Ffh Nes Ii

Sorry for the Double post.

I just want to say that Anyone can write anything using/influencing the Amurite Wars of Succession. My story arc will certainly be influenced by both the updates and other player stories. I think it'd add a feel of unitedness and of one world to our stories.
 
I'll take you up on your offer Thomas.

The sudden appearance of so many men, armed men on horses had scared the imps away initially, but they could not stay long away from their work. Already some of the 'Shield of Kylorin' had noticed thier runes, their intricate stone carvings at the site of intersecting mana lines. They would be bound to ask who or what was repsonsible for tainting the mana, who was responsible corrupting the ley-lines into entropy magic.

No, that would not do. The imps met quietly in the shadows. It was time to use their new entrophy magic and run the invaders off.

One, their leader, began a spell and with foul-smelling burst of yellowish smoke and a hallow-sounding clap, the air was filled with dozens of shrieking and gibbering 'stirges', small, four-winged demons with long-needle like mouths and a penchant for human organs.
 
To: The Amurite Empire
From: The Second Glorious Empire of Bannor


We are sincerely concerned with the civil disorder occuring in your lands. We hope that matters can be resolved as soon as possible. We may be able to send troops into your lands to help restore control if help is required, although the pressence of strong barbarian gatherings in the regions that seperate Bannor from Amurite may make this impossible.

OOC: Any chance of you posting a few OOC bullet points about what's going on, who have power, and where this will probably be going. PM it to me if this is clasified information.
 
thanks for the warning, Immaculate.

though, according to you, my people have no idea about this, right?

edit: and of course, they start corrupting the node I want first :p
 
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, March 6th. General orders are due Sunday, March 9th.

Note: Recon Orders Your recon orders should only be used to outline reconnaissance missions. If you want to attack with your recon units or otherwise use them for non-recon type missions, please just include it in your regular orders.
Also- now that you have had a chance to use them a few times, do you think the recon unit buff is too strong? Is having free recon too powerful a tool? If not, is it balanced? Some of you have been able to make very excellent use of your scouts and I want to know what you think of the reconnaissance missions.

Note: Rule Change: the workforce and the improvement Previously I had decreed that an improvement left without a workforce for a prolonged period of time (2-3 turns) would begin to degrade and need maintenance. This is no longer the case. You can leave an improvement without anyone working it for as long as you want and it won’t degrade (you just won’t get any benefit from it).

UPDATE Eight: Years 276-300: Kappa Mawah Struck by Tali, Grigori Uncover Ancient Ruins of Patria, Hallowed Hunted, Orcs​

Kappa hit by Hurricane

In the 298th year of rebirth Tali strikes the Kappa with her full fury and vengeance. Great winds and waves come screaming in from the Sodden Sky Seas and strike directly at Kappa Mawah. Upon reaching the great Edsun Hand mountains the winds scream through high mountain passes and bring unexpectedly warm wet weather to the Ir-O-Kee but by then the winds have dissipated and the damage to their camps is very minimal.

The damage to the Kappa capital however, is immense. Winds knock over long-lived jungle and rainforest trees. Mud homes are crushed by flying vegetation and felled trees. Others are swept away by the winds themselves. Waves travel up river tributaries bringing swelling and washing away homes and fish traps. Deaths number in the 1000s.

Some Kappa, being a religious people, wonder what they have done to invoke Tali’s anger and many wonder at what sort of sacrifice might be appropriate to appease her anger. Kappa begin catching wild birds and treating them like honoured guests, serving them honey and the best fish before uttering prayers over them and releasing them.

Kappa Mawah loses 1 Kappa fishing trap. Two hamlets are degraded to cottages. Population is reduced by 1. Kappa national stability is reduced by 1.

The Ruins of Earlier Civilizations Hide Many Surprises (part 3: the exploration)

“We’re old and grey but finally we get to live out our life’s dream- lets get see what’s beyond the door”​
Grigori Explorer Dayan Whitecane seconds prior to springing a poison needle trap

In the 276th year of rebirth the Grigori governors orders their elite unit of commandoes, the ‘Fists of Balance’ to escort a pair of explorers and acheologists into the ancient ruins, thought to be those of Patria. They also ensure the trip is properly supplied with dry rations, torches, rope, etc.

