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Sybot

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Feb 15, 2006
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What is Anbennar?

Anbennar is a fantasy mod for paradox map game Europa Universalis 4. To quote its steam page:
“Anbennar is set in a fantasy world evoking themes from D&D, but through lens and time period of a strategy game like EU4. See how a fantasy world changes from an age of adventurers and good vs. evil to an age of gunpowder, colonialism and magical decadence”

Originally started by one man (JayBean) as a passion project, it now has a fairly big community and a bunch of devs working on it. Its updates are frankly huge and, in many ways, it has more content than base EU4. It has a patreon and even a merch store!

There’s a lot of stuff in this mod: huge Mission trees, new Religions, new Mechanics, etc.

New Mechanics?

Oh yes. There’s a lot of new mechanics for this mod. We’ll get more details as we encounter them during the game, but here’s a quick overview (again, thank you to MonsieurChoc for originally writing these out!):

- Fantasy Races! Every country gets a modifier for who’s in charge of the administration and who makes up the bulk of the armies (they can be two different races!), and every province has one or more modifiers representing the majority and minority(ies) present in the province that have positives and negatives depending on how much you accept each race.
- Magic! The Mage estate is available to all countries with mages and can be used to cast spells for various effects. Also, if your ruler is a Mage you get the Ruler Magic menu from which you get access to all kinds of unique spells depending on which of the 8 schools of magic they know.
- Artificers! Usually shows up in the late game but some countries and/or races get access early. You can research inventions that buff your nation or special artificer infantry.
- New Government Reforms! There’s a lot, some of which are unique to certain Mission Trees.
- Dwarven Holds! Deep in the Mountains are these huge dwarven cities built over centuries. They can be expanded by DIGGING DEEPER.
- Expeditions! In the mountains you can also send troops to look for treasure. Hope you gave them enough supplies, or maybe they’ll never return. Maybe you’ll even find a Dungeon?
- Disasters! So many new disasters. Many are unique to certain regions, races or even specific nation Mission trees.
- There’s also special mechanics available only to specific regions or nations, like the Raj or the Sunrise Convocation. Those we’ll see if they come up.
- Monstrous nations! Monstrous is more of a social and political distinction than anything else. Some nations are considered monstrous, with unique CBs both for and against them, and can de-monsterize eventually to be seen the same as any other non-monstrous nation.

How this AAR will work

This will be a screenshot LP with a casual narrative focus. I’ll be dipping in and out of story voice as needed to explain game mechanics, and I am still fairly new the mod so if I do describe something incorrectly, please let me know. While I will try to stick to the narrative disposition of the mission tree and the thread votes, I can’t guarantee I won’t occasionally make the gamey choice.

And on that note, there will be audience participation! Votes will be held throughout the AAR, including for our starting nation, our idea groups, and occasionally some event decisions.

Permission for a mildly interactive AAR has been granted by @Qorten. Thank you!

Credit to Crushric, author of Demon, Devil, Doll, for encouraging me to post this on Paradox Plaza. I have already completed one AAR, offsite. It can be found here: The Sunlight Will Not Reach This Low
 
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Chapter 1: The Corsair Kingdom
Chapter One: The Corsair Kingdom
1444-1450


The galley Fleshcarver, somewhere on the Divenhal Sea


A pigeon, lean and well-travelled, swept down upon the galley. Hungry eyes stared up as it descended, just a little of reach, sweeping around the stowed sails and coming to rest upon a perch on the aft castle. There, a Gnoll was waiting for it, a mountain of fur and muscle with a wicked blade strapped to his belt and the scent of blood on his breath.

Kazz stood tall and looked out over the lower deck. Human slaves slumped over their oars, while Gnolls mostly lazed around in the midday sun. The crew was exhausted, the smoke rising from just beyond the horizon, proof of their victory, a coastal village plundered for all that was it worth. They couldn't rest long. Whatever the message, it was sure to be more work.

He reached out for the bird, a treat in his hand. It gingerly poked at the food, and Kazz took the chance to grab it. With one claw he slipped the message off its leg, and then stuffed the pigeon into his mouth. The fishermen from the night before had been pretty lean on meat, he needed the snack.

Chewing and picking bones and feathers out of his teeth, he descended into the captain's cabin. On a galley so small she was the only one who had her own, and even then, there was barely enough room for a desk and bedding. She sat at her desk, eyes closed, lost in thought.

"Captain, message," he grunted.

She didn't respond to him. Captain Mrynzu was larger than he was, more than capable of beating any other Gnoll in the pack in a fight, but she had always been more of a thinker than a fighter. Of course, when it was time for a raid she was just as much in the thick of combat as any other.

After a few moments, she clacked her claws together. From a corner of the room her personal slave, a Human girl half her height, emerged from the darkness and held out a hand. The girl was in a better state than the oar-slaves outside, even her shackles were cushioned. A bit of a luxury, Kazz thought as he handed the message over to the girl to read on behalf of the illiterate Gnolls.

"The Corsair King," the girl said, choking for a moment as she spoke her best attempt at Gnollish, "the Scourge-of-all-seas, the Great Viakkoc, calls for all captains and chieftains to muster to him, before the year ends."

Mrynzu opened her eyes, deep black like the deepest ocean depths.

"We will attend," she said, "Kazz, prepare the oars."

He grunted an acknowledgment and departed.

"And you," Mrynzu said, pointing to her slave.

The girl turned to her master and bowed. A very useful prize she had been. During a most daring raid past the Damesneck, Mrynzu had burned down one of the temples the Humans had raised to their pitiful gods, and found this literate girl among the slaves they had taken. Too thin to eat, too weak to labour, she was saved from becoming a sacrifice by her skills. She had stood up among the other cowering slaves and held out a book she had written as proof of what she could offer. That had taken bravery enough, and bought her a place under the captain's protection.

"I want to continue my journal, take notes," Mrynzu ordered.

Excerpts from the journal of Captain Mrynzu the Salt-Blade

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There is something in the air. The scent of distant battle, real battle. The demons haven't spoken to me for months, drawn far away by some distant conflict seeking blood and flesh. Our most recently-taken slaves have spoken of a great war in the land they call 'Escann'. Perhaps the greatest champions of the war have clashed, perhaps oceans of blood are being spilt as you write. It does not affect us though. We corsairs of the open sea have our own concerns. The lands ruled by our Corsair King are but a part of the Sarhal. The Human lands on our borders fortify themselves against our terror, Kheterata struggles with its civil war, and the puny navies of the Divenhal cower at the sound of our oars.

We will be playing on the 1.35 compatible development version of Anbennar. This has a nice little addition to the selection screen showing an image of your race, an icon representing that Viakkoc has a spawnable nation (who we are really aiming for) and an icon that would appear if the nation has a unique mission tree (which Viakkoc does not).

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My mother was one of those who took up the call of Viakkoc X as he led our people away from the Gnollakaz fury, was one of those who willingly took to the water to fulfil his dreams of the Divenhal and the Dameshead paying tribute to him, and was one of those who participated in the devastation of Khasa, earning glory and wealth for our family. His son, Viakkoc XI, has sworn to take up his dream. Yet, I find myself concerned.

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The world is far larger than any of us know. He is thinking too small. The wind is turning, and the events in Escann may soon echo out across the seas and oceans to lands yet unknown.

Another addition is the ability to switch off entire continents, to improve performance or have a more focused game. As you can imagine, this hasn't been fully balanced so a lot of weirdness can happen if you remove a region important to the overall game, like Cannor or Aelantir. I haven't removed any regions.

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We row for port in Akasat, our holds filled with slaves for sacrifice and tributes for our king. The Kult has grown more coordinated in recent years, demanding a regular supply of sacrifices to satisfy demonic hunger and ensure that their wrath is directed against our enemies. The tribes will be gathering at the end of the year to re-affirm their loyalty to Viakkoc and allow for any of the chieftains to challenge his rule. I expect none of them will have the guts.


Monstrous nations only have a single estate, the Monstrous Tribes. They have a few options for privileges that might be useful, but for now I just take one that boosts our demonic power. What is demonic power? Well…

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I do not consider myself a truly zealous follower of the Kult. The demons speak to me true, as they do all Gnolls, yet I do not allow them to control me. The ocean is just as cruel as any demon, and to survive I have had to take a realistic approach. The bloodlust may only take me when I am ashore or boarding a vessel, slaughtering prey with my own blade. Let the landbound Kult throw themselves into a wild fury and destroy themselves. I will only give myself if a true Xhazobine arises.

The Gnoll Xhazobkult uses Orthodox mechanics. As we gain demonic power, it gives scaling bonuses and maluses up to the values shown. It can be spent on invocations to give temporary buffs, some incredibly good, and I'll show these off when I use them.

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We returned along the coast of Ekha. The humans cowered in their harbours and sent out boats carrying tribute of fish for our food stocks. Officially, they need not, as their contribution of money and sacrifices satisfies their obligation to the Corsair King. Given how restless they have been I would not fault them for buying off an enterprising raider looking for easy plunder against a rebellious subject.

Each tributary also gives a small amount of demonic power in addition to the usual tribute.

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The port of Akasat was bustling with raiders returning for the mustering. As we entered port among the mass of ships, I was struck with the difference that still lay between the humans and our own kind. Their fishing boats were far sturdier than the ramschackle galleys that we approached upon, even my precious Fleshcarver. We ought to ensure that we learn from what we loot, lest they gain an advantage over us. The Kult would advocate burning it all down and never letting our prey recover enough to overtake us, but this is a small corner of the world. Unless our king lives up to his title, there will be somewhere an enemy can develop in peace.

We start behind in technology and lacking the Feudalism institution. Luckily, some provinces start with it, if only we had the money to embrace it…

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I procured a fishing boat and sent Kazz to deliver our tribute, then immediately set out again rather than try and dock in the middle of that chaos. Let those fools in the port squabble and fight amongst themselves, trying to steal each other's gains. I know my ship, I know my crew, and I know we can complete another loop of the West Divenhal before the deadline. I will return with plunder beyond imagining, and Viakkoc will have to make me his admiral.

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Kazz brought back news from the port before we left. The Gnolls to the east sought an alliance. The cat-worshippers are in the middle of a civil war, and so Brrtekuh wished to cease the raids between our two peoples so that they could devote the greater number of their pack to an invasion of the ailing humans. A cunning strategy, but the oversized kittens have managed to beat us back again and again over the years. I wish them good hunting, and look forward to sparring with their garrisons in future raids on that coast.

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Most of the chieftains have already assembled in Kokerrat, where Viakkoc holds his court. What a coward, living in the mountains as far away from the water as possible. And yet he calls himself 'scourge-of-all-seas'. It's clear he still favours the tribes rather than the captains. When I return with a mighty treasure, he will have to change his tune.

New unit models, fresh in the dev version. Aren't they cute little demon dogs!

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The greatest plunder in all the seas, precious wine. The crew drank deeply last night as we rowed with haste away with the city of Wineport burning behind us. Half of their fleet was doused in their own wine and set alight, preventing us from chasing them. A few fools slipped overboard in their drunken stupor, and a couple got into a fatal brawl over some stupid grievance, but that's just the price of a good party. With a hold filled with wine, Viakkoc will surely bestow great favour upon me.

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After returning we were intercepted by a few of the other captains led by a Gnoll named Rrikk. They wanted us to pool some of our gold and slaves and start assembling a new squadron of galleys. My treasure is mine and mine alone, so I fought for it. We blooded each other well, Rrikk and I, and fought each other to a stalemate where the only way to win would be to kill the other. With grace, I offered him a fraction of my plunder and a bottle of wine in honour of a good fight. Still, the Corsair King ought to be the one to paying for these new ships.

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The muster took a strange turn. Viakkoc, in the presence of all of his chieftains and captains, announced that we would all be taking new oaths of loyalty to him and be granted titles in the Human styling. This was not what I had in mind when I said that we should learn from our enemies. Now I am the Baroness of some shitty coastal village, answering to the Count of whatever, but I much prefer the title of Captain and the freedom of the open water. The new obligations are just a formalised tribute. I have to provide a certain number of warriors and sacrifices to the Count, who passes them up the chain and no doubt takes his own cut.

All the pillaging gave us more than enough money to embrace.

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He also announced more formal organisation within the Kult. The disorganised minor cults among the tribes are to induct their patrons into the greater host of demons, so that any Gnoll of the Kult is able to call upon the power of any demon. Some outer packs protested, and Viakkoc and the Kult leaders beat them into the dirt leaving them snivelling apologies. Idiots. This is a clear power grab, but that is exactly the way of things. Return to your patron, beg, borrow and sacrifice to gain power, then return and strike down the Kult, if you can even manage that.

The integration of cults in fully converted states gives a one-time boost to demonic power. It's a nice bonus for the early game, but we'll need other sources once everything is culted up.

