Nirur Torir
Xeniice (Turquoise)
A new literary tradition develops in Xeniice, and an informal competition to produce the first practical labor golems yields results far sooner than anyone expected. Golems intended more for taking things apart than putting them together were already well-enough understood, and the military has started using them. Modern models are stronger, tougher, and most of all faster than the shambling heaps of stone that were once considered and rejected for use.
Emissaries to the drakes in the forest report that they are, by all appearances, no smarter than a rather dim-witted hound. The elves, of course, are somewhat smarter, and interested in trading four food for one iron ingots to whoever shows up first. The once-nomadic humans the gnomes learned horseback riding from, who have since settled down, don't seem to be very interested in trade.
Then, late one year, a pair of strange, obviously advanced ships appear on the northern horizon sailing towards Blessed Coast. They are very fast, and no boats in the area can even attempt to stop them from reaching the town. When they do so, some kind of unfamiliar weapons on board begin belching fire and smoke with thunderous roars, launching iron balls into the town, and well-armed raiders of a variety of races start pouring out - two units worth, in fact. The Shieldbearers on hand suspect they are outmatched, but are awaiting orders nonetheless...
Random event: Breakthrough!
Labor Golems researched!
Literature researched!
Population grows to 29
Protectors of the Granite Fist raised!
Valiant raised!
New unit type: Protectors of the Granite Fist
4A/4D/-R/10H/1M; magic resistance 1, support Granite Golems
New unit type: Granite Golems
10A/5D/-R/25H/1M; dependent, beasts
New unit type: Siege Transport
6A/4D/4-3R/24H/3M; all water, 5x supply range, transport 4
Technology:
Farming
Oral tradition
Exploration
Fishing
Masonry
Craftsmanship
Hunting
Mysticism
Literacy
Trade
Sailing
The Plow
Mining
Bronze Working
Governance
Scars of War
Currency
Shamanism
Map Making
Elementalism
Horseback Riding
Life magic
Code of Law
Education
Artifice
Enchantment
Military Tradition
Maritime Warfare
Entertainment
Construction
Ephemera Magic
Weather Eye
Spirit-warding
Crop diversification
Iron Working
Navigation
Engineering
Matter Magic
Mind Magic
Taxation
Academics
Naval Engineering
Siege engineering
Naval Artillery
Crop Rotation
Wind Magic
Longbows
Study of Labor
Law enforcement
Animation
Spirit-calling
Golemcraft
Literature
Labor golems
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
L4: 7A/6D/-R/16H/1M; magic resistance 1, supply range x2
Swarm Guards (Wooden spears, wooden shields, leather armor)
L1: 5A/5D/-R/14H/1M
L2: 6A/5D/-R/16H/1M
L3: 7A/5D/-R/18H/1M; first strike
Pikegnomes (Magic pikes, magic bucklers, magic armor, spirit-touched)
L1:9A/6D/-R/20H/1M; first strike, magic resistance 2
L2:10A/6D/-R/22H/1M; first strike, magic resistance 2
Shieldbearers (metal swords, metal shields, metal armor)
L1: 8A/7D/-R/20H/1M
L2: 9A/7D/-R/22H/1M
Rangers (longbows, bronze arrows, leather armor, bucklers, cartographers)
L1:4A/5D/8-3R/14H/1M; cartography
Protectors of the Granite Fist (Granite Golems, Spirit-Touched)
L1:4A/4D/-R/10H/1M; magic resistance 1, support Granite Golems
Xeniician Galleys (Bows, leather armor, Galleys, cartographers)
