Ffh Nes Ii

Definition of a Speaker:

A ruthless Tyrant
 
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Well son of a [edited]...

Words cannot express my sorrow. Sorrow at many levels - first, at the mere thought that this could end. Second, that it seems to be doing so so suddenly. Third, that my British friends could be slandered so roughly, although the limeys probably deserve it ;) . Fourth, that it could end when it's ending... Immac surely knows why, but suffice it to say I spent some three hours writing stories at work today (or rather, at my job since there's really no "work" involved), and I planned on doing the same tomorrow.

Immac, no matter how this may end, I salute you for creating an excellent NES. From my own, perhaps too-cursory lurking of other mods I still am hard-put to find one as entertaining as this one (except, perhaps, for the original... ;) ).


EDIT: and a fifth sorrow, that there are no current FFHNES's running. My failure, combined with Immac's unforeseen difficulties, combined with Kol's (surely justified) procrastination, and Jopa's busy life... 'tis a sad, sad day.
 
just for anyone who hasn't checked the social groups yet, the majority has voted and decided to bring this to an official end, and hope that whenever immac has the ability to mod again play in this world 800 years from now.

also the Confederate Coalition of Civilizations social group is now public. looking forward to seeing what really goes on inside the League and 3nats, too
 
A teaser I forgot to post earlier. Imagine I bothered to format it properly.

Well, as odd as the claim may seem, he appears to be completely fine. His heartbeat is a little hard to hear, but the rate is normal. No unusual discolorations or apparent lesions. Reactions are excellent, his senses are all working properly, and although he had a headache when we first picked him up he now says he isn’t in any pain.

My official diagnosis is that he’s completely healthy on the physical side of things. On the magical, well, he’s almost completely invisible, so draw your own conclusions.

- Dr. Yrrdrol


Magic? Of course it’s magic. I just have no idea as to what kind, exactly. The obvious answer would be something from the Shadow field, but the damn enchantment is completely resistant to the usual counters of Sun. It’s a bogglement, for sure.

Of course, there is the obvious problem that I can’t simply ASK the fool what he did to himself. He’s still not talking at all, and while I understand that he has come to some understanding with Your Firstliness that doesn’t make it any less of a right pain in the left rear quarter. He’s dropped a few hints here and there, but I’ve never been a one for head games – I’d be a damn Mind mage if I were.

He seems to be suggesting that it’s something Dimensional, but even if he’s not lying to rot I’ll be snookered if I can see how. Again, that’s not my particular expertise, but every mewling Adept can tell you rule one of Dimentional magic: You can’t do things by halves.

- Magister Grandor


We’re working on the control aspect, and I’m quite pleased with the progress. There is a limit to how translucent the subject can become; it’s hard to measure such things quantitively, but he can become clear enough to read through. Quite impressive.

We’re making headway with the rules of the ability, as well. Somehow, the subject seems to be able to extend a field that can alter nearby items, as well as himself. We’re still testing the range on that, but my own estimate is that anything within a handspan or so. Nonliving and living nonconscious beings seem susceptible. However, upon leaving the subject’s close proximity these items all return to a normal state, although there is a time delay involved.

There is one more thing. It seems to be pretty well proven that the ability to interact with the world is inversely proportional to the subject’s visibility.

- Dr. Kroh


The fool was right. My single Dimensional mage is nearly catatonic at the moment. He keeps saying “it’s not bloody possible,” but with this great dopey smile on his face like it’s the best thing since bread.

All I can say is that if the man did it to himself, he’s one part genious to two parts batty insane. What could possess a man to try and enter the Death Plane? Going out, I can understand, but going in? So far as I know, no one’s tried it since Kylorin’s day, and with good reason.

I sent a peon to the libraries, and he found exactly seven attempts on record. Three simply disappeared – along the lines of “poof!”, and they’re gone. Two more returned as humps of meat, no soul or life to them. The last two were alive, but died without leaving their comas. That last one managed to live a whopping three hundred and eighteen seconds.

So far’s I can tell, it’s some kind of effect from the Shading process that’s kept him in one piece, more or less. The problem with that guess is that four of those seven recorded attempts were by Shades… so either our boy here is lucky, or something’s changed in the past thousand years in the Deadlands. I don’t know what’s scarier.

