Ffh Nes Ii

Crud. I certainly hope my troops are out of this mess.

Well, there goes my my feeling of content, time to return to fearful anticipation.

I'm also starting to wonder about this plague - if it just happened to be the most devastating minor negative event of all time, or if there might be something more to it. :mischief:
 
That was either the most terrible minor event I've seen, or Orange pulled the most awesome ploy ever.
 
just need nutranurse but since he is isolated and can't really affect things on the main continent, i will post update now.
 
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 19th. General orders are due Sunday, March 22nd (8am forum time).

Note: A Note on Recon: Reconnaissance units can be assigned to perform ‘counter-reconnaissance’ to intercept enemy reconnaissance units. Don’t forget this if you want to protect your secrets.

Note: Size Two Outposts: A player asked me to develop size 2 or 3 limit outposts- a sort of hybrid between the current outposts and the current cities. I think this is a good idea but I need to think about it. If you have any ideas regarding this please don’t hesitate to mention them and maybe we can make something that works and is balanced well. The most obvious thing I need help with is a name for them. I don’t want to call them outposts cities, cottages, villages, hamlets or towns. Anything else? Trading post? :shrug:

UPDATE Ten Years 326-350: Black-Tower Seized, The Plague Spreads, Servants of the Brass Tower, Zombies, New Religions, the Corbus​

Black Tower Outpost Seized by Luchuirp and Hallowed Forces

A combined assault by Luchuirp and Hallowed forces upon the Sidar outpost of Black Tower meets with no resistance and the small outpost and its surrounding country-side is easily occupied and pacified without violence.

Soon, however, its residents and some of the allied army begin to cough and develop strange suspicious symptoms.

Sidar lose 2 stability, province 8.
Luchuirp gain province 8, 2 gold.
Hallowed gain 2 gold.


A Plague in Luciedo

A virulent and highly contagious plague strikes the Luchuirp capital city of Luciedo. While it, at first, seems to strike the poorer sections of the city it soon spreads throughout the entire capital and no one is spared. This plague seems to spread from person to person through contact and from sharing a small space. It is contagious before symptoms begin and in approximately half the cases, it is deadly 1-4 weeks after symptoms first appear.

Spoiler plague :

bruegheldeath.jpg

In some individuals the plague causes red spots, especially around the mouth and eyes. It can also cause blood to appear in the urine and to be expelled as vomit. In severe cases unstoppable and invariably lethal haemorrhaging from the eyes and nose occurs. Many individuals develop a violent cough, often marked by bloody spittle. In all cases ‘tumours’ of the armpits, neck and groin occur.

Luciedo population drops by 2. Luchuirp lose 10 gold, 5 food and 2 stability.
Each and every Luchuirp military unit (regardless of location or type) requires 2 gold to retrain to full strength.


A Plague in Freetown

The same plague appears to have struck the Hallowed city of Freetown although it appears to be isolated to those involved in trade with the dwarves of Luciedo.

Hallowed lose 1 stability and lose 5 food and 5 gold. Each and every Hallowed military unit (regardless of location or type) requires 2 gold to retrain to full strength.

Plague Burns out in ‘Als Village

The ‘Als village previously struck by plague (see last update) appears to have recovered. Government officials, military and almost the entire nation’s scholars and sages were all involved in a massive mobilization to isolate the village and burn infected bodies. The plague appears to have burnt itself out after killing approximately 45% of the villages’ inhabitants.

’Als hamlets loses ‘plagued’ status and can operate as normal.

Peace

Peace is signed between the Bannor and the Grigori and the Amurites and the Grigori. These nations promise not to strike at one another for 100 years. While, officially, a state of war exists between the Grigori and the Clan of Ember and the Grigori and the Hippus, no forces actually clash and it remains possible that peace will prevail.

Zombies!

