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Old 08-31-12, 07:11 AM   #1
Hottentot
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Default Review: King of Dragon Pass

Intro

Very recently GOG released King of Dragon Pass, a game I thought everyone knew about. When following it's release discussion, however, I was surprised to see how many people said they had never heard of it. Thinking the case might be the same here, I thought I'd write a little review about it.

Before I start, I'm saying it out loud: yes, I like this game, I'm very excited that GOG released it and I'm a human being. Despite of that, I'll try to take as objective look at it as possible to give you an honest picture instead of mere hyping or mixing my own excitement to it. I should hope that years in the academic wonderland had taught me at least that, but let's see.



Settings


The game takes place in its namesake place, a piece of land called Dragon Pass. The game's era could be described as prehistorical. The player assumes control of one of the many tribal clans in the Dragon Pass that lives by cattle herding and agriculture. The goal of the game is to become a ruler: In the long game the high king of the whole Dragon Pass and in the short game to form a tribe (a coalition of many clans), become its king and keep that position for 10 years. However, majority of the game consists of guiding the life of your tribe throughout the years and keeping them happy, or at the very least alive. Sometimes you might find the latter to be much more urgent than deciding what kind of crown you want to wear.

The game's world is what I'd call "realistic fantasy", as much of an oxymoron as that might sound. It's definitely fantasy, so there are trolls, elves and magic. However, the fantasy is believable in a way that real prehistoric tribals for most parts believed in a similar reality. It's similar to Darklands (another good game, by the way) where praying to saints could actually make miracles happen like the medieval folks believed.

Therefore things like curses, evil spirits and pacts with the ancestors are everyday stuff in King of Dragon Pass. If you piss of your ancestors by doing something they traditionally didn't do, you'll be in troube. Magic is a gift from the gods instead of farting fireballs: if you sacrifice to a certain god, the god may give you something nice. If you maintain a shrine or a temple to the said god, the nice thing becomes permanent. There are also "magic points" that you allocate at the beginning of every year to different aspects of life with various results. If you allocate magic to crops, you might have a better harvest and if you allocate it to diplomacy, the other clans might like your offers better. Or then not. Magic is anything but reliable in King of Dragon Pass.

Another example of this are the vital quests that you can embark on when you feel ready (or suicidal). Unlike in a normal fantasy game, "quest" is not synonymous to "hey guys, let's get drunk, go slay a dragon and share lots of gold between those of us who won't die horribly." Instead there is a set of quests related to several major gods. These quests emulate the lore's myth of some deed the god supposedly did. If you (as in you personally, not your alter ego tribe) don't take time to learn what happened according to the myth, you won't know what to do in the quest. However, studying the lore is not a guaranteed way for victory. The quests are perilous and it's quite likely that the person you sent there won't come back at all. But the rewards are worth the risk.



Gameplay


The game is entirely text based. There are lots artwork pictures functioning as backgrounds for various events, but there are no animations whatsoever. On regular basis you have to deal with an event that can vary from someone wanting to marry to someone complaining that his house is haunted. There are, according to what I've heard, hundreds of these events, so they won't get repetitive at least during one game.

In the events you choose the most appropriate decision (and get "helped" by yours advisors, whom I found to be incompetent morons), and the decision will have either instant or delayed consequences. Sometimes a decision you made years ago can (literally) come haunt you later. If, for example, you give home to some escaped slaves from another clan, their former masters can be quite disgruntled when they eventually come demanding their property back. That's not a nice time to find out that they outnumber you 100 to 1.


Despite of the somewhat cliche goal of the game, this is not a strategy game. You don't build cities, improve technology or control vast armies. You have your own clan's village and a few fortifications you can build in there to defend against enemies, plus temples for the various gods of the clan. A huge army in this game is 20 dedicated soldiers and some 100 peasants with a spear. And those are used mostly for raiding and looting instead of conquering. I'm not sure if you even can wipe out another clan completely, but in any case it's not necessary. The strategy part is more about deciding how do you want to divide your lands, how many crafters, hunters, farmers or warriors you want to have and when you are going to do what. For example, it's not smart to go raiding on the planting or harvesting season, because men on a raid are men away from the fields.

Randomness is a thing you will learn to love and hate in King of Dragon Pass. Sometimes you just will fail, no matter what. You will have a string of bad events, lose a raid that seemed fool proof on paper or get killed in a quest over and over again. While I like random element in my games, with Crusader King 2 being a great example, in this game it becomes ridiculous occasionally. It's not just once or twice that I read after a raid a report saying: "The enemy completely crumbled under our charge. Our magic was much stronger than theirs. The odds were 4:1 for us. Oh, and you might also be interested in knowing that we utterly lost."