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I presented my gift of Lorentish wine to Viakkoc, hoping to gain my admiralty, or perhaps a chance to give him an heir, only to find that he had already taken one of my own fellow captains as his consort. Vea has a decent skill for combat, but is absolutely empty in the head in all other regards, so I have no idea how she managed to woo her way to his side. I almost challenged her for the position there and then, but thought better of it. For all the power and strong children he would give me, it would leave me stuck in that idiot's mountain fortress rather out on the sea where I belonged.

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The tribes assembled in numbers larger than I had seen since I was child, and Viakkoc issued a call to arm and prepare for a great hunt. The treasures that we had brought from across the Divenhal was given out to the mightiest warriors who could prove themselves in front of the king. A torrent of blood descended on Kokerrat as they scrambled over themselves for a little bit of glory. Even I was not unaffected. So many Gnolls in one place and so much blood being spilt brought Xhaob's whispers back to my ears, and my blood boiled to go hunting once more.

A generic mission, but a useful one to grab for the morale bonus in those early wars.

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Across the sea, the Humans were unaware of the threat hungering for their flesh and wealth. One of the great cities on the Dameshead, Vertesk, had raised a paragon of demonic might. I had seen the city once before, the dark tower looming over the river estuary had caught my eye, and I had the urge to mount my flag upon it, but it was too well-guarded to raid. The Emperor soon rallied his armies and struck down the dark wizard.

That's a very early War Against Evil. Appropriate too, as Vertesk is probably one of the evillest nations out there that doesn't involve crazy magic or monsters. Think 1984 for its citizens, while slaves are the most prominent trade good. The AI must have made some bad choices with its magic to piss off the Magisterium so quickly.

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After returning to the coast, I started surveying my 'demesne'. Before I could return to the comfort of the Fleshcarver, a new order came through. A great sacrifice was to be held in Khasa, the capital of the Kingdom of Khasa that we had torn down. Arriving without any of my own would not do anything to improve my standing, so I took the time to select some prime candidates from my 'subjects'. My crew descended upon the village, dragging the strongest men out of their homes and engaging them in duels for their lives. None of them could defeat a Gnoll, of course, and those who survived were taken while those who died would keep the crew fed on the journey.

Another way to build demonic power is to gather sacrifices. This can have a negative effect on province development, however.

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The great pyre in Khasa was visible from miles away, a mountain of wood taken by stripping the hillsides above the city of their trees. Almost as many slaves died in its construction as would be sacrificed, and their blood and flesh would be added to the offering to Xhazob. It was the most impressive sight that I had seen, a testament to the power of uniting the Kult under a central leadership. My crew participated in the work, building up a scaled down mock-up of the Fleshcarver on a prominence of the pyre and imprisoning our sacrifices inside.

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An air of anger filled the celebrations, as our number were swelled by refugees from across the sea. The Humans of Busilar had launched an invasion of Gnollish territory in their hills, and from all the stories from the Gnolls fleeing on ramshackle craft were purging any Gnoll they found. Some Gnolls apparently were fleeing deeper into Human territory to the north, but I doubted that the Emperor would treat them any better.

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Viakkoc himself lit the pyre, and the air was filled with smoke, the screams of the sacrifices and the hooting of the Gnolls as demonic power radiated. Under the heat and noise, Gnollish bodies twisted and grew stronger and battles broke out as they fought to drink in Xhazob's gift. Just as much Gnollish as Human blood covered the ground. As tempted as I was, I was not going to give myself over to the demons as they were. You need your wits about you at sea. When Kazz returned from the blood pits, a foot taller and far bulkier, I smacked him firmly on the snout and put him back in his place before he could get any funny ideas. The captaincy was still mine.

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The cowards of Deshak had handed their crown over to Eborthíl in an effort to defend themselves against our invasion. With the tribes united and filled with demonic bloodlust, and the bolstered fleets guarding the straits, their efforts would be in vain. Bolstered fleets that should have been mine. Despite everything I had given to Viakkoc, he gave the title of admiral over to that bastard, Rrikk. As much as it grates to suffer under his command, I took the Fleshcarver out to battle.

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The overconfident idiot brushed aside what he thought was the Deshaki fleet and began to pillage their coastline, but it had been a ruse. The greater part of the enemy linked up with reinforcement from their allies and sent us beaten back to safe harbours. At the very least he had a sense of naval strategy and did not get us all killed in a foolish charge of the enemy fleet. I lost good Gnolls and dozens of slaves from their cannon fire, and now the Fleshcarver will need months of repairs. All I can do is sit and stew while the war passes me by.

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With the navy out of commission, Viakkoc sent orders for us to get the economy of Khasa back on track after we had trashed the city. Treating me like a common whip-holder makes my blood boil, but I at least have the satisfaction that Rrikk is alongside me doing the same menial tasks. It makes me wonder if he intends to turn the kingdom's economy away from pillage and towards production. So much for 'scourge-of-all-seas'.

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I was not missing much in the larger war. Deshak fell quickly, and any attempt at landing was quickly rebuffed, but their fleet was too powerful for us to engage directly. Viakkoc was letting his troops roam the land and plunder their wealth while awaiting a surrender from the Deshaki nobles who had fled into hiding.

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Brrtekuh's invasion of Kheterata had seen far greater success. Their entire western coastline had fallen, the Mother's Sorrow had split into petty kingdoms, and Kheterat itself was under siege by the Elves of Elizna who were attempting to claim the title and install their sun god over the Khetarchs.

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Eventually the king of Eborthíl gave up trying to retake Deshak. The local nobility were gone, some fled across the sea to his court, others hidden in the mountains. Either way, the land was effectively ours. We took full control of the coastline and most importantly the shipyards.

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But that was not before we stripped their lands for all they were worth, and took a significant portion of slaves back to for both work and sacrifice.

Everyone's favourite OP mechanic is available for Gnolls, though we don't have Horde Unity to worry about.

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As I walked through the piles of loot, I encountered some interesting items. There were several pieces of artwork of Humans, Elves, and smaller creatures that looked impressively real. Most weren't in good shape, such as paintings splattered with blood or statues with their limbs hacked off, but it did leave me to wonder whether the mighty cities of Cannor had more such cultural treasures to claim. There were also a variety of books. I had no idea what they were, so I just grabbed as many as I could without catching the notice of the local pack leader. I'll leave them for you to read to me, later. Perhaps there is something to be learned.

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I mustn't rest on my paws. This war was a victory for the tribes, not the real seascourge. The Corsair Kingdom is not worthy of this name, and I am the only one who sees it. If I can strike down those humans who think themselves so safe on their island, I can avenge the humiliation that Rrikk put me through and make a name for myself as the true leader of this fleet. Then, we can really begin.

To be continued…
 
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Woo! It's here, brother!

I dig the style. The first person is different than your last one, but it's very easy to digest. I have not played Mykx, so I presume your narrator is the gnoll who eventually leads the pirate republic?

In any case, this is a fantastic start. You better keep us all updated as this AAR continues. I'm excited to follow it.

Though....

But for real, what the hell was Vertesk doing? Buddy, my bro, my man, how did you get this bad so quick into the game?
 
Gotta love the absolute psychopathy and bloodshed the gnolls as a society have. Slave-owning, bloodthirsty unapologetic demon worshippers. It seems like our captain here thinks about more than just whoever she can kill next, possibly setting herself up to be the future captain of the glorious republic of Mykx? I dunno. All I remember is vague details from Pukebeard's video, but I'm definitely looking forward to this!
 
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And a third Anbennar AAR over here! That's good. Also, Anbennar has a Steam page? I remember searching for it and not finding anything.

So these are supernatural pirates? The change to feudalism might make them weaker... especially in lands not on the coast.
 
Chapter 2: Golden Citadel
Chapter Two: Golden Citadel
1450-1468

Toref Citadel, lower dockyard, 1461

A rumble echoed through the cavern, sending a shiver through the guards keeping watch over the docks. Carved into the sea-facing cavern by Dwarven engineers, the lower dockyard ought to be one of the safest places in the citadel. An enemy would have to fight through the entire citadel first, or force the great sea gates covering the cavern entrance, which had been closed at the start of the siege.

The defenders, a mix of Humans, Half-Elves and Dwarves, had considered this an easy and safe posting. Now though, their dread was rising. Another crash echoed through the dockyard and everyone's eyes turned to the gate, which was shaking and splintering.

"Form up! Ready weapons!" the sergeant yelled. Soldiers scrambled, grabbing swords, spears, crossbows and arquebuses.

Minutes passed, a gathering of dozens waiting at the entrance to the docks. The air was heavy, as though a haze of blood had already descended upon them. At least one of the defenders fainted and had to be slapped back awake by the sergeant.

The gates burst open without warning, almost blasting off their hinges in a roar of wood and metal. A shattered wooden hull swept into the cavern, a galley that was on the verge of shaking apart with every oar stroke. A dozen cannons had been mounted on the bow, and had blown themselves apart and nearly destroyed the vessel along with them. Standing atop the wreckage of wood was a towering Gnoll, eyes like the pits of the Infernal Court and a gleaming white blade in her hand.

Her oarsmen did not halt, and the galley barrelled straight into the docks, sending clouds of debris into the air.

"Forward! Drive them into the water!" the sergeant yelled. Gnolls hated water. It was known. Knocking them in would leave them scrambling and easy prey for a crossbow. This was their only chance.

The defenders rushed down to the docks where the galley had now enmeshed itself, but were met by hooting shouts and chattering laughter. A pack of Gnolls, with the white-blade at its head, leapt from the galley and bounded across the ruined docks to meet the defenders. Spears lowered, crossbows and guns fired, and blood spilt into the water.

Yet, they kept coming. Infused with infernal power, only a couple of the attackers buckled and slipped into the water. The rest were only emboldened by their wounds, diving into the defenders and engaging in a furious and bloody melee. Behind them, more galleys filled with eager Gnoll warriors entered the cavern and prepared to make a slightly more orderly landing.

Later, Mrynzu stood at the top of the cavern, waiting for her troops to finish eating so they could progress deeper into the fortress. Gnawing on a chunky Dwarven leg-bone, she could feel the bloodlust still pumping in her veins and the urge to charge straight inside, but one insane plan was enough for day. She gave thanks to Xhazob for granting the power of his host, and looked down at the ruins of the Fleshcarver. It would make a good pyre for the sacrifices they retrieved from this place.

There was movement at the entrance, and she drew her blade, leg still dangling from her snout.

A Gnoll entered, as coated in blood as she was and loaded with captured jewellery. Kricoun, the commander of the landside invasion, gave her a look.

"Looks like somebody had fun," he said.

Mrynzu dropped the bone from her jaws to say, "Same to you. The rest of the fort is taken?"

"Not yet, many holdouts remain," he replied, snarling, "I need more warriors."

"For an equal portion of the treasure for me and my crew," Mrynzu said, eyeing the gold Kricoun wore, "and perhaps another prize."

Kricoun let out a cackling laugh, and accepted her offer. She tossed him the bone to keep him occupied and went to rally her troops. Further blood and glory awaited them.

Excerpts taken from the journal of Captain Mrynzu the Salt-Blade

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On my orders, several cargo ships were outfitted with captured cannons and sent out to pursue traders in the Divenhal. The Fleshcarver may be fast in short bursts, but the slaves do not have the endurance to chase down a ship fleeing with the wind. The greatest cities of Cannor lie just outside of our reach, but we can take their wealth before it even sees their shores.

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No matter what reforms Viakkoc makes, we are a people who take. Why call yourself a Corsair King at all if you would rely on the produce of the land? I have called for an expansion of the piratical fleet to devour the wealth of the Dameshead, but Rrikk, still somehow in the favour of the king, has shut that down in favour of more galleys.

I should have covered this last update, so here they are now. Gnolls have a more warlike and less diplomatic disposition, with economic and social stats based on having a repressive slave economy.

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Not that I am complaining about the number of galleys within the fleet. There is nothing more satisfying that seeing a ram smash into the side of a ship too fat with treasure to escape and the shocked and panicking crew overrun by eager and hungry Gnolls. However, after our last performance it leaves me concerned that the Humans will build larger and stronger carracks until they reach the point that even a squadron of galleys, flimsy and vulnerable to cannon fire, could not match one.

Militarily, they are reliant on Shock and Morale damage, and are actually pretty bad at naval combat.

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Viakkoc called his lords and ladies (ugh) back to Kokerrat to make a great announcement. When we arrived, we found his son, the younger Viakkoc, stood beside the chief shaman of the Kult in a large tent. The boy had brought with him a Human of the same age, and once the crowd was arrayed, he plunged a knife into the Human's heart and let out a primal scream. Sickly yellow-green fire erupted from his hands, incinerating the canvas around us and sending many of the cowardly land-dwelling Gnolls cowering, but I stood firm and in awe. The shaman explained that the boy had shown a deep connection with the Pits of Grilax and could call upon the demonic power of our true masters with ease.

