Fall with Fleme

How is our Tuatha De Dannan? (great prophet on the north)
Now, when we have Song of Autumn built, what should we do with him?
Several options are possible:
1. bulb technology - I do not remember what he would bulb, so this may be no good
2. start a golden age - not worth it IMO
3. Settle him in a shrine city for additional gold - but isn't it a waste?
4. wait for founding CoE and then bulid Nox Noctis with him (but that may be long)
5. Build a level 1 Altar. I am not sure if it is worth it. Building Altar is good if we want to focus on 'proest economy', or if we want to have a lot of disciples


One more thing: we should make a good use of our spiritual trait. So, spamming temples in every city, and building a lot of disciples (or priests of leaves after priesthood is researched). Also we have to remember, that we may change civics without anarchy, which may be useful

Another thing: remember that we can 'cherry pick' the best city locations, with almost no cost for our economy... so let's try to grab some mana, and thing about trade network later.
I would like us to go into 'spamming city frenzy' mode, and build at least 5 additional cities in a short period of time
 
Not a good time to be me indeed :lol:

Btw, Kewakea has the ability to "Travel Light" which adds +1 movement. I'll tackle the set later today.
 
How is our Tuatha De Dannan? (great prophet on the north)
I was about to call you on some crazy, witcher. I went back into the game and realized we picked this guy up. I'd really like to save him for Nox Noctis since we've been given so many bonuses already.

I'm still up for switching out of Pac., but I'd like to hear the opinions of the whole team. I will be taking Tely. off BP and making that hero and only workers. We need to cottage up Kaver, which will continually increase food surplus as it grows onto more floodplains and the oasis (which can ALSO be cottaged).

Here's something I just cooked up... I'd like to see Kaver begin the BP after the granary. We can rush the building once we switch to military state. This will be an excellent site for GPP and I think focusing on those GEs may be the way to go. How about we head for warfare after priesthood to help us prep for this and so we can begin the FotT? As I understand it, uberfish is quite adept at building the Titan early.
 
Ironhand Expedition

Spoiler :
The guards of the awe-inspiring fort intercept Gryndane well before he reaches the outer moat and strictly forbid him from going any further. After a drawn out discussion they agree to believe that you are not in fact in league with the savage lizard tribes that have been getting in the way of their operation and after spending the night discussing various worldly matters with the dwarves, you are pulled to the side by the leader of the guards.

"Ye seem like a fine man as far as humans go, lad. Now, I would not ask such a thing in any other case, but it would seem that you're better versed in traveling these parts than we dwarves. In fact, if you agree to keep this between you and me, our expedition was not directed here; We were supposed to surface at the southern parts of Erebus but when you come in from underground with little idea of how the surface looks like, some mistakes are inevitable. Consequently, the mines here were so plentiful that the Thane decided that we should rather stay here than try our wits in the jungle. You see, we were meant to re-establish contact with the expedition of Alturus Thornshield in the central deserts of this continent and while most of my kin are quite content here with it, I still feel that our mission needs to be done - even if it is by one dwarf assisted by humans. The Great Thane set the year 200 as the last date for re-establishing contact after which they'd shut the caverns once again which in turn would mean we would be stranded here. So, we're in a hurry. Can ye help me, lad?

Q: Escort Maros to the Alturan Digsite by turn 200.

maros.jpg


Additional Info: You may not use "Travel Light" on Maros. He must gain the necessary speed through other means.

R: Unknown

Previously:

Spoiler :
Well-armed and organized dwarves are toiling away at the fortress with carts coming in from the surrounding mines and the armor of the guards glinting in the midday sun. N’zesh observes the encampment from a distance but the rows of heads of his kin on a neatly organized row of pikes convinces him not to advance to the fort itself. Perhaps this is best dealt by someone else.


Kewakea: Earning your Feathers

Spoiler :


kewakeawarchief.jpg


Master, it is the journey that is important, not the destination. Can you feel it? The spirit talks to us in everything that lives. The mountains reach up to it, the birds sing in its name - the jungle bustles with life that comes from the great spirit itself.

