Ffh Nes Ii

Need orders from Bannor and Hippus. I was hoping i would have orders by now.

EDIT: still need merciary's orders.
 
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, April 2nd. General orders are due Saturday, April 4th (anytime).

Note: Turn Length: This will be the last turn that lasts 25 years. Fur turn 13 and afterwards turns will consist of 15 years only.

Constellation of the Obsidian Sceptre, Grey Arch, Long Knives, Sacred Scar Routed, The Forgotten, The Tomb of a God (part 1)​

A Constellation is Sighted in the Night Sky

Everywhere people sight the ‘Obsidian Sceptre’ in the night sky. Astrologers claim the constellation is sacred to Aeron, god of lust, vengeance and fury. They predict the rise of great leaders and of psychopaths.

Throughout the lands new factions and leaders are rising.

Guest Appearances: A few new players will be joining us. They will be playing factions and heroes with a finite time to influence events on Erebus (typically 4 turns). They are purposefully powerful but have no ‘home nation’ or economy to draw upon and so, if you are having difficulties dealing with the, attrition may be your best friend. Some will be friendly and some dangerous but each of these factions and heroes will have their own agendas with their own motivations. Depending on where you stand vis-à-vis their agendas they could be powerful allies or dangerous opponents.

Welcome Northen Wolf, Seon and LdiCesare! You will soon see what Northen Wolf is playing but the other two are playing their cards relatively close to their chests.


Sidar Hierocracy Assume Control of the Sidar

The Sidar Shades- are they men or are they dead men? What makes a man alive? Is it a soul? The shades, those who have ‘waned’ have long ago traded their mortal souls for long lives, a chance to learn, love, dance, live for all eternity… but who buys these souls? And what is left to walk the lands of Erebus?

The ‘cult of the grey’ are those Sidar who serve the collector of souls and are the driving force behind the ‘project’… As the project nears completion, and with the enemy at the door the ‘cult of the grey’ assumes control of the Sidar nation. They have big plans for the Sidar but for them to come to fruition they need absolute control of the people.

And so, the Sidar become a theocracy dedicated to the ‘Grey’. And they are led by a new man, a reluctant leader… Adam.

Sidar adopt Central Hierocracy religious civic and lose 3 stability and 5 gold.

Sidar Complete the Grey Arch and Immediately Invoke Its Power

The structure itself is monumental, a giant arch made of some strange material, creamy-white but not stone, not painted wood, but smooth and semi-porous… like bone…but shaped and huge.

Arch-755476.jpg

As the arch finally ‘grows’ to completion a great wind is felt all across the western continent, a cold chilling suction that pulls gently at more then just the skin. The grey arch is complete and at its centre a gentle swirling kaleidoscope of white, grey and black winds takes form.

The ‘Cult of Grey’ is quick to take advantage of the ‘Grey Arch’ and begin shepherding the people of Darkvale into a huge crowd beneath and around it. The cult priests begin chanting, an ancient tuneless call to forces far far away, forces known only to the eldest of the waned.

As their chanting proceeds the population changes… suddenly and violently. It is a horrific sight. Where previously the chanting had been slow and almost seductive in its gentle call, once it reaches its crescendo the chill wind of the grey arch again whips throughout the land but this time it is a lacerating grey cloud and those it strikes it changes forever.

Men and women, once human, are suddenly changed.

It is with these ‘changed ones’ that the Cult of the Grey will fight the invaders.

Sidar lose scout unit. Sidar lose 2 stability and the city of Darkvale loses 4 population. Sidar gain two new units.

Luchuirp and Hallowed Join Forces

For a long time the Luchuirp have been the only friends of the Hallowed in the face of immense adversity. For some time it appeared that the Hallowed would be wiped completely from the face of Erebus. The Sidar hunted men and women, the aged and children, armed or not as they fled before them, all in the name of ‘teaching them a lesson about trespassing on Sidar lands’ and they would have killed all Hallowed had it not been for the Luchuirp. The Luchuirp sent spears to guard the Hallowed, sent their golems and workers to make sturdy stone walls for them, even helped them enact vengeance upon their oppressors.

And so, with time, as the two nation grew closer and closer the boundaries between them began to disappear. When the plague struck Freetown it was the granaries of the Luchuirp city of Luciedo who fed the sick and starving. When the Hallowed launched an attack on the Sidar, it was with the knowledge that the Luchuirp would not only help them in their aggressions but would guard their women and children who stayed back..

And the boundaries continued to disappear until finally, there was not two nations, but one.

