[Master of Mana] Book of Condatis

esvath

Apprentice of Erebus
Joined
Mar 27, 2008
Messages
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This is a story of Falamar the young, leader of Lanun tribe, in leading his people. After the Age of Ice has ended, the Lanun is facing with new opportunities in the vast world under the sun. But, they will also face challenges, threats and unspeakable terror lurking beyond the horizon.

Will Falamar able to lead his people to glory?
Or will he fail, and face the harsh punishment of time?

Only this book can tell.


=====
I use Master of Mana modmod (of Fall from Heaven), with Xtended module installed. So, officially, this is a modmodmod story of Fall from Heaven :lol:

Settings:
MoMana 1.42 patch F
Large world, Lakes, Monarch, 2 Good, 4 Neutral, 3 Evil

Comments are appreciated!
 
Book of Condatis

Chapter I

Act I-1: Thawing of Ice

A week has passed by since the last snow fell into the earth. The warm air that I thought just a breeze has lingered. When the fishermen reported cracks on ice, we celebrated. The Age of Ice has ended!

I am no religious man. I don't know, and will never care, about which god or goddess has ended our suffering. All I care, with the thawing of ice, my tribe will finally has the chance to prosper. Thus, when the lads anxiously asked for an exploration party, I wholeheartedly approve their suggestion. It is the dawn of a new Age, and a new future await the Lanun!

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Our exploration party has spotted a good place to settle. We will build our first city, well, our first outside the cavern, in this spot. As soon as the settlement is finished, the people started to explore a little further. I don't mind. After decades of living inside a cave, the novelty of wildlife is ... exhilarating.

Some fishermen ventured to the coast. They believe that they can expand what little knowledge we have on seafaring. While it might take several weeks, or even more, to advance our knowledge on seafaring, I agree that mastering the sea is essential for our survival.

During their exploration, some of my men met scouts from other tribes.

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The first one was scout from Sheaim tribe. The scout conveyed the greeting from his leader, a woman calling herself Gosea. While the Sheaim scout did nothing offensive, the way he talked and acted was surely full of himself. I think we should be cautious to these Sheaim.

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The second tribe we met is led by a young woman called Hannah. She and her people claimed the same ancestry with my tribe. They bear the name 'Lanun' proudly, and I feel close kinship to them. The fact that Hannah is such beautiful lady only add my pleasure in meeting the other Lanun.

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After nine seasons of intense work, the fishermen managed to improve our knowledge on seafaring. They can build workboats, and using these boats, we will be able to harvest the richness of the sea.



Act I-2: Haunted Forest

Our scout came back with the tale of a strange forest. The local people called it haunted, and anyone who enter will be devoured by the hostile spirits reside in the forest. There were many adventurers who entered the forest, and none came back.

The story is alarming, but if, I repeat, if, there were some adventures who died in the forest, then maybe I can get their equipments and gold. These will be invaluable for my tribe, while at the same time, the adventurers and the spirits (if there are hostile spirits) have no use for those mundane goods. Call me grave robber, but it is better to be alive (and well fed) grave robber than uptight grave ... er... dweller.

I led the expedition to the strange forest by myself. If there are treasures in the forest, I will be the first to claim. If there are hostile spirits, well, I will be the first to die. Nothing heroic, only a sensible thing to do. Even if I don't lead this expedition, if there are hostile spirits in the forest and the expedition is destroyed by them, my people will still arrange for my funeral anyway.

Again, nothing heroic. Only the sensible thing to do.

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Imagine my surprise, when on the dawn of the second day inside the forest, someone clad in white walked into our camp. The boys were terrified. They thought it was the hostile spirit, coming to kill and eat them. But it was not an it. It was a she! An elf; a female elf. A very beautiful female elf, I might add!

She introduced herself as Faeryl Viconia, the leader of the elven people live in the forest. They once live in some great forest called as the Umbrawood. But the Age of Ice forced them to leave their home, and now they take this forest as their territory.

Faeryl convince me to sign an agreement, forming good relations based on mutual respect. She will not attack my tribe, I will not attack hers. Not a bad agreement, considering the condition of my tribe. Not to mention, Faeryl is a very skilled and, ah, persuasive diplomat on her own.

We left the forest on the dawn of the third day, with me smiling happily, reminiscing my encounter with the sensuous Faeryl.

I have to admit, I forgot to ask her about the missing adventurers.




Act I-3: Blast from the Past

My tribe begins to prosper. The fishermen work hard using the workboats. We even managed to harvest the Clamps on the north of Innsmouth.

On one clear day, one of the workboat explore further to the west, and imagine their surprise when they met another workboat, from another tribe bearing Lanun bloodline! I am wondering to myself, how many Lanunese (Lanunian? Lanuner? What word was the proper one to use? During Age of Ice, we only use 'our tribe' or 'the tribe', as if no other tribe has ever existed. Well, to avoid over-complication, I'll just use 'Lanun' or 'Lanuns'.) are exist in this world? And looking by the Elves's conditions, I am wondering why did the Lanuns manage to survive in relative prosperity, while the Elves took a hard time during the Age of Ice? Perhaps because of our seafaring ability?

No matter with those musings. I met with this Lanun's leader. A stern man called Mordmorgan.

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Unlike Hannah, Mordmorgan was cautious to us. His eyes were hard and calculating, and when he looked to me and the men, it was as if he judged our value to him. How could we help him achieving his ends. Call me pragmatic, or even an opportunist, but I try to get a good agreement for both sides. Mordmorgan? I assume he never think that there is the other side.

We have to be cautious with him too.

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When I got back to Innsmouth, there were excitement in the town. Apparently, some workers found an ancient burial mound in the hills just north east of the town. While I think the best way to honor our ancestors is by using their legacy properly (a bit of gold can help the development of our city), the elders were against it.

Finally, I conceded to the elders. We built a monument at the hills. Every weekends, the elders bring the townspeople and the children to the monument and preach on the glorious past of the Lanun; some past that even the oldest elder does not know for first hand, I am sure of.

Surprisingly, this act of foolishness motivated the townspeople! They truly inspired by the elders' story, and working harder to achieve "The Lanun Dream", whatever is that supposed to mean.

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Apparently, our activities in the burial monument attracted the ancestor to pay us a visit. When the elders brought the next group of children to the monument, they were greeted by a huge walking skeleton. While the skeleton was not being violent or hostile, the elders insisted that I do something to vanquish the skeleton.

[The antics of these elders are totally annoying me. First, they prevent me from... ah.. putting the valuables of our ancestors into something valuable. Then, they insist on building a monument, just so we can "learn of our history better". Now, when a real ancestor showed up, albeit in his (or her?) less than fleshy appearance, these elders want me to destroy it!? Why don't they make a study group with the skeleton instead!?]

