14 Apr 2014

Check out the new Strategy Monday livestream!

Author: Illyriad Press | Filed under: Community

Every 2nd Monday of each month we will be hosting a “Strategy Monday” and will invite players to join GM Rikoo for a discussion on many different topics. We’re starting off small in this first episode, talking about newbies! In the coming streams we’ll talk about deeper strategy tips that range from trading to warfare! Enjoy the videos below!


Watch live video from Luna_Illyriad on TwitchTV

16 Aug 2013

Player Spotlight: Myr

Author: Luna | Filed under: Player Spotlight

Another nomination from the community, this month we get to know Myr as our Player Spotlight. A big thank you to those who sent in nominations, and to Myr everything that she brings to the Illyriad community. Learn more about the Player Spotlight program at our website and nominate players by sending an email to community@illyriad.co.uk. 

What brought you to Illyriad and how long have you been playing?

It was boring in my cell at the Cook County Prison. I was doing time for possession with the intent to sell again and my cellmate showed it to me on May 25, 2011. Actually after years of competitive figure skating my daughter hung up her blades. I suddenly had an extra 20 hours a week and no idea what to do with myself. I could have done something productive, instead I started playing Illy.

Have you played many other online games or been active in other online communities?

I tried lots of the games that showed up on the FB side bar, including Farmville, but none kept my interest for more than a few weeks. I didn’t expect Illy to be any different and I’m still a little surprised that it’s been over 2 years. I just started playing Medieval Europe with someone I fought against in the Big War, we’re making an empire but the communication system there isn’t great.

Any hidden talents or interesting hobbies outside of gaming?

I have no talents but I’m a bit of an adrenaline junkie. I love roller coasters, zip lining, white water rafting, canoeing, and hiking. I can’t travel as much as I would like to so I read a lot.

What keeps you playing Illyriad?

I keep finding new things to keep me challenged and occupied. There are so many different facets of the game that I think it will be awhile before I run out of new things to try.

What’s your favorite aspect of the game?

You meet people from all over the world and I appreciate the fact that it’s so easy to communicate with your alliance in AC while you’re doing other things.

What’s your proudest achievement in game so far?

My training alliance, The Night Squires. I never imagined it would be this much fun teaching newbs how to attack and defend effectively.

What are you most looking forward to for the future of Illyriad?

Whatever you guys dream up! I don’t play the game for any releases that might come sometime; I play with what is available right now. In fact, I’d rather not know what’s in the pipeline.

What area of the game do you think needs the most improvement?

Battle mechanics. The way things are set up there is no way to damage your enemy without sieging and destroying cities. If I send my troops at a city my opponent just needs to move their troops out of the city and nothing happens. I think troops hitting a defenseless city should burn, loot, and kill, doing damage to a city without completely destroying it. There should be resources stolen, buildings de-leveled, and a corresponding loss in pop. The way to stop the intruders would be to defend. I think it would take a lot of bitterness about war out of the game.

What advice would you give a new player in Illyriad?

Listen to all the advice, then try things your own way and have fun! That’s why we’re all here, isn’t it?

11 Aug 2013

Broken Lands Faction: Mellorisians

Author: Luna | Filed under: Broken Lands Factions

From the daily reports of Commander Cirian Danorian, deep reconnaissance mission.

Day 7, evening: We have camped by a huge rock, with a crude carving chiselled into it. The figure is vaguely humanoid, but has no eyes. Our scribe tells us that it is meant to be a spirit called Melloris. Allegedly the spirit has manifested to the leader of a local community, who described it as being made of gold, supremely beautiful, but blind. The lack of eyes might indicated blindness, but the strange shape of this figure does not suggest beauty, just a very poor stone carver.

Day 8, afternoon: We have spotted a stronghold high on a cliff. Its stone walls look ancient, but are partly ruined and have been recently and crudely patched with wood. Still, its position makes it seem impregnable. As we approached we found human farmers working small fields in the valley beneath, but they fled at our approach. We have made camp, and sent scouts up the cliff path to investigate.

Day 8, evening: Our scouts have not returned. We have also had visitors. A group of armed men, armoured, carrying bows. They said that they were a search party from the stronghold. They said they were looking for “Heretics who have fallen from truth and fled from the light of Melloris”, who they wanted to find in order to “save” them by taking them back to the community. They were very well armed for a friendly search party.