I feel there is no better time for me to practice my skills as a warchief than with a skilled explorer such as you and for that, I've discarded the vestments of spirit healers and donned the feathers of the Chislev Warchiefs of old. Now is time to find the balance in battle, calm our inner selves and test our mettle against those who dare oppose us. Will you let me command you, master?

Game terms: Kewakea has started the training of Warchief. He will remain a Warchief until he has reached 50 xp, when he will switch into Shaman. It is up to you whether you choose to have him lead or have Gryndane lead as both ways will net him experience. You may take whatever promotions you wish for Kewakea.

Previously:

Spoiler :
Upon arriving at the old Shamans hut, Kewakea rushes out and greets you warmly. Even though the boy cannot be more than 15 years of age, the way he now carries himself shows profound confi-dence and charisma – traits of a born leader.

You found Ninitaweka? I knew you’d be someone for the Chislev to trust the moment I laid my eyes on you. The Great Spirit smiles on us this fine day… First, let me tell you about myself since I’m sure Nini-taweka did not have time for matters such as this.

Ninitaweka said that my father was the Great Spirit itself and my mother, the medicine woman Weep-ing Eagle, great spirit bless her soul, and for that, I was to become the leader of my people once the time was right. He said that in order to fulfil my destiny I would ultimately need to give up everything in order to understand the will of the spirit and soar like a hunting hawk – with this dualism I must learn and I must unlearn – these things are above me and to them I have no control.

The old Shaman said I would have to learn the ways of the shaman – to communicate with the spirit itself and understand the elements of nature, to become one with what surrounds me. Not only that, but he said that since I was destined to lead, I should also train in ways of war so I could one day be the one spearheading the Chislev into the fray.

You are the next step of my journey and I shall hope we find the spirit together.

Kewakea is a Spirit Healer (for now). He is Warchief (Great Commander) / Shaman hybrid with conditions. Main condition being that at one point of his journey he will drop the key traits of one class to focus on the other, meaning that if you choose to train him as a great commander first, he will drop (most) of the abilities to command other units when he has reached a sufficient level at that and then become a Shaman instead. The one you choose first will go on to 50 xp and the one after that has no limit so basically you should choose the one you wish him to ultimately be and play him as the other for starters.

Conditions:

-Kewakea has no alignment conditions. Despite his young age, he is no stranger to battle and will fight alongside Gryndane no matter what. This condition states that Kewakea is now under Gryndanes tutelage and will go wherever Gryndane goes (make sure to command Kewakea with Gryndane)

-The main concern of Kewakea is the newly risen Chislev population. He will abandon your civilization if the Chislev are facing a threat of new extinction from any foe. Therefore, it is best to keep good relations with the Chislev and to protect them if you wish to keep Kewakea.

Q: Choose whether you want Kewakea to train his Shaman or Warchief skills first (Warchief is a superior army commander with abilities that greatly enhance his minions (other units) instead of himself, while the Shaman is a versatile spellcaster/healer/fighter hybrid but does not excel in any one field). For now, the ultimate decision is however to decide whether you want to mentor Kewakea in the first place. If you do take him on board, he will progressively gain the traits suitable for his new class as he advances.


Dragon Bones:

Spoiler :
The fields around the massive dragon bones are eeriely quiet. No birds sing, no crickets play in the grass; Even the wind itself is still, as not to disturb the rest of this magnificent creature. The bones themselves sit on a mound of barren earth, surrounded by tell-tale signs of an epic struggle, a last stand for either the dragon or whoever it was facing. There are chromatic scales glinting on the ground around the dragon, light reflecting off them casting an aura of sorts on the remains of the great beast. The final blow can be seen; The massive head of no less than 10 feet in length from the nose to the tip of the massive horns has been penetrated by a finely crafted two-handed sword from within the mouth; It would seem that whoever dealt the killing blow, did it through the unshielded palate of the dragon, piercing through to the brain.