And before you ask: yes, I do think it would be possible to recreate the process, but only because we already have the Arch. I wouldn’t want to try it through an unstable gate; even using the Arch I think it’s insanity. I can already hear that motherlover Kroh giggling at the prospect of shoving someone down the hatch to likely death…

- Magistor Grandor


I don’t know the long-term effects of it. However, I can tell you that almost all the spells that have physical effects manifest them immediately. I asked Grandor, and he said it had something to do with the difficulty of “finding a clock that can tick fast enough.” So I wouldn’t be especially worried about that end.

The mental side of it is more problematic. Permanent spells with major physical changes are inherently stressful, and it’s quite possible that his brain has been altered as well. He seems fine, but I am no expert in psychiatry and didn’t know him… before.

- Dr. Yrrdrol


We’re ready.

- Dr. Kroh


Adam’s perfectly happy, which is why I’m worried. You and I both know that Adam doesn’t do happy. No ruler ever is. Something’s changing, and I fear that it’s not going to be for the better. And that’s just within our lands; add in the business with the Syrii, the Corbus, the Bannor… I fear, Horonz.

And how is Kharghus? I dearly wish to meet him, and perhaps even more want him to speak with Adam. There are too few of us who can seem to break through and speak to the real person inside him, and just for being one of them I feel a kinship with that poor priest.

I do not wish to tear you away from Kharghus, but you know as well as I that you should not be long away. I do what I can, but like I said before Adam is changing and I do not know why. Perhaps worse is that Aod seems distant, quiet – and anything that makes him frown and our dear kind smile, puts a frost in my heart.

Quickly, Horonz. Come home quickly, before the storm breaks.

- Lady Björk
 
Hahaha oh yeah, me and the Syrii were the best of friends :lol:.

(Filthy Crossbreeds!)

Syrii was friendly with many if I understand correctly (I have not read groups):
Sidar
Grigori
Kuriotates
Hippus

I like dealing with NPC nations, they are not so backstabbing and give nice diplo(I can't write one) than human nations are (count out LDi).
 
I agree Northen, NPC's were a fun lot to chat with. A great deal of honor and trust in them too. They say they will do something, then they will go ahead and do it.

I do have to admit I might have gotten a little carried away with the amount of NPC diplo. Last turn I was even sending letters to my own people to ask them for help in religious instruction of those orphan kids. And I treated the Sisters on Sirona as an NPC the whole game, sending them messages to ask for help on different projects and stuff.

And then of course there was the Nation of the Hallowed. ;) Fine people there really, the best you could meet. Those were people that really appreciated a nice gift and would toss you some very nice compensation for it. :goodjob: I'll miss those guys.
 
I liked dealing with the Ir-o-kee, I always knew what they had planned and I didn't feel the need to go in wearing full battle gear whenever I dealt with them. Too bad they became zombie food.
 
the npc diplo was fun, immac played good roles all around, from the evil cult leader of the nobles who started eating dead bodies to the trustworthy but naive eekin. i also liked dealing with the syrii until those bullsh***ers started asking for obnoxiously one sided deals.

@master: i've always wondered if the sisters ever pestered u to buy the white knives like i asked them too.
 
No the sisters never did. They were actually a very agreeable faction once I ported them over. They hassled the Corbus about slaves on one occassion, although it didn't get any real results. Plus their abbey was sweet! Once I got that I never paid any gold repairs again.

The Sisters were highly obsessed with slaves though - they actually told me that they supported an attack on the Corbus. That was when I was thinking, "Wow, a Sirona group that supports war? They must really, really, really hate slavery."

And yeah, I do think Immac's roles were great and that was really what made me get so into the in character diplo. Even the minor characters were interested. "Stuttering Sig" from the last few turns was quite the character. If this had stayed going I was going to ask Immac to let me put that crazy guy in one of my stories.
 
Kill off Sig? No way that guy was great!

I gave him a position on the advisory council to get his theories on the Undertow (and to make Untertow followers look foolish :p)

Here's what I got: "he doesn't seem to know much about the undertow faith but has all sorts of crack-pot ideas about the great old ones actually coming from another erebus beyond the stars."

So he's not only hilarious and insane but also a clear example of why one should not take crazy water lily drugs.

Unless he's actually right in which case .........
 
So now that it is all over I figure I can post these, as they are what contain my understanding of what the Elven society is like and what my direction for them was (which was none!)'

