Thaumaturgy successfully researched.
Library completed.
Eric's boots clattered softly across the new polished stone floors of the Magernian Library. All about him, scholars and students were busy filing scrolls into pigeonholes for sorting, reference and review, activities to which he nodded approval. Up ahead though, in the circular atrium of the building, was the demonstration that fixed his interest most of all.
It was not a spectacular demonstration, as such. One of Eric's more talented research masters was levitating a pebble at about eye level, just as Eric himself had done during the wizarding trial nearly two years before. Just next to him was a small table upon which rested a translucent blue crystal, about half the size of a fist. A small sack sat next to the table, largely empty but with a handful of similar crystals at the bottom. Eric approached and nodded to an assistant standing near the sack with a scroll and a pen.
"How are we doing?" he asked.
"About three hours now," the assistant replied, scratching her ear with the tip of the quill pen, then gestured to a nearby hourglass. "We did the third turn maybe ten minutes ago."
"Impressive," Eric mused. "How much mana did we go through?"
"We're onto the third sack now, but that's the last one. We'll probably have to call it quits in the next five minutes."
"What?" Eric exclaimed, then frowned as he did the calculations. "Okay, so that's... three shifts of ten students channeling power into those crystals for eight hours each, for three days. You're telling me we went through thirty days' of mana collection just holding up a pebble for three hours?" The assistant spread her hands.
"Master Eric, the human body is not designed to extract power from the environment. We're not made to collect mana, so of course the process is going to be inefficient. But frankly, we're still bounds ahead of where we were in what we can actually accomplish now. Even the weakest fireball will probably go straight through one of those sacks in an instant; but it will work." Eric put his hand over his eyes.
"Can you at least try and concentrate the crystals to be more portable? Those sacks are going to be bloody unwieldy to carry around."
"Of course, Master." The assistant glanced down to the table, where the blue crystal had dwindled to a tiny chip. She picked up one of the fist-sized crystals from the sack and placed it on the table as the chip vanished into thin air.
New Building: Mana Collection Station
2 wood/stone, 2 labour
Each labour working the station generates 1 mana per turn.
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): 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 (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 (worked forest): 1 food and 1 wood 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 (worked plains): 2 food and 1 horses per annum, horse farm
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): 90 research per annum
Granary (passive): no production per annum
Shrine (passive): 1 spirituality per annum
Tombs (passive): 1 spirituality per annum
Military workshops (passive): no production per annum
Library (unattended): no production per annum
We are undertaking no projects.
We have a population of 13021. There is 13 labour available and morale is at 7.
The city requires 13 food to survive.
Expected production for the year (before costs) is 15 food, 3 wood, 1 horses, 90
research and 2 spirituality.
We have 4 food and 1 wood in storage.
We will set aside up to 2 spirituality and 2 clothing for luxuries.
We have no equipment in storage.
We have the following units: arcane city conscripts, arcane city conscripts 2
and arcane city conscripts 3.
MAGERNIA SOUTH
It is 100 LI from Arcane City.
It contains 0 stone.
Stationed here are arcane city conscripts and arcane city conscripts 2.
This region is mostly hills.
Hanging Wheaton is a free village that bows knee to nobody.
Current Stocks:
2 wool
1 food
They are indifferent to, are cautious about and are unafraid of republic of magernia.
Ready Cash: ¢500
Hillskald is a free community that bows knee to nobody.
Current Stocks:
3 food
3 wool
They are indifferent to, are cautious about and are unafraid of republic of magernia.
Ready Cash: ¢500
Dwarven raiders pick up gold stash, mostly in the form of odd, impressionistic statues and art objects of unrecognised make. They report a sense of unease in the area where they found them, half-buried in the mud, but little else. Raiders also pick up one of their old stashes of loot - several chests of furs in southern su'talan. They return them to the city, but have to make a second trip. During the second trip they encounter traders with bags full of more of the strange statues and, giving in to traditional dwarven impulses, slaughter them to a man and steal the gold. They do bring it back, though.
The priests are another matter entirely. A collection of no more than thirty or so humans in a large wooden building, they appear to devote their time and effort to the worship of a well. They proclaim that the old gods are gone and forgotten in this new world, but that guidance from the divine can still be found. Curiously, they claim that their well is such a source of guidance and that dreams are more common around it. A few interested citizens journey to see them, because some people will believe anything, but most are understandably skeptical.
The priests do provide an offer. If the city is willing to provide help expanding their little shrine into a true temple (effectively a small village for pilgrims), they will offer their guidance teaching the city's residents of the spirits, an act they promise will help ease the difficulties of urban life.
