End of the Beginning of the End

Whelp, I need that photo on a T-shirt.
 
Captain Jurus Stayne stood upon the tower balcony and surveyed the extent of Rolloth’s Vigil. The little village that had once been Chorithton continued to grow at a steady clip. Despite the harshness of the environment and the sudden change that had befallen its inhabitants, the Anmari Collective was soldiering on. One of Jurus’s first orders had been to construct a rudimentary barricade of wooden stakes around the whole of the settlement. While it wouldn’t slow down a determined enemy it was enough to keep the decidedly hostile wildlife from roaming into the village. As he watched, a working party under guard hauled more lumber into the town on a travois they had come to rely on so much. Easy to make, the wedge shaped sled could be pulled by one or two people and allowed them to bring in the resources that the Anmari need so desperately to survive.

Looking to his right, Jurus watched as a ship was unloaded at the docks. Originally on the village’s west end, the Shift had found the dock uselessly placed on dry land. It had taken a crew of workers several months to dig it out and relocate into in the new harbor to the north. It had proven usefully when a Telletian carrack had limped into port during their second year in their new home. The merchant had been heading into his home port during the Shift and had suddenly found himself back out at sea. They had been forced to sail in whatever direction the wind sent them, eventually landing on the Icy Finger. Jurus had gladly traded them some excess food in exchange for ore and lumber that had helped to create necessary equipment for the Anmari. Ever since the Telletian captain had continued to stop at Rolloth’s Vigil once or twice a year, bringing much needed supplies and news of the strange new world.

As he watched, Jurus saw a man in a bright green fur coat parading around the docks, inspecting the cargo and he couldn’t help but smile. Cyril Restov had been the local tavern owner in Chorithton and had accepted the mantle of lead trader in their new surroundings with abandon. He had also become a bit of a fashion trendsetter; he had built a tannery in town and started selling sabercat furs to residents. He had paid a hefty amount of gold to have one of the mages (Jurus suspected one of the Twins) to change it from a bland beige to a bright green. A riot had almost broken out when Jurus disallowed the practice, citing the need for all the magicka they had just to survive, not for aesthetics. It had only made the green fur coat that much more desirable.

Jurus pulled his own furs closer around his shoulders and was about to leave when Minn Hyreth strode out the doorway and stood next to him. Jurus looked his old friend up and down and burst out laughing. Minn’s originally plain gray mage’s robes had been transformed into something that would fit into any of the old tales of the Ice Lands far to the East. The cuffs were lined with furry rings with large wooly mittens hanging down from attached strings. A similar trim had been added along the hem. The crowning feature was a full sabercat head that had replaced the hood, making it look as though Minn’s head was being swollen whole or coughed back up. Stone faced, Minn joined Jurus and leaned against the railing saying only “It’s important to stay warm.”

“It’s also important to not look as though you’re being mounted by a sabercat” Jurus said wiping tears of mirth from his eyes. Minn shot him a dark glance before nodding at the Telletian ship that was preparing to depart. “Is that our latest shipment?”

Jurus composed himself and nodded. “Yes. Enough water to last us another two years. We should be ok for at least a little while.” Supplies were a critical issue for the Anmari. With poor soil, cold weather and only the fish and hostile wildlife around, food was always in demand with limited supply. The well and snowmelts provided water but not nearly enough. Without the departing Telletian ship and other traders, the Anmari would wither and die. Minn cleared his throat pointedly and asked “Have you though more about my suggestion? I understand you’re hesitant about using magicka after the Mammoth incident.”

The Anmari Captain sighed. Two of the mages, twin brothers Nammice and Gilroy Colman, had concocted a scheme to tame a herd of mammoths to use are transportation and war vehicles (should the need arise). Nam and Gil had wooed Minn and then Jurus on the idea, assuring both the spells they had found would work. When they time came, something went wrong and the mammoth herd had stampeded, killing almost two dozen villagers. The only upside had been the meat and furs that had kept the town warm and fed. “I’ve had doubts about it before that happened. There’s just too much that could go wrong. I’d rather save what magicka we have for more important things. Let’s see what the scouts turn up on patrol.”

Minn nodded silently. He glanced at Jurus quickly. The toll of leadership was already showing on his friend. He was actually glad that Jurus had laughed at him; he wasn’t sure if the warrior was capable anymore. He also disliked burdening the young man with even more stress, but he had little choice. Biting the bullet, he blurted out “There may be a problem with two of the families in town.”

Stayne cocked an eyebrow at the mage. “Oh? Do tell.”

Now it was Minn’s turn to sigh. “It appears that the Pasret and Kalish families are at odds with one another. There have been some fights and many loud arguments. It appears to have started from Serfs and Lords.” The game was an Anmari classic, focused on acquiring land and impoverishing the other players. It was an excellent way to spend time in cold winter months but it had a propensity to bring out the worst in some people, though to the degree it was manifesting itself now was unheard of.

Jurus pinched the bridge of his nose and massaged his forehead. “Please tell me you have an idea of how to solve it.” Minn shot him a wicked grin. “Oh I do. But you probably won’t like it.”
 
Just want to say, I'm loving the quality of stories coming through with this game. Kudos and 10 EQ Dollars (Usable in the Republic of Eqistan only) to all who have contributed.


This is the only warning to get in orders I will be giving until late Sunday, so you have been warned.
 
>war breaks out
Guys I literally had a superweapon for sale last turn.
 
I hate to break this to you, but as a rule, wizards are nasty people. They're powerful, capricious, ruthless, egotistical, used to getting their own way. That's being kind.
Balthazar Orilon, Headman of Nede

"It is intolerable! It shall not stand!" Ulysson banged his staff upon the oak table furiously. Thalimar sighed, and lifted up his mug before it slid off. "The pissant little village cannot treat us this way! I demand recompense!"

"I had to sleep on the ground!" another wizard called. "Do you know how bloody uncomfortable that is? And it was cold!"

