Ffh Nes Ii

:rolleyes: Surely, surely it's too late to send orders? Why didn't you copy it into Word ot something?
 
My brother Played. 'Star Words, Type X's annd 101's as fast as possible and delete them!'

Late Orders sent. Defence Formation this turn.
 
Sooo.... when do you think you will be able to write the update? Immac?
 
Just to let everyone know:
Silver Grass mercs now follows orders from Bannor (Ekolite).

We accept no more offers, even if you offer us 10 000 gold.

Immac, sorry for late orders.
 
I havn't had too much time to work on the update what with the long weekend and family and all that... please don't expect one to be posted today.

Also- i will be accepting Charles and Northen wolf's orders but this is only because the update isn't made yet.

For future reference: if you are waiting on diplo from another player and havn't recieved it by the time orders are due just submit orders that say: "if player X does decide to help me, then do this, if player X refuses, then do that."
 
Also- i will be accepting Charles and Northen wolf's orders but this is only because the update isn't made yet.


Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you!
Spoiler uhm, it is a spoiler, for Immac only... Think yourself what it might contain :
Spoiler Maybe goodies and fun stuff? :
Spoiler Maybe an emoticon :
Spoiler Maybe an update :
Spoiler Maybe nothing :
Spoiler Last warning! :
Spoiler nah, this is last warning :
Thanks for accepting orders, even tho they might be impossible.
 
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. General orders are due Saturday.

Note: Stability Effects: Again there were several events based on low stability that would not have happened if the nation’s stability was better. On average player nation stability is 92.4. And some people stability is significantly lower than 90. If bad things are happening to you and you have a low stability, the cause might be your low stability. These events can be expensive; it may be less expensive to simply try and repair your stability than to tough it out.


UPDATE FOURTEEN Years 416-430: Jarv Burns, Renth Yithi Assailed by the Hungry Dead, the Ritual of Branding​


Kanna’Al Founded

The ‘Als found the march of Kanna’Al at the southern tip of the western coast of their continent. The town is reportedly named in honour of the mistress of 49 lashes, the scourge of flesh, the angel Kanna.

Already founders claim to have found great quantities of granite suitable for quarrying. In addition, great quartz veins have also been located. These lands may be very mineral rich indeed.

March of Kanna’Al founded

Allied Forces Strike at Jarv

An alliance has been scheming, whispering, plotting… and the plans have come to fruition. A city must fall, a nation must suffer.

From the east and the west the nations of the north descend upon the clan city of Jarv. From the east the Bannor send their ‘4th Regiment’ a unit of greenhorns fresh from training, the Amurites send the ‘Shield of Kylorin, the Ir-O-Kee send barracks-trained peasant militia with a small contingent of war dogs for support and the Silver Grass Elves send the ‘Forgotten’, archers and hunters armed with metal weapons and wearing leather armour. From the west the Hippus send the fearsome Blades of Camulos, a unit of spear militia and two units of peasant militia.

They are to converge upon the city of Jarv. Although the alliance had hoped to catch the orcs surprised, such a large contingent could not possibly hope to avoid patrols or locals and thus the armies converging on the Clan capital were faced with an enemy that was prepared and entrenched. Some say they may have even had diplomatic warning months prior to any force leaving its homeland to engage the orcs… but surely these are just rumours. None-the-less, the clan of ember is prepared for an attack.

As the forces converge upon the city of Jarv not a single living soul is seen anywhere. The outlying fields are empty. Villages and farms have been completely stripped of anything of value, grain, livestock, tools, even meagre belongings like bedding is completely gone. Indeed, even the forests have been hastily logged for any valuable timber.

Only one day from their target, the Shield of Kylorin releases thousands of small paper birds into the air which fly off towards the enemy city. Could this be an attempt at propaganda?

The alliance is able to take up position surrounding the city and still there is no sign of any enemy. The only things to be spotted are a few small patrols of goblins, scouts obviously who only operate in the most utter darkness of night and are only ever spotted by the Silver Grass elves. These goblins stay at great distances from the alliance army and thus cannot be captured or questioned. For three days the alliance lays siege to the city, hoping that the mystery might be solved. In this time they see an occasional orc or goblin, or more rarely a gnoll, often a child, running from one house to another, an armful of food or goods clung to in desperation. Fair-sighted scouts report seeing some movement, mostly at the city centre near the Clan barracks, but outlying houses and districts appear to be mostly evacuated (with some exceptions). Elven hunters report strange marks in the dirt, signs of large objects being dragged and wheeled carts heavily loaded having moved through the outlying area.