This is the Bartha-Amlug the Stargazer talked about. It is now up to you how to approach the situation.

Q: Decide what to do.

1: Try to dislodge the blade that slew the dragon and claim it for one of our champions
2: Gather as many of the Chromatic Scales as possible and figure out how to use these to craft powerful armor.
3: Consult the Stargazer on the bones before doing anything
4: Do not disturb the rest of this great beast.


Agruonn’s War

Spoiler :
Bribe at least 2 civs to war against the Mazatl (2/2 complete)

R: Breeding pits Bayamo

Quest completed.


Pirates! of the Crescent Isles

Spoiler :
Levantera! What a deliciously decadent name for a base of me own! Ah, ever since we sailed from Kingsport what seems like ages ago, it is this what I've yearned. A base of me own, something to call home... You, sir, have been a man of yer word and I shall be no less. However, as I said, Captain M'rafaal does not take orders from anyone so if we do this, it is going to be my way.

scourge.jpg


There is now a Pirate Cove near Levantera, a Smuggler's Port in the City and a Pirate ship dispatched outside the city.

Conditions:

-The Pirate Ship, for now, is dedicated to defend only. It cannot go exploring or anything until the order has been given.
-The City cannot construct anything that decreases Crime Rate (Courthouses, Dungeons, etc.) as it is a pirate freeport.

Followup:

Now, I will need to send the word out to the boys that there's a new pirate port in play so we can start our "business", if you catch my drift. A seasoned crew and a port; Now those are things that a captain really needs.

Q: Grow the Pirate Cove into a Pirate Harbor and build a Barracks in Levantera

R: More Pirate stuff!


Kardel: A Druid's Path

Spoiler :
kardel2.jpg
boo2di.jpg


Message from Kardel:

"The Grove of Creation is silently standing between the two rivers flowing quietly past it. The circle of stones is covered with moss and there are massive, ancient trees hanging over it. I will enter the Grove to study nature and life itself."

The pilgrimage of this champion of nature has reached an important milestone. Kardel is now anointed a druid and granted the vestments that come with the position but his voyage is far from over. Now that he is a druid, there is a decision to be made on how he wants to specialize. There are three paths which he may choose.

Q: Decide on Kardel's specialty and follow the path that leads there.

1: Shapeshifter. Kardel does the ultimate commitment to nature and follows the path of the wilds. He is given the choice of the type of animal he wishes to be and that becomes his form (Animal of your choice). Powerful combative abilities come with this path but it abandons all spellcasting ability.
2: Warden of Nature. Kardel chooses the path of the Guardian of Nature. This is the most "basic" druidic approach and nets him the basic spells that come with being a druid, which include specialization in Creation, Nature spells all the way to tier 3 and some select other spells (limited tier) as well as limited healing abilities.
3: Arcanist: This branch is closer to a mage but lacks to most direct offensive abilities. Here Kardel gains access to powerful magics and summons (Blizzard, Slow, Summon Treant, Summon Tiger, etc. are the kinds of spells that come with this branch)

Choose your path.

For no. 1, you need to wander to the icy wastes of the north to meditate the wilderness in its purest form. (End a set on an ice tile, screenshot)

For no. 2, you need to visit the Standing Stones and end your set there, at the shrine of nature. (Locate the Standing Stones and end your set there)

For no. 3, you need to visit the Chislev city of Imore to understand the elements better by studying them under their medicine men.

Additionally, Boo got a Bloodglass, meaning he's now 4/3 instead of 3/2


The Song of Autumn

Spoiler :
Elves of Evermore are rejoicing that the Song of Autumn has been created and wish to create a way for elven pilgrims to safely travel to the revered site. Two groups of Elven Workers offer their service to you in return of protection and a guarantee that their first task will be to connect Evermore with Kaver.

