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End of the Beginning of the End

Discussion in 'Imperium OffTopicum' started by EQandcivfanatic, Jul 17, 2015.

  1. christos200

    christos200 Never tell me the odds

    Joined:
    Jan 9, 2011
    Messages:
    12,043
    Gender:
    Male
    Location:
    EU, Greece, Athens


    - Yang Kang, King of Shu State

    Yang Kang had strongly disliked governing Shu: he had to oversee hundreds of reports and tens of building projects, he had to make sure that justice was served, the harvest was going well and that all of his people were well fed. He had to work all day long and he rarely slept much at night. Yang Kang loved his people and that's why he did his best to fulfill the above mentioned tasks as best as he could, but did not enjoy much doing all this hard work. However, there was a part of being a King that he strongly liked: he could create and command his own army.

    During the past years of his reign, he focused more on building up the nation's defenses and facilities. This year, he was going to focus instead on building a military machine. A small one, due to lack of resources and people. The Shu State was a relative poor Kingdom with only 618 inhabitants and no magic skills at all. So, the forces he could muster right now were just 20 footmen. A laughable and humiliating, for him at least, number of soldiers. But this would be the beginning one of the world's greatest military machines, or so he hoped.

    Although a year ago he would have preferred a simple life to that of a King, Yang Kang was gradually becoming more and more ambitious. He was now more mature and more strict. A few years ago, he would tolerate everything and he would forgive Ministers too easily. Nowadays, he would put to death those Ministers who repeatedly failed him and downgrade those who were starting to fail him. He would also dismiss advices of the Ministers and take personal control of the state. Yang Kang was changing from a boy King to an ambitious despot.

    But there was one person he could not forget, the young woman he had met a few months ago. Unfortunately, Minister Dong Fang had already arranged for his daughter to marry a young scholar and so this whole affair ended up as a fiasco. Yang Kang was not one who would use his royal powers to take the woman of an other man, so he gave up on Dong Ying, despite his love for her. This affair made him a bit bitter and so he was now focusing on the training of his men.

    He would personally train them. "Hack down on the enemy!", he shouted on one occasion as he showed his men how to battle. He then demonstrated his war prowess by hacking down with his sword on an imaginary opponent. "Never rest! Always move forward and attack! Attack, attack, attack! Never defend, never retreat!". His small miniature army of 20 men was gradually becoming more and more well trained and experienced.

    Of course, Yang Kang knew that with this small army, he would not be able to explore effectively the nearby area, much less build an Empire as he had hoped. But it was a beginning. And, as all beginnings, a humble one. But did not all great conquerors had a humble start? He was still young, Yang Kang thought, and by raiding and conquering nearby villages, he could gather enough resources and men to muster a large enough army to spread out his rule across the continent.
     
  2. bestshot9

    bestshot9 Monkey Sharpshooter

    Joined:
    Jan 24, 2008
    Messages:
    2,110
    Location:
    600m Away
    Faction Name: The Dawnbringer Cult

    Leader Name: Archmage Kayul Darrono
    Leader Background: Mage
    Starting Location: 84
    Leader Background: Archmage Kayul Darrono, head of the Thurysius College of Mages before the sundering of the world, had always been highly respected. Both students and faculty alike looked up to him, due to his deep understandings of magic and his ability to tell the future. He foresaw the destruction of the world, but also foresaw that it would not be completely destroyed. He warned his students and staff of his visions and gave them the option to stay with him, under his protection at his own personal tower in the countryside, or return to their families. Those who stayed survived, the same cannot be known for those who left. Since the rebuilding of the world, however, his fortune telling abilities have waned. He has since had one single, recurring vision: that of a new world, distinct from the old. One where he and his followers live in peace and serenity.

    Origins: Mage Veterans
    Traits: Militaristic
    Capital Type: Mage Tower
    Background: The mages of the Thurysius College did not see much action during the War. Mostly trainees and professors, they helped keep the city-state safe from raiding parties by other nations, but mostly stuck to their studies. Before the breaking of the world, the head of the College, Archmage Darrono led a group of loyal students and teachers to his own personal tower outside of the city to shelter against the oncoming catastrophe. He shared with them his vision of a future world, a peaceful world. The students named the new world, "Dawn", a symbol of hope in the dire current times. The name stuck, and mages began researching ways to bring Dawn to reality. Thanks to the large library Archmage Darrono kept in his tower, his followers have been researching ancient, forgotten magics they hope will help bring his vision to reality, as well as continuing their studies and enhancing their abilities in combat and construction magics. This broken world is a dangerous place, afterall, and the mages must have a way to defend themselves. They now look to spread the word of their cult, the Dawnbringer Cult, across the world to gain more followers and help usher in the new world to come. They have turned their eyes to the city of Thurysius itself, with the hopes of reclaiming the once grand city and saving what ever citizens may yet remain.
     
  3. Terran Empress

    Terran Empress Hornet

    Joined:
    Mar 30, 2011
    Messages:
    2,014
    Gender:
    Female
    Location:
    Hallow Nest
    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: 303
    Education: General
    Gold: 0
    Food: 1,432 (+200)
    Water: 1,432 (+200)
    Lumber: 500
    Ore: 0
    Magicka: 259
    Weapons: 200 Swords, 100 Spears
    Animals and Transports: None
    Soldiers: 50 Archers, 15 Mages


    Challenge:
    Spoiler :
    Our Best move against the swampkin would be to engage in a "mind melding" spell with a captured swampkin. If they are sentient our mages should be able to communicate with them perfectly and share each other's knowledge, history, culture, and customs, directly, and hopefully figure out what they want and what their goals are. If they are merely intelligent we should be able to influence them and give them suggestions to do something, as well as to learn what is going on in their heads, but we will be unable to really communicate with them above that. Finally if they are non intelligent and just animals then the mind meld spell will act like any other mind controlling spell, and we should be able to control them, we should do this with our expedition to the Swampkin Lair.


    Orders:
    Spoiler :

    Build a School with the resources and gold I purchase

    Send an exploration party consisting of 5 mages and 10 archers armed with swords through zone 29 to catch and capture some steppe snakes, stun them and then imprison them in a magical bubble to make sure they won't hurt anyone, the goal is to bring them back to our homebase to see if we can reverse engineer their venom, or utilize it for our own goals

    Send an Expeditionary Party of 10 mages and 40 archers into the Swampkin Lair, move slowly and methodically and stun and mind meld with swampkin to see what their goal is, do not finish the dungeon, this is an exploration mission to learn more about the dungeon and what beasts we will find there. If, and only if, this is purely secondary, bring back salvage or treasure, but not if it will cause our forces to be hurt or die.


    Trade:
    Spoiler :
    none for now
     
  4. Unweeldy Gluv

    Unweeldy Gluv Chieftain

    Joined:
    Jul 20, 2015
    Messages:
    3
    Unkurra Elves
    Spoiler :

    Blackwood Elves of Unkurra: Unweeldy Gluv
    Leader: Kynwal Sulfur-Rust the Tall of Unkurra (Engineer)
    Race: Elves
    Faction Trait: Innovative
    Capital: Unkurra (Dwarf Fortess; Zone 157)
    Structures: None
    Population: 300
    Education: Basic
    Gold: 0
    Food: 1,600 (+0)
    Water: 1,600 (+0)
    Lumber: 1,000
    Ore: 500 (+250)
    Magicka: 0
    Weapons: 50 Crossbows, 25 Muskets
    Animals and Transports: None
    Soldiers: 50 Archers, 30 Musketmen, 10 Mages


    Challenge
    Spoiler :

    The Blackwood elves were lost, torn - but now they are safe. They have unity, and they have a home. Merowid lead them through the chaos of the breaking of the world, and Kynwal will protect them into the future.

