Fallen Star - IOT Edition

Awesome update :)
 
Update 11 - Year 3, Winter
Bated Breath​

The valley flooded with the heroes, pushing into the darkness, the skies clouded with flitting beasts and warriors. Atop a wave of bodies and blood they fought, pressing onwards into the maw of the abyss.

Link to video.

Oversees Matters
Full scale war has finally broken out between the human empires of Lisaria and Thyatis, though fighting is currently only between the expeditionary armies on Summer Rock island. The fighting has so far been composed of heavy clashes along the borders of the occupying armies, and neither side has made much progress into the other's territory, despite heavy losses on both sides. There seems to be an unspoken agreement that the conflict will be fought out on Summer Rock, rather than the mainland, and both empires have already begun sending reinforcements to the conflict-stricken isle.

Inter-faction Matters​
Pirates Pillage Passersby!
- Many factions have reported their traders being raided by pirates, who damage the ship before boarding and looting the hold and abducting some crew before sailing off into the high seas. Their presence has once again made unprotected trade along the Star Isles coast perilous.

Colonial Matters​

The Bloodborne Horde, of the Dhrak-Krazk Rahm Imperium
Spoiler :
The death of Ksez and her mate was an unexpected tragedy, crushing any hopes of prospering beneath the wings of the great beasts. Their legacy was not to be lost entirely to their slayers, it would continue in the form of Ksez' last egg. Braving the harsh winter winds sweeping the mountains, Warlord Grohm led a small party through a secret path unvelied by Ksez before her untimely demise. The party took the egg from the lair, just as the gnomish party began surveying their newly gained riches. The Warlord and his orcs escaped without any confrontation, but the accomplishment of saving the last free egg was marred by the deaths of a handful of the Warlords party members, claimed by the treacherous cliffs of the mountain.

Otherwise, the Horde had a productive, if uneventful, winter. Construction carried on at a respectable pace, and high grade weapons continued to roll out from the forges. A massive statute of Ksez was also raised in the centre of Derehk-Grohm, quickly becoming the centre piece of the town, and possibly even the colony itself, brining a surge of both pride and security to those who set eyes upon it (Ksez monument gives +10% stability). Some believe that Ksez' soul fled to the statue, and now watch over the colony as she had promised. The empowered Shaman Gazike came to the forefront of much local talk, his odd origin coming with unsettling prophecies of the falling of stars, the centre, and return of the winged beasts. Whether these are just the ramblings of a mad orc is up for debate, but the power of the shaman is not, who's magic has already led to an improvement in the growth of trees in the region.

Stat Changes
-105 unemployed population, -105 currency, +105 soldiers from military recruitment
-505 wood, -400 stone, -350 metal, +25 military weapons, +10 heavy crossbows from construction and forging
-5 soldiers from mountaineering
+1 drake egg
-374 food from consumption (no food from agriculture in winter)
+657 wood
+177 stone
+126 metal
+6 population from natural growth
+50 population from immigration
+2xp to General Agrak (minister)
+2xp to First Captain Morgh (minister)
+2xp to War-Minister Turohk Bal, +5 wood production (minister)
+9xp for colony (1 story, 3 structures, drake egg)

Events
- Shaman Gazike believes that a large fire would speed the hatching of the egg. He requests either 50 wood for a bonfire, or a wildfire jar to bath the egg in warm flames.
- The OTA established with the Stardust Order was short lived, being disrupted by pirates before it could be lucrative. On the other hand, a small extension of road could quickly link Derehk-Grohm to the Stardust Order's road network, allowing for caravans to hold up the OTA. The road network is also known to stretch all the way north to the dwarven Sterre Riadiam, allowing for further trade if desired. The total road construction would cost 30 stone, and the price could be divided with the Stardust Order if a deal is struck.


Blue Star Principality of Bulnar, of the Bulnar Confederacy of Sea-Pirates
Spoiler :
The Principality focused its efforts on dealing with a couple of persistent threats. An investigation was launched jointly between Cedahr and Bagalar into the origins of the Black Ship threat in the Aleweryn isles. Investigating the old human colony and questioning the Aleweryn populace allowed for a cohesive story to be pieced together. The coins seemed to have been discovered by the humans on a nearby island, and taken back to the colony. Soon after, the Black Ship appeared, and colonists began disappearing at a rapid rate, until the colony collapsed. The refugees were taken in by the Aleweryn elves, and the refugees took their remaining coins with them, and the Black Ship followed them. Before the revolution, the humans were almost all killed by an anti-human riot, and their coins dispersed amongst the elven population. After the annexation, the coins entered general circulation. A good number of coins have been gathered by the team in Aleweryn, handed over freely by the elves who were easily convinced that the coins were the source of their troubles, and using the two magic users' best judgment, unceremoniously dumped into the sea. This seems to have worked, as there were no more disappearances in the far flung island colony. There remains some concern though, as there is no telling how many of the coins have made it back to the heartland.

A large colonial force was sent to the island in the central bay where the Darker Tale had met its morbid fate. The camp of Salty Beaches was quickly established, and fortifications hastily built to keep out whatever the wooded inland sheltered, along with extensive forestry infrastructure. A heavy military force escorted the colonists, along with a pair of Sails' Guild ships that drove off curious sea beasts. The military pushed into the woods after leaving a substantial garrison at the camp, hoping to seek out whatever massacred the Darker Tale's crew. They found the woods to be full of trees bent and broken into twisted shapes and patterns, fetishes of bone and hide dangling from branches. There was no indication of activity or whoever made the morbid display, but it covered seemingly the entirety of the island, and must have taken extensive effort to do. Troops reported seeing or hearing things, and the sense of dread became unbearable for many, leading to Smooth calling a retreat to the camp. The whole party, including Tori and Smooth, clearly heard what could have been laughter echoing through the woods as the fled. Upon returning to the camp, the mental condition of two dozen soldier deteriorated rapidly despite intensive care from field surgeons, and in less than a week they became homicidal, killing a number of their caretakers and forcing their comrades to kill them. One of the mad soldiers managed to escape his execution in the most spectacular and gruesome fashion by sprinting down a road, his feet aflame, before launching up into the sky, screaming unnaturally loud and hoarse, almost to a bestial howl before fading from hearing distance. It was some time until the camp had settled down enough to get back to work.

The season ended with reports that the Wide Sky was attacked by pirates during the return trip from Sterre Riadiam. The skirmish was short, as while the pirates commanded a well armed patrol vessel, they evidently didn't want to risk taking significant damage from the Wide Sky's ballista, and quickly disengaged.

Stat Changes
-160 currency for 2 ship Sails Guild contract
-1000 food, +500 stone from Sterre Riadiam trade
-15 unemployed population, -30 currency, +15 paladins from military recruitment
-1100 wood, -400 stone, -600 metal, +5 masterwork weapons from construction and forging
-25 soldiers, -5 field surgeons from Sandy Beaches madness
-202 currency from military upkeep
+247 currency from taxation
-1035 food from consumption
+1990 wood
+700 stone
+650 metal
-1 stability from camp, -1 stability from Salty Beaches madness, +1 stability from stability rate
+35 population from natural growth
+78 population from immigration
+1xp for Smooth Pardus
+1xp for Black Tori
+2xp for Bagalar (investigation)
+2xp for Cedahr (investigation)
+12 colony xp (1 camp, 4 structures, Black Ship investigation)

Events
- The events around Salty Beaches have frightened many of the colonists, and their concern has spread back to the mainland. A growing number have already begun calling for the camp to be abandoned, the colonists and soldiers returning to the mainland. A more practical issue has been raised by the administrators, who are worried that a constant patrol by a well armed ship will be needed to secure the waters between the camp and the homeland, lest food shipments are attacked by the beasts of the deep, starving Salty Beaches.

Quests
Lost Seas
- There were no Black Ship sightings in Aleweryn following the dumping of the coins. There are still coins in circulation though, and retrieving them would be more difficult, as those that hold them have little experience with the Aleweryn situation. Confiscating the coins outright could cause protests among the merchants that hold them, and an exchange for currency from the colonial treasury could be expensive, as the number of coins in circulation is unknown. Some think that the Black Ship won't even make the effort to come to the heartland, and consider the issue closed.


Eir, of the Estelleregian Imperium
Spoiler :
Eir faced its first threat since landing last season in the cold winter months. Following repeated sightings of the strange feline creatures, an unarmed team of linguists was sent to attempt communication with the tabaxi. The team was immediately massacred by the first tabaxi party that found them, their mauled bodies found by working parties a few days later. Soon after the tabaxi began launched numerous small raids against farmers and forestry workers outside of the city, running them down with spears or mauling them then retreating into the plains before militia could arrive. Well over a score of colonists have fallen to the feline creatures who have proved to be adept hunters and warriors, and many workers are beginning to worry that the leadership is unable to protect its citizenry.

Despite the dangers on its borders, Eir made steps to consolidate its foot hold on the island, constructing a shipyard and lumberyard.

