Ffh Nes Ii

He's right. 10 characters.
EDIT: at least thats what popular sentiment amongst the grigori is... i guess its not my place to say if something is right or not.
 
We're all screwed, just some of us are more screwed then others.

Out of interest, almighty Junil, how could I have possibly conducted diplomacy with a zombie horde :lol:? Also, in fairness, I only didn't help becuase the whole affair was a mess, hardly my fault.
 
OOC:
you didn't organize the nations to defend your protectorate and didn't contribute funding to the ritual... these are the LEAST you should have done and it would have been best if you had sent yoru armies and treasury and ideas to fight the zombies.

i.
 
Unofficial Order of how screwed everyone is:

1. Grigori - Losing a city this update. Being completely over-run by Zombies. Shame that :p
2. Ir-o-kee - Also getting over-run with the undead.
3. Hippus - Undead heading towards them. Huge unrest, damaged army.
4. Bannor - Godly wrath, zombies on the way.
5. Kappa - Zombies nearby, but maybe the swamps will protect them.
6. Elves - Although only the ones on the mainland.
7. Amurites, Kuriotates - Nice and out of the way, the zombies have to munch their way through us lot first.

Good luck guys! :lol:
 
Unofficial Order of how screwed everyone is:

1. Grigori - Losing a city this update. Being completely over-run by Zombies. Shame that :p
2. Ir-o-kee - Also getting over-run with the undead.
3. Hippus - Undead heading towards them. Huge unrest, damaged army.
4. Bannor - Godly wrath, zombies on the way.
5. Kappa - Zombies nearby, but maybe the swamps will protect them.
6. Elves - Although only the ones on the mainland.
7. Amurites, Kuriotates - Nice and out of the way, the zombies have to munch their way through us lot first.

Good luck guys! :lol:

And may the spirits of Sucellus take pity on you...

Edit: You guys have no idea how hard I was laughing at the complete utter chaos :p. Pity that you won't be activating the node this turn. It would have made my life so much easier at this small little peaceful continent I am on.
 
Unofficial Order of how screwed everyone is:

1. Grigori - Losing a city this update. Being completely over-run by Zombies. Shame that :p
2. Ir-o-kee - Also getting over-run with the undead.
3. Hippus - Undead heading towards them. Huge unrest, damaged army.
4. Bannor - Godly wrath, zombies on the way.
5. Kappa - Zombies nearby, but maybe the swamps will protect them.
6. Elves - Although only the ones on the mainland.
7. Amurites, Kuriotates - Nice and out of the way, the zombies have to munch their way through us lot first.

Good luck guys! :lol:

But next turn we are all equally screwed. Take a good look where the Ir-O-Kee lie on the map and try to find out who's territory they don't border.
 
But by next turn the life ritual will be completed, but people who were screwed before will still be screwed
 
The life ritual will have little to no effect. It was under-funded. Bystander apathy for the win!
 
But by next turn the life ritual will be completed, but people who were screwed before will still be screwed

I said that. That's why I said "May spirits of Sucellus take pity on you"

I shall go shut up now.

Edit: next turn, the Labyrinthis willing to drop the veil of secrecy and deception. We shall swear most of the things we say we would to any god you want, so that everyone can be sure that that's what I am doing. Depends on the update, though

Double Edit: And so that it would prevent me from trying to back-stab you guys, following Ken's definition of the term

Triple Edit, and also the small print :We want you to swear that you won't interfere with us next turn though so that we won't interfere/screw around with you in peace . It's either that or a huge fiasco that would prove expensive to both you all and me. And I die anyways at the end of next turn :p
 
So when can we expect this update of Armageddon-ish proportions?
 
I'm praying to Tali to send a giant storm to these infest areas, which if it happens (yeah right) it may help against my other problem.
 
An increased devotion to Tali could quiet some unrest that the opposing religions are causing. And anyways I think most of them unrest should be gone this turn, one way or another.
 
