Ffh Nes Ii

I was going to send an Additem saying divert 2 diplomatic expenses, militia unit and final gold to the expiditon. But mom stopped me. Sorry.

Darn mom.

Great update.
 
I love the events, they really add something fun to the game.
Damn! I got beaten to the magic tech and actually lost something cause of it!
Good update none the less though.
 
@Kenkrajen:
I didn't invent ley-lines- i think the gallic druids did.
Umm... maybe i took that too literally. I dont know of any previous mention of ley lines in FFH lore- its something i was having fun doing when i was making the map. I like drawing gigantic circles in different colours i guess.
@Charles Li
Sorry about that then. You'll have to get involved this turn if you want to make up for it.
@All:
so it looks like we are keeping the events. i've decided that i will roll one dice and add 1 and thats the number of events we will have in a turn (modifed lower if i am low on time).
EDIT:
map up

Immac.
 
To Adventurers
From the Grigori High Council

Little OOC:P:
There seems to be a sliding time wall. Suddenly it jumped from 151 to 175 after a bed's sleep.

We will dedicate all military resources, including possible upgrading of our militiamen or another Fists of Balance(as you like), and also supplies.
 
The Awakening – Part I

Talia opened her eyes. A cold wind had stirred her from her mediation, and as she regained awareness of the jungle around her, she saw a large, withered leaf drop to the soggy ground. Her vision would come true – they always did. She shuddered at the ghost image of that frozen wasteland, with ice so hard it turned even the Mother tree to dust. The Kappa could not survive without water, had not even know the bitter taste of ice until a few weeks ago. Refugees were coming from the jungles to the north, bringing tales of the god of ice entering the land. Every day it grew colder, and the council did nothing. They could not think beyond the traditions they upheld, and counseled patience even as the jungle died around them. But there was hope. Talia had seen it in her dream – a way to survive the freezing waters and ensure the Kappa lived on. But even the solution came at a terrible price.

The divine orchid of the Kappa grew in only one place, under the waters of the Mother tree, and its essence purified the water and made it suitable for the rituals. When the Aifon left the world, it is said that Danalin’s tears fell into Erebus. The tears fell with such force that they caved in the skulls of those they hit. These people did not die, but from then on they did not truly live unless they filled their heads with water. As Danalin turned from creation to sleep and dream, a tiny seed fell from his heart and landed in a great tree. Thereafter, the fate of the Kappa was tied to the fate of a divine flower, Danalin’s Hope.

Talia summoned the terrible vision once again. The ice was encroaching, and all would be lost in only a few hours. She stood among the bodies of the Mingled Council, her arms dripping with blood. They did not understand that the salvation of the people required the seeds of the sacred orchid, and there was not time for careful meditation and measured debate. She reached out with her dagger and cut a flower from its place in the ceiling. Twelve orchids, each with twelve seeds. A nation of thousands condemned to death, while a handful live on to dream with their god. She sliced open the flowers and removed the seeds. Placing one in her head-bowl, she turned to find the others she would save. As she walked from the council chamber, the waters of the Mother tree were turning red.

As she reached for her dagger, Talia contemplated her fate. The ones with divine seeds would go underwater, and they would freeze with the rest of the world. The seeds would keep their head-bowls liquid, and their bodies whole. They would dream, alone in the ice, forgotten by the world until a new age came and unlocked the land from an eternal winter. And if that age came, then once again the Kappa would tend to Danalin’s hope until He awoke and engaged with the world once more.
 
The Birth of Sabelism

The Courtyard was dark, lit only by the few thin beams of moonlight that broke through the swirling grey clouds above. A cold wind briefly ruffled through the leaves that littered the stone floor, but quickly died down. Silence. Agathe Winhelm, dressed in a long woollen robe, paced quietly across the courtyard towards the benches, which, not two hours ago, were filled with the peasants and commoners of Sabel and it's surrounding land. Now they were empty, save for one man. The man saw her, and waved her over hurriedly. Despite her now quite considerable age, she felt herself fluster as she often did in his presence. It was Armein Vilendrum, the unofficial leader of the faith of Junilism. He was tall, with an angular face and strong physique which reminded Agathe a lot of her late husband when he had been in his heyday.

''Hail, Agathe Winhelm!'' His voice carried remarkably across the empty courtyard, although it was little louder then a whisper.
''Hail Good Sir.'' She called back to him, as she walked carefully along the rows of benches to take a seat at his side.

There was a brief, awkward silence between them, which Armein finally broke. ''The forum was a great success, no?''
''Yes, I think so.'' She replied, unsure.
''Bah! Of course it was! Those crazy demon-lovers were a mess!''
''My Lord, we must not allow ourselves to become vain and overly-confident.'' Agathe replied, hoping to calm her eager friend. ''Now, we must discuss the next stage in our plan.''
He sobered immediately, ''I have spoken to some of the more influential priests, and they seem happy with the idea.''
''Of course, It will unite our peoples, and will only extend their power further...''