Stat Changes
-500 wood, -100 stone, -200 metal, -50 unemployed population from construction
-30 population from tabaxi raids
-404 food from consumption (no food from agriculture in winter)
+222 currency from taxation
+300 wood
+30 stone
+25 metal
-1 stability from tabaxi raids
+11 population from natural growth
+40 population from immigration
+1xp for Arvarius
+2xp for Alanna (minister)
+4xp for colony (2 structures)

Quests
Stone and Grass
- Farmers and forestry workers are demanding better security or they threaten strikes. Advisors are fairly unanimous in calling for better security forces, though opinion differs on whether Eir should go on the offensive and wipe out the tabaxi threat, or defend the colony's territory instead.


Expeditionary Stardust Order, of the Illuminated Order of Holy Engineers
Spoiler :
Having finally done away with their long time rivals, the gnomes of the Stardust Order set out to collect their reward despite the winter winds. A team led by Hurthen scaled the treacherous heights to reach the drakes' horde. Even from beyond the grave, the drakes continued to cause death in the Stardust Order, as a pair of soldiers fell during the climb, dashed on the rocky cliffs. More lives were almost lost when the massive metal door constructed in the fall began sliding on the ice and snow, but was released before it could drag the whole party down the mountainside with it, smashing away ice blocks on its descent. Arriving at the horde, they were greeted by the grizzly sight of the frozen corpses of the previous seasons guards, all lying huddled together. The party gathered what treasure they could carry, left a small garrison behind to hopefully fare better than the previous group, then set off back to Fallensport. A good amount of treasure was brought, most of which was sold for a hefty sum of currency. Along with the basic treasure the party discovered a buried cash of enchanted weapons. The most peculiar item found was a smooth black orb. Despite having little magical sensibilities, even Hurthen could sense arcane powers in it, and so carefully wrapped it and brought it back to Fallensport for further inspection by his infamous pyromaniac companion.

On the home front, there was steady construction focused in Redwood Landing, weapon forging, and military expansion. The corpse of Ksez was also butchered to an impressive collection of masterwork arms and armour, while the other drake was put up for auction.

An OTA formed with the Bloodborne Horde was unfortunately too short lived to be productive, as the Le Grand Bleuwas quickly attacked by pirates, and was heavily damaged without any sort of self defense capabilities. The pirates abducted some of the crew, and stole a substantial amount of currency before departing, leaving the cargo vessel to limp back to Fallensport.

Stat Changes
-80 currency, +25 wood, +1 wildfire jar from purchases
-70 unemployed population, -110 currency, +30 soldiers, +25 rangers, +10 field engineers, +5 field marshals from military recruitment
-1000 wood, -550 metal, +25 masterwork weapons, +10 heavy crossbows from construction and forging
+50 masterwork weapons from Drake butchering
-12 soldiers, +200 currency, +20 enchanted weapons, +mysterious orb from drake horde
-128 currency from military upkeep
+280 currency from tax
-538 food from consumption (no food from agriculture in winter)
+985 wood
+599 stone
+596 metal
+10 stardust
+19 population from natural growth
+60 population from immigration
+2xp for Counselor Cayrn (minister)
+2xp for High Engineer Droensfrost (minister)
+2xp for Hurthen (drake horde)
+6xp for colony (3 structures)

Events
- Caravans between Fallensport and Redwood Landing are reporting frequent contact with scouting warrior ants. So far there have been no incidents, but the frequency of ant patrols is increasing, and some worry that the ants may soon consider the road way their 'territory' and block traffic. Many caravans are requesting armed guards, though some advisors warn that precautions should be taken not to provoke the ants.
- Merchants note that only a small extensive on the current southern road would be needed to link the Stardust Order to the Bloodborne Horde, allowing for caravans to take the place of a trade ship in terms of maintaining the OTA, avoiding the danger of pirates. They estimate the road would cost 30 stone in total, and the price could be split with the Horde if the Overseer negotiates.


The Heaven Striving Communion for the Aecus, of the Necromancer Order of Denuo
Spoiler :
The Communion had a welcomed peaceful winter season. A truce with the Shining Horde, which while strained, held through the season, leaving the Communion free to pursue infrastructure and military improvements, and a new cargo ship was constructed, the Fortuna Positi, to maintain the trade deal with Karameikos in place of the still damaged trader. The season was not completely without drama though, as the fish folk once again approached Lady Teutoburg with complaints. Apparently miners have been dumping runoff from the mines into the bay, causing some sickness among the fish folk and ruining some of their food supply. They demand that the Communion police its miners, and reimburse them 100 food to replace their lost stock.

The Communion also paid the Royal Navy of Lysel a small protection fee, and throughout the season an elven patrol ship would occasional make a run through Communion territory. There were sightings of pirates, as had been rumoured to be plaguing other colonies over the season, so most consider the protection fee a sound investment

Stats
-50 currency from Lysel Royal Navy payment
-300 wood, -350 stone, -225 metal, -75 unemployed population, +1 cargo ship (Fortuna Positi) from construction
-34 currency from military upkeep
+310 currency from taxation
-869 food from consumption (no food from agriculture in winter)
+400 wood
+250 stone
+275 metal
+45 population from natural growth
+70 population from immigration
+2xp for Kaja, +10 undead slaves (minister)
+2xp for Dante (minister)
+2xp for Caayn (minister)
+6xp for colony (2 structures, 1 ship)

Events
- The council is fairly unanimous in agreeing to reimburse the fish folk, most likely thanks to the absence of Sahs as the usual dissenting voice. Councilor Udelhofen does note that is odd that the miners only just started to dump into the bay.


Karameikos, of Thyatis
Spoiler :
Karameikos had a busy winter, sending out expeditions in numerous directions, while continuing to rapidly expand its infrastructure, most notably with the construction of civil offices to handle tax and immigration. A new camp, dubbed Rockhome, was also constructed outside and into the old goblin lair to the north of Alfheim A deal was struck with the dwarves of Sterre Riadiam, where the humans would send a donation of food and take back fifty Kilmarine refugees. The Golden Opportunity was escorted by the Safe Journey, and this turned out to be a prudent tactic, as a pirate vessel was spotted on the eastern coast, though it avoided contact after spotting the well armed patrol vessel.

A handful of scouting operations were sent out to the north, south east, and into the eastern inland sea aboard the once again repaired Augustus Prime. The northern party found little on the snowy and windy plains, running into a handful of Gerheldian cavalry patrols. The horsemen claimed that they had ridden over a number of goblin parties in the past few months, including a camp. The scouting party later found the remains of a burned out goblin camp, many bodies frozen in the snow, confirming the Gerheldians claims.

The marine exploration into the inland sea revealed the full size of the body of water, and the warship was able to complete a full circle of the sea. The sea was indeed large, stretching halfway up the island, and was dotted with a couple smaller islands. Ranger teams were able to scout the two first islands, while the northern most was little more than a tall ridge, making landing a difficulty without being smashed against the rocky cliffs. The southern most island was found to be inhabited by community of a hundred or so odd mole like creatures, though they stood over a metre tall when on their hind legs. They seemed to have a fairly complex underground tunnel system, and communicated in a fluttery chitter. Some also carried crude spears or clubs, but overall were largely harmless, and the rangers left without any confrontation. On the central island the rangers found another of the storied pyramids, apparently the same as those found by the Blue Star Principality and the Stardust Order. The overgrown pyramid was inhabited by ten mostly naked humanoid warriors, their bodies pale white and covered with extravagant markings, their large eyes entirely black. They carried exquisite looking weapons, but did nothing other than follow the rangers around silently. At the top of the pyramid was an altar with a round empty bowl on it, along with a cache of trinkets left through the ages. There didn’t appear to be any way inside the pyramid, so the party gathered the trinkets and left. During the entire time operating in the sea, the crew and marines could see dark shapes following deep beneath the warship, but whatever was tracking them never came to the surface. The Augustus Prime then headed back down the river to patrol along the west coast. They soon found a new ship wreck, and after investigating found a handful of Gerheldian survivors. They claimed their ship had been attacked by pirates, running them aground on the rocky coast. Many of the survivors had already frozen to death, so the remainder were taken back to Specularum, along with whatever goods could be salvaged. A final expedition that was sent to the south east to return to Karameikos, their fate unknown.

The final event of note was what marked the first major setback for Karameikos since the war of the woods, and possibly the first large scale military defeat the colony had suffered. A large force of over a hundred infantry along with a substantial deployment of siege weaponry and support heavy crossbows was sent to investigate in-force the stone colossus. Initial attempts by Gilean to interact with the odd mechanical constructs buzzing about its feet proved fruitless, as the whirring and clanking beings simply ignored him while continuing to cut down trees and drag them into the massive statue. The situation rapidly deteriorated when a larger number of soldiers approached, attempting to gauge the strength of the machines. For unknown reasons, the worker machines suddenly one and all turned on the soldiers, attacking them with a frenzy of blades and saws. The workers proved to be fairly easy to put down, but they were quickly replaced by larger, more heavily armed machines that started pouring out of the colossus' feet. Scorpios and heavy crossbows proved effective at punching through the heavy armour, but the few that reached the infantry reeked havoc with mighty blades and hammers. Airas quickly abandoned using the confusion orb, which didn't appear to have any effect on the things, instead blasting with magic and calling on forest creatures with the gnarled staff. While the soldiers and rangers may have been able to triumph against the constructs eventually, the whole operation was derailed when the with a sickening lurch the stone colossus turned towards the human army, ballista and scorpio bolts flying at a stunningly rapid rate from windows in its chest and eyes. While the scropios and heavy crossbows proved ineffective against the hulk of stone, the catapults hammered at the titan effectively. Despite doing noticeable damage, they were quickly destroyed by concentrated ballistae fire and pounded into the ground beneath massive stone feet. The force was thoroughly routed, and almost all would have perished if it weren't for the sudden intervention of a few dozen flying creatures that dove and barraged the colossus with some sort of exploding pellets, distracting it long enough for the surviving humans to make their escape.

