End of the Beginning of the End

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?
 
Karaz Holdouts
Spoiler :

The Karaz Holdouts have eased back in their labors this year, hoping to give overstressed and overworked dwarves a chance to relax. Beer and mead flowed throughout the population, as stockpiles were broken open and the dwarves had a chance to decompress. Work was completed at a more leisurely pace throughout the community, and intake was substantially reduced from previous years. Thankfully, some believe this may have saved some lives, as people were able to relax and take their minds to friendly, and more alcohol-addled, places.

Turn Stat Changes
Spoiler :

+31 Food from farming
+150 Lumber from woodcutting
-250 Food from storehouse fire
+7 Population from natural growth
-209 Food, -309 Water from consumption
+10 Magicka from generation


Challenge: A strange man has stopped by and offered us a large pile of food and water to add to our stockpiles. He claims to only be trying to help all of the afflicted from the Great War. The supplies he’s offered are enough to feed and water hundreds, and could greatly help our situation. On the other hand, many of our people are suspicious of such generosity, especially from a human. How do we respond to this offer?


Kingdom of Celestis
Spoiler :

The Kingdom of Celestis has been involved in a frenzy of activity as centaur raiding continues without relent throughout Tranquility. New weapons were purchased and used to help equip and train skilled soldiers for combat. Fortifications were built around the town, providing a moat with metal entrenchments for any unwary attacker. These preparations were made not a moment too soon as the town was attacked by a particularly large band of centaur raiders. Despite the relative surprise of the attack, the new soldiers were able to rally and drive them away with a number of casualties. Another tragedy struck the kingdom when the hero known as Munstrum the Brown disappeared into the wilds, after being sent to scout the known Twisted Lands to the west. No one is sure what happened to him, but the kingdom’s other mages claim they could sense his death.

Turn Stat Changes
Spoiler :

+37,950 Gold, -100 Ore, +50 Spears from market trading
-3,500 Gold, -800 Ore, -50 Spears, -20 Crossbows, +30 Footmen, +20 Archers from construction, recruitment, and training
-34 Magicka, -8 Footmen, -3 Archers, -2 Mages from centaur attack on Celestis losses
+100 Lumber from woodcutting
-Munstrum the Brown from Twisted Lands exploration losses
+11 Population from natural growth
-52 Food, -152 Water from consumption
+42 Magicka from generation


Challenge: One or two of the younger mages are claiming that we sent Munstrum out to die, and have decried this as a betrayal of the hero’s trust in our monarch. Whether or not these accusations are true, they are undermining the king’s authority among the peasantry, who loved the departed hero. How do we respond to this situation?


Knights of Ynys Gaer
Spoiler :

The Knights of Ynys Gaer have faced a truly devastating foe, as they sought to protect and reassure the villagers of the town of Arasatos. A large force was mustered to raid and purge the feared Unyielding Tower, rising above the Arasoti Plains. Soldiers and armed militia from Arasatos were rallied together and sent towards the tower to cleanse it from the magical abominations within. Initial reports ran back to the town stated that the first two waves had entered with promising advances, but this information was all that was retrieved. Scouts and hunters from the town reported that the entire expedition had been wiped out by the magical creatures within the tower, though some claim that a single survivor may have escaped into the wilds. The survivor was tentatively identified as Nibor Yelskol, a known rogue and anti-Knights agitator who had been selected by the governor of Arasatos in the hopes he would die in the tower. Nibor has not been seen after escaping from the tower.

Turn Stat Changes
Spoiler :

+4,000 Lumber, -1,000 Ore from market trading
+260 Food from hunting and gathering in Bravehills
-80 Population, -45 Footmen, -15 Archers from raid on Unyielding Tower losses
-27 Population, -27 Food, -27 Water from population fleeing Arasatos
+19 Population from natural growth
-381 Food, -321 Water from consumption


Challenge: Loose magical artifacts have begun to turn up for sale in Arasatos and other towns in our small empire. These appear to be mostly inert relics from the Unyielding Tower, leading credence to rumors of a survivor. Some of our anti-magic proponents have suggested we destroy these artifacts and make their possession illegal, while others claim we should hoard them and possibly use them should we ever recruit a mage. Still others claim we should just let people do what they will with the relics, providing they do no harm. How do we respond to this issue?


