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File: Quest Map.jpg (2.74 MB, 3105x2400)
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Several thousand years ago a meteor crashed into an unnasuming, uncivilised planet. It brought with it unstable energy, known as Mana, that kickstarted a surge of evolution and deveopment in the proto life that existed. Your group is one of the first civilisations to evolve in the fertile crater caused by the meteor impact. Your elders may tell stories of what the world outside the crater is like, or you may not know, but suffice it to say it is not a nice place and your people will not survive out there. Space in the crater is limited, use it well.

Rules:
Legacy rules pastebin: https://pastebin.com/KM80ZJRn The Legacy rules are taken from another game and have not yet been updated with my customisations. Use them as a guideline only.
Each turn is 1 season.
The Dice Crush adds extra dice, not actions. Your nation has 2 actions and can spend as many of their available dice on a single action as you want. You start with 2 dice. As an example if you had 4 dice, you could spend 4 dice on a single action, split it 3/1 or spend 2 on each.
Food is removed from the game, replaced with population. Your population stat shows how many people you have compared to your food supply/space. Population over average adds bonuses to your rolls, but too high populations may lead to instability from hunger or overcrowding. Populations below nominal will apply penalties to actions. You gain a population every 4th turn, at the end of the year. Population may be lost in war or bad events. It can also be decreased by expanding, effectivly spreading out population over new land.
Other rules ammendments may be made at my discrestion.

To Join write a race name, choose a colour and starting location then write as much fluff as you care too. Your nation start with access to Wood & Stone for basic construction and has access to Copper & Tin ore. You are assumed to be able to find enough food to sustain yourself inititaly, be that through Hunting or Farming. Also choose a starting development from the following list:
Lumber camp or Stone Quarry (+5 Construction), Forge (+5 Metalcraft), Writen Language or Art (+5 Culture), Holy Site (+5 Religion), Magical ability (+5 Magic Power), Barter system (+5 Economy) Trained/Skilled Warriors (+5 Military), Write in development (+5 ???).

Crater Nations Discord: https://discord.gg/Kk44NPE
>>
>>2089805
Name: The Ore-Eater Hives
Race: Ore-Eaters
Color: Blue
Location: Central Island mountains
Gov: Despot Ruler (+5 Military)
Fluff: The ore eaters are a large insectoid race with the major defining characteristic of being able to eat minerals. Different minerals are fed to young larva to differentiate them into different types of drone. Similarly the ore eaters enjoy digging into the side of mountains to make their home and eating the resulting stone and dust as well as search for different ores and gems to create new types of drones for the hive. While the queen and a few types of drones are as intelligent or more intelligent than humans most drones are as intelligent as animals and follow the pheromone commands of their queens, intelligent drones, or natural instincts to better the hive.
>>
>>2089811
Ore Eaters
Digging Adaptions (+5 Excavation)
Stoney Carapace (+3 Military)

---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Worker Drones (+5 Construction)
>>
File: 1511307602434.jpg (2.74 MB, 3105x2400)
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>>2089805
Name: Zatrua
Race: High elf nobility, mostly Human population
Color: White
Location: Pic related
Bonus: Holy Site +5 Religion
The Zatruans are devout people who worship the Sun(Sol) and the moon(Luna), which they think of as the same coin with two different sides, as the one true deity Sulis.
Sol represents self improvement, glory, greatness and the need to share it with the world, but also pride and overconfidence to the point of arrogance. Most leaders, entertainers and similar outgoing individuals feel themselves particularly drawn to this aspect of Sulis.
Luna represents self reflection and acceptance, mysticism and knowledge, but also reclusiveness, selfishness and lack of confidence. Philosophers, reclusive writers and mystics mostly adhere to Luna.
Sulis is thought to share his warmth and sacred fire with the world during the day and reflecting on his actions during the Night.
Every member of an intelligent Species can be part of the clergy of Sulis, as it is believed that the potential of both aspects linger in every Person. The central organization of the faith is called the temple of Sulis which holds no single leader but a council of 10 men and women who are voted on every 10 years by all members of the clergy.
By Law the only people worthy of nobility are High Elves, as they are seen as "born in the light of sol", though otherwise all races are treated equally, and it is very much possible (though incredibly rare) that a family or individual of any race is elevated into higher standings by proving to be a paragon of Sols virtues. Most state policies and laws are centered around the dualistic nature of Sulis.
The military represents the the aspect of Sol, preserving and spreading the faith, if necessary through blood and sacred fire. Despite the temple not endorsing (but accepting) this interpretation of the faith a military career is highly respected in Zatrua and many nobles start young by joining and often leading raiding parties on small tribes. As slavery is strictly forbidden by the tenets of Sulis most tribes either convert or find a quick death at the end of Zatruan swords.
Still more peacefully minded people find there place in Zatruan society. Philosophers, architects and artists are often employed by the state and noble families likewise for public works and enrichment of culture.
Zatrua is a Centralized Elective Monarchy. When the King passes a new one is chosen by the senate from the noble families. Landownership is strictly seperate from military command and the most of the legaslative and administrative work is carried out by a large buerocratic body.
>>
Reserving a spot if I can while I think of something.
>>
Name: Crystallis
Race: Sentient Mana Crystals
Color: Purple
Location: Top Mountain
Starting Development: Body Adaptation - Mana Crystals are very modular, taking up different bodies to suit their needs.
Fluff: Crystallis are a group of sentient Mana Crystalls, linked telepathically. They feed off of energy, whether it is magical or non-magical such as heat (like volcanic heat) or even sunlight.

These crystals have evolved a basic consciousness over many years, recognizing themselves as alive and banding together to improve their odds of survival. They act upon the world primarily through magic, levitating their polygonal forms and physical objects in their reach, rather than grasping at them with limbs as other creatures. Generally curious and very inquisitive, they would like to learn more of the world that surrounds them and how to interact with it, while also ensuring their own survival.
>>
>>2089845
Zatura
Human labour (+4 Construction)
Elven nobility (+4 Culture)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Temple of Sulis (+5 Religion)
>>
Name: Victoria
Race: Orcs
Color: Red
Location: North-western forests
Government: Worker's Council

The Victorians as they are called, are citizens of a large clan of Orcs who had settled down in a fertile and wooded area near the coast. Unlike their more savage breathren, the Victorians seek to curb their natural, violent instincts to achieve enlightenment. The Struggle, as it is called, is the most important aspect of Victorian culture.
>>
>>2089858
Crysatllis
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)

---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Modular Body (+5 Adaptation)
>>
Name: Council of Four Seasons
Race: Butterfly Dragons
Color: Pink
Government: Butterfly Monarchy
Location: Directly North of the Central Islands between the two mountains.
Fluff: The Butterfly Dragons are unique and magical creatures. They don't quite live up to the size of a large dragon, but they are much bigger than a butterfly. Still they see features from both the species, notably having butterfly wings instead of dragon wings. The Butterfly Dragons also change color with the season. In Fall they are an orange color, In Winter they become White, In Spring they are Blue and in Summer they are Red. They are magnificent creatures of beauty no matter the color.

The Butterfly Dragons devote themselves to different forms of magic depending on the season, but there is no doubt that they are magically inclined. They shy away from conflict and mostly use their magic to help others in need.
>>
>>2089897
+5 Seasonal Magic bonus
>>
>>2089864
You need a starting development before I can give you a sheet
>>
>>2089864
>>2089902
Victorian Work Ethic - +5 Industry
>>
>>2089897
Council of Four Seasons
Seasonal Court (+5 Culture)
Draconic Magic (+3 Magic Power)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Seasonal Casters (+5 Seasonal Magic)
>>
File: 2017-11-21 16.05.32.jpg (3.5 MB, 2274x1758)
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>>2089805
>Name
Tyrius Merchant Republic
>Race
Sytars
>Color
Grey
>Location
The island near thedesert in the west
>Government
Merchants Republic
>Starting Development
Barter system
>Fluff
The Tyriusese people worship Dazan, god of fertility, revelry, and agriculture, and his twin brother Seius, god of storms, sailing, and trade. A shrewd people who can sell a desert man sand. They work hard to party hard.
I'm not so good with fluff. Hope this is good enough.
>>
>>2089864
Victoria
The Struggle (+5 Culture)
Savage Nature (+3 Military
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Victorian Work Ethic (+5 Industry)
>>
>>2089921
Tyrius Republic
Dazans blessing (+4 Agriculture)
Seius blessing (+4 Sailing)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Barter System (+5 Economy
>>
>>2089805
Posting for someone who could not post.
Name: Draugluins
Race: Human shapeshifters
Color: Red
Location: Pic related
Gov: Despot Ruler (+5 Military)
Fluff: The Draugluins are a group of humans that inhabit in the north of the world, they are a group of fierce warriors that live among the mountains and the forest. They can take the shape of wolves, and see the animal as their spiritual protector. Their skalds are in charge of recording the lore and ballads of their warrios, and know the secrets of magical runes.

When in human form, the Draugluins look like nordic humans, often with blond and red hair and with a great stature. Their feral traits are still visible tho, with pointy ears and canines.
>>
>>2089933
Draugluins
Animal Form (+3 Military, +2 Exploration)
Skald Tradition (+3 Culture)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Magical Runes (+5 Magic Power)
>>
Name: Overlookers
Race: Towerell
Color: Whatever is left
Location: The plains between the forest and volcano in the bottom right
Starting development: Lumber camp (+5 construction)
Fluff: The Towerell are an extremely lanky race, some reaching up to three times as high as the average human, while having limbs and torsos only slightly more think than them. They have extremely good perception, able to see and hear clearly over great distances. Their society reveres height, as the tallest of them are closer to the sky and the gods that dwell in it. They build great structures that stretch skyward for this same reason.
>>
>>2090042
Overlookers
Reach to the Gods (+5 Religion)
Skyward towers (+3 Construction)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Lumber Camp (+5 Construction)
>>
File: Quest Map.jpg (2.7 MB, 3105x2400)
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Begin Turn 1
2 actions, 2 dice (d100)
>>
>>2090072
Spring Year 1
>>
File: spinel-octahedron-g.png (100 KB, 344x423)
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Rolled 54, 82 = 136 (2d100)

Crysatllis
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)

---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Modular Body (+5 Adaptation)

1. The Crystallis develop a new form. The Octahedron. This shape is especially useful for concentrating magical energy into a focused beam, good for heating up objects or boring into them. This they do so that they might more easily mine for new minerals or bore into the ground below for energy sources.

Magical Growth (+5 Magic Power)
Modular Body (+5 Adaptation)

2. The Crystallis, like all life, consider food a priority. Being creatures that feed on energy, they look for it. In this case, they investigate certain vents and try to dig deeper to reach the warmth of geothermal energy below.

Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)
>>
Rolled , = 0 (2d00)

>>2090072
Tyrius Republic
Dazans blessing (+4 Agriculture)
Seius blessing (+4 Sailing)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Barter System (+5 Economy)Tyrius Republic
Dazans blessing (+4 Agriculture)
Seius blessing (+4 Sailing)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Barter System (+5 Economy)

1.Find any food plant worth farming
2.Create mining tools
>>
Rolled 87, 7 = 94 (2d100)

>>2090111
I was sure I put 2d100
>>
Rolled 42, 93 = 135 (2d100)

>>2090072
Victoria
The Struggle (+5 Culture)
Savage Nature (+3 Military)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Victorian Work Ethic (+5 Industry)

1. Construct Forges +10
+5 Industry, +5 Culture

Bronzeworking is a new art, one not practiced by many. It's products are widely desired by both craftsman and hunter alike. With a rising demand for bronze, the Worker's Union allocates it's construction quota for the year to the development of new bronze forges in Victoria proper.

2. Organization

The Worker's Council is made up of the Masters of every recognized tradecraft in Victorian lands. It leads the Worker's Union through the allocation of resources. This provides a great deal of central control, but it suffers in efficiency. To solve this the Council authorizes a new arm of the government whose task it is to carry messages from the Council to wherever they are needed. This will speed up the administration of the nation.
>>
Rolled 50, 93 = 143 (2d100)

>>2090072

Overlookers
Reach to the Gods (+5 Religion)
Skyward towers (+3 Construction)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Lumber Camp (+5 Construction)

1. The Towerell require extremely tall domiciles, though they sleep standing up, so they don't have to be very wide. However up until now, the effort to make homes for every Towerell family has not been made. The priests decide that this must be rectified. They order the construction of as many homes as the people need, using the wood from the lumber camp. Of course, the height of one's home would depend on their physical need. As in turn, their status.
+8 Construction

2. Food is also a concern of the Towerell. They can sustain themselves on plants, but meat would truly fill them. Many of them get together to create weapons with which to hunt. Using wood and stone, they would create huge spears, to either be held or thrown at their prey.
>>
Rolled 91, 51 = 142 (2d100)

>>2090072
Council of Four Seasons
Seasonal Court (+5 Culture)
Draconic Magic (+3 Magic Power)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Seasonal Casters (+5 Seasonal Magic)

Ahh Spring is here at last! The royal Queen Majentus Sunflower II has issued a decree to the Butterfly Dragons to create a beautiful and tall structure. It will have multiple levels, but no ground floor level. At the bottom will be a large resting area at least 15 feet in the air. The next floor will be 45 feet in the air and will be for the Council of the Four Seasons to meet, and at the top will be the floor 75 feet in the air where our beautiful Queen will sit atop a throne. The structure will work with an open concept so that Butterfly Dragons can fly into the structure from nearly all angles except where the support beams are. This structure is not made for their necessity or survival, but as a nice resting place and a soon to be beautiful and renowned structure. The Butterfly Dragons begin using some of the finest wood they have and begin building up into the air. Thanks to their butterfly wings they are able to almost levitate in place while they work though this tires them and they need to take frequent breaks.

We will need something decorative, but these seasonal flowers are not suitable as they will not last long enough. We need a flower that represents us and changes and thrives throughout the season, a flower that matches our beauty and can be used to keep our beautiful tower looking fantastic year round instead of just one or two seasons. High level members of the council gather some of the finest flowers wild flowers growing in the area and enchant them so that just like the Butterfly Dragons they will change color throughout the seasons, but still maintain their beauty forever.

Seasonal Magic +5 Magic Power +3 = 8 BONUS
>>
Rolled 26, 29 = 55 (2d100)

rolling for someone on discord

>>2090072

Draugluins
Animal Form (+3 Military, +2 Exploration)
Skald Tradition (+3 Culture)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Magical Runes (+5 Magic Power)

>Action 1
Once the skalds told to the men around fires, tales about their patron god, Sköll, that under the shape of a titanic white wolf, travelled the west and fought monsters.

Today Dellingr, king of the Draugluins, hopes to copy similar feat. Their lands shall be expanded to the west throuth the mountains, until we reach the legendaries rivers where Sköll pnce used to rest - this if they exist.