L1: 4A/4D/4-2R/22H/2M; shallow water, supply range x3, transport 2, cartography
Vanquisher (Caravel, Naval Ballista, Spirit-Touched, light weapons, Enchanted Bucklers, Metal Armor, Sea-Charmed Keel, Fortified Hull, windcaller sails, Water Charms)
L1:6A/8D/8-4R/24H/6M; magic resistance 2, 5x supply range, all water
L2:6A/8D/9-4R/26H/6M; magic resistance 2, 5x supply range, all water
Exploration Caravel (Caravel, Longbows, Windborne iron arrows, Magic Keel, Magic sails, fortified hull)
L1: 4A/6D/8-4R/14H/6M; 5x supply range, all water
L1: 4A/6D/9-4R/16H/6M; 5x supply range, all water
Combat Exploration Caravel (Caravel, Light iron weapons, Longbows, Windborne iron arrows, bucklers, metal armor, Magic Keel, Magic sails, fortified hull)
L1: 6A/7D/8-4R/24H/6M; 5x supply range, all water
L2: 6A/7D/9-4R/26H/6M; 5x supply range, all water
Siege Transport (Cog, Naval Catapult, Navigators, Metal Armor, Buckler, Light Weapons)
L1:6A/4D/4-3R/24H/3M; all water, 5x supply range, transport 4
Defender ballista (Ballista, iron armor, water charms, spirit-touched)
L1:4A/4D/10-5R/20H/.5R; magic resistance 2, half supply range
L2:4A/4D/11/5R/22H/.5R; magic resistance 2, half supply range
Stone Shamblers (beasts)
L0:8A/3D/-R/20H/.5M; dependent, beasts
Granite Golems (beasts)
L0:10A/5D/-R/25H/1M; dependent, beasts
Units:
Lozanth scouts L4 (HP 16/16)
Nedici guards L3 (Swarm Guards) (HP 18/18)
Oro defenders L1 (Swarm Guards) (HP 14/14)
Oro Pikes L2 (HP 22/22)
Oro Pikes L2 (HP 22/22)
Peacebringers L2 (Pikegnomes) (HP 22/22)
Nedici Pikes L2 (HP 22/22)
Shieldbearers L2 (HP 22/22)
Shieldbearers L1 (HP 20/20)
Shieldbearers L1 (HP 20/20)
Lozanth Rangers L1 (HP 14/14)
Nedici Rangers L1 (HP 14/14)
Protectors of the Granite Fist L1 (HP 10/10; golems 25/25)
Nedici galley L1 (HP 22/22)
Nedici galley L1 (HP 22/22)
Vlorinth's Arm L2 (Vanquisher) (HP 26/26)
Valiant L1 (Siege Transport) (HP 24/24)
New Dawn L2 (Combat Exploration Caravel) (HP 26/26) (In Sunstone)
Wavesearcher L1 (Combat Exploration Caravel) (HP 24/24) (In Sunstone)
Defender Ballista L2 (HP 22/22)
Money: 15
Xeniice
Population 29
Prosperity 30
Buildings:
Hall of Learning
Shrine
Granary x2
Military workshop
Clothier's workshop
Library
Dockyard
Jeweler's workshop
Marketplace
Military School
Forge
Architect's workshop
School
Enchanter's workshop
Courthouse
Theater
Fortress
Academy
Healer's Hall
City Watch
Speaking Stones
Stockpiles:
6 food, 17 wood, 3 stone, 15 leather, 20 wool, 8 copper, 7 tin, 10 iron, 3 silver, 1 ember rubies, 10 springwater pearls, 8 earth jade, 5 sky diamonds, 6 sun amber, 2 life blossoms, 2 bows, 2 leather armor, 2 spears, 2 wooden shields, 1 catapults, 3 spirit-touched, 1 granite golem
Colony: Copperflow
Size 5 (Max size)
Upkeep 0
Exports: 6 food, 1 stone, 1 copper or 2 money
Colony: Lake Tranquil
Size: 5 (Max size)
Upkeep: 0
Exports: 5 food, 1 stone, 1 springwater pearls
Colony: Ironwind
Size: 5 (max size)
Upkeep: 0
Exports: 3 food, 1 wood, 1 leather, 1 iron
Colony: Mount Skyreave
Size: 4 (3 turns since last growth)
Upkeep: 2 money, 2 food
Exports: 1 stone, 1 sky diamonds
Colony: Azuri Hills
Size: 4 (3 turns since last growth)
Upkeep: 2
Exports: 2 food, 2 wood, 1 earth jade
Colony: Blessed Coast
Size: 4 (3 turns since last growth)
Upkeep: 2
Exports: 4 food, 1 sky diamonds
Colony Southforest Meadows
Size: 4 (1 turns since last growth)
Upkeep: 2
Exports: 4 food, 1 life blossoms