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File: Map18.jpg (4.67 MB, 3027x2270)
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Note: We are currently not accepting any more players in this thread. Sorry!

-------
Rules
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--To Start: declare a race name, color preference, and location; add fluff as desired
--Pick either despot rule (+5 to military rolls) or elder council (+5 to culture rolls) as starting government

--You may declare 2 actions per turn, each a 1d100 dice roll, higher is better
--The DM may grant resources/bonuses depending on your dice rolls
--large projects or special actions (e.g. building a floating city, changing governments) may take multiple turns to complete. Keep track of your progress

--Having high stability and food means that your attempts to grow your borders or found new settlements will be easier
--Less stable societies risk revolt; small food stores raise the risk of starvation or penalties to military action

--You can crush 50 points of 'related' bonuses (DM's judgement) down into one 20 point bonus and a 3rd action die. The 4th action die costs 100 related bonus points, which is crushed into one 20 point bonus. The 5th die costs 150 points...etc.
--Related means that the bonuses are similar in nature. For example: military formations, crossbows, fortifications, elite troops, enchanted swords - these could all be crushed into one 20 point military bonus and a new action die. Alternatively: trading posts, caravans, bazaars, currency, could be crushed into an economic bonus and a new die.
>>
------
Rules Continued
------

--Appropriate resources are needed to perform related actions
--If you don't have the right resources and prerequisite magic/technology, your civ will flounder. Example: wood elves cannot start the game by researching spaceflight (well, they can...it just won't work very well)
--Add appropriate bonuses to your dice roll to determine the total success
--Bonuses only apply to related rolls. For example, a spearfighting bonus won't help boost an action about building a school

--Attacking any foe uses up one of your actions. Defenders may choose to sacrifice actions to add to their defense total
--If your target is far away, you may need to spend turns gathering your forces and moving into position
--Combat rolls take place separately. You have combat dice equal to half your action dice, rounded up
--Your combat effectivenes is the total of all your combat dice rolls plus any accumulated military bonuses
--Successful wars allow you to steal/destroy enemy bonuses and resources depending on your intentions and your dice rolls
--Wars typically make the population unhappier over time

--Random global events will test the preparation of your civilization
--You can argue your case in all activities but the DM’s calls are final
--Remember that this is a gentlman's game and police your own actions
--Some people may be aggressive in order to see you driven before them and hear the lamentations of your women. Play at your own risk!
--Roleplay to your heart’s content, creativity may be rewarded by the DM
--Rules/difficulty are subject to change by the DM as needed, this rule set follows previous examples but may need adjusting

Join the Discord here:

https://discord.gg/s6SCU3e
>>
BEGIN TURN 19
>>
Rolled 77, 71 = 148 (2d100)

>>1949301
TURN 19
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: low
Food: plentiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Enslaved Fish People
Lesser Chaos Node

--Projects--
Ui'haki-Xa Enchantment 5/15
A Mind of their Own 5/15
Fishmen Brain Souffle 10/20
Distortion Field 4/40
Knocking on Heavens Door 0/100

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control
+10 Mental Influence
+4 Chaos Magic
+4 Construction

--Locations--
Xi'ati-Yi'hlotep
Xi'ati-Uix'lotep

--Heroes--
Yi'axkratos-Ny'lotep [roll an extra attack or defense die when combat takes place in water and add 1/2 the value of this die to your total combat roll]

--Contacts--
Lachstagen (dreams/visions)

--Totals--
+12 Chaos Magic
+11 Mental Influence
+5 Organization
+4 Construction
+3 Dark Magic
+3 Psychic Power
+1 Magic Control

> The aboleths take control of a single shoreline commoner (or disguised northern fishmen) that declares himself a prophet of the aboleths. He performs minor magic "tricks" to the shoreline rebels and questions what power their fishmen god actually has. As a final "trick" he "summons" Yi'axkratos-Ny'lotep to quickly swim over the area. The aboleths continue to modify the memories and actions of the fishmen faction leaders. The leaders of the royal loyalists and shoreline rebels are forced to believe that worshipping the aboleths is the only way to resolve this conflict and unify as a nation. [+35]
>>
Rolled 58, 100 = 158 (2d100)

>>1949301
-----
Insectoids - Orange
Traits:
Rapid Evolution
Swarm
-----
Stability: content
Food: plentiful

--Government--
Hive Mind

--Tribes--
Swamp lizardmen (neutral)
Foreign hive (eradicated)

--Languages--
Bug

--Resources--
Poison Spitter (Giant Frog)
Swamp Stalker (Swamp Panther)

--Projects--
Living Chamber+ (done)
Feeding Dome (done)
Evolution Chamber (12/15)

--Evolutions--
Hunter (done)

--Development Bonuses--
[+6 construction,]
[+11 military]
[+7 mutation]
[+6 hive]
[+5 organization]
[+1 fortification]

>The completion of the evolution pool is upon us! Aim for that final push (+24)[12/15]
>Expanding borders mean the hive must expand it's connection. Evolve the Hive Mind! (+12)
>>
Rolled 41, 3 = 44 (2d100)

>>1949301
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: Very Low
Food: Plentiful

--Relations--
Mages: Aware of
Aboleth: Deity

--Government--
Elder Council (+5 culture)

--Resources--
[Copper] [Tin] [Bronze]

--Development Bonuses--
[4 pontoon boats] [+3 leather working] [+3 leather tents] [horn instruments: +2 organisation +2 music] [+4 metal crafting]
[+4 Flamberge] [+4 construction] [Bows +3]

--In Proggress--
chemical BOMBS!!! [9/15] (made safer now)
Home improvement [1/5]

Action 1: dice gods dice gods, please be don't make us sad, give us an explosives roll that isn't that bad
Action 2: Continue home improvements
>>
Rolled 9, 63 + 3 = 75 (2d100 + 3)

>>1949301

Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: neutral
Food: Plentiful
--Government--
Despot Rule (+5 military)

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+3 bone spears][+2 bows]

>Action 1+2.
Time to expand! Colonize North where we just scouted and Northeast to the lake.
>>
Rolled 86, 9 = 95 (2d100)

>>1949301
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/hunting)
Poison Control (+3 Poison knowledge)
-----
Stability: Rejoice
Food: Plentiful

--Government--
Council of Protectors [+5 Military, +5 Construction, +5 Magic control]
Wartime stability penalties are halved. When defending, you do not lose an action until you are defending on three fronts, rather than two.

--Resources--
Venomweed
Poisonspitters
Swampstalkers
Deathweed (3/3)

--Projects--
[Foundation Totems (Complete)]
[Ironwood 5/10]

--Development Bonuses--
+3 Poison Knowledge
+8 Traps
+9 Beast Taming
+6 Construction
+8 Fortification
+10 Rangers
+5 Magic Control
+4 Nature Magic
+2 Herbology
+5 Magic Defense
-------------------------

Actions:
>The Rangers have realized that the world is a far more open place than they thought. They need a companion that can get a better vantage point. They set out to sope the adults and steal some eggs of birds of prey. [+31] (+3 Hunting, 6 Poison control, +2 Herbology, +9 Beast taming, +10 Rangers)
>Work on the Ironwood continues. The Shamans feel close to a breakthrough. [Ironwood 5/10] [+25] (+11 Construction, +10 Magic Control, +4 Nature Magic)
>>
>>1949342
I misspelled my action: "They set out to dope the adults and steal some eggs of birds of prey.
>>
Rolled 73 + 21 (1d100 + 21)

>>1949290
-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+6 to education)
-----
[stability: Neutral]
Food: moderate

--Government--
Elder Council (+7 culture)

--Resources--

[Resource gained: Blood Wargs]
[Resource gained: Warg Mounts]
Farm
Mud Golems
Mage Tower

--Projects--

[Ride the Lightning 1/2]
[Magitific Method 10/15]

--Development Bonuses--
[+12 magic control]
[+4 nature magic]
[+2 Agriculture]
[+9 Construction Magic]
[+1 Fortification]
[+7 diplomacy]

Finding out about the trials and the new discovery. The mages had sent out a small troop of Warg riders to provide aid to the outpost.

>Action 1: Harrison eagerly takes the chance to prove himself in the challenges and takes the trial after informing the Monkeys +21 (+12, +4 Magic, +5 Animal Taming)
>>
Rolled 98, 72 = 170 (2d100)

>>1949301
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Very Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums
Oliphaunts(Big Sam and senpai)

--Development Bonuses--
Spirit Magic(+12)
Military(+5)
Close Combat(+2)
Monkhood(+5)
Agriculture(+8)
Healing Magic(+2)
Shield Aura(+6)
Diplomacy(+4)
Religion(+3)
Beast Taming(+4)

-In Progress-
Iron Palm Technique(2/10)
Banana-mana from Heaven 3/15

-Abilities-
Astral Projection: Can communicate or spy using spirit magic.
Rockslide Technique: A monk technique involving a flurry of punches, several extra

blows will land where the fist has never connected with the body.

-Discovered Groups-
Stangalli
Mages

Actions:

>The Apes though initally not terribly interested in the Birdmen are intrigued when the mages tell them of arena combat. The Apes vow to send a strong fighter to fight in the arena. It will be good training right?

