Second Year After Cataclysm
The second year after the cataclysm goes much as planned, save for the raiding efforts to the east. Upon arriving in eastern Tylon, general Luca leads the party of veteran raiders into the hills with the intent of enslaving the small village of lightfoot down. As they approach, however, they are ambushed by the human raiders who had attacked them before. Although still unarmed and unshielded, they seem to have learned well from the previous engagements in the last year and attack with much greater force. Luca's raiders manage to successfully whittle down several of their number, but the stronger humans lay into them with fists and sharpened stones and sticks, thinning the elven numbers considerably. The troops balk and run despite Luca's demands they keep fighting and are chased down a hill by the onrushing human raiders, managing to score some successful hits before being utterly destroyed. The human leader, a man calling himself Tiger, spares Luca's life with the announcement that East Tylon is his now.
The halflings are worked to death over the remainder of the year, and Luca's defeat brings a spell of uncertainty to the people of Tylon.
Leader Defeated: -1 Morale for this turn
The State of Tylon, a city of the Underelven Empire
Our demesnes are as follows:
0 (fallow urban): no production per annum, no upgrades
1 (fallow mountain): no production per annum, no upgrades
2 (worked hills): 2 food and 1 wool per annum, no upgrades
3 (fallow mountain): no production per annum, no upgrades
4 (worked mountain): 1 stone per annum, no upgrades
5 (worked cave): 1 stone and 1 food per annum, no upgrades
6 (worked mountain): 1 stone per annum, no upgrades
7 (fallow cave): no production per annum, no upgrades
8 (worked hills): 1 food and 1 wool per annum, no upgrades
A (worked hills): 1 food and 1 wool per annum, no upgrades
B (worked forest): 1 food and 1 wood per annum, no upgrades
C (worked plains): 3 food per annum, no upgrades
D (fallow hills): no production per annum, no upgrades
E (fallow hills): no production per annum, no upgrades
F (fallow mountain): no production per annum, no upgrades
G (fallow mountain): no production per annum, no upgrades
H (fallow mountain): no production per annum, no upgrades
I (fallow mountain): no production per annum, no upgrades
J (fallow mountain): no production per annum, no upgrades
K (fallow mountain): no production per annum, no upgrades
L (fallow hills): no production per annum, no upgrades
We have the following buildings:
Mushroom farm (staffed): 3 food per annum
Cave entrance (passive): no production per annum
Hall of learning (unattended): no production per annum
We are undertaking no projects.
We have a population of 10298. There is 11 labour available and morale is at 4.
The city requires 11 food to survive.
Expected production for the year (before costs) is 12 food, 3 wool, 3 stone and
1 wood.
We have 2 wood, 8 stone and 5 wool in storage.
We will set aside up to 2 clothing for luxuries.
We have no equipment in storage.
We have no units.
Production for the year goes as expected, with the fresh irrigation going to plan and a full complement of shields and spears produced. Just before winter sets in, however, disaster strikes! A band of elven raiders, apparently having survived the cataclysm, rampages toward the city from the eastern plains! General Grek quickly conscripts a batallion of men to defend the city.
Armed with their new spears and shields, the fanatical warriors of Dias meet the elven raiders head-on, slaughtering the first rank with their spears. Some of the faithful fall in the first exchange, but their fervour drives them on when other conscripts might have faltered. They whittle down the ranks of the elven raiders, forcing a retreat along the river. The elves make a desperate effort to flee, but are hunted down and slain to the last man by the Dian spearmen.
Unfortunately, the raiders lacked equipment of their own beyond sharpened sticks and stones, but the experience will no doubt toughen the men for future conflicts.
