Turn 3 - Sparks of Magic
Winter 1001 A.D.
Across the world, little inklings of a return to the old ways begin to show up.
Events in the WorldShambles (Sordell): Rumours abound on the border of Farland and Arcadia of figures shambling across the moors at night, terrorising farmsteads. There is talk of the dead coming back to life and corpses rising from the grave to attack the living. Most of these rumours are coming from the border of Western Sordell.
Fireflies (Terret/Storm): There have been reports of strange occurences on the border of West Terret and South Storm; cattle being found dead, their hide burned with several scorch marks, huts in flaming ruins. The citizens on both sides are scared and appealing to their rulers for help. The occurences are spreading further and further afield but seem to be centred on a series of caves by the shore, right next to the border on the Terret side.
Foul Omens (Foul): News reaches the Emperor's desk of a new hive rising in Western Ichor, quickly dominating the surrounding hives and coming close to achieving dominion over the area. Rumour from the drones suggests the hive has made a pact with some kind of dark god - they have supposedly gained the power to rot a klackon's flesh out from under his carapace with a word.
Desert Winds (Pomford): Stories circulate about a long-lost temple in the deep desert of North Pomford, recently unearthed by a sandstorm. Traders suggest that the temple is guarded by an army of soldiers dressed in an ancient mode of armour and heavily armed, but that they seem almost hazy and insubstantial, as if composed of the winds themselves.
The Ice Queen (Terrendale): Rumour has it that in central Terrendale there is a palace of ice in which sleeps the most beautiful woman the world has ever seen. Rumour also suggests that the palace is guarded by great white beasts of the snow, chained to the place by her command.
Bearskin (Brent): There is one figure in the foothills of South Brent who will not accept the rule of the McBrents, a strange and powerful figure who goes only by the name of Bearskin. He strides through the hills wearing a pelt of bearskin and supposedly followed by a family of bears who obey him. He has not caused trouble yet, but it may depend on how the McBrents treat their new subjects.
Leader: Ali Shorabongmad
P.E.P.P.P.R. and North Presst forces engage.
P.E.P.P.P.R. Forces
Light Macemen: 2 Intact, 0 Damaged
Spearmen: 2 Intact, 0 Damaged
North Presst Forces
Archers: 1 Intact, 0 Damaged
Spearmen: 2 Intact, 0 Damaged
A North Presst Archers has utterly destroyed a P.E.P.P.P.R. Light Macemen! [94 vs 81]
A P.E.P.P.P.R. Light Macemen has utterly destroyed a North Presst Archers! [93 vs 73]
A P.E.P.P.P.R. Light Macemen has utterly destroyed a North Presst Spearmen! [82 vs 54]
A P.E.P.P.P.R. Light Macemen has utterly destroyed a North Presst Spearmen! [39 vs 23]
P.E.P.P.P.R. Forces
Light Macemen: 1 Intact, 0 Damaged
Spearmen: 2 Intact, 0 Damaged
North Presst Forces
The attackers have crushed all resistance.
Despite initial casualties on the approach to the North Presst stronghold, once you reach the gates your superior numbers quickly overpower the defenders and slaughter them to a man. Though North Presst is not known for any particular abundance of materials, the clans here were better organised and so a higher standard of living can be observed.
Territories
Presst Sou (£500/turn): Palace. [Game]
(+£25/turn from game)
Presst Wes (£27/turn): -
Presst North (£175/turn: 1 light maceman, 2 spearmen. (upk: -£90)
Finances:
Cash Reserves: 514
Revenue: +£727
Upkeep: -£90 [1 macemen, 2 spearmen]
Total: £1151
Techs
Animal Husbandry I
Adaptive Farming I
Leader: Theris Anataki
Taikeni and West Stormer forces engage.
Taikeni Forces
Light Macemen: 1 Intact, 0 Damaged
Light Axemen: 1 Intact, 0 Damaged
West Stormer Forces
Spearmen: 2 Intact, 0 Damaged
A Taikeni Light Axemen has utterly destroyed a West Stormer Spearmen! [61 vs 34]
A Taikeni Light Axemen has utterly destroyed a West Stormer Spearmen! [90 vs 60]
Taikeni Forces
Light Macemen: 1 Intact, 0 Damaged
Light Axemen: 1 Intact, 0 Damaged
West Stormer Forces
The attackers have crushed all resistance.
Your attack on Western Storm proves to be an unmitigated success. The addition of the cohort of dwarven axemen to the army meets much acclaim from the dwarven quarter, though there are grumbles from the elvish macemen that they did not get a chance for any real combat. Regardless, the mongrel opposition is thoroughly quashed by your forces, no quarter being spared for their ambush of your earlier invasion force.
Territories
Storm Cen (£500/turn): 1 Spearman. Palace, Mine. [Copper] (upk: -£20)
(+£200: Mine)
Storm South (£16/turn): 1 Spearman. (upk: -£20)
Storm West (£71/turn): 1 Light Axeman, 1 Light Maceman. (upk: -£110)
Finances:
Cash Reserves: £556
Revenue: +£787
Trade Pact (Free Stormers): +84 (Access Grain)
Upkeep: -£150 [1 light maceman, 1 light axeman, 2 spearmen]
Total: £1277
Techs
No non-Public techs.
