.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Multiplayer & AARs (http://forum.shrapnelgames.com/forumdisplay.php?f=62)
-   -   MP Game - Yarnspinners (http://forum.shrapnelgames.com/showthread.php?t=20435)

Alneyan October 26th, 2004 01:31 PM

Re: MP Game - Yarnspinners
 
Turn 13 has just run (meaning turn 14 has been sent).

There has been no news from Abysia for at least a few turns, and so I will start advertising for their position.

puffyn October 26th, 2004 09:02 PM

Re: MP Game - Yarnspinners
 
---- Arcoscephale, Turn 13 ----

I really thought it was just a slur. Ever since we got here, the villagers have been calling Golana "a den of vipers," "a snakepit," "full of cold-blooded lizards," and so forth. It turns out, though, that the residents of Golana really are lizards. It's so hard to know what to believe... though I'm trying.

Fortunately, as it turns out, the Golanoids are (oops, were) very weak lizards, certainly no match for the havoc wrought by our elephants. Alas, in their retreat they were able to kill the two mighty creatures, which left me a little sad, because I had grown attached to the beasts. I couldn't help but notice that their handlers seemed almost relieved.

The elders back home have signed a non-aggression pact with the Vans, a race of people living beyond the western mountains who have recently been expanding their territory. Apparently we gave up claim to Godsgrave Mountain as part of the peace treaty. Just like that— what was once worth dying for is traded away for a scrap of paper.

There is something... refreshing about being on this campaign. The phalanx that I now lead arrived in Oast Hills while I was gone, and some of them are old friends, from the long journey out to this excessively god-filled land. Sometimes it almost feels like we are all ten years younger, and I have had perhaps half an hour steal by without thinking at all about... more recent events. Ah, Thymbre... I can picture the way you would have laughed at me, just so, when I insisted on inspecting the corpses myself, just to be sure they were really lizards.

There is another province nearby, weakly defended, that we march toward. Hopefully by then, the men will have stopped teasing me with their odes to lizards, which are, if anything, even more ludicrous than the previous spate of butter songs. Those who have seen them in person insist that the Vans are sometimes impossible to see even if you're looking straight at them. Good men, I have no reason to doubt their word, and there are certainly strange things in this world. But when the men insist that Limmy is a huge blue giant for four arms, I know they're just playing one of these odd mind games men often play with their commanders. I mean, really, I've met the guy.

---

puffyn October 26th, 2004 09:14 PM

Re: MP Game - Yarnspinners
 
I just wanted to say keep up the good Posts, Curious Cat... nice to have you on board.

Even for those of you who have decided you don't have enough time to write a yarn every turn, it would be nice to hear from you on occasion. You know, once in a while give a brief state of the empire summary, so we don't have to keep guessing what you're up to just from the score graphs... http://forum.shrapnelgames.com/images/smilies/wink.gif

CuriousCat October 27th, 2004 11:35 PM

Re: MP Game - Yarnspinners
 
Machaka: Turn 13

Cetewayo looked up as the messenger entered.

"Master, a messenger has arrived from Caelum."

"Show him in," Cetewayo replied. He would prefer to host the first messenger of his new reign in the capital. There he could have properly impressed this emissary with his nation's culture and power. Here, in the field, he would have to settle for a display of military power. He was a bit concerned. He had just taken a valuable province which bordered the Caelum Magocracy as well as other, unclaimed provinces on the opposite bank of the river. His nation was not in a powerful position, but he had to recover from this less than auspicious beginning. In order to do that he needed to expand considerably. From the information his intelligence services had gathered he suspected that his was on of the smallest nations in the world. The only way to obtain the resources required to build a viable nation was to expand the borders of the nation. A war with another powerful, united nation would not serve to advance this goal, especially when so many unaligned provinces remained ripe for the picking.

Entering the tent once more, the functionary announced, "The representative of the Caelum Magocracy, the emissary, Chako."

The "man" entered. Of course the word man was not quite appropriate. The "being" was quite tall and rather thin, though not quite skeletal. Of course, the most unusual feature were the wings. The messenger performed the most minimal and perfunctory acknowledgement of Cetewayo's position as the God-King of Machaka.

"Chako is not a Caelumite name," stated Cetewayo.

"It is the Machakan name that I took when I studied your language. I do not expect those who do not speak my tongue to attempt to pronounce my name," replied 'Chako' with more that a little arrogance. He had been instructed not to hide his disdain for these 'people' and their 'culture'.

Cetewayo read the situation properly. He knew that he was being 'put in his place' by this emissary on direct orders from his leader. Such a low level functionary would never dare show such disrespect without explicit direction to do so.

He decided to respond with a bit of irritation himself. "Would you be interested in some Kaf?" he asked.

Chako could not suppress a slight shudder. Kaf was a hot drink that these Machakans drank on a regular basis. Something hot to drink was the opposite of what he wanted. These lands were unbearably hot without imbibing a heated beverage. He could not wait to leave this hell and return to the thin cold air of his homeland. "Thank you, but I would prefer to proceed with our business if you find that acceptable," he replied.

"Ah, yes, your people are not fond of the heat here on the plains are you?" Cetewayo responded, knowing that having this weakness openly discussed would irritate Chako.

"As your own people are not fond of the Cold of my homeland," replied Chako. He continued, "It is to that end that my Lord sends the following message: 'I hope you do not plan on crossing the straights. They would make a great natural border between our nations.'"

Cetewayo was taken aback. He knew that this was the opening salvo in a negotiation, but it was a rather extreme demand. Assenting to such an agreement would constrain his empire to a thin strip and leave his nation absolutely at the mercy of the nation occupying the opposite bank of the river. This would take some thought. "Thank you for the message," he stated dismissively. He continued, "You may return to your icy lands. I will send a messenger with my reply after due consideration."

After the messenger left he pondered the situation. His current position could be seen as threatening. His forces were in a territory that would provide direct access to the Caelumite province of Mukhtadir. Of course, he had no designs on the province. He was much more interested in absorbing the unaligned lands.He would send scouts into the surrounding territories to gain more information. He would take Babu and his army and expand the empire himself. If things went well there, Babu could receive further authority.

Sedna October 28th, 2004 08:09 PM

Re: MP Game - Yarnspinners
 
Turn 14, R'lyeh

Well, gosh, if that didn't just ruin my whole month. And it was going so well... There's nothing quite like the taste of archer in the morning, and their bows are really useful for picking things out of your teeth, or, you know, dislodging bits of limbs that got stuck in your tentacles... anyhow, it was a really good meal. And just next door, my worthless chattel fought a force that outnumbered them, and they actually managed to defeat it. And nobody died. Well, nobody important.

So life was really going well, and I was in a great mood, 'cause of all the money and the food. Forest people just have this delightful hickory smoked taste to them, I think. And I swear there were some hints of maple, too, and some really subtle flavors...

But I tried to talk to Mr. Flibbles, but he wasn't there, and then I tried again, but he still wasn't there, and now he's gone... all gone... nobody left to talk to, they're all so scared of me, but Mr. Flibbles wasn't, he was my friend, but then he got mad at me, and now he's not my friend anymore, he's not anyone's friend, and why couldn't he have let me eat him if he wanted to die so much? I would've done it, for him.

So what do I care if someone found some air gems in Minto Strait? I don't even know where that is. I think I'll just send them to other people. It's not like they'll make Mr. Flibbles come back. Ever ever ever again.

Not many fishies left, not many fishies...

So, I think I'll go attack this province, and, you know, kill everyone there with horrible sucking death. But I won't enjoy it.

Alneyan October 30th, 2004 12:14 PM

Re: MP Game - Yarnspinners
 
As usual, I have forgotten to post the notice that turn 14 has run (we are now playing turn 15).

I cannot manage to write anything these days (related to Dominions or not; an attempt at writing someting for Space Empires does not seem to have much success either), and so you should not expect Man to produce some yarns in the foreseeable future. If someone needs to know something about Man (R'lyeh?), do ask me and I will give the details.

On another matter, Atlantis seems to have gone AWOL. Does anyone have news about them?

puffyn October 30th, 2004 04:34 PM

Re: MP Game - Yarnspinners
 
Alneyan,

That's a pity. I was hoping to find out what happened to Ilneoa... but so long as you keep hosting the game, I'll be happy. http://forum.shrapnelgames.com/images/smilies/happy.gif

puffyn October 30th, 2004 04:37 PM

Re: MP Game - Yarnspinners
 
---- Arcoscephale, Turn 14 ----

Late spring in the southern marshes

The news recently has been all good.

Lussan fell easily beneath the spears of my Silver Shields. To celebrate the victory, I will raise a temple to Apollo, patron of the intellect, leader of the Muses, and source of the Oracle at Delphi which Thymbre loved so much. Over its arches I will etch her name, and there it shall remain while this world remains unbroken.

Balachandra and his siblings have finally gotten around to doing some useful research on construction techniques. It's not science exactly, but it's probably the best I can expect out of these unenlightened folks. I'm sure Balachandra is wise, and Amshula gained some valuable experience leading the attack on Skelde Henge (in fact, she is bringing some newly trained elephants to swell my ranks this turn), but they're still all basically crazy. Balachandra has plans to "project his astral self in an attempt to locate sites of Astral power". Fine, whatever he does in his spare time is his own look-out. But apparently this nonsensical ritual takes a full month, during which he won't be pursuing his very interesting thoughts about the construction of light-weight armor.

Divikar, always the copy-cat younger brother, plans to do a similar thing, pouring oil on a sample of soil brought back from Golana to see "hidden sites of fiery powers". I must be misunderstanding the ritual somehow, because I know it does not take a full month for a small oil fire to burn.

