Fallen Star - IOT Edition

Sterre Riadiam, of the Free Cities
Spoiler :
Sterre Riadiam had a fairly quiet entrance to the new year, being mostly concerned with outfitting its military and constructing a temple. Little else of note happened near Yellowstone, though scouts reported continued giant-crab activity, and that the some Scythe-horn herds had been spotted on the plains to the east, much further north than they had been in the winter.

Gorin and his dwarves in Kilmar territory received to no direct contact from Prince Thaddin, and so occupied themselves as best they could. A small skirmish occurred between ogres and the Princes' troopers, a fight that Grax's soldiers eagerly joined in. The skirmish was largely one sided, and even more so once the rock trolls arrived to pummel the few remaining ogres into the ground. Entertained, but still with little to do, Grax took his party along the north road to the woodland camp to investigate the rumours of ghastly murders. When they arrived they discovered that more bodies had been found, once again all drained of bodily fluids, and often in their beds. Over the course of a month patrolling with the local militia, a dozen murders and disappearances took place. Finally, when doing a house check, Gorin came face to face with a dwarf leaning over what appeared to be his sleeping wife. Fleshy tubes stretched from mouth, clasping to various spots on the woman's body. Grax cut down the abomination in disgust, and before the body hit the floor it had transformed into a uncomfortably featureless humanoid figure, with no obvious eyes, ears or nose and pale, loose skin. Investigation by the local militia soon found the murdered woman's husband's body crammed beneath some floor boards, also drained. As spring closed, bodies continued to turn up.

Stat Changes
-45 currency, -30 population, +15 soldiers, +15 field surgeons from military recruitment
-500 stone, -170 metal, +30 military weapons, +2 mastercraft weapons from construction
+130 currency from taxation
-190 food from consumption
+50 wood
+350 stone
+100 metal
+20 population from natural growth
+40 population from immigration
+2xp for Grax Gorin (ogre skirmish, murder investigation)
+1xp for Sadie Marisa
+2xp for colony (1 structure, Gorin's escapades)

Events
- Sadie has once again suggested that the local resources in the area may be exploited. The crabs and scythe-horns could provide a much needed additional source of food, and the crabs' shells could be fashioned into equipment, and some are also wondering if the same could be done with the scythe-horns'… horns. Wulfric continuous to press for a larger expedition into the eastern forest to rid it of murderous vermin.

Quests
Domestic Disturbance
- Grax has found himself in the odd position of being looked to as an authority figure by the Kilmar militia and residents of the woodland camp. Residents are panicking and the killings continue, and some have refused to leave their homes, despite most of the corpses being found in their own homes. The militia pleading that Grax and his soldiers help them control the situation.


Thaddin’s Troopers, of the Kilmar Empire
Spoiler :
Thaddin's Troopers spent another season largely doing nothing. A skirmish with the ogres was easily quashed with help from the Sterre Riadiam party and the rock trolls. A patrol was caught in a landslide caused from melting snow, killing a handful of soldiers. Dozens of murders occurred in the woodland camp, with the population rapidly becoming more difficult to control, leading to the local militia looking to the Sterre Riadiam patrol for assistance. Small riots also took place in Morn's Hall, though they were quickly dispersed by soldiers.

Stat Changes
-10 soldiers from landslide
-25 population from murders
-60 currency from military upkeep
+215 currency from taxation
-105 food from consumption
+175 wood
+180 stone
+100 metal
+10 population from natural growth
+40 population from immigration
+1xp for Prince Thaddin
+1xp for Callus

Events
- With food becoming scarce, protests are increasing in intensity. There is fear that they may start to do real damage if they are not acknowledged.

Quests
Domestic Disturbance
- The discovery of some sort of creature murdering the dwarves of the woodland camp, the residence have begun to panic. Local militia has also turned to Grax Gorin from Sterre Riadiam for leadership, something a number of advisors fear may undermine the Prince's authority.


Trvale, of the Lisaria Imperium
Spoiler :
Spring was a largely unproductive season for Trvale, with no major construction or actions taken. The captured insurgents from the previous season remained ignored in jail. The trade caravan was once again raided by a drake, leading to caravans refusing to ship gold to the capital. As such, no currency was gained from the gold trade during the spring.

Stat Changes
-10 population from drake raid
-85 currency from military upkeep
+190 currency from taxation
-240 food from consumption
+50 wood
+150 stone
+75 metal
+20 population from natural growth
+30 population from immigration
+1xp for Quil
+1xp for Edgard

Quests
Siblings' Coin
- With the gold trade dried up, Countess Madeleine and Baroness Narcisa have voiced their dissatisfaction, and warned that if the gold trade does not pick back up there may be consequences. Meanwhile, the insurgents remain in jail, and may still be used in some way.



Overseas Market​
Buying
-5 currency for 5 buying food.
-10 currency for buying 5 wood or stone
-20 currency for buying 5 meta
-100 currency for buying 5 slaves
-40 currency for buying 1 wildfire jar
Selling
-5 currency for selling 50 food
-5 currency for selling 25 wood or stone
-10 currency for selling 25 metal
-50 currency for selling 5 slaves
-20 currency for selling 1 wildfire jar
Specials
-20 currency for buying 1 wildfire jar from the Illuminated Order of Holy Engineers

Mercenaries​
Naval:
- Star Island Shipping Co. - 5 currency for every 10 people, or 5 currency for 25 units of cargo, with a minimum charge of 20 currency.
- The Sails Guild - Supply: 5 patrol ships. Their rates are average.
- Prince White-Fin's Grand Fleet of Scallywags - Supply: 5 patrol ships. Their rates are average.
- The Tranquility - Supply: 1 veteran warship. Their rates are very high.

Land:
- Brutes and Bruisers Union - Supply: 1000 rabble. Their rates are low.
- The Shields Guild - Supply: 220. Their rates are average.
- The Burning Cats - Supply: 300 soldiers. Their rates are average.
- Knights of the Great Mother - Supply: 4 companies. Their rates are above average.
----- The World Finders - Supply: 70 pathfinders
----- The Knights Proper - Supply: 200 knights
----- The Magery - Supply: 16 mages
----- The Outriders - Supply: 70 riders
- The Grey Legion - Supply: 200 veterans. Their rates are high.

Details and specifics of mercenary companies are in the second post on the first page.

Map

Minor NPCs and Creatures​

Spoiler :
Constructs of the Stone Colossus
Population: ?
Tier: ?
Location: South of Specularum

Crab Infested Shipwreck
Population: >50
Tier: Heroic
Location: Center of eastern coast

Dominion of Gerheld
Population: 500
Tier: Paragon
Military: 50 cavalry, 100 soldiers
Equipment: 1 cargo ship
Location: Northwest coast

Drake Horde
Population: 2 Drakes
Tier: Paragon
Location: Mountain south of second most northern east coast river

Fish-folk of the Bay
Population: >200
Tier: Heroic
Location: Southern bay of largest southern island

Gnoll Mining Camp
Population: ~300 gnolls, 100 mites
Tier: Heroic
Structures: Fortifications
Location: Northeast of Gnoll City

Giant Ant Hill
Population: >300
Tier: Heroic
Location: South of Fallensport

Giant Ant Hill II
Population: >300
Tier: Heroic
Location: West of Ant Hill I

Giant Ant Hill III
Population: >300
Tier: Heroic
Location: North of Ant Hill I

Gronk Pack
Population: ~20
Tier: Heroic
Location: North of Fallensport

Krakadon Deserter Orcs of the Southern Island
Population: 100
Structures: Farm enhancement
Military skill: 5
Equipment: 40 civilian, 60 crude

Ogres of the Valley
Population: >300
Tier: Heroic
Location: South of Morn's Hall

Pyramid
Population: 10
Tier:?
Location: east coast, centre forest

Pyramid
Population: 10
Tier:?
Location: centre bay, forested island

Scythe Horn Herd
Population: ~1000
Tier: Heroic (Paragon if all enraged)
Location: South of Yellowstone

Sea Scorpion Lair
Population: 1 behemoth, numerous smaller varieties
Tier: Paragon
Location: Bay north of Specularum

Tabaxi of the Southern Greenland (east bank)
Population: >100
Tier: Heroic
Location: Along river, Southwest of Trvale

Tabaxi of the Southern Greenland (west bank)
Population: ?
Tier: Heroic
Location: west of east bank Tabaxi

Rock Trolls of the Northern Mountains
Population: 45
Tier: Heroic
Location: East of Morn's Hall
 
Done. I'm probably going to get banned as a spam bot now.

Anyways, everyone's free to post now. Here's the latest map.

Spoiler :
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The cycle of live and death is akin to one eating themselves; they are trapped forever in the torment.

Only through the ways of breaking can that torment end.

Only through the revaluations can one see the ills in live.

Only through the realization can one cease to fear death.

Only through the power can one embrace the undeath.

Only through necromancer can destiny be broken.


The Heaven Striving Communion for the Aecus will stand more so and embrace the teachings of necromancy!

We heed thy call!
 
Will definitely be joining this soon
 
Good stuff nuke, you can put up a faction application whenever, just look at the first post, or some of the other applications over on the frontier. The next update will be out early next week (hopefully), so if you apply before that you'll get your stats/intro in the update.

Anyways, hope to have you aboard soon :)
 
Quick question: If I am an Imperialist, does that mean my Hero counts as a wizard, or do I get a Wizard plus another hero that I choose?
 
You would get a wizard, plus another of your choice.
 
It should be noted that Decamper is a flexible GM: he added both barbarians and necromancers due to player requests. If you fancy playing, say, a druid power then result him so he can consider. Decamper is very open to new ideas. :D
 
Colony Name: Eir
Mother Country Name: Estelleregian Imperium
Race: Cosmopolitan
Leader Name: Princess Vayreen
Leader Trait: Mystic
Hero 1: Wizard (M-Arvarius)
Hero 2: Cleric (F-Alanna)

South East River

Standard:

qVVQmKn.png
 
Does gnomish luck apply to wizardly experimentation? What are the various white icons on the map?
 
Yup, it (slightly) affects a wizard's experiments. The white icons are small npcs/creatures/unique locations or what have you. The list of them is in the 'minor npcs and creatures' list, but I admit it can be a bit difficult to tell which is which, especially if you don't know the names of the colonies yet.
 
Spoiler :
LzzfaZk.jpg


I'm pretty interested in the areas I put an X over (mainly because nuke took the last decent starting location). Can I get more info about any of them, settle one, or what? Also, is the thing I circled the pyramid?
 
Update 9 - Year 3, Summer
Neighbourly Manners​
With trembling hands and desperate blows they tore it down. In blood and filth they ripped it apart and buried it in the earth. Under the countless dead it was muffled and chained.

With the summer came more new comers to the island, some searching for blood and glory, others for land and power. The first generation colonies continued as normal, eyeing their youngers with suspicion. As these hopefuls gained their first foot holds on the island, the jaded fought to hold their own against it.

Oversees Matters
With no common enemy, the human empires of Thyatis and Liseria now find themselves sharing a small occupied land, and discussions over splitting of territory are already embittered. Soldiers who had once fought side by side now find each other squared off along undecided borders, ready to spill human blood.

Inter-faction Matters​

Sterre Riadiam finds itself being slowly drawn into the civil unrest of the Kilmar colony, as royalists loyal to there absent prince set themselves against the soon-to-be revolutionaries supporting Marrock Tarrosch. The dwarves of the Star Isles may soon find themselves embroiled in a bitter civil war if steps are not taken to diffuse the situation, and quickly, lest the ogre menace to the south takes advantage of the situation.

Colonial Matters​

The Bloodborne Horde, of the Dhrak-Krazk Rahm Imperium
Spoiler :
It was only a matter of time until the Dhrak-Krazk Rahm Empire would send a horde to the Fallen Star Isles, and was unsurprising that the Unborken, Warlord Grohm, would be the one to lead the horde. The savage orcs and their slaves swarmed the eastern shores, rapidly founding the town of Derehk Grohm along a forested river south of the Expeditionary Stardust Order. Tense words have already been spoken between the new colony and the now veteran settlers, but so far peace seems to be the desire of both.

Plans were immediately set in motion to construct farms and a lumberyard to take advantage of the fertile soil and wealth of lumber. A forge and barracks were also constructed quickly, as the Bloodborne Horde would no doubt need to soon quench its thirst for battle, though for the mean time their throats could be wet in the newly built tavern. While the terrain surrunding Derehk Grohm was well suited for agriculture and foresting, stone and metals were scarce. The Warlord knew he needed his colony to be fully functional as soon as possible if it was to hold its own against whatever this untamed land had in store, and so a troop was sent to set up a camp at the base of the western mountain range to mine and quarry. Within months of landing, the Bloodborne Horde already had sustainable amounts of all necessary resources, something even some of the older colonies were struggling to accomplish.

