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File: Map22.jpg (4.73 MB, 3027x2270)
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Note: We are currently not accepting any more players in this thread. Sorry!

-------
Rules
-------

--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
>>
>>1952239

LACHSTAGEN

An explosion of creativity in the Lachstagen craftsmen leads to them developing some sweet, sweet black powder. It is...the bomb. [Chemical Explosives 15/15] [resource: black powder], [resource: saltpeter], [resource: potash], [+5 explosives, +2 metal crafting, +2 craftsmanship]

Lachstagen scouts explore east. They quickly come across the hunting parties of a brutish southern race from across the shores of lake Anylesh!

Note: You have discovered the orcs. You may now communicate and trade with them.

>>1952247

LIZARDMEN

The crack lizardmen rangers venture into the swamp in search of a shiny thing to give to the dragon. Unfortunately, swamps are more known for their foggy and gringy opaqueness than for anything shiny. They do have one clue - the strange metallic strip they found one day.

Near the gruesome pit where they harvested the deathweed, and not far from the spot of the razor, the lizardmen find something they've never seen before: a stone structure, rising above the swamp. It seems half-sunken in the earth. A dark entrance leads below the ground. They quickly report this to the council. [Ancient Ruins 5/15]

Meanwhile, the younglings advance their bonding rituals at a steady pace. [Bonding Ritual 7/10]

>>1952273

BACATIA

You go to war with the independent Aratoa tribes!

War Result: 111 vs 90

The first battle against the Aratoa goes well, but they were well prepared for your aggression. Still, you drive them off one of your islands and take several prisoner, which should be useful for intelligence purposes going foward. [resource: Aratoa POWs 1/1]

Note: If you attack the Aratoa again next turn, your gathered military intelligence will give you +20 bonus to your war roll. If you do not use it next turn, the bonus is void.

Note: You have enough prisoners to somehow use them in 1 future action or project. More prisoners would then need to be captured.

The vampire council, along with their newest Aratoa member, gather to perform a ritual transforming raw hunks of smelted copper into bloodstone, capable of retaining dark magical energy for extended periods of time. For the revived vampires, it's like riding a bike... [resource: bloodstones], [+3 enchanting]
>>
>>1952313

DORFS

The despotic ruler of the dwarven homeland slams his fist down against his throne."We will never share our mountain with a greedy tyrant!" His advisors decide that pointing out the irony of the situation can wait, and send forward the command to dwarven engineers to begin work on a weapon capable of assaulting a dragon. [Iron Scorpion 5/10]

The command goes out to bolster the fortifications of Dromadhur. No overgrown lizard will be able to attack our home! [The Dragon Gate 3/12]

The threat of attack bolsters the efforts of the dwarven armorers far beyond the norm. Even they are stunned by their own capability! [Steel Armor 7/7], [+7 armor, +2 forging]

Note: You have been discovered by the Fauns! You can now communicate/trade with them.

>>1952338

BEGRAVEN REUS

The sling is just barely finished...somehow! The poor bastard hits his bad foot again, though. Guy can't catch a break. [+3 slings, +1 crafstmanship]. Unfortunately the threat of the dragon has more than a few people on-edge... [stability: neutral]

Somewhat stymied by the strange nature of the Open, the Begraven Reus decide to press their home-grown advantages and seek solace from the earth. [+3 mining, +3 craftsmanship]

>>1952346

FAUNS

Faun scouts, fearing the dragon so close to home, go north in search of mineral wealth or any other resource. They find not only what they're looking for, but something else even more surprising.

The first scouts hear the sound of metal against metal; as they grow closer, the sounds rise in volume. Soon they discover the valley entrance of Dromadhur, and the massive gates of the dwarven stronghold, currently swarming with workers bolstering its defenses.

Note: You have discovered the dwarves! You can now communicate and trade with them.

In the forested hills north of the Faun's main settlement is a small copse of trees. All the trees have strange, blue leaves. Their sap has a strange power native to it. Insects that fly close are trapped in it and quickly transform into blue crystals. The crystals are safe to touch, but no one has tried the sap yet. [resource: blue sap], [resource: copper]

Amhar sets off on his adventure, but makes little progress. [Song of the Forest 0/20]
>>
>>1952376

ABOLETHS

The aboleths begin to enchant a statue capable of producing shiny things for their impending visitor. Can't have a mighty dragon be disappointed... [Gold-Curse Statues 7/15]

>>1957687

The fishmen envoy arrives at the territory of the so-called 'fishmen resistance'. They meet for negotiation at a border town.

Despite the pleading of the envoy, the resistance is stubborn and refuses any kind of compromise that involves them involving themselves with the Aboleth-worshippers. They speak of their ritual sacrifice and total adoration as a form of 'madness' and refer to their coral-god as a defender of their very souls. Your envoy can't help but shake their heads in derision - coral has never done anything except look pretty on necklaces. The Aboleths are the only true gods, evidenced by their unstoppable might and majesty.

In any case, it seems that they have little intention of negotiating, and even seem actively hostile. They promised that any future envoys or border-violations would be met with armed conflict so long as Aboleth worship continues...

>>1952466

APES

The apes continue to experiment with the Iron Palm technique. Unfortunately, a fluctuation in aura energies nearly renders one monk crippled for life. The danger of the dragon has nerves on edge... [Iron Palm 4/10], [stability: content]

>>1952519

KRATIYA

The brickyard's rapid development impresses even the most boisterous craftsmen of the capital. More than one senator is 'persuaded' that the brickyard is a necessity for the continued momentum and development of the consulate. Nizipvak's name is known across and along the lake as the chief gilded industrialist of the early consulate. [Brickyard 5/5], [resource: red brick], [+3 construction, +2 architecture]

The freak accident seemed just that, a freak accident. Professor Czerkia's contemporaries are skeptical of further progress, citing the unpredictable conditions in a quarry as well as the already well-documented nature of Kratiyan empathic abilities. Czerkia, however, is undaunted. [Kinesis Unleashed 1/3]
>>
>>1952532

KOBOLDS

The dragon's roar is a portend of both doom and hope for the Kobold race. Their bravest trackers scale the mountain Dromadhur in a bid to make direct contact with a would-be master and assuage his greed before he makes his own visit. They find the cave of their legends and plunge inside, creeping around and disarming the half-functional remains of mighty traps the likes of which they've never seen. The trip beyond the ancient engines inspires a few of them. [+2 traps]

The Kobold 'delegation', as it were, has reached the cavern outside the dragon's lair. The frost-bitten ground has grown warm. The dragon's breath reverberates deep in their chests. But do they dare take that last step forward?

In a much less dramatic situation, workers continue to work on centralizing their workshops. Spurred by the bravery of their scouts and contact with their old ancestor, progress is rapid. [Central Workshops 7/10]

>>1952740

MAGES

The mages work hard to begin expanding their new settlement into something resembling their main town near the mage tower. Luck is when preparation meets opportunity. That, and the precarious birdman political situation has them on edge, along with the whole dragon thing. [+1 construction magic, +1 diplomacy, +2 military]

SHINY STONE ACTIVATE KAMEHAMEHAAAAAAAAAAA [The Really Shiny Mana Stone Project (aka TRSMSP) 6/10]

>>1952874

STANGALLI

The Stangalli really aren't sure what to do about a massive incoming dragon that wants to take all their shiny things. Can a more horrifying terror possibly be imagined?

The council orders that the dragon should be assuaged with art. They begin work on a grand tapestry. All resources from all notable members of Stangalli society are called upon to provide support. They do so, not out of their goodness of their hearts, but because their lives may just depend upon it. [Grand Tapestry 8/15]

>>1954187

FAIRIES

The fairies complete their influence spell! With patience, and quite a bit of mana, the world around them can steadily be warped to suit their fancy. It is very difficult to influence something with a soul directly, but can be done given enough time (say, if they were a captive). [Influence 20/20], [+3 magic control], [+3 willpower], [+3 spirit magic]

Fearing the incoming dragon's might, the faeries begin preparation on a sanctified ritual structure surrounding the mana pool that will enable them to more effective channel the massive energies within. [Moonlight Shrine 5/20]

One faerie attempts diplomacy with the mana pool, however, he does not get far considering it is an inanimate object.
>>
BEGIN TURN 22

(most recent map in OP)

Note: The Dragon will arrive to 'collect' after turn 23 ends.
>>
Rolled 61, 18 = 79 (2d100)

>>1974577
TURN 22
-----
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
Gold-Curse Statues 7/15
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]
>>
Rolled 48, 97 = 145 (2d100)

>>1974577
TURN 22
-----
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, bloodstones, aratoa pow 1/1

--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
> +5 Enchanting

--Actions--
1) Keep attacking the aratoa. +57; Dark magic, Vampiric Bone Spears, Leadership, Mental influence, Military, Enchanting, intelligence
2) Make cuir buili armor but boil it in a new bloodelexir, turning it black and extra resilient. Then inlay a bloodstone and enchant it to counter any magic that is not of the blood.

Posting from Phone. Also didn't I get another Island?
>>
Rolled 35, 95 = 130 (2d100)

>>1974577
-------------------------
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 7/10]
[Ancient Ruins 5/15]

--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:
>The council calls for a full search of the dark below the earth. Teams of Rangers with Swampstalkers, Crafts-lizards skilled in architecture & Shamans move in, using magic to support the search and skill to recognize, avoid and sure up any danger from crumbling masonry or dangerous traps. [Bonding Ritual 7/10] [+62] (+8 Military, +12 Rangers, +11 Beast Taming, +12 Magic control, +11 Construction, +8 Traps)
>The Shamans and adult Rangers who stay behind believe the new bonding ritual is ready for it's first trial, with the Festerbeaks. [Bonding Ritual 7/10] [+51] (+12 Rangers, +11 Beast Taming, +12 Magic control, +6 Nature magic, +6 Poison Knowledge, +4 Herbology)
>>
Rolled 33, 92, 55 = 180 (3d100)

>>1974577
-----
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)
+2 Forging
+9 Engineering
+5 Mining
+1 Brewing (Brewery)
+10 Dromadhur Fortifications (Gates of Dromadhur)
+3 Springbows
+7 Armour (Steel Armour)

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

1. The giant springbows have come to be known as scorpions. But can a scorpion kill a dragon? We must make ever more powerful springs to launch the bolts! [Iron Scorpion 5/10] (+37 from Industrious, Visions of the Future, Dwarven Industry, Engineering, Forging)

2. and 3. Now that the armoursmiths have completed their work on armouring our warriors, perhaps they can lend their expertise to the construction of the new gates? After all, they are the armour of our mighty city. [The Dragon Gate 3/12] (+34 from Engineering, Dwarven Industry, Forging)
>>
Rolled 63, 31 = 94 (2d100)

>>1974577
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: 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 4/10
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:

>Keep training Iron palm technique
>>
Rolled 53, 62 + 1 = 116 (2d100 + 1)

>>1974577
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--
[copper]

--Projects--
-none-

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+3 bone spears][+2 bows][+1 stone tools]

>Action 1.
Now that we have axes, we can begin building a lumber camp to increase our resource gains.[+1 stone tools]
>Action 2.
We'll also begin building a copper mine to get that sweet metal.
>>
Rolled 36, 58 = 94 (2d100)

>>1974577
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] [Saltpeter] [Potash] [Black Powder]

--Development Bonuses--
[+4 pontoon boats] [+3 leather working] [+5 Longhouse] [horn instruments: +2 organisation +2 music] [+6 metal crafting]
[+4 Flamberge] [+4 construction] [+2 Craftsmanship] [Bows +3] [+5 explosives]

--In Proggress--

Action 1: our craftsman often found that bits of rubble launched by the explosives where often more dangerouse then the explosion itself. lets try and harness that power

Action 2: We're only a couple steps away from being the mongols, all we need is something to ride on!
>>
>>1974771
to rephrase action 1: try to invent cannons, mortars, muskets and over firearms
>>
Rolled 65, 75 = 140 (2d100)

>>1974564
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--
-tamed boars-
-fish-
-copper-
-blue sap-

--Projects--
[Song of the Forest 0/20]

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

> Action 1

The fauns take this strange substance from the blue trees and carry it on large vessels to the council. Perhaps this was a blessing from the gods of this land? Still, if our people want to make sure that we are safe from the dragon's wrath there are many things that we have yet to do. Large quantities of fishes are embebed on the blue sap, and blessed by our druids. One boar is also brought up to drink the substance under the blessing of the druids, so they can better analyze its properties.

> Action 2

The Council of 10 is in turmoil! It wasn't enough the menance of the dragon, they have discovered what seems to be powerful outsiders in the north. They might send a friendly comitive to talk with this new strange people, but the clan leaders of the south still fear what might happen if the Oldman Gabhar manages to make a pact with them. Since the Great Festival, the spirits seem to be favoring his clan that grew in weatlh and significance over the yers, with the giant boar becoming the symbol of his kind.

The clan leaders of the south see the business with the kobold tribes as an alternative that might bring more power to them in the council. Trade is started with the Kobolds:

>We wish to exchange boars for captured sabertooth cats, and the service of their organizational skills and regimented thinking to help develop our cities. With the boars we will send a delegation of hunters, incubed of helping the kobolds in exploring their lands.

At the end of this enterprise these hunters must return to the tribe with the knowldge acquired in such tasks.
>>
Rolled 55 + 39 (1d100 + 39)

>>1974577
-----
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: Work on the shiny rock +39 (+16 Magic Control, +9 Alchemy, +4 Magic, +10 Construction Magic)
>>
Rolled 38 + 39 (1d100 + 39)

>>1974954
Posted in the wrong thread

>Action two either finish the Rock or The Mages get really bored and just let whatever weird and magnificent project happen. Whether it be raising the dead or Cross breeding animals or finding the cure to world hunger. Whatever just make it interesting I leave it up to you QM

I also posted in the wrong thread so feel free to ignore this roll and take this >>1974960 instead
>>
File: Razgriz.jpg (1.5 MB, 3027x2270)
1.5 MB
1.5 MB JPG
>>1974552
>Name of Civ
Razgriz (Gold and Dark Blue)

>Race
Human

>fluff
On the south, a small fleet of taterred foreign trade ships and a military escort has docked on the mouth of the river, A cadre of human sailors, mariners, and merchants begin to scout out and secure a small rocky hill near the river. Men and women jump to action, unloading cargo, building tents, even salvaging and stripping some of the ships with great rigor and coordination under the stern and senatorial direction of the fleet's high admiral, Var Emrhy Caedmir. The Var Emrhy starts a salient speech, calling the collection of people that he has with him as "Razgriz", a mythic name of an angel who lost favor but saw redemption through glorious and honorable exploits, conquest, and achievements as a human.

These humans, owing to their seaborne origin, have an innate affinity with water and are capable sailors, shipmates, and mariners.

>Starting Goverment
Despot Rule
>>
>>1974603
>>1974577
Send an emissary to the murlocs fishpeople. Establish a diplomatic channel, and ask them what happened with the civil war.
>>
Rolled 64 (1d100)

>>1974603

Independent Aratoa Tribes Defend!

+5 warrior tradition
>>
Rolled 75, 70 = 145 (2d100)

>>1974568
-----
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
Tapestry [8/15]
----
Other
Nearby Hot Springs

Actions
>The Tapestry is going well! Lets keep up the pace. Chop Chop! [Tapestry 8/15] (+20)
>>
Rolled 22, 92 = 114 (2d100)

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

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

--Resources--
+6 stone tools
+3 slings
[Simple Mortar]

--Projects--
[Sling 2/3]

--Development Bonuses--
+7 craftsmanship
+2 herbology
+3 hunting
+10 construction
+2 fortification
+3 mining

...

> In response to the looming draconic threat the giants pull their base of operations back deeper underground and decentralize their stores of resources and equipment by dividing them into small, hidden caches spread across a several caverns. The cramped maze-like structure of the deep tunnels and the impenetrable, almost palpable darkness which floods them sparks confidence in the giants. Indeed, even if this dragon's eyes can parse the abyssal gloom of the caverns, the giant's echolocation coupled with their natural camouflage against subterranean environments still gives the Begraven Reus a significant advantage over their would-be invader

> Minus a few giants who are assigned to keep watch for the coming of the dragon, all of the giants begin working further on their excavation tools; refining, streamlining, and improving the instrument's designs where possible
>>
>>1974824
Sorry, forgot the exact deal with the kobolds, so gonna exchange the action for:

> Amhar decides to study what he did wrong and pursue the true vision of the spirits, he follows the river to the south, deep into the woods. He hopes to awake a new light in their nature magic and develop a higher understanding of it.
>>
Rolled 2 (1d2)

>>1975112

A delegation is sent to the fishpeople...but which ones do they run into first?

1 = Resistance
2 = Aboleth-worshippers
>>
Rolled 38, 93 = 131 (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, Violet
Brick

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

--On-Going--
Kinesis Unleased 1/3

1. Kinesis Research 1/3 +7

2. Rebuild Kratiya into the City of Violet Brick +42
>>
>>1974577
A brief note for clarity: My intent with my previous action under 'Draconian Etiquette' was to send a search party into the caves the kobolds had come from, which I was fluffing as the former den of the dragon that created their particular tribes. I didn't want to write your setting for you so I was looking to do it in a way that gave me no advantage by writing the dragon as long dead, its hoard depleted, and the caves now inhabited by random riff-raff and weird kobold hermits that picked over the scraps and refused to come to the surface for whatever reason.

I thought the connection to their former way of life would let them try to find some indication of how draconic culture handled situations like theirs, or else a leftover treasure as offering.

The dragon on top of the dwarven hold is not the ancestral dragon that created the tribes of the Confederacy, at least in their historical reckoning. They have also largely left behind the life of indentured servitude, but might try and take advantage of the situation by seeking the blessing of this creature as a sort of patron god from a wider pantheon, or an avatar of a draconic deity.

It's still useful to have them make it to the thing's lair though.

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 7/10]
[Stone Pit 5/5] +2 organization, +2 construction

--Development Bonuses--
+3 culture (Debate?), +2 logic, +2 organization, +4 traps

--Diplomacy--
Discovered: Kratiya, Fawns

Actions in next poast.
>>
Rolled 33 + 24 (1d100 + 24)

>>1975798
Per conversation with OP on discord:
+2 traps bonus nullified
Ancient Draconic Worship Site found, research at [3/10]

Actions:

1. Draconic Worship research: The scouts return, and the Elder Council takes barely a second to hear the news before they gather the tribes' best minds and hands and work to determine how to complete the work. After much debate, they organize the effort and set out. Trappers scout and secure the route for the others. The finest stones are carefully chosen from the pit and marked with half-remembered Draconic runes, then sent below to build cairns on the worship site. The Elders send their best god-talkers to the cave below and bend every effort to discovering how to proceed in their goals. No bold is spared.
>>
Rolled 27 + 24 (1d100 + 24)

>>1975898

2. Draconic Worship research: In an effort to channel more resources toward the effort, the Elders send in more kobolds, enough to ensure that someone's always up and doing the work. The rest sleep in shifts. It is a confederacy-wide undertaking.
>>
>>1974585

ABOLETHS

The Gold-Curse Statues are completed! The Aboleth group working on the enchantment nods their heads together in satisfaction. Sometimes they even impress themselves. [Resource: Gold-Curse Statue 2/2], [+5 chaos magic, +3 mental influence]

Note: Gold-Curse Statues are a limited resource. Your efforts have produced 2 statues. You are free to make more in the future.

>>1974603

BACATIA

You attack the the Aratoa tribes again! With a foothold and supply lines well-established, their puny remaining resistance quickly crumbles. The tribes under your sway are pleased to report that one of their main sacred sites honoring fallen warriors has been reclaimed from the captured territory. One more solid blow ought to finish them off, though their last stronghold is well-defended.

War Result: 105 vs 69
You steal [+5 Warrior Tradition]
You gain more Aratoa POWs [+2]

P.S. You did gain a finger of land last time but it's annoying to update the map for every little change all the time. If you need context just ask.

Meanwhile, the Bacatia revive the ancient art of creating hardened leather Blood Armor. After boiling the leather and before the wax seal, it is steeped in an enchanted blood elixir before pressed into a wooden mold. The molded armor is then set with a bloodstone. The enchantments themselves are the most difficult portion of the armor to finish. [Blood Armor 6/10]

>>1974621

LIZARDMEN

Lizardmen comb the ancient ruins top to bottom. Craftsmen use ironwood to prop up unsteady sections of the ruins to make exploration more safe. Shaman accompany the rangers as emergency magical aid in the case a trap or collapse catches anyone unawares. The catacombs underneath the swamp are as mysterious and inscrutable as they are extensive. Carvings and statuary are frequent occurrences, as are dead-end branching paths filled with row upon row of skeletons lying at rest in their tombs. The shamans say they can feel energy running under the land, though it is distinctly foreign to their own magics. [Ancient Ruins 9/15]

The bonding ritual is a major success! Tamed beasts gain a seemingly empathic connection to their chosen festerbeak. This makes complex maneuvers and intricate tasks much more easily accomplished by the animals. Many younglings report being able to see flashes of what the festerbirds saw once their return from their flight. [Bonding Ritual 10/10], [+7 Beast Taming, +3 Rangers, +1 psychic power]
>>
>>1974670

DWARVES

The iron scorpions are a testament to dwarven engineering. The mighty steel bolts can pierce solid rock from 50 feet away. Unfortunately they have a random chance to misfire and send shrapnel scattering everywhere. Just a few more touches. [Iron Scorpion 8/10]

With every dwarf worth his steel armed in the stuff from head to toe, the freed labor force shifts gears to contributing to the mighty steel gates of Dromadhur. Never before has so much of dwarfkind bent itself to one singular project. The results are stunning. Massive steel doors weighing hundreds of tons are hauled into place, forty feet back from the main gate, providing an incredibly tough secondary bulwark against any assault. The gates are specifically engineered to deal with heavy frontal attacks and disperse heat from dragonfire. [The Dragon Gate 12/12], [+5 fortification] [When defending, roll an extra die. Add 1/2 the value of this die to your battle total. When defending against dragons, add the full value.]

>>1974704

APES

After days of training, enlightenment descends upon the monks of the valley. The iron palm technique turns the bare hand into a hardened spear or a tempered sword and is capable of crushing rock. Hopefully, it will be able to crush dragon scales. [Iron Palm 10/10], [+4 close combat, +2 monkhood], [When defending against the dragon, roll an extra die. Add 2/3 the total of this die to your combat total]

>>1974748

ORCS

Let there be lumber, sayith the Warleader! There shall be lumber, sayith the taskmasters! Oh god, stop the whipping sayith the lesser orcs! [Lumber Camp 3/7]

Let there be copper, sayith the Warleader! *collective groaning* [resource: copper], [+3 mining]

Note: you have been found by the Lachstagen. You can communicate and trade freely.

>>1974771

LACHSTAGEN

The Lachstagen manage to fashion crude grenades by attacking some rather nasty spiked metal shrapnel to their bombs. The idea of intentionally propelling metal in one direction to cause damage captures the minds of some of the crafstmen. [+2 explosives], [Cannons 1/25]

The lachstagen scouts hunt for interesting mounts. The plains to the north are home to a promising 4-legged animal. It can spray water from a hole in its snout strong enough to knock an unprepared man over, though it's more a defense mechanism than a weapon. Surprisingly, it is capable of drinking seawater. [Waterhoof Taming 2/10]
>>
>>1974824

FAUNS

Following consumption, the blue sap seems to have varying effects. One of the boars takes off across the plains, before storming its way back and forcing itself upon a female for several hours. Obviously, the sap grants stamina, though it may be rather...potent...in its raw form. Upon being fed to the fish, the fish bloats in size several times, then dies. Gutting the fish reveals that its internal organs are soaked with the blue magics. It has several times as much meat available after growing, but no one wants to be the first to volunteer to eat it. Recreating the effects are possible, but all the fish die after growing in size.

The druids decide to first dilute the sap, then feed it to another boar. The boar grows wild and rowdy, but is much more controllable than the first. They conclude that there is a powerful derivative of mana that restores strength and stamina within the sap. The theory is that the fish is less able to process this energy, which results in wild and sudden growth, followed by death. It has yet to be tested on a Faun, but considering that Fauns are more closely related to boars than fish, they predict the less dangerous set of effects. Perhaps it can be refined further. [Resource: Blue Stamina Sap?]

>>1974954

MAGES

The mages work on making their shiny rocks still more shiny, when suddenly...

The mana within the stone seems to reach a critical stage. The energy fluctuations draw more mages over to control the experiment which is currently tearing up a good portion of one of the mage tower's top floors. Eventually, the energy settles down and is contained within the stone, which now radiates a blue gleam. The next day, the incident repeats itself, though they're much more prepared. The stone's energy flux is kept under control until it settles into a new stable form, though this one glows red.

It is discovered that the mage makes the stone - whatever magical affinity the user has is the property the stone takes on! The stones are capable of producing a significant portion of energy of their matching element, though not as much as was originally put in. The mages are excited at the prospect of this new discovery. [Project complete!] [Resource: Elemental Gems], [+4 magic control, +3 enchanting]

One of the mages is walking along with a newly formed manastone. It seems to have an earth-magic bent, and he wants to use it to experiment on the crops. Unfortunately, the poor sap trips, and his manastone flies out of his hands, bounces off the fence, and slams smack into a mud golem currently undergoing maintenance.

The golem rumbles, shakes, and then starts growing vines out its head and bark on its skin. It nearly doubles in size. The new nature golem is found to be as tough as a tree and much more resilient than the mud golems, which tend to collapse fairly easily. [Elemental Golems 2/12]
>>
>>1975263

STANGALLI

The tapestry is woven.

The Stangalli did not realize they were capable of such feats. Even the Misers can't help but forget their coin-counting for a moment as the massive tapestry is draped along the side of city hall. Depictions of Stangalli, great and small, and their history on the land, wind across the cloth in both yarn and string and paint. The day turns into a sort of festival as person by person walks by the great work of art. The fear of the dragon seems like a distant thing now. [stability: very content], [Resource: Great Tapestry 15/15], [+5 art, +5 culture]

Hopefully the dragon has an eye for artwork...

>>1975276

BEGRAVEN REUS

The Begraven Reus fear the dragon, so it is best fought in their home territory, and handled using their own methods. The race scattered into the surface-level depths of the caves and prepares several scattered food caches to head off any unexpected disasters. After the continued exposure to the Open many of the Reus are glad for the respite, though the insects and the grime are a swift reminder of why they left in the first place. After surface life, the air seems stale and still in the deep. [Dragon Preparation 1/5]

Other Reus, driven by their need to survive, continue to develop the surface settlement. [+4 mining, +1 craftsmanship]

>>1975791

KRATIYA

The Kratiya are able to tap into their natural psychic prowess! While not yet well refined, it seems they are capable of moving objects at a distance. Strength in power seems to increase with regular training. The professor becomes the father of the new field researching the nature of psychic energies. [+4 psychic power]

The new source of purple bricks inspires a new generation of Kratiyan and Goblin architects. The new style is all the rage with the nobles of the consulate and members of the senate. [City of Violet Brick 6/25]

>>1975798

KOBOLDS

The entire confederacy is bent upon discovering the secrets of their ancestors in order to prepare themselves for the coming trial. This isn't about hunting down sabertoothed beasts or building a new workshop. This is survival. And the kobolds have always survived, one way or another. [Draconic Research Site 7/10]
>>
File: Map23.jpg (4.73 MB, 3027x2270)
4.73 MB
4.73 MB JPG
BEGIN TURN 23

The dragon stirs...if there's anything left to do, you should do it this turn!
>>
Rolled 99, 9 = 108 (2d100)

>>1975966
TURN 23
-----
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, Bloodstones, Aratoa pow 3

--Projects--
[Blood Armor 6/10]

--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
> +5 Enchanting
> +5 Warrior tradition
> +4 Agriculture
> +4 Mental Influence
> +3 Military

--Actions--
1) The rest of the Aratoa had enough for now. Send an emissary.
2) Finish the Blood armor. +26; Dark Magic, Leadership, Enchanting.
>>
Rolled 56, 19 = 75 (2d100)

>>1975966
-------------------------
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)
Festerbeaks
Ironwood

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

--Projects--
[Ancient Ruins 5/15]

--Development Bonuses--
+3 Poison Knowledge
+8 Traps
+18 Beast Taming
+6 Construction
+8 Fortification
+15 Rangers
+7 Magic Control
+6 Nature Magic
+4 Herbology
+5 Magic Defense
+1 Psychic Power
-------------------------

Actions:
>The entire Tribe, including the newly initiated adult Rangers are mobilized to search the deep ruins. We do not like this place but it has the only hope of getting the treasures wee need for the great voice. [Ancient Ruins 9/15]
[+72] (+8 Military, +15 Rangers, +18 Beast Taming, +12 Magic control, +11 Construction, +8 Traps)
>Second action to repeat (Separate roll)
>>
Rolled 89, 14 = 103 (2d100)

>>1975966
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--
[copper]

--Projects--
[Lumber Camp 3/7]

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+3 bone spears][+2 bows][+1 stone tools][+3 mining]

>Action 1.
Keep building that lumber camp!
>Action 2.
OY! You grots, you see those Mah-jeezes over thare, they have something called Mah-gik, learn what the groch that is so we use Mah-gik against our enemies!
>>
>>1975791
Professor Czerkia felt the pressure of her peers. To many, her work had always been considered niche and unimportant. The break of her professional career rode on unlocking the potential of this single individual, and with him, her entire species. As a result, her tests became more extreme. While initially she stopped short of outright violence, her testing put Crinan under greater and greater stress. Czerkia did not know it, but she was inadvertently looking for the Break point that unlocked full psionic potential. Eventually, she found it. In a particularly extreme bout of testing that well crossed ethical lines; the only means of Crinan to get food was to shove a stone much too heavy for one single person out of the way. Withering away and overly stressed from months of being used like a lab rat, he finally reached the breaking point again. In an explosion of rage and emotion that Czerkia could feel from a room away Crinan shoved the obstacle from his path. While the experiment was impossible to replicate, she did have documented proof that there was potential hiding behind their empathic abilities and that they needed to be unlocked through severe stress.
-----

Nuchecher Nizipvak's rise as an industrialist was not unchallenged. In the Provinces his name carried clout. On Kratiya, the Goblin was a man of wealth but no station and no artistic talent. To Kratiyan and Goblin alike, he was just a wealthy upstart. Nizipvak was well aware of his humble roots, and the fact that he had no pedigreed name to his own. So, he used what he did have. He used his wealth.


The industrialist reached out to a conglomerate of Traditionalists with experience in stone sculpting. The group of artists, as it turned out, was led by Prixillae xa Aspendane, the daughter of Senator Jiproh xa Aspendane. Nizipvak came with an interesting offer. Instead of sculpting a single statue, he wanted to remake entire sections of the city. Unfortunately, some of the Senate was backed by powerful Revisionists who were opposed to rebuilding projects in the areas Nizipvak was looking to remake. She was looking for a major project to win her sect of Traditionalists notoriety, and with it, political power among Kratiyans. He offered to fund a sculpture for every third building he constructed above three stories in height. Given the plans of his redevelopment, it meant that Prixillae's sect would command nearly a quarter of galleria space in Kratiya. The offer was too good to pass up. All she needed to do to secure her own ascendancy, was convince her father to give Nizipvak the clearance to demolish the old wooden structures and land rights to develop new violet brick structures.

Jiproh himself was less than enthusiastic about the idea, and Nizipvak realized that he'd miscalcuated. He'd put his bets on a future investment to win a present goal. Jiproh wanted more. He wanted a stake in the project himself. Nivipvak knew that if he offered the Senator a seat in his -
>>
Rolled 96, 37 = 133 (2d100)

>>1975966
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: 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(+10)
Monkhood(+7)
Agriculture(+8)
Healing Magic(+2)
Shield Aura(+6)
Diplomacy(+5)
Religion(+3)
Beast Taming(+4)

-In Progress-
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.
Iron Palm Technique: Punches are now as tough as iron and can crush rocks and

dragons. [When defending against the dragon, roll an extra die. Add 2/3 the total of this

die to your combat total]

-Discovered Groups-
Stangalli
Mages

Actions:

The Apes are now happy with their new technique and will continue with their agriculture before the friendly and merciful dragon arrives.

>Continue working on their giant spirit tree. Spirit Trees 3/20

>Finish making the delicious fruit from heaven. Banana-mana from Heaven 12/15
>>
>>1976001
Operation that the Senator would quickly use legal means to remove his ability to collect on the contract with the state, or worse, cut him out of rents entirely. So, he took a different track. Nizipvak funded his competitors. In Kratiya there was no "election season". A sitting Senator could be challenged any time, provided he was challenged for his seat no more than three times a year, and provided that the challenger could prove he had the pedigree to sit in the Senate. Nizipvak funded no fewer than twenty-seven challengers to various Senatorial seats, including Aspendale's. The challengers were competent, but they frequently lost on technicalities. Technicalities of judges who seemed to have strange stakes in construction projects around the city and in Peroikat, the Goblin's home city. Nizipvak hadn't merely bought out the Senate's challengers, he'd bought out the judges. Whereas most would have elevated challengers into the seats, Nizipvak ensured that the Senators understood that failing to back his projects would see them lose their seats. He made no secret he was funding their competition, and he made no secret as to his intentions. At the start of the next Senate meeting he was granted land rights and building privileges at advanced contractual rates. Rates set by an "independent commission" and approved by "vetted judges". More telling, was the fact that support for his measures among the Senate were no gained merely by threats. Several Senators had been promised slices in rents, provided of course that they agreed to make the temporary land rights into permanent land rights.

Cleared of all wrongdoings, and having enough Senators bribed along with judges and constables, he went about rebuilding sections of the city. For all of his underhanded moves, most of his work was legitimate. He hired artists and architects from around Kratiya to ensure that the buildings were not just structurally sound, but also large and made with as many bricks as possible for stability. He came up with an emblem for himself, and had that emblem stamped on every brick that left the Arista Brickyard. Every Keystone laid in every building made carried that prominent seal of his. He may not have had pedigree, but everyone knew the name Nuchecher Nizipvak.

He was also being paid by the brick. Thank you, Senate.
>>
Rolled 96 + 24 (1d100 + 24)

>>1975966
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 7/10]
Ancient Draconic Worship Site 7/10]
[Stone Pit 5/5] +2 organization, +2 construction

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

--Diplomacy--
Discovered: Kratiya, Fawns

1. Time grows short. Efforts to finish the site of worship continue. The Kobolds WILL beseech the great beast.
>>
Rolled 10 + 44 (1d100 + 44)

>>1975966
-----
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]
[Resource: Elemental Gems]
Mud Golems
Mage Tower

--Projects--

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

--Development Bonuses--
[+20 magic control]
[+9 Alchemy]
[+2 Agriculture]
[+10 Construction Magic]
[+1 Fortification]
[+9 diplomacy]
[+5 Animal Handling]
[+2 Magic Combat]
[+7 Education]
[+2 Culture]
[+2 Millitary]
[+3 Enchanting]

---Known Civs---


>Action 1: Keep working on the Iron wood Plantation +44(+10 Construction Magic, +9 Alchemy, +20 Magic control, +2 Agriculture, +3 Enchanting)
>>
>>1976052
>Action 2: Nope, It's not like we're actually doing anything important right now. Use this separate action to Build the Plantation
>>
Rolled 81 + 44 (1d100 + 44)

>>1976057
Didn't roll for some reason
>>
Rolled 7, 85 = 92 (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, Violet
Brick

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

1. Prepare a diplomatic mission for the Dragon +41

The Dragon comes for shiny objects, but we can offer him something even better. We can offer him the possibility to be everywhere, always and forever. Offer to sculpt his image from granite and place it anywhere in the world that he wishes. We will make his likeness watch over the world in perpetuity so all will be reminded of that dragon that looms over the world. Additionally, with our access to the sea and to more nations than anyone else, we could administrate tribute collection for him so he never needs to leave his cave.


2. Rebuild Kratiya into the City of Violet Brick +50
See >>1976001
and >>1976009
>>
>>1975936
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: Very Content
Food: Moderate
--Government--
Council of Misers (+3 culture, +2 currency)
--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
Great Tapestry
--Development Bonuses--
+2 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+9 Economy
+7 Culture
+2 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+5 Art
----
Contacts:
Apes
Mages
Aboleth
Fishmen
Birdmen
----
In Progress

----
Other
Nearby Hot Springs

Actions
>The Stangalli have never thought themselves to be great craftsmen or artists, but this tapestry..... Maybe the council should give subsidies to local artists as encouragement? (+34)
>The Tobal Windcarts™ have been very helpfyl within our own territory, but they will also be helpful if we wish to expand.... pay for settlers to head south to claim it's resources as our own! (+30)
>>
Rolled 97, 48 = 145 (2d100)

>>1975929

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--
-tamed boars-
-fish-
-copper-
-blue sap-
-Blue Stamina Sap (?)-

--Projects--
[Song of the Forest 0/20]

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

> Action 1
The Fauns bring together all the insects that they can find that have turned into crystal by the Blue Trees. Said crystals will be their offering to the dragon that is coming.

> Action 2
Our druids try to refine this blue stamina sap into something drinkable and benefical to our people - like some kind of wine. But big vessels of pure blue sap still will be offered to the dragon. After all, the dragon will have a substance that can turn whatever he wishes into something shiny, and maybe he might like to have a drink...
>>
>>1975996
With Ranger life and culture becoming more and more a part of life in the tribe, the Rangers numbers are swelling. They are becoming a real force in lizardman culture. The Rangers bring in food, range to watch for enemies and build the traps that defend our home.
Dice crush: 8 Traps, 8 Fortification, 1 Psychic power, 18 Beasts & 15 Rangers --> +20 Ranger Caste
>>
Rolled 72 + 24 (1d100 + 24)

>>1976036

2. Delegation to Dromadhur:

The Confederacy has worked long and hard to ensure they will be forearmed with the knowledge they need. Even as the shamans work to finish the worship site, the tribes send forth an expedition organized by the finest minds of the confederacy, guarded by the best trappers and bearing the best stone tools, carrying small stone sigils of Draconic warding and a hoard of food.

They make for the mountain vastness of Dromadhur through the territory they have negotiated access to with the Consulate and the Fauns. There they will climb the foothills and risk the slopes, and make an offering to the great beast. They will offer food, in observance of old forms - a sated Dragon is likelier to find a moment of patience. And they will offer service, in exchange for a boon.

They will give their sharpest minds, their deftest hands. They will guard the caves and make their way into every crevice in the carved rocks, performing the work of kobolds of old - for a dragon needs many eyes on its hoard. They will go with it to collect tribute, searching out treachery, for their specialty is not just in the making of traps but also in finding them. They will build such mechanisms to deliver swift death and excruciation to thieves and spies that dare to step into the shadows of the dragon's cavern, to violate its lair.

And in exchange, the boon - they will be Dragonwrought, some of them. Enough to accompany the great beast on its journeys and guard its cave, and enough to return to the confederacy and start a modest breeding stock of more like themselves to be rotated into its duty. They will be larger, faster, stronger, defter, perhaps winged - but most of all, sharper of mind. Like Kobolds, only moreso.