Close Combat +2 Monkhood +5 Shield Aura +6 Healing Magic +2 Big and Strong +3 = 18 bonus

>Tend to the growing of the bananas. They must be handled with care and love so that we get a bountiful harvest. [Banana-mana from Heaven 3/15]

Agriculture +8 Spirit Magic +12 Religon +3 Spiritual +3 = 26 Bonus
>>
Rolled 31 + 45 (1d100 + 45)

>>1949360
> Action 2: Mages have a really good feeling about this new age and work fervently on the Magitific Method. Arch Invoker Harrison Blastone II himself is torn away from the top of the tower to work on this. +42 (+12 Magic Control, +4 magic, +4 nature magic, +6 education, +7 culture, +9 Magic control)
>>
Rolled 61, 98 = 159 (2d100)

>>1949301

TURN 19
-----
Bacatia – Light Brown
Traits:
Vampiric (+3 dark magic)
Overlords (+3 military)

-----
Stability: low
Food: Plentiful

--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)

--Resources--
sacrificial altar, cattle, leather, lumber, fruit, Aratoa Blood Elixir

--Projects--
[Luring in the Tribes 16/30]

--Development Bonuses--
> +10 Dark magic
> +7 Vampiric Bone Spears
> +7 construction
> +4 Agriculture
> +3 Culture
> +3 Military
> +2 Enchanting
> +1 leadership

--Actions--
1) Improve the Aratoas housing and expand it into a small village to brighten spirits. +8; Leadership, Construction
2) Invite the independent Aratoa tribe leaders to a tour in the old bacatian ruins. The vampires talk about the old might and glory they intend to reclaim. "In the olden days, even before the monarchy, Bacatia was ruled by a senate compromised of all its different people."
"Extrordinary individuals would be adopted by one of the Kindred clans and given an opportunity to serve the people in the Senate." They left out the part which specified that the senate served the Vampire population. Being turned tends to lower once opinion of their former species.
"No Aratoa has been found worthy... yet" "But once you submit... who knows." "And you will submit. One way or another." Another vampire conjures a living shadow who picks up a stone and tosses it into the vampires hand. "These powers..." he crushes the stone. "Powers you cannot even comprehend." "Might become yours to wield." +23; leadership, Vampiric Bone Spears, Culture, Dark magic, Enchanting
>>
Rolled 64, 75 = 139 (2d100)

>>1949301
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: Nuetral
Food: Moderate
--Government--
Council of Misers (+3 culture, +2 currency)
--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
--Development Bonuses--
+2 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+7 Economy
+2 Culture
+2 Expansion
+4 Religion
+4 Wind Magic
----
Contacts:
Apes
Mages
----
In Progress
----
Other
Nearby Hot Springs

Actions:
>Now that he has a power source, Tobal the Merchant shall create the machine! Though, machine is a strong word for it. He works on constructing a cart with a large, fur sail and a simple turning rudder. If his idea works, a Wind-Thrower can blow the cart forward, faster than a Stangalli could walk! (+7)
>OK. The Fishmen aren't going to want neighbors. That's fine. Let's look south for somewhere to expand instead. (+12)
>>
Rolled 32 + 20 (1d100 + 20)

>>1949301
Kobold Confederacy - Light Blue

Traits:
Confederate Tribes (+2 organization)
Dragon Gods (+2 religion)
Cunning (+2 traps)
-----
Stability: very content
Food: abundant

--Government--
Elder Council (+5 culture)

--Resources--
Fish

--Projects--
[Central Workshops 2/20]

--Development Bonuses--
+3 culture (Debate?), +2 logic, +2 organization, +2 traps

--Diplomacy--
Discovered: Kratiya

1. 1d100+20 - Exploit wood and stone resources: The Elders bid the Tribes find a way to exploit the bounty of nature, bidding them seek out the most capable wood shapers and stone carvers among them, to sharpen their tools and build up the Confederacy's capacity to process wood and stone. They make great sacrifices of food to the gods and send the rest with the Kobold frontiersmen. Trappers are supplied to help keep the great cats from destroying them all, and the leaders are chosen from the most organized minds within the tribes. [will spend enough food to go down a level in abundance to help ensure effort succeeds, goal is to get lumber, stone, or both as resources as QM deems fit.]
>>
>>1949487

2. 1d100+20 - The trapper caste are overjoyed at the discovery of the great beasts of the plain, and soon seek the permission of the elders and the blessing of the Dragon gods to capture the marvelous creatures, murder them, and use their skin, bones, and flesh for the benefit of the tribe. Especially the fur and fangs, those could be of use - perhaps as totems! The elders deliberate, then agree - provided the effort is well organized and the hunters take precautions. They reason that the great cats must be sustained by abundant prey, and instruct the trappers to find out what the predators are eating. After hearing the argument, the trappers agree and the Kobolds make ready for the task.
>>
Rolled 20 + 20 (1d100 + 20)

>>1949489
Herp, forgot muh roll.
>>
Rolled 18, 4 = 22 (2d100)

>>1949301
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: Very Content
Food: Low

--Government--
Despot Rule (+5 military)

--Resources--
Dwarven Alcohol
Stone and Marble
Copper and Steel
Manastone

--Development Bonuses--
+4 Runic Language
+3 Organisation (The Marble Laws)
+18 Dwarven Metalcraft (Smelter, Dwarven Forge)
+9 Mining (Mines)
+5 Stonecraft (Great Quarry)
+18 Construction
+1 Brewing (Brewery)
+10 Dromadhur Fortifications (Gates of Dromadhur)
-----

1. Well, the ore crusher looks pretty good, but its probably for the best no one has invented health and safety yet. Lets try some other stuff! (+7 from runic language and organisation) [Water Power 11/15]

2. Most of the dwarves are looking at water as a source of new power. A few however, look at the sources of water, the cavern lakes beneath the mountain, and realise these are also a source of food. We shall farm the cave fish and cave lobsters for the glory of dwarven dinner tables.

Also I want to crush down stonecraft, metalcraft, construction and mining into a new roll and bonus (call the bonus Dwarven Industry?). Is that fine?
>>
File: Hilland Fauns.jpg (1.47 MB, 3027x2270)
1.47 MB
1.47 MB JPG
Sup Mudkip. Thanks for letting me join in the quest.

Race: Fauns
Color: Orange

Starting Givernament - Elder Council

Fluff: The tribes of fauns used to live on the woods next the mountains of Dromadhur, but on the last centuries they migrated to Sout. The primitive tribes of fauns gathered together on the hills betweem the biggest mountain ranges of the continent where they founded many settlements.

Governed by a council formed by the 10 leaders of each clan, the Hillands are also divided in 2 main geographic áreas: the rolling hills of the north, an area very sparsely populated with hardened warriors that live bellow the mountains, and the rapid streams of the south and east, that are gradually transformed into the forested lowlands and deep waterways that define the heart of the land.

The clans of the north are a race of tough and self-reliant warriors, valiant and determined in the defense of their homeland. On the other side, the clans of the South inhabit in the middle of the woods and the rivers, where they have build their biggest cities.

The Faun tribes worship nature spirits that live on the air, on the trees, and the rivers. They don't build temples, instead constructing circle of stones marked with old ritualistic runes. Said rituals often include animal sacrifices, and food offerings, as well as big harvest festivals.

The Hillands lack many big urbanized centers, the population lives mostly in villages protected by wooden walls. Each village and city have a period of mandatory enlistment in the local militia, that work protecting the surrounding lands, and villages from a variety of threats, also serving as the local law enforcer in many towns and villages. The only professional troops serve directly under the leaders of the clans. In fight, the Fauns like to use their long horns to charge directly at the enemy.

The fauns have a love for tea and gardening, they are slow to anger, but once they start moving they are fierce and determined, stubborn like goats.

(I hope everything is okay)
>>
>>1949301

Begraven Reus - Indigo
Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
-----
Stability: content
Food: plentiful

--Government--
Despot Rule (+5 military)

--Resources--
+4 stone tools

--Projects--
-none-

--Development Bonuses--
+2 herbology
+3 hunting
+4 construction

...

Turn 18 (catch-up)

> We further refine our tools by studying the utility and effectiveness of the most useful instruments and replicating their design

> With a rudimentary comprehension of construction we set about erecting fortifications around our cavern refuge. We decide to construct a series of low walls arranged in a strange pattern of overlapping geometric shapes. We leave gaps in some sections of some walls. The resulting structure is an extremely simple labyrinth composed of rough stones that stands at about two meters in height

...

Turn 19

> We initiate a hunt

> One of our hunters discovered a large, unusually shaped stone. Hefting it he found that it was a rather useful, if somewhat unwieldy, tool for bludgeoning prey to death
>>
Rolled 48, 83 = 131 (2d100)

>>1949301
Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
-----

Stability: Rejoice!
Food: Low

--Government--
Shared Consulate [+10 military, +10 culture]
Actions to improve stability are twice as effective.

--Relations--
Kobolds - Known

--Resources--
Fish, lumber, copper, emeralds

--Development Bonuses--
Dance +1, Fishing +3, +4 Shipbuilding, +5 diplomacy, +5 Art, +6 Music

--On-Going--
Quarry 1/3
Plantation 1/5
University of Fine Arts 8/10

1. Plantation 1/5 +30
+4 traits, +5 diplomacy, +5 art, +6 music, +10 Culture

The settlement is slow. While land is easy to procure it is difficult to get Kratiyrans to leave their homes to move out to lakeside farms. For many, Kratiya is home. Thus, Senators and landowners work closely with popular artists and musicians to make the frontier exciting. Artists popularize the farm life (something alien to Kratiyrans), while musicians and poets spin tales of farmers making it rich in the frontier selling grain and potatoes. This matches well with a slowly increasing amount of produce being sent to market on Kratiya. They hope that this will encourage more people to move to the farms.

Goblins, having long had a farming and hunting tradition, find little issue in migrating to the cheap and available land. For some, it represented a way to have a stable independent life. For others, it was a way from out of the yolk of their current landlord. Regardless, Goblins took far more to the new land than their Kratiyan fellows and less was needed to encourage their migration.

2. College of Fine Arts 8/10 +28
+5 arts +6 music +1 dance +6 traits, +10 government

The school itself had nearly finished construction. Staffing it is the next challenge. Many artists take on apprentices in an uncontrolled environment. The idea of an institution for learning is new, and many of the most prominent artists are initially unwilling to participate on a regular basis.
>>
Rolled 59, 62, 7, 5 = 133 (4d100)

>>1949776

Forgot rolls. Fuck...
>>
Rolled 88, 83 = 171 (2d100)

>>1949360
>>1949390

Arena rolls for birdbrains. +5 bonus to each roll
>>
>>1949312
The prophet will be known as: Qi'aki-Uix'lotep
>>
File: Hilland Fauns.jpg (1.49 MB, 3027x2270)
1.49 MB
1.49 MB JPG
Rolled 69, 48, 61, 91 = 269 (4d100)

>>1949287
Race: Fauns
Color: Light Green

>Action 1
The harvest festival is close, and the council of leaders want to do their greatest cerimony in their recorded history.