While the first Summer for the Horde was mostly remembered for its industriousness, it also a source of a great boasting tale for Agrak Korr. Setting out by himself, the barbarian sought to scout Derehk Grohm's surrounding forests. He soon found them to be crawling with massive insects. Likely thinking he was an easy target, he was constantly fighting off dog-sized bugs. While these proved little trouble for the accomplished warrior, he had a very close call when he was ambushed by a bear-sized beetle. Using trees to escape the creatures snapping mandibles, Agrak was able to drop onto the beast and smash a hole through its armoured back with the butt of his axe, then reek havoc on its unprotected flesh until it collapsed. Winded and bloodied, Agrak soon returned to town, but before leaving hacked off the serrated mandibles, which with the help of the local smith, he was able to convert into a punishing new personal weapon (mandible weapon has same effect as masterwork weapon).

Stat Changes
-1750 Wood -425 Stone -475 Metal -200 Unemployed Population from construction
+155 currency from taxation
+600 food from overproduction
+450 wood
+175 stone
+125 metal
+3 population from natural growth
+30 population from immigration
+3xp for Agrak Korr (Insect fight), +1 mandible weapon
+2xp for Morgh (Road patrol)
+13xp for colony (1 camp (2xp), 7 structures (7xp), 2 stories(4xp))

Events
- Having heard stories of the purge of insects years ago enacted by the gnomish Stardust Order on their peninsula, some orcs have suggested doing the same in the surrounding woods once a respectable number of soldiers have been trained and armed.
- Forestry workers have reported seeing figures in the tree tops, or even sometimes claiming that they have seen branches or trees move. Coupled with tales from previous Stardust Order expeditions in the area, some believe these are related to some sort of community to the south east.
- Workers at the new camp have reported hearing the roar of drakes, and occasional have spotted them flying about the above peaks. So far the drakes have not bothered the camp, despite no doubt being aware of its presence. Some enterprising young orcs have suggested trying to sneak into the drakes' horde to loot some valuables while the beasts are gone.


Blue Star Principality of Bulnar, of the Bulnar Confederacy of Sea-Pirates
Spoiler :
The Principality finally put a close to its year long conflict with the gnolls with the annexation of the White Hides, the last remaining gnoll tribe in the area. The tribe peacefully entered the Principality in exchange for an exemption from taxes for one year, and with the last tribe came another mining camp with a stock of mite slaves. The respite from conflict in the Principality's heartland allowed for some quiet expansion of infrastructure and military restructuring. Koruk and a host of his cultist was also given a stock of mites and livestock to sacrifice to his demon goddess, Kora-tu-a, to appease her rage after the devastation wrought by the tentacles in the battle of the Gnoll City. Some witness claim that they saw black shadows writhing around Koruk as he held the mites beneath the water, one by one. In any event, there were no further sightings of the tentacles through the summer, and Koruk and his cult proclaimed Kora-tu-a's appetite to be satiated with the gift. Cedahr preoccupied herself with studied the hound skull headpiece claimed from the late gnoll warleader. While the headpiece seemed to slightly increase her strength and agility a fair amount, further testing resulted in a sudden discovery, when Cedahr suddenly transformed into bear-sized hound and savaged half a dozen assistants before regaining her senses. Further experimentation, under safer conditions, showed that it was possible to transform at will, but that the process was very disorienting, reducing the user's state of mind to a very bestial level for a short time. Prolonged use also had the same effect, with the user slowly giving in to more and more animalistic desires. The post-war calm was also used to send out a number of expeditions.

The first expedition was sent along the river to the north west towards a distant mountain range, based off information from the White-Hide gnolls. The gnolls themselves had never reached the mountains, though claimed that high peaks were home to a race of bird-folk. The gnolls said the plains upriver belonged to the hounds, whom the gnolls apparently only captured small numbers of to domesticate. The expedition stayed somewhat close the river while heading towards the river, and found the plains largely empty along the way, with the exception of the occasional massive cow-like creature that wandered about feasting on grass. The travel was slow due to having to haul scorpio around, but soldiers were happy to have brought them when they came across the first pack of hounds. A dozen of the beasts came charging towards the camp in the morning, and soldiers quickly shook off the sleep and readied their weapons, letting loose a volley of scorpio bolts, which quickly dispersed the pack though only killing one. Upon reaching the corpse, the party found the wild hound to be far larger than the domesticated sort the gnolls rode. After only a few hours of marching, the party found themselves being stalked by well over three dozen hounds, several as large as the gnoll warleader had become, and the expedition made a hasty retreat out of the hound territory, and were able to do so without any further harassment. Making a detour northwest to make up for not being able to reach the mountains, the party hoped to map out the edge of the great plains, which the gnolls described as turning into a great, deadly marsh. They did indeed find the edge of the plains, but upon seeing a massive scaled beast moving through the tree line, the company decided they had had enough adventuring for the season and returned home.

A smaller second expedition was sent to the south, and returned much sooner than the northern bound one. They reported that the south was mostly just empty plains and some small deer like creatures that grazed in herds. The main discovery was a mound crawling with mites. While the mites individually are fairly unthreatening, the mound looks like it housed nearly a hundred of the creatures, who all sprinted for the underground passage when the spotted the mounted party.

The final expedition involved the Darker Tale mounted with a ballista investigating the waters to the northeast. Even thought the war was finished, the Principality was doomed to continue suffering losses, as the cargo vessel never returned to Moruna harbour.

In response to the continued unrest in Aleweryn concerning the 'black ship,' Smooth Pardus and twenty marines set out on the Saskatchewan Sunrise for the island town, circling along the east coast to avoid the sea scorpion, though risking an encounter with the drakes. Outfitted with scorpio and a ballista, the Sea Prince had hoped to run afoul of one of the beasts, but luckily for the rest of the sailors the drakes were no where to be seen. Little happened along the east shore, and the Saskatchewan Sunrise passed by the Stardust Order and Sterre Riadiam colonies with little fanfare. Though originally intending on mooring at Morn's Hall to possible trade foodstuffs with the mountain-dwelling dwarves, the sight of numerous dark smoke plumes over the city convinced Smooth to order his ship onwards instead. Passing by Gerheld was also a surprise, as it turned out the entire Lysel refugee flotilla was moored outside of the young colony's harbour. The fleet was much larger than originally thought, comprising of five cargo ships, four patrol ships and two warships. A pair of scorpio and ballistae laden patrol ships shadowed the Sunrise past the flotilla, making it evident that they were not welcome, leaving Smooth with little idea as to if the situation between the former neighbours was peaceful or hostile. After finally reaching Aleweryn, to a grateful welcome from the elves, most of whom still regarded the Sea-Prince as something of a liberator, the ship took aboard an additional 20 soldiers and began patrolling the harbour, on the look out for the 'black ship.' They only encountered the mysterious vessel once over the season, floating alongside an empty fishing boat. Closing into spyglass range, lookouts failed to spot any crew. Closing in further, until nearly alongside, there was still no motion aboard the ship when it suddenly and rapidly accelerated, far faster than any ship should have been able to. The Sunrise attempted to give chase, but somehow the black ship was sailing at full speed against the wind. After returning to harbour, the Principality soldiers found that the encounter had been one of the few, and only official, sighting of the black ship, which many had still regarded as just a fisherman tale to explain those lost to the mighty sea.

Stat Changes
-10 currency, +5 stone from purchases
-800 wood, -480 stone, -525 metal from construction and repairs
-45 civilian weapons, -340 crude weapons, +215 metal from weapon breakdown
-102 currency, -36 unemployed population, -15 combat mages, +12 rangers, +2 cavalry, +12 hound-riders, +10 field surgeons, +15 paladins from military recruitment
+300 population, +100 slaves from White-Hides annexation
-30 food, -30 slaves from Kora-tu-a sacrifices
-Darker Tale (cargo ship), -25 population, -1 ballista from bay expedition
-5 population from Aleweryn fisher disappearances
-55 currency from military upkeep
+357 currency from taxation and trade
+1026 food from overproduction
+1050 wood
+575 stone
+525 metal
+1 stability from growth chance, -2 stability for new camp
+29 population from natural growth
+90 population from immigration
+2xp for Smooth Pardus (Aleweryn patrol)
+2xp for Cedahr (Hound Skull Headpiece
+20xp for colony (5 structures, white-hide annexation, 2 stories, spreadsheet)

Events
- The workers in the new camp are requesting a road be constructed to Carnassial, for a cost of 85 stone.
- The annexation of the new camp has put led to some people grumbling about overextension, and in particular about having to divert resources to gnolls, which some still view as enemies, without even receiving taxes in return (stability les than 5).
- The disappearance of the Darker Tale has led to an argument over whether additional ships should be sent into the bay to search for the lost cargo vessel, or to avoid the risk of further losses.

Quests
Lost Seas
- While the arrival of the Saskatchewan Sunrise and Smooth Pardus has smoothed over some worries of the elven populace, the direct encounter with the black ship has only intensified the issue for the Sea-Prince and Governor Serepis. The strange ship continues to cause the disappearance of fishers, and there are worries it may threaten the town itself.


Eir, of the Estelleregian Imperium
Spoiler :
Princess Vayreen of the Estelleregian Imperium landed her people on the southeastern edge of the Fallen Star Island, founding the colony of Eir in the name of her mother the Queen. The Imperium would spread across this new land, and Eir would be its instrument of conquest. The landing was along a lightly forested river, with sprawling green plains to the north. Wood and food production will no doubt be taken care of for the immediate future, but access to stone and metal is wanting.

Events
- Scouts have reported seeing patrols of tiger-like creatures, some walking on two legs, to the north of the town. They carry spears and hatchets, but for the most part seemed non-hostile, instead just watching the scouts from afar. Some advisors suggest attempting contact with the creatures, while others urge for caution, instead focusing on building up the young town's defenses before risking contact with the island's inhabitants.


Expeditionary Stardust Order, of the Illuminated Order of Holy Engineers
Spoiler :
The gnomes of the Expeditionary Stardust Order prepared themselves for war. Besides an expansive upgrade to the lumber industry in Fallensport, the industry of the Stardust Order was focused on arming its already impressive military. Dozens of mastercraft weapons and heavy crossbows were hammered out and distributed amongst the soldiery, which by this point, while not the largest or most experienced, was easily the most well equipped on the Star Isles. Plans were laid out, and both the military and citizen militia were on guard everyday, waiting for inevitable, and hopefully final, battle of the drakes… which never came. The drakes made no appearance over the entire summer, leaving the gnomes nerves strained, and the Viceroy impatient.

With no battle to preoccupy them, the leadership of the Order preoccupied itself with ordinary governing and diplomacy with the two newcomer colonies to the north and the south, ideally seeking peaceful relations. Droensfrost preoccupied himself with testing on the fields surrounding Fallensport in between joyrides, or 'patrols' as he put them, and managed to increase the yield substantially. Also, to the surprise of miners and the delight of the Overseer, a vein of stardust was found in the Lonespike mines, discovered when a miner struck it by accident with a pick, nearly blowing off his arm. Otherwise, life in the Stardust Order was, for once, entirely peaceful.

Stat Changes
-400 wood, -600 metal, -25 unemployed population, +30 masterwork weapons, +20 heavy crossbows from construction
-50 currency, -30 unemployed population, +10 soldiers, +20 field engineers (combat mages) from military recruitment
-150 currency from military upkeep
+263 currency from taxation
+301 food from overproduction
+831 wood
+519 stone
+529 metal
+10 stardust
+11 population from natural growth
+50 population from immigration
+2xp for Cayrnn (preparing defense… and waiting)
+2xp for Droensfrost (minister)
+3xp for colony (1 structure, 1 story)

Events
- The colony is sufficiently prestigious enough to recruit a new hero! Who should the Stardust Order attract to its service on the Star Isles?

Quests
Under (and Over) the Mountain
- The lack of activity from the drake has been welcomed by the populace, finally able to enjoy a full summer of peace and quiet. Nevertheless, the complete absence of the beasts has set the military leadership on edge, fearing that the creatures are preparing. Others wonder if the drakes have simply had enough of constantly getting swatted aside by the Order's heavy crossbows and have switched to easier targets. There are even some advisors who are beginning to suggest simply leaving the beasts be, exchanging the promise of treasure for peace, something others scoff at, claiming that the treasure must be acquired for the good of the colony, and the drakes be killed in the name of all those who burned in drake fire.


The Heaven Striving Communion for the Aecus, of the Necromancer Order of Denuo
Spoiler :
After over a year of dealing with the Geskard orcs, Gabriela Teutoburg finally had enough after receiving Morn's demand for food, during a food crisis no less, and ordered the assault of the orcish settlement, much to the relief of Councilor Sahs and his supporters. Preparations were made immediately, with Oskar Sahs being dispatched to gain the aid of Vokren's orcs, and Carsten Udelhofen to the fish-folk, while Dante, Kaja, and Commander Falk readied the Communion troops and undead for battle. Both the orcs and fish-folk agreed to join the Communion forces, with the orcs and fish-folk leading north and south flanking attacks, respectively. A month into the summer, the Communion army marched out from Punto Dante along the trade road, the only merchant now walking it, Attilio di Pasqua, armed and marching alongside Dante.