Or that is the hope. A fickle thing, hope.
>>
>>1975966
TURN 23
-----
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
Gold-Curse Statue 2

--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
+5 Chaos Magic
+3 Mental Influence

--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--
+17 Chaos Magic
+18 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 continue contructing thier enchantment that gives it's affected immense physical strength, advanced predatory senses and bloodlust. The enchantment is now known as Ui'haki-Xa. The aboleths offer this enchantment (through dreams and visions) to the entire populace of Lachstagen as a demonstration of thier power and the benefits they can give if they are worshiped as gods. (+52)
>>
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Rolled 15, 95 = 110 (2d100)

>>1976071
ROLLLLLLLLLLLLLS!!!!
>>
Rolled 53, 11 = 64 (2d100)

>>1976096
>>
>>1976096
Also crunch for another die:

+17 Chaos Magic
+18 Mental Influence
+5 Organization
+3 Dark Magic
+6 Psychic Power
+1 Magic Control

Into: Influence of the Hive Mind
>>
>>1975966
+20 Magic control, +9 Alchemy, +10 construction magic, +2 Magic combat, +6 Education, +3 Enchanting

Crushing this into an extra magic dice
>>
Rolled 87, 3 = 90 (2d100)

>>1975966

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

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

--Resources--
+6 stone tools
+3 slings
[Simple Mortar]

--Projects--
[Dragon Preparation 1/5]

--Development Bonuses--
+8 craftsmanship
+2 herbology
+3 hunting
+10 construction
+2 fortification
+7 mining

...

> Anxious, the Giant's leader makes an effort to organize his people so as to accelerate the [Dragon Preparation] project. He does this by taking a more active role in making executive decision and resolving disputes, and keeping morale steady, and carefully delegating tasks and outlining plans

> The giants continue their efforts to relocate their resources and assorted other assets deeper underground
>>
>>1976155
Ohh wait we have to name them alright call this

>Magical Superiority
>>
>>1975966
The Aratoa have successfully opened up a diplomatic channel with the fishpeople. As a sign of friendship between the two people an agreement has been reached and will be acted upon soon.
>>
>>1975988

BACATIA

The emissary reaches its destination... [NPC negotiation off-screen...] [+2 diplomacy]

Work on the blood armor stutters somewhat. There seems to be some difficulty with inscribing the runes on the gems themselves. [Blood Armor 8/10]

>>1975996

LIZARDMEN

[Ancient Ruins 15/15]

At the bottom of the ruins, the lizardmen scouts find a massive chamber. The children and their newly bonded festerbeaks are shielded from entering.

The room itself is off the main ruins, as if itself a secret from the rest of their morbid society. It wouldn't have been found if not for an old trap going off and destroying a wall.

The room is filled with corpses. Corpses of strange humanoids, all with single horns rising from their foreheads, and a single eye below that, larger than the lizardmen. They match the skeletons of the other rooms. Each corpse is frozen, still as a statue. All of them are clutching at themselves in obvious pain - holding their heads, their single eye, or tucked into a ball on the floor. One of the shaman brushes against one by accident, and it crumbles into dust.

At the center of the room, hovering above a pedestal, are two blood red stones crackling with red mana. The dark blood-glow fills the entire space, as if it is all drenched in the stuff, a freakish eternal sunset at the end of another race's existence. Who these people were, and what they were trying to do, is a mystery. The shamans find that they are able to easily sequester the two stones. They hold an extremely potent and unstable energy, but the crystals seemingly behave simple magic commands with no trouble. They do not dare yet attempt to tap into the energy itself. [Resource: Cyclops Gestalt Crystals 2/2]

You have collapsed your bonuses and created a third action die! Congratulations!
Remove aforementioned bonuses and add in: [+20 Ranger Caste]. This bonus cannot be stolen or damaged in conflict.
New Trait: Swamp Masters (+3 exploration/expansion)

>>1976000

ORCS

The orcs have created a beautiful song to accompany their efforts in building the lumber camp. Nothing like ethnic music to raise the spirits of the workers!
LUMBER LUMBER LUMBER LUMBER
[Lumber Camp 7/7], [resource: lumber], [+4 construction, +1 craftsmanship]

The orcs have discovered the mah-jeezes! They've got a really huge tent made of stone and weird mud-men and weird dogs...everything's weird over here. Why did we want this mah-gik stuff again?

Note: you can talk to/trade with the Mages!
>>
>>1976062

KRATIYA

The consulate decides to attempt to flatter the dragon into submission. Several among the top echelon of traditionalist sculptors are commissioned to build a prototype dragon sculpture. Crumbling historical texts are used for reference - no one has seen a dragon in living memory. A contract is prepared to entice the dragon into compliance, and the most eloquent members of the senate step forward to deliver the promise. [Resource: Dragon Contract 1/1]

Meanwhile, THE FLUFF OF AGES. DO I NEED TO EVEN WRITE ANYTHING. WHY AM I HERE. [City of Violet Brick 11/25]

>>1976006

APES

The spirit tree grows like gangbusters! Perhaps being satisfied with their martial techniques is reflected in the growth of the tree. Like mental state, like plant. [Spirit Trees 9/20]

Meanwhile, the bananas are finally finished! They pack both a wallop of flavor, refreshment, and stamina. More than a few of the young monks keep one on hand for those long nights with the ladies...ehem, I mean, for sparring! For long nights spent practicing the iron palm! Things like that! [Banana-Mana From Heaven 15/15], [resource: Mana Bananas], [+4 agriculture], [+3 spirit magic], [+1 military], [+1 monkhood]

>>1976036

KOBOLDS

The secrets of the ancient site have been unlocked. More than one kobold is now fluent in their old tongue of dragon. With knowledge of the ancient rituals, the kobold emissaries march forward. Hundreds attempt the pilgrimage up the slopes of Dromadhur in a half-mad attempt to persuade a greedy dragon that they're better off working together than antagonizing one another. [Draconic Worship Site 10/10], [+3 religion, +3 magic control, +3 fire magic], [resource: Knowledge of Dragon Tongue]

>>1976052

MAGES

After several failed attempts, the mages successfully complete an Ironwood plantation! The stuff is tougher than normal iron while being easier to work with and holds quite a bit of magic much more easily. [Resource: Ironwood], [+2 agriculture, +2 alchemy, +2 magic control]

Congratulations, you've crushed a third action die!
Remove your sacrificed bonuses and replace with [+20 Magical Superiority]. This bonus cannot be stolen or destroyed.
New Trait: Mind over Matter (+3 alchemy)

Note: You've been discovered by the orcs! You can now communicate/trade at will.
>>
>>1976071

STANGALLI

The subsidies seem to encourage quite a bit of art, though some of it is...experimental, shall we say. [Art Subsidy Program 3/5]

The Stangalli expand south! The settlers leap forward across the plains with the help of the windcarts, establishing a small port town on the coast. Trade between the new settlement and the capital is found to be quite profitable. Nearby the new settlement, the Stangalli find odd, yellow-tinged mushrooms. They don't seem to be very interesting until you seem them get up and move on their own!

An enterprising (or crazy) Stangalli manages to catch a few, although they took a few nibbles at his fur. They're delicious, and they make the skin positively glow! Glow really brightly. Really, really brightly! WHOA -zap-

Trippy.

[Resource: Voltshrooms], [+2 expansion], [+2 economy]
Note: see map for update territory

>>1976076

FAUNS

The fauns gather a huge amount of crystals from the forest. In studying the trees further, the crystals make a sort of mulch that surrounds each tree, keeping away competing plants and shrubs, as well as deterring would-be herbivores. The crystals are also highly nourishing for the plants themselves. [Resource: Sap Crystals], [+3 agriculture, +2 nature magic]

Meanwhile, vats of the sap are prepared into a more distilled form. Raw sap is set up for the dragon while the rest steams and brews... [Blue Sap Distillery 3/12]

>>1976096

ABOLETHS

The Ui'haki-Xa enchantment is almost finished. Soon enough the Lachstagen will be a new and improved race. The aboleths spare no expense for their friends and allies. [Ui'haki-Xa Enchantment 14/15]

Congratulations, you've crunched a new die!
Remove your sacrificed bonuses and replace with [+20 Influence of the Hive Mind]. This bonus cannot be stolen or damaged in conflict.
New Trait: Eldritch Gestalt (+3 chaos magic)

>>1976160

BEGRAVEN REUS

Preparation to face the dragon is completed, insofar as any of the Reus have ever prepared for such a thing. They hold fast in the caverns. [resource: Dragon Preparation 1/1]

Note: Declare use of this in your fluff next turn.
>>
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>>
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BEGIN TURN 23.5

A pulse of mana carries a mighty roar out from the top of Dromadhur.

The dragon...has arrived!!

------------
Instructions
------------

Post your fluff along with your actions - offering preparation, survival preparation, or diplomacy preparation (or some other combination). Roll 1d100 and post any applicable bonuses.

IF you plan on fighting the dragon outright, roll combat dice per usual (1/2 the total of your action die, rounded up, plus additional military bonuses).

The dragon will react to your actions. If needed, the dragon will roll against you, and the results will be posted.

Good luck!
>>
>>1976453
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)
--Buildings--
Lumber Camp.

--Resources--
[copper]
[Lumber]

--Projects--
-none-

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+3 bone spears][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship]

Alright, dragons here, shine some copper to give to him, cause we're fucking poor.
>>
Rolled 36 (1d100)

>>1976467
Forgot dice
>>
Rolled 8 (1d100)

>>1976453
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: Very Content
Food: Moderate
--Government--
Council of Misers (+3 culture, +2 currency)
--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
Great Tapestry
--Development Bonuses--
+2 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+9 Economy
+7 Culture
+2 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+5 Art
----
Contacts:
Apes
Mages
Aboleth
Fishmen
Birdmen
----
In Progress

----
Other
Nearby Hot Springs

Action
It's time.
The Tapestry will be offered by the misers themselves, dressed in the finest ornamentation possible. It shall be placed in the most exquisite frame we can manage.... with the townsfolk praying for Fate to give favor to our work. (+32)
>>
Rolled 99 (1d100)

>>1976453
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/hunting)
Poison Control (+3 Poison knowledge)
Swamp Masters (+3 exploration/expansion)
-----
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
Deathweed (3/3)
Ironwood
Poisonspitters
Swampstalkers
Festerbeaks
Cyclops Gestalt Crystals 2/2

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

--Projects--


--Development Bonuses--
+20 Ranger caste
+3 Poison knowledge
+4 Herbology
+7 Magic control
+6 Nature Magic
+5 Magic Defense
+6 Construction
-------------------------

In preparation for the arrival of the great voice the tribe paints themselves with bright colours made from pigments in swamp plants and holds a festival. When it arrives Splashed-with-Water (Leader of the Shamanate), Carves-Totmes (Master Crafts-lizard) & Bonds-with-Cats (Head of the Conclave) will aproach it, present it with a Cyclops Crystal, explain it's properties and invite the voice to join our festivities at the impressive council pavilion. A bounty of spiced meat will be provided if it wishes so. If negotiations are going poorly the council will offer the great voice the second Crystal.
>Offering 1 Crystal and all the meat it can eat. Offer the second if it is unsatisfied. [37] (+20 Ranger caste, +4 Herbolgy, +7 Magic Control, +6 Construction)
>>
>>1976467
Big Orc, after a minute, realizes that he does have something he can offer to the Dragon i great amounts. Orc meat, from weaklings.
And so he prepares a number of dishes composed almost entirely of Orc meat and whatever editable crops are still renaming from this seasons harvest.
>>
Rolled 94, 17 = 111 (2d100)

>>1976453
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Content
Food: Plentiful

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

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

--Development Bonuses--
Spirit Magic(+16)
Military(+6)
Close Combat(+10)
Monkhood(+8)
Agriculture(+8)
Healing Magic(+2)
Shield Aura(+6)
Diplomacy(+5)
Religion(+3)
Beast Taming(+4)

-In Progress-

Spirit Trees 9/20

-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.
Iron Palm Technique: Punches are now as tough as iron and can crush rocks and

dragons. [When defending against the dragon, roll an extra die. Add 2/3 the total of this

die to your combat total]

-Discovered Groups-
Stangalli
Mages

Actions:
The Apes approach the dragon with an upbeat and friendly vibe. They invite him to party with the Apes as they are about to hold another celebration for finishing Iron palm and mana banana's.
+5 diplomacy +5 culture +6 religion = 16 bonus

Alternatively......if the dragon acts like a hostile asshole we all charge him and fight to the death defending our village. My extra roll from Iron palm will be rolled as well for this.

Spirit magic+16, Military+6,Close Combat+10, Healing magic +2 Shield Aura+6 = 40 bonus
>>
Rolled 90 (1d100)

>>1976453
Aboleths

> Feeling the disturbance, the aboleths gather and speak to the dragon immediately after its appearance, through telepathy. "Greetings friend. We offer you a gift of our magic. Use it to summon gold and otherworldly treasures at your will, but we caution you, greed will trap a creature in its own desires, use it sparingly."The aboleths pause for a moment before continuing. "Like you, we are an ancient race of this world. Unlike you however, we have existed at the bottom of the oceans depths since our existence and it has isolated us. We would appreciate any knowledge that you would be willing to share on the other races of this world."

[Offering: Gold-Curse Statue]

(+25)
>>
Rolled 53 (1d100)

>>1976453

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--
-tamed boars-
-fish-
-copper-
-blue sap- ( grants stamina, though it may be rather...potent...)
-Blue Stamina Sap (?) - (powerful derivative of mana that restores strength and stamina within the sap)
-Sap Crystals- (keeps away competing plants and shrubs, as well as deterring would-be herbivores. The crystals are also highly nourishing for the plants themselves)

--Projects--
[Song of the Forest 0/20]
[Blue Sap Distillery 3/12]

--Development Bonuses--
+3 agriculture
+3 culture
+8 nature magic
+2 spirit magic

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

The leaders of each one of the clans gather together for this event, in one of the few ocasions where all of them are united, they prepare a big Festival (+3 culture) for the arrival of the dragon.
>They will offer the shinning sap crystals, along with some vessels of blue sap, with instructions over how to use it to produce more crystals - thought they wont share its other properties when ingested. Am specialy prepared herd of giant boars also will be cooked for the beast (+8 nature magic +3 agriculture).
>>
Rolled 16 + 15 (1d100 + 15)

>>1976453
-----
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]
[Resource: Elemental Gems]
Mud Golems
Mage Tower

--Projects--

[Ride the Lightning 1/2]
[Ironwood 5/10]
[Elemental Golems 2/12]

--Development Bonuses--
[+2 Magic Control]
[+5 Alchemy]
[+4 Agriculture]
[+1 Fortification]
[+9 diplomacy]
[+5 Animal Handling]
[+1 Education]
[+2 Culture]
[+2 Millitary]
[+20 Magical Superiority] Extra Die
---Known Civs---

Action 1: Mages just give the Dragon a pile of glowing rocks and try to play it up but honestly they're too busy to properly talk to the reptile. +15 (+4 Magic, +2 Magic Control, +9 Diplomacy)
>>
Rolled 48 + 15 (1d100 + 15)

>>1976560
>Action 2: Just because I don't want to be eaten I'm giving up my second roll +15
>>
Rolled 6 + 31 (1d100 + 31)

>>1976560
>And magical superiority roll to work on the Golems +31 (+20 Magical Superiority, +4 Magic, +2 Magic Control, +5 Alchemy)
>>
Rolled 84 (1d100)

>>1976453
TURN 23.5
-----
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, Bloodstones, Aratoa pow 3

--Projects--
[Blood Armor 8/10]

--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
> +5 Enchanting
> +5 Warrior tradition
> +4 Agriculture
> +4 Mental Influence
> +3 Military
> +2 Diplomacy

--Actions--

Annoyed the vampires gather bloodstones and cattle as an offering. They understand that, they are in no state to challenge a dragon, but they still find admitting it irksome. +36; Dark magic, Leadership, Culture, Enchanting, Mental Influence, Diplomacy
>>
>>1976540
(Gold-Curse Statue: 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.)
>>
>>1976467
Forgot to add my [+1 mah-gik]
>>
Rolled 61 + 50 (1d100 + 50)

1. Offer [Resource: Dragon Contract 1/1]

Not everyone in the Senate was pleased with the means Nizivpak used to wrest control over the Senate. In fact, a few were quite vocal in their displease. Senator Kolkrasvik is both a master orator and a demagogue, and for some months he had been rallying the people against Nizipvak's attempts to buy out the Senate. After his controversial plan was passed, he instead turned to building a resistance coalition i the Senate to block any further expansion through the city, as nearly half had already been torn down and rebuilt. His coalition was on the verge of acquiring the votes for a new ordinance that would block further expansion, and shut down entire elements of Nizipvak's operations until they could be independently verified by a Consular Commission on the project.

Then Kolkrasvik was, on basis of his experience and oratory skill, put in position to pitch the contract to the Dragon. It is true. He was arguably the most qualified. It was true that he had a hand in writing the contract. It was true that his oratory had convinced the Houses to unite in the earliest days of the Union. It was also true that he was well over seventy and on the verge of crushing Nipizvak's ambitious plan. Some say that Nizipvak pulled strings to get Kolkrasvik to pitch the plan in hopes that if he failed the dragon would eat him and torch the wooden parts of the city; thus requiring his stone and brick to rebuild it.

That's just a conspiracy theory. No man is that powerful. Right?

The Contract was fairly simple. Kratiyan sculptors would create as close to perfect renditions of the dragon to put in other capitols to remind every of the Dragon's presence and majesty. The Kratiyans would act as tax collectors, essentially, for the dragon so the Dragon wouldn't need to bother himself with coming out himself to loot.
>>
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Rolled 98 + 15 (1d100 + 15)

>>1976453

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

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

--Resources--
+6 stone tools
+3 slings
[Simple Mortar]
[Dragon Preparation 1/1]

--Projects--
{...}

--Development Bonuses--
+8 craftsmanship
+2 herbology
+3 hunting
+10 construction
+2 fortification
+7 mining

...

Stat Bonuses: +3 hunting /+/ +7 Mining /+/ +2 Military /+/ +3 Organization /=/ +15

Resources Utilized: [Stone Tools] /+/ [Slings] /+/ [Dragon Preparation]

...

> The Begraven Deus are a prideful race, unanimously refusing to surrender to the dragon's demands, although they are by no means fools. The giants are fully aware that they lack the inherent strength, or technological prowess, to combat the avaricious monstrosity that looms at their doorstep, and thus have elected to avoid as much confrontation as possible. Their supplies, resources, and miscellaneous assets divided up into caches and hidden within innocuous nooks and crannies, that are far too cramped to be inaccessible to a dragon. It is fortunate that the leader of the Begraven Reus took [Dragon Preparation] so seriously, as they now stand to lose so little

> However in the event that the greedy fiend delves into the tightened bowels of the world after us, the giants will deploy their final contingency plan: The Giants will use their [Slings] pelt it with stones from the dark, drawing it deeper and deeper underground, leading it by the nose to a large cavern. At which point they will use their [Stone Picks] to collapse the cavern roof over the Dragon's head, sinking it into an eternal straitjacket of substrata rock. For now however the giants lie in wait anticipating the signal from advance scouts watching the entrance to the cavern network.
>>
Rolled 58 + 33 (1d100 + 33)

>>1976453
TURN 23.5
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, Knowledge of Dragon Tongue

--Projects--
[Central Workshops 7/10]
Ancient Draconic Worship Site 7/10]
[Draconic Worship Site 10/10: +3 religion, +3 magic control, +3 fire magic], [Stone Pit 5/5: +2 organization, +2 construction]

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

--Diplomacy--
Discovered: Kratiya, Fawns

The Kobolds are gathered in the mouth of the great cave nestled above Dromadhur's tall shoulders. In the teeth of the howling wind, they make their preparations.

Every caste of their society is represented. An Elder of the council leads them, Fírnen, learned in the ways of Dragon Worship, fluent in the tongue of the great beasts. Trappers bring forth fresh game saved from the sabertooths, kept alive through the long pilgrimage to be slaughtered and offered to the beast. They hammer in a stake at the mouth of the cave and tie down the creatures, slitting the throat of one so that the scent of its blood might carry on the great wind of the dragon's indrawn breath. They drive some further in, deeper. The beast will dine first before they ask it a boon, as is only polite.

Shamans and god-talkers clutch stones inscribed with good estimates of the draconic alphabet, their rune-work improving by the day even without formal writing. They kneel at the cavemouth and lower their heads to expose their necks in a sign of submission, calling out as one great voice - a great keening to imitate a young hatchling dragon.

The trappers have been seeking thieves and spies - any that are found are staked near the cave-mouth to present to the beast as a show of their worth. When making a bid for employment, it is best to show one's qualifications.

The sharp-witted, logical, and organized minds among the tribes wait and stand ready. Should the great beast grace them with its presence and accept their sacrifices, they will step forth and kneel, necks exposed, and tell of their time in the employ of another of its kind, of the hoard it gathered with their help, and stoke its greed as they intone the offer of service - to be eyes and claws in the dark, as numerous as its scales. To carry out the will and cunning of the beast in every strike against foes, to bring its suspicion to bear in collection of tribute, to spring traps. To be Dragonwrought, and bring forth more Dragonwrought as the years progress, so that it will have no shortage of skilled servants - for treasure is good, but there is value in hands to gather it and eyes to see it comes to no harm.

The Kobolds wait. Time seems to slow, and the air is thick with risk and opportunity. Let the beast rise or slumber, slaughter or show clemency, and all will be answered.
>>
Rolled 14, 84, 13 = 111 (3d100)

>>1976453
-----
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)
+2 Forging
+9 Engineering
+5 Mining
+1 Brewing (Brewery)
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+3 Springbows
+7 Armour (Steel Armour)

--Other--
The Dragon Gate of Dromadhur: When defending, roll an extra die. Add 1/2 the value of this die to your battle total. When defending against dragons, add the full value.
Strange Beast in the Underwater Caverns below Dromadhur
Fucking Dragon on the Roof
-----

The day has come. The dwarves form up their warriors upon the ramparts. The iron scorpions, though incomplete and somewhat unreliable, are pressed into service as the need today is dire. Everyone is even drunker than normal in order to face the horrors to come. The new gates, the Dragon Gate, grinds closed upon the power of the water wheels that move it, for no number of dwarfs could hope to close it by hand. Springbows and scorpions are loaded, armour is worn, and the dwarves are ready. No flying worm will take the riches of Dromadhur! The chieftain himself waits on top of the gatehouse in his armour, ready to pass on the message of dwarven resistance to the dragon, shorty before he orders his people to open fire and slay the beast.

(3 rolls for me, two combat rolls and the third is added to them for the Dragon Gate bonus)
>>
>>1977139
Also a bonus of +30 from fortifications, armour, springbows and being despotic, which I forgot.
>>
>>1974577
Turn 22
-----
Faires - Magenta
Traits:
Magically Inclined (+4 magic control)
Tricksters (+2 diplomacy)
-----
Stability: content
Food: Low

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

--Resources--
Moonlight whisper
Influence
--Projects--
[Moonlight Shrine 5/20]
--Development Bonuses--
[Magic control +23] [+2 nature magic] [+5 spirit magic] [+3 mental influence]
[Agriculture +1] [+3 craftsmanship] [+3 willpower]
>continue building the shrine with the help of mind controlled animals +41 from craftsmanship, magic control, culture nature and spirit magic
>we don't have the time to wait for the shrines completion, faeries begin using the shrine still in construction to create a force field around the settlement. +26
>>
Rolled 98, 14 = 112 (2d100)

>>1977452
>>
Rolled 87, 48 = 135 (2d100)

>>1976453
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] [Saltpeter] [Potash] [Black Powder]

--Development Bonuses--
[+4 pontoon boats] [+3 leather working] [+5 Longhouse] [horn instruments: +2 organisation +2 music] [+6 metal crafting]
[+4 Flamberge] [+4 construction] [+2 Craftsmanship] [Bows +3] [+7 explosives]

--In Proggress--
Water hoof [1/4]
Cannons [1/25]

to fend off the dragon we shall create a trap. we shall offer it a massive pile of our finest ibson cuts (laced with black powder and saltpeter. filling its unprotected stomach from explosives. then at the very bottom of the pile we shall have a massive stockpile of explosives. when the dragon nears the bottom of the pile we shall set the explosives off by either by rolling a grenade the pile, or by provoking the dragon to set the explosives off itself. then we shall rush the now likely crippled dragon. if it doesn't die it'll atleast know not the fuck with us.
[+7 Explosives] [+4 Flamberge] [+3 Bows] [+3 Bloodrage] [+2 orginisation]

Action 1: further taming of the water hoof
Action 2: continue inventing the cannon
>>
>>1977452
Forgot this: Magically Inclined (+4 magic control) add +4 to both. So +45 bonus to the shrine and +30 to force field
>>
>>1975966
Turn 23
-----
Faires - Magenta
Traits:
Magically Inclined (+4 magic control)
Tricksters (+2 diplomacy)
-----
Stability: content
Food: Low

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

--Resources--
Moonlight whisper
Influence
--Projects--
[Moonlight Shrine 5/20]
--Development Bonuses--
[Magic control +23] [+2 nature magic] [+5 spirit magic] [+3 mental influence]
[Agriculture +1] [+3 craftsmanship] [+3 willpower]
>shrine. NOW +45 bonus
>force field. NOW +30 bonus
>>
Rolled 44, 76 = 120 (2d100)

>>1978197
>>
Rolled 84, 31 = 115 (2d100)

>>1978197
>>
>>1978231
Fuck
Duplicate post ignore it
>>
Rolled 92, 65 = 157 (2d100)

>>1976453
Turn 23
-----
Faires - Magenta
Traits:
Magically Inclined (+4 magic control)
Tricksters (+2 diplomacy)
-----
Stability: content
Food: Low

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

--Resources--
Moonlight whisper
Influence
--Projects--
[Moonlight Shrine 5/20]
--Development Bonuses--
[Magic control +23] [+2 nature magic] [+5 spirit magic] [+3 mental influence]
[Agriculture +1] [+3 craftsmanship] [+3 willpower]
Plan: GET OUT OF MY FAIRY RINGS YOU NORMIE REEEEEEEEEEEEE
>using the moonlight shrine faeries combine their strength and prepare the biggest most power full moonlight whisper spell imaginable. Once the dragon shows signs of hostility we will unleash this charged up spell straight into his consciousness hopefully the avalanche of 100 indviduals REEEEEEE'ing screaming and shrieking into his mind will fry his brain +40
[Magic control +23] [+2 nature magic] [+5 spirit magic] [+3 mental influence]
[+3 willpower]
>>
Rolled 67, 8 = 75 (2d100)

>>1977139

Dragon rolls! (1st and 2nd dice)

+10 Unstoppable

>>1977980

Dragon Rolls! (3rd and 4th dice)

+10 Unstoppable
>>
Rolled 1, 81 = 82 (2d100)

>>1980220

Woops, need Lachstagen dice.
>>
>>1976467

ORCS

With a whoosh of wings and a gust of wind, the dragon lands in front of the gathered Orcs. Its head swivels, taking in the fresh, steaming orc. "I GUESS MEAT IS BACK ON THE MENU!"

In two massive chomping bites, the dragon eats the meager banquet, tables and all. Its jaw even takes a slice of the ground underneath with it. It chews thoughtfully, then swallows. "Pathetic as the excrement you languish in. Did you give me the weaklings?" The dragon stomps a foot; the earth shakes. "WHO HERE IS THE TOUGHEST ORC?!"

Big Orc gestures at a nearby hulking mass of flesh. The mighty orc steps forward a few paces toward the dragon. He'd be able to rule the tribe if he wasn't as dumb as the rocks he was standing on.

The dragon's head snaps forward and swallows the poor bastard whole. And two more orcs that were standing two close. The dragon turns to face the mound of polished copper, and it vanishes. It turns again and looks Big Orc dead in the eye. "The steamed runt hash has stolen my appetite. Next time you offer me a mound of metal, I'll eat you...last." A flap of wings takes the dragon soaring away.

[stability: very low]
[You must spend a turn mining before you can use your copper resource again]

>>1976483

STANGALLI

The dragon soars over the bustling trade city. Stangalli citizens panic and rush for their burrows as the massive flying beast lands in the center of the bazaar with a tremendous boom. The paved stone under its feet crunches up like flimsy drywall.

It glances at the Miser council - still standing there, frozen in fear - then at the huge framed tapestry leaned against the bazaar's main auction hall. It eyes it up and down, then snorts approvingly. "Not bad. Not bad. This will fit the theme in one of my caves..."

Its head snakes down until at eye level with the Misers. One of them has a dark stain on his trousers. "But you know...I've never tasted RAT before." In a single chomp, the head Miser is eaten. "Ugh." The dragon shoots fire into the air. The heat makes the air warp and tremble. "I won't get the taste of cowardice out of my mouth for weeks. Shouldn't have expected better." The dragon lifts a limb towards the painting, and it vanishes, some magic secreting it away somewhere. A massive gust of wind accompanies the dragon's flapping wings as it takes off into the sky.

[stability: neutral]
>>
>>1976489

LIZARDMEN

The dragon's shadow passes over Hill-Home. It lands in front of the delegation of the council. The creature's weight causes the swamp to buckle underneath it; it sinks a foot or two into the ground. "I can't believe anyone would actually live in this place. Disgusting." It sniffs the air. "At least you thought to cook something. I've been flying all day. Takes a lot out of a dragon."

The dragon stomps over to the banquet. To their credit, the gathered rangers and councilmen hold their positions without flinching while it makes short work of the entire meal, gulping it all down in just a few bites of its huge jaws.

The dragon slowly trudges back to where the crystal sits. When Splashed-with-Water offers an explanation, it waves a wing, and quite literally waves away the councilors, who are sent sprawling in the mud. "I know what it is. You did well finding this. I suppose ants can be useful sometimes." The dragon leans in, and the crystal is magically vanished away. A small golden ring drops on the ground in its place, about as big around as a clenched fist. "Use this if anyone bothers you in the future. I'll bother them back." It looms over them. "If you call on me lightly, then I'll burn your ugly little hill to the ground." The dragon gathers itself, then launches up out of the mud in a single leap, flying off over the horizon.

[Dragon's Favor 1/1 - May be used in combat to add 100 bonus points to your combat total]
[Cyclops Gestalt Crystal 1/1]

>>1976538

APES

The dragon lands with an earth-shattering ka-boom. The apes, to their credit, stand firm and maintain their good cheer.

"Wait...what?" The dragon snorts once. Smoke curls out of its nostrils. "You want to be friends? You overgrown rats want to be friends? With me? Ha. Ahahaha. AHAHAHAHAHAHAHA!" The dragons rumbling laughter triggers small landslides higher in the mountains. "I LIKE YOUR STYLE!"

The dragon parties with the Apes for several hours, using its head to catch thrown fruit and accepting several back rubs. It likes the bananas and plums so much it takes a good number of the trees right out of the ground. They are seemingly vanishes away, leaving only a dug-out hole of earth where they used to stand. Luckily, after long cultivation, the orchards are extensive enough that the Apes won't feel the loss.

Later, there is a contest of strength. The Ape monks compete to see who can smash the largest boulder. The dragon is unanimously voted the winner when it smashes a huge rock into bits with a casual swipe of its foot.

The dragon readies itself to leave and deposits a golden ring on the ground. "Use that to call me if you need some extra muscle. But only if you truly need it." The dragon leans in close, staring the apes in the eye. "If you waste my time, I'll slaughter all of you."

[Dragon's Favor 1/1 - May be used in combat to add 100 bonus points to your combat total]
>>
>>1976540

ABOLETHS

The dragon plunges under the water, and its body is wrapped in a bubble of air. The surrounding water is held at bay by a shield of white flames that seemingly burns the water off. It flies through the ocean as if flying through the sky.

It reaches the ocean depths, landing gently in front of the statue as the water is burned out of the way. It glances at the Aboleths that explain the offering. "Ancient race? You overgrown sea worms were in swaddling clothes the third time my kind turned this rock back into ashes. Get over yourselves."

It turns back to the statue and gently places a single claw on the pedestal. Gold coins pour forth. Just as quickly, they're vanished away. The Aboleths are fascinated by the dragon's ability to magically store the coins as quickly as they come.

The dragon lowers its head. Its eyes sparkle with a greedy gleam. The coins turn into a rapid river. The water around the statue starts to tremble; voices echo in the deep. A quiet but shrill hiss underlies the growing magic, like a field of string instruments all shrieking in the distance.

The dragon bends its will over the statue. The river of coins turn into a tidal wave. A black and purple rift opens in reality, hovering over the enchanted statue, and the shrieking and the voices grow louder. Still the dragon pockets the endless blizzard of coins even faster than they can be created. The Aboleths are starting to get nervous.

A keening wail is unleashed from the void-portal. The dragon snorts. "YOU SHUT UP. I'M HAVING A GOOD TIME HERE." The dragon opens its mouth and a torrent of red dragonfire rips into the portal. The water nearby boils; the Aboleths are forced to shield themselves with their magic, huddling together for shelter.

The void snaps shut, and the statue crumbles to bits. The wailing chaotic multitude fades, then goes silent.

"Miserly bastard." The dragon glances over to the Aboleths. "I enjoyed your little toy." One coin remains floating in the ocean deep. It warps and trembles when the dragon glances at it; the coin forms itself into a ring, then falls to the seabed. "Use that if you ever need my help in the future. You paid well for it. Just don't force me to add FISH to my diet." The dragon turns and careens back toward the surface.

[Dragon's Favor 1/1 - May be used in combat to add 100 bonus points to your combat total]
>>
>>1976558

FAUNS

The dragon lands near the prepared vats of sap. He nods vaguely at the fauns and turns toward the blue liquid. "Finally, something to drink!"

The dragon promptly sticks his spout into the biggest vat. In a few long draws, it slurps the entire thing dry. The burp is loud enough to shake the leaves on the trees. "Mmmm...not bad. Stiff mana content. Syrupy aftertaste. The pour could use work."

The dragon immediately turns to start working on the entire herd of prepared board. It munches and chomps its way through the massive feast in less than a minute. The dragon comes to a halt in front of the elders. A wave of its wings blows them out of the way - though none are injured, save a few bumps and bruises. "I know what the sap does. It grows next to my mountain, you fools." The dragon magicks away all of the crystals. "Good work gathering these up. Gather more next time."

And then, it leaves. The fauns breathe a sigh of relief.

[You must spend a turn gathering sap crystals before you have them as a resource again]

>>1976560

MAGES

The dragon lands near the pile of elemental gems. The mages assigned to explain things to the dragon stutter and squirm through their explanation of their properties. The dragon isn't having any of it - they didn't even show up together. The elders aren't present. There isn't even any food.

"SHUT UP, YOU MAGICAL NITWITS. YOUR CONTROL OVER MAGIC ISN'T ENOUGH TO TRIM MY CLAWS, LET ALONE PRODUCE ANYTHING USEFUL."

Nonetheless, the dragon gathers up all the gems. It also unleashes a burst of dragon fire, torching a dozen mages and several houses. It leaps into the air, landing on top of the mage tower, and then flaps its wings to take off. Its claws leave gouges in the stone of the roof a foot deep.

"NEXT TIME...DO BETTER, OR DIE!!"

>>1976597

BACATIA

The dragon lands near the ritual altar of the vampires. It glances at the offer of bloodstones. "Mmm. Interesting. You bloodsuckers aren't too bad with magic."

It makes a giant, spiked-tooth grin at the vampire leader. "I bet it must SUCK to hand all your hard work over to me. HA. HAHAHA." The dragon chuckles at its own wit. The vampires work very hard to not let the insult show on their faces.

The dragon magicks away all the bloodstones, except for one. The bloodstone in question floats up into the air until it's hovering in front of the beast's snout. The dragon concentrates for a moment. A rune carves itself inside the center of the bloodstone, a sort of upside-down V with a line crossed through the center.

The bloodstone 'clinks' back to the ground. "I felt so bad for your pathetic rune-crafting that I improved that one for you. If you don't make something useful out of it by the time I come back, I'll send you crawling back into your coffins." The dragon leaps off the mountain and into the air, vanishing into the distance.

[Draconic Bloodstone 1/1] - Maybe this will be useful...somehow?
[You must spend a turn to restore your bloodstone resource]
>>
>>1976713

KRATIYA

The shadow of the dragon flits over the island as it swoops in for a landing. It settles onto the main square, opposite a statue about half its size. It spends almost a good minute inspecting the thing. Everyone sits in silence, fearful of the creature's reaction.

"HMPH. MY WINGS ARE FAR MORE MUSCULAR THAN THIS! SEE TO IT THAT THIS IS IMPROVED!"

Senator Kolkrasvik quickly acquiesces to the dragon's request, nodding his head repeatedly. He explains to the dragon that they will, under its authority, tax nearby civilizations and send the dragon a regular tithe to spare it the effort of returning in the future for tribute. He also explains the plan to replicate the dragon's likeness, saying that hundreds of artists nearby are even now sketching him in all his scaly and terrible glory.

"Really? Right now?" The dragon shifts and poses. "MAKE SURE YOU GET MY TAIL SPIKES RIGHT." It roars loudly enough to ensure it can all hear them. "THEY ALL JUT SLIGHTLY TO THE LEFT."

In the silence that follows, the people of the city can virtually hear hundreds of furiously scratching charcoal pencils.

"ANYWAY." The dragon looks back to the senator. "I don't need tax collectors. Where's the fun in that? Which boring old fart came up with this plan?"

The senator swallows hard, then bows. "I did."

"Saves me a lot of trouble then." The dragon leans in very, very close, until its massive eye is staring at Kolkrasvik dead on. "I'm going to pay you a little return visit, sooner rather than later. Make two statues of my likeness. One for me to take, and one to stay here to remind you what true power is. If I don't like them, I'm going to smash every single one of these vile purple stone buildings and burn the wooden ones to the ground."

The dragon rears up and takes off, sending Kratiyans flying by the sheer force of its wings.

[The dragon will visit YOU again in 3 turns (end of turn 27). Better prepare...]
>>
>>1976906

BEGRAVEN REUS

The dragon arrives at the settlement of the Begraven Reus only to find it completely deserted. It huffs around for a few moments in impatience. "WHERE ARE YOU, YOU DIRTY SIGHTLESS LITTLE RODENTS?! COME OUT!!!"

Silence.

The dragon focuses, and realizes that they are below ground, scattered through the deep. It considered its options for a moment.

It could smash its way into the earth. But that would take a lot of effort, and probably only kill some of them. It might also wake up other nasty things that it would then have to deal with. The more the dragon thought about it, the more that seemed like a pain in the scales.

It could, instead, enter the tunnels. Most of them weren't big enough, but it could force itself through into most locations. But then it would be chasing a bunch of cave-dwellers around in circles...in complete darkness. Even dragonfire wouldn't help that much.

And even if it did do damage to them, what would it gain? The poor bastards didn't even have anything worth taking, if the remains of their camp were any hints to go by. They were the least developed group it had seen so far.

"This is a waste of time. No matter. They'll grow, and thrive...and then they'll have much more for me to steal!"

And with that, the dragon simply left.

>>1977054

KOBOLDS

The dragon returns from the Begraven Reus, somewhat disappointed and planning on a nap before setting off again.

It is stunned to see Kobolds surrounding the entrance to its home.

The dragon lands gingerly near the entrance to the cave. It is surrounded by hundreds of the creatures. The meal is properly prepared, the blood is fresh. Their runes are rough, probably worn around the edges by poor memory, but good enough to be legible. The obvious leaders of the bunch are kneeing in supplication, ready to have their necks slashed open if the dragon feels displeasure.

It can hardly believe that someone managed to remember their manners.

The dragon lifts its head and roars, sending a gout of dragonfire up to the heavens. The clouds above Dromadhur clear away from the heat.

The dragon lifts a claw, then slams it down near the kneeling kobolds. Magic swirls around them. Their draconic bloodline stirs. Their scant hair falls away, rapidly replaced by scales. Their claws lengthen, and their minds sharpen; they grow taller, stronger, and their eyes burn with magic fire. Finally, wings grow from their back, strong enough to fly short distances. The dragon imparts to them the knowledge of how to elevate other Kobolds into their state.

"You will not return here," the dragon says. "I have no more need of servants in this age...that pact has ended. But take this gift, in remembrance of the old times, and live as the fire wills." The dragon stomps a foot against the earth, shaking snow from the tip of the mountain. "NOW GO."