Confused but undaunted, the Shield of Kylorin are called upon to use very minor fire magics to set the city alight in the hopes of flushing out the orcs. The elven archers are ordered to assist in this operation using fire-arrows but refuse knowing that the entire clan civilian population may reside in the town somewhere. Potential civilian casualies don’t both the Shield of Kylorin and they set to their task with gusto. One part of the town is lit and sure enough orcs and goblins come running from the smoking buildings into the waiting blades of the hippus and bannor and the fanged mouths of the ir-o-kee wardogs.

The wind prevents use of fire on the other parts o the city however as the smoke and possibly flames would blind and burn the alliance army.

Finally the order is given; it is time to march. Spearmen and peasant militia lead the way, remaining vigilant in the enemy town as they march in formation for the enemy city centre. As they get closer and closer evidence of goblin and orcs became more evident. So too do very obvious signs of fortifications and preparations. Wagons are lined up in certain streets fitted with lumber and stones. Militia-men are sent to remove wheels and break axles. Buildings are examined as the army passes by but a cursory glance does not reveal any hiding armies (though many hold a few cowering civilians).

Only 40’ from the city centre and the plaza a horn suddenly sounds throughout the silent abandoned city and the first real resistance takes form. It is Ember’s famed ‘Cinder Martyrs’ charging from their barracks at the front lines of Hippus peasant militia. Before anyone else can react, a volley of iron-tipped arrows is descending like a murderous rain upon the charging orcs and the charge suddenly looses all its momentum and fury as the first 2-4 rows of the elite unit fall to the fatal missiles. Wardogs are released and soon take the battle to the enemy’s shins and flanks and make short work of any orc foolish enough to stumble or trip while Ir-O-Kee and Hippus militia counter-charge. The clan has chosen their position to make a last stand well. They enemy can approach them from two routes only and the position of buildings and the alliance army prevents any further use of the elves’ arrows… From here on, this will be a battle of training, dedication, and attrition.

As the alliance’s reserves (Shield of Kylorin, Bannor 4th regiment, Blades of Camulos, Silver Grass Mercenaries) prepare to play their part, the Silver grass hunters notice orcs emerging from houses at the distant periphery of the city, even from those areas that had previously been lit on fire. Many are covered in dirt and dust and it seems evident that the have been hiding in underground tunnels. Two units of spearmen form up opposite the alliance reserves (on two different major thoroughfares) while hastily trained semi-combatant draftees set about rolling those wagons that had not been found down side streets into position behind the orc spearmen preventing their withdrawal but also preventing escape of the allied forces from Jarv. Rocks are tumbled into alleyways to prevent flanking or escape via those routes. Large cloth sacks filled with soft dirt, more evidence of tunnelling, are hastily piled around the rocks and the wagons.

Again the air is filled with arrows and one unit of Clan spearmen begin to immediately suffer heavy attrition in the face of the elven arrows but the spearmen are defending their homes and know they have nowhere to run… they do the only thing they can do- they rush the elven archers (who are defended by the Hippus Blades of Camulos). Meanwhile in another street the Shield of Kylorin and their Bannor spearmen allies face off against a unit of spearmen who seem more then willing to play a waiting game with the allied melee units.

Soon the reason for the tumbled rocks and cut-off exits becomes apparent. Inside buildings and in alleyways, goblin scouts hiding throughout the city begin setting fire to large piles of timber that had previously been smoked so as to make them as dry as possible. Charcoal pieces and what little bitumen can be found locally are mixed in with the timber and soon several parts of the city are aflame.

At the city’s center stands the ‘Cinder Martyrs’. On two major thoroughfares leading from there are the Hippus spear and peasant militia and the Ir-O-Kee peasant militia (with wardog support) engaged in a slow war of attrition with the barracks-trained elite enemy spear. Behind them, along the two major streets lie the eleven silver grass mercenaries and the Hippus Blades of Camulos on the west and the Amurite Shield of Kylorin and the Bannor 4th regiment on the south. Preventing their escape along each route is a single unit of clan spearmen and behind them are massive walls of ever-growing stone and wooden frames, now aflame.

It seems that Ember has dedicated her entire city to the goddess of fire, passion and vengeance. Her Cinder Martyrs are more than willing to live up to their names and her spearmen, now trapped in a burning city with nowhere to run, seem determined to take as many of the enemy with them and win for themselves a place of favour in Bhall’s heaven.

