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File: Briandorthell Map.png (5.04 MB, 4000x2000)
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Yeah buddy!

Okay so the rules are that every anon is a mayor/leader of a small village made using this http://donjon.bin.sh/fantasy/random/#type=town;size=Hamlet;race=Human generator. Set whatever culture you want, just say it in your faction creation post.


We will start at, let's say, 500 AD equivalent time period for tech.

Everyone gets 2 main actions. Accepting trade and suchlike doesn't need to take up an action but setting up a trade link first will. If that makes sense.

You can have whatever race you want to. You can even go full technical with demographics and everything which is all on the site I linked.


---
When you choose an area to start, you can have five hexes. When doing actions, you don't need to roll. Non rolls will be treated as making progress as can be reasonably expected. If you however want to have more risk then go ahead and roll a 1d100 for each of your actions. A 50 will be average, and a 90 will be double and a 100 will be triple the progress. Below a 10 will be a fail and a 1 will be a bad event fail.

----------

So


Name (trip/namefag yourself):

Colour:

Race:

Tech learnt (everyone starts at same base for now, though everyone is allowed to pick a minor tech to set themselves apart)

Religion

Everyone starts at between 150 and 250 population.
>>
Go nuts with the designer, you can change names and everything, just use it as a guideline. There are some cool as shit that randoms that give great ideas. I used it for the map too :)
>>
>>972967
Colour: Red

Race: Elves

Location: The Isle of Wysteria in the sea of blades?
Maney: Population 200. Most of the buildings are constructed from living trees. It is governed by an order of knights and warriors, known as the Crimson Court. Current leader is Riordan ruling from the Scarlet Throne.

Tech: Ship construction?
>>
>>972967
Ablaric: Population 200, mixed orc and other monstrous races. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Heodila.(Made using the thing linked)

Starting location: At the place called the "Cafalls Tower"

Color:Grey

Race: see above

Tech: Necromancy

Religion: None currently but the locals see the Lich as a sort of divine figure.
>>
>>972993
Religion: Ancestor Worship venerating those who have gone before and those who have given more to the town as a whole.
>>
>>972967
WENT AHEAD AND GENERATED FOR A CELTIC NATION

>Details
Rystwe: Population 230, primarily human, some halfling. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a female halfling named Thyana. Many of its residents wear a copper amulet to honor Sualda, a local god of fire.

>Color
Green (preferably lime)

>Population
161 humans, 69 halflings

>Religion
Worship of Sualda, a local god of Fire.

>Location
You see that island just off Dragonsvale? There, preferably. The island will be called Rystwe.
>>
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>>972993
this one here senpai? go ahead and colour in where your five hexes are and something like a star shape for your settlement. Yep. You have good quality, light but strong ships. Maybe a bit like the viking longboats? whatever design for them you like.
>>
>>972967
Colour: white
Race: human
Minor techs: gers (essentially mobile homes of furs and sticks for central Asian nomads.)
Religion: tengri (worship of the open sky, shamanistic and nondoctrinal in nature.)
Pop: 150

Also if we can pick a location I'd like to go for just south of the lloesy river in the north, where the small stretch of woods meets the tiny mountain range just north of the sea.
>>
>>973008
Well half a moment while I go turn the pooter in the living room on and heavy there famsam.
>>
>>973006
Ah, right, as for tech...

>Tech
Unusually good stonemasonry.
>>
>>972967
Uthar geshud: Population 170, mostly dwarf, Most of the village is delved into the sides of a volcanic outcrop. It is governed by a consortium of guildmasters, led by a male dwarf named Lam Therleth. Uthar geshud is known for its extensive mines.

Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Stone Grey
Race: Dwarf
Tech learnt: Magma smelting, The dwarves of Uthar geshud have tapped into the heart of their mountainous home, and learned to use it to create tools and weapons.
Religion: A pantheon similar to the Norse
pantheon
Location: In the Blade Mountains, Near the Jewel of Illeriar or whatever it is
>>
>>973020
If grey is already taken then Orange
>>
>>972967
>Yvendale
Color:Black
Race:,Human
Tech:Magic for shaping and moving the elements

Religion:They worship a Pantheon of elemental deities.

Starting location is the island in the southern most right.
>>
>>972967
Name (trip/namefag yourself):Igeril

Colour:Orange.

Race:Dwarves

Tech learnt:Runes

Religion; Erden, the God of Farming and Mining

Location, Dolade, Jewel of Ilerial or whatever it os
>>
>>973028
So it appears we chose the same location
>>
>>973034
I guess we're close to eachother. Dwarves think alike, I guess.
>>
>>972967
Name
Rolf Dragon
Colour
Gold
Race
Human
Teach learnt
Breeding
Religion
Dragon worship, with the local light dragon being worship
Location
Inside bay of the southern West landmass
Gov:
Name of place Dragon Bay
King/Pope personal talks with Dragon monarchy

Relations: Trade and be friends with others if Dragon overlord permits
>>
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>>973000
You are a lich but not remotely powerful. Just a few minor tricks at the moment enough to terrify your small village into obedience and maybe self defense.

------

Could everyone post a pic of where they are and colour in their borders? Saves me having to hunt everything down.
>>
>>972967
Habrycg: Population 200, mixed human and dwarf. The village is defended by a wooden palisade. It is governed by the priests of the village temple. The residents of Habrycg secretly serve a monstrous goddess.

Colour: Dark Blue

Race: See above

Tech learnt: Divine Miracles

Religion: Fresa, goddess of Shadows, Lies, and Treachery

Location:: The Blade Mountains
>>
>>973041
Sorry mate using my phone right now. Dads using the only computer at the mo.
>>
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>>973041
>>
>>973041
Here you go
>>
>>973046
Pretty much the same for me. Don't have a computer on me for the time cause it broke. Thank the lawd it's Christmas.
>>
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>>973041
About this area.
>>
Btw magic will be no stronger than tech. So if you have someone who is called "airbender" or "mage" whatever, they will be treated like an elite soldier equivalent.

I don't want to have balance distorted :)
>>
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>>973061
Went ahead and painted in my island so you can see it better. Light green.
>>
>>973059
>>973046
Yours would be partially on this island, yeah?
>>
>>973028
Actually, changijg this up.

Name: Tribe of Buganda

Race; Lizardmen

Tech;Voodoo

Religion; The Voodoo spirits, with a prominent sprit in charge of them names Erdian

Location; The Creeping Jungle. The settlement is named Tahe

Lore;Deep in the jungle, Several Lizard tribes came together to form an confederation, hoping to bring peace to the jungle. This slaver confederation used Voodoo to enslave native goblins and orcs in the Jungle.
>>
>>973074
No south you in the Sean of blades with the capitol in the eastern shore.
>>
>>973078
Changed name. To clarify, Blue tree has 70 lizards, 20 goblins and 20 orcs. The gobbos and orcs are slaves.
>>
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>>973080
this look good?
>>
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>>972967

Name (trip/namefag yourself):

TrickQm

Colour: Purple

Race:

69 Succubi, 69 Incubi, 69 Brown Elf Slaves,

Tech learnt (everyone starts at same base for now, though everyone is allowed to pick a minor tech to set themselves apart)

Ritualistic Sex

Religion

Digger Nick, the Demon Lord of Sex
>>
>>973078
Shit where in the Creeping Jungle. Look at my map and tell me if I am overlapping any of the hexes you want, bro!
>>
>>973085
*exasperated sigh*
>>
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>>973084
Almost. Pic related and thanks Hare.>>973008
>>
>>973096
Sleepyanon I see you around /qst/ all the time.
>>
>>973104
Not really? Only follow a few quests here anymore and dropped the name.
>>
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>>972967
>>973085

To be courteous and also because its more thematically appropriate for the Lizardfolk to have the jungle, I've relocated my civ to the left a bit.

Hope this smooths over any conflicting territory issues.
>>
>>972993
>>973005
>>973008
>>973084
SleepyAnon's Wysteria island civ

>>973000
>>973056
Heodila The noobLich civ

>>973006
>>973015
>>973056
>>973066
Hare's civ. Capital of Rystwe

>>973013
Temujin's avatar expys (top middle river location by woods)

>>973020
>>973034
Dolade area
Lam Therleth's Uthar Geshud village

>>973025
>>973059
GenericAnon's Yvendale civ

>>973078
Chief Gajac's Bugunda Lizards

>>973085
>>973113
TrickQM's minor demon slut civ

>>973038
Rolf Dragon's civ

>>973043
BigC's (he sleeping)
>>
>>973110
Well I remember you from long ago.
>>
Okay.

Turn One posts here[/b}

We have about 9 players with Big C sleeping so 8 at the moment. Pretty good.
>>
>>973126
That counting if people are not falling asleep. It's midnight for most people
>>
Rolled 90 (1d100)

>>973126
I'm going to begin work on a grand temple to Sualda, the god of flame and heat.

OP, how many turns would this take to complete?
>>
Rolled 43 (1d100)

>>973126
Sacrifice some of my goblins to appease the Spirits and gain Voodoo boons.
>>
Rolled 51, 99, 60 = 210 (3d100)

>>973126
>Begin expanding the fortress underground, building up from the magma forge level.(roll)
>Call the local dwarf champion to gather men and establish a town guard (roll)
>Send an exploration party into the surrounding area (roll)
>>
>>973132
shit forgot this isnt a different civ, remove the last one
>>
Rolled 29 (1d100)

>>973126
Begin designing new ships to replace the longships currently in use. Specifically cargo ships to move goods.
>>
>>973131
[Spoiler]why must the gods do this to me.
>>
>>973129
Well I guess you are using both actions to complete it, and you got a 90 so that's basically 4 actions spent on it. So you will succeed quite impressively.

I won't go individually until all turns are complete, but just reminder that everything will be scaled based upon our population size and suchlike.

So the grand temple would be something cool that fits 100 people in at once which is half your population about.
>>
>>972967
Color:Red

Race: Angels (Men and women with large bird like wings)

>>Location: Within the Nymph Woods

First two actions


Tech:White Magic(?)

Religon: The Sun
>>
Rolled 19 (1d100)

>>973126
Build 4 temples headed by an elementalist that's dedicated themselves to one of the four base elements.
>>
Rolled 55, 97 = 152 (2d100)

>>973126
>Make a personal venture into the great mound so as to better feel at peace with the sky

>have the tribe hunt, herd and otherwise gather a surplus of food so as to survive another journey in the spring.
>>
Rolled 47, 17 = 64 (2d100)

>>973126
>Get looking for resources around the area and start mining it. For our dragon overlord
>>973144
Build some docks since we're in a bay we should start fishing for food.

>And start breeding
>>
Rolled 5 (1d100)

>>973145
Since we have two actions I'll dedicate another roll to construction
>>
Rolled 91, 62 = 153 (2d100)

>>973126

Breed!

The slaves build fishing ships to use upon the lake beside the shrine where our cult is established.
>>
Rolled 71 (1d100)

>>973131
My 2nd action is to begin selective breeding my slaves. Smarter goblins get to live, stronger orcs get to live. The rest gets sacrificed.
>>
Rolled 76, 52 = 128 (2d100)

>>973126
I will order the Orcs to construct a wall or at the very least a paladise around the tower and the village around it.

Then secondly I will begin to construct a Lab for me to begin my studys in peace and grow in power while the greenskins are slaving away to build that wall.
>>
>>973147
In case my language is too archaic, essentialy:
>personal journey into the mountains
>tribe action for getting food

Also as a side note, Noice rolls. The sky blessed my zealousy with great dice.
>>
Rolled 49 (1d100)

>>973140
Explore the surrounding ocean for anything worthwhile.
>>
Rolled 75, 97 = 172 (2d100)

>>972967
>>973144
Have our holy race search the woods for Nymphs. Less Evolved races must be brought to the light.

Begin Clearing Farmland for sustanable food sources
>>
>>973061
Atar: Population 90, primarily human, some troll. The village is defended by a wooden palisade and ditch. It is governed by a council of wealthy landowners, led by a male human named Mamay.

Colour: Yellow

Race: Human

Culture: Mongolian

Tech learnt: Nature Magic

Religion: Ancestor Worship
>>
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HOLD UP

OP, do we all have seperate languages?
>>
>>973162
whoops
>>
>>972967
too late to join? gotta sleep soon, so I'll post actions in morning.

Urd: The village sits in a coastal wetland on a jungle island. It is governed by the priests of the dominant temple.

Name: Namkha
Color: Lavender or Pink (something not taken)
Race:Primarily Elf with some Satyr
Pop: 225: 150 elves & 75 Satyr
Tech: Weaving: The people of Urd have a religious devotion to the art of weaving and can craft masterwork basketry and textiles.
Religion:Pantheism: Kinda like Hindu, they believe in Namkha which is the spirit of the universe, woven in all things.
Location: Conny Island off of the Darkwood Jungle in the Far East.

>500 AD tech
dang we Roman or what?
>>
>>973164

Well thankfully my people speak a universal language that you all will be acquainted with soon enough.
>>
>>973166
Aw sheeeeit I'm the Mongol here mate, u wan summa dis beef? I'll riddle ya wiff arras mate.
>>
>>973174
Yo wot m8?
>>
>>973170
500 ad is just around when western Roman authority started completely vanishing from barb invasions. So really it's dark ages tech.
>>
Too late to join?
>>
>>973179
I said in the bloody Mongol ere mate! You wanna see oo the Mongol is? I'll show yoo who the blummin Mongol is mate!
>>
>>973182
Its never too late to join innocent one.

Muahahhaha
>>
>>973182
You can join whenever - the QM is just writing the post now.
>>
>>973183
>I'm
Even if it's just engaging in cheap bants with anons autocorrect steps in.
>>
>>973185
Cool, used to see these threads on /tg/ all the time but never went questan myself. This shit looks pretty good, I'll join up sometime today.
>>
>>973129
Okay. A very good quality temple to Sualda, the god of flame and heat is built. It is very impressive and well built, and in the inner sanctum the priests can hear Sualda speak and give warmth. The Temple is very warm.

>>973131
>>973155
Gajac sacrifices some of his goblins to try and make the spirits happy. They seem to be understanding and happy, but they don't give any Voodoo boons. However they are not going to be mad if they are ignored for a wee while.

He then has the idea of getting the dumb goblins sacrificed and weaker sacrificed and keeping the smart and strong goblins alive. Who knows what this will do. half goblins are sacrificed

>>973132
Lam Therleth expands his small fortress up from the magma forge and there are no mishaps but nothing special happens. Just more space and personal prestige.

However, there is this one dwarf champion who is absolutely amazing -able to solo three human troops on an open field. This hero also has some skill at small command and gathers some male dwarfs to establish a town guard. 40 dwarfs in town guard, if not totally needed they will do normal work

>>973140
your ship builder elf is having an off day, but manages to design a longship a bit wider that is designed to carry more goods, but is a bit unwieldly and can't be used in combat.
>>973158
While not impressive, the exploration ships have found great fishing areas, a bunch of nice coral atolls that have good quality sea animals and there are some small rock outcrops that could have lighthouses if you can spare the expense.

>>973145
>>973151
you build four "temples" that are basically just slabs of rocks of different tinges. The elementalist seems to be weakened around them.
Oh yeah, all attempts fail. You will be able to have success in this in two turns.


>>973147
Temujin's journey into the mountain was quite successful. you feel at peace with the sky.

Your tribe makes a killing in their hunt, and also improves upon their herd of animals. You will have a surplus to travel up to 5 hexes with your entire tribe if needed without going hungry.

>>973149
Rolf, you find a copper and tin node.
Your dock collapses whenever there is windy weather.
>>
>>973170
>>972967
>Everyone starts between 150-250 population
Whoops, I guess it's 150 then.
>>
Rolled 75, 95 = 170 (2d100)

Attempt to use Nature Magic to find bears.
Attempt to use Nature Magic to Domesticate said bears.
>>
>>973195
Is my civ too memey or did you just forget me?

;_;
>>
Rolled 82, 29 = 111 (2d100)

>>973195
>temujin will consult the open sky for what might be the best direction to take on his journey for the betterment of his people

>the tribe will partake in festivities to celebrate their newfound wealth, in the process they will test their men of prime age in war games.
>>
Rolled 32, 85 = 117 (2d100)

>>973195
Have the people breed for now and gather food at the fishing spots.
>>
>>973195
now for second part

>>973153
You manage to breed very well. All your fertile males fuck all your fertile females and impregnation is effectively 100% what with some twins evening out the not impregnated. This has the side effect of all females being unable to do anything but eat sleep and drink and piss for next three turns. Pregnant then looking after kids.

The slaves build some a handful of decent fishing ships that do alright with getting food from the lake, enough to handle the women not working.

>>973156
A decent pallisade is constructed. It is too tall to climb over very easily, and it's strong enough that someone on horse back can't bulldoze through it.
You build a room that has some benches and equipment. Will allow you to do actions that improve your Lich and related things.

>>973161
You find some nymphs that seem to be calm when you preach to them.
The gods must have blessed your people with excellent farming skills, as they have allowed you to build farms that will provide for your village and fiefdom adequately, with plenty of room for expansion.

>>973162
Finghis Khan welcome. I am going to just make your first turn be: Successfully found a small herd of horses that aren't arseholes to humans. Secondly you found some nice herbs that make you feel good when smelled when burnt.

>>973164
if you chose different cultures or races then yes.

>>973170
Yep, nice to have you here Namkha

------

I think I got everyone.
>>
Rolled 6, 49 = 55 (2d100)

>>973195
>Continue to expand, working depleted strip mines into the buildings.
>Mine for minerals in the depths
>>
Okay.

Second Turn actions here

>>973204
>>973207
>>973208
>>973214
and these are seen by me. Everyone else reply here. :)
>>
Rolled 96, 27 = 123 (2d100)

>>973217
My 1st roll is for sending some expeditions south by sea

My 2nd roll is for learning if any other gods reside on my isles... (If I get to pick - Lugh the god of wind, Cerna the goddess of the hunt.)
>>
Rolled 97, 89 = 186 (2d100)

>>973195
Start constructing fishing boats to well. Fish.
And start studying the temples and the how this dampening effect works.
>>
>>973212
Nice, I can use both of those.
>>
Rolled 99, 63 = 162 (2d100)

>>973217
Alright. 1st action, Send my slaves to begin improving Bluetrees, complete with temples.
2nd action, orc slaves begin growing the jungle fruit they find around the jungle.
>>
There's a lot of high rolls tonight. Hot damn.
>>
Rolled 52, 71 = 123 (2d100)

>>973217

Attempt to induct Nymps into Angel society. As a lower class of course but with closer connections to the Sun

Develop A sturdy Bow and arrow what can be fired while flying.
>>
Rolled 26, 81 = 107 (2d100)

>>973217
Going to build up the navy and docks

And 2nd roll is to just breed with everything ;)
>>
Rolled 88, 43 = 131 (2d100)

A succubus pregnant with triplets claims to be blessed by our Lord and campaigns to be made High Priestess of our cult.

The slaves build extra housing using lumber cut down from the nearby forest by our shrine.
>>
>>973240
>>973217

Forgot to link.
>>
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>>973217
Map?
>>
>>973244
yes.

Also if someone could be awesome and put everyone on the map that would be excellent.
>>
Rolled 39, 29 = 68 (2d100)

>>973217
Now that this place cant be taken by storm effortlessly with that paladise set up now its time the Greenskins begins properly exploiting the land. Send them out to find some proper Nodes Ore so they can begin outfitting themselves and hope they dont get lost.

Along with this have the ones staying home build a dock on the coast do they can begin fishing so they dont starve to death.
>>
Name: Qefkresh, tribe, 150 orcs, 100 goblin prisoners.

Color: Blood Red


Religion : Blood, cannibalism, sacrifice. No deity

Tech : Blood, cannibalism, sacrifice

Goblins and other creatures are kept captive solely for the purpose of sacrifice. All members of the tribe are lied by the belief that strength of body stems from strength of 'soul' and that the soul is in the blood and heart of a body. No walls, no defenses, no ministry, no concrete laws. A chieftain/shaman hybrid serves mainly for ceremonial purposes, ire donning robes and uttering prayers before a Great Feast. Very uninclined towards diplomatic relations or trading. Live in shacks and huts, wielding bows and mostly rock spears, with some scarce metal crafting knowledge used almost exclusively for weapons and armor.

I really don't wanna be a powergamer or anything, but:
Since the Qefkresh are innately flawed due to harder diplomacy and low tech + low tech advancement, perhaps they could get blood related bonuses, or magical aid of some other sort. Demonic blood rites, summoning/transformation into fiends, blood frenzy in combat, vampiric immortality, I'm not sure what you're ok with QM but I got some ideas.
>>
>>973252
No location yet, to be done today.
The goblins don't count as decision makers or contributors of any kind other than for sacrifice.
>>
>>972967
Name: The Cult Of Jeb!

Color: Light purple

Race: Humans

Tech Learnt: Better Architecture

Religion: The Web Of Life

Pop: 240
>>
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>>973252
>>
>>973252
Oh and one last thing, feel free to suggest bonuses/flaws related to their nature and we'll make something work together. I don't necessarily want them to be vampiric at all, just bloody, and they don't have to outclass the other factions, I'd just like the entire culture, lifestyle and existence of the tribe to reflect around their blood worship, and as such they should have a bunch of flaws associated with said fanaticism and some benefits.
>>
>>973252
2edgy5me
>>
>>973258
Yeah, I wanted to create some edgy stuff. Everyone's doing dwarves, vanilla humans, or native American in here.
>>
>>973252
>>973255
watch out for that edge.

desu I got a good kek out of it, so I am happy.

>>973256
Sweet. Are you going to copy the human civ actions or something? >inb4 Jeb genocides everyone he sees with his deathball of madmen.

--

I think there are like 4 people remaining to post their turns?

---these are all turns posted
>>973204
>>973207
>>973208
>>973214
>>973218
>>973220
>>973224
>>973227
>>973234
>>973240
>>973247
----
>>973255
>>973256
Make sure you guys post your actions. Because you guys were late you can have a consilitiarory 3 actions for this Second Turn.
>>
>>973264
I'm going full Celt, I'm just waiting to find the hunt god and then we move on to the fucked up shit.
>>
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>>973264
>my Aztecan lizards weren't original
u hurt me.
>>
>>973267
I am going full dwarf fortress
>>
>>973264
My Not!Benders are saddened.
>>
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Rolled 16, 60, 23, 23 = 122 (4d100)

Gonna try to play catch up before Santa comes.

>>973126
Turn One
>Weave boats from reeds to aid in fishing and exploration

>Explore surrounding forests for edible and medicinal plants to harvest and cultivate

>>973217
Turn Two
>Weave nets to improve fishing

>Weave sails to improve boats
>>
>>973267
1: Expand the borders

2: Spread the word of our Lord, Jeb! (Spread religion)

3: open up diplomatic ties with all neighboring tribes/factions/whatever
>>
Rolled 71 (1d100)

>>973267
In that case, the third action shall be an attempt to establish a breeding program for the livestock.
>>
>>973280
No wait, I read that wrong, I only get 2 turns.
>>
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Got some people on there.
>>
>>973267
Location is probably gonna be nearby a forest.

What's the flora and fauna of this world like? What are all the races and creatures in it, what are they like?

First, we dig up a pit that could fit 10 orcs.

Action one, 10 chosen orcs kill 2 goblins each and proceed to exsanguinate them into the pit, take their hearts and eat 'em, then meditate by washing their bodies and chanting together in the pool of blood.

Action 2, send 40 orcs lead by tribe leader (let's call him Hr'roz) hunting for animals or humanoids to be captured and caged.
>>
Rolled 41, 11, 25, 65 = 142 (4d100)

>>973267
Going to be gone since sleep and Santa is giving me presents.

Turn 3
More breeding with everything
Build up our navy and ships dock defenses

Turn 4
Mine some gold and silvers for our dragon overlords
Build up our navy to fish and expand more with breeding.
>>
>>973267
Just realized I never chose a colour. I'll choose Orange

>>973284
Orange doesnt exist, I changed my basis. Im in creeping jungle nao
>>
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>>973264
>muh elvish tibetan-hindu okinawan weavers weren't original
so much for being creative.
>>
>>973288
That's for you to find out.
Also, you gotta roll dice for actions
>>
>>973295
Nah. You don't. Dice are if your feeling lucky and wanna take the risk for more reward.
>>
>>973298
Yea, but you don't want to be a pussy, do you?
>>
Okay, I think most turns are done. Any undone turns can be posted here and I will do them.

Also if anyone is going to bed like Rolf, feel free to post your next few turns and I will have them happen.
>>973290
-----

>>973295
>>973298
yeah, dice are just for fun and risk. Only way for somethign amazing to happen in a turn, only way for a balrog to be found when mining in a mountain and genocide your civ.
>>
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>>973306
Mappy
>>
>>973269

Great to hear, define them and give them character.

>>973270
no bby, it's not like everyone in here is unoriginal and i'm the pioneer of the avantgarde, it's more like ''oh, nobody's doing the evil guys, time to spice things up''

>>973274
>>973272
autism: the faction

PS: I'm not looking for a bunch of (You)s although I get that's how it seems, I just like talking about fantasy shit with likeminded people. Might as well keep the thread up while QM is busy.
>>
>>973310
Hey, if you wanna play around with sacrifice and slavery, that's fine.
>>
Oh right - QM is having a skype call with his family, so he may be a bit.
>>
>>973318
Hare that the right spot for ya on the mappy?
>>
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Here's us.
>>
>>973322
Yus
>>
Rolled 67, 29, 49, 14, 29, 26 = 214 (6d100)

>>973306
Going to bed so

Turn 1: After reading a little about nymphy I have come to learn that some of them are seen as low tier gods. Have the Angel King take a god as his wife

Practice white magic that we never fall ill and our wounds heal faster

>Turn 2

(Dependent) If the wife roll worked then begin "population growth"
If wife roll wails try again

Pray to the sun to bless us with a power to smite Demonic and "evil" enemies

Turn 3

Send a messenger west, east, north, and south to scout for monstrosities and worthy life

Build a grand temple to the sun
Sun god bless these rolls
>>
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>>973310
>>
>>973316
Word, the idea is to play around with something that wasn't in the thread already, so balls deep into conqueror bloodslavers.

>>973294
>Elves
>tibet/hindu
>okinawa
>other pre-existing concepts, mashed together into one faction

>creative

Not to burst your bubble or anything but nobody, me included, has done anything really creative yet.
>>
>>973329
HEY! My elves are celtic vikings!
>>
Sleepy you got me wrong on the map, I am more to the west
>>
>>973328

I mistook you for one of the 2 dwarf guys in the thread.
>>
>>973332
PBBBBBBBTTTTTTT

I'll fix it after sleeping and being dragged around tomorrow.
>>
>>973330
Yeah. Elven, celtic, viking. All nature worshippers to some degree. All 'savage' and 'primal' in a natural sense, tribespeople.

Show me a tribe that worships a pantheon of deities you've created, a tribe that only allows men of 16 years or less to have sex with females out of religious reasons, a tribe that uses magic in a way that hasn't been seen before, something new, and I'll applaud you for being original. This is just mix and match, like my aztec, warcraft and tolkien inspired orcs.
>>
>>973306
>Turn 1
Start clearing out trees and making farmland for growing crops

Also start construction of a sort of port for setting of larger ships

>Turn 2
Begin construction of a library for storage of books and knowledge

Begin searching for caves for mining ore
>Turn 3
Start collecting knowledge from every craftsman or person with a skill like crafting, herbalism etc and put it in said library.

Breeding.
Encourage population growth.

Good night
>>
Rolled 60, 20, 17, 70 = 167 (4d100)

>>973306
Turn 3
Build a better port and make more babies.

Turn 4
Redesign trader ship again and expand west.

Night peeps.
>>
>>973329
>>973337
There is nothing new under the sun.
All attempts to be completely original are vain and futile.

All things are nothing more than amalgamations of older concepts woven together and given new names.
Whether or not the individual strands are recognizable depends entirely upon the observer's knowledge v. the weaver's skill.

Because nobody since the beginning of humanity has existed in a social/cultural vacuum.


TL;DR Would you have been able to identify all the inspirations for these fictional cultures if the creators had not spoonfed you?
>>
Rolled 34, 66, 64, 72 = 236 (4d100)

>>973306
Heres my next two turns since I need to get off now.

Turn 1
Get the Orcs most loyal to me to become my enforcers so the more unruly ones will be kept in line.

Establish an archer barrack so we have a way to hunt game and a good method of defense if we are attacked with the newly trained orcs.

Turn 2
Using my already existing knowledge of necromancy and see if I can go further and use the forces of life and death to be able to cause a quick death in others with a simple spell. Doing both rolls for this so it can get done/get a even better version
>>
Rolled 1, 93, 23, 58 = 175 (4d100)

>>973306
Turn 3
>Improve Reed Boats since my first roll sucked.

>Train arborists to climb and prune plants to increase yields and be easier to harvest. (develop permaculture forest gardening)

Turn 4
>Make fishing spears and better nets.

>Weave better sails for boats.
>>
>>973382
>Rolled 1
>>
Rolled 54, 34 = 88 (2d100)

>>973306
TURN 3
Build up the capital and surrounding areas a bit more.

TURN 4
Breeding time - make the population boom.
>>
>>973371
I knew this point would be made eventually, it's an inevitable alley when discussing originality.

I'll completely agree that 'true', complete originality is nigh nonexistent in the modern day and age, in huge part due to the sheer amount of content civilization has shat out so far.

The whole 'weaving old concepts together' thing is particularly popular nowadays, I like how South Park approached it.

But, here's where my stance differs - it's not solely the weaver's skill that determines the end result, but also his sheer imagination. People currently don't really put much effort into masking their thefts, let alone coming up with something resembling originality. The observer's knowledge may lead to them being reminded of something that already exists, but there's a huge difference between being reminded and being able to spot out identical aspects and draw such parallels.

Everyone's indeed prone to society's influence, even more so with the explosion of the interwebz in the past 20 years or so.

Also, I wouldn't be able to identify the inspirations for anything if there wasn't an obvious inspiration to identify in the first place. Whether there was spoonfeeding or not is irrelevant here.
>>
>>973382
>>973385
>since my first roll sucked
>>
>>973391
Yeah but you're just assuming what others are inspired by unless you straight up ask them and thus the originality of others is hampered by your gut reaction and prejudices
>>
>>973400
>>muh elvish tibetan-hindu okinawan weavers weren't original

Inspirations listed, no assumptions made.
>>
>>973401
alright what about mine though?
>>
>>973402
What's your faction? I'm clueless.
>>
>>973404
Demon slut village
>>
>>973404
Demon sex cult
>>
>>973407
10/10, you spiced shit up before I even got here. Must've passed your post without noticing, was on phone back then.

Fuck creating a glorious civilization, we're here to create tales and stories, and those need conflict and good villains to be worth retelling.
>>
Rolled 1, 83, 38, 84 = 206 (4d100)

>>973306
Alright I'm dumping turn three and four now, for reference >>973207 was my second turn actions.

Turn 3:
>Temujin will return from the mountain and scold the warriors and the indulgent for being so wasteful, and set on the path given to him by the great sky, bringing his people as well.

>The tribe will just passively gather resources as they move, and fatten the herds from fresh grass.

Turn 4:
>Temujin will set on a righteous path of self improvement as he sets off on his way, eating only when needed and vigorously practicing with his bow. Heeding the call of the wind so that his aim may always be true.

>Inspired by the attempts of their leader, the tribe will carry on further and the young men will train ceaselessly for the admiration and favor of their leader.
>>
>>973267
Okay. Finghis Khan managed to use his nature magic to find some friendly bears. About 20 of them.

He managed to domesticate them and they are very friendly and I guess they provide milk? also maybe help out with guarding and fighting and hunting. They do need plenty of food iirc though so won't be huge help in food department for now.

--
Temujin, You do a great job at figuring out where to go if you wanna go on a journey to better your people. You get to figure out the direction of two other civs, but only their direction and an image of one of them.
Your tribe starts some festivities that involve war games. Unfortunately the war games lead to way higher death proportion than gained in war skill. I guess you lose a portion of your fighting age men. You between 5 and 15 men lost.

----
SleepyAnon's tribe attempts sex, but doesn't do that well. However it is nigh on impossible to fail that sort of thing, so there will be an improvement in birthrate, with a quarter of the women getting preggers.
However, your people do a great job at utilizing the recently found fishing spots and you have an excess in fish and whatever can reasonably be expected.

---
Lam Therleth. Nice roll faggot :^) no expansion. Your expansion party is lost in one of the neighbouring hexes and will found a rival settlement. About 40 people are living in the hex. If you get to them asap they won't fight you.
Your miners do an okay mining and you have more resources that your mines have.

---
Your two expeditions succeed. Your people know 4 tiles south, 5 wide 4 down. I guess your people are also very good at scouting in expeditions.

There are no gods residing on your isles that you can see and find.

---
GenericAnon, you got some mad fishing boats. Your fishermen are top notch, it would seem as though your village people have a history of excellence. Also there is a huge supply of fish. Fish be on yo dick. So no issues with food for a good while.
Your research into the funny stones progresses. They have a short range, and are sort of drains. That's all you can work out for now.

---
Wew Chief Gajac. Bluetrees has been improved and has temples. They are small temples, more like shrines that are good fo 5 or 10 people cramped, but I guess it pleases the small gods and provides happiness for your very multi religious people.
Your slaves begin growing jungle fruit. This will take a while to have an effect, since the trees don't grow super fast. Maybe five turns. But they will have multiple purposes that you can research.

---
General Drachtma, you have inducted a small portion of the Nymphs into your Angel society, they are a lower class but since their existence relies upon the sun's energy they have some skills you don't have, and your kind respects them.

---
Rolf Dragon. Your navy and docks suck :) they don't get completed however you do manage to make some rafts and one of the struts does its job.
However, you do a good job fucking everything.
1/2 soon to come
>>
>>973414
>Gets a 1 for scolding his people and leading his people
This will be interesting
At least the tribe rolls were good.
>>
>>973267
Anyway so rolf, half yo wymin are preggers. good job. some animals and suchlike were fucked too by mistake but nothing has come of it.

----
TrickQM, your triplet bearing succubus succeeded at becoming the High Priestess of the cult. Of the Lord? okay :/

And the slaves build a bunch of adequate but rather drafty houses by the shrine.

---
Heodila the Lich. You have a poor job of inding more ore, however you do manage to find a smattering of various low quality veins of copper, tin and iron. It can work alright but not very efficient.
The dock fails. though your people don't starve since there are substinsence farming just nothing enough to expand or improve without making it better. (this goes for everyone. Food starts out roughly adequate).

---
Jeb! Expanded the borders, adding 1 hex to his realm. Only the very basics are known about it though. And it hasn't been populated or defended, just claimed and possible to use.

Religion has been spread among the village. Jeb! is considered a descendent of a deity. Nothing amazing, but some street cred. Helps with the religious demographics.

A few scouts have been sent in the cardinal directions. Anyone withing 5 tiles will be able to chat to Jeb's civ. Every turn the scout/diplomats move 5 tiles up to 25 where they will hurriedly get home.

---
Finghis you do good with establishing some sort of practice with breeding programmes of the livestock. You make sure to stop any of the sickly and small ones mating.

---
Um. Edgelord V has the 10 chosen orks do their shit and succeeds at doing it I guess? no goal was given apart from edgelording, but I guess it would make sense to have those 10 orks gain strength from their ritual, taking a portion of the goblin sacrice lives into themselves.

Ten bigger orks than are like 10% better in every physical way but not smarter ofc

The pit is dug that fits ten orks alright.

The 40 orcs have been sent to hunt animals or humanoids to be captured and caged. And they manage to get a variety of weird monkeys and small horse things and snakes.
>>
>>973429
Could I get a 3rd action on Turn 3 because I forgot to use it on Turn 2? It's cool if not.
>>
>>973431
you did, it was the pit being dug. Or if not, it was your goblin sacrifice providing a tangible benefit.
>>
Rolled 21, 87 = 108 (2d100)

>>973415
Attempt to create bear driven ploughs and use them as beasts of burdem in order to vastly increase the the amount of farmlands we can potentially work.

Additionally, make some fishing nets and boats in order to feed the bears.
>>
Turn three actions here.

>>973433
okay.

Also I am unlikely to do a conclusion to this turn tonight, since I am tired.
>>
Rolled 38, 1 = 39 (2d100)

>>973432
Okay, that works.

Turn 3

1. Send 100 orcs to harvest resources such as stone and wood, generally building and crafting materials. Use crude tools.

2. The 10 orcs erect a sacrificial altar, a shrine of some sort, on the blood soaked ground inside the pit.

Why only those 10 orcs? BECAUSE SYMBOLISM. Don't care if it lasts an extra turn or two, it's gonna have higher magical value.
>>
>>973438
sweet
>>
Rolled 47, 81 = 128 (2d100)

>>973429
>>973436
>Of the Lord? okay :/

No Our Lord. Our Demon Lord. Lord Digger Nick.

But as for actions.

>Two succubi experiment one day, fulfilling their lustful desires using each other's bodies. Afterwards, a voice speaks to their minds, informing them that their actions have drawn the eye of "Sapphoria" another Demon Lord of Sex whose particular tastes are delighted by sexual worship of a purely feminine nature.

These succubi spread the news of Sapphoria to the rest of the Tribe, hoping to add her to the Pantheon.

>High Priestes Qyrryss (Points to anyone who gets that reference) commands the elven slaves to construct for themselves a variety of shortbows and longbows from leftover lumber after the housing construction has been finished
>>
If I joined now would I get 4 turns for joining late?
>>
>>972967
Name: Draconia
Colour: Dark Blue
Race: Fire Dragons
Tech learnt: Metallurgy
Religion: Kek cultism
Location: Dragon's vale
>>
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>>973492
Map
>>
>>973492
>not going with OGRES
bad jewboi
>>
Name: God King hawk
Color:variety of colors based off of bird species
Race: bird men
Tech learnt: Summoning(dire birds)
Religion: the bird God alphesmo, his chosen preist is the god king, who takes the name of a bird
>>
>>>/pol/104369854
>>>/pol/104369854
>>>/pol/104369854
REAL RISK BREAD
>>
Rolled 73, 48 = 121 (2d100)

>>973436
1st action: Begin making my army. The core of my army will be Lizards, with Orcs filling small parts of it.
2nd; Tame the local fauna for burden, warfare, sacrifice, or herding
>>
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>>973553
Forgot pic, kek
>>
>>973532
Switched to new laptop so ID may be different
>>
>>972967
Golurtz: Population 150, mostly troll, some other monstrous races. The village is dominated by a single tall tower. It is ruled by a mad shaman, a troll named Gorbug. The most prominent tavern in the village is The Sorcerous Gorgon.

Name: Golurtz

Leader: Big Brewah Gorbug

Colour: Brown

Race: Mostly Trolls, some other monstrous races

Tech learnt: Alchemy, or, as the trolls call it, "Brewology" (The art of brewing alcoholic beverages with magical properties)

Religion: Da Great Bowl: The Trolls pray only to "Da Great Bowl", a gigantic cauldron made of iron, put into the village's tavern (which the trolls use as a church), "The Sorcerous Gorgon" (translated in Trollspeak as: "Da Saucy Grog One"). They firmly believe that the cauldron is the secret to their drinks' magical effects. One could guess that the trolls always use Da Great Bowl when they create their most holy drinks, such as the "Gizzardbelch", the "Eyesplodah", and even the fabled "Fungagronch".

Population: 150

Location: Berdy Woods, near the Hawe river (pic related)

Lore: Great things come from terrible ideas. In this case, the Troll Shaman Gorbug's horrible idea was to start eating only fermented Black Fungus, everyday for the rest of his life. What followed the first few days were hallucinations, the creation of an enormous cauldron made of iron, and the first troll alchemist. The Mad Shaman quickly told his fellow tribesmen about the wonders of the Black Fungus, the teachings of Da Great Bowl, and showed them how to create these holy potions. The other trolls quickly learned this new art, and soon enough most of them became Brewaz. With the help of Da Great Bowl and its powerful potions, the troll tribe conquered a nearby village, and settled there.
>>
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>>973581
Fug, forgot the picture.
And my color's yellow, not brown. I forgot to change that too.
This is the reason you don't eat fermented Black Fungus, kids.
>>
>>973436
>>973378
These were suppose to be the next two turns If you'll still take them.
>>
Also should we start listing the things we've built in the past and show those whenever we make a action?
>>
>>973436
Colour: White
Race Yhettis (Fluffled asNorthern Ogres with more fur)
Location: The Aethereal port of Marine
Tornga: Population 50, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Tech Learnt: Spirit Communication
Religion: Animism (People are reborn as animal spirits to guide their descendants)
>>
>>973436

Name: Cyntande

Leader: Inheritor Veskakak

Colour: A dark brownish shade, unless a nearby civ also took one, in which case dark purplish or a vomity orange.

Race: Cyntaps - A species of single-eyed centipede creatures with four manipulator arms and twelve propelling/walking legs.

Tech Learnt: Reverse Engineering

Religion - The Dead Before. The Cyntaps revere the beings who lived in their lands before their passing, though they don't quite know who they are or what killed them. All they know are the ruins of their civilization, which the Cyntaps have inhabited since they first came to knowledge.

Location: Are the ruins of Hoparr still free? If not, any other ruin site would be as good.
>>
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Can see you have a lot of players and another has just posted as I was about to post this. Will understand if you say you're full. Random generator gave me this:

Videge: Population 280, mostly goblin, some other monstrous races. Most of the village is delved into the sides of a volcanic outcrop. It is ruled by a monstrous tyrant, a dragon named Bulagd.

Sometimes things just write themselves.

>Name (trip/namefag yourself):
Bulagd

>Colour:
Black

>Race:
Majority goblins, some other evil races. Pop of 250, as we're not allowed 280.

>Tech learnt:
Better mining and tunnelling

>Religion:
The residents of Videge worship a variety of gods, but most of all the great dragon Bulagd, who they call the Burning King. Bulagd is largely indifferent to their worship habits so long as he gets the majority of it.

>Fluff
Bulagd, a massive and ancient dragon, lives in his volcanic lair, and the local tribe pays him tribute in return for not being burnt down. Over time Bulagd's expectations have risen, so his servants (slaves?) have had to mine faster and harder to get him gold, and gotten really good at it. They're still worried about not being able to keep up.
>>
Map is really starting to fill up. I have multiple other civs in my general vicinity.

Also I'm up and ready for some fun, hope op hasn't buckled up from the stress of like 10+ people in his game.
>>
>>973682

Have faith comrade.
>>
The kingdom of Tillea

>Color
Dark red

>Race
Dwarves

>Tech learnt
Really good at metallurgy.

>Religion
A pantheon but with Valin, God of commerce and smithing, chief among them.

>Starting location
Zarazar mountains

Starting around 200 dwarves.
>>
For clarification, OP lives in Kiwiland. He'll be here in a few hours, have patience lads
>>
>>973848
that explains a lot actually
>>
>>972967
If your still open to new players

Qingde: Population 240, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local god of nature.

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion:Mentioned above

Starting place: Around the sanctuary of fiery ruins
>>
Rolled 57, 67 = 124 (2d100)

>>973436
Start clearing out trees and making farmland for growing crops

Encourage child production.
>>
Rolled 48, 53 = 101 (2d100)

>>973436
(Gonna assume my "fuck this I need sleep" rolls don't count so here's some proper ones.)

Action 1 - Explore up North.