[+5 Dragonwrought], [+4 fire magic], [+4 religion]
>>
>>1977139

DWARVES

The dragon lands with a great BOOM in front of the gates to Dromadhur.

Where it expected open supplication is a massive fortress gate armed to the teeth with steel projectiles. The dwarf chieftain is situated inside an armored bunker atop one buttress.

"AYE, YE STUPID SCALED BEAST!"

The dragon's head swivels up to look at the voice.

"FUCK OFFFF!" The dwarf makes a very rude gesture.

The dragon unleashes a roar that makes the heavens tremble. "YOU DARE DEFY ME, CAVE RAT?"

"AYE, I DEFY YE. JUST LIKE I DEFIED IN YOUR MOTHER LAST NIGHT!"

The dragon unleashes a gout of dragonfire. The cheiftan's guards snap the reinforced shutters closed just in time, but the inside of the thing still glows red hot. They quickly retreat further into the fortifications.

"I WILL BURN YOUR INFESTATION OUT OF MY MOUNTAIN!" the dragon screams.

"FIRE EVERYTHING!" The chieftain shouts.

The creature steps forward into a massive hail of steel. Every single springbow and scorpion trains its fire on the dragon. The beast wraps itself in a shield of fire that melts the steel to slag. The superheated metal singes and sprays against the beast's scales but the method prevents any damaging penetration.

The dragon slams itself against the iron gates, but they hold. Dragonfire is rendered useless by the sheer thickness of the steel. The dragon melts in several inches, but it can't produce fire concentrated enough to penetrate the device straight through before the heat dissipates.

The dragon steps back. It has more powerful attacks, but it would have to drop its shield of flame to use them, and it would instantly be exposed to the scorpions. The ends of its wings are already taking heavy damage, faster than it can regenerate.

After several minutes of unproductive fire breath and body slams, the dragon shrieks in frustration, then flaps its wings, lifting itself out of the valley. "I'LL BE BACK, YOU STINKING DWARVES! I'LL GET YOUR TREASURE, AND YOUR LITTLE SCORPIONS, TOO!"

The valley falls silent. the bolts and arrows grind to a halt as the dwarves realize the fight is over.

The dwarf chieftain raises a fist. "BEER IS ON ME TONIGHT!"

A collective cheer goes up from the dwarven soldiers.

[+5 military], [+5 brewing], [+2 organization]
>>
>>1977980

LACHSTAGEN

The dragon arrives at the encampment of the lachstagen. As it has in almost every other case, it promptly ignores formalities in favor of gorging itself on the offered feast. Little does it know, it is also gorging itself on explosive raw materials.

The dragon's head is buried in the pile of meat; it steadily reaches the explosives. One brave lachstagen soul runs forward with a lit grenade. The others run to shelter. The warrior climbs the pile, leaps into the air, and falls into the hole made in the meat by the dragon's maw.

A tremendous explosion blows hunks of cooked flesh and steel shrapnel erupts into the air. The dragon shrieks in pain. When it emerges from the smoke, half its snout is blown away; one of its hands hangs limp. It backs away from the lachstagen slowly, then flies up into the air, roaring in pain as it weakly beats its wings.

Surely, the warrior's sacrifice will be honored for generations to come.

You must spend a turn each to restore your your resources [Blackpowder] and [Saltpeter]
>>
BEGIN TURN 24
>>
Rolled 79, 37, 50 = 166 (3d100)

>>1980619
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/hunting)
Poison Control (+3 Poison knowledge)
Swamp Masters (+3 exploration/expansion)
-----
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
Deathweed (3/3)
Ironwood
Poisonspitters
Swampstalkers
Festerbeaks
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

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

--Rituals--
Beast Bonding Ritual

--Projects--


--Development Bonuses--
+20 Ranger caste
+3 Poison knowledge
+4 Herbology
+7 Magic control
+6 Nature Magic
+5 Magic Defense
+6 Construction
-------------------------

Actions:
>The Waterways to our East & West have long been closed to us, in no small part due to the vicious Greatmaws that inhabit them. Our Rangers have watched them, however, and seen that it was recently their mating season. Stealer-of-Eggs, named for his success with he Festerbeaks, is called up to dope the adults and do his work again. [+33] (+3 Hunting, +6 Posion knowledge, +4 Herbology, +20 Ranger caste)
>Back at home Splashed-with-Water, Grower-of-Weeds and a handful of other senior Shamans have began work on a new ritual. What if we could turn the Plants, Beasts & even Waters of our home against invaders? [+23] (+6 Posion control, +4 Herbology, +7 Magic Control, +6 Nature Magic)
>Other, lower ranked, members of the Shamanate have requested that Carves-Totems and his apprentices construct them a hermitage. It will be near the dark temple and Black-bog, the source of Deathweed, so that any Shaman working with deadly magics can do it in relative isolation and safety. It will be made from Ironwood & incorporate the magical totems trialed at Hill-home. [+24] (+7 Magic Control, +6 Nature Magic, +5 Magic defense, +6 Construction)
>>
Rolled 53, 10 = 63 (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, Violet
Brick

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

1. Resume Construction 11/25 +50

The Dragon's threats had done two things. First, it had all but ended Kolkrasvik's senatorial career. While it was true that the Dragon did not take anything and frankly made demands that Traditionalists and Revisionist were literally fighting over anyway, little was lost. But nothing was gained either, and that was what saw Kolkrasvik ousted from power the following month. With his ouster died most of the support for Consular inquiry and Nizipvak was allowed to continue his plans unabated.

The other thing that happened was a realization that stone is strong and also doesn't burn. Where there was once only desire among the Senators to rebuild the city it now had full public and Consular support. Nothing could legally challenge the rebuilding of the city. Over all, the biggest winner from all of this was the wealthy industrialist remaking the city in his image.

2. Diplomatic Expeditions +48

The Consular Republic had known for decades it was not the only nation in the world. For most of that time it had been content to idle in its central position and trade with the nations around it. With the coming of the Dragon there had suddenly become incentive to explore. Useful resources and more nations could be out there, undiscovered, in the world. Linking them into the great river trade network would be extremely profitable.

The Consulate establishes three different groups of one-hundred fifty explorers each to go north, along the forests into the mountains. One to take ships south and ride the river to its end. The final one would strike east, past the land of the Fauns to discover what lie beyond the most distant and unexplored horizons. Not only would they catalog anything of note they found, but they would also initiate diplomatic relations with any group, nation, or tribe they stumbled across. To facilitate this diplomats were sent along with each party.
>>
>>1980658
Adjusted action bonuses (Forgot my Government)
Action 1 +33 (Unchanged)
Action 2 +28 (+5 Magic Control)
Action 3 +34 (+5 Magic Control, +5 Construction)
>>
>>1980619
TURN 24
-----
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, Bloodstones(depleted), Aratoa pow 3, Draconic Bloodstone 1/1

--Projects--
[Blood Armor 8/10]

--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
> +5 Enchanting
> +5 Warrior tradition
> +4 Agriculture
> +4 Mental Influence
> +3 Military
> +2 Diplomacy

--Actions--
1) Finish off the last Aratoa tribe. +41; Dark magic, Vampiric Bone spears, Leadership, Enchanting, Warrior traditionn, Military
2) Restore our Bloodstonne reserve. +21; Dark magic, Enchanting, Leadership
>>
Rolled 42, 17 = 59 (2d100)

>>1980733
>>
Rolled 48, 19 = 67 (2d100)

>>1980619
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)

-----
Stability: Very Content
Food: Moderate
-----

--Government--
Council of Misers (+3 culture, +2 currency)

--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
Voltshrooms

--Development Bonuses--
+2 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+11 Economy
+7 Culture
+4 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+5 Art
----
Contacts:
Apes
Mages
Aboleth
Fishmen
Birdmen
----
In Progress

----
Other
Nearby Hot Springs

Actions
>Now that he doesn't have to worry about being slow roasted, Tobal is going to work on his next big idea: a weapon harnessed from the Voltshrooms. But first, he'll need a supply. And It just so happens we recently acquired a lot of farmland that can be bought up..... (+21)
>Well, if the Flaming Chaos liked our art, then surely other people will too! Art Subsidies, Ho! (+35)
>>
Rolled 77, 45, 98, 82 = 302 (4d100)

>>1980619
>Name of Civ
Razgriz (Gold)

>Race
Human

>fluff
On the south, a small fleet of taterred foreign trade ships and a military escort has docked on the mouth of the river, A cadre of human sailors, mariners, and merchants begin to scout out and secure a small rocky hill near the river. Men and women jump to action, unloading cargo, building tents, even salvaging and stripping some of the ships with great rigor and coordination under the stern and senatorial direction of the fleet's high admiral, Var Emrhy Caedmir. The Var Emrhy starts a salient speech, calling the collection of people that he has with him as "Razgriz", a mythic name of an angel who lost favor but saw redemption through glorious and honorable exploits, conquest, and achievements as a human.

These humans, owing to their seaborne origin, have an innate affinity with water and are capable sailors, shipmates, and mariners.

>Starting Goverment
Despot Rule


>Razgriz! All idle hands are to dismantle, scuttle, and salvage all ships except for the merchant trade galleon Maylight and the frigate Gracemaria, unload all of their contents and foodstocks and place them at camp for counting.

>we must make our roots deep into this land if we wish to survive, let alone prosper, start the creation of a multiple dwellings for the people.


>the collegia tacticia briefly states that information is the key of all decisions, thus the prime decision is the acquisition of information. The Var Emhry organizes his best soldiers into a scouting group that will survey the land surrounding the new camp.

>under the same vein of thought, the Var Emhry entrusted the largest portion of marines, a small collection of merchants, and the last military frigate, Gracemaria, to its Captain, Admiral Orlus, with orders to scout out the coastlines for civilizations. they were to act as ambassadors to those who would accept them, to mark any aggressive/suspicious elements they may come across, and deter any dangerous elements from the camp's coastline
>>
Rolled 57, 87 + 3 = 147 (2d100 + 3)

>>1980619
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)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]

--Projects--
-none-

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+3 bone spears][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+1 mah-gik]

>Action 1+2.
Alright we have magik.
Now what happens... when we put magic... on a weapon?(research enchanting)[+3weapons]
>>
Diplomacy time - TO DWARFS


After the encounter with the dragon, the fauns have their pride wounded , disgusted for having to offer their resources for the beast.

Later that day, thunderous roars are heard from the mountains, their echoes travelling to the hills to the south keep the Fauns in an alert state. They know that the creature is probably facing those outsiders that they recently discovered on the mountains....the poor souls...

Wait,..the see from far away that the beast is leaving!? And its sound frustrated...

Curious men follow the burned paths to the mountainside, where they see the battlefield, burned and covered in molten netal, and the shinning gate still solid. Quickly stories start to spread across the land of the fauns, about the ones that stood there on the mountains, and soom the clan leaders discover about what happened.


Later that night, some horned figures are seem aproaching the gates of the dwarfs, that are partying over their sucess in driving the dragon away. When confronted the strangers say that they come from the south, sent by the 10 clan leaders of the Hillands.

They offer simple gifts, a barrel of Blue Stamina Sap (?) - to be added on the beer, after all a dwarf must be probably stronger than a faun and able to hold it - they say that it is very energetic ans stimulating, and along with it, they offer a single giant boar, to be cooked for the festivity.

(QM, this isnt a trade action, its a single barrel and boar as gifts to the leader of the dwarfs, and shouldnt influence on the stats)
>>
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Rolled 2, 75 = 77 (2d100)

>>1980619

Turn 24

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

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

--Resources--
+6 stone tools
+3 slings
[Simple Mortar]
[Dragon Preparation 1/1]

--Projects--
{...}

--Development Bonuses--
+8 craftsmanship
+2 herbology
+3 hunting
+10 construction
+2 fortification
+7 mining

...

> Irritation and discontent welled within the Begraven Reus' leader, following the Dragon's brief appearance. They had managed to survive, but realistically that was all they could have done yet as they are. This revaluation wounded his pride, and judging from the mood of his followers, the pride of his people as well. They must focus themselves and become more powerful as a civilization so as to redeem their tarnished pride. The leader of the Begraven Reus seeks to reform and reorganize the political structure of his people. Expanding and cementing his authority so as to increase overall organization and efficiency of his fledgling nation. His dominance over his subjects would be supreme and unquestioned; he would become the Sovereign of the Begraven Reus

> Meanwhile, with the threat of imminent death out of the way, other Begraven Reus explore new techniques for shaping rock and binding them together into solid standing structures. Several ideas quickly rose to the forefront of brainstorming sessions on the subject, specifically: distributing the individual stones in simple patterns, manually shaping the stones into multifaceted shapes that would interlock into one another, embedding structures into the ground and building foundations, and experimenting with new adhesive mixtures for binding stones together
>>
Rolled 7, 65, 85 = 157 (3d100)

>>1980619
-----
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]
[Resource: Elemental Gems]
[Resource: Ironwood]
Mud Golems
Mage Tower

--Projects--

[Ride the Lightning 1/2]
[Elemental Golems 2/12]

--Development Bonuses--
[+2 Magic Control]
[+5 Alchemy]
[+4 Agriculture]
[+1 Fortification]
[+9 diplomacy]
[+5 Animal Handling]
[+1 Education]
[+2 Culture]
[+2 Millitary]
[+20 Magical Superiority] Extra Die
---Known Civs---

>Action 1: Start a giant magical college in birdman territory, In character to secure the territory even more and because I'm still excepting some border tension bullshit. And out of character probably just to piss off the Kratiya empire. I mean not really but It'd be funnier to say that. +50 (+2 Magic Control, +5 Alchemy, +3 Education, +4 Magic, +7 Culture, +20 Magical Superiority, +9 Diplomacy)
>Action 2: Try to mass produce and improve Elemental Golems while focusing on fire elemental Golems right now so we can use the Prototypes in the giant Golem or Jaeger if you've watched Pacific Rim. +33(+2 Magic Control, +5 Alchemy, +4 Magic, +2 Military, +20 Magical Superiority)
>Bonus action: Work on the foundations of a Giant Golem made of the Iron wood that we have, to get a way to tell the Dragon to go fuck itself up its cloaca and you know what if we can make it fly model it after a dragon just as an extra middle finger. +48 (+4 magic, +5 Alchemy, +4 Agriculture, +1 Fortifications, +2 Military, +2 Magical Control, +20 Magical Superiority)
>>
Rolled 22, 74, 92 = 188 (3d100)

>>1980619
TURN 24
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
Eldritch Gestalt (+3 Chaos Magic)
-----
Stability: Very Content
Food: Plentiful

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

--Projects--
Ui'haki-Xa Enchantment 14/15
A Mind of their Own 5/15
Distortion Field 4/40
Knocking on Heavens Door 0/100

--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]
Dragon's Favor 1/1 [May be used in combat to add 100 bonus points to your combat total]
Enslaved Fish People
Lesser Chaos Node
Fish, Shellfish, Copper, Tin
Gold-Curse Statue 1/1

--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)

--Development Bonuses--
+20 Influence of the Hive Mind
+3 Chaos Magic
+4 Construction
+2 Divine Power

--Actions--
> The aboleths finish the Ui'haki-Xa enchantment and offer it (through dreams and visions) to the entire populace of Lachstagen as a gift to thier loyal worshippers. (+25)

>The aboleths search the minds of the fishmen resistance for any weak links in the high priests or leaders and dominate thier minds. These individuals will become sympathizers of our nation and start to believe that re-uniting as one nation (worshipping the aboleths) would be the best course of action. In addition, the aboleths search for any desires or weakness that could be capitalized on and used against the resistance (e.g. greed, lust, anger, etc./ i.e. what makes these leaders/the resistance act irrationally). (+25)

> The aboleths decide to spend some time surveying thier new land (oceans) and it's inhabitants. They look for what cities, towns and villages the fishmen have. (are you able to put dots on the map?) They also look for what buildings these cities have in them and what technology is used by the inhabitants. The aboleths wonder what daily life is like for the fishfolk. (+25)
>>
Rolled 89, 14, 98 = 201 (3d100)

>>1980619
-----
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
+5 Organisation (The Marble Laws)
+20 Dwarven Industry (Smelter, Dwarven Forge, Mines, Great Quarry)
+2 Forging
+9 Engineering
+5 Mining
+6 Brewing (Brewery)
+5 Military
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+3 Springbows
+7 Armour (Steel Armour)

--Other--
The Dragon Gate of Dromadhur: When defending, roll an extra die. Add 1/2 the value of this die to your battle total. When defending against dragons, add the full value.
Strange Beast in the Underwater Caverns below Dromadhur
Fucking Dragon on the Roof
-----

1. Time to celebrate the dragon's defeat. The dwarves hold a celebration with lots of food and of course near unfathomable amounts of alcohol. (+9 brewing, grumpy alcohols)

2. The scorpions were enough to worry the dragon, even if not enough to kill it. With them having been tested in action, now we should be able to perfect the design. [Iron Scorpion 8/10] (+37 from Industrious, Visions of the Future, Dwarven Industry, Engineering, Forging)

3. Clearly the dwarven folk can no longer completely ignore what lies beyond their hold. The dragon has attacked, those funny furry people have sent us gifts, and who knows what else might be out there? The chief orders the creation of a new organisation, the Rangers, dwarves who are brave, adventurous or mad enough to go out into the unknown, braving the risk of running out of alcohol in foreign parts, as well as lesser dangers such as monsters or hostile nations. Armed only with a springbow, an axe, a travel size beer keg and their beard, these dwarves will be the pioneers of our race. (+18, organisation, military, despot, springbows)

>>1981154
The dwarves take the gifts into their hold. Suspicious of the outsiders, but somewhat relieved to meet something that isn't immediately hostile, they discuss what to do late into the night. They eventually settle on remaining cautious, but attempting to forge amicable relations. They give back gifts of their own, some tools and jewelery from the dwarven metalsmiths.
>>
Rolled 59, 48 = 107 (2d100)

>>1980619
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--
-tamed boars-
-fish-
-copper-
-blue sap- ( grants stamina, though it may be rather...potent...)
-Blue Stamina Sap (?) - (powerful derivative of mana that restores strength and stamina within the sap)
- [s] Sap Crystals [/s] - (keeps away competing plants and shrubs, as well as deterring would-be herbivores. The crystals are also highly nourishing for the plants themselves)

--Projects--
[Song of the Forest 0/20]
[Blue Sap Distillery 3/12]

--Development Bonuses--
+3 agriculture
+3 culture
+8 nature magic
+2 spirit magic

>Action 1
A group of strange draconic Kobolds walk away from the mountain of Dromadhur. Suspicious, most fauns of the villages avoid these creatures, afraid that they might be conspiring with the dragon.

Still, one faun follows them, Amhar of the forest. He doesnt care for the mundane world, and dont fear the dragon, instead, he see the awakened elemental power that now live inside of the Kobolds and considers this fascinating.

He aproaches the group with magical bardic songs, only shared among the druids of the Hillands. The other druids migth want to keep their knowledge for themselves, but he knows that the fauns arent the only spiritual race living under the stars. He is ready to initiate the Kobolds in Nature Magic, if they promess to teach him the secrets of this draconic Fire Magic.

Trate is started with the Kobolds - nature magic for fire magic

>Action 2
A new holiday is created in comemoration of the day that the Fauns werent destroyed by the dragon. The clans will use the opportunity to show off their wealth, and invite the leader of the Dwarfs >>1981674 for it.

For this Holiday, a group of druids on the west side of the woods, decided to create new songs that can better shape the world around them. (they try to expand their knowldge of nature magic)
>>
>>1982610
By the way; adding on the second roll (spirit +2, nature +8 and culture +3)
>>
Rolled 51 + 46 (1d100 + 46)

>>1980658

TURN 24

Kobold Confederacy - Light Blue
-Stability: very content
-Food: moderate
---Traits---
-Confederate Tribes (+2 organization)
-Dragon Gods (+2 religion)
-Cunning (+2 traps)
---Government---
-Elder Council (+5 culture)
---Resources---
Knowledge of Dragon Tongue, fish, lumber, sabertooth fur and teeth, stone
---Projects---
Ongoing: [Central Workshops 7/10]
Completed: [Draconic Worship Site 10/10: +3 religion, +3 magic control, +3 fire magic], [Stone Pit 5/5: +2 organization, +2 construction]
---Development Bonuses---
+5 Dragonwrought (Is this a trait or development bonus anyway?), +3 culture (Debate?) +4 fire magic, +2 logic, +2 organization, +4 religion, +2 traps
---Diplomacy---
Discovered: Kratiya, Fawns

ACTIONS:

1. Trade with Fauns: +4 Fire Magic for +8 Nature Magic: The Kobold party descending the mountain vastness of Dromadhur encounters the lone Faun as they make camp during the descent. They greet him in friendship. "The agreement we struck with you had to wait for this storm to blow over," they say, "But the Dragon is no longer taking up our time and so we are free. Come, sit. We will initiate you in the way of the flame, teach you to live as the fire wills."

The expedition is still filled with every element of Kobold society, and they involve themselves in teaching the Faun their magic as well as in learning their own lesson in turn. The elder watches, listening as the rhetoricians put fine points on things the Confederacies' new Fire Priests say. The trappers make analogies to animal behavior and the ways of nature that may be apt in communicating with the Faun. Carved runic stones are brandished and new ones cut, recording the matter. Throughout it all, the Dragonwrought among them speak clearer and sharper than any, taking well to their new roles.

The elder notes that such a capable cross-section of their society makes an effective delegation. Perhaps they will organize the idea more effectively into a Confederate Embassy. Were he not half-illiterate, he would make a note.
>>
>>1983098
Establish contact with the Dwarves: Having upheld their end of the first half of the trade agreement with the Fauns, the Kobolds bid a safe journey to Amhar of the forest and continue their descent. They encounter the mountainhome of the Dwarves, coming across the battlefield. They find melted iron and steelwork, examining it subtly, finding it does not bend even when struck with stones and is not melted in the center of their largest campfires. They look upon the scarred surface of the mighty gate, seeing inches of the steel melted, and hear the sound of rejoicing within - for the reverberations of Dwarven partying can be heard even outside the stronghold.

The Dragon did this, they say to each other - it is unmistakable. The whole scene of battle is too fresh, the scars too great for it to have been any smaller force. And these people are celebrating! Not only have they survived its wrath and great flame, but they seem to be treating it as a victory.

The kobolds conclude that these people are worthy opponents and resolve to congratulate them. They knock on the heavy doors of the stronghold, take off their sabertooth furs, and offer them - the foremost of them puts the garment around the shoulders of the first Dwarf he finds, and the Elder offers his own to the chieftain.

"Take our congratulations," they say, "Few can manage to bear the weight of such an assault. We admire your craftsmanship, and your might we hold in great esteem. Well done."
>>
Rolled 97 + 46 (1d100 + 46)

>>1983129

ACTION 2:

Finish the [Central Workshops 7/10]: The Elder sends half the DragonWrought home ahead of the rest, favoring those who know fire magic and several to bear witness to the happenings on the mountain. They make short flights overland, speeding their journey, and after little rest and a hurried report are asked to assist in finishing the tribal workshops. They are pleased to put their skills to good use. They bend their sinew to the task, using not just their muscles but fire magic to provide different sorts of more ordinary aid in construction - they harden clay and mud, sharpen the ends of wooden stakes in flame, warm the workers, and even provide light so that work can continue unabated in the dark hours.

All the while, word spreads first from the work-camp and the Elders' tent, then through the logicians and trackers, and finally across every tribal stronghold. Dragons have no more need for the old pact - the Kobolds are free, and to live as the fire wills. In time, this becomes an article of faith - they are slaves to none, released from service, and freedom is their birthright. Their own creator gods have said so.
>>
Rolled 69 (1d100)

>>1980733

The final aratoa tribe defends its home, fearful of total annihilation!

+3 desperation
>>
>>1980658

SCALEYBROS

Stealer-of-Eggs is back in the saddle. He manages to not only pilfer a few nests while the adults are busy, but bags several tiny gators. The guy might have a talent for this sort of thing... [Goddamn Alli-Greators 5/10]

Meanwhile, the Shamans focus their efforts on strengthening the natural defenses of their home by bringing nature itself to bear. While they haven't yet established a solid direction, the training effort of those magically-inclined shows obvious results. [+2 water magic, +1 nature magic, +1 beast taming]

Meanwhile, construction begins on a hermitage near the Black-bog and entrance to the dark ruins. It will serve both as a research site and as a warning against any foreign invaders. As a result, the structure demands significant magical reinforcement. [Hermitage 4/7]

>>1980668

PORTRAIT OF A GOBLIN AS A YOUNG MAN

[Note: The dragon will visit you again on turn 27. Roll an extra die and post extra action for your interaction with the dragon.]

Nizipvak's "brick faction" gains momentum in the senate as Kolkrasvik's botched negotiation costs him his position. Luckily, the voice of the people is on his side as the demand for brick skyrockets.

The consulate begins to form expeditionary teams to scout the world and discover foreign races, establishing friendly diplomatic ties. Their experience in the area is likely second to none in the world, and they have great hopes for the future. [Great Expedition 3/12]

[Note: Upon completing this project you will discover all races on the main continent]

>>1980733

GARLIC LOVERS

You go to war with the Aratoa tribes!

War Result: 83 vs 72

It's a tremendous fight on the final island. Even the vampires are impressed by the efforts of the last few Aratoa as they work to defend their home. However, it isn't enough to stop the tide of elixir-enhanced warriors as they slaughter their former brethren. The ground runs red with blood.

The resisting Aratoa fight to the last man, unwilling to surrender. No prisoners are taken. (You still have your previously captured prisoners, 3/3)

Back at the altar, other vampires work to restore the bloodstones lost to the dragon's greed. The overgrown lizard will pay...one day. [Bloodstones restored. +1 dark magic]

[Note: The Aratoa have been discovered by the Razgriz. They do not yet know about the Bacatia].

>>1980789

HAPPY MERCHANT

The enterprising Tobol is back at it again. He envisions a future powered by voltshrooms...or maybe just a ray gun or two. [Voltshroom Plantation 4/7]

To celebrate the role artistry played in fending off the dragon, the Misers decide to spend a bit more money on the subject...this time for a statue honoring their fallen comrade, set up in the bazaar where he was eaten. Let it be known that he stood firm in the face of death. [Art Subsidy 5/5], [+4 art, +4 culture]

Note: You have been discovered by the Razgriz.
>>
>>1980816

RAZGRIZZLE MUHNIZZLE

-----
Race – Human
Traits:
Voyagers (+3 ships/navy)
Redeemer God (+1 culture, +2 religion)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
-none-

The near-wrecked ships of the Razgriz are skillfully dismantled and reassembled into orderly piles of supplies. With this there can be an appropriate accounting of their rations, which should help keep food stocks stable for a little while. [food: moderate], [+3 craftsmanship]

Dark clouds drift on the horizon over the ocean. Being near the coast will come with its share of foul weather. The camp uses the remaining parts of the ship to construct more reliable shelter. [Wood Cabins 3/5]

Scouts go out to survey the nearby land. They find plenty of rich, tillable soil near the river, which will be vital going forward. They also find neighbors. Several neighbors - some less friendly than others.

When the wild wargs attack, the adept sailors work together to keep them at bay, slaying several. The rest of the beasts run off. Hopefully that will keep them scared for some time.

South is a rocky tundra with scant copses of pine trees. Might be useful for more ships in the future, or homes, in the near future. One of the men, a prospector, says there might be metal in them thar hills, though he'd need more time and a closer look to find anything. To the north, along the coast, is a strange field of large mushrooms, growing on cliffs above salt tidal pools. They're very large in size, and, according to one of the braver sailors, edible. [resource: giant mushrooms]

Note: You have discovered the Mages! You have also discovered the Orcs! You can communicate/trade at will.

The last and most seaworthy ship is sent scouting up the coast. They find more pockets of mushrooms - so there's that, at least.

Later, they come across a chain of sandy islands inhabited by a amphibious people that call themselves the Aratoa. They seem friendly enough. Some of them are huge and muscular, twice the size of their compatriots, and are given great respect by the others. You assume they have some sort of warrior caste. You pick up word that they just finished a fight among themselves and have united under one banner that flies from the main island.

The seas in-between your new settlement and the Aratoa outer sandbar are filled with good eats. [resource: shellfish]

Further up the coast, you run into some enterprising mousey-folk that seem intent on scorching themselves to death handling smaller, lightning-charged versions of the mushrooms you found earlier. They're more than pleased to make the acquaintance of a potential new trading partner.

[Note: you have discovered the Aratoa. (You do not yet know about the Bacatia). You have also discovered the Stangalli.]
>>
>>1981044

WARRRRGH

The warleader, impressed with the dragon and the mah-jeezes, decides to improve upon their mah-jik. If weapons are good, and mahjik is good, then both of them together should be even better! [Enchanted Weapons 8/15]

Note: You have been discovered by the Razgriz. You can negotiate with them at will.

>>1981154

FLORA AND FAUNA

You travel over to the dwarves because you could use a tough-as-nails friend in the event of another dragon visit. Plus, it seems like they know how to have a good time. [Note: any diplomacy fluff is a free action, no worries]

Amhar sits long with the Kobolds, sharing songs, and stories, and magic. Maybe this is the start of good things yet to come? [+2 fire magic, +1 diplomacy]

The fauns later celebrate their avoidance of the dragon's fury and dedicate the day to its remembrance. Songs are sung in the rhythm of the forest. [Song of the Forest 3/20], [+1 nature magic]

>>1981159

THE MIGHT BE GIANTS

The initial attempt to consolidate authority is met with outcries of resistance. The fear of the dragon was instilled deep in the people, and establishing themselves back in the Open represents a major uncertainty. Many voices even reject going back up to the surface. The arguments snowball, and soon enough political 'camps' have formed in the populace, a major headache for the would-be sovereign. [stability: low], [Sovereignty 0/15]

Many Reus reject the political games and focus on what can be done immediately. Their renewed efforts bear fruit, with a great enhancement coming into the preparation of the mortar. A first experiment shows that a particular mixture of water, clay, and stone mash can eventually dry and become extremely hard. Unfortunately, the first batch dried a little too fast, and a certain someone got his foot stuck in it and had to be chiseled free. The guy must be cursed... [Concrete 4/10]

>>1981518

WHIZZARDS

You start building a giant magical college on the plot of land near the beastmen; it's at a more culturally dynamic center in the world than your settlement in the south, so the location seems logical. Plus, it can double as a defensive structure in the case the angry birds come back. Your magical construction techniques and the ironwood are extremely helpful in that regard. [Hogwarts 3/7]

Research is delayed by the lack of elemental gems following the dragon's theft, but the mages improvise on the fly. [Elemental Golems 6/15]

Meanwhile, one crazy bastard wants to make a giant golem made of ironwood. It will be far more complex, magically speaking, than anything they've developed so far. [Iron Giant 5/25]

Note: You have been discovered by the Razgriz.
>>
>>1981663

VERY FRIENDLY CATFISH

The Ui'haki-Xa enchantment is completed! Surely the Lachstagen will love their new gift. [15/15], [resource: Ui'haki-Xa Enchantment], [+4 enchanting, +4 chaos magic]

Meanwhile, the Aboleths begin to reshuffle the priorities of leaders in the fishmen resistance, as they seem to have everything all backwards and confused. The confounding coral god makes this very slow going. The first priest that begins Aboleth worship is quickly discovered and purged from their high society. The Aboleths are undeterred. [Resisting the Resistance 5/20]

With the dragon dealt with, the Aboleths have a moment to finally take stock of their newly converted territories. A system of access and reporting is developed in the fishmen leadership to better communicate information with slightly less ceremony, bowing, scraping, and the like. This all pleases the Aboleths, but sometimes things just need to be spat out.

The fishmen have a complex caste system, now newly reformed following the Aboleth arrival. The priests and nobles are amongst the high caste. The king has political authority, though is now weakened in relation to the high priest, who has the religious authority and directs the most important sacrificial rites. The middle caste is made up of both wealthy merchants, who run the gambit from peddlers to great tradesmen profiting off the Aratoa shellfish trade. Coral trading has been banned, which has impacted the economy somewhat, as coral was a chief source of minerals and some metals. The lower castes are the commoners and farmers, most of whom exist as, at best, renters of land, or at worst, serfs.

The chief crop is kelp. A specialty crop includes Swiftweed, a plant that, when consumed, grants a modest stamina and mana recovery effect. Too much in a short time causes headaches, however.

A more interesting resource is mudoil. This is undersea oil deposits mixed with mud and detritus than can be harvested and, if applied appropriate, burned underwater. It is typically used for lighting in noble houses, though deposits are thus far relatively undeveloped. Maybe it could have other uses?

[resources gained: stone, kelp, swiftweed]
[resources 'gold' and 'carbonates' are locked with the coral trade being banned. 'Mudoil' requires development to unlock]

[Note: see map for fishmen settlements and capital]
>>
>>1981674

GRUMPY DRAGON-SLAYING ALCOHOLIC MACHINISTS

Ceeeeeelebrate good times, come on! Let's celebrate! [stability: Rejoice!]

The fauns are allowed to drink some too, though they hold their liquor in an embarrassingly poor fashion. At least they're friendly.

More than one dwarf was injured by failures of scorpions during the battle, but the experience gained from their use makes ironing out the kinks much easier. Profits from their sale are used to assist dwarves with lingering injuries. [Iron Scorpion 10/10], [+3 engineering, +3 military, +3 forging, +2 springbows]

Meanwhile, the chief orders the creation of a new paramilitary organization of dwarves, the rangers! Only the craziest and maddest of dwarves make it through basic training, but they'll be helpful in any venture that involves exploration or expansion. On their first venture, they discover the birdmen nearby; conversation is short, but productive. Don't mess with them, and they won't mess with you...for now. [+4 rangers, +2 military]

[Note: you've met the birdmen. You can communicate with them at will]
[Note: You've been discovered by the kobolds and can communicate with them at will]

>>1983098

DRAGON BUREAUCRACY

The Kobolds learn and teach with Amhar. Flushed with success, the relative size and composition of their large delegation aids in them retaining the knowledge offered by the druid. [+5 nature magic, +1 diplomacy]

[You have discovered the dwarves!] [Note that in the future discovery actions take a dice roll, but it worked well with the fluff so have a freebie]

The return of the newly-enhanced Dragonwrought, freed of their chained bloodline by the dragon, is both a physical and symbolic representation of the new state of the kobolds. The workshops are easily completed with their newfound might and magic, and with their completion, grand new options open for the continued flourishing of the federation. [Central Workshops 10/10], [+5 craftsmanship, +3 construction, +2 traps], [+2 religion]

[Note: Dragonwrought is a development bonus, not a trait. Also, if you could combine bonuses from various sources that are the same, and list everything with some spacing, that would make it much easier for me to read. See some other posts for examples. Bonuses do not have to be continually associated with their projects. Just keep traits and government bonuses separate]
>>
File: Map25.jpg (4.74 MB, 3027x2270)
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BEGIN TURN 25

Note: From now on, every 5 turns, NPCs will evaluate their relationship with various races and act accordingly. These NPCs actions, if any, will be posted at that time.

NPC-NPC interactions will not be known unless specifically investigated.
>>
Rolled 85, 18 = 103 (2d100)

>>1985086
TURN 25
-----
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, Bloodstones, Aratoa pow 3, Draconic Bloodstone 1/1

--Projects--
[Blood Armor 8/10]

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

> +16 Dark magic
> +9 construction
> +7 Vampiric Bone Spears
> +6 leadership
> +5 Culture
> +5 Enchanting
> +5 Warrior tradition
> +4 Agriculture
> +4 Mental Influence
> +3 Military
> +2 Diplomacy

--Actions--
1) Finish developing the blood armor.
2) An Aratoa delegation meets the fishmen at the coast and accepts the gifts in the name of friendship.
>>
File: BR-06.png (1.01 MB, 1600x981)
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Rolled 92, 23 = 115 (2d100)

>>1985086

Turn 25

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

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

--Resources--
+6 stone tools
+3 slings
[Simple Mortar]
[Dragon Preparation 1/1]

--Projects--
[Concrete 4/10]
[Sovereignty 0/15]

--Development Bonuses--
+8 craftsmanship
+2 herbology
+3 hunting
+10 construction
+2 fortification
+7 mining

...

> Despite the initial resistance to the his reforms, the leader presses forward with his campaign; savagely deriding and condemning the cowardice and complacency of his political opponents

> The giants continue developing their concrete creation. They are convinced that this invention will have immeasurable utility if only they could perfect their techniques
>>
Rolled 69, 48, 82, 69 = 268 (4d100)

>>1985086
TURN 24 and 25

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

Stability: Content
Food: Plentiful

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

--Resources--
Fruit
Power Plums
Oliphaunts(Big Sam and senpai)
Mana Bananas
[Dragon's Favor 1/1 - May be used in combat to add 100 bonus points to your combat total]

--Development Bonuses--
Spirit Magic(+16)
Military(+6)
Close Combat(+10)
Monkhood(+8)
Agriculture(+12)
Healing Magic(+2)
Shield Aura(+6)
Diplomacy(+5)
Religion(+3)
Beast Taming(+4)

-In Progress-

Spirit Trees 9/20

-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.
Iron Palm Technique: Punches are now as tough as iron and can crush rocks and dragons. [When defending against the dragon, roll an extra die. Add 2/3 the total of this die to your combat total]


-Discovered Groups-
Stangalli
Mages
Lizardmen(NPC)

Actions:

>The Apes continue to work on their new spirit tree. Maybe once its finished they can celebrate like they always do? Spirit Trees(9/20)
+12 Agriculture +16 Spirit Magic = 28 bonus

>The Apes have grown stronger through monkhood, learned new things through spirit, but the few that focus on healing have not yet progressed. A monk that specializes in healing magics tells the others he has discovered a new aura. An aura that will repair the damaged earth around you and even repair minor cuts and bruises. [aura of healing 0/????]
Healing Magic +2 Monkhood +8 = 10 bonus

>The Apes must continue work on their Spirit Tree
+12 Agriculture +16 Spirit Magic = 28 bonus

>The Apes have grown much stronger, their blows hitting numerous times and much harder then they used to. The shield aura is having trouble keeping up. We must unlock a tougher shield aura.

