Ffh Nes Ii

Spoiler Turn 16 :
Military: The Haesumé Wild Hunters have been given a special mission- the rescue operation of the Silver Grass Elven children. Head Hunter Istuien of Common House Cromdel was instructed by his Queen and her Council by letter to lead his hunters across Edsunland and to the former Ir-O-Kee Village (Province 37, I believe) where they will meet with the Silver Grass Elves and collect the elven children from 1 to 50 years of age. They are instructed to take any of the adults who wish to leave as well and are able to move swiftly on their own. Furthermore the Hunters will be bringing with them 15 gold, as requested by the Lord of the Forgotten House, to give to Brond Minyature to do as he sees fit with it. If he produces the artefact he has informed the Queen about in time the Hunters are to leave with it- if not the Hunters are to leave without it in their possession. While travelling back to Idril Felagud the Hunters and their quarry are to be constantly in motion, not bothering to rest longer than for meals and sleep. When they arrive in Idril Felagud the Hunters are to turn over their quarry to the Queen's representative their so that they may be properly dealt with. They are to do the latter action as secretly as possible.
Order the Haesumé Hunters to the Ir-O-Kee Village (Province 37, I think) where they are to meet with the Silver Grass Elves. They are to travel quickly, taking no breaks save for short meals and sleeping periods. They are travelling with 15 gold coins to give to the Silver Grass Elves and when they depart they are to take with them the Elven children present in the village and any able bodied adult who wishes to join them. They are to wait in the village for a week and a half before departing, their goal being to reach the march of Idril Felagud before the Zombie Hoard can descend upon them. If the encounter the hoard they are to not engage and instead flee. Once near Idril Felagud they are to take the children into the march and once this is done slaughter any of the Silver Grass adults who have accompanied them for the crimes of their ancestors. Their bodies are to be buried in a remote place and their possessions taken to the march.

Military: With the coming ritual the Elves of Idril Felagud have been up in arms about the prospects of foreigners massing near their city. The Queen, in response to these cries, has put out a call for any able bodied adults in Idril Felagud to form a militia to police and safeguard their city while the ritual occurs. Quite rapidly the Elves form the 'Tomb Wardens,' a militia whose sole purpose seems to be guarding the sacred Tomb of Seccullus. Lead by a perticularly zealous Elven male, Elessar of Common House Idril Felagud, the Tomb Wardens have taken it upon themselves to oversee the zombie-destroying ritual where the Tomb will serve as the focal point. Perticularly they scrutinise the foreign magicians and diviners.
Spend 45 Gold to create the 'Tomb Wardens,' a peasant militia, in Idril Felagud (Province 41). Their immediate orders are to guard the Tomb of Seccullus while the ritual goes on and to respond to any hostile activity as swiftly and relentless as a group of zealots with weapons would. Their trait likely would be Zealous due to their blind devotion to the protection of the Tomb of Seccullus.

Military: Admiral Castien of Noble House Maranwe Elanesse (Morning Dawn) has received express orders to select a few ships of his fleet to send to the Hippus to receive their contribution to the Zombie-Slaying Ritual. The Admiral has been given the honour of heading this diplomatic mission himself and has been asked to show all kindnesses possible to the Hippus.
Order a portion of the Queen's Glory fleet to Hippus Waters (Which city to pick up the delegate was not specified- check both cities) where they shall pick up the Hippus delegate and transport him/her back to Idril Felagud for the ritual.

International Diplomacy: To the surprise of many Elves, including much of her council, the White Queen has announced that the Mist Elves are joining themselves in an alliance with two other peoples- the Kappa and Kuriotates. To the common man the foreign names mean little to them- as contact with either nation has been brief if at all. To the nobles and the Elves straddling the upper echelon of society this means drastic change- a change which many of the conservative Elves cry out against. Most vocal of the group is a particular merchant named Alda of Common House Talvel who operates in the newly established march of Idril Felagud. Their she preaches to any elf willing to listen to her about how the Queen and Council are steering the Elven peoples into a new and terrible age of global connectivity which will bring ruin to the Elven sense of life. Though many Elves ignore her ramblings rumours circulate that she has attracted a small group of like-minded fellows to her side, some of them even belonging to the lesser nobility. Will it be a matter of time before this political faction catches on amongst the higher houses?
Sign the Treaty of Three Nations, creating the Kappa-Kuriotate-White Mist Elf Alliance

Trade: A new good has reached the Elven shores- pottery. Produced by deft Kappa hands these exotic items are coveted by many and distributed across all walks of life, decorating grand noble houses and humble fisher huts alike. Lined with strange and curious designs these pots captivate most elves with their beauty, but also provide a practical use. Storing food in these pots soon becomes their chief use and in these pots the food is harboured safe away from rot in the form of mice and mould.
Open a trade route between the Kappa and Mist Elves, exchanging Pottery and Hides respectively.