Being a good leader, I complied with the elders' request. I send a young man to deal with the skeleton.

The elders were pleased, and the history classes run again without the real presence of our ancestor.

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=======
MoMana trivia:

In MoMana, each civilization will receive a Local Legend at early turn. This Local Legend is a Tier 2 unit (which unit you will get is vary by your civilization), and can provide a necessary military force to clear the wilderness. After some turns helping you, the Local Legend will retire. You can let him/her retire and receive a culture-producing monument, or you can keep him/her by sacrificing some mana per turn.

***

When a unit level up to lv.4, it can choose a Discipline to specialize.

Xtended Special Tip:
Xtended tweaks and balances the Discipline. Now, each Discipline will offer a certain theme to the unit. A recon unit can choose among three Disciplines: Skirmish (offers mobility and bonus in certain terrain), Ambush (offers stealth and unique rogue-like skills) and Vengeance (specializes in fighting certain unit combats/races).
 
Chapter II

Act II-1: The Adventures of Caegord

The young man, Caegord, has become our local legend. His bravery in fighting the "sinister*" skeleton captivated the hearts of the townspeople. I lauded him with appropriate reward and meaningless title.

[*sinister? What did happen to 'honorable' ancestor!? I guess it changed its own status by appearing as a skeleton...]

Since the elders adamantly refused my intention to lead any expeditions (well, I just thought that short expedition to the northern forest will contribute greatly to our, ahem, diplomatic affairs with the Elves) I now let Caegord to lead the tribe's expedition party.

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That young man is one lucky b*stard. Instead of meeting his demise in the wilderness, he constantly beat the skeletons and various wild animals. He even managed to plunder a lair, and got himself a nice leather armor! Not that I envy him, but... darn, my fingers trembled and my body itched! I missed the excitement of an adventure (and any loots from successful plunder, the women that swoon hearing my achievement, the fame, the envy and ... well, you know).

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Further exploration in the north discovered a magical site: a mountain that erupts gemstone!

While I love to see Faeryl bathed in the lights of the gemstones (or the sweet Hannah, to a lesser degree), I love the gemstone more. I will never let anyone (not even those two) to control the magical mountain. Hastily, I prepared a settler group to build our second city near the mountain.

Meanwhile, the young Caegord managed yet another victory. His fighting techniques have improved much, and he has achieved the status of a true legend among our people (not just fake title gained by beating a harmless skeleton). I wonder, what path will he choose in the future?

=======
MoMana trivia:

When a unit level up to lv.8, it can choose a Class promotion. This is a one-time promotion which provide good buff, and sometime has special ability attached. Another Class promotion can be selected at lv.15.

Xtended Special Tip

Xtended (by sub-mod XPromotion) tweaks and rebalances the Class promotions. Now, there are more Class promotions for a unit to choose. Each unit combat and Discipline combination (Melee/Offense, for example) will have at least three Class promotions to choose. Different combinations offer different possible Classes.

Caegord, a Recon/Skirmish, have six Class promotions to choose! He can choose Bard, Free Lancer, Deepwood Stalker, Night Terror, Blood Blade or Shield Breaker.

At this game, I promoted Caegord to Blood Blade. This class gives him 50% chance to get +1 attack from combat, up to three times (for a total of +3 attack). The +1 attack promotion has random chance to disappear though, so I better make good use of Caegord while his blood lust is still affect him!



Act II-2: Mystics and Mayhem

A foreign man named Pliny compiled a list of nations and stated that our Lanun is the third strongest nation in the world. Hm, I am wondering, which are the first and second? The cursed Pliny refused to tell me straight forward, which nations supersede ours. He ambiguously mention about some "research expenses".

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Hah! As if I will pay him some money just to know which nations are stronger than us. I don't even know the authenticity of his list!

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At Innsmouth, the fishermen managed to build a Sea Haven. This improved port is one of few advanced knowledge left by our Lanun ancestor. The elders also managed to make the Water mana works, somehow. I don't know the details, and not interested in learning the arcane, but I do appreciate their work on making the Water mana useful for our prosperity.

Our relative peace was disturbed by the news that the scout bring. During his journey, he met a traveller, which told him the story of a great and dangerous beast. The explorer told horrifying stories about this beast. While I can not confirm or deny these stories, it is best to be prepared. I decided to train more Warriors, and garrisoned them in Innsmouth.

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There is also interesting news from our Sheaim neighbor. Our, ah, diplomatic ambassador reported that the Sheaim was developing deep interest in mystic knowledge. They began to study ways of arcane for several years, and now the study has bore fruit. Their research advances fast, and some mystics have evolved their ethos to a faith. Gosea announced the religion of the Sheaim as the Ashen Veil.

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I personally don't care for mystics or religions, but seeing the Sheaim's progress, the elders insisted that we also have to research mystical knowledge. I tried to argue against that, in my opinion, it is better for us to learn more gold-making knowledge, but they threatened me by saying that they will refuse to work on the Water mana if I refuse their proposal. How dare them to threaten me!

But, since I can not work the Water mana myself, and the Water mana provide enchantment to our harbor, making it produce more money and food, I just gritted my teeth and let those insolent fools to do as they please.

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I don't know whether this "mystical race" between my Lanun and the Sheaim fuel more antagonism or not, but I was taken by surprise when Gosea sent envoy, demanding tribute from our tribe. Apparently, the gods want to test my patience. First, the fool elders. Now, this!

Again, I gritted my teeth and refuse the "request" politely.

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During their mystical study, one of the elders notice the movement of constellations. He reported that Junil's sacred constellation is prominent in the sky, marking his ascendancy in the heaven.

"Too bad we do not worship Junil, my liege," he said. "Otherwise, our citizens will be full with joy and we will enter a Golden Age in His honor."

Golden Age? Triggered by a stupid, ahem, religious belief?

I never thought about that! Maybe there is a practical use of religion! I have to think carefully about this...



Act II-3: Favor

While the elders busy with their stargazing, I ordered the younger scholars to study the arts of war, together with Lanun's best soldiers. We have to be prepared. The Sheaim's audacity was because they see our weak military power. I think they will think twice, or thrice, or maybe more before doing something that stupid, if only we have stronger military power.

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Other than the worsening diplomatic relations with the Sheaim, we have achieve a significant advancement. The settlers managed to build Seroe Vakas near the gemstone mountain. The soldiers I sent to accompany the settlers are proven their worth. One of them managed to gain experience enough for a Discipline. I suggested that he took Offense.

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At Innsmouth, my chief architect suggested adding new decoration to my palace. While I have to spend some gold to cover his expenses, I think this new decoration is going to be important in keeping my image among the populace.