Monkhood+8 Shield Aura+6 = 14 bonus
>>
File: Ban Ard, Naval Heraldry.png (261 KB, 643x1162)
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Rolled 88, 77, 3, 79 = 247 (4d100)

>>1985076
>Race – Human
>Traits:
>Voyagers (+3 ships/navy)
>Redeemer God (+1 culture, +2 religion)
>-----
>Stability: neutral
>Food: Moderate
>--Government--
>Despot Rule (+5 military)
>--Resources--
>-none-
>--Projects--
>Wood Cabins
>--Development Bonuses--
>-none-
>After giving a parchment to one of the military officers-turned-earldorman, The Var Emrhy answers the summons of a group of engineers that are discussing their new plans regarding the camp and its surrounding areas. After a while of discussing plans, the bickering of the engineers is broken by the Var Emrhy "I remember the river in the capital... Sawmill, tailor's watermills, and trade boats provide the river with its lively industrious rigour, The children frolicking across the waters gives it its motherly innoncence, But the image that is etched in my mind is the gleam of the golden sun strewn across the gentle waters of the river Alba. This river, that will soon be the lifeblood of our future city, deserves a grand a name as Alba". "your excellence" says one of the engineers, "maybe Magne (Mother) would be a good fit for the River"... "it is a perfect name" Says the Var Emrhy

Actions
>>Fertile soil is just soil if there are no enterprising hands to work it, Send a cadre of men to till and plant food in the soil.
>>A group of the ship's engineers eyes the riverbeds.... "it is possible to extend the influence of the river further inland By creating a system of canals, irrigation ponds, screws, and dams, we can not only supply the farms with a constant and bountiful supply of water but also increase the area of tillable soil."
>"we can also leave space for these canals to be expanded to create waterways for future small vessels, increasing the mobility of goods" "the irrigation ponds itself could play further roles as small heat banks, water banks, and a general area for people to enjoy the serene water of the river" "so it is decided then! The irrigation system will be our first project" Begin the construction of an Irrigation system (with dams, irrigation pools, and large arterial canals")
>>An Ealdorman stands on a small rocky parapet and whips the crowd into a rousing stir "A proclamation from the Var Emrhy! All men of able body and mind are to be collected in the center of camp every Saturnio And Lumenis (Saturday and Sunday). You are to be organized into 80 men companies which will be designated as Frododrati Brigades. You are to await an officer and expect marching drills, weapon training, and unit cohesion exercises, Any abled bodied man who isn't present will be disregarded as a non-citizen of Razgriz and will not receive the full support of the Community. "begin the start of the "Citizen Militia"
>>"The Captain just whipped us a few days ago for using the ship's broken guard rail in that chair of yours morik, now he's shouting at us to use the wood from the ship to make houses" "yeah, work never ends, Just keep your eyes low" continue the shelter
>>
>>1985136
Race – Human
Traits:
Voyagers (+3 ships/navy)
Redeemer God (+1 culture, +2 religion)
-----
Stability: neutral
Food: Moderate
--Government--
Despot Rule (+5 military)
--Resources--
-none-
--Projects--
Wood Cabins (3/5)
--Development Bonuses--
-none-
After giving a parchment to one of the military officers-turned-earldorman, The Var Emrhy answers the summons of a group of engineers that are discussing their new plans regarding the camp and its surrounding areas. After a while of discussing plans, the bickering of the engineers is broken by the Var Emrhy "I remember the river in the capital... Sawmill, tailor's watermills, and trade boats provide the river with its lively industrious rigor, The children frolicking across the waters gives it its motherly innocence, But the image that is etched in my mind is the gleam of the golden sun strewn across the gentle waters of the river Alba. This river, that will soon be the lifeblood of our future city, deserves a grand a name as Alba". "your excellence" says one of the engineers, "maybe Magne (Mother) would be a good fit for the River"... "it is a perfect name" Says the Var Emrhy
Actions
>>Fertile soil is just soil if there are no enterprising hands to work it, Send a cadre of men to till and plant food in the soil.

>>A group of the ship's engineers eyes the riverbeds.... "it is possible to extend the influence of the river further inland By creating a system of canals, irrigation ponds, screws, and dams, we can not only supply the farms with a constant and bountiful supply of water but also increase the area of tillable soil."

>"we can also leave space for these canals to be expanded to create waterways for future small vessels, increasing the mobility of goods" "the irrigation ponds itself could play further roles as small heat banks, water banks, and a general area for people to enjoy the serene water of the river" "so it is decided then! The irrigation system will be our first project" Begin the construction of an Irrigation system (with dams, irrigation pools, and large arterial canals")

>>An Ealdorman stands on a small rocky parapet and whips the crowd into a rousing stir "A proclamation from the Var Emrhy! All men of able body and mind are to be collected in the center of camp every Saturnio And Lumenis (Saturday and Sunday). You are to be organized into 80 men companies which will be designated as Frododrati Brigades. You are to await an officer and expect marching drills, weapon training, and unit cohesion exercises, Any abled bodied man who isn't present will be disregarded as a non-citizen of Razgriz and will not receive the full support of the Community. "begin the start of the "Citizen Militia"

>>"The Captain just whipped us a few days ago for using the ship's broken guard rail in that chair of yours morik, now he's shouting at us to use the wood from the ship to make houses" "yeah, work never ends, Just keep your eyes low" continue the shelter building
>>
Rolled 56, 60, 44 = 160 (3d100)

>>1985086
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/hunting)
Poison Control (+3 Poison knowledge)
Swamp Masters (+3 exploration/expansion)
-----
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
Deathweed (3/3)
Ironwood
Poisonspitters
Swampstalkers
Festerbeaks
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

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

--Rituals--
Beast Bonding Ritual

--Projects--
[Greatmaws 5/10]
[Hermitage 4/7]

--Development Bonuses--
+20 Ranger caste
+1 Beast taming
+3 Poison knowledge
+4 Herbology
+7 Magic control
+7 Nature Magic
+2 Water Magic
+5 Magic Defense
+6 Construction
-------------------------

Actions:
>Now that we have Greatmaw young we can focus on beginning the bonding rituals. [Greatmaws 5/10] [+51] (+20 Ranger caste, +1 Beast taming, +13 Magic Control, +7 Nature Magic, +6 Poison knowledge, +4 Herbology)
>Work on the Hermitage continues unabated. [Hermitage 4/7] [+35] (+13 Magic Control, +7 Nature Magic, +5 Magic defense, +11 Construction)
>The Shamanate begins research into the properties of the various herbs and plants brought to Hill-home by the rangers, hoping to learn more about their uses. [30] (+6 Poison knowledge, +4 Herbology, +13 Magic control, +7 Nature Magic)
>>
>>1985073
Oi m8 you forgot to update my progress on the city in the update.
>>
Rolled 31, 48 = 79 (2d100)

>>1985086
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--
-tamed boars-
-fish-
-copper-
-blue sap- ( grants stamina, though it may be rather...potent...)
-Blue Stamina Sap (?) - (powerful derivative of mana that restores strength and stamina within the sap)
- [s]Sap Crystals[/s] - (keeps away competing plants and shrubs, as well as deterring would-be herbivores. The crystals are also highly nourishing for the plants themselves)

--Projects--
[Song of the Forest 3/20]
[Blue Sap Distillery 3/12]

--Development Bonuses--
+3 agriculture
+3 culture
+9 nature magic
+2 spirit magic
+2 fire magic
+1 diplomacy

Discovered: Kratiya, Dwarfs, Kobolds

> Action 1
In the middle of the buzzy Dragon Holiday, Aengus, the youngest member of the council of 10 Clans aproaches the ambassador sent by the dwarfs. He has been a fiery defender of friendly contact with their northern neighbors, and driven by curiosity and fascination, he begins a conversation with the dwarf. They talk about their nations, their bevarages and the land where they live. Late in the night, he proposes a pact with the ambassador.

"Sir, we are honored with your visit, I believe our peoples have a lot in common and a lot to gain together. As you are children of the mountains, we are children of the hills, our land is green, fertile and prosperous, but we are a simple people in the world that is growing bigger and more dangerous. I would like to propose to you the following: from now on the fauns will provide food for your city in Dromadhur, and in exchange we ask for steel tools, which will help us to make our plantations even more prosperous and our houses more solid."

Trade is started with Dwarfs: Food for Steel tools to aid our agriculture and construction
+3 agriculture +9 nature magic +1 diplomacy

> Action 2
Amhar once discredited, managed to get a tiny bit of recognizement over the introduction of fire magic... but he needs more, he needs to be audacious... they said that he was a fool but he knows that once the Song of the Forest is finished the world will understand his vision... but the fauns arent prepared for it yet, now there are other paths to focus on.

He goes inside a cave, with a prepared misture of mushrooms and the blue sap, he undresses inside a cave and tries to get in communation with the spirits (improving spirit magic) + 3 culture + 9 nature magic + 2 spirit magic +1 diplomacy
>>
Rolled 34, 46 = 80 (2d100)

>>1985073
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, Violet
Brick

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

1. Resume Construction 1?/25 +50
I didn't get an update for this through the last turn so I don't know what the progress is on it.

2. Great Expedition +50 3/12
>>
File: Confusion.gif (296 KB, 529x720)
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>>1974557
>Join the Discord here:
>Discord
>Not mibbit
>>
>>1985086
TURN 25
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
Eldritch Gestalt (+3 Chaos Magic)
-----
Stability: Very Content
Food: Plentiful

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

--Projects--
A Mind of their Own 5/15
Resisting the Resistance 5/20
Distortion Field 4/40
Knocking on Heavens Door 0/100

--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, Stone, Kelp, Swiftweed
[locked] Coral, Gold, Carbonates
[needs development] Mudoil
Ui'haki-Xa Enchantment
"Small Favor from the Aratoa" 1/1
Gold-Curse Statue 1/1
Dragon's Favor 1/1 [May be used in combat to add 100 bonus points to your combat total]

--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 (Fishmen High Priest)

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

--Development Bonuses--
+20 Influence of the Hive Mind
+7 Chaos Magic
+4 Enchanting
+4 Construction
+2 Divine Power

--Actions--
>The aboleths continue to search the minds of the fishmen resistance for any weak links in the high priests or leaders and dominate thier minds. The fishmen also start leaving "dream stones" around the fishmen resistance (small polished rocks with minor enchantments that cause whomever touches them, visions/dreams of the aboleths) (+33)

> The fishmen give gifts [Tin & Gold-Curse Statue] to the aratoa with the intentions of establishing a long lasting friendship. Hopefully the aratoa will be able to pay thier new friends back with "small favors" in the future. The fishmen and aratoa also establish border agreements: the fishmen will not enter the islands and thier interior waters and the aratoa will not expand into the ocean. The aratoa can cross to the mainland at anytime.

> With permission from the Stangalli, the fishmen set up a stall along the river in thier city's grand bazaar. Here the fishmen plan to trade goods with the Stangalli and any travellers that pass through the city. The trade stall will also act as the eyes and ears for the ocean. They will interact with traveler's and the city's populace while fishing for rumors and information on the other races. The fishmen plan to learn of the Stangalli contacts and information on them. (as discussed, this trade stall should allow for me to front load trade actions)
>>
Rolled 72, 88, 45 = 205 (3d100)

>>1985283
>>
Rolled 19, 4, 77 = 100 (3d100)

>>1985086
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
Industrious (+3 engineering)
-----
Stability: Rejoice!
Food: Low

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

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

--Development Bonuses--
+4 Runic Language
+5 Organisation (The Marble Laws)
+20 Dwarven Industry (Smelter, Dwarven Forge, Mines, Great Quarry)
+5 Forging
+12 Engineering
+5 Mining
+6 Brewing (Brewery)
+10 Military
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+5 Springbows (Iron Scorpions)
+7 Armour (Steel Armour)
+4 Rangers

--Other--
The Dragon Gate of Dromadhur: When defending, roll an extra die. Add 1/2 the value of this die to your battle total. When defending against dragons, add the full value.
Strange Beast in the Underwater Caverns below Dromadhur
Fucking Dragon on the Roof
-----

1. Led by the rangers, the dwarves attempt to expand their control over the local mountains. It's time for the Dwarven nation to grow. How else will we find greater wealth and resources to deal with future threats. (+9 rangers, organisation, also stability and food effect expansion, right? I can't remember if I read that somewhere or not)

2. The dwarves establish trade with the Fauns to the south. (in response to faun's action >>1985168)
“Aye, we dwarves are the masters of stone and metal, but your folk are masters of the plants and beasts the like my kin could never be. You do what you do best, and we'll do ours. Tools for food it is, and may both our people prosper!” (+30, Organisation, Dwarven Industry, Forging)

3. With the rangers established, the chief implements his other idea, the need for a elite group of professional soldiers to form the core of our army and deal with the greatest threats. Whereas the rangers were made up of the maddest and most adventurous, this new group will be made of the toughest and most skilled at arms (though plenty of them are also pretty mad, just in a different way). Equipped with heavy armour and weaponry, they'll be able to deal with the worst the world throws at us. They'll be called the Anvils, because they're just as hard and most of them can bench press one. (+27 from military, organisation, armour)
>>
>>1985086
Kobold Confederacy - Light Blue
-Stability: very content
-Food: moderate
---Traits---
-Confederate Tribes (+2 organization)
-Dragon Gods (+2 religion)
-Cunning (+2 traps)
---Government---
-Elder Council (+5 culture)
---Resources---
Knowledge of Dragon Tongue, fish, lumber, sabertooth fur and teeth, stone
---Projects---
Ongoing: [Central Workshops 10/10]
Completed: [Draconic Worship Site 10/10], [Stone Pit 5/5]
---Development Bonuses---
+5 construction, +5 craftsmanship, +3 culture (Debate), +1 diplomacy, +5 Dragonwrought, +2 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +4 organization, +9 religion, +4 traps
---Diplomacy---
Discovered - Dwarves; Travel agreement - Kratiya, Trade - Fawns

ACTION 1: BUILD LUMBER CAMP - The Kobolds, armed with better tools issuing from their workshops and motivated by all they have seen, decide that they must use the land's bounty to better effect to forge a new future for themselves. After the priests manage the proper rites, the best Kobold nature spirit talkers accompany the trappers down winding forest trails seeking the best trees. They bring sharp stone axes to bear to clear away underbrush, and when this fails use fire magic. Stone hearths are built for fur-skin tents, and traps set about the camps for protection and food. None labor harder than the Dragonwrought among the tribe, who lead from the front, settle arguments, and put sharp mind and hardened muscle to good use.
>>
Rolled 51 + 64 (1d100 + 64)

>>1985575
Where'd my dice go ;_;
>>
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Rolled 75 + 64 (1d100 + 64)

>>1985575

ACTION 2: WRITTEN DRACONIC RUNES - The Kobolds have been among foreign peoples now, and find that being unlettered is no advantage. The Elders gather the best minds and begin to set down runes on flat stones and in sand, refining their ill-remembered tribal memory. They will become civilized yet! The script they found most like their own was the Dwarven kind - simple marks made of lines, easy to stamp into a metal with a sharp implement.

The Kobolds bring forth every strata of their society to help in setting down these lines: trappers, who have used rough marks on tree bark and stone to mark out trails and deadfalls, craftsmen who have set signs on tools and materials to ease work, mages and priests and traders for their thoughts. For every rune, a clear meaning! For every sound, every word of import, a rune! The debate lasts long into the night, and the chiseling of rune-stones can be heard even into the next morning.

Perhaps they will be lettered soon, instead of being confined to illiteracy like primitives.
>>
File: Komodus Marine.png (667 KB, 724x1024)
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the military frigate, Gracemaria, docks in one of the aratoa's primitive ports

A delegation from the aratoas comes to the ship as to welcome the newcomers, but they are received by the sight of an array of human sailors obnoxiously trying to trade with the inhabitants and a sole armored soldier standing guard on the wide plank that was the only entrance to the deck.

The delegation yells to the deck. " "Welcome strangers, I am Zuttand Vak of the newly united Aratoa confederation. I hope your voyage has been comfortable. How may we address you?"

But no reply can be heard from the deck except the faint sound of music and the ramble rousing of the sailors that was getting close to harassing the natives.

"Zuttand Vak raises an eybrow at being ignored looks disgusted at the rude strangers and the Delegation. "Is there anyone here I can talk to? The captain maybe."

The Soldier slams his right foot on the ground, the hard stomp suddenly silences the rude behavior of the sailors but that didn't stop their haggling as they continue in polite whispers. After that display, the soldier straightens his stance and pivots his body towards the delegation as if inviting them to talk to him.
You can still hear faint music coming from the deck of the ship. The music might be cancelling out the sound of your voice from reaching whomever is in the decks
>>
>>1985666
Zuttand Vak, the Aratoan Ambassador walks to the guard and sighs. "I've already asked two questions. Do you intend to answer any of them?"

The Soldier salutes the ambassador and says "stately affairs are to be discussed with the officiariat of the ship, my grace"
"do you wish an audience?"

"That would seem appropriate." He snips to three of the huge aratoas carrying spears who step closer. "You can bring him out here or we can join him on the ship. Either way my protectors will stay nearby. For security reasons only of course."

"your will be done, my Grace"

As the Soldier raises his arm senetorially, six more heavily armoured marines walks down the plank and stations themselves behind the delegation. "Follow me, my Grace" the Soldier then marches his way upwards the deck and the six other marines escort the delegation.

The music that was once weak can now be clearly heard as the delegation is directed on the deck, The Frigate's deck is gilded with iron, silver, and golden metalworks but equally present is the grime and the worn out wood that envelopes the ship.

on the foreman's castle, rest a lavish yet nonpermanent throne wherein an armoured man is sitting, listining to the band's music. He livens up as he sees the delegation whom are lead to the middle of the deck.

"Gynead kirila vulpines" and with that phrase, the Soldier and his six other marines bows and begins to march back down to the port.
"Greetings, I'm Admiral Orslun and welcome to Gracemaria, the ship's heralded and honored name."

he notices the discontent on the ambassador's faces and he begins to stand and walks towards them

"I'm so sorry about how my marines have treated you, They are a product of the imperial military, Top men bred for war, and as in their nature, they are oft unable to handle things that requires finesse " he says as he leads the delegation to his private quaters.

his quaters is rather humble compared to what was in the deck, The only thing that stands out is a drawn map on a rather ornate table and a marine that is stationed on the door. Orslun reaches for a bottle of wine in his cabinet and pours a cup for himself and the ambassador.

"for the Calm and peacful harbour and the fleeting yet sweet liberty that you have afforded our sailors, Razgriz extends his goodwill towards you, what may we do for you our honored guests"

https://www.youtube.com/watch?v=NZ_Or8qL3w0 (music on the ship)
>>
File: Admiral Orslun.jpg (79 KB, 736x851)
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>>1985680
>>1985666

Zuttand Vak smiles and takes the cup in both hands. "May the spirits of river, ocean and earth bless you with wisdom and strength. May the wind show you the way and the sun shine bright on your future. May your ancestors watch over you and fend off any harm." He takes a sip and nods. "Excellent wine Admiral Orslum. Seeing as the Soldier seemingly did not introduce me, let me be so free. I am Zuttand Vak, Ambassador to the newly united Aratoa confederation. As we are freshly coming out of a civil war, the general populace regards strangers with some suspicion. Would you not think it prudent to assuage such fears by telling us more from where you come from? You mentioned an 'Imperial military'?"

"hahahaha, I guess war is still a constant in this continent too" he says while jovially slapping the back of the ambassador, he looks out of the window of his quarters and points to the ocean "beyond the ocean, a great empire of men is being assailed by beastfolk, spirits, and rival kingdoms alike, our wise and prudent imperator, Vesimir IV sent 3 large naval detachments to occupy key islets that we were tasked to colonize and secure, giving us a large presence in the waters of our home not to mention securing points wherein trade can be established between our allies"
"it was a stroke of horrible luck that our detachment was lost in a magical storm which lead us to here.
the Imperial military, or more specifically, the Collegia Tacticia Ordinus is the grand military academy that produces these marines and most of our officers"
"have we averted your fears yet? surely my marines aren't such a weird sight to you, seeing that both of our societies understands the need of men bred for battle and war" as he raises his eyebrows towards one of the big aratoas beside the ambassador

"Just as much as I am sure you understand the need for caution." The ambassador swirls the wine and takes another sip. "We are sorry to hear about your empires and personal misfortunes. We are aware of the storm and have had a hard time dealing with it too. So what are your plans now? Do you wish to return to your course or establish a foothold here?"

"That depends on the heart of our Var Emrhy" but enough of talk about the past, "Can we expect an audience to your ruler soon?, I'm certain Razgriz would be estactic to have an ally in these trying times"

"I am sure we can arrange for a diplomatic attachment to meet our leaders. Maybe even yourself or Razgirs... Razgrz, apologies admiral. Razgriz himself."
>>
>>1985666
>>1985680
>>1985701
"it is settled then", he brings out a parchment, a quill, and some ink, "mind if you make the invitation here and now? you see we have much to do and our little soiree in your port was originally just for a quick rest and restock., and for Razgriz himself, an evocation of an angel's name hold great significance in our faith care not to accidentally summon the Angel, my friend, I heard he is quite a conqueror hahahahha" as he continues to jovially slap the ambassadors back."

"One of the big aratoas intercepts the slap to the back. "Enough touching". Zuttand Vak waves and the Aratoas releases the admirals arm. "Don't mind him. Military training. You understand. As for the Angel I was not aware. Please excuse my insensitivity. Now, the contract, we would also like to send an envoy to Var Emrhy and greet him personally. No objections I hope?"

for a small moment, Orslun looks disparagingly at the aratoa, then shifts his gaze into a happy veneer as he continues the conversation with the ambassador "If that's the case, We require a member of your ruling caste as proof of your desire to parley with us".
he collects his arm and shuffle through one of his cabinets for a seal.
"here take this, its a waxed seal that is used for state acknowledged guests, Give it to your ambassador and he'll have access to our state officials"
"also take this bottle of wine, a treat from Admiral Orslun of Razgriz"

he hands the Aratoan Ambassador a half-empty wine bottle and an obsidian box with a waxed seal inside of it

"I'll send word before hand about your appearance, Razgriz will expect you very soon" as he nods on the marine that was stationed beside the door.
"My grace, if you would please follow me" says the marine,
and as the delegation went out of the quarters, there was 12 other armored marines ready to escort them out of the ship.
>>
Rolled 21, 15 = 36 (2d100)

>>1985086
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)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]

--Projects--
-none-

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+3 bone spears][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+1 mah-gik]

>Action 1+2
Magik weapons! Magik weapons! Magik weapons!
>>
Rolled 16, 68, 34 = 118 (3d100)

>>1985086
-----
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]
[Resource: Elemental Gems]
[Ironwood]
Mud Golems
Mage Tower

--Projects--

[Ride the Lightning 1/2]
[Elemental Golems 2/12]

--Development Bonuses--
[+2 Magic Control]
[+5 Alchemy]
[+4 Agriculture]
[+1 Fortification]
[+9 diplomacy]
[+5 Animal Handling]
[+1 Education]
[+2 Culture]
[+2 Millitary]
[+20 Magical Superiority] Extra Die
---Known Civs---

Action 1: More of the same really. Work on the college some more, whilst also inviting some Bird people to attend. of course bar any Magical courses from them but offer them lessons in Mathematics, History and Botany. +55 (+4 Magic, +3 Education, +7 Culture, +5 Alchemy, +2 Magic Control, +9 Diplomacy, +20 Magical Superiority)

>Action 2: More of the same from last time . Also I didn't actually want the Elemental Golems to fly but if you're offering sure why not. Try to make it so they can also cast basic offensive spells from wooden spears, especially lightning. You know what once the Fire Prototypes get finished enough to be integrated to the Jaeger, Focus on Lightning Golems. +34 (+4 Magic, +5 Alchemy, +2 Magic Control, +1 Fortification, +2 Military, +20 Magical Superiority)

Magical Superiority Action 3: The Madness has taken over and in the throes of Boredom, Arch Artificer Farnsworth Putride decided to add more stuff to the Jaeger. He wants to try to keep most of the Iron Wood alive so that it can plant itself and regenerate after a battle And if that turns out well, To find a way to make smaller branch Golems grow from it. +48 (+4 Magic, +5 Alchemy, +4 Agriculture, +2 Magic Control, +20 Magical Superiority, +1 Fortification, +2 Military)
>>
>>1986120
-----
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]
[Resource: Elemental Gems]
[Ironwood]
Mud Golems
Mage Tower

--Projects--

[Ride the Lightning 1/2]
[Elemental Golems 6/15]
[Hogwarts 3/7]
[Iron Giant 5/25]

--Development Bonuses--
[+2 Magic Control]
[+5 Alchemy]
[+4 Agriculture]
[+1 Fortification]
[+9 diplomacy]
[+5 Animal Handling]
[+1 Education]
[+2 Culture]
[+2 Millitary]
[+20 Magical Superiority] Extra Die
---Known Civs---


>Didn't use the updated sheet
>>
Rolled 37, 75 = 112 (2d100)

>>1985283

The Fishmen resistance has attacked you! You must roll for your defense!

+15 Blessing of the Coral God
>>
Rolled 51, 14, 65, 97 = 227 (4d100)

>>1986499
>>
Rolled 39, 67 = 106 (2d100)

>>1985086
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)

-----
Stability: Very Content
Food: Moderate
-----

--Government--
Council of Misers (+3 culture, +2 currency)

--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
Voltshrooms

--Development Bonuses--
+2 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+11 Economy
+11 Culture
+4 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+9 Art
----
Contacts:
Apes
Mages
Aboleth
Fishmen
Birdmen
----
In Progress
Voltshrrom Plantation [4/7]

----
Other
Nearby Hot Springs

Actions

>well just call him Farmer Tobal! Keep up the good work! Plantation [4/7] (+21)

In the Misers' Hall...
>Gentlemen, the southern settlement was a rousing success. But in its prosperity I have found an issue: its' name. Or rather, its' lack there of. If we begin to name our cities, we could inspire our people with their magnanimous glory! I already wrote up what I think, in my ever so humble opinion, are the most suita-
>Get on with it ya daft cunt!
>Shove it Jeremy! The names are Vil-Kajj (Will's Want) for the Capital and Lald-Kajj (Water's Want) for the southern village. Any objections? No? Then fuck off already! (Give names to cities, inspire Populus) (+10)
>>
>>1985092

BACATIA

You finish creating the blood armor! The hardened leather is good at deflecting sharp weapons and reducing the impact of blunt weapons, and the bloodstone set in the chest grants the wearer significant magic resistance. The new uniforms instill a sense of confidence into the warriors, who are quickly gaining a sense of superiority over the other Aratoa as they are valued by the Bacatia. [+5 blood armor, +3 magic defense, +3 enchanting, +1 leadership]]

---gifts thing here---

>>1985114

BEGRAVEN REUS

The dirty slander works better than even the leader could have hoped. After all, who came up the plan to evade the dragon when everyone else was panicking? Who ensured their survival? Who lead them into their newfound peace and prosperity and out of the daily challenge to survive that was the deep caverns? The nascent factions swirl and shift, with a majority of the tribe coming in as his supporters. [Sovereignty 5/15]

Work continues on perfecting the concrete mixture. It's very finicky; consistency is the name of the game, both in ingredients and in process of production. [Concrete 6/10]

>>1985118

APES

The spirit tree grows in fits and starts as the monks meditate over it. It's now far larger than anything in the neighboring woods, and the bark has stands of silver energy running along it. [Spirit Tree 14/20]

The Apes begin to research the new technique of extending their nascent healing magics into the aura, creating a broad space of positive energies. [Healing Aura 3/7]

More and more monks gather around the spirit tree as it soars into the sky, larger and larger. They find it has the same peaceful, calming effect as their stone altar back home. The tree sways in the wind, rustling, as if speaking in whispers they can't quite understand.

When it finally stops growing, it takes ten or eleven apes just to encircle its base with their arms. The Apes feel a deeper connection to their spirit magic than ever before while close to the tree, as if it's linking to something deeper and more fundamental. Some suggest creating a second tree, but for now they are content. [Spirit Tree 20/20] [+4 spirit magic, +4 shield aura, +2 agriculture, +1 religion], [stability: very content], [When defending, roll an extra die. Add 1/2 the value to your combat total]

The apes are sensing the limits of their current aura techniques. While it provides a wall of defense, there is a cap to its strength. The technique itself needs to be reformed. [Destructive Aura 4/15]
>>
>>1985156
>>1985221

KRATIYA

[City should have been 16/25]

Construction continues on the City of Violet Brick! Nothing will stop Nizipvak's ambition. [20/25]

Meanwhile, the expedition is prepped in survival techniques and geared up for a long haul. [Great Expedition 8/12]

>>1985136

RAZGRIZ

--------
Note: I enjoy fluff but please keep your actions clarified, I was getting a little lost while reading it. I don't want to have to vaguely take a stab at what you meant on fluff alone. If it is helpful use bullet points or numbers to ensure I get the point. Fauns do this well by using a heading in front of their fluff as a separator.

Also, be aware that despite fluff you are starting with essentially stone age technology, otherwise it would be unfair to other players. Large construction projects will take you a long time until you have corresponding resources and technologies.

Also, you only get 2 actions per turn from now on. I'll be taking the first two dice rolls and working with what occurs first in your post.

ALSO, track project progress. You are 3/5 on Wood Cabins. Remember to post your current progress in the action whenever you continue work on these.

ALSO...! You currently have +3 craftsmanship in development bonuses from your previous update. Track and add these bonuses to your rolls when needed. Best inserted in the summary portion for the action so I can quickly check it.

Alright, done babysitting now.
--------

A cadre of men works to take advantage of the nearby natural resource that is tillable land. A farm is quickly started, which should ease food woes over time. [food: plentiful], [+4 agriculture]

Other men seek to expand the land on which crops can be grown by constructing an extensive irrigation system further upstream that will enable small craft to reach the farms set away from the river. [Irrigation Canals 4/30]
>>
>>1985146

LIZARDMEN

The bonding rituals go well; with practice, it seems to be coming more rapidly for the shaman. The empathic connection between the ranger and his animal also strengthens over time as they become more familiar with each other. [Greatmaws 10/10 (added as resource)], [+3 beast taming, +3 rangers, +3 nature magic]

[Note: Tame a fifth creature for a fun reward!]

The Hermitage is completed, unabated! A secure route links the center of study back to Hill-Home. The young and the curious make the pilgrimage out to peer at the Bog and adventure in the upper layer of the ruins. The passage down to the room in which the crystals were found is guarded by the rangers to prevent any incidents. [Hermitage 7/7], [+3 magic control], [+1 expansion], [+2 shamanate]

The shamanate begins to catalogue and categorize the properties of various herbs brought back by the rangers. One herb can greatly increase one's physical prowess for several hours, but leaves them feeling burned out and weak the next day. [Resource: Strongarm Begonias], [+4 Herbology]

>>1985168

FAUNS

Trade with the dwarves is successful!

You gain [resource: Dwarven Steel Tools 2/2]. Use these for a +3 bonus to a single roll involving any construction project (e.g. if you normally would have earned 2 points toward the project based on dice, you earn 5 instead. This will also save you from any poor rolls]

Amhar decides to experiment with shrooms to expand his inner consciousness beyond normal mortal limits. Word up. [+4 spirit magic]

>>1985283

ABOLETHS

The fishmen resistance strikes the southern town of the fishmen under your influence!

War Result: 161 vs 112

With the magical might of the Aboleths, as well as Yi'axkratos-Ny'lotep flanking them from the side, the resistance's forces are easily routed. The remains of their army retreats back from whence they came. It is clear, however, that your attempts to subvert them are not going unnoticed. However, with their crude attempt to retaliate thwarted so handily, the blow to their morale is sure to be severe. [Resisting the Resistance 10/20]

The dreamstones strike fear into the heart of the remaining independent fishmen. Their pathetic coral god is withing before the majesty of the Aboleths. [Resisting the Resistance 15/20]

The Aboleths give a Gold-Curse statue as well as a regular supply of Tin to the Aratoa. Border agreements and peace treaties are happily renewed between the two peoples.
>>
>>1985436

DWARVES

[You did read that somewhere]

Intent on securing the valleys and plains near the entrance to their home, both as a layer of security and to prospect for further riches, the dwarves expand outward. The foothills of Dromadhur are rich with weirdly enlarged wildlife; everyone's springbows are kept loaded. Hungry dwarven scouts note very large, hearty-looking mushrooms growing in the shady sections of the deep valleys. They might grow well in caves... [+1 expansion]

The dwarves acquire fresh food from the fauns, including quite a bit of boar. It won't go to waste! [food: moderate]

A new squadron of dwarves specializing in heavily armored assaults and shock tactics is formed under the guidance of the chieftain. [+4 Anvil Warriors, +1 tactics]

>>1985575

KOBOLDS

The lumber camp is quickly assembled with the help of extremely muscular priests. [Lumber Camp 4/7]

The Kobolds decide to begin construction on an alphabet with which to inscribe their language. Taking inspiration both from old bits of inherited memories and modern-day languages, they create their own unique means of writing. [+4 Lokharic Language, +1 culture]

>>1985967

ORCS

Note: Careful to track in-progress projects in your sheet.

[Magik weapons! Magik Weapons! Magik Weapons! 11/15]

>>1986120

MAGES

Note: Careful to track in-progress projects in your sheet.

The mages complete their new college near the territory of the birdmen! They're quite interested in this whole 'education' business. Tribes send their most clever to learn about mathematics and the history of other peoples. [Hogwarts 7/7], [+2 magic construction, +2 magic control, +1 alchemy, +1 diplomacy] [side note: It does not actually have to be named Hogwarts. Name it what you want and I'll Mapify it.

With the new labs in the college completed, research on the elemental golems shifts into maximum overdrive! Soon enough they have a fleet of working finished products. Each golem is capable of using a simple wooden spear, carved with enchantments, to unleash a magical attack of its element (dark, light, fire, water, earth, wind, HEART, I AM CAPTAIN PLANET, lighting, ice, etc etc. [Elemental Golems 10/10], [+5 military, +5 enchanting, +5 magic control]

Arch Artificer Farnsworth Putride is not satisfied with just your everyday random golem. This is going to be a 100% totally awesome regenerating golem with drone-deploying capabilities [Iron Giant 9/25]

>>1986634

STANGALLI

The plantation is a big success! With windcarts running the newly harvested voltshrooms back to the bazaar, profits are as rapid as the winds. Their shockingly electrifying taste is all the rage with the wealthiest merchants. [Resource: voltshooms], [+3 farming, +3 economy, +1 lighting magic]

The naming of the cities ushers in a new sense of confidence that the Stangalli have entered a new era of expansion and prosperity. The bulls are running the market today! [+2 economy, +2 expansion, +1 culture]
>>
File: Map26.jpg (4.76 MB, 3027x2270)
4.76 MB
4.76 MB JPG
BEGIN TURN 26
>>
>>1985283

The Aboleths build a trading post near the Ko-Vers bazaar in their main city. The fishmen hawk their wares from the deep, attracting the interest of many merchants.

[Trading Post] - 1 free trade action (on your end) with any civ that has discovered Stangalli
>>
Rolled 38, 8 = 46 (2d100)

>>1986778
TURN 26
-----
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, Bloodstones(depleted), Aratoa pow 3, Draconic Bloodstone 1/1

--Projects--

--Contacts--
Fishpeople
Razgriz

--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
> +8 Enchanting
> +7 Vampiric Bone Spears
> +7 leadership
> +5 blood armor
> +5 Culture
> +5 Warrior tradition
> +4 Agriculture
> +4 Mental Influence
> +3 Military
> +3 magic defense
> +2 Diplomacy

--Actions--
1) The Vampires refine their Aratoa Blood elixir by letting it age in containers also holding a charged bloodstone. The added magical energy increases the effects and their duratiion over time.
2) The statue from the fishman is a curiousity for the Vampires. They encountered similiar magic before, but as far as the Aratoa have told them see no reason why the fishman could produce such a thing. One of the elder vampire takes it upon himself to find out the nature of the origin of its entchantment.
>>
>>1986834
1) +30; Dark magic, enchanting, Leadership.
2) +30; Dark magic, enchanting, Leadership.
>>
Rolled 24, 87 = 111 (2d100)

>>1986778
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)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]

--Projects--
-none-

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+3 bone spears][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+1 mah-gik]

>Action 1.
It's time to finish those magik weapons.[+3 weapons] [+3 bonespears] [+2 bows] [+1Magik]
>Action 2.
Rebuild that copper mine. [+1stone tools][+3 mining][+4 construction]
>>
>>1986778
TURN 26
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
Eldritch Gestalt (+3 Chaos Magic)
-----
Stability: Very Content
Food: Plentiful

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

--Projects--
A Mind of their Own 5/15
Resisting the Resistance 15/20
Distortion Field 4/40
Knocking on Heavens Door 0/100

--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, Stone, Kelp, Swiftweed, Dreamstones
[locked] Coral, Gold, Carbonates
[needs development] Mudoil
Ui'haki-Xa Enchantment
"Small Favor from the Aratoa" 2/2
Gold-Curse Statue 0/1
Dragon's Favor 1/1 [May be used in combat to add 100 bonus points to your combat total]
Stangalli Trading Post [1 free trade action (for the fishmen) with any civ that has discovered Stangalli]

--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 (Fishmen High Priest)

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

--Development Bonuses--
+20 Influence of the Hive Mind
+7 Chaos Magic
+4 Enchanting
+4 Construction
+2 Divine Power

--Actions--
>The aboleths continue to search the minds of the fishmen resistance for any weak links in the high priests or leaders and dominate thier minds. With the resistance's pathetic attempt of an attack, the aboleths believe that only one more push is needed to take control of the remaining rebels. (+33)

> The fishmen start to build a new settlement south of the Stangalli and east of the Aratoa as a forward advancement for future expansion into the southern ocean. (see map)

> The aboleths start using chaos magic to "breed" (clone) fishmen in the developing southern fishmen village to quickly expand thier territory and "mass produce" fishmen. The new fishmen start as "chaos slime" and using an imprint of existing fishmen rapidly grow into fully formed creatures. As this new race of fishmen is "grown", new fishmen can be molded again from these imprints making the breeding process exponentially compound. As more imprinted fishmen are "born", the fishmen expand out thier borders into the southern ocean with plans to claim the entire southern sea. (+33)
>>
Rolled 90, 22, 12 = 124 (3d100)

>>1986778
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/Hunting)
Poison Control (+3 Poison knowledge)
Swamp Masters (+3 Exploration/Expansion)
-----
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
Strongarm Begonias
Deathweed (3/3)
Ironwood
Poisonspitters
Swampstalkers
Festerbeaks
Greatmaws
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

--Constructions--
Hill-home Settlement
-Foundation Totems
Black-Bog Hermitage
Trapped Territory

--Rituals--
Beast Bonding Ritual

--Projects--

--Development Bonuses--
+20 Ranger caste
+3 Rangers
+4 Beast taming
+2 Shamanate
+3 Poison knowledge
+8 Herbology
+10 Magic control
+10 Nature Magic
+2 Water Magic
+5 Magic Defense
+6 Construction
+1 Expansion
-------------------------

Actions:
>Stealer-of-Eggs finds himself ever needed as the conclave is always hungry for new companions. This time they have spotted Web-Walkers high in the trees, spinning their silks. The process of capturing young is quickly becoming routine. [+44] (+3 Hunting, +20 Ranger Caste, +3 Rangers, +4 Beast taming, +6 Poison knowledge, +8 Herbology)
>At the Hermitage dangerous work is underway. The Shamanate begins investigating how to coax more deathweed to emerge from the dark waters of Black-Bog. [+38] (+2 Shamanate, +6 Posion Knowledge, +8 Herbology, +15 Magic control, +10 Nature magic, +2 Water magic)
>Back at Hill-home the experienced Shamans have began laying out plans for what they call "The ritual of Lands Awakening". A powerful ritual for times of danger. [+52] (+2 Shamanate, +4 Beast taming, +6 Posion knowledge, +8 Herbology, +15 Magic control, +10 Nature Magic, +2 Water magic, +5 Magic defence)
>>
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Rolled 84, 59, 39 = 182 (3d100)

>>1986852
forgot map and rolls
>>
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Rolled 5, 51 = 56 (2d100)

>>1986778
Race – Human

Traits:
Voyagers (+3 ships/navy)
Redeemer God (+1 culture, +2 religion)
-----

Stability: neutral
Food: Plentiful

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

--Resources--
Giant Mushrooms
Shellfish

--Projects--
>Wood Cabins (3/5)
>Irrigation Canals (4/30)

Discovered Groups
Aratoa
Stengalli
Mages
Orcs

--Development Bonuses--
>+3 Craftsmanship
>+4 Agriculture

>Actions 1
"The Captain just whipped us a few days ago for using the ship's broken guard rail in that chair of yours morik, now he's shouting at us to use the wood from the ship to make houses" "yeah, work never ends, Just keep your eyes low and keep working"

Continue the construction of the wooden cabins (3/5)

>Action 2
The rusty tools from the voyage are quickly falling into disrepair. We'll have to start from scratch. Quarring for stone would the best and most logical start and following the advice of that old prospector, If the hills down south have metals in it, then it should definitely have some stone that needs quarrying up.

