[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: Quest Map.jpg (2.72 MB, 3105x2400)
2.72 MB
2.72 MB JPG
A new Year has Dawned on the Crater, and strange white Pillars have grown, forcing their way up from the depths of the Earth. Welcome to Crater nations.

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.
Heroes are powerful bonuses that can only be applied to 1 die per turn.
Other rules ammendments may be made at my discretion.
>>
Draugluins

The forces of King Dellingr march north, spirits high as the Skalds sing inspiring battle music. The Trolls are larger than any Satyr, but stupid and outnumbered. Wherever the Draugluin find Trolls the ambush and kill them, their flaming blades cleaving through Trolls thick hide and destroying their ability to regenerating. Having already retreated as far north as possible the Trolls have few places to shelter from the relentless hounding. king Dellingr is sure some of them are hiding underground in subterainean caves, but the North is his.
Territory expansion: See Map, Development Upgrade: Wolf Warriors (+8 Military), Hero Upgrade: King Dellingr (+10 Combat Total)

Work on improving the Ships is earnestly done by the Satyrs, many of them uneasy on the open sided barges. Wood is chopped, hauled and nailed onto frames and pitch is readied to waterproof them. Despite speedy work, the ships are large and building them takes time.
Development Upgrade Progress: Vingolf Port (3/7)


Overlookers

Forging blades of the size of the Towerells great spears takes time and is hard work. The smiths work their fingers to the bone at the Magma Stone Forge, creating blades long into the seasons end.
Development Ugrade Progress: Great Spears (2/5)

The bell, far from a practical concern, is a matter of Overlooker pride. Many more workers are willing to work on Zeniths vision. Several designs are tried, for optimal acoustics, and ultimately abandoned before a final design is approved. Now it just needs to be cast.
Development Ugrade Progress: Zenith Spire (3/5)


Ore Eaters

The new Drones awaken. The first batch of Chrysalis, those of the Pillar Drones, hatch first. They are of prodigious size but misshapen, each different to every other. Some have too many limbs, some to few. Others have razor shrap claws or ejectable spines. Among them are varying numbers of eyes and other sensory organs, none with the amount of a normal drone however. Their defining trait is their independant mindset, caring to do more what they want rather than what they are told. They seem loyal to the Queen, at least they do not attack her servants on sight. They spread throughout the hive complex, but most begin massaging growing Chrysalises, making strange chirping and buzzing noises. It seems to help the pupae grow at least, accelerating the rate at which they hatch.
Development Complete: Pillar Drones: (+3 Adaption, +2 Military)

With the help of the strange new drones the Gold eaters hatch early. They are capeable of expelling Mana, but are lacking in the knowledge of how to do so usefully. With futher experimentation they can surely harness this for the good of the hive.
Development Complete: Gold Drones: (+5 Magic Control)
>>
Crystallis

The Crystallis send delegations South-West to meet with the Aether touched Humans and Elves that reside there.
You have Met Zatrua & the Theocracy of Mana, you may communicate at will.

The Senior Spheres direct many of their younder bretheren, occupying other forms, to begin attempting to unify. They attempt to emulate the Organ systems of biological beings, but find they cannot do it exactly. A different, or at least modified, tack is required.
New Development: (United Form 5/10)


Victoria

The warriors return victorious, but many shun them. the civilian population is worried that their exposure to war will tear them from the pedastal of their struggle, followed by them tearing down everyone else. This is a fear many warriors share, having come close to the precipice and seen the potential fall. They need a place to rest and realign to Victorian society. Many of them turn their hands to making art and writing songs or poetry. The warriors sanctuaries prompt a second revolution of Orcish art.
Development Upgrade: Orcish Art (+7 Culture)

With their warlords dead many of the scattered savages cling to any structure they can find. Those who are left were non-combatants; the crafters, the hunters and the injured. Many of them already have some experience overcoming their bloodlust and just need to be educated in the struggle.
New Development: (New Blood 4/7)


Theocracy of Mana

With Zatruan help Theocracy mages study the Mana pulses. Spending too long focusing on them causes severe headaches followed by temporary blindness if a mage works on it too long. A breakthrough occurs when a Zatruan tribal shaman passes out trying to listen to the message. He awakens two days later rambling about the ouside of the crater and calling out that something is coming. So far other mages are reluctant to push themselves to the point of being overcome by the pillar, but it is the only way to progress.
New Development: (Pillar Visons 9/15)
>>
Zatrua

The Farming of Moon Lillies is difficult, given that their pollen induces people to fall asleep. Special masks are needed in order to set up large scale farms.
New Development: (Moon Lilly Farming 3/5)

See Above Theocracy turn.


Psionic Union

The Mushbugs love the Enlightener and they know deep down that she loves them too, even if they aren't sure how to know what she thinks exactly. Her Guards know, obviously, but they don't seem to be telling. Many of them attempt many differnet tactics to show their love. Surely one of them will work?
Development Upgrade Progress: Uplifted Rituals (3/5)

The Mushbugs quickly find that by piling up dead leafage, wood and other biological waste they create a perfect breeding ground for their preferred food sources. They do so in large quantities and just need to wait a season for their meals to propagate.
New Development: (Composte Farming 2/5)

Lorlar

The Geomancers come out of their shell quickly, eager to show off their power. They can call forth stone from the ground, move earth in huge quantities and shape blocks without tools. All skills that will be usefull to the growing Lorlan nation.
Development Complete: Earth Mages (+4 Earth magic, +4 Magic Power)
>>
Begin Turn 9
Spring, Year 3

With Spring comes new life, populations Increase.
(Average>Growing>Crowded) (Crowded adds +5 to all dice, but consider expanding soon)
>>
>>2120918
The Quakes fall silent as the first buds of spring bloom. The Mana pulses slow, only one every week or so, but their intensity is far greater.
>>
hi QM. I'm betting the psionic union was on the waiting list before me. just posting to say I'm still watching the game and interested in playing.
>>
>>2120932
Thats correct friend. You are next in line though, and we haven't heard from a player for a few turns, so we might have an opening soon-ish.
>>
Rolled 78, 1 = 79 (2d100)

>>2120918
Ore Eaters
Digging Adaptions (+5 Excavation)
Stoney Carapace (+3 Military)

---
Population: Crowded
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 (+3 Adaptation, +2 Military)
Mana Drones (+5 Magic Control)

1. It is about time that new nests be built and a princess to become a new queen. Begin expanding our domain to the western mountains to find a good place to dig out this new hive. +7
+5 Pop
+2 Expansion
2. As well, have the new gold drone experiment with their ability to naturally control magic. Have them focus on the earth in an attempt to find new metals, gems, or even different stone. +10
+5 Magic Control
+5 Pop
>>
Rolled 58, 75 = 133 (2d100)

Psionic Union
Gestalt Consciousness (+5 Psionics)
God-Mind (+3 Religion)
---
Population: Growing
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Enlighteners Guard (+5 Military)
Uplifted Rituals (+5 Culture) U 3/5
Composte Farming 2/5


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

1) The Mushbug's certainly are eager to prove themselves to essentially "Mom" like children trying to impress! They certainly are working hard to show their love and appreciation it seem's and it seems they might have found something that the enlightener likes!

"She" is certainly "looking" their way at least right now!

2)Upon finding such activity to be beneficial the mushbugs rather enjoying food and enjoying the prospect of such food get to work hauling as much as they can in their little feeler tendrils to finish off and tend to these new composte farms essentially enough!
>>
>>2120950
whoops.

Lets put God mind underneath my first action shall we for that plus 3 bonus!
>>
File: Solar Wings.jpg (22 KB, 387x203)
22 KB
22 KB JPG
The elves of Zatrua and the mage priests of the Theocracy find themselves visited.

Elegant, graceful beings of dancing light descended unto them. The Zatruan's might sense not only mana, but the very rays of Sol emanating to and fro the beings, who took sunlight into themselves and were glad of it.

The mage priests most of all, may perceive a sight only those especially attuned to magic might comprehend.

That these beings, surrounded by an array of infinite colors, both those shades which could be named by eye and unnameable ones seen only by the soul, did not simply reside inside the glaring crystal hearts at the center of their dazzling forms.

With the Crystal was a tiny gateway, through which came forth these beings whose very essence was Mana, who came from the source of Mana itself and Mana was their substance.

They spoke not in words that could be heard by the ear, but known by the mind. Each one understanding it in his own tongue and in his head.

[We are the Crystallis. We hail from the Aether, brought to this material realm by the Meteor.

We come in peace!]
>>
Rolled 37, 100 = 137 (2d100)

>>2120909


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)
Earth Mages (+4 Earth magic, +4 Magic Power)

>--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 Hallowed builder's university
+4 Earth magic, +4 Magic Power +12 construction +1 progress
New Development: (Lorlan University 4/10)

2. The mages are happy with their new stations in life but still a bit standoffish with the people who once outcast them that now were so quick to celebrate them. The sudden change in status was jarring to say the least. Most tended to still stay among one another being naturally secretive and untrusting by this point. The Geomancers set out to build their own village. They would do their best to maintain good relations with the other lorlar and uphold their duties to the collective but these stone elves had been outcast for far too long to just suddenly be hunkey dorey.
(establish a third village for the geomancers to have their own place)
+4 Earth magic, +4 Magic Power +12 construction +1 progress
>>
Rolled 71, 3 = 74 (2d100)

>>2120918

Overlookers
Reach to the Gods (+5 Religion)
Skyward towers (+3 Construction)
---
Population: Crowded
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)
(Upgraded Great Spears 2/5)
(Upgraded Zenith Spire 3/5)

1. After watching all Winter as the smiths worked themselves ragged trying to fulfill all of Zenith's orders, he calls for all of their attention. He profoundly apologizes to them all, and says that in his eagerness, he did not consider the toll it would take on them. He announces that he will only order a single project from the smiths at any given time from this point forward. And that the spears, instruments crucial for the protection of his people, must take priority. Several smiths plead otherwise, excited to work on the bell, an idea conceived of by Zenith himself, but he demands that it wait. The wellbeing of his people must come first. The smiths follow his decree and focus work on the spears for the Spring.
+8 Metalcraft, +1 Progress on any Forge based projects
+5 Crowded

2. Zenith sees his people prospering, but their one village is becoming quite populous. Too many Towerell for one settlement, perhaps. He decides that a new village must be built, that the Overlookers are to expand. He decrees that the very location for it is in the West. Particularly, he tells the scouts that they must find a good place for the village that is close to the watering hole where they saw the great reptiles that reached even higher then they into the sky. It would be a perfect point from which to learn more of these creatures. Zenith sets off with the scouts and with plenty of Towerell ready to start building.
+14 Construction
+5 Crowded
>>
Rolled 39, 44 = 83 (2d100)

Victoria
The Struggle (+5 Culture)
Savage Nature (+3 Military)
---
Population: Crowded
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. Expand East +38
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)

A new city will be founded on the eastern frontier where the new river leads to the lake.

2. New Blood 4/7 +31
The Struggle (+5 Culture)
Savage Nature (+3 Military)
Orcish Art (+4 Culture)
Trained Warriors (+7 Exploration, +7 Military)

New Orcs are integrated into the Union. They can be used to settle new lands.
>>
>>2120890
Any spots left?
>>
Rolled 11, 44 = 55 (2d100)

>>2120890
Draugluins
Animal Form (+3 Military, +2 Exploration)
Skald Tradition (+3 Culture)
---
Population: Avarage
Stability: Neutral

-- Hero Units --
King Dellingr (+10 combat total)

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

--Projects--
Vingolf Port (3/7)

--Developments--
Magical Runes (+5 Magic Power)
Wolf Warriors (+8 Military)
Central Forge (+4 Metalcraft)
Rune Weapons (+5 Millitary, +3 Magic Power)
+5 Economy
+3 expansion


>Action 1
From the mountains a woman steps outside, for the first time in years not having to fear the trolls anymore. She is an eremit called Skahady, and she walks straight up to the top of the mountains in the middle of a tempest. She challenge the winds and the thunder, the lightings and the snow, she tries to break them to her will, and control the secrets from.... storm magic. +3 Culture +3 Magic Power +5 Magic Power = +11

>Action 2
Nijord, the Large, is a proeminent figure among the Wolfmen, and was chosen by the king to supervisionise the construction of the ports. Coming from a family of warriors, he mostly built his small fortune working on the stabelishment and commerce on the cities. While the King see the ports as an oportunity to travel to new lands, Nijord see its amazing economic potential.

Vingolf Port (3/7)
+5 economy +3 expansion +5 magical runed + 4 Central Forge + King Dellingr (+10) = + 27
>>
>>2121974
Forgot
Action 2
+3 culture +3 military
>>
Rolled 9, 42 = 51 (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)

United Form 5/10

1-2. While awaiting news on the diplomatic treaties, the Crystallis would like to improve their abilities further. This would make it arguably safer, and more effective, to study things.

They seek to improve the All-Seeing-Eye.

Many things which are commonplace to those who dwell within the Material Realm, are foreign and unknown to those of the Aether. Gravity, Space, Matter, but also Time. Yet even beyond these physical properties, there were things the Crystallis could percieve that the minds of mortals could not. Abstract concepts such as Intent, Truth, Lies, which to man are but words to act as proxies to ideas, were tangible things the Crystallis could percieve if they tried hard.

A stone statue is not a only a stone statue. It is unformed rock sleeping quietly in the earth, it is a block of marble chiseled out by a worker, it is an idea in the mind of an artist who has purchased the block, it is the statue of a man beholden by all, and it is dust and debris whittled down by time until the earth covers it once more. To the Crystallis who dwell outside of time, it is all of these things at once.

The Improvement to the All-Seeing-Eye would allow them to see further into these things. To look at thing as it existed in the past, in the present, perhaps in the future. To be able to sense any intent in its creation, its history, its story. It would have applications in archeology, historical studies, but also in defense against those who might to cause them harm by subversion or stealth.

Masters of the mysteries of Magic, the Crystallis are aware that certain esosteric patterns and shapes directly affect the outcome of magic. Channeling Mana into Pentacles, Mandella, and other alignments. By adding several more crystal points, they can improve the projection field of the Eye.

The Crystallis begin working on Lenses of Truth, for the All Seeing Eye.

Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Spheroid Form (+2 Magic Power, +2 Adaption)
All Seeing Eye (+6 Exploration)
>>
>>2120946
Ore Eaters

The Hive reaches their tunnels out west, towards the tip of the mountain spur. They dig quickly and open up new nesting chambers. The princess is escorted to her new chambers, where she prepares to pupate into a Queen.
New Development: (Western Hive 5/10)

A terrible accident occurs as the Mana Drones focus their efforts on the earth around themselves. A shaking, not unlike the Pillar quakes, rumbles through the hive, and several chambers collapse. On the plus side a cluster of Gems is revealed by the moving earth.
Stability: Neutral, Fungus Farms damaged (Needs a repair action), New Resource: Topaz

>>2120950
Psionic Union

One of the experimental Mushbugs presents the Enlightener with an offering of meat from a small mammal he caught in the forest. She greedily consumes it in one gulp and sends out a thought pulse. Each and every Mushbug hears her call "MORE!". It seems the Enlightener is... Hungry?
Development Upgrade Complete: Uplifted Rituals (+6 Culture, +3 Gathering)

Fortunately the Compost farms have borne their bounty. Each pile has become a breeding ground for the Mushbugs favorite foods. Many Mushbugs wonder if the Enlightener likes to eat the same things.
Development Complete: Compost Farms (+4 Gathering), Stability: Content

>>2120989
Lorlar

Work on the University continues. The framework is laid, and aesthetic concerns come to the forefront. The question of who will form the faculty of the new facility is raised as well.
Development Progress (Lorlan University 8/10)

The real excitement around Lorlar is the new "Village" that the Geomancers have established in the east. They traveled into the mountains and used their powers to call up multi-coloured stone from the earth. They have many chambers and places in which they can train budding members of their ilk. The new village is beautiful to behold, and spacious enough to house generations of future Geomancers.
Development Upgrade: Earth Mages becomes Geomancer Village (+6 Earth magic, +6 Magic Power, +4 Culture), New Territory; See Map.

