Current Season: Fall*
*
Seasons are strange here, and partly randomCouncil member of War is worried about the wolf pack size, but the disappearance of the salamander makes it worse. He ordered the drafting of trappers to catch wildlife.
> Send 1 scout to maintain observation on wolves
> Send 1 scout to track salamanders
> Send 1 scout into the mountains.
> Mounted archers maintain patrol in close proximity of the village and as close as possible to the scouts observing the wolves.
> Train 1 Cheetah Scout [Cancelled, not enough supporting population. Need 1 free pop unit for each 4 units]
> Create new unit and train it. Trappers: (Higher chance to catch wildlife & better skilled against fighting wildlife (+something if fighting wildlife)) [Cancelled: Not enough supporting population]
Council member of magic is disappointed that he couldn't try out his magic, however he continues to refine his magic for the next encounter.
> Magic idea: Calm/non-aggression/pacifism spells for animals. (Druidism,Illusion magic probably) [Druidism, but that's next turn, not now.]
Council member of science is satisfied with the recent discovery and tries to devise a special project which would make our current livestock healthier, meatier and more durable to temperature changes.
> Special breeding project: Seasonal coats (Livestock Animals change their coat more rapidly depending on temperature change and become slightly bigger/healthier)
The seasons have passed into fall. Truly, winter can't be far off now. Due to an early fall storm, our scouts lost tracks of the wolves. Disappearing livestock grazing further from the village does indicate that they're still here. Our other scouts do manage to track the salamander, and it's 3 younglings. It's heading deeper into the mountains, and appears to be keeping a steady pace. It won't be long before it's out of our reach completely. In another part of the mountains, one of our scouts manages to find a copper ore deposit.
Breeding, and some minor magical assistance, have started to give their first results. It might take some time before the effects manifest themselves.
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.)
-3*Livestock [6 food, 3 production]
-Outpost [Provides additional defenses]
-Resource gathering [2 production]
-Research Institution [1 science point]
-Surface deposit (copper)
Resources:
-5/20 food
-7/30 Production
-10 Mana
-2/4 innovation points (Needed till next invention. Cost increase next invention)
Army:
- 3 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 1)
Livestock (LV1)
Breeding (LV1)
Mounted Troops (Lv1)
Magical Husbandry (Lv1)
Cavalery Doctrine (Lv1)
Invention: Selective Breeding (Bio+livestock+Breeding) : (Can increase livestock production with 1 food, in exchange for -1 production, or vice-versa. Also, special breeding projects)
>The King orders as many new ships incorporating the new artillery as can be built at this time. After hte attack by the treacherous whale people, We need to rebuild our fleets to defend our islands.(also, the trade route is canceled)
>With suitable sand discovered, the glassmaker has permission to set up furnaces for producing glass goods.
>The King's envoy to Torkal is authorized to set up trade of both material and knowledge. We must have allies that we can trust, so to that end magicians knowledgeable in our secret art of arcane construction have been dispatched to offer to teach to the Torkal council(in exchange for like knowledge, of course!)(I want to trade Magical Construction for Enchantment: Failing that, I'll send some trade goods for whatever resources you can spare)
>The King wants estimates from the engineers for the costs of adding light artillery towers to the harbor fortifications.
>With the growth of the population, the time has come to add a fishing village to one of the nearby islands to feed the people.
>The guardsmen will continue to drill across the island, while keeping an eye out for anything interesting
>The Guild of Invention and Industry has started collaboration with the mages on a project of inscribing magical spells into objects. This might lead to interesting applications for warfare....(Start researching runes)
[You're quite a lot of production short to complete these actions. Automatically using magical construction to make up for the gaps.]
A single ship is constructed. It has build in naval catapults, explaining why they're slightly weaker than their fully sized counterparts. (Constructing those would involve building them and a ship seperatly, doubling production costs).
Trade starts of without a hitch, and picks up slowly.
Cost estimates are minimal. Chances required are little, and the only cost is the cost of the artillery itself. (Note: If you're going for a static defense, then people manning the equipment are not included.)
A fishing village and a glassblower are constructed. Population is spread thin however, and production is hampered as a result.
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 8]
-Medum Defenses: the natural contours of the island , assisted by some man made constructions divide the island in 4 parts. Each must be accessed from a lower level; and there's but a single path.
There is a fortified naval yard providing protection to the docks.
