>Send Scouts to explore areas around the village in attempt to find mythical creatures.
>Produce one more unit of Cheetah Scouts
>Start training in Cavalry Doctrine
>
The wide plains of Athar are home to a variety of diverse and interesting life forms. To the untrained eye, the plains appear desolate, a sea of grass stretching out towards the horizon. A trained guide will be able to spot dangers of plains, hiding behind every slope, and every creek. An Urur scout sees the beauty of the land, and can traverse it without fear, but not without risk.
Send by the council of Nervuyur, the Urur scouts scour the plains, following the rumours of a mythological creature. A Salamander has been sighted in the area, almost as large as a man, with a hide though as rock and blazing to touch. After days of searching, one scout almost mistakingly stumbles upon a Salamander's nest. Numerous eggs are hidden in a small crevice in the mountainside, steam still rising from the seemingly abandoned nest. It's unlikely that the Salamander will be gone long, and if it returns it might not react well to any intruder. ((Micro-event))
More scouts have been trained at basecamp, and educated in proper maneuvers. The Lunar cycle has been prosperous, and population has increased significantly.
Name: Urur
Short History and Description: The Urur, once a nomadic nation now settled in area called Athar. Because of their nomadic nature they are highly skilled in the art of animal riding. Varying from Horses to Rhino's to Tigers, the Urur are very close with their animals and so they learn to work with them since child. The Urur settled in the Plains of Athar in their Capital Neryuvur. Neryuvur is settled on a elevated plain in the vicinity of a forest and small mountain range.
The people of Neryuvur have a council of the 7 wisest men or women from the village. They rarely interfere with each other but if large important decisions have to be made they gather for a summit gathering. Each of the Council members specializes in an area of expertise. These are: Army, Construction, Magic, Science, Wealth, Food and Diplomacy.
Other Miscellaneous information: Every citizen of Urur is in possesion of a animal, these can be small birds to large mammals. This is to enforce their tradition of animal husbandry.
Capital [Population: 6]
-Savage Animals, (The surroundings of Neryuvur are full of hostile animals, attacking anyone that enters their territory. The Urur being close with the animals are untouched, but trying to forcefully tame a tiger for example can still end in the death of the tamer.)
-Livestock [2 food, 1 production]
-Outpost [Provides additional defenses]
-Resource gathering [2 production]
-Research Institution [1 science point]
Resources:
-7/20 food
-17/30 Construction material
-10 Mana
-0/4 innovation points:
Army:
- 2 Large Cheetah scout [HP:2, Attack:1, Defense:2 Trait: Mounted]
- 1 Horse-mounted archer [HP:3, Attack:2, Defense:0 Trait: Ranged attack, Mounted]
Science and Magic
Biology (LV 0)
Livestock (LV1)
Breeding (LV1)
Mounted Troops (Lv1)
Magical Husbandry (Lv1)
Cavalery Doctrine (Lv1)
The people of the Bright Sea Kingdom have always paid homage to the bounty of the sea. Being adept sailors, they've often ignored events happening outside the ocean, but no more. With increasing numbers of visitors entering the Grand Harbor of Jewelport, the King has decided it is time to end the isolation if the islands and take their place among the grand stage of the world!
Accept Whala's offer of a trade route, and as a show of cooperation, send the fleet of War Cogs to help them guard it.
Build a second fleet of War Cogs, and have them take the archers on a scouting mission, since many of the islands still haven't been properly mapped. The War Cogs will carefully map the coasts, while the archers will explore inland
The King calls all the Free Thinkers of the Kingdom to gather under his banner and form a guild!(Create Independent Thinkers, disbanding the generic resource gatherers if necessary)
Using knowledge of engineering, start a small terrain-sculpting project, aiming to increase defensiveness by slowly turning the natural contours of the island that the city sits on into actual terraces with sharp drops onto hard stone, with small gates between each level change. (this will eventually turn the city into several quarters)
Work is started into discovering ways to hurl large objects at great distances(start researching artillery doctrine)
A trade route has been opened between the Bright Sea Kingdom and Whale people of the South. At this moment, little trade is occurring, as fishing ships still occupy the majority of the Grand harbor. Still, the occasional whale has been a friendly sight in Sea Kingdom waters.