    Kynwal and Merowid's blossoming new romance has given the people faith in the unity of races and peoples. Kynwal and Merowid speak of the dream of Unkurra: a place of peace, and safety, a home for all people, forever. The elves weep for their lost home, but this new dream, one free from the horrors of the world torn apart by magic, gives them hope.

    The world is broken, but that is the past. Kynwal and Merowid tell them they must look to the future.

    Together, Kynwal and Merowid let it be known to the world that all can find safety in Unkurra. The people hoist signs of peace upon their walls.



    Orders
    Spoiler :

    100 elves go exploring the nearby region, particularly seeking any other lost peoples. Using a small amount of lumber we put together a few sign that reads just "Peace" in Human, Elvish and Dwarvish. They are instructed by their leader and his queen to invite all stranded peoples to the safety of Unkurra. A quarter of all soldiers and arms go with them.

    Another 100 elves do the same (with signs), but aim on scavenging rather than just general exploration. They are instructed to go as well to go into mines and seek out any goods that may be found. Half of all soldiers/arms go with them, for what they may find in the mines.

    Final 100 elves remain at Unkurra, and build a watch tower with 500 lumber. They also construct a large sign, also reading "Peace" in as many tongues as they know, and invest 100 lumber in doing so. They will mount this, with help of their leader, upon their walls. The remaining quarter of troops/arms will defend the walls of Unkurra, and keep watch of any possible combatants, but also any lost people who may need shelter.


    Trade
    Spoiler :
    none for now
     
  5. Seon

    Seon Not An Evil Liar

    Joined:
    Jan 20, 2009
    Messages:
    7,697
    Location:
    Not Lying through my teeth
    Celestis

    Spoiler :
    Challenge: all things considered, we are still blessed. The lake still stands behind us, and it has taken us to a land full of bounty. It is here we shall rebuild, among the peach trees and the figs.



    Spoiler :
    Bank all magicka.

    Direct 50 people, 20 with crossbows, to salvage the local area's abandoned hamlets for any valuables and construction materials.
     
  6. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

    Joined:
    Jan 21, 2002
    Messages:
    11,578
    Location:
    On the Zee
    Update work is begin.
     
  7. Double A

    Double A ♫We got the guillotine♫

    Joined:
    Aug 22, 2009
    Messages:
    14,199
    Location:
    NC
    I had my orders written last night but forgot to hit send so WHOOPS
     
  8. Everblack

    Everblack Blacker then you

    Joined:
    Jul 21, 2012
    Messages:
    366
    Location:
    Chicago
    EQandcivfanatic do you have my order I just wanted to make sure you had them since I sent it by pm.
     
  9. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

    Joined:
    Jan 21, 2002
    Messages:
    11,578
    Location:
    On the Zee
    @Everblack and Double A: Confirming that I do have both of your orders.
     
  10. TheLastJacobite

    TheLastJacobite No Commies

    Joined:
    Mar 6, 2007
    Messages:
    1,707
    Location:
    Around
    Spoiler :
    Send a portion of our population with Footmen and archers for guards) to collect snow to help with the water shortage. Ensure that it is boiled then have a limited number of volunteers (preferably those being older and feebler) drink it. If nothing adverse happens to them after a few days to a week, then we will begin collection and boiling en masse. Have as many of the rest of our people as practical (with heavy guards of footmen, archers and mages) begin harvesting the lumber near Rolloth's Vigil and beyond. This we will sell on the open market and use the proceeds to buy the food and water we need to survive. Continue to send out patrols (in the 10-25 man range with a mix of footmen and archers) to continue to explore the Icy Finger. If practical and possible, return any cats that are killed back to the Vigil for their meat.

    EDIT: If possible, patrols should attempt to push on past our region to see what lies beyond.
     
  11. Calgori

    Calgori Rapture's Best & Brightest

    Joined:
    Feb 7, 2015
    Messages:
    161
    Gender:
    Male
    Location:
    Carthago Nova, Spain
    Wissenschaft
    Spoiler :
    Wissenschaft
    Leader: Lucanor Giovanni (Engineer)
    Race: Humans
    Faction Trait: Innovative
    Capital: Wissenschaft (Camp; Zone 61)
    Structures: None
    Population: 300
    Education: Basic
    Gold: 0
    Food: 600 (+0)
    Water: 600 (+0)
    Lumber: 0
    Ore: 0
    Magicka: 0
    Weapons: 200 Clubs, 50 Swords, 50 Crossbows, 25 Muskets
    Animals and Transports: None
    Soldiers: 100 Footmen, 50 Archers, 30 Musketmen


    Challenge:
    Spoiler :
    We can't assure anything until we do some research but obviously this is not our world. Some kind of weapon ripped our reality and send us to another world, where we are now. This only proves our point that our cause is justified, and that we must ensure that this terrible fate will never repeat. Wissenschaft must control the technology of this new world.


    Orders:
    Spoiler :

    (All units are supposed to carry clubs)
    Send 10 footmen with swords, 5 archers with crossbows and 1 musketman with musket to explore our location. They must focus on find sources of water, and the coast. As a secondary objective they should find an appropriate spot to build a settlement, also in the coast.

    Also, we will assign 70 men to cut down trees in our surroundings escorted by 40 footmen with swords and 20 archers with crossbows.


    Trade:
    Spoiler :
    nothing
     
  12. Golden1Knight

    Golden1Knight Elf-Friend

    Joined:
    Apr 27, 2013
    Messages:
    597
    Location:
    Somewhere.
    A walk in the garden

    "Irwin, stop it! Now!" The captain whispered. Then, he heard the sound of a branch being broken. If it was a branch.

    Captain Cynan, an average height man and a proud owner of a long beard and an equally pompous mustache, was hidden behind a large bush, trying to warn one of his men who seemed oblivious to the impending danger. Irwin, an somewhat puny soldier, who was trying to grab a juicy apple, seemed somewhat confused by the unease of his superior. Hearing a crack, he turned back. What appeared to be a tree was moving. To his horror, through the branches of the creature he saw a human body still equipped with its armor. Slowly, he walked away from the apple tree, crawling toward the captain. For a few seconds, the creature seemed aware of their presence. "Oh my, oh my", he whined, trying to hide among the leaves and branches, his courage having failed.

    But, to their luck, a long wailing sound was heard, reverberating throughout the forest, as the creature followed its path, moving away. After helping his fellow to stand up, Cynan slapped the soldier's head.

    "That was close, you idiot."

    Irwin was covered in mud, starved and humiliated, but still alive. "Damn those mages, and their murderous trees", he thought to himself. "One day I will return, and make firewood of these creatures".
     
  13. Cadellon

    Cadellon Nightrunner

    Joined:
    Jun 12, 2014
    Messages:
    93
    Location:
    Where the shadows dwell
    Any ressemblance to characters, names or factions in Anima: Beyond Fantasy is purely coincidential.
    Anyway, application forthcoming.
     
  14. Calgori

    Calgori Rapture's Best & Brightest

    Joined:
    Feb 7, 2015
    Messages:
    161
    Gender:
    Male
    Location:
    Carthago Nova, Spain
    I had spent like a week rereading the Anima lore (Gaïa I and II) by the time I wrote that. So I was litterally unable to think on anything else xD
     
  15. Sonereal

    Sonereal ♫We got the guillotine♫ Supporter

    Joined:
    Mar 31, 2008
    Messages:
    14,814
    If the University of the Rose consisted of 310 full-time professors and students, it would fall victim to starvation is very short order. An early question in the University's new history was how the needs of survival be weighed against the University's ultimate mission of the accumulation of technology and magic. In short order, a ranking system was devised for both professor and students.

