Nirur Torir
Xeniice (Turquoise)
The years are quite eventful for Xeniice, full of ups and downs.
General Mlaine publishes the book he's been working on. It's a comprehensive treatise on fighting in and around towns and cities, and how it's different from fighting in the wilderness. It seems he learned more from the Dark Times than anyone realized.
The Nedici explorers run into a nest of vicious sea serpents. The ensuing battle is quite bloody on both sides, but in the end the Nedici flee in disarray. The exploring Oro galley also runs into something unexpected: another city on the coast! The first thing they notice is that the city is surrounded by a wooden pallisade, and the second is the small fleet of canoes, crewed by more dark elves, that rows out to meet them. This, it seems, is the place the dark elves call home. The galley's captain, having no intention of attacking a city with a single ship and its crew, leaves to carry this important news home. The canoes make a half-hearted pursuit, but a volley of arrows dissuades them.
The study of the spirits goes well, and some of the more learned shamans have begun to reliably recieve favors from them. The populace is extremely enthusiastic about this development.
The gnomes sent to talk to the humans about resettling near the lake report, with some chagrin, that the human tribes in the area are not at all sold on the concept of settling anywhere. They are still mostly nomadic, and uninterested in tying themselves to a single place.
Last, but definitely not least, the mining colony of Copperflow is founded. With the rich farmland along the river, the colonists will have no trouble feeding themselves, and will even be able to send some food back to Xeniice. Its real reason to exist, of course, is the copper mine, which is completed in record time and is expected to deliver its first shipment of ore soon.
Random event: Leader ability discovered!
Ability for General Mlaine discovered:
Urban Warfare: +25% defense when attacking or defending a city or settlement
Battle lost!
Nedici explorers routed! Reduced to level 1!
Humiliating defeat! -1 prosperity for 1 turn!
Battle avoided!
Oro galley retreats without incident
Shamanism researched!
No more techs available! +1 prosperity until the next age!
Population increases to 17
Stone wall finished
Granary built
Jeweler's workshop built
Marketplace started (2 labor, 1 material to finish)
Colony founded!
Size 3
Upkeep 2
Exports: 3 food, 1 copper or 2 money
Technology:
Farming
Oral tradition
Exploration
Fishing
Masonry
Craftsmanship
Hunting
Mysticism
Literacy
Trade
Sailing
The Plow
Mining
Bronze Working
Governance
Scars of War
Currency
Shamanism
Unit types:
Lozanth Scouts (Wooden spears, wooden shields)
L1: 5A/5D/-R/10H/1M
L2: 6A/5D/-R/12H/1M
L3: 7A/5D/-R/14H/1M; supply range x2
Oro Spears (Wooden spears)
L1: 5A/4D/-R/10H/1M
L2: 6A/4D/-R/12H/1M
Nedici explorers (Wooden spears, canoes)
L1: 5A/4D/-R/10H/2M; shallow water, supply range x2
L2: 5A/4D/-R/12H/2M; shallow water, supply range x3
Xeniician Galleys (Bows, Galleys)
L1: 4A/4D/4-2R/14H/2M; shallow water, supply range x3, transport 2
L2: 4A/4D/5-2R/16H/2M; shallow water, supply range x3, transport 2
Units:
Lozanth scouts L3 (HP 14/14)
Oro spears L2 (HP 11/12)
Nedici explorers L1 (HP 2/10)
Nedici galley L2 (HP 16/16)
Oro galley L1 (HP 14/14)
Exploration map:
Money: 3 (Income: 8+4; Spending: 10+5; Net income: -3)
Xeniice
Population 17
Prosperity 17
Buildings:
Hall of Learning
Shrine
Granary
Military workshop
Clothier's workshop
Library
Dockyard
Jeweler's workshop
Stockpiles:
1 food, 6 wood, 1 leather, 1 gold
Colony: Copperflow
Size 3 (0 turns since last growth)
Upkeep 2
Exports: 3 food, 1 copper or 2 money