The State of Dias, a city of the Ozymandias Heirarchy
Our demesnes are as follows:
0 (fallow urban): no production per annum, no upgrades
1 (worked forest): 1 food and 1 wood per annum, no upgrades
2 (worked forest): 2 food and 1 wood per annum, no upgrades
3 (worked plains): 4 food per annum, irrigation
4 (worked forest): 2 food and 1 wood per annum, no upgrades
5 (fallow forest): no production per annum, no upgrades
6 (fallow forest): no production per annum, no upgrades
7 (worked forest): 1 food and 1 wood per annum, no upgrades
8 (worked forest): 1 food and 1 wood per annum, no upgrades
A (fallow forest): no production per annum, no upgrades
B (fallow forest): no production per annum, no upgrades
C (fallow plains): no production per annum, no upgrades
D (fallow plains): no production per annum, no upgrades
E (fallow forest): no production per annum, no upgrades
F (fallow forest): no production per annum, no upgrades
G (fallow plains): no production per annum, no upgrades
H (fallow plains): no production per annum, no upgrades
I (fallow plains): no production per annum, no upgrades
J (fallow forest): no production per annum, no upgrades
K (fallow forest): no production per annum, no upgrades
L (fallow hills): no production per annum, no upgrades
We have the following buildings:
Shrine (passive): 1 spirituality per annum
Tombs (passive): 1 spirituality per annum
Military workshops (passive): no production per annum
Hall of learning (unattended): no production per annum
We are undertaking no projects.
We have a population of 11136. There is 11 labour available and morale is at 7.
The city requires 11 food to survive.
Expected production for the year (before costs) is 11 food, 5 wood and 2
spirituality.
We have 4 wood in storage.
We will set aside up to 2 spirituality for luxuries.
We have no equipment in storage.
We have the following units: dias fanatics.
SwiftFur does not exactly take to his assignment with relish, but does so with a great deal more enthusiasm than he views the other projects going on in Whitehill. By the end of the year, he has very successfully organised a village of fisheryeti, with simple dugouts from the snow-covered pine forests to aid in coastal fishing. Softclaw's efforts to construct stone clothiers' workshops goes to plan as well, and soon there is a small, trained cadre of yetis looking forward to working with the bountiful supplies of polar goat wool.
A surprising discovery comes from the work conducted fishing at the river tundra, as yetis discover a couple of fields full of the rare herb that the yetis boil in tea. Efforts to transplant them are utterly unsuccessful, as they only sparsely grow elsewhere in the tundra. Proper harvesting will begin next year.
Luxury resource discovered: Iced Tea Leaves (Tile 2)
The State of Whitehill, a city of the Noble Tundra
Our demesnes are as follows:
0 (fallow urban): no production per annum, no upgrades
1 (fallow tundra): no production per annum, no upgrades
2 (worked tundra): 2 food and 1 iced tea per annum, no upgrades
3 (worked tundra): 2 food per annum, no upgrades
4 (fallow tundra): no production per annum, no upgrades
5 (worked ocean): 3 food per annum, fishing village
6 (worked ocean): 2 food per annum, no upgrades
7 (worked ocean): 3 food per annum, fishing village
8 (fallow tundra): no production per annum, no upgrades
A (fallow tundra): no production per annum, no upgrades
B (fallow tundra): no production per annum, no upgrades
C (worked forest): 1 food and 1 wood per annum, no upgrades
D (worked hills): 1 food, 1 wool and 1 stone per annum, quarry
E (worked hills): 1 food, 1 wool and 1 stone per annum, quarry
F (fallow ocean): no production per annum, no upgrades
G (fallow ocean): no production per annum, no upgrades
H (fallow ocean): no production per annum, no upgrades
I (fallow ocean): no production per annum, no upgrades
J (fallow ocean): no production per annum, no upgrades
K (fallow tundra): no production per annum, no upgrades
L (fallow hills): no production per annum, no upgrades
We have the following buildings:
Granary (passive): no production per annum
Clothiers' workshops (unattended): no production per annum
We are undertaking no projects.
We have a population of 11025. There is 11 labour available and morale is at 6.
The city requires 11 food to survive.
Expected production for the year (before costs) is 15 food, 1 iced tea, 1 wood,
2 wool and 2 stone.
We have 3 food and 4 wool in storage.
We will set aside up to no goods for luxuries.
We have no equipment in storage.
We have no units.
The irrigation project north of the city goes well, marred only by a slight halt in production during the summer when particularly hard rains wash out the sides of the channels. The labourers work harder and soon have a wide expanse of properly irrigated fields, however. The communal tombs produced by the growing religious sect are very well received, though there is some growing concern as to whether they should still be addressing their prayers to the old gods.
Eric's efforts to research the arts of archery hit a serious block when it comes to the issue of arrows. He comes to the horrible realisation that it is not as simple as just sticking a few feathers on a stick and launching it from a taut string. Much of the year is spent on trying different styles of projectile, but the whole project is drastically interrupted by the arrival of a herd of what might generously be called horses (were it not for their reptilian descent) migrating in from the western plains. The sudden arrival of the animals sparks panic in the researchers, who do their utmost to calm and control the beasts during their stay. A remarkable degree of success arises out of this, and by the end of the season the herd of 'horses' leaves again but the researchers have successfully captured and tamed a number of them.
