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Thread: The Bannor Imperial Council

  1. #1
    Lord of Cats's Avatar Vicarius
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    Default The Bannor Imperial Council




    Greetings, players of the Coliseum. Encouraged by the success Char Aznable's Rome II Interactive AAR I'm going to see if you all would be interested in another one. Fall from Heaven II is an epic dark fantasy mod for Civilization IV Beyond the Sword expansion.

    You will be members of a Council that will make decisions which I carry out in the game. Anyone can be a member of the Council. You do not need Fall from Heaven II or Civilization IV to participate in this AAR, but it is highly recommended you get this game. Members will propose and vote on bills; you will decide where to found new cities, what technologies to research, what units to recruit, what buildings to construct, who to be allies and enemies with, etc.

    I will be playing on a huge map of Erebus (the fantasy world) with 9 civilizations (3 good, 3 neutral, 3 evil) and all unique features enabled. Here are all the possible civilizations that can be in the game:


    If you want more information about a particular civilization feel free to ask; I will answer the best I can.

    It would also be a good idea to choose a religion to pursue as soon as possible. Religions can change alignments (good, neutral, evil) and grant powerful abilities. The Grigori and Illians cannot adopt a state religion, though they have powerful heroes available to them (such as a Winter God for the Illians). Here are the religions:


    The Order
    "Obedience to our commander, our king and our god."
    Changes evil and neutral to good.
    Fits well with: Bannor, Mercurians, Kuriotates, and Elohim.

    The Empyrean
    "Wisdom and careful meditation will guide us."
    Changes evil to neutral.
    Fits well with: Malakim, Elohim, Amurites, and Kuriotates.

    Runes of Kilmorph
    "Hard, honest work will ensure our prosperity."
    Changes evil to neutral.
    Fits well with: Khazad, Luchuirp, Elohim, Kuriotates, and Bannor.

    Fellowship of Leaves
    "Reverence for nature in its beautiful and savage forms."
    Does not change alignment.
    Fits well with: Ljosalfar, Svartalfar, Calabim, Doviello, Hippus, and Elohim.

    Octopus Overlords
    "The gods speak through dreams, insanity is a sign of their favor."
    Changes good to neutral.
    Fits well with: Lanun, Hippus, Calabim, Doviello, and Clan of Embers.

    Council of Esus
    "The most dangerous enemy is the one that is unknown."
    Changes good to neutral.
    Fits well with: Svartalfar, Calabim, Sidar, and Hippus.

    The Ashen Veil
    "Sacrificing our body, blood and soul for power."
    Changes good and neutral to evil.
    Fits well with: Sheaim, Clan of Embers, Amurites, Calabim, and Sidar.

    If you want more information about a particular religion feel free to ask; I will answer the best I can.

    During the AAR I will inform the Council via screenshots everything going on in the known world. An update in the early game will cover about 4 or 5 turns. Updates in the later game will cover about 2 turns.

    RULES
    Any member may propose a bill. Bills may include founding and naming new city, researching an available technology, recruiting a new unit in a certain city, constructing a new building in a certain city, or negotiating with a certain civilization. You can also propose a variety of unit actions, including moving them (naturally), grouping units together in an army, exploring lairs, attacking an enemy city or army, or casting spells. These are just some of the things you can propose as members of the government. However, do not think that this list limits what you can propose. I encourage you to be creative with your proposals, if it can be done in the game you can propose it. If you want to summon a dragon, that's possible. If you want to bring about Apocalypse to kill everyone, that's possible to. By being creative, you can make the game more interesting than it already is.

    A councilor that proposes a bill cannot vote on his/her bill. If there is an odd number of councilors and a tie in votes for a bill, the Leader (me) will cast the tie breaker vote to determine if it gets passed or not. If there is an even number of councilors, then whatever bill gets the most votes will pass.

    You may choose to be a character in the game. Characters can be heroes, arcane units (adepts, mages, archmages), or disciple units. Announce which unit you want and if members vote in favor of you having it, it is yours. You will have total control over that unit; you may send me orders for the unit via this thread or private messaging.

    There are a couple different victory types we can pursue. They are --
    Time: have the highest score after 700 turns.
    Conquest: eliminate all other civilizations.
    Domination: control 50% world land area and 25% of world population.
    Cultural: have 3 cities each obtain 25,000 culture points.
    Religious: spread your founded religion to 80% of the world.
    Towers of Mastery: build all the towers of mastery.
    Altar of the Luonnotar: build all the pieces of the Altar of the Luonnotar.

    If you have questions about the victories feel free to ask me; I'll answer as best I can.

    Cheers! Cats
    Last edited by Lord of Cats; February 02, 2015 at 10:05 PM.

  2. #2
    TheBlackWinds's Avatar Foederatus
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    Default Re: Fall from Heaven II Interactive AAR

    Baruk Khazâd! Khazâd ai-mênu! Dwarves are always the best, and being a neutral faction allows for multiple points of view, which makes the whole thing more interesting. I would like Runes religion, if i may be so bold.

