SSNES: Fall of Wu'di

*Sigh* Due to divinibibble interventionality, I'm changing to FIRE. And changing UU too.
 
Update 1 - 2000 FF The Year of the Cauldron

Heartlands: The recent uprising of Lochia, led by an Adept by the name Javer I has claimed a blotch of the Heartlands as their own. They have expanded west and south, fanning out from their capital Versov. Its glorious Rebd Knights, elite cavalry with magic enchantments, are the hallmark of the rebel army, which has resolved to protect Lochia's borders with utmost vigilance. East of Lochia, the nation of Ramon made it's daring outbreak. Having their territory in the rich river valleys of the Heartlands, they pose a great threat against the Empire by means of severing the inland from the capital. With all of the rebellions around, it is hard enough for the Governors to report back to the captial. Now the unrest in the Heartlands threatens to cut off the interior from Moonwater itself. After Ramon managed to convince several of the cities around to join them, they are pointing a sharp blade against the Empire, but also starting to attract its attention. Will the bold rebels of Ramon survive, or will the Empire ruthlessly sweep them off the face of the Southern Continent?

The Western Shelf: Meannwhile, the Kingdom of Westshire has experienced some relief as a new rebel nation has sprung up to their north. The mages of Bellfern practice Nature magic, and with great efficiency. They have claimed the entire northwestern cape, having successfully persuaded the local garrison to side with them and join the cause of the Tyrian people. A number of ships were captured as well. (+500 Light Infantry +50 Carracks) The conflict between the Empire and Westshire has finally come to a battle. A strong task force arrived from the Heartlands in early spring, and a fierce batlle was fought in the mountain passes leading to the Shire proper. The Empire managed to push back Westshire beyond their primary defences, and were only held back from storming in by the valiant Shire Pikemen who took the brunt of the onslaught. Empire (-680 LI, -120 MI, -85 HI, -50 MC) Westshire (-575 LI, -390 SP, -100 HI, -100 LC, -80 LB) After this battle, the coming of summer was marked by another uprising east of Bellfern. The rebels were hailed the Shaemar, and like Bellfern, they were sick of the Empire's rule. Again alike Bellfern, the people of Shaemar is of Tyrian origin, and are closely related to their western neighbor. Will these two newcomers be able to save Westshire from destruction, or will they quietly witness the defeat of their kin?

The Borderlands: Another rebellion started in the hills west of the interior lake. Here, the rebels under the leadership of Lord Faler have begun their quest for freedom from the oppressive Empire. The mages of Delenor, as the new nation is dubbed, have used their mastery of Air to enhance the army's archers, providing a good ranged support for the troops in battle. Delenor has now expanded to cover both of the hilly landmasses, and parts of the marshes on the coast of the interior lake along the river.

The Steppes: On the vast prairies of the east, the progressive nation of Shaba has formed around the regional capital of the Gardens of the Moon. Having for a long time felt little or no ties to the Empire, it now seizes it's own sovereignity to grab their share of the Empire's vast lands. To their north, on the very corner of the Empire, the Jaid'Aimain have sprung up in a similar fashion. The falling Empire cannot provide for this people's needs, and following the call of their god, Jaid, they have poised themselves for conquest and expansion.

Cairo: In Cairo, the recent flodd of rebellions has relieved Governor Terrator of fears of an Empire army marching to tighten the grip on the frontier region. The nation is now mustering for battle, and to fully take advantage of their great mineral resources, they have made a great furnace that smelts the ore into metal bars, which in turn are fashioned into weapons and other tools of war. Although the nation is far off, and less likely to be a target of the Empire among all the other rebel factions, Terrator knows that armed conflict will happen some time, and is determined to be ready to defend Cairo when the time arrives.

Lirkland: In Lirkland, things are quite, if oddly so. The Adepts of Rollux have commenced on a great tower over the Academy to serve as a palace and stronghold. Rumors has it that the entire building is to be infused with magic upon completion. Galadinia on the other hand has completed the Oracle of Traz, a vast complex dedicated to Divination. The complex was made to support the Adepts in their troubles with the Fog of Future. the nation relies on knowledge of the future to make the right decisions, and aim to do so by bolstering the diviners and hopefully overcome the Fog. Pashawan has initiated a plan for revitalizing the nation's economy. Trade moots and fairs are held to encourage domestic trade, and three permanent markettowns are made in the districts.

Lastly, the Empire. After the news of the numerous rebel factions and their progress, the giant does... nothing. Wether due to the scheming and plotting of the Princes, lack of interest in the affairs of the "inferior" continent, or simply due to incapability, the Empire has only had a few skrimishes with the rebel armies. The Governors are increasingly desperate, and many are now considering or openly ignoring the protocol of reporting back to the Princes in Everdrop for autorization. Unfortunately, the Governors have little power by themselves, since the Empire maintained its grip by spreading the power between many Governors, who had to report back in order to do anything worth mention. Thus, the Empire is struggling to form a sizable army to conter the threats posed by the rebels. Now as some of the rebels are making plans of allying and pooling their odds against the Empire, things are starting to look grim. Undoubtabily, there will be a bloody war soon, if the Princes decide to take measures aginst the growing rebel nations who spread their call for the Fall of Wu'di.
 