    Students fall into three categories: Red, Blue, and Purple. Red category students are students who have devoted their studies into subjects the University has deem non-substantial, and so Red category students are expected to do the most work around the University. Blue students whose studies the University deems important, so these students have more free time for study and for classes, but are still expected to put in a mandatory number of hours of work every day.

    The final category are the Purple students, who are exceptional students in subjects deemed vital for the survival of the University. These students, and the one or two professors who oversee these students, put in only the minimal amount of work and devote most of their time to study and classes. Professors, being typically older, aren't usually asked to work in the fields, but are asked to devote their time to analyzing problems the school is facing and to come up with solution.

    An interesting fact about the University of the Rose is that its economy is based on a semi-official currency Labor Vouchers by the administration, favors by students and professors in general. The economy of the University is, on the ultimate level, a heavy command economy. Food and water are rationed, with Red students usually receiving more food and water than Blue or Purple students, while professors themselves receive enough food and water only to maintain their health.

    Besides food and water, other basic goods are rationed, but for many goods there is a black market. The currency used in these transactions are Labor Vouchers. In order to keep the school afloat, the administrators issue students and professors who "innovate or create inventions essential for survival or progress" are granted a number of Labor Vouchers, each voucher being good for one hour of free time without labor. Many vouchers are issued to Purple Students and professors who, usually not needing many vouchers themselves, use them to buy goods and services from other students and professors.

    This is important because gold, the metal of choice for regional trade, is in chronically short supply and tightly-controlled by the administration. To redeem a Labor Voucher, the student or professor reports to the task overseer, who endorses the voucher, records the endorsement, and then destroys the voucher.

    The administration doesn't have an official stance on the trading of vouchers, but hasn't taken steps to curtail or encourage it either.
     
  16. thomas.berubeg

    thomas.berubeg Wandering the World

    Joined:
    Aug 21, 2006
    Messages:
    8,995
    Location:
    Ft. Lauderdale
    I'll have orders in soon.
     
  17. Cadellon

    Cadellon Nightrunner

    Joined:
    Jun 12, 2014
    Messages:
    93
    Location:
    Where the shadows dwell
    Imortan Seventeen Brotherhood

    Leader name: Imortan Kassandra
    Leader trait: Mage

    Leader and faction backround:
    Kassandra and her Brotherhood of sixteen were counted amongst the most powerful mages in Gensin before the Shattering. So powerful in fact, that they had transcended mortality.
    It was said that during the Shattering beings of huge power slaughtered hundreds at once . Or sometimes thousands. The Brotherood was responsible for millions. Raining fire upon entire cities. Shattering mountains. Emperors fell by Kassandra's hand, or rose if they were lucky enough to see her on their side. In the end, she only sought greater and greater might.
    Yet the higher the power, the greater the fall...

    Then Kassandra realised the End was near. When the fabric of time, space and reality would finally shatter under the enourmous arcane energies unleashed, even the immortal Brotherhood couldn't emerge untouched. Under the weight of this realization that not only the world as they knew it would end but also that ultimately they were amongst the greatest culprits, they sought to warn the world of the inpending doom. Yet as another Cassandra in another time, another land, none none would hear her warnings.

    And when it was too late, the Brotherhood sealed itself in its mighty underground fortress and somehow emerged from the Shattering. But not unscathed. It is told that the greater one's power, the more he was affected by the cataclysm. And so as their bodies, souls and very essence of their power disintegrated under the formidable energies they had participated in unleashing, Kassandra attempted a final, desperate act. She attempteed to move her soul to a golem she had created, and having not time to find a better vessel, moved the souls of each Sixteen to a lead coin. In the end, if their souls endured, the Seventeen were only shadows of their former selves, controlling only a fraction of their previous power.
    Emerging from her underground dungeon with the few followers and apprentices having survived the Shattering, they discovered a very different world indeed. Magical and technological abberations roamed a now unrecognizable land.
    Kassandra realised that with even a fraction of her former power, such weakened realm could easily be ruled... And maybe even be able to acquire enough power to endow the Brotherhood with new physical incarnations.



    Faction trait: Militaristic. The Imortan Seventeen have always been adepts of war, and are more than willing to use violence in their quest.

    Origin: Mage Veterans

    Capital Type: Dungeon. Kassandra ´ underground fortress.

    Starting location: RNG?
     
  18. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

    Joined:
    Jan 21, 2002
    Messages:
    11,578
    Location:
    On the Zee
    Update 2: Year 2

    "Look, what you randy little sods do on their own time is their own problem, and I can't fault it if they want to increase the labour pool. But you tell 'em, if they spawn a hellish abomination with six arms from the nether reaches, well, thats their problem to clean up. What do you mean thats not how human reproduction works?" - Archmagus Thalimar Philotheon

    Faction Reports​

    Anmari Collective
    Spoiler :

    The Animari Collective has continued to do its best to eke out a living in the harsh and unforgiving landscape of the Icy Finger. Plenty of manpower was put into thawing ice and chopping down wood, bringing in vital resources. Most of the wood was immediately sold to merchants to help put food on the table, and provide supplies to keep the faction alive. Patrols continued to be sent out, but were constantly hampered by the sabre cats, which continued to prey upon anyone who strayed too far from camp in the night. Some were also killed when they stumbled into a herd of giant mammoths, which apparently room the southernmost parts of the Finger. These giant creatures appeared to be only made angry by arrows and swords, and a small one was brought down after a pitched fight that resulted in the deaths of three men.

    Turn Stat Changes
    Spoiler :

    +50 Water from thawing ice
    +100 Lumber from woodcutting
    +6,600 Gold, -100 Lumber, +600 Food from market transactions
    -5 Footmen, -5 Archers from patrol losses
    +30 Food from hunting
    +15 Population from natural growth
    -527 Food, -487 Water from consumption
    +16 Magicka from generation


    Challenge: Some of our mages have suggested that through the use of 30 Magicka, we could lure some mammoths to our tower. They suggest that by doing this, they could allow the rest of our population to capture and possibly tame the creatures. In addition to possible food to be made from their milk, we could even use these as beasts of burden or transportation if our effort was successful. They suggest a number of soldiers and peasants will be needed to undertake this operation. Do we agree to the proposal or not?


    Blackwood Elves of Unkurra
    Spoiler :

    The Blackwood Elves have begun taking their first cautious steps into the reformed world. They have adorned their dwellings and defenses with signs declaring their peaceful intent, in all the languages of elves, dwarves, and men. The defenses have been further supplemented with the construction of a lookout tower to help observe any impending threats against the fortress, keeping watch outside of the old dwarven gates. This proved helpful when a mining expedition returned in a bit of a panic, pursued relentlessly by elementals that seemed to be made of iron. Thankfully the natural defenses of the old fortress, combined with the alerted militia proved to be enough to repulse the elemental attack with no losses. It is believed that there are still numerous elementals in the area, but scouts were unable to find their source, beyond the depths of several mines.