In the beginning there is little evidence of any inhabitants to the ruins beyond the occasional small clawed footprint but as the exploration follows subterranean tunnels and ancient forgotten thoroughfares and courtyards all buried under tons of rock and earth, it quickly becomes apparent that the ruins are indeed inhabited and that the inhabitants have little love for surface-dwellers. Traps are sprung; poison needles, deadfall traps, closing doors, rooms with roofs that suddenly collapse- all claim a few casualties, including one of the explorers but the ‘fists of balance’ are aptly suited to avoid traps. Their martial arts training and quick reflexes help prevent too many fatalities while their finely tuned senses help detect many traps before they are sprung. As the expedition heads deeper and deeper into the old ruins there is evidence of ancient temples, many dedicated to Ceridwen and Oghma and fine treasures begin to turn up- silver chalices, gold-embroidered tapestries, ancient armour and weapons. Many are made of iron and badly rusted but 6 suits of chainmail are made of a very light whitish-silver material, harder than bronze and lighter than wood and remain whole and unrusted. This is when the lizard-like humanoids that speak in high-pitched dog-like barks begin their attack. They use blow-darts to fire poison needles and their initial volleys prove quite fatal to a significant number of the ‘fists of balance’ but the little creatures then make the mistake of engaging the grigori martial artists directly and this proves disastrous for them. They are ultimately routed and sent scurrying back into the darkness. After that they make occasional hit and run tactics, again with the poison darts but they no longer attempt to engage the ‘fists of balance’.

Spoiler :
A780_1.jpg

Ultimately the ‘fists’ adapt to their skirmishing attacks, using thick tapestries as shields to absorb the blowgun darts and counter-attacking whenever able. The final showdown involves a lizard-humanoid leader, taller than the rest and armed with a spear- too long for the creature- that trails a magical glowing cloud of silvery sparks and his handax-wielding bodyguards. The conflict ends with the death of the creature’s leader and heavy casualties to the ‘fists’ but the fists ultimately overcome. The cost is very great and most other units would have fled when attrition reached that high; in the end there is less then 10% of their number remaining.

When the expedition returns to the surface they have learnt much about ancient Patria and found many treasures.

The remaining explorer already speaks of searching for further ruins, convinced that Patrian cities once dotted the plains where the Grigori now make their home.

Grigori ‘fists of balance’ are wounded and require 22 gold to retrain to full strength. They may not move until at least 10 gold is spent on recovering their numbers.
Grigori find 12 gold worth of treasure.
Grigori gain 20rp to be spent wherever they like.
Grigori gain ‘magical sparkly spear’ whose function remains unknown.


Hallowed Hunted

Perhaps they had been naïve to think that the Sidar would not hunt for them if they took up residence in the southern edges of the ‘Hallows’ forest. Perhaps they thought that the Sidar would be busy with their northern brethren that fled to the Luchuirp. Perhaps they thought that the thick forests and its many critters would prevent the Sidar scouts from finding them.

Many of the ‘Hallowed’ did not flee to the Luchuirp, preferring instead to try and make a life for themselves along the coastline of the ‘Hallows’ forest and this is where the Sidar scouts found their villages. Not long afterwards the Sidar military commanders gave the order: “Locate and engage the trespassers; teach them what we think of their violation of our territory.”

Using scouts to guide the way and to help avoid any traps, the Sidar military was able to locate the southern villages without too much difficulty. The militias were not all at full strength however. One had lost nearly half their number during the Luchuirp charge on their lines and no new recruiting had occurred to refill their numbers. A second unit was also slightly undermanned, the result of Hallowed forest traps and skirmishing with fleeing Hallowed. These two units brought up the rear while the untested and fully manned first unit led the way, guided by the scouts. Commander Greyhand was in command of the untested unit and upon seeing the first village he ordered an all-out charge. The effect was not nearly as decisive as he might have hoped. Two militia units ran into the village fighting the villagers wherever they could find them while the under-strength militia unit and the scouts stayed in reserve. Bogged down in the village streets and in hand to hand and house to house fighting with enraged villagers desperate to save their families from these legendary butchers, commander Greyhand and his company did not notice the approach of the Hallowed peasant militia. A charge at the unorganized flank of Greyhand’s unit led to the commander’s death and the complete rout of the two militia units. Only the rallying call and quick thinking of the scout unit’s division commander was able to prevent an all out disaster.