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OK, I expect there to be quite a few lacks and mistakes. Go seek them out. Updating stats and the like now.

@Azash: this isn't my first NES. I had another one that only reached preview...
 
Good update!

I found a "lack": You have the 200 Archers of the Wind in my stats as requested, and they're in the UU list, but they're not shown as my UU in my stats. Doesn't really matter, I guess...
 
Will fix, will fix.
 
So, when are orders due? ;)
 
Umm, My UU replaces heavy cavalry, not adepts. Remember, I ditched the idea of combining adepts and cavalry. And it STILL says im located near the lake in southern Fa'el.

Great update, sending orders
 
Ach. I did in fact notice, but I became unsure of which it was. So I just waited for you to correct me. :p About your location, I think I'll just wipe it out from your stats.
 
NPC DIPLO:

From: Cairo
To: Jaid'Almain

Please let us agree to respect our mutual borders and live in peace. Neither of us need to fight eachother with the shadow of the Empire looming over us.

From: Lirkland Alliance
To: Jaid'Almain

Try anything funny and we will ruthlessly crush you.

From: Westshire
To: Bellfern/Shaemar

Brothers and kin, we call on your aid in our greatest peril yet. Let us band together against the Empire, or I fear we will all be doomed.

From: THE EMPIRE
To: Any pesky rebels and/or dissenters

BEG FOR MERCY OR DIE!
 
Do I still fit in?

Nation name: Felaskhar
Capital: Dareos
Ruler: Waterlord Dareos Faskral
Government: There's a council of six people, which consists of three adepts and three other people, one pirate, one trader and one general. This council will choose their ruler from the people of Felaskhar.
Population: 50000
Adept (Training): 20 water (Green)
Army (Training): 1500 Light Infantry (Green)
Navy (Training): None (Regular)
Magic type: Water magic
Economy: Stable (3/0/4/0/0)
Education: Educated
Culture: Devoted
Confidence: Tolerating
Infrastructure: Good
Projects: The Pirate Fleet
Nation Background: Felaskhar was taken over few decades ago. But finally, as the rebels started to spread across the empire, the Adepts from the academy of water decided to overthrow their old enemies, gaining swiftly the support of the people. As soon as the empire's agents in Felaskhar realized that they were losing, they set most of the ships on docks on fire, fleeing with the few remaining. That escape was quickly ceased by the great tides summoned by the Adepts, crushing the ships to the reefs surrounding the island. The two islands next to Felaskhar were also overthrown of the Empire's power. They joined Felaskhar peacefully.

The people of Felaskhar summoned a council of six, consisting of three Adepts of water, one pirate captain, one trader and one general. They chose the Waterlord Dareos Faskral as their leader, to take care of the practical parts of ruling.

As his first deed, the Waterlord commanded the fleet to be re-constructed. The project 'Pirate Fleet' was created. Once the fleet would be ready again, the ships would pillage the coast, ruthlessly robbing minor villages and trade ships of the empire to gain wealth quickly. The council approved this plan with pleasure.

Please notify me if you notice something worth notifying or fixing.
 
Sorry, Reno. It only said in your orders that you were beginning it. You didn't have the eco for it anyway after recruiting 20 Wardruids and 20 Medium Cavalry.

ORDERS ARE DUE ON FRIDAY! That will allow me to do an update over the weekend.

@Betrayed: I'm not sure... I have to go back to my map and try to find a color that fits in... And about your Nation BG... Where is your starting location? "Conquered only recently" doesn't really fit in, because the Empire hasn't expanded since its founding. But otherwise, you're clear.
 
Nes.GIF


Is that place reserved? (I'm not sure, but isn't the white/gray area empire's/no-one's?)

I'm gonna edit the background slightly, and then send you my orders.

By the way, how much will the Pirate fleet project take eco points? Is it 'acceptable' plan?
 
post #15 by Silver Steak said:
You can start as the barbarians, but you will start with Wild Magic, sucky infrastructure, low education, divided culture and what not. In other words, I don't recommend it, but you can try to convince me otherwise.

We're meant to start as rebels, not barbarians...
 
Well, yes. you can start out there, but it's not part of the Empire, and thus you are technically barbarians. that means dumped education, nil infrastructure, wild (sucky) magic, low eco, you name it. I suggest you pick another location and check out the cultural setting for the region. I've posted cultural boundaries and a brief introduction to the different peoples in post #7 on the front page. Read up. And welcome! :D
 
@Silver Steak-- you said you had putthe magical academies for Fa'el on the map, but you didn't say which one is which--could you post that?. Also, do our capitals automatically have the academies for our types of magic?
 
From: Shaemar
To: Westshire and Bellfern

Let us find our place in this world together!
 
To: Cairo
From: Jaid'Almain

We have lived as friends in this land under the rule of Fa'el. We will also live as friends now that the Jaid'Almain is about to rise from slumber.

To: Lirkland Alliance
From: Jaid'Almain

We have no interest in hostilities with the Lirkland Alliance.
 
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