Go down south and start building a quarry
>>
>>1986863
keep forgetting that bonus
>action 1
+3 craftsmanship

>action 2
+3 craftsmanship
>>
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Rolled 11, 80 = 91 (2d100)

>>1986778

Turn 26

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

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

--Resources--
+6 stone tools
+3 slings
[Simple Mortar]
[Dragon Preparation 1/1]

--Projects--
[Concrete 6/10]
[Sovereignty 5/15]

--Development Bonuses--
+8 craftsmanship
+2 herbology
+3 hunting
+10 construction
+2 fortification
+7 mining

...

> The Begraven Reus continue [Concrete] Project

> The Begraven Reus continue [Sovereignty] Project
>>
Rolled 97, 57 = 154 (2d100)

>>1986778
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--
-tamed boars-
-fish-
-copper-
-blue sap- ( grants stamina, though it may be rather...potent...)
-Blue Stamina Sap (?) - (powerful derivative of mana that restores strength and stamina within the sap)
- [s]Sap Crystals[/s] - (keeps away competing plants and shrubs, as well as deterring would-be herbivores. The crystals are also highly nourishing for the plants themselves)
- [resource: Dwarven Steel Tools 2/2]. Use these for a +3 bonus to a single roll involving any construction project (e.g. if you normally would have earned 2 points toward the project based on dice, you earn 5 instead. This will also save you from any poor rolls]

--Projects--
[Song of the Forest 3/20]
[Blue Sap Distillery 3/12]

--Development Bonuses--
+3 agriculture
+3 culture
+9 nature magic
+6 spirit magic
+2 fire magic
+1 diplomacy

Discovered: Kratiya, Dwarfs, Kobolds

> Action 1 and 2 (separate rolls)
Once seem as a prodigy, the young bard and druid Amhar quickly felt out of grace after the disaster that was his attempt to go to the south and search for new spiritual grounds. He quickly got shuned out by the other druids... but he will show that they are wrong... at least he thinks.

Amhar believes that he is finaly ready to start pursuing his one true vision, the Song of The Forest. He will search for followers, he will appeal to the elders, now dominating fire and being closer to the spirits they will hear him and help him with his project. (+3 culture +9 nature magic +6 spirit magic)
>>
Rolled 6 + 69 (1d100 + 69)

>>1986778

BEGIN TURN 26

Kobold Confederacy - Light Blue
-Stability: very content
-Food: moderate
---Traits---
-Confederate Tribes (+2 organization)
-Dragon Gods (+2 religion)
-Cunning (+2 traps)
---Government---
-Elder Council (+5 culture)
---Resources---
Knowledge of Dragon Tongue, fish, lumber, sabertooth fur and teeth, stone
---Projects---
Ongoing: [Lumber Camp 4/7]
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Stone Pit 5/5]
---Development Bonuses---
+5 construction, +5 craftsmanship, +4 culture (Debate), +1 diplomacy, +5 Dragonwrought, +4 Lokharic Language, +2 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +4 organization, +9 religion, +4 traps
---Diplomacy---
Discovered - Dwarves; Travel agreement - Kratiya, Trade - Fawns

ACTION 1: FINISH LUMBER CAMP - Previous work continues, sped by the use of written language. Nothing helps organization like clear directions and communication.
>>
Rolled 10, 64, 82 = 156 (3d100)

>>1986767
-----
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]
[Resource: Elemental Gems]
[Elemental Golems]
[Ironwood]
Mud Golems
Mage Tower

--Projects--

[Ride the Lightning 1/2]
[Iron Giant 9/25]

--Development Bonuses--
[+9 Magic Control]
[+6 Alchemy]
[+4 Agriculture]
[+1 Fortification]
[+2 Magic Contstruction]
[+10 diplomacy]
[+5 Animal Handling]
[+1 Education]
[+2 Culture]
[+7 Millitary]
[+5 Enchanting]
[+20 Magical Superiority] Extra Die
---Known Civs---

Action 1: We're going to kill the Dragon it's a simple fact. But There's no way we're going to kill a Dragon with just a Giant Golem. No! We need Slayers, With Arch Magus Don Quijano slayer of Giants and Ingenious Gentleman Leading the Training and Creation of the Grey Cloak Magical Army. An Army Whose Bulk comprises of Magus Battle Mages and Elemental Golems Being supported by Medical Alchemists, The Few that still follow Druidism, Artificer Engineers and Any minor schools of magic that choose to help. +53 (+9 Magic Control, +6 Alchemy, +2 Magical Construction, +7 Military, +5 Enchaining, +4 Magic, +20 Magical Superiority)

>Action 2: The risk of foreign powers getting into power into the Mage's kingdom is a Risk that will not be taken. Inside the college, A Bardic wing will be created to provide social and historical agents across the Land to spread our Culture and History to Inns whilst making Ballads of Past events. +60 (+9 Magic Control, +4 Magic, +3 Education, +7 Culture, +2 Magic Construction, +5 Enchanting because Bards, +20 Magical Superiority, +10 Diplomacy)

Magical Superiority Bonus Action 1: What else to do except work on a Giant Regenerating Drone Making Golem. +58 (+9 Magic Control, +4 Agriculture, +6 Alchemy, +4 Magic, +1 Fortification, +7 Military, +5 Enchanting, +2 Magic Construction, +20 Magical Superiority)
>>
Rolled 49 + 69 (1d100 + 69)

>>1986968
ACTION 2: INVESTIGATE ORE - A long time ago, before the affair with the Dragon, the Kobold scouts in the area found odd rocks - the taste and heft and color strange enough. Their nature magic tell them there's more to these stones, that there's some sort of connection to the melted metal found outside of the dwarven hold. Perhaps this should be tested. Samples are found and all sorts of discussion ensues, and then everyone is asked to make sense of it. Trappers use the material to counterweight mechanisms, stonecarvers and crafters try it in axe heads, diplomats and traders offer it to foreigners to be assayed, and a few fire priests try to burn the stone. There is some attempt made to build structures out of it, but it is comparatively rare and rocks are more plentiful. Everything is recorded on a scraped skin, though these are rare.

There is certainly a budding streak for natural philosophy in the kobolds, though they wouldn't call it that.
>>
Rolled 58, 5 = 63 (2d100)

>>1986778
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)
Mana Bananas
[Dragon's Favor 1/1 - May be used in combat to add 100 bonus points to your combat

total]
Spirit Tree[When defending, roll an extra die. Add 1/2 the value to your combat total]

--Development Bonuses--
Spirit Magic(+20)
Military(+6)
Close Combat(+10)
Monkhood(+8)
Agriculture(+14)
Healing Magic(+2)
Shield Aura(+10)
Diplomacy(+5)
Religion(+4)
Beast Taming(+4)

-In Progress-
Healing Aura 3/7
Destructive Aura 4/15

-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.
Iron Palm Technique: Punches are now as tough as iron and can crush rocks and

dragons. [When defending against the dragon, roll an extra die. Add 2/3 the total of this

die to your combat total]


-Discovered Groups-
Stangalli
Mages
Lizardmen(NPC)

Actions:
The Apes are very pleased with their new tree and land. They use the area for peaceful meditation and the learning of new techniques. Apes from the village frequently travel there to relax and the Tree has become the talk of the entire village. Several Apes also spend time with the Behemoth's. Big Sam is doing well and still enjoys to be fed power plums. They invite others to see the tree, though they warn them that the area is not to be disturbed and is meant for peace and relaxation.


>Continue meditating on the healing aura(3/7)
+2 healing magic +8 monkhood = 10 bonus
>Continue meditation on the destructive aura(4/15)
+10 shield aura +8 monkhood = 18 bonus
>>
>>1986843
Posting this so i don't forget to update my civ sheet tomorrow and face the wrath of Mudkip.
Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: very low
Food: Plentiful
--Government--
Despot Rule (+5 military)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]

--Projects--
-none-

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+3 bone spears][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+1 mah-gik]
>>
Rolled 16, 78 = 94 (2d100)

>>1986778
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)

-----
Stability: Very Content
Food: Moderate
-----

--Government--
Council of Misers (+3 culture, +2 currency)

--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
Voltshrooms

--Development Bonuses--
+5 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+14 Economy
+11 Culture
+4 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+9 Art
+1 Lightning Magic
----
Contacts:
Apes
Mages
Aboleth
Fishmen
Birdmen
Razgriz
----
In Progress


----
Other
Nearby Hot Springs

Actions
>Tobal was watching a new hire glow from the voltshrooms when an Idea struck him: a portable light source! He hires smarter Stangalli than he to distill the fungi's power into a sort of "glow stick." (+26)
>An Ape Pilgrim break a make-shift dummy without touching it. The children watching him shout in awe of his martial prowess, but a nearby mage is struck (pun hell-fucking intended) with an idea. What if we could create a magical bubble of air? He marches off to begin research into this bold new field! (+8)
>>
Rolled 22, 9 = 31 (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, Violet
Brick

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

1. The Great Expedition 8/12 +50
The expedition going down river had long since passed the major settlements. They follow rumors and folk tales of goatmen, mages, and seafaring people. Those headed west follow the advise of the Fauns, moving to meet the furryfolk, dwarves, and others. The party scouting north moves forward into unknown and unmapped wilderness. They knew theirs would be the most arduous and difficult journey. They carried more supplies, and had a larger contingent of armed men - hunters and marines, than the other parties. Not knowing what they would find, theirs is primarily a mission of exploration and not diplomacy. Prospectors, cartographers, and settlers walk with them planning a new wave of expansion into the untouched wilderness of the northern mountains.

2. Finish the City 20/25 +50

Nizipvak was an old man. He's seen much, and done more. He'd built himself an empire of rock and stone and unassilable wealth. Better still, he had inspired a movement, a tectonic shift in Kratiyan culture. Before, business was argicultural, or perhaps in fish. Nizipvak was the first industrialist. He was not the last. Others had arisen, formed their own small business empires. The northern forests, home to so much timber, was reorganized under a pair of competing owners who battled relentlessly for control over the timber market. The Goblinmounts were rich with copper, and the many mines there had been purchased by a single Kratiyan by the name of Ragris Ickzillian. He was following in Nizipvak's shoes, but with a different resource than stone., and his influence was just beginning to be felt in the city of Petroik.

Nizipvak's construction empire was impressive, but more impressive still was the massive undertaking that was rebuilding the city into a massive metropolis. Construction had taken nearly two decades. What elements of the city had been built were truly magnificent. Tall buildings of violet brick, many several stories. As the city become less wealthy, and more condensed, so too did the buildings. With many stories and tall gabled roofs. These buildings were tightly pressed together with little or no space between separate buildings.

The wealthier the home, the more of a brick fortress they looked. With high arching gateways, tall windows, and some had the towers and crenelations of fortresses.
>>
>>1986843
Don't let your memes be dreams!
Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: very low
Food: Plentiful
--Government--
Despot Rule (+5 military)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]

--Projects--
[Magik weapons! Magik Weapons! Magik Weapons! 11/15]
[ Rocky 0/5655]

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+3 bone spears][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+1 mah-gik]
>>
Rolled 26, 16, 94 = 136 (3d100)

>>1986778
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
Industrious (+3 engineering)
-----
Stability: Rejoice!
Food: Moderate

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

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

--Development Bonuses--
+4 Runic Language
+5 Organisation (The Marble Laws)
+1 Expansion
+20 Dwarven Industry (Smelter, Dwarven Forge, Mines, Great Quarry)
+5 Forging
+12 Engineering
+5 Mining
+6 Brewing (Brewery)
+10 Military
+1 Tactics
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+5 Springbows (Iron Scorpions)
+7 Armour (Steel Armour)
+4 Rangers
+4 Anvil Warriors

--Other--
The Dragon Gate of Dromadhur: When defending, roll an extra die. Add 1/2 the value of this die to your battle total. When defending against dragons, add the full value.
Strange Beast in the Underwater Caverns below Dromadhur
Fucking Dragon on the Roof
-----

1. The dwarven expansion around their mountain home continues. The whole range around Dromadhur must be explored and controlled. Maybe we'll even find good locations to build new holds. (+10 rangers, organisation, expansion)

2. The Fauns are sending us food, but we can't rely on them forever. These new mushrooms we have found should be farmed to improve our own food production... and maybe someone should try making alcohol out of them?

3. A while ago we found a strange beast in the caves below our city as we explored. At the time, we retreated and left it be. Armed with the weapons and warriors we have now we should be able to deal with it, whatever it is. An expedition of Anvil Warriors go down into the caves below to find and deal with whatever the monster was. (+27, military, tactics, anvil warriors, armour)
>>
>>1986852
lifting the ban on coral after the assimilation of the resistance
>>
Rolled 1 (1d100)

>>1986852

Rolling for success of fishmen refugees...
>>
>>1986778
>>1986834
>>1986863
> Bacatia - Razgriz diplomacy tl:dr.

The Aratoa delegation arrives at the Razgriz camp and after introductions and exchanged pleasentries. An agreement has been reached.

Bacatia will trade tin, copper, lumber and leather to Razgriz and they will facilitade any trade bacatia has with other factions with their ships.
>>
>>1988231
Oh and Bacatia get all the information about any factiions/settlements razgriz knows about.
>>
>>1986834

BACATIA

Work begins on refining the blood elixir so that it retains power and strength for a longer duration of time. The bloodstones are used as a stable energy source to concentrate more mana in the elixir. [Blood Elixir Enhancement 4/5]

Meanwhile, an elder vampire takes the statue and attempts to unravel its secrets. [Cursed Statue Reverse Engineering 2/12]

>>1986843

ORCS

Mah-jik...weapons...*huff huff huff* Magik...weapons...! [Magik Weapons 13/15]

The orcs rebuild the copper mine, restoring their normal access to the resource. They're relieved to be given a brief break from working on the magic weapons. While mining, their picks strike the vein of another metal - iron! [resource: copper], [resource: iron]

>>1986852

ABOLETHS

[Resisting the Resistance 20/20]

The priests of the coral god fall like dominoes as their leaders either convert to Aboleth worship or are trapped within their own minds. Subversion, trickery, and chaos rule the day among the rest of their society. The only order to be found is with those that have converted, and the sweeping tide collects commoners just looking for safety in no time at all.

A band of refugees makes its way over the abyssal plain. A holdout group of priests to the coral god, able to shelter their own minds and a few dozen others, are making their escape from the encroachment of the Aboleth mind-curse. They turn past a few gathered boulders...

...and Yi'axkratos-Ny'lotep is waiting for them. When it's finished, there's nothing left of what were once the fishmen. The world seems to shiver slightly as the final worshiper of the coral god vanishes from the mortal plane...

[+5 chaos magic], [+5 psychic power], [+3 organization], [+3 divine power]
Note: See map for updated territory

With the war essentially won and large amounts of free labor chomping at the bit to do the bidding of the Aboleths, a new village is swiftly constructed in the designated location. [+2 expansion]

The Aboleths begin to form an enchantment to rapidly clone living beings that are under their control. [Slime Molds 4/20]
[Note: When this project is completed you will expand significantly in the southern sea]

>>1986860

LIZARDMEN

Stealer-of-Eggs is an MVP, 'nuff said. [Web-Walker Taming 5/7]

Harvesting deathweed is a dangerous business. The air around the bog can render one dizzy and disoriented if exposed to long; the shaman have to keep it purified. If someone slips into the morass, it's a death sentence. Luckily, the nearby hermitage provides a solid base camp so safety can be maintained without a strain on resources. [Deathweed Cultivation 3/10]

While still in the formative stage, the Land-Awakening Ritual has great potential. [Land-Awakening Ritual 3/25]
>>
>>1986863

RAZGRIZ

A sudden storm takes the workers by surprise! A few of the houses are damaged... [Wooden Cabins 2/5]

Meanwhile, others of the new settlement decide that a more sturdy building material is needed. They begin constructing a quarry to dredge up stone. [Quarry 3/5]

>>1986886

BEGRAVEN REUS

Work on concrete continues. They're steadily getting closer to a working formula. The craftsmen are confident this will revolutionize their construction efforts. [Concrete 8/10]

Meanwhile, the leader continues to consolidate his newfound political union. Dissenters are further isolated. [Sovereignty 9/15]

>>1986955

FAUNS

The untameable Amhar, a prodigy to some, and a wild anti-traditionalist to others, begins work on reproducing the song that only he seems to hear. [Song of the Forest 12/20]

>>1986968

KOBOLDS

With the help of a new level of organization thanks to their language, the lumber camp is rapidly completed. [Lumber Camp 7/7], [resource: lumber], [+4 construction], [+3 craftsmanship]

Using their network of contacts and resources, the Kobolds are quick to recognize that they've discovered a deposit of copper! Prospectors note that copper is surely not the only metal there - some of the samples brought for inspection to other civilizations were identified differently. Maybe a little mining could extract more potential from them thar hills? [Resource: copper], [+3 mining, +2 diplomacy]

>>1987015

MAGES

In an unprecedented effort of organization, the mages begin the formation of an army, drawing from all aspects of their society. The damn dragon will pay for its unprovoked attack on our people. [Grey Cloak Army 4/25]

A school of bards is formed both to spread influence of the mages but also to collect any potentially useful information... [+3 bards, +2 culture]

As the army is steadily organized, the golem continues to gain all sorts of fun bells and whistles. You can't be too prepared these days. [Iron Giant 14/25]

>>1987103

APES

The healing aura is completed! Surely this will be a great help to the Apes in the future if there are any incidents, not to mention recovery following a rough sparring session. [Healing Aura 7/7], [+5 healing magic], [+2 monkhood]
[Upgrade to Spirit Tree bonus: When defending, roll an extra die. Add 2/3 the value to your combat total.]

Note: I added your Spirit Magic as a bonus to this roll, hence your completion.

Meanwhile, progress is made on the destructive aura, but it is slow going. Perhaps the natural energies were simply more inclined toward healing today. [Destructive Aura 6/15]
>>
>>1987135

STANGALLI

While it takes an inventor to put something together, it takes an entrepreneur to see the potential for new inventions. [Voltsticks 2/5]

A mage begins to refine a technique to produce a condensed bubble of air. It's much more difficult than simply directing the wind - the air doesn't seem to want to pack into place or even hold its position. Despite the natural barriers, he is able to make progress over time. [Air Bubble 4/10]

>>1987243

KRATIYA

The Great Expedition is almost complete! Surely this will enhance the prestige of Kratiyan society the world over. The only thing to do now, is go home. [Great Expedition 11/12]

Nizipvak, nearing his sunset years, can look back on his achievements with a sense of pride. Truly he has left a vibrant purple mark on Kratiyan society for all time and opened a new age of economic prosperity; by hook or by crook, none can deny his work. But he can't help thinking there's just one last thing he's missing, one final jewel to set on the crown. [City of Violet Brick 23/25]

>>1988083

DWARVES

Unsatisfied with a few valleys, the dwarves expand in other directions, setting up basic roads and a series of watchposts. [+1 expansion] [see map]

The dwarves decide to try their hand at cultivating a few of those mushrooms. Needless to say, they're somewhat inexperienced, but they just might make a fine brew. [Mushroom Cultivation 1/7]

The beast in the lower caverns turns out to be a sort of tentacled monstrosity, eating fish and slinking from pool to underground pool. A coordinated dwarven effort manages to pin it down in a dead end. A few dwarves take some solid hits from its thick arms, but their armor holds up well and prevents any serious injuries.

Multiple scorpions are set up outside the pen, ready to fire should it attempt an escape. The dwarves are waiting on the word from the chieftain as for what to do with the beast. Killing it outright would prove fairly dangerous; it has a maw filled with more teeth than the gears that open the dragon gate. [Resource: Wild Tentacle Beast 1/1], [+3 organization]
>>
File: Map27.jpg (4.77 MB, 3027x2270)
4.77 MB
4.77 MB JPG
BEGIN TURN 27
>>
Rolled 82, 96, 59 = 237 (3d100)

>>1988359
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/Hunting)
Poison Control (+3 Poison knowledge)
Swamp Masters (+3 Exploration/Expansion)
-----
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
Strongarm Begonias
Deathweed (3/3)
Ironwood
Poisonspitters
Swampstalkers
Festerbeaks
Greatmaws
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

--Constructions--
Hill-home Settlement
-Foundation Totems
Black-Bog Hermitage
Trapped Territory

--Rituals--
Beast Bonding Ritual

--Projects--
[Web-Walker Taming 5/7]
[Deathweed Cultivation 3/10]
[Land-Awakening Ritual 3/25]

--Development Bonuses--
+20 Ranger caste
+3 Rangers
+4 Beast taming
+2 Shamanate
+3 Poison knowledge
+8 Herbology
+10 Magic control
+10 Nature Magic
+2 Water Magic
+5 Magic Defense
+6 Construction
+1 Expansion
-------------------------

Actions:
>With young Web-Walkers in our possession, it is a simple matter to begin the bonding rituals. [+59] (+3 Hunting, +20 Ranger Caste, +3 Rangers, +4 Beast taming, +6 Poison knowledge, +8 Herbology, +15 Magic control, +10 Nature magic)
>One of the young Shamans has the idea of introducing venomweed to Black-bog, to see if it can be made to grow into deathweed using magic. [+38] (+2 Shamanate, +6 Posion Knowledge, +8 Herbology, +15 Magic control, +10 Nature magic, +2 Water magic)
>Discussion into the workings of the Land-Awakening Ritual is frenetic. [+52] (+2 Shamanate, +4 Beast taming, +6 Posion knowledge, +8 Herbology, +15 Magic control, +10 Nature Magic, +2 Water magic, +5 Magic defence)
>>
Rolled 61, 13 = 74 (2d100)

>>1988350
TURN 27
-----
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, Bloodstones, Aratoa pow 3, Draconic Bloodstone 1/1, tin, Gold curse statue.

--Projects--
[Blood Elixir Enhancement 4/5]
[Cursed Statue Reverse Engineering 2/12]

--Contacts--
Fishpeople
Razgriz

--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
> +8 Enchanting
> +7 Vampiric Bone Spears
> +7 leadership
> +5 blood armor
> +5 Culture
> +5 Warrior tradition
> +4 Agriculture
> +4 Mental Influence
> +3 Military
> +3 magic defense
> +2 Diplomacy

--Actions--
Continue both projects.
>>
>>1988405
Fuck I totally forgot trade action... If you don't mind replace one of the actions with, >>1988231
>>
Rolled 49, 99 = 148 (2d100)

>>1988351
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--
-tamed boars-
-fish-
-copper-
-blue sap- ( grants stamina, though it may be rather...potent...)
-Blue Stamina Sap (?) - (powerful derivative of mana that restores strength and stamina within the sap)
- [s]Sap Crystals[/s] - (keeps away competing plants and shrubs, as well as deterring would-be herbivores. The crystals are also highly nourishing for the plants themselves)
- [resource: Dwarven Steel Tools 2/2]. Use these for a +3 bonus to a single roll involving any construction project (e.g. if you normally would have earned 2 points toward the project based on dice, you earn 5 instead. This will also save you from any poor rolls]

--Projects--
[Song of the Forest 12/20]
[Blue Sap Distillery 3/12]

--Development Bonuses--
+3 agriculture
+3 culture
+9 nature magic
+6 spirit magic
+2 fire magic
+1 diplomacy

Discovered: Kratiya, Dwarfs, Kobolds

> Action 1 and 2

Amhar and his growing number of followers manage to get the favour of Alaunus, the head of one of the 10 Clans. Alaunus offer them a piece of his land, just so they can better study the Song of the Forest. Amhar can feel it getting close....once he can fully finish it, he will make sure to share this knowldge with all of his kind. The rest of the druids try to hide their knowledge of the mystical arts and the nature, but Amhar knows the truth, anybody can acess the Song of the Forest. (+3 culture +9 nature magic +6 spirit magic)
>>
Rolled 56, 39, 70 = 165 (3d100)

>>1988359
-----
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]
[Resource: Elemental Gems]
[Elemental Golems]
[Ironwood]
Mud Golems
Mage Tower

--Projects--

[Ride the Lightning 1/2]
[Iron Giant 14/25]
[Grey Cloak Army 4/25]

--Development Bonuses--
[+9 Magic Control]
[+6 Alchemy]
[+4 Agriculture]
[+1 Fortification]
[+2 Magic Contstruction]
[+10 diplomacy]
[+5 Animal Handling]
[+1 Education]
[+4 Culture]
[+7 Millitary]
[+5 Enchanting]
[+20 Magical Superiority] Extra Die
[+3 bards]
---Known Civs---
Apes
Marines
Stangalli
Orks

Action 1: I mean the Dragon less attack us and was more just a Huge dick that can't be relied on not to fuck with US LESSER BEING. Never the less Don Quijano his Soldiers will be ready. The Ingenious Gentleman teaches those under him the CHILVARIC CODE. +56 (+9 Magic Control, +6 Alchemy, +2 Magical Construction, +7 Military, +5 Enchaining, +4 Magic, +20 Magical Superiority, +3 Bards)

>The Bardic Wing is used to serve a much more important purpose, The best and most loyal of Bards will be inducted into the Lore Keepers of the Left Hand. These Men and Women will travel in the guise of simple Bards and Minstrels but unlike normal traveling Bards will try to actively integrate themselves into the every day lives of settlements. +67 (+9 Magic Control, +4 Magic, +9 Culture, +5 Enchanting because Bards, +20 Magical Superiority, +10 Diplomacy, +7 Military, +3 Bards, )

>Magical Superiority: FUCKING GIANT GOLEM, nuf said. +58 (+9 Magic Control, +4 Agriculture, +6 Alchemy, +4 Magic, +1 Fortification, +7 Military, +5 Enchanting, +2 Magic Construction, +20 Magical Superiority)
>>
Rolled 66, 89, 80 = 235 (3d100)

>>1988359
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
Industrious (+3 engineering)
-----
Stability: Rejoice!
Food: Moderate

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

--Resources--
Dwarven Alcohol
Stone and Marble
Copper and Steel
Manastone
Wild Tentacle Beast 1/1

--Development Bonuses--
+4 Runic Language
+8 Organisation (The Marble Laws)
+1 Expansion
+20 Dwarven Industry (Smelter, Dwarven Forge, Mines, Great Quarry)
+5 Forging
+12 Engineering
+5 Mining
+6 Brewing (Brewery)
+10 Military
+1 Tactics
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+5 Springbows (Iron Scorpions)
+7 Armour (Steel Armour)
+4 Rangers
+4 Anvil Warriors

--Other--
The Dragon Gate of Dromadhur: When defending, roll an extra die. Add 1/2 the value of this die to your battle total. When defending against dragons, add the full value.
Fucking Dragon on the Roof
-----

1. Although our people have had little contact with the birdmen to the west, on the border between their land and the mountains there is a great lake. In the future the waters of this lake might be able to power dwarven waterwheels. The rangers scout this area and attempt to expand dwarven control to the area. (+13 rangers, organisation, expansion)

2. Continue to try and farm these mushrooms. Although the food from the fauns is good, our people need more in case trade were to be cut off.

3. Now that the rangers have taken control of some of the foothills of the mountains to the south, some of them say we may find beasts there who could provide us with fur, wool or leather. Some of the rangers have taken to hunting or capturing these beasts, and others even speak of domesticating them and keeping herds for our use in the foothill valleys. (+9, Rangers, Springbows)
>>
Rolled 51 (1d100)

>>1988359
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, Violet
Brick

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

1. Complete the City 23/25 +50
There were only two buildings left to be refurbished. The Senatorial House and a new structure.
The Senatorial House, being the seat of power for the entire Consular Republic, took a vast
amount of effort. The original wooden building was demolished. In its place stood a large square
building, festooned with rows of narrow columns that led into the great domed senate chamber.
Flanking either end of the entrance to the great chamber were the First Consuls. Each had a
marble hand clenched in the other above the door. The Goblin held a spear in his free hand at
his side, while the Kratiyan held a quill and tablet in his. Much of the building was made from
large blocks of carved black stone, but the floor was awash with color. Stained stone had been
matched into a myriad of colors, shapes, and scenes. Above the high dome the scene of The
Unification played out above the heads of Senators as if the ancestors who had forged this
country from bonds of friendship now looked down on their progeny. Some things were left as
before. The seats were still cold stone benches. There were no tables in the chamber proper.
The natural light came from the window built into the dome above but otherwise there were no
windows. The room was spartan and isolated but for the fresco above.
The second building was a purely philanthropic effort. Nizipvak, despite all of his flaws, was not
overtly cruel. In pursuing his ambition, amassing his wealth, he had left a wake of shattered
families. Some were too poor and too unskilled to afford new housing. New laws had prevented
them from constructing the old wooden shacks that they had lived in before. Many left for the
plantations, forced out by wealthier groups to toil in the fields far away under someone else’s
control. Others remained. These people flooded the streets as vagrants and of particular issue
were children left behind. From his own pocket he constructed dozens of large houses, suitable
for many families, and left them under the administration of his family and friends with explicit
instructions that these houses were free to live in for any who could prove their need was great.
Intended to be a temporary housing, people were only permitted to live in one for a year before
needing to prove again their need and that they had made efforts to find steady employment.
>>
Rolled 58 (1d100)

>>1988576
These houses not only increased the Nizipvaks to a level of political power equal to a Senator,
but provided a valuable, cheap workforce for the city’s future projects.
Finally, there was a third structure. Not a building. A statue. A statue to the Dragon. Despite its
wicked nature, the beast was terribly impressive. A statue to it stood in the city’s main park. Tall
and imposing, it was one of the largest statues in Kratiya. This had been funded by the
Traditionalist Artist Association and was a showcase of the most impressive Traditionalist
sculptor in the city. A second statue had been created by the Revisionists, but it was generally
considered to be less impressive as it was carved from white marble instead of black granite
with a brick base. The black granite simply looked more impressive given the terrifying nature of
the dragon.

2. Complete the grand expedition 11/12
The Grand Expedition had completed its primary task, and several couriers had been sent
ahead of them ain parties with reports of the peoples they had met and the places they had
discovered. Locations had been mapped out, and extensive cartography of the area had been
complete. For the first time the world seemed so much larger and so much smaller than it had
before. With the primary task complete the secondary goal for the returning parties was to catalogue the resources they had discovered. No only those within the places they had
discovered, but also resources in the areas they had travelled through. Of particular importance
in this regard were the northern parties who had moved into the unmapped forests and
mountains. For all of the many parties who left, a grand celebration awaited them in a city so
transformed it seemed it was new.
>>
Rolled 56, 99, 15 = 170 (3d100)

>>1988359
TURN 27
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
Eldritch Gestalt (+3 Chaos Magic)
-----
Stability: Very Content
Food: Plentiful

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

--Projects--
A Mind of their Own 5/15
Slime Molds 4/20
Distortion Field 4/40
Knocking on Heavens Door 0/100

--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, Stone, Kelp, Swiftweed, Dreamstones, Coral, Gold, Carbonates
[needs development] Mudoil
Ui'haki-Xa Enchantment
"Small Favor from the Aratoa" 2/2
Gold-Curse Statue 0/1
Dragon's Favor 1/1 [May be used in combat to add 100 bonus points to your combat total]
Stangalli Trading Post [1/1 free trade action (for the fishmen) with any civ that has discovered Stangalli]

--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 (Fishmen High Priest)

--Contacts--
Lachstagen (dreams/visions)
Stangalli (trade)
Aratoa (trade)
Birdmen (boundary agreement)
Illithids (scouted)
Faeries (scouted)
Apes (rumors)
Mages (rumors)
Razgriz (rumors)

--Development Bonuses--
+20 Influence of the Hive Mind
+12 Chaos Magic
+5 Divine Power
+5 Psychic Power
+4 Enchanting
+4 Construction
+3 Organization
+2 Expansion

--Actions--
> After the southern fishmen village is constructed so quickly, the aboleths attempt to build another new settlement in the northern sea for the same purpose. Like the southern settlement, it is designed for the purpose of "breeding" new fishmen from chaos slime. The region's underwater caverns seem to make good incubation chambers for the budding creatures that are then moved into the deeper warmer waters to finish thier growth and development. Developed creatures are put back into the underwater caverns to help new slimes and buddings mature. [see map] (+55)

> The fishmen continue to "breed" (clone) fishmen in the southern breeding village. (+51)

> The fishmen start to "breed" (clone) fishmen in the new northern fishmen village in the same manner as the southern village by imprinting clones from chaos slime. (+51)

(with the resistance neutralized, coral is no longer banned in the nation)
>>
File: sketch-1508517354328.png (1.13 MB, 1118x1080)
1.13 MB
1.13 MB PNG
>>1988602
northern "breeding" village
>>
Rolled 50 + 81 (1d100 + 81)

>>1988359
BEGIN TURN 27

Kobold Confederacy - Light Blue
-Stability: very content
-Food: moderate
---Traits---
-Confederate Tribes (+2 organization)
-Dragon Gods (+2 religion)
-Cunning (+2 traps)
---Government---
-Elder Council (+5 culture)
---Resources---
Knowledge of Dragon Tongue, copper, fish, lumber, sabertooth fur and teeth, stone
---Projects---
Ongoing:
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Lumber Camp 7/7], [Stone Pit 5/5]
---Development Bonuses---
+9 construction, +8 craftsmanship, +4 culture (Debate), +3 diplomacy, +5 Dragonwrought, +4 Lokharic Language, +2 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +3 mining, +4 organization, +9 religion, +4 traps
---Diplomacy---
Discovered - Dwarves; Travel agreement - Kratiya, Trade - Fawns

ACTION 1: CONSTRUCT TRIBAL SMELTERS - Every Tribe is excited by the potential of this new ore and petitions the Elders for access. The Council's reply is simple - each tribe may build smelters if they so choose, after a design provided by the craftsmen and builders. A flurry of activity erupts as intertribal diplomacy shifts around the necessary knowledge and resources, but soon enough organization asserts itself. Much learning is brought to bear from the fire-priests and nature mages on the matter as they experiment, seeking to learn how the substances will react to heat, how the heat might be made greater. Only the best rocks they may find are chosen for cutting; great stores of wood are chopped and pulped for fuel. The trappers suggest cunning mechanisms. The designs are saved and sketched out with careful notes. The Kobolds are not wont to lose anything to savagery and barbarism. Finally, the first designs are ready for a test-firing, and the priest caste blesses them, for they are the likeness of a dragon in their fire-heat.

All wait with bated breath as the first Kobold metalworkers place crushed ore into the smelters and the mages give fire to the fuel.

[Bonus to be adjusted at QM discretion, I'll take what I can get.]
>>
Rolled 71 + 78 (1d100 + 78)

>>1988964

ACTION 2: EXCAVATE MINES: The Kobolds take heed of the advice from their traders and begin work on shafts near the ore deposits, paying particular attention to the nature of the earth and stone. They seek out new metals in their exploratory shafts, but if they can only find copper it will more than suffice. Feeding the burgeoning industry of the Confederacy is always a good thing.

More and more, trappers are being pressed into the role of makeshift mechanics these days. They build traps near the tunnels for food and inside of caves for safety, but they also rig guide ropes and shaft cables, set up pulleys, and string lines of torches within the cave and tunnel networks, marking explored passages like trails. Soon, miners adopt trapper signs. Even the mage caste is using them when they work in the tunnels, using nature magic to seek deposits as ore-dowsers or starting fires with little fuel for everything from cooking and warmth to a quick test to see what sort of metal is housed in a piece of ore, all carefully controlled.

Even so it is mind-numbing, weary work for the kobolds - they are no dwarves, and take little enough joy in mining. They are glad of the presence of priests to raise their spirits.

[I took off the bonuses I definitely couldn't apply here. QM should feel free to do the same.]
>>
File: 20171020_143903.png (1.81 MB, 1080x1567)
1.81 MB
1.81 MB PNG
>>1988602

The settlements are named!

> Xi'ati-Yi'hlotep (the important place with deep water [aboleths])
> Xi'ati-Uix'lotep (the important place with chaos [deep sea creatures])
> Xi'kai-Yi'hlopek (the place with deep water [fishmen])
> Xi'kai-Ux'lopek (the place with abyssal plain [fishmen])
> Xi'kai-Qi'lopek (the place with shallow water [fishmen])

> Xi'kai-Ux'lotep (the important place with abyssal plain [fishmen])
> Xi'kai-Qui'lopek (the place with reef [fishmen])
> Xi'kai-Xui'lopek (the place with kelp bed [fishmen])
> Xi'kai-Xui'lotep (the important place with kelp bed [fishmen])
> Xi'kai-Qui'lotep (the important place with reef [fishmen])
>>
Rolled 64, 7 = 71 (2d100)

>>1988409
>>1988359
Race – Human
Traits:
Voyagers (+3 ships/navy)
Military Tradition (+3 military)
-----

Stability: neutral
Food: Plentiful

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

--Resources--
Giant Mushrooms
Shellfish

--Projects--
>Wood Cabins (2/5)
>Irrigation (4/30)
>Quarry (3/5)

Discovered Groups
Aratoa
Stengalli
Mages
Orcs

--Development Bonuses--
>+3Craftsmanship
>+4 Agriculture

>Action 1

The Aratoan Delegation headed by Zardum of the Dinnan reaches a fruitful resolution as their trade proposals were accepted with high regards by the Var Emrhy of Razgriz.

Establish Trade with Bacatia (use of my two ships, Maylight and Gracemaria for lumber, metal, and leather) +3 Naval

>Action 2
in the frigid tundras south of Razgriz,
"Mikhail! stop lazying about! we have a deadline, The engineer overseeing this project told us to get this done as soon as possible! after we finish this quarry we can go home and take a nice warm rest in those cabins your cousin been making" +4 Craftsmanship

Continue the Quarry (3/5)
>>
Rolled 35, 88 = 123 (2d100)

>>1988359

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

--Resources--
[Lumber]

--Projects--
[Magik weapons! Magik Weapons! Magik Weapons! 13/15]
[ Rocky 0/5655]

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+3 bone spears][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+1 mah-gik]

>Action 1.
Cmon, almost there.
>Action 2.
The boys are all mopey and depressed after that dragon came, we gotta raise their spirits somehow. I know! INVENT ORC BEER!
>>
>>1989521
Fucking firefox was shitting the bed while i was making this post so i forgot to update the resources.
And then it Crashed!

--Resources--
[Lumber]
[Copper]
[Iron]
>>
Rolled 52, 66 = 118 (2d100)

>>1988359
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)

-----
Stability: Very Content
Food: Moderate
-----

--Government--
Council of Misers (+3 culture, +2 currency)

--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
Voltshrooms

--Development Bonuses--
+5 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+14 Economy
+11 Culture
+4 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+9 Art
+1 Lightning Magic
----
Contacts:
Apes
Mages
Aboleth
Fishmen
Birdmen
Razgriz
----
In Progress
Voltsticks [2/5]
Air Bubble [4/10]
----
Other
Nearby Hot Springs

Actions
>Tobal knows when he's struck gold. Keep up the Voltstick work! [2/5] (+26)
>The Stangalli pride themselves are great merchants, but they don't seem to trade much, so they? The Misers plan expeditions: every civilization we know shall be visited by a small Stangalli caravan, and a small trade post shall be set up within their territory! (+28)
>>
File: Cement_Solution.jpg (181 KB, 1024x682)
181 KB
181 KB JPG
Rolled 77, 50 = 127 (2d100)

>>1988359

Turn 27

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

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

--Resources--
+6 stone tools
+3 slings
[Simple Mortar]
[Dragon Preparation 1/1]

--Projects--
[Concrete 8/10]
[Sovereignty 9/15]

--Development Bonuses--
+8 craftsmanship
+2 herbology
+3 hunting
+10 construction
+2 fortification
+7 mining

...