Thalimar groaned and buried his head in his hands. "You slept on the ground that entire journey. Don't act like you somehow suffered."

"Well," the offending wizard said, looking peeved, "I didn't have to that night. I was denied an opportunity. I'm sure you appreciate -"

"I don't. Believe it or not, your mistreatment at the hands of untrained peasants does not register as highly as the fact that there are a bunch of untrained peasants that outnumber us four-to-one nearby, among other things."

"Oh pish-posh," Eudamon snorted. "They're peasants. They're not even wizards, let alone mages. One sniff of Gaulir's Resplendent Fireball and they'll go running."

"Be that as it may," Thalimar said evenly, rubbing his temples, "I'd rather not have them showing up at our doorstep. Even then, we've got barely enough water to last us through the year. That troubles me." Dear gods, he thought to himself, I need a drink. It was like managing children. Arrogant, smug, unempathetic children.

There was a low hum, and the entire room turned to watch a food elemental whirr past. They had given them the run of the Institute - they went where they pleased, mostly unconcerned with whatever happened, periodically lashing out at anything they considered a threat - luckily, that last category didn't include the residents. One of them, Thalimar remembered with a chuckle, still had a hand embedded in it - Foromir had reached in to snatch an apple, and had watched it taken away, ripped clean off, along with the rest of the food in it. Thalimar wondered if it was possible to get it out, and study the forces that animated it... perhaps if you lopped off Foromir's other hand, and initiated a sympathetic resonant connection, and swapped their places... no, now was not the time. He'd sort that out later - Eudamon was speaking.

"...perhaps, a way to ensure a font of water for several hundred people," he was saying.

"Unlikely," Ulysson cut in. "The cost in thaums energy would be immense. We're talking nearly 120 gigaThaums here. It would be a decade before we could summon up that much energy."

"There issssss... one way," a voice hissed from the wall. Seoror the Unclean disengaged from it, his ebony black cloak billowing around him - despite the lack of wind. Against the light his skin was a clammy pallor, and the shadows clung to him as he spoke. "The sssorceriessss that man wassss not meant to wot of... The forbidden artsssss... blood majyk."

"Seoror, literally half of us practice blood magic. Hell, Eudamon sacrifices a random pretty much annually," Thalimar said. "I dunno why you keep acting like it's forbidden."

"Ssssssssssssssssssssssssssss!" Seoror hissed. "You do not understand its true power!" He wrapped his cloak around him, and fled into the night. The effect was spoiled slightly when he tripped over his cloak on the stairs, but they watched him go anyway. There was an awkward silence.

"What I want to know is," Ulysson said, breaking it, "how do you pronounce a y?"

Thalimar shrugged.

"He's got a point. There's no other way to get the thaumic energy we need," one of the Wizards said.

Thalimar's eyes alighted on the map again. He grinned wickedly. "Oh, I know a way. Eudamon, break out that book you talked about. We're about to use it." Eudamon's eyes lit up. "No, we're not about to sacrifice the grad students," Thalimar said, heading him off. "Alright, maybe a few. But I know exactly where we can find 120 gigathaums."
 
Magi:
Spoiler :
Maig'ir zalin ra'si: Terran Empress
Leader: Ya'ra'si Zanna'isha (Mage)
Race: Elves
Faction Trait: Militaristic
Capital: Hold of the Magi (Elven Enclave; Zone 29)
Structures: School
Population: 306
Education: General
Gold: 1,742
Food: 1,061 (+200)
Water: 1,093 (+200)
Lumber: 250
Ore: 0
Magicka: 283
Weapons: 200 Swords, 120 Spears
Animals and Transports: 3 Steppe Snakes
Soldiers: 47 Archers, 15 Mages


Challenge:
Spoiler :
Let him remain, when he finishes, we can either destroy the device if it is bad, or use it if it is good. Either way, we don't know what he is working on, and if we try to stop him, we don't' want to get into a struggle. Just leave him alone and figure out what he is doing.


Orders:
Spoiler :

Build 3 Longbows for 15 lumber

Train 3 Archers for 300 gold

Train 5 Mages for 1500 Gold (deficit is payed for in trade orders below)

Send an Expedition consisting of 15 mages and 30 Archers armed with Swords down into the Swampkin Lair. Avoid the swamp people if possible, and try to stun and subdue them over killing them. Gather treasure if possible, and search for the force controlling the swamp people, but start to leave if any of our forces begin to feel like they are getting controlled, and when we leave our ultimate goal is to subdue, incapacitate, capture, and bring home one of the swamp people to see if the force loses it's control over the being. Once we get it back to our home, keep it locked up incase it starts to go berserk, but again try to communicate with it, firstly through speech if possible, and only if speech is not possible, even through the use of a translation spell, use the same mind meld spell as the last time to attempt to communicate.

Send 20 archers armed with swords and longbows, as well as 5 mages to continue to explore zone 28


Trade:
Spoiler :
Sell 93 water for 4278 gold
 
Dawnbringer Cult Orders:

Stats:
Spoiler :
Dawnbringer Cult: bestshot9
Leader: Archmage Kayul Darrono (Mage)
Race: Humans
Faction Trait: Militaristic
Capital: Thurysius College (Mage Tower; Zone 84)
Structures: None
Population: 310
Education: Basic
Gold: 0
Food: 245 (+0)
Water: 245 (+0)
Lumber: 0
Ore: 0
Magicka: 100
Weapons: 200 Swords, 100 Spears
Animals and Transports: None
Soldiers: 45 Mages


Leader's Challenge Response:


We will send delegates to Goldenshire, spreading the word of Darrono. We will allow them to join us in paradise if they join the Dawnbringer's cause. If they refuse, we will invade their town, without warning. Survivors will be enslaved and if any resist we will kill one in ten until they begin to cooperate.
 