Domestics: The Silver Grass Children are not allowed to rest. As soon as they are ushered into the march of Idril Felagud they are soon transferred to the capital city of Luthien Arcamael on the two ships Misty Maiden and Queen's Voice. Once there they are sent to the Queen's castle in the dead of the night where they meet her Misty Glory. Soon after they enter her care and not seen again...
Should the Silver Grass Elven Children make their way to Idril Felagud they are to be transferred to Luthien Arcamael by way of ship (specifically the Misty Maiden and Queen's Voice) where they will be taken into the Queen's custody. This will be the beginning of a project I want to undergo which should lead to the creation of a unique unit of Elves loyal solely to the White Queen!

Research: The deer are proving difficult to work with. Despite a tremendous amount of effort to domesticate and mount the deer no real breakthroughs have been made. Still, the Elven handlers press on.
Continue researching Animal Handling.

Government: With the successful establishment of the Thieves Guild prospects soon turn to overseas criminal activity. Within a year Elves are sent out to the nations of Edsunland where they are expected to worm their way into the underbellies of the various nations and draw these elements into the Thieves Guild proper.
Spend 20 gold on attempting to expand the Thieves Guild across Edsunland as well as further organising the criminal bureaucracy.


Spoiler During My Absence :
First and foremost the Mist Elves are tricky as hell. Their unity is a facade and they are at least five other factions at work besides the Queen (whom knows and realises this). Each is out for themselves and themselves only, and the Queen- being the amazing leader she is- somehow manages to use their plots to benefit the Elves as a whole (she is the only one who is really out to benefit all the Elves).

First is the House of Morning Dawn (Maranwë Elanessë). They are an old house whose rivalry with the House of Violet Orchard dates back to the beginning of the first War of Houses (a war between the oldest houses, now destroyed and their names are lost to time, and the Houses of Violet Orchard, Morning Dawn, and Oak Branch (Haesumé)- it begun with the matter of the Silver Leaf, the older houses wishing to forgive them and the younger wanting their destruction- the younger houses won and the House of Silver Leaf was 'destroyed' (though apparently not well enough!)) and ever since then they have been working to undermine each other and establish a dominance second only to the Queen. Particularly the House of Morning Dawn purses this through domestic means- notably their adherence to an agrarian society with minimal contact with outsiders. They recognise that they need to expand the Mist Elf Kingdom if they are to hope to become a force in the world, but they would have these colonies be upon islands rather than the main continents (hence any settlement on an island would generally be funded by Morning Dawn money). Their ultimate goal is to make Luthien Arcamael one hell of a city- like a mega-province, equal to at least 3 provinces in efficiency. For the time being they would do this by beefing up the Mist Elf military, making advancements so far as farming goes, and attempting to transport various foreign flora and fauna to the island (though carefully, and in controlled environments at first, they understand that a bio-disaster could happen).

Second is the House of Violet Orchard (Ránëwén Anwamanë). As far as noble houses go the Violet Orchard are the only who are constantly pushing the outer limits of 'Elveness' and their members and allies are the closest thing to 'human ambition' the Elves currently posses. As such they observe that the humans are rather interesting- specifically they recognise that they can play the humans against one another to their own benefit. Their two routes for dominance over their rival (House of Morning Dawn) are through illicit means and naval- and therefore trade- supremacy. They seek to build up the Thieves Guild into an international force as well as build up the Mist Elf as a naval force, using their waters to protect them. Alongside building up the navy they would have it so that Humans be integrated into the other settlements the Mist Elves set up- though in small, controlled settlements. Most Elves, however, currently find that a disgusting proposition.

Third are the myriad of other noble houses, great and minor, who seek to establish their own faction amongst the main two competitors. Among them are the:

Minor House of Orlerae (Light Elves)- More of a Guild than an official house, they are a collection of Elves who would have the Mist Elves become less misty and turn to the 'light'. What the light is few know, and even fewer care about, but according to the Orlerae mystics the light is a prophet who was born and died long ago during the great exodus which took them away from the winter and summer courts. This prophet was said to have wanted the self-exiled elves to establish a new court of light as opposed to the earthy Summer and Winter, and the Elves of Orlerae see the finding of the Tomb of Seccullus as a sign that the Elves are on the route to become this divine court. All they need to get past, right now, is the material scheming of the other houses...