Day 9, noon: Our scouts have returned. They say that they were worried about climbing back down the cliff path in the dark. They also mentioned good food and warm beds in the settlement above. They report the community being confused by their visit, but there was no hostility. We will all trek up the cliff this afternoon, as a safe and comfortable place to stay would be welcome.

Day 9, evening: We have found passable food, warm beds, and solid fortifications. It is a welcome change from sleeping in a camp in the wilds. The locals are little inclined to talk to us, however.

Day 10, noon: The inhabited settlement is small. Just a couple of thousand people, but the location is so secure that no army could assault them. The people still avoid us, and lots of doors are locked. The old ruined parts of the stronghold are extensive, however, and merit more investigation. We are not the only visitors, as there is a small market. We found a small band of ragged elves trading here, and they say that the locals are as unfriendly to them as they are to us.

Day 10, afternoon: I was summoned to appear before the community’s leader. He sat on a large but crude throne, wearing the vestments of a priest and a large silver crown. I vaguely remember him. In Virten when I was young he was called Jerrian, and he was considered a possible future King of Virten. He was renowned as a virtuous man but the College of Silence suspected that he was mentally unstable. Now he leads this self-exiled community, and I was told to address him as Blessed Prophet of the Golden Spirit, not by his “former” name. He had summoned me to complain about one of our expedition. Apparently our scribe had been “spreading lies, infecting the minds of the true believers, promoting falsehood and immorality”. I doubt it. None of us have spoken much to the locals. But he clearly wants us to go, so I said that we would leave early tomorrow. I have no idea why he is hostile to us, but there was no point arguing.

Day 10, evening: Organised a search of the ruined areas, without alerting the locals. We found several rooms that looked like ritual areas, abandoned for centuries. Most interesting was a grand mural, dusty and cracked, from before the Sundering. It seemed to show a wizard or arch mage, depicted with a great staff, one eye covered with a patch, and one of his hands shown as being gold.

Day 11, morning: We set guards last night, and they woke us before dawn. They had seen movement where our horses were stabled, and they intervened, uncovering a partially dressed local woman and one of our animal handlers. He said that she had seduced him and asked him to stay and marry her. She said that he had tricked her into spending the night with him. I believe him, not her. He doesn’t have that much guile, and I don’t trust these people. We are leaving now. I would rather be out in the wilds than have to contend with the lies and paranoia that confound us here.

 

28 Jul 2013

Broken Lands Faction: Guul-Hai

Author: Luna | Filed under: Broken Lands Factions

From the daily reports of Commander Cirian Danorian, deep reconnaissance mission.

Day 34, evening: This is as far from the ship as I want to go. Legends say this is the land of the Guul-Hai. Nobody from Virten has ever seen one. Stories say they move without a sound and can melt into the dark. They are supposed to be Orcs, but some tales say that they were changed by the mages long before the Sundering, and they’re now something else. We have lost good men already, and now people are nervous. So this will be our last search. Even the Kartur-Hhakrall are restless. We’ll try to make contact. Then, we’ll head home.

Day 35, morning: Have worked out a search pattern, and today we will start criss-crossing the area looking for tracks or settlements.

Day 35, evening: Nothing. No sign of habitation at all. The scouts noted an unusual number of wolf tracks, so we secured our camp perimeter carefully.

Day 36, evening: Another fruitless day. Men exhausted from searching, and all scouting parties returned to camp having found no sign of Orcs. Plenty of animal tracks, though, and we ate well on a deer that we felled. Disturbed by the disappearance of a bearer, sent to fetch water from the spring at dusk.

Day 37, morning: Scouts searched the spring. Snow fell yesterday, and ground around the spring is muddy, so tracking should have been easy. Our man’s tracks just stopped a few paces from the water. Lots of other tracks in the area, all wolves, but no sign of a struggle, no sign of him being chased, felled or dragged. Someone suggested the Gull-Hai might be riding wolves, but from the paw size and short gait these wolves are too small to ride.

Day 37, evening: Another useless day. Long discussion around the campfire, working out a new plan. Someone asked why there are so many wolf tracks, when we haven’t seen wolves. This suggested a new direction. Can’t solve the mystery of where the Guul-Hai are. So we’ll look into mystery of the wolves. Maybe there’s a link.