The flying creatures followed the retreat back to Specularum, where they then landed outside of the town to engage with Gilean. The creatures were definitively avian in construct, appearing to be some sort of eagle or hawk, though their legs were elongated and capable of standing fairly straight. The most distinguishing feature were arms ending in clawed talons in addition to their wings, with both seemingly sprouting from the same shoulder blades. They wore highly stylised armour, and had quivers of javelins as well as long sabres. A number also had slings and pouches full of small round stones, which Gilean quickly realised were fashioned from stardust. While there was no shared language, the mannerisms of the avians were distinctly imperialistic, and Gilean couldn't help but feel he was being scrutinised under their beady hawkish eyes. They made it clear they wished for some sort of future joint military action against the colossus, but they eventually became frustrated with the limited communication and flew off.

Stat Changes
-800 food, +50 population from Sterre Riadiam trade
-11 population, -22 currency, +1 field surgeon, +5 rangers, +5 paladins from military recruitment
-1600 wood, -600 stone, -620 metal, +2 catapults, +repaired Augustus Prime from construction
-5 rangers, -1 field surgeon from eastern expedition disappearance
-70 soldiers, -6 rangers, -6 field surgeons, -2 catapults, -5 scropios, -15 heavy crossbows
-121 currency from military upkeep
+274 currency from taxation and trade
-962 food from consumption (no food from agriculture in winter)
+1800 wood
+738 stone
+574 metal
+52 population from natural growth
+70 population from immigration
+1 slave from food
-2 stability from camp, colossus defeat
+2xp for Gilean (Battle of the Colossus, diplomacy)
+2xp for Theadora (minister)
+1xp for Airas (Battle of the Colossus)
+1xp for military skill (Battle of the Colossus)
+15xp for colony (1 story, 1 camp, 5 structures)

Events
- Thyatis has demanded support in its war effort from the colony. In particular it requests weaponry, equipment and soldiers, but is also always in need of raw materials, in particular metal, and to a lesser extent wood. It also suggests that interfering with the Lisaria Imperium's colony would be beneficial to the war effort. A majority of the population is not in favour of devoting their efforts to supporting an overseas conflict, much less losing any of their loved ones when there are more than enough dangerous without having to worry about political slap fights. Some advisors warn that lack of support could anger the Empire and the few nationalists that reside in Karameikos.
- Gerheld has suggests constructing a trade road between Rockhome and their own nearby camp, allowing for an easily protected OTA. They suggest that the cost of 100 stone be split 50/50.

Quests
Colossal
- The disastrous encounter with the stone colossus has broken the long standing confidence of the citizenry. A growing number have already begun protesting outside of the colonial government offices, calling for Lord Karameikos to stop throwing away soldiers' lives in unnecessary wars. Others demand the exact opposite, calling for a strong and immediate response to the threat on the door step, before it takes a step onto one of the settlements.
 
New Rys, of the Rys Order
Spoiler :
Almost four years into the new history of the island, another player has entered into the colonial game. The magocracy of the Rys Order sent an expedition lead by the wizard Crivas Vulpan to forge the colony of New Rys. The capitol of Estark was raised on the southwestern coast, in a wood area along a river. Once spring arrives, there would no doubt be little concern for food thanks to fertile land along the river, and the forest would be a dependable source of lumber. On the other hand, stone and metal would be scarce in the immediate area, making expansion northwards to the mountains a likely plan for the near future.

Events
- Scouts have reported frequently finding tracks of large creatures in the nearby area, along with slaughtered game. There is some concern among the forestry workers that they may be attacked by whatever these creatures are, and request either protection, or a hunting party to remove whatever the creatures may be before they prove to be a threat.


Sterre Riadiam, of the Free Cities
Spoiler :
What was initially planned to be a quiet season of consolidation in preparation for the coming spring was interrupted by the arrival of a column of frozen and injured dwarves from the north. Along the flanks of the refugee train lumbered a few dozen rock trolls, and at the head was a massive mountain troll. The Sterre Riadiam soldiery apprehensively formed up, but Marrock urged Grax to send the soldiers to receive the refugees. Grax recognised the rock trolls, having briefly fought alongside them against ogres outside of Morn's Hall last year. Grax led his soldiers to aide the refugees, meeting with the great Mountain Troll, who gave Marrock a tired smile in greeting. Been introduced as Tish, the Troll explained that the Kilmarine colony had patched itself back together after a raid from the southern ogres forced them to cooperate. Unfortunately, before the colony could full reform itself, a flotilla of ships from the Kilmar Empire appeared in the harbour. Most of the colony's dwarves were at the harbour, curious why their kin-dwarves had come when the fires began to fall. The warships barraged Morn's Hall with a hail of wildfire, burning hundreds to death in minutes. As the colonists fled in terror, Ruby Order mages and wizards, headed by Callus, led marines into the city, killing and burning everything still standing. Tish had been dealing with and fighting alongside the dwarves for over a year, and so corralled his rock trolls into rescuing as many as they could. Many rock trolls died in a diversion effort, perishing forever in magic and wildfire. The refugees that had made the journey along the north coast were badly frost bitten, burned and sickly, and many had died on the way. Blood tests were conducted to ensure that the none of the shape shifting creatures were among them, and plans were quickly made to get the refugees into camps and the hospital. Plans that quickly collapsed, unfortunetly, as the first batch of Kilmarine refugees quickly began taking the new refugees into their homes, many of whom had been friends or family. Tish likewise says that the rock trolls can not return to their old territory for fear of running into the Ruby Order mages or rampant ogres.

Besides the excitement, the colony conducted some extensive trading with foreign colonies to alleviate the food shortages, as well as ship off some refugee dwarves, though any food saved from that maneuver was made moot by the influx of new refugees. A substantial investment was put into developing mushroom farms in the quarries and mines. The dwarven ingenuity paid off, and soon a steady flow of edible fungus was making its way onto the colonists' plates. The food proved more than enough to last the winter, and a sizeable stock is still intact as the spring comes.

Stat Changes
-500 stone, -50 population, +1800 food from Karameikos and Principality trade
-125 metal, +15 military weapons, +25 civilian weapons from forging
-500 currency from mushroom farm R&D
+200 population, +20 rock trolls, +Tish from Kilmar refugees
currency from military upkeep
+463 currency from taxation
-1126 food from consumption (no food from agriculture in winter)
+51 wood
+344 stone
+230 metal
-1 stability from refugees
+29 population from natural growth
+60 population from immigration
+2xp for Grax Gorin (minister)
+2xp for Sadie 'Pearlie' Merisa (minister)
+2xp for Nameless (minister)
+18xp for colony (8 stories (holy damn))

Events
- Concern is rising rapidly concerning the new refugees. A growing number of the original colonists are becoming frustrated with the number of foreigners taking up the precious resources they have worked so hard to make. Most of all is outright fear at the presence of the trolls, whom many of the dwarves have good reason to be wary of, given experiences in the old world. Even Murdock has expressed some worries, mostly about whether the colony can support the rapidly increasing population, even with the new mushroom farms. The rock trolls alone require 5 food a piece to keep alive, and Tish meekly acknowledges that he would need 20 food a season. Murdock does not doubt that the trolls would be an impressive addition to the miltiary capabilities of the colony, but Sterre Riadiam is simply not self sufficient, and is heavily relying upon foreign aid to feed itself, and if trade dries up, the colony could eat out its food supplybefore the next winter. There's also fear that the Kilmar Empire and its Ruby Empire could follow the refugees to Sterre Riadiam, along with whatever hellfire they carry with them.


Trvale, of the Lisaria Imperium
Spoiler :
Lady Darlove sent all of her most trusted heroes along with a troop of soldiers south to the tabaxi lands, in hopes of finding resources that could be put towards the colony. The grasslands were snow covered and quiet, but soon a tabaxi tribe ran across the party, and excitedly led them to the tribal elders. Another festival similar to the one during the last visit was thrown, and the party was lavishly fed. The elder conversed with Gerywell, evidently having learned to speak the common trader language through meticulous study, and explained that the eastern tabaxi were very concerned regarding the west. The western tabaxi had recently become much more active, and there were rumours there had been clashes with the new colony of Eir. The eastern tabaxi fear that either the western tabaxi or Eir may overrun them in the crossfire, and plead for Trvale to assist them. The elder suggests that the tabaxi will follow Trvale direction, and help them set up and protect a settlement in the grasslands. Their bellies full, the party returned to Trvale to deliver the news to Lady Darlove.

To the great pleasure of the Lady came news from the mines of a vein of Stardust being uncovered. The discovery cost the life of a miner, who was blown to pieces when he accidently struck it with his pickaxe, but no doubt his sacrifice will not have been made in vain.