Great House of Eärwen Ancalímon (Golden Fields): An ally and offshoot of the House of Morning Dawn, the House of Golden Fields have long found that farmers are the backbone of society. As such they seek to firmly establish the farmer as the mover and shaker of the Mist Elf society, and unlike their parent-ally Morning Dawn they wish to decentralise the Mist Elf society and make it what it was centuries past- a collection of houses who ruled themselves. How will they do this? No one knows, but they seem to be discussing amongst themselves the prospect of murdering the Queen and destroying her house...

Minor House of Tyrneldth (Star Spell): Relatively new so far as Elven houses go, the Minor House of Tyrneldth had floated in the seas of obscurity until recently when the first taste of the arcane was given to the Elves by the Amurites. Since then the Elves of Tyrneldth have sought to build up the Mist Elves as an arcane force, but they have found no Great House who sees eye-to-eye with them and as such they are currently seeking to don the mantle of greatness reserved for the upper echelon. Either they will create a new position for themselves, possibly in one of the potential new elven settlements (they were in the process of doing so for Idril Felagund, but that was overrun by zombies) or usurp power from one of the Seven Great Houses.

Minor House of Bannizea (Fire Crystals): A house even older than the Houses Morning Dawn and Violet Orchard, The House of Bannizea has survived by dodging involvement in most major events in Mist Elf history. They were established by a group of Elves who stumbled upon a strange Patrian artefact during the Mist Elf exodus. The artefact gave off tremendous heat, which allowed many of them to survive, and as a result they took their name from this crystalline object. Now, unlike in previous eras, the Elves of Bannizea have begun to move and involve themselves in the typical Mist Elf scheming, though their own plots bear a distinct difference. Religion fuels them, not material lust, but which religion is unsure, though there are rumours of their leader, a Lady Nesseldë, receiving visions from a Burning Mistress...

(If you get ideas for any other minor factions seeking to become major ones just add them in!)

Fourth are the merchants and members of the Elven 'Middle Class'. Created as a result of the growing Mist Elf trade and cities, these Elves find that they are neither noble or common, but something remarkably different- leading to the Middle Class chaffing against the strict societal boundaries of the Mist Elves. While they plod on compliant to their undesirable position for now, all it would take is a spark to set them off... (I will leave what their goals are up to you, but think about all the European History where the Middle Class chaffed against the nobles/commoners... Think French Revolution!)

Fifth is they newly established Guild of Thieves. Although they were created a few decades ago (a blink of an eye to an Elf) their ambition is equal to that of the Houses established for centuries. Currently their three heads wish to take the guild into three different directions. Iondur of House Lessien Luacuteinwë (Eternal House of Stars), secondborn son of the Queen, seeks to do as any dutiful son would and have the guild act as an extension of his mother. He would have them be a curious mix of mobster and special forces, acting both on economical and military levels. Apparently he has already begun recruiting individuals who seem to fit this mould, Elf and Human (or Turtle in the kappa's case) alike. Raeialae of House Violet Orchard (Ránëwén Anwamanë) seeks to do what any scion of her house would: further their plots and establish the noble house as an international and domestic power. She is currently involved in subverting the criminal societies where the guild has spread to, and is doing this with varying amounts of success. Ultimately she would have it that her Elves run the seedy underbellies of every nation, and through them her noble house. Lastly Marecassiel of Common House Luthien Arcamael, the leader of a former powerful gang before the guild was established and she asked to take a seat as one of the three heads, wishes to use the guild as a force to acquire as much wealth for herself (and subsequently the Mist Elves) as possible. Of all the three she lusts after material things the most and is normally the one who organises the raids and general banditry of the guild. Seen as base and common-bred by her other two leaders, she shrugs off their scorn and continues to amass her wealth- whether or not she is going to simply hoard this money or use it to her own ends is known by none but her.

Finally the Six power is the Queen herself. Descending from three previous Queens of the White, each and every one has had her power challenged and fought constantly with her subjects to maintain it. Queen Isil Carnesir is no different. She recognises and knows of most of the factions within her kingdom (the House of Bannizea's possible ties to Bhall is unknown to her and the House of Golden Field's plot to kill her as well is unknown to her) and shifts them in minor ways to ultimately benefit herself and her people and she rarely takes any obvious actions herself, often opting to go the route of 'Queen and Council'. Currently the Queen would have it that her kingdom is expanded all across the world, but in a more peaceable manner than typical world domination. As such she wishes to foster trade and establish her nation as the leading nation amongst naval powers, while at the same time providing numerous benefits for her people with the gold acquired through the control of these two spheres. (What her other goals are remain more or less unknown to me, as I want to see how things play out, for now stick with Trade & Navy for her with a combination of supporting which ever extra goal is provided by the other factions.)

