The History of Haven

Azhral

Let's get Tactical!
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The History of Haven


Cardith Lorda of the Kuriotates
Immortal Difficulty – Conquest Only Victory
Marathon Game Speed – Classical Start
Standard Size Mountain Coast mapscript
Last Days, No Tech Brokering, No AI Minimum Levels game options


As the Age of Rebirth began a group of wanderers continued to scrape out a pitiful existence on the slopes of a great mountain. Constantly fending off the rampant Orcish hordes they were continually forced to relocate, never having even so much as a village to call their own. So when a young boy approached them and offered a better solution with the promise of a safe place to live, they packed up their belongings and set forth on the great exodus. A team of Muskoval scouts led them around the mountain and through a treacherous pass into a lush valley, culminating in a box canyon at the head of a mighty river. Food here was abundant with a field of wheat and crops of grapes as well as hidden mountain trails heading through to the Great World Tree, the ancient ruins of a now forgotten civilization and a flock of sheep. And lo, the city of Haven was founded.

But all was not peaceful. Orcs swarmed out of the Northlands, and the fearsome Black Orcs kept the inhabitants of Haven bottled up behind their mighty walls as the lush valley below was scoured and pillaged of any food or gold. Clearly this was no way to live, so a daring plan was hatched. Muskoval hunters teamed with local militia to escort teams of brave pioneers to construct forts to hold the Orcs at bay. So the settlements of Eastgate and Westgate were founded in the passes leading to Haven, and manned by brave men, women and rats. Wave after wave of Black Orcs died on the slopes leading to the valley. Until one day a group of larger, more fearsome Orcs, covered in Orange war paint, arrived at Eastgate. They asked for parley, and claimed that they were more civilized than their wild brothers. A peace was established with these ‘Blood Orcs’, but caution was preached by our wise men, as it was noticed that the Black Orcs continually assaulting Eastgate seemed to have free reign through the territory of the Blood Orcs.

It was at this time that a Muskoval scout led a strange man through Westgate on the way to Haven. He was a short man, barely 4 feet tall, and he had been captured by the Black Orcs while scouting from a place he called ‘Underhome’. Recognising the great valley, he became increasingly excited until he managed to convince a team to accompany him into the cellars of Haven. Here he revealed a hidden series of tunnels carved into the rock leading ever deeper into the bowels of the earth. Haven had been unknowingly built on top of the lost Mines of Galdur, and there was still a tunnel leading to the Underhome itself (Popped a Thane of Kilmorph from a Barrow). So Haven became the safest place for the Dwarves to return to Erebus. Soon mighty dwarven warriors stood alongside the Muskoval guarding the passes.

Through the tunnels also came great individuals. One had a grand plan to restore the Mines of Galdur to their former glory (Great Engineer), and another was a mighty hero, revered by dwarves all throughout the Underhome. Bambur himself joined the ranks of proud warriors defending Haven, and not a moment too soon. The Blood Orcs soon proved themselves as aggressive and warlike as their brothers, but also more civilized as they claimed. A mighty army of Lizardmen accompanied by Orcs with technologically advanced weapons laid siege to Eastgate. Crude but effective Orcish war machines rained down death and destruction on the brave defenders. But the line held, though only a single team of Dwarven Warriors and Muskoval survived the assault, along with Bambur himself. The death of so many of his countrymen seemed to un-nerve Bambur and drove him into a frenzy. Ignoring his standing orders Bambur gathered as many Dwarves as he could and marched into Blood Orc lands, coming at last to a massive hap-hazard city. The dwarves accompanying Bambur, after seeing the mighty fortifications and hordes of Orcs guarding them, urged him to turn back. But Bambur would hear none of it. He strode off alone to the gates of Braduk the Burning, never expected to be seen again. That evening, just as the army was about to return to Haven, Bambur returned, covered in wounds but dripping in Orc blood. But nothing would keep Bambur from his revenge. For a week, every morning he would march to the gates of the city, and every evening return to camp covered in blood. The other dwarves felt shamed at Bambur’s sacrifice whilst they stayed behind, so the next morning Bambur did not march alone. Many dwarves lost their lives that day, but their numbers paled in comparison to the amount of Orc dead, and Braduk was taken.

