End of Turn 15
Start of Turn 16
A Nation In Arms
As war in Kuriotate lands continues, death continues to stalk the land. Thousands are killed in battles, and villages are set on fire every day. Kuriotate men are fighting to the last, determined to defend their homes.
Last month Cardith called for a Grand Mobilization. Every able bodied man was given a sword, every smithy was ordered to forge shields and armor, and even tridents and pitchforks are used as weapons. Every citizen is in one way or another used to fuel the war effort. Even women take the arms- there are about 1400 women in Kuriotate army.
Few government officials were traveling the villages, marking cows and pigs for military use. Soon after those were taken. In Kwythelhelar, government is buying out jewelry and other goods at the bargain prices from those merchants that managed to flee the besieged capitol.
Many men use the chaos to rob the warehouses and stores – In total two hundred men were hanged for their crimes – many times more went unpunished. Order enforcement lies mainly on military and paramilitary groups. In Avelorn, group of soldiers plundered the city granary and distributed the grain to their families. There is no lack of food, but there is lack of gold to buy it and fill the granaries. Villagers are forced to sell food to the government for tin coins that are supposed to be exchanged for golden after the war is over.
But Kuriotate ranks are swelling. Militia and para-militia are plentiful – not all are registered by main government, but they all share the common goal – To drive out all intruders from their soil.
Kuriotate: -3 gold from each city
Kuriotate: -2 stability
Kuriotate: Gain Militia in Kwythelhelar
Kuriotate: Gain Militia in Avelorn
Kuriotate: Gain Militia in Naggarond
Kuriotate: Gain Hunter in Avelorn
And the war continues...
Kuriotates do not fold. Boosted with their new volunteers, organized into local Military Districts, they proceed to defend their lands.
Grigori seem to be involving in this war, as their armies crossed the border and entered Avelron, and joined the Kuriotate troops. Avelorn Milita, two Grigori Militia regiments and two new paramilitary regiments (one of Militia and one of guerrilla Hunters, gained by grand mobilization) all move to relieve Kwythelhelar, leaving Avelorn completely and utterly defenseless.
Immediately unrest breaks out, as crime rampantly increases, so paramilitary Militia stays back in hometown streets and villages to keep order and protect the citizens from internal and external perils.
After months of siege, Lanun lead another charge at Kwythelhelar upper town. Their troops are boosted by new elite Barefoot Legion, swordsmen specially trained by most elite Lanun standards. Also, another Swordsmen regiment – Brave Brothers mercenaries, are promised good money if they take Kwythelhelar. By that time, most of the Kwythelhelar downtown where population lived was enslaved and burned, but riches, vaults and libraries remained safe.
Kuriotates use their fire spells to attack the Lanun shippings and disrupt the supply lines. After troops charge the city, they use fireballs on the soldiers instead. They also use fire magic to burn the bridges and to prevent Hippus and Khazad to cross Icea, but Khazad use earth magic to create temporary shallow points. Kuriotate can not afford to challenge them on crossing, as they must not leave the city.
And the clash ensues. On one side fought Kuriotate Adepts, Centaurs, and two Militia units, and also one new mobilized paramilitary regiment. Three more Milita and one Hunters were traveling from Avelorn, but were still out of sight.
On other side were two Lanun Militia regiments, two Lanun Swordsmen regiments, Lanun Adepts, Khazad Paramanders, Khazad Adepts, and three Hippus Horsemen. Famed and feared bears were not near this battle.
Kuritotates had advantage of the palisades, leadership of Cardith Lorda himself, and strong morale, but poor equipment and training. They also used great resources to supply their adepts with potions and supplies to cast great amounts of Fireballs. Some of those were used on Lanun shippings, some on charging troops, and end effect was almost complete destruction of entire Lanun Militia regiment before battle even started. Khazad and Lanun adepts used all their protection spells to aid them, and it reduced casualties, but only somewhat.