A grand party was thrown for the occasion of the rise of the joint nation of ‘Halluchuirp’

Luchuirp gain hallowed city of Freetown, all Hallowed military units, part of Hallowed research. Luchuirp pay administrative cost to merge nations.
Luchuirp renamed the Halluchuirp


Treaty of Shroudane Signed

With great fanfare the ‘Treaty of Shroudane’ is announced to the citizens of both the ‘Als and the Halluchuirp. This official document is copied in the hundreds and distributed across the nations. Literates are paid to read the treaty in town and village squares and the people flock to hear of the great moment. Great feasts are provided by the governments of these nations and cured meats, fish and bread are made available, free of charge, to any who wish to partake in the celebration. Plays and stylized re-depictions of the battle of Shroudane and Black Tower are performed by government sponsored troops.

Town-criers proclaim the greatness of the alliance of the three nations.

But not everything about the events are positive and optimistic. Speakers warn of the treachery and blood-thirsty nature of the Sidar and the need to unite against a common enemy. This, a common enemy to struggle against, does much to unite the allied nations as the call to war sounds once again.

But not everyone is so quick to forget the differences between the nations. The practice of slavery continues to be a major bone of contention for many Hallowed citizens. However, in these times of war and plague, an alliance against a common enemy does wonders to convince the vast majority of the Hallowed and it is only a small minority who call for the end of any alliance with ‘that slaver nation’.

What role this determined minority will play in future politics remains to be seen.

Halluchuirp and ‘Als both gain 2 stability

Plague Tamed

While the aged and very young occasionally show signs of the plague that has infected the citizens of ‘Als-Sidar for nearly a century the majority of the remaining population has either faced it and survived or is spared. The previously infected population, which appears resistant to re-infection serves as a barrier to the spread of any remaining disease. Meanwhile, the disease itself has changed, subtly; it is no longer as deadly, no longer as contagious. So while the deadly illness remains, dormant, in the population, it no longer kills in quit the numbers it once did. Occasionally it resurfaces in isolated pockets but these quickly burn out and usually all infected survive.

Could the worst be over?

No units or cities are affected by the plague this turn.

Shroudane Quietens

The Halluchuirp are able to cycle their units and bring fresh forces to the fore while ‘Als forces are, due to the distance from their supplies, unable to provide reinforcements. Both nations, however, ensure that their forces are protected from rebel guerrilla strikes by avoiding the need to forage; food is brought to forward base camps to feed their troops.

In the woods and hills east and north of Shroudane, Halluchuirp hunters and scouts continue to patrol, on the lookout mostly for enemy military units approaching.

None do… it appears that the Sidar are content to defend their capital. Instead a small group of Sidar smugglers is sent to provide the rebels with food and supplies. The two Halluchuirp reconnaissance units patrolling in the area are able to intercept these supplies however by making use of their wilderness experience and training, whereas the Sidar smugglers sent are poorly trained and certainly not a match for trained reconnaissance units (sending recon units to deliver the supplies would have been much more likely to succeed in the face of enemy recon patrols).

Even without the supplies from Darkvale the rebels continue to make hit and run tactics at the ‘Als and Halluchuirp forces. Dead bodies continue to accumulate amongst the invaders and there is even some evidence that Hallowed forces may be involved in striking at the ‘Als ‘Spears of Ruin’, vengeance for the time their ancestors spent in captivity.

The invaders, however, are not without a plan. They hold open-air announcements promising amnesty and food to any Sidar rebels who turn in their weapons. In the beginning these pronouncements make little impression upon the citizens of Shroudane but as time progresses and it becomes evident to the citizens that no help is coming from Darkvale, some begin to take up the offer and by the turn of the century the rebellion is mostly limited to rural villages and outlying farms where it is easier to avoid allied military prescence.

Halluchuirp seize 1 gold and 3 food from intercepted supplies.
’Als spears of Ruin lose a further 2 gold’s worth of men and material (in addition to the previous turn’s damage which cannot be reinforced in enemy territory). Halluchuirp spears lose 2 gold worth of men and material.
Unless a nation (the Sidar) does something to recapture or destabilize Shroudane, it will pass into either Halluchuirp or ‘Als governance next turn.


Cricket Throne Crumbles

The rise of a hereditary monarchy led by dissatisfied nobles in Amurite lands threatens the Caswellan and the men and women who swear allegiance the republic (to put it lightly). These, in turn, are quick to realize the valuable asset that their southern neighbour has in relation to problems of disloyalty and rebellion: the inquisitor and fan of sharp knives, Gohan Evavi. The black-clad orc is quickly recruited to the cause.

Gohan is frighteningly efficient in his first strike, having spent considerable resources developing an awe-inspiring assassin’s network. He has men and women, both humans and half-orcs (descended from the amurite and bannor who followed Jelhid the Inspired into orc lands) sent into the lands of the ‘Red Cricket’ throne. The first to strike, strikes at the head.

