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>THE GAME IS STILL CLOSED TO NEW PLAYERS!!!
>Thread Archive: https://archived.moe/qst/search/subject/Mythic/type/op/
>Discord: https://discord.gg/fJ6nrTs
Rumors abound! The scouts of the Wildlands Kingdoms report seeing large forces out in the wilderness. From the northern wastelands, grey and dull, the sounds of hoofbeats, and neighing horses, are clearly heard, from the south, the earth rumbles and dust clouds fill the horizon. The usual calm of the Western shores is broken by loud thunder and lightning, chanting and singing, and strange shapes beneath the waves, and to the east, under the rising sun, something quite massive shimmers. Their purpose, and if they're friend or foe, however, is anyone's guess.
>Turn crunch incoming
>>
[Lich's Dominion]
The Lich begins anew on the spell to raise the dead [2/4], and sends his minions out to claim more land for his Dominion [1/2]. Finally, the builders of the Dominion get to work erecting a temple [1/4, -4 stone].

[Yamato]
>Mines: +1 iron/turn, +1 Industry
>Lumbermill: +1 wood/turn, +1 Industry
>Farm: +1 food
Kenzaburo, finally free from sickness, is able to survey the finishing touches to the new boats. They are bigger, sturdier, and faster than before [Naval II], while the Tengu finally grasp the secrets of basic water magic [Water Magic I], and a small trade route is established with the Ore-Eaters [Trade Route: Ore-Eaters, +1 currency/turn].

[Ore-Eater]
Finally, the Caustium-fed larvae are fully grown. Their digestive system has undergone dramatic change, as their bodily fluids are now corrosive, though more trials are warranted [Acid I, move [Caustium] resource to ARMORY tab]. A small trade route is established with the Yamato [Trade Route: Yamato; +1 currency/turn], and another batch of larvae are fed iron, and this time, they keep it down [3/4, -4 iron].

[Myrovova]
Work to convert the Bowyer into a Florentine Factory begins- it doesn't require any materials, as the structure is already there, just some modifications [2/4]. Just in time too, as the wizards are just finished putting the finishing touches on their spell [Magic Missile I]. Meanwhile, there's a huge remodelling effort at the outpost of Ylarl- the transformation into a fully-fledged town is complete in record time [Ylarl(Town)- +1 currency/turn, +1 pop/turn, +2 stability; Construction I]

[Khaz]
The witch-burning festival continues, though a sudden rainstorm does put a damper on the festivities [4/8]. Using some of the farm's apples, though not enough to harm food production, ethanol is created [Ethanol: 1(+1/turn)]! Finally, a road north to Atley is being built (2/4, -4 stone).

[Ganeshandeggar]
>Lumber Mill: +1 wood/turn, +1 Industry
>Quarry: +1 stone/turn, +1 Industry
Finally, the trade post is finished [Trade Post I, +2 currency/turn]! Farms still need work, but the Raja and his warriors expand the Ganeshi's holdings east [+9 hex, +1 pop/turn, -4 stability].

[Geo-Enclave]
The mages complete their work, able to launch small boulders for miles with a flick of their wrist [Earth Missile I], while the pioneers finish settling new lands [+8 hex, +1 pop/turn, -4 stability]. The crystalsmiths continue their work [5/8].

[Men'an'gahela]
Following the desert herds, the Tribe of Blood expands their lands greatly, building a few semi-permanent outposts [+14 hex, +2 pop/turn, -8 stability], while there's some progess on improving the bows, with new designs being discussed and tested [5/8]. The Tribe's first lumber-mill is still being improved [3/4].

[Wandering Green]
The bodies of the warmongers are reinforced [1/4], while research into a new spell begins, but slowly [1/4].
>>
>>1292236
[Fetid Kingdom]
A farm is grown at Morg [1/4, -4 wood], and another at Borg [2/4, -4 wood], while the ogres research better farming methods [2/4].

[Thwack]
The Thwack Warriors continue to thwack [8/12], and the unoccupied population spills forth and expands Neo-Thwacks border's [1/2], while builders are sent with much stone into the Fetid Kingdom to help improve the CLUBMAKER [2/8, -4 stone].

[Festungurtel]
A quarry is being built in the Barondom's northern outpost [1/4, -4 wood], and the scribes are set to make a set of laws for the new kingdom [1/4]. However, during the construction of the road, the builders run into a pretty big pit of quicksand. There aren't any casualties, but more stone is needed to extend it [-1 stone].

[Anzhulak]
The signal is given!...And the raiding party is caught sleeping. They are whipped as punishment for their lack of discipline [11/12]. In order to create a safer environment for the horde to prosper, it starts to build a road through their territory [1/4, -4 stone].

[Azoth Hegemony]
The Hegemony's alchemical knowledge is improved [2/12, -4 herbs], while another homunculus levy is trained [1x (-1 food, -1 currency/turn). However, there is a disaster out west, as the pioneers stumble upon the lair of a giant dragon- most escape, but the murmerings of whether or not the government is fit to rule are already starting [-5 pop, -5 stability].

[Court]
The constabulary continues to train [7/8], and the spears are finally complete [Spears I (NOTE: You do not have the infrastructure to produce the spears, but you have the tech)]. And finally, the outpost is being expanded [3 turns, -3 wood, -3 stone].

[Atley]
The glorious monument is complete [Monument I, +2 stability]! And the miners take the perfect opportunity to train at the new quarry that's under construction [10/12; 2/4, -4 wood].

[Titanic Kingdom]
The warriors of Titanic Kingdom work on improving their swords [3/8, -4 iron], while they set the slaves to the back-breaking work of improving the forge [2/4, -4 stone]. An army of swordsmen is raised [1.2x [Blades](-1 currency/turn, -1 food)]!
>>
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>>1292238
Sorry for the wait, people, OP has been in a shit mood the past week or so, but things are finally looking up.
A FEW THINGS!
The discord is there to shoot the shit, and plan things in PMs with your allies, IN GAME. Anything said there OOC is OOC, and if someone else acts on said OOC information, they will be strictly penalized.

Also, I haven't really been keeping track of stability the last thread. Expect that to change. First and only warning.

Also, investigation into the mysterious intruders is to be considered RP, and therefore free- you do not need to spend an action.
>>
>>1292257
And as always, yell at me in the Discord if I fucked up the turn crunch. (Which I did somehow, let's just get that out of the way :^) )
>>
Rolled 57, 70, 12 = 139 (3d100)

>>1292236
Kingdom Name: Men'an'gahela (Tribe of Blood)
Race(s): Human
Color: Blood Red
Fluff: http://pastebin.com/GLhheyAV
[Men'an'gahela](12)
Territory: 7
Settlements:(Behemoth's Bounty)
Population (Total/Unoccupied/Working): 38(+5/turn)/8/30
Food: 2
Currency: 24 (+3/turn)
Stability: 42/100
Industry: 5
Buildings Behemoth's Bounty(Capital City):[Great Longhouse][Farm (Sm)][Lumber Mill (Sm)] 3/4[Quarry (Sm)][Mine (Sm)][Blood extractor I, +1 blood/turn][Bowyer I; -4 wood/turn, +1 Bow I/turn, +1 Industry].
Defenses: [Behemoth Bone Pallisades(Sm)]
Technology: [Alchemy II][Hunting II][Bows I]3/8[Spears I][Desert Agriculture I]
Magic: None (No Spells Yet)
Resources: [Wood: 1 +2/turn][Stone: 9 +2/turn][Iron: 13+1/turn ][Hide: 10 +1/turn][Blood 10 +2/turn][Bows I 4]
Armory:
Military: (3 Braves (1x))

1. Continue to test and improve our bows. We've made good progress. 5/8

2. Continue to improve the lumber mill. 3/4

3. Start improving our knowledge of the blood and the bloodstone.
+Alchemy II
>>
Quarry at 2/3 progress.
>>
Rolled 10, 8, 4 = 22 (3d10)

Rolling for Gnolls Vs. Alvar
>>
Rolled 23, 29, 37 = 89 (3d100)

>>1292229

[Lich's Dominion](10)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 30(+3/turn)/0/0
Food: 1
Currency: 41 (+6/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [The Gilded Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Barricades(Sm)]
Technology: [Taxation II] [Infantry I][Discipline I], [Mining I], [Religion I]
Magic: Ice I, Necromancy I (No Spells Yet)
Resources: [Wood: 13, +1/turn][Stone: 9, +1/turn][Iron: 19, +3/turn][Bones: 13, +1/turn]
Armory:
Military: (3 Skeletal Rabble (1x))

Discipline II 5/8

ECCENTRICITIES: [Stockholm Syndrome] - The denizens of the Lich's Domain are quite happy, for they are showered constantly with gold, gems and the fruits of a stable economy. Stability building research and construction is very easy and fast thanks to a great economic system allowing for infrastructure, losses from most events are minimized and units have reduced monetary upkeep due to the state providing for them. Destruction of finance buildings, trade routes/financial ventures, or a negative money income or total bankruptcy have a higher than normal stability. Rolls 2-9 represent intermittent financial crises from a complex system, resulting in money losses + instability.

[Beware The Jabberwock] - The Lich has an utterly loathsome knack for creating terrifying constructs of bone, flesh and sinew. Fallen enemies can be used with [Necromancy] or other similar techs to create unique monstrous units. Jabberwock units stay active only for three turns, and if they ever roll lower than a 3 in combat, very bad things happen. After a victories in battles, tally up the number of dead enemy units from a specific player. If you collect 6 dead enemy units of the same player from battles, you can make a normal recruitment action to raise a single Jabberwock unit based of that player to keep permanently, with normal upkeep for a high powered unit. These ones also come with [Terrify] for they contain the amalgamated memories and personalities of the fallen and enemy units, are terrorize foes as dead heroes and comrades come back as monstrosities.

>not just banning the metagaymer outright

1. Finish our expansion. 1/2

2. Continue the -bothersome- process of re-working the spell... 2/4 +[Necromancy]

3. Erect the Temple to the Golden God. 1/4
>>
Scouts of Myrovova, of the goblin Horde, and of the Geo-Enclave report strange tidings.

To the south of the Orcs and Goblins from the deep green forest, and coming down from the northern river of the Geo-Enclave, strange sightings of. . .giant, red bloody worms. Huge worms, big enough to swallow oxen whole with horrible sharp red teeth and skin that seems to bleed onto the ground. When approached, they swiflty dig into the earth and become untraceable.

What on earth are these strange things?

>The scouts say they can't venture deeper into the woods to investigate it properly, as its too far from any nearby town or supply outpost. Maybe a well supplied army or unit sent by an action might investigate a bit further, though it would eventually have to return home for more supplies, but building outposts in their direction would allow the scouts to see more freely
>>
>>1292321
THIS IS OP'S HELPER, JUST FYI.
>>
>>1292297
BATTLE REPORT:
Though they are descending into tribalism and savagery, the gnolls manage to put up an astounding defense, thoroughly trouncing the men from Arianthea sent to take them out.
[Arianthea]
LOSE TWO UNITS
>>
Rolled 88, 78, 1 = 167 (3d100)

[Atley](19)
Territory: 15
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 46(+5/turn)/26/20
Golem Labor (Total/Unoccupied/Working): 0/0/0
Food: 1
Currency:17(+6/turn)
Stability: 50/100
Industry: 7
Mana: 0
Buildings
(Capital City: Atley):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Research Facility][Church I: Church of Hestia][Golem Workshop I][Monument I]
(Southern Outpost):
Defenses: [Pracrious Scaffolding(Sm)]
Technology: [Engineering II][Construction I][Smithing I]
Magic: [Earth Magic I]
Resources: [Wood: 13(+1/turn)][Stone: 9(+2/turn)][Iron: 15(+2/turn)][Arion Golem [Swift]: 5 (+1/turn)]
Armory:
Military: (3 Rudimentary Automata (1x))
Eccentricities:[Golem Labor][Golem Automata]
Progress: 10/12 Mining Upgrade 2/4 Quarry

1. Establish a town in the southern outpost.
+Engineering II
+Construction I
+Earth Magic I

2.Continue study of Mining Upgrade.
+Engineering II
+Construction I
+Research Facility
+Earth Magic I
>Mining Upgrade

3. Build a Quarry in the southern outpost.
+Engineering II
+Construction I
+Earth Magic I
>>
Plus 1 Outpost- +1 pop/turn, -4 stability.
>>
Yamato, as your men venture deeper into the new island, they return back a report.

One of the scouts saw massive black clouds from the southwest, and on closer inspection determined they were actually massive pillars of black smoke coming from the forest to the south.

The south. . .is on fire. Thats the only way to describe it. A huge, roaring inferno for miles and miles. Luckily the fire isn't spreading any north or in your direction, but the land is engulfed in flame and smoke although strangely the sun shines well through the dark clouds.

Some scouts report a more peculiar sight, that of. . .strange flightless birds with two long legs and tiny wings. On their back, large, muscled and almost reptilian figures holding torches and pots in hand, they drink from these pots and then spew out the content while holding the torch close to their face. The effect is astounding, a great pillar of flame erupts lighting swaths of trees on fire.

>Scouts say the fire doesn't seem bad enough to prevent them from exploring, but its so hot. . .and there's barely any water. They tried going in further but drank all their water. They say you'll need to build more outposts closer, which will bring wells and allow the scouts to investigate further. You could also try and send an army, though how much water they have will likely be limited too
>>
Rolled 60, 62, 56 = 178 (3d100)

>>1292236
Kingdom Name: The Ore-eater Hive Confederation
Race(s): Ore-eaters
Color: Blue
Fluff: http://pastebin.com/kwdSPvG0
Territory: 23
Settlements: (Capital City(New-Home))
Population: 45(+5/turn) (10 in mine)
Food: 3
Currency: 22(+3/turn)
Trade Routes: [Yamato; +1 currency/turn]
Stability: 47/100
Industry: 5
Buildings (Capital City): [Queens' council chamber][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)] [Captain Nest]
Defenses: [Stone Walls(Sm)]
Outpost 1: [Farm (Sm)] [Caustium Mine I]
Outpost 2:
Technology: [Excavation II][Discipline I][Construction I] [Rationing I] [Acid I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 7(+1/turn)][Stone: 11(+1/turn)][Iron: 15(+2/turn)]
Armory: [Caustium: 8 (+3/turn)]
Military: (3 Worker Swarms (1x))
Bonus:
[Nobility]: The Confederation has one of the most sophisticated systems of nobility in the Wildlands. They can build Royal Castles, which are extremely expensive in both currency and building materials, but they give additional bonuses to stability, defense, and food.
[You are What You Eat]: The Ore Eaters have adapted to both finding and consuming ores, which alters their biology, particularly rare and exotic ore types. Not only do you gain a bonus to finding/searching for new ore types (player or GM fluffed), but during unit creation you can apply ores directly to your units conferring special abilities.

1. Continue to watch the larvae fed iron. 3/4
2. Expand the trade route with the Yamato.
3. Begin research into metallurgy so that we may learn to make more pure metals and even alloys.
>>
Rolled 42, 66, 55 = 163 (3d100)

>>1292236
Wandering Green](21)
Territory: 7
Settlements: The Sylvan Wood
Population (Total/Unoccupied/Working): 27(+3/turn)/7/20
Food: 6
Currency:16(+2/turn)
Stability: 50/100
Industry: 6
Buildings (The Sylvan Wood): [Grove of the Ancients (Government Building)][Farm (Sm) (to be changed based on fluff maybe)+1 food][[Quarry (Sm)][Mine (Sm) +1 Iron, +1 Stone +1 Nidustry][Tree Circle I]
Defenses: [Wall of Living Forest (sm)]
Technology: [Savagery II][Reinforced Bark I (refluffed armour)]
Magic: Life II (No spells yet)
Resources: [Stone: 12][Iron:8][Magic Stones: 10]
Armory:
Military: (Treant Warmongers x4)
Eccentricities: Home Grown
Tree Biology

1. Keep reinforcing the Warmongers their bark must turn away fire and steel (1/4)

2. We have something here keep on working on a way to turn the land against our enemies. (1/4)

3. Attempt again to form one of our brethren into the siege form.
>>
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Rolled 1, 94, 31 = 126 (3d100)

Yamato, Empire of the Rising Sun (2)
Territory: 23
Settlements: Futenma (Capitol), Hanzo Prefecture (Outpost), Takashiro Prefecture (Outpost), Shiranui Prefecture (Outpost), Muramasa Prefecture (Outpost)
Population: 62(+8/turn)/50/12
Food: 2
Currency: 40 (+9/turn)
Trade Routes: Myrovova (+2c/turn), Ganeshedeggar (+2/turn), Ore-Eater Confederacy (+1c/turn)
Stability: 46/100
Industry: 6
Buildings (Futenma): [Futenma Castle][Farm (Sm)*][Lumber Mill (Sm)*][Quarry (Sm)*][Mine (Sm)**][Temple of Knowledge I][Forge I]
Locations: Kiritsuchi Hot Springs
Defenses: [Walls of Futenma (Sm)]
Technology: [Smithing II][Swordcraft I][Naval I][Martial Arts I][Engineering I]
Magic: Air I (No Spells yet)
Resources: [Wood: 11 (+2/turn)][Stone: 15 (+2/turn)][Iron: 7 (1/turn)][Bamboo: 12 (+1/turn)]
Armory: [Swords: 4 (+1/turn)]
Military: (1 human conscript (1x), 1 oni conscript (1x), 1 tengu conscript (1x))
Eccentricities:
[Polite Society]: The Yamato Emperor may send arms and armor to an outpost to increase its stability, but this may cause any rebellions to be more powerful, should they crop up.
[Banzai Charge]: The Yamato can order one army per battle to perform a Banzai Charge, turning the army's roll into a ten, though the unit is sacrificed.
Works in progress: Bathhouse (1/4)

1. Intruders to the south! Those who would defile our lands must be punished and repelled from our isles! But first, we will need better water magic to combat them. Research it at once, there's no time to lose!
2. Our blades are our souls, and we always strive to make them better. But now that a threat to Yamato's sovereignty has emerged, we must put all our effort into strengthening our blades. (+Smithing II) (+Forge (sm)) (+Swords I)
3. We will need a dojo as well so we can train our troops quickly and efficiently. This will likely end in a battle, so we owe it to our men to have them be as prepared as possible. (+Engineering I) (+Martial Arts I) (+Swords I)
>>
SHEET CORRECTIONS - FORGOT MY NEW TECHS

Yamato, Empire of the Rising Sun (2)
Territory: 23
Settlements: Futenma (Capitol), Hanzo Prefecture (Outpost), Takashiro Prefecture (Outpost), Shiranui Prefecture (Outpost), Muramasa Prefecture (Outpost)
Population: 62(+8/turn)/50/12
Food: 2
Currency: 40 (+9/turn)
Trade Routes: Myrovova (+2c/turn), Ganeshedeggar (+2/turn), Ore-Eater Confederacy (+1c/turn)
Stability: 46/100
Industry: 6
Buildings (Futenma): [Futenma Castle][Farm (Sm)*][Lumber Mill (Sm)*][Quarry (Sm)*][Mine (Sm)**][Temple of Knowledge I][Forge I]
Locations: Kiritsuchi Hot Springs
Defenses: [Walls of Futenma (Sm)]
Technology: [Smithing II][Swordcraft I][Naval II][Martial Arts I][Engineering I][Water Magic I]
Magic: Air I (No Spells yet)
Resources: [Wood: 11 (+2/turn)][Stone: 15 (+2/turn)][Iron: 7 (1/turn)][Bamboo: 12 (+1/turn)]
Armory: [Swords: 4 (+1/turn)]
Military: (1 human conscript (1x), 1 oni conscript (1x), 1 tengu conscript (1x))
Eccentricities:
[Polite Society]: The Yamato Emperor may send arms and armor to an outpost to increase its stability, but this may cause any rebellions to be more powerful, should they crop up.
[Banzai Charge]: The Yamato can order one army per battle to perform a Banzai Charge, turning the army's roll into a ten, though the unit is sacrificed.
Works in progress: Bathhouse (1/4)
>>
Rolled 13, 13 = 26 (2d100)

[Myrovova](7)
Territory: 23
Settlements: (Capital City(Korsk)), Ylarl, Novikov
Population (Total/Unoccupied/Working): 42(+7/turn)/20/20
Half Orc Population (Total/Unoccupied/Working): 7(+1/turn)/0/0
Food:1
Currency: 29(+9/turn)
Stability: 46/100
Industry: 6
Buildings (Capital City): [Royal Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)*][Mine (Sm)][Armory (SM)]
Buildings (Ylarl): [Bowyer (SM)*]
Defenses: [Wooden Walls(Sm)]
Technology: [Discipline II][Armor I][Feudalism I][Taxation I][Bows I][Florentines I][Construction I]
Magic: Arcane I: Magic Missile I
Resources: [Wood: 3-3][Stone: 11+2][Iron: 12+1][Hides: 3-3]
Armory: [Armor: 3+1][Bows: 5+2]
Military: (3 Akritae (1x))
[Mestnichevo Uk ZnuZnu]: Add an extra pop growth: Half-Orcs. Taking the best traits of both, these persons are both superior but also shunned from society as they don't fit in. Every 10 of these pops gives +2 resource investment as workers and count as double strength when apply to unit creation. However, they come at a cost of -3 to stability when set to work, and -1 stability when converted into armies.
[Orcish Pride]: Orcs over all! In combat, all rolls bellow 3 count as 3, though the Orcish body requires more food than a human one to keep it running.