    Turn Stat Changes
    Spoiler :

    -510 Lumber from construction
    +50 Ore, +2 Crossbows from salvaging
    +3 Population from natural growth
    -393 Food and Water from consumption
    +250 Ore from surplus production
    +206 Magicka from generation


    Challenge: To our surprise a large group of humans has emerged from a nearby mine. They are starving and without any supplies of their own, having only barely survived the Great War. They seek shelter with us, but have nothing to offer in exchange. Some of our population are not exactly thrilled with the idea of inviting members of the race who caused the war into our community and suggest we encourage them to move on. How do we respond to these new arrivals in our lands?


    Bone Ridge Covenant
    Spoiler :

    The Bone Ridge Covenant has taken advantage of its leader’s mercantile ties, selling off water and ore in exchange for a growing amount of food and weaponry. Unfortunately, this caused a lack of water, leading to the deaths of a number of young dwarves, usually the weakest in the family. This has spurred rising dissent in the ranks, and there have been talks of rebellion in the lower levels of the fortress. Scouts have explored throughout the Bone Ridge Mountains, surveying the area and looking for anything of value. For the most part they have found nothing, as there are no trees to cut down, and only a sparse few berry bushes for picking. To make matters worse, they have discovered that the lower parts of the mountain are populated by what have been called “bone worms,” omnivorous eating machines that devour both flora and fauna. They were apparently an endangered species before the shattering of the world but have since become incredibly abundant in the region. In an expedition to the other half of the island the Covenant finds itself on, they found the western portion is a large marsh. Some berries were picked, but scholars believe most of the plant life is likely poisonous. The region is made even more dangerous by the presence of a large number of alligators throughout the wetlands.

    Turn Stat Changes
    Spoiler :

    -1,000 Gold, +4,150 Food, -800 Water, -1,500 Ore, +1,355 Crossbows from market trading
    +30 Food from scavenging in Bone Ridge mountains
    +10 Food from scavenging in Zone 116
    +6 Population from natural growth
    -306 Food, -300 Water from consumption
    -6 Population from dehydration deaths
    +250 Ore from surplus production
    -234 Food from spoilage


    Challenge: Our people are very upset that we allowed their children to die by selling off most of our water supplies. In fact, there is a very good chance of an uprising unless our leader take responsibility for his failure to the people. There could be civil war among us, unless we take some action to preserve order. How do we respond?


    Caran Tincaewen
    Spoiler :

    The elves of Caran Tincaewen have begun efforts to scour the surrounding wasteland for anything of possible use or value. They found very little beyond ruins and wreckage of whatever sort of civilization once resided in these lands. The salvagers were mostly focused upon finding any vital food or other supplies in the ruins, and they did have some success, finding a fully intact grocery, containing plenty of food for the whole enclave. Most of the successes were had by salvaging old steel and stone from the foundations of the wrecked buildings scattered in the wasteland, and there appears to be no nearby wildlife to offer hazards to these efforts. The elves are pleased that they have been able to develop in peace and that it seems as though meddling humans are nowhere near what could be a new utopia.

    Turn Stat Changes
    Spoiler :

    +30 Food, +350 Ore from salvaging
    +6 Population from natural growth
    -466 Food and Water from consumption
    +343 Magicka from generation


    Challenge: We have found a magicka bomb present near our enclave, and to make matters worse, our salvagers have accidentally activated it! If this bomb detonates, it will possibly take out at least half of our settlement, and leave the area badly scarred with magical energies. Some have suggested that we flee from our home and find a new place to live, but our mages have offered two other possible solutions. They have suggested that through a one-time use of 400 Magicka we can set up a powerful shield around the bomb to prevent it from causing any damage. The other solution suggested is using five mages to try to defuse and secure the bomb, allowing us to use it against any future enemies. There is no assurance they will succeed, and if they fail, they would all likely die, and part of our town would go with them. How do we respond to this crisis?


    Clan Blackfist
    Spoiler :

    The dwarves of Clan Blackfist have begun exploring the lands outside of their old fortress. Almost immediately they contacted local merchants to sell off a large amount of surplus ore collected over the years. Unfortunately, this activity attracted the interest of a roving gang of raiders, who surprised the Blackfist stronghold in a nighttime attack. Dozens were killed or injured in this attack, leaving the community reeling for a brief time. Thankfully scouts reported that the raiders had quickly left the area and no other real threats existed in the region surrounding the hold. They did report the discovery of a local mine that has become a massive bandit and raider stronghold, called Deepdrill Mine. The reports indicate that this is a gathering point for a massive amount of wealth and plunder accumulated likely during the Great War itself. The bandits who control the Mine are believed to have lost all reason and attack any travelers on sight.

    The Clan Blackfist was approached late in the year by an armed diplomatic envoy from a group of elves. They have called themselves the Vinya Falas, representing true elven civilization. They have expressed their hostility towards all mankind, but have similarly resolved to remain amicable towards dwarves. The new relationship could lead to a new future friendship. They headed east to explore the rest of the island, and were not heard from for some time. When the few survivors returned, they reported a land that manifested nightmares of the expedition’s own creation, slaughtering those who went there.

    Turn Stat Changes
    Spoiler :

    -20 Population, -4 Footmen from raider attack losses
    +26,000 Gold, -1,000 Ore from market sales
    +6 Population from natural growth
    -338 Food and Water from consumption
    +250 Ore from surplus production


    Challenge: One of our people has spotted a thief among a merchant caravan. The thief stole a valuable gem from our citizen and fled to Deepdrill Mine. It is more than likely he has taken refuge among the crazed bandits of the mine. Our citizen has asked that we attempt to recover his lost property. On the other hand, if we do pursue the thief, some of our people will likely die in the process. How do we respond to this issue?


    Conclave of Alim
    Spoiler :

    The Conclave of Alim has begun focusing its efforts upon the excavation of valuable artifacts from the ruins of old homes and businesses. Specializing in banks and other market houses, they have hoped to retrieve a large amount of conventionally valuable salvage for use in trade on the open market. They were reasonably successful in this endeavor, bringing back an ample amount of gold for the coffers, in addition to a few loose weapons found lying around. They encountered some resistance, as they have discovered that the abominations of the Mall of the Damned are not confined to that building alone. These twisted people and creatures roam the wastelands of Thedas, attacking anyone who happens to come close. Magic has proven to be fairly ineffective against these beasts, as they have already suffered plenty in the Great War. Thankfully, magic does eventually kill them, and they managed to keep the scavengers alive during their hard work. On the home front, people have begun moving into some of the larger intact homes around the tower, and mages have deployed an alarm barrier to offer a chance for these people to flee to the safety of the tower if attacked. They are not impenetrable barriers, but should delay attackers enough to offer a warning to the residents.

    Turn Stat Changes
    Spoiler :

    +30 Food per turn, -50 Magicka from outskirts development
    +600 Gold, +3 Swords from scavenging
    -30 Magicka from scavenging losses
    +10 Population from natural growth
    -335 Food, -365 Water from consumption
    +110 Magicka from generation


    Challenge: A mysterious man has shown up, calling himself an honest businessman, and has offered us 100 Swords “with no strings attached.” Some of our people believe we should welcome these gifts with open arms, but others are concerned that there could be issues in the future if he tries to call in a favor. How do we respond to this proposal?


    Crimson Dragons
    Spoiler :

    The recently transformed Crimson Dragons have had a whole new year to come to terms with their new forms. Most have adjusted fairly easily, but a handful of people had difficulty adapting to the new way of life as centaurs. Matters were made worse while traveling through the twisted lands, as the Dragons became more and more lost through the unusual geography. A looming tower was discovered and one of the footmen scouted it, calling it the Crooked Tower. His report indicated that it was likely the stronghold of a mage during the Last War, and was protected with numerous enchantments and magical beings. His scouting helped find a way out of the twisted lands, leading the Crimson Dragons into a land of fruit trees and orchards. Plenty of food was recovered, helping supply the dragons with what they needed to survive. They marched south and eventually scouts spotted a town nestled on a large lake, no contact was made as of yet.