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For six days the Red Cricket queen had passed by the entrance to her manor and estate, always surrounded by numerous bodyguards. For six days she passed the immobile pile of rags and rubbish piled near the entrance without thinking twice of them. For six days Evavi’s man lays face down in the rubbish, not moving, not eating, barely even breathing. On the sixth day Evavi’s man spots an opening. The bodyguards are less than fully alert, less than fully prepared. Evavi’s man jumps from his prone position, still covered in garbage, and, revealing a long thin stiletto, charges the Red Cricket Queen and plunges the blade into her heart. The rebel queen dies instantly even as the bodyguards strike at the suicidal assassin.

Within a day, similar attacks, these ones by men disguised as a tailor’s apprentice and as a slaves’ taskmaster are able to slay the Red Cricket general as he is fitted for new armour and the heir to the Red Cricket throne, the queen’s only son, as he surveys the new cotton plantation. None of the assassins survive the attacks but that doesn’t seem to be their modus operandi; in all cases the assassins struck when they knew they could succeed without concern for reprisal. In all cases they were quickly cut down by bodyguards but the damage had already been done.

Within a week the governors of districts, division commanders, rebel priests had assassinations amongst their ranks, and in all cases the assassins either died or escaped. None were captured although two ended their lives by self-immolation when capture appeared to be their only likely fate.

These assassinations send confusion and paralysis throughout the rebel lands. The entire command structure is afraid to leave their compounds and bodyguards. A new division of peasant militia which had been training to join the rebel army are instead redeployed, without even finishing its training, as bodyguards. The army itself is unable to operate due to the incapacity of its officers and commanders, either through death or through fear thereof.

When the Clan of Ember spear militia and Amurite Shield of Kylorin finally do descend upon the rebel army, the rebels surrendered without a fight.

But that did not satisfy inquisitor Evavi who had been placed in command of the operation. Using his network of infiltrators and assassins and an environment of absolute terror he set about executing each and every single member of the Red Cricket rebellion ranging from soldiers to messengers to slave-owners to freemen who simply did not leave the rebel cottages. Thousands died and thousands more were left without husbands and fathers, sons and neighbours. Many survived only to bear the scars of Evavi’s tortures.

In Cevedes the Amurite leadership is quick to point out that Evavi has gone beyond his orders and is operating according to his own whims and not the commands of the Caswellan but by the time they can react the act is done and Evavi’s inquisition is complete. It remains to be determined if any disciplinary action will be taken upon Evavi in regards to his ‘enthusiasm’.

Ultimately however, the operation was able to dissuade any rebellion and through a ‘programme of terror’ find and kill rebels wherever they might hide.

Amurite stability increases by 2. Nimarail population decreases by 2 (some fled in response to the ‘programme of terror’ while others were themselves its victims). Nimarail regains its cottage and workforce and gains a new cotton plantation (but not the associated workforce which was executed for disloyalty- despite orders to the contrary).

Joint Assault on Shower’s Edge Bandits A Success!

Kuriotates peasant militia combine with Kappa spear militia, scouts and even slingers to end any threat to their trade.

Kappa military strategists devise a plan that makes use of the bandits most evident weakness- their greed. A fake caravan is outfitted in such a way that the carts conceal spear militia while actually appearing to carry soy and rice as well as other more minor trade goods.

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Looks safe… lets go!

Sure enough, the bandits strike at the cart and when they do the trap is sprung. The bandits peasant militia is suddenly faced with spearmen, ready and eager to fight while previously concealed Kappa slingers strike at the exposed bandits’ rear and flanks. Outnumbered, out-flanked and taken by surprise, the bandits put up relatively little fight and quickly surrender after inflicting only minor casualties upon the Kappa spearmen.

Kappa slingers and spearmen are quick to force the surrendered bandits to lead them back to their caves (though kappa reconnaissance had already revealed their location). Once there they note that Kuriotates peasant militia are involved in a protracted siege of the bandit’s caves.

Kappa offer surrender terms and, the cave-dwelling bandits, seeing their brethren already in captivity, are quick to accept these terms as well.

Kappa forces recover the bandits’ stolen goods and redistribute most of them to both Kappa and Kuriotates merchants even as the Kuriotates peasant militia rush eastwards.

Kuriotates peasant militia require 8 gold to recruit to full strength.
Kappa spear militia require 3 gold to recruit to full strength.
Kuriotates and Kappa each recover 2 gold worth of goods (after distribution of most supplies back to the traders and merchants who once owned them).


Orc Vengeance Threatens Marøs Vandressa, Part 2: Counter-Attack

While the orcs under N’vyer’s command are busy laying siege to Marøs Vandressa, the Bannor are busy conducting diplomacy. In response, they convince their friends the Kuriotates and the Hippus to come to their assistance.

The Hippus must travel through tall mountain ranges and, uninvited and without warning, through Ir-O-Kee territory while the Kuriotates must first deal with their bandit problem, and so, understandably, reinforcement are slow to arrive.

In that time N’vyer sends a newly commissioned unit of peasant militia to flush out the sieged Bannor spearmen. The Bannor spearmen militia do what they can to raise what little men they can to support themselves within the outpost but supplies cannot be provided from elsewhere and so the unit defending is still suffering heavy attrition.