The Republic has a stroke of luck this year, as a series of heavy rains bring about a small flood that while undamaging to the crops, does wash away a deal of the topsoil on the eastern slopes. A small deposit of native copper is discovered by ramblers.
Exploration of the hills south of the city proves fruitful and very fortunately peaceful. It appears that the hills are home to a network of villages united under the leadership of the village of Hillskald, inhabited by rather simple humans who keep sheep rescued from the old world on the fertile slopes. As well as the Hillskald community, the unconnected village of Hanging Wheaton was discovered. The villages are engaged in a rather brisk trade with one another, as the explorers quickly discover from the sheer number of travelling traders they meet. Although meeting no bandits themselves, there are signs of banditry some time in the past, as the conscripts discover an abandoned wagon of granite, which they bring back to the city. With no mandate to raid or pillage, the explorers largely ignore the traders, sending one or two back to the city to exchange goods. The traders are impressed with the town's available culture and trade this year's excess lumber harvest for a supply of fine woollen clothes from Hillskald, which provides a massive boom to morale.
Explorer's Report - Magernia South
Multiple villages discovered, largely united in community of Hillskald. Unaffiliated village of Hanging Wheaton. Inhabitants human. Granite discovered, brought back to city. Multiple traders encountered, ignored.
Fortune - resource discovered: Copper (tile E)
Accidental research made: Animal Taming
Allows production of pasture on hills.
Allows production of horse farms (+1 Horses) on plains.
+1 Horses to stocks
+2 stone to stocks
-1 wood from stocks, +1 clothing to stocks (consumed)
The State of Arcane City, a city of the Republic Of Magernia
Our demesnes are as follows:
0 (fallow urban): no production per annum, no upgrades
1 (worked plains): 4 food per annum, irrigation
2 (worked forest): 2 food and 1 wood per annum, no upgrades
3 (worked plains): 3 food per annum, no upgrades
4 (worked forest): 2 food and 1 wood per annum, no upgrades
5 (fallow forest): no production per annum, no upgrades
6 (fallow forest): no production per annum, no upgrades
7 (fallow plains): no production per annum, no upgrades
8 (fallow lake): no production per annum, no upgrades
A (fallow plains): no production per annum, no upgrades
B (fallow forest): no production per annum, no upgrades
C (fallow plains): no production per annum, no upgrades
D (fallow plains): no production per annum, no upgrades
E (fallow hills): no production per annum, no upgrades
F (fallow hills): no production per annum, no upgrades
G (fallow plains): no production per annum, no upgrades
H (fallow plains): no production per annum, no upgrades
I (fallow plains): no production per annum, no upgrades
J (fallow plains): no production per annum, no upgrades
K (fallow forest): no production per annum, no upgrades
L (fallow lake): no production per annum, no upgrades
We have the following buildings:
Hall of learning (staffed): 60 research per annum
Granary (passive): no production per annum
Shrine (passive): 1 spirituality per annum
Tombs (passive): 1 spirituality per annum
We are undertaking no projects.
We have a population of 11128. There is 11 labour available and morale is at 8.
The city requires 11 food to survive.
Expected production for the year (before costs) is 11 food, 2 wood, 60 research
and 2 spirituality.
We have 1 food, 2 stone and 1 horses in storage.
We will set aside up to 2 spirituality and 2 clothing for luxuries.
We have no equipment in storage.
We have received 2 stone from looting.
We have the following units: arcane city conscripts.
Production is completed on the mammoth mechanical workshop midway through the year, leaving Koga a significant number of tools and machines at her disposal for future projects. (All future construction projects have labour requirements reduced by 33%, rounded to the nearest integer, with a minimum of 1 labour while the Engineer is working it.) Due to a labour oversight, additional workers are left without assignments and so set themselves to logging the nearby forest for extra production.
There is also a stroke of luck during stonecutting on the western cliffs, as some enterprising zefie miners discover a large deposit of magnetite!