A messenger was dispatched ahead of the main force bringing the option of surrender to the Red Teeth, who evidently did not take kindly to the offer, as the messenger did not return. With the orc and fish-folk armies, the combined Communion forces numbered nearly 400, and Dante was eager to test the colony's soldiery for the first time. This confidence was shaken badly when they came into view of the town. Instead of finding a stretched thin garrison of fifty-some orcs, the necromancers found themselves staring at mass of over a thousand mercenaries. The ragged mob, armed with farm implements at best, and rocks and sticks at worst, were easily identified as mercenaries from the Brutes and Bruisers Union, and throughout the ranks of these unprofessional thugs were squads of professional soldiers and paladins in familiar yellow and white armour - Shining Horde zealots. Before the Communion army leadership could decide to press the attack or retreat the opposing army charged forward, the screaming mercenaries soon outpacing the cautious orc soldiers. Having little other choice, Kaja sent her undead forward to buy some time for the proper soldiery to form a defensive line. The undead slaves obediently flung themselves into the charging mob, and while the undead were not the most skilled fighters, they were ghastly enough to disrupt the charge, and proved difficult to cut down. The mercenaries were only able to untangle themselves for the undead once the Shining Horde and Red Teeth forces caught up with them, the paladins easily dispatching the vile creatures. It had been enough though, and the Communion forces were ready when the opposition finally met them. The melee was gruesome, with less than a hundred Communion troopers desperately trying to fight back a force nearly ten times larger. The mercenaries proved to be the main shock troops, rushing in and being cut down in waves, their bodies quickly piling high into a makeshift defensive barrier. The Shining Horde and Geskard orcs moved in at decisive moments, filling in gaps or pushing into a weak spot. Paladins were preoccupied with keeping the mercs in line while putting down the grabbing and biting corpses that Kaja and the wraiths were bringing back from the dead, sometimes before the slain even fell to the blood-soaked turf.

The Communion army was nearly routed when the fish-folk contingent finally broke through the southern flank and linking with the necromancers, though they themselves had suffered heavy casualties doing so. With their numbers doubled, the line of humans, undead and fish-folk were able to stand their ground long enough for the mercs to loose their steel. The Shining Horde commanders noticed this early, and were able to corral the mob into a ordered withdrawal. The fish-folk and Communion soldiers had been horribly mauled, and were in no shape to pursue, and so together pulled back to Punto Dante to regroup and care for the wounded. Vokren and his group never returned, and their corpses were later found north of Geskard, ringed by dead mercenaries. The next day a fish-folk messenger arrived, and said that a fleet had arrived east of Geskard, and had taken the defenders away from the island, with most of the fleet heading west towards Shining Horde territory, while a few ragged cargo ships bearing Brutes and Bruisers Union flags loaded up the surviving mercenaries and departed from the Fallen Star Isles. The Communion and fish-folk armies marched to Geskard, finding the hundreds of dead still where they had fallen, with the exception of the fallen Red Teeth and Shining Horde orcs. The town itself was ablaze, and little could be done to save it before it burnt to the ground, and nearly all weapons had been already scavenged, but the operation was nevertheless not without its spoils, as Kaja had every intact and moderately fresh body loaded on carts and brought back to Fenix. The caravan of dozens of carts laden with hundreds of corpses, friend and enemy both, was more than the fish-folk could handle, who took their dead and returned to the ocean. Before departing, the commanding fish-folk officer assured Dante that their peoples now had a connection forged in blood, and that they would come to the Communion's aid whenever it was sought, and that he expected likewise.

The return to Fenix was dark enough with the train of dead, but further clouds were cast on the nominal 'victory' when Dante and Kaja were given news that Fenix had been infiltrated while the army was in the east. The night after the battle had occurred in near Geskard, while the Communion and fish-folk armies had been regrouping in Punto Dante, town's folk had found city guard dead at their posts, and the cavalry that was dispatched to track down the offenders never returned.

It was in this state of affairs that the Denuo inspector arrived. The festival was thrown immediately upon the inspector's arrival in hopes of getting her in a good mood from the start. The mass of newly resurrected undead also sufficiently impressed the inspector, as did a display from a small contingent of fish-folk soldiers who attended the festival. The overall state of the colony pleased the inspector, but recent events, and the lack of progress on the mainland, did not. She understands that it would be foolish to rush into the mainland without a defensive base, but after two years the necromancers of Denuo had hoped that there would be some presence on the Star Island proper. In light of the diplomatic and necromantic success of the colony, the inspector tells Gabriela that a ghoul from the Death's Hand is inbound for next season, and that the Order will continue to support the Communion with new immigrants. In regards to the recent losses, and the lack of progress on the mainland, the inspector will return again in a year's time to inspect what will be the Academy of Aecus.

Stat Changes
+100 food, -100 currency from purchases
+200 food from Karameikos trade
-400 wood, -200 metal, +20 military weapons from construction
-50 currency, -50 unemployed population, +50 soldiers from military recruitment
-75 undead slaves, -15 death knights, -30 soldiers, -75 crude weapons, -30 military weapons, -15 civilian weapons, +290 undead slaves from the Battle of Geskard
-5 cavalry, -5 soldiers, -5 civilian weapons, -XXXX from Fenix raid
+246 currency from trade and tax
+623 food from overproduction
+400 wood
+100 stone
+150 metal
-1 stability from Battle of Geskard losses and Fenix raid
+1 stability from increase chance
+28 population from natural growth
+50 population from immigration
+3xp for Dante (Battle of Geskard)
+3xp for Kaja (Battle of Geskard)
+3xp for colony military skill
+13xp for colony (1 structure, Battle of Geskard, completion of Neighbourly Manners questline, 2 stories)

Events
- The food crisis has been adverted, though some advisors still believe that an additional source of food should be sought to allow for safe growth, as well as padding food stocks for the coming winter.
- The colony is sufficiently prestigious enough to recruit a new hero! The Order of Denuo is already sending a Death's Hand rogue, but the rogue could be replaced with a different hero if need be.


Quests
An Orderly Inspection
- Some advisors herald the inspection as a success despite trying times, while others decry it a dismal failure. I any event, a rogue is on the way to assist the colony in the future, and steps need to be taken to ensure the next year's inspection goes smoothly. Councillors Rothermund and Sahs are in favour of a retributive strike against the Shining Horde, though most other advisors argue, and even Sahs himself admits, that the Communion is most likely not prepared for an attack on the Shining Horde.
 
Karameikos, of Thyatis
Spoiler :
Karameikos used the continued general peace the colony was enjoying to deal with internal issues, build up its navy, and engage in limited exploration over the summer period. Substantial naval construction was undertaken, with the repair of both the Augustus Prime and the Communion trade vessel, as well as the construction of a new warship, the Byzantium Secundus, and a patrol ship, the Safe Journey. While the ships were for now unarmed, a siege works was built in Specularum, ensuring that the Karameikos navy would soon be one of the strongest, if not the strongest, in the Star Isles. The new ships were put to the test during operation 'crabfishing,' with the warships providing escort for the Communion trader, the Safe Journey and the Golden Opportunnity to break out of Specularum harbour. The maneouver was pulled off effectively, though the behemoth was able to do significant damage to the Augustus Prime once again, before being driven off by light missile fire. Circling around to the east coast, the Safe Journey and Golden Opportunity moored off the east shore, north of Trvale. With Airas wielding the confusion orb, the marines were able to move into the crab hive aboard the old vessel with little effective opposition, killing the most dangerous creatures before they could regain their senses. Over a week the crabs were slaughtered and brought aboard the Golden Opportunity, along with a substantial supply of iron ingots that were still in the shipwreck's cargo hold. The return was unopposed, and the behemoth sea-scorpion did not make an appearance. Of note was that the Stone Colossus had moved north, and was now on the border of the forest. Small figures were working at cutting down trees at its feet, and smoke could be seen billowing for holes on the Colossus's back.

On the home front, anti-crime operations continued. Gilean was able to successfully interrogate the captured Gerheldian bandits, who revealed that most of the stolen taxes were taken into the northern forests, were they met traffickers from the Domain of Gerheld. The other Gerheldian refugees were discreetly questioned, though most said they had no information about the smuggling. Most of them did admit that many of the refugees did need to, on occasion, resort to petty theft, as they were given smaller wages while being charged higher prices by most Karameikos merchants. A small amount of stolen currency was recovered during operations, and five more smugglers were apprehended by ranger squads.

Two expeditions were sent north of Alfheim to better map out the forest's borders. Both parties quickly found the forest ended at the base of a mountain range. The Northeast party kept to the shore of the evidently very large lake, but was soon obstructed by a Gerheldian camp, nestled in the forest between the mountains and lake. The camp had substantial fortifications and a sizeable garrison of soldiers, but the humans were welcoming, and the party was invited in for meals and warm beds before being sent off the next day. The second expedition explored to the northwest of Alfheim, but soon ran afoul of a small patrol of goblins. The small patrol was quickly cut down, and the rangers tracked their way to the goblins' home, evidently some sort of tunnel, possible an old mine shaft or underground complex, on the western edge of the mountain range. The rangers soon pulled back when a larger force of thirty or so goblins along with a handful of bugbear heavy guards emerged from the tunnel entrance, presumably to search for their lost patrol.

Stat Changes
-200 food from Communion trade
-1950 wood, -100 stone, -390 metal, -100 unemployed population, +5 military weapons from construction and repairs
-25 currency, -25 unemployed population, +25 soldiers
- Augustus Prime damaged from Sea Scorpion
+200 food, +30 carapace weapons, +200 metal from operation crabfishing
-5 population, +5 slaves, +50 currency from arrests
-175 currency from military upkeep
+199 currency from taxation
+460 food from overproduction
+1800 wood
+538 stone
+563 metal
+1 stability from successful naval engagement against behemoth
+42 population from natural growth
+2xp for Gilean (Anti-smuggling operation)
+2xp for Theadora (Minister)
+2xp for Airas (Operation crabfishing)
+2xp for military skill (behemoth sea-scorpion skirmish, operation crab fishing)
+5xp for colony (2 structures, anti-smuggling operation, sea-scorpion skirmish, operation crab fishing)

Events
- Popular opinion continues to turn against the refugees, despite attempts to keep the investigations quiet. Some advisors suggest arresting a number of those suspected of minor theft to satiate the general populace, while a few believe that either giving the refugees tax breaks will remove their reason for turning to crime. Others still argue that merchants should be punished for discrimination against the refugees, no doubt riling up the Karameikos public further, but likely solving the crime issue, though Meledaro di Helveti and is aggresively against this, suggesting either of the first options.
- Eleria Windblade and Titus Manowarius have both voiced interest in making a sortee against the goblins to the north. Windblade is in favour of a full assault, pressing as far into the tunnels as possible to root out the monsters before they can do any harm, while Manowarius is more in favour of testing strike to determine their capabilities first.

Quests
A Bigger Boat
- With the impressive performance of the newly constructed naval vessels, and despite the repeated damage of the Augustus Prime, citizens and advisors alike are excited to finally rid the seas of the menace and to regain contact with the homeland.


Sterre Riadiam, of the Free Cities
Spoiler :
The young colony of Sterre Riadiam had a busy summer, largely focused outside of its borders. Beyond the construction of a mine and the recruitment of a squad of paladins, almost all activity was outside of the town. The first order of business was the Scythe-Horn herd. A large hunting party led by Grim Bloodfunk was sent south into the grasslands, where there were no shortage of the horned animals, with pockets of the grazing creatures stretched out as far as the eye could see. Targeting smaller groups and stragglers, the hunters were able to take in a respectable haul before the animals withdrew completely into a massive herd, bull males patrolling the outside and keeping the hunters at bay. The animals were brought back to Yellowstone to be butchered, and the horns fashioned into a number of civilian-grade weapons.

Sadie led an mountaineering team up to the caves in the northern mountains, spotted earlier in the winter. With the snow cleared from the cliffs, the team was able to climb up with little trouble. The tunnel entrance was ornate, with some of the most impressive carving and stone work Sadie had ever seen, and she had to begrudgingly admit that included dwarves stone craft as well. The inside was no different. The tunnel quickly opened into a massive hall, rooms lining either wall, possibly being some sort of living quarters in the distant past, whenever this place had last been occupied. Which, it turned out, it still was. A group of creatures, some two metres tall, came howling out of the darkness, long arms outstretched and eyes glowing yellow. Sadie groaned, having hoped that she and her fellow dwarves had left behind this old nuisance, the ever present cave troll, behind in the old country. The cave trolls visciously bit and slashed at the dwarves, dealing crippling wounds to a group of them before being taken down by the larger group of soldiers. The field surgeons quickly set to work dressing the wounded, and were able to save all of them from bleeding out. Now knowing to be a bit more cautious, the party continued down the great hall, checking the side rooms as the went. The found a large amounts of pottery and finely crafted metal trinkets, of which they gathered as many as they could, though they were forced to leave the majority behind, being simply unable to haul all of it. The hall was massive, and multiple corridors stretched out from the some of the side rooms. At the end of the hall three passages pushed deeper into the mountain, one going straight and two going down. The 'adventuring technicians' were keen to continue exploring, but Sadie recognised the limits of her small party. Exploring the depths could take weeks or even months depending on the size of the complex. She also noted scuff marks on the passage floors, and in large amounts. They were certainly not alone. The party returned with their treasures, selling them to merchants at the harbour for a respectable profit.