>Action 2
The leader of one of the clans of the north decides to bring a might beast as a sacrifice in the next festival. With a comitive of close friends he summons a wild hunt into the mountains of the north, in the hopes to find a worthy sacrifice

>Action 3
A group of druids decide to go deep in the woods, in the hopes to contact the old powers and spirits of the land

>Action 4
On the south, the river that delimitates their lands is being explored, as the fauns decide to venture on ferries to fish
>>
>>1949312

The final so-called trick of the aboleth prophet causes Yi'axkratos-Ny'lotep to swim toward one of the major cities of the shoreline fishmen. The sight of the pulsating monstrosity cracks the morale of thousands of fishmen in a single swoop, without the beast even touching their heads. The commoners of the region are overwhelmed by the proof of the might of the aboleths, and the piddling "other" sea gods seem like no more than petty coral salesmen by comparison. The eastern front of the empire shakes in internal turmoil.

All they need is one last little push to finally...meet salvation.

[Fishmen Brain Souffle 17/20]

>>1949325

INSECTOIDS

The evolution pool is completed! With this, the rapid and efficient mutation of creatures such as the hunters can take place. [Evolution Chamber 15/15], [+5 mutation, +5 hive]

The great success of the hive's accomplishment sets of a chain reaction in the hive mind. The connection between the bugs itself begins to evolve in a single massive leap... [A Hiveier Mind 12/15], [stability: very content]

>>1949327

LACHSTAGEN

Word to your moms, I came to drop bombs, I got more rhymes than the bible got psalms, everybody JUMP [Chemical Explosives 12/15]

The home improvements are...not really going that well. The singing halts abruptly with a record scratch as a new 'experimental' model collapses inward. [Home Improvement 1/5]

>>1949334

ORCS

WARRRRGGGHH! (see map for expansion)

>>1949342

LIZARDMEN

The lizards decide that an elevated viewpoint would be an advantage. The rangers want to add a new member to the growing menagerie - Festerbirds. The birds can fly long distances and stay in the air for long periods with their broad wingspans as they look for carrion on which to gorge themselves. Their long, sharp talons make them a nasty opponent for anything that tries to get close. Luckily, the capture of quite a few eggs goes well, and they soon hatch. [resource: Festerbird Hatchlings], [+2 beast taming], [+2 rangers].

The breakthrough on the ironwood turned into another small step, but they're getting closer to what feels like a finished product. [Ironwood 7/10]
>>
>>1949360

MAGES

The mages are all in on the birdmen battle arena, and their friends the monkeys also send a representative - probably more about the sparring than anything else, but hey, they look like they're tough bastards.

In the first round, the mage Harrison fights a long and grueling battle with the representative from the bird tribes. The mages had assumed their magic would give them an advantage, but the birds are a hell of a lot more agile than they look on the ground, and his mana shields can barely keep up with the slashing swords. It's clear the bird is out for a kill. Luckily, Harrison gets a spell off behind the bird, a spot it can't guard against, and it is flung straight out of the arena, alive and slightly singed - and disqualified for leaving the battle area.

In the second round, the mages lose; the rest of your group has to rush in to staunch the bleeding with magic. The bird walks away after gutting your compatriot without a word.

In the third round, out comes an Ape. He's an excellent specimen of their species, tall and domnieering, but oddly quiet. They do a lot of meditation up in those mountains. The bird steps forward, spear raised. A moment later, the Ape is in its face, inside the range of its spear. It tries to swing down, but the weapon gets batted away like a twig. The ape does this thing with its hands - it's like it punches a dozen times in a half second. The bird is blasted out of the arena.

The ape walks back toward its bretheren. They quietly congratulate it on its one-sided victory. The mages can't help but feel a bit of respect for their hairy buddies.

The losing bird tribe is irate. They forgo the traditional closing rituals that formalize the territory changes. Their leader screeches at you as they leave the fighting grounds. "This isn't over, pig-skins! For you, or your hairy little friends!"

One of the apes looks at the Harrison. "What is wrong with being hairy?"

[+1 diplomacy], [+2 magic combat]

Note: see map for territory changes

Work on the magitific method continues. They're so close they can taste it. There's more energy in the air then the time the manastorm caused that explosion. [14/15]

>>1949390

APES

Note: see mage post for details, your showing in the arena was successful!

[+4 close combat], [+1 diplomacy]

The bananrama of the apes continues. The spirit magic visibly courses through them. The tree trunks are lined with strange silver streaks in the bark. [Bananas 8/15]
>>
>>1949423

BACATIA

The vampires expand the village of the Aratoa and work on improving their housing. Can't have unhappy servants - and optics are important, for the time being. [stability: content], [+2 construction]

The inner circle that has been in on the DRANK is now almost entirely in the thrall of the vampires. Those outside the circle are rapidly giving in. The offer of power works best on the warriors and hunters, who can see the practical application of it in their daily lives, as well as in the imminent competition. The games start soon. There is a dark rumor circulating that the champions will be elevated to vampiric status. [Luring in the Tribes 23/30]

>>1949471

STANGALLI

What's better than a sail? A sail attached to a cart. Wind power, ho!!!! The merchant practically falls off the thing as it picks up speed outside of town, but the kinks can surely be ironed out. [Windcarts 4/10]

The south, thankfully, finally, is quite peaceful. Large herds of horses comb through the plains. There is an abundance of herbs in the hills east of the city, along with natural game. The land, once tilled, would make for good farming. The news lets the Council of Misers breathe a sigh of relief. [stability: content]

>>1949487

KOBOLDS

[food: low]

The confederacy is whipped into overtime to get the acquisition of resources going as soon as possible. Food stores fuel the workers, though they are forced to burn through quite a bit of it for the sake of speed. Concern over their neighbors drives the elders forward. [resource: lumber, stone], [Stone Pit 5/5], [+2 organization], [+2 construction]

The trappers manage to catch several of the great cats, though it is a dangerous proposition. They find that they're feeding on large, four-legged game found in the mountains - deer and moose. [resource: sabertooth fur/teeth]

>>1949616

DWARVES

After the ore crusher, progress stalls a bit. The chief designer for a conveyor belt designed to carry raw ore out of the mine and to the crusher gets wildly drunk. [Water Power 12/15]

Efforts to harvest the food in the cavern go frighteningly badly, because they discover there's something else down there! RUN!!!! [Strange Beast in the Underwater Caverns discovered!]

--DICE DICE BABY--

Metalcraft, Mining, Stonecraft, and Construction all give you exactly 50 bonus points. Crush these down into the +20 Bonus, Dwarven Industry! You can now roll a third action die, and can roll two dice in combat situations (one-half your action dice, rounded up). Congratulations!

New Trait: Industrious (+3 engineering)
>>
>>1949765

FAUNS

-----
Fauns - Light Green
Traits:
Stubborn, Like Goats: (+2 military, +1 organization)
Tea Time Sacrifices (+2 magic, +1 culture)
-----
Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
-none-

-------------

Indeed, the cerimony is grand, the grandest cerimony of grandiose cerimonies. To the harvest! [stablity: content], [+3 culture]

The hunters bring back half a herd of wild boar from the mountainside. The boars near Dromadhur grow twice as large as in any other location. [resource: boar],[food: plentiful]

Following the cerEmonies, the faun druids enter into the woods to seek nature and become closer to natural forces. [+2 nature magic, +1 spirit magic]

The fauns find that the river stretches long across the lands and through the forests. It is abundant in fish. Eventually, they find something else - a union of two different races. [resource: fish]

Note: you have discovered the Kratiya-Goblin consulate! You can communicate at will with them.


>>1949776

BEGRAVEN REUS

The Reus are nothing if clever. They continue to refine their tools to greater heights of usefulness. [+2 stone tools], [+2 craftsmanship]

The Reus build a small labyrinth of simple design but easy construction. Their echolocation allows them to quickly pinpoint their position in the labyrinth relative to everything else. Creatures without similar abilities would quickly become confused. [fortification +2, construction +2]

Hunting, however...is still a work in progress. One of the more creative Reus tries out a strange stone he found to attempt to entrap prey. He ends up entrapping his own foot. It will heal in a few weeks.

>>1949787

KRATIYA

Note: you have been discovered by the Fauns and can communicate at will with them.

The state-controlled artist-based propaganda works wonders in romanticizing the rustic lifestyle of newly forming plantations. Is it still propaganda if it improves the lives of the people? Not according to the consulate! Plantations [5/5] [food: abundant], [+2 culture], [+4 agriculture]

The college is finished, and it is burgeoning with a surprising number of goblin students who seem hell-bent on learning how to do self-portraits using the lake as a natural mirror. [College of Fine Arts 10/10] [+3 culture], [+3 art], [+3 education], [+2 architecture]
>>
File: Map19.jpg (4.69 MB, 3027x2270)
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BEGIN TURN 20

Note: World Event after this turn!
>>
Rolled 89, 52 = 141 (2d100)

>>1950261
TURN 20
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: low
Food: plentiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Enslaved Fish People
Lesser Chaos Node

--Projects--
Ui'haki-Xa Enchantment 5/15
A Mind of their Own 5/15
Fishmen Brain Souffle 17/20
Distortion Field 4/40
Knocking on Heavens Door 0/100

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control
+10 Mental Influence
+4 Chaos Magic
+4 Construction

--Locations--
Xi'ati-Yi'hlotep
Xi'ati-Uix'lotep

--Heroes--
Yi'axkratos-Ny'lotep [roll an extra attack or defense die when combat takes place in water and add 1/2 the value of this die to your total combat roll]
Qi'aki-Uix'lotep

--Contacts--
Lachstagen (dreams/visions)

--Totals--
+12 Chaos Magic
+11 Mental Influence
+5 Organization
+4 Construction
+3 Dark Magic
+3 Psychic Power
+1 Magic Control

> The aboleths make one final push to take control of the fishmen nations. The prophet Qi'aki-Uix'lotep spreads the word of the aboleths throughout the factions. The fishmen areas are renamed as follows: Xi'kai-Yi'hlopek (deep water), Xi'kai-Ux'lopek (northern), and Xi'kai-Qi'lopek (shoreline). The aboleths continue to modify the memories and actions of the fishmen faction leaders. The leaders of the royal loyalists and shoreline rebels are forced to believe that worshipping the aboleths is the only way to resolve this conflict and unify as a nation. [+35]
>>
File: Map20.jpg (4.69 MB, 3027x2270)
4.69 MB
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Updated Map for mages/apes
>>
Rolled 20, 84 + 3 = 107 (2d100 + 3)

>>1950261
Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: neutral
Food: Plentiful
--Government--
Despot Rule (+5 military)

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+3 bone spears][+2 bows]