Stat Changes
-1 population from stardust accident
-105 currency from military upkeep
+255 currency, +40 military weapons from gold trade
+295 currency from taxation
-958 food from consumption (no food in winter)
+50 wood
+350 stone
+75 metal
+10 stardust
+45 population from natural growth
+70 population from immigration
+2xp for Edgard (tabaxi expedition)
+2xp for Quil (tabaxi expedition)
+2xp for Luke Gerywell (tabaxi expedition)
+1xp for colony (tabaxi expedition)

Events
- The Lisaria Imperium has gone to war, and is requesting supplies from Trvale. It is mostly in need of weapons, equipment and soldiers, but would also accept raw materials, in particular metal and to a lesser extant wood. It also suggests that interfering with Thyatis' colony would be beneficial to the war effort. A majority of the population is not in favour of devoting their efforts to supporting an overseas conflict, much less losing any of their loved ones, especially while resources are already stretched thin as is. Some advisors warn that lack of support could anger the Imperium, ruining the good relations the colony currently has with the Emperor.

Quests
Stone and Grass
- Many advisors are ecstatic with the news. While a new settlement would not be cheap to construct, especially given the distance from the capitol, it would most certainly repay itself quickly with access to wood, and food assuming a town is built. The offer from the tabaxi also would essentially mean an annexation of their tribes, which many of the military advisors are in favour of. While they don't appear to be disciplined soldiers fit for large scale war, they are no doubt fine warriors, and even better skilled hunters. Advisors believe that the tabaxi will not require food, and may even produce some extra food from hunting. (OOC: Tabaxi would join as soldiers that require no food or currency upkeep, and would produce 1 food each)


Overseas Market​
Buying Price (per 1 unit)


Food
1.2
(same)
Wood
2.225
(up .025)
Stone
2
(same)
Metal
5.05
(same)
Slaves
20
(same)
Selling Price (per 1 unit)


Food
0.6
(same)
Wood
1.1125
(up .0125)
Stone
1
(same)
Metal
2.525
(same)
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 :


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: ~100
Tier: Paragon
Description: Mobile, armed with scorpio and ballistae, garrisoned by smaller workers and larger armoured fighter 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

Mole Colony
Population:~100
Tier: Heroic
Location: Eastern most island, inland sea

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

Pyramid
Population: 10
Tier:?
Location: Central island, inland sea

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



Notes
Player Notes
@Ailedhoo - Military units can not be recruited the same turn their recruitment building is constructed. The resources were banked instead.

Rule Changes
- From this point on, I'd like all orders to be done by PM, due to the increasingly interconnected nature of the game. Please title your PMs "Fallen Star, Turn X, [colony name]" to make things easier for me to organise.
- Natural growth has changed a little in the way it is calculated. The main difference now is that towns no longer increase natural growth rate, while camps still reduce it. This is made up by having a higher base rate.
- Stability is now affected by civilian population. Civilians decrease stability rate slightly, and unemployed decrease it a more so. Military units do not decrease stability rate. If you want to raise your stability rate quickly, give your people jobs, or better yet enlist them. More stability buildings are on the way, hopefully before next update.
- Marines may now be recruited from the shipyard. Marines cost 2 currency and 1 food a season, and fight with military skill of plus 2 above the normal military skill (same as normal soldiers). They fight with plus 3 when aboard a ship or taking part in an amphibious operation.

General Notes
- Sorry for being super late, again. The update pace will probably be similar to this for the next two months or so, so prepare for that. As always, check over your stats and message me if something is buggered.
- Orders for Update 12 are due Sunday, May 2nd.
 
From the Lysal Royal Navy
To the Colonies of the Star Isles

Given the increased activity of pirates over the winter, we continue to offer protection of your trade waters for a price of 50 currency. Our vessels have proven more than capable of deterring the pirate scum, as is evident from our operations in Communion waters.
 
Update 12 - Year 4, Spring
In Like a Lion​

They could have held the light at bay in the mountain passes. Narrow, cold, treacherous. But the darkness was all but consumed in its own arrogance, and its fortresses were built in the open lands below, where all could see the dark, twisted spires. Hundreds fell to their deaths in the rocky crags, but the paths were open. The valley lay before them, and with horror they realised how many more would be lost crossing it.

Link to video.

Oversees Matters
The war on Summer Rock Island rages on between the human empires of Thyatis and Lisaria. Thyatis has made the most headway though, now holding over two-thirds of the island. Their successes have been widely attributed to assistance from the colony of Karameikos, which sent a large supply of crude weapons to arm Thyatis militia, along with a platoon of hardened soldiers. The war may be coming to a close soon, unless Lisaria can muster extra resources to turn the tide.

Inter-faction Matters​
North-East Trade Road Links Three Colonies, Spiders Disapprove
- With a short connection being constructed by the Bloodborne Horde, the road systems of the northeast now connect the dwarves of Sterre Riadiam, the gnomes of the Stardust Order, and the orcs of the Bloodborne Horde, allowing for ease of travel and trade. Unfortunetly, the long expanses of unguarded highway are still dangerous for caravans to travel, as is evidence by merchants from all three colonies reporting attacks from giant spiders.

Lisiarian Immigrant Vessel Waylaid, In Other News Karameikos Acquires Lisarian Slaves
- A Lisarian immigrant vessel bound for Trvale was waylaid by the Karameikos warship Augustus Prime. The ship was sank off the east coast of the island, within sight of Trvale. Surviving sailors and immigrants were 'rescued' by the warship's marines, then brought back to Specularum in chains.

Colonial Matters​

The Bloodborne Horde, of the Dhrak-Krazk Rahm Imperium
Spoiler :
Along with the melting snow came the marching of orcish warbands. Warlord Grohm pushed his horde in two major directions and purposes, expansion and industry to the west, and blood and honour to the east. Led by First Captain Morgh, who had by now become a capable mountain ranger, a party of workers and militia worked their way up the mountains towards the mineral rich location, smashing away the melting ice to lay a service road as they went. They reached their destination in good time, and the workers set up a mining camp as the First Captain and his militia patrolled the surrounding territory, watching for the mountain goblins spotted earlier. The season proved to be exciting for the patrollers, as frequent small bands of goblins attacked them, each time falling to the orcs blades due to small numbers and lack of coordination, taking only a small handful of militia with them to the grave. Better yet, a good number of the goblins were captured alive, and set to work in the newly built mines.

The warlord himself led a massive campaign in the east, taking the full trained military force of the Horde with him, along with his champion, the 'Bugbane.' There would be no tolerating the abrasive druid neighbour, and the orcs' thirst for conquest would be satiated with her pacification. The near-200 strong army made no fancy manoeuvers, taking the traditional orcish strategy of a full frontal charge. The druid's magic and a wave of insects me the charge, but was easily parted by the overwhelming numbers, and the horde quickly pushed through towards the commune's centre. While the insects proved little more than fotter, the arrows raining down from stick rangers in the tree tops were deadly accurate, and punched easily through the crudely armoured orcs. The well armed core of the horde continued the push, with General Korr leading the way, stomping and swatting bugs (and the occasional unlucky fellow orc) out of the way, before running afoul of the druid's owlbear guardians. The battle raged fiercely, but the tide was decidely in the orcs' favour, as orcs crushed insects and slowly grinded down the rangers. The owl bears tore apart their fair share of warriors, but Grohm and Korr slew the beasts, before turning on the druid herself. Her magicks had reaked havoc on the horde, impaling and dragging warriors into the muddy earth with twisted roots, but she proved little match to the great warlord. As she was gripped by the warlord, her forces dying before her, she bared her rotting teeth in wide smile, and the warlord realised his mistake. Screams arose in a spreading chorus along the frontline, and Grohm cursed as he watched walking trees wading into his forces, orcs spinning into the air as massive branches swiped through the ranks. In mere moments the horde was forced into a rout, but Grohm knocked the druid unconscious and slung her over a shoulder before joining the retreat. The horde returned to the capital with less than half of its original number, but it had a powerful prize. The druid was restrained, and when threatened to increase wood production, she cackled, assuring the warlord that the forest would be coming, and he would have more wood than he could ever handle.

While the losses in the druid battle were horrendous, the season ended with a hopeful note. The Shaman Gazike had spent the entire season squatting in the Ksez statue's shadow, experimenting with resources. While he did find a way to momentarily soften metals allowing for easier gathering, that was not the moment that would be remembered years from now. What the Shaman accomplished was far greater, and seemingly done on a whim. While the mad orc smashed rocks in in the square, the drake egg sat still between the legs of its stone mother. Completely still, until the last day of spring, when at noon a sharp crack drew the Shaman's attention, who immediately burst into song. The curious workers of Derehk-Grohm, who gathered to watch in awe as a small leathery beast broke free from its cradle, spreading its wings beneath eternal effigy of its mother.

Far to the north, along the road between Sterre Riadiam and the Stardust Order, Bloodborne caravans found themselves being harassed by giant spiders, claiming the lives of a few traders, along with their stores.