And finally, Limmy apparently finally lost his mind completely and attempted to attack Skeldmarsh all by himself. Needless to say, he died. I guess I'll miss the blue freak, but this will certainly quell the campfire rumors that he's the "8th incarnation of the immortal Vishnu", or whatever the locals think this week.

My butter supply is undisturbed tonight for the first time in a long while. Tonight I will go sit on the high flat rock which will soon be consecrated to Apollo, spread butter on freshly fired bread, and watch the stars.

---

Alneyan October 30th, 2004 06:46 PM

Re: MP Game - Yarnspinners
 
Quote:

puffyn said:
Alneyan,

That's a pity. I was hoping to find out what happened to Ilneoa... but so long as you keep hosting the game, I'll be happy. http://forum.shrapnelgames.com/images/smilies/happy.gif

She has just won the prize at the Pretenders' lottery: a single ticket to the otherworld, as a few arrows have just killed her. I guess that will remind me why Air-5 isn't quite the same thing as Air-9 when you want to fight half the world on your own. Oh well, she will just come back eventually, slightly more bitter and overeager to share her experience of death.

magnate October 31st, 2004 07:47 PM

Re: MP Game - Yarnspinners
 
Sorry folks, been away for a few days. Will catch up with the scores tomorrow. Hope you're all having fun ...

CC

Sedna October 31st, 2004 11:19 PM

Re: MP Game - Yarnspinners
 
Turn 15, R'lyeh

My little corner of this world is slowly taking shape. I am unbounded to the north, and can expand there for some time without interference from others. I've become quite confident in my ability to eat and rout these measly humans. My next attack will be on a heavily defended province, but Death doesn't scare me, I met him at this party on Epsilon Eridani one time... a very dry sense of humor.

I was told by lunch that the other would-be-gods are outpacing me in magical research now that I've left my dark undersea lab to feast. I'll summon some brains, but I don't really expect them to discover much without my brilliant tentacle guiding them.

I've chosen a site for my first coastal province. It is a good site, with moderately useful human crossbows, a library for sages, and a pleasant little path running down the cliffs to tide-pools where humans often bring their children to play. I anticipate many good spawns....

My first task force is going to spend a few seasons regrouping. Meteorite guards have an annoying habit of scattering in battle, and some sort of fodder is necessary to protect my precious, nummy, Illithids. I'll... "volunteer" a few humans to replace them, and collect some of the less pathetic runaways. They deserve death, not a second chance at glory, so I'll be sure to put them at the front of my formations with orders to attack the k-nig-its. A second task force is slowly making their way upriver through the mud to Red Lake, where they shall burst forth upon the witless inhabitants, spewing death.

CuriousCat November 1st, 2004 01:14 AM

Re: MP Game - Yarnspinners
 
Machaka: Turn 14

Cetewayo was livid. The only good news he had received in the month was a few nature gems being found in one of his territories. As if he had a use for them at the moment... At least none of the other pretenders in the world had attacked. Of course, it didn't seem that there was a need since his useless subjects couldn't deal with a handful of independents. Killing a few villagers calmed him a bit... but only a bit. He felt a little guilty. He could hardly afford to loose anyone from his domain. He was a little confused by the upset his little diVersion caused. Wasn't he not quite living proof that there was life after dead?

He had plenty of pressing concerns to get his mind off of the army's failure. Man was to the North, a large and intimidating presence. Across the river, the nation of Caelum was attempting to complete the box that would make it impossible for Machaka to flourish...

He had to put the bad news behind him and salvage what he could. Babu would become prophet. He might not be the best possible choice, but he was the best available choice. Hopefully a prophet would help bolster the domain while it recovered from recent setbacks.

magnate November 1st, 2004 12:02 PM

Re: MP Game - Yarnspinners
 
Ok, looks like we're down to three regular yarnspinners:

Turn 12: R'lyeh 2, Arco 2, Machaka 2
Turn 13: R'lyeh 2, Arco 2, Machaka 3

Totals after turn 13:
Abysia 14
Arco 27
Atlantis 2
Caelum 4
Ermor 20
Machaka 19
Man 12
Mictlan 6
R'lyeh 17
Vanheim 4

Hope the rest of you are still enjoying it,

CC

CuriousCat November 2nd, 2004 02:20 AM

Re: MP Game - Yarnspinners
 
Machaka: Turn 15

"Master, a messenger from Man has arrived," nervously stated the messenger. He recalled the previous messenger from Caelum and the foul mood Cetewayo had displayed as a result. After the past months' military failures, the messenger was justifiably concerned that being near the god could soon become dangerous to one's health.

"Yes, show him in." Cetewayo again wished for the splendor of the Capital. After the military failures, the camp wasn't terribly impressive as an example of imposing military might. Of course, rumors reported that Man may have had a few stumbles recently, even, if rumor were to be believed, to the loss of their false god. Of course, that would only be temporary. Even the pitifully weak priests of Man would see that their deity returned.

Cetewayo was, again, concerned. Man was rumored to be the most powerful faction in the world. Even with the temporary loss of their leader... it would not do to 'upset' them. Diplomacy was so - distasteful. However, in this case it was more than necessary. It might be the only hope for survival. Regardless, he would not be a beggar. His nation was not without resources. Hopefully, allies could yet be found and the current situation remedied. In the mean time though, enemies would be most unfortunate.

The man entered. He was indeed a man. However, there was something almost imperceptibly subtle that hinted at something else. Cetewayo knew that few others in the world at this time would notice these slight differences. An even smaller number would have the necessary experience to know the fact to which these differences hinted. Cetewayo, however, was from a time long past and had seen the Tuatha himself. Indeed, he remembered the potency of their magic. Thankfully, their time had passed. However, these men had inherited more than a little of that magic, along with an air of otherness and an oh so slight exotic cast to their features.

The herald announced, "The honored emissary, Olwin of the Vale, representative of the faction of Man." Olwin performed an acceptable obeisance, nothing extravagant, yet not disrespectful.

"Welcome to our lands Olwin." stated Cetewayo as he observed the young man. Olwin was obviously a bit warm. The lands of the Machaka were uncomfortable for most races. However, this man was not suffering as the emissary from Caelum had suffered. Olwin did betray some arrogance as well. However, it was more the condescension of the 'Civilized' toward the tribal 'primitive' instead of the disdain for an inferior form of life the winged messenger had evidenced. Again, Cetewayo wished to be in the Capital. Balakavo would have driven such assumptions of superiority out of this one. Indeed, these were cross-breed woodsmen! Cetewayo forced himself to control his temper before anything unfortunate could happen. This man did represent the most powerful nation in the region, if not the world, after all. He continued, "Would you care for some refreshment?" as he gestured to a tray bearing an assortment of libations.

The selection included the native Kaf, heated of course, as well as a variety of chilled drinks, some imported from the Vale itself. To Cetewayo's surprise Olwin reached out and lifted the cup of Kaf. He inhaled the aroma and displayed obvious pleasure. Either the man was an accomplished actor or he enjoyed the smell. Olwin then replaced the cup. "Kaf is a rare treat that is indeed a welcome refreshment during the winter in my homeland. However, in this heat it would not be so refreshing. Instead, if you would not think less of me, I will partake of this excellent vintage." stated Olwin as he selected the best of the chilled wine from the Vale.

The two continued rather meaningless pleasantries until finally arriving at their business. "My mistress does not desire war at this time," stated Olwin, "However, if you commit an offense against our dominion, such offense will bring swift retribution from the Vale."

"Indeed, I would expect nothing less," responded Cetewayo.

An eon of meaningless formalities and pleasantries later Cetewayo was again alone with his thoughts. Reconstituting the army was first priority. However, gathering more intelligence about the world situation had to remain a high priority as well. Rumor could only tell him so much. More concrete information would be required.

Alneyan November 2nd, 2004 10:11 AM

Re: MP Game - Yarnspinners
 
Since I have received only two turn files for the current turn (Machaka and R'lyeh), I will take the liberty of postponing the turn for an undetermined period of time. Having more than half the players stale does not simply look like a good idea.

Incidentally Magnate, can I interest you in actually playing in the game? Three nations are currently virtually leaderless, so I suppose you could play one or two among them (they are Atlantis, Abysia and Mictlan). A typical turn is very fast for them, and would not take more than a few minutes, receiving and sending the turn included.

puffyn November 2nd, 2004 10:27 PM

Re: MP Game - Yarnspinners
 
---- Arcoscephale, Turn 15 ----

On the one hand, I now have five more glorious elephants. On the other hand, I had forgotten what it was like to be around Amshula.

"So this is your shrine, is it?" she said in lieu of the pleasantries exchanged by normal people on first meeting. "I thought you were going for something a little more, you know, grand." She ran a finger over a slightly uneven section of wall. "But the rustic look kind of works, too."

I breathed in and out, carefully. Think of the elephants, I thought to myself. We leave tomorrow to fight an unknown and potentially powerful force, headed by some self-styled Queen Unu'ishimma, and I do not know what to expect there. I am even open to the idea that reports of numerous horned serpents among her troops must be taken at face value. And Amshula, for some reason, commands respect among the troops as someone who would be helpful in this fight.

But why, I really couldn't say.

"Thymbre always felt that simple was better than ornate and overdone," I replied. If she proceeded to be contrary, then perhaps I would have an excuse to... but no. Mustn't give her an excuse to run off into the fens looking for mystical midges or some sort. Not before I got the elephants under my command, that is. I settled for a small jab.

"After all, what's the point of fancy and ornate month-long ceremonies if they don't, you know, find anything?"

---

magnate November 4th, 2004 07:41 AM

Re: MP Game - Yarnspinners
 
Alneyan - thanks for the offer, that's very kind. Sadly my video card has just died so I have no access from home at the moment.

