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> The Glorious Epilogue of Tcombat
Equinox
 Posted: Mar 1 2014, 04:46 AM
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"Ambassador Voss's report is promising, Your Serene Highness. The Dwarves are grateful for our efforts to mediate the conflict between the Crowmen and the so-called Dark Dwarves. He has seen many strange and wondrous things, the details of which are noted in the attached brief. It is his belief that once stability returns to the region, they will be powerful trade partners."

- Diplomatic Advisor


"Can't say I'm too comfortable with the idea of nine-foot long talking insects, but if the Prince says they're alright, then who am I to argue? Still, gives me terrible chills. Otto! Help out those workers with the outpost!"

- Johannes Brennt, Black Rock expedition guard


"Captain's Log, 66th day of the 500th year: Endless ocean in all directions, provisions low, crew morale flagging, but as long as we have the stars, we will find our way. We must persevere."

- Captain Holtz of the Horizon


Research
-continue Chemistry
-continue Improved Education
-continue Printing Press

Build
-continue Ironwerk Improvements (Ironworks)
-continue National Library (Library)
-continue National School (School)
-rebuild Black Rock diplomatic outpost

Spies
-Capital Counter-espionage
-Assisting Middlestone diplomats

Explorers
-continue mission north of Black Rock
-continue mission east of Middlestone

Navy
-continue Black Rock mission
-continue Middlestone mission
-continue mission west

Army
-Capital garrison
-mainland drills
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Invisible
 Posted: Mar 1 2014, 10:42 PM
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Hey guys I apologize for not posting I'm a little bit sick, I have a sore throat and it's so inflamed my throat tore open. Sorry il post by tonite.
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Invisible
 Posted: Mar 2 2014, 01:01 AM
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Research:

Metallurgy (continue)
Alchemy (continue)
Combat tactics/espionage (continue)

Building:

Honugaru warrior (continue)
Honugaru warrior(continue)
Honugaru spies(continue)
Grand Belaruse military academy in the capital (Military academy where all honugaru warriors are trained with foot solider divisions, officer divisions, etc ) (continue)

Actions:
Explorers:

1st explorer squad: Head southwest into the heart of the continent (deeper past the tribe)

2nd explorer squad: observe the tentacle beasts more but head north away from the homeland

1st Galley sqaud : travel south along the coast looking for civilizations (continue)



Send diplomats with a gift to the tribals (again?)

Spies:

Shangetsu (the first): Constant sweep for spies both foreign and domestic within
Elderon (the second): Get out of the grand union and return without being discovered

Armies:

1st Honugaru warriors: Hold for orders meditate and hone skills
2nd Honugaru warriors: Hold for orders meditate and hone skills
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Greatest_Dude
 Posted: Mar 2 2014, 01:29 AM
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3rd age year 500 Fall: age of exploration, new friends are made and old enemies resurface

Hi no Kuni: the diplomat makes contact with tribals, they do not trust him and he is forced to make a house outside of their forest, they seem to want him around for more weapons to kill each other with. after further examination from the explorers the Giant creatures seem to be the ones who have made this city and they seem to speak a bastardized version of our own language. the explorers travel past the tribe only to find a giant pillar of purple wind. they await orders but they get a bad feeling from this place. the Grand union begin their trade of finely crafted objects to your country the people are over joyed at their products.

Sha'maeli Empire: as the army pulls back the rumor spreads of the slaves being back and are now out for revenge, the views are mixed from more people joining the army to put them back in their place, to appeasement cults who believe this to be cure for what they have done. the explores are having a difficult time watching their numbers and staying distant from them, their numbers seem to be endless it is like every firewalker that was killed has been reborn. the explores do find a race of thin weak feathered creatures (ostrich men) but it seems the fire walkers are already destroying them, they kill then rip off chunks of flesh to fuel their bellies. the Walkers that have had their bellies reignited into infernos are spotted attacking the tribals. the Blaze as the scouts call them, can shoot fire from themselves, have strength surpassing the Kavu and seem to be leading the lesser ones. the deal with the Shashinni goes as planed and the schools and libraries are filled with foreign knowledge. the mesa is now in your territory you can mine for wealth now.