Maig'ir zalin ra'si
Spoiler :

The Maig'ir zalin ra'si once more focused their attention on the nearby Swampkin Lair, hoping to reach it and explore the treasures and what lay behind the apparent hostility and evil within. New archers and mages were trained and equipped, prepared for the battle to come. Unfortunately, the expedition sent to scour the Lair fell victim to the swampkin, who seemed prepared for this attempt after previous interactions. Using their apparent knowledge of the marshes, the swampkin managed to close in upon the ranged forces of the expedition and engage them in close combat. The mages and archers were torn to shreds, and only a few were able to escape from the Lair with their lives. They came home empty-handed and warning of the apparent organization and skill in combat of the swampkin.

An expedition sent west into the plains had more luck, surveying the region and attempting to find anything of interest. They found what appeared to be an old oasis, surrounded by trees. Apparently, the old spring within had opened up into a large series of caverns. According to the scouts these caverns appear full of ravenous demons, fighting each other and occasionally raiding out into the plains into hunt for food. They marked the oasis as extremely dangerous, naming it the Gateway Oasis, as it appears to represent and entryway into the worst possible depths. One the home front, one elf apparently went mad, locking himself in his quarters for months before coming out. He then declared himself the new Emperor of Gensin as he began deploying a massive and intimidating device. Unfortunately, the device seemed to malfunction, and upon attempting to kick his creation into life, it fell over on the crazed elf, breaking and killing him in the process. Attempts by mages to figure out what the device was supposed to do appear fruitless, as it only appears to be a random assortment of gears and bits of wood.

Turn Stat Changes
Spoiler :

+4,278 Gold, -93 Water from market sales
-15 Lumber, +3 Longbows from production
-8 Population, -1,800 Gold, -3 Swords, -3 Longbows, +3 Archers, +5 Mages from recruitment and training
-15 Magicka, -21 Archers, -9 Mages from Swampkin Lair raid losses
+3 Population from natural growth
-144 Food and Water from consumption
+191 Magicka from generation


Challenge: We have the wreckage of the device created by the maddened elf collected in an old storage shed. Some of our mages want to spend more time examining it, just in case it actually could be put to use. Others believe that it was just the efforts of a madman, and likely is just a collection of junk, advising that we not waste time and resources to figure out what it is. How do we respond to this debate?


Pelgia
Spoiler :

Pelgia has managed to carry on with another peaceful year, as the supply worries were brought to an end. The emperor has been praised for his efforts to provide both food and water to the people, purchasing large amounts of each for the past two years. Most of the workers of Pelgia have continued collecting lumber, as it has proven to be a lucrative commodity on the open market. A few scouts were also sent west, and found a land of rolling hills and ruined towns. The territory scouted was viewed as mostly safe and open, but there remains plenty of land left to explore.

Turn Stat Changes
Spoiler :

+23,400 Gold, +3,000 Food, -300 Lumber from market transactions
+612 Lumber from woodcutting
+15 Population from natural growth
-525 Food and Water from consumption


Challenge: A large ship appears to be floundering off of the coast not far from our capital. If we could pull it ashore, we may be able to help ourselves to the treasures on board. On the other hand, such an effort may risk our people’s lives in the process, as there could be any sort of hostile presence on the vessel. Should we attempt to bring the ship in for salvage?


Prohibitionists
Spoiler :

The Prohibitionists have welcomed a new band of followers, refugees from a collapsed settlement. They left their failed home, looking for safety and seem to have found it at last. Over a hundred of these beleaguered people have made new homes among the Prohibitionists. Some were immediately sent off with a new expedition to the north, exploring new lands for further development and expansion. They found the lands to the north of Mastholme to consist of a massive jungle, thick in flora and full of vicious creatures. None have proven more dangerous so far than the panthers within, which have been known to drop down upon their kills before dragging them off for consumption. Over a dozen were killed in this manner, before the expedition returned home.