Likewise when trying to make someone become my ally, he basically says: "I love you like my own brother, you gave me thousands of gifts, you are my best buddy ever, I want to have your children. Now bugger off!" The decisions and outcomes are not always explained enough. Sometimes the events just don't follow any apparent logic either: people I have never ever even heard of come to my doorstep and greet me by saying that my offences won't be tolerated any longer and this means war. When I look at the map, I see they live on the other side of Dragon Pass. Whuh? Did I forget to send them a birthday card or something?



Interaction with the other clans


Biggest part of the game, apart from managing your own tribe, is interacting with the other clans. You basically have three options, all fairly simplified: diplomacy, trade and raiding.

Of these three diplomacy is the most important, because the game's goal is achieved mostly by it and deeds. Before you can form a tribe, the other clans must respect you enough to accept you as their king. This is done by helping them, bribing them and being successful in general: if you are more busy burning every other clan's cottages than taking care of your own, you'll just have everyone hating you.

However, the diplomacy is very simplified. Basically you want to be everyone's ally, except maybe a few clans whom you can raid every now and then to thump your chest and keep your warriors happy. Allies will occasionally come whining for something from you, but if you are running your clan even relatively well, it's nothing you can't give them and keep them happy. Heck, I managed it and you know from my AARs the kind of ruling style I prefer. You can also have sworn enemies, who will become a serious nuisance in a short time, so again, getting allied with just about everyone is better just to keep the backstabbers off of your back. If you utterly beat your enemies, you can make them pay you annual tribute, but it's often not worth the effort, unless you are doing it just to spite the emotionless AI.

The diplomacy only becomes more interesting when you are forming a tribe and have to promise different clans different benefits, but once you are successful, those benefits don't really affect your everyday life in any way. You can pretty safely play a traditional politician and promise everyone everything. However, keeping the clans in your tribe happy is still a task of its own, because they won't like each other just because they are now united as a tribe. They will come whining to you about everything you can imagine, but more often than not the decision is just about whom you want to support.

Trading is likewise very simple. You can form permanent trade routes, or sent caravans on single trading missions. You can only decide what you want to sell and what you want to buy. Basically it's nothing more than "we have lots of this, they have lots of that, let's trade". Then again, these are prehistoric tribal clans we are talking about.

Raiding equals gathering a huge mob and hoping for the best. There are several tactical options you can choose before unleashing your men. First you choose what you want to achieve (plunder, take captives or kill enemies, for instance) and then how you want to achieve it: by maneuvering, skirmishing etc. This part is basically an abstracted rock-paper-scissor game where you can either gain or lose advantage. You can also decide how many magic points you want to allocate for the battle (if you have any), if you want to use any magic treasures and if you want to sacrifice to the gods before battle. During the battle you may also have events, like one of your advisors meeting an enemy commander on the battlefield, and you can decide what he should do. But as I implied, luck still plays a huge role and the whole thing is abstracted, so again: this is not a strategy game. You can only improve your odds, nothing more.


Conclusion


TL;DR: King of Dragon Pass is one of those games that you will learn to play in one evening and will never fully master. The randomness can make you rip hairs out of your head, but at the same time gives the game immense replay value, because no two games will be the same. The basic functions are sometimes too simplified, as the real heart of the game is guiding your tribe through the years and dealing with all the events that get thrown in your way. As the game doesn't have graphics to speak of, no high end machine is required to run it. Being text based, you also have all the time in the world to make your decisions. Therefore it's something you might want on your laptop if you are going on a long trip. Despite of the shortcomings, it can be surprisingly addictive journey to the life of a tribal chieftain.
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Old 08-31-12, 09:18 AM   #2
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Can't say I've heard of KoDP.

Might give it a go the next time I go on a shopping spree at GoG.
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Old 08-31-12, 11:46 AM   #3
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Might also add now that I checked: there are plenty of Let's Play videos of this in Youtube. I didn't watch them, since I already know the game and most of Youtube's Let's Plays make my brain melt, but I suppose they can also give you an idea of what it is like.
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Old 08-31-12, 02:09 PM   #4
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Haven't heard of this either but definitely sounds interesting. Might have to give it a go.
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Old 08-31-12, 04:36 PM   #5
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Quote:
Originally Posted by Dowly View Post
Can't say I've heard of KoDP.