AlderBlack: the excavation into the ice begins, the miners are starting to discover that the ice is harder than normal ice, and upon close examination grows slowly back, but they assure you they can dig this tunnel, just won't get done any time soon. both explorers find a grouping of tribes of what seem like small orks with large ears (goblins), beings with crushing claws and natural armour (crab men), and things that are made of a thousand wiggling worms, they all seem to mix races across the tribes but eh tribes are yet to be united. the northern ships continue to find more rocky shores, and ice cliffs, but they also find signs of life as the are small flightless birds who swim through the water on the coast (penguins), they are edible. (supplies replenished) the eastern ship turns back as their supplies run low.

The Arisen: the mind begins to figure out that the dead eaters can't connect to it, and this is their way of communication. the hive mind begins to decipher the sounds. these people call them selves the dead ones, and call this land the corpse kingdom. learning more... the Airmies attack the light walkers? (waiting on reply on who you are attacking)

Principality of Rhineland: the diplomats in middle stone after their great start are starting to get bogged down in the difficulty off the meanings behind the things, they are a stubborn people. "one side always believes the opposite of the other it is infuriating as they can't agree on anything, not even the luncheon. " -Ambassador Voss. with the first of the midnight shipments from black rock starting the exchange between or food and their minerals are very effective, they even seem to have a understanding of alchemical substances like acids. (chem bonus) if we could get a better understanding of these chemicals then it might help us further. the western expedition is running low on supplies, if they don't get food soon them they fear the worst. failure in the eyes of our king. Black rock miners beak in to Middle stone mines (smell a dispute coming on)

Republic of Stygia: sits there pondering on who to ally with.

Hi no Kuni:
Research:
Metallurgy 3/7
Alchemy 3/8
Combat tactics 3/7 espionage 1/6

Build:
Honugaru warrior 3/5
Honugaru warrior 3/5
Honugaru spies 3/4
Grand Belaruse military academy 3/12

Sha'maeli Empire:
Research:
Metallurgy 3/7
Advance Agriculture 3/8
Advanced traps 3/8

Build:
Velkesh Archers 3/5
Iron Guards 3/7
Brutalizers 3/7
Ironworks 3/7

AlderBlack
Research:
-Basic Aerodynamics 3/15
-Corpse-crafting 3/9
-Blood Vine removal 3/5

Build:
-Raise a skeleton unit 3/4
-Raise a skeleton unit 3/4
-Settlers 3/4
-theater 3/3
-ice tunnel (hard to do digging through about 1 mile of ice ) 1/12

Arisen
Research:
sons(light people) 3/10 (harder because of difficulty to watch them)
wildlife 3/6
ocean 3/7

Build:
observation towers 3/5
Grand Shelter 3/4
Meat factory (don't eat) 3/3 (done anyway)
Great walkers 1/5
Great walker 1/5

Principality of Rhineland
Research:
Chemistry 4/8
Imp. Education 3/6
printing Press 3/7

Build:
Ironwerks 3/7
Library 3/10
School 3/5
Black rock outpost (improved) 1/3

Republic of Stygia:
Research:
Scrying Magic 3/15
Enchantment 3/19
Metal Casting 3/11

Build:
School 3/5
Library 3/10
Ironworks 3/7
Lava Mine 3/6

--------------------
Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
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Spookums
 Posted: Mar 2 2014, 11:00 AM
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[Actions]

-Start integrating the scattered and divided western tribes into the empire. Alderblack can offer them many great things from the safety of their great mountain-homes to the plentiful food grown by the lower castes. The entirety of the island will become the domain of the Confederacy of Alderblack one way or another, it's up to them how easily they wish to integrate. For now though a new coastal settlement by the name of Mir'Haven will be build along the coast with the goal of establishing an Alderblack presence amongst the locals. The higher castes will help establish law and civic order while the lower castes will bring industry and culture. I'll let the luxuries of a civilized world draw the locals in and the promise of a better life in Alderblack society keep them there.

-With the completion of the Grand Theater, Taraptus will hold a cultural festival in the capital city, (Which I've now named Orzindell). The lich understands that having a towering monstrosity of unlife being your sovereign can be a bit... unnerving. He hopes that this cultural festival will be a chance for him to soften his image and get on his people's good graces. A little wine-and-dining with the noble caste, a dash of honoring the skilled performances of the artisan caste, and of course a few kind words about unity and hope for the future towards the lower castes, and he'll be a beloved leader in no time.

[Research Slots]

-Basic Aerodynamics
-Corpse-crafting
-Plant removal

[Build Slots]

-More Settlers
-Start excavating the upper portions of the castle. Let's go tower by tower and start working our way down from the inside.
-Start excavating an express tunnel down to the frozen village.
-Speed up tunneling

[Explorers]

-Head back up north to rendezvous with the exploratory ships
-Sit on their hands till there's more land to discover.