Day 38, morning: Awoken by screaming. Found our missing bearer. His body was hanging from a tree in the middle of camp. He had been stripped, and guts, heart and brain removed. No sign of clothes or innards. Our surgeon says he had been dead for a day. Much shouting at the guards who had been on watch. No idea how someone got past them with a corpse. No tracks on the ground. Guessed someone had climbed the tree to string him up, but no tracks by the tree. Someone suggested that his killers must fly. I dismissed the idea. No rumours of flying creatures here, and Orcs certainly can’t fly. But I have no theory of my own.

Day 38, evening: Better day. Two scouting parties found big groups of wolves. The groups were much bigger than normal wolf packs, and they wandered aimlessly. Someone suggested they were more like a flock of sheep than a pack of predators.

Day 39, morning. Bad morning. One of our human scouts has vanished, from the middle of the camp. Nobody saw him leave, no tracks, no sign of a struggle. Then I had my first argument with the Kartur-Hhakrall. They’ve been absolutely loyal until now. But they think it’s stupid to keep searching. They look nervous. It isn’t like them to be scared of anything. I asked them if they didn’t want to find fellow Orcs. The Gull-Hai have been separate from our Orc retainers for five centuries. I assumed they’d be curious. They said no. They said the Gull-Hai are unnatural, tainted. They said that a good leader would turn back. I understand what that means. I told them we’d search for one more day, and then I’d decide what to do.

Day 39, evening: Spent the day looking for and watching wolf packs, or herds. This may be a good line of enquiry. One scout reports seeing an Orc moving amongst a group of wolves, though later investigation showed only wolf tracks there, no Orc tracks. Another scout found a cooking pit, buried to conceal it. I asked him how he found it and he said he just searched in an area where there were no tracks, in the middle of an area with lots of wolf tracks. He estimated that half a dozen people might have eaten from the food cooked there, and suggested that we search for similar trackless areas amidst areas with lots of wolf activity. It is a good suggestion, but I am starting to agree with the Kartur-Hhakrall, that we should not be here.

Day 40, morning: Our missing scout was found by the camp fire, where he had been sleeping. As before, clothes, heart, guts and brain were missing, and our surgeon says he has been dead for a day. I have given the order to strike camp and head back.

Day 40, evening: Two hundred paces from camp a Kartur-Hhakrall scout smelled something, so went to look. He came back with gnawed animal bones. He said the tooth marks showed that Orcs had been eating them, last night. There were other bones, from previous nights. The place where they were had a clear view down into our camp site. We had spent five days failing to find the the Gull-Hai, and they had been watching us all along. We marched more swiftly after that, and covered a good distance, glad to be leaving these lands.

 

21 Jul 2013

The Broken Lands Map

Author: James Niesewand | Filed under: Broken Lands Factions, Game Design

Here’s the Broken Lands map for your delectation.

There will be approximately 300 squares of open ocean between the southern tip of Stormstone on Elgea, and the Northern-most tip of the Broken Lands.

This map does not currently show shallow/tidal/ocean waters; I’ll put this on a later version.

The large Western landmass with the border round it is the PvP-free protected zone.

Regards,

SC

Broken Lands Map

Click the map for the large version

7 Jul 2013

Player Spotlight: Pellinell

Author: Luna | Filed under: Player Spotlight

Nominated by his Alliance-mates, this month’s Player Spotlight focuses on leader of the Alliance, The Order, Pellinell. A big thank you to those who sent in nominations, and to Pellinell for his contributions to the Illyriad community. Learn more about the Player Spotlight program at our website and nominate players by sending an email to community@illyriad.co.uk. 

What brought you to Illyriad and how long have you been playing?

I actually found Illy by chance. I was bored and looking for something to do, I discovered Illy through a google search. That was in December of 2011. I was instantly hooked!

Have you played many other online games or been active in other online communities?

Illy is my first online game and the only one I play currently.

Any hidden talents or interesting hobbies outside of gaming?

A hobby besides Illy ? I love being outside. Camping, fishing, hunting and just being in nature is something I enjoy very much.

What keeps you playing Illyriad?

The Community is a huge part of what keeps me here. Aside from that the tourneys and friendships I have made here keep me interested. I also very much enjoy the complexity and intricacies of the game.