A second fleet of War cogs has been commissioned, but was not ready in time for exploration, before the weather worsened.
A new guild of Industry and Invention has been formed on the islands, displacing the original resource gathering operations. They immediately prove their worth, working on several ways to hurl rocks at great distance and large velocity.
Additionally, a new project is at hand. By improving the natural defenses of the town, a few key choke points can be created, making the city easier to defend.
[Defense project: 0/40 production (Note: This does not include any additionall defensive constructions at the edge of the terraces)]
((Note, stats for war Cogs changed. I was being an idiot and didn't realize it were boats.))
Name:Bright Sea Kingdom
History and description: A vast archipelago of hundreds of islands settled centuries ago, the Bright Sea Kingdom is home to some of the best sailors, navigators, and fishermen in the world(as well as, incidentally, being home to several natural mana wells!)
Jewelport[pop 5]
-Minor Defenses: the natural contours of the island provide a twisting path through the town; as well, there is a fortified naval yard providing protection to the docks.
-Grand Harbor (6 food, -2 mana/turn)
-Lumberjack (2 Production)
-Resource Gatherers (2 production)
-Independent Thinkers
-Mana Well [5 mana/turn]
-Trade Route to Whala [No trade, No Piracy
]
Rescources
-11/20 food
-6/30 construction material
-15 mana
-0/4 innovation points
Army:
-1 unit of War Cogs [HP:3, Attack:2, Defense:2]
- 1 unit of War cogs [HP:3, Attack:2, Defense:2 Supply cost: 2 production]
-1 unit of archers [HP:2, Attack:2, Defense:1 Trait: Ranged attack]
Science and Magic:
-Mana Wells (Lv1)
-Magical Construction (Lv0+1)
-Sea Travel (LV1)
-Engineering (Lv0)
- Artillery Doctrine (Lv1)
Inventions:
-Grand Harbor(Capacity for 3 fleets. Each fleet can gather either 2 food or transport 5 goods. Uses 2 mana/turn. Cost is 20 resource, 10 mana)
The life of Whala was peaceful and calm but many ambitious individuals were ready to change the life of the nation and bring it forward to the new heights
The first one, brave merchant and traveler visited a port of Bright Sea Kingdom, he looked for an opportunity to start trade with that rich nation for mutual benefit
The second one was an ambitious military leader that desired conquest and victories, he spent his fortune building more boats, purchasing more tamed whales and recruited more warriors. With that small fleet he started a voyage into unexplored waters risking his life
The third one was a shaman that was responsible for burial rituals, he and his talented sons learned many secrets of death... They are a bit short of gaining actual powers out of it, but they are close.
The fourth one was another shaman who never had enough whales and made a powerful a call to attract more unusual, magical and larger whales to Whala waters
Offer Bright Sea Kingdom to form a trade route. Should they accept assign one unit of Sea raiders to guard the trade route against pirates\sea monsters
Build one new unit of Sea raiders
Send one unit of Sea raiders to explore the ocean and look for islands with resources\primitive tribes to conquer (If I somehow fail to build the second unit exploring>guarding the trade route)
Spend all gained innovation and try to get necromancy
Spend excess mana(if any) to try to call for unusual whales
A new trade route with the Sea kingdom has been created. While their ships are not as elegant or nimble as our trained whales, there's still a lot this cooperation could bring. For now, there's very little trade along the route, and no real gains to be had.
New whales are trained and a new contingent of Sea raiders is gathered, but not in time to scout before the weather worsened. ((Yes I failed to notice the conditional. It would not have mattered, I rolled))
Save for the whales that always inhabit the basin around the island, there are none. They only pass by during the great migrations, which even our shamans can't predict.