Leader: Speaker Fredrick the Red
Free Stormer and West Terretan forces engage.
Free Stormer Forces
Spearmen: 6 Intact, 0 Damaged
West Terretan Forces
Archers: 1 Intact, 0 Damaged
Spearmen: 1 Intact, 0 Damaged
A West Terretan Archers has utterly destroyed a Free Stormer Spearmen! [78 vs 55]
A Free Stormer Spearmen has defeated a West Terretan Archers, but sustained heavy damage. [62 vs 54]
A West Terretan Spearmen has utterly destroyed a Free Stormer Spearmen! [60 vs 28]
A West Terretan Spearmen has utterly destroyed a Free Stormer Spearmen! [63 vs 26]
A Free Stormer Spearmen has utterly destroyed a West Terretan Spearmen! [64 vs 49]
Free Stormer Forces
Spearmen: 2 Intact, 1 Damaged
West Terretan Forces
Archers: 0 Intact, 1 Damaged
The attackers have crushed all resistance.
Although the West Terretans fought valiantly as before, this time your forces were able to overwhelm their trained defenders through sheer numerical superiority. Nearly half the men were permanently crippled or killed in the onslaught however, and another sixth will be out of action for another month, but they can at least rest and recuperate by the seaside - the port town of Gertrude commands a lovely view of the ocean and an even lovelier view of the large shoals of fish that swim by the coast.
Resource: Fish. Fish adds 5% to basic income. Fisheries can be built here.
Your farmers have done their best in an effort to work out better ways of tilling the land, but despite their best efforts they have only made rough advances in the direction of new farming techniques. With more funding they could engage in more adventurous experiments without having to worry about starving due to the failed crops.
Territories
Storm Eas (£560/turn): Palace, Farm. [Grain]
(+£28/turn from grain)
(+£100: Farm)
Terret West (£144/turn): 2+1 Spearmen. [Fish] (upk: -£60)
(+£7/turn from fish)
Finances:
Cash Reserves: £96
Revenue: +£839
Trade Pact (Taikeni): +£79 (Access Copper)
Upkeep: -£60 [3 spearmen]
Total: £954
Techs
No non-Public techs.
Leader: Emperor Demonic Spoon
You continue to build your forces, amassing further ranks of klackon infantry with fresh-wrought spears from your meagre foundries. News from the caravan is that the border guards of West Grok have held up their end of the bargain and transported the goods to East Grok. The caravan is one month away from its destination.
Territories
Foul Cen (£500/turn): 5 Spearmen. Palace. [Iron] (upk: -£100)
Finances:
Cash Reserves: £85
Revenue: +£500
Upkeep: -£100 [2 spearmen]
Total: £485
Techs
No non-Public techs.
Armies
1 Caravan [East Grok]
Leader: Grand Duke Mortrati
You receive great acclaim from the nobility for funding the new gold mine in the Grout hills. Of course most of them are probably just lining up to line their pockets, the greedy bastards, but so long as they stay in line it doesn't matter. Your coffers are getting suitably lined in the process.
Unfortunately, all this wealth is finding itself spent surprisingly quickly on the most bewildering of fashions; 'etiquette'. The idea of diplomacy has become extremely fashionable in court and much of the newly minted wealth of your realm is being spent on courtly balls, politicking and back-room dealing. Which would be fine if your people were any good at it. Unfortunately, all this has done so far is waste your cash. You are pretty sure you will nail this eventually, if your coffers don't run out first.
Territories
Grouting Cen (£500/turn): 3 Light Maceman, 1 Archer. Palace, Mine. [Gold] (upk: -£200)
(+£50/turn from gold)
(+200: Mine)
Grouting Eas (£140/turn): -
Finances:
Cash Reserves: £80
Revenue: +£890
Upkeep: -£200 [3 light macemen + 1 archer]
Total: £770
Techs
No non-Public techs.
Leader: Lady Alexia von Kashna
Arcadian and West Garnlish forces engage.
Arcadian Forces
Light Macemen: 4 Intact, 0 Damaged
West Garnlish Forces
Spearmen: 2 Intact, 0 Damaged
A Arcadian Light Macemen has utterly destroyed a West Garnlish Spearmen! [90 vs 44]
A Arcadian Light Macemen has defeated a West Garnlish Spearmen, but sustained heavy damage. [48 vs 42]
Arcadian Forces
Light Macemen: 3 Intact, 1 Damaged
West Garnlish Forces
Spearmen: 0 Intact, 1 Damaged
The attackers have crushed all resistance.
You continue your campaign of unification, annexing Western Garnlish and subduing the wood elves of the region. Sadly the inhabitants are even worse off than their northern neighbours, but you collect their taxes and labour regardless; you are getting very close to completing unification.
Your scholars have made some progress on refining their mechanical designs, but are not ready to make any significant steps just yet.