  3. #3

    Default Re: Fall from Heaven II Interactive AAR

    I'm inclined to say Lanun with the Runes or the Fellowship of the Leaves religion right now. Let's see if my opinion changes after finding out more about the factions and the religions.

  4. #4
    Kirila the Kitten's Avatar Primicerius
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    Default Re: Fall from Heaven II Interactive AAR

    Malakim for the win.

  5. #5
    Lord of Cats's Avatar Vicarius
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    Default Re: Fall from Heaven II Interactive AAR

    About Mana: Mana is a resource that allows arcane units to cast new spells.
    There are 18 different types of Mana. Here is the list of mana in order from the best spells available to the worst (in my opinion): Enchantment, Shadow, Life, Death, Mind, Metamagic, Entropy, Body, Nature, Ice, Spirit, Earth, Water, Fire, Air, Law, Chaos, and Sun.
    All civilizations start with 2 or 3 mana types. You must research technologies and have raw mana to develop to get new types.

    @TheBlackWinds:
    Khazad

    Civilization Difficulty: medium

    Back-story for Role-play --
    Sturdy dwarves, the Khazad have finally stepped out to embrace their destiny as one of Erebus’ powers. Tradition holds them in a firm grip, but ambition draws them away from their underground homes. Steadfast in battle, in faith and in friendship, they build their empire slowly but give not an inch in trade nor warfare.

    Two leaders are available to choose --


    Starting Mana: Earth, and Law.

    Available units --
    Recon
    Scouts
    Hunters
    Hawks
    Myconids

    Melee
    Warriors
    Axmen
    Champions
    Hero Unit: Maros the Champion
    Berserkers
    Phalanxes
    Immortals

    Missile
    Slingers
    Crossbowmen
    Arquebuses

    Mounted
    Boar Riders
    Chariots
    Royal Guards
    Horn-Guards

    Siege
    Trebuchets
    Battering Rams
    Cannons

    Naval
    Galleys
    Triremes
    Caravels
    Galleons
    Privateers
    Arcane Barges
    Frigates
    Queen of the Lines
    Man O'Wars

    Arcane
    Adepts

    Disciple
    Druids

    Other
    Settlers
    Workers
    Work Boats
    Assassins

    Blocked units: Mages, Archmages, Longbowmen, Marksmen, Horse Archers, and Rangers.

    Recommended strategy:
    The Khazad are all about money. The more they have per city in their empire (which is represented by the Dwarven Vault building) the more production and happiness they will have, as such, it is not wise to have very many cities as the Khazad. For religions, Runes of Kilmorph is the best religion for making lots of money, though the Khazad can perform quite nicely with Council of Esus too. One should consider the power of disciple unit spells when choosing a religion, since the dwarves are limited in arcane units (can only have adepts).
    It is a good idea to immediately reduce the tech research rate to 80% or lower to begin generating gold. Make certain that for the entire game you are always at a low enough research rate that the gold is coming in. An important side-note is that the Deruptus Brewing House national wonder will grant all of your units an extra 2 experience upon creation. The Khazad World Spell, Mother Lode, grants the player 25 gold per mine they own, and has a 10% chance to transform any flatland tile into a hill tile (which can then be mined).
    Since the highest arcane unit you can obtain is an adept (with the exception of some Hero units), Mana selection is made easier, one need only view a single spell per Sphere and the Passive Effects. In general, Earth Mana is the greatest benefit for the Khazad because you shall likely have many mines in your empire, and more Earth Mana means more resources discovered by those mines. In addition, your Dwarven Druid and the Earth Elementals he can summon will both gain in strength for each Earth Mana you possess.


    @Sleeping Bear:
    Lanun

    Civilization Difficulty: easy

    Back-story for Role-play --
    The oceans and seas of Erebus are home to the Lanun, an untamable people as comfortable on deck as on land. Every captain is a nation unto himself, and the two most powerful are Falamar and Hannah the Irin. Falamar is as dauntless as the waves, with an allure that draws in women from any port, while Hannah is as fickle as the wind, and a tempest when crossed. They are unrivaled on the waves, but as the conflicts of Erebus draw them in they will be forced to fight on battlegrounds of every type, and must stand firm or be buried in the sands of time.

    Two leaders are available to choose --


    Starting Mana: Water, Air, and Chaos.