In this journey they will be taking any interesting vegetal or wildlife that they find. + 8 = +3 Culture +3 Military +2 Exploration


>Action 2
The Draugluins are a race of warriors, and metallurgy is one of their passions. Combining all of their resources, the Draugluins will build a central forge, a great structure from where they will be able to work on metals. The buildings and tool will be marked with runes of power, so the fire can burn with life. (+5 Magic Runes)
>>
>>2089805

Name: lorlar
Race: stone elves
Color: grey
Location: south west hilly area in middle of green
Bonus: stone quarry
Fluff: The lorlar also known as stone elves are unlike their cousins in that they enjoy building with stone like the dwarves and prefer to study or fight than dance in the forests while singing some whimsical nonsense. A bit on the dour and pessimistic side the lorlar have always had issues with diplomacy. This led to them being fairly isolated in the south west corner of the crater preferring their quiet solitude to the ceaseless chatter of the lesser races. Slavery while not popular is accepted in lorlar culture.
>>
Rolled 81, 18 = 99 (2d100)

>>2090072
--TURN 1--
Zatrua
Human labour (+4 Construction)
Elven nobility (+4 Culture)
Temple of Sulis (+5 Religion)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
+4 Construction
+4 Culture
+5 Religion

--Actions--
1) The temple of Sulis declares a prophecy made. In the southern planes the Zatruans must find a new people to bring under the light of Sulis. With great fervor, monks and civilian volunteers from all around Zatrua, begin their pilgrimage to the south. +5 Religion
2) The newly elected King uses the newly found fervor of the population for his own means. He declares a standing army to be organized. Trained in spear and shield to stand against any enemies of Sulis. +4 Culture, +5 Religion
>>
>>2090222
Lorlar
Dour Workers (+5 Construction)
Stone bones (+3 Excavation)

---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Stone Quarry (+5 Construction)
>>
>>2090150
Concil of Four Seasons

Queen Majentus' decree is set about in earnest and with fervor by her subjects. Their desire for a beautiful home is intense and it shows in their work. Using their magic to shape wood they quickly craft a set of platforms. Attention is lavished on the royal throne, a work of art the likes of which have never before been seen.
Stability: Content, New Development: Royal Roost (+2 Culture)

Wild flowers are gathered and, using the natural mastery of seasonal magic commanded by all Butterfly Dragons, enchanted to match the seasons such that they will bring out the colour of the Queens scales. Orange Spring flowers flourish on the Royal Roost, making the blue Dragons look even better than before.
Development Upgrade: Royal Roost (+4 Culture, +1 Seasonal Magic)

Draugluins

The initial scouting journeys to the west are rough. Despite being able to share their forms the Wolves that inhabit the mountains are tough and territorial. It seems the tales of monsters that Sköll fought might not be as exagerated as first belived. Reports come in about Trolls, hulking humanoid beast with feral minds and skin as tough as rocks, inhabiting several caves on the western side of the mountain range.
New Development: (Journey to the West 2/5)

The Draugluin forge has a slight stumble in it's early days. It is discoverd that the Runework needed is more complex than anyone anticipated. Many Skalds put their heads together while the physical vessel is made out of stone.
New Development: (Great Forge 2/5)

Zatrua

Travelling South the Zatruans encounter the wetlands. It is rich in wildlife and foliage, but of more interest to them is the primative human tribes that make the area their home. The Elves are quick to comment that, were it not for them, that the humans of Zatrua would be much like them still. They wield stone weapons and hunt the birds and buffalo that call the wetalands home. They aren't aggresive outright, but they don't seem to speak any language you know and seem confused by attempts at communication.
New Development: Language Barrier (0/5) [You completed the precursor project with 5/5]

Neither demographic of Zatrua has had widespread militarisation, it generally being the responsiblity of the individual to own and maintain their own equipment. The king subsidies the creation of new spears and shields for those who cannot fund themselves, but production on this level is slow without support infrastructure.
New Development: Standing Army (2/5)
>>
>>2090090 Crysallis

Several seed crystals begin taking in Mana, more developed crystallis guiding their adaptation. At the End of the season their growth is almost complete, their Octahedral faces almost completely smooth and developed. A few more weeks is all it will take for them to be fully grown and ready to begin digging.
New Development: (Octahedral form 4/5)

Hungry Crystallis reach out crystaline tendrils into the the earth around their seed bed. as they grow down they connect with pockets of energy, likely left behind by the impact of the meteor.
Stability: Content, New Development; Geothermal Mana (+2 Magic Power)

>>2090111 Tyrius Republic

The Heavily forested jungles of the Republics home island makes farming tough without clearcutting. That said the resourceful Satyrs do find a ubiquitous tuber that grows just about everywhere on the island, Taro root. It can be found and gathered by anyone looking. Even better is that it requires minimal effort to ensure that it is sustainable.
Stability: Content, New Development; Taro Farms (+2 Agriculture)

Inital attempts to create tools to strike the earth stumble, as many members of the rebublic over the exclusive right to construct the tools in an attempt to monopolise them. Each group does draw up their own blueprints however.
New Development: (Mining Tools 1/5)

>>2090130 Victoria

Initial prototypes of the Bronze forge are wild successes. Demand is high though, and supply needs to keep up. Come Summer the Forges will move from Prototype to finsished design.
New Development: (Bronze Forges 3/5)

The new department is deemed vital to the success of the Victorian people, and is greenlight and pushed through the beuracracy with haste. The new Messengers Guild recruits a number of people into its fold and rolls out before the end of the season.
New Development: Messengers Guild (+2 Economy, +2 Industry)

>>2090140 Overlookers

Homes are the order of the day. Of course the orders come from the tallest, highest staus members of the community who require the biggest homes. Thusly construction takes time. about a third of the houses are made by the end of spring, but the remainder are set to be smaller. The people are confident that their houses will be built beofre the colder seasons come.
New Development: (Towerell Village 3/5)

For most races, a simple branch would be sufficient to make a spear. Not so for the Towerell. Fortunatley they have a Lumber camp and can select only the finest wood to construct their weapons. Their spears are huge, easily big enough to bring down the large, thick-hided beasts of the warm southern Savanha.
New Development: Great Spears (+2 Military, +2 Hunting)
>>
File: Quest Map.jpg (2.7 MB, 3105x2400)
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Begin Turn 2
Summer, Year 1
>>
>>2090381
Ore Eaters & lorlar, who missed the previous turn, may take 4 actions to make up on turn 2
>>
Rolled 29, 63 = 92 (2d100)

>>2090381

Overlookers
Reach to the Gods (+5 Religion)
Skyward towers (+3 Construction)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Lumber Camp (+5 Construction)
Great Spears (+2 Military, +2 Hunting)
(Towerell Village 3/5)

1. Work continues on constructing houses for all Towerell families. The priests assure that no Towerell, however small, will be left out in the cold come winter.
+8 Construction

2. A group of Towerell warriors, wielding their new great spears, set out upon the savanna, looking to take down a great beast to feed their people.
+2 Hunting
>>
Rolled 1, 30 = 31 (2d100)

>>2090381
>Tyrius Republic
>Dazans blessing (+4 Agriculture)
>Seius blessing (+4 Sailing)
>---
>Population: Average
>Stability: Neutral
>--Resources--
>Wood
>Stone
>Copper
>Tin
>--Developments--
>Barter System (+5 Economy)Tyrius Republic
>Dazans blessing (+4 Agriculture)
>Seius blessing (+4 Sailing)
>---
>Population: Average
>Stability: Content
>--Resources--
>Wood
>Stone
>Copper
>Tin
>Taro root
>--Developments--
>Barter System (+5 Economy)
>Taro Farms (+2 Agriculture)

1.Keep working on the mining tools
2. Build better homes
>>
Rolled 76, 89, 50, 93 = 308 (4d100)

>>2090254
Lorlar
Dour Workers (+5 Construction)
Stone bones (+3 Excavation)

---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Stone Quarry (+5 Construction)

1. The lorlar's first order of business is to establish a capital building. If we are not organized we can not be an effective nation.

2. We will also begin organizing a system of guilds to train people through apprenticeship and hard work rather than just schooling en masse

3 homes must be built from stone of course. Permanence is a virtue.

4. We will also build walls around a very large area that will be our grand city (this Is a big project not just protecting what we have now but for the future.)
>>
Rolled 67, 32 = 99 (2d100)

Crysatllis
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)

---
Population: Average
Stability: Content

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Modular Body (+5 Adaptation)
Geothermal Mana (+2 Magic Power)

1. The Crystallis finalize the new shapes thanks to the new geothermal power, smoothing their sides and removing impurities from their form, so that energy would be amplified through the prism of their being into a concentrated beam.

Octahedral form 4/5

Geothermal Mana (+2 Magic Power)
Magical Growth (+5 Magic Power)
Modular Body (+5 Adaptation)

2. Invigorated by new energy, the Crystallis are able to grow. Their bodies adapt to the new power, refining their abilities of Crystal Growth, allowing them to grow new forms and structures faster and easier.

Geothermal Mana (+2 Magic Power)
Magical Growth (+5 Magic Power)
Modular Body (+5 Adaptation)
>>
Rolled 88, 72 = 160 (2d100)

>>2090381
Council of Four Seasons
Seasonal Court (+5 Culture)
Draconic Magic (+3 Magic Power)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Seasonal Casters (+5 Seasonal Magic)
Royal Roost(+4 Culture +1 Seasonal Magic)

Summer is a time of great warmth, and in this season our fire breath awakens. The Queen decides that summer is a perfect time for a nice bonfire. They wait until night time before piling together some left over scrap wood and starting a nice bonfire using their fire breath. Here Butterfly Dragons can socialize and celebrate the completion of their beautiful roost.

+9 Culture +6 Seasonal Magic +3 Magic Power = 18 BONUS

Meanwhile other Butterfly Dragons are doing things of importance like looking for magical items or other resources that might help the Council. Travel North looking for things of interest.
>>
Rolled 78, 14 = 92 (2d100)

>>2090381
Draugluins
Animal Form (+3 Military, +2 Exploration)
Skald Tradition (+3 Culture)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Projects--
(Journey to the West 2/5)
(Great Forge 2/5)


--Developments--
Magical Runes (+5 Magic Power)

>Action 1
Dellingr faces the west relentlessly, and continues his march, fighting, bleeding and rising among any obstacles that his people might face.
+ 8 = +3 Culture +3 Military +2 Exploration

>Action 2
The skalds discuss among themselves which set of runes would be better to represent the nature of metal and fire. An idea is bron out of these discussions, a bet: The skald who finishes this project earlier and develops the secret of the forges, will have all the beer that he can drink! (+5 Magic Runes)

(Posted on behalf of the player)
>>
File: theocracy of mana.jpg (2.77 MB, 3105x2400)
2.77 MB
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>>2089805
Name: The Theocracy of Mana
Race: Human
Color Preference: Whatever shows up on the map well
Location: See pic
Fluff: The Theocracy of Mana worships the strange substance that awoke life in the crater, and through their devotions they seem more in tune with the magic of the world, their most venerable mage-priests forming a council to lead their people in everyday life as they seek harmony with their surroundings.
Government: Elder council (+5 to culture rolls)
Starting Development: Magical Ability (+5 Magic Power)
>>
>>2090512
Thocracy of Mana
Harmonic Theology (+5 Religion)
Lifegiving Mana (+3 Magic Power)

---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Magical Skill (+5 Magic Power)

You may post 4 actions for turn 2
>>
The Game is now full. No new players will be accepted unless someone leaves.
>>
Rolled 73, 96 = 169 (2d100)

Victoria
The Struggle (+5 Culture)
Savage Nature (+3 Military)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)

1. Construct Forges +14 3/5
+7 Industry, +5 Culture, +2 Economy

The successful prototypes are spread around to other

2. Poetry +5
+5 culture

The Struggle is an all-consuming part of Victorian life. The Orcs constantly seek peaceful outlets for their aggression. One of these is through poetry. While different authors express their emotions in different ways they all express their emotions vividly through the word. Victorians revel not just in writing it, but in hearing it. The sharing of their emotions brings them a harmonious peace.
>>
Rolled 48, 55, 49, 68 = 220 (4d100)

>>2090381
Theocracy of Mana
Harmonic Theology (+5 Religion)
Lifegiving Mana (+3 Magic Power)

The Theocracy of Mana worships the strange substance that awoke life in the crater, and through their devotions they seem more in tune with the magic of the world, their most venerable mage-priests forming a council to lead their people in everyday life as they seek harmony with their surroundings.

---
Population: Average
Race: Humans
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Magical Skill (+5 Magic Power)

1,2,3,4. In the centre of our capital city, on the spot divined by our council of mage-priests to be the most stable nexus of residual mana-energies in this part of the crater, we must build a great and magnificent temple designed to resonate with and improve the flow of mana so that our people have a place to come and relax and pray and attune to the flow of natural life in the crater.
>>
>>2090400
Overlookers

The construction of the Towerell village goes as planned. Homes are finished by the end of Summer, in preparation for the cooler Autumn and cold Winter. Homes for the shorter memebers of the Overlookers are erected quickly and efficiently.
Stability: Content; New Development: Tall Buildings (+2 Culture)

Hunters spread across the Savanha, getting the measure of the various animals that call it home. Among them the only ones big enough to feed the hulking Towerell are the Rhinos or Elephants. Several of them are brought down, earning the people plenty of food for the coming cold seasons.
Stability: Happy; New Resource: Elephant Hides

>>2090416
Tyrius Republic

The disagreement over monopoly becomes a feud. Each group refuses to share with the other, while simulataneously demanding access to their opposite numbers plans. Progress all but grinds to a halt as people take sides in the argument. Both sides continue to work on their plans in secret however.
Stability: Average, (Mining Tools 2/5)

In light of the tools situation everyone agrees to build their own homes at their own expense. because of this, progress is a little slow, but at least it has avoided infighting.
New Development: (Tyrian Village 2/5)

>>2090484
Council of Four Seasons

The Summer bonfires are large, and create a great amount of warmth. The Dragons enjoy spending time around them, their summer bodies resistant to the flames. Many Dragons sing songs and play games around the fire. The animals of the boreal forest shy away from the flames, but several fairy dragons see small groups of what appear to be proto-humans clustering near the treeline to leach whatever residual heat they can.
New Development: Court Rituals (+3 Culture, +1 Seasonal Magic)

As several scout Dragons fly north they pass over small camps of the same proto-humans, living inside hide tents. They seem primatively armed, with stone spears. attention is dragged to caves in the small mountain spine in the north however, where a source of powerful magic is found.
New Development: (Northern Exploration 4/5)
>>
>>2090488
Draugluins

Dellingr fights the Trolls in the west to make the mountains safe for his people. His Teeth cleave through tough Hide and his claws rip the earth to dig them from their holes. Put soundly on the backfoot the Trolls retreat North, into the highmountains. Dellingr has cleared the way for expansion and earned his place in the Skalds tales.
New Hero: Dellingr (+7 combat total), Development Complete: Journey to the West, New Development: Expand West (1/5)

The bet leads to an interesting situation. One where the competing Skalds sabotage their opponents efforts more than work on their own. Progress could be faster, but it goes at a steady pace.
(Grand Forge 4/5)

>>2090567
Theocracy of Mana

The Mage-Priests divine for the best possible location for the Grand Temple. They locate a stable Mana nexus and declare it to be the site. Great Pillars are constructed to hold up the Grand Pavillion, to be the centre of the temple. It will be open air, to allow natural essence to flow in and out, and surrounded by carefully maintained Gardens. The Roof is painted with an image of the meteor, as remembered by the oral history passed down through generations. One day, when they can cross the sea, many young mages wish to make pilgramage to it's holy ground, where it sits at the centre of the Crater. All the matrial gathering and construction has left the Thocracy more equipped to do similar in the future as well.
New Development: Grand Temple (+4 Magic Power, +2 Religion, +2 Construction)

>>2090474
Crystallis

The 8 smooth sides of the Octahedral crystals are formed, ready to focus light into beams. Their prism is near perfect and they perform their function well. Their minds are still young, so they need to be guided by older Crystallis though.
Development Complete: Octahedral Form (+4 Excavation)

Experimentation with new forms, powered by the new Mana, is vigorous and intense. New shapes are explored and growth techniques tested. They will likely bare fruit soon.
Upgrade Progress: Modular Body (3/5)

>>2090559
Victoria

The Forges are built in every workshop. Access to Bronze becomes widely available, and many craftsmen become competant at working with it.
Development Complete: Bronze Forges (+4 Metalcraft), New Resource: Bronze

The word of Poetry is a basic building block on which an Orc constructs his bulwark against his inner savage. This means that every memeber of Victorian society is an accomplished wordsmith. Orcish poetry symposiums are common, and many ways of elevating the narrative and meaning of poems are innovated.
New Development: Orcish Art (+4 Culture)
>>
Turn 3
Autumn, Year 1

Ore Eaters take 6 dice for turn 3, You may use any amount of actions.
Zatrua take 4.
>>
File: Quest Map.jpg (2.71 MB, 3105x2400)
2.71 MB
2.71 MB JPG
>>2090730
New Map
>>
>>2090723
Lorlar

The Lorlar are natural masters of stone, and it shows in their building. The Capital building is created swiftly and with great efficiency. It is an edifice of Lorlan ideals. From it will diseminate the orders and instructions that will build the rest of the Lorlan town.
New Development: Capital Power (+2 Economy, +2 Industry)

From the Nexus of the Capital and several quickly constructed Guild halls, guilds are formed. This keeps responsiblity for education with the capital, who run the guilds, but makes sure the workforce is large.
Development Upgrade: Capital Power (+3 Economy, +3 Industry, +2 Construction)

Most of the Lorlan Craftsmen are called up to build the Capital and Guild halls. This leaves manpower a little light for the construction of homes. Fortunately each Lorlan is capeable of doing at least basic construction. Work progresses at a good rate. Homes will likely be finished just before the Winter cold comes.
New Development: (Lorlan Village 3/5)

The foundations for the new wall are traced and founding stones layed. It is such a massive construction that little more than this can be accomplished in a season without additional labour.
New Development: (Great Wall 5/15)
>>
File: Mor_Dhona_ARR_03 (3).jpg (262 KB, 1600x900)
262 KB
262 KB JPG
Rolled 16, 39 = 55 (2d100)

Crysatllis
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)

---
Population: Average
Stability: Content

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Modular Body (+5 Adaptation)
Geothermal Mana (+2 Magic Power)

1. Wood and stone? Interesting substances, but of little value to the Crystallis who live in clusters of crystal. Instead, they focus on transmuting these into Crystal matter, stronger than either and more suitable to the Crystals needs. Such that they would have a city made of Crystal.