*A note! The children who where accosted by the Queen's hunters and transported to her are to be trained Ottoman Janissary style. They are to be raised and educated by the Queen herself and brought up to know no other master but her. More so they are to be trained in the military arts and act as her personal elite body guard loyal to only her! Take that scheming houses.


Spoiler Turn 20 :
Domestics: Although the recent years have seen a sharp decline in crime within the growing Mist Elf Kingdom, those of the higher echelon have seen fit to turn the rare criminal's destructive behaviour into something productive. As of 1 of February, in the year 506, the Wise Council has decreed the following:

We, being benevolent and ever mindful of the temperament and betterment of our people as a whole, have seen it fit to beseech the wise White Queen with a proposal to employ our wrong-doers in tasks far more right. Such a proposition, should it be deemed beneficial to the Mist Elves by the White Queen, would entail that our criminal elements are to be put to work upon the various projects our great kingdom may desire. The criminal in question would find themselves not shackled with unfavourable situations which would normally not be taken on by any of our gentle people, but instead they would be pressed for the marginal time of two decades in the service without pay for their labours, but more than adequate upkeep in terms of housing and hunger.

The document in question was signed unanimously by the greater houses of the Wise Council, although a few minor houses who took seat upon the day of signing grumbled that such a programme was directed towards 'the middle class' as a means of disenfranchising them of their ever-growing upwards mobility. The detractors of the decree, later adopted as the 'Law Concerning Criminal Punishment and Rehabilitation,' cite the years given without pay and subsequent confiscation of land owned by those who had once walked free. However, for now they simply grumble at the possible attack, but will the emerging social class keep their peace for long?

Adopt Communal Work Camps as Labour Civic

Domestics: Hardly a greedy woman by Elven means, Vanwen of Noble House Diros found herself ecstatic at the prospects facing her new appointment to the newly founded Fionn Uriel. Unlike the previous Elven attempt at expansion, the growing city on the edge of the ash woods had not floundered under waves of undead nor had it been overtaken by a wave of zealots shortly after the undead were destroyed. Instead Fionn Uriel prospered and became every Mist Elf Merchant’s desirable base of operations to expand and exploit the new era of trade birthed by the Treaty of Three Nations. A city without overbearing traditions; a city without leagues of water around it; a city now under her control, how could she not feel that her appointment as Stewardess was a Godsend?

Adopt Stewardship as Economic Civic

Domestics: It is true that the White Queen Isil Carnesir has always enjoyed the love and obedience of her people, but now it has been changed into an organised effort on her part to foster and spread this adoration across not only her own Elves, but all the people of the world. Throughout the Elven Kingdom monuments are crafted, poems written, sermons given about the White Queen and her numerous amiable traits, effectively elevating her to a near-deity status among the lower orders of Elven society. She is literally worshipped by them and increasing amounts of the Elves of the Mist begin each day with a prayer to their Queen-turned-Goddess. Among the nobility, however, she still is regarded as simply another Elf, though one with a staggeringly keen intellect and control of an unsettling amount of power. Word of 'Prophets of the White Goddess' circulating the newly opened boarders of those nations belonging to the Three Nations Alliance has begun to spread, but their efforts rarely do more than perk a passing interest in the enigmatic White Queen of the Mist Elves due to the extremely disorganised nature of the missionaries.

Adopt Personality Cult as Religious Civic

Domestics: The City of Fionn Uriel has become a shining jewel upon the White Queen's crown. Founded first by settlers from the Noble House Ránëwén Anwamanë it soon saw its population swelled with hapless scions of various houses, tradeswomen escaping the increasing regulation within the capital city, and commoners simply wishing to finally make a name for themselves without the deeply rooted Old Houses of Luthien Arcamael stepping on their toes. Under the rule of the newly appointed Stewardess Vanewn of Noble House Diros the city soon sees the construction of two institutions which may prove vital for its continued growth: a limestone quarry to exploit its abundance of the stone and a beautiful domed building (built out of the very limestone the city mines) deemed as the 'Stewardess's Council Chambers,' a building whose function is to be the meeting place for the Stewardess and her circle of advisers and where the citizens may voice their many disputes.