>I have troops garrisoned in Ylarl and Novikov

1. Florentine Factory 2/4

Lady Florence takes great care to engage and utilize the Odinstova's at every turn. While it could be seen as meddling the truth of the matter is that by leaving so much of the practical details in the hands of the original owners she heads of a potentially deadly confrontation with the Princely House. Instead of being seen as a usurper she is seen as a potentially profitable tool - much more so than than the basic bowyer. Ylarl has the potential to be the arms capitol of Myrovova and Yarkusk Odinstova is all too happy to monopolize.


2. Mythical Creature Hunt

Every year at the height of the Summer Solstice the Orcs hold a massive gathering of every Clan in Myrovova. Ever since the founding of the Kingdom every noble house has likewise attended. The celebration, called Maslenitsa, is a celebration of Honored Dead. It is here that Clans renew their vows of loyalty, animosity, or friendship. It is the largest Mestnichesvo in Myrovova - understandably so given the large attendance - and it is also where individual warriors of low status can pledge themselves to a blood oath upon the Burning Lady. While definitely Orcish, a certain primal majesty suffuses the celebration and even humans had taken to the blood oath.

This year was little different than the others until Clans Tula and Pskov both told their tales. Tula spoke of what its outrunners had found in the southern forests. Massive bloody worms. They spoke that other nations in the area had to know of their existence as well. Clan Pskov spoke of mythical creatures in the eastern forests that it had hunted ages ago.Eventually a few dozen stepped forward to take their Blood Oath. They would head east.
>>
Rolled 61 (1d100)

>>1292545
3. Construct Barracks
+Construction I

Novikov's outpost was relatively barren. It was decided that all of the empty space would instead be used for a place to train soldiers.
>>
>>1292545
Spend 7 currency on action 1
Spend 7 currency on action 2

dubs ww@
>>
>>1292545
"Ey, those Pskov boys cannot tell they're ass from their elbows." Yells an ork from Ivangorod

"Is not east the unicorns are at. Is NORTH!"

Further investigation by actual human persons listening to the tales confirmed this, by the simple fact that the stories always began with unicorns facing the rising sun in the morning, not coming from them, and orcs would try to chase these unicorns who would run away from them. Not towards the sun but deeper into the woods. To the north.

Some of the old aged raggedy orks also report this to be true when questioned. "We didn't head for no sun when morning came."

>Unicorns almost certainly from the north. Do you wish to send your scouts there?
>What composition will they be? Please describe if you do send them still
>>
>>1292588
"You want to fight, Ivans?" Clan Pskov coalesces around a few of the scouts who had made their report. While weapons outside of knives were banned from Maslenitsa that certainly didn't stop them from brandishing those very knives menacingly at the outspoken members of Clan Ivangorod. Ivangorod didn't back down either. That Clan was now gathering around its own members with knives drawn. The two sides became progressively more rowdy as tense second ticked by in thick silence.

"Clan Pskov will lead the expedition north," spoke Mithridates II from his seat. He then stood and addressed the two Clans who had stricken the celebration silent. "Clan Ivangorod will provide two scouts of their own choosing. Clan Pskov will likewise provide a head scout and a subaltern. House Bazarov will represent the Royal Authority on the expedition." He pointed then to a few Humans who had been standing nearby discussing among themselves. The Bazarov delegation broke from the gaggle of Humans and stepped before the King. They bowed to him but knelt before the burning effigy and cut their palms with a dagger. To the flame they offered their blood offering. The Bazarovs nodded their thanks to the King and spoke to the assembled crowd.

"I swear on this blood offered to the Lady that our expedition will be met with success. We will return to this court the fabled Unicorns or we will return with half our number to be forfeit to the Lady as our penance. This is my oath as House Bazarov, as CLan Pskov, as Clan Ivangorod. With all of Myrovova as the Witness, we pledge this deed!" The crowd roared back, "Witnessed!" The Bazarovs left the effigy to stand near the others who had been selected by their Clans to guide.

Mithridates looked at the band."I know that your House has been seeking favor with the court in an effort to elevate yourselves. This is your opportunity."

>Go North
>Composition: 2 Pskov Orcs, 2 Ivangorod Orcs, 4 Humans: 2 Florentine Wizards, 1 Akritae, 1 scholar
>>
Rolled 10, 84, 94 = 188 (3d100)

>>1292238
[Festungürtel Barondom]
>Territory: 25
>Settlements: Festungürt[Capital City], 2 Outposts
>Population: 44(+6/turn)
>Food:1
>Currency: 40(+5/turn)
>Stability: 44/100
>Industry: 10(+1/turn)
>Buildings:
--Festungürt: [Mobile Palace I (Gov) (Mobile)][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Workshop (Sm)][Bowyer (Sm) {4 wood per 1 Crossbow I}]
>Defences:
[Wagon Forts(Sm)]
>Technology:
[Chariotry II][Armor I][Crossbows I][Domestication I][Taxation I][Agriculture I][Writing I]
>Magic: >Implying
>Resources:
[Wood: 2(+1/t)][Stone: 0(+1/t)][Iron: 10(+1/t)][Horses: 8(+1/t)]
>Armory:
1 [Crossbow I]
>Military:
3 [Levied Peasants(1x)]

1: Outpost Quarry [1/4] +[Domestication I] +[Writing I]
2: New Laws [1/4] +[Writing I]
3: Roads [2/4]
>>
>>1292229
Kingdom Name: The Court of the Claw
Race(s): Human - with a ruling caste who trace their ancestry to dragons
Color: Gold (Civ 11)
Fluff: The cult of scale is a banned religion in the east, where the worship of their Godly Emperor takes precedence. Yet still - in the mountains and valleys on the border of the golden realm - there are pockets of those who venerate other, more primordial powers. Drawing upon the magic granted to their ancestors by dragons, the cult seeks to topple the emperor from his high perch, to tear down the false man-god and extinguish the light of his stolen stars.

The Court of the Claw are adherents of this faith, considered blasphemy in Shi Chi. They have come west into the untamed lands to subdue it, to establish a power base from which to strike at the decadent emperor god. In time, their mastery of the old magics will be such that they may blast his great wall asunder and raze his grand palace with lightning and flame.

Despite this, the culture of the court is deeply rooted in eastern traditions. They have their own ruler - the enigmatic Clawed Master - and he acts as emperor in a discordant facsimile of the Emperor God's court. Highly ritualised functions and ceremonies eat up a lot of courtly life - but where the courtiers of Shi Chi use their rituals to worship their Emperor, the Court of the Claw hone their magical abilities every day in extravagant displays of arcane prowess, aided along by elegant dance, eloquent poetry, haunting melodies and immaculate art. These things act as focuses to the dragon-blooded, arcane minded would-be aristocrats, and some observers of the court swear that the most talented magicians start to take on draconic characteristics. The great right talon of the Clawed Master is the most obvious of all of these, and the thing that marks him as more than just a mere human.

In contrast to the ostentatious palace displays, the average peasant in the lands administrated by the court of the claw is supremely impoverished - but as adherents of the same faith as their masters, they accept their place at the bottom of the food chain. After all, is it not the place of those less divinely favoured to serve their draconic masters?

The Court's lands value structure above all else. The rigid caste system forms a four tier system leading from the court down to the dragonblooded officers of their standing army, down to the faithful peasants who are allowed to serve in a regiment, to the labourers and then finally, with no caste assigned them at all - strangers and foreigners.
>>
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Rolled 99 (1d100)

>>1292238
Kingdom Name: The Court of the Claw
Race(s): Human - with a ruling caste who trace their ancestry to dragons
Color: Gold (Civ 11)
Fluff:

Eccentricities:
Peace:
[Claws of the Court]: Rebellions, revolts, revolutions. All solved with a little bit of dragon flame. You can execute 10 pop increments for an immediate boost of +5 stability per 10. Be aware that using this but still allowing a rebellion to happen soon after will make the rebellion much much worse.
War:
[Draconian Heritage]: Your draconian heritage allows you to research magic with much greater ease, as it flows through your veins, particularly fire magic. However, your draconic aristocracy have voracious appetites demanding meat, women, and gold. Draconic (Magic Using) units come with additional upkeep cost (example 1 pop/turn).

Territory: 52
Settlements:(Capital City), (Zhugan), (Western Gnollwatch), (Northern Gnollwatch), (Cezhe Outpost), (Northeastern Watchtower), (Basin Wall Outpost)
Population: 57(+10/turn)/57/0
Food: 1
Currency: 40(+8/turn) - Including Arian Trade Route (+2/t)
Stability: 47/100
Industry: 3
Buildings:
(The Court [Capital]):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Magic School (sm)]
(Zhugan [Town]): -
(Western Gnollwatch): -
(Northern Gnollwatch): -
(Cezhe Outpost [Three turns to upgrade]): -
(Mountain Watchtower): -
(Basin Wall Outpost): -
Defenses: [The Towers of the Court(Sm)]
Technology: [Construction I][Discipline II][Enforcers I][Feudalism I][Spears I][Taxation I][Writing I]
Current Research: Dragonblooded Constabulary [7/8] Agriculture [2/4]
Magic: [Fire I] (No Spells Yet)
Resources: [Wood: 7][Stone: 6][Iron: 11][Dragon Scales: 13]
Armory:
Military: (3 Thinblooded Militia (1x))

1. A spear manufactory will be absolutely imperative to equip Courtly troops with weapons suitable for the battlefield. If a standing army is ever to be achieved for the court in order to challenge its rivals in the far east, such armaments will need to be produced in vast numbers. Unusually for the pompous and highly ceremonial court, a simple, no-nonsense order is signed to this effect, and construction begins.
>Build a [Spear Manufactory]
>>
Rolled 100 (1d100)

>>1292676
>>1292238
2. Jianzha Xie clutches a small chest of papers in her smooth and pampered noble hands as she pads through the hushed night-time halls of the court of the claw. Her constabulary uniform is immaculate and bears an officer's insignia. If she wasn't perpetually seen wearing a cruel smirk, she may even be one of the court's greatest beauties - the Jianzha family's serpentine slit-eyes are considered very desirable indeed. She waits to be called for her appointment.

"Come." The voice of the Clawed Master calls her into his chambers. He wastes no time in getting to business. He indicates the casket of papers. "This is the proof?"

She bows low, even though the Master frowns at the unnecessary ceremony in private. "It is, my Master. Tancezhe Lei believed you at fault for ordering the deaths of the western traitors. He was colluding with foreigners to undermine your rule."

There's a long sigh. "This has been confirmed by my scholars?" he asks. When she gives an affirming nod, he replies with an acknowledging grunt. "He was always soft on the low born. Was his son party to this plot?"

Xie shakes her head. "No, my master. There is no evidence the commander even suspected his father was considering this treason."

The Clawed Master scowls, his brow furrowed as he considers the situation. "He would object to the arrest. It's time for him to retire. Your brother was instrumental in the development of our spears: I trust he can deliver my edicts quickly and discreetly?"

"Of course, my master."

"Then let it be done. Have my clerks draw it all up."

"And Lei's estate, my Master? The wealth of a traitor ought to be put to some good use."

"The constabulary can find a use for it, i'm certain."

The Dragonblooded Constable - still bowing low - retreats from the room to set things into motion.
>Spend 10 currency to help continue to develop the Dragonblooded Constabulary in the hopes that they might make the realm incrementally more stable over time [7/8]
>>
Rolled 4, 3, 9 = 16 (3d10)

>>1292678
>>1292354
A runner comes into the war camp just as the battle between Arianthea's knights and the savage gnolls is joined. "Officer Tancezhe," he pants, "News from the court!"

The old veteran can't help but grimace at the thought of courtly intrigues interfering with his command. "It can wait until after the battle," he says dismissively, donning his helmet. "Our allies need help, and whatever the court has to say will be better discussed over a victory feast."

The runner cringes. Of a lower caste, it pains him that he has to contradict such a legendary military officer - but he's under the orders of a son of the dragonblooded nobility. "With respect, commander, he says that it can't."

This rouses the commander's ire. He bursts out of his tent with a face like thunder to confront his visitor - and it doesn't soothe his temper to see an aloof young man giving orders to his men. "What's the meaning of this?" he bellows. "The battle's begun! My men ought to be at the foe!"

The young noble turns to officer Tancezhe with a smile, smug as his snakelike eyes would imply. "They are not your men, i'm afraid - and I will not be risking their lives against these savages."

"Coward!" Tancezhe declares. "These men are our allies! They need help!"

Jianzha Canren cocks his head towards one side, still smiling coldly. "Allies, governor? I see nothing but foreign barbarians on the field."

Tancezhe Yin spits. He had marched with the Arian knights - talked with many. They were good men, and he knew it. And this callous boy was going to leave them to fight alone? "We aren't abandoning these people on my watch, boy. I'm still in command."

"Actually..." the young noble flashes his sharp teeth. "... you are not. This writ declares me commander of the Court's militias - and I see no reason to intervene as our enemies destroy each other."

"Let me see that!" The veteran snatches for the paper in the smug aristocrat's smooth and pampered hands - and as he reads it, as he notes the Clawed Master's seal - his face goes white as a sheet. "This- This is-"

"An authentic commission, yes. I will do my best to safeguard your men, have no fear. And your years of loyal service have earned you a prosperous retirement. This document appoints you governor of the newly established town on the river south of here. It's assumed that your vast experience will keep the rowdy dissident population in check."

Another document changes hands, and Governor Tancezhe can only stand shaking with rage as he hears screaming from the battlefield as good men die, and the Arian morale breaks - the host turning to flee.

Canren looks out across the field to the routing Arians. "Ah... this is our cue. A glorious victory will be won here today." Surrounded by his personal guard he makes his way towards the front lines. "Men! Attack!"
>Annihilate the Arian Reaping Dragons as they flee from the gnolls
+3 Thinblooded Militia (1x)
>>
Rolled 19 (1d100)

>>1292680
>>1292238
>>1292354
3. The court - acting on fabricated evidence of a plot between one of its own nobles and the Arianthean knights to depose the Clawed Master - orders its thinblooded militias in the field to march as quickly as possible on the Arian capital, hoping to capitalise on their catastrophic defeat in the field and take the city practically unopposed.
>Invade Arianthea
>>
>>1292682
The court will use as much currency as it needs to supply its forces with the baggage train and other logistics to reach Arianthea.
>>
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>>1292671
>>1292676
>>1292678
>>1292680
>>1292682

RIP Alvar. You will not be missed.
>>
Rolled 56, 12, 87 = 155 (3d100)

>>1292229
[Anzhulak Hordes](17)
Territory: 22
Settlements:(Arkza)
Population (Total/Unoccupied/Working): 56(+11/turn)/0/10
Food: 0
Currency:25(+2/turn)
Trade routes:
Trade Route: Neo-Thwack, +2 currency/turn
Stability: (38)/100
Industry: 3
Buildings (Capital City): [Banner of War][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Looting II][Discipline I][Savagery I]
Magic: Death I (Minor Shadow Bolt])
Resources: [Wood: 12][Stone: 8][Iron: 15] (1/1/2)
Armory:
Military: (Goblin Warbands(1x)) (Goblin raiding party)1x)) (Suicide troops))[1.2x[-1 currency/turn, -1 food])
Eccentricities Peace:
[Goblin Hordes]: Goblins breed at a phenomenal pace. Most population production is doubled, but there is a distinct lack of infrastructure. Construction actions take longer.
War:
[Throw Goblins At It] – You mobilize in units of 2 instead of 1, but there is a greater economic drain as forfeit.
Progress: Discipline 11/12 RAIDING 2/4
Forgot to increase resources n shit so i'm putting them in now
Action 1: Da great big raid! (RAID)
Action 2: Git a move on ya gitz weeb got no time ter waste (DISCIPLINE)
Action 3: GIT DA ROAD TER FINISH OR YER DEAD MEAT YA GITZ
>>
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>>1292680
>>
>>1292257
Kingdom Name: Principality of Khaz
Race(s): Equus
Color: the most disgusting shade of pink imaginable.
Territory: 17
Settlements: (Capital City(Khaz city))
Population: 57(+8/turn)
Food:1
Currency: 17(+6/turn)
Trade routes: Arianthea(+1)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Inquisitorial Academy]
Defenses: [Wall](Sm)
Technology: [Discipline II][Religion I][Pyrotechnics I][Breeding Program II][Propaganda I][Mining I][Witchhunting I][warding I]
Magic: why did you even check?
Resources: [Wood: 9 (+1/turn)][Stone: 1 (+1/turn)][Ethanol: 1 (+1/turn)][Iron: 14 (+2/turn)][witches: 3]
Armory:
Military: (3 Inquisition Infantry (1x))
Eccentricities:
Peace:
[Church and State]: The church controls everything in the Principality. While churches cost more currency and resources to build, the stability bonus they confer is much greater than usual.
War:
[Natural Cavalry]: All the basic units of the Principality count as cavalry. They are more powerful and faster than normal units, but cost more food.
Ongoing: discipline III [0/12] witch burning event [4/8] songs [2/4] road atley [2/4]
1. Continue the witch burning.
2. Songs.
3. Didn't realize how much Stone the road would take up, we need to improve our quarry.
>>
Rolled 91, 45, 71 = 207 (3d100)

>>1292789
>>
>>1292789
I forgot to update my stats.
Kingdom Name: Principality of Khaz
Race(s): Equus
Color: the most disgusting shade of pink imaginable.
Territory: 17
Settlements: (Capital City(Khaz city))
Population: 65(+8/turn)
Food:1
Currency: 23(+6/turn)
Trade routes: Arianthea(+1)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Inquisitorial Academy]
Defenses: [Wall](Sm)
Technology: [Discipline II][Religion I][Pyrotechnics I][Breeding Program II][Propaganda I][Mining I][Witchhunting I][warding I]
Magic: why did you even check?
Resources: [Wood: 10 (+1/turn)][Stone: 2 (+1/turn)][Ethanol: 2 (+1/turn)][Iron: 16 (+2/turn)][witches: 3]
Armory:
Military: (3 Inquisition Infantry (1x))
Eccentricities:
Peace:
[Church and State]: The church controls everything in the Principality. While churches cost more currency and resources to build, the stability bonus they confer is much greater than usual.
War:
[Natural Cavalry]: All the basic units of the Principality count as cavalry. They are more powerful and faster than normal units, but cost more food.
Ongoing: discipline III [0/12] witch burning event [4/8] songs [2/4] road atley [2/4]
>>
Rolled 51, 40, 3 = 94 (3d100)

>>1292257

Kingdom Name: Ganeshandeggar
Race(s): Ganeshi (Elephant people)
Color: Orange
Fluff: A kingdom of religious and artistic elephant-giants ruled by their Raja and his savage warriors.