>>2120991
Overlookers

The increased effort on the Spears yields increased rewards. Every Towerell can now be armed with a leaf-bladed Bronze tipped spear if the need arises. They Pierce the thick hide of an Elephant or Rhinocerous without trouble and many towerell begin to specualte on what other beasts, or even enemies, they could defeat with their new weapons.
Development Upgrade: Great Spears (+5 Military, +5 Hunting)

Sending a party to settle that far West is a large endevor and many Towerell clamour for the right to be part of the group. Some old grudges are raised and fights break out. No-one is seriously harmed but a current of discontent runs under the population before the expedition even leaves.
New Development: (Western Expansion 2/10), Stability: Content
>>
>>2121095
Victoria

The Victorian Orcs prepare to mount their own settlement expedition. Scouts travel east, to where the Savage Horde was previously camped, and pioneers ready their equipment. The mood is electric in Victoria.
New Development: (Lakeside Settlement 4/10)

The remenants of the savage horde number in the hundreds and many of them are eager to learn the process of overcoming ones struggle. They integrate easily with Victorian society, once they curb their more bestial impulses.
Population: Thronging (+10 to all rolls, tempers flare easily)

>>2121974
Draugluins

Skahady climbs to the peak of the mountain, reaches her magic towards the Storm and the Storm reaches back. A blast of Lightning strikes her, but far from killing her it invigorates her. She gets the sense that Storm is challenging her, testing her. She will have to endure the fury of the Storm a while yet before it lends her its might.
New Development: (Storm Casters 2/7)

Meanwhile Nijord spends his time reorganising the workers building the Longships. They are wasting time and claiming pay they do not deserve. He sees to it that they can no longer do this by overseeing many work gangs himself. progress is good on the new fleet which will carry Draugluin explorers further than ever before.
Development Upgrade Progress: (Vingolf Port 6/7)

>>2122298
Crystallis

The Crytallis have experience with the Aetherial flows that make up ideas. They have seen them, parallel to their existance, but never touched them. The idea of trying to tap into them is novel and many Crystals turn their minds to it. Reaching out across the Aether with the supernatural eyes granted by the All Seeing Eye gives them new perspective. In time they can grow new formations which will resonate with the strings of Mana that make up the abstract.
New Development Upgrade: (All Seeing Eye 4/15)
>>
File: Quest Map.jpg (2.72 MB, 3105x2400)
2.72 MB
2.72 MB JPG
Begin Turn 10
Summer, Year 3

All seems to be quiet on the Pillar front. The Mana pulses have slowed again; happening three times, monthly, during the season.

Zatrua & Lorlar have 4 Dice this turn, Butterfly Dragons have 8
>>
Rolled 73, 76 = 149 (2d100)

Victoria
The Struggle (+5 Culture)
Savage Nature (+3 Military)
---
Population: Thronging
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. Lakeside Settlement 4/10 +47
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)
Bronze Forges (+4 Metalcraft)
Thronging +10

Many smaller settlements are set up in the wake of the main push. The newly integrated Orcs of the Horde turn into calm Victorians, working diligently to perfect themselves and their crafts. Most commonly found are farmers, but some of the smaller settlements in between large farming communities are dedicated to bronze-smithing tools or the like.

2. Savage Sanctuaries 5/7 +43
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)
Thronging +10

The purpose of the Sanctuaries morphs over time. At first, they were merely places for soldiers to rest. As time went on, those who felt they could not restrain their natures stayed in the Sanctuaries and were joined by others who felt the need to seclude themselves. In these quiet spaces these Orcs could be found meditating, painting, or making poetry in between bouts of combat training. That too, changed. It became more formalized. The Attendants as they we beginning to be called focused more on individual combat skill than the group combat practiced by traditional Victorian soldiers. Their combat movements looked as much like a dance as it did a threat and suited the swords and polearms they favored.
>>
Rolled 27, 30 = 57 (2d100)

>>2122678

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

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

--Hero--
Zenith (+6 Construction)

--Developments--
Lumber Camp (+5 Construction)
Great Spears (+5 Military, +5 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)
(Upgraded Zenith Spire 3/5)

1. With work on the spears complete, Zenith could in good conscience sign off on the casting of the new bell. In fact, he felt that now was a more prudent time than ever, as the tone of the bell ringing out across the Savanha could do well to remind Towerell all over that we ever remain one people. That those of us that would be settling in the West are still part of the Overlookers.
+8 Metalcraft, +1 Progress on any Forge based projects
+4 Culture
+8 Construction
+5 Crowded

2. As the work of the smiths continues, Zenith accompanies the scouts in leading the settlers to the West where they will be making their new homes. He will be not only directing the construction of the village, but also doing what he can to connect the hearts and minds of the people.
+14 Construction
+5 Crowded
>>
Rolled 59, 25 = 84 (2d100)

>Edit: Population has been Growing since the Spring. Forgot to fix that on the sheet.

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

---
Population: Growing
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)

United Form 5/10
New Development Upgrade: (All Seeing Eye 4/15)

1-2. The Crystallis continue their grand experiments. To turn concrete that which is abstract. To grasp the metaphysical, and to see through time itself.

They play with objects, simple ones, observing them with eyes not in reality but through Aether itself. A wooden branch grows and is cut and shaped. A stone is cut from rock. String ties them together. It is no longer wood, stone, and string, but now "hammer". This is not simply a title or nomenclature, but they can feel the trace of the essence of "hammer" within it. Intent imbued by its creator. This they begin calling "Forms". The true Form that is "Hammer" exists somewhere beyond this material plane, is grasped at by a mortal in thought, and then it is this thought that is imbued into a creation in an imitation of it.

History is woven into objects, and can be read by the Crystallis. A sword once ore in the earth, hammered by a blacksmith who grasps at the Form of "Sword", imbuing his intent into it, a wielded by a warrior who understands the purpose of it. The history, background, purpose, and substance of items. All will soon be revealable to the Crystallis at a glance, and they are excited to apply this to the Pillars most of all. To learn of its story and substance.

New Development Upgrade: (All Seeing Eye 4/15)

Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Spheroid Form (+2 Magic Power, +2 Adaption)
All Seeing Eye (+6 Exploration)
>>
Rolled 15, 97, 67, 57 = 236 (4d100)

>>2122678
--TURN 10--
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)
Moon Lilly Farming 3/5
Pillar Visons 9/15

--Actions--
1, 2) The Temple gathers up the most ambitious mystics working together with the theocrats mages to pool their magical power into understanding the message without being overwhelmed. +27; +4 Culture, +8 Magic power, +5 Religion, +10 Pillar
3) Finish the Moon Lilly Farms. +4 Construction, +4 Culture
4) The king orders the newly established blacksmiths to make newly improved bronze armarments for the standing army. +14; +4 Culture, +6 Economy, +4 Metalcraft
>>
>>2120969
A Zatruan delegation greets the unkown entities friendly.
"We are happy to hear it. We are the people of Zatrua, followers of the one true god Sulis. As our guest we would normally provide you with any comfort we could muster but we are unsure what we can provide for beings such as you are."
>>
Rolled 96, 24, 41, 72 = 233 (4d100)

>>2122678
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)
Earth Mages (+4 Earth magic, +4 Magic Power)

>--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.)
Geomancer Village (+6 Earth magic, +6 Magic Power, +4 Culture)

1.continue building Hallowed builder's university
+6 Earth magic, +6 Magic Power +14 construction +1 progress
New Development: (Lorlan University 8/10)

2. With the new village comes central sight on one of the pillars and curiosity takes hold of the geomancers. a party of them set forth to the pillar to explore and study this magical pillar. This is truly a chance for great strides in the field of magic and so soon after the development of the geomancers. It truly is a wonderous thing
+6 Earth magic, +6 Magic Power

3. With the shift of lorlar attention to the outside world it is realized that eventually we will encounter other people and so we must come up with measures to deal with them if need be....especially those damned high elves and wood elves.
So the construction of a weapon capable of casting darts at enemies from farther away is sought to be developed (I am aiming for crossbows if possible) so that none may approach our walls without severe repercussions
+18? (+4 Metalcraft) +14 construction?

4. Training grounds will also be founded in the southern lorlar village to train our people into true professional warriors we have the warrior spirit already but discipline and training will make them professionals.
+26 +6 Earth magic, +6 Magic Power +14 construction
>>
Rolled 53, 98 = 151 (2d100)

>>2122678
Ore Eaters
Digging Adaptions (+5 Excavation)
Stoney Carapace (+3 Military)

---
Population: Crowded
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin
Iron ore
Topaz

--Developments--
Worker Drones (+5 Construction)
Digger Drones (+4 Excavation)
Scout Drones (+4 Exploration)
Mining Tunnels (+2 Expansion)
Fungus Farms (+2 Adaptation) (D)
Warrior Drones (+8 Military)
Pillar Drone (+3 Adaptation, +2 Military)
Mana Drones (+5 Magic Control)
Western Hive (5/10)

1. Protect the new sub-queen and prepare some new rooms that she will need to sustain the hive. Western Hive 5/10 +21
+5 Pop
+2 Expansion
+9 Excavation
+5 Construction
2. As well, start repairing the Fungus Farms. The Topaz was a good find though, keep a route to mine more of that. +19
+5 Pop
+9 Excavation
+5 Construction
>>
Rolled 86, 5 = 91 (2d100)

Psionic Union
Gestalt Consciousness (+5 Psionics)
God-Mind (+3 Religion)
---
Population: Growing
Stability: Content

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Enlighteners Guard (+5 Military)
Uplifted Rituals II (+6 Culture +3 Gathering)
Compost Farms (+4 Gathering)


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

1) It appear's the Enlighteners guards are upon the orders of the Enlightener perhaps are going around properly teaching people how to wield psionics offensively to hunt!

One wonders what exactly will they teach? The greyscale psionics had many offensive arts and the enlighteners guards knew the most about them of all the mushbugs!
+Enlighteners guard
+Gestalt consciousness

2) Secondly The enlightener seemingly perhaps pleased and in a giving mood?She was bringing a few mushbugs over psionic magic flickering through their form and into the mushbugs.

Their goal? Gain control and uplift the flora inside the mushbugs and see what could perhaps arise? That....uh seems what they want? The mushbugs are only making guesses from how intently "she" is staring at the mushrooms in their heads.
+The Enlightener
>>
Rolled 66, 35 = 101 (2d100)

>>2121974
Draugluins
Animal Form (+3 Military, +2 Exploration)
Skald Tradition (+3 Culture)
---
Population: Growing
Stability: Neutral

-- Hero Units --
King Dellingr (+10 combat total)

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

--Projects--
(Vingolf Port 6/7)
(Storm Casters 2/7)

> Action 1 and 2

Stories spread through the valley cities about a woman in the mountains surrounded by storms. Skalds are sent to bring the woman to the halls of King Dellingr, so that she tells her story.

Skahady was born in a cave in the mountains, crawling from the womb of a wolf. During her first years of life she was fed, she managed to live with a pack of common wolves until at age 8, to her surprise, she reversed the human form. She descended the mountains apprehensively, and approached civilization. Local skalds realized that the feral child possessed great talent for magic, and created it for the next 10 years.

However, as his power grew, abnormal events began to happen. If Skahady stayed too long in one place, black clouds would take over the sky, and rain and lightning would fall until she left the place. Such disasters caused her to be considered a threat, and banished to the north, where she lived in the mountains alone. Now finally after 5 years, Skahady believes herself to be ready to master her power and become the king's personal sorcerer.

King Dellingr listens to the story with attention, he recalls rumors of a young woman having been banished by her father when he was still a prince passing the time in the taverns. This woman appears to have power, but he can not discern his true intentions, one thing is certain, it is better to have her as an ally than the other.

He receives her with open arms in his hall, and puts her under the care of his own skalds, notes will be made of his researches with mystical runes and the secrets she learned in the mountains.

Meanwhile, the storm approaches Vingolf, and Nijord order his workers to seek a safe place to rest.

+3 Culture +3 Magic Power +5 Magic Power +10 King Dellingr = +21
>>
>>2122792
During the last season the werewolves have seen strange beings in the regions to the south. Due to their troll-like appearance, Draugluins fishermen and travelers preferred to keep their distance, taking the form of wolves and hiding in the woods.

However, one of the explorers finally decided to go down the river at the behest of Nijord, to explore his route to the ocean. The river named "Sköll river", and on its way it came into contact with strange beings ...
>>
>>2120890
Any spots left?
>>
>>2123954
Just make a sheet there is none right now but there is always the possibility to have one in the future perhaps. As a player that is what I would recommend.
>>
File: bright_light-2.jpg (14 KB, 300x239)
14 KB
14 KB JPG
>>2122958
The figure of light shone warm, and friendly, emanating a soothing aura about itself as it spoke in calm, melodic voice.

[Our comfort comes from the friendly gesture you have displayed to us. Our pleasure is learning, to explore new realms of existence and meet those who dwell there.

We were brought here by the signature of Mana you and those of a nearby habitat. Both of you are very much in tune with the Aether.

What's more, we have felt the presence of this 'pillar', and are curious as to its nature. Might we be granted the privilege to study it so close to your lands? There is much we hope to learn, and perhaps, much we might share of each other]
>>
>>2125081
The Elf smiles "Then we are glad our existence is of comfort to you. We are happy to share our way of life and culture with you. As for the pillar. It is shared between us and the theocracy of mana right now and our plans for it are extensive. The possibility for you accessing it exists in the future, but for now the temple together with the mage priests of the theocracy have layed sole claim over it."
>>
>>2122847
Overlookers

The Great Bell is finished. it is so large it requires ten strong Towerell to carry, and the pully system required to haul it to the top of the Zenith Spire is immense. Once installed it reflects the light of the Sun majesticaly and the Towerell gather around the base of the spire to hear it's ring. Zenith himself does the honour of pulling on the thick rope that moves the bell and it peals out a beautiful chime that can be heard, albeit faintly, as far away as Lorlar. The people are overjoyed and celebrate their success.
Development Upgrade Complete: Zenith Spire becomes Great Belltower (+5 Religion, +5 Culture), Stability: Happy

The first buildings are established in the west and rifts begin to heal. Zenith applies his own visonary skill with construction to help design the first communal houses, from which the settlers will expand their new camp.
Development Progress: (Western Expansion 5/10)


>>2122934
Zatrua

As the Mystics enter the trance of the Pillar, sharing the load between many minds, they begin to experience its visions. They see hordes of half-formed creatures, sqautting in holes and caves. They hear a siren song, calling out to the outside of the crater. They feel hatred, hatred of those that have what they have not. It becomes clear to them that they are not experiencing through theor own senses, but through those of another. The blasted wasteland beyond the walls of the crater are home to all manner of monsters, monsters which are jealous of the fertile, safe land inside. Whatever made the pillars is calling to them, summoning the denizens of the outside.
The Mages who participated in the vison leave it with an innate sense of the pillars form and power, able to apply it's strange principals to their own magic.
Development Complete: Pillar Visions becomes Pillar Mages (+8 Magic Power) [Theocracy of Mana shares this Development]

The Moon Lilies, once safely collected and transplanted, proves a good crop. Its soporific effect puts mages into a Mana receptive state, and proves extremely relaxing to those not awakend to the true power of Mana. It's root also proves to be spicy and good to eat, often being used as a cooking ingredient in Zatruan cuisine.
Development Complete: Moon Lilly Farms (+2 Herbology, +2 Culture), Stability: Happy

Equipping the Army with bronze weapons will be a huge swing in military might for the Zatruans, and the blacksmiths take to the project with abandon. The new spear blades are forged quickly and made ready, all that remains is dispatching them to the various warrior bands.
Development Upgrade Progress: Standing Army (4/5)

Note: Please update your Population, it should be at Crowded
>>
>>2123164
Lorlar

The University is finally complete and the faculty move in. The first budding minds are inducted as Students, and a new era of Lorlan architecture is born.
Development Complete: Lorlan University becomes Hallowed Builders University (+6 Construction, +3 Culture)

Early designs of the dart casters go a little ary; the tension either too loose, failing to launch, or too high, snapping the line. Many of Lorlan weapon makers fell the design is solid though, and keep working at the concept.
New Development: (Crossbows 2/5)


>>2123263
Ore Eaters

The Princess pupates nicely, preparing to evolve into a Sub-Queen. Warrior forms protect her night and day while Digger and Worker Drones prepare new chambers. By seasons end her Sub-Hive is complete and she emerges from her Chrysalis. She sends Drones of her own to contact her mother, in order to establish a source of the Ores she will need to evolve her Larvae. The new Sub-Hive is buzzing with activity.
Territory Expansion: See Map, Development Upgrade: Mining Tunnels becomes Tunnel Network (+5 Expansion), Population: Growing

The collapse opened up several small chambers and, once the rubble is cleared away, reveals a small freshwater spring. This will moisten the atmosphere in the farms considerably, making conditions far better for growing Mushrooms. This will provide plenty of food for the growing ranks of the Drones.
Development Repaired & Upgraded: Fungus Farms (+3 Adaption), Increase all Drone bonuses by +1


>>2122792
Victoria

The farming communities appear rapidly, the fertile lakeshore proving a fantastic place for it. Established Victorians work with new citizens to teach them crafts and arts. At the end of the season a festival is held to celebrate the union.
Development Complete: Lakeside Settlement (+3 Economy, +3 Metalcraft, +3 Industry), New Territory; See Map, Population: Growing

The Sanctuaries embody the juxtaposition of the Victorian condition. Warrior Monks can be found engaging in rapid, high energy combat before retiring to meditation gardens and art studios. They stand ready to take up arms in defense of fully peaceful Orcs, while contributing fine works to Victorias cultural scene all the while. Truely they have found true balance in their struggle. The decision of the most savage to retire to the sanctuaries allows those of other dispositions to rest easier as well.
Development Complete: Savage Sanctuaries (+3 Military, +3 Culture), Stability: Content
>>
>>2122879
Crystallis

The idea of intent is one that interests the Crystallis, and to fully grasp it they turn inwards. When they grow new crystal forms they imbue it with their Intent. After all why should an Octahedral form be any better at focusing light into a boring lazer than a Septahedral form? Some Senior Spheres argue that it is due to physics, and that is a factor that they could not discount, but that cannot account for the full effect. It is the Intent of it's growth, and the mind that inhabits it, that lends the ability to do what it does. If they can imbue a form with Intent, then perhaps they need to find a way to do the opposite. They need to find a way to draw out the Intent from an object.
Development Upgrade Progress: (All Seeing Eye 10/15)


>>2123410
Psionic Union

Many Mushbugs find that their bodies resonate very readily with Psionic energy. this enables them to enhance their somewhat fragile forms; moving faster and feeling stronger. This is a boon in hunting down larger creatures in the forest and bringing them back to the Enlightener.
New Development: Psionic Enhancements (+2 Psionics, You may use 1/2 of your +Psionics as +Hunting)

Even with the new enhancements to the Psionic abilities of the Mushbugs she struggles to control something that barely even qualifies as alive. Some bugs do show increased growth in their flora parts in response to her efforts, so perhaps she is making progress?
New Development: (Symbiosis 1/7)
>>
>>2123780
The scouts of the Union had the river under watch for some time after the first ships had sailed up its broad length. The second ship isn't stopped, but the scouts emerge once the ship stops to make camp on the shore for the night. They approach and bury their spears into the ground before approaching. Long curved daggers are clearly visible, sheathed at the front of their belts. They keep their hands away from them.