"The lore is quite clear Farras, As ‘Ufranul Uddel dreamed Agurdun and the Vannant, so Agurdun fashioned the Zebdâru Gensin. And as such, Zebdar Kamin embued the stone giants with his divine authority. They were his hands in fashioning the old world of Gensin, fashioning it for our needs. That alone makes them deserving of veneration! I've even found a song that speaks of their veneration in the bygone era when they were first among us!" The young dwarf Nipar had been petitioning Farras for several weeks now. Farras would have regretted selecting Nipar for a Cleric Apprenticeship, but he knew the lad had enough piety to take the job, and enough intelligence and interest to do the job better then Farras could at this time. The ancestors and the gods deserve their respect, but Farras needed to keep folk alive long enough to have time to pay respects.

"And what exactly does that mean, Nipar? Kamin and the other gods may not be around, but are we going to replace him with his servants? Should we worship servant as well as master?" Farras did not take such issues lightly. Dwarven lore had many references to cults in by gone eras.

"Does not one show respect to the steward while the master is away? Is not the steward entrusted with the masters authority? Would we not show respect to Grypons of Bagd if we were in his airy realms? Would we not pay respects to the ancestors of our clan, or another if we were on pilgrimage? In one way or another the stone giants carry the divine authority of Kamin, as Kamin carries the divine authority of Agurdun, as Agurdun carries the authority of the most divine ‘Ufranul Uddel." Nipar looked like he was about to continue his exhortation, but Farras held up a hand.

"Enough. If we are to venerate these Stone Giants, so be it. Just make sure you explain it to the rest of them in simple terms. The same way the butcher doesn't need to know or understand how his knife was made, so the laity won't understand every nuance. As long as they know theres a hierarchy and that it's not a heresy, it's fine by me." Farras stood silent for another moment.

"And send me that song that speaks of their veneration. If were gonna worship them, we're gonna do it right. I don't care if it was one thousand years ago or ten thousand, our traditions will be kept."
 
Starting work on the update now, so you stragglers need to get those orders in!
 
Starborn Walkers: Thomas.berubeg
Spoiler :
Leader: Captain Aelfwine (Adventurer)
Race: Human
Faction Trait: Agrarian
Capital: Stargarth (Dungeon; Zone 19)
Structures: Well, Farming Equipment, Fortifications, Forge
Population: 330
Education: Basic
Gold: 0
Food: 540 (+160)
Water: 310 (+170)
Lumber: 80
Ore: 450
Magicka: 55 (-20)
Weapons: 30 Swords, 20 Crossbows
Animals and Transports: 30 Horses, 1 Longboat
Soldiers: 10 Knights, 30 Mages



Challenge:
Spoiler :
A great demon has emerged from a previous sealed chamber in the dungeon. Our forces were prepared to fight it when it suddenly offered us its services. It has stated that it has watched us from its slumber and hopes to aid us in our goals to rebuild a society. It has further stated that should we request it to leave, it will. Our people are understandably nervous about a demon in our midst. How do we respond to this offer?


Solution:
Spoiler :
We are in no position to refuse any assistance, as suspect as it may be. The stories do mention beneficial demons in the past, so, we welcome this demon, and listen to it’s wise advice. What is it’s name? Does it have any advice for producing enough food and water?


Orders:
Spoiler :
20 magica into the Death Curse.

I’m not sure if the -20 is already applied. If it is not, apply it.

Half of Remaining magica into trying to slow my people’s consumption of resources. Ask the demon for help in doing this magic.

Send the Longboat Blizzard in Summer back to Sunken Mee-ah-mee, the Hellscape, with an expedition consisting of 7 Knights on 7 horses, 3 mages on 3 horses, 10 Longswords, 10 Crossbows, and 20 more people, led by Husjarl Sigrid Itilstor(Mage.) They are to carefully scout out the Risen One, and if they feel they can, raid that dungeon.
 
Imortan Seventeen Brotherhood

By decree of our Immortal leader Kassandra, the region which we inhabit shall be from now on named " Sundering Valleys' to commemorate the cataclysm that has taken the lives of many of our brothers.

Orders
Spoiler :
35 people will mine
100 will farm and gather food
100 will collect wood by clearing an area around our fortress
75 people and 20 mages will head to Slope with 70 swords and 25 spears.


Challenge
Spoiler :
Upon arriving in Slope, one mage reads this letter:

' Brothers of Slope, this tragic era of ours is chaotic and dangerous. Little stands between you and the horrors of the wasteland. Aside from the Brotherhood, for our the might of our mages stands its own against our common enemies. Today, we offer you protection, and a place in the Empire which we are building. As Brothers.'

Slope is given the choice to join us. If they refuse, we dispose with any resistance and submit them to our rule. The goal is not to slay everyone but to give a demonstration of our power.
(up to 10 magicka can be spent in the battle)
 
Due to a number of unexpected real-life commitments I won't be able to keep up with the game, so I have to drop the Free Reach of Zlatocraina. It's free for grabbing if anyone is interested.

Sorry for leaving the game so early, it has nothing to do with its quality or format. In fact, it was very pleasant to read the updates while I had time. I hope to be back for the continuation of BOTWAWKI.
 
Clan Blackfist Orders

Stats:
Spoiler :
Clan Blackfist: Nailix
Leader: Oren Blackfist (Warrior)
Race: Dwarves
Faction Trait: Innovative
Capital: Blackfist Hold (Dwarf Fortress; Zone 120)
Structures: None
Population: 263
Education: Basic
Gold: 19,700
Food: 962 (+0)
Water: 962 (+0)
Lumber: 0
Ore: 1,000 (+250)
Magicka: 0
Weapons: 100 Swords, 50 Crossbows, 25 Muskets
Animals and Transports: None
Soldiers: 37 Footmen


Spending:
Spoiler :
Spend 1,150 gold, 230 ore and 23 swords on 23 footmen.
Spend 1,500 gold, 15 crossbows on 15 archers. (17,050g, 1,020o)
Trade 500 ore for 13,000 gold.