Agathe had spoken in the forum as a representative of Ancestor Worship and it's followers, the personality cults of the High Ones, as well as those of local heroes and patron Saints. Most people in the Empire at least acknowledged the place of these Saints in day to day life, if not exactly worshipped them, but many groups of people would pray at the alters of great men and women long gone, asking for their blessing, or for an illness to be healed, or for their village to receive the gift of rain. Being able to trace your ancestry back to these idols was perhaps the greatest privilege in Bannor Society.

However, there was a growing rivalry between these people and the followers of Junilism. Junilism was more common in the cities, while Ancestor Worship was most strong in the rural areas. Junilism preached the worship of the God of Law and Order, and was centred around various temples known as the Halls of Justice, which also served as the Legal system in many areas, with priests judging men guilty or innocent. The Greatest of all these temples was the Hall of Sabathiel, where the Angel Sabathiel was believed to reside, and the Code of Laws known as the Sen'grelin were written. Although the Junilists were, by their very nature, orderly and law-abiding, they were known to look upon what they deemed the ''Lesser Faiths'' with disdain which had begun to cause disturbances in some areas, including the destruction of a monument to Saint Sabel, after which the capital city was named after.

The ''Plan'', Agathe and Armein now discussed involved a kind of merging of beliefs and practises, a technique of which there were many records of in the Junil-Baleigna, the Holy Scripture of Junilism and many of the major Saint Cults. It seemed that as the first Empire of Bannor expanded, they absorbed the faith of the lands they captured into their Religion, which was known now only as ''The Order'', perhaps in order to placate the people they had conquered. It had worked well then, and, they hoped, would work well in the Second Empire too.

The pair discussed long into the night.
 
Spoiler :
An Overview of the Luchuirp People
Written by Hajel Krindley, Hallowed refugee


My name is Hajel Krindely, and I write this account for the benefit of my fellow “Hallowed.” I have managed to master the Luchuirp tongue quicker than most and have used this skill to learn much about the society we are now a part of. Although I wish primarily to share this skill with my people, I realize that for some it will take much longer to learn the language of our new nation. This account will provide a description of the intricacies of Luchuirp society for those “Hallowed” who have yet to learn the foreign tongue, but must learn to understand the foreign customs.

The Luchuirp race is led by a single leader known as the Grand Master Crafter, who exerts complete control over their society. I have learned that this tradition dates back to Year 125 of the Age of Rebirth, when a dwarf named Giron rediscovered the technique of crafting mud golems. The golems became the Luchuirp’s laborers and guardians; it was these golems that allowed the Luchuirp to defend themselves against the periodic Als raids. The production of golems became so essential to Luchuirp society that the leaderless people called out for Giron to lead them and ensure that his secret was never lost. However, Giron was reluctant to lead the people, and only conceded to their demands when they agreed that the next person he trained in the art of golem-crafting would become their next leader.

Giron had lost the only text that described the process for producing these golems, so he decided to pass on this craft by taking on a multitude of apprentices in order to train a new grand master crafter. The same process has been used to this day. The Grand Master Crafter instructs the apprentice crafters and judges their work, always keeping a public record of each apprentice’s standing. Therefore, when the Grand Master Crafter dies, the highest ranked apprentice immediately takes over his position, allowing for a seamless transition of leadership.

The Grand Master Crafter usually limits his attention to the task of training apprentices and overseeing the large issues of state policy, so Luchuip society lacks a strong central focus. However, the people are surprisingly productive because they have a strong belief in the value of honest work. This dedication is common among all classes of society from the farmers and hunters to the Grand Master Crafter himself. It is said that one’s workload increases as one attains a higher rank in Luceido; after all, the Grand Master Crafter works tirelessly from dawn to dusk teaching apprentice crafters, building golems, and managing the state.

Although the belief in honest work is universally accepted among the citizens of Luciedo, there is no universally accepted religion. As long as they fulfill their obligations, people are free to worship however they choose. Nevertheless, worship of Kilmorph is the most prevalent and nearly half of the Luchuirp practice an unorganized worship of the earth goddess.

Finally, I will speak of the city of Luciedo itself. The great stone walls of the city are a testament to the Luchuirp people’s tenacity; when threatened by Als raiders the Luchuirp built immense walls to protect themselves. The only way in or out of the circle-shaped wall is to use one of the three gates which are placed in a triangular fashion: one to the south, one to the northeast, and one to the northwest. This configuration was chosen by Luchuirp craftsmen because they believed it would give their people the greatest ability to overcome an attack since it would require an immense enemy force to block off all three gates at once. Furthermore, since the wall creates a giant circle, an enemy guarding one gate will not be able to observe troop movements through any of the other gates.