Of course, not everyone is content to burn to death. Hippus peasant miltia are the first to desert and soon, so to do many Ir-O-Kee. Its not that the battle with the enemy is going so very badly (though despite their numbers they are facing a potent foe)- the problem is more that they know they must escape the burning city now or risk death. The next to run are the many of the Bannor spearmen (though many, to their credit, stay to fight the enemy) and the enemy clan spear they face (again, most stay to fight the Bannor and Amurites). Against the elven archers none of the Clan spear run knowing that to do so will end in their complete slaughter by elven arrows.

The fire burns higher and hotter, fed unnaturally by secretly constructed flues and giant bellows being pumped by orcs and goblins at the town’s edge (they too having hid underground). Metal weapons shimmer in the heat and blades, cudgels and spears are dropped from hands coated in thick bands of sweat.

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In these conditions the battle is fought. First the elven mercenaries and the blades of Camulos make short work of the spearmen arrayed against them, whereupon they turn their attention to two tasks, assisting the battle against the elite Cinder Martyrs and finding a way to escape the ever-expanding fires. Meanwhile the Shield of Kylorin and the Bannor spear charge the enemy spearmen who seem only too happy to stand opposite the allied Bannor and Amurites while their city burns around them. In the streets of Jarv the enemy can anchor both flanks with buildings and thus it is a slow battle of spearmen against spearmen as the 4th takes the battle directly to the enemy and the Shield of Kylorin uses their minor magics to draw the flames away from the buildings and into the enemy spear. Lastly, in the city centre, a unit of Hippus peasant militia, having the least experience of any Hippus unit falters and routs. The Cinder Martyrs are unable to press the advantage however as the remaining Hippus and Ir-O-Kee units close the gap. Suddenly with a great battlecry and with obvious indifference to the flames or the enemy’s reputation, the Blades of Camulos literally launch themselves over friendly units to engage the enemy elite forces.

Ultimately the enemy forces are no match for the numbers, determination and training of the invading force and nothing remains of the clan spear and cinder martyrs but a few deserters and thousands of badly burnt skeletons.

The allied forces are mostly able to escape the fire-trap meant to be their death but many units that would not have died in direct combat did succumb to fire or smoke.

The clan itself seems to have hidden, to a large extent, in underground tunnels at the edges of the city and escaped once the fires were set, into the surrounding hills.

In the weeks that followed the Shield of Kylorin is said to have returned North with great haste and secrecy, their reasoning known only to themselves though they were eager to have privacy immediately following the battle.

The Bannor 4th regiment, badly mauled by fire and combat set about, with the Ir-O-Kee searching for clan escapees but the fleeing civilians seem to have planned well and have equiped themselves for a long joinery very well. Most are heading north. Some say they are hiding at the edge of Amurite lands, while others say that they have hidden themselves in tunnels throughout the hills. Strangely, some of the searching troops report being spooked by the ghosts of long-dead soldiers who may still haunt the site of the ancient battle against Grak’s forces. Half a dozen soldiers swear they have seen strange half-mortal, half-dead ghostly figures resembling the fabled 'Fists of Balance’ near the ancient gnoll camp ruins.

The Hippus are called back to their own lands where another city is on fire.

As the first snows fall, Jarv has become a fiery ruin- a grey and black wasteland slowly being covered in snow. Its rulers will have much to repair before it is usable city again. The fleeing clan civilians have left with most of their possessions that could be carried and left only those that could not and there is very little to pillage in the city; again some alliance soldiers are claiming that the enemy was warned ahead of time: These preparations take time after all.

There is no sign of Evavi Gohan or of the Ember herself.

Clan of Ember ceases to exist. All Clan of Ember military ceases to exist.
City of Jarv demoted to a march with 1 population and no workforces. It also loses its barracks. It does, however, retain its outlying cottages, farms and mines.
Amurite Shield of Kylorin requires 11 gold to recruit to full strength.
Ir-O-Kee peasant militia requires 18 gold to recruit to full strength.
Ir-O-Kee gains 3 gold in plunder.
Bannor Fourth Regiment requires 19 gold to recruit to full strength.
Bannor gain 3 gold in plunder.
Hippus Blades of Camulos requires 11 gold to recruit to full strength.
Hippus peasant militia (1st ones) require 14 gold to recruit to full strength.
Hippus peasant militia (2nd ones) require 11 gold to recruit to full strength.
Hippus spear militia requires 18 gold to recruit to full strength.
Hippus gain 7 gold in plunder.
Silver Grass hunters requires 14 gold to recruit to full strength.
SilverGrass archers require 7 gold to recruit to full strength.