As burning canvas settled around me, illuminating the entire assembled leadership in the colours of hell, I began to wonder just what I could do if I and my line had access to such power.

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At the same summit, Viakkoc the elder also announced an official policy of expanding slavery to all non-Gnolls and in particular to roles that had mostly escaped it due to not being manual labour. Artisans, merchants, and bureaucrats would now serve the state and the Kult or else be chosen for sacrifice. A terrible idea. Why not let them live in peace for a while, then come and take whatever they had built, like a proper Gnoll.

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Upon returning to port, I found that you, my scribe slave, had managed to comprehend some the books that I had retrieved. Among them were instructions on how to build a carrack, though clearly designed for Humans and non-slave labour. Fascinating, but most of the facilities to build such a vessel had been razed. If I could gain control of the fleet though, I would be interested in having a flagship built.

I really want to build a Galley flagship but for some reason the option is greyed out and there's no tooltip appearing or hint on the wiki. Does anyone know why? I can still build a Heavy/Light flagship.

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The inhabitants of Deshak were resistant and restive as we swept through to collect more sacrifices for the next great pyre. They ought to be better prepared, and have their offerings ready for us so that we don't have to burn them out just to get what we are owed.

An example of what can happen while gathering sacrifices. One sacrifice is worth one percent demonic power, so I don't know if it is a particularly good trade.

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There has been a suggestion among the captains that we offer our oar slaves the ability to buy their own freedom as additional motivation. I am…not entirely unopposed to the idea. As pitifully weak as Humans are, if they can demonstrate true strength in battle, they can earn appropriate rewards. It's not like they would have much choice but to stay with the fleet, considering the tribes would likely re-enslave them the moment they set foot on land.

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The fool Rrikk is dead, and not by my hand as much as I would like that to be the case. During the great pyre in Deshak someone he ate must have disagreed with him, or he could have simply too weak to accept a demonic gift. I have heard of diseases being granted to transform the body and spread plague to the foes of Xhazob. Either way, there is now a power vacuum in the fleet, and no obvious replacement with Viakkoc's favour.

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Our glorious king is far too busy dealing with a rebellion on the land to care much about us at sea. A member of the Khasani royal family returned with an army of mercenaries from Cannor and a hastily-raised army of locals who were, for some reason, upset with our rule. Khasa was taken, but they would soon have twice their number in Gnolls descending upon them.

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Rather than face us in battle, the prince fled into the Deshaki mountains. Ironic, that he was willing to fight against his fellow Humans. What a coward. Still, Viakkoc cannot rest until the craven prince is put down once and for all. That will give me time to consolidate my position among the captains. We will hold a moot in Deshak to decide, in our own way, who is the right one to lead. A little bloodshed and demonstration of dominance will work more quickly than months of politicking and backstabbing.

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There were further issues with his economic reforms, this time from the Gnollish side. We do not care for menial labour, that is work for the slaves. There are simply not enough slaves to go around and fill all the new jobs he is attempting to set up, and no Gnoll wishes to take such tasks themselves. This is especially the case among the areas where the Kult is strongest, which have seen an almost complete purge of local slaves in the name of securing sacrifices.

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It is done. The fleet has submitted to me as their admiral, and Viakkoc has no real option but to let it happen or risk losing the real source of income for his kingdom. Even more galleys have been added to our number, and we stand ready to strike at the Isles of Tef. The tribes can have their fun overrunning Deshak once again, but these islands are the real prize. With this we can take our first steps into Cannor and the wealth of the heart of the Human and Elven nations.

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Unlike the previous fool, I do not wait for the enemy to gather their fleet and assemble it around their powerful heavy warships. I struck out and hit the fleets of Deshak, Eborthíl and their allies one at a time. Our galleys, with oarsmen working hard for a taste of freedom and treasure, chased down theirs and my crew easily sank their pitiful squadrons. The numbers quickly turned to our favour, and in a reversal of the previous war the seas were ours.

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Viakkoc was apparently still uninterested in taking to the water, as he assigned the invasion of the Isles of Tef to a Gnoll named Kricoun. A fierce warrior by all accounts, but I was not about to wait at sea for him to batter down the walls of the great dwarven-built fortress of Toref Citadel. I had my own plans.

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It was an incredible plan. Gather all the cannons that we had captured over the course of the war so far, and use them as a battering ram to get into the sealed cave harbour of the citadel. They would not expect an attack from the sea. It was a success, devastatingly so, but it cost me the Fleshcarver in the process. No matter, as I was not so attached that I couldn't re-desecrate another galley and replace it. The bigger pain was that Kricoun had already found another way to breach the citadel, so I had to rally the crews to link up with him and join in before all the glory and spoils were taken.

Naval barrage, a very nice ability to have when you can't build any cannons of your own.

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Having acquitted myself greatly throughout the course of the war, and returned countless treasures heavy enough to sink a galley, I had effectively gained massive influence within the court of the Corsair King. With my words in his ear, the days of incompetence and failure should be over, and a future full of riches awaited the kingdom.

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The war ended with most of the Isles of Tef coming under our domination, along with the remainder of the Deshaki coast. Our raiders ran rampant through the cities of Eborthíl and Port Jurith, burning as they went and clapping chains around anyone who tried to flee the flames. Thousands attempted a crossing to the mainland, but my fleet held the waters and sent so many to their watery graves with but a nudge of a galley ram or smack of an oar. The sight was almost like an inverse pyre. I wonder if there is a demon named for the ocean, who would accept such sacrifices.

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A greater prize was a carrack that we were able to seize from the shipyards. The cowards had fled without scuttling it, and so it fell into my hands to serve as my flagship. Named as the Salt-Tower, it shall be the indestructible centrepiece of my battleline, and the force that will shatter any defences that lay before it.

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But the greatest prize of all was the citadel itself. A safe harbour for my fleet, a perfect place to conduct raids from and a good home to raise a litter as well. I was named Countess of Toref, and honestly, I am starting to see the appeal of such titles. A proportion of the gold produced by the mines underneath the citadel is mine to do with as I wish, while the remainder goes to the King. Besides jewellery for myself, I have ordered most of my gold melted down and coated in sheets on the outer wall of the citadel, so any sailor will see my success as they approach.

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Busilari forces crossed onto the island, occupying the land to the east of my citadel. No doubt they want to contain us and prevent an invasion of the mainland, but they are merely trapping themselves on the wrong side of my fleet.

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The unrest in Khasa continued, with mobs of Humans rising up against the extension of slavery across the economy. I do not know what they intended to accomplish, a mob of peasants and weaklings against Gnollish garrisons, but at least Viakkoc had the sense to put them in their place once again.

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We have to be ready for a war of a greater variety. To the east Kheterata lies divided into three. The Elves had only managed to take part of it in their campaign, and while they now have the grudging backing of the Khetarchs they only hold a portion of the river. The rest is held either by our allies, or by our old enemies in Gnollakaz. A three-way battle for hegemony over the land would be incredible, and certainly filled with glory and plunder.

Kheterata uses Empire of China mechanics in 1.35, and Elizna now has the Mandate. It's currently fairly high, so they are no pushover.

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Despite this, Viakkoc is still focused on internal matters, such as raising a temple to darkness over Kokerrat in honour of his son. The strength of the Kult is still growing and the ascent of a demon-touched prince will only make it more so, so madness may yet overwhelm good sense. I am considering sending my new daughter to learn from the demon priests so that I have a way in if I need it.

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There was a recent tragedy far to the east. Tluukt, matriarch of the Gnolls of Bulwar, has died. After the loss of Zokka to the zealots, she was the last pin holding together Gnollish rule in Bulwar. I fear that her clan will fall apart under pressure from the Elves, who then have the capacity to aid Elizna against us. It is one thing that I regret about taking to the sea, as when the battle is so far inland, without even a river great enough to carry a galley, there is nothing I can do to participate.

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The last remnants of Deshak in the mountains have been subjugated, by our own allies. It boils my blood to see such an insult go unopposed, but I can also see that keeping the others as a buffer against the situation in Kheterata works to our favour. For now.

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I would have gone to Viakkoc to make my opinion clear on the matter, but I soon learned that he was dead. A fit of madness during the pyre, a lucky claw-stroke in the bloody melee, or the will of a demonic mastermind, it wasn't exactly clear what had led to him choking on his own blood. All I knew was that his son, Viakkoc XII, had ascended to the throne of the Corsair Kingdom, and that my daughter, Lyhz, would be my key to getting access to him and leading him exactly where I wanted. Straight onto the plump and ripe coastlines of Cannor.

To be continued…

Vote

Rather than pile on all the votes at once when we finally getting to the point of splitting off from Viakkoc, I've decided to spread them out through these updates. First up, the legal code will be a major issue for the new nation, especially as so many ships will be away from civilization. What should be the general approach when drafting the legal code for free crew members?

Harsh Captaincy – The captain holds absolute power on their vessel, and should reward criminality with brutality. The crew suffers what they must.
Lenient Justice – A tyrant will inevitably lead to dissent; thus, a captain must treat their (non-slave) crew with respect. Granting leniency and taking a more proportionate share of the plunder will keep both sides satisfied.
Communal Responsibility – The crew are one, working together to survive a harsh life on the sea. Equal treatment and collective decision-making will bring them together.

Vote below by clicking on the image


Voting will remain open until the nation of Mykx is founded
 
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You posted this almost in secret, trying to hide it! Lucky I was on this site to see it and got the chance to read it.

And because I am an optimist who belieives in the people, I think communal role of ships will be the future. It will set the gnolls apart from the top-town Cannorian navies of men and elf.
 
Reforming the gnolls seems to have been more difficult than expected. I especially liked the journal of the person who disagreed with the reforms - it showed that the dissent is very much present and influential.

Let's go with Lenient Justice. Also, did you get permission from a mod to run a mildly interactive AAR?
 
Let's go with Lenient Justice. Also, did you get permission from a mod to run a mildly interactive AAR?
Ah, I wasn't aware that needed permission. I will double-check with them before posting the next vote.
 
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Chapter 3: Hellfire over Cannor
Chapter Three: Hellfire over Cannor
1468-1491

Hilltop overlooking the city of Hapainé, Busilar, 1471


Erela held the journal tight to her chest as an unnatural warm wind blew across the ruined hillside. Thousands of marching Gnolls had churned the land into a devastated mudscape, and the few trees had been chopped down to build an elevated platform for the ritual and a pyre for the sacrifices they would take if this was to succeed. She stood at the back of the platform, an honoured position for a slave such as herself. The only other Humans, captured Busilari nobility, were knelt in front of the priests, beaten and dressed in rags. Their finest clothes and jewellery had been ripped from them as the horde had rampaged through their homes. Erela was numb to it now. She had seen the same scene a thousand times in her service to the Salt-Blade line.

The shouting and whooping of the assembled army reached a fever pitch, and an overeager Gnoll grabbed at her shoulder, teeth bared. Kazz, stood just beside her, immediately squared up to him and gnashed his teeth. An old warrior, bulky and powerful, was enough to intimidate the enthusiastic warrior into backing off.

"Do not fear, slave," Kazz said, ruffling her hair before turning back to face the front.

They had never referred to her by her actual name, just 'slave', or 'scribe', but she had never forgotten it, not since she had been taken. It was a reminder that she was more than just a tool, and that she had initiative. Initiative that was now paying off, after nearly thirty years of service, as she shaped the life of an entire prominent line of Gnollish nobility.

Her young mistress, Lyhz, was one of the youngest Gnolls stood at the very front of the platform. Lyhz caught her looking, and gave her a wave, knife in hand. Erela stared back, and gave a smile, toothless of course, and a slight wave in response.

The sound of drums silenced the crowds and everyone's eyes turned to the front. Atop the highest point on the platform, the Corsair King began to recite an incantation. The wind increased in ferocity, making Erela feel as though she was stood besides the flames of a pyre, with the scent of cooked human flesh in the air.

One of the priests called out, "I name Forzzra! It shall all be ours!"

Lyhz spoke next, her voice firm and loud over the howling wind, "I name Kentryn! They do not deserve their treasures!"

The third priest cried out, "I name Kzryl! Our fury shall be unrelenting!"

A moment later, wet, strangled cries filled the air as each priest executed their sacrifices. The wind redoubled in intensity, swirling around Viakkoc as he raised his hands into the air and let out a howl that could be heard across the hilltop and down in the city below. The wind swirled and filled with embers, rising and condensing above his hands. In a flash, the air ignited and a green-yellow light blossomed over the hilltop. A fireball larger a house roared in the air, leaving Erela feeling as though her hair might catch fire any moment. Some of the Gnolls closer to Viakkoc in fact suffered that fate, their fur igniting and their flailing, burning bodies stumbling off the platform.

The king himself was unaffected, despite his hands grazing the bottom of the inferno.

"I name Xhazob! Strike them down!" Viakkoc shouted, and he flung the fireball forward.