The Crystallis work on Crystal Transmutation.

Magical Growth (+5 Magic Power)
Geothermal Mana (+2 Magic Power)
Modular Body (+5 Adaptation)

2. The newer more Modular Bodies will make it easier to develop and grow forms suited for all the Crystallis needs, which can be created at much faster paces.

Modular Body (3/5)

Geothermal Mana (+2 Magic Power)
Magical Growth (+5 Magic Power)
Modular Body (+5 Adaptation)
>>
Rolled 35, 14 = 49 (2d100)

>>2090723
>>2090730
Theocracy of Mana
Harmonic Theology (+5 Religion)
Lifegiving Mana (+3 Magic Power)

The Theocracy of Mana worships the strange substance that awoke life in the crater, and through their devotions they seem more in tune with the magic of the world, their most venerable mage-priests forming a council to lead their people in everyday life as they seek harmony with their surroundings.

---
Population: Average
Race: Humans
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Magical Skill (+5 Magic Power)
Grand Temple (+4 Magic Power, +2 Religion, +2 Construction)

1. Some artists and scholars have remarked upon perceived similarities between the flow of mana, the flow of water and how light reflects from a shining surface. Though it has yet to be proven, a small sub-set of the Theocracy's faithful have come to believe that in order to understand the mana we worship, we must also attempt to understand the channeling of water and the reflection of light. There is debate, however, as to whether the currents of mana more closely imitate one thing or the other. One faction sets to work attempting to establish a city-wide system of water-channels that might improve the general levels of beauty and hygiene of the populace.

2. Their rivals - who believe that mana has more in common with light - have begun studying how to keep the city lit at all hours without it seeming oppressive and causing harm. They seem to have settled on the idea that white-stone buildings and low-level luminosity enchantments on key points of the town and its thoroughfares will contribute to the mental wellbeing of the people, instilling in them a sense of inner peace and welcoming warmth.
>>
Rolled 93, 54 = 147 (2d100)

>>2090730

Overlookers
Reach to the Gods (+5 Religion)
Skyward towers (+3 Construction)
---
Population: Average
Stability: Happy

--Resources--
Wood
Stone
Copper
Tin
Elephant Hides

--Developments--
Lumber Camp (+5 Construction)
Great Spears (+2 Military, +2 Hunting)
Tall Buildings (+2 Culture)

1+2. The tallest among the Towerell are made into the clergy, the priests that are closest to the gods. But on occasion, one Towerell will grow to a height that far eclipses his peers. When such a person is made apparent, he is taken into the clergy, but not as a mere priest. His old name is thrown away, and he is thereafter referred to as Zenith. The being closest to the gods. He is appointed Head Priest, and given absolute power over all of the Overlookers. This Autumn, one such appointment is made. The new Zenith, quite content with the preparations made for winter this year, makes his first declaration. And his words are heeded well.

"Thanks to our great efforts this year, our autumn is free. We will be putting this time to great use. We shall build a great temple to the gods, a spire pointing to the sky, as high as our ability allows us to build. It shall be our most sacred site."
+5 Religion
+8 Construction
+2 Culture
>>
Rolled 61, 81 = 142 (2d100)

Victoria
The Struggle (+5 Culture)
Savage Nature (+3 Military)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin
Bronze

--Developments--
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Orcish Art (+4 Culture)

1. Bronze Weapons +16
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Savage Nature (+3 Military)

Every Victorian Struggles. Not all Victorians succeed. There is a realization that violence is a reality of life, and that Victorians cannot always flee their nature. Sometime violence comes to them, such as when they hunt or worse. The forests and hills are full of nomadic Orc tribes who resent the Victorians for abandoning their ways. The Struggle is hard. It is made harder still when their savage kin raid their lands for loot and slaves. Sometimes, to Struggle, one must give in. The Metalworkers Guild, with approval from the Worker's Council, begins developing Bronze spears, swords, and axes, to fend off their savage cousins.

2. Explore East
Messengers Guild (+2 Economy, +2 Industry)
The Struggle (+5 Culture)
Orcish Art (+4 Culture)

The sea is something revered in Victorian culture. Not for its bounty. Victorians prefer hunted meat or grown crops to fish. The sea is revered for its frightening and violent storms and gentle calm. To the Victorians, the Sea represents them in many ways. Full of depth, full of anger, full of violence, and achieving peace at the end. To some Orcs, it calls to them. Many leave him to explore the east, toward the sea. Some for poetry, others to overcome their Struggle, and others still to make a name for themselves.
>>
Rolled 86, 3 = 89 (2d100)

>>2090730
Council of Four Seasons
Seasonal Court (+5 Culture)
Draconic Magic (+3 Magic Power)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Seasonal Casters (+5 Seasonal Magic)
Royal Roost(+4 Culture +1 Seasonal Magic)
Court Rituals (+3 Culture +1 Seasonal Magic)

Autumn brings heavier winds and colder air and the Butterfly Dragons must work on maintaining their flight for a longer time. They hope that eventually they will be able to fly to far away lands, but this requires much more stamina than they currently have.

The magical item is more interesting to the Butterfly Dragons, but they have not forgotten about the Proto-Men and will make contact with them soon. Onwards to the magical item! Northern Exploration 4/5
>>
Rolled 26, 31 = 57 (2d100)

>>2090730
Draugluins
Animal Form (+3 Military, +2 Exploration)
Skald Tradition (+3 Culture)
---
Population: Average
Stability: Neutral

-- Hero Units --
King Dellingr (+7 combat total)

--Resources--
Wood
Stone
Copper
Tin

--Projects--
Expand West (1/5)


--Developments--
Magical Runes (+5 Magic Power)

>Action 1
Alone in the mountains, with the wind in his face, Dellingr is proud of being part of a race that live in these lands, but he knows what he wants, and the time is right. He will march, towards the west, following the paths of the old gods until the rivers. With him there will be a comitive of settlers protected by his most fierce warriors.

>Action 2
The smiths look at the foolish skalds sabotaging each other, and ask themselves if they should just start working without them. Tired of waiting, one of the smiths picks the first runic formula that he sees, and decides to implement it on his forge while working with copper and tin.

(Posted on behalf of the Player)
>>
Rolled 95, 57, 63, 18, 11, 50 = 294 (6d100)

>>2090072
Ore Eaters
Digging Adaptions (+5 Excavation)
Stoney Carapace (+3 Military)

---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Worker Drones (+5 Construction)

Let us see what new drones we may get.
1&2. Feed the copper ore to some of the larva.
3&4. As well, feed some tin ore to the larva.
5. Have the worker drones begin expanding the tunnels to look for more ores to feed to the larva. +10?
+5 Excavation
+5 Construction?
6. As well, begin expanding the fungus farms so that we may feed more drones and keep the young larva healthy. +10?
+5 Excavation
+5 Construction?
>>
Rolled 84, 5, 48, 81 = 218 (4d100)

>>2090730
--TURN 2,3--
Zatrua
Human labour (+4 Construction)
Elven nobility (+4 Culture)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Temple of Sulis (+5 Religion)
Standing Army (2/5)
Language Barrier (0/5)

--Actions--
If I can take makeup actions just treat both actions as using 2 dice. If not just take the first two dice
1,2) The Zatruans continue their effort to connect with the tribal humans exchanging advanced tools and clothing for gifts and excotic curiousities, and letting them observe and join their religious rituals throughout the days. +9; +4 Culture, +5 Religion
3,4) The king continues his efforts to create a standing army. The nobles are given promises of military titles and command in exchange for contributing funds and labor to the kings effort and religious propaganda keeps the volunteers coming in. +9; +4 Culture, 5 Religion
>>
>>2090751

Lorlar
Dour Workers (+5 Construction)
Stone bones (+3 Excavation)

---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Stone Quarry (+5 Construction)
Capital Power (+2 Economy, +2 Industry)
Capital Power (+3 Economy, +3 Industry, +2 Construction)


1. Continue work on the homes. A minimum of comfort must be maintained even for our Dour people.
New Development: (Lorlan Village 3/5)


The wall continues development as well
New Development: (Great Wall 5/15)
>>
Rolled 41, 31 = 72 (2d100)

>>2091694
Now with dice
>>
>>2089805
There room?
>>
>>2092117
>>2090536
>>
>>2090824
Overlookers

The new Zenith is appointed, and the people celebrate. His decree is absolute and his word law. The grand spire is risen from the ground, so high that new infrastructure must be designed and built to accomodate it. It reaches tall, climbing above the hills and mesa of the Savanha. At the end of the season, when construction halts in preparation for Winter, Zenith stands atop the tower and looks out. Here, at this point, he is the closest to god that any Towerell has ever stood. His people below him look up in awe and await his next command.
New Development: Zenith Spire (+4 Religion, +2 Culture), New Hero: Zenith (+6 Construction)

>>2090850
Council of Four Seasons

The Butterfly Dragons devote their Autumn season to apllying their magic to strengthen their ability to fly. Their wings are exhausted quickly, but they persevere and practice. Several of them become capeable of flying for close to a day at a time by using their power to boost their stamina.
New Development: Autumn Magic (You may apply half of your +Seasonal Magic to Exploration or Expansion, apply your full bonus during Autumn)

Sadly this new ability comes a little late for the Butterfly Dragons, as they finnaly develop the skill just as the changeing time comes. Their attempts to locate the item have been stymied by their need to rest often and the seclusion of the location. They can feel it's aura with their magic, but cannot track down it's physical area. During the Autumn, however, the curious Proto-men draw closer and leave gifts of food & fermented fruits for the Dragons.

>>2090879
Draugluins

Dellingr and his warriors work to establish a foothold in the wild lands west of the mountains. The battle against the elements and fierce wildlife is tough, with the cold of Winter drawing near. Many of the settlers grumble and complain, asking why the effort could not wait for warmer times. Nonetheless progress is made.
Development progress: (Expand West 3/5)

The Smith applies a formula that the Skalds had previously discarded. They seemed convinced that it would not work, but the Smith is more interested in trying to do something. He finds that the flames of the Forge roar to life in the breach and he casts the first Draugluin Bronze. The Skalds look on, puzzled.
Development Complete: Grand Forge (+4 Metalcraft), New Resource: Bronze
>>
>>2090792
Crystallis

The brightest minds of the Crystal colony begin attempting to influence the natural resources around themselves, but progress is slow. The Organic Carbon based nature of the wood is foreign to the Crysatllis. The stone is more familiar, and headway is made in changeing the rock structure into more suitable crystal formations.
New Development: (Transmutation 2/5)

New designs for bodies are theorised, better ways to flatten and smooth surfaces are devised and improved seed beds are layed down. The Crystallis will have a much better time developing and growing new forms in the future.
Development Upgrade: Modular Bodies (+7 Adaption, +2 Magic Power)

>>2090794
Theocracy of Mana

The Mages who work with water theorise on the nature of the wave and the way that relates to Mana. They begin by digging trenches and flooding them, using magic to guide the water from the relatively nearby sea. The channels will, when complete, be still and self cleaning to prevent stagnation. They also devise a design for a self recycling fountain, that will be placed at strategic points around the temple to help meditate on flowing water.
New Development: Water Adepts (3/5)

Meanwhile those working with light polish Tin mirrors to relect light around the Temple. Spells are discussed to generate low level light, but the infrastructure needs to be layed down first.
New Development: Light Adepts (2/5)

>>2090842
Victoria

The Orcs of Victoria fight in the Struggle every day but they acnowledge that they will need to fight in amore literal sense sooner rather than later. Their savage cousins weild weapons of bone and stone, but it is the Victorians ability to innovate and develop beyond that that sets them apart. They set about casting and sharpening Bronze weapons with haste.
New Development: (Bronze Weapons 4/5)

The explorers travel east, following the great river. As they come to shores of the lake that they know is there from the stories of their ancestors they discover that it is surrounded by the hide tents, bonfires and refuse pits of their savage cousins. The explorers skirmish with small gangs but their intelligence and thinking nature allows them to prevail. They come back seasoned, with a dire warning of a horde of a size never before seen.
New Development: Seasoned Scouts (+3 Exploration, +1 Military)
>>
>>2091508
Zatrua

The Zatruan priesthood reach out a friendly hand to the tribes. They develop a simple system of pantomime and comparisons to communicate simple concepts to each other and exchange gifts. The Tribesmen offer charms, carved from the bone of water beasts, that enable an awakened individual to focus their powers. They provide tools and clothes to elevate the Tribes in return.
Development Complete: Friendly Neigbors [Replaces Language Barrier] (+5 Economy, +3 Magic Power), Stability: Content

The offer spreads like wildfire among the Zatruans. Many of them even conscript tribesmen from the south, using them as labour to gather wood for spear shafts and the like. The Zatruans have a naturally martial bent, and traing goes quickly and smoothly.
Development Complete: Standing Army (+5 Military)

>>2091694
Lorlar

The homes are simple, huts of stone with basic wooden doors, but the Lorlans are satisfied by simple things. They shelter from the rain, which is becoming more and more prevelant as the rainy season comes upon them, and provide some privacy.
Development Complet: Lorlan Village (+2 Construction), Stability: Content

Much stone needs to be hauled and deposited in stockpiles in preparation for building of the wall to start in earnest. Despite the strength and fortitude of the Lorlan people this is still a time consuming phase of construction.
Development Progress: (Great Wall 8/15)
>>
Rolled 42, 2 = 44 (2d100)

Victoria
The Struggle (+5 Culture)
Savage Nature (+3 Military)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin
Bronze

--Developments--
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Orcish Art (+4 Culture)
Seasoned Scouts (+3 Exploration, +1 Military)

1. Bronze Weapons +16 4/5
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Savage Nature (+3 Military)

News of a horde to the east brought a fresh wave of interest in bronze weapons. Now, the threat wasn't merely conceptual. It was imminent.

2. Train Warriors +20
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Savage Nature (+3 Military)
Seasoned Scouts (+3 Exploration, +1 Military)

The news that there was a huge horde massing to the East came as a shock to the Worker's Council. They were given little time to deliberate. In a pinch, they fell back to what they struggled so hard to overcome. The Messenger's Guild was instructed to send a message to every village council. One out of every ten Orcs would be called to service. The State Forges would arm them as best as could be managed. They would train in Victoria as warriors, but so much time of peace and overcoming their nature meant that they were at a sore disadvantage when it came to practical combat. To overcome that the returning scouts were elevated from scouting to weapons and combat instruction.After all, they were the only ones who had any practical combat knowledge.
>>
Ore Eaters

The Larva consume the Copper ore and begin to adapt rapidly. They develop large shovel like claws and mandibles capeble of chewing through solid rock. They also secret a form of natural acid, which eats through stone and dirt but leaves the metal ore untouched.
New Development: Digger Drones (+4 Excavation)

The Larva devouring the Tin evolve at a slighty slower pace, but no less succesfully. When they emerge from their cocoons their limbs are long, their eyes large and they have developed a set of vibration sensing organs. They have a feral intellignece, capbale of reacting to situations independantly from the queen.
New Development: Scout Drones (+4 Exploration)

The Worker Drones are slow to dig through the tough rock. They begin working through exploratory tunnels before the large, shovel clawed miners muscle their way in to take over.
New Development: (Mining Tunnels 2/5)

The Fungus farms are easier, as the mushrooms roots have broken up the stone and made it easier to move. Worker drones spread the spores around, and it is a matter of time waiting for them to germinate.
New Development: (Fungus Farms 3/5)
>>
File: Quest Map.jpg (2.72 MB, 3105x2400)
2.72 MB
2.72 MB JPG
Begin Turn 4
Winter, Year 1

Tyrius has 4 dice

Yearly event happens at the end of the turn...
>>
>>2092494
>>2092516
Linking
>>
Rolled 42, 71 = 113 (2d100)

>>2092516
Council of Four Seasons
Seasonal Court (+5 Culture)
Draconic Magic (+3 Magic Power)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Seasonal Casters (+5 Seasonal Magic)
Royal Roost(+4 Culture +1 Seasonal Magic)
Court Rituals (+3 Culture +1 Seasonal Magic)
Autumn Magic (You may apply half of your +Seasonal Magic to Exploration or Expansion, apply your full bonus during Autumn)

Winter is here and the Queen thinks of the poor Proto-Men out in the cold. They have offered us delicious fruits and we shall help them with shelter. The Butterfly Dragons fly over and find the Proto-Men. Using our supplies we brought we work alongside them to build them some comfortable shelters to keep them out of the elements. We also teach them to respect and honor our great Queen Majentus Sunflower II

+12 Culture = 12 BONUS

Winter also means the magic of snow is here. After a heavy snow we craft together some Snowmen and attempt to animate them with our winter magic. They will melt in the Spring, but they could bolster our Winter forces if we can successfully animate them and they are very festive if nothing else.