-Grand Harbor (6 food, -2 mana/turn)
-Fishing village (2 food, -1 mana)
-2*Lumberjack (4 Production)
-Resource Gatherers (2 production)
-Independent Thinkers (1 science)
-Mana Well [5 mana/turn]
-Glasblower [ Provides 5 low value trade goods, and 1 production, -1 mana]
-Trade route to Torkal (+2 Production) [significant piracy, some trade]
Rescources
-10/20 food
-0/30 production
- [-5/15] mana (Regens to cap each turn)
-2/4 innovation points
Army:
- 1 unit of Guardsmen [HP:2 Attack:1 Defense:2]
- 1 unit artillery ship [HP:2 Attack: 2 Defense: 1; Ranged, Friendly fire]
Science and Magic:
-Mana Wells (Lv1)
-Magical Construction (Lv0+1)
-Sea Travel (LV1)
-Engineering (Lv0)
- Artillery Doctrine (Lv1)
-Enchantments (Lv0)
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)
-Ship based artillery [HP:1 Attack: 4 Defense: 0; Production cost: 5 Trait: Ranged, Friendly fire, Mountable on ships]
Captured Cogs were throughly studied and analyzed, that way to use wind with that strange thing called sail considered to be a very interesting way to increase speed, tire whales less and, after all, having a navy that requires no shamans to handle is something that intrigues many Whala
Try to get innovation point(s)\+1 level of sea travel from studying the prize\If possible combine it with my 2 invention points to make Travel by Sea + Aggressive military doctrine invention:fast sailing ships
In the same time, learning from mistakes of the last battle, the new unit was formed: boarding veterans were attached to their prize as a fulltime crew.
Merge -Spearmen [HP:1/2 Attack:2, Defense 1] and War cogs [HP: 1/3, Attack:2, Defense:2 Trait: Naval unit, Captured Unit] into one unit. Do necessary repairs, hire more crew, change spears to weapons more suited for boarding teams, train some whales to act as a secondary propulsion for the new unit
Sea raiders had some dangerous work this season, too. The one that escaped undamaged was tasked to patrol Kingdom's fishing and trading lines picking up weaker targets and avoiding warships or going near the shore, while another stayed in the port
One unit of sea raiders to do some anti-kingdom piracy\harassment but keep away from hard battles, Another, the damaged one, to stay at the port.
Hoping that Egg is still capable to give life, and worried that creature can be dangerous, it was placed few miles from the city and warriors were attached to guard it
One unit of spearmen to take care for the egg (mostly to keep it warm) and be ready to fight if it is turn to be hostile.
The captured cogs, while certainly interesting, provide little actual value to the Whala. The basic idea of the sail had been proposed long ago, and often dismissed. However, the cogs themselves are too heavily damaged to learn about the intricacies of their working. The rigging has almost completely been burnt up, sails have been torn, the deck has splintered in various places and the mast has been damaged by a surprise gale. Repairing it might be troubling. For now, a couple of whales are towing it, but it isn't exactly the fastest solution.
Our sea raider manages to harras the enemy trade, which appears to go to another nation on the mainland. The other unit heals.
The egg is placed out of town, with the order to keep it warm. This is somewhat troubling however, as it appears to emit an aura of cold on it's own. Suddenly, when a fire is lighted a little to close to the eggs, the shell cracks and a frost wyvern emerges, and freezes it instantly. It does not attack any of the soldiers, who after a hitch or 2 manage to give it some stuff to eat. The wyvern is quite small (dogsized), and incapable of flight. You're not sure if this has anything to do with your actions.
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: 7]
- Minor Defenses (Located on an island near the shore separated by narrow straight)
Villages:
3*Whale breeders [6 food, 3 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:
-13/20 food
-8/30 Production
-[5/10] Mana
-2/4 innovation points:
Army:
-Sea raiders [HP:3/4, Attack:2, Defense: 1 Traits: Naval Unit]
-Sea raiders [HP:4, Attack:2, Defense: 1 Traits: Naval Unit ]
-Cog raiders [HP: 1/4, Attack:2, Defense:2 Trait: Naval unit, Can board[1/1], Immobile]
-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)
- Aggressive military Doctrine (Lv 1)
Inventions:
- Domesticated whales ( Livestock+Magical Husbandry+Travel by sea)
The T'Ango continued to prosper, and looked to their council of elders to improve their capabilities further.
Research the secrets of Travel by Ground
Scouts rest, Hunters attempt to bring down these Dragonfire Ants. Or drive them from our lands
Production: Another Lumber Camp
One has to fight fire with fire. A few smokepots should serve to drive the ants from their nests. That's what the hunters though anyway. It turned out less usefull than that, and the ants were pretty upset. The hunters were mildly injured.
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:10]
- Old stone walls, ravaged by time still encircle a portion of the capital.
- 3 Farming villages (9 food)
- 1 Livestock (2 food, 1 production)
- 3 Lumberjack (6 production)
- 1 Council of the learned
Resources:
-16/20 food (+2 Base food production)
-2/30 Production
-10 Mana
-0/4 innovation points: (I)
Army:
- 1x T'Ango Scouts [HP:2, Attack:1, Defense:2]
- 1x T'Ango Hunters [HP:1/2, Attack:2, Defense:1]
Science and Magic
Ideas:
-Travel by ground (lv1)
-Agriculture (LV1)
-Gathering (Lv1)
-Engineering (Lv1)
-Livestock (Lv1)
-Breeding (Lv1)
Invention:
-Irrigation (Allows construction of irrigation systems, improving farm food production. Protects against droughts)
The content of the engravings on the exterior of the ancient temple worried the Grand Council greatly, so it was decided that the spells and power source needed to be scrutinised more carefully. In addition, the people doing the studying were placed under armed guard to protect against the enemies that the engravings warned of.
-Attempt to study the spells and power source in the temple. Place the temple under guard by a fire wand squad.
As their explorations had been successful in the recent past, the council ordered part of Torkal's army to continue looking for interesting things.
-Have the other fire wand squad continue exploring
Because this left the guardians of Torkal somewhat understrength, further expansions to the army were authorised, this time utilising the elemental powers of lightning in an attempt to get attacks with more accuracy and less collateral damage (and also to diversify the army's capabilities somewhat)
-Recruit a squad of elemental wand wielders, this time using lightning instead of fire [Electricity is not one of the 4 classical elements]
The discovery of a deposit of copper-bearing ore was a great boon to Torkal, and several rich artificers quickly gained mining licenses and set up mines to feed Torkal's enchantment workshops with copper.
-If possible, construct a mine to exploit the malachite deposit
In the midst of all this, the diplomatic envoy from the Bright Sea Kingdom that arrived a few months ago made an intriguing suggestion to the Council: that the Kingdom's construction mages would instruct Torkal in some of the theory and mechanics of magical construction in exchange for Torkal's artificers conferring some of their knowledge of enchantments to the Kingdom's mages. Since the Council was quite interested by reports of large and complex structures being assembled quickly in the Kingdom, this offer was quickly accepted.
-Accept the Bright Sea Kingdom's offer of trade (Enchantment for Magical Construction)
The spells and the origin of the powersource are studied, but to no avail. No new information comes up. It might be beneficial for someone to enter the temple, but at the moment this is considered quite dangerous.
The other squad continues their exploration, and manages to find a small, but dying grove of firewood. It's rumoured to have certain qualities, but all firewood trees die when the winter comes.
The trade goes excellent.
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: 6]
- Minor Defenses: A small wall around Torkal, although this is supplemented by the hilly terrain the city sits on.
- 3xFarming village (+9 food)
- Lumber camp (+2 Production)
- Mage tower (+2 Mana, +1 Innovation)
- Copper mine (+2 Production, Copper, ((Not exploited: Malachite)))
-Trade route with the sea kingdom (Moderate Piracy, little trade)
Resources:
-15/20 food
-14/30 Production
-12 Mana (Refills each turn)
-0/4 innovation points: (Base: +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)
- Mining (Lv1)
- Magical construction (Lv0)
Invention:
- Invention: Elemental Attack Wands = Magic Crystals+Enchantment+Elemental Magic - allow normal soldiers to use the elements to attack their enemies
Year 3, Oedogi Camp
Nomads are a strange breed. If they are kept separate for most of the time and only coming together for a meeting, then things would usually fare well. But if they are brought together for most of them time, their differences will spring up and it will be a brewing pot for troubles.
At Oedogi Camp, in additional to the seasonal grand Tuat(*1) and the people who takes care of the area, a few elaborate Tuats have sprung up, each with totems or signs of an animal or bird. The Oedogis call it the Circle of elders, as the tribes has agreed that somehow the various tribe leaders should come close to discuss the matters of the land and herd. The meetings are usually held in rotation between each hut, and it is the job of the host to decide the agenda, to signify that each tribe is equal to each other.
Recently, the Oedogis subjugated a tribe of Khimidogis, and the Oedogi prejudice/bigotry is so strong that they don't even try to understand the language, or know the name of the tribe, and insist that they should be known as the "Khimidogi" which is Lizard's Men. Usually meetings are held with only the assigned leaders present, in addition to a scribe nominated by the host and occasionally his house-servants, all Oedogis of course.
The trouble comes when it is Fox Tribe's turn to hold the meeting. This time, however, their nominated scribe is clearly a Khimidogi: he is much taller, his muscle composition is so different, and he wears the traditional Khimidogi garbs. The other leaders are outraged, and demanded the scribe replaced, or there should be no meeting today. However, the Khimidogi writes and speaks good Oedogi, and while it makes hime perfectly capable of taking up the job, the other Oedogi tribes are even more outraged by this act of travesty, as this means that he could sooner or later be mistaken as an Oedogi, and as a result their bloodline would be diluted by those of lizards.
With the insistence of the other tribes, fox, like their totem, backed down and replaced the scribe. However, for the next meeting, the fox send out a message, that the meeting would be held instead at the ground which the grand tuat is usually risen up, and tell them to bring a warrior or two to the meeting. They found out that the Fox tribe had arranged a Khimidogi, riding on a horse appropriate for his size, and while wearing Khimidogi garbs adjusted for riding, he is seen wearing a sling and the Oedogi blade. The other tribes, are furious of this, as the blade signified adulthood of any Oedogi, and that means he is pretending to be one.
The warriors of the other tribes challenged him to battle, partly for Oedogi esteem, and partly at the encouragement of everyone else. The first one rode head on, but at a distance of ten paces he was struck off the horse a stone from the sling. He was only unconscious for a brief moment, but his honor is shattered. The others cried foul, and told the Khimidogi not to use slings, and surprisingly he obliged. The second challenger rode head on with his sword drawn (on the business end), only to find the Khimidogi's arm much stronger than his, and knocked his sword off.
With this, the other tribes found the strongest Oedogi in town, and they fought. It was said that their fight lasted for a few days, and while its certainly an exaggeration, the particular Khimidogi proved as capable as an Oedogi, both on saddle and on foot.
His feat is known all over Oedogi: the tradition of Mounted Khimidogis, who are good both at range and in melee, is born.
Mine the Slingers for innovation points. Study weaponry, organization, language, and try to squeeze some tech from it.
Combine Slingers + Mounted Troops + Cavalry Doctrine to create Mounted Slingers/Archers depending on GM's wishes; do not build yet
With the increased acceptance (while not complete) of Khimidogis among the Oedogis, military exchange is increased, and the tribes agreed make the institution of the Grand Tuat perennial, which will also work somehow similar to a barracks, but still doubles as a cultural institution at appropriate times of the year.
Build Grand Tuat, which is somehow a Barracks
2 Light Cavalry continue to scout and scour the land; with standing military training and organization the job should be done much easier. Concentrate on the edge of the Oedogi Plains, particularly along mountains and Forests.
Transform the Slinger to the new kind of unit, if possible and within costs.
(*1) Oedogi language for Tepee
A basic understanding of ranged weaponry is gathered from the slingers, but no more, and no less.
The Grand Tuat has become a more important event.
The storms and gales of fall make exploration difficult. The Oedogi do believe they've spotted another tribe, though these have better defenses.
((Sorry for low quality. Ran out of time))
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: 9]
- Watch towers and constant scouts/patrols keep bandits out.
- 4 Livestock [10 food, 4 production]
- 1 Mine [+2 Production, copper]
- Circle of elders (+1 innovation)
- Grand Tuat (Defensive structure, Provides Training bonus (sometimes), Champions) [No pop maintenance]
- Khimidogi town [2 food]
Resources:
-17/20 food
-4/30 Production
-10 Mana
-0/4 innovation points: (I)
Army:
- 3x Oedogi light Cavalry [HP:2, Attack:3, Defense: 0 Traits: Mounted ]
- 1x Mounted Slinger [HP:4, Attack:3, Defense: 2 Traits: Ranged, Mounted, Victor of the Grand Tuat]
Science and Magic
-Ranged Doctrine (Lv0+1)
-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)
Mounted Slingers [HP:4, Attack:3, Defense: 2 Traits: Ranged, Mounted Cost: 10]
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