The light descended down the hill and out of sight, suddenly leaving Erela dark-blind as nighttime resumed. A few terrible seconds later there was a roar and the crashing of stone. The city had been breached. A cheer rang up from the assembled Gnolls, and they began to rush down the hill to take the battle inside, though most on top of the platform stayed where they were.

Erela leaned against Kazz, her breathing ragged even though she had done nothing but watched. She had seen a lot, but that had been something else. The wind died down, and the air was deathly quiet besides the battle cries getting ever more distant.

"Scribe!" Lyhz said, a toothy grin bared. She ran over to the two of them, practically bouncing. Her hands were still covered in the blood of her sacrifices.

"Yes, young mistress?" Erela asked.

"Did I do well?" the Gnoll. As young as she was, she was only as tall as Erela herself, so they were able to look eye-to-eye. Lyhz's eyes sparkled despite the dark night and their darker colour.

Erela cast a glance at Viakkoc XII, who was now swarming with attendants. Her charge had just participated in the doom of thousands, but she had already risen to one of the highest positions in the Kult, and had direct access to the king himself. Erela was not sure would come of it, but with the fleet and the Kult perhaps the Salt-Blade line could create something altogether new.

"You did perfectly," she said, giving Lyhz a scratch under her snout.

Excerpts from the journal of Lyhz, daughter of Mrynzu, priestess of Kentryn

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I'm old enough now that mother has let me look at how to run the citadel. She showed me how we had made a fortune by making all the captured soldiers work in the mines. Most of the gold went to Via, but our slice made us the richest nobles in the land!

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I have been very busy with my temple studies. New temples are being raised every day on the mainland with the money taken from our mines and from raiding the coasts to the north. As a priestess I need to chose a patron demon from the host, but its so tricky. I can't just pick Xhazob and be done. Mother wants me to pick something related to the sea, but all the elder priests talk about is sand, gold, and blood, not water.

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Mother is dead. She was always so strong, and now she is gone. Her soul has surely been devoured by now, so the whispers say, so I cannot even try to contact her through the blood of a sacrifice. Yeena, one of the captains from her faction, has taken the Salt-Tower and the fleet, and Kazz has sworn to keep an eye on me until I'm fully grown. Challengers are sure to try and take the golden citadel from us, but he is strong. Finding my patron is even more important now, so that I can call upon their power and let him rest.

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The Humans are fighting amongst themselves over petty marital squabbles. Mother always said it was for fools, that you could only rely on your wits and strengths, not a random Gnoll that just happened to give you a litter. But it has been a revelation. Just like a spurned mistress, the ocean is envious. She desires what the land has, and will take from it through tide and wave and storm. Kentryn empowers those who take, and through his power I will take what I am owed.

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We, all the new priests inducted into the Kult, were summoned by Via for a great gathering in front of the temple in Khasa. He called for a great pillage of Busilar, while their armies were away fighting for trivial purposes. Each priest had to call upon an Invocation of Hellfire from their patron, with the greatest being allowed to go to war alongside him. I envisioned a fortress twice as large as mine, built by the fat and lazy rulers on the mainland, and the power of Kentryn flowed through me, igniting my sacrifices before I even had the chance to slit their throats myself. Even I was amazed, and Via selected me to be one of his personal priests!

For ten demonic power, you can run one invocation for twenty years. Only one invocation can run at a time, but they can be switched out at any time. The Invocation of Hellfire is by far the strongest, turning your armies into murder machines in the shock phase, while the others are average and maybe not worth spending power on unless you really need what they offer.

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The chosen few were invited to discuss Via's plans for the campaign against Busilar. He wanted us to add our power to his, to draw the demonic energy in and enhance his own. His own talents primarily lie in elemental magic, drawing on the Pits themselves to call forth hellfire on our foes, so together we could flood entire cities with flames. I was enthusiastic and maybe spoke a bit too eagerly and out of turn, but Via was kind enough to acknowledge my excitement and bring forward more sacrifices.

We didn't cover magic much in the dwarven campaign, so here is some of the run down. There are eight schools of magic, and your ruler can have one of four levels in each: Proficient (effectively no skill), Talented, Renowned, Legendary. The levels can be trained, but a mage from a race without extended lifespan is unlikely to be able to progress more than one school from Proficient to Legendary. The starting stats are fairly random, so we are very lucky to have Evocation starting at Renowned.

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Then and there, we conducted a ritual that resonated through every Gnoll within a hundred miles. I could feel my blood stirring and burning, and I'm not even a warrior! The war ritual would sharpen our claws, strengthen our muscles, and harden our fur, and make our warriors a match to any mounted knight of Cannor. It was time for the invasion to begin.

The reason that its lucky is that Evocation is where the war magic lives, giving us another boost on top of the Invocation of Hellfire. If Viakkoc was Legendary it would be even stronger. Evocation also gives us access to powerful siege spells.

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The crossing fell with ease. The Humans had been fighting up near the Dameshead, and their fleet was exhausted and depleted, leaving it easy prey for Yeena's forces. I was able to watch the battle from the peak of the citadel, and entreated Kentryn for power for every Human soul he swallowed.

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The war progressed very quickly, and soon we were on the doorstep of their capital. Our raiding parties freely ravaged the land, and a bunch of nobles were swept up as sacrifices. As I and the other chosen were called up to join the siege, I was inundated by so many gifts of gold and personal slaves from the warriors, seeking my favour, it was so sweet. At Kentryn's silent urging, I demanded even more! Everything was sent back to Toref to join the hoard.

Siege magic can be cast from the Ruler Magic menu, but it also has a shortcut in the form of a decision that will list all available siege magic options.

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It was an incredible sight to see, when Via launched a fireball more than a mile down the hillside. The city walls almost melted under the heat, and the flames greedily devoured any Humans who were foolish enough to get too close. Gnolls too, Xhazob takes all. Via did not participate in the assault and he told us that he was concerned that if he led the charge, wreathed in hellfire, he might be mistaken for a new Xhazobain. I think that would be cool! I don't know why that would be a problem! After feeling his magic pulsing through my body, I can't think of a better leader for a great Xhaz against the weaklings.

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Our new Busilari slaves still held onto too much of their pride. As they were branded with the hellfire-whip of Xhazob and separated to be shipped to different ports across the Divenhal, they started to become more compliant and productive. The whip masters in Toref had been reporting we'd been running out of mining slaves, so it has been a very productive plunder.

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Years passed as we ravaged our way across the land. I learned much of the ways of conquest during that time. How best to hunt down loose slaves, where cowards tried to hide themselves and their treasures, what mighty structures they had built and how best to tear them down. Most of the treasure was passed up to Via, but through my portion of the spoils as a chosen priestess and a countess I am now one of the wealthiest Gnolls in the kingdom. Kentryn asks me to take more, to climb over the bodies of the others to stand besides Via.

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As we conducted raids across the border into the Empire of Anbennar, we encountered the unusual sight of Gnolls fighting alongside Humans. After capturing some, we found these traitors had renounced Xhazob and sworn themselves to the Human and Elven gods in exchange for protection from the Emperor. I sacrificed them myself for that insult.

The Dovesworn Gnolls are pretty interesting, but don't have too much content

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Finally, the fervour died down, and we returned fat with plunder. Our tribes still held swathes of the coast, as well as liberated Gnollish territory in the western hills, and they made an ongoing effort to ensure that all signs of Human civilisation were razed and the survivors enslaved. Busilar had once been completely ruled by Gnolls, and now it would be again.

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Via has a child, Little Via, and I can't help but bristle at the thought that he isn't mine. Mother once said that she had felt the same, and until now I thought she was just being dramatic. I need a litter of my own, a proper daughter or son raised to desire what others have, wield the powers of Kentryn, and with the same common sense that Mother had shown.

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The Emperor declared our invasion of Busilar a disaster of unimaginable proportions, and called for his subjects to team up against us. Xhazob guide us, this is why Via should have taken the title of Xhazobain. The Humans, Elves, and their mixed progeny would not stand a chance against the full force of a raging Xhaz. Each priest of the Kult has called upon their patron to act against the rulers of the Empire, to sow discord and slow their mustering.

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I do not know if the demonic host is too busy with the task we have given them, or if they have abandoned us. As we attempted to finish off Eborthíl and their ally, Verne, Via faltered in his power and failed to breach the walls of the wyvern rider's great coastal fortress.

An example of what failure looks like when casting a fireball.

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The Emperor must have seen this as a sign of weakness, as he and his vast army are now descending upon us. All the greatest warriors and priests have been called to Cannor, for the final battle is upon us. If we should win, then whether he believes it or not Via truly is the Xhazobain.

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Our fleets, while powerful, were overwhelmed by sheer numbers. Though three times as many enemy galleys were sunk, they were forced to withdraw back to the Sarhali mainland, leaving me along with Via and the rest of the armies trapped in Cannor.

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Vast armies crossed the mountains into Busilar, numbering somewhere between six-to-ten times our number. Via was not disheartened, as he called upon all the Gnolls of Cannor to rise up and join him in battle. For the first time he intended to take the field, and call reams of hellfire directly onto the enemy armies. Cries of "Xhaz" echoed across the land, and I was among them, as we prepared to meet the invaders head-on.

When your ruler is a mage, you want to use this decision rather than the usual button for turning them into a general. This will give them the extra pips that a war wizard gets.

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We descended upon them outside the fortress at Lorincrag under a sky green with hellfire. The other priests and I invoked our pacts with all the power we could muster, while Via charged atop a war hyena with his blade blazing hot. There were so many, but we cut down three of theirs for everyone one of ours. Then their mages entered the fray. Great barriers were raised over the army to block our fireballs, and war wizards engaged on equal footing with our greatest warriors, striking them down with fire and lightning. Via sounded the retreat, and we fled into the hills with our tails between our legs. Our dreams of Xhaz had died within days.

The power of all the military buffs we have. Consider just how large the numbers disparity is there, and yet we still came out ahead in casualties. And actually survived.

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The war was not over, though. We began engaging in guerrilla war, striking wherever the enemy mages were not. The siege of my citadel was lifted, and the Isle of Tef returned to our control as we were able to ship our army over the strait when our allies distracted the coalition fleet.

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But eventually sheer numbers wore down our fleets and ended up with our armies trapped having been split up during an attempted crossing. Blind zealous fury would not carry us any further, and I thought back to Mother's lessons. A little bit of cunning was needed, and could turn a defeat into an opportunity.

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We continued to strike where they were weakest, slaying their mages and killing more than twice our number. When outnumbered nearly ten-to-one it would not matter in the end, but it would sap their will to fight.

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Viakkoc approached one of their mighty mage-kings and offered a deal that would see Gnollish forces withdraw from the mainland and pay a significant sum of reparations. Exhausted, with more than a quarter-million dead from disease and battle, the imperial armies agreed to the deal and allowed us to return to the Isles of Tef. During the confusion of the withdrawal, many of the Hill Gnolls in western Busilar took the opportunity to break away, while Eborthíl tried to reclaim some of their islands in the hope that we would be too exhausted to oppose them.

Can you see the trick?

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They were wrong, as our angry and hungry warriors descended upon them and slaughtered them. The pyres burned high, both in mourning for those we had lost in the war and in celebration for our subsequent victory, and the screams of the sacrifices echoed long into the night. It was not all in vain, as we had carried away a massive portion of Busilar's wealth and population in our brief occupation. Xhazob and his host would smile upon us, and forge our greed and envy into a fire that would burn them down in revenge one day.

The AI does not care that I was still at war with a nation I just offered to return provinces to, so I can take them right back.

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Our fleets had been shattered, with only half of our galleys surviving. At the very least, the Salt-Tower still stood tall at the head of it all. Much of our treasure will need to go into building ships, perhaps more mighty carracks, and facing the Humans on an even footing.

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A pirate crew docked at the citadel today, and swaggered up to sell me some maps at a ridiculous inflated price. I almost had them thrown out, until they told of strange and valuable artefacts the Elves they had raided had been carrying as they approached port in Venáil. Curious as to the source, I haggled down their price until I was satisfied and got my hands on the Elven maps. They showed ocean currents that lead to the west, with hints of land beyond there. The possibilities were endless, but I was not sure how much of this I wanted to trust to Via after his failure against the Humans. I discretely had the maps sent to Yeena so that plunder of these new trade routes could begin, and directed my desires to what treasures might lay in this shadowed land to the west so that Kentryn might favour us.

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Little Via is a different beast to his father. Wrathful and cruel, but to his fellow Gnolls and not just his slaves. Fury is good, if it is directed at the right targets. Are the demons having us turn on each other for our failures?

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Travelling back and forth between Kokerrat and Toref, things are really shifting. When I was a pup most Gnolls were squatting in the ruins of the cities we burned, or in tents on the outskirts of the cities we raided for slaves. Now, more often we are building for ourselves, making use of the know-how of the Cannorian slaves to build up our cities. The Kult is commissioning great images of our patrons to stand watch over our temples and our pyres. From what Kazz says, things have changed so much they are almost unrecognisable.

