The Cartel
The triumphant return of the ships bearing the warriors of the Cartel would have been a great day, save for the gray sails that filled the horizon not long after their passage. Enemies! Raiders! The alarm bells ring, and to their ships the sailors of the Cartel race, pink sails raising to face the gray. In the harbor offshore of the Cartel the ships of the two forces clash, flights of arrows covering ships in corpses, intermittent fires breaking out and sending vessels to the bottom of the Endless Ocean.
When the smoke clears and night draws in, the invaders have been beaten back, and their tattered sails retreat into the distance. Of the Cartel's warships, though, only a handful remain, severely battered and limping back to the docks. They will require repairs totaling 5 Wealth, 2 Timber and three years of labor in order to take to the sea once more.
Fortunately in this time of war, the people of the Cartel are inspired to greater works - either by whip, or out of patriotism. Double shifts are worked on the harbor, and 5 bonus labor is contributed to the Shipyard.
The Arameri Dominion
Fortune comes from Arkane, or perhaps Amarth. High in the hills of Myth Ellanor, the Temple of Seeing spots a large vein of silver which is easy to mine, and promptly exploited. +3 Silver Ore
The Puqina
Isin, a small settlement, is completely unprepared for the assault of the warriors of the Sun. Her people are rounded up and her buildings burnt, her humble farmers not able to even put up a token resistance. Into exile the people of the Nekhen Kingdom are marched, a wealth of kings on the backs of their new masters. +2 Slaves, +7 Wealth, +2 Food
The Firstborn
The Gergish folk are apologetic, but the demands of the market are many, and there simply aren't enough bodies to fulfill the wishes of the Uushuran. Masters speak of slave-raids to be done in the coming years, but the hundreds the Firstborn would buy are not available for love or money within the walls of the Emerald City.
The Bloodhounds
A strange man comes from the north, his skin pale-white and his words stinking of the grave. His eyes though are lively, and his words seductive. With many promises of wealth and power he offers to teach the men of the Kennels of the School of Blood Magic, to open the veins of their captives or war-victims and thus grasp strength formerly spoken of only in song. All he asks is a few of their Peasants in exchange for this gift, for he has need of servants.
The Frostriders
Across the wide plains of the taiga the riders of the Vorstaal range, and yet their search yields only meager results. A few tiny encampments of bone and hide they find, a dozen men and women who hunt and gather chasing the herds like the Vorstaal, scarcely enough to dig a trench for their new masters. Farther afield the horde will have to range if it desires true opportunities for lucre and new servants.
The Ngolo
North of the home of the Ngolo the lands remain dark and heavily wooded, before eventually sloping down into beaches of golden sand. Large red crystalline formations jut from the earth here, an aura of malice surrounding them, though their beauty is great. Majestic immense whales with sable skins breach occasionally off of the northern coast, and small pigs with succulent flesh roam the woods by the beaches. To the west the jungles continue unabated, but the east and the north are glittering sea. A small circle of builded stones marks a strange ruin on a peninsula along the coast...
The Forge
Down into the depths the soldiers of the Forge delve, the exploratory shaft echoing with the tramp of shod feet and clanking simple armor. Past abandoned galleries they pass, a sense of dread growing as they observe pickaxes and tools cast aside with no heed, and strange footsteps mottling the dust and gravel which do not seem entirely human. Their hands grip their weapons close, and slowly as the spiral mineshaft digs deeper still the air grows hot, and bizarre sounds begin to fill the air. Until, that is, the soldiers suddenly burst out into a great chamber. A chamber that they share with the missing miners, and strange and terrible figures.
As tall as two men they stand, saliva dripping from hideous fangs, grotesque misshapen long arms and starved bodies set beneath massive staring bestial eyes. There are perhaps only a dozen of them, but they appear to have cornered the missing miners in an alcove and are being only held back by brandished rocks and sharp sticks that might have once been mining mattocks and adzes. They turn at the sight of the approaching warriors and voice guttural howls, bounding forward with preternatural speed at what seems to them a fine meal.
The combat is short and fierce, and bloody. The simple weapons of stone and wood the warriors of the Forge hold bite but dully on the tough leathery hides of the depth-dwelling beasts, but they are obviously not expecting the coordination and preparation the soldiers display. After a brutal struggle eventually all of the fiendish creatures lie dead, along with several dozen stalwart warriors of the Forge, rent limb from limb or crushed. But the mine has now been secured, and a small treasure of curious stones and gems retrieved from what might have been the creatures' lair.
+Peasants, +10 Wealth