"I am Grom. These are my scouts. We have seen your strange contraptions before. We are Victorians, I hail from the south of here. Our task is to keep an eye for Orcs, but you are pink-skins. Far removed from Orcs. You have no tusks. Why do you swim the river but catch no fish?"
>>
Begin Turn 11
Autumn, Year 3

Theocracy of Mana has 6 Dice this turn, Draugluin has 4.
The Council of the Four Seasons has retreated to their hidden realms in response to the Pillars. They can no longer be found in the crater. A new nation will rise in their place.
>>
File: Quest Map.jpg (2.72 MB, 3105x2400)
2.72 MB
2.72 MB JPG
>>2125353
MAP!
>>
>>2120932
Hey, you came up in the waiting list. If you could repost your race to this thread and pick 3 +5 developments to start out with.
>>
im still right here. theres some good fluff in this game.
>>
>>2125359
ok. it's kind of hard on my phone but I'll try.
>>
>>2125369
No rush, next turn is tommorow. As long as I have it by then.
>>
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.
gigantic size (+5 industry)
gigantic strength (+5 construction)
frost magic (+5 magical power)
>>
Rolled 99, 94 = 193 (2d100)

>>2125353
Ore Eaters
Digging Adaptions (+5 Excavation)
Stoney Carapace (+3 Military)

---
Population: Growing
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin
Iron ore
Topaz

--Developments--
Worker Drones (+6 Construction)
Digger Drones (+5 Excavation)
Scout Drones (+5 Exploration)
Tunnel Network (+5 Expansion)
Fungus Farms (+3 Adaptation)
Warrior Drones (+9 Military)
Pillar Drone (+4 Adaptation, +3 Military)
Mana Drones (+6 Magic Control)

1. Start feeding some of this topaz to the larva. Let us see what this new resource can get us.
+7 Adaptation
2. Let's try this again. Have the mana drones focus on the earth around them, try to sense any ores or gems. Keep the power low this time and don't break anything!
+6 Magic Control
>>
Rolled 26, 90 = 116 (2d100)

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

--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)
Savage Sanctuaries (+3 Military, +3 Culture)
Lakeside Settlement (+3 Economy, +3 Metalcraft, +3 Industry)

1. Grand Roadway +36
Lakeside Settlement (+3 Economy, +3 Metalcraft, +3 Industry)
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
Trained Warriors (+7 Exploration, +7 Military)
Savage Sanctuaries (+3 Military, +3 Culture)

A road is built between the city of Victoria and the new city of Aleria. Along this large cobblestone road is a long series of waystations and fortified towers to protect the area surrounding the road and provide travelers a place to rest on the long journey between the two cities.

2. Tame the Drakes +27
Trained Warriors (+7 Exploration, +7 Military)
Messengers Guild (+2 Economy, +2 Industry)
Lakeside Settlement (+3 Economy, +3 Metalcraft, +3 Industry)

In the south, near the mountains, our scouts had discovered a very large lizard with acidic spit that could dissolve rock and metal. While capturing and taming these beasts is dangerous, they could lend the Victorians a powerful edge in labor and combat. Teams of scouts are dispatched to bring these beasts back so they can be bred and tamed.
>>
Rolled 98, 28 = 126 (2d100)

>>2125353

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

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

--Hero--
Zenith (+6 Construction)

--Developments--
Lumber Camp (+5 Construction)
Great Spears (+5 Military, +5 Hunting)
Tall Buildings (+2 Culture)
Great Belltower (+5 Religion, +5 Culture)
Traveling Supplies (+5 Exploration)
Magma Stone Forge (+8 Metalcraft, +1 Progress on any Forge based projects)
(Western Expansion 5/10)

1. The sound of the bell regularly ringing out to mark the time should do wonders for the settlers in the West. Zenith continues directing the construction of the settlement, making sure it will leave its inhabitants every bit as content as those in the capital. It occurs to Zenith that both this new village and the capital will need names, to distinguish them. After a bit of thought, he settles on the name Heavensreach for the capital, and Westreach for their new settlement.
+14 Construction
+5 Crowded

2. The mysterious pillar has loomed in the distance for quite some time, and some priests decide that they can ignore it no longer. They set out in its direction led by the experienced scouts, armed in case of any danger. While the pillar is the main goal, this forest is still unexplored territory. The scouts make sure to keep their eyes and ears at the ready to find anything else new.
+5 Exploration
+5 Crowded
>>
Rolled 13, 73 = 86 (2d100)

>>2125353
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)
Earth Mages (+4 Earth magic, +4 Magic Power)
Hallowed Builders University (+6 Construction, +3 Culture)
>--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.)
Geomancer Village (+6 Earth magic, +6 Magic Power, +4 Culture)

1. Begin expansions west. We will claim the pillar for ourselves.
+7 Culture

2. Continue work on the crossbows
+27? (+4 Metalcraft) +3 industry +20 construction?
(Crossbows 2/5)


Saved for later
Training grounds will also be founded in the southern lorlar village to train our people into true professional warriors we have the warrior spirit already but discipline and training will make them professionals.
+32 +6 Earth magic, +6 Magic Power +20 construction


Early designs of the dart casters go a little ary; the tension either too loose, failing to launch, or too high, snapping the line. Many of Lorlan weapon makers fell the design is solid though, and keep working at the concept.
New Development: (Crossbows 2/5)
>>
Rolled 3, 75 = 78 (2d100)

>Edit: Population has been Growing since the Spring. Forgot to fix that on the sheet.

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

---
Population: Growing
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)

United Form 5/10
New Development Upgrade: (All Seeing Eye 10/15)

1-2. Nothing ever exists in any single point of time.

The Crystallis slowly begin to appreciate the sensation of time in the material plane, something which does not occur in the Aether.

Most mortals presume there is a "before" and "now" and a "soon to be". While these terms do exist, truth be told, there is far more "nows" than they realize. And infinite number of "nows" in fact. Numerous instances of the present many so similar they are indistinguishable, others as different as day is to night.

To derive intent is only half of understanding.

The other half is observing an object through time, as it passes through its many different stages of its present. A seed, a sprout, a sapling, a tree, a fallen log, and the ground again. To witness its interactions in time. Who touched it, and how, and with what intent.

Intent is interlinked with time. To properly view intent, one must be able to perceive through time. Even the very ground is littered with the tiniest traces of intent from unseen footsteps through the ages, which when viewed through time show animals crawling for prey or food, or perhaps the stray human traveler seeking a journey.

The Crystallis work hard on harnessing their All Seeing Eye, to observe the material realm and its infinite instances time.

New Development Upgrade: (All Seeing Eye 10/15)

Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Spheroid Form (+2 Magic Power, +2 Adaption)
All Seeing Eye (+6 Exploration)
>>
Rolled 27, 49, 79 = 155 (3d100)

Size of;
The Awestruck
The Fascinated
The Fearful
>>
File: Nicea.jpg (260 KB, 1200x800)
260 KB
260 KB JPG
>>2120969
The appearance of these alien beings is met by some with awe and reverence, the majority with intense, scholarly curiosity - and by a significant minority, with fear and alarm.

The unfamiliar forms of the strange creatures and their frankly unnerving method of communication deeply troubles a minority of the priesthood who cannot help but wonder whether Mana being crystallised into colourful crystalline structures might be some kind of heresy, impeding the natural harmonious, cleansing flow of lifegiving mana.

Another faction of mage-priests quickly come to consider the apparently sentient structures as some kind of angelic bodies - demigods, or perhaps as close to the expression of Living Mana as can be easily discovered.

The largest group, however, seems to be the ones who argue that before they rush to conclusions they should attempt to make a study of the things and try to discover how Mana flows into or out of the "Gates" at the centre of the crystals.
>>
>>2125929
The Crystallis leave behind an emmissary for the Theocracy, willing to speak on behalf of its kind, able to answer questions as it could.
>>
Rolled 63, 5, 73, 87, 56, 11 = 295 (6d100)

>>2125289
>>2125353
>>2125354
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)
Pillar Mages (+8 Magic Power)

--Totals--
Religion: +7
Magic Power: +27
Construction: +2
Water Magic: +7
Agriculture: +4
Light Magic: +5

1, 2, 3. The burgeoning populations in Zatrua and the Theocracy are bound to lead to trouble before too long if their peoples are not provided with more homes. With many scholars, mages and priests making pilgrimages to the nearby pillar in the mountains, it makes sense to establish a few basic halfway houses along the route and to build lodgings amongst the mountains themselves.

In order to accomodate the studious, the curious and the zealous, a small town is to be built in the mountains around the Pillar of Mana, with both Theocratic and Zatruan peoples welcome within its walls.
>Co-operation with Zatrua

4, 5, 6. More specifically, however, the Mage-Priests of the Theocracy have an intense desire to study the differences between the pulses of mana given off by the pillar and the natural mana the flows and suffuses all life in the crater. They want to discover whether they can conduct it in a more harmonious way - whether a more serene atmosphere might be cultivated by encouraging a slow, steady leaking instead of the rhythmic pulsing that so shook and disturbed the Natural Order. To this end, they start to construct a temple around the pillar itself - ringing around it at as short a distance as is judged to be respectful of its divine nature.
>>
Rolled 91, 79 = 170 (2d100)

Psionic Union
Gestalt Consciousness (+5 Psionics)
God-Mind (+3 Religion)
---
Population: Growing
Stability: Content

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Enlighteners Guard (+5 Military)
Uplifted Rituals II (+6 Culture +3 Gathering)
Compost Farms (+4 Gathering)
Psionic Enhancements (+2 Psionics, may use 1/2 of your +Psionics as +Hunting)
Symbiosis 1/7

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

1)The Enlightener seems to mull something over before quietly continuing whatever it was they are trying to do. This time touching the fungus atop their heads directly.
+Enlightener
+Psionic enhancements

2)Some of the mushbugs feel a desire to explore this world and understand it. Small groups heading out to the south, North, East towards the pillar and the west flaring out with psionics in all directions hoping to sense something! They noticablly have several of the enlightened guards protecting them!
+Enlightened guards
+Gesalt Consciousness
>>
Rolled 63, 62 = 125 (2d100)

>>2125353
>>2125354
Sorry QM, I alreadu posted my turn, but linked to the wrong post. Its here - >>2123775

So instead of rolling 4 dices, I will roll the other 2 from this turn, and you can count mu previous turn.

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

-- Hero Units --
King Dellingr (+10 combat total)

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

--Projects--
(Vingolf Port 6/7)
(Storm Casters 2/7)

--Developments--
Magical Runes (+5 Magic Power)
Wolf Warriors (+8 Military)
Central Forge (+4 Metalcraft)
Rune Weapons (+5 Millitary, +3 Magic Power)
+5 Economy
+3 expansion

>Action 1
Nijord concludes the construction of the Port!
+5 economy +3 expansion +5 magical runes + 4 Central Forge + King Dellingr (+10) = + 27

>Action 2
King Dellingr, along with his personal guard and some other skalds magicaly inclined, will hunt down the great Storm-Crows, and try to tame them as mounts and beast for battle.
+5 economy +3 expansion +5 magical runes + King Dellingr (+10) + 8 military = + 31
>>
>>2125322
Without leaving his boat, the first thing that he does is throwing his weapons in the floor. The man was incredibly tall and taciturn, his lupine fangs and ears revealed his shapeshifter heritage.

"My name is Bragi, son of Bragi, and I am here in the name of my king Dellingir. The river lands of the Sköll are our birthright"

"We dont seek confrontation, but your kind look very much like the trolls on the mountains. Stay out of our business, and we might live in harmony, trade with us and we might grown stronger together, fight with us, and meet your ruin"
>>
>>2125396
Jotunheim
Warriors born (+5 Military)
Frost Veins (+3 Magical Power)
--
Population: Average
Stability: Neutral

--Resources--
Stone
Wood
Copper
Tin

--Developments--
Frost Mages (+4 Frost Magic, +2 Magical Power)
Giant Workers (+5 Industry)
Stone Quarry (+5 Construction)

I renamed some of the developments to make them easier to upgrade later. You may post for the turn.
>>
File: Bluefire.jpg (209 KB, 1366x768)
209 KB
209 KB JPG
Rolled 30, 60 = 90 (2d100)

Jotunheim
Warriors born (+5 Military)
Frost Veins (+3 Magical Power)
--
Population: Average
Stability: Neutral
--Resources--
Stone
Wood
Copper
Tin
--Developments--
Frost Mages (+4 Frost Magic, +2 Magical Power)
Giant Workers (+5 Industry)
Stone Quarry (+5 Construction)
#1 King Thrymr orders his sons, Prince Fafner and Prince Fasolt, to oversee the construction of Utgard, the capital city of the giants. a city would unite the Frost Giants, and gather them so they could be stronger together, instead of than roaming the countryside alone. the two brothers begin gathering the giants.
Giant Workers (+5 Industry)
Stone Quarry (+5 Construction)
#2 King Thrymr leads his frost mages to summon frost fire for the giants to use. frost fire was the antithesis of true fire, it burned cold not hot. like true fire, it consumed flammable fuels like wood and coal, brought comfort in hearth and home, and melted metal in forges. it would be used to make tools for the frost giants
Frost Veins (+3 Magical Power)
Frost Mages (+4 Frost Magic, +2 Magical Power)
>>
Rolled 94, 92 = 186 (2d100)

>>2125354
--TURN 11--
Zatrua
Human labour (+4 Construction)
Elven nobility (+4 Culture)
---
Population: Crowded
Stability: Happy

--Resources--
Wood
Stone
Copper
Tin
Bronze

--Developments--
Temple of Sulis (+5 Religion)
Standing Army (+5 Military) 4/5 Upgrade
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)
Moon Lilly Farms (+2 Herbology, +2 Culture)
Pillar Mages (+8 Magic Power)

--Actions--
1) The population of Zatrua is bustling with excitment, as the new of a shared city with the Theocracy hits the nation. The Royal family sees the need to allocate resources from other projects and halts the improvement of the army for now, sending workers to the construction site. +16; +4 Construction, +6 Culture, +6 Economy
2) The knowledge that the pillars function as a beacon to outside monsters disturbs the temple greatly. Why would Sulis try to destroy the crater? Or maybe the pillars weren't made by Sulis as they initially thought or the message was a test... either way further study is needed! Together with the Theocracy they build a temple around it, formed as a large ring around the pillar.
>>
>>2126482
"The lands this river runs through is large. It crosses the breadth of our territory before emptying into the sea. You may pass, provided we accompany you. Otherwise, you may not be well received in Victoria. May you find peace and balance.
>>
>>2125408
Ore Eaters

The hive tries feeding larvae topaz clusters, but other than slight growth it has little effect. Thinking this strange the Queen orders her minions to try mixing it with Copper, the most abundant of the metals. This casuses a remarkable change. When the newly pupated Digger Drones hatch they found to be capeable of secreting a rapidly hardening liquid stone from glands in their thoraxes after consuming the debris from their digging. They can use this to sure up unstable tunnels or to help the worker drones with building new structures.
Development Upgrade: Digger Drones (+7 Excavation, +3 Construction)

The Mana drones focus their energy, seeking to detect the minutea of the contents of the land. As they do so they feel all of the familiar materials and filter them out, leaving only new signatures. They become aware of some clusters of crystal that feel similar to Topaz, fairly close to the western hive, and an ore that reminds them of Gold deep within the earth. They learn to focus their power in this way far more easily in the future also.
Development Upgrade: Mana Drones (+6 Magic Control, +4 Earth Magic )


>>2125425
Overlookers
The construction of Westreach finishes far ahead of schedule thanks to Zeniths inspired plan. Naming the settlements makes the Towerell swell with pride for their acomplishments and double their work efforts. Many Towerell migrate to Westreach upon its completion and by the coming of Winter the village is ready to face the trials of the rainy season.
Development Upgrade: Tall Buildings becomes Towerell Villages (+5 Culture, +3 Industry), Population: Growing

The Towerll travel north, into the jungle, and navigate their way to the base of the pillar they have spied on the horizon. Once there they see a village has been made around its base. Wooden shacks have been raised in the clearing and several pale skinned, long eared creatures are living them. Upon spotting the Towerell they rush to wield powerfull looking bows and begin shouting threateningly in a language foreign to the Towerell. The Scouts back off for their own Safety.