    Available units --
    Recon
    Scouts
    Hunters
    Hawks
    Rangers
    Beastmasters

    Melee
    Warriors
    Swordsmen
    Boarding Parties
    Hero Unit: Guybrush Threepwood
    Berserkers
    Phalanxes
    Immortals

    Missile
    Archers
    Longbowmen
    Crossbowmen
    Arquebuses
    Marksmen

    Naval
    Galleys
    Triremes
    Caravels
    Galleons
    Arcane Barges
    Pirate Ships
    Hero Unit: The Black Wind
    Frigates
    Queen of the Lines
    Man O'Wars

    Mounted
    Horsemen
    Chariots
    Horse Archers
    Royal Guards
    War Tortoises

    Siege
    Catapults
    Cannons

    Arcane
    Adepts
    Mages
    Archmages

    Disciple
    Druids

    Other
    Settlers
    Workers
    Work Boats
    Assassins

    Recommended strategy:
    The Lanun are a sea people, capable of dominating the seas in any map with water present. The gain of an extra food from sea tiles and knowledge of a unique sea resource make coastal cities incredibly powerful in the hands of the Lanun. The Lanun World Spell, Raging Seas, causes a worldwide Tsunami which will damage any units on a coast and destroy most coastal improvements, but the Lanun themselves will remain unaffected.
    The Lanun are ill suited to settle anywhere but on the Coast, and thus ought to avoid extended travel inland. But with an emphasis on controlling the coasts the Lanun are unstoppable. Do not forget to place Pirate Coves carefully to minimize the distance between them.
    Due to their affinity with the seas, the Lanun are the only people in Erebus capable of truly understanding the art of
    Seafaring technology. They can locate precious Pearls in the water, making them a highly desired trade partner to many nations seeking to please their population. They are also able to move faster through the water than any other Civilization in Erebus at the outset.
    An often overlooked mechanism of Naval Vessels is blockading. Pirate Ships are able to enter rival territory appearing as Barbarians and set up a Blockade to cut off trade. This is a very effective strategy during wartime, especially since any unsuccessful attempt to dislodge the Pirate will garner 10 gold for the Lanun in addition to experience to make the Pirate Ship stronger. But in Peacetime this should still be done. Blockading a Civilization with whom you are not at war will grant a portion of the trade-route income to the blockading civilization.
    The Lanun are also unique in that they possess two Heroes. The Black Wind is able to absolutely terrorize the high seas, while Guybrush Threepwood is effective both on land and at sea, possessing the capacity to fight, and take control of, Enemy Ships (an ability shared by Boarding Parties as well).


    @Kirila the Kitten:
    Malakim

    Civilization Difficulty: hard

    Back-story for Role-play --
    The only elves the Malakim had seen were the dark Svartalfar. Yet, when a group of hunters happened across a nearly-dead elven man freezing in the wastes, they took him back to their village and agreed to tend to his injuries rather than kill him. When he awoke in their care, he explained that he was Varn Gosam, and that he had fled from his homeland.
    Sensing some truth in him, the Malakim accepted him and allowed him to live among them. Varn built a shrine to Lugus, the Sun God, in the small village and began spreading his newfound religion to the villagers. His revival spread quickly, and the former elven prince found himself a leader of men. Accepting that role, he set forth to lead the Malakim through the hard years to follow and into the light of Lugus.

    One leader --


    Starting Mana: Sun, Life, and Mind.

    Available units --
    Recon
    Scouts
    Hunters
    Hawks
    Rangers
    Beastmasters

    Melee
    Warriors
    Swordsmen
    Champions
    Berserkers
    Phalanxes
    Immortals

    Missile
    Archers
    Longbowmen
    Crossbowmen
    Arquebuses
    Hero Unit: Teutorix
    Marksmen

    Naval
    Galleys
    Triremes
    Caravels
    Galleons
    Arcane Barges
    Privateers
    Frigates
    Queen of the Lines
    Man O'Wars

    Mounted
    Horsemen
    Chariots
    Camel Archers
    Royal Guards
    Knights

    Siege
    Catapults
    Cannons

    Arcane
    Adepts
    Mages
    Archmages

    Disciple
    Light-bringers

    Other
    Settlers
    Workers
    Work Boats

    Blocked units: Assassins

    Recommended strategy:
    Malakim units start with the Nomad promotion, allowing them to ignore the negative effect of Deserts as well as move faster through them. So even though their cities gain little from the harsh terrain, it is in Malakim interest to maintain a thriving Desert expanse around their borders for a defensive measure. Additionally, Mages have the ability to summon a Sand Lion if they are standing in a Desert. The Malakim World Spell, Religious Fervor, creates a priest of the current State Religion in each city with that religion, and also starts each of those priests with 1 experience per such city.
    Religion is a central concept to the Malakim. Lightbringers are able to upgrade into the Disciple of any religion which you choose to follow, thus allowing the opportunity to begin training your future Priests from the first Turn of the game. Precisely which religion to follow is, as always, up to the player's whim. But considering the extra vote in the Over/Under-Councils granted by Teutorix, The Empyrean and the Council of Esus each hold a large appeal for the Malakim.
    By following The Empyrean and acquiring Chalid Astrakein (who is an awesome hero), the Malakim possess 3 Votes in the Overcouncil and will dominate over all decisions easily. Additionally, following Council of Esus will allow the acquisition of Assassins through Religious Fervor, a unit otherwise impossible for the Malakim to acquire.