+7 Seasonal Magic +3 Magic Power = 10 BONUS
>>
Rolled 98, 27 = 125 (2d100)

>>2092516
Ore Eaters
Digging Adaptions (+5 Excavation)
Stoney Carapace (+3 Military)

---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Worker Drones (+5 Construction)
Digger Drones (+4 Excavation)
Scout Drones (+4 Exploration)
Mining Tunnels (2/5)
Fungus Farms (3/5)

1. With the new Digger Drones the time it shall take to build these new exploratory tunnels should be lessened. Mining Tunnels 2/5 +14?
+9 Excavation
+5 Construction?
2. As well, they shall be a great help with expanding these fungus farms to allow for plenty of room for growth. Fungus Farms 3/5 +14?
+9 Excavation
+5 Construction?
>>
Rolled 46, 26 = 72 (2d100)

>>2092516

Overlookers
Reach to the Gods (+5 Religion)
Skyward towers (+3 Construction)
---
Population: Average
Stability: Happy

--Resources--
Wood
Stone
Copper
Tin
Elephant Hides

--Hero--
Zenith (+6 Construction)

--Developments--
Lumber Camp (+5 Construction)
Great Spears (+2 Military, +2 Hunting)
Tall Buildings (+2 Culture)
Zenith Spire (+4 Religion, +2 Culture)

1. With Winter setting in, Zenith determines that now is the time for pursuits inside rather than outside. Looking out from the height of the spire, he saw many faraway lands. He would have his people travel to these lands one day, to discover what may lie there. For that, they would need to take measures. Firstly, he assigned some of the Towerell to working with the Elephant Hides. If groups were to travel long distances from home, it would be wise to carry great amounts of supplies, or have a way of carrying great amounts of resources procured back. They shall make bags, satchels, packs, whatever containers they can fashion from the hides. It should serve them well on long journeys.

2. In addition, wood and stone may be enough to fell the beasts of the Savanha, but what great dangers may lay out there in the wider world are still yet unknown. Metals would serve them much better. Plus, Zenith ponders that they might also be able to serve as a more sturdy building material than wood or stone if the means are developed. Before anything else, they will need a place to work the metal. A forge. Zenith sets a group of Towerell to work on its construction, as he personally oversees.
+14 Construction
>>
Rolled 96, 49 = 145 (2d100)

>>2092471

Lorlar
Dour Workers (+5 Construction)
Stone bones (+3 Excavation)

---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Stone Quarry (+5 Construction)
Capital Power (+3 Economy, +3 Industry, +2 Construction)
Lorlan Village (+2 Construction), Stability: Content

1. Forges we most definitely need true smiting forges for our metals


2.The wall continues construction as well
New Development: (Great Wall 8/15)
+12 construction
>>
Rolled 13, 15 = 28 (2d100)

>>2092516
--TURN 4--
Zatrua
Human labour (+4 Construction)
Elven nobility (+4 Culture)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Temple of Sulis (+5 Religion)
Standing Army (+5 Military)
Friendly Neigbors (+5 Economy, +3 Magic Power)

--Actions--
1) With the recent intermingling of our people families of mixed Tribes and Zatruan offspring have sprung up. The royal family together with the Temple extend an offering to the tribesmen. To let mixed families who wish it, live on tribal land where temples and housing will be built by the Zatruans to provide them and all of the tribes people, who want them, every comfort from home. Furthermore the tribal people can also settle in Zatruan land, provided they learn the language and accept Sulis as their one true god. When the are elevated in the eyes of Sulis they can join Zatrua properly. +18; +5 ecnomy, +5 Religion, +4 Culture, +4 Construction
2) With the new influx of commerce in Zatrua the King decides to further strengthen his army. Promising all smith owners who have worked for 40 years and tutored an appropriatly skilled apprentice a small farm to live off their retirment. This will rapidly expand the smithing industry with government arming contracts at the ready. +9; +5 Economy, +4 Culture
>>
>>2092566
forgot to change stability
Stability: Content
>>
>>2092565
>>2092516
Link
>>
Rolled 5, 15 = 20 (2d100)

>>2092468
>>2092516
Theocracy of Mana
Harmonic Theology (+5 Religion)
Lifegiving Mana (+3 Magic Power)

The Theocracy of Mana worships the strange substance that awoke life in the crater, and through their devotions they seem more in tune with the magic of the world, their most venerable mage-priests forming a council to lead their people in everyday life as they seek harmony with their surroundings.

---
Population: Average
Race: Humans
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Magical Skill (+5 Magic Power)
Grand Temple (+4 Magic Power, +2 Religion, +2 Construction)

1. With the first snows of winter migrating south from the perpetually snowy mountains on the border of the crater, inspiration comes to the ambitious adepts of light. The beauty of a landscape papered over with snow is peerless, but snow-blindness can make it impossible to appreciate. It makes sense that True Perfection is not easy for mortal eyes to comprehend - and that the most miniscule of flaws should be worked into their blazing landscapes in order to add focus and context to the spectacle.

Accents of blue on white-stone buildings, a slight prismatic curve to the mirrors... these things will make the temple-city of the theocracy a wonder of light and colour.
>New Development: Light Adepts (2/5)

2. The freezing temperatures of the season bring their own insights to the acolytes working ceaselessly for mastery of water. They come to realise that in certain conditions the flow of water stops and it freezes to take on a more solid form - one that's more easily held and interacted with. While the crystallisation of pure mana is only speculative at this stage, the adepts debate into the long winter nights about what it could be that would recreate the effect extreme cold has upon water.

It gives them something fascinating to talk about as they continue to oversee the work on the Theocracy's simplistic water-channels and fountains.
New Development: Water Adepts (3/5)
>>
Rolled 91, 68 = 159 (2d100)

Crysatllis
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)

---
Population: Average
Stability: Content

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Modular Body (+5 Adaptation)
Modular Bodies II (+7 Adaption, +2 Magic Power)
Geothermal Mana (+2 Magic Power)
Octahedral Form (+4 Excavation)

1. Continued efforts on transmutation, the Crystallis instinctively rearranging atoms and molecules through the use of magic. It was less that they applied atomic theory or nuclear physics, but that they could 'feel' the essence of matter itself.

To say that what makes a Mana Crystal is its crystal body, would be disingenuous to the true nature of Crystallis. It could be more appropriately said that they are beings of pure magical energy, Aetherial consciousness, using the Crystals as a foci from which they could act upon the material plane. To destroy the Crystal is not so much to destroy a Crystallis, but to remove its foci, its grounding object, from which it anchors itself to this reality.

In its quest to gain a stronger grasp on this reality, the Crystallis continue to practice morphing the very fabric of matter to its will.

(Transmutation 2/5)

Magical Growth (+5 Magic Power)
Geothermal Mana (+2 Magic Power)
Modular Body (+5 Adaptation)
Modular Bodies II (+7 Adaption, +2 Magic Power)

TOTAL: +21

2. As Crystallis expanded, it recognized a need for order. Younger consciousnesses were inhabiting newer crystals, and needed guidance .
The Elder minds of Crystallis begin to materialize their own bodies. These Senior Spheres were Red Orbs, a markedly different color from the rest. They emanated with much stronger magical power than the rest, and would help organize the younger crystals to greater effect.

More Senior Sphere's begin to take shape, to organize the Crystallis.

Magical Growth (+5 Magic Power)
Geothermal Mana (+2 Magic Power)
Modular Body (+5 Adaptation)
Modular Bodies II (+7 Adaption, +2 Magic Power)

TOTAL: +21
>>
>>2092700
Correction. Improvements on development upgrade superscede, not stack.

Magical Growth (+5 Magic Power)
Geothermal Mana (+2 Magic Power)
Modular Bodies II (+7 Adaption, +2 Magic Power)

TOTAL: +16
>>
Rolled 26, 88 = 114 (2d100)

>>2092516
Draugluins
Animal Form (+3 Military, +2 Exploration)
Skald Tradition (+3 Culture)
---
Population: Average
Stability: Neutral

-- Hero Units --
King Dellingr (+7 combat total)

--Resources--
Wood
Stone
Copper
Tin
Bronze

--Projects--
Expand West (3/5)


--Developments--
Magical Runes (+5 Magic Power)
+4 Metalcraft

>Action 1
Dellingr was sure that he would have already reached the other side of the mountains at this point, but these lands were filled with trolls and other demoniac creatures that slowed their progress. Now its winter, and passages that go back to their lands are blocked by the snow. Dellingr has no choice, but go ahead with his people, to the other side of the mountains.

+ 15 = +3 Culture +3 Military +2 Exploration + 7 King Dellingr

>Action 2
We discovered bronze! We can help our explorers in their quest!

Soom it can be heard the sound of the hammer hitting metal on the villages of the Draugluins. Weapons are being made, and will be sent as quickly as possible to the roads in the mountains, so our king and his warriors can fight the monsters that they have ahead!

It wont be an easy task, as the passages are blocked by snow. Hunters, and the best runners of the Draugluins, the twins Villi and Valli, will carry the weapons to the mountains, passing through the heavy snow storms until they reach their king and his warriors.

+15 = +5 Magic Runes +3 military + 3 culture +4 Metalcraft
>>
>>2092549
Council of Four Seasons

Some of the Dragons take interest in the Proto-Men. They don't seem to be capeable of any sort of language, communicating mostly through body language and noises, but they get the idea that the Dragons are here to help. They gratefully accept help, gathering materials while the Butterfly Dragons use their magic to perform the actual construction. Some of the Proto-Men even begin to pick up basic concepts of speach by the end of the season.
New Development: (Teaching the Pre-Humans 2/5)

The building of the Snowmen is fun and the spells to animate them pass smoothly. Some weeks into Winter several small squads of Snowman soldiers are parading around outside the base of the Royal Roost. Their aim with their "weapons" is formidable, as discovered by several Dragons who are foolish enough to challenge them. The principals of animating the Snowmen are applicable to other materials, with some trial and error, and it will surely bolster the councils ability to defend themeselves.
New Development: Winter Magic (You may apply half of your +Seasonal Magic to Combat, apply your full bonus during Winter)

>>2092559
Ore Eaters

The new Digger Drones tear through the rock beneath the Ore Eaters chambers, quickly eating their way through to Iron-ferous stone. Using their acid they disolve the stone mixed in with the Iron ore, leaving it pure and ready for consumption.
New Resource: Iron ore, Development complete: Mining Tunnels (+2 Expansion)

Others still continue to dig new chambers for the Fungus Farms. The Spores take root and many mushrooms germinate, providing plenty of food for future generations. With better food supplies come fuller larvae. Fuller Larvae grow faster.
Stability: Content, New Development: Fungus Farm (+2 Adaptation)

>>2092564
Overlookers

The Towerell have plenty of hides and Bones for needles, so the first step to creating bags is to find cordage fine enough to act as thread. They end up working with the fine hairs from an elephants tail, twisted into a thin thread.
New Development: (Travelling Supplies 3/5)

The metals of the low earth are considered beneath many of the taller Towerell, so the task of working with them is delegated to shorter memebers of the lower class. Zenith, however, recognises their importance and watches over the workers personally. He offers sound advice on working with stone, well learned during the construction of the Spire.
New Development: (Forge 2/5)
>>
>>2092566
Zatrua

The Zatrua set about unifying the two human cultures. The tribesmen are difficult though. They are willing to accept that Suils is god, but they continue to demand that they be allowed to revere their honored heroes, a form of ancestor worship. Despite this many people are made happy by the new sharing of land and a resolution is in sight.
New Development: (Religious Converts 2/7)

The promise entices many members of the Zatruan people to take up smithing. A hunge number of experimental designs and projects are set about, with a relatively small amount of accidents.
New Development: (Blacksmith program 2/5)

>>2092769
Draugluins

Dellingr and his people are hardy and stubborn. In the face of advancing snow and freezing temperatures they dig in their heels and fight. Tents are set up and a new settlement springs up, almost overnight. As the Winter passes by the small village grows, several log cabins being erected. By the time the snow clears and the first runners come over the mountains the western settlement is thriving.
Development Complete: Expand West. See map for new Territory. Stability: Content.

The Forgemaster, formerly a simple smith, drives his workers on. Their concern for their king and their brothers and sisters galvanises them and they complet the new weapons in record time. Basic weapons of Bronze are delivered with the firs shipment of supplies to the western settlement.
New Development: Wolf Warriors (+4 Military)

>>2092537
Victorians

The North-West of the Crater is alive with Bronze innovation, as the Victorians finish their own Bronze blades. Each of the Orcs called to service has a shiny new weapon ready and waiting for them, and many others buy their own just in case.
Deveopment Upgrade: Seasoned Scouts becomes Armed Warriors (+3 Exploration, +4 Military)

The Orcs, once so quick to battle, have become slow to rouse. Many are afraid of stepping back, losing the progress made in their struggle by returning to war, and refuse the call to arms. Those that answer train hard however and a new organised military is beginning to be formed.
Upgrade Progress: Armed Warriors (+3 Exploration, +4 Military) 2/5
>>
>>2092607
Lorlar

Once agian the Lorlans mastery over the earth is proven. A forge is established from chiseled stone and metal starts to flow from it's flaming maw.
New Development: Lorlan Forge (+4 Metalcraft), New Resource: Bronze

Workers move the Stone that has been gathered onto the sight of the Wall, and masons begin laying blocks. It is an impressive sight already despite not being near finished.
Development Progress: (Great Wall 11/15)

>>2092659
Theocracy of Mana

The Luxamancers delve to deep and strive to far in the search of perfection. No two adepts have the same vision and bickering is rampant. Their work slows even further when they become disheartened by the success of their rivals. Nonetheless, mirrors are polished and blue designs are painted.
Development Progress: Light Adepts (4/5)

The Hydromancers see far more success. Their musings on the freezing and crystalisation of mana keep them occupied after theor construction projects are complete, which happens fairly early in the season. As the thaw of Spring comes the beauty of thier work becomes aparant, and apprentices find grasping Hydromancy in the presence of these improvements a far simpler task.
Development Complete: Water Adepts (+5 Water Magic, +1 Magic Power)

>>2092700
Crystallis

Many minds make light work, and several independant groups of crystals have the same realisation at much the same time. Because the Crystals aethrial conciousness exists on another level to their crystal bodies they can difuse throughout the material, changeing it from the inside out. The Wood changes, growing trees that blossom into crystal leaves. The Leaves make excellent recipients for Mana, and may enable the Crystallis to create exterior Mana Stores. Transmuting Stone has a different effect, creating a crystal array throught it that gathers ambient Mana and makes it available for use in magical works.
New Resources: Crystal-Leaves, Charging Stones; Development Upgrade: Geothermal Mana becomes Mana Gathering (+5 Magic Power)

The Senior Spheres grow quickly, being of relatively simple form. Becuase they are inhabited by elder minds they do not need to be taught. These factors combined mean that the new leaders of Crystalline society are ready far earlier than expected.
New Development: Spheroid Form (+2 Magic Power, +2 Adaption), Stability: Happy
>>
File: Quest Map.jpg (2.72 MB, 3105x2400)
2.72 MB
2.72 MB JPG
Winter is over, with Spring comes new life. Populations increase. (Average > Growing)

Begin Turn 5
Spring, Year 2

The first thaw of Spring is wonderful, but it brings with it a fear. As the Snows begin to melt people all across the crater feel a colossal shaking of the Earth. This continues intermittently for the rest of the season, about 8-9 days between the Quakes.
Something is different in the world, diligent exploration will discover what.
>>
>>2094591
Tyrius has 6 dice this turn
>>
Rolled 71, 65 = 136 (2d100)

>>2094591
Ore Eaters
Digging Adaptions (+5 Excavation)
Stoney Carapace (+3 Military)

---
Population: Growing
Stability: Content

--Resources--
Wood
Stone
Copper
Tin
Iron ore

--Developments--
Worker Drones (+5 Construction)
Digger Drones (+4 Excavation)
Scout Drones (+4 Exploration)
Mining Tunnels (+2 Expansion)
Fungus Farms (+2 Adaptation)

1. Feed the new iron ore to the larva and let them pupate into a new type of drone. +2 Adaptation
2. Send the scout drones out to explore the lands and see what is around us. +4 Exploration
>>
Rolled 34, 98 = 132 (2d100)

>>2094591

Overlookers
Reach to the Gods (+5 Religion)
Skyward towers (+3 Construction)
---
Population: Growing
Stability: Happy

--Resources--
Wood
Stone
Copper
Tin
Elephant Hides

--Hero--
Zenith (+6 Construction)

--Developments--
Lumber Camp (+5 Construction)
Great Spears (+2 Military, +2 Hunting)
Tall Buildings (+2 Culture)
Zenith Spire (+4 Religion, +2 Culture)
(Traveling Supplies 3/5)
(Forge 2/5)

1. The quaking disturbs Zenith, and it reaffirms his desire to send groups out to explore. The work with the hides continues, hopefully finishing in time to explore by Summer.

