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November 18th, 2004, 12:12 AM
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Corporal
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Re: MP Game - Yarnspinners
Machaka: Turn 17
Cetewayo and his retinue performed the rituals which would sensitise them to the existence of magical power began to search. Cetewayo had been very disappointed with the dearth of magic in the lands he had conquered. However, he was sure that this time the search would pay off. He could feel the presence of magic. If only he could find it! They had been walking through the forest for hours when Cetewayo began to notice a change. The trees were becoming strange. It was not yet Autumn, but more of the leaves on the trees were yellow, orange and red. However, none of them had fallen from the trees. It was as if these brilliant colors were their natural state. Soon all of the leaves were the color of flame. Cetewayo could sense the presence of magic so very close. He relaxed and allowed the magic to call him. Soon he heard superstitious mutterings from his retinue. He brought himself out of the partial trance into which he had sunk and was surprised by what he saw. They had come to a small grove of trees. Like all of the trees in sight, their leaves were a combination of yellow, orange and red. However, these trees didn't just look like flame, their leaves were burning, yet not consumed. There was a tangible heat being given off by the trees ahead. The heat wasn't unpleasant, especially for a Machakan. In the center of the grove was a circle of trees and there, in the middle Cetewayo found it. Now he understood the difficulty he had experienced identifying the magic. Laying there on the ground was the answer to the puzzle. There were two magical gems. One was the deep red of a fire gem. The other gem was the lustrous green of nature magic. This flaming forest would be a source of both nature and fire magic. This find was very good news. Most of his magicians used nature and fire gems for their magic.
That evening there was a celebration in the camp. They had found a new, reliable source of magic. Alone it wasn't enough to ensure the health of the nation, but it helped and they had been a part of it. Cetewayo relaxed and observed the festivities. As he relaxed he felt the presence of magic. This was not the flaming growth he had found earlier. This magic felt colder, darker. It felt appropriate to seek this site at night. He quickly left the party behind. They had camped in the ruins of an old city. As he walked he began to feel the magic more strongly. The further from the living he got the stronger the magic seemed. He entered a large ruin and sensed the magic was very near. He was surprised. He was sure that he was sensing death magic. Thus, he had anticipated a cemetery or prison. However, from the little that remained, this seemed to be some sort of hotel or mansion. As he continued he realized that the magic was originating from beneath him. Luckily, he could simply choose to pass through the ground. He emerged into an underground crypt. He realized his mistake. The wealthy among these people had buried their dead in underground crypts under their homes. This one was quite impressive. He could sense powerful magic here. It would be a source of considerable power. This was very welcome news. Well, the workers that would have to excavate the site probably wouldn't be celebrating while they were digging. Death magic frightened most people, however there were those among his magicians who knew how to use it. This would enable them to do so.
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November 19th, 2004, 06:51 PM
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Re: MP Game - Yarnspinners
Hi folks,
Sorry to be so absent. Running on an old 2MB S3 card at the moment, while my RadeOn9600 crosses the atlantic for RMA. Also stupendously busy at work, and likely to remain so until xmas. I'll try and update scores at least once a week from now on.
Well done on the yarns, they're really getting very interesting and entertaining. I would urge the non-spinning players to come out of the woodwork and join the fun!
Turn 14: Arco 2, Machaka 2, R'lyeh 2
Turn 15: Arco 2, Machaka 3, Man 3, R'lyeh 2
Turn 16: Arco 2, Caelum 2, Machaka 2, Man 2, R'lyeh 2
Totals after turn 16:
Abysia 14
Arco 33
Atlantis 2
Caelum 6
Ermor 20
Machaka 26
Man 17
Mictlan 6
R'lyeh 23
Vanheim 4
All the best,
CC
__________________
There will be poor always, pathetically struggling - look at the good things you've got ...
-- from "Jesus Christ Superstar"
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November 20th, 2004, 05:19 PM
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Re: MP Game - Yarnspinners
---- Arcoscephale, Turn 18 ----
Early fall.
The other night I dreamt of home. It was early evening on the docks, and I was watching the sails turn orange. A cool breeze blew, carrying the smell of distant rain, and I turned slightly to see Thymbre standing next to me. I knew that she had actually never been to Pagasae, having left her tiny mountainous village as a small child to serve in the temple at Delphi, and then to join the great campaign, but we stood together and watched the ships glow for a while, then fade to dark. There was no moon that evening, and gradually everything disappeared except for the distant stars. She never spoke.
When I awoke, it was hot and muggy, as it has been every morning for months, and swamp-stench filled the air, along with the sounds of soldiers banging out their armor and preparing for battle. Thymbre was gone, of course, further from reach even than distant Pagasae which I doubt I shall ever see again. Perhaps while I have been away fighting wars in lands I care nothing for it too has disappeared forever, and that is why I dreamt of them both.