Khazad used their rams and earth spells to broke through the mediocre palisades, and two Hippus horsemen challenged and fought one Centaur regiment. Third Horsemen regiment pursued Adepts, who tried to flee behind Militia protection.
Paramanders, Brave Brothers and Barefoot defeated all three Militia. Kuriotates stood no chance. They were seriously outnumbered. Upper town was taken, and Cardith fleed with surviving men. Lanun issued command to completely destroy the city, to burn it to the ground. Unfortunately, commander Boreen Eagle-eye was too fond of the city culture to have the sin of destruction on hios hands. It did not save the citizens, who were sent off to the Calabim, who just needed new slaves. Library was also sacked, and it's old books were sent to Lanun Palace. Great treasures were found, even after many wares were sold by Cardith to fuel the war effort.
Pillage did not last for long as the bad news spread. Grigori and Kuriotate move from the west, and Kuriotate militia disregards safety of Naggarond and moves north, together with Hunters from Darkwood forests. Hippus will later regret the opportunity they just passed up. Cardith reorganizes his own men and they are all determined to retake the city before defenses are set up.
This catches the allies off guard and most soldiers rather went to the coast to sell their riches than to protect the city they have already sacked and had no use of – Lanun were especially eager to plunder the city and go away, not to keep and use it, they planed to destroy it after all.
The battleground changes to complete chaos, in the end leaving most positions unchanged, Kwythelhelar again under Kuriotate control, but plundered, and Lanun restored their old perimeter around the city. Grigori are packed up in the Kwythelhelar, and without official orders coming, allied commanders assume that they are at war and are not letting Grigori out. Avelorn and entire Grigori nation are split off and unsafe. All of the Kuriotate are eager to revenge, especially to revenge against Lanun who are main pillagers and enslavers.
Kuriotates: 40 gold used to restore troops
Kuriotates: Lose village in Kwythelhelar
Kuriotates: Lose Library in Kwythelhelar
Kuriotates: -2 income from Kwythelhelar until recovered
Lanun: Lose Milita regiment
Lanun: 25 gold used to restore troops
Khazad: 15 gold used to restore troops
Hippus: 30 gold used to restore troops
Grigori: 20 gold used to restore troops
Kuriotate: -2 stability, -20 gold
Lanun: +30 gold from pillaging, boosted by conquest civic for +2 stability
Hippus, Khazad: +10 gold from pillaging
A New Kingdom of Old Ways
The rebellions in Svartalfarl lands are finally over. Summer court preformed better than anyone expected, but when Usurper Queen had her nobles by her side again, odds were close. Human invasion in sacred lands hurried the negotiations however, and it was done. Old Ways were restored.
Or at least sort of. Lydia backed down on many points and willingly accepted to have far less influence than Vyra, as 'Kingdom should have one head and one body'. Her role was more formal and domestic, rather than foreign.
But most people did not know this. It seems that they gained a lot. Slavery was abandoned, though nobles were still entitled to few years of compensation. A new labor system, based on those of the Amurites, was forming. Culture was undergoing a change, and Summer was influential again. The Kingdom itself was renamed to United Queendom of Alvarlia, meaning realm od Summer and Winter Court.
The new-old government was extremely determined to bring their realm back to glory- wood golems and armies overwhelmed Orcs on their east, subjugating the province. All priests were removed from influencing the politics, which reduced the influence of radical religious groups. An extensive program of rebuilding is planned. Reconstruction time is coming.
Svartalfarl create realms of Sidha.
Sidha: +10 stability
Sidha: +30 gold
Sidha: Labor changed from Slavery to Craftmanship
Sidha: Cost of religious techs, units and buildings doubled
Splinter colony of Pinea
Province of Pine Peninsula was long a part of Svartalfarl Kingdom, serving as remote and unimportant, military outpost. It was long neglected and mainly inhabited by light elves fleeing from mistreatment in urban areas.
