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File: Map36.jpg (4.98 MB, 3027x2270)
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TURN 35 RESULTS BELOW

We are not accepting new players at this time, but feel free to follow and hang out in the discord.

https://discord.gg/s6SCU3e

In this game, you build a fantasy civilization from the stone age and up. Gameplay continues until everyone is satisfied with the results, or everyone is dead! Victory conditions are determined by the players themselves, whether this is dimensional ascension for their people or good old world conquest.

See QM in the discord for detailed rules and templates.
>>
>>2046247

LACHSTAGEN

The work on the fireworks would go much better if you tracked your projects in your sheet!!!

[Fireworks 2/5]

The goats gather around the campfire to smoke their newly grown crop.

"Dude, the monster I slayed was like...huge, man."
"I bet my dick is bigger."
"Naw."
*unzips pants*
[+1 culture...or something]

Meanwhile, more productive members of the tribe work on getting their cannons out onto the water, on the boats. This necessitates bigger boats. [Xebec 3/15]

The mages pass over the Lachstagen territories and use their magics to aid in making their weapons more fierce. [+3 flamberge, +2 demon-helmets]

>>2046292

FAUNS

Druidic Shapeshifting is completed! The ability to take on the numerous forms of the wild, and more, will surely prove useful in the future. [+10 shapeshifting], [+10 magic control], [+5 nature magic]

[Druidic Shapeshifting] - In combat, roll an extra die. Add 2/3 the value to your combat total.

After what seems like an age, the determination of Oldman Golgat gets the job done. The distillery is completed! It will be the foundation of future magical concoctions. Or maybe just normal concoctions. [Blue Sap Distillery 12/12], [+5 construction, +5 alchemy, +2 economy], [resource: Blue Sap Brew]

The Fauns begin a project with the Bacatia to develop so-called 'life trees' to replace their need for blood as nutrition. [Life Trees 5/15]

>>2046434

KRATIYA

With one hand, the corrupt senate caused a great upheaval in Kratiyan society; with the other, they pretend at having the solutions to the very problems they themselves have caused. Industrialists line their pockets at the expense of the common people. The situation deteriorates rapidly; the plunging of a culturally-driven nation into the realm of hard and uncomfortable labor places a tremendous strain on its people. But progress waits for no one.

Electrifying Industry 19/25]

[stability: content]
[food: moderate]
>>
>>2046609

DWARVES

The final perfected technique involves the use of diamonds placed "in parallel" alongside a mana-trapping device that maximizes the energy transfer. [Mana-Extraction Process 15/15], [+10 magineering], [+5 magic control], [resource: mana batteries]

The best dwarven military minds that arranged the defense against the dragon and the subsequent expansion into the valleys around Dramadhur come together under the orders of the king to bring organization to the military. [The Iron Laws 5/15]

The dwarven king rightfully appreciates the underlying infrastructure that supplies his people with their most important resource...beer. [Improved Brew 2/5]

>>2046679

KOBOLDS

A kobold scientist of great note pens a landmark work that seeks to unify the various theories and physical models to date. His attempt is more than successful, and Kobold society celebrates their new understanding of the world around them. [Mechanica Koboldica 20/20], [resource: Algebra], [+7 mathematics], [+7 physics], [+4 architecture], [+3 culture]
Mechanica Koboldica - Reduced chance of failing construction project rolls.

Before construction on the Jewelry shop gets too far, the architect notices a structural flaw in the foundation. Using the principles of the Mechanica he manages to correct for this problem, but the work has to be undone first. [Jewelry Shop 0/3]

Your delegation arrives at the Crabkin Empire, but rather than be impressed with your achievements, you have the sense they are somewhat threatened by your strength. Upon leaving, you diplomats are bid farewell by a full military salute with Crabkin in full coral armor. It's a polite gesture, but there is an undercurrent of tension in the display. [-1 diplomacy]

>>2046802

RAZGRIZ

The southern mines are expanded. They're lucky enough to quickly find coal of good enough quality to suit their purposes; the hills in the deep tundra seem to be a good source for it. [resource: coal], [+2 mining], [+2 expansion]

The increasing complexity of Razgriz architectural ambitions requires glass to see its vision through (see what I did there?) [Glassworks 5/7]

Construction of the college continues. A local source of glass will certainly help in its completion... [College of Alchemy 11/20]
>>
>>2046873

LIZARDMEN

Thanks to the combined efforts of the Fauns and Lizardmen, the shapeshifting project is completed. The ability to change into a form similar to their bonded animal companions increases empathy between the two individuals, strengthening their magic into an almost psychic connection.

The task represents a large first for the Lizardmen nation, working with a group of foreigners to complete a larger task. Still, the delegation is glad to be back within the borders of the swamp.

[Druidic Shapeshifting 25/25], [+10 shapeshifting, +10 magic control, +5 diplomacy, +5 culture, +1 psychic power]
Upgrade to [Monster Menagerie] - In combat, roll an extra die. Add this value to your combat total.

Meanwhile, the shamanate continues its work on spirit familiars. [9/25]

The Crafts-lizards third of the council puts forward a plan to centralize and streamline production for the benefit of society, with lizards of different specialties mixing to share thoughts and ideas. The plan is swiftly approved. [Workshops 5/7]

A few creative rangers ask the shamans to help them graft power plums into the trees in and around Hill-Home. The task of changing over old growth to new fruit-producing trees will take time. [Power Plum Forest 5/15]

>>2046943

BEGRAVEN REUS

The great excavation continues! They've already found several types of stone worth further investigation... [Abyssal Excavation 10/12]

The three factions continue to debate, but the pure-pictograph side of things loses momentum when they realize the complexity of having a specific symbol representing each and every thing that exists. [Written Language 5/7]

>>2047100

GNOMES

Enterprising young Gnomes are sent by their families to the great University in Kratiya to learn what they can of Kratiyan culture and attempt to integrate this into their own society in beneficial ways.
[You gain 23 Kratiyan Culture. You can use this as a development bonus in any roll involving culture]
[resource: Kratiyan Sympathizers] - Any battle against Kratiya reduces your combat total by 1/3

>>2047364

STANGALLI

The Stangalli continue to make overtures to the southernmost Birdman tribe. [Birdmen R' Us 11/20]

Meanwhile, work is redoubled on trading posts both foreign and domestic. A series of Windcart™ stations is set up on the roads between cities to allow drivers to rest between trips at breakneck speeds while the cargo continues on with another driver. Airship landing pads are now a regular site in cities and large villages friendly to the Stangalli. [Trading Places 18/20]
>>
>>2048091

BACATIA

The draconic gemstone more than doubles the output of magical forces applied to the creation of fleshgolems. Efficiency rises, and there's even less pain involved for the prisoners. How wonderful!

Note: empowerment of the altar reduces the time of completion of Fleshgolems to 15 points
[Fleshgolems 14/15]

Vampiric knowledge of magic dramatically accelerates the life tree project. [Life Trees 11/15]

>>2048734

ORCS

The Orcs expand to the east! Orc villages now dot the shore. [+5 expansion]

You trade Bacatia elemental weapons in exchange for their Elixir. Weather is poor out on the seas, and their shipment is delayed. [Note: please have Bacatia devote an action to trade next turn, the trade will be completed at that time. You do not need to commit another action]

>>2051086

ORE-EATERS

Here is your sheet. Take 4 actions next turn to start.

Good luck!

-----
Ore Eaters – Orange
Traits:
Mineral Mastery (+3 mining)
Rock and Roll (+3 construction)
-----

Stability: neutral
Food: Low

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

--Contacts--
-none-

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
-none-
>>
>>2046643

APES

The Ape elders soar into the spirit realm. This time, they can sense success; they can feel it in their marrow as sure as their heartbeats. The way is long and fraught with peril, but they finally reach the core of the realm, where, floating in spirit form, they are greeted by a pulsing white light.

The Apes prostrate themselves before their god. "Mighty H'ar-Ambe," the lead elder says, "we have come seeking your guidance. How might we grow stronger? What is your will?"

"Stronger?" They can feel a smile from the light. "Haven't you already, simply by coming here?"

The realization stuns the Apes. The very strength some of them sought has already been instilled in their spirits by the repeated treks. H'ar-Ambe's hand had guided them all along.

H'ar-Ambe's power passes over them. They see a vision of a temple high atop the tallest mountain of their valley. It is a mighty, soaring pinnacle, forged from rock seemingly fused together with brute force. Great bridges and walkways span miles to cross to other mountain peaks. H'ar-Ambe's light seals a great darkness within the mountain, under the temple, a place where evil is housed and guarded from the world.

"Let it be so," H'ar-Ambe says. And then, he vanishes. [Enlightenment of H’ar-Ambe 15/15]

[+7 fighting spirit], [+5 religion], [+3 healing magic], [+2 enlightenment], [stability is already maximized. The Apes randomly expand, see map]
[Great Temple of Enlightenment 0/40]

Note: The requirement to learn [Thousand Hands Against the World] is reduced to 20 points.

As the elders meet with, H’ar-Ambe, enlightenment descends upon the Apes. They see a vision of a thousand hands supporting the world from below, and understand that each one of them is a hand of a higher power, supporting all that is good in that world. The next attempt of a monk to strike a practice target renders it crushed in hundreds of places. But for some reason, it feels...different. [Thousand Hands Support the World 20/20] [+10 martial arts], [+10 fighting spirit], [+3 religion], [+2 enlightenment]

[Thousand Hands Support the World Technique] - In combat, roll an extra die. Add 1/2 the value of this die to your combat total. When you use an action to work on the Great Temple, roll an extra die. Add 1/2 the value of this die as a bonus to your action.

Meanwhile, Ape agriculturalists realize the increasing value of the spiritually-reinforced begonias. Their flowers contain the purified essence of what gives them their strength-boosting properties. It also has even more vicious side-effects, dulling the mind while overcharging the body. The brave Ape that experimented with it had to be brought down by five of his peers, and then was out cold for three days. At least the flowers look pretty around the spirit tree. [resource: Strongarm Begonias], [resource: Berserker Powder], [+5 herbology], [+3 aesthetics]
>>
BEGIN TURN 36

See OP Map for visual status at the beginning of this turn:
>>2052973
>>
File: Buff Gnome.png (976 KB, 832x948)
976 KB
976 KB PNG
>>2046247
A rather peculiar Gnome arrives to Lachstagen. He looks different than the one described as having participated in the Tourney, much. . .bigger, and with the look of someone who does a lot of protein and swole.

"HI THERE" he says in a voice somewhat too loud "MY NAME IS TORK. I'M FROM CLAN TORK.

I HEARD YOU GUYS LIKE EXPLOSIONS. WE AT THE TORK CLAN SINCERELY BELIEVE THAT THIS IS FUCKING AWESOME. IT'S SO AWESOME, WE"D LIKE TO WORK WITH YOU ON OUR NEXT AND GREATEST PROJECT YET!"

The Gnome raises both his fists and strains his biceps.

"!EXPLOSIVE ELEMENTAL MAGIC!"

"ARE YOU GUYS BAD ENOUGH DUDES TO WORK TOGETHER ON THIS?"
>>
Rolled 77, 21 = 98 (2d100)

1. The Gnomes are awestruck by what they learn at Kratiya, and now suddenly have an innovative breakthrough.

The Malewands discover the exact reason their Iron Wands are overheating.

"It is not, as we originally suspected, that the Wands are getting too hot due to a buildup of heat magic. Kratiyan Science correctly deduce's that any metal with sufficient resistance, and insufficient conductivity, will heat up in the presence of energy! This means we need to reassess both the chemical makeup of our metals and develop a way to discharge this excess energy. This we can now do, in the form of Lightning"

The Malewand Clan students at Kratiyan academies apply the Kratiyan knowledge of Electrical Engineering, attempt to develop "Lightnign Wands". Using some borrowed and traded copper, a small amount of Voltshroom, and other electrical conductors, the goal is to allow for wands to discharge any excess magical energy as pure electricity, rather than heat. To protect the Gnomes, they wear leather or rubber gloves per Kratiyan saftey rules.

Not only does this solve the overhating issue for Iron Wands, it also allows the Gnomes to finally develop "Lightning Elemental Magic"

+23 Kratiyan culture

Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
[Dwarven Trading Post] [+2 economy, +1 diplomacy]
[Wandcrafting Shop] [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[1st Exploratory Mission] [+3 diplomacy, +1 culture]
>Magic
[+1 magic control]
[+4 magic construction]

>con't

2. The Tork Clan are already preparing lots of supplies and stuff to go build a cultural exchange building at Lachstagen. Essentially akin to a Trade Post, it has several living quarters and a small warehouse. The effort is to allow the Tork Clan gnomes to work alongside the Lachstagen on joint projects, projects like the Explosive Elemental Magic.

As always, Gnomish magic is used to help transport and build supplies.

Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
[Dwarven Trading Post] [+2 economy, +1 diplomacy]
[Wandcrafting Shop] [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[1st Exploratory Mission] [+3 diplomacy, +1 culture]
>Magic
[+1 magic control]
[+4 magic construction]
>>
Rolled 15, 39, 31, 74 = 159 (4d100)

>>2052990
Ore Eaters – Orange
Traits:
Mineral Mastery (+3 mining)
Rock and Roll (+3 construction)
-----

Stability: neutral
Food: Low

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

--Contacts--
-none-

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
-none-

1. Begin digging into the side of the mountain in search of ores and building our nest.
+6?
2. As well begin feeding the mountain stone to some of the larva.
3. Begin carving out a complex of rooms to act as a nursery for the eggs and larva to be feed and grow.
+6?
4. As well, begin carving out a chamber to hold the collected ores, gems, and rocks to be stored and fed to the young.
+6?
>>
>>2053087
Stat post

-----
Gnomes - Navy Blue
Traits:
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
-----

Stability: neutral
Food: Moderate

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

--Contacts--
(Knows about everyone known by the Tourney Time)

--Resources--
-none-

--Projects--
[Fishery 0/5]


--Development Bonuses--
>Infrastructure
[+2 agriculture]
>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[+2 magic metalwork]
>Military
[+1 close combat] - Ape Training
>Exploration
[1st Exploratory Mission] [+3 diplomacy, +1 culture, +1 expansion]
[Dwarven Trading Post (1)] [+2 economy, +2 expansion, +1 diplomacy]
>Kratiyan University
[+23 Kratiyan Culture]

[Iron Wands 2/15]
[Iron Mine 1/5]
>>
>>2053096
>>2053087
Also
[resource: Kratiyan Sympathizers] - Any battle against Kratiya reduces your combat total by 1/3
>>
>>2053026
every lachstagen in the village in the village immediately turns there head ti the Buff gnomes. silence falls across the city, until eventually a distant cry of a single very high lachstagen can be heard

"woo! explosions!"

the entire LAchstagen tribe burst into excited screams and howls! nothing excites a Lachstagen more then Explosions! they all collectively agree that they can make an exception for Explosion magic, and decide to help the Gnomes in there construction of better Explosion magic
>>
Rolled 2, 64 = 66 (2d100)

>>2053003

Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: low
Food: Plentiful
--Government--
Orcish Imperium (+10 military +3 organization)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]
[Copper]
[Iron]
[Bloodstones]
[Orcish Alcohol]
[elemental gems]
[resource: warg mounts]

--Projects--
[ Rocky 0/5655]

--Development Bonuses--
[Elemental Weapons] - In combat, roll an extra die. Add 1/3 the value of this die to your combat total.
[+9 warriors][+5 agriculture][+8 expansion][+10 enchanted weapons][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+5 mah-gik][+14 enchanting][+5 magic control][+3 Kratiya Culture (P)]

>Action 1.
Big Orc demands more expansion, this time North-west through the forest. [+8 expansion]
>Action 2.
Let's build a smelter and forge building so we can make weapons FASTER! [+1 stone tools][+4 construction][+1 craftsmanship]
>>
>>2053121
Crunching dice for 3rd action.

The Orc army.
[+9 warriors][+5 agriculture][+8 expansion][+10 enchanted weapons][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+5 mah-gik][+14 enchanting][+5 magic control]
>>
Rolled 17, 2, 10 = 29 (3d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
Kratiyas Maximus (+3 culture)
-----

[stability: content]
[food: moderate]

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

--Relations--
Crabmen (Friendly) - Known resources: [Seafood, Gold, Mana-Coral, Mana Coral Armor/weapons] Trading: Emeralds, copper
Everyone on the continent - Known

--Resources--
Fish, lumber, copper, emeralds, Stone, Violet Brick, Silver, Tin, Mana-Coral, Voltshrooms, Iron
[resource: Mana-Coral Armor 1] - Use in combat to negate 20 points of any foe's magical or psychic combat bonuses.
[resource: Airships] - In combat, roll an extra die. Add this value to your combat total.
--Development Bonuses--
Fishing +3, +4 Shipbuilding, +3 Art, +6 Music, +4 Architecture, +3 Culture, +5 Education, +4 Agriculture, +13 Construction, +18 Psychic Power, Kratiyan Culture +20, +19 Diplomacy, +6 Close Combat, +4 Economy, +6 Earth Magic, +4 Industry, +4 Mining
[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.
[Coterie - In combat, roll an extra die. Add 2/3rd the value of this die to your combat total]
Ongoing: Powered Coral Armor 5/20

1. Electrifying Industry 19/25 +80

As the sun rises over the domes and spires of the Violet City, a change can be seen. Namely, despite the sun only rising the city is bright as day. It shines over the lakeside with an electric blue glow. The nation is beginning to settle into its new shape, forcefully molded as it was by the perversion of industry. What emerged is a state very much changed by its experiences.

2. Influence Kobolds +80

The neighboring Kobold nation has long lived under the shadow of the consulate, trading up and down the river through lake Krat. Often, traders would bring back stories or goods from the Violet City and its cultural influence was felt. Now, the attraction grows stronger. More finished goods, more stories of the Violet city lit up in the night. More music comes, more artwork is traded, and more language is spoken.

3. Influence Lachstagen +80

The influence on Lachstagen is not so subtle. The Lachstagen are met with cultural missionaries. People who speak Lachsman, who have an idea of their cultural practices. These people come to teach. They teach a finfer Kratiyan language, finer Kratiyan art, introduce the Lachstagen to the beauty of the harp, mandolin, and organ. They teach them a refined culture, and even though some are run off and others murdered, more always seem to come.
>>
Rolled 96, 71 = 167 (2d100)

>>2053151
Additional influence dice.
>>
>>2052986
FAUNS

-----
Fauns - Light Green
Traits:
Stubborn, Like Goats: (+2 military, +1 organization)
Tea Time Sacrifices (+2 magic, +1 culture)
Close to Nature (+2 agriculture, +1 nature magic)
-----
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.
- steel claymores -
-fish-
-copper-
- silver -
-blue sap- ( grants stamina, though it may be rather...potent...)
- [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]
- Blue Sap Distillery - Blue Sap Brew


[Song of the Forest] - When defending on land, cancel out half of any magical or psychic bonuses added to the opponent's combat total.
[Druidic Shapeshifting] - In combat, roll an extra die. Add 2/3 the value to your combat total.

--Projects--
[Life Trees 5/15]

--Development Bonuses--

+10 construction
+5 alchemy
+3 mining
+5 metalshaping
+3 economy
+11 nature magic
+5 spirit magic
+10 magic control
+10 shapeshifting
+4 diplomacy
+11 close combat
+3 steel claymores
+20 Hilland Folk Lore

Discovered:
Fishmen/Stangalli/Birdmen/Lizardmen/Gnomes/Bacatia/Kratiya/Lachstagen/Kobolds/Razgriz/Crabkin/Illithids
Aware of Aboleths
>>
Rolled 31, 29, 97 = 157 (3d100)

>>2053210

>Action 1
Rumors are heard about the strange conection that the chief of clan Lugh has with a kratyian politician. The kind of rumors that ignite a flame of mistrust among the members of the Highlands. Wanting to expand their zone of influence, the fauns of Galbha, the Greine and the Dagdas of the highlands march to the north to the hill, between the lands of the Dwarfs and Kratyians.

They will be sending scouts shapeshifted as eagles and wolfs, to search for any valuable resource that could be on these lands, be it mineral, animal or plants, following them a group of worker will start to stabelish our first villages on this new land. (+10 construction +3 economy +11 nature magic +10 shapeshifting +20 Hilland Folk Lore)

>Action 2
On the South, a similar movement is started by the Nechtan and the Bluemount, but this time following the river in direction to the south, in the way to the lands of the Apes. (+10 construction +3 economy +11 nature magic +10 shapeshifting +20 Hilland Folk Lore)

>Action 3
A group of Fauns show up on the coastal lands of Razgriz, willing to repay the sailors for their help in the Stone Garden. They will help them with their newly discovered alchemical knowldge and building the structures of the college (with their own hands and by turning into big animals to carry the stones). (+10 construction +3 economy +11 nature magic +10 shapeshifting +20 Hilland Folk Lore +5 alchemy +5 metalshaping)
>>
Rolled 22, 100, 69, 57 = 248 (4d100)

>>2053003
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
Strongarm Begonias
Berserker Powder
[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]
[Tournament Security - Roll an extra die to quell any disturbances at the tournament, if needed. All spirit magic and monkhood bonuses are doubled in the event of a defense.]
[Stangalli Stall – 0 charges]
[Thousand Hands Support the World Technique] - In combat, roll an extra die. Add 1/2 the value of this die to your combat total. When you use an action to work on the Great Temple, roll an extra die. Add 1/2 the value of this die as a bonus to your action.

--Development Bonuses--
Military(+6)
Enlightenment(+4)
Fighting Spirit(+17)
Hand of H'ar-Ambe(+20)
Martial Arts(+20)
Agriculture(+14)
Spirit Magic(+12)
Culture(+9)
Aesthetics(+6)
Healing Magic(+10)
Diplomacy(+20)
Construction(+2)
Religion(+12)
Organization(+1)
Art(+1)
Warrior Tradition(+1)
Herbology(+6)
Magic Control(+1)
Nature Magic(+1)
Dark Magic(+1) eww
Education(+1)
Leatherworking(+1)
Traps(+1)
Carpentry(+1)
Enchanting(+1)
Willpower(+1)
Beast Taming(+4)
Kratiya Culture(+3) P

-In Progress-
[Great Temple of Enlightenment 0/40]

Actions:

>The Apes all were able to see the great vision and so it is time to set out to fulfill that vision. A group of Apes set out into the mountain in order to start planning out this massive project. Building is something the Apes are not entirely comfortable with,
but they will do so if their god tells them to. [Great Temple of Enlightenment 0/40]

Enlightenment(+4) Hand of H'ar-Ambe(+20) Culture(+9) Aesthetics(+6) Construction(+2) Carpentry(+1) Religion(+12) Willpower(+1) Organization(+1) Spiritual(+3) Big and Strong(+3) = 62 BONUS

>Some other monks realize we need a way to capture evil if we are to fulfill the vision that H'ar-Ambe showed us. The Apes begin to create an evil sealing technique that will be able to seal those with vicious evil intent into a jar. We may even need to use this in the mountains...
Enlightenment(+4) Spirit Magic(+12) Hand of H'ar-Ambe(+20) Religion(+12) Willpower(+1) Spiritual(+3) = 52 BONUS

>Quite happy with the Stangalli stall the Apes decide to once again reopen their stall with plenty of Power Plums and other goods up for trade.

Diplomacy(+20) = 20 BONUS

4th dice is from [Thousand Hands Support the World Technique] bonus.
>>
Rolled 33 (1d100)

>>2052973
turn 33
Race – Human

Traits:
Voyagers (+3 ships/navy)
Military Tradition (+3 military)
New World (+3 Industry)
-----

Stability: neutral
Food: Plentiful

--Government--

Despot Rule (+5 military)

--Resources--
Giant Mushrooms, Shellfish
lumber, Leather
Copper, Tin
Stone, Iron, Coal
Mana Coral,

--Completed Projects--
Wood Cabins, Quarry
Expanded Mine (iron,coal)
Tool/Tinker's Workshop
Smelter, Rock Garden,
Airship [add dice to combat rolls]


--Projects--
>Irrigation (4/10)
>College of Alchemy (11/20)

--Discovered Groups--
Everyone Except for
Molemen
Faires
Lizards
illithids


--Development Bonuses--
+7 Close Combat
+2 Diplomacy
+3 Industry
+2 mining
+1 Economy
+2 expansion
[20+ Industrial Vigor ]
[+3 Kratiya Culture (P)]


>Action 1
The Construction of the Collegia faces a short setback as new problems begin to manifest themselves during the project's creation. The rate of supply of essential materials like glassware, lumber, and even alchemical instruments cannot coincide with the rate of its use. The lack of materials and the lapse of work that it inspires causes the workers to shift from an industrious pace to a more inert one. The construction area which used to ring with songs about work now becomes a concert ground featuring songs about women, alcohol, and docked pay.
The only person who is not affected by the events is the project manager, Sir Brgynwerth. for even though the workers noticed that Brgynwerth's lists of instructions have lowered, they did not know that this was in part due to him directing his talents into assailing the suppliers for a more materials rather than using it towards them. Luckily, satry folks coming from the hillands decides to participate in the construction of the Collegia. These beastmen are more attuned to nature but readily adapts themselves to the industry of the town as they had experienced Razgrizian industry in past projects of cooperation. Their abilities and expertise in natural magic makes excellent time in the creation and botanical growth of the conservatory as well the atrium of the main building. Their magical songs reverberates even through the halls not only twisting wood and wines into beautiful and intricate shapes but also provided a lasting air of magical mysticism in the Lycuem of Alchemy. Although the peace of a Razgrizian evening has suffered from their arrival as each night, the construction area comes alive with the sound of men singing and satrys dancing.

Continue with the the Establishment of the "Razgrizian Collegia Ard Arcana, The First Wing, Lyceum of Alchemy".[11/20] [+24 Industrial Vigor, Economy, Industry]
>>
Rolled 86, 21 = 107 (2d100)

>>2052973
>>2053326

>Action 2
As the orders for glassware grows, the expedience of the glassworks contructions grows as well.

Continue the construction of the Glassworks [6/7] [+26][Industrial vigor, Industry, Kratiyan Culture]

>Action 3
With a supply of high grade coal, Experienced smelters expresses the possibility of recreating the Old Empire's ubitquitious steel. The current Smelter however lacks the required instruments to create the alloy and new plans for a steel foundry is made. A special mix between crushed, silted, and purified coal with iron that is blasted with immensely hot oxygenated air would create the conditions that turns the iron pellets, which are provided by the smelter, into liquid steel. An array of stone blasting forges will be the site of both the oxygenation and combination processes and each of the forges products of molten steel is directed into an individual alchemically treated stone pot or ladle. the molten mixture is then constantly blasted with hot air while pellets of tin, copper, or purified coal is added by a master smelter to create steel with the desired qualities.