Territory: 25
Settlements: (Ganeshandeggar(Capital City))
Population (Total/Unoccupied/Working): 51(+6/turn)/11/40(20farms10wood10stone)
Food: 5
Currency: 48(+9/turn)
Stability: 44/100
Industry: 5
>Buildings:
Ganeshadneggar(Capital City):[Rajas Palace(gov)][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Temple I][Trade Post I]
>Defenses:
Ganeshadneggar: [City Walls(Sm)]
>Technology:
[Religion II][Savagery I][Craftsmanship I][Construction I][Clubs I][Taxation I][Engineering I][Agriculture I]
>Magic:
>Resources:
[Wood: 8+2][Stone: 9+2][Iron: 13+1][Trinkets:12+1]
>Armory:
Military: (3 Ganeshi Warriors (1x))
>Bonuses:
[Elephantine Strength]: Your massive size makes construction much easier, but efforts to mine and dig are difficult due to your large frame.
[Huge]: You can raise units to have the [Huge] tag without additional gear required, at the cost of double food consumption.

First up, I'll assign 10 pop to the iron mines. Everything else has recieved new workers, but iron production is still low.

1. Continue expanding the the farms around our capital. (5/8)
+Construction I
+Engineering I
+Craftsmanship I
+Elephantine Strength

2. Recruit a new warrior unit, trained in our ways of war and inducted into the cult of our war god. (A unit with [Huge] and [Savagery I] applied to it. Also, put my original three units through this training as well, to give them the same tags. After talking on Discord I didn't really get what the conclusion was about what I had to do with this, so I'm just going to go ahead and try as an action.)
+Savagery
+Religion
+Huge

3. Expand our new outpost by the river into a town. We need to properly integrate our land into our kingdom in order to stabilise it and keep our people happy.
+Construction I
+Engineering I
+Craftsmanship I
+Elephantine Strength
>>
>>1292811

Oh dear, pump currency into the third roll to prevent a failure. In fact, put in enough to make it a minor success. Whatever went wrong, he can overwhelm it with enough funding.
>>
>>1292627
Your scouts head north, specifically northwest according to the scouts, following the landmarks of the old tale. The journey is long and not a single unicorn is to be found in sight for days, though your men continue on.

As they travel through the dark and dreary land of the northern waste, where the trees and grass seem lifeless and dead, and there's not an animal in sight, the journey seems hopeless.

Before your men can seriously begin thinking about penance, one of the scouts shouts and points to the horizon. A glittering sparkles, interspersed by moving colors. Winds rom the north then bring sounds, flapping wings, hoofbeats, clanking metal, and trumpetry and drums. The colors form into shapes, and those shapes form into figures. The first you can make out are men with trumps, drums, and horns, heralding a mighty host with music
https://www.youtube.com/watch?v=PHDycUXzNs0

But behind them. . .Riders! Knights! Hundreds, maybe thousands of them all shimmering beneath the sun like a sea of stars in silvery and gold-laced armor from head to toe, as are their armored horses. They stream with banners and cloaks of such vibrant colors and beautiful heraldry depicting all manner of animals and sigils on their flags and shields.

What catches your attention even more is the sight in the sky. Directly above this host of riders, floating in the air like low hanging suns are men atop the backs of armored Griffons and, sure as death, there are among them men riding winged unicorns! The unicorns armor gleams like gold and polished steel, and as they flap through the air their steel sodden feet make magical sparks through the sky as they gallop in the air, if striking solid ground. These flying knights wear a peculiar armor, decorated with fake wings upon their backs that add to the noise of flapping feathers, not clearly meant for flight but decour. Each of them bears one long Red lance with several more lances tied to their back.
>>
>>1292902
Along with these ground and flying knights is a great procession of other men, you see massed footsoldiers in plate armor bearing shields and spears, or archers with longbows and crossbowmen among them, monks in brown leather and priests, beautifully shaped women in white cloth singing alongside musicians and minstrels with trumpets lutes and guitars, then wagons and supplies, and even a contingent wizards with pointed hats and robes decorated with glowing stars, walking with their staffs on the ground on floating on brooms alongside the griffon riders.

But something seems to be off. . .you cannot see their faces or their skin. Every one of them, to the last man, covers himself. The Knights keep their helms down, the monks and women wear hoods and veils, the Wizards . . .well, you literally can’t seem to see their face it’s like magic. Even some of horses they ride are covered completely by armor and cloth, and so is the oxen that pull their carts.

The only thing that is even remotely uncovered are Unicorns and Griffons, whose feathered wings aren't bound in armor or cloth.

This force is mighty, much mightier than even all the nations you can think combined. They are headed south, but they don't seem to be headed toward any nation. Your men are definitely spotted by their flying troops, but they pay you no heed.
>>
>>1292904
Oh shit. I don't think we can handle this much heresy.
>>
>>1292409
Assuming I need to spend whatever currency is needed to finish action 1 in 1 turn and action 3 for the same.
>>
Rolled 11, 38, 53 = 102 (3d100)

>>1292236
[Fetid Kingdom](15)
Territory: 43
Settlements:(Tharug)
Population (Total/Unoccupied/Working): 70(+10/turn)/10/60
Food: 5
Currency: 39 (+13/turn)
Stability: 40/100
Industry: 6
Buildings (Tharug):[Grand Tent][Farm (Sm)****][Lumber Mill (Sm)**][Quarry (Sm)][Mine (Sm)][CLUBMAKER I, -4 wood/turn, +1 Club III/turn]
[Morg Outpost]:
[Borg Outpost]:
[Strolk Outpost]:
[Bolk Outpost]:
Defenses: [Wooden Palisade(Sm)]
Technology: [Savagery II][Religion I][Clubs III][Enforcers I]
Magic:
Resources: [Wood: 2 +3/-3][Stone: 9 +1][Iron: 13 +1][Onions:18 +5][Clubs III: 1 +1]
Trade Routes:
Thwacks [+6 currency/turn]
Anzhulak [+4 currency/turnArmory:
Military: (3 Ogre Rabble (1x))
[Rule of the Strong]: Ogre societal hierarchy is built around strength. Stronger units provide stability boosts when garrisoned in hexes, and construction actions are easier. However, weaker and mobilized units cause instability.
[Layers]: Ogres have multiple segments of fatty flesh, which makes them harder to kill or injure, and surviving armies are usually unharmed, or heal quickly. However, the ogres need more food to function in turn.
----
1. Continue farm in Morg 1/4
2. Continue farm in Borg 1/4
3. Continue Agriculture Research 2/4
>>
>>1292904
"Why are the Death-touched this far south?" Asks Alexios Bazarov to his cousin. The other man simply shrugs his shoulders. Their Orcish guides look purturbed, but their pride hides any traces of fear that might've crossed their features. Instead both pairs murmur among themselves while the Bazarovs deliberated among themselves.

"Whatever their reason they're moving toward Ylarl. It would be best if we approached them here to discover their intent than to find ourselves besieged in our land." The eight agree on hand signals and a plan of action to carry word of the army back to the King should things here go south. The Bazarovs, absent their orc companions then approach the army. Their request is simple, what is the intent of the army headed south and what can the Kingdom of Myrovova do for the death-touched?
>>
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Rolled 80, 96, 85 = 261 (3d100)

>>1292238

[Neo-Thwack] (6)
Territory: 7
Settlements: (Big Thwack City [Cap.])
Population: (Total/Unoccupied/Working): 52 (+7/turn)/22/30
Food: 5
Currency: 43 (+12/turn)
Stability: 50/100
Industry: 7
Buildings (Capital City): [Thwack's House][Farm (Med)][Lumber Mill (Sm)***][Quarry (Sm)][Training Grounds I: Inactive (Savagery II)][Clubhouse I: Inactive (Clubs I)]
Trade: Fetid Kingdom (+6c/t) Anzhulak (+3c/t)
Roads: Big Thwack City (Neo-Thwack) to Arkza (Anzhulak Hordes)
Defenses: [Wooden Pallisade(Sm)]
Technology: [Savagery II][Clubs I][Tanning I][Gathering I]
Magic: None (No Spells yet)
Resources: [Wood: 5+4/t][Stone: 2+1/t][Hides: 13+1/t]
Armory: [Clubs I: 6+1/t]
Military: (3 Thwacklings (1x))
Eccentricities:
[Primitive Mating]: Og take Ag as am wife. Dat it. Your people are exceptionally good at breeding due to lack of cultural complexity, pop increases are nearly doubled, though the crowding decreases stability some.
[Neanderthal]: Even without weapons your cavemen are very large brutal primitive warriors not so far off from the ogres. Units cost more money, but are stronger.

The clubhouse is shut down for the moment as the Thwacks feel they possess enough clubs for the time being.

1. The Thwacks continue to freak the thwack out, honing their savegery to a critical point and beating stray animals into rugs in the process. [8/12]

2.
+[Primitive Mating]
The now 20 idle Thwacks continue their expansion thwack and grab the eastern regions along the roads. [1/2]

3. Work on improving the ogre's clubmaker continues. At the moment, the Thwacks appear to be hammering rocks that serve no apparent purpose around it. [2/8]
>>
>>1295883

The Thwacks throw 10 and 5 pretty rocks at actions 1 and 3 in order to complete them: how this better accomplishes anything is a big thwackin' mytery to themselves, but they do not question it.
>>
Bumping before OP heads off. Will update later.
>>
In the bushes of the rankly odored Fetid Swamp the Thwackians trekked through the mushy, uneven ground in order to return home after a long day of hard work, eager to witness a special event being held at the Training Grounds. Hide ropes connected their clubs to their backs, for a Thwackian was not complete without a blunt instrument of which to pummel things, and they sat around the crude stone walls of the circular, open-air structure to watch something that the "civilized" peoples called a play.

Several cavemen stood at the center, mockingly reenacting a work produced by the far North, dressed in hides that were vaguely fashioned to resemble suits of armor, or at least what one might think armor would look like if they were given a second-hand description of it without ever having seen an example. The focus was on a Thwack holding a dead squirrel to the air, shouting at the heavens. "Thwack or no thwack! Is question!?"

One of the viewers shouted back in response. "Answer thwack! Answer always thwack!" Steadily, the other crowd members started to chant in agreement. "Thwack!" "Thwack! "Thwack!" The actor glared, throwing the carcass at the individual who interrupted him. "Oogtar know answer thwack! Is pretending, dumb berry picker!" In response, the patron got up and body-slammed the actor, and soon the two were embroiled in a wrestling match, much to the delight of the crowd who cheered them on. Fun times were had, and the Thwackians decided to make "play time" a reoccuring event, though without any concept of timekeeping it lacked true schedualing.
>>
>>1297700
Inquisitor Sindbad looks on and laughs. Such a strange race, these "thwacks" they maintain a humorous recreation of the pre-agricultural world. Certain disparities, but it's not as if they could survive very long at all with a perfect recreation. He makes himself known, a mere 7 feet, diminutive by Equus standards. "Hello there, would you care to speak with one who shares your hatred of certain developments?"
>>
>>1292690
A delegation of Myrovovans arrive at the Banner of War. Consisting primarily of Orcs familiar to the Goblins as being of the northern
Pskov clan and accompanied by a single Human this delegation requests a meeting with the warchief to discuss matters involving the massive fucking army of undead knights marching south toward us.
>>
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>>1297823

After several rounds of fighting, the play was over, the final decision being to thwack. A commotion occured outside the building as a dozen thwackians freaked out at meeting the inquisitor, hooting and hollering and attempting to hide by crouching onto the ground and holding small stones over their heads.

"It speaking horse! It talking!" they shouted. "It evil spirit! It angry we ate it earlier!" Among the group was large gruff caveman hefted his club menacingly at the inquisitor, pounding it into the ground with such force as to make shock waves. "Talking Horse? Ugyub fix that!"
>>
[Men'an'gahela]
The tribe's bow improvements are nearly complete- they just require one more test run [7/8], and while the bowyer is working, the rest of the tribe puts the finishing touches on improvements to the lumber mill [Lumber Mill (MED), +3 wood/turn, +1 Industry]. However, the bloodstone yields no more secrets, at least for the time being.

[Lich's Dominion]
Just barely, after clearing some of the more dangerous wildlife, the servants of the Lich settle more land [+10 hex, +1 pop/turn, -3 stability]. Also, the Lich continues to rework the words of his spell [3/4], and the temple continues to be erected [2/4].

[Atley]
A great construction effort is going on in the southern outpost to expand it into a true town [3 turns, -2 stone, -2 wood], while finally, the miners increase their knowledge of mining to its pinnacle [Mining III, +1 iron/turn]! The diggers of the quarry, however, have dug too deep, too fast, and without sufficient supports. Many are lost in the resulting cave-in [-8 pop, -5 stability].

[Ore-Eater]
The larvae that were fed iron are finally grown, and are being inspected; the results are very pleasing- it seems that, when fed iron, the carapaces of the Ore-Eaters harden greatly [Armor I]. The trade route with the Yamato is also expanded [+2 currency/turn], and research into true metallurgy begins [2/4, -4 iron].

[Wandering Green]
The treant warmongers continue to be reinforced with iron [2/4(NOTE: They will not be free units anymore!)], and a spell to make the land itself fight for the Green is nearly ready [3/4]. Attempts to regrow a warmonger army begin again [2/4].

[Yamato]
The water magic research goes well. Too well. Many drown in the resulting flood [-10 pop, -5 stability].

[Myrovova]
There's only slight progress on the factory conversion [3/4], and the hunt barely gets underway (1/4, see event, I guess), but a barracks goes up in Novikov [2/4, -3 stone]. With the new threat to the south, the Empire's blacksmiths set to work on improving the swords of their armies [4/8, -3 iron], and finally, a dojo is raised [1/4, -4 stone].

[Festungurtel]
The quarry diggers manage to hit some rocks their picks can't break, but the laws are written down [Laws I, +2 stability], and the roads are finally paved [Roads I, +2 stability].

[Court]
>NOTE: Your armies are occupied this turn with the Arianthean force, and cannot march. Dice refunded.
It was a very good year for the Court- a Spear Manufactory is completed in record time [Spear Manufactory I, -4 wood/turn, +1 Spear I; -4 wood], and a recent crime spike has spurred many of the peasants to action, and the ranks of the Constabulary swell greatly [Enforcers III, +8 stability].
STABILITY HIT!: For attacking your ally for no reason, -10 to stability.
>>
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>>1298415
[Anzhulak]
Da raid is a great success! Much gold and food have been carried off [+4 currency, +1 food], but afterwards, the soldiers decide to take a break, leaving the peasants to work on the construction of a road [3/4, -4 stone].

[Khaz]
The final witch screams her last, choked breaths as she dies, still tied to the large stake. The festival was a great success, with everyone much happier, and the fire-starters have learned new methods of making the fires burn even brighter and hotter [Pyrotechnics II, +4 stability], while the bards continue to write songs commemorating the event [3/4]. Wood is carried down to the quarry, so it can be expanded [2/8, -4 wood].

[Ganeshadneggar]
>Mines: +1 iron/turn, +1 Industry
Because of the massive size and strength of the Ganeshi, the farm expansion is nearly done [7/8], and a new army is being trained [1/2].
Finally, after much struggle dealing with bandits on the road to the new outpost, the decision to simply pay them off is made, and the builders continue to the outpost, laden with materials [2 turns, -2 wood, -2 stone, -7 currency].

[Fetid Kingdom]
The farm in Morg isn't growing, but the one in Borg is, slightly [2/4], and the ogres complete their agricultural research [Agriculture I, +1 food/farm].