Furthermore, the energies from the Song of Autumn are reviving the desert surrounding Kaver and new forests are springing up from where there previously was only shrubbery. Yes, I said shrubbery. Also, a Creation mana node has appeared near Kaver.


Other quests:

Spoiler :
Museum of the Explorer Council

Spoiler :
Keep items of legend at Telyhohn until 200 and receive a museum (in progress)

Update: You can choose to leave other items you’ve gained during your travels to the museum for future bonuses. For example, Gryndane still has Night Gear etc., which could be made into exhibits if you so choose.

Q: (persisting quest) Choose if you want to leave items at the Museum once it completes on T200 (if Axe and Boots remain there until then)


Requests to Cernunnos – quest for lymond (and others interested)

Spoiler :
Brother Tancred, having studied the religion of Cernunnos during his stay at the Temple of Leaves in Telyhohn has taken heed to advisor lymond’s request on resurrecting a beloved companion.

“In our faith it is known that death is merely a part of life and much like the cycles of this land, life is an ever flowing cycle – nothing ever completely disappears or dies in the sense that we humans usually tend to believe. Flora may wilt, constructs of man may decay, but the essence that is behind these is eternal and that is something even the many destructions of this world cannot deny. Cernunnos takes care of his own and the wild animals of the world are his children above all others – it is they that best fulfill what the true order – or the lack thereof – of nature is. Wallace’s spirit yet lives, but it has flown far for you to find once again. It is weakened and cannot make its way to you, so you must in turn go to him.”

Q: In order to find Wallace again, make way to the northern tundra and end a set with a hero unit on a tundra tile that is not bordering plains/grass/desert. Screenshot.


You visited the Stargazer, so you may ask a question from him. Note that you visited the Dragon Bones after visiting the Recluse, so questions relating to the Bones are not valid for this round of answers.

There are a few quests that require discussion, so go right ahead. If I forgot something, please mention it asap.

Old_Lion just played
AntiTwelve up
uberfish on deck



 

Attachments

1. I would like to Consult the Stargazer on the bones before doing anything
2. I love pirates! They are greedy and chaotic!
3. I want Kardel to become Shapeshifter
 
1. I would like to Consult the Stargazer on the bones before doing anything
2. I love pirates! They are greedy and chaotic!
3. I want Kardel to become Shapeshifter

I agree with Nick, or in this case Jarrema.
 
- wait to ask stargazer about bones, they're probably cursed with all the haunted souls in the region. For now we can ask him about Alturan dig site (a 14!! defensive strength unit needs an escort? Smells like trouble)
- let's get the nature druid since we have a shaman coming up anyway and Gryndane is already a shapeshifter (werewolf)?
- Nothing to do with the pirates but wait for the port to grow and build the requested barracks.
- Since we're spiritual we can just stay in pacifism for now if we're trying for another shrine, and switch whenever we want to train more units.
 
It's not as much an escort but a guide. While he can fend for himself, Maros is dreadfully slow and on his own the trek will take too long for him to reach the Digsite in time.
 
Remember how I said I was going to do a bunch of stuff this set? That ain't happening! Going on a trip down south. Nothing but fast food, southern drawls and varying degrees of enjoying one's tea festivals. Skip to fish, please.
 
uberfish up, Brian on deck.

Edit: I forgot to update on the Tlacotli Sacellum but it actually doesn't matter as far as the story goes so I'll push that update until the next segment has been played. Furthermore, I'll be spending the weekend in a binge of Rock Band and drunken stupor, meaning I'll be back on duty on sunday.
 
All right then I'll try and focus on the civ development side

Pre-turn 185:

- Levantera has a monument in construction which it doesn't need because it has religion: cancel it and build fishing boat

- Kaver has a granary in construction, queue Temple of Leaves in front of it because we're spiritual and that temple will in fact finish faster than the granary could

- I notice that by firing all the specialists in Telynohn the city can produce an expedition (or Harmatt but he appears to kind of suck) in 5 turns instead of 9... since we want to settle cities I do that. We already have a prophet we discovered in a lair and no need to rush out another GP at this time. Also cancel bone palace so we can do this; there were only 33 hammers invested in it and we don't need that wonder tying up our capital for two turnsets.