I'm not sure I'd feel comfortable in any case, but at least I have an excuse for the time being!

I guess there aren't going to be any more yarns for turn 14, so I'll put the scores up as soon as I get a breather here.

CC

Alneyan November 4th, 2004 02:22 PM

Re: MP Game - Yarnspinners
 
I will start writing a yarn on tomorrow (our time), but that will be for turn 15.

Oh, and to go on with the fun, Karacan seems to be AWOL at the moment, and I haven't heard anything from Caelum and Vanheim for the Last few days. Of course, Abysia and Atlantis are still leaderless, so that means only Arcoscephale, Machaka, Man and R'lyeh are being played.

Should we wait a little while longer, while attempting once more to find a replacing player or three? The only other option I can think of would be "everybody plays two nations, and we ask a kind third party to check for things such as gems gifts and the like".

I see no problem with your playing Magnate; the only matter would be if you submitted yarns, as rating them would be a bit hard. Maybe the other players could do the rating, or we would simply follow some sort of guideline, or another benevolent player outside the game.

Alneyan November 5th, 2004 09:35 AM

Re: MP Game - Yarnspinners
 
Here goes a double post. I will be attempting to lure in a few French players to this game, and hopefully one or two will be interested enough to step in.

Otherwise, another drastic solution would be for me to withdraw as Man, to find a player for this nation, and to take care of all the others.

Yvelina November 5th, 2004 03:51 PM

Re: MP Game - Yarnspinners
 
I play Vanheim. I am really having trouble getting into this game. It is just too long between turns when you are not 'yarning', and I keep forgetting about them. And then my Last turn got lost (the Last I sent, I just forgot about the very Last one)

Vanheim is doing JUST fine. I am still in the running... It's just that I cannot get myself to run. And we really chose poorly in beginning the yarn. My boyfriend and I tried to write as if we were writing about each other. I.e. I was imitating his style of thinking, and he mine. What a mess, really.

CuriousCat November 5th, 2004 07:29 PM

Re: MP Game - Yarnspinners
 
I was afraid that the slow pace was a factor in losing some of the non-writing players. However, I don't think that increasing the pace is really an option for those who are writing.

If you mean turn 15 by 'the very Last one', then I think that you can go ahead and send it to Alneyan since the turn hasn't been hosted. I'm sure that Alneyan will correct me if I'm wrong.

Also, in my (albeit completely newbie) opinion, it would be quite acceptable to completely change the writing style / personality of characters in your story. I took over for Machaka and didn't try to imitate what had been written previously so there is definitely a precedent. Explaining the change in story would be completely optional. Just a thought.

Alneyan November 5th, 2004 08:08 PM

Re: MP Game - Yarnspinners
 
Some news about the actual administrating part (a.k.a. all the fun you are missing): I have lured two players to take over as Atlantis and Ermor. Hurray! The replacing player for Ermor might need to leave the game later on due to a lack of time, but it will not happen right now, so.

I have asked another player (Deccan, who was interested in joining a few weeks ago) if he would be interested by any of the nations currently available. One way or another, you should expect the game to start again once I have received his answer.

I concur with CuriousCat about the game pace (but I am a slow writer myself, so), and you are correct about the current turn. It has been stopped, and will only resume once most nations have found someone to lord them.

puffyn November 6th, 2004 02:31 AM

Re: MP Game - Yarnspinners
 
We might also make some allowance for new players taking over for empires with few story-points to date. While there is still plenty of time to score lots of yarn-points, it may not feel that way to a player who takes over, and it seems a little unfair that they should be punished because their predecessor was not writing regularly. Ideally, we would find replacements who are in it for the pleasure of creating the stories, but the point system is a good motivational tool...

Perhaps for new players we could boost their yarn-point-totals so that they have at least 1 point per turn, thus allowing them to start roughly competitive.

Alneyan November 6th, 2004 06:48 AM

Re: MP Game - Yarnspinners
 
As a player, I like your suggestion Puffyn, but the decision will fall in the hands of Magnate.

If no replacing player can be found yet, would anyone object to giving the remaining nations to players already in the game? They would be the players as far away from the nations in question, and I guess I would unfortunately have to check the Messages about gifts and the like (or finding someone able to do so, as such checks would give me more outside-the-game information)

This solution would be only temporary, but would avoid having too many AIs or five nations under my custody. It would go as follow:
* Mictlan: going AI, since they are the weakest of all.
* Abysia: Machaka would seem the best solution here.
* Vanheim: I believe I am the farthest away from them, with Ermor perhaps (but Ermor does not really have much time on their hand, so).
* Caelum: I do not know where you are Puffyn, but from what I can infer, you would be quite far away from Caelum.

I cannot say I am too fond of such situations, but it seems the lesser evil in this case.

Alneyan November 6th, 2004 11:53 AM

Re: MP Game - Yarnspinners
 
It looks like the local situation will be more interesting now, as the past few turns only saw the conquest of provinces, without any unexpected surprise (few independents can stand against a horde of longbowmen). So, without further addendum:

Man - Turn 15:

The void. Ornate figures were swelling, only to disappear moments later. Echoes from the world came, shrill voices crying their despair. And the void, this feeling of emptiness, surrounding her. Memories slowly returned; a lucky arrow hit her, somehow finding its way through the whirling winds protecting her. A meagre weapon, yet sufficient to destroy her. The recollection of the pain that followed, her wiggles as the cold embrace of death came upon here.

But there was more, much more, to her plight. Voices should have risen in unison to call her back among the livings. Thousands of faithful believed in her; only a few muttered prayers now reached her. The chillness of dying seized her again, as she realised she would not see the sunlight for a long while, if ever. She wept.


Spring was nearing its end in the streets of Man, and the air was filled with the fragrance of blossoming flowers. Harvests were bountiful, the famines of Last year a simple unpleasant memory. The Fair Land was once more prosperous, the wealthiest realm of the known world as rumours had it. The bickering Earls, who had divided the kingdom, had been brought under control, and Man was once more a united power, confident of its ability to grow.

A glance at the city below the Castle brought Velimaine such thoughts. Power was now in the hands of Avalon, and so she naturally became Lady Warden of the realm, being the Daughter Superior of the Isle. All of Man under her rule; such responsibilities almost overwhelmed her, despite the customary involvement of Avalon in political matters. But she would have the time to reflect; there was no threat to Man, with its borders securely held by the royal host. The only pressing matter was to ensure the stability of the Summer Lands.

To this end, she summoned the Earl of Sjkomen, the lands surrounding Avalon proper. Sjkomen was now in charge of the administration of Avalon, a concession made to placate the Earls. Sjkomen himself was a not too ambitious nobleman, and talented to apply rulings, so long as he did not have to take decisions on his own; all that Velimaine required. She handed him an innocent, ordinary letter, to be copied and displayed in all parts of Man. Even the usually serene Earl paled while reading the contents of the missive:

“I, Velimaine of Avalon, in the name of my Sisters and Mother, hereby declare that Man is to be ruled under the custody of Avalon. The crown of Man will henceforth be detained by the Daughter Superior, or any Daughter chosen by her Sisters, and will no longer be transferred by the virtues of heredity. Be it also enacted that the current heir, the child Leonid, therefore loses all his rights, titles and duties as king, given his birth, which was not from the marriage between his father and mother, as it is widely known. His cousins do not have a claim strong enough to warrant their accession to the Crown, as per our customs and traditions.

The incarnation known as Ilneoa, whose divine nature led to erring on mortals, had disappear several moons past. Her divine nature whereby she claimed the Crown has been thus disproved, and her pretensions should similarly be dispelled. All citizens of the land are urged to step aside from her cult, and to return to our ancient rites, whereof only good thoughts can be given. Putting power in the hands of a creature full of exigencies was not the best notion to cross the minds of the believers; this shall not happen again.”

Alneyan November 8th, 2004 10:02 AM

Re: MP Game - Yarnspinners
 
Turn 15 has run at Last, and the game will hopefully be back on track now.

If you happen to be interested in joining the game, there are still three nations left for picks: Abysia, Caelum and Vanheim (they are currently being played by the players farthest away from them).

puffyn November 9th, 2004 11:22 PM

Re: MP Game - Yarnspinners
 
1 Attachment(s)
---- Arcoscephale, Turn 16 ----

Now that was an interesting fight. Huge fanged serpents -- wolves pouring in from the forests -- women soldiers turning into serpents instead of dying -- the trumpeting of many elephants as they trample same. Most intriguing was this one woman who occupied my Silver Shields for some while (truth be told, they had little need to fight while the elephants were on their merry trample). She wore an enormous pelt which made her hard to kill, and was quite mad. This woman, called Ninhadi, was apparently a devotee of the cult of Fenris, some really powerful local wolf-god, or so I gathered when talking to locals after we had taken the village.

One of them provided me with the following page torn out of a book of lore; it seems a rather grisly way to honor a god. There was a curious scrawled footnote noting that it was prophesied that the pelt would be lost "in the time of the great butter wars", but then it is all smudged. More mystical nonsense, I am sure...

http://www.shrapnelcommunity.com/thr...948-fenris.jpg

As usual, Amshula was quite ineffective, though she did manage to give this one snake something of a headache, and more importantly not injure anyone on our side. Now, once again, she has disappeared in search of gods only know what. I hear that yet another mystical ritual back home has failed to turn up anything; I think she and her siblings are getting a little desperate. I, for one, am simply glad for the respite from her incessant barbs.

We are pausing here for some time to wait for Divikar to arrive before proceeding. And I've been thinking... after all this time around Amshula, I really miss Limmy. At least ol' blue was contrite when he failed to contribute meaningfully to battles.