Hearing that the Orcish leader whom had ordered the assaults from the very beginning had fled, Bambur gathered his armies and marched northward toward the town of Renegade Hill. Here the refugees of the Blood Orcs could muster little will to fight the furious Bambur and his army of now grizzled veteran dwarven warriors. Seeking his revenge Bambur pulled apart every building in the ruined city looking for this Orcish leader, before it was revealed in desperation he had invaded a city once belonging to his Black Orc cousins. Not even that could save him, as Bambur descended upon the Barbarian city, sought out Jonas Endain and crushed his flail-head along with his actual-head with his mighty war hammer. Their leadership broken, the Blood Orcs joined with the Black Orcs in a feeble attempt to stay Bambur’s hand. Three Barbarian cities in the northlands fell to Bambur alone as he attempted to annihilate every member of the Orcish race.

But much good came from this attempted genocide. Braduk became a sanctuary for the remaining Orcish people, their towns and villages remained intact, even as the city itself was near abandoned. Many pioneers left Haven at this time, founding various settlements across the land. Northwarden and Highcastle were placed in strategic points in the Northlands to stem the assaults of the remaining Black Orcs. Ironpass was built to guard the narrow strip of land between the mountain of Haven and the Black Sea. Coastal Fort was built to the south of Braduk to control the coastline leading to the south. But the most important was the settlement of Far Coast. Situated in the fertile lands to the northwest of Haven, that was once teeming with Orc, but now protected by the border forts guarding the Northlands. The people of Far Coast, aided by the crude infrastructure left in place by the Orcs began construction of a secretive building in their harbour. None knew what this could be, but it was determined that it would take many years of painstaking construction. And in the forests to the north, now liberated from their Orc oppressors, a new ally joined us. Centaurs began to populate Haven and add their knowledge and strength to ours.

During this time there was much international negotiation. Many other dwarves had made it to the surface. Directly to our east were the warlike Khazak and agnostic Kouns, and further to their east were a sept of Golem making dwarves. To our south beyond the mountains lay a gigantic fertile floodplain inhabited by many humans. There were the Calabim, Malakim and between them a nation of roving mercinaries. There were also a group of elves clinging to what trees remained in these hotlands. In the north beyond the black sea, were multiple cities devoted to magicking. And it was from here that our next threat would approach. A black knight accompanied by many necromancers and a legion of undead warriors had marched through the northlands and executed a surprise attack on the garrison at Highcastle. Most of Bambur’s followers were destroyed in this attack so he was now alone in defending the region. A call went out for volunteers to help stop the attack, and the centaurs answered said call. Arming themselves with fine dwarven weaponry they called themselves Chargers and, well, um, ‘charged’ north. Bambur strode forth and met the Undead army in the open tundra. His escort was slain by the black knight, but the Undead legions couldn’t kill Bambur himself, although it was only a matter of time. Seeing their opportunity the Centaurs ‘charged’ the rear of the undead forces, slaying the foul necromancers hiding behind the rows of skeletons. But the black knight eluded their grasp and was surely going to gather another army and return to wreak havoc. But a team of Muskoval hunters had followed the Centaurs and caught and slew the black knight as he fled through the wilderness. (Sheiam Rosier the Fallen with about a dozen Adepts and 30-odd skeletons)

After many years the secretive construction taking place on the Far Coast was revealed. A mighty throne honouring Danalin, lost god of the sea. Immigrents flocked to the Far Coast and transformed it into a thriving metropolis, rivalling the majesty of Haven itself.

War raged. The Sheiam sent sporadic assaults of skeleton warriors to Haven lands. The Hippus crushed the Calabim and turned their attentions toward the elves (Ljos). The Malakim took up the cause of Light and went to war with the demon summoners. The Amurites warred with the Luchiurp and the Khazak and Kouns stayed surprisingly peaceful. With all of this war raging the subtle signs of ruinous powers doing their thing were all but ignored, but not by the Priests of Haven. Approaching the Lorda they claimed that our current teachings were leading all to ruin and that the compact would soon be broken. One priest, whom had been meditating at the Seven Pines, claimed to have had a vision and received orders from Heaven itself. The fearsome, and now slightly crazed, Bambur would not have reacted kindly to such blasphemy, but as he was far from the capital it was determined to implement plans to bring about peace in the world. One of our young acolytes had come up with a brilliant idea, and he went from town to town, village to village telling legendary stories of the brave and stoic defenders of Haven. The people approved and a new age of enlightenment began. (Cast Legends and got a Golden Age from a dungeon). Bambur soon found out about our plans for peace, and left to find a new war to fight. We received stories that he joined the rampaging Hippus along with his brother Arthendain.