- The dumb AI governor in Bayamo is working an ancient forest instead of the gem mine :rolleyes: I fix that. Goldmine in Kaver wasn't being worked either.

- Only way Maros can get back to the digsite in time with his Heavy promotion is if Kewakea goes with him and does the haste-after-movement trick. Since Gryndane has to go with Kewakea too, this'll delay investigation of the Z'tecloana rift and tower.

- Unless I train Harmatt and send HIM to investigate the rift. Tancred staying around to investigate the haunted areas and talk to the stargazer makes sense.

- Where to settle? The only site likely to disappear is the one near dragon bones which was mentioned several times by other players, so it makes sense to take that first. It will take a while to get a disciple up there to spread FoL for culture so I'll train the disciple first.

- Since a couple of units have to be trained, I dump pacifism for nationhood.


t186: Of course the moment I dump pacifism we get to buy a specialist.

fwf6.jpg


Gave our new Chislev friends open borders tracking and trade for sailing... this gives us a fair amount of income from trade routes to Elohim and vampires.

Kardel and Boo set off on their journey to Standing Stones, it's in the middle of Faeryl's lands though.


t187: Kardel continues to travel through friendly lizard lands (Cualli)


t188: FoL continues to spread around the world. Kardel has to bypass the hostile lizards of Mazatl so the hawk is dispatched there to keep an eye on their movements.


t189: err I guess anti-barbarian picketing does not work in FF, because 5 lizards just randomly appeared next to the pirate city of Levantera.

fwf7.jpg


Not good. I scramble as much defence as I can - Gryndane is able to divert from travelling with Maros to kill one since he's insanely fast.


t190: Gryndane kills a second and then has to leave in order to rejoin Maros so that Kewakea can keep helping him on his slow trek. Our units will take it from here.


t191: Thessa requests festivals, I give her. Bayamo: Elder council -> Worker

Dragon bones city of Churada is founded. Wow, Austrin not having to pay distance maintenance seems rather overpowered. The lizards near Levantera are blocked by our highlanders but won't attack


t192: Faeryl demands our world map, I give it in the hope that we'll get open borders but no dice. We have a game-enforced peace treaty for 10 turns, unfortunately.


t193: Cualli demand sailing. No. The prophet and supplies make it back to Kaver. Can't figure out the movement mechanics on Maros at all, sometimes he loses all his movement for the turn just crossing a river. Although I've made a beeline from the start he might not make it in time anyway. :(


t194: Tancred decides to spend some time chatting with the stargazer (Fortified there.) Trade routes to elves opened up now - our research is sitting at +108/turn. Leventera's fishing boat is done and it'll get a barracks now for the pirates. Supplies are used to build a library in Kaver.


t195: Harmatt is out, and the game helpfully informs us that he's an early game hero. Because tracking is such an early game tech obviously :rolleyes: He begins the trip to Z'telocana.

Goblins interfere with the road construction between Kaver <-> Evermore and the two elf workers have to run towards Kaver covered by an explorer (who kills one goblin)


t196: Calabim cast river of blood reducing all our cities' populations by 2. Telynohn finishes a disciple and prepares another expedition. Priesthood -> Way of the Wicked because people were talking about Nox Noctis.

Yay for having to reload an autosave from 4 turns back because I misclick Maros the slowest dwarf in the universe onto the wrong square :( Ironically, when haste wears off on a turn he sometimes get to move an extra square because I can move and recast taking his movement points back from 0 to 1 whereas if he started the turn on 2 movement points he'd use them both moving to a square.


t197: Looks like Maros is just going to make it. Rhoanna demands priesthood. No.


t198: yep we got another Haste wear off, so he's definitely going to make it.


t199: Faeryl converted to FoL, and since I was nice to her earlier she will now accept open borders :)

Maros, Gryndane and Kewakea reach the Alturan digsite with one turn to spare.

