Note: Orders: Orders format.
Please use e-mail only to submit your orders. Please indicate your orders with the ‘[Civ Name] Final Orders [Turn Number]’ format.
Note: Orders Due: Orders for reconnaissance scouting missions are due
Thursday May 21st, 2009. General orders are due
Sunday, May 24th, 2009.
UPDATE EIGHTEEN Years 476-490: Magia Generasco, Malachite Doorway Open, The Meteorite’s Secrets, Fionn Urien Founded, Renth Yithi Reclaimed, New Governments, The Cult of Flesh
Amurites Complete the Magia Generasco Ritual
After almost 25 years of effort amurite sages finally complete their great world-spell. Throughout erebus, ley-lines flicker and weaken, national mana weakens, is drained… and new ley-lines form. The Amurites, under the direction of the scholars of Oghma, have succeeded in seeding the earth with 3 new ley-lines and these are said to converge under Cevedes proper. The trivalent ley-lines promise great power to the Amurite nation even as their circumferences span into neighbouring countries, providing new intersections, and potential new mana nodes there as well.
new ley-lines form in amur lands
Three new ley-lines form on Erebus, all are centred in Amurite territory but some span considerable distances (you will be provided with a map of your territory’s new ley-lines if your nation is affected).
All nations of Erebus lose access to all their mana for turns 19 and 20, meaning that summoning and arcane adepts will be unable to cast spells during this time (divine casters are not affected).
Bannor Begin a Great Ritual Based on the Juna-Baleigna
The ritual is said to take almost 25 years to complete and will require a massive effort from priests and scholars from all across the Bannor nation. Few know exactly what the final outcome will be, only that the scale is truly massive and
something is starting to take place in Sabelia.
Bannor begin casting their worldspell.
Shiem Open the Malachite Doorway
After decades of quiet, persistent effort, the Sheim finally develop spellcraft able to tap into the magics imbued in the malachite doorwary. As the ritualists finish their spell and warriors and adepts prepare themselves for almost anything the green stone shimmers and seems to
melt, turning liquid and draining into
the other side. Beyond is a landscape not nearly so horrifying as was expected.
Endlessly in all directions shimmering plains of sun-bleached salt stretches into the horizon. In the center of the salt-flats, directly opposite the doorway lies a shimmering pool of brass-red coloured liquid (water?). Opposite the water several small towers crowd around a single needle-like tower of solid bronze that rises high into a red-hued sky.
a view through the malachite doorway
At first there is no sign of life, nothing moves except the shimmer of infernal heat radiating from the salts and the waters but as the cultists watch a figure approaches from the bronze tower. The figure moves with uncanny speed, going from a distant dot to a man-sized figure in a matter of three or four steps as he steps
between space. The priests of the Open Path recognize these magics immediately.
The figure itself is a bare-chested man wearing a long skirt of orange silk with skin of molten brass and eyes of smoking embers, a man with a blade made from a slice of the night sky.
He speaks, “You have opened the malachite gateway and that can only mean one thing: I have been a prison warden long enough; you will pay me my soul debt.” His voice is like the depths of a deep and forgotten cave- neither hurried or impatient, a force of unreckonable power and
age.. The men and women crowded around the gateway shake with fear but some of the cultists, though they are afraid, control their fear and stand firm.
What could this message mean? What possibilities lie beyond the malachite doorway?
No effect (yet)
Halluchuirp Cleanse their Scholars at Tomb of Sucellus
Halluchuirp scholars and Eekin sailors sickened by exposure to the meteorite come to an agreement with the elves of the White Mist and are allowed, by special permission, to visit the Tomb of the God of Life and pray there for healing.
In a week long ritual meant to slowly cleanse their bodies of sickness the scholars pray to the god of life and the wilds and eventually they do heal.
White Mist Elves gain 1 gold. Halluchuirp scholars and Eekin sailors returned to health.
Halluchuirp Scholars Invoke She Who Dwells Beneath and the Eyes of Heaven
In a month long ritual meant to invoke the will of ‘She Who Dwells Beneath’, Luchuirp priests and scholars pray to the earth goddess to protect them from the strange device. They also begin to pray to Nuentasuelta (though they were not ordered to) and between these two gods, a minor faith miracle occurs. Firstly part of the device always thought to be the heart of the object, the only part that stays consistently warm to the touch reforms and is covered in a thin layer of lead that forms, liquid-like from the earth. The remainder of the device is also affected by the miracle; burnt fragments reform and ‘heal’. Crooked or scratched components also fill in and grow straight. Minor environmental damage from exposure to the sea flakes off revealing healthy metal underneath.
… and a small flat ‘plate’ of pure silver comes alive with a ‘whirr’ sound and begins to glow with pale green runes. These runes occur in a repeating 5-tiered array and are responsive to touch.
The meteorite is now much safer to study.
