Soundtrack: A. Avkhimovich: The Sound Theory: 
02. Something Random
The turn before last turn I recruited a triton priest in Moon Sea. 
Last turn I ordered him to search for sites, and he immediately 
demonstrates why you should always search underwater provinces with 
holy magic (H1 is enough).
The land temples don't give water, but are still nice.
The army led by Eshu Saath and Vkt'Ebph has also arrived from R'lyeh. 
They prepare themselves for landfall, and their target is the 
unsuspecting province of Numecria. The map has Ermor there, 
yet Ermor is not a power in the game. And never will be ~~ the 
story at the end will explain.
Meanwhile the sages of Arcoscephale have noticed the strange 
going-ons beneath the sea. 
For once someone sends us a friendly message! Why do the little 
mans hate us so?
As you may have noticed on the screen above, Auluudh's guys are 
just chillin'. How come? If you look at the south-eastern corner, 
you'll see a certain octopoid monstrosity attacking the province 
next from them ~~ from the other side. He doesn't need any help 
with that, so Auluudh might as well make himself useful in his 
capacity as a mage.
Yöt-Webbogoth also spots Pangaea's pretender, a vile undead husk 
of a man that clings to its miserable existance at any price. Seems 
a strange fit for a nation that's centered on growth and nature 
magic, but nature/death is a very potent combination for Pangaea. 
It gives access to carrion centaurs/lords/ladies that can reanimate 
manikins (corpses reanimated by plants, undead with a nifty fatigue-
causing attack) for free, and a lich needs a strong dominion to make 
the most of his immortality. Pangaea with it's cheap temples and 
blood-sacrifice capability an provide, and those are even better 
with a high dominion from the pretender.
Looks like he took really high dom. This means that I'll have a 
nice old time preaching his filthy dominion out of my underwater 
provinces. I also wave a tentacled goodbye to any plans I had to 
snatch Tir na n'Og for Greater R'lyeh. Well, any *immediate* plans. 
It'd be nice to have, since the only non-water access is via the 
province his lich dude is standing in. But it also is on the 
opposite end of the world from my, and I want to avoid the 
impression of being excessively greedy. For now. Who knows, maybe 
something will come up?
Anyway, with Yöt-Webbogoth attacking the last independant underwater 
province this turn, Phase I of my cunning plan for world conquest 
will be complete next turn. Have an inspirational picture:
Phase II will be: 
A lab, a temple and a kelp fortress in. Every. Province. 
Well, every second province maybe. And I'm talking underwater 
provinces; on land I don't get any national units at all, so I won't 
be building all that many forts there.
The labs will allow me to port mages troops with water-based spells 
in addition to the standard astral ones (teleport & gateway). As 
spread out as my empire is, that'll be very important.
The temples, together with a fort, will allow me to recruit my 
wimmen. The R'lyeh ladies are very... traditional, and never leave 
the house. They do provide a constant stream of free polypal spawn 
(basically the hoburg militia of the seas) and a less constant 
trickle of upkeep-costing but holy gibodai (the classier type of 
mindblaster fish). 
They also can kickstart my dominion with H2 preaching. Hopefully 
that will be enough to let the temples spread it to the fortless 
provinces in between: If I get provinces under my dominion, good 
things will happen. If not, there will be problems ~~ my PD ain't 
that great. But at least I'll have the option to recruit a ton of 
R'lyeh tradmark chaff in a neighbouring fort and retake a province 
if necessary. 
The sea shall be an impregnable fortress, an iron clamp around the 
land, a necklace of horrible spawn-factories constantly pumping out 
their vile, wriggling offspring in an ever-rising tide of ickyness. 
Mage fish shall gambol from the labs, spontaneously twirling their 
tentacles together in invincible communions of doom.
I will be pursue this plan with stunning efficiency and without giving 
in to any distractions whatsoever.
Nothing can go wrong.
~~~
For fellow aficionados of Lovecraftianesquish, here as a little something inspired by The Doom That Came To Sarnath.
TXT | 
MP3 | 
OGG
The Doom That Came To Ermor ~~ Part I
There is in the land of Numecria an silent bay where no wind blows 
and no wave dares to enter. Not long ago there stood by the shore the 
mighty city of Ermor, but Ermor stands no more.
It is told that when the city of Ermor was just about to rise to 
prominence, another city stood by that shore. This was the city of 
Nume, and it was not a city of men. 