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The southern expedition also gave good report on their progress. The swordsmen managed to clear a Goblin Lair. One of them even found a Amulet of Life inside the lair. If he gets too careless and manages to kill himself during future adventures, the Amulet will resurrect him in our Capital.

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I received another envoy from Gosea. Instead of spouting non-sense, this time she propose a trade. Her golds for my knowledge of Warrior Caste.

Bah! Does she really think that I will trade a military technology to her!? I have no doubt that she will use the technology to invade me if the opportunity present!

I, firmly, rejected her proposal.

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Another "scholar" named Thucydides asked for audience. He, like his fellow "scholar", produced a list of The Wealthiest Civilization of the world. We, Lanun, sit as the second most wealthy nation in his list. But when I asked which nation is the first, he, again, murmured something about "research expenses". Bah! Another sham! Another fraud!

The next morning, I was surprised by ruckus in the hall. I thought the source of ruckus was Thucydides (or another fellow "scholar"). But apparently I was wrong.

There was a delegation from Seroe Vakas, asking for audience. They told me that for several seasons, there had been some strange occurrences happening in Seroe Vakas. The miners and craftsmen had dreams, where a female figure claimed herself to be Kilmorph appeared. She commended their hard work, and blessed them with her favor.

The number of people receiving this dream is increasing day by day. They then insisted that I approve the worship of Kilmorph as the official religion of the Lanun.

I remembered my conversation with the astrologer on the merit of having religion. It provide happiness, and when the stars aligned right, can trigger a Golden Age. Furthermore, Kilmorph's favor on the hardworking people motivated the populace to work better, which means more production and gold for our tribe.

Without hesitating, I approved their request and declared the worship of Kilmorph as our official religion.

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=======
MoMana trivia:

In MoMana, you can garrison up to four units in each city. Garrisoned unit cost no unit support, but unable to leave city, to move, or to cast spells. You can un-garrison them, but it will cost you money to do so. It is better to garrison Warriors in the early game, and then upgrade them to Archers to get it defense bonus.

---
Xtended Special Tip

Xtended add more effects from mana. Water mana increases food, production and income from Harbor (and Harbor UB). This encourages you to seek and build various mana nodes.
 
Chapter III

Act III-1: Great Leap of Faith

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Right after my declaration of faith, the villagers near Innsmouth reported the presence of a great beast in one of our hunting camps. They claimed that the beast is sacred to Kilmorph, thus we had to let it roam freely. I disagree (in my opinion, it would be best to hunt the beast and feed its meat to our populace), but kept my opinion to myself. I did not want to appear as un-pious, not in few moment after the declaration.

(Later, I regretted my decision to keep my mouth shut. The beast, apparently, not sacred to any gods or goddesses at all. Other nations also spotted the same kind of beasts lurking in their hunting camps. Maybe it was the season for migration for this kind of beasts, who know? And yet, by foolishly being religious, I missed the opportunity to feed the populace of Innsmouth.)

Our conversion to Kilmorph's faith somehow triggered the conversion of the whole world (at least, the world known to us). Few seasons after our leap of faith, Hannah proclaimed herself as a devotee of Octopus Overlords. I don't know anything about this Overlords; I am sure I never heard about them before, neither do the elders. But she was quite passionate about her newfound faith.

Faeryl also proclaimed her faith, chose to adopt the Fellowship of Leaves, the cult of Cernunnos. This is more understandable, since the Elves are known as happy tree-huggers since the beginning of the time (at least, that's what the elders said. I did not present at the beginning of the time).

But following different religions do not hinder our relations. While it has been quite some time since my last (and first) meeting with Faeryl, I often exchanged letters and gifts with Hannah. I just hope that I can get away from the whole ruling thing and spend a day or two in the Elven forest. Or, if that's is out of question, I do hope that somewhere near the future, I will have the opportunity to exchange something else with Hannah. Something more ... beneficial to us both.

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After the faith of Kilmorph has been consodilated enough, the devouts asked my permission to build the first Temple of Kimorph in Innsmouth. I was involved in a deep religious conversation with the Most Devout, at which I learned that building a temple will provide happiness to the populate and also allow the collection of tithe. At this point, I was all smiles. A free source of income!? Kilmorph, take my heart!

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Hannah sent her trusted advisor and proposed a technology trade between our nations. Who am I to refuse a damsel in distress? I readily agree to her proposal.

(The fact that she is Pleased with me, giving so much for a little tech, and we are way more advanced in military technologies also help *smirk*)

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And after the beauty, here comes the beast.

I really fed up with this witch. If only our borders adjacent to hers, I will send our finest swordsmen to shut her babbling mouth up!

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Mordmorgan proposed Open Border agreement. I agree, since this will ensure a healthy flow of trades between our nations. What surprised me was, Mordmorgan already converted to Octopus Overlords, the same religion as Hannah! I was quite shocked to know this fact. Do they share closer relations than I know? Or, did he threaten Hannah with swords or cruel promises if she did not comply? I need to look at this thoroughly.

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Xtended Special Tips

In MoMana, spreading religion will give you 300 Faith instantly, but give almost nothing else. Xtended changed this, to make religion more important aspect of the game.

  1. Each religion now provide income to the city, if adopted as the state religion. The exact income is differing on each religion. Runes of Kilmorph will provide +1 gold, +1 faith in cities, while the Order will provide +2 faith.
  2. Each religious temples also provide more income/effect to the city. Temples also provide +1 happy if its religion is adopted as the state religion. Temple of Kilmorph will provide +2 gold, various specialist slots and +1 happy if the state religion is Runes of Kilmorph.
  3. At later stage, you can build advanced temples for each religion. There are two Tier-2 temples for each religion, each requires four Tier-1 (basic) temples of its religion and these two can not be built in same city. For Runes of Kilmorph, the Tier-2 temples are Vault of Kilmorph, which provide tremendous gold income, or Dedicated Workshop, which give the city extra hammers for production. To be able to build these temples, you have to invest heavily on Runes of Kilmorph, and obtain its Sacred Knowledge (more on that later).
  4. Using this mechanism, religion and temples will play important part in your game, while at the same time also encourages you to stay to a particular faith.



Act III-2: Another Adventure of Caegord

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This lucky b*stard apparently made from materials stronger than seaweed. He managed to survive, again. This time, he successfully led the founding of Myrean on our western border. While this spot is not too rich, Myrean will provide a better defense if the Sheaim decided to attack us.

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After founding Myrean, Caegord also helped the founding of Bren Bagage, in our eastern border. Live in Bren is more idyllic than Myrean, because of our relative friendly relations with Mordmorgan and Faeryl Viconia. But the calm life was disrupted for a moment, when a mountain suddenly erupted and turned into an active volcano. Some people whispered this is a bad omen, others cursed foul magics. I say that this is just a random event.