Over the mountain range to the far west, Grax Gorin and his soldiers found themselves being drawn into Kilmar affairs. Having devised a scheme to test the residents of the woodland camp to ensure they weren't the disguised creatures, Gorin's dwarves began quietly entering the residents homes and testing their blood, one by one. The plan was to find all the creatures and dispose of them in one night, then lead the survivors back to Morn's Hall. The plan unfortunately fell apart when they discovered the first creature, disguised as a young child. When brown ichor began oozing out of the child's palm, and Bruegger raised his axe to cut the vile creature down, the parents cried out and threw themselves at Gorin and his men, the mother taking Brueggers's axe to the temple in the scuffle. The child-monster let loose a wild screech and scampered out a window, moving far more fluidly than any dwarf had the right to do, evidently discarding any attempt to fit in to its role any longer. Soon other cries broke out through the camp, both human and beast. For an hour, the night was pandemonium. Gorin and his soldiers tried to gather as many Kilmar as possible while fending off the creatures and maddened civilians. Eventually all the creatures had either been slain or retreated into the wood, though Gorin feared it was more so the latter. The ritual was attempted again, this time going relatively smoothly, and all the villagers were tested, and only one of the creatures was discovered and dispatched, to no interference from those who had called it family. The ragged band set out for the return to Morn's Hall, repeating the ritual every morning. Despite large numbers of pickets during the night, another creature or two was always discovered in the morning ritual. Before entering Morn's Hall, they repeated the ritual, one last time, and once again another creature was discovered and killed. While some of Gorin's men argued to keep the villagers outside of the city, there was little the group of soldiers could do once the villagers raced towards the city gates, greeted by the town guard and relieved families.

The situation in Morn's Hall was little better. Prince Thaddin had still made no public appearance, and some feared he had died of illness or abdicated. Food was becoming increasingly scarce, and daily protests were giving way to localised riots as the towns folk demanded change, or commonly the execution of the captured ogres who were receiving coveted food rations. But adjunct Hadur made little move to change the situation, claiming that it was the will of the Prince. Fearing that the situation would spiral into something far worse if nothing was done, Gorin requested audience with the Prince and Hadur, but was refused entry to the town's hall. Deciding that if the official leadership wouldn't handle things, than someone else would have to, the veteran sought out the old ranger Marrock Tarosch to persuade him to take leadership of the colony. Marrock Tarosch required little persuading, evidently sick of the deplorable situation. Many protestors had already began supporting Tarosch as a replacement for the colonial leadership, and even more came to his support upon seeing him take a stand with the backing of the elite soldiers of Sterre Riadiam. Unfortunately, this enraged the royalists, who had up until now been protesting alongside the others, but now began launching counter protests against the 'usurpers', which frequently became violent. The soldiery, who were still mostly loyal to Hadur, would often turn a blind eye to the conflicts, or when they would disperse the riots, would often focus most of their violence upon Marrock's supporters. Grax realised that full on civil war could break out at any moment, and with the coming food crisis, the ogres to the south, and whatever response would come from the Kilmar Empire, this was the worst time for the colony to lose integrity.

Stat Changes
-190 currency, +150 food, +1 wildfire jar from oversees purchases
-200 wood, -100 metal, -25 unemployed population from construction
-30 currency, -15 unemployed population, +15 paladins from military recruitment
+130 food, +20 civilian weapons from Scythe-Horn harvest
+75 currency from cavern loot
-30 currency from military upkeep
+185 currency from taxation
-150 food from consumption
+50 wood
+338 stone
+225 metal
+6 population from natural growth
+40 population from immigration
+4xp for Grax Gorin (escape from the woods, Morn's Hall politicking)
+2xp for Sadie Merisa (cave exploration, cave troll skirmish)
+7xp for colony (1 structure, 1 story, sycthe-horn hunt, cavern exploration, Grax's escapades)

Events
- The colony is sufficiently prestigious enough to recruit a new hero! Who should Sterre Riadiam attract to its service on the Star Isles? (note, you can upgrade one of your RP characters to hero.)
- The Scythe-Horn hunt was a resounding success, and Grim Bloodfunk has requested permission for another hunting party in the fall to gather more food before the winter sets in, and the Scythe-Horns migrate south.
- The situation in Morn's Hall is coming to a breaking point. There is little doubt that mass violence will erupt between the royalists and Marrock's supporters soon. While Marrock's supporters are more numerous, the royalists have the well armed and trained soldiery on their side. How the mountain troll Tish and his rock troll followers will react to the situation is also unknown. A number of Grax's soldiers had began even suggesting they just leave the Kilmar to their madness and return home. Indeed, winter would soon arrive, and with it the increased difficulties of crossing the mountain range.

Quests
The Deep
- Many adventurers, miners and thrill seekers are buzzing with excitement over the vast caves in the mountains. Some wonder if vast treasures could be found in the tunnels, others hope it could be a path through the mountains to link with the Kilmar dwarves, while others are excited over the mining prospects. The Guild of Stone has even suggested that the great hall could be converted for half the usual cost into a camp. While there weren't immediate traces of metal in the hall, the walls could be quickly escavated for a ready access to stone. They also are eager to press further into the tunnels, which no doubt could grant easier access to metals. Some are more cautious though, worried that a larger number of cave trolls could quickly overwhelm any hastily built camp.


Trvale, of the Lisaria Imperium
Spoiler :
There was no drake sightings over the summer, allowing Trvale to have a quiet and uneventful season, much to the pleasure of the citizenry. A large contingent of soldiers was ordered to escort the gold caravans, ensuring that any future attempts to steal Trvale's wealth would be a much more difficult affair for the monsters. The calm was also used to heavily improve the quarry in Golvain to ensure a steadier supply of stone.

The captured insurgents were finally handed taken out from their cells and thrown aboard a Lisaria transport vessel and sent to the Emperor. By the end of the season Lady Darlove received word from her brother, thanking her for handing the traitors over to the Imperial court. He writes that Count Ciro's estate and assets have been confiscated and transferred to court authority. The Count himself escaped before he could be apprehended, but he has little wealth and few loyal retainers, and so can safely be ignored for the time being. Given the overextension of the Imperium's soldiery in the current occupation of Lysel, this substantial acquisition has done wonders for steadying the Emperor's power base, ensuring that his lesser siblings won't make any moves to destabilise him in the near future. In thanks, the Emperor threatened Baron Raul into releasing his stranglehold on emigration, allowing the flow of immigrants into Trvale to pick up to a regular rate. The return of a normal trade of gold has also pleased Darlove's sisters, and currency has once again begun flowing into the colony.

Stat Changes
-600 currency, +300 wood from overseas purchases
-20 currency, -20 unemployed population, +20 soldiers from military recruitment
-600 wood, -100 stone, -200 metal, -50 unemployed population from construction
-85 currency from military upkeep
+464 currency from taxation and gold
-280 food from consumption
+50 wood
+350 stone
+75 metal
+1 stability from deportation of insurgents and removal of Count Ciro
+28 population from natural growth
+50 population from immigration
+1xp for Edgard
+1xp for Quil
+8xp for colony (3 structures, completion of Siblings' Coin quest line)

Events
- At the current rate of food consumption, stores will run out in the winter. Steps must be taken soon increase food production or bolster food stores, or hundreds will starve once winter comes.
- The colony is sufficiently prestigious enough to recruit a new hero! Who should Trvale attract to its service on the Star Isles?


Overseas Market​
Buying
-5 currency for 5 buying food.
-10 currency for buying 5 wood or stone
-20 currency for buying 5 metal
-100 currency for buying 5 slaves
-40 currency for buying 1 wildfire jar
Selling
-5 currency for selling 50 food
-5 currency for selling 25 wood or stone
-10 currency for selling 25 metal
-50 currency for selling 5 slaves
-20 currency for selling 1 wildfire jar
Specials
-20 currency for buying 1 wildfire jar from the Illuminated Order of Holy Engineers

Mercenaries​
Naval:
- Star Island Shipping Co. - 5 currency for every 10 people, or 5 currency for 25 units of cargo, with a minimum charge of 20 currency.
- The Sails Guild - Supply: 5 patrol ships. Their rates are average.
- Prince White-Fin's Grand Fleet of Scallywags - Supply: 5 patrol ships. Their rates are average.
- The Tranquility - Supply: 1 veteran warship. Their rates are very high.

Land:
- Brutes and Bruisers Union - Supply: 1000 rabble. Their rates are low.
- The Shields Guild - Supply: 250. Their rates are average.
- The Burning Cats - Supply: 300 soldiers. Their rates are average.
- Knights of the Great Mother - Supply: 4 companies. Their rates are above average.
----- The World Finders - Supply: 70 pathfinders
----- The Knights Proper - Supply: 200 knights
----- The Magery - Supply: 16 mages
----- The Outriders - Supply: 70 riders
- The Grey Legion - Supply: 200 veterans. Their rates are high.

Details and specifics of mercenary companies are in the second post on the first page.

Map
Spoiler :
pdfPuE9.jpg

Minor NPCs and Creatures​

Spoiler :
Constructs of the Stone Colossus
Population: ?
Tier: ?
Location: South of Specularum

Dominion of Gerheld
Population: 500
Tier: Paragon
Military: 50 cavalry, 100 soldiers
Equipment: 1 cargo ship
Location: Northwest coast

Drake Horde
Population: 2 Drakes
Tier: Paragon
Location: Mountain south of second most northern east coast river

Fish-folk of the Bay
Population: >200
Tier: Heroic
Location: Southern bay of largest southern island

Giant Ant Hill
Population: >300
Tier: Heroic
Location: South of Fallensport

Giant Ant Hill II
Population: >300
Tier: Heroic
Location: West of Ant Hill I

Giant Ant Hill III
Population: >300
Tier: Heroic
Location: North of Ant Hill I

Goblin Tunnel
Population: ?
Tier: Heroic
Location: Northwest mountain range, north of Alfheim

Gronk Pack
Population: ~20
Tier: Heroic
Location: West of Fallensport, along north river

Mite Burrow
Population:~100
Tier: Heroic
Location: Central Plains, South of Blue Star Principality

Ogres of the Valley
Population: >300
Tier: Heroic
Location: South of Morn's Hall

Pyramid
Population: 10
Tier:?
Location: east coast, centre forest

Pyramid
Population: 10
Tier:?
Location: centre bay, forested island

Scythe Horn Herd
Population: ~1000
Tier: Heroic (Paragon if all enraged)
Location: South of Yellowstone

Sea Scorpion Lair
Population: 1 behemoth, numerous smaller varieties
Tier: Paragon
Location: Bay north of Specularum

Tabaxi of the Southern Greenland (east bank)
Population: >100
Tier: Heroic
Location: Along river, Southwest of Trvale

Tabaxi of the Southern Greenland (west bank)
Population: ?
Tier: Heroic
Location: west of east bank Tabaxi

Rock Trolls of the Northern Mountains
Population: 45
Tier: Heroic
Location: East of Morn's Hall


Notes
And we're back, again! Things went very smoothly using the new spreadsheet, so hopefully updates should be speedy enough to keep a steady rate (though classes start up again in two weeks, so who knows).

- As always, check your stats. I'm still working out the new system, so I might bork things here and there. Just yell at me like usual and I'll fix them.
- Immaculate has been rewarded with 10xp for his colony (so, 5 stories worth) in return for the extensive, borderline ridiculous amount of work done on the spreadsheets.

Rule Changes
- There are of course quite a few things different, which you can and should read about in the rules section if you haven't done so yet. The one main thing that some of you have probably noticed in your update is that heroes can now be recruited every two levels, so every colony with lvl2 prestige can now recruit a new lvl1 hero for next turn. Heroes can either be new characters, or RP characters if you like.
- Along with this, prestige points are dropped because I never really used them anyways. Every two levels you get a new hero, and with every level immigration increase. Special projects can be done more or less anytime, but will likely require some hoops to jump through and large cost.

- Orders are due Sunday, March 29th. I know that's pretty short notice, but I want to get another quick update out next week before classes start up (I want that #10).
 
Awesome update :D
 
The Communion Council was gathered, Gabriela Teutoburg silently sat high on her chair that appeared to be at the top of a round table which all her council sat around, save for Jessica Di Bari who was still on her diplomatic mission as a ambassador. The Battle of Geskard lead a atmosphere of concern around the table, while fury was brewing among one councilor...