In street-to-street fighting the fresh orcish division does battle with the hungry and tired and heavily depleted spearmen while orcish spear and sling are able to flank.

The battle, ultimately, is short-lived as the entire unit of ‘Sabel’s Guards’ are decimated and Marøs Vandressa falls to N’vyer’s forces. The humans remaining in the outpost are slain to a man and the orcs, gnolls, and goblins feast like they have not feasted since the great battles against the Hippus scouts of long ago.

N’vyer does not have long to enjoy his victory before Bannor reinforcements arrive however. The Bannor 2nd regiment (from Vaelyn), the Hippus Blades of Camulos and the Hippus spear mititia arrive in a large U-shaped formation stretching for 100s of yards. From the west the tired and wounded Kuriotates peasant militia arrive to add their strength.

Immediately N’vyer sets the tone. He sends out his slingers to skirmish with the Bannor and Hippus forces, striking from a distance and melting back into the outpost as the enemy approaches. N’vyer, like his father, chooses to use his heavily decimated chariots to sally and to avoid the heavy congestion of the outpost’s streets.

The Hippus Blades of Camulos and Bannor spearmen approach the outpost, fired upon by slingers the whole way while the Hippus spearmen break off to face the orcish chariots and prevent a flanking manoeuvre.

The Kuriotates peasant militia reach the outpost first and are faced with the orcish scouts. A vicious melee erupts in the streets with the weight of the Kuriotates division and its sheer numbers carrying the day over the Sacred scar scouts. The Hippus Blades of Camulos and Bannor spearmen, still under fire, charge the enemy peasant militia. As they do so a lucky stone from one of the lead slingers strikes the Blades of Camulos’s officer directly in the forehead and kills him instantly. The Blades, experienced and full of blood-lust isn’t hesitant for a second. The Bannor spear, though green, take their cue from the experienced Hippus and charge the enemy with similar abandon. The Sacred Scar peasant militia turns and runs revealing the mostly unprotected slingers. The Hippus and Bannor are quick to fall upon the exposed missile troops and these too run. The Sacred Scar scouts, surrounded, have no where to run and are killed to a man.

Meanwhile N’vyer sees the battle turning against him and desperate to rally his routing forces, charges at the enemy rear, attempting to go around the protective Hippus spear unit. They manage to land a fiercesome charge at the Bannor spear militia rear and cause considerable damage, but are unable to extract themselves before being mobbed by all remaining Kuriotates, Hippus and Bannor forces.

N’vyer’s head is placed upon a stake that night as the humans (and gnolls) celebrate their victory.

Marøs Vandressa returns to Bannor control but loses its workforces (in addition to the cottages lost last turn). Bannor lose ‘Sabel Guard’. Bannor ‘2nd Division’ require 16 gold to recruit to full strength.
Hippus spear militia requires 5 gold to recruit to full strength. Hippus Blades of Camulos require 8 gold to recruit to full strength.
Kuriotates peasant militia require a further 4 gold to recruit to full strength.
 
Constellation of the Obsidian Sceptre, Grey Arch, Long Knives, Sacred Scar Routed, The Forgotten, The Tomb of a God (part 2)​

General Caswa’s Daughter and Grand-Daughter Slain

While foraging in the forest the daughter and grand-daughter of the revered Amurite general, Caswa, once leader of Kylorin’s Shield are slain. The modus operandi is dissimilar to that of Evavi’s men but still suspicion falls upon him. Alternatively, remnants of the Red Cricket throne may be active near Cevedes. This suspicion is only heightened when the grandson of Caswa’s second in command is slain in his garden in the middle of the day.

Others related to Caswa through either bloodlines or service are starting to feel ‘exposed’.

But why were these men and women targeted and why now?

No effect

Forgotten Elfen House Returns to Reclaim Lost Honour

In ancient times, before even the age of ice, the elves (not known as the white mist elves at the time) had many enemies and one of these was the Patrian sorcerer Vikas and his soldiers. On many occasions the elves fought a hard-pressed battle against this wily and resourceful opponent and many times they won. But on one occasion Vikas proved himself a trickster and was able to ambush the elves and surround them. One of the elven houses who fought in that battle was the Silver Grass. The Silver Grass saw the tide of battle turn, knew that they were outnumbered and outmanoeuvred and in an act that would shame them for centuries to come, fled the battle.
But the rest of the elves that stayed and fought Vikas’s soldiers did not lose heart. They were stoic and on that day proved their valour and worth beyond any doubt and finally won the battle. But, for the victorious elves, the cowardice and selfishness of the Silver Grass house would forever be remembered and it would take a very long time to be forgiven.