What’s your favorite aspect of the game?

Again I would say the community is one of my favorite aspects. But I also enjoy the tourneys and building my cities.

What’s your proudest achievement in game so far?

Starting The Order and growing from a small 2 member alliance with less than a 100,000 population to what it is today. Of course I share that achievement with my alliance mates. They are great!

What are you most looking forward to for the future of Illyriad?

Factions! I am looking forward to what that will bring to Illy. And of course I am looking forward to Broken Lands.

What area of the game do you think needs the most improvement?

The mail system could really use a overhaul. I would like to have the ability to place mails in folders and maybe a search box to find older mails.

What advice would you give a new player in Illyriad?

When I was a newb I was surprised at how helpful everyone was. Within my first few hours Myr and Lurking had sent me res and answered my newb questions. I would say any new player should make them selves into GC and introduce themselves. The players there are very helpful and happy to help with resources and helping with strategy and answering newb questions. For me joining Toothless? was a great help and I would recommend T? to all newbs looking for a place to learn the game and develop friendships that will last throughout your time here.

6 Jul 2013

Broken Lands Faction: The Lost Clans

Author: Luna | Filed under: Broken Lands Factions

From the daily reports of Commander Cirian Danorian, deep reconnaissance mission.

Day 29, evening: We have made camp in some sort of ancient Dwarven ruin. It will be an uncomfortable night. There is scattered rubble on the hillside, but nothing that provides cover. So we have come in through the main entrance, to passages cut into the rock. The floors slope downwards, away from the opening. Our engineer says that the passages might once have continued back for miles, but the whole structure has slipped into the ground, swallowed up in the Sundering. We checked all the passages, and they all end in collapse.

Day 30, early morning: The guards we posted at the entrance raised the alarm. They say they saw a figure, skulking. A quick search found nobody. We will look again in the morning.

Day 30, morning: Started to pack up camp, but then the scouts reported in. They found our visitor’s tracks. Dwarf footprints. There shouldn’t be Dwarves this far east. So we will stay today, and investigate.

Day 30, evening: Scouting parties fanned out, looking for our visitor, or any other evidence of Dwarves living near here. They found nothing, but the guards back at camp saw him again, watching them.

Day 30, midnight: I set everyone to work this evening. It seems our visitor wants to get into these ruins. Maybe he has hidden something here. Maybe there’s a secret passage, some Dwarf deception here. So we searched. After five hours, nothing has been discovered. We need some sleep now.

Day 31, morning: The guards think our visitor is still lurking. So, the plan today is that we set out again, with search parties going in all directions. But after an hour they will fan out to form a single long line, and return. They will act like a net, trapping our visitor. I want to talk to him.

Day 31, afternoon: We have lost our opportunity. The Dwarf fell for the ruse, but we lost him. We went past him, fanned out, came back, trapped him. He ran, we chased. We hailed him, he kept running. We chased him to the edge of a cliff. He looked wretched. His hair was greasy and lank, his skin was sickly grey. In his left eye socket some sort of metal contraption whirred and moved around. We encircled him, and I tried to question him. Did he live in the ruins? No answer. Were there any other Dwarves living nearby? No answer. Could he please tell us his name? No answer. I told the Kartur-Hhakrall to grab him. They stepped forward, he stepped back and plunged fifty paces down the cliff. He killed himself rather than let us take him. I have now set the Kartur-Hhakrall to scale the cliff and check the body.

Day 31, evening: I should have been clearer with the Kartur-Hhakrall. I said check the body. I should have said retrieve the body. They checked it. They say it was not a real Dwarf. They say he did not have blood in his veins, but some black oil. I would have liked our surgeon to examine it. But our Orcs had checked it, and then they burned it. I can see the smoke rising in the distance. I asked why they built such a big bonfire for him. They said that they weren’t taking any chances.

29 Jun 2013

Broken Lands Faction: Free Orcs

Author: Luna | Filed under: Broken Lands Factions

From the daily reports of Commander Cirian Danorian, deep reconnaissance mission.

Day 1, morning: Yesterday we made contact with an Orc warband on the shore. We asked them to fetch their leader, or someone who could speak on their leader’s behalf. He appeared, surrounded by retainers, big Orcs, with many scars. We asked for his permission to travel through his lands. We offered gifts, and veiled threats. Our own Kartur-Hhakrall guards took the lead on this, and spoke to him Orc to Orc. It worked. He took the gifts and gave permission. So this morning we make landfall, and start east.