As a closing note I would like to address the position of the “Hallowed” in the Luchuirp nation. The current Grand Master Crafter, King Kejol, has promised to help our people resettle our ancestral homelands of “The Hallows” that lie south of this village. He has also promised us all status as full citizens in the Luchuirp nation and has guaranteed that we will have prosperous relations with all nations, even those who have persecuted us in the past. Perhaps with the help of the Luchuirp, our people will finally be able to return to the peaceful ways of our forefathers.

Hajel Krindley, Scribe of the Hallowed
 
I wrote a story at work today, but I don't want to post it until I know it wont negatively affect my stability. (it's a story of political upheaval, but I don't want to loose out in the game because i'm having an interesting time)
 
Immaculate didn't lose stability for his stories in FFHNES, although I think he did from an event which seemed to foollow on from his stories.

Does anyone else think that stability doesn't seem to be very effective(in either NES)? I mean you get little events adding a stability point here or taking one away there but at the end of a day, will that +/- 1 actually have any kind of effect? Is 1 +/- really enough for random events? I'm not critisizing, I understand tat random events need to be limitted in their effect, but I think it would be better to increase the bonuses/penalties slightly.

For example, when the Amurite people were scared of cannibals, there would have been absolute chaos. Particularly in the countryside where there's no where to hode and no one to protect you. If it had been me I'd have given them a temporary -5 or possibly even more, which would then slowly increase over time, or increase rapidly into a small bonus if they managed to defeat them.

Now maybe, at this crucial time, the Hippus decided to invade, pillaging and burning... there's another 5 stability out the window. The Amurites are now in trouble.

I think the stability of nations will be slightly more fragile in EkoNES, although I will limit the effect random events can have as much as possible. Player, NPC, and Competitor actions will have the greatest effect, both bonuses and penalties.
 
The Succession

Chapter 1: Setting the Stage.

Dain Kylorskin knew something had to be done. Though in ages past, the Noble’s council had served the Magus well, giving good advice, they were now overstepping their bounds and duties. They seeked to imposed their own will on him, the magus himself, appointed by blood and the gods themselves. They would have to go… and they would have to quickly and quietly, and secretly. He needed a proper excuse for disposing of the council. They were far too powerful to just be disbanded at word of the magus.

Not two months past, a woman had been arrested in Nimirail, accused of dabbling in the dark arts and of worshipping the abomination that was Hellboy. The Shield of Kylorin had promptly arrested her and she had since been rotting in the prisons of Cevedes. All who had interrogated her concurred that she was beyond any shadow of a doubt nothing but a poor little old woman, a bit too fond of her cats for her neighbors to abide. Yet a major controversy had arisen over her captivity. The Council clamored for her blood, as a way to keep the masses under control. Dain had given in to the council before, but enough was enough. He would not let anyone suffer for the council’s Machiavellic plans.

Dain sat in his throne, contemplating needed to be done. It would need to be quick, but If he removed the head of the council, and moved the “witch” somewhere safe, he could convince the masses of the necessity of disbanding the rest of the council. Decapitated, the council wouldn’t have the power to stop him.

Finally, it was the tapestry given in to the magus be the Bannor ambassador’s years ago the decided him: the sacrifice of the saints at the gate, giving themselves so their people could survive. In no way would the gods, or at least the gods worth pleasing, by happy with this travesty of justice. No. to please the gods, he would have to remove the council.



It was a dark and cold night; the night Dain put his plans into action. The Cevedes prison, built into the back of the Amurite Palace, was in every sense of the word a fortress. The only opening was the front gate, which at all times was guarded by, at the very least, two armored guards.

That night, even the moon was shielded by dark and heavy clouds. The only light near the prison were two torches, flickering on each side of the porticuli. The night was still, save for loud singing from one of the alleyways facing the prison. Out of this stumbled a loud drunk, singing to himself. He paused when he saw the guards, and smiled. Stumbling towards the guards, he offered each a drink. Both were too cold and tired to do anything but accept gratefully. As one, the two guards fell heavily to the ground. The drunk, after making sure both were unconscious, whistled softly into the darkness, on a tone more thought than heard. The darkness rippled, and shaped itself into a company of men, all wearing drab clothes, though each with a purple tattoo on their face: the mark of the shield. They milled around the locked gate for a few minutes, as one hunched over the lock. With a small spark, the gate fell open. The entire company of men, save for two who faded into the darkness again to guard the gate, sprinted into the prison. Minutes later, they reappeared, holding a little old lady who seemed lost and bewildered. As quickly as they had appeared, the men faded back into the city.