:
Same. Never heard of it. Sounds interesting, though. From the description it very vaguely reminds me of the ancient classic 'Lords of Midnight' but I'm not entirely sure why...
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Old 09-01-12, 02:44 AM   #6
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Had a thought that this game would be perfect for iPad. To my surprise the game is indeed available for iOS. Quite expensive (7,99€) and 'streamlined gameplay' doesn't sound that good. And it was on sale yesterday .
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Old 09-01-12, 03:39 AM   #7
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Hard to imagine how they'd make it more streamlined. How do you make "click the option you want" any more streamlined, not to mention the interaction part?
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Old 09-01-12, 04:43 AM   #8
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Sounds quite peculiar indeed. I guess that means something else then than some sort of simplification.
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Old 09-01-12, 06:04 AM   #9
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As a nice little feature, the game keeps a sort of an automatic AAR of each game you play in form of a saga. This of course is far from what a real handmade AAR would be, but it documents the big things like events and diplomacy but not small events such as building stuff or sacrificing.

Here are the first 5 years my latest game's saga to show you what kind of stuff can happen, how I proved my complete incompetence in handling these situations and what consequences there were. The year 1329 is not really a year, it's just written in the saga based on one of your clan creation decisions. Spoilers obviously ahead.



Ancient Lore

During the marriage of Orlanth and Ernalda, our men whooped and drank with Orlanth, making Orlanth our main deity.


Our clan's earliest famous event was the Battle of Extinguish Field, when Orlanth's forces defeated those of his worst enemy, Yelm the Bright Emperor.

During the Storm Age, we adopted strangers into our clan. Our worst enemies in those days were the elves.

We were originally a Balanced Clan.

At the Dawn, we first awakened Urox, the Storm Bull.

Our attitude toward dragons and their ilk was negative; we did not like them nor believe their words.


1329
When we arrived in Dragon Pass, we claimed more land than we needed, to grow into. We built a clan hall, some steads, and a shrine to Orlanth. But when we left Heortland, we lost much of our connection with the gods.



1330
The god-talkers heard whispers in a strange language, but could not make out the meaning.


Kestald, a thane of the Namolding clan, asked us for information about Penterest, chief of the Eagle clan. He reminded us that we owed his people a favor. "If you do not stand behind your words" said Kestald, "They are worth little, and will not erase your obligation to us. Nonetheless, I will listen to what you have to say." Some of the people were offended by his words to us, but we entertained his question anyway. Kestald asked us if Penterest was honest, or full of guile. Penterest is honest to a fault, we said. Kestald departed, and thanked us for the information. Not long afterwards, he returned to our tula to thank us again. "Your words gave us insight into Penterest, and we used that insight to forge an alliance with the Eagles." He gave us gifts, and the people were happy.

We raided the Wolves and eluded their patrols. We drove the Wolves from the battlefield, and were able to plunder their tula.

We saw a rainbow; the people were cheered by this good omen. Because we were lucky, we embarked on a raid.

We raided the Ernaldori. Estavos had a chance to rally our warriors, who were about to flee. As a dozen of our warriors took fright, Estavos charged into the hole they had left in our lines. Estavos cut through Ernaldori shields and armor as if they were children's toys, but there were too many of them, and Estavos fell. Fortunately, it took more than a few Ernaldori to kill Estavos, and he was only wounded. We drove the Ernaldori from the battlefield, and were able to plunder their tula.

Ernaldesta convinced the Badgers to create a new trading route.

Garnath led a caravan to trade with the Jenstali.

We found a cave full of dangerous, armored rodents on our tula. Ingard said he would lure them away with trickster magic. He pranced about the cave mouth, singing a song which he said was an irresistibly salacious tune in the language of the killer rodents. It seemed absurd, but the rodents formed a line and followed Ingard as he danced away from the borders of our tula and towards those of the Ernaldori clan.

Priests and thanes from the Greenwing clan come to request the right to adopt a baby, one they said would grow up to become a great hero of the Knowing God. We granted their request, in exchange for a gift of knowledge. They said they would be happy to tell us the tale of Lhankor Mhy Finds the Truth in return for the baby.

A herd of cattle was infested by broos, and had to be destroyed. We sought to unite the clans to fight the broos. We spread the risk among many, and the glory of victory as well.

The dangerous rodents came back and bit children and horses. We blocked up the cave entrance. Many of the carls were bitten as they piled rocks inside it. They said the warriors should have been ordered to exterminate the creatures.