The ancestors of that house have travelled the face of Erebus for millennia, surviving as best as they could through the age of ice amongst villages of men and dens of beasts, but with the recent return of the White Mist elves to Edsunland continent, the exiled tribe of the Silver Grass has finally had a chance to prove themselves, their bravery and their honour.

Now, the clan head, a youngish man (by elf standards anyway) by the name of Elrond Minyatur leads this unit of archers. They call themselves the ‘Forgotten’. The ‘Forgotten’ offer themselves as mercenaries in any honourable nation’s army. They promise loyalty, bravery and honour and warn that they are unwilling to kill civilians, plunder property or flee.

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Some day, they promise, they will win the recognition of the White Mist Queen and regain their noble house’s honour.

Mercenary forces available. These units are being ‘played’ by Northen Wolf. Conduct diplomacy with him if you want to hire these forces.

Oghma’s Mission to Clan Lands

Despite their earlier set-backs a smaller but much better equipped mission preaching the virtues of the god of knowledge leaves for the Clan of Ember’s lands. Their small numbers mean they are unable to greatly affect the orcs and their kin but still, the seeds are sown.

No effect

Abysswalkers

Practically overnight a new organization has risen from the ugly streets of the ‘Als capital of Ter’Als. This gang, known as the abysswalkers, are men and women of various nationality that have formed together to sell their services as bounty-hunters, assassins and thugs for hire. Due to their ruthless efficiency and callous disregard for life or law, their services are popular with the gangs of the capital city as well as with the various noble and merchant houses.

No effect. Potential for instability.

Slave Escapes Continue Amongst the ‘Als

Ter’Als and surrounding villages and towns continue to be plagued by escaping slaves. Quarries, farms, even noble manors report slaves escaping, attacking their taskmasters or otherwise agitating. It is evident that they are received organized assistance. Slaves are being armed with weapons, secretly fed to gain strength and provided with funds to bribe guards when necessary.

A government policy of providing payments and favours to slaves who report the disloyalty of their fellows does much to stop some escape attempts and gain some insight into the ‘underground smuggling operation’ however.

Again and again loyalist informers and city militia provide evidence of the organizer’s identity: the ‘Sisters of Sirona’. Could these escape attempts be linked to a religious movement?

’Als lose 2 food and 3 gold

Labyrinth

The abysswalkers are not the only new face on the streets of Ter’Als. Government officials involved in tracking the slaves that had escaped in years past report that a secret organization may be operating in the area. In hushed whispers and dark alleys the name creeps up again and again... "the labyrinth"... who are these men and women and what do they want?

Some say that they are a part of the cult of ceridwen. Some say that they are involved in snatching bodies from graveyards. Some say that they are the front for an international trade guild. And some, in truly whispered tones, say that they are freedom fighters running a smuggling operation to assist slaves seeking freedom and escape from the nation of 'als, an armed faction of the ‘Sisters of Sirona’.

For now, they are but a whispered rumour. For now.

No effect

Strange Horned Skeletons Wash Ashore on Coasts of Kappa Lands

Kappa fishermen carefully plying their trade near the brackish waters of the coastal swamps report finding a strange and mostly decomposed skeleton of a large man-like creature. He is at least 7’ tall and much heavier than the humans they are used to dealing with. In addition, despite the relatively decomposed state of the body, it is obviously covered in a thick layer of reddish hair. Strangest of all is the 16 inch horns curving upwards from the sides of the skull like an ox.

The body is dressed in sailor’s clothes and carries a scroll case but this turns out to be filled only with water-logged mush. The body carries no weapons or armour but in his vicinity can be found a partially submerged and rotted oversized one-man catamaran. It is badly damaged by some storm upon the sea and made in a fashion unfamiliar to the Kappa of the area.

Where did this body come from? What sort of man is he?

No effect

Sheim Begin to Uncover the Secrets of the Malachite Archway

The ‘Daughters’ continue to be drawn to the malachite doorway uncovered by a tremendous mudslide more then a decade ago. They have organized themselves and provided generous funding and scholarly support to uncover its secrets.

Although the history and reason for the doorway remains a mystery, the ‘Daughters’ own expertise in affairs relating to the archways’ function (OOC: purposefully obfuscating here so as to avoid giving away your secrets Tyrs) help them to determine and even manipulate its function.

On two occasions the daughters are able to activate the doorway and, although the moments are short and none can act on them, it is obvious that there are lands beyond the archway. Glimpses of these lands reveal great salt-flats shimmering with heat stretching into infinity and a pool of placid metallic brown-coloured waters. At the edge of the waters a gleaming brass tower rises high into a sky. The sky itself is a swirling mass of purple and green and these strange colours are reflected in the pool itself.

What are these glimpses of? Could these lands be accessed more permanently? Who built the tower? Who lives in the tower? Could these lands be colonized? What resources might these lands contain?

Sheim gain great insights into opening the gateway. Sheim gain 10rp towards mysticism.