Unofficial Order of how screwed everyone is:

1. Grigori - Losing a city this update. Being completely over-run by Zombies. Shame that :p
2. Ir-o-kee - Also getting over-run with the undead.
2b. Silver Grass Elves
3. Hippus - Undead heading towards them. Huge unrest, damaged army.
4. Bannor - Godly wrath, zombies on the way.
5. Kappa - Zombies nearby, but maybe the swamps will protect them.
6. White Mist Elves - Although only the ones on the mainland.
7. Amurites, Kuriotates - Nice and out of the way, the zombies have to munch their way through us lot first.

Good luck guys! :lol:

Added small "fix".

If Ir-O-Kee get overrun, our primary objective will be quite a bit more difficult - less money to invest into it, as more has to go into recruiting new troops, if my villagers save atleast 1/3rd of my project, I might have a chance... Otherwise it is end of my temp. role :(
 
update will be today... maybe an hour or two.
 
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.

UPDATE FIFTEEN Years 431-445: Björk, Hungry Dead Threaten Entire Continent, Labyrinth Assault Ter’Als, A New Faith in Kappa and Halluchuirp Lands, Return of the Fists of Balance​


The Sceptre Falls

The factions played by LdiCesare, Seon, and Northen Wolf have only 1 turn left. (So get those crazy final plans and stories out)

Björk Blessed of Amathaon

The rise and spread of poetry across the lands of Edsunland have led to the emergence of a great bard known only as Björk. She hails, apparently, from the Eekin island and came to Edsunland in the past years through the miracles of Sheim casting (as part of the Eekin diplomatic party). She is said to be blessed by Amathoan as the most creative, innovative and beautiful song-writer, poet and singer the world has yet to see.

bjork-leaf-1.jpg

more

Björk now seeks a home amongst the nations of Erebus and is said to be able to, magically and through the blessings of the gods, choose a home amongst any single nation of any continent. She has declared a contest in which the ‘muses of Erebus’ (all players and lurkers) can vote upon the best story ever written (see post #4). Every muse can vote once for any story they choose (except their own) and the winner will have Björk make her home amongst that nation’s people. This can only bring good things as Björk rocks!

Bard’s contest is open. All players and lurkers can PM or e-mail me their choice for the best story/poem/etc written and the winner gets ‘Björk manor’ next turn

Grigori Leadership Abandons their People in their Hour of Need

Throughout the Grigori military, commanders are panicked. Their leadership has provided no orders in regards to the onslaught of the hungry dead. Their only communication has been aimed at foreign governments and bemoans the lack of organisation and double-dealings involved in the defence of their people and yet the commanders and people can’t help but think that perhaps it should have been the Grigori government who should have taken the lead in the defence of the grigori people.

And so the cities of Renth Yithi and Troday Yithi are left to their fates and each will attempt to defend itself as best as it can.

In the year 431 the first of the hungry dead are seen shambling through the ashes of the Renth Yithi farmland and great plains towards the ‘city of refugees’ where Herthi, Ir-O-Kee and Grigori once sought to make something beautiful, a great city dedicated to man’s own potential.

With nothing left to burn local commanders order the evacuation of the city. The militias of ‘the brave’ are dispatched to assist Troday Yithi while the ‘United’ are sent to defend the city by themselves. Initial talk of support from the Shield of Kylorin comes to naught when reports arrive that the Amur unit is being sent to the Tomb of Sucellos.

Those that can pack lightly and who are in good health leave the city and make for the Grigori capital. The ‘United’ are able to buy some time for the refugees to escape but are ultimately completely overrun. The hungry dead enter the great grigori city of Renth Yithi in the thousands and quickly overrun any who did not already escape. The city is ruined. Hereafter scholars refer to the ruins of the once-great city as the Gravestone of Hope for the dispair the loss of such a great city has wrought.

Similarly, Troday Yithi is without central leadership. Should they evacuate the city also? Or should some other plan be enacted? Could they too burn the sourrunding lands? And if they do- will they lose the ‘brave’ sent to defend their city to the flames and smoke? Will the refugee columns be overwhelmed?

