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  #181  
Old July 27th, 2007, 01:53 PM
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Default Re: What\'s in store for Kharad Dzu?

> it seems the so called 'pious' human nations leave little room for others
> in their perfect world - a dark place of petty feudal squabbles and
> religious tyranny.

While we do have no information on what may have prompted a war in the East,
we would like to point out that no child of Ulm has lifted a hand against
his brother since the days of the Aufklarung, and that Sylvania and Ulm
have peacefully coexisted ever since they learned of each other's existence.
Thus the feudal squabbles accusation is clearly unfounded.

As for religious tyranny, we do not think that any priest should remain aloof
when plans are made to demolish a temple of his Goddess. Yes, with the help
of an infernal creature, the pirates of Kharam Dzu did eventually burn that
temple, but they will pay for this with the very existence of their nation.
We hope that their fate will be a deterrent to others.
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  #182  
Old July 30th, 2007, 02:18 PM

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Default Re: What\'s in store for Kharad Dzu?

Just a heads up - the Vaettir are currently under attack from both Teutanion and Jomon. We will fight to the last to protect our new home.
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  #183  
Old July 30th, 2007, 09:07 PM
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Default Mod nations game, take two

Okay, since people have asked a number of times and since I'll be vacationing from 10th to 24th of Aug, I think I'll prepare the second mod nations game this weekend. Hoburgs will be in in case Sombre gets to balance them out a bit more. Those that are already playing in this game are welcome to participate in the next game, too, and maybe switch nations with somebody else. If you have suggestions for your current nation (it's a bit early for that, I know) or just want to give your feedback on them then write something about them in this thread.
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  #184  
Old July 30th, 2007, 09:12 PM

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Default Re: Mod nations game, take two

Ooh, I think I'd better not join this as I have two vacations coming up. Sounds good though, glad to hear there's demand for it. Hopefully the one after that will have the Tomb Kings in it.
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  #185  
Old July 30th, 2007, 09:20 PM
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Default Re: Mod nations game, take two

The second mod nations game will be more or less like the current one, with some changes since we all learned something from it. I'll probably use another, but similar, map.

In case the Warhammer mod nations or other nations get some cleanup, I'll be happy to start games featuring them, too. It prolly is quite difficult to balance them out properly, as can be seen in this game which already received CBM balancing.
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  #186  
Old July 30th, 2007, 10:19 PM
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Default Re: Mod nations game, take two

I haven't actually fought any big battles yet, so I have no idea what my nation does ;P

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  #187  
Old July 30th, 2007, 10:25 PM
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Default Re: Mod nations game, take two

Oh, and please, please sign me up for the other nation mod. I'd love to play tomb kings if they're in there

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  #188  
Old August 1st, 2007, 05:18 AM
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Default Proclamation of the Prieshood of Ulm Reborn

Abandoned by their infernal allies, the last warriors of Kharam Dzu laid down
arms last month. Tara the Enchantress ran away from Lady Elena's Prophet and
his paladins, knowing that she could not expect mercy from him a second time.

The pirate flag flies no more.

But not all dwarves were as lucky as those who joined the followers of Lady
Elena. In the last days of the pirate nation, undead hordes led by bloodthirsty
vampires invaded the weakened southern regions of Kharam Dzu. They slaughtered
the local defenders, and raised them as soulless abominations. They pillaged the
provinces they occupied, until even the humblest peasants started rioting. A
giant wyrm was seen slithering near the wall of a fortified city bursting with
refugees from the surrounding lands.

Ulm Reborn cannot remain blind and deaf to the plight of the innocent and
defenseless. This month, the armies of Ulm were ordered to liberate the former
dwarven lands from the vampire tyrants. Scared of our righteous forces, the
cowardly abominations ran away to hide in their dark castles. Even the giant
wyrm put away the pretense of divinity and dragged itself away.

But all this will avail them little. They've been declared an abomination unto
Lady Elena, and their days are numbered.
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  #189  
Old August 1st, 2007, 06:54 AM

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Default Re: Proclamation of the Prieshood of Ulm Reborn

In our last clash with the Jomonese invaders we left many dead, but as we buried our own fallen with heavy hearts and tended to the woods, torn by the claws of foul Nekoni we realised the cost of defending our land against such powerful foes might be the very forests themselves. Our home. Our kind.

Our hope lies with our neighbours, the elves of Sylvania, who also call the woodlands their home. Together we might hold off the rampaging demons of Jomon.

What do you say, people of Sylvania? Will we defend the forests together, or burn alone? We Vaetti would be willing to enter an alliance with you for as long as we are both under threat.
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  #190  
Old August 1st, 2007, 01:29 PM

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Default Re: Proclamation of the Prieshood of Ulm Reborn

Ah yes, the virtuous Dwarves of Ulm. Of course they neglect to mention that as their first act of "liberation" of the "humble peasants" is to slaughter scores of these very same peasants. The innoccent defenseless farmers were summarily executed by the high and mighty armoured knights on their high horses. The Order of Saguinia applauds these "mighty" acts of "bravery" from the "oh so virtuous" Ulm.

We regret to inform these Dwarven Oppressors that our concern is the welfare of our hard working farmers, and as such we are ordering their swift evacuation in the face of the horrible destruction inflicted upon their hapless villages.
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