Turn Stat Changes
Spoiler :

+104 Population from intake of refugees
+98,000 Gold, -250 Ore from market transactions
-11 Population, -3 Footmen from Zone 39 expedition losses
+13 Population from natural growth
-214 Food and Water from consumption
+60 Lumber from surplus production


Challenge: The authority of Master Kayle appears to have been challenged by one of the newcomers, known as Greg, Son of Jack. He is very popular among the new immigrants and has even quickly made friends among our old male residents. His position of influence has not gone unnoticed by the master’s advisors, and they suggest something ought to be done. How do we respond to this issue?


Shu State
Spoiler :

The Shu State once again mustered its strength for a new fight against the Followers of Orbaes. Dozens of people were recruited to arm themselves as new soldiers and footmen to take the field in battle. With a new army assembled, the Shu army headed west again to win the war decisively in the hills of the Highlands. When the army arrived at the Followers’ town, the knights began raiding the outskirts, attempting to draw out the enemy army into battle. They succeeded, but were quickly dismayed at the sheer number of militia and soldiers exiting the newly built walls. The army was lined up in prepared formation, but they were not able to counter the ranged capacity of the Followers and their allies from the Conclave of Alim. Magefire and arrows rained down upon the Shu warriors, and they had no way to retaliate. It was a testament to their will that they managed to stick to the plan and withstand the initial bombardment. Unfortunately, when the enemy army finally charged, there simply were not enough Shu warriors left alive to withstand the assault. The Shu forces collapsed and they were harassed all the way home by enemy cavalry in their retreat.

Turn Stat Changes
Spoiler :

+8,280 Gold, -300 Water, +240 Swords
-120 Population, -6,000 Gold, -1,200 Ore, -120 Swords, +120 Footmen from recruitment and training
-70 Footmen, -4 Knights from losses in battle against Followers of Orbaes
+16 Population from natural growth
+39 Food, +39 Water, +20 Lumber from surplus production


Challenge: A mysterious and powerful magical being has appeared to us and made an offer. It has offered our ruler a drink that will allegedly grant all of our people incredible martial power, some resistance to magical attacks, and the physical ability to win our war. In exchange, we will have to wage war upon magic users throughout the world, whenever and wherever we encounter them. If we fail to do so, the ramifications could be incredibly dire. Should we accept this being’s offer?


Starborn Walkers
Spoiler :

The Starborn Walkers have found an unusual new ally in the form of a demon they recently unlocked from a sealed chamber deep within the dungeon. The demon has been very polite and cordial, but has refused to give its name, which according to legends would give the Walkers direct control over it. He has proved to be an able laborer and worker, and seems to be a skilled fighter according to training masters. Unfortunately, not all was good news, as the longboat sent to Meehamee failed to return after departing. It has been assumed that the expedition was lost either at sea or upon arriving in the sunken city. No one is quite sure what happened to them, and without an other boats, it seems unlikely that anyone will soon find out.

Turn Stat Changes
Spoiler :

+1 Demon from offer of help taken
-20 Magicka from death curse
-20 Population, -7 Knights, -3 Mages, -3 Horses, -1 Longboat, -10 Swords, -10 Crossbows from lost Meehamee expedition
+10 Population from natural growth
-221 Food, -211 Water from consumption
+45 Magicka from generation


Challenge: Workers in the depths of the dungeons have made an exciting find! There appears to be a hidden river and spring in the lowest levels. Unfortunately, creating a path to access it will flood a number of levels in the dungeon, including the forge. If we open the pathway, we will lose the forge, but gain ample amounts of water for consumption by our people. How do we respond to this situation?


Stonebeard Clan
Spoiler :

The Stonebeard Clan has continued to survive in their venerable fortress, though supplies appear to be becoming short. Matters were made worse when a fire in the store houses led to the destruction of nearly a quarter of the fortress’ stockpiled food supplies. It is hope that fervent worship of the stone giants will grant more aid and support from those massive creatures in this time of critical need. A new shrine has been constructed and offerings left once again in an attempt to appeal for help. No response has been received for now, as the Stonebeards face a very bleak year to come and water and food are short.