>>2125623
Lorlar

Pioneers and scouts travel east towards the Pillar, only to find that a tribe of filthy Wood Elves have built a village of wooden lean to's around it. The Lorlans know that the Wood Elves are formidable combatants, especially in the Jungle, and that where you see one there are two more hiding. Because of this they retreat in order to let the capital decide what to do.

Several engineers arrive at a final design for the Crossbow almost simultaneously. The Capital has Lorlan warriors try out some of them and choose the best. The Guards on the wall immediately begin training with the new weapon, becoming very accurate quite quickly.
Development Complete: Crossbowmen (+6 Ranged Combat)
>>
>>2125419
Victoria

The Soldiers of Victoria are always looking for something to work at. It helps to balance their lives so that they are not spending all of their time embracing their savagery. For this reason the Workers Guild conscripts them to act as labour for the building of the Grand Roadway. They are equipped with axes, saws and shovels and set to clearing land and flattening terrain.
New Development: Grand Roadway (4/7)

The Drakes are initialy agressive, but once bribed with food they settle down a little. Their preference for wet environments and their need to lay their eggs in pools of water means that the lakeside is a natural choice for where to tame them. Some are brought back to the Lakeside and penned up. Some Orcs begin considering how to make them do work on command.
New Development: (Drake Taming 5/10)


>>2125726
Crystallis

The Crystallis, upon realising the interaction of Intent with time, have a major breakthrough in the design of the new crystal arrays. They create the arrays to resonate with mana when a Senior Sphere rests inside of one, allowing it to view the interaction of Mana with a creature of object. By doing this they can see how it has absorbed and emmited Mana in the past, like the trail of an animal through a forest. When viewed in the Aether this Mana trail emits a coloured aura which changes based on the Intent of it's creator and the forces that acted upon it. Several Senior Spheres specialise in reading these trails and interpreting thier results. They will be able to track the intent over time of any being or object within the range of the All Seeing Eye arrays, an ability with many applications.
Development Upgrade: All Seeing Eye (+6 Exploration, +4 Research, + 4 Espionage)


>>2126387
Theocracy of Mana

Theocracy builder magi co-operate with Zatruan workers to design a town that incorperates both of their unique styles. The result is an interesting looking architectural style based primarily around lighting from the Sun & Moon, something both Luxometrists and Zatruan priests collaberate on. The town is quite beautiful, and many who wish to experience the pillar first hand flock to it. Trade with the Zatruans becomes a common occurance; with many people buying trinkets, especially the tribal Shamans fetishes, and seeling their own items back.
New Development: Pillar Village (+4 Economy, +2 Magic Power), Development Upgrade: Light Adepts (+7 Light Magic, +2 Magic Power)

The New temple is the heart of the village. Two rings of stone stone pillars support a flat roof with open sides; around which a number of buildings, part reaserch facility part shrine, are erected. It is in these facilities that the Pillar Mages, those attuned with the alterd Mana of the pulses, practice their craft.
Development Upgrade: Pillar Mages becomes Pillar Priests (+10 Magic Power, +4 Religion)
>>
>>2126391
Psionic Union

The Enlightener interacts directly with the Flora in some of her creations. Her will begins to suffuse it, giving it a new life force. She has planted the seeds in several of the Mushbugs, and when they blossom they will spread to the others. It is only a matter of time.
Development Progress: (Symbiosis 6/7)

The Mushbugs scuttle off, away from their homes. To the south they encounter the Orcs, living a pastoral life along the Lakeshore. In the north they find Draugluin patrols, ranging outside their borders in search of threats. They also find the forest in the west to be full of small game that can be overcame easily with their Psionic enhancements.
You have met Victoria & the Draugluin, you may interact at will.


>>2126444
Draugluin

Skahadys grasp of the runic language is tenuous but her raw power cannot be challenged. After studying with skalds for the duration of the Summer season she once again climbs to the top of Trolls peak, the highest mountain in the range, and challenges the storm. She channels it through her own body, this time containing and harnesing it. When she releases it the path of the lightning leaves a scar on the mountainside which Skalds later realise dscribes new runes containing the power of Thunder and Wind. She takes her place as King Dellingrs personal sorcerer, now able to shackle the storm that follows her to her will and keep it from damaging the peoples homes and property.
Development Upgrade: Magical Runes (+8 Magic Power), New Hero: Storm Witch Skahady (+8 Storm Magic)

Vingolf Prot and the ships that inhabit it are finsihed at last! It prves a great boon once Nijord takes up the posistion of steward, seeing to domestic duties while King Dellingr galavants around slaying Trolls and taming Storm-Crows. Perhaps with the new boats a healthy trade relationship can be set up with the not-trolls that call themselves Victorians?
Development Complete: Vingolf Port (+7 Economy, +5 Expansion), New Hero: Steward Nijord (+8 Economy)

King Dellingr takes some of his most worthy warriors high into the mountains around Troll peak, where the Storm-Crows nest. The adults are far to wary and powerful to be interacted with meaningfully, but the kingsmen find the chicks quite amenable. It is declared that anyone who can kidnap a young Storm-Crow from its nest has the right to raise it as their own mount. Cue many foolish warriors ascending Troll peak, many injuring or even killing themselves in the attempt. That said the number of successes far outweighs the number of failures, and a generation of Storm-Crows will grow into fine mounts for the Draugluin.
New Development: (Taming Storm-Crows 5/10)
>>
>>2126891
Jotunheim

The two brothers set about traveling the land and finding the may solitary Giants who are not joined under King Thrymrs rule. Meanwhile the others set about gathering and chiseling the enormous stone blocks that will make up the great palace of Utgard.
New Development: (Utgard 3/7)

The Frost Mages shapes stone into kilns, in which to contain the Frostfire, and summon the cold flames from deep within themselves. They begin feeding it with wood gathered from the local forest. Soon the new forges will be ready to begin foging metal.
New Development: (Frostfire Forges 4/5)


>>2127747
Zatrua

Theocracy builder magi co-operate with Zatruan workers to design a town that incorperates both of their unique styles. The result is an interesting looking architectural style based primarily around lighting from the Sun & Moon, something both Luxometrists and Zatruan priests collaborate on. The town is quite beautiful, and many who wish to experience the pillar first hand flock to it. Zatruan Tribal Shamans find their services in demand, making focusing fetishes for Theocracy mages. Many Zatruans emigrate ti the growing town permanently, eager to make use of the new space.
New Development: Pillar Village (+4 Economy, +2 Magic Power), Population: Growing

The New temple is the heart of the village. Two rings of stone stone pillars support a flat roof with open sides; around which a number of buildings, part research facility part shrine, are erected. It is in these facilities that the Pillar Mages, those attuned with the altered Mana of the pulses, practice their craft.
Development Upgrade: Pillar Mages becomes Pillar Priests (+10 Magic Power, +4 Religion)
>>
File: Quest Map.jpg (2.73 MB, 3105x2400)
2.73 MB
2.73 MB JPG
Begin Turn 12
Winter, Year 3

The intensity of the Mana pulses from the Pillars raises dramatically during this season, threatening to overwhelm those who are sensitive to it with sensory overload.
>>
Rolled 7, 79 = 86 (2d100)

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

--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)
Savage Sanctuaries (+3 Military, +3 Culture)
Lakeside Settlement (+3 Economy, +3 Metalcraft, +3 Industry)

1. Grand Roadway +36 4/7
Lakeside Settlement (+3 Economy, +3 Metalcraft, +3 Industry)
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
Trained Warriors (+7 Exploration, +7 Military)
Savage Sanctuaries (+3 Military, +3 Culture)

The roadway is laid quickly over the course of the year. The waystations come next, constructed, staffed, and guarded by soldiers they provide security and an ironclad claim to the largely wild and untamed territory between the two cities.

2. Tame the Drakes +27 5/10
Trained Warriors (+7 Exploration, +7 Military)
Messengers Guild (+2 Economy, +2 Industry)
Lakeside Settlement (+3 Economy, +3 Metalcraft, +3 Industry)

The Drakes take well to the lake and their rapid breeding means there is quickly a large population to work with on training and breeding the ones with the best traits for work and combat.
>>
Rolled 26, 34 = 60 (2d100)

>>2129323
Ore Eaters
Digging Adaptions (+5 Excavation)
Stoney Carapace (+3 Military)

---
Population: Growing
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin
Iron ore
Topaz

--Developments--
Worker Drones (+6 Construction)
Digger Drones (+7 Excavation, +3 Construction)
Scout Drones (+5 Exploration)
Tunnel Network (+5 Expansion)
Fungus Farms (+3 Adaptation)
Warrior Drones (+9 Military)
Pillar Drone (+4 Adaptation, +3 Military)
Mana Drones (+6 Magic Control, +4 Earth Magic)

1. That is interesting. We should try mixing more ores and gems together and see if we get different drones. Let's start with Copper and Tin together.
+7 Adaptation
2. As well start digging tunnels to excavate the ore similar to gold. +31
+12 Excavation
+9 Construction
+4 Earth Magic
+6 Magic Control
>>
File: 4934917516_c64b5b8c20.jpg (112 KB, 500x375)
112 KB
112 KB JPG
Rolled 95, 22 = 117 (2d100)

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

---
Population: Growing
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, +4 Research, + 4 Espionage)
Angelic Forms (+7 Diplomacy)

United Form 5/10

1. It is with no small amount of excitement and interpidation that at long last, the Crystallis finally venture forth to study one of these mysterious pillars. From the safety of the spire, avoiding any potential dangers or threats, they peer past space and time, narrowing in on the pillar that seemed to have its own connection to the Aether. Viewing it with crystal clarity, as though it were only a few feet away, they peel back the moments of time observing what it is doing now, what it has been in the past, and perhaps, what it will be doing in the future. Intent on discovering every fact about it, from the very beginning, witnessing its mysterious creator at work and understanding the pillar in its full entirety.

Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Spheroid Form (+2 Magic Power, +2 Adaption)
All Seeing Eye (+6 Exploration, +4 Research, + 4 Espionage)
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)


2. Work resumes on the larger organic forms, a cohesive union of many crystals into one larger being, with a Senior Sphere at its core.

With the upgrades to the all seeing eye, the Crystallis now could focus much more closely on life. Not merely the average sized lifeforms like animals and man, but the microscopic beings that inhabited the world.

There was an inherent familiarity. The organisms were simple, often geometric shapes, and had compartmentalized organs within from power generating and organizing nuclei to the cell wall composed of phospholipids and the defensive feelers.

The design was perfect as a model to organize themselves in such a manner. The Senior Sphere acting as the nucleus, surrounded by a layer of interwoven Hexagonal crystal plates and studded with Octahderons to deliver offensive capability.

Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)
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, +4 Research, + 4 Espionage)
Angelic Forms (+7 Diplomacy)
>>
Rolled 93, 29 = 122 (2d100)

>>2129323

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 (+5 Military, +5 Hunting)
Towerell Villages (+5 Culture, +3 Industry)
Great Belltower (+5 Religion, +5 Culture)
Traveling Supplies (+5 Exploration)
Magma Stone Forge (+8 Metalcraft, +1 Progress on any Forge based projects)

1. Zenith remembers the scouts telling of something when they visited their cousins in the South, glass. He thinks it could be a very useful substance and sends his scouts back to act as diplomats, asking their relatives if they could teach the Towerell the methods they use to make it. Since they have the same forges, it should hopefully be a quick study. The group also brings trinkets made from materials of the Savanha that their cousins may not have to give as gifts, and generally hope to continue fostering the friendly relations that they've enjoyed so far.
+10 Culture
+1 Progress on any Forge based projects

2. The news from the scouts from the North is troubling. Their spears were mighty, but against ranged weaponry, they are all but useless. If the time came that the Towerell were attacked, it could spell their doom. Zenith goes to the smiths and asks them to begin working on a countermeasure. Armor and shields of bronze, to protect the bodies of their warriors.
+8 Metalcraft, +1 Progress on any Forge based projects
>>
>>2129541
United Form 5/10
>>
File: 6-1509771415241.jpg (152 KB, 1080x732)
152 KB
152 KB JPG
Rolled 79, 11 = 90 (2d100)

Jotunheim
Warriors born (+5 Military)
Frost Veins (+3 Magical Power)
--
Population: Average
Stability: Neutral
--Resources--
Stone
Wood
Copper
Tin
--Developments--
Frost Mages (+4 Frost Magic, +2 Magical Power)
Giant Workers (+5 Industry)
Stone Quarry (+5 Construction)
#1 the gathering of the giants was an awesome sight. titanic beings who made the mountains like mounds. they carved savagely into the rock, making the ground shake and the air thunder, cutting it up with tools of whole logs woven together, tipped with tonnes of copper or sharpened stone and ice. they worked together to lift blocks the size of many houses of man, to lay as bricks for their great fortress that would give the giants a name
Giant Workers (+5 Industry)
Stone Quarry (+5 Construction)
>New Development: (Utgard 3/7)
#2 King Thrymr spoke the final spell, and breathed life into the frost fire with his own breath. its flame was from him, and it would become a tradition to never let the frostfire forge burn out. they fed it logs, building it slowly. the very air grew frigid, making tiny cracks in the nearby stone, and turning any moisture in the air to flakes of ice.
Frost Veins (+3 Magical Power)
Frost Mages (+4 Frost Magic, +2 Magical Power)
>New Development: (Frostfire Forges 4/5)
>>
Rolled 3, 26 = 29 (2d100)

>>2129323
--TURN 12--
Zatrua
Human labour (+4 Construction)
Elven nobility (+4 Culture)
---
Population: Growing
Stability: Happy

--Resources--
Wood
Stone
Copper
Tin
Bronze

--Developments--
Temple of Sulis (+5 Religion)
Standing Army (+5 Military) 4/5 Upgrade
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)
Moon Lilly Farms (+2 Herbology, +2 Culture)
Pillar Priests (+10 Magic Power, +4 Religion)
Pillar Village (+4 Economy, +2 Magic Power)

--Cumulative Bonuses--
Magic Power +17
Military +11
Economy +10
Religion +9
Culture +6
Metalcraft +4
Construction +4
Herbology +2
--Actions--
1) The Pillar priests of the Theocracy and Zatrua join in ritual chanting together at noon, when the light is strongest. Pooling their magical energies and the energy of the light together to reduce the stress to the senses of the mages. Strengthened in the connection to the mana by consuming moon lilies beforehand they manipulate the magical energies being emmited by the pillar to be contained by the confines of the temple. Hopefully this will stop the message getting out of the crater and the constant headaches. +26; +17 Magic power, +9 Religion,
2) With the village and temple finished the King continues his efforts to improve the army. Should the ritual fail an invasion seems imminent and needs preperation. +4 Metalcraf, +6 Culture, +11 Military.
>>
Rolled 50, 1 = 51 (2d100)

Psionic Union
Gestalt Consciousness (+5 Psionics)
God-Mind (+3 Religion)
---
Population: Growing
Stability: Content

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Enlighteners Guard (+5 Military)
Uplifted Rituals II (+6 Culture +3 Gathering)
Compost Farms (+4 Gathering)
Psionic Enhancements (+2 Psionics, may use 1/2 of your +Psionics as +Hunting)
Symbiosis 6/7

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

1)The Enlightener "Breathes" deeply and initiates the last push towards the symbiosis towards the awakening of the fungus as an entity.
+Enlightener
+enhanced psionics
+Gestalt consciousness
2) Let us observe the patrols and the camp? Perhaps see what the musbugs can learn?
>>
>>2129323
Civ Name: The Commune, or Lemur Commune
Race Name: Lemurs
Starting Developments: Fruit Orchards, River Boats
Fluff: Rising from a host of previously unorganized tribes, The Commune was founded on the principle of equality for all Lemurs. The Highest Lemur and his council make most major decisions for the people, and all resources are considered state owned. They are fleeting creatures, but are curious, breed rapidly, and have a natural inclination to expand their territory. Hard work for the group is valued above all else.
>>
File: EriksonVikingShip.jpg (103 KB, 400x300)
103 KB
103 KB JPG
Rolled 90, 27 = 117 (2d100)

>>2129323

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

-- Hero Units --
King Dellingr (+10 combat total)
Storm Witch Skahady (+8 Storm Magic)
Steward Nijord (+8 Economy)

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

--Projects--
Taming Storm-Crows 5/10

--Developments--
Magical Runes (+8 Magic Power)
Wolf Warriors (+8 Military)
Central Forge (+4 Metalcraft)
Rune Weapons (+5 Millitary, +3 Magic Power)
Vingolf Port (+7 Economy, +5 Expansion)
+5 Economy
+3 expansion

>Action 1
The world is a very big place and full of opportunities. Our fleet will clear all the lands touched by the four winds, and create harbors in the most distant regions of the globe. We will meet all cultures and civilizations in our path, and we will create a powerful trade network connected to werewolf ships.