The militia units, now undermanned, retreated back into the forests under the command of scout-commander ‘Sivius Whisperer’. Commander Whisperer was not the most senior man but he had a plan and the others listened.

The next day, as dawn broke, two units of militia again approached the village, but this time more cautiously, awaiting the arrival of the enemy militia. As the enemy militia took up position opposite these two units, Whisperer sent his scouts into the sea. They had been ordered to prepare packages of reeds and weeds to float before them as they swam and walked down the coastline, only their noses and weapons held above the water. The third militia unit, the most gravely injured unit which had fought the Luchuirp earlier, was again kept in reserve.

The battle began with a slow charge by the Sidar’s primary units of militia. The enemy, however, was defending its family and its formation was protected by the edges of the village.

Now came the dangerous part. Commander Whisperer had organized the two militia units with strong flanks but a weak centre. His plan was for a partial rout. If this occurred the enemy militia would push through the Sidar centre and be caught between the two flanks where it could be charged by both the scouts in the rear and the reserve militia. If it went badly, the small rout in the centre could signal all along the line and the entire line could run. It was the moment of truth. The centre began to buckle, as planned, and finally fled before the massed might of the Hallowed militia. Unfortunately the Sidar left flank also began to ripple and panic and finally it too routed. The reserve militia charged, as it had been ordered to do, reinforcing the center even as the Sidar right encircled the enemy’s left flank. Commander Whispered had his scouts rush from the water and instead of attacking the rear, engaged the enemy’s open right flank (closest to the sea and where the Sidar militia had run). The scouts attack rallied the running Sidar, who turned to re-engage the Hallowed militia and the enemy was completely surrounded and surprised by the sudden appearance of the wet scouts and the reserve militia. The ruse had worked and the entire enemy formation was slain to a man.

Soon afterwards the town’s inhabitants were killed as well.

Commander Whisperer led a second attack on another village and this one also presented a peasant militia for defence but Whisperer was able to divide the enemy by driving a wedge into its formation and defeat that one also. This village surrendered.

Despite their success, attrition was beginning to take its toll and Commander Whispered ordered a general retreat, prisoners in tow, so as to recuperate and reinforce his wounded units.

Sidar militia unit requires 10 gold to recuperate to full strength. A second Sidar milita units requires 15 gold to recuperate to full strength (this includes losses inflicted in earlier battles with Hallowed and with traps). A third Sidar militia requires 20 gold to recuperate to full strength (this includes losses inflicted by the Luchuirp charge).
Sidar pillage 10 gold from Hallowed villages.
Sidar gain 10rp to use towards military technology.
Sidar take 400 Hallowed prisoners.


For the Horde!

Though not many Amurite or Bannor citizens left their homeland to follow the charismatic speaker ‘Jelhid the Inspired’ into the wildlands, some did. As the years passed however, many returned to their homelands, quietly slinking their way back into their old lives, trying best as they could to avoid upsetting the constabulary and drawing attention to themselves.

Not too many asked why they had a change of heart but ultimately, their story was told. With the passing of time, some began to talk of what they had seen when they had followed the priest of Bhall. They spoke of a great gathering of goblins from the Sabel hills in Bannor lands, the few surviving gnolls from the shores of Night Loon lake near the ruins of the ancient gnoll village and orcs from the Crying hills near the Hippus. Others, apparently of even stranger races, are still trickling in as they answer the call to organize and congregate.