Stat Changes
-700 wood, -165 stone, -150 metal, -50 unemployed population from construction
-105 unemployed population, -105 currency, +105 soldiers from recruitment
-5 population, +20 slaves from goblin skirmishes
-102 soldiers, -10 martial weapons, -100 crude weapons, +druid captive from druid commune battle
-5 population, -5 currency from northern trade route losses
-93 currency from military upkeep
+40 currency from 2 OTAs
+203 currency from taxation, slaves
+728 food from overproduction
+662 wood
+480 stone
+631 metal
+5 population from natural growth
+50 population from immigration
-1 stability from Commune Battle
+3xp for General Agrak "Bugbane" Korr (Commune Battle)
+4xp for First Captain Morgh (goblin skirmishes)
+4xp for War-Minister Turohk Bal (Minister)
+3xp for military skill (goblin skirmishes, Commune Battle)
+8xp for colony (2 story, 1 camp, 2 structures, Commune Battle)

Events
- While the militia are effectively handling the goblins near the mining camp, some suggest that an expedition should be sent to root the goblins out of whatever hole they keep coming out of. Others argue that this would be a waste of troops who are otherwise needed to handle the war in the woods.
- Given the recent incidents along the northern trade route, there are many calling for increased patrols, or perhaps shared security agreements with the other colonies of the north-east.
- Warriors need weapons! Militia are guarding the towns and camps with brooms and sticks, and even the regular soldiers have squads with only a couple rusty swords between them.

Quests
Living Woods
- The battle against the druid commune was technically a failure, with many dead or dying warriors being left behind in the woods. The sting of defeat was dulled by the capture of the druid, though, who dutifully began increasing woodland growth around Derehk-Grohm after certain 'pressures' where applied. While wood production has increased significantly, the trees and plant life have grown rapidly, encroaching into the town's outskirts. Security advisors complain that they are unable to properly patrol, and have nearly no line of sight into the woods, meaning that hostiles could easily walk right into the town with complete cover.


Blue Star Principality of Bulnar, of the Bulnar Confederacy of Sea-Pirates
Spoiler :
The Principality doubled down on Sandy Beaches, building a tavern, and sending even more troops to secure the troublesome island. Led by the all of the colonies heroes, the force spent a long spring campaign hunting through the fetish-filled woods. The feeling of being watched followed the troopers through the long days, and at night they caught glimpses of twinkling eyes in the darkness and whispered madness floated through the camps. The warlocks and Bagalar did there best to keep the soldiers' mental health in check, but paranoia grew slowly. When the fear reached a breaking point one night, a number of horrid beasts emerged from the darkness. They tore through men and women with twisted claws and snarling jaws. Their bloody, mottled hide proved oddly resilient to blades, and they moved with an unnatural grace. Worst of all were their ghastly screams, blood thirsty and taunting. The creatures were eventually taken down by the well coordinated troopers, but not before taking a heavy toll. Their final victims didn’t fall to the creatures' direct attacks, but rather, with a maddening look in their eyes, struck down their own, biting into their flesh before taking off at a sprint and leaping into the sky, their legs ripping apart and bursting into flames. After regrouping, the force continued on, the same attack happening multiple times, and every time the creatures will killed, and a few soldiers would always take off into the night sky. Smooth Pardus was eventually forced to withdraw the troop to Sandy Shores, their numbers much reduced.

The Principality also set its eyes on the pyramid island to the south, establishing an extensive forestry camp in the southern portion of the woods. The garrison avoided the pyramid, but the 'monks' of the pyramid nevertheless soon appeared among the forestry workers. Soldiers shadowed the monks, but they proved to be harmless, and throughout the season wandered about the camp, watching and following the colonists. Beyond being somewhat unnerving, especially when one of the monks would choose to follow and watch a single colonist for a few days without stop, they were entirely harmless.

A new warship, the Manitoba Moustache, outfitted with ballistae and scorpios, was used to escort the Wide Sky as it serviced the two island camps. The war ship proved very effective at fighting off the local sea creatures, with the occasional encounters being little more than target practice for the sailors. The Saskatchewan Sunrise was likewise successful in guarding the Tusk Another as it traded with the Shining Horde, deterring any pirates in the area.

The season came to close with a bloody event in Moruna. After extensive construction, a massive malachite bowl was built along the tideline, its green inner surface covered in lobes and loops. As the tide was low, the bowl protruding from the surf, 100 mite slaves were drowned, their corpses sent floating above the bowl. The waters broiled, and the corpses were dragged down one by one, wrapped about by dark tentacles. Cultists were overjoyed, but some claimed to have some discomfort in Koruk's eye. In any event, beneath the waves an eerie purple glow ebbed and wayed, casting a glow up the cliff towards Moruna's temple.

Stat Changes
-50 currency, -35 unemployed population, +20 soldiers, +5 mages, +10 paladins.
-2150 wood, -1150 stone, -260 metal, -100 unemployed population, -100 slaves, +1 warship, +10 scorpio, +2 ballistae
-25 soldiers, -5 hound riders, -5 templars, -2 rangers, -2 field surgeons, -5 cavalry, -7 warlocks
-170 currency from military upkeep
+20 currency from 1 OTA
+266 currency from taxation
+883 food from overproduction
+2730 wood
+725 stone
+675 metal
-1 stability from wendigo skirmishes, +1 stability from stability rate
+36 population from natural growth
+78 population from immigration
+3xp for Smooth Pardus (wendigo skirmishes)
+3xp for Black Tori (wendigo skirmishes)
+3xp for Bagalar (wendigo skirmishes)
+3xp for Cedahr (wendigo skirmishes)
+3xp for military skill (wendigo skirmishes, sea creature skirmishes)
+8xp for colony (malachite gate, 1 camp, 4 structures)

Events
- Workers in Garsun have reported seeing packs of giant hounds prowling near the mines at night, howling to other packs in the distance. The camp's workers request more security, or at least some sturdier walls. As always, many advisors dismiss the complaints, arguing that resources should be devoted to the new island camps.
- Bagalar and Cedahr believe that the creatures, identified as wendigos, draw their power from the numerous fetishes throughout the forest. They posit that destroying them would reduce the wendigos power, allowing them to be completely eradicated. Unfortunately, it seems nearly every tree in the forest is adorned with the trinkets. The only options they can see are a long and arduous operation to remove all the trinkets, no doubt while under continuous attack, or taking the safer route and using a controlled fire. The burning would halve wood production on the island, though save many lives.


Eir, of the Estelleregian ImperiumThe island is a harsh land, and while some are capable of living off the wild lands, not all that come are fit to tame it. Eir was one of the latter. Hostilities from roaming tabaxi were ignored, and soon the emboldened feline creatures attacked en masse. They started by slaughtering all workers outside of the town's borders, leaving the fields untended. At night they would snatch any who strayed from the light, or would set outlying homes aflame. The people of Eir began to starve, and when they were at their weakest, the tabaxi moved into the town, butchering the helpless colonists. And so ended the colony of Eir, its only surviving citizens being taken as trophies and playthings by the wild beasts.


Expeditionary Stardust Order, of the Illuminated Order of Holy Engineers
Spoiler :
The Stardust Order had a productive spring, interspersed with some rough patches. The Order continued its rapid expansion, settling another town, this time along Clearwater Run, further solidifying the Order's development of the north-east coast. While improvements in infrastructure were impressive, including a siegeworks in Lonespike, some of the excitement was tempered by flooding from the swelled rivers, sweeping a caravan off of a bridge and disrupting riverside farming. The water levels calmed down by the end of spring, allowing for the Order's extensive road network to work at full capacity. Other smaller setbacks included the drying up of the Stardust deposit in the Lonespike mine, and a fire at the docks that, while put out quickly, still wasted some lumber resources.

A road extension built by the Bloodborne Horde, linking the orc territory to the Order's, further increased trade between the various north east colonies. Soldiers posted to the southern section of the road network were constantly on the move, following and deterring ants away from the orc, gnome and dwarf trade caravans. Worker ants constantly wandered towards the road, possibly looking for resources or food, but were usually quickly turned around by patrols. The frequency of the encounters increased dramatically though, with ants approaching almost everyday. Most worrying was in the last few weeks of spring, some of the worker ant parties were escorted by larger soldier ants, though once again no hostilities arose. The unguarded northern road to Sterre Riadiam was unfortunately not as peaceful, with caravans from all three colonies reporting attacks from giant spiders.

A second expedition was sent to the drake horde to recover more treasure, and was able to fully clear it out thanks to much better conditions. The expedition was almost swallowed by a mud slide on the return trip, but quick reactions from Hurthen got the troop out of the way in time. In addition to treasure, another cache of enchanted weapons was uncovered.

Droenfrost was able to conduct extensive experiments with the orb between flights with Firejaw, discovering it have a powerful magical property. When wielded by a powerful individual, the orb would create a spherical shield impervious to missiles or magic, essentially negating any siege fire. The sphere seemed large enough to cover enough ground to fit 100 soldiers, though Droenfrost believes the orb is fed by the user's power, so he may be able to wield it more effectively as his own power grows.