After war visited the area, they broke their ties with the Palace. Scarcely populated area with no real economy was forging their future. And soon enough surprising news came- Svartalfarl granted them independence! No one could have imagined that. And next thing, the Svartalfarl went into the history, or at least sort of.
Now scarcely populated areas were torn between cries for independence, and desire to rejoin the Alvarlia. Those seeking independence face the issue of non-existent cities and trade, needing lots of gold to build all that. Main factions were split between seeking the Khazad patronage, and the Balseraph one. Balseraph backed their faction with Mercenary bands of Blood Axes and tensions were building up. But both Khazad and Balseraph ask gold, while Pinea NEEDS gold. Some are seeking full independence, but even those voices are split between Kingdom, Republic and Theocracy. And at least one in three elves wishes to rejoin with homeland.
Right now a province that named itself Pinea is dominated by few prominent individuals, forging the policies, many elves calling themselves kings at the same time, while many Kingdoms of Pinea and Republics of Pinea exist at the same time...
Khazad, Balseraph, Alvarlia: +1 stability
Pinea is on the verge of collapse
New Amurite Elections
The mandate of Order was up and new elections for the Amurite Senate are due. System remained same as last time, except for one new Senator for Luchuirp immigrants, for a total of 102.
This time the most influential campaign belonged to Restoration Movement. This movement united both Sunrise League and Radical Academic, and practically everyone with any magical aptude, and called for a restoration of old Amurite tradition. All magic schools, mage guilds and sorcers united in an effort to remove the current rule and return the mages, or even the Caswallen.
But Order's position was strong, and fact that they kept the amazing growth of the Amurites kept them strong. And influence of the Farmer's party and Mithril Guard was growing by the day.
The new government was very much like the old one. All prominent figures were the same, but balance of powers was less in Order religion and more in militarism of Mithril Guard. It seems that the new government was formed on the promise of growing army, growing territory, growing economy and 'removing the threat of Calabim'. There were talks for intervention in Kuriotate war, but it was not clear on what side. Either way new government is expected to build at least one temple, a courthouse, enlist at least 1000 new men in army and book an economic growth, while dealing with issue of providing food for ever growing population.
It was proven that power of mages is no longer enough to control the government. As if their days were gone, they power was diminishing by day. They are not likely to cooperate with current government. The others who are not likely to cooperate with new government are merchants, who desire lifting of the Calabim embargo, but they still suffer from the corruption scandal from the last elections.
Amurites: +1 stability
Amurites: New government demands set
Amurites: Old Ministers remain, while generals are replaced by Mithril Guard men
Smuggling on the rise
Many local governors report disturbing news: It seems that smugglers received a great funding from somewhere and manage to smuggle the goods without taxes. Some forbidden wares are also reported to find their ways to the markets, like dark artifacts, some strong types of liquor and some narcotic herbs. The issue is pressing, and many lose gold while it obviously pours in someone else pockets.
Erebus: -1 stability
All: -10 gold per resource owned
Prophets and Astrologers agree: A Constellation is seen on the Sky
It is said that Sleeping Dragon has moved into the prominence. That constellation is sacred to Kilmorph and those worshiping her see a great cultural bloom, others see a boom in mining industry.
But prophets seem unusually restless. Their 'doom' preachings get more and more disturbing. From Khazak through Cevedes and to Thariss, and even in Malakia Sands, men tell tales that are often quite different, but with same general message – Tales of dead Sun and rising Winter, tales of corruption and damnation, tales of decay and collapse. They all see Erebus descending somewhere – in the deep seas, in the shadows, in the ice, or even Hell or ocean of blood. Some just believe that madmen are merely rambling on the 'defeat' of Summer Court, as one chant goes:
And the Shadow of the Day
Will Embrace the World in Gray
And the Sun will set for You.
