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Do you believe in magic? [SPOILER]

The Amurites have no ancient history, no glorious empire in the Age of Magic to hearken back to or trace their lineage from. In terms of civilizations, the Amurites are newcomers on the world stage. Nevertheless, they are a force to be reckoned with, feared by some, and respected by all. Part of that respect stems from the tremendous magical power the Amurite armies command, but no small part of it stems from the incredible story of their genesis.

The Amurites call themselves the Children of Kylorin. According to their own legends, the arrival of the archmage Kylorin saved the Amurite people from obscurity, or possibly extinction, during the Age of Ice. Not even the Amurites know exactly why Kylorin picked these people as his chosen folk, but they maintain that it was because of a particular strength of character.

Whatever the reason, when Kylorin appeared he changed the fortunes of the tiny, struggling clan that had been the Amurites. For years he lived in their midst, taking new wives as his old ones died of old age or in childbirth, leading the Amurites to a level of organization and advancement unrivalled by any other nation in the Age of Ice. Generations came and went, but Kylorin remained a constant, working towards some arcane goal with the Amurites as his willing and joyous tools. Whether through magic or sheer force of will, he remained young throughout.

Until, one day, Kylorin strode out of his home. His face had aged many years, terrible purpose shone in his once soft and kindly eyes, and a magnificent blade hung faintly glowing by his side. With no farewells and no apologies, he went forth into the icy wastes and never came back. Soon after, the Thaw began.

He had, however, left behind a powerful gift: his children. Through the years there had been quite a few, and they all carried latent magical abilities. Though the advancement made during the guardianship of the immortal wizard started leaking away during the Thaw, Kylorin’s powers remained. Throughout the years, the children of Kylorin intermarried with the rest of the Amurites, and the abilities spread, making the Amurites the civilization that is most magnificently in touch with the magical currents of Erebus.

This link has affected every aspect of Amurite life. They run their nation like a great magical school, training as many of their young as possible in, at the very least, basic magic skills. Their schools are so famous, they even attract those with magical abilities from other corners of the globe to join their ranks. The Archmages and Headmasters of the schools and universities act like an aristocracy in a nation that does not really have one, wielding great political power beyond the walls of their institutions.

As with any large collection of scholars, the Amurites are mired in scholarly bureaucracy, the most insipid form of administrative quagmire known to man. The Archmages, like professors, are frequently involved in petty squabbles over obscure matters that develop into personal feuds. Positions and knowledge are jealously guarded and hard to obtain; potential rivals are stonewalled at every turn. It is easy to become a mage in the service of the Amurites, but it takes a shrewd, powerful and unscrupulous practitioner of magic to rise to the apex of magical power.

Above all, the Amurites have come to worship magic for its own sake. Their fascination with all aspects of magic is so deep that they do not feel hindered by petty alignments and concepts of “good” and “evil.” Any avenue of magic can be explored, but some branches, like necromancy, are governed by strict laws and regulations, in order to prevent abuse and disasters. Justice for a mage who ignores these laws and starts dabbling in the regulated branches without obtaining the necessary permission is merciless, final, and in keeping with their fascination with the uses of magic, rather spectacular. No possibility is left for a repeat offence. Since the Amurites do not feel themselves confined by the alignments most nations follow, they are treated with a healthy amount of distrust by good and evil civilizations. Evil civilizations dislike the regulation of the dark and chaotic spheres, good civilizations are worried that they are not forbidden entirely. While not specifically hated by any, they have trouble making truly close allies. However, they don’t feel they need any. As long as they are left in peace to conduct their magical experiments, they are happy, and wise rulers respect that. Those few who have crossed the Amurites and felt the fire of their arcane might have no desire to repeat the experience. Many have not been left the option.

They didn’t belong to a common civilization or heritage. They were just the scattered tribes that survived close to Letum Frigus until Kylorin united them. Under one banner they became the most powerful empire of the Age of Ice and changed the world.

But a common lineage does unite them now. Kylorin’s blood runs through his many children, and in that blood the strength of a former age, of a time when men were more than the desperate animals they have become. Newly formed they are an echo of past triumphs, and they will forever bring those glories into new ages.
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1) Valledia - Amurites
2) Varn - Malakim
3) Tebby - Sheaim
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Why those three? Just haven't tried them before?

Gotta say, I'm rooting for you to get Sheaim just so I can see their changes in action.
EitB 25 - Perpentach
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(It's the base mod, Mardoc.)

I think I'm rooting for Varn, although Tebryn would also be nice. Valledia has a bit too much of a set path to be too interesting.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Oh, oops.

Well, it's still a bit mysterious to me, then. One of the strongest leaders, one of the weakest, and a middling? Not even a unified playstyle to explore, other than mid-late game and spellcasting of some sort.
EitB 25 - Perpentach
Occasional mapmaker

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They're all leaders that I haven't had before. I was aiming for something that is competitive but not one of the usual first tier choices.
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EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



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Turn 1.

First, I took a look around:




And then decided to settle in place:




I did some fog reading and it seems like a very watery map. I believe I'm in the southwest corner of a continent, and the wheat/mana area below me is a peninsula.
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Wow, I might have to ask Bob for a copy of that to play your start as the Lanun! Settling on the dyes would enable 3 coves, one lake, fish/cotton/rice/cow...they could have a lot of fun with that start.

Course, as the Amurites...too bad there's no 'Raise Land' spell alright I don't quite understand why you moved off the hill; cotton doesn't seem to make up for losing the ability to put workboats on the fish. Are you planning to just ignore Fishing altogether?
EitB 25 - Perpentach
Occasional mapmaker

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Settling on the hill would have left me with only one hill to mine in the city radius, instead of three. Production is going to be important.
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EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



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Besides, fishing is unlikely to come early enough for that to matter, no matter how he plays.
/unnecessary input

Every time I see this title, Ellimist, I think that it's a serious question in the off topic or something lol
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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