Stat Changes
-12 currency, -12 unemployed population, +12 soldiers
-100 currency, +5 wildfire jars from purchases
-1900 wood, -1350 stone, -350 metal, -125 unemployed population from construction
-10 population, -200 food from river flooding
-30 wood from dock fire
-8 population, -5 currency from northern road losses
+300 currency, +15 enchanted weapons from drake horde
-238 currency from military upkeep
+44 currency from 2 OTAs
+281 currency from taxation
+1424 food from overproduction
+1216 wood
+715 stone
+647 metal
+10 stardust (source depleted)
-1 stability from new town
+19 population from natural growth
+61 population from immigration
+4xp for Counselor Cayrn (minister)
+4xp for High Engineer Droenfrost (drake patrols, orb investigation)
+4xp for Hurthen (Drake Horde expedition)
+7xp for colony (1 town, 2 structures)

Events:
- The extensive road system coves a lot of territory, meaning caravans must travel long distances through the wilds. Given the recent incidents in the north, there are many calling for increased patrols, or perhaps shared security agreements with the other colonies of the north-east.
- The ants are increasing in both numbers and boldness. Many opinions flow freely on how best to deal with the Order's old neighbours. The more hawkish advisors still favour burning the bugs out of their holes quickly and cleanly, while the defensively minded military advisors suggest increasing patrols, or setting up a camp somewhere near the crossroads to the south to deter the ants. Other suggestions are to give food to the ants in hopes that they can understand some sort of negotiations, simply ignoring the creatures and let them wander around the trade routes, or building a new road further to the east to circumvent the insects (though at a non-trivial cost of stone).
- The drake corpse has started to rot as it defrosted. Buying price has dropped to 800 currency, and tradesfolk believe that the amount of equipment they could fashion will drop the more it rots.


The Heaven Striving Communion for the Aecus, of the Necromancer Order of Denuo
Spoiler :
The Communion had a very domestically focused spring, with much construction being carried out in Punto Dante and Fenix. Lumber operations were improved in both settlements, along with a market in Fenix, which already is seeing extensive use by Karameikos merchants and fish-folk. Military growth was also a major focus, with the forge busying itself with crafting high grade weapons, and large number of new troops were trained.

Among these new recruits was a platoon of saboteurs, who were immediately put to investigating the runoff dumping. Led by Dante and Caayn, the investigation soon pieced together that most likely culprits were a handful of new immigrants who had begun working at the mine. The mine foreman said that they hadn’t showed up for work in weeks, and inquiries around town soon found that they had left on an outgoing ship already. While the suspects were not apprehended, the investigation was considered efficient and successful, and Caayn in particular was excited to have a full team of spies working under him.

Relations with the fish-folk were smoothed over with a reimbursement of 100 food, and they were pleased with the investigation, even if the culprits were not caught. A campaign of street plays educating the populace about the importance of not dumping stuff into the sea proved embarrassingly patronising among the towns' folk, but the fish-folk were appreciative, and in fact most of the plays' audiences were made up of fish-folk.

Trade between Karameikos and the Communion continued, with a large purchase of wood. The Royal Navy of Lysal was once again paid for protection, and an elven patrol ship kept eyes on the Fortuna Positi, deterring any would-be pirates.

Stat Changes:
-850 currency, +500 wood from Karameikos trade
-100 food from fish-folk repayment
-50 currency from educational plays
-65 currency, -55 unemployed population, +25 saboteurs, +15 death knights, +15 soldiers from military recruitment
-850 wood, -100 stone, -275 metal, -75 unemployed population, +5 heavy crossbows, +1 mastercraft weapon, +3 military weapons from construction and forging
-24 currency from military upkeep
+44 currency from 2 OTAs
+336 currency from taxation
+404 food from overproduction
+600 wood
+250 stone
+275 metal
+50 population from natural growth
+70 population from immigration
+4xp for Kaja, +10 undead slaves (minister)
+4xp for Dante (minister)
+4xp for Caayn (minister)
+10xp for colony (3 stories, 3 structures, investigation)

Quests
An Orderly Inspection
- The inspector is due to arrive next season, and once again the council is at each others throats, even without Sahs to provoke everyone. Rothermund and Dante are in favour of selling anything not bolted down to acquire the materials needed for quickly building a town on the mainland. Falkenhagen and Udelhofen call that plan foolhardy, and a hastily built town on the mainland would be more likely to be devoured by unknown monstrosities than impress the inspector. They both believe infrastructure improvements would go further in gaining the approval of the inspector. Felhberg is more optimistic, and believes that the inspector could be wooed with words and attractive parades, as the colony is doing just fine as is, and the great relations with the fishfolk would no doubt help matters. Kaja has quietly suggested that the inspector is looking for advances in the necromatic arts, and so suggests that a number of the population be… 'converted' into undead slaves to show the Communions devotion to death. In any event, the inspector will arrive soon, and with the judgment of Denuo.
 
Karameikos, of Thyatis
Spoiler :
As spring came, the men of Karameikos prepared for war. A huge number of catapults, scorpios and heavy crossbows were fielded, giving Karameikos the largest artillery battery on the island. The army was bolstered heavily by new recruits, with almost a full platoon of regular soldiers, and a respectable number of supporting rangers, paladins and surgeons, along with a section of marines. While the colony prepared itself for a second encounter with the Colossus, it also continued bolstering its infrastructure throughout the camps with lumber yards and temples, and an arcane laboratory in Specularum. A cave-in occurred at Specularum's mine, requiring some time to clear and resulting in less metals gathered, though no miners were injured. A road was co-built with the Dominion of Gerheld, linking the two human colonies and allowing for a new trade agreement. Naval trade was also heavy this season, with significant wood trades being made with the Communion and Sterre Riadiam. The Safe Journey escorted the Golden Opportunity to Sterre Riadiam, deterring stalking pirate vessels, and trades with the dwarves went smoothly, though some of the sailors were unnerved to see trolls strolling through Yellowstone's markets.

Besides the brewing reprisal in Karameikos' homeland, the colony also found itself dragged into the war of its mother nation. In addition to a shipment of a large supply of crude weapons and half a hundred soldiers to Thyatis, Karameikos sought to strike at the Lisarian colony. The Augustus Prime, loaded with marines, intercepted a Lisarian immigration ship bound for Trvale. The ship initially sought to outrun the warship, but a barrage of well placed catapult shots crippled the vessel. The shots were too accurate, unfortunately, as the cargo vessel began to rapidly sink. Sailors and immigrants were 'rescued' by the August Prime's crew, though a dozen of the passengers drowned in the ship's hold. The survivors were taken back in chains to Specularum.

Another ranger squad was sent to retrace the steps of the last season's lost expedition. This squad also failed to return, fueling growing concern over whatever resided to the east

The main event of the season was, of course, the second attack on the Stone Colossus and its constructs. Stephan Karameikos would not risk another debilitating defeat like last season, and so sought allies. A large detachment of dwarven mercenary soldiers and mages was hired, at no small expense, to bolster the already impressive Karameikos infantry. Gilean sought contact with the birdfolk, using sail cloth to attract their attention, and offers of food, trinkets and some weapons. A dozen birdfolk quickly descended on the meeting spot, no doubt having had constant scouts watching the humans. They accepted the food and trinkets with little reaction, but seemed surprised to see their old weapons again. Though with significant difficulty, Gilean was able to communicate with the creatures, and they agreed to a joint operation. With allies gathered, the army moved into the woods south of Specularum. The intended plan of attack would really heavily on using the woods to slow and block fire from the Colossus, as the previous battle on flat ground had been disastrous. Rangers were sent ahead to prepare the field of battle with pits, traps, and cascading artillery emplacements. The battlefield would be carefully prepared this time, giving every advantage to the humans.

This plan unraveled spectacularly when a pair of birdfolk landed among the rangers, screaming at them in their piercing tongue. While confused at first, with dawning horror they realised that the birdfolk were saying the Colossus had moved first, and was approaching Aunheim. The army was turned around and marched at double speed towards the camp, and as they approached they could see smoke rising and hear deep thumping in the distance. The army passed refugees fleeing the battle along the road, and from them they learned that the birdfolk were heavily engaging the Colossus, but could do little to stop its rampage into the camp. Coming into view of the camp, the commanders soon realised the extent of the damage, discarding all hope of saving the camp. The entire settlement was flattened or burning, the small camp militia standing no chance against the constructs and the Colossus, with few weapons between them and no fortifications to speak of. Scores of birdfolk dived and swooped around the giant, hurling missiles or dropping explosive stardust pellets. The humans launched themselves into the fray, setting up cascading artillery positions along the roadway into town as the infantry pushed forward. Scorpio and heavy crossbows cut down most of the constructs that tried to meet the infantry charge, but it appeared as if most of the foot constructs had been picked off by the birdfolk already. The Colossus quickly diverted its attention to the catapults after they launched their first barrage, replying with its own heavy ballistae fire. Infantry hid among the ruins to avoid withering scorpio fire as the artillery battery and Colossus exchanged barrages, unable to advance while the giant still moved. Under accurate ballistae fire, the first artillery position was destroyed, but the other two positions, in conjunction with the birdfolk bombardment and merc mages' magicks, dealt enough punishment to grind the Colossus' advance to halt, the massive figure dropping to a knee with hands on the ground to keep it from tipping over. The infantry took the cue to attack, and rushing out from their cover to board the Colossus, with the merc soldiers leading the assualt under the cover of continued birdfolk barrage. The battle through the Colossus was long, claustrophobic and bloody. The fight was often vertical, moving through stairwells and ladders, all suited to the mechanical constructs rather than humans. Workers and armoured soldier constructs ambushed and rained rapid missile fire on the troops, the casualties bogging down and tripping their comrades. Theadora and the medics dragged casualties into nooks and crannys to bid wounds while the infantry pushed onwards. The merc troopers fought the main, steady assault, rooting out the constructs through every passageway, while Gilean and Titus led their elite men upwards to where Airas believed the 'heart' of the Colossus was. This spearhead broke into a large chamber in the chest, holding a complex spinning and whirring mechanical device. As soldiers and warriors poured in through side passages, Airas blasted the device apart with magery, and soon the constructs simply stopped in their tracks.