> Upon examining a batch of dried cement, the Begraven Reus realize that the most impressive results came from mixtures which had included aggregate materials such as course sand or gravel. The giants are growing increasing confident that their work with adhesive mixtures will bear fruit in the near future

> In order to further reinforce his position as lord and master of the Begraven Reus, the giant's leader challenges his remaining critics to competitions of strength, skill, wit, and knowledge. He must be seen to be unrivaled if he is to reign unquestioned
>>
>>1988409
>>1988405
Preferably replace the Cursed Statue Reverse Engineering action :>
>>
Rolled 45 (1d100)

>>1988576

The dragon arrives with aplomb! The people take shelter in their newly constructed, fireproof buildings. Though, all things considered, they probably aren't dragon-proof.

"WHERE ARE MY STATUES??"

+5 tough to please
>>
Rolled 26 (1d100)

>>1991625
The dragon is introduced to both the black statue in the park and the white statue on display nearer to the port.
>>
Rolled 9, 54 = 63 (2d100)

>>1988359
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)
Mana Bananas
[Dragon's Favor 1/1 - May be used in combat to add 100 bonus points to your combat

total]
Spirit Tree[When defending, roll an extra die. Add 2/3 the value to your combat total]

--Development Bonuses--
Spirit Magic(+20)
Military(+6)
Close Combat(+10)
Monkhood(+10)
Agriculture(+14)
Healing Magic(+7)
Shield Aura(+10)
Diplomacy(+5)
Religion(+4)
Beast Taming(+4)

-In Progress-

Destructive Aura 6/15

-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.
Iron Palm Technique: Punches are now as tough as iron and can crush rocks and dragons. [When defending against the dragon, roll an extra die. Add 2/3 the total of this die to your combat total]
Healing Aura:


-Discovered Groups-
Stangalli
Mages
Lizardmen(NPC)

Actions:

>Continue work on the Destructive Aura 6/15
+10 monkhood +10 shield aura = 20 bonus
>The Apes decide to enhance their spirit travel capabilities
+20 spirit +10 monkhood = 30 bonus
The village has finally decided on a name for their fighting style. They have dubbed it the Hand of H'ar-Ambe style and they vow to continue to enhance and strengthen their style. They employ palm attacks with the strength of iron and the rockslide technique allows numerous blows on their enemies. Couple that with their spirit magic and they are strong and powerful fighters. The Apes cannot stop here though and will continue to hone their fighting technique.

Crush bonuses for new die +20 Spirit +10 Shield Aura +10 monkhood +10 close combat
>>
>>1991662
+28 from just art/cultural bonuses, not accounting for... everything else. If accounting for: construction, education, psychic power, and architecture, it's +49.
>>
>>1988370

LIZARDMEN

The bonding rituals with the web-walkers are a success! With their many dexterous legs, lighting-fast agility, and steel-thread silk, they'll make a vital addition to the burgeoning swamp society.[Web-Walker Taming 7/7], [+5 rangers, +2 construction], [resource: Web-walker Silk]

The lizardmen have established a mastery over the swamplands like no other creature or people before them. The ancient Cyclops race built over it, until one day, they collapsed into its depths. But the lizardmen, instead, have made it a part of themselves. Their control over the creatures of the swamp on land, sea, air, and even the spaces in-between gives them an advantage in their homeland that cannot be easily shaken. [Monster Menagerie - When defending, roll an extra die. Add 1/2 this value to your combat total], [+5 beast taming]

The introduction of venomweed to the deathweed bog shows promising results. It seems the natural energies of the bog - along with a little magical prodding - are more than enough to transform the poisonous plant into the deathweed itself. Or rather, it's almost as if the deathweed grows inside the other plant, until it is entirely converted, like a parasite. The revelation enlightens the shaman, who believe this process is responsible for deathweed's lethal properties when introduced into animals. The new hybrid plant that forms when the plants are 'grafted' is perhaps even more vicious than the original - when it is tested via arrow on a wild creature, the animal goes berserk, attacking its brethren in a frenzy before dying a few minutes later. [Deathweed Cultivation 8/10]

In order to channel the energies of the entire swamp, is has become understood that the shaman will need to tap into the natural ley lines that run under the land. This is far more energy than any one mage can control. They begin to research and plot out the best points at which to lay down enchanted totems to assist in containing the rampant forces. [Land-Awakening Ritual 8/25]

[+3 Kratiya Culture (P)] due to their achievements

>>1988405

BACATIA

The Blood elixir is successfully enhanced! The withdrawal symptoms remain the same, keeping the Aratoa dependent on the vampires for a regular supply. The beneficial effects, however, now last through all the waking hours, instead of just a handful. The Aratoa find that their capacity for magic and even their decision-making capability is also enhanced. [+2 dark magic, +2 enchanting]

Upgrade - [Aratoa Warriors] - Roll an extra die in combat. Add 2/3 of the value to your combat total

The Bacatia successfully reach a trade agreement with the Razgriz. They supply the new settlement with tin, copper, and lumber, and in exchange will have use of the Razgriz shipping capabilities. [You may communicate and trade with any race which the Razgriz have met. +10 bonus to any rolls involving trade with another civ]

[+3 Kratiya Culture (P)] due to their achievements
>>
>>1988416

FAUNS

With newly granted lands and a few eager assistants, Amhar is able to dedicate most of his time to listening to and replicating the song. He envisions a new future for the Fauns, in which tribal disparities are forgotten and the people are united by the hymns of the earth and the whistling of the birds.

And that dream comes swiftly. Amhar's body lights up so bright everyone in the ten tribes can see it at a distance. It lasts only a moment, but he is able to forge a connection to the ley lines under their land. Channeling all if this energy would kill any mage, but by sectioning off and resonating with a portion of it, they can have access to that energy for a brief time - as long as they are familiar enough with the lands themselves. [+5 nature magic, +4 spirit magic, +3 magic control, +2 culture]

[Song of the Forest] - When defending on land, cancel out half of any magical or psychic bonuses added to the opponent's combat total.

[+3 Kratiya Culture (P)] due to their achievements

>>1988436

MAGES

Don Quijano, protector of smiles, charges forward bravely to demonstrate to his men the meaning of chivalry. His men are confused as to why he chose to charge at windmills, but imagination always helps. [Grey Cloak Army 9/25]

The mages, for lack of a better term, begin to form an order of...perfectly friendly expert bards who just want to get to know you well. Very well. Best friends, in fact. [The Left Hand 4/12]

The work on the new golem is nearing levels of obsessive love. Mages who raise concerns are rapidly reassigned to Warg dung-shoveling duty. [Iron Giant 19/25]

[+3 Kratiya Culture (P)] due to their achievements
>>
>>1988515

DWARVES

The dwarves have had a taste of the sun, and they like it. The chieftain sees the potential the scouts report in the lake, and he also takes note of the birdmen's aggressive tendencies. He orders construction of a series of outposts on the lakeside to claim the land for the dwarves, both for the developmental possibilities and as a bulwark against would-be raiders. [see map], [+3 expansion]

After a few muddled attempts, the dwarves get the hang of growing their own mushrooms. Enterprising dwarves with little talent for the forge start a farm in the caverns. The mushrooms have no need for light, which works out very efficiently. Other dwarves focus on their potential as a refreshing after-work drink. The new beverage, often served with ice, is wildly popular in the taverns. [food: plentiful], [resource: Mushroom Margaritas], [+4 agriculture]

The rangers find plenty of aggressive fauna up on Mt. Dromadhur, including giant boars, giant hawks, giant elks, and giant wolves. Giant everything, pretty much. Oh, and man-eating giant venus flytraps that CAN MOVE. No one believes that dwarf, as he's in 16 margaritas and also slobbering all over himself. Surely just a wild story. One steely-eyed dwarf tells of nests of wyverns, if you dare climb high enough...but they pick off anything that moves if it enters their territory. [resource: furs], [resource: leather]

Of course, no one's dared approach anywhere near the top yet...

[+3 Kratiya Culture (P)] due to their achievements
>>
>>1988576

KRATIYA

With the completion of the Senatorial House, as well as the additional housing for needy citizens, Nizipvak considered his life's work complete. His final ambition was to pay for the commission of the dragon's statue, solidifying his place as a giant of Kratiyan history for all time. Surely the City of Violet Brick is not only a metropolis for the Kratiya, but the world. [resource: Dragon Statues 1/1], [+10 architecture, +10 culture, +6 art, +4 construction, +2 education]

[The City of Violet Brick] - Every civilization in the world gains a permanent [+2 Kratiya Culture]. When you roll to influence someone's culture, roll an extra die. 1/3 the value of this die becomes a bonus added to the first die.

The Grand Expedition has returned! It was as if fate timed the return of the various ambassadors and explorers with the newly completed Senatorial Building. A grand celebration is held as stories are told about the various strange and fascinating peoples of the continent, as well as the wonders and sights that they've seen. Suddenly, Nizipvak finds himself reconsidering his retirement plans. After all, there's a whole world out there that needs housing! Violet brick housing! [Great Expedition 12/12], [Every civilization in the world gains a permanent +1 Kratiyan culture], [+5 diplomacy]

You are now familiar with all civilizations on the main continent [this excludes the Bacatia, Aboleths, Aratoa, Faeries, and Illithids]
You have met the Crabkin! You can now communicate with them at will.
You have gained knowledge of all resources to which these races have access, though you will have to trade for them.
Near your territory, you have discovered deposits of tin and silver! They will need mines to access them.

Note: These events would have increased your stablity, but as you are at max stablity, this is converted into territory expansion. See map.

Dragon Result: 72 vs 50

The dragon eyes the black granite statue. "AH. THAT ONE SUITS ME! KEEP THE UGLY MARBLE FOR YOURSELVES!" The statue vanishes. "AND DON'T MAKE ME COME BACK AGAIN!" The dragon takes off into the sky, finally out of the hair of the consulate. The collective sigh of relief from the city is audible. [+3 sculpture, +2 culture]

>>1988602

ABOLETHS

A new village is established in the north, which will become a second focal point for the fishmen expansion. [see map]

Meanwhile, the Aboleths focus on producing and imprinting chaos slimes at an almost alarming rate. You never thought there'd be an entire village comprised solely of 26 individual cloned dozens of times. It makes for fascinating social interactions. [Slime Molds 12/20]

[+3 Kratiya Culture (P)] due to their achievements

[Resource: Jewel Coral] is restored following the reintegration of the fishmen resistance.
>>
>>1988964

KOBOLDS

Despite being a confederacy in name, the Kobolds are showing a more and more consistent union of purpose, especially with the leadership of their dragonwrought. The smelter quickly takes shape! It will need a bit more work to ferret out the best way of purifying metals from the raw ore. [Smelter 5/7]

As the processing side is refined, the Kobolds plumb the earth for its riches. While they don't find another metal, they do find something else - gems! Huzzah! Some of them seem to have a bit of mana in them, though it disperses when they are dug out of the ground. The fire priests are very interested in this phenomenon. The dragonwrought can sense the mana, as well, farther below ground. [+5 mining], [resource: Rubies]

[+3 Kratiya Culture (P)] due to their achievements

>>1989233

RAZGRIZ

Trade with the Aratoa is peacefully established. Your ships are at their service, and in exchange, you have gained several vital resources. [Resource: lumber, leather, copper]

An accident occurs at the quarry when too much earth is removed too quickly. A rockslide half-buries three workers, but they're rapidly dug out before they go too long without breath. All three are a little shaken, but should make a full recovery in a few days. [Quarry 3/5]

[+3 Kratiya Culture (P)] due to their achievements

>>1989521

ORCS

MAGIK WEAPONS MAGIK WEAPONS MAGIK WEAPONS!!!!! WEAPONS!!!!!!!!!!!!!! [+3 bone spears is REPLACED by +7 enchanted bone spears], [+4 enchantment], [+4 mah-gik]

Orc beer is invented after a long and arduous process the likes of which has never before been seen by orc kind, from scratch. First, one orc fucked another orc, and then they all got turned on by watching this, so they all started fucking each other. Things really got bad when the orc mothers started shitting all over the place because their assholes were so goddamn fucked. Yes, they were doing anal. And then the orc mothers ate the shit. They ate all the fucking shit. Their own fucking shit, goddamnit. Because they couldn't just leave that mess there, and everyone else was being extremely passive agressive about it. The mothers begrudgingly cleaned the shit with their tongues while complaining about forced gender rolls. The orc sons then realized that orcs reproduce via fungal-type asexual reproduction. First, they had a crisis of identity, realizing they weren't actually related to anyone else in the tribe but themselves. This lead to further enlightenment and self-actualization, after which they began fucking themselves, which also caused them to shit due to fucked-up assholes. On a side note, orcs have very long penises. Luckily the mothers were ready and waiting to clean up this new mess, having developed a taste for shit, as well as a taste for being on their knees. They all turned to look up at their cruel control-freak of a god and said together: "the aristocrats!"

[Resource: Orcish Alcohol], [stability: neutral]

[+3 Kratiya Culture (P)] due to their achievements
>>
>>1990278

STANGALLI

Tobal perfects the new technique of artificial lighting. By carefully extracting and containing the core of the voltshroom, it can be placed into a glass container and shaded with cloth to produce light of various colors. They shall henceforth be known as...!!! [Resource: your_catchy_name_here™], [+3 economy, +3 lightning magic]

The Stangalli plot to set up some trading posts so they can get that economy roaring! By interconnecting the web of tribes and races, they'll be able to capitalize on the inter-species trade, and the windcarts set them up to take perfect advantage. With enough voltshroom light things that haven't been named yet, they can even travel the plains in the dark. [Trading Places 4/20]

[+3 Kratiya Culture (P)] due to their achievements

>>1990928

BEGRAVEN REUS

The latest mixture prototypes involving ground gravel are wild successes. Even the strongest Reus have trouble chipping away at a block of the stuff after its dried. The new material will allow the Reus to construct much larger and more stable structures than every before in the Open...maybe even than their old caverns. [Resource: Concrete], [+5 construction, +5 architecture, +2 chemistry]

The contests of strength go well for the sovereign. He easily defeats his competitors in a game of wits. Strength, however, proves more challenging, as he was always more known for his intelligence in the first place. Knowledge of leverage, and how to apply it, however, more than makes up for the deficit. His abilities prove to convince more Reus that they need a singular strong leader, and that he is the best choice. [Sovereignty 12/15]

[+3 Kratiya Culture (P)] due to their achievements

>>1991678

APES

The destructive aura makes slow but steady progress. The monks are patient. Enlightenment shall come, when it shall come. [Destructive Aura 7/15]

Meanwhile, other apes decide to further explore travel in their spirit forms. [Spirit Travel 4/5]

Congratulations, you have crushed a third action die!

[+20 Hand of H'ar-Ambe] - Borne of the gathered monkhood's knowledge and collected into a unified treatise. This bonus cannot be stolen or destroyed. Remove sacrificed bonuses.

New Trait: Kensho (+3 meditation/combat)

[+3 Kratiya Culture (P)] due to their achievements
>>
File: Map28.jpg (4.83 MB, 3027x2270)
4.83 MB
4.83 MB JPG
BEGIN TURN 28
>>
Rolled 5, 51 = 56 (2d100)

>>1991836
Race – Human

Traits:
Voyagers (+3 ships/navy)
Military Tradition (+3 military)
-----

Stability: neutral
Food: Plentiful

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

--Resources--
Giant Mushrooms
Shellfish
lumber
Leather
Copper

--Projects--
>Wood Cabins (2/5)
>Irrigation (4/30)
>Quarry (3/5)

Discovered Groups
Aratoa (in Trade)
Stengalli
Mages
Orcs

--Development Bonuses--
>+3Craftsmanship
>+4 Agriculture
>[+3 Kratiya Culture (P)]

>Action 1
The Camp has sent us a supply of good lumber alongside a missive which says that the Var Emrhy wants to see this quarry in operation by the time the next season comes. He'll be personally coming to expect this place and I'll rather be dead than to present the Var Emrhy with this half-done pile of rotting shit. Get to work!


Continue the Quarry (3/5) + 3 Craftsmanship

>Action 2

The supply of new wood lightened the mood of the builders at camp. It gave them hope that having good and fresh lumber rather than one's which was salvaged from the worn downed ships would provide them an easier time building permanent cabins on the camp

Continue the construction of the Cabins. (2/5) +3 craftsmanship
>>
Rolled 58 + 59 (1d100 + 59)

>>1991836
TURN 28

Kobold Confederacy - Light Blue
-Stability: very content
-Food: moderate
---Traits---
-Confederate Tribes (+2 organization)
-Dragon Gods (+2 religion)
-Cunning (+2 traps)
---Government---
-Elder Council (+5 culture)
---Resources---
Knowledge of Dragon Tongue, copper, fish, lumber, Rubies, sabertooth fur and teeth, stone
---Projects---
Ongoing: [Smelter 5/7]
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Lumber Camp 7/7], [Stone Pit 5/5]
---Development Bonuses---
+9 construction, +8 craftsmanship, +4 culture (Debate), [+3 culture, Kratiya(P)], +3 diplomacy, +5 Dragonwrought, +4 Lokharic Language, +2 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +8 mining, +4 organization, +9 religion, +4 traps
---Diplomacy---
Discovered - Dwarves; Travel agreement - Kratiya, Trade - Fawns

ACTION 1: FINISH SMELTER - The Kobold Elders congratulate the people in charge of the mine network and urge everyone to keep working on those smelters. Backs are bent, prayers are muttered, blessings are granted, resources are spent, and rubies are promised to the people in charge. Their speech, curiously, is full of idioms from their neighbors to the North. They do their best to be diplomatic. This is all bolstered by the supply of stone increasing from the new mining operation as well as an improvement in the abundance of copper tools. (+59)
>>
Rolled 35, 69, 85 = 189 (3d100)

>>1991836
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/Hunting)
Poison Control (+3 Poison knowledge)
Swamp Masters (+3 Exploration/Expansion)
-----
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
Strongarm Begonias
Deathweed (3/3)
Ironwood
Monster Menagerie - When defending, roll an extra die. Add 1/2 this value to your combat total
Poisonspitters
Swampstalkers
Festerbeaks
Greatmaws
Web-Walkers (Silk)
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

--Constructions--
Hill-home Settlement
-Foundation Totems
Black-Bog Hermitage
Trapped Territory

--Rituals--
Beast Bonding Ritual

--Projects--
[Deathweed Cultivation 8/10]
[Land-Awakening Ritual 8/25]

--Development Bonuses--
+20 Ranger caste
+8 Rangers
+9 Beast taming
+2 Shamanate
+3 Poison knowledge
+8 Herbology
+10 Magic control
+10 Nature Magic
+2 Water Magic
+5 Magic Defense
+8 Construction
+1 Expansion

--Culture Penalties--
+3 Kratiya Culture (P)
-------------------------

Actions:
>Foreign invaders have come to our lands once again. We must be prepared for inevitable war. It seems Web-walker silk, when combined with Ironwood and natural pigments, might make for good armour/camouflage cloaks. [+53] (+20 Ranger Caste, +8 Rangers, +9 Beast taming, + 8 Herbology, +8 Military)
>Now that we can graft Deathweed onto Venomweed, it seems a simple matter of creating a large enough crop that it can be easily maintained. [+38] (+2 Shamanate, +6 Posion Knowledge, +8 Herbology, +15 Magic control, +10 Nature magic, +2 Water magic)
>If we need to tap into ley lines then we must first map them. An expedition of Shamans & Rangers is sent into the swamps to survey the magical energies. [+66] (+2 Shamanate, +9 Beast taming, +15 Magic control, +10 Nature Magic, + 20 Ranger Caste, +8 Rangers, +3 Exploration)
>>
Rolled 72, 19, 54 = 145 (3d100)

>>1991836
-----
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]
[Resource: Elemental Gems]
[Elemental Golems]
[Ironwood]
Mud Golems
Mage Tower

--Projects--

[Ride the Lightning 1/2]
[Iron Giant 19/25]
[Grey Cloak Army 9/25]
[The Left Hand 4/12]

--Development Bonuses--
[+9 Magic Control]
[+6 Alchemy]
[+4 Agriculture]
[+1 Fortification]
[+2 Magic Contstruction]
[+10 diplomacy]
[+5 Animal Handling]
[+1 Education]
[+4 Culture]
[+7 Millitary]
[+5 Enchanting]
[+20 Magical Superiority] Extra Die
[+3 bards]
[+3 Kratiya Culture (P)]
---Known Civs---
Apes
Marines
Stangalli
Orks
Bacatia


Action 1: Without fully understanding the Chivalric Code none of the soldier can understand the proper mid set of a soldier. Don Quijano takes his men and golems into the surrounding area to drill warfare +56 (+9 Magic Control, +6 Alchemy, +2 Magical Construction, +7 Military, +5 Enchaining, +4 Magic, +20 Magical Superiority, +3 Bards)

>Action 2: Whelp it happened, The Kratiya are trying to screw us over by by filling out heads with their Hippy Dippy Bullshit. Induct our Brightest Bards into the Left Hand and prep them to infiltrate the Violet City. [I'm not starting a new project just fluff working on the Left Hand some more] +67 (+9 Magic Control, +4 Magic, +9 Culture, +5 Enchanting because Bards, +20 Magical Superiority, +10 Diplomacy, +7 Military, +3 Bards, )

>Magical Superiority: Nah man, Everbody loves the Giant Golem. Most sane people were resigned to the new college. The only people left are the old, the insane, and the few that at this point can't be paid enough to give a fuck. And the first two say, Make the Giant Golem Modular enough to be upgraded by even more shit in the Future +58 (+9 Magic Control, +4 Agriculture, +6 Alchemy, +4 Magic, +1 Fortification, +7 Military, +5 Enchanting, +2 Magic Construction, +20 Magical Superiority)
>>
>>1991836
TURN 28
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
Eldritch Gestalt (+3 Chaos Magic)
-----
Stability: Very Content
Food: Plentiful

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

--Projects--
A Mind of their Own 5/15
Slime Molds 12/20
Distortion Field 4/40
Knocking on Heavens Door 0/100

--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, Stone, Kelp, Swiftweed, Dreamstones, Jewel Coral, Gold, Carbonates
[needs development] Mudoil
Ui'haki-Xa Enchantment
"Small Favor from the Aratoa" 2/2
Gold-Curse Statue 0/1
Dragon's Favor 1/1 [May be used in combat to add 100 bonus points to your combat total]
Stangalli Trading Post [1/1 free trade action (for the fishmen) with any civ that has discovered Stangalli]

--Settlements--
Xi'ati-Yi'hlotep
Xi'ati-Uix'lotep
Xi'kai-Yi'hlopek
Xi'kai-Ux'lopek
Xi'kai-Qi'lopek
Xi'kai-Ux'hlotep
Xi'kai-Qui'lopek
Xi'kai-Xui'lopek
Xi'kai-Xui'lotep
Xi'kai-Qui'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 (Fishmen High Priest)

--Contacts--
Lachstagen (dreams/visions)
Stangalli (trade)
Aratoa (trade)
Birdmen (boundary agreement)
Illithids (scouted)
Faeries (scouted)
Apes (rumors)
Mages (rumors)
Razgriz (rumors)

--Development Bonuses--
+20 Influence of the Hive Mind
+12 Chaos Magic
+5 Divine Power
+5 Psychic Power
+4 Enchanting
+4 Construction
+3 Organization
+2 Expansion
+3 Kratiya Culture (P)

--Actions--

(doing the same action three times)

> The fishmen focus all of there attention on cloning the now imprinted clones... those clones are imprinted... and those clones are cloned... and... (+51)

> and those clones are made into clones... and those clones are cloned... and... (+51)

> and those are cloned... and those clones are made into clones... and those clones are cloned... and... (+51)
>>
Rolled 16 + 63 (1d100 + 63)

>>1991955
ACTION 2: TRIBAL FISHERIES - The Kobolds have seen the benefit of food gathering throughout their travels and now apply this method for themselves. They make good use of the waters flowing through their land, each tribe making its claim to the riverbanks. Rafts are constructed, storehouses erected, claims expanded, and fishing-grounds chosen with the help of nature mages. A pioneering spirit takes root as the Kobolds seek to harness the wild bounty of the waters, and though the arguments over the bounty within the tribes are many they are settled amicably enough with the help of diplomats and ratified in written contracts. They'll build proper boats later, they reason, and sink lobster-traps into the waters. The priests beseech the gods that the haul is plentiful, for they've many bellies to fill.
>>
Rolled 14, 5, 54 = 73 (3d100)

>>1992012
>>
Rolled 13, 60 = 73 (2d100)

>>1991836
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)

-----
Stability: Very Content
Food: Moderate
-----

--Government--
Council of Misers (+3 culture, +2 currency)

--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
Voltshrooms
Tobal Voltsticks™
--Development Bonuses--
+5 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+17 Economy
+11 Culture
+4 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+9 Art
+4 Lightning Magic
----
Contacts:
Apes
Mages
Aboleth
Fishmen
Birdmen
Razgriz
----
In Progress
Air Bubble [4/10]
Trading Places [4/20]
----
Other
Nearby Hot Springs

Actions
>We will make a network like no other! The Kratiya may have introduced the world to itself, but we will make it bedfellow! Or something. I dunno man, I've had a long day. Cut me some slack. [Trading Places 4/20] (+31)
At the Estate of Tobal...
>"Master Tobal, a letter has come from The Misers. It reads:
'Good Tobal,
It is our honor to send you this message.
We would like to honor you as a Stangalli of excellent character and thrift, due to your work to improve the Stangalli way of life.
For this reason, we would be honored if you will come to Vil-Kajj for an official ceremony, and title of Ko-Stangal (Person Who is Larger than Those Like Him).
May Fate Bless You
Misers Tibble, Frash, Alahambara, Floot, and Jeremy'"
"Jeebes, get my windcart ready. We make for the Capital!" [Create Hero: Tobal Ko-Stangal] (+36)
>>
Rolled 15, 42 = 57 (2d100)

>>1991836
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)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]
[Copper]
[Iron]

--Projects--
[Magik weapons! Magik Weapons! Magik Weapons! 13/15]
[ Rocky 0/5655]

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+7 enchanted bone spears][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+5 mah-gik][+4 enchantment][+3 Kratiya Culture (P)]

>Action 1
Now that we have enchanting, many Orcs are struck by inspiration, their creativity for destruction gone crazy as they imagine the possibilities, Weapons on fire, weapons that freeze, weapons that can turn flexible, weapons that fly, weapons that have more weight at just the right part of the swing, weapons that leech the strength and health of their opponent and give it to the wielder, weapons that just cause as much devastation as they can pack into one.
IT'S A GOD DAMN ORC RENAISSANCE!
>Action 2.
While the renaissance is starting Big Orc ponders, the Dragon's action caused great trouble for him, his underlings became all depressed and the threats barely alleviated that mood, he needed something else, something that not only makes sure the lesser Orcs happy but gives him more power.
And then, inspiration struck. (Imperial rule, think Roman empire with all the Emperors who kept conquering lands for their legacies)
>>
Rolled 91, 49 = 140 (2d100)

>>1991836
TURN 28
-----
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, Bloodstones, Aratoa pow 3, Draconic Bloodstone 1/1, tin, Gold curse statue.

--Projects--
[Cursed Statue Reverse Engineering 2/12]

--Contacts--
Fishpeople
Razgriz
Orcs
Mages
Stangalli Merchants

--Cultures--
+3 Kratiya Culture (P)

--Development Bonuses--
[Aratoa Warriors] - Roll an extra die in combat. Roll 2/3 the total of this die to your total combat roll

> +17 Dark magic
> +10 bonus to any rolls involving trade with another civ
> +10 Enchanting
> +9 construction
> +7 Vampiric Bone Spears
> +7 leadership
> +5 blood armor
> +5 Culture
> +5 Warrior tradition
> +4 Agriculture
> +4 Mental Influence
> +3 Military
> +3 magic defense
> +2 Diplomacy

--Actions--
1) Expand the sacrificial altar. Chisel new spellcircles into the stoneground around inlayed bloodstones. Designate big moulds for the sacrifices and bloodstone obilisks for increased power of chanting on the edge of the altar. Canals leading from the sacrificial molds through spellcircles channel blood to the middle. In the middle the Draconic bloodstone is inlayed. +48; +17 dark magic, +10 enchanting, +9 construction, +7 leadership, +5culture
2) Build stall at the stangalli bazaar. +23; +9 construction, +2 diplomacy, +5 Culture, +7 leadership

CRUSH:

+17 Dark magic, +10 Enchanting, + 3 magic defense, +7 Bonespears, +5 Blood armor, +4 Mental influence, +4 Leadership for Bacatian Legacy. And remaining 3 leadership.
Legacy of Bacatia
>>
>>1992091
Forgot my bonuses in my roll.
Orc renaissance gets [+3 weapons][+7 enchanted bone spears][+2 bows][+5 mah-gik][+4 enchantment] which totals to a +21
>>
Rolled 24, 32 = 56 (2d100)

>>1991778
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--
-tamed boars-
-fish-
-copper-
-blue sap- ( grants stamina, though it may be rather...potent...)
-Blue Stamina Sap (?) - (powerful derivative of mana that restores strength and stamina within the sap)
- [s]Sap Crystals[/s] - (keeps away competing plants and shrubs, as well as deterring would-be herbivores. The crystals are also highly nourishing for the plants themselves)
- [resource: Dwarven Steel Tools 2/2]. Use these for a +3 bonus to a single roll involving any construction project (e.g. if you normally would have earned 2 points toward the project based on dice, you earn 5 instead. This will also save you from any poor rolls]

[Song of the Forest] - When defending on land, cancel out half of any magical or psychic bonuses added to the opponent's combat total.

--Projects--
[Song of the Forest 12/20]
[Blue Sap Distillery 3/12]

--Development Bonuses--
+3 agriculture
+5 culture [+3 Kratiya Culture (P)] = +8 culture
+14 nature magic
+10 spirit magic
+3 magic control
+2 fire magic
+1 diplomacy

Discovered: Kratiya, Dwarfs, Kobolds

Pure Fluff and not actual action: Amhar has disappeared since the conclusion of the Song of the Forest, but his influence is still felt across the Hillands. An order of his followers are founded, the Circle of Amhar, that inhabit the lands given to them by Alaunus of the 10 clans. Its slow but also noticiable that things are changing, the druids feel an usual increase on their conection with the nature spirits, and even the common folk is starting to manifest some of it...

>Action 1&2
The Circle of Amhar, along with the most capable men of the land of the fauns are incubed by the council in an special mission. They believe that the Faun clans must enter in a new age, and they need to be prepared for it, and nothing better than....boars.... to deal with the unknow.

The giant boar is a powerful beast, stronger than a bull, and the symbol of one of the 10 clans, but they can offer much more. These tammers and druids of the Fauns are incubed in training these creatures to both be ridden in battle and to work on the agriculture. During the process, the druids will bless the beasts with their magic \(after all, this is what caused their drastic increase in size to begin with), and give them the mana infused Blue Stamina Sap, analyzing if it creates any interesting effect. (+3 agriculture +8 culture +14 nature magic +3 magic control)
>>
Rolled 2 (1d100)

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--
Crabmen - Known
Everyone on the continent - Known

--Resources--
Fish, lumber, copper, emeralds, Stone, Violet Brick, Silver (d), Tin (d)

--Development Bonuses--
Dance +1, Fishing +3, +4 Shipbuilding, +10 diplomacy, +14 Art, +6 Music, +14 Architecture, +18 Culture, +5 Education, +4 Agriculture, +10 Construction, +4 Psychic Power +3 Sculpting
[The City of Violet Brick] - Every civilization in the world gains a permanent [+2 Kratiya Culture]. When you roll to influence someone's culture, roll an extra die. 1/3 the value of this die becomes a bonus added to the first die.

1. Psychic Communion +23

While there was much rejoicing over the safe return of the travelers the report each made to the Senate over the course of the following weeks was cause for little celebration. While many new potential markets and peoples had become known, so too had very very many threats. Directly to the south lie two heinous races of goatmen and greenskins who cared for little more than murder and plunder. Unlike many of the peoples that had been discovered, these two were actively avoided due to the scouting party's limited numbers. The Goatmen in particular were concerning. While they did not seem to have ships they did have magic powder that could burst into flame and sound when lit. The Orcs are numerous and savage in every sense of the word. It is unlikely they could be redeemed, but not impossible. Any effort to do so would require extensive pacification. The more the explorers report, the more concerned the Senate becomes. The Goblin Consul in particular frowns and looks to his Kratiyan counterpart. She looks more curious than fearful, and leans forward on her bench with chin rested upon bejeweled hands. The conclusion of the report was that most races were neutral or friendly and certainly open to being worked with, it was the concern of the Senate that the Consular Republican Army and Navy were both woefully out of date.

This was entirely true. Ship designs had stagnated since the earliest days of Kratiya, uses as they were for shipping and fishing there was no need to improve on a design dedicated to combat. The Goblins had never improved from copper metallurgy because no other metals had been discovered. Even with the report that tin and silver had been found, preliminary testing showed neither was particularly suited for combat. The Consular Republic would need to find another means of warfare. To this, they turned to an unlikely source. Professor Czerkia had been responsible for the discovery of telekinesis, an extremely useful power that aided in construction and manual labor. Now they turned to her research again.
>>
>>1992584
Her research had led her to be called the "Foremost Expert in Psionic Matter Manipulation" and it was to her that the Kratiyan Consul turned to. She was tasked with research methods of improving the combat potential of psychics. In order to do this Czerkia had been researching the Kratiyan's natural empathic ability. She had noticed that in larger concentrations of psychic power fluctuations could vary greatly. She believed that a single psychic could be energized by "feeding" off the psychic abilities of others. In this way, a single warrior could be made equal to a company, provided they had adequate support to lend them power. She called this "Communion", and the theory sounded solid. It was time to put it to hard research.

Free Action

Crushing +10 Architecture, +15 Culture, +10 Diplomacy, +1 Dance, +3 Sculpture and +11 Art down to

Kratiyan Culture +20
>>
>>1991836
oh boy I've missed alot

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] [Saltpeter] [Potash] [Black Powder]

--Development Bonuses--
[+4 pontoon boats] [+3 leather working] [+5 Longhouse] [horn instruments: +2 organisation +2 music] [+6 metal crafting]
[+4 Flamberge] [+4 construction] [+2 Craftsmanship] [Bows +3] [+7 explosives]

--In Proggress--
Water hoof [1/4]
Cannons [1/25]

>action 1: Tame those water hoof
>Action 2: accept our freindly catfish gods blessing! we shall be UNSTOPPABLE
>>
Rolled 73, 86 = 159 (2d100)

>>1993089
god damn it dice
>>
File: BigBeautifulWall.jpg (140 KB, 1024x595)
140 KB
140 KB JPG
Rolled 95, 47 = 142 (2d100)

>>1991836

Turn 28

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

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

--Resources--
+6 stone tools
+3 slings
[Simple Mortar]
[Concrete]
[Dragon Preparation 1/1]

--Projects--
[Sovereignty 12/15]

--Development Bonuses--
+8 craftsmanship
+2 herbology
+3 hunting
+15 construction
+2 fortification
+7 mining
+5 architecture
+2 chemistry
[+3 Kratiya Culture]

...

> The soon-to-be sovereign of the Begraven Reus has eliminated almost all opposition to his ascension to absolute authority. The last thing keeping his people from following him unflinchingly is their instinctual aversion to the immense abundance of space, particularly in the vertical direction which seemingly stretches on far beyond the range of their kind's senses.
Fortunately the giant's leader had already anticipated this issue developing and had hatched a plan to counter it. He gathered his kinsmen and explained his plan to them: [OP, Initiate the elusive x2 action combo]

> To commemorate the Begraven Reus' return to the surface the Sovereign of the Begraven Reus commissioned a herculean feat of architecture. The giants will construct a fortress capital: a massive, largely enclosed, highly defensible fortress that will double as the administrative center of their nation upon the surface world. This structure made from concrete and cyclopean stone blocks will be the greatest thing yet made by the Begraven Reus, its dense walls will do much to assuage fears of external threats and the defined ceilings and passages will evoke a sense of familiarity and comfort within his subjects
>>
Rolled 91, 61, 26 = 178 (3d100)

>>1991836
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
Industrious (+3 engineering)
-----
Stability: Rejoice!
Food: Plentiful

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

--Resources--
Dwarven Alcohol, Mushroom Maragaritas
Furs, Leather
Stone and Marble
Copper and Steel
Manastone
Wild Tentacle Beast 1/1

--Development Bonuses--
+3 Kratiya Culture
+4 Runic Language
+8 Organisation (The Marble Laws)
+4 Expansion
+4 Agriculture
+20 Dwarven Industry (Smelter, Dwarven Forge, Mines, Great Quarry)
+5 Forging
+12 Engineering
+5 Mining
+6 Brewing (Brewery)
+10 Military
+1 Tactics
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+5 Springbows (Iron Scorpions)
+7 Armour (Steel Armour)
+4 Rangers
+4 Anvil Warriors

--Other--
The Dragon Gate of Dromadhur: When defending, roll an extra die. Add 1/2 the value of this die to your battle total. When defending against dragons, add the full value.
Fucking Dragon on the Roof
-----

1. The land by the lake is good land, and following the rangers, other dwarves travel to the area to build a new hold, a small imitation of mighty Dromadhur. They build it into the hills on the edge of the lake, the best to draw in water for their industry. With typical dwarven paranoia they immediately begin to fortify the entrance. Quickly a small city begins to take form beneath the ground. The dwarves call this place Brok Avar. (+49 organisation, expansion, mining, industry, engineering)

2. One of the draw of the new hold was something few expected. Around the shores of the lake is a great deal of sand. In the true dwarven tradition of trying to smelt everything, a dwarf discovers that a smooth, clear substance can be made from sand, which he calls glass. Although there's still work to be done, it's the sort of work that dwarves love. Maybe we can make something useful of this new substance? (+25, industry, forging)

3. With the tentacle beast contained, exploration of the deeper caves beneath Dromadhur can continue. Maybe we will find new metals or stones of value down there? Warriors and miners alike extend our reach downwards in search of new wealth. (+21, anvil warriors, mining, expansion, organisation)
>>
>>1992392
The Eastern most tribe of fauns is contacted by a representative of Allixia xa Tyrol. He comes with a business proposition for the Tribe. The parchment reads:

Attention, ye of the [Clan name]. Her Ladyship, Allixia xa Tyrol, has need of manpower support. She requires workers to develop metal mining operations in the northwestern Goblinmounts. Any who sign up or agree to participate will be well paid, and provisioned. Additionally, her Ladyship put forth the offer to apprentice promising Fauns in construction and architecture during their employment so they may take this knowledge home with them to develop the Clan.
>>
>>1992093
>>1992049
A delegation from Bacatia meets with the Stangalli and they agree to let the Aratoa put up a stall in their bazar.
>>
Mudkip, my intermet router broke, don't know when fix and phoneposting sucks.
Will i be able to play as orcs again when internet is fixed?
>>
>>1997513
Maybe you could just say to other players what actions do you wish to perform. Or maybe, QM can give you some extra turns on the next time.
>>
Rolled 27, 45, 23 = 95 (3d100)

>>1991836
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Kensho(+3 meditation/combat)
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)
Mana Bananas
[Dragon's Favor 1/1 - May be used in combat to add 100 bonus points to your combat

total]
Spirit Tree[When defending, roll an extra die. Add 2/3 the value to your combat total]

--Development Bonuses--
Military(+6)
Hand of H'ar-Ambe(+20)
Agriculture(+14)
Healing Magic(+7)
Diplomacy(+5)
Religion(+4)
Beast Taming(+4)
Kratiya Culture(+3) P
-In Progress-
Destructive Aura 6/15
Spirit Travel 4/5

-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.
Iron Palm Technique: Punches are now as tough as iron and can crush rocks and dragons. [When defending against the dragon, roll an extra die. Add 2/3 the total of this die to your combat total]
Healing Aura: An aura that heals basic cuts and bruises at a much faster rate than normal healing. Also seems to effect the land and causes growth and healing for plants.