But it was all for naught. A mighty demon pulled himself from Hell near our southern borders and proceeded to declare war on all who opposed him. But a great hero arose to defy him. Chalid Astrakein joined the forces of the Empyrean Malakim and went to smite the demon lord. Chalid fell in this mighty battle, but the demon lord was vanquished and all seemed well. We know now that the demon did not actually die, but managed to possess the leadership of the Malakim who had defeated him, and used this mighty empire of light for his own gains. First to fall were the Hippus, with Bambur and Athendain falling in a crushing defeat. The elves soon followed suit before the Malakim were engaged in a titanic struggle with the Khazak. Our loyalties were split as for whom to support, but we had troubles of our own as the other sect of magicking humans also took the settlement of Highcastle. Wild stories abound of men shooting fire from their bows or even bare hands, running faster than the local wild horses and regrowing limbs in mere minutes. The populous were scared, but a savior did arrive.

A young human Knight approached the Palace offering his services. He was named Valin Phanuel and he had come from the mighty Bannor empire, far to the south (Bannor weren’t in this game, just a bit of fluff :p). Even there they had heard tales of the mighty Bambur’s crusade against the foul Orcs and devil worshippers. So he had travelled north to meet the legend himself, but only found a crazed dwarf lost in his own bloodlust. Valin watched the battle from a nearby hill as Bambur led charge after suicidal charge, eventually being cut down beneath a hundred enemy swords. He had decided to pledge himself to our cause in remembrance of the mighty hero that once was. The Dwarves treated the young human with contempt during his first few weeks at Haven, but the mighty centaur chargers soon warmed to him and it wasn’t long before he proved his worth. Valin accompanied by 4 Chargers and 1 Centaur Archer managed to rout the enemy force in an epic battle (those 6 units held off and defeated 65 Amurite wizards! They all had fireball but only one was ever cast, I would have lost then and there if they had used it. He also only had 3 firebows who all died attacking an entrenched Dwarf in Highcastle).

As sporadic war raged between the Khazak and Malakim, neither could get the upper hand. The Amurites did finally fall to the combined Luchuirp and Malakim forces however. And during this time an age of spirituality dawned over Haven. Many became priests in this time, and a meditating prophet was visited by visions and wrote the Code of Junil. A handful of select Vicars were promoted to Priors and immediately began aiding in the governance of Haven. Efficiency was at an all time high and our coffers were steadily growing, but all was not well in the world. The Malakim had finally ground down the Khazak, before turning on the Luchuirp. As I write this a massive army has gathered to invade our lands. We have spent all that we have hiring mercenaries in desperation, but all fear it will not be enough. Haven will fall before the the Demons masquerading as warriors of light.

Its now turn 1200 or so. The Malakim have conquered everybody except Minister Koun (one Khazad city, 0 sci per turn) and myself. My 20000 gold went to hire a mercenary army. I figured 115 buffed mercs could hold off the Malakim forces, until I checked the power graph and sent hawks scouting. His army just outside my borders consists of over 100 Veteran Iron Swordsmen and over 150 Veteran Iron Chariots, as well as various support troops, mainly Vicars and catapults. My standing army is very small, but apart from the Mercenaries, all are blooded veterans. The Centaur Chargers are all past Combat V, but there are only a half dozen of them though one of them wields the Axe of Orthus. I still have the only hero in Valin, with Combat 5 and Blitz, he’s the spearhead. I am relying on him to break the tough defenders so the Mercs can counterattack the soft underbelly of Varns forces. There’s an uneasy peace at the moment I’m holding intact, first with the Seven Pines and then with bribery, but it won’t last. I can possibly hand Varn a horrid defeat as I still control Letum Frigus and have Sun mana from the palace. So Adepts with Ice 1 and Mages with Sun 2 may be able to hold him in place long enough to pick away at his forces, but currently I only have two Mages. Currently teching towards Mithril Working hoping that will give me the edge needed for victory, but even with over 450 sci per turn its 100 turns away.

Not sure if I wanna play to the very end. Would like to leave the tale of Haven at its high point. Trying to start another game with similar settings, but with 15 Ai on a large map. Pics may be posted later if I can be bothered and if anybody actually wants to see them.
 
i would like to hear why you prefer marathon speed? I always play on quick.
 
Not very long. Recently got a new nice 'n' powerful machine. If I have to wait more than 30secs its a WoC error and i just reload an autosave.
 
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