Nijord, the Large, is in charge of heading the first of the ships, "The White Wolf" by the cove. He is confident in the long boats of his people, they are graceful, long, narrow, light, wooden boats with a shallow draft hull designed for speed. In their prow, a wolf-shaped statue, full of mystical runes for protection against evil spirits.

Skahady was reluctantly persuaded to travel with him, although she and Nijord do not fare so well, both can not help but appreciate each other's talents. Skahady uses his powerful magic to blow wind in the sails of ships, as well as to ensure a safe crossing in the midst of storms.

+3 Culture +2 Exploration +8 Storm Magic +8 Economy +11 Magic Power +4 Metalcraf +12 Economy, +8 Expansion = + 56

>Action 2
King Delinguir will remain to tame the crows himself. He is confident that he could have great success with the help of Big Bad Wolf Krait in charge of dealing with the creatures. Big Bad Wolf Krait is a one-eyed Drauling who fought side by side with the king on crossing the mountains and conquering the north. Big Bad Wolf Krait puts fear in the heart of his countrymen, especially for his ferocity in battle, he even climbed the captured numberless crows of the storm. He is famous for his aggressive and savage temperament, though he has been shown to be extremely friendly to the ravens of the storm, treating them as his little children.

As soon as the crows are trained, Dellingr said he will join Skahady and Nijord in their explorations, mounted on their own Storm-Crow.

+12 economy +8 expansion +8 magical runes + King Dellingr (+10) + 8 military = +44
>>
>>2129535
Ore Eaters

The combination of metals needs to be finely mixed. Initial experiments yield either a digger or a scout, obviously too much of one or the other. Eventually a combination is hit on that rewards. Through the pupae large, shiny armour plates can be observed. Whatever these Drones are growing into, it's massive.
New Development: (Bronze Drones 2/10)

Starting from the deppest mining tunnel the Digger Drones dig furiously, seeking the pocket of magically active ore at the centre of the earth. Even working at it forr a season, they are only barely half way down.
New Development: (Deep Ore 4/7)


>>2129542
Overlookers

The Brann are happy to see their lowland cousins return to their home, and are more than willing to share their glassmaking techique. Several Towerell crafters learn the way of heating sand or ground stone until it melts and then blowing it into shape. They take what they now know back to their brothers and sisters and convert some of the area around the forge into a glass workshop.
New Development: Glass Makers (+4 Industry)

The more militarily inclined among the towerell are fitted for armour cast from Bronze and Elephant hide. Several smiths also begin work on large shields to protect the warriors with.
Development Upgrade Progress: Great Spears becomes Arms and Armour (3/5)


>>2130683
Zatrua

Placeholder until Theocracy post.

The new, Bronze weapons are made ready for the army, in preparation for the coming of the creatures forseen by the Pillar Priests. They set to training, finding their effectiveness vastly increased.
Development Upgrade Complete: Standing Army (+9 Military)

>>2130683
Zatrua

Placeholder until Theocracy post.

The new, Bronze weapons are made ready for the army, in preparation for the coming of the creatures forseen by the Pillar Priests. They set to training, finding their effectiveness vastly increased.
Development Upgrade Complete: Standing Army (+9 Military)
>>
>>2129429
Victoria

Cobblestones are laid, waystations are manned and patrols are started. Travellers find themselves feeling safer, now that the beasts of the wilds have been chased from the valley and trade flows freely between the two settlements.
Development Complete: Grand Roadway (+5 Economy), Territory expanded; See map.

The Drakes do indeed breed rapidly, laying entire clutches of spawn in the shallow pools that they dig ou near the lake. In their young form, before they grow their hard hides, they are particullarly friendy and easy to train. The largest and strongest are taken to be beasts of War, while the more docile are trained to be labourers.
Development Complete: Taming the Drakes becomes Trained Drakes (+5 Military, +3 Construction, +3 Industry)
>>2129541
Crystallis

Viewing the Pillar through the lens of the All Seeing Eye they see the thing for what it was, is and will be. They feel the touch of Mana that created it, many years ago. They track it through the decades it spent, slowly growing up from beneath the layer that was disturbed by the impact of the meteor. Their forms shake as they live through the quakes caused by its breaking through the crust and peeling back the plates of the continent.
More than that their minds flood with anger, hate for the creatures that live above the ground. They see flashes of the half-formed monsters beyond it's borders and know that they will respond to it's call, making the crater empty for its rightful owners. The Senior Spheres are concerned, because whatever created the pillar somehow slips around the All Seeing Eye. They catch slivers of scaled hide and cold, calculating intelligence, but like water off of cystal their aetherial vision slides off.
They gain insight into the way that the Pillar channels it's creators Mana however; seeing a nexus of crystal growths, similar to their own but fundamentaly different, that shapes and changes it into the keening summons that apeals to the creatures beyond the walls.

Emulating the shapes of microbial life brings success. The true breakthrough comes when the Senior Spheres think to use transmuted wood, with all of its existing channels for liquids and nutrients, to transport Mana between the "components" as without the need to actively guide its passage.
Development Progress: (United Form 8/10)


>>2129680
Jotunheim

The great fortress of Utgard is erected swiftly. The massive frames of the Giants transport and work the stone and wood needed to build it easily. It towers over the forest to the south and is visible from miles around. It is a place of safety, and more importantly of community, for the Jotun.
Development Complete: Utgard Fortress (+8 Defense), Stability: Content

Cont.
>>
The final frostflame is light in the last forge. It is decreed that it never go out, as long as a single Jotun occupies the fortress of Utgard. Smiths can now begin to work metal into the collosal arms and armour that the Jotun need.
Development Complete: Frostfire Forge (+4 Metalcraft)


>>2134100
Psionic Union

As the enlightener breathes the last breath of light into the plants they spread themselves throughout the bodies of the Mushbugs. Their mass binds the Mushbugs bindsodies tightly and strengthens their forms. With their newly enhanced forms they can find themselves stronger and more resilient.
Development Complete: Sybiosis (+3 Construction, +3 Industry)

The Enlightener feels many of her children die. She knows not what caused it, it happens to suddenly. In the days that follow some among the mushbugs blame the Wolfmen and their boats, some blame the beasts of the Forest and yet others suggest other, wilder theories. paranoia is rife amongst the Mushbugs, fearing for their very lives.
Stability: Unsettled


>>2134478
Draugluin

Skahady & Nijord set sail along the river, and across the sea. They come first to the island that was once the great meteor, bringer of Mana. There they find a strange species of insect. larger that that of the insects of their homeland and showing a strage sense of purpose, the pair suspects ther is more there than meets the eye.
New Development: (Great Expedition 7/20), You have met the Ore Eaters

The Storm-Crows prove to be proud beasts, even when raised young, and accept only the best as companions. Those that do form a bond with one find themselves to have the firmest of friends however. It will be some time yet before the birds are large enough tho ride though.
Development Progress: (taming Storm-Crows 8/10)
>>
>>2134371
The Commune
hard Workers (+5 Industry)
Arboreal living (+3 Gathering)
---
Population: Average
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Fruit Orchards (+5 Agriculture)
River Boats (+3 Exploration, +2 Expansion)
Council of Equals (+5 Culture)
>>
Begin Turn 13
Spring, Year 4

With Spring comes New Life, populations grow.
(Average>Growing>Crowded>Thronging>Cramped)

This Spring is particularly harsh. It seems the veil of Winter does not peel away properly, and much of the snow stays on the ground in the north, while the rains press on hard in the south.
>>
File: Quest Map.jpg (2.74 MB, 3105x2400)
2.74 MB
2.74 MB JPG
>>2134581
LOL Map
>>
Rolled 31, 32 = 63 (2d100)

>>2134581
Ore Eaters
Digging Adaptions (+5 Excavation)
Stoney Carapace (+3 Military)

---
Population: Crowded
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin
Iron ore
Topaz

--Developments--
Worker Drones (+6 Construction)
Digger Drones (+7 Excavation, +3 Construction)
Scout Drones (+5 Exploration)
Tunnel Network (+5 Expansion)
Fungus Farms (+3 Adaptation)
Warrior Drones (+9 Military)
Pillar Drone (+4 Adaptation, +3 Military)
Mana Drones (+6 Magic Control, +4 Earth Magic)
Bronze Drones (2/10)
Deep Ore (4/7)

1. Hm. It is probably a new type of military drone. Continue to allow it to pupate. 2/10 +12
+7 Adaption
+5 Pop
2. The riches detected must be buried deep within the rocks. Keep digging ever downward. 4/7 +36
+12 Excavation
+9 Construction
+4 Earth Magic
+6 Magic Control
+5 Pop
>>
File: Crystal_Tower.jpg (513 KB, 1480x888)
513 KB
513 KB JPG
Rolled 46, 76 = 122 (2d100)

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

---
Population: Growing
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, +4 Research, + 4 Espionage)
Angelic Forms (+7 Diplomacy)

1. This discovery was both, a triumph of the All Seeing Eye to the Crystallis, and a stark warning. There were creatures, intelligent, and hostile, who were either able to evade their magic or perhaps even superior. Even worse, that they were not the only beings from an Aetherial realm.

These pillars were growing to be a threat to the creatures of this realm, and a threat to their own existence within it. Perhaps, even one day, a threat to the very Aether itself should this material realm fall.

Feeling a duty to protect both their connection to the material world, and the creatures within it from such hostile hatred, the Crystallis begin working on a plan.

The first thing they needed was more Mana. A lot more, drawn in from the Aether. Seeing the exact nature of the Pillar was inspiring. If such an antennae growth could harkean this hostile mana. . .perhaps they too could do the same to true mana?

The Crystallis begin work on transmuting their own Crystal Spire capital, into a great pillar from which Mana from the Aether might be drawn. And give them much more magical power. Octahedrons begin harvesting minerals and Senior Spheres organize the growth patterns immediately.

Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Octahedral Form (+4 Excavation)
Spheroid Form (+2 Magic Power, +2 Adaption)
All Seeing Eye (+6 Exploration, +4 Research, + 4 Espionage)


2. The completion of the first prototypes of the great and mighty multi-organ forms would bring some sense of comfort to the Crystallis.

These huge individual creatures made of multiple crystals were perfectly coordinated by a single Senior Sphere. Stronger than any single crystal, they could perform the very same tasks as the whole of Crystallis were capable of in a much more potent form. Be it to explore, drill for minerals, or provide defense as a single, giant cohesive unit.

United Form 8/10

Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)
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, +4 Research, + 4 Espionage)
Angelic Forms (+7 Diplomacy)
>>
>>2134671
Population is
>Crowded
>>
Rolled 60, 85 = 145 (2d100)

>>2134581

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

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

--Hero--
Zenith (+6 Construction)

--Developments--
Lumber Camp (+5 Construction)
Great Spears (+5 Military, +5 Hunting)
Towerell Villages (+5 Culture, +3 Industry)
Great Belltower (+5 Religion, +5 Culture)
Traveling Supplies (+5 Exploration)
Magma Stone Forge (+8 Metalcraft, +1 Progress on any Forge based projects)
Glass Makers (+4 Industry)
(Arms and Armour 3/5)

1. The smiths continue their work on the armor and shields, ensuring the Towerell warriors will be well equipped to handle any future confrontation.
+8 Metalcraft, +1 Progress on any Forge based projects
+3 Industry
+5 Crowded

2. The time has come to finally track down and investigate the giant reptiles that make their homes near Westreach. Perhaps they have the potential to be great allies to the Towerell in time.
+5 Hunting
+5 Crowded
>>
Rolled 89, 12 = 101 (2d100)

>>2125623
>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)
>Earth Mages (+4 Earth magic, +4 Magic Power)
>Hallowed Builders University (+6 Construction, +3 Culture)
Crossbowmen (+6 Ranged Combat)

>>--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.)
>Geomancer Village (+6 Earth magic, +6 Magic Power, +4 Culture)

1.2. Continue expanding east to the pillar. Circle around the wood elves we can deal with them later.
+4+3 culture
+3 Economy, +3 Industry
+6 Ranged Combat
=+19(wasn't sure what bonuses applied to expansion so just copied Victoria)
>>
Rolled 72, 39 = 111 (2d100)

>>2135786
Apparently I missed a turn
1.2. More expansion to and around the pillar
>>
Rolled 5, 6 = 11 (2d100)

>>2134595

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

-- Hero Units --
King Dellingr (+10 combat total)
Storm Witch Skahady (+8 Storm Magic)
Steward Nijord (+8 Economy)

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

--Projects--
Taming Storm-Crows 5/10

--Developments--
Magical Runes (+8 Magic Power)
Wolf Warriors (+8 Military)
Central Forge (+4 Metalcraft)
Rune Weapons (+5 Millitary, +3 Magic Power)
Vingolf Port (+7 Economy, +5 Expansion)
+5 Economy
+3 expansion

>Action 1
Keep taming the crows + 56

>Action 2
Keep traveling to other locations until we reach all the globe
+44
>>
>>2136003
Also forgot to update
Population: Crowded (+5 to all dices)
Taming Storm-Crows 8/10
Great Expedition 7/20
>>
Rolled 36, 76 = 112 (2d100)

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

--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)
Savage Sanctuaries (+3 Military, +3 Culture)
Lakeside Settlement (+3 Economy, +3 Metalcraft, +3 Industry)
Grand Roadway (+5 Economy)
Trained Drakes (+5 Military, +3 Construction, +3 Industry)

1. Hunt for Orichalcum +40
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Grand Roadway (+5 Economy)
Lakeside Settlement (+3 Economy, +3 Metalcraft, +3 Industry)
Trained Warriors (+7 Exploration, +7 Military)
Crowded +5

The city of Aleria is surrounded by dozens of smaller villages and communities that provide the economy of the city. Everything from Drake breeding along the river, to fishing in the lakes, to farming to wood cutting and the production of finished goods takes place in or around the city and it's supports. One of the towns, a mining town near the mountains, has come across metal it believed was another super-rich copper vein. Instead, the green metal bent pickaxes and refused to come loose. Miners and metallurgists were perplexed by the strange metal and sent for assistance in discovering more veins, and how best to use it.

2. Guild System

The economy of Victoria is run mostly by barter but this is also somewhat different. The existence of Guilds in Victoria were one of its first developments, indeed the government structure is a collection of Master Guildsmen from every major guild in the country. With the creation of Aleria this was expanded and with it the economy expanded in kind. The Guild system then needed to evolve. Now, every craftsman upon graduating from Apprentice rank would be sent to Victoria along the Grand Roadway, where they would be tested at their respective mastery hall. Tests could take as long as a year for farmers or drake-breeders.

The goal of this wasn't just to provide some degree of central authority or standardization. It also ensured that only the best ideas and innovations made by artisans and workers across the country would be proliferated. At the end of the test the best results would be compiled and sent back with the graduates to be put into practice.

With the lingering winter there was suddenly new importance to this in order to supply the society with food. Many farmers came bearing interesting crops that they claimed had survived the winter but the Council would see to those claims.
>>
>>2136083
+43 for action 2 bonuses are below
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Lakeside Settlement (+3 Economy, +3 Metalcraft, +3 Industry)
Grand Roadway (+5 Economy)
Trained Drakes (+5 Military, +3 Construction, +3 Industry)
Crowded +5
>>
Rolled 18, 42 = 60 (2d100)

>>2129247
>>2130683
>>2134581
>>2134595
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: Crowded
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)
Pillar Mages (+10 Magic Power, +4 Religion)
Pillar Village (+4 Economy, +2 Magic Power)

--Totals--
Religion: +11
Magic Power: +31
Construction: +2
Water Magic: +7
Agriculture: +4
Light Magic: +5
Economy: +4

1. The overwhelming pulses of the Pillar are profoundly disturbing and disorienting to the people of the Theocracy who are normally so in tune with the harmonies of mana. The discordant thrums of magical energy cause widespread headaches, misery and despondency: many of the Theocracy's people falling into deep melancholy and becoming difficult to rouse from their homes.

What Mage-Priests can be mustered attempt to join the Zatruans in their ritual.

2. Some of the least affected by the pillar's energies are the Theocracy's craftsmen, who try and work on simple boats that the manipulators of water might propel themselves along the lakes and rivers of this rich land with.
>>
>>2134100
Every bug spy faced by captain Nijord is killed except for one.

He is allowed to go back to his kin, with a message.

"If you want to meet us, send a proper emissary, instead of insects to watch us in our sleep"
>>
Rolled 98, 44 = 142 (2d100)

Psionic Union
Gestalt Consciousness (+5 Psionics)
God-Mind (+3 Religion)
---
Population: Crowded
Stability: Unsettled

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Enlighteners Guard (+5 Military)
Uplifted Rituals II (+6 Culture +3 Gathering)
Compost Farms (+4 Gathering)
Psionic Enhancements (+2 Psionics, may use 1/2 of your +Psionics as +Hunting)
Symbiosis ((+3 construction +3 industry))


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

1)The mushbug's look among each other feeling for what had been lost. Feeling for what had disappeared their brethren. They had been connected to them.

Now they were gone. Now the mushbug's felt a new emotion. The emotion known as vengeance a desire for it.

The mushbug's begin to make shrines to the deceased and swear that they will be avenged.