Halluchuirp Scholars Invite Kappa Priests of the Undertow to Assist in Deciphering the Runes of the Strange Object From the Sky
Halluchuirp scholars set to work in determining the manner in which the meteorite functions. Now whole and undamaged it is obvious that small gears control the angle between the two large lateral mirrors and that these gears are controlled by a tube filled with strange viscous solution which in turn is controlled by a small black box. This small black box is connected by small metal strings to both the silvery plate with the runes on it and to the ‘heart of the object’ (the sickening warm center now covered in lead). The halluchuip propose that the metal strings are actually paths for the movement of some sort of invisible magic, which they call ‘the eyes of heaven’ after their god’s constellation (and which they abbreviate to e¯ to denote the word eye and the heavens above). Though unproven, the ‘eyes of heaven’ theory is rapidly changing the models proposed by the most advanced scholars amongst the Halluchuirp.
In a celebrated international effort Kappa scholars travel to the continent of Alsidar for the first time and immediately begin to make rapid progress in deciphering the code of the strange runes. They are similar, if not exactly the same, as those used to describe the fall of the ‘Great Old Ones’ from the stars; the language ‘of the Deep’. Their secrets are shared with the Halluchuirp and their own government; who knows what they have uncovered?
Secret secrets uncovered (and will be e-mailed to you by Monday evening).
Sheim Begin the ‘Portal’ Project
The sheim ‘open path’, using servants called from the very planes of hell itself have begun to funnel money and production to a great project. Little is known regarding exactly what it consists of but it has already been a huge investment in money and promises to change the way the Sheim function forever.
Sheim project begun- will complete on turn 19.
White Mist Elves Found Fionn Urien in the Herthi peninsula
Under the guidance of Veleus of house Ránëwén Anwamanë (Violet Orchard), newly appointed foreign affairs minister of the great Queen of the White, Isil Carnesir, the elven monarchy of the white mist elves continues to expand. In the year 482 the elves found the new city of Fionn Urien in the shadow of the Yellow Peaks on the peninsula known as ‘the Herthi peninsula’. The elves soon find ruins of limestone and chalk quarries. What other resources might be found in these lands?
Elves found Fionn Urien
Al's Upgrade Fer'Als to a City
The 'Als deem it time to grow their empire and the outpost of Fer'Als recieves significant infrastructure investment. Slaves are actively imported and noble families are provided
incentive to develop the area.
Al's Upgrade Fer'Als to a City
Grigori Repopulate the Ruins of Renth Yithi
Grigori leadership orders the repopulating of the ruins of Renth Yithi. The ruins themselves are horribly overgrown by vines, grasses and small trees. Snakes and lizards, birds and insects swarm over the ruins and building by building the city has to be cleared of its animal inhabitants. Wells have to be re-dug, stones refitted. It is a daunting and incredibly large task but the Grigori are up to it.
a grigori scout looks down upon the overgrown ruins of Renth Yithi from the once-famous limestone pools
Grigori (re-)found Rent Yithi
Radannor Produces a Rare Vintage Pinot Noir
Local businessmen in the Hippus outpost of Radannor have been drinking fermented grapes from the local stock for some time but with peace throughout the land and stability amongst the nation, some have turned their efforts to providing a larger-scale product and so, whole vineyards have been planted of the excellent vine and entire families have invested their fortune in fermenting the perfect grape and making a truly delicious wine.
The result is the Pinot Noir known as ‘Radannor Red’.
The New Vinyard in Radannor
Hippus outpost of Radannor receives a vineyard improvement.
Rise of the ‘Cult of the Flesh’ in Sheim lands
While the ‘Open Path’ advocates trading flesh for knowledge, a rival has arisen that advocates the flesh, feeding it, satiating it, pleasuring it. They call themselves the ‘Cult of the Flesh’ and operate semi-secretively, meeting in lodges and forest groves away from public scrutiny and engaging in hedonism and the vices of the flesh with a lust and passion to make up for the long cold Sheim winters.
The ‘Cult of the Flesh’ is detracting from the followers of the ‘Open Path’ and ‘Daughters’ by offering a release and a freedom from expectations, discipline, structure, self-sacrifice and hierarchy of the major cults present amongst the Sheim.
Potentially this cult could have a major destabilizing effect upon the Sheim religions, nation and government.
Sheim lose 2 stability.
Rise of the ‘Cult of the Flesh’ in Amurite lands
The path of the ‘Scholars of Oghma’ is obviously not for all men and women. The illiterate masses benefit little from this faith. The path of Bhall is seen as the path of a failed ambition amongst many Amurites, even amongst many of the orcs and gnolls incorporated into their population.
When the ‘Cult of Flesh’ makes it way from the Pale isle to the Amurite nation, it is like a candle’s flame striking dry tinder. Finally there is a faith that the multitudes can really embrace. The ‘Cult of the Flesh’ doesn’t demand absolute obedience, hours and hours of boring study and it isn’t associated with a failed goddess and her pathetic prophet… and parties! Lots of parties with fun drugs and hippus wine and nakedness and pretty young things to… <censored>! What could be better?