  6. #6
    Lord of Cats's Avatar Vicarius
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    Default Re: Fall from Heaven II Interactive AAR

    Fall from Heaven II Interactive AAR


    ~ The Imperial Council ~

    Civilization:
    Bannor Empire


    Back-story: "The Bannor started with a handful of righteous people, trapped in Hell during the fall of Braduk City but rescued by Sabathiel, the archangel of Junil, God of Law and Justice. In exchange for their salvation, the spirits bound themselves and their descendants to ceaselessly battle the forces of chaos and disorder. As Sabathiel led the honorable spirits forth into the light, they formed the vanguard in a devastating war against the Clan of Embers, even more powerful then than they are today.

    Throughout the entire Age of Rebirth the Bannor waged brutal and merciless war not only on the Clan, but on all who would not submit to law and order. Throughout this war of liberation and extermination, these heroes of an ancient age forged conquered, allied, and submitting tribes, cities, and nations into a human empire which, with the aid and guidance of Sabathiel, may stand firm even against the looming apocalypse, when unequaled evil is loosed upon Erebus.

    This continuing Holy War permeates every part of their society, leaving it almost totally militarized. For the Bannor, there is no clear line between religion, family, and politics. They apply a frightening religious fervor to the art of war, and their obsession with order makes even the peasant regiments among the best drilled of all the empires. All men are trained from childhood in the arts of war—hand to hand combat, archery, self defense, strength, and agility. Unlike most other societies, there are plenty of possibilities for rising through the ranks through bravery and skill, a fact which inspires as much if not more fighting fervor than the religious element.

    Because they need to be defended and ready at all times, outlying villages are more like forts, every farm is a small castle, the cities are huge garrison towns but also centers of trade, religion, and diplomacy. Few men are without scars from battle and the women are strong willed and hardened. They know that the children they raise may one day be lost in battle, and they also know that one day the war may come to them. It is a rare woman among the Bannor who cannot handle a sword.

    A central part of understanding the fabric of Bannor society is understanding the split between estates and 'free land.' The estates are enormous tracts of land, almost sub-kingdoms, under the rule of an Order, a Family or one of those peculiarities of the Bannor: a Hereditary Order—a religious order with members exclusively from one clan. Centered on a stronghold or small fortified city, the main function of the estates is to provide the necessary resources to field one Order or Family division, the powerful and highly dedicated fighting forces that make up the feared backbone of the Bannor armies.

    The lion’s share of the land in the Bannor empire is the 'free land.' The villages and cities that occupy and make a living off this land must, in addition to paying taxes and organizing their own defenses, provide a number of soldiers, fully trained and equipped, according to the wealth of the settlement. Although the Orders and Families are the spearhead and armored fist of Bannor armies, 'free land' conscripts provide the bulk forces that are needed to carry a battle.

    By far the most numerous of the estate-holders, the non-hereditary Orders will take fighters from all across the world, all nations and races. Those deemed worthy in prowess and intelligence are taught in the ways and language of the Bannor and then join the fighting forces on the same footing as native Bannor.

    The hereditary Orders are in reality families that have founded or taken over control of an Order. All the major positions are held by and passed down from father to son, uncle to nephew, like any usual aristocratic title. It is one of the few options a rich non-noble family has of gaining an estate and the power and responsibility that comes with it.

    The noble Families all trace their lineage back to one of the spirits that Sabathiel set free. They use this holy heritage to legitimize their enormous power, and it is the reason the priesthood tolerates their existence and their meddling in the running of things. There are very few Families, but every one of them wields as much power and wealth as an Order. However, the priesthood keeps these secular powerhouses under careful and strict control, lest they attempt to change the fabric of Bannor society.

    The highly-trained and well-equipped men who fight in the professional divisions of the Orders and Families come from a variety of backgrounds and fight for any number of reasons: Some do it for money or status, some few do it for glory or personal revenge, but most do it because they truly believe they are on the front line of the war against Evil. As any Bannor priest could tell you, the war fought by the Bannor is far more complicated than a simple Good-Evil battle. The priesthood, under the guidance of Sabathiel (or so they claim) decide who is an enemy. Although they have yet to fight a civilization that conforms to some kind of law and sense of justice and compassion, few who can avoid it dare cross the Bannor, lest they be 'damned' and added to the list of civilizations that must be taught to repent.

    The focal point of the entire Bannor Empire is their capital, centered around the Bannor Palace, The Halls of Sabathiel. Although still recognizably a garrison city, it is also a sprawling, international metropolis matched by few other cities in Erebus. This is where the Orders have their headquarters, this is where the Families meet to discuss affairs of state, and this is where people come to consult with the priesthood. People of all races flock to the city to swell the ranks of the Orders, the Halls of Sabathiel have a constant stream of visitors coming to pay tribute or ask favors of his priests, and the bazaars and markets attract traders from far and wide, catering to the needs of a multiracial, multinational, and multicultural army and administration.