---

puffyn November 10th, 2004 10:33 PM

Re: MP Game - Yarnspinners
 
--- Caelum, turn 16 ---

I have not had time to write this year past. My kingdom has greatly expanded, from the Nidzh River all the way to the deep port at Muktadir, and some part of this has been my doing. After many months of study, aided by the Seraphs, I was presented with a lucky amulet and an evil-looking sword, and went forth to expand my reach northward.

The storm general prophet has been crusading up and down in the east, carving a place. He still insists on my divinity, of course, claiming that all he does is in my name, but he's become quite a hero himself among the Caelians. Sometimes I wonder. The Seraphs back home are loyal enough, though, perhaps too much so. As they have slowly come back down from the mountains, they have all taken new names, denoting their magic skills. It's convenient, but also very disconcerting.

Last month I received an odd gift from a people called Vanheim in the north. They sent a magical dwarven hammer and some water gems, but if the messenger was supposed to bring a message also, the long trek had addled his brain, and I could not get any sense out of him. Until I better know the strengths of those rising around me, it seems like a poor idea to alienate a potential friend, so I had Wizard (W) (I told you the names were odd) forge a magic clam which produces a magical pearl each month. I shall send it back to Vanheim, in payment for the sturdy hammer.

That hammer will swing in the forge again this month, fashioning one of the most feared weapons of the ancients: the staff of storms. With this twisting, sparking thing of raw might and beauty bringing storm clouds wherever it goes, my seraphs will become even more formidable in battle. In a month or so, enough will have gathered to strike south against the rabble of knights and religious fanatics who have too long held that land in defiance of Caelum. The very skies will open and strike them all in anger.

I am at a bit of a loss for what to do next. I must continue to expand my power base but how is that best accomplished? Magic is key, but lately I have also become concerned that the people have insufficient faith in me. It is perhaps hypocritical to be upset that they don't venerate me, when I am no divine being, but the benefits of a strong belief are so great. The people live more happy, productive lives, and my own strength is supported by their chanting. As such, it is clear that I need to encourage more men to enter the priesthood. Yes, men. To be honest, I do not trust the Seraphines, high-priestesses of Caelum. They are so fanatical, that if they ever suspected I am but a pretender to god-hood... the outcome would be painful. It is best to keep their number small, and encourage religion among the humans and other lesser races.

magnate November 11th, 2004 02:24 PM

Re: MP Game - Yarnspinners
 
Hi folks - sorry about the long absence - I still have no video card at home, and have been v busy at work. Will try to catch up asap, but glad I haven't missed too many turns!

I take the point about replacement players possibly being put off by low point totals. I have a suggestion: instead of 1 point per turn, how about 2 points per turn for which no .trn file was received? That way, the empires who have missed several turns (and suffered accordingly) will at least have a few point in compensation.

I don't know the shape of the game though, so this may not be appropriate (if eg. Atlantis played a lot of turns without writing yarns). Giving 14 or 15 points to a replacement player seems a bit harsh on those of you who have been diligently yarnspinning!

CC

Sedna November 12th, 2004 09:53 AM

Re: MP Game - Yarnspinners
 
Turn 16, R'lyeh

... Sleep between death ...

Gods have a thousand names, but they are always the same.

The other day, upon the stair,
I met a man, who wasn't there.

I wandered, empty, through trackless wastes. In the middle of a swirling void we caught sight of each other: a fellow god, a spinner like ourselves, and even more so. A still place in this world of dreams, and a glass table, with the world apportioned on it, and 10 obsidian figurines, robed in light. We talked for eons... a day. I saw his world, far away, as if I stood on a hill next to him, and surveyed his whole dominion from horizon to horizon. I turned to speak to him, but his eyes dissolved into a hail of arrows...

He wasn't there again today,
I wish that man would go away.

... and then it was another battle against frightened peasants to sate my starving, maddened brain, most of their number disappearing into the wold.

I received word that the kingdom of Man is responsible for the late Mr. Flibbles. Can a thousand airs gems bring him back? Knit his cold, fishy soul back together from the snowflakes of him now swirling forever in void? It is a kind offer, but there is no way I could accept.

A Star Child brings tidings of Lilith, the Vampire who imagines herself lord of the fiery humans. Her magical power is formidable, and she chewed through the humans like a hot knife.

From the void, the stargazer has pulled a double brace of Lesser Othernesses, strange beings of lime-flavored goo. Apart from seasoning for Atlantian tacos (or burritos, maybe with some deliciously picante fire-human spread on top), I'm not sure what good they are, since they're too small to crush even humans. Maybe if I had some midgets I needed to crush... Still, one has to respect the survivability of these suckers. Spawned in the void, they can withstand most of the damage pitiful earth-bound mages can spew at them: 100% shock immunity, 100% fire immunity, 100% cold immunity, 100% purple immunity, 100% poison immunity. In the dark final days of this terrible war, against the magic death-throes of this world, these shall form a deliciously wobbly corps of shock troopers.

The Panther November 12th, 2004 11:51 AM

Re: MP Game - Yarnspinners
 
Just my opinion, but I believe the people who would want to join this and write yarns will not be turned off by a lack of points for whatever nation they take over. I suspect that they are doing it mostly for fun, not points.

I have been writing a fan fic that started over a year ago and is up to about 700,000 words. I am not getting any points or money or anything else for it, yet I continue to write regularly on my story. It is just a fun thing to do with my spare time in the evenings. I think most of the folks still writing in this thread are the exact same way, they are not really doing this for the points or because they want to win the game or anything like that.

In fact, it is obvious the folks like Puffyn are clearly doing this because they enjoy the writing. Just as those lurkers (like me) who have been reading them and enjoying the yarns. I have been concerned recently about the fact that this game might die.

I did read with amusement about the free dwarven hammer and gems from Vanheim to Caelum. Those two races were originally begun by boyfriend and girlfriend and that is the way they always play on those occasions when they both join the same game. They are always allied on day 1, they never attack each other, they give gems, money and artifacts freely between each other, and they will assist one another as needed throughout the course of the game. It is kind of sad that they felt the need to do that in a game that is supposedly for fun only.

Of course, aren't ALL games supposed to be for fun only??? http://forum.shrapnelgames.com/image...es/biggrin.gif

Now, I can either go to work on my day off or write Chapter 276 in my story. What will it be???

Ugh - work! I have some things that I must get done today in the office to prepare for a business trip on Monday morning...

Alneyan November 12th, 2004 05:03 PM

Re: MP Game - Yarnspinners
 
Man - Turn 16:

An endless plain appeared in her mind, a land where even colours were long gone. Whirling shapes could be seen, the shades of the dead and the forgotten. The howling wind added its plaintive note to the desolation. The twisted bodies of skeletons surrounded her, sometimes throwing a bony arm around her. And everywhere were the maniac grins of the ghosts, as if they rejoiced of her presence in their midst.

The Otherworld faded away, bringing sights of the abominations, these things coming from beyond, so far away from her land. Swirling tentacles seized her, and all the eyes of these things, far too many of them, were sneering at her. She could almost hear their whispers: “Come wish us, come...”. They were invading her mind, their ram echoing loudly, as her mental defences collapsed.

A Daughter was insistently knocking at the order, shouting something about an urgent message from the North. Velimaine shook the remnants of her nightmare, her head still reeling from that apercu of these unearthly creatures. She could almost understand the desperate course Ilneoa had initiated; almost. Man would need to grow in power to save this land they loved, but could not keep its traditions while being involved in the deification madness. Mortals should not imperil the world thus by their petty conflicts on godhood, not in this moment of great need.

That missive from the Northern reaches was a wonder of curtness: “Fishes threatening the land, and their ilk complaining about their death. Not like the Atlantian Courts.” So they would be the ones considering an attack against the Vale; how fool these foul creatures were. The fabled longbowmen of Man would simply repel their advance, should they dare to walk on the soil. Their power would be no more so far from their lands of emptiness from where they stem.

But all the might of the Summer Land might not be enough against this age of sundering. The Roaming Dead still thrive – or they would had they kept their lives and their souls – far in the South, and darker rumours could be heard in the taverns. Everything from Dragons to Demons and sapient serpents were loosed on the land, or so the commoners thought, and they might have had the truth of it for once. Nonetheless, an alliance of the peoples of the earth would not be unwelcome, if only the bickering of the Pretenders did not interfere.

Velimaine thought she would do well to bring Ilneoa back from her ashes as well. A figurehead would not hurt her efforts, and the Virtue had probably lost her hubris along with her life, and most of her grace. Her mastery of the winds would be of a great assistance; until she taught her knowledge to another Daughter. And if Ilneoa were to remain impossible to restrain, her life would simply be forfeit once more. After all, what has been done can happen once more at will. Velimaine was smirking when she sent her first prayer in months to the Virtue, Last of all her pantheon of deities.

CuriousCat November 13th, 2004 12:41 AM

Re: MP Game - Yarnspinners
 
Machaka: Turn 16

While his retinue prepared the ritual space, Cetewayo considered his situation. His realm was not in the position he would prefer. His nation was small and almost surrounded by larger, intimidating powers. The few unaligned chaos lands that remained nearby were home to large, heavily armed and armored forces. While the magic schools in Balakavo were slowly beginning to show some results, without sources of magical power the great spells would stay an academic exercise. Thus, here he was in the wilds. Sometimes if you wanted something done, you had to do it yourself. Together with his retinue, he would search for magic to power the researchers discoveries.