Oh, and not working and not worrying about silly stuff like taxes or the harvest…
The rise of the ‘cult of flesh’ in amurite lands is function of their distrust in their government.
Amurites lose 4 gold, 4 food and 4 research points.
Aftershocks Continue to Strike Sabelia
Killmorph continues to vent her anger with the Bannor as she rumbles deep beneath the earth shaking buildings and causing the collapse of roofs, walls and entire houses. Immediately the Bannor have set about to repair what they can but the lost production and costs of the repairs themselves will set them back somewhat.
Bannor lose 6 gold.
Eekin Ready to Engage the World
New leadership for the Eekin, international allies, diplomatic possibilities and new, civilizing influences have led to great change in not only the day to day lives of the Eekin people but their very nature. They have become men and women of the world. As part of that change many of the men and women of the nation have come together to build a testament to their role in the world and to their new relationship with the people of Erebus.
First docks are made to help manage the fishing vessels and burgeoning trade fleet. As trade and diplomacy expands, so too does the demand for greater docks and bigger break-waters. The people are only too happy to provide and soon enough the Eekin have built a brand new ‘harbour’ trade improvement.
An Eekin dhow returns to harbour
Eekin gain a harbour as well as a tradesmen workforce in their capital.
Syrii Invest in Infrastructure
With their renewed exposure to the affairs of men the Syrii realize that while they have been contemplating their history, meditating on religion and generally attempting to find ‘inner tranquillity’ the soft-skinned ones have been busy building and destroying nations, arming their soldiers, building villages and even learning spellcraft.
The Syrii realize that it will take money to make themselves competitive and set about developing the infrastructure to do so.
Two Syrii hamlets are upgraded to boroughs.
Corbus Flock to the Defence of their Nation
The Corbus can be said to be anxious of late. They are aware that they are isolated from the nations around them by politics and from the rest of the nations of Erebus by geography. Their friends are few and far away and potential enemies only too close…
It is in times like this that social anxieties might best be harnessed and the Corbus military is not one to miss an opportunity. A call for civil defence volunteers go out and the anxious population is only too eager to heed the call.
Nobles and land-owners provide funds for training and equipment and slaves and minor land-holders and craftsmen provide the conscripts.
Javelins and wickedly carved cudgels are handed out and the Corbus practice, practice, practice until a useable militia has formed. They call themselves the ‘Storm’s Fury’
Corbus gain a unit of javelin militia named ‘Storm’s Fury’ with the descriptor trait of ‘anxious’ (it is not quite at full strength and will require 7 gold to recruit to full unit size).
Eekin Adopt ‘Cult of the Bough’
A great ‘king’ has arisen amongst the Eekin to unite them like never before. Already his legend and the ‘cult of the bough’ have ignited popular thought and mystique.
Eekin adopt personality cult religious civic
Grigori Government Remapped
In the wake of treachery and disaster the Grigori have adopted a new model of government that both promises to care for its citizens to a level only comparable to that of the Syrii and based on rising the ‘saviour’ Tuan to a level of a demi-god, fit for song and theatre, and even a bit of veneration.
Grigori adopt the ‘personality cult’ religious and ‘social welfare’ economic civics
Halluchuirp Cities Provided Economic Freedom
The Halluchuirp have decided to allow stewards to run the economic affairs of their cities.
Halluchuirp adopt 'stewardship' economic civic./b]
Kuriotates Government In Transition
A new government has assumed control in Averlorn. Whereas previously a shadowy council of businessmen controlled the Kuriotates government, it is now controlled by a single leader who is sworn into power for 45 year terms. The new leader can only be opposed by the unanimous agreement of all the council.
Though there was some opposition to this move, many of its detractors have fallen to a mysterious illness called ‘murder’ which seems to strike the most vocal proponents of the old system in the depths of the night. The new illness appears to have levelled off but promises to ‘flare up’ again amongst future detractors.
No effect
Grigori Join the Three Nations
The name of the alliance is now more symobolic than actual as the Grigori add their signature to Southern Edsunland’s military (and now trade) alliance.
Grigori Join the Three Nations
Syrii Join the League
Though isolated geographically from the other alliance members, the Syrii have thrown in their lot with the Northern Edsunland nations.
Syrii Join the League
New Map
New Spells
Name: Summon the Chained Ones
Type: Summoning
Mana: Dimensional
Circle: 1
Large bipedal humanoids with little will- suitable for easy domination- they are used for labour, be it construction, lifting or mining- they are the adept's answer to Luchuirp mud golems. The 'Shackled Ones' provide 2 production capacity to the province they are summoned into. Note that the maxium production capacity of a province is still limited by the technologies known so that without open pit mining or masonry the limit is 2 PC and without shaft mining the limits is 4 PC.