The commanders decide instead to dig a series of ditches and tall fences to reinforce the pre-existing palisade to assist in defending their city. In the summer of 432 the refugee columns from Renthi Yithi begin to arrive and so too does the under-manned peasant militia known as ‘the brave’. In the autumn the hungry dead arrive as well. The surrounding lands are completely evacuated and so there is no people to feed on here but the undead quickly learn of the palisade guarding all those living creatures to feast on in the midst of the plains and they slowly coalesce around the structure, ineffectively clawing at it ramparts and digging at its base for years as the people inside curse with horror and frustration and fear.

In the year 437, after five years of siege the Ritual of Life is completed and the zombies besieging the palisade are rendered inert, falling to the earth as simple dead bodies.

In the distance however, beyond the range of the Ritual of Life, more zombies are coming.

Grigori lose Renth Yithi. Grigori lose 2 stability (for lack of orders and loss of a city). Grigori lose ‘the united’ peasant spearmen. Grigori lose 23 food, 12 gold.
Troday Yithi gains 2 population.
Ir-O-Kee lose their trade route with the Grigori.


Grigori City of Troday Yithi, engorged by refugee, becomes first Minor Metropolis

Big cities can be good.

A city of size 10-13 is identified as a minor metropolis. These large cities support enough specialised population that they receive one agricultural, one domestic commerce, and one industrial workforce free of charge. That’s why food is good.

Nature comes to the aid of the Ir-O-Kee

Nature itself turns upon the hungry dead as they enter the forested hills of the Ir-O-Kee. Branches reach out and grab and pull at the dead men as they pass into the Ir-O-Kee lands but the trees grip is weak, fragile, under-developed, and the hungry deads’ untiring patience and efforts often result in them breaking away from the trees grip. Roots entangle the deads’ legs but the dead continue to pull and tug and eventually, through sheer persistence, the dead men continues on, hobbling on one foot for the Ir-O-Kee capital.

Initial wave of Dove-Yellow dead entering Ir-O-Kee lands are slowed and weakened by very minor woods magic.

Ir-O-Kee Capital Overrun

Despite their faith in the forests, the Ir-O-Kee continued to be besieged. A great debate had occurred in their capital. Would they burn their forests? Would they flee? Would the elves of the Silver Grass house arrive to assist them? Would the amur send the Shield of Kylorin?

Ultimately a decision is made similar to that of the Grigori of the city of Troday Yithi and a palisade is erected. Long discussions go late into the evening… will the forests around the palisade be cut down? The most devout followers of the ‘Fellowship of Leaves’ demand that it not be but the central military command argues that the hungry dead may be able to climb trees and jump over the palisade. In addition, they expect the assistance of the Silver Grass Elves at any moment and they will need to fire into an exposed area to get maximal effect from their arrows. Ultimately the trees are cut down (and used for the palisade). All villagers and farmers, trappers and fishermen from the surrounding area are evacuated to the capital.

In the 434th year of rebirth the hungry dead arrive and quickly swarm around the Ir-O-Kee palisade. For 2 years the Ir-O-Kee keep them out. The occasional undead is able to break into the city but are quickly overrun by undermanned peasant and spear militia. Food is brought in by fishermen operating out of small canoes on the North Ir-O-Kee lake and so the stalemate could continue for some years.

Ultimately however it is the undead wolves who break the stalemate by burrowing under the palisade and opening tunnels into the Ir-O-Kee kennels where a battle between the undead Dove-Yellow wolves and the Ir-O-Kee war dogs results in the wardogs joining the ranks of the undead, breaking out of their kennels and overrunning the Ir-O-Kee capital.

By the spring of 435 there are no Ir-O-Kee left and thousands upon thousands of new undead have joined the march to find food and sustenance.

By 445, Bannor, Hippus, Amur, and Kappa scouts are already reporting changed Ir-O-Kee shambling throughout the borders of their territories. It is only a matter of time before they begin their march on these nations.

The Silver Grass Elves camp in northern Ir-O-Kee lands is also soon to be overrun and the elves camped there will have to find a new home.