(Idea of Necromancy unlocked)
Whala :
Short History and Description:
Primitive nation of merchants whalers, travelers, explorers, they live on a cold barren northern shore of a continent, for ages they were surviving hunting on whales and other marine mammals until one shaman discovered a way to control whales using magic. Not only that multiplied quantity of meat, fat, bones, skins and various other useful stuff from whales, but it also provided a way to tow their primitive boats over large distances that soon was used for trade and sometimes raiding.
Unfortunately that came not without a price, Whala became dependent on their whales and knowledge about hunting and gathering that feed their grandparents was lost...
Later specialists started to appear, some families were expert whalebreeders, some carved bones and never did anything else, some constructed houses out of snow or whales , some became merchants and some warriors
Capital:
Wicon [Population: 5]
- Minor Defenses (Located on an island near the shore separated by narrow straight)
Villages:
2*Whale breeders [4 food, 2 production]
1*Port\marketplace [2 food, 5 Transport capability]
1*Temple of the first Whale [Provides resource: Tamed whales, + 1 innovation ,-2 Mana]
*Trade Route to the Sea Kingdom[No trade, No Piracy]
Resources:
-11/20 food
-20/30 Construction material
-10 Mana
-0/2 innovation points:
Army:
-Sea raiders [HP:4, Attack:2, Defense: 1 Traits: Naval Unit ]
-Sea raiders [HP:4, Attack:2, Defense: 1 Traits: Naval Unit Upkeep: 4 Mana]
-Spearmen [HP:2 Attack:2, Defense 1]
Science and Magic
- Livestock (Lv 1)
- Magical Husbandry (Lv 1)
- Travel by sea (Lv 1+1)
- Division of Labor (LV 1)
- Necromancy (Lv 0)
Inventions:
- Domesticated whales ( Livestock+Magical Husbandry+Travel by sea)
Have scouts Explore, generically.
Construct Farming Village
With the discovery of agriculture, the Tango slowly gave up on their older ways of live. This new style of live proved to be succesfull, and the tribe rapidly prospered and grew. Farming steads rose throughrough the forests, and old trees were turned to fields and farms.
The T'ango scouts found nothing of interest.
History: Once nomads, the T'Ango traveled the rich forests of their homeland following game and living peaceful lives. Near a wide, raging river they found old stone arranged in a curious shape. Investigating within they found the ruins of another older civilization. Studying these ruins, the wisest learned the secrets of farming allowing them to settle in one place, along the riverbank. In time they have thrived here, growing large and settling many villages around the holy site on the river.
They are bipedal humanoids, with a brownish-green color to their skin
Capital: Home of the Old Ones [Population: 7]
- Old stone walls, ravaged by time still encircle a portion of the capital.
- 3 Farming villages (9 food)
- 1 Livestock (2 food, 1 production)
-1 Lumberjack (2 production)
Resources:
-20/20 food (+2 Base production)
-13/30 Construction material
-10 Mana
-1/2 innovation points:
Army:
- 1x T'Ango Scouts [HP:2, Attack:1, Defense:2]
- 1x T'Ango Hunters [HP:2, Attack:2, Defense:1]
Science and Magic
Ideas:
-Agriculture (LV1)
-Gathering (Lv1)
-Engineering (Lv0)
-Livestock (Lv1)
-Breeding (Lv1)
Actions:
Have the firewand squad explore Torkal's surroundings further.
Outfit a second firewand squad.
Attempt to unlock the idea of Divination.
Torkal's fireguards explored the forests bordering the river, after days of exploration they had found nothing. Dissappointed, they turned back, only to find themselves eye to eye with a dangerous horde of wolves. They quickly prepared for battle. (The troops find themselves on a small clearing in the forest, relatively close to the river but quite far from the town. Numerous wolves are circling the camp)
A second firewand squad has been outfitted with magical wands, exhausting mana supplies for that turn.