Threat Of Dove-Yellow Mobilizes Grigori Peasants

Grabbing whatever they can find to arm themselves with, Grigori peasant enlist in a volunteer militia by the thousands. Though the Grigori had expected many volunteers and provided extensive training to these, even more volunteers have arrived and sought to join in their homeland’s defence.

In addition to any units trained regularly this turn, the Grigori gain a peasant militia unit in their capital (though it is not full strength and requires 15 gold to recruit to full strength) called ‘The Brave’.

Dove-Yellow Undead Attack Renth Yithi

The hungry dead have followed their pet wolves to the edges of Renth Yithi and the Grigori, desperate to save their people, have evacuated their entire population from the surrounding area. Kappa slingers arrive to assist the Grigori, as do Ir-O-Kee dog-handlers.

The Ir-O-Kee dog-handlers are sent to find the zombies as they approach and this they do. Kappa slingers fire stones and prepared bullets at the zombies as they shamble towards the city, aiming for legs and knees in an effort to slow the creatures. Finally there is no other choice but to face the enemy and firstly the dogs are released, followed closely by the Grigori and Ir-O-Kee soldiers.

The Grigori formation is not a pretty sight, uneven and poorly organised, it none-the-less presents few gaps and the Grigori spears are quick to pierce heart and throat… to no effect.

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The zombies crawl up the shafts of the spears and claw and bite at the spearmen. Peasant militia unleash cudgel attacks upon the zombies but, with rare exceptions, these have little effect as the cudgels crush bone, break skulls but none-the-less are unable to stop the changed Dove-Yellow. The Ir-O-Kee dogs who bite at the zombies begin to change themselves and soon, even if unwounded, turn upon their masters as the zombie blood boils in their stomachs and in their veins and changes them too.

The Grigori sound the order; they must retreat or they will be killed to a man, only to engorge the enemy formation with their fallen comrades, risen again to feed on the living.

These creatures cannot be fought with conventional weapons; it is time to run. As many of the wounded as possible are carried away but it soon becomes apparent that many of these have to be killed also to prevent a general catastrophe as the zombie sickness takes over their scratched or bitten bodies.

One Grigori commander makes the awful decision without orders from high command. They will lose Renth Yithi and all its people unless something drastic is done and so he orders the great plains and farmland between the zombie forces and Renth Yithi to be lit on fire. The dry hay and tall grass makes excellent fuel and soon a great plains fire licks the sky with brilliant orange and red tongues of heat… and the zombies are turned aside. The creatures go east and west. Some head towards the Grigori capital while others lumber towards the Ir-O-Kee forests.

Renth Yithi is saved for now, but at what cost! As the fire burns out the farmland around the city is reduced to ash. In addition, many of the tools and equipment used by the specialised labourers based in Renth Yithi is also lost.

And what of the shambling dead that continue to haunt the Herthi peninsula? How long until they turn north like their brethren before them?

Grigori lose 8 food and 6 gold. Renth Yithi loses 1 population. Renth Yithi loses 1 communal farm and 1 ‘men with tools’ improvement. Grigori peasant militia ‘the brave’ require 25 gold to recruit to full strength (total). Grigori spear militia, “The united refugees” require 16 gold to recruit to full strength.
Ir-O-Kee Dog Handlers require 4 gold to recruit to full strength. (a strength of this unit is that its members can be replenished from breeding stock between battles)
Kappa slingers require 2 gold to recruit to full strength.


Zombies Strike at Hippus Villages on Clan Border

Hippus belonging to the clan of Warnit, perhaps best known for inventing the horse pasturage are raided by zombies in the dead of night. These deadly creatures arrive near midnight, raid the village, driving any survivors fleeing into the surrounding countryside but are gone in the morning. Could the Dove-Yellow have already arrived in Hippus lands?

Hippus lose 2 gold and require 6 gold to repair the cottage in Altheriol-ta-Mealthiel.

Riots and Fires Rock Conrond Mor

It is rumoured the riots and fires began when several shopkeepers, banding together, decided to refuse protection money to a group of violent street thugs trying to run a protection racket. The thugs retaliated by brutally raping the shopkeeper’s family members. It was meant to be a warning of worse repercussions should the shop-keepers fail to pay the gangsters but the warning itself was already too much for these proud Hippus merchants. Again banding together the merchants hired some muscle and equipped themselves as best as they could and marched on the gangsters headquarters. Scores were slain on both sides as the gangsters defended themselves and the merchants sought revenge and freedom from the gangsters’ criminal tyranny.