First though, he had time to consider other options. He lacked knowledge of the world. He was trapped here in this small corner with only a small alley through which he might expand without war. Gaining additional knowledge was a priority. True he had sent out a spy, but that was slow, limited information. He could sense other Powers similar to his abroad in the world. Perhaps he could use this connection, however tenuous, to communicate with others who might be in a similar position. After all, he could communicate his will with his priests via their dreams and their connection to him. It was possible that using similar techniques he could contact some other leader. Perhaps this other leader would be willing to exchange information. One think that gave him pause was the recent strange, disquieting disturbance that seemed connected to this new sense. Thinking about it made him remember the cold of the grave. He was unsure what the disturbance indicated. Regardless, he was determined to pursue this possibility. But who to attempt to contact?

Cetewayo then remembered a recent gift he had received. One of the other powers had sent him an air gem. He quickly retrieved the gem in question and studied it. The gem had been sent with little fanfare and no real message from the mysterious R'lyeh. These were beings that one would definitely NOT call men. Rumor had it that they ate the brains of the humans that they captured. They were also rumored to have strange mental powers. The Last fact gave him another pause. It might actually be dangerous to attempt this contact. He had no knowledge of the power this being might command. He could not let fear rule him. He would try it! These were times for taking risks. Indeed, he was not without power himself. Using the resonance of the gem with its previous owner together with his own ability to sense these other semi-divine beings, he would forge a connection, for better or worse.

He settled himself into a deep trance focusing his awareness through the gem in a way both outward and inward toward the other. He searched farther, and then he felt a faint contact. Yes, there was something there. He struggled harder and felt the connection deepen. Suddenly he was overwhelmed by a kaleidescope of strange images. It was overwhelming. Nothing made sense. Dizzying and disorienting. Flashes. Bright. Dark. Angles, structures that could not be. Water. He tried to project his desire to exchange information. He tried to put his wishes into words but he couldn't tell if he was succeeding. He kept trying and there were brief flashes of images that he could almost make sense of. Suddenly he was standing by a table in the midst of a great void. On the table was a blank piece of parchment. Somehow he knew that it was supposed to be a map. He tried to alter it and to his surprise succeeded. Suddenly the map had his nation and something of the surrounding area outlined. As he began celebrating he felt a more concrete presence of something OTHER. He held himself in the connection by a force of will. Everything in him was telling him that he should flee. He had to get a return of information. Yes! He could see it. He focused on the map and saw stretches of the world filled in. At that, he let the connection go. To his horror, the connection did not fade. Instead it continued and he felt himself being drawn deeper. An intense flood of images so fast that he could not decipher them, even consciously register their content. He then forcibly severed the connection.

As he emerged with a shudder from the trance he quickly sketched out the map he had seen. It had been a disturbing experience, but one well worth the risk. He had not sensed animosity directed at him. Though, to be honest, he was unsure about his ability to decipher much that he had sensed, indeed his senses were still reeling from the experience. However, he had gained vital information and, if he could tolerate the connection again, more might yet be gained. He had hoped to gain insight into the mind of the other leader. However, the other had been so... alien... that he had no idea of what 'it' might be thinking. Even now, his own thoughts were following strange paths, the angles in his tent seemed somehow off, and why was he thinking about climbing stairs?

"climbing up the stair,
the wind moans,
the sound of despair..."

The thought drifted through Cetewayo's mind, almost without him realizing it. He determined to ignore these strange, wayward thoughts. There were no stairs in the camp... Then he realized that exposure to this alien presence was not without cost. Well, he had recovered from death... He felt his mind drifting into that strange mode again and realized that he did NOT want to think about death in that way. He would just have to deal with this as well. He Had Conquered Death. He paused, and felt none of the strange thoughts forming. More confident, he decided that a few strange thoughts after exposure to such an unusual being was to be expected and dismissed it as unimportant. On to more important things, he had a sudden craving for a rare steak... and maybe something crunchy...

puffyn November 14th, 2004 02:24 PM

Re: MP Game - Yarnspinners
 
Panther,

Glad to hear you appreciate the yarns. I definitely am in this game mainly for the narrative aspects, not anything so crass as "winning". (And this has nothing - nothing! - to do with the score graphs, no sir.)

Still, the point system helps keep me writing every turn, even when I'm not particularly inspired. If we are going to find replacements for some of these races who aren't leading, it might be a not-insignificant incentive to provide them with the points to allow them to remain competitive in scoring.

On a somewhat related note, Caelum actually *is* doing quite well (*sniff* better than Arco), and would be a good choice for someone who wanted to take over a race and have to worry more about coming up with a good narrative then about surviving the next few turns. Of course, I'm more than happy to keep playing them, but it's fun to have new stories to read... (Panther...?)

Puffyn

puffyn November 14th, 2004 02:25 PM

Re: MP Game - Yarnspinners
 
---- Arcoscephale, Turn 17 ----

It was not long ago that I marched by the side of the great Alexander, learnt battle formations and strategy from his cunning hand. Now, abandoned by the same, I am forced to listen to a local crazy woman about how to arrange my troops.

The hoplite formation was designed to fight as one unit, the spears and weight of the rear ranks lending support to the front line. Stacked sixteen rows deep, this dread formation is nearly unbreakable in battle. I was there at Cunaxa, when the entire wing of the Persian army fled merely at our approach. Imagine if you were dressed in light cloth, armed with a short sword, and, with a rabble of your companions, you looked up to see the sun glinting off a thousand Greek shields, a thousand Greek spearheads blackening the sky. Only insanity or superhuman bravery would compel you to stand your ground, much less fling yourself onto their lines to have your body broken and trampled forever into the dust.

Nowhere on earth has anyone been able to withstand the phalanx. A hundred, a thousand years from now, men will still march out in this formation; it is the ultimate, definitive, triumphant Last word in warfare.

But, no, heaven forbid we go with what works. I know, let's divide the strength of the phalanx into tiny little two and three man squads, cluster each of them around a bloody mystic, and, what's more, test this formation in battle, not against a light rabble, but a strongly defended province reputed to be guarded by women who are renowned for their battle progress. But Divikar carries orders from the village elders that Amshula should try this new tactic, and so we are all going to die.

A scout from the eastern marches has sent word that a disturbing race dwells north of this warrior-women province. Their practices are rumored to be quite barbaric, and I hope they have been somewhat exaggerated. On the other hand... sacrificing female virgins. I mean, it's wrong and despicable, an affront to civilization. But I cannot help thinking that Amshula has never been married...

Divikar also brings word of another failed attack upon Skeldmarsh. Apparently a few locals decided to steal some hoplite armor and go avenge Limmy's death. They were scattered like leaves, but some people cannot get enough punishment, and so they are preparing yet another attack. Apparently all the semi-intelligent people on the council have been overruled by the Limmy fanatics, who spend all their time wandering around, wailing his name.

---

Sedna November 14th, 2004 09:36 PM

Re: MP Game - Yarnspinners
 
Turn 17, R'lyeh

Owie.

Such nasty little men on their horses, oh, we hates them, nasty sharp pointy lances... and too clever by far. I didn't see -- ha ha, little joke there -- the one who skewered me, though when I sucked the brains out of the closest one I could find the memory of his malice was still fresh. Such a waste -- his mind was riddled with all these unpleasant tasting tumors -- but by the time I could clear the taste out of my mind the horses were gone, and I was surrounded by chattel. It's like filling up on the bread before you can get to the main course: by the time I consumed all of the weak troops, the good meat had fled already.

And bLasted cancer-boy had to go weaken my claw-arm, on top of it all.

The rest of my little empire goes well. Someone finally managed to persuade a local lad that the "giant sucking monster of death", as I am affectionately known in the local parlance, was far enough away that he could take up academic studies, and he shall be finished with his training soon. One of my cowardly Ilithid Lords has also sent word that he has secured Red Lake for me, and I go now toward him with visions of freshwater trout. I also hear that one of my Starspawn is working on a heavenly clam sauce that he can't wait to share with me. Good minions.

At least there are no nasty horses at my next meal stop.

Do you realize that there is unconquered sea still to the south of me? I swear, nothing, nothing gets done without me. What have my followers been doing back home? Could they not have delivered into my empire a couple provinces defended by a few fish? I'll kill them, kill them all.

Oh, and it's probably time to send another dolphin messenger to my neighbors. It's such an obvious prelude to killing them all. Oh, the Messages will be peaceable enough. But... mwhahahahaha. I'm such a sneaky god. They'll never see it coming.

CuriousCat November 18th, 2004 12:12 AM

Re: MP Game - Yarnspinners
 
Machaka: Turn 17

Cetewayo and his retinue performed the rituals which would sensitise them to the existence of magical power began to search. Cetewayo had been very disappointed with the dearth of magic in the lands he had conquered. However, he was sure that this time the search would pay off. He could feel the presence of magic. If only he could find it! They had been walking through the forest for hours when Cetewayo began to notice a change. The trees were becoming strange. It was not yet Autumn, but more of the leaves on the trees were yellow, orange and red. However, none of them had fallen from the trees. It was as if these brilliant colors were their natural state. Soon all of the leaves were the color of flame. Cetewayo could sense the presence of magic so very close. He relaxed and allowed the magic to call him. Soon he heard superstitious mutterings from his retinue. He brought himself out of the partial trance into which he had sunk and was surprised by what he saw. They had come to a small grove of trees. Like all of the trees in sight, their leaves were a combination of yellow, orange and red. However, these trees didn't just look like flame, their leaves were burning, yet not consumed. There was a tangible heat being given off by the trees ahead. The heat wasn't unpleasant, especially for a Machakan. In the center of the grove was a circle of trees and there, in the middle Cetewayo found it. Now he understood the difficulty he had experienced identifying the magic. Laying there on the ground was the answer to the puzzle. There were two magical gems. One was the deep red of a fire gem. The other gem was the lustrous green of nature magic. This flaming forest would be a source of both nature and fire magic. This find was very good news. Most of his magicians used nature and fire gems for their magic.