While exploring our tula, we turned up a cave with green-colored clay that we can use for making high-quality pottery.

We were raided by the Ernaldori. Enfrew had a chance to turn the battle in our favor. By the time Enfrew could gather strong warriors to his side, the Ernaldori had regrouped. We drove the Ernaldori off, and their survivors left without plundering our tula.


1331
Humakt warned us to raid before we were attacked ourselves.


Explorers found the warrior Alarandra, who fled from the injustice of the Pharaoh, and said we should give her asylum. We adopted her as a weaponthane. The people were glad to welcome a foe of the Pharaoh.

Acting as our emissary, Branbrig sought an alliance with the Jenstali. Branbrig said to them, "It would be generous of you to help us in a time of need." Their chief, Kestald, declined our offer. "Generosity is the prerogative of chiefs and kings" Kestald said. "It can be extended on a whim or withheld."

Lismelder, daughter of the Lonisi clan chieftain, came to us seeking refuge from what she claimed was an unjust marriage. We returned her to her father. His clan was grateful for the respect we showed them, and gave us a fine silver torc as a token of their gratitude.

Ernaldesta led a caravan to trade with the Jenstali.

The young farmer Brandgor reported that his stead was haunted. Our priests and wise people went to the stead, spending many nights investigating the nature of the haunting.

We raided the Ernaldori. We drove the Ernaldori from the battlefield, and were able to plunder their tula. Alarandra distinguished herself in the fighting.

The dangerous rodents came back and bit children and horses. We ordered our weaponthanes to exterminate them. Many of them were wounded, but they said that they killed them all.

Garnath could not persuade the Konthasos to create a new trading route.

We learned to speak to the ghost. It told us it had once served the dragons. We asked the spirit to serve us, as once it had served the dragon empire. It agreed, and bad magic became good magic.

Yinkin cultists came and asked for our help against the Badgers, who they had found out were raising dogs. We refused them. They departed, disappointed. We soon heard that they had launched a failed raid against the Badgers, and that many of them were killed by their dog-breeding foes.

Entarios, a thane of the Greenwing clan, asked us for the details of the Chalana Arroy Heals the Scars story. We offered him the details of another story instead. It turned out that Entarios's god-talkers knew the same stories we did, so we had nothing to offer them.

Our scouts found a strange clan of beast folk who were like ducks. Tempering mercy with shrewdness, we exacted payment from the ducks, whose larders were heavy.

The Ernaldori raided us for 23 cows.


1332
The god-talkers said we needed to learn one of Urox's blessings.


Explorers met a bark-clad shaman, who made dire predictions, and said we should sacrifice to Kolat, the spirit-herding god.

Acting as our emissary, Branbrig sought an alliance with the Jenstali. Branbrig said to them, "Together, we can overcome our foes. We will be celebrated by great poets." Their chief, Kestald, agreed that our two clans should be allies. "Poems and glory have their place, I suppose", Kestald said, "but it is for practical reasons that I favor this alliance."

A bold young warrior named Jarosar sought a duel with a champion of our clan. We told him that a duel was not a duel unless something truly valuable is wagered. We put up 50 cows worth of silver against his bet of the Helm of Karse. Rana accepted his challenge. The two fought a ferocious battle that seemed to go on for hours. Finally, Jarosar fell to his knees and spoke the traditional words of surrender. Jarosar gave us the treasure he promised, the Helm of Karse. Our weaponthanes were pleased to see it added to our clan treasures.

We raided the Ernaldori. Drenyan had a chance to turn the battle in our favor. Drenyan gathered several warriors and put many Ernaldori to flight. We drove the Ernaldori from the battlefield, and were able to plunder their tula.

Ernaldesta could not persuade the Jenstali to create a new trading route.

Ducks came and demanded compensation for kinsmen they said we slew. We rejected their claim. Predictably, they were outraged.

We were raided by the Beastfolk. We were driven from the battlefield and looted.

We found fused lumps of iron in the hills nearby.

The ducks delivered their annual tribute of food.

Explorers from our clan found the body of a dragonewt warrior lying in a stream bed. We decided to make magical armor from its hide. It was difficult to skin the dragonewt corpse without destroying the hide, but our tanners and magicians managed the task. We attuned the armor to Estavos.

The Ernaldori insulted us, and refused our request for tribute.