Build a Limestone Quarry and Steward's Council in Fionn Uriel

Trade: No story here, just begin exporting the limestone to the kuriotates.

Research: No story here either! Just keep researching 'Crafts,' which is an extremely mysterious name for a tech. I'm sure you picked it for a reason and I am more inclined to finish up what you started then begin my own projects :D


Sooo, yeah. There you have it. I clearly was not playing to win >.>
 
As I had to delete the League's Evil Plan thread when the Syrii joined I think I'll just post it here.

After the zombie reign of terror, Edsunland was basically crippled. We were pissed that we had lost so much gold, and that the CCCC had got off with nothing. So what we decided was to catch some zombies, and keep them to use as biologocial warfare :lol:. We were keeping them in cages of metamagic mana which cost us something like 3 rp's per turn, and we had plans to make us immune to the infection, and invisible to the zombies, using a similar ritual.

The plan was to multiply our zombie assets by infecting a load more animals, and then depositing them around the world at our leisure. The main targets would have been the Kuriotates and Grigori, which we would have then invaded, as our troops would not be hurt by the zombies and could not be infected. I don't think any of them could have survived this onslaught, and I was fairly sure the Kappa would be too weak to really matter.

For good measure we were also going to spread the infection to the CCCC, just for the lols. I think this would have given the Sidar the chance they were waiting for, in order to break away from the CCCC and possibly attack the 'Als (yeah I knew all about that ;)), as the Sidar probably wouldn't be vulnerable to the disease. Presumably the Corbus would have been immune, not being mammals, and there were rumours that the 'Als were vampires, so I wasn't sure about them either.

Anyway, once those filthy crossbreed cow-shaggers left the League they became the Bannor's personal target, they would have got the worst of it.

We were going to spread the disease over a number of turns, to make it look as natural as possible, and we were going to tell people that we had completed a riitual after the first invasion of zombies, just in case they ever returned - Hey, it was almost true.

Of course the Syrii knew nothing of this, and it was a shame when they left, because It was their ships we were going to use to transport the infection, as the Northern League had no fleet of its own
 
My other great plan was to create a ''unit'', which acted more like a Guild or mercenary group, which were great spies and agents, and could cast many shadow mana spells (my mana type). These would have appeared in the update, and could have been employed by players, through the mod, for use in covert operations.

Immac would have taken all the requests, and forwarded them to me, and I would reply to him he'd forward them on. No one would have known they were my units, or that their gold was going straight into my pocket. I told the League about them, but regretted it afterwards. After all, I could have encouraged a League combined hiring of the unit which would have netted me a lot of gold. I also could have used them to steal the League Fund which would have been fun.

The unit was going to cost 65 gold, so would have been pretty awesome.

If anyone had tried to use them against me, I'd have just made up a false response. The customer would have no reason to expect that it wasn't true.
 
Yeah, why did you make the bannor out to be such un-goodly evil dicks in this game? I never quite followed that.
 
Just wanted to mix things up a little. If you read into their background, one interpretation of the Bannor says that they are un-godly evil dicks, they are basically a corrupted theocracy ruled by priests who serve Mammon and Esus more then they ever serve Junil. I wanted to offer my personal adaption and interpretation, there's no point playing by the book all the time.

That's why my religion worshipped Bhaal and Agares, although only Sabel knew that, and why my government was controlled by agents of Esus. When people thought they were worshipping Junil, they were actually just further empowering Esus, and the Lie. Hopefully I'll be able to finish mmy story some time and you will be able to see what I mean.

EDIT: Immac, could you open up the 3Nats group? The CCCC and League's are now open to anyone who wants to have a nose around.
 
There is not much to see in the 3 nations group. We really were a peaceable trade oriented group created primarily for defence in the face of The League. Plus we did not have much time to organise!
 
Also, my last evil plan was to pressurise NW into attacking the eekin settlements on Edsunland, then we would have just waitied for a CCCC response, then hit them with the zombies, then moved our units in.
 
He'd have been silly to do that. The population would have used scorched earth tactics and his troops would have had nothing to eat. Eekin don't fear death, as they could have come back later if killed.
 
Since everyone seems to have spilled their secrets, I am going to spill a few of my own.

1) I lost my tech list with all the improvements about 3 weeks ago by accidentally saving over it. So I sort of remember what improvements came with what techs but I was going to have to redesign lots of buildings.
But that’s okay because it would have let me have another and better go at balancing them better.