Offer: Bonus to researching 'Animism' in exchange for 3 wood.
While travelling through the coppering hills (naming reasons), the rangers discover a strange series of smooth, oddly-shaped stones atop one of the hills. The stones are large and polished like those found on a beach, though how they got atop the hills is anyone's guess. The rangers find them very aesthetically pleasing, though, giving an odd sense of spirituality, so they pack them to bring home. They find a small vein of tin amidst the heavy copper deposits in the region, making a note to send someone to extract it later. The local villages here and in the mountains are primarily dwarven.
In the higher mountains of Wendall's Crags, they stumble upon another deposit of haematite, as well as some local fur traders, who agree to travel to Su'Talan and sell their furs for money (2 furs traded for 2 wealth). Finally they reach the dwarven township of Wendward.
Much smaller than Su'Talan, the dwarves in Wendward do not respond with open belligerence at the approach of the rangers, but are unwilling to let them into the city. A small deputation is sent inside to discuss (including the leaders) and emerges safely later. The brief, terse meeting reveals that the dwarves have as much idea of the origins of the rifts that saved them as the Su'Talanese do, but their own situation is much the reverse of Su'Talan's; they have ample access to stone, iron and copper in the mountains, but no reliable source of wood. The Wendan dwarves indicate a willingness to work out a trade agreement to begin relations, but state their willingness to defend themselves if necessary; wars between the elves and dwarves were a significant part of the end times of the old world. You recognise a few of the faces amongst the two battallions guarding the town; the raiders overpowered on the way to the mountains made it back first.
During the return journey the rangers discover a small patch of very fertile land in the Merkan Expanse, grazed by the little merkans but with a curious plant. After a little cautious experimentation, they realise it to be tea! They mark this down for later transport, but do not manage to complete crossing the expanse by the end of the year due to time spent exploring the hills and mountains. The leaders are sent ahead with a light guard and manage to return.
Gain 4 wealth from exploration/raiding, trade 2 wealth for 2 furs.
Net gain to city: 2 wealth, 2 furs.
Construction researched
Hunting camp and tombs completed.
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 (worked plains): 3 food 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): 2 food, 1 wood, 1 furs and 1 leather per annum, javelin hunting camp
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 (staffed): 2 clothing per annum
Military workshops (passive): no production per annum
Tombs (passive): 1 spirituality per annum
We are undertaking no projects.
We have a population of 13516. There is 14 labour available and morale is at 8.
The city requires 14 food to survive.
Expected production for the year (before costs) is 15 food, 3 wood, 3 leather, 1
furs, 2 spirituality, 60 research and 2 clothing.
We have 3 wood, 6 leather, 28 wealth and 2 furs 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 the following units: su talan rangers and dwarven raiders.
SU TALAN SOUTH
It is 100 LI from Su Talan and 100 LI from Merkan Plains.
It contains 0 spirituality, 0 furs and 0 wealth.
This region is mostly wasteland.
Lightbridge Down is a free community that bows knee to nobody.
Current Stocks:
6 food
They are indifferent to, are barely aware of and are unafraid of su talan.
Ready Cash: ¢500
MERKAN PLAINS
It is 100 LI from Su Talan South and 200 LI from Merkan Expanse.
It contains 0 wealth.
This region is mostly plains.
Oakskill Ley is a free village that bows knee to nobody.
Current Stocks:
3 food
They are unaware of any large civilisations.
Ready Cash: ¢500
Light Market is a free village that bows knee to nobody.
Current Stocks:
3 food
They are unaware of any large civilisations.
Ready Cash: ¢500
Watercloth is a free village that bows knee to nobody.
Current Stocks:
3 food
They are unaware of any large civilisations.
Ready Cash: ¢500
MERKAN EXPANSE
It is 200 LI from Merkan Plains and 100 LI from Coppering Hills.
It contains 2 bronze and 2 iced tea.
Stationed here are su talan rangers.
This region is mostly forest.
Vole Market is a free village that bows knee to nobody.
Current Stocks:
2 wood
1 food
They are indifferent to, are cautious about and are unafraid of su talan.
Ready Cash: ¢500
Lightplight Cross is a free village that bows knee to nobody.
Current Stocks:
3 wood
1 food
They are indifferent to, are cautious about and are unafraid of su talan.
Ready Cash: ¢500
Darkcloth Bridge is a free village that bows knee to nobody.
Current Stocks:
3 wood
1 food
They are indifferent to, are cautious about and are unafraid of su talan.
Ready Cash: ¢500
Darkstone Rock is a free village that bows knee to nobody.
Current Stocks:
4 food
They are indifferent to, are cautious about and are unafraid of su talan.