Start the construction of a steel foundry [+23] [Industrial vigor, Industry]
>>
Rolled 67, 74, 45 = 186 (3d100)

>>2053003
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
Inflammable (+3 explosives)
-----
Stability:Low
Food: Plentiful

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

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

--Resources--
[Copper] [Tin] [Bronze] [Saltpeter] [Potash] [Black Powder] [Water Hoofs] [THC] [Hemp]

--Development Bonuses--
[+4 pontoon boats] [horn instruments: +2 music] [+7 Flamberge][Bows +3] [+6 explosives] [+7 seige weapons]
[+7 Demon-Helmets] [+7 close combat] Old-World Engineers +20] [+2 agriculture] [+1 culture]
[Ui'Haki-Xa Enchantment (Optional +50 to combat)]

--In Proggress--
Fireworks: [2/5
Xebec: [3/15]

Action 1: Continue work on fireworks!
Action 2: Continue work on Xebec
Action 3: Create a wall around our borders with only one entrance facing south east towards the Gnomes! we need to make sure only our allies (Kobolds, Gnomes and the occasional stangalli caravan) are allowed within our cities walls! [Insert_obvious_Trump_Joke_here]
>>
Rolled 42 + 119 (1d100 + 119)

>>2053003

TURN 36

Kobold Confederacy - Light Blue
-Stability: Rejoice!
-Food: Bountiful
-Actions: 3 per turn
---Traits---
-Confederate Tribes (+2 organization)
-Dragon Gods (+2 religion)
-Cunning (+2 traps)
-Philosophers +3 education
---Government---
-Elder Council (+5 culture)
---Resources---
Notable: Algebra, Knowledge of Dragon Tongue, Rubies
Common: copper, fish, lumber, sabertooth fur and teeth, stone
---Projects---
Ongoing: [Jewelry Shop 0/3]
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Lumber Camps 7/7], [Marven Gardens 7/7], [Mechanica Koboldica 20/20 - Reduced chance of failing construction project rolls], [Smelters 7/7], [Stone Pits 5/5]
---Development Bonuses---
Unique: +5 Dragonwrought, +20 Foundations of Civilization, +4 Lokharic Language,
General: +1 agriculture, +6 architecture, +1 construction, +3 close combat, +2 craftsmanship, +5 culture (Debate, Gardens, Mechanica Koboldica), +3 culture, Kratiya(P), +2 diplomacy, +4 expansion, +5 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +7 mathematics, +2 metalworking, +3 mining, +1 organization, +7 physics, +1 religion, +3 scouts, +5 traps
---Diplomacy---
Discovered - Aboleths/Fishmen, Apes, Bacatia, Begraven Reus, Birdmen Tribes, Crabkin, Dwarves, Gnomes, Illithids, Lachstagen, Lizardmen, Razgriz, Stangalli
Travel agreement - Kratiya
Trade - Fawns
[Game notes: total bonus from traits, government & development: 119]

ACTION 1: NORMALIZE CRABKIN RELATIONS - Learning from their mistakes, the Kobolds return laden with gifts of Ruby and carved sabertooth ivory, demonstrations of their new learning, and a conspicuous drawdown in the size of their diplomatic force. [Bonus: up to 119 at QM's discretion. I dunno.]
>>
Rolled 46 + 86 (1d100 + 86)

>>2053388

ACTION 2: COMPLETE JEWELRY WORKSHOP - The Kobolds, grateful to the engineering acumen that let them catch the problem in time, send prayers of thanks to their gods. They bend their efforts toward fixing the construction problems and get back to work on the shop.

[Bonus: +86 from Traits (+2 organization, +2 religion, +3 education), Government (+5 culture), Development(+5 Dragonwrought, +20 Foundations of Civilization, +4 Lokharic Language, +6 architecture, +1 construction, +2 craftsmanship, +5 culture (Debate, Gardens, Mechanica Koboldica), +3 culture, Kratiya(P), +5 logic, +7 mathematics, +2 metalworking, +1 organization, +7 physics, +1 religion, +5 traps)
>>
Rolled 76, 86, 3 = 165 (3d100)

>>2053003
-------------------------
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
Power Plums
Deathweed
Ironwood
Monster Menagerie - In combat, roll an extra die. Add this value to your combat total.
Poisonspitters
Swampstalkers
Festerbeaks
Greatmaws
Web-Walkers (Silk)
White Stone
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
Land Awakening Ritual - When defending, roll an extra die and add its value to your combat total.
Shapeshifiting spell


--Projects--
[Mystery of the Ruins 5/30]
[Spirit Familiars 9/25]
[Workshops 5/7]
[Power Plum Forest 5/15]

--Development Bonuses--
+20 Ranger caste
+10 Rangers
+9 Beast taming
+4 Ironwood Armour
+3 Ironwood Weapons
+1 Camouflage
+15 Close Combat
+3 Martial Arts
+16 Shamanate
+3 Poison knowledge
+14 Herbology
+30 Magic control
+10 Totems
+10 Nature Magic
+2 Water Magic
+10 Shapeshifting
+1 Psychic Power
+10 Culture
+14 Diplomacy
+5 Magic Defense
+10 Construction
+7 Expansion
+2 Ironwood Tools
+6 Economy

--Culture Penalties--
+3 Kratiyan Culture (P)
-------------------------

Actions:
>Many young shamans are entering more and more and more intense trances while working with the spirit stone. [+75] (+16 Shamanate, +14 Herbology, +35 Magic control, +10 Totems, +10 Nature Magic)
>A surge of effort from interested crafters will easily finish the Pavillions. [+111] (+16 Shamanate, +35 Magic Control, +10 Nature Magic, +15 Construction, +7 Expansion, +2 Ironwood Tools, +5 Culture, +6 Economy)
>The work with the power plums shows good progress. It just needs Lizard-power and effort to complete. [+90] ( +14 Herbology, +35 Magic Control, +10 Totems, +10 Culture. +16 Shamanate, +10 Nature magic)

Dice Crush: The Shaman caste has rocketed from nowhere to become the core of Lizardman civilization. Not only are they our magical might, but they have also become our ambassadors. The respect for them is total, and they are getting many recruits from the newly joined tribes.

[100] +16 Shamanate, +3 Poison knowledge, +14 Herbology, +10 Totems, +10 Nature Magic, +2 Water Magic, +10 Shapeshifting, +1 Psychic Power, +10 Culture, +14 Diplomacy, +5 Magic Defence, +5 Magic control.

+20 Shaman Caste
>>
>>2053413
There was a miscount with my second action, it's +96 not 111.
>>
>>2053388
ACTION 3: TRADE - BEGRAVEN REUS - MECHANICA KOBOLDIA/ALGEBRA FOR CONCRETE [QM's discretion which is tradeable, IC we'd be giving them a copy of the manuscript and teaching them what it means.]

The scouts that flew north report back and a clamor goes through the confederacy - these people of the north are builders, like the Kobolds, and have come from the depths of the earth as the Kobolds came from the mountain-caves. They do not seem terribly developed, and the Kobolds have a chance to reach out a helping hand. They determine to help this culture and to learn from it.

A delegation is put together including several of their wiser sages - for help in understanding these foreign people and their language and customs. They bring gifts of fur and of tools - things useful to the culture of a survivalist - and a few riches to maintain some politeness. They take along copper engravings of their new masterwork, the Mechanica, sheets of beaten metal scored with their diagrams and symbols.

The delegation arrives in the lands of the blind giants and presents itself as peaceful, leaving food and gifts on neutral ground and retreating so the Reus may retrieve them. They establish their neutrality slowly, as one culture of survivors would to another, knowing they are the strangers. They sit in camp and await the response, fires blazing in the day and night, drums of stretched hide played intermittently to announce their presence.

If and when they are received, they are likely to do their utmost to establish good relations and express admiration for the hardiness of the blind giants - especially for their concrete. They are equally likely to offer this in exchange for tutelage in their new discipline of Algebra and Mechanics.
>>
Rolled 65, 23, 33 = 121 (3d100)

>>2053003
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
Trademarked (+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™
Silver
Airships - In combat, roll an extra die. Add this value to your combat total.
Iron
Mana-Coral

--Development Bonuses--
+5 Farming
+3 Industry
+7 Fortification
+3 Construction
+4 Diplomacy
+9 Economy
+15 Culture
+4 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+9 Art
+4 Lightning Magic
+13 Close Combat
+2 Currency
+3 Re-curve Bows
+10 Magic Control
+10 Engineering
+20 Money Talks [P]

----
Contacts:
Apes
Mages
Fishmen
Birdmen
Lizardmen
Gnomes
Fauns
Bacatia
Kratiya
Lachstagen
Kobolds
Razgriz
Crabkin
Illithids
----
In Progress
Air Bubble [4/10]
Trading Places [18/20]
Birdmen R' Us [11/20]
----
Other
Nearby Hot Springs
Hero Unit: Tobal Ko'Stangal

Actions:
The Stangalli are on the edge of glory! All they need to do is finish their FUCKING WORK!
>Trading Posts (18/20) [+31]
>Bird Merger (11/20) [+37]

>Tobal sits in his estate, reading over the reports of the recent trade partnerships with the Kratiya and Razgriz. Its a risky move, but much was gained from it. Including the Mana Coral.... this strange material can apparent change the flow and power of magic..... Tobal runs to his writing desk, and drafts a letter to his workshop: a sword, inlaid with mana-coral, which can store and disperse charged or conducted lightning magic. [+39]
>>
Rolled 5, 14, 32 = 51 (3d100)

>>2053003
TURN 36
-----
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--
Draconic Blood Altar, cattle, leather, lumber, fruit, Enhanced Aratoa Blood Elixir, Enhanced Orc Blood Elixir, copper, fish, shellfish, Bloodstones, Aratoa pow 2, tin, Gold curse statue, Orc blood, elemental gems, warg mounts, Mage blood, resource: mudoil

--Projects--
[Fleshgolems 14/15]
[Life Trees 11/15]

--Contacts--
>-Met-
Everyone but, Fairies, Dwarves and Begraven Reus

--Development Bonuses--
[Aratoa Blood Warriors] - Roll an extra die in combat. Add this value to your combat total.
[Stangalli Trading Post 0] - Free trade action with any civ that has discovered Stangalli

> +20 Legacy of Bacatia [+1 dice, cannot be destroyed or stolen]
> +10 Razgriz Ships [bonus to any rolls involving trade with another civ]
Magic:
> +20 enchanting
> +15 Blood Magic
> +10 Chaos Magic
> +10 Dark Magic
> +5 magic construction
> +2 magic control
Military:
> +14 Close Combat
> +6 Military
> +5 Warrior tradition
Other:
> +9 construction
> +8 Culture
> +4 Agriculture
> +3 Kratiya Culture (P)
> +3 leadership
> +3 Diplomacy
> +1 Economy

--Actions--
1) Finish the Fleshgolems, +20 enchanting, +15 Blood Magic, +2 magic control, +3 leadership, +? Draconic blood altar.
2) Finish the liftrees. +83; +20 Legacy, +20 enchanting, +15 Blood Magic, +10 Chaos Magic, +10 Dark Magic, +3 leadership, +3 Diplomacy, +2 magic control
3) Trade with orcs, +13; +10 Razgriz ships, +3 diplomacy
>>
>>2054537
>1) Finish the Fleshgolems, +20 enchanting, +15 Blood Magic, +2 magic control, +3 leadership, +? Draconic blood altar.

Thats +80; +20 Legacy, +10 Chaos Magic, +10 Dark Magic, +20 enchanting, +15 Blood Magic, +2 magic control, +3 leadership.
>>
>>2053003

Turn 36

Begraven Reus - Indigo
Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
-----
Stability: content
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--
[Abyssal Excavation 10/12]
[Written Language 5/7]

--Accomplishments--
[Labyrinths] - When defending, roll an extra die. Add 1/2 the value of this die to your combat total.
[Fortress of Thonce Narerv'] - When defending, roll an extra die. Add 2/3 the value of this die to your combat total.

--Development Bonuses--
+15 craftsmanship
+2 herbology
+3 hunting
+25 construction
+12 fortification
+7 mining
+16 architecture
+2 chemistry
[+3 Kratiya Culture]
+4 culture

...
>>
File: Begraven reus.jpg (110 KB, 600x900)
110 KB
110 KB JPG
Rolled 51, 12 = 63 (2d100)

>>2054546

> ACTION 3: TRADE - KOBOLD - CONCRETE FOR MECHANICA KOBOLDIA/ALGEBRA [QM's discretion which is tradeable, IC we'd be giving them a sample of our concrete solution, and instructing them on how to use and formulate it]

While performing a routine check of Begraven's territory, a scout detects the presence of interlopers assembled on the border. Wary, the scout creeps slightly closer to the congregation, all the while rapidly releasing a series of low frequency pulses. The sequence of pulses sweep languidly down the mountainside, caressing the jagged, rocky terrain, and then carry back again somewhat fainter, each return further clarifying on the scout's understanding of the situation. After a couple minutes of observation, the giant turns back, making for Thonce Narerv with all haste.

Two days and a night pass by without anything of note occurring, on the second night, the Kobold encampment awakes to a subdued cacophony of rumbling beats and groans. (https://www.youtube.com/watch?v=k3-lNJaWjJA) Nine Begraven Reus, bearing stone pick axes and slings, emerge from the gloom beyond the camp, encircling it. Three more stalk out from the darkness and make their way into Kobold delegation's encampment. They are intercepted by several Kobold representatives, who then attempt to open a dialogue.

Progress on communication is gratingly slow, as the giants seem to lack an alphabet, and communicate largely through echolocation, producing sounds that range from piercing clicks to rumbling booms, all of which are beyond the Kobold's ability to replicate faithfully. As such, the Kobolds are forced to rely almost entirely on pantomiming their negotiations. Thankfully, despite their their rough reception and the plodding rate of progress, the 'talks' proceed astonishingly smoothly and after several tense hours negotiations conclude. From what the Kobold sages could parse, the Giants have agreed to exchange the knowledge of creating and using concrete, in exchange for their knowledge of mechanics, and have instructed them to send representatives to their fortress city at dawn's first light, there they will conduct the exchange.

Bonus: n/a

> Meanwhile, one of the Begraven Reus involved with developing a form of written language for record keeping, specifically one of the giants supporting pictograph-based-records, craves meaningless patterns and geometric symbols onto a stone slab. It has no practical purpose, but it sure is somewhat interesting to behold.

Bonus: +41 {+25 construction /+/ +16 architecture}
>>
>>2053087

GNOMES

>New Hero: Tork, aka Buff Gnome
>As of right now, Tork does nothing. But he is fairly awesome.

The breakthrough causes work on the iron wands to surge forward. Now they just need a way to control the lightning magic. Random discharges have singed the hair of more than one Gnome. [Iron Wands 8/15]

The Gnomes make fast friends with their eastern neighbors. [Lachstagen Cultural Exchange (clearly an excuse to smoke weed) 2/5]

>>2053090

ORE-EATERS

Nest construction begins. The Queens know they need a strong and well-situated nest to properly grow the hive. [Nest 1/5]

The basic mountain stone turns the larva into basic workers. [+2 worker drones]

The worker drones in turn begin to add a nursery to the nest in an attempt to increase breeding success rates. [Nursery 2/3]

The Ore-Eaters successfully add a storage chamber to the nest. Interesting ores, rocks, and gems will be placed here for later consumption. There's no specialization like compartmentalization! [+5 construction], [stability: content]

>>2053121

ORCS

The orcs expand their territory further! Nothing will stop the march of the The Orc Army! Except, perhaps, vicious infighting between three generals that kills two of them. Luckily, the new general is competent enough to halt any spread of violence through the ranks... [nothing happens]

Inspiration hits the Orcs in the form of melting metal so it can be shaped into weapons at faster speeds than beating it into shape with their bare hands. [Smelter 3/5]

After an unexpected delay, the shipment from Bacatia arrives, and you are able to trade your enchanted weapons for the elixir. [+1 diplomacy]
[Enhanced Orc Blood Elixir] - Use in combat to gain a +35 combat bonus. Cannot be used two turns in a row. If you fight the Bacatia, you suffer a -35 combat penalty.

>>2053151

KRATIYA

An electric blue glow creates a new sort of sunrise as day turns to night. [Electrifying Industry 22/25]

Your efforts generate [+5 Kratiyan Culture] in Kobold society.

Your efforts generate [+5 Kratiyan Culture] in Lachstagen society.
>>
>>2053210

FAUNS

The Fauns expand north, seeking to create buffer territory between themselves and the intimidating Kratiyan consulate. [+4 expansion]

The Fauns also expand south. Elbow room for the tribes! [+4 expansion]

In their travels, the Fauns come across a field of flowers that look like tiger lilies, situated as the bottom of the deep valley filled with mist. The scent of the flowers nearly puts the more adventurous Fauns to sleep. Those that held back have to drag them out and into fresh air, holding thick cloths over their faces. [Resource: Tired Lilies]

In the distance, further into the mists, you hear a sinster-sounding cry...after the first incident, the Fauns flee in terror.

Note: see map for territory changes

The Fauns contribute their vast natural knowledge to the construction of the alchemy college. [College of Alchemy 16/20]

Later, the Razgriz manage to finish the college. Your presence helps you acrue some of your own benefits as the Razgriz are happy to have you attend the college's opening. [+5 alchemy],[+5 herbology],[+3 construction]

>>2053323

APES

The Apes find a suitable peak at the tip of the mountain range, overlooking the great valley in the distance that is the home of the Dwarves. The peak itself towers over the surrounding mountains, but has many flat shelves and plateaus suitable for building structures. And yet, despite the solemn dignity of the mountain, there's something strange about it...something that makes the hairs on the back of every ape raise up.

They cannot deny the similarity of the mountain to their lingering vision. [Great Temple of Enlightenment 5/40], [+1 expansion]

The Hand of H'ar-Ambe descends over the monks that dedicate themselves to the sealing technique. A golden light surrounds them; their knowledge is divinely inspired. The method of the technique that shall spread the god's light is passed into their spirits. [+10 light magic], [+5 spirit magic], [+5 fighting spirit]
[Evil-Suppressing Fist] - In combat, roll 2d20. The resulting value negates an equal amount of an opponent's combat bonuses.

The Apes restock with the Stangalli. Stack it high, watch it fly! [Stangalli Trading Post (1)]
>>
>>2053326

RAZGRIZ

Work on the college continues with the help of the Fauns. It's good they arrived! [College of Alchemy 18/20]

The glassworks is completed! The new house feature is all the rage among merchants and noble blood. The college in particular is beautified by its presence. [Glassworks 7/7] [resource: glass], [+5 construction], [+3 industry]

Note: Due to having glass readily available, the points needed to complete the college drops to [/15]

The college of alchemy is completed in record time, thanks to the timely opening of the glassworks! The opening ceremony is a great event for the society of the Razgriz. After a laborious start in this new world, they finally feel that they've set down stable roots. Better times lay ahead! [Razgrizian Collegia Ard Arcana, The First Wing, Lyceum of Alchemy 18/15], [+5 construction], [+5 architecture], [+7 education], [+7 alchemy], [stability: content]

>>2053360

LACHSTAGEN

Boom! Bang! Pop! [Fireworks 7/7], [resource: fireworks], [+4 explosives], [+3 culture]

Work on the Xebec continues. A complex system of pulleys is needed to control the rigging of the world's most advanced ship. [Xebec 8/15]

We're gonna build a wall! And the Aboleths are gonna pay for it! But the wall is gonna have a big, beautiful door! [Big Wall 3/15]

Kratiyan influence has given you [+5 Kratiyan Culture]
Note: You already have [+3 Kratiyan Culture (P)] from their earlier actions
>>
>>2053388

KOBOLDS

The Empress refuses to see the delegation. They politely accept your overtures, but hint rather obviously that they are looking elsewhere for allies. Your delegation reports back that they'll probably need some time before opening themselves up to normal relations again, but at least they are no longer actively hostile toward you...just standoffish. [+4 diplomacy]

Work on the jewelry workshop is completed! Carved rubies steadily make their way into Kobold society. [resource: jeweled rubies], [+4 construction], [+3 economy]

The Kobold delegation arrives in the land of the giants in the distant north. Despite the elevation, it's much warmer here, but the Dragonwrought are almost happy for the temperature change.

The Kobolds are in awe of the great fortress that towers as impressive as the mountains around it. In learning the concrete formula, they ask for a demonstration after hearing it doesn't take long to set. The giants pause, discuss among themselves. Eventually, they agree. The sudden awkwardness is not lost on the Kobold diplomats.

A small square column of concrete is mixed and poured. Kobold mathematicians are fascinated as it begins to harden in the sun. They spend the night in the dizzying fortress, and the next day, they return to view the finished product.

A dragonwrought knocks on a corner out of curiosity. A hunk of the stuff breaks off and falls to the ground. The crack spreads through the column, and a moment later, with a loud -snap-, part of it slides away and breaks into pieces.

The Kobolds glance at the fortress in the distance, then back at the column, then at the 'formula' they're currently holding. Being masters of traps and ambush, it doesn't take them long to put 2 and 2 together.

"Explain yourselves!" the lead diplomat shouts. "What is this?!"

The situation deteriorates rapidly once the Kobolds realize they were almost duped. One of the dragonwrought uses his fire magic to burn the copy of the Mechanica while it is still in the bag held by the head Begraven Reus diplomat. The incident almost makes the two sides come to blows.

The Kobold delegation leaves in a furious huff.
[+1 diplomacy], [+1 espionage]

Kratiyan influence has given you [+5 Kratiyan Culture]

>>2053413

LIZARDMEN

Work on spirit familiars continues, with the young attempting to get in touch with the astral plane. [Spirit Familiars 14/25]

The tradesmen pavilions are finished! This should aid in production at scale for the tribe as it continues to develop. [Worshops 7/7], [+3 construction], [+3 ironwood tools], [+2 economy]

The plums are difficult to cultivate in the swamp - more vulnerable to disease - but grafts with hardier, native plants solve this issue before it becomes a real problem. [Power Plum Forest 10/15]

Congratulations! You've crushed a 4th action die!! Subtract the sacrificed bonuses from your sheet and add the new bonus:
[+20 Shaman Caste] (cannot be stolen or destroyed)
New Trait: Naturalists (+3 nature magic)
>>
>>2054502

STANGALLI

The Stangalli finally finish their network of trading posts! Their economic prowess is untouchable by any other civilization. [+10 economy, +5 expansion, +5 diplomacy, +2 currency]

[Trade Network] - Each turn, you have one free trading action in addition to your normal actions.

Mergin with the birds. [Birdmen R' Us 14/20]

Tobal is at it again! This time, it's something a little more...edgy. The amount of engineering that will have to go into his idea is substantial, but if he isn't up to the task, no one is. [Boomstick 4/15]

>>2054537

BACATIA

Work on the fleshgolems wraps up rapidly thanks to the draconic bloodstone. It seems to have been drained of power somewhat by the effort, though in time it will surely perk back up. [Fleshgolems 15/15], [+10 death magic], [+10 dark magic], [+7 military]
Fleshgolems - When attacking, roll an extra die. Add this value to your combat total.
[(1) Aratoa POW remains]

Work on the life trees is completed! A new age of cooperation dawns between the Fauns and Bacatia.

Meanwhile, the Bacatian ships finally make port, allowing them to pick up enchanted weapons from the Orcs while dropping off the promised elixir. [resource: Enchanted Weapons], [+1 diplomacy]

>>2054554

BEGRAVEN REUS

Trading with the Kobolds seems to go well initially, but the plan to pass off a flawed, prototype version of the concrete formula eventually fails when they ask for the demonstration. They storm away after almost causing a violent incident with the diplomats. [-1 diplomacy]
>>
File: Map37.jpg (4.99 MB, 3027x2270)
4.99 MB
4.99 MB JPG
BEGIN TURN 37

Next World Event: Turn 40
>>
Rolled 24, 48 = 72 (2d100)

>>2054835
Ore Eaters – Orange
Traits:
Mineral Mastery (+3 mining)
Rock and Roll (+3 construction)
-----

Stability: content
Food: Low

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

--Contacts--
-none-

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
[+2 worker drones]
[+5 construction]

1. Continue digging out the nest. Maybe we will find something tasty while digging. 1/5 +13
+8 Construction
+2 Worker Drones
+3 Mining
2. As well, continue to dig out the nursery. It is important to remember which larva shall be given which minerals and make sure they survive. 2/3 +13
+8 Construction
+2 Worker Drones
+3 Mining
>>
Rolled 21, 31, 69, 29 = 150 (4d100)

>>2054853
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/Hunting)
Poison Control (+3 Poison knowledge)
Swamp Masters (+3 Exploration/Expansion)
Naturalists (+3 nature magic)
-----
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
Power Plums
Deathweed
Ironwood
Monster Menagerie - In combat, roll an extra die. Add this value to your combat total.
Poisonspitters
Swampstalkers
Festerbeaks
Greatmaws
Web-Walkers (Silk)
White Stone
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

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

--Rituals--
Beast Bonding Ritual
Land Awakening Ritual - When defending, roll an extra die and add its value to your combat total.
Shapeshifiting spell

--Projects--
[Mystery of the Ruins 5/30]
[Spirit Familiars 14/25]
[Power Plum Forest 10/15]

--Development Bonuses--
+20 Ranger caste
+10 Rangers
+9 Beast taming
+4 Ironwood Armour
+3 Ironwood Weapons
+1 Camouflage
+15 Close Combat
+3 Martial Arts
+20 Shaman Caste
+25 Magic control
+13 Construction
+7 Expansion
+5 Ironwood Tools
+8 Economy

--Culture Penalties--
+3 Kratiyan Culture (P)
-------------------------

Actions:
>In recent seasons our people have ventured out from the swamps and seen the lands of others. Some, like our friends the Fauns, respect their land and care for it. Others, like the Dwarves and the Kratiyans, desecrate the land which provides them sustenance and succor with brick, stone and other atrocities. We have seen where this leads, in the depths of Black-bog in the dark temple. Many Lizards who have seen the outside world begin preaching a new philosophy, that each race is the chosen shepherds of their land. It is their responsibility to care for it's land, it's beasts and it's magic and that they should be judged accordingly. [+40] (+20 Shaman Caste, +20 Ranger Caste)
>The new recruits to the Shamanate are quickly introduced to their duties, and many are exposed to the white stone during their trances. 2 Separate rolls for [Spirit Familiars 14/25] [+50] (+20 Shaman Caste, +30 Magic Control)
>With the help of the new grafts the Plums are growing like wildfire. Soon they will be ripe and ready to enjoy. [Power Plum Forest 10/15] [+50] (+20 Shaman Caste, +30 Magic Control)
>>
Rolled 96, 19 = 115 (2d100)

>>2053087
1. The Challenges faced by Gnomes in developing Iron Wands grew exponentially, but this only piqued their research interest. Every new problem meant a new solution, and in every solution was a new application.

The concept of "Static Electro-magical Energy" was just being understood. It helped that the Kratiyan's themselves were electrifying their nation, so they could ride on their heavy research into electricity, something the Gnomes themselves planned on replicating soon.

Two proposed solutions for dealing with Electro-Magical energy were being tested. One in which it was to be dircted safely away from the user, such as to the ground or perhaps to a dried Voltshroom for storage, and another about how to direct a discharge.

It was a Malewand named Nekola who devised the perfect solution. A backpack or side back held by a Gnome, in which several empty voltshrooms were stored. The Static Electro-magic would flow into them, charging them.

His next idea, and the most critical, was developing a magic spell specifically to ionize the air in a straight line directly in front of the wand, to a specific target. The stored or excess electricity would then flow from the wand directly to wherever it was pointing. If a Gnome found his backpack of Voltshrooms overcharged, he could safely discharge it to the ground this way!

The technology for proper Lightning Wands was still a ways off, but the development of Iron Wands was able to progress further.

[Iron Wands 8/15]

+23 Kratiyan culture
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
[Dwarven Trading Post] [+2 economy, +1 diplomacy]
[Wandcrafting Shop] [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[1st Exploratory Mission] [+3 diplomacy, +1 culture]
>Magic
[+1 magic control]
[+4 magic construction]

23+32=(TOTAL +55)

2. "OH YEAAAAH, BUILDING THIIIINGS!"

Tork happily helps building the Cultural Exchange Post. He doesn't even use magic half the time, he just lifts large crates and stone blocks with his massive muscles. The Torks above all other Gnomes seem to have not forgotten the value of lifting, gains, and not skipping leg day.