Day 1, evening: There is good hunting in these lands, and we brought down plenty of game, so that we will eat well tonight. We saw Orc scouts behind, ahead and to the sides, but they left us alone. Presumably they have got the message that we have permission to be here.

Day 2, morning: Violently awoken. Camp attacked. One of our cooks was killed, a scribe injured. One of the Kartur-Hhakrall also dead, two others slightly battered. So much for promises of safe passage. The scribe can walk, and the Kartur-Hhakrall want to pursue our attackers. They want revenge. I want to know why we were attacked. So, we will follow our attackers’ trail.

Day 2, evening: Caught up with our attackers. I held the Kartur-Hhakrall back, not wanting to lose more people. They contented themselves hunting down one of the stragglers, then withdrew. We have camped in an easily defensible position, atop a steep scarp.

Day 3, morning: Little rest last night. Three separate incursions from the local Orcs against us. They seemed designed to test us, not hurt us. No deaths on either side, though we lost a pack mule, felled by a javelin. I have allowed our Kartur-Hhakrall to attempt negotiations. As I write they are bellowing insults and goading the Orcs to attack us.

Day 3, noon: My Kartur-Hhakrall seem to have decided that attacking is a form of negotiating. Half of them disappeared earlier, and have just returned. They carry the severed heads of two young Orcs. We are now fortifying the camp.

Day 3, evening. The Kartur-Hhakrall notion of negotiating works well with these local Orcs. A messenger has just shouted from the woods that their leader will speak to us tomorrow morning. We expect attacks in the night, of course.

Day 4, morning: Quiet night. No attacks. The Orc leader arrived at dawn. She wasn’t someone we’d seen before, not the same leader we bargained with from the ship. I asked why she had not stood by his promise, and she spat and cursed, saying that she would not bow to him. She bowed to nobody, she said, for she was a free Orc, not a slave. Discussions followed. It seems that these Free Orcs have a thousand leaders, none acknowledging the others. I asked of stories of great Orc strongholds here, held by mighty chieftains. She said that she could be such a chieftain if she wanted. Asked why she didn’t want to, she said they never survived more than a year, and she had many years of fighting to do. I asked if she would ever follow one of these chiefs, and she said that she had, and might again, but only if she felt like it. I am bemused by this, and have left further negotiations to my Kartur-Hhakrall.

Day 4, noon: We will move off again soon. The Kartur-Hhakrall decided not to do a deal with the local warleader. They decided that she would see it as a sign of weakness if they sought peace. Instead the told her what route we would take, and invited her to attack us if she wished. I’m not convinced by this. Inviting attack seems foolish, but it is too late now. We will march as far as we can today.

Day 5 evening: After one and a half days of peaceful march, we are leaving Orc territory. We noted scouts watching us, but none have attacked. I have thanked my Kartur-Hhakrall for their work ensuring our safe passage, but will be happy if we do not have to deal with the Free Orcs again.

 

23 Jun 2013

Broken Lands Faction: Kapikami

Author: Luna | Filed under: Broken Lands Factions

From the History of Loss and Hope, by Llanawi Puresoul of the Halls of Care, Chief Physician of the Office For Cleansing.

In the days before the Sundering, human villages dotted the many islands of the eastern seas. Fishermen and skilled navigators, these Kapikami were amongst the most loyal subjects of the Order of Silver Light.

Far from the mages’ great towers, local chiefs were left largely alone, to rule their islands, worship their sea gods, and follow their own laws and customs. All that was required was that they supply navigators, sailors and boat-builders to serve the mages. For their services they were well rewarded, and their people, in these long centuries of peace, were not put in any great peril by their service. And so as servants to the mages, they knew peace, purpose and prosperity.

But when the uprisings against the the Order of Silver Light began, the Kapikami came to be seen as collaborators. Their craftsmen and sailors in distant lands were victims of attacks by the mobs, and their chiefs were insulted by the rebel leaders. The mages were compelled by circumstance to make ever increasing demands upon them, pressing into service many unwilling young men to be sailors, to die in the wars. Chiefs who objected had to be removed, of course.