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Caegord managed to destroy several lairs, but too bad for him, the lairs only had old tomes. Nothing for him, although the elders were very estatic and praised him eternally.

After clearing the lairs surrounding our cities, Caegord decided to wander further. He entered the wilder parts of the wilderness (we can say that the wilderness near our cities is 'tame' wilderness), and immediately surrounded by terrible beasts and hostile spectres! Fortunately, his skills and abilities managed to save his behind from being trampled by the hordes of Mammoth.

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========
MoMana trivia:

In MoMana, each tile has a wilderness value. Tiles near a civilization's spawning point have low wilderness value (1-2) and only spawned weak enemies such as Goblins, Orcs and Skeletons. Tiles far from the spawning points have higher wilderness value, and spawned more dangerous enemies such as spectres and mammoths. Mammoths in MoMana are not defensive-only animal like Elephants. They are more than eager to kick some scouts's behind, while pretending to be innocent like their gray-skinned cousins. Tiles farthest away from spawning point have highest wilderness value, and become the home of the most dangerous monsters: drakes and dragons, werewolves and wraiths.



Act III-3: Omens

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A bad day today. Started with the birth of a two-headed cow, which terrified both the villagers and the elders alike, I received many terrible omens this season.

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To appease the people, I asked the Temple of Kilmorph to provide guidance in this time of terrible omens. The temple sent Thanes of Kilmorph to our cities, spreading the words of Kilmorph and providing spiritual guidance to the people. While this do not stop the omens from occurring, at least this provide happiness to the people. I also instructed the construction of Temples of Kilmorph in the cities, to provide further religious supports.



Act III-4: The enemy of thy enemy...

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Today, I found another beauty in this pale world of Erebus. A lady named Elena lead the tribe of Calabim. Their land is beyond the Sheaim, thus making contact impossible until now. But somehow, a group of settlers from Calabim managed to penetrate Sheaim territory, and asked my permission to build a city near Willikies at our southern border.

I agree to their proposal because the lands is not fertile enough, and I need to get information about the other part of the world, Sheaim and their plans and of course, about the Calabim itself. The best way to keep me well informed is by providing the source of information nearby.

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But of course, I am not some naive young man easy to fool. I keep preparing defensive measurements for our cities. Innsmouth has specialized in training military units, thus we get experience bonus for each unit trained in the city. I also send Archers to all cities, and garrisoned them to boost our defensive force.

The elders approved my policies, and using the old tomes found by Caegord, they researched ways to bend the elements to our demand.

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As soon as the elders finished their research, I casted the global enchantment of Fortified Realm. The earth moved, rocks shot upwards, and wall of stones formed in each cities, further increasing our defense against possible attacks.

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=======
MoMana Trivia:

MoMana also introduced city specialization. City specialization are points collected each time your cities produce something. The specialization give bonus your cities. This is a passive mechanism, so you don't have to think about it if you don't want to. But, you can influence this mechanism.

To have a city specialize in gold, you can assign a Merchant specialist. Each turn a Merchant specialist is assigned, your city will generate points in "gold specialization". After the points reached a threshold, your city will have level 1 "gold specialization" and give you +% in gold income.

You can see this information on the upper left corner of city screen, and adjust your strategy to fit your needs.

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Spells in MoMana divided into many categories.
  • Abjuration is category of spells that strengthen all arcane units' combat aura. Each time you research an Abjuration spell, its effect automatically added to your arcane units' combat aura. You don't need to cast it, don't need to spend mana. It takes effect automatically, after you finish researched it.
  • Summoning is category of spells that allow summoning rituals. The rituals will call upon elementals, angels or devils, giving you a strong unit with unique abilities to help your empire. Each summoning ritual costs mana and mana upkeep per turn.
  • Enchantment is category of spells that allow you to cast global enchantment rituals. Casting a GE ritual will provide boost to your cities or units, or cripple your enemies's cities. Each GE ritual costs mana and mana upkeep per turn.
  • Evocation is category of direct damage spells that can be casted by your arcane units. Each time you finish researching a Evocation spell, the spell will be available for all of your arcane units. Each evocation spell deals direct damage to certain number of enemies, and each casting costs you some mana.
  • Transmutation is category of one-time spells that transform terrain, both to your benefits or to destroy enemies's territory.
 
Chapter IV

Act IV-1: Headaches

While I am pleased to see my people grow and our territory expands rapidly, these developments give me a unpleasant side-effect: managing the Lanun is no longer easy business.

I can, and do, delegate parts of the leadership into various governors, council members and elders. But still, the major headache fall on top of my head. Not to mention, I have to sacrifice my adventuring habit. Thankfully, I am still able to develop a proper and healthy relationship with the ladies (though to be honest, the range of activities considered 'proper' and 'healthy' is getting smaller and smaller lately... thank Kilmorph for that!).

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To ensure our growth, I started the development of Merchant District in Willikies and various other cities. I also prioritize on researching Code of Laws, to ensure that our government runs smoothly and the number of corruption is low. It is amusing to know that outsiders often assume that Lanuns put freedom above all else and hate anything related to law with their every breath. It is true that we value freedom, but we are not fools who think that total freedom will benefits everyone. Every sane Lanun will never go aboard of a ship that give total freedom to its crew! That ship will never go anywhere, for starter. If it does managed to sail, the direction is highly questionable, since each will have his/her own destination. We need law and order, and the sons of fishermen knew this better than any shorebounds.

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To help Myrean's growth, I send Kamen Shandoun the Great Bard there. He should be able to create a great work of art and establish Myreanic culture in the surrounding territories. Establishing Myrean as a big city will help us in the long term, especially when the blasted Sheaim decided to back up their barks with some nasty bites.

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=======
MoMana trivia:

In developing cities, you can upgrade your cities by building Noble Disctrict, Merchant District or Sage District. Each Districts will provide benefits for your city, and unlock advanced and specialized buildings.

Noble District will help your city grow, give happiness and healths. Merchant District will boost trade and gold. Sage District will improve either mundane knowledge (science) or arcane knowledge (spell research and mana). Be careful when deciding this, though, since District choice is permanent!



Act IV-2: Meddling or Not Meddling?

Building friendly relations with our neighbors is important, and to build a good relation, nations should respect each other and not meddling in each other internal affairs. Or so spoke my foreign advisor.

This morning, I was facing a terrible dilemma. A group of refugee has asked sanctuary in Willikies. They fled from Calabim's territory to save their lives from the oppression they received from their governor. Apparently, while Calabim aristocracy lavishes themselves with wealth and finery, the majority of common folk suffers in poor condition. The leader of the refugee told us how children often taken away from their parents, to work as slaves in plantations or mines. He begged our mercy for they sure will be killed if the governor caught them.