Hero: Tork, aka Buff Gnome
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
[Dwarven Trading Post] [+2 economy, +1 diplomacy]
[Wandcrafting Shop] [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[1st Exploratory Mission] [+3 diplomacy, +1 culture]
>Magic
[+1 magic control]
[+4 magic construction]

(TOTAL +32)
>>
-----
Gnomes - Navy Blue
Traits:
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
-----

Stability: neutral
Food: Moderate

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

--Contacts--
(Knows about everyone known by the Tourney Time)

--Resources--
-none-

--Projects--
[Fishery 0/5]


--Development Bonuses--
>Infrastructure
[+2 agriculture]
>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[+2 magic metalwork]
>Military
[+1 close combat] - Ape Training
>Exploration
[1st Exploratory Mission] [+3 diplomacy, +1 culture, +1 expansion]
[Dwarven Trading Post (1)] [+2 economy, +2 expansion, +1 diplomacy]
>Kratiyan University
[+23 Kratiyan Culture]
[resource: Kratiyan Sympathizers] - Any battle against Kratiya reduces your combat total by 1/3

[Iron Wands 8/15]
[Iron Mine 1/5]
[Lachstagen Cultural Exchange 2/5]

Stat post
>>
Rolled 65, 81, 54 = 200 (3d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
Kratiyas Maximus (+3 culture)
-----

[stability: content]
[food: moderate]

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

--Relations--
Crabmen (Friendly) - Known resources: [Seafood, Gold, Mana-Coral, Mana Coral Armor/weapons] Trading: Emeralds, copper
Everyone on the continent - Known

--Resources--
Fish, lumber, copper, emeralds, Stone, Violet Brick, Silver, Tin, Mana-Coral, Voltshrooms, Iron
[resource: Mana-Coral Armor 1] - Use in combat to negate 20 points of any foe's magical or psychic combat bonuses.
[resource: Airships] - In combat, roll an extra die. Add this value to your combat total.
--Development Bonuses--
Fishing +3, +4 Shipbuilding, +3 Art, +6 Music, +4 Architecture, +3 Culture, +5 Education, +4 Agriculture, +13 Construction, +18 Psychic Power, Kratiyan Culture +20, +19 Diplomacy, +6 Close Combat, +4 Economy, +6 Earth Magic, +4 Industry, +4 Mining
[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.
[Coterie - In combat, roll an extra die. Add 2/3rd the value of this die to your combat total]
Ongoing: Powered Coral Armor 5/20

1. Electrifying Industry 22/25 +83
+4 Architecture, +6 Culture, +7 Education, +2 organization, +13 Construction, +20 Psychic Power, Kratiyan Culture +20, +4 Economy, +6 Earth Magic, +4 Industry, +4 Mining

A new Consulate is open for business!

2. Construct A New City +66
+15 Construction, +20 Psychic Power, Kratiyan Culture +20 +4 Architecture +7 Education, +2 organization, +4 Economy, +4 Industry

One of the major locations of the industrial revolution is a boom-town turned city in northeast. Nestled between the river and the rich hills, this city produces a sizable chunk of the nation's finished goods. Linked by river and lake to the Shroomlands of western Kratiya, the city of Arista, the metal processing city of Petrioka, and the Violet City itself, this new city named Vossik is as much Goblin as it is Kratiyan. Made from violet brick and stout green oak the city's volt-rods climb into the air alongside the thick forests and rolling hills. It's population is mostly goblin, but a sizable portion of the poorer Gobyirs, or half-Goblins, have moved to the city to make their fortunes.

3. Open the Republican Bank of Kratiya-Petroika +79
+15 Construction, +20 Psychic Power, Kratiyan Culture +33 +4 Architecture +7 Education, +2 organization, +4 Economy, +4 Industry
[Silver][Gold][Copper][Emeralds]

A new institution has been created to serve the Republic. A branch of the government, this bank exists to control government debt and directly service business loans. Business loans could then be used to directly finance government tasks.
>>
Rolled 44, 42, 14 = 100 (3d100)

>>2054853
Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: low
Food: Plentiful
--Government--
Orcish Imperium (+10 military +3 organization)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]
[Copper]
[Iron]
[Bloodstones]
[Orcish Alcohol]
[elemental gems]
[resource: warg mounts]

--Projects--
[ Rocky 0/5655]
[Smelter 3/5]

--Development Bonuses--
[The Orc army] 3rd action.
[Elemental Weapons] - In combat, roll an extra die. Add 1/3 the value of this die to your combat total.
[Enhanced Orc Blood Elixir] - Use in combat to gain a +35 combat bonus. Cannot be used two turns in a row. If you fight the Bacatia, you suffer a -35 combat penalty.
[+5 agriculture][+3 enchanted weapons][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+3 Kratiya Culture (P)]

>Action 1.
Finish that smelter.
>Action 2.
Ever since the Dragon and the raid on the Mages, Big orc has realized the Orcs will need something that can take down very big things, and so he decides the Orcs need to research some kind of, Bigger bow that can fire bigger arrows.(Research Ballistas) [+1 stone tools][+4 construction][+1 craftsmanship]=6.
>Action 3.
Try expanding again in the same direction, North-west through the forest.
>>
File: AbyssalExcavation2.jpg (127 KB, 946x888)
127 KB
127 KB JPG
Rolled 63, 63 = 126 (2d100)

>>2054853

Turn 37

Begraven Reus - Indigo
Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
-----
Stability: content
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--
[Abyssal Excavation 10/12]
[Written Language 5/7]

--Accomplishments--
[Labyrinths] - When defending, roll an extra die. Add 1/2 the value of this die to your combat total.
[Fortress of Thonce Narerv'] - When defending, roll an extra die. Add 2/3 the value of this die to your combat total.

--Development Bonuses--
+15 craftsmanship
+2 herbology
+3 hunting
+25 construction
+12 fortification
+7 mining
+16 architecture
+2 chemistry
[+3 Kratiya Culture]
+4 culture
-1 diplomacy

...

> Progress continues to be made on the [Abyssal Excavation] project...

Bonus: +61 {+7 Mining /+/ +28 Construction /+/ +16 Architecture /+/ +10 Organization}

> Progress continues to be made on the [Written Language] project...

Bonus: +29 {+4 culture /+/ +10 organization /+/ +15 craftsmanship}
>>
Rolled 57, 51, 90 = 198 (3d100)

>>2052973
TURN 37
-----
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--
Draconic Blood Altar, cattle, leather, lumber, fruit, Enhanced Aratoa Blood Elixir, Enhanced Orc Blood Elixir, copper, fish, shellfish, Bloodstones, Aratoa pow 1, tin, Gold curse statue, Orc blood, elemental gems, warg mounts, Mage blood, mudoil, enchanted weapons

--Projects--


--Contacts--
>-Met-
Everyone but, Fairies, Dwarves, Insectoids, Crabkin and Begraven Reus

--Development Bonuses--
[Aratoa Blood Warriors] - Roll an extra die in combat. Add this value to your combat total.
[Fleshgolems] - When attacking, roll an extra die. Add this value to your combat total.
[Stangalli Trading Post 0] - 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
Magic:
> +25 Enchanting
> +20 Dark Magic
> +15 Blood Magic
> +10 Chaos Magic
> +10 Death Magic
> +5 Magic construction
> +2 Magic control
Military:
> +14 Close Combat
> +13 Military
> +5 Warrior tradition
Other:
> +10 Alchemy
> +9 construction
> +8 Culture
> +5 Assassins
> +4 Agriculture
> +4 Diplomacy
> +3 Kratiya Culture (P)
> +3 leadership
> +1 Economy

--Actions--
1) Expand Farhads laboratoy.
+85; +20 Legacy, +20 Dark Magic, +15 Blood Magic, +10 Chaos Magic, +2 magic control, +3 leadership, +4 Agriculture, +8 Culture, +3 Kratiya Culture
2) Establish a mountain fortress for the Shadow warriors to train in. maximum ninja
+110; +20 Legacy, +20 Enchanting, +20 Dark Magic, +15 Blood Magic, +10 Chaos Magic, + 2 Magic control, +8 Culture, +5 Assassins, +4 Diplomacy, +3 Kratiya Culture, +3 leadership
3) Use the last of the prisoners to raise undead slaves that are stronger then normal Aratoa and never tire. Use them to build a mining/quarry complex in the mountains. Lets see if we find something useful. +50; +5 Magic construction, +2 Magic control, +10 Death Magic, +9 construction, +20 Legacy, +3 leadership
>>
>>2053210
FAUNS

-----
Fauns - Light Green
Traits:
Stubborn, Like Goats: (+2 military, +1 organization)
Tea Time Sacrifices (+2 magic, +1 culture)
Close to Nature (+2 agriculture, +1 nature magic)
-----
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.
- steel claymores -
-fish-
-copper-
- silver -
- Tired Lilies -
-blue sap- ( grants stamina, though it may be rather...potent...)
- [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]
- Blue Sap Distillery - Blue Sap Brew


[Song of the Forest] - When defending on land, cancel out half of any magical or psychic bonuses added to the opponent's combat total.
[Druidic Shapeshifting] - In combat, roll an extra die. Add 2/3 the value to your combat total.

--Projects--


--Development Bonuses--

+13 construction
+8 expansion
+10 alchemy
+3 mining
+5 metalshaping
+3 economy
+21 nature magic
+5 spirit magic
+10 magic control
+5 enchanting
+5 herbology
+10 shapeshifting
+4 diplomacy
+11 close combat
+3 steel claymores
+20 Hilland Folk Lore

Discovered:
Fishmen/Stangalli/Birdmen/Lizardmen/Gnomes/Bacatia/Kratiya/Lachstagen/Kobolds/Razgriz/Crabkin/Illithids
Aware of Aboleths
>>
Rolled 10 (1d100)

>>2055242

Deidre arrived from Kratyia as soom as the Rock Garden was finished, and it didnt took long for her to meet her father, Lugh, founder of the Lugh clan. Their plans had finaly come to frutition and to work with the Kratyian consulate that she apreciated so much.... but now things had changed.

On her last trip to the cities of the Counsulate she faced poverty and decadence on the streets, while many of the beautiful farmlands that surrounded them were being destroyed to give space to the mushroom farms. Arriving in the Hillands

Her dad talked to her about a coup against the other clans with the support of a kratyian politican, words that she wish she could forgot. Deidre quickly went on her own way, but not without telling her dad that she would never allow such thing to happen, giving him a last chance by not telling the Council.

These events broke the image that she had constructed of Kratyia.
Deidre them decided that if the Kratyia of her dreams was dead, she would create her own.

>Action 1
Sending druid emissaries of the circle of Amhar, she will search across all the Hillands for songs of power, medicines, food recipes, folkloric knowldge and the recorded history of the fauns. These tales and studies will be registered in a book meant to guard all the culture of the faun kind, entitled " Saga of the Autumn" (+10 alchemy +21 nature magic +5 spirit magic +10 magic control +5 herbology +10 shapeshifting +20 Hilland Folk Lore) = +81
>>
>>2054853
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
Inflammable (+3 explosives)
-----
Stability:Low
Food: Plentiful

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

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

--Resources--
[Copper] [Tin] [Bronze] [Saltpeter] [Potash] [Black Powder] [Water Hoofs] [THC] [Hemp] [FireWorks]

--Development Bonuses--
[+4 pontoon boats] [horn instruments: +2 music] [+7 Flamberge][Bows +3] [+10 explosives] [+7 seige weapons]
[+7 Demon-Helmets] [+7 close combat] Old-World Engineers +20] [+2 agriculture] [+4 culture] [+8 Kratiyan culture]
[Ui'Haki-Xa Enchantment (Optional +50 to combat)]

--In Proggress--

Xebec: [8/15]
Big wall /w Beatiful door: [3/15]

Action 1: continue work on door
Action 2: continue work on wall
Action 3: for a while, High Lahcstagen wandering around the village have been a mild annoyance. they where funny at first but now they're just annoying. I mean seriously man! stop showing us your dick! your dick is NOT bigger then a dragon! any way, to solve this problem, its time to create buildings specifically for smoking weed inside
>>
Rolled 21, 51 = 72 (2d100)

>>2055242
>>2055313
The Hillands grow properous, and the Council of the Clans believe that its time for their cities and villages to catch up with their economical development. Our villages and cities will be fortified, thick stone walls and buildings will be built, living trees will be reshaped to becomes houses and halls for warriors without the need to cut them. Outside of the city, a second wall made of torns bushes.

>Action 2
Fortify the Hillands, develop our villages
(+13 construction +5 metalshaping +3 economy +21 nature magic +5 spirit magic +10 magic control +5 enchanting +10 shapeshifting +20 Hilland Folk Lore) = +91
Once hearding about the mysterious field of flowers on the mist valley, as well as the sinister sounds beyond it, Connad, leader of the Greines, rode with a group of warriors to the north frontiers. As the tensions grew on the south, he knew that having the expansion was more important than ever.

Facing the misty fields of flowers, he demanded to talk with 2 of his druids that had explored the region. Soom the 2 arrived, landing in front of him with the form of giant crows.

"What you have to tell me?" the hulkling clan leader asked.

"Sir, we could search in the area for any kind of creature capable of bypass this field, and explore this region" the first one said. "Or..." the other druid completed "we could use our newly acquired techiniques and contacts with the alchiemists of Razgriz to study these flowers, and create a solution that let us bypass whatever enchantment this is"

Connad pondered about these options... while a tonic like that could be useful, his instintics told him that it would take time and investigating the mists was a very important deal. Maybe it could give him an upperhand on whatever that viper of the Lughs was planing to do.

"Search the area for any creature or entrance that we can use to cross this witchcraft! I will be riding throuth this field in a week! Later we can share whatever we discover with those pansy sailors."

>Action 3
Search for animals that arent affected by the flowers, if we find anything we will immediatly turn into said creature and go throuth the field!

(+21 nature magic +5 spirit magic +10 magic control +10 shapeshifting +20 Hilland Folk Lore +8 expansion) = +64
>>
Rolled 18, 62, 87 = 167 (3d100)

>>2054853
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
Industrious (+3 engineering)
-----
Stability: Rejoice!
Food: Plentiful

--Government--
Mountain Kingdom (+10 military, +5 engineering)

--Resources--
Dwarven Alcohol, Mushroom Maragaritas
Furs, Leather
Stone and Marble
Copper and Steel
Glass
Manastone
Manabatteries
Diamonds
Silver
Magma
Wild Tentacle Beast 1/1

--Development Bonuses--
+3 Kratiya Culture
+3 Dwarven Culture
+4 Runic Language
+8 Organisation (The Marble Laws)
+14 Economy
+1 Diplomacy
+9 Expansion
+4 Agriculture
+6 Brewing (Brewery)
+20 Dwarven Industry (Smelter, Mines, Great Quarry)
+5 Forging (Dwarven Forge)
+27 Engineering (Powered Elevators)
+5 Mining
+4 Chemistry
+10 magineering
+5 magic control

+10 Military
+1 Tactics
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+5 Springbows (Iron Scorpions)
+7 Armour (Steel Armour)
+5 Weapons (Steel Weapons)
+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.
Mountain Kingdom: Extra half die when defending.
Fucking Dragon on the Roof
-----

1. Power can be stored in manabatteries, raw magical energy which could be used, in theory, for anything. In practise using it for anything it somewhat difficult just yet. The most obvious use for these manabatteries is as a replacement power source instead of water power. As you don't need a big wheel and huge amounts of water this should allow machinery to be made much smaller and away from water supplies. The construction of magic engines begins! (+78, engineering, forging, magic control, magineering, industry)

2. Reorganisation of the dwarven military continues, with symbols and colours being standardised to allow easy communication and recognition between units. (+32 organisation, runic language, military) [The Iron Laws 5/15]

3. The lengths to which dwarves will go to create newer and better alcohol are beyond the comprehension of any other race. Even the gods themselves look upon them with wonder. (+16, agriculture, brewing, dwarven culture) [Improved Brew 2/5]
>>
>>2055227
CRUSH: 25 Enchanting, 20 Dark Magic, 15 Blood Magic, 10 Chaos Magic, 10 Death Magic, 10 Alchemy, 10 Close Combat leaving 4 Close combat for:
Vampiric Arts
>>
Rolled 26, 4, 90, 53, 21 = 194 (5d100)

>>2054853
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
Strongarm Begonias
Berserker Powder
[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]
[Tournament Security - Roll an extra die to quell any disturbances at the tournament, if needed. All spirit magic and monkhood bonuses are doubled in the event of a defense.]
[Stangalli Stall – 1 charges]
[Thousand Hands Support the World Technique] - In combat, roll an extra die. Add 1/2 the value of this die to your combat total. When you use an action to work on the Great Temple, roll an extra die. Add 1/2 the value of this die as a bonus to your action.
[Evil-Suppressing Fist] - In combat, roll 2d20. The resulting value negates an equal amount of an opponent's combat bonuses.

--Development Bonuses--
Military(+6)
Expansion(+1)
Light Magic(+10)
Enlightenment(+4)
Fighting Spirit(+22)
Hand of H'ar-Ambe(+20)
Martial Arts(+20)
Agriculture(+14)
Spirit Magic(+17)
Culture(+9)
Aesthetics(+6)
Healing Magic(+10)
Diplomacy(+20)
Construction(+2)
Religion(+12)
Organization(+1)
Art(+1)
Warrior Tradition(+1)
Herbology(+6)
Magic Control(+1)
Nature Magic(+1)
Dark Magic(+1) eww
Education(+1)
Leatherworking(+1)
Traps(+1)
Carpentry(+1)
Enchanting(+1)
Willpower(+1)
Beast Taming(+4)
Kratiya Culture(+3) P

-In Progress-
[Great Temple of Enlightenment 5/40]

Actions:
1 and 2
>Lets begin work on our temple. We seem to have found the correct spot, so now we must begin the construction. Luckily an Ape with photographic memory can recount everything he saw in the vision making the task a bit easier than designing something from scratch [Great Temple of Enlightenment 5/40]

Enlightenment(+4) Hand of H'ar-Ambe(+20) Culture(+9) Aesthetics(+6) Construction(+2) Carpentry(+1) Religion(+12) Willpower(+1) Organization(+1) Spiritual(+3) Big and Strong(+3) = 62 BONUS

3
>The Apes feel something lurks either within the mountains or below it. They are determined to find that source. We cannot have evil mucking around the area while we build. A group of monks are set to investigate the source of this disturbance.
Enlightenment(+4) Spirit Magic(+12) Hand of H'ar-Ambe(+20) Religion(+12) Willpower(+1) Spiritual(+3) = 52 BONUS

4th and 5th dice is from [Thousand Hands Support the World Technique] bonus.
>>
File: Razgriz marching.jpg (739 KB, 1240x877)
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739 KB JPG
Rolled 96 (1d100)

>>2054853
Race – Human
Traits:
Voyagers (+3 ships/navy)
Military Tradition (+3 military)
New World (+3 Industry)
-----

Stability: neutral
Food: Plentiful

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

--Resources--
Giant Mushrooms, Shellfish
lumber, Leather
Copper, Tin
Stone, Iron,
Mana Coral, Coal

--Completed Projects--
Wood Cabins, Quarry
Expanded Mine (iron,coal)
Tool/Tinker's Workshop
Smelter, Rock Garden,
Airship [add dice to combat rolls]


--Projects--
>Irrigation (4/10)
>Steel Foundry (3/15)

--Discovered Groups--
Everyone Except for
Molemen
Faires
Lizards
illithids


--Development Bonuses--
+7 Close Combat
+2 Diplomacy
+3 Industry
+2 mining
+1 Economy
+2 expansion
+4 Agriculture
[20+ Industrial Vigor ]
[+3 Kratiya Culture (P)]

>Action 1
A crowd envelopes around the sight of the Airship as it follows The Var Emrhy and his retinue of marines to the town center.

""Duty, Honor, Country" — those three hallowed words reverently dictate what you ought to be, what you can be, what you will be. They are your rallying point to build courage when courage seems to fail, to regain faith when there seems to be little cause for faith, to create hope when hope becomes forlorn. You now face a new world, a world of change. by the unending wisdom of AO, we have been thrusted into the unknown reaches of the new world, and thus has sent us a new destiny. Our growing presence marks a beginning of another epoch in the long story of mankind. And our story promises to be one of greatness! there has never been a more abrupt or staggering evolution in any civilization. We daunting few, we patriots of Razgriz, now deal with measures unimaginable. As our forefathers gave us the means to conquer the seas, we deal now with the wonderous ponderance of a new land and the illimitable distances of the sky. We are reaching out for a new and boundless frontier. but along with the promise of our greatness comes danger, for as Razgriz grows, the forces that dares covets her destiny begins to wake

so to all loyal sons of Razgiz, hear my call and remember this edict, that through all this welter of change and development. your mission remains fixed, determined, inviolable. It is to win our wars. Everything else in your professional career is but corollary to this vital dedication. All other public purposes, all other public projects, all other public needs, great or small, will find others for their accomplishment; but you, Sons of Razgriz, are the ones who tends to the light of our civilization, you who will be trained to fight, you, of whom indomitable will, will carry us to victory! the sure knowledge that in war there is no substitute for victory and that if you lose, Our nation will be destroyed.
so take to heart and make the very obsession of your public service to our Nation be centered around those three hallowed words "Duty, Honor, Country."

a town crier thus follows the speech given by the Var Emrhy [Cont]
>>
Rolled 6, 39 = 45 (2d100)

>>2054853
>>2056319
[cont]
"It is through the heavy reflection on the state of the continent that I, Var Emrhy Caedmir, implore all loyal sons of Razgriz to follow my command, men that are between ages of 17 and 20 are to report to the town center, Expect to be organized into batches in accordance with your age groups. You will ready yourselves for monthly training which cumulative time must reach two years. You will be supervised and trained under the command of our Officerial staff. Those who show promise will begin the Tacticia progami and graduate as an honored member of the Officierial staff. those who neglect their civil duties and tries to avoid Razgriz's call will be discarded as non-citizens. All future generations that reaches the age of 17 will be admitted to the Citizenship program in continuity until their military training of two years ends."

[Start Military Citizenship] [+17] [Military, Close Combat,education]

>Action 2
With the growing influence of other continental powers, an institution dedicated to keep Razgrizian interest at the forefront of both the state and the people's demands creation. A shadowy group of intelligence officers will acts as the eyes and ears of Razgriz in the new world

[Start the creation of the Razgrizian Intelligence Services] [+18] [Military, Close Combat, Education, Diplomacy]


>Action 3
The Steel Foundry is placed along the coast facing the ocean, Its engineers are extremely carefull in the laying of its foundations and follows washed up manuscripts regarding the Brebrantian process, which is guideline for the creation of industrial systems dedicated to the formation of molten steel.


Continue with the construction of a steel foundry [3/15] [+23] [Industrial vigor, Industry]
>>
>>2056125
Sneaking in a dice crush

Military(+6)
Light Magic(+10)
Enlightenment(+4)
Fighting Spirit(+22)
Martial Arts(+20)
Spirit Magic(+16)
Healing Magic(+10)
Religion(+12)

= 100 BONUS. Name: [To Combat Evil]. Please upgrade Kensho.
>>
Rolled 66 + 112 (1d100 + 112)

>>2054853
TURN 37

Kobold Confederacy - Light Blue
-Stability: Rejoice!
-Food: Bountiful
-Actions: 3 per turn
---Traits---
-Confederate Tribes (+2 organization)
-Cunning (+2 traps)
-Dragon Gods (+2 religion)
-Philosophers +3 education
---Government---
-Elder Council (+5 culture)
---Resources---
Notable: Algebra, Knowledge of Dragon Tongue, Rubies, jeweled rubies
Common: copper, fish, lumber, sabertooth fur and teeth, stone
---Projects---
Ongoing:
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Jewelry Shop 3/3], [Lumber Camps 7/7], [Marven Gardens 7/7], [Mechanica Koboldica 20/20 - Reduced chance of failing construction project rolls], [Smelters 7/7], [Stone Pits 5/5]
---Development Bonuses---
Unique: +5 Dragonwrought, +20 Foundations of Civilization, +4 Lokharic Language,
General: +1 agriculture, +6 architecture, +5 construction, +3 close combat, +2 craftsmanship, +5 culture (Debate, Gardens, Mechanica Koboldica), +5 culture, Kratiya, +3 culture, Kratiya(P), +7 diplomacy, +3 economy, +1 espionage, +4 expansion, +5 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +7 mathematics, +2 metalworking, +3 mining, +1 organization, +7 physics, +1 religion, +3 scouts, +5 traps
---Diplomacy---
Discovered - Aboleths/Fishmen, Apes, Bacatia, Begraven Reus, Birdmen Tribes, Crabkin, Dwarves, Gnomes, Illithids, Lachstagen, Lizardmen, Razgriz, Stangalli
Travel agreement - Kratiya
Trade - Fawns
[Game notes: total bonus from traits, government & development: 119]

ACTION 1-3: REVERSE-ENGINEER CONCRETE - The Kobolds, rather saddened by the refusal of the giants to deal fairly, just shrug their scaly shoulders and move on with their efforts. They apply the reason they're proud of to the task of unlocking the secret of concrete, going through a rigorous process of studying the various materials in their false formula and modifying what they saw the giants do to create a less brittle mixture. They try different aggregate, powdered stone, volcanic ash, lime, and all matter of substances they identify with a sort of precursor to materials science. After a number of such mixtures are created, they begin to test the properties of the sample in its ability to bear weight and withstand damage and other force.

[Bonus: 112 - +2 organization, +2 religion, +3 education, +5 culture, +5 Dragonwrought, +20 Foundations of Civilization, +4 Lokharic Language, +6 architecture, +5 construction, +2 craftsmanship, +5 culture (Debate, Gardens, Mechanica Koboldica), +5 culture - Kratiya, +3 culture - Kratiya(P), +3 economy, +5 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +7 mathematics, +2 metalworking, +3 mining, +1 organization, +7 physics, +1 religion]
>>
Rolled 7 + 112 (1d100 + 112)

>>2056694
Rolling for action two.
>>
Rolled 67 + 112 (1d100 + 112)

>>2056697
And action three.
>>
>>2054855

ORE EATERS

Dig, and dig, and dig, and diggity dig! [Nest 3/5]

Note: this is a project and you should track it.

The nursery is finished! This will ensure greater efficiency of larval survival. [+2 worker drones, +2 construction]

>>2054871

LIZARDMEN

In observation of a fallen empire under the swamp, as well as the industrial rigor that tears away the lands of other nations, the Lizardmen naturally come to formulate their own opposing philosophies. [+2 naturalism], [+1 culture]

The addition of more recruits seems to accelerate the process for all involved, as if a greater amount of magic is being drawn forward. Silvery mists begin to materialize around some of them, though they still lack form. [Spirit Familiars 23/25]

The only thing left to do is to graft them to the central tree! Can plums of this size even be called plums anymore? [Power Plum 14/15]

Note: You may pick one of your traits and upgrade it to +10

>>2054892

GNOMES

The new method of safely dealing with excess energy production while storing it for later use multiplies the efficiency over 4-fold! [Iron Wands 13/15]

Tork's gains have never been greater. He does his lunges with massive stone bricks, and eats bowls of steel-cut oats for breakfast. [Cultural Exchange 4/5]
>>
>>2054896

KRATIYA

A massive field of voltshrooms extends into the distance on the western shores of the lake, the so-called Shroomlands. A whole industry just to supply organic matter as fungi-food has developed on its own. The naturally collected charge of the fungi is channeled into a primitive form of the transformer, which sends it on thick copper cables across the lake and into the city. By day, the violet brick shines in the sun, and by night, it glows indigo under electric lights. [Electrifying Industry 25/25], [+10 industry, +9 electricity, +8 culture]

[The City Never Sleeps] - When other people attend your university in the future, half the culture they gain becomes permanent.
[UniverCity 1/5] (Gnomes) - Have 5 civs attend your university for an extra bonus.