Harmatt reaches Z'telocalana

and Kardel is one turn off the standing stones. Also, troops around the Kaver area finished off the goblins that were attacking the Elf workers. They restart their road building from the Kaver side.


t200: Kardel reaches standing stones. A bear arrives in Churada where it can add culture and the disciple is 2 turns out.

fwf8.jpg


Song of Autumn is up to 22 gold per turn LOL, shrines get insane on such a huge map


So er, at the moment I think we're just about to run away with the game economically... our neighbours are friendly, elves are the only ones keeping up with us on GNP *and* we have a ton of good city sites left which we can freely settle.
 

Attachments

My 2 cents on the last Fleme update:

I'd like to consult Stargazer as well regarding the Bones.
I'm with Uber on the Nature Druid for Kardel - "Vitalize" will be a very nice spell to have

edit: Nice round Uber. Yeah - the requirements for Harmatt are ridiculous. He would be a fine hero if available much earlier but he arrives almost obsolete every time. However, he does have an affinity I believe that can boost him a bit and Fleme can probably boost him as well. Problem is he is not upgradeable, but Fleme might be able to address that as well.

Perfect spot for Charada, but the way - I had my eye on that spot for some time

Looks like we are going to lose our Gretchin next turn. We need to be very careful with workers out in the wild.

2 decent spots to settle south and southeast of Charada, but I think we should grab the Mirror of Heavean and Creation mana before Elohim.
 
What happened to our Werelizard?
 
No idea we actually had a werelizard, and yeah hopefully that wolf doesn't see the gretchin. FF barbarian spawns are nasty

Harmatt could just be a minor character for us.
 
Yeah this turnset we need to know about the dragon bones, so perform the Picard Manoeuvre on that. I'll pick it up as soon as Fleme has updated (I believe s/he is too stocious to even see his/her hands right now though).
 
He. I'm back in action now but due to the aftermath of the weekend, I won't be updating until tomorrow. Good show with Maros, glad you made it!
 
Alturus' Findings

Spoiler :
A familiar crest! Do my eyes fool me, if it isn't young Maros! A sight for sore eyes, that's what ye are. What news? I reckoned the Thane would send for me sooner, but no matter; The time here has been well spent. It is indeed in this ancient caldera that the dark powers rose and eventually struck down the last alliance. This place marks where the demonic stronghold of Dis once stood and there is an abundance of dark relics to be found here. I've been on this dig on me own for the past 100 years now, living off the land and doing what I can ever since my men were driven mad by those cursed Necrototems - they have a way with weaker minds that cannot be explained. Driven mad and against each other, it was they who went and joined themselves with the Dark Iron Dwarves who - from what I understand - have established a base to stir the great evil from slumber once again for their own gain. In their folly, they seek favor from he who heeds no-one's bidding but manipulates these weak minds with delusions of grandeur, promises of power.
If you can, send word back home to send me some reinforcements and supplies.
But, to the matter at hand! If you wish to fight for what is good in this land, you must drive them Dark Irons back to the darkness where they belong. Additionally, you need to know that it was Garak Blightanvil who led the raid on Dungarde Keep and it is he who raided the tomb of your ancestors. Steel your resolve, and have your revenge, brother.

Q: Destroy Dun Karagh before the Dark Iron influence escalates too much.

Q2: Maros is to reclaim the Empty Bier from Garak Blightanvil to restore his family honor.

Reward for the escorting quest: 10 experience for Kewakea (Given Combat II, Field Commander and Command Range I), Maros loses Heavy, gains Mobility I. More information about Maros after these quests are complete. Additionally, this is the only quest Maros can take part in, for now.