"You are all a bunch of aggressive and irrational fools!” cried Councillor Rothermund in anger to the Council. “We have been dealing patiently and peacefully with the orcs, potentially embracing a future alliance… but Sahs caught this council in an emotional plea which our leader in an out of character lapse in judgement heeded Sahs in an aggressive action.”

“Aggressive action?” spoke Councillor Oskar Sahs. “What do we call the increase for food demands… WHEN WE WERE ENDANGERED BY A FAMINE?! You all were all willing to give Vokron away like a sacrificial lamb but Gabriela Teutoburg has shown true coherence in these affairs, buying time so she could investigate. The increase for food demands was a sign that the Communion could no longer deal with Geskard: it was a choice between removing barbarian hostility or accepts their slavery of us all!”

“Geskard has alerted the Shinning Horde into action” spoke Councillor Dante Abandonato. “It was fortune that we were able to return out of the affair at all than in pieces as we were, while the undead have ensured that Geskard is not a complete lost.”

“Sure” spoke Rothermund. “It was not a complete lost when we lost Vokron, antagonised the Red Teeth and set them into an alliance with the Shinning Horde! All we need is confirmation that Kaiser Andreas III of the Holy Cherusian Empire is to provide charity to King Raul V of Austonia by offering the services of the Knights of the Silver Moon, the Eisen Templar and the Order of Verteidiger, as well as fund for the secular services of the Landsknecht, then we will have the full holy crusade!”

“Which is why my call for prepering to confront the Shinning Horde is crucial to heed!” declared Sahs. “As we speak Shinning Horde zealots are handling the weapons we forged and considering how to put them to use against us! Every moment we waste they will get stronger and prepare to cleanse us as they did with the necropolis! We must be the ones to strike next time, cleansing them before they have chance to cleanse us! We cannot allow this threat to continue when King Raul will be plotting revenge against us for the glory of his dynasty and Kaiser Andreas is bombarded with request by holy orders to request from the Heiligkeit to on a crusade in “Our Holiness’s” name!”

“We should deal with present threats before external, true” spoke Councillor Viktor Fehlberg. “We need to use the time well.”

“We would have more time if we did not listen to Sahs!” spoke Rothermund. “It was cause we attacked the Red Teeth we fell for a zealous trap! We made ourselves lamps for the slaughterhouse, a herd to be feasted upon by a pack of wolfs. I thank the Reaper for our fish folk allies who ensured our survival in the Battle of Geskard.”

“How were we to know that Morn would invite an overwhelming force?” spoke Councillor Celia Scioli. “Yes we should have developed a more efficient force of intelligence gathering but even then the Shinning Horde could have evaded our capabilities. As for the mercenaries they are and should be reguarded as isolative from any crusader scheme: they heed the highest bidder and we should not their services in this affair.”

“We were saving for a rite that now has been denied thanks to the Horde’s retrieval of the Phyla!” spoke Councillor Kaja Ljunggren. “We do not know if the lich within it may be destroyed now thanks to the works of High Divine Savel, nor do we know if they may be storing it with the essence still intact as a trap or even if they are trying to find a way to interrogate the essence to learn of us. If else the Horde knows the value of what we strive: they will either destroy the essence or hold it as a bargaining tool to drive us out of the isles.”

“Even the undead are not truly free from the destiny of destruction” spoke Sahs. “We should have accepted some haste, less we make ourselves prey. Like Archduke Siegfried VII of Heiligland our ‘friend’ the High Divine Savel of the Shinning Horde will not tolerate any ‘heathenism,’ pretend or otherwise. I myself will morn Phyl' Sajek, a lost ally we could have used. We have had the time but we did not have the efficiency.”

“We should not lose all hope in this matter!” spoke Phillip Falkenhagen. “We know not what the Shinning Horde have done with Phyl' Sajek, nor the future of their plans. They themselves will want the best time to strike.”

“Which could be now” spoke Scioli. “We may have a recruitment of undead but we lost too many death knights and their paladins will sure enough strike hard. Worse we do not know if they will again recruit mercenary services or even try to contact a ‘holy’ order such as the Knights of the Silver Moon…”

“If they want to risk the attraction of the Knights of the Black Sun” spoke Kaja Ljunggren. “Where ever the Silver Moon shines so must the death knights of the Black Sun cometh. Whoever allies with the one must be at war with the other.”

“That still leave out non-rivalled paladin orders” spoke Sahs.” Scioli’s caution is realistic: orcs make savage warriors and zealots of the false way are even more savage so a most savage orcish zealot is what we are dealing with here. They will attract paliden orders to aid their savage activities. High Divine Saval must be prepared against before the next visit to Fatumcadere w by the Horde ith the aid of whatever templar group ends with Fénix and Punto Dante joining Geskard in the fire pits of history.”

“Alarmist we must be we should remember our directive” spoke Councillor Viktor Fehlberg the Death Priest of Fénix. “The Necromancer Order of Denuo has ordered that we should have established presence on the mainland. Though I can argue that Fatucadere would make a good enough site for the nation it must be stated that we have not gained the star dust needed to establish use of our dark magic to its greater scale. We need to spread our influence and colonisation of the main isle of these isles will set us.”

“And the Shinning Horde will put on hold their rampage while we set up a village beyond Fatumcadere, away from the close defences of Fénix?” spoke Oskar Sahs. “Be a realist for the Reaper’s sake! We do not have the resources to build over the ruins of Geskard, let alone create an colony separated from this Council!”

“Realist?” laughed Dante Abandonato. “I am sorry Oskar but it is the realistic expectation that we should follow your precious Order, less we give the Shinning Horde another ally in the form of our supposed masters.”

“You can speak freely Dante but as a young fool you should know that necromancers must take deep though to all considerations, even to the orders of supposed sovereigns!” spoke Oskar. “I am surprised that the traitor to King Raul would be so bold and foolish to consider my critique as heretical to some considerations.”

“Raul broke his feudal contracts while you are denying the whole purpose of your expitition here!” spoke Dante. “I did not come to help you establish a central presence in these isles only to find hesitance towards that policy!”


“And I did not approve the services of a naïve young nobleman from Austonia whose diplomatic and military capabilities are now being overshadowed by the dangerous naivity that can only lead us to ruin!” spoke Oskar.

“Naïve?” laughed Dante. “It is naïve to think that staying on this isle will protect us from a orcish army.”

“You should…” began Oskar

“ENOUGH!” cried the upon-till-then-the-patient Gabriela Teutoburg. “If you want to continue your petty rivalry please consider resigning from the Council so we can be relieved of both your services and your lives, for undead bar keepers make better guardians than petty councillors.”

“Of course my sovereign” spoke Oskar.

“As you demand my lady” spoke Dante.

“Now then: it is clear we must enhance our resource capabilities and our strength to heed the wishes of the Black Council” spoke Gabriela Teutoburg. “It was a miracle that we passed the inspection despite the… undesirable occurrences. I have received a letter that before this council meeting I requested you all read: it was short and most unorthodox but it does show a shadow to shelter us in these days of bright dread.”

“Aww yes the Death Hand’s services” spoke Celia Scioli “The ghoulish assassin Caar... Caarn…”

“Caayn Atçhim” corrected Councillor Kaja Ljunggren. “Baasen for ‘Dread Song’ and the Atçhim are among the more populace ghoulish clans in Baase.”

“Right… Caayn Atçhim may pose some assistance in dealing with the Shinning Horde, at least in ensuring we can know when they decide to do other surprise visits with the mercenary company of the day” spoke Celia Scioli. “We do hope that the Death Hand lives up to their purposes…”

“And the Baasen authorities have not bought the ghoul off to spy on us” spoke Sahs. “Still this Atçhim will be most interesting to acquire the services of. If all else we at least have an over glorified intelligence gatherer and at the most the end of High Divine Saval. I for one would hope someone can witness such demise so the sounds of Saval’s heart being consumed can be described to me: savage but most effective in dealing with threats to the ways of necromancy.”

“We will be patient in how we use our Death Hand assassin” spoke Gabriela Teutoburg. “The Shinning Horde will be the number one blockage to any colony on the main island. Our focus is to enhance our capabilities: the ghoul will allow us to master our military capabilities more effectively. I hope in our links with the other colonial powers to gain aid against the zealous threat. Whatever the case we must increase our capabilities and make up for the loss of our military forces while safe guarding the home isle.”

“Then so be it” spoke Kaja Ljunggren. “I will be ready for my contributions”

“So you will my apprentice” spoke Teutoburg. “You will need to raise more undead for our defense and labor. As for Dante I will ask him to visit the fish folk to give them my thanks more formally and to talk about the fishing in the bay; we may have better chance to make pass of such affairs as we get closer to our friends.”

“As you desire my lady” spoke Dante.

“As for any orcish citizens among us” spoke Teutoburg “they are better in service than not. We must not heed Sahs views of ‘savages’ for Vokron and Morn were more pawns of fate than anything else: we must instead bring all to the universal of the Reapar, while plotting our revenge for Phyl' Sajek or if blessed the retrieval of the lich. I hence issue a new session a week from now to discuss further on the matters while I meditate on all we must deal with.”

“We need action now!” spoke Sahs

“And we need to start to think” spoke Teutoburg “and you will note fortune that I have tolerated your tone to this point Oskar but know then that patience has a limit as you saw between I and Morn. Would you like to be the object of frustration for the loss of Geskard?”

“You dare threaten your councillors?!” spoke Oskar.

“I threaten a part of the Communion Council which is heeding not to the Black Council’s directive!” spoke Gabriela. “We must be cautious; I was too tolerant of you to not think about the possibility that the Red Teeth would call the Shining Horde for aid in case of an attack. As supreme leader of the Communion I will heed that we must take a careful step less we fall into the bog of the Abyss. Whatever occurs we must be vigilant for no matter what we are destined to die…”

“…and undeath breaks destiny!” spoke Kaja.

“Indeed my apprentice” spoke Gabriela. “Indeed. I say we take a break from this session and meditate before further talks.”

“As you wish my lady” spoke Councillor Carsten Udelhofen. “These are times indeed for deep thinking, even in times of haste, for less speed and more haste is the call!”

“So long we do not think too long less we fail to dodge the spearhead” spoke Oskar.
 
Orders coming in tonight
 
Update 10 - Year 3, Autumn
On the Shoulders of Giants​

Through the fouled mud and filth they pressed ever onward towards that swollen gate. Clawing and scraping against the flowing darkness untold thousands fell, pummeled into the earth. A hellish road leading up to the gaping maw.
No season before had ever had such an obvious statement of the subjugation of the island by the colonies. The harvest bore witness to the slaying of massive beasts on both coasts, all but ensuring the coastline was dominated by the foreigners. As trade reopened unopposed by nature, the bite of cold began sweeping in with the promise of long, frigid winter.

Oversees Matters
- Tensions continue to rise between the Summer Rock Island occupying human empires, with border skirmishes becoming common place. There is the mounting possibility of a legitimate war.

- After years of quietly taking over and buying trade rights, the Star Island Shipping Company and its subsidiaries have effectively become the sole intermediary between the old world and the Star Isles, handling almost all trade and immigration vessels. This has also led to them taking a more direct control of the oversees market, meaning that the colonies of the island now sell to the Star Island Shipping Company, who then sell to the old countries, or back to other colonies. The Star Island Shipping Company is glad to be given these responsibilities and ensures consumers and stockholders both that it will always have their money best interests at heart.

Inter-faction Matters​
The Beasts are Slain!
- Trade has fully reopened along the west and east coastlines with the slaying of the drakes and sea-scorpion behemoth. Massive operations by Karameikos and the Stardust Order are to thank for the great victory, though both sustained heavy losses in the process.

Colonial Matters​

The Bloodborne Horde, of the Dhrak-Krazk Rahm Imperium
Spoiler :
Over the harvest season, The Bloodborne Horde busied itself improving infrastructure in Derehk-Grohm under the direction of the newly appointed War-Minister Turohk Bal, building up its military, and making contact with the natural oddities in the colony's neighbourhood. Having recovered from his ordeal in the summer, General Agrak "Bugbane" Korr led the colony's warband into the southeaster woods, keen on investigation rumours of odd stalkers. He also used the trek as an opportunity to once again strike against the insects of the forest. Wielding his modified mandible, the 'Bugbane' live up to his name, cutting down countless creeps and crawlers. The mass of insects was much larger than previously expected, but the warband was large enough to press through the creatures efficiently. Light casualties were taken, though there is rumour among the ranks that most of those had fallen to errant swings of a particular mandible-sword, rather than the jaws of bugs. The onslaught came to halt when the warband was confronted by dozens of gangly stick-figures crouching in the trees, all wielding massive long bows. An odd creature approached Korr through the underbrush, a vaguely feminine figure, appearing to part humanoid, part plant and part beast. At the druids heels were two massive owlbears, one pure white and the other dark black. Crawling in her wake was a roiling mass of insect life, both large and small. The druid did not speak any recognisable language, but made clear that the orcs would not be permitted anywhere near their commune, and that any further unnecessary harm to the insect life would be responded to harshly. The General was not pleased, to put it lightly, but nevertheless withdrew his warband, not wanting to risk any immediate confrontation. The return was quiet, and reports from forest workers later in the season made it clear that most of the insect life nearby had been purged.