A disclaimer, I know most of these are flawed and whatnot- this is my first NES, so bear with me.

Spoiler Turn 10 :
Exploration and Diplomacy: The White Queen christens the two new ships of her fleet, the Misty Maiden and the Queen's Voice. She sends them out due west with her best wishes and orders to contact any intelligent life form they should find. The two ships are to split once they reach the continent; one ship sails along the Northern Coast, the other along the Southern.

Construction and Infrastructure Part 1: The White Queen orders that the improvement of Trap Lines is to be continued. Upgrade 2 more trap lines into Hunting Lodges.

Construction and Infrastructure Part 2: Anticipating a boom in trade and diplomacy the White Queen, alongside the newly appointed Trade Minister Tuor Aavadren of House Ránëwén Anwamanë (Violet Orchard) and the State Minister Nessa of House Maranwë Elanessë (Morning Dawn), begin to consilidate the countryside in the immediate vicinity of the capital city. While there is some resistance from the rural-bound populace, the city-building efforts continues regardless. Spend food to increase the city population of Province 43.


Spoiler 11 :
Research: The White Queen has opened the histories of the Elves to the general populous and the move has, temporarily, quelled the discontent suffered by the traditional isolation-minded population. All across the island House Elders, common and noble alike, are teaching the young and old about their past through stories of yore. Direct Research to Oral Tradition.

Government and Civics: In a move to further appease her rural subjects the White Queen decides to shift the focus of the economy to more rural practises, allowing for foreign trade to play the role of a supplement rather than a driving force. Change Economic Civic to Agrarianism.

Military: The White Queen has heard the wise counsel of her leading military advisor, Nosdathwen of House Haesumé (House of Oak Branch), and sends out a call to the outlying villages for their best youthful hunters to assemble at the capital city of Luthien Arcamenel to recieve formal military training. Recruit One Unit of Hunters. The Unit Trait being 'Wild Elves' due to the likeliness of recruited hunters coming from elven settlements on the fringes of civilised societies and tending to more feral means of living.

Diplomacy and Trade: With contact between the Grigori and Hippus nations established the White Queen has sent personal messages to her diplomats Rodima of Common House Yrauos and Yara of Common House Tandir to remain in their respective cities and serve as the Royal Ambassadors to both nations.

Construction and Infrastructure: Ever bearing the interest of the people in mind the Queen allots for funds to be given to the hunter-clans bereft of their sons and daughters in an effort to increase their yields. One Trap Line Upgraded to Hunters Lodge.

Miscellaneous~ Culture and Society: A recent craze has swept the nobility of the Mist Elves: Deer Suede Shores. Now nearly every noble worth his salt is sporting a pair of these fancy foot-pants and it is slowly becoming popular with the lower orders. The exact origin of this fad can be traced to the sole driving force behind most of contemporary Mist Elf society: the White Queen. When Her Masked & Mysterious Grace was seen giving a pair of these shoes to the suave Cultural Minister and Lord of House Biros (House of Silver Breeze) Celeion 'Honey Tongue', the scramble began for these swanky suede shoes.

Miscellaneous~ Diplomacy and Culture: Rodima of Common House Yrauos has given birth to the first Mist Elf born off their native island in the known history of existance. The little boy, named Vergolion by the elated mother, now resides in the quarters allotted to his mother in the Grigori city of Tordai Yithi. The father remains unknown.


Spoiler Turn 12 :

Research and Technology: As the history of the Mist Elves is spread rapidly through Oral Traditions and the gap between those learned in their ancestors and those who are not closes many of the Mist Elves begin to explore the realm of apprenticeship as a means of furthering this education. The White Queen herself even funds research into this apprenticeship program.

Spend research points to finish Oral Traditions; Use the Left over points to begin researching Apprenticeship.

Exploration and Military: When the ships the Misty Maiden and the Queen's Voice return from their maiden voyage to the continent of Edsunland the Queen allows them a brief period of respite before ordering them across the Narrow Sea yet again. This time their cargo is not diplomats, but the recently trained Wild Elves of the Mists (Hunters) lead by the young Istuien of Common House Cromdel. The two ships have orders to land in the eastern most province directly across from the Mist Island and the Wild Elves have orders to scour the province thoroughly for any and every interesting aspect of the land, animals, and possibly peoples of the province.