2. Zenith keeps supervising the construction of the forge, and in addition to offering advice, he also assures the shorter Towerell that their work may lay the foundations for them to reach higher to god then they ever could have imagined. That despite their short stature, their work could end up being the most important of all. If Zenith's idea of this material was correct.
+14 Construction
>>
Rolled 17, 64 = 81 (2d100)

Victoria
The Struggle (+5 Culture)
Savage Nature (+3 Military)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin
Bronze

--Developments--
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Orcish Art (+4 Culture)
Armed Warriors (+3 Exploration, +4 Military)

1. Trained Warriors 2/5 +23
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Savage Nature (+3 Military)
Armed Warriors (+3 Exploration, +4 Military)

The Worker's Council comes to the same realization many Victorians have. To accept the call to arms means to slide back into savagery. Not everyone has the strength to pull themselves back. Still, superior weapons will not overcome sheer weight in numbers. The council deliberates for days on what to do. A few discussing in the grass around the Three Oaks in the center of Victoria Square notice nature at work. They see the way that ants move in unison, and the way that their coordinated attack manages to take down larger termites. One of them, a member of the Messenger's Guild who had seen combat, takes these lessons back to the small army training outside of town. He forms them up into a line, similar to the one the ants had formed, and makes them work in pairs to take down enemies while covering one another with their shield. This proves effective, but a little unwieldy. Instead more innovations take place, ones where instead of a pair the entire line works to maintain formation and shield coverage.

2. Explore South +23
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Savage Nature (+3 Military)
Armed Warriors (+3 Exploration, +4 Military)

An armed party is sent south. They had learned lessons from previous expeditions east, and this one is well equipped to handle savage Orcs or monsters alike. Armed with wooden shields and bronze spears they are a match for any Orc raiding party. These scouts move with speed and stealth but their objective is not military. Like previous expeditions they look to map the southern reaches of Victoria to the distant mountains and sea and make a catalog of what strange new things they find.
>>
Rolled 32, 99 = 131 (2d100)

>>2094591
Posting for Fenek, please direct all questions and complaints to him on the discord.

Draugluins
Animal Form (+3 Military, +2 Exploration)
Skald Tradition (+3 Culture)
---
Population: Growing
Stability: Content

-- Hero Units --
King Dellingr (+7 combat total)

--Resources--
Wood
Stone
Copper
Tin
Bronze

--Projects--
--Developments--
Magical Runes (+5 Magic Power)
Wolf Warriors (+4 Military)
Central Forge (+4 Metalcraft)

>Action 1
King Dellingr decides to explore these new lands, commanding a group of warriors and skalds to scout the area in wolf form. They will use their superior scent to search for big animals or special plants on the region between the forests and the mountains.
+ 5 magic power + 7 military + 2 exploration +3 Culture = +17

>Action 2
In the south of our territory there is an river surrounded by mountains, the perfect place to start our next project. Workers are sent to the region to create the first Port and boats of the Draugluins, building strong foundations with stone and wood, thanks to our newly developed bronze tools. The boats will be marked by the Skalds with sculptures of dragons and other beasts, to scare away evil spirits.

+ 5 Magical Runes +3 Culture +4 Metalcraft = +12

Spending one stability point to Increase my dice
>>
Rolled 9, 85 = 94 (2d100)

Crysatllis
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)

---
Population: Average
Stability: Happy

--Resources--
Crystal-Leaves
Charging Stones
Copper
Tin

--Developments--
Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Octahedral Form (+4 Excavation)
Spheroid Form (+2 Magic Power, +2 Adaption)

1. Yet another adaptation dictated by the Senior Spheres. This time instead of a new form, it is a new ability they seek to harness.

A triangulation field, projected by a Senior Sphere through the Aether rather than reality. This field is projected outwardly away from the crystal, increasing its line of vision and detection field over vast distances, its purpose to aid in exploration and anti-stealth detection.

To the untrained naked eye, it would be almost impossible to see. Those eyes which are very keen or augmented to be attuned to magic would see what appears to be an eye in the center of a pyramid. Some other non Crystal races who have witnessed it have dubbed it the "All Seeing Eye".

Spheroid Form (+2 Magic Power, +2 Adaption)
Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)

2. Another form is also sought after. In case any threats were found, the Crystallis wanted a defense mechanism. A Hexagonal shaped crystal was shown to be ideal for this shape. Not only would these link up to form larger walls, they had an important talent: the ability to project magical solid barriers, to deflect incoming attacks from harming other crystals.

Hexagonal Shield Crystals were being formed, supervised by the Senior Spheres.

Spheroid Form (+2 Magic Power, +2 Adaption)
Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Magical Growth (+5 Magic Power)
>>
>>2094591
Council of Four Seasons
Seasonal Court (+5 Culture)
Draconic Magic (+3 Magic Power)
---
Population: Growing
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Seasonal Casters (+5 Seasonal Magic)
Royal Roost(+4 Culture +1 Seasonal Magic)
Court Rituals (+3 Culture +1 Seasonal Magic)
Autumn Magic (You may apply half of your +Seasonal Magic to Exploration or Expansion, apply your full bonus during Autumn)
Winter Magic (You may apply half of your +Seasonal Magic to Combat, apply your full bonus during Winter)
--Projects--
Teaching the Pre-Humans 2/5


The world is shaking, but for now we will not worry about that as there is too much to do. Lets continue to help out the proto-men. Lets teach them our language and culture as well as continue to help them on their own growth. Since it is spring time let us plant some flowers together. 2/5

+12 Culture = 12 BONUS

Spring is a time of restoration and rebirth after the cold winter. The grass of the land is reborn after the heavy snow has melted. Let us focus our magic on healing and restoration, not only healing the land with flowers, but aches and pains of the body as well.

+7 Seasonal Magic +3 Magic Power = 10 BONUS
>>
Rolled 27, 47 = 74 (2d100)

>>2094936
doh dice
>>
File: hydrosophistry.jpg (585 KB, 1500x1144)
585 KB
585 KB JPG
Rolled 59, 50 = 109 (2d100)

>>2094583
>>2094591
Theocracy of Mana
Harmonic Theology (+5 Religion)
Lifegiving Mana (+3 Magic Power)

The Theocracy of Mana worships the strange substance that awoke life in the crater, and through their devotions they seem more in tune with the magic of the world, their most venerable mage-priests forming a council to lead their people in everyday life as they seek harmony with their surroundings.

---
Population: Growing
Race: Humans
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Magical Skill (+5 Magic Power)
Grand Temple (+4 Magic Power, +2 Religion, +2 Construction)
Water Adepts (+5 Water Magic, +1 Magic Power)
Light Adepts (4/5)

--Totals--
Religion: +7
Magic Power: +13
Construction: +2
Water Magic: +5

1. The crater itself shakes! The implications of such an ominous portent cannot be ignored. The few diviners - who believe that the flow of mana gives clues as to the future of the land and its peoples - immediately set about gathering an expeditionary group to scour the nearby countryside for possible clues as to the nature of these dreadful tremors that so disrupt the harmony of our home.

2. In the wake of their great success, the adherents of hydrosophistry petition the ruling council of mage-priests to be allowed to lead the expansion of the theocracy's territory along the banks of the nearby waterways - around the nearby lake and its rivers. They are given permission, given the dangers inherent to keeping a growing population in one place when earthquakes trouble the land.
>>
Rolled 34, 22 = 56 (2d100)

>>2094591
--TURN 4--
Zatrua
Human labour (+4 Construction)
Elven nobility (+4 Culture)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Temple of Sulis (+5 Religion)
Standing Army (+5 Military)
Friendly Neigbors (+5 Economy, +3 Magic Power)
Blacksmith program 2/5
Religious Converts 2/7

--Actions--
1) Continue our previous efforts to convert the tribes. Additionaly draw parrallels from our religion to theirs, suggesting for example that when achieving enlightenment through understanding and embodying the dualistic nature of Sulis one might become like the stars in the night sky. Hidden by day through Sulis's light but shining in the night. +18; +5 Relgiion, +5 Economy, +4 Culture, +4 Construction
2) The temple of Sulis converse with the royal family about the recent earthquakes. The mystics of the temple feel the world change. The army together with priests are sent north into the jungle and mountains to find out more. +17; +5 Religion, +5 Military, +3 Magic power, +4 Culture
>>
>>2094602
Ore Eaters

The Iron is quickly fed to larvae in the spawning chambers. They enter their pupae rapidly, but the progress of their evolution seems slower than the previous drones. The Queen surmises that they are going to be larger than their fellows.
New Development (Warrior Drones 4/7)

The Scout drones leave the nest and spread around the landscape. They feed the information from their sensory organs back through the minds of other Ore Eaters, who in turn feed it to the Queen. many of them are drawn by their vibration sense to the lake, some distance to the south west. They can see a pillar of white stone rising from the centre, which pulses in time with the shaking of the Earth. In the forests to their north they discover various forms of woodland creature, and their River is fat with fish and small nuggets of Gold.

>>2094606
Overlookers

The bags are finished. All sorts of satchels, backpacks and pouches are made and stuffed with various foods and tools. The exploration parties will be well equiped to look for the source of the Quakes.
Development Complete: Travelling Supplies (+5 Exploration)

Zeniths words whip the workers preparing the Forge into a frenzy. The chance to contribute to the great works of the tallest and in turn reach higher towards god is intoxicating for them. It is completed swiftly and molten metal soon pours from its gullet.
Development Complete: Forge (+4 Metalcraft)

>>2094661
Draugluins

As the Scouts travel the lands they see all manner of sights. Most are just woodland game that is well familiar to them. As they explore a region of forest not to far from their homes they find something new. It seems that a flight of large, four winged birds have come home to roost, having travelled south for a warmer winter. When they beat their wings the wind is mighty enough to knock a man of of his feet and a Skald names them Storm-Crows.

Work on boats is interesting to say the least, many Draugluin are unwilling to trust the risk of drowning to anything other than their own efforts. Many of them grumble heartily, but king Dellingr reminds them of their duty and the glory they can earn by being the first water-faring Satyr. Jetties and pontoons are established, as well as a dry dock where river barges can be made. The Statues and runewords are made and inscribed. The first inaugural boat is protoyped, trialed, sunk and then redesigned. All in all spirits are high, and the new dock will be up and running in no time.
New Development: (Riverside Docks 8/10), Stability: Neutral
>>
>>2094936
Council of 4 Seasons

The Proto-men are friendly enough, and they seem reverent of all Butterfly Dragons, let alone the Queen once they come to understand her station. many can speak a few stuttering words in the Dragons language by seasons end and the smarter among them can make themselves understood. They don't seem to have much worth offering in return for the kindness of the Council, but they offer to work as labourers or, if the need arises, warriors, for their Draconic friends.
Development Complete: Teaching the Proto-Men becomes Proto-Man Allies (+3 Construction, +3 Military)

The Queen devises new ways to reinvigourate the Dragons and the world they inhabit. The flower planting, performed as an outreach to the Proto-men, will become a Spring tradition alongside the casting of spells of Growth and Healing.
Development Upgrade: Court Rituals (+5 Culture, +3 Seasonal Magic)

>>2095480
Zatrua

The Tribes see the wisdom in the words of the priests, quickly coming around to the idea that heir heroes are shining in the nights sky. They are willing to blend their religon with the Zatruan philosophy, but many of them are proud and refuse to have their own be subsumed by their new allies.
Development Progress (Religious Converts 5/7)

Exploration northe reveals a pass through the spine of mountains. It is a hard battle, even in spring, through the rocky crags but the Zatruans persevere. As they look over the land to their East they catch sight of a village, well a temple, across the river.
You have met The Theocracy of Mana and may conduct diplomacy at will.
In the Jungles the scouts dicover a population of plants with flowers that remind them of the shine of the crescent Moon. These flowers, called Moon Lillies, are found to have a soporific effect which leaves the imbiber in a lucid dreaming state.

>>2094650
Victoria

A new aproach to combat is found. One which does not backlide an Orc into savagery but instead helps them master themselves. Relying on ones shield brother as they rely on you means that one can never give in to the fury for fear of letting their parter down. This approach excites many Orcs who had not yet found their true calling to becom soldiers in the New Army.
Development Upgrade: Armed Warriors becomes Trained Soldiers (+5 Exploration, +5 Military)

Cont.
>>
>>2094650
As the Party travels south they find themselves traversing the coastline. The mighty Sea inspires many as they pass it by. Further south, where the river meets the sea before the land slopes up into mountains the scouts find a colony of strange amphibians. about as long as an Orc is tall and low to the ground on four legs they frollick in the river and its surrounding streams during the day, before retreating to water filled holes they dig to sleep for the night. It seems that they can discharge enormous amounts of water from their gullets, creating pools of slghtly acidic water in which they can thrive. They seem predatory, feeding on small rodents and birds when they stray to far to their pools.