1333
The spirits of our ancestors were peevish because we were stuck in our ways and not learning anything new.


The Ernaldori came to demand that we trade our iron to them. We arranged a trade agreement with them. We crafted a trade agreement with the Ernaldori, which let them get first pick of our iron each year.

We sent Branbrig with gifts to the Konthasos.

Arkilla sought divorce from Fistivos. She said he had taken a mistress, and that she deserved to keep the bride price as a fine for adultery. We conducted a divination. The spirit-talkers said that the signs were contradictory. We paid the bride price. "Your justice honors me" said Arkilla, as she left our tula to rejoin her kin among the Undaroli.

Ernaldesta led a caravan to trade with the Greenwings.

We were raided by the Wolves. We drove the Wolves off, and their survivors left without plundering our tula.

Harmast of the Badgers came seeking our help in a raid against the Antorlings. "The Antorling storehouses are like a tantalizing fruit, ripe for the picking" said Harmast. To show our esteem for the Badgers, we sent a few warriors on the raid. Killer-Harmast forces were routed. During the retreat, he cursed us for not helping him more.

A dragonewt came and asked for its old body back. "We don't have your body" we told it. We said that we really had no idea exactly where the body was. It flared its crest and hissed, "You not lie, exactly" but you not truthful either." It departed, promising stern action. [Now why didn't anyone tell me those bugs are reborn before we skinned it? -H]

The Ernaldori raided us for 23 cows.

Explorers met a bark-clad shaman, who made dire predictions, and said we should sacrifice to Kolat, the spirit-herding god. We sacrificed ten cows to Kolat. The god-talkers could not say whether Kolat had received our sacrifice, because Orlanth's brother is not one of the gods we usually worship, and they did not know which signs to look for.

An exploratory mission came home early to report that one of them had been taken by Tusk Riders, and could now be presumed dead. Marlesta gave gifts to Thadart's relatives. The people were cheered by this display of generosity.

Hengall came to ask us for a gift of luck and divine favor, reminding us that we owed his clan, the Vanstatchi, a favor. We gave more than the customary amount. Hengall said that the Wolfborns were good friends, and that his people would not forget this.

Ernaldesta could not persuade the Konthasos to create a new trading route.

We found a very old cart with dragon insignia on it. Our god-talkers tested it to see if it was magical. They said it must have magic in it, but could not figure out what sort. We put it on display. Clans who once cooperated with dragons admired our new treasure. Those who had fought against dragons in the past were displeased with us.

Foul weather turned back our trading caravan bound for the Badger clan.

A man with the face of a Tusk Rider came to our tula and claimed to be Thadart. He said his disfigurement was a grim joke of the Tusk Riders' god. We attacked him. He defended himself fiercely, wounding several of our weaponthanes before he was finally driven to his knees. It was Wilkossi, who was with Thadart when he was captured, who finally slit the intruder's throat. "This is for tainting the memory of our brave, dead comrade" Wilkossi said. The people were dismayed and upset by this bloody scene.

Ernaldesta led a caravan to trade with the Badgers.

Acting as our emissary, Branbrig sought an alliance with the Konthasos. Branbrig said to them, "You need warriors to protect you, and we need food." Their chief, Elgane, agreed that our two clans should be allies. "Your swords will protect us, and we will cook the food for your victory feasts."

We could no longer afford to maintain our shrine to Urox


1334
The god-talkers predicted good calving.

Acting as our emissary, Branbrig sought a gift of magic from the Ernaldori, who owed us a favor. He asked for less than the customary amount. They granted Branbrig's request and praised our generosity, because we could have asked for much more from them, in discharge of the obligation they owed to us.

While exploring our tula, we found traces of an ancient battle. We conducted a divination. The spirits of our ancestors could not tell us of this old battlefield; it was part of someone else's history. We went to other clans and bragged about this find. Our neighbors were much impressed.

The forces of cold and darkness attacked our land with snow and wind. Our herds were threatened. We sought the help of Orlanthi Wind Lords from many clans. The ice demons were driven off before serious harm was done to the herd. Together the clans feasted to the defeat of Valind.

We raided the Ernaldori. Garrath had the chance to fight like a hero. He fought off many of the enemy but could not defeat a Vingan who wanted revenge for her fallen brother. Garrath died before we could heal him. We drove the Ernaldori from the battlefield, and were able to plunder their tula.

The Greenwings raided us for 11 cows while we were raiding.

While plowing the fields, the carls found something strange. It was the enormous skull of some kind of dragon creature. We used it to decorate our clan hall.