[Settlers]

-Head to the western edge of the island and establish a new settlement along the coast. This port city will act as hub for which the new races can amass and eventually integrate into the confederacy.

[Navy]

-Head back to the mainland. They need to pick up some 'splorers to investigate the northern lands.
-Turn back and head to the home island. Need more supplies if I want to travel further from home.

[Armies]

-The skeleton units will help assist the excavation effort around the frozen lake. Since they don't need to eat or rest they should be able to make some headway.
-Accompany the explores as they circle the island.
-Accompany the explores as they circle the island.

user posted image
Teraptus at the theater
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Equinox
 Posted: Mar 3 2014, 08:13 PM
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Time to nip these troubling developments in the bud.

"Our man in Middlestone has a new assignment. Study these people's history and find any common ground that could bring them to the negotiation table. If all else fails, give them a reason to work together." -Encrypted letter to Ambassador Voss' "aide"

"Consult with Black Rock and Middlestone about territorial boundaries, underground mapping, and send in a pair of teams of inspectors to determine who has mineral rights where. The last thing we want are these two states fighting each other." -Missives to both expedition commands

"The western expedition must take heart; they represent the pride of the nation, forging a path where none have gone before. Ration what supplies remain, and sail on." -Messenger raven to the Horizon

Research
-continue Chemistry
-continue Improved Education
-continue Printing Press

Build
-continue Ironwerk Improvements (Ironworks)
-continue National Library (Library)
-continue National School (School)
-rebuild Black Rock diplomatic outpost

Spies
-Capital Counter-espionage
-Assisting Middlestone diplomats

Explorers
-continue mission north of Black Rock
-continue mission east of Middlestone

Navy
-continue Black Rock mission
-continue Middlestone mission
-continue mission west

Army
-Capital garrison
-mainland drills
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Invisible
 Posted: Mar 4 2014, 05:11 AM
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Research:

Metallurgy (continue)
Alchemy (continue)
Combat tactics/espionage (continue)

Building:

Honugaru warrior (continue)
Honugaru warrior(continue)
Honugaru spies(continue)
Grand Belaruse military academy in the capital (Military academy where all honugaru warriors are trained with foot solider divisions, officer divisions, etc ) (continue)

Actions:


Offer our services to the tribals as the best warriors and spies in all the land for hire

Explorers:

1st explorer squad: head north try and discover everything in the imediste area (four turns) of hi no kuni

2nd explorer squad: head into the tentacle beast territory try and determine if they're hostile of not attempt to communicate

1st Galley sqaud : go to land and try and resupply and search immediate area (as per the rules)



Spies:

Shangetsu (the first): go spy on the beasts in the north and figure them out
Elderon (the second): take shangetsu's post and sweep for spies foreign and domestic

Armies:

1st Honugaru warriors: Hold for orders meditate and hone skills
2nd Honugaru warriors: Hold for orders meditate and hone skills
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mythicdawn12
 Posted: Mar 4 2014, 09:14 PM
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Research #1: Abandon light people, research enemy weapons
Research #2: Continue Research
Research #3: Continue Research

Build #1: Finish Sight towers
Build #2: Continue building great city
Build #3: Build great walkers.
Build #4: Build great walkers.

Spy #1: Spy on light beings that enslave the others, sabotage when possible


Explorer #1: Continue communication with dead eaters


Standing Army #1: Counter assault the light beings (the enslavers)
Standing Army #2: Counter assault the light beings (the enslavers)
Standing Army #3: Counter assault the light beings (the enslavers)
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Zurumon
 Posted: Mar 5 2014, 12:00 AM
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Research
Metallurgy(if I already count as having advanced Metalurgy)
Advance Agriculture
Advanced traps* for big game and lesser races*

Building
Clan Velkesh Hunters- Armed with a powerful bow to match their size, light armor, two hand axes, and Dire Hyenas.
Clan Tornat Iron Guards- Armed in light chainmail with a thick heavy spiked tower shield and halberds.
Clan Shinde Brutalizers- Armed with heavy armor, large war mauls capable of swatting aside the lesser races, and armored Dire Hyenas.
Ironworks

Actions

Explorers:
- Go to the Ostrich people and tell those that wish to live to exodus to the Sha'maeli Empire. Guide these refugees far away from their flaming aggressors.*Use caution*
- Continue to head west
Spies:
- switch to promoting Karvu supremacy ideology, we are the greatest race after all
- The other will remain at the homeland spreading propaganda to increase loyalty and devotion to Emperor Sha Vu.