That evening there was a celebration in the camp. They had found a new, reliable source of magic. Alone it wasn't enough to ensure the health of the nation, but it helped and they had been a part of it. Cetewayo relaxed and observed the festivities. As he relaxed he felt the presence of magic. This was not the flaming growth he had found earlier. This magic felt colder, darker. It felt appropriate to seek this site at night. He quickly left the party behind. They had camped in the ruins of an old city. As he walked he began to feel the magic more strongly. The further from the living he got the stronger the magic seemed. He entered a large ruin and sensed the magic was very near. He was surprised. He was sure that he was sensing death magic. Thus, he had anticipated a cemetery or prison. However, from the little that remained, this seemed to be some sort of hotel or mansion. As he continued he realized that the magic was originating from beneath him. Luckily, he could simply choose to pass through the ground. He emerged into an underground crypt. He realized his mistake. The wealthy among these people had buried their dead in underground crypts under their homes. This one was quite impressive. He could sense powerful magic here. It would be a source of considerable power. This was very welcome news. Well, the workers that would have to excavate the site probably wouldn't be celebrating while they were digging. Death magic frightened most people, however there were those among his magicians who knew how to use it. This would enable them to do so.

magnate November 19th, 2004 06:51 PM

Re: MP Game - Yarnspinners
 
Hi folks,

Sorry to be so absent. Running on an old 2MB S3 card at the moment, while my RadeOn9600 crosses the atlantic for RMA. Also stupendously busy at work, and likely to remain so until xmas. I'll try and update scores at least once a week from now on.

Well done on the yarns, they're really getting very interesting and entertaining. I would urge the non-spinning players to come out of the woodwork and join the fun!

Turn 14: Arco 2, Machaka 2, R'lyeh 2
Turn 15: Arco 2, Machaka 3, Man 3, R'lyeh 2
Turn 16: Arco 2, Caelum 2, Machaka 2, Man 2, R'lyeh 2

Totals after turn 16:
Abysia 14
Arco 33
Atlantis 2
Caelum 6
Ermor 20
Machaka 26
Man 17
Mictlan 6
R'lyeh 23
Vanheim 4

All the best,

CC

puffyn November 20th, 2004 05:19 PM

Re: MP Game - Yarnspinners
 
---- Arcoscephale, Turn 18 ----

Early fall.

The other night I dreamt of home. It was early evening on the docks, and I was watching the sails turn orange. A cool breeze blew, carrying the smell of distant rain, and I turned slightly to see Thymbre standing next to me. I knew that she had actually never been to Pagasae, having left her tiny mountainous village as a small child to serve in the temple at Delphi, and then to join the great campaign, but we stood together and watched the ships glow for a while, then fade to dark. There was no moon that evening, and gradually everything disappeared except for the distant stars. She never spoke.

When I awoke, it was hot and muggy, as it has been every morning for months, and swamp-stench filled the air, along with the sounds of soldiers banging out their armor and preparing for battle. Thymbre was gone, of course, further from reach even than distant Pagasae which I doubt I shall ever see again. Perhaps while I have been away fighting wars in lands I care nothing for it too has disappeared forever, and that is why I dreamt of them both.

The battle that morning reminded me so much of that other terrible day of cold, hard death: fearless women with spears, some mounted upon strange beasts (lizards this time; I am getting so sick of swamps and their lizards and snakes and other scaly beasts), led by sorceresses who dabbled in unnatural forces, and a sickly evil feeling to the land. Our few light troops fell almost at once to the advancing lizard-warriors, or scattered, and the first volleys between the magicians on both sides traded ineffectual beams of light for useless sparks of fire, as a dozen riders bore down upon us. I felt an odd queasy sensation, as if the world were about to turn very wrong again.

But my silver shields have been through much, and were not about to fail this time; the death of some only emboldened the rest to fight harder. I had joined my men at this point (I could not stand at the rear, not this time), and I saw many strange things brought against us, like vines rising from the ground to entangle our feet. But what really made my blood boil was when I heard the cries of the small figures in white at the far end of the battle field, and saw the bloody knives being taken to them, and I realized then what great evil I had been sensing. At this point, Amshula unexpectedly did something incredibly useful, killing several enemy foot soldiers with a giant ball of flame, and I silently apologized for wishing such a bloody fate upon her.

It was a bloody battle -- over half of my silver shields lay dead on the ground -- but we prevailed, and the enemy turned and fled. I made sure that neither of the evil women in charge left that field, though sadly many of the innocent sacrificial victims were also killed in the retreat. The rest begged us to kill them, claiming that if we let them go they would only be caught again by the dread kingdom to the north, where even more unspeakably evil things would be done to them. I plan to send them back toward Thymbre's temple, where perhaps they will have a chance to heal.

When I saw Amshula afterwards, I thanked her and her brother for helping in the fight, particularly for stunning the fleeing enemy mages so that we could catch up with them, and gave her permission to go off and look for her magic sites (as if forbidding her would have stopped her, but it felt good to pretend). She replied, cryptically, "I was only following what is written." When I looked at her quizzically, she said, "Try reading your book for a change, perhaps it will keep you from being so confused all the time," and strode off.

The only book I had was the silly one Thymbre had given me, The Collected Sayings of Pandokos the Prophet... but sure enough, on page 3, it contained a conversation I had had with my quartermaster in a tavern in Oast Hills years ago. I had said -- sorry, let me just quote it here, for I am, if anything, even more confused:

"And Pandokos of the odd smell of horse spoke thusly, saying: 'And you know what would be great? If giant balls of flame poured down from the sky and killed everyone, so we didn't have to risk getting our armor dented.' And the men did laugh, but Balachandra, first of the wise, came to the elders, and said: 'Let us make it so.' And they set to work..."

---

Yvelina November 20th, 2004 06:59 PM

Re: MP Game - Yarnspinners
 
Quote:

I did read with amusement about the free dwarven hammer and gems from Vanheim to Caelum. Those two races were originally begun by boyfriend and girlfriend and that is the way they always play on those occasions when they both join the same game. They are always allied on day 1, they never attack each other, they give gems, money and artifacts freely between each other, and they will assist one another as needed throughout the course of the game. It is kind of sad that they felt the need to do that in a game that is supposedly for fun only.

Panther, I think you are missing a big part of what a multiplayer game of Dominions II is about. There is something called 'diplomacy'. It involves setting common goals, making common decisions, and implementing coordinated plans... all of this for a common benefit.

I know that you think that me and Petar are cheating by 'allying on turn one'. I have written more than I care to admit trying to explain exactly what our non-agression pact entails, how much weaker than an alliance it is, and that I cooperate less with Petar than with any other ally of mine.

Still, you continue to slander us, any little chance you get. You and Cohen, two of a lousy kind. You both have suffered humiliating defeats, and you will go to any extents to somehow explain your pathetic showing with anything but lack of skill. I am really tired of you dragging our names through the mud. Petar and I no longer play MP games together but there is no shutting you up, is there?

Let me tell you about the Last game I played... as an example of the kind of diplomatic relationships I often enter.

I found C'tis capital early on. There still was a three province indy layer between us. I messaged him and offered a fair division of all the indy provinces between us. We agreed on a non-agression pact and started trading at once.

Soon afterwards, we pooled our death gems, in order to forge path boosters and throw a 'Well of Misery' up. We shared the death income from the global until it was dispelled. We coordinated our globals, for example he let me keep a Gift of Health until my pretender was healed, and then I left the slot open when he needed to heal his Tartarians.

When the nearby world war about produce a clear, powerful winner, we coordinated an attack on Jotunheim, and split him among ourselves. This forcibly pacified everyone else, as the leading nation stopped rolling its enemies over, and brought the troops home in case we kept going beyond Jotunheim's borders.

Afterward, we exchanged spy information, coordinated our covert sabotage of Abysia, while, of course, maintaining our trade. Eventually, the cold war became hot, and when Abysia was pressing C'tis pretty hard, I was supplying him with air gems, staff of Storms, and anything that he could use to turn the tide... at a time he could not afford to pay me at once. When he handed the main devil army a sound defeat, I like to think it was at least partly because of my help.

Well, I was not sitting idle at the time - I had taken over Arcocephales, and then in two or three turns left Pythium with nothing but besiged castles.

At that time, C'tis realized that I was the one to beat, and allied the surviving nations against me... but until that time, we were communicating daily, coordinating our moves and we were stronger for it. And, I assure you, C'tis was not being played by my boyfriend.

In another game, which I am playing right now, I have just a strong an alliance with another nation. We agreed on common borders before turn ten, we trade extensively, we are crushing a common enemy, and we have coordinated pretty much every attack since the beginning of the war. It has happened that one of us was late in a trade, and it is ok. And again, this is a third player, not my boyfriend, and not the C'tis player from 'Live and Learn'.

This, dear Panther, is diplomacy. It helps two nations become stronger by negating each other's weaknesses. Unless diplomacy is expressely forbidden by house rules, it is madness not to trade and coordinate as much as possible. I play Vanheim, and I have found that being the friendly smith is a great way to smooth the bumps in the road to victory. I scout extensively and try to draw borders that are mutually agreeable. I hate early wars, and unless an agressive player like Cohen inflicts them on me, I stay out of them...

And you constant harping annoys me a lot. I do not mind it when people are wary of me because of my victories. I do very much hate it when someone tries to dismiss my successes with 'oh, her boyfriend helped her'.

Sedna November 20th, 2004 09:13 PM

Re: MP Game - Yarnspinners
 
Turn 18, R'lyeh

Sometimes visions float into my head, unbidden; "They love me in Shreveport, and I've never even shreved."