    Turn Stat Changes
    Spoiler :

    -8 Population from suicides
    -1 Footman from rise of a hero: Itil Valei
    +560 Food from harvesting of fruit in Zone 26
    +8 Population from natural growth
    -400 Food and Water from consumption


    Challenge: It has come to our attention that a number of our people have discovered how to “breed” in our current forms. There are those who believe we should all swear a vow of celibacy to prevent the taint within us from expanding too much. Others suggest that we should embrace our status and allow the breeding to continue and our new species to thrive. How do we respond to this dispute?


    Das Großoccitanian Reich
    Spoiler :

    The Reich has continued to benefit from its natural bounties, bringing in plenty of lumber and supplies through the harvest. Excess and possibly harmful ore was sold off to other merchants, but not before more were killed by its explosive properties. The proceeds were put to use in building a new college for education of a sophisticated workforce, emphasizing cheap production and development in the future. Scouts continued to be sent out into the farmlands of Occitania, looking for any possible mineral sources (none) and surveying the region. They have discovered that the fields are populated by vicious creatures with sharp fangs and claws, only around a meter in size. They hide in the tall grass and fields, ambushing their prey with ease. They have been named by the people of Teivos as the chupacabra, and are incredibly vicious and cunning hunters. Already, a few dwarven footmen have been slain by the beasts during scouting and patrol.

    Turn Stat Changes
    Spoiler :

    -10 Population, -800 Ore from exploding ore, again
    +20,800 Gold, -800 Ore from market sales
    -5,000 Gold, -2,500 Lumber from construction
    -5 Footmen from exploration losses
    +6 Population from natural growth
    -151 Water from consumption
    +209 Food, +550 Lumber from surplus production


    Challenge: Some of our people are advocating making a play to gain control of the town of Teivos. Their production and population could make them into a powerful base of production and support for the Reich. On the other hand, others have suggested we should not meddle in human affairs and instead focus upon building up our own dwarven empire. How do we respond to this debate?


    Dawnbringer Cult
    The mages of the Thurysius College did not see much action during the War. Mostly trainees and professors, they helped keep the city-state safe from raiding parties by other nations, but mostly stuck to their studies. Before the breaking of the world, the head of the College, Archmage Darrono led a group of loyal students and teachers to his own personal tower outside of the city to shelter against the oncoming catastrophe. He shared with them his vision of a future world, a peaceful world. The students named the new world, "Dawn", a symbol of hope in the dire current times. The name stuck, and mages began researching ways to bring Dawn to reality. Thanks to the large library Archmage Darrono kept in his tower, his followers have been researching ancient, forgotten magics they hope will help bring his vision to reality, as well as continuing their studies and enhancing their abilities in combat and construction magics. This broken world is a dangerous place, afterall, and the mages must have a way to defend themselves. They now look to spread the word of their cult, the Dawnbringer Cult, across the world to gain more followers and help usher in the new world to come.

    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Flawirothhord
    Spoiler :

    The Flawirothhord has remained in its camp, not doing much of anything for most of the year. They faced an attack by starving survivors of the Great War, leading to a few casualties when the camp was taken off guard.

    Turn Stat Changes
    Spoiler :

    -10 Population, -6 Footmen from starving raider attack losses
    +10 Population from natural growth
    -94 Food and Water from consumption


    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Followers of Orbaes
    Spoiler :

    The Followers of Orbaes have begun exploring along the coast of their unnamed land, seeking to find new treasures and salvage among the ruined coastal villages. They managed to retrieve some old supports of wood and lumber, bringing them back for use in future construction. More importantly, they discovered another form of life that seems to exist in the area: living shadows. These odd creatures are thankfully few in number, but they seem to exist in the form of shadows and devour people whole, leaving only the bones. These shadowfolk have already cost quite a few people their lives, and never leave survivors, beyond their clothes and weapons. They seem to attach themselves as a second shadow to their prey, before eventually “pouncing” and devouring them. The valleys between hills seem to be a popular location for these creatures, and only the light of fire seems to usually keep them away.

    Turn Stat Changes
    Spoiler :

    -690 Lumber, -90 Ore, +100 Clubs, +30 Spears from production and construction
    -10 Population from exploration losses
    +80 Lumber from salvaging
    +16 Population from natural growth
    -252 Food and Water from consumption


    Challenge: A large metal ship from the Great War has settled on a sandbar off the coast. We could walk to it if need be, before it slips back out to sea and under the waves. All sorts of treasure or salvage could be aboard if we choose to try to claim it. On the other hand, there could easily be all sorts of nasty critters or traps left by the previous operators. Should we attempt to go aboard to claim the salvage?


    Free Reach of Zlatokraina
    Spoiler :

    The Free Reach of Zlatokraina has been predominantly dedicated towards the development of their town and people. They have remained focused upon farming and consolidating their resources. The peaceful existence has been a treasured one, as a solace over the Great War and its losses has helped ease the suffering of the Reach. A small amount of spoilage of foodstuffs took place, but it seems likely the people of Zlatokraina will survive past it.

    Turn Stat Changes
    Spoiler :

    +10 Population from natural growth
    -9 Food from consumption
    +81 Water from surplus production
    -101 Food from spoilage
    +20 Magicka from generation


    Challenge: N/A


    Imortan Seventeen Brotherhood
    Kassandra and her Brotherhood of sixteen were counted amongst the most powerful mages in Gensin before the Shattering. So powerful in fact, that they had transcended mortality. It was said that during the Shattering beings of huge power slaughtered hundreds, thousands, or even tens of thousands at once. The Brotherhood was responsible for millions. Raining fire upon entire cities and shattering mountains. Emperors fell by Kassandra's hand, or rose if they were lucky enough to see her on their side. In the end, she only sought greater and greater might.

    Then Kassandra realized the End was near. When the fabric of time, space and reality would finally shatter under the enormous arcane energies unleashed, even the immortal Brotherhood couldn't emerge untouched. Under the weight of this realization that not only the world as they knew it would end but also that ultimately they were amongst the greatest culprits, they sought to warn the world of the impending doom. Yet as another Cassandra in another time, another land, none none would hear her warnings. When it was too late, the Brotherhood sealed itself in its mighty underground fortress and somehow emerged from the Shattering. Emerging from her underground dungeon with the few followers and apprentices having survived the Shattering, they discovered a very different world indeed. Magical and technological aberrations roamed a now unrecognizable land.

    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Institute of the Arcane
    Spoiler :

    The Institute of the Arcane has been focused upon further harvesting of wood and salvaging throughout the Wizardlands. Unfortunately, with few natural growth trees in the area, the lumber working has proved to be fairly ineffective. Far more successful was a scouting expedition sent east along the coast. They exited the Wizardlands and entered a new area of rolling hills, forests, and mines. The area has seemed to be mundane enough, possessing some formidable bears, which have mostly avoided the scouts so far. On the return journey the expedition recovered a goodly amount of lumber from old ruins, but also accomplished a more difficult feat. Through the combined efforts of thirty mages, one of the corn elementals rampaging through the old fields was caught and contained. The creature was transported back to the Institute for further study and analysis.