As they escaped, Bells rang about them, waking the city and calling the guard: The Palace guard had sent out an all call to the city watch. Minutes before, the magus had screamed for the guards, apparently in shear terror. They ran in to find him in bed, stuttering and pointing to the window, which was wide open, with the curtain fluttering, as if someone had just exited. It was only after much consolation that Dain was able to speak. He claimed he had been awoken by a blade to the throat, and, indeed, Dain did have a line of blood on his throat. Through the power over the mind he had inherited from the Kylorskin line, he had convinced the assassin to move back. Capitalizing on the moment, he had called for the guards, and, as the assassin leapt for the window, Dain had grabbed his sleeve, tearing a piece.

On this piece of cloth was unmistakably part of the coat of arms of the House of Badger, one of the highest Amure noble houses.
 
He told us that stats wouldn't come until the week after the update. So its been like, a day.
 
To Brothers Dani and Karlz Horonz,
Leaders of the enlightened Sidar,


I sincerely hope that your inability to respond to my earlier message does not mean that you have abandoned any hope of diplomacy with the Luchuirp people. I fear that you may still hold a grudge against us for the armed conflict concerning the Hallowed refugees. While I have not abandoned my earlier stand, I continue to hold no grudge against your nation for the events that transpired. In fact, I earnestly hope for an opportunity for reconciliation between our two great nations.

To begin this process, I offer to assist the Sidar with the famine afflicting your land. Word has reached Luciedo of the disease that destroys your primary crops and I feel that since the Luchuirp have been lucky enough to avoid the effects of this plague, we are obligated to offer assistance to our less fortunate neighbors.

If you accept my offer, I will travel to your capitol city, bringing with me a diplomatic envoy and a large supply of meat that you can dispense to your people as you see fit. In return, I ask only to be given the opportunity to speak with your leaders about reaching an understanding concerning our previous conflict and making agreements that will allow both of our nations to avoid such conflicts in the future. I trust that you will make the decision that will benefit both our nations.

King Kejol, 7th Grand Crafter of the Luchuirp People



To General Kallo,
Most wise leader of the Grand Armies of the Als,


I wish to express my gratitude over your recent release of the 50 Hallowed slaves. Your symbolic action has clearly shown that while our people may have fallen into conflict in the past, we now stand ready to cooperate for the benefit of all in the years ahead.

As a token of my gratitude, I wish to assist your government with handling the famine that has devastated your lands. With your permission, I will to travel to your capitol city with a diplomatic envoy, and establish an embassy with you people similar to the one you established in Luciedo. With my company, I will bring a caravan of Luciedo’s excess meat to ease the suffering of your people. I hope that this action will strengthen the friendship among our people, allowing us to move beyond any past violence and work towards a productive future for the Als and Luchuirp.

Your friend,
King Kejol, 7th Grand Crafter of the Luchuirp People

Spoiler :
I debated whether Kejol would still be alive but I figured that even in these socities a ruler could live to be fairly old, at least long enough to rule more than 25 years. Plus, I haven't thought much about the Luchuirp's next leader yet. I'll have to for the next update though, no way I can stretch this guy out to rule for over 50 years! :lol:
 
HI all,
I'm back. Germany is really really nice.

You'll probably get your stats tomorrow or thursday. I haven't read any e-mails or PMs but will do so today or tomorrow.

Immac.
 
Well, looks like there was some nice story-writing going on.
I think i've responded to all your e-mails and PMs but if i missed one, please resend it.
Thomas- i think your stats are updated on the first page.
everyone should have gotten their stats sent out to them.

If i missed anything, please e-mail me, PM me or post here.

EDIT: regarding stability
here is how i will implement them.
Lower stability will cause some discontent (90-100). There is a chance of minor negative events but not too great. Reduced stability (80-90) will cause some minor negative events (which may lead to major ones). Less then 80 and we are talking possibility of civil war or government coups of one sort or another (and usually a huge waste of money)

Also,
Normally when i roll and determine you get an event, i roll a die and if its a 1 its very bad (ie- lose 18 food to crop failure) and if its a 6 its very good (ie get a free elder council) and a 3 is mildy bad but no real effect (but sets up a story for later- ie- a witch is found), etc, etc.
So what stability will do is increase or decrease your die roll, so bad things happen to civs with bad stability and good things happen to civs with good stability.
If your stability is:
125+: you get plus 3 to your roll (bad things just won't happen to you from random events)
115-125: you get plus 2 to your roll (very unlikely to have bad things happen)
105-115: you get plus 1 to your roll (more likely to have good things happen)
95-105: no effect on roll
85-95: -1 to roll
75-85: -2 to roll
<75: -3 to roll and you will probably have collapsed or will do so soon.
 
Lets move it back a day.
Recon orders due today.
General orders due friday.
 
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