So, the treachery of the rebels forced the mages of the Order to act more firmly with their servants, and here we see how rebellion and chaos causes misery to even the loyal. Yet the great tragedy of the Kapikami was yet to come.

At length the Order of Silver Light realised that they could not control the chaos of the rebellions, and were obliged, in order to cleanse the land, to unleash the Sundering. All know the legends. The hills rolled, mountains fell, stone turned to liquid fire, flaming bolts fell from skies. This is how we remember those days. It is not how they remember them.

When the land churned and rolled, the seabed, too, did the same. Huge storms destroyed their fleets, drowning all who were at sea. Many of their islands were swallowed by the sea floor, plunging under the waves, drowning whole populations. And the upheavals on the coast unleashed towering waves, high walls of water, which swept towards the islands and crashed over their western coasts.

The geography of the seas was changed, with the small islands vanishing in a single day. But the way these people think, too, was changed.

They had worshipped the sea, loved and adored her, honouring the gods of the waters. And they had submitted to the authority of the Order. Now, they say The Wizards Turned The Gods. By this they mean that the mages turned the gods against them. This was not, for them, a mere cataclysm. It was also the most profound double betrayal. They think that their temporal overlords forced their watery gods to destroy them, unjustly.

The wise may question the logic of their view. Those of us who are astute and educated realise that the Order acted only in response to the reckless, ignorant violence of the rebels. And we understand that the Sundering was a perfectly natural magical event, if of unprecedented scale and ferocity. But for these people, they were betrayed by their lords and their gods.

Of this, there are three consequences.

First, as our leaders have lamented, these people, natural servants to their betters, with centuries of loyal service through the Second Age, are now most stiff-necked and obstinate, insistent upon their petty privileges, and jealously guarding their independence.

Second, as is well know, they have a fear and hatred of magic. I have never heard of another people who consider the study of magic a criminal act and forbid their people from its practice. As they believe that The Wizards Turned The Gods against them, they hate magicians, understandably.

What is less obvious is that they also, I believe, hate their gods. They still worship the deities of the sea, and they still ply the waves with great skill, though no longer from an island archipelago. But their reverence is tainted by bitterness, and their worship no longer a source of happiness.

6 Jun 2013

Player Spotlight: Tansiraine

Author: Luna | Filed under: Player Spotlight

Nominated by several fellow players, this month’s Player Spotlight focuses on Tansiraine. A big thank you to everyone who sent in nominations, and to Tansiraine for her contributions to the Illyriad community. Learn more about the Player Spotlight program at our website and nominate players by sending an email to community@illyriad.co.uk. 

What brought you to Illyriad and how long have you been playing?

I have been playing for a little over a year and a half. I was one of the people that joined through Facebook ad.

Have you played many other online games or been active in other online communities?

I have played other online games. In each game I ended up in a welcome party for new players or in a teaching role of the basics

Any hidden talents or interesting hobbies outside of gaming?

Hidden talents…if I tell you they are not Hidden anymore. My interest outside of gaming right now are school to get my degree and my grand daughter who was just born May 28th

What keeps you playing Illyriad?

The people keep me playing Illy. The whole community here is so different then other games I played like this. Even when there is a war it is a friendly and warm place to be.

What’s your favorite aspect of the game?

I love that you can have multiple focus. My cities are heavy military focus but I can still do gathering and crafting,

What’s your proudest achievement in game so far?

Joining H? I remember when I started to play Illy and was in awe of the Vets. They have such a vast knowledge of the game casue they are soooo Old.( sorry KP and Kumo) That is when I decided I wanted to be part of H? it took me awhile to get here but the things I learned from them are amazing and they also put up with me!

What are you most looking forward to for the future of Illyriad?

I am looking forward to Broken Lands. I think it will be interesting to see how people act when there is not threat of Vet or bigger player stepping in on picking on little guys. There are so many ways to build a city and to see how many people will take the time to be aggressive.

What area of the game do you think needs the most improvement?

The biggest thing I think are the petitions. The turn around rate is terrible. Some are open for over a year.

What advice would you give a new player in Illyriad?

There is no need to jump into an alliance. Take your time speak up in Global Chat. There are always Vets and knowledgeable people lurking.

Page 1 of 1512345...10...Last »