These diverse people had rallied around a powerful orcish warlord named ‘General Grak’ on the shores of the Cleft lake. General Grak was said to be undefeated in both personal and battlefield combat and his skill and courage at the head of his elite unit of charioteers are renown throughout the humanoid races. The priest ‘Jelhid the Inspired’ had publicly backed the warlord and provided religious support to his dreams of unification and conquest while at the same time filling General Grak and his followers with ideas of rage, violence and revenge. Around the beastmen’s camp, talk is of revenge upon the Bannor for their butchering of the goblin tribes, of revenge upon the Hippus for their attacks on the gnolls and revenge upon the Amurites, and to a lesser extent the Bannor, for their persecution of the worship of Bhall.

What will this talk amount to?

The Hippus Challenge

Hippus scouts perform a reconnaissance mission into the Crying hills to determine what force the orcs sighted there (last turn) consist of and what their aims are. They are the first to witness the gathering of bestial clans around General Grak.

Immediately the Hippus lords send word that embarrasses be sent and that the scouts keep continued watch over the gathering.

The scouts trail the orcs to a great gathering near the Cleft Lake and help the Hippus embarrasses find their way there. The embarrasses however, are killed and their corpses feasted upon; the surviving wild gnolls taking great care to ensure they are amongst those who get priority at the feasting fires.

Hippus scouts trail the gathering and are able to move about at will easily enough during the day hours but during the night, the woods and hills belong the goblin scouting bands arrived from the Sabel Hills. The Hippus camps, despite the scout’s best attempts at concealment are found and set upon by these goblins from Sabel hills. The Hippus are able to beat back the goblin’s attack with minimal loss, the attack being little more then a probe of the human’s weapons but now their position was now in jeopardy and they had to flee before the mass of Grak’s army descended upon them.

Meanwhile the Hippus army, led by the Blades of Camulos had marched westward and set up camp at the site of the ancient gnoll camp (on the north-western shores of Night Loon Lake and up-river of the orc encampment).

In the North, Hippus scouts attempted to flee back to the main Hippus army but were overtaken while trying to march through the night only four days after fleeing the orc camp. Goblin and gnolls scouts were able to take up positions in the woods west of the scout’s path and ambush them, trapping them between their numbers and the great river connecting Night Loon and Cleft lakes. Initially the battle was undecided but as dawn approached the Hippus scouts were forced eastwards towards the river and the flatter lands there. This is when great orcish chieftan Grak himself appeared at the head of a column of orcish charioteers. Their initial charge scattered the disorganised Hippus (and slew a few goblins as well) and they quickly rode down and speared the fleeing Hippus. The only ones that survived were scouts able to swim. Again there was a great feast. Survivors say that even Bhall’s priest, ‘Jelhid the Inspired’, partook of Hippus flesh.

Spoiler :
1zdumqh.jpg

The surviving scouts rendezvoused with the remainder of the Hippus army and were debriefed just as orcish and goblin militia began to assemble around the Hippus camp. These orcs and goblins were apparently unprepared for the size of the Hippus army and decided not to attack the fortified position. Instead they took up siege positions and began the long wait that would starve the defenders out.

The Hippus, however, had been fired up with the call of battle, the glory of blood and the teachings of Camulos’s followers and they knew that they outnumbered the besiegers.

At midday on one of the brightest and sunniest days of the summer the Hippus army charged out of the camp in a semi-organised line and quickly engulfed the humanoids who, in the bright light, and outnumbered, were at a decisive disadvantage. The battle lasted less then 30 minutes before the entire humanoid line routed. Those that survived fled back to their northern gathering and their general. Next time Grak would not underestimate the Hippus and their fury.

Hippus warriors looted the humanoid forward camp but were unable to take any prisoners.

Hippus scouts are undermanned and require 13 gold to return to full strength. Hippus ‘Blades of Camulos’ are undermanned and require 2 gold to bring to full strength. Two units of peasant militia are are undermanned and require 2 gold to bring to full strength.
Hippus gain 10rp towards military technology.
Hippus gain 5 gold from looting the enemy’s command and supply tents.


