ENES: World of Magic II

Merchants from every nation are most welcome. Lahmia is neutral ground and we do not participate in wars. (ooc: Kind of like an island Switzerland)
 
Remember that I told you my computer was mildly broken a while back?

Now I've gotten an annoyed letter off to Dell. They were suddenly falling over themselves to repair it. They will even send a car around to my house to pick it up. Then they'll switch out the main board at no charge and return the computer.

Funny how megacorps become cooperative when you wave the local law at them.

So, computer out a bit now, but it'll be back and working even better as soon as this is done.

Update summary for the very impatient: Lahmia opens its borders, the Undead near Kenyata have marched into the North Sea, Rome has begun ethnic cleansing of Telvanni, Illyria is in chaos, Roddyna is close to war with the Dominion, Olympus is purged and got its Secret Project somewhat unintentionally fired on with catapults, and Ezorath is in full chaos with the mass exodus of House Leonhard away from the undead, who in turn are moving southwards. In force.

(Sorry for the repeated delays! But it's not like this NES can die...)
 
Wow! You spoiled the update, and it's delayed for x days. I'll just keep looking forward to the weekend, then.
 
Update 9
Year 196 AR
"Days of Death"

It was in the years immediately prior to 200 AR that the Undead Hordes become powerful once again. At this same time, the entire world appeared to burst into violence. –Lerion Khamar, historian

It is difficult to describe these years, interconnected as they are. The Hordes of Nekros are involved in about half the world, and rebellions and wars are commonplace: Illyria, Techno Union, New Rome. Only Arkenaar is close to free of conflict.

Let us start in the northeast, with Kenyata. The undead commander Lerkal, formerly of Duskmist, began to besiege Kenyata around 180 AR. He was repulsed by the border-forts and by the Nurturers, who made the very ground earth fight on the side of Kenyata.
In 188 AR, Lerkal began moving northwards, a bit away from the forts, after having taken some casualties. The undead warriors marched right into the sea, obviously intended to circumvent the Kenyatan fortification line.
However, there was a demon named Belarosh on the seashore, which had been wandering among the undead for a while. It stood in the shallows and waited until Lerkal himself set foot in the water, then it attacked him, despite being obviously the less powerful. Then the demon’s shadow took on a life of its own, and out of it stepped Naz’Ghar and Rewan of Duskmist, come to destroy their apostate.
The battle was furious. A demon, a lich and two mages, all surrounded by undead. Lerkal concentrated on destroying Belarosh, as its disappearance might pull Naz’Ghar and Rewan with it. However, as Belarosh exploded, the mages only continued to pummel Lerkal, expending only minimal effort to keep the undead off them. Lerkal realized that the battle was lost, ordered his warriors into the sea, and killed Rewan as he died.

Naz’Ghar, watching the undead march rank by rank into the sea, was horrified by this new development. He went at once to Kenyata, warning them to fortify their northern coast.
(Nekros -1 lich, Duskmist -1 Belarosh and Rewan, also lots of undead marched into the North Sea. Not a good thing.)

Back on Ezorath, Nekros was masterminding another diabolical plot. He had been taking prisoners alive for a while, and now he sacrificed them in a huge pile in front of Bersepolis, sacrificing a thousand of his own troops to boot. The immense energy released congealed into a ball of destruction. It floated up, up, up, far above the walls of Bersepolis - then came crashing down.

It was perhaps the single greatest expenditure of magic in history to date, a good second place being the holocaust of Wildgrove. Bersepolis was overrun within the hour, its defenses shattered. Nekros then used the still-streaming energies and his own power to raise thousands of new warriors.)
(bunch of sacrifices and corpses and stuff)

Thirdly came the assault of lich Khorshad, who travelled southwest to Lokianica, bent on destruction.
But he found almost nothing. The lands of Lokianica were empty, with faint glimmers of magic indicating that great spells had been worked here before the inhabitants departed. The Lokianicans had travelled to House Leonhard as vassal farmers, and House Leonhard, in turn, had moved.
(corpses raised)

And further to the southwest, the Cammane scientists discovered a possible weapon against the undead… a species of maggot that consumes rotten flesh.

Spotlight: Leonhard’s Exodus
”Every man, woman and child must leave. Everyone who can fight must be armed. To stay behind is only death, and reinforcements for Nekros. Let the mages lead us – we will travel by dark ways when the need is great. And let the people rise up in this hour of need and show that they have a will to life! – Wagner Rolfsson Leonhard, AY 192

Knowing that Nekros would soon come for them, Wagner had long ago ordered preparations for an exodus of House Leonhard as a nation. Approximately fifty thousand of the ‘weaker’ civilians, led by a dozen Wurm Riders, marched southeast, avoiding the war front, heading for Akratia as a place of refuge. The great majority of the nation, a hundred thousand people, and the entire army, with the few remaining mages, travelled west and south. The vassal people of Lokianica, close enough to being overrun by the undead themselves, came with them, and the travel went past the Union of Cammane City-States, formally a vassal of Leonhard.