TOMB OF SUCELLUS Uncovered

The Wild Elves of the Mists, led by young Istuien of Common House Cromdel crosses the white mist straits aboard the Misty Maiden and the Queen’s Voice so as to explore the mainland as best they can.

While examining the lands beyond the straits (province 41) this unit of elven hunters uncovers a secret. An ancient tomb radiates with obvious life mana. Scholars and religious mystics claim that the tomb was once the resting place of the god of nature and life, who died and though the mercy and magics of the goddess NANTOSUELTA, was reborn at the end of the age of ice.

Now the lands around the tomb are warm, but not too warm, fertile and green, but not completely overgrown, calm, but not quiet. It is a place of life, nurturance, and rebirth; it is a holy place.

No effect

Personality Cult Involving Yoshi-kami Forms In Kappa Lands

Yoshi-kami: The legend is greater than the man. (Or is that backwards?)

Also, each city now has a select group of merchants and advisors assigned to oversee its economic development. Some say this could lead to corruption.

Kappa adopt personality cult, stewardship. -5 gold, -1 stability

Luchuirp Barracks Invent New Military Drills

A particularly crafty and innovative dwarf by the name of Lucius has been serving as drill sergeant of the Luciedo barracks of late and his methods, though unorthodox, have proven very successful and the Luchuirp nation may well be on its way to discovering new methods of fighting and war.

Luchuirp gain 20rp towards military knowledge.

Grigori visited by Elephants, Part 2: Efforts at Domestication

Grigori governors are quick to realize the potential value of the herbivorous giants that visit their lands, if only they could tame these great creatures.

Grigori use a carrot and stick approach and manage to force the gentle giants into avoiding certain areas (such as the lentil farms) and even manage to make significant gains into domesticating these animals but ultimately they come and go as they please.

Grigori gain 10rp towards animal handling.

Kappa Attempts to House and Feed Griffons a Mixed Success

While the Kappa are able to feed and house the captured griffons, any attempts at domesticating them ends in dismal failure. These creatures are completely wild and nothing the Kappa attempt to do seems to work to tame them.

Additionally, while those captured can be kept alive, none have bred in captivity and there are fears that the griffon numbers may soon simply die out.

Kappa maintain the majority of their captured Griffons … for now

Silent Wolves Strike Outlying Grigori Farms

Grigori farmers report that some local families are going missing. The culprits are wolves, recently arrived from the southern lands. Farmers point out the obvious wolf footprints and reported sightings but officials can’t help but notice that no one has yet heard a single howl from the area. In addition, the bodies of the farmers are completely missing and when trackers attempt to find the remains, none are ever found. At best, they find scattered pieces of skeletal, gnawed-on remains. Frighteningly some of the trackers themselves fail to return and some of the farmers are afraid that the silent wolves have ‘got ‘em’

Is this the return of the Dove-yellow?

Grigori lose 4 food.

Fellowship of the Leaves Spreads to the Ir-O-Kee

Ir-O-Kee merchants and travellers visiting Hippus lands hear rumours of a secluded abbey deep in the woods of the Keekoy tribe, and, curious, pay a visit (where they run into Amurite scholars also curious about the abbey).

The Ir-O-Kee travellers are surprised to find a sheltered enclave which preaches philosophy and thought very similar to that of their elders, only with a very obvious religious and magical ‘spin’. The Ir-O-Kee invites some of the abbots to return to the Ir-O-Kee camps and there, the abbots and disciples begin explaining what it is they believe in. It doesn’t take long to convert a large section of the Ir-O-Kee population to the ‘Fellowship’.

Within a decade the Fellowship becomes an ‘Ir-O-Kee’ state religion.

Ir-O-Kee adopt ‘Fellowship of the Leaves’.

Half-Orc Numbers Rise Amongst Hippus Rural Areas and Urban Slums

The Hippus have long been used to bestial races walking amongst them. A recent, very ‘fast and dirty’ and definitely unscientific census has revealed that approximately 9% of the Hippus population is made up of gnolls.

Lately, with the increasingly good relations between the Clan of Embers and the Hippus, informal small-scale trade and travel between the Clan and Hippus lands has led to some interbreeding. The result of these mixed unions are half-orcs (such as Ember herself).

The half-orcs have been marginalized slightly by Hippus people and can mostly be found in rural farming villages or urban slums but more and more they are coming into the mainstream of Hippus culture (seeing as how the Hippus are pretty used to bestial humanoids integrating into their nation). They have proved to be a good mix of human ambition and intelligence and orcish resilience, strength and survivability.

Hippus gain one workforce of their choice (either agricultural or industrial) in either of their cities at half price.

Galveholm Hit by Floods

The winter of 391 is not particularly cold, but there is a LOT of snow and come spring, that spring melt, combined with heavy rains causes the Galveholm river to rise higher than it ever has before. Houses and farms built close to the shores of the river are swept away despite the city’s best efforts at building emergency dykes.