It seems that the Bannor government had been keeping a dirty little secret from its population and from the international community. In recent years its primary governance offices involved in foreign trade, diplomacy and tolls had been closed down because it had been taken over by the hungry (and walking) dead.

Spoiler zombies! :

nightmareew.jpg.rZd.157231.jpg

Now, with the recruitment of new unit of spear militia and with the assistance of the Amurite ‘Shield of Kylorin’, an all-out assault was launched upon the administrative tower in an effort to reclaim it.

Spearmen marching in tight and layered formation through the hallways faced off against seemingly unstoppable undead creatures who once speared only sought to clamour up the spear’s shaft to its wielder even as the weapon pierced its throat or heart. Luckily the ‘Shield of Kylorin’ was able to provide some assistance with very rudimentary life magic, enchant the spears, and make them much more deadly against the undead.

For the most part this worked well but when the spearmen or members of the Shield of Kylorin were bitten or clawed, within a few days or weeks, or in some cases hours or minutes depending on the wound, they too would join the ranks of the hungry dead. It is these ‘converts’ who caused the most damage to the allied militaries as they unexpectedly turned on their former friends and comrades and they themselves had to be ‘put down’.

Ultimately the two units were able to defeat the zombies and reclaim the tower but not without causalities.

Amurite ‘Shield of Kylorin’ requires 15 gold to return to full strength (this includes the damages inflicted in the war against Grak’s men and the Grigori fists of Balance which was never ‘repaired’).
Bannor spear militia requires 8 gold to return to full strength.
Bannor regain lost administration statistic.


Cult of Oghma

The amurite foreign office is sad to have to announce the passing of their beloved general and leader Caswa. Caswa, during her time on Erebus was responsible for transforming the Amurite leadership in new and unexpected ways.

The first and greatest change was the adoption of the Cult of Oghma as a state religion. The amurite people have dedicated themselves to knowledge and scholarly pursuit in not just an academic but also a religious fashion.

While most are happy with this turn of events, many slaves and the lower class see it as only further differentiation of the ‘haves’ and ‘have-nots’ as those with resources (slave owners) now work their slaves that much harder so as to spend more time with their noses in books while the slaves themselves do not gain any benefit from this official religious declaration; their perceived status as chattel is only reinforced in their minds.

Secondly, in honour of the role of General Caswa in Amurite society, all heirs to the Amurite rulership are thereafter named ‘Caswellan’.

Cult of Oghma adopted by Amurite nation

Release of Dimensional Magic Strengthens Followers of Ceridwen

Hidden cults in various nations, operating in numbers too small to be detected rally to the quiet whispered seductions of Ceridwen as her strength on Erebus is reinforced with the development of dimensional magic.

Adventurers Flock to Amurite Nation to fight Hell’s Scourge

Adventurers from many nations, most notably the Grigori who pride themselves on their adventurers have descended upon the lands of the amurite to do battle with the scourge of hell, the imps who guard the Amurite ley-line intersections.

To the north-east of the Amurite capital, at a more distant intersection of mana lines the Hippus and Grigori adventuring company known as ‘The Bronze Flagon Adventurers’ are able to rout the stirge summons of the guardian imps and slay two of the foul creatures. Without the hellish imps defiling the mana node the lands in the area quickly return to normal. The ‘Bronze Flagon’ present their conquests to the Amurite who award them with gifts of mithril armour but offer only ‘promises’ of gold rewards. For now the ‘Bronze Flagon’ remain patient but some say that their support amongst the population as glorious heroes could endanger the Amurite rulership if they were to agitate against the Amurite failure to pay them their promised reward.

Closer to Cevedes, at the more renown mana node located just 3 days march south of the capital attempts to defeat the imps by various adventuring groups are met with dismal failure.