(House Leonhard 40 000 civilians armed as militia. Lokianica 10 000 of the same. House Leonhard -1 economic level.)

New Berlin was sealed, trapped and generally left as a pyrrhic prize for the Church. Everything of value had long since been removed in the great year of planning. Almost in parallel (props, NK) the undead overran Lokianica as the most holy forces of Eshra moved into New Berlin, and found only death. It waited for them in traps, screamed at them from the displays in the streets, wafted on the air.

The Exodus to the southwest was led by Wagner and the mages, many of them almost too young to hold the title of Darkmage, most of them pressed into service simply because they could speak the spell that opened the strange “ways”. These were a form of temporary gateway spanning a few miles or so. Inside them, they were usually about a hundred feet long and seemed to consist of a monocolored tunnel with no distinguishing features. One entered, closed one’s eyes, ran, and usually fell out the other side a minute later.

“War” was no longer a proper name for what was going on between The Church and House Leonhard. The Church overran and razed New Berlin, triggering a multiture of traps. House Leonhard moved away, with thousands of armed peasants doing the majority of the fighting. This was a gradual change from the border wars that had taken place a few years ago.
(Church -lotsa troops, Leonhard -lotsa troops too, much territory won and lost. What, that doesn’t sound right? Well, shame.)

A huge floating fortress surfaces near the south coast of Zhiki, and receives several warning shots across the bow. Zhiki appears to be heavily fortified and hostile after hearing about so much war. The Olympians on it try to get their friendly intent across, but end up sounding evangelical instead. Since their ‘vessel’, a Leviathan, isn’t quite fully tested yet, they return to Olympus with reports.

And as to Olympus, they are still carrying out genocide of the Dark Fae.
(Dark Fae -12 000 militia, Olympus –800 soldiers, 4 priests.)

But let’s double back a little. North of Zhiki, the Blood Elves have continued constructing their temple with great vigor. Iceland expands towards Kenyata, training a great many Air Elementals. Kenyata itself has begun warding its northern coasts and cliffs against a possible march of undead from that direction. Seleucia Novus is flourishing and becoming less a nation and more a group of associated democracies. Rolangaregol is being secretive, expansionist, and appears to have something going on in the northern peninsula. In the south, its relations with the loose-bordered Orioch Nomads are growing tense.

A bit further south, Arkenaar is doing splendidly, leaping ahead in science, mapping its coastlines with the Shalm project, and enriched both by wise investments and tribute from Samarra. They have begun sending out trade vessels, some of which have been the first outsider craft to reach the hitherto-secluded mountain kingdom of Lahmia.

Lahmia, now, is an interestingly rich place. A few times a year it would send trade ships to the Orioch Nomads or the Blood Elves. Only recently has it become recognized as a country in its own right, the nation behind the trade ships that travelled here and there. It is ruled by an aristocratic elite who don’t seem to go in for public appearances.

The ((not very) civil) war between Telvanni and New Rome heated up. For several years now, the status quo was this: Wraith developed a new strategy, Romans died from its application, Caesar Morgan developed a counter, Telvanese died of war.
Then the strategies changed. The infamous Masks appeared to have been eliminated at last by Roman agents. Thousands of Roman infantry began systematically purging the Telvanese from all border areas, segregating them into their ancestral lands. The Telvanese formed militias and struck where they could, apparently retreating. Then the one called Wraith sent out illusionists, and suddenly the Romans were confounded. They would see a besieged fort, attempt to come to its aid, and find it flanked. They would see an enemy force in one place, engage it, and discover that it was an illusion.
Kaiser Morgan was enraged. His mages were too few to dispel the illusions effectively, so he responded by hiring enough soldiers to cover all possible eventualities. And they would fire catapults at enemy troops to test their reality.

Roddyna is testing the abilities of the Dominion to defend its territorial claims. So far these appear to be rather limited. Both sides are treading carefully, afraid to provoke a war they cannot win. The new czar of Roddyna is buried and work and threatened by suspicion that he came to his position unjustly, but his general competence has hitherto been sufficient to master these challenges.

In New Illyria, the Majestic Council of Twelve appears to believe that if it can claim the whole continent for itself, the rebels will be forced to surrender and rejoin as they will have nowhere to go. The rebels may disagree with this; either way, they are still rebelling. So far the riots have been peaceful, as the national military is out on a landgrab and the rebels don't yet have much in the way of military force.

Novoria appears to have reached an agreement with Techno Union. After years of civil war, the Novorian area will be autonomous and semi-independent, with free travel allowed between both regions. The Techno Union's leaders have concluded that their national culture should be strengthened so that in time the Novorians will perhaps be reassimilated.

Diplo:

From House Leonhard
To the Cammane City-States

Move. Now. The undead are coming. Travel south.

From Zhiki
To Olympus

Get your [censored] juggernaut ships away from us.

From Seleucia Novus
To Rolangaregorol

Are you willing to trade technology with us?

From New Rome
To Telvanni Rebels

Cease. And flee. If you persist in this…. upset, we will genocide your people. Go to Arkenaar and ask them for refuge.