2) Great Valley island: The dragon who fought the Syrii and Corbus during the age of magic (a great weapon wielded by the Patrians) had escaped there and taken the sun-worshiping lizard-men from ‘Als-Sidar. That was the last NPC race- a race of desert-dwelling (not swamps- I never got why lizardmen live in swamps) lizardmen ruled by a vengeful dragon. Thing is the lizardmen had ‘changed’ the dragon and he had adopted Lugus worship (weird I know but I had ideas)…
Also- this is where brigit the shining was held.

3) Natural Tri-Valent Mana Node: there was a naturally occurring tri-valent mana node in Turquoise Isle.

4) The Lich’s sepulchre (spelling?) lied in Vaelyn province but was never found (except in stories- thanks Ldi)

5) Syrii wouldn’t have gone to war with the Sidar (and neither did they ever say they would so I don’t know where Orange got that idea)… they wouldn’t have attacked them either though. They would also never have joined any alliance that invoked Junil in the treaty

6) Poison Waters Lake: the island there was actually two things locked together and grown over with trees and vegetation. One was a spaceship made by the great old ones and one was giant space bumble bee. The spaceship was built for aquatic beings and was a ‘transport’. It, like the satellite, is nuclear powered. It crashed into erebus during the onset of the age of ice when it tried to return to Erebus form its homeland. The bee was once a living creature. Its back is a huge honey-comb with small bees in it. The living bee creature is silicon based (not carbon and has fission reactor in its belly). The bee-creature’s ‘people’ were at war with the great-old ones and this one was fighting the lander as it passed into the Erebus’s atmosphere (they use portals to get about). This is the ‘great evil’ referred to by the undertow scholars in a private message to the kappa after update 19. With the ‘great evil’ infiltrating Erebus space the satellite was forced to close the portal and no more great old ones or ‘great evils’ could come into erebus until the portal was opened once again from the inside.
 
I already know where i want things to be in 800 years...
i've alluded to it a few times.

but, before i spill the beans, i would be curious to see where you all thought things would go.
 
Well the cold war would have really developed, followed by a second zombie pandemic (everywhere but the League) and a League invasion of the Grigori and the Kuriotates. The Bannor economic plan would give the Bannor the highest incomes of food, gold and rp anywhere on Erebus.

The sidar would have left the CCCC at the same time as the zombie pandemic. They'd have gone to war with the 'Als maybe.

The demon from the Malachite gate would probably come through and do some damage. Sabel would have returned to the Bannor. The Bannor would drop the whole Junil cherade and only Sabelism would have been permitted.

The Bannor would invade the Syrii...

Not sure what else though.
 
Well if the League could stay together I could potentially see it form into one massive nation, with our current nations essentially becoming states of it (along with those we conquered) and an interesting cast system could have formed, Hippus: soldiers, poets, farmers (probably "lower class" but I don't think the Hippus would tolerate being looked down on), Amurites: the scholars, mages, and pleasure seekers?, Bannor: the government officials/bureaucrats.

With the Hippus one of things I was going to go for was that at one point i was going to form a parliamentary system similar to England's. The Council of Chiefs would be the upper "house" which still has most of the power (until the point that the people roit for change) and the lower Council would be elected from the people.
 
The Amurites would have become some odd combination Balseraph and Amurites, with fleets of magically empowered ships (flying, and etc)
As a personal flavor thing, I was planning on never getting any units besides those with a casting capability.

and Kol, you told me about planning on stealing the league fund...

And I agree with Merciary about the League combining into on state part, with us al controling a facet...
 
well the zombie plan wouldn't have been nearly as effective as my Al'ghul would have been unnoticed by them (being dead and all, and the zombies would have provided a handy snack for them whenever they wanted).

what would have happened is that the Coalition would have taken the Corbus easily, then sidar would have broken away from the Coalition, gotten smited, then torn to pieces by me and master while the Syrii watched and meditated. the Coalition would have consolidated our power, then sent a massive undead army backed with golems, summoners, other magic units, and transported their by LDi either into Kuriotate or Kappa lands. taking them over we would have walked by the Grigori and straight into the Amurites and Hippus lands. Eko would have jumped ship over to the Coalition. then some treaty manipulation would begin, followed by my undead army reigning supreme. would have been nice to see it all play out
 
I find it mildly insulting that none of the league plans involve trying to conquer me. C'mon, I have the largest economy, the strongest religion (who else had water mana?) and the two biggest cities in the world. Just try and take my swamps!