Many gangsters survived and rallied around a popular demagogue, a man named Phiyus who claimed to hear the voice of Camullos. The demagogue promised revenge and blood and through the sheer force of his charisma and the eloquence of his speech was able to bend the gangsters’ anger. It was around this time that news began to reach the streets of Conrond Mor regarding the military operations taking place in Jarv. Orcs and gnolls and even humans felt betrayed by their governor’s decision to march on their previous allies. Many of the orcs, ½ orcs and gnolls amongst the Hippus population felt a kinship to the clan (see last update describing intermarriages etc) and were very resentful of what they thought of as Hippus treachery. It didn’t take too much effort therefore for Phiyus to bend the gangsters anger and attract many other discontent orcs, gnolls and humans to his cause. Instead of unleashing the mob he had gathered directly upon the merchants responsible for slaying the gangsters’ brothers in arms, Phiyus aimed the agitated masses at the Keekoy population living in Conrond Mor as well as any converts to the “Fellowship of Leaves”.

Phiyus and his mob marched on the residential quarter and slew every Keekoy tribesmen and every follower of the Fellowship of Leaves before turning their anger on the merchants. By the end of the night Conrond Mor was in flames. Entire city districts were burnt to the ground leaving only blackened masonry frames and charred skeletons.

Even as the city recovered from the ‘Night of Fires’, the violence continued. Keekoy were being systematically targeted by murderous gangsters. Gangs prowled the streets of Altheriol-ta-Mealthiel, Conrond Mor, and Radonnor, humans, ½ orcs and gnolls looking for members of the fellowship of the leaves and Keekoy. Anywhere they were found it was mostly just a matter of finding an excuse and a street battle would end in someone’s death or disfigurement. How the death of the gangsters or the invasion of Jarv became the fault of these men and women remains a mystery to the governors and may be more due to the charisma of the demagogue than to actual logical rationalisation.

It seemed that the Keekoy and faithful were not so quick to surrender; later that autumn many of the gangsters leaders, including Phiyus, had stumbled upon unpleasant deaths of various sorts- some were found at the bottom of wells, others trampled by horses, others slain in what appeared to be botched street robberies.

Hippus governors dispatched their scout division to police the streets of Conrond Mor and the capital but with the majority of the Hippus army pre-occupied in Jarv, it was much too little man-power to seriously affect the murders and vengeful violence.

Can the faiths of Camullos and the Fellowship of the Leaves be reconciled? Can ½ orcs, gnolls and other beasts live contently in Hippus society? Can such a huge and expensive tragedy be prevented from occurring again?

Conrond Mor loses 2 population. Hippus lose 20 gold and 10 food.
White Mist Elves lose 1 gold.


Ritual of the Brand Performed Across Entire ‘Als Nation

Behind closed doors the political and religious elite of the ‘Als nation plan an elaborate ritual for months and months… finally, after much preparation and logistical planing, they are ready to perform ‘the Branding’. The ritual consists of gathering all ‘Als slaves (a number in the tens of thousands and representing approximately 65% of their total population) from all across the nation and at exactly noon (as measured by sundials) on the longest day of the year, simultaneously branding them with the characteristic eternal alchemy symbol associated with the ‘Als flag (see post 3).

A masked member of the cult of Ceridwen, thought to be its high priestess, is placed in command of the operation and is even provided with the fabled ‘Spears of Malice’ to protect the operation and her team as the ritual proceeds. There are some hiccups; in the weeks proceeding the ritual attacks by rebels attempting to free slaves accelerate, but generally the preparations for the ritual proceed as planned.

Finally at noon on the longest day of the year, slaves tied to wooden racks and frames throughout the empire are simultaneously branded. Slave-masters, taskers, and land-owners involved in the task repeat the words they have been taught to recite, “Mistress of the 49 lashes, scourge of the flesh, Lady Kanna, we offer you this sacrifice in the name of Lord Malus and the empire of the ‘Als.”

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In Ter’Als the smell of all that seared flesh set dogs to howling and vultures to circling.

As the ritualists gather after the ceremony, obviously jubilant and expectant, in a small ceremonial, albeit temporary, temple at the city plaza, chanting and burning incense and special herbs, the ceremony is suddenly interrupted.