Corrupted Mana

General Caswa and his ‘Shield Of Kylorin’ had only just finished accepting the surrender of Yagus and the defeated noble’s militia (little more than bandits) when suddenly the air around them was filled with a thick acrid smoke that reeked of rotten eggs and sulphur pits. Had the Bannor been present they would have recognised the scent of Hell immediately.
The clouds were not empty however. They were full of cackling, clawed and winged demons called ‘stirge’

Spoiler :
20080514_114864_0.jpg

The creatures dove and swooped at both armies, attacking indiscriminately, their aerial attacks difficult to counter for both sides who were used to fighting men and not flying demons. Many a man was hewed with claw and talon as cackling cries and a chaotic frenzy of wings filled the air around them. Many fell, never to rise again, their livers and hearts feasted upon even as battle raged all around them.

The ‘Shield of Kylorin’ fought back as best as they could while many of the bandits fled (often to be overcome and slain). Amurite cudgels flailed about and many of the stirges were brought low. Flashes of minor magics stung, burnt, bruised and froze the demons and more stirges fell but even as these were unsummoned in puffs of foul-smelling brown and yellow smoke others appeared with a loud clap and more of the hell-smoke.

It was commander Caswa himself who witnessed the caster summoning the creatures. It was an imp, the very same yellow and red little bat-like humanoid creature that had escaped from ‘Hell-Boy’s’ body at his execution.

Caswa made a decision; he ordered a controlled retreat. There was no point in fighting replenishing magical summons. He would need a plan; he would need to strike at the imps themselves. And the Magus would need to be informed. If the imps had corrupted this intersection of magic energy what had they done to others? How far did their influence extend?

Amurite’s Shield of Kylorin are undermanned and require 5 gold to retrain to full strength

A Cold Winter

The winter of 291 is the coldest the Sheim can remember in their ~300 year history. Throughout the long winter nights, in the woods around the longhouses can be heard loud thunder-like cracking explosions that snap the sleeping to startled wakefulness as the sap inside the trees freezes and the trees themselves explode from the cold.

The children play a game where their spit on the ground only to hear a bouncing sound as the spittle freezes before it reaches the ground.

While humans are able to prepare for long winters (the Sheim after all, are quite used to long cold winters), caribou, hare, and their predators cannot prepare as well. The cold and the thick blanket of snow makes finding food difficult and it is not long before hungry almost-skeletal wolves and the occasional snow leopard begin to hang about the fringes of Galveholm and Bair Lacuna. Foragers, trappers and huntsmen begin disappearing into the wilds and not returning and soon the Sheim population is abuzz with fear over the starving predators of the woods.

Over the course of the winter of 291 almost 30 people go missing, often leaving only a bloody trail leading into the woods.

Luckily the following winters return to their normal (albeit very cold) temperatures and the animals are not forced to prey on people any longer.

Sheim lose 1 stability

A Monument Impresses

The northern fishermen and sailors have begun to trade with the Sheim in earnest. They are the Eekin. Many come to Bair Lacuna to trade their fish or simply to pass some time between long days of monotonous and numbingly cold fishing expeditions. Others, who have come to harvest the Sheim timber need tools to work it and pass through Bair Lacuna to buy tools or food, or again, simply to meet and socialize.

Many find the town’s dominating monument to Os-Gabella and her daughters incredibly impressive, being larger and more permanent than anything they have seen previously.

The Eekin, who possess no such cultural achievements are awed and some (although not many) decide to stay amongst the Sheim, working as fishermen or labourers wherever they can find jobs.

Sheim gain 10 rp towards small water craft and 15 rp towards shore-based fishing. The population of Bair Lacuna increases by 1.

The Blessing of the Forests

No elf can remember there ever being a sizeable population of such large and healthy deer on the White Mist Isle previously. But suddenly there was and it was quite impossible to deny that even if there had never been such creatures there before, there was now.

Spoiler :
stag.jpg
These deer, which appear like north American white-tailed deer but stand at least 18 inches taller, on average do not fear the elves of White Mist Elves and soon hunters and foragers manage to kill a few, bringing the meat back to their families to feed them.