Military

-1st&2nd SAs group up and begin pest control, use the enemies mindlessness to our advantage lead them into traps and fight in the shallows of rivers/lakes. The Fire walkers killed will be dropped into the rivers or buried so this time the slaves stay dead.


Other
-see if the Shashinni are willing to share the rocs and their training as if we are to be their guardians the large birds will help us cover more land and allow for faster response times should they be invaded.
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Phydeaux
 Posted: Mar 5 2014, 02:24 AM
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RESEARCH:
Slot #1: Continue Scrying Magic
Slot #2: Enchantment
Slot #3: Metal Casting

BUILD:
Slot #1: School
Slot #2: Library
Slot #3: Ironworks
Slot #4: Lava Mine

UNITS:
Sea Transport #1: Remain in capital.
Sea Transport #2: Remain in capital.

Infantry #1: Remain in capital.
Infantry #2: Depart for the border between the Blanc and the Rakth.

Spy #1: Remain in capital.
Spy #2: Accompany Infantry #1 to border.

Explorer #1: Travel to Rakth.
Explorer #2: Travel to Blanc.

ACTIONS:
The Republic of Stygia wishes to broker peace talks between the Blanc and the Rakth, to be held at the border between their territories under the guidance and watchful eye of the Republic's diplomats and armed forces.
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Greatest_Dude
 Posted: Mar 5 2014, 04:47 AM
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3rd age, 500th year, Winter

Hi no Kuni: the offer is made to the tribals and they offer their goods but it quickly comes to light that none of the tribes have anything of value to pay with, besides crude trinkets meant to ward off bad spirits, and poisonous frogs that can only be produce in small quantities. the explorers head north only to find a large mountain bleeding liquid earth. (volcano) the ships as they come on to land to stock back up on supplies, come across the ruins of an ancient city. when they search the city they come across a library with scrolls still in perfect condition like they were waiting for people to find them. they are all written in a foreign language though, and thus unreadable. what should we do with these the explorers send back. the northern explorers begin to explore the monster's land, they are shocked to find that the monsters warmly welcome them into their lands, and give them a tour of their beautiful capital. with it's wondrous paintings that invoke emotions that are only for women, the architecture that seems to defy gravity, and their fountains that can spray water on their own through some hidden device. the city stand in stark contrast to the horror of the creatures who call them selves the Banu. despite their appearance they do not seem to be a threat.

Sha'maeli Empire: the explores encounter the bird men who quickly agree to leave as any place is better than this burning hellscape, though it seems that the war is not going well in their lands as those who don't or can't leave in time are quickly burned alive in the inferno that follows the Firewalkers. the sky glows and the wind caries the ashes of the dead. the explorers fear that the firewalkers will follow them after they are done, with the dead. the valiant soldiers of the Karvu defend the no man's land but the firewalkers seem to no longer be mindless as they begin to walk towards the river traps, stop then move back and just watch, until l eventually they leave. the propaganda has been able to curb the appeasement cults but they still exist spreading their word to any one who will listen. on better news the western explorers find a strange race of balls of light surrounded by metal that they seem to be able to make appendages from. they live peacefully with each other digging up metal and other building materials to build more of them and statues of a strange thin ape man with weid contraptions on it. they communicate in indecipherable beeps and whistles. the Shashinni state that they have not finished figuring out a way to train the roc, so they regret to inform you that they can not give you this at this time.

AlderBlack: the eccentric diplomat Millian Junes, is sent over and uses his amazing acrobatic skeleton circus, and the famous Spooky, scary skeleton dance crew. with his entertaining and bewitching tales the tribes seem over joyed at the prospect of homes of that they won't freeze in and enough food that they won't stave. all the tribes put aside their differences and join you. the week of celebration of the arts even greater excite the newcomers and creates a welcoming ceremony for the tribes men. the ships head back and begin loading up the explorers to explore this new land. the eastern ships show up with nearly half the crew dead from starvation and disease. (congrats you got scurvy! biggrin.gif)

The Arisen: the killers are sent out to bring the alive to dead but they fight from all sides. we can't move. we die. (30% casualties) the watcher in the lands find nothing from the controllers. the dead eaters continue with their sounds, we learn more that they did not always used to look this way, but it is their fault that they do? they confuse us.

