Current Season: Summer*
*
Seasons are strange here, and partly randomThe council members of magic and war hold a meeting based on the scouts findings. The meeting is swift and decisive. We will try to see if we can get on friendly terms with the salamander trough offerings of food, having such creatures under our control will instill fear in our enemies. However fighting it would be not only dangerous for our men, but it might as well form a danger in the future if more of them appear. To add, our arrows are no match for it's skin nor are our beasts.
> Find the salamander near it's lair and offer (Show that we are bringing food and leaving it) without trespassing it's nest. Do not attempt to fight it.
The surroundings are still unknown, they must be explored further.
> Send both scouts to explore for natural resources or other animals/ mythical beasts, send one scout into the mountains and the other to explore the plains.
Council member of construction advised the construction of farms to sustain our animals and population, we should make use of the nearby plains to set-up the ranches.
> Construct Ranch Village
Council member of Science reports that some villagers have noticed that certain traits can be passed on trough selective breeding, more research is required on this but it means that we can get stronger and healthier animals if we get this technique under control.
> Research the idea of selective breeding
Council member of food is worried that we might get a food shortage, he suggests that we should use our mounted archers to hunt for animals like horses,deers, boars and wild cows. While it may leave us defenseless, we have an outpost to spot enemies giving us valuable time to call them back.
>Send archers on a hunting mission for food around the village.
Council member of diplomacy partied too much and thus is currently shouting gibberish which is ignored until he sobers up.
The fire salamander, while normally not a very aggressive beast, is, like almost all other animals, pretty dangerous if it's offspring is on the line. Almost all Fire Salamander's lead a solitary life, and are therefore often quite territorial if approached during their laying and breeding times. This is a risk the people knew, and thanks to that knowledge, they knew where to run when the Salamander did not take kindly to their gifts.
The mountain scout failed to find anything interesting. The findings of the other scout pretty much mirror that of the other, save for the discovery of footprints of plain wolves, not usually seen this close to the village.
Population expands, as does livestock.
The archers have brought back a small amount of food. They report that the nearby wild animal herds appear to be smaller than usual.
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: 7]
-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.)
-2*Livestock [4 food, 2 production]
-Outpost [Provides additional defenses]
-Resource gathering [2 production]
-Research Institution [1 science point]
Resources:
-7/20 food
-11/30 Production
-10 Mana
-2/4 innovation points (Needed till next invention)
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)
>With the newly acquired artillery doctrine, The King calls upon the guild of Industry and Invention to refine this further into small artillery pieces able to be mounted on the war cogs, to give them a bigger offensive punch if war comes to the islands.(Use engineering+sea travel+artillery doctrine to create ship-mounted ballistae, as well as systems to retrofit them to existing ships)
>The sea provides a huge bounty, bringing enough surplus that the King feels confident enough to order one of the fleets to be re-outfitted as traders, and orders a trade mission be conducted along the new trade route to Whala. Priority is gaining more material supply, so offer knowledge of engineering, or knowledge of tapping mana wells to them in exchange.
>With the weather (hopefully) clearing, the new fleet of War Cogs will conduct its interrupted scouting mission, taking the archers along as planned.
>Organize work gangs from the unemployed and criminals(with pay or time served as payment), and use these to provide the work force needed to begin the terrace project. Provide a bit of material to aid in this.
>(Conditional order: If the population grows this turn, I want to set up another resource village. Depending on how the mission to Whala goes, this is either going to be a fishing village located on a nearby island, so that one of the fleets in the Grand Harbor can be a trade fleet permanently, or a second woodcutters, so I can keep my supply refilling. Also, if by chance my scouts uncover a surface deposit(unlikely, but hey), then instead I want a mining village)
Despite freeing a trading fleet to conduct trade with Whala, little actual trade travels the route. It appears the Whalanian people have little reason to actually sell their resources.
As the weather clears, the war cogs set out to survey the nearby islands. A sudden and unexpected storm makes an end to their mission however, and nothing is heard from them. A few days later, a trader fishes one of the men out of the water. Apparently, a freak storm smashed the ship into an island. (2 ones, and a 2) A strange tale surely, as no other traders have mentioned anything about bad weather.
With some reluctance, people set to work on the terrace project. Progress will be slow for now, but at least there's progress.
[Defense project: 2/40 production (+2/turn) (Note: This does not include any additionall defensive constructions at the edge of the terraces)]
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 6]
-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 (4 food, 5 Trade capacity, -2 mana/turn)
-2*Lumberjack (4 Production)
-Resource Gatherers (2 production)
-Independent Thinkers (1 science)
-Mana Well [5 mana/turn]
-Trade Route to Whala [Minimal trade, No Piracy]
Rescources
-10/20 food
-0/30 production
-15 mana
-2/4 innovation points
Army:
- 1 unit of War cogs [HP:2/3, Attack:2, Defense:2 Supply cost: 2 production]
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)
With the trade route active bonecrafters got a new, if yet modest, source of income and it was decided to fund a new village to let bonecrafters to process excess whale bones not only for weapons and tools, but toys, kitchenware, musical instruments and some say even magical amulets powered by remains of whale souls
In the same time, after a failed expedition to the sea, it was decided to do what Whala haven't done for ages, send an expedition in Taiga forest located close to the capital
Build bonecrafter village
Raise one more unit of spearmen
Send one unit of spearmen to explore nearby lands
one unit of Sea raiders to assist in trade\guard the trade route
Invention: Bonesoulcrafters (Necromancy+Division of labor) I am trying to get a group of bonecrafters that learned to infuse souls of the whales to create various magical items from the bones
[Error detected: Forgot to apply progressively increasing science cost*.]