This is primarily due to the strengthening of their summons by the completion of their defilement ritual (making the mana node produce entropy mana now) as well as the development of dimensional mana in some distant lands. Reports from the defiled mana node suggest that the land all around it has turned to black and grey wastes where no plants grow and no animals live. From this wasteland rises an 80’ tall slender, needle-like tower of pure brass inset with a circle of archways very near the apex. All about the tower’s elevated entrances flutter the stirges summoned by the tower’s inhabitants. These swoop down and attack any who approach the tower or its surrounding defiled lands. It seems that the imps who raised the tower have no intention of leaving and will only be dislodged with great difficulty now that they have the protection of the tower to hide within.

The presence of hell terrain and an entropy node so close to Cevedes continues to have a negative impact on its people as they are visited with dark and twisted dreams and strange night-time whispers. Even as a great exodus of Cevedes population leaves for other lands the city militia reports seeing small groups of dark-robed men and women meeting on quiet hilltops outside the city in the dead of night chanting and praying to some dark god. Apparently not all who hear the strange hell-whispers fear and flee them. Some are only too eager to embrace their promises and serve a distant and dark master.

Spoiler hell terrain :

famguy-dmv.jpg

Development of entropy node causes a loss of 4 stability to every nation (this will be reversed if the node can be cleansed).
Cevedes population drops by 2. Nimarail population increases by 1.
Amurite stability drops by 2.
The ‘Bronze Flagon Adventurers’ will need to paid or otherwise dealt with.


Sidar Project Continues

Although the nature of the project remains unknown, man-power and resources continue to be concentrated in the Sidar capital. What will come of this concentration of resources and energy?

Cult of Laroth

A cult of Laroth begins to appear amongst the people of Sidar lands. The messengers of the self-proclaimed death-god begins whispering to the waned who in turn relay these messages to the population. For now there is no major change (shades tend to take their time) but it remains to be seen what effect this cult will have on Sidar society.

Griffons raid Kappa Villages

Animals never before seen before begin to appear in the high peaks of Edsunhand mountains near the Kappa capital of Kappa Mahwah. These animals are a combination of lion and eagle and though they do not appear to target the Kuriotates traders living amongst the Kappa they do not seem to fear the kappa and have begun launching arial raids upon their settlements so as to carry off children and smaller Kappa to devour in their high mountain nests.

Legends say that usually these animals are attracted to horses; Perhaps there is a hidden herd of such beasts somewhere amongst the mountains?

Kappa lose 1 stability, 2 food and 2 gold.

Hey, Anyone Know Where I Can Score?

The islands to the south of the ‘Als is not deserted and it inhabitants have finally attempted to make contact with their northern neighbours.

The people of the southern islands (province 1) call themselves the ‘Corbus’ and they are not humans but human/crow hybrids. They have sent a trade delegation via galley fleet, friendly though heavily armed with spears and cudgels, to the ‘Als lands and are willing to trade for food. They offer small pressed blocks of cannabis resin.

How will the ‘Als react to their new neighbour?

Spoiler Corbus :

Kenku.jpg

’Als may sell up to 40 food to the Corbus at a rate of 1 gold’s worth of resin for every 2 food (this turn only).

Cult of Sirona Spreads

Practiconers of Sirona worship are soon found in Kappa and Kuriotates lands. These peaceniks preach patience, mercy and non-violence but do not interfere with government practices, edicts or laws in any way.

Sirona worship now present in Kappa and Kuriotates lands

Sheim find ‘Malachite Archway’

Shiem scholars and sages involved in a project near the ruins of former times (see early updates and Tyrs’ story about Os-Gabella) discover an ancient and gigantic archway made entirely of weathered green malachite.

The archway, which is nearly 50 feet tall and 80 feet wide is set into a cliff’s side and only when the covering dirt and sand of hundreds of years fell away during a particularly warm spring thaw did the ancient structure reveal itself.

Ruins in the ancient tongue of unknown sculptors (not decipherable with linguilism tech) cover the enormous archway as do depictions of a muscled man wielding a scimitar standing in front of a tall needle-like tower or a lake (depending on the depiction).

