Fall From Heaven NES

you're such a tease- please post a picture so we can see.

i.
 
prioritize man... get your act together.
'If you finish the update tonight you might make it through some of your script' is probably what you meant to say.
:mischief:
 
you're such a tease- please post a picture so we can see.

i.

Heh, sorry I don't consider it fit for any eyes but myself just yet, besides I don't want to hyjack Jopa's thread - even if he doesn't seem to be using it much right now :p. When its starting to look reasonable I might PM it to you.

Also, sorry I didn't reply to your PM yet - I will do tomorrow eventually ;).
 
I'll be leaving for 2 weeks tomorrow, with no or very scant internet access during that period. So I hope we get the update before.
 
Here it comes! *Hides under desk* May Aeron spare us the wrath of the mighty amurites! :rolleyes: :mischief:
 
End of Turn 16
Start of Turn 17





The Aftermath


It was all done. Generals tried to conceal the fact that Cardith was dead, knowing what would it seal the Kuriotates fate, but after several days it was simply not possible. People fell into despair and surrendered the city. They felt as if gods have abandoned them.

As ordered, the 12 member Regency Council took the rule of the nation, and was in charge for peace negotiations. Kuriotates were forced to sign an unfavorable peace, but worse ensued. Kuriotate people were disillusioned, and many refused to accept new, weak government. Conspiracy theories soon emerged.

Having suffered the least in the war, city of Avelorn breaks away from the weakling central government and proclaims the Free City of Avelorn, keeping all of the Kuriotate culture and heritage, waiting for the new Boy-King to arise.

Some generals assumed control over several provinces. Some of them are reported to cooperate with Mithril Guard and they appeal to the Amurite Senate to act and restore order. Some citizen guards also took control over some other villages.

On the east, several nobles proclaimed Archduchy of Marreka, in the province that was historically actually known as Marreka in Kuriotate lands, but behind this new state actually stand many corrupted, shady mages interested only in power.

With the victory in the war, greater than anyone could have hoped for, Hippus have acquired huge tracts of lands in the Soft Meadows. Not only that they gained the fertile lands for grazing and growing crops, they also took control of the valuable Spices plantations and trade routes. With help from advanced Luchuirp and Khazad engineers, and Amurite scholars, Brandon started construction of great road that would connect the Naggardond and Ciriail, and Hallowel and Tia'Ran, and another city – Mabdon-Marrachir was to constructed on the crossroads. Dwarves were extremely enthusiastic about this project, as of now their two realms are connected by direct land route that is protected by friendly Hippus. City state of Tia'Ran marks great increase in trade and income, and even greater support of Hippus, while other two city states are disillusioned by fall of their partners, Kuriotates, and turn their eyes on the towards the Hippus and Khazad, marking a new age in their development and ending their dispute with Tia'Ran. While Ithralia remains capital city, Mutambo is mining center and richest city, and Tia'Ran is becoming a new center of trade and culture.
Khazad gained a large golden tribute – over hundred chests of gold and silver were sent to Golden Palace in Khazak. Lanun took the part of territory on the coast near Kwythelhelar.

Grigori soon followed, and Cassiel ordered surrender and withdrew from creation. People, nobles and generals alike were enraged about this and country practically collapsed. They were particularly desperate that country that always prevented them from ever becoming true power, Kuriotates, now once again lead their demise. Only the foreign enemy prevented the civil war, as everyone agreed that new government had to be formed, but it was never agreed what kind of government. Khazad were even funding priests in Grigori lands, of all faiths.

In Shazaak, protests actually escalated to something more than grumble, as faction of 'enlightened Orcs' joined the humans and together they plundered the administration buildings and burned governors manor. Militia burned their flags and uniforms and joined the uprising – they soon marched south into Kuriotate lands that were in chaos anyway, and the third nation joined the same uprising. They planned to take Avelorn as well, but somewhere near Avelorn some villagers saw Grigori and Orcs as threat, and fightings, with about hunderd dead, ensued.

Not only that this bloodshed hurts temporary Orcs and human alliance, but it is only a matter of time until messengers arrive with words from R'Rgorac... News that no one on the North knew yet...

Kuriotate: Stability set to 50, rebels arise, militia demobilizes
Peace concluded between Kuriotates and Hippus, Lanun, Khazad
Khazad: +100 gold, +3 stability, all Kurio trade routes
Lanun: +3 stability, territory gains
Hippus: Territory gains
Grigori: -10 stability





Amurites cast Arcane Lacuna


A great ritual was completed by Amurite wizards – Arcane Lacuna. All magic seems to drain out of sorcers and only few selected ones that participated in the Ritual retain their casting abilities. It is reported that in the instant that Lacuna struck the Erebus, many sorcers fainted, or started to vomit. The magic slowly returns to them each day, but it may take weeks, or months, or even seasons until their powers are returned.