[Neo-Thwack]
>Clubhouse: -1 club/turn, +4 wood/turn
The savagery of the Thwacks is finally at a peak [savagery], while the tribe expands greatly [+16 hex, +2 pop/turn, -4 stability]. Meanwhile, the work on the ogre's clubhouse makes great progress [6/8].
>>
>>1298421
Will give Arianthea a day or two to respond, but then calling the battle in favor of the Clawed Court.
>>
>>1298421
+4 stability from garrisoned troops
>>
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Rolled 100, 51, 42 = 193 (3d100)

>>1298421

[Neo-Thwack] (6)
Territory:23
Settlements: (Big Thwack City [Cap.])
Population: (Total/Unoccupied/Working): 61 (+9/turn)/31/30
Food: 5
Currency: 40 (+12/turn)
Stability: 46/100
Industry: 7
Buildings (Capital City): [Thwack's House][Farm (Med)][Lumber Mill (Sm)***][Quarry (Sm)][Training Grounds I: Active (Savagery III)][Clubhouse I: Inactive (Clubs I)]
Trade: Fetid Kingdom (+6c/t) Anzhulak (+3c/t)
Roads: Big Thwack City (Neo-Thwack) to Arkza (Anzhulak Hordes)
Defenses: [Wooden Pallisade(Sm)]
Technology: [Savagery III][Clubs I][Tanning I][Gathering I]
Magic: None (No Spells yet)
Resources: [Wood: 9+4/t][Stone: 3+1/t][Hides: 14+1/t]
Armory: [Clubs I: 6]
Military: (3 Thwacklings (1x))
Eccentricities:
[Primitive Mating]: Og take Ag as am wife. Dat it. Your people are exceptionally good at breeding due to lack of cultural complexity, pop increases are nearly doubled, though the crowding decreases stability some.
[Neanderthal]: Even without weapons your cavemen are very large brutal primitive warriors not so far off from the ogres. Units cost more money, but are stronger.

The thwacks, having honed their anger and rage into an art form, formally activate the Training Grounds to channel their savegry into tangible combat ferocity. Likewise, 10 thwacks are sent to it in order to function as additional trainers.

The remaining 20 idle thwacks are sent to the quarry to thwack more stones.

1.
+Road: Big Thwack City (Neo-Thwack) to Arkza (Anzhulak Hordes)
The Thwacks decide that they needed to trade more stuff to the short thwacklings to the east, expanding the route to the Anzhulak Hordes.
2. Lumber production is diverted to the Fetid Kingdom's club maker in order to increase the soon to be expanded club maker's supply to make better thwacking clubs.
3. The Thwacks put the finishing touches on the new larger club maker, transforming it into a club house much like their own, but bigger to accomidate the ogres' larger girth. [6/8]
>>
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>>1298455

Thwack have good feeling about this. Thwack throw 8 shiny rock at action 3 to make it done!
>>
Rolled 89, 60, 62 = 211 (3d100)

[Myrovova](7)
Territory: 23
Settlements: (Capital City(Korsk)), Ylarl, Novikov
Population (Total/Unoccupied/Working): 47(+6/turn)/10/30
Half Orc Population (Total/Unoccupied/Working): 10(+2/turn)/0/0
Food:1
Currency: 24(+9/turn)
Stability: 50/100
Industry: 6
Buildings (Capital City): [Royal Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)*][Mine (Sm)][Armory (SM)]
Buildings (Ylarl): [Bowyer (SM)*]
Defenses: [Wooden Walls(Sm)]
Technology: [Discipline II][Armor I][Feudalism I][Taxation I][Bows I][Florentines I][Construction I]
Magic: Arcane I: Magic Missile I
Resources: [Wood: 0-3][Stone: 10+2][Iron: 13+1][Hides: 0-3]
Armory: [Armor: 4+0][Bows: 7+0]
Military: (3 Akritae (1x))
[Mestnichevo Uk ZnuZnu]: Add an extra pop growth: Half-Orcs. Taking the best traits of both, these persons are both superior but also shunned from society as they don't fit in. Every 10 of these pops gives +2 resource investment as workers and count as double strength when apply to unit creation. However, they come at a cost of -3 to stability when set to work, and -1 stability when converted into armies.
[Orcish Pride]: Orcs over all! In combat, all rolls bellow 3 count as 3, though the Orcish body requires more food than a human one to keep it running.
Creature hunt 1/4
>Shift 10 population to working on the farms

1. Florentine Factory 3/4

Work continues on retooling the bowyer to produce Florentines. Probably the most difficult aspect of the weapon is the iron channeling tube. A departure from the traditional wood construction of bows, the iron channel needs to be both strong and light. In addition are the tools and training needed to have workers capable of the learned task of etching proper arcane runes onto the tube to properly channel power. Of third issue is the issue of the connector. Attached to a lever this connector snaps forward, completing the power loop between user and channeling tube, powering the runes, and utilizing the Touch category spell stored in the item. Frankly there's no similarites between a bow and a Florentine. Florentines are endlessly more complex but avoid the issue of needing arrows or even extensive training to use. Anyone could use a properly made Florentine.

2. Novikov Barracks 2/4
Construction on the Novikov Barracks was going well. It was projected to reach completion within the coming months, and it would be then that new soldiers could be trained. In the decades following the creation of the Kingdom the army had become lax and complacent - a shadow of its former glory. Mithridates II sought to change that.

3. Spell: Arcane Blast

A higher level spell than the basic Magic Missile, Arcane Blast provides a Wizard with the ability to devastate a small area with a single targeted burst of arcane power. While the power needed for this spell is too great for the basic Florentine I (something Lady Vlora bristles about) it is a useful tool for the wizardry to have at their disposal when encountered with numerous enemies.
>>
>>1298489
Spend 1 currency on action 1, and 13 currency on action 3. This will put Florentine Factory (Med) at 3/8 and Arcane Blast at 3/4.
>>
>>1297937
"No need for that Ugyub, I'm here to destroy evil spirits." Says Sindbad, spreading his hands in a placating gesture. (conveniently also showcasing the largest difference between his own race and horses)
>>
Rolled 14, 80, 86 = 180 (3d100)

>>1298421
Kingdom Name: Principality of Khaz
Race(s): Equus
Color: the most disgusting shade of pink imaginable.
Territory: 17
Settlements: (Capital City(Khaz city))
Population: 71(+8/turn)
Food:1
Currency: 29(+6/turn)
Trade routes: Arianthea(+1)
Stability: 54/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Inquisitorial Academy]
Defenses: [Wall](Sm)
Technology: [Discipline II][Religion I][Pyrotechnics II][Breeding Program II][Propaganda I][Mining I][Witchhunting I][warding I]
Magic: why did you even check?
Resources: [Wood: 7 (+1/turn)][Stone: 3 (+1/turn)][Ethanol: 3 (+1/turn)][Iron: 18 (+2/turn)][witches: 3]
Armory:
Military: (3 Inquisition Infantry (1x))
Eccentricities:
Peace:
[Church and State]: The church controls everything in the Principality. While churches cost more currency and resources to build, the stability bonus they confer is much greater than usual.
War:
[Natural Cavalry]: All the basic units of the Principality count as cavalry. They are more powerful and faster than normal units, but cost more food.
Ongoing: discipline III [0/12] songs [3/4] road atley [2/4] Quarry [2/8]
1. Finnish that road
2. Send atley the witches
3. Finish songs.
>>
>>1298522
6c on #1
>>
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Rolled 42 (1d100)

Yamato, Empire of the Rising Sun (2)
Territory: 40
Settlements: Futenma (Capitol), Hanzo Prefecture (Outpost), Takashiro Prefecture (Outpost), Shiranui Prefecture (Outpost), Muramasa Prefecture (Outpost)
Population: 60(+8/turn)/50/10
Food: 2
Currency: 50 (+10/turn)
Trade Routes: Myrovova (+2c/turn), Ganeshedeggar (+2/turn), Ore-Eater Confederacy (+2c/turn)
Stability: 41/100
Industry: 6
Buildings (Futenma): [Futenma Castle][Farms (Sm)*][Lumber Mill (Sm)*][Quarry (Sm)*][Mine (Sm)**][Temple of Knowledge I][Forge I]
Locations: Kiritsuchi Hot Springs
Defenses: [Walls of Futenma (Sm)]
Technology: [Smithing II][Swordcraft I][Naval II][Martial Arts I][Engineering I]
Magic: Air I, Water I (No Spells yet)
Resources: [Wood: 9 (+2/turn)][Stone: 17 (+2/turn)][Iron: 5 (+1/turn)][Bamboo: 13 (+1/turn)]
Armory: [Swords: 5 (+1/turn)]
Military: (1 human conscript (1x), 1 oni conscript (1x), 1 tengu conscript (1x))
Eccentricities:
[Polite Society]: The Yamato Emperor may send arms and armor to an outpost to increase its stability, but this may cause any rebellions to be more powerful, should they crop up.
[Banzai Charge]: The Yamato can order one army per battle to perform a Banzai Charge, turning the army's roll into a ten, though the unit is sacrificed.
Works in progress: Bathhouse (1/4), Dojo (1/4), Swords II (4/8), Water Magic II (Fucked/???)

1. Today is a day of tragedy in Yamato. Lord Tenjin presided over the funeral rites for the fallen straight through the night and there was much mourning, but when morning came the citizens could do little but repair the damages the flood has inflicted. (Action: Repair the damage caused by the flood to restore stability) (+Engineering I) (+Water Magic I to remove water)
>>
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Rolled 16, 89 = 105 (2d100)

>>1298575

2. Lord Tenjin, however, became quite sullen after the affair. He blamed himself for what happened, for not instructing his pupils correctly. He locked himself in the temple, praying to Ame-no-izumi, the goddess of the sea, for forgiveness. It was only through the intervention of Lord Ashura, the six-armed oni and polar opposite of Tenjin in temperment, and he did so by kicking down the door of the room Lord Tenjin had bottled himself up in.

"Hey birdshit, you gonna just mope in here all day like a fucking piece of puss?" the oni lord shouted.

"I have failed the gods, my subjects and myself. What do you expect me to do?" the tengu replied meekly.

"I EXPECT you to pull up yer damn pants and get your act together! You know the proverb we all hear a thousand times a day. Ya fall seven times, ya stand up eight. Your people expect you to LEAD, not to mope in some damn closet."

"Please, leave me. I can pray to the gods but the people will not forgive me so easily."

Lord Ashura then picks up Lord Tenjin by the collar of his robes, something that would be considered a grave offense were it not for the fact that they were alone in the room and Lord Tenjin is far too forgiving. "You want them to fucking forgive you? You go out there, you make that magic and you do it RIGHT. That's how you repent. If the boys in the blacksmith shop botch a sword, what do they do? Simply throw it away? No, they melt it down and reforge it!"

Lord Ashura lets Lord Tenjin down, this time speaking in a more somber voice. "Look, we can't bring back the dead. But we can make it so that they didn't simply die in vain in a freak accident. We can turn that accident and turn it into a force for growth, prosperity and well-being. That is what you should do."

"I...I suppose you're right. I will gather the students and we will continue practicing our arts with greater respect to the gods and to each other. Thank you, Lord Ashura. We may not always see eye to eye but this talk has helped me greatly," Lord Tenjin says with greater resolve.

Not long after Lord Tenjin recomposes himself, he is seen with his students out by the ocean away from Futenma, where they learn from the sea and rainclouds what it means to control water. (Action: Researching Water Magic I) (+Water Magic I)

3. Work on improving swords continues. The Yamato never stop honing their blades, even after catastrophe strikes. (+Smithing II) (+Swords I)
>>
>>1298578

Lord Ashura sneaks Action #2 4 gold, while Action 3 gets 1 gold
>>
>>1298515

Ugyub glared at the strange mutant horse, two beady eyes peering through a face as thick and rough as the surface of a potato, at least what pieces weren't obscured by the man's ragged, greasy facial hair. He seemed to be unsure of what to make of the hand horse's body language, but the caveman visibly cringed before grunting.

"You hands? That pretty freaky. So is talk-power. What hand-horse want from Thwackians? Thwack already thwacked evil spirit. You not look thwacky yourself, don't think you like swamp."
>>
>>1298578

Also:
Swords II is at 4/8

>>1298489

One of the Yamato envoys visiting Korsk shows a great interest in the florentine factory being built there. He petitions the royal family with a proposal - Yamato will invest workers to aid in the future construction of the factory in exchange for six of the bows sought after by the Yamato generals for their armies. Will the Royal Family hear this proposal?
>>
>>1298603
(The Factory is being built in Ylarl not in Korsk)

Prince Pyotr is happy to vouch for the usefulness and skill of the Yamato workers, and with his assistance (and the prospect of completing a crucial arms development quickly) the King and the Hand both agree to the proposal of 6 bows for assistance in working on the factory.
>>
Rolled 32, 20, 90 = 142 (3d100)

>>1298415

[Lich's Dominion](10)
Territory: 17
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 34(+4/turn)/0/0
Food: 1
Currency: 47 (+6/turn)
Stability: 47/100
Industry: 3
Buildings (Capital City): [The Gilded Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Barricades(Sm)]
Technology: [Taxation II] [Infantry I][Discipline I], [Mining I], [Religion I]
Magic: Ice I, Necromancy I (No Spells Yet)
Resources: [Wood: 14, +1/turn][Stone: 10, +1/turn][Iron: 22, +3/turn][Bones: 14, +1/turn]
Armory:
Military: (3 Skeletal Rabble (1x))

Discipline II 5/8

ECCENTRICITIES: [Stockholm Syndrome] - The denizens of the Lich's Domain are quite happy, for they are showered constantly with gold, gems and the fruits of a stable economy. Stability building research and construction is very easy and fast thanks to a great economic system allowing for infrastructure, losses from most events are minimized and units have reduced monetary upkeep due to the state providing for them. Destruction of finance buildings, trade routes/financial ventures, or a negative money income or total bankruptcy have a higher than normal stability. Rolls 2-9 represent intermittent financial crises from a complex system, resulting in money losses + instability.

[Beware The Jabberwock] - The Lich has an utterly loathsome knack for creating terrifying constructs of bone, flesh and sinew. Fallen enemies can be used with [Necromancy] or other similar techs to create unique monstrous units. Jabberwock units stay active only for three turns, and if they ever roll lower than a 3 in combat, very bad things happen. After a victories in battles, tally up the number of dead enemy units from a specific player. If you collect 6 dead enemy units of the same player from battles, you can make a normal recruitment action to raise a single Jabberwock unit based of that player to keep permanently, with normal upkeep for a high powered unit. These ones also come with [Terrify] for they contain the amalgamated memories and personalities of the fallen and enemy units, are terrorize foes as dead heroes and comrades come back as monstrosities.

1. Finish building our Temple. +[Religion I] +[Stockholm Syndrome]

2. Finish refining the Mass Raise Dead spell. +[Necromancy I]

3. Finish our research into methods of Discipline. Discipline II 5/8
>>
>>1298711
3/4 progress on action 1 and 2/4 progress on action 2
>>
>>1298593
"The name's 'Sindbad'.You, er, 'Thwacked' how many evil spirits? I'd doesn't matter, there are a great many of them. I'll just show you what Slunia's witches look like and let you get to thwacking them for yourself. How does that sound?"
>>
Rolled 92, 49, 3 = 144 (3d100)

>>1298421

Kingdom Name: Ganeshandeggar
Race(s): Ganeshi (Elephant people)
Color: Orange
Fluff: A kingdom of religious and artistic elephant-giants ruled by their Raja and his savage warriors.

Territory: 25
Settlements: (Ganeshandeggar(Capital City))
Population (Total/Unoccupied/Working): 57(+6/turn)/17/50(20farms10wood10stone10iron)
Food: 5
Currency: 50(+9/turn)
Stability: 44/100
Industry: 6
>Buildings:
Ganeshadneggar(Capital City):[Rajas Palace(gov)][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Temple I][Trade Post I]
>Defenses:
Ganeshadneggar: [City Walls(Sm)]
>Technology:
[Religion II][Savagery I][Craftsmanship I][Construction I][Clubs I][Taxation I][Engineering I][Agriculture I]
>Magic:
>Resources:
[Wood: 8+2][Stone: 9+2][Iron: 15+2][Trinkets:13+1]
>Armory:
Military: (3 Ganeshi Warriors (1x))
>Bonuses:
[Elephantine Strength]: Your massive size makes construction much easier, but efforts to mine and dig are difficult due to your large frame.
[Huge]: You can raise units to have the [Huge] tag without additional gear required, at the cost of double food consumption.


1. Continue expanding the the farms around our capital. (7/8)
+Construction I
+Engineering I
+Craftsmanship I
+Elephantine Strength

2. Finish training the new unit (1/2)
Recruit a new warrior unit, trained in our ways of war and inducted into the cult of our war god. (A unit with [Huge] and [Savagery I] applied to it. Also, put my original three units through this training as well, to give them the same tags. After talking on Discord I didn't really get what the conclusion was about what I had to do with this, so I'm just going to go ahead and try as an action.)

3. Expand our new outpost by the river into a town. (2/4)
>>
Rolled 4, 98, 45, 18, 87, 95 = 347 (6d100)

>>1292229
Kingdom Name: Azoth Hegemony
Race(s): Homunculi
Color: Grey
Fluff: The Azoth Hegemony was created by a society of alchemists dedicated to discovering the secrets of life itself. To assist them in their work, they created a force of homunculi. The original alchemists eventually passed away, but their servants had learned all their secrets, and soon the homunculi began producing more of their kind. The homunculi have altered themselves extensively, and are able to alter their bodies to suit their needs. They have inherited their creators dedication to the study of bio-alchemy, and seek to further improve their biology. The Hegemony is ruled by a council of the oldest, most experienced alchemists.
Territory: 16
Settlements: Tirgraad (Capital City)
Population (Total/Unoccupied/Working): 30(+3/turn)/0/0
Food: 2
Currency: 22(+3/turn)
Stability: 43/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Med)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Library][Mutagen Pit I]
Technology: [Alchemy II][Discipline I][Agriculture I][Strength I]
Magic: Transformation I (Minor Bone Weapons, Minor Bone Armor)
Resources: [Wood: 14(+1/turn)][Stone: 6(+1/turn)][Iron: 13(+1/turn)][Herbs: 10(+1/turn)][Mutagen: 2(+1/turn)]
Armory:
Military: (4 Homunculus levies(1x))
Eccentricities:
[Intellectuals]: Your intelligent homunculi are exceptional researchers, and are particularly skilled at researching technologies related to bio-engineering and homunculi improvement at the cost of not being so skilled at other forms of research.
[Engineered]: You can create specialized Mutagen pits that create a Mutagen: +1 resource. These mutagens can serve as a universal resource for a wide variety of evolution based technologies, and can supplement other technogies as well. Armor at (Production tech) I, for example, can be created using only 1 Metal and 3 Mutagen points. Your production tech now shifts to Mutagenic Efficiency.

1: Continue to research Alchemy [2/12]

2: Work to raise stability in the Hegemony

3: Attempt to expand again, this time to the east.

[Make up turn, if I'm allowed to take one]

4&5: Begin to improve our Transformation magic.