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After mulling for a while, I finally gave them sanctuary. My foreign advisor fainted as soon as I gave the words. Oh well.

The witch Gosea sent another envoy, but I refused to receive him. I am sure that the witch has nothing to say except another empty threat.



Act IV-3: Another Omen

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Recently, my nights were restless. I have nightmare in several consecutive nights. The Stonewarden of Royal Temple of Kilmorph Our Lady of the Mountain and Blessed be Her Name advised me to make a prayer in the temple, but I refused. I am not a religious man, and my decision to embrace Runes of Kilmorph faith was purely ... practical.

But tonight dream... I shivered. I do not recall the details of the dream, but I do sense the urgency and the terror it brought to me. It is as if, someone trying to send me a message.

I shook my head. If I start to receive message from nightmares then I guess I am more fit to worship Hannah's Overlords than Kilmorph. I hear that the Overlords often (not occasionaly, but often!) visit the believers through their dreams. The lucky ones will receive tremendous creativity and foresight. The unlucky ones will go insane. I am not sure how many lucky ones and how many unlucky ones, but one thing that I am sure is, I don't need gods that invade me even in my sleep! At least, Kilmorph has the decency to not do that!

Oh well, I guess I will make a short trip to the temple and make a little donation there...

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My visit to the temple helps me during the nights. I am no longer having nightmare, and my sleeps are peaceful. I guess there is a personal benefit in having good relations with priests.

But my relief does not last long. Several weeks after the nightmares, there were ... disturbance ... in the air. Literally in the air. The elders said that here is a thinness in the air, as if someone is ripping the sky apart. The priests consulted with the Earth Mother, and received warnings of terrible future.

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And finally, I met the source of waves of bad omens we received. A ... demon? It is my first time to see such creature, and even the elders do not understand what they are or who they are. The priests, though, received sacred message from Kilmorph, identifying demons as the followers of evil gods. Apparently, the Ashen Veil religion pays tribute to Agares, Ceridwen and Bhall, and their rituals and offerings enable the demon to enter our world.

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It become more problematic that these demons spawned right to the south of our territory, and started to build a city named Dis.

As if one group of demons do not enough, the priests also warned the presence of another group of servants of hell, calling themselves the devils. They claimed rivalry against the demons. We don't know yet where these devils have spawned, but I think I should put more priority in developing our military. Both the priests and the elders promised their apprentices will help me in strengthening our military, but we need some more time before the Soldiers of Kilmorph and the Adepts ready to fight.

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During this bleak time, our scout managed to penetrate the Sheaim's territory and stumbled upon the border of Malakim. A group of man led by an elf? They sure are strange!

These Malakims look on us cautiously. We should look on them cautiously too, but the Stonewarden advised me to forge a good relation with Varn Gosam, the leader of Malakim. According to the Stonewarden, he is a loyal servant of Lugus and he might lend us a hand in containing the demons and devils. Lugus is a harsh God, but he is honest. In that aspect, he is almost like Kilmorph.

Hmm, these developments trouble me so. The demons and devils. Followers of Lugus. And, the fact that I am more and more relied to the priesthood of Kilmorph. The last is not that bad, but ... well ... strange for me, to say the least.



Act IV-4: Yet, Another Dream

It seems to me, the whole spiritual world is tremendously busy at the moment, and somehow, I and my people is at the middle of this unreasonable conditions.

The demons have gone quiet, but if the warnings from Kilmorph are true (not that I openly question the Earth Mother, of course. Just call me 'reasonable'), then we will see them in the battle field soon or later. And maybe, the Sheaim will be at their side.

The other nations also embraced religions and at the very least, pay lips service to their gods. Hannah and Mordmorgan (the other Lanuns) are following the Overlords. Faeryl and her elves are dedicating their tribe to Cernunnos. Varn Gosam and the Malakims consider themselves as the chosen of Lugus. Even the Calabim pay tributes to our Goddess, Kilmorph (the Stonewarden is cautious in saying that they are our brethren in faith, though...).

And yet, the wave of spiritual phenomenons surrounding me is not over yet (and this makes me wondering: should I change my trait as Spiritual?). And it began with strange occurence in the night sky.

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Never in my dream (ha! I now use the word, dream, with a whole new meaning), I expect this series of spiritual occurrences happening to me. Following a Goddess (albeit benevolent one) is far from my imagination. But to be a champion of sleeping God? Helping his archangel fighting against another God (or gods?)? Well... that is beyond my wildest... dream.

What should I do?



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Xtended Feature!

The series of events that Falamar experienced is part of XDanalin modmod. Using this modmod, whenever someone get Mind Stapling (OO's first Sacred Knowledge) for the first time, another player (non-OO, non-AV, non-Evil, non-Agnostic) will get the event shown above. Human player have higher priority than AIs.

By agreeing to help Condatis, you will get several religious units, temples and shrine, essentially a mini-religion in itself.
 
Oh, this looks great. I've already played MoM, but not with Xtended.
 
Chapter V

Act V-1: Decision

Finally, I accepted Condatis's offer. I allowed her to stay for a few days, days where the strangeness in the constellation allowed her to walk free in Erebus. During that days, she build a temple for her sleeping god. She chose Bren Bagage, because the city is surrounded by bodies of water. A perfect place for Temple of Remembrance, sanctioned palace of the Sleeping God, where memories and knowledge are being preserved.

The Stonewarden did not criticize my decision. In fact, he's been helpful, something that I found ... strange. Shouldn't he jealous because servant of another god has established a presence in our nation? When I inadvertently mention this to one of the elders, she shook her head and mumbled, "You have not known Kilmorph, boy."

And she was one of the staunchest enemy of the Stonewarden!

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Condatis finally left. But she said that as long as the Temple of Remembrance stands, she will be able to channel whatever blessings left to her to me and my nations. She also said, when the time is proper, she will come again to destroy the Overlords.

The temple she found become a place of scholarly activities. More akin to library than to religious temple. I guess, this is what Danalin did, as patron of Knowledge. It is a shame, that the god has fallen victim to Hastur, and instead of blessing his followers with clarity of mind and knowledge, he bestowed upon them nightmare and fear.

Few weeks after Condatis's visit, some of the girls in Bren Bagage started to have strange dreams. At first, I was afraid that the dreams were nightmares, bad omens, or even some kind of spiritual attack from the Overlords. But apparently, the dreams were Condatis's doing. After a series of dreaming nights, these girls gained mastery over water magic. They then dedicated themselves as priestesses of Danalin, and served at the Temple. One of them asked for my audience, and she asked for a service in the army; as a token of loyalty from the follower of Danalin, she said.