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Thirsty for vengeance, Via led another great raid into Busilar. I could feel the fight had left him though, even as he levelled their capital with an earthquake. Hellish rock formations tore the city apart, and he ordered every able-bodied inhabitant and every piece of wealth to be seized. Then, he told us we would be heading home.

Magical Infamy is a stat that determines how evil your mage ruler is seen as. If it is too high, they will be declared a Witch-King and every 'good' nation will get a CB against you. It can be raised by casting spells that cause indiscriminate damage, conducting unethical magical research, performing necromancy, and probably a few other ways. I think it might rise faster if your mages have ties to the Magisterium. I assume the ruler of Vertesk did some combination of the above in quick succession to get the hammer to fall on them in Chapter One.

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We returned rich in body and soul, and the pyres lit up across the kingdom, but it was as though the dream of a great Xhaz across Cannor had been snuffed out completely as we abandoned all the land we took. Would Xhazob be content with us raiding around the edges of their civilization, or would he have us want more? I know what I want, what Kentryn is telling me to do. I will contact Yeena, see if she stole any more maps of this mysterious new land.

You can also gain sacrifices in peace treaties, the more development their capital has the better.

To be continued…
 
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Ah, wizard gnoll bullshit. Classic. You took some mad AE there. How long is the truce gonna last with Cannor after you lost the coalition war?
 
The section from the slave's POV was... informative. How many of the Gnolls' slaves have either accepted their position or even come to like it?

You managed to snatch up a victory from the jaws of defeat, so that's good...

Ah, I wasn't aware that needed permission. I will double-check with them before posting the next vote.
Yeah, it's in the AARland Rules List. To quote that: "If you think an AAR may be interactive then you should check with any of the moderators first. This is fundamental, any AAR we find when wandering around the forums that we believe to be interactive will be locked, and it is much less likely that you will be given permission to then carry on. So rule #1 is very simple - if in doubt: ask before starting.
- If your AAR is what can be termed 'mildly interactive' then, if you ask first, odds on permission will be granted. 'Mildly Interactive' includes votes on very specific options or 'tell me what to play for my AAR' votes. All such votes must be against a short list of clear options, with a very early end date. If this is your intent, and you ask first, most likely an AAR of this type will be given permission;
- If your AAR is fully interactive, you will not be given permission unless you have an existing track record of successfully running and completing conventional AARs on this forum. 'Fully Interactive' is anything that is not covered in the rule above but includes commentators role playing characters, commentators advising the player (in character) or an AAR where the voting is carried out on a regular basis. If you start one of these, without permission, then it will be locked and you will not receive permission to carry on or start a new one. So if you have any doubts, ask.

So the rules are: ask first, if it's complex then make sure you already have experience in running AARs, if it involves some interaction, then it is likely that permission will be granted."
 
Chapter 4: The Despised
Chapter Four: The Despised
1491-1502


Toref Citadel, Countess' Chambers, 1484


The young mistress scratched her claws across the paper, and growled in frustration. Erela didn't offer any reaction, except to offer the Gnoll child another piece to work on. She had never had children of her own, had barely even interacted with a Human child besides those who were already broken by their enslavement. Perhaps that included herself as well. And now she was being asked to teach Lyhz' daughter to read and write.

If nothing else it was a sign of things changing. Erela had now served three generations of the Salt-Blade line, but the child in front of her would be the first to be literate. They were sat opposite each other, on a desk plated with gold from mines below. The whole room was filled with treasures, gifts from the Countess-Priestess to her daughter. Even the paper was of the highest quality, freshly raided from ships sailing between Bulwar and Cannor.

"I don't need to learn letters," the child snapped, "that's your job."

"I won't be around forever, young mistress," Erela said. She was getting old, past her fiftieth year. Her body was weaker, and her hair was greying. Even with decent treatment, for a slave, the decades of restrictions wore on her deeply.

"Then I'll get another Scribe!" the child declared, pointing out the window with her claws in the vague direction of the lands of Busilar.

It wasn't much use arguing with an angry Gnollish child. Even at six years old, she was as large as a young teenage Human and could probably overpower Erela without even using her claws. Erela remembered the first time she had seen Lyhz's litter, coated with blood as one of the young pups devoured the others. From birth they were monsters, so Erela had been working hard to induct a little bit of civilised behaviour into them. She could not take all the credit, the simple pressures of Cannorian advancement were forcing the Gnolls to adapt, but the Salt-Blades had been a key part of that.

She considered how best to appeal to the child in front of her.

"What do you want to be when you grow up?" Erela asked.

"A mighty pirate!" the child replied without hesitation. She had been raised on stories of her grandmother's exploits.

"Imagine you are the captain," Erela said, "a great pirate, with many victories. The crew loves you. Now, you have taken a map to hidden treasure from a ship of weaklings."

The child nodded along enthusiastically, eyes glittering like jewel-ringed pits.

"Your Scribe tells you what is written on the map, and you sail to seize the treasure. You arrive, and there is nothing. The Scribe lied, and escaped with the real treasure."

"Traitor!" the child cried, her fur rising in anger, "have them flogged and flayed!"

"Whether you catch the liar or not, your crew is upset that you didn't realise sooner. One day, they throw you overboard and replace you with a Gnoll who can read."

"I'd kill them all first!" the child said, seething. She leaned forward, claws dug into the desk leaving deep dents in the gold.

Erela stepped away to pull a large piece of parchment from a corner of the room and spread it out across the desk. One of the stolen Elven maps. The girl's demeanour changed instantly, and she began poring over it, marvelling at the intricately detailed coastlines, ocean currents, and trade winds.

"Now imagine that you can read the words," Erela said, running her finger over the western islands, still shrouded in mysterious fog but marked with descriptions of ancient ruins and vulnerable colonies, "and your crew is around you, listening to you, not to one of your slaves."

Finally, the child seemed to have a breakthrough as she stared at the map. She pointed out the largest word on the map, hanging high over the western edge.

"What does this say?" she asked.

"That says 'Aelantir'," Erela replied, "it's where the Elves are trying to return to. A land of secrets and treasure."

"Ael-an-tir," the child said, sounding out the syllables as she read them from the parchment. Her eyes drifted to the eastern side of the map and she pointed at the island off the coast of Lorent. "Something-ael?" She paused. "Ven-ael!"

Erela smiled at the child before her. Not quite right, but she had the spirit now.

"I think you will be a mighty pirate indeed, Mykx," Erela said.

Excerpts from the journal of Lyhz, Countess of Toref, Priestess of Kentryn

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Our enthusiasm is dropping, and the demonic fire in our veins is quieting. I took the liberty of beseeching our patrons for a different invocation. With increasing interest in the lands to the west, I want all eyes on their ship movements. Through Kentryn I can see through their sight and find the information I seek.

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We have turned to extracting more out of the Humans we already control. A new tributary system has been put in place, which gives the Humans a more stable schedule for their delivery of money and sacrifices

Monstrous nations get a unique age ability. I haven't tried it before, so let's see how it works.

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The first shipments arrived shortly afterwards, coming with a long note from the Humans. I couldn't read it, so I dismissed it and looked over what we had received. We could have earned lot more just by conquering and razing a single city on the Divenhal. This wouldn't sustain us. We needed to keep pushing against Cannor, or else find somewhere else to plunder.

What. Well, this is the development version so you can't expect everything to be perfect.

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Construction has finished on four more ships to match the Salt-Tower. Yeena's let Mykx serve on one of them, not as a captain yet - she's too young, but as the chief navigator. Mykx has an incredible affinity for maps and charting course and seems at home on the water. She reminds me of Mother, but with a lot less cynicism.

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Via has passed into Xhazob's hands, slain by a great beast he was hunting in the Desha mountains. The towering, tusked, creature was sacrificed in his honour at the ascension ceremony of Little Via. Or Viakkoc XIII, as he demanded we always refer to him. He doesn't like pet names, and he doesn't like the power his father's advisors wielded. We of the Kult were dismissed, and then Viakkoc set the nobility into a contest of strength for his favour. Many of the younger, stronger, noble Gnolls were aligned with Viakkoc and suddenly Via's closest allies were mostly dead or literally under someone's boots.

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It's lucky then that Viakkoc is more interested is drinking and celebrating with his friends than actually exerting power beyond Kokerrat. The rest of the Corsair Kingdom is watching carefully to see if he will continue his malevolent power grab, oppress his fellow Gnolls any further, or settle into a more reasonable Gnollish rule.

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Our pirates have continued their campaign against the Elven fleets heading westwards, and charted out much of the island chain that is currently being settled by both Elven and Human colonists. The land seems abandoned, empty, which means that it is ripe for exploitation. Some of the other Kult members have suggested that this is a demonic gift, a place for Gnolls to seize and use our innate strength to dominate the lesser races that attempt to settle there.

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We have also been raiding southwards, and stole some maps showing what is happening south of the Salahadesi Desert. I don't know enough of the politics, beyond our Gnollish brethren on the south edge of the desert, to tell if anything notable is happening.

This is the western half of the Sarhal region added in the new update. As said in-character, I don't really know enough to tell if anything interesting has happened yet.

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Viakkoc climbed out of his endless party to order an invasion of Ekha, which had withdrawn their tribute after the war against the Humans. The flow of gold and sacrifices would continue, but it left us back where we started, rather than advanced our power any further.

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The last remnants of Deshak were also cleaned up. They had been forced to pay tribute to our allies, but had participated in the last war and thus lost that protection. Finally, all Humans from the western coast to the mouth of the Mother's Sorrow were under our heel. However, this was not anything more than consolidation. There were no movements from the Corsair King's court to expand the fleet, push any further into Cannor, or oppose Elizna for dominance of Kheterata.

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Another concern was backsliding in our young institutions. The Kult ought to be the only organisation running sacrifices, but Viakkoc was happy to let small groups of Gnolls organise their own and undermine our authority.

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Meanwhile, the Emperor organised another coalition against us. It was smaller in size, but facing the Emperor and his allies would still be devastating without Via at the head of our armies and real hellfury backing us. I could feel the lethargy in our army, the dull contentment to terrorize the populations within our borders, rather than try to achieve anything more. There are demons who feed off of that, like Myznr, so perhaps we've drawn their attention instead of that of wrath-masters like Kzryl.

This wouldn't be too bad to fight actually, except for the fact that I can't attack it without bringing in Wex as Emperor, and their much more dangerous ally Lorent.

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The tension between the Kult, the Corsair King, the various nobles both for and against him, the fleet, and the slave population, threatens to boil over into outright civil war. I am not afraid. I have allies in the fleet, and a citadel to myself, but I worry for Mykx. If Viakkoc decides to purge the fleet, she could be in danger.

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Rumours spread to Toref of piracy against Ekha, our tributary who are supposed to be rewarded by protection. Initially I was concerned, if the fleet had lost the ability to guard our own coasts. Then a ship sailed into the cavern harbour and started unloading stolen treasure and sacrifices from Ekha. Mykx bounded onshore and eagerly explained that some of the fleet was secretly taking tribute and turning it against Viakkoc. It struck me, that our fleet was fulfilling the directive of our demonic masters, where our supposed Corsair King had failed. Mykx had been promoted to captain of one of our carracks, and was one of Admiral Yeena's closest advisors.

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The night after Mykx set sail again, I was beset by the strongest visitation that I'd ever felt. It was not Kentryn, but Xhazob himself, and he spoke of futures not yet born. An icy empress ruling over a vast reborn empire, a land beset by devouring plants, dark bloody creatures seizing control of an empire, a whole continent rended as spirits poured out of broken temples. And finally, the world's oceans ruled by a bloody queen sat in a monumental citadel at the centre of a circular sea. As I awoke and looked out over the rising sun from my room in the highest tower of my citadel, I wondered what to make of the visions.

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The Isles of Tef were devastated by our conquest. It's taken most of my life for the population to accept their place and understand their duty to work for us. We have conscripted Dwarven engineers to produce our first proper cannons, designed for Gnollish use rather than stolen from Humans.

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The news of the western lands is now spreading rapidly throughout Cannor. Vast fleets are being assembled, not just by the Elves but also Humans and even Dwarves. They seek the riches of the lost continent, while Viakkoc contents himself with the lands he holds. Yeena and Mykx intend to continue mapping out the trade routes, regardless of what he wants, and start reaving the treasure fleets.

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Another raid into Busilar has been launched, despite the impending conflict. Our armies, thirsty for blood and competing for glory, obliterated the Busilari army and began to spread through the countryside in a wave of violence. Without an enemy to fight, Gnolls have been killing each other for the spoils almost as much as the local population, and I fear that when they return that will spread through the rest of the kingdom.