The battle that morning reminded me so much of that other terrible day of cold, hard death: fearless women with spears, some mounted upon strange beasts (lizards this time; I am getting so sick of swamps and their lizards and snakes and other scaly beasts), led by sorceresses who dabbled in unnatural forces, and a sickly evil feeling to the land. Our few light troops fell almost at once to the advancing lizard-warriors, or scattered, and the first volleys between the magicians on both sides traded ineffectual beams of light for useless sparks of fire, as a dozen riders bore down upon us. I felt an odd queasy sensation, as if the world were about to turn very wrong again.
But my silver shields have been through much, and were not about to fail this time; the death of some only emboldened the rest to fight harder. I had joined my men at this point (I could not stand at the rear, not this time), and I saw many strange things brought against us, like vines rising from the ground to entangle our feet. But what really made my blood boil was when I heard the cries of the small figures in white at the far end of the battle field, and saw the bloody knives being taken to them, and I realized then what great evil I had been sensing. At this point, Amshula unexpectedly did something incredibly useful, killing several enemy foot soldiers with a giant ball of flame, and I silently apologized for wishing such a bloody fate upon her.
It was a bloody battle -- over half of my silver shields lay dead on the ground -- but we prevailed, and the enemy turned and fled. I made sure that neither of the evil women in charge left that field, though sadly many of the innocent sacrificial victims were also killed in the retreat. The rest begged us to kill them, claiming that if we let them go they would only be caught again by the dread kingdom to the north, where even more unspeakably evil things would be done to them. I plan to send them back toward Thymbre's temple, where perhaps they will have a chance to heal.
When I saw Amshula afterwards, I thanked her and her brother for helping in the fight, particularly for stunning the fleeing enemy mages so that we could catch up with them, and gave her permission to go off and look for her magic sites (as if forbidding her would have stopped her, but it felt good to pretend). She replied, cryptically, "I was only following what is written." When I looked at her quizzically, she said, "Try reading your book for a change, perhaps it will keep you from being so confused all the time," and strode off.
The only book I had was the silly one Thymbre had given me, The Collected Sayings of Pandokos the Prophet... but sure enough, on page 3, it contained a conversation I had had with my quartermaster in a tavern in Oast Hills years ago. I had said -- sorry, let me just quote it here, for I am, if anything, even more confused:
"And Pandokos of the odd smell of horse spoke thusly, saying: 'And you know what would be great? If giant balls of flame poured down from the sky and killed everyone, so we didn't have to risk getting our armor dented.' And the men did laugh, but Balachandra, first of the wise, came to the elders, and said: 'Let us make it so.' And they set to work..."
---
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November 20th, 2004, 06:59 PM
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Corporal
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Re: MP Game - Yarnspinners
Quote:
I did read with amusement about the free dwarven hammer and gems from Vanheim to Caelum. Those two races were originally begun by boyfriend and girlfriend and that is the way they always play on those occasions when they both join the same game. They are always allied on day 1, they never attack each other, they give gems, money and artifacts freely between each other, and they will assist one another as needed throughout the course of the game. It is kind of sad that they felt the need to do that in a game that is supposedly for fun only.
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Panther, I think you are missing a big part of what a multiplayer game of Dominions II is about. There is something called 'diplomacy'. It involves setting common goals, making common decisions, and implementing coordinated plans... all of this for a common benefit.
I know that you think that me and Petar are cheating by 'allying on turn one'. I have written more than I care to admit trying to explain exactly what our non-agression pact entails, how much weaker than an alliance it is, and that I cooperate less with Petar than with any other ally of mine.
Still, you continue to slander us, any little chance you get. You and Cohen, two of a lousy kind. You both have suffered humiliating defeats, and you will go to any extents to somehow explain your pathetic showing with anything but lack of skill. I am really tired of you dragging our names through the mud. Petar and I no longer play MP games together but there is no shutting you up, is there?
Let me tell you about the Last game I played... as an example of the kind of diplomatic relationships I often enter.
I found C'tis capital early on. There still was a three province indy layer between us. I messaged him and offered a fair division of all the indy provinces between us. We agreed on a non-agression pact and started trading at once.
Soon afterwards, we pooled our death gems, in order to forge path boosters and throw a 'Well of Misery' up. We shared the death income from the global until it was dispelled. We coordinated our globals, for example he let me keep a Gift of Health until my pretender was healed, and then I left the slot open when he needed to heal his Tartarians.