Principality of Rhineland: the diplomat finally breaks new ground as he points out that this bickering is destroying their country, and if they continue then there will be nothing to fight over. the Hei (crowmen) and the Mund'hei (Dark Dwarvves) begin the long process of settling down what is holy in their religion and what isn't. there is a long tunnel to mine of but we will grow rich from it. the mining situation is settled by Rhineland diplomats who manage to fix the situation by making the break ins become trade tunnels between the two countries, black rock is especially over joyed at this and send a gift of the concentrated essence (large glass container of green, very acidic goo) of their greatest hero as a sign of peace between the nations. the western explorers manage to reach land, suffering no casualties, through proper rationing and their will to succeed in the eyes of the new king. the land they reach is a strange one, it is nearly entirely covered in mountains some of which bleed and smoke. we will be hard pressed to find food in this unforgiving land, but lucky the seas are not as cruel. they stop and fish and fill up on water before exploreing further.

Republic of Stygia: finds a beautiful veined marble in their land could be a good trade item if there was any one worth trading too. the diplomacy is proving to be difficult as the Rakath say that the Blanc are deceivers and liers (apparently the highest insult in their culture), and the Blanc say that the Rakath have been killing their people for generations and are killers. the diplomacy continues.

Hi no Kuni:
Research:
Metallurgy 4/7
Alchemy 4/8
Combat tactics 4/7 espionage 1/6

Build:
Honugaru warrior 4/5
Honugaru warrior 4/5
Honugaru spies 4/4
Grand Belaruse military academy 4/12

Sha'maeli Empire:
Research:
Metallurgy 4/7
Advance Agriculture 4/8
Advanced traps 4/8

Build:
Velkesh Archers 4/5
Iron Guards 4/7
Brutalizers 4/7
Ironworks 4/7

AlderBlack
Research:
-Basic Aerodynamics 4/15
-Corpse-crafting 4/9
-Blood Vine removal 4/5

Build:
-settlers
-Settlers 4/4 (done)
-excavating the castle 1/12
-ice tunnel 2/10 (2nd build slot)

Arisen
Research:
sons(light people) 4/10 (harder because of difficulty to watch them)
wildlife 4/6
ocean 4/7

Build:
observation towers 4/5
Grand Shelter 4/4 (done)
Great walkers 2/5
Great walker 2/5

Principality of Rhineland
Research:
Chemistry 5/8
Imp. Education 4/6
printing Press 4/7

Build:
Ironwerks 4/7
Library 4/10
School 4/5
Black rock outpost (improved) 2/3

Republic of Stygia:
Research:
Scrying Magic 4/15
Enchantment 4/19
Metal Casting 4/11

Build:
School 4/5
Library 4/10
Ironworks 4/7
Lava Mine 4/6

--------------------
Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
PM
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Spookums
 Posted: Mar 6 2014, 05:44 AM
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[Actions]

-Alderblack will start integrating the new tribes into their caste system. The non-orc races will fill a new caste on level with the lowest rungs in the agricultural caste. The Crabmen will work the seas and provide fish and seafood to the rest of the nation while the goblins will work the mines in the mountain-homes. The Wormfolk will be given a more specialized task. Expansive Worm Pits will be constructed to aid in the creation of skeleton units. Bodies will be placed within these pits so that they may be consumed by the wormfolk and picked clean to be resurrected as skeletons. (I'm hoping that maybe this could knock a turn off of their construction time)

[Research Slots]

-Basic Aerodynamics
-Corpse-crafting
-Find a way to use the numbing flowers as an anesthetic for medicine. We'll use this as the first step in developing advanced medical technology.

[Build Slots]

-More Settlers
-Castle excavation
-Start excavating an express tunnel down to the frozen village.
-Speed up tunneling

[Explorers]

-Take the ships up north to explore the new landmass
-Hop aboard the east-bound ships

[Navy]

-Take the explorers north and drop them off at the island
-Move to the southern coast. We'll try exploring south this time.