Military/Movement
Spoiler :
Post 10 archers on hills/trees around our entrance with 15 footmen just outside the entrance to patrol/guard from any attack.
Have the remaining 5 archers just inside the fort ready to fire on any imposing forces that break though, with 25 footmen near the door serving as a funnel or choke point to cut the bandits down easier.
The remaining footmen will be further in the fort to help protect the women, children, and our leader and his counsel.


Challenge
Spoiler :
Continue to be cautious, using only the most trusted to stay with our leader, but we wont act out any punishments until we have further proof. There is no reason to begin inner turmoil with a greater threat yet to be dealt with and no real proof that there is anything going on. We will have loyal and trusted citizens on the look out for any suspicious behavior that might lead to a rebellion or revolt of some kind and report back.
 
“This time it will work!”

“We swear!”

Minn Hyreth slowly rubbed his temples with his index and middle fingers. He was standing in the room of the Colman Twins, Nammice and Gilroy. As always, it looked like some sort of book bomb had gone off; there were tomes and scrolls littering every surface. One wall was dominated by a huge chalk board upon which were spells and runes that even he had trouble following. The Twins were standing before him with a large leather necklace with a round stone etched with symbols hanging from it.

“Explain it to me again” he said before quickly throwing up his hands. “Slowly! And one at a time!”

The Twins had been born in a small village on Anmare’s northern coastline. When they were very young, the village had been raided and sacked by a group of pirates working for the Frustar Cities. Everyone in the town had been killed except the Twins because they had shown magical potential, so they’d been taken to one of the Frustar Institutes. There, they’d undergone all sorts of heinous experiments. When the Anmari had rescued them, they had discovered that Frustar had performed some sort of a mind melding between them. One of Minn’s teachers had explained it as though the Twins were one mind split between two bodies. While this made them excellent mages, it made communication with them difficult as they talked fast and would finish each other’s sentences which greatly confused those not used to them.

Nam started. “We had the right idea before with the mammoths.”

“Which we’re sorry about again” Gill added.

“A communication spell WILL work; we just tried it on too large a group. This” he said holding up the amulet “will allow us to talk to one animal at a time.”

“We focus on training that one, figure out exactly what to do, then we try it on the others!”

“Then we can use the trained one to help us get the others in line! Once they know that we can feed them-“

“They’ll be lining up to join! Plus, once they’re borne in captivity we can train them from birth!”

“Which will take even less magic. We worked out an algorithm illustrating the decline in magic needed per animal. We started by using Piscatoe’s Principal of Decay-“

“Then factored in Fulmer’s Law of Magical Longevity, which created a weird reaction”

“We think we might have found a new dimension that only we can see”

“But once we worked out the kinks we were able to implant they old animal husbandry spells”

“Which are really old, like ancient. We think the elves might have come up with them because the glyphs they use are an odd combination of human and elven”

“With darrow and other ones we don’t recognize thrown in. We’re going to look into-“

“ENOUGH” Minn had to shout, throwing up his hands. If you let them keep talking they would go on forever. “How do you know it will work?”

“We tried it already.” They responded in unison both turning to point to a small cage sitting on one of the desks. Inside was a single rat watching the conversation and unmistakably wearing a necklace in miniature of the one they were holding. Gil walked over and opened the cage. The rat scampered out and came to the edge of the desk where it stood up on its hind legs, sniffing the air near the young mage. Gil looked at the creature intently and said “Bring me a leaf of glassweed.”

The rat turned and scuttled away. Gil turned back to Minn and started talking again. “He understands us so long as the amulet stays on. If it falls off, he’s still trained”

“And partially domesticated” Nam quipped.

“But he can’t understand complex commands. With mounts it should be easier, because they’re bigger and they can learn motions rather than words.”

“So we shouldn’t have to keep the amulets on them forever”

“But it might not hurt”

A sudden squeaking caused the three mages to turn back to the desk. The rat had returned and was hopping up and down trying to get their attention. Clutched between its teeth was an unmistakable spiral sprig of glassweed, which Gil took and rewarded the rat with a piece of cheese. Minn turned back to the Twins.

“Color me impressed. But how are we supposed to get that” he pointed at the necklace “onto a mammoth.”

The Twins exchanged a quick glance between themselves.

“It won’t work on a mammoth”

“At least not this one”

“We need to start smaller”

“We said that already”

Minn sighed again, fearing the answer to the question he was about to ask. “So what are we supposed to put that on?”

“A bear of course!”

Anmari Collective Orders
Spoiler :
Challenge Solution: Normally, such actions would be left to the two families to resolve. However, given our much more confined quarters and because the issue has led to violence, the leadership must step in to resolve it. We cannot have two of our larger families at each other’s throats, as we all must work together to survive. The two feuding families will be given a choice. They can have a tournament playing Serfs and Lords (with Capt. Stayne and other leaders acting as impartial judges and Coinkeepers so there is no cheating of any sort) with one family being declared the winner and settling the matter. Or they can drop the whole problem and act like it never happened and move on. However, both families must agree on the solution. If they cannot agree on either the tournament or letting the matter go, both families will be relegated to only perform menial tasks such as latrine duty, boiling snow, gutting fish, skinning animals etc. (separately of course) for two weeks. That should give both sides the incentive to drop it or hold what would be one of the greatest Monopoly Serfs and Lords Tournament ever, as it would be a round robin tournament that will take days if not weeks to complete. And if they choose the tournament, I’m sure they’ll get sick of the game before it’s over and that will settle the matter

Allocate 8 magicka for the Twins’ experiment. They will craft an Amulet of Calming and Communication that will make a bear more docile and allow it to understand human commands. They (with a party of 10 footmen, 4 archers and another mage for protection) will attempt to use magic to subdue a bear. When one is found (that does not appear to be sickly and that is by itself), they will use magic to put it to sleep then slip the amulet around its neck. When it awakens, they will continue to use magic to calm it and give it some food and attempt to communicate with it that working with humans will get it more food that it does not have to hunt for. If it is agreeable and does not attempt to maul anyone, bring it back to the Vigil where we will begin to train it and see if it can be made to carry people. If it is not agreeable, kill it, retrieve the amulet, bring the meat back to the Vigil and we’ll try again next year. The Twins are to be protected at all costs, with the other mage with them there solely to provide protective spells should they be attacked.