Action 2 - Fertility festivals to increase population.
>>
>>973880
Lore: the Qingde people were a interesting addition to this word, having a strange culture that arose without any outside influence.. (think of a blend of traditional japenese samurai culture blended with some mongolian costume and culture). They where very peaceful, and hardly knew what a weapon was until they came in contact with the mushroom people, which lead to a devastating and horrible war for both sides.... Their original home was in a plain East of the city of barasa. But the horrible war between the people lead to horrible sorcerers gaining power on both sides... and in a irreversible climaxed battle used a ancient and fell spell of water on each of them... this destroyed both of their capital cities and lead to the destruction of much of their peoples. Those that had not been led astray by the corrupted sorcerers heard a calming voice in their greatest time of need.. It was Wie Bu-Ge a great and powerful nature spirit that was know to both of the people. She urged the survivors to join together in a new people of trust and brotherhood.. and told them to go west until they found the land of the Floating Sun. They obeyed, fleeing their tortured land to sink under the cursed spell waters. Many perished in the shipdushaz crags and zarazar mountains... and still more sacrificed themselves traveling through the desolation of ninezzi. But they held their faith until they finally came upon the sanctuary of fiery ruin. The elders gazed across this inland sea, and played their eyes on the prophecies truth... the sun about to set, seemingly adrift in a watery land. We have been here ever since.. blessed with the good fortune of Wie Bu-Ge, but still with a hard road ahead.
>>
Space for one more?
>>
Rolled 51, 9 = 60 (2d100)

>>973429
OP could i get some catch up turns? if not all is well

Action one: build our extra text of cavalry and horses to build a skilled cavalry core

Action Two: Build fishing boats and establish them in the lake


Qingde: Population 240, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local god of nature.

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion:Mentioned above

Starting place: Around the sanctuary of fiery ruins
>>
Alright lads OP is writing as we speak. He just has to read through the thread
He's up to Temujin's post
>>
>>973276
Oh shit sorry I missed you Namkha.

You fail at making boats from reeds. A person of no repute drowns.

You find a variety of very edible plants that are easily harvested and grow quite fast. Some of them can be chewed to reduce pain, others can make cuts not go bad, basic herbal stuff and can be researched to great effect ifyou wish to.

Unfortunately your nets break constantly. And your sails suck ;(.

--
>>973326
Drachtma, your Angel King takes a nymph for his wife.
Your white magic research fails in making any progress.

You do some population growth, having your nymph wife bearing a winged nymph that's quite cute but doesn't seem that special.

The sun is not impressed. Your magic powers are much reduced four a couple turns.

The messengers fail and return back heavily wounded without memory of anything other than big monsters

The sun god is pissed off even more that you would make a building to hide from the sun.

----

>>973350
You clear out some trees and develop farmland for crops successfully. You are producing a small excess of about 60 mouths.

A port has been started that will be for larger ships. It will finish in 3 turns. Please add this to assets with the timer.

(so that's your turn three right? I remember doing your first two turns last night).

---
>>973370
Sleepyanon you are on your way to improving your port. It will be finished next turn. Competent quality.
Your people are unsuccessful in having babies. something about organizing the sexening at wrong time of month.

----
>>973378
Heodila the Lich. Your loyal orcs don't really want to be your enforcers. They don't start shit with the more unruly ones though.

You do however manage to construct a small archer barrack that has enough bows and arrows to supply and train a small force of archer orcs. Nothing special about the orks beside their natural warrior tendencies.

---
>>973382
Your people have been found to be completely shit at using reeds for construction. You will receive a -15 to all rolls about reeds.

However, your people seem to be good arborists, and succeed at making progress towards a permaculture forest gardening culture. The forest provides your needs where your arborests have done their work.

----

>>973389
Hare. You made progress improving your capital and surrounding areas a bit more. Your houses are improved, your wells are a bit bigger and have covers on them, and the weeds in your gardens and fields have been removed, improving quality of life.

-----
>>973414
Temujin. Your warriors get absolute keks from your rant about them being wasteful and indulgent. They reject your diatribe and instead embrace overeating and waste.

However, your people have become highly skilled at passively gathering resources on the move, and know where to fatten their herds when they set up camp.

---

>>973438
V!! The hundred orcs are pretty poor at harvesting the resources and building and crafting but they do manage to not fail that badly with the
part dun
>>
>>973438
Okay so to continue on V!! Your huts are build but they are shit quality. And you have shit tools.

Your orcs do that edgelording stuff. However the Edgelord Gods are so utterly horrified and just straight up WTF that they don't accept your offering.

They instead turn the 10 orcs pink. And heal them fully. And make them pacifists.

---

>>973442
A B rated lesbian succubus thing gets going and the Sapphoria demon is pleased but not greatly so. The succubi try to spread their lesbian goodness to the rest of the Tribe. Some decide to try it out but it's not that big of a thing.

---
>>973492
>>973493
Glad to have you Bob dragon chief. I am gonna say that you are allowed to have your small nest of dragons and human hamlet, with your latest three turns. Or something :)

---
>>973532
>>973573
God King Hawk welcome. Same thing with dragon fire chief. You having a fantastical tribe consumes your missed turns.

---
>>973553
Chief Gajac, you succeed at building a small army that consists of a unit of lizard militia and a small group of orks. Not particularly trained as of yet but there is lots of growth potential.

Your animal handlers succeed at capturing some sneks that are poisonous.

---
>>973581
>>973582
Hellow Big Brewah Gorbug.
this is how I want everyone to post their civs. Once I have completed the turn updates.

PArt three coming up
>>
>>972967
Name: Millennium
Colour: Red
Minor tech: shield making. Each family has a shield. Beautifully crafted by a craftsmen, to lose ones shield is pretty much losing the family's honour
Religion: worship three gods, war, earth, water.

Action 1: start scouting the area for materials and such ( specifically ore)
Action 2: start developing advanced armour to defeat nearby people's or beasts
>>
>>973880
>>973903
>>973933
>>973966

Hey Quest QM got space for me?
>>
Rolled 25, 96 = 121 (2d100)

>>973973
Humans and elves for race

Civ called Vaesar
>>
>>973973
Also we starating in the town of atlas.
In the machi forests on the coast
>>
>>973944
>You will receive a -15 to all rolls about reeds.
Can our innate weaving tech/religion bonus do anything to alliviate this?
>>
>>973944
Yes I think so.
>>
>>973983
Reeds are your people's natural enemy.
The Devil's Grass
>>
>>973903
What do you guys think of my lore? Good stuff or eh? First time in this type of pst.
>>
>>973598
Since everyone is a small hamlet for a capital when starting up, there won't be that much there. For the most part we can assume your culture and specialty includes your already built stuff.

---
>>973631
Hello YhettiKing. Yes, since you are ogres your smaller pop makes sense and fits.
---

>>973668
Hi and welcome Cyntande, CuteCentipedes? I like the concept.

---

>>973669
Hi Bulagd. So you got a gold mine and maybe an iron mine. Let's say that finding those, along with getting a nat 1 for a greedy dragon arriving were your missed turns.

---
>>973682
This is gonna be fun :D

---
>>973683
thanks senapi
---

>>973770
Claudius of the kingdom of Tillea welcome. Like the fourth dwarf group? except jewish this time nice.

---
>>973880
>>973903
>>973975
yes I do welcome Emperor Juni of the Qingde. We were lacking chinese lel I guess.

>>973973
>>973978
>>973980
Hi Millenium of the shield bearers. You only have small mineral deposits enough to have family shields of good quality but not enough for making lots of them.

However, what metal you CAN find, is used to great effect with your not-quite-dwarf-blacksmiths who are top tier at forging armour and shields.

So you have ten suits of armour and shields that are steel. However you won't be able to make more for a couple of turns unless you successfully search for resources. Mining atm for you is very slow due to shit yields.

---

>>973983
Well you can always avoid reeds. You failed the rolls 4 times or something. Your arborests are great though.
>>973994
I really like it.

------

Okay post your civ information here. Can someone please also add the latest civs onto the map that had like 12 civ borders drawn on? that would be great

Also post your actions at the end of your civ information like

Civ info

------
Actions for Turn 4
>>
>>973995
Feels good to be here
>>
>>973995
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks.

Population: 200
>>973378
This has my next turn on it.
>>
Rolled 42 (1d100)

>>973995
Name;Trine of Bugunda

Race; Lizards with Aztecan Culture

Location ; Creeping Jungle

Religion; Voodoo Spirits, with the chief Spirit Erdian the most prominent

Tech specialty; Voodoo.

--------

Action 1; As commanded by my lord in pic related, I will sacrifice 50 goblins to the Voodoo Spirits. I will not roll for this, but I hope he Blesses me.

Action 2; Send out some of my military ork boyz to raid the Edgy guys just north of me. For slaves, and loot!
>>
Rolled 92, 19 = 111 (2d100)

>>973995
Action 1: search far and wide for ore.
Action 2: develop better architecture and wall off vaesar
>>
File: IMG_20161225_091535.jpg (40 KB, 960x432)
40 KB
40 KB JPG
>>974002
Forgot pic, krk
>>
>>973995
>>973933
Qingde: Population 240, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local god of nature.

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion:Mentioned above

Starting place: Around the sanctuary of fiery ruins

Lore: the Qingde people were a interesting addition to this word, having a strange culture that arose without any outside influence.. (think of a blend of traditional japenese samurai culture blended with some mongolian costume and culture). They where very peaceful, and hardly knew what a weapon was until they came in contact with the mushroom people, which lead to a devastating and horrible war for both sides.... Their original home was in a plain East of the city of barasa. But the horrible war between the people lead to horrible sorcerers gaining power on both sides... and in a irreversible climaxed battle used a ancient and fell spell of water on each of them... this destroyed both of their capital cities and lead to the destruction of much of their peoples. Those that had not been led astray by the corrupted sorcerers heard a calming voice in their greatest time of need.. It was Wie Bu-Ge a great and powerful nature spirit that was know to both of the people. She urged the survivors to join together in a new people of trust and brotherhood.. and told them to go west until they found the land of the Floating Sun. They obeyed, fleeing their tortured land to sink under the cursed spell waters. Many perished in the shipdushaz crags and zarazar mountains... and still more sacrificed themselves traveling through the desolation of ninezzi. But they held their faith until they finally came upon the sanctuary of fiery ruin. The elders gazed across this inland sea, and played their eyes on the prophecies truth... the sun about to set, seemingly adrift in a watery land. We have been here ever since.. blessed with the good fortune of Wie Bu-Ge, but still with a hard road ahead.


Heres my last turn. I could preroll but i guess this is being honest. Could i do a dice+6d100 to catch up on the last 3 turns?
>>
Rolled 30, 97 = 127 (2d100)

>>973995
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 50, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Tech Learnt: Spirit Communication
Religion: Animism

The Great Gate of Spirits has released more weary travellers into our world. We must contact them and find out their knowledge!
>Attempt to contact some of the Spirits of the Gate and try to gain knowledge.
While this happens, we are ill-equipped to house our honoured ancestors with us. We must find a way to keep them with us!
>Begin Research into spirit stones for spirits to stay in and communicate without a huge ritual involving half the village
>>
Rolled 32, 92 = 124 (2d100)

>>973995
Yvendale
>Leader
Rain an elementalist
>Color
Black
>Race
Humans
>Tech learnt
Elementalism
>Religion
Polytheistic worshipping four gods.
One for each of the four elements.
>Population
200
>Location
Island in the sea of traitors

>Assets
Amazing fishing spots with amazing fisherman in amazing fishing boats.
Farmland for crops(and we're currently producing an excess of about 60 mouths)
Construction of a port(will finish in three turns.)

>Actions
1: Continue construction of the port
2:Have elementalists train near the drain rocks to try to fight this effect. Maybe it'll help them improve their control
>>
>>973995
>Find the dwarves that somehow got lost UNDERGROUND
>>
Rolled 88, 55 = 143 (2d100)

>>973995
>Details
Rystwe: Population 230, primarily human, some halfling. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a female halfling named Thyana. Many of its residents wear a copper amulet to honor Sualda, a local god of fire.
>Color
Green (preferably lime)
>Population
161 humans, 69 halflings
>Location
Rystwe, island off of Dragonsvale.

ROLLS
Roll 1 - Explore north of myself
Roll 2 - Form some sort of organisational hierarchy
>>
File: nationciv map.png (5.44 MB, 4000x2000)
5.44 MB
5.44 MB PNG
Rolled 35, 67 = 102 (2d100)

>>973995
Name: Namkha
Color: Lavender or Pink (something not taken)
Race:Primarily Elf with some Satyr
Location: Conny Island
Tech:Weaving, Arborist
Assets: Permaculture gardens, Medicinal plants

>Attempt to make fishing spears and weave nets to harvest the bounty of the sea

>Search the forest for animals to weave into our community as helpers. (domesticate creatures)

pic related (me in the pink in the far east)
>>
>>974033
what photo editor do you use
>>
Rolled 47, 82, 40, 9 = 178 (4d100)

>>973966
Name: Draconia
Colour: Dark Blue
Race: Fire Dragons
Tech learnt: Metallurgy
Religion: Kek cultism
Location: Dragon's vale
1st 3 turns will be used to focus on population boosting, the fourth will be used on expansion
>>
Rolled 82, 72 = 154 (2d100)

>>973995
Ok shit sorry for being late.

Turn 4:
>Temujin will whip up his warriors into shape. They need to stop being so shit.

>The tribe will head west in search of trade or whatever the world brings them.
>>
>>973995
Atar: Population 150
Primarily human, some troll. The village is defended by a wooden palisade and ditch. It is governed by a council of wealthy landowners, led by a male human named Mamay.

Colour: Yellow

Race: Human

Culture: Mongolian

Tech learnt: Nature Magic, Bear Domestication

Religion: Ancestor Worship

Actions:
Increase population.

Create facilities to produce salt from seawater so that we can preserve our foods for winter.
>>
File: 1482704406703.png (6.15 MB, 4000x2000)
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>>973995
Heres the map. I added my spot in bright yellow. Some people are still missing. I recommend everyone use this to add their civs.
>>
>>974070
Could I join? I've been lurking for a long while but I wanted to ask, since there is a lot of people now.
>>
https://discordapp.com/channels/207685123292790804/207685123292790804

This will be the discord we use. Saves having like 5 for the same thread.

So who hasn't done their turns and their civ summary yet?

>>974073
yep. Will never be closed from anons joining.
>>
Rolled 18 (1d100)

>>974074
This is the link to the discord. https://discord.gg/thNH9

PRAISE ERDIAN!
>>
>>974074
>https://discordapp.com/channels/207685123292790804/207685123292790804
are you sou?
>>
>>974079
See
>>974077
>>
>>974035
I hate to give away the secrets to my success.
MS Paint
I just zoomed in and used the line tool senpai.
>>
I'm gonna have to go to sleep. I'll just spend the remaining turns I miss on stockpiling on food and weapons as well as increasing the population.
>>
>>974074
Awsome! I'm this anon >>974073 I just went onto my lap top.

Name:The Decrepit
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:The ruins of Hoppar strong hold
Color:Dark or Royal Purple.
>>
Rolled 79, 24 = 103 (2d100)

>>973995

>Colour:
Black
>Location:
Ashen Hills (basically dead centre of map)
>Leader (and biggest problem):
Bulagd the great dragon.
>Race:
Majority goblins, some other evil races.
>Pop:
250
>Tech:
Improved mining and tunnelling
>Religion:
Mostly worshipping Bulagd.
>Shit we got:
Gold mine, iron mine.


>Set up a big ass forge to make iron tools and weapons.

>Make a load of iron pickaxes. They can be used for mining gold to give the dragon and maybe mining peoples faces to make them give us gold to give to the dragon.
>>
>>974000
Heodila the Lich!. You spend your efforts on improving upon your basic magic. You manage to get practiced at casting death spells that are very effective at killing people/creatures who are not healthy and not particularly strong willed. So a weedy person with a cold with no practice at mind protection could be easily killed from maybe 10 meters away. However a burly soldier would just be weakened. It would let's say take about three hits to kill the burly soldier. The spell takes about the same amount of time as firing a bow.

----
>>974002
Chief Gajak of Bugunda. You sacrifice 50 goblins. I don't know why you are throwing away so many, but I guess the obscene amount of bloodlust you are showing gives the Voodoo Spirits great pleasure and they bless you. You have the ability to make those voodoo dolls

brbb
>>
>>974118
See you on the battlefield niggermancer
>>
File: Cyntande.png (5.42 MB, 4000x2000)
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Rolled 82, 44 = 126 (2d100)

>>973995

Name: Cyntande

Leader: Inheritor Veskakak

Colour: A purplish sort on this map, open to whatever makes sense for the cartographers.

Race: Cyntaps - A species of single-eyed centipede creatures with four manipulator arms and twelve propelling/walking legs.

Tech Learnt: Reverse Engineering

Religion - The Dead Before. The Cyntaps revere the beings who lived in their lands before their passing, though they don't quite know who they are or what killed them. All they know are the ruins of their civilization, which the Cyntaps have inhabited since they first came to knowledge.

Location: The Ruins of Hoparr

Population: 200 sounds about right, I think?

Actions: Inheritor Veskakak chitters and hisses that the Cyntaps need to know more about the venerable, glorious dead before.

Action (1) The Cyntaps spread out from their village, sited in a half-ruined building of some former grand size on a crossroads near the ruined city center to scout the ruins of Hoparr and seek out the venerable legacies of the dead before, to learn what they can about this obviously grand and glorious race.

Meanwhile, 2) the Cyntaps set about searching their land outside the ruins for fresh food sources; such as abandoned farms to reclaim or fishing ports to re-establish; the detritus of a fallen city will not be ever-sustaining and we shall not starve!
>>
>>974152
>>974070
add it to this map
>>
File: map.png (5.44 MB, 4000x2000)
5.44 MB
5.44 MB PNG
>>974156

No, add to this one I've just changed.
>>
>>974004
Mill! The gods have blessed you. You found a good iron vein. A coal vein. And you found a bunch of thin but deep veins of some other metals, like lead and silver. They will need to be expanded upon with mines though before you can use them.

Your architecture is shit and the wall is shit and you should feel unshielded of yourself.

---
>>973933
Juni! You managed to build a small cavalry core. Your tribe is shit at building fishing boats. -5 to fishing rolls.

Your catchup turns were getting your great cavalry tactics and equipment and horse talent. Though remember your population is 240 so let's say you have 120 horses and 30 cav. They are unblooded but have good head knowledge on what to do.

---
>>974010
YhettiKing. The Great Gate of Spirits has been exporting travellers into our world. You are unable to contact them. They just walk or float through the gate.

However, you DO research into spirit stones and manage to build a small prototype that will allow you to communicate with any willing spirits. You gotta get the willing spirits first though.

---
>>974011
Rain of Yvendale. Your port construction does not get accelerated. Finishing at same time.

However, your handful of elementalists have taken to training their magic near the drain rocks. Sort of like using training weights when running and exercise. So far they have managed to actually cast spells around the rocks, but they are much reduced. Improved control though.

----
>>974015
Finghis Khan. Your population will increase with 1/3 the women getting pregnant.

Your people have built a long and wide quite shallow stone pool that they fill with seawater and they get enough salt from that to help preserve their foods. This means that your food production isn't wasted in rot, and you will be able to handle the new population.

---
>>974026
Gurney Yewling (Hare). You have explored north of yourself up to 6 tiles. Expansion north will be given a bonus of +10 within that area explored due to knowing what is there.

You have built an organizational hierarchy with you are the top and it's mostly age based so old people are second to you, and then the middle aged then the younger then the children. Mages have their own place, sort of independent. If there are any mages of course.

---
>>974033
Thanks for that map. I think there is an updated well further down now.

Namkha. Your fishing spears and net attempt wasn't very successful. However you did manage to make a bunch of spears that are alright. They can work at fighting in a pinch but not for fishing well.

You found a small fluffy four legged creature that likes being fed by hand. It has nice fur.

----
>>974036
Bob, fire dragon chief. You have at most 5 dragons and a small hamlet. That took your three turns as well as for your other stuff. You not been able to expand.

---
>>974044
Temujin you manage to make your wasteful warriors good at fighting. They aren't amazing but they are trained. Your migration west happens. 2/x
>>
Rolled 73, 61 = 134 (2d100)

>>974160
Move my starting location to Mawry Forrest.
First action:Dig a underground complex to house our current population with additional space for farms and mushroom spawn.
second action:Send out men to start to harvest wood and stone for construction.
>>
File: Cyntande.png (5.44 MB, 4000x2000)
5.44 MB
5.44 MB PNG
>>974158

Ahh, done
>>
Rolled 80, 93 = 173 (2d100)

>>974160
Action 1: training soldiers and creating a swordfighting style in heavy armour. Pump out armour and weapons
Action 2: farms and fertility fests
Need bread and more troops
>>
>>974186
Currently at 230
>>
The angels desprately try to regain lost favor with the sun, and ask for the ability to summon holy meteors to smite evil creatures again.

Bring more nymphs into our society
>>
Rolled 31, 79 = 110 (2d100)

>>974160
My actions for this turn will be the attempted crafting of metal tools and an exploration of the uncolonized portions of the Vale
>>
Rolled 12, 66 = 78 (2d100)

>>974195
>>
>>974160
Turn 5:
>Temujin will strike out on his lonesome, taking his horse, spirit banner and bow in search for a rival tribe in the general vicinity of the tribes direction.

>The tribe will continue moving West. The warriors will participate in further festivities and wargames.
>>
Rolled 25, 56 = 81 (2d100)

>>974204
Forgot rolls. Fuck me
>>
Rolled 59, 47 = 106 (2d100)

>>974160
Qingde: Population 240, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local god of nature.

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Action One- Build farms and agriculture industry

action two: build mine and see whats in the ground of the steppe


Religion:Mentioned above

Starting place: Around the sanctuary of fiery ruins
>>
>>974103
okay famalam

---
>>974118
ManMush. Quite a cute civ you got there.

---
>>974120
Bulagd. Your big ass forge will be completed next turn. It will be able to handle all building of iron tools and weapons that you know how to make (anything at the tech level we have).

While that is being constructed, you manage to expand your mining by building two pickaxes. So it was unsuccessful really. A couple of dudes get their faces axed though so you got that going for you :^)

---
>>974152
Cyntande. Your people manage to find a bunch of legacies of the dead. It would seem as though they were some high elf faggots who liked enslaving black elves. You do manage to reverse engineer some construction techniques. How to build marble well.

The cyntaps find a couple of abandoned farms and a broken down fishing port that has a working boat. So starvation won't be happening just yet.

---
>>974173
ManMush, you successfully dug out basic underground complex that houses the current population though it's cramped. There is also enough space to grow mushrooms on the walls and ceilings.

Your men have succeeded at starting to harvest wood and stone.

>>974175
Nice. A good updated map.

>>974186
Mill you have succeeded at training your 10 armoured dudes to be decent quality. Your recent acquisition of materials allows you to have build another 15 sets of armour and swords. As of yet those are militia level. So 25 troops who are heavies. Reminder that's about 11% of your population.
Something about bread and troops. You raise another 10 militia and you have built a grain mill and have started making bread. This is more efficient that eating grains and hunting so you can handle the now 18% in the army.

-----
>>974002
Oh shit, forgot about your raid upon V!!

You sent your twenty militia quality guys at V. They take V by surprise so only 1/3=2 of V's own militia are able to fight the raiders. Bugunda's raiders versus V!!s edgelords coming up
---
>>974195
Drachtma the sun fucking hates you. A lone meteor is sent at your civ and damages a few houses.
Another 30 nympths join you tho.
---

Same format. Turn four completed and turn five started


Bugunda versus Edgelord V!! fight now.
>>
Rolled 92 (1d100)

>>974160
Name: Namkha
Color: Lavender or Pink (something not taken)
Race/Pop: 150 Elves & 75 Satyrs + natural reproduction rate?
Location: Conny Island
Tech:Weaving, Arborist
Assets: Permaculture gardens, Medicinal plants, small fluffy creature, A bunch of alright spears

>Focus on domesticating the small fluffy creature and find more of them to feed and tame.

>Improve spear tech and make fishing spears
>>
Rolled 58 (1d100)

>>974211
second roll
>>
Rolled 4, 88 = 92 (2d100)

>>974210
Yvendale
>Leader
Rain an elementalist
>Color
Black
>Race
Humans
>Tech learnt
Elementalism
>Religion
Polytheistic worshipping four gods.
One for each of the four elements.
>Population
200
>Location
Island in the sea of traitors

>Assets
Amazing fishing spots with amazing fisherman in amazing fishing boats.
Farmland for crops(and we're currently producing an excess of about 60 mouths)
Construction of a port(will finish in two turns.)


Continue construction of Port.

Begin construction of a larger ship to sail to the high seas.
>>
Rolled 71, 27 = 98 (2d100)

>>974210
First:Keep digging further down and expanding the under complex, try to find a already formed under ground cave system.
Second:On top of the hole into the underground complex build a big structure to serve as a town hall, making the entrance a big gate way with stone doors.
>>
File: 1482708643887-2.png (6.16 MB, 4000x2000)
6.16 MB
6.16 MB PNG
>>974210
Map updated again
>>974208
you forgot my turn
>>
Rolled 29, 12 = 41 (2d100)

>>974210
Action 1: build a harbour
Action 2: build mines and blacksmiths near by to get more weapons and armour and shields.
>>
Owbluff: Population 150, mixed goblin and other monstrous races. A major road runs through the center of the village. It is ruled by a mad shaman, a goblin named Holes. Many of its residents wear an iron amulet to honor Ames, a local god of war.

Colour: Beige

Race: Goblin

Tech learnt: Fleshcrafting (Body shaping magic)

Religion: Ames Shamanism

Starting location: Blood river.
>>
Rolled 7, 6 = 13 (2d100)

>>974160
Make some smithing facilities where the orcs will forge their metal and in order to make use of the low quality ore they will try to fold it many times to remove all impuritys before they shape it.

Train a small cabal of loyal orc necromancers with the skill to raise the dead for the purpose to use as labor for the mines and farms and with the death bolt so they can be useful in conflict. Since I'm already technically dead I'm pretty sure they wont be able to hurt me with my death magic. But the catch is once they develop their magical power a portion is going to me making myself stronger in turn. Kinda hoping their smart enough to actually learn it though.
>>
Rolled 17, 4 = 21 (2d100)

>>974160
First action: start scoutinh for land in the mountaibs
second action: set up a daily prayer ritual for alphesmo>>974210
>>
Rolled 75, 59, 98 = 232 (3d100)

Bugunda's raiders are first 100.

Random monsters and shit are second 100

V's defenses and army is third hundred


Juni's turn happens I just forgot to link and reply to it
>>
Everybody who is playing reply to this post so I can know what to name your villages
>>
Rolled 77, 57 = 134 (2d100)

>>974211
>>Details
>Rystwe: Population 230, primarily human, some halfling. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a female halfling named Thyana. Many of its residents wear a copper amulet to honor Sualda, a local god of fire.
>>Color
>Green (preferably lime)
>>Population
>161 humans, 69 halflings
>>Location
>Rystwe, island off of Dragonsvale.

ROLL 1 - Raise the population somewhat through fertility festivals and the like.

ROLL 2 - Begin to settle that mainland we hit near Dragonsvale.
>>
>>974235
Atlas
Vaesar kingdom
>>
File: pteranodon.png (72 KB, 400x238)
72 KB
72 KB PNG
Rolled 42, 94 = 136 (2d100)

>>974210
These are for my turn actions, not my raid.

Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
380(278 Lizards, 42 Ork slaves, 10 goblin slaves)
>Location
Creeping Jungle

>Assets
Poisonous Snakes
Fruit Farms(finishing in 1 run)
Selective Breeding ( for slaves)
Milita(20)
Voodoo Dolls

Action 1; Tame some of the flying beasts in the Jungle for warfare (pic related, I presume they are in the jungle? kek)

Action 2; Begin expanding into the jungle, I need the hexes
>>
>>974233
Half bugunda's raiders died. Random wolfs messed with both sides a little bit.

V's edgelords held up right proper and went up a level. So his militia are now considered tier 2 unites (using Total War's tier system. teir 1 is shit, etc). V loses only like 3 people.

Bugunda's raiders flee with only 5/20 surviving.
>>
>>974235
The Decrepit as my kingdom
Lifeless Forest as my town name.
>>
>>974235
Kingdom; Bugunda
Capital; Bluetrees
>>
Rolled 25, 8 = 33 (2d100)

>>974210
Qingde: Population 240, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local god of nature.

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion:Mentioned above

Starting place: Around the sanctuary of fiery ruins

Action one: Build archer corps as support unit for Cavary

Action two: makes forges to make armor from the new mine ore
>>
Rolled 98, 72 = 170 (2d100)

>>974210

>Colour:
Black
>Location:
Ashen Hills (basically dead centre of map)
>Leader (and biggest problem):
Bulagd the great dragon.
>Race:
Majority goblins, some other evil races.
>Pop:
250
>Tech:
Improved mining and tunnelling
>Religion:
Mostly worshipping Bulagd.
>Shit we got:
Gold mine, iron mine.

>Now the forge is actually built, get those pickaxes made for real. Loads of them.

>Have some of our guys start practising a new pickaxe based martial art known as 'face mining'. Adepts of this art will be known as Faceminers.

>>974235
'Bulagd's Domain' for the realm.
The Lair for the capital if you want to do that.
>>
Rolled 31, 44 = 75 (2d100)

>>974210
Qingde: Population 240, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local god of nature.

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion:Mentioned above

Starting place: Around the sanctuary of fiery ruins

Action one: Build archer corps as support unit for Cavary

Action two: makes forges to make armor from the new mine ore
>>
File: map1.png (5.45 MB, 4000x2000)
5.45 MB
5.45 MB PNG
Enjoy my shitty map Lectre
>>
>>974279
Why did you go over me ? I'm yellow
>>
>>974284
I didn't, I just posted one version of the map I could find
>>
Okay we are waiting for Juni to do his mupdate. he's doing names and suchlike. And there are probably a bunch more turns that anons need to do.
>>
>>974291
Yeah i ned more names
>>
Rolled 1, 30 = 31 (2d100)

>>974210
==Owbluff== Population 150.

Colour: Beige
Race: Goblin
Tech learnt: Fleshcrafting (Body shaping magic)
Religion: Ames Shamanism

Action 1: Send some goblins into the woods to search for food and anything shiny.

Action 2: Test the ground for ores, start mining if they're there.
>>
Rolled 10, 38 = 48 (2d100)

>>974235

Cyntande is the Kingdom. The settlement is part of the Ruins of Hoparr so I guess it should just be called Hoparr.

>>974210

Name: Cyntande

Leader: Inheritor Veskakak

Colour: Purple.

Race: Cyntaps - Single-eyed centipede creatures with four manipulator arms and twelve propelling/walking legs.

Tech Learnt: Reverse Engineering, Marble Building

Religion - The Dead Before. The Cyntaps revere the high elves who lived in their lands before their passing, though they don't quite know what killed them. All they know are the ruins of their civilization, which the Cyntaps have inhabited since they first came to knowledge.

Location: The Ruins of Hoparr

Population: 200

Actions: Food! Again, the dead before have provided for the living.

The Cyntaps send people out to (1) the farms and (2) fishing port to bring these legacies of the dead before back into productive use, and to try and learn for themselves the secrets of how the dead before made best use of these places and the relics left behind there.
>>
File: Newest map.png (6.18 MB, 4000x2000)
6.18 MB
6.18 MB PNG
Heres what I got so far. Those that i missed reply to this post
>>
>>974315
Need beginner hexes around the Blood River text at the bottom of the map, with the capital named Owlbluff. Call the kingdom Apyr.
>>
>>972967
Name: Dan The Necroman

Color: Gray

Race: Skeleton

Tech Learnt: Raising of Dead

Religion: Sky Skeleton


Le Dank Memes
>>
>>974315
I've blobbed a bit, all those islands south of my main one of Rystwe are mine, and I rolled well to settle on the bit of mainland between Draconia and myself, so I will have a few hexes there.
>>
>>974210
Linking to my previous posts for turn five for convenience.
>>974204
>>974207
>>
Fuck
need to do christmas shit and probably wont be able to post for a while
>>
>>974329
just say your next couple of turns and you will be fine.
>>
>>974315
Village of Urd (Pink/Conny Island)

>>974236
Thanks for the (You) but I'm not QM.
Nice rolls though.

>>974243
Not to change the subject, but do we get some sort of passive pop growth for those of us who don't spend an action on fertility festivals every other turn?
>>
>>974339
Yes. Average pop growth for humans is 5% provided they have food surplus. Dwarf is 2% Elf is 1% Demons requires turns. Gobbos is 10% with food surplus.
>>
>>974344
What about orcs?
>>
>>972967
dark red
Location: that hill nestled between parts of the the Crown Spires mountain south of the Arrow river
Clacaea: Population 90, mostly human, some halfling. A series of low stone walls divides and encircles the village. It is governed by a mayor, a male human named Gnaeuso Ciusennius Geniusa. Clacaea has seen better days, and swarms of vermin run through its streets.
Metal working
>>
>>974344
I'm going to bed

So for the rest of my turn I expand, build troops and a Fort in my city. Then research bows and try to get Griffin riders
>>
Rolled 72, 79, 43, 26 = 220 (4d100)

>>973966
>>974210

Turn 4

>Organize the most accurate archers into an elite guard that is rewarded with the most lavish of sexual attention for their dutiful service.

>Find plants in the nearby woods that function as aphrodesiacs to aid sexual appetite

Turn 5

>Breed!

>Explore North into the unclaimed woods above my Civ
>>
>>974344
What's lizard pop growth?
>>
Rolled 67, 23, 23, 40, 29, 39, 31, 44 = 296 (8d100)

>>974210
120 Horses
30 tier 3 Cavalry
Adequate farms tier one
Good mines (tin copper iron?) tier two


Qingde: Population 240, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local god of nature.

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Action One- Build farms and agriculture industry

action two: build mine and see whats in the ground of the steppe

Idk about my items and resources so i think that that right Qm correct me if I'm wrong

these army next 4 turns

Action 1 rebuild archer core, make it better
Action2 make forges better after previous failure

Action1 expand mines
action2 expand and improve on our farms

Action1 occupy the steppe with our army
Action2 research heavy equipment (scorpions, catapults etc)

Action1 build heavy infantry core with large shields
Action2 research more weapons for troops
>>
>>974315
Name: Dan The Necroman

Color: Gray

Race: Skeleton

Tech Learnt: Raising of Dead

Religion: Sky Skeleton

Llanfairf: Population 210, mixed orc and other monstrous races. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Maire. Many of its residents wear an amulet of bone to honor Trici, a local god of death.


Fixed.
>>
Rolled 33, 58 = 91 (2d100)

>>974210
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 50, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Tech Learnt: Spirit Communication
Religion: Animism

Okay, so that did not go too well. Right. Lets actually work out what this thing is. Maybe the writing on it will tell us what to do?
>Send some of our climbers up the gate to note down the writings on it.

Meanwhile, we need a recent spirit. Imilik, you've been annoying me recently, go and find your granny. She was an Ice Spider now right?
>Have some of our best climbers
>>
Rolled 26, 32 = 58 (2d100)

>>974315
Action 1: Settle in snow
Action 2: Research better skeleton
>>
>>974315
Hey, Im not there. Im in the NE corner, on the aetheric port.
>>
>>974315
So The purple civ to the far left on the island of Bugunda you can call Sex Cult because that's me!
>>
>>974364
Correction for action 2. Send Imilik out to find his granny's animal spirit.
>>
>>974350
so for 2 actions im going start some farming communities along the arrow river to increase my food production
>>
Gonna start writing now. Feel free to keep posting any turn 5 that hasn't been done and any joiners welcome.

Orks are 4%, lizards 8% halflings and humans same. discord I will answer other pop growth questions.
>>
>>974381

Guess I have to ask how fast Cyntaps should reproduce.
>>
>>974210
PISS OFF SUN IM TRYING TO BE A LOYAL FOLLOWER

Begin enchanting our special bows with holy magic

Have the nymphs scout for metal deposits for armors
>>
Rolled 50, 36 = 86 (2d100)

>>974393
>>
>>974392
>>974381
I meant that halfings and humans are same as each other, which is 5%
>>
>>974211
Namkha. Backround stuff you have gained about 6 elves over last few turns. And 5 satyrs. Satyrs are like 7%growth.

You have succeeded very well at domesticating the small fluffy quadrapods. And have found more of them. You now have about a small field of them within a gated area. Some have died and your people have tanned and plucked them and it's very nice and warm and comfy, and leather is super soft.

Spears have been improved. Finally have managed to make good fishing spears and your people are enjoying the added food diversity.

---
>>974216
Hare, your Yvendale port is utter fucking dogshit. -10 to all port construction to add to the failure.

However, your construction of ships without a port to help make them seems to be alright. A larger rather shallow ship has been built that can still handle the high seas without too much failure.

---
>>974220
ManMus. Your digging goes well. You expanded your under complex, and have found a naturally occurring cave system that makes your housing a non issue once beds and suchlike have been put in place for comfort.

However, your town hall construction does not go well. You only manage to make half a doorway out of stones.

---
>>974223
Juni, your farms have been completed. Along with your other actions, you have food supply for your entire fiefdom and another 100 people.
You also have found a smattering of minor mines that do the job but not large scale.

---
>>974226
Owbluff, you seem to be doing standard stuff, so gonna have agriculture developed for you and a militia and some sort of special unit that can slowly shape shift.

---
Heodila the Lich. Your orcs cannot into smithing construction. They cannot into metal forging. At least not until they figure it out. It very pisses them off though. Morale is low..

Also, you don't have any loyal orc necromancers. They disobey you.

---
>>974229
god King Hawk, scouting goes very poorly and you lose the handful of scouts to wild animals.

Alphesmo is not pleased. Bad omens are seen.

----
>>974236
Hare, half your women are preggers. You send some men and non preggers women to the mainland tile you hit near Dragonsvale and interact with the little community of humans that is sprinkled throughout the tile. You make a little Thorpe (like 30 people) called Thyana's Landing. A free action can be used to change the name if you don't like it :).

----
>>974240
You manage to tame some of the flying beasts but they only take food from you and don't peck you. No riding and they don't help you. Will take more effort to get them loyal.

You manage to expand 3 tiles into the jungle. They are claimed by you, and the handful of jungle people accept you as their nominal leader and will ask you for help and give warnings and suchlike.

---
>>974269
Juni, archer corp fails. At least you manage to have a concept of ranged units instead of just cavalry.

However your blacksmiths can't into armour from the new mine ore. It breaks with a push of the finger.
....
>>
>>974420
>small fluffy quadrapods with soft leather and furs and like to be fed by hand.
wait, do they hop? are they herbivores? are they rabbits?
I was thinking they were cats this whole time.

Also is there a specific bonus for actions involving our specialty tech?
>>
>>974274
Bulagd, your forge is very good, and your blacksmiths are super happy. They turn out to be very good at what they do, and you get a load of very good quality pickaxes.

Okay, your miners have been given training in combat revolving around headshots. Faceminer unit has been made. Let's say about 50 max militia, but usually just they mine.

---
>>974277
I remember you mentioning the double post, probably should delete double posts from now on m8.

----
>>974297
Shaman Holes von Pits. Those goblins go into the woods and become food for the small clan of werewolves.

The ground has been tested, and you have so far only managed to find a single tin mine.

---
>>974302
Cyntande, your food development is shite. Your necro cannibalism is unsuccessful.

You do manage to work your farms and abandoned fishing port okay enough for sustainance.

---
>>974350
Centurion you start a bunch of small farming communities, and organize the spread out little groups of people living in the hexes around there not in capital, to group up to farm by the river. This helps a lot. Pop growth will be the optimal 5% due to food excess. People are happy with you.

---
>>974352
TrickQM, you have a good unit of tier 3 archers.

You found some aphrodisiac plants.

Breeding happens. Though only a third of the females get preggers.

You explore north but your scout demons get killed.

---
>>974354
Juni, these actions will be remembered. Btw to everyone, it's best to only post future turns if you don't think you will be around

---
>>974359
Dan I guess you do necroman stuff. Let's say your missed turns were practicing your skills and building the tall tower and making the amulets for everyone.

---
>>974364
YhettiKing, you have had mixed results with your climbers. "Keep going..." is the only word you see on the wall at all.

Imilik is sent out to find his granny's animal spirit. It is a cute ostrich that talks.

---
>>974368
Ahh, Dan The Necroman, you settling in snow has not been very successful. Your people prefer to hold up in their houses when it snows.

A better skeleton hasn't been found. Your present ones are weaker than humans.

---
>>974392
Your Cyntaps do at 12% when provided adequately with food. since you haven't been able to provide much excess, it's been 4% pop growth since.
>>
Turn six actions to be here.
>>
Rolled 18, 22 = 40 (2d100)

>>974458
Research Sentient Skeletons

Settle more lands
>>
Rolled 6 (1d6)

>>974455

How many of my precious Incubi died?
>>
Rolled 70, 65 = 135 (2d100)

>>974458
Blasted greenskins are useless! Cant even handle a simple forge and have the gaul to complain! Fine then, send the orkish horde to conquer and slaughter the inhabitants of the island we have yet to claim to raise moral and so I can raise the corpses after as undead

Continue making my deathbolt even more powerful to be able to strike multiple men and kill easier.
>>
Rolled 36, 51 = 87 (2d100)

>>974458
>Details
Rystwe: Population 367, primarily human, some halfling. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a female halfling named Thyana. Many of its residents wear a copper amulet to honor Sualda, a local god of fire.
>Color
Green (preferably lime)
>Population
161 humans, 69 halflings
>Location
Rystwe, island off of Dragonsvale.

ROLL 1 - Explore the Western waters.

ROLL 2 - Train fire mages, using our God's teaching as a base - perhaps enlist his help as well.
>>
Rolled 95 (1d100)

>>974458
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
355(300 Lizards, 44 Ork slaves, 11 goblin slaves)
>Location
Creeping Jungle

>Assets
Poisonous Snakes
Fruit Farms
Selective Breeding ( for slaves)
Milita(Tier 2, 5 guys)
Voodoo Dolls
Pteranodon (tier 1 atm)

Action 1;Begin exploiting the jungles for resources
Action 2; Try and see if lizard scales can be hardened to act as armour
>>
>>974469
Forgot my stats

Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy, Deathbolt

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks.

Population: 248
>>
Rolled 65, 15 = 80 (2d100)

>>974458
Pop 95
color red
location capital located nestled in foothills of crownspire mountains south of arrow river
Establish more farming communities along the Arrow River

Start mining communities in the nearby Crown Spire mountains
>>
Rolled 64 (1d100)

>>974473
2nd roll here
>>
Rolled 90, 62 = 152 (2d100)

>>974458
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 50, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Tech Learnt: Spirit Communication
Religion: Animism

Okay, so the gate thinks we are doing the right thing. Maybe we've been doing this wrong. Spirit-speakers, to me! Commune with the Gate itself. We have been speaking to the fish, but now we address the river!
>The best spirit speakers attempt to commune with the Gate itself, finding out its desires!
Imilik, you technically succeeded. Your Granny is a better hunter than you though, she found an adorable ostrich in the far northern Wastelands.... Go and find some more of your ancestors, shoo. Right, now he is out of the way, lets carve this stone into an Ostrich shape, and see if the old bird, (heh) will hop in.
>carve the Spirit Stone into an Ostrich Totem, to store Imiliks grandmother.
>>
Rolled 83, 76 = 159 (2d100)

>>974458
Yvendale
>Leader
Rain an elementalist
>Color
Black
>Race
Humans
>Tech learnt
Elementalism
>Religion
Polytheistic worshipping four gods.
One for each of the four elements.
>Population
200
>Location
Island in the sea of traitors

>Assets
Amazing fishing spots with amazing fisherman in amazing fishing boats.
Farmland for crops(and we're currently producing an excess of about 60 mouths)
A shitty port.


Begin expanding to take the rest pf the island

The elementalists begin making martial arts that mix physical combat and elemental magic.

Each of the four four elements having a different martial arts style.
>>
Rolled 68, 92 = 160 (2d100)

>>974458
==Owbluff==

Colour: Beige
Race: Goblin
Tech learnt: Fleshcrafting (Body shaping magic)
Religion: Ames Shamanism
Assets: 1x Tin Mine, Basic Agriculture, Shapeshifters

Action 1: Send a single envoy to werewolf territory, attempting to make peace and bring them under the banner of Ames and the kingdom of Apyr.