Ready Cash: ¢500
COPPERING HILLS
It is 100 LI from Merkan Expanse and 100 LI from Wendall'S Crags.
It contains 0 spirituality and 2 tin.
This region is mostly hills.
Awlbrook Market is a free village that bows knee to nobody.
Current Stocks:
2 wool
0 food
They are unaware of any large civilisations.
Ready Cash: ¢500
Owlbrook Leigh is a free community that bows knee to nobody.
Current Stocks:
1 wool
3 food
They are unaware of any large civilisations.
Ready Cash: ¢500
Tailwell Market is a free village that bows knee to nobody.
Current Stocks:
2 wool
1 food
They are unaware of any large civilisations.
Ready Cash: ¢500
WENDALL'S CRAGS
It is 100 LI from Coppering Hills and 0 LI from Wendward.
It contains 2 iron ore.
This region is mostly mountain.
Owltone Moor is a free village that bows knee to nobody.
Current Stocks:
4 stone
They are indifferent to, are barely aware of and are unafraid of su talan.
Ready Cash: ¢500
Tail Chase is a free village that bows knee to nobody.
Current Stocks:
4 stone
They are indifferent to, are barely aware of and are unafraid of su talan.
Ready Cash: ¢500
No real progress was achieved this year in research, but during forays into exploration the yetis journeyed east along the coast, discovering a small number of independent yeti villages that, due to their isolationist nature, had been completely unaware of Whitehill's existence these past few years. A large herd of longhaired frost goats were discovered rambling along the coast as well and collected for transport back to the city. Journeying north, the yetis discover the start of a ranging, snow-covered pine forest they name Pinevale, as well as more occasional yeti outposts in the woods. They also find a large number of what appear to be solid gold statues half-buried in the ground, several of which have tree roots growing around them. The statues all take non-specific geometric forms, many asymmetric but nevertheless aesthetically pleasing.
The icepups and their handlers make contact with more isolated yetis along the western coast, but meet a rare sight in a small caravan of yeti adventurers. The adventurers have a number of strange beasts the handlers recognise from tales of myth, so-called 'horses', which the adventurers claim they found to the far north where the ice thins. The horses do not survive well in the cold, so the handlers decline a trade, but instead send the adventurers back to the city to be feasted (-1 food), something that engenders a deal of goodwill in the local yeti villages - or would have, if there were any. The western coast appears to be completely untouched. The handlers also find a vein of copper ore in a rocky outcropping, which they extract with the aid of the icepups as work dogs, and to their great surprise a small deposit of tin as well, not far from an abandoned forge. The forge appears to be of yeti make, in a village that is now completely abandoned, but there are stacks of bronze ingots in the smithy's storehouse. The icepups run into another pack of icewolves, but unlike the tamer pups the wolves are largely starving and desperate. The better-fed pups hound the wolves, picking off the weakest members until at last one of the handlers manages to strike down the alpha, subduing thepack. The weakened wolves submit to the handlers to be sent back for training, dragging the ingots of bronze with them.
The icepups travel north to a wide stretch of tundra, where they encounter more horse-peddling traders. In the hope of successfully gaining goodwill, these traders are also sent back to be feasted by the city (-1 food again). Fortunately, the so-called Blanche Plains are surprisingly well-settled by sparse but communicating villages of yetis, including a large community around the village of Bridge Leigh.
The yeti explorers return to Whitehill to sell the herd of goats, then venture back to Pinevale in search of the golden hoard. While trekking through the forest they are set upon by icewolves, sustaining light wounds before finally overcoming them. With not enough yetis willing to handle or house the captured wolves, the yetis opt to slaughter the majority rather than risk later retaliation, leaving a handful to flee back into the wild out of respect for nature.
Interestingly, the yetis track the freed wolves back to a den in the woods, a natural cavern of sorts filled with yet more of the mysterious gold statues. They pick up the gold and carry it back, but along the way run into more yeti adventurers, this time offering ingots of pig iron. The traders agree to sell their iron back at Whitehill in exchange for a couple of dozen baskets of new clothing. The yetis return with their golden prizes by the end of the year, but must wait until the worst of the winter snowstorms clear before setting out to retrieve the second stash of statues.
Whitehill has reached its unit limit until Trade is researched.
Gain 2 wool, 1 tin ore, 2 bronze from exploration.
Loss 2 food from stores due to feasting.
Trade 2 clothes for 2 iron.
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 (fallow ocean): no production 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 2 wood per annum, woodcutting village
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 (staffed): 2 clothing per annum
Hall of learning (staffed): 60 research per annum
Military workshops (passive): no production per annum
We are undertaking no projects.