>Action 1.
Big Orc, dissatisfied by the number of weapons made, decides we need to upgrade our resource harvesting. WE NEED TO INVENT THE AXE!
>Action 2.
We need stronger materials for weapons, discover and research copper. [+3 weapons](Spend food to boost)
>>
Rolled 21 (1d100)

>>1950261
-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+6 to education)
-----
[stability: Neutral]
Food: moderate

--Government--
Elder Council (+7 culture)

--Resources--

[Resource gained: Blood Wargs]
[Resource gained: Warg Mounts]
Farm
Mud Golems
Mage Tower

--Projects--

[Ride the Lightning 1/2]
[Magitific Method 10/15]

--Development Bonuses--
[+12 magic control]
[+4 nature magic]
[+2 Agriculture]
[+9 Construction Magic]
[+1 Fortification]
[+8 diplomacy]
[+5 Animal Handling]
[+2 Magic Combat]

>Action 1: Finish the Magitific project finally. +44 (+2 Magic Combat, +9 Construction Magic, +4 Nature Magic, +12 Magic Control, +7 Culture, +4 Magic, +6 education). Nuf said
>>
Rolled 69, 40 = 109 (2d100)

>>1950253
TURN 20
-----
Bacatia – Light Brown
Traits:
Vampiric (+3 dark magic)
Overlords (+3 military)

-----
Stability: Content
Food: Plentiful

--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)

--Resources--
sacrificial altar, cattle, leather, lumber, fruit, Aratoa Blood Elixir

--Projects--
[Luring in the Tribes 16/30]

--Development Bonuses--
> +10 Dark magic
> +9 construction
> +7 Vampiric Bone Spears
> +4 Agriculture
> +3 Culture
> +3 Military
> +2 Enchanting
> +1 leadership

--Actions--

Single action: The council attends the tournament. If I don't roll fucking horribly, announce the assimiliation of the tribes and turn the winner.
>>
>>1950261
>>1950284
Linked the wrong post.
>>
>>1950284
>[Luring in the Tribes 16/30]
[Luring in the Tribes 23/30]
>>
Rolled 91, 6 = 97 (2d100)

>>1950261
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: Content
Food: Moderate
--Government--
Council of Misers (+3 culture, +2 currency)
--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
--Development Bonuses--
+2 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+7 Economy
+2 Culture
+2 Expansion
+4 Religion
+4 Wind Magic
----
Contacts:
Apes
Mages
----
In Progress
Tobal Windcarts [4/10]
----
Other
Nearby Hot Springs

Actions
>Keep polishing these Tobal (Trademarked) Windcarts! If we can make this work, We will be invincible! (+7)
>The Apes and Mages have set up by the bird men? Perhaps they will be more hospitable than last time. Send a group to create a trading outpost! (+28)
>>
Rolled 45, 82 = 127 (2d100)

>>1950261
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/hunting)
Poison Control (+3 Poison knowledge)
-----
Stability: Rejoice
Food: Plentiful

--Government--
Council of Protectors [+5 Military, +5 Construction, +5 Magic control]
Wartime stability penalties are halved. When defending, you do not lose an action until you are defending on three fronts, rather than two.

--Resources--
Venomweed
Poisonspitters
Swampstalkers
Deathweed (3/3)
Festerbird Hatchlings

--Constructions--
Foundation Totems

--Projects--
[Ironwood 7/10]

--Development Bonuses--
+3 Poison Knowledge
+8 Traps
+11 Beast Taming
+6 Construction
+8 Fortification
+12 Rangers
+5 Magic Control
+4 Nature Magic
+2 Herbology
+5 Magic Defense
-------------------------

Actions:
>Some of the less enchanting focused Shamans suggest to the rangers a magical component for the bonding rituals with the new Festerbeaks. They belive it will deepen the connection even further if the participants are put into a shared hallucinatory state and linked by mana. [+45] (+6 Poison Knowledge, +2 Herbology, +11 Beast taming, +12 Rangers, +10 Magic control, +4 Nature magic)
>It's close. Grower-of-Weeds suggests using saplings, and growing the wood infused with Mana. It should work like the bonding rituals, allowing the nascent trees to accept the Mana more easily. [+27] (+11 Construction, +10 Magic Control, +4 Nature Magic, +2 Herbology)
>>
Rolled 76 + 31 (1d100 + 31)

>>1950283
> Action 2: Set up a magical tree plantation using Nature Magic and Golems to gain a renewable source of wood for a future project. 31 (+4 magic, +12 Magic control, +4 Nature magic, +2 Agriculture, +9 Construction Magic)
>>
Rolled 43, 48 = 91 (2d100)

>>1950261
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Very Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums
Oliphaunts(Big Sam and senpai)

--Development Bonuses--
Spirit Magic(+12)
Military(+5)
Close Combat(+6)
Monkhood(+5)
Agriculture(+8)
Healing Magic(+2)
Shield Aura(+6)
Diplomacy(+5)
Religion(+3)
Beast Taming(+4)

-In Progress-
Iron Palm Technique(2/10)
Banana-mana from Heaven 8/15

-Abilities-
Astral Projection: Can communicate or spy using spirit magic.
Rockslide Technique: A monk technique involving a flurry of punches, several extra

blows will land where the fist has never connected with the body.

-Discovered Groups-
Stangalli
Mages

Actions:

>With their newly won land from their arena combat the Apes decide to try and grow a giant tree on it. There they also hope to meditate and have peace. Their souls will grow stronger as does their tree.

Agriculture +8, Monkhood +5 = 13 bonus

>Bananas are coming along nicely but we must keep working to get our finished project.

Agriculture +8 Spirit Magic +12 Religon +3 Spiritual +3 = 26 Bonus
>>
File: Stone_Wall.jpg (102 KB, 640x427)
102 KB
102 KB JPG
Rolled 38, 81 = 119 (2d100)

>>1950261

Begraven Reus - Indigo
Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
-----
Stability: content
Food: plentiful

--Government--
Despot Rule (+5 military)

--Resources--
+6 stone tools

--Projects--
-none-

--Development Bonuses--
+2 craftsmanship
+2 herbology
+3 hunting
+6 construction
+2 fortification

...

Turn 20

> While recovering the wounded hunter ruminates further the concept of using other objects to enhance one's prowess during a hunt. As he ponders, the giant begins idly skipping stones across the floor and walls of the cave. Suddenly, a small lizard dashes out into the open and in stuck by one of the giant's skipping stones, being reduced to a mangled smear. The giant, inspired, begins practicing hurling stones at targets

> Several giants that helped construct the labyrinth begin experimenting with different ways of shaping and stacking stones. One giant tries using damp soil to fill in the cracks between the stones so as to make the whole structure more stable
>>
>>1950314
Second action continues [Ironwood 7/10]
>>
Rolled 12, 92 = 104 (2d100)

>>1950261
FAUNS

-----
Fauns - Light Green
Traits:
Stubborn, Like Goats: (+2 military, +1 organization)
Tea Time Sacrifices (+2 magic, +1 culture)
-----
Stability: content
Food: plentiful

--Government--
Elder Council (+5 culture)

--Resources--
-boar-
-fish-

--Projects--
-none-

--Development Bonuses--
+3 culture
+2 nature magic
+1 spirit magic

>Action 1
The clans of the south discover the Kratiya-Goblin consulate, and try to stabelish peaceful relations with it. Attempts are made to exchange fish and other resources for goods.

>Action 2
Gabhar, leader of one of the clans of the North, decides to keep the biggest boar as his pet to breed in his farms. Impressed with the abnormal boars brought up by the clans of the North, some druids decide to bless and infuse the creature with the soul of the land, in the hopes that its seed becomes even stronger.
>>
Rolled 16, 23 = 39 (2d100)

>>1950281
Early actions for turn 21.
>Action 1.
Continue upgrading resource harvesting.
>Action 2.
Mine that copper.
>>
>>1950261
Turn 19
-----
Faires - Magenta
Traits:
Magically Inclined (+4 magic control)
Tricksters (+2 diplomacy)
-----
Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--


--Projects--
[Influence 4/20]
[Moonlight Whisper 6/10]
--Development Bonuses--
[Magic control +20]
[Agriculture +1]
>continue both projects +25 bonus to both.
>>
Rolled 57, 93 = 150 (2d100)

>>1950457
>>
Rolled 2 + 24 (1d100 + 24)

>>1950261
Kobold Confederacy - Light Blue

Traits:
Confederate Tribes (+2 organization)
Dragon Gods (+2 religion)
Cunning (+2 traps)
-----
Stability: very content
Food: abundant

--Government--
Elder Council (+5 culture)

--Resources--
Fish, lumber, sabertooth fur and teeth, stone

--Projects--
[Central Workshops 2/20]
[Stone Pit 5/5] +2 organization, +2 construction

--Development Bonuses--
+3 culture (Debate?), +2 logic, +2 organization, +2 traps

--Diplomacy--
Discovered: Kratiya


1. The kobolds throw themselves into refilling their food stores. The shrines to their dead Draconic gods give them uncanny premonitions that this is a good idea. The new stone pits allow them to counterweight many of their snare traps, put sharp rocks on the end of their spears, and generally incorporate heavy dense matter into their animal-murdering devices. A sound application of logic and organization if there ever was one!
>>
Rolled 16 + 24 (1d100 + 24)

>>1950512
2. The Kobolds redouble their efforts with food gathering. The kobolds don't know what a full fridge is but if they did they'd like it as a concept.
>>
>>1950457
FUCK I FORGOT TO UPDATE THE PROJECTS. IM SO SORRY OP
Influence [10/20]
Moonlight Whisper [8/10]
>>
Rolled 43, 58 = 101 (2d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
-----

Stability: Rejoice!
Food: Abundant

--Government--
Shared Consulate [+10 military, +10 culture]
Actions to improve stability are twice as effective.

--Relations--
Kobolds - Known
Fauns - Known

--Resources--
Fish, lumber, copper, emeralds

--Development Bonuses--
Dance +1, Fishing +3, +4 Shipbuilding, +5 diplomacy, +8 Art, +6 Music, +2 Architecture, +5 Culture, +3 Education, +4 Agriculture

--On-Going--
Quarry 1/3

1. Quarry 1/3 +11

As architecture becomes the hippest trend among the nobility architects begin searching for methods to make their building larger and longer lasting. The stalled quarrying project on the southern shore of Lake Krat catches their eye. While the stone itself is useful, of more importance they feel is the large deposits of sand and clay that could be turned into brick. An industrial site on the shore could provide both brick and cut stone for building projects elsewhere. While this is important to individual Senators looking to flaunt their steadily growing wealth, it is not considered a public matter, and is therefore never brought to the Dias to be argued. For now, the construction of the quarry and industry at the site are left to private matters.