Order the Hunters across the sea via the two ships and have them downright scour the province. I figured this would not be in recon orders as I do not want them to conduct a simple survey mission, but a complete exploration of the land and its features.


Spoiler Turn 13 :
Expansion: After Istuien of Common House Cromdel's reports make their way back to the White Queen and her ministers she deliberates for only a year before ordering a fleet proper to be built and in the mean time she sends out a call to the general populous for volunteers to colonise this new territory and claim it for the Mist Elf Nation. Many older elves, however, are hesitate in answering the call as the prospect of living off the Misty Island does not sit right with them. The younger generation, on the other hand, flock to Luthien Arcamael by the dozens and eventually depart once the fleet of penteconters is completed. The White Queen orders for a new march to be built in province 41, they are to protected by the joint cooperation of the Peasant Militia stationed on the Misty Isle and the Haesume Wild Hunters. Once the settlers safely reach the Hunters the Militia will depart for province 43 (Misty Isle) and the Hunters will take up the defence of the settlers by means of continued screening of the province, searching for and eliminating threats.

Military: "Long has the Mist Elf been shackled to our island, but I tell you no more! The shroud has been cast from our eyes and we are now Elves of the world. It is not our calling, for we have existed isolated from all things for millenniums and have lead adequate lives on our lonely island- but it is our duty to our Queen and to ourselves that we make ourselves known to all! With the discovery of the Fertile Strand (province 41) we have been sent a divine message urging us to break forth and prosper. A new era for the Mist Elf approaches: an era of glory!"
~Excerpt from the propaganda pamphlet (entitled "The Mist Elf Destiny") published by the Noble House Maranwë Elanessë (Morning Dawn), penned by the hand of Erlathiel of Common House Tandir.
1 Fleet of Penteconters are to be built in Luthien Arcamael, lead by Admiral Castien of Noble House Maranwë Elanessë (Morning Dawn), a male scion of the noble house. The fleet is named the 'Queen's Glory' by the House of Morning Dawn (the main financiers of the fleet) in homage to the White Queen. The unit trait likely would be solemn due to the fact that many of the sailors come from the lesser branches of the House of Morning Dawn and, while they have sailed on the shores of the Misty Isles before, few have been out at sea. Their first orders are to ferry the Mist Elves who are settling the Fertile Strand (Province 41) from the Misty Isle (Province 43) to the Strand (Province 41).

Diplomacy: The White Queen has not neglected her duties to the Kuriotates and has sent the 'Misty Maiden' and the 'Queen's Voice' to the Kuriotate capital with two of the leading thinkers in the Mist Elf society. I apologise for not putting it in my orders last turn, so here they are. Trade the technologies promised between the Kuriotates and the Mist Elves.


Spoiler Turn 14 :
Construction: The White Council have announced their plans for the expansion of Luthien Arcamael (Province 43). "Our ageing home will soon receive its first of man modern constructions," says Nessa, State Minister and Mistress of the Noble House of Maranwë Elanessë (Morning Dawn), "it will be named the Grey Harbour and will serve as the naval hub of our nation." The harbour enters construction a week after the official decree and is completed within a year and a half with few complications beyond the continued grumblings of the isolationist minded elves. Within a month of the harbour's completion it quickly becomes a spot for trade of goods and news between Luthien Arcamael and Idril Felagund, with new businesses sprouting around it to serve the sailors and citizens.
The Queen and her council announce a plan for continued reconstruction of the Misty City over the course of the next century. The Grey Harbour is the ordered to be built and following its completion One work force to be trained and employed at the harbour.

Research: With the apprenticeship program nearing completion by the estimates the wisemen of the Mist Elves bring the White Queen and Council orders for research to be shifted to studying the White Tailed Deer and means to domesticate the creatures. What their goals are for these wild animals is unknown, but common rumour has it that after a meeting with the first Mist Elf born off the Misty Island, Vergolion of No House, the Queen became enamoured with the idea of the 'Mountable Strong-Deer' the Hippus employ.
Queen and Council order for research to begin on Animal Handling once apprenticeship is researched.