6: Expand our mutagen pits.
>>
Rolled 34, 25, 41 = 100 (3d100)

>>1298415
[Festungürtel Barondom]
>Territory: 25
>Settlements: Festungürt[Capital City], 2 Outposts
>Population: 50(+6/turn)
>Food:1
>Currency: 45(+5/turn)
>Stability: 48/100
>Industry: 11(+1/turn)
>Buildings:
--Festungürt: [Mobile Palace I (Gov) (Mobile)][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Workshop (Sm)][Bowyer (Sm) {4 wood per 1 Crossbow I}]
>Defences:
[Wagon Forts(Sm)]
>Technology:
[Chariotry II][Armor I][Crossbows I][Domestication I][Taxation I][Agriculture I][Writing I][Laws I]
>Magic: >Implying
>Resources:
[Wood: 3(+1/t)][Stone: 1(+1/t)][Iron: 11(+1/t)][Horses: 9(+1/t)]
>Armory:
1 [Crossbow I]
>Military:
3 [Levied Peasants(1x)]

1: Northern Outpost Quarry [1/4] +[Domestication I] +[Writing I]
2: Southern Outpost Lumberyard +[Writing I] +[Agriculture I]
3: Discipline I +[Writing I]
>>
Rolled 11, 27, 23 = 61 (3d100)

>>1298415
Kingdom Name: The Ore-eater Hive Confederation
Race(s): Ore-eaters
Color: Blue
Fluff: http://pastebin.com/kwdSPvG0
Territory: 23
Settlements: (Capital City(New-Home))
Population: 50(+5/turn) (10 in mine)
Food: 3
Currency: 27(+5/turn)
Trade Routes: [Yamato; +3 currency/turn]
Stability: 47/100
Industry: 5
Buildings (Capital City): [Queens' council chamber][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)] [Captain Nest]
Defenses: [Stone Walls(Sm)]
Outpost 1: [Farm (Sm)] [Caustium Mine I]
Outpost 2:
Technology: [Excavation II][Discipline I][Construction I] [Rationing I] [Acid I] [Armor I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 8(+1/turn)][Stone: 12(+1/turn)][Iron: 13(+2/turn)]
Armory: [Caustium: 11 (+3/turn)]
Military: (3 Worker Swarms (1x))
Bonus:
[Nobility]: The Confederation has one of the most sophisticated systems of nobility in the Wildlands. They can build Royal Castles, which are extremely expensive in both currency and building materials, but they give additional bonuses to stability, defense, and food.
[You are What You Eat]: The Ore Eaters have adapted to both finding and consuming ores, which alters their biology, particularly rare and exotic ore types. Not only do you gain a bonus to finding/searching for new ore types (player or GM fluffed), but during unit creation you can apply ores directly to your units conferring special abilities.

1. Begin expanding towards the lake in the center of the valley.
2. Continue to research into metallurgy 2/4
3. Begin to search the land for anything of interest.
>>
Rolled 49, 37, 88 = 174 (3d100)

>>1298421
[Fetid Kingdom](15)
Territory: 43
Settlements:(Tharug)
Population (Total/Unoccupied/Working): 80(+10/turn)/10/70
Food: 6
Currency: 39 (+13/turn)
Stability: 40/100
Industry: 6
Buildings (Tharug):[Grand Tent][Farm (Sm)****][Lumber Mill (Sm)***][Quarry (Sm)][Mine (Sm)][CLUBMAKER I, -4 wood/turn, +1 Club III/turn]
[Morg Outpost]:
[Borg Outpost]:
[Strolk Outpost]:
[Bolk Outpost]:
Defenses: [Wooden Palisade(Sm)]
Technology: [Savagery II][Religion I][Clubs III][Enforcers I][Agriculture I].
Magic:
Resources: [Wood: 1 +4/-4][Stone: 10 +1][Iron: 14 +1][Onions:23 +5][Clubs III: 2 +1]
Trade Routes:
Thwacks [+6 currency/turn]
Anzhulak [+4 currency/turnArmory:
Military: (3 Ogre Rabble (1x))
[Rule of the Strong]: Ogre societal hierarchy is built around strength. Stronger units provide stability boosts when garrisoned in hexes, and construction actions are easier. However, weaker and mobilized units cause instability.
[Layers]: Ogres have multiple segments of fatty flesh, which makes them harder to kill or injure, and surviving armies are usually unharmed, or heal quickly. However, the ogres need more food to function in turn.
----
1. Continue farm in Morg 1/4
2. Continue farm in Borg 2/4
3. It is said that one of an Ogre’s greatest weapons are their stink due to consuming a large number of onions in their diet. Sir-Rec would seek to weaponize this stench!
>>
>>1300100
Currency should be 52
>>
Rolled 32, 81, 1 = 114 (3d100)

>>1298415
Kingdom Name: Men'an'gahela (Tribe of Blood)
Race(s): Human
Color: Blood Red
Fluff: http://pastebin.com/GLhheyAV
[Men'an'gahela](12)
Territory: 7
Settlements:(Behemoth's Bounty)
Population (Total/Unoccupied/Working): 43(+5/turn)/13/30
Food: 2
Currency: 27 (+3/turn)
Stability: 42/100
Industry: 6
Buildings Behemoth's Bounty(Capital City):[Great Longhouse][Farm (Sm)][Lumber Mill (MED), +3 wood/turn, +1 Industry][Quarry (Sm)][Mine (Sm)][Blood extractor I, +1 blood/turn][Bowyer I; -4 wood/turn, +1 Bow I/turn, +1 Industry].
Defenses: [Behemoth Bone Pallisades(Sm)]
Technology: [Alchemy II][Hunting II][Bows I]7/8[Spears I][Desert Agriculture I]
Magic: None (No Spells Yet)
Resources: [Wood: 1 +4/turn][Stone: 11 +2/turn][Iron: 14+1/turn ][Hide: 11 +1/turn][Blood 12 +2/turn][Bows I 5]
Armory:
Military: (3 Braves (1x))
[Gatherers]: A big part of the Men'an'gahela's lifestyle has always been gathering resources, and they are quite adept at it, though they take less for fear of damaging the environment. Resource producing buildings cost half as much time to build, but produce less.
[Blood of the Heartstone I]: The strange heartstone seems to have two properties. This property your kind has noticed, if they drink it they have very little need for food or water, but find the sunlight burns their skin. Units will need minimal to no food, although they still cost currency, and are swift and powerful but weak most forms of magic.
Assign 10 more pop to the lumber mill

1. Expand more

2.Finish our prototypical bows. 7/8

3. Build a Brave's lodge to train warriors as needed.
>>
>>1295199
“Greetings good sir knight of ‘Myrovova’. Ah, how rare it is to see a fellow knight of chivalric code.

We had but expected to find naught but savage and barbarian in these unknown lands.

We are but an exploratory force under the banner of Prince Lancely the Brave, servant of his majesty the King, exploring the uncharted Wildlands. It has been said the heathen Saracens of the Sultanate are rising from the south through the Wildlands in search of a path from which to strike at our noble realm, and so we have set forth to beat them at their own game! But we are exploring for a path through uncharted lands to strike at the Saracen to the south.

Tell us, Myrovovan, thou hast been here before us. What of your peoples, and what of the other peoples in these lands might we encounter? What are they like? You say you wish to aid us, well, thou must know that any man who is of honest soul, courageous heart, and virtuous spirit and act is a friend of ours. Show us deeds honest, good, and noble to your neighbors and you will earn much favor from us.

However, of practical matters, we would be pleased where you to construct an trading outpost near your realm. As well, the Empire is always in need of foreign men willing to come north to serve as an payed mercenary or sell-sword within our lands. You will earn much favor should you be willing to send fighting units to help fend of the Saracen or their cursed minions the Khanate and raider scum. Those who find favor with the Empire shall be favored in turn, strengthened with Imperial trade, weapons, and magic that they might further the good deeds and acts.”

Favor Gained: +2 for friendly greeting

Imperial Favor (Death Touched): 2/500
>>
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>>1300705
Alexios Bazarov nodded. The two other Bazarovs looked between themselves. "Yes, we are familiar with the powers you speak of, sir Knight. The founder of our Kingdom served briefly in the employ of the Death-touched before making his fortunes here in the Wildlands. Myrovova is the single bastion of civilization in these northern parts. Further to the south other civilizations exist, but we serve as the bastion against savage man and monster alike. Mithridates I Alexandros conquered and civilized the Orcs of this untamed place - but Goblins, Ogres, and primitives threaten both our existence and that of the weaker nations to the south we have found ourselves protecting." Alexios shrugs his shoulders after looing over some of the knight's attendants mounted on resplendent steeds. BY comparison his traveling clothes looked crude and frumpish. "We had come here seeking the mythical unicorn. Rumors had been heard among the court that a herd of them had been spotted in these parts. I did not suspect that they were the mounts of your riders." He eyes the unicorns with no shortage of wonder, stricken as he is by their majesty.

Evgeny Bazarov speaks next, taking a step closer to his brother. "We will carry your proposal back to King Mithridates. I suspect that we can help one another. Myrovova needs what help it can find here; beset as we are by a powerful alliance of savages to the north. If you carry on further south in this direction you will come to a town. There is a trade route leading from the town of Ylarl toward the Inner Sea and other nations we trade with. It is the fastest and safest way to move south. To the southernmost reaches there is a small Barony that is nearest to the Sultanate. If you move swiftly you may be able to keep them from falling under the Sultan's sway."
>>
>>1300952
"If what you say is true, then may the Gods grant their favor upon thee and protect thee from harm as thou protects the weak and in need. Alas, the King has strictly forbade us from intervening in affairs of the Wildlands, as we are on a purely exploratory issue.

But perhaps, if the King finds enough favor in thee,thou mightest one day call upon his men-at-arms, his knights. . .or even an army one day if thou prove good and true to the Empire and to your fellow beings.

For surely we supply arms and aid to those nations who prove good and noble, all that can be done short of war, for we are the great Arsenal of Chivalry."

"Ah. . .you speak of the Unicorn.

Look! Look there up in the sky, at their majesty and the glow of their riders all in golden armor and lance. That my dear sirs, is the Flying Hussars, the King's own Royal Guard and the mightest men in all our land. No arrow can pierce their enchanted armor, no shield can withstand their spellforged lances, and their magical steeds both shields them and blasts away all foes that bow like grass in the wind before their unstoppable charge.

Centuries ago Unicorns once roamed the world freely, but were hunted for their magical power, their gift of flight, their strength and beauty; until at last they were brought to the brink of extinction. Indeed the last recorded free roaming unicorns were reported to be fleeing north from Orcish hunters long ago. But not in the land of the Hussars, whom sheltered and refuged them, and gave the last of their numbers a place to dwell in. Generations since the Unicorns formed a magical bond with the Hussars as riders and steed. And so the last Unicorns in the world are in their lands, and will allow none other to ride them but the Hussar who have sworn themselves to our gracious King.

Only the King himself may summon the Flying Hussars and the last of the unicorns. To be gifted a unit of Flying Hussars is one of the greatest favors and honors he can bestow."
>>
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Rolled 34, 60 = 94 (2d100)

>>1298415
Kingdom Name: The Court of the Claw
Race(s): Human - with a ruling caste who trace their ancestry to dragons
Color: Gold (Civ 11)
Fluff: >>1292671

Eccentricities:
Peace:
[Claws of the Court]: Rebellions, revolts, revolutions. All solved with a little bit of dragon flame. You can execute 10 pop increments for an immediate boost of +5 stability per 10. Be aware that using this but still allowing a rebellion to happen soon after will make the rebellion much much worse.
War:
[Draconian Heritage]: Your draconian heritage allows you to research magic with much greater ease, as it flows through your veins, particularly fire magic. However, your draconic aristocracy have voracious appetites demanding meat, women, and gold. Draconic (Magic Using) units come with additional upkeep cost (example 1 pop/turn).

Territory: 52
Settlements:(Capital City), (Zhugan), (Western Gnollwatch), (Northern Gnollwatch), (Cezhe Outpost), (Northeastern Watchtower), (Basin Wall Outpost)
Population: 67(+10/turn)/27/40
Food: 1
Currency: 46(+6/turn)
Stability: 45/100
Industry: 3
Buildings:
(The Court [Capital]):[Government Building][Farm (Sm)][Lumber Mill (Sm)(+40pop)][Magic School (sm)][Mine (Sm)][Quarry (Sm)][Spear Manufactory I]
(Zhugan [Town]): -
(Western Gnollwatch): -
(Northern Gnollwatch): -
(Cezhe Outpost [Two turns to upgrade]): -
(Mountain Watchtower): -
(Basin Wall Outpost): -
Defenses: [The Towers of the Court(Sm)]
Technology: [Construction I][Discipline II][Enforcers III][Feudalism I][Spears I][Taxation I][Writing I]
Current Research: Agriculture [2/4]
Magic: [Fire I] (No Spells Yet)
Resources: [Wood: 0][Stone: 7][Iron: 12][Dragon Scales: 14]
Armory: [2 Spears I]
Military: (3 Thinblooded Militia (1x))

1. Senlin Mu is patriarch of a family with a controlling interest in the Court's logging operations. With the demand for wood soaring to unprecedented heights after the construction of the court's spear manufactory, demand and thus price of their wood has risen to previously undreamed of heights. The vast wealth they have accrued already allows them to secure an audience before the Master - presenting him with lavish gifts of extravagant furniture inlaid with precious metals.

They ask they be given the resources to expand their operations, increasing the size of their lumber mill and being provided with enough workers to still produce a surplus of wood for the court.

In order to facilitate the Court's mass production of servicable weaponry, there is little opposition.
>Improve the court's [Lumber Mill] (And assign 40 population to it to increase yield)
+[Construction I]

2. Taking a back seat to the proceedings of the loggers, but nevertheless important, is the long-awaited continuation of agricultural development by representatives of house Shengshu, still in search of their redemption.
>Research Agriculture [2/4]
>>
Rolled 30, 72 = 102 (2d100)

>>1298415
>>1301141
3. Headmaster Huo of the court's school of pyromancy has seen many promising students pass through his academy in the last few years - but while mastery of basic fire magic seems easily imparted, there has so far been a relative lack of research into more complicated techniques - more sophisticated magic.

But, remaining in contact with many of his most promising students - even employing some as assistants or teachers in their own right - has opened the door to further research. There is now a team of educated fire magicians who could easily look into developing more and more powerful magic for the Court of the Claw - and in so doing, strengthen the bond with the court's draconic heritage.

Together, they seek to push the boundaries of courtly pyromancy past the entertaining tricks and cantrips used to entertain effete nobles in their extravagant manors into a more powerful and destructive form - a mightier wellspring of draconic power.
>Do further research into [Fire] magic in an attempt to raise its level
+[Magic School (sm)]
+[Writing I]
+[Draconian Heritage]

4. The inexperienced commander Jianzha Canren scowls as he leads the march south after the battle with the Arian remnants. It seems that organising an army to travel long distances takes more time than he was led to believe - and he can only hope that he makes it to the Arian capital before news of his treachery does, hoping to exploit the element of surprise to seize their city for his glory and the ascension of his family.
>Use the refunded action to invade Arianthea (for real this time)
>>
Rolled 17, 24, 19 = 60 (3d100)

>>1298421
[Anzhulak Hordes](17)
Territory: 22
Settlements:(Arkza)
Population (Total/Unoccupied/Working): 67(+11/turn)/0/40
Food: 1
Currency:31(+2/turn)
Trade routes:
Trade Route: Neo-Thwack, +2 currency/turn
Stability: (38)/100
Industry: 3
Buildings (Capital City): [Banner of War][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Looting II][Discipline I][Savagery I]
Magic: Death I (Minor Shadow Bolt])
Resources: [Wood: 13][Stone: 5][Iron: 17] (2/2/3)
Armory:
Military: (Goblin Warbands(1x)) (Goblin raiding party)1x)) (Suicide troops))[1.2x[-1 currency/turn, -1 food])
Eccentricities Peace:
[Goblin Hordes]: Goblins breed at a phenomenal pace. Most population production is doubled, but there is a distinct lack of infrastructure. Construction actions take longer.
War:
[Throw Goblins At It] – You mobilize in units of 2 instead of 1, but there is a greater economic drain as forfeit.
Progress: Discipline 11/12 road [3/4,
Forgot to increase resources n shit so i'm putting them in now
Action 1: GIT DA ROAD DONE OR YA 'EAD IS ON THE LINE
Action 2: NO NOT LIKE THAT, THIS IS HOW YA CONDUCT PROPA RAIDING (DISCIPLINE THIS NIGGA THE FUCK UP)
Action 3: WE NEEDZ TO GIT THE BETTER EQUIPMENT NOW START SEARCHING

Putting 30 pop into resource shit
>>
Rolled 56, 88, 83 = 227 (3d100)

>>1298415
[Atley](19)
Territory: 15
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 43(+5/turn)/23/20
Golem Labor (Total/Unoccupied/Working): 0/0/0
Food: 1
Currency:23(+6/turn)
Stability: 45/100
Industry: 7
Mana: 0
Buildings
(Capital City: Atley):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Research Facility][Church I: Church of Hestia][Golem Workshop I][Monument I]
(Southern Outpost):
Defenses: [Pracrious Scaffolding(Sm)]
Technology: [Engineering II][Construction I][Smithing I][Mining III]
Magic: [Earth Magic I]
Resources: [Wood: 12(+1/turn)][Stone: 9(+2/turn)][Iron: 18(+3/turn)][Arion Golem [Swift]: 6 (+1/turn)]
Armory:
Military: (3 Rudimentary Automata (1x))
Eccentricities:[Golem Labor][Golem Automata]
Progress: 2/4 Quarry 1/3 Southern Outpost Upgrade

1. Build a Quarry in the southern outpost.
+Engineering II
+Construction I
+Mining III
+Earth Magic I

2. Pray to Hestia that the poor souls that were lost in the accident may find peace.
+Church I
+Monument I
+Earth Magic I

3. Build a church in the southern outpost.
+Church I
+Monument I
+Engineering II
+Construction I
+Earth Magic I
>>
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>>1298724

Ugyub furrowed his brow, a stray fly hovering over his forehead before he caught it with a swift motion of the hand and popped it into his maw. "What? You wrong hand-horse, Ugyub no thwack evil spirits. dat be-"

Behind him, an larger caveman who stood an inch taller than the horse person stared down the intruder of his territory with an expression that lacked amusment. "I Thwack! Thwack did. Thwack make many evil spirit go away. It none your buisness. Thwack City none your buisness. Thwack no interest in "tek-no-algae", and he no care about help berrypicker."
>>
>>1303049
"You, are a very large man. And your right, your city and people are not my business, my business is demons. I'm not here to give you tech, or to tell you how to run your nation. I'm here to ask, what happens if a witch attacks here? What happens, if they win? I cannot allow that to happen, so I need to know, how prepared are you to kill a demon?"
>>
>>1303135

Thwack let loose a chuckle that was reminiscent of growl, ending it in a loud belch and pounding his chest with his fists. "That dumb berrypicker question! Thwack thack demon. That what Thwack do. Thwack no lose, Thwacks rely on inner strength while demon weak; even Thwacklet stronger than un-thwack."

Ugyub nodded in agreement. "Ugh, is no-brainer!"
>>
[Neo-Thwack]
>Quarry: +2 stone/turn, +2 Industry
Thwack improve road. It massive [-4 stone, +8 stability]. Lumber given to Ogres (-4 wood/turn). Club maker improved [Club Maker II, -4 wood/turn, +1 Club I/turn).