The Kratiya expand into the northeast as the city of Vossik grows rapidly thanks to pioneering roles in the electricity industry. [+3 organization, +2 expansion], [see map]

It was only a matter of time...THE FED HAS LANDED. [Federal Bank 5/10]

>>2054913

ORCS

The Orcs finish the smelter, enabling them to increase the rate at which they process metal goods. [+1 stone tools is replaced by +2 iron tools], [+5 metalcrafting]

Crack Orc engineers start to work on...ha...they start to...ahaha...Orc Engineers!...AHAHAHAHAHA [Ballista 3/7]

Something about that northwest direction has the Orcs stymied, but they manage some expansion this time. [+2 expansion], [see map]

>>2055177

BEGRAVEN REUS

The Abyssal excavation is finished. The Reus found all kinds of interesting things on the way down, and now have quick access to the underground. Not only that, but they could easily retreat into the tunnels below if threatened, even if the fortress was somehow breached. [+7 mining], [+5 construction], [stability: very content]
[resource: Black Marble], [resource: granite], [resource: emeralds]

Upgrade to [Labyrinths] - When defending, roll an extra die. Add 2/3 the value of this die to your combat total.

The Reus finish work on their written language! While some elements of the pictographic style still linger, it is firmly an alphabet, a limited number of distinct symbols used to make words. [Written Language 7/7], [+3 writing], [+3 culture], [+3 organization]

>>2055227

BACATIA

Work proceeds on Farhad's laboratory. The expansion will allow for a greater number of simultaneous experiments. [Wet Work 5/20]

A special fortress is begun in the mountains to give a base to the shadow warriors. [5/7]

The last Aratoan prisoners are 'burned' into slave-mind undead. The untiring corpses are set to work digging beneath the mountains in an attempt to reestablish the abandoned empire's mines. [Zombie Mine 5/10]

Congratulations, you've crushed a new action die! Subtract the listed bonuses from your sheet and add the new bonus:
[+20 Vampiric Arts] - cannot be destroyed or stolen
New Trait: Dark Magic Mastery (+3 magic)

Note: You may pick and upgrade one of your traits to +10
>>
>>2055242

FAUNS

The warning signs of a society that is frayed around the edges has imprinted itself strongly on Deidre's mind. While solemn, the experience is an inspiration for her to help her people avoid the same fate, a song that is a reminder of the fading of lush green growth for the bare-bones of Autumn. [Saga of the Autumn 5/15]

Fearing the nearby threat lingering in the valley of mist, the Fauns fortify their villages. [+5 fortification], [+1 expansion]

Surely there must be some animal that is unaffected by the Tired Lilies. The Fauns stake out near the valley and keep watch for their unknown quarry. Their eyes are trained on the suspicious mists. [Navigating the Valley 5/7]

>>2055551

DWARVES

The eyes of the magineers sparkle as brightly as the diamonds that store the mana. The potential is limitless! [Mana Engines 5/25]

As the dwarven army is arranged into legions and units, friendly rivalries spring up between the various officers. Each is determined to make their squadron the vanguard of the dwarven forces. [The Iron Laws 10/15]

The dwarves will stop at nothing to brew the perfect brew...NOTHING! [Improved Brew 5/5], [food: abundant], [resource: Ale], [+5 brewing]

Note: I consider brewing to be an aspect of dwarf culture.

>>2056125

APES

The foundations of the temple are set in stone. Monks and martial artists carry good stone from a pit dug in the mountain side up to the peak. A path is worn by the marching of the feet of hundreds of workers, the same road that was paved with stairs in their vision. [Great Temple of Enlightenment 13/40]

The Apes sense the source of malevolence through the caverns that lead into the mountain. An entrance to the deep is discovered in the stone pit they are building. The elders suspect that, whatever it is, the temple itself is a device of sorts to hold this evil back.

A group of brave young monks take the trek into the dark underground.

Only one returns.

His eyes are bloodshot; his fur is ripped and torn in places, injuries cover his body. His own blood - and the blood of others - mats his fur, mixed with some kind of oozing black liquid that is eating away at his flesh. He is washed and healed with magics, though the injuries are resistant even to the influence of the Spirit Tree.

His mind is as damaged as his body. He babbles incoherently about the experience, about the deaths of his compatriots, the sounds of their bones crunching as they were eaten alive. He repeats the same words over and over: "That thing...that thing...that thing!"

[The Thing Under the Mountain ?/?]
[stability: very content]
>>
>>2056657

APES (continued)

Congratulations, you've crushed a new die! Subtract the listed bonuses from your sheet and add the new bonus:
[+20 To Combat Evil] - cannot be stolen or destroyed
[Kensho] is now +10 rather than +3
New Trait: Mushin no Shin (+3 martial arts)

>>2056319

RAZGRIZ

After a stirring speech by Var Emrhy leads to the creation of a new military-citizen relationship, in which all citizens must join the military for a period of two years upon reaching the age of 17. [2-Year Conscription 5/15]

In the background of the new focus on military discipline is a parallel focus on the need for advanced intelligence. An organization specializing in such activities is quietly founded under the guidance of Var Emrhy and a few other nobles, with the leaders reporting directly. [R.I.S. 1/10]

The Razgriz iron industry provides an important launching point for undertaking the large-scale production of steel, a relatively advanced metal product. [Steel Foundry 6/15]

>>2056694

KOBOLDS

Embittered by the actions of the Begraven Reus, the Kobolds decide to make their own concrete! With blackjack! And hookers! You know what, screw the blackjack! [Concrete Reverse Engineering 14/20]
>>
File: Map38.jpg (5.01 MB, 3027x2270)
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BEGIN TURN 38

Next World Event: Turn 40
>>
>>2055355

LACHSTAGEN (turn 37)

Work on the Xebec continues. The rigging is quite impressive, a feat of Lachstagen ingenuity. [12/15]

That big beautiful door. The Lachstagen could stare at it all day. Or maybe they're just high. Other less intoxicated Lachstagen stack stones for the wall. [7/15]

For the betterment of Lachstagen society, it is decided to dedicate a place to THC usage, so as to isola - I mean, make more comfortable the smokers of weed. [Green Rooms 4/7]
>>
File: Conclave.png (509 KB, 648x462)
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509 KB PNG
Rolled 98, 12, 70, 11 = 191 (4d100)

>>2056781
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/Hunting)
Poison Control (+10 Herbology)
Swamp Masters (+3 Exploration/Expansion)
Naturalists (+3 nature magic)
-----
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
Power Plums
Deathweed
Ironwood
Monster Menagerie - In combat, roll an extra die. Add this value to your combat total.
Poisonspitters
Swampstalkers
Festerbeaks
Greatmaws
Web-Walkers (Silk)
White Stone
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

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

--Rituals--
Beast Bonding Ritual
Land Awakening Ritual - When defending, roll an extra die and add its value to your combat total.
Shapeshifiting spell

--Projects--
[Mystery of the Ruins 5/30]
[Spirit Familiars 23/25]
[Power Plum Forest 14/15]

--Development Bonuses--
+20 Ranger caste
+10 Rangers
+9 Beast taming
+4 Ironwood Armour
+3 Ironwood Weapons
+1 Camouflage
+15 Close Combat
+3 Martial Arts
+20 Shaman Caste
+25 Magic control
+2 Naturalism
+1 Culture
+13 Construction
+7 Expansion
+5 Ironwood Tools
+8 Economy

--Culture Penalties--
+3 Kratiyan Culture (P)
-------------------------

Actions:
>The final push is made by the Shamanate, and one young Shaman reports a vision from his paralytic trance of a Poisonspitter spirit. It spoke to him and offered him it's magic. Other juveniles begin to experience similar visions with the various beasts of the swamp and beyond. [Spirit Familiars 23/25] [+60] (+20 Shaman Caste, +30 Magic Control, +10 Herbology)
>The first Power Plum is plucked off the vine, ripe and delicious. [Power Plum Forest 14/15] [+60] (+20 Shaman Caste, +30 Magic Control, +10 Herbology)
>The Rangers have become jealous of the Hermitage, and demand a place be built for them. The Conclave will be part animal breeder, part fortress and part training center. It will be place on the connection to the mainland of the Hill-home peninsula, such that any invader has to fight through them first. Pavilions and animal pens are sung from Ironwood to get construction underway. 2 separate actions [+106] (+20 Ranger Caste, +20 Shaman Caste, +30 Magic Control, +13 Construction, +10 Expansion, +5 Ironwood Tools, +8 Economy)
>>
Rolled 6 + 75 (1d100 + 75)

>>2056781
TURN 38
Kobold Confederacy - Light Blue
-Stability: Rejoice!
-Food: Bountiful
-Actions: 3 per turn
---Traits---
-Confederate Tribes (+2 organization)
-Cunning (+2 traps)
-Dragon Gods (+2 religion)
-Philosophers +3 education
---Government---
-Elder Council (+5 culture)
---Resources---
Notable: Algebra, Knowledge of Dragon Tongue, Rubies, jeweled rubies
Common: copper, fish, lumber, sabertooth fur and teeth, stone
---Projects---
Ongoing: [Concrete Reverse Engineering 14/20]
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Jewelry Shop 3/3], [Lumber Camps 7/7], [Marven Gardens 7/7], [Mechanica Koboldica 20/20 - Reduced chance of failing construction project rolls], [Smelters 7/7], [Stone Pits 5/5]
---Development Bonuses---
Unique: +5 Dragonwrought, +20 Foundations of Civilization, +4 Lokharic Language,
General: +1 agriculture, +6 architecture, +5 construction, +3 close combat, +2 craftsmanship, +5 culture (Debate, Gardens, Mechanica Koboldica), +5 culture, Kratiya, +3 culture, Kratiya(P), +7 diplomacy, +3 economy, +1 espionage, +4 expansion, +5 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +7 mathematics, +2 metalworking, +3 mining, +1 organization, +7 physics, +1 religion, +3 scouts, +5 traps
---Diplomacy---
Discovered - Aboleths/Fishmen, Apes, Bacatia, Begraven Reus, Birdmen Tribes, Crabkin, Dwarves, Gnomes, Illithids, Lachstagen, Lizardmen, Razgriz, Stangalli
Travel agreement - Kratiya
Trade - Fawns

ACTION 1: REVERSE-ENGINEER CONCRETE - The Kobolds determine to keep working on concrete. The secret will be theirs soon enough.
>>
Rolled 85 + 75 (1d100 + 75)

>>2056925
ACTION 2: REVERSE-ENGINEER CONCRETE - The Kobolds can feel the answer take shape.
>>
Rolled 5 + 72 (1d100 + 72)

>>2056927
ACTION 3: LINK ROLLS WITH APES - DEVELOP CONTEMPLATIVE TRADITION - [KOAN OF THE OUTSIDERS]:

A group of Kobolds wander south along the river's branches and make their way to the Ape Monk Spirit Tree, sitting within sight of its branches. They seem affected and do not leave. They sit still in contemplation, overcome by the conditions of the world.

When asked to explain themselves, they say, "We are forthright in our trade dealings, but others do not treat us the same; we offer friendship but are given duplicity; we do not try and reshape the lives of others, but others meddle in our affairs. We will sit here until we have an answer for such matters."

The apes are invited to join in the endeavor. Perhaps together an answer to these issues can be formulated as an expression of their own cultures.

[The aim of this tech is to facilitate conversion of foreign culture on a player's sheet into a bonus to the player's culture without lowering stability. This is accomplished by the culture coming up with its own perspective on the foreign influence and integrating its experience of the outside world internally to resolve inner strife.]
>>
>>2056868
Kobolds enter the neutral territory marked by the Lizardfolk at the edge of the swamp, indicating they seek to make a case before the Council of Protectors. They place gifts before the Lizardfolk and indicate their willingness to curb their expansion into the swamp, indicating they do not seek to impinge themselves on the territory of the lizardmen.

They retreat to await a decision by the other party, doing their utmost to show respect.
>>
>>2056968
A hunting party meets the Kobolds. They arrange a meeting with members of the Shamanate to discuss terms. Gifts are refused, citing independence and self reliance, and the diplomats arrive. The Kobolds already know the trail markers, but are warned of an impending expansion where the borders will expand. A promise is made that the Lizardmen will not expand beyond the wetlands, and that there will be no aggression against any Kobold not found to be trespassing in exchange for the same treatment of the Lizards borders and people. It is made clear that is the right of both nations to capture or kill any member of the opposite nation found in violation of the treaty without diplomatic approval. The terms are offered to the Kobolds bluntly, with no option for negotiation. Accept or decline.
>>
>>2056997
The Kobolds accept the terms of the treaty and prepare to withdraw behind the negotiated border, pending any further point to the negotiation.
>>
>>2057006
A standing offer is made for the Kobolds to return to the borders with any offers or projects that they think will interest us, particularly in the horticultural sphere and the agreement is concluded.
>>
Rolled 18, 69, 22 = 109 (3d100)

>>2056781
FAUNS

-----
Fauns - Light Green
Traits:
Stubborn, Like Goats: (+2 military, +1 organization)
Tea Time Sacrifices (+2 magic, +1 culture)
Close to Nature (+2 agriculture, +1 nature magic)
-----
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.
- steel claymores -
-fish-
-copper-
- silver -
- Tired Lilies -
-blue sap- ( grants stamina, though it may be rather...potent...)
- [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]
- Blue Sap Distillery - Blue Sap Brew


[Song of the Forest] - When defending on land, cancel out half of any magical or psychic bonuses added to the opponent's combat total.
[Druidic Shapeshifting] - In combat, roll an extra die. Add 2/3 the value to your combat total.

--Projects--
[Saga of the Autumn 5/15]
[Navigating the Valley 5/7]

--Development Bonuses--

+5 fortification
+13 construction
+9 expansion
+10 alchemy
+3 mining
+5 metalshaping
+3 economy
+21 nature magic
+5 spirit magic
+10 magic control
+5 enchanting
+5 herbology
+10 shapeshifting
+4 diplomacy
+11 close combat
+3 steel claymores
+20 Hilland Folk Lore

Discovered:
Fishmen/Stangalli/Birdmen/Lizardmen/Gnomes/Bacatia/Kratiya/Lachstagen/Kobolds/Razgriz/Crabkin/Illithids
Aware of Aboleths

> Action 1
[Navigating the Valley 5/7]
Connad with a group of his most trustworth followers is prepared to charge toward the now named Valley of Screams, he just awaits to hear the new discoveries that the druids made. (+21 nature magic +5 spirit magic +10 magic control +10 shapeshifting +20 Hilland Folk Lore +9 expansion) = +65

>Action 2/3
Deidre continues her mission relentless
[Saga of the Autumn 5/15] - (+10 alchemy +21 nature magic +5 spirit magic +10 magic control +5 herbology +10 shapeshifting +20 Hilland Folk Lore) = +81
>>
File: 3469915391_27552d53ed.jpg (154 KB, 500x401)
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154 KB JPG
Rolled 56, 71 = 127 (2d100)

>>2056760
1. Today is a proud day for the Gnomes.

It marks the cusp of a new breakthrough in not only Wandcrafting, but Gnomish Magiscience as well.

Through the application of mechanical concepts observed from the Dwarves, and in no small part by the Electrical Research of Kratiya, the Gnomes have not only gotten close to Iron Wands, a tool which would dramatically increase the power of every wand everywhere, but learned so much more.

The theoretical and practical applications of electricity were now understood by them, voltshrooms, circuitry, the electro-magic field.

The Malewand clan had pioneered it, but one above them all had done above and beyond all others.

Nekola T'zzla Malewand was hailed as a hero of the Gnomes for his brilliance during the research efforts. A man of vision and stamina not unlike the electrified bright lights of Kratiya itself. He was the foremost expert in Lightning Elemental Magic now, and his name is synonymous to a particular type of Iron Wand which specializes in the discharging of Lightning.

The T'zzla Wand.

The completion of Iron Wands would be but a taste of some of new magical technologies he intends to develop.

[Iron Wands 13/15]

+23 Kratiyan culture
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
[Dwarven Trading Post] [+2 economy, +1 diplomacy]
[Wandcrafting Shop] [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[1st Exploratory Mission] [+3 diplomacy, +1 culture]
>Magic
[+1 magic control]
[+4 magic construction]

23+32=(TOTAL +55)

2. Opposite in almost every way from the refined and cool composure of the Malewands, the almost brute like Tork Clan was far more invested in Lachstagen culture.

Tork himself had spent so much time with the Goats, he practically lived among them. No Kratiyan tea and biscuits for him, he ate Hemp Brownies and Steel Cut Goat Oats.

Beloved most of all was the shared goal and vision between the Torks and the Lachstagen, a love of EXPLOSIONS.

Tork would celebrate the completion of the Cultural Exchange building with a massive fireworks display, a prelude to their dream of developing new EXPLOSIVE ELEMENTAL MAGIC.

[Cultural Exchange 4/5]

Hero: Tork, aka Buff Gnome
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
[Dwarven Trading Post] [+2 economy, +1 diplomacy]
[Wandcrafting Shop] [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[1st Exploratory Mission] [+3 diplomacy, +1 culture]
>Magic
[+1 magic control]
[+4 magic construction]

(TOTAL +32)
>>
>>2057061
-----
Gnomes - Navy Blue
Traits:
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
-----

Stability: neutral
Food: Moderate

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

--Contacts--
(Knows about everyone known by the Tourney Time)

--Resources--
-none-

--Projects--
[Fishery 0/5]


--Development Bonuses--
>Infrastructure
[+2 agriculture]
>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[+2 magic metalwork]
>Military
[+1 close combat] - Ape Training
>Exploration
[1st Exploratory Mission] [+3 diplomacy, +1 culture, +1 expansion]
[Dwarven Trading Post (1)] [+2 economy, +2 expansion, +1 diplomacy]
>Kratiyan University
[+23 Kratiyan Culture]
[resource: Kratiyan Sympathizers] - Any battle against Kratiya reduces your combat total by 1/3

[Iron Wands 13/15]
[Iron Mine 1/5]
[Lachstagen Cultural Exchange 4/5]

Stat post
>>
File: MagmaPulse.jpg (12 KB, 670x440)
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12 KB JPG
Rolled 53, 73 = 126 (2d100)

>>2056781

Turn 38

Begraven Reus - Indigo
Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
-----
Stability: very content
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]
[Black Marble]
[Granite]
[Emeralds]

--Projects--
[Abyssal Excavation 10/12]
[Written Language 5/7]

--Accomplishments--
[Labyrinths] - When defending, roll an extra die. Add 2/3 the value of this die to your combat total.
[Fortress of Thonce Narerv'] - When defending, roll an extra die. Add 2/3 the value of this die to your combat total.

--Development Bonuses--
+15 craftsmanship
+2 herbology
+3 hunting
+30 construction
+12 fortification
+14 mining
+16 architecture
+2 chemistry
[+3 Kratiya Culture]
+7 culture
-1 diplomacy
+3 writing
+3 organization

...

> As the Begraven Reus continue to expand their domain, the difficulties involved with keeping and managing precise records of the soveriegnty's various assets and holdings necessitates the development of a set of [Primary Mathematical Principles]. Utilizing the newly developed record-script, a group of giants begin exploring and illustrating core logical truisms through the measurement and analysis of shapes and various geographical patterns, laying the groundwork for the Principles...

Bonus: +16 {+13 organization /+/ +3 writing}

> On orders from the sovereign, the Giants congregate in the deepest point of the Abyssal Excavation preparing to delve even further into the world's breast. There had been numerous reports during the creation of this particular part of the Abyssal Excavation of strange phenomena: Claims of unusually warm stone and general temperature increases, as well as echolocation picking up an odd, gurgling [Pulse within the Stone] walls of the mine, resonating from somewhere far off...

Bonus: +27 {+13 organization /+/ +14 mining}
>>
Rolled 4, 92, 85, 68, 57 = 306 (5d100)

>>2056781
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Kensho(+10 meditation/combat)
Mushin No Shin(+3 martial arts)
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
Strongarm Begonias
Berserker Powder
[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]
[Tournament Security - Roll an extra die to quell any disturbances at the tournament, if needed. All spirit magic and monkhood bonuses are doubled in the event of a defense.]
[Stangalli Stall – 1 charges]
[Thousand Hands Support the World Technique] - In combat, roll an extra die. Add 1/2 the value of this die to your combat total. When you use an action to work on the Great Temple, roll an extra die. Add 1/2 the value of this die as a bonus to your action.
[Evil-Suppressing Fist] - In combat, roll 2d20. The resulting value negates an equal amount of an opponent's combat bonuses.

--Development Bonuses--

Expansion(+1)
Hand of H'ar-Ambe(+20)
To Combat Evil(+20)
Agriculture(+14)
Spirit Magic(+1)
Culture(+9)
Aesthetics(+6)
Diplomacy(+20)
Construction(+2)
Organization(+1)
Art(+1)
Warrior Tradition(+1)
Herbology(+6)
Magic Control(+1)
Nature Magic(+1)
Dark Magic(+1) eww
Education(+1)
Leatherworking(+1)
Traps(+1)
Carpentry(+1)
Enchanting(+1)
Willpower(+1)
Beast Taming(+4)
Kratiya Culture(+3) P

-In Progress-
[Great Temple of Enlightenment 13/40]
[The Thing Under the Mountain ?/?]

POST 1/2
>>
>>2057163
Actions:

>Rumors spread about the evil beneath the mountain, and the Elders are unsure how to handle it. Some of the strongest monks were absolutely destroyed, and a single Ape returned with his mind nearly broken.
For a people who generally can retain their composure even in the presence of immense danger it is shocking to see this happen. This may be out of our league for the time being, but we cannot allow this evil to ever escape and we cannot allow others to fall victim to it.
The Elders have informed people to stay out of the mountain and to focus on the construction of the Great Temple. People are still in very high spirits despite the bad news and they work happily to fulfill the vision given to them by H'ar-Ambe. [Great Temple of Enlightenment 13/40]

Hand of H'ar-Ambe(+20) To Combat Evil(+20) Aesthetics(+6) Construction(+2) Organization(+1) Willpower(+1) Big and Strong (+3 to related rolls) Spiritual (+3 to light magic/religious rolls) = 56 BONUS

>The Evil beneath the mountain is dangerous and perhaps incredibly old. Something with that much power must have been there for quite some time. If only they had more information, though it is doubtful any of the other nations have any knowledge of this
beast. Some Apes are daring enough to try using Astral Projection to observe the beast, but the Elders forbid it. They are unsure how much power the beast has or if it is capable of harming them even within the spirit world. The Apes decide to ask someone
slightly less dangerous, a very old fellow who has lived here before The Apes or any of these other nations. A few Apes lie down and get into their Spirit Form flying off to speak to....The Dragon(we really gotta name this guy...)! Perhaps he could give us some information
about what we are dealing with. Taking some fruit offerings couldn't hurt as well. [The Thing Under the Mountain ?/?]

To Combat Evil(+20) Diplomacy(+20) Spirit Magic(+1) Spiritual (+3 to light magic/religious rolls) Willpower(+1) = 45 BONUS

>All this training and yet our Monks were destroyed by that beast! We must meditate on this, our aura though strong must become stronger. We cannot back down against this evil, but we will need to prepare ourselves some more before we confront it.

Hand of H'ar-Ambe(+20) To Combat Evil(+20) Kensho(+10 meditation/combat) Willpower(+1) = 51 BONUS

>The Apes have joined the Kobolds under the Spirit Tree in meditation. Like the Kobolds, the Apes have always been worried of the conditions of other nations, their religion, their culture, their ideas. Much of it is troubling to the Apes.
Since the tournament and meeting many of the worlds nations we have been unsure. Together we join in meditation so that we may come up with better ways of dealing with these outsider nations. [Koan of the Outsiders] - COOP with Kobolds

To Combat Evil(+20) Kensho(+10 meditation/combat) Willpower(+1) Diplomacy(+20) Culture(+9) = 60 BONUS

5th dice is bonus from [Thousand Hands Support the World]
>>
>>2056821
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
Inflammable (+3 explosives)
-----
Stability:Low
Food: Plentiful

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

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

--Resources--
[Copper] [Tin] [Bronze] [Saltpeter] [Potash] [Black Powder] [Water Hoofs] [THC] [Hemp] [FireWorks]

--Development Bonuses--
[+4 pontoon boats] [horn instruments: +2 music] [+7 Flamberge][Bows +3] [+10 explosives] [+7 seige weapons]
[+7 Demon-Helmets] [+7 close combat] Old-World Engineers +20] [+2 agriculture] [+4 culture] [+8 Kratiyan culture]
[Ui'Haki-Xa Enchantment (Optional +50 to combat)]

--In Proggress--

Xebec: [12/15]
Big wall /w the Best door, like ever: [7/15]
Green rooms: [4/7]

Action 1: we need to finish those Xebec! without boats good boats, what will we use our (+3 seafaring) for?
Action 2: awhile the door is admittedly the best thing every to be invented, it kind of lacks just a little bit of purpose if the wall around it is incomplete. GET BACK TO WORK!!
Action 3: "Weed and boats! Explosives and Doors! Squids and Goats!~ thats what Lachstagen Love!!" sing a chorus of very high lachstagen. it seems funny and charming now, but you have to note that they've been singing this for nearly an hour now, and its really driving our butchers heads in.
>>
Rolled 47, 29, 34 = 110 (3d100)

>>2057201

[Rolling for Brownie...]
>>
Rolled 34, 7 = 41 (2d100)

>>2056760
Ore Eaters – Orange
Traits:
Mineral Mastery (+3 mining)
Rock and Roll (+3 construction)
-----

Stability: content
Food: Low

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

--Contacts--
-none-

--Resources--
-none-

--Projects--
[Nest 3/5]

--Development Bonuses--
[+4 worker drones]
[+7 construction]

1. Continue digging out the nest. 3/5 +17
+10 Construction
+4 Worker Drones
+3 Mining
2. Begin branching out from the main nest construction to look for ores or anything of interest. +17
+10 Construction
+4 Worker Drones
+3 Mining
>>
Rolled 44, 72, 75, 60 = 251 (4d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
Kratiyas Maximus (+3 culture)
-----

[stability: content]
[food: moderate]

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

--Relations--
Crabmen (Friendly) - Known resources: [Seafood, Gold, Mana-Coral, Mana Coral Armor/weapons] Trading: Emeralds, copper
Everyone on the continent - Known

--Resources--
Fish, lumber, copper, emeralds, Stone, Violet Brick, Silver, Tin, Mana-Coral, Voltshrooms, Iron
[resource: Mana-Coral Armor 1] - Use in combat to negate 20 points of any foe's magical or psychic combat bonuses.
[resource: Airships] - In combat, roll an extra die. Add this value to your combat total.
--Development Bonuses--
Fishing +3, +4 Shipbuilding, +3 Art, +6 Music, +4 Architecture, +11 Culture, +5 Education, +4 Agriculture, +13 Construction, +18 Psychic Power, Kratiyan Culture +20, +19 Diplomacy, +6 Close Combat, +4 Economy, +6 Earth Magic, +14 Industry, +4 Mining, +9 Electricity, +2 Expansion, +3 Organization
[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.
[Coterie - In combat, roll an extra die. Add 2/3rd the value of this die to your combat total]
[The City Never Sleeps] - When other people attend your university in the future, half the culture they gain becomes permanent.
Ongoing: Powered Coral Armor 5/20

1. Mana-Coral Power Armor 5/20 +60 (This should be adjusted for Electrified Industry)
+10 Military, +9 Electricity, +14 Industry, +7 Education, +4 Economy, +6 Earth Magic, +10 Culture (Goblin Senators are personally pushing for development)

2. Federal Bank 5/10 +92
+15 Construction, +20 Psychic Power, Kratiyan Culture +33 +4 Architecture +7 Education, +5 organization, +4 Economy, +14 Industry
[Silver][Gold][Copper][Emeralds]

3. Influence Bacatia +93
+22 culture, +3 Art, +6 Music, +4 Architecture, +20 Psychic Power, Kratiyan Culture +20, +19 Diplomacy

Kratiyan merchants are accompanied by diplomats, artists, and teachers. They settle among the Aratoa, teaching them the finer culture, their language, and instilling in them a hunger for all things Kratiyan.