Action 2: Open up to the spirits of Blood River, attempting to locate any nearby points of interest. If possible, dominate a spirit.
>>
>>974480
Sorry sorry my pop is 231
Error on my part
>>
Rolled 6, 80 = 86 (2d100)

Name: Cyntande

Leader: Inheritor Veskakak

Colour: Purple.

Race: Cyntaps - Single-eyed centipede creatures with four manipulator arms and twelve propelling/walking legs.

Tech Learnt: Reverse Engineering, Marble Building

Religion - The Dead Before. The Cyntaps revere the high elves who lived in their lands before their passing, though they don't quite know what killed them. All they know are the ruins of their civilization, which the Cyntaps have inhabited since they first came to knowledge.

Location: The Ruins of Hoparr

Population: 208

Actions: Sustenance is not a full belly, but neither is it starving; but the dead before have found us unworthy of learning their secrets through study and toil.

Instead, (1) The Cyntaps will try and clear some land west of the ruins, to try and build new farms of our own in imitation of the dead before; and (2) We shall send out scouts to seek fresh sources of this worthy 'marble' stone.
>>
>>974420
First action:Send out all the Mushroom people to start building a mushroom soil, the first type of mushroom besides the normal mushmen will be giant mushrooms. They take twice as long to grow but will be four times the size and have the strength of 10 mushroom men.
Second:Clear forests to collect wood and stone, also to make an even flat area to expand and colonize.
>>
>>974458
Uthar geshud: Population 170, mostly dwarf, Most of the village is delved into the sides of a volcanic outcrop. It is governed by a consortium of guildmasters, led by a male dwarf named Lam Therleth. Uthar geshud is known for its extensive mines.

Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Stone Grey
Race: Dwarf
Tech learnt: Magma smelting, The dwarves of Uthar geshud have tapped into the heart of their mountainous home, and learned to use it to create tools and weapons.
Religion: A pantheon similar to the Norse
pantheon
Location: In the Blade Mountains, Near the Jewel of Illeriar or whatever it is
Action:
>Find the dwarves that somehow got lost UNDERGROUND, because I missed 2 turns
>>
Rolled 59, 67 = 126 (2d100)

>>974486
Name:The Decrepit
City name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:250
>>
Rolled 40, 77 = 117 (2d100)

>>974458
Name: Namkha
Color: Pink
Race/Pop: 242 = 157 Elves(+1%) + 85 Satyrs(+7%)
Location: Conny Island
Tech: Master Weavers, Arborist
Assets: Permaculture gardens, Medicinal plants, Rabbits, Spears & Gigs
Hexes: 5
Curses: -15 to reedcrafting

>Weave boats from bamboo and vines to improve fishing and scouting. (weaving bonus?)

>Build not-rabbit hutches and begin breeding and harvesting them for meat and furs/leather to craft nice clothing.
>>
Rolled 94, 38 = 132 (2d100)

>>974458

>Colour:
Black
>Location:
Ashen Hills (basically dead centre of map)
>Race:
Majority goblins, some other evil races.
>Pop:
333
>Tech:
Improved mining and tunnelling
>Religion:
Mostly worshipping Bulagd.
>Shit we got:
Gold mine, iron mine, huge ass forge, grumpy ass dragon. 50 Faceminer militia.

>Build some mushroom farms in the vallies of the Ashen Hills.
Although the place is sort of a shithole, it turns out ash is really good for fertility. All the clouds mean things that need sunlight don't grow well. Fortunately, fungus don't need light.

>Catch and tame useful cave creatures.
In the deepest parts of our tunnels we sometimes find caves. All sorts of weird shit lives down there. Lets try to catch and tame some of them that seem like they might be useful for work or war or transport or whatever, because that can't possibly go wrong.


>Future turns for this session because I'm going:
>Carry on with tasks I did in this post.
if they are completed:
>Expand throughout Ashen Hills area.
>>
>>974315
>>974491

Not Missed myself, but just realised the Decrepit have been drawn on the wrong side of the map. They're at Mawry forest which is the same Latitude but on the ithumus on the left side of the map; the map has them at Machy forest.
>>
>>974455
>Enchant bows with white magic

>Send nymphs to look for ore for armors
>>
>>974465
Dan, no sentient skeletals for you. They are just dumbfuck skeletals. (only you and your two lieutenant necromancers are smart of your death magic related people).
And you failed at settling more lands. You lose a couple of skeletals in your settling attempt when a couple of homesteaders in a neighbouring tile used their mattocks on the skeletals.

---
>>974469
Heodila the Lich! Your orcs succeed at chimping out and slaughtering like 40 of the humans chilling subsistence farming on the island. You have a bunch of skeletals you are slowly necromancing. (5 a turn passively until you expand upon your skills in that area). Moral also improves.

You improve upon your death bolt. It's a bitlike Rubick's Fade Bolt. The chain is very weak after first bounce, but the initial hit has a bit more strength to it. A burly soldier would die to two direct hits now. If there are like 5 sickly people who are wounded and not paying attention you could probably kill at least 3 of them with one deathbolt.

---
Rirech Toel (Hare), you poorly explore western waters. You see a couple of sea tiles but nothing much else.

You manage at finding 5 elemental acolytes who have an interest and focus on fire magic. They can throw small fireballs at a rate of a crossbow loading and firing. Quite short range, no real penetration but can burn stuff okay.

---
>>974473
Your exploitation of the jungles goes very well. your lizards are exceptional at doing so. They find a variety of animals, and can hunt very well.

---
one of the things you found in the jungle was a tree whose sap could be eaten and put onto lizard scales, hardening them. So lizards all now have tougher scale. It's leather armour quality.

---
>>974476
More farming communities are established along the Arrow River. You also make deals with a few of the communities not in your territory and they will join you if you spend an action swearing that you will protect them and treat them as equal citizens. (I think it's about 4 hexes)

Your mining communities fail.
---
>>974479
YhettiKing, you have a VERY good spirit speaker duo. The Gate itself desires for your settlement to grow and develop and become a hub of population, a city for the fiefdom and one of the biggest in the world. +10 to rolls for improving the capital in population and food related things

---
>>974480
Rain of Yvendale. You expand another 3 tiles. It is quite easy because the smattering of human inhabitants quite like the idea of being part of a kingdom of elementalists. Lots of prestige and power.

The elementalists begin to be trained in mixed martial arts, where they use their various elemental magics to strengthen and determine their techniques.
Elementalists are tier tier two equivalent in a fight.
---

>>974482
Shaman Holes von Pits. Your envoy has been fairly successful. The werewolves will unite with your feifdom provided that you provide them with the best food, and help them with stuff.

next incoming
>>
Rolled 14, 27 = 41 (2d100)

>>974458
Current Population: 125 Brown Elf Slaves, 121 Succubi, 114 Incubi

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows, Aphrodisiacs

Religion: Digger Nick, Demon Lord of Sex (Main God), Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers

Location: Shrin of Eternal Night

Color: Purple

Turn 6 Actions

>Attempt expansion into the Northern forest once more

>Blame the edgelords for my dead incubi and attempt to seduce away a few of their raiders with the wiles of my succubi
>>
>>974486
>>974458
I missed this post
>>
>>974577
>>974491
>>974486

>>974458
>>
>>974482
The opening up to the spirits of the Blood River was a success. There are several points of interest. One where the naiads bathe and rest on their journey along the river, another where the thunder spirits shout on a large hill, and another where a fire spirit burns wood in a cave for weird reasons.

You get to pick one to dominate in an auto-success action when you want to next.

---
>>974484
lmao Cyntande. you don't manage to clear any land west of the ruins, :( your cyntaps don't seem to get it yet.
However, your scouts find a bountiful dozen sources of marble stone.

---
>>974486
ManMush, your Mushroom people succeed at building mushroom soil. Your mushroom people can reproduce at their optimal rate of like 12% a year. There Giant Mushrooms will instead have four times the growth time. so 3% growth, let's say you get 15 next turn then they grow 1 each turn then balance out at 3% like in 6 turns.

You also do good clearing forests for wood and stone, making a flat area to expand to (one forest tile turned into plain).

----
>>974490
Lam Therleth. You gottem. They are safe and well, and they have built a tiny holding and worked out how to make throwing axes.

---
>>974493
Namkha, your boats fortunately using bamboo and vines make bare minimum quality boats. So they are more rafts that don't get your feet wet. Fishing begins.

The fluffy creatures a bit like cat-rabbit-mink-hamsters have hutches built for them. Harvesting has begun. The new meat sources is VERY welcome, and the furs and leather make very nice clothing. People are happy.

---
>>974504
Bulagd,your mushroom farms in the valleys in Ashen Hills go well. Volcanic ash is great for fertility. Fungus production meets food requirements and gives surplus.
You manage to tame some mole rats. Not super useful yet but a minor meet source and target for more research and experimentation?

---

>>974566
TickQM. Expansion doesn't work lul. You lose another couple of demons.

No one believes that the edgelords of V are to blame. Everyone sees the incompetence of your scouts. No bait is taken.
>>
Turn Seven actions here.

Also I might be doing something else for a bit.
>>
Rolled 74, 91 = 165 (2d100)

>>974616
>Details
Rystwe: Population 367, primarily human, some halfling. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a female halfling named Thyana. Many of its residents wear a copper amulet to honor Sualda, a local god of fire.
>Color
Green (preferably lime)
>Population
161 humans, 69 halflings
>Location
Rystwe, island off of Dragonsvale.

ROLL 1 - Explore the Western waters.

ROLL 2 - Train fire mages, using our God's teaching as a base - perhaps enlist his help as well.

SAME THING OVER UNTIL I FULLY SUCCEED DAMNIT!
>>
>>974616
pop 100
color dark red
location capital located nestled in foothills of Crownspire mountains south of Arrow River

continue the development of settlements along the arrow river
swear to defend the nearby communities and treat them as equals and bring them into my faction
>>
>>974616
Could I get a quick re album what's happened for mundane guys?
>>
Rolled 30 (1d100)

>>974616
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Stone Grey
Race: Dwarf
Tech learnt: Magma smelting, The dwarves of Uthar geshud have tapped into the heart of their mountainous home, and learned to use it to create tools and weapons.
Religion: A pantheon similar to the Norse
pantheon
Location: In the Blade Mountains, Near the Jewel of Illeriar or whatever it is
Action:
>Create tunnels to connect the new fortress that was built by the dwarves seperated
>Send out an expedition to the surrounding area to find a good spot for a new fortress to be built(roll)
>>
Rolled 85, 14 = 99 (2d100)

>>974616
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 50, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Tech Learnt: Spirit Communication
Religion: Animism

THE GATE HAS SPOKEN! ASSEMBLE THE CLANS! A GRANDMEET SHALL BE HAD, AND WE WILL REMAIN!
>Send out messages to the outlying Yhetti families to bring their families to the gates, begin constructing additional housing for the new arrivals from Wattle and Daub.
>Continue to assemble a proper Spiritstone totem for Imilik's granny
>>
Rolled 66, 64 = 130 (2d100)

>>974616
Research sentient skeletons

Settle more lands
>>
Rolled 5 (1d100)

>>974616
==Owbluff==

Colour: Beige
Race: Goblin
Tech learnt: Fleshcrafting (Body shaping magic)
Religion: Ames Shamanism
Assets: 1x Tin Mine, Basic Agriculture, Shapeshifters

Action 1: (AUTO SUCCESS) The fire spirit of the blood river belongs to me now.

Action 2: Train the finest goblin men among the people in the ways of Ames and his influence; how to harness the fury of nature and brutalise your enemies on the battlefield.
>>
Rolled 56, 24 = 80 (2d100)

>>974616
Name:The Decrepit
City name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:280 Giant mushrooms:15

Action 1:Finish the town hall and the stone gate for the entrance into the underground complex.
Action 2:Make another Mushroom plot that are raised with black caps and tougher skin. They will be the soldiers and guards, if killed they will explode into a cloud of poisonous clouds
>>
>>974552
>>974552
>>974607
>>974607
Qm am i citing the wrong post or something?

Make white magic bows

AND

Have nymphs look for ores
>>
Rolled 69, 26 = 95 (2d100)

>>974616
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy, Deathbolt, able to kill soldiers in 2 hits and chain to others

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks.

Population: 257 Orks, 5 skeletons

Start a chain of command for a dedicated force of orcs for the military where the higher ranks lead and train the lower ranks. With me being on top of course.

Moar death bolt improvement and upgrade what it has now
>>
Rolled 25, 60 = 85 (2d100)

>>974616
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
381(324 Lizards, 45 Ork slaves, 12 goblin slaves)
>Location
Creeping Jungle

>Assets
Poisonous Snakes
Fruit Farms
Selective Breeding ( for slaves)
Milita(Tier 2, 5 guys)
Voodoo Dolls
Pteranodon (tier 1 atm)
Scale sap ( tier 1)

Actiom 1; Improve my lizard scales, tier 2 ATM
Action 2; Expand more into the jungle. Those who do not submit will be enslaved.
>>
>>974513
wtf I am CERTAIN I replied to your posts. I know I wrote your name in. Okay.

You have enchanted your bows with white magic. I guess it helps keep an archer's hands from tiring.

Nymphs find ore for armour. Some iron and copper and tin.

>>974393
progress made
>>
Rolled 14, 15 = 29 (2d100)

>>974616

Name: Cyntande

Leader: Inheritor Veskakak

Colour: Purple.

Race: Cyntaps - Single-eyed centipede creatures with four manipulator arms and twelve propelling/walking legs.

Tech Learnt: Reverse Engineering, Marble Building

Religion - The Dead Before. The Cyntaps revere the high elves who lived in their lands before their passing, though they don't quite know what killed them. All they know are the ruins of their civilization, which the Cyntaps have inhabited since they first came to knowledge.

Location: The Ruins of Hoparr

Population: 216

Actions: Inheritor Veskakak decrees it is the will of the dead before that our people are not yet ready to plough more land then their ancient knowledge allowed. We must look for other means to feed our bellies.

Since the dead before have allowed us to taste the taste of fish, (1) we shall experiment with fish-traps on the coast, to try and harvest more of this tender meat.

(2) Perhaps repairs to the city of the dead before will start to sooth their spirits and win their favour? We shall try and establish a quarry to mine fresh Marble to use in this worthy project.
>>
Rolled 27, 58 = 85 (2d100)

>>974670
Okay thank ya

>>974607
Have nymphs mine out the ore

Induct ALL the nymphs into angel society

I think im at like 200angles and like 50-100 nymphs
>>
>>974552
Yvendale
>Leader
Rain an elementalist
>Color
Black
>Race
Humans
>Tech learnt
Elementalism
>Religion
Polytheistic worshipping four gods.
One for each of the four elements.
>Population
200
>Location
Island in the sea of traitors

>Assets
Amazing fishing spots with amazing fisherman in amazing fishing boats.
Farmland for crops(and we're currently producing an excess of about 60 mouths)
A shitty port.
A boat capable of sailing the high seas.


Require all citizens to train in the arts of elementalism every so often so they can fight in combat rolls if necessary.


Have 4 elementalists focus on study and practice to master one of the 4 elements. Once they finish their studies they can tutor others and help them reach their peaks.
>>
Rolled 1 (1d6)

>>974607

How many incubi die?
>>
Rolled 19, 52 = 71 (2d100)

>>974607
Qingde: Population 240, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local god of nature.

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion:Mentioned above

Starting place: Around the sanctuary of fiery ruins
Items and resources
120 well headed horses (3rd Tier)
30 Third Tier Cavalry Core
5 small mines (tier 2)
Large organized farms (tier 3)
Action one: Build archer corps as support unit for Cavary

Action two: create Heavy infantry Core, with large shields
>>
>>974680
>>974616
Here to here

my bad
>>
>>974616
Build better shipbuilding docks and. breed more.
>>
>>974616
>>974713
my role for turn 7
>>
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Rolled 16, 57 = 73 (2d100)

>>974616
Name: Namkha
Color: Pink
Race/Pop: 250 = 159 Elves(+1%) + 91 Satyrs(+7%)
Location: Conny Island
Tech: Weaving, Arborist
Assets: Permaculture gardens, Medicinal plants, Rabbits, Spears & Gigs, Furs & Suede, Bamboo Rafts
Hexes: 5
Curses: -15 to reedcrafting
Morale: Happy

>Improve boats by giving them a more agile catamaran design and adding sails for speed.

>Research basic herbal stuff like medicines, culinary spices and poisons.

One more question about the cat-rabbit-mink-hamsters.
Do they eat meat, plants or both?

Also, does your previous quote give me any bonus or were you just being nice?
>basic herbal stuff and can be researched to great effect if you wish to.
>>
File: Incorrect map.png (988 KB, 1432x1132)
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Here is an updated map of where I am, ignore filename, its one of the older ones which is why it is called that
>>
Rolled 8, 80 = 88 (2d100)

>>974616

Current Population: 126 Brown Elf Slaves, 121 Succubi, 113 Incubi

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows, Aphrodisiacs

Religion: Digger Nick, Demon Lord of Sex (Main God), Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers

Location: Shrine of Eternal Night

Color: Purple

Turn 7 actions

>Breed

>Summon hellhounds to aid our scouting parties
>>
File: BLESS JUNI.png (6.22 MB, 4000x2000)
6.22 MB
6.22 MB PNG
Here is the map. Bless u Juni. Also starting to write now.
>>
>>974761
My pleasure!
As long as Mil holds my hand
>>
File: 1365104682034.jpg (33 KB, 310x310)
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>>974761
>>974793
>Fags
that's me
>>
>>974621
Rirech Toel Hare, your exploration of western waters goes well. You find all the little islands around you, up to the right-side of the Burgunda name-tag.

Your fire mage training goes very well. From small fireballs now to medium sized fireballs that can be fired 30 feet. Still slow like crossbow, unless firing small fireballs. They can also do fireblasts that I like 6 foot long cones of flame for a few seconds burts for some decent aoe. Mages also gaining greater control over their powers.

---
Centurion. Your efforts to develop the tiny settlements along the Arrow River are bearing fruit. Population in each other tiles along both sides of the river are increasing. Normally each tile has 20-30 people but yours have 45 people each, and they live closer together. Some of the closest groups have joined your fiefdom, especially with your promise to defend them and treat them as equals. (gained 5 tiles along the river).

---
Sleepanon, the mundane guys are just 500ad dudesters living life progressing and stuff. Magic and suchlike can be done. Everything will be balanced, so you won't be stuffed if you completely ignore magic provided you have other strats. Combining the two works. Whatever is fun really.

---
>>974632
Lam Therleth, tunnels have been successfully built, connecting your capital with Laust'olding. It is well built and can be hidden within a turn easy.

Your expedition goes poorly, since there are infinite places to build a fortress and you don't have any ideas. Heck, hell can be a reasonable place.

----
>>974638
YhettiKing. You have been successful urbanizing the region. half the population of each other the tiles you own move into the capital. That's an extra 100 people. Houses are built to good satisfaction.

However, spiritstone totem fails miserably. Imilik's granny is semi offended. As an ostrich spirit so yeah.

---
Dan the Necroman, you managed to research smarter skeletons. You can now make a couple of skeletons able to understand basic noun verb instructions.

Aand you manage to settle 3 tiles. So you get the skeletons of the natural deaths. Which will help, though you still are bottlenecked by 5 raise skeletons a turn.

---
>>974645
Shaman Holes von Pits, you have gained the fire spirit. It's not that great or smart, but you have it.

>Goblin
>Fine
Pick none Ames brutalised YOUR people, not your enemies people.

---
>>974647
ManMush, your town hall has been completed. The stone gate will be finished by start of next turn.

Your new mushroom plot fails to be special. You do manage to clear the required space away though.

---
>>974658
Heodila the Lich! Your death bolt continues to improve. A burly soldier of no mind training can be taken down by a direct hit. However, they can generally recover. Just leaves them collapsed for like 10 minutes and weak for a few days. Still, long enough that a little kid could kill them. The chain is able to kill 5 sickly weak dudes at once usually.
fk I didn't see it was 2nd fuck it
>>
Rolled 46, 74, 20, 8, 71, 32 = 251 (6d100)

>>974904
Turn 5

Action 1: Build more mines near the ore.
Action 2: Build more housing for my population and another mill.

Turn 6:
Action 1: scout to the north west.
Action 2: Try obtain some Gryphons or flying creatures.

Turn 7:
Action 1: Fire magic for bug killing
action 2: Colonise more land and bring the people into my kingdom.
>>
Rolled 84, 79 = 163 (2d100)

>>974904
Sentient Skeletons

Settle


I am either getting a nat 1 or nat 100. I can feel it.
>>
>>974658
Heodila, your chain of command does not improve.

(got muddled but hope it's okay)

----
>>974661
Chief Gajac, your lizard scales fail at being improved.

Your expansion into the jungle is a success. You claim another 3 tiles and enslave the human resistors. So about another 70 human slaves.

---
>>974674
Cyntande. You are unable to improve your fish traps. And you fail miserably at repairing the city.
I heartily recommend not rolling and just letting it be an automatic reasonable success

---
>>974680
General Drachtma, the nymphs follow the orders to mine out the ore. However they don't have any skill at it nor the gear so only get a few pieces out.

All nymphs are inducted. So now you have 200 angels and 250 nymphs. The induction also involves expanding into 5 forest tiles THAT CANNOT AND MUST NOT BE MESSED WITH! Because nymphs are bonded to many of the trees.

---
>>974693
A requirement of all citizens is to train in the arts of elementalism so that they can fight okay. This has the desired effect of making sure all citizens are tier 1 troops. And there are some more elementalist pool of talent found. So the corps can be expanded upon.

The best in each of the four elements have been told to specialise. So far we have a water, a fire, and earth and an air elementalist. They have two basic spells in their specialty along with fire ball that everyone learnt for self defense.

---
>>974713
Juni of awesome map making. You fail again at building an archer corp.

However you do manage to build 20 militia who will become heavy infantry. So far they have large square shields and slightly modified cavalry spears for weapon.

---
>>974730
Namkha. Your boats are shit. A -10 to boat crafting is added to your list of curses due to the perpetual failures.

However, you do very well on researching basic herbal stuff, yes, my quote will be canon and you have +10 on herbal stuff.
So you figure out some healing leaves which can be made into a tea. Helps with overall health and healing. Let's say it triples natural recuperation.

---
>>974756
TrickQM, how the fuck do succubi fail to fucking fuck? I guess let's just say that everyone is too busy being and watching lesbians to impregnate women.

However, you DO manage to summon hellhounds. You have a pack of 30. They give +15 in scouting and hunting.

---
>>974950
Millennium of Vaesar.

You build mines near the ore you found, allowing you to use it. And you built houses for everyone - good quality ones too - and another mill that produces even better flour for bread.

You fail at scouting north west, but you do discover some gryphons on a nearby mountain/hill tile. They don't automatically try to kill you so that's nice.

Your fire magic progress is good. Your mages have greater control over heat, and can direct the flames better, and with stronger power, with aoe focused upon.
>>
Turn 8 Actions here
>>
Rolled 81 (1d100)

>>974982
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Stone Grey
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes.
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 230 dwarves
Main fortress is Uthar Geshud, housing around 180 dwarves, 40 of which town guard, 1 champion.
Secondary fortress is Laust'olding around 50 dwarves.
The two fortresses have a tunnel between them.
The two fortress are almost entirely subterranean, with entrances jutting from the mountainside.
Action:
>A dwarf has entered a fell mood, he may create an artifact (roll)
>Build magma forges in Laust'olding
>>
Rolled 93 + 15 (1d100 + 15)

>>974982
Current Population: 127 Brown Elf Slaves, 121 Succubi, 113 Incubi, 30 hellhounds

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows, Aphrodisiacs

Religion: Digger Nick, Demon Lord of Sex (Main God), Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers

Location: Shrine of Eternal Night

Hexes: 5

Color: Purple

Turn 8 actions

>Breed (I am electing not to roll)

>Scout the Northern Forest with the Hellhounds (rolling)
>>
>>974982
>>974953
>>
Rolled 28, 64 = 92 (2d100)

>>974982
Turin 8
Action 1: Build walls around town

Action 2: Design explorer ship
>>
>>974978
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy, Deathbolt, able to kill soldiers in 1 hit and chain to others

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks.

Population: 267 Orks, 10 skeletons

Just taking the auto success here
Claim the island since I basically killed everyone on it except for my own guys

CHAIN OF COMMAND FOR A REAL MILITARY SO THEY CAN BE ORGANIZED AMD HAVE STATEGY
>>
Rolled 40 (1d100)

>>974982
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
480(349 Lizards, 47 Ork slaves, 14 goblin slaves, 70 human slaves)
>Location
Creeping Jungle

>Assets
Poisonous Snakes
Fruit Farms
Selective Breeding ( for slaves)
Milita(Tier 2, 5 guys)
Voodoo Dolls
Pteranodon (tier 1 atm)
Scale sap ( tier 1)

Action 1; Try to advance my Pteranodons (My roll is for this)

Action 2; Develop a proper Army hierarchy, the higher up you are, you get access to better equipment and commanding ability (not rolling for this)
>>
Rolled 53, 63 = 116 (2d100)

>>974982
Action 1: Scout the North west again
Action 2: put into action a military change. Place ranks of officer and commander into action. Basic forms such as shield wall and a square form. A tactic of a shield wall and fire mages firing into the targets.
>>
Rolled 19, 7 = 26 (2d100)

>>974982
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 150, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Tech Learnt: Spirit Communication
Religion: Animism
Right, now the families are here, we need to start getting food coming in. The families near the sea and lakes are to begin establishing fishing, putting out traps rather than simply using lines and nets.
>Establish fishing as a source of Food for Gateland. +10 from WILL OF THE GATE!
Imilik! Calm your grandmother down. The carvers did not mean to make her look like a chicken. Next time, they will make sure the legs and neck are the proper shape!
>The rock carvers are to try again from scratch, being informed that Imiliks granny will be allowed to avenge herself should they insult her again!
>>
Rolled 17, 16 = 33 (2d100)

>>974982
>Details
Rystwe: Population 367, primarily human, some halfling. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a female halfling named Thyana. Many of its residents wear a copper amulet to honor Sualda, a local god of fire.
>Color
Green (preferably lime)
>Population
161 humans, 69 halflings
>Location
Rystwe, island off of Dragonsvale.

ROLL 1 - Build more monoliths, greater than the ancient ones we have.

ROLL 2 - Begin colonization of the huge island to the West.
>>
Rolled 1, 25 = 26 (2d100)

>>974982
Qingde: Population 300, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local goddess of nature.

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion: Worship of Wie Bu-Ge as matriarch. Attuned with nature, heightened connection two spirit world

Starting place: Around the sanctuary of fiery ruins
Items and resources
120 well headed horses (3rd Tier)
30 Cavalry Core (Tier )
20 Heavy Infantry Militia (Tier 2?)
5 small organized mines (tier 2)
Large organized farms (tier 3)

Action One: Research spirit magic, since we are already close with spirits because of connection to Wie Bu-Ge

Action Two: Build forges to begin making better armor and weapons form military. Specifically for the Heavies
>>
Rolled 97, 43 = 140 (2d100)

>>974982
Yvendale
>Leader
Rain an elementalist
>Color
Black
>Race
Humans
>Tech learnt
Elementalism
>Religion
Polytheistic worshipping four gods.
One for each of the four elements.
>Population
257
>Location
Island in the sea of traitors

>Assets
Amazing fishing spots with amazing fisherman in amazing fishing boats.
Farmland for crops(and we're currently producing an excess of about 60 mouths)
A shitty port.
A boat capable of sailing the high seas.
4 specialized elementalists (one for the four base elements)
Everyone is a tier one elementalist.

Have the four continue studying in their respective elements.

Search for a mine for mining metals and shit.
>>
Rolled 1, 72 = 73 (2d100)

>>974982
Name: Namkha
Color: Pink
Race/Pop: 257 = 160 Elves(+1%) + 97 Satyrs(+7%)
Location: Conny Island
Tech: Weaving, Arborist
Assets: Permaculture gardens, Herbal Medicine, Cat-Mink-Rabbit-Hamsters, Spears & Gigs, Furs & Suede, Bamboo Rafts
Hexes: 5
Modifiers: -15 to reedcrafting, -10 to boatcrafting, +10 to herbalism
Morale: Happy

>An island nation MUST have good boats. I will succeed eventually!

>Use arborist bonus + weaving bonus to make treehouses.

>Free action: find out what fluffy things eat!
yes, this is important.

Also
>each tile holds 20-30 people
so do we slowly increase hexes as our pop grows?
>>
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>>975033
>>
Rolled 57, 98, 98, 72, 27, 64, 23, 83 = 522 (8d100)

>>974982
>Turn 5
craft metal tools and explore the unexplored portions of the vale
>Turn 6
Begin expanding within the vale and increase population
>Turn 7
More expansion and population growth
>Turn 8
Increase infrastructure and Begin working on armor
>>
Rolled 10, 40 = 50 (2d100)

>>974978
Name:The Decrepit
City name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:313 Giant:16

Action:Round two, but instead of black make it a dark blue mushroom with a large flat cap that can shoot out water and breath underwater for either forever or just a long time.
Action:Start building tools for mining, using the caves as a start for mine, finding any kind of mineral or ore deposits.
>>
>>975044
bob where is your civ i don't think its on the map i want to add it
>>
>>975068
hes draconia isn't he?
>>
>>975075
yes
>>
>>975075
ye
>>
Rolled 80, 33 = 113 (2d100)

>>974982
110
Color: Dark red
Location: that hill nestled between parts of the the Crown Spires mountain south of the Arrow river
Clacaea: Population 110, mostly human, some halfling. A series of low stone walls divides and encircles the village. It is governed by a mayor, a male human named Gnaeuso Ciusennius Geniusa. Clacaea has seen better days, and swarms of vermin run through its streets.
Tech: Metal working
action 1 continue settling people along the Arrow river
action 2 Establish mining towns in the Crown-spire mountains

Also what happened with this>>974624
>>
Rolled 22, 91 = 113 (2d100)

>>974982
Make very light armor for the Angels (so they can retain flight)

Make Nets and Spears for the Nymphs (The trees themselvs are the enemys)
>>
writing now.
>>
>>974987
Lam Therleth, that dwarf in a fell mood made an artifact. The Hammer of Hammering. Allows you to make artifacts without needing a high roll. Artifacts will take more than one turn to make.

Laust'olding has magma forges begun. It will be completed by end of next turn, since the right channels need to be dug, and the forges are quite big and complex.

----
TrickQM, your breeding goes alright. Brown elf slaves are fucked. Oh yes I just realized that there would be something funky with the offspring. The elf slaves impregnated by incubi would be tiefling elfs and be a little weird. Succubi babies take a while to grow up.

The scouting of the Northern Forest goes tremendously, you know where all the best game spots are, and have found a bunch of caves in the forest. There is also evidence of the northern civ. You will be able to auto succeed 5 tiles of forest expansion in a future turn.

---
Dan The Necroman, you have learnt how to awaken a level of intelligence that the pre-skeletons lost upon death. Your skeletals are like 4 year old humans in intelligence potential now. Your settling goes well too, getting 3 tiles.

---
Sleepyanon, you only manage to make a meter high wall around your town.
However, you do manage to design a long range explorer ship. You have a prototype and just need to build more. Auto success at building another 3. They can hold about 30 people on them. Which is like 1/3 or 1/4 of your pop so I guess migration could be done ;)

---
>>975000
Heodila the Lich, you claim the island due to it being basically completely empty of any people not sworn to you. However you don't exactly have anyone to work the land so it's just claimed potential for now.

Chain of command is developed. There is a commander, and 4 lower tiers right to lowest which is soldier.

You are able to have strategies. For now, lining up, and being in battle clusters that fight together in little balls when the main unit falls apart losing cohesion.

---
>>975003
Chief Gajac, you had minor improvements on Pteranodons. Half a dozen of your smaller but brave and agile people manage to forge a connection with some of them, and are allowed to ride.

You improve upon army hierarchy, where superiors always get superior equipment and food. You are the main commander and have capability of improving more than any other person in your fiefdom.

---
>>975005
You succeed at scouting the North West. The inland large lake (let's say it's size of lake Michigan) is bountiful and fresh and beautiful.

You have put your military change into practice. Office and commander ranks have been activated and training of shield wall and square form has been made. Fire mages are practicing control of fireball throwing from within the protective ranks of their non magic fellow citizens.

next half coming soon.
>>
File: Newest map.png (6.24 MB, 4000x2000)
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>>975215
Heres new expansion map
>>
>>975225
*not correct
>>
Rolled 35 (1d63)

>>975215


How many brown elf slaves were impregnated by incubi
>>
>>975228
why
>>
part 2
>>975012
YhettiKing. Let's just say that your fishing establishment doesn't quite work out it will do better next attempt though.

Imilik's grandmother doesn't calm down when "shut the fuck up birdbrained granny! why is everything about you? why can't YOU serve ME I am the LEADER now. LOOK AT ME!"

from now on the words on the wall will be insults. and updated daily.

---
>>975013
Hare of Rystwe, your monoliths suck.

Colonization sucks also.

---
>>975023
Juni. It seems as though this turn is badly for you ;( spirit magic has been attempted by about 5 of your human people. Unfortunately they have become Blanks. Unable to connect with the spirit world and produce a sense of blankness within a small field of range around them. When grouped together it is stronger. They are sort of outcasted but not killed. They have some homes on the other side of the kingdom now.

Your forges are also failures. Mushrooms don't make good forgers.

---
>>975030
Rain of Yvendale. The four each go up a tier in their respective elements. They also gain a knack for teaching.

The mine has been searched and there are a variety of small uneven veins of minerals. Some amethysts and greenstone have been found.

---
>>975033
Namkha. Your boat building malus is -20 sorry about that.

At least your constant arborist successes improve it to be a plus 10 to arborism. You have treehouses.

The fluffy things are omnivorous but prefer nuts and fruits and grass. they also really like small mice to play with.

The each tile holding 20-30 people is just their starting out population spread out among that tile. So a starting realm of 6 tiles has an extra 100 to 150 people distributed, as opposed to only their capital tile having any population. People like Arrowholm and Apyr civs have been improving their general tiles to have higher population. This will have benefits for realism reasons. Ppl like Necroman genocided all their normal human population and have some weaknesses due to that..

---
>>975044
Bob of the fucking DRAGONS. You explore all around the vale. You expand throughout the entire vale where the scattered humans provide fresh meat at the cost of progress for themselves.You adjust the way you treat your human serfs and make sure they get plenty of the non meat food. You order infrastructure built so there is a logging camp, some farms and some walls. You can't into armour though. You don't really think you need it since dragons already have armour.

-
>>975051
ManMush, your attempts at different types of mushrooms beyond Normal and Giant are failures. Very failures.

Your mining goes alright though. you find tin copper and some coal.

-
>>975110
Centurion of the Arrow Valley Civilization. You do even MORE settling along the Arrow River, you now have been sworn fealty and claimed all the South Bank of the Arrow River. Average pop of each non capital tile is 50. You will need to build an official new hamlet to defend the more distant groups of farmers.
>>
THIRD FUCKING POST FOR SUMMARY

>>975114
Your very light armour fails mang

However, nets and spears have been constructed that are top notch stuff. A quarter of the nymphs have been provided net and spear weapons and they can act as auxiliary support units. Tier one but potential for higher.
>>
(Apparently Dan the Necroman didn't genocide his people it was the orcs. I got confused when he was talking about it. so he would have the usual population that wasn't attacked by the orc people.)
Turn 9 here. Also on turn ten I would like all the civ information updated and posted to turn ten thing reply.
>>
Rolled 3, 12 = 15 (2d100)

>>975346
>Details
Rystwe: Population 367, primarily human, some halfling. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a female halfling named Thyana. Many of its residents wear a copper amulet to honor Sualda, a local god of fire.
>Color
Green (preferably lime)
>Population
161 humans, 69 halflings
>Location
Rystwe, island off of Dragonsvale.

ROLL 1 - Build more monoliths, greater than the ancient ones we have.

ROLL 2 - Begin colonization of the huge island to the West.

ONCE MORE DAMMIT
>>
>>975346
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Stone Grey
Civ name: Selkin Dwarves
Population: 257 dwarves
Actions:
>Attempt to create some from of subterranean farm in Uthar Geshud
>Expand both the fortresses, focusing on Laust'olding
>>
Rolled 76, 61 = 137 (2d100)

>>975346
Location: Wysteria

Capital: Anamlwch

Leader: Crimson King Riordan

Population: 270?

Tech:Shipbuilding

Action 1: Build Explorer Boat

Action 2: Build better walls
>>
File: Map of My Civ.png (5.54 MB, 4000x2000)
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Rolled 32 + 15 (1d100 + 15)

>>975346

Current Population: 155 Brown Elf Slaves, 181 Succubi, 175 Incubi, 45 hellhounds, 35 Tieflings

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows, Aphrodisiacs

Religion: Digger Nick, Demon Lord of Sex (Main God), Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers

Location: Shrine of Eternal Night

Hexes: 5

Color: Purple

Turn 9 actions

>Expand North (Pic Related)

>Explore the Caves in the Forest for something interesting with my hellhounds (Rolling)
>>
Rolled 69, 70 = 139 (2d100)

>>975337
Sentient Skeleton

Settle

Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 11
Race: Skeleton
Pop: +5 Per Turn, +X Per Corpse
Tech Learnt: Raising of Dead
Religion: Sky Skeleton

Llanfairf: Population 260, all of which are skeletons. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Daniel. Many of its residents wear an amulet of bone to honor The Sky Skeleton, a local god of death.

>>975346
False. I genocides my people who were orcs and other monsters. I know only have skeletons.
>>
Rolled 87 (1d100)

>>975337
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy, Deathbolt, able to kill soldiers in 1 hit and chain to others

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks.

Population: 278 Orks, 15 skeletons

Not going to roll for this one since its piss easy. Move any excess orcs to the conquered island lands so we can properly ultilize the land for hunting amd farming leading to better pop growth.

Begin the Conquest of the mainland and start subjugating other tribes to expand our territory. Send in the army with me in the lead. The rolls for this
>>
Rolled 54, 31, 6, 22, 67, 40, 28, 69 = 317 (8d100)

Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 50, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Tech Learnt: Spirit Communication
Religion: Animism
Turn 9
>Begin to encourage more herders to set up in outlying areas (+10)
>Send a deputation down the main road running through the settlement towards the village of Sastow
Turn 10
>Have more Farmers begin to cultivate the land around the city (+10 THE GATE WILLS IT)
>Have the deputation sent to Sastow make contact, offer feelers about joing up with us. (+10 THE GATE WILLS IT)(Point to the increasing numbers of dragons seen to the east.)
Turn 11
>Begin working on the Wood at Sastow, and the wood between Gateland and Sastow. (+10 THE GATE WILLS IT)
>Encourage the people living near the lakes to turn to their ancestors for help. Maybe one of them is a bird spirit who eats fish, or a pike? (+10 THE GATE WILLS IT)
Turn 12
>Continue to work on the 3 main sources of food (Fishing, Farming, Herding) (+10 THE GATE WILLS IT)
>Start building a large slab for Imiliks Granny, then she can imprint her image onto it, once it is ready? Also, hopefully she has calmed down by now.
>>
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Rolled 79, 74 = 153 (2d100)

Name: Draconia
Colour: Dark Blue
Race: Fire Dragons
Tech learnt: Metallurgy
Religion: Kek cultism
Location: Dragon's vale
Action 1, Build a port at the southern coast at the vale
Action 2, further encourage population growth
>>
Rolled 68, 22 = 90 (2d100)

>>975346
Qingde: Population 360, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local goddess of nature.

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion: Worship of Wie Bu-Ge as matriarch. Attuned with nature, heightened connection two spirit world

Starting place: Around the sanctuary of fiery ruins
Items and resources
120 well headed horses (3rd Tier)
30 Cavalry Core (Tier )
20 Heavy Infantry Militia (Tier 2?)
5 small organized mines (tier 2)
5 Large organized specialty farms (tier 3) (population %boost)
5 Blanks

Action One: Research spirit magic, the blanks where only a setback the spirits of connection to Wie Bu-Ge will grant us with Avatars

Action Two: March army North to take Wamor. Do I get bonuses for taking a city?
>>
>>975322
Name:The Decrepit
City name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:350 Giant:17

Action:Expand my territory north towards the ocean, chopping down trees and making the area nice and clear.
Action:Build a forage underground at the deepest level of the cave, making sure if there is a fire in the blacksmithing room it wouldn't spread.
>>
Rolled 22, 65 = 87 (2d100)

>>975409
>>
File: Newest map.png (6.25 MB, 4000x2000)
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new map updated
>>
>>975346
>Details
Pop:200 Angels 250Nymphs. Treehouses within a forest

Tech: White Magic

Name: Angel Kingdom

Have the nymphs get more metal and form it into more weapons and Armor

Develop pottery in order to keep food and things fresh and carry stuff and what not
>>
>>975361
Nereid: This elven explorer's ship has a flat-bottomed hull with a sculpted figurehead. The master of the ship is a willowy male elf named Bare. A huge sextant stands upon the ship's deck.

My new ship!
>>
Rolled 42, 63 = 105 (2d100)

>>975346
Name: Namkha
Color: Pink
Race/Pop: 264 = 161 Elves(+1%) + 103 Satyrs(+7%)
Location: Conny Island
Tech: Weaving, Arborist, Herbalism
Assets: Permaculture gardens, Herbal Medicine, Not-Rabbits , Spears & Gigs, Very Nice Furs & Suede, Bamboo rafts
Hexes: 5
Modifiers: -15 to reedcrafting, -20 to boatcrafting, +10 to herbalism, +10 arborist, +?? weaving
Morale: Happy

>develop bow & arrows

IIUC even if I settled for an average auto-roll, my -20 would still make it auto-fail. So...
>Build a decent catamaran dagumit!
>>
>>975346
Yvendale
>Leader
Rain an elementalist
>Color
Black
>Race
Humans
>Tech learnt
Elementalism
>Religion
Polytheistic worshipping four gods.
One for each of the four elements.
>Population
260
>Location
Island in the sea of traitors

>Assets
Amazing fishing spots with amazing fisherman in amazing fishing boats.
Farmland for crops(and we're currently producing an excess of about 60 mouths)
A shitty port.
A boat capable of sailing the high seas and shallow waters.
Entire population is tier one elementalists.
4 Master elementalists (around tier 3 in power)

Each of the 4 now split their time 17 of the prodigies are taken and divided equally to the 4 giving each of them 4 students the last one who is the most prodigious of them all shall learn all 4 of the base schools of elementalism.


I spread out my population to the mostly empty lands. Fillings them with farmland and new settlers.
>>
When Juni has completed the latest map I will write.
>>
>>975461
Fuck you just update you nigger
>>
File: Newest map.png (6.26 MB, 4000x2000)
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>>975461
>>
>>975354
Hare! your Rystwe attempt monolith construction. Unfortunately they construct a pentagram and a greater demon seems to have taken an interest and popped out. He wants you to sign a pact with him that will have one newborn healthy baby given to him every turn. Also you won't be able to make a pact with any Good Powers unless you get realllly lucky with the rolls.

Or you can try and fight him. Your call.

Your attempt at colonization of the great western continent fails miserably when your explorers get attacked by drop bears and cassowaries who shout "fuck you, we are full!!"

---
>>975355
You develop an underground Helmet farm in Uthar Geshud. It provides some much needed extra food supply to allow your population growth, and to provide a source of rope.

You send ten Uthar residents to Laust'olding and make it nicer with better defenses. Your capital has walls and crenelations.

---
>>975361
Sleepyanon, your cute explorer boat has been built. Nereid and her captain will serve you well.

