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  #311  
Old September 21st, 2006, 10:13 AM
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Default Re: Silent Seas AAR

Turn 68
An eventful month!

My attacks on T'ien Ch'i proceeded exactly according to plan, without a single loss. Without any province to return to, Di-ya let out a final howl of anguish and entered the Void, never to return.

Thalassa the Queen of the Sea answered my summons. She will promptly be given good equipment and sent out to destroy my enemies.

A fugitive from the hidden kingdom of Elludia arrived at my capital, asking for asylum. I granted this request, on condition that he use his, eh, unique talents in my service.



In not so good news, one of my provinces was attacked by a all-too familiar band of Heroes, who quickly overran my Markata and Atavi militia. Yes our friend Bogus the Troll and associates are now squatters on my land. Of course this cannot be, so now that I have finished with T'ien Ch'i I will turn my attention to such matters before war with Vanheim commences.
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  #312  
Old September 21st, 2006, 11:19 AM
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Default Re: Silent Seas AAR

One down one left to go! It seems you had mixed luck this turn.
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  #313  
Old September 21st, 2006, 11:47 AM
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Default Re: Silent Seas AAR

An ethereal assassin. Dirty.

I take it a random event brought him to you?
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  #314  
Old September 21st, 2006, 12:56 PM
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Default Re: Silent Seas AAR

Your sacred troops can make short work of Bogus.
Just make sure they have someone who can cast Divine Blessing with them.
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  #315  
Old September 21st, 2006, 12:58 PM
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Default Re: Silent Seas AAR

Oh yeah, and don't forget to equip commander(s) with anti-missile items as they are going to get hit with at least 2 arrows before they manage to cast air shield.
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  #316  
Old September 21st, 2006, 05:21 PM
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Default Re: Silent Seas AAR

If you like Stalkers, at least in Dom 2 there's the 'Hidden Kingdom of Elludia' site, which lets you recruit both Stalkers and, er, Elludian Moon Mages, if memory serves.
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  #317  
Old September 22nd, 2006, 11:06 AM
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Default Re: Silent Seas AAR

Turn 69
Finally my researchers have discovered the lore of unique magical artifacts. Needless to say I will be making some.

Another deathmatch has been organized for the arena. This time I will send Devarama. I think he should be able to take most of what Vanheim can dish up, especially if he gets into melee right away. I will give him winged shoes and tell him to bless himself and attack rear.



While Devarama is away fighting for the honour of Kailasa I will organize my armies: prepare an army to take down Bogus + friends and finally kill that Vampire Count from several months ago. This and outfit my commanders with expensive and powerful artifacts.

I am empowering one of my wizards in hopes that I will be able to make the fabled Hammer of the Forge Lord, which will make item forging incredibly cheap for the wielder.
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  #318  
Old September 22nd, 2006, 11:13 AM
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Default Re: Silent Seas AAR

Whoo, great going!
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  #319  
Old September 22nd, 2006, 11:40 AM

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Default Re: Silent Seas AAR

Devata will surely kick some *** in the Arena.
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  #320  
Old September 23rd, 2006, 01:14 AM
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Default Re: Silent Seas AAR

Turn 70
Vanheim must have figured that he wouldn't win the deathmatch, because he sent an independant commander without any equipment to the arena! Devarama was trained and ready for anything - imagine his surprise when he took the field and saw his opponent. Of course he won, but what an anticlimax! I was hoping for a showdown with Vanheim's prophet.

Vanehim did, though, attack one of my provinces that I had left mostly empty. I recalled my commanders to the nearest fortified city to redeploy, and in my absence the province was lost. Not a big deal though - I can take it back anytime I want; Vanheim's army is not too large.

In other news, last month was a productive one in terms of magical artifact forging: I managed to make the sword Ember, which strikes with both fire and ice; the tome of high power, which increases skill with air and astral magic; Fenris' Pelt - a huge wolf pelt that makes you berserk and calls wolves to you; the boots of Calius the Druid, which give reinvigoration; Krupp's bracers, which aid in protecting and reinvigorating the wearer; finally the Green Eye, which, when put in place of a mage's eye will cast spells of its own accord, and make spells cast by the mage more powerful.

This turn I will be able to forge the powerful Hammer of the Forge Lord.

Boreda the Yakshini and two of her sisters are moving with a small army into the province held by the Vampire Count this month. I am also moving Devarama into the province held by Bogus and friends, to get a closer look and determine perhaps what the best offense should be. He will stay in the back and perhaps pick off one of the raiders before retreating.

Counting my men I have 342 Yavanas, 118 Guhyakas, 43 Bandar, and just 6 Gandharvas. I am forming 5 small Army groups - 4 in the field and 1 in reserve. Two will take Vanheim on the western side of the mountains, and two on the eastern side. Once they get close to Vanheim's capital they can form two large army groups. Devasura will command the reserves, since he is crippled and can't get around so easily. Bishen and Dhritiman the two Siddhas will command two groups, and the two Devatas, Devasura and Balastha, will command the final two groups. In addition I have several Warrior Mages mounted on horseback and armoured as knights that I will deploy. They can cast personal buffs and then charge into combat. They can take care of uprisings, emergency measures and remaining independant provinces. But for now I wait. I wait until the various uprisings have been taken care of, and until I have forged more equipment to outfit my commanders. In the mean time Ratheldun the Elludian Stalker will go before me, knocking out key enemy commanders and throwing the army of Vanheim into disarray.

Here is a view of the kingdom of Vanheim as it stands at the moment:

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