Territories
Garnlish Cen (£500/turn): - Palace, Sawmill. [Lumber] (upk: -£100)
(+£25 from lumber)
(+£100: Sawmill)
Garnlish Nor (£159/turn): - [Game] (upk: -£100)
(+7 from game)
Garnlish Wes (£46/turn): 3+1 Light Macemen. (upk: -£200)
Finances:
Cash Reserves: £65
Revenue: +£837
Trade Pact (Farland): +£86 (Access Grain)
Upkeep: -£200 [4 light macemen]
Total: £788
Techs
Mechanics I
Leader: Harticus
Investment into one's basic economy might not be glamorous, but the returns are clear enough and the farmers in your capital thank you with increased production and tax.
Territories
Farland Wes (£574/turn): Palace, Farms. [Grain]
(+£29/turn from grain)
(+£100: Farm)
Farland Sou (£159/turn): 1+2 Light Macemen. (upk: -£150)
Finances:
Cash Reserves: £6
Revenue: +£862
Trade Pact (Arcadia): +£83 (Access Lumber, Game)
Upkeep: -£150 [3 light macemen]
Total: £795
Techs
No non-Public techs.
Leader: The Traveller
Although there is clearly some future in a diplomatic solution, it seems suspiciously apparent that a lot of diplomacy revolves around money. More money, according to your sages. Whether or not diplomacy is really that dependent on cash, it seems that your advisors refuse to reveal the details of their most diplomatic members unless you are willing to pay them more gold.
This, of course, might be a fine use of diplomacy on their part. Or blackmail, but those might be the same thing on occasion.
Territories
Lower Toldrun (£550/turn): 1 Light Maceman. Palace. [Copper] (upk: -£50)
(+£200: Mine)
Pomford North (£250/turn): 3 Light Macemen. (upk: -£150)
Finances:
Cash Reserves: £0
Revenue: +£1000
Upkeep: -£200 (4 light macemen)
Total: £800
Techs
No non-Public techs.
Leader: Sheb McBrent
Brentian and South Brentish forces engage.
Brentian Forces
Light Macemen: 4 Intact, 0 Damaged
South Brentish Forces
Archers: 2 Intact, 0 Damaged
Spearmen: 1 Intact, 0 Damaged
A South Brentish Archers has utterly destroyed a Brentian Light Macemen! [78 vs 36]
A South Brentish Archers has defeated a Brentian Light Macemen, but sustained heavy damage. [69 vs 57]
A Brentian Light Macemen has utterly destroyed a South Brentish Archers! [96 vs 80]
A Brentian Light Macemen has utterly destroyed a South Brentish Spearmen! [55 vs 39]
Brentian Forces
Light Macemen: 2 Intact, 1 Damaged
South Brentish Forces
Archers: 0 Intact, 1 Damaged
The attackers have crushed all resistance.
Despite the expected difficulties on the approach, you besiege the walled city of Gasket in Southern Brent, ancestral home of your rivals the McGaskets. The surviving members of the McGasket clan are brought to their knees and you are given the choice of letting them live as your vassals or executing them and putting new nobles in their place.
Southern Brent is wealthy, if perhaps undistinguished. However, its wealth and armaments pale in comparison to its neighbours. Your advisors recommend you tread carefully and deploy your forces wisely with regard to the surrounding regions.
Although you discover plenty of old stories and even some references to uses of nature magic in the family archives, you have not yet supplied the necessary resources for a full-blooded search.
Territories
Lower Brent (£500/turn): 2 Spearmen, 1 Caravan. Palace, Fishery. [Fish] (upk: -£40)
(+£25/turn from fish)
(+£100: Fishery)
Brent South (£220/turn): 2+1 light macemen. (upk: -£150)
Finances:
Cash Reserves: £0
Revenue: +£845
Upkeep: -£190
Total: £655
Techs
No non-Public techs.
Leader: Dariuoiua
Dariuouia, you have fought your way to leader of your pack, your clan and finally your own kingdom. You are undisputed ruler of Southern Steel, the lands where your kind have long lived, hunting the native elephants for food and glory. Now you feel it is time for a change. Will you lead your people in bloody conquest of the world, or focus on strengthening your own reserves until the time is right?
Resource: Ivory. Ivory adds 5% to basic income. Hunting Camps can be built here. With a ranch, ivory allows war elephants to be recruited.
Territories
Steel South (£500/turn): 4 light macemen. Palace. [Ivory]
(+£25/turn from ivory)
Finances
No upkeep for first turn!
Cash Reserves: £2000
Income: +£525
Total: £2525
Techs
No non-Public techs.
Leader: Kasr Umirat
Kasr Umirat, you have risen to command of the clans of the Cauldron steppes. Like your father and his father before him, you are a horseman and a soldier. With the clans uniting for the first time in generations, expectations are high. Most believe that you will continue the long tradition of war and raiding against your rich neighbours, but you are the Kasr. Whether you ride straight to war immediately or plan and prepare is entirely your choice.
Resource: Horses. Horses add 5% to basic income per turn. Stables can be built here. Horses provide a 10% discount to constructing cavalry here.
Territories
Cauldron West (£500/turn): 4 light macemen. Palace. [Horses]
(+£25 from horses)
Finances
No upkeep for first turn!
Cash Reserves: £2000
Income: +£525
Total: £2525
Techs
No non-Public techs.