We were raided by the Ernaldori. We drove the Ernaldori off, and their survivors left without plundering our tula.

Demure and lovely was our Hindala, as she wedded Loricon of the Jenstali. In toast after toast, we hailed the generosity of the Jenstali clan.

Endal and his family came from distant Esrolia, to ask for membership in our clan. We accepted them, and on that day they became Wolfborn.

Spirit-talkers showed up and asked if we needed anything from them. We asked them for protection from the undead. They danced around, shook their rattles, and went into convulsions. Several hours later, they told us that we were now safe from undead.

Refugees come seeking aid. They said they had escaped from cruel horse nomads. We adopted them as family.

Prominent weaponthanes from the Badger and Vanstali clans came to urge our weaponthanes to help them kill Farad, King of the Colymar tribe. We allowed our weaponthanes to decide for themselves. They decided that it would be a glorious thing to kill the Colymar king. Four of them joined Janerra's party; with our help, she said she would act without further delay. Alas, the strong magic of the Colymar revealed the ambushers' intentions, and Farad was well prepared for battle. Two of our weaponthanes were slain, the others injured. The Colymar swore that we would pay for our part in the assault.

We raided the Ernaldori. Estavos had a chance to turn the battle in our favor. The Ernaldori could not match Estavos's bravery or his skill. Many of their warriors dropped their weapons in their haste to escape. We drove the Ernaldori from the battlefield, and were able to plunder their tula.

The haughty horse nomads who called themselves Grazers came to reclaim the refugees we had adopted. We told them we'd never seen their thralls. They swallowed our deception, and left our tula.

We were raided by the Wolves. The Wolf clan burned 3 steads. Orlgard struck down a Wolf god-talker before the enemy was ready to fight, then collected his powers for the battle to come. He led us against the enemy. We drove the Wolves off, and their survivors left without plundering our tula. We took 8 Wolf auxiliaries captive.

We were able to ransom the prisoners.


1335
Our seers predicted that the hunters would find little game this year.

Ernaldesta led a caravan to trade with the Jenstali.

An outlaw woman brought us a baby she had raised in a shield. She told us that the babe, Kallyr, would one day be a mighty warrior. We asked her why she was an outlaw. "My own outlawry is a long and sad story" she said. "Let us say that it was a matter of wrong passion, and that I accept my punishment. This girl's mother was also outlawed, and the child is the result of her shame. She is innocent of any blame, and needs a clan to grow up in." We did as the woman asked, and took the girl in.

Our explorers discovered rocks that shine in the dark, which could be used to make valuable amulets.

Someone took the Helm of Karse.

We were raided by the Colymar tribe. We found shelter in our fortifications.

Ernaldesta led a caravan to trade with the Rune Ducks.

We learned that the Lonisi had declared a feud against us.

Priestesses of Chalana Arroy said they would heal our sick and wounded in exchange for a future favor. We asked them to heal only a few people. They did so and departed, reminding us that they would one day return to ask for a favor in return.

We found Ernaldori hunters poaching deep within our territory. To demonstrate our generosity, we provided them with food, drink, and song.

We raided the Ernaldori and eluded their patrols. Orlgard had a chance to turn the battle in our favor. We were driven from the battlefield, unable to take any captives.

Korlaman told us we should take in Orlkensor Bronzebones, a warrior outlawed by the Jenstali. Orlkensor was accepted by the Badgers, who thanked us for bringing him to them.

We raided the Wolves and eluded their patrols. Estavos ended up unseen among the enemy's warriors. He killed and wounded many of the enemy. We drove the Wolves from the battlefield, and were able to plunder their tula.
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Old 09-01-12, 06:48 AM   #10
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After reading your posts and a few descriptions of it on GoG.com, I decided that this is an instant buy for me. Although I've never heard of it before, this sounds like a game that I always wanted and thought should exist, and then... here it is!
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Old 06-30-15, 08:40 AM   #11
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There is a post that game will be released on Steam and there will be also Mac version. Any rumours?
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Old 06-30-15, 08:47 AM   #12
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lordtyred!on the auspicious occasion of your first post....since joining!Do check thread dates though, this one's three years old.
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Old 06-30-15, 10:02 AM   #13
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Sorry, if i did something wrong. Just found it with the forum search.
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Old 06-30-15, 10:55 AM   #14
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Nothing wrong! Just some threads are more responsive. Do post in Comments to Subsim Review too: http://www.subsim.com/radioroom/forumdisplay.php?f=172
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