Khazad, Luchuirp: +3 stability
All: +5 gold per mine owned
Balseraph found Tagaste and also some issues
Faced with almost-empty granaries, Balseraph found a new city in the Hermit's Plains. New city, Tagaste, is soon filled with enthusiastic farmers as Mad King distributes acres and acres of land for farming. Granaries are soon full again, and carnival can freely continue. Even the Bandits seem to be scared by the Balseraph army and went somewhere up north, probably to reemerge in Khazad lands.
Next thing Mad King does is setting up a new Code of Laws, more advanced one, based on Amurite standards. That new law system is based on Order and Junil's laws and is often in contrast with liberal standards of Balseraph. Many are confused and ask for construction of Courthouse in capital, as well as a King's stance on this new issue. Shall Balseraph go towards order, or cling to freedom?
Balseraph: -1 stability, +5 gold
The End of Alexian Era
With the end of Alexis reign, a new era of Agron comes in Calabim kingdom. Alexian era will be remembered as merciful and joyous time, as hardships already come – Noble power was broken, everything of any strategic value in the country was confiscated, and claimed a crown property, and slavery was greatly expanded and made into a backbone of production. While Kraltavoi pits were reformed, with claim that:
„The misuse of humans by vampires in certain situations has proven to be a disgrace. From now on, Vampires deemed to be guilty of a gross misconduct will be tried by the Council of Nobles, with the permission of the King. Gross Misconduct includes ''participating in unusual and unethical experimentation without permission from the King'', ''Torturing or killing a human for no understandable reason'', ''participating in cruel rituals or acts that are not permitted by the king.'' (amongst others) The punishment for Gross Misconduct will be decided by the Council, and could include the seizing of lands and/or property, or death, depending on the case. Vampires are encouraged to feed no more often then is strictly necessary.
The laws of Gross misconduct apply in the Kraltavoi Pits, where torture must be kept at a level that is reasonable as a punishment for their sins.
The populace is reminded that after the prisoners are punished, they are cleansed so that they may ascend to Aeron's Valut instead of falling into the dark domains of the Gods of Sin.“
It is still hard to say that life of common man improves. But government income does skyrocket, increasing by over one quarter since the end of Alexian era. Many new slaves came from captured Kwythelhelar and from elven slaves who were sold before they were liberated, but few get through the pirate blockade.
Agron also separated all of his clergy from the new Alvarlian state, claiming that their religion is heresy and that only True Natural Order shall be respected in his state.
This transition of power was made harder because of few Amurite attempts of destabilization. Amurites openly agitated Arkavoi castes that now lost everything to the crown property. They even supported few uprisings and sent their mounted to land on Calabim shores to provocate conflicts in the outskirts of the Acaia. Those rebellions in Prespur and Nubia were quickly and brutally ended with Agron personal army, at the cost of stability, but Amurite Horsemen never left the area of Acaia, occasionely joining in skirmishes of the Acaia Militia and protesters. Hostilites escalated further when two thousand Crusaders occupied area of Trident mountain, under banners of Order of Junil. Officialy, they were sent by religious authorities, not the Senate, but it was still practically a state of war. Crusaders took the spots in Trident mountain and prevented military supplies from traveling from Acaia to Prespur, but civilian cargo was free to move. Also, Amurites seem to negotiate sort of 'letter-of-the-marque' agreement with Pirates on the north, as pirates gathered to blockade Calabim ports and seized three Calabim transport cogs. Is another war looming?
Calabim: Adopt Slavery and Crown Property
Calabim: Recieve 2 Moroi Regiments
Calabim: -3 stability, - 20 gold
Other notes:
Amurites give control over Rinwell isle to Lanun.
Following Mercenaries are able for Hire:
Swift Company: A regiment of Horsemen, noted for their speed. They are made of young Hippus men who seek adventure before joining the army. They are not experienced in combat, but they are faster even than their older Hippus fellows.
Cost is 80 gold, available in any city with Tavern.
Orcs of R'Rgorac give permission to Balseraph troops to travel through their lands to fight Khazad.
Map: