Current Season: Winter
God damnit, one moment nothing happens and then suddenly i hear mentions of natural disasters striking my village D:
Il keep it short.
>Make defensive pact with the T'ango, we aid each other in defense only. ( We agreed on this trough PM's)
>Continue special breeding project
>Send all the scouts to the lizards in an attempt to snatch some of the young lings.
((Defensive pact has no actual in game effect, and will not be enforced by the GM.))
The breeding project continues, but has no results so far.
The scouts manage to capture one of the lizards, but it's wounded and so are they.
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:
-4/20 food
-12/30 Production
-10 Mana
-4 innovation points (Idea cost: 2)
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)
> With winter closing in, and production needs of the Kingdom outstripping supply, trade with Torkal becomes very important. To that end, a regular, non-ballista armed War Cog is produced and sent on anti-piracy patrols, so that we can squeeze in as much trade as possible before winter storms make overseas travel too treacherous.
>The King will also instruct our envoy to propose an idea with our Torkal allies: If they would front the matierals, we will have our engineers travel to their kingdom and show them how to construct simple landings on the river for our trade ships to dock, boosting the ease of trade with them.
>Also, The King will request any spare copper ingots they can supply us, for some compensation of course(Send some trade goods for copper). Meanwhile, the Guardsmen will search this and several nearby islands for any signs of mineral deposits that can be exploited
>Finally, the King will offer to have our magicians aid in researching the temple Torkal found, for a share of the research gained of course.(I'll offer to be the one to go inside, so that if anything happens, it'll be my guy who gets blasted)
>A second mana well is needed to accommodate the growing needs of the Kingdom. The mages will locate such a deposit, and begin preliminary preparations to tap it.(start the project, but spend no actual production points to it at this time. I need to get a bit of a production buffer going!)
A War cog is produced, and send out to secure trade routes. It's mostly successful in this endeavor.
Copper is secured, though the supply is limited, as mining in Torkal has stopped. Our own searches for minerals have so far turned up little of worth.
We did manage to find a second mana well, but so far we haven't exploited it yet.
[result of other 2 actions, see Torkal]
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 (+3 Production) [Quite a lot of piracy, some trade]
Rescources
-10/20 food
-1/30 production
- [11/15] mana (Regens to cap each turn)
-4 Innovation points (2 needed for idea)
Army:
- 1 unit of Guardsmen [HP:2 Attack:1 Defense:2]
- 1 unit artillery ship [HP:2 Attack: 2 Defense: 1; Ranged, Friendly fire]
-1 unit of War Cogs [HP:2, Attack:2, Defense:1 Upkeep: 2 production]
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]
With the failure to get any useful information about the prize and rumors about new, powerful ships under construction reached the ears of Whala it was understood that war will be long and it will be bloody and planning for it started to come to life, best minds of the nation started to improve training of sailors destined to win the war, not only they trained to survive in harshest conditions, to board, to fight until death, to raid land cities and to hunt wild whales (it was decided to bring wild whales down to free food resources for domesticated ones) but they learned rituals to get power from death, be it a hunted whale, enemy sailor or a fallen comrade.
Wearing bone amulets, using skull helnmets and weapons from a sharpened bones and dressed in black clothes made from the skin of the darkest whales, they are destined to bring fear in hearts of enemies
Try do develop a new innovation: Sailors of death: Travel by sea+Aggressive doctrine+Division of labor+Necromancy
In the same time, construction of a grand cemetery started, one centralized place to bury all whala and skulls of the most notable whales
Build a grand cemetery: Popless project to get anything of - bonus to necromancy rolls\innovation points\mana source
Using the experience in taming whales, Whala tried to tame the Wywern, tame, and train as a war machine. It's ability to swim would be tested, too
All mana not spent on the above projects goes to the taming of the Wywern. Also, spend up to 2 units of food for feeding it, if needed
With the weather worsening it was decided that Piracy is unadvicable, instead both of sea raiders started to hunt wild whales, bringing youngsters to tame and killing adults for war resources... Yet that was made in friendly waters to conserve resources, don't risk ships and be ready for sneak attacks... Cogs stayed in the port without further repairs as leaders decided what to do with them
Sea raiders to Hunt for whales in friendly waters, try to not spend much mana as it is needed for the wywern\cemetery
Same can't be said about adventurous group of spearmen followed went south, to the lands of Oedogi. Actually, with winter approaching, those arctic people went to milder climate...
Rumors about valorous tribes reached even The Northern Whala lands. They desired fortune, loot and military knowledge. They had what to share, and they had what to learn. They offered a practical knowledge about warriors that have no other profession but war and aggression that needed in offensive warfare, they learned about slings and techniques of breeding ideal horses
Send one unit of spearmen to Oedogi to serve as a mercenary unit* for 1\3 of the loot from any battle they participate in(if rejected: go home. If attacked fight to the death )
Additionally: Tech trade offer to Oedogi:
Aggressive doctrine and Division of Labour for Ranged Doctrine and Breeding (division of labor and breeding is the first priority trade, doctrines are secondary)
Use 2 unit of food, to ensure that Spearmen don't starve during their trip
Finally, try to reach an agreement of mutual friendship and non-aggression
*That means unit will be under Evilcherry's control as long as I don't recall it or he sends it back
The sailors of the death are remarkable men. They've bound their ship, and their souls, to the spirits of those lost at sea, giving them power and wisdom. In the midst of battle they can summon these spirits, raising the death from their watery graves.
Work on the grand cemetery has started, a massive structure, designed to house the soul and essence of everything that dies around it. Within it's walls, the border between life and death becomes a mere threshold, that can be crossed with the littlest of care.
Construction progress [0/20 production, 0/10 mana].
The wyvern remains wild, but it's actions can be controlled. Somewhat. It's a good bit more intelligent than a whale, and much less docile. Additionally, the wyvern doesn't swim. The water merely freezes when it touches it, keeping it afloat.
Wild whale population has been seriously diminished by the whalers actions, though a stable breeding population still remains, both in the wild and in captivity.
The spearman has arrived successfully.
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]
Grand Cemetry [Provides a bonus to Necromantic rolls, provides mana, innovation and production if things die within it's reach, or if the death are brought there] Unfinished
Resources:
-16/20 food
-14/30 Production
-[3/10] Mana
-0 innovation points: (2 for next idea unlock)
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: 2/4, Attack:2, Defense:2 Trait: Naval unit, Can board[1/1], Immobile]
-Spearmen [HP:2 Attack:2, Defense 1] [With the Oedegi]
-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+1)
- Aggressive military Doctrine (Lv 1)
Inventions:
- Domesticated whales ( Livestock+Magical Husbandry+Travel by sea)
- Sailors of the death: [HP:4, Attack:3, Defense: 1 Traits: Naval Unit Spell: Necromantic Energy[1/1] Cost: 5 production, 5 mana]
The Council of the Learned knew this day would come. They knew the day would come when outsiders would come to the T'Ango lands, bringing war in their jealousy over T'Ango prosperity.
Outrunners had returned to inform the populace that soon they would be under attack by a modest force of people from the nearby steppes. They came on horseback into the sacred forests of the T'Ango. And this would not be tolerated.
They would gather up what weapons they had, the short bows of the hunters, the axes of the woodcutters, the farming tools of the farmers. And the desire, heartfelt through all, to keep their lands inviolate. No quarter would be asked or given.
Not one of them would leave the T'Ango forest alive. Their blood would fertilize the fields and their bones would forever lay under the canopy.
Battle Strategy: Move everything of value deep into the forest. Let them come to us. Encircle and destroy. No survivors, No prisoners. In the event they try to take something, BURN IT DOWN.
If the attack comes before the turn, fight with what we have.
Turn Orders, Should the fight come after the turn:
Raise another unit of Hunters
Scouts determine ideal ambush spots, to use against the invaders
Hunters rest in preparation for the fight.
Same tactics as before.
The battle had been an unusual success. Nevertheless, everyone knew this war was not over yet. A much harsher, and much more dangerous attack was suspected to occur in the near future. After all, the enemy know knew the surroundings, and in the coming spring their horses would have a serious advantage.
Population grows.
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)
-4/30 Production
-10 Mana
-2 innovation points: (Cost 2 for next idea)
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)
-Accept the Kingdom's offer to set up trade docks in Torkal
-Allow the Kingdom's mages to study the temple and its spells, but not to activate anything
-Sell all of Torkal's copper production to the Kingdom in exchange for trade goods, but switch the mine to production of malachite for next turn
-Outfit a squad of elemental wand wielders, using ice this time (hopefully ice would be subsumed under water and/or air, otherwise just use air as the element)
-Have 1 fire wand squad continue guarding the temple and the other continue exploring
-Torkal's artificiers will develop Magical Universities
The kingdom's mages don't manage to uncover anything new. Truly, at this moment the descision is wherether to enter the temple, and risk activating it, or to leave it alone. (Third and fourth option are respectively activating it and blowing it up).
The mines are switched to Malachite, giving a slight boost to our artificers and wand wielders.
The explorers find nothing.
Massive population growth.
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: 8]
- 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, Malachite, ((Not exploited: Copper)))
- Trade dock (5 trade capacity)
-Trade route with the sea kingdom (Moderate Piracy, some trade) [+2 production]
Resources:
-16/20 food
-8/30 Production
-[12/12] Mana (Refills each turn)
-2 innovation points (4 needed for an idea)
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]]
- Ice(water) wand squad [HP:2, Attack:0, Defense:1 Trait: Icewand 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
The Steppes of Oedogi is still a place of contradictions.
The horsemen we sent as scouts has not only encountered another more fortified town, but also a people who they called themselves Whala, but under closer inspection, the fact that these people can control a kind of sea-monster and to talk with the dead should be named Whalahadogi, which means People from the Leviathan of Death.
As the people got together, they seemed to have better understanding of each others' customs, and knowledge of how to organize people and armies are of utmost importance of the Oedogi. In addition, a group of spearmen will accompany the Scouts back to the steppes, as the Oedogi think that their tactics while not at all useful for horses, is still useful to understand, and the ferocity and organization of these people are as good as any other Oedogi. In return they will have a third of all loot gathered from any raid if they are present.
The Rise of the Khimidogi Champion - Keliya (*) in Khimidogi tongue - has heightened inter-racial tensions back in Oedogi. Some people won't accept that a Khimidogi could be the equal of any Oedogi, and demands some real spoils before he is to be accepted.
To ease it off, Keliya decided that he would lead an Oedogi army for glory, and to prove his worth, he would raid the lands of the people who called themselves T'Ango.
Raid T'Ango. Force composition: 1x Mounted Slinger, 3 Light Horse. The Spears will participate the war games of the Tuat in addition to working as town guards.
Otherwise there is not much to do for this turn.
(*) If you still don't notice, Keliya is Goliath in Putonghua, transcribed under the Wade-Giles system. I'm pretty lazy here.
The raid has been a failure.
Population grows.
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: 10]
- 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
-6/30 Production
-10 Mana
-2 innovation points: (2 needed for next idea)
Army:
- 1x 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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