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(IR) IR Interlude between Turns 3 and 4 (thread 2)
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<blockquote data-quote="Edena_of_Neith" data-source="post: 90894" data-attributes="member: 2020"><p>A full + 2 / + 2 attack/defense, Lord Melkor.</p><p></p><p> If the Torilians come in, they are in for an unpleasant surprise.</p><p></p><p> As per your request, the Shade Poisoning deepens and expands.</p><p></p><p> The Nyr Dyv, despite it's great depth, turns a sickly grey, and it's waters become lethal to living things.</p><p> Wolly Bay is filled with the poison, which is now drifting down clear into the northern Azure Sea.</p><p> The sea life of Wolly Bay is all dead, millions of fish rot on the shores, and the tritons, merfolk, and other intelligent beings have fled.</p><p> The atmosphere above the Nyr Dyv and Wolly Bay becomes putrid, painful to breathe, and every effort is exhausting to non-Shade who dare to venture on those waters.</p><p></p><p> The Shade poisoning spreads into the Cairn Hills and Abbor Alz.</p><p> The rivers turn black with poison, and the fish wash up dead on the shores.</p><p> The trees wither, their leaves drooping and hanging still, while the grass turns brownish, then greyish.</p><p> Birds tumble to the ground, too sick to fly, and the small furry animals lay dying in their dens.</p><p></p><p> The Shade poisoning spreads into the western part of the County of Urnst.</p><p> It also spreads to the Isles of Woe in the Nyr Dyv.</p><p> It also spreads into the Bright Desert.</p><p> There, the rivers turn murky, and drinking from them causes illness.</p><p> The air becomes befouled, unpleasant.</p><p> The trees and fields acquire a sickly yellow hue, as the first poison enters them.</p><p></p><p> On the north side of the Nyr Dyv, in the Shieldlands and the southern part of the League of Warlords, the first hints of illness appear.</p><p> Rivers are no longer fresh, the air is no longer clean, and the trees and fields are less green than they were.</p><p></p><p> (To Mr Draco and Serpenteye - The Isles of Woe will have to be evacuated permanently, and their PL transfers to the County of Urnst, where the poison has only just started and the area can still be saved.)</p><p> (To John Brown - the Cairn Hills and northwestern Abbor Alz will have to be evacuated permanently. The Bright Desert is only feeling the first effects of the poison, and it can still be saved.)</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 90894, member: 2020"] A full + 2 / + 2 attack/defense, Lord Melkor. If the Torilians come in, they are in for an unpleasant surprise. As per your request, the Shade Poisoning deepens and expands. The Nyr Dyv, despite it's great depth, turns a sickly grey, and it's waters become lethal to living things. Wolly Bay is filled with the poison, which is now drifting down clear into the northern Azure Sea. The sea life of Wolly Bay is all dead, millions of fish rot on the shores, and the tritons, merfolk, and other intelligent beings have fled. The atmosphere above the Nyr Dyv and Wolly Bay becomes putrid, painful to breathe, and every effort is exhausting to non-Shade who dare to venture on those waters. The Shade poisoning spreads into the Cairn Hills and Abbor Alz. The rivers turn black with poison, and the fish wash up dead on the shores. The trees wither, their leaves drooping and hanging still, while the grass turns brownish, then greyish. Birds tumble to the ground, too sick to fly, and the small furry animals lay dying in their dens. The Shade poisoning spreads into the western part of the County of Urnst. It also spreads to the Isles of Woe in the Nyr Dyv. It also spreads into the Bright Desert. There, the rivers turn murky, and drinking from them causes illness. The air becomes befouled, unpleasant. The trees and fields acquire a sickly yellow hue, as the first poison enters them. On the north side of the Nyr Dyv, in the Shieldlands and the southern part of the League of Warlords, the first hints of illness appear. Rivers are no longer fresh, the air is no longer clean, and the trees and fields are less green than they were. (To Mr Draco and Serpenteye - The Isles of Woe will have to be evacuated permanently, and their PL transfers to the County of Urnst, where the poison has only just started and the area can still be saved.) (To John Brown - the Cairn Hills and northwestern Abbor Alz will have to be evacuated permanently. The Bright Desert is only feeling the first effects of the poison, and it can still be saved.) [/QUOTE]
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(IR) IR Interlude between Turns 3 and 4 (thread 2)
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