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The Gnolls that we liberated from Busilar in the last war have joined us in our conquest. At least some of the Cannorian Gnolls understand their roots, unlike the 'Dovesworn' cowards who fled to the Empire. They have mostly avoided our forces, fearing that we will fall on them in mindless bloodshed as we have amongst ourselves. I offered a sacrifice to Kentryn in name of their success, perhaps they can push deeper into Human lands than we can without triggering the wrath of the Emperor.

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We took our fill of wealth and sacrifices, seized control of a coastal fort and left the rest of the nation for our fellow Gnolls to ravage. Human control over Businor is slipping rapidly, especially if the Hill Gnolls are able to seize more of the land.

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The latest western expedition returned with the most impressive stolen maps so far. The fastest vessel of the fleet had arrived and delivered a vast chart of a massive circular sea, as though an explosion had ripped open a hole in the land and scattered the remnants as islands.

Shortly after the ship returned, a squadron of galleys appeared and set up a blockade of the golden citadel. When I sent Kazz out to investigate, his head was returned by catapult. Viakkoc had finally come to deal with those who opposed him. In return, I dropped several of my staff slaves off the fortress walls, as an offering to Kentryn to raise a storm and strike down the fleets of the coward king.

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The storm came, but not in the form of weather. Five carracks swung around the headland, unleashing furious cannon fire against the loyalist galleys. In return, the galleys used their significant oar power to turn and charge straight in. Rammed at full speed, one of the carracks tipped over and ran aground on the rocks, while the others were engaged in vicious boarding actions, Gnoll against Gnoll. I was left to watch and offer regular sacrifices to the victory of our fleet.

When the fighting had subsided, Viakkoc's forces, with half their number of galleys sunk, fled. I rushed down the docks to meet whoever was in command, but halfway down I felt a whisper at the back of my mind. Looking back towards the sea, I saw the four carracks turn back to the west. On the Salt-Tower, I saw the shape of Mykx perched atop the aft castle, one paw raised towards me. She was abandoning us, just as the civil war was starting, abandoning me?

No, no she wasn't.

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This was what we had been preparing for all along, whether we knew it or not. A nation for pirates, by pirates, not a pale imitation created by the land-bound.

Whatever comes next in the Corsair Kingdom, that is for me and my allies to face. However, unless we can end the line of the Scourge-of-all-seas for good, they will surely despise Mykx and her crew until the end of the world. Living her best life, at the cost of being despised by countless Gnolls left behind.

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Of course, who knows how many Gnolls will be inspired by her actions and follow her. If we do lose this civil war, we might still be able to follow her across the ocean and join her. Some may wish to join simply for the blood and plunder. Others might seek the wealth the demons have hidden for us amongst the ruins. Whatever the case, she will not lack for volunteers.

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If something had happened to Yeena, whether in that last battle or during the last exploratory voyage, I am sure that Mykx will have risen the occasion and taken command. I can imagine her now, Admiral, commander of a fleet of Gnolls lost in a new land. She might even be the one I saw in my vision, queen of the oceans atop a throne of bones. Her grandmother would be proud, I am proud. A new chapter is dawning on the world, where Xhazob and his host will reach out and touch every corner of every ocean. I wish her luck, and demonic supremacy.

To be continued…

Note for readers on the ParadoxPlaza forums. As I don't yet have permission to make this AAR interactive, I won't be including any more links to the votes in this thread. However, the votes are still ongoing with voters from other sites I have cross-posted this to, and those results will affect the AAR.
 
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Here we go, baby! Mykx has struck out on her own.

Anbennar continues its trend of girlbosses leading the way and causing untold destruction to the land itself!
 
Noted about the votes.

That scribe was devious, although she is right. Being able to read a map could be useful for raiders...

And there's a civil war now. I suppose there will always be opponents to innovators.
 
Permission for this AAR being mildly interactive has been achieved (note added to OP), so future votes will be linked in the thread. In the meantime, here are the results for the votes that were unfortunately missed.

Legal Code

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This was a closely-run thing, but in the end Harsh Captaincy won out. However, I will make one concession to Communal Responsibility in the upcoming decisions as it came a very close second.

Slavery and Contracts

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Both these votes were a clear win for using slaves and prisoners for labour in the colonies.

Idea Groups

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Naval and Expansion have won the vote, which means that combined with the above vote we will be focusing on colonising and building up the fleet as much as possible during these early years.
 
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Chapter 5: Smother the Competition
Chapter Five: Smother the Competition
1502-1511

The carrack Salt-Tower, approaching Ilzin Mykx, 1506

Bird calls filled the air, alongside the creak of wood and billowing of sails. Flock of gulls circled the flagship as it executed a turn around the spit of sand that marked the entrance to the harbour. Occasionally one bird was bold enough to dive in and try to find purchase on the outer hull, where it could peck and tear at the mass of salt-battered fur and flesh that had been strapped to the bow. The former mutineer was long-dead and would be taken down once the ship unloaded, but would remain until then as a demonstration to anyone present at port.

Atop the bow, Mykx eyed the gulls hungrily. Would it be cannibalism by proxy if she managed to catch one? Probably. But she was eager for fresh meat, after weeks at sea with only salted jerky and stale bread. In the busy sea lanes of the Divenhal she could have lived off of the flesh of her kills, but shipping was still sparse in the Ruined Sea. Their only success this time was raiding an explorer's camp on the coast of the mainland, with the inhabitants having fled inland and abandoned their treasures as the black flag of Mykx approached.

She looked away from the birds and at the glittering prize held between her claws. Of course, there was plenty of other plunder after stripping the camp bare, but this she had reserved for herself. A simple circular lens, with a frame of gold and silver interwoven like threads. When she looked through it, the image shifted back and forth in ways she couldn't quite grasp. She had seen magical spyglasses before, carried by Cannorian navigators, but something about this one was different.

"Forzzra is sated with our bounty, and has delivered us safely," Therkez said. The Kult priest sat on the anchor, propped up against the side of the deck. He was decked out in the captured finery of the noblemen explorers who had fled in the face of demonic piracy.

"Her belly must be tiny," Mykx said. She turned the lens on Therkez, and his image glowed green, with strange characters circling him. Even she couldn't read them, and so she gave up and pocketed it. "Once things really begin, I'm going to stuff her until she bursts."

"Demonic greed will grow as the seas under our power do so," Therkez said.

"So, what I said got to you," Mykx said.

"It is as you say, our brilliant admiral," Therkez said. He held out his arms and bowed his head in a display of supplication. "The oceans are greedy, envious, wrathful. Our patrons dwell in them as they do in all things, if not more."

"It was my mother's idea," Mykx said, turning back to look at their destination. "I'm going to take it one step further."

Ahead of them, the Grand Harbour of Ilzin Mykx glittered in the sunlight. Built onto a point where sandy beach began to transition into rocky headland, the harbour had grown from nothing to a bustling port unlike any that Mykx had visited in the past. The whole port was made out of wood, the inland jungles having been completely clear-cut. Dozens of docks jutted over the beach and far out into the water, where two of the other carracks were stationed along with several barques, while ramshackle ramps off the headland led to where the fleet of cogs were moored, packed tightly together. Gantry cranes were constantly disassembled and reassembled by slave crews, loading and unloading the docked vessels.

It was a testament to Gnollish determination that even when starting from nothing but the ships under their feet and the slaves in their holds, they had built something that worked. Sure, whenever Xhazob sent a storm their way many of the structures collapsed but they were built back stronger. Work was constant, and focused solely on devoting the island to piracy.

Just back from the bustling docks, several large wooden structures reached for the sky. When Admiral Yeena had been killed and the fleet set sail for the west, the four surviving captains had agreed that the next admiral would be elected from among them rather than by bloodline or by contest. Now they each presented their case for their election with the vast towers of plunder they had assembled for themselves. Gold trophies hung from wooden beams, gems glittered in piles just outside of the reach of thieving hands, and slave cells were put on open display to show off their greatest hauls.

The cells were empty by this point. Between sacrifices and overwork, most of the slaves that they had brought with them were dead, and there were very few sources in the empty unpopulated islands of the Ruined Sea. Rumour had it that would change soon enough, however, and Mykx intended to be ready.

The ship rocked as it cut through an especially large wave and a jolt of excitement shot through her.

"The Humans plough the land, the Dwarves dig into the earth, they say the Elves had cities that flew in the sky," she said, continuing her thoughts, "but none rule the ocean, until now. The seas belong to Xhazob, to his chosen, us, and most of all they belong to me. I will map every corner of this world, and make the landlubbers pay their tax of blood and treasure for daring to sail upon it."

Excerpts from the journal of Mykx, Chief Admiral of the Republic of Mykx

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We have arrived, after months at sea, battered and beaten by all the tests that Xhazob can throw at us. These islands are empty, but rich in wood and metal, perfect to found a haven. After landfall in a natural harbour on 'Ilzin Mykx', I immediately set out Captain Ygzaath with our three most sturdy ships to begin charting out the region. Much as I write in this journal by my own hand, I will see to it that the winds and waves of this sea are known to us, and not second-hand from a collection of pompous Elves.

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While the slaves are at work, I have coordinated with the other captains to make my election as Chief Admiral official. Our nation is lost in the ocean, and like a captain is absolute tyrant of their vessel, I am the tyrant of the nation. Power lies in my hands and the hands of my successors, but we are all at the mercy of Xhazob and the other demons who lurk in the ocean deeps. We vowed together to never consort with landlubbers and carve our names into their nightmares.

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The other captains are not the only ones I should be wary of. The mass of sailors underneath us could tear us apart if they worked together, and the smugglers who are more interested in trading illicit goods than honest plundering could, one day, wield vast wealth. Squashing them would be satisfying, but I could also use them to keep the captains from getting too many ideas.

Pirate republics use faction mechanics. We will see one more faction added to this balance soon. The original plan for Mykx was to add Colonialists and Drug Barons as separate factions too, but it seems like that was dropped at some point.

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There is a long path ahead of us, to turn this collection of ships and wooden shacks into a true nation The first step, as with any plan is to draw up a map and decide where to set your heading.

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The early days were spent drawing up the official code of laws for my captains to follow. The articles of punishment were appropriately brutal, to ensure the tightest discipline among the crews. Lashings for minor disobedience or mistakes, keelhauling or bowstrapping for mutiny, cowardice, or thievery from the captain's stash. Gnolls understand violence best of all, and the whole crew will see the results of their failure carved into their flesh.

As per Harsh Captaincy, we take the most brutal option. The entire right-hand line of the mission tree has us spend Republican Tradition and Government Reform to build up a picture of our legal code.

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On the other hand, those who showed their courage and viciousness would be rewarded. Losing a limb or eye in battle will mean a greater share of the treasure, and whether they want to spend that on a peg-leg and eyepatch or retire to a role on shore is their decision. A carrot-and-stick approach, I think Scribe called it. My lash at their back, and gold awaiting them ahead.

In the one concession to Communal Responsibility, the crew will come together to pay compensation to those injured in the line of duty.

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Some of our plunder has been very interesting. Strong green-skinned slaves have been captured along with their Human and Elven masters. They claim to have once been mighty warriors, but seeing them defeated and enslaved by such weaklings makes me doubt that. Still, they make good labourers and it is fun to watch them take out their frustrations on their former owners in the slave cells.

Lore-wise, the majority of orc slaves come from Escann as the remnants of the Greentide are cleaned out by the emerging adventurer nations. There might be something to say about this based on what I've seen emerging from the TI in Cannor, but we'll come back to that when we get to a State of the World update.

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Ilzin Mykx has proven to be to a perfect haven for our ships, as we have repaired most of the damage of the long ocean crossing and stand ready to send our fleets out to ravage the seas around us. We need more. More ships, more docks. This island sits at the centre of the sea, and I want it to sit at the centre of the world.

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The other captains all look up to me after I took charge in the battle against Viakkoc. As they should. I have great plans and my only fear is that Xhazob takes my soul before I have done half of what I want to do. As we wait in harbour for opportunity to present itself, I have been teaching them how to read maps and navigate these strange waters. I am half tempted to set up some kind of school for it as well, so it isn't just reliant on word-of-mouth.

We start with the first three ideas of Exploration already unlocked, and hence our first national idea.

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More Gnolls arrived recently, their boats falling apart underneath them without someone like me at the head of their escape. Viakkoc XIII won the civil war, with most of his enemies escaping into exile in the hills above Busilar. He has vowed to pursue them, even if it means slaughtering even more of his fellow Gnolls. I know that if I had stayed we would have won, or at least been able to forge a new nation based out of Toref, but that would have trapped us between the angry Humans and an angry monster of a king. Starting here, with fresh blood to spill, was the right decision, and those we left behind were the sacrifice that saw to our success.