The original owner of the site had died during the famine following the Manastorm. The land, along with the village the site was near, was purchased by Nuchecher Nizipvak. A Goblin more commonly known for being a gambler and scoundrel than his few legitimate business prospects; Nuchecher's newest project is a bet sure to either catapult him to riches or see his efforts fall into the very dirt he looks to mold into political power.

2. Expand around Lake Krat +38
+4 traits, +5 diplomacy, +8 art, +6 music, +15 Culture

The development of plantations took off astoundingly well. In addition to nobles buying up land, even city dwellers have struck out of the island to try their luck on the frontier. The powerful propaganda that had encouraged people to move to the plantations worked equally as well in getting people to settle areas hither-to unclaimed by the Consulate.
>>
Rolled 90, 90, 18 = 198 (3d100)

>>1950261
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
Industrious (+3 engineering)
-----
Stability: Very Content
Food: Low

--Government--
Despot Rule (+5 military)

--Resources--
Dwarven Alcohol
Stone and Marble
Copper and Steel
Manastone

--Development Bonuses--
+4 Runic Language
+3 Organisation (The Marble Laws)
+20 Dwarven Industry (Smelter, Dwarven Forge, Mines, Great Quarry)
+1 Brewing (Brewery)
+10 Dromadhur Fortifications (Gates of Dromadhur)

--Other--
Strange Beast in the Underwater Caverns below Dromadhur
-----

1. We're on the verge of making sense of this water power. Some of the prototypes are done. Just a little more and we should be able to get this working on a larger scale. (+10 from runic language, organisation, engineering) [Water Power 12/15]

2. The discovery of something in the caverns beneath the city reminds us of the world's hostile nature. One dwarven engineer has come up with a handheld contraption that fires a metal bolt using a powerful spring. We shall roll these weapons out on a greater scale for our warriors. (+26 from Industrious, Visions of the Future, Dwarven Industry)

3. Armaments alone are not enough. Our new steel is harder than iron or copper but lighter than manastone which is prohibitively heavy for a whole suit of armour. My making coats of overlapping steel plates we can protect our warriors from all but the heaviest attacks. (+26 from Industrious, Visions of the Future, Dwarven Industry)
>>
>>1950261
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: Very Low
Food: Plentiful

--Relations--
Mages: Aware of
Aboleth: Deity

--Government--
Elder Council (+5 culture)

--Resources--
[Copper] [Tin] [Bronze]

--Development Bonuses--
[4 pontoon boats] [+3 leather working] [+3 leather tents] [horn instruments: +2 organisation +2 music] [+4 metal crafting]
[+4 Flamberge] [+4 construction] [Bows +3]

--In Proggress--
chemical BOMBS!!! [12/15] (made safer now)
Home improvement [1/5]

Action 1: Get a grip, don't let me slip 'til I drop the bomb!
Action 2: well atleast nobodies dying I guesse! continue building better houses! for the security and comfort of our people!
>>
Rolled 49, 95 = 144 (2d100)

>>1951368
you see I'm not very goo dat this entirew "rolling" thing
>>
Rolled 100, 63 = 163 (2d100)

>>1950280
-----
Insectoids - Orange
Traits:
Rapid Evolution
Swarm
-----
Stability: very content
Food: plentiful

--Government--
Hive Mind

--Tribes--
Swamp lizardmen (neutral)
Foreign hive (eradicated)

--Languages--
Bug

--Resources--
Poison Spitter (Giant Frog)
Swamp Stalker (Swamp Panther)

--Projects--
Living Chamber+ (done)
Feeding Dome (done)
Evolution Chamber (done)

--Evolutions--
Hunter (done)
Hivemind+ (12/15)

--Development Bonuses--
[+6 construction,]
[+11 military]
[+12 mutation]
[+11 hive]
[+5 organization]
[+1 fortification]

>Finish the hive minds evolution (+18) [12/15]
>Begin use of the evolution pool. Using both the Poison spitters, Swamp stalkers, and some of your own, evolve into something new. (+28)
>>
>>1950512
A Kratiyan delegation arrives in the Confederacy. A pair of tall fair skinned humans with wide piercing eyes are accompanied by five even taller goblins armed with copper spears. In their hands they carry a large scroll on which is written elaborate and delicate script. In incredibly polite tones the Kratiyans ask to be introduced to the leadership of the confederacy. Some may find it off that these strange people who look so alluring to the eye despite being an alien species could speak the language of the kobolds despite having never met them.

When introduced to the council the Kratiyans lay out their offer.

>Kratiya will introduce the kobolds to the fauns
>The Confederacy will be permitted to trade through the lake with the fauns on the other side of the river but will need to pay duties in the form of a small amount of coin or resource being traded
>kobolds may attend the College of Fine Arts should they be accepted, but will need to pay tuition
>Kobolds are only permitted to take courses in Kratiya-goblin culture courses giving them my culture bonus
>further additions can be discussed at a later date
>>
Rolled 85, 19 = 104 (2d100)

>>1950279

Rolling for fishmen resistance
>>
Rolled 87, 49 = 136 (2d100)

>>1950261
Fey turn 20
1) Continue influence +25
2) Research woodworking knives and carpentry
>>
>>1950281

Rolling Aratoa resistance
>>
Rolled 81, 47 = 128 (2d100)

>>1951940

DIIIIICE
>>
>>1950279

ABOLETHS

The chaos and fear inspired by the arrival of Yi'axkratos-Ny'lotep, as heralded by the fishmen prophet Qi'aki-Uix'lotep, has beaten back the rising tide of the crass coral gods and their measly priests. Aboleth worship in all its glory takes over the fishmen nation. Wherever Aboleths go, the common folk and the nobles prostrate and plead for blessings. Qi'aki-Uix'lotep is installed as the high priest alongside the king, and coordinates between the various factions that worship the Aboleth in their own gruesome ways. The newly reformed regions are renamed to suitably fit into the new style of the dark masters. Praise be upon the Aboleths, may their benevolence save us from the surface world's disgusting light and forever suppress the false gods!

[Fishmen Brain Souffle 20/20], [+4 mental influence], [+3 psychic power], [+2 divine power], [stability: very content], [resources: fish, shellfish, copper, tin]
Fishmen Armies - Roll an extra attack or defense die in combat. Add 2/3 of this die to your total combat roll when the battle takes place in water. Add 1/3 outside of water.

A small remnant of fishmen, clinging to their pathetic shoreline gods, has managed to resist by desperately performing a 'cleansing' of their own people. As a result, their territory crumbled in the final moments of the civil war, and was mostly absorbed by those loyal to the aboleths. They remain stalwart opponents of the Aboleths...for now.

Note: see map for territory adjustments
Note: you are now informed about the presence of the Faeries, Illithids, Stangalli, Aratoa, and Birdmen. The birdmen have border agreements with the fishmen (their territories naturally don't overlap, though they do share fishing grounds). The fishmen have only a passing acquaintance with the Stangalli. The fishmen have spied on faeries and illithids, but have had no interaction with them. The fishmen have an active trade with the Aratoa, though it has ground to a halt recently due to the war. The Aratoa are currently busy with an important facet of their internal politics in which they determine fishing grounds for the various tribes. Rumors from the birdmen state that new races nearby have competed for territory on the land, though the fishmen aren't very interested in the surface.

>>1950281

ORCS

There are plenty of trees, but not enough cutting tools. The warleader demands that this be rectified! [+1 stone tools]

The scouting bands flock to find stronger materials with which to construct weapons. The mountains to the west prove to have great stores of the ruddy-tinged rock that is stronger than normal rock - copper. They also find iron in the hills further to the east, near the lake. This proves difficult to attain reliably without better tools, though it may be possible. [resource: copper]
>>
>>1950283

MAGES

Almost...there...damn you...nature magic... [Magitific Method 14/15]

Efforts to set up a magical tree plantation to create a reliable source of timber go extremely well. Unlike more delicate crops, the trees are fairly hardly and their abundance in the forest nearby provides plenty of samples for experimentation. Trees imbued with mana seem to gain an enhanced toughness and grow several times faster... [Ironwood 5/10]

>>1950284

BACATIA

The tournament goes as planned. Tribes that chose not to dope their contestants are rapidly eliminated and can only depend on allies to save their political positions. The inner circle claws fiercely before the watchful vampires, now seemingly competing to be adopted into the true fold rather than have access to the elixir. The vampires schmooze with the tribe elders in the background, solidifying earlier political agreements.

The contest wins with the champion joyously being transformed into a vampire before their very eyes. One of the elder vampires first sucks out some of his blood, then feeds his own blood to the champion. His body contorts; his skin pales; he screams and writhes on the ground. But eventually, he rises, eyes blood red and his incisors elongated, a new vampire.

[Luring in the Tribes 30/30], [+5 dark magic], [+5 leadership], [+4 mental influence], [+2 culture], [stability: very content], [resources: copper, fish, shellfish]
[Aratoa Warriors] - Roll an extra die in combat. Roll 1/2 the total of this die to your total combat roll

Some of the tribes, wary of vampire might and frightened by the final dramatic display, do not pledge themselves to the elder council. These are the few that refused the elixir to the very end. Clearly, they will have to be dealt with via other means...

