End of Turn 13
Start of Turn 14
Operation Seagull
It was a rainy night up north. Storm raged through the Sea of Tywer, but Calmwaters stayed true to their name, and everyone knew that storm is going to Shazaak rather south in Kurio's lands. Only a drizzle and thick fog covered the bay and city of Kwythelhelar.
But there was something unnatural in this mist. An odd, corrupting feeling... City watch were nervous while most of the city slept.
True enough. It was three hours past the Mid of Night when city bells sounded. Something was moving in the night, and wizards and prophets sensed magic presence in this unnatural mist, as if someone tried to cover their movements. Before most citizens even had a chance to gather at the streets, blood was shed already.
Lanun troops were coming! Before dawn would discover dozens of war and transport ships at the horizon, citizens and members of City Watch struggled to keep Lanun bucaneers at bay.
Lanun sent two regiments of conscripts and those who preferred land over sea, while Kuriotates had no formal army, nor navy, guarding the city. Still, Kwythelar was probably the greatest city on the face of Erebus, and citizens were desperate to defend it. In the summary, Kuriotate men were even worse equipped, trained and organized than Lanun, but had higher morale. Soldier ratio was 10 Lanun at 7 Kuriotate.
Bitter fighting ensued and still lasts. Lanun control larger suburban area, while Kuriotate retreat behind their palisades. Lanun also took control of the few outlaying villages and farms, and it remains to see whether they are going to pillage them or not.
Lanun: Militia takes -15 gold to recover
Lanun: Militia takes -10 gold to recover
Lanun: Adept takes -5 gold to recover
Kuriotates: -1 stability and -25 gold
Great Homeland War
After latest news, it appears that darkness shadowed the Kuriotate Empire. Shocked citizens fall to despair, while crime and lawless is on the rise. Many warehouses were reported to be pillaged, while many noble mansions burned. Few more prominent nobles and aristocrats try to stop this and they managed to inspire people to follow them. They seek to liberate their homeland. Many heeded this call, and organized themselves into citizen guards, attempting first to restore and keep order in succumbing nation, and then to be ready to fight whatever invader comes. Many call this a Great Homeland War and are ready to give their lives for homeland and family, confident in the survival of the Empire.
Kuriotate: -2 income from every city
Kuriotate: Gain Milita divison in Avelorn
Kuriotate: Gain Milita divison in Kwythelar
Kuriotate: Gain Milita divison in Naggarond
Kuriotate: Militia Division in Kwythelar takes -15 gold to recover
Kuriotate: Lose -2 stability and can recover up to +5 stability for 5 gold per point
Kuriotate – Khazad/Hippus/Lanun War
Khazad units move north of Grindstone plains cautiously, and finding no resistance move few miles in Kuriotate territory.
Meanwhile, Kuriotate are ready to fight Hippus and to defend Naggarond, waiting in their city and sending Hunters to raid Hippus troops, using lake transports to move behind Hippus lines. This works well, and Hippus troops are hardly able to respond. Battle lines are pushed back. Hippus expected attack on Naggarond never came.
Instead Hippus traveled through Khazad lands, crossed River Khaz and charged their horses under the foot of Mount Razor, up the Myrean Lake coast. Naggarond faces a serious danger of being surrounded, though nothing important is taken as lands they took are scarcely populated.
Domestically Kuriotate and Khazad start to face production shortages, as men are wielding swords instead of plugs and forges craft weapons instead of tools. Kuriotates face bigger problem as they seriously lack their Spices from Nagyr Groove.
Hippus: -10 gold to recover Horsemen
Kuriotate and Khazad: -1 stability
Khazad: -5 gold
Kuriotate: -10 gold
Kuriotate Trading partners (Balseraph, Amurite, Grigori) lose 5 gold
Kuriotate destabilize Khazad
Kuriotate send their emissaries to every Khazad city, claiming that Khazad betray the way of Kilmorph, in this war and ignorance to profit. Some citizens tend to believe this, as there was crisis in the government before and Khazad priests are even eager to agitate the crowd in attempt to get more power and influence. Only city that was not effected is the capital, where guards quickly threw into dungeon two Kuriotate emissaries, eighteen dwarves that started to throw rocks at the Golddust Palace, and three dissident priests. They are awaiting their punishment.