Oh, and Ekolite, my world spell would have turned all of your provinces into swampland.

ASSUMING the Kappa survive the 'heating' of the cold war, there would have been a lot of internal struggle between the cult of Yoshi-kami (along with the Undertow) and the traditionalists under the Mingled Council. I wanted a battle between the 'freshwater' and 'saltwater' Kappa. Ultimately, my plan was to construct a great ritual to awaken Danalin and return his influence to creation. The victor of the internal struggle would have the greatest influence on Danalin's mood (so everyone better hope the freshwater Kappa win). If he woke up still crazy as Cthulhu, he'd probably go on a rampage in Erebus, Compact be damned.

It was really fun starting with a new race, because I had a lot of leeway in creating their origin and backstory. I loved the concept of a race being created in the act of their patron god turning from creation. Had a nice balance to it.
 
Well now that I know of the whole Orange backstabbing thing ....

I had always been planning to use this turn building a fleet and giving lots of gifts to the Syrii (I wasn't giving up my diplo yet Orange :p) Then we would have attacked the Corbus, and crushed them. At the same time Orange probably would have attacked us. He could harass, but not really take anything.

Then he gets hit with a naval blockade (as of this turn we would have had the best in the world). I assume the Syrii would stayed neutral. Orange would have done a lot of harrassment damage but would have died off in 3 turns or so.

Then we probably would have split the spoils somehow - 3 cities, 4 nations. I would have tried to give Eekin one, Sheaim one and me one. None for the Als because they had double the territory of any of us. :p

The League probably would have hit us somewhere around that time. The zombie plague would have hurt a lot but luckily it would cripple our populace, not necessarily our military because at that point Ken probably would be heavy on vamps and I would have my metal golems up and running.

Then the CCC vs. League fight would have began from that point. Personally, I think we could have negotiated the Syrii onto our side. At the very least they would have stayed neutral in it. Maybe the lizard folks would have been a pain to us if they were discovered.

I expected to win one huge battle in a landslide by using an enchantment spell to magnetize all my golems. Then have them just charge you armies and you lose any fancy metal weapons. I think that could have turned one significant military battle in our favor, but after that a counter probably would have been developed.

Also, I had some buildings discovered from the sky-golem that was actually quite nice for the age we were at. Not even the CCC members knew about it yet. :mischief: (I mentioned the "building stats" at least 3 times, but no one every said anything about it :p) For example, once I brought up my production capacity I could have built some glasswork buildings. That, combined with sun mana (could come from Orange's mirror of heaven, expecially if we killed him off) would have been used to make absurd giant death ray machines. Giant magnifying glass-golems that would be used to seige your cities from a distance, or attack your armies from inside my city walls. I was basically counting on being able to use these weird tactics and stuff to beat everyone in a straight up fight, and I expected my allies had some equally interesting ideas to add in as well.
 
I don't know enough of the world to give educated guesses, but here goes:
Year 515:
Grigori's Damned and Hippus soldiers come to fight. The League becomes at war with the 3Nat, while the CCCC invades the Corbus.

Year 530:
The Sidar split off CCCC.
The League unleashes zombie plague upon the (rest of the) world.
The Grigori and their White Mist Elves allies armies fall to the League. Elves retreat to their islands while Grigori are utterly destroyed. Grigori are extinct.

Year 545:
Corbus agree to peace by joining the CCCC and helping fight the Sidar. Sidar are attacked in Alsidar while Halluchuirp and Eekin fleets patrol to prevent Syrii intervention.
Plague is countered thanks to even more Death magic developped by the 'Als.
League army marches towards Kappa while Kurios struggle against the plague. Their troops are more numerous, better equipped, they have magic support, and their general leads the Patrian Spear seized on Grigori corpses.
As a result, they lose the battle with tremendous casualties.
The curse on the spear causes the general to disregard the Kappa defensive platforms, and when real fights begins, he blinds the Bannor angels who become totally useless. After slaughtering his guards, the Amurite general is finally killed, but the League army is leaderless, in a total mess and stuck in swamps with mosquitoes the size of kangaroos. They flee disorderly to the north to mend their wounds.

Year 560:
Sidar lands are under fire. Skeletons fight ghouls and bronze-armed dwarves with Corbus slavers helping them, the Sidar face imminent destruction but hope their Syrii friends can help.
Alas, Syrii fleets are sunk, their lack of water mana making their ships far less efficient than the Eekin and Halluchuirp more numerous fleet.
Kuriotates, Kappa and Elves scour Bannor lands while the League splits with Amurites being accused of treason because of their general. The Bannor and Hippus vote a clause forcing the Amurites to effecively cease to exist. Amurites refuse and are hit hard by Junil. Hippus invade Amurite lands and Bannor try to fend off Kuriotates and Kappa. They manage to do this because some Kuriotate units are stranded patrolling the Poison Lake peninsula, where the Eekin force them to stay because of a badly worded treaty.