Note: see map for territory changes

>>1950306

STANGALLI

The Tobal Windcarts™ are finished! The Stangalli are now capable of incredibly speedy land travel - at least, on relatively flat ground. They're the fastest civ on land! [+4 wind magic, +2 craftsmanship, +2 economy], [resource: Tobal Windcarts™]

The Stangalli can practically smell the opportunities at the juncture of the Mages, Apes, and Birdmen. Besides, the enemy of their enemy is a friend, right? The earlier attack is attributed to the unruly nomads, politically distinct from the other birdmen. Traders flock north to the junction between the civilizations, near the large 'urban' area that makes the Birdmen neutral territory. [Trading Post 1/5]
>>
>>1950314

LIZARDMEN

The shaman dedicate themselves to enhancing the speed at which rangers can bond with newly formed pets. If they can perfect this, they'll virtually be able to turn the fauna of the swamp itself into a living defense of their home. [Bonding Ritual 4/10]

The Ironwood is perfected! The key is found to be steadily varying concentrations of mana at different points in the tree's life cycle that matches the speed of growth. Large amounts of mana at first, then dwindling as the tree reaches size. Ironwood is found to be extremely tough and resistant to fire. It also easily accepts additional mana, though for what purpose this could be used is unknown. [resource: Ironwood 10/10], [+4 nature magic, +2 magic control, +2 herbology]

>>1950375

APES

The apes debate on what to do with their accidentally earned plot of land near the river. They decide that another focal point for their meditations is an order - a home away from home, of sorts. Using their knowledge of plant cultivation, they begin to meditate and infuse spirit magic into a tree to dominate their terrain and offer shelter. The hand of H'Ar-ambe is felt to be a work...[Spirit Trees 3/20]

The banana-growers have a solid direction now. The plums restore physical stamina, but the bananas have a gentler flavor and seem to relieve mental fatigue, the kind that catches up with a monk when he overuses his aura. The promising results have the village waiting for the finished product. [Bananas 12/15]

>>1950379

BEGRAVEN REUS

Without much else to do, the hunter's mind begins to turn on the possibilities of better ways of hunting. After accidentally killing the small lizard, he decides to try to think of a better way to throw a rock than simple arm strength. Observation proves that a longer arm-length means that the rock will travel faster when it is released. He uses strips of animal skin and a small stick to fashion a device that takes advantage of this. [Sling 2/3]

The giants learn that a softer substance meshed between stone rocks can serve as buffer so that they fit together more solidly. With the right application of a leaf-and-mud mix, set to try, walls can even be made totally waterproof. [+4 construction, +1 craftsmanship], [Resource: simple mortar]

>>1950389

FAUNS

The attempt to trade is somewhat rebuffed; the consulate feels they have little to offer that they don't already have. The Kratiya try to smooth things over.

The boar experimented on by the druids becomes tamer and obedient compared to other breeds. Its progeny, on the other hand, look to be just as large and tough as their father! Outsiders would confuse the things will bulls, rather than boars. [replace resource [boar] with [tamed boars]], [+4 nature magic, +1 spirit magic]
>>
>>1950457

FAERIES TURN 19

Projects are continued.

1) [Influence 13/20]

2) The faeries perfect a means of influencing and rapidly taming flora and fauna. Surely this will help them create a perfect island home. [Moonlight Whisper [10/10], [+2 nature magic, +2 spirit magic, +3 mental influence]

>>1951821

FAERIES TURN 20

(Note: please post your sheet and give me some context in your actions)

Influence continues to be researched. The air around one of the faeries trembles erratically. Another faerie changes a flower's color from blue, to purple, then back. [Influence 18/20]

The faeries begin to work with more mundane tools to help shape their home. [+3 craftsmanship]

>>1950512

KOBOLDS

Note: your food should be updated to Low per last turn, however, it is changing again this turn, see below

Emboldened by their success in hunting the sabertooth, the Kobolds feel that they have tamed the nearby mountains. They go after the prey of their prey as well - fresh venison! The effort, however, is somewhat disorganized as time goes on. [food: moderate]

>>1950735

KRATIYA

Nuchecher Nizipvak's ambitions are not without merit. A few connections to some hoity-toity politicians clue him in on the rising demand for structural material that has a bit more pizazz than wood. He decides to reopen the failed quarry, because, hey, the last guy died in that whole manastorm thing and the land is cheap as a result. He finds that the thing was practically done already! Next stop: bricks! [Quarry 3/3],[Resource: stone],[+3 construction]
[Brickyard 1/5]

Meanwhile, the consulate decides to formally expand the borders to ensure the safety and continued success of the plantation program. Brush is cleared, roads are developed around the lake, and a new, small port is built on the south side to handle a sudden new influx of stone building materials. There surely weren't any moneyed interests that lobbied for that...

Note: see map for territory changes

>>1951150

DWARVES

The power of water is now under the control of the dwarves. Labor-saving engineering is abound. Waterwheels pepper the side of the underground waterfall as the demands of machines and devices grow rapidly, hooked in by larger and larger lengths of rotating gears and shafts. [Water Power 15/15], [+7 engineering, +5 mining]

In a spate of industriousness, and a good helping of nervousness, the dwarves fashion a weapon with which to protect themselves. [+3 crossbows, +2 engineering]

Later, the dwarves begin to fashion armor made from solid steel. The light but tough material makes it perfect for the application, when properly balanced. The articulation of armored joints proves a challenging task for the dwarven smiths. [Steel Armor 1/7]
>>
>>1951368

LACHSTAGEN

BOMBS!!! [14/15] The lachstagen can practically smell the breakthrough technology. Just one more push!

On another front, copper fixtures are found to greatly improve the quality and stability of the longhouses. They even have windows now! Tin roofs and gutters make rainwater leaks a thing of the past. [Home Improvement 5/5] [+3 leather tents REPLACED by +5 longhouses], [+2 construction, +1 metal crafting]

>>1951524

INSECTOIDS

NOTE: keep government and racial traits separate from other development bonuses. You should list

Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)

Government:
+5 organization.

You are changing governments and so you'll lose the +5 organization and gain the following bonuses:

New Government: Swarm Mind (+10 organization, +10 military)
When attacking, roll another die. Add 1/2 the total of this die to your combat total.

To development bonuses: [+3 mutation, +3 military]

The swarm begins to concoct a new genetic mixture based on the species they have access to from the swamp. [Evolution 002 (4/10)]
>>
>>1950283

MAGE UPDATE:

Magitific method is completed! For all time this will assist new mages young and old in learning and mastering the various fields of magic.

[+4 nature magic is REPLACED by +7 alchemy]
[+4 magic control]
[+3 education]
>>
File: Map21.jpg (4.72 MB, 3027x2270)
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Updated map.

World Event Begins:

GREEDY DRAGON
>>
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A roar echoes out from the top of mount Dromadhur! The activity of various races on the surface has disturbed its slumber.

The dragon's voice echoes with power and mana, reaching the ears of everyone in the world. "OFFER ME THINGS. SHINY THINGS. OR ELSE...SUFFER THE CONSEQUENCES!!!"

At the end of turn 23, every civilization will be visited by the greedy dragon that usually sleeps in his cave near the top of Dromadhur. You should offer him shiny things. If you offer something shiny enough, he just might decide he likes you.

If you don't offer something shiny, he'll probably decide he doesn't like you. That is bad.

Of course, you could not offer him anything and try something else...but dragon scholars do not recommend this course of action.

BEGIN TURN 21
>>
Rolled 64, 34 = 98 (2d100)

>>1952223
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: Very Low
Food: Plentiful

--Relations--
Mages: Aware of
Aboleth: Deity

--Government--
Elder Council (+5 culture)

--Resources--
[Copper] [Tin] [Bronze]

--Development Bonuses--
[4 pontoon boats] [+3 leather working] [+5 Longhouse] [horn instruments: +2 organisation +2 music] [+4 metal crafting]
[+4 Flamberge] [+4 construction] [Bows +3]

--In Progress--
chemical BOMBS!!! [14/15] (made safer now)

>Action 1: looks like I'm the BOMB
>Action 2: explore to the far east! its about time we got some action
>>
Rolled 60, 2 = 62 (2d100)

>>1952223
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/hunting)
Poison Control (+3 Poison knowledge)
-----
Stability: Rejoice
Food: Plentiful

--Government--
Council of Protectors [+5 Military, +5 Construction, +5 Magic control]
Wartime stability penalties are halved. When defending, you do not lose an action until you are defending on three fronts, rather than two.

--Resources--
Venomweed
Poisonspitters
Swampstalkers
Deathweed (3/3)
Festerbeak Hatchlings
Ironwood

--Constructions--
Hill-home Settlement
-Foundation Totems
Trapped Territory

--Projects--
[Bonding Ritual 4/10]

--Development Bonuses--
+3 Poison Knowledge
+8 Traps
+11 Beast Taming
+6 Construction
+8 Fortification
+12 Rangers
+7 Magic Control
+6 Nature Magic
+4 Herbology
+5 Magic Defense
-------------------------

Actions:
>In response to the great voice the entire Ranger Conclave is mobilized. The Grey Razor is the shiniest thing we have ever seen, and it was found in the Swamp, surely there must be other things like it? [+31] (+8 Military, +11 Beast Taming, +12 Rangers)
>Meanwhile, as the hatchlings aren't allowed to venture into the swamp, work on the bonding rituals continues unabated. [+51] (+6 Poison Control, +12 Magic Control, +6 Nature Magic, +4 Herbology, +11 Beast Taming, +12 Rangers)
>>
>>1952223
TURN 21
-----
Bacatia – Light Brown
Traits:
Vampiric (+3 dark magic)
Overlords (+3 military)

-----
Stability: Very content
Food: Plentiful

--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)

--Resources--
sacrificial altar, cattle, leather, lumber, fruit, Aratoa Blood Elixir, copper, fish, shellfish

--Projects--


--Development Bonuses--
[Aratoa Warriors] - Roll an extra die in combat. Roll 1/2 the total of this die to your total combat roll

> +15 Dark magic
> +9 construction
> +7 Vampiric Bone Spears
> +6 leadership
> +5 Culture
> +4 Agriculture
> +4 Mental Influence
> +3 Military
> +2 Enchanting

--Actions--
1) For the remaining Aratoa there will be no mercy. They had chance to submit and have chosen defiance. Send our newest Kindred with a detatchment of Aratoa equiped with spears and elixir to subjugate them violently. Bring back as many prisoners as possible. +37; Dark magic, Vampiric Bone Spears, Leadership, Mental influence, Military, Enchanting
2) Gather the council at the altar. Perform a sacrificial ritual and combine vampire blood with copper to develop Bloodstones. Artificial jewels that hold magic for a long time and are easily enchanted.
>>
Rolled 74, 64 = 138 (2d100)

>>1952273
rollllls

23 ; Dark magic, Enchanting, Leadership
>>
Rolled 67, 7, 87 = 161 (3d100)

>>1952223
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
Industrious (+3 engineering)
-----
Stability: Very Content
Food: Low

--Government--
Despot Rule (+5 military)

--Resources--
Dwarven Alcohol
Stone and Marble
Copper and Steel
Manastone

--Development Bonuses--
+4 Runic Language
+3 Organisation (The Marble Laws)
+20 Dwarven Industry (Smelter, Dwarven Forge, Mines, Great Quarry)
+9 Engineering
+5 Mining
+1 Brewing (Brewery)
+10 Dromadhur Fortifications (Gates of Dromadhur)
+3 Springbows

--Other--
Strange Beast in the Underwater Caverns below Dromadhur
-----
The first true threat to dwarfkind has appeared! The dwarves will never bow! The dragon must be slain if it attacks!