    Sabathiel, the mythical ruler of the Bannor, unwilling to set foot upon Erebus lest he break the letter or the spirit of the Compact, is said to reside deep within the recesses of his Halls, watching, guiding, teaching, and warding over the Bannor, urging them on but unable to physically manifest. He is a shadow king, never seen by his subjects but always a haunting figure, ever present in their consciousness. Their battlefield commanders are much more present figures to most Bannor men, Capria being the best example, who as a young girl led her people as they stepped from Hell, and soon grew in honor and authority through the end of the Age of Ice and dawn of the Age of Rebirth.

    In this day, there are those even among the Bannor, and even more so among their enemies, who whisper that both Sabathiel and his original spirits are naught but legends invented by a militant priesthood looking for ways to legitimize their rule. Whatever the truth of the matter, the fact is that in the Age of Rebirth, the Bannor must rely on human flesh and cold steel, not angels and spirits, to bring law to the dark corners of the world."

    Leader:
    Empress Capria


    Continuing Back-story: "...Capria gritted her teeth, and pushed to the front. “Come, brothers, sisters! This is what we have been living for!” Without another look back, she stepped into the light…
    …and out of the fire. The heat at her back was the first thing she noticed, nearly searing her skin through the heavy leather armor she wore as a Secondline-woman. The darkness alarmed her; instead of a perpetual red haze, there was blackness above her, pierced by countless points of light. She turned to see more of her people emerging from the flames, and reacting as she had, hurrying ahead in surprise. Then she turned back and noticed the screams.

    “They’re free! Ahhhhhhhhhhh!” An old woman, green skinned and heavily marked was writhing on the ground a few yards in front her. Other green skinned people watched the strangers coming out of their Sacred Fire with shock.

    “What have they done to our city?” asked an elderly woman emerging from the flames.

    “Well, what gifts have been given to us by dear ol’ Bhall tonight?” The deep voice came from an orc man who pushed past the crowd of orc children eating and playing by the flames near the humans. Unlike the smooth skinned younger orcs, long bone spikes protruded from his back, shoulders, and arms. “Metal blades on young girls? Take your spears, my clan.” The burly orc hefted a massive axe and grinned at Capria. Others came forth, wielding long wooden spears.

    Capria bent down to set her sister on the ground, then in a blink had an orc child in her arms and a dagger at its throat. “We don’t know who you are monster, but we mean you no harm. Let us walk out of here and your child lives.”

    “A trade, girl? One life of ours for all of yours?” Orthus pulled a sharpened bone knife from his belt. “That doesn’t sound like a good trade.” Orthus’s arm swung out, and the knife came flying towards Capria. She blinked, and before her eyes opened she could feel warm blood splash on her face. But not hers. The orc child went limp in her arms before it could scream.

    “You value life, human. Death is the currency I trade in.” Orthus hefted his axe and started towards the humans.

    -- Blood splattered on Donal’s face, and by the burning, he knew it belonged to the demon. He gritted his teeth and ducked under a leaping Hellhound, thrusting upward with his short sword. Its snarl turned to a yelp, but it still managed to kick his helmet off as it tumbled gracelessly to the ground. Donal raised his shield to fend off a fireball hurled by a towering fire elemental, shouting over his shoulder, “Are we about done here, my lord? I do think they are sorry to see us leaving.”

    Sabathiel grunted. “Another… another few minutes, my friends, and the elders shall have left this accursed place. I trust you can hold out?”

    “We will do what we must!” said Alessi. Donal’s burly comrade swung his halberd in a wide arc, knocking a Gaersteed to its knees and unseating its rider. The death knight continued his charge, however, and pierced Alessi’s left shoulder with a long ebon blade. The warrior dropped his pole-arm and staggered, perfectly exposed for the coup d’grace. Donal spun towards them, slicing down on the demon knight’s arm and turning a lethal blow into merely an ugly gut wound.

    The demon snarled, and knocked him to the ground with a quick shield bash. It advanced on Donal until an arrow flew into its chest. Then another hit, and a third, and fourth, until finally he fell.

    “Pull back and regroup!” said the marksman, before being set upon by a swarm of harpies.

    Donal sheathed his sword and helped his friend to his feet. “You’re not dying before you see daylight, Alessi, I swear it.” The pair stumbled back towards the portal, as their peers closed ranks behind them. --

    Capria stumbled as she tried to back away from the advancing orcs. Her hand found a long spear, blackened with bits of burnt swine clinging to it. She lunged and thrust it into the throat of an advancing orc, who fell with a whimper, snapping her weapon in two as he fell. “C’mon, friends, we’ve all faced worse than this before!” She unsheathed her short sword. “Ring formation, boys and women to arms. Children and elderly in the center! We’ll work our way towards the gate. Slay the beasts if they come, but hold your position!” An orc charged her, spear first. She prepared to dodge, but he dropped to the ground before he reached her, felled by a slung stone.