Sell 75 of our existing lumber stores for 6,600 gold. Use 2500 gold to buy 2500 units of food, enough to last us 4-5 years. Use magicka to determine that gold is real and that the food is not spoiled, fake, made from humans, etc.

Use 25 Lumber to create 5 Longbows

Continue to send out patrols of 10-20 soldiers (majority footmen, with archers and the occasional mage for support) to explore the Icy Finger.

Have our population continue to fish the shores for additional food and boil snow for water (all with guards). Have the majority focus on harvesting lumber, with occasional parties (with guards) looking for any scavenging.

As always, bring any and all animals we kill that we can back to Rolloth’s Vigil for their fur and meat.
 
Pelgia Orders:

Sell 300 Lumber
Buy 3000 food
Send 30 Footmen, 10 Archers on an expedition to Zone 55
Declare Zone 63 to be Ichaelia
Have my entire population be gathering lumber, while my soldiers guard them
-------

Emperor's Challenge: The restriction on births will be completely lifted, due to the passing of the crisis. Any refugee who fled our lands will be welcomed back once more if they so choose.
 
Drinking to celebrate new job. Write my portion of the update in the same spirit(s).

Windgard: Shadowbound
Leader: Toruviel, Mistress of the Mountain (Politician)
Race: Elves
Faction Trait: Adventurous
Capital: Windguard (Elven Enclave; Zone 96)
Structures: School, Fortifications (2), Lookout Tower, Well, Farming Equipment (3), Lumber Mill, Forge
Population: 539
Education: General
Gold: 200
Food: 728 (+450)
Water: 818 (+230)
Lumber: 316 (+50)
Ore: 500
Magicka: 619
Weapons: 340 Swords, 80 Spears
Animals and Transports: None
Soldiers: 38 Footmen, 41 Archers, 4 Clerics, 19 Mages

Trade

Sell 200 ore, BUY LOW SELL HIGH

Buy 400 food

Send an appropriate war party to the humans with a gift of 200 swords.

Production

Magicka up 84 lumber

Build 2 wells with 300 ore and 400 lumber

Whip up 8 more clerics and 6 more mages

Challenge Orders

Shave the Lorax and send him back to the trees.

Use his hair in a magic spell to curse the dryads. It's probably magical, or at least has some relationship with them that will let us bypass their protective magic. Spend 100 magicka on this.
 
Just stating that stragglers have additional time, as I have been a bit busier than expected this week and we are definitely behind schedule.
 
imma drop cause I don't know what I'm doing and that isn't terribly fun for me
(also time)
 
Update 4: Year 4

I hate to break this to you, but as a rule, wizards are nasty people. They're powerful, capricious, ruthless, egotistical, used to getting their own way. That's being kind.

-Balthazar Orilon, Headman of Nede​

Inter-Faction Reports​

WAR IN THE HIGHLANDS. The Shu State and the Followers of Orbaes remain locked in a war for dominance in the Highlands. The Followers have remained strictly on the defensive, maintaining mounted patrols in the no-man’s-lands between the two towns. These patrols helped alert the Followers when the Shu State’s reinforced army launched another march. The skirmishers of the Followers inflicted a number of casualties through hit and run raids, using their lighter armor and weapons to evade attempts by the Shu cavalry to force them to retreat. When the Shu reached the Church of Orbaes, they attempted to raid the town, only to find that a new metal wall had been constructed, preventing easy access. They sought to draw out the Orbaes’ militia into an open battle, and succeeded. The Orbaes’ militia was not alone, but accompanied by robed mages and militia from the Conclave of Alim to the southeast. Numerous mages and a hundred more militia than the Shu expected were brought out onto the battlefield. Rather than being drawn into the Shu State’s prepared trap, the Conclave and Followers relied upon ranged weapons to inflict terrible damage through fire and arrow upon the Shu’s lines. Having no ranged weapons of their own, the Shu were forced to simply take it, in a shield wall while Follower skirmishers whittled down the Shu cavalry. After dozens of Shu soldiers had been killed by arrows and magic, the Followers and Conclave advanced, and easily broke the already wrecked lines of the Shu. The Shu army was forced to flee the battlefield once again, returning home as the Followers’ skirmishers harassed them the entire way back.

Faction Reports​

Anmari Collective
Spoiler :

The Anmari Collective faced severe troubles throughout the year, casting a constant pall upon the looming game tournament. Thankfully the tournament itself went off without a hitch, but it has firmly established a rivalry between competitors. Lumber has been sold off on the open market to support the purchase of food, which turned out to be a happy coincidence as a major fire ravaged the food stores that had previously existed. Much of the old food supply was wiped out, thankfully to be replaced by enterprising merchants. Fishing brought in less food than last year, which fishermen have blamed on mysteriously weakened schools of fish throughout the region. The happiest news on the home front was when magicka was used to lure a bear to the town and tame it. Though some people were frightened when it was discovered that the amulet used was completely ineffective, it turned out the bear had bonded with one of the hunters in town, who now keeps it as a loyal pet. So far, some people have suggested riding it, but no one wants to be the first to try.

Patrols continued to explore the Icy Finger, looking for anything of value or use in the region. They have tracked mammoth herds and dens of sabre cats and bears. This year they discovered a far more powerful force residing in the region, though with numbers of less than one hundred. The immense and aggressive ice giants have been found to roam in the southern parts of the region. These massive creatures were thought extinct before the Great War and are known to be both physically strong and powerful in elemental frost magic. One unfortunate patrol was almost completely wiped out by one of the smaller giants, until a nimble archer named Jem Calithan scaled the giant and managed to put arrows through its eyes. He has been lauded as a hero for this feat, as the few survivors of the patrol returned home.