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A blood-red comet lit up the night's sky, sending many of the more superstitious types cowering in fear. I stood atop my ship and stared it down until it passed the horizon. If Xhazob's whims are that I be struck down, I will face him, not cower below decks. The day after it passed, we received word that Captain Ygzaath had died mysteriously after returning from shore in the mostly uninhabited lands to the south. Her sister Zheh has taken command of the exploration efforts, but it makes me wonder just what had happened on shore.

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Many Gnolls are eager to start settling the other islands around us, and I agree to it despite it costing us sailors for the fleet and slaves for the construction works on Ilzin Mykx. Plunder is still very thin on the ground in these waters, so securing the islands and some of the strange crops that the Handchewer sisters have discovered, as well as the relic-laden ruins that hide within the jungles, will give us another source of income to fall back on.

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Our explorers have seen increasing traffic around the Ruined Isles. Humans and, to my surprise, Dwarves, have settled islands nearby. For the first time since we arrived, the Scourge Fleet will be prepared for war. These islands are ours, their treasure are ours, and those settlers are ours as well.

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Gnolls are a violent lot, with constant bickering for pride and position. At sea the crew needs to be united in purpose, or we will be swallowed up by the waves. So, I have written in the legal code that Gnolls may settle their quarrels on the shore and never at sea, punished by the lash or death, depending on whether it was just a brawl or a murder. This will lead to more dead, but it will also winnow out the weak, so I have no issue leaving a few crew members rotting on the beaches.

I took 'duels only on land' as the Harsh option, with the idea being the Captain is saying 'take it off my ship'.

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The grand harbour has been completed. Or, the basis for it has been, anyway. The natural harbour has been turned into a base that rivals the Human and Copper Dwarf dockyards back across the ocean, no matter how rickety it looks. Already stones and bricks are being laid to replace rotting wood, and I can foresee the entire island being given over to support the Scourge Fleet as it grows ever larger.

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'Trading Company' they say, but they have arrived in greater force than we have. They are settling the islands of The Bend, to our west and all the soldiers in the world haven't stopped my reavers from seizing their shipping as they cross the seas that I rule. We can starve them out, and strike when they are weaker.

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The dwarves are stout, but fewer in number. I have decided that this is where we will strike first. As they lie to the east, it will be easier for them to receive reinforcements and the longer we wait the deeper they will dig into the earth. Even when raiding them, we found ourselves unable to plunder more than the outer docks as anything deeper was heavily fortified.

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Walking through the haphazard walkways of Ilzin Mykx, I could hear the crews in good spirits, drinking and singing shanties. I am not so high-and-mighty that I would decline to join in, and we celebrated our impending victory long into the night with wine and blood flowing freely over the wooden structures and into the bay. An enjoyable sacrifice to earn dark fortune.

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Of course, I still had to work through my hangover, sorting out contract requests from across our growing lands. After getting a headache working through the legalese regarding prisoner labour rights, I gave up and rubber-stamped indefinite transfer of ownership from the prisons to the colonies. We can always use more slaves.

The colonialists get their labour force as per the vote. I want to say that while most of these choices don't have a 'right' answer, in this case this is absolutely the correct choice. The other two modifiers are so weak as to be meaningless.

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Our first election took place as the Scourge Fleet readied to sail against Asraport, it being the first time in a while that all the captains were present. The mass of Gnolls filled the docks, the tottering wooden buildings above them, and the beach. I stood at the stern of the Salt-Tower and called out for a vote by voice. The assembled crowd roared my name. The other candidates, the captains of the other carracks, called out the same and were only met with a quiet chorus of cheers. But there were cheers. Their influence is growing. I can't ravage the coasts and keep a personal eye on them at the same time, so I need to make sure my loyalists are positioned everywhere before the captains get any ideas.

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We drove the dwarves into their ports without any trouble. These were not the famed Copper Dwarves of Ovdal Tûngr, but Silver Dwarves from the Empire who hadn't set foot on a boat until a few years ago. One of their ships was seized and the crew flayed and sacrificed to the sea one at a time until they revealed the secrets of the Dwarven defences. Their reward for cooperation was mere slavery, instead of death.

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Having been led to a secret landing spot, we unloaded in peace and seized the colony under construction, before attacking Traveller's Rest from the land. Caught by surprise, the Dwarves broke in short order and most of their number were captured alive before they could flee into their fortifications.

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During the battle some of our more vicious warriors made a name for themselves by flaying the enemy in the midst of the battle and wearing their parts and entrails as decoration as they charged into the next row of enemies. It's a bit too much for me, but I can appreciate the effort and enjoyed the look on the defender's faces as waves of our warriors charged them while clad in the skin of their freshly-slain comrades.

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With the conquest of these islands, we have control of the Calamity Pass, one of the main shipping lanes around the island of Endralliande, and an excellent position to dominant the eastern half of the Ruined Sea. And, most importantly, one of our potential rivals for this sea has been devoured in the litter.

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Asraport burned, and every last dwarf on the island was taken as a slave. While the flayers were eager to offer them up as sacrifices to Xhazob, I felt that more hands were needed across our territory. The constructions the dwarves had assembled even in their short time in the Ruined Sea were impressive, and I wanted them to apply that knowledge to Ilzin Mykx.

As per the vote, the dwarves go to the mines. All options give us that modifier to construction, so there isn't really a bad choice here.

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Finally, the Cannorians have arrived in force. Multiple settlements have appeared in the region they call Trollsbay, and shipping is increasing across my seas. Once we have finished securing the islands and preventing any more claims from the lawful landlubbers, they will learn the price of living on this side of the ocean.

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One of our vessels carrying slaves and plunder from Asraport was raided by one of the other captains. The Xhazob-damned traitor took slaves and gold that were rightfully mine, and departed to establish their own petty pirate kingdom somewhere on the island to the south of Asraport. If I had a moment I would hunt them down personally, but I have a war to mount against the Cannorian thieves who have settled in the western islands. I have sacrificed a dozen slaves and asked Kzryl to deliver wrath unto them, until I can do so myself.

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Each captain can take as much of the plunder as they would like, and deal with any crew members who might complain, as they would like. In the same way, as Chief Admiral I have the ultimate right to anything seized by a ship flying my flag. I need to come up with a way to ensure that I am not stolen from by my own people any more.

As per Harsh Captaincy, the captain gets whatever they want.

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The Humans were numerous, but not able to stand up against the savagery of our warriors. Pouring forth from our ships, we overran the defences in the largest settlement and forced them to hide on one of their underdeveloped islands. There, without any farms or livestock, they eventually weakened enough that we could take them on directly and capture them all.

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Anything and everything was torn from them and sent out to our growing settlements, including the people themselves. The more hands that are doing the dull work of tilling the soil, the more Gnolls I can bring into the fleet. With the land freed from its exploiters, Gnollish colonists have moved onto the islands and begun preparing facilities for the Scourge Fleet to project across the western Ruined Sea.

As per the vote, the humans go to the fields. Unlike the dwarves we don't get a special bonus.

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As we returned from The Bend, we seized a ship of Humans that were attempting to pass right under the nose of my fleets. They fought to the death rather than be enslaved, a futile gesture but more courageous than the average cowardly Human. Those we did many to capture eventually broke under our lashes and revealed that an adventurer from Bulwar was planning to settle near Trollsbay. With this information, we were able to get the jump on his fleet and use their resources to establish a base on the largest island in the chain, while he was forced to land on the smaller islands to the south. Soon, his impudence will be his death.

Weird little bug here. I had started a colony on the large island, but it instantly finished. I think there must be a weird interaction with the event that spawns Saamirses.

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His arrival is just one of many, and we cannot hope to eradicate all of our competitors. The Trollsbay settlers are divided but incredibly numerous, a collection of adventurers from Lencenor have overrun the Elven colonial efforts, and national colonial projects are starting to be established. Our early steps have earned us a head start, but the others are racing to catch up. I look forward to the challenge.

To be continued…
 
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Damn, Mykx starts off really popping. Shame the votes went harsh. I'm a big fan of cooperation and mercy.

Still, this remains a really fun and pleasant read. I wonder how much of Aelantir you can turn gnollish.
 
The sea will soon be Mykx's domain. How will that affect warfare amongst the land nations?

I wonder if more Gnolls will join you when they grow tired of trying to build a kingdom on land...
 
Chapter 6: New World Kult
Chapter Six: New World Kult
1511-1522

Graxxar Temple inner chambers, 1513


Solid, flawless white stone sealed the entrance to the chamber, which had sat untouched for over a thousand years. No plant dared grow against it, no animal dared approach. Silence had reigned inside the chamber for so long, that when the first thud resounded through it, the air itself trembled. One, and then another, and another thud came from the door until a steady rhythm of impacts shook the structure.

Then, suddenly, change. The surface of the door cracked, split and the metal of a pickaxe head breached the surface. From behind it came shouts, followed by hoots and whoops. The thudding redoubled, and soon the door was crumbling from dozens of pickaxes breaching it. As the last of the stone hit the floor, cautious footsteps entered the room. Angry orders barked from beyond the threshold, and the group began to speed up.

A team of Dwarves spread out across the room, acting as living trap-detectors as they tested the floor and walls of the chamber. There hadn't been any such traps in this complex, but they had been encountered occasionally in other, smaller ruins. The Dwarves weren't collared, for there wasn't really anywhere to run. The island would soon be swarming with Gnolls.

The chamber itself was a massive ring, with stepped terraces around the edge all facing a large circular open space in the centre. Despite the roof of the chamber being opened to the sky, there was no sign of the white stone floor or gold etchings that covered the pillars around it being weather-worn at all.

Once the chamber was secure, the Gnollish slavedrivers entered and began corralling up their charges. There were more doors to breach, and more rooms to search. This chamber was to be left for the leadership.

"It's so pure!" Dhy cackled as she bounded inside, her long priestly robes trailing behind her, and stood at the edge of the central circle. "Hydyn will be pleased. Let's start defiling it now."

Therkez was more interesting in the gold that had been sunken into the walls and pillars. He ran claws across the stone, sending a screech through the room that stiffened everyone's fur, and pulled away without a flake of gold having been torn off.

"We should work out how to strip out the treasure first," he said. The room by itself was more likely valuable than several treasure ships, and probably hundreds of times more than the stolen jewellery that adorned him.

"Not yet," Mykx said.

She strode past the both of them and stood in the centre of the chamber, peering up through the open ceiling at the cloudy sky. A few drops of rain fell, but splattered against a clear, intangible dome that hung above the roof a hundred feet up. Mykx took a knife from her belt and flung it at the ceiling. It passed straight through at the peak of its flight, then came back down and clattered against the top of the dome.

"Ah," Dhy said with a gasp, "the Elven gods think to guard this place."

"I know what you're thinking," Mykx said, pointing a second knife at Dhy, "but I'm not going to let you tear our whatever magic they left behind. I have a better idea, isn't that right?"

She was addressing the third priest that had joined her in the expedition. Rri hobbled forward on his staff, passed by Dhy who was giving him a sharp stare and clenching her claws, and approached Mykx. He was a young Gnoll, his body twisted by some infernal blessing that had only made him more vicious and cunning. His staff, just as gnarled as he was, was topped by a jagged blade that had torn out the heart of many a cocky challenger.

"Hmm," he said.

He tapped his staff twice against the polished stone under his feet, and a burst of green fire engulfed him for a moment. He patted down wherever his fur had caught alight and watched the embers of the fire ascend up and past the barrier, where they were snuffed out by the rain.

"What better way to desecrate this place than to make it the greatest temple to Xhazob in the world," he said. He pointed his staff at Dhy, who growled and backed off onto the terraces.

"We will bring our hoards here, rather than take this gold for our hoards," he said, pointing at Therkez. The gold-covered priest snorted and returned to evaluating the room's ornaments.

"And you," he said, turning to Mykx, "are going to win us the slaves that we will burn here."

"Those are my slaves first," Mykx said. She squared up against Rri, tall and straight compared to his short and crooked. "Xhazob will get his share only after I have taken for the fleet and the fields."

"He will not be waiting forever. The settlers are already building further inland. Your petty coastal raids are missing out on ever more blood with each yar." Rri said. He smacked his staff against the floor once, but before he could do it again Mykx grabbed it, digging her claws into the wood.

"Do not speak for the demons, or question my plans" she growled, "know your place. The Scourge Fleet is supreme on my seas. The Kult is only a conduit for demonic power."

"Is the power going to your head, Admiral?" Rri asked. His arm flexed, moving with more power than it ought to, and the staff tipped forward until the edge of the blade rested against her collar. "Didn't you say the demons of the ocean ought to be respected? Our advice is all that is keeping you from a watery grave."

She bared her teeth in a grin, and the pair of them stood there for a moment, their bodies and wills equally matched. The other two priests watched on, ready for a sudden upending in the hierarchy of the republic.

Mykx twisted her head, the blade scraping away fur and skin on her neck and undersnout until she was able to catch it in her teeth and yank it from its bindings. She spat blood and blade onto the floor and kicked Rri away from her. He stumbled back, but caught himself on his staff without much trouble.