Though the ritualists are surrounded by the ‘Spears of Malice’, a group of men and women robed in grey suddenly launch an attack upon the ritualists. The spears of malice turn upon the attackers but it is merely a diversion. Suddenly some of the most junior ritualists, assistants hired to assist with menial preparations and to provide non-mystical assistance to the ritual, draw blades and fall upon the more senior ritualists in the midst of their casting. Even as the energy of the mass-branding ebbs from the cultists and their chanting is disrupted, a vicious melee breaks out within the temple and summoning circles. The infiltrators and the ritualists both fall as hidden blades are drawn and draw blood. The infiltrators, however, seem to be armed with blades made of some white stone marbled with silver and gold and these blades are particularly lethal to the dark priests.

Meanwhile, the guardian ‘Spears of Malice’ are drawn into a prolonged street battle with robed men and women who attack from alleys and roofs in small groups and melt away when confronted by single massed organisation. The Spears of Malice, realising that prolonged combat with the robed men and women on the streets leave their charges unprotected, return as quickly as they can to fight the ‘white knife’ wielding infiltrators.

With the spearmen returning and the ritual all but completely disrupted, the infiltrators attempt to flee. Unfortunately for them, the Spears of Malice are only too eager to cut down the saboteurs as they attempt to run away. Only about 1/3 of the infiltrators are able to escape while the vast majority of the rest lay dead. Less than a dozen are taken prisoner and of these, eight commit suicide shortly after their capture.

Languishing in chains weeks later, tortured by those dedicated to pain, the cultists dedicated to Kanna, the infiltrators are able to keep almost all their secrets. One is even able to end his life instead of revealing any further information by biting through his tongue and bleeding to death. The ‘Als inquisitors learn only a name, “the Labyrinth”

Ultimately however, the ritual is able to gain some small measure of success as a single cultist, the masked ‘suspected high priestess’ of the Cult of Ceridwen claims to hear the blessing of the angel Kanna.

’Als lose 1 stability. Spears of Malice require 12 gold to recruit to full strength. ‘Als gain the ‘White Knives’ item. ‘Als gain a unit of acolyte dedicated to the angel of pain, Kanna and 1 appropriate spell (which has already been selected and will be provided to you). That unit requires 54 gold to recruit to full strength.
Unidentified raider unit used to attack the guard’s flanks requires 13 gold to recruit to full strength. Labyrinth requires 21 gold to recruit to full strength and loses the ‘White Knives’ item.
 
UPDATE FOURTEEN Years 416-430: Jarv Burns, Renth Yithi Assailed by the Hungry Dead, the Ritual of Branding (part 2)​


Second Treaty of Shroudane Signed

The ‘Als, Halluchuirp and Sidar have come to an agreement. The city of Shroudane shall be returned to the Sidar even as they must make compensatory payments to the western nations.

Not only do the three nations agree to territorial disputes, a great and all-encompassing treaty is signed to ensure the diplomatic peace between the nations.

Note that by mutual agreement the original treaty of shroudane is now null and void and this is the only treaty regulating diplomatic relations in the western continent.

The people of Shroudane are not completely agreeable to this proposition however as many have come to accept and even welcome the Halluchuirp and ‘Als conquerors. The use of skeletons by the Sidar as well as their ruling hierocracy’s dedication to the death cult of the ‘grey’ has done much to discredit their former governors in their eyes and when the ‘Als and Halluchuirp soldiers and governors leave, so too do they.

Shroudane becomes a Sidar province. ‘Als and Halluchuirp receive 2 gold and 3 food each. Shroudane loses 2 population. Freetown and Kanna’Al gain 1 population.

Open Raids Upon Slavers’ Quarries, Communal Farms and Estates in Ter’Als

Shortly after the great ritual dedicated to Kanna (see above), a large and highly organised slave revolt/escape strikes the ‘Als capital of Ter’Als. This time it is not only their property who are acting against them; very obvious assistance is being provided by outside forces. Indeed, it appears that the attempt was timed to coincide with the branding operations such that as slaves were in transit and more accessible they could be targeted by the raiders. Also, much of the ‘Als military was devoted to guarding the ritualists and settlers not available to assist in guarding the slaves at this time.

Men and women, operating in a very organized paramilitary fashion (though lacking any uniforms or identifying marks) launch disciplined raids of limited duration and limited exposure upon quarries, farms and estates, liberating over 3 thousand slaves in just 1 month of very organized and frantic activity.

Those who witness the raids report that the raiders are careful not to kill guardsmen and slave-owners, instead choosing to make them surrender and tying them up. They also appear to be led by well-spoken and obviously educated intellectuals, perhaps even of noble-stock.