    The group began to move towards the gate of the palisade, past hovels. Behind them a wounded man staggered out of the flames, clutching his chest. A pair of goblins leapt upon him, stabbing repeatedly. He managed to grasp a handful of grass before breathing his last.

    “You will never escape me, humans,” Orthus cried. Swinging viciously, he bowled into their formation, breaking the ranks and cleaving a young girl just below the ribs.

    Capria barely noticed the death of her best friend. She did see her sister dangling from the orc-king’s hand. She dropped and rolled under the spikes, coming up directly in front of Orthus, too close for him to wield his axe. Behind her the humans closed ranks.

    “Be glad I’m sick of death,” Capria growled, plunging her sword into Orthus’s gut up to the hilt. She didn’t stay to finish him, but slung her sister over her shoulder and turned away. The worst of the orcs had been stopped already, and the freedom was in sight.

    -- “You’re the last, Donal,” said Sabathiel. The other soldiers had charged through the portal during the last lull in the melee. The ones who had survived the onslaught, at least.

    “And then you’ll follow, my lord?”

    “Someone must remain on this pedestal to keep the portal open. I will stay behind.”

    “No you won’t. My people need you, you must go through!”

    “I cannot lead them in the next world as I did in this Infernal Hell, Donal.”

    “It’s not a leader they need, there’s wisdom and strength in even the young girls, like brave Capria. They need a symbol, to stay united in the real world, my lord. You must go through. I will hold open the doorway for you.”

    “I cannot leave anyone behind, Donal!”

    Donal Lugh stood beside the angel, feeling an enormous weight descend upon him. “There’s got to be another way out of here, Sabathiel. I’ll find it, somewhere, and I’ll make it back, if I have to kill every demon in Hell to do it.” A moaning sound drew their attention to the corpses of their friends, beginning to rise as an imp on the cliff above them giggled and danced in a circle. Sabathiel and Donal exchanged one last glance, then the angel embraced the man, and turned and flew through the portal. The instant Donal stepped towards it in vain hope that the angel was wrong, but it vanished, and he sighed. Then he turned back towards the shambling corpses.

    “Alrighty, my friends, who’s first?”


    The Age of Ice has ended and fertile lands are newly exposed by retreating sheets of ice. The glory of the Age of Magic is long past, but the Bannorians are ready to recapture that lost knowledge. It is the 1st Season of Year 1 of the Age of Rebirth. The Bannor people have been delivered from Hell only to arrive in the midst of a dangerous orc tribe that now habits their old capital. After escaping the ruined city of Braduk, the Bannorians move east to build a new city and a new existence.

    Empress Capria has decided to assemble a Council to advise her on policy decisions as she attempts to restore the Bannor Imperium. YOU can join this Council, propose and vote on bills, and become a legendary character in Erebus of your own right.

    Ten-thousand settlers, three-hundred warriors, and twenty scouts make up the current Bannor populace. The settlers establish the settlement of Torrolerial upon some hills next to a river and they construct the Halls of Sabathiel, also known as the Bannor Palace. This is where we, the Imperial Council, take up residence. The regiment of warriors immediately move to garrison the capital city. The scout party, meanwhile, awaits orders. Where shall we send the scouts, my noble lords?


    The lands surrounding our new home are covered in numerous forests as well as hills. Forests give production and health to the city. Hills can be mined for production and metals. In the forest directly to the southeast is a sight to behold: Yggdrasil, which local druids say means "Tree of Life".

    Its fruit is a valuable resource, providing plenty of food, health, and happiness. This will get us off to a great start.

    To the north our scouts report they have spotted a goblin-fort on a hill.

    So far there is just one unit of goblin archers there. They will be very difficult to dislodge; the hill and fort give the archers tremendous advantages. We will either need to recruit a lot of warriors to overrun them or obtain new technologies to recruit new, stronger types of soldiers.

    The two resources right outside our borders are pigs in the northeast and rice to the west. There are also rumors of two tribal villages nearby; one to the northeast and one to the southwest. Perhaps if we sent our scouts to them they will be willing to offer us something?

    Currently we have 0 gold in our Treasury and all our commerce (100% of it) is being invested in research. Lowering this rate might generate some gold. We are in possession of two technologies --
    Agriculture -- unlocks Farm improvement (requires flat tiles near rivers, corn, rice, or wheat resources), unlocks Herbalist building (increases health), unlocks Granary building (increases growth), and leads to Calendar and Animal Husbandry technologies.
    Exploration -- unlocks Roads improvement (requires any non-water, non-mountain tiles), and leads to Fishing, Hunting, and Cartography technologies.