Spells are disabled for this and 2 more turns for everyone except Amurites





The Dusk War


Amurites are at WAR! Senate passed the Calabim War Resolution with satisfying majority, and messengers were dispatched to read the proclamation in every city and village. Order priesthood is eager to preach versus Calabim, while some generals are worried about situation in the North – Should Amurites use army to get influence in weak new states up north instead of struggling with well-entrenched Calabim?

Calabim nation was mostly in panic. Even their spells went out, as Arcane Lacuna severed all magic. Amurite naval power imposed a full blockade and no ship could sail out of the any Calabim harbor. While Amurites did not sink any non-military, non-Calabim ship, many a captain ordered his ship away from the warzone, except for brave Lanun captains who were protected by mighty Lanun navy and had nothing to fear. Balseraph captains were not to eager to risk the interception, and Sidha did all their trades via land routes. Grigori ships never left their harbors, as they had their own Lanun problems near their homeports.

Amurite troops tried to spread the news of 'liberation' in taken villages near Acaia, hoping that villagers would join their movement. This was mainly a failure as Calabim peasants seemed confused about idea of foreign powers on their soil, not knowing how to act. They had little interest in politics and for all they knew their rulers were 'glorious' and 'great', as long as tax wasn't too high and brutality wasn't too great. Counter-propaganda soon came, spread by Calabim priests, preaching fear of Amurites and tales about evil embargo that caused poverty and massacres in distant villages. This call was heeded and almost an entire new Milita regiment, although poorly trained, was raised in Acaia, and joined the already present Militia, and Moroi regiment that was raised in past few months. Peasants also raised palisades, and locked themselves within, as Amurite army surrounded the city.

Crusaders in Tridents Top used spells and engineers to blockade the main paths through the mountains, and to prevent the Calabim from crossing. After that, they went down to Acaia, leaving the mounts defenseless. Calabim troops soon arrived, and with government investment started clearing the passes. They lost much time, but found out that Crusaders surprisingly left to attack Acaia. Although dreaded news, they soon found out that Crusaders recklessly left their excellent defensive positions, turning over the mountains to Calabim.

Acaia was surrounded by total of two Milita, two Crusader, one Adept and one Horseman division, while Acaia was defended by one Milita, one Moroi, had palisades and almost one regiment of citizen Militia. Obviously Amurites prepared for battle according to their spy reports, but did not count that those reports were somewhat old as quite a time passed since they were made – (In the meantime Calabim managed to erect palisades and new regiment).

Amurite mages used earth magic to attempt to crumble the walls, and managed to make several breaches. Calabim were severely outnumbered and even outclassed as Amurites used bronze weapons and had developed a system of barracks to train their men. But Calabim had another ace up in their sleeve –when horses poured in and attempted to flank Calabim position (in which they succeeded as experienced Mithril Guard member Driaan of Nimarail advised Hippus mercenary leader Weylon), Calabim surrounded them, and every soldier drank the Vampiric blood. Under burning blood, every single man attempted the charge at every Amurite man, under insane frenzy. There was no retreat, for either side. In the by far the most bloody battle ever to be seen on the Erebus, over 40 000 men sent their souls to the Ether. Either from blade or exhaustion, ever single man in Calabim army was dead. But at what costs! All of the Amurite Militia were either dead or deserting, perhaps finally showing that they are not of much use if they are far away from their homes. Every second Crusader was either dead or injured. Hippus horsemen also suffered heavy losses, and there simply wasn't enough trained Hippus men to replace them. Adepts fared well, though, as most were able to fly over the battlefield when bloodshed happened.

It is a question if Amurites will be able to even keep the city in case of a major unrest, unless reinforcements arrive. All of the aristocrats and government officials were taken, and shipped to Cevedes, to be held as captives.

Blockade: Calabim lose 15 gold, Balseraph 10 gold
Amurites take Acaia
Amurites: +20 gold from Acaia pillage (government treasures and warehouses)
Calabim: -10% army morale/efficiency for one turn due to fear of burning blood
Calabim: Lose Militia regiment
Calabim: Lose Moroi regiment
Amurites: Lose two Militia regiments
Amurites: Lose Crusader regiment
Amurites: -10 gold to recover Crusader regimet, Crusaders are unable to move for 1 turn
Amurites: Horsemen regiment is now 50% less efficient, and unable to move for 2 turns





Balseraphs are not to be trusted...


After agreeing with R'Rgorac Orcs a right of passage agreement, and traveling R'Rgorac lands to 'attack the Khazad', Balseraph troops surrounded the strategic orcish positions and sneak attacked the Orcs. In a single night over one third of orcish power was crushed. Many an orc died with his sword sheathed, entire stockades were taken by surprise, from the inside. Khazad soon joined the treachery, and attacked together with Balseraphs – clans of Im'Mocki, Bash'Canee, and Nhii'Ve fell to dwarven axes. Even still, Orc resistance was fierce, and casualties were significant. This does not surprise as Orcs were about ready for an invasion up north. Only a fort of R'Rgorac remains under Orcish control, but under siege.