You manage to improve upon your walls. Nice one foot thick stone walls almost double a man's height.

---
>>975368
TrickQM you take that pic related tile so now you have a real perfect natural harbour/bay on the other side of your territory.

Your exploration of the caves goes adequately. There are plenty of bears, but also a few people that fight you and die to your hellhounds. You don't venture deep though, for whatever reason. Maybe got slightly lost in the underground?

---
>>975383
Dan The Necroman you have made skeletals that are now 12 year old human intelligence. You settle and get a couple more tiles.

About your birthrate, +X per corpse doesn't really happen before your corpses don't reproduce. You need to improve upon your raising of the undead skill. Okay, you just genocided non humans.
---
>>975384
Heodila the Lich, you have moved about 40 orcs to the conquered island lands where they settle in one of the more fertile squares and do farming. So they have their optimal growth rate.

You send your army into the mainland and subjugate 3 tiles. Their population obeys you now, but aren't loyal.

---
>>975389
YhettiKing you succeed at encouraging herders to set up in outlying areas, closer to each other than they would normally be scores of kilometers away from each other. Pop growth will be good.

Your deputation down the main road goes poorly. Sastow citizens aren't impressed about mother fucking yhettis.

next half coming up
>>
Rolled 39 (1d100)

>>975546
I'll fight it.

"REMOV"
>>
>>975546
1. How many tiles.
2. by +X I meant for every creature I kill I gain a new skeleton.
3. What do you mean genocided non humans. There are non nearby.
>>
>>975394
Bob, fire dragon chief. Your serfs successfully build a port on the southern coast, where there was a natural harbour. There are about 50 people convinced to shift from the inner woods to the port. It is already more easy to live at than anywhere in the forest for humans. Most growth in the Vale that isn't at the capital will be at Sou'dra'port. Much fucking happens ;)

---
>>975407
Juni of Qingde. Research of spirit magic has progress made. Several have been found who can connect with the spirits and send emotions 3 meters in a direction.

Your marching north doesn't succeed. Your troops are dissuaded by the walled settlement that doesn't seem to be on the world map, but I guess there can be some neutrals just living life.

---
>>975409
You are unable to expand. However you do chop down some trees.

Luckily you FINALLY work out how to make a forage. you have decided to make it deep underground, so it will take until beginning of turn 12 until it is completed whereupon it will work effectively and have no problems.

---
>>975422
General Drachma, the nymphs manage to work out how to mine metal, and have also managed to make some okay quality weapons and armour. Nothing special but better armour than leather.

You build pottery that helps a lot with food and carrying and storage.

---
>>975430
Namkha, some poor quality bows and arrows have been made. They do alright against non armoured targets but can't penetrate leather armour much.

You FINALLY managed to build a half way decent catamaran. Finally succeeding has broken some of the curse, so your boat malus is -15 instead of -20.

---
>>975434
Rain of Yvendale. Each of your elemental specialists are given 4 of the best students, so that they establish 4 schools of elementalism.

You send 50 of your capital population out to some of the neighbouring tiles, improving their efficiencies allowing them to grow better. So there are one capital town, and 3 tiles that have a cluster of houses in the middle of wilderness.

---
>>975556
Okay famalam.
>>
Turn Ten replies here
>>
>>975582
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Stone Grey
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes.
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 265 dwarves
Main fortress is Uthar Geshud, housing around 181 dwarves, 40 town guard (tier 2), 1 champion (tier 3).
Secondary fortress is Laust'olding around 64 dwarves.
The two fortresses have a tunnel between them, both also have magma forges.
The two fortress are almost entirely subterranean, with entrances jutting from the mountainside.
Artifacts: The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
Action:
>Begin digging a large mine system through the mountains to the east, establishing outposts at key intersections,
Use about 50 dwarves from Uthar Geshud to do this. Each outpost will have a small shaft to the surface.
(both actions) (using this to expand)
>>
>>972967
The Cult Of The Sleeping Ones

Dark Blue(?)

Deep Ones

Tech: Underwater construction, Primitive Harpoons

Place me next to Dan on the map please
>>
Rolled 54, 15 = 69 (2d100)

>>975582
I'm going to accept the demon until I become powerful enough to stop it.

>Details
Rystwe: Population 367, primarily human, some halfling. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a female halfling named Thyana. Many of its residents wear a copper amulet to honor Sualda, a local god of fire.
>Color
Green (preferably lime)
>Population
161 humans, 69 halflings
>Location
Rystwe, island off of Dragonsvale.

ROLL 1 - Begin work into water magic and light magic to combat the demon.

ROLL 2 - Begin colonization of the huge island to the West
>>
>>975582

Location: Wysteria

Capital: Anamlwch, Most of the buildings are constructed from living trees. It is governed by an order of knights and warriors, known as the Crimson Court. Current leader is Riordan ruling from the Scarlet Throne. Foot thick stone walls double a man's height. Dock works..

Race: Elves
Colour: Red

Leader: Crimson King Riordan

Population: 276

Religion: Celtic with Ancestor Worship

Tech: Shipbuilding

Action 1: Explore north with the Neried.

Action 2: Pray to ancestors and gods of knowledge for help ship designing.(roll)
>>
Rolled 75, 69 = 144 (2d100)

>>975582
Sentient Skeletons

Settle Lands <Towards the sea>
>>
Rolled 5 (1d100)

>>975582
Current Population: 156 Brown Elf Slaves, 181 Succubi, 175 Incubi, 45 hellhounds, 36 Tieflings

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows, Aphrodisiacs

Religion: Digger Nick, Demon Lord of Sex (Main God), Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers

Location: Shrine of Eternal Night

Hexes: 10

Color: Purple

Turn 10 actions

>Seduce the cave people to join my cult with my succubi and incubi, utilizing offerings of fish laced with the aphrodisiacs we possess to enlarge their sexual appetites (I elect not to roll)

>Hunt the game throughout the Northern forest I have claimed for extra food with my hellhounds (Rolling)
>>
Rolled 38 (1d100)

>>975590
Fergot roll. Also if successful acknowledge Ogma as god?
>>
Rolled 36 + 15 (1d100 + 15)

>>975596
>>975582


Sorry fucked up that is supposed to have a +15 modififer
>>
Rolled 43, 21 = 64 (2d100)

>>975582
Qingde: Population 390, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local goddess of nature.

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion: Worship of Wie Bu-Ge as matriarch. Attuned with nature, heightened connection two spirit world

Starting place: Around the sanctuary of fiery ruins
Items and resources
120 well headed horses (3rd Tier)
30 Cavalry Core (Tier )
20 Heavy Infantry Militia (Tier 2?)
5 small organized mines (tier 2)
5 Large organized specialty farms (tier 3) (population %boost)
5 Blanks
Basic emotion telekinesis

Action 1: Expand Upon and improve cavalry with better tactics and equipments frommetals from mines

Action 2: Research Spirit Avatar embodiment
>>
Rolled 74 (1d100)

>>975582
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy, Deathbolt, able to kill soldiers in 1 hit and chain to others

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks.

Population: 290 Orks, 20 skeletons

Going to not use a roll since I really need useable metal. Once again try to build some forges and try to fold metal so its useable while smithing. For you know, actual gear that isn't leather and shit.

Rolling for this one. Even more deathbolt advancment!
>>
>>975582
Name:The Decrepit
City name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:387 Giant:19

Action:Make black msuhrooms again, same stats as before, thick skin and poison cloud on death.
Action:Expand north to the ocean, once there build some sea side huts to start a small port city. You know, with out a port currently
>>
Rolled 14, 80 = 94 (2d100)

>>975606
>>
Last update for tonight. going to rogue one fairly soon.
>>
>>975614
oh fun
>>
Rolled 27, 59 = 86 (2d100)

>>975582
>>972967 (OP) #
The Cult Of The Sleeping Ones

Dark Blue(?)

Deep Ones

Tech: Underwater construction, Primitive Harpoons

Begin spreading among the mainland, and build a city in which to conduct our affairs
>>
>>975614
They all die in the end.
>>
>>975621
fag
>>
>>975582
>>975582
Have to go to sleep so posting next 4 turns here ok?

>Turn 1
Collect Acorna and seeds from trees in the pottery and have the angels spread them across the plains to the southeast to connect the Nymph woods to the Ironwood forest. Thus creating a gigantic forest.

Nymphs begin learning Water Magic, should not be hard since they are seen as lesser goods of lakes by some people

>Turn 2
Have The angel men breed with both angel women for perfect angels and the Female race of the nymphs for more nymph/Angel hybreds

Send a messenger to the west to scout for allies and enemies.

>Turn 3
Begin domesticating every valuable animal in the forest, also look for fairys, thats a thing we might have also

Teach the nymphs better water magic

>Turn 4
Spread the influance of our people to the entire forest.

More Breeding between Angel men and everyone else.
-------------------------------------
Leader: Archangel Aster

Color: Pink

Race: Angels and Nymphs

Tech:White Magic, Improved bows, pottery, smithing

Religon: The Nymphs and older angels praise the sun however that guy is a dick so younger angels look for a new god

Location: Nymph forest

Population: 200 Angels 250 Nymph Women ???number of Nymph/Angel Hybreds
>>
Rolled 11, 1, 21, 99, 64, 3, 96, 38 = 333 (8d100)

>>975627
>>
Rolled 61, 93 = 154 (2d100)

>>975582
Name: Namkha
Color: Pink
Race/Pop: 277 = 162 Elves(+1%) + 110 Satyrs(+7%)
Location: Conny Island
Tech: Weaving, Arborist, Herbalism
Assets: Permaculture gardens, Herbal Medicine, Small Mammals, Spears & Gigs, Very Nice Furs & Suede, Treehouses, Decent Rafts & Catamarans, Poor Bows
Hexes: 5
Modifiers: -15 to reedcrafting, -15 to boatcrafting, +10 to herbalism, +10 arborist, +?? weaving
Morale: Happy

>improve boats to be more durable and agile thus improving fishing yields.

>improve bows & arrows
>>
>>975582
Yvendale
>Leader
Rain an elementalist
>Color
Black
>Race
Humans
>Tech learnt
Elementalism
>Religion
Polytheistic worshipping four gods.
One for each of the four elements.
>Population
260
>Location
Island in the sea of traitors

>Assets
Amazing fishing spots with amazing fisherman in amazing fishing boats.
Farmland for crops(and we're currently producing an excess of about 60 mouths)
A shitty port.
A boat capable of sailing the high seas and shallow waters.
Entire population is tier one elementalists.
4 Master elementalists (around tier 2 in power)(ranks up in 3 turns)
4 air students (tier 1, ranks up in 5 turns)
4 water students (tier 1, ranks up in 5 turns)
4 earth students (tier 1, ranks up in 5 turns)
4 fire students (tier 1, ranks up in 5 turns)

Tame the last three tiles.
Cut down trees that are in the way.
Set up some farms and places for business and craft and in general make it apart of my current capital.

Start sending in men with pickaxes to mine in the caves.
>>
>>975585
Success. You are expanding into 4 mountain tiles. The mine system will be sort of like a road system in mechanics. Travel speed will be triple using the system, so there won't be huge issues with movement. Trade will be strengthened when the population develops a bigger economy and realistic crap.
Defensible outposts. Good warning systems.

>>975588
welcome jebaleb.

>>975619
You get a single edge of a tile along the coast, about 2 kilometers deep (tiles are actually fucking huge. 20 kilometers end to end). Enough to build a capital. smallish but suits your needs.

---
Hare of Rystwe, your water magic goes alright. Maybe about 10 show skill in it. Others are good at making light at least.

Colonization is dogshti for you.Cursed really. -15 on all colonization rolls.

---
Sleepyanon of Wysteria. You explore north with the cool Nereid ship, and you find Rystwe guys. Now you can interact with them :)

You pray to your ancestors and gods of knowledge and they don't show you much. They do say hi to you and like that you are wanting help from them.

---
>>975593
Skeletons are finally roughly human intelligence. Congrats.

you settle lands towards the sea, about 4 tiles, two tiles wide at least. (so not a single line of tiles but two by two, or 4 , 1 depth south).

---
>>975596
TrickQM, the cave people REJECT youauo hahahaha gtg very soon KEK Anyway HTE"Y CUIKK FUCK YOU"

Your game hunting isn't amazing but you get temporary excess for a turn.

---
>>975603
Juni you make your cavalry better and more armed and stuff. Tier 3.5.

Anyway guys I gotta go.

Will complete the summary when I get back.

goodngiht
>>
Rolled 41, 32 = 73 (2d100)

>>975582
I'm back.

I've been out stockpiling food, weapons and increasing my population for 5 turns now, how much do I get?

Atar: Population 200
Primarily human, some troll. The village is defended by a wooden palisade and ditch. It is governed by a council of wealthy landowners, led by a male human named MamaTh the emerging faction of bear cultists is ruled by Khan Spora


Colour: Yellow

Race: Human

Culture: Mongolian

Tech: Nature Magic, Bear Domestication, Breeding programs

Religion: Ancestor Worship, Emerging Bear Cult

Assets: Domesticated Bears, Salt Production facilities

ACTIONS:
Attempt to breed a race of warbears.
Explore nearby lands for potential resources as well as settlements.
>>
Rolled 74, 63 = 137 (2d100)

>>975582

Name: Draconia
Colour: Dark Blue
Race: Fire Dragons
Tech learnt: Metallurgy
Religion: Kek cultism
Location: Dragon's vale
Roll 1: Build up fortifications at the capital
Roll 2: Begin building boats
>>
Rolled 89, 12 = 101 (2d100)

>>975346
Action 1: Build a new town further inland and colonise more squares (More land)

Action 2: Befriend the Gryphons and try tame one
>>
Rolled 35, 28 = 63 (2d100)

>>975582
Name: Millennium
Colour: Red (east)
Civ Name: Vaesar
Race: Humans and Elves
Tech: Shields, Weapons and advanced armour, Army forms, Farms, Mills, Bread
Religion: War, Earth, water.
Location: Machy Forest, Soon the Hoparr ruins.
Total Population: 402 Humans 54 Elves
Atlas Capital

Heavy infantry Tier 3
" " Tier 2
Fire mages

Every family In Vaesar has a shield which is passed through each generation, It is master crafted and carved and forged for a year. Losing ones shield is a great dishonour and People die defending their shields.

Action 1: Build a Harbour and a fleet (fishing and naval)
Action 2: Find the bugs to the north west.
>>
>>975853
>>975829
Niggers
>>
>>975582

Name: Cyntande

Leader: Inheritor Veskakak

Colour: Purple.

Race: Cyntaps - Single-eyed centipede creatures with four manipulator arms and twelve propelling/walking legs.

Tech Learnt: Reverse Engineering, Marble Building

Religion - The Dead Before. The Cyntaps revere the high elves who lived in their lands before their passing, though they don't quite know what killed them. All they know are the ruins of their civilization, which the Cyntaps have inhabited since they first came to knowledge.

Location: The Ruins of Hoparr

Population: 224

Actions: We try and consolidate desperately needed food supplies. (1) Farm establishment and and (2) Fishing
>>
>>975605
Heodila the Lich! you finally manage to build a few small forges and can make okay quality metal for crafting. Steel armour and swords or spears though nothing special about them.

Deathbolt advancement continues. Your chain attack can kill two burly soldiers then weaken the next three. Or kill five fairly healthy old men.

You don't have any defensives skills, but your solo killing potential is pretty good.

---
>>975621
well it IS set before A New Hope, where the force who got the information get executed.

fortunately the main characters and stuff survive.

----
Wait what the fuck I thought I already counted trick already.

---
>>975619
oh yes I did.

---

>>975633
Namkha you have some better boats. Nothing crazy, but they have minor improvements.

Your bows and arrows have been significantly improved.They aren't long-bows but they are medium bows with something called Bodkin Arrows, which penetrate armour much better.

---
>>975636
Rain of Yvendale. You chopped another forest tile and it will be available for farming, and you started chopping the other two tiles.

You set up some farms and shops and craft places on the other side of your territory, to develop a second major settlement.

---

>>975653
Finghis Khan, you managed to get some of the warbears to go at it while in captivity. They will reproduce at a fairly slow rate.

Your exploration didn't go very well, but you do find where the human families are living in a couple of the neighbouring tiles.

---
>>975714
you have started building a set of walls and a couple of gatehouses one on each end of the wall. It will be completed in two turns and will be 3 times taller than a man, and a foot thick stone.

Your serfs are building boats.

---
>>975829
Millennium.You convince the scattering of families to move into one larger settlement further inland, colonizing 3 more squares. Name your settlement please.

The gryphons don't like the fact that you are black. They are territorial around you.

>>975853
Millennium you also have a low level of success at building a harbour and a fleet. It will take 4 turns to complete where by you will have a small harbour and a half a dozen of fishing ships, with one military ship. Sort of a ramming ship.

You don't find the bugs of the north west.

>>976055
Cyntande, good that you didn't roll this time :).

You finally manage to make a huge breakthrough with food supplies. Many farms have been established and your rundown fishing dock and ships have been fixed. Your population can now grow at optimal pace. Your civilization is finally on the upward trend.

Hopefully you manage to get everything ready before Millennium finds and attacks you.
if worst comes to the worst you can gap it on your fishing ships.

---

Wew Goodnight guys.

TEN TURNS OF 18 FUCKING CIVS in about day and a night.
>>
Rolled 76, 29 + 15 = 120 (2d100 + 15)

Posting for Turn 11 in case I miss it tomorrow.

___________

Current Population: 157 Brown Elf Slaves, 181 Succubi, 175 Incubi, 45 hellhounds, 37 Tieflings

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows, Aphrodisiacs

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers

Location: Shrine of Eternal Night

Hexes: 10

Color: Purple

Turn 11 actions

>Qyrryss the High Priestess herself travels to the homes of the cave people and requests a meeting with their wisest elders, their most commanding leaders and their strongest warriors, planning to fuck all of them at once in a gangbang that will show them the light of our cult (rolling for great justice)

>>Scout the Eastern Plains with the Hellhounds (rolling)
>>
Rolled 95, 18, 87, 36 = 236 (4d100)

>>975582

Turns 7-11. Sorry for mess of all at once.

>Name (trip/namefag yourself):
Bulagd
>Colour:
Black
>Location:
Ashen Hills (basically dead centre of map)
>Race:
Majority goblins, some other evil races.
>Pop:
333
>Tech:
Improved mining and tunnelling
>Religion:
Mostly worshipping Bulagd.
>Shit we got:
Gold mine, iron mine, huge ass forge, productive but smelly fungus farms, a herd of molerats, grumpy ass dragon.

Turn 7 (first 2 rolls)

>Now we have naked mole-rats, lets build farms to keep them in.

>We have loads of food now. Increase population.

Turn 8, 9 and 10 (no rolls for these ones)

>All actions to expand and control whole area of hills and mountains in the Ashen Hills.

Turn 11 (last 2 rolls)

>A group of martial arts fanatic Faceminers dig their own cave and set up a martial arts cult, trying to perfect their combat skills.

>Search our territory for new stuff to mine. Silver or gems would be good for keeping the dragon happy.
>>
File: startingout2.png (592 KB, 800x600)
592 KB
592 KB PNG
>Details:
Tigana: Population 250, mostly human, some elf and half-elf. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a male human named Serbon Makeridov.

>Color
Black(i dunno can be changed latter i suppose)

>Religion
Worship of Otsira, a local god of Agriculture and Wealth

>Location
Near the Citadel of Pary and the dusk Jungle

>Tech
Advanced Agricultural techniques
>>
>>976093
Okay Bulagd, your catch up seems to be going quite alright.

You have some excellent naked mole-rat farms. A steadily stream of meat and teeth is produced.

Unfortunately your orgy thing didn't work out much.

--
You expand throughout The Ashen Hills, gaining 13 new tiles.

---
A small group of martial arts fanatic Faceminers have succeeded at digging their own cave and starting a cult based around being as good as possible. There are ten of them, with some non fighters who make sure the faceminers are provided for.

You have only managed to find a small silver vein, which the dragon takes most of what you produce.

--

>>976097
Hello Serbon. to anyone confused we talked on discord what would happen Your 8 years spent focusing on mastering agriculture, and a year on building defenses and a year on building an army have gone well.

You have excellent farms and farmers. Top notch irrigation, crop rotation and careful use of oxen mean that your fairly small capital of 400 produce enough food for 1600 people. You sell this excess to the smattering of people living in the other tiles of your land. Growth is 5% everywhere and the average population of your river side people is 50 a tile.

Your defense push has given you a good wall and gatehouse, where your small force of about 40 spearmen (will be tier two training but due to being elves tier 3 or 4) have a good place to defend from.

---
>>
Turn 11 posts here, and I will play tomorrow. Though probably not 14 hours in a row :L
>>
Rolled 67 (1d100)

>>976108
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Stone Grey
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes.
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 276 dwarves
The Capital, Uthar Geshud has around 146 dwarves, 40 town guard (tier 2), 1 champion (tier 3).
Secondary fortress is Laust'olding, around 66 dwarves
Zèler adur has 11 dwarves, This is an outpost fortress
Thol arak has 11 dwarves, This is an outpost fortress
Tokmek ruthösh has 11 dwarves, This is an outpost fortress
Erlin bërûl has 11 dwarves, This is an outpost fortress
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Artifacts: The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
Action:
>Begin training axe throwers (dice)
>Begin construction of an artifact
>>
>>976108
>>976093

Whoops, you just did my turn 11. Thought that's what we were on. I'll skip this turn then.
>>
Rolled 170, 131 = 301 (2d200)

>>976108
This is for the next round then in case I miss it.

Use Nature Magic to improve Food production
Attempt to breed more and better warbears.
>>
Rolled 2, 37 = 39 (2d100)

>>976122
fucking tablet
>>
Rolled 33 (1d100)

>>976108
>Details:
Tigana: Population 400, mostly human, some elf and half-elf. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a male human named Serbon Makeridov.
>Color
Black(i dunno can be changed latter i suppose)
>Religion
Worship of Otsira, a local god of Agriculture and Wealth
>Location
Near the Citadel of Pary and the dusk Jungle
>Tech
Advanced Agricultural techniques

Action 1: Explore and claim the coast line near me
Action 2: Build a shrine of worship for Otsira, the local god of Agriculture and Wealth(I will let that auto complete)
>>
>>975003
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
601(442 Lizards, 55 Ork slaves, 20 goblin slaves, 84 human slaves)
>Location
Creeping Jungle

>Assets
Poisonous Snakes
Fruit Farms
Selective Breeding ( for slaves)
Milita(Tier 2, 5 guys)
Voodoo Dolls
Pteranodon (tier 2 atm)
Natural Lizard Scales ( tier 2)

Alright, I gotta make up allot of ground, so here it is

>Turn 9
Begin to recruit more Air Riders
Begin to formulate tactics and strategies
>Turn 10
Improve Agriculture, we need duh food!
Continue enslaving the fucking jungle, I need the hexes
>Turn 11
Use one of my actions to research the sap for harder scales
Use the other to start recruiting men for an Professional™ Army™
>>
Rolled 83 (1d100)

>>976108
Name: Cyntande

Leader: Inheritor Veskakak

Colour: Purple.

Race: Cyntaps - Single-eyed centipede creatures with four manipulator arms and twelve propelling/walking legs.

Tech Learnt: Reverse Engineering, Marble Building

Religion - The Dead Before. The Cyntaps revere the high elves who lived in their lands before their passing, though they don't quite know what killed them. All they know are the ruins of their civilization, which the Cyntaps have inhabited since they first came to knowledge.

Location: The Ruins of Hoparr

Population: 250

Actions: With farms established and fish finally moving into the ruins, the Cyntaps turn their efforts (1) To establishing a Marble Quarry and (2) Learning from the dead before, trying to determine their weapons, equipment and ways of war; and to see how much we can replicate. (The diceroll)
>>
>>976108
Linking to my post for convienence
>>976130
>>
File: expansion.png (5.56 MB, 4000x2000)
5.56 MB
5.56 MB PNG
New map with my expansion added to it.
>>
>>976108
Yvendale
>Leader
Rain an elementalist
>Color
Black
>Race
Humans
>Tech learnt
Elementalism
>Religion
Polytheistic worshipping four gods.
One for each of the four elements.
>Population
260
>Location
Island in the sea of traitors

>Assets
Amazing fishing spots with amazing fisherman in amazing fishing boats.
Farmland for crops(and we're currently producing an excess of about 60 mouths)
A shitty port.
A boat capable of sailing the high seas and shallow waters.
Entire population is tier one elementalists.
4 Master elementalists (around tier 2 in power)(ranks up in 2 turns)
4 air students (tier 1, ranks up in 4 turns)
4 water students (tier 1, ranks up in 4 turns)
4 earth students (tier 1, ranks up in 4 turns)
4 fire students (tier 1, ranks up in 4 turns)


Begin selectively breeding crops. Eat the smallest fruits but the largest ones get replanted. Increasing the size of future crops at a constant rate.

My craftsman of all trades form guilds with each other. To cooperate and aid in the development of their skill and ability.
>>
Rolled 39, 1 = 40 (2d100)

>>976108
Name: Namkha
Color: Pink
Race/Pop: 280 = 163 Elves(+1%) + 117 Satyrs(+7%)
Location: Conny Island
Tech: Weaving, Arborist, Herbalism
Assets: Permaculture gardens, Herbal Medicine, Small Mammals, Spears & Gigs, Very Nice Furs & Suede, Treehouses, Better Catamarans, Bodkin Arrows
Hexes: 5
Modifiers: -15 to reedcrafting, -15 to boatcrafting, +10 to herbalism, +10 arborist, +?? weaving
Morale: Happy

>Improve boats with Woven Sails and rudders. Try to break boatwright's curse. +?? Weaving Bonus

>Explore the rest of the island for more forest friends and native buddies.
>>
>>976207
Dud, this is your like third nat 1 since the beginning?
>>
>>976108
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks, forges,

Military: Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me. Chain of command with basic strategies.

Population: 305 Orks, 20 skeletons

Improve on my original skill, Necromancy. This way I can summon more skeletons faster and so they're less shit. I already have alot of progress with deathbolt so hopefully since I've gotten gud at magics I can make good progress here.

Begin the process of replacing the paladise at our capital with a proper stone wall
>>
Rolled 89, 41 = 130 (2d100)

>>976108
Now I have woken up, I'll do my turn 11 here, given the new info I have.

Oh they reject us do they? Well, lets see them reject this!
>Contact the ancestors to begin harassing the Village of Sastow, having animals raid their lumber camps, eat their grain supply, hunt their cattle etc.

>Begin to establish a Lumber Mill at the Forest hex to the SE of Gateland. We need the lumber to begin building better buildings, roads and defences (+10 THE GATE WILLS IT)
>>
>>976255
>>976108
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 172, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Tech Learnt: Spirit Communication
Religion: Animism
Updated with Pop
>>
Rolled 59 (1d100)

>>976069
==Owbluff==

Colour: Beige
Race: Goblin
Tech learnt: Fleshcrafting (Body shaping magic)
Religion: Ames Shamanism
Assets: 1x Tin Mine, Basic Agriculture, Shapeshifters, 1x Fire Spirit

-Making up for the turns I missed-

(TURN EIGHT)
Action 1: Ames has willed it; continue to brutalise the goblins. Suffering builds character. (NO ROLL)
Action 2: Continue to work on agricultural development. (NO ROLL)

(TURN NINE)
Action 1 + 2: Double agricultural development. (NO ROLLS)

(TURN TEN)
Action 1: Ask the fire spirit about what he was doing in the cave. (NO ROLL)
Action 2: Make tall and buff goblin warriors using fleshcrafting.
>>
Rolled 32 (1d100)

>>976108
>>976273
Huh, turn 11 just as I post. Details on the other actions above.

Turn 11

Action 1: Learn about our werewolf allies and their condition, and if it could be controlled.
Action 2: Sacrifice seven weak goblins to Ames for his blessing, so we may become the warriors he desires.
>>
Rolled 80 (1d100)

>>976275
Ree, fucked up, let me throw the roll for action 2 in as well
>>
Rolled 82, 99 = 181 (2d100)

>>976108
Action 1-Begin working on the development of weapons
Action 2- further promote population growth
>>
Rolled 46 (1d100)

>>976108
Action 1: Pray to Ogma for ship designing help.

Action 2: Train navy.(roll)
>>
File: 1434435904211.jpg (35 KB, 508x472)
35 KB
35 KB JPG
>>976220
pls stop picking on me.
>>
Rolled 36, 87 = 123 (2d100)

>>976108
Smarter Skeletons

Settle Towards Sea
>>
Rolled 97, 46 = 143 (2d100)

>>976108
Action 1: find the fucking bugs and attack
Action 2: expand and build more forts in my lands. With beach defensives and airtight defense against bugs
>>
Rolled 37, 91 = 128 (2d100)

>>976108

Qingde: Population 430, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local goddess of nature.

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion: Worship of Wie Bu-Ge as matriarch. Attuned with nature, heightened connection two spirit world

Starting place: Around the sanctuary of fiery ruins
Items and resources
120 well headed horses (3rd Tier)
30 Cavalry Core (3.5 Tier )
20 Heavy Infantry Militia (Tier 2)
5 small organized mines (tier 2)
5 Large organized specialty farms (tier 3) (population %boost)
5 Blanks
Basic emotion telekinesis (tier 2)

Action one:Expand North Into the step, see what value my army can find

Action 2: Build Forges to produce high quality weapons from eh ore in our mines. Eventually we can outfit the militia and civ with better armor
>>
>>976352
In unrelated news Heodila is welcoming foreign refugees so they can join his kingdom and work in it for him in return for safety.
>>
Rolled 28, 17 = 45 (2d100)

>>976108
>>975606
>>975607
You forgot my turn Ten?
Name:The Decrepit
City name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:368 Giant:17

>>976108
Turn 11 actions
Action:Make a new kind of mushroom with a light red cap can spread spores that can grow anywhere, growing at a fast but they are smaller than the normal mushmen.
Action:Make a light blue Mushroom man with a wide flat cap that can spray out water and breath underwater for a extended amount of time.
>>
Guys remember to take into account your fertility rolls. Like if all the women get preggers that would be like a 2/5 pop increase.
>>
>>976523
I am
>>
>>976111
Lam Therleth, I really like the names of your outposts. Your axe thrower division has been made. At the moment they aren't that good at throwing axes, but in a few turns they will be tier 3 short ranged units at the moment they are tier one. ten tier one axe throwers.

You have started construction of an artifact. In three turns you will have a lantern that doesn't need fuel. It will be like a normal torch in brightness. Can be researched. All you know initially is that it is a nice lantern.

---
>>976119
:)

---
>>976122
>>976127
rofl Finghis Khan. Your nature mages attempt to improve food production. But all they manage to do is make all your fields be infertile for about 2 turns. Luckily I am pretty sure you have enough food stores not to starve. You can also fish and hunt anyway.

Your attempts at breeding more and better warbears continues to be slow, but a couple of cubs are born to a black bear.

---
>>976128
Serbon, you manage to get one tile of coast line near you, and you successfully build a small shrine to Otsira. she is pleased and it feels as though your farmers are having an easier time of it (slightly more effective agri). Can be further improved and opens up use of shrine to request stuff with a higher chance of success.

---
>>976130
Chief Gajac, you recruit more Air Riders. Your number of fliers is now 10 however they aren't combat units just yet. They scout okay though.

You develop a raiding strategy that will give +5 to raid rolls. You also learn how to use torches more effectively in theoretical pillaging, allowing you to burn enemies' shit without a mallus.

Your agriculture improves, providing you with sustainable farming for another 100 people over your present population. You capture 2 jungle hexes, taking 30 human slaves.

You improve upon the scale hardening sap. While it will take a while, you do figure out how to cancel the hardening effect. You get 30 tier one lizards into your army.

---
>>976135
Cyntande you establish a Marble Quarry, let's say your production is enough to make 20 marble houses a turn equivalent.
Finally the dead's knowledge is understandable, and your people are able to reverse engineer their weapons. Your people are able to build swords and spears, and helmets. Your people also understand some of the basic ideas of formations and how to retreat orderly.

part two comin'
>>
>>976152
Rain of Yvendale, your people decide to experiment, trying to improve their crop quality, so they eat the lower quality and smallest fruits and plant only the largest fruit seeds. At the moment this has the effect of reducing food supply, but in about 3 turns your crops will be 10% better and at 5 after that 10% better, then every 10 turns 2% improvement. I hope this won't be broken in the long term

Your craftsmen from all trades form guilds of their specialties. Your population is quite low so the guilds are mostly small, with the biggest being the farmer/reeve guild. Gives a closer sense of community and quality of life. Can be improved in actions.

---
Namkha, oh yes, weaving bonus. Let's say that is +7. You manage to not incur the curse, but don't quite manage to reduce it. You manage to improve the boats with some form of steering by rudder (though not that good) and slightly better sails.

Your exploration for more forest friends and native buddies goes poorly. There are cannibals, giant leopards, and Dark Dryads. Your 6 explorators get got.

---
>>976253
Heodila the Lich, you finally decide that your 5 skeletons raised a year is worth it now that you have had much success improving their intelligence. You can make 8 skeletals a turn now. Human intelligence skeletals Fuck.jpg.

Your smartskeles are great at construction since they never get tired or bored, and the palisade is improved with having stones put on the outside, making it wide enough to carefully walk around.

---
>>976255
YhettiKing, The ancestors are pleased that you realized you needed to attack competitors to make Marine Great. They comply with your request. You also manage to build that lumber mill and it will help your building and roads and defenses. In two turns the upgrades from the lumber mill will be completed.

---
>>976273
Shaman Holes. You brutalize the gobbos and they become more efficient. They also dislike and fear you intensely. Agri development continues, you open up a few fields and improve food supply, you have an excess.

Your agricultures goes swimmingly. You now have 300 mouths extra food production.

The fire spirit said he likes jacking off to burning shoes.

You manage to make 15 goblin warriors 4 centimeters taller, and they have a bit more muscle.
Your werewolf allies say they good. They reject control though but aren't pissed too much. You sacrifice 7 weak goblins to Ames for his blessing, improving your warriors and yourself.
---
>>976280
Bob, chief of the fire dragons. Your weapon development goes great. Your dragons have learnt to pick up large rocks and drop them from great heights with sort of okay accuracy and your serfs have better weapons.

Population growth goes excellently, that southern port town gains 50 population that are mostly babies for now, and your capital has all the women get preggers. You lay an egg. It will hatch in 20 turns.

---
>>976298
Ogma listens. one use +10
>>
>>976346
No smarter skeletons, but they do learn some better rattles for communication. You settle 6 tiles towards the sea.

---
>>976352
Millennium. Fuck. Your army finds the bugs and attacks them. So that's what 50 troops on the Cyntaps? you will win the fight at least I think.

You build a few more small towers and a beach short wall. They give minor assistance. More lookout posts really.

---
>>976354
Juni of Qingde, you expand a tile north. Decent value.

Your blacksmiths are excellent. Your weapons are tier 3. Militia have tier 2 attack (their low skill reduces the true effectiveness of the weapons). Your cavalry has a bonus of 5 to attack rolls.

---
>>976484
ManMush I didn't forget your turns I don't think. You are still unable to make a new kind of mushroom. I like the ideas though. Your blue mushroom man fails. Badly. A couple of mushrrommen get got.
FUCK I THOUGHT HEODILA'S HUMAN THINGS WERE ACTUALLY DAN THE NECROMAN'S.

RETCONNING. IT'S HEODILA HAS TODDLER SMART LEVEL SKELETALS
>>
Cyntaps versus min maxed Millennium's legionaires of genocidal intent.

How many troops does both sides have.
>>
Rolled 3, 76, 20 = 99 (3d100)

Fortunately Cyntaps have the knowledge of how to orderly retreat. And they have some weapons. So it's gonna be like.


100 cyntaps who have hastily constructed weapons and armour against 50 well trained and armed and armoured genocidal arseholes.

First roll is for Cyntaps fighting. The second roll is whether or not the ancestors help out. The third is how well the rest of the Cyntaps flee on the boats.

Cyntap militia need to delay Millennium by 3 rounds for refugees to evacuate certifiably.

Millennium's roll was 97 so yeah.
>>
Rolled 73, 31, 69 = 173 (3d100)

50 centap troops get cut down. They rise up with the fury of the ancestors and throw themselves in last death throws onto the humans, knocking some of them over.

The fleeing cyntaps are quite slow, only 40 of them are got onto boats with their food at the moment.

humans are basically undamaged just grossed out by the "bugs"
>>
Rolled 42, 82, 47 = 171 (3d100)

Phew, the remaining 50 cyntap militia manage to put up a much better fight this time, with only half getting killed. They manage to kill one of the human soldiers, when they decided to focus on one guy.

The cyntap ancestors don't do anything this round except for make a few illusions that don't fool the humans.

Another 70 refugees manage to get onto the boats with stuff. There are 20 fleeing cyntaps left, and 25 fighter ones remaining.
>>
Okay well. The last of the cyntap militia get massacred. Fortunately the spirits ensure some of the dead kill a couple of the human soldiers and give enough of a delay for the final 20 cyntaps hopping on their boats. The boat lines have been cut and they 5 cyntap boats are 40 feet off the quay when Millennium's troops rush trying to stop them from leaving.

Cyntande's Cyntaps are refugees. There are 150 of them on 5 ships, and they have food for 2 turns. Fortunately Abelhad of Cafalls Tower has offered amnesty and will allow them to settle.

Poor Cyntaps. Your blood will be avenged. Your flame will not die quite yet. Good luck.

Cyntaps have an utter undying hatred and fear of Millennium's civilization
>>
Turn Twelve Turns here []/b
>>
>>976715
Population: 500
Color: Dark red
Location: that hill nestled between parts of the the Crown Spires mountain south of the Arrow river
Clacaea: Population 110, mostly human, some halfling. A series of low stone walls divides and encircles the village. It is governed by a mayor, a male human named Gnaeuso Ciusennius Geniusa. Clacaea has seen better days, and swarms of vermin run through its streets.
Tech: Metal working
TURN NINE
action 1 build hamlets to strengthen my hold on the region
action 2 build hamlets to stregthen my hold on the region
TURN TEN
action 1 set up mining communities in the Crownspire Mountains
action 2 focus on population growth
TURN ELEVEN
action 1 establish mining communities in the Crownspire Mountains
action 2 start fixing up Clacaea
TURN TWELVE
action 1 use the resources and lands i have to start making some professional troops
action 2 expand to the north side of the Arrow river
>>
Rolled 76 (1d100)

>>976715
>Details:
Tigana: Population 400, mostly human, some elf and half-elf. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a male human named Serbon Makeridov.
>Color
Black(i dunno can be changed latter i suppose)
>Religion
Worship of Otsira, a local god of Agriculture and Wealth
>Location
Near the Citadel of Pary and the dusk Jungle
>Tech
Advanced Agricultural techniques
Assets: small shrine to Otsira,wall and a gatehouse, force of about 40 spearmen(tier 2;tier 3 or 4 if elves)

Action 1 : Agricultural Developtment in the tile i just claimed(auto completion)
Action 2 : Searching my lands for possible resources
>>
Rolled 92 + 10 (1d100 + 10)

>>976715
Action 1: Design Warship(roll)

Action 2: Build shrine to Ogma
>>
>>976715
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Stone Grey
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes.
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 286 dwarves
The Capital, Uthar Geshud has around 150 dwarves, 40 town guard (tier 2), 1 champion (tier 3). 10 axes throwers (tier 1) 1/2 to next tier
Secondary fortress is Laust'olding, around 68 dwarves.
Zèler adur has 12 dwarves, This is an outpost fortress.
Thol arak has 12 dwarves, This is an outpost fortress.
Tokmek ruthösh has 12 dwarves, This is an outpost fortress.
Erlin bërûl has 12 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
ïssun istam: A lantern that requires no fuel to burn 0/3 turns
create
Action:
>Encourage the dwarves to reproduce
>build an observation post on one of the highest mountain peaks.
>>
Rolled 37, 1 = 38 (2d100)

>>976715
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
380(278 Lizards, 42 Ork slaves, 10 goblin slaves)
>Location
Creeping Jungle

>Assets
Poisonous Snakes
Fruit Farms(finishing in 1 run)
Selective Breeding ( for slaves)
Milita(20)
Voodoo Dolls

Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
649(479 Lizards, 58 Ork slaves, 23 goblin slaves, 119 human slaves)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T3 in 4 turns)
Fruit farms (with improved agri)
Military (45 guys)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Modifiers
+5 to raiding
+15 to scouting

Action 1; Send my Air Riders to scout outside of the jungle. I wanna meet the famed Cassowaries and Drop Bears
Action 2;Sacrifice 10 of my humans to the Voodoo Spirits in return for magic. Witch Doctors is a must
>>
Rolled 44, 11 = 55 (2d100)

>>976715
Qingde:, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local goddess of nature.

Population:520

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion: Worship of Wie Bu-Ge as matriarch. Attuned with nature, heightened connection two spirit world

Starting place: Around the sanctuary of fiery ruins
Items and resources
Populous town
Stone Palisade
Ditch
10 well headed horses (3rd Tier)
30 Cavalry Core (3.5 Tier ) +1>>976707
5 to combat rolls
20 Horse-mounted Heavy Infantry Militia (Tier 2)
Tier 2 Attack
5 small organized mines (tier 2)
5 Large organized specialty farms (tier 3) (population %boost)
5 Blanks
Basic emotion telekinesis (tier 2)
excellent Blacksmiths (Tier 3)
Quality Weapons (tier 3)

Action one: Invade the northern fortified settlement in the steppe with cavalry, have heavies follow on horseback

Action 2: Create cavalry braracks to regualry train cav, then have them outfitted with spears from our excellent blacksmiths
>>
Rolled 45 (1d100)

>>976715
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 175, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Tech Learnt: Spirit Communication
Religion: Animism
Now our ancestors have readied the way, lets us raise the war hide! Gather weapons, and prepare, for Sastow will join with Gateland!
>Begin preparing for War, by making iron bound clubs and shields.
>Contiune to build the lumbercamp (Auto)
>>
>>976715
Have 7/8 of my skeletons start a research center. Dedicated to making them stronger, faster and most importantly, smarter.

Improve skeleton production.


Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 26
Race: Skeleton
Pop: +5 Per Turn, +1 Per Corpse
Tech Learnt: Raising of Dead
Religion: Sky Skeleton

Llanfairf: Population 265, all of which are skeletons. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Daniel. Many of its residents wear an amulet of bone to honor The Sky Skeleton, a local god of death.
>>
>>976715
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks, forges,

Military: Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me. Chain of command with basic strategies.

Population: 320 Orks, 28 skeletons

We welcome the refugees into our land! So long as they work hard and dont cause trouble they are free to stay here and become productive members of this society and maybe one day they could have their revenge.

Its time to improve my infrastructure. Begin a program to start the creation of roads throughout my lands so people can travel easier and so materials can be moved faster.

Begin working on more reliable methods of food production to implement into my lands. Things such as irrigation, crop rotation, etc and begin spreading it throughout both orkish land and conquered human land. They will soon see loyalty to me is rewarded with prosperity and safety.
>>
>>976715
Yvendale
>Leader
Rain an elementalist
>Color
Black
>Race
Humans
>Tech learnt
Elementalism
Selective breeding (10% crop increase in 3 turns)
>Religion
Polytheistic worshipping four gods.
One for each of the four elements.
>Population
260
>Location
Island in the sea of traitors

>Assets
Amazing fishing spots with amazing fisherman in amazing fishing boats.
Farmland for crops(and we're currently producing an excess of about 60 mouths)
A shitty port.
A boat capable of sailing the high seas and shallow waters.
Entire population is tier one elementalists.
4 Master elementalists ( tier 2 in power)(ranks up in 1 turns)
4 air students (tier 1, ranks up in 3 turns)
4 water students (tier 1, ranks up in 3 turns)
4 earth students (tier 1, ranks up in 3 turns)
4 fire students (tier 1, ranks up in 3 turns)

Create a training grounds for people to practice mixed elemental martial arts and require citizens to train their regularly.