[Myrovova]
The Bowyer has finally been converted [Bowyer>>Florentine Factory I, -4 wood/turn, +1 Florentine I/turn], and improved a bit [-3 stone, 3/8]. Meanwhile, the Barracks are completed [Barracks I], and a new spell is being written out [3/4].

[Khaz]
The road isn't finished, but progress is still made [3/4], while tbe witches are sent to the city-kingdom [-witches (Atley will receive them next turn], and finally, the bards of the Principality are finished with their songs [Songs I, +2 stability].

[Yamato]
Work begins to clean up the temple using the Empire's new water magic [1/4], and the Tengu are back at their meditations on greater water magic, a bit slower this time [1/8]. Meanwhile, the forges of the Empire roar again, iron being pounded and reshaped into better swords [4/8, -2 iron].

[Lich's Dominion]
The Lich's servants continue erecting the new temple to the God of money [3/4], while he continues his spell research [3/4]. However, the whips crack once more, and the troops immediately snap to attention, more disciplined than ever [Discipline II].

[Ganeshandeggar]
The farms around the capital are expanded [Farms (Med), +3 food, and then expanded again [-4 wood, 3/12]. Meanwhile, the new army is ready [1.2x (Huge), -1 currency/turn, -1 food (NOTE: YOU NEED A TRAINING POINT TO ENABLE YOUR UNITS TO HAVE THE (SAVAGERY) TECH!)]. However, a monsoon in the desert destroys some of the new buildings in the outpost- there's no loss of life, but more resources are needed as replacement (-1 wood, -1 stone)].

[Azoth Hegemony]
While working on some alchemical problems, one of the researchers much more herb than needed [-2 herbs], but a road is built [Road I, +2 stability, -4 stone]! Expansion efforts start again [1/2], and the researchers begin to work on their transformation magic again [4/8], while some stone is gathered for mutagen pit expansion, though there isn't enough to finish [4/8, -2 stone (2 stone needed to finish)].

[Festungurtel]
Work on the quarry continues [2/4], and the builders haul their materials south the build a southern lumberyard [1/4, -4 stone], while the soldiers are drilled [1/4].

[Ore-Eaters]
Expansion plans halt, but the researchers feel their metallurgic efforts are nearly ready to bear fruit [3/4], while scouts go out to survey the land, and bring back anything of interest [1/4].

[Fetid Kingdom]
>+4 wood/turn from Neo-Thwack
Farm in more is continued [3/4], as is the one in Borg [3/4]. The Ogres find, that by eating massive amounts of onions, their stench becomes much more powerful [Stench I, -4 onions].
>>
>>1304005
[Men'an'gahela]
>Lumber Mill: +1 wood/turn, +1 Industry
Expansion efforts once again begin [1/2], and the tests are positive- the new and improved bows are ready [Bows II; Bowyer: -8 wood/turn, +1 bow II/turn. However, the Brave's Lodge proves structurally unsound; it collapses on the builders, killing them [-5 pop, -4 stability].

[Court]
>Lumber Mill: +3 wood/turn, +3 Industry
Some stone is sent to the lumber mill to expand it, and peasants are assigned to work it (Only 30 allowed)(1/8, -3 stone)]. Those still working on their farms, however, report great breakthroughs with their agricultural experiments [Agriculture I, +1 food/farm]. Finally, while the mages of the court work to better understand the inner workings of fire magic [1/8], the troops, fresh from battle, march on Arianthea [All Arianthean troops destroyed, no casualties].

[Anzhulak]
>'30 pop into 'resource shit'' is invalid
DA ROAD ISN'T DONE, BUT THE TROOPS HAVE FINALLY LEARNED THE LESSONS OF TRUE DISCIPLINE (Discipline III]. THE SEARCH FOR BETTER EQUIPMENT BEGINS [1/4]

[Atley]
A quarry is being dug in the southern outpost [2/4, -4 wood], and the prayers to Hestia ring out- everyone feels much better afterwards [+4 stability]. When the workers return from the south, however, they are sent right back out with some stone, under orders to construct a church in the southern outpost [3/4, -4 stone].

>No map b/c nothing has changed. I will address complaints tomorrow, as it's late.
>>
Rolled 76, 58, 82 = 216 (3d100)

>>1304005
Kingdom Name: The Ore-eater Hive Confederation
Race(s): Ore-eaters
Color: Blue
Fluff: http://pastebin.com/kwdSPvG0
Territory: 23
Settlements: (Capital City(New-Home))
Population: 55(+5/turn) (10 in mine)
Food: 3
Currency: 32(+5/turn)
Trade Routes: [Yamato; +3 currency/turn]
Stability: 47/100
Industry: 5
Buildings (Capital City): [Queens' council chamber][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)] [Captain Nest]
Defenses: [Stone Walls(Sm)]
Outpost 1: [Farm (Sm)] [Caustium Mine I]
Outpost 2:
Technology: [Excavation II][Discipline I][Construction I] [Rationing I] [Acid I] [Armor I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 9(+1/turn)][Stone: 13(+1/turn)][Iron: 15(+2/turn)]
Armory: [Caustium: 14 (+3/turn)]
Military: (3 Worker Swarms (1x))
Bonus:
[Nobility]: The Confederation has one of the most sophisticated systems of nobility in the Wildlands. They can build Royal Castles, which are extremely expensive in both currency and building materials, but they give additional bonuses to stability, defense, and food.
[You are What You Eat]: The Ore Eaters have adapted to both finding and consuming ores, which alters their biology, particularly rare and exotic ore types. Not only do you gain a bonus to finding/searching for new ore types (player or GM fluffed), but during unit creation you can apply ores directly to your units conferring special abilities.

1. Expand towards the lake at the center of the valley.
2. Continue research into metallurgy. 3/4
3. Continue surveying the land for anything of interest. 1/4
>>
>>1304005

Thwack was improving trade route, not road. Thwack also put 10 workers into training grounds. What does that do? Thwack also also improved Ogres' (Fetid Kingdom) club maker (Clubs III), not Thwack's, which is why Thwack diverted Thwack's lumber to their clubhouse.
>>
>>1304005

Swords II should be done.

Cross-reference >>1298415 and >>1304005
>>
Rolled 14, 41, 57 = 112 (3d100)

>>1304005

[Lich's Dominion](10)
Territory: 17
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 38(+4/turn)/0/0
Food: 1
Currency: 53 (+6/turn)
Stability: 47/100
Industry: 3
Buildings (Capital City): [The Gilded Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Temple]
Defenses: [Barricades(Sm)]
Technology: [Taxation II] [Infantry I][Discipline II], [Mining I], [Religion I]
Magic: Ice I, Necromancy I (No Spells Yet)
Resources: [Wood: 15, +1/turn][Stone: 11, +1/turn][Iron: 25, +3/turn][Bones: 15, +1/turn]
Armory:
Military: (3 Skeletal Rabble (1x))

ECCENTRICITIES: [Stockholm Syndrome] - The denizens of the Lich's Domain are quite happy, for they are showered constantly with gold, gems and the fruits of a stable economy. Stability building research and construction is very easy and fast thanks to a great economic system allowing for infrastructure, losses from most events are minimized and units have reduced monetary upkeep due to the state providing for them. Destruction of finance buildings, trade routes/financial ventures, or a negative money income or total bankruptcy have a higher than normal stability. Rolls 2-9 represent intermittent financial crises from a complex system, resulting in money losses + instability.

[Beware The Jabberwock] - The Lich has an utterly loathsome knack for creating terrifying constructs of bone, flesh and sinew. Fallen enemies can be used with [Necromancy] or other similar techs to create unique monstrous units. Jabberwock units stay active only for three turns, and if they ever roll lower than a 3 in combat, very bad things happen. After a victories in battles, tally up the number of dead enemy units from a specific player. If you collect 6 dead enemy units of the same player from battles, you can make a normal recruitment action to raise a single Jabberwock unit based of that player to keep permanently, with normal upkeep for a high powered unit. These ones also come with [Terrify] for they contain the amalgamated memories and personalities of the fallen and enemy units, are terrorize foes as dead heroes and comrades come back as monstrosities.

I finished the Temple last turn, 3/4 progress rolling a 32. I do not know what bonuses it gives but i have it listed.

1. We will arm our warriors with some manner of weapon. Spears shall do.

Research [Spears].

2. The undead warriors of the Dominion do not rely on training grounds: training only tears their undead flesh. Rather, Soul Reliquaries are used to store the memories, tactics and raw experience of dead warriors and soldiers. Attuning our warriors to these reliquaries is a trivial task, and allows them to use the fighting skill of tortured souls in battle.

Construct a Soul Reliquary. This will serve as the Dominion's version of a training ground/mustering field for Training Points. +[Necromancy I, Discipline II, Infantry I]?

3. Finish our spell research! Mass Raise Dead 3/4, +[Necromancy I]
>>
>>1303290
"Magic is tricky, makes it difficult to know who to thwack. Not to mention that Slunia has clever words, she will make you think you want what is bad. Just something to think about." And with that, the inquisitor goes on his way.
>>
Rolled 8, 78, 66 = 152 (3d100)

>>1304013
Kingdom Name: Principality of Khaz
Race(s): Equus
Color: the most disgusting shade of pink imaginable.
Territory: 17
Settlements: (Capital City(Khaz city))
Population: 79(+8/turn)
Food:1
Currency: 29(+6/turn)
Trade routes: Arianthea(+1)
Stability: 56/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Inquisitorial Academy]
Defenses: [Wall](Sm)
Technology: [Discipline II][Religion I][Pyrotechnics II][Breeding Program II][Propaganda I][Mining I][Witchhunting I][warding I][songs I]
Magic: why did you even check?
Resources: [Wood: 8 (+1/turn)][Stone: 4 (+1/turn)][Ethanol: 4 (+1/turn)][Iron: 20 (+2/turn)]
Armory:
Military: (3 Inquisition Infantry (1x))
Eccentricities:
Peace:
[Church and State]: The church controls everything in the Principality. While churches cost more currency and resources to build, the stability bonus they confer is much greater than usual.
War:
[Natural Cavalry]: All the basic units of the Principality count as cavalry. They are more powerful and faster than normal units, but cost more food.
Ongoing: discipline III [0/12] road atley [3/4] Quarry [2/8]
1. Road Atley, finish this.
2/3. Warding tech I>II
>>
>>1304942
12c to action 1
9c to action 3
21c total.
8c remains.
>>
Rolled 29, 17, 80 = 126 (3d100)

>>1304005
[Festungürtel Barondom]
>Territory: 25
>Settlements: Festungürt[Capital City], 2 Outposts
>Population: 56(+6/turn)
>Food:1
>Currency: 50(+5/turn)
>Stability: 48/100
>Industry: 12(+1/turn)
>Buildings:
--Festungürt: [Mobile Palace I (Gov) (Mobile)][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Workshop (Sm)][Bowyer (Sm) {4 wood per 1 Crossbow I}]
>Defences:
[Wagon Forts(Sm)]
>Technology:
[Chariotry II][Armor I][Crossbows I][Domestication I][Taxation I][Agriculture I][Writing I][Laws I]
>Magic: >Implying
>Resources:
[Wood: 0(+1/t)][Stone: -2(+1/t)][Iron: 12(+1/t)][Horses: 10(+1/t)]
>Armory:
2 [Crossbow I]
>Military:
3 [Levied Peasants(1x)]

1: Northern Outpost Quarry [2/4] +[Domestication I] +[Writing I]
2: Southern Outpost Lumberyard [1/4] +[Writing I] +[Agriculture I]
3: Discipline I [1/4] +[Writing I]

((I feel like the costant for shit like wood/stone is making the game more of a chore, instead of something that I feel that I can fluff upon. Also, what the hell is with people 'employing' pop onto stuff and why doesn't my road give more stability, in spite of what the bonus says))
>>
>>1305360
Your stat sheet is fucked up. Look at everyone else's. See what their population tab looks like? Your tab should look like that too. Read the rules. You can put 10 pop into a building 3 times per size level to give +1 each so your small quarry can take 30 people and give you +3 stone per turn. Use your currency you're sitting on a ton of it not using it for anything. Use your horse resources in construction they're useful for that.
>>
>>1305360
>>1305447
Alright. So to clarify, I'm going to add 30 pop to the Festungurt quarry, and 20 pop to the Festungurt lumber mill, since those two resources are bottlenecking me. As for the horses, they aren't being used since Wheelie isn't telling me they can be used in construction.
>>
Rolled 60, 9, 51 = 120 (3d100)

>>1304013
Kingdom Name: Men'an'gahela (Tribe of Blood)
Race(s): Human
Color: Blood Red
Fluff: http://pastebin.com/GLhheyAV
[Men'an'gahela](12)
Territory: 7
Settlements:(Behemoth's Bounty)
Population (Total/Unoccupied/Working): 48(+5/turn)/8/40
Food: 2
Currency: 30 (+3/turn)
Stability: 38/100
Industry: 7
Buildings Behemoth's Bounty(Capital City):[Great Longhouse][Farm (Sm)][Lumber Mill (MED), +3 wood/turn, +1 Industry][Quarry (Sm)][Mine (Sm)][Blood extractor I, +1 blood/turn][Bowyer I; -4 wood/turn, +1 Bow I/turn, +1 Industry, -8 wood/turn, +1 bow II/turn].
Defenses: [Behemoth Bone Pallisades(Sm)]
Technology: [Alchemy II][Hunting II][Bows II][Spears I][Desert Agriculture I]
Magic: None (No Spells Yet)
Resources: [Wood: 6 +5/turn][Stone: 13 +2/turn][Iron: 15+1/turn ][Hide: 12 +1/turn][Blood 14 +2/turn][Bows I 5]
Armory:
Military: (3 Braves (1x))
[Gatherers]: A big part of the Men'an'gahela's lifestyle has always been gathering resources, and they are quite adept at it, though they take less for fear of damaging the environment. Resource producing buildings cost half as much time to build, but produce less.
[Blood of the Heartstone I]: The strange heartstone seems to have two properties. This property your kind has noticed, if they drink it they have very little need for food or water, but find the sunlight burns their skin. Units will need minimal to no food, although they still cost currency, and are swift and powerful but weak most forms of magic.
Expansion 1/2

1. Keep expanding

2.Build a temple to the earth mother and sky father.

3. Build a brave's lodge.
>>
Rolled 54, 55, 90 = 199 (3d100)

>>1304005
Kingdom Name: Azoth Hegemony
Race(s): Homunculi
Color: Grey
Fluff: The Azoth Hegemony was created by a society of alchemists dedicated to discovering the secrets of life itself. To assist them in their work, they created a force of homunculi. The original alchemists eventually passed away, but their servants had learned all their secrets, and soon the homunculi began producing more of their kind. The homunculi have altered themselves extensively, and are able to alter their bodies to suit their needs. They have inherited their creators dedication to the study of bio-alchemy, and seek to further improve their biology. The Hegemony is ruled by a council of the oldest, most experienced alchemists.
Territory: 16
Settlements: Tirgraad (Capital City)
Population (Total/Unoccupied/Working): 33(+3/turn)/0/0
Food: 2
Currency: 25(+3/turn)
Stability: 45/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Med)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Library][Mutagen Pit I][Road I]
Technology: [Alchemy II][Discipline I][Agriculture I][Strength I]
Magic: Transformation I (Minor Bone Weapons, Minor Bone Armor)
Resources: [Wood: 15(+1/turn)][Stone: 1(+1/turn)][Iron: 14(+1/turn)][Herbs: 9(+1/turn)][Mutagen: 3(+1/turn)]
Armory:
Military: (4 Homunculus levies(1x))
Eccentricities:
[Intellectuals]: Your intelligent homunculi are exceptional researchers, and are particularly skilled at researching technologies related to bio-engineering and homunculi improvement at the cost of not being so skilled at other forms of research.
[Engineered]: You can create specialized Mutagen pits that create a Mutagen: +1 resource. These mutagens can serve as a universal resource for a wide variety of evolution based technologies, and can supplement other technogies as well. Armor at (Production tech) I, for example, can be created using only 1 Metal and 3 Mutagen points. Your production tech now shifts to Mutagenic Efficiency.

Progress: Mutagen Pit Expansion [4/8, needs 2 stone

1: Continue to research Alchemy [2/12]

2: Continue expansion to the east [1/2]

3: Continue working to improve our Transformation magic [4/8]
>>
Rolled 60, 59 = 119 (2d100)

>>1299614
[Myrovova](7)
Territory: 23
Settlements: (Capital City(Korsk)), Ylarl, Novikov
Population (Total/Unoccupied/Working): 53(+6/turn)/10/40
Half Orc Population (Total/Unoccupied/Working): 12(+2/turn)/0/0
Food:2
Currency: 20(+8/turn)
Stability: 50/100
Industry: 6
Buildings (Capital City): [Royal Palace][Farm* (Sm)][Lumber Mill (Sm)][Quarry (Sm)*][Mine (Sm)][Armory (SM)]
Buildings (Ylarl): [Florentine Factory(SM)*]
Buildings (Novikov): Barracks(SM)
Defenses: [Wooden Walls(Sm)]
Technology: [Discipline II][Armor I][Feudalism I][Taxation I][Bows I][Florentines I][Construction I]
Magic: Arcane I: Magic Missile I
Resources: [Wood: 1-3][Stone: 9+2][Iron: 10-3][Hides: 1+1][Training Points 1+1]
Armory: [Armor: 5+1][Bows: 7+0][Florentines I: 0+1]
Military: (3 Akritae (1x))
[Mestnichevo Uk ZnuZnu]: Add an extra pop growth: Half-Orcs. Taking the best traits of both, these persons are both superior but also shunned from society as they don't fit in. Every 10 of these pops gives +2 resource investment as workers and count as double strength when apply to unit creation. However, they come at a cost of -3 to stability when set to work, and -1 stability when converted into armies.
[Orcish Pride]: Orcs over all! In combat, all rolls bellow 3 count as 3, though the Orcish body requires more food than a human one to keep it running.
Creature hunt 1/4, Florentine Factory(Med) 3/8

>Apply 10 Half-Orcs and 10 pop to the Lumber Mill

1. Arcane Blast 3/4

The nation's wizards continue their hard work on developing a new combat spell. While requiring too much power for the small hand-held Florentines, a single wizard of sufficient power or a group of weaker wizards could cast arcane blasts of varying size and strength.