We have a population of 13140. There is 13 labour available and morale is at 8.
The city requires 13 food to survive.
Expected production for the year (before costs) is 13 food, 1 iced tea, 2 wood,
2 wool, 2 stone, 2 clothing and 60 research.
We have 5 food, 2 wood, 2 stone, 6 wool, 2 tin ore, 2 bronze, 2 copper ore, 2
wealth and 1 iron in storage.
We will set aside up to 2 iced tea and 2 clothing for luxuries.
We have no equipment in storage.
We have the following units: whitehill yetis, whitehill icepups and whitehill
icepups 2.
WHITEHILL
It is 200 LI from Whitehill Straits, 100 LI from Blanche Plains, 100 LI from Whitehill Coast West, 100 LI from Pinevale and 100 LI from Whitehill Coast East.
Stationed here are whitehill icepups 2, whitehill icepups and whitehill yetis.
This region is mostly urban.
It is the site of a city.
WHITEHILL COAST WEST
It is 100 LI from Whitehill, 224.0 LI from Whitehill Straits and 77.0 LI from Blanche Plains.
It contains 0 copper ore, 0 tin ore and 0 bronze.
This region is mostly coast.
It is an untouched wilderness.
It is 100 LI from Whitehill, 77.0 LI from Pinevale and 224.0 LI from Whitehill Straits.
It contains 0 wool.
This region is mostly coast.
Softvale Mark is a free community that bows knee to nobody.
Current Stocks:
4 food
They are unaware of any large civilisations.
Ready Cash: ¢500
Volestone Leigh is a free village that bows knee to nobody.
Current Stocks:
2 food
They are unaware of any large civilisations.
Ready Cash: ¢500
Mokepath Step is a free village that bows knee to nobody.
Current Stocks:
3 food
They are unaware of any large civilisations.
Ready Cash: ¢500
Palebridge is a free village that bows knee to nobody.
Current Stocks:
2 food
They are unaware of any large civilisations.
Ready Cash: ¢500
Bridgevale Down is a free village that bows knee to nobody.
Current Stocks:
3 food
They are unaware of any large civilisations.
Ready Cash: ¢500
BLANCHE PLAINS
It is 100 LI from Whitehill, 77.0 LI from Whitehill Coast West and 77.0 LI from Pinevale.
This region is mostly tundra.
Greywell Ley is a free village that bows knee to nobody.
Current Stocks:
3 food
They are indifferent to, are barely aware of and are unafraid of noble tundra.
Ready Cash: ¢500
Palebrook House is a free village that bows knee to nobody.
Current Stocks:
3 food
They are indifferent to, are barely aware of and are unafraid of noble tundra.
Ready Cash: ¢500
Bridge Leigh is a free community that bows knee to nobody.
Current Stocks:
4 food
They are indifferent to, are barely aware of and are unafraid of noble tundra.
Ready Cash: ¢500
Molebridge House is a free village that bows knee to nobody.
Current Stocks:
3 food
They are indifferent to, are barely aware of and are unafraid of noble tundra.
Ready Cash: ¢500
PINEVALE
It is 100 LI from Whitehill, 77.0 LI from Blanche Plains and 77.0 LI from Whitehill Coast East.
It contains 2 wealth.
This region is mostly forest.
Awlpale Step is a free community that bows knee to nobody.
Current Stocks:
3 wood
1 food
They are indifferent to, are barely aware of and are unafraid of noble tundra.
Ready Cash: ¢500
Volestone is a free village that bows knee to nobody.
Current Stocks:
2 food
1 wood
They are indifferent to, are barely aware of and are unafraid of noble tundra.
Ready Cash: ¢500
WHITEHILL COAST EAST
It is 100 LI from Whitehill, 77.0 LI from Pinevale and 224.0 LI from Whitehill Straits.
It contains 0 wool.
This region is mostly coast.
Softvale Mark is a free community that bows knee to nobody.
Current Stocks:
4 food
They are unaware of any large civilisations.
Ready Cash: ¢500
Volestone Leigh is a free village that bows knee to nobody.
Current Stocks:
2 food
They are unaware of any large civilisations.
Ready Cash: ¢500
Mokepath Step is a free village that bows knee to nobody.
Current Stocks:
3 food
They are unaware of any large civilisations.
Ready Cash: ¢500
Palebridge is a free village that bows knee to nobody.
Current Stocks:
2 food
They are unaware of any large civilisations.
Ready Cash: ¢500
Bridgevale Down is a free village that bows knee to nobody.
Current Stocks:
3 food
They are unaware of any large civilisations.
Ready Cash: ¢500