Yet another Orbis PBEM

The mage-king took time to consider the issue. And as much as he frowns upon unwarranted practice of magic outside the Mage Guild, he finds more repulsive the budding alliance of craftsmen and clockworkers. It has been decided, Amurites will join ranks with the Calabim against the rising threat.

There is one condition though: excessive use of magic, outside the Guild, necromantic magic in particular, will force Amurite mages to intervene.

Calabim are independent people and we do not like to have conditions given to us. But for this time we will restrain our pride ang give an answer. We are responsible magic-users. We have no interest in practicing magic associated with death, when we have mastered magic of living body. So, this part of your condition could be accepted.
But, Calabim love magic and are proud of their achievements. So, we would never resign from practicing magic, as you call it "extenssive". Magis is here to be used.
You will also do well if you take into consideration that many leaders and cultures use magic anyway, and you have no control over it (the best example would be arch-mage Perpentach, student of Kylorin himself).

Suming it up, if this would be enough for you, we may assure you that we have nothing to do with necromancy. But we won't let anyone control our use of magic.

in the name of our beloved Queen Alexis
Jarema, head of Royal Advisory Council
 
Off to Iskender.

I have a question: I have some slaves (workers) and they seem to be far less effective than my normal workers. Is there anything else about them, any way for them to be more effective? Also, if I leave them unattended, is there a risk they run away? (I've been keeping a warrior on the same plot as two slaves just to be on the safe side :D)
 
Turn 24 to Jarrema

Slaves have a penalty to work rate, which I think is permanent. I'm not sure if they gain experience in Orbis like workers do. Slaves can be used to hury production of a building, yielding, I believe, 6 hammers.
 
Turn to Lgaard

Slaves can be of course used for hurrying buildings. Balseraphs can use them to create cages in cities. There are also methods of upgrading slaves to armed units
 
So no danger in leaving them alone in a plot, right?

You will loose them, but it is not a big loose.
Sometimes slaves can be useful, but they are not VERY important
 
yes if you leave them alone, there is a chance they will run off...the chance is greater the closer they are to the cultural edge of your lands. (at least what Ive seen).


gp2 turn 24 to McWill
 
yes if you leave them alone, there is a chance they will run off...the chance is greater the closer they are to the cultural edge of your lands. (at least what Ive seen).


gp2 turn 24 to McWill

:eek:

never happened to me, I did not know that there is such possibility... but typically my slaves are "used" in a couple of turns for building purposes
 
The wise men of Balseraph have discovered pottery! All the better for holding strong drink! Party on dudes! [party]

Save to Spuma!
 
:eek:

never happened to me, I did not know that there is such possibility... but typically my slaves are "used" in a couple of turns for building purposes


Yeah Id use them for both, but some Id put to work chopping jungles or bilding roads...anything that was something Id like to do, but not critical ;)
 
Sometimes I use them to build a road from front line to home cities :)
then, when they complete it, other slaves can faster be turned into buildings
 
Tiad, the Amurite scout has reached the great tower at the end of the desert. From there he saw things both amazing and terrifying. He decided to return home to tell cartographers about the desert and to warn Amurites about deadly metal weapons he saw clockwork people wield.
 
In our capital first breeding pit has been built. Cattle (ekhm, I mean people...) can breed faster now :)

turn to Lgaard
 
Scouts report bordermarks of another civilization. Is this the land of Twisted Carnival ahead?

(gps to onemoreturnmike)
 
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