Stargazer on the Dragon Bones:

Spoiler :
So, you've come across the fields where the great Bartha-Amlug met its end. A fight of legend, it was. Armies of men, despite their strongest enchantments of courage could not withstand even facing the beast, let alone engage in combat with it. It's shadow made even those of strongest will falter and drop down their swords in the face of certain death. Not that fighting would have mattered, as the chromatic scales were stronger than the toughest Mithril armor of the Khazad smiths of old. No, the beast was without contest, and this ultimately became its downfall. You see, Dragons are beasts of vanity and great pride, tracing back to this very dragon who did not ultimately find any challenge among the champions of Erebus. It grew tired, and ended up being the destroyer of this world out of routine, not because it wanted to.

In a final gambit to restore the balance of Erebus, it was the elves who mustered the courage to face the beast. The greatest weapon of the dragon, fear, was something that did not touch the highest of the elves who had ascended the bounds of mortality and as such, from those elves a champion stood forth. The warrior maiden, Larissa, bride of Cernunnos, heeded the call.

Indeed, the fight was that of Legend. The field was charred and the dragon was resting on its mound of plunder after having destroyed a Khazad bastion as Larissa approached the beast. Delighted that a challenger finally dared face him, Bartha-Amlug immediately began toying with the delight of someone actually facing him. The exact details of the battle itself are unclear, but what is clear that the dragon did not anticipate for the challenger to be able to best it and this underestimation finally cost it its life.

Larissa had fallen to the swing of its mighty spiked tail as the dragon approached for the final blow. It would eat this insolent puny being that dared challenge it, but here is where it made its fatal mistake. Larissa was down, but she was not out; She waited. The dragon approached, with its mighty jaws open to devour the warrior maiden whole - and that is when she struck. Her blade, the plaguebearer Athame, was crafted for this battle and this battle only, to seek weakness in the mighty beast and it's sting was ready. Yes, the dragon approached, and Larissa struck inside the mouth of the being, piercing through the unprotected palate of the beast. The plaguebearer did its deed, and the toxic venom immediately infected the brain of the great dragon, paralyzing it. The massive beast then fell on the champion, crushing her but while doing so, drove the blade deeper in, piercing through all the way to the brain of the beast. The beast lay dead, along with it Larissa.
Sadly, as history would show, the sacrifice of Larissa was in vain but the elves hold this champion in the highest regard - no one elf has before or since committed such a deed in the name of natural balance and it is something even the lesser elves of this age strive for.

It is unclear what might happen should one attempt to remove Athame from the skull it pierced. For the elves this would be sacrilegious to say the least, but legend also has it that should one remove the sting that took the life of the Bartha-Amlug, its offspring would take to the skies from their slumber and seek to avenge their father. However, this is widely regarded as children's tales as only one of the alleged offspring, Acheron, has been reported to actually exist. Word of warning to you; Bartha-Amlug brought armageddon to this world and the essence that caused this doom is etched in those very bones. I cannot stress this warning enough!

Info:

Athame is a sword that can be used by any Melee class hero, +3 Poison combat, Passes Plagued to enemies.

The scales and teeth of the Bartha-Amlug can be harvested and if a proper smith is found, forged into the Hauberk of Abjuration (Magic Immunity to wearer) and Draconian Essence which changes the race of the wielder into Dragon, enabling them to Roar and Breathe Fire and to cause Fear on attack as well as be immune to Fear.

Q: Decide what to do:

1) Harvest the teeth and scales to be used in crafting later on.
2) Attempt to remove Athame from the skull of the Bartha-Amlug
3) Leave the great beast to its eternal rest


Kardel: Balance of Nature


Spoiler :
Upon reaching the Standing Stones Kardel is met by a figure seemingly as old as the stones themselves. The man stands a stoic figure, untouched by time and the elements themselves.

"You are now one of us, young one. You've sworn the oath and taken the steps to become a protector of nature and the balance of life. This path is not easy for it will take you away from those you care for or have sworn allegiance to in the past; You must tread the line between good and evil and decide for yourself even when others pressure you to do otherwise. You must commune with nature for what is right and what should be. Tread carefully, brother."

