As said before, Tasunke was actually quick to return to peace. Immediately after starting up the game, I went to the Hippus and asked for a nice white peace. Tasunke was happy to oblige. It might have something to do with the Orcs being between us and him. It might also have something to do with this war not being very well thought out.
Faeryl on the other hand did not want peace... well, she wants her city back, but she'll only get it back over a LOT over dead Amurite bodies. And while dead Amurites are currently lacking, there are more than enough dead Svartalfar for the both of us. Faeryl seems to have a bit of trouble with the fact that Hunters are poor city attackers... not that that keeps her from sending more. I replied by digging in at her city (there's an extra wall now to keep her out) and sending our forces there. We might not be able to take Thariss but that way we at least get to keep our gains.
Well, what can I say. The FfH AI often doesn't know when to quit. I think I've had AI's suiciding their units at a 10-to-1 ratio to my cities and they still want my city for peace.
External diplomacy is messy. Sheelba and Ethne have made peace and Sheelba remained at peace - I don't like that one bit. The Clan is very triggerhappy, they have Rantine up and we - might - just get hit by them soon. I'm a bit afraid of them. Thankfully the Hippus now have no land route to us so we cannot get surprised by Tasunke again.
Ethne didn't get long to enjoy her peace, by the way. Now it was Sandalphon's turn to pick on the Elohim - odd, since the Sidar always struck me as fairly pacifistic in their ways.
I queued up a few Adepts... Hey, we're exploring the arcane and Faeryl is not much of a threat at the moment. One is ready and a second is under way, both ready to begin Necromancy 101. The one that is already out is still unpromoted, and at the mana node.
I don't know whether we want to go with a pure necromancer build (Death I/II/III, rest goes into Empower and Spell Extension) or go with a more mixed build. Personally I like going all the way with necromancy on at least a few mages, and use others for support magic. (We do want every mage to get Death I, though. That directly affects the number of skellies we can summon)
I've also built some basic infra, but nothing more than that. This map is very poor in production.
Techwise, I've started on Necromancy as discussed.
We also have a GS incoming in 1 turn. Bulb, settle, academize? The choice is yours!