4. Bonus die for action 3
>>
Rolled 60, 45, 42, 53, 13, 28 = 241 (6d100)

>>2056781
>>2054853
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
Trademarked (+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™
Silver
Airships - In combat, roll an extra die. Add this value to your combat total.
Iron
Mana-Coral
Trade Network - Each turn, you have one free trading action in addition to your normal actions.

--Development Bonuses--
+5 Farming
+3 Industry
+7 Fortification
+3 Construction
+9 Diplomacy
+19 Economy
+15 Culture
+9 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+9 Art
+4 Lightning Magic
+13 Close Combat
+4 Currency
+3 Re-curve Bows
+10 Magic Control
+10 Engineering
+20 Money Talks [P]

----
Contacts:
Apes
Mages
Fishmen
Birdmen
Lizardmen
Gnomes
Fauns
Bacatia
Kratiya
Lachstagen
Kobolds
Razgriz
Crabkin
Illithids
----
In Progress
Air Bubble [4/10]
Birdmen R' Us [14/20]
Boomstick [4/15]
----
Other
Nearby Hot Springs
Hero Unit: Tobal Ko'Stangal

Actions:
>Birds are friends, not an exploitable resource! [Birdmen R' Us 14/20] (+31) (Use 2 actions)
>Tobal is on to something big with these Voltblades! He just needs to make sure ithey don't fry the user.... [Boomsticks 4/15] (+80) (spend two actions)
>Send representatives to the Kratiyan University.
>Expand out to the North-West. Bridge the gap between us and the birds if possible. (+12)
>>
File: Officer Sydwick.png (297 KB, 309x444)
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297 KB PNG
Rolled 63, 24 = 87 (2d100)

>>2056781
Turn 38
Race – Human

Traits:
Voyagers (+3 ships/navy)
Military Tradition (+3 military)
New World (+3 Industry)
-----
Stability: content
Food: Plentiful

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

--Resources--
Giant Mushrooms, Shellfish
lumber, Leather
Copper, Tin
Stone, Iron,
Mana Coral, Coal,
Glass

--Completed Projects--
Wood Cabins, Quarry
Expanded Mine (iron,coal)
Tinker's Workshop
Smelter, Rock Garden,
Collegia Ard Arcana, First Wing (Alchemy)
Glassworks
Airship [add dice to combat rolls]


--Projects--
>Irrigation (4/10)
>Steel Foundry (3/15)

--Discovered Groups--
Everyone Except for
Molemen
Faires
Lizards
illithids


--Development Bonuses--
+7 Close Combat, +8 Military
+6 Industry, +5 construction, +5 architecture, +2 mining,
+2 expansion, +4 Agriculture, +1 Economy, +2 Diplomacy
+7 alchemy, +7 education
[20+ Industrial Vigor]
[+3 Kratiya Culture (P)]


>Action 1
--Confidential--
"Any acting political officer who has shown exceptional promise in recieving, transfering, and collecting information are to be given the oppurtunity to become a scholari. These scholari are then enrolled into a covert-ops training program and is inducted into the Razgrizian Intelligence Service as agents."
--Confidential--
-"excerpts from the The shadow treatise"

[Continue with the creation of the Razgrizian Intelligence Services] [1/10] [+23] [Military, Close Combat, Education, Diplomacy]


>Action 2
After laying the foundations with the Brebantian process in mind, the construction of multiple heat treated stone blasting forges begins in earnest.

Continue with the construction of a steel foundry [6/15] [+36] [Industrial vigor, Industry, construction, architecture,]
>>
Rolled 85 (1d100)

>>2056781
>>2057565

"The military citizenship program involves grouping people of similar ages into military companies whos members number around 110. The company comprises of 80 individual soldiers, 20 members that plays the roles of support and auxiliary, and a command staff that comprises of 10 officers. The men are expected to fight via the company's battle group which includes all 80 soldiers, 5 sergeants, 1st lieutenant, 2nd lieutenant, and all led by a Company Commander. The soldiers are drilled mercilessly in the battle group and it is expected that each battle group is able to act as a single unit in a battlefield. To provide the company the ability to handle multiple tasks, the battle group further divided into 5 functional groups called squads. Each squad comprises of 16 soldiers and a sargent. the last member of the command staff is the political officer, also referred to as the 'PO'. the political officers are given the job of relaying information to the other companies, to the assigned war council, or even directly to the capital and thus his work usually acquits him from the main battle line as he is needed to write reports and missives constantly. the support units are often medics, scouts, engineers, alchemists, and even entertainers. The composition of the support staff is determined by the company commander. Alongside the job of relaying information, The political officer is also given the role of reporting misuse of power, abuse of authority, or general ineptitude of any acting command staff members to the capital, However the company commander is also given the same role and a commander's reports also includes the actions and behavior of the PO. allegations are then investigated by higher members of the officariat. This in turn creates a system of check and balances in the company which aims to maintain a strict code of excellence and organization.

Few men are brave by nature, but good discipline and experience make many so. Good order and discipline in an army are more to be depended upon than ferocity" - Razgrizian Tacticia, on the organization of the battlefield company

[Continue with the military citizenship program] [5/15] [+22] [+7 Close Combat, +8 Military, +7 education]
>>
Rolled 92, 7, 9, 43 = 151 (4d100)

>>2056781
TURN 38
-----
Bacatia – Light Brown
Traits:
> Vampiric (+3 dark magic)
> Overlords (+3 military)
> Empires Legacy (+3 military)
> Dark Magic Mastery (+10 Magic)

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

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

--Resources--
Draconic Blood Altar, cattle, leather, lumber, fruit, Enhanced Aratoa Blood Elixir, Enhanced Orc Blood Elixir, copper, fish, shellfish, Bloodstones, Aratoa pow 1, tin, Gold curse statue, Orc blood, elemental gems, warg mounts, Mage blood, mudoil, enchanted weapons

--Projects--
[Wet Work 5/20]
[Shadow Warriors Mountain base 5/7]

--Contacts--
>-Met-
Everyone but, Fairies, Dwarves, Insectoids, Crabkin and Begraven Reus

--Development Bonuses--
[Aratoa Blood Warriors] - Roll an extra die in combat. Add this value to your combat total.
[Fleshgolems] - When attacking, roll an extra die. Add this value to your combat total.
[Stangalli Trading Post 0] - Free trade action with any civ that has discovered Stangalli

> +20 Legacy of Bacatia [+1 dice, cannot be destroyed or stolen]
> +20 Vampiric Arts [+1 dice, cannot be destroyed or stolen]
> +10 bonus to any rolls involving trade with another civ
Magic:
> +10 Magic
> +5 Magic construction
> +2 Magic control
Military:
> +13 Military
> +5 Warrior tradition
> +4 Close Combat
Other:
> +9 construction
> +8 Culture
> +5 Assassins
> +4 Agriculture
> +4 Diplomacy
> +3 Kratiya Culture (P)
> +3 leadership
> +1 Economy

--Actions--
1) Keep expanding Farhads laboratoy.
+63; +20 Legacy, +20 Vampiric Arts, +2 magic control, +5 Magic construction, +3 leadership, +4 Agriculture, +9 construction, +10 Magic
2, 3) With the tree of lifes finished the Shadow warriors begin retraining to the druidic nature warriors!
+ 62; +20 Legacy, +20 Arts, +2 magic control, +5 Leadership, +5 Assassins, + 10 Magic
4) The Zombie miners keep working on the mine +69; +20 Arts, +10 Magic, +5 Magic construction, +2 Magic control, +9 construction, +20 Legacy, +3 leadership

Not sure if Dark magic mastery is supposed to be dark magic, but either way upgrading that.
>>
Rolled 53, 24, 93 = 170 (3d100)

>>2056781
Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: low
Food: Plentiful
--Government--
Orcish Imperium (+10 military +3 organization)
--Buildings--
Lumber Camp.
smelter.

--Resources--
[Lumber]
[Copper]
[Iron]
[Bloodstones]
[Orcish Alcohol]
[elemental gems]
[resource: warg mounts]

--Projects--
[Ballista 3/7]
[ Rocky 0/5655]

--Development Bonuses--
[The Orc army] 3rd action.
[Elemental Weapons] - In combat, roll an extra die. Add 1/3 the value of this die to your combat total.
[Enhanced Orc Blood Elixir] - Use in combat to gain a +35 combat bonus. Cannot be used two turns in a row. If you fight the Bacatia, you suffer a -35 combat penalty.
[+2 expansion][+5 agriculture][+3 enchanted weapons][+2 iron tools][+3 mining][+4 construction][+1 craftsmanship][+5 metalcrafting][+3 Kratiya Culture (P)]

>Action 1.
Keep researching that Ballista. [+2 iron tools][+4 construction][+1 craftsmanship][+5 metalcrafting]=12
>Action 2.
Some Orcs love to have the best stabby swords and spiky armor, and with Orcs doing what they know best, fighting and killing each other for the most minor insult or even just for fun, the Orc smiths get lots of practice at making stuff out of metal. (Increase craftmanship and metalcrafting) [+2 iron tools][+1 craftsmanship][+5 metalcrafting]=8
>Action 3.
Keep expanding North-west you gits, don't make me call choppy. [+2 expansion]
>>
Rolled 99, 42, 4 = 145 (3d100)

>>2056781

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

--Government--
Mountain Kingdom (+10 military, +5 engineering)

--Resources--
Dwarven Brew, Mushroom Maragaritas, Ale
Furs, Leather
Stone and Marble
Copper and Steel
Glass
Manastone
Manabatteries
Diamonds
Silver
Magma
Wild Tentacle Beast 1/1

--Development Bonuses--
+3 Kratiya Culture
+3 Dwarven Culture
+4 Runic Language
+8 Organisation (The Marble Laws)
+14 Economy
+1 Diplomacy
+9 Expansion
+4 Agriculture
+11 Brewing (Brewery)
+20 Dwarven Industry (Smelter, Mines, Great Quarry)
+5 Forging (Dwarven Forge)
+27 Engineering (Powered Elevators)
+5 Mining
+4 Chemistry
+10 magineering
+5 magic control

+10 Military
+1 Tactics
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+5 Springbows (Iron Scorpions)
+7 Armour (Steel Armour)
+5 Weapons (Steel Weapons)
+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.
Mountain Kingdom: Extra half die when defending.
Fucking Dragon on the Roof
-----

1. Dwarven engineers continue to work on the new mana engines. (+78, engineering, forging, magic control, magineering, industry) [Mana Engines 5/25] (2 rolls on this)
2. Reorganisation of the dwarven military continues. (+32 organisation, runic language, military) [The Iron Laws 10/15]

Going out in a moment, so just a quick one from me.
>>
>>2056868

LIZARDMEN

Spirit familiars pop into existence for the young shamans. An entire generation is linked not only to living beasts, but spiritual guides that possess the natural wisdom of the swamp. [Spirit Familiars 25/25], [+15 spirit magic], [+10 magic control], [+5 shaman]

Spirit Familiars - In combat, roll an extra die and add its value to your combat total.

The power plums are fully integrated into the the ironwood trees that support Hill-Home and other static lizardmen villages that have begun to crop up. This provides a major boost to daily productivity. And they're high in dietary fiber! [Power Plum Forest 15/15], [+5 economy], [+3 ironwood tools], [+2 ironwood weapons], [+2 ironwood armor], [+2 nature magic, [+2 herbology]

You now have Power Plums as a resource, and do not rely on trade with the Apes for a regular supply.

The rangers have been feeling an imbalance lately in the council, especially with the new spirit familiars running around. Ultimately, survival in the swamp depends on their more mundane - but just as important - skills and techniques. Splashed-with-Water ultimately agrees with their argument and supports construction of a new facility dedicated to servicing the Ranger caste. Crafts-lzards, totem-carvers, and wood-singers converge on the land-end of the peninsula. [Ranger Conclave 10/25]

Meanwhile, Lizard-Kobold relations end on a positive note a mutual respect. [+1 diplomacy]

>>2056925

KOBOLDS

Determined to prove their newfound understanding of nature by figuring out the secret of 'liquid stone', scientifically-inclined Kobolds across the confederacy dedicate their minds to the research. Iterations of the formula push them closer and closer to success until a final public demonstration in Marven Gardens resists a blast of fire magic from a Dragonwrought magician. The elder council approves this formula for state usage. [resource: Concrete 20/20], [+5 construction, +5 logic, +10 chemistry]

Their success in finding their own form of concrete reminds the Kobolds of their failed attempt at outreach. They turn to the Apes, who they view as a trustworthy and contemplative race, to aid in solving their inner conundrum. [Koan of the Outsiders 4/40] (shared project, track carefully!)

In the distant settlement near the birdmen, the Kobolds and Lizardmen agree to a fair border agreement and potential future cooperation. [+1 diplomacy]
>>
>>2057037

FAUNS

The Fauns finally spot a creature that can make its way in and out of the valley without harm - a giant rabbit from the low slopes of Dromadhur. It seems to feed upon the Tired Lilies and is unaffected by their misty pollen. After eating their fill, the group of rabbits leave - and the Fauns are quick to catch a straggler to emulate. [Navigating the Valley 7/7/], [+4 shapeshifting], [+4 herbology]

Deidre's song is a beautiful composition and brilliantly captures the high points of Faun society. It is hailed as a masterpiece. [Saga of Autumn], [+7 culture], [+7 music], [+1 nature magic]

[Saga of Autumn] - Incoming cultural influence is halved (rounded down).

>>2057061

GNOMES

Thanks to the pioneering work of Nekola T'zzla Malewand, the gnomes take a leap forward in their understanding of electricity and wandcrafting. [Iron Wands 15/15], [+10 wandercrafters], [+5 electricity]

[T'zzla Wand] - In combat, roll an extra die. Add 1/3 the value to your combat total.

The Gnomes conclude the construction of their Lachstagen Cultural Exchange with a fireworks display. [Lachstagen Cultural Exchange 5/5], [+4 culture], [+1 explosives]

Note: further research on explosives will be difficult without appropriate resources or help from the Lachstagen

>>2057079

BEGRAVEN REUS

Their intuitive understand of space and increasing complexity of their structures lead to only one destination: a great need for precise methods of measuring. Thus far methods vary wildly and are proprietary, passed down through individual families or workplaces. Enterprising minds attempt to integrate these various ideas into one system. [Primary Mathematical Principles 3/20]

The Reus are greatly interested in the strange 'gurgling' phenomenon. The temperature changes are also unusual. It is noted that the heat occurs in pockets; otherwise, as one digs deeper, things get colder. A branch of the Abyss is marked off for excavation above an already known heat-pocket; the approach is methodical and cautious. [Deep Tunnels 5/10]

>>2057163

APES

With a darker understanding of their ultimate purpose, the Apes redouble their focus on the temple. [Great Temple of Enlightenment 17/40]

Meanwhile, the Apes successfully make contact with the Dragon. What better help to fight a monster than another monster?

Their total defeat at the hands of the underground creature humbles the Apes. They begin to meditate on how not only to strengthen their spiritual, but mental defenses. [Void Aura 5/15]

The Apes join the Kobolds in their spontaneous meditation near the Spirit Tree. They seek a greater enlightenment concerning the influence of other cultures; how to remain open, and yet remain steady in their course. [Koan of the Outsiders 9/40] (shared project, track carefully!)
>>
>>2057201

LACHSTAGEN

The Lachstagen break the 4th wall in order to bemoan their lack of use for their seafaring bonus. Luckily they rolled high enough to complete the project this turn!

Another Lachstagen turns to his muttering friend. "Dude, you are beyond high. There isn't some crazy god controlling us through dice, okay? Now get back to work." [Xebec 15/15]

[+4 pontoon boats REPLACED BY +14 Xebec], [+3 seafaring], [+3 crafstmanship]
[Xebec] - When attacking any coastal nation, roll an extra die and add the value to your combat total]

>>2057279

ORE EATERS

The Nest gets dug! A fully completed home makes the queens release warm and fuzzy pheromones; the hive is content. [stability: very content], [+3 construction], [+3 worker drones]

New tunnels are dug in an attempt to find new and interesting ores to eat. So far, they've just found the usual mountain stone. [resource: stone], [+2 mining]

>>2057306

KRATIYA

Mana-Coral Power Armor advances rapidly following the complete integration of electricity infrastructure. Now working prototypes don't have to wait for the latest voltshroom shipment; they can just be plugged in! [Mana-Coral Power Armor 10/15]

A new financial institution opens at the behest of the government, specializing in business-promoting loans in order to promote the economy. At least, that's what they want you to think!! END THE FED [Federal Bank 10/10], [+5 economy], [+5 currency], [+2 industry]

Your efforts produce [+5 Kratiya Culture] in Bacatia. As the vampires like to say Kratiyan wine...is to die for.

Stangalli students begin to arrive in Kratiya, eager to learn. [UniverCity 2/5]
>>
>>2057349

STANGALLI

The benefits of mutual cooperation are undeniable. The birdmen are elevated in the minds of Stangalli society from "feathered suckers" to "good buddies that hit things we don't like". The nomadic southern tribe of the birdmen integrate their three-membered Warrior Council with the Council of Misers. The peoples unite under one flag, uniting their development in one motion, but cultural disparaties represent a significant upheaval for both parties.

[Birdmen R' Us 20/20], [+10 recurve bows], [+5 horse archery], [+5 warrior tradition], [resource: horses], [resource: wind feathers], [+5 wind magic]
The birdmen explain that wind feathers, when imbued with wind magic, can slice through wood the way a rock in a river cuts apart water. They are a speciality product of the southern nomadic tribe.
[stability: very low]
[see map for expanded territory]

Meanwhile, Tobal makes big progress with the Voltsticks. He's a bit inspired by the combat skills of their new birdmen citizens. The warrior council shows a great interest in his latest development, citing the advantage they might pose in armed conflict. [Tobal Boomsticks 14/15]

Representatives make their way to Kratiya to attend the university! Relations between the two nations have never been closer. The talkative Stangalli and cultured Kratiya always did get along. [+16 Kratiyan Culture (P)], [+17 Kratiyan Culture], [resource: Kratiyan Sympathizers]

The Stangalli and Birdmen both see the disadvantage in remaining separated, and aim to expand their territory. Stangalli economic might makes it easy for the birdmen to take control of larger swathes of the countryside. [+3 expansion]

>>2057565

RAZGRIZ

Good potential conscripts are pulled from the ranks and assigned to more important tasks. [Razgrizian Intelligence Services 5/10]

The Brebantian process specifies a method for creating stone blast forges that can both retain heat and withstand the wear and tear of repeatedly handling molten steel. [Steel Foundry 9/15]

Var Emhry has called, and the people answer. Military service is seen as a right of passage among young men to earn their place in society. [Military Citizenship 10/15]
>>
>>2057738

BACATIA

Work on the laboratory continues. [Wet Work 10/20]

The Bacatia seek to strengthen their shadow warriors with their redeveloped blood magic. The old empire was feared for its dark assassins; the new one shall be as well. [+10 asassins]

Work on the mines is completed, and extracting the resources within will continue. The old mine of the empire was the source of its economic wealth - gold! [Zombie Mines 10/10], [+5 death magic], [+5 mining], [resource: stone], [resource: gold]

Note: You're out of Aratoa POWs. Aww, man. Guess you'll have to get more prisoners somewhere...

Kratiya's efforts have generated [+5 Kratiyan Culture] in your nation.

>>2058407

ORCS

The ballista is test-fired. It punches through two orcs, a great success! Metal shrapnel kills the orc that launches it, however, as the machine bursts apart from the forces. Big Orc insists on a higher efficiency. [Ballista 6/7]

Orc smiths are always hard at work, because with how the Orcs use them, weapons break often. [+1 craftsmanship], [+1 metal crafting]

After repeated messed-up attempts, the Orcs are whipped back into shape and expand Northwest. [+5 expansion], [see map]

>>2058680

DWARVES

Is there a limit to the mana engines? The dwarves are going to find out. Mana batteries are themselves linked in series or parallel, depending on energy needs, to power machinery. Initial attempts prove to be very unstable, but that's never stopped them before. [Mana Engine 15/25]

The Iron Laws, ironically, are set in stone. [Iron Laws 12/15]
>>
>>2057201

LACHSTAGEN (continued)

That door is just sweet, mang. Real sweet. Dude. This weed is DANK. [Big Wall 10/15]

The musical talent of the Lachstagen shall not be questioned. [+3 music]
>>
File: Map39.jpg (5.03 MB, 3027x2270)
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BEGIN TURN 39

Next World Event: Turn 40

(Note: the event will occur after turn 40, before turn 41)
>>
-----
Gnomes - Navy Blue
Traits:
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
-----

Stability: neutral
Food: Moderate

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

--Contacts--
(Knows about everyone known by the Tourney Time)

--Resources--
-none-

--Projects--
[Fishery 0/5]


--Development Bonuses--
>Infrastructure
[+2 agriculture]
[Lachstagen Cultural Exchange], [+4 culture], [+1 explosives]
>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[+2 magic metalwork]
[Iron Wands 15/15], [+10 wandercrafters], [+5 electricity]
>Military
[+1 close combat] - Ape Training
[T'zzla Wand] - In combat, roll an extra die. Add 1/3 the value to your combat total
>Exploration
[1st Exploratory Mission] [+3 diplomacy, +1 culture, +1 expansion]
[Dwarven Trading Post (1)] [+2 economy, +2 expansion, +1 diplomacy]
>Kratiyan University
+23 Kratiyan Culture
[+3 Kratiyan Culture (P)]
[resource: Kratiyan Sympathizers] - Any battle against Kratiya reduces your combat total by 1/3


[Iron Mine 1/5]

Correctd Stat post
>>
Rolled 86, 31, 7 = 124 (3d100)

>>2059009
TURN 39
-----
Bacatia – Light Brown
Traits:
> Vampiric (+3 dark magic)
> Overlords (+3 military)
> Empires Legacy (+3 military)
> Dark Magic Mastery (+10 Magic)

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

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

--Resources--
Draconic Blood Altar, cattle, leather, lumber, fruit, Enhanced Aratoa Blood Elixir, Enhanced Orc Blood Elixir, copper, fish, shellfish, Bloodstones, tin, Gold curse statue, Orc blood, elemental gems, warg mounts, Mage blood, mudoil, enchanted weapons, stone, gold.

--Projects--
[Wet Work 10/20]
[Shadow Warriors Mountain base 5/7]

--Contacts--
>-Met-
Everyone but, Fairies, Dwarves, Insectoids, Crabkin and Begraven Reus

--Development Bonuses--
[Aratoa Blood Warriors] - Roll an extra die in combat. Add this value to your combat total.
[Fleshgolems] - When attacking, roll an extra die. Add this value to your combat total.
[Stangalli Trading Post 0] - Free trade action with any civ that has discovered Stangalli

> +20 Legacy of Bacatia [+1 dice, cannot be destroyed or stolen]
> +20 Vampiric Arts [+1 dice, cannot be destroyed or stolen]
> +10 Razgriz Ships [bonus to any rolls involving trade with another civ]
Magic:
> +10 Magic
> +5 Death Magic
> +5 Magic construction
> +2 Magic control
Military:
> +13 Military
> +5 Warrior tradition
> +4 Close Combat
Other:
> +15 Assassins
> +9 construction
> +8 Culture
> +5 Mining
> +4 Agriculture
> +4 Diplomacy
> +8 Kratiya Culture (P)
> +3 leadership
> +1 Economy

--Actions--
1) Keep expanding Farhads laboratoy.
> +63; +20 Legacy, +20 Vampiric Arts, +2 magic control, +5 Magic construction, +3 leadership, +4 Agriculture, +9 construction, +10 Magic
2, 3) The NATURE warriors start transforming into treants!
> + 62; +20 Legacy, +20 Arts, +2 magic control, +5 Leadership, +5 Assassins, + 10 Magic
4) The alliance between the orcs and Bacatian has been straining. The just didn't get that we were only calling them "allies" out of politeness. And having a vassal who doesn't do whatever his told is useless. Send our troops to elimate them and take as many prisoners as possible.
>>
File: maxresdefault (54).jpg (38 KB, 1280x720)
38 KB
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Rolled 5 (1d100)

>>2059012
1. With new Iron Wands and years of hard work and research in Kratiyan universities and studying from the Dwarves as well as Lachstagens, the Gnomes resume work on their Iron Mine for a stable resource, now much needed as Iron Wand technology had been completed.

Dwarven knowledge on the principles of Iron Ore and where it is most likely to grow underground were appllied, in addition Iron Wands were given a slight magnetic charge at one tip to act as detectors of veins of Iron Ore, using Kratiyan electro-magic principles.

They would slice up the hard Iron Ore using much stronger Iron Wands, and then electrically charge a large Metal Block magically held above the ores. With a finer filtration spell, they separated the Iron Ore from non-Iron compounds, which was then magnetically lifted up and collected en-masse.

The magical Harvesting of Iron would bring a new resource to the Gnomes!

>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[+2 magic metalwork]
[Iron Wands 15/15], [+10 wandercrafters], [+5 electricity]
>Exploration
[1st Exploratory Mission] [+3 diplomacy, +1 culture, +1 expansion]
[Dwarven Trading Post (1)] [+2 economy, +2 expansion, +1 diplomacy]
>Kratiyan University
+23 Kratiyan Culture
[+3 Kratiyan Culture (P)]

TOTAL: +72 Bonus
>>
Rolled 87, 92, 98, 8 = 285 (4d100)

>>2059043
Combat dice. -40 for attacking instantly
+20 legacy, +20 Arts, +10 magic, 5+ Death magic, +2 Magic control, + 13 Military, +5 Warrior tradition, +4 Close combat, +15 Assassins?,

+39 without assassins
+54 with assassins.
>>
File: Yellow_Power_Crystal.jpg (36 KB, 440x460)
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Rolled 84 (1d100)

>>2059047
[Iron Mine 1/5]

2. The Gnomes believe in 4 primary elements in their elemental philosophy.
-Fire
-Caustic
-Lightning
-Explosion

These are not simply made up without reason or rhyme. The Four Elements are based on various types of crystal, shock crystals, acid crystals, flame crystals and boom crystals. These crystals were believed to be alive and some sort of life form, due to their capacity to grow under certain conditions such as being in the presence of certain elements like sulfur, magnetized iron ore, natural acids, and lava channels.

Previous attempts to harness their energy content were often met with failure, due to the limitations of wooden wands not being able to hold the charge without self destructing.

But now with Iron Wands, that was about to change.

The Gnomes are, for now, a primarily magical society. Boom Crystals was a solution to the alternative for gunpowder, a way to bring them into the age of projectile and explosive weapons like the goats to the south while staying true to their magical philosophy.

With new Iron Wands and skills and ideas gained from three different friendly nations, the Gnomes began work in learning the planting, cultivating, and harvesting of Boom Crystals. Time to put their new magisciences to work.