After the raids the slave rebellions quiet-down for some time as governors order extensive crack-downs and enquiries. While this prevents further escape attempts and raids, ultimately the escaped slaves are cover their tracks and disappear almost completely while the raiders too manage to conceal their identities.

’Als lose 10 gold and 5 food.

Religious Exiles Flee the ‘Als Nation

A giant exodus of men and women claiming to be secret followers of the ‘Sisters of Sirona’ faith emigrate from the ‘Als land in the months and years after the branding ritual. What is perhaps surprising is that many seemed to have no need to cross the territorial borders to get into Halluchuirp territory, evidently having already crossed at some earlier time. They are welcomed by the Halluchuirp nation who provide lodging, food and even materials to assist in missionary activity. Shortly thereafter, the new immigrants to the Halluchuirp are considering themselves the ‘new hallowed’.

It is said that many of the new immigrants are associated with the organised raids that so recently struck Ter’Als and indeed their exodus seems to coincide with a dramatic drop in raiding activity in the ‘Als capital.

The Sisters of Sirona are not so quick to forget their enslaved brethren across the ‘Als border and soon set themselves to applying political pressure to the Halluchuirp leadership; already they have organised a wing of their organisation solely to lobbying for greater interference in the ‘Als slave industry.

Halluchuirp Freetown gains 2 population and Luciedo gains 1 population.
‘Als Ter’Als loses 1 population. ‘Als gain 2 stability.


Cave-Ins Strike Ancient ‘Als Subterranean Complexes

Ancient caves and tunnels criss-crossing the deserts south of Ter’Als have been collapsed. Dwarven miners from Luciedo and Freetown report having been employed by mysterious figures who offered good money to collapse these ancient caves.

No effects

Ancient Treasures Traded in Freetown and Luciedo

Ancient gold, silver, copper and even platinum coins, bars of solid metals, ancient (and well-preserved) bronze weapons and armour, tapestries, embroidery works, painted silken cloth, jewellery and even what appears to be a royal sceptre are being offered in the markets of Luciedo and Freetown. Although the initial source of these goods remains a mystery, they are being sold by tradesmen in small quantities in an effort not to flood the markets too quickly. Yet objects such as these cannot be quickly overlooked and it is evident that somewhere, someone has found a cache of ancient treasures and are slowly releasing them into the market.

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Those who have examined the coins relate that they display the profile of a human king with distinctively ‘Als features. Tapestries and artistic works depict several great human armies clad in bronze weapons fighting lizard-like humanoids and led by a man wearing a distinctive crown and carrying a ruby-encrusted sceptre. A similar sceptre has been reported amongst the treasures offered on the market.

As a consequence of these treasures being offered in Halluchuirp markets, taxmen are reporting increased earnings even as the sudden influx of these valuables disrupts the delicate economic structure of the Halluchuirp nation and forces inflation and unemployment.

Halluchuirp gain 20 gold and lose 1 stability.

Halluchuirp Hunters Find Mass Graves

Halluchuirp hunters are dispatched to find the renegade slavers responsible for abducting dwarves in recent years form villages and towns on the border with ‘Als territory. They easily locate the raided towns and follow tracks into the woods. Unfortunately the age of the tracks means they quickly fade and soon the hunters are reduced to searching for any signs of slavers.

Instead they find a mass grave. The graves are filled with the supposedly ‘abducted’ dwarves as well as slavers ‘costumes’ and paraphernalia. And that is all they find. There are no slaver camps, no hidden quarries or slave estates, nothing whatsoever to indicate active slavers in the region.

No effects

Unhappy Amurites Join the Red Cricket Exiles

Many amurites are unhappy with Caswellan rule and continue to seek an alternative. Seeing the Red Cricket Exiles continuing to scratch out a living, even beginning to thrive on the edges of the sea of ‘Danalin’s Slumber’, some amurites opt to join them. They take their money, possessions, livestock and loved ones with them.

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Amurite city of Cevedes loses one population. Amurite city of Nimarail loses 1 population. Amurites lose 4 gold and 4 food.

Corbus Land-Holders Clamour for Greater Say in Government

Many Corbus Land holders are jealous of the centralization of power and wealth by a select few nest-houses. They aggrieve that it is their slave’s labour, their lands that are being worked to produce the hemp and silk that is the backbone of the Corbus economy and they should be the ones who benefit from it, not the high ‘High Cliffs’.

In an act of open rebellion they ship their silks and hemp to be sold directly in the markets of the ‘Als, Halluchuirp and Sidar (working directly with their merchants and circumventing any government interference).