The beings that walked the streets of Nume were fish-like in shape, 
and it was said they had come from beneath the waves, long ago on a 
night when the moon leered gibbous and the North Star winked evily 
upon the mist-shrouded sea. 
The things of Nume were no friends to the proud tritons or the mermen 
or even others of their kind, for it was said they had sworn fealty 
to the City of the Deep Seas, the name of which the wise do not speak.
The things of Nume also were no friend to man, for men did not think 
that beings of such aspect should walk the world above. Moreover, they 
did not like the brooding sculptures of Nume, and the squat and heavy 
palaces of dark gray stone the things of Nume built. Strange and 
repellent were the rites and customs of the city, and the men of 
Numecria, and fair Saeborea, and distant Ograthon spat on the ground 
when they spoke the name of Nume.
Yet despite the hatred of man, and the people of the sea, Nume 
prospered, for her traders sailed farther then all others, to Komoroo 
and even mist-shrouded, accursed Fomoria, and they brought furs from 
the forests of Maverni, whose priests disdained writing, and strange 
mechanisms from golden Arcoscephale on the slopes of Mount Cephalos.
Thus it was that the men of Ermor, who had raised their city to the 
foremost of the many towns in the hills of Numecria looked upon Nume 
and felt envy, and even hate. Still, they feared Nume's strange powers 
and allies, and did not dare to strike.
Instead they sent their broad-shielded armies marching into the hills, 
and made all other towns of Numecria send them tribute, and swear 
fealty to mighty Ermor.
It was not enough. 
So the augurs of Ermor sent to the Oracle at Cephalos, above golden 
Arcoscephale, and the oracle told them this:
"If Ermor defeats Nume, Ermor shall never be defeated by man nor 
woman."
And the augurs of Ermor rejoiced to hear this, but prophecy was 
notoriously fickle, and apt to turn on those who trusted it to 
quickly.
So the augurs of Ermor sent to the tribes of Maverni, and sent again 
when the first delegation came to a bad end. And the second delegation 
brought gifts before the druids, and returned with the following 
counsel:
"If Ermor conquers Nume, the conquest of the world shall begin at 
Ermor."
Finally the augurs of Ermor sent to the Sauromancers of C'tis, for 
they were neither man nor women and the augurs were a cautious lot. 
On the way there the delegation was stopped by the Fiery Ones of 
Abysia, and taken before the Smouldercone for judgement, for they had 
trespassed on the Abysians' land. But the delegation's leader spoke 
passionately of friendship and alliance, and the Anointed of Rhuax 
let them go, in return for the promise of a share in Ermor's great 
destiny.
So the men of Ermor came to swamp-girded C'tis, most ancient of all 
cities above the sea. There they saw lizard serpent-dancers whirling 
and twisting in their holy trance, and splendid lizard princes ride 
in gilded chariots, and the sauromancers conjure the spirits of the 
dead with the smoke of certain herbs.
It was difficult for warm-blooded men to gain an audience with the 
lizard sorcerors, but the delegation's leader persisted, and spoke 
with great eloquence of Ermors splendour and riches, and the wisdom 
of its augurs.
And the lizard-kings were swayed, and granted the men of Ermor leave 
to speak with the Sauromancers, who than performed many strange and 
unsettling rites. At last the Sauromancers spoke with a fell spirit, 
imprisoned under the Root of the Earth, and asked about the fate of 
mighty Ermor. 
"If Ermor destroys Nume, Ermor shall learn the secrets of life and 
death."
This the spirit spoke, and laughed so mightily that the earth shook 
and a great temple to one of the many snake-godlets of C'tis fell 
down.
The men of Ermor were divided what to make of this, but they were 
agreed that the time had come for them to return. But the swamps of 
C'tis are full of unhealthy airs for those not of lizard-kind, and 
all of them fell ill not long after they had embarked on their 
journey. 
One by one they died, and only a single man returned at last to mighty 
Ermor, ranting and raving. Still, it was enough for the augurs with 
their magic to sift sense from feverish frenzy. And the augurs of 
Ermor greatly wished to divine the secrets of life and death, which 
they reckoned to be the greatest among the secrets that still eluded 
them. For the augurs of Ermor were arrogant, and reckoned themselves 
wise beyond all other men, and believed that there was little they did 
not know, and that of even smaller consequence, save for the secrets 
of life and death.
~~~ to be continued ~~~