Galveholm loses 1 population. Sheim lose 4 gold and 10 food.

Kappa Go Missing

Kappa travelling the streams and swamps between their two major cities have gone missing. Where could they have gone?

No effect

’Als Report Exceptional Harvest

The ‘Als are blessed by good weather and productive slaves (those that don’t escape) in these years and report record crops.

’Als gain 10 food


Spoiler :
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New Technologies

Spoiler :
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Call from the planes (mysticism) (110 rp) (requires ley lines)
  • upon learning this technology the nation learns one summoning circle 1 spell
  • the first nation to learn this technology learns three circle 1 spells instead of 1.
  • allows summoning adepts
  • Allows adept’s study
  • Allows summoning-based spell research

New Buildings

Adepts’ Study
Classification: Mage Improvement
Required Population: 4
Required Workforce: none
Required Production Capacity: 3
Required Technology: ‘the aether’ or ‘call from the planes’
Cost: 65 gold
Game Effect: Generates 2 research points per turn and increases mage military quality according to the following formula:

Increased military quality=(number of adepts’ studies in nation)/(number of cities in nation)

New Units

Summoning Adept:
unit type: mage
maximum quality modifier: 3
movement: 2
casting capacity: 1
production capacity requirement: 2
provincial population requirement: 5
requisite technology: call from the planes
cost to recruit: 55gold
cost to maintain: 1 gold/turn

Summoning adepts represent approximately 40-80 individuals who have learnt sufficient magics to summon assistance from the distant planes. They are typically armed with daggers or staves but receive very little training in their use. They do however, have some minor magics to defend themselves with but these are typically insufficient to face whole combat divisions with. Faced with charging horsemen, surrounded by infantry, or hunted down by hunters, they are most certainly doomed.

They cannot be equipped with armour or weapons and they cannot be upgraded from lesser troops.

Despite these weaknesses, the summoning adept’s strength lies in their ability to summon other units to serve or fight for them. Typically a combat summon will have a movement of at least one and so a summoning adept can stay out of combat and still affect it indirectly by summoning units to fight for them from a distance.

Every turn they can channel 1 casting capacity towards any spell that their nation knows and which they have mana access for. Each nation’s spellbook is different then other nations and thus two summoning adepts from rival nations will have access to completely different summons.
 
phew done... that was a big one... gonna reduce random events now... you guys are doing plenty to keep the world alive without my meddling so much.
 
To Bannor
From your Vassal, Grigori

We have seen the rise again of these 'Wolf Scouts' as such as the ones before the fall of the Dove-Yellow. What is this? Why did they cross the borders again? We demand as your vassals protection and access to diplomacy.

We fear of Were-wolves and Dove-yellow. Please help us.

- A southern representave before meeting his doom hiking
 
TO: Charles- i OKAYed your new unit. It costs the same as a standard peasant militia. It has much better morale but doesn't fight an awful lot better. it does, however, recruit to full strength for a lot cheaper (2x as cheap) and upgrade for 1/2 price.

TO ALL:

1- stats are out- if you didn't get your stats please shout and yell at your computer and i will send them to you.
2- i am changing the orders due date to saturdays... this gives me more time to make the update because they are getting bigger now that the world is more complicated. (and gives you less time)
 
DIPLO:

From The Kuriotates:
To the Kappa:

We thank you for your assistance.


From the Kuriotates:
To the Bannor:


We grieve with you for the loss of the citizens of Maros Vendressa. If we could only have been a little bit quicker perhaps this catastrophe could have been averted. Join us in offering a prayer to the gods.

To the Amurites
From the Ir-O-Kee


We wonder that you would let a mass-murderer and madman deal with your domestic issues. Why, in heaven's name, would you allow the Clan to lead an assault on your own people? These orcs are not to be trusted. They eat people for gods' sake! people!

From the Clan of Ember
To the Ir-O-Kee


Shut up!

From the Corbus
To the nations of 'Als-chu-dar'


Thanks. its a pleasure doing business with you.
 
To The Nations of Edsunland,

By decree of the White Queen the White Elves of the Mist claim ((Province 41, no idea if it has a specific name yet)) as their own land for habitation and eventual expansion.
 
Hello! playing as the Abysswalkers. Now for story time....