Turn Stat Changes
Spoiler :

-815 Food from storehouse fire
+4,100 Gold, +2,500 Food, -75 Lumber from market trading
-25 Lumber, +5 Longbows from production
-12 Footmen, -6 Archers from battle with Ice Giant
-1 Archer, +Jem Calithan (Level 1 Ranger) from rise of a hero
+60 Water from melting snow
+30 Food from fishing
+230 Lumber from woodcutting
-18 Magicka, +1 Bear from bear taming
+15 Population from natural growth
-516 Food, -476 Water from consumption
+16 Magicka from generation


Challenge: Some of our leaders are still demanding that the hunter who controls the bear we captured make an attempt to ride it or train it for others to ride. The hunter claims that such an attempt will likely turn the bear belligerent and result in multiple deaths. How do we respond to this conflict?


Blackwood Elves of Unkurra
Spoiler :

The Blackwood Elves faced a threat from within, finding one of their own preying upon elven women. Efforts to catch the murderer were undertaken by a new group called the Gardeners, who used plantlife to observe the town during both night and day. These methods of observation helped catch the deranged murderer, a human male who was summarily executed. The community has sought to further improve its security by attempting to take out the feared Iron Tower not far from Unkurra itself. They attempted to use magicka and moisture to rust the iron of the tower and the elementals defending it. While this proved to be a successful maneuver against the elementals outside of the tower it quickly became clear that the tower itself was immune to rust, likely out of defensive spells by its mysterious occupant. Attempts to communicate with the occupant were cut short when a fireball from the top of the tower disintegrated a half dozen archers in one go.

Another important expedition was sent west to explore neighboring regions to the Weeping Hills. They found that to the west lays a great forest, full of old trees and wildlife. A mage attempted to commune with the trees, but something went wrong, resulting in his death from unknown causes. The expedition found its way into the area known as Occitania, bringing gifts to the town of Tevios. The town was very welcoming and told the scouts about a nearby fortress of militaristic dwarves known as Das Großoccitanian Reich. They advised the elves to keep their distance, as the dwarves were known to be a bit volatile. They also warned of spirits, which they had named Chaneques, that were known to sever a person’s soul from their body. These spirits were believed to be a myth, but they soon began attacking those within the expedition during the return journey. The expedition began slowly dying one by one of heart failure and apparent natural causes as their souls were stripped from them, and only one made it back to Unkurra, just barely able to report everything that had happened before he passed away.

Turn Stat Changes
Spoiler :

-4 Population from murders and execution
-200 Magicka, -9 Archers, -1 Musketman from raid on Iron Tower losses
-50 Ore from gift to Tevios
-10 Population, -10 Magicka, -9 Crossbows, -1 Mage from western expedition losses
+5 Population from natural growth
-450 Food, -420 Water from consumption
+150 Lumber +250 Ore from surplus production
+244 Magicka from generation


Challenge: Our people are concerned that the chaneques may have accompanied the sole survivor of the western expedition back to our town. People have reported odd paranormal activity within their homes, furniture moving, and doors closing. They have asked that our mages investigate, and the response has been that we either need proper clerics to cleanse the town, or we could use 300 Magicka to disperse any magical creatures within. On the other hand, some people believe that the story related by the scout scared a few people who are weak of will, and the chaneques have not been brought here. How do we respond to this issue?


Bone Ridge Covenant
Spoiler :

The Bone Ridge Covenant has continued to maintain its position as a major stop for trading in the northern seas of new Gensin. All sorts of supplies and equipment have made their way to trading posts on the coasts of Bone Ridge, as merchants set up shop in the area. Ample amounts of ore were sold out of the mines of the dwarven fortress in the mountains, while other construction materials and supplies were brought in. These helped fuel the construction of new infrastructure and buildings in Eztli itself, including a college and more advanced smithing and developing facilities. New mines have been dug deep into the earth of the Bone Ridge, but dwarves at the base of the mine have stated that there is movement below in the darkness that could threaten the fortress. Another major effort was the construction of three new longboats which were sent out into the high seas to scout and explore the other islands of the northern seas.

An expedition to the northwest found a hilly island, and managed to scout it, but found a heavily fortified port, with cannon and numerous guards. Subtle scouts and spying identified the place as Marauder’s Cove, the primary nest of pirates and buccaneers in Gensin. The longboats wisely avoided the harbor, realizing that it had far more power than they could hope to overcome. Another went west and found an island which appeared to be a severed part of a large tract of farmlands. In the center stands a massive tower that appears to be plated with platinum. This tower is clearly a mage tower of some size and power, likely replete with magical artifacts and treasure. The last expedition was sent southwest, and the two ships were separated by a storm. They came ashore at a jungle island, and one ship eventually found the other in the pair, brought ashore, but completely abandoned. Tracks led into the jungle, but none came out. Scouts reported large feline creatures, called jaguars within the jungles, very predatory and nearly killed several of the Covenant’s men.

Also on the home front, food was left for a wandering human mage travelling down in the lower reaches of the Bone Ridge. He seemed to mostly ignore the food and water and eventually wandered off into an unknown area. Without many scouts remaining in Bone Ridge itself, the dwarves found it hard to keep track of him and his journeys. A few of the dwarves did have the nagging feeling that a great opportunity may have been lost.

Turn Stat Changes
Spoiler :

+5,052 Gold, +4,308 Food, +4,308 Water, +17,750 Lumber, -4,599 Ore, +640 Crossbows from market trading
-50 Magicka from checking trade goods
-5,000 Gold, -13,250 Lumber, -1,450 Ore, +3 Longboats from construction
-11 Population, -5 Magicka, -6 Footmen, -6 Archers, -5 Mages, -2 Clerics, -11 Crossbows from Zone 114 expedition losses
+4 Population from natural growth
-229 Food, -179 Water from consumption
+95 Magicka from generation


Challenge: We have dug too deep! In the process of digging out all of these new mines, we have found what could literally be the mother of all bone worms. We have managed to awaken thousands of the creatures in addition to the largest one we have ever seen, and they are swarming through the mines and could find their way up into the rest of the fortress. The only way to prevent catastrophe, should they move up the mines is to demolish the ones we have dug, and even then we risk them burrowing through the much softer rubble and corridors we have inadvertently created for them. On the other hand, the massive amount of Ore we are receiving from the mines could finance our economy for some time, and they may not make their way up. How do we respond to this crisis?