Some elves council that the deer population should be allowed to grow unhindered and that a ban should be placed upon their hunting until their population has grown and stabilized. Others suggest that immediate growth is of prime importance and that their numbers be culled so as to feed the people with their meat.

White Mist Elves gain 10 food. This will continue next turn unless a ban is placed upon the culling of the mysterious deer. If such a ban is enacted there is a chance that a new deer resource develops.

Grumblings of Dissent amongst the ‘Als

At first it began with only a few select reports detailing failed slave revolts but soon the reports began to detail dissent amongst the land-owners and quarry masters.
Slaves had seen their fellows released (or heard of it at least) and clamoured for similar freedoms. Slave-owners were afraid that their leaders would order full-scale slave releases resulting in massive economic losses for them. Dissent grew.

The affair comes to a head in 281 when an entire sandstone quarry is taken over by slaves who barricade themselves inside with several freeman and slave-owner hostages. Ultimately the affair ends in a debacle as the local constabulary storms the quarry and both slaves and hostages are slaughtered.

These effects are directly due to a reduced stability, the result of adopting slavery, the massive drought that led to the ‘dark clouds’ and the escape of several thousand slaves in past generations and finally the most recent crop failures. Some advisors are asking their leadership to develop cultural improvements to regain the people’s trust or at least obedience. Others ask their leadership to take a hard-line military approach.

’Als lose 10 gold.

When Things get Tough, the Tough get Drinking

Not all of the ‘Al see the development of slave revolts, crop failures and general dissent as a time to worry and despair. One enterprising ‘Als noble family, who has long developed a sort of low-quality moon-shine in their back garden for private consumption has been exploring the development of more refined brewing and distillation techniques and they believe that, with the proper funding, the could develop a much larger-scale brewery that could provide a high-quality wheat and hops-based fermented beverage (they call it beer) to the entire nation.

The only thing they need is a little money.

’Als have an opportunity to buy a brewery for 20 gold. Opportunity lasts exactly 1 turn (act now or lose your chance).
Spoiler brewery stats :

Brewery
Classification: Crafting Improvement
Required Population: 5
Required Workforce: 1 domestic commerce workforce
Required Production Capacity: 2
Required Technology: brewing
Cost: 40 gold (in addition to the workforce cost)
Game Effect: Produces 5 gold per turn and the ‘beer’ resource. Requires rice, corn, barley, wheat or oats.

Please note that although the normal price is 40 gold and the building requires the ‘brewing’ technology, with this event the cost is 20 gold and the technology prerequisites are being waived. You’ll still need to train a domestic commerce workforce or move one from one of your other improvements.


Killmorph and Bannor Religious Forums

Informally at first, and later more formally as local village and district governors realize the appeal, the forum of faiths continue throughout the Bannor nation. People use the meetings as an excuse to gather and gossip, to trade and mostly to watch silver-tongued rhetoricians and dialecticians as they battle for religious dominance with weapons of barbed words and carefully thought arguments.

For a long time these forums are dominated by the Sabelethists, a coalition of ancestor worshippers and followers of Junil. There are also pure ancestor worshippers, supporters of Lugus and even, occasionally the pagan or follower of Bhall.

In the summer of 277 however, a new and well-organized faction begins to appear at the forums. They are the followers of the ‘Runes of Killmorph’. The followers claim to have been exploring the deep tunnels under the north-western mountains where the goblins once lived and to have uncovered deep dwarven tunnels and massive cathedral-like excavations of immense size and unspeakable beauty. These tunnels and subterranean buildings are inlaid with dwarven runes which scholars have been able to translate. The result is a description of a loving, family-oriented goddess of earth who rewards those who work honestly for their living and who have strong bonds within their clan, their nation and most of all, their family. She also values material wealth fairly earned. The new tenants and the obvious age and wisdom of the ancients are immediately appealing to many of the forum-goers and the ‘Runes of Killmorph’ grows quickly in popularity.