When the nearby world war about produce a clear, powerful winner, we coordinated an attack on Jotunheim, and split him among ourselves. This forcibly pacified everyone else, as the leading nation stopped rolling its enemies over, and brought the troops home in case we kept going beyond Jotunheim's borders.
Afterward, we exchanged spy information, coordinated our covert sabotage of Abysia, while, of course, maintaining our trade. Eventually, the cold war became hot, and when Abysia was pressing C'tis pretty hard, I was supplying him with air gems, staff of Storms, and anything that he could use to turn the tide... at a time he could not afford to pay me at once. When he handed the main devil army a sound defeat, I like to think it was at least partly because of my help.
Well, I was not sitting idle at the time - I had taken over Arcocephales, and then in two or three turns left Pythium with nothing but besiged castles.
At that time, C'tis realized that I was the one to beat, and allied the surviving nations against me... but until that time, we were communicating daily, coordinating our moves and we were stronger for it. And, I assure you, C'tis was not being played by my boyfriend.
In another game, which I am playing right now, I have just a strong an alliance with another nation. We agreed on common borders before turn ten, we trade extensively, we are crushing a common enemy, and we have coordinated pretty much every attack since the beginning of the war. It has happened that one of us was late in a trade, and it is ok. And again, this is a third player, not my boyfriend, and not the C'tis player from 'Live and Learn'.
This, dear Panther, is diplomacy. It helps two nations become stronger by negating each other's weaknesses. Unless diplomacy is expressely forbidden by house rules, it is madness not to trade and coordinate as much as possible. I play Vanheim, and I have found that being the friendly smith is a great way to smooth the bumps in the road to victory. I scout extensively and try to draw borders that are mutually agreeable. I hate early wars, and unless an agressive player like Cohen inflicts them on me, I stay out of them...
And you constant harping annoys me a lot. I do not mind it when people are wary of me because of my victories. I do very much hate it when someone tries to dismiss my successes with 'oh, her boyfriend helped her'.
__________________
Wrath them 'till they glow, and arrow them in the dark.
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November 22nd, 2004, 06:57 PM
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Sergeant
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Re: MP Game - Yarnspinners
Quote:
Yvelina said:
Quote:
I did read with amusement about the free dwarven hammer and gems from Vanheim to Caelum. Those two races were originally begun by boyfriend and girlfriend and that is the way they always play on those occasions when they both join the same game. They are always allied on day 1, they never attack each other, they give gems, money and artifacts freely between each other, and they will assist one another as needed throughout the course of the game. It is kind of sad that they felt the need to do that in a game that is supposedly for fun only.
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Panther, I think you are missing a big part of what a multiplayer game of Dominions II is about. There is something called 'diplomacy'. It involves setting common goals, making common decisions, and implementing coordinated plans... all of this for a common benefit.
I know that you think that me and Petar are cheating by 'allying on turn one'. I have written more than I care to admit trying to explain exactly what our non-agression pact entails, how much weaker than an alliance it is, and that I cooperate less with Petar than with any other ally of mine.
[snip]
And you constant harping annoys me a lot. I do not mind it when people are wary of me because of my victories. I do very much hate it when someone tries to dismiss my successes with 'oh, her boyfriend helped her'.
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Yvelina, you are free to say this is none of my business, because I don't know about the history of any other games, but, I'd like to offer an objective (never been involved) view.
There is a difference between two independent players forming a pact or alliance, and two players essentially playing as a single force with twice the resources (and brainpower!) as everyone else.
It is easy for other people to see any couple as the latter rather than the former - there is a clear instinctive reluctance to believe that they will actually compete against each other, possibly backstab each other etc. etc.
Of course, there are couples who play against each other very competitively, and don't always ally with each other etc. - but there are plenty enough couples who do always play together that they fall into the Category of effectively being a single player with an unfair advantage.
If you and Petar have that kind of reputation, however undeserved it may be, it's probably a good idea that you don't play in the same game, unless you know all the other players very well and are sure that they won't distrust you both!
Having said all that, most people seem to have agreed that this game isn't really about winning as much as spinning good yarns (if you won the yarn points but don't win the score-graph points, would that matter?!). So I hope nobody is too bothered either way.
Keep spinning,
CC
__________________
There will be poor always, pathetically struggling - look at the good things you've got ...
-- from "Jesus Christ Superstar"
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November 20th, 2004, 09:13 PM
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Corporal
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Re: MP Game - Yarnspinners
Turn 18, R'lyeh
Sometimes visions float into my head, unbidden; "They love me in Shreveport, and I've never even shreved."