    Turn Stat Changes
    Spoiler :

    -60 Magicka from cornbeast capture
    +30 Magicka from sacrificed wanderers
    +50 Lumber from Wizardlands wood harvesting
    +100 Lumber from Wizardlands salvaging
    +9 Population from natural growth
    -132 Food, -332 Water from consumption
    +110 Magicka from generation


    Challenge: Our successful capture of a cornbeast has led to some new troubles, or perhaps an opportunity. The cornbeast was successfully contained in the institute, but it has since “infected” our main food supplies, turning them into similar elementals. Now, we can choose to use 50 Magicka to dispel these new elementals, or allow them to become new guardians for the institute. As we have seen in the field, they are decent fighters against nonmagical opponents, and the newly created elements are not hostile to the Institute and its people, but still hostile towards outsiders. If we decide to let these “food elementals” act as new guardians for the institute we will lose 100 units of Food. Should we retain them or dispel them?


    Karaz Holdouts
    Spoiler :

    The Karaz Holdouts have begun exploring the lands around them, seeking out more information about the world they now live in. As they scouted the numerous and verdant hills around the fortress, they found very little of interest. The area immediately outside proved to be good ground for farming and farms were created to help bring in more food for the people. Wells were drilled deep within the Fortress itself, seeking to gather some more water. The old forges were relit, and began producing armor for a new order of soldiers to help defend the dwarven people. The scouts did detect one thing of note, meeting up with a group of human scouts from the Wissenschaft. Cordial greetings were exchanged before the two groups of scouts went along their way. They told the dwarves of another human town on the coast, called Wooden Landing, which appeared to be friendly to visitors.

    Turn Stat Changes
    Spoiler :

    +13,000 Gold, -500 Ore from market sales
    -50 Population, -2,500 Gold, -50 Swords, -500 Ore, +50 Footmen from recruitment and training
    -900 Lumber, -700 Ore from construction
    +6 Population from natural growth
    -196 Food, -296 Water from consumption
    +250 Ore from surplus production
    +10 Magicka from generation


    Challenge: The discovery that some humans survived the shattering of the world has led to new debate among our people. Some argue that humans are to blame for the destruction of old dwarven civilization and the world, and should all be held accountable. They claim that we should constantly consider ourselves in a state of war with humankind until their last remnants are extinguished. How do we respond to these radicals?
     
  19. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

    Joined:
    Jan 21, 2002
    Messages:
    11,578
    Location:
    On the Zee
    Kingdom of Celestis
    Spoiler :

    The young Kingdom of Celestis has begun to explore and excavate the area surrounding the town. For the most part it seems as though old hamlets and communities have long since decayed, but salvagers did find some gold left in the old wreckage. The valuables were fairly minimal, but still something, at least. They were glad to report that they encountered no hostile wildlife of any significance that could threaten growth of the kingdom. In whole, the year passed quietly as most of the population tended the crops and kept the rest of the community alive. Towards the end of the year, excitement occurred when a large force of literal horsemen were spotted north of the town. These odd, but organized creatures appear to fly a red banner and are half man and half horse. The scouts of Celestis have avoided them so far, but many are nervous that these odd beings could be hostile towards the community.

    Turn Stat Changes
    Spoiler :

    +50 Gold from salvaging operations
    +10 Population from natural growth
    -95 Water from consumption
    +5 Food from surplus production
    +45 Magicka from generation


    Challenge: A great beast has emerged from the lake and seems to be wandering towards our community! Our scouts have tentatively identified it as a feared hydra, and it is likely lost due to the Great War, as it appears too large for the lake’s admittedly already great size. Some of our people suggest we try to gently herd it back to the lake, or ignore it, as it may turn away before reaching the town. Others have advocated a military response to slay the beast before it can cause any critical damage. How do we respond to this crisis?


    Knights of Ynys Gaer
    Spoiler :

    The Knights of Ynys Gaer have worked hard to make the Bravehills their new home and seat of a growing empire. Of the few trees in the region, they have sought to cut down as many as possible to provide new materials for construction. Salvagers have similarly begun looting old ruins and wreckage to find anything of value. They had some success this year with the discovery of a number of old valuable objects and gold from houses to be added to the treasury. They also found another friendly community sheltered on a small bay up the coast. This town, called Saved Port, apparently emerged from a group of wrecked fishermen who now are eking out a new life.

    The primary achievement of the Knights was the conquest of the town of Arasatos, located in the neighboring region called the Arasatosi Plains. The Knights launched their forces across the hills and plains to attempt to take this town and its vital resources. The offensive was a complete success, as the small army arrived outside the rudimentary walls of the community. The town did its best to repulse the attackers, but after a few casualties, it became clear they were no match for armored soldiers with proper training. The town elders surrendered, submitting to the authority of the Knights.

    Turn Stat Changes
    Spoiler :

    +3,380 Gold, -130 Ore from market trading
    +25 Lumber from Bravehills woodcutting
    +150 Gold from Bravehills salvaging
    -23 Footmen from conquest of Arasatos losses
    +1,000 Food, +1,000 Water from conquest of Arasatos spoils
    -400 Lumber, -200 Ore from construction
    +21 Population from natural growth
    -539 Food, -479 Water from consumption


    Challenge:The conquest of Arasatos has led to the problem of governing a growing empire. Who do we appoint to lead the new town on the Lord Commander’s behalf on a day to day basis? The local elders are more familiar with the community and have already led the town for a year after the shattering of the world. On the other hand, appointing one of our footmen to be governor will assure a more loyal and dedicated management, but they are less likely to be on friendly terms with the locals. How do we deal with this issue?


    Maig'ir zalin ra'si
    Spoiler :

    The elven mages have been keeping their soldiers busy while the majority of the population remains focused on farming and maintenance. Soldiers were sent out into the steppes to capture the feared and deadly Steppe Snakes for future research and testing of its venom. The effort was a success, but unfortunately, a number of archers were killed when ambushed by the creatures. They succumbed quickly to the venom, but their deaths allowed the mages to actually capture the snakes and return them home. They have been imprisoned in a magical cage, preventing them from striking out at their captors.

    A larger group of archers and mages was sent back south to the swamps to investigate and scout the Swampkin Lair. They hoped to make peaceful contact with the creatures and try to figure out their goals and strategy, as well as learn about the dungeon itself. The force sent proved to be above the strategy of the inhabitants, holding them at bay without any losses. Magic was used to capture one of the Swampkin, and a mage attempted to look into its mind to see what the creatures thought. Unfortunately, it was clear that the Swampkin are protected by far more powerful magic. The mage only caught a glimpse of what must be a dark and powerful force controlling the creatures from the center of the Lair. The expedition returned, with a modest amount of loot from their excursion to have something solid to show for their efforts.

    Turn Stat Changes
    Spoiler :

    -250 Lumber from storage fire
    -3 Archers, -40 Magicka from capturing Steppe Snake losses
    -50 Magicka from Swampkin Lair losses
    +300 Gold, +20 Spears from Swampkin Lair loot
    +3 Population from natural growth
    -168 Food and Water from consumption
    +205 Magicka from generation


    Challenge: We have successfully managed to capture some Steppe Snakes, but only a few. We have managed to keep them in magical imprisonment but must now determine their fate. Our mages believe we could deploy 300 Magicka to permanently “tame” the ones we have in our possession. This would allow us to use them against enemies and harvest their venom for use on our arrows. We could then breed them in captivity over years to make them into vicious attack animals for future warfare. However, some opposition to this plan exists by those who believe we should simply butcher them and use the venom as it is accumulated, as our magical power could possibly be better used for other purposes. How do we respond to this debate?