The effect is not nearly as divisive as some might fear. The ‘Runes’ council obedience to one’s lord and an honest day’s work. Workers are motivated and more obedient and the ‘Runes’ themselves mesh nicely with the current dominant religions of Sabelism and Lugus-worship.

Bannor gain 2 food, 4 gold and receive a free domestic commerce workforce in Sabel Upon Gate

New Map

Map remains unchanged.

Spoiler :
34p13yc.jpg


New Technologies

No new techs
here's the tech tree none the less:
Spoiler :
27zlysy.jpg

k3lue9.jpg

Please note that hunting is 55rp not 50 as indicated but otherwise i think its all good.

New Units

Magical Sparkly Spear- function unknown, stats unknown
 
Sorry HBar. Its the Kappa that got the horrible random event.

EDIT:
If anyone has any problems or would like to discuss the update please feel free to cotact me via the usual channels. Also- i will be on MSN for about 30-60minutes.
 
Yeesh, you aren't kidding. This one could lead into some interesting directions. Gimme a bit to come up with a story...
 
From: The Hippus Council
To: The Amurite and Bannor

As you all can see there is now a threat to all of us in the north in the form of these barbarians. While our mighty army has beaten them back for who knows how long it will take for them to rebuild stronger than before. We would like to ask if you are willing to engage in a joint operation of our three armies to wipe out this menace before it ca strike again.
 
Good update.

EDIT: I can't believe I forgot to replace my losses from last turn. Stupid, for being in a hurry, but no real harm done.

Oh, and semi-official message to the Luichirp: The Sidar would NOT appreciate interference in our affairs with the Hallowed. We would doubly not appreciate any attempt by you to annex the territory.
 
To the Bannor

We are concerned that the Dove-Yellow might head north to this 'Warchief.'

We ask short-term forgivement of that incident so that your enemies won't get even stronger.

Finally: we will only attack Dove-Yellow who crosses the border. Also, I hope we, all of us: Amur, Kappa, Ir-o-kee, Bannor, Hippus, and Kurio (spelling?) can be on the diplomatic meeting at, say the nuetral territory of Ir-o-Kee camp, for a diplomatic meeting of this growing threat soon. (NES chat soon.)
 
Damn...

well, i'll have to figure out how to fit all that happened this turn into my story arc...

Anyway, General Caswa will be attending, under orders from the Magus, the forum with the Hippus and Bannor.

Additionally, amurites think it would be a good idea to include all people of the continent (as charles said...) in this forum to devise a strategy against the orcish clans.
 
To the nations of the continent of Edsunland
From The Kuriotates

We will attend the forum.
 
From: The Mighty Empire Or Bannor
To: Edsunland


We advise that the Ir-o-kee camp would be a poor meeting place, their camp borders the land now controlled by this dispicable clan of demons and lesser creatures, if the great of this land were to meet in such an indefensible place an attack would be ensured and we would lose many. Instead, I nominate the city of Sabel Upon Gate for this summit. We would be appreciative if our allies would send a unit or so to help defend in case of attack.

(OOC: If you mean for this to be an actual talk I would prefer to use msn then NESchat, I can nvere get that stupid thing to work)

To: Grigori

The Dove-Yellow are a peaceful tribe that you have personally decimated. These people are, and will remain to be, under the protection of the Bannor until the very moment they join Jelrid's scum. Before this event, an attack on them is an attack on the Bannor Empire and you will face the immediate repercuscions.

To: Hippus

We agree that a joint operation is most definitely required at the nbearest opportunity. We shall discuss this matter at the summit.
 
From the Nation of Kappa

We are truly sorry to hear of the sorrow inflicted by this warlord. Violence is always regrettable, as it eclipses both peace and prosperity. This General Grak, however, is a penance for sins of generations past. Had the Gnolls and Goblins been spared the sword this would never have happened. As a people who differ in appearance and manner from the other races of humans, we can only wonder how your reaction to us may have been different in different times.

As you know, our lands have recently been decimated by the wrath of Kali. Our people would not allow our soldiers and treasury to be sent halfway across the world to fight an enemy not of our making while our own suffer the loss of their sons.