I allowed her, and her mastery of water magic proved useful.

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The presence of the Temple bolstered the research done by the elders. The priestesses of Danalin often received sacred dream from Condatis. After one of these dreams, they will write whatever knowledge passed by Condatis into books, thus the knowledge can be studied by various others.

At one moment, some of the elders argued that we should purse the Way of the Wise, because it provides honorable guidance to our life. Some others rejected this, and promoted Way of the Wicked instead. The Stonewarden and his brethren prefer the Way of the Wise. So did the priestesses of Danalin. But they would comply to my decision.

Finally, I decided.

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The Way of the Wise that we adopted is indeed a honorable way of life. And this philosophy gave me great dilemma at every turns of season. Just after adopting the Way, citizens of Innsmouth stormed the Mage Guild, and proclaimed that one of the students had conducted inappropriate experiment. Inappropriate according to the Way, of course. Something that had been appropriate, suddenly became inappropriate.

Rather than letting the Guildmaster expelled the student, and suffering the loss of a brilliant mage, I recruited him as one of my battle-mages. This will prevent him from conducting dangerous experiments, while at the same time I can make use of his extraordinary talent.

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Act V-2: Rabbit!

The advancement of science has enabled me to send scouts to far away lands. It is unsurprising for them to find advanced nations. What surprised me was that one of those nations is calling themselves as Lanun!

Another Lanun!? Our ancestors had been breeding like rabbits, I presumed!

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Act V-3: Blessings from Kilmorph...

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Gradually, I became used to the presence of religious orders in my land. I also welcome both the Stonewarden and the Child of Condatis as part of my inner council. Together with the elders, sages and generals, those two provided invaluable advices to me.

My acceptance to Runes of Kilmorph also became more... sincere. I started to visit the Temple of Kilmorph, pay tributes and sometime even do a quick pray.

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I don't know whether Kilmorph is impressed with my changing attitude, or whether the Earth Mother want to entice me further, but She blessed us with a Sacred Knowledge of Arete. Using this Sacred Knowledge, we can change our labor tradition. The ethics introduced by this Sacred Knowledge changed the citizens, teaching them that perfection in their arts and professions are the best way to worship Kilmorph. This motivated the citizens to do their best and more. As a result, there were many great people born in Lanun.

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=======
MoMana Trivia

MoMana improved religion mechanic from Fall from Heaven. After adopting a religion, you will start accumulating Faith. There are several actions that can increase the accumulation of Faith:
  • Spreading your religion
  • Having some units of your religion (priests give +2 faith/turn, religious heroes gives more)
  • Disciple units winning combat
  • Cast Tribute to your God/Goddess.

After you gained specific amount of Faith, you will get a Sacred Knowledge; holy tech belongs to your religion. The Sacred Knowledge will unlock further blessings/religious units/civics. Acquiring a Sacred Knowledge will reset your Faith to zero; thus you have to accumulate it again.

You can also use Faith to cast spells (called as miracle, to differentiate it with arcane spells). Miracle such as Bless will cost you some amount of Faith at each casting. You can also summon Treant, or rush production.

This system will present you with a nice dilemma: do you continue hoarding Faith to acquire Sacred Knowledges, or do you spend the Faith for miracles, or do you keep a balance between spending and accumulating? It is your choice!

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Xtended Special Tips

Xtended add many miracles, effects and promotions to all religions. You can curse your enemies with Plague of Rotten Flesh if you follow Ashen Veil.

Or, if you are follower of Cernunnos, you can unleash Locust Swarm and make your enemies's plantations and farms lost their food production.

If you are playing as a good Empyrean, you can trigger a Golden Age by casting Festival of Sun and lead your civilization into glory!



Act V-4: Curses from Agares!

The blight struck us without warnings. Yesterday, everything was normal. Then, this morning, everything went wrong.

The detail of this horrible event is lost to me. I couldn't remember it, and maybe I don't need to. But whatever left in my memory still bring me nightmares and make me awake in many nights.

During the cursed day of blight, the sky turned bleak. Then, all of sudden, all of us screaming. All of us! Children, elders. Men, women. Warriors, mages, priests. All of us were in agony, and that was just the beginning.

Some of us managed to survive the initial pain. Most of us were laying sick in bed for days. Some of those sick manged to get better after a week. Others did not, and succumb to death. The population of every cities in our nation were halved because of this blight.

At first, I thought that it was a normal disease. But after the impact was lessening and the elders had the opportunity to study the disease, they came to a shocking conclusion: the blight was not natural! It was the result of an Ashen Veil ritual to tear the veil-between-worlds apart and summon another demons to our world!

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I gritted my teeth. The Ashen Veil! We can not let them destroying our world just like this!

After we managed to control the blight, I gathered my trusted advisors and governors. We agreed that we must take offensive actions against the Ashen Veil; both the Sheaim and the demonic Infernals. We will train troops, priests and mages and launch an invasion to eradicate the Ashen Veil!

Alas, the Sheaim planted unknown spy in our ranks. Before our preparation completed, both Sheaim and Infernal declared war against me!

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I hope you can survive the initial onslaught. Neither of them looks very strong judging on the scoreboard.
How did those pirates get in your inland sea? Or is that another feature of Xtended?
 
I hope you can survive the initial onslaught. Neither of them looks very strong judging on the scoreboard.
How did those pirates get in your inland sea? Or is that another feature of Xtended?

The pirates spawned exactly at that spot, I don't know why; it is vanilla MoMana's feature. Luckily, Lanun is at peace with them otherwise I will be very worried ;)

I was lucky that the first Horseman of Appocalypse spawned at the north of Seroe Vakas, and then decided to harrass Hannah, instead of going south and attacked me. :lol:
 
Chapter VI

Act VI-1: The War has Begun!

The Sheaim followed their war declaration with a horde of undead monsters. Skeleton Warriors, summoned by the dark arts of necromancy. Pyre Zombies, animated by the vile rituals of Ashen Veils. Even our dead soldiers will be reanimated, strengthening the Sheaim army and providing endless supply of undead!

The battle was terrible, and in the end, we lost parts of our northern province. Villages by villages fell to the Sheaim army, and lines of refugee were flooding Seroe Vakas.

But hope is not lost to us.

Lanun's braves warriors met the Sheaim hordes with full of pride. They knew no fear, even when facing atrocities controlled by dark magic. Led by Caegord and the mage Gaelan, they managed to destroy Sheaim army and retake our province.

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At our southern border, the Infernals corrupting the land, twisting the once-fertile soil into mass of death and decay. Even the trees were corrupted, their sickly-green leaves and blood-red sap promised eternal pain to whoever touch them.