The scouts make a journey deep into the forest. For weeks, they're not heard from, and are almost assumed death, when eventually, they do manage to return. They tell a spectacular tale, of how they found, deep in the forests, the bones of a long dead creature, amidst the remnants of it's nest. Burried beneath the bones, as if it had try to shelter it with it's corpse, they found a single egg. It's rather large, and appears to emanate a constant chill.
Trade is still very slow to take up. Population grows.
*Don't worry, it's not as bad as it might seem.
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: 6]
- 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 [Little trade, No Piracy]
Resources:
-12/20 food
-17/30 Production
-10 Mana
-2/4 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]
-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)
Our population flourishes, and it continues to be an excellent time to expand our holdings!
(Also, shouldnt I have..12 construction material? Is that what my lumber camp provides?)
Construct a second lumber camp, gathering fresh timber for our fledgling nation
Send out the Scouts to further scout the region.
Innovation Idea! (Agriculture + Engineering) Farming has given us great strength, we seek to expand upon this strength by devising a system to bring fresh water to all our farmland (Irrigation system anyone?)
The scouts managed to discover some wood drifting down the river, giving the tribe some much needed resources.
Irrigation systems are developed. For now, it remains to limited installation on a few fields, but it could be expanded in the future.
Population continues to grow. Pests infested supply and destroyed part of our food storage.
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:9]
- Old stone walls, ravaged by time still encircle a portion of the capital.
- 3 Farming villages (9 food)
- 1 Livestock (2 food, 1 production)
- 2 Lumberjack (4 production)
Resources:
-8/20 food (+2 Base food production)
-10/30 Production
-10 Mana
-0/4 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 (Lv1)
-Livestock (Lv1)
-Breeding (Lv1)
Invention:
-Irrigation (Allows construction of irrigation systems, improving farm food production. Protects against droughts)
Actions:
-Fire wand squad which is facing wolf horde: set wolves on fire
-If the combat is resolved, move to Torkal afterwards as quickly as possible
-Have the other fire wand squad also attempt to explore the surroundings
The fire squad unleashes their fire spells at full power, incinerating the wolves, and a good part of the forest. After the blaze has raged out however, both squads stumble upon the same, abandoned temple. It must have been covered by the forest for years, only now revealed and stripped of it's shell. Experts are gathered to the site, and ascertain that the temple appears to have a locked up source of magical power inside. Additionally, dormant spells linger around it, waiting for energy. They reckon you could probably destroy the temple to get at the source, or try to reactivate it.
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:
-11/20 food
-22/30 Production
-12 Mana (Refills each turn)
-2/4 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 Oedogis are conquerers, not raiders.
Let the villagers know they have three chances to surrender, or they would suffer at the hoofs of the Oedogi.
The tactic is simple. The boys will approach the enemy in a pincer movement, each squad taking a wing. Try to rout, not kill the enemy.
Spare any man who surrenders; kill those who won't. Women and children are always spared (we need spare bodies).
Study carefully anything interesting, including how our boys fare against the slingers, how to the villagers feed themselves, their culture, magick, etc etc. (i.e. hold off for a turn)
Leave a squad of horse as guards, and the rest explore the lands once more.
Tactical Diplomacy initiated:
The enemy is visibly shaken by your display of force, and send one of the elder of the tribe to discuss with the soldiers. A surrender seems likely, depending on your demands.
Accept Oedogi overlordship. Military and material service. Probably they need to provide one slinger unit equivalent and they have to pay 2 food or 2 mats to us (or a mix) every turn.
P.S. Pour research into seasonal migration, so in winter the herds will occupy warmer lands and vice versa. Supersedes previous conditional order.
The villagers surrender. They agree to the tithe, and will gather the militia for your troops.
Nothing interesting is found.
The spoils from this endavour, and the extra lands unlocked provide a significant bonus to your nation. Population grows tremendously.
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: 7]
- Watch towers and constant scouts/patrols keep bandits out.
- 4 Livestock [10 food, 4 production]
- 1 Mine [+2 Production, copper]
- Subject town [2 food]
Resources:
-20/20 food
-17/30 Production
-10 Mana
-0/4 innovation points:
Army:
- 3x Oedogi light Cavalry [HP:2, Attack:3, Defense: 0 Traits: Mounted ]
- 1x Slinger [HP:1, Attack:1, Defense:1, Traits: Militia, Ranged]
Science and Magic
-Mining Lv1
-Cavalry Doctrine LV1
-Mounted Troops Lv1
-Livestock Lv2 (Benefit: Increased food production)
-Breeding Lv1
Inventions:
Seasonal Migration (Boost food production in winter, and during disasters)
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