We wish you the best in your efforts, and we pray you remember the lessons of the Goblins and the Gnolls. Men such as General Grak will be born from every genocide.

May the rain always find you
Mahshi Taliawah, speaker of the Kappa
 
To the Kappa:

You said what the Hippus did was genocide? As our historians recall there was now out right slaughter of the Gnolls, only of those that fought us on the battlefield. Whioch was not unprovoked and was in fact in defense of the Ir-O-Kee. In fact we actually took those that didn't fight and raised them from their barbaric behavior. We understand what you mean with these words, but be careful next time that you get your facts straight.
 
To the Kappa:

You said what the Hippus did was genocide? As our historians recall there was now out right slaughter of the Gnolls, only of those that fought us on the battlefield. Whioch was not unprovoked and was in fact in defense of the Ir-O-Kee. In fact we actually took those that didn't fight and raised them from their barbaric behavior. We understand what you mean with these words, but be careful next time that you get your facts straight.

A thousand apologies, noble Hippus. Our histories were written long ago, before we knew much of the affairs of men. We were under the impression that, without any effort at diplomacy or mutual understanding, your ancestors led an overwhelming force against the gnolls, slaughtering every last warrior and escorting the remainder under guard to internment camps, where their culture and ancestors were eliminated and they were faced with the choice of assimilation or death.

Of course, every stream has two banks; we do not condemn the acts of ages past. The Talian decision is one of necessity and survival, not subject to calm meditation and measured debate. What is undeniable, however, is that every action, every word creates ripples and waves that will always return. Be mindful in whos waters you walk.
 
To The Kappa
From the Bannor Empire


We are highly dissapointed that you will not be helping in the removal of barbarians from land already claimed by the Bannor and Amurite Empires. We are also dissapointed that you would claim we and the Hippus are responsible for genocide. The Gnolls were cannibals threatening the livlihoods of Amurite, Hippus and Bannor peoples, and had raided several Amurite farmsteads fortheir victims. The Goblins were poisonous vermin that would regularly slaughter Bannor citizens that strayed outside teh city walls and caused our people to live in fear for their lives and teh lives of their famillies.

We are dissapointed that creatures of inteligence deemed equal to that of humans would make such grievious errors, we are not the ones guilty of genocide, but the barbarian horde that we rally against.

We urge you to reconsider, if civilisation as we know it is to continue.
 
stats sent- if you have questions or comments or if i missed your stats you know what to do...
 
Collect money and food income for the turn.
Buy new units. Remember that units need to be built in a specific province (so state the province it is being built in). Also remember that units need a minimum population and production capacity to be built (but do not get a refund for having a production capacity above the 'cap'). If you don't have the population or the production capacity you simply can't build that unit in that province regardless of your money or technology.
Issue military orders. Thats right; your newly acquired units can be used the turn they are purchased. This lets you get a little bit sneakier and should also provide a sense of paranoia. lets face it, its a little more fun for everyone if we can't trust each other.
Expand a new city or outpost or upgrade a current outpost to a city. You can only do this once per turn. Normally you will want to send some sort of military unit to guard your new outpost or city. An unescorted settler is a very very big risk that could cost you so much money!
Spend food to buy new population if you want to.
Spend money to train new workforces if you want to.
Buy new improvements and buildings, or upgrade existing ones (since you just bought new population, you may have access to new improvements due to your population growth). These are all bought at the same time. So if you buy a open pit mine in a province, the production capacity doesn't increase immediately allowing you to buy other improvements (that would normally not be available to you due to production capacity limitations)
nor does it make your other improvments cheaper. All improvements are purchased simoultaneously.
List your research priority (either the category, or, if you are beelining, streamlining, the specific technology).

[intentionally vague] Can I suggest that you move research forward to take place at the beginning of the turn, allowing us to play with our new toys on the turn we get them. I think this would make things more interesting as it would mean that your plans could begin to take form on teh current turn and you would no longer always be waiting for the next turn to begin. [/intentionally vague]
 
okay. thats a new rule. If it all goes to hell blame ekolite
 
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