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8/7/2019 FirstBloodLP - Abysia 12-17
1/17
Turn 12 First Blood is drawn
As the second circle of Thaumaturgy is completed, we redirect our efforts back to construction. The 5
Earth gems are received from Sephorin are in exchange for 5 nature gems sent.
In the south once again I am stymied by weak fools, at least this time the rout was not turned into a
complete disaster, my troops still outnumber the enemy and will be able to return next month to
finish the job they started.
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The assassination of the hydra trainer is pulled off without a hitch, leaving the creatures ineffectual
and confused during the battle, my troops easily clean up the province defence while the hydrae
retreat, causing some losses due to the poison they spread.
A new Pythium force is sighted on the border, all available troops are diverted to attack them inorder to maintain momentum, while the assassins move deeper into enemy territory.
The appearance of a Vanheim army in the south is accompanied by a flurry of diplomacy.Already at
war, I readily agree to a non aggression pact in exchange for the armies return south and the
promise that the winter peaks will be left for our forces.
Soon after this I discover that the treacherous Zorglub had also ceded the winter peaks to Sephorin,
who agrees to relinquish the province west of the mountains for claim to the winter peaks. This
arrangement is more than fair, and we accede willingly.
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Turn 13 A mixture of luck
The second circle of construction is researched and work continues on the third circle. A mercenary
regiment is also hired, in order to reinforce the western front.
My ability to distill the essence of magic from the world itself yields another 5 water gems, and a
bounty of no less than 28 gems of death.
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While the siren Stine is not particularly powerfull, she is very usefull to me as she has some water
magic, of which my nation has none, and some air magic, which I alone have the ability to wield. She
is quickly ordered to sneak to the capital, where she can be properly protected.
The south proves stubborn once again, the remaining force of infantry has been reinforced by a large
barbarian tribe, catching my general by surprise and resulting in the slaughter of my humanbred
troops.
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Another victory in the west did not come cheap, the Pythium heavy infantry was reinforced with
considerable province defence. Even then, though, my troops performed admirably, and most of the
losses were sustained from hydra poison as the enemy routed from the field. I must devise a more
effective way to deal with the enemies hydrae, but for now we must pause to consolidate the gainswe have made over the past months.
In the meantime one thing vexes me, Holoma, the province north east of my capital remains neutral
as it is occupied by a group of minor earth elementals led by huge golems. I do not know how the
halflings that live in the province have such powerfull beings protecting them, a curiousity thatI have
not, as yet, had the opportunity to investigate further.
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Turn 14 - Hydrae are annoying
Another gem exchange with Sephorin gives me 5 more earth gems in exchange for 2 nature and 3
death, in addition to these I alchemise 10 pearls to 5 earth gems in order to personally forge a
dwarven hammer. Meanwhile Vanheim has heard of our war and contributes a small donation
towards the war effort.
I distill 20 fire gems from the lands under my dominion.
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Anticipating the Pythium attack,my forces move into position to repel the invasion supported by
some province defence. Once again we are successfull and once again we lose men to hydra poison,
this time though one of the great beasts is finally brought down.
Pythium conpletes a fort in the mountain pass leading to his capital and moves a large force of
infantry into it, expecting another attackI transfer the bulk of my forces into the province and
reinforce with a large amount of province defence.
My mercenaries head north to attack through the mountain pass, meanwhile my assassins are
ordered to remove the leaders of the hydra force once again.In the south a small force moves to takepossession of a province from Sephorin as per our previous agreement.
Turn 15 - Zone defence dominions style
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Another 2 earth gems are received from Sephorin in exchange for 2 nature gems. As word spreads of
the war against Pythium Eishu, god of the Bandar Log also makes a small donation towards the war
effort.
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Pythiums force of mixed light and heavy infantry is no match for the province defence of Obalshin
when supported by my small field army.
While the first assassin fails, the second steps in and eliminates the horse tribe cheiftain, stranding
the hydrae again and causing Pythium to lose a second leader that finds himself in battle alone.
I order one of my basic human captain to scout exactly how many of Pythiums hydrae are stranded in
the province.
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The agreed on province is acquired from Sephorin.
This is the dwarven hammerI forged last turn, which I am using this turn to forge an Armor of Souls.
The winged helmet is a great random pickup, allowing me to boost my siren to WAA.
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Turn 16 A dire portent
Much now makes sense, the halflings next to my capital are ruled by a powerfull sorceress,
unfortunately this knowledge costs me another assassin.
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I distill another 19 pearls, 9 water gems and a small number of fire gems from my dominion.
HoweverI alchemise all but 45 of my fire gem, in order to afford the construction of a lab and temple
in Hesperia, where I previously located a coven of witches.
All my battles this round were just leaders ordered to scout, none of them real attacks.
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The turn has seen much diplomacy as I have become aware of a war in the south between Vanheim
and Eriu on one side, fighting Mictlan on the other. Sephorin confides to me that Pangea intends to
enter the war, attacking Vanheim without mercy and raises the possibility of upgrading our friendly
relations to a full alliance.
Also of interest is the fact thatI have raised another army in the south which I am sending out to
attack the southern neutrals once more.
This month my prophet is also forging a pendant of luck with the dwarven hammer.
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Turn 17 Death to hydrae
I complete the fourth circle of enchantment and the first circle of conjuration as well as distill 15 fire
gems.
Finially my troops take control of the southern province of Delbrithia.
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The hydrae attack again, but this time my province defence is too much for them, and they are
slaughtered.
With the fourth circle of construction researchedI am able to perform some serious crafting in
conjunction with my mage minions. I forge a Brazen Vessel, while the siren Stine creates a Frost
Brand and the dwarven hammer is used by Bet-El in order to forge a skull mentor.
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With the temple and lab in Hesperia complete, I am able to recruit my first witch and, for the first
time , two mages in a month.
Also this turn I encourage my prophet, Global Warming, to empower himself so as he has the ability
to wield fire magics.
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Standings at the end of summer in year 2