-Discovered Groups-
Stangalli
Mages
Lizardmen(NPC)
Fishmen(Aboleth)
Kratiya(known from culture)

Actions:

>Continue meditating on the destructive aura. 6/15
+20 Hand of H'ar-Ambe +3 Kensho = 23 bonus
>Finish our spirit travel 4/5
+20 Hand of H'ar-Ambe = 20 bonus
>Kratiyan culture? We must advance our own culture to prevent further spread.
+5 culture bonus = 5 bonus
>>
>>1997865
forgot to update. destructive aura should be at 7/15
>>
>>1995208
Lugh, the chief of the easter most clan of the fauns receives the letter. The proposition is interesting, but so far the fauns don't feel like this would be a wise action. He answers her:

"My lady Allixia xa Tyrol, we are honored with your offer, but I fear that my people are unnable to mine on the Goblinmounts, most of our manpower is focused on our new project of training the giant boars. Once we properly train these beasts we will send men to work on your hills, for part of everything that we mine and these classes that you talk so much.

I also would like to invite your grace for a visit on the Hillands, my clan is famous for its tea ad I am sure that you will apreciate. "
>>
>>1997513
If you can use your phone or other source to get on discord and tell us what you want to do we can post your actions for you.
>>
>>2000723
Don't want to download the discord app.
Good news is that i'm getting a new router today so i should be able to post normally later.
>>
Rolled 15 (1d100)

>>1992584

Rolling second dice for Kratiya
>>
Rolled 74 + 23 (1d100 + 23)

>>1992584
>>
>>1991925

RAZGRIZ

The logistics of the lumber shipment are disrupted by bickering between tradesmen. Tempers flare as the quarry continues to stall. [stability: low}

Luckily, with less distance to travel, those responsible for building the cabins faced no such issues. [Wood Cabins 5/5], [stability: neutral], [+4 construction], [+2 craftsmanship]

Note: access to lumber drops your Irrigation project from 4/30 to 4/22

>>1991955

KOBOLDS

The smelter is completed! The kobolds celebrate a step forward on their journey toward controlling the bounty of the earth. [Smelter 7/7], [+4 metalworking], [+4 construction], [+2 organization]

The kobolds are able to establish an organized network of simple fisheries up and down the river on which their federation is located. [food: plentiful], [+3 craftsmanship], [+1 traps]

>>1991968

LIZARDMEN

Overlapping plates of ironwood are sewn together with web-walker silk, creating an armor that is tough as flame-tempered scale iron. The hermitage improves on the design using natural pigments. [+3 ironwood armor], [+1 camouflage], [+1 herbology]

The hermitage manages to establish a stable crop of deathweed. Supplies stabilize for the lizardmen, allowing them to safely harvest it without getting too close to the deathweed bog. [Resource deathweed is now unlimited. +20 bonus to combat dice total. Can be used in future projects without exhausting supply], [+5 herbology], [+4 shamanate]

>>1991988

MAGES

The army, a fusion of various bits and pieces of magical research and mages from all walks of life, is finally being honed into a well-functioning machine thanks to hours of intense drilling. REMEMBER YOUR TRAINING, SOLDIER! [Grey Cloak army 14/25]

The influx of Kratiyan 'culture' is viewed with disdain for plebs by the archmages. They push for the rapid development of The Left Hand [8/12]

Modularity gives the golem even greater possibilities in the future. For now, it just needs one last finishing touch. Lightning lasers? Mana ray? Fire-propelled fists? [Iron Giant 24/25]
>>
>>1992012

ABOLETHS

The clones clone, and the clones clone their clones, and the clones clone the clones of the clones, and those clones are cloned into clones of the clones, and...this'll be good. [Slime Molds 20/20], [+5 chaos magic], [+5 expansion], [+3 organization], [+5 enchanting]

Upgrade to [Fishmen Armies] - Roll an extra die in combat. Add the value to your total combat roll when the battle takes place in water. Add 2/3 outside of water.

The exponential expansion of the chaos-mold grown fishmen forces them to swarm out of their initial settlements and into the ocean. Praise the Aboleths! Blood to Yi'axkratos-Ny'lotep! Glory to Qi'aki-Uix'lotep!

[note: your underwater territory will automatically expand outward from the two clone settlements every turn until the ocean is filled up!]

>>1992049

STANGALLI

The achievements of the Kratiya have the Stangalli thirsting for economic conquest. A penny saved is a penny earned...[Trading Places 7/20]

Tobal Ko-Stangal is quite possibly the world's greatest entrepreneur. International trade is dominated by his windcarts, and with his latest creation, voltsticks, the Stangalli economy hums even at night. He accepts an invitation to a special award ceremony at the Stangalli capital that notes his achievements, and he is inducted as one of the Misers! (finally replacing that poor bastard that became a dragon snack...) [+5 economy], [+1 culture]

Tobal Ko-Stangal can be listed as a hero, though he provides no bonuses quite yet...but that could change!

Note: The Aratoa have set up shop near the Aboleths (I mean, the fishmen! Of course, just the friendly neighborhood fishmen) in the bazaar. Having all these different people in one place sure is good for the economy - plenty to trade. I wonder what would happen if you could convince more to show up...?

[A Bizarre Bazaar 2/5 Civs]

>>1992091

ORCS

The orcs want to make even better enchanted weapons, weapons that positively sing with magic! Just like the orcs stare and chant at things to make them...do stuff! Amazing stuff! Just you wait!! [Magik Weapons 14/15]

Big Orc needs something to get him out of this slump, something that can charge his warleaders with inspiration. Something big, that builds upon itself and rolls forward with unstoppable momentum...a dream for all orckind, where orcs are not judged by the stubbly bumps of their skin, but of the sheer amount of entrails that coats their weapons and armor! [Orcish Imperium 3/15]
>>
>>1992093

BACATIA

Empowering and studying the draconic bloodstone will take a more fortified magical apparatus than the old shrine. The Bacatia dip into the depths of their arcane knowledge in order to reconstruct the shrine as it once was... [Blood Altar 5/12]

The Aratoa build a happily thriving trading post in the Ko-Vers Bazaar. It's set up close to where the Fishmen have their stall. Isn't it nice that the peoples of the sea get along so well? [+1 economy]

Stangalli Trading Post 1/1 - Free trade action with any civ that has discovered Stangalli

>>1992392

FAUNS

The Fauns have a natural inclination for taming the beasts of the wild, having access to powerful nature magics and living closely to the natural order. Their experiments with the boars are quite successful; the druids are encouraged to continue. [Boar Enhancement 5/7]

>>1992584

KRATIYA

Professor Czerkia, at the behest of the Consulate, and in the face of foreign dangers, embarks on a new research path involving the use of trained squadrons of trained Kratiyans to empower one warrior. Initial attempts prove to be fairly unstable, as the emotional state of each individual has to be fairly aligned for a psychic link to be formed, which, admittedly, is pretty hard to coordinate. [Psychic Communion 5/15]

Congratulations! You've crushed together a third action die! Sacrifice your listed bonuses and add the new bonus:

[+20 Kratiyan Culture] - this bonus cannot be stolen or destroyed
New Trait - Kratiyas Maximus (+3 culture)

>>1993089

LACHSTAGEN ARE ALIIIIIIVEEEEE

Waterhoofs...what the hell were those again? Right, fantasy horses that shoot magic water. Might be good for putting out explosives...[Waterhoof Taming 4/4]

Don't worry, the Lachstagen Crafstmen were working on the cannons in your absence oh glorious leader... [Cannons 15/20]

Meanwhile, you accept the nightmarish communications of the sea gods! With this new blessing, surely you'll be unstoppable!

[Resource: Ui'haki-Xa Enchantment] - You may activate the enchantment during combat. You gain a +50 bonus to your combat total. The loser of the battle also loses 2 points of stability. You cannot attack the following turn, and receive a -25 penalty to any required defense roll]
>>
>>1993402

BEGRAVEN REUS

The Begraven Reus gather together as the rising leader explains his plan. He weaves them a tale of a new home, plans for a grand fortress that will shame the dirty walls of their caverns and rise like a mighty tyrant above the surface of The Open. It shall be their home and their bulwark against an uncertain world, their seat of power, and a sign of their might. The Begraven Reus shall rise, and one day they will find the roof of this world and smash through it, once and for all! They won't just be survivors any longer - they'll be rulers!

And we'll build a huge wall, and we'll make the Kratiyans pay for it! Law and order!

New Government:
[Sovereignty] - (+7 military, +7 organization, +2 construction)
All rolls involving construction projects cannot fail; you will gain at least 1 progress point. Completed construction projects are likely to improve stability.

[Great Dome 1/20]

>>1993407

DWARVES

The dwarves rapidly expand above and belowground to found the new city of Brok Avar. The outposts are fortified into a paved road and developed area as the dwarves solidify their borders. The above-land - not normally a concern for dwarves - proves itself abundant and rich, a curiosity that proves a tourist destination and 'weekend' getaway from the bustling halls of Dromadhur. [+3 culture, +2 expansion] [see map for territory]

The dwarves are amazed by the properties of heated sand, which, miraculously, solidifies into a translucent form. The world is surely full of mysteries waiting to be discovered! [resource: glass], [+4 chemistry]

The cavern containing the beast is further fortified. If it tries to escape, it'll transform into a pincushion. Meanwhile, adventurous dwarves go spelunking and find still deeper caves beyond the water-filled chambers that used to house the beast. [Deep Dive 4/7]

>>1997865

APES

The monks continue to medicate on the shield aura and make a breakthrough. Aura reacts to living things, stopping any incoming threat to the individual. It is equally easy to make the aura -react- rather than simply exist as a passive barrier. Surely this can be pursued further. [Destructive Aura 10/15]

The apes successfully finish their spirit travel, gaining more experience in entering the astral etherium, as their monks have termed it. [+3 spirit magic], [+1 diplomacy]

The Ape society is somewhat flustered and confounded by the Kratiyan diplomats. Overly forward, overly curious, and not at all like they are - and there seem to be two entirely different varieties, one with mottled green skin like old leaves that need to be pruned. The Apes decide to hold a fruit-feast and meditate at the altar to recenter themselves. [+2 culture], [stability: rejoice!]
>>
File: Map29.jpg (4.84 MB, 3027x2270)
4.84 MB
4.84 MB JPG
BEGIN TURN 29
>>
Rolled 36, 48 = 84 (2d100)

>>2004449

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)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]
[Copper]
[Iron]

--Projects--
[Elemental Weapons 1/10]
[ Rocky 0/5655]

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+7 enchanted bone spears][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+5 mah-gik][+4 enchantment][+3 Kratiya Culture (P)]

>Action 1
Trade a vial of Orc blood to Bacatia so they can make that sweet elixir.
>Action 2.
Work on Orcish Imperium.
>>
Rolled 42, 62 = 104 (2d100)

>>2004467
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--
-tamed boars-
-fish-
-copper-
-blue sap- ( grants stamina, though it may be rather...potent...)
-Blue Stamina Sap (?) - (powerful derivative of mana that restores strength and stamina within the sap)
- [s]Sap Crystals[/s] - (keeps away competing plants and shrubs, as well as deterring would-be herbivores. The crystals are also highly nourishing for the plants themselves)
- [resource: Dwarven Steel Tools 2/2]. Use these for a +3 bonus to a single roll involving any construction project (e.g. if you normally would have earned 2 points toward the project based on dice, you earn 5 instead. This will also save you from any poor rolls]

[Song of the Forest] - When defending on land, cancel out half of any magical or psychic bonuses added to the opponent's combat total.

--Projects--
[Boar Enhancement 5/7]
[Blue Sap Distillery 3/12]

--Development Bonuses--
+3 agriculture
+5 culture [+3 Kratiya Culture (P)] = +8 culture
+14 nature magic
+10 spirit magic
+3 magic control
+2 fire magic
+1 diplomacy

Discovered: Kratiya, Dwarfs, Kobolds

> Action 1
We continue our studies in turning the giant boars into steeds to our warriors! The final step will be done by asking the spirits to bless these beasts with strenght and courage to carry our men! (+3 agriculture +8 culture +14 nature magic +3 magic control +10 spirit magic)

> Action 2
Close enough to the end of the boar project, Lugh gets permission to send a group of 200 capables fauns to the land of the Kratiyans. The conection that the fauns have with nature and the spirits beneath the earth might help them in this enterprise. According to their contracts:

>The fauns will use this action to mine the recently discovered Kratiyans silver mines
>In exchange, we will get a % of everything that we mine, as well as Construction studies

Bonuses used to work on the mines: +14 nature magic +10 spirit magic +3 magic control
>>
Rolled 6, 28, 59 = 93 (3d100)

>>2004467
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/Hunting)
Poison Control (+3 Poison knowledge)
Swamp Masters (+3 Exploration/Expansion)
-----
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
Strongarm Begonias
Deathweed
Ironwood
Monster Menagerie - When defending, roll an extra die. Add 1/2 this value to your combat total
Poisonspitters
Swampstalkers
Festerbeaks
Greatmaws
Web-Walkers (Silk)
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

--Constructions--
Hill-home Settlement
-Foundation Totems
Black-Bog Hermitage
Trapped Territory

--Rituals--
Beast Bonding Ritual

--Projects--
[Land-Awakening Ritual 13/25]

--Development Bonuses--
+20 Ranger caste
+8 Rangers
+9 Beast taming
+3 Ironwood Armour
+1 Camouflage
+6 Shamanate
+3 Poison knowledge
+14 Herbology
+10 Magic control
+10 Nature Magic
+2 Water Magic
+5 Magic Defense
+8 Construction
+1 Expansion

--Culture Penalties--
+3 Kratiya Culture (P)
-------------------------

Actions:
>Ironwood Armour was so successful the crafts-lizards decide to turn their hands to making new weapons for the Conclave. Ironwood Spears, Arrowheads & even finely honed blades are the subject of experimentation. [+61] (+20 Ranger Caste, +8 Rangers, +9 Beast taming, +14 Herbology, +8 Military, +3 Ironwood Armour)
>Other Craftslizards begin the arduous process of carving totems to be placed at the ley-line nexi. [+58] (+13 Construction, +6 Shamanate, +14 Herbology, +10 Magic Control, +10 Nature Magic, +5 Magic defence)
>Meanwhile at the hermitage, members of the Shamanate are beginning to study the Dark Temple, looking to gain some context into the origins or capabilities of the remaining Crystal. They are guarded by a detatchment of Rangers and powerful magical wards [+41] (+6 Shamante, +10 magic Control, +5 Magic defence, +20 Ranger Caste)
>>
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Rolled 27, 70 = 97 (2d100)

>>2004467
Race – Human

Traits:
Voyagers (+3 ships/navy)
Military Tradition (+3 military)
-----

Stability: neutral
Food: Plentiful

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

--Resources--
Giant Mushrooms
Shellfish
lumber
Leather
Copper
Tin

--Completed Projects--
wood cabins

--Projects--
>Irrigation (4/22)
>Quarry (3/5)

Discovered Groups
Aratoa (in Trade)
Stengalli
Mages
Orcs

--Development Bonuses--
>+5 Craftsmanship
>+4 Agriculture
>+4 construction
>[+3 Kratiya Culture (P)]

>Action 1
We're on the deep end boys, the fucking merchants are screwing around with not just our order but the entire supply of lumber. Its like these snot nosed bar wenches haven't touched a good piece of wood for years and now that their pederastic behaviors been bleeding into their "business" talent, They've got the entire camp into a fucking uproar. I swear I saw oldman horace gunning straight for the water as if he was ready to swim back home.

at least we got some things going for us, one, We're away from the mayhem that is currently home base and two, I managed to fence a shipment directly from the Maylight and its made to be delivered later today. The Var Emhry's visit is still on schedule and now we have shit time so don't fucking dally like little princesses and lets get this quarry done!

Continue the Quarry (3/5) [+5 Craftsmanship] [+4 Construction]

>action 2
"The poor performance of our builders is due to the fact that they weren't builders at all, the circumstances and the overall nature of the crew ultimately attributed to the problem of incompetency. Our "construction workers" are just repurposed sailors that were given wooden mallets, leftover rope, tarps, and some torn sails.
Retraining these men to be competent carpenters and tradesmen would not only increase the quality of construction but would instill in these workers a sense of pride and contentment for their work." - A letter of recommendation towards the quality of labor by Engineer Mikhail

Start Carpentry Research. [+5 Craftsmanship]
>>
Rolled 83, 51, 13 = 147 (3d100)

>>2004467
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Kensho(+3 meditation/combat)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Rejoice!
Food: Plentiful

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

--Resources--
Fruit
Power Plums
Oliphaunts(Big Sam and senpai)
Mana Bananas
[Dragon's Favor 1/1 - May be used in combat to add 100 bonus points to your combat total]
Spirit Tree[When defending, roll an extra die. Add 2/3 the value to your combat total]

--Development Bonuses--
Military(+6)
Hand of H'ar-Ambe(+20)
Agriculture(+14)
Spirit Magic(+3)
Culture(+7)
Healing Magic(+7)
Diplomacy(+6)
Religion(+4)
Beast Taming(+4)
Kratiya Culture(+3) P

-In Progress-
Destructive Aura 10/15

-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.
Iron Palm Technique: Punches are now as tough as iron and can crush rocks and dragons. [When defending against the dragon, roll an extra die. Add

2/3 the total of this die to your combat total]
Healing Aura: An aura that heals basic cuts and bruises at a much faster rate than normal healing. Also seems to effect the land and causes growth

and healing for plants.


-Discovered Groups-
Stangalli
Mages
Lizardmen(NPC)
Fishmen(Aboleth)
Kratiya(known from culture)

Actions:

>Elder Kogka has spoken to the other Elders regarding training outsiders, and they think this is a great opportunity for both training and a tournament. Elder Kogka quickly rushes to the Stangalli to ask if they would like to setup any food or drink stands. .After all training makes people hungry and thirsty. Meanwhile the Apes begin to prepare the area outside their village for martial arts training and also for the tournament. We need some stands and also a fighting ring, even if it is primitive.
Use Actions 1 and 2 on this.

>The Apes also agree to setup a stand in Stangalli's Bazaar where they will have energizing Power Plums and regular fruit to trade or sell.
+6 Diplomacy bonus
>>
Rolled 74, 45 = 119 (2d100)

>>2004467
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)

-----
Stability: Very Content
Food: Moderate
-----

--Government--
Council of Misers (+3 culture, +2 currency)

--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
Voltshrooms
Tobal Voltsticks™
--Development Bonuses--
+5 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+17 Economy
+11 Culture
+4 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+9 Art
+4 Lightning Magic
----
Contacts:
Apes
Mages
Aboleth
Fishmen
Birdmen
Razgriz
----
In Progress
Air Bubble [4/10]
Trading Places [7/20]
A Bizarre Bazaar [2/5 Civs]
----
Other
Nearby Hot Springs
Hero Unit: Tobal Ko'Stangal

Actions
>If we help the Apes with this tournament, we will have connections and contacts with almost every race in the land... Send a delegation of builders, merchants, general servants, and a few smooth talking diplomats. Oh, and make Tobal go with them. He could use the experience dealing with other races. We will help the Apes in any way we can! (+28)
In the Heart of the Bird Tribes......
"Good friends! Have you heard word of the upcoming tournament? It is to be hosted by the Apes! Weren't they the ones who defeated you in single combat? Repeatedly? Who will watch you as you defeat your foes before them? Who you can impress with your feats of strength and skill? Well that doesn't matter. What does matter, is that we Stangalli have no chance to win in this tournament. What we do have, is resources, connections, and power. So let us trade!
>You will send a Warrior to represent the Stangalli People, and we will give you money and technology! Our Windcarts race across the plains, and fine Stangalli Voltsticks allow work even when the sun leaves the sky! Not to mention any small crafts and knick-knacks you might desire. Stangalli merchandise for a Bird's warrior strength. Can we strike a deal here?" (+48)
>>
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Rolled 69, 86 = 155 (2d100)

>>2004467

Turn 29

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

--Government--
[Sovereignty] - (+7 military, +7 organization, +2 construction)

--Resources--
+6 stone tools
+3 slings
[Simple Mortar]
[Concrete]
[Dragon Preparation 1/1]

--Projects--
[Great Dome 1/20]

--Development Bonuses--
+8 craftsmanship
+2 herbology
+3 hunting
+15 construction
+2 fortification
+7 mining
+5 architecture
+2 chemistry
[+3 Kratiya Culture]

...

> Before work on the Fortress Citadel even begins, the Begraven are faced with a dilemma: What should the layout and structure of their masterwork be. After many days of an immensely convoluted, and intentionally misleading design consisting of compacted, knotted networks of angular hallways, redundant rooms, the occasional critical path connecting to one of the vital rooms of the fortress. Some of these paths are further obscured through the use of an array of clever architecture tricks, resulting in an array of optical illusions (A wall covered in a geometrical pattern may appear blank when observed from one angle, but is revealed to be have a passage built into it when observed from a different angle). The main problem with this design philosophy is not the Begraven's ability to navigate through it, but rather the act of balancing to desired effects against the economical use of space. The giants waste no time in trying to resolve this hurdle, getting to work immediately. [Labyrinthine Design Philosophy] (0/x)

> The giants continue working on the [Great Dome] project.
>>
>>2004617

> "After many days of ..."

There should be a "... discussion and argumentation ..." on the tail end of that...
>>
>>2004620

And a "..., the giants settled on ..." after that...
>>
Rolled 17, 24, 67 = 108 (3d100)

>>2004467
-----
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]
[Resource: Elemental Gems]
[Elemental Golems]
[Ironwood]
Mud Golems
Mage Tower

--Projects--

[Ride the Lightning 1/2]
[Iron Giant 24/25]
[Grey Cloak Army 14/25]
[The Left Hand 8/12]

--Development Bonuses--
[+9 Magic Control]
[+6 Alchemy]
[+4 Agriculture]
[+1 Fortification]
[+2 Magic Contstruction]
[+10 diplomacy]
[+5 Animal Handling]
[+1 Education]
[+4 Culture]
[+7 Millitary]
[+5 Enchanting]
[+20 Magical Superiority] Extra Die
[+3 bards]
[+3 Kratiya Culture (P)]
---Known Civs---
Apes
Marines
Stangalli
Orks
Bacatia

Action 1: Honestly the training of the grey cloaks will take a while and I'm running out of jokes to tell so instead I'm just going to be boring. While the mortal aspects of the Greycloaks refine the final touches of training, The artificer guilds work tirelessly to flood their ranks with rock hard elemental Golems that probably shoot lighting because hell most Civs these days wear metal armor. +56 (+9 Magic Control, +6 Alchemy, +2 Magical Construction, +7 Military, +5 Enchaining, +4 Magic, +20 Magical Superiority, +3 Bards)

>Action 2: If all goes according to plan then the left hand would have been formed. The final stages of the violet city infiltration is set in motion and the stain that is that permanent god damned culture bonus is one step closer to being removed. +67 (+9 Magic Control, +4 Magic, +9 Culture, +5 Enchanting because Bards, +20 Magical Superiority, +10 Diplomacy, +7 Military, +3 Bards, )

Magical superiority bonus action: Well if it hasn't been done yet, Embed as many fire attuned elemental gems into the Giant Golem cause that's kind of important. And just for the hell of it, Build an alchemy processing unit in it's heart for a future project I have in mind. I don't have any magical weaponry researched YET but rest assured there's a reason I made it able to take upgrades. +58 (+9 Magic Control, +4 Agriculture, +6 Alchemy, +4 Magic, +1 Fortification, +7 Military, +5 Enchanting, +2 Magic Construction, +20 Magical Superiority)
>>
Rolled 47, 91, 32 = 170 (3d100)

>>2004467
Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
Kratiyas Maximus (+3 culture)
-----

Stability: Rejoice!
Food: Abundant

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

--Relations--
Crabmen - Known
Everyone on the continent - Known

--Resources--
Fish, lumber, copper, emeralds, Stone, Violet Brick, Silver (d), Tin (d)

--Development Bonuses--
Fishing +3, +4 Shipbuilding, +3 Art, +6 Music, +4 Architecture, +3 Culture, +5 Education, +4 Agriculture, +10 Construction, +4 Psychic Power, Kratiyan Culture +20
[The City of Violet Brick] - Every civilization in the world gains a permanent [+2 Kratiya Culture]. When you roll to influence someone's culture, roll an extra die. 1/3 the value of this die becomes a bonus added to the first die.

1. Psychic Communion 5/15 +57

Professor Czerkia switches tracks. Most of her research had been done in a controlled, clinical environment. Instead, she puts out a call to numerous other fields. She approaches artist's guilds, construction companies, and fishermen crews. She looks for Gobyrs and Kratiyans and instructs them to better open their psychic communication. Her theory is that there is an inherent link between people in similar groups and trades and that by tapping into this she could find out how to manufacture the bonds needed for Communion instead of needing to find individuals naturally on the same psychic frequency.

2. Initiate Diplomatic Relations with the Crabmen +57

Diplomats are sent some Kratiya with the cultural goods and services that had done so well in earning the Goblins trust. Both Goblins and Kratiyans alike make the trip.

3. Develop Currency +45

The discovery of copper and silver brings to mind a need for a more stable currency than shells and fish scales. Proper coinage had always been possible with the Goblin copper mines, but silver adds a new denomination to the currency that strengthens both its value and reduces the potential for exploitation and counterfeiting.
>>
Rolled 56 + 82 (1d100 + 82)

>>2004467
TURN 29

Kobold Confederacy - Light Blue
-Stability: very content
-Food: plentiful
---Traits---
-Confederate Tribes (+2 organization)
-Dragon Gods (+2 religion)
-Cunning (+2 traps)
---Government---
-Elder Council (+5 culture)
---Resources---
Knowledge of Dragon Tongue, copper, fish, lumber, Rubies, sabertooth fur and teeth, stone
---Projects---
Ongoing:
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Lumber Camps 7/7], [Smelters 7/7], [Stone Pits 5/5]
---Development Bonuses---
+13 construction, +11 craftsmanship, +4 culture (Debate), +3 culture, Kratiya(P), +3 diplomacy, +5 Dragonwrought, +4 Lokharic Language, +2 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +4 metalworking, +8 mining, +6 organization, +9 religion, +5 traps
---Diplomacy---
Discovered - Dwarves; Travel agreement - Kratiya, Trade - Fawns

ACTION 1: BUILD PUBLIC GARDENS - The Kobolds are social creatures and for the first time they have the breathing room for a mild respite. They have had no real gathering places, nowhere to be in repose. Tribal projects were handled in the service of utility, but now with the basics in place there is a sore lack of a place to host a proper celebration. Each tribe sets aside a comely patch of land, modest but serviceable, with sunning rocks and springs and a good array of berry bushes and fruit trees and the like, wildflowers in abundance. They begin to cultivate these areas, putting up fences of wood and stone, sometimes decorating the entrances with gates of copper. Shrines are raised, walking paths laid, clever mechanisms built for granting shade and protection from the wind. Kobolds take to walking in the gardens as they conduct business, discuss tribal matters, and engage in debate. Priests begin to give sermons here, and elders address crowds and hold councils in the open as often as not. Learned Kobolds lay out the paths in puzzles, plan for hedge mazes to provide entertainment to their minds that are reminiscent in ways of the caves of dragons, build places to sit and hold long conversation or negotiate on matters of business. Diplomats are consulted on how to best appease foreign cultures. But the Kobolds are new to cultivation, and many gardens remain bare for long periods despite their best-mustered nature magic.

(Bonuses: +13 construction, +11 craftsmanship, +4 culture (Debate), +3 culture, Kratiya(P), +5 Dragonwrought, +4 Lokharic Language, +2 logic, +3 magic (control), +5 magic (nature), +4 metalworking, +8 mining, +6 organization, +9 religion, +5 traps?)
>>
Rolled 67 + 71 (1d100 + 71)

>>2004892
ACTION 2: CREATE FARMS:

The Kobolds have never been farmers, but having seen the benefits of stability for other settlements now seek it for themselves. The tribes stake out claims on good farmland, clear out wildlife and trap sabertooths, lay boundary stones and markers, and with much arguing and reasoning and squabbling and intercession of elders and diplomats split up good chunks of land along the river's fertile banks. They cultivate various different wild grains and plants as they have seen others do, first clearing ground and laying fertilizing ash with fire magic and then using nature magic to seek out the best seeds and plant them. They divert streams into simple irrigation systems, their designs all guesswork, and beseech the gods for rain and a good harvest. This is quite strange for the tribes, but they do their best to adjust.

(Bonuses: +13 construction, +11 craftsmanship, +4 culture (Debate), +3 culture, Kratiya(P), +5 Dragonwrought, +4 Lokharic Language, +2 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +6 organization, +9 religion, +5 traps?)
>>
Rolled 77 (1d100)

>>2004467
TURN 29
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
Eldritch Gestalt (+3 Chaos Magic)
-----
Stability: Very Content
Food: Plentiful

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

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

--Resources--
Fishmen Armies [roll an extra die in combat. Add the value to your total combat roll when the battle takes place in water. Add 2/3 outside of water]
Enslaved Fish People
Lesser Chaos Node
Fish, Shellfish, Copper, Tin, Stone, Kelp, Swiftweed, Dreamstones, Jewel Coral, Gold, Carbonates
[needs development] Mudoil
Ui'haki-Xa Enchantment
"Small Favor from the Aratoa" 2/2
Gold-Curse Statue 0/1
Dragon's Favor 1/1 [May be used in combat to add 100 bonus points to your combat total]
Stangalli Trading Post [1/1 free trade action (for the fishmen) with any civ that has discovered Stangalli]

--Settlements--
Xi'ati-Yi'hlotep
Xi'ati-Uix'lotep
Xi'kai-Yi'hlopek
Xi'kai-Ux'lopek
Xi'kai-Qi'lopek
Xi'kai-Ux'hlotep
Xi'kai-Qui'lopek
Xi'kai-Xui'lopek
Xi'kai-Xui'lotep
Xi'kai-Qui'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 (Fishmen High Priest)

--Contacts--
Lachstagen (dreams/visions)
Stangalli (trade stall)
Aratoa (send tin)
Birdmen (boundary agreement)
Illithids (scouted)
Faeries (scouted)
Kratiya (rumors)
Apes (receive martial)
Mages (rumors)
Razgriz (encountered)

--Development Bonuses--
+20 Influence of the Hive Mind
+17 Chaos Magic
+5 Divine Power
+5 Psychic Power
+9 Enchanting
+4 Construction
+6 Organization
+7 Expansion
+3 Kratiya Culture (P)

--Action 1--
> After meeting the apes, the fishmen and thier friends are invited to train under the apes at the spirit tree to learn martial arts. So, the aboleths send thousands upon thousands of fishmen to the apes' spirit tree to enhance thier martial ability. The fishmen will eventually come back home to expand this training into thier own style of martial arts (something similiar to krav maga), but for now take this opportunity to learn from the apes. Massive amounts of fishmen pour out from the river bank in droves to enhance thier martial skills at the spirit tree. The area becomes a sea of fishmen, all ready to learn how to fight. The aboleths expect the fishmen to stay there as long as it takes to be competent warriors.
>>
Rolled 39, 3 = 42 (2d100)

>>2005015
-- Action 2 & 3 --
> The fishmen start a massive housing project to house every natural born and cloned fishmen. Huge coral structures are built across the empire that house fishmen in one room government owned housing projects. This greatly expands out the fishmen cities turning the existing cities into massive swaths of civilization. The cities' surrounding areas are converted from coral reefs and abyssal plains to massive urban sprawls. To make room for the rapid expansion, six more city settlements are constructed. [see map] (+76)

> The fishmen build a mudoil mine and use this new resource to create a massive underwater forge in Xi'kai-Ux'hlotep. (+25)
>>
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>>2005017
Settlement Map
>>
>>2005015
It sounds like my action 1 training became a future world event. If my action 1 is no longer valid, replace with:

> After successfully training under the apes, the fishmen expand the nation's combat training to include the creation of thier own martial arts style that focuses on unarmed combat and weapon fighting (similiar to krav maga). The style focuses on disarming and killing the opponent as quickly and effectively as possible, so "dirty" tactics are encouraged. All fishmen in the nation are required to learn this martial art and it becomes an integral part of the society. All fishmen follow a daily training regiment that is tough and disciplined.
>>
Rolled 33, 45, 81 = 159 (3d100)

>>2004467
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
Industrious (+3 engineering)
-----
Stability: Rejoice!
Food: Plentiful

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

--Resources--
Dwarven Alcohol, Mushroom Maragaritas
Furs, Leather
Stone and Marble
Copper and Steel
Glass
Manastone
Wild Tentacle Beast 1/1

--Development Bonuses--
+3 Kratiya Culture
+3 Dwarven Culture
+4 Runic Language
+8 Organisation (The Marble Laws)
+6 Expansion
+4 Agriculture
+6 Brewing (Brewery)
+20 Dwarven Industry (Smelter, Mines, Great Quarry)
+5 Forging (Dwarven Forge)
+12 Engineering
+5 Mining
+4 Chemistry

+10 Military
+1 Tactics
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+5 Springbows (Iron Scorpions)
+7 Armour (Steel Armour)
+4 Rangers
+4 Anvil Warriors

--Other--
The Dragon Gate of Dromadhur: When defending, roll an extra die. Add 1/2 the value of this die to your battle total. When defending against dragons, add the full value.
Fucking Dragon on the Roof
-----

1. The success of Brok Avar inspires other dwarves, and although few are so eager to go aboveground for a new home, many are willing to search for a new location under the mountains around Dromadhur. Tunnels begin to spread in every direction, in search of new metal deposits, precious stones, convenient caverns, or anything else which might make a good place for a new hold. (+19, expansion, organisation, mining)

2. With the new hold established there is a new chief to rule it. Dromadhur is the true dwarven hold however, and must always remain the centre of our people and culture. As such, we will call the chief of Dromadhur King, and they shall be King of all the holds. (+18 dwarven culture, organisation)

3. Exploration of the deep caverns continues. Who knows what wonders will be found in the depths? [Deep Dive 4/7] (+23, anvil warriors, mining, expansion, organisation)
>>
Rolled 36, 98 = 134 (2d100)

>>2004453
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] [Saltpeter] [Potash] [Black Powder]

--Development Bonuses--
[+4 pontoon boats] [+3 leather working] [+5 Longhouse] [horn instruments: +2 organisation +2 music] [+6 metal crafting]
[+4 Flamberge] [+4 construction] [+2 Craftsmanship] [Bows +3] [+7 explosives] [Water Hoofs]
[Ui'Haki-Xa Enchantment (Optional +50 to combat)]

--In Proggress--

Cannons [15/25]
Fancy helmets [?/?]

Action 1: Cannons shall prove a mighty useful tool against infidels on our upcoming crusades! Abbo Vult!
Action 2: but whats a crusade without cool but weirdly shaped helmets? begin work on strangely shapes helmets! be they Pyramid, Bucket, or Even Lampshade shaped! they shall strike fear into the hearts of our foes, awhile also protecting our heads!
>>
Rolled 93, 8, 24 = 125 (3d100)

>>2004467
TURN 29
-----
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, Bloodstones, Aratoa pow 3, Draconic Bloodstone 1/1, tin, Gold curse statue.

--Projects--
[Cursed Statue Reverse Engineering 2/12]
[Blood Altar 5/12]

--Contacts--
>-Met-
Fishpeople
Razgriz
Stangalli
Orcs
>-Known-
Mages
Apes
Birdmen

--Development Bonuses--
[Aratoa Warriors] - Roll an extra die in combat. Roll 2/3 the total of this die to your total combat roll
[Stangalli Trading Post 1/1] - Free trade action with any civ that has discovered Stangalli

> +20 Legacy of Bacatia
> +10 bonus to any rolls involving trade with another civ
> +9 construction
> +3 leadership
> +5 Culture
> +5 Warrior tradition
> +4 Agriculture
> +3 Kratiya Culture (P)
> +3 Military
> +2 Diplomacy
> +1 Economy


--Actions--
1) The Aratoan detachment meets the orcs at the beach south of Razgriz and takes the vial off them and unloads the blood stones from a boat.

2) Farhad grimaces at the parchment. The Sanguin Ink still doesn't dry off quickly enough. Well it'll have to do. Tilting his chair back and falling... through a pool of blood?, yes this motherfucker cray cray, landing safely just outside the Sacrifical altar. Hes somewhat impressed with the work they have managed to do so far, but praises are no way to motivate a crowd. "What the fuck are you donkeys doing." He sneers and starts to give the Aratoas detailed instructions and showing the foremen the exact measurements and forms of the circles and runes, leaving the parchments with them before tilting his chair back through another conjured pool of blood.
+40; Legacy of Bacatia, Construction, Leadership, Culture;

3) As per diplomacies between Bacatia and Razgriz, General Zardum of the Dinnan and the Aratoa armed forces make their way to the Razgriz camp to receive train in the Imperial art of warfare.
>>
>>2006067
>receive train
>train
training.
no train up vampire ass please
>>
>>2006204
Hi. XD
>>
>>2006204
My apologies for posting in the wrong thread. I was reading this one because it was interesting.
>>
>>2006209
You on discord mate?
>>
Race Name: Gnomes (Wandcrafters)
Color: Navy/Deep Blue
Location: Will post in pic (Between the Crabkin and the Mages)
Government: Elder Council
Fluff: As the name suggests, the Gnomes of the Leylis pride themselves on the crafting and usage of wands, an art which according to legend was passed down by the first Gnomish father and shaman. Over time, their numbers and families grew until they could consider themselves a proper tribe, passing on the art of creating and using wands from generation to generation. They may not be the most powerful or wondrous of sorcerers or mages, but their wands give them stability and uniformity, and they take pride in finding new and clever ways to craft and apply their wands to further the tribe. A Gnome who cannot use a wand is no Gnome at all.
>>
File: Location here.jpg (1.53 MB, 3027x2270)
1.53 MB
1.53 MB JPG
>>2007482
>>
Though a young race, the gnomes ever are an inquisitive one. They are inventors of a different sort, incorporating magic and wands into their designs, thinking of new and innovative ways to use them.

They are also a curious race. There is a rumor among the tribe of a gathering of many brave warriors from far off lands, a "tournament" to be held in an ancient and powerful land far beyond.

A brave gnome among them, goes out on a long journey, to see and find if this rumor is true!
>>
>>2004499

ORCS

You trade to the Bacatia several vials of orcish blood. Don't worry, the orc that donated won't miss it. In return, you recieve bloodstones - sure to be helpful in powering your magik weapons. [Resource: Bloodstones]

Meanwhile, the Orcish Imperium marches toward ultimate completion. Big Orc comes up with a great strategy for dealing with those that speak out against him: he kills them. This is considered a great act of compassion by his fellow orcs, because when you kill your enemies, they win. [Orcish Imperium 6/15]

>>2004539

FAUNS

The giant boars are as fierce as they are rideable. While they don't have as much endurance as a horse, they have a tremendous weight and stopping power, not to mention their capacity for bearing or pulling heavy loads - more like a bull than a boar. The nature magic imbued in their hides makes them somewhat resistant to spells. [Boar Enhancement 7/7], [+3 nature magic, +3 beast taming, +2 agriculture]

[Resource: War Boars] - In combat, roll an extra die. Add 1/3 the value of this roll to your combat total.

A work group of Fauns arrives at Kratiya. Their mastery of nature magics makes short work of the silver vein. [Kratiya Silver Mine 4/5]

>>2004544

LIZARDMEN

Ironwood tools and magic make for a variety of weapons. The material is useful in that it can be worked while cold, unlike metal. [+3 ironwood weapons]

Work continues on reigning in the power of the ley lines...[Land-Awakening 17/25]

Work begins on studying the dark temple and its former one-eyed denizens. There are many written pictographic records on the walls which may prove to have useful information, though you first need to translate the language. This might take a while, but the scholars of the hermitage are up to the task. [Mystery of the Ruins 5/30]

>>2004561

RAZGRIZ

After a series of unfortunate events, the quarry is finished! By the 9 Hells, Razgriz himself would've gotten frustrated by this one. [Quarry 5/5], [resource: stone], +4 construction, +2 craftsmanship

Note: Irrigation project reduced to [4/12] due to availability of stone and additional bonuses.