Ir-O-Kee destroyed as a nation. Their capital is now naught but ruins.

Fists of Balance Return

In the year 436, great and mystic legends are seen, by those scouts accomplished enough to hide their presence, on the plains and in the city of Renth Yithi. It is the ‘First of Balance’ led by their youngest member, Tuan, son of Caraill. The hungry dead do not attack his forces and it even appears that Tuan is able to invoke some command upon the hungry dead. Scouts are too distant to determine the nature of this control but apparently the remaining legendary Fists of Balance are able to exert some control over the creatures and take command of many of the zombies, leading them north and west into Ir-O-Kee lands (which have already fallen by the time they get there).

Fists of Balance gain two hungry dead zombie units but must use all their casting capacity each turn to maintain control.

Amur, Kuriotates, Ir-O-Kee, Kappa and White Mist Elves Summon the Healing Spirit of Sucellos

While most nations decide against providing funding, the Kuriotates, Ir-O-Kee and Kappa all assist in funding a ritual conducted by the Amur and centred in White Mist Elf lands at the tomb of Sucellos.

The ritual takes some time to get organised as funding must be imported from distant lands and the Shield of Kylorin has very far to travel (in fact, they never make it because they mistake how far they can move in one turn and are hung up in Hippus lands)…. None-the-less scholars arrive in dribbles and are able to command the ritual. Funding for the ritual totals 26 gold.

The chanting and invocations begin and the tomb of Sucellos is said to vibrate with a gentle white and green radiance and sure enough its healing magicks spread throughout the lands, curing disease and sickness wherever it spreads. The elves of Idril Felagund are said to have never experience better health, so too do the Hippus of Conrand Mor and the Grigori of Renth Yithi.

The ritual’s range is limited however and is able only to affect those hungry dead in the nearest provinces. It does nothing whatsoever to the undead of the Herthi peninsula, nor to the undead spreading from former Ir-O-Kee lands, but it does stop many travelling through the ruins of Renth Yithi and completely stops all those who once lay siege to Troday Yithi.

Hippus, White Mist Elves, Grigori gain 1 stability. Zombies besieging Troday Yithi are ‘deactivated’ and become simple corpses

Cult of Saints Visited by Angry Voices

In Sabel Upon Gate, followers of Junil’s saints report being visited by the voice of the angel Missid who berates the followers for invoking the name of Junil in a treaty that was subsequently broken. She commands them to atone and they do. Fires are lit in the diviner’s lodge and a great pillar of fire is called down upon the Bannor administrative towers which do not burn the towers but do consume the treasures hidden deep inside it.

They declare, “Governors of the Bannor: You claim to serve Junil’s saints but your actions do more to support the Servants of Inequitude and the shadowed one. For your greed and treachery we have struck at what you have treasured beyond all other things: your precious gold.”

Bannor lose 1 stability. Bannor diviner’s lodge requires 25 gold to repair. Bannor lose 25 gold. Bannor lose 25 research points (as scholars spend time in prayer asking for forgiveness instead of researching. Treaty between Grigori and Bannor officially declared null and void by the Bannor scholars and wisemen.

Labyrinth Assault Ter’Als Palace

The labyrinth are not content to let their precious ‘White Knives’ be taken by the ‘Als and their servants and so mount an expedition to recapture the knives. The only problem is that the Halluchuirp and ‘Als governments have prepared a trap for the Labyrinth, one that quickly proves exceedingly deadly.

Initially the Labyrinth attempt to infiltrate the ‘Als palace by assuming the identity of guards posted there. The ‘Als, however, are ready for this and have developed a system of passwords and ‘identity-keys’ meant to identify interlopers and so, although the Labyrenth are able to enter Ter’Als mostly undetected, their attempts at infiltration of the ‘Als facilities is very quickly countered and their identity revealed. The Labyrenth struck with forces still decimated by the previous attacks upon the Kanna cultists and so are undermanned.