    There are currently seven different technologies available to research. The time to research them and the abilities they unlock are as follows --
    Ancient Chants (12 seasons) -- unlocks Monument building (increases culture), and leads to Education and Mysticism technologies.
    Crafting (18 seasons) -- unlocks Deruptus Brewing House national wonder (increases happiness), unlocks Winery improvement (requires wine resource), and leads to Mining and Masonry technologies.
    Calendar (22 seasons) -- unlocks Plantation improvement (requires silk, dye, banana, incense, or reagents resources), unlocks Agrarianism civic (increases health and food from farms), and leads to Festivals technology.
    Fishing (22 seasons) -- enables water tiles to be worked, enables trade along rivers, unlocks Work Boat unit, unlocks Heron Throne world wonder (increases production from water tiles), unlocks Fishing Fleet improvement (requires fish, clam, crab, or whale resources), and leads to Sailing technology.
    Animal Husbandry (25 seasons) -- reveals horses resource, unlocks Smokehouse building (increases growth and health), unlocks Pasture improvement (requires cows, pigs, or horses resources), and leads to Horseback Riding technology.
    Cartography (27 seasons) -- enables Open Borders in diplomacy, unlocks City States civic (decreases maintenance costs and culture), unlocks Project of the Nilhorn project (gives 3 free Hill Giant units), and leads to nothing.
    Hunting (63 seasons) -- unlocks Camp improvement (requires deer, fur, or ivory resources), unlocks Hunting Lodge building (allows recruitment of Hunters, Hawks, and Assassins units), and leads to Animal Handling, Poisons, and Archery technologies.

    What shall we research, my lords?

    The breakdown of our current government and society are as follows:

    In the Cultural Values category there are two other options we could run instead of Religion --
    Pacifism -- increases rate Great People are born, increases unhappiness from war, and increases military recruitment time.
    Nationhood -- reduces military recruitment time, reduces unhappiness from war, and increases happiness from Training Yard buildings.
    All other options require technologies to unlock.

    Settlement Information


    Torrolerial

    Units Available to Recruit
    Warriors (Power: 3, Moves: 1) -- 9 seasons
    Scouts (Power: 2, Moves: 2) -- 9 seasons
    Workers (Can build improvements, Moves: 2) -- 10 seasons
    Settlers (Can found new city, Moves: 2) -- 28 seasons

    Buildings Available to Construct
    Palisade (defense bonus) -- 14 seasons
    Herbalist (increases health) -- 30 seasons
    Granary (increases city growth) -- 40 seasons


    Wonders Available to Construct
    none

    Projects/Rituals Available
    none


    The Imperial Council is currently in session and will last 1 week. Anyone can propose and vote on actions. Next session will be in 5 seasons (turns). By then our city's population will have grown and our borders expanded.
    Last edited by Lord of Cats; March 16, 2015 at 02:01 PM.

  7. #7
    Kirila the Kitten's Avatar Primicerius
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    Default Re: The Bannor Imperial Council

    We should go for Animal Husbandry.

  8. #8
    TheBlackWinds's Avatar Foederatus
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    Default Re: The Bannor Imperial Council

    I second the motion for animal husbandry. Crafting is a possibly our next priority The foul goblinoids are in a heavily defensible positon, we should act rashly. Our scouts should head southwest, in seach of this village, and determine whether they are friend or foe.

    OOC: I was realy immersed reading, then suddenly i notice the religion icon

  9. #9

    Default Re: The Bannor Imperial Council

    Animal Husbandry and scouts to the southwest village, sounds good.

  10. #10
    Lord of Cats's Avatar Vicarius
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    Default Re: The Bannor Imperial Council

    ~ Proposals and Votes ~

    Councilor Kirila Kitten --
    Begin research of Animal Husbandry (Passes)
    Yes: 2 (Black Winds, and Aldrick Taliani)
    No: none


    Councilor Black Winds --
    Research Crafting after Animal Husbandry
    Yes: 1 (Kirila Kitten)
    No: 1 (Aldrick Taliani)

    Move Scouts to tribal village in southwest (Passes)
    Yes: 2 (Aldrick Taliani, and Kirila Kitten)
    No: none


    Councilor Aldrick Taliani --
    Research Ancient Chants after Animal Husbandry
    Yes: none
    No: none

    Last edited by Lord of Cats; February 05, 2015 at 11:20 AM. Reason: updated

  11. #11
    Kirila the Kitten's Avatar Primicerius
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    Default Re: The Bannor Imperial Council

    I agree with both motions of Councilor Black Winds. Let them pass.

  12. #12

    Default Re: The Bannor Imperial Council

    "I disagree about researching Crafting yet." The one speaking is Councilor Aldrick Taliani, nicknamed "Sleeping Bear" because of his usually calm demeanor which was heavily contrasted by his unending rage in the battlefield. "By itself it gives us nothing of importance right now, and the time could be spent on other things. I'm in favor of researching Ancient Chants between Animal Husbandry and Crafting."

    OOC: What difficulty is the game? Man, now I feel like reinstalling Civ 4.
    Last edited by Sleeping Bear; February 05, 2015 at 08:58 AM.

  13. #13
    Lord of Cats's Avatar Vicarius
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    Default Re: The Bannor Imperial Council

    The Bannor is an easy civ to play in general (so many bonuses when waging war), but the game difficulty I set at "warlord" which is one step below the default difficulty. For interactive AARs I tend to play on easier difficulties so that if the council screws up on something it won't imperil the faction and end the game.