>>2094816
Crystallis

Progress on the triangulation field is slow. The Senior Spheres are often hard at work directiing younger Crystal forms, and when they do they find their round form ill suited to projecting triangular energy. They devise a way around this by settling into a special formation of non-sentient crystal. They just need to attune to it.
New Development: (All Seeing Eye 2/8)

The Hexagonal shiled morphs, hovever, are much better. Growing new Morphs has become routine, and with many crystal minds now developed there is no shortage of beings to inhabit them. Intitial trials of the interlocking barrier are good, with none of the Octahedral Morphs penetrating their defences.
New Development: Hexagonal Form (+3 Military, +3 Defence)

>>2095400
Theocracy of Mana
Diviners reach out with their magic, sensing a disturbance in the western mountains across the river. As a scouting party is sent that way they spot a group much like their own crossing from the other side. The first sign of other intelligent life in the crater.
You have met The Zatruans and may conduct diplomacy at will.
The Scouts feel the magical center of something to their west, and their magic comes close to discovering it's exact location.
New Development: (Finding the Distrubance 4/5)

The Hydrosophists lead the way for creating settlements around the lake. They create flowing water channels to carry materials easily to a new village, on the other side of the river to the south. Work on establishing new homes among the reeds and rushes goes well, and soon the village will provide a good staging post for any forays into the highlands.
New Project: (Lakeside Village 3/6)
>>
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Begin Turn 6
Summer, Year 2

Tyria has 8 dice, Lorlar has 4

The shaking of the earth intensifies as Spring becomes Summer. it is more frequent and stronger as the days progress.
>>
Rolled 21, 53 = 74 (2d100)

>>2099786
--TURN 6--
Zatrua
Human labour (+4 Construction)
Elven nobility (+4 Culture)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Temple of Sulis (+5 Religion)
Standing Army (+5 Military)
Friendly Neigbors (+5 Economy, +3 Magic Power)
Blacksmith program 2/5
Religious Converts 5/7

--Actions--
1) The last of the tribmen are invited to Zatrua to try some of those new Moon Lillies. Surely the strengthened connection to Sulis will convert them. +18; +5 Relgiion, +5 Economy, +4 Culture, +4 Construction
2) The Zatruan expedetion descends to the village and find another tribe of Humans! They seem more advanced then the swamp people they found earlier. After introduction and exchanging complentary gifts, they find out that the Theocracy is looking into the same disturbances they were studying!
The Zatruan mystics decide to put their religious differences away and help the Theocracy for both sides benefit. +12; +5 Religion, +3 Magic power, +4 Culture
>>
Rolled 72, 91 = 163 (2d100)

>>2099786
Ore Eaters
Digging Adaptions (+5 Excavation)
Stoney Carapace (+3 Military)

---
Population: Growing
Stability: Content

--Resources--
Wood
Stone
Copper
Tin
Iron ore

--Developments--
Worker Drones (+5 Construction)
Digger Drones (+4 Excavation)
Scout Drones (+4 Exploration)
Mining Tunnels (+2 Expansion)
Fungus Farms (+2 Adaptation)
Warrior Drones (4/7)

1. Let the larvae continue to pupate. Warrior Drones 4/7 +2 Adaptation
2. This pillar of white stone is interesting. Send the order to the scout drones to investigate further into this pillar and see if it is anything we can harvest or any dangers it may possess. +4 Exploration
>>
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Rolled 81, 53 = 134 (2d100)

>>2099756
>>2099786
>>2099910
Theocracy of Mana
Harmonic Theology (+5 Religion)
Lifegiving Mana (+3 Magic Power)

The Theocracy of Mana worships the strange substance that awoke life in the crater, and through their devotions they seem more in tune with the magic of the world, their most venerable mage-priests forming a council to lead their people in everyday life as they seek harmony with their surroundings.

---
Population: Growing
Race: Humans
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Magical Skill (+5 Magic Power)
Grand Temple (+4 Magic Power, +2 Religion, +2 Construction)
Water Adepts (+5 Water Magic, +1 Magic Power)
Light Adepts (4/5)

--Totals--
Religion: +7
Magic Power: +13
Construction: +2
Water Magic: +5

1. It seems strange that ominous portents should lead to the discovery of helpful neighbours, but Mana flows in mysterious ways and it seems to the Diviners that some force (Whether it be fate, destiny, or more esoterically 'The Will of living Mana') meant for the paths of these two groups to cross.

After a short standoff, the two groups of explorers meet and greet one another, making a symbolic exchange of simple gifts. The head Diviner gave over his staff, and the leaders of the Zatruan delegation gave over small trinkets fashioned of unfamiliar bronze.

Discovering that they are out in the wilderness for the same reason, the two parties decide to pool their knowledge to trace the location of the disturbance's source, and to study and make sense of it together.
>(Finding the Distrubance 4/5)
>Cooperation with Zatrua

2. Hydrosophistry seems to prove itself the natural choice to move people and building materials long distances. Teams of magicians work in shifts - employing their talents to propel crude rafts across the waterways much easier than punts possibly could, and ensuring that inclement weather does as little as possible to disturb the construction.
>(Lakeside Village 3/6)
>>
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Rolled 55, 87 = 142 (2d100)

Crysatllis
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)

---
Population: Average
Stability: Happy

--Resources--
Crystal-Leaves
Charging Stones
Copper
Tin

--Developments--
Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Octahedral Form (+4 Excavation)
Spheroid Form (+2 Magic Power, +2 Adaption)
Hexagonal Form (+3 Military, +3 Defence)

1. The Senior Spheres continue to focus on harnessing the power of the All Seeing Eye. Because its energy was projected through the Aether rather than reality, it made it easier to penetrate solid matter such as earth, sea, or cloud, and so seeing and detecting objejcts would be easier from range. (All Seeing Eye 2/8)

Spheroid Form (+2 Magic Power, +2 Adaption)
Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)

2. The Crystallis years to meet more creatures, especially intelligent and friednly ones. They wanted to appear non-threatening, but also, wonderful to behold. To that end, they seek to project beautiful, angelic forms wherever their presence was. Light projecting from their prismatic bodies, divided and refracted into all the colors of the rainbow, but even more. Not just colors that could be perceived by the eye, but also indescribable colors that could be perceived by the soul, magical energy propagating through the Aether.

Spheroid Form (+2 Magic Power, +2 Adaption)
Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)
>>
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Rolled 4, 54 = 58 (2d100)

>>2099786
Victoria
The Struggle (+5 Culture)
Savage Nature (+3 Military)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin
Bronze

--Developments--
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Orcish Art (+4 Culture)
Trained Warriors (+5 Exploration, +5 Military)

1. Earthquake-proof Buildings +14
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
The Struggle (+5 Culture)

The constant rumbling of the earth is known to topple buildings constructed during more stable times. The Worker's Council, specifically the Builder's Guild, work toward finding solutions to the shaking of the earth. They reinforce foundations, and begin developing masonry that can withstand earthquakes without toppling.

2. Attack the Horde +17
Savage Nature (+3 Military)
Bronze Forges (+4 Metalcraft)
Trained Warriors (+5 Exploration, +5 Military)

With each day scouts report that the Horde grows in strength and number. Worse, they're becoming more aggressive. If the Horde is permitted to attack Victorian territory proper disaster would strike. Even if they achieved victory, the sight of so much violence could cause incalculable damage to the progress made in The Struggle. Warriors were trained and equipped to better handle the backsliding than the average commoner. Who knows what would happen if they were forced to arms?

With that in mind, the Worker's Council permits the army to depart. Advance scouts prepare good ground and keep constant reconnaissance on the movement of the Horde. Slowly, they make attempts to lure the Horde into a narrow valley between the mountains and the sea. There, the discipline of the army can best the savage numbers of the Orc Horde.
>>
Rolled 89, 5 = 94 (2d100)

>>2099786

Overlookers
Reach to the Gods (+5 Religion)
Skyward towers (+3 Construction)
---
Population: Growing
Stability: Happy

--Resources--
Wood
Stone
Copper
Tin
Elephant Hides

--Hero--
Zenith (+6 Construction)

--Developments--
Lumber Camp (+5 Construction)
Great Spears (+2 Military, +2 Hunting)
Tall Buildings (+2 Culture)
Zenith Spire (+4 Religion, +2 Culture)
Traveling Supplies (+5 Exploration)
Forge (+4 Metalcraft)

1. Finally, we're ready to explore for an answer to these strange earthquakes. A group of Towerell scouts is sent out, with all the provisions they could need. However, metal has not yet been applied to weapon making, so they are still armed with their great spears. Because of this, Zenith commands them to keep their exploration this summer to the Savanha only, where they know their great spears are sufficient. However, it is still quite a wide space to cover, from the western forests all the way to the foot of the mountain standing in the southeast. In addition to the mystery of the quakes, they're told to stay aware of any other resources that the Savanha might provide, and try to bring some back.
+5 Exploration

2. In the meantime, the forge is set to work on the matter of metal. Zenith encourages the smiths to try working with the metals they have in creative ways, mixing them together in different proportions and such. Finding how to make them the most useful that they can be.
+4 Metalcrafting
>>
Rolled 84, 33, 95, 74 = 286 (4d100)

>>2099786


Lorlar
Dour Workers (+5 Construction)
Stone bones (+3 Excavation)

---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin
Bronze

--Developments--
Stone Quarry (+5 Construction)
Capital Power (+3 Economy, +3 Industry, +2 Construction)
Lorlan Village (+2 Construction), Stability: Content
Lorlan Forge (+4 Metalcraft)

1.2.3. We are not the high elves or the forest elves with their idiocy and high handed bullshit but we are proud. Dour yes but very proud and we should make a sign of such pride. We shall forge with bronze and stone a magnificent piece of work in the center of our capital a hundred statues reaching tot he heavens embodying the beauty and amazing work ethic of our wonderful people. It shall be a glorious monument to our culture. One future generations will look on with pride and a sign of their ancestors watching over them.
+4 Metalcraft +12 construction
(yes that is intended to be another large project like the wall.)

4.The wall continues construction as well
New Development: (Great Wall 11/15)
+12 construction
>>
Rolled 49, 6 = 55 (2d100)

>>2099786

Posting for Draugluins

Draugluins
Animal Form (+3 Military, +2 Exploration)
Skald Tradition (+3 Culture)
---
Population: Growing
Stability: Neutral

-- Hero Units --
King Dellingr (+7 combat total)

--Resources--
Wood
Stone
Copper
Tin
Bronze
Storm-Crows

--Projects--
(Riverside Docks 8/10)

--Developments--
Magical Runes (+5 Magic Power)
Wolf Warriors (+4 Military)
Central Forge (+4 Metalcraft)


>Action 1
The recent expansions have been very good for the economy of the Draugluins, travelers and merry workers now cross the mountain paths, now free from the terrible shadow of the trolls. The location of these docks is very special, built between the east and west settlements, it is not only an opportunity to explore the river, but also a safe haven for all travelers who need to cross the mountains. Once the Riverside Docks are finished and prosperous, King Dellingr will make it his own capital, in the lands where the mountains meet the river. This place will be called "Vingolf".

Complete (Riverside Docks 8/10)
+ 5 Magical Runes +3 Culture +4 Metalcraft = +12 (+7 King Dellingr?)


>Action 2
The Forgemaster Brokr, is in charge of the construction of the new weapons for the wolfmen warriors, and is being initiated on the mysteries of the runes. His team of blacksmiths and masters of the runes will work together to create powerful magic weapons, marked with runes of power.

+4 Metalcraft +5 Magic Power +3 Culture = +12

With such weapons, we will be able to march towards north, and finally deal with the troll menace.
>>
>>2099786

Council of Four Seasons
Seasonal Court (+5 Culture)
Draconic Magic (+3 Magic Power)
---
Population: Growing
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Seasonal Casters (+5 Seasonal Magic)
Royal Roost(+4 Culture +1 Seasonal Magic)
Court Rituals (+5 Culture +3 Seasonal Magic)
Autumn Magic (You may apply half of your +Seasonal Magic to Exploration or Expansion, apply your full bonus during Autumn)
Winter Magic (You may apply half of your +Seasonal Magic to Combat, apply your full bonus during Winter)
Proto-Man Allies (+3 Construction, +3 Military)


1 and 2
Lets work with our Proto-Men allies to dig into the earth and find some runic ore. A mythical ore that is stated to be fairly strong for crafting armor. We could just let the Protomen do it, but they are our friends not our slaves. Since it is summer we will use our fire breath to weaken the ground allowing for faster mining.

+9 Seasonal Magic +3 Magical Power = 12 BONUS
>>
Rolled 53, 80 = 133 (2d100)

>>2104687
i keep forgetting i need to use dice
>>
>>2099910
Zatrua

Under the effects of Moon Lilies a group of thinkers, leaders and some of the loudest dissenters gather for some final talks. Eventually the Tribesmen become convinced that they will not be supressed into a seconadary role in the community. They agree to merge their belifes with the Zaturan religion, and to allow free travel between the two nations lands. For all intents and purposes the two nations are one.
Project Complete: Religious Converts, Project upgrade: Friendly Neigbors (+6 Economy, +3 Magic Power, +6 Military), Gained control of the tribal lands (See Map)

Zatruan mystics join with the Theocracy of Mana in order to track the distrurbances they reported. The combined party follows the trail of strange Mana into the mountains between the two nations. In a valley amongst the hills they find a pillar of white stone has thrust up from the ground. It stands almost twice as tall as a man and pulses with Mana. The pulses come aproximately an hour before the Earth shakes. Studying it enhances both groups understanding of Mana.
Project Complete: Find the Distrubance, New Development: Theory of Mana (+5 Magic Power) Both nations have +10 to study the Pillar of White Stone.

>>2099976
Ore Eaters

The Larvae finish their Crysallis stage. They emerge larger than their kin, with thicker chitin and two sets of razor sharp claws. Their instincts are brutal, commanding them to fight and kill. Several drones are lost attempting to feed them before the Queen gets them under control.
Development Complete: Warrior Drones (+8 Military)

Scout drones struggle to examine the Pillar, given that it is located in the middle of a lake. They swim out to it, something at which they are not adept, and take a few samples. Initial attempts to feed it to Larva lead to rapid growth followed by death from cancerous tumors. It is found that, if the Queen still wishes it to be used for developing a new caste, much smaller amounts need to be used than other ores.
You will gain +15 to study the Pillar or use it to develop a new class of drone with it.

>>2100210
Victoria

The Workers Union is slow to muster, especially given that may of their members have been called away to the military. The use of stone to build homes is still new to Victoria. Most of the nations people live in wooden homes or tents. New masonry techniques are trialed, but little headway is made.
New Development: (Victorian Village 1/7)

Cont.
>>
>>2100210
Victoria

The Workers Union is slow to muster, especially given that may of their members have been called away to the military. The use of stone to build homes is still new to Victoria. Most of the nations people live in wooden homes or tents. New masonry techniques are trialed, but little headway is made.
New Development: (Victorian Village 1/7)

The soldiers are trained and equipped. They have prpared their minds to resist losing themselves to savagery. They feel ready to battle the savage Horde. Experienced scouts are sent to attempt to bait the enemy into a battle on an advantageous posistion.
The Savage Orcs are quick to respond, but do not do so together. Various tribes among them follow, but it seems they are divided. The Victorian warriors plan to take advantage of this with their own unity of purpose. They prepare an ambush at a tactical spot, and prepare to bait most of the horde into their trap.
You will have +20 to your next battle with the Horde.

>>2100226
Overlookers

The Savanha is vast, and offers much bounty. In the summer much of the land is dry and desiccated. Animals gather around the deepest waterholes. It is at one of these that some Towerell see something amazing. Huge reptiles, with necks that reach high into the sky. They stand taller than a Towerell at the shoulder, almost three times the size at the head. Surely these animals were sent by God itself? They seem to be rare though, found only at a watering hole close to the jungle in the west.

The Smiths find less success in their own endevors. Mixing the metals proves to make them only more brittle, too soft or some other undesireable quality. One Smith does suggest a new ratio which sound promising though.
New Development: Bronze (1/3)

>>2100399
Lorlar

The Lorlan people unite to craft a sculpture so grand that it will eclipse all others, and will call the eyes of the ancestors to look favorably upon it. They forge bronze and haul stone tirelessly throughout the season, despite the blazing summer heat. Artisans work it with master skill and arrange it for maximum effect. By the end of Summer 100 statues stand tall in the Village Center reaching high to the sky, each it's own unique masterwork.
New Development: Grand Sculpture (+1 progress on any cultural or Diplomatic development in the village)

The Grand Sculpture is not the only Lorlan work to finish this season though. The final stones are laid and wooden supports are installed on the interior of the wall. Lorlan guards walk it's length and watch the outside world. Any enemy who seeks to enter Lorlan lands will find it a much harder challenge.
Development Complete: Great Wall (Roll an extra D100 in defensive combat in your Territory. Add 1/2 it's total to your combat bonus.)
>>
>>2101379
Draugluins

King Dellingr oversees the final building of the first successful Draugluin boat, and prepares the throne in his new capital. As he sits upon it he sees that the work is good, and that many Satyrs are moving to the burgeoning town that supports the docks.
Development Complete: Riverside Docks becomes Vingolf Port (+5 Economy, +3 Expansion), Population becomes Average, as your people spread between three settlements.