Thanks to Lachstagen knowledge on explosives, Dwarven ideas on preventing mine explosions, and Kratiyan safe research principles, they also learned some better saftey tips for avoiding death by explosion during the harvesting of these.

>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[+2 magic metalwork]
[Iron Wands 15/15], [+10 wandercrafters], [+5 electricity]
>Exploration
[1st Exploratory Mission] [+3 diplomacy, +1 culture, +1 expansion]
[Dwarven Trading Post (1)] [+2 economy, +2 expansion, +1 diplomacy]
[Lachstagen Cultural Exchange], [+4 culture], [+1 explosives]
>Kratiyan University
+23 Kratiyan Culture
[+3 Kratiyan Culture (P)]

TOTAL: +77 Bonus
>>
Rolled 89, 2 = 91 (2d100)

>>2059000
Ore Eaters – Orange
Traits:
Mineral Mastery (+3 mining)
Rock and Roll (+3 construction)
-----

Stability: very content
Food: Low

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

--Contacts--
-none-

--Resources--
Stone

--Projects--
[Nest] [Fungus Farm 0/?]

--Development Bonuses--
[+7 worker drones]
[+10 construction]
[+2 mining]

1. Begin digging out a chamber to be dark and damp. Cut down trees for the wood and bring them into this chamber to rot. Find some fungus growing on trees or ground we can eat and bring them in to thrive and be farmed.
+25 (Basically everything)
2. The High Queen demands minerals be found and the worker drones comply by forming new branching caverns into the mountain in search of ores and other tasty riches. +12
+7 Worker Drones
+5 Mining
>>
Rolled 36, 44, 33 = 113 (3d100)

>>2059052
Combat dice. -35 due to Elixir.
[+ 13 military][+3 organization][+3 weapons][+3 enchanted weapons]=22
>>
>>2059080
Bonus for action 2 is +25 as it is basically all my bonuses. 27 total.
>>
File: 05162v.jpg (475 KB, 971x716)
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Rolled 67, 37, 28 = 132 (3d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
Kratiyas Maximus (+3 culture)
-----

[stability: content]
[food: moderate]

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

--Relations--
Crabmen (Friendly) - Known resources: [Seafood, Gold, Mana-Coral, Mana Coral Armor/weapons] Trading: Emeralds, copper
Everyone on the continent - Known

--Resources--
Fish, lumber, copper, emeralds, Stone, Violet Brick, Silver, Tin, Mana-Coral, Voltshrooms, Iron
[resource: Mana-Coral Armor 1] - Use in combat to negate 20 points of any foe's magical or psychic combat bonuses.
[resource: Airships] - In combat, roll an extra die. Add this value to your combat total.
--Development Bonuses--
Fishing +3, +4 Shipbuilding, +3 Art, +6 Music, +4 Architecture, +11 Culture, +5 Education, +4 Agriculture, +13 Construction, +18 Psychic Power, Kratiyan Culture +20, +19 Diplomacy, +6 Close Combat, +9 Economy, +6 Earth Magic, +16 Industry, +4 Mining, +9 Electricity, +2 Expansion, +3 Organization, +5 Currency
[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.
[Coterie - In combat, roll an extra die. Add 2/3rd the value of this die to your combat total]
[The City Never Sleeps] - When other people attend your university in the future, half the culture they gain becomes permanent.
Ongoing: UniverCity 2/5

1. Mana-Coral Power Armor 10/15 +72 (This should be adjusted for Electrified Industry)
+10 Military, +9 Electricity, +16 Industry, +7 Education, +9 Economy, +6 Earth Magic, +5 Currency, +10 Culture (Goblin Senators are personally pushing for development)

2. Telegraphs (I imagine this is just a bonus to Organization) +55
+20 Kratiyan Culture, +7 Education, +9 Economy, +9 Electricity, +5 Currency +5 Organization

Electricity can do more than just power lights and industry. Perhaps, when used properly, it can even send messages.

3. Recruit Bacatian nobles +71

Kratiya is the only other city in the world in which Night becomes Day. Administrators from the University of Kratiya approach Bacatian nobles they picked from lists of frequent purchasers of Kratiyan goods. They make them an excellent offer - straight from the tap. Bacatian students from these prominent families in administration, from prominent military families, and from wealthy merchants are all approached by these administrators to send their children to Kratiya to attend University. For the children, the change of scenery from the drab and uninteresting Bacatia to the bright and legendary Violet City is encouragement enough. For their parents, the first-class education and top of the line curriculum is only accentuated by the sheer number of connections that can be made through the University.
>>
Rolled 28, 44, 93, 75, 33, 42 = 315 (6d100)

>>2059009
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Kensho(+10 meditation/combat)
Mushin No Shin(+3 martial arts)
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
Strongarm Begonias
Berserker Powder
[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]
[Tournament Security - Roll an extra die to quell any disturbances at the tournament, if needed. All spirit magic and monkhood bonuses are doubled in the event of a defense.]
[Stangalli Stall – 1 charges]
[Thousand Hands Support the World Technique] - In combat, roll an extra die. Add 1/2 the value of this die to your combat total. When you use an action to work on the Great Temple, roll an extra die. Add 1/2 the value of this die as a bonus to your action.
[Evil-Suppressing Fist] - In combat, roll 2d20. The resulting value negates an equal amount of an opponent's combat bonuses.

--Development Bonuses--

Expansion(+1)
Hand of H'ar-Ambe(+20)
To Combat Evil(+20)
Agriculture(+14)
Spirit Magic(+1)
Culture(+9)
Aesthetics(+6)
Diplomacy(+20)
Construction(+2)
Organization(+1)
Art(+1)
Warrior Tradition(+1)
Herbology(+6)
Magic Control(+1)
Nature Magic(+1)
Dark Magic(+1) eww
Education(+1)
Leatherworking(+1)
Traps(+1)
Carpentry(+1)
Enchanting(+1)
Willpower(+1)
Beast Taming(+4)
Kratiya Culture(+3) P

-In Progress-
[Great Temple of Enlightenment 17/40]
[The Thing Under the Mountain ?/?]
[Void Aura 5/15]
[Koan of the Outsiders 9/40] - Shared with Kobolds


Actions:

Use actions 1 and 2
>The Apes continue to work hard on their new temple, with support from their good friend they are once again enthusiastic and fully confident they can stop this evil threat upon the temples completion. [Great Temple of Enlightenment 17/40]

Hand of H'ar-Ambe(+20) To Combat Evil(+20) Aesthetics(+6) Construction(+2) Organization(+1) Willpower(+1) Big and Strong (+3 to related rolls) Spiritual (+3 to light magic/religious rolls) = 56 BONUS

>The Apes continue their meditation to develop their aura more fully. They start to feel a slight change in their aura, the beginning of a new aura that is to take form soon. [Void Aura 5/15]

Hand of H'ar-Ambe(+20) To Combat Evil(+20) Kensho(+10 meditation/combat) Willpower(+1) = 51 BONUS

>The contemplation continues. Thus far we have sat in silence, meditating and mulling over ideas in our minds. But this is not a simple problem, and the solution will not be simple. [Koan of the Outsiders 9/40] - COOP with Kobolds

To Combat Evil(+20) Kensho(+10 meditation/combat) Willpower(+1) Diplomacy(+20) Culture(+9) = 60 BONUS

5th and 6th dice is bonus from [Thousand Hands Support the World Technique]
>>
Rolled 12, 70, 73 = 155 (3d100)

>>2059009
Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: low
Food: Plentiful
--Government--
Orcish Imperium (+10 military +3 organization)
--Buildings--
Lumber Camp.
smelter.

--Resources--
[Lumber]
[Copper]
[Iron]
[Bloodstones]
[Orcish Alcohol]
[elemental gems]
[resource: warg mounts]

--Projects--
[Ballista 3/7]
[ Rocky 0/5655]

--Development Bonuses--
[The Orc army] 3rd action.
[Elemental Weapons] - In combat, roll an extra die. Add 1/3 the value of this die to your combat total.
[Enhanced Orc Blood Elixir] - Use in combat to gain a +35 combat bonus. Cannot be used two turns in a row. If you fight the Bacatia, you suffer a -35 combat penalty.
[+2 expansion][+5 agriculture][+3 enchanted weapons][+2 iron tools][+3 mining][+4 construction][+1 craftsmanship][+5 metalcrafting][+3 Kratiya Culture (P)]

>Action 123.
We've been betrayed! Time to turn on the smelters!
MAKE MORE ORCS AND ENCHANTED WEAPONS!
>>
>>2059100
Crushing for 4th Die

New Model Business

+3 Art, +6 Music, +4 Architecture, +11 Culture, +5 Education, +4 Agriculture, +10 Construction +7 Economy, +6 Earth Magic, +10 Industry, +4 Mining, +4 Electricity, +2 Expansion, +3 Organization, +5 Currency +9 Diplomacy +4 Shipbuilding

New Bonuses after crushing
+3 Fishing, +3 Construction, +18 Psychic Power, +20 Kratiyan Culture, +10 Diplomacy, +2 Economy, +6 Industry, +5 Electricity, +2 Expansion
>>
-----
Catulan Reavers (Horde) – Sea Green
Traits: (6 points)
none
-----
Stability: neutral
Food: Low

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


--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
-none-
>>
Rolled 46, 60, 75, 36 = 217 (4d100)

>>2059009
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/Hunting)
Poison Control (+10 Herbology)
Swamp Masters (+3 Exploration/Expansion)
Naturalists (+3 nature magic)
-----
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
Power Plums
Deathweed
Ironwood
Monster Menagerie - In combat, roll an extra die. Add this value to your combat total.
Poisonspitters
Swampstalkers
Festerbeaks
Greatmaws
Web-Walkers (Silk)
Spirit Familiars - In combat, roll an extra die and add its value to your combat total.
White Stone
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

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

--Rituals--
Beast Bonding Ritual
Land Awakening Ritual - When defending, roll an extra die and add its value to your combat total.
Shapeshifiting spell

--Projects--
[Mystery of the Ruins 5/30]
[Ranger Conclave 10/25]

--Development Bonuses--
+20 Ranger caste
+10 Rangers
+9 Beast taming
+6 Ironwood Armour
+5 Ironwood Weapons
+1 Camouflage
+15 Close Combat
+3 Martial Arts
+20 Shaman Caste
+5 Shamans
+35 Magic control
+15 Spirit magic
+2 Nature magic
+2 Herbology
+2 Naturalism
+1 Culture
+1 Diplomacy
+13 Construction
+7 Expansion
+8 Ironwood Tools
+13 Economy

--Culture Penalties--
+3 Kratiyan Culture (P)
-------------------------

Actions:
>Now that a foundation has been created, it is time for veteran totem carvers to be brought in to prepare the magical defenses for the new conclave base. 2 separate actions [Ranger Conclave 10/25] [124] (+20 Ranger Caste, +20 Shaman Caste, +40 Magic control, +13 Construction, +10 Expansion, +8 Ironwood Tools, +13 Economy)
>Now that our eggs are being stored in the Hatchery, it is easy to keep track of when hatchlings break the shell. We know that the Fauns can assume our forms, and while we are allies we are always wary of outsiders. Some Shamans devise an idea for a magical mark that can be placed on a Lizard or their beast companion which will be invisible, but allow a Shaman to identify a true Lizardman. [+80] (+20 Shaman Caste, +5 Shamans, +40 Magic Control, +15 Spirit magic)
>Speaking of the Fauns, our contact with them has introduced us to the metal known as steel. Ironwood is a fantastic building material, but for weapons and armour we have been inspired to improve our materials. Trials into the creation of "Steelbark" begin. [+81] (+20 Shaman Caste, +5 Shamans, +40 Magic control, +2 Nature magic, +12 Herbology, +2 Naturalism)
>>
Rolled 5, 29, 6 + 80 = 120 (3d100 + 80)

>>2059009
TURN 39
Kobold Confederacy - Light Blue
-Stability: Rejoice!
-Food: Bountiful
-Actions: 3 per turn
---Traits---
-Confederate Tribes (+2 organization)
-Cunning (+2 traps)
-Dragon Gods (+2 religion)
-Philosophers +3 education
---Government---
-Elder Council (+5 culture)
---Resources---
Notable: Algebra, Concrete, Knowledge of Dragon Tongue, Rubies, Ruby Jewelry
Common: copper, fish, lumber, sabertooth fur and teeth, stone
---Projects---
Ongoing: [Koan of the Outsiders 9/40]
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Jewelry Shop 3/3], [Lumber Camps 7/7], [Marven Gardens 7/7], [Mechanica Koboldica 20/20 - Reduced chance of failing construction project rolls], [Smelters 7/7], [Stone Pits 5/5]
---Development Bonuses---
Unique: +5 Dragonwrought, +20 Foundations of Civilization, +4 Lokharic Language,
General: +1 agriculture, +6 architecture, +15 construction, +10 chemistry, +3 close combat, +2 craftsmanship, +5 culture (Debate, Gardens, Mechanica Koboldica), +5 culture, Kratiya, +3 culture, Kratiya(P), +8 diplomacy, +3 economy, +1 espionage, +4 expansion, +10 logic, +7 magic (fire), +8 magic (control), +5 magic (nature), +7 mathematics, +2 metalworking, +3 mining, +1 organization, +7 physics, +1 religion, +3 scouts, +5 traps
---Diplomacy---
Discovered - Aboleths/Fishmen, Apes, Bacatia, Begraven Reus, Birdmen Tribes, Crabkin, Dwarves, Gnomes, Illithids, Lachstagen, Lizardmen, Razgriz, Stangalli
Non-agression pact - Lizardmen
Travel agreement - Kratiya
Trade - Fawns

ACTION 1-3: KOAN OF THE OUTSIDERS - The Kobolds sit around the spirit tree. There are many now. They deny themselves food and rest as they consider the matter or meditate to clear their minds.
>>
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Rolled 4, 83 = 87 (2d100)

>>2059009

Turn 39

Begraven Reus - Indigo
Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
-----
Stability: very content
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--
[Simple Mortar]
[Concrete]
[Dragon Preparation 1/1]
[Black Marble]
[Granite]
[Emeralds]

--Projects--
[Primary Mathematical Principles 3/20]
[Deep Tunnels 5/10]

--Accomplishments--
[Labyrinths] - When defending, roll an extra die. Add 2/3 the value of this die to your combat total.
[Fortress of Thonce Narerv'] - When defending, roll an extra die. Add 2/3 the value of this die to your combat total.

--Development Bonuses--
+15 craftsmanship
+2 herbology
+3 hunting
+30 construction
+12 fortification
+14 mining
+16 architecture
+2 chemistry
[+3 Kratiya Culture]
+7 culture
-1 diplomacy
+3 writing
+3 organization
+6 stone tools
+3 slings


...

> After a fair deal of trial and error, and unproductive bickering between the collaborating factions, the first step towards a unified mathematical form is made. A draft of formulas describing the most common geometric shapes is put forward...

Bonus: +16 {+13 organization /+/ +3 writing}

> Progress is slow due to the myriad of precautions taken in the investigation of the anomaly, but progress is made all the same. It's getting warmer, and the delvers aren't sure whether to attribute that to the anomaly or the racketing tension...

Bonus: +27 {+13 organization /+/ +14 mining}
>>
Aboleth you fucker if you are reading this come back we need an evil villain. Bacatia can't cut it.
>>
Rolled 89, 93, 91 = 273 (3d100)

>>2059009
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 dwarven culture)
Visions of the Future (+3 metal-based tech)
Industrious (+3 engineering)
-----
Stability: Rejoice!
Food: Abundant

--Government--
Mountain Kingdom (+10 military, +5 engineering)

--Resources--
Dwarven Brew, Mushroom Maragaritas, Ale
Furs, Leather
Stone and Marble
Copper and Steel
Glass
Manastone
Manabatteries
Diamonds
Silver
Magma
Wild Tentacle Beast 1/1

--Development Bonuses--
+3 Kratiya Culture
+3 Dwarven Culture
+4 Runic Language
+8 Organisation (The Marble Laws)
+14 Economy
+1 Diplomacy
+9 Expansion
+4 Agriculture
+11 Brewing (Brewery)
+20 Dwarven Industry (Smelter, Mines, Great Quarry)
+5 Forging (Dwarven Forge)
+27 Engineering (Powered Elevators)
+5 Mining
+4 Chemistry
+10 magineering
+5 magic control

+10 Military
+1 Tactics
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+5 Springbows (Iron Scorpions)
+7 Armour (Steel Armour)
+5 Weapons (Steel Weapons)
+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.
Mountain Kingdom: Extra half die when defending.
Fucking Dragon on the Roof
-----

1. Banks of small diamonds are starting to be used to power larger machines, sometimes now not catching fire when they begin to be used. By filling the battery compartments with water, the dwarves discover that the diamonds can be kept cooling and won't spontaneously combust. (+78, engineering, forging, magic control, magineering, industry) [Mana Engines 15/25]

2. The Iron Laws near completion. The last steps are about drunkenness within the military. They stipulate that no dwarf at arms will ever allow himself to become too sober to do his duties properly, and maintain a suitable level of inebriation. (+32 organisation, runic language, military) [The Iron Laws 12/15]

3. Although some foreign trade has happened, there are greater opportunities out there. dwarven craftsmen are the greatest in the world, and by encouraging entrepreneurial dwarves to sell our produce (but never our secrets) abroad, we can bring a steady stream of wealth back into the Mountain Kingdom and cement our place on the world stage as the masters of making things that people want. (+23, economy, organisation, diplomacy)
>>
>>2059204
The Catulan Reavers are a human horde of warriors originating beyond the badlands to the south.

Being ultimately a society of raiders and mercenaries most of their resources and technology is stolen and extorted from now destroyed or enslaved civilisations that where unable to fight back the Catulans or received as payment for fighting on behalf or wealthier races.

While lacking in research potential and cultural development they more than make up for in their combat prowess and military genius. Magic is strictly sanctioned within their society, any mage is lucky if they are not executed for simply being alive within Catulan society. Every person who joins the Catulan's warriors is trained tirelessly and taught every aspect of war from a young age. Each and every one of them is a ruthless, efficient and disciplined killing machine, created with the purpose of destroying the enemies of their High Chieftain to whom they are fiercely loyal.

The Catulan High Chieftain has sent A Horde of the Reaver's into the north to find the necessary equipment needed to finish the construction of their warship and return it to their homeland back beyond the south. (Heavens Fall) A massive naval vessel that is more of a floating fortified city than a ship which acts as the home and capital of the Catulan people which if finished will bring the full might of the Catulan armies into the world.
>>
Rolled 99, 100, 100, 55 = 354 (4d100)

>>2059009
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
Inflammable (+3 explosives)
-----
Stability:Low
Food: Plentiful

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

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

--Resources--
[Copper] [Tin] [Bronze] [Saltpeter] [Potash] [Black Powder] [Water Hoofs] [THC] [Hemp] [FireWorks]

--Development Bonuses--
[+14 Xebec] [+5 music] [+7 Flamberge][Bows +3] [+10 explosives] [+7 seige weapons]
[+7 Demon-Helmets] [+7 close combat] Old-World Engineers +20] [+2 agriculture] [+4 culture] [+8 Kratiyan culture]
[Ui'Haki-Xa Enchantment (Optional +50 to combat)]
[Xebec- When attacking any coastal nation, roll and an extra dice and add the value to your combat value]

--In Proggress--
Big wall /w Beatiful door: [10/15]
Green rooms: interupted by singing [4/7]

Action 1: Bacatia? attacking our nemesi? ONLY WERE ALLOWED TO BEAT UP ORCS!! this is unspeakable! I-I mean its not like we WANT to protect the orcs or anything...b-bake. whatever! Kill Bacatia! Attack and raid there ports! they may have a strong army on land, but but at see we outclass all. Blood Rage (+3 to military/hunting) Sea Gods (+3 to seafaring) [+7 Seige weapons] [+14 Xebec] [+10 Explosives] [+3 Bows] [+7 Demon helmets] [+dice number for (Xebec Roll)]
Action 2: Construct wall to keep out Kraitans who want to "culture us" and orcs who want to hurt us. mostly kratiyans
Action 3: Continue work on green rooms!!!!!!!!!?!!!!
>>
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>Meanwhile, at Clan Tork

>Tork
"ALRIGHT BOYS." Says the buff gnome, smoking a blunt the size of a water bottle. "The Goats are going to War.

AND CLAN TORK WILL JOIN THEM

I don't know who they'r fighting, but any enemy of the Lachstagen's is our enemy, and any Friend of their Friend is our Friend.

ARE YOU WITH ME CLAN TORK? I CAN'T HEAAAR YOOOOUUU"

A tremendous roar was heard all throughout spiked tents of the Tork settlement, as the whole of Clan Tork rejoiced at the thought of fighting alongside the Lachstagen's and proving their mettle.

The Buff Gnome had both fists raised high, when there was a terrible crack followed by sudden shouting. Tork looked down to see a smoking hole singed through flesh.

His nephew lay on the ground before him, having jumped in the way of the spellshot.

>Tork
"Lil' Buddy! NOOO!"

Another voice rang through the crowd. "Dammit, I missed."

Tork spun around to the voice. There standing in the center of a line of armed Gnomes stood a (relatively) tall gnome, hair combed, and a goatee beneath a smug smile on his face.

>Tork
"Jaqcue? JAQCUE?"

>Helios Jaqcue
"I can't let you support the Goats, Tork.

The Bacatians send their regards!"

Jaqcue and his armed men opened fire, while Tork ducked for cover pulling out his wand.

>TORK
"WANDS! WANDS!

I'M GONNA TEAR YOU IN HALF!"

The whole of clan Tork erupted in spell fire from a dozen angles, as Clan Helios men ambushed the Tork Clan.

---

During the battle Tork was severely wounded, but Helios Jaqcue had to retreat after sustaining terrible injuries when Tork leaped from a pile of dead bodies to body slam him.

Both clans had sustained heavy losses, and was a disaster equally. Helios failed in its task to wipe out the Torks, and the Torks had been bloodied by accurate Helios Fire. Whole tents were made were a blazing mess from lightning, fire, and kinetic spells.

But the end of the battle marked a great conflict in Leylis.

The Gnomish Civil War had begun.
>>
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Rolled 64, 76 = 140 (2d100)

>>2059009
Turn 38
Race – Human

Traits:
Voyagers (+3 ships/navy)
Military Tradition (+3 military)
New World (+3 Industry)
-----
Stability: content
Food: Plentiful

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

--Resources--
Giant Mushrooms, Shellfish
lumber, Leather
Copper, Tin
Stone, Iron,
Mana Coral, Coal,
Glass

--Completed Projects--
Wood Cabins, Quarry
Expanded Mine (iron,coal)
Tinker's Workshop
Smelter, Rock Garden,
Collegia Ard Arcana, First Wing (Alchemy)
Glassworks
Airship [add dice to combat rolls]


--Projects--
>Irrigation (4/10)
>Steel Foundry (3/15)

--Discovered Groups--
Everyone Except for
Molemen
Faires
Lizards
illithids


--Development Bonuses--
+7 Close Combat, +8 Military
+6 Industry, +5 construction, +5 architecture, +2 mining,
+2 expansion, +4 Agriculture, +1 Economy, +2 Diplomacy
+7 alchemy, +7 education
[20+ Industrial Vigor]
[+3 Kratiya Culture (P)]


>Action 1
--Confidential--
The Intelligence office is directed by a Shadow Council who's headed by the Master of Whispers. The Master is the only public face of the shadow council and is appointed by the Var Emrhy, If the Shadow Council doesn't have a Master of Whispers, then their operations are made void and illegal.
--Confidential--
-"excerpts from the The Shadow treatise"

[Continue with the creation of the Razgrizian Intelligence Services] [6/10] [+23] [Military, Close Combat, Education, Diplomacy]


>Action 2
With the help of the Lyceum of Alchemy, multiple large stone ladles are bathed in a highly heat resistant solution for an extended period of time. this process gives the ladles the ability to act as a collecting recepticle for the molten steel. THe ladles themselves are also placed in an iron basket where in a funnel it is fed with highly oxygenated air, simultaneously accelerating the movement, removing impurities, and cooling the steel as it is drips into heat resistant stone casts.


Continue with the construction of a steel foundry [10/15] [+36] [Industrial vigor, Industry, construction, architecture,]
>>
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Rolled 3 (1d100)

>>2059009
>>2062026
>Action 3
"When Razgriz goes to war, a War Council is created in the capital to oversee the direction of the war unless circumstances makes the intended site of the creation unattainable and/or disadvantageous and if so, the War Council can be created in any area that is within the presence of the Master of Arms, Var Emrhy. The War Council will be comprised of Strategists and High Generals and will be headed by the Master of Arms. The Council's role is the direction of "Army Groups" and lone "Divisions" for the fulfillment of War Objective(s). A division is a collection of 4 to 7 battlefield companies and is organized by a division command branch that includes all company commanders, company political officers, and a Division Commander assigned by the War Council. The general is tasked in the organization of the Command Branch, The overall tactics in the field, and holds highest authority in the division's actions and involvement. A division commander however does not have the authority to change or create war objective(s). A collection of divisions that are in pursuiant of a war objective(s) is referred to as an army group. An army group can include any number of divisions as stipulated by the War Council. When the order for the formation of an army group is created by the War Council, An Army Command Branch that includes all division commanders is formed. The Army Command Branch will act as a support group and communication hub for the different division commanders and does not have the authority to set change or create ne war objective(s)." - Razgrizian Tacticia, on the organization of the battlefield company

[Continue with the military citizenship program] [10/15] [+22] [+7 Close Combat, +8 Military, +7 education]
>>
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Rolled 61, 87 = 148 (2d100)

>>2059009
FAUNS

-----
Fauns - Light Green
Traits:
Stubborn, Like Goats: (+2 military, +1 organization)
Tea Time Sacrifices (+2 magic, +1 culture)
Close to Nature (+2 agriculture, +1 nature magic)
-----
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.
- steel claymores -
-fish-
-copper-
- silver -
- Tired Lilies -
-blue sap- ( grants stamina, though it may be rather...potent...)
- [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]
- Blue Sap Distillery - Blue Sap Brew


[Song of the Forest] - When defending on land, cancel out half of any magical or psychic bonuses added to the opponent's combat total.
[Druidic Shapeshifting] - In combat, roll an extra die. Add 2/3 the value to your combat total.
[Saga of Autumn] - Incoming cultural influence is halved (rounded down).

--Projects--

--Development Bonuses--

+5 fortification
+13 construction
+9 expansion
+10 alchemy
+3 mining
+5 metalshaping
+3 economy
+22 nature magic
+5 spirit magic
+10 magic control
+5 enchanting
+9 herbology
+14 shapeshifting
+4 diplomacy
+11 close combat
+3 steel claymores
+7 culture
+7 music
+20 Hilland Folk Lore


>Action 1
Finaly, Connad and his comitive shapeshift and jump like giant rabbits towards the misty mountains, once they are far from the effects of the lilies they will turn back to normal. They are decided to discover the origen of these strange sounds and find material that can be used to start the construction of the first great castle of the Highlands.
(+22 nature magic +5 spirit magic +10 magic control +14 shapeshifting +20 Hilland Folk Lore +9 expansion) = +70

>Action 2
Our druids are called for an special mission in the the Lowlands, the claymores made of the pure dwarven steel are bring to the pure rivers of the south. They shall be blessed by the druids in the sacred waters, hoping that the spirits of the river and the blades will assist us to fight evil. (+22 nature magic +5 spirit magic +10 magic control +5 enchanting +3 steel claymores +20 Hilland Folk Lore) = +65

>Action 3
The decision of the council is spread across the land, villages prepare to send the militia, the high members of the clans polish their swords and mount their war boars, roars are heard from the woods as a flock of shapeshifted flying creatures answer the call, and the Titan is awaken. (no dice right?)
>>
The Begraven Reus will be crushing the following bonuses:

[+20 construction, +10 architecture, +10 craftsmanship, +10 fortification]
>>
>>2059043

BACATIA

Farhad adds in some new equipment to the expanding dark laboratory, a discombobulator and automated lobotomizer. Mind enslavement and zombification

made easy! [Wet Work 15/20]

The nature warriors work hard...or so the facade would display. Somehow, news leaks to the outside that the Bacatia are actually training their

assassins in some form of magical thievery... [Nature Warriors 10/15]

Bacatia declares war on the unruly Orcs! The vampire lords have no use for vassals that disobey...