I saw a temple, twisted in form, dark in color, with a gaping, tortured hole at the center, raised up by a hundred peasant hands. On those sat the building itself, glistening in sweat and seaweed, and reflecting the light of a million dead stars. The locals danced and sang, and tried in vain to clap along with the music.
In the inner court, there stood a thousand foot statue of me: horrible sacrifices were offered into my tentacle and blood poured out and down over the bronze, forming a lake at my feet. Seven priests were in constant attendance, guarding the gate, polishing my bronze, and rendering fat for the thousand candles that flickered in the grotto. In the outer courts, throngs of waif-like worshipers, so caught up in their love of me they do not eat, pressed against one another and the razor-sharp lichens which infested the walls. In amongst them, merchants had set up stands, selling sacrificial animals, dark vials of spice, and the cutest little cthulhu plush dolls.
Ah... my people love me. For their spontaneous dedication of this temple to me, I shall award the good people of North Hengewood the privilege to be the first of my subjects eaten when I am grown large enough to devour the world.
For my part, this month saw yet another battle. A score of crossbow bolts flittered in the air and then I was upon them, and it was all sucking and little splotches of blood. Next month will be an exciting one. My army from the south will secure the bridge of crows, I will move north towards the lake, and I shall control all points of access to the lands between the Red River and the setting sun.
Construction of my coastal fortress continues apace. Soon my dedicated scholars will have their own offices (with windows) in which to contemplate the ways of the world. Work faster sages of time! Mmmm... sage and thyme.
My tummy is all growly. Off to eat something...
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November 22nd, 2004, 12:25 AM
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Re: MP Game - Yarnspinners
---- Arcoscephale, Turn 19 ----
There is war coming to this land, yet I am traveling away from it.
We were attacked Last week, by a band of villains, who were trying to sneak past our camp, to what evil ends I do not know, since none are left alive. Fortunately, I had begun training the locals -- with so few of my soldiers unhurt, and reinforcements weeks away, we needed some help to defend our lands -- and one of them spied the band as it crossed an open field. The cowards quickly ran away, but their commander collapsed as they fled, and we were able to round up everyone else and kill them. Divikar claims that he caused the commander to die, though since I didn't notice any fire or beams of light I'm not sure how he expects me to believe him.
What I did notice was a slight queasy feeling again, and then I had the most bizarre impression of being able to see through four of my silver shields as they charged toward the villains. I turned to face Divikar, and I could see through him, too, and he laughed at the look on my face. "What did you do to my soldiers?" I demanded. "Pandokos, look at yourself," he said, and laughed again. And sure enough, my hands had that same ethereal shimmer to them. "What, you didn't notice you were like that all of the Last battle?" said Amshula, as she mumbled words of protection under her breath.
"I was?"
"Why do you think you didn't get touched even though you were in the thick of the battle?" she continued. "For that matter, why more of you spear-throwers didn't get your fool selves killed, rushing in to the battle instead of remaining sensibly at the back, fighting with your heads."
For one thing, of course, we don't throw our spears, I was about to say, but was distracted by the odd sight of a bug crawling on the back side of my hand. Perhaps there's something to be said for this...
It was only while interrogating the captive villains that I learned that they were not just a band of brigands harassing the countryside, but rather had been hired by the bloody kingdom to the north to test our weaknesses. I suspect that more of them shall follow, though for the moment there is little sign of troops on our borders. Divikar claims to have heard from home (though how he is in communication with them, I do not know, since no runners have entered this land in weeks) that there is a sizable force coming from home toward the Last village we rescued, and that I am to proceed there to join them in "liberating" another nearby land. ("In a swamp?" I asked, expecting the answer. "A swamp," he grinned.)
I worry about leaving the two mystics alone here with only their local troops, but Amshula claims that she will build up defenses, so that by the time I have returned we shall be ready to fight. I hope that they can keep their minds on military matters, and not get distracted, as so often happens. (Gods only know what they'd do if they actually found one of these sites of mystical power they keep looking for...) I wonder if they are up to something, though; Last night, just before Divikar gave me my new orders, I caught them chattering excitedly, but though they smiled broadly at me they refused to tell me why.
Perhaps it is just as well that I am leaving.
---
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November 22nd, 2004, 11:45 AM
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General
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Re: MP Game - Yarnspinners
My apologises for not spinning of late. Various other games (namely Stars), lack of focus and some papers to produce for school have resulted in no yarn for a while. But then, it isn't that unusual for me, so.