Our southern force was led by the Stonewarden. He invoked prayers to Kilmorph, protecting our soldiers from Infernals's corruption. He even bravely met the demon king Hyborem in one-to-one combat. The Stonewarden's faith in Kilmorph transformed into a divine shiled, protecting him from Hyborem's attack. Frustated at this, Hyborem used his magic to bend distance and fleed to Dis. Coward!

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After our northern army managed to destroy the Sheaim's undeads, our southern army started the siege of Dis. Each day, the Stonewarden and his brethren invoke Kilmorph's fury to the demonic ciy, bombarding Dis with holy attack.

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Danalin's clergy also contributed its priestess to our cause. While only one, but she provided access to strong water magic to counter the demon's fire magic.

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Temple of Kilmorph annointed another Stonewarden. The young Stonewarden was given order to support Caegord in dealing with the Sheaim menace. A contingent of Soldier of Kilmorphs was also dispatched. The clergy considered this war as a sacred war, to eradicate the demon worshippers and return the world to its balance.

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After several seasons, we have to pull our siege on Dis. The city's fortification was too strong. We need better siege weapons to be able to conquer it. Instead of involved in a prolonged siege, we turned our target into the Infernals' second city: Despero. Using the holy miracles from our Stonewarden, we managed to whittle the defenders of Despero. In several seasons, I think we will be able to conquer it.

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Elena decided to enter the war. She declared war against Sheaim and threw her support to us. I don't know whether she did this because she saw an opportunity to expand her territory or because she genuinely embraced Runes of Kilmorph. I tended to believe the first, while the Stonewarden tended to believe the second. It does not matter, I guess, as long as her contribution in this war is useful to me. I guess, I am being pragmatic here. I am glad that I don't change that much.

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Treachery, treachery!

Without any particular reasons, Mordmorgan and Faeryl declared war against me! They claimed that it was the will of Cernunnos.

Bah!

Very well. Throw all you have, b*stard and b*tch! I will enjoy tearing you apart!

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Xtended Special Tips

In Xtended, priests from each religion can cast Miracles (spells using Divine Favor, instead of Mana). Priests also provide combat aura to support other military units. Priests of Kilmorph are able to provide additional defensive effect to their combat aura by choosing several promotions during his level up. Priests of Overlords, on the other hand, do not provide beneficial combat aura for their allies. Instead, Priests of Overlords emit hostile combat aura which weaken enemies and even damaging them with unholy power!

Make sure to look at all promotions available for your disciple unit at level up. Xtended special promotions are usually at the bottom of the available promotion during level up.
 
This will be interesting.
 
Act VI-2: The Deviant

We are the deviant in this freakish world where demons walk the earth and people sacrifices each other.

I am by all means not a saint. The Stonewarden will choke on his water to even think that I am one. But still, I believe that there should be something more to this world than it is. So much hatred permeated, even the ones who claimed their selves "Good" behave just like the most proud of "Evil". What Varn Gosam do is no different than Gosea; they want to bathe the world in light, in their light, more precisely. And to do that, they are willing to sacrifice anything. Even anyone.

I braced the storm that hit me, as I will brace the torrents that my enemies will unleash. But my priority is clear: I have to destroy Hyborem and Gosea first. Then, I will deal with Mordmorgan and Faeryl.

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The siege of Despero was going well. The priestess of Danalin and the Stonewarden led our soldiers, whittling down the demon's resistance. Hyborem again used his magic to warp the distance, and showed in Despero to help his minions in repelling our attack.

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This time, the Infernals took our attack at Despero seriously. Maybe they know, that once an Infernals city fall, it will dismantle their whole empire. The Infernals build their realm not only with the powers of arcane and divine, but also using the power of mind image as their shield. The Infernals were the mighty demons, unbeatable by mere humans. 'Resistance is futile' is a constant message being whispered in every corners of humans' mind. Losing a city will shatter this image and make them no stronger than any of us. That is why they put all they have to defend Despero.

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And yet, my Stonewarden managed to destroy that image. The Stonewarden managed to kill Hyborem. He had to do that twice; first by summoning the wrath of Kilmorph, then by killing Hyborem in battle. Several Soldiers of Kilmorph were killed during this battle, since the Demon Prince was not above using dirty methods. But in the end, the Demon Prince is vanquished.

Hyborem's scream of anger reverberated in Despero, and the demonic garrison did not give up. A demon worshipper named Rosier took up the leadership and continued to resist our attack. But without Hyborem, it was just a matter of time to see the walls of Despero crumble.

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I wanted to raze the city, but the Stonewarden advised me to keep it. He wanted to study the demon's magic, and find the cure to the corruption that they had spread. So, we kept Despero.

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The fall of Despero provided my southern army with a little respite that they sorely needed. During the next week, the army rested and healed their wounds. I tried to support them by providing the best equipment I can afford (these damn equipments are surely expensive!).

After a brief rest, we marched to Dis. This time, we will take the city!


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MoMana Trivia

In MoMana, you can purchase equipment for your level 4 units. What kind of equipment you can buy is determined by the unit combat, your tech progress and, of course, your ability to buy. Many armors require leather or metal, while weapons require wood or metal. You can open the Equipment panel using the sword icon on a unit's command menu.

You need to think carefully whether you want to buy equipment or not. Each civilization has a 'favored resource', which grants combat bonus to every units in that civilization. Lanun, for the example, is favoring metal. This resource is indicated by the different color (red/yellow). The more you stockpiled on this resource, the higher combat bonus you will get for your overall unit.

Buying equipment using this particular resource means, you are concentrating the bonus to a unit, and reducing the bonus for the overall units. It might be more beneficial for you to keep on hoarding the favored resource and spending another resource (leather, wood) for equipments.

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Xtended Special Tip

While Child of Condatis is a disciple unit, it can cast several spells using mana. At reaching level 6, it can be promoted to Daughter of Storm, providing it with a hostile combat aura. Any enemy units in its range of aura will suffer cold damage each turn. The promotion also enable the Child of Condatis to cast Ice Spear, a cold based direct damage spell.



Act VI-3: Worldbreak

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We were too late in reaching Dis. Just before we reached that damned city, the Infernals managed to complete an unholy ritual and produced the Infernal Grimoire. As soon as the Grimoire had finished, the Sheaim used the energy produced by the Grimoire to complete their own ritual : The Worldbreak.

There was only one word to describe the condition at that time: Hell.

The sky was split. The ground was broken.
The sky rained ashes. The ground erupted blasts of fire.
The sky turned black. The ground turned red.
It was only for a moment, but the destruction persists eternally.