From Furey's Dominion
To Roddyna

Explain yourself, please. You appear to be violating the border treaty drawn up by our previous leaders. If you persist, we will be forced to take action.

OOCnote to self: Send PMs to secret nation, to rebels, to spying nation, to spying nation number two, the other secret nation, and the one receiving visions, the nation investigating an artifact, and the one being manipulated by a secret nation. Send two more PMs to disguise who's who here.

Well, here's the update. It was done partly from a school computer. Blargh. I eagerly await the return of my laptop...
 
Here is map...

enesmap09.png


TODO:
  • PMs to nations
  • Casualties
  • Stats
  • Story bonuses

The Strategos +10 Illusionists
Gladinia +1 Spiritual Council
Roddyna +2 Science
 
Most excellent, indeed! :D Although, I miss Sheep's trade kingdom whatsitcalled on the map...
 
It's there. Light grey, because I didn't care to think of a better color at the moment.

*goes back to sending PMs*
 
But Roddynia is grey too! I might be confused! :p At least write "Lahmia" somewhere near the islands so it's easy to identify them. Also,

From: Arkenaar
To: Lahmia

Greetings, Traders of the Sea! We wish to establish mercantile relations with your nation, and will gladly open our ports for your ships. Do we have an agreement?
 
Okay, since the color sucks, a free eco point to the first person to suggest a good color. Post a picture of the colored island. (Not the whole map, and don't just post a color name.)

TODO:
  • PMs to nations
  • Casualties
  • Stats
  • Story bonuses


Also, reposting useful stuff that some people have missed...
Trade routes: A pair of players may pay 2 points each to start a trade route between them. Both players will get a spending point on alternate turns.

Projects: You can either tell me what it does, and I'll decide the cost, or give me a turn number and type of effect, and I'll tell you how much you can get away with.

Troops:
Infantry - 1000 per eco point
Mages - 10 per eco point
UU - 10 per eco points
Lizard Cavalry - 500 per eco point
Wurm Riders - 200 per eco point

Techs for Science 4 (Late Iron Age):
Mass Levy I (Lose 1 armal training when you research this. 1 eco now buys you 25% more ground troops.)
Great Artistry (+3 culture)
Scientific Method (+3 points of science)
Modern Weapons (+3 armal training)

Techs for Science 5 (Late Iron Age):
Mass Levy II (Requires Mass Levy 1. Lose 1 armal training when you research this. 1 eco now buys you 50% more ground troops.)
Magical Superiority (Lose 1 culture when you research this. 1 eco now buys you 15 mages instead of 10.)
Newtonian Physics (+3 points of science)
Naval Retrofitting (+3 points of naval training)
Militarized Harbors (Lose 1 MilEd when you research this. 1 eco now buys you 15 boats instead of 10.)
All techs cost 1 eco point to research.

-You can set up an intelligence service, if you like. PM me, because it won't be in the stats. You can set it to spy on your own citiziens, another nation, or feed another intelligence service false information (assuming you know about it).
 
Cool. Will you update the stats while I search for a suitable color for Lahmia?

EDIT: Here is the new color. I ended up with grey again, but at least I picked one that was in between that of Roddynia and Duskmist. Do I get the bonus eco point?

NewColor.jpg
 
Erik Mesoy said:
From New Rome
To Telvanni Rebels

Cease. And flee. If you persist in this…. upset, we will genocide your people. Go to Arkenaar and ask them for refuge.

Someday, in the relatively near future, the people of Tel Vos will awaken to the sight of a severed head resting on a pole in the middle of the market. Though it is hard to tell just from the bloody stump of a head, it seems to be of a Roman, most likely a Roman solider, judging by the helmet that is still attached to the head. In the mouth a piece of paper can be seen sticking out. If anyone works up the courage to actually take the piece of paper from the mouth they will find this written in a red script.

Surrender or Die.

Though they will attempt to ignore the obvious, it is an inescapable fact, that the ink looks suspiciously like blood, most likely from the poor wretch whose head delivered the message. They will, of course, attempt to find out who did it, as if they need to wonder. Who, besides me would do such a thing? And if it was me who did it, they will realize I will not be caught. For there is a reason they call me Wraith. It is not for nothing they fear me.
 
Silver Steak said:
EDIT: Here is the new color. I ended up with grey again, but at least I picked one that was in between that of Roddynia and Duskmist. Do I get the bonus eco point?

NewColor.jpg
Switching from grey to grey when there are two other greys on the map does not earn you a bonus, sorry. :p

EDIT: PS, I have now updated player (but not NPC) stats to reflect orders. Casualties not yet reflected in stats.
 
Curses! Oh, wait. Since I didn't have losses, I can send orders now, right? Wohoo! *scampers off happily*
 
ooc: Any spelling mistakes just means I am using the Lahmian language for the spelling :P

To All Nations
From the Trading Kingdom of Lahmia

We will welcome all trading treaties, and we will formally sign a trading pact if asked to do so.

To Aarenkar
From Lahmia

Agreed we shall sign
 
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