Turn Stat Changes
Spoiler :

+286 Lumber from woodcutting
+98,000 Gold, -250 Ore from market transactions
-100 Food from storage fire
-30 Lumber, -40 Ore from shrine and offering
+5 Population from natural growth
-196 Food and Water from consumption
+15 Magicka from generation
+250 Ore from surplus production


Challenge: We are critically low on both food and water and cannot purchase both on the open market. While we are capable of buying one or the other, people will still die from the shortage. Some of our mages have suggested that the only way for the faction to survive this catastrophe is through the use of blood magic and sacrifice. They suggest that if we sacrifice 20-30 dwarves and convert the obtained magicka to either food or water, we will be able to survive another year. How do we respond to this proposal?


University of the Rose
Spoiler :

The University of the Rose did nothing and accomplished even less than that as the leader remained in reclusion.

Turn Stat Changes
Spoiler :

+7 Population from natural growth
-184 Water from consumption
+216 Food from surplus production
+80 Magicka from generation


Challenge: Many of our people are reporting odd back pains and aches, among other illnesses over the course of the year. Some of our advisors suggest that this could be due to overwork and stress among the people and suggest that we relax quota requirements and labor. How do we respond to this issue?


Vinya Falas
Spoiler :

Vinya Falas has remained active on the open market, despite some elves advocating cutting ties with the dastardly human traders. Plenty of lumber was purchased, to help in the construction of a new longboat with which the faction could ply the waves. Some of the gold made off of the transactions was used to help furnish the elves with new soldiers, including armored ones to face down the bandits of the east. A salvaging force was sent in that direction, and to the pleasant surprise of the expedition, Mariel Gorumrim discovered a small group of elven skirmishers sealed away for untold centuries. The mage was able to awaken them, unlocking them from the sealed tomb they were contained in and bringing them back to the town. They revealed that they had been locked away by a human mage centuries ago, and were not in the least bit surprised to hear that the world had been destroyed by mankind’s aggression.

Turn Stat Changes
Spoiler :

+16,200 Gold, -100 Ore, +500 Lumber from market trading
-750 Lumber, +1 Longboat from construction
-1,500 Gold, -50 Ore, -20 Swords, -10 Longbows, +10 Footmen, +10 Archers from recruitment and training
+90 Ore, +10 Skirmishers from salvage in Attea Runya
+100 Lumber from woodcutting
+3 Population from natural growth
-136 Food and Water from consumption
+75 Lumber, +50 Ore from surplus production
+194 Magicka from generation


Challenge: The new additions to our society retrieved by Mariel appear to be a bit disconnected from the new reality. They are having a hard time adjusting and speak in language antiquated even by our standards. Our people are concerned about helping them make the transition into new society. How do we help these brave warriors adapt?


Windgard
Spoiler :

The elves of Windgard have continued their war against the dryads of the forests that surround them. The humans of Lost Town in particular mobilized to face the threat, assembling their militia and intentionally felling trees to attract the enemy. These efforts were mostly successful, though a few elves were slain in the combined battles that took place. The humans were incredibly grateful for the presence of elven healers, helping to maintain the lines. The elves attempted to use a messenger who claimed to speak for the trees in a curse against the dryads, but as it turned out the messenger had no contact to the forest or the dryads and was just a particularly hairy dwarf. After casting a curse intended for the whole dryad population, the curse was instead focused just upon this individual. This resulted in what was left of the dwarf being spread across several hundred yards of forest.

Turn Stat Changes
Spoiler :

-100 Magicka from failed attempt to curse the dryads
+78,000 Gold, +400 Food, -200 Ore from market trading
-200 Swords from gift to Lost Town
-84 Magicka, +84 Lumber from transfusion of resources
-300 Ore, -400 Lumber from construction
-14 Population, -3,800 Gold, +8 Clerics, +6 Mages from recruitment and training
-9 Population, -3 Clerics from aiding humans in fighting dryads
+6 Population from natural growth
-185 Food, -325 Water from consumption
+50 Lumber from surplus production
+342 Magicka from generation


Challenge: The dryads have appeared to cast a powerful new spell! Trees are growing to unprecedented heights at great speed, rapidly moving towards our farms and town, tearing up any artificial structures in their wake. Trees are actually growing faster than we can cut them down, and we are concerned this could cause severe damage to our town. Some of our mages have suggested a massive firestorm to be the answer, claiming that a magical fire cast with 500 Magicka could not be stopped by any other magic. Others claim that this hasn’t worked before, and we would have better luck simply warding our town and surrounding area against unwanted growth with 300 Magicka. How do we respond to these proposals and impending crisis?