    You have Civ IV? I would definitely get Fall from Heaven II. Especially if you've ever played Dungeons & Dragons; this game is based of a D&D game the mod leader played. I would also get Rhye's and Fall of Civilization mod if you're a history buff.

    I'll post the update tomorrow night. Cheers! Cats

  14. #14

    Default Re: The Bannor Imperial Council

    Fine by me, I'm not very good at Civ I got Civ 4 with both expansions, uninstalled it to save hard drive space after I got Civ 5 and realized I liked it better. I've never got around to modding either one, sadly.

    Got to play my first Pathfinder campaign last summer. Would play more, but it's pretty hard to get a group going where I live.

  15. #15
    Kirila the Kitten's Avatar Primicerius
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    Default Re: The Bannor Imperial Council

    I too got Civ 4 and all three of its expansion (there's also Colonization Sleeping Bear) and I should try those mods as well. But I heard Rhye's and Fall of Civilization has long turn times.

  16. #16

    Default Re: The Bannor Imperial Council

    I thought Colonization was a standalone, not an expansion? Maybe we all should have a game sometime

  17. #17
    Librarian's Avatar Ducenarius
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    Default Re: The Bannor Imperial Council

    How come you didn't invite me to this? Haahha


  18. #18
    Lord of Cats's Avatar Vicarius
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    Default Re: The Bannor Imperial Council

    ~ Events That Have Transpired ~
    1st Season of Year 1 to 1st Season of Year 2 of the Fourth Age

    As ordered by the Imperial Council, research on Animal Husbandry has commenced. For too long have our people been stuck in Hell; now that we are back in Erebus we must relearn how to domesticate animals that for once are not trying to kill us.

    The regiment of warriors enters Torrolerial and garrison it.

    The scouting party receives its mission and moves south. Within two seasons they travel roughly fifty-kilometers and arrive at the village.

    The villagers are friendly and welcoming. They ask for some stories and our scouts tell them the story of the Bannor fighting our way out of Hell; most of the villagers don't believe it but they are entertained nonetheless. The village elders decide to give us a gift. Our scouts receive fifty gold coins. After a farewell feast our scouts depart and return home.

    The coins are immediately seized and placed in the Imperial Treasury. The scouts now await new orders. They can reach the other village in two seasons.

    Bannor culture has been increasing, and along with it, our political influence. Our borders have now expanded to include the northern goblin-infested hills and the western rice plains. It will take about forty seasons until we have enough influence to extend our borders again from this settlement. Our population is also increasing and there are now twenty-thousand people residing in Torrolerial. Our people are now collecting raw rice as well as the Fruit of Yggdrasil for food.

    Meanwhile, a new regiment of warriors is about to finish training (4 seasons left). What shall our city produce next, my noble lords?

    Settlement Information

    Torrolerial

    Units Available to Recruit
    Warriors (Power: 3, Moves: 1) -- 9 seasons
    Scouts (Power: 2, Moves: 2) -- 9 seasons
    Workers (Can build improvements, Moves: 2) -- 9 seasons
    Settlers (Can found new city, Moves: 2) -- 25 seasons

    Buildings Available to Construct
    Palisade (defense bonus) -- 14 seasons
    Herbalist (increases health) -- 30 seasons
    Granary (increases city growth) -- 40 seasons


    Wonders Available to Construct
    none

    Projects/Rituals Available
    none


    There seems to be a debate about what to research next after Animal Husbandry. Councilor Black Winds advocates Crafting while Councilor Aldrick Taliani is pushing for Ancient Chants. I, Empress Capria, lean towards Crafting since it leads to Mining. For our warriors to become stronger we will need to be able to mine the earth for important metals. The production from mines will also get buildings done quicker. But I shall leave the ultimate decision of technological research to you, noble Council.

    The Imperial Council is now in session, and decisions made will affect the next five seasons (turns). Next update shall be a week from now.



    @Libarian: sorry for not sending you an invite. Feel free to join; the more the merrier.

  19. #19
    Kirila the Kitten's Avatar Primicerius
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    Default Re: The Bannor Imperial Council

    @SleepingBear

    Indeed we should try some multiplayer in the normal Civ4, you, me, Lord of Cats, and anyone else interested!





    Councilor Kirila has already expressed his interest towards crafting and not the silly Ancient Chants.
    For now we should build a Palisade, to protect us from any incoming attack we may not be aware of.

  20. #20

    Default Re: The Bannor Imperial Council

    "I will concede for now, but I keep my notion that we should aim our research on culture, too, preferably after Mining. We should focus our capital's resources first on building a palisade and after that on recruiting workers to improve the yield of our lands."

    OOC: Sure, I'll be watching my back if I end up your neighbor though I'm confused, how are we already generating culture? And I'm going to keep nagging you about the Ancient Chants and subsequent technologies, I want to found a religion.

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