Clan Blackfist
Spoiler :

The Clan Blackfist thankfully had a quiet year, despite some fears of mutiny or revolt. These rumors appeared to be unfounded, thankfully avoiding the bloodshed of a civil war. For the most part, the year was spent quietly while most of the population worked in the mines. Others were instead recruited for an expansion of the guards to help protect the community. New footmen and archers were trained from the population, helping to cement a strong force to defend the gates. No attacks have taken place, but all of the dwarves sleep better knowing that their security is assured.

Turn Stat Changes
Spoiler :

-38 Population, -2,650 Gold, -230 Ore, -38 Swords, -15 Crossbows, +23 Footmen, +15 Archers from recruitment and training
+196,000 Gold, -500 Ore from market trading
+6 Population from natural growth
-306 Food and Water from consumption
+250 Ore from surplus production


Challenge: One of the dwarves has apparently gone mad and has locked himself in an old workshop in the depths of the fortress. He has allegedly begun crafting something and refuses to let anyone in or to come out. Some of our people are concerned about what he may be doing and demand that we send the guards in to drag him out. Others believe we should wait and see what he is working on. How do we respond to this issue?


Conclave of Alim
Spoiler :

The Conclave of Alim temporarily left the ruined lands of Thedas to participate in a war for profit. Realizing the dire situation of food and water, they sought out new options to provide for the community. The people of the Followers of Orbaes to the north found themselves locked in a war with the Shu State, and called for aid in exchange for both food and water. As the supplies poured in, the Conclave agreed to provide soldiers for an impending new battle. The army eventually arrived and remained barracked within the town, awaiting the arrival of the Shu force. When the battle was engaged, the Conclave’s mages provided literal fire support, throwing great fireballs into the massed ranks of the Shu footmen and knights. The effect was pure devastation, frying soldiers in their armor. After a prolonged bombardment, the Conclave militia helped the Followers crush what remained of the Shu lines, sending them running. With a debt fulfilled for the vital aid received, the Conclave’s militia returned home as honored heroes.

Turn Stat Changes
Spoiler :

+1,500 Food, +1,500 Water from Followers of Orbaes aid
-500 Lumber from construction
-21 Population, -35 Magicka from battle against the Shu State
+10 Population, +1 Horse from natural growth
-323 Food, -353 Water from consumption
+110 Magicka from generation


Challenge: When our soldiers were in the Highlands we heard stories of shadows that could consume people whole, leaving behind only skeletons and shattered equipment. Some of our people swear that they’ve seen these shadows lurking within the walls surrounding Alim’s Tower. No one has died, yet, but all are concerned that these beings could be in Thedas now, having been inadvertently brought back from the war. On the other hand, these could just be unverifiable stories. Some have asked that our mages cast a powerful light through the town, dispersing any shadowfolk for 100 Magicka. How do we respond to this proposal?


Das Großoccitanian Reich
Spoiler :

The Reich has begun to spearhead the first signs of technological process in this new Gensin. With the acquisition of a sophisticated piece of equipment from specialized merchants, the Reich is now prepared to begin production of new flamethrowers. These devices allow any dwarf, not just mages, to use the power of fire to lay waste to enemies. The first prototype has been created, but engineers suggest that more sophisticated workshop facilities will be required for further production. Patrols have continued to explore Occitania and made contact with a group of scouts from the Blackwood Elves of Unkurra in the town of Tevios. The elves had humans in their expedition and seemed friendly enough at the town’s inn. Unfortunately, the patrol ran into troubles when they encountered creatures called by Tevios as “Chaneques.” These ghost-like beings apparently stalk individual targets and steal their souls, allowing their bodies to persist before succumbing to “natural” causes. Several soldiers on patrol were victims of these magical creatures, which have inspired tales of terror among the population of the Reich.

Turn Stat Changes
Spoiler :

+39,600 Gold, -450 Lumber from market trading
-30,000 Gold from rare part purchase
-6 Footmen, -2 Archers from Chaneque attacks
+1 Flamethrower from prototype completion
+6 Population from natural growth
-155 Water from consumption
+205 Food, +550 Lumber from surplus production


Challenge:A large group of human refugees have arrived from the north, landing ashore in Occitania in crumbling ships, lacking any food or supplies of their own. They have plead for shelter among our people and within our fortress. Some of ours believe we should welcome them as new servants for dwarvenkind, while others believe we should simply send them to Tevios to live with their own kind. How do we respond to this horde of refugees?


Dawnbreaker Cult
Spoiler :

The Dawnbreaker Cult has launched its first effort to display dominance in this new world. They demanded that the recently discovered town of Goldenshire join their glory and eventual victory, but the stubborn militia refused. In retaliation for this blatant insult, the Cult went on a march to war, arming its own militia to accompany the mages to the battlefield. Goldenshire, apparently surprised by the umbrage that the Cult felt, were still confident of victory, having a far larger militia than the aggressors. For a brief moment it seemed as though the battle would go their way, until a mage named Allieva Mlenno single-handedly slaughtered over fifty of the militia using her magic alone. This incredible display of destruction led to the surrender of the survivors. The Cult killed one in ten of the surviving militia, as a display of dominance, taking over management of the town. The people have been put back to working the farms, while mages decide their fate.