2) The mushbug's also feel for one more thing. They want to grow they want to move more and have more land. To do something to commerate the fallen beyond the shrines.

They would expand eastward towards the pillar! They were going to claim this land in honor of the enlightener and in honour of their fallen!

Diplomacy coming up
>>2136517
>>
>>2136003

What came first was a soft chittering noise. The mushbug having been able to return successfully clearly. Then came the sounds of the ground being uplifted and a being came forth surrounded by guards of the mushbug variety.

Their eye's glowing with Psionic energy greyscale filling them. White, grey, black and they all strode forth without hesitance. The being that was among them was massive. It was human looking yet not.

It was quite simply something that looked like a mixture of a corpse and a tree. A woman with a chitinous torso with her body mainly composed of pale flesh colored roots. Greyscale psionic energy flowing out from their "eyes"

A pulse of psionic energy sounded throughout. This was their emissary and raw emotions of grief and pure rage surrounded the group and could be felt easy enough.
>>
Rolled 91, 95 = 186 (2d100)

>>2134581
>>2136271
>>
>>2136808
Before the creatures appeared, many of the Draugluins felt their scent, and ran to their flaming weapons, or took the form of wolves.

The group could do little while the creatures suddenly emerged and surrounded their camp, although they did not speak a strange sensation took over the minds of the warriors, whatever they were were filled with hatred.

Dijord, The Large, is a fat middle aged man, but even if his main talent always was with finances, he was still son of warriors and figthing monsters was on the blood of any Draugluins.

"I see you've decided to show up! "He said.

"Good! I have a message for you."

"You want to know who we are? Well enough. We went to the highest mountains, and we slayed beasts that devoured men, we crossed the tempestuous mountains of the north in the middle of winter and survived, we crossed ravines into deep valleys, and tamed the Storm-Crows, and now we are on a quest to reach the borders of the know world! We are the Draugluins, sons of Skol and the heroes of the past!"

"Be glad that for now our eyes are facing other directions, otherwise you monsters would have the same destiny of the Trolls."

At this moment, the sound of thunder was heard nearby ...
>>
>>2137086
Staring openly the musbugs were quiet all looking up in clear unison. Some were slower then others saying they were not all controlled it seemed. So they seemed to have some independence.

The big thing was the leader. It was quiet for a few moment's. Everything was and silently a flesh colored rooty arm came down from their 12ft frame extending downward and drawing a mushbug.

Then herself towering above the mushbug. A root curled around it protectively. Then it drew a draugluin.

Then a wall in between the two. A feeling of anger coming forth and then...what seemed like it was trying to give one a feeling of caution?

The drawing overall was a mushbug seemingly being protected by the large being. With a wall seperating the protector and mushbug from the Draugluin. Combined with the feelings?

Perhaps the message could be thought of simply in polite terms as leave us alone but it also could be taken to mean...perhaps well..

Fuck off.
>>
>>2137122
https://www.youtube.com/watch?v=t5ZDGTqW3uk

The origin of the thunder appears behind the woods, while clouds began to accumulate in the region and began to rain.

Skahady, the Storm Witch, Lighting Tamer, her eyes glittered white and glistening, her hair ruffled in the strong wind that seemed to come from the witch.

"Creatures of this land, hear what I say. We are just passing through, and we don't need to fight, we are a proud race and we don't catch light with spies and subterfuges. We are just passing through on our journey, and we have no eyes for their lands and their people. If you choose to fight, we will fight, but this would be the worst choice you could ever do."

"Leave"
>>
>>2137163
It was silent for a few moments. Utterly silent as the rain poured and the enlighteners roots shifted. Greyscale psionics taking it in with a tilted root face.

Shifting silently a pulse of psionic energy saying one thing. A feeling of...perhaps...a promise of more.

This would not be their last meeting it would seem according to the thing if its intentions were read correctly. Either way it moved it's roots and shephereded it's followers to follow.

Them making slight chattering noises conversing in what sounded like frustrated and perhaps mournful tones. They were heading back to home clearly.
>>
>>2137183

The comitive watches as the bugs leave.

"We are sailing tomorrow!" Nijord shouts to his companions.

"Go back to sleep, as wolfs, be alert." and he turned to Skahady "I was handling this, witch..."

"Oh, you sure was fatty" she says "Sailing tomorrow might not be the best action"

"The natives are agressive on these lands" he says "We better get good winds for tomorrow"

"I will call up the winds, but the weather have been strange on the last months, the winter didnt left us, and there might be problems that even my magic cant deal"

"Well, this is why you are here right? Find a way to deal with it" Nijord says, leaving the woman alone.

She ponders if her powers can keep the tripulations safe in the middle of a great storm in the middle of the sea, as one thing is dominating the lighting and the winds, another thing is fitghing nature in all its fury.

But she hopes that she can look into the clear skies in the following days, and see her king joining them.
>>
Rolled 95, 98 = 193 (2d100)

>>2134581
The Commune
hard Workers (+5 Industry)
Arboreal living (+3 Gathering)
---
Population: Growing
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Fruit Orchards (+5 Agriculture)
River Boats (+3 Exploration, +2 Expansion)
Council of Equals (+5 Culture)

Actions:
In the early morning, the Highest Lemur addresses the workers before the day begins.
"A fine day to you all, brothers! The rains are harsh this season, but do not let it dampen your spirits. In fact, this might be good for the orchards! But that aside, the reason for this gathering is to find volunteers!
> An expedition will be leaving shortly to follow the river East and search for valuable resources and fertile land. (+3 Exploration)
> Once they return, we will need volunteers to follow their maps and expand our borders along the river! (+2 Expansion)
So please, any able-bodied Lemurs are needed to work these new lands.
>>
Rolled 29, 96 = 125 (2d100)

Jotunheim
Warriors born (+5 Military)
Frost Veins (+3 Magical Power)
--
Population: growing
Stability: Content
--Resources--
Stone
Wood
Copper
Tin
--Developments--
Giant Workers (+5 Industry)
Stone Quarry (+5 Construction)
Frostfire Forge (+4 Metalcraft)
#1 bronze was a weak metal, King Thrymyr would not have it for anything more than decoration. steel and ice would be the weapons of the giant. the king orders his sons to scour the land for iron ore. he himself will consult the vast snow and winds, listening for whispers in the howling gale where such might be found in the frozen north.
Frost Veins (+3 Magical Power)
Frost Mages (+4 Frost Magic, +2 Magical Power)
#2 King Thrymyr orders a fighting pit to be dug in Utgard. giants often brawled among each other, but to do so and damage the city or farms was bothersome. they would have a place where combat could take place.
Stone Quarry (+5 Construction)
Warriors born (+5 Military)
>>
>>2134671
Crystallis

The work is set about. Minerals are mined and seed beds are layed. New veins begin to grow throughout the spire. Mana will soon be channeled from the surrounding area and taken by conduits to the furthest reach of the Crystals home.
Development Upgrade Progress: Mana Gathering (4/10)

Uniting the various forms of Crystallis is finally truely possible. By combining in different configurations any aspect of a Crystals form can be enhanced. This means that almost every aspect of life in the Crystallis spire is improved by the development of Unity.
Development Complete: United Form; Improve all bonuses provided by "Form" developments by +1


>>2136003
Draugluin

The young Storm-Crows have finally grown large enough to be ridden. Those who have earned their trust find themselves born aloft on the strong wings of their new allies. For simple travel, or for battle, the birds will prove a great advantage. Mounted Draugluin soon join the great expedition.
Development Complete: Storm Crows (+4 Exploration, Roll an extra D100 in combat. Add 1/4 it's total to your combat bonus.)

The ship continues its quest, sailing east where they find a nation that calls themselves Zatruans, a mix of humans and elves. They also hear tell of a group further east, but will have to cross the land or sail the inlet to reach them.
Development Progress: (Great Expedition 11/20), You have met Zatrua

>>2134659
Ore Eaters

The Bronze Drone continues to grow. It seems that the larvae that consumed the mix of metals have formed a single large pupa. The mutant pillar drones all cluster close around the massive Chrysallis, singing their discordant song to it. More space will be needed if it grows much larger.
Development Progress: (Bronze Drone 5/10)

The Diggers break through, entering a hollow chamber. Embeded in its wall they find an ore like nothing they have never seen. Most of it is silver in colour, similar to Tin, but it is marbled with vibrant blue streaks. The Queen realises that it is the bounty of the meteor and names it thusly.
Development Complete: Deep Ore, New Resource: Meteoric Silver
>>
>>2135170
Overlookers

The Towerell smiths complete their fittings and forge the armour. Crafters stitch the underlayer of hides and the shields are hammered into shape. The newly equipped Towerell stand as a gleaming phalanx in the sun. What threat can defeat them now?
Development Complete: Arms and Armour (+10 Military, +5) [replaces Great Spears]

Towerell spend time around the Great Lizards, familiarising them with their presence. The amount of food the beasts consume is truely prodigious and they spend most of their lives grazing from the trees. It seems they are herbiverous and docile, but can provide a tremendous strike with their tails and necks or simply trample an attacker (even one as large as a Towerell). The boon their raw strength alone could provide is massive.
New Development: (Taming Brontosaurs 5/10)


>>2136083
Victoria

Scouts can find the Orichalcum easily enough, it is somewhat common in the spine that forms the northern part of the valley once they know what to look for, but the new ore is super dense, and the problem seems to be extracting it from the ground. Victorian thinkers are puzzled by how exactly to extract it, short of digging out the less dense stone around it and removing it a single piece. Victorian forges will need to be retrofitted to accept the massiv veins of ore as a consequence.
New Development: (Orichalcum 4/15)

The first batches of tests prove far too hard or much too easy. A problem surmounted by adjusting them, but one that takes time. The later sets are of adequate difficulty and are installed by the Guilds. The next matter is testing and certifying every existing tradesman, a task that not even the Victorian beurocracy can handle efficiently.
New Development: (Guild trials 5/10)


>>2136271
Theocracy of Mana

The rituals with Zatrua go as well as can be hoped. The Pillar Priests of both nations channel the corrupt Mana to fuel their own strange magics, preventing it from leaking out to the wider populations. Both nations Pillar Priests grow in power, while their behaviours become stranger and more erratic.
Development Upgrade: Pillar Priests (+13 Magic Power, +5 Religion) [Shared with Zatrua]

The crafters, far removed from the effects of the pillar, swiftly develop small, simple skiffs that can carry a few men. With the power of the Hydrosophists, or just muscle power if one isn't available, they can pick up surprising speeds. They are useful for moving people or goods which cannot simpley be floated along the waterways and take expend far less energy to travel large distances.
New Development: Mage Boats (+4 Economy, +4 Exploration)
>>
>>2138023
Overlookers Arms and Armour is (+10 Military, +5 Hunting)

>>2136780
Psionic Union

The Mushbugs build a small cairn for each of their dead companions. They swear that they will never allow such death to befall them again. They turn their minds to fighting, and their Psionic powers answer.
Development Upgrade: Psionic Enhancements (+3 Psionics, may use 1/2 of your +Psionics as +Hunting or +Military once per turn)

The Mushbugs also expand their burrows and claim more land. Their territory quickly spreads, almost encircling the bay in which the pillar sits.
Territory expansion, see map.


>>2137299
The Commune

The expidition travels east to where the river bends north and follows it further. They come upon the coast. The jungle in the east is dense and rich with food for the taking. it seems that much of it is occupied by the Communes dumber, baser cousins. The brutish Great Apes. They are intelligent, just about, and capeable of making and using tools.
The more open land on the western bank proves fantastic to grow new fruit trees, and many Lemurs start making their homes among the sparse foliage.
New Development: Lemur Villages (+3 Agriculture, +3 Gathering), Territory Expansion; see map.


>>2137301
Jotunheim

The Jotun seek for Iron, eagre for Steel. The hear the howling gale and it leads them to a cave system that takes them deep beneath the earth. There they find stone rich with the Hematite rock. Efforts to extract it are underway.
New Development: (Iron Mining 2/7)

Giants love a good brawl. What better place to do it than a fighting pit? It is simple and established easily. Many Jotun attend, betting small tokens and rations of mead or food. With time the pits can be expanded and formalised, becoming a good place to train for war.
New Development: Fighting Pits (+2 Economy, +2 Military)
>>
File: Quest Map.jpg (2.75 MB, 3105x2400)
2.75 MB
2.75 MB JPG
Begin Turn 14
Summer, Year 4

Those who have missed turns always have make up turns.

The Summer is a mild one, and plants do not ripen properly. Supplies will be sparse this year.
>>
Rolled 72, 41 = 113 (2d100)

>>2138054
Ore Eaters
Digging Adaptions (+5 Excavation)
Stoney Carapace (+3 Military)

---
Population: Crowded
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin
Iron ore
Topaz
Meteoric Silver

--Developments--
Worker Drones (+6 Construction)
Digger Drones (+7 Excavation, +3 Construction)
Scout Drones (+5 Exploration)
Tunnel Network (+5 Expansion)
Fungus Farms (+3 Adaptation)
Warrior Drones (+9 Military)
Pillar Drone (+4 Adaptation, +3 Military)
Mana Drones (+6 Magic Control, +4 Earth Magic)
Bronze Drone (5/10)
Deep Ore

1. Interesting, and somewhat disturbing. Keep allowing the Bronze Drone to grow. +12
+7 Adaption
+5 Pop
2. There was the other cluster of crystals close to the western hive. Start digging to begin collection of these crystals. +36
+12 Excavation
+9 Construction
+4 Earth Magic
+6 Magic Control
+5 Pop
>>
Rolled 60, 92 = 152 (2d100)

Psionic Union
Gestalt Consciousness (+5 Psionics)
God-Mind (+3 Religion)
---
Population: Crowded
Stability: Unsettled

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Enlighteners Guard (+5 Military)
Uplifted Rituals II (+6 Culture +3 Gathering)
Compost Farms (+4 Gathering)
Psionic Enhancements (+3 Psionics, may use 1/2 of your +Psionics as +Hunting or + Military)
Symbiosis ((+3 construction +3 industry))


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

1) The Mushbug's feel a desire. A desire to keep grabbing to keep grabbing more area. Moreland! More and more!

Knowing about the victorian's from their link? Knowing that some of their brethren died their while spying?

They have little empathy for them. In their mind's they had murdered their brethren. They would happily take both unoccupied land to the south and whatever land they could take without someone trying to stop them from the civillain population.

They did not particularly care if some of the Victorian's had to be relocated and in fact...
+Enlighter's Guard
+Psionic enhancements
+Gestalt Consciousness

2) As for the Enlightener? She was a bit busy you see heading over to the pillar. Quietly observing it and then?

Pushing to reach for it with a tendril of power. Cautiously...what wonders it could perhaps do f used by them?

The mushbugs are eager to see.
+Enlightener
>>
Rolled 9, 96 = 105 (2d100)

>>2138054

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

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

--Hero--
Zenith (+6 Construction)

--Developments--
Lumber Camp (+5 Construction)
Arms and Armour (+10 Military, +5 Hunting)
Towerell Villages (+5 Culture, +3 Industry)
Great Belltower (+5 Religion, +5 Culture)
Traveling Supplies (+5 Exploration)
Magma Stone Forge (+8 Metalcraft, +1 Progress on any Forge based projects)
Glass Makers (+4 Industry)
(Taming Brontosaurs 5/10)

1. The Brontosaurs could prove to be the mightiest of steeds, if they can be tamed. We'll move to trying to make them comfortable with being mounted.
+5 Crowded

2. The brontosaurs if tamed will need a dependable source of food. Zenith also had recently thought that the Towerell diet had been lacking in greens as well. He whips up plans for a huge farming complex, aided by irrigation drawn from the river. Another one is made for Westreach, but their distance from the river means it will be quite a bit smaller. Regardless, once these measures are taken, feeding both his own people and their future companions should be much easier.
+14 Construction
+5 Crowded
>>
Rolled 39 (1d100)

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

---
Population: Growing
Stability: Happy

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

--Developments--
>Unified Form* - +1 to all "Form" based bonuses
Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Octahedral Form (+5* Excavation)
Spheroid Form (+3* Magic Power, +3* Adaption)
Hexagonal Form (+3* Military, +4* Defence)
All Seeing Eye (+6 Exploration, +4 Research, + 4 Espionage)
Angelic Forms (+8* Diplomacy)

Development Upgrade Progress: Mana Gathering (4/10)

1. The Crystallis were learning new things all the time. Take for example, Mana.

Mana, or Aether as another name, are words mortals used for the energy that is perceived as the source of magic. The Crystallis minds originate in, or rather exist as, conscious beings of this energy. They lived in a boundless realm entirely composed of it, as conscious Mana lifeforms, now operating through solid crystals in the material plane.

Initially, it was believed that the Pillar and any structure based of it would act as something like an antennae or foci, to draw power from the Aether itself. Yet, it proved far more efficient and effective to channel ambient mana from the surrounding regional area rather than drawing it in directly from the Aether.

Theories were raised as to how this was. Some minds suspected a mineral in the meteor that crashed and dispersed into everywhere to be drawing the mana from the aether very strongly, others pondered if Mana was channeled through all matter in nature, but was amplified by the presence of life and intelligence (as life itself was partly energy based), still yet more simply theorized that physics dictated that aquiring mana from surrounding regions was less energy intensive than trying to penetrate from the material plane to the aether.