2. Bureaucracy I

The King had long relied on a fusion of Noble Houses and Orc Clans to administers the territory of Myrovova, but that led to its own problems. While it was useful for the Nobility to have ownership over their territory for the purpose of tax collection it was increasingly difficult for the King to rely on reports to be adequate, or to completely rely on the nobility to raise the necessary amount of taxes, soldiers, or state resources. A change would have to be made for the betterment of both the nation and the state. To provide incentive King Mithridates and Prince Pyotr set out to formulate a table of ranks and titles. All Nobles may be equal in Nobility, but the respect, power, and station that they commanded would be dictated by this table. Nobles would be required to serve in this new bureaucracy if they were to maintain their titles and their lands. Secondly, new nobility would be opened to any race, provided that they likewise took a role in the new system. Be it as an officer in the military or as a bureaucrat working in the provinces for the state - everyone would need to serve somewhere. Everyone would serve the King.
>>
Rolled 90 (1d100)

>>1306509
3. Florentine Factory (Med) 3/8

More expansions are made to the factory. More workers, and more space for the creation of these new tools of warfare. Lady Florence had retired to her workshop to begin plans for the next generation of her invention, and left the running and expansion plans of her factory to the Odinstova's choice of overseer. Orcs labored during the day to forge, drill, and set the channeling tube into wooden stocks. Others machined the complicated lock that would complete the arcane power circuit allowing the stored spell to fire. The primary issue that had befallen the foundry was a lack of wood for both the fires and for the stocks
>>
>>1306415
A delegation of Myrovovans arrive in the Hegemony looking to open relations between the two nations. They speak of trade and mutual defense against northern aggression.
>>
File: riverside_town.jpg (258 KB, 1600x900)
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258 KB JPG
Rolled 42, 94, 10 = 146 (3d100)

>>1304013
Kingdom Name: The Court of the Claw
Race(s): Human - with a ruling caste who trace their ancestry to dragons
Color: Gold (Civ 11)
Fluff: >>1292671

Eccentricities:
Peace:
[Claws of the Court]: Rebellions, revolts, revolutions. All solved with a little bit of dragon flame. You can execute 10 pop increments for an immediate boost of +5 stability per 10. Be aware that using this but still allowing a rebellion to happen soon after will make the rebellion much much worse.
War:
[Draconian Heritage]: Your draconian heritage allows you to research magic with much greater ease, as it flows through your veins, particularly fire magic. However, your draconic aristocracy have voracious appetites demanding meat, women, and gold. Draconic (Magic Using) units come with additional upkeep cost (example 1 pop/turn).

Territory: 52
Settlements:(Capital City), (Zhugan), (Western Gnollwatch), (Northern Gnollwatch), (Cezhe Outpost), (Northeastern Watchtower), (Basin Wall Outpost)
Population: 77(+10/turn)/17/60
Food: 2
Currency: 52(+6/turn)
Stability: 45/100
Industry: 6
Buildings:
(The Court [Capital]):[Government Building][Farm (Sm)(+30pop)][Lumber Mill (Sm)(+30pop)][Magic School (sm)][Mine (Sm)][Quarry (Sm)][Spear Manufactory I]
(Zhugan [Town]): -
(Western Gnollwatch): -
(Northern Gnollwatch): -
(Cezhe Outpost [One turn to upgrade]): -
(Mountain Watchtower): -
(Basin Wall Outpost): -
Defences: [The Towers of the Court(Sm)]
Technology: [Agriculture I][Construction I][Discipline II][Enforcers III][Feudalism I][Spears I][Taxation I][Writing I]
Current Research: Fire II 1/8
Magic: [Fire I] (No Spells Yet)
Resources: [Wood: 0][Stone: 5][Iron: 13][Dragon Scales: 15]
Armory: [3 Spears I]
Military: (3 Thinblooded Militia (1x))

0. Cezhe Outpost will tick down to zero turns to upgrade this turn.
+[Construction I][Enforcers III][Taxation I][Writing I]

0. Thirty population are assigned to work the court's farms.
+[Agriculture I]

0. Jianzha Canren conquers Arianthea to the best of his abilities.
+(3 Thinblooded Militia (1x))

1. The Senlin family's lumber mills are expanded, given stone-built extensions and more sturdily manufactured saws.
>Upgrade [Lumber Mill(sm)] (1/8)
+[Construction I][Writing I]

2. Headmaster Huo and his cabal of talented fire magicians contine to experiment with more advanced fire magic techniques.
>Research [Fire II] (1/8)
+[Magic School (sm)][Writing I][Draconian Heritage]

3. With more of the court's population in the fields providing food for the army, a fresh draft is ordered - peasants from across the lands of the court are called to be incorporated into the Thinblooded militia.
>Recruit 5 population's worth more of (Thinblooded Militia (1x))
>>
Having finally building an outpost by the sea, a ragtag group of adventurers with the purpose of find new countries to meet and establish trade with like the eternal capitalists they are, set sail for eastern shores.

The eventually cross a strip of desert, being forced to carry their smallish dingy on their shoulders to travel and shield them from the sun, they finally make it to the sea where the come across a chain of islands. And much to their benefit, the islands aren't uninhabited.
>>
[THWACK]
Trade Route: +5 currency/turn (discount road, stability)
Training Grounds (And training points) don't work that way.
[FETID KINGDOM/THWACK]
Ogre Club Maker: [Med; -4 wood/turn, +1 Club I/turn)]

[Yamato]
Swords II: -2 iron/turn, +1 Sword II/turn from forge

[Lich's Dominion]
Temple I, +2 stability

[Atley]
Quarry (Sm): +2 stone/turn (+4 wood back)
>>
Rolled 55, 45, 27 = 127 (3d100)

Yamato, Empire of the Rising Sun (2)
Territory: 40
Settlements: Futenma (Capitol), Hanzo Prefecture (Outpost), Takashiro Prefecture (Outpost), Shiranui Prefecture (Outpost), Muramasa Prefecture (Outpost)
Population: 68 (+8/turn)/50/18
Food: 2
Currency: 55 (+10/turn)
Trade Routes: Myrovova (+2c/turn), Ganeshedeggar (+2/turn), Ore-Eater Confederacy (+2c/turn)
Stability: 41/100
Industry: 6
Buildings (Futenma): [Futenma Castle][Farms (Sm)*][Lumber Mill (Sm)*][Quarry (Sm)*][Mine (Sm)**][Temple of Knowledge I][Forge I]
Locations: Kiritsuchi Hot Springs
Defenses: [Walls of Futenma (Sm)]
Technology: [Smithing II][Swordcraft II][Naval II][Martial Arts I][Engineering I]
Magic: Air I, Water I (No Spells yet)
Resources: [Wood: 11 (+2/turn)][Stone: 18 (+2/turn)][Iron: 5 (+0/turn)][Bamboo: 14 (+1/turn)]
Armory: [Swords I: 6], [Swords II: 1]
Military: (1 human conscript (1x), 1 oni conscript (1x), 1 tengu conscript (1x))
Eccentricities:
[Polite Society]: The Yamato Emperor may send arms and armor to an outpost to increase its stability, but this may cause any rebellions to be more powerful, should they crop up.
[Banzai Charge]: The Yamato can order one army per battle to perform a Banzai Charge, turning the army's roll into a ten, though the unit is sacrificed.
Works in progress: Bathhouse (1/4), Dojo (1/4), Cleanup Effort (1/4), Water Magic II (1/8)

1. The flood cleanup continues, with everyone doing their part to aid in the effort. (+Water Magic I) (+Engineering I) (Progress: 1/4)
2. Work on the dojo resumes as well, with General Mitsurugi overseeing its construction. The dojo had to be perfect for training troops to fight in the coming battles, with consideration put into a variety of disciplines such as martial arts, swordsmanship, and even military magic. (+Engineering I)
3. A contingent of Yamato workers arrives at Ylarl to assist in the construction of the Myrorovan florentine factory in exchange for Myrorovan bows. (+Engineering I)
>>
>>1309029

TURN ADDENDUM: PLEASE NOTICE

The dojo is at 1/4.

5 currency is put into Action 1 to boost it to 60, and 15 currency goes to Action 2 to boost it to 60 as well.

The farms see an increase of 10 people as the troops of Yamato will need to be fed well for the coming battles.
>>
>>1309029
>>1309040

NOTHER TURN ADDENDUM

Finally let's give a shipment of one [Sword I] each to Shiranui Prefecture and Muramasa Prefecture.
>>
>>1307727

As the Dwarven dinghy pulls up to the port they are approached by guardsmen, all armed with what appear to be ornate swords. "Halt travellers. State your business and present your papers."
>>
Rolled 86, 46, 13 = 145 (3d100)

[Atley](19)
Territory: 15
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 48(+5/turn)/28/20
Golem Labor (Total/Unoccupied/Working): 0/0/0
Food: 1
Currency:29(+6/turn)
Stability: 49/100
Industry: 7
Mana: 0
Buildings
(Capital City: Atley):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Research Facility][Church I: Church of Hestia][Golem Workshop I][Monument I]
(Southern Outpost):[Quarry (Sm)]
Defenses: [Pracrious Scaffolding(Sm)]
Technology: [Engineering II][Construction I][Smithing I][Mining III]
Magic: [Earth Magic I]
Resources: [Wood: 13(+1/turn)][Stone: 9(+4/turn)][Iron: 21(+3/turn)][Arion Golem [Swift]: 7 (+1/turn)]
Armory:
Military: (3 Rudimentary Automata (1x))
Eccentricities:[Golem Labor][Golem Automata]
Progress: 2/3 Southern Outpost Upgrade 2/3 Church

1.With the nature of the city finally coming to light, it's been agreed upon for construction to begin on a building called a [Golem Magesmithy].
+Engineering II
+Construction I

2.Continue construction on the church.
+Church I
+Monument I
+Engineering II
+Construction I
+Earth Magic I

3.Train some knights to ride on the Arion Golems.
>>
>>1309366
Spend seven gold on action 3.
>>
>>1309125
The alarmed dwarven men raise their hands out of fear, their eyes swimming from one another until one raises their voice. "I am Jericho. We hail from a land in the far west. We have no documents however we wish to establish friendly relations with your state."
>>
The guards relax slightly as they hear "far west" being spoken and begin whispering to themselves before speaking to the dwarves again. "Far West, huh...well, if what you speak is true you should go see Captain Sumeragi. We'll escort you, due to increased security measures we must ensure that no one goes snooping around where they shouldn't be. This way." The dwarves are led to a house larger than the normal houses in Shiranui, but still nothing impressive as Shiranui is still just a bumbling outpost. A well-built man in military dress approaches with a polite bow. "I am Sumeragi Ishida, commander of the Imperial Navy and lord of Shiranui Prefecture. I should apologize for the inconvenience at the harbor, but we are currently facing threats from the south and we must be cautious of foreigners, lest they become a threat to Yamato's security. Now, I'm told that you wish to trade and that you are from the far west, yes? Then tell me, exactly whom do you serve and what exactly would you ask of Yamato?"
>>
File: caveman.png (10 KB, 220x215)
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Rolled 12, 54, 44 = 110 (3d100)

>>1308976
>>1308976

After talking to the DM, additional Addendums:

>[THWACK]
>Trade Route: +8 currency/turn
>[FETID KINGDOM/THWACK]
>Ogre Club Maker: [Med; -6 wood/turn, +1 Club III/turn)]

[Neo-Thwack] (6)
Territory: 23
Settlements: (Big Thwack City [Cap.]), Outpost, Outpost
Population: (Total/Unoccupied/Working): 70 (+9/turn)/21/50
Food: 5
Currency: 56 (+20/turn) (-4/turn?)
Stability: 46/100
Industry: 9
Buildings (Capital City): [Thwack's House][Farm (Med)][Lumber Mill (Sm)***][Quarry (Sm)**][Training Grounds I: Active (Savagery III)][Clubhouse I: Inactive (Clubs I)]
Trade: Fetid Kingdom (+6c/t) Anzhulak (+11c/t)
Roads: Big Thwack City (Neo-Thwack) to Arkza (Anzhulak Hordes)
Defenses: [Wooden Pallisade(Sm)]
Technology: [Savagery III][Clubs I][Tanning I][Gathering I]
Magic: None (No Spells yet)
Resources: [Wood: 9][Stone: 6+3/t][Hides: 15+1/t]
Armory: [Clubs I: 6][Savegry III: 1?+1/t?]
Military: (3 Thwacklings (1x))
Eccentricities:
[Primitive Mating]: Og take Ag as am wife. Dat it. Your people are exceptionally good at breeding due to lack of cultural complexity, pop increases are nearly doubled, though the crowding decreases stability some.
[Neanderthal]: Even without weapons your cavemen are very large brutal primitive warriors not so far off from the ogres. Units cost more money, but are stronger.

10 thwacks are sent into the quarry to bash more rocks. The remaining 20 are sent to the fields for berry picking. shuddering in the process.

1+2. The thwacks are pretty confused at their current cirucmstances and shrug, but these mega-thwack clubs require mega-amounts of wood. An additional lumber mill begins construction.
3. Lacking any other objectives for the moment due to their limited resources, the thwacks begin to formalize "play time" in the training grounds in order to ease their days and perhaps make them a bit stabler.
>>
>>1309482
"Uhhh. Our country doesn't really serve anyone in particular."

The young man jumps a bit as he notices his casuality.

"Ah, I must apologize, my state does not follow many customs. So we may slack from time to time wit formalities. "

"We hail from a country of innovators, our ideology is that a man's duty is to strive for efficiency, and that has led us to have no ruler in the traditional sense. However, we are governed and led by a group of talented specialists called the High Council. If we must put it into words, we would likely be a meritocracy. As for your country, for now, we would just like to establish trade and form the basis of the further relationship."
>>
Captain Sumeragi makes a motion for a map and one is handed to him. "Hmm, yes...while we wouldn't turn down your offer of goodwill, there are some serious barriers that must be overcome if trade is to be conducted...for one, your kingdom is across deserts, forests, and mountains, and eventually more than likely political boundaries later on. In addition to being long and slow this also makes the route very vulnerable and susceptible to all kinds of banditry and subterfuge. How do you propose we get around this?"
>>
Rolled 64, 83, 33 = 180 (3d100)

>>1304013
[Anzhulak Hordes](17)
Territory: 22
Settlements:(Arkza)
Population (Total/Unoccupied/Working): 78(+11/turn)/0/40
Food: 1
Currency:32(+2/turn)
Trade routes:
Trade Route: Neo-Thwack, +2 currency/turn
Stability: (38)/100
Industry: 3
Buildings (Capital City): [Banner of War][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Looting III][Discipline I][Savagery I]
Magic: Death I (Minor Shadow Bolt])
Resources: [Wood: 13][Stone: 5][Iron: 17] (2/2/3)
Armory:
Military: (Goblin Warbands(1x)) (Goblin raiding party)1x)) (Suicide troops))[1.2x[-1 currency/turn, -1 food])
Eccentricities Peace:
[Goblin Hordes]: Goblins breed at a phenomenal pace. Most population production is doubled, but there is a distinct lack of infrastructure. Construction actions take longer.
War:
[Throw Goblins At It] – You mobilize in units of 2 instead of 1, but there is a greater economic drain as forfeit.
Progress: road [3/4,
Forgot to increase resources n shit so i'm putting them in now
Action 1-2: Da road needs to be finished
Action 3: GIT MOVAN FOR DA EQUIBMENT

Putting 30 pop into ressources. 10 into wood 10 into stone 10 into iron
>>
>>1309672

meant for >>1309405
>>
[Ore-Eater]
Following trails down the mountain that only they know about, the Ore-Eater explorers head toward the valley, establishing a small outpost (+11 hex, +1 pop/turn, -4 stability], while the smiths at the capital finally come to understand basic metallurgy [Metallurgy I]. The scouts ranging across the mountains also come up with a good haul- a pretty big iron deposit, which they quickly dig up and send back to New-Home (+4 iron)

[Lich's Dominion]
There's no research on spears done, but the Lich orders a Soul Reliquary to be built, and the creatures of his Dominion rush to comply [1/4, -4 stone], and the spell is finally ready [Raise Dead I]!

[Khaz]
Finally, the road north to Atley has been paved [Roads I, +2 stability], and the priests of the Equus improve their warding techniques, to better protect their people against magic [6/8].

[Festungurtel]
>Quarry: +3 stone/turn, +3 industry
>Mill: +2 wood/turn, +2 industry
The quarry nears completion [3/4], but while there's no progress on the lumberyard, the troops have become more disciplined [Discipline I]!

[Men'an'gahela]
The tribe expands its lands to be able to hunt more prey [+7 hex, +1 pop/turn, -4 stability], but the temple doesn't see any progress. And finally, no thanks to last month's mix up, the brave's lodge is finally underway [2/4, -4 stone].

[Azoth Hegemony]
Alchemical research progresses [4/12], as does eastward expansion [+10 hex, +1 pop/turn, -4 stability]. Finally, transformation magic has been improved [Transformation II]

[Myrovova]
>Lumber Mill: +3 wood/turn, +2 Industry, -3 stability
Myrovova's wizards complete their spell [Arcane Blast I], and work on the bureaucracy of the kingdom begins [2/4]. Finally, the Florentine Factory is complete, with aid from the Yamato [Florentine Factory (Med), -4 wood/turn, +1 Florentine/turn]

[Court]
>Cezhe Outpost>>Town- +1 pop and currency/turn
>Farms: +3 food
>Arianthea Conquered! (Extra dice: 1/2 cities)
There's only slight progress on lumber mill expansion [2/8], but research into better fire magic goes exceedingly well [5/8]! However, no peasants come forward to join the ranks of the Thinblooded Militia.

[Yamato]
Flood cleanup is nearly done [3/4], while work on the Dojo also nears completion [3/4], while a small group of construction workers is sent to Myrovova to help complete the upgrades to their factory.

[Atley]
The Golem Magesmithy is easily erected, in record time [Golem Smithy (SM), -4 iron/turn, +1 golem/turn], while the church is built [Church II, +4 stability], and a knight begins training [1/2, -1 Arion Golem].

[Thwack]
>Quarry: +1 stone/turn, +1 Industry
>Farms: +2 food
Construction of a second lumber mill begins indeed [2/4, -4 wood], and 'play time' is being instituted [1/4]

[Anzhulak]
>Lumber Mill: +1 wood/turn, +1 Industry
>Quarry: +1 stone/turn, +1 Industry
>Mine: +1 iron/turn, +1 Industry
Da road is finished [Road I, +2 stability], and the search for better equipment begins [1/4].
>>
File: Wildlands.png (2.61 MB, 2500x2000)
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>>1309805
[Ganeshandeggar]
>Missed Turn

[Geo-Enclave]
>Missed Turn

[Wandering Green]
>Missed Turn
>I'll be on the IRC more in the next couple days. PM me there- I know you deserve corrections, but I forget exactly what.