The Smiths are slow to learn the ways of Runecraft. They know the Forge, but Mana is alien to them. The Skalds make little progress teaching them.
New Development: (Rune Weapons 1/7)

>>2099983
Theocracy of Mana

Zatruan mystics join with the Theocracy of Mana in order to track the distrurbances they reported. The combined party follows the trail of strange Mana into the mountains between the two nations. In a valley amongst the hills they find a pillar of white stone has thrust up from the ground. It stands almost twice as tall as a man and pulses with Mana. The pulses come aproximately an hour before the Earth shakes. Studying it enhances both groups understanding of Mana.
Project Complete: Find the Distrubance, New Development: Theory of Mana (+5 Magic PowerO) Both nations have +10 to study the Pillar of White Stone.

The Hydromancers quickly perfect their methods, and become very efficient at propelling goods and people between the two locations. The new village grows quickly, as mages make homes among the wetlands on the edge of the lake. Food wil grow easily here, and it becomes the home of many Hydromancers.
Development Complete: Lakeside Village (+4 Agriculture, +2 Water Magic)
>>
>>2100018
Crystallis

The Senior Spheres focus their aetherial eye through the newly gown focusing structures. Their vision sweeps out from their home spire, but encounters interference in areas of high mana. One area to the south west in particular resists their vision. This is a problem that can probably be ironed out next season, then the eye will be truely all seeing.
Development Progress: (All Seeing Eye 6/8)

The Crystallis are masters of light, and projecting colour is a simple task. By incorperating various impurities into lenses of crystal they can refract light through themselves at different frequencies, manipilating the Coulour spectrum. The Colours of soul are elusive, but many Crystallis thinker set their collective minds to the project.
New Development: (Angelic Forms 5/10)

>>2104687
Council of Four Seasons

The Queen knows that the Runic Ore lies deep, and forms in small pockets. It is said that it was cast off of the Meteor itself as it landed, and contains within it the essence of mana. The Proto-Men have little experience in the way of mining, but are strong and quick to learn from their new friends. Mineshafts are dug in search of the elusive metal.
New Development: (Runic Ore 6/10)
>>
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Begin Turn 7
Autumn, Year 2

Tyria has 10 dice, final turn before they are removed from the game.

The Shaking remains the same in intensity, but quickens its pace. There are only now two or three days between tremors. Those who have discovered pillars observe them grow to twice their height, and their Mana pulses become stronger.
>>
Rolled 25, 100 = 125 (2d100)

Victoria
The Struggle (+5 Culture)
Savage Nature (+3 Military)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin
Bronze

--Developments--
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Orcish Art (+4 Culture)
Trained Warriors (+5 Exploration, +5 Military)

1. Explore North +22
Trained Warriors (+5 Exploration, +5 Military)
Orcish Art (+4 Culture)
The Struggle (+5 Culture)
Savage Nature (+3 Military)

Scouting parties head north up the river to scout the terrain. They're primarily concerned with additional Orcish raids, but as they move further north they also catalog the things they find similar to the southern expedition to the mountains.

2. Attack the Horde +37
Savage Nature (+3 Military)
Bronze Forges (+4 Metalcraft)
Trained Warriors (+5 Exploration, +5 Military)
Preparations +20

The Horde is baited into the Kot Pass. Braced between the mountains to the south and a large lake to the north, the Savage horde is forced to press through the Victorian shield wall in order to move forward.
>>
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Rolled 87 + 20 (1d100 + 20)

>>2109534
Savage Hordes Combat roll
>>
Rolled 6, 96 = 102 (2d100)

>>2109493
Ore Eaters
Digging Adaptions (+5 Excavation)
Stoney Carapace (+3 Military)

---
Population: Growing
Stability: Content

--Resources--
Wood
Stone
Copper
Tin
Iron ore

--Developments--
Worker Drones (+5 Construction)
Digger Drones (+4 Excavation)
Scout Drones (+4 Exploration)
Mining Tunnels (+2 Expansion)
Fungus Farms (+2 Adaptation)
Warrior Drones (+8 Military)

1. Of course if the rock produces tumors and kills when ingested it might also be doing that normally but at a slower rate. It might be good to get a new drone caste out of it that might be better suited to studying the pillar. Start feeding smaller chunks of the pillar to the larva and try not to kill them. +17
+2 Adaptation
+15 from last turn
2. Begin collecting some of the gold from that river so that we may feed the pure nuggets to the larva. +2 Adaptation?
>>
>>2109663
>>2109514
should link this correctly
>>
Rolled 100, 55 = 155 (2d100)

>>2109514

Overlookers
Reach to the Gods (+5 Religion)
Skyward towers (+3 Construction)
---
Population: Growing
Stability: Happy

--Resources--
Wood
Stone
Copper
Tin
Elephant Hides

--Hero--
Zenith (+6 Construction)

--Developments--
Lumber Camp (+5 Construction)
Great Spears (+2 Military, +2 Hunting)
Tall Buildings (+2 Culture)
Zenith Spire (+4 Religion, +2 Culture)
Traveling Supplies (+5 Exploration)
Forge (+4 Metalcraft)
(Bronze 1/3)

1. The news of the giant reptiles intrigues Zenith, but he decides to leave it for later. The quakes still trouble him, so he instructs for the exploration to continue. This time, he commands the party to search the great mountain to the southeast of the Savanha. Hopefully something there will give a clue as to the nature of the quakes, but even if not, Zenith reminds the scouts to be on the lookout for other useful things to bring back.
+5 Exploration

2. The smiths continue working their metal, trying to find the perfect combination.
+4 Metalcraft
>>
Rolled 36, 45 = 81 (2d100)

>>2109514

Lorlar
Dour Workers (+5 Construction)
Stone bones (+3 Excavation)

---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin
Bronze

--Developments--
Stone Quarry (+5 Construction)
Capital Power (+3 Economy, +3 Industry, +2 Construction)
Lorlan Village (+2 Construction), Stability: Content
Lorlan Forge (+4 Metalcraft)


--Special developments--
Grand Sculpture (+1 progress on any cultural or Diplomatic development in the village)
Great Wall (Roll an extra D100 in defensive combat in your Territory. Add 1/2 it's total to your combat bonus.)

1. With the wall seen to we can focus once more on our productions but rather indirectly this time. The capital has instituted guilds that administer to the education and abilities of the average worker. But the truly best are still left to their own devices we should foster a sense of community and shared ideas among these great people and so the university of lorlar architecture is announced to be built. To once again unify and develop our people into ever better builders. The chance for higher education and recognition will push even the average students to work hard and strive for the prestige of admittance into the university.
+12 construction +1 progress


2.these pillars are interesting and seem like they could be useful to us. Imaging if we didn't have to haul stone from Quarry and shape things all by hand. But could instead use the mana of the world to summon and shape stone as needed. Get our best researchers on figuring out if we can do this and how. There are those who are magically inclined. Usually they are semi outcast in our society but if we are able to develop this magic it would revolutionize their caste and lots in life.
The Lorlan people unite to craft a sculpture so grand that it will eclipse all others, and will call the eyes of the ancestors to look favorably upon it. They forge bronze and haul stone tirelessly throughout the season, despite the blazing summer heat. Artisans work it with master skill and arrange it for maximum effect. By the end of Summer 100 statues stand tall in the Village Center reaching high to the sky, each it's own unique masterwork.
New Development: Grand Sculpture (+1 progress on any cultural or Diplomatic development in the village)

The Grand Sculpture is not the only Lorlan work to finish this season though. The final stones are laid and wooden supports are installed on the interior of the wall. Lorlan guards walk it's length and watch the outside world. Any enemy who seeks to enter Lorlan lands will find it a much harder challenge.
Development Complete: Great Wall (Roll an extra D100 in defensive combat in your Territory. Add 1/2 it's total to your combat bonus.)
>>
Rolled 77, 85 = 162 (2d100)

>>2109514
--TURN 7--
Zatrua
Human labour (+4 Construction)
Elven nobility (+4 Culture)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Temple of Sulis (+5 Religion)
Standing Army (+5 Military)
Friendly Neigbors (+6 Economy, +3 Magic Power, +6 Military)
Theory of Mana (+5 Magic Power)
+10 to study the Pillar of White Stone
Blacksmith program 2/5

--Actions--
1) With the integration of the tribals the king again alocates resources to his blacksmithing program. +10; +6 Economy, +4 Culture
2) The temple determines the pillar to be of utmost importance and recommends continued collaboration with the Theocracy. The king heeds their advice and orders the research of the white pillar in cooperation with the mages of the Theocracy. +22; +8 Magic Power, +4 Culture, +10 Pillar
>>
File: white pillar.jpg (12 KB, 600x600)
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Rolled 71, 48 = 119 (2d100)

>>2109498
>>2109514
Theocracy of Mana
Harmonic Theology (+5 Religion)
Lifegiving Mana (+3 Magic Power)

The Theocracy of Mana worships the strange substance that awoke life in the crater, and through their devotions they seem more in tune with the magic of the world, their most venerable mage-priests forming a council to lead their people in everyday life as they seek harmony with their surroundings.

---
Population: Growing
Race: Humans
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Magical Skill (+5 Magic Power)
Grand Temple (+4 Magic Power, +2 Religion, +2 Construction)
Water Adepts (+5 Water Magic, +1 Magic Power)
Theory of Mana (+5 Magic Power)
Lakeside Village (+4 Agriculture, +2 Water Magic)
Light Adepts (4/5)

--Totals--
Religion: +7
Magic Power: +18
Construction: +2
Water Magic: +7
Agriculture: +4

1. News of the Pillar of Mana reaches back to the Temple of Mana on the side of the small inland sea where the theocracy has made its home, where it understandably causes quite a stir. The Luxometrists, in particular, seem seized by a particular fascination at the description of a "Tall white pillar, thrumming with an obvious concentration of Mana".

Many of the Theocracy's citizens embark as soon as reasonably possible on a pilgrimage to the site, using the Lakeside Village and ferrying services of the Hydrosophists as a staging area.

Before too long, a great number of fascinated people ought to arrive to study the pillar and make sense of it. Whether attempting to channel some of the Mana away from it would make it more stable and lessen the impact of the quakes or make it more unstable and risk tearing the crater apart is the subject of quite fierce debate: but trying to find a way to reduce the disharmonious shaking of the crater remains the first priority for the Theocracy's scholars.
>+10 to study the Pillar of White Stone
>Cooperation with Zatrua

2. The Luxometrists seek to use their inspiration from the pillar to develop their philosophy, sending their findings back to the few mirror-tenders and mosaic artists left back at the Temple.
>Light Adepts (4/5)
>>
Rolled 81, 90 = 171 (2d100)

Crysatllis
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)

---
Population: Average
Stability: Happy

--Resources--
Crystal-Leaves
Charging Stones
Copper
Tin

--Developments--
Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Octahedral Form (+4 Excavation)
Spheroid Form (+2 Magic Power, +2 Adaption)
Hexagonal Form (+3 Military, +3 Defence)

1. That the all seeing eye abilities would be completed soon brought much joy to Crystallis, who sought to explore the world. Being able to penetrate even the thickest material cover from saftey afforded them not just sight, but security, in that they could see threats before they attacked.

Spheroid Form (+2 Magic Power, +2 Adaption)
Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)

(All Seeing Eye 6/8)

2. To present themselves in a form most pleasing to the eye and soul would make interaction with the other races, when met, a much more friendly endeavor.

Spheroid Form (+2 Magic Power, +2 Adaption)
Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)

(Angelic Forms 5/10)
>>
>>2109722
Overlookers

The scouting Towerell travel south, towards the scorching heat of the fire mountain on the edge of the crater. The Towerell have large bodies, which means they keep cool easily and can resist the harsh environment. As they go, many of them report hearing sounds reminiscant of the ringing of hammers on metal. The strange sounds drive them on. On the slopes of the fire mountain they find houses carved directly out of the harsh black volcanic rock. The houses are occupied by dark skinned giants, of similar size to the towerell themselves who call themselves the Brann. They greet the explorers heartily, their language seemingly having a common thread with the Towerell tongue, and offer hospitality. They tell the visitors that they are masters of fire, showing of metal crafts and a strange material they call glass. They give a gift to the explorers, a Magma Stone, which they explain should be used instead of regular fire to power a forge.
Development Upgraded: Forge becomes Magma Stone Forge (+8 Metalcraft, +1 Progress on any Forge based projects)

With the new Magma Stone from the Towerells fiery cousins forging bronze is an easy task. The mixture suggested by the smith was in fact correct and the even heat of the Magma Stone melts and mixes it perfectly. Bronze flows from the mouth of the forge.
New Resource: Bronze

>>2109767
Lorlar

The most skilled architects in Lorlar gather together to design a school environment in which to teach their craft. They draft initial blueprints and check over each others work. By the end of the season they have a design which has all the hallmarks of each of their styles and are ready for craftsmen to start putting bricks on the ground.
New Development: (Lorlan University 4/10)

The outcast mages have a hard time believing that suddenly their talents are now desirable. Lorlan officials work to convince them, and soon many fledgling Geomancers are exploring their craft.
New Development: (Earth Mages 4/5)
>>
>>2109534
Victoria

As the Victorian scouts move north they pass through the great forest before once again coming to the river, where it flows west. They see a sight they are not used to however. There are several pontoon boats and barges navigating the waterways, as the Draugluin try their hand at becoming sailors.
You have now met the Draugluins, you may communicate at will.
Otherwise their journey north is largely uneventful, save for some skirmishes with large, territorial wolves and bears. It seems in the north the animals are a bit more aggressive than their southern cousins.

The real talk of Victoria this season is the savage horde though. The Army marched East, settling their camp in Kot pass. It was the perfect spot for the battle, as the superior numbers of the savages would be useless as they are forced to funnel against the Victorian Shield wall. Scouts are dispatched to lure the enemy in, taking potshots with javelins at savage gangs and shouting insults at them. Enraged, the savages gather their numbers and give swift chase. The scouts are ever swifter, however, and know the terrain better.
The Horde is baited into the trap, where other Scouts drop boulders from the cliffs of the pass, crushing the first wave instantly. As the next groups traverse the rubble strewn paths, their going slow over the rough terrain, they are peppered with javelins. Yet another wave of Savages falls, but more climb over the bodies. The resulting melee lasts a day and a night, with frontline Orcs retreating and having their place taken by fresh reserves when they tire. As dawn breaks over Kot pass the battle is won in favour of the Victorian force with only minimal casualties. The remaining savages near the lake are scattered, confused and scared.
Development Upgrade: Trained Warrior becomes Veteran Warriors (+7 Exploration, +7 Military)

>>2110900
Zatrua

The tribals bring a fresh perspective to smithing, many of them eager to learn the craft. With increased resources allocated by the king this quickly becomes a reality. Well forged metalcrafts become a common sight around Zatruan settlements.
Development Complete: Blacksmith program (+4 Metalcraft), New Resource: Bronze

Co-operative study of the pillar with the Theocracy of Mana proves fruitful. Originally the scholars believed that the pulses of Mana were the cause of the tremors. This proved to not be true. The pillar is causing the Tremors, but only as a result of it forcing itself out from beneath the earth. The pulses occur shortly before the pillar extends itself further from the ground. The Mana itself seems wrong somehow, not like the pure Mana used by the Theocrats and Tribal shamans. Intense study reveals that the Mana pulses are uniform each time, almost like something encoded a message with them.
>>
>>2110931
Theocracy of Mana

See above Zatruan turn.