Wissenschaft
As food and water became too short, the people of Wissenschaft fell into anarchy when their leader disappeared. Lifelong comrades began to turn on each other for scraps of food and drops of water, and it did not take long for hundreds to be dead in the dust. The encampment quickly disbanded and the rest of the faction dissolved, leaving only a ruined camp behind it. The survivors headed off for a variety of destinations, as their attempts at succeeding in this new Gensin were met with failure.

Market Prices​

Food: 108 Gold for 1 Food

Water: 85 Gold for 1 Water

Lumber: 302 Gold for 1 Lumber

Ore: 323 Gold for 1 Ore

Swords: 71 Gold for 1 Sword

Spears: 30 Gold for 1 Spear

Crossbows: 64 Gold for 1 Crossbow

Horses: 56 Gold for 1 Horse

NPC Diplomacy​

To: Knights of Ynys Gaer
From: Sandwatch

At this time we have no desire to be ruled by a petty tyrant. We are fully prepared for any attack you intend on making, and thank you for the timely warning. Our stockpiles are large, and our new walls are ready to repulse any attempt at capture.

OOC​

Would anyone with more artistic talent than myself be interested in creating a better map from what we have, ideally with terrain and so forth? I’m planning on doing a simple terrain/town map with names of towns and regions this weekend after the update, but if someone else can, I’d appreciate it. The current map just really isn’t cutting it, so, definitely going to need a bit of a revamping.

Just a note that archers DO require swords or spears to be trained, so they are not defenseless when attacked up close. Some of you have forgotten this, but thankfully there were always stockpiles of swords to draw from in each case. Also, remember that soldiers come with their weapons they were trained with and do not need to be equipped with any.

@thomas.berubeg: 35 Magicka just wasn’t enough to do anything to slow consumption, so it was not spent, allowing for its use in the next turn. Also the negative 20 applied to your Magicka is the automatic deduction for the death curse you requested.

World Map​

Spoiler :


 
Nice update although it went terrible for me. I had the right tactics once again but I was again outnumbered. Also, I never expected that mages would support the Followers. The situation sucks, but I shall give it a last try and drink this magical potion.
 
From: Shu
To: Conclave


If you withdraw your forces, we shall pay you a large amount of gold (up to 8,000 gold). If you do not, we will deal with you as mortal enemies.

From: Shu
To: World


We are ready to pay 12,000 Gold to any state which attacks the Followers.
 
From: Followers of Orbaes
To: Shu State


King of Shu this war is madness why are you so intend on our demise. Have both our people not suffer enough. This pointless war has got you nothing but many dead and nothing to show for it. Let us end this madness for both are people sake. If you can't even see it in your heart that this is wrong then you have shown yourself a poor leader. Put whatever pride that drive you to go to such deep end. For even if you kill me my people will always believe in the true king our father Orbaes and will never submit to you.

ps: Kudos to Shadowbound video :)

double ps: I see what you did there EQandcivfanatic with Clan Blackfist challenge and I approve.
 
Git gud unmagic scrubs. Wizards rule OK.

Excellent update EQ! Than went pretty well, ultimately, even if it did thin down my pop a bit.
 
Great update!
 
This is the fair warning that I intend to start updating on Tuesday.
 
From: Shu
To: Followers


We can accept peace as long as you agree to not send missionaries to Shu. In return, we can give you 1,000 gold.
 
From Windgard
To Lost Town

Friends, we are hoping to acquire 250 lumber to continue to build our settlement. Can you spare some wood?
 
To: Windgard
From: Lost Town

We are more than happy to provide lumber to our good allies.
 
Quick question: does the halving of component costs for the Innovative trait apply to gold costs of buildings as well?
 
@Grandkhan: No.
 
From: Followers of Orbaes
To: Shu State

We will accept the 1,000 gold for peace and we will not send any of our followers to you settlement but like I said before if your people come over to us wanting to learn about Orbaes we will not refuse them.
 
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