Resource discovered: Iron (tile 7)
The State of Bastion, a city of the Zefie Confederacy
Our demesnes are as follows:
0 (fallow urban): no production per annum, no upgrades
1 (worked mountain): 1 stone per annum, no upgrades
2 (worked plains): 3 food per annum, no upgrades
3 (fallow hills): no production per annum, no upgrades
4 (fallow hills): no production per annum, no upgrades
5 (worked mountain): 1 stone per annum, no upgrades
6 (fallow plains): no production per annum, no upgrades
7 (fallow mountain): no production per annum, no upgrades
8 (fallow hills): no production per annum, no upgrades
A (worked plains): 3 food per annum, no upgrades
B (worked forest): 1 food and 1 wood per annum, no upgrades
C (worked forest): 1 food and 1 wood per annum, no upgrades
D (worked plains): 3 food per annum, no upgrades
E (fallow plains): no production per annum, no upgrades
F (fallow plains): no production per annum, no upgrades
G (fallow hills): no production per annum, no upgrades
H (fallow plains): no production per annum, no upgrades
I (worked forest): 1 food and 1 wood per annum, no upgrades
J (worked forest): 1 food and 1 wood per annum, no upgrades
K (fallow plains): no production per annum, no upgrades
L (fallow plains): no production per annum, no upgrades
We have the following buildings:
Palisade walls (passive): no production per annum
Shrine (passive): 1 spirituality per annum
Mechanics workshop (passive): no production per annum
We are undertaking no projects.
We have a population of 11025. There is 11 labour available and morale is at 6.
The city requires 11 food to survive.
Expected production for the year (before costs) is 2 stone, 13 food, 4 wood and
1 spirituality.
We have 4 wood and 2 stone in storage.
We will set aside up to 2 spirituality and 1 food for luxuries.
We have no equipment in storage.
We have no units.
The new clothing being sewn in Su'Talan, even before the completion of the dedicated clothiers' workshops, takes the city by storm, especially with the use of the new stylish furs as an accessory to the fresh leathers being sported at all sides. Research into farming progresses slowly; the problem is not so much the actual skills and techniques of farming, known by many amongst the Su'Talanese, but finding local edible crops and seeds capable of growing successfully in the harsh local environment. Although several likely candidates are eventually discovered, the seasons grow too late for proper planting and discovery to begin.
Kierna's own, rather more surreptitious research has some unexpected success. While the work continues on refining irrigation techniques, she manages by accident to make a very basic connection with the foreign soil and rock of this place. Further experimentation leads to a reliable technique of communion by the end of the year.
Bonus Tech: Attune: Earth
Allows construction of Stone Circle.
The State of Su Talan, a city of the Su Talan
Our demesnes are as follows:
0 (fallow urban): no production per annum, no upgrades
1 (worked forest): 2 food, 1 wood and 1 leather per annum, javelin hunting camp
2 (fallow plains): no production per annum, no upgrades
3 (worked plains): 3 food per annum, no upgrades
4 (fallow wasteland): no production per annum, no upgrades
5 (worked plains): 3 food per annum, no upgrades
6 (fallow plains): no production per annum, no upgrades
7 (worked forest): 2 food, 1 wood and 1 leather per annum, javelin hunting camp
8 (fallow wasteland): no production per annum, no upgrades
A (fallow plains): no production per annum, no upgrades
B (fallow forest): no production per annum, no upgrades
C (worked forest): 1 food, 1 wood and 1 furs per annum, no upgrades
D (fallow wasteland): no production per annum, no upgrades
E (fallow wasteland): no production per annum, no upgrades
F (fallow wasteland): no production per annum, no upgrades
G (fallow forest): no production per annum, no upgrades
H (fallow plains): no production per annum, no upgrades
I (fallow wasteland): no production per annum, no upgrades
J (fallow wasteland): no production per annum, no upgrades
K (fallow wasteland): no production per annum, no upgrades
L (fallow wasteland): no production per annum, no upgrades
We have the following buildings:
Shrine (passive): 1 spirituality per annum
Hall of learning (staffed): 60 research per annum
Leatherworkers' workshops (unattended): no production per annum
We are undertaking no projects.
We have a population of 11128. There is 11 labour available and morale is at 8.
The city requires 11 food to survive.
Expected production for the year (before costs) is 11 food, 3 wood, 2 leather, 1
furs, 1 spirituality and 60 research.
We have 2 wood, 4 leather and 10 wealth in storage.
We will set aside up to 2 furs, 2 spirituality and 2 clothing for luxuries.
We have no equipment in storage.
We have no units.