    Pelgia
    Spoiler :

    The warriors of Pelgia were put to hard work, while the people at home focused on gathering as much lumber and supplies as they could. Scouting parties were sent out once again through the mountains to survey the lands and report back. They had the further task of attempting to capture giant eagles for return to the town. Unfortunately, the scouts had no success at the retrieval of eagles or their eggs, and they reported the aviaries of the birds were well out of the reach of arrows or climbing. To make matters worse, a number of patrols fell afoul of large bears in the forests on the mountains. These giant creatures tore apart those unlucky enough to come across them, archers in particular. The bears are known to reside in caves and other nests throughout the forests, in contrast to the birds who definitely live at the top of the higher peaks of the mountains of Pelgia.

    Turn Stat Changes
    Spoiler :

    -1 Population from stoning of bureaucrat
    -20 Lumber from construction
    +20,160 Gold, -280 Lumber from market sales
    -8 Footmen, -12 Archers from Eagle capture attempt losses
    +628 Lumber from woodcutting harvest
    +15 Population from natural growth
    -533 Food and Water from consumption


    Challenge: Advisors surrounding the emperor have suggested that he make an example of the scouts who failed to return any eagles or their eggs. They claim that by forcing the scouts to select and kill one member of each party as punishment for failure, future parties will have greater incentive to succeed. How do we respond to this proposal?


    Prohibitionists
    Spoiler :

    The Prohibitionists have remained focused upon selling off lumber surplus to help gather more gold for the treasury. The soldiers and some of the militia were sent out from the town to explore the region of Mastholme, mapping more of the area out. These scouts were very pleased not to find anything dangerous, just more rolling hills and ruined villages for exploitation. Scavengers worked hard to find things of value in these old villages, but most were too ruined to be of much use. A group of workers did stumble across a ruined cottage with a sealed basement containing a large number of weapons, specifically longbows. They theorized that the cottage used to be a workshop for mass production of these weapons, possibly a guerilla movement against whatever government had existed. The longbows were hauled back, along with plenty of arrows back to the town.

    Turn Stat Changes
    Spoiler :

    +18,000 Gold, -250 Lumber from market trading
    +60 Longbows from scavenging
    +9 Population, +1 Wyvern from natural growth
    -99 Food and Water from consumption


    Challenge: Some of our scavengers returned with what appear to be magical artifacts. Without anyone knowledgeable in the ways of magic in our community, most have advocated simply burning or throwing these devices into the lake. Others claim that we cannot know what damage the artifacts would do and have advocated storing them just in case we could use the magicka they provide at point in the future. How do we respond to this debate?


    Shu State
    Spoiler :

    The Shu State has spent the year quietly, while engaging on the open market. They have made continuous contact with the Followers of Orbaes while exploring the region surrounding their community. Thankfully, they haven’t found any more hostile force in the area, but have confirmed findings made by the Followers, identifying the largest bears and their dens. The scouts were unable to confirm rumors passed by the Followers about shadow creatures that devour people down to their bones, and have mostly dismissed these as legends. On the home front, the State has been focused on stripping what little lumber could be found around the town. They have also managed to purchase a large number of swords to help arm the militia. The backbone of the new militia is a core group of footmen who have been trained and outfitted with shields and armor fitted well. These new warriors will hopefully act as the base of a new regime.

    Turn Stat Changes
    Spoiler :

    +4,000 Gold, -1,000 Water, +100 Swords from market trading
    +160 Lumber from Zone 7 woodcutting
    -20 Population, -1,000 Gold, -200 Ore, -20 Swords from training and recruitment
    +18 Population, +1 Horse from natural growth
    -36 Food and Water from consumption


    Challenge: The Followers of Orbaes have had missionaries increasingly active and preaching to those of us who leave the town. On occasion they even sneak into town and start attempting to convert our people to their faith. Some of our leaders are less than enthusiastic about the Followers’ presence, and they have insisted that our ruler take measures to remove them. They claim that the faith represents a threat to the traditions and status quo of our people. They state that some of the peasantry are listening close to the Followers, and could be plotting unrest. How do we respond to this situation?


    Starborn Walkers
    Spoiler :

    Not much of anything happened with the Starborn Walkers, leading to a nice, quiet year of contemplation.

    Turn Stat Changes
    Spoiler :

    +10 Population from natural growth
    -200 Food, -220 Water from consumption
    +45 Magicka from generation


    Challenge: Some people have begun to complain about the forge we have recently constructed. There are concerns that ventilation in this old dungeon is not what it could be, and that the air quality is rapidly declining. It is not possible to simply move the forge, and we would have to build a new one outside of the caves should we decide to shut this one down. How do we respond to these complaints?


    Stonebeard Clan
    Spoiler :

    The Stonebeard Clan has sought to further explore their surroundings and protect the future of their people. The mages of the Clan have been made to swear an oath on an enchanted stone which will bind them to the wellbeing of the Stonebeards for all time. This is seen as a vital protection against the corruption of magic upon its users for the betterment of all. Most of the dwarves have been focused on harvesting what trees they could find to provide more stocks for future construction. These efforts were disrupted when elementals managed to surprise the community with an attack, killing quite a few before they were repulsed by the mages. Scouts have continued to report a large elemental presence throughout all of Zabad-fakâk, but also have detected something new. They have found elementals literally the size of hills and small mountains, in small number. These giant creatures are known to be Stone Giants out of myth, and were believed to have been extinct. They rarely seem to notice the smaller creatures beneath their feet, and the presence of around a half dozen of them is immensely surprising to the Clan.

    Turn Stat Changes
    Spoiler :

    -5 Magicka from mage’s oath
    +160 Lumber from woodcutting in Zabad-fakâk
    -25 Population, -5 Magicka from elemental attack on Nututdun
    +5 Population, +1 Horse from natural growth
    -222 Food and Water from consumption
    +250 Ore from production
    +15 Magicka from generation


    Challenge: Some of the lower levels of the fortress seem to be crumbling after the shattering of the world. The supports were never meant to withstand the strain of actually being moved across time and space. Entire portions of the fortress seem close to collapse and we are faced with a critical decision. We could either use 600 Ore to build new metal supports to maintain the current corridors, or simply move all stores and operations into the uppermost levels and the region immediately outside the fortress gates. How do we respond to this crisis?


    University of the Rose
    Spoiler :

    The University of the Rose has focused upon continued efforts to reach a more sustainable level of development. They have developed new farming equipment for the peasantry to till the earth with, bringing in more sustenance for the population. Other significant efforts were made in training more of the population to become proper mages, helping with magicka development and growth. The new mages are the backbone of a growing force in the University. Scouts were sent out to salvage what properties they could from the ruins in the area, but they found very little, deconstructing some old wooden cabins of their lumber. They did discover that the steppes of Ridermarch appear to be populated by a large number of wind-based elementals, marauding and attacking people without warning. Several were killed in elemental attacks, stirring chaos among the scouts.

    Turn Stat Changes
    Spoiler :

    +9,200 Gold, -200 Lumber, +200 Ore from market trading
    -200 Lumber, -200 Ore from construction
    -30 Population, -9,000 Gold, +30 Mages from recruitment and training
    +40 Lumber from salvaging in Ridermarch
    -7 Population from salvaging losses
    +10 Population from natural growth
    -193 Food, -293 Water from consumption
    +80 Magicka from generation


    Challenge: Our people are panicked about the shortage of food and water, and most are concerned that their families won’t survive the next winter without more of each. They have begun advocating that we sack the Starborn Walkers and take their supplies in order to survive another year. How do we respond to these pressures?