[Fetid Kingdom]
>Missed Turn

[Titanic Kingdom]
>Missed Turn

[Solitary]
>Missed Turn
>>
Rolled 9, 55, 43 = 107 (3d100)

[Myrovova](7)
Territory: 23
Settlements: (Capital City(Korsk)), Ylarl, Novikov
Population (Total/Unoccupied/Working): 59(+6/turn)/10/40
Half Orc Population (Total/Unoccupied/Working): 14(+2/turn)/4/10
Food:2
Currency: 28(+8/turn)
Stability: 47/100
Industry: 8
Buildings (Capital City): [Royal Palace][Farm* (Sm)][Lumber Mill (Sm)**][Quarry (Sm)*][Mine (Sm)][Armory (SM)]
Buildings (Ylarl): [Florentine Factory(Med)*]
Buildings (Novikov): Barracks(SM)
Defenses: [Wooden Walls(Sm)]
Technology: [Discipline II][Armor I][Feudalism I][Taxation I][Bows I][Florentines I][Construction I]
Magic: Arcane I: Magic Missile I, Arcane Blast I
Resources: [Wood: 1+0][Stone: 9+2][Iron: 7-3][Hides: 2+1][Training Points 2+1]
Armory: [Armor: 5+1][Bows: 7+0][Florentines I: 2+2]
Military: (3 Akritae (1x))
[Mestnichevo Uk ZnuZnu]: Add an extra pop growth: Half-Orcs. Taking the best traits of both, these persons are both superior but also shunned from society as they don't fit in. Every 10 of these pops gives +2 resource investment as workers and count as double strength when apply to unit creation. However, they come at a cost of -3 to stability when set to work, and -1 stability when converted into armies.
[Orcish Pride]: Orcs over all! In combat, all rolls bellow 3 count as 3, though the Orcish body requires more food than a human one to keep it running.
Creature hunt 1/4

1-2. Florentines II
3. Send 6 bows to Yamato
>>
>>1309824
Spend 11 currency on roll 1
>>
YAMATO
+1 food
+8 stability
>>
Rolled 60, 49, 2 = 111 (3d100)

Yamato, Empire of the Rising Sun (2)
Territory: 40
Settlements: Futenma (Capitol), Hanzo Prefecture (Outpost), Takashiro Prefecture (Outpost), Shiranui Prefecture (Outpost), Muramasa Prefecture (Outpost)
Population: 76 (+8/turn)/60/16
Food: 3
Currency: 45 (+10/turn)
Trade Routes: Myrovova (+2c/turn), Ganeshedeggar (+2/turn), Ore-Eater Confederacy (+2c/turn)
Stability: 49/100
Industry: 6
Buildings (Futenma): [Futenma Castle][Farms (Sm)**][Lumber Mill (Sm)*][Quarry (Sm)*][Mine (Sm)**][Temple of Knowledge I][Forge I]
Locations: Kiritsuchi Hot Springs
Defenses: [Walls of Futenma (Sm)]
Technology: [Smithing II][Swordcraft II][Naval II][Martial Arts I][Engineering I]
Magic: Air I, Water I (No Spells yet)
Resources: [Wood: 11 (+2/turn)][Stone: 18 (+2/turn)][Iron: 5 (+0/turn)][Bamboo: 14 (+1/turn)]
Armory: [Swords I: 6], [Swords II: 1]
Military: (1 human conscript (1x), 1 oni conscript (1x), 1 tengu conscript (1x))
Eccentricities:
[Polite Society]: The Yamato Emperor may send arms and armor to an outpost to increase its stability, but this may cause any rebellions to be more powerful, should they crop up.
[Banzai Charge]: The Yamato can order one army per battle to perform a Banzai Charge, turning the army's roll into a ten, though the unit is sacrificed.
Works in progress: Bathhouse (1/4), Dojo (3/4), Cleanup Effort (3/4), Water Magic II (1/8)

1. Work on the dojo continues. (+Engineering I)
2. Work on the cleanup continues as well. (+Water Magic I) (+Engineering I)
3. Captain Sumeragi looked upon the new outpost in Shiranui Prefecture he was assigned to. A backwater hole filled with bumbling layabouts with no real industry to give their lives meaning, entertainment to give them pleasure or infrastructure to sustain them. This would change under his rule. For Sumeragi Ishida had a vision for Shiranui - that it evolve into a glorious port city, bustling with commerce, giving life to the glorious Yamato navy, and feeding the people with nutritious and delicious fish. But to start, Sumeragi would build the infrastructure needed to sustain these activities - housing, water, walls, and more, in order to make Port Shiranui a proper town. (+Engineering I)
>>
>>1309866

Spendang 14 bamboo and 4 currency to make Action #3 work (or 18 currency if that doesn't work)

Also Action 1 is 3/4 and Action 2 is also 3/4 since I'm stupid and keep forgetting
>>
Rolled 57, 23, 85 = 165 (3d100)

>>1309805

[Lich's Dominion](10)
Territory: 17
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 42(+4/turn)/0/0
Food: 1
Currency: 59 (+6/turn)
Stability: 49/100
Industry: 3
Buildings (Capital City): [The Gilded Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Temple I, +2 Stability]
Defenses: [Barricades(Sm)]
Technology: [Taxation II] [Infantry I][Discipline II], [Mining I], [Religion I]
Magic: Ice I, Necromancy I (Raise Dead I)
Resources: [Wood: 16, +1/turn][Stone: 8, +1/turn][Iron: 28, +3/turn][Bones: 16, +1/turn]
Armory:
Military: (3 Skeletal Rabble (1x))

ECCENTRICITIES: [Stockholm Syndrome] - The denizens of the Lich's Domain are quite happy, for they are showered constantly with gold, gems and the fruits of a stable economy. Stability building research and construction is very easy and fast thanks to a great economic system allowing for infrastructure, losses from most events are minimized and units have reduced monetary upkeep due to the state providing for them. Destruction of finance buildings, trade routes/financial ventures, or a negative money income or total bankruptcy have a higher than normal stability. Rolls 2-9 represent intermittent financial crises from a complex system, resulting in money losses + instability.

[Beware The Jabberwock] - The Lich has an utterly loathsome knack for creating terrifying constructs of bone, flesh and sinew. Fallen enemies can be used with [Necromancy] or other similar techs to create unique monstrous units. Jabberwock units stay active only for three turns, and if they ever roll lower than a 3 in combat, very bad things happen. After a victories in battles, tally up the number of dead enemy units from a specific player. If you collect 6 dead enemy units of the same player from battles, you can make a normal recruitment action to raise a single Jabberwock unit based of that player to keep permanently, with normal upkeep for a high powered unit. These ones also come with [Terrify] for they contain the amalgamated memories and personalities of the fallen and enemy units, are terrorize foes as dead heroes and comrades come back as monstrosities.

1. Spears are not -difficult-! They are spiked points of metal on hafts of -wood-! I expect them created, posthaste.

Research [Spears I].

2. Construct the Soul Reliquary. [1/4].

3. Begin expanding again, this time into the mountains!

Add 10 population to our Quarry to increase it's productivity and pump out more stone.

Also, you seem to have deleted my expansion and outpost from last update.
>>
Rolled 67, 23, 27 = 117 (3d100)

>>1309805
[Festungürtel Barondom]
>Territory: 25
>Settlements: Festungürt[Capital City], 2 Outposts
>Population: 62(+6/turn) (5/6 employed)
>Food:1
>Currency: 55(+5/turn)
>Stability: 48/100
>Industry: 18(+1/turn)
>Buildings:
--Festungürt: [Mobile Palace I (Gov) (Mobile)][Farm (Sm)][Lumber Mill {x2 pop}(Sm)][Quarry {x3 pop}(Sm)][Mine (Sm)][Workshop (Sm)][Bowyer (Sm) {4 wood per 1 Crossbow I}]
>Defences:
[Wagon Forts(Sm)]
>Technology:
[Chariotry II][Armor I][Crossbows I][Discipline I][Domestication I][Taxation I][Agriculture I][Writing I][Laws I]
>Magic: >Implying
>Resources:
[Wood: 3(+3/t)][Stone: 2(+4/t)][Iron: 13(+1/t)][Horses: 11(+1/t)]
>Armory:
2 [Crossbow I]
>Military:
3 [Levied Peasants(1x)]

1: Northern Outpost Quarry [3/4] +[Domestication I] +[Writing I]
2: Southern Outpost Lumberyard [1/4] +[Writing I] +[Agriculture I]
3: Finally, with a action freed from the endless grind, there would be a motion to begin colonising the land between Festungürt and the lower eastern coasts. Once a seaside settlement is gained there, trade with the eastern culture can begin rightly.
>+[Domestication I](To help carry resources south-east) +[Writing I]
>>
Rolled 69, 10, 47 = 126 (3d100)

>>1309809
Kingdom Name: Principality of Khaz
Race(s): Equus
Color: the most disgusting shade of pink imaginable.
Territory: 17
Settlements: (Capital City(Khaz city))
Population: 87(+8/turn)
Food:1
Currency: 14(+6/turn)
Trade routes: Arianthea(+1)
Stability: 58/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Inquisitorial Academy]
Defenses: [Wall](Sm)
Technology: [Discipline II][Religion I][Pyrotechnics II][Breeding Program II][Propaganda I][Mining I][Witchhunting I][warding I][songs I][roads I]
Magic: why did you even check?
Resources: [Wood: 9 (+1/turn)][Stone: 5 (+1/turn)][Ethanol: 5 (+1/turn)][Iron: 22 (+2/turn)]
Armory:
Military: (3 Inquisition Infantry (1x))
Eccentricities:
Peace:
[Church and State]: The church controls everything in the Principality. While churches cost more currency and resources to build, the stability bonus they confer is much greater than usual.
War:
[Natural Cavalry]: All the basic units of the Principality count as cavalry. They are more powerful and faster than normal units, but cost more food.
Ongoing: discipline III [0/12] Quarry [2/8] wards II [6/8]
1/2. Sword craft
3. Wards
>>
Rolled 12, 20, 66 = 98 (3d100)

>>1309805
Kingdom Name: The Ore-eater Hive Confederation
Race(s): Ore-eaters
Color: Blue
Fluff: http://pastebin.com/kwdSPvG0
Territory: 34
Settlements: (Capital City(New-Home))
Population: 60(+6/turn) (10 in mine)
Food: 3
Currency: 37(+5/turn)
Trade Routes: [Yamato; +3 currency/turn]
Stability: 43/100
Industry: 5
Buildings (Capital City): [Queens' council chamber][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)] [Captain Nest]
Defenses: [Stone Walls(Sm)]
Outpost 1: [Farm (Sm)] [Caustium Mine I]
Outpost 2:
Outpost 3:
Technology: [Excavation II][Discipline I][Construction I] [Rationing I] [Acid I] [Armor I] [Metallurgy I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 10(+1/turn)][Stone: 14(+1/turn)][Iron: 21(+2/turn)]
Armory: [Caustium: 14 (+3/turn)]
Military: (3 Worker Swarms (1x))
Bonus:
[Nobility]: The Confederation has one of the most sophisticated systems of nobility in the Wildlands. They can build Royal Castles, which are extremely expensive in both currency and building materials, but they give additional bonuses to stability, defense, and food.
[You are What You Eat]: The Ore Eaters have adapted to both finding and consuming ores, which alters their biology, particularly rare and exotic ore types. Not only do you gain a bonus to finding/searching for new ore types (player or GM fluffed), but during unit creation you can apply ores directly to your units conferring special abilities.

1. Begin constructing road ways and tunnels form New-Home to outpost 1.
+Excavation II
+Construction I
2. Begin constructing an Alloyer workshop so that special metal worker drones may work to create alloys and purify metals.
+ Construction I
+Metallurgy I
3. While we are working on the Alloyer workshop begin creating small samples of a Caustium-Iron alloy and begin feeding it to a small sample of larva to see what kind of drones they become.
+Metallurgy I
>>
>>1309986
>>1309866
After a few turns of blank staring, the Courier would respond, "That, wouldn't be what I would worry about. As it can be seen, there is miles of wilderness between the coast, and our settlements. So unless one of us establishes a safer route through colonising such lands, the trade wouldn't offer either of us anything of practical use.

But, if that was to be taken care of, I believe that trade is a good possibility, and that we would have a deal."
>>
Since so few have posted, I'll be holding off on the update for a day or two.
>>
Lame
>>
Rolled 6, 55, 100 = 161 (3d100)

[Atley](19)
Territory: 15
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 53(+5/turn)/33/20
Golem Labor (Total/Unoccupied/Working): 1(+1/turn)/0/0
Food: 1
Currency:28(+6/turn)
Stability: 53/100
Industry: 7
Mana: 0
Buildings
(Capital City: Atley):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Research Facility][Church I: Church of Hestia][Golem Workshop I][Monument I]
(Southern Outpost):[Quarry (Sm)]
Defenses: [Pracrious Scaffolding(Sm)]
Technology: [Engineering II][Construction I][Smithing I][Mining III]
Magic: [Earth Magic I]
Resources: [Wood: 14(+1/turn)][Stone: 13(+4/turn)][Iron: 20(-1/turn)][Arion Golem [Swift]: 7 (+1/turn)]
Armory:
Military: (3 Rudimentary Automata (1x))
Eccentricities:[Golem Labor][Golem Automata]
Progress:

1. Create an outpost to the east, to the east to discover new fauna and flora.
+___ Unassinged Population
+Engineering II
+Construction I

2.Continue training the knight.

3.Construct a mine in the southern outpost.
+Engineering II
+Construction I
+Mining III
+Earth Magic I

Southern Outpost upgrade is complete!

Apply 1 Golem to the mine.
>>
>>1316391
___ is actually a placeholder for 33.
>>
>>1316391
Spend 14 currency on 1.
>>
File: Caveman_Sim.jpg (444 KB, 1920x1080)
444 KB
444 KB JPG
Rolled 24, 52, 97 = 173 (3d100)

>>1309805

[Neo-Thwack] (6)
Territory: 23
Settlements: (Big Thwack City [Cap.]), Outpost, Outpost
Population: (Total/Unoccupied/Working): 79 (+9/turn)/9/70
Food: 7
Currency: 72 (+20/turn) (-4/turn)
Stability: 46/100
Industry: 10
Buildings (Capital City): [Thwack's House][Farm (Med)]**[Lumber Mill (Sm)***][Quarry (Sm)***][Training Grounds I: Active (Savagery III)][Clubhouse I: Inactive (Clubs I)]
Trade: Fetid Kingdom (+6c/t) Anzhulak (+11c/t)
Roads: Big Thwack City (Neo-Thwack) to Arkza (Anzhulak Hordes)
Defenses: [Wooden Pallisade(Sm)]
Technology: [Savagery III][Clubs I][Tanning I][Gathering I]
Magic: None (No Spells yet)
Resources: [Wood: 5][Stone: 10+4/t][Hides: 16+1/t]
Armory: [Clubs I: 6][Savegry III: 2+1/t]
Military: (3 Thwacklings (1x))
Eccentricities:
[Primitive Mating]: Og take Ag as am wife. Dat it. Your people are exceptionally good at breeding due to lack of cultural complexity, pop increases are nearly doubled, though the crowding decreases stability some.
[Neanderthal]: Even without weapons your cavemen are very large brutal primitive warriors not so far off from the ogres. Units cost more money, but are stronger.

1. The thwacks continue working on the new Tree Basher to bash more loose timbers to make clubs to bash more trees with. [2/4]
2. Two points of [Savegry III] are sent to the Fetid Kingdom in order to teach the ogres the true meaning of thwacking.
3. the thwacks continue to formalize "play time" in the training grounds in order to ease their days and perhaps make them a bit stabler. [1/4]
>>
>>1317227

"Get thwackin' on with it", shouts the thwack in charge of the tree basher, who spends 26 shiny rocks on the first action to push it through to completion.
>>
>>1316391
>>1315040
Shouldn't atley have witches by now?
>>
Rolled 65, 62, 65 = 192 (3d100)

>>1309805
Kingdom Name: Men'an'gahela (Tribe of Blood)
Race(s): Human
Color: Blood Red
Fluff: http://pastebin.com/GLhheyAV
[Men'an'gahela](12)
Territory: 28
Settlements:(Behemoth's Bounty)
Population (Total/Unoccupied/Working): 54(+6/turn)/14/40
Food: 2
Currency: 33 (+3/turn)
Stability: 34/100
Industry: 7
Buildings Behemoth's Bounty(Capital City):[Great Longhouse][Farm (Sm)][Lumber Mill (MED), +3 wood/turn, +1 Industry][Quarry (Sm)][Mine (Sm)][Blood extractor I, +1 blood/turn][Bowyer I; -4 wood/turn, +1 Bow I/turn, +1 Industry, -8 wood/turn, +1 bow II/turn]. Brave's Lodge 2/4
Defenses: [Behemoth Bone Pallisades(Sm)]
Technology: [Alchemy II][Hunting II][Bows II][Spears I][Desert Agriculture I]
Magic: None (No Spells Yet)
Resources: [Wood: 3 +5/turn][Stone: 11 +2/turn][Iron: 16+1/turn ][Hide: 13 +1/turn][Blood 16 +2/turn][Bows I 5][Bows II1]
Armory:
Military: (3 Braves (1x))
[Gatherers]: A big part of the Men'an'gahela's lifestyle has always been gathering resources, and they are quite adept at it, though they take less for fear of damaging the environment. Resource producing buildings cost half as much time to build, but produce less.
[Blood of the Heartstone I]: The strange heartstone seems to have two properties. This property your kind has noticed, if they drink it they have very little need for food or water, but find the sunlight burns their skin. Units will need minimal to no food, although they still cost currency, and are swift and powerful but weak most forms of magic.
1. Look into alchemy more.

2.Build a temple to the earth mother and sky father.

3. Build a brave's lodge. 2/4
>>
Nearly done with the update. New thread+ some adjustments tomorrow.
>>
Rolled 66, 19, 80 = 165 (3d100)

>>1309805
[Anzhulak Hordes](17)
Territory: 22
Settlements:(Arkza)
Population (Total/Unoccupied/Working): 78(+11/turn)/0/40
Food: 1
Currency:32(+2/turn)
Trade routes:
Trade Route: Neo-Thwack, +2 currency/turn
Stability: (40)/100
Industry: 6
Buildings (Capital City): [Banner of War][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Looting III][Discipline I][Savagery I]
Magic: Death I (Minor Shadow Bolt])
Resources: [Wood: 13][Stone: 5][Iron: 17] (2/2/3)
Armory:
Military: (Goblin Warbands(1x)) (Goblin raiding party)1x)) (Suicide troops))[1.2x[-1 currency/turn, -1 food])
Eccentricities Peace:
[Goblin Hordes]: Goblins breed at a phenomenal pace. Most population production is doubled, but there is a distinct lack of infrastructure. Construction actions take longer.
War:
[Throw Goblins At It] – You mobilize in units of 2 instead of 1, but there is a greater economic drain as forfeit.
Progress: Search for equipment
Forgot to increase resources n shit so i'm putting them in now
Action 1: Git raiding
Action 2: We needz more soldiers git recruting dese gitz! (make a goblin warband)
Action 3: GIT MOVAN FOR DA EQUIBMENT




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