The casualties inflicted were heavy, but the large presence of combat surgeons and a skilled cleric brought many of the dying back from the brink. The heavy use of mercenaries also resulted in the Karameikos military not feeling the brunt of the losses, at least from the main battle. The residents of Aunheim, unfortunately, were not as lucky. The entire camp was reduced to rubble, and over seventy workers and slaves were killed in the attack. Those that survived thank the birdfolk's quick response for their escape, and indeed the birdfolk also paid a heavy price, with dozens of feathered corpses littering the field. As the summer bled into spring, and the rubble was cleared, the crippled Colossus remained, marking the tomb of Aunheim.

Stat Changes
-500 wood, +850 currency from Communion trade
-200 wood, +100 metal from Sterre Riadiam trade
-50 soldiers, -300 crude weapons from Thyatis war support
-450 currency from merc contract
-206 currency, -143 unemployed population, +7 combat surgeons, +11 rangers, +20 paladins, +25 marines, +80 soldiers
-1755 wood, -1250 stone, -970 metal, -2 stardust, -125 unemployed population, +10 catapults, + 5 scorpios, +3 heavy crossbows, +1 enchanted weapons
-50 population, -25 slaves -lumberyard lvl2, -mine from destruction of Aunheim
-2 catapults, -26 soldiers, -4 rangers, -2 paladins, -5 combat surgeons, -30 carapace weapons, -5 civilian weapons +40 military weapons, +15 mastercraft weapons from the Battle of the Colossus
+40 slaves from Lisarian immigrant ship
+66 currency from 3 OTAs
+125 currency from taxation
+362 food from overproduction
+2013 wood
+1194 stone
+788 metal
-1 stability from loss of Aunheim, +1 stability from defeat of Colossus, +1 stability from stability rate
+65 population from natural growth
+80 population from immigration
+1 slave from food
+5xp for Gilean (Battle of the Colossus)
+5xp for Theadora Golden Feather (Battle of the Colossus)
+5xp for Airas (Battle of the Colossus)
+5xp for Titus Manowarius (Battle of the Colossus)
+4xp for military skill (Battle of the Colossus)
+9xp for colony (5 structures, Battle of the Colossus)

Events
- The Thyatis-Lisaria war is going in Thyatis' favour, with Karameikos playing no small part. The colony's soldiers have preformed admirably in the war, and the weapons, while of poor quality, were in large enough numbers to help arm the peasantry, and the strike against the Lisarian colony gave the Emperor a good laugh. The war nevertheless still rages, and the Emperor requests continued assistance to help finish the war.

Quests
Colossal
- While the Colossus apparently poses no harm now, Karameikos is being forced to make a decision regarding its fate. The birdfolk have approached the Gilean to request that the Colossus be destroyed entirely. They apparently are unwilling to entire the cramped innards of the giant, and instead wish for Karameikos soldiers to use the birdfolk explosives to destroy the Colossus from the inside with a massive blast. This would no doubt gain great favour from the birdfolk, who would be more willing to assist Karameikos in the future, or perhaps even share expertise for fashioning stardust into explosives.
- Gilean suggests that the Colossus and the remaining constructs be disassembled completely to gain a large supply of stone and metal. He believes the birdfolk would accept this action, though would be too prideful to endorse it.
- Airas believes that he may be able to repair the damaged mechanical 'core,' while making modifications to place both the Colossus and the remaining 30 workers and 20 soldier constructs under his command. He estimates it would cost 300 metal and 20 stardust to repair the core (gaining control), and a further 1000 stone and 500 metal to repair the damaged Colossus. Gilean warns that this would likely anger the birdfolk.


New Rys, of the Rys Order
Spoiler :
The young Colony of New Rys spent its first season on the island in a frenzy of construction, determined to convert their little corner of the wild new land into a livable, civilised space for growth. New farms, lumberyards and fishing docks laid the foundations of future industry, and a barracks, hunter's lodge, forge and shipyard promised a strong future colonial military.

A team was put together to scout north in search of suitable grounds for a mine or quarry. The collection of militia and combat mages set out north, following the river. The mages and only two militia returned a week later. They did indeed find a large mountain range to the northwest with large supplies of metal and stone. Unfortunetly, the route along the river was fraught with peril, as the party had come under frequent attack by owl bears from the forests and crocodiles from the river. The creatures seemed to follow the party, attacking at nights, and sometimes even in what seemed to be a coordinated manner. Almost all the militiamen were lost, despite the best efforts of the mages to protect them.

Crivas Vulpan sought to protect his forestry workers, attaching a large cadre of combat mages and a platoon of militia, led by cleric Shalendra Eloen, to watch over the lumberyards. Owl bears did indeed approach and probe the defenses from time to time, but tended to retreat quickly after being seen. A team was sent into the woods to capture one of the beasts, and after a bloody skirmish with two of the creatures, costing over a dozen militiamen, Lothor Pesh and his combat mages managed to drag a wounded owl bear back to Estark. Attempts to tame the beast failed miserably, as the animal proved to be incredibly hostile, and had to be put down within days, lest it break free from its restraints. Pesh noted that the creature was far more aggressive than it should have been, and found a number of abnormalities during his autopsy. He came to the conclusion that the owl bear was actually only recently 'born,' though was already a full adult, suggesting the creature was somehow artificially or magically born.

Stat Changes
-1750 wood, -300 stone, -350 metal, -150 unemployed population from construction
-18 population, -11 civilian weapons from northern expedition
-15 population from owl bear capture
+122 currency from taxation (+300 for start, forgot about that, sorry)
+833 food from overproduction
+405 wood
+25 stone
+25 metal
-1 stability from stability rate
+6 population from natural growth
+40 population from immigration
+4xp for Crivas Vulpan (minister)
+4xp for Shalendra Eloen (forestry guard)
+1xp for military skill (owl bear skirmishes)
+8xp for colony (7 structures, owl bear skirmishes)

Quests
A Bear in the Woods
- Pesh's autopsy on the owl bear, along with the heavy losses among the northern expedition, have caused a good deal of concern. Some advisors suggest building up heavy defenses, in case the owl bears become more aggressive. Others suggest sending a team into the woods to exterminate the beasts, along with whatever is 'birthing' them.


Sterre Riadiam, of the Free Cities
Spoiler :
After a winter of biding their time, the dwarves of Sterre Riadiam burst forth with a vengeance. Large weapons and armour were forged for the trolls, who were one and all sent to hunt crabs along with a few score of dwarves. The trolls proved very skilled at bashing the tough crustaceans, if not particularly mindful of if they snapped their own armour and weapons in the process, and any wounds they received healed over fairly quickly. The trolls took the brunt of the direct attention of the crabs, allowing for the dwarves to launch missiles or dart in for stabs without much risk. The operation proved very successful, bringing in more food than previous hunts, and with no casualties. The crab population was drastically reduced though, and will probably be depleted after one more hunt.

The larger operation, three seasons in the making, was launched with much fanfare, as Grax, Nameless and Sadie led a massive host into the mountain hall. The road construction up the slopes was arduous and awkward, but the labourers managed it without any casualties. The battles in the great hall were another matter. The initial push into the great hall went fairly smoothly, as only a dozen or so trolls were milling about, and were quickly dispatched with minimal losses. Soon after construction started, though, large packs of cave trolls would frequently burst from the tunnels, requiring Grax to keep a constant line of soldiers at each tunnel entrance. The attacks only grew more frequent as the season wore on, mostly coming from the southern most tunnel. Dozens of dwarves were falling to the ravenous creatures, and the surgeons were stretched thin caring for an overflowing number of wounded. As the construction in the great hall came to close, Grax led a counter attack into the southern tunnel, hoping to at least stem tide long enough for the dwarves to regroup and prepare proper defenses. The assault did indeed catch the trolls by surprise, as the dwarven army was able to break into the trolls' lair almost entirely unopposed. Once inside the large chamber that was their lair, though, the sheer number of trolls that poured in from every nook and cranny threatened to overwhelm Grax's soldiers. The battle was a long one of attrition, the trolls slowly trying to ground down the encircled dwarves. Skilled leadership from Grax and Sadie held the dwarves strong, no matter how much the casualties mounted, and Nameless made a show of violently striking down any troll that broke into the infantry lines. The final turning point came when, in desperation, Grax began pulling his troops out of the chamber and ordered the 3 wildfire jars to be tossed in behind them. The lair was awash with flame, and the dwarves then simply had to block the exit, cutting down any trolls that attempted to escape the blaze. The inferno burned itself fairly quickly, and the dwarves moved in to mop up the remaining dazed beasts.