[Armies]

-The skeleton units will help assist the excavation effort around the frozen lake. Since they don't need to eat or rest they should be able to make some headway.
-Accompany the explorers on the northern ship
-Accompany the explorers on the southern ship


Goblin Settlements
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Invisible
 Posted: Mar 7 2014, 02:10 AM
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EPIC WIN MAN
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Research:

Metallurgy (continue)
Alchemy (continue)
Combat tactics/espionage (continue)

Building:

Honugaru zenith warrors- super light weight hit and run, raiding, clean up, sabatoge, specialise in monuverability, quickly doing damage and quickly escaping: contain the gift.
Ironworks
Settelers
Grand Belaruse military academy in the capital (Military academy where all honugaru warriors are trained with foot solider divisions, officer divisions, etc ) (continue)

Actions:

Plan a giant lunar festival inviting all my neighbors cherishing our prosperity

Send diplomats into the land of the beasts carrying gifts, we wish to become great friends with them and hopefully they can impart their knowledge on us and we can impart ours on them.

Take what they can of the scroll sand return it to our country for the scholars to decipher

Ask any of my neighboring friends if they have a more completed map

Attempt to befreind the tribals and figure out where they get their poison frogs/ buy some from them for breeding/ assasination
Explorers:

1st explorer squad: head deeper into the peninsula east

2nd explorer squad: head south into the continent

1st Galley sqaud : Return any scrolls they can fit in the ship, keeping them maximum protected and kept pristine and return them to the homeland for deciphering



Spies:

Shangetsu (the first): Return to home base and continue sweeping for foreign and domestic spies
Elderon (the second): Sweep for spies foreign and domestic
Lancaster (the third): sweep for spies foreign and domestic
Armies:

1st Honugaru warriors: Hold for orders meditate and hone skills
2nd Honugaru warriors: Hold for orders meditate and hone skills
3rd Honugaru warriors: Hold for orders meditate and hone skills
4th Honugaru warriors: Hold for orders meditate and hone skills

user posted image
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Zurumon
 Posted: Mar 7 2014, 07:37 PM
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My Glorious Emperor, Clan Velkesh are not explorers but warriors. Send peasants to scout the land.
Calm yourself, the east has proven to be dangerous. I have no doubt you will soon find yourself in righteous combat. My will is set, so it shall be.
As you will my Emperor.
Research
Metallurgy
Advance Agriculture
Advanced traps* for big game and lesser races* put on hold
Study the Firewalkers, use ancient scrolls from when they were slaves for clues.

Building
Clan Zuru Dominators- Armed with Halberds and heavy armor, these warriors specialize at using their weapons reach to control their opponent and despatch them.
Clan Tornat Iron Guards- Armed in light chainmail with a thick heavy spiked tower shield and halberds.
Clan Shinde Brutalizers- Armed with heavy armor, large war mauls capable of swatting aside the lesser races, and armored Dire Hyenas.
Ironworks

Actions

Explorers:
- Continue to aid with the exodus to the Sha'maeli Empire. Guide these refugees far away from their flaming aggressors.*Use caution*
- Continue to head west, try to communicate with these strange creatures but don't waste time if they can't speak.
Spies:
- switch to promoting Karvu supremacy ideology, we are the greatest race after all
- The other will remain at the homeland spreading propaganda to increase loyalty and devotion to Emperor Sha Vu.

Military

-1st&2nd SAs will continue to fight against the encroachment of Firewalkers.
-Velkesh Hunters will scout out the north to east of the plateau for potential threats.

Other
- Clan Zuru will secure one very dead fire walker and send it back to the empire for future study. (I'm pretty sure they have a lot of corpses to choose from)
-Ask the Shashinni if they know anything of the light spheres to the northwest of them.
-Inform them of the danger of the Firewalkers, we are holding them off but it is in their best interest to send aid.(be it food, troops, or their metals) If they send aid but not in troop form use the aid to speed up Clan Shinde Brutalizers.
- The Divine Emperor Sha Vu will publically denounce the Appeasement Cults as traitors to the Karvu and the Sha'maeli Empire.
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mythicdawn12
 Posted: Mar 8 2014, 04:08 AM
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Research #1: research enemy weapons
Research #2: Continue Research
Research #3: Continue Research

Build #1: Finish Sight towers
Build #2: Build Shelter cannons
Build #3: Build great walkers.
Build #4: Build great walkers.

Spy #1: Spy on light beings that enslave the others, sabotage when possible


Explorer #1: Continue communication with dead eaters


Standing Army #1: Counter assault the light beings (the enslavers)
Standing Army #2: Counter assault the light beings (the enslavers)
Standing Army #3: Counter assault the light beings (the enslavers)
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