Khazad: -3 stability
Fall of Black Boar
Gar'Meg clan, with their Black Boar insignia, ceased to fight. Their leader was offered peace if he payed compensation, accepted Arete and agreed to punishment, but their leader wanted that his clan privileges remained guaranteed. This was on one side out of the question for Kandros Fyr, who, although desperate to have his armies fight east could not afford to negotiate in such way, as it could lead to other clans rebelling and his citizens questioning law if rebel and outlaw could go unpunished. On the other side, priest dissent sparked a new hope for Gar'Meg, but they quickly realised that Priests are supporters of the Arete as well. And dwarves at arms wanted to fight east, not their kin. So with his soldiers betraying him, leader packed and ran away south, some say he proudly commited suicide, some say he was caught and executed, some say he is in Malakia sands. Either way, a chapter of Khazad history is now closed, as transition to Arete is finally done.
Khazad: +1 stability
Calabim intervene in Svartalfarl lands
Calabim decide to crack down upon the Summer Court. They sent their conscripts to the woods, to seek out and fight elves. Massive host enters the Zwir and Razor forests, while few elves that were there retreat back. Calabim are subject to guerrilla elven attacks, and fights with wild humans and animals. More men were lost to forest than to swords, as inexperienced men got bitten by snakes and fall victims to disease. Ljosalfarl are in panic, as they are closed on both sides.
On north, there seems to be inactivity. Svartalfarl seek to lift the siege, and split Ljosalfarl in two, without really wanting to engage in fight. This contradictory Vyra order only works as Lydia seeks to avoid fight as well, as being split is not so much of a problem to her- she supplies from forests and villages that she considers her own just like Vyra does. She moves further north and liberates few more villages and hamlets, with slaves joining her ranks.
Svartalfarl nobles seem to be running out of patience. Great Houses known for disobedience gather small nobles around themselves, and small nobles seek to join the cause of Great Houses to replace the Queen. Many demand march on Tharis. This did not happen yet, but reports are that Nobles' host moves through countryside luring or forcing lords to join them, and merchants report that part of imperial road to capitol was blockaded, and goods of merchants that were passing confiscated.
Calabim: Militia takes -10 gold to recover
Svartalfarl: -2 stability
Calabim introduce new tax
Calabim passed a law that imposed a new tax on aristocracy. This was unheard of before, but Agron's brilliant cunning made this possible, as he coerced aristocracy into paying it. Still, it caused instability...
Calabim: +140 gold, -5 stability
Lanun accountants accuse Calabim for treason
According to Lanun accountants, Lanun were supposed to get pay of 20 000 golden coins from Calabim treasury. This however, did not happen as Calabim claim they have nothing to do with it. In either case, one side is wrong, and both face instability as merchants fight over their honor- some even reported swordfights in taverns, and one Calabim merchant was made to walk the plank while traveling on board Lanun ship in the Trident.
Lanun and Calabim: -1 stability
Mercenaries for hire
Following mercenary bands are available for hire in taverns and inns:
Brave Brothers: Human Axemen and Swordsmen, currently in Dunwich, available in Dunwich, Kingsport, Tharis, Shadowharbor, Mutambo
These 700 unruly men are sellswords, most of them petty criminals with no honor. They are moderately well equipped and even better trained. Cost is 60 gold up front, 3 gpt to maintain.
Garls Blood Axes: Orc Axemen, currently in Jubilee, available in Jubilee, Hexam, Coombe View, Udenarat, Ciriail, Hallowel
These Orc refugees seek to fight and only to fight. They are moderately equiped, trained well in personal combat, but not in tactical formation combat. Price is 75 gold, 2 gpt to maintain.
Mercenaries can be raised and used instantly in city they are in, and can be deployed in cities where they are available only next turn (as if you build them 1 turn) They go to the highest bidder, with lowest price being stated. Also, owner of their city gets priority to hire - his bid counts as 20% higher than it actually is.