Year 600:
Sidar lands have been taken over by 'Als and Halluchuirp with Corbus and Sheaim support, while the seas are controlled by Eekin and Halluchuirp. Sidar are extinct.
Bannor came to peace with the 3N but must pay tribute and the League is totally dismantled. Hippus have managed to take over parts of Amurite, Grigori and elven lands and are the most powerful nation in the east, with lots of veteran military.
White Mist Elves long to take back the Tomb of Sucellus.

Year 650:
The CCCC launched attacks upon the Syrii and finally took them over, with lots of casualties, particularly Eekin berserkers who seemed quite happy to lose ten of theirs if they took out a single bull. As a result, 'Als, Sheaim and Halluchuirp each claim one of the islands. Syrii are extinct.
White Mist Elves, Kappa, Bannor and the remaining Amurites launched an attack on the Hippsu and slowly grind them down.
Kuriotates invade Poison Lake province. Eekin are busy fighting the Syrii and they use scorched earth tactics. Eventually, all the Eekin population moves to the lake and drown themselves there after burning down the land. They also release the bee creatures of the lake in the process.
Kappa settle Turquoise Island and gain lots of magical powers thanks to it.

Year 700:
Elves and Amurites now control the former Hippus and Grigori lands. Hippus extinct. Bannor have grown back to be independent and nasty.
Beehives have dealt a lot of damage to the Kuriotates, but with Kappa help they managed to control it. The cult of the Undertow grows very strong and mad dreams plague the whole wolrd now.
The big confrontation between Edsunland and Alsidar could at last happen. Alsidar had sent ships to the big southern isle, and met a backwards lizard people there who would be of little interest for the rest of Erebus, but their ships were stranded far from the main action.
The elves and Bannor set their fleet to attack Sheaim lands, while Kappa and Kuriotates sent theirs towards Syrii islands, blockading the southern seas.
It was a good plan, and they managed to hold most of the Alsidar busy fighting on two fronts: Syrii islands and Sheaim island. Sheaim are soon forced to retreat and hide in the Bair of Lacuna and their pocket dimension.
The war goes well for Edsunland until all the Eekin armies which died in combat or committed ritual suicide during the last centuries suddenly rise out of Poison Lake in the midst of Kuriotate lands, storm the region, go south and burn down Avelorn. The Kurio fleet is recalled to try to protect their lands, which opens the way for 'Als and Halluchuirp reinforcements.
Soon, Sheaim island is held by the Amurites and Elves, Eekin island taken by the Bannor, while Kuriotate lands become controlled by Eekin and 'Als.
Desperate Sheaim finally unleash the avatar of Wrath to prevent the Amurite-Bannor-Elves alliance from overtaking them. The result is ugly, as Sheaim first get slaughtered, and then those who took their island.
Meanwhile, 'Als necromancers replace their slaves with zombies, and the Corbus decide to get free of the CCCC at last. They cast a spell causing all the undead servants to rebel, destroying most of 'Als economy and half their armies.

Year 750:
Bannor ask Alsidar for a truce to prevent Wrath from killing everyone on Erebus but the 'Als refuse to listen and Wrath causes lots of damage. It destroyes Eekin island, lands on Edsunland, curring Alsidar supply lines. Eekin and Kuriotates are extinct. Bannor are reduced to a few forts and lots of burning sands. Halluchuirp finally decide to help the Bannor and all nations together finally get rid of Wrath after Wrath destroyed Alsidar armies on Edsunland.
At this stage, Erebus is in shambles. Western Edsunland, Sheaim and Eekin islands are mostly destroyed. 'Als is a country mostly void of life, and they wage a local war against the Corbus, forgetting the rest of the world. Halluchuirp and Kappa are teh strongest nations, but both are afflicted with lots of madmen and followers of the Ancient Ones. Amurites and Elves are not as strong but their heartlands have been spared most of the horrors of the last centuries.
 
Actaully, Hbar, we were slightly afraid of takeing you on. we were going to build a water mana node, and have a spell to drain an area, and teach it to a bunch of adepts, (though this was far in the future)

We were hoping draining your Swamps would cripple you.
 
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