Turn Stat Changes
Spoiler :

-11 Population, -45 Magicka from conquest of Goldenshire losses
+1,676 Food, +676 Water, +150 Lumber from spoils of conquest of Goldenshire
-1 Mage, +1 Allieva Mlenno (Level 1 Mage) from rise of a hero
+24 Population from natural growth
-300 Food and Water from consumption
+118 Magicka from generation


Challenge: We have conquered Goldenshire, but now the question arises on how to manage our new territory. Should we appoint a former citizen to oversee affairs for us, or find a governor among our mages? Some of our people suggest we should make sure a loyal garrison is present at the town, or we may well face constant rebellion and unrest. How do we manage our new holding?


Followers of Orbaes
Spoiler :

The Followers of Orbaes have continued to fight marauders from the Shu State for control of the Highlands. They managed to reach an agreement with the Conclave of Alim in neighboring Thedas for protection, providing the Conclave with a massive amount of food and water in exchange for their support in the impending battle. When the mages and militia of the Conclave arrived, they were sequestered in the town and prepared for the fight to come. These soldiers proved a very unwelcome surprise for the Shu, as the army was sent out after several attacked by knights on patrols. In the battle that came, the mages of the Conclave and the archers of the Followers rained down hell upon the helpless footmen and knights of the Shu State. When the final charge was launched by the militia, the Shu broke, running back to their town after yet another defeat. The Followers remained vigilant against further attacks throughout the year, but it seemed likely that they would not make another attempt until they recouped their losses.

Turn Stat Changes
Spoiler :

-500 Gold, +500 Food from market purchases
-1,500 Food, -1,500 Water from gift to Conclave of Alim
-4,000 Gold, -20 Swords, -10 Spears, -10 Crossbows, -20 Longbows, -10 Horses, +20 Archers, +10 Skirmishers from recruitment and training
-60 Lumber, -580 Ore, +10 Spears, +10 Crossbows from production and construction
-28 Population, -6 Skirmishers from losses in battle against Shu State
+11 Swords, +2 Horses from spoils of battle against Shu State
+12 Population from natural growth
-94 Food and Water from consumption


Challenge: Some of our people have proposed that we erect a shrine to those who have died in the battles against the Shu State. They have suggested that we dedicate 40 Wood and 40 Ore to the construction of an elaborate shrine and memorial to those who have gave their lives for this war. On the other hand, these are resources which could be valuable to other projects. How do we respond to this proposal?


Imortan Seventeen Brotherhood
Spoiler :

Great change has been felt by the Imortan Seventeen Brotherhood. The first was a severe geological restructuring of the entire area. The mages first felt the region become substantially hotter and more humid, as flood waters have seeped in from neighboring Meeahmee, and turned the lower areas into swamps. Then what had been hills rapidly grew into craggy mountains, and valleys turned into canyons, as the dungeon itself was sent soaring towards the top of a peak at high speed. The elevation of the entire town had shifted and transformed, as the old roads and paths were broken and shattered and the land once more became unfamiliar to the people of the Brotherhood. Workers found the soil at the new elevation no longer suited to any but the hardiest plants and none of them proved edible. Thankfully there were plenty of fallen trees and loose rocks for workers to collect and bring to the stores of the dungeon.

An expedition attempted to make it to the coast to find the town of Slope, which had been scouted in the previous year. To some surprise of the expedition, they found Slope in a deep valley still on the coast, barely keeping their heads above marshwaters seeping in from the east. When a demand was read for the town to join the Brotherhood, the elders of Slope accepted with almost unseemly haste. Desperate and scared, they have willingly turned their resources and community to the Brotherhood. The town offers a limited port for the brotherhood should they ever turn their eyes to the seas.

Turn Stat Changes
Spoiler :

+100 Lumber from woodcutting
+35 Ore from mining
+896 Food, +896 Water, +200 Lumber from annexation of Slope
+16 Population from natural growth
-515 Food and Water from consumption
+67 Magicka from generation


Challenge: With Slope added to our Brotherhood, we are faced with the matter of how to govern them. We could allow the local elders to retain authority and thus have some support from the population, or we could appoint a mage to be the new governor of the town. Either way, we must have some way to demonstrate authority to the peasantry. How shall we rule our new holding?


Institute of the Arcane
Spoiler :

The Institute of the Arcane has sought an alternative solution to the shortage of water they have faced. To prepare the ground for the solution in mind, they began to arm themselves with new and old weapons from the institute’s arsenal. An assembled militia and the majority of mages marched to the town of Nede, which had previously offered offense to scouts sent out into the Wizardlands. Starting the attack with a barrage of fireballs, which set parts of the town aflame, the Nede militia was taken by surprise. The majority of the Institute’s militia was focused upon taking people alive, and managed to do so while Nede’s forces attempted to rally. The mages tried to break up these attempts, but there proved to be too many angry people looking to bash mage skulls in. When a half dozen mages had died, the rest decided that it was an opportune time to leave.

The captured peasants from Nede were brought back to the Institute with the promise of enslavement to look forward to. Instead, they were assembled and sacrificed in mass to generate more magical power for a great spell. This spell was used to enchant an old chalice to provide the institute with unending water .The chalice’s only limitation was in the amount it was able to provide at any given time, but still offered more than enough for the entire staff and student body. The Everlasting Chalice is under heavy guard, offering a much-needed relief to the faction as a whole.

Turn Stat Changes
Spoiler :

-25 Magicka, +25 Lumber from transmutation
-100 Lumber, +20 Longbows from construction
+50 Lumber from woodcutting
-41 Population, -93 Magicka, -6 Mages from raid on Nede losses
+133 Population from raid on Nede spoils
-133 Population, +1,330 Magicka from sacrifices
-1,400 Magicka, +1 Everlasting Chalice from enchanted object
+8 Population from natural growth
+156 Food, +56 Water from surplus production
+94 Magicka from generation


Challenge: Our most powerful mages have suggested that we have a hierarchy to the amount of water that people are allowed to consume base on their status in the community. While we do have plenty to go around, they feel that a little rationing would help confirm the castes and structure of the institute. On the other hand, the rest of the population is less in favor of reinforcing the structure, believing the water should be divided among the whole faction equally and without any rationing. How do we respond to this debate?
 
Back
Top Bottom