Kardel is now a Warden of Nature. He has been given the magical promotions that come with the rank and he is also a hero. Being a druid imposes following conditions:

-Kardel cannot approach quests from an Evil perspective, no matter what. Neutrality is the most important part of this hero, so play him accordingly.
-His foremost concern is the balance and wellbeing of nature. Follow this condition as best as you can and you'll have the favor of Cernunnos.
-Boo cannot leave Kardels side.


Museum of the Explorer Council

Spoiler :
Keep items of legend at Telyhohn until 200 and receive a museum. Completed.

You can choose to leave other items your heroes have gained during your travels to the museum for future bonuses. For example, Gryndane still has Night Gear etc., which could be made into exhibits if you so choose.

Persisting quest: Choose if you want to leave more items at the museum and whether you want to leave the items currently there as exhibits. Discuss


N'zesh's Return

Spoiler :
The power... Agruonn has blessed me and anointed me as his chosen. This blessing is unparalleled and I must make the best of it. So, Gryndane sent a lackey to check on me? I guess that is how little faith he has in me, but no matter. I must make haste to the Sacellum to perform rites. Send word that I will need... offerings.

Info:

N'zesh has dropped his priestly abilities in favor of a more direct approach. His potency in magic has increased as well as his rogue-like abilities. He can now hide and his nationality is hidden to mention a few things.

Q: N'zesh must move directly to the Tlacotli Sacellum and stay there until the end of the set. Furthermore, he will need 5 units (any) to sacrifice at the altar. In order to complete, just move the units to the Sacellum by the end of any set. Time is not a constraint, but N'zesh will remain stationary until the condition is met.

R: Unknown.

Info on the Sacellum based on the last visit: The shrine is built deep in the mountains and there is a bottomless pit surrounding the actual altar. The shrine is shadowy and bears several markings depicting Aeron/Agruonn.


Ongoing:

Requests to Cernunnos – quest for lymond (and others interested)

Spoiler :
Brother Tancred, having studied the religion of Cernunnos during his stay at the Temple of Leaves in Telyhohn has taken heed to advisor lymond’s request on resurrecting a beloved companion.

“In our faith it is known that death is merely a part of life and much like the cycles of this land, life is an ever flowing cycle – nothing ever completely disappears or dies in the sense that we humans usually tend to believe. Flora may wilt, constructs of man may decay, but the essence that is behind these is eternal and that is something even the many destructions of this world cannot deny. Cernunnos takes care of his own and the wild animals of the world are his children above all others – it is they that best fulfill what the true order – or the lack thereof – of nature is. Wallace’s spirit yet lives, but it has flown far for you to find once again. It is weakened and cannot make its way to you, so you must in turn go to him.”

Q: In order to find Wallace again, make way to the northern tundra and end a set with a hero unit on a tundra tile that is not bordering plains/grass/desert. Screenshot.


Cove of M'rafaal

Spoiler :
Pirate Harbor and Barracks in Levantera for more developments


Song of Autumn

Spoiler :
Remember, you need to use the elven workers to construct a route between Kaver and Evermore before they can work on other tasks


uberfish just played
Brian up
lymond on deck

Questions to players: For now the events have pretty much been only positive. Do you wish for negative occurences to happen? I have a couple of tricks up my sleeve but I don't want to impose anything unless I have consent. Either way, discussion to be had on the quests.
 

Attachments

Yeah why not on the negatives. Looking at the quests, Athame is way overpowering even if we automatically DoW on the elves because of it so I'd leave it alone. I'd harvest the teeth myslef.

As regards Kardel I think he'll be tied up for a while improving tiles so my turnset will be that.

N'zesssssssssh can sacrifice some warriors if he's feeling thirsty.

I'll look at the save and post a plan for normal play tomorrow.
 
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