Scholars swear the gateway radiates magic but its function remains unknown.

Sheim gain 1 stability. Sheim may either try to determine the function of the gateway or if they wish to try and make use of its materials, develop a malachite mine without the necessary technology or production capacity (but still need to pay the base cost).

Hippus Army Swells with Ranks of Returning Routed Forces

Many Hippus forces thought routed in the war against Grak’s orcs have returned. The survivors had apparently met in the mountains near the Ir-O-kee camp and decided that there were enough of them that they would not be punished too terribly for running. Many missed their families and were willing to face possible penal action or disciplinary action if it meant seeing them again.

It remains to be seen if any penal action will be taken against these returning forces for their actions on the field of battle and afterwards.

Blades of Camulos receive 8 gold worth of reinforcements. Peasant militia receives 7 gold worth of reinforcements. Spear militia receives 3 gold worth of reinforcements. (already included in the stats I am sending back to you Merciary)


New Map

Spoiler :
2622i9x.jpg

New Technologies

Social Planning and Welfare (Government and Leadership) (75rp)
a technology that helps you expand your empire through improved administration and provides opportunity for stability

City Hall
Classification: city improvement
Required Population: 4
Required Workforce: none
Required Production Capacity: 2
Required Technology: social planning and welfare
Cost: 40 gold
Game Effect: Generates 1 stability. Generates 1 authority point. Cannot be built in capital.

Almshouse
Classification: city improvement
Required Population: 2
Required Workforce: none
Required Production Capacity: none
Required Technology: social planning and welfare
Cost: 15 gold
Game Effect: Generates 1 stability.

Grigori Refugee Camp
Classification: city improvement
Required Population: 6
Required Workforce: none
Required Production Capacity: 1
Required Technology: social planning and welfare
Cost: 15 gold
Game Effect: Generates 1 stability and 2 gold per turn.

Subsidized Schoolhouse
Classification: Research Improvement
Required Population: 7
Required Workforce: none
Required Production Capacity: 4
Required Technology: ‘education’ and ‘social planning and welfare’
Cost: 50gold
Game Effect: produces 6 research points per turn. Costs 2 gold per turn. May be upgraded from a standard ‘schoolhouse’.

Welfare Economy Civic
If stability is less then 108 then costs the nation 12 gold per turn and grants 1 stability. If stability is 108 or more the capital of the state gains 1 administration point (making the buildingof new cities cheaper) and the food cost to upgrade all cities with a population of 3 or greater is calculated as if the city had a population 2 lower then it actually does (so growing a size 4 city to size 5 would cost 9 food not 25).


Spoiler tech tree :

It did that weird resizing thing again. :(
wthc8n.jpg

22ahr9.jpg



New Units

no new units
 
double post- sorry
 
Great update, as always. Quick question though, what's a malachite mine?
 
Oh ****

I knew I forgot about my research. All of it is used on Project 1 I hope!

I hate myself for delaying the update, sending bad orders, being a wimp, and not writing stories.
 
Sorry for the late entry, but I got caught in some familial troubles which swallowed up my past week. Expect a story sometime.. next weekish.
 
Great update, as always. Quick question though, what's a malachite mine?

Malachite is a type of stone/gemstone. It was regarded as vaguely magical way back when and is rather pretty to look at. So a malachite mine would be like a gemstone mine! Money and happiness for everyone, I assume.

malachite.jpg
 
I agree with the above: Great Update!

This situation with the entropy node really makes me wish I could communicate with the mainland. (Especially with that great hell terrain graphic. :lol:)

I've got to admit, I was tricked pretty badly by that Black Tower gambit - masterful strategy Orange.

Oh, and when I first read the full update I misread that the Als had met human/cow hybrids. I was incredibly disturbed - not only at the idea, but mostly that Immac had somehow found a picture of that combination! Of course, looking at the actual picture cleared up my mistake.
 
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