Noting the lack of skills of the crew, Engineer Mikhail is placed in charge of whipping them into shape. If they're going to build a new home, they need to know how to build, dammit. [+4 carpentry]
>>
>>2004577

APES

A grand setting is prepared for the tournament, fanciful enough that the Apes impress themselves with their abilities. Fallen leaves from the spirit trees are used to build great awnings and tents that provide shade for the large numbers of guests. Wood and bark products from the forests are used to construct seating. The combat arena is constructed of solid stone carried from the mountain slopes and beaten flat by repeated uses of the Iron Palm. (+4 culture, +3 diplomacy, +2 construction)

You set up a stall in the Stangalli bazaar. The power plums are quickly a favored treat of the shoppers and merchants. The Apes display feats of strength to attract customers. [+1 diplomacy]

Stangalli Trading Post 1/1 - Free trade action with any civ that has discovered Stangalli

>>2004614

STANGALLI

Tobal successfully leads a Stangalli delegation to the newly constructed training center. It's quite...natural...shall we say, but oddly aesthetic. The Stangalli quickly dress it over in colorful shades of voltsticks and being preparations for refreshments...including a cash bar, of course. [+2 culture, +2 economy, +2 diplomacy]

The chieftain of the nomadic tribes is the one that takes up the Stangalli on their offer, especially after he learns he'll have a chance to get back at the Apes. Their strongest warrior - more than twice the height of the highest Stangalli - is fitted for battle. They will represent you in the contest in exchange for Windcarts and several crates of voltsticks. [+5 diplomacy]

>>2004617

BEGRAVEN REUS

Note: please list this bonus under your government so I don't forget as I process the turns:
All rolls involving construction projects cannot fail; you will gain at least 1 progress point. Completed construction projects are likely to improve stability.

Possibly the greatest challenge of all is keeping track of how 'sighted' creatures of the open will perceive the labyrinth as opposed to their more holistic echolocation senses. [Labyrinthine Design Philosophy 5/15]

The Great Dome grows greater! [Great Dome 6/20]

>>2004672

MAGES

That's okay, I'm running out of clever responses. The artificers do a bang-up job pounding out the golems. [Grey Cloak Army 18/25]

The Left Hand is completed! [12/12], [+5 espionage], [+3 diplomacy], [+2 culture], [+2 dark magic]
The Left Hand will subtract 5 points from any subterfuge roll DC.

You finish the FUCK out of that golem with the foundation for an alchemical processing unit and a power core with a bunch of fire elemental gems that do not pose any safety hazard whatsoever [+5 magic control, +5 enchanting, +5 magic construction, +3 alchemy]

[Iron Giant] - Roll an extra die in combat. Add 1/2 this value to your combat total. The Iron Giant cannot be stolen.
>>
>>2004730

KRATIYA

The professor's change in strategy works well. Great strides are made in improving the communion's synchronization by grouping together people from similar walks of life. [10/15]

The Crabkin greet the Kratiyan delegation with a great show of respect. An honor guard decked-out in coral pink armor locks claws and salutes with strangely enchanted green-blue coral rods. The armor itself flickers with its own kind of magic.

The Crabkin Empress is pleased to make your acquaintance and is happy to note the presence of other...civilized, shall we say...nations. Your gifts are accepted with great aplomb. Matching suits of coral armor are gifted in return, sized for a Kratiya and a Goblin for each of the consulates. The armor isn't very comfortable - is usually rests against a crab's outer natural shell - but is sure does look snazzy!

Relationships with the crabkin are off to a healthy and cooperative start. They note to you interest in both your emeralds and silver, as well as any other rare ores or stones you come across. They themselves have access to pink mana-coral, armor and weapons made from the stuff, and gold. Seafood aplenty, too. [+5 diplomacy]

A mint is constructed near the consulate to produce standardized currencies. Silver coins are slated to become the chief currency of the consulate, pending the mine being finished, that is. [Which will probably be next turn] [Coinage 4/5 (resource locked)]

>>2004892

KOBOLDS

The Kobolds begin construction on public gardens to foster the communal spirit of the people. [Marven Gardens 5/7]

Meanwhile, in the same vein of thinking, the confederacy begins work on a system of farms, with simple irrigation systems that mimic what they've seen elsewhere. The project is successful in creating a stable food source, but could be dramatically improved with better techniques. [food: abundant], [+4 agriculture], [+1 construction]

>>2005015

ABOLETHS

Now that their control of the seas is well established, the Aboleths continue long-abandoned work on their distortion field, an act of powerful mind and mana-bending magic. [9/40]

Meanwhile, the fishmen, at the direction of High Priest Qi'aki-Uix'lotep (at the direction of the Aboleths), begins construction of a massive housing project to accommodate the extremely rapidly growing population of fishmen. This will help to avoid societal instability as well as create a fixed underwater infrastructure. [Mass Housing 5/25]
Note: Settlements are marked on map and under construction. They will expand upon completion of project.

The fishmen begin to mine the mudoil in order to fuel a new underwater forge in the capital. The logistics of mining underwater prove to be challenging. [Mudoil Mine 2/12]
>>
>>2005028

DWARVES

The dwarven race is growing bolder. With each new step they take above ground, their confidence increases. Prospecting runs wild and sends veritable armies of dwarves scouring about in the foothills of Dromadhur. The lands between Domadhur and Brok Avar are well tamed but little of note is found thus far. [+3 expansion]

The sudden rise of a second center of dwarven activity spurs the development of a new political philosophy to form the backbone of future dwarven expansion. [Mountain King 3/15]

The spelunking is the dark twin sister of the aboveground prospecting. The dwarves delve deeper, until one day, when a lucky dwarf chisels a rock in just the right way.

The wall collapses, and the small mining team is covered in a red glow. Heat washes over their bodies. They peer through the hole they created, still suspended by ropes from the ceiling of their mining shaft.

A massive cavern on a scale which they've never before seen expands before them, so far they cannot see the other side. Below - far below - is a glowing red lake of rock so dang stinking hot the stuff flows like water. Above, tucked into the stalactites that pockmark the ceiling, are sparkling stars - gemstones! [resource: diamonds], [resource: magma], [+5 mining]

>>2005656

LACHSTAGEN

I'm a chargin muh cannon! [17/25]

The Lachstagen begin constructing helmets - except each warrior is to make his own helmet. They take their inspiration from the nightmarish visions of the sea gods. [+5 Demon-Mask Helmets], [+2 metal crafting]

>>2006067

BACATIA

Trade with the orcs is successful; you acquire enough of their blood to create an elixir. [Resource: Orc Blood]

Fear of Farhad strikes new motivation into the hearts of the Aratoa workers. Their hands are shaking a bit too much to carve the runes very well, requiring several attempts to get them right. [Blood Altar 8/12]

The Aratoa, under the direction of the Bacatia, successfully begin a joint training project with the Razgriz.

>>2007482

-----
Gnomes - Navy Blue
Traits:
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
-----

Stability: neutral
Food: Low

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

--Contacts--
-none-

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
-none-
>>
File: Map30.jpg (4.88 MB, 3027x2270)
4.88 MB
4.88 MB JPG
BEGIN TURN 30

World Event: The Apes, with the help of the Stangalli, have arranged a great gathering of champions to determine the strongest fighter in the world. It will be a gathering of peoples and cultures the likes of which has never before been seen!

To participate in the tournament, you must spend at least 1 action this turn 'preparing' or 'sending' a champion to compete. You may send a delegation or single warrior at your discretion for your fluff, this makes no difference. You may also attend the festival without putting forward a champion, or not attend at all. Participation is optional.

On turn 30.5 each player participating in the tournament will roll 3d50 and add any applicable bonuses to their combat total, including magic, weapons, armor, etc. Fights are conducted in a 1v1 scenario, therefore, no combat bonuses relating to projects or armies can be used.
>>
Rolled 86 (1d100)

>>2007694
TURN 30
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
Eldritch Gestalt (+3 Chaos Magic)
-----
Stability: Very Content
Food: Plentiful

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

--Projects--
Mudoil Mine 2/12
A Mind of their Own 5/15
Mass Housing 5/25
Distortion Field 9/40
Knocking on Heavens Door 0/100

--Resources--
Fishmen Armies [roll an extra die in combat. Add the value to your total combat roll when the battle takes place in water. Add 2/3 outside of water]
Enslaved Fish People
Lesser Chaos Node
Fish, Shellfish, Copper, Tin, Stone, Kelp, Swiftweed (stamina and mana recovery), Dreamstones, Jewel Coral, Gold, Carbonates
[needs development] Mudoil
Ui'haki-Xa Enchantment
"Small Favor from the Aratoa" 2/2
Gold-Curse Statue 0/1
Dragon's Favor 1/1 [May be used in combat to add 100 bonus points to your combat total]
Stangalli Trading Post [1/1 free trade action (for the fishmen) with any civ that has discovered Stangalli]

--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 (Fishmen High Priest)

--Contacts--
Lachstagen (dreams/visions)
Stangalli (trade stall)
Aratoa (send tin)
Birdmen (boundary agreement)
Illithids (scouted)
Faeries (scouted)
Kratiya (rumors)
Apes (receive martial)
Mages (rumors)
Razgriz (encountered)

--Development Bonuses--
+20 Influence of the Hive Mind
+17 Chaos Magic
+5 Divine Power
+5 Psychic Power
+9 Enchanting
+4 Construction
+6 Organization
+7 Expansion
+3 Kratiya Culture (P)

--Action 1--
> After meeting the apes, the fishmen and thier friends are invited to train under the apes at the spirit tree to learn martial arts. So, the aboleths send thousands upon thousands of fishmen to the apes' spirit tree to enhance thier martial ability. The fishmen will eventually come back home to expand this training into thier own style of martial arts (something similiar to krav maga), but for now take this opportunity to learn from the apes. Massive amounts of fishmen pour out from the river bank in droves to enhance thier martial skills at the spirit tree. The area becomes a sea of fishmen, all ready to learn how to fight. The aboleths expect the fishmen to stay there as long as it takes to be competent warriors.
>>
Rolled 66, 93 = 159 (2d100)

>>2007714
-- Action 2 & 3 --
> The fishmen continue thier massive housing project to house every natural born and cloned fishmen. Huge coral structures are built across the empire that house fishmen in one room government owned housing projects. This greatly expands out the fishmen cities turning the existing cities into massive swaths of civilization. The cities' surrounding areas are converted from coral reefs and abyssal plains to massive urban sprawls. (+76)

> The fishmen continue to build a mudoil mine and use this new resource to create a massive underwater forge in Xi'kai-Ux'hlotep. (+25)
>>
>>2007714
86+6(organization)+3 (culture)= 95
>>
Rolled 90, 95 = 185 (2d100)

>>2007694
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)

-----
Stability: Very Content
Food: Moderate
-----

--Government--
Council of Misers (+3 culture, +2 currency)

--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
Voltshrooms
Tobal Voltsticks™
--Development Bonuses--
+5 Farming
+3 Industry
+7 Fortification
+3 Construction
+7 Diplomacy
+19 Economy
+13 Culture
+4 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+9 Art
+4 Lightning Magic
----
Contacts:
Apes
Mages
Aboleth
Fishmen
Birdmen
Razgriz
----
In Progress
Air Bubble [4/10]
Trading Places [7/20]
A Bizarre Bazaar [2/5 Civs]
----
Other
Nearby Hot Springs
Hero Unit: Tobal Ko'Stangal

Actions
>The Tournament is at hand! Send Takmek to show the world the glory of the Stangalli State!
At the Mage College...
The Stangalli delegation step out of their Windcarts and bow before the greeting Mages.
"This is a historic moment. No race in history has had the powers we are creating here to today. With our combined magics and crafts, we will create a way of transportation like no other!
>Let us begin the Airships!" (+14)
>>
Rolled 20, 4, 76 = 100 (3d100)

>>2007694
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Kensho(+3 meditation/combat)
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)
Mana Bananas
[Dragon's Favor 1/1 - May be used in combat to add 100 bonus points to your combat total]
Spirit Tree[When defending, roll an extra die. Add 2/3 the value to your combat total]

--Development Bonuses--
Military(+6)
Hand of H'ar-Ambe(+20)
Agriculture(+14)
Spirit Magic(+3)
Culture(+6)
Healing Magic(+7)
Diplomacy(+9)
Construction(+2)
Religion(+4)
Beast Taming(+4)
Kratiya Culture(+3) P

-In Progress-
Destructive Aura 10/15

-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.
Iron Palm Technique: Punches are now as tough as iron and can crush rocks and
dragons. [When defending against the dragon, roll an extra die. Add 2/3 the total of this
die to your combat total]
Healing Aura: An aura that heals basic cuts and bruises at a much faster rate than

normal healing. Also seems to effect the land and causes growth and healing for

plants.


-Discovered Groups-
Stangalli
Mages
Lizardmen(NPC)
Fishmen(Aboleth)
Kratiya(known from culture)

Actions:

>With the Fishmen and others coming to train and the upcoming tournament a wise Ape mentions that we should probably setup some sort of security. After all we don't know many of these people. We'll use Big Sam and his Behemoth family along with some Apes to keep an eye on the perimeter of the village and especially our Spirit Tree

+20 Hand of Harambe +3 Big and Strong +3 Kensho +4 Beast Taming = 24 Bonus

>As promised by Elder Kogka the day for the Fishmen's training has come. He expects a large gathering of Fishmen and potentially some others. It should be an interesting event. The lesson has been planned and its time to train.

+20 Hand of Harambe +3 Big and Strong +3 Kensho +6 Culture + 9 Diplomacy = 41 bonus

NOTE: Everyone is welcome to come to this. Up to +10 Close Combat bonus depending on your roll.

>Oh dear we forgot that some outsiders take pride in things like trophies and will expect something for winning this tournament. Maybe we can craft a wooden trophy? Or maybe we can search the spirit world for something of value...? We better scramble something together or people may not be happy.

+20 Hand of Harambe +4 Religion +3 Spirit Magic +2 Construction +3 Spiritual = 32 bonus
>>
Rolled 62 (1d100)

>>2007694
>>2007694
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/Hunting)
Poison Control (+3 Poison knowledge)
Swamp Masters (+3 Exploration/Expansion)
-----
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
Strongarm Begonias
Deathweed
Ironwood
Monster Menagerie - When defending, roll an extra die. Add 1/2 this value to your combat total
Poisonspitters
Swampstalkers
Festerbeaks
Greatmaws
Web-Walkers (Silk)
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

--Constructions--
Hill-home Settlement
-Foundation Totems
Black-Bog Hermitage
Trapped Territory

--Rituals--
Beast Bonding Ritual

--Projects--
[Lands-Awakening Ritual 17/25]
[Mystery of the Ruins 5/30]

--Development Bonuses--
+20 Ranger caste
+8 Rangers
+9 Beast taming
+3 Ironwood Armour
+3 Ironwood Weapons
+1 Camouflage
+6 Shamanate
+3 Poison knowledge
+14 Herbology
+10 Magic control
+10 Nature Magic
+2 Water Magic
+5 Magic Defense
+8 Construction
+1 Expansion

--Culture Penalties--
+3 Kratiyan Culture (P)
-------------------------
Actions:

>On the outskirts of the Lizardman domain two figures talk in the darkness. "Listen Arrow-Carver, this is an oppurtunity. One I can't pass up." The tribeslizard stares the other in the face. "How do you even know that the other tribes want us dead? I mean the prtectors hushed up Stalks-in-Shadow after he met the explorers. What if they were friendly?" The second Lizard, Arrow-Carver paces back and forth, long prehensile tail swishing.
"But this -Tournement- may just be a trap to lure us out of our home ground. I'd hate for you to be the only one to die of this folly when no-one has to"
"This isn't your decision to make, Yellowback and I are going and you can't change my mind." The Lizard turns on her heel, clicks her tounge to summon her Poisonspitter and strides off south: Towards the flat land. Arrow-carvers face is a mask of consternation.
"White-Tip wait!?" He calls, but she doesnt respond. "I can't let our hatchlings grow up without a mother. I know you have your herb-pouch, but please take this. Eyes-of-Mist and I made it for the conclave." Arrow-Carver produces a small totem, about the size of a clenched fist, attatched to a lenght of cordage. "It will protect you. Eyes-of-Mist created i expressly for that purpose. Just, if you must go, don't take it off?" His face settles into a gentle expression. He turns his back on his mate and returns to the warm, inviting lights of hill home while White-Tip embarks on a quest to see every race the wide land has to offer. And then fight them. [+65] (+8 Ranger, +9 Beast taming, +6 Ironwood gear, +6 Shamanate, +14 Herbology, +6 Poison control, +10 Magic Control, +5 Magic defense, +1 Camouflage)
>>
Rolled 67, 1 = 68 (2d100)

>>2007848
>Most of the Tribe however, ignore this pitiful event. What good is a fight if there is nothing on the line. The Tribe can feel the buzz of magic as the Ritual of Lands Awakening draws near to completion. Most everyone from all castes is roped into helping with it somehow; be it crafting totems, hauling and escorting them to their final locations or lending magical might in the final channeling it is an effort that involves alomost all of Lizardkind. [+96] (+20 Ranger Caste, +8 Rangers, +8 Military, +9 Beast taming, +6 Shamanate, +15 Magic Control, +10 Nature Magic, +2 Water Magic, +5 Magic Defence, +13 Construction)
>Third action repeats the above ^ (Seperate rolls please)
>>
Rolled 13, 52, 13, 59 = 137 (4d100)

-----
Gnomes - Navy Blue
Traits:
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
-----

Stability: neutral
Food: Low

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

--Contacts--
-none-

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
-none-

---

"Flesh is soft, and the heart dances with passion. Magic from the fingertips wiggles, or from the mind are as flightful as thought itself.

A wand is firm, made of hard wood. Magic from the wand will repeat itself again and again as surely as day follows night."
-Excerpt from the Book of Leylis

---

1. A brave gnomish explorer sets out on a journey to find this tournament, and see what manner of people are out there in the rest of the world beyond the rivers.

2. The Gnomes set out with bags of seeds and wand in hand. Food was an ever present need. They were not the strongest or the largest of creatures to farm, but they used their wands to make up for these shortcomings. Waving their wands, throwing and planting seeds into the earth itself, tilling the soil using simple magic that needed few words and few chants, speeding up the building of a new Grain Farm along the riverbanks.

3. Fishing with wands was especially a fun task. To catch the fish first with the eye, and then to aim at it, and if one's skill was to par, fling and watch it fly to the air right into the basket! Whether the amateur young son or the aged fisherman, such a task was not only enjoyable but provided much needed food. Some of these fishermen came together to make a fishery where the catches could be salted and stored.

4. There is no profession more respected or revered than Wandcrafting, and though every Gnome is expected to be able to use and maintain a wand, those who would be experts of the art are most prized in society. The Gnomes build themselves a Wandcrafter's Shop, where new wands could be produced and sold.
>>
Rolled 81, 4, 88 = 173 (3d100)

>>2007694
-----
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]
[Resource: Elemental Gems]
[Elemental Golems]
[Ironwood]
Mud Golems
Mage Tower
[Iron Giant] - Roll an extra die in combat. Add 1/2 this value to your combat total. The Iron Giant cannot be stolen.
[The Lore Keepers of the Left Hand] The Left Hand will subtract 5 points from any subterfuge roll DC.

--Projects--

[Ride the Lightning 1/2]
[Grey Cloak Army 18/25]

--Development Bonuses--
[+14 Magic Control]
[+9 Alchemy]
[+4 Agriculture]
[+1 Fortification]
[+7 Magic Contstruction]
[+13 diplomacy]
[+5 Animal Handling]
[+1 Education]
[+6 Culture]
[+7 Millitary]
[+10 Enchanting]
[+20 Magical Superiority] Extra Die
[+3 bards]
[+3 Kratiya Culture (P)]
[+2 dark magic]
[+5 espionage]
---Known Civs---
Apes
Marines
Stangalli
Orks
Bacatia

Action 1: Too bad the Greycloaks had not finished training in time, There is too much to do to participate on a tournament and with the Newly created Left Hand the army now has early warning if a Civ decides to attack. There honestly isn't much left to fluff, Once the projects with the Stangalli and Lachstagens finish this will be an army to be reckoned with. Until then though, They bide their time drilling and Casting to exhaustion. +74 (+14 Magic Control, +9 Alchemy, +7 Magical Construction, +7 Military, +5 Enchaining, +4 Magic, +20 Magical Superiority, +3 Bards, +5 Espionage, +2 Dark Magic)

>Action 2: To properly arm the Army with heavy siege weapons, The alchemist guild works to produce an incredibly volatile, flammable and acidic substance with the help of Lachtagen engineers. First, the proper plants cultivated and filled with magic to create the chemical ingredients.[Just fluffing don't start a project for plants just the Mixture] +68 (+4 Magic, +14 Magic control, +9 Alchemy, +4 Agriculture, +7 Military, +10 Enchanting, +20 Magical Superiority)
>>2005656


Magical Superiority Bonus Action: The Artificer guilds meanwhile with aspects of the Alchemy guild work on the partnered project to create Airships with the Stangalli by mimicking spells in a machine to allow for mid air suspension Whilst using chemical Alchemy for propulsion +64 (+4 Magic, +14 Magic control, +9 Alchemy, +7 Magic Construction, +10 Enchanting, +20 Magical superiority)
>>
Rolled 63, 45 = 108 (2d100)

>>2007652
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--
-tamed boars-
- Resource: War Boars - In combat, roll an extra die. Add 1/3 the value of this roll to your combat total.
-fish-
-copper-
-blue sap- ( grants stamina, though it may be rather...potent...)
-Blue Stamina Sap (?) - (powerful derivative of mana that restores strength and stamina within the sap)
- [s]Sap Crystals[/s] - (keeps away competing plants and shrubs, as well as deterring would-be herbivores. The crystals are also highly nourishing for the plants themselves)
- [resource: Dwarven Steel Tools 2/2]. Use these for a +3 bonus to a single roll involving any construction project (e.g. if you normally would have earned 2 points toward the project based on dice, you earn 5 instead. This will also save you from any poor rolls]


[Song of the Forest] - When defending on land, cancel out half of any magical or psychic bonuses added to the opponent's combat total.

--Projects--
[Blue Sap Distillery 3/12]
[Kratiya Silver Mine 4/5]

--Development Bonuses--
+5 agriculture
+5 culture [+3 Kratiya Culture (P)] = +8 culture
+17 nature magic
+10 spirit magic
+3 magic control
+2 fire magic
+1 diplomacy
+3 beast taming

Discovered: Kratiya, Dwarfs, Kobolds

> Action 1

The Kratiyans hills prove to be rich in minerals, and the fauns sent there work hard. This has been a remarkable opportunity for the more magicaly inclined members of the race, the fauns are usualy attracted to the spirits of the forests and fields, but this work is offering the opportunity to get closer to the spirits of earth and metal.

We finish the work in the mines.

>The fauns will use this action to mine the recently discovered Kratiyans silver mines
>In exchange, we will get a % of everything that we mine, as well as Construction studies

Bonuses used to work on the mines: +14 nature magic +10 spirit magic +3 magic control

> Action 2

The people of the Hillands have always being prone to festivals and competitions, once they heard about this big tourney they couldnt resist. A comitive is sent first to meet these strange fellows that are organizing it, around 300 fauns of the major clans. The ones in charge are Aengus of the clan of Bluemount and Arawn, heir of the clan Gabhar.

The comitive was stunned by the new strange lands governed by the Apes, and after Arawn lost in arm wrestling to one of the ape monks, the pair decide to stay there with the comitive, and train in the way of the Apes.

(+10 spirit magic? I dont know if it aplies, the martial art is kind of spiritual in nature, but its up for you Ace)
>>
>>2007694
TURN 30
-----
Bacatia – Light Brown
Traits:
Vampiric (+3 dark magic)
Overlords (+3 military)
Empires Legacy (+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, Bloodstones, Aratoa pow 3, Draconic Bloodstone 1/1, tin, Gold curse statue, Orc blood.

--Projects--
[Cursed Statue Reverse Engineering 2/12]
[Blood Altar 8/12]

--Contacts--
>-Met-
Fishpeople
Razgriz
Stangalli
Orcs
>-Known-
Mages
Apes
Birdmen

--Development Bonuses--
[Aratoa Warriors] - Roll an extra die in combat. Roll 2/3 the total of this die to your total combat roll
[Stangalli Trading Post 1/1] - Free trade action with any civ that has discovered Stangalli

> +20 Legacy of Bacatia [+1 dice, cannot be destroyed or stolen]
> +10 bonus to any rolls involving trade with another civ
> +9 construction
> +6 Military
> +5 Culture
> +5 Warrior tradition
> +4 Agriculture
> +3 Kratiya Culture (P)
> +3 leadership
> +2 Diplomacy
> +1 Economy

--Actions--
1, 2, 3) The joint assault of the Bacatian Aratoa armed forces under General Zardum and the orcs on the southern mage tower begins!
>>
Rolled 90, 18, 93 = 201 (3d100)

>>2007880
>>
>>2007694
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)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]
[Copper]
[Iron]
[Bloodstones]

--Projects--
[Elemental Weapons 1/10]
[Orcish Imperium 6/15]
[ Rocky 0/5655]

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+7 enchanted bone spears][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+5 mah-gik][+4 enchantment][+3 Kratiya Culture (P)]

>Action 1+2 (+20)
Big Orc heard that Bacatia was attacking the mages, and he just needed to get in on that action. [+3 weapons][+8 military][+5 warriors][+7 enchanted bone spears][+2 bows][+5 mah-gik]
>>
Rolled 10, 34 = 44 (2d100)

>>2007934
And i forgot my rolls
>>
Rolled 47, 21, 39 = 107 (3d100)

>>2007694
Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
Kratiyas Maximus (+3 culture)
-----

Stability: Rejoice!
Food: Abundant

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

--Relations--
Crabmen - Known resources: [Seafood, Gold, Mana-Coral, Mana Coral Armor/weapons]
Everyone on the continent - Known

--Resources--
Fish, lumber, copper, emeralds, Stone, Violet Brick, Silver (d), Tin (d)

--Development Bonuses--
Fishing +3, +4 Shipbuilding, +3 Art, +6 Music, +4 Architecture, +3 Culture, +5 Education, +4 Agriculture, +10 Construction, +4 Psychic Power, Kratiyan Culture +20, +5 Diplomacy
[The City of Violet Brick] - Every civilization in the world gains a permanent [+2 Kratiya Culture]. When you roll to influence someone's culture, roll an extra die. 1/3 the value of this die becomes a bonus added to the first die.

Ongoing: Mint 4/5 [Completes upon silver mine completion]

1. Trade Deal with the Crabkin +57

Kratiyan traders are all too happy to begin trade relations with the Crabkin. They come with an offer of copper and emeralds for mana-coral armor and weapons tailored to fit Kratiyans and Goblins.

2. Psychic Communion 10/15 +62

Professor Czerkia and her team have largely narrowed down the process for construction Communion cells. Now the work comes in refining this idea into a more workable platform and finding the most suitable psychics. While Communion is effective at boosting the power of a single psychic its effects are sharply limited by the psychic's natural ability to contain the psychic energy. The most valuable Conductors are those that have extremely large capacity. The more capacity they have, the more they can use from Communion. The goblins utilize their own martial knowledge to work out the most effective way of training a Coterie to work together as a cohesive fighting unit on the battlefield. The amount of focus needed to engage in Communion is minimal if the individual is not actively manifesting powers. This leaves the Coterie free to fight in more conventional ways. This means that the Coterie serves not just as the power source for a Psychic, but as their bodyguards. The unit is simplified down to ten for the average Conductor as most psychics cannot make use of any more psychic energy than that. The truly exceptional and powerful psychics could draw from hundreds, and over great distances. Their number are few. Thus far, Czerkia has only found one. A young woman with nearly limitless potential. She is untrained, untested, and merely shows promise. She will need to be worked on at a later date.

3. Send a delegation to the battlefield

The Kratiyans send a delegation of artists and scribes to the delegation to record everything they hear and see down to the finest detail. They will not participate in the fight, but they will learn a great deal about how others do.
>>
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Rolled 31, 82 = 113 (2d100)

>>2007694

Turn 30

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

--Government--
[Sovereignty] - (+7 military, +7 organization, +2 construction)
{All rolls involving construction projects cannot fail; you will gain at least 1 progress point. Completed construction projects are likely to improve stability.}

--Resources--
+6 stone tools
+3 slings
[Simple Mortar]
[Concrete]
[Dragon Preparation 1/1]

--Projects--
[Great Dome 6/20]
[Labyrinthine Design Philosophy 5/15]

--Development Bonuses--
+8 craftsmanship
+2 herbology
+3 hunting
+15 construction
+2 fortification
+7 mining
+5 architecture
+2 chemistry
[+3 Kratiya Culture]

...

> The giants continue working on the [Labyrinthine Design Philosophy] project.

> The giants continue working on the [Great Dome] project.
>>
>>2007694
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] [Saltpeter] [Potash] [Black Powder] [Water Hoofs]

--Development Bonuses--
[+4 pontoon boats] [+3 leather working] [+5 Longhouse] [horn instruments: +2 organisation +2 music] [+8 metal crafting]
[+4 Flamberge] [+4 construction] [+2 Craftsmanship] [Bows +3] [+7 explosives] [+5 Demon-Helmets]
[Ui'Haki-Xa Enchantment (Optional +50 to combat)]

--In Proggress--

Cannons [15/25]

Action 1: cannon. KICK IT!!!
Action 2: (relating to tournament) the Lachstagens proudest fighter, Soliman, set out from the village, after giving a breif prayer to his helmet (the Lachstagen used these as make shift idols when away from home) he had packed a backpack full of important things for the tournament, and another bag kept on the back of his pet Water hoof. he had packed 50 grenades. some might say this was a tad excessive, but he didn't much care. awhile everyone else was was chasing herds of bison with sword and bow in hand, he simply threw a grenade in the direction of the herd and watched as 6 or more pre-cooked bison bodies collapsed to the ground. all he needed to do was remove the bits shrapnel. he had packed to flambergers, the first being a family heir loom, the second being a spare in case his first was blunt. last but not least he had brought a bow, made of leg sinew, the strongest sinew in the bisons body, and 120 arrows carved out of bone. 7 other unimportant Lachstagen followed him. these where cultural ambassadors, musicians and such. they had to make some sort of lasting impression
>>
Rolled 22, 63 = 85 (2d100)

>>2008760
DICE!!!
>>
Rolled 40 (1d100)

>>2008763
Change action 1: Defend mages from vampires! some Lachstagen live in smaller longhouses near the mages tower, and had noticed an uproar in that direction. being the good souls they are, they rush back to the main village and ask to send a small army of warrior. the governement scrambles together a mercenary army, who will be payed for every none mage they kill in the city. [+3 bows] [+5 Demon helmets] [+7 explosives] [+4 flambergers] [Ui'Haki-Xa Enchantment (Optional +50 to combat)]
>>
Rolled 91, 11, 71 = 173 (3d100)

>>2007694
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
Industrious (+3 engineering)
-----
Stability: Rejoice!
Food: Plentiful

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

--Resources--
Dwarven Alcohol, Mushroom Maragaritas
Furs, Leather
Stone and Marble
Copper and Steel
Glass
Manastone
Diamonds
Magma
Wild Tentacle Beast 1/1

--Development Bonuses--
+3 Kratiya Culture
+3 Dwarven Culture
+4 Runic Language
+8 Organisation (The Marble Laws)
+9 Expansion
+4 Agriculture
+6 Brewing (Brewery)
+20 Dwarven Industry (Smelter, Mines, Great Quarry)
+5 Forging (Dwarven Forge)
+12 Engineering
+5 Mining
+4 Chemistry

+10 Military
+1 Tactics
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+5 Springbows (Iron Scorpions)
+7 Armour (Steel Armour)
+4 Rangers
+4 Anvil Warriors

--Other--
The Dragon Gate of Dromadhur: When defending, roll an extra die. Add 1/2 the value of this die to your battle total. When defending against dragons, add the full value.
Fucking Dragon on the Roof
-----

1. Although our armour and springbows are made with modern steel and smithing techniques, we still need to update our melee weaponry. We will make new axes, hammers and spears for our warriors to use. (+31, forging, industry, metal)
2. The concept of a king is a new one and it needs a symbol. A crown of steel studded with diamonds might do the trick. [Mountain King 3/15] (+18 dwarven culture, organisation)
3. Diamonds are things of great value which we can trade to foreign nations and use ourselves for countless purposes. We should expand our mining system down to extract them more efficiently. (+48, mining, engineering, industry, organisation)

As the dwarves do not have any real knowledge of the two nations hosting the tournament, and we are distrustful of foreigners and distant lands in general, we won't be sending a representative. However, we are confident that if we did attend we would doubtless win through dwarven tenacity and superior quality wargear.
>>
Rolled 7 + 55 (1d100 + 55)

>>2007694
TURN 30

Kobold Confederacy - Light Blue
-Stability: very content
-Food: abundant
---Traits---
-Confederate Tribes (+2 organization)
-Dragon Gods (+2 religion)
-Cunning (+2 traps)
---Government---
-Elder Council (+5 culture)
---Resources---
Knowledge of Dragon Tongue, copper, fish, lumber, Rubies, sabertooth fur and teeth, stone
---Projects---
Ongoing: [Marven Gardens 5/7]
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Lumber Camps 7/7], [Smelters 7/7], [Stone Pits 5/5]
---Development Bonuses---
+4 agriculture, +14 construction, +11 craftsmanship, +4 culture (Debate), +3 culture, Kratiya(P), +3 diplomacy, +5 Dragonwrought, +4 Lokharic Language, +2 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +4 metalworking, +8 mining, +6 organization, +9 religion, +5 traps
---Diplomacy---
Discovered - Dwarves; Travel agreement - Kratiya, Trade - Fawns

ACTION 1: Having heard news through the trade network that there is to be a tournament, the Kobolds send a delegation of winged dragonwrought to find it, carrying with them the best the civilization has to offer. They do not intend to enter into the tournament, but rather to bring gifts to the participating parties, establish diplomatic contacts, and record the martial techniques they see displayed. They bear gifts of mined ruby, worked copper, and carved ivory set with runic script.

(BONUS: +55 for +11 craftsmanship, +4 culture (Debate), +3 culture, Kratiya(P), +3 diplomacy, +5 Dragonwrought, +4 Lokharic Language, +2 logic, +5 magic (nature), +4 metalworking, +8 mining, +6 organization)
>>
Rolled 70 + 83 (1d100 + 83)

>>2009983
As I have just been informed that this action requires no roll, please disregard that and my subsequent terrible roll to double down on it, which I have deleted. It was a 12, FML.

ACTION 2 will be to FINISH THE GARDENS. The improvements from last turn will be factored into the potential roll bonus. I'm feeling pretty exhausted so no fluff right this second.
>>
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Rolled 26, 49 = 75 (2d100)

>>2007694
turn 30
Race – Human

Traits:
Voyagers (+3 ships/navy)
Military Tradition (+3 military)
-----

Stability: neutral
Food: Plentiful

--Government--

Despot Rule (+5 military)

--Resources--
Giant Mushrooms
Shellfish
lumber
Leather
Copper
Tin

--Completed Projects--
Wood Cabins
Quarry

--Projects--
>Irrigation (4/12)


Discovered Groups
Aratoa (in Trade)
Stengalli
Mages
Orcs

--Development Bonuses--
+7 Craftsmanship
+4 Agriculture
+8 construction
+4 Carpentry
[+3 Kratiya Culture (P)]

>Action 1
Okay boys, I know I promised you all that you'll never have to visit this frigid tundra after the quarry.... But I've received a missive from the Var Emrhy. he says that he was impressed by the quarry and commissions us to make a mine. We are supposed to follow the direction of Mr Jenkins, an old man with a thick rhoyanin accent. I saw him once back at town, he was hard to miss actually since he was shouting about how "dem thar hills have shiny thingies in them" I don't know if the Var Emrhy commissioned this mine with advice from a more saner source but I rather not ask....
Along Mr Jenkins, a shipment of lumber and some cut stone, we will be working with Engineer Mikhail and his troop of trained carpenters. the project is already been drawn for and it looks like its a deep and branching mine. if that crazy old lout is right, This mine could hit a variety of metals and minerals given its size. I know i've been hard on you boys but since that whole mess with the quarry, I also
know we have grown accustomed with each other. so take this advice if you're feeling like shit, If there's two things to look forward to in this tundra, its working with all of ya and getting the fuck out of here."

Start the creation of a mine [+19] [+7 Craftsmanship, +8 Construction, +4 Carpentry]

>action 2
A stengalli merchant looking to pawn some of his trinkets is surrounded by a crowd. Men, Women, and children are all enamoured by the furry merchant's tale about this huge tournament being held up north by a tribe of Ape-faced monks. the excitement over the tale has gotten to the point that people were petitioning the Var Emrhy provisions for their trip to the tourny. it did not take long before the Var Emrhy allowed some of the enamoured citizens provisions and security in the form of marines headed by marine officers Sydwick and Tyrell to travel with the stengalli caravan to the tourney.
>>
>>2008157
Changing action 3 to doubling up on Psychic Communion because it isn't necessary to roll if you're not actually fighting in the tournament or doing anything. +62 to it as well.
>>
Hey, just wanted to chime in, these threads are a real treat to read. You guys created something pretty cool here.
>>
>>2012509
Hey man, tell us your top 5 fave civilizations on the thread.
>>
Rolled 56 (1d100)

>>2007934
>addendum action
Work on developing Orcish Imperium.
>>
File: 1235124.png (1.33 MB, 1024x1365)
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Rolled 63, 26, 6 = 95 (3d100)

>>2007880
>using linked post rolls.
2) The development of the orc elixir begins. The method will be the same. In a sacrificial ritual the orc blood, vampire blood and bull blood are mixed and chanted over. Then the elixir is aged in containers holding magically charged bloodstones.
3) The Bacatian delegation arrives at the tournament grounds. Six Aratoa wearing black blood armor with an inlayed bloodstone in the middle of the chest. One of the Aratoa holds a flag with the personal standard of their leader, an eagle with bloodstained and dripping talons. The leader is an extremly tall human vampire. Clad in ancient bronze armor, donning the golden laurels of a king and holding his fearsome spear he steps forward to the arena. As Occuelum smiles gleefully, his fangs shining in the moonlight, the shadows around him seem to dance and take unnatural shapes."This will be fun."
----
>using this post rolls
1) Combat dice
2) Combat dice
3) Aratoa army 1/2
>>
Rolled 100 + 50 (1d100 + 50)

>>2007934
[+20 successful coordination.]
[+3 weapons][+8 military][+5 warriors][+7 enchanted bone spears][+2 bows][+5 mah-gik]
The Orcs shall attack the Mages in cooperation with the Bacatians.
>>
Rolled 5, 12, 45 = 62 (3d100)

>>2007872

Mages roll for defense!

War bonuses:

[+14 Magic Control]
[+9 Alchemy]
[+1 Fortification]
[+5 Animal Handling]
[+7 Millitary]
[+10 Enchanting]
[+20 Magical Superiority] Extra Die
[+2 dark magic]
[+5 espionage]

Total Bonus: 73
>>
>>2014505
>>2014489
>>2014886

WAR RESULT

Bacatia: 127
Orcs: 150

vs

Mages: 112
>>
>>2012534

Sure, in no particular order:
Lizardmen
Dwarfs
Aboleths
Stangalli
Orcs

Insects would be in here too if they were still playing.




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