Balseraph: Milita takes -30 gold to recover and is immobile for one turn
Khazad: Hunters take -10 gold to recover
Khazad: Bears take -5 gold to recover





Pinean Elves



After some time, violence did prevail. Pro-Balseraph faction gained strong backing in gold and mercenaries, and started to violently deal with opponents. Garl's Blood Axes swept through villages and houses, killing, raping and burning. With Glorious Pinean Kingdom very close to assuming total power, only faction that managed to hold out was Growth and Progress faction, as they also gained foreign support. They are liked by many, and even elven reactionaries realized that, if they are not joining Sidha again, they should at least form strong independent nation, and not a Balseraph puppet. Most other factions dwindled and disappeared, and will be forgotten if funding is not found.

Pinea: -10 stability, power of Glorious Pinean Kingdom greatly increases, while power of Growth and Progress increases somewhat, all other weaken






Religious strife strikes Amurites

When the war breaks out, a period of strife and dissent always follows. Some do not agree with choice of enemy, while some simply do not want to go away and die in foreign lands. In such time, a nation is particulary vulnerable to rumors and agitations – and especially so if that strife is foreign supported.

Agents of unidentified nations started spreading rumors in Amurite lands, trying to stir hostilities between Order government and Rune minority. The rumor was spread that, due to wartime tighter controls, all pilgrimage to sacred Standing Stones will be suspended. Not only that suspension of pilgrimage is outrageous, but it was also said how Senate just used that for an excuse to get a tighter grasp over other, 'heretic' religions and that Runes will soon be outlawed and their followers burned by Inquisition.

A supposed signed document was also in circulation, that carried a new laws proposal. It was later found out to be fake, but the dissent remained.

In effect, many dwarves emigrated from the 'oppresive warzone', taking their wealth with them, and also their fears – dwarven realms of Luchuirp and Khazad found themselves doubtful of Amurite intentions, and distrust appeared.

It remains to see if responsible foreign supporter will be found.

Amurites: -3 stability
Amurites: -30 gold
Khazad: -1 stability
Khazad: +15 gold
Luchuirp: -1 stability
Luchuirp: +15 gold







Amurites eager to stop smuggling operations


While many simply ignored the rise of smuggling, the Order-ruled, law-abiding Amurites were different. The head of government proposed an act that would provide over 20.000 golden coins for operations against the smugglers.
When this proposal had to be voted for in the Senate, it was proposed as an pure economic resolution, that would save money for the realm. Instead, it was most enthusiastically accepted by Order followers, that morally opposed smugglers. The proposal got their funding.

Ships were boarded and searched, taverns supervised, captains arrested. Gallons of Bitter Ale were found, even some sacks of Moon Sugar. No significant demonic artifacts were found.

But smugglers were extremely well organized, and probably even had informers within the Senate. The smuggling did not stop, and no important figures were caught. While some would call this operation a failure, as it saved less gold than it took, it was not pointless. From now on smugglers will have to take care whenever entering the Amurite lands, and populace is glad to see law enforced.

Amurites: +10 gold
Amurites: +1 stability
Smuggling temporary decreased



Misc:

Luchuirp adopt craftsmanship, priests not happy, as they expeced Arrete instead: Labor changed to Craftmanship: -1 stability
Lanun navy blockades the isle of North Corel: Lanun: +10 gold, Grigori: -1 stability
Flocks of volunteers join the Lanun ranks, inspired by the great government victory celebration and Militia veterans. Lanun get Militia unit and +1 stability point.
Khazad call to arms in Khazak, to fight Grigori. Khazad: -1 stability, -25 gold, gain Militia unit
Grigori get raided by Nietz, who travelled all the way north through Khazad lands: Grigori -10 gold, -2 stability
Mercenaries available: Same as last turn



Spoiler :
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Well, this time dice made all the major decisions for me :) That, and we are now two players down. Masada should contact me via msn or mail, to get all necessary info. If Masada does not claim them in next few days, they are open for taking. Kurios are greatly trimmed in size ;) but their culture and claims remain, so it is possible to restore them.
 
Good Update, Although you told me my units would just require a lot of gold to restore as opposed to complete destruction :(.
 
Just need to clarify several things in the update which portrayed me as evil.
a) the act of deception i used against the orcs would never be used against a civilized nation. i keep to my promises.
b) if the glorious pinean kingdom does gain control of pinea, i shall certainly not take pinea as a puppet, but instead allow it to remain as a totally independent, and hopefully prosperous, nation.
c) i'm very dissapointed by the amurite blockade, but i'm not going to act against it militarily, at least for the forseeable future.
 
While the Luchuirp government is confident that the Amurites would never take the measures these rumors propose if they wish to have the continued support and agreeing to live under their rule we demand that laws be established to protect our people and guarantee their right to worship. Once our finical report is finished we will see how much gold we can offer to remove this agent of dissent.
 
We are disapointed by this dispicable act of evil, may Aeron cherish the souls of the victims of this vile attack on the peaceful city of Acaia (EDIT: and devour those of the filthy Amurites slain by our brave warriors (:p)).

To The Great Calabim People:

Remain strong my people! The Calabim is the greatest of all Nations! Aeron will protect us!
 
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