Civics:
"A Great Awakening has occurred amongst the Elven Peoples since we have crawled from the stark wasteland that were the days of endless snow
to the tumultuous days of the Wars of the First Houses and the eventual birth and ascension of the Eternal House of Stars. Today we the Elven people, possibly the last of our Enlightened Race, stand at the apex of cultural, political, societal, technological and ecological changes but we must never forget the past. If any lesson can be gleamed from the stories those before us left to us it is the fact that knowledge may always be found in the words of our elders."
-Excerpt from "The Dilemma of the Elven Education" Penned by Rosararaiel of Common House Elerloth, published by the Noble House of Maranwë Elanessë (Morning Dawn) as a part of the collection "Into the Mists: Accounts, Recollections, and Words From Those Oft Overlooked"
The White Mist Elves adopt apprenticeship for the labour civic.


Spoiler Turn 15 :
Research: The progress of the Deer Handlers seem to have gone more or less fine thus far. While there are no stellar breakthroughs, there are no crippling setbacks either. All in all the Queen and Council is pleased with the current level of progress.
Continue spending points in researching Animal Handling of the White Tailed Deer.

Domestics: A collective grumbling can be heard all throughout Luthien Arcamael and the nearby villages. For once in centuries the Elven populous begin to doubt their leadership, although not openly. In wine-sinks, shops, and private homes people meet to discuss the rumours of the Queen and Council's drastic decision: the incorporation of crime into the government. While little of what the common people speak of is sure- and there are just as many who believe the rumours false as there are those who think they are true- a few coherent motifs appear in each strain of rumour. A Guild of Thieves has been established, who runs it is unsure but some say it is the Queen's very own son, others believe it a scion from the Noble House Ránëwén Anwamanë (Violet Orchard), and a few say that the Queen and Council has drawn a lowborn Elf from the very thieves themselves and placed them into a position of power. Whether or not these rumours are true matters little, but for a short while there is a small lapse in crime, now the only question that stands is will it last?
The Queen and Council, in an effort to stave off wanton criminal activity, spend 1 gold in the first step in attempting to create a Guild of Thieves, a new branch of the government which regulates the activities of thieves, gangsters, and pirates. The Guild is headed by three individuals, Iondur of House Lessien Luacuteinwë (Eternal House of Stars) secondborn son of the White Queen, Raeialae of House Ránëwén Anwamanë (Violet Orchard), and Marecassiel of Common House Luthien Arcamael, who are to keep the various gangs organised and establish territories and 'laws' the thieves must follow or risk losing their lives and positions to other, more complacent, elves.

As an OOC note I am not expecting this to have a staggeringly good effect for now (even a possibly horrible one at first), but plan on spending small amounts of gold for as long as it takes to stabilise this Guild of Thieves- I like the concept and feel that it fits in with the whole Mist Elf society.

Domestics: The city of Luthien Arcamael's growth continues on steadily. More and more elven children are being born as parents feel that the present state of the nation is secure and prosperous enough to allow for a safe upbringing and a few even see it as a means to increasing their wealth. Marriages abound and even a few members of the Common Houses rise above the status and claim new names as minor houses. The Greater Noble Houses themselves expand as ever, although the ever present tension exists between them and with the advent of criminal activity some sons and daughters of various houses go missing only to turn up murdered. Some of the Greater Houses take this time to marry their lesser scions to the newly formed minor houses in an effort to create political alliances and the minor houses only seem more than willing to comply.
Spend 81 food to increase the population of Luthien Arcamael.

Domestics: While some elves grumble about what they see as a breach of traditional elven society, many who once did now praise the Queen and her council for their generosity and wisdom. On the 5th day of the 3rd month in the year 432 the Queen's Guard and the Queen herself walked down to the markets of Luthien Arcamael and distributed a great amount of food to the needy people. Every subsequent year the Queen repeats the performance, occasionally one of her children joining her or even members of the other Noble Houses. This holiday becomes known as Grace Day.
The Queen distributes 20 food to the people of Luthien Arcamael and subsequently a Elven people have a new holiday to celebrate.

Military: The Haesumé Wild Elf Hunters are given express orders to patrol the area around Idril Felagund and the Tomb of Secullus thoroughly, specifically looking for any traveller who appears neither a pilgrim or member of the Amurite magical dispatch to the Tomb. Furthermore they are to observe any foreign military forces marching through the province and make sure that the soldiers do not harm the land in any way, shape, or form- dealing with those who do with verbal warnings first and arrows should this fail.
Order Hunters in province 41 to do as prescribed above.

Military: Grant limited open boarders to the forces who need to march through Mist Elf lands in order to reach the undead threat.
 
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