Upon being discovered however, the Abysswalker, who have lurked in ambush throughout the city mount an attack upon a guarded ceremony outside the palace. The attack begins as simply a diversionary attempt and is intended to make a lot of noise but not result in too much fighting. The Spears of Malice have different ideas however and a true melee soon erupts.

At this point the Halulchuirp/’Als trap is sprung. The Halluchuirp ‘Frost Bone’ spear militia spring from hiding places in the ‘Als palace and do melee with the undermanned Labyrinth who, having sensed the ambush, run for their lives (without the knives) so as to perhaps strike again some other day. Halluchuirp scouts are also quick to summon additional assistance upon news of the attack and soon Halluchuirp light swordsmen (a professional soldier unit) and their famed hunters also join the one-sided melee.

Battle between the Spears of Malice and the Abysswalkers in the city plaza is mirrored by battle between the Halluchuirp Frost bone spearmen and the Labyrinth in the palace. Meanwhile, Halluchuirp hunters and swordsmen surround the enemy infiltrators escape routes and proceed to cutdown the heavily outnumbered enemy with great effect.

Though the battle is one-sided the ‘Als are careful to prevent any enemy escaping and their cultists are ordered to invoke the name of the angel Kanna in prayer. They do so and a single great winded demon takes to the air.

vrock.jpg

Though alone, its fearsome presence and ability to fly does much to ensure that no Labyrinth escape. The creatures swoops down on the exposed reconnaissance units and single-handily kills about 12-15 of the Labyrinth before being brought low and unummoned.

Ultimately the Labyrinth, caught between spear militia, professional swordsmen and an aerial demon are slain to a man. Only about a dozen of the Abysswalkers are able to escape.

Labyrinth unit is ‘dead’. Abysswalker unit requires 29 gold to recruit to full strength (including wounds from last turn).
Halluchuirp ‘Frost Bone’ spear militia requires 8 gold to recruit to full strength. Halluchuirp light swordsmen require 3 gold to recruit to full strength. Halluchuirp hunters requires 5 gold to recruit to full strength.
‘Als Spears of Malice require 11 gold to recruit to full strength.
‘Als gain 1 stability (for finally defeating this destabalizing influence)


Acolytes of Kanna Complete Ritual

With the Labyrinth taken care of and the palace secure, the Acolytes of Kanna hope to complete their ritual begun over a dozen years ago. Unfortunately the time has passed and the new ritual is under-funded. More and more men and women hear the voice of Kanna but no great revelations take place.

The Acolytes report to their masters that further ritual without additional funding will not have any effect.

’Als Acolytes of Kanna receive 5 gold worth of reinforcements.

Talking Ravens Descend Upon Sidar Capital of Darkvale

Talking ravens with glowing smoky eyes and pitch-black wings have descend upon the Sidar capital of Darkvale. They claim to serve a race of summoners called the Sheim and to act as their intermediaries.

Diplomatic contact between the Sheim and Sidar allowed for one turn only.

Hippus Organise the Glory Seekers

In the wake of the chaos that had overtaken the Hippus in recent years, the Hippus governors have sought to alleviate the situation by promoting select men and women to positions of a special sort of city watch called the ‘Glory Seekers’ They patrol the capital breaking up fights, protecting merchants and stores, and generally keeping the peace in such a way as to ensure no special treatment is visited upon any one group.

Hippus build the first ‘Glory Seekers’ unique building (see new buildings section)

Den of Thieves

A collective grumbling can be heard all throughout Luthien Arcamael and the nearby villages. For once in centuries the Elven populous begin to doubt their leadership, although not openly. In wine-sinks, shops, and private homes people meet to discuss the rumours of the Queen and Council's drastic decision: the incorporation of crime into the government. While little of what the common people speak of is sure- and there are just as many who believe the rumours false as there are those who think they are true- a few coherent motifs appear in each strain of rumour. A Guild of Thieves has been established, who runs it is unsure but some say it is the Queen's very own son, others believe it a scion from the Noble House Ránëwén Anwamanë (Violet Orchard), and a few say that the Queen and Council has drawn a lowborn Elf from the very thieves themselves and placed them into a position of power. Whether or not these rumours are true matters little, but for a short while there is a small lapse in crime, now the only question that stands is will it last?