I saw a temple, twisted in form, dark in color, with a gaping, tortured hole at the center, raised up by a hundred peasant hands. On those sat the building itself, glistening in sweat and seaweed, and reflecting the light of a million dead stars. The locals danced and sang, and tried in vain to clap along with the music.

In the inner court, there stood a thousand foot statue of me: horrible sacrifices were offered into my tentacle and blood poured out and down over the bronze, forming a lake at my feet. Seven priests were in constant attendance, guarding the gate, polishing my bronze, and rendering fat for the thousand candles that flickered in the grotto. In the outer courts, throngs of waif-like worshipers, so caught up in their love of me they do not eat, pressed against one another and the razor-sharp lichens which infested the walls. In amongst them, merchants had set up stands, selling sacrificial animals, dark vials of spice, and the cutest little cthulhu plush dolls.

Ah... my people love me. For their spontaneous dedication of this temple to me, I shall award the good people of North Hengewood the privilege to be the first of my subjects eaten when I am grown large enough to devour the world.

For my part, this month saw yet another battle. A score of crossbow bolts flittered in the air and then I was upon them, and it was all sucking and little splotches of blood. Next month will be an exciting one. My army from the south will secure the bridge of crows, I will move north towards the lake, and I shall control all points of access to the lands between the Red River and the setting sun.

Construction of my coastal fortress continues apace. Soon my dedicated scholars will have their own offices (with windows) in which to contemplate the ways of the world. Work faster sages of time! Mmmm... sage and thyme.

My tummy is all growly. Off to eat something...

puffyn November 22nd, 2004 12:25 AM

Re: MP Game - Yarnspinners
 
---- Arcoscephale, Turn 19 ----

There is war coming to this land, yet I am traveling away from it.

We were attacked Last week, by a band of villains, who were trying to sneak past our camp, to what evil ends I do not know, since none are left alive. Fortunately, I had begun training the locals -- with so few of my soldiers unhurt, and reinforcements weeks away, we needed some help to defend our lands -- and one of them spied the band as it crossed an open field. The cowards quickly ran away, but their commander collapsed as they fled, and we were able to round up everyone else and kill them. Divikar claims that he caused the commander to die, though since I didn't notice any fire or beams of light I'm not sure how he expects me to believe him.

What I did notice was a slight queasy feeling again, and then I had the most bizarre impression of being able to see through four of my silver shields as they charged toward the villains. I turned to face Divikar, and I could see through him, too, and he laughed at the look on my face. "What did you do to my soldiers?" I demanded. "Pandokos, look at yourself," he said, and laughed again. And sure enough, my hands had that same ethereal shimmer to them. "What, you didn't notice you were like that all of the Last battle?" said Amshula, as she mumbled words of protection under her breath.

"I was?"

"Why do you think you didn't get touched even though you were in the thick of the battle?" she continued. "For that matter, why more of you spear-throwers didn't get your fool selves killed, rushing in to the battle instead of remaining sensibly at the back, fighting with your heads."

For one thing, of course, we don't throw our spears, I was about to say, but was distracted by the odd sight of a bug crawling on the back side of my hand. Perhaps there's something to be said for this...

It was only while interrogating the captive villains that I learned that they were not just a band of brigands harassing the countryside, but rather had been hired by the bloody kingdom to the north to test our weaknesses. I suspect that more of them shall follow, though for the moment there is little sign of troops on our borders. Divikar claims to have heard from home (though how he is in communication with them, I do not know, since no runners have entered this land in weeks) that there is a sizable force coming from home toward the Last village we rescued, and that I am to proceed there to join them in "liberating" another nearby land. ("In a swamp?" I asked, expecting the answer. "A swamp," he grinned.)

I worry about leaving the two mystics alone here with only their local troops, but Amshula claims that she will build up defenses, so that by the time I have returned we shall be ready to fight. I hope that they can keep their minds on military matters, and not get distracted, as so often happens. (Gods only know what they'd do if they actually found one of these sites of mystical power they keep looking for...) I wonder if they are up to something, though; Last night, just before Divikar gave me my new orders, I caught them chattering excitedly, but though they smiled broadly at me they refused to tell me why.

Perhaps it is just as well that I am leaving.

---

Alneyan November 22nd, 2004 11:45 AM

Re: MP Game - Yarnspinners
 
My apologises for not spinning of late. Various other games (namely Stars), lack of focus and some papers to produce for school have resulted in no yarn for a while. But then, it isn't that unusual for me, so.

Incidentally, if anyone has advice on how to have some sort of focus on a single task, I would be more than interested in hearing about it. (The only way I can make myself do something, even something I actually like, being to take a rope and to make sure I cannot escape until said task is finished)

magnate November 22nd, 2004 06:57 PM

Re: MP Game - Yarnspinners
 
Quote:

Yvelina said:
Quote:

I did read with amusement about the free dwarven hammer and gems from Vanheim to Caelum. Those two races were originally begun by boyfriend and girlfriend and that is the way they always play on those occasions when they both join the same game. They are always allied on day 1, they never attack each other, they give gems, money and artifacts freely between each other, and they will assist one another as needed throughout the course of the game. It is kind of sad that they felt the need to do that in a game that is supposedly for fun only.

Panther, I think you are missing a big part of what a multiplayer game of Dominions II is about. There is something called 'diplomacy'. It involves setting common goals, making common decisions, and implementing coordinated plans... all of this for a common benefit.

I know that you think that me and Petar are cheating by 'allying on turn one'. I have written more than I care to admit trying to explain exactly what our non-agression pact entails, how much weaker than an alliance it is, and that I cooperate less with Petar than with any other ally of mine.

[snip]

And you constant harping annoys me a lot. I do not mind it when people are wary of me because of my victories. I do very much hate it when someone tries to dismiss my successes with 'oh, her boyfriend helped her'.

Yvelina, you are free to say this is none of my business, because I don't know about the history of any other games, but, I'd like to offer an objective (never been involved) view.

There is a difference between two independent players forming a pact or alliance, and two players essentially playing as a single force with twice the resources (and brainpower!) as everyone else.

It is easy for other people to see any couple as the latter rather than the former - there is a clear instinctive reluctance to believe that they will actually compete against each other, possibly backstab each other etc. etc.

Of course, there are couples who play against each other very competitively, and don't always ally with each other etc. - but there are plenty enough couples who do always play together that they fall into the Category of effectively being a single player with an unfair advantage.

If you and Petar have that kind of reputation, however undeserved it may be, it's probably a good idea that you don't play in the same game, unless you know all the other players very well and are sure that they won't distrust you both!

Having said all that, most people seem to have agreed that this game isn't really about winning as much as spinning good yarns (if you won the yarn points but don't win the score-graph points, would that matter?!). So I hope nobody is too bothered either way.

Keep spinning,

CC

Sedna November 22nd, 2004 11:03 PM

Re: MP Game - Yarnspinners
 
Turn 19, R'lyeh

Great Iron Mines Batman! It was such a lightly guarded mountain village. I seized the high ground, and laughed to myself as the locals frantically grabbed spears, sticks, and hunting knives and struggled up-hill against the snow, giving me loads of time to prepare the familiar rituals which make me invincible: Quickness, Ethereal, Luck, Twist Fate. I have become so used to these spells I could cast them with my eyes closed, if I had any.

After the Last crunchy village baby, I noticed the mounds of iron slag sitting outside the town, only barely covered with a light dusting of snow. Beyond them, a well beaten mud path led me to the mine. It is good that minors are so tasty, because these miners will be necessary to continue digging the iron and shipping it down to the bottom of Red Lake, where my Illithids have been rounding up many volunteer Atlantians, who hope for a better life for them and their families. I shall gird them in steel and send them out to redden the seas.

As for batman? I knew that the Count of Katak-Ukon was going to be trouble the moment I first met him after that battle. He seemed... less cowered than most of the humans I appoint as puppet dictators. (In Takini I actually appointed a puppet as their new lord. That actually worked remarkably well until Last month, when the puppet inexplicably failed to deal with some brigands who had taken up residence there, forcing me to intervene. Needless to say, that puppet's head now rests in my display case, and another, more competent, piece of fabric is now in charge).

Sorry, I was talking about Folke, who now styles himself as a vampire. Apparently, the humans of this land are scared of such puny creatures, mainly because they suck the life out of their fellows (which is odd, as I do pretty much the same thing, and yet my citizens do nothing except praise me all day). At some point I'll have to send someone to deal with this usurper and his rabble.

Sammy, my first brave little sage, has uncovered a few valuable secrets. In an ancient tome he found the mystical incantations needed to re-arrange huge masses in the heavens, forming a giant lens which focuses the light of nearby O stars onto the surface of this planet. The effect should, in theory, be devastating. If the mass could be moved precisely enough, it would mean the destruction of this pathetic rock in a cataclysm of fire. Without such fine control (which I do not expect my servants to master) it will merely burn my enemies on the battle-field. Furthermore, Sammy has found a way to project his self into distant lands, and see the men and warriors contained therein. A useful skill, but I hope he did not discover it in an attempt to flee my service. The commander of the local construction crew, one Farol by name, says he often discovers Sammy wandering far from his office. Sammy claims to be sleep walking, but it is a mite suspicious that he always seems to have all his worldly possessions strapped to his back. I know, I shall volunteer a young lady into the sage-line. Then Sammy will have a friend, and maybe he won't leave me.

CuriousCat November 23rd, 2004 02:24 AM

Re: MP Game - Yarnspinners
 
Machaka: Turn 18

Cetewayo returned to the surface with some relief. He would never admit it to anyone, in fact he barely admitted it to himself, but after being trapped in his own tomb for such a long time he had something of an aVersion to tombs and mausoleums in general. It was ironic, but it would remain a private irony. He made his silent way back to the camp to resume his observations of the celebration. Morning would be soon enough to organize a party to excavate the newest cause for rejoicing.