The First Captain continued to patrol the western camp and the connecting road, which was largely uncontested beyond a handful of large ants that wandered about once in awhile, thought they were easily chased off without any violence. To his relief Morgh was given the order to scout the western mountains in search of rich metal or stone deposits. With a squad of militia, the First Captain spent some time climbing amongst the cliff sides. The slopes were brutal and cold, no doubt nearly impassible in the winter, but the party managed to navigate the cliffs without any losses. While nearly any spot in the mountains showed good signs of producing high amounts of stone and metal, a rich metal deposit was found deeper into the mountain range. While it would no doubt be a valuable camp location, the cost of constructing a serviceable road to it would be both expensive and necessary. Morgh also says that he frequently caught sight of small grey figures watching them, hiding amongst the rocks. He thinks they may be some form of goblin, but he never got a good look at them.

The main event of note was the offering to the drakes. Warlord Grohm ordered the construction of a large pyre, along with a massive donation of food to be given to the drakes, in hopes of securing peaceful relations. The great pyre did indeed draw the attention of the great beasts, and the two descended on the Warlord in the night. It appeared initially as if one was going to attack, but was then held back the second. In broken orcish the drake identified itself as Ksez, and thanked the orcs for their 'tribute.' She says respects the Horde's manners, and offers to take them in under her wing, assuming the orcs would be willing to 'donate' 200 food to them each season. The second drake, evidently the male, merely snarled at Grohm while feasting on the tribute. The drakes ate their fill, then took the remaining food back to their horde. Things were quite until near the end of the season, when the two drakes flew out northward. Neither returned, and miners reported seeing a squad of gnomes heading up the mountains towards the drakes' lair near the season's end.

Stat Changes
-100 currency, -100 unemployed population, +100 soldiers from military recruitment.
-500 wood, -100 stone, -25 metal, -50 unemployed population from construction
-400 food, -100 wood from pyre
-5 soldiers from southeastern expedition losses
+138 currency from taxation
+1175 food from overproduction
+400 wood
+177 stone
+126 metal
+1 stability from insect purge (-1 stability from building a camp last turn)
+3 population from natural growth
+50 population from immigration
+2xp for Agrak Korr (Bug Purge), + Bugbane trait (extra damage against insects)
+2xp for Morgh (Mountain scout)
+2xp for Turohk Bal (Minister)
+9xp for colony (3 structures, 2 stories, drake dealings, bug purge)
+1xp for military skill (bug purge)

Events
- Mining advisors believe constructing a camp In the metal rich cliff side would be ideal for the Horde's industry, but the camp would cost and additional 50 stone to construct a safe service road to transport materials.
- Opinions are conflicted over the drake incident. Word has spread quickly of the drakes demise at the hands of the gnomes. Some are in favour of avenging the great beasts, or simply taking the treasure horde before anyone else can, while others say that the Bloodborne horde would do best to simply wash their hands of the whole thing and leave the gnomes to their gains.

Quests
Living Woods
- General Korr is still insulted by his interaction with the druid, and is in favour of simply overwhelming the freak and her army with superior numbers next season before they can make a move. Other advisors, namely War-Minister Bal point out that all out war may be too expensive for the young colony to handle, or that the soldiery would be too thinly spread to deal with emerging threats.


Blue Star Principality of Bulnar, of the Bulnar Confederacy of Sea-Pirates
Spoiler :
As was common in the post-gnoll war Blue Star Principality, the season saw heavy infrastructure improvements, with varying structures and services being laid out across the camps and towns of the Principality. The harvest season also saw a continuation of the summer's exploration. Black Tori and her 'shadow' of elite rangers attempted to pierce the thick marshland to the north. The pace was painfully slow, with thick underbrush and muddy terrain making stealth a near impossibility. Biting insects harassed the party constantly, and within a day almost the entire party were running high fevers. On top of all this, the party also routinely had to hunker down when some massive beast could be heard crashing through the underbrush, or when a spiny scaled back was seen slowly drifting in a swampy pool. All of this compounded to slow movement to a pathetic kilometre a day, horrifically slow considering these were the quickest infantry the Principality had. The gravity of how hostile the environment first set in when the first ranger fell face first into the mud, convulsing and vomiting until finally laying still, and was compounded when the second and third fell. Black Tori was seriously considering turning her troop back when they finally found something worth reporting. Spread out along the banks of the first major river were rows of walled and irrigated rice fields, and interspersed between them were stout stone towers. Across the river was a city of great stone pyramids and towers, ringed by a series of rising walls. And throughout the rice farms and teeming in the river on dozens of boats or simply swimming, were wide set, upright walking lizards, their thick skin and long snouts resembling alligators. Many of the workers appeared to wear nothing, while the soldiers wore elaborate scaled armour and wielded wicked looking spears and hooked swords. Hauling supplies along roadways between fields were large four-legged reptilian creatures with long swaying tails, and here and there what was likely an officer rode on wingless, draconian beasts. The troop began their return trip after a day of observation. The rangers' fevers were getting critical, and even Black Tori was finding it hard to continue moving. Their condition failed them when they were set upon by a pack of dwarf sized, two legged reptilian beasts that leapt from the trees and tore with sharp claws and jaws. Only Black Tori and two rangers escaped the swamps, in thanks and as a consequence of Black Tori using the hound skull, and in a fevered daze slew the beasts, along with a couple of the friendly rangers.

Another party, led by Bagalar, was sent once again north in search of the mountains and the fabled bird-people, braving the hounds that stalked the plains. Once again using scorpio as a back bone for the expedition, the party made a cautious pace along the central river. Soon they were being shadowed by packs of the large hounds, though the dogs seemed to have learned from the summer, and always stayed far off, and keeping hills in between them and the siege weapons. As the party marched north, the stalkers continued to grow, going from a single pack of ten or so to dozens of packs, many led by bear sized alpha hounds. It became very clear that the hounds greatly outnumbered the expedition, yet the beasts made no move to attack, though they did noticeably encircle the party. After a long trek north across the plains, the expedition finally reach the mountains. Looking up from the foothills, Bagalar could clearly see small avian figures flitting about the distinct shape of fortresses in the peaks. The party camped in the defensible foot hills, scorpio trained on the mass of hounds, now numbering well over two hundred. Despite attempts to gain the avian creatures' attention, they appeared unaware of the party, or simply ignored them, and any thoughts of climbing the peaks were quickly discarded when the issue of how to haul up the scorpios was raised. While the party camped for a few days, there were frequent sightings of small grey creatures scampering amongst the rocks, evidently some sort of mountain dwelling goblins. Indeed, upon further inspection, the mountainside was dotted with cave entrances that the creatures would sometimes dart in and out of. Eventually growing weary of the ceasless howling of hundreds of hounds, the party set off for home. The dogs did not interrupt the party, but formed a ring around them. Just before leaving hound territory north of Garsun, the beasts halted, and began closing in on the party. Scorpios were ranged and armed, but Bagalar halted them from firing, he knew there was no chance of breaking free anyway. The hounds came close enough that the whites of their eyes could be seen, then a single, absurdly massive alpha approached them. It towered above the soldiers, well higher than an elephant. To everyone's horror, the beast suddenly jerked forward, snapping and crushing a halfing ranger in its jaws. A slaughter almost ensued, but Bagalar halted the soldiers from retaliating, instead simply watching helplessly as the great hound devoured the ranger. With a blood soaked sneer, the monster withdrew, and the ring of hounds opened, allowing the party to escape.

A third and final expedition, led by Second Mate Snarl Rogers, was sent westward in search of a rumoured second nation of gnolls. They very quickly found them, and to their surprise the gnolls were friendly. A patrol of gnolls greeted the party, and escorted them to their city. Far from the chaotic sprawl of the eastern gnoll city, this city was well constructed and organised, with impressive stone fortifications and expansive farmland. The gnolls were hardly the savages of the east, with only the apparently rather small warrior caste being armed, though well armed they were with shining metal armour and swords. The city was bustling with tradesfolk and farmers, and they almost one and all would stop to warmly greet astounded soldiers. Unlike the eastern gnolls, their didn't appear to be any outlying camps, with almost all stone and metal arriving via a northern trade road evidently leading to the mountain range. A meeting with a 'governor' went surprisingly well, and the leader, going by the title Clear Eyes, quickly offered to share the cost of constructing a trade road. The party was given room and board during their stay, then escorted back to Principality territory.

Far to the northwest, Aleweryn's black ship issue continued with a new incident. Smooth Pardus' Saskatchewan Sunrise once again caught up with the mysterious ship, catching it in the act of abducting some fishers. As the patrol vessel approached the black ship, the sailors were surprised to see that the fishers simply left their ship and climbed aboard the black vessel by their own accord. With the warlocks' dark magics and grapples the patrol ship tied itself to the black ship in hopes of keeping it from speeding away as it did before. The Sea Prince and his marines boarded the ship, finding the top deck entirely devoid of any sign of life. The ship was in horrid shape, sails torn and wood rotted, leaving no doubt that the vessel was propelled almost entirely by some sort of sorcery. There was no sign of the fishers on top, so the marines crept into the ships hold, and there they found the interior to be entirely filled with gold coins and bones. A crushingly oppressive atmosphere seemed to almost suffocate the marines, who had to flee to the top deck, retching into the ocean. Smooth Pardus snatched one of the coins before escaping the hold as well, and just in time, as the ship began moving forward, yanking the Sasketchewan Sunrise with it. The marines desperately clambered back aboard the patrol ship, and were forced to hack through the grapple lines, lest the ship be torn apart by the freakish power of the black ship. As the floating tomb raced off into the horizon, Smooth inspected the coin, recognising it as one of the oddly marked coins in circulation in Aleweryn.

Stat Changes
-800 food, +150 wood, +80 metal, -2 ballistae from Shining Horde deal
-160 currency, +2 patrol ships from Sails' Guild contract
-1501 wood, -535 stone, -605 metal, -200 unemployed population, -75 civilian weapons, +75 metal from construction
-108 currency, -15 templars, -39 unemployed population, +10 warlocks, +10 field surgeons, +3 rangers, +8 cavalry, +8 hound riders, +15 saboteurs from military recruitment and disbandment
-8 rangers from marshland expedition
-1 ranger from hound snack
-5 population from black ship abductions
-109 currency from military upkeep
+20 currency from 1 OTA
+258 currency from taxation
+1747 food from overproduction
+1250 wood
+675 stone
+625 metal
+1 stability from growth chance
+2xp for Smooth Pardus (expedition)
+2xp for Black Tori (expedition)
+2xp for Bagalar (expedition)
+2xp for Cedhar (expedition)
+1xp for military skill (expeditions)
+10xp for colony (2xp for expeditions, 8xp for structures)

Events
- Militarists want an immediate strike against the northern hounds to either kill them all, or at least show them that Principality soldiers can not be harmed without repercussion. Supporting merchants also suggest that if relations with the avian race are still desired, the hounds will stand in the way. Opposition, including Bagalar believe that conflict with the hounds could be disastrous. Bagalar in particular believes that nothing be death will come from venturing north in force. He admits that the hounds are dangerous, but he believes the murder of the ranger was just the hounds sending a message, as they could have easily slaughtered the whole company if so desired.
- Expanionists and merchants are eager for a larger expedition into the marshland to establish contact with the lizardfolk for trade. Others are worried that if the lizardfolk prove to be hostile, their defensible terrain and advanced society could be far to difficult a threat to deal with. Black Tori emphatically refuses to return to the marshes, and warns everyone that the marshes are 'a soggy sharthole.'
- Many are suspicious of the western gnolls, given the recent history with the race. The most negative reaction comes from the Principality gnoll citizens themselves, who dismiss their western cousins as 'domesticated,' ignoring the fact that they now belong to a foreign confederacy themselves.

Quests
Lost Seas
- The failure to capture the black vessel has further frustrated Smooth Pardus, as well as compounded the growing unease amongst the elves. An investigation about the gold coins found that the coins had entered general circulation following the revolution, most likely having been possessions of the human refugees taken in from a dying colony to the west. The coins do not appear to be normal currency of any human nation, but without any surviving human refugees, its unknown where the originated from.