The Kratiya Consulate's efforts to lure your nobles into their university have been successful. You gain [+17 Kratiya Culture] and [+17 Kratiya

Culture (P)]. [resource: Kratiyan Sympathizers]

(Note: half of the culture is permanent due to the effects of Kratiya's University)
(Note note: non-permanent culture and sympathizers can be purged by paying stability)

>>2059047

GNOMES

Using their newly improved wands, the Gnomes are able to rapidly locate and delve into mineral deposits of iron ore. Tweaking their iron 'dowsing

rods' allows them to bypass smaller veins in favor of larger and sustainable ore deposits. [Iron Mine 5/5], [resource: Iron], [+2 mining], [+2

construction], [+1 electricity]

The Gnomes put their heads together and combine their base principles of magic, their knowledge of metalworking, Kratiyan electricity in order to

generate and harvest Boom Crystals. Highly unstable, the nascent boom crystals need to be 'grown' in a specialized chamber relatively isolated from

the surrounding environment. [Crystal Chrysalis 5/20]

>>2059080

ORE EATERS

A fungus farm is established in a new chamber in order to help feed the rapidly growing hive! [food: moderate], [+4 agriculture], [+2 construction]

The queen's orders are obeyed, and new passageways are dug into the mountains in an attempt to strike a vein of minerals. Unfortunately the new fungus

farm seems to have some interference with the queen's pheremones. Additional ventilation shafts solve the problem, but progress on the mine is slowed.

[Mineral Mine 1/5]
>>
>>2059100

KRATIYA

The Mana-Coral Powered Armor is completed! The fused technologies of magic-resistant armor and electrical augmentation give even untrained goblins a big boost in combat. [+10 coral armor], [+10 anti-mystic], [+5 electricity]

Note: Anti-mystic refers to resistance to both mana-based and psychic-based offense.

[Goblin Shock Troops] - Roll an extra die in combat and add 1/2 the value to your combat total.

The Kratiya realize that the nature of electricity allows it to send signals at incredibly rapid speeds. Inter-city communication is now a cinch - messages that took all day to deliver arrive in seconds. [+5 organization]

This principle might also aid its communication with any civilization that has its own electrical technology...[Telegraph Wires 0/15]

The lure of lucrative business and world-class connections cannot be resisted by ambitious Bacatian nobles...not for long, anyway. You successfully enroll vampire students at the university! The Bacatian civilization gains +34 Kratiya culture; half of this is permanent. [UniverCity 3/5]

Congratulations, you've crushed a 4th die! Sacrifice the listed bonuses and add the new bonus:
[+20 New Model Business] - cannot be destroyed/stolen

New Trait: Nouveau Riche (+3 economy)

With your 4th die, pick any trait and upgrade it to +10 (for a trait with two bonuses, that would make it +5/+5)

>>2059108

APES

The temple's foundation is complete. Work on connecting nearby peaks via stone bridges, as seen in the vision, begins. The stone structures are supported by a wooden lattice before they are sealed in place. [Temple 27/40]

Work on the new form of their aura leaps forward rapidly. It seems that with each stone added to the temple, new insights are gained. The new external force seeks not to block or deflect attacks, but rather, render them null. [Void Aura 11/15]

The Apes do their part in settling the riddle of outside culture fluxing into their own society. [Koan of the Outsiders 14/40]

>>2059115

ORCS

Shocked by the sudden betrayal, the one orc philosopher struggles to figure out what went wrong. The rest are happy for an excuse to fight!

READY THE WARBAND! [+6 warriors], [+7 enchanted weapons]
>>
>>2059204

CATULAN REAVERS

-----
Catulan Reavers – Sea Green
Traits:
Born for Battle (You gain stability when you win battles)
Ravagers and Scavagers (You gain double stolen bonuses from attack victories)
War Footing (You may attack without preparing with no penalty)
Nomadic Band (You cannot research new developments, only steal or trade for them)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Projects--
[Free Falling: 0/15 Parts]

--Development Bonuses--
-none-

The reavers have traveled across the frozen wastelands seeking to rebuild their home. By hook or by crook, by word or by deed, they must bring back whatever they can find on order of the Warmaster. Their goal is to help construct Heaven's Fall, the massive warship that serves as the floating capital of the Reavers.

The Reavers begin with a special project. To complete the project, they must win 15 battles (or participate on the winning side of 15 battles). Each victory earns a critical part to help construct Heaven's Fall. Upon completion, Heaven's Fall will arrive the next turn, and the Reavers will transition into a new phase.

The Reavers cannot research and develop bonuses like normal nations. To gain new bonuses, they must steal them in combat, or trade for them with other nations in exchange for other bonuses, or favors. At present, the Reavers have no permanent territory.

All other rules apply to the Reavers normally.

>>2059216

LIZARDMEN

With the efforts of years-wisened totem carvers and their veritable army of apprentices, the ranger conclave rapidly transforms into a living fort the likes of which Lizardkind has never before constructed. [Ranger Conclave 20/25]

Enlightened as to the possibilities of magic, the Lizards decide to place a unique magical marker on each member of lizard society so as to restrict any possible subterfuge - and avoid innocent confusion, too. [Magic Marker 5/15]

Iron is good - steel could be better. By forging harder growth on the outside of trees, it will make for easy harvesting and an extra layer of defense for wooden fortifications. [Steelbark 5/7]
>>
>>2059295

KOBOLDS

It seems the better half of Kobold philosophers have arrived at the Spirit Tree. Those there are obsessed, sunken into a unified trance and determined to find greater answers to their question. [Koan of the Outsiders 27/40]

>>2059312

BEGRAVEN REUS

Many giants do not want to give up their proprietary secrets, or feign ignorance. The sovereign has government contracts dropped from unwilling craftsman in order to refresh their memories. [Primary Mathematical Principles 5/20]

Careful progression results in tremendous gains for the Reus as they uncover a stable pocket of magma. Extra blast tunnels are constructed to contain any swell while investigations continue. Shiny, clear-looking gemstones (read: diamonds) dot the roof of the cavern, but reliable extraction may prove difficult. Other resources are closer at hand...[Deep Tunnels 10/10], [resource: coal], [resource: magma], [+7 construction], [+3 mining], [stability: Rejoice!]

You crushed your 3rd die! Congratulations!

Remove the sacrificed bonuses and add the new bonus:
[+20 Stronghold State]

New Trait:
Master Masons (+3 architecture)

>>2061036

DWARVES

In a twist of irony, the dwarves return to water in perfecting their new engines, though for new purpose: coolant. [Mana Engines 20/25]

The Iron Laws are finally set in stone - though the master copy held by the king is indeed forged in iron. [The Iron Laws 15/15],[+5 tactics],[+5 logistics],[+9 warriors REPLACES +4 anvil warriors]

[Anvil Warriors] - In combat, roll an extra die and add 1/2 the value to your combat total.

Though insular by nature, Dwarves recognize the value of trade, as well as that of their finished goods. Subsidies are set aside for ambitious merchants to bring goods to foreign markets. [+5 economy]
>>
>>2061863

LACHSTAGEN

Even the Lachstagen are impressed by the scale of the big, beautiful wall. It's not only aesthetically pleasing, but highly functional. Xenophobes and dopeheads alike are pleased with this wonder of Lachstagen society.

[Big Wall 15/15], [+10 construction], [+10 architecture], [+5 culture]

[Big Beautiful Door] - Incoming cultural influence is halved (rounded down)

Meanwhile, the green rooms improve Lachstagen society by providing a safe (and secluded) place to get high, while everyone else picks up the slack. Lazy bums. [Green Rooms], [+15 culture], [+5 architecture]

NOTE: You cannot come to someone's defense on the same turn they are attacked. I put your 100s into your projects instead, giving you extra bonus points.

>>2062026

RAZGRIZ

Some things are better left a secret. [Razgrizian Intelligence Services 10/10] [+10 spies]

New Hero - [Master of Whispers] - (currently no bonuses)

The steel foundry is completed! Razgrian soldiers won't want for top-notch equipment. [Steel Foundry 15/15], [resource: steel], [+10 metalworking], [+3 industry], [+3 construction]

Work on the national program for mandatory service continues. [Military Citizenship 11/15]

>>2062117

FAUNS

The explorers use their rabbit-form to evade the effect of the Lillies. As they adventure deeper into the valley, leaving the mists behind, they discover a dark, cracked land. Bones are everywhere - mostly skeletons of the rabbit creatures.

At the center of a deep depression is a solitary cave, surrounded by bones. The rotting stench of meat fills the air. A dark and powerful presence lingers inside the cavern...luckily, thee scouts don't alert it and retreat quietly to report their findings.

The Fauns attempt to bring the blessing of nature to dwarven-forged claymores. [+3 steel claymores are REPLACED by +8 blessed steel claymores]

The armies of the Faun nation are prepared for battle. [No preparation penalty for war actions next turn]

-----
WAR RESULT
-----

>>2059052
>>2059082

BACATIA vs ORCS
339 vs 100

The sudden cutoff of elixir shipments renders the Orcs enfeebled. The Aratoan armies, led by the vampires and supported by their fleshgolem abominations, tear through the northern Orc outpost with little resistance, routing their foes.

BACATIA:

[+4 enchanted weapons]
[+2 military experience]
[see map for territory gain]

ORCS:

[-3 agriculture]
[-3 metalcrafting]
[-3 construction]
[see map for territory loss]
>>
File: Map40.jpg (5.04 MB, 3027x2270)
5.04 MB
5.04 MB JPG
BEGIN TURN 40

World Event at the end of this turn.
>>
Rolled 34, 30 = 64 (2d100)

>>2071281
Ore Eaters – Orange
Traits:
Mineral Mastery (+3 mining)
Rock and Roll (+3 construction)
-----

Stability: very content
Food: Low

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

--Contacts--
-none-

--Resources--
Stone

--Projects--
[Nest] [Fungus Farm] [Mineral Mine 1/5]

--Development Bonuses--
[+7 worker drones]
[+12 construction]
[+2 mining]
[+4 agriculture]

1. The tunnel networks continue to be dug in search for signs of minerals to exploit. Mineral Mine 1/5 +27
2. While most of the worker drones work on the tunnels searching for ores, gems, different stones, and other minerals to be used, some drones are sent out in search of visible signs on the surface of the same. The search for signs of deposits begins. +7
+7 Worker Drones
>>
Rolled 72, 86 = 158 (2d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
Kratiyas Maximus (+3 culture)
Nouveau Riche (+13 economy)
-----

[stability: content]
[food: moderate]

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

--Relations--
Crabmen (Friendly) - Known resources: [Seafood, Gold, Mana-Coral, Mana Coral Armor/weapons] Trading: Emeralds, copper
Everyone on the continent - Known

--Resources--
Fish, lumber, copper, emeralds, Stone, Violet Brick, Silver, Tin, Mana-Coral, Voltshrooms, Iron
[resource: Mana-Coral Armor 1] - Use in combat to negate 20 points of any foe's magical or psychic combat bonuses.
[resource: Airships] - In combat, roll an extra die. Add this value to your combat total.
--Development Bonuses--
+3 Fishing, +3 Construction, +18 Psychic Power, +20 Kratiyan Culture, +10 Diplomacy, +2 Economy, +6 Industry, +10 Electricity, +2 Expansion, +20 New Model Business, +5 organization, +10 coral armor, +10 anti-mystic, +6 Close Combat
[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.
[Coterie - In combat, roll an extra die. Add 2/3rd the value of this die to your combat total]
[The City Never Sleeps] - When other people attend your university in the future, half the culture they gain becomes permanent.
[Goblin Shock Troops] - Roll an extra die in combat and add 1/2 the value to your combat total.
Ongoing: UniverCity 4/5

1. Convince prominent Kobolds to attend University +41
+8 Given Culture, +20 Kratiyan Culture, +13 Culture

2. Improve Stability +75
+15 Economy, +20 Kratiyan Culture, +20 New Model Business, +20 Psychic Power

Society is beginning to adjust to the new order of things. Urban amenities across all of the cities are being made more affordable by the proliferation of electricity. In the farms and fields and mines night no longer dictates the end of business. A new nightlife appealing to a very slowly developing middle class is merging with the daylight plays, shows, and musical festivals. While things are not as calm as they were before, they are slowly improving.

At the forefront of this improvement are two major developments. First: The reshuffling of the Senate. With the election of Alixia xa Tyrol to Consul, several dozen Industry leaning Senators were ousted in a major anti-corruption campaign. The Tyrolian machine swiftly elected new cronies to the Consul in their place. Linking her Senators to those of the Naturalist movement advocating for curtailed industrial influence investigations, and arrests, were made.

The other major development came in the from of labor unions. Laborers banding together to strike for better conditions directly improved the outlook of affected workers and some normalcy returned.
>>
Rolled 22, 48 = 70 (2d100)

>>2071416
3. Telegraph Wires +48
+5 Electricity, +20 New Model Business, +3 Construction, +15 Economy, +5 Organization

A new world, a linked world. It awaits us.

4. Electrified Weaponry +70
+10 Electricity, +20 New Model Business, +15 Economy, +20 Kratiyan Culture, +5 Organization

New Armor needs new weapons. The age of bronze spears had come and gone. Using Copper wiring around an iron core a new class of weapon could be developed to take advantage of the superior abilities granted by the new armor developments.
>>
>>2071352
Ore Eaters – Orange
Traits:
Mineral Mastery (+3 mining)
Rock and Roll (+3 construction)
-----

Stability: very content
Food: Moderate

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

--Contacts--
-none-

--Resources--
Stone

--Projects--
[Nest] [Fungus Farm] [Mineral Mine 1/5]

--Development Bonuses--
[+7 worker drones]
[+12 construction]
[+2 mining]
[+4 agriculture]

stat fix
>>
-----
Gnomes - Navy Blue
Traits:
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
-----

Stability: neutral
Food: Moderate

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

--Contacts--
(Knows about everyone known by the Tourney Time)

--Resources--
Iron

--Projects--
[Fishery 0/5]

--Development Bonuses--
>Infrastructure
[+2 agriculture]
[Lachstagen Cultural Exchange], [+4 culture], [+1 explosives]
Iron Mine + Efforts: [+2 mining], [+2 construction], [+1 electricity]
>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[+2 magic metalwork]
[Iron Wands 15/15], [+10 wandercrafters], [+5 electricity]
>Military
[+1 close combat] - Ape Training
[T'zzla Wand] - In combat, roll an extra die. Add 1/3 the value to your combat total
>Exploration
[1st Exploratory Mission] [+3 diplomacy, +1 culture, +1 expansion]
[Dwarven Trading Post (1)] [+2 economy, +2 expansion, +1 diplomacy]
>Kratiyan University
+23 Kratiyan Culture
[+3 Kratiyan Culture (P)]
[resource: Kratiyan Sympathizers] - Any battle against Kratiya reduces your combat total by 1/3

[Crystal Chrysalis 5/20]

Stat Post
>>
File: Wireless.jpg (63 KB, 591x567)
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63 KB JPG
Rolled 51 (1d100)

>>2071426
>>2071461
Now armed with an abundance of Iron, and able to manufacture more Iron Wands, the Malewand prodigy Nekohla T'zzla seeks to make a great Gnomish contribution to the Kratiyan Telegraph Network, and to bring honor and prestige to the Gnomes attending Kratiya University.

He begins work series of unique Iron Wand based Augments designed to drastically improve the Kratiyan telegraph network, which will aid in linking up Kratiya's telegraph system to Leylis
>-Wand Dictation - Rather than having a man carefully transcribe written letters into coded clicks of a telegraph key, the Malewands work on an Iron Wand able to recognize Voice. This voice is automatically coded and then transmitted by the wand, which is inserted into the telegraph machine, to release pulses of telegraph code. Now users can just speak and the wand will transcribe their messages into code.

>-Wand Writing - Conversely, the Wands will also be upgraded to decode pulses into written text, using a reverse form of the previous spell. Now telegraph operators won't miss a single word, as the Wand magically applies ink to paper and automatically writing down what is being transmitted.

>-Wireless Telegram - The most important concept yet, and could save massively on the cost of expensive telegraph wires. Using the electromagical properties of Iron Wands, electromagic pulses could be sent wirelessly throughout the air and recieved by another wand in a distance! This could be the biggest possible break through yet.

These ideas, mere Magic Fiction of today, could become Magic Fact tomorrow claims Nekohla T'zzla. The Malewands are in full support of their favored Gnomish son, as fellow Gnomish students help him turn his concepts into reality.

>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[+2 magic metalwork]
[Iron Wands 15/15], [+10 wandercrafters], [+5 electricity]
Iron Mine + Efforts: [+2 mining], [+2 construction], [+1 electricity]
>Exploration
[1st Exploratory Mission] [+3 diplomacy, +1 culture, +1 expansion]
[Dwarven Trading Post (1)] [+2 economy, +2 expansion, +1 diplomacy]
>Kratiyan University
+23 Kratiyan Culture
[+3 Kratiyan Culture (P)]

TOTAL: +77 Bonus

Many more malewands children are sent Kratiyan Universities following the Gnomish Civil War, to protect them from harm.
>>
Rolled 61 (1d100)

2. The Gnomish Civil War rages on. Much of Clan Tork lies in ruin, and so many of their children and youth are sent to Lachstagen.

The Torks weren't buying much into the Kratiyan cultural crap anyway. Too . . frilly. They much preferred to get down and dirty with the goats.

As for the rest of the Adults, they retreat to the Crystal mines, and work hard on the Boom Crystals. It is the weapon they hope can turn the tide of battle against Clan Helios. Pouring their efforts and hearts into it, and with the help of Clan Malewand who are also interested in the elemental crystals, they forge forward with the Crystal Chrysallis research now armed with more Iron Wands thanks to the opening of the Iron Mine.

[Crystal Chrysalis 5/20]

>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[+2 magic metalwork]
[Iron Wands 15/15], [+10 wandercrafters], [+5 electricity]
Iron Mine + Efforts: [+2 mining], [+2 construction], [+1 electricity]
>Exploration
[1st Exploratory Mission] [+3 diplomacy, +1 culture, +1 expansion]
[Dwarven Trading Post (1)] [+2 economy, +2 expansion, +1 diplomacy]
[Lachstagen Cultural Exchange], [+4 culture], [+1 explosives]
>Kratiyan University
+23 Kratiyan Culture
[+3 Kratiyan Culture (P)]

TOTAL: +85 Bonus
>>
File: 1509810616774.png (14 KB, 128x128)
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An Address to the Clan Council of Gobussia by Consul Petrochak

Centuries ago when the Goblin Clans were forcefully united into a single country their social system changed into a feudal Clan hierarchy. This was kept in check by frequent, though small scale inter-Clan warfare overseen by the High Chieftain. Goblin society was bathed and well versed in the ways of war. Their bronze weapons and armor, their tactics, and their military organization made them formidable. While clan warfare never truly ceased, the allegiance to the Chief was always strongest when posed against an external threat.

Then the Kratiyans came. With science and art and music and the temptation of dominance over another nation without fighting, the Chieftain merged the city-state with the Kingdom. In doing so, the Goblin Clans, noble families of great military strength and land, fused themselves to Kratiyan Councilpeople through marriage. In something that surprised both parties, they could indeed have issue. Half-goblin children were a strange lot. Physically, they took after the mother. A half-goblin of a Kratiyan mother would look like a Kratiyan and the same is true for Goblins. For the Goblins one of their biggest fears were assuaged. Their noble lines could continue as they had for centuries. What did not continue, was the inter-Clan warfare. Their marriage had produced a different breed of noble house.

One that schemed.

Diplomacy won out over arms in the Republic. Politics over battalions. Pens over swords. And so the Goblins sat and waited. The Consulate underwent a new cultural synthesis, not just in terms of demographics, but in philosophy. Kratiyans, who had little knowledge or love for violence or physical labor, did not have a concept of masculine and feminine in the way that the Goblins did. To the Goblins, all Kratiyans were feminine. Their love of music, art, philosophy, and food were alien. Even Goblin females prided themselves on physical prowess, though they submitted to their men. To be Kratiyan replaced to be Feminine. Being Masculine was replaced by being Goblinoid. Goblins, even the best of them, could not out-scheme the Kratiyans. They could read minds. The strongest Kratiyan could not out run or out lift the average Goblin. They were naturally too strong. Only their issue, their half-breeds, could best either party. A Goblinoid Half-Goblin could lift with the best Goblin. A Kratiyan Half-Goblin could tap into their mental power to scheme with the most ambitious. And so society stratified. Kratiyans thought, Goblins worked. Kratiyans politicized, Goblins acted. Kratiyans drew art. Goblins drew blood. This worked. It worked in the same way that any social structure built on a binary worked. Until Kratiyans learned to Commune, and to pull the psychic energy locked behind Goblin minds to increase their power. Now, Kratiyans could also fight. Goblins chafed under the new order. They chafed under their desire for violence, for physical dominance.
>>
We chafed because Kratiyan was better than Goblin.

Until today.

Today, the ancient order of Goblinism could be restored. New weapons and new armor give the Goblins back their strength, back their teeth. Kratiyan Manifesters cannot not use the Shock Suit, it shuts down their powers. It turns them into inferior Goblins. With the Shock Suit a Goblin is twice as strong, twice as fast, can endure combat for as long as the suit has power. The Shock Trooper is resistant to all the things they cannot do, and excel at the one thing they can - War. Once, our Clans had Huscarls to serve their chieftains in warfare. Today, our Senators have Shock Troopers to do the same. The old days are gone - dead and buried. The future for us is as bright as the lights illuminating this room. We have regained our sacred posts in this nation, and never again will we allow ourselves to be outdone by our brethren.
>>
Rolled 36, 85, 97, 50 = 268 (4d100)

>>2071322
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/Hunting)
Poison Control (+10 Herbology)
Swamp Masters (+3 Exploration/Expansion)
Naturalists (+3 nature magic)
-----
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
Power Plums
Deathweed - +20 Combat
Ironwood
Monster Menagerie - In combat, roll an extra die. Add this value to your combat total.
Poisonspitters
Swampstalkers
Festerbeaks
Greatmaws
Web-Walkers (Silk)
Spirit Familiars - In combat, roll an extra die and add its value to your combat total.
White Stone
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

--Constructions--
Hill-home Settlement
-Foundation Totems
-Hatchery
-Workshops
-Power Plum Forest
Black-Bog Hermitage
Trapped Territory

--Rituals--
Beast Bonding Ritual
Land Awakening Ritual - When defending, roll an extra die and add its value to your combat total.
Shapeshifiting spell

--Projects--
[Mystery of the Ruins 5/30]
[Ranger Conclave 20/25]
[Magic Marker 5/15]
[Steelbark 5/7]

--Development Bonuses--
+20 Ranger caste
+10 Rangers
+9 Beast taming
+6 Ironwood Armour
+5 Ironwood Weapons
+1 Camouflage
+15 Close Combat
+3 Martial Arts
+20 Shaman Caste
+5 Shamans
+35 Magic control
+15 Spirit magic
+2 Nature magic
+2 Herbology
+2 Naturalism
+1 Culture
+1 Diplomacy
+13 Construction
+7 Expansion
+8 Ironwood Tools
+13 Economy

--Culture Penalties--
+3 Kratiyan Culture (P)
-------------------------

Actions:
>Finally, now the roots of the new Conclave have been formed and it's defenses have been made, something new is tried. The new Conclave is to be carved with images of the history of the Rangers. Events such as the finding of the hill, the search for Deathweed and the exploits of the protector Stealer-of-Eggs will be memorialized for future generations. [Ranger Conclave 20/25] [124] (+20 Ranger Caste, +20 Shaman Caste, +40 Magic control, +13 Construction, +10 Expansion, +8 Ironwood Tools, +13 Economy)
>The first innovations into a magical mark go well. In future it can be used to identify a Lizardman to magical defenses as well, allowing us to turn them automatically against enemies without risking harm to ourselves. 2 separate actions [Magic Marker 5/15] [+80] (+20 Shaman Caste, +5 Shamans, +40 Magic Control, +15 Spirit magic)
>Steelbark is a welcome innovation that will allow us to keep pace with the outsiders. Many Shaman work hard to sing the first growths and several enterprising Crafts-lizards are already preparing projects for it. [Steelbark 5/7] [+81] (+20 Shaman Caste, +5 Shamans, +40 Magic control, +2 Nature magic, +12 Herbology, +2 Naturalism)
>>
Rolled 67, 25, 12, 79 = 183 (4d100)

>>2071322
TURN 40
-----
Bacatia – Light Brown
Traits:
> Vampiric (+3 dark magic)
> Overlords (+3 military)
> Empires Legacy (+3 military)
> Dark Magic Mastery (+10 Magic)

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

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

--Resources--
Draconic Blood Altar, cattle, leather, lumber, fruit, Enhanced Aratoa Blood Elixir, Enhanced Orc Blood Elixir, fish, shellfish, Bloodstones, Gold curse statue, Orc blood, elemental gems, warg mounts, Mage blood, mudoil, enchanted weapons, stone, gold, Kratiyan Sympathizers

--Projects--
[Wet Work 15/20]
[Shadow Warriors Mountain base 5/7]

--Contacts--
>-Met-
Everyone but, Fairies, Dwarves, Insectoids, Crabkin and Begraven Reus

--Development Bonuses--
[Aratoa Blood Warriors] - Roll an extra die in combat. Add this value to your combat total.
[Fleshgolems] - When attacking, roll an extra die. Add this value to your combat total.

> +20 Legacy of Bacatia [+1 dice, cannot be destroyed or stolen]
> +20 Vampiric Arts [+1 dice, cannot be destroyed or stolen]
Magic:
> +10 Magic
> +5 Death Magic
> +5 Magic construction
> +4 Enchanted Weapons
> +2 Magic control
Military:
> +13 Military
> +5 Warrior tradition
> +4 Close Combat
> +2 Military Experience
Other:
> +15 Assassins
> +9 construction
> +8 Culture
> +5 Mining
> +4 Agriculture
> +4 Diplomacy
> +25 Kratiya Culture (P)
> +17 Kratyia Culture
> +3 leadership
> +1 Economy

--Actions--
1, 2) Equip our Armies with the enchanted weapons.
3) Prepare our defenses. Mudoil traps, scouts, militias and makeshift walls.
4) shadow warriors do their thing.
>>
>>2072224
1,2) +63 ;+10 magic, +4 Enchanted weapons, +2 Magic control, +13 military, +5 Warrior tradition, + 4 close combat, +2 military experience, +3 Leadership, +20 legacy, +20 arts, +echanted weapon resource
3) +103; +20 legacy, +20 arts, +10 magic, +5 Death magic, +5 Magic construction, +2 enchanted weapon, +2 magic control, +13 military, +5 warrior tradition, +4 close combat, +2 military experience, +9 construction, +8 culture, +3 leadership.
4) +20 Arts, +15 Assassins
>>
>>2072224
Forgot [Nature Warriors 10/15]
>>
Rolled 71, 31 = 102 (2d100)

>>2071322
FAUNS

-----
Fauns - Light Green
Traits:
Stubborn, Like Goats: (+2 military, +1 organization)
Tea Time Sacrifices (+2 magic, +1 culture)
Close to Nature (+2 agriculture, +1 nature magic)
-----
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.
- steel claymores -
-fish-
-copper-
- silver -
- Tired Lilies -
-blue sap- ( grants stamina, though it may be rather...potent...)
- [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]
- Blue Sap Distillery - Blue Sap Brew


[Song of the Forest] - When defending on land, cancel out half of any magical or psychic bonuses added to the opponent's combat total.
[Druidic Shapeshifting] - In combat, roll an extra die. Add 2/3 the value to your combat total.
[Saga of Autumn] - Incoming cultural influence is halved (rounded down).