The Luxometrists observe the reflection of light from the white stone. They study its mana and the way it draws forth from the ground. The findings that they return to the crafters back at the temple prove illuminating, allowing the Luxometrists to develop the theory of light magic forward, ready for practical applications.
Development complete: Light Adepts (+5 Light Magic, +1 Magic Power)

>>2109663
Ore Eaters

The Larve that consume smaller chunks of the pillar begin to grow rapidly. Their biology inside of the chrysalis becomes more and more deviant from the normal form of a drone. The Queen detects nascent minds from them, ones with the potential for independence. She considers whether this can be allowed, or whether the pupation needs to be aborted by warrior forms.
New Development: (Pillar Drones 2/5)

The Gold is far more successful. Those Larvae that are fed on it form chrysalis and begin to pupate. The Queen can discern, even in their early stages, that the Gold drones will have an intense connection to the worlds Mana.
New Development: (Mana Drones 5/7)

>>2112844
Crystallis

The new sense, the All Seeing Eye, of the Senior spheres sweeps out across the land. It's range is limited, but they become aware of various groups of biological lifeforms within it's purview. Draconic forms to the South-West and civilized humans and elves, some powerful in the use of Mana, to the South-East.
You are aware of the Council of Four Seasons, Zatrua and the Theocracy of Mana. Sending a party as an action will establish contact.
Development Complete: All Seeing Eye (+6 Exploration)

Refracting light to project a holographic form becomes second nature to certain Crystallis, those chosen to act as diplomats. They also learn to manipulate Mana to create a pleasing aura of peace around themselves.
Development Complete: Angelic Forms (+7 Diplomacy)
>>
Rolled 57, 86 = 143 (2d100)

>>2109514
Draugluins
Animal Form (+3 Military, +2 Exploration)
Skald Tradition (+3 Culture)
---
Population: Avarage
Stability: Neutral

-- Hero Units --
King Dellingr (+7 combat total)

--Resources--
Wood
Stone
Copper
Tin
Bronze
Storm-Crows

--Projects--
Rune Weapons 1/7

--Developments--
Magical Runes (+5 Magic Power)
Wolf Warriors (+4 Military)
Central Forge (+4 Metalcraft)
+5 Economy
+3 expansion

Action 1 and 2
Tge King knows that gis people wont live in peace ubtil they deal with the trolls. Because of this, tgeir efforts are doubled down in the development of weapons marked with runes of power.

+4 Metalcraft +5 Magic Power +3 Culture + 5 culture
>>
>>2112944
Draugluins

The Smiths work with the Skalds, galvanised by the idea that they might soon face the threat of the Trolls again. Several among them learn the basics of Runecraft and employ it in creating weapons of flame, Fire being anathema to Trolls. It is short time before, at the end of the season, the first flaming blades are cast and marked. King Dellingr himself wields the first of them and the rest are handed to skilled warriors who fought in the claiming of the west.
Development Complete: Rune Weapons (+5 Millitary, +3 Magic Power)
>>
File: Quest Map.jpg (2.72 MB, 3105x2400)
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Begin Turn 8
Winter, Year 2

The republic of Tyria has stagnated, and its civilization has crumbled. A new civilization can rise up in it's place.

Council of Four Seasons has 4 dice this turn.

The Pillars thrust further from the Earth. They become visible in the skyline even for those races who have not directly encountered them.
The Quakes quicken again, barely a day goes by without a tremor.
>>
Rolled 65, 12 = 77 (2d100)

>>2112964
Draugluins
Animal Form (+3 Military, +2 Exploration)
Skald Tradition (+3 Culture)
---
Population: Avarage
Stability: Neutral

-- Hero Units --
King Dellingr (+7 combat total)

--Resources--
Wood
Stone
Copper
Tin
Bronze
Storm-Crows

--Projects--
Rune Weapons 1/7

--Developments--
Magical Runes (+5 Magic Power)
Wolf Warriors (+4 Military)
Central Forge (+4 Metalcraft)
Rune Weapons (+5 Millitary, +3 Magic Power)
+5 Economy
+3 expansion

>Action 1
King Dellingr thinks that its time! He marchs toward the north with his loyal group of warriors to fight the brutal Trolls. Those creatures are probably responsable for all of these tremors to begin with.

The mobsters shall feel the fury of our swords and fangs!

>Attack Trolls
Magical Runes (+5 Magic Power)
Wolf Warriors (+4 Military)
Central Forge (+4 Metalcraft)
Rune Weapons (+5 Millitary,
+3 Magic Power)
+5 Economy
King Dellingr (+7 combat total)
Animal Form (+3 Military)
= +38

>action 2
Strange pillars show up in distant lands, this made the people of the north apreheensive but curious. Something great is happening on the other side of the world, and the last orders of the king before going to war was to create longships of wood, decorated by wolf statues to scare away the evil elfs and malign spirits.
>>
>>2113030
Second roll has:
+5 economy +3 expansion +5 magical runed + 4 Central Forge = + 17
>>
Rolled 6, 10 = 16 (2d100)

>>2112964

Overlookers
Reach to the Gods (+5 Religion)
Skyward towers (+3 Construction)
---
Population: Growing
Stability: Happy

--Resources--
Wood
Stone
Copper
Tin
Elephant Hides
Bronze

--Hero--
Zenith (+6 Construction)

--Developments--
Lumber Camp (+5 Construction)
Great Spears (+2 Military, +2 Hunting)
Tall Buildings (+2 Culture)
Zenith Spire (+4 Religion, +2 Culture)
Traveling Supplies (+5 Exploration)
Magma Stone Forge (+8 Metalcraft, +1 Progress on any Forge based projects)

1. The sight of the huge white pillars is yet another weight on Zenith's mind, but he cannot in good conscience send his men out to investigate unexplored lands in the dead of Winter. The matter will have to wait until Spring. In the meantime, he will gratefully put their cousin's gift to use, and direct the smiths of the Magma Stone Forge. Firstly, their Great Spears will be upgraded, from mere stone to the greater bronze. These more powerful weapons should serve them well.
+8 Metalcraft, +1 Progress on any Forge based projects

2. The second task for the smiths this Winter is one personally conceived of by Zenith. He wishes to make a huge bell, one that can be rung and heard for leagues around, and place it at the top of the Zenith Spire. There, it will be rung regularly throughout the day, from the time the sun rises to the time it sets. It shall become a part of Towerell life to track the time this way, by the ringing of the bell.
+8 Metalcraft, +1 Progress on any Forge based projects
+4 Culture
>>
Rolled 44, 47 = 91 (2d100)

Crysatllis
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)

---
Population: Average
Stability: Happy

--Resources--
Crystal-Leaves
Charging Stones
Copper
Tin

--Developments--
Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Octahedral Form (+4 Excavation)
Spheroid Form (+2 Magic Power, +2 Adaption)
Hexagonal Form (+3 Military, +3 Defence)
All Seeing Eye (+6 Exploration)
Angelic Forms (+7 Diplomacy)

1. Amazing. Two races we have discovered, each bear the unmistakable signature of the Aether upon them. Especially the one to the southeast.

Let us go forth, and present ourselves, and see what manner of creature are these. Those who are attuned with the Aether, are surely worth our attention and interest.

Inquisitive Minds (+3 Exploration)
All Seeing Eye (+6 Exploration)
Angelic Forms (+7 Diplomacy)

2. There is strength in numbers, and power in cohesion. Out of the many, one body. Out of the voices, one mind.

The Crystallis work on developing large, singular cohesive forms composed of many different crystals, each surrounding a Senior Sphere, and each acting under the thought patterns of that Senior Sphere. Small shapes of few crystals start first, working on acting with one mind and one thought.

Magical Growth (+5 Magic Power)
Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Spheroid Form (+2 Magic Power, +2 Adaption)
>>
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i'm not able to get a discord. may I still play?
race name: frost giants
color preference: light blue
location: frozen northeast
fluff: the frost giants of Jotunheim claim to be crafted by the gods themselves, made of ice, rock, and magic. though fewer in number than most races, they tower over the buildings of other races, dwarfing the hills and shaking the frozen earth where they tread. according to their legends, the gods created them to be a warrior race to challenge the heavenly fortress of Valhalla in the Ragnarok come the end days to test the mettle of warrior souls. but the world is young, Valhalla has few warriors, and the frost giants were scattered without a name to themselves. only now has a king united them, proving himself the tallest, the strongest and most gifted in magic. under his leadership, the frost giants carved a city out of a mountainside with their hands, and called it Jotunheim, the land of the giants.
>>
Rolled 34, 7 = 41 (2d100)

>>2112964
Ore Eaters
Digging Adaptions (+5 Excavation)
Stoney Carapace (+3 Military)

---
Population: Growing
Stability: Content

--Resources--
Wood
Stone
Copper
Tin
Iron ore

--Developments--
Worker Drones (+5 Construction)
Digger Drones (+4 Excavation)
Scout Drones (+4 Exploration)
Mining Tunnels (+2 Expansion)
Fungus Farms (+2 Adaptation)
Warrior Drones (+8 Military)
Pillar Drone (2/5)
Mana Drones (5/7)

1. Any strong enough mind has the potential for independence from the hive. Most drones are too stupid and instinct driven to do so, but a strong mind loyal the the commands of the queens are worth it. Hopefully the instincts to make the hive stronger will be stronger than their independence. +17 2/5
+15 2 turns ago bonus
+2 Adaption
2. Such powerful mana concentrations could mean many things. Without the powerful minds of the pillar drones it can only be speculated what this means; if they would just contain mana or be able to instinctually cast some magic. +2 5/7
+2 Adaptation
>>
>>2113096
We actually have a few people waiting already. I'll keep you in mind though.
>>
Rolled 58, 53 = 111 (2d100)

Victoria
The Struggle (+5 Culture)
Savage Nature (+3 Military)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin
Bronze

--Developments--
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Orcish Art (+4 Culture)
Trained Warriors (+7 Exploration, +7 Military)

1. Construct Sanctuaries +35
Orcish Art (+4 Culture)
Trained Warriors (+7 Exploration, +7 Military)
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
The Struggle (+5 Culture)
Savage Nature (+3 Military)

The returning Warriors need a place to rest and to realign themselves. After combat the ones they feel closest to are their fellows in the Shield Wall. At first, the Worker's council advises them to stay together and away from the general populace for three whole days. After, it is clear that combat exposed people need a place dedicated to realigning themselves with peace and overcoming their Struggle. New lands are set aside for these returning warriors to meditate, reflect, and be with one another in the wake of combat. Through sharing their Struggle, they can learn to reacquaint themselves with a life free of violence and become reintegrated into society. For those who have tasted the fruits of battle and cannot relinquish their blood thirst the seclusion of a Sanctuary will give them space and time away from the sensitive people to hone their craft and find themselves.

2. Recruit Savages +26
The Struggle (+5 Culture)
Savage Nature (+3 Military)
Orcish Art (+4 Culture)
Trained Warriors (+7 Exploration, +7 Military)

Among the defeated can be found those willing to reform themselves. Let them know that we are welcoming, if they can prove they can embrace the Struggle to better themselves.
>>
>>2113030
The Orcs emerge from the forest. The things in the boat were strange, yes, but they weren't Orcs. The explorer party approaches the men in their boats cautiously, but with weapons sheathed and hands raised in a gesture of non-violence. Dressed in their own clothing of furs, wool, and linen. The colors of their clothes are earthen and drab, largely devoid of color. They carry no identifying marks or flags.

The Orc that leads the party forward speaks, "I am Erith. These are my friends. We are explorers from Victoria. Who are you? Are these your lands?"
>>
>>2113050
I'd also like to apply :
Hexagonal Form (+3 Military, +3 Defence)
All Seeing Eye (+6 Exploration)
Angelic Forms (+7 Diplomacy)

to action 2 for the organization of large singularly minded beings from multiple crystals. Certainly they should be aimed at incorporating the defenses, vision, and beauty to the sum of its parts.

Not sure how particular you are to bonus application in this game QM, I'd certainly not like to miss out.
>>
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Rolled 17, 35 = 52 (2d100)

>>2112929
>>2112964
Theocracy of Mana
Harmonic Theology (+5 Religion)
Lifegiving Mana (+3 Magic Power)

The Theocracy of Mana worships the strange substance that awoke life in the crater, and through their devotions they seem more in tune with the magic of the world, their most venerable mage-priests forming a council to lead their people in everyday life as they seek harmony with their surroundings.

---
Population: Growing
Race: Humans
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Magical Skill (+5 Magic Power)
Grand Temple (+4 Magic Power, +2 Religion, +2 Construction)
Water Adepts (+5 Water Magic, +1 Magic Power)
Theory of Mana (+5 Magic Power)
Lakeside Village (+4 Agriculture, +2 Water Magic)
Light Adepts (+5 Light Magic, +1 Magic Power)

--Totals--
Religion: +7
Magic Power: +19
Construction: +2
Water Magic: +7
Agriculture: +4
Light Magic: +5

1, 2. The merest suggestion that there might be some kind of message encoded in the pulsing of the Mana sends the scholars, mages, priests and mystics of the Theocracy into an obsessive furore. Every effort is bent towards deciphering it, even if only a portion can be interpreted it would be invaluable to the interpretation and veneration of Mana - even if the stuff pulsing from the pillar takes an unfamiliar form.
>>
Rolled 37, 64 = 101 (2d100)

>>2109767
>>2112964

>Lorlar
>Dour Workers (+5 Construction)
>Stone bones (+3 Excavation)
>---
>Population: Average
>Stability: Neutral
>--Resources--
>Wood
>Stone
>Copper
>Tin
>Bronze
>--Developments--
>Stone Quarry (+5 Construction)
>Capital Power (+3 Economy, +3 Industry, +2 Construction)
>Lorlan Village (+2 Construction), Stability: Content
>Lorlan Forge (+4 Metalcraft)
>--Special developments--
>Grand Sculpture (+1 progress on any cultural or Diplomatic development in the village)
>Great Wall (Roll an extra D100 in defensive combat in your Territory. Add 1/2 it's total to your combat bonus.)
>1.continue building university
>+12 construction +1 progressNew Development: (Lorlan University 4/10)

1.continue geomancy
New Development: (Earth Mages 4/5)

Sorry, work. No time for fluff
>>
Name: The Psionic Union
Race: Mushbugs
Color: Dark Green
Location: Near Victorian civilization situated on the coast of a lake.
Gov: Psionic Theocracy(+5 Religion)
Fluff: Mushbugs are known for three things. 1st that it is incredibly easy to break their shell's and render them into mush. 2nd that they are part beetle part fungus clearly showing in their feelers like arms and the big mushroom that commonly sprouts for their head. 3rd for being uplifted.

For you see the Mushbug's used to be incredibly pathetic. Fragile and weak known for surviving only due to the poisonous fungus that inhabits their body's. They weren't smart they weren't fast and they weren't anything but poisonous and...well one could say lucky now.

They were uplifted by a 12ft psionic monstrosity that could be best described as if a corpse and a tree were fused and said thing could walk around. Perhaps feeling pity perhaps just out of boredom or curiosity it uplifted them. Now for the first time, these beings standing barely taller than a fox with intelligence not their own? Wield sentience and wield the power of psionics.

Fear the mushbug beetle for their minds have been uplifted. All hail the enlightener!
>>
>>2089805
Forgot link.
>>
I'm still hoping to play if I am in line.
>>
Rolled 36, 92 = 128 (2d100)

>>2112964
--TURN 8--
Zatrua
Human labour (+4 Construction)
Elven nobility (+4 Culture)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin
Bronze

--Developments--
Temple of Sulis (+5 Religion)
Standing Army (+5 Military)
Friendly Neigbors (+6 Economy, +3 Magic Power, +6 Military)
Theory of Mana (+5 Magic Power)
+10 to study the Pillar of White Stone
Blacksmith program (+4 Metalcraft)

1) The temple establishes farms to harvest the moon lillies. The priests are very much interested in the mind expanding properties of the plant.
2) The Zatruans are bustling with anticipation as the information that the pillar in the east is apparently sending a coded message is leaked to the public. Many think it must be Sulis communicating with them directly.
Continuing the cooperation with the Theocracy >>2113922 the mistics of the Temple of Sulis try to decode the message.
>>
>>2115887
1) +8; +4 Construction, +4 Culture.
2) +27; +4 Culture, +8 Magic power, +5 Religion, +10 Pillar
>>
>>2115651
Psionic Union
Gestalt Conciousness (+5 Psionics)
God Mind (+3 Religion)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Enlighteners Guard (+5 Military)
Uplifted Rituals (+5 Culture)

--Heroes--
The Enlightener (+8 Psionics)
>>
Psionic Union
Gestalt Conciousness (+5 Psionics)
God Mind (+3 Religion)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Enlighteners Guard (+5 Military)
Uplifted Rituals (+5 Culture)

--Heroes--
The Enlightener (+8 Psionics)

1)Mushbug's among the area stare at the enlightener and "Her" majesty. Quietly admiring with their black eyes the enlighteners guards glowing with psionic energy.

They only wish one thing to begin properly showing their gratitude. Quietly they begin to develop the proper ways to show their gratitude to the enlightener.

God-Mind + 3?


2) Secondly, they begin to try to develop a small group to try to harvest mushrooms, Insects, and other foods for the group to eat!
>>
>>2120061
>>2113119
>>
Rolled 53, 34 = 87 (2d100)

Dice rolls since I messed that up twice.




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