Name: Torkal
Short History and Description: Torkal was once a fairly ordinary small town nestled among some hills and near a medium sized river, but after the discovery that the crystals that have been harvested and used for some rather small-scale rituals could be used to create quite effective arcane implements of war, Torkal soon managed to subdue quite a bit of the surrounding area and grew to become a small city. The city of Torkal is ruled by a council elected from the upper classes of the city, which can elect one of its number to be a temporary ruler for emergencies and crises.
Capital [Population: 5]
- Minor Defenses: A small wall around Torkal, although this is supplemented by the hilly terrain the city sits on.
- 2xFarming village (+6 food)
- Lumber camp (+2 Production)
- Mage tower (+2 Mana, +1 Innovation)
Resources:
-10/20 food
-20/30 Construction material
-12 Mana (Refills each turn)
-0/4 innovation points: (+1/turn)
Army:
- Fire wand squad [HP:2, Attack:0, Defense:1 Trait: Firewand Spells [2/2]]
- Fire wand squad [HP:2, Attack:0, Defense:1 Trait: Firewand Spells [2/2]]
- Spearmen [HP:2 Attack:2, Defense 1]
Science and Magic
- Agriculture (Lv 1)
- Elemental Magic (Lv 1)
- Enchantment (Lv 0+1)
- Divination (0)
- Magic Crystals (Lv 1)
Invention:
- Invention: Elemental Attack Wands = Magic Crystals+Enchantment+Elemental Magic - allow normal soldiers to use the elements to attack their enemies
The plains of Oedogi is at some kind of cultural crossroads, as always.
The Horse clan feel that they have to put more men on the horse, so they can expand and defend their homelands.
The Jackal clan, though, argue that they actually have enough land, and should dedicate more to pastures.
The Fox clan argue that their practices are too wasteful, and should actually look at the ways to prevent dying of foals and kids.
Finally the Eagle clan feel that it is time to flex Oedogi muscles, and commands the boys to explore the general area to conquer and subjugate any uncivilized people.
In a nutshell:
Build another Pasture
1 Innovation point to animal care, trying to get Livestock 1
Raise as many tribes of Oedogi light Cavalry as possible
Move the current tribes around to conquer, loot, or subjugate any non-civs around.
The Oedogi herds propser in the plains, and grow plentifull. In order to protect their every growing herd, new Oedogi riders are trained, while the others scour the plains.
Those riders meet resistance at a small village to the North, where other humans tries to live out a serene life.
Town Defenses: None
Attackers=
2*Oedogi Light cavalery [HP:2, Attack:3, Defense: 0 Traits: Mounted ]
Defenders=
2* Slinger militia [HP:1, Attack:1, Defense: 1 Traits: Ranged]
History: The Oedogis are a nomadic tribe, but they have shown increased organization, as their social live converges on the Oedogi Camp. The Camp holds the annual Festival of Autumn, in which many animals of the herd are slaughtered for a gigantic feast. Traditionally, Oedogi boy has to show competence in riding before considered a men; eventually this evolves into trained boys trying to bring wild bulls, lions, giant spiders, and such into submission under his leash. While most of the time it is just for show, the possibility of spider cavalry is always fascinating. Another highlight is a obstacle course contest, which is said to mimic the real combat situations of an Oedogi mounted warrior would face, and includes some riding, some horseback archery, and some spear use. In any case it is very sensible military training.
Outside festival time the camp is sparsely populated, as everyone need to tend to their livestock. More recently, exchange with other tribes leads to the opening of a mine for metal, but elders are concerned about erosion of the Oedogi lifestyle.
Capital: Oedogi Camp [Population: 5]
- Watch towers and constant scouts/patrols keep bandits out.
- 4 Livestock [8 food, 4 production]
- 1 Mine [+2 Production, copper]
Resources:
-13/20 food
-11/30 Construction material
-10 Mana
-1/2 innovation points:
Army:
- 3x Oedogi light Cavalry [HP:2, Attack:3, Defense: 0 Traits: Mounted ]
Science and Magic
-Mining Lv1
-Cavalry Doctrine LV1
-Mounted Troops Lv1
-Livestock Lv1
-Breeding Lv1
[/quote]