    Vinya Falas
    Spoiler :

    Vinya Falas has been looking towards the expansion of elven civilization through the island, and have looked towards exploring it further. Scouts in Enna Runya have found nothing more than the Rock Elementals which have plagued previous scouts and the community. Thankfully the elementals left the settlement alone throughout the year, helping to preserve the peace. Elven workers have remained focused on the harvesting of lumber around Tranquility’s Landing, and bringing in more wood for future construction. With peace on the home front, most interest came from speculation about an expedition sent to the east.

    The expedition of militia, archers, and mages was sent to pass through Attea Runya and explore the far coast of the island. A secondary objective was to make contact with the Blackfist Clan dwarves in the center of the island and establish diplomatic relations. A friendly exchange was had, and the elves were informed of a human bandit lair known as Deepdrill Mine. Further east they entered the realm they would call Nelya Runya and began standard exploration. For a time it seemed that the entire area was simply a solid blank plain, with nothing but grass and the occasional tree, and the silence was said to be haunting. After a solid two weeks in the region, they began to be attacked by horrific creatures of all stripes. Eventually one of the more cunning mages, a Mariel Gorumrim, realized that the creatures were identical to ones dreamed of in previous nights. It became clear that when the dreamer died, so did the creatures their nightmare spawned. Eventually, only Mariel and the mages escaped the area, warning the dwarves of the danger on their way back to Tranquility’s Landing.

    Turn Stat Changes
    Spoiler :

    -25 Population, -25 Archers, -10 Magicka, -25 Swords from Nelya Runya expedition
    -1 Mage from rise of a hero: Mariel Gorumrim
    +200 Lumber from local woodcutting
    +3 Population from natural growth
    -121 Food and Water from consumption
    +50 Ore from surplus production
    +189 from Magicka Generation


    Challenge: Some of our population has been a bit resistant against manual labor. They are opposed to dirtying themselves with hard work like lumberjacking and have refused to participate in such “human activity.” If we appease them by letting them not work, we could have trouble bringing in more supplies, if we do not, they could form a core of unrest in our population. How do we respond to this situation?


    Windgard
    Spoiler :

    The elves of Windgard have faced continued adversity from their environment. The dryads have apparently taken violent exception to the process of sustaining new growth forestry. They attacked the lumber mill, but thankfully, lookouts spotted the attack coming and losses were minimal and the mill was preserved. Experienced archers and mages were key to the easy victory, helping keep the foundation of the new society intact. Scouts have continued to search the Grey Vale for anything else of interest or other possible dangers, and they found a surprisingly large and intact human town, called Lost Town. The town has a reasonable wall and the inhabitants are clearly attempting to fortify themselves against possible threats. They were wary, but friendly towards the elves, who many of the humans had thought to be simply myth. Another expedition was sent to the northwest, and sought to leave the Grey Vale to find new lands. They found the Vale slowly turning wetter and denser, determining that it shifted into a dense jungle, crawling with insects and apparently bereft of any civilization.

    Turn Stat Changes
    Spoiler :

    -50 Magicka from attempt at sustaining forestry
    -7 Population from Dryad attack losses
    +11,400 Gold, -200 Lumber, +500 Water from market trading
    -10 Ore, -10 Lumber, +2 Longbows, +2 Swords from production
    -7 Population, -1,700 Gold, -2 Longbows, -2 Swords, +2 Archers, +5 Mages from training and production
    +6 Population from natural growth
    -340 Food, -435 Water from consumption
    +347 Magicka from generation


    Challenge: The humans of Lost Town are ruthlessly cutting back the trees to help fortify and develop their young settlement. Some of our people believe the dryads were stirred up to attacking our lumber mill by the human activity. They have suggested we wipe the settlement out to stop the unrest or at least raid them to keep their lumberjacks tied up. These efforts could win us support from the dryads and perhaps their aid. Others believe we should cooperate with the humans and drive the dryads back, for industrial benefit. How do we respond to this debate?


    Wissenschaft
    Spoiler :

    The people of the Wissenschaft have been mostly focused on continued survival. They went out and chopped down as many trees as they could find, clear cutting in many areas, but lacked the numbers to get a significant amount of supplies. Scouts were sent out to survey the nearby coast, and they located the town of Wooden Landing, a safe settlement that appears to have gone up in the two years since the world was shattered. They also ran into scouts from a dwarven fortress, called the Karaz Holdouts. Friendly greetings were exchanged, and some map information was shared between the two groups. The scouts told the dwarves about Wooden Landing, and even shared some unique rations between the two. The scouts returned home with no other incidents and no signs of any other hostile forces.

    Turn Stat Changes
    Spoiler :

    +140 Lumber from woodcutting in Zone 61
    +14 Population from natural growth
    -494 Food and Water from consumption


    Challenge: Our supplies, already short when we crashed, are about to run out! The discovery of the Karaz Holdouts and the town of Wooden Landing have led some of our advisors to proclaim that the only salvation will be the seizure of other communities’ supplies. They insist that a swift attack to eliminate any foes will allow us to seize food and water supplies without too many casualties. How do we respond to this pressure?


    Market Prices​


    Food: 46 Gold for 1 Food

    Water: 6 Gold for 1 Water

    Lumber: 64 Gold for 1 Lumber

    Ore: 1 Gold for 1 Ore

    Swords: 25 Gold for 1 Sword

    Spears: 25 Gold for 1 Spear

    Crossbows: 57 Gold for 1 Crossbow

    Horses: 56 Gold for 1 Horse

    OOC​


    Reminder to all: You can name the zone you are in. The first people to name a zone get to have it stick, assuming they have explored or at least been there. We have a few unnamed zones, so just keep that in mind.

    @Unweeldy Glove: 100 Lumber is a bit much for such a simple sign. I reduced that to only 10 Lumber instead, the rest has been banked.

    @Immaculate: You will need a boat to reach and explore zone 118 from your current location.

    @Double A: I was astonished to realize that I had forgotten to give you anything beyond the basic starting stats. This has been corrected with this update.

    @Nailix: Without a merchant leader, only one resource can be bought and sold in a given turn. Therefore, only the ore was sold, without the swords, your orders have been adjusted accordingly. No production was completed due to a lack of resources.

    Two new things have been added to the rules: Clerics and Shipyards. Clerics provide healing, helping preserve soldiers and population after raids or battle. Shipyards are used to build larger ships.

    @Zappericus: Because wells aren’t particularly great at providing a large amount of water, just good for maybe a small village. Also, take a look at your zone information on the front page to see the likelihood of finding a mineral deposit. Also, Footmen require ore for training (armor and shield).

    Trying something new with good quotes from orders/stories/wherever rather than chapter titles. Let me know what you think.

    It was pointed out to me that some of the front page is a little misleading. The “Known Wildlife” part of the zones only references large, potentially hostile, animals that can cause serious damage. It does not reference game or other smaller types of creatures.

    @Terran Empress: I’m guessing that you copied and pasted some orders from the previous update in reference to trade and construction. These were therefore ignored, as you already have a school.

    To answer the following question: Yes, soldiers and travelers will move faster in zones that have been fully explored. Travelling into completely unknown territory will almost always take another turn. Keep that in mind if you have any plans in trading in other zones with other factions.

    World Map​


    Spoiler :


     
  20. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,432
    Oops on the math... but great update!

    This is hard... but fun.

    EDIT 1:
    Oh- and the marsh shall be called, "the Tears".

    EDIT 2:
    Can i build a school, hire mages, and use the magicka they produce in that turn all on the same turn? I am assuming i can only use banked magicka and not new magicka produced that turn.
     

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