Eir, of the Estelleregian Imperium
Spoiler :
Eir had a fairly calm first season on the island, being content with some simple infrastructure improvements and making contact with the locals. Scouts were sent out to survey the land for metal and rock deposits. They determined that the nearby plains would only produce minimal amounts, though the mountains to the north would no doubt hold a plentiful deposits of metal and rock. The mountains of course are too far off to be worked by the colonists in Eir itself, so expansion would be needed. The scouts also attempted to make contact with the cat creatures, identified as Tabaxi by Arvarius, though it became clear that the creatures spoke no common languages, and weren't keen on interacting with the colonists. The scouts noted that they were shadowed by patrols of the creatures constantly, though they never saw any signs of a settlement in the nearby surroundings of Eir. Some basic experimentation on rock formations by Arvarius resulted in a slight improvement to quarrying in the capital.

Stat Changes
-300 wood, -200 stone, -100 metal from construction
+236 currency from taxation
+50 food from overproduction
+150 wood
+30 stone
+25 metal
+4 population from natural growth
+10 population from immigration
+2xp for Arvarius (minister)
+2xp for Eir (minister)
+3xp for colony (3 structures)

Events
- The timid nature of the tabaxi is slightly off putting to some advisors, who worry they could present a threat to workers outside of the town's walls. Others believe they could still be friendly, if somehow their trust could be earned.


Expeditionary Stardust Order, of the Illuminated Order of Holy Engineers
Spoiler :
After two seasons of relative calm, the Stardust Order burst into activity during the harvest. Having saved up a mass of resources, Overseer Wynddrast issued the order to construct a new town up the Redwood Flow, on the tip of the small Drakenwood Isle. The town, dubbed Redwood Landing, was quickly outfitted with fortifications, then a massive pyer was erected in the centre of town. A platoon of soldiers armed with heavy crossbows, a large detachment of civil militia and paladins and mages in support, along with a set of specially made net launchers were deployed along the town's walls, with the newly recruited general Hurthen organising troops and Droenfrost patrolling above on Firejaw. The pyre was lit as night fell on brisk autumn night, and the gnomes waited.

Two great shadows swept across the moonlit sky. As they neared the pyre, they were met with a barrage of heavy crossbow fire, and in return the two beasts let loose a hell storm. Scores of soldiers fell in the initial blasts, but the defenders held strong on the fortifications, and quickly countered with a launch of nets and the arrival of Droenfrost and Firejaw. The drakes were badly wounded by the magic and heavy crossbow barrage, and with the added nets were forced to fight terrestrially, with Firejaw and Droenfrost strafing the beasts with fire to cover the ground forces. Despite their wounds, the drakes clambered over the fortifications, swiping soldiers from the walls or crushing them in mighty jaws. The male was the first to fall, as Firejaw smashed bodily into it before ripping into its throat. Ksez raged against the advancing gnomish soldiers, but Húrthen pushed his soldiers until they overwhelmed the old drake, bringing it down with hundreds of spear wounds. The drakes were both vanquished, finally, but they had left their mark. The drake-fire raged through the night, utterly engulfing the fortifications, as well as a good portion of the freshly built town. Dozens of civilians died in the flames before they could be contained and put out. When morning came, a quarter of Redwood Landing lay in ruin, and with it a quarter of the population and soldiery, and amongst the blackened ruins and charred corpses were two slain monsters.

As Redwood Landing was cleaned and celebrations began, a squad of soldiers was sent to the drakes' horde to guard it until a larger body could be sent to begin retrieval. Plans were originally made to construct a door to block off the lair, but it became clear that it would nearly impossible to bring a door of that size up the mountain face without a considerable operation and far more workers. As such, the squad made a basic camp in the mouth of the lair, and huddled up for a cold winter.

Stat Changes
-1500 wood, -750 stone, -150 metal, -1 stability from Redwood Landing construction
-220 wood, -400 stone, -175 metal, -2 stardust, +1 enchanted weapon from construction
-50 population, -30 soldiers, -10 field engineers, -5 field marshals, -1 fortifications, -1 wildfire, -10 heavy crossbows, -5 mastercraft weapons, -5 martial weapons, -10 civilian weapons, -20 crude weapons from the Slaying of the Drakes
-140 currency from military maintenance
+22 currency from OTAs
+279 currency from taxation
+1610 food from overproduction
+956 wood
+593 stone
+565 metal
+10 stardust
+2 stability from the Slaying of the Drakes
+13 population from natural growth
+60 population from immigration
+2xp for Cayrn (minister)
+3xp for Droenfrost (Slaying of the Drakes), + Drake Lord trait (extra damage when riding a drake)
+3xp for Hurthen (Slaying of the Drakes)
+4xp for military xp (Slaying of the Drakes)
+11xp for colony (1 town, 1 structure, Slaying of the Drakes, completion of Above (and Under) the Mountain)

Events
- Advisors are now biting at the chance to claim the horde, after so long thirsting for it. There are a few voices of caution, as the major operation of hauling all the treasure down the mountainside could be treacherous in the winter. Most either don't care, or are willing to risk a few lives to bring the horde to the Stardust Order proper.
- The corpses of the two drakes are also a topic of discussion. There are many buyers overseas, with each corpse being estimated at a worth of 1000 currency. Artisans and smiths meanwhile suggest that they could use the corpses to fashion high-quality weapons and armour.


The Heaven Striving Communion for the Aecus, of the Necromancer Order of Denuo
Spoiler :
The Communion spent the harvest season recoiling from the battle of Geskard, regrouping its forces, and improving its infrastructure, leading to an overall quiet season. The newly arrived Death's Hand rogue, Caayn Atçhim, along with both Kaja and Dante oversaw domestic activities as ministers. Dante also had a productive meeting with the fishfolk, who agreed to re-open the bay for fishing, and also sign a mutual defense agreement with the Communion. Attempted negotiation with the Shining Horde was less successful. The orcs refused to return the confiscated item, claiming that there operation last season was justified in retaliation for the Communion's unprovoked raid last year. The Shining Horde states that it does not wish to see further conflict, but will use necessary force if the Communion takes any hostile action.

A small expedition sent west to scout the island and look for any hint of Shining Horde activity found little of notice, though they did stumble across small ruin, possibly just a simple house from ages past, where they collected a small amount of ancient pottery that was then sold to wealthy collectors.

The Communion also played a part in the slaying of the sea scorpion behemoth, though indirectly by acting as an intermediate between Karameikos and the fish-folk. While Karameikos took care of the beast directly, the fish-folk acted as underwater support, clearing out the monster's lair of its smaller cousins and transporting goods to the waiting vessels. They pocketed some of the uncovered treasures, handing over some to the Communion and taking the rest for themselves.

Stat Changes
-300 currency, +100 food, +50 metal from purchases
-400 wood, -200 metal, -50 unemployed population from construction
+20 currency from pottery
+100 currency from fish-folk
-40 currency from miltiary upkeep
+40 currency from 3 OTAs
+283 currency from taxation
+1618 food from overproduction
+400 wood
+200 stone
+200 metal
+31 population from natural growth
+70 population from immigration
+1 stability from fish folk diplomacy
+10 undead slaves, +2xp for Kaja (Minister)
+3xp for Dante (minister, fish-folk deal)
+2xp for Caayn (minister)
+7xp for colony (2 structures, 2 stories, fish-folk deal)

Events
- The council is, as always, split over how best to react to the Shining Horde. Councilors Sahs, Rothermund and Falkenhagen are dismissive of any offering of peace, though Rothermund and Falkenhagen differ from Sahs in that they would rather see a defensive policy, instead of Sahs urging for another raid against the Shining Horde. Councillors Fehlberg and Udelhofen are more receptive to the orcs offer of a truce, with Fehlberg arguing that any peaceful relations is favourable to further bloodshed, while Udelhofen is more in favour due to the economic damage warfare could do to the construction progress of the Academy.
 
Karameikos, of Thyatis
Spoiler :
It had been just over a year since the end of the War of the Woods, and that year had been one of relative peace. The slow ramping up of military might finally paid off, and Karameikos broke into a frenzy of activity in the harvest season. The first major operation of the season involved a large force of nearly 200 Karameikos soldiers and dwarf mercenaries. The force marched north of Alfheim towards the goblin stronghold. Rangers led the way, screening for goblin patrols, of which they met and quickly dispatched two times. Losses were negated in these early skirmishes thanks to quick reaction from field surgeons and Theadora. Upon reaching the entrance to the tunnel, the force made a qucik ambush on the pickets, who nevertheless managed to alert those within. The ensuing rush of goblins and hobgoblins were slaughtered at the tunnel entrance by concentrated scorpio and light missile fire, the survivors of the barrage quickly cut down by the advancing Knights mercenaries. The pace slowed quickly once the tunnel crawling began, with constant small ambushes and blockades having to be dealt with. The mercenaries led the advance, and so took most of the casualties during the room clearings and blockade rushes, though their losses were lessened by support fire from the scoprio and Airas' confusion orb, as well as quick first aid from field surgeons. Karameikos forces didn't suffer any casualties at all until the final confrontation in some sort of throne room. The leader of the goblin tribe, a sorcerer of some sort, commanded a large horde of goblins, hobgoblins, and two cave trolls in a rapid advance, quickly clearing the scorpio's fields of fire. The melee lines quickly became tangled as cave trolls bashed through the mercenary front, allowing hobgoblins to rush through to engage the supporting Karameikos fighters. The skirmish lasted less then ten minutes, but many mercenaries along with a dozen or so humans had been killed. The tunnels were cleared of anything valuable, with the soldiers collecting a good number of weapons and prisoners. While the lair was not fit for human occupation, it could be used to access plentiful deposits of stone and metal, essentially being a free mine and quarry, should a camp be built near the entrance.

The second major operation was the long awaited hunt of the sea scorpion behemoth. The full Karameikos navy, fully armed with a variety of siege weaponry, sallied forth to the beast's lair. The beast dutifully rose from the depths, its massive wake heading directly towards the fleet. The Agustus Prime and the Byzantium Secondus quickly fanned out and advanced to meet the beast, launching catapult and ballista missiles, while the Safe Journey remained to the rear while loosing ballista bolts. While the barrage hit true, the beast did not slow, rapidly closing into scorpio range of the warships. The withering scorpio fire rained down on the charging beast, but it powered through, delivering a crushing blow to the Byzantium Secundus, tearing the ship in two. The Safe Journey and the Golden Opportunity quickly advanced to support the Augustus Prime, its sailors watching in horror as smaller sea scorpions dragged the survivors of the Byzantium down into the reddening depths. The behemoth was riddled with bolts, and its wake was dark red, but it continued its onslaught with a vigor never seen in previous encounters. The crippled beast flung itself at the Augustus Prime, but it was slightly off target, hitting the warship at an angle. The ship was batted about, its hull buckling and sailors being flung from their positions, but the ship was still afloat. Before the behemoth could turn for another run the sustained fire from the three ships finally overwhelmed it, and the creature simply stopped in the water, floating limply as the ships continued firing into it, making sure it was finally dead. The wounded aboard the August Prime were treated by the onboard surgeon, but all the sailors of the Byzantium Secondus were lost. The remaining smaller sea scorpions were gunned down by the ships, while fish-folk moved in from below to clear out the lair. The lair turned out to be mostly composed of sunken ships, and the fish-folk found a significant amount of valuables. They handed most of the spoils over to the humans, but took a small amount back for themselves. The Karameikos navy sailed into Speculrum harbour dragging the slain beast, to be greeted by a cheering crowd. Artisans, smiths and butchers quickly went to work on the corpse, adding a significant boost to food stores, and the carapace was more solid than that of the smaller varieties, allowing for a large cache of regular military weapons to be forged.

The working conditions of the Gerheldian refugees was regulated, much to the annoyance of the merchants. Petty crimes committed by the refugees prior to the harvest season were pardoned, but any future offenses would be punished in accordance to Karameikos law. While the decree has annoyed both sides to some degree, the issue seems largely to be resolved, with most merchants following the new regulations, and petty theft comitted by refugees drastically reduced. The food decree for the slaves also stayed in place, and thanks to that a slow trickle of the younger apemen captured last year seem to have matured to the point of being able to work.

Stat Changes
-1960 wood, -500 stone, -1115 metal, -75 unemployed population, +2 catapults, +3 ballistae, +25 scoprio, +30 heavy crossbows, +repaired Augustus Prime from construction and repairs
-50 currency, -25 unemployed population, +25 field surgeons from military recruitment
-150 currency, +50 Knights Proper mercs from Knights Proper contract
-5 rangers, -10 soldiers, -20 mercs, +30 slaves, +50 crude weapons, +20 civilian weapons, +5 martial weapons from Operation Bugbear
-Byzantium Secundus, -damaged Augustus Prime, -1 catapult, -1 ballista, -5 scorpio, -1 field surgeon, -25 population, +200 food, +50 military weapons, +400 currency from Slaying of the Behemoth
-178 currency from military upkeep
+22 currency from 1 OTA
+204 currency from taxation
+921 food from overproduction
+1800 wood
+548 stone
+574 metal
+2 stability from Operation Behemoth, -1 stability from Gerheldian refugee decree
+39 population from natural growth
+80 population from immigration
+2xp for Gilean (minister, refugee decree)
+2xp for Theadora (Operation Bugbear)
+2xp for Airas (Operation Bugbear), +Device Expert trait (bonus when using magical or special devices)
+5xp for military skill (Operation Bugbear, Operation Behemoth
+12xp for colony (Operation Bugbear, Operation Behemoth, completion of A Bigger Boat, Gerheldian refugee decree)

Events
- For what may be the first time in the colony's history, there are no pressing threats. There were no reports of the Stone Colossus doing any significant, and the only issue on the advisors' minds is whether or not to build a camp by the goblins' tunnel.