Meanwhile, soon after Cetewayo left the tent to go on his private search, Karo the Machaka Hoplite acting as Cetewayo's chief body guard this evening noticed that the King was gone. "Not again!" he thought to himself. He was going to get into trouble again! It seemed like the King, blessed be his name, blah, blah, yada, yada was always sneaking away from his guards. Of course, Karo wasn't sure what he was supposed to protect the King from... he was already dead... sort of. Anyway, he had seen the King in battle and he knew that anything that would cause the King pause would destroy him and his men easily. That fact didn't change the fact he and his men had been ordered, along with the other guards, to maintain a constant guard on the King. The orders had come from the High Priests of all three Priestly Orders. It would not be a good thing for those very powerful men to decide that he had disobeyed their orders. Karo immediately passed the word for the guards to begin their search. Hopefully they would find the King before anyone else noticed his absence.

As Cetewayo approached the camp he noticed his "guards" resuming formation around him. He found their presence mildly amusing. Did they really think that they were guarding him? If so, against what? He was fairly certain that some, if not all, were in the employ of the High Priests. He was unsure of the High Priests' motivations. Especially after his recent "illness" he had his suspicions. Until he had significantly more than suspicions he would have to act as though they were above reproach.

Doing things himself had turned out well. Cetewayo decided to try it again. He would gather his army and lead it himself. He sank deep into a trance and communicated his commands to the priests in the capital as well as his prophet Babu. He emerged from the trance confident that his forces would meet him to prepare the invasion of the rich coastal province that had repulsed his armies once already.

CuriousCat November 24th, 2004 01:39 AM

Re: MP Game - Yarnspinners
 
Machaka: Turn 19

The time was right. His forces were ready. Cetewayo was pleased that the High Priests in the capital had managed to recruit this large force. He had a mixture of heavily armored hoplites combined with a large number of lightly armed archers. Hopefully the combination would prove strong enough. He decided that he would be prepared to become the deciding factor himself should it prove necessary.

Day began to lighten the field. Karo faced the coming battle with mixed feelings. He looked forward to the battle, but dreaded it as well as all experienced warriors did. However, his mind was further divided. It had finally happened. The King, The God, had given him orders in direct conflict with those given by the High Priests. The High Priests had given absolute orders for a constant retinue of guards for the King. There had been times when the King had disappeared. Karo knew he would be held responsible for those disappearances that had occurred while he was on duty. However, now he was leaving the King's side to fight a battle. Of course, he was doing it on direct orders of the King. He was very unsure what the High Priests would do. They were very... direct with those who disobeyed their orders for whatever reason. But he HAD to obey the God didn't he?!? Surely they would agree, after all they were HIS High Priests... weren't they?

Cetewayo could tell that his orders had caused considerable consternation among the guards who had been scheduled to attend him that day. He had been very careful not to challenge the High Priests' power directly. However, the immediate victory was more important than some petty political posturing. The response would also give him valuable insight into the motivations and intentions of the High Priests. Some might think him paranoid, but they did not have his finely honed political sense, that ability to feel the currents of power and influence. It was possible that the High Priests had not been behind his recent illness, but he was not willing to take that sort of naive risk.

The battle began slowly, as did most. The defenders began the battle. They had one of those deluded mortals who claimed to be a priest. Cetewayo was amused. What god did this priest worship? Cetewayo could sense the other quasi-divine beings in the world and he could tell that this priest worshiped none of them. This creature would prove to be ineffective, his powers weak. Cetewayo hoped to be able to eviscerate the fool himself. The defenders launched a full flight of arrows at extreme range. They were very lucky and actually killed a couple of the Machakan soldiers. Babu the Prophet began the response by shouting a prayer for vengeance upon The God's enemies. Cetewayo was pleased that Babu was so enthusiastic, but he thought that Babu could surely do something a bit more practical. As for himself, Cetewayo decided that he would prepare to take part in the battle should it become necessary. He focused his powers and suddenly everything seemed to slow. Everything was moving at half speed. His own archers fired arrows to darken the sky. They caused damage, but killed no one. Cetewayo hoped that things would improve. More incoming arrows proved completely harmless, not even bouncing off of a shield. To Cetewayo's great approval, Babu began a rousing prayer that seemed to instill an almost mindless fanaticism among the troops. Cetewayo further cast Mistform and Protection as his archers released once more. This time they created havoc among the enemy, killing a number of his archers and wounding that stupid priest.

After casting Ironskin and Mirror Image Cetewayo decided that he would join in the fight immediately rather than wait for dire need. He quickly approached the lightly armed militias. As he approached them he noticed that the enemy priest had fallen under a hail of arrows. His visage was frightening indeed as he laughed his way into battle. He fought alongside his hoplites. The archers proved almost too effective, mowing down the militia men before Cetewayo and the hoplites could engage them. There were plenty more heavily armed infantry men behind them though. The battle degenerated into a bloody fray.

That night around the camp there was much celebration. The men were happy to have survived, although there were some wounded. Cetewayo was pleased. This province was a wealthy one. It was a rich farmland and the trade along the river was an additional bounty. Losses had been light. Soon it would be time to further expand the Machaka nation.

magnate November 26th, 2004 09:22 PM

Re: MP Game - Yarnspinners
 
Turn 17: Arco 2, R'lyeh 2, Machaka 2
Turn 18: Arco 3, R'lyeh 2, Machaka 2

Totals after turn 18:
Abysia 14
Arco 38
Atlantis 2
Caelum 6
Ermor 20
Machaka 30
Man 17
Mictlan 6
R'lyeh 27
Vanheim 4

CC

CuriousCat November 29th, 2004 12:46 AM

Re: MP Game - Yarnspinners
 
Machaka: Turn 20

The battle had been a great success. Cetewayo was quite pleased with the outcome. Perhaps he should have taken a more personal role earlier. He sent word to the capital for reinforcements to meet him in route to his next conquest.

The march was hot and dry as the army crossed the plains. Karo and the other guards had resumed their duty to constantly accompany the King. He still disappeared from time to time, but they had not again voluntarily left him alone. Of course, after the battle few of the men believed that they could do much to defend the King that he could not accomplish more easily himself. During the battle he had moved like a blur and had seemed to be many places at once. He had killed a large number of the enemy and had never received a wound. Before the King had been respected because of his secular position and his obvious supernatural nature. However, now the superstitious dread was beginning to change into a more genuine respect for his abilities. Before the Priests had declared Cetewayo's divinity and everyone had acknowledged him as such. However, for most people this acknowledgement was simply mouthing the words that they were told to repeat. Now, however, the army was beginning to believe in the King's divinity on a much more visceral level.

Cetewayo noticed the more profound respect with which the soldiers had begun treating him. Their awe was now based on his battle prowess. In time they would realize his divinity with the entirety of their souls. He simply had to continue his success, expand the empire and make their lives better. A simple matter for a god. But could he do it?

puffyn November 29th, 2004 01:59 AM

Re: MP Game - Yarnspinners
 
---- Arcoscephale, Turn 20 ----

Military life is hostile to butter. I served under the great Alexander as he cut through the kingdoms of the world. We spent many seasons under the scorching Egyptian desert sun, where my butter turned to soup, and many more in the mountains of Medea, when my butter was rock hard in the bitter mornings. Yet somehow these swamps spoil butter faster than anywhere else in the known world. Every morning I stumble over to my saddle-bags and withdraw the precious day's ration, and every morning it is the consistency of sludge and smells of brackish water—barely worth putting on my moldy bread at all.

It is said that when Alexander saw the breadth of his domain, he wept that there were no more worlds to conquer. This morning, I wept, for spoilt as it may be, I still need my butter every morning. But today it was gone from my bags.

Around the hottest, most insect-filled part of the day, Balachandra arrived at the camp, with a small contingent of horsemen, a few more hoplites, and... My heart beat quickly for a moment when I saw the green robes of Apollo, the chestnut brown locks... but of course it was not my Thymbre. Stories spin false hopes in man. It is hard not to lie awake at night, thinking of Orpheus, the greatest singer this world will ever know, who descended into the Underworld, and would have won the release of his love, Eurydice, had he not looked back at the Last moment. It is foolishness. I have seen many strange things in this land, but the river is deep and cold, and those who pass it will never return.

I later had a chance to talk with this priestess of Apollo. She was called Andromache, and her familiar appearance was no accident, for in fact she was one of the slaves I had rescued from the evil warrior-women some months ago. She had fled the site of her torment, and arrived at Thymbre's temple, there entering into the divine mysteries. We wandered along the edge of the bog, helping pull each other out of the deadly quicksand. It was strange seeing a local woman in the Greek religious garb, but she had learned only enough during her short training at the temple to make her fairly burst with ridiculous questions:

"Is it true that Apollo raced with Hermes at the first Pythian Games at Delphi?"

"No... well, it depends. The stories we tell about the gods are really stories about ourselves. No one has ever actually seen one of the gods, but by believing in their stories, we become more like the gods ourselves."

"Wow, Apollo must have raced really fast if no one saw him!"

How could I explain to this girl that I had competed for the bay-leaf crown in the hoplite race many years ago. The gods were honored at the races, it was true, but they were not there. It was just men, the hot sun, and a will to win. Luckily, the conversation was interrupted by Balachandra, who carried new orders from the village council.

It should come as no great surprise that their missive nonsensically ordered us to turn back around and trudge back to the village of the warrior-women. There, to do... who knows what? Balachandra was certainly no help; all he cared about (I swear by Zeus I am not making this up) was whether my butter ration had disappeared that morning. When I assured him that it had, he face split in a ridiculous grin.

---


All times are GMT -4. The time now is 04:33 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.