In the aftermath of the troll battle, the dwarves explored the emptied lair, along with the other two tunnels. The troll lair was in a large cavern, with holes and dugouts lining the walls to serve as sleeping and birthing chambers. The trolls seemed to mostly live off of fungus and fat white slugs, though there were also piles of bones that looked like those of ogres. Dominating the chamber was a massive steel door, sealed shut for who-knows-how-many millennia. Attempts to budge the door proved fruitless. The central tunnel stretched straight westwards, and eventually ended in a dead end cave-in. Engineers believe that the tunnel most likely leads all the way through the mountains, most likely ending somewhere above the old Kilmar colony's valley. The last, northern, tunnel was the most interesting find, at least to the engineers. The tunnel ended in a large facility, most likely some sort of mine, staffed by dozens of mechanical constructs. The constructs hurried about, endlessly maintaining the machinery, despite the mine apparently only producing enough metals to repair itself or replace broken constructs. How long the facility had been running this way is up for debate, but it is undoubtedly far too long. Attempts to investigate further were hampered when larger, armoured constructs appeared and push the scouts back, not letting them touch or get too close to the machinery.

During all the operations in the caverns, a good number of ancient trinkets and artifacts were uncovered, sold for a tidy profit to overseas collectors. The markets were an interesting site for the dwarves this spring. Besides the occasional troll milling about, humans from Gerheld and Karameikos made stops to deliver wood, along with gnome and orc merchants from the other north-east colonies. Not all went smoothly for the merchants though, as a number of caravans were attacked along the road to the Stardust Order by giant spiders.

Stat Changes
-160 metal, -40 currency, +404 currency, +2 wildfire from overseas market trade
-772 currency, +386 wood from Gerheld trade
-100 metal, +200 wood from Karameikos trade
-575 wood, -780 stone, -255 metal, -125 unemployed population +1 masterwork mountain troll weapon, +20 crude rock troll weapons
+150 food, +15 civilian weapons, -10 crude rock troll weapons from crab hunt II
-30 population, -40 soldiers, -5 paladins, -5 field surgeons, -20 military weapons, -3 wildfire jars, +150 currency, +40 slaves from cave troll battles and trinket findings
-5 population, -5 currency from trade route losses
-80 currency from military upkeep
+40 currency from 2 OTAs
+467 currency from taxation
-789 food from consumption
+50 wood
+788 stone
+413 metal
-1 stability from new town
+29 population from natural growth
+50 population from immigration
+5xp for Grax Gorin (cave troll battles)
+5xp for Sadie 'Perlie' Merisa (cave troll battles)
+5xp for Nameless (cave troll battles)
+2xp for military skill
+14xp for colony (4 stories, 1 town, 1 structure, cave troll battles)

Events
- Given the recent incidents along the southern trade route, there are many calling for increased patrols, or perhaps shared security agreements with the other colonies of the north-east.
- A large number of wounded cave trolls were captured following the destruction of their lair. The cave trolls have proven to be vicious, and most likely untamable in their current state. The two current opinions on what to do with the beasts are either to simply put the beasts down immediately, or to de-claw and de-fang them, allowing for them to serve as slaves.

Quests
The Deep
- The various findings in the caves have kept many a debates interesting in the colonies taverns and beer-houses. Engineers are eager to find some excuse to move into the mining facility, believing it could be used to gather huge amounts of metal, stone, and maybe even stardust. Of course, they have no way to inspect the machinery with the constructs blocking the way. Many dwarves argue that the strange machinery should be left alone. Dwarves can mine just fine without it.
- Engineers believe that they could clear the central tunnel's cave in for 200 stone, opening the path to, possibly, the other side of the mountain range. Should that even be desirable, as many are apt to argue with.
- Many are curious as to what the giant door is blocking off. It would require tremendous strength to open it, or extreme ingenuity. Luckily, dwarves are natural problem solvers, and the might of twenty rock trolls and a mountain troll are on hand. Once again many are entirely fine with the door remaining shut.


Trvale, of the Lisaria Imperium
Spoiler :
After years of maintaining one town, Trvale finally set out to expand its physical territory. Coordinating with the tabaxi, and new town was constructed in the southern plains. The tabaxi contributed some wood to the effort, and were rewarded with naming rights. This unfortunately led to the town being named Ta'Trvak-Vax, a word that proved untranslatable. Over a hundred of the creatures joined Trvale formally, acting as scouts and hunters. The reason for the tabaxi's sudden attachment to Trvale became clear quickly when reports of the destruction of Eir at the hands of the west bank tabaxi came through.

Quil, Luke, and twenty soldiers scouted north of the tabaxi land, finding the rocky hill lands to be well suited to metal and rock production. An old ruin was found among the slopes, though little of note was found besides a pair of still intact masterwork weapons.

A shipment of metal was prepared to send to the Imperium in support of the war effort. The metal remained at the docks though, as the immigration vessel was waylaid and sunk by a Karameikos war ship, stopping any immigration in the spring season, as well as the gold trade. With no naval capabilities, Trvale was helpless to assist as they saw the Lisarian vessel sink into the deep, its crew captured by the Karameikos sailors and enslaved.

Stat Changes
-500 currency, +225 wood
+425 wood from tabaxi
-750 wood, -571 stone, -75 metal, -100 unemployed population from construction
+200 tabaxi warriors
-105 currency from military upkeep
+330 currency from taxation
+627 food from overproduction
+250 wood
+375 stone
+100 metal
+10 stardust
-1 stability from new town
+54 population from natural growth
+3xp for Edgard (tabaxi diplo)
+3xp for Quil (northern exploration)
+3xp for Luke (northern exploration)
+4xp for colony (1 town)

Events
- The loss of the immigration ship has not only been a setback to Trvale, but has been a significant expense for the Imperium. The war is not going well for Lisaria, and the Emperor is already looking for scapegoats. Advisors warn that if the war is lost, the Emperor may blame Trvale for not assisting in the war effort, and take out his frustration on the colonists. They urge for Lady Darlove to assist her brother, unless she deliberately wishes for her brother to lose power.

Quests
Stone and Grass
- The peaceful absorption of the tabaxi has gone over smoothly, but there are already reports from farmers of tabaxi across the river watching them. The farmers say the west bank tabaxi wore trophy armour and bore weapons captured from the sacked Eir colony. Advisors warn that the west bank tabaxi could cross the river at any time and attack.


Overseas Market​
Buying Price (per 1 unit)
Food 1.2 (same)
Wood 2.7 (up .475)
Stone 2 (same)
Metal 4.6 (down .45)
Slaves 20 (same)
Selling Price (per 1 unit)
Food 0.6 (same)
Wood 1.4 (up .2.9)
Stone 1 (same)
Metal 2.3 (down .225)
Slaves 10 (same)
Stardust 25


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. (1 ship for 150c)
- Prince White-Fin's Grand Fleet of Scallywags - Supply: 5 patrol ships. (1 ship for 150c)
- The Tranquility - Supply: 1 veteran warship. (1000c)

Land:
- Brutes and Bruisers Union - Supply: 1000 rabble. (50 for 5c)
- The Shields Guild - Supply: 300. (50 for 100c)
- The Burning Cats - Supply: 300 soldiers. (50 for 100c)
- Knights of the Great Mother - Supply: 4 companies.
----- The World Finders - Supply: 70 pathfinders (35 for 150c)
----- The Knights Proper - Supply: 160 knights (50 for 150c)
----- The Magery - Supply: 10 mages (15 for 150c)
----- The Outriders - Supply: 70 riders (35 for 200c)
- The Grey Legion - Supply: 200 veterans. (50 for 500)

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

Map
Spoiler :
XZ46cct.jpg

Minor NPCs and Creatures​

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

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

Druid Commune
Population: 25 stick rangers, 65 large insects, 5 trents
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: >400
Tier: Heroic
Description: inside unknown, many workers with a dedicated force of warrior ants
Location: South of Fallensport

Giant Ant Hill II
Population: >400
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: >400
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

Mole Colony
Population:~100
Tier: Heroic
Location: Eastern most island, inland sea

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

Pyramid
Population: 10
Tier:?
Location: Central island, inland sea

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

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


Notes
Rule Changes
- Added small boats - The days of freely crossing rivers and lakes are over. From now on, unless you want to risk your soldiers drowning from swimming with their heavy weapons and armour, small boats will need to be built to move across water. Small boats can be built without a shipyard, and cost 20 wood, and can carry 10 individuals.
- Added exact prices for merc companies. Extremely dangerous contracts will still cost more though, so pm me with the contract before hand if you don’t want a surprise extra fee to pop out in the updates.
- Removed blessed weapons, temples can now produce enchanted weapons. Enchanted weapons are buffed - In addition to be the strongest, forge-able melee weapon, they also provide a bonus to 'unnatural' enemies, ie. undead, demons, angels, weird spirit monsters, etc.

General Notes
- Sorry the long wait, again. As always, send me a pm if something is dicked. I was planning on adding some more stuff, but didn't the time to work anything out properly. Orders for update 13 are due Sunday, May 24th, but I'm still going to be busy, so expect another hefty wait.
 
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