Every man, woman and child suffered from fire damage. Some were killed, some were left with wounds could not be healed. The priestesses of Danalin tried their best to protect the city of Bren Bagage, but their protection only lessened the damage. The same with the priests of Kilmorph. Not even the divine shield of Kilmorph could counter the hellish ritual.

Just after the torment had finished, we were facing with dire news. The Worldbreak ritual tore the veil-between-world, created a greater rift which allowed two demonic horsemen to enter this world.

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Act VI-4: Against Demons and Necromancers

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Yesterday was nightmare. It was a miracle that I could still see the sunrise today. But despite all hardship, we have endured. The southern army continued with the siege of Dis, and after several weeks, managed to capture it.

The Stonewarden again asked me to spare the city. He would like to learn from the Infernal Grimoire how to cure our world from its current corrupted condition.

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Meanwhile, Caegord led the northern army deep into Sheaim's territory. They witnessed terrible sights; how twisted the nature had become, how corruption had embedded into every fiber of life. How the land itself had become barren and damned forever. The young Stonewarden accompanying Caegord was in tears. He could feel the scream of agony from the earth itself.

But nothing we can do now. It will take years and years to heal the land, and we don't have the resources to do that. At least, not yet. For now, we destroy the source of this corruption!

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It was not easy for Caegord and his army to destroy Gosea's fortresses. She surrounded herself with powerful necromancers, demonic beasts and terrible undead creatures. She even managed to enlist the service of a Beast of Agares. This demonic beast came from the deepest hell, a gift bestowed by Agares to His most favored servant.

Thank to Kilmorph, at that crucial time, the Temple of Kilmorph in Innsmouth sent several Stonewardens. They managed to reach us in time, and together, the three Stonewardens managed to banish the unholy beast back to where it belong: hell.

We managed to raze Gosea's capital, and we marched to our next destination: Ashen Veil Holy City of Grottiburg.
 
Many thanks to those who read this story. :goodjob:

I guess am lucky to be able to survive up to this point :crazyeye:

The Worldbreak killed some of my units, but none the important ones. I was like "Oh damn!" when the Infernals finished the Grimoire since it would add to AC, and I didn't think that I can handle another Horseman (the first was wreaking chaos at Hannah's territory, I think). But when the Worldbreak started, I just like... :cry: NOOOO! :cry:

And then, two Horsemen spawned! One at the Sheaim's territory, one at the Malakim's. Lucky that they did not spawned at my territory :lol:

Also, the Worldbreak had prevent Mordmorgan to invade me. Faeryl was far away, and I had Hannah as buffer zone. But Mordmorgan was just next door. So I was quite concerned with his invasion force. Again, I was lucky that the Worldbreak hit him as hard as it hit me ;)

Stay tuned for the next chapter! Comments are welcome as always :D
 
Wait a minute... That hunter has 365 xp?
 
Act VI-5: Archangels

Finally, we managed to raze the Ashen Veil's Holy City.

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Our campaigns have been successful up until now. There were loses, terrible loses. But these brave souls had sacrificed their life in order to destroy the demons that threatened our world. So, I guess they can rest well in whatever afterlife they are in now.

As for the living... Their conditions are improved with the demons beaten back. The land is still corrupted, but at least the elders managed to contain the corruption from spreading in my territory. So, the cities still thriving, and the citizens are well fed. But sometime, there were rogue demons and necromancers who threatened the citizens. Constant vigilant is a must.

A few days ago, I received troubling news. There were several hamlets at the northern borders that destroyed and razed. The casualties were high; all the inhabitants of the hamlets were killed, including four Thane of Kilmorph and two priestesses of Danalin. There were demonic markings on the hamlets, but these markings were different than the ones that the Infernals or the Sheaim used.

A new kind of demons? What a troubling news.

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So, the Cultists of Overlords are flirting with the demons too? I don't hesitate at all before agreeing with Condatis. Even though building the Shrine to Danalin will cause all Overlords states declared war against me, it is better to gain the help of an Archangel and be able to destroy them once and for all.

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With the Shrine of Danalin erected in Bren Bagage, Condatis now able to walk on Erebus freely. She also able to channel the divine power of Danalin and bless more girls with water magic affinity. We can recruit Children of Condatis, and each of them can build a Temple of Remembrance in our cities to help the spread of knowledge.

Excitements caused by the appearance of Condatis were only unmatched by the news from our force on Infernal territory. Apparently, the Infernals was holding Brigit as their prisoner.

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The Archangel of Fire was betrayed by Bhall and punished by the fallen goddess. As the current servants of the fallen goddess, the demons were apparently watching Brigit's prison. I was sure that the demons were also scheming to corrupt Brigit, or use her powers somehow to further their destruction of the world. Fortunately, our force arrived before the demons succeed in their plans.

Combined divine powers from the Stonewarden and Child of Condatis managed to weaken the barrier holding Brigit. But only the most seasoned hero can enter the prison and free her. Thus, I recalled Caegord from the Sheaim front, and assigned him to free Brigit.

And that son of a b*tch was managed to free the Archangel of Fire!

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We have two archangels in our force!



Act VI-6: Banishing Demons

With Brigit at our side, our battle against the Infernals had become easier to bear.

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The Infernals tried to slow down our marching force. Beasts of Agares, Hell Hounds and other demonic soldiers were sent against us. But our soldiers fought valiantly. One by one the demonic beasts were slain.

Finally, we were arrived at the gates of Poena, the last Infernals' city in Erebus.

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The siege of Poena was a matter of life and death. The Infernals defended their last bastion will all strength they could muster. I was quite surprised to find their strong defense. I was thinking that after slaying Hyborem, our campaign against the Infernals would be much easier to win. Alas, even without Hyborem, the Infernals managed to put a fierce resistance against my troops.

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But no matter what demonic beasts the Infernals threw at us, we managed to prevail. Finally, finding no more unholy champion defending the gates of Poena, we marched to the cursed city.

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We have suceeed in banishing the Infernals!
 
Good job!
Now you just have to defeat the overlords hordes...
Have you any idea how Yakut turned evil? I found it odd, especially because I am playing as an Ashen Veil (and thus evil) Yakut of the Kuriotates myself on MoM: Xtended (I only have one module installed, will install the rest after this game).
 
Good job!
Now you just have to defeat the overlords hordes...
Have you any idea how Yakut turned evil? I found it odd, especially because I am playing as an Ashen Veil (and thus evil) Yakut of the Kuriotates myself on MoM: Xtended (I only have one module installed, will install the rest after this game).

Oh no, we still have the Sheaim ;)

I think that Agnostic civs can have a event to change alignment in MoMana. I guess that was the cause for Evil Yakut, since she was one of the "random Good" leader. Now, I have only one Good, Varn (which was not doing much as a Good civ :cry:)
 
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