1. Our new springbows fire a metal bolt as thick as a finger, but this would never be enough to drive off a dragon. We will build bigger ones that can fire bolts the size of spears, that take a pair of dwarves with a winch just to pull back the spring. With those mounted upon our fortifications, even a dragon will have to think twice before attacking us. (+35 from Industrious, Visions of the Future, Dwarven Industry, Engineering)

2. Our gates are strong, but are they strong enough to stop dragonfire? It seems unlikely. We will make a new set of gates made of solid steel the thickness of which has never been seen before, which even a dragon will struggle to break through! (+32 from Engineering, Dwarven Industry)

3. Armour designs are needed before the dragon attacks! Speed up the research! [Steel Armor 1/7] (+35 from Industrious, Visions of the Future, Dwarven Industry, Engineering)
>>
File: Primative_Picks.png (152 KB, 583x328)
152 KB
152 KB PNG
Rolled 7, 86 = 93 (2d100)

>>1952202

Begraven Reus - Indigo
Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
-----
Stability: content
Food: plentiful

--Government--
Despot Rule (+5 military)

--Resources--
+6 stone tools
[Simple Mortar]

--Projects--
[Sling 2/3]

--Development Bonuses--
+3 craftsmanship
+2 herbology
+3 hunting
+10 construction
+2 fortification

...

> We attempt to refine the sling concept into a functioning prototype

> We decide to further expand the array of tools at our disposal. Bending stone, bone and sinew to our will, we focus on developing tools for a specialized purpose, specifically mining
>>
>>1952202
FAUNS

dice+2d100
-----
Fauns - Light Green
Traits:
Stubborn, Like Goats: (+2 military, +1 organization)
Tea Time Sacrifices (+2 magic, +1 culture)
-----
Stability: content
Food: plentiful

--Government--
Elder Council (+5 culture)

--Resources--
-tamed boars-
-fish-

--Projects--
-none-

--Development Bonuses--
+3 culture
+6 nature magic
+2 spirit magic

>Action 1
Hearing the rumors about the awakened dragon, the council of the 10 decided to take a radical turn of action. The lands of the north are unexplored, and might be rich in metals and other minerals, because of that the council decides to send a big company of explorers to the north in direction of Dromadhur, in the hopes to find any kind of natural resource that could be useful on these times of need: like amber, minerals, metals and creatures.

>Action 2
An young druid called Amhar clains to be able to hear the Song of the Forest, with a comitive of trusting followers he goes to the West following the river, always going deeper into the woods. He hopes to find a new sacred place on the older part of the forest, where the druids will be able to met and learn with the old spirits of these forests.


- time to put our culture bonus into play -

Also, negotiations are started with the Kobolds and the Kratyans. We would like to offer the services of our druids to bless your famrs, in exchange we ask the Kratyans to teach us some of their knowledge in agriculture, and to the kobolds we ask some live sabertooth tigers. Do you agree? We can negotiate.
>>
Rolled 75, 7 = 82 (2d100)

>>1952346
Ops, rolling.
>>
Rolled 22, 39 = 61 (2d100)

>>1952223
TURN 21
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: very content
Food: plentiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Fishmen Armies [roll an extra attack or defense die in combat. Add 2/3 of this die to your total combat roll when the battle takes place in water. Add 1/3 outside of water]
Enslaved Fish People
Lesser Chaos Node
Fish
Shellfish
Copper
Tin

--Projects--
Ui'haki-Xa Enchantment 5/15
A Mind of their Own 5/15
Distortion Field 4/40
Knocking on Heavens Door 0/100

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control
+10 Mental Influence
+4 Chaos Magic
+4 Construction
+4 Mental Influence
+3 Psychic Power
+2 Divine Power

--Locations--
Xi'ati-Yi'hlotep
Xi'ati-Uix'lotep
Xi'kai-Yi'hlopek
Xi'kai-Ux'lopek
Xi'kai-Qi'lopek

--Heroes--
Yi'axkratos-Ny'lotep [roll an extra attack or defense die when combat takes place in water and add 1/2 the value of this die to your total combat roll]
Qi'aki-Uix'lotep

--Contacts--
Lachstagen (dreams/visions)
Stangalli (encountered)
Aratoa (trade)
Birdmen (boundary agreement)
Illithids (scouted)
Faeries (scouted)

--Totals--
+12 Chaos Magic
+15 Mental Influence
+5 Organization
+4 Construction
+3 Dark Magic
+6 Psychic Power
+2 Divine Power
+1 Magic Control

(doing the same action twice)

> The aboleths take a stone statue from one of the fishmen craftsmen and imbue it with dark chaotic magic. The statue summons gold for anyone who asks for it. However, as is quid pro quo with such magic, the more gold that is summoned from the statue, the more the gold summoner becomes entrapped in his own mind and is transformed into a hideous void creature. It is a safe artifact if used sparingly. However, if it is used greedily to summon an infinite amount of gold, the summoner will become enslaved to the aboleths as a creature of chaos. [+48]
>>
>>1952376
Also, fishmen nations rejoice!
>>
A Kratiyan delegation arrives in the Faun Hills. A pair of tall fair skinned humans with wide piercing eyes are accompanied by five even taller goblins armed with copper spears. In their hands they carry a large scroll on which is written elaborate and delicate script. In incredibly polite tones the Kratiyans ask to be introduced to the leadership of the Tribes. Some may find it off that these strange people who look so alluring to the eye despite being an alien species could speak the language of the Fauns despite having never met them.

When introduced to the council the Kratiyans lay out their offer.

>Kratiya will introduce the Fauns to the Kobolds
>The Tribes will be permitted to trade through the lake with the Kobolds on the other side of the river but will need to pay duties in the form of a small amount of coin or resource being traded
>Fauns may attend the College of Fine Arts should they be accepted, but will need to pay tuition
>Fauns are only permitted to take courses in Kratiya-goblin culture courses giving them my culture bonus
>further additions can be discussed at a later date
>>
Rolled 1, 11 = 12 (2d100)

>>1952223
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Very Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums
Oliphaunts(Big Sam and senpai)

--Development Bonuses--
Spirit Magic(+12)
Military(+5)
Close Combat(+6)
Monkhood(+5)
Agriculture(+8)
Healing Magic(+2)
Shield Aura(+6)
Diplomacy(+5)
Religion(+3)
Beast Taming(+4)

-In Progress-
Iron Palm Technique 2/10
Banana-mana from Heaven 12/15
Spirit Trees 3/20

-Abilities-
Astral Projection: Can communicate or spy using spirit magic.
Rockslide Technique: A monk technique involving a flurry of punches, several extra

blows will land where the fist has never connected with the body.

-Discovered Groups-
Stangalli
Mages

Actions:

>There is no time for gardening, fruit growing and trees anymore. An asshole dragon thinks he can demand things and The Apes refuse to accept that. We need to finish the Iron Palm technique before this asshole shows up.[Iron Palm Technique 2/10]

Use both my actions for this.
>>
Rolled 58, 9 = 67 (2d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
-----

Stability: Rejoice!
Food: Abundant

--Government--
Shared Consulate [+10 military, +10 culture]
Actions to improve stability are twice as effective.

--Relations--
Kobolds - Known
Fauns - Known

--Resources--
Fish, lumber, copper, emeralds, Stone

--Development Bonuses--
Dance +1, Fishing +3, +4 Shipbuilding, +5 diplomacy, +8 Art, +6 Music, +2 Architecture, +5 Culture, +3 Education, +4 Agriculture, +3 Construction

--On-Going--
Brickyard 1/5

1. Brickyard 1/5 +14

Nuchecher Nizipvak's bid paid off, literally. With additional profits from building materials flowing his way he branched out operations. Included to his now sizable industrial properties was a built in the same village he had purchased for a pittance. With so many new workers, the village had morphed into a boom-town almost overnight. Poor conditions, shoddy workmanship, and difficult labor faced the quarry men and construction worker laboring to build the new brickyard in the town. Wages were low, but profits were high. Nizipvak was no fool. Word of conditions never seemed to actually reach the Senate. Instead, Nizipvak pumped out word of the admittedly high bonus for quarriers that met their quotas or construction milestones kept workers coming into Arista at a faster pace than worker leaving by choice or in a coffin.

2. Telekinesis +7

Kratiyans have always held latent psychic potential, but they had never chosen to really develop it any further than the slight empathy and influence they could exert. With the success they had with those abilities there was little incentive to branch out any further. It is entirely likely that the abilities would have stagnated there, had it not been for a freak accident. A quarrier working in Arista was nearly crushed by falling rocks. In fear and panic something snapped. A rock that surely would have crushed him was instead thrown aside. Few noticed, but a foreman did. The quarrier was taken off the line, and sent back to Kratiya with a note for Professor Kerilla xa Czerkia, a researcher at the University. This worker, Crinan, would be studied by one of the best in the field to see if perhaps there were more to Kratiyans than just being good with words and emotions.
>>
Rolled 24 + 24 (1d100 + 24)

>>1952223

Kobold Confederacy - Light Blue

Traits:
Confederate Tribes (+2 organization)
Dragon Gods (+2 religion)
Cunning (+2 traps)
-----
Stability: very content
Food: moderate

--Government--
Elder Council (+5 culture)

--Resources--
Fish, lumber, sabertooth fur and teeth, stone

--Projects--
[Central Workshops 2/20]
[Stone Pit 5/5] +2 organization, +2 construction

--Development Bonuses--
+3 culture (Debate?), +2 logic, +2 organization, +2 traps

--Diplomacy--
Discovered: Kratiya, Fawns

1. Draconian Etiquette: The Kobolds are concerned by the new revelation - a Dragon in the nearby lands means they will have to rethink their place here. There were far too many of them to simply prostrate themselves before it and enter its service, and besides this was a foreign beast, not one of their progenitors. But there was likely a way to use a spark of the old traditions, a common custom to see the matter through.