Sterre Riadiam, of the Free Cities
Spoiler :
In Sterre Riadiam's first harvest, the colony heartily welcomed the return of its leader, Grax Gorin, though seneschal Murdock MacGorin was terrified to see the return party had grown by some 300 souls. The Kilmarine dwarves had left the Kilmar Empire colony under the direction of the old ranger Marrock Tarosch, who had ordered the exodus to escape the turmoil brewing in the absence of Prince Thaddin. While it was obvious the administrator Hadur did not approve of a third of his colony marching away, there was little his limited and already overburdened armed forces could do. Before leaving, Gorin visited the Kilmarine Ruby Order wizard Callus, deliviring some specimens of the shape shifting creatures. Callus appeared even more stoic after dissecting the corpse, and after thanking Grax, said he had to take his leave. Rumours spread that he had almost immediately left the colony aboard an vessel of the wizardly Order. Gorin's red boots had the refugee column constantly undertake the blood test ritual during the return trip, and to their relief none of the creatures were ever discovered. Nevertheless, some of Sterre Riadiam's citizens have been uncomfortable around the newcomers, and there exists some tension between the cousin dwarves.

The colony busied itself with a handful of expeditions over the season. A reinforced hunting party, led by Sadie, was sent to mop up as many scythe-horns as possible before they migrated south. Thanks to the presence vastly overpowered heavy-crossbows, the party was able to kill and butcher a larger number of the creatures, once again with out any casualties, despite once having to make use of pallisades and liberal application of heavy-crossbow fire to disperse a charge of angered male scythe-horns.

A second expedition was sent to harvest a couple of the giant crabs from the eastern coast. Compared to the stories from other colonies of dog or man sized giant crabs, the crustaceans of Sterre Riadiam were truly monstrous, with some standing nearly four times the height of a dwarf. The expedition was able to bait two crabs, one at a time, away from the main hunting grounds. The elite soldiers and their supporting paladins were able to harrass the creatures with missiles weapons, then dart in with spear strikes to incapacitate and finally kill the beasts. Nameless also more than proved she was capable of holding her own alongside the regular troopers, ducking beneath claws to stab at unprotected joints, bring the crabs down to be finished off by spear thrusts. Nevertheless, a couple of soldiers were badly wounded, and would have lost limbs or even died had they not been given immediate care from field medics.

The final expedition was sent to construct half of the trade road to the gnomish Stardust Order, though Wulfric the Humble saw it more as a chance to confront whatever had killed the first patrol that had been sent eastwards. Wulfric was pleased when he was given the opportunity for some revenge when the work crews were ambushed by a pack of spiders, launching themselves out of trap doors near the tree line. While individually the spiders were not much trouble, the real issue was that ambushes continued to happen during the entire construction process. While Wulfric initially thirsted for revenge, after a dozen workers had fallen to the beasts, he was begin despair the halting nature of the fights. The spiders almost always struck first, and there was never an upfront battle, only constant bug hunts down cramped tunnels to kill one or two spiders and retrieve the corpse of a worker. The ambushes eventually petered out, and soon after the dwarves linked up with the gnomish work party, who had apparently had no trouble at all along their build route. Wulfric and his expedition returned along the newly built trade road, possibly the longest on the Star Isles, knowing well that it had been paid for in blood.

Stat Changes
-100 currency, +100 food from purchases
-40 currency, -20 unemployed population, +10 paladins, +10 field surgeons from military recruitment
-50 wood, -100 stone, -170 metal, +5 heavy crossbows, +2 masterwork weapons, +20 military weapons from construction
+300 population, +50 crude weapons from Kilmarine refugees
+50 food, +10 civilian weapons from crab hunt
+200 food, +35 civilian weapons from scythe-horn harvest
-10 population from spider ambushes
-60 currency from military upkeep
+20 currency from 1 OTA
+280 currency from taxation
-486 food from consumption
+50 wood
+338 stone
+225 metal
+1 stability from growth chance
+9 population from natural growth
+60 population from immigration
+2xp for Grax Gorin (Kilmarine refugee return), +Aura of Authority trait (better chance of getting people to do what he wants)
+2xp for Sadie (Scythe-horn hunt)
+2xp for Nameless (Crab hunt)
+5xp for colony (1 story, Kilmarine refugees, hunts)

Events
- With the arrival of the Kilmarine refugees has come a major strain on the already tight food supply. While there is enough food to last the winter, there is little doubt food stores will be emptied either in spring or summer. Without an additional source of food, or heavy food purchases, starvation may sweep in. There have been some among the original Sterre Riadiam dwarves who are already in favour of simply kicking out the refugees instead of wasting food on them.
- The scythe-horns have migrated south to the river, making regular hunts impossible without long range treks, not to mention dealing with the massive single herd the scythe-horns become during the winter. They are still nevertheless an ample source of food and sturdy bone.


Trvale, of the Lisaria Imperium
Spoiler :
Trvale had another quiet season, constructing a new farm just in time for the harvest. The only other event of note was when a small party of tabaxi arrived at Trvale's gates, bearing some gifts of bone-crafted weaponry. The creatures were given a small tour of the city, though they quickly became uncomfortable in such cramped quarters with so many humans, and soon left the city. Before leaving they said that a new colony of foreigners had landed in the grasslands, on the west side of the river. They hadn't yet met the foreigners directly, but were nevertheless worried that the foreigners may encroach on their land.

Stat Changes
-400 currency, +200 wood from purchases
-250 wood, -50 metal, -25 unemployed population from construction
+10 civilian weapons from tabaxi gift
-105 currency from military upkeep
+255 currency, +40 military weapons from gold trade
+264 currency from taxation
+675 food from overproduction
+50 wood
+361 stone
+77 metal
+31 population from natural growth
+70 population from immigration
+2xp for Quil (minister)
+2xp for Gerywell (minister)
+1xp for colony (1 structure)

Quests
Stone and Grass
- Advisors generally interested in the news from the tabaxi, though the reason for the interest differs. Some wish to keep friendly relations with the Tabaxi, while others are curious as to what the intentions of the new colony are. Still others are worried that the potential for expansion will be cut off if something is not done soon.


Overseas Market​
(prices will be rounded to the nearest 1 on the full sale)
Buying Price (per 1 unit)
Food 1.2 (up .2)
Wood 2.2 (up .2)
Stone 2 (same)
Metal 5.05 (up .05)
Slaves 20 (same)
Selling Price (per 1 unit)
Food 0.6 (up .1)
Wood 1.1 (up .1)
Stone 1 (same)
Metal 2.525 (up .125)
Slaves 10 (same)
Stardust 25
Specials
-20 currency for buying 1 wildfire jar from the Illuminated Order of Holy Engineers

Mercenaries​
Naval:
- Star Island Shipping Co. - 5 currency for every 10 people, or 5 currency for 25 units of cargo, with a minimum charge of 20 currency.
- The Sails Guild - Supply: 5 patrol ships. Their rates are average.
- Prince White-Fin's Grand Fleet of Scallywags - Supply: 5 patrol ships. Their rates are average.
- The Tranquility - Supply: 1 veteran warship. Their rates are very high.

Land:
- Brutes and Bruisers Union - Supply: 1000 rabble. Their rates are low.
- The Shields Guild - Supply: 300. Their rates are average.
- The Burning Cats - Supply: 300 soldiers. Their rates are average.
- Knights of the Great Mother - Supply: 4 companies. Their rates are above average.
----- The World Finders - Supply: 70 pathfinders
----- The Knights Proper - Supply: 200 knights
----- The Magery - Supply: 16 mages
----- The Outriders - Supply: 70 riders
- The Grey Legion - Supply: 200 veterans. Their rates are high.

Details and specifics of mercenary companies are in the second post on the first page.

Map
Spoiler :
77fMFvu.jpg

Minor NPCs and Creatures​

Spoiler :
Avian Fortress
Population: ?
Tier: ?
Descriptions: Very difficult to access, highly defensible
Location: Mountain range north of central plain

Constructs of the Stone Colossus
Population: ?
Tier: ?
Description: Occupied by odd mechanical constructs
Location: South of Specularum

Dominion of Gerheld
Population: 500
Tier: Paragon
Description: strong cavalry based military, increasingly well defended with fortifications, growing steadily
Location: Northwest coast

Drake Horde
Population:
Tier:
Description: Empty of drakes
Location: Mountain south of second most northern east coast river

Druid Commune
Population: 1 druid, 2 owl bears, >50 stick rangers, >200 large insects, (?)
Tier: Paragon (?)
Description: Little known of formal structure.
Location: East coast forest, south east of Bloodborne Horde

Fish-folk of the Bay
Population: >200
Tier: Heroic
Description: Strong naval force, supplemented with sea creatures
Location: Southern bay of largest southern island

Gnoll City
Population: ~1000
Tier: Paragon
Description: Strong fortifications, well armed miltiary
Location Central plains lake

Giant Ant Hill
Population: >300
Tier: Heroic
Description: inside unknown, many workers with a dedicated force of warrior ants
Location: South of Fallensport

Giant Ant Hill II
Population: >300
Tier: Heroic
Description: inside unknown, many workers with a dedicated force of warrior ants
Location: West of Ant Hill I

Giant Ant Hill III
Population: >300
Tier: Heroic
Description: inside unknown, many workers with a dedicated force of warrior ants
Location: North of Ant Hill I

Gronk Pack
Population: ~20
Tier: Heroic
Description: Live in a field, large and strong, but not unorganised.
Location: West of Fallensport, along north river

Lizardfolk City
Population: ~600
Tier: Paragon
Description: Very heavily fortified, well armed military.
Location: Marshland, North of central plains)

Mite Burrow
Population:~100
Tier: Heroic
Location: Central Plains, South of Blue Star Principality

Ogres of the Valley
Population: >300
Tier: Heroic
Description: Light fortifications, strong but unorganised ogres.
Location: South of Morn's Hall

Pyramid
Population: 10
Tier:?
Location: east coast, centre forest

Pyramid
Population: 10
Tier:?
Location: centre bay, forested island

Scythe Horn Herd
Population: ~1000
Tier: Heroic (Paragon if all enraged)
Location: South of Yellowstone

Tabaxi of the Southern Greenland (east bank)
Population: >100
Tier: Heroic
Description: Somewhat united tribal system, skilled warriors
Location: Along river, Southwest of Trvale

Tabaxi of the Southern Greenland (west bank)
Population: ?
Tier: Heroic
Location: west of east bank Tabaxi

Rock Trolls of the Northern Mountains
Population: 45
Tier: Heroic
Description: Strong but unorganised. Led by a mountain troll.
Location: East of Morn's Hall


Notes
Player Notes
@All Players - food stats now reflect what the production will be over the winter (ie. With no agriculture). They will revert to normal once the winter season is over.
@Zappericus - Structures cannot produce units/equipment the turn they are built (ie. Soldiers, weapons). The additional 100 soldiers were not trained this season, and you were not charged their recruitment cost. I'll try some rephrasing in the rules to make this more explicit.

Rule Changes
- New Overseas Market - Overseas Market prices now change based on activity. Purchasing drives prices up, selling drives them down. Let's see how long it takes for someone to find out how to abuse it/immediately crash all the prices.
- Barbaric tradition - Barbaric slaves now produce gold at a 1 to 1 rate. Reason: Barbaric tradition was kind of .
- Mercantile tradition - Ship costs are halved, gold production is increased to +50%. Reason: Mercantile tradition was kind of .
- Camp stability penalty reduced from -2 to -1. Reason: -2 was a bit too harsh.
- The Scrapper building was removed a good while ago. Weapons, structures and ships can be deconstructed for a return of half their build cost. Reason: no one ever built a scrapper.

General Notes
- Sorry for the lateness. The semester starts next week, so updates will likely slow down even more. I'll probably try to make the updates for each colony a bit more brief and to the point to speed things up a tad. There aren't too many changes this turn, beyond the overseas market change, but I have some ideas rolling around, mostly for a bunch of new structures (need more stuff for you guys to spend your silly amount of resources on).
- Orders for update 11 are due Sunday, April 12th.
 
From the Lysel Royal Navy
to all the Colonies of the Star Isles


These waters are full of peril and evil, from creatures and civilisation alike. For a protection fee of 50 currency a season, the fine ships of the Lysel navy will ensure your trade vessels come to no harm.

We hope you are more cautious than you are frugal.
 
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