"I'll take it into consideration, priest," she said. She raised her paws to the room around them. "Now, how big a pyre do you think will fit in there?"

Excerpts from the journal of Mykx, Chief Admiral of the Republic of Mykx

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Very rarely do you find non-Gnolls who are willing to stand up to us from their cages. They almost always fall to their master's whip, even if they have a good point. Occasionally though, they show enough will that they earn some of our respect, and a higher position amongst the slaves. Szura was a merchant's wife taken when we raided Saamir's fleets before they could land, but despite her soft upbringing she has flourished under Xhazob's eye and clawed her way up to a position of treasurer amongst one of our smuggler crews. I have authorised the captain to use her as a proxy to trade some of the cash crops our slaves are producing with the Cannorians. I will not complain about a little more money.

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Not least because expanding so many colonies at once is expensive work. Gnolls are not used to building, and whenever they make a mistake that throwing more slaves at can't fix, my treasury has to bail them out.

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War remains the easiest task. The warriors live and die at my command, and would follow me to the depths of the ocean if I willed it. My rival captains can only flee, and dare not challenge me directly.

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A different rising challenge is the Xhazobkult. As my population grows and more immigrants arrive fleeing the persecution of Viakkoc the infrastructure of the Kult grows with them. I have sent Therkez to represent my interests among the Kult, and he has informed me of several promising priests capable of wielding demonic power, who are now in the middle of sorting out a hierarchy amongst themselves. I ought to take more of an interest, lest they unite and form a bloc of their own.

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With connections to the Cannorian smugglers, we have managed to begin securing a proper supply of Orcish slaves. For the most part they are sent to our plantations and mines, but I cannot help but divert a few for sacrificial purposes. They have so much meat on them, so much to offer up.

This is a regular event now that we have signed up to the Orc slave trade. Over time, our provinces will fill up with Orcs. We are more than capable of handling a few extra slaves, but the other partaking colonies might see some consequences from this.

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Zheh has mapped out the channels leading to the west, and confirmed that there is nothing but ocean beyond. Securing the will be another high priority. If we can hold the entirety of the passageway from east to west, no trade will be able to pass us by without the extraction of a bloody toll.

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Our colonists on Graxxar have found an impressive ancient structure untouched by nature, paw, or demon. They have returned with offerings of trinkets, and I immediately sold them on to smugglers hungry to feed the Cannorian thirst for such things. Word of this structure is spreading quickly, and the Kult is insisting that I fund a deeper exploration. My own curiosity is driving me to agree. Everything else we, not to mention the desperate Human and Elven explorers, have encountered has been a ruin, but this is something completely different. Perhaps it was left untouched as a gift for us, by whichever of our patrons struck down the Precusors.

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The character of my islands is shifting as settlers pour in. Plantations are spreading across the islands, producing cash crops much desired by the Cannorians. It is amusing to see them traded by our Human proxies, then immediately plundered and put them up for sale again, but I foresee friction between the Scourge Fleet and the Colonialists over it. Whole towns are springing up filled with Gnolls who've never tasted the blood of an enemy on the battlefield. My pressgangs are working hard to bring them into an honest life. Leave the dull landlubber work for the slaves, our true calling is on the sea.

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As the volume of traffic increases along the northern rim of the Ruined Sea, I have scoured the charts to locate safe havens for our privateers in between each raid. Each new raid sees more damage to our vessels and more injured and dead sailors as the enemy try to match our might. If the Humans have had the misfortune of settling those islands before us, then I'm sure they continue to work on them, just with a collar around their necks.

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Such a fate has already befallen Saamir's foolish anti-slavery expedition. I gave specific orders that he be captured alive, and while he bit off his own tongue in an effort to die free, a little dose of hellfire from that wretched priest, Rri, cauterized the wound and ensured he would forever regret that act of defiance. The rest of his people, those who survived the sack of his meagre settlement, were put to work in the fields.

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Our team of Dwarves was able to breach the inner sanctum of the structure, a vast chamber opened to the air and yet shielded from the rain by some magic. After a pleasant conversation with the most prominent members of the Kult, I decided that we had not offered Xhazob and his kin appropriate recompense for all the fertile hunting grounds they have provided for us. The structure will become the centrepiece of the Kult in Aelantir, a fearsome pyre forever burning at the very centre of the crater carved out by demonic wrath.

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The Kult continues to expand outside of the temple as well, integrating the cults that have sprung up among the crews and the masters. My fellow captains have the same concerns that I do, and we are walking a careful balance to continue to assert our authority without raising the wrath of the common sailor drunk on blood and faith.

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Strict and harsh discipline is the key. They need to fear their captains as they do the ocean or the demons. We will mould them into the perfect sailors, cooperative and professional while at sea, bloodthirsty and vicious when they set foot on the land. Our ships will be the safe haven from the excesses of the Kult.

At this point we are almost guaranteed 100% Naval Tradition at all times. Once Naval ideas start adding pips, our admirals are going to be monsters.

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The newest arrivals tell of the growing power of Gnollakaz. Neither the Elves occupying the feline heartland, nor the band of religious zealots and perverts pushing westwards have been able to defeat them, and Gnollish hordes have spread as far south as the southern coast. Excellent work on their part, perhaps in future they can be the army to our fleet.

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With work completed on Graxxar, the Kult has become an entrenched part of my nation. At the very least, their leadership are all in one place if I need to oppose them. It would be a shame to raze the temple though, as it is a marvel of Gnollish might. We have torn down the doors that relied on magic to be opened, desecrated Elven murals and inscriptions and filled the corridors with conquered treasures and the vile scriptures of our patrons.

The Xhazobkult is the fourth faction that we will have to balance. More on them later.

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The fleet is also growing in strength, as we have finished rebuilding the dockyards on the islands that we conquered. Staffed with the slaves who once freely worked them, the reach of our ships grows ever further.

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Deep inland to the north, the Elves have discovered a long-lost chamber that supposedly leads to other worlds. It is too far for any hope of conquest, but it does make me wonder. Can we sail between worlds as we sail on the ocean? Does Xhazob lurk in the shadows between the stars? I will not live to see it, but perhaps one day my descendants will shed blood beyond the borders of the world.

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Finally, the code of laws is completed, for the time being. With so many new regulations, it was necessary to assign political officers on each vessel to ensure compliance from the captains. Keeping them well-paid enough to avoid bribery costs a tenth of the naval budget by itself, but having eyes on each vessel to keep an eye on both my rival captains and the growing power of the Kult is invaluable.

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More colonists continue to arrive, drawn in by the promise of land, abundant slaves, and easy plunder. They bring with them wealth that they secreted away from the tyrants of the east, and an enthusiasm that keeps them going without too much required oversight. The islands will soon be firmly under Gnollish ownership.

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One of the other captains is flouting my laws, plundering vessels under our protection rackets, hitting smugglers allied with us, and even stealing treasure from other members of the fleet. I will allow it in this case, as he is very effective and serves as an excellent reminder of just how vicious we can get if they try to directly oppose us.

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It certainly hasn't interrupted our profits. As the Trollsbay settlers get comfortable, the volume of trade increases and our take along with it. Of course, that means the volume of pirate hunters also increases but the Scourge Fleet remains unmatched and more than capable of blasting them to splinters.

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To ensure we stay unmatched into perpetuity, we need more docks, more shipyards, more harbours. The price of that endeavour will be great, but here are plenty of slaves and gold to be found to fund the effort.

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The finishing touches to Graxxar Temple have been completed. A pyre, ever burning, shielded from the rain and elements by the Precursor's own magic while completing the final desecration of the structure. The Kult is eager to begin the ignition ceremony, after which a steady stream of fuel and sacrifices will see the demonic horde fed for all eternity. I will be participating, of course. To not show my face would be admitting I was afraid of the Kult.

Being able to sacrifice whenever we want also means that we no longer need to risk losing development when we run the edict to build a pyre.

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Morning was not a pleasant experience. I awoke in a pile of bodies, some alive and some not, with my head pounding from a combination blood and rum hangover. It had been a night of revelry in front of the pyre, one that I would repeat again if I got the chance, but the comedown is always the worst part. The pyre was still burning when I woke up, though not as brightly as it had been at night, and I found Rri standing in front of it. Dozens of Gnolls were prostrated at his feet, their bodies warped and mutilated in the same way his was by the demonic power that had flowed through us that night. I could see the smug look on his face. He thinks he's won, but I am still the Chief Admiral, and I still have the Scourge Fleet at my back.

Getting the Kult in power gives us a few bonuses. Sadly, the missionary bonuses aren't very useful without Religious ideas because the Xhazobkult has a very hard time converting non-Gnolls (for obvious reasons) but at least the Religious Unity makes up for that.

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Later, he offered to put additional priests on our vessels in order to infuse our cannons with the flames of the pits. I declined. If we ever truly need such a power, I will call upon Xhazob and Kzryl myself.

I'm not sure exactly how this gets activated, but I'm sure that events or the mission tree will help as we progress. As it says, it should only be used in dire circumstances considering how expensive in Demonic Power it is.

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Instead, I ordered them to call upon the Invocation of Gold so that our privateers would be able to use the demonic sense of greed to discover which vessels held the greatest hauls of wealth. Getting the funds to build up the Scourge Fleet even further was my top priority.

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Despite the Kult's machinations, the sailors, the colonists, the smuggling traders, they are all happy with the direction of the nation. Wealth is flowing, land is being tamed by hordes of slaves, and the fleet have even gotten used to having my observers on board. By my absolute will, the republic has been forged into something great, and as long as I live, I will not let it be consumed by mindless zealotry.

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We have reaved a path across Noruin, from the Bloodgroves to Trollsbay. The resistance is getting steeper with each passing year, and I have had a close call more than once as I participate in the raiding parties. Once more we are planning to strike at the settlements on Trollsbay. Supposedly they have received shipments of new cannons from Cannor, and I would love to have those mounted on my flagship.

First though, I need to charge into those same cannons myself, and the quiet whispers at the back of my mind give me some pause. The Kult does not have a monopoly on access to Xhazob. I will sacrifice a slave in the morning and wear their blood as protection. Even if that is not enough, I know the republic will endure.

Excerpts from the sermon of Rri 'the twisted', Priest of Kentryn, made at the funeral of Chief Admiral Mykx

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Mykx was blessed with pride, was a wielder of wrath, and held a greater greed for wealth and lust for power than any Gnoll since we crawled from the Pits. We are here, in this sea granted to us by Xhazob thanks to her works. Her mother was a priestess, who taught her great respect for the demonic host and the Kult. Her treasure built the great inextinguishable pyre that stands before you! I call upon our slavedrivers to have a grand pyre ship built so that she may joined Xhazob through the ocean, which she loved and respected in equal measure.

Keeping a good record of two updates per narrator. They sure die quickly, but that is a Gnoll's lot in life.

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But her great work cannot be allowed to halt here! We have established near unopposed control over these islands and these seas, but the land to the north is steadily filling with weak and soft settlers who think themselves safe just because they settled away from the coast. I call upon the crowd, make me Chief Admiral and I will strike at them directly. Our flayers will ravage Noruin, raze it to the ground, and return all the survivors to the Everpyre to feed the endless hunger of Xhazob and his host!

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There will be those who think us mad. The Captains hoard their loot, the Smugglers consort with heathens to siphon away our funds, the Colonialists waste money building homes rather than tearing them down. Their enthusiasm may wain, but the nightmare that Mykx intended to visit upon the pitiful creatures of Aelantir will persist, no matter how many challengers might rise from within and without. All will feel the steel of the Demonic Republic of Mykx!

It is a coincidence that the economic buffs we got at the start expired at the same time Mykx did, but narratively appropriate.

To be continued…

Vote

The Captains are not happy that the Kult has taken power. They are debating amongst themselves whether a coup is in order, and whether allowing the rabble to have a vote in selecting the Chief Admiral was the correct idea at all. Surely for Gnolls the mightiest commander should be the one to take power; winning the title through blood and struggle rather than words and manipulation. On the other hand, if Rri is successful then great wealth and power awaits. They could give him a chance to rebuild the economy with the blood and gold of the Cannorian settlers, improve his skills in leadership, and demonstrate his triumphs at the next election. What is their decision?

(In game terms, this is referring to the next government reform tier. That same tier includes War Against the World, but it is explicitly disabled for Gnolls so is not an option, and I have modded the mod to remove one other option from that tier for reasons I will get into when they are relevant.)


Pirate Queen
– Rulers are selected from recruited admirals, with stats based on the admiral's skill. They rule for life and do not require re-election, but are stuck with the stats they start with. The Captains gain another boost in influence in the government.
Elected Admiral – Rulers are selected from the four factions. They start with low stats but can build them up over the course of their reign. (aka Status Quo)

Vote below by clicking on the image.


Voting will last 48 hours.
 
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