Kallas the bodyguard escorted a merchant named Ozwell through the street. He was hired a day before to protect the merchant. He had assumed it to be not such a big deal, but the sight of at least a dozen other bodyguards surprised him. Why would the merchant need so many bodyguards?
“Busy day in the street isn’t it?” Kallas said to Ozwell. Ozwell glanced at him. “I want the street cleared out,” he said.
It took a second for Kallas to realize what Ozwell meant, but he relayed the message to the other bodyguards. A handful of attentive people noticed this and ran out the street, not so lucky ones were soon thrown after them. In less then 30 seconds, the entire street was clear except for a little begger boy. Kallas reached toward the boy and the last thing he felt was something stick between his eyes.
It took Ozwell a minute to register what happened, and the horror came an instant later. He saw 2 of his bodyguards charge towards the boy. The boy suddenly giggled. The boy suddenly giggled and threw a dagger accurately at the bodyguards, who instantly fell, dead. He turned around for the relative safety of his other bodyguards, but they were also dead, daggers thrown from unknown locations. The boy walked towards him.
He began running.
After what seemed like hours, the assassins seemed to have given up the chase. He leaned against a wall and sighed.
Then he began to look at where he was. It was a back-water part of the town, rumored to have many criminal activities. He was also completely alone.
The moment he realized this, he felt a barrage of dagger pinning him against the wall, and what he assumed to be a shadow suddenly moving towards him.
“Please!” begged Ozwell. “I can pay you double whatever they are paying…” The man stepped into the light and Ozwell could finally see him clearly. The assassin was a blond, pale man dressed completely in black. The man clamped his hand over Ozwell’s mouth and Ozwell noticed that one of the man’s eyes was red.
“Time to die, Ozwell” the man whispered. The man raised his other hand and the last thing Ozwell ever heard was a soft giggling noise behind the man.

The Secret Files of the Organization
This will explain some major charactors of the organization

A Rookie's Diary
Spoiler :
I finally joined the Organization, things are nice so far. We had an introduction party with the members of the organization in which the elder members welcomed in the rookies. It was a lot of fun.
I also made a friend today; his name is Alastor and is also a rookie to the organization. He is normal, but there is an interesting feature to him. He always wears an eye-patch to conceal one of his eyes although he does have two working eyes. The fact that he is hiding is that one of his eye color is black and the other blue. I accidentally saw this when he was adjusting his eye-patch, and he made me swear that I would not tell anyone.
However, it is not just fun and games. This day, our first assignment was to kill an old merchant named Ozwell. Obviously that man had broken an agreement with a prominent leader of another organization, and they wanted him dead. One of the older members, one named Gaia, led the assassination. He disguised Rey-Beresa as a beggar boy (not very hard considering that Ley was a boy) and used him to deal a surprise blow to the bodyguards. I killed one of them that day. I will never forget the shock in his eyes as his body slowly fell.
-by Kirsedrian (status: Alive, Location: Ter’al headquarters)


Gaia's Report
Spoiler :
One of those stupid thugs tried to hurt Reia, my partner. Reia could have taken them down on her own, but she for some reason chose to flee into the darker corners of the city. They still arrogantly thought that they were in control, and tried to rape her. Morons, if they had taken time to look at their surroundings, than they would have noticed that they were being followed, not that it would have mattered. They dared tried to harm a member of the Organization, and the Abyss accepted them.
-by Gaia (status: Alive, Location: on rampage, trackers sent to monitor the damage)


Letter concerning Ley-Beresa
Spoiler :
I am telling you, Hadel, there is something wrong with this boy! How many boys do you know who can assassinate 15 different targets in one night completely alone? One? That is what I thought. I am not telling you to get rid of him, I am asking you to put him under observation! There is no telling what this boy would grow up to be if he continues like this…
-Valas (Status: alive: Location: Unknown, last seen arguing with Hadel)


Hadel's introduction
Spoiler :
Hello and welcome into the Abyss. As you all probably know, the organization was created for solving the problems of others, specializing in assassination and intelligence. But there is something more to this organization, and that is the sense of unity. This is your new home, and the members are your family. Protecting them is the only thing I ask of you.
-By Hadel (status: alive, location: inaccessible information, require maximum clearance)


Phew that is done. Btw Imacculate, another organization at Ter'al? you do know how to ruin my day...:(.
 
Immy I don't have my stats :(.

Good update, although I really did hope I wouldn't lose that spear militia.
 
Immy I don't have my stats :(.

Good update, although I really did hope I wouldn't lose that spear militia.

sorry- it will have to wait until tomorrow though as i did it at work today while i was waiting for my ligation to work.

Also- your allies came from a long ways away so they had time to fight it out a bit.

i.
 
Once again, a very great update.

It wasn't as significant as the bombshell dropped on me yesterday, but that would be tough to top.

Everywhere the world seems to be really heating up, the NES can only get better from here. :goodjob:
 
I'll bite- what was the bombshell?

i.
 
I'll bite- what was the bombshell?

i.

One page back in the thread, we've got a 3-way conversation about the plague. Let's just say I've seen the light since my last post there. Turns out I'm a failure at all forms of logic. :lol:

Turns the whole diplomacy picture on its head, for me at least. I have to say, it just makes me love the game more. :goodjob:
 
"zzzzzzzzzzzzzzzzzip"
thats me zipping my mouth shut on all of your crazy scheming...
i got to say i love it but if its gonna work and be fun- i HAVE to keep my mouth shut.

i.
 
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