Thieves’ Guild Founded in Luthien Arcamael

Orphanage Founded by Followers of the ‘Undertow’

A report provided by Kuriotates Soybean Merchant to the Averlorn Merchant House when asked to describe the rise of the cult of the Undertow and made available to all merchants trading with the Kappa.

In the streets of the grand Kappa city of Kappa Towah more and more of those who hear the ‘whispers of the deep seas’ have returned to the city.

Many years ago the hurricane struck and large part of the Kappa swampy lowlands were flooded with the sea’s salty waters. Kappa, who’s lifeforce is tied to the swamp waters that lay balanced in their skull-cups had their waters replaced with the salty waters of madness, the waters of the deep sea for weeks.

And when the waters retreated there had been changes. Some of the Kappa heard voices. Many thought they were mad, and many were, but they were wise too. They knew secrets, great and terrible secrets that often led to abhorrent and self-destructive behaviour. With time the madness and the wisdom appeared again and again, in generations that had never seen the great flooding. The voices returned also. So many hid their secret but many could not ignore its message and they fled the cities and villages and sought the ‘deep estuaries’. These were channels and rivers in the swamp where somehow the bottoms of rivers had deepened, sometimes hundreds of feet into deep cool dark waters, right in the middle of the swamp. And these had been visited by followers of the ‘great old ones’, cephalopod-hybrid creatures who in the great hurricanes had been swept to the surface and into the swamps.

cthulhu1.jpg

Those who heard the whispers were drawn to them and received their gift. A seed was planted in their skull-cup and would grow into a small water lotus plant, its roots taking nutrients from the Kappa’s skull and its flowers producing nectars to scent the life-waters of the chosen kappa. These kappa then served the cephalopod followers, priests of the old ones as they became called, ignoring Kappa society and people.

It took almost 15 years and during that time the Kappa government did not hunt these Kappa. Instead, when one requisitioned the government funds to help build a great monument, these were provided.
Now the “lotus cups”, followers of the “Cult of the Undertow”, long thought silent and unresponsive servants, have returned to Kappa society, changed by the nectar floating in their skullcups but none-the-less able to speak, interact, and even negotiate with the unchanged. They have related the tale I have recounted here to the populace who seem accepting… but distant.

They have offered to build an orphanage for the Kappa of Kappa Towah and this has been approved.

Though the cultists are strange, they do not seem to pose a threat to commercial interests, trade or peace.”

Kappa gain free almshouse (which we’ll call an “Undertow Orphanage”) in Kappa Towah
Open economies have less secrets even as they make more money.

Blossoms of Mercy Founded in Freetown

Followers of Sirona settling into Halluchuirp lands have found official patronage, funding and a home. This has led to an accelerated growth of their organisation and ideals in Halluchuirp lands.

Their faction has taken the name ‘Blossoms of Mercy’ and even adopted a symbol, a plum blossom branch. Official recognition has changed their cult and made them a veritable religion. The Blossoms of Mercy have a temporary headquarters in Freetown, are building a small abbey just outside the city, have sent missionaries throughout the Halluchuirp lands, and have organised themselves into a political force.

And now they are using that political force. They have arrived in the hundreds to speak with Verol, Grand Master Crafter of their host nation and demand he apply the Halluchuirp diplomatic apparatus towards freeing the slaves of the ‘Als nation, all very peacefully of course.

Halluchuirp may build an abbey dedicated to Sirona in Freetown for 40 gold without consideration for normal prerequisites.

Entropy Node De-Activated

In the year 444, Scholars assisted with Kuriotates funds finally enact a great ritual to deactivate the entropy node south of Cevedes in a great ritual the whole world has been eager to have performed. ! Kuriotates scholars report that the ritual has resulted in the transformation of the node into a mana node dedicated to mind magic. Kuriotates scholars warn that this will strengthen followers of Mammon.