Incidentally, if anyone has advice on how to have some sort of focus on a single task, I would be more than interested in hearing about it. (The only way I can make myself do something, even something I actually like, being to take a rope and to make sure I cannot escape until said task is finished)
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November 22nd, 2004, 11:03 PM
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Re: MP Game - Yarnspinners
Turn 19, R'lyeh
Great Iron Mines Batman! It was such a lightly guarded mountain village. I seized the high ground, and laughed to myself as the locals frantically grabbed spears, sticks, and hunting knives and struggled up-hill against the snow, giving me loads of time to prepare the familiar rituals which make me invincible: Quickness, Ethereal, Luck, Twist Fate. I have become so used to these spells I could cast them with my eyes closed, if I had any.
After the Last crunchy village baby, I noticed the mounds of iron slag sitting outside the town, only barely covered with a light dusting of snow. Beyond them, a well beaten mud path led me to the mine. It is good that minors are so tasty, because these miners will be necessary to continue digging the iron and shipping it down to the bottom of Red Lake, where my Illithids have been rounding up many volunteer Atlantians, who hope for a better life for them and their families. I shall gird them in steel and send them out to redden the seas.
As for batman? I knew that the Count of Katak-Ukon was going to be trouble the moment I first met him after that battle. He seemed... less cowered than most of the humans I appoint as puppet dictators. (In Takini I actually appointed a puppet as their new lord. That actually worked remarkably well until Last month, when the puppet inexplicably failed to deal with some brigands who had taken up residence there, forcing me to intervene. Needless to say, that puppet's head now rests in my display case, and another, more competent, piece of fabric is now in charge).
Sorry, I was talking about Folke, who now styles himself as a vampire. Apparently, the humans of this land are scared of such puny creatures, mainly because they suck the life out of their fellows (which is odd, as I do pretty much the same thing, and yet my citizens do nothing except praise me all day). At some point I'll have to send someone to deal with this usurper and his rabble.
Sammy, my first brave little sage, has uncovered a few valuable secrets. In an ancient tome he found the mystical incantations needed to re-arrange huge masses in the heavens, forming a giant lens which focuses the light of nearby O stars onto the surface of this planet. The effect should, in theory, be devastating. If the mass could be moved precisely enough, it would mean the destruction of this pathetic rock in a cataclysm of fire. Without such fine control (which I do not expect my servants to master) it will merely burn my enemies on the battle-field. Furthermore, Sammy has found a way to project his self into distant lands, and see the men and warriors contained therein. A useful skill, but I hope he did not discover it in an attempt to flee my service. The commander of the local construction crew, one Farol by name, says he often discovers Sammy wandering far from his office. Sammy claims to be sleep walking, but it is a mite suspicious that he always seems to have all his worldly possessions strapped to his back. I know, I shall volunteer a young lady into the sage-line. Then Sammy will have a friend, and maybe he won't leave me.
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November 23rd, 2004, 02:24 AM
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Re: MP Game - Yarnspinners
Machaka: Turn 18
Cetewayo returned to the surface with some relief. He would never admit it to anyone, in fact he barely admitted it to himself, but after being trapped in his own tomb for such a long time he had something of an aVersion to tombs and mausoleums in general. It was ironic, but it would remain a private irony. He made his silent way back to the camp to resume his observations of the celebration. Morning would be soon enough to organize a party to excavate the newest cause for rejoicing.
Meanwhile, soon after Cetewayo left the tent to go on his private search, Karo the Machaka Hoplite acting as Cetewayo's chief body guard this evening noticed that the King was gone. "Not again!" he thought to himself. He was going to get into trouble again! It seemed like the King, blessed be his name, blah, blah, yada, yada was always sneaking away from his guards. Of course, Karo wasn't sure what he was supposed to protect the King from... he was already dead... sort of. Anyway, he had seen the King in battle and he knew that anything that would cause the King pause would destroy him and his men easily. That fact didn't change the fact he and his men had been ordered, along with the other guards, to maintain a constant guard on the King. The orders had come from the High Priests of all three Priestly Orders. It would not be a good thing for those very powerful men to decide that he had disobeyed their orders. Karo immediately passed the word for the guards to begin their search. Hopefully they would find the King before anyone else noticed his absence.
As Cetewayo approached the camp he noticed his "guards" resuming formation around him. He found their presence mildly amusing. Did they really think that they were guarding him? If so, against what? He was fairly certain that some, if not all, were in the employ of the High Priests. He was unsure of the High Priests' motivations. Especially after his recent "illness" he had his suspicions. Until he had significantly more than suspicions he would have to act as though they were above reproach.
Doing things himself had turned out well. Cetewayo decided to try it again. He would gather his army and lead it himself. He sank deep into a trance and communicated his commands to the priests in the capital as well as his prophet Babu. He emerged from the trance confident that his forces would meet him to prepare the invasion of the rich coastal province that had repulsed his armies once already.
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