Nevertheless it was clear that mana was being channeled from the surrounding area, rather than being drawn in from the Aether directly by the spire as they transformed it to be more like the Pillar. In time this might convince the Crystallis on the need to expand some territory.

The Crystallis continue to transform their spire to draw in mana, hoping to mimic the Pillar's ability to do so.

Development Upgrade Progress: Mana Gathering (4/10)

Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Octahedral Form (+5* Excavation)
Spheroid Form (+3* Magic Power, +3* Adaption)
All Seeing Eye (+6 Exploration, +4 Research, + 4 Espionage)
>>
Rolled 57 (1d100)

>>2138214
2. While mining for minerals to transmute into crystal, a certain Octahedron was noted as being vastly superior in his ability to bore into earth, and for doing so at astonishing ranges.

Typically, Octahedrons had simply been using Mana to conjure intense, directed heat spells focused by prismatic lense of the Octahedron shape to melt rock and earth. This took time to slowly evaporate the plasma and motlen matter that often got in the way.

His method seemed to. . .vaporize matter into energy. Spectacularly so, and less energy intensive.

When questioned by the crystal collective, it responded by stating its methods.

Rather than making concentrated blasts of heat, he predicted that the Aether and Material Plane coexisted at the same place and the same time. By sending pulses of waves, vibrations, through the Aether at correct frequency, matter would be subjected to it.

Because this "Aether Oscilation" effect passed through the Aether, it was not subject to entropic or diminishing effect as does energy moving through the material realm. Furthermore, the vibration seems to excite the very atoms of matter itself, until the bonds which hold them together shake apart, releasing all their base particles, converting matter into energy.

Needless to say the Crytallis were highly enthused by this discovery. The applications were incredibly, not only for mining, but for an offensive weapon against the monsters that might soon threaten the crater!

A project begins immediately on refining this very potent phenomenon. Applying this en masse would be no easy feat, but the Crystallis were growing used to working hard and staying determined to achieve their goals.

Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Octahedral Form (+5* Excavation)
Spheroid Form (+3* Magic Power, +3* Adaption)
All Seeing Eye (+6 Exploration, +4 Research, + 4 Espionage) [mostly the research]
>>
Rolled 35, 32 = 67 (2d100)

>>2138054

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

-- Hero Units --
King Dellingr (+10 combat total)
Storm Witch Skahady (+8 Storm Magic)
Steward Nijord (+8 Economy)

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

--Projects--
Taming Storm-Crows 5/10

--Developments--
Magical Runes (+8 Magic Power)
Wolf Warriors (+8 Military)
Central Forge (+4 Metalcraft)
Rune Weapons (+5 Millitary, +3 Magic Power)
Vingolf Port (+7 Economy, +5 Expansion)
Tamed Storm-Crows (+4 expansion - 1/4 of 1d100 in combat)
+5 Economy
+3 expansion

>Action 1 and 2
King Dellingr goes meet up the boats in the great expedition with a group of men mounted in the Storm-Crows.

Time to map each nation that touches the sea and the rivers that are conected with it. Once they finish the east, the great island in the center and the south will be their next stop.

+58
>>
Rolled 84, 52 = 136 (2d100)

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

--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)
Savage Sanctuaries (+3 Military, +3 Culture)
Lakeside Settlement (+3 Economy, +3 Metalcraft, +3 Industry)
Grand Roadway (+5 Economy)
Trained Drakes (+5 Military, +3 Construction, +3 Industry)

1. Orichalcum +51 4/15
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Grand Roadway (+5 Economy)
Lakeside Settlement (+3 Economy, +3 Metalcraft, +3 Industry)
Trained Warriors (+7 Exploration, +7 Military)
Trained Drakes (+5 Military, +3 Construction, +3 Industry)
Crowded +5

Local bronze forges were too small to handle the massive veins. Even most of the ones in the cities were too large. Eventually the miners settled on a different, obvious solution - Drakes. The saliva of Drakes could melt stone, which they then ate. Drakes were just as content, and just as useful, in excavating Orichalcum, and while they would not eat the metal they could still reduce it down into more manageable chunks given enough time. They settled on doing exactly that, and the local mine was soon joined by a Drake pool to service it. The smaller chunks were tested on both locally and in the larger city forges at Aleria, where journeymen and masters alike tried their hand and their own methods to coax the metal into a usable form.

2. Guild trials 5/10 +43
+43 for action 2 bonuses are below
Victorian Work Ethic (+5 Industry)
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Lakeside Settlement (+3 Economy, +3 Metalcraft, +3 Industry)
Grand Roadway (+5 Economy)
Trained Drakes (+5 Military, +3 Construction, +3 Industry)
Crowded +5

The solution to the problem of certifying every existing tradesman was a simple one. Any tradesman who currently operated their own business was granted the rank of Journeyman. Apprentices remained apprentices, and would be subject to the trials. Everyone else would have their methods tested through their protegees and measured accordingly. Additionally, those who felt their skills were better than the rank of Journeyman could also prove their mettle at one of the two Master Halls in either city. This compromise satisfied every master, and quite a few of the local tradesmen in the cities. Thus is was decreed by the Council.
>>
Rolled 35, 81 = 116 (2d100)

>>2138054
--TURN 12--
Zatrua
Human labour (+4 Construction)
Elven nobility (+4 Culture)
---
Population: Crowded
Stability: Happy

--Resources--
Wood
Stone
Copper
Tin
Bronze

--Developments--
Temple of Sulis (+5 Religion)
Standing Army (+9 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)
Moon Lilly Farms (+2 Herbology, +2 Culture)
Pillar Priests (+13 Magic Power, +5 Religion)
Pillar Village (+4 Economy, +2 Magic Power)

--Cumulative Bonuses--
Magic Power +20
Military +15
Economy +10
Religion +10
Culture +6
Metalcraft +4
Construction +4
Herbology +2

--Actions--
1) The Priests of the temple are worried about the erratic effects the mana seems to have on their mystics. They must find a way to purify the mana they absorb. A mana cleansing Ritual will be held at noon at midnight every day and night and spells are only to be channeled through prayers to sulis. In addition they are to meditate and pray in chambers during most of their hours. By the divine power of the one true god we will master the mana!
2) Some of the Pillar Priests are having a hard time with the meditative and introspective practices of the temple since the last ritual channeling the pillars mana. Their erratic behaviour seems to be heightened instead of hampered by meditation and prayer. Together with the Royal family the temple finds a different solution. Maybe channeling their power towards something outward will help them regain their focus and composure. The King finds this to be a prime opportunity to expand the military means of Zatrua. They will be instructed as blacksmiths and using their magical gifts create enchanted armarments.
>>
>>2138893
Forgot to add bonuses.
1) +46; +20 Magic power, +10 Religion, +6 Culture, +10 to study the Pillar
2) +34; +20 Magic power, +10 Economy, +4 Metalcraft,
>>
Rolled 80, 65 = 145 (2d100)

Jotunheim
Warriors born (+5 Military)
Frost Veins (+3 Magical Power)
--
Population: growing
Stability: Content
--Resources--
Stone
Wood
Copper
Tin
--Developments--
Giant Workers (+5 Industry)
Stone Quarry (+5 Construction)
Frostfire Forge (+4 Metalcraft)
Fighting Pits (+2 Economy, +2 Military)
#1 the crude giants grab mighty boulders and bash them against the mountain, breaking off big chunks of iron ore. with powers of frost and ice, their mages pave a slippery path back to the city, where giants sled the huge chunks of ore to collect it.
Frost Veins (+3 Magical Power)
Frost Mages (+4 Frost Magic, +2 Magical Power)
#2 after long fights in the in the fighting pits, the braves and warriors often needed rest, meat, and cold. a barracks is being build near the fighting pits, to allow warriors a place of rest and to make it easier gather them together
Stone Quarry (+5 Construction)
>>
>>2138054
I still need an update
>>
Rolled 90, 44 = 134 (2d100)

>>2138023
>>2138054
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: Crowded
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)
Pillar Priests (+13 Magic Power, +5 Religion)
Pillar Village (+4 Economy, +2 Magic Power)
Mage Boats (+4 Economy, +4 Exploration)

--Totals--
Religion: +12
Magic Power: +34
Construction: +2
Water Magic: +7
Agriculture: +4
Light Magic: +5
Economy: +8
Exploration: +4

1. The mild summer is concerning. Though we hope to have enough food in our granaries to outlast this lean time, we should seek a way to bring in more food to appease the appetite of our growing population.

The adepts of water start to grow crops on the plains bordering the river to the north-west, favouring such plants as thrive in wet, watery ground - and occasionally joining together in rituals to ensure that the river's lifegiving water floods into the land assigned to their agricultural exploits, channeling it as best they can.

2. The Theocracy endeavours to set up a few rural communities along this north-western river, spreading out their population without concentrating them in any one particular place.
>>
Rolled 48, 70 = 118 (2d100)

>>2138054
The Commune
hard Workers (+5 Industry)
Arboreal living (+3 Gathering)
---
Population: Growing
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Fruit Orchards (+5 Agriculture)
River Boats (+3 Exploration, +2 Expansion)
Council of Equals (+5 Culture)
Lemur Villages (+3 Agriculture, +3 Gathering)

Actions:
The expansion program has been a massive success! We will continue it, albeit at a slower pace.
>Scout the the plains NW of our borders. (+3 Exploration)
>The Highest Council sets up a program for workers to be paid by the government to work the orchards. They call it the Unified Service Program, USP for short. (+18 Industry, Gathering, Agriculture)
>>
>>2135786
Lorlar

The citizens of Lorlar set about expanding their borders to surround the Wood Elves. Their tree dwelling cousins prove themselves a nuisance, pelting patrols with rocks and setting traps for workers, but they never commit. They retreat after harrassing the visitors to the territory. Whenever someone aproaches too close to their village they prove themselves formidable and ready to defend themselves. Establishing new borders proves difficult because of this, but progress is made.
Territory Expansion; See Map.


>>2138091
Ore Eaters

The Bronze Drone finally breaks free of its cocoon. It stands easily four times as large as even a warrior drone and is fully encased in armoured, metalic carpace. Two pairs of arms, one with wicked scything talons and one with a set of claws capable of encommpasing a worker drone whole. It hatches hungry; consuming huge amounts of food upon its awakening before establishing its dominance over the smaller warrior drones, becoming their defacto leader.
New Hero: Bronze Drone (+3 Military, +7 Combat total)

Excavations towards the western crystal cluster go well. The diggers can sense a chamber close at hand, all that is left is to break through without collapsing the cavern.
New Development: (Saphires 4/5)


>>2138104
Psionic Union

Something compells the Mushbugs to grab land and expand their territory. They send out some of their people to occupy the remaining space between themselves and Victoria, digging small burrows and setting themselves up to keep an eye on what Victoria is up to.
Territory Expansion; See Map.

Meanwhile the Enlightener settles har bulk on the bay shore. She rest there for several days, observing the mighty white pillar. Her mental tendril extends, gradualy, across the bay. When she finaly makes contact with it she feels power like she has never experienced. Her Psionics tap into the energy flowing up from deep beneath the earth, her mind expanding far beyond her mortal shell. Her senses expand from other Pillars in the crater and she sees the various other creatures of this world. After what feels like days spent in the mental realm her mind is dragged, beyond her power to resist, below and she feels something looking back at her. Despite her surging power she feels small before the titanic mind that is observing her. When it releases her she feels a residual connection to the pillar, that empowers the mushbugs through her mental link.
Development Upgrade: Psionic Enhancements (+7 Psionics, may use 1/2 of your +Psionics as +Hunting or + Military)
>>
>>2138196
Overlookers

The brontosuars are herbivors and it seems, despite their size, a prey animal. The Towerell first encounter their predator when an earhshaking roar emits from the jungles edge and an enourmous predator lizard charges from the treeline and drags down an adolescent brontosaur. The adults chase it away quickly, but it explains why the brontosaurs are slow to trust the Towerell.
Development Progress: (Taming Brontosaurs 6/10)

The rains have lasted longer than normal this year, leaving the ground fertile and ready for sowing. The amount of food needed to feed the Brontosaurs that Zenith plans to incorporate into the Overlookers workforce will indeed be truely immense however, and the sheer amount of manpower needed is overwhelmingly large comensuratly. The Towerell make great strides though, digging deep irrigation trenches and sowing fields.
New Development: (Farming system 6/10)


>>2138214
Crystallis

The Senior Spheres study the nature of drawing in Mana. They order tendrils of transmuted stone to reach out from the base of the spire into the surrounding area in order to better start drawing in Mana. They also continue to spread them throughout the body of the Spire in order to channel it to where it is needed.
Development Upgrade Progress: (Mana Gathering 8/10)

The recent discovery of the fact that everything, even thought, is reflected in the Aether leads to the understanding that everything exists in at least two states: Material & Aetherial. The octahedron in question displays a number of warps in its crystal form as well as having a unique thought process. The Senior Spheres believe that it is the combination of the two that has allowed it to project this unique form of energy ray.
New Development: (Disintergration Ray 5/15)


>>2138311
Draugluins

King Dellingr and his Storm Riders join the exedition, their flying mounts allowing them to scout far ahead of the great ship. The Travel east from Zatrua, finding the mighty temples of the Mage priests and rejoin the ship as it travels south. When they land on the peninsula they find a great stone wall manned by gray skinned humanioids, the Lorlar.
Development Progress: (Great Expedition 17/20), You have met the Theocracy & lorlar.
>>
>>2138312
Victoria

The Drakes acid saliva proves terribly effective at extracating the Orichalchum ore from the surrounding soft stone. So effective that it leads to a string of workplace accidents which, while tragic, are part of the march of progress. With chunks being able to be introduced to forges, the next hurdle is creating a heat intense enough to melt the metal for forging.
Development Progress: (Orichalchum 10/15)

Newly minted journeyman tradesmen practice their craft with pride; taking on new, oficially sanctioned, apprentices. Many even take the trials to be certified as masters, something not everyone is successful at. In all the new system proves very effective at regulating and sanctioning training and labour.
Development Complete: Guild Trial & Messengers Guild become Certified Guilds (+4 Economy, +4 Industry, +4 Metalcraft, +4 Construction)


>>2138893
Zatrua

Morning and Evening prayers prove fruitful for most, helping to purify the Mana from the great pillar. It seems that those who channel it through prayer to Sulis experience a state of religious ecstasy, often describing being close to Sulis in the heavens. When they leave their meditative states they tend towards acting more rationaly, as long as their Mana is being directed appropriately.
Development Upgrade Progress: Temple Of Sulis (4/7)

Those who do not take naturally to the peacefull way of meditation find themselves easily inducted into the smith caste to begin working with the military. Their minds overflow with ideas gifted directly from Sulis themself. Their inspired work will soon bear fruit and lead to a fruitful partnership.
Development Upgrade Progress: Blacksmith Program (5/7)


>>2139146
Jotunheim

The Giants way of mining is unique,but it pays off thanks to their immense stature and physical strength. The first ice sleds are ready, and soon shipments of Ore arrive in Utgard. Jotun frost-smiths are prepared to start forgin weapons of strong Iron.
Development Complete: Iron Mine (+3 Excavation), New Resource: Iron

A barracks is essential to house a growing army. Stone and Wood are quickly raised and the great hall is created. Jotun carpenters begin crafting comfortable furniture to equip the barracks with, which will soon be finished so the warriors can move in.
Development Upgrade Progress: Fighting Pits (4/7)
>>
>>>2144905
Theocracy of Mana

The water adepts proceed to establish farms in the wet land to compensate for the inclement weather this year. Crops of buckwheat, a hardy plant that grows well in the marshy ground, are sown and nurtured. The mages rituals ensure that the food grow quickly and large.
Development Upgrade: Lakeside Village (+8 Agriculture, +3 Water Magic), Stability: Content

The master mages attempt to entice people to live along the lake shore. The people as a whole are slow to take up the land, but as the new crops prove so successful many begin to strongly consider moving to the rural communities.
Development Upgrade Progress: Lakeside Village (3/6)


>>2145332
The Commune

Exploration of the plains proves a good idea. The warm, dry grasslands are dotted with new kinds of fruit trees and herds of large goats, easily the size of one of the barbaric Great Apes, roam the land. Seeds are gathered for the new USP to begin cultivating.

The members of the commune, once offered incentives, are quick to take up the work in the new Orchards. They even have new trees, Olive and Date palms, to plant in the fertile riverside soil.
Development Upgrade: Fruit Orchards becomes USP Orchards (+6 Agriculture, +2 Economy)
>>
File: Quest Map.jpg (2.75 MB, 3105x2400)
2.75 MB
2.75 MB JPG
Begin Turn 15
Autumn, Year 4

Lorlar has 4 dice

Autumn comes quickly, plants shedding their leaves and the world quickly begins to look dull and dreary.
>>
File: Heat_ray.gif (1.01 MB, 415x182)
1.01 MB
1.01 MB GIF
Rolled 81, 71 = 152 (2d100)

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

---
Population: Growing
Stability: Happy

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

--Developments--
>Unified Form* - +1 to all "Form" based bonuses
Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Octahedral Form (+5* Excavation)
Spheroid Form (+3* Magic Power, +3* Adaption)
Hexagonal Form (+3* Military, +4* Defence)
All Seeing Eye (+6 Exploration, +4 Research, + 4 Espionage)
Angelic Forms (+8* Diplomacy)

Development Upgrade Progress: Mana Gathering (8/10)

1. The venous network of crystal growths around their spire bring new enlightenment to the Crystallis on how to effectively expand their domain. The Flora of the material realm already displayed that which they were now learning, within every tree and blade of grass. This method would almost certainly be refined in the future.