All nations gain 4 stability

Amurite Scholars Discover the aether

In the year 445, the amurites declare a breakthrough. They, with the assistance of the Cult of Oghma, have discovered the secrets of the aether. They claim it is only a matter of time before sorcerer adepts are trained.

Amurites have learned the knowledge ‘the aether’ and because they are the first to discover this tech, they receive 3 spells instead of one.

Cult of Oghma Researches ‘Charge’

Amurite scholars are obviously very pleased to be presented with a researched spell by the cultists dedicated to the god of knowledge, Oghma. They claim the spell can be used to ‘charge’ a unit of casters to make their future casts more potent. The exact specifics will not be known to the rest of the world until the spell is cast.

Amurites state religion of ‘Cult of Oghma’ grants a free spell upon researching ‘the aether’ called ‘charge’.

Goblin Refugees Incorporated by the Kuriotates

Kuriotates militia operating near Vaelyn are thought to have come to some agreement with the goblins fleeing from the ashes of Jarv. Together they have returned to Kuriotates lands, travelling through Bannor lands without permission. Local Bannor in Vaelyn and Maros Vendressa are insufficient to stop them and have no orders regarding this migration and so the goblins are allowed to pass into Kuriotates lands. No orcs, gnolls or other bestial races are amongst them (presumably they are in Amur lands).

Tradesmen returning form these lands say that the goblins have incorporated into Kuriotates markets, mines and villages, keeping mostly to their own districts and neighbourhoods but integrating much more easily than expected. There are, of course, some that protests claiming they take their jobs and spread filth.

Kuriotates lose 1 stability and gain 1 pop in each city and gain 1 domestic or industrial workforce in each city.

’Als Hunt Treasonous Nobles

Informants are hired to find the truth regarding several noble houses thought to be associated with the slave raids of the past. Those found guilty are then flayed alive and hidden in the palace where they are apparently executed for they are never seen again.

Those noble houses who survive the inquisition prove to be much more loyal to the tenants of slavery and obedience.

’Als gain 1 stability.

’Als Subsidise Adventurers to Explore Cave Complexes

The ‘Als government offers 1 gold (in total) to adventurers brave enough to search the cave complexes in the deserts south of Ter’Als. Unfortunately all they find is buried caverns, apparently collapsed in the recent past by dwarven miners.

No effect

White Mist Elves Celebrate Grace Day

On the 5th day of the 3rd month in the year 432 the Queen's Guard and the Queen herself walked down to the markets of Luthien Arcamael and distributed a great amount of food to the needy people. Every subsequent year the Queen repeats the performance, occasionally one of her children joining her or even members of the other Noble Houses. This holiday becomes known as Grace Day.

No effect (yet)… further investment in this holiday may increase stability


New Map

Spoiler :
i6jpyo.jpg

New Technologies

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

New Units


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

Sorcery 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 use magical energy to weave a variety of spells. These can often be directly offensive spells to hurt the enemy or maybe healing or protective. Needless to say, their spells can make or break a battle.

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 sorcery adepts from rival nations will have access to completely different summons.

Lastly, these units can 'see' ley lines.

New Buildings

Hippus Glory Seekers Guardsmen
Classification: Defensive
Required Population: 6
Required Workforce: none
Required Production Capacity: 0
Required Technology: battlefield manuerverbility
Cost: 25 gold
Game Effect: Grants 1 point of stability. Reduces the effect of negative stability modifiers that might be combated with military police.

New Spells

Summon Vrock
Type: Cult of Kanna divine magics
Mana: Dimensional
Circle: 1
Game Effects: Summons 7 vroks form the depths of hell. These servants of the angel Kanna looks like a cross between a large human and a huge vulture. They have strong, sinewy limbs covered with small gray feathers, a long neck topped with a vulture head, and vast feather wings. They are truly monstrous in combat, stupid and aggressive but truly deadly. Though clumsy fliers they are none-the-less able to take to the air briefly during combat and make use of their hind claws. Vrocks due the relatively clumsiness on land and in the air have a movement of 1. Their strength lies in their combat capacity.
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