The elders speak for a time, reasoning that they would need to send the best tribal scouts into the old caves into the heart of the mountain to bring to light any information that could be gathered - and if they could find a treasure to cement the exchange that had not been ransacked when the Old Hoard was broken, that would help. But a scroll, a history, an old dusty tome in some chest, a wizened hermit-kobold in a cave somewhere that knew the precedent - that would be beyond price.

The trapper caste leads the way. Well they know the tunnel, and the snare and the deadfall, the stone pit with the stalagmite spike, and the tripwire-sprung cage. Well they know the winding turns of lightless depth. They ask for the guidance of the bones of their gods, to see them safe through the mountain. They paint half-forgotten draconic runes on their scaled skin. They carve little smooth stone wheels, attach them to vines and makeshift ropes, chip out pitons from harder stone and whittle wooden spikes - primitive climbing gear for the slopes. They wrap themselves in furs against the lifesucking cave-cold and argue, applying logic to every contingency. And then they leave for the climb and the depths.

The mountain holds many secrets. All they need is one.
>>
Rolled 96 + 24 (1d100 + 24)

>>1952532

2. [Central Workshops 2/20] - The Elders apply their newfound resources in pursuing their workshop, seeking to finish what was begun. Perhaps with stone and timber it will be easier.
>>
>>1952541
>>1951679
Diplomacy - Kratiya-Goblin Consulate

The Elders send an emissary, tall for a kobold. He is accompanied by an honor guard from every klan and wears the skin of a great cat, the teeth fashioned into the garment with fine toolwork.

The group carries no great weapons, but little do the diplomats know they stand in the path of a few carefully camouflaged bulwarks set to break and release rolling logs - a simple signal from the emissary or his party and all that polished civilization will come crumbling without so much as a struggle. Such is diplomacy with the spawn of the great drakes.

They look over the terms and shrug. "This is all well and good," they say, "Likewise, if you route trade through our territory, we will require the same, lest your caravans - " and here, they trigger a pit trap down the way for effect; a boulder disappears into the earth with a splintering crash - "find the going hard. Local guides are a boon. Do you have any need for scouts? Perhaps that is a way to pay for your offer of education, for we have no coinage."

>The offer stands to draft the kobolds into an auxilia as mercenaries. (Use traps bonus in exchange for culture bonus.)

"We will also need a permanent presence in your trade center. No new construction, but a post. A tent at a crossroads will do, if that is what it takes. You may have the same."

>Offer to exchange emissaries and set up trading post. This will establish better relations, pending the QM's terms, and perhaps profit both nations or allow a resource exchange.
>>
>>1952663
>>1952346
Diplomacy - Hilland Fauns

The Kobolds meet the Faun emissary in much the same way as those of the Consulate - on open ground, likely with a trap in the background somewhere.

They warm to the idea of druids to bless farms and perform nature magic - they offer the services of trappers as scouts and to capture live specimens, and of their organizational skills and regimented thinking.

>Exchange of druid bonuses and nature/spirit magic for trapping bonuses and organization on specified rolls, at QM's discretion in terms of mechanics.
>QM - I'm happy to take action rolls to trade techs, if that's the way you want to play this.

The Kobolds have a frank conversation with the Fawns about what they can offer each other. Captured live sabertooth cats, enough to mate in captivity, are offered in exchange for a starter herd of tamed boars.

>Exchange boars for captured sabertooth cats.

Offers of passage and an exchange of envoys is made, as with the Consulate. Just a tent near the meeting grounds of the Fawns, and enough leeway for a Kobold or two to provide a link to the Tribes - and the same offer extended.

>Diplomatic relations formally extended.

Talk, exceedingly quiet talk far away from the ears of any Consulate listeners, is had of the locations of animal graveyards, the creation of totemic charms, and the inscription of runes of power into Sabertooth and Boar Tusk ivory. The Kobolds, it seems, are expecting to develop fine toolworking capacity any day now. Can the Druids train the cats to herd and hunt with Kobolds? That undertaking would grant not merely a herd, but herding cats. Herder cats? Cats that...herd boars.

>Just some thoughts for tomorrow.
>>
Rolled 53 + 31 (1d100 + 31)

>>1952223
-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+2 to education)
-----
[stability: Neutral]
Food: moderate

--Government--
Elder Council (+5 culture)

--Resources--

[Resource gained: Blood Wargs]
[Resource gained: Warg Mounts]
Farm
Mud Golems
Mage Tower

--Projects--

[Ride the Lightning 1/2]
[Ironwood 5/10]

--Development Bonuses--
[+16 magic control]
[+9 Alchemy]
[+2 Agriculture]
[+9 Construction Magic]
[+1 Fortification]
[+8 diplomacy]
[+5 Animal Handling]
[+2 Magic Combat]
[+7 Education]
[+2 Culture]

---Known Civs---

>Action 1: The mages being incredibly afraid of a Monkey outpost scratching against their borders, Send for more troops especially the new Wargs and some more supplies. The outpost works night and day to expand and secure, trying out some of the prototype iron wood for some construction whilst simultaneously calming the nearby tribes through talks and educational debates to better understand each other. [I honestly not looking to gain any bonuses just finding a reason to use my stats] +31 (+7 Culture, +8 Diplomacy, +7 Education, +9 Construction Magic)
>>
Rolled 85 + 38 (1d100 + 38)

>>1952740
Action 2: Just in case, The best alchemists and artificers of the mage's nation band together to create the shiniest rock that they can create by imbuing a stone with Mana to change it's properties which really just sounds like magic bullshit where the Mage Civ player ran out of ideas and wanted to offhand get their Civ some justifiable magic imbuing training. +38 (+16 Magic Control, +9 Alchemy, +4 Magic, +9 Construction Magic)
>>
>>1952663
"A permanent post is unnecessary as Kratiya is a free port for trade. Instead of your people, we would like a steady supply of furs. They will be useful in clothing. In exchange for attendance, a regular supply of furs will pay your tuition. Should the time come in which you have other resources we deem useful we will discuss allowing the Kobolds to attend more advanced classes."
>>
Rolled 57, 63 = 120 (2d100)

>>1952202
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: Content
Food: Moderate
--Government--
Council of Misers (+3 culture, +2 currency)
--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
--Development Bonuses--
+2 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+9 Economy
+2 Culture
+2 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
----
Contacts:
Apes
Mages
Aboleth
Fishmen
Birdmen
----
In Progress
----
Other
Nearby Hot Springs

Actions
At the meeting of the misers...
>Ok then, we're in agreement. We'll hire out our best artists and craftsmen to create a tapestry of the Bird Man Raid, using our furs and shellfish to make it as ornate as possible. If this isn't good, we are going to die, if not by the dragon, then the angry townsfolk. May fate guide us on. (+20)
>>
>>1952696
In the name of the 10 clans, the comitive agree with your terms. We hope to create a solid alliance for many generations.

>>1952454
We must respectfully decline, the faun race is too stubborn and proud of its customs to submit to your way of life.
>>
anyone who's left the game so i can continue for them?
>>
>>1953265

Go to the discord. Check there...
>>
>>1953265
You can join the faeries. My time zone is completely different from OP's I have to go to sleep then he wakes up and I wake up then he is asleep. I just can't play
>>
>>1953550
It sucks, man
>>
>>1952223
Turn 21
-----
Faires - Magenta
Traits:
Magically Inclined (+4 magic control)
Tricksters (+2 diplomacy)
-----
Stability: content
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--
Moonlight whisper

--Projects--
[Influence 18/20]
--Development Bonuses--
[Magic control +20] [+2 nature magic] [+2 spirit magic] [+3 mental influence]
[Agriculture +1] [+3 craftsmanship]
>The final push is made to finish influence spell. World was made by God in a single thought, now we made in his image will shape the world ourselves.
>Dragon is coming and we must prepare. A construction of a shrine around mana pool begins with the help of mind controlled forest animals who will do all the heavy lifting and other simple tasks. Stone circle and 3 wood buildings are placed around the lake. This shrine will be used for more than worship. It will also function as a ritual chamber allowing faeries to more effectively channel mana and cast more powerful spells, mana pool in the middle will make this place perfect for a ritual chamber as faeries will be able draw power from it in case they run out. And finally this shrine will be the beginning of diplomatic relations between faeries and mana pool
+41 in total
[Magic control +24] [+2 nature magic] [+2 spirit magic] [+3 mental influence] [+3 craftsmanship] Tricksters (+2 diplomacy) Elder Council (+5 culture)
>>
Rolled 43, 70 = 113 (2d100)

>>1954187
>>
>>1954187
Forgot to add +25 bonus to influence
>>
>>1952858

"A culture that does not pay us the respect of offering us an exchange of representatives with a dedicated place made for them is hardly one we seek to learn from, let alone do business with. It is the cost of trade relations. Any diplomatic agreement is contingent on this, including a supply of furs."
>>
>>1954745
"We have no qualms about a permanent diplomatic post. Indeed one would be required to provide your students with some niceties of their home."
>>
>>1954979
The kobolds find the deal acceptable and will have the available labor to provide access to the furs after the dragon crisis is resolved. Gotta spend an action to do it per the QM, I think.
>>
>>1952376
The fishmen send an emmisary from Xi'kai-Qi'lopek to negotiate peace with the new fishmen resistance. "We want to find a peaceful way to end this conflict and bring you back into the nation. This civil war was started over an economic divide between the social classes, but we are working through those issues. You must be having trouble with a brand new government and, as you know, the civil war has hit all of our economy hard. What terms can we agree to in order to peacefully integrate your resistance back into one unified nation?
>>
Bump for hope
>>
>>1971217
Bump for despair
>>
>>1974027
QM just got back, Also why the hell are you two bumping? It's already saged after like two days
>>
>>1974042
Kys sweetie :)
>>
>>1974042
OP returned? Praise be!
>>
Rolled 85 (1d100)

>>1952273

In defense of the Aratoa!

+5 warrior tradition
>>
Is this still alive and taking players?
>>
>>1974551

It is alive, but not currently taking any new players. I may take one or two in the future if other people drop out, but most seem fairly committed for the time being.

I just got back from a few days away so there may be a slot if someone doesn't check back. You're welcome to follow the thread in the meantime.
>>
Rolled 43 + 39 (1d100 + 39)

>>1952740
>Action 2: Either finish the Rock OR The mages get bored and just let fate decide what to do (I'm leaving this decision to you. Give me a curve ball)




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