--Projects--

--Development Bonuses--

+5 fortification
+13 construction
+9 expansion
+10 alchemy
+3 mining
+5 metalshaping
+3 economy
+22 nature magic
+5 spirit magic
+10 magic control
+5 enchanting
+9 herbology
+14 shapeshifting
+4 diplomacy
+11 close combat
+8 steel claymores
+7 culture
+7 music
+20 Hilland Folk Lore

>Action 1
Prepare our shapeshifters to be able to identify foreigner spies by scent (+22 nature magic +5 spirit magic +10 magic control +14 shapeshifting) = +51

>Action 2
Send a group of fauns to the south, times have changed and so our people, we must prepare to face evil. Our fauns will work along with Razgrianz in producing steel armors - in echange for this action, we will receive a payment in pure steel. These armors will be magic, and be resistant against elemental forces (+22 nature magic +5 spirit magic +10 magic control +10 alchemy +3 mining +5 enchanting +7 culture +20 Hilland Folk Lore) = +77
>>
Rolled 51, 57, 71 = 179 (3d100)

>>2071322

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

--Government--
Mountain Kingdom (+10 military, +5 engineering)

--Resources--
Dwarven Brew, Mushroom Maragaritas, Ale
Furs, Leather
Stone and Marble
Copper and Steel
Glass
Manastone
Manabatteries
Diamonds
Silver
Magma
Wild Tentacle Beast 1/1

--Development Bonuses--
+3 Kratiya Culture
+3 Dwarven Culture
+4 Runic Language
+8 Organisation
+19 Economy
+1 Diplomacy
+9 Expansion
+4 Agriculture
+11 Brewing
+20 Dwarven Industry
+5 Forging
+27 Engineering
+5 Mining
+4 Chemistry
+10 magineering
+5 magic control

+10 Military
+6 Tactics
+5 Logistics
+15 Fortifications
+5 Springbows
+7 Armour
+5 Weapons
+4 Rangers
+9 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.
Mountain Kingdom: Extra half die when defending.
Anvil Warriors: Extra half die in combat.
-----

1. Mana engines are almost complete, they just need a little more testing to iron all those little kinks like exploding and catching fire. (+78, engineering, forging, magic control, magineering, industry) [Mana Engines 20/25]

2. Mana is extracted from manastone and infused into diamonds. This is quickly becoming a key part of dwarven society. What some dwarven engineers have noticed is that this leaves the powdered, depleted manastone that was used in the process. So far, this material has been dumped into unused caverns to get it out the way because it turns out its very dangerous. After all, this stone naturally stores mana, once this is extracted it becomes anti-manastone. If a living being or other source of mana, like a magic spell, contacts this stuff then the anti-manastone will start to absorb the mana. Apparently, testing is already under way to try and work out how best to weaponise this by sucking the life force out of targets or using it as a countermeasure to magical attacks. (+22 magineerings, magic control, chemistry, visions of the future)

3. Glass is an excellent material for many purposes. A new one is the development of lenses. Some master glass smiths say that this will allow things that are far to be seen as if they were close, or very small things to be seen as though larger. This could allow greater precision while working, especially with delicate components, as well as being able to see at distance, for example while scouting for enemy troops. (+59, engineering, chemistry, industry)
>>
Rolled 10, 11, 27, 40, 14 = 102 (5d100)

>>2071322
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Kensho(+10 meditation/combat)
Mushin No Shin(+3 martial arts)
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
Strongarm Begonias
Berserker Powder
[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]
[Tournament Security - Roll an extra die to quell any disturbances at the tournament, if needed. All spirit magic and monkhood bonuses are doubled in the event of a defense.]
[Stangalli Stall – 1 charges]
[Thousand Hands Support the World Technique] - In combat, roll an extra die. Add 1/2 the value of this die to your combat total. When you use an action to work on the Great Temple, roll an extra die. Add 1/2 the value of this die as a bonus to your action.
[Evil-Suppressing Fist] - In combat, roll 2d20. The resulting value negates an equal amount of an opponent's combat bonuses.

--Development Bonuses--

Expansion(+1)
Hand of H'ar-Ambe(+20)
To Combat Evil(+20)
Agriculture(+14)
Spirit Magic(+1)
Culture(+9)
Aesthetics(+6)
Diplomacy(+20)
Construction(+2)
Organization(+1)
Art(+1)
Warrior Tradition(+1)
Herbology(+6)
Magic Control(+1)
Nature Magic(+1)
Dark Magic(+1) eww
Education(+1)
Leatherworking(+1)
Traps(+1)
Carpentry(+1)
Enchanting(+1)
Willpower(+1)
Beast Taming(+4)
Kratiya Culture(+3) P

-In Progress-
[Great Temple of Enlightenment 27/40]
[The Thing Under the Mountain ?/?]
[Void Aura 11/15]
[Koan of the Outsiders 27/40] - Shared with Kobolds


Actions:


>Hard work continues on the temple, the foundation is laid out. The bridges will probably be the hardest part. [Great Temple of Enlightenment 27/40]

Hand of H'ar-Ambe(+20) To Combat Evil(+20) Aesthetics(+6) Construction(+2) Organization(+1) Willpower(+1) Big and Strong (+3 to related rolls) Spiritual (+3 to light magic/religious rolls) = 56 BONUS

>The new aura is coming along nicely, they notice that with this new aura that unpleasant outside sensations cannot harm them. Things like punches cannot even be felt anymore and are negated. It still requires some work to perfect this though. [Void Aura 11/15]

Hand of H'ar-Ambe(+20) To Combat Evil(+20) Kensho(+10 meditation/combat) Willpower(+1) = 51 BONUS

Use actions 3 and 4
>It has been several days now and yet we continue to contemplate the solution. Some have gone without food or water for long periods as they enter a deep meditative trance. [Koan of the Outsiders 27/40] - COOP with Kobolds

To Combat Evil(+20) Kensho(+10 meditation/combat) Willpower(+1) Diplomacy(+20) Culture(+9) = 60 BONUS

5th dice is bonus from [Thousand Hands Support the World Technique]
>>
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>>2072859
The horns and trumpts can be heard in the dawn, if the fauns have to fight vampires, they will fight them in daylight!
An army of fauns spreads across the plain, members of all clans, united with a single goal - to fight against the influence of vampires and seek repairment for their war crimes against Mages and Orcs. They wont attack the lands conquered around the abandoned Mage tower, instead, they will go right away to face Bacatia in their islands!

The highlanders are present, riding the War boars of the north and branding blessed claymores, the sky is dominated by shapeshiftes in the form of giant eagles, and the ground shakes with the Titan walks. The giant has the appereance of a gargantuan statue come to life, with some green, leafy plants growing on his body. The eyes of the creature shine, because its not an ordinary golem, but a living titan animated with the spirits of earth, he is shaped like a Minotaur, and his name is Hunter God.

Arawn is preparing to mount his loyal war boar, when suddenly...
"Hey stubborn, come here!" Old man Gabha, his father and leader of the clan calls.
As he aproach the old faun, put in charge of the army, he is received with shocking news "Son, you are staying here"
"What?" Arawn says perplexed. "I-I cant accept this father!"
"I talked with the clan, while we are far away you will stay here, and take charge of our lands in the north. You are young and just had a son,take care of him.
"I cant just let you, Aengus and the others have all the glory, I am capable! I swear to defend, and we'll fight to the end! And I swear that I'll never be taken alive! And I know that we'll stand..."
"I know how you are capable stubborn, this is why you are staying." Gabha says "Do you remember the stories on how many decades ago, I went to the hills of the north and captured the first herd of boars? We didnt had a Wild Hunt since them, and these old bones just ask for one last Wild Hunt."
Gabha relutanclty accepts, as his father heads toward the front of the army.

"We will show those blood suckers in the south to not mess with the continent again!."
Oldman Gabhar them start the Wild Hunt chant:

"They extend their dark claws on the continent, they attacked Mages, attacked Orcs, and act like every other free kingdom are their vassals, but today we will show that they have opposition! Get your boars running, and head to the Red Bay! Oh boys, lets make it happen! Take their islands in a love embrace! Fire all our arrows at once, in the heat of the chase! And like a true nature's child, we were born to be wild! We can climb so high and we will never going die!"

"Born to be wild!" the army shouts.

"I SUMMON, A WILD HUNT!"

>Action 3
Attack Bacatian Islands
>>
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Rolled 38, 55, 91, 32, 27, 94 = 337 (6d100)

>>2073181
Attack rolls:

3 - combat dices (+3 economy +22 nature magic +5 spirit magic +10 magic control +5 enchanting +14 shapeshifting +11 close combat +8 steel claymores +20 Hilland Folk Lore) = +98

4 - Hunter God - 1/2 d100
5 - War Boars - 1/3 d100
6 - Shapeshifters - 2/3 d100
>>
Rolled 30, 81, 9 = 120 (3d100)

>>2071322

Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: low
Food: Plentiful
--Government--
Orcish Imperium (+10 military +3 organization)
--Buildings--
Lumber Camp.
smelter.

--Resources--
[Lumber]
[Copper]
[Iron]
[Bloodstones]
[Orcish Alcohol]
[elemental gems]
[resource: warg mounts]

--Projects--
[Ballista 6/7]
[ Rocky 0/5655]

--Development Bonuses--
[The Orc army] 3rd action.
[Elemental Weapons] - In combat, roll an extra die. Add 1/3 the value of this die to your combat total.
[Enhanced Orc Blood Elixir] - Use in combat to gain a +35 combat bonus. Cannot be used two turns in a row. If you fight the Bacatia, you suffer a -35 combat penalty.
[+7 expansion][+6 warriors][+2 agriculture][+10 enchanted weapons][+2 iron tools][+3 mining][+1 construction][+2 craftsmanship][+3 metalcrafting][+3 Kratiya Culture (P)]

>Action 1.
It's time for the counter-attack.
>Action 2.
Finish the Ballista.
>action 3.
The Orc smiths keep practicing, cause they now have a
>>
Rolled 70, 52, 65 = 187 (3d100)

>>2073231
Attack rolls.

Combat dice. -35 due to Elixir.
[+ 13 military][+3 organization][+3 weapons][+10 enchanted weapons]=29
>>
>>2073231
Shit i left this bit unfinished.
>The Orc smiths keep practicing, cause they now have a huge demand for new weapons.
>>
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The Catulan Chieftains observe the conflict between the Fauns and the Vampires with growing interest. Now would be the ideal time to test their metal against natives of this new continent. The chieftains impatiently discuss attack plans.

"The Fawns seem soft." Tybalt said through gritted teeth. "And their appearance disgusts me." He like all of them was itching for war, he was a hound and never cared from where the blood flowed, only that it did. Tybalt often served as a warlord, despite his struggle to control himself he was by all right the hordes greatest fighter.

"Calm yourself brother." Kibre nearly hissed in a cooler tone. His more even temper and ability to control himself off the field of battle was what placed him in charge of this expedition.

"We attack according to how the war master would have done so himself. And he would not waste men on a foe that clearly outmatches us. Especially one that we would not need to attack.

"All from this continent are alien. If we could we should kill them all and burn this magic infested world to ash!" Tybalts head throbbed with the screaming adrenaline in his veins.

"Do not question my orders Tybalt, i am the battle master of this horde and you will do as i say." Kibre leaned over a map of the continent. "The leaches of Bactria are clearly on the loosing side, we will attack them as I ordered. The easy kill will calm you and the warriors and swell our supply wagons with resources and slaves." Kibre turned to Tybalt. "Don't tell me the prospect of slaughter doesn't appeal to you brother? That is what i offer."
A grin spread across Tybalt's face. "And should we display our skill in battle we will make many new allies. War master knows we will need them in this continent of witches."

"Very well, we attack the blood suckers." Tybalt said with a near bestial growl. "I will call forth the warrior lodges."


The expedition camp deployed itself and reaver kill gangs emerged from their war tents. Each of them wore black armour revealing little if anything of their features. Each suit adorned with pain spikes and war trophies or small keepsakes from Catulan dangled in loose chains from their armour. All assembled around a flaming war totem where nearly a dozen slaves had been burned in the pre-battle celebrations.

Tybalt strode up a makeshift podium to address the war host. He wore his red body armour but his arms and head remained bare showing off his thick muscular structure. At the sight of him the crowd of warriors and workers alike cheered. The sight of him meant that they would soon be able to let loose in slaughter and their camp would soon be decorated with the skulls of fresh enemies.

Tybalt raised his arms the cheering renewed."To war brothers!"

"Blood and fire! For war master and Catulan!" The crowd screamed.

A savage smile spread across Tybalts face.


Actions:
The Catulan Reavers side with The Hilland Fauns in the conflict against Bacatia
>>
Rolled 77, 96, 86, 96 = 355 (4d100)

The Catulan Reavers - Sea Green
Traits:
Born for Battle (you gain stability when you win battles)<br>
Ravagers and Scavagers (You gain double stolen bonuses from attack victories)<br>
War Footing (You may attack without preparing with no penalty)<br>
Nomadic Band (You cannot research new developments, only steal or trade for them)
-----
Stability: neutral
Food: low

--Government--Despot rule +5 military

--Buildings--
None

--Resources--
None

--Projects--
[Free Falling: 0/15 Parts]

--Development Bonuses--
None

>Action 1.
Open trade with Razgriz for stone and iron tools in exchange military alliance and reaver auxiliary
>Action 2.
Open trade with Lachstagen for gunpower and maybe cannons in exchange for military alliance and reaver auxiliary
>Action 3
Ally with the hilland fauns in their conflict with Bacatia in exchange for a fair portion of war spoils
> Action 4
Military training to improve troop combat skill
>>
Rolled 24, 45, 43, 64 + 103 = 279 (4d100 + 103)

>>2072224
Welp. Combat dice.
+20 Legacy, +20 Arts, +10 Magic, +5 Death Magic, +4 Enchanted Weapons, +2 Magic Control, +13 Military, +5 Warrior Tradition, +4 close Combat, +2 Military Experience, +15 Assassins, +3 Leadership
>>
Rolled 21, 74, 41, 99 = 235 (4d100)

>>2071322
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
Inflammable (+3 explosives)
-----
Stability:Low
Food: Plentiful

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

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

--Resources--
[Copper] [Tin] [Bronze] [Saltpeter] [Potash] [Black Powder] [Water Hoofs] [THC] [Hemp] [FireWorks]

--Development Bonuses--
[+14 Xebec] [+5 music] [+7 Flamberge][Bows +3] [+10 explosives] [+7 seige weapons] [+10 construction] [+15 architecture]
[+7 Demon-Helmets] [+7 close combat] Old-World Engineers +20] [+2 agriculture] [+24 culture] [+8 Kratiyan culture]
[Ui'Haki-Xa Enchantment (Optional +50 to combat)] [Big Beautiful door (-50% from all incoming culture)]
[Xebec- When attacking any coastal nation, roll and an extra dice and add the value to your combat value]

--In Proggress--


Action 1: with our new found skill in architecture, its about time we make a building to be truly proud of. we shall also finally expand our territory to build a Citadel on the coast, sinse we might as well have SOME sort of port [+10 construction] [+15 architecture] [+20 Old-World Engineers]

Action 2: after the kratiyans introduced the lachstagens to string instruments, the Lachstagen have enjoyed them. SO rather then trying to get rid of string instruments, we should try and make this facet of culture ours. we shall create our OWN string instruments. Guitars? Violins? no, none of these are trippy enough. we need SITARS!!

Action 3: “I am the punishment of God...If you had not committed great sins, God would not have sent a punishment like me upon you." -Ghengis Khan (Raid Bacatias Ports) [+14 Xebec] [+7 Flamberge] [Bows +3] [+10 explosives] [+7 seige weapons] [+7 close combat] [Xebec- When attacking any coastal nation, roll and an extra dice and add the value to your combat value]
>>
Rolled 18, 51, 83 = 152 (3d100)

>>2073465
Turn 40
Race – Human

Traits:
Voyagers (+3 ships/navy)
Military Tradition (+3 military)
New World (+3 Industry)
-----
Stability: content
Food: Plentiful

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

--Resources--
Giant Mushrooms, Shellfish
Steel, iron tools
Stone, Iron,
Mana Coral, Coal,
Glass

--Completed Projects--
Wood Cabins, Quarry
Expanded Mine (iron,coal)
Tinker's Workshop
Smelter.
Collegia Ard Arcana, First Wing (Alchemy)
Glassworks, Steel Foundry
Airship [add dice to combat rolls]


--Projects--
>Irrigation (4/10)

--Discovered Groups--
Everyone Except for
Molemen
Faires
Lizards
illithids


--Development Bonuses--
+7 Close Combat, +8 Military, +10 spies
+9 Industry, +8 construction, +5 architecture, +2 mining, +10 metalworking,
+2 expansion, +4 Agriculture, +1 Economy, +2 Diplomacy
+7 alchemy, +7 education
[20+ Industrial Vigor]
[+3 Kratiya Culture (P)]


The collection of fauns that was sent to Razgriz is welcomed and showed the site of the new "Magically Imbued Armoury"
>Action 1
Continue with the Military Citizenship program [11/15] [+22] [Close Combat, Military, Education]

>Action 2
Send a delegation to welcome the presence of the reavers and begin our relationship with trade
(Trade with Reavers, Iron tools and stone for a the service of a select number of their raiders) [+3} [Economy, Diplomacy]

>Action 3
The Var Emrhy commands Captain Orslun to use the ships in his command to ferry the attacking forces to the Bacatian islands, The airship is deployed to protect the ships and to burn any smaller ports that it would come across, A collection of officers, marines and an auxilia of alchemists and spies are sent into the islands to assist in the general attack. Back in the capital, an alchemists with a strong scented potion is seen running to the rock garden situated near the docks. In a few moments the garden violently shifts and reveals a titan which moves to the islands with stoic intent."

"Attack the Bacatians"
>>
Rolled 28, 2, 24, 59 + 32 = 145 (4d100 + 32)

>>2071322
>>2073725

Combat Roll (2 Combat rolls, Airship, Titan) (Military, Close Combat, Spies, Alchemy)
>>
>>2073736
titan is 1/2
>>
>>2071322

Turn 40

Begraven Reus - Indigo

Stability: Rejoice!
Food: plentiful

Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
Master Masons (+3 architecture)

-----

--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--
[Simple Mortar]
[Concrete]
[Dragon Preparation 1/1]
[Black Marble]
[Granite]
[Emeralds]
[Coal]
[Magma]

--Projects--
[Primary Mathematical Principles 5/20]


--Accomplishments--
[Stone and Mortar] - [+4 construction, +1 craftsmanship], [Resource: simple mortar]
[Simple Slings] - [+3 slings, +1 craftsmanship]
[Primitive Excavation Tools] - [+3 mining, +3 craftsmanship]
[Streamlined Excavation Tools] - [+4 mining, +1 craftsmanship]
[Draconic Countermeasures] - [Resource: Dragon Preparation]
[Sovereignty of Stone] - [Government: Sovereignty]
[Concrete] - [+5 construction, +5 architecture, +2 chemistry], [Resource: Concrete]
[Labyrinthine Design Philosophy] - [+7 architecture, +7 craftsmanship, +4 culture]
[Fortress of Thonce Narerv] - [+10 construction, +10 fortification, +4 architecture], [Effect: When defending, roll an extra die. Add 2/3 the value of this die to your combat total.]
[Labyrinths (Level 2)] - [Effect: When defending, roll an extra die. Add 2/3 the value of this die to your combat total.]
[Abyssal Excavation] - [+7 mining, +5 construction], [Resource: Black Marble], [Resource: granite], [Resource: emeralds]
[Written Language] - [+3 writing, +3 culture, +3 organization]
[Deep Tunnels] - [Resource: coal], [Resource: magma], [+7 construction, +3 mining]

--Development Bonuses--
+20 stronghold state
+5 craftsmanship
+2 herbology
+3 hunting
+17 construction
+2 fortification
+17 mining
+6 architecture
+2 chemistry
[+3 Kratiya Culture]
+7 culture
-1 diplomacy
+3 writing
+3 organization
+6 stone tools
+3 slings


...
>>
Rolled 53, 57, 16 = 126 (3d100)

>>2073755

> Research [Primary Mathematical Principles] : The added economic pressure applied by the sovereign coerces the uncooperative Patriarchs and Craftsmasters to be more candid when describe their respective systems of measurement and calculation techniques. This process is expedited by approaching each industry leader and family head in isolation from the others. Given that many of these industry leaders and family heads are in direct competition with each other, or have turbulent histories with one another, it is decided that the process of extracting information from them can be expedited by approaching each person of interest in isolation from the others.

Bonus: +16 {+13 organization /+/ +3 writing}

> Perform [Fortress Expansion] : Compelled by a decree from their sovereign. the Begraven Reus begin working on expanding Thonce Narerv. Immense amounts of stone are hauled up from the Abyssal Excavation, vast quantities of concrete is mixed, and floor-plans for the extension are drawn up and debated over.

Bonus: +42 { +20 construction /+/ +13 organization /+/ +9 architecture }

> Research [Begraven Warpicks] : The giant's Sovereign gathers the most lauded craftsmen dwelling within his domain and issues them the task of modifying the design of the excavation pick so as to make it a more practical weapon, while simultaneously not only not diminishing its utility as an excavation tool, but enhancing that property. The craftsmen's first drafts investigate how the ratios of the tool and the associated distribution of weight across it, effects how well it can be hefted.

Bonus: +27 { +13 organization /+/ +5 craftsmanship /+/ +9 military}
>>
Rolled 42 (1d100)

The Catulan Reavers - sea green

Attack roles:
Target - Bacatia

Traits
Born for Battle (You gain stability when you win battles)<br>
Ravagers and Scavagers (You gain double stolen bonuses from attack victories)<br>
War Footing (You may attack without preparing with no penalty)<br>
Nomadic Band (You cannot research new developments, only steal or trade for them)
>>
Rolled 33, 92, 64 + 80 = 269 (3d100 + 80)

>>2071322
TURN 40
Kobold Confederacy - Light Blue
-Stability: Rejoice!
-Food: Bountiful
-Actions: 3 per turn
---Traits---
-Confederate Tribes (+2 organization)
-Cunning (+2 traps)
-Dragon Gods (+2 religion)
-Philosophers +3 education
---Government---
-Elder Council (+5 culture)
---Resources---
Notable: Algebra, Concrete, Knowledge of Dragon Tongue, Rubies, Ruby Jewelry
Common: copper, fish, lumber, sabertooth fur and teeth, stone
---Projects---
Ongoing: [Koan of the Outsiders 27/40]
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Jewelry Shop 3/3], [Lumber Camps 7/7], [Marven Gardens 7/7], [Mechanica Koboldica 20/20 - Reduced chance of failing construction project rolls], [Smelters 7/7], [Stone Pits 5/5]
---Development Bonuses---
Unique: +5 Dragonwrought, +20 Foundations of Civilization, +4 Lokharic Language,
General: +1 agriculture, +6 architecture, +15 construction, +10 chemistry, +3 close combat, +2 craftsmanship, +5 culture (Debate, Gardens, Mechanica Koboldica), +5 culture, Kratiya, +3 culture, Kratiya(P), +8 diplomacy, +3 economy, +1 espionage, +4 expansion, +10 logic, +7 magic (fire), +8 magic (control), +5 magic (nature), +7 mathematics, +2 metalworking, +3 mining, +1 organization, +7 physics, +1 religion, +3 scouts, +5 traps
---Diplomacy---
Discovered - Aboleths/Fishmen, Apes, Bacatia, Begraven Reus, Birdmen Tribes, Crabkin, Dwarves, Gnomes, Illithids, Lachstagen, Lizardmen, Razgriz, Stangalli
Non-agression pact - Lizardmen
Travel agreement - Kratiya
Trade - Fawns

ACTIONS 1, 2, & 3: FINISH KOAN [27/40] [Bonus +80]
>>
>>2073863
It's come to my attention that actions 2 and 3 are unnecessary because the Apes took the Koan to 35/40, so I derped by posting when tired and wielding terrible reading comprehension. Long day, my bad.
>>
Rolled 6 (1d100)

>>2073721
and roll for cannons
>>
Rolled 55, 165, 65, 20, 46, 118 = 469 (6d190)

>>2071322
Apologies for my spotty attendance!
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
Trademarked (+3 economy)

-----
Stability: Very Low
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™
Silver
Airships - In combat, roll an extra die. Add this value to your combat total.
Iron
Mana-Coral
Trade Network - Each turn, you have one free trading action in addition to your normal actions.
Horses
Wind Feathers
Kratiyan Sympathizers

--Development Bonuses--
+5 Farming
+3 Industry
+7 Fortification
+3 Construction
+9 Diplomacy
+19 Economy
+48 Culture
+12 Expansion
+4 Religion
+12 Wind Magic
+2 Craftsmanship
+9 Art
+4 Lightning Magic
+13 Close Combat
+4 Currency
+13 Re-curve Bows
+10 Magic Control
+10 Engineering
+20 Money Talks [P]
+5 Horse Archery
+5 Warrior Tradition

----
Contacts:
Apes
Mages
Fishmen
Birdmen
Lizardmen
Gnomes
Fauns
Bacatia
Kratiya
Lachstagen
Kobolds
Razgriz
Crabkin
Illithids
----
In Progress
Air Bubble [4/10]
Boomstick [14/15]
----
Other
Nearby Hot Springs
Hero Unit: Tobal Ko'Stangal

Actions:
>Men of industry must never sleep! Work your heart out Tobal! [Boomstick 14/15] (+49)
>Our get good friends at the Kratiyan University are working on a sort or volt-based communication system... we should find that! [Assist Telegraph] (+78, Spend Two Actions)
>There is trouble amoungst the populous. The sudden influx of the Birdmen has caused fear and uncertainty to rise in their hearts. The Misers decide there is only one way to ease the people: a party. A Festival is financed to encourage peace with the Stangalli's new bed mates! [Hold festival to increase Stability] (+100 Hot Damn I can culture and finance my shit!)
>And while they hold their party, the Misers make preparations for the continual expansion the Borders towards the Birdmen homelands. (+15)
>There is trouble in the Misers circle. They make decisions for the rest of the nation, and only seem to care about the people when they starve or want to wring their necks. And now this festival! It's all appeasement to keep the Misers in Power. Well Bendo Pazzeb is through with it. He wants to see a nation run by its people, and he knows how he'll do it! He makes his speeches to whoever he can, trying to garner support for the Stangalli's first political faction: the Free-Sailors. [Pro-Democracy Governmental Reformation]
>>
Rolled 37, 89, 21, 96, 26, 13 = 282 (6d100)

>>2074394
And I fucked up the dice. I hate phone posting.
>>
>>2072224
Being attacked by 4. Sacrificing Action 2 and 3.




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