The Crystallis remodeling of their Spire to resemble the growths around the Pillar is nearly completed. They hoped it would give them a better understanding of the Pillar, as well as its ability to harness magic. The extra Mana from the new growths would provide much needed energy for more projects.

Development Upgrade Progress: Mana Gathering (8/10)

Raw Totals: +50
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)
Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Octahedral Form (+5* Excavation)
Spheroid Form (+3* Magic Power, +3* Adaption)
All Seeing Eye (+6 Exploration, +4 Research, + 4 Espionage)
>Population Growing

2. The Octahedron in question, having shown itself a prodigy, now takes on a red hue, signifying its seniority. Its core becomes a Sphere, like the rest, however as a sign of its heritage and as a practicality of its specialty, its shell retains an octahedral shape, as it guides continued research.

The Aether Oscilation effect fascinated the Crystallis. More tests of adapting the ability to more octahedrons were conducted. They were especially pleased by the fact that the beam remained strong even after great distances, and its ability to super-heat matter was virtually unparalleled. Previously the lone Octahedron only had what power of itself could derive, yet even that was amplified by the efficiency of the design. Now it had the full support of the collective mind backing it.

To all the Crystallis the ability showed much promise in both an economic fashion but also a military fashion. Particularly regarding the threat posed by the hostile entities around the Pillars.

(Disintergration Ray 5/15)

Raw Totals: +54
Magical Growth (+5 Magic Power)
Inquisitive Minds (+3 Exploration)
Modular Bodies II (+7 Adaption, +2 Magic Power)
Mana Gathering (+5 Magic Power)
Octahedral Form (+5* Excavation)
Spheroid Form (+3* Magic Power, +3* Adaption)
Hexagonal Form (+3* Military, +4* Defence)
All Seeing Eye (+6 Exploration, +4 Research, + 4 Espionage)
>Population Growing
>>
Rolled 16, 47 = 63 (2d100)

>>2145567

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

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

--Hero--
Zenith (+6 Construction)

--Developments--
Lumber Camp (+5 Construction)
Arms and Armour (+10 Military, +5 Hunting)
Towerell Villages (+5 Culture, +3 Industry)
Great Belltower (+5 Religion, +5 Culture)
Traveling Supplies (+5 Exploration)
Magma Stone Forge (+8 Metalcraft, +1 Progress on any Forge based projects)
Glass Makers (+4 Industry)
(Taming Brontosaurs 6/10)
(Farming System 6/10)

1. Progress may be slow, but diligence is the key here. Both the Towerell and the Brontosaur's lives will be enriched by this cooperation, so it must be seen through to the end. One Towerell gets an idea to endear them to the creatures, and sets up a sort of alarm system. Towerell with bronze shields and spears are stationed in the forest as lookouts for the tyrant lizards. They are set to bang on their shields once they hear the approach of the beast, alerting more Towerell stationed of the danger. They will continue this process in a chain, until the Brontosaurs and the Towerell with them are able to hear the ringing of the shields. The Brontosaurs should be well equipped to run off the beast if they know of it's approach in advance, and our assistance will surely endear us to them. This will be a bit of a dangerous tactic, but the Towerell's acute senses should make it possible.
+5 Crowded

2. Though progress would likely go smoother if we could offer them all the food they could desire. Zenith continues the direction of the farming system, making sure that it will be enough to support the needs of the giant beasts and more.
+14 Construction
+5 Crowded
>>
Rolled 19, 81 = 100 (2d100)

>>2145512
Ore Eaters
Digging Adaptions (+5 Excavation)
Stoney Carapace (+3 Military)

---
Population: Crowded
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin
Iron ore
Topaz
Meteoric Silver

--Developments--
Worker Drones (+6 Construction)
Digger Drones (+7 Excavation, +3 Construction)
Scout Drones (+5 Exploration)
Tunnel Network (+5 Expansion)
Fungus Farms (+3 Adaptation)
Warrior Drones (+9 Military)
Pillar Drone (+4 Adaptation, +3 Military)
Mana Drones (+6 Magic Control, +4 Earth Magic)
Deep Ore

--Heroes/Special--
Bronze Drone (+3 Military, +7 Combat total)

1. Finish up the tunnel connection to these sapphires. It shall be interesting to see what they are capable of. 4/5 +36
+12 Excavation
+9 Construction
+4 Earth Magic
+6 Magic Control
+5 Pop
2. The metamorphosis of new drone types is never complete. Begin feeding meteoric iron to some of the larva. Let us see what this celestial metal can bring the hive. +12
+7 Adapt
+5 Pop
>>
Rolled 90, 54 = 144 (2d100)

>>2145519
Jotunheim
Warriors born (+5 Military)
Frost Veins (+3 Magical Power)
--
Population: growing
Stability: Content
--Resources--
Stone
Wood
Copper
Tin
Iron
--Developments--
Iron Mine (+3 Excavation)
Giant Workers (+5 Industry)
Stone Quarry (+5 Construction)
Frostfire Forge (+4 Metalcraft)
Fighting Pits (+2 Economy, +2 Military)
#1 King Thrymyr is the first to use the frostfire forge, and with it, he melts the iron into his own weapon and tool. the greatest warrior of Valhalla wields a hammer of thunder and lightning, and that only he who is worthy may wield in. King Thrymyr, following their example, with his mages forges a magical tool, the Hammer of Winter, one which he can use both as a bludgeon and to cast the magic of ice and frost. only the true leader of the Frost Giants may wield it, and he who wields it knows he leads the Frost Giants justly. it will enhance his own magical powers and control of his domain greatly.
+Frost Veins (+3 Magical Power)
+Iron Mine (+3 Excavation)
+Giant Workers (+5 Industry)
+Fighting Pits (+2 Economy)
#2 the new iron mine would bring nails for the wood, and bolts for the stone, and the skill in excavating it would aid in the expansion of the fighting pits to include a new barracks to raise and train more giant warriors.
+Stone Quarry (+5 Construction)
+Fighting Pits (+2 Economy, +2 Military)
+Giant Workers (+5 Industry)
+Iron Mine (+3 Excavation)
+Warriors born (+5 Military)
>Fighting Pits (4/7)
>>
File: giphy.gif (1.98 MB, 450x186)
1.98 MB
1.98 MB GIF
Rolled 47, 6 = 53 (2d100)

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

--Resources--
Wood
Stone
Copper
Tin
Bronze

--Developments--
Victorian Work Ethic (+5 Industry)
Certified Guilds (+4 Economy, +4 Industry, +4 Metalcraft, +4 Construction)
Bronze Forges (+4 Metalcraft)
Orcish Art (+4 Culture)
Trained Warriors (+7 Exploration, +7 Military)
Savage Sanctuaries (+3 Military, +3 Culture)
Lakeside Settlement (+3 Economy, +3 Metalcraft, +3 Industry)
Grand Roadway (+5 Economy)
Trained Drakes (+5 Military, +3 Construction, +3 Industry)

1. Orichalcum +63 10/15
Messengers Guild (+2 Economy, +2 Industry)
Bronze Forges (+4 Metalcraft)
Grand Roadway (+5 Economy)
Lakeside Settlement (+3 Economy, +3 Metalcraft, +3 Industry)
Trained Warriors (+7 Exploration, +7 Military)
Trained Drakes (+5 Military, +3 Construction, +3 Industry)
Crowded +5

Wood just wasn't hot enough. People experiment with everything from larger forges to more wood. None of it could produce enough heat. It took a unique combination of charcoal and air pumped by a windmill to build sufficient heat to melt the Orichalcum into a workable form. Additionally, crude tools needed to be fashioned from chunks of orichalcum as bronze hammers would simply break on contact even with it heated. Other improvements to the process are also made - such as the use of drakeskin gloves for handling the acid and bio-luminescent bugs for light in the dark underground tunnels. The entire operation comes under the purview of the Mining Guild after the first of several high-profile accidents and steps are rapidly taken to improve the conditions of the mines and the training of the miners.

2. Grakata

The Attendants of the Sanctuaries honed not only their martial skills, but also their connection to their own inner power. Upon achieving true balance within themselves and without they find that the natural world holds fewer barriers to their skills. Their strength, endurance, and skills are improved as their attachment to True Balance is achieved. This power that allows one to defy the natural world becomes known as Grakata and learning it becomes the second most important task and the keystone of all Attendants.
>>
>>2146003
bonuses for roll 2
Orcish Art (+4 Culture)
Trained Warriors (+7 Exploration, +7 Military)
Savage Sanctuaries (+3 Military, +3 Culture)
The Struggle (+5 Culture)
Crowded +5

Total +34
>>
Rolled 42, 12 = 54 (2d100)

>>2145567
The Commune
hard Workers (+5 Industry)
Arboreal living (+3 Gathering)
---
Population: Growing
Stability: Neutral

--Resources--
Wood
Stone
Copper
Tin

--Developments--
USP (+6 Agriculture, +2 Economy)
River Boats (+3 Exploration, +2 Expansion)
Council of Equals (+5 Culture)
Lemur Villages (+3 Agriculture, +3 Gathering)

Actions:
> My, what a wonderful land! Colonize the NW Plains. (+2 Expansion)
> While we work on that, send the scouts to the west toward the mountains, travelling along the river. (+3 Exploration)
>>
>>2146003
It was a quiet day that morning. Perhaps many victorian's alongside the lake had noticed the rather large fungoid bug's that were littering the nearby Riverside and making small divets. Perhaps not somehow but either way?

On stumpy leg's and gleaming in the morning light. Two mushbug's strode toward's the lakeside settlement. Psionic's glowing in their eye's angry resonating throughout the area clearly.

The beings were heading for the town and.....they could be heard! Seemingly so impassioned and furious they could not keep their speech to their mindlink!

Their chittered speech in common easy to hear....but these musbugs clearly had some work to do on their pronunciation!

Mushbug One:T-tey s-sall p-pay-pay fo-oi h-ha-aim..h-ha-aim..

Mushbug Two: w-we s-shall ma-make p-pay!

Mushbug One: P-Pay f-fo w-wongrng u-us!
>>
There are moments of confusion, but that confusion is mostly held by the farmers working the land fed by the lake. When the mushbugs approach, speaking in their strange common, the local farmer merely looks quizzically at them, then rubs his eyes as if trying to remove sleep haze. Blinking and seeing the bugs are still there chittering away he calls for one of his children and that child runs off down the road toward.

The farmer, realizing the bugs can talk, responds. "I know not of what kind you be. You do not belong here. You will cool your heads and be calm until the bushi arrive to hear your complaints and to be escorted off my land. I suspect you have about half an hour before that occurs so I recommend you explain yourselves quickly."
>>
>>2146250

Silence Reign's for a full moment as they are responded to. They don't move and they merely look at each other. Flash's of energy in their eye's and two more mushbug's arrive.

Their eye's fully glowing with some kinda flickering energy. Giving a incomprehensible chitter and staring at the farmer with their emotionless large eyes. A single image is shown and it is that of a dead mushbug.

The two new one's speak in unison..their voice's Psionic and ringing through the area.

"Unjustly slain."

Anger flowing through the area emanating from all four of them. Agitated clearly and looking as tense as something like them could. Rigid and orderly almost like their movements were approved beforehand.
>>
>>2146271
The Farmer, taken aback by the psychic assault, staggers. He frowns and visibly struggles to maintain his calm composure, but the groaning of the wooden hoe in his tightening grip attests to the difficulty of the task. He does overcome and with a deep sigh says, "You've got the wrong farmer. I've not seen your kind before. No one here has and these are the furthest reaches of Victorian claim. I own the land up to that yonder post and no farther. We've never seen your kind before. If something murdered your kin it was something else. There remain orc savages in these mountains. The war did not end them all, and not all chose to join us in peace and harmony. It was likely they that your kin stumbled across and were ended by."
>>
>>2146286

There is yet again another pause. As the mushbug's look at each other. Are they perhaps conversing silently?

Silently the four extending a vine like feeler to the white pillar. One speaking for the whole group it seemed. Psionic much weaker and much clearer simpler.

"Enlightener. Want's meeting there. Tell leaders. Come soon and speak and your word's will be tested."

Requesting a meeting. Telling this lowly farmer he was to tell his leader's that a foreign race wished to meet with them at the pillar. They expected the farmer to fufill the task with due haste.

Turning and moving away and towards the river. Chittering being heard resuming and moving on stumpy leg's swiftly back to their own territory.
>>
File: Concept_dwarf_forge.jpg (507 KB, 1600x1600)
507 KB
507 KB JPG
Rolled 23, 41 = 64 (2d100)

>>2145567

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

-- Hero Units --
King Dellingr (+10 combat total)
Storm Witch Skahady (+8 Storm Magic)
Steward Nijord (+8 Economy)

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

--Projects--
(Great Expedition 17/20)

--Developments--
Magical Runes (+8 Magic Power)
Wolf Warriors (+8 Military)
Central Forge (+4 Metalcraft)
Rune Weapons (+5 Millitary, +3 Magic Power)
Vingolf Port (+7 Economy, +5 Expansion)
Tamed Storm-Crows (+4 expansion - 1/4 of 1d100 in combat)
+5 Economy
+3 expansion

>Action 1
Now that the King joined the expedition along with a group of wolf warrior riding Storm-Crows, we will divide our fleet in our way home, but not without exploring the rivers of the Crater. The longboats sail across the silent northern water of the fjords of the Jotun lands, they go to the mountains, deep inside the Ore Eaters terriotry, and visit the black waters of jungles of the south in the land of lemmurs.

We will leave a small port and trading post next to everywhey civilization that we meet along this way, as now the Draugluins wish to become a bridge between civilizations that only them have discovered.


Magical Runes (+8 Magic Power)
Wolf Warriors (+8 Military)
Central Forge (+4 Metalcraft)
Vingolf Port (+7 Economy, +5 Expansion)
Tamed Storm-Crows (+4 expansion)
+5 Economy
+3 expansion
+3 Magic Power
King Dellingr (+10)
Storm Witch Skahady (+8)
Steward Nijord (+8)

+73

>Action 2

With the growing economy and expansion of the Wolfmen lands, the King had ordered that the Central Forge should be rebuild, and such task is in the hands of the Forgemaster: Tyr-Oh.

Tyr-Oh was born a peasant and spent a good chunk of his life learning the craft, he was a pioneer for being the first one to develop Rune Weapons by choosing almost a random one of the formulas of the Skalds, since them, he had even learning a bit of this runic magic himself.

Under his guide, the new Central Forge will be HUGE to support our growing industry. Tall as a castle, with numerous workers and students, with the village growing to support such population.

+5 Economy
+3 Magic Power
Magical Runes (+8 Magic Power)
Vingolf Port (+7 Economy)
Magical Runes (+8 Magic Power)
Central Forge (+4 Metalcraft)

+32
>>
>>2146432
Forgot

+5 in Action 1 and 2 due to Crowded
>>
Rolled 8, 52 = 60 (2d100)

Psionic Union
Gestalt Consciousness (+5 Psionics)
God-Mind (+3 Religion)
---
Population: Crowded
Stability: Unsettled

--Resources--
Wood
Stone
Copper
Tin

--Developments--
Enlighteners Guard (+5 Military)
Uplifted Rituals II (+6 Culture +3 Gathering)
Compost Farms (+ 7Gathering)
Psionic Enhancements (+ Psionics, may use 1/2 of your +Psionics as +Hunting or + Military)
Symbiosis ((+3 construction +3 industry))


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

1)Expansion of the compost farm's comes with the fall and the a musbug discovers something.

By using a thin stick they could draw small line's in the dirt and through effort and the help of others slowly divert water from the rivers to their compost farms and provide more accessible drinking water!

2) The enlightener is still. Quiet.

The enlightener gets to work on something quietly. Embuing psionic energy into the shells of several of the mushbug's that had been killed by the drauglin.

She was making a focus. Something she could imbue energy in and also allow them to draw from in times of need.
>>
Rolled 20 (1d21)

>>2145567
Rolling disposition on the wood elves to see what plan the council takes.

1-7 hostile likely will result in attempted extermination
8-14 neutral trying to bargain for access to the pillar results may vary
15-21 friendly try and be nice and absorb the damn lesser elves into our culture they may appreciate the earth magic wood elves have always been a bit more magic focused than us.
>>
>>2149661
Fine fuck you too dice gods
>>
>>2146295
The local village debates the issue for about an hour before deciding to send word up to Aleria's Master's Council. That Council decrees that a party of scouts should be sent to the pillar to look around to see if report of "Talking Bugs" can be verified.




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.