Build another farm on the cleared forest tile.
>>
>>976741
first roll gets a +15 because of cavalry bonuses so 59
>>
>>976740
First roll is 52 with bonus.
>>
>>976707

It looks like the Cyntaps will declare their loyalty to Cafalls tower, then. All their population and surviving knowledge is now sworn to Abelhdad. The dead before have failed us, it is the dead alive in the form of the Liche whom we now honour and revere.
>>
Rolled 68, 45 = 113 (2d100)

>>976715

>Colour:
Black
>Location:
Ashen Hills (basically dead centre of map)
>Leader (and problem):
Bulagd the great dragon
>Race:
Majority goblins, some other evil races.
>Pop:
1034
>Tech:
Improved mining and tunnelling
>Religion:
Mostly worshipping Bulagd.
>Shit we got:
Gold mine, iron mine, small silver mine, huge ass forge, productive but smelly fungus farms, big mole-rat farms, grumpy ass dragon.
>Fighters
50 militia, 10 Faceminers
>Hexes
19

>Set up another martial arts clan.
An alternative martial art to facemining has risen up. This one is called dick spading, and focuses on the use of spade like implements and below belt attacks. Jealous of the Faceminers, they've also set up their own cave to master their martial art. They call themselves the Dickspaders.

>Breed. Always need more gobbos.
>>
>>976766
Excuse me but are you in the Discord? If you aren't come join so we can talk with eachother.
>>
File: f39.jpg (50 KB, 600x806)
50 KB
50 KB JPG
>>976772
You are one Lewd Lich, ya know that?
>>
writing
>>
Rolled 50 + 50 (Not Rolling for either of these desu)

>>976715
Name: Namkha
Color: Pink
Race/Pop: 282 = 161 Elves(+1%) + 121 Satyrs(+7%)
Location: Conny Island
Tech: Weaving, Arborist, Herbalism, Bodkin Arrows
Assets: Permaculture gardens, Herbal Medicinex3, Small Mammals, Spears & Gigs, Very Nice Furs & Suede, Treehouses, A Catamaran
Hexes: 5
Modifiers: -15 to reedcrafting, -15 to boatcrafting, +10 to herbalism, +10 arborist, +7 weaving
Morale: Happy
Neighbors: Cannibals, Dark Dryads, Giant Leopards

>Weave bamboo cages to catch giant leopards and try to taming them (+7 weaving bonus)

>Introduce compulsory basic training. All adults are expected to be competent in Archery, Spear, Stick/Club and Unarmed fighting.
>>
>>976801
WHAT HAPPENED TO MY TURN 11 YOU DOUBLE NIGGER!
>>
>>976801
>>976074

This is my turn 11.


Now process it you faggot.
>>
>>976715
Action 1 Develop fishing from the port
Action 2 expand east into the plains and begin farming
>>
Rolled 69, 66 = 135 (2d100)

>>976862
>>
>>976724
Centurion of Arrow Valley. You set up a hamlet called Essude that's on the most eastern part of your territory on the river.

You build a hamlet on the westernmost side of your territory on the riverside called Wessude. Each have 100 population.

I think it would be best if everyone draws their capital and settlements on their map, since this is starting to become important.

You set up some small mining communities in the Crownspire Mountains.

Population growth is at 5% everywhere due to your very good distribution method whereby you make sure everyone has excess. some orgies happen in your main areas so your hamlets and capital have 20% growth this turn.

Clacaea is being fixed up and made better.

You hire 20 professional soldiers who have good weapons and suchlike. tier two weapons and armour, tier one training for now. Next turn they will be tier two alround. Melee, infantry.

You take 3 tiles on the north side of the Arrow river.

---
>>976734
Serbon, you make the newly claimed tiles properly agricultured, so growth is optimal.

You find some legit resources. Gold nuggets are found in the river, that come from the mountains far away. You also see whales in the large bay through that tight channel. There is also hardwood forests and you will be able to find more stuff in future rolls.

---
>>976738
Yeah buddy. you have the best warship in the game at the moment. It is a medium sized ship that is very fast, and has catapults on it that have very good range. Think roughly Rome 2 siege ships in broken-ness.

You build a shrine to Ogma and it pleases them.

---
>>976739
Lam Therleth, you manage to get the dwarves to double their fertility this year, so it's 6% this year.

You build an observation post on Beggesmont Mountain. It's quite cold but you can research new stuff. And you know when dragons might attack.

---
>>976740
Chief Gajac of Bugunda. You succeed at scouting and meeting the cassowaries and drop bears. They don't talk. They don't attack either.

You sacrifice 10 of your humans. The guy who did it turns a rainbow colour and declares his secession from your lands and takes with him 50 people and sets up shop three tiles West of your civilization.

---
>>976741
Juni of Qingde, while I don't really know what fortified settlements of the steppe you are talking about, they aren't particularly good walls. So you do manage to kick down the gain of the northern settlement and with your infantry take the settlement. You suffer 5 cavalry casualties and sever infantry deaths. But you have a lightly walled new settlement.

(so that's an extra few tiles?)

You fail miserably at building a cavalry barracks.

---
>>976744
YhettiKing you manage to build some iron bound clubs and okay shields.

Your lumbercamp has been finished and the benefits done.

---
>>976745
Your skeletal research center has been built. At the moment they are just practicing reflexes. Will take a while for things to make progress.

---
next one incoming
>>
>>976766
You do know your still alive? Your just living in my lands as part of my kingdom but you can still do stuff.
>>
>>976747
Heodila the Lich. you make steady improvements on food production and population growth throughout your tiles improve so there will be decent growth. Loyalty improves.

---
>>976750
Rain of Yvendale, you succeed at building training grounds for mixed elemental martial arts and citizens train there regularly.

Another farm has been built on the ex forest tile. another 50 people extra mouths possible.

---

>>976766
Cyntande, your Cyntaps arrive safely in Cafalls territory where you are given a tile that is controlled by you, you are the first leader who is subordinate to another leader. this will make you both have quite some benefits due to the bonus actions available in your kingdom what with two civs in the land.

Your people have an adjustment of beliefs and religion, having the Lich as a deity sort of.

---
>>976769
Bulagd, you set up another martial arts clan. Dick spading it is. Ten people in that artform.

Bredding happens. Single turn 20% growth. Remember that these will be useless babies for a few turns.

---
>>976804
Namkha, you build bamboo cages and manage to capture a couple of giant leopards. They are able to be contained and eat the food given to them alright.

All adults are given training in archery, spear unarmed or club. In 3 turns everyone of your adults will be a tier 2 in training. But you will need to have the weapons and suchlike for them.

---
>>976813
TrickQM. Orgy succeeded, scouting didn't.

---

bob the dragon, fishing is going well from the southern port, and you move a couple of tiles east into the plains and expand your farming.
>>
turn 13 stuff here. trick I think your turn 12 stuff succeeded. Just pick a reasonable asset to gain
>>
Rolled 38, 32, 68 = 138 (3d100)

How many humans am I getting?

>>976933
>>
>>976905

A Kind offer, but I think after being nation-wiped in a single turn I've pretty much lost my enthusiasm for the moment, so the Cyntaps and all they had and were are now your Liche's devoted servant race.

Perhaps I'll be back later in the game, or in another future one.
>>
>>976939
Location: Wysteria

Capital: Anamlwch, Most of the buildings are constructed from living trees. It is governed by an order of knights and warriors, known as the Crimson Court. Current leader is Riordan ruling from the Scarlet Throne. Shrine to Ogma.

Colour: Red

Leader: Crimson King Riordan

Population: 282

Religion: Celtic with Ancestor Worship,Ogma

Tech: Shipbuilding, Advanced Warhsips

Action 1&2: Build the warships from the design until I have four of them.
>>
Rolled 3 (1d100)

>>976939
>Details:
Tigana: Population 463, mostly human, some elf and half-elf. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a male human named Serbon Makeridov.
>Color
Black(i dunno can be changed latter i suppose)
>Religion
Worship of Otsira, a local god of Agriculture and Wealth
>Location
Near the Citadel of Pary and the dusk Jungle
>Tech
Advanced Agricultural techniques
Assets: small shrine to Otsira,wall and a gatehouse, force of about 40 spearmen(tier 2;tier 3 or 4 if elves)
Action 1 : Start exploiting the newfound resources(auto completion)
Action 2 : Explore and claim some inland tiles
>>
Rolled 84, 68 = 152 (2d100)

>>976939
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 178, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Tech Learnt: Spirit Communication
Religion: Animism
CHARGE!
>Attack the people of Sastow.
>Begin to use the wood to begin constructing a large Pallisade around the City of the Gate. making plenty of room to allow for expansion. (+10 THE GATE WILLS IT)
(Its like a village, surrounded by a wall suitable for a city)
>>
>>976939
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
649(518 Lizards, 61 Ork slaves, 26 goblin slaves, 75 human slaves)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T3 in 4 turns)
Fruit farms (with improved agri)
Military (45 guys)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Modifiers
+5 to raiding
+15 to scouting

Action 1; Kill off the spirits, force Erdian to Marry me and reform our religion. I am the God Emperor Gajac, and Erdian is my trap goddess wife. The remaining spirits have 2 choices; Submit or die
Action 2; Send my military to reintroduce my escaped slaves to my empire. They will submit, or die.
>>
>>976939
>>975632
>>975627
These things

Have The angel men breed with both angel women for perfect angels and the Female race of the nymphs for more nymph/Angel hybreds

Send a messenger to the west to scout for allies and enemies.
>>
Rolled 27 (1d100)

>>976933
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Stone Grey
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes.
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 312 dwarves
The Capital, Uthar Geshud has around 164 dwarves, 40 town guard (tier 2), 1 champion (tier 3). 10 axes throwers (tier 2) 0/2 to next tier
Secondary fortress is Laust'olding, around 72 dwarves.
Zèler adur has 14 dwarves, This is an outpost fortress.
Thol arak has 14 dwarves, This is an outpost fortress.
Tokmek ruthösh has 14 dwarves, This is an outpost fortress.
Erlin bërûl has 14 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
ïssun istam: A lantern that requires no fuel to burn 0/3 turns
create
Action:
>Train the dwarf miners to fight with their pickaxes. (roll)
>Create high quality tools for the miner's in the mine
>>
>>976939
Research how to make more skeletons

Research how to make more skeletons
>>
Rolled 93, 6, 15, 17, 7, 5 = 143 (6d100)

>>976939
>Details
Rystwe: Population 367, primarily human, some halfling. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a female halfling named Thyana. Many of its residents wear a copper amulet to honor Sualda, a local god of fire.
>Color
Green (preferably lime)
>Population
161 humans, 69 halflings
>Location
Rystwe, island off of Dragonsvale.

ROLL 1 - More work into water magic and light magic to combat the demon.

ROLL 2 - Colonize the damn island.

ROLL 3 - Explore to the East.

ROLL 4 - Explore to the South.

ROLL 5 - Try and convince our god to help expell the demon.

ROLL 6 - Colonize that damn island.

MAKING UP TURNS I MISSED AS WELL
>>
>>976939
Current Population: 159 Brown Elf Slaves, 181 Succubi, 175 Incubi, 45 hellhounds, 42 Tieflings, 142 Humans

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows, Aphrodisiacs, Game Hunting

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers

Location: Shrine of Eternal Night

Hexes: 10

Color: Purple

Turn 12 actions

>Form the cave men into a militia to defend me

>Scout the Eastern Plains with the Hellhounds

And since you're saying those succeed I'll go with my

Turn 13 Actions

>Set up farms to my east to feed my more agrarian humans

>Build wooden fortifications around the Shrine of Eternal Night Time Shenanigans so as to ensure the base of our cult's safety
>>
>>976939
>Population: 1,210
>Color: Dark red
>Location: that hill nestled between parts of the the Crown Spires mountain south of the Arrow river
>Clacaea: Population mostly human, some halfling. A series of low stone walls divides and encircles the village. It is governed by a mayor, a male human named Gnaeuso Ciusennius Geniusa.
>Tech: Metal working
action 1 build up my professional army
action 2 set up irrigation systems to make better use of the Arrow River
assets
capital
2 hamlets
20 professional soldiers
tier two weapons and armor, tier two training
>>
Is it too late to join?
>>
>>976975
Research how to make more skeletons

Research how to make more skeletons


Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 26
Race: Skeleton
Pop: +8 Per Turn, +1 Per Corpse
Tech Learnt: Raising of Dead
Religion: Sky Skeleton

Llanfairf: Population 270, all of which are skeletons. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Daniel. Many of its residents wear an amulet of bone to honor The Sky Skeleton, a local god of death.
>>
>>976982
never.
>>
Rolled 83, 27 = 110 (2d100)

>>976939
Qingde:, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local goddess of nature.

Population: 730

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion: Worship of Wie Bu-Ge as matriarch. Attuned with nature, heightened connection two spirit world

Starting place: Around the sanctuary of fiery ruins
Items and resources
Populous town
Stone Palisade
Ditch
120 well headed horses (3rd Tier)
25 Cavalry Core (3.5 Tier ) +5 to combat rolls
18 Heavy Infantry Militia (Tier 2)
Tier 2 Attack
5 small organized mines (tier 2)
5 Large organized specialty farms (tier 3) (population %boost)
5 Blanks
Basic emotion telekinesis (tier 2)
excellent Blacksmiths (Tier 3)
Quality Weapons (tier 3)

Action one: build cavalry academy to train and expand can abilities

Action Two: Build Heavy Infantry Academy to expand and improve militia to a real fighting force
>>
>>976976
STAY THE FUCK OFF MY ISLAND YOU SHITS

no please cum and join the fun, my lord
>>
>>976976
FUCK OFF WE'RE FULL
>>
>>976973
meant to link to
>>976939
>>
https://discord.gg/UWkrYNP

As usual there is no limit to when someone can join.

I am going to stop for the day after next turn though since I wanna play railroad tycoon.
Still gonna have done four times more turns than usual nationgen qms ;)


https://discord.gg/UWkrYNP
>>
>>976939

>Colour:
Black
>Location:
Ashen Hills (basically dead centre of map)
>Leader (and problem):
Bulagd the great dragon
>Race:
Goblins
>Pop:
1241
>Tech:
Improved mining and tunnelling
>Religion:
Mostly worshipping Bulagd. Other minor gods.
>Shit we got:
Gold mine, iron mine, small silver mine, huge ass forge, big fungus farms, big mole-rat farms, grumpy ass dragon.
>Fighters
50 militia, 10 Faceminers, 10 Dickspaders
>Settlements
Capital (Bulagd's Lair)
>Hexes
19

>Get Bulagd the dragon to teach magic to the goblins.
Although the dragon is a huge asshole, the goblins did get him an extra silver mine of tribute recently, and also do worship him. If they beg enough hopefully he'll teach some of them a little magic so they can serve him better.

>Learn to use inner qi.
The warrior fanatics of the Faceminers and Dickspaders are attempting to reach new heights of martial arts by developing their inner energy to achieve enhanced physical powers.
>>
>>976883
Well, I guess inconvinient times call for excessive measures.

Action 1: Enslave the Troll population.
Action 2: Use the natural regeneration of Trolls to produce inexhaustible supply of meat and leather.
>>
Rolled 1 (1d100)

>>976939
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks, forges, Roads

Military: Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me. Chain of command with basic strategies. 5 fishing boats

Population: 332 Orks, 36 skeletons, 150 Cyntaps

Build a academy for the better troops of my armys to become elites. This way the army will become more powerful for defending my territory.

Upgrade the wall at my capital. I want it to not be a fucking paladise with stones but an actual wall. Rolls for this
>>
Rolled 49, 28 = 77 (2d100)

>>977021

Forgot my rolls.

>>977023

And dis nigga put his rolls in the wrong box.
>>
Rolled 25, 5 = 30 (2d100)

>>977023
Whoops
>>
File: Newest map.png (6.29 MB, 4000x2000)
6.29 MB
6.29 MB PNG
>>977010
Here is the most up to date map
>>
Rolled 13, 8 = 21 (2d100)

>>976939
Yvendale
>Leader
Rain an elementalist
>Color
Black
>Race
Humans
>Tech learnt
Elementalism
Selective breeding (10% crop increase in 2 turns)
>Religion
Polytheistic worshipping four gods.
One for each of the four elements.
>Population
273
>Location
Island in the sea of traitors

>Assets
Amazing fishing spots with amazing fisherman in amazing fishing boats.
Farmland for crops(and we're currently producing an excess of about 60 mouths)
A shitty port.
A boat capable of sailing the high seas and shallow waters.
Entire population is tier one elementalists and know magical martial arts.
4 Master elementalists ( tier 3 in power)(ranks up in 4 turns)
4 air students (tier 1, ranks up in 2 turns)
4 water students (tier 1, ranks up in 2 turns)
4 earth students (tier 1, ranks up in 2 turns)
4 fire students (tier 1, ranks up in 2 turns)

Start setting up irrigation channels in my farms

The 4 feeling themselves nearing their peek begin recording all their findings and knowledge regarding their special element. So the next people to inherit their title may surpass them.
>>
File: Wooden Club.jpg (6 KB, 236x177)
6 KB
6 KB JPG
Roll (50 + 50)

>>976939
Name: Namkha
Color: Pink
Race/Pop: 298 = 166 Elves(+1%) + 132 Satyrs(+7%)
Location: Conny Island
Tech: Weaving, Arborist, Herbalism, Bodkin Arrows
Assets: Permaculture gardens, Herbal Medicinex3, Small Mammals, Spears & Gigs, Very Nice Furs & Suede, Treehouses, A Catamaran
Hexes: 5
Modifiers: -15 to reedcrafting, -15 to boatcrafting, +10 to herbalism, +10 arborist, +7 weaving
Morale: Happy

>Produce war clubs from stone and wood and make sure there are enough clubs, spears and bows & arrows for everyone

>Continue working with leopards, capture more, with cubs and tame them better.
>>
>>977088
Join the discord
>>
>>976963
Okay General Drachtma gonna do you first so I don't fucking forget. your gods are blinding me. Acorna hates you it would seem. Nymphs are incapable of water magic. Angel men and women don't succeed at breeding. However you find every single ally and enemy west of you. Everyone likes the sight of angels they are good luck. So yeah your messengers are given divine strength and speed and EVERYONE is visited. thought it would be nice to give a yuge success after the horrible rolls. Domestication of animals goes well and you find fairies who are friendly to you and a couple of other valuable creatures in the forest like small horses and spotted leopards.

Nymphs try one more time to learn magic. Alas it will never be possible.

The Entire Forest is under your influence. you have all forest tiles that are connected to your present borders so all nymph woods. You manage to have TWO angel babies. The people rejoice.

You experience a handful of successful half angle half nymph hybrids. Winged nymphs are CUTE! CUTE! I tell you.

--
Next ones coming soon. Thought I would give you a special one all to yourself.
>>
>>977157
>Everyone likes the sight of angels they are good luck.


My succubi and incubi lick their lips.

MY people have a new national focus.

That is, to find these angels and then pervert/corrupt them.
>>
come back cyntande ;(

>>977192
i forgot about you being literal demons
>>
>>977157
the angels spooked my observation post dwarves, they think that they ate too many plump helmets
>>
>>977106
NEVER!!
I forgot my password

Why, whadaya wanna talk about?
>>
How does one get started?
>>
>>977235
its just where most of the discussion takes place
>>
>>977240
join the discord read the first post make faction pick place you can take one a bot civ like the hippies or junk
>>
Rolled 36, 66, 92 = 194 (3d100)

==Owbluff==

Colour: Beige
Race: Goblin (+Werewolf Allies)
Tech learnt: Fleshcrafting (Body shaping magic)
Religion: Ames Shamanism
Assets: 1x Tin Mine, Basic Agriculture, Shapeshifters, 1x Fire Spirit, Tall stronk wargobbos

(TURN TWELVE)
Action 1: Appease my fellow goblins by setting up violent bloodsports between criminals. (NO ROLL)
Action 2: Make a bunch of shoes, burn them, and collect spiritjizz.

(TURN THIRTEEN)
Action 1: Prospect for something better than tin.
Action 2: Build a statue of Ames by having musclegoblins punch stone into shape.
>>
>>976939
Action 1 more farms in the eastern plains
Action 2 develop ranged weaponry
>>
>>976948
NOOOOOOOOOOOOOOOOOO PLEASE STAY! ;(

I intentionally made it so you could recover.
Your liege is also gonna be super helpful to you
---
>>976949
Sleepyanon of Wysteria, you manage to build four of the warships.

---
>>976951
Serbon of Tigana, you start exploiting those new found resources, so you have a decent supply of them.

You lose your expedition party and even lose a tile of your choice.

---
>>976959
YhettiKing. your dudes attack the peopel of Sastow. desu I didn't really have the places on the map mean much, more as flavour and fluff. but I guess there is a village there that has a militia. Your yhetti forces take the village by storm. You lose 5 yhettis but take the village. half the population fights you to the death. You end up with a 60 person village.

You construct a large palisade around the City of the Gate, with lotsa room for expansion.

---
>>976962
Moon God Gajac, Um just because it's auto alright roll doesn't mean it's auto success for stuff like this. However, you start your campaign to kill off the spirits and force erdian to marry you and reform your religion. It will take 5 turns to come into effect. At the moment your people are in turmoil and the various spirits and gods are pissed off at you, forcing half your turns to be spent maintaining the campaign.

so you only have 1 action available until turn 18 ends. Also other nations can interfere with this and you will need to handle them in some way.

You send your military to put your slaves back where you found them, they submit mostly and the ones who don't get killed.

---
>>976973
Lam Therleth, your miners don't fight good with their pickaxes this time. However you create high quality tools for the miners and their output and happiness improves.

---
>>976975
Dan the Necroman, you skeletal production is 12 a turn. It is now 15 a turn.

---
>>976976
Hare, you get that sweet water magic and light magic. Lesser demons can be purged easily.

Fuck OFf WE fulL. The drop bears get you cunt. Cassowaries bight your ballls off.

EAstern thingies kill your scouts.

Southern things kill your scouts except for one who gets sent back with half a tentactle arm.

Island not colonized KEKEK FUCK OFF WE FULL MOTHER FUCKER.

---
>>976977
TrickQM, you form a cave man militiar of like 30. You scout the eastern plains. You know 6 tiles east of your (6 tiles east from your northern most territory, 6 tiles east from southern etc etc a block of 6 to the east a file or whateve rthe fuck)

You set up farms to your east to help out your spread out population they are optimal banging now.

You build some fortifications aroudn your Shrine of Eternal Night Time Shenanigans protecting the Cult.

----
Centurion Arrow Valley Civilization. Wew that's lots of population. You increase your army by 30. You improve your irrigation systems.

---
>>976988
Juni of Qingde, you manage to finally construct the cavalry academy to train and expand cavalry abilities. tier 4 cav
>>
>>976988
Juni, your heavy inf academy doens't get built or much started.

---
>>977021
bulagd the dragon, you teach some minor magic to the gobbos. You don't manage to get inner Qi though, maybe because it's Chi you illiterate woodwork teacher :)))).

>>977023
My fucking sies Finghis Khan. You don't succeed at either of those actions. Because of the keks to be had I won't punish your shite rolls.

>>977029
Heodila the Lich. Um your wall falls apart and kills a few skeles.

However your academeny is now about to get up to tier 3. It takes 8 turns passively getting a militia to tier 3.

---

>>977073
Rain of Yvendale, you are unable to figure out irrigation just yet. And your 4 specialists burt the books and stuff.

----
>>977088
Namkha, you make some great war clubs and supply another 35 spears, 15 bows and enough arrows for everyone. You make progress with the giant leopards you now have 10 of them and they don't instantly mawl the hand that feeds them.

---

>>977271
Shaman holes von Pits. Your appeasement of gobbos goes alright, they are appeased with bloodsports between criminals.

However they shoe burning offends your fire spirit a little. he not impressed. The shoes smell weird to him.

However you get a 66 for prospecting and manage to find iron and copper enough to do stuff with . Lots of lead.


The statue of Ames is constructed top notch and She is PLEASED. +15 to rolls in regards to Ames.

>>977277
Bob the drago you build more farms and develop a throwing spear.

----
>>
>>976948
You should just make some preset actions to allow your guys to do stuff without rolls while you take a break. Like setup a new base bordering Lich land.

I know that feel from when I got cucked by a group of faggots in a civ quest awhile back. After about a week of sulking, I came up with a good come-back strategy, but it was too far gone by that point.
>>
Ending for the day to play railroad tycoon. I will also have work tomorrow.

Turn 14 rolls here.
>>
Rolled 56 (1d100)

>>977338
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground)
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 323 dwarves
The Capital, Uthar Geshud has around 169 dwarves, 40 town guard (tier 2), 1 champion (tier 3). 10 axes throwers (tier 2) 1/2 to next tier
Secondary fortress is Laust'olding, around 74 dwarves.
Zèler adur has 15 dwarves, This is an outpost fortress.
Thol arak has 15 dwarves, This is an outpost fortress.
Tokmek ruthösh has 15 dwarves, This is an outpost fortress.
Erlin bërûl has 15 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
ïssun istam: A lantern that requires no fuel to burn 2/3 turns
create
Action:
>Have the dwarf champion train more.
>Train Hammerdwarves. (roll)
>>
Rolled 15, 16 = 31 (2d100)

>>977338
>Details
Rystwe: Population 367, primarily human, some halfling. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a female halfling named Thyana. Many of its residents wear a copper amulet to honor Sualda, a local god of fire.
>Color
Green (preferably lime)
>Population
161 humans, 69 halflings
>Location
Rystwe, island off of Dragonsvale.

ROLL 1 - More work into water magic and light magic to combat the demon.

ROLL 2 - Work on making farmlands on our area of the mainland and the southern patches of the island.
>>
Rolled 68, 2 = 70 (2d100)

>>977338
>>977338
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 160, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Sastow: 60 humans, 15 Yhettis
Tech Learnt: Spirit Communication
Religion: Animism
> Expand our Lumbercamps to the Village of Sastow. Send the Yhetti Lumberjacks and some of the warriors.
> Have the Spirit Speakers awaken the spirit of lands surrounding the village, to begin making it more co-operative.
>>
>>977338
Location: Wysteria

Capital: Anamlwch, Most of the buildings are constructed from living trees. It is governed by an order of knights and warriors, known as the Crimson Court. Current leader is Riordan ruling from the Scarlet Throne.

Colour: Red

Leader: Crimson King Riordan

Population: 284

Religion: Celtic with Ancestor Worship,Ogma

Tech: Shipbuilding, Advanced Warhsips

Action 1&2: TRAIN WITH THE WARSHIPS WITH EVERY ADULT NO SLACKING OR YOU GET TOSSED INTO THE SEA WITH STONE ATTACHED TO YOUR FEET.
>>
Rolled 69 (1d100)

>>977338
==Owbluff==

Kingdom: Apyr
Colour: Beige
Race: Goblin (+Werewolf Allies)
Tech learnt: Fleshcrafting (Body shaping magic)
Religion: Ames Shamanism
Assets: 1x Tin Mine (prospected lead/copper/iron), Basic Agriculture, Shapeshifters, 1x Fire Spirit, a few tall stronk wargobbos
Buffs: Statue of Ames, God of War (+15 to rolls about Ames)

Action 1: WE NEED. TO BUILD. A WALL. Make sure it's especially thick in the direction of Dania.

Action 2: Set up some mines for the newly found iron, copper and lead. (NO ROLL)
>>
>>977338
Yvendale
>Leader
Rain an elementalist
>Color
Black
>Race
Humans
>Tech learnt
Elementalism
Selective breeding (10% crop increase in 2 turns)
>Religion
Polytheistic worshipping four gods.
One for each of the four elements.
>Population
286
>Location
Island in the sea of traitors

>Assets
Amazing fishing spots with amazing fisherman in amazing fishing boats.
Farmland for crops(and we're currently producing an excess of about 60 mouths)
A shitty port.
A boat capable of sailing the high seas and shallow waters.
Entire population is tier one elementalists and know magical martial arts.
4 Master elementalists ( tier 3 in power)(ranks up in 3 turns)
4 air students (tier 1, ranks up in 1 turns)
4 water students (tier 1, ranks up in 1 turns)
4 earth students (tier 1, ranks up in 1 turns)
4 fire students (tier 1, ranks up in 1 turns)

Assign each school a scribe and have them work with the masters to record their knowledge of elementalism.

Work on improving my port and actually making it useful.
>>
>>977338
Research Agreement

Research being able to talk to undead from long distances.


Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 26
Race: Skeleton
Pop: +15 Per Turn, +1 Per Corpse
Tech Learnt: Raising of Dead
Religion: Sky Skeleton

Llanfairf: Population 278, all of which are skeletons. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Daniel. Many of its residents wear an amulet of bone to honor The Sky Skeleton, a local god of death.
>>
Rolled 32 (1d100)

>>977338
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
784(560 Lizards, 63 Ork slaves, 30 goblin slaves, 131 human slaves)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T3 in 4 turns)
Fruit farms (with improved agri)
Military (45 guys)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Modifiers
+5 to raiding
+15 to scouting

Action;improve our fruit farms. Food leads to happiness, which leads to a loyal population
>>
Leader: Archangel Aster

Color: Pink

Race: Angels and Nymphs

Tech:White Magic, Improved bows, pottery, smithing,

Religon: The Nymphs and older angels praise the sun however that guy is a dick so younger angels look for a new god

Location: Nymph forest

Population: 202 Angels 250 Nymph Women ???number of Nymph/Angel Hybreds

>>977338
>research agreement

>Take Acorns and seeds and spread them to the southeast. Connect the nymph forest with the ironwood forest
>>
File: Map.png (5.61 MB, 4000x2000)
5.61 MB
5.61 MB PNG
Rolled 87, 31 = 118 (2d100)

>>977338
>Name: Josylne
>Colour: Aqua Blue
>Race: French Slimes
>Tech learned Irrigation
>Religion: Breglakhi, monotheist
God: Oljindo, god of water, purity, and psychics
Pop: 150
>Location
Mistmoor River's end
1)Start building a well for Oljindo in the center of our home
2)Fish for food
This okay?
>>
>>977400
That's the correct map!

Good job.
>>
Rolled 14, 31 = 45 (2d100)

Welp, here goes everything.

>>977338
Name: Namkha
Color: Pink
Race/Pop: 298 = 166 Elves(+1%) + 132 Satyrs(+7%)
Location: Conny Island
Tech: Weaving, Arborist, Herbalism, Bodkin Arrows
Assets: Permaculture gardens, Herbal Medicinex3, Small Mammals, Spears & Gigs, Very Nice Furs & Suede, Treehouses, A Decent Catamaran
Hexes: 5
Modifiers: -15 to reedcrafting, -15 to boatcrafting, +10 to herbalism, +10 arborist, +7 weaving
Morale: Happy

>Continue making enough weapons for everyone.

>Continue domesticating big cats. Focus on rearing kittens for better progress.
>>
>>977417
no its not>>977400
ill add you don't worry. You also start with 5 hexes
>>
Rolled 48, 75 = 123 (2d100)

>>977338


>Colour:
Black
>Location:
Ashen Hills (basically dead centre of map)
>Leader (and problem):
Bulagd the great dragon
>Race:
Goblins
>Pop:
1365
>Tech:
Improved mining and tunnelling, basic fire magic
>Religion:
Mostly worshipping Bulagd. Other minor gods.
>Shit we got:
Gold mine, iron mine, small silver mine, huge ass forge, big fungus farms, big mole-rat farms, grumpy ass dragon
>Fighters
50 militia, 10 Faceminers, 10 Dickspaders
>Settlements
Capital (Bulagd's Lair)
>Hexes
19

>Expand our control over more of the Ashen Hills.

>Learn to use inner chi (not qi).
The alternative spelling will make it more effective. The warrior fanatics of the Faceminers and Dickspaders are attempting to reach new heights of martial arts by developing their inner energy to achieve supergoblin physical powers.
>>
>>977429
Thank you
>>
Rolled 85, 48 + 15 = 148 (2d100 + 15)

>>977338

Civ: Demon Sex Cult

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers, Cave Man Militia (30 guys)

Current Population: 181 Succubi, 175 Incubi, 45 hellhounds, 200 Brown Elf Slaves (40 Tieflings), 152 Human Slaves (7 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows, Aphrodisiacs, Game Hunting, Farms

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village)

Hexes: 13

Color: Purple

Turn 14 actions

>Induct the Edeglord Shitskins into My Cult with Offerings of Fish, Game, and Agricultural products laced with aphrodisiacs

>Investigate the caves for precious metal deposits utilizing my hellhounds
>>
File: Newest map.png (6.31 MB, 4000x2000)
6.31 MB
6.31 MB PNG
>>977331
>Josylne
heres the right map with josylen included
>>
File: Yhetti Map.png (5.61 MB, 4000x2000)
5.61 MB
5.61 MB PNG
Updated Yhetti Map!
>>
Rolled 66, 31 = 97 (2d100)

>>977338
Qingde:, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local goddess of nature.

Population: 750

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion: Worship of Wie Bu-Ge as matriarch. Attuned with nature, heightened connection two spirit world

Starting place: Around the sanctuary of fiery ruins
Items and resources
Populous town
Stone Palisade
Ditch
120 well headed horses (3rd Tier)
30 Cavalry Core (4 Tier ) +5 to combat rolls
Cavalry Academy +5 civ per turn
18 Mounted Heavy Infantry Militia (Tier 2)
Tier 2 Attack
5 small organized mines (tier 2)
5 Large organized specialty farms (tier 3) (population %boost)
5 Blanks
Basic emotion telekinesis (tier 2)
excellent Blacksmiths (Tier 3)
Quality Weapons (tier 3)

Action 1: Have a fertility festival to try to impregnate every female in my civ

Action 2: finish making a heavy heavy infantry academy
>>
File: Cero.png (154 KB, 540x350)
154 KB
154 KB PNG
>>977338
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks, forges, Roads, Military academy

Military: Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me. Chain of command with basic strategies. 5 fishing boats

Population: 295 Orks, 38 skeletons, 156 Cyntaps

HOW DO YOU COLLAPSE AN ALREADY BUILT WALL! It seems I clearly need to take the defense of my kingdom from the one across the seas into my own hands then! Fine then, I'm going to devote my time and efforts into making a derivative of the death bolt. But instead a Ray of pure destructive power fueled by death energy! Then once this is done I can crush all who come and begin to build up to deal with the threat in the east! If need be sacrifice 50 of my orks so I gain the power to sustain and be able to use constantly such attacks! (Think of the Cero in Bleach as reference for it)
>>
>>977459
use >>977450
this map
>>
>>977478
I was planning to the most recent one but was already in paint when you posted it. I only changed my stuff, adding in the lumbercamps and Sastow.
>>
>>977492
ill do it
>>
File: Newest map.png (6.31 MB, 4000x2000)
6.31 MB
6.31 MB PNG
>>977338
>>
>>977338
>Population: 1,270
>Color: Dark red
>Location: that hill nestled between parts of the the Crown Spires mountain south of the Arrow river
>Clacaea: Population mostly human, some halfling. A series of low stone walls divides and encircles the village. It is governed by a mayor, a male human named Gnaeuso Ciusennius Geniusa.
>Tech: Metal working
action 1 claim more of the arrow river to the east
action 2 build forges to make better use of all that metal ive been mining
also what happened with this>>976981

assets
capital
2 hamlets
20 professional soldiers
tier two weapons and armor, tier two training
>>
>>977476
DID THE MATH FOR MY CONQUERED LAND, HERES THE NEW AMOUNT

Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks, forges, Roads, Military academy

Military: Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me. Chain of command with basic strategies. 5 fishing boats

Population: 295 Orks, 38 skeletons, 156 Cyntaps, 450 humans
>>
>>978052
I FORGOT TO ACCOUNT FOR HUMAN GROWTH OVER THE TURN I'VE HAD THEM

Humans: 505
>>
File: Newest map.png (6.33 MB, 4000x2000)
6.33 MB
6.33 MB PNG
>>
Rolled 6, 10 = 16 (2d100)

>>977331
When God deals you an 11, you don't fold! You double down! And always hit on a soft 16.

[Action 1]:
Build a secret concentration camp for the trolls where they are turned into living factories that produce a limitless supply of meat, bone, leather and fats as long as they are fed on a regular basis.
[Action 2]:
Round up all the Trolls in my realm into the concentration camp.

Also, if this succeeds and the fields are once again bearing crops afterwards, I wish to make a public service announcement where we pass the blame on the food shortages on the Trolls and that we only suffered such misfortune because we had not put them into camps sooner.
>>
Scheiße
>>
Rolled 82, 51, 94, 56, 77, 99 = 459 (6d100)

>>977331
Name:The Decrepit
City name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:525 Giant:20

Shit I had work, I'm sorry I forgot I'm a wage slave.

Turn 12
Start to make copper in the new finished smelter, if possible make tools as well to make mining easier.
Try again for the blue shrooms, we need fire men.

Turn 13
Try again for the light red shrooms
Make it a second try for them black shroom men too,

Turn 14
Send out some colonizers to build a port city north on the inlet, just build some houses and shit to start.
Build up the town around the town hall, making a saw mill to get a steady supply of wood.
>>
>>978451
Fhengis where is your civ i don't think i ever put it on the map
>>
>>978534
It's the place that says Junk I think.
>>
>>978534
>>978647
I'm pretty sure that was Rolf's place. On the big bay on the Southern Continent near Mawry forest, right?
Not that it matters tho, since I think he's dead now.
>>
>>973189
If you're interested, there's a good little community that plays these games on another site. Here's their chat:
https://client02.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
>>
Can I still join?
>>
Rolled 39 (1d100)

>>977296
>Details:
Tigana: Population 486, mostly human, some elf and half-elf. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a male human named Serbon Makeridov.
>Color
Black(i dunno can be changed latter i suppose)
>Religion
Worship of Otsira, a local god of Agriculture and Wealth
>Location
Near the Citadel of Pary and the dusk Jungle
>Tech
Advanced Agricultural techniques
Assets: small shrine to Otsira,wall and a gatehouse, force of about 40 spearmen(tier 2;tier 3 or 4 if elves)
Action 1: Expand the temple to Otsira(auto completion
Action 2 : REEEEEEEEEEE i said explore and claim those fucking tiles
>>
>>979024
Yes
>>
Ayyyy
I'm a conquerer now

Gibs lots of loot and spoils
Move people into hopParr
Then have a victory parade.

I need 3 turns
Action 1: domesticate the gryphons
Action 2: expand my lands toward hoparr so I can have a big kingdom.
I get the cyntande hexes right
Action 3: repair the ruins of the elven fortress. I have elves so they know it all.
Action 4: breed with a festival for the war won.
Action 5: create a navy and my dock should be done now. A massive navy.
Action 6: improve our fire magic

Praise our war God for our military might
HAIL VAESAR
HAIL THE SHIELDBEARERS
>>
Rolled 88, 9, 73, 97, 16, 78 = 361 (6d100)

>>979342
>>
>>977396
>>977338
Disreguard the Acorn thing.

Work on research agreement

WORK ON ARTEMIS MISSILES
>>
Will be available in like 10 hours. Work :)
>>
>>979342
The elven fortress is hopparr
>>
File: Newest map.png (6.31 MB, 4000x2000)
6.31 MB
6.31 MB PNG
map
>>
>>979445
The Cult Of The Sleeping Ones

Dark Blue

Deep Ones

Tech: Underwater construction, Primitive Harpoons

This turn, try to learn how to refine chlorine into storable gas
>>
>>979466
Dude, tech level is 500AD with magic. Chlorine refinement?!
>>
>>979517
We have airships... Not too much of a leap in logic
>>
>>979466
>>979517
>>979524

>Have airships
>Should be able to make mustard gas there

While I'll agree that a nation that can make airships shouldn't have too much trouble making mustard gas, I think getting airships with 500AD tech is sorta bullshit in the first place.
>>
>>979598
I do too, but I'm not complaining
>>
>>979524
>We have airships
literally when?
>>
>>979524
This sounds really fucking sketchy
>>
>>979524
fuck off you haven't started researching it rofl.
>>
>>977346
Lam Therleth. Your dwarf champion trains 20 dwarfies. 10 of them are not particularly skilled so tier 1, but the other 10 are fairly decent and are tier two.

You train 10 hammerdwarfs. They are good against armour but attack slowly so their defense isn't that good.

---
>>977356
Hare of Rystwe, your water and light magic progress stalls.

Your farmland development stalls too.

---
YhettiKing, your lumbercamps are expanded to Sastow and they provide a lot of lumber. Enough to trade with two nations without stopping your own nation having adequate amounts.

Alas, the Spirit Speakers somehow make the spirits of the surround lands sleep, some die others flee. You won't be able to get their help until turn 17's beginning.

---
>>977360
Sleepyanon of Wysteria, you put all your populaton on warship training. For the entire year every adult gets shown the ropes, practices and so now your warships will always have skilled manpower. However, your fields lie fallow and your food reserves go quite low. Lucky the children can do enough to stop it from being too bad, but next year you WILL need to farm.

So your warships' sailors are tier 3 in skill
---
>>977364
Shaman Holes von Pits, you Build WALL. thicker in direction of Dania yes. It's a nice and fairly tall wall that would require a battering ram to take it down fast enough to be effective in an assault (so no cavalry doing much to it).

You set up mines for your found iron copper and lead.

---
>>977371
Rain of Yvendale, your magic specialties all get scribes assigned to them, who write down the masters words so the relatively small number of spells and techniques are recorded, which will allow greater skill in future.

The port is improved and made useful. It can be used to service your ships though not all at once.

---
>>977378
Dan the Necroman. You make progress towards the Agreement. Your research into long range undead talking goes alright. messages can be sent clearly 120 meters away, a bit like whispering attuned to the dead, it won't be loud to non undead.

---
>>977386
Moon semi-God Gajac. You expand your fruit farms, and there is happiness improvement and your people are a bit mollified (less unhappy) about your ongoing campaign with the spirits.

---
>>977396
General Drachtma, You make progress towards the Agreement, and you make slow progress on whatever anime bullshit clip you want to replicate. Will be ages until it can be replicated.

---
>>977400
Josylne, you build a very large and deep well for Oljindo. The water is pure spring water, with minerals that help keep the mind at peace and unstressed.

You try to fish for food and think you are making progress - a little bit of fish to help with food supplies.

---
>>977418
Namkha of Conny Island, you seem to have just made shitty clubs for everyone. You don't get killed by any of the big cats. The kittens are growing alright.

---
>>977431
Bulagd of Ashen Hills, you get one more tile of the Ashen Hills.
TBC
>>
>>977431
bulagd, and your people make sure to chat with the spread out population so that they know the latest news and feel more connected to the civilization.

Inner chi has been discovered. For now it simply makes your soldiers calm in battle and able to pace themselves better.

---
>>977434
TrickQM, you induct the edgelord niggers into your cult, unless V!! wants to contest and rolls well. (if he gets over 50 then only a significant group of his guys join your cult. If he beats 85 only a handful do).

You investicate the gaves. there are opals and stuff like you would find in aussie.
But not huge amounts.
---

>>977473
Juni of Qingde, your fertility festival goes well, 80% of your women are preggers, update population accordingly. For two turns your first action will be half as good (roll success doesn't change, just the amount) due to preggers women.
You manage to only have a couple walls and furnishings for your hevyhevy inf academy left to complete.

---
Heodila the Lich, you spend a lot of time trying to master the death lazer thing. Think of it a bit like a Spartan Lazer. It's good for anti-big-thing, but since it's single shot 50 orks might be better to keep alive fighting against other foes.

---
>>977644
Centurion of Arrow Valley, You get another 3 tiles of arrow valley to the east, and you build some more forges and get your blacksmiths to train more apprenticeships so that they can handle more metal.