The ruling Corbus oligarchy is reportedly furious over the act of defiance (and loss of income). Only time will tell what action they will take to recover their loses and authority.

Corbus lose 8 gold. ‘Als and Halluchuirp gain 2 gold. Sidar gain 1 gold.

Strange Floating Mirror Reported in the Sky

Grigori, Ir-O-Kee, Kappa and Kuriotates report seeing a strange floating object high in the sky. The object spins slowly as it passes from east to west over the lands of these people in a process that takes almost 2 months to complete. The object appears as little more than a speck but some individuals with keener eyes are able to determine that it is an oval-shaped disc with mirror-like surfaces. Could this be a sign from the gods?

No Effect.

Criminal Organizations Thrive

Though the exact reason why remains a mystery, criminal organizations in the Kuriotates and Kappa lands are thriving like never before. Thefts of goods, organized fraud, kidnappings all are on the rise in these lands and some suggest that an organized ‘mafia’ may be involved. Some even spreads to the Bannor city of Vaelyn, but this is relatively minor.

Kappa and kuriotates gain 5 gold and lose 1 stability each.

Sidar Goats Fat and Juicy

A Sidar shepherd experimenting with selective breeding programs has found a way to produce extra fat and juicy goats.

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Sidar Goat Pasture now produces 5 food instead of 4.

Luthien Arcamael Wracked by Rival Gangs

While not as extensive as the battle taking place on the streets of Conrond Mor, rival gangs seeking to establish dominance over the streets of Luthien Arcamael have left bloody murdered bodies lying in the streets, set fire to houses and businesses, kidnapped minor nobles, and even assassinated minor government officials who have tried to stand in their way. More and more of the capital’s streets have become the private property of quasi-militant street gangs who extort those who try to live or make a living there and brutally terrorize those who refuse to pay their ‘tax’.

Some say that the street-level fighting is merely the extension of power-plays going on at the upper echelons of elven politics as noble houses vie for power, wealth and influence in an elven empire undergoing dramatic growth and change.

White mist elves lose 12 gold.

Monument to the Deep Erected

In Kappa Towah, a craftskappa reports having strange dreams. He is obsessed with sketching an obelisk with twisting, knotted curves that resembles an octopus. He receives government funding to complete his work.

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It is said that once the monument is erected the dreams spread throughout the capital and invoke all sorts of strange bouts of ‘creativity’ and ‘novel ideas’. Not all are healthy and some kappa wander off into the swamps and are never seen again but others bring great invention to the Kappa people.

Kappa build a monument. Kappa gain 5 research points.

Sheim Diplomats Arrive in Averlorn

Though they use no ships to arrive, high-ranked ambassadors of the Sheim and Eekin tribes arrive one summer at the Kuriotates capital of Averlorn guarded by a unit of summoner adepts. They are quick to make contact with merchants from across the continent and have brought gifts of furs and luxury wares from their distant lands to assist in smoothing out the diplomatic introductions.

Diplomatic contact with the Sheim and Eekin possible for the continent of Edsunland.

As the Years Turn:

Rumours begin to trickle out of Amur. The orcs have found a new home. They live in Nimarail, in Cevedes, not as slaves or second class-citizens but as equal citizens. Goblins can be seen working in the cotton plantations. Orcs have bought property in affluent neighbourhoods. The cult of Bhall is spreading througout Amur at an alarming rate. Orcs and gnolls are learning of Oghma and literacy amongst the bestial races is on the rise.

And though she has been missing for two years, Ember has returned, and has been voted to a seat on the Amurite council.

Amurites lose 1 stability, gain 7 gold and 4 food. Cevedes gains 2 population. Nimarail gains 1 population.


New Map

Spoiler :
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New Technologies

Poetry (culture and society) (50 rp) (requires oratory)
Research of tech grants +2 stability
Allows poet’s podium.

New Buildings

Poet’s Podium
Classification: Cultural improvement
Required Population: 6
Required Workforce: none
Required Production Capacity: 2
Required Technology: poetry
Cost: 40 gold
Game Effect: Produces 2 stability and 1 research point

New Spells

Summon To Beacon
Mana: Dimensional
Circle: 1
Game Effects: Summons the caster’s unit (and, with a bit of military quality, a few other individuals but never another whole unit) to a specially prepared beacon. The spell may target a beacon up to two provinces distant. This spell can be used in conjunction with normal movement to cover a great distance in one turn.
 
I knew going to battle was a bad idea. I knew this exact situation was going to happen.:gripe:. Now how to fix it?
 
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