Hmm, well for that missed turn, I guess you added 20 to your army and improved your irrigation systems. It must be noted that you have reached the efficiency for your irrigation for now, it won't do much more until your population is quite a lot higher.

Your professional troops get higher skill, and your new troops are tier 2
---
>>978052
>>978182
noted heodila.

---
>>978451
Finghis Khan, the trolls get wind of this shit and kill all the people who would be taking part in this disgusting camp's murder.

All the trolls realize what bullshit you are attempting and rebel. They unite together, leaving the land, killing or attacking anyone who even remotely looks threatening. - you lost all your troll population

---
>>978473
ManMush your wageslavery is totally forgiven, I too am a wageslave.
Your copper making goes fantastically. Tools are made that improve mining.

You finally succeed at a third subspecie of mushroom. The blue shroom is made and I guess firemen-shrooms? so you have like 6 of them and they stop fires from being too bad?

Wew a 94 on light red shrooms. You get 20 of them.

Colonizers ahoy, you manage to start up the port city north on the inlet, a half dozen houses and a well is dug. Let's call the port city, Mushinlet.

Fuck. 99. Yeah whatever you want senpai. 200 people have moved from the countryside to Mushinlet. A townhall has been made. A sawmill is producing the wood needed for construction.

---
>>979158
Serbon of Tigana, you expand the temple. It is very pretty and Otsira loves it. Plus 20 on those

TBC
>>
>>979342
Mill the genocider, you make progress domesticating the gryphons. They let especially respectful and friendly Vaesarans to ride on their backs. But no orders are listened to beyond "please may I go back home now?" and "hey good gryphonsire, please let me ride yo back"

you get a coule more hexes towards hoparr, and you yes do get Cyntande's old hexes.

EVERYONE TOTALLY DON'T TARGET THIS DICKHEAD MASSIVE THREAT AND TAKE HIM DOWN

You start repairig the ruins of the elven fortress. It will take three turns to complete.

There is an orgy. 50% women preggers. Plan accordingly.

Your dock is finally finished. Due to inexperience and pride with only the desire for a massive navy, your people construct 20 shitty ships that leak everywhere and move slowly.

Fire magic is made progress of, A little flame becomes a small fireball, small fireball improves to a longer ranged small fireball.

fuck, i didn't see your rolls linked. Doesn't clash too hard anyway
---
>>979466
you fail at learning to refine chlorine into storable gas. But at least you have a concept that the air isn't totally empty but has things you breathe.

---
ooh yay it's all done. Only needed 7K words for a single fucking update.
>>
Turn 15 here. You guys better not force me to do 7500 characters or whatever it was lul.
>>
Rolled 72, 4 = 76 (2d100)

>>982153
Name:The Decrepit
City name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:590 Giant:21 Blue:6 Red:20

Action:Start expanding our general sphere of influence in all directions, starting another port city in the south at the base of the two inlets, spending time to build a actuall harbor in each.
Action:Build more and make better the exiting mushroom farms to produce more of all kinds of shroom.
>If we kill a animal and let it decay in the mushroom pit will my shrooms be stronger?
>>
>>982153
Pop: 287

Action 1&2: Farm you bastards!
>>
>>982153
Continue on Research project

Send Several Angel envoys to all peaceful races and see if they want to trade shit for the information about other players
>>
>>982169
>>982159
Forgot name but its me
>>
Rolled 16 (1d100)

>>982153
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks, forges, Roads, Military academy

Military: Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me. Chain of command with basic strategies. 5 fishing boats

Population: 360 Orks, 38 skeletons, 163 Cyntaps, 525 humans

Try to rebuild my wall, but just skip the paladise since it got in the way the first time and just make a stone wall. For this begin outsourcing labor from the countryside I have and get volunteers from any humans, Orks, or Cyntads that wish to join.

Now I'm going to roll to try and make a dry dock and if possible make some boats like the ones the Cyntaps had for fishing and if I can make bgger versions that can be used for transportation.
>>
Rolled 23, 56 = 79 (2d100)

>>982153
>Name: Josylne
>Colour: Aqua Blue
>Race: French Slimes
>Tech learned Irrigation
>Religion: Breglakhi, monotheist
God: Oljindo, god of water, purity, and psychics
Pop: 150
>Location
Mistmoor River's end
1)Train to our minds to speak with animals
2)Fish some more
>>
>>982153
First of. I have magic skeletons now no?
>>
>>982182
Oh, man. The rolls haven't nice to me today.
>>
Rolled 50+7, 50+10 (I'm too trigger shy to roll until I consult Namkha for some divine assistance)

>>982153
Name: Namkha
Color: Pink
Race/Pop: 308 = 167 Elves(+1%) + 141 Satyrs(+7%)
Location: Conny Island
Tech: (+7)Weaving, (+10)Arborist, (+10)Herbalism, Bodkin Arrows
Assets: Permaculture gardens, Herbal Medicinex3, Small Mammals, Spears & Gigs, Very Nice Furs & Suede, Treehouses, A Catamaran
Hexes: 5
Curses: -15 curse of reeds, -15 shipwright’s curse
Morale: Happy

>Make improved looms to increase our weaving modifier to a nice even +10. (+7 Weaving)

>Find nice aromatic and magical herbs that can be burned as incense for a bonus to religion rolls. (+10 Herbalism)

>Basic Training complete: Entire pop now Tier 2 troops.
>>
>>982169
All the Mushmen were pretty freaked out the appearance of an angelic beast, but the eldest Mushman decided to see what he had to say, listening to his bargain.
>Trade would be excellent, but I would want just a non-aggression pact first, once you Agree to that trade can start.
>We'll offer basic material of stone, wood and some copper ingots if possible.
>In return we would like to know white magic and some knowledge about other races.
>>
>>982153
Action one: try to get a child with one of those angels. Wanna see the spawn that comes out. And how magic it is.
Action 2: Enchanting. Learn how to Imbue objects with magic properties(like the elements.)
>>
Rolled 46 (1d100)

>>982153
Create a day just about making sweet sweet bagels.

Look for Death Gems.
>>
Rolled 33, 57 = 90 (2d100)

>>982110
Track them down with bears and nature magic to capture them and drag them to the camps.

Build a leatherworking workshop in order to use the salt we have to cure any and pelts we gain into leather and turn that leather into useable products.
>>
>>982274
forgot muh trip
>>
>>982270

Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 26
Race: Skeleton
Pop: +15 Per Turn
Tech Learnt: Raising of Dead
Religion: Sky Skeleton

Llanfairf: Population 290, all of which are skeletons. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Daniel. Many of its residents wear an amulet of bone to honor The Sky Skeleton, a local god of death.
>>
>>982153
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground)
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 334 dwarves
The Capital, Uthar Geshud has around 174 dwarves, 40 town guard (tier 2), 1 champion (tier 3). 10 axes throwers (tier 3)
10 dwarf militia (tier 1) 10 Dwarf warriors (tier 2) 10 Hammerdwarves (bonus against armor) (tier 2) 0/3

Zèler adur has 16 dwarves, This is an outpost fortress.
Thol arak has 16 dwarves, This is an outpost fortress.
Tokmek ruthösh has 16 dwarves, This is an outpost fortress.
Erlin bërûl has 16 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
ïssun istam: A lantern that requires no fuel to burn (CAN BE RESEARCHED)
create
Action:
>Research ïssun istam:
>>
>>982323
aand i forgot my trip
>>
File: Fingolian Khanate.png (5.63 MB, 4000x2000)
5.63 MB
5.63 MB PNG
I marked a whole new territory for me in the bottom to avoid confusion since the junk apparently belonged to someone else.

Yellow star = Capital
Blue star = Concentration camp
>>
>>982159
ManMush, you manage to build the start of another port city at the place specified. Name it something :). It will take 5 turns to be completed with 200 population also.

There is a small cave-in so you failed expanding this turn.

A killed animal thrown into the mushroom pit will provide better food and nutrients so it will help. Nothing really tangible yet, but eventually will do.

---
>>982167
Sleepyanon. Improved farms and more farms. 150 more mouths are able to be fed.

---
>>982169
Drachtma you continue your Project. I think it's approaching finishing soon.

You send a few angels towards the closest peaceful races.

---
>>982175
Heodila the Lich, you half rebuilt the wall.
Your attempt to build a dry dock fails miserably.

---
>>982182
Josylne, you fail at speaking with animals but at least you have managed to get your fishing sorted and can provide for up to 250 population in your capital.

---
>>982193
Yes, 30 skeletals combining together can get one skeletal to float up to 8 meters high and forward at walking pace.

---
>>982218
Namkha, you have built some sweet looms, improving bonus to +10. You make some sweet aromatic and magical herbs that when burnt provide +10 to religion rolls.

Grimace, oh yes, all elves are trained and your satyrs are well trained for their kind.

---
>>982221
ManMush, yes, yes yes.

---
Rain, yes your rolls in discord were reasonable. It's a low magic half angel. Can't be corrupted by demons.

You start basic enchanting. With exception care and effort you can make enchanted swords glow slightly when you touch them.

---
Dan the Necroman, you make a Bagel Day, a holiday.

You manage to find, whilst traversing your large lands, to happen upon an ancient battlefield in your search for death gems. After setting up a sort of well in the center of the battlefield your skeletons you gave the job to sift through the water has ended up in you being able to harvest a single death gem a year. These gems can be used for death related spells and rituals.

Sorry but not sorry, Dominions 4 will have a reasonable influence on this game, I have decided. Not completely or anything, but a lot of the ideas are gonna use it for help. https://larzm42.github.io/dom4inspector/

---
>>982274
Finghis Khan, you manage to get two of them back. And you succeed at building a leatherworking workshop as described.

---
>>982323
Lam Therleth, I dunno what issun istam is, but I am just gonna take that to mean your Lantern Artifact, and start another artifact construction.

So the Lantern uses energy from the void to power it.

And your third artifact will be a single coin that helps clear ones mind ETA for it to be made is beginning of turn 18.

Wee
>>
>>982153
Action 1: train the gryphons to allow us to ride them in exchange we build them nice places to live and build armour for them.
Action 2: keep expanding and bringing people from hexes into the empire. Give farmers in the local hexes better farming tech.
>>
Turn 16 turns here.

>>982438
recognized ;)
>>
Rolled 2, 22 = 24 (2d100)

>>982438
>>
>>982444
Pop: 289

Action 1: Improve farming techniques

Action 2: going to hold big public games for next crowning of Crimson King complete with light hearted duels, praying to Ogma and courtships. Riordan will enter Uthenera after crowning the new king.
>>
Rolled 22 (1d100)

>>982436
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks, forges, Roads, Military academy

Military: Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me. Chain of command with basic strategies. 5 fishing boats

Population: 365 Orks, 38 skeletons, 170 Cyntaps, 550 humans


Finish up the wall, get the skeles and whatnot to do it so I can finish it at long last.

Work on some self improvement, using death energy begin concentrating it into my body causing me to become resistant to both magic and physical harm while in turn also increasing my strength. Rolls for this
>>
Rolled 5, 22 = 27 (2d100)

>>982444
Name:The Decrepit
City name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:650 Giant:22 Blue:8 Red:25

Action:Expansion, spread out the shrooms far and wide along the island, spreading red shroom spores wherever they can be placed.
Action:Go for a big hunt to give a population boost, then rebuild the mushroom farms yet again, but making them even more grand then last time.

>Port name:Moshly
>>
Rolled 13, 30 = 43 (2d100)

>>982436
Pray to the 4 elemental gods to bless the child

Continue Enchanting studies
>>
Rolled 78 (1d100)

>>982444
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground)
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 347 dwarves
The Capital, Uthar Geshud has around 179 dwarves,
The secondary fortress, Laust'olding, has 78 dwarves.
Zèler adur has 17 dwarves, This is an outpost fortress.
Thol arak has 17 dwarves, This is an outpost fortress.
Tokmek ruthösh has 17 dwarves, This is an outpost fortress.
Erlin bërûl has 17 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2), 1 champion (tier 3). 10 axes throwers (tier 3) 10 dwarf militia (tier 1)
10 Dwarf warriors (tier 2) 10 Hammerdwarves (bonus against armor) (tier 2) 0/3
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
ïssun istam: A lantern that requires no fuel to burn (CAN BE RESEARCHED)
create
Ottan limul: a single coin that helps clear ones mind ETA: beginning of turn 18
Minerals: Shitloads, its a fucking mountain
Action:
>Have my champion do combat practice in an attemp to hone his skills
>Attempt to harness this new frontier of the void. (roll)
>>
>>982444
Honorable Bow Tie Day. A day in which all people are updated with new and improved bowties denoting what their job is.

Use death gem to make a lich from one of my lieutenants. If I can't for whatever reason research how to.


Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 26
Race: Skeleton
Pop: +15 Per Turn
Tech Learnt: Raising of Dead
Religion: Sky Skeleton

Llanfairf: Population 305, all of which are skeletons. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Daniel. Many of its residents wear an amulet of bone to honor The Sky Skeleton, a local god of death.
>>
Rolled 50+10, 50+10

>>982444
Name: Namkha
Color: Pink
Race/Pop: 308 = 168 Elves(+1%) + 150 Satyrs(+7%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Incense), Bodkin Arrows
Assets: Permaculture gardens, Herbal Medicinex3, Small Mammals, Fishing Gigs, Very Nice Furs & Suede, Treehouses, A Catamaran
Hexes: 5
Curses: -15 curse of reeds, -15 shipwright’s curse
Morale: Happy

>Establish a singing tradition to weave our voices together in praise of Namkha. We create hymns by burning incense to help us focus on lyrics. We hope our music gives us a small bonus to religion rolls and improves morale. (+10 Incense)

>Craft beautiful lyre-like instruments with strings WOVEN together to produce harmonious sounds to help us create more intricately woven music to further improve our musical religion and morale bonus. (+10 Weaving)
>>
Rolled 94, 22 = 116 (2d100)

>>982436
Continue hunting for more Trolls using nature magic and bears. Doesn't matter if they're even the original ones.

Use the two trolls in the concentration camp as test subjects in an attempt to control the fertility rates through the use of nature magic in order to force a pregnancy.
>>
Rolled 3, 66 = 69 (2d100)

>>982444
>Name: Josylne
>Colour: Aqua Blue
>Race: French Slimes
>Tech learned Irrigation
>Religion: Breglakhi, monotheist
God: Oljindo, god of water, purity, and psychics
Pop: 150
>Location
Mistmoor River's end
1)Keep training our minds
2)Explore the area around us
>>
>>982444
Nice trips

Angels
Pop-203 Angels, 250 nymphs, 6 Nymph-angels

>Tech
White magic, pottery, kickass bows

Complete the Research project

Construct an Academy of magic to research powerful spells


>Passive shit
Bring back spores and tell mushman about all civs close to him

Have children with two of baits women elementalists for 2 avatars

Tell sleepy about civs close to him and have the messenger sit around and watch the new king contest.
Stick around to shake the new kings hand and all that diplomacy stuff

Heal up any ill dwarfs and exorcise any demons in the tunnels. Get some lessons in dwarven iron working in exchange for info about nearby civs
>>
Rolled 44, 13 = 57 (2d100)

>>982444
Action 1: gryphons plz be my friends
Action 2: fire magic for gryphon air support
>>
>>982582
ATAR:

Culture: Proto-Mongolian

Governed by a council of wealthy landowners whom are also bearlords and practicioners of nature magic.
The People of Atar have suffered a period of their lands losing fertility due to the vile machinations of the Trolls. Upon realising this the honourable leaders of Atar spearheaded by Khan Spora have called an open hunt against the Trollkin in order to bring them to justice for their deeds.
The Khanate of Atar has issued an open bounty for anyone to claim for the succesful capture of any of renegade Trolls that escaped the justice of Atar.

Religion: Ancestor worship

Population: 442
Race: Humans and only humans. Atar condemns the allegations of a troll population still existing within it's borders.

Starting Perk: Nature Magic
Technology: Bear Breeding programs and Bear Domestication
Assets: Salt Production facilities, Leatherworking facilities, Troll Concentration camp
Livestock: Domesticated bears, Warbears, Trolls (2)
Static Defenses: Wooden Palisades and a Ditch
>>
>>982444
Going to sleep so posting turns

Turn 17

Continue studying Enchanting


Hot air balloons. Make them

Turn 18
More enchanting

Send some guys into the mines. To mine.
>>
>>982153
>>982444
>Details
Rystwe: Population 367, primarily human, some halfling. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a female halfling named Thyana. Many of its residents wear a copper amulet to honor Sualda, a local god of fire.
>Color
Green (preferably lime)
>Population
161 humans, 69 halflings
>Location
Rystwe, island off of Dragonsvale.

ACTION 1 - Work on Light and Water magic.

ACTION 2 - Work on Light and Water magic.

ACTION 3 - Work on settling that damn island.

ACTION 4 - Work on settling that damn island.
>>
Rolled 61, 34 = 95 (2d100)

>>982153
>>982444


>Colour:
Black
>Location:
Ashen Hills (basically dead centre of map)
>Leader (and problem):
Bulagd the great dragon
>Race:
Goblins
>Pop:
1529
>Tech:
Improved mining and tunnelling, basic fire magic, basic chi manipulation
>Religion:
Mostly worshipping Bulagd. Other minor gods.
>Shit we got:
Gold mine, iron mine, small silver mine, huge ass forge, big fungus farms, big mole-rat farms, grumpy ass dragon
>Fighters
50 militia, 10 Faceminers, 10 Dickspaders
>Settlements
Capital (Bulagd's Lair)
>Hexes
20

Turn 15

>Both actions into expanding across Ashen Hills (no rolls)

Turn 16

>Research masonry. (first roll)
We're good at taking rocks apart. Lets get good at putting them together.

>Expand our fungus and mole-rat farms.
They're all around our capital. Spread them out into the new territory we've conquered too.
>>
>>982865
Wasn't the starting tech level at 500 AD?
Meaning that in order to get started, you just need a quarry in order to produce the sufficient clay and stone for masonry.
>>
File: Map of My Civ.png (5.43 MB, 4000x2000)
5.43 MB
5.43 MB PNG
>>982153
>>982444

Civ: Demon Sex Cult

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers, Cave Man Militia (30 guys)

Current Population: 181 Succubi, 175 Incubi, 45 hellhounds, 202 Brown Elf Slaves (41 Tieflings), 160 Human Slaves (11 Tieflings), 156 Orc Slaves (10 Pacifistic and Pink, 3 Tieflings), 88 goblin slaves (4 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows, Aphrodisiacs, Game Hunting, Farms

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement)

Hexes: 20

Color: Purple

Turn 15 actions

>High Priestess Qyrryss takes one of the large, powerful, but pacifistic pink orcs to officially unite the two tribes under a banner of strength and sex. This pink orc has a really big dick.

>Officially connect our two separate civilizations into one now that we have been unified under the same religion of sexual worship as opposed to that icky edgelord shit (pic related)

AND

Turn 16 actions

>From the most violent orcs into an elite unit of bodyguards to vent their violence upon my enemies

>Have the goblins mine the opals from the caves
>>
Last update till tomorrow similar time after work (so like 18 hours?)
>>982448
Millennium, the gryphons reject all that shit. A lot of negative stuff happens.

No expansion 4 u.

---
>>982457
Sleepyanon, your improve your farming, your food cap at the moment is 700 pop in your capital.
You hold a big public game, so there will be a new king? cool.

---
>>982466
Heodila the Lich, you complete the world, but unfortunately your self improvement fails, in you hurting yourself and needing a few weeks rest to recover but no permaharm done.

---
>>982478
ManMush, you actually lose a tile. And you only manage to build a little handful of homes.

---
>>982492
Rain, the 4 elemental gods curse the child. Child will have orange glowing eyes. Your enchanting studies make no real progress but nothing dies.

---
>>982495
Lam Therleth, your champion will reach the next tier by beginning of next turn.
You are now capable of sensing the void, personally.

---
>>982500
Dan the Necroman, you add another holiday to your year.
You start research on lich-making. You realize it will take 10 gems to upgrade one of your skeletals to be a minor mage in its own right, which is the first step to getting another lich.

---
>>982531
Namkha, you create hymns that combined with incense make stronger prayers and religion rolls. So combined it would be plus 20.
You make some really cool instruments, so plus 25 in total combined with prayers and incense. With training in music you can go to 30 but not just yet.

---
>>982582
Finghis Khan, you capture 20 trolls. Your bears are able to smell and gang up on trolls.
Your concentration camp shit fails miserably.

---
>>982594
Josylne, your mind training goes very aury. Your people while with the previously learnt stuff, are now weak to mind attacks. You do manage to explore 4 tiles around your nation though.

---
>>982600
thanks General Drachtma! okay those things do okay I guess? no avatars though. It would be one or the other elemental power.

Ill dwarfs heal i guess. A few minor imps are exorcised.

---
>>982626
dont try dat double post mang
Gryphons slightly less pissed off, fire magic fail
---
>>982738
Rain, your enchanting improves with one of your weapons being able to go hot when you want it to. Hot balloons are a no-no, but you do make some balls with air in them.

---
>>982815
Hare, you get more control over light and water magic. Slightly stronger lesser demons can be dealt with.
you also manage to settle 3 tiles of the damned island
---
>>982865
Bulagd, you find a good place of clay, and you expand those fungus and mole-rat farms. It helps everyone :)

---
>>982871
yes, anything that was fairly common in 500AD is instantly reasonable in this world.

---
>>982873
TrickQM, Yeah those things work.


Goodnight all
>>
Latest turn post please be here :D
>>
Rolled 71, 81 = 152 (2d100)

>>982879

>Colour:
Black
>Location:
Ashen Hills (basically dead centre of map)
>Leader (and problem):
Bulagd the great dragon
>Race:
Goblins
>Pop:
1878
>Tech:
Improved mining and tunnelling, basic fire magic, basic chi manipulation
>Religion:
Mostly worshipping Bulagd. Other minor gods.
>Shit we got:
Gold mine, iron mine, small silver mine, huge ass forge, big fungus farms, big mole-rat farms, grumpy ass dragon
>Fighters
50 militia, 10 Faceminers, 10 Dickspaders
>Settlements
Capital (Bulagd's Lair)
>Hexes
21


Turn 17

>Train up some fire mages.
Dragon gave us some fire magic, lets get some guys able to use it.

>Make some weapons and armour.
Mining tools make ok weapons, lets make some real stuff for our soldiers instead.
>>
Rolled 77 (1d100)

>>977386
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
842(603 Lizards, 66 Ork slaves, 33 goblin slaves, 140 human slaves)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T3 in 4 turns)
Fruit farms (T3)
Military (45 guys)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Modifiers
+5 to raiding
+15 to scouting

Sheeeiittt, missed allot of turns

>>982153
Turn 15; Ally with the Animal Tribes in exchange for food. We must push out the colonists!
>>982444
Modify the sap to sharpen stuff instead of harden
>>982879
Expand. (Rolling4this)
>>
>>982889
Lol this is Gajac, no worries
>>
Rolled 42, 52, 55 = 149 (3d100)

>>982879
>Details:
Tigana: Population 486, mostly human, some elf and half-elf. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a male human named Serbon Makeridov.
>Color
Black(i dunno can be changed latter i suppose)
>Religion
Worship of Otsira, a local god of Agriculture and Wealth
>Location
Near the Citadel of Pary and the dusk Jungle
>Tech
Advanced Agricultural techniques
Assets: temple to Otsira,wall and a gatehouse, force of about 40 spearmen(tier 2;tier 3 or 4 if elves)
TURN 15
Action 1: Just work on some fishing now senpai, see what i can do with the whales(auto completion)
Action 2: Train up my military
TURN 16
Action 1 : Start some real expansion ffs(auto completion)
Action 2 : Build an Arena to entertain my people
TURN 17
Action 1 : More temples to Otsira bby(auto completion)
Action 2 : Ask Otsira to teach us some form of Earth magic(+20 i assume?)
>>
>>982878
Oh well, I guess it's no longer a necessity to forcibly increase troll population in order to keep the camp running.

Action 1: Secure the perimeter further around the concentration camp. Spiked walls, Palisades and Pitfall traps.
Action 2: Begin the trollhide harvesting procedure and ship them to the leatherworking facility in order to begin the first line of mass production on trollhide goods.
>>
>>982879
Civ: Demon Sex Cult

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers, Cave Man Militia (30 guys), Elite Orc Bodyguards

Current Population: 181 Succubi, 175 Incubi, 45 hellhounds, 204 Brown Elf Slaves (42 Tieflings), 168 Human Slaves (15 Tieflings), 162 Orc Slaves (10 Pacifistic and Pink, 6 Tieflings), 97 goblin slaves (8 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows, Rock Spears Aphrodisiacs, Game Hunting, Farms, Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement)

Hexes: 20

Color: Purple

Turn 17 actions

>Have the goblin slaves ride the small horse things the edgelords had managed to capture and become a unit of goblin spear cavalry to defend the cult

>Establish a quarry in the hills to my civ's southeast so as to produce the sufficient stone and clay for masonry
>>
Rolled 33, 62, 83, 94, 69, 24, 36, 91 = 492 (8d100)

>>982879
Turn 14
1: expand further eastward and make more farms
2: encourage population growth
Turn 15
1: expand further eastward and make more farms
2. improve infrastructure
Turn 16
1: expand further eastward and make more farms
2. Begin domestication of animals
Turn 17
1: Commission a navy
2: improve human armor
>>
>>982895
>>982879
>>
Rolled 28 (1d100)

>>982879
Kingdom: Apyr
Colour: Beige
Race: Goblin (+Werewolf Allies)
Tech learnt: Fleshcrafting (Body shaping magic)
Religion: Ames Shamanism
Assets: 1x Tin Mine (prospected lead/copper/iron), Basic Agriculture, Shapeshifters, 1x Fire Spirit, a few tall stronk wargobbos
Buffs: Statue of Ames, God of War (+15 to rolls about Ames)

(TURN FIFTEEN)

Action 1+2: Make warhammers and mauls for my people, with priority given to the musclegobbos. (NO ROLL)

(TURN SIXTEEN)

Action 1+2: Expand north and south, effectively making a vertical barrier. (NO ROLL)

(TURN SEVENTEEN)

Action 1: Make more musclegobbos using fleshcrafting.
Action 2: Improve existing musclegobbos. (NO ROLL)
>>
>>982879
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks, forges, Roads, Military academy

Military: Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me. Chain of command with basic strategies. 5 fishing boats

Population: 372 Orks, 38 skeletons, 171 Cyntaps, 570 humans

Start the construction of a dry dock and related boats, just taking the auto success here due to sea related rolls being seemingly cursed.

Do the self improvement thing again but just taking the auto success here.
>>
>>982436
Pop: 290

Action 1: Expand westwards

Action 2: Propose trade of old longships to Hare for good stone.
>>
Rolled 30, 17 = 47 (2d100)

>>982879
Action 1: build a school and a library for our knowledge and future teaching.
Action 2: expand to the north east
>>
>>982879
3 turns are up so the project is complete correct?

>Angels
203 Angels, 250 Nymphs, 6 Angel Nymph Hybreds


>Passively work on the Spell with the Academy

>Passively spread the spores in a dark corner of the forest

Have the Angel men breed with nymphs and angel women again for more of those ultra cute babies

Take Acorns from the forest and spread them in the open plains to the southeast. Thereby connecting the nymph and Ironwood forests together in time
>>
Rolled 9, 23 = 32 (2d100)

>>982878
1)Everyone Meditate
2)Study water magic
>>
>>982879
Research skeletons that can cast flamethrower

Look for a dungeon I can raid.


Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 26
Race: Skeleton
Pop: +15 Per Turn
Tech Learnt: Raising of Dead
Religion: Sky Skeleton

Llanfairf: Population 320, all of which are skeletons. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Daniel. Many of its residents wear an amulet of bone to honor The Sky Skeleton, a local god of death.
>>
>>982879
The Cult Of The Sleeping Ones
Dark Blue
Deep Ones
Tech: Underwater construction, Primitive Harpoons

Try to improve the harpoon design and try to expand
>>
Rolled 9, 35 = 44 (2d100)

>>982879
Name:The Decrepit
City name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:690 Giant:23 Blue:11 Red:29

Actions:Expansion and population boom
Actions:Expansion and population boom
>>
>>982879
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void sense
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 358 dwarves
The Capital, Uthar Geshud has around 184 dwarves,
The secondary fortress, Laust'olding, has 80 dwarves.
Zèler adur has 18 dwarves, This is an outpost fortress.
Thol arak has 18 dwarves, This is an outpost fortress.
Tokmek ruthösh has 18 dwarves, This is an outpost fortress.
Erlin bërûl has 18 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2), 1 champion (tier 4). 10 axes throwers (tier 3) 10 dwarf militia (tier 1)
10 Dwarf warriors (tier 2) 10 Hammerdwarves (bonus against armor) (tier 2) 2/3
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind ETA: beginning of turn 18
Minerals: Shitloads, its a fucking mountain
Action:
>Attempt to put this new knowledge of the void into usefullness (both actions)
>>
Rolled 91, 17 = 108 (2d100)

>>982444
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 162, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Sastow: 72 humans, 15 Yhettis
Tech Learnt: Spirit Communication
Religion: Animism

>Begin digging irrigation from the lake to the NW of us to make the land around Gatehold more arable and farmable. (+10 THE GATE WILLS IT)
>Try to make another Spiritstone. This time, make one that is blank in the centre, but intrictly carved around the edges, so a Spirit can imprint themselves. Once the prototype is done, show it to the wall of Ostrich insults.
>>
>>982879
Population: 1599 80% preggers
107 Mushroom people at 7% growth
1492 Humans at 5% growth
at turn 3 150 pop boost
at turn 8 1 extra hex = plus 20
at turn 12 12 extra hexes= 20 each plus 100 in settlement
note 4 turns have passed since i calculated pop so its bigger due to pregger ladies

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion: Worship of Wie Bu-Ge as matriarch. Attuned with nature, heightened connection two spirit world

Starting place: Around the sanctuary of fiery ruins
Items and resources
Capital of Qingde
Fortified settlement of Juni
Stone Palisade
Ditch
372 well headed horses (3rd Tier) 8% growth
55 Cavalry Core (4 Tier ) +5 to combat rolls
Cavalry Academy +5 cav per turn
18 Mounted Heavy Infantry Militia (Tier 2)
Tier 2 Attack
5 small organized mines (tier 2)
5 Large organized specialty farms (tier 3) (population %boost)
5 Blanks
Basic emotion telekinesis (tier 2)
excellent Blacksmiths (Tier 3)
Quality Weapons (tier 3)
1492 Humans
107 mushroom people
at turn 3 150 pop boost
at turn 8 1 extra hex = plus 20
at turn 12 12 extra hexes= 20 each plus 100 in settlement

QM i auto researched fire magic by going into the fiery turns this last 3 turns alongside with researching "public games and entertainment.
Could you say what i have now?
>>
>>982879
It's me from earlier. I rushed creating my nation because I wanted a spot before leaving for Christmas.

Name: Terra
Color: Dark Red
Race: Dwarves
Technology: Expert Metallurgy
Religion: A Roman-esque pantheon
Location: Zarazar Mountains
Population: 200 Dwarves split 50-50 male and female
Terra is essentially just the Roman republic but with Dwarves. I, Claudius, am sole ruling consul and essentially dictator for life. I'm willing to spend turns changing from the kingdom of Tilea to the Terran Republic. If I don't need to then start to mind into the mountains and take over what I assume is a ruined fort in my territories.
>>
Messed up the tripcode
>>
>>984315
hello fellow dwarves
>>
>>984342
Greetings
>>
>>984378
ill write you in
>>
>>984384
Thanks
>>
>>982889
Updated pop

Population
1382(883 Lizards, 146 Ork slaves, 140 goblin slaves, 180 human slaves)
>>
>>983031
Turns I've forgotten to update my skeleton numbers for a bit so the actual number is: Skeletons:54
>>
>>984789
>54
loser.
>>
>>984798
You're a nigger who steals other people's civs like I steal quests.
>>
>>985681
>nigger
So I got a big dick?
>>
>>982885
Bulagd of Ashen Hills, several of your dudesters can throw around fireballs. Not exploding or anything more like the first fireball spell in skyrim.
Your blacksmiths forge a couple score good quality swords, so 40 or your 50 militia have proper weapons. And medium armour.

---
>>982889
Chief Gajac of Bugunda, you ally with a few of hte animal tribes in exchange for food. Let's say you get 120 various animal tribe population. You get them to harrass and kick out two tiles of colonists

You modify the sap and use it on stuff when sharpening them with a grindstone and your weapons stay sharp for longer.

You expand and get 4 tiles.

---
>>982892
Serbon, you start whaling, providing a couple of whales a year which is very helpful. Can be expanded upon. You buil up another 20 tier 2 troops.
You get 4 neighbouring tiles. Otsira teaches 3 of your elves earth magic. Construction form of earth magic.

---
>>982895
Finghis Khan, you secure the primeter further around the pretty much empty EDGY camp.

I guess you do the troll hide proceduce on 2 of your remaining trolls.

---
>>982904
TrickQM, your goblin slaves are given those miniature jungle ponies that edgelords capture so you have a unit of goblin spear ponalry.

you build a quarry in the southeast hills.

---
>>982997
Bob dragon chief. You take 1 tile east, you encourage population growth to be optimal, you take 3 tiles east and make farms for each of the people in the tiles so they group up. You build a well developed road system connecting all your tiles and settlements together. You domesticate a variety of common medieval animals. Your navy commission goes poorly but you have a single okay warship. Human armour designs have been improved. Chain mail and good helmets are common knowledge now.

---
>>983014
Shaman Holes von Pits. You fail at fleshcrafting. You make your musclegobbos a bit better, they are 2 centimeters taller and mor ebuff. maybe 2KG extra in total.

---
>>983031
Heodial the lich, you start construction of a dry dock. It will be done in 5 turns.

Self improvement thing has been completed iirc. :DD:DD:D:D:D:D:D

---
>>983101
Sleepyanon, you get 3 tiles westward, and Hare can respond to the trde offer, immediately first shipments arrive when he says he agrees.

---
>>983121
Millennium, you start the foundations of the school, and you lose a tile to the northeast.

---
>>983175
General Drachtma, the project has been complete :D:D:D:D:D:D
you work on those two things. Spore spread in forest.
those two things begin to occur. In thirty year time your forests will be nymph connected like said.

---
>>983185
Josylne. Your people have very shit meditation this turn and struggle to stay calm. Your water magic fails.

---
part two coming soon
>>
>>983212
Dan the Necroman, you find out that skeletons are not able to do fire spells, but they do have a death flame that only harms the living. Progress towards that can start next turn.

You find a sweet dungeon to raid. It contains a variety of traps and a cool artifact at the deepest part of it.

---
>>983301
Hi new person. TCOTSO, you get 3 tiles, and you get your harpoon design improvement good. it's range is underwater as far as a normal throwing spear is above water.

---
>>983496
ManMush, you lose 2 tiles, and your population experiences a fuckload of miscarriages, so only 1% growth instead of 5% growth this turn.

You regain one of your lost tiles and your population boom is 6% for that turn.

---
>>983530
Lam Therleth, you figure out how to get into the void, and with the lantern providing sight in the void, you can travel short distances. However more than like 30 seconds and you get a terrified feeling and think you see Others, so you leave the void hurriedly.

---
>>983596
YhettiKing, Wow. Yeah all around the Gatehold is perfectly irrigated fields, that are amazing. The absolute max pop capacity would be something like 5 million in each of those tiles if fully worked. For now they provide with the farmers work, enough for 1200 extra mouths.
Spirit stone you try to make is dogshit and interferes with the "speshul project" if too close.
---
>>984059
Mapmaker Juni, you have a handful of fire mages able to be Prince Zuko second season. It's also partial reward for doing good maps.

---
>>984315
Claudius of Terra, you exist and that's kewl. You can be the Terran Republic. You mine into three of the mountain tiles and nab that ruined fort.

---
>>
turn eighteen here
>>
>>985799
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void sense
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 362 dwarves
The Capital, Uthar Geshud has around 184 dwarves,
The secondary fortress, Laust'olding, has 80 dwarves.
Zèler adur has 19 dwarves, This is an outpost fortress.
Thol arak has 19 dwarves, This is an outpost fortress.
Tokmek ruthösh has 19 dwarves, This is an outpost fortress.
Erlin bërûl has 19 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2), 1 champion (tier 4). 10 axes throwers (tier 3) 10 dwarf militia (tier 1)
10 Dwarf warriors (tier 2) 10 Hammerdwarves (bonus against armor) (tier 2) 2/3
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind ETA: beginning of turn 18
Minerals: Shitloads, its a fucking mountain
Turn 18
>reproduce
>Begin an expansion to the outpost network
Turn 19
>Train more hammerdwarves
>attempt to teach miners to fight with their pickaxes again
Turn 20
>Fortify The capital
>Fortify Laust'olding
>>
>>985799
Research that death flame shit.

Once that is done send the 1/8 skeletons not researching on improving themselves to go with me and my lieutenants to raid the dungeon. I will be in the faaaaaaar back line raising them when they die from whatever.


Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 26
Race: Skeleton
Pop: +15 Per Turn
Tech Learnt: Raising of Dead
Religion: Sky Skeleton

Llanfairf: Population 335, all of which are skeletons. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Daniel. Many of its residents wear an amulet of bone to honor The Sky Skeleton, a local god of death.
>>
Rolled 57 (1d100)

>>985799
==Owbluff==

Kingdom: Apyr
Colour: Beige
Race: Goblin (+Werewolf Allies)
Tech learnt: Fleshcrafting (Body shaping magic)
Religion: Ames Shamanism
Assets: 1x Tin Mine, 1x Iron Mine, 1x Lead Mine, 1x Copper Mine, Basic Agriculture (++), Shapeshifters, 1x Fire Spirit, Tall stronk wargobbos w/ mauls and warhammers (+)
Buffs: Statue of Ames, God of War (+15 to rolls about Ames)

Action 1: Begin setting up emergency precautions in the event of an attack. (NO ROLL)

Action 2: Build more walls. Better walls. BIGGER walls. Focus all efforts on reinforcing the eastern and northeastern sides of the kingdom.
>>
Rolled 26, 20 = 46 (2d100)

>>985799
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 164, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Sastow: 86 humans, 16 Yhettis
Tech Learnt: Spirit Communication
Religion: Animism

>Begin Research into building small boats
>Begin Begin constructing proper houses out of our excess lumber so that our people can live. Set aside parts of the city for different heights (Human height area, Dwarf height area, Majority of it Yhetti sized area) Effectively, massive town planning job on crack (THE GATE WILLS IT +10)
>>
>>985799
203Angels, 250Nymph,6Hybred,??? Mushroom men


Work on explosive magic
1/3

Breed with nymphs and Angel ladies


Passive
>Other dealings
>>
File: Map of My Civ.png (5.43 MB, 4000x2000)
5.43 MB
5.43 MB PNG
>>985799
Civ: Demon Sex Cult

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers, Cave Man Militia (30 guys), Elite Orc Bodyguards, Goblin Spear Ponalry

Current Population: 436 Succubi, 430 Incubi, 45 hellhounds, 206 Brown Elf Slaves (43 Tieflings), 176 Human Slaves (19 Tieflings), 169 Orc Slaves (10 Pacifistic and Pink, 9 Tieflings), 107 goblin slaves (13 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows, Rock Spears Aphrodisiacs, Game Hunting, Farms, Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement)

Hexes: 22

Color: Purple

Turn 18 actions

>Upgrade to stone spears and stone arrowheads for my troops

>Construct clay pots decorated with artistic depictions of lurid sexual positions

Pic Related is the Updated Borders of My Civ
>>
>>985799
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy

Military: Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me. Chain of command with basic strategies. 5 fishing boats

Population: 385 Orks, 62 skeletons, 182 Cyntaps, 600 humans

I'll be making some long ranged infrastructure

I'll also begin mass recruitment of my Orkz for a possible WAAAAGH! Into my army and skeletons into training. The food production can be handled by Humans and Cyntaps while the Orkz can be the fighters and defenders.
>>
Rolled 75, 75 = 150 (2d100)

>>985799
Name:The Decrepit
City name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:720 Giant:24 Blue:13 Red:32

Action:Build big sailing ships in the port in the north and smaller warships in the south.
Action:Mushrooms when killed or died by natural causes will explode into a shower of spores , making new shrooms grow from the remains of the other.
>>
>>985799
City: Rylth
Race: Deep Ones
Religion: Cult of the sleeping ones
Tech: Early harpoons, Underwater architecture
Location: South Right, Near Dan

Action: Begin a religious ceremony where Deep Ones... Its a fertility ceremony.
HORRRRRDDDDDD
>>
>>985799
Pop: 293 Elves

Action 1: Build Naval Academy

Action 2: Survey land for mines
>>
Rolled 73, 89, 6, 19 = 187 (4d100)

>>982879
>Latest turn post please be here :D
>>985799
>turn eighteen
crap, I thought you were finishing up sixteen for absentees.

Name: Namkha
Color: Pink
Race/Pop: 318 = 169 Elves(+1%) + 160 Satyrs(+7%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Incense), (+15 Hymns)
Assets: Permaculture gardens, Herbal Medicinex3, Small Mammals, Fishing Gigs, Very Nice Furs & Suede, Treehouses, A Catamaran
Hexes: 5
Curses: -15 curse of reeds, -15 shipwright’s curse

Turn 17

>While listening to/singing hymns and burning incense our weavers create an elaborate tapestry of Namkha woven with a lock of hair from every citizen and FIBERS FROM all our medicinal, aromatic and magical HERBS to petition Namkha to lift our curse of bad rolls and show us how to follow the weave of the universe more closely to avoid misfortune. For this display of faith, we request a +5 modifier to all rolls and relief from the Shipwright’s Curse. (+10 Weaving, +10 Herbalism, +10 Incense, +15 Hymns)

>While listening to/singing hymns and burning incense the best ARBORISTS create a mighty treehouse temple-fortress WOVEN from living trees (in typical espalier style) to house the great tapestry and allow us to seek refuge in his presence from terrible misfortune. For this display of faith we request an additional +5 modifier to all rolls and more relief from our curses. (+10 Weaving, +10 Arborist, +10 Incense, +15 Hymns)

I don't plan to continue spamming incense and hymns for everything. This is only for these overtly religious projects.

Turn 18

>begin weaving quality rattan armor (+10 Weaving)

>Continue training giant leopards for hunting, combat and riding
>>
>>985814
>>985799
Passively drop off extra bows to Wysteria
>>
>>982169
Our peaceful naturefolk found your angelic forms to be most beautiful and art has been produced to depict the encounter.

>I would like a non-aggression pact and territory boundary agreement (I claim the darkwood jungle) before starting trade tho.
>We can offer high-quality furs and suede along with herbal incense and some medicine.
>In return we would like information on other players and metal armaments. Including bows and those cool nets and spears.
>>
Rolled 41, 60 = 101 (2d100)

>>985799
Action 1: start constructing and designing siege. Start with ballistas and scorpions.
Action 2: build roads from hoparr to atlas
>>
>>986162
Everything south of the water is as good s yours

We have next to no metal things because nymphs cant mine well, but we would be glad to drop you off some bows in exchange for fur clothing,

It gets cold up in the sky
>Passive action
>>
>>986195
Sure thing how many bows we talkin?
I'll match that number with furs.
I could use a lot of bows.
>>
>>986242
However many extra we have laying around. We havent really counted...

Should probably get to work on some more of them
>>
>>986273
So you wanna settle on 200?
I think that's about all your angels.
>>
>>985799
Celebrate.
Hold a festival for the gods and to celebrate the both the 4 reaching their peak and their students current levels of skill

Also for my other turn ask the 4 to bless the both my hybrid child and the students of the 4.
>>
>>986291
We will make more bows next turn and drop them off
>>
>>985807
Lam Therleth, you experience a 15% pop increase this turn, and you expand your outpost network, slowly as your population increases.

You will also get 15 more hammerdwarvs, improve miner pickaxing, fortify capital and fortify Laust'olding.

---
>>985810
Dan the Necroman, your skeletons start research on death flame. At the moment a group of them can make a small death ball when combining their energy. You go off on an adventure, and the first few floors goes well. You get a couple dozen gold coins and some cool urns for now.

---
>>985812
Shaman Holes Von Pits, you set up emergency precautions. So this will give a +20 when doing defense roll against an invasion or raid.
You get those walls 3 feet taller and half a food thicker.
---
>>985813
YhettiKing, you somehow don't manage to research into small boats, mostly because everyone has that ability. And you barely succeed at building a handful of good houses.

---
>>985814
General Drachtma, you have a little bit of nymph-angelic sex. A handful of babbies born. You learn how to make heat expand by using magic. It will be a while until you get explosive fireballs though.

---
>>985815
TrickQM, you upgraded your spears and arrowheads. You also made a bunch of smut.

---
>>985827
Heodila the Lich, you make some long ranged infrastucture? so that's arrow makers and stuff. okay.
WAAGH started creation. Waagh One has been made. It consists of ten orks that perform missions to the death.

---
>>985835
ManMush, you set up your northern port to build big sailing ships, and your southern port to build smaller warships. Pretty cool.

Okay, mushrooms now have a detonation upon death.

---
>>985852
Rylth, you do your lewd stuff. 15% pop increase this turn. I suppose you get +10 to religious actions when you also do orgy action.

---
>>985863
Sleepyanon, you start construction of the Naval Academy, it will take 3 turns to construct. Will be good. You survey land for mines, and find a very large node of bauxite.

---
>>985867
Namkha, you continue adding bullshit modifiers to religion related stuff.

And make shitter rattan armor? but at least you got friendly and compliant giant leopards.

---
>>985937
General you do that
>>986162
namkha you also do that if he agrees.

---
>>986179
You build a handful of light ballista that are stationary. You also make a couple of weak and unwieldly scorpions.

But you build gud roads from hoparr to atlas.

---
>>986300
Rain, celebation goes well. Yeah, those things go happen.

Hmm okay hybrids mildly blessed.
>>
Turn 19 updates here.

also done for night (probably an update in a couple hours but no promises :))
>>
>>986377
Build a temple for our mages to learn and practice and shit.

Finally make banjos
>>
Rolled 3, 98 = 101 (2d100)

>>986377
Name:The Decrepit
Capital name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:805 Giant:25 Blue:15 Red:36
Settlements:Lifeless Forrest(C):360 Mushinlet:260 Moshly:265

Action:Upgrade our mine, looking for better metals and other mineable things we can get, while starting to make some of the blue shroom better smithers by making more copper weapons and tools.
Action:Upgrade all of the Mushroom farms, build more and just generally grow more shroom men and expand in all direction of the shroom island.
>>
>>986377
I thought I had those 20 trolls captured and dragged to my camps on turn 17?

Oh well
Here's my actions then

Turn 18:
Action 1: Drag those 20 trolls to the camp and add them to the production line.
Action 2: Set up the necessary facilities to create oil from troll fat
>>
Rolled 33 (1d100)

>>986377
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock finished in 4 turns

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats

Population: 400 Orks, 70 skeletons, 195 Cyntaps, 626 humans

Keep making more long ranged infrastructure for muh kingdom

Build a seige workshop to begin production of trebuchets, battering Rams, Scaling ladders, ballistas etc passively. Roll is for this
>>
Rolled 30 + 15 (1d100 + 15)

>>986377
Civ: Demon Sex Cult

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers, Cave Man Militia (30 guys), Elite Orc Bodyguards, Goblin Spear Ponalry

Current Population: 436 Succubi, 430 Incubi, 45 hellhounds, 208 Brown Elf Slaves (44 Tieflings), 185 Human Slaves (23 Tieflings), 176 Orc Slaves (10 Pacifistic and Pink, 12 Tieflings), 118 goblin slaves (18 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms, Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry, Pottery

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement)

Hexes: 22

Color: Purple

Turn 19 actions

>Scout into the Desolation of Nabiesu utilizing my hellhounds (roll is for this)

>Expand my farms further east
>>
>>986377
Capital: Anamlwch, Most of the buildings are constructed from living trees. It is governed by an order of knights and warriors, known as the Crimson Court. Current leader is Maladai ruling from the Scarlet Throne. Sturdy Wall.

Race: Elves, with a small human population

Leader: Crimson King Maladai

Population:385, 297 Elves, 88 Humans

Religion: Celtic with Ancestor Worship,Ogma

Tech: Shipbuilding, Advanced Siege Warhsips,

Action 1: Look for a good Iron deposit.

Action 2: Expand westward again.
>>
>>986409
going to replace the previous actions listed with these
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void sense
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 411 dwarves
The Capital, Uthar Geshud has around 212 dwarves,
The secondary fortress, Laust'olding, has 92 dwarves.
Zèler adur has 21 dwarves, This is an outpost fortress.
Thol arak has 21 dwarves, This is an outpost fortress.
Tokmek ruthösh has 21 dwarves, This is an outpost fortress.
Erlin bërûl has 21 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2), 1 champion (tier 4). 20 axes throwers (tier 3) 10 dwarf militia (tier 1)
10 Dwarf warriors (tier 2) 20 Hammerdwarves (bonus against armor) (tier 3)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain
Turn 19
>Train more hammerdwarves
>Expand the outpost network some more
Turn 20
>Fortify The capital
>even more expansion of outpost
>>
Rolled 45, 92 = 137 (2d100)

>>986377
Turn 19
Action 1: Begin cultivating the weed stuff we found in the early game into the dankest stuff we can.
Action 2: Attempt to keep the trolls in a constant state of sedation so they don't even notice what's being done to them.
They'll instead be too busy eating snacks and not getting a real job to do care about stuff like that.
>>
Rolled 7, 34 = 41 (2d100)

>>986377
Name: Namkha
Color: Pink
Race/Pop: 341 = 170 Elves(+1%) + 171 Satyrs(+7%)
Location: Conny Island
Tech Bonuses: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Incense), (+15 Hymns), (+10 Namkha’s Grace)
Assets: Permaculture gardens, Herbal Medicinex3, Small Mammals, Fishing Gigs, Very Nice Furs & Suede, Treehouses, Tree Fortress-Temple, A Catamaran
Hexes: 5
Curses: None finally!

>Improve woven bamboo boat tech. Increase size, speed, sea-worthiness and train sailors in celestial navigation. (+10 Weaving, +10 Grace, No Penalties!)

>>Continue training giant leopards for hunting, combat and riding. And get more of them. (+10 Grace)
>>
>>986426
Change second Action to keep building Naval Academy.
>>
Rolled 19, 48, 39, 8 = 114 (4d100)

>>986377
Turn 18
1: Build a temple to Kek in the capital
2: Encourage population growth
Turn 19
1: Create a formalized army
2: Praise Kek(Build the temple if I failed the last roll)
>>
>>986501
>LEL THE JOKE IS WE WORSHIP KEK

>4 sub 50 rolls

You deserve your fate.
>>
>>986504
B-but Thanny said he's real in this
>>
>>985799
>>986377


>Colour:
Black
>Location:
Ashen Hills (basically dead centre of map)
>Leader (and problem):
Bulagd the great dragon
>Race:
Goblins
>Pop:
2273
>Tech:
Improved mining and tunnelling, basic fire magic, basic chi manipulation
>Religion:
Mostly worshipping Bulagd. Other minor gods.
>Shit we got:
Gold mine, iron mine, small silver mine, huge ass forge, big fungus farms, big mole-rat farms, grumpy ass dragon
>Fighters
50 shit miltia, 40 armoured militia, 10 Faceminers, 10 Dickspaders, 12 fire mages
>Settlements
Capital (Bulagd's Lair)
>Hexes
21


Turn 18

>Two actions on expanding. (no rolls)
All the Ashen Hills will be ours.

Turn 19

>Make more weapons and armour for our miltias.

>Catch and tame something big enough to ride.
Doesn't matter if its down in the caves or up on the surface (which is basically like being in a cave in this shithole anyway). As long as it'll make a vaguely useful mount it'll be good. Can crawl, slither, fly, whatever.
>>
Rolled 76, 16 = 92 (2d100)

>>986641

Fucked up my rolls.
>>
Rolled 64, 17 = 81 (2d100)

>>986377
Action 1: find some dwarves in the nearby mountains to bring into the empire
Action 2: create advanced traiming for my troops to become legionaries. Powerful heavy infantry
>>
>>986377
Death Flame research

Raid that fuckin dungeon.
Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 26
Race: Skeleton
Pop: +15 Per Turn
Tech Learnt: Raising of Dead
Religion: Sky Skeleton

Llanfairf: Population 350, all of which are skeletons. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Daniel. Many of its residents wear an amulet of bone to honor The Sky Skeleton, a local god of death.
>>
Rolled 71, 27 = 98 (2d100)

>>986377
Name: Terra
Color: Dark Red
Race: Dwarves
Technology: Expert Metallurgy
Religion: A Roman-esque pantheon
Location: Zarazar Mountains
Population: 200 Dwarves split 50-50 male and female

Action 1: Starting crafting spears, swords and armor
Action 2: research crossbows
>>
Rolled 46, 3 = 49 (2d100)

>>986377
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 166, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Sastow: 101 humans, 17 Yhettis
Tech Learnt: Spirit Communication
Religion: Animism

OKay, the Humans are outbreeding us a bit too quickly. Need to jolt the numbers round.
>Celebrate the founding of the Gateland as a big festival in Tornga. Idea is encourage everyone to drink too much and have too much sex. Invite a bunch of spirits as well. Namely ones that became rabbits... (+10 THE GATE WILLS IT)
>While this is going on send a small exploration party across the sea to the north of Sastow to the ruin. Begin dismantling the ruins for their stone, to be used back at Tornga
>>
>>984574
>>982889
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
1686(1029 Lizards, 158 Ork slaves, 169 goblin slaves, 198 human slaves,66 cassowaries, 66 drop bears,)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T4)
Fruit farms (T3)
Military (45 guys)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Modifiers
+5 to raiding
+15 to scouting

O fugg, missed 2 turns. I think my 1 action debuff is up, if not just take one action off.

>Turn eighteen
Continue recruiting more for my Professional™ Army™

Educate the drop bears and cassowaries. They must learn, or risk becoming leeches.

>turn nineteen
Now that I'm a god, begin blessing my soldiers with boons and holy strength.

Send my air riders over the seas westward! I've heard rumours of strange beings...
>>
Rolled 59, 52 = 111 (2d100)

>>986377
>Details:
Tigana: Population 486, mostly human, some elf and half-elf. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a male human named Serbon Makeridov.
>Color
Black(i dunno can be changed latter i suppose)
>Religion
Worship of Otsira, a local god of Agriculture and Wealth
>Location
Near the Citadel of Pary and the dusk Jungle
>Tech
Advanced Agricultural techniques
Assets: temple to Otsira,whale fishing, wall and a gatehouse, force of about 60 spearmen(tier 2;tier 3 or 4 if elves)
TURN 18
Action 1: Just keep upgrading that temple senpai(no roll)
Action 2: One more expansion baby
TURN 19
Action 1: Agricultural Developtment in my new expanded tiles(no roll)
Action 2: Ask Otsira to train up my Earth Mages(+20 roll to Otsira)
>>
>>982879
>>985799
>>986377
I'm making up for three turns worth of shit so here.

ACTION 1 - Light and water magic.

ACTION 2 - Light and water magic.

ACTION 3 - Work on a proper fighting force for myself.

ACTION 4 - Work on a proper fighting force for myself.

ACTION 5 - Grow food n shit.

ACTION 6 - Grow food n shit.
>>
>>987592
Also, I accepted sleepy's trade deal.
>>
One update before work and I die
>>986385
Rain, you build a small temple that will help your mages learn and practice.
You make banjos.

---
>>986395
ManMush, your mine collapses sorry.
But every single one of your mushroom farms is upgraded and you build more and expand 6 tiles towards shorrom island.
---
>>986405
Finghis Khan, yeah might be 20. Done. You can make oil from troll fat. (like animal oil)
--
>>986409
Heodila the Lich, you do that seksy action, and you start making large stones for your future siege stuff.

---
>>986423
TrickQM, you scout a little into the Desolation. There is mostly just barren wilderness with some ashed out settlements, and some oasises.
You expand your farms further east.

---
>>986426
SleepyAnon, you find an iron deposit that looks like it will be nice enough but nothing special. You almost finish your Naval Academy.

---
>>986431
Lam Therleth, you get more hammerdwarfs 10 of them, and do that outpost '' thing.
---
>>986440
Finghis Khan, you start cultivating weed. It's pretty alright stuff. Only a small production of it so only for the nobles and more wealthy members of your civ. AND you succeed at keeping the trolls in sleepy state somehow.

---
>>986445
Namkha, you KEK KEK KEK Teh Curse RETURNS. -10 :DD:D:D:D:D:D
You continue to improve your training of giant leopards. You have 30 of them, though most are cubs.
---
>>986501
Bob of fire dragons. Kek is pissed off. Pop growth 12% this turn. Formalized army is starting to form up. Kek is even more fucking pissed off.

-30 to religion rolls Bob.

---
>>986574
he is, that's why you dun goofed with those shit rolls.
---
>>986641
Bulagd, you nab the rest of Ashen Hills. No more expansion for 4 turns so that your infrastructure and laws and stuff get expanded across your kingdom, lest everyone rebel as they said they would if you made more progress on expanding.
---
>>986739
Mill, you find like 5 dorfs in the nearby mountains. And your advanced training is a massive failure.
---
>>986912
Dan the Necroman you do those things. you found the cool ass artifact. It's a fire enchanted spear.

---
>>986936
Claudius, you do all those things. They are good quality and you have 40 copies of them for now. But your xbow research goes poorly.

----
>>987059
YhettiKing, that first one goes okay. Some rabbit spirits arrive.
KEKKEEKEKEKEKEKEKEKEKEEK to your second one. everything that could go wrong goes wrong.

---
>>987132
MG Gajac.those things happen. Strange beings seen.
---
>>987510
Serbon, you expand the temple well. And three more tiles nabbed.
You get agri development there. Otsira trains your earth mages in their specialty. really good architecture now.

OKAY I NEED TO GET TO WORR LUUUUUUL got enough time i thnk
>>
Rolled 22 (1d100)

>>987620
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void sense
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 424 dwarves
The Capital, Uthar Geshud has around 218 dwarves,
The secondary fortress, Laust'olding, has 95 dwarves.
Zèler adur has 22 dwarves, This is an outpost fortress.
Thol arak has 22 dwarves, This is an outpost fortress.
Tokmek ruthösh has 22 dwarves, This is an outpost fortress.
Erlin bërûl has 22 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2), 1 champion (tier 4+1 due to good gear). 20 axes throwers (tier 3) 10 dwarf militia (tier 1)
10 Dwarf warriors (tier 2) 20 Hammerdwarves (bonus against armor) (tier 3)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain

Turn 20
>Train some void mages (roll)
>even more expansion of outpost
>>
>>987620
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock finished in 3 turns

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats. In total about 110 Ork soldiers at T3.

Population: 415 Orks, 78 War Skeletons, 205 Cyntaps, 654 humans

Alright, finish up my infrastructure project

Now finish up work on the seige workshop and start making trebuchets and other siege stuff.
>>
>>987620
Name: Terra
Color: Dark Red
Race: Dwarves
Technology: Expert Metallurgy
Religion: A Roman-esque pantheon
Location: Zarazar Mountains
Population: 204 Dwarves split 50-50 male and female

Action 1: Continue researching crossbows
Action 2: Continue restoration and rebuilding of the fortress.
>>
Rolled 70 (1d100)

>>987620
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
1812(1112 Lizards, 164 Ork slaves, 190 goblin slaves, 208 human slaves,
69 cassowaries, 69 drop bears)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T4)
Fruit farms (T3)
Holy Army (99 guys)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Modifiers
+5 to raiding
+15 to scouting

I don't know how many I got or what the results were. But I'll assume I got like 54 guys and found what I was looking for whilst scouting. Also, what did my blessings and boons do?

Action 1; Me and Erdian will begin blessing the smartest and wisest of the Humans and Lizards in Bluetrees with voodoo powers, making them Witch Doctors (rolling for this)

Action 2; Begin improving Bluetrees. Stone walls, housing, the likes.
>>
Rolled 61, 7 = 68 (2d100)

>>987620
Turn 20
Action 1: Come to the conclusion that this whole concentration camp shit is too edgy for the amount of time and resources it has taken and that the trolls totally died of a weed overdose and not having a real jobs and as such, had to be cremated.

Action 2: Start up a proper druidic order to train more spellcasters and develope nature spells further.


ATAR:

Culture: Mongolian

Governed by a council of wealthy landowners known as bearlords and practicioners of nature magic.
The People of Atar have suffered a period of their lands losing fertility due to the vile machinations of the Trolls. Upon realising this the honourable leaders of Atar spearheaded by righteous Khan who immediately called an open hunt against the Trollkin in order to bring them to justice for their deeds.

Religion: Ancestor worship

Population: 592 (turn 20)

Race: Human

Starting Perk: Nature Magic
Reserached Technologies: Bear Breeding programs, Bear Domestication
Assets: Salt Production facilities, Leatherworking facilities
Livestock: Domesticated bears, Warbears, Trolls (22)
Static Defenses on Capital: Wooden Palisades and a Ditch
Static Defenses on Concentration Camp: Traps, Palisades, Ditches, Fences.
>>
>>987677
you need to stop rolling, my guy.
>>
Rolled 89 (1d100)

>>987682
no
>>
>>987620
Build a a magic lab with equipment near one of the stones so it can be researched.

And continue studying Enchanting
>>
>>987620
Angels 203-nymph 250-12 Hybreds

Work on explosive magic
2/3

Make A shit ton of extra bows and arrows for trades.

>Passive
Those things
>>
>>987697
>>987697
I missed that last turn so also

>Complete the Explosive magic

>Work on Homing magic to apply to arrowsAnd later missiles
>>
>>987620
Flame is done I guess?
Research how to enchant by looking at and dismantling that spear

Try to make a necklace that will suck up the energy released when people die and then use that energy to raise them as skeletons.
Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 26
Race: Skeleton
Pop: +15 Per Turn
Tech Learnt: Raising of Dead
Religion: Sky Skeleton

Llanfairf: Population 365, all of which are skeletons. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Daniel. Many of its residents wear an amulet of bone to honor The Sky Skeleton, a local god of death.
>>
Rolled 97 (1d100)

>>987620
Pop: 392, 300 Elves, 92 humans

Action 1: Finish Naval Academy

Action 2: Try to refine the iron and bauxite into a useful metal.(roll)
>>
Rolled 31, 22, 83, 21 = 157 (4d100)

>>986377

Qingde:, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local goddess of nature.
Population: 2234
131 Mushroom people at 7% growth
2103 Humans at 5% growth
at turn 3 150 pop boost
at turn 8 1 extra hex = plus 30
at turn 12 12 extra hexes= 30 each plus 100 in settlement
turn 14 80% of women became preggers

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Hexes:18

Religion: Worship of Wie Bu-Ge as matriarch. Attuned with nature, heightened connection two spirit world

Starting place: Around the sanctuary of fiery ruins
Items and resources
Capital of Qingde
Fortified settlement of Juni
Stone Palisade
Ditch
400 well headed horses (3rd Tier) 8% growth

Military
50 Cavalry Core (4 Tier ) +5 to combat rolls
Cavalry Academy +5 cav per turn
18 Mounted Heavy Infantry Militia (Tier 2)
Tier 2 Attack
15 Fier mages (tier 2.5)
Quality Weapons (tier 3)

Infrastructure
5 small organized mines (tier 2)
5 Large organized specialty farms (tier 3) (population %boost)
5 Blanks
Basic emotion telekinesis (tier 2)
excellent Blacksmiths (Tier 3)

This is for turn 18 and 19 I missed them
Action1 Have our blacksmiths research better armor
Action2 have my mages research getting better fire magics

Action1 finishes the Heavy Infantry school so that they are no longer militia

Action2 begin having all horse herders learn the way of the warrior horseman, form militia out of them
>>
>Population: 1,270
>Color: Dark red
>Location: that hill nestled between parts of the the Crown Spires mountain south of the Arrow river
>Clacaea: Population mostly human, some halfling. A series of low stone walls divides and encircles the village. It is governed by a mayor, a male human named Gnaeuso Ciusennius Geniusa.
>Tech: Metal working, Irrigation
assets
capital
2 hamlets
40 professional soldiers tier 2
tier two weapons and armor, tier two training
>>986377
a bit of a doozy so take your time with it
turn 15
action 1 claim more of the arrow river
action 2 claim more of the crownspire mountains
turn 16
action 1 claim more of the arrow river
action 2 claim more of the crownspire mountains


turn 17
action 1 build a hamlet to establish along the river
action 2 build more mining comounities in Crownspire

turn 18
action 1 focus on population growth
action 2 build infrastructure(roads bridges sewers)

turn 19
action 1 build infrastructure(roads bridges sewers)
action 2 build up my professional army more using my new holdings and infrastructure to support it
>>
>>987620

>Colour:
Black
>Location:
Ashen Hills (basically dead centre of map)
>Leader (and problem):
Bulagd the great dragon
>Race:
Goblins
>Pop:
2830
>Tech:
Improved mining and tunnelling, basic fire magic, basic chi manipulation
>Religion:
Mostly worshipping Bulagd. Other minor gods.
>Shit we got:
Gold mine, iron mine, small silver mine, huge ass forge, big fungus farms, big mole-rat farms, grumpy ass dragon
>Fighters
10 shit militia, 40 armoured militia, 10 Faceminers, 10 Dickspaders
>Settlements
Capital (Bulagd's Lair)
>Hexes
33


>Build a tunnel network through the Ashen Hills.
We need to get around and shit. Luckily we're really good at digging.

>Build more weapons and armour for our gobbos.
Arm them up good.
>>
Rolled 50+20, 50 (There is literally NO reason for me to fail at either of these piss easy tasks)

>>987620
Name: Namkha
Color: Pink
Race/Pop: 354 = 171 Elves(+1%) + 183 Satyrs(+7%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Incense), (+15 Hymns), (+10 Namkha’s Grace)
Assets: Permaculture gardens, Herbal Medicinex3, Small Mammals, Fishing Gigs, Very Nice Furs & Suede, Treehouses, A Catamaran
Hexes: 5
Curse: -10 Shipwright's Curse?!?!!!@#*%

Since when is a natSEVEN a crit fail? Including my +20 modifier should have been enough to avoid the curse. That was LITERALLY the entire point of all the religion stuff.

>The sailors and shipwrights sing sacred sea shanties to combat the curse while they work. Increase size, speed, sea-worthiness of our WOVEN boats and train sailors in celestial navigation. (-10 Boat Curse, +10 Weaving, +10 Grace, +10 Hymns w/o Instruments)

>Announce the start of annual (each turn) Olympic games to test our martial skills. The contestants that excel are recruited to be scouts and town guards. The winners are rewarded with a laurel crown, lavish feast and leadership positions in the new military. (leaders must train hard to keep their positions, defeated champions get demoted down the hierarchy)
TL;DR Begin formal military recruiting.

Also, what is the rate of passive improvement/growth for the Leopard Training? So I can keep track of it.
>>
Rolled 73, 22 = 95 (2d100)

>>988007

Am shit at remembering dice recently.
>>
Rolled 8 (1d100)

>>987620
Civ: Demon Sex Cult

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers, Cave Man Militia (30 guys), Elite Orc Bodyguards, Goblin Spear Ponalry

Current Population: 496 Succubi, 490 Incubi, 45 hellhounds, 210 Brown Elf Slaves (45 Tieflings), 194 Human Slaves (27 Tieflings), 183 Orc Slaves (10 Pacifistic and Pink, 15 Tieflings), 130 goblin slaves (24 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry, Pottery

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement)

Hexes: 25

Color: Purple

Turn 20 actions

>Establish stone outposts of 20 incubi and 20 succubi at every single oasis we find within the desolation to provide 'relief' to any lost or wandering souls dying of thirst

>One plucky goblin tiefling decides to leverage their demonic heritage and attempts to make a pact with a greater demon lord for ultimate power (rolling)
>>
>>985681
You steal quests?
Any chance that you could steal this one and revive it?
>>955910
I was really getting into it when SOMEONE abandoned it.
>>
>>989590
Ay maybe man. Can't promise anything soon but perhaps.
>>
>>987643
Lam Therleth, the mysteries of the void remain impregnable to the other dwarfs for now. Lucky you didn't manage to open up the void just yet.

That outpost you expand. wink wink.
---
>>987654
Heodila The Lich, your infrastructure project is completed.

You finish up on the siege workshop and two trebushites are made.

---
>>987666
Claudius, you finally manage to complete your research of crossbows. you have 40 of them, though not necessarily the training of them.

You are mostly have restored the fortress and are rebuilding segments of it. Will be done with another action.

---
>>987671
MG Gajac. You and Erdian succeed at making half a doesn't witch doctors. And you improve bluetrees.
To be honest, I don't know what you blessings and boons do. Just rip off some shit from native american lore and as long as it doesn't seem broken you can get some bonuses that seem reasonable.

---
>>987677
Finghis Khan, you cremated all the trolls well, none of your guys got got.
KEK your druidic order basically just exists to fuck you over.

---
>>987692
Rain, you build a magic lab with equipment and in three turns you learn something cool about one of the stones.

You improve about your enchanting. You learn your first enchantment, which is of Sharpen.

---
>>987697
General Drachtma, you got >1) Explosive 2) Condense the explosion so far in your explosive magic research.

You can use magic to help your arrows get guided. If you were gonna be 3 meters off they hit instead, assuming at least a medium shot is done.

---
>>987709
Dan the Necroman, you improve upon the flame. With the same amount of skeletons, you can make a torch amount of death flame. You can't through it yet though.
You start researching the fire spear. You will learn how to do the fire enchantment in 4 turns.

---
>>987798
Sleepyanon, you complete the naval academy. And you managed to miraculously figure out how to refine the iron and bauxite together into a useful metal. You can make fairly small amounts of it, but certainly enough to be fairly useful. (that's aluminium right?).

---
>>987862
Mapmaker Juni of Qingde, armour is slightly light, fire mages hit a stone wall for now, Heavy Infantry school so now your militia are at least tier 2 and the old tier 2 are tier 3.

Horse herders are being militarised. Now you have cavalry militia.
---
>>987917
Centurion of Arrow Valley. Another 3 tiles gained, another 2 tiles gained, another 3 tiles gained, andother 2 tiles gained. A hamlet build along with river. Another few mining communities build, 15% pop growth that turn, roads bridges and sewers are gonna be completed throughout the civilization by turn 22.
You build up another 60 troops to help protect your army, and the various stuff.
---
>>988007
Bulagd, you build a tunnel network through the Ashen Hills with dorf power, and you make your gobbos well armed and armoured.

---
>>988027
Namkha, your woven boats are great and those things you say happen. Olympic game are started. Cool
>>
>>988027
2 leopards a turn, they take 5 turns to become adults. You lose 2 leopards ever 10 turns passively due to old age.

---
>>988159
TrickQM, your outposts are okay and you set up brothels so that's kewl.

KEK. The greater demon lord possessed the goblin tiefling who sets up a 4 province rival fiefdom with a hundred other gobbos and 30 of your incubi to the west of yours.

---
>>
turn 21 actions HERE. :D:D:D
>>
>>989736
Name: Terra
Color: Dark Red
Race: Dwarves
Technology: Expert Metallurgy
Religion: A Roman-esque pantheon
Location: Zarazar Mountains
Population: 208 Dwarves split 50-50 male and female

Action 1: Continue building the fortress
Action 2: stating mining into the mountain directly north of the fortress.
>>
File: 1366243403704.jpg (88 KB, 512x384)
88 KB
88 KB JPG
>>989720
>your woven boats are great
It's about fakin time.
>>
>>989736
POp: 400, 303 Elves, 97 humans

Action 1: Build temple to Ogma with hare stone

Action 2: Make armour from the new Metal called mythril.
>>
Rolled 70 (1d100)

>>989736
Civ: Demon Sex Cult

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers, Cave Man Militia (30 guys), Elite Orc Bodyguards, Goblin Spear Ponalry

Current Population: 496 Succubi, 490 Incubi, 45 hellhounds, 212 Brown Elf Slaves (46 Tieflings), 204 Human Slaves (32 Tieflings), 190 Orc Slaves (10 Pacifistic and Pink, 18 Tieflings), 143 goblin slaves (30 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry, Pottery, prostitution

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets)

Hexes: 25

Color: Purple

Turn 21 actions

>High Priestess Qyrryss attempts to unite with the rival fiefdom leveraging our fellow demon heritage (rolling)

>One of the more intelligent incubi creates a specific martial arts that is focused on lewdly pinning your opponent. He calls it Kung Fuck.
>>
>>989779
>Kung Fuck
>Not cock fu or cock fuck
>>
>>989720
Set up an aid for me.
A head of infrastructure and development.
Who will manage updating taken tiles or things like that.


More enchantment
>>
>>989720
Angels 204, Nymphs 250, Hybreds 16, Mushroom men???

>Tech
Great bows, Homing arrows, Pottery, Explosive magic, White Magic, Net/Spear Combo, Super strength(on land), Super flying speed, Basic metallurgy,
>Complete research on basic explosive magic

>Check on what is in that city like 3 tiles to the north of the forest

Passive
>Do those things

>Check in on how the mushroom men are doing

>Drop off extra bows to Sleepy I think
>>
>>989848
>>989736
This goes here my bad
>>
Rolled 42, 6 = 48 (2d100)

>>989736
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
1812(1201 Lizards, 170 Ork slaves, 209 goblin slaves, 218 human slaves,
72 cassowaries, 72 drop bears)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T4)
Fruit farms (T3)
Holy Army (99 guys)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Modifiers
+5 to raiding
+15 to scouting

I've decided that my boons and blessings will just be improving their reflexes, strength and all that. You can choose the bonus, I guess.

Action 1; Using my witch doctors, my god powers, and voodoo dolls, I wish to curse the colonies of Rystwe.

Action 2; teach my air riders how to fight. They can wield bows or blowdarts.

>Passive
After training, the Air Riders head over to the Apyr fellows I met as an diplomatic party. We must discuss some things.
>>
>>989736
Death Flame

Death Flame

Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 26
Race: Skeleton
Pop: +15 Per Turn
Tech Learnt: Raising of Dead
Religion: Sky Skeleton

Llanfairf: Population 380, all of which are skeletons. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Daniel. Many of its residents wear an amulet of bone to honor The Sky Skeleton, a local god of death.
>>
Rolled 50+20, 50+10 (Simple tasks won't be fakked up any longer)

>>989736
Name: Namkha
Color: Pink
Race/Pop: 367 = 172 Elves(+1%) + 195 Satyrs(+7%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Incense), (+15 Hymns), (+10 Namkha’s Grace)
Assets: Permaculture gardens, Herbal Medicinex3, Small Mammals, Fishing Gigs, Very Nice Furs & Suede, Treehouses, Some Great Catamarans, 32 Leopards
Hexes: 5

>Weave better nets to improve fishing yields (+10 Weaving, +10 Grace)
About how many great boats do I have anyway, and what's their capacity?

>Get more leopards/increase breeding program and improve their training for hunting, riding and combat. (+10 Grace)

>2 leopards a turn, they take 5 turns to become adults. You lose 2 leopards ever 10 turns passively due to old age.
So how many of those 30 you mentioned before are adults?
Also I assume that they can begin training as kittens and then be ready for action by the time they're adults?

>Olympic game are started. Cool
So what kind of numbers of higher tier professional troops can I expect?
Passive increase rate?

Sorry for being a number autist. I just don't want to get raped by vague record-keeping AND bad rolls
>>
Rolled 77 (1d100)

>>989736
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 437 dwarves
The Capital, Uthar Geshud has around 224 dwarves,
The secondary fortress, Laust'olding, has 98 dwarves.
Zèler adur has 23 dwarves, This is an outpost fortress.
Thol arak has 23 dwarves, This is an outpost fortress.
Tokmek ruthösh has 23 dwarves, This is an outpost fortress.
Erlin bërûl has 23 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2+1), 1 champion (tier 4+1 due to good gear). 20 axes throwers (tier 3+1) 10 dwarf militia (tier 1+1)
10 Dwarf warriors (tier 2+1) 20 Hammerdwarves (bonus against armor) (tier 3+1)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain

Turn 20
>Mine for rare minerals (roll)
>trade with the angels n' shit
>>
>>989933
that should say turn 21
>>
Rolled 9, 87 = 96 (2d100)

>>987620
Action 1: build an arcane Academy in Hoparr for fire magic and start studying water magic
Action 2: start riding the gryphons
>>
>>989736
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock finished in 2 turns,
Seige workshop

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 110 Ork soldiers at T3.

Population: 430 Orks, 86 War Skeletons, 215 Cyntaps, 680 humans

Enstate a Warboss to make sure my armys numbers are replenished if any men are lost and order him to begin conquest of Tiles when theres no conflicts so my territory will be constantly growing.

Build a series of watch towers around my lands so I'll be aware if theres a foreign incursion or other interesting event.
>>
>>989592
That's cool, I'm in no hurry. I just would like to see it to continued eventually. It has such potential.
>>
>>990145
>Civ quest that won't be abandoned
>gets abandoned

kek
>>
>>989745
Claudius, you have finished the fortress. You start mining into the mountain. For now it's just granite and other greyish rock.

---
>>989770
Sleepyanon, you build a temple to Ogma with hare's stone. I dunno what it will do but sure?

You what. I guess you can call the iron-bauxite alloy mythril.

---
>>989779
TrickQM, your High Priestess Qyrryss semi unites the local fiefdom. They agree to join the nation, but refuse to unite fully. They will be their own state, and you will have federal powers. (so there would be a dotted realm that represents the state that will be connected to your federal land)
Cuck Fuck is developed as a martial art form.

---
>>989818
Rain, you set up an aid sector, where you lead a department of infrastructure and development.

And you have started learning an enchantment of No Rust.

---
>>989848
General Drachtma, your mushroom men are doing alright. They live quite peacefully in the darkish places far away (they were the ones taken by angels right?). Sleepy gets a few of them bows.
You complete your basic explosive spell. The city nearby has double walls, and seems to be its own city state within a single tile (remember tiles are quite large 20km wide). It has a small military and they are not nationalistic, but rather turtly.

---
>>989863
MG Gajac, with your combined abilities you send curses at the colonies of Rystwe. Rystwe will recieve -5 to all rolls next turn.
Your air riders sort of learn to fight, but decide to create their own Warrior Union, where they have to be given half of the spoils of any battle or war they take part in.
---
>>989875
Dan the Necroman, you manage to have throwable death flames, a pack of 20 skeletons can make a fairly large flame and lob it up to 35 meters. It goes through armour and can get through up to 3 people. Will generally kill.

---
>>989876
Namkha you have like 8 great boats. capacity of 30. You find more leopards and get them to hunt for you and your children can ride them.

You have 30 adult leopards now, and 10 kittens now. Yes, training from kittenhood lets them be fully ready when adults. You find another 10 leopards and they are calm at joining the leopard pack.

---
>>989933
Lam Therleth, you find gold and silver in them thar hills (a gold and silver mine found in the centre of your lands).
You trade with the angels.

---
>>990058
Wew, your arcane academy in hoparr goes rogue. They have a Mage Union that demands a lot of pay for their labour.

You start riding the gryphons though. Fortunately they don't understand the concept of unions.

---
>>990094
Heodila the Lich, you enstate a warboss so now your army replenishes slowly. He can conquer one unclaimed tile every two turns passively. However, every 6 turns I will roll a d100 and if you get below 40, the Warboss makes his own Principality.
>>
To Hare, you finally after spending a few years manage to get light and water magic at high enough levels that you can with combined forces of your mages fight off a proper Demon.

----


Turn 22 actions here.

Also I think everyone is sleeping now or wanting to, so I will update in a few hours before I go to bed.

Happy new years eve.
>>
>>990247
>>989736
ACTION 1 - REMOV DEMON

ACTION 2 - REMOV DEMON

ACTION 3 - COLONIZE THAT ISLAND MORE

ACTION 4 - Move my fighting forces there
>>
>>990247
Location: Wysteria

Capital: Anamlwch, Most of the buildings are constructed from living trees. It is governed by an order of knights and warriors, known as the Crimson Court. Current leader is Maladai ruling from the Scarlet Throne. Sturdy Wall. Temple to Ogma.

Race: Elves

Colour: Red

Leader: Crimson King Maladai

Population: 408 306 Elves, Humans

Religion: Celtic with Ancestor Worship, Ogma

Tech: Shipbuilding, Advanced Siege Warhsips, Mythril,

Action 1: Study the bows to get an idea on how to make them more suitable for Elven hands.

Action 2: Use the warships plans to improve existing boats for now.

Action 3: Attempt to study Air magic.

Action 4: Send 2 Siege warships in support of Hare's military beginning a military alliance between us.
>>
>>990280
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking,
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 451 dwarves
The Capital, Uthar Geshud has around 231 dwarves,
The secondary fortress, Laust'olding, has 101 dwarves.
Zèler adur has 24 dwarves, This is an outpost fortress.
Thol arak has 24 dwarves, This is an outpost fortress.
Tokmek ruthösh has 24 dwarves, This is an outpost fortress.
Erlin bërûl has 24 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2+1), 1 champion (tier 4+1 due to good gear). 20 axes throwers (tier 3+1) 10 dwarf militia (tier 1+1)
10 Dwarf warriors (tier 2+1) 20 Hammerdwarves (bonus against armor) (tier 3+1)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver

Turn 22
>Attempt to develop new mining techniques and technology (both actions)
>>
>>990247
Angels 208, Nymphs 250, Hybreds 24, Mushroom men400 (teeny)

>Tech
Great bows, Homing arrows, Pottery, Explosive magic, White Magic, Net/Spear Combo, Super strength(on land), Super flying speed, Basic metallurgy,

>Send an envoy to the NPC city.
Tell them we come from god and some other shit like that to make them Fear and Respect us. Try to tell them that god has a greater purpose for the city and that it will naw be ruled by angels. Any heratics... May need to be blown up. But be sure they know that we are generally peaceful except against demons and evil doers

Then call anyone who speaks out against us an evil doer

>Action 2
Begin learning Animal communication magic

>Passive
Do those things

Academy studies the missile magic

Send another Angel envoy to any player that wants one and ask what they want/need

Send an Angel to the Ironwood forest to look for more nymphs and sentiant life
>>
Rolled 39 (1d100)

>>990247
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock finished in 1 turns,
Seige workshop

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 110 Ork soldiers at T3. War boss that conquers tiles every 2 turns

Population: 445 Orks, 94 War Skeletons, 230 Cyntaps, 710 humans

Scout for resources or interesting things I can use, rolls for this

Send scouts to the fortress of the wraithlord to my north east and see if its really inhabited by a Wraith. If so initate diplomacy with this NPC
>>
Rolled 56 (1d100)

>>990247
Civ: Demon Sex Cult

Leader: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland)

Military: Tier 3 Brown Elf Archers, Cave Man Militia (30 guys), Elite Orc Bodyguards, Goblin Spear Ponalry

Current Population: 556 Succubi, 550 Incubi, 45 hellhounds, 214 Brown Elf Slaves (47 Tieflings), 214 Human Slaves (37 Tieflings), 198 Orc Slaves (10 Pacifistic and Pink, 22 Tieflings), 157 goblin slaves (37 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry, Pottery, Prostitution, Kung Fuck

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village)

Hexes: 25 (29)

Color: Purple

Turn 22 actions

>Establish a martial arts school at the Shrine of Eternal Night to train other Incubi in Kung Fuck

>A small gathering of my people travels to Askak in an attempt to induct the city into my cult (rolling)
>>
Rolled 50+20, 50+30

>>990247
Name: Namkha
Color: Pink
Race/Pop: 381 = 173 Elves(+1%) + 208 Satyrs(+7%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Incense), (+15 Hymns), (+10 Namkha’s Grace)
Military: 381 militia T2, #?? Scouts & Guards (T?), 40 Giant Leopards (T?)
Arms: 100(+5) Great Warclubs, 150(+5) Good Spears, 300(+5) Sturdy/Medium Bows, Tons of Bodkin Arrows
Food: Permaculture gardens, Fishing w/Boats, Nets & Gigs, Cabbit Hutches
Buildings: Treehouses, Tree Temple-Fortress
Misc. Assets:Herbal Medicinex3, Very Nice Cabbit Furs & Leather
Vehicles & Animals: 8 Great Catamarans (30cap), 50 Giant Leopards (40adults/10 1yo kittens) 5yo to adulthood & Lose 2? every 10yrs to old age
Hexes: 5
Morale: Happy

>Weave rattan 'saddles' for Giant Leopards and start training them for combat and train riders for big cat cavalry. (+10 Weaving, +10 Grace)

>Use arborists to weave thorny plant/tree walls around our capital (Conny). (+10 Arborist, +10 Weaving, +10 Grace)

More Autistic Questions:
>I posted my unabridged stats for reference.
How about those scouts and guards I've been recruiting from the olympics?
How many have I got and what's their passive growth?
What Tier troop are they?

Is there a percentage for Giant Leopard growth or just a static +2/turn?
What Tier are my Battle Leopards?

I assume my fishing nets went well and are accounted for?

Do I have any passive shipbuilding going on?

I also took the liberty to assume a +5/turn on all my weapons. Is that fair?

Thanks for being so patient with all of us. Aside from the evil dice its pretty darn fun.
>>
Rolled 10, 20, 6, 99 = 135 (4d100)

>>989736
>>990247

Missed a turn, so two at once.

>Colour:
Black
>Location:
Ashen Hills (basically dead centre of map)
>Leader (and problem):
Bulagd the great dragon
>Race:
Goblins
>Pop:
3424
>Tech:
Improved mining and tunnelling, basic fire magic, basic chi manipulation
>Religion:
Mostly worshipping Bulagd. Other minor gods.
>Shit we got:
Gold mine, iron mine, small silver mine, huge ass forge, big fungus farms, big mole-rat farms, grumpy ass dragon
>Fighters
60 armoured goblins, 10 Faceminers, 10 Dickspaders, 12 fire mages
>Settlements
Capital (Bulagd's Lair)
>Hexes
33

TURN 21

>Get our mages to practise their fire magic. Lets get some proper big fireballs and flamethrower spells going on here.

>Set up a quarry for stone.

TURN 22

>Get the warrior monks to improve their chi powers.

>Build a mint to produce coins and keep that economy working good.
>>
Rolled 28, 97 = 125 (2d100)

>>990247
Name: Terra
Color: Dark Red
Race: Dwarves
Technology: Expert Metallurgy, crossbows
Religion: A Roman-esque pantheon
Location: Zarazar Mountains
Population: 212 Dwarves split 50-50 male and female

Action 1: Mine deeper into the mountain
Action 2: Teach Dwarf makes how to properly shoot crossbows. Use local wildlife as target practice
>>
>>990247
Set up another aid sector. One for research both mundane and magical and get some of the knowledgeable people in it.


Have the aid sector clear out the last two tiles of trees for me to set up farms
But keep the seeds from the trees.
>>
Rolled 69, 13, 84 = 166 (3d100)

>>990247
>Details:
Tigana: Population 612, mostly human, some elf and half-elf. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a male human named Serbon Makeridov.
>Color
Black(i dunno can be changed latter i suppose)
>Religion
Worship of Otsira, a local god of Agriculture and Wealth
>Location
Near the Citadel of Pary and the dusk Jungle
>Tech
Advanced Agricultural techniques
Assets: temple to Otsira,whale fishing, wall and a gatehouse, force of about 60 spearmen(tier 2;tier 3 or 4 if elves)
TURN 20
Action 1: Expand towards the citadel of Parry(no roll)
Action 2 : Train up my current spearmen
TURN 21
Action 1 : Get's some archers going(no roll)
Action 2 : Build up the defences(better fortifications and shit,hopefully Otsira is some help with that)
TURN 22
Action 1: Make that temple huuuge(no roll)
Action 2: Train up those Earth mages with Otsiras help(+20 bonus because of Otsira)
>>
Rolled 68 (1d100)

>>990247
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
1812(1297 Lizards, 177 Ork slaves, 230 goblin slaves, 229 human slaves,
75 cassowaries, 76 drop bears)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T4)
Fruit farms (T3)
Holy Army (99 guys)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Modifiers
+10 to raiding
+15 to scouting

Action 1; Begin storing mana for other godly stuff. (Rolling4this
Action 2; Raid the Colonists with the aide of the animal tribes and my Holy™ Army™
>>
I hope that the QM uses a new thread today
>>
>>990242
Create 2 pieces of armor with a death gem slotted inside of them. Just to see what happens

Learn how to enchant things with raise dead.

Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 26
Race: Skeleton
Pop: +15 Per Turn
Tech Learnt: Raising of Dead
Religion: Sky Skeleton

Llanfairf: Population 395, all of which are skeletons. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Daniel. Many of its residents wear an amulet of bone to honor The Sky Skeleton, a local god of death.
>>
>>990284
this should be linked to
>>990247
for some reason the thing fucked up again
>>
Is this dead?
Did he just abandon us to make a new one?
>>991554
>>
>>992758
Different qm.
>>
>>992758
I think he lives in New Zealand so time is somewhat constricted for him
>>
Dont worry, Qm will probably get back in 2-4 hours
>>
>>992774
>>992775
>>992793
K
I was just wondering cause the formatting and writing style is practically identical.
>>
>>992826
That is because the QM of that quest most likely saw this one and copied it.
>>
>>992826
>>992843
yeah, the writing style isn't particularly hard to copy either.

>>992775
three days holiday baby, gonna be able to run in actual US time zone properly.
Instead of starting at 10pm usa time XD.

--
Okay. gonna start updating now.
>>
>>993631
I'm just happy they brought back (You)'s
>>
>>990259
HALLO THIS IS DEMON? WUT? REMOVAL? K

You get a couple of island tiles that haven't been claimed yet.

You move your army to your beachhead to protect your colonial possessions.

---
>>990264
Sleepyanon, you study the bows and can get elf versions next turn. You use your warship plans to improve all existing boats, will take two turns to come into effect. You have a half dozen air acolytes who can throw some gusts of wind intermittently. You send the warships to help Hare.
---
>>990284
Lam Therleth, you learnt how to use water to clear mines and you can do it on things, right now.

---
>>990294
General Drachtma, you envoy the npc city. they don't seem too unhappy. Will sign a NAP. You have a few animal liking angels that can do basic chitchat with them. Missile magic is slowly progressing. Angel envoy available to communicate with any player who wants to. Angle looks through ironwood forest and finds some more nymphs.

---
>>990354
Heodila the Lich,you don't find very many interesting things you can use, but you do see that the Cyntaps have figured out how to build lighthouses.

There is a Wraith in that fortress and he is pretty chill. He requests you don't tread on him.

---
>>990356
TrickQM, there is now a martial arts school at the SoEN that will slowly train other Incubi in Cuck Fuck.
Askak like the sex, but won't ally just yet. They sign a NAP in fluids.

---
>>990409
Namkha, you got yo Giant Leopard saddles and they don't mind the ridin'
Thorns and suchlike are woven around your capital making it prettier and also easier to defend.
Giant leopard growth will be static +2 a turn until turn 30 whereupon I will make something up.
Yeah +5 a turn on all your weapons sounds reasonable. Passive construction is common to everyone too.
----
>>990544
Bulagd, fire magest have accidents and stuff goes bad. Roll 2 d100s for how many people die.
You fail at buildin a fucking quarry.
Your warrior monks suffer from periodic demonic possession every second turn.

At least you got your bitchin' mint sorted and your economy is roaring in growth.

---
>>990660
Claudius, you don't manage to mine MUCH deeper, but you do get let's say, 8 meters deeper. There was a small aquifer to the east of your realm in the mountains.
Wew your dwarfs are completely ace tier xbow shooters. Tier 4 in xbow damage and accuracy.

---
>>990730
Rain, your aid sectors are improved. As you describe. You make another two tiles for potential farmland but make sure all the seeds are stored from the trees so nothing is gonna be lost.

---
>>990836
Serbon, you get another 3 tiles. Your current spearmen all go up a tier. You get a squad of 30 tier 2 archers.

Your defenses don't go to plan. Delayed but will eventually finish in 6 turns.

Temple made bigger. Earth mages go up a tier.

---
>>990983
Moon God Gajac, you have managed to figure out how to store some mana in a really cool large gem. Will help you do better stuff.

You raid the colonists. discord fight.....
>>
>>991099
Dan The Necroman, you make two pieces of armour each with death gems slotted inside them. When you wear one of them, you find your spells much stronger and have less fatigue for you, the gem seems to dissipate into nothingness after a few spells, but those few spells are like double strength (this is for your standard spells, not your heavy spells).

You learn how to res critters.

---


Next turn actions here
>>
Rolled 41 (1d100)

>>993777
Name: Terra
Color: Dark Red
Race: Dwarves
Technology: Expert Metallurgy, crossbows
Religion: A Roman-esque pantheon
Location: Zarazar Mountains
Population: 216 Dwarves split 50-50 male and female

Action 1: Begin constructing ballistas which are essentially bigger crossbows
Action 2: continue mining into the heart of the northern mountain (rolling)
>>
Rolled 62 (1d100)

>>993777
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock finished in 1 turns,
Seige workshop, Cyntap made light house

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 110 Ork soldiers at T3. War boss that conquers tiles every 2 turns

Population: 460 Orks, 102 War Skeletons, 240 Cyntaps, 735 humans

See about trying to learn to enchant items with Wards using my death magic

Design some big boats that can be used for moving cargo/people or fishing for the completion of the drydock next turn. Rolls for this
>>
Rolled 84 (1d100)

>>993777
Civ: Demon Sex Cult

Leader: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland)

Military: Tier 3 Brown Elf Archers, Cave Man Militia (30 guys), Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi

Current Population: 556 Succubi, 550 Incubi, 45 hellhounds, 216 Brown Elf Slaves (48 Tieflings), 225 Human Slaves (42 Tieflings), 206 Orc Slaves (10 Pacifistic and Pink, 26 Tieflings), 173 goblin slaves (45 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry, Pottery, Prostitution, Kung Fuck, Martial Arts School

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village)

Hexes: 25 (29)

Color: Purple

Turn 23 actions

>Spend Time Proselytizing my religion in Askak

>Brown Elf Tieflings attempt to learn magical mind control (rolling)
>>
>>993777
POP: 416, 309 Elves, 107 humans

Action 1: Improve boats

Action 2: Study more air magic and spirits
>>
Rolled 50+20, 50+25 (More easy actions.)

nice divine trips + dubs
>>993777
Name: Namkha
Color: Pink
Race/Pop: 396 = 174 Elves(+1%) + 222 Satyrs(+7%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Incense), (+15 Hymns), (+10 Namkha’s Grace)
Hexes: 5

>Begin weaving quality rattan armor and shields to better equip militia.(+10 Weaving, +10 Grace)
How many I get?

>Begin formally training bards to bump up our music bonus to an even +20. (+15 Hymns, +10 Grace)
>>
>>993777
Angels 210, Nymphs 250, Hybreds 30, Mushroom men400 (teeny)

>Tech
Great bows, Homing arrows, Pottery, Explosive magic, White Magic, Net/Spear Combo, Super strength(on land), Super flying speed, Basic metallurgy,

Send a devoted nymph to the Ironwood torest to tell the other nymphs of the greatness of Angels. Also send a few angels with those pearls we got from that one civ as presents.

Tell the city that when the evil comes to take them only the devout and children will be spaired.

>Passive
Academy missile stuff

Help Hare with his demon problem Fuck Demons!

Academy keep learning animal talking

Do the things
>>
[Blue]Fuck yes, trip 7s. Okay so we got our first world event.

Expansion has become much harder, because every NPC has a stronger sense of independence and closeness to their community and doesn't want any overlords.
>>
>>993777
ACTION 1 - Colonize that island more

ACTION 2 - Retake the tiles that those animals took from me
>>
Rolled 69 (1d100)

>>993777
Attack Chavvy.

Have the skeletons form a ring around my other skeletons. Those guys will be lifting even more skeletons into the air. Those skeletons will launch boulders at Chavvy right over the wall. The fish people will also be inside the circle of skeletons ready to protect them. The elevated position of the skeletons help negate his shitty ass walls
>>
Rolled 86, 14 = 100 (2d100)

>>993951
>>993777
me, and I'm rolling for it
>>
>>993777
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking, Water mining
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 465 dwarves
The Capital, Uthar Geshud has around 237 dwarves,
The secondary fortress, Laust'olding, has 104 dwarves.
Zèler adur has 25 dwarves, This is an outpost fortress.
Thol arak has 25 dwarves, This is an outpost fortress.
Tokmek ruthösh has 25 dwarves, This is an outpost fortress.
Erlin bërûl has 25 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2+1), 1 champion (tier 4+1 due to good gear). 20 axes throwers (tier 3+1) 10 dwarf militia (tier 1+1)
10 Dwarf warriors (tier 2+1) 20 Hammerdwarves (bonus against armor) (tier 3+1)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver

>Initiate operation "bone breaker"
Seal the ways, hit them from the inside.
20 HD (T4), 1 C (T5), 20 AT (T4), 10 DW (T3)
>Let's pay the angel's a visit.
>>
Rolled 29 (1d100)

>>993984
forgot roll
>>
>>993777
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
2232(1400 Lizards, 184 Ork slaves, 253 goblin slaves, 240 human slaves,
78 cassowaries, 77 drop bears)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T4)
Fruit farms (T3)
Holy Army (99 guys)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Modifiers
+10 to raiding
+15 to scouting

Action 1; My Air Riders stationed at Apyr will help the Goblins defend against the Skeleton menace.
Action 2; Begin a mass recruition campaign amongst the populace for the military. Humans & Orcs will Even be allowed in. (Rolling4this)
>>
Rolled 22 (1d100)

>>994078
Wow, forgot roll
>>
Sleep everyone. I will update within an hour, but just chill, I will do a lot more tomorrow hopefully
>>
the battle stuff will be all sorted out tomorrow, your civ won't get thrashed until everyone is around and well rested.

Aristo and someone else had a big battle in discord over colonial possessions. They can enlighten us with what was decided.
>>
Rolled 87, 96, 66, 28, 37, 5 = 319 (6d100)

>>993777
Name:The Decrepit
Capital name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:890 Giant:27 Blue:19 Red:42
Settlements:Lifeless Forrest(C):410 Mushinlet:300 Moshly:295

Action:Finish building ship and start to explore the area around us by following the coasts. Scratch into tables of wood what the sailors see, using this time to train captains and riggers and such.
Action:Expand all the town and have a population boom with blue and red mushrooms in the smaller settlements. Having most of the new sailors being red or blue, along reds to grow on the ships.

Action:Re-build the mine but way better this time, using the technique of strip mining, actually building wooden supports and generally keeping it clean and shit.
Action:Build a stone quarry to start getting a steady supply of good quality stone for construction and other stuff.

Action:Start building copper weapons with what we have left from the mine, build short stabbing swords, throwing spears and long rectangular shields made of mostly hard wood with a sheet of metal on the outer most part.
Action:New kind of shroom, Black cap, they have tougher skin, generally stronger and explodes into a poisonous cloud on death. Down side:Slow breeding and they actually need food.
>>
>>993777
Action 1: Put farmland on those two tiles

Action 2: Train my mages. And include my son in the lessons (I should name the hybrid kid maybe)
>>
>>993804
Claudius, your work building ballistas goes well. Next turn you will have about 4 of them, they are mobile just need three people to move it about.

Your mining continues fairly slowly. You come across a vein of tin and copper now.

---
>>993823
Heodila the Lich, you have figured out how to make basic wards against decay via use of death magic. You manage to design a large transport boat that can ship 140 people with good stability but low speed.

---
>>993826
TrickQM, you spread your religion. Your brown elf tieflings have a knack for mind control. During sex or arousal, the subject can be mind controlled fairly easily.

---
>>993844
Sleepyanon, your boats become better. Triple decker designs done in two turns.
You learn more about air magic and spirits.
air magic is all about manoeverbility and flexiness, avoiding instead of blocking, hitting right instead of hitting hard.
Spirits are quite like Air, they are powerful but if they actually get hit properly they die easily. Ethereal attribute makes physical damage do very little to them.

---
>>993927
Lam Therleth you managed to get the water pump mining thing sorted out. https://en.wikipedia.org/wiki/Mine_dewatering This won't be an issue for you any longer. Will significantly improve your deeper mines, since water won't be a real problem.

---
>>993932
Namkha your militia will now be supplied with tier 3 gear.

A bard training has begun. +5 atm.

---
>>993933
Drachtma, your animal talking is now good enough for most things now. Do the things progresses.

>>993951
Hare, I am pretty sure the colonizing is part of the battle that was done on discord. I am not quite sure exactly what happened. Can be dealt with tomorrow IRL. If not, then you get 2 more tile due to global event.
You lose another two tiles due to animals.

>>993954
Dan The Necroman, the battle in discord applies here. against Chavvy whatever was decided.
That battle tactic occurs fairly successfully.

---


>>993984
Lam Therleth okay those things occur? if there is an invasion I suspppsed.

Oh, nah it doesn't really work?

----
>>994078
MG Gajac, Your riders help a lot. Your recruitment campaign fails, there is an anti war movement.

---
>>994225
ManMush those weapons are build VERY well. Something about.

Ships build Very good and you explore lots of coast area. Maps ade.

Town grows over the year, Now it's an actual proper town, blue and red mushrooms have their own settlements now, and sailors are red or blue.

Ships have slow rate of red growth now !

Rebuilt mines reallly good all that thing happen. Stone quarry alas no show.

Black cap fails badly lul.

---
>>994228
Rain, you add more farmland. Reminder 20 km wide each tile. A single one of your tiles with your abilities if fully maxed out would eaisly feed your whole civ and way more.

Trained mages more. Your son receives lessons and turns out to be fairly alright.
>>
next turn. goodngiht mangs.
>>
>>994515

Angels 215, Nymphs 250, Hybreds 30, Mushroom men 400

>Tech
Great bows, Homing arrows, Pottery, Explosive magic, White Magic, Net/Spear Combo, Super strength(on land), Super flying speed, Basic metallurgy,

Have my shroom men go qand attack farmers outside the walls of the city to fulfill the vision the angels warned the city of. We had nothing to do with it Take prisoners to the secluded part of the forest away from angel parts.

Expand influance from the nymph woods to the Ironwood forest as well. Just the northern half is fine.

Passive
Do those things

Spread Spores for more shroom men

Send an envoy to mushman

Academy learns more about missiles
>>
Rolled 87 (1d100)

>>994515
Civ: Demon Sex Cult

Leader: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland)

Military: Tier 3 Brown Elf Archers, Cave Man Militia (30 guys), Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi, Mind Control Tieflings

Current Population: 556 Succubi, 550 Incubi, 45 hellhounds, 218 Brown Elf Slaves (49 Tieflings), 236 Human Slaves (47 Tieflings), 214 Orc Slaves (10 Pacifistic and Pink, 30 Tieflings), 190 goblin slaves (53 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry, Pottery, Prostitution, Kung Fuck, Martial Arts School, Mind Control Magic

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village)

Hexes: 25 (29)

Color: Purple

Turn 24 actions

>Brown Elves sleep with the leaders of Askak and use mind control to make them agree to being governed by the Sex Cult (rolling)

>Establish a mind control school at the Shrine of Eternal Night to train other tieflings in mind control
>>
>>994515
Name: Terra
Color: Dark Red
Race: Dwarves
Technology: Expert Metallurgy, crossbows
Religion: A Roman-esque pantheon
Location: Zarazar Mountains
Population: 220 Dwarves split 50-50 male and female
Military: 60 legionary's, 40 crossbowmen

Action 1: Instead of just mining, begin to carve out the innards of the mountain
Action 2: Have an orgy to increase our population
>>
Rolled 50+40, 50+10

>>994515
>Name: Namkha
>Color: Pink
>Race/Pop: 412 = 175 Elves(+1%) + 237Satyrs(+7%)
>Location: Conny Island
>Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Incense), (+20 Hymns), (+10 Namkha’s Grace)
>Hexes: 5

>Train bards to give diplomacy bonuses. The bards put on their finest woven clothes and incense and perform music to pluck at the audience’s heart strings and weave them to be more cooperative. This would be very useful when dealing with NPCs. (+10 Incense, +20 Music, +10 Grace)

>Train skilled hunters in the way of sneking and scouting (+10 Grace)
>>
Rolled 71 (1d100)

>>994515
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
2232(1512 Lizards, 191 Ork slaves, 278 goblin slaves, 253 human slaves,
81 cassowaries, 8 1drop bears)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T4)
Fruit farms (T3)
Holy Army (49 guys)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Modifiers
+10 to raiding
+15 to scouting

Action 1; Anti war sentiment amongst slaves eh? Alright. Begin an mass recruitment campaign amongst the lizard population. Tell them if they fight for me, they get blessed by the ol' Erdian herself

Action 2; My witch doctors begin studying
Better curses. (Roll4this)
>>
>>994515
Pop: 424; 312 Elves, 112 humans

Action 1: Make elven bows

Action 2: Build a magic laboratory to study magic and spirits.
>>
Everyone participating in battles reply here with what forces you have available to the fight and who you are fighting.
>>
>>995373
>>995373
>20 HammerDwarves (T4), 1 Champion (T5), 20 AxeThrowers (T4), 10 DwarfWarriors (T3)
Fighting dan's empty city
>>
>>995389
except he set up his tp zone somewhere else, so what you mean is that you are attacking through the portal.
>>
>>995392
Yep
>>
>>995373
419 Skeletons that have a fuck ton of upgrades that I don't feel like listing+upgraded harpoons. 2 Lieutenants. 1 Lich. 3 Pieces of armor slotted with Death Gems for me and my lieutenants. I also have an army of fish people from spoopy's place. No idea the exact amount but pretty fucking large.
>>
>>995389
20 Air Riders(T2 thanks to blessing and boons)
Helping Apyr against the skeles.
>>
>>995396
Apyr
>>
>>995373
110 Orks in Dorf Gear at T4 equiped with heavy armor and hammers helping at Apyrs place to fight off the skeletons and murlocks.
>>
Rolled 31, 67 = 98 (2d100)

>>994515
Name:The Decrepit
Capital name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:960 Giant:27 Blue:30 Red:58
Settlements:Lifeless Forrest(C):490 Mushinlet:380 Moshly:340

Action:Start training people who are out on expedition, going east, how to maintain and keep the ship running, reading the stars and sky alone with learning the currents and way of the ocean.
>The warships in the south should also explore and sail around to get some practice.
Action:Rebuild the quarry again, making it well organized and well build to make to most profit out of our work.

Passive actions:Start arming people with weapons and teaching them the basics of using it. Military organization, home forces and foreign forces, navy and army. The mushrooms starts dancing like Russian soldier dance. Hats are amazing, every mushroom man and woman want hats.
>>
>>995408
I forgot to mention my two trebuchets also
>>
>>995373
90 troops approx. (30 tier 3, 40 tier 2, 20 tier 1) all armed with warhammers, mauls and armor. +20 defense roll buff due to emergency preparation. +15 to any rolls involving Ames, god of war. Great big fuck off walls. Werewolf allies with numbers to be decided by our gracious QM.

Also player allies out the ass. Apyr is number one.
>>
>>995389
>>995398
Lam Therleth is invading Dan's portal where he doesn't have any real number of dudesters defending and he took the valuables out.

Roll D100s on if you got lost going through the caves from the portal.
---
>>995396
Dan invading Apyr with all his army and gems.Spoopy is helping with the amphibious military age deep ones?

>>995408
>>995432
Apyr and MG Gajac and Heodila the Lich are helping Kingdom of Apyr against Dan the Necroman.


Roll a d100 for getting to the fight, a d100 for defending or the combat and a d100 for luck (low is good for defenders, high is good for attackers)
---
>>
Rolled 45 + 20 (1d100 + 20)

>>995460
>>
Rolled 44 + 20 (1d100 + 20)

>>995460
Defence roll
>>
Rolled 64, 72 = 136 (2d100)

>>995460
Here you go, I'm already there so I don't have to rush.
>>
Rolled 87, 32, 34 = 153 (3d100)

>>995460
Have the skeletons that are on the bottom area use fireballs at the aerials guys. That is until more troops come to attack the circle.
>>
Rolled 51 (1d100)

>>995479
Here's the missing one roll
>>
Rolled 73 (1d100)

>>995470
Doing a luck roll, apparently.
>>
Rolled 54, 95, 33 = 182 (3d100)

>>995460
>>
>>995469
You didn't get lost, and manage to make your way to the empty capital of Dan's, you occupy the tile.

---
Shaman Holes, your defense goes fairly alright. For the most part you can contain the first couple of waves of Dan's.
>>995479
MGG you get there in time, and your forces are there to help defend. You do heavy damage to the skeles.

>>995480
Your travel goes very well and you get a very small amount of damage done to Apyr. You kill 10 of their tier 2 troops at the cost of 30 skeles.
The defenders also do well.

---
>>995484
You are quite lucky.

>>995487
Your forces get there on time, and your army lays waste to a 150 skeles, and the defenders go alright.

-----

So, Dan lost 220 skeles and only killed 30 enemy tier 2s.

----
Does the battle continue? or does Dan retreat?
>>
>>994515
So my research in one of the stones is complete.
Now for actions

Start upgrading my tiles by adding more tiles (please add my pop cap. It was 310 2 turns ago but you never told me the increase adding another farm gave)

Train my mages and my hybrid son more (how many more turns till tier 3?)
>>
Any more actions related to the fighting? say what you want to do and roll for it.

And here would be a good time for Dan to show his cool little trick.
>>
Rolled 3 (1d100)

>>995530
The bafrle is won. I'm dipping and heading to the Deep Ones to kidnap some of their little spawn.
>>
Rolled 47 (1d100)

>>995530
Dan seeing he has lost makes a choice. He tells his skeletons that are left to launch the others using the flying magic towards the ocean. He then addresses his enemy.
"YOU HAVE ONE THIS TIME WEAKLINGS. BUT I SHALL RETURN. THEN THE UNLIVING SHALL TAKE THEIR PLACE AS THE KINGS OF THE WORLD.

DEATH TO THE LIVING
LIFE TO THE DEAD"
Dan crushes the death gems in his hands and absorbs the energies. The he releases his final attack.
>>
>>995550
AND DOTH THE MIGHTY FIGHTER SAID

"YOU MAY HAVE ONE THIS TIME!"
>>
Rolled 76 + 15 (1d100 + 15)

>>995550
Pray to Ames to smite the lich and wipe him permanently from this realm. No return or reforming; the final death.
>>
>>995552
>>995550
>>995552
Dan the Necroman flees through his portal and along with his lieutenants and a dozen skeletons makes it 20 tiles away from his home capital.

Someone needs to update the mep
>>
>>994515
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock,Seige workshop, Cyntap made light house, big cargo ships

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 110 Ork soldiers at T3. War boss that conquers tiles every 2 turns, minor wards

Population: 475 Orks, 110 War Skeletons, 252 Cyntaps, 760 humans

See about making my wards stronger so they can counter other kinds of magics also.

Set up a fishery at the drydock using my big boats so my people get a new source of food
>>
>>995570
Dan commits suicide and reforms where his gem is.

Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 0
Race: Skeleton
Pop: +15 Per Turn
Religion: Sky Skeleton
Spoopy invades Dan's lands.

He also fortifies his borders.

City: Rylth
Race: Deep Ones
Religion: Cult of the sleeping ones
Tech: Early harpoons, Underwater architecture
Location: Bottom Right,
>>
>>994586
General Drachtma, kek that's a nice plan. You use your shrooms to attack farmers to fulfill the prophecy you made kek. They don't fully believe this isn't you, but are scared.

A little bit more influence is expanded upon to the ironwood forest.
Spores keep spredding, envoy to mushman, academy knows how to aim and launch the explosion spells but can't do them fully reliably or full power.

---
>>994750
TrickQM, Brown Elves fuck the leaders of Askak and manage to convince them to join as their own state, part of the Sex cult who has federal controls.
A mind control school is built at the Shrine of Eternal Night. Tieflings will be taught, will take a bit though.

---
>>994782
Claudius, you start carving out the innards of the mountain and begin a great hall.
You have an orgy whereby a 10% pop boom happens this turn.

---
>>994798
Namkha, let's just say that for now until another 15 turns you can't try and give yourself more bonuses the bard thing is maxed at 10.

You train your hunters in the way of the sneking and scouting so they could be tier 2 easy in scouting.

---
>>994829
Moon God Gajac, you recruit a couple hundred lizards. In two turns they will be tier one, in two turns after than tier two.
your witch doctors begin studying better curses. They can curse others with bad physical stuff, not much but enough to be felt.

---
>>995010
Sleepyanon, you make elven bows they very good.
You build a magic laboratory for magic and spirit study.

---
>>995423
ManMush, you start training people out on expedition and develop a sextant though it's not that good.
You rebuild the quarry again and the workers make good profits. People are being armed slowly.
good hats.
---
>>995529
Rain, your pop cap is now like 1000 due to your extensive farming actions.
Your hybrid son with be tier three when he turns 16. Your mages get better at architecture magic.
>>
>>995602
Heodila you make your wards stronger and they can handle very light fire magic attacks. You build a fishery at the drydock using your big boats as whalers. Good source of food.
---

Turn 25 actions here.
>>
Rolled 4 (1d100)

>>995628
==Owbluff==

Kingdom: Apyr
Colour: Beige
Race: Goblin (+Werewolf Allies)
Tech learnt: Fleshcrafting (Body shaping magic)
Religion: Ames Shamanism
Assets: 1x Tin Mine, 1x Iron Mine, 1x Lead Mine, 1x Copper Mine, Basic Agriculture (++), Shapeshifters, 1x Fire Spirit, Tall stronk wargobbos w/ mauls and warhammers (+)
Buffs: Statue of Ames, God of War (+15 to rolls about Ames)

Action 1: Figure out what my population actually is and how much it grows each turn.(In universe: take a census and do some maths, NO ROLL)

Action 2: Repair the walls. Maybe even build them higher and thicker.
>>
>>995628
>>995628
Pop: 433; 315 Elves, 117 humans

Action 1: Train 100 Elven archers

Action 2: Study binding spirits
>>
>>995628
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking, Black Powder, water mining
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 479 dwarves
The Capital, Uthar Geshud has around 245 dwarves,
The secondary fortress, Laust'olding, has 107 dwarves.
Zèler adur has 26 dwarves, This is an outpost fortress.
Thol arak has 26 dwarves, This is an outpost fortress.
Tokmek ruthösh has 26 dwarves, This is an outpost fortress.
Erlin bërûl has 26 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2+1), 1 champion (tier 4+1 due to good gear). 20 axes throwers (tier 3+1) 10 dwarf militia (tier 1+1)
10 Dwarf warriors (tier 2+1) 20 Hammerdwarves (bonus against armor) (tier 3+1)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver

Turn 25
>Weaponize the black powder
>>
ツンデレ・寝取られ・スマット・ライタ

This guy takes some of dan's old lands and defends his lands.
>>
>>995628
Continue studying magic


Begin construction of a massive multilayered underground citadel that I'll move my people into.


Enchantment magic. But this time an enchantment to make items give off light so they can be used as a light source for the citadel.
>>
Rolled 48, 91 = 139 (2d100)

>>995625
Name:The Decrepit
Capital name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:1020 Giant:29 Blue:38 Red:76
Settlements:Lifeless Forrest(C):520 Mushinlet:430 Moshly:400

Action:Have my necromancer start studying and working on runes, carving them into polished fool's gold and limestone. Maybe if possible start to study constructs or slimes.
Action:Plant massive shrooms that start off small but aren't meant to move but could grow to be thousands of feet big, little mushrooms can grow off of it, it breaths out poison clouds if in danger and can grow almost anywhere, including under water, in the desert and in a freezing tundra.

Passive action:Keep building ships at slow steady pace, explore the islands in the south west, let the blue shrooms explore the bottom of the ocean and make better hats.
>>
>>995625
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
2570(1632 Lizards, 198 Ork slaves, 305 goblin slaves, 265 human slaves,
85 cassowaries, 85. drop bears)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T4)
Fruit farms (T3)
Holy Army (439 guys)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

Action 1; Expand.
Action 2; Set up a settlement in the ruin in pic. Name it Redwood.
>>
Rolled 22, 90 = 112 (2d100)

>>995625
Name: Terra
Color: Dark Red
Race: Dwarves
Technology: Expert Metallurgy, crossbows
Religion: A Roman-esque pantheon
Location: Zarazar Mountains
Population: 242 Dwarves split 50-50 male and female
Military: 60 legionary's, 40 crossbowmen, 4 ballistas

Action 1: Sounds a party consisting of 15 legionaries and 5 crossbowmen north to scout
Action 2: Begin searching for gems and gold
>>
>>995628
Send my skeletons to Spoopy

Kill self and reform

Start my nomadic life style and wander

While walking start praying to Sky Skeleton asking him to help me with getting some more skeletons.

>Name: Dan The Necroman
>Culture: Celtic
>Color: Gray
>Tiles: 0
>Race: Skeleton
>Population Rate: +15 Per Turn
>Population: 15
>Religion: Sky Skeleton

Spoopy's Turn
---------------------------------
Start a reinforced hatchery to protect the young from kidnappers

Improve Harpoon

>City: Rylth
>Race: Deep Ones
>Religion: Cult of the sleeping ones
>Tech: Early harpoons, Underwater architecture
>Location: Bottom Right,
>>
File: IMG_20161231_190957.jpg (94 KB, 960x837)
94 KB
94 KB JPG
>>995570
Alright, this is the split that wvee done for the lands we took from daniel.
>>
>>994586
Angels 215, Nymphs 250, Hybreds 30, Mushroom men 400

>Tech
Great bows, Homing arrows, Pottery, Explosive magic, White Magic, Net/Spear Combo, Super strength(on land), Super flying speed, Basic metallurgy,

Continue to terrorize the countryside with mushroom men along with the Special guy.

Continue the spread of influance to Ironwood forest

Passive
>Missile research

>100% animal talking
>>
Rolled 27 + 20 (1d100 + 20)

>>995628
Name: Namkha
Color: Pink
Race/Pop: 429 = 176 Elves(+1%) + 253 Satyrs(+7%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy)
Hexes: 5

>Try to make peace with the dark dryads and invite them to join us. Bring them gifts and ask if we can help protect their trees and maybe heal/exorcise the trees so they aren’t so dark. (+10 Bard Diplomats, +10 Grace, +? Gifts, +? Racial Affinity, +? Offering to protect their trees) This is a potentially risky action and deserves a roll

>Weave ballistas from rattan (+10 Weaving, +10 Grace) NO ROLL
>>
>>995628

Civ: Demon Sex Cult

Leaders: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland)

Military: Tier 3 Brown Elf Archers, Cave Man Militia (30 guys), Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi, Mind Control Tieflings

Current Population: 571 Succubi, 565 Incubi, 45 hellhounds, 220 Brown Elf Slaves (50 Tieflings), 1248 Human Slaves (53 Tieflings), 223 Orc Slaves (10 Pacifistic and Pink, 34 Tieflings), 209 goblin slaves (62 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry, Pottery, Prostitution, Kung Fuck, Martial Arts School, Mind Control Magic, Mind Control Magic School

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village), Askak (large city)

Hexes: 25 (30)

Color: Purple

Turn 25 actions

>Breed

>Build a road through the desolation between Askak and the various brothels all the way to the edge of my territory
>>
>>995628
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock finished in 1 turns,
Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine

Gems:0

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 110 Ork soldiers at T3. War boss that conquers tiles every 2 turns

Population: 491 Orks, 118 War Skeletons, 263 Cyntaps, 795 humans

Now that thats done and all its time for the improvement of my realm. Since everyone wrists were broken nows the perfect time to make our first hospital and making advancments in medical practices!

Also Mint our own currency so we get a real economy going. With stuff like bronze coins for less valuble coins and gold and silver bought from our Dwarven friends. This currency is going to be shared with moon god gajac and others who want it so trade is easier in my realm, and other nations.
>>
>>995640
1200 gobbos and 100 werewolf allies. Gobbos have standard rate, and ww are 2% unless they bite people.

Your walls crumble a little kek.

---
>>995644
Sleepyanon 100 elves are trained as archers.

You start sorcery. Very weak spirits are possible .

---
>>995651
Lam Therleth, you figure out how to use black powder offensively by placing barrels around.

---
>>995655
Rain you start building a really cool citadel will take 5 more turns.

Enchantmenters you can make light sources now

---
>>995658
ManMush, your necromancer starts doing runes polished fool's gold and limestone yes.

Massive shrooms are being planted sort of like turrets that will eventually grow up? kewl.
A top quality ship is built every two turns.

---
>>995670
MG Gajac of Bugunda you nab a tile, and you set up Redwood.
--
>>995672
Claudius, you have a scouting party that gets hurt going north.

You find a site where you can get an earth gem a turn, and a goldmine.

---
>>995680
Dan The Necroman, you kill yourself and reform far away where you phylactery is. You start your nomadic lifestyle and wander. You get given 10 skeles.

Spoopy makes a reinforced hatcher to protect his baby deep ones.

---
>>995695
kewl.
---
>>995705
Drachtma, your missile research goes apace, in 3 turns you can do those things.
Animal talking mastered.
---
>>995714
Namkha the dark dryad thing goes alright. they sign a NAP with you.

You get some cool ass ballistas weaed.

---
>>995737
TrickQM, another 10% pop boom, and you build a road connecting askak and brothels up. to be completed by next turn.

---
>>995776
Heodila the Lich, you got yo currency minted.

Not everyone's wrists were broken dude lul. But yes you build a hospital that has some bandages and suchlike for treated broken bones better.
>>
next turn replies here. Am running

>>995904

atm but will update this thread when actions have been posted by most people.
>>
Rolled 76 (1d100)

>>995961

Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking, Black Powder, water mining
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 493 dwarves
The Capital, Uthar Geshud has around 252 dwarves,
The secondary fortress, Laust'olding, has 110 dwarves.
Zèler adur has 27 dwarves, This is an outpost fortress.
Thol arak has 27 dwarves, This is an outpost fortress.
Tokmek ruthösh has 27 dwarves, This is an outpost fortress.
Erlin bërûl has 27 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2+1), 1 champion (tier 4+1 due to good gear). 20 axes throwers (tier 3+1) 10 dwarf militia (tier 1+1)
10 Dwarf warriors (tier 2+1) 20 Hammerdwarves (bonus against armor) (tier 3+1)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver

Turn 22
>Begin a new fortress underneath Dan's old lands
>Research void magic some more (roll)
>>
>>995961
Train elementalists

Send guys to mine out that cave I found.
>>
Rolled 93 (1d100)

>>995961
Civ: Demon Sex Cult

Leaders: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland)

Military: Tier 3 Brown Elf Archers, Cave Man Militia (30 guys), Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi, Mind Control Tieflings

Current Population: 625 Succubi, 625 Incubi, 50 hellhounds, 246 Brown Elf Slaves (63 Tieflings), 1513 Human Slaves (185 Tieflings), 265 Orc Slaves (10 Pacifistic and Pink, 54 Tieflings), 278 goblin slaves (95 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry, Pottery, Prostitution, Kung Fuck, Martial Arts School, Mind Control Magic, Mind Control Magic School, Roads

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village), Askak (large city)

Hexes: 25 (30)

Color: Purple

Turn 26 actions

>Attempt to irrigate the desolation by diverting the waters of specific untouched oases (rolling)

>Expand my civ to the coastline on the western side of the island
>>
Rolled 6, 64 = 70 (2d100)

>>995961
Pop: 441, 318 Elves 118 humans

Actions 1&2: Expand west
>>
>>995961
Research illusion magic.

Research illusion magic

Start wandering towards the sea.

>Name: Dan The Necroman
>Culture: Celtic
>Color: Gray
>Tiles: 0
>Race: Skeleton
>Population Rate: +15 Per Turn
>Population: 30
>Religion: Sky Skeleton
>>
>>995961
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, Currency

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, hospital

Gems:1

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 110 Ork soldiers at T3. War boss that conquers tiles every 2 turns

Population: 514 Orks, 126 War Skeletons, 280 Cyntaps, 734 humans

Alright, we have a good thing going now with my economy and security at the moment. Lets get some more infrastructure to increase my peoples quality of life and make things easier for them. Like roman era water pipes, sewers, stuff like that so everything will be better in people lifes.

Lets get some more medical practices down. Things like keeping clean tools and basic cures for various injuries and minor sicknesses.
>>
Rolled 76 + 20 (1d100 + 20)

>>995961
Name: Namkha
Color: Pink
Race/Pop: 447 = 177 Elves(+1%) + 270 Satyrs(+7%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy)
Hexes: 5

>Try to make peace with the cannibals and invite them to join us. Give them gifts of food to show them that there are better tasting things than people. (+10 Diplomacy, +10 Grace, +? Gifts)
Yes Roll

>Mount our new ballistas on the treefort and boats and train men to use them. (+10 Grace)
No Roll
>>
>>995961
Name: Terra
Color: Dark Red
Race: Dwarves
Technology: Expert Metallurgy, crossbows
Religion: A Roman-esque pantheon
Location: Zarazar Mountains
Population: 242 Dwarves split 50-50 male and female
Military: 60 legionary's, 40 crossbowmen, 4 ballistas

Action 1: Continue expanding the mountain halls
Action 2: Build a stone wall around the entrance of said halls
>>
>>995961
Angels 215, Nymphs 250, Hybreds 30, Mushroom men 400

>Tech
Great bows, Homing arrows, Pottery, Explosive magic, White Magic, Net/Spear Combo, Super strength(on land), Super flying speed, Basic metallurgy,

Continue to terrorize the countryside with mushroom men along with the Special guy.

Continue the spread of influance to Ironwood forest

Passive
>Missile research

>Reflective magical shield spells
>>
Rolled 13, 86 = 99 (2d100)

>>995961
Name:The Decrepit
Capital name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:1140 Giant:31 Blue:45 Red:90
Settlements:Lifeless Forrest(C):550 Mushinlet:470 Moshly:430

Action:Brings all the ships back, picking up all kinds of spores from all settlements to colonize all the islands south of the main land mass, planting tree mushrooms at the bottom of the ocean along the way and just generally exploring the area.
Action:Now with runes, have the necromancer begin studying how to make a construct out of our limestone, carving out great limestone bodies for them

Passive action:Build carts made of wood for normal mushrooms and metal for mining and timber. Start to re-organize the town to make it easy to walk and use, making wide somewhat-flat area through town.
>>
>>995876
And still need my info on the mana draining rocks.
>>
>>995961
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Gajac & Erdian Worship.
>Population
2570(1762 Lizards, 205 Ork slaves, 335 goblin slaves, 275 human slave,178 animals)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T4)
Fruit farms (T3)
Holy Army (378 guys)
Voodoo Dolls
Selective Breeding
Poisonous Snakes
Action 2; Set up a Building where my witch doctors can passively research curses and such.
Action 2; Begin to work on the infrastructure in the jungles and my non-jungle tiles.
>>
>>996121
they have a 10 meter radius.

---
>>995969
Lam Therleth, you begin a new sekret fortress beneath Dan's old lands. There will be potential for there to be civ above ground who has no knowledge of you FUCKING Z LEVELS OP YEAH BUDDY!!

Remember that you can keep making artifacts.

You make good progress with void magic. You can safely use it to travel 5 kilometers in a direction that you are fairly familiar with, at will with a minute prep and it's a bit like sprinting 100 meters in effortnes.

---
>>995973
Rain, you got more elementalists. Mostly in earth mageek. Tier 2.

You mine out that cave that you found. it has coltan.

---
>>995974
TrickQM, you learn how to irrigate the desolation (fuck you man :D) you expand your civ to the west coast.

----
>>996000
Sleepyanon, you lose a couple west, and gain a couple west.
---
>>996014
Dan The Necroman. Now that you are basically alone, you are able to suddenly learn illusion magic. You can be invis as long as you are 10 meters or more away from people.

----
>>996029
Heodila the Lich, yuo have water pipes and sewers now.
And now your civ cleans tools and washes hands when doing stuff around open wounds or after shitting or fucking.

---
>>996031
Namkha peace with cannibals done. they join you.
You now have ballista turrets on the tree fort and boats.

---
>>996036
Claudius, you expand the mountain halls. Also make them able to be hidden. You build a wall and a door and make it hideable.

---
>>996037
Drachtma, you almost completed missile research. And you start ref shield spells. Only small strength for now.

---
>>996093
ManMush, you brought all your ships back and are planting and exploring them now.
Okay, constructs can be made at end of 3 turns.
---
>>996187
MG Gajac, you have a wd research lab. And you are working on your junlge and non jungle infrastructure.
turn 27 here then.
>>
>>996222
Pop: 443; 321 Elves, 122 humans

Action 1&2: Build Military Academy
>>
>>996222
Research a magical amulet that will allow me to resist the pressures of water. Make the amulet out of bark or some shit.

Research illusion magic.

>Name: Dan The Necroman
>Culture: Celtic
>Color: Gray
>Tiles: 0
>Race: Skeleton
>Population Rate: +15 Per Turn
>Population: 10
>Religion: Sky Skeleton
>>
>>996222
Angels 215, Nymphs 250, Hybreds 30, Mushroom men 400

>Tech
Great bows, Homing arrows, Pottery, Explosive magic, White Magic, Net/Spear Combo, Super strength(on land), Super flying speed, Basic metallurgy,
>>>ACTIONS

>Spread influence to Ironwood forest

>Have mushmen and special unit terrorize the countryside more. The prophecy of destruction will not happen to the faithful

>Passive

FINISH HOMING MISSILES

Reflective magical shield spells 2/?
>>
Rolled 48 (1d100)

>>996222
Civ: Demon Sex Cult

Leaders: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland)

Military: Tier 3 Brown Elf Archers, Cave Man Militia (30 guys), Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi, Mind Control Tieflings

Current Population: 805 Succubi, 805 Incubi, 50 hellhounds, 246 Brown Elf Slaves (63 Tieflings), 1513 Human Slaves (185 Tieflings), 265 Orc Slaves (10 Pacifistic and Pink, 54 Tieflings), 278 goblin slaves (95 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry, Pottery, Prostitution, Kung Fuck, Martial Arts School, Mind Control Magic, Mind Control Magic School, Roads, Irrigation techniques

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village), Askak (large city)

Hexes: 37 (42)

Color: Purple

Turn 27 actions

>Construct fishing nets to harvest seafood from the Sea of Aces to my west

>Dive for clams, in the hopes of obtaining pearls (Rolling)
>>
>>996222
Spoopy expands into Dan's lands.

Spoopy expands into Dan's lands.

>City: Rylth
>Race: Deep Ones
>Religion: Cult of the sleeping ones
>Tech: Early harpoons, Underwater architecture
>Location: Bottom Right,
>>
>>996222
Continue training my hybrid child and everyone currently tier 2 to tier 3

More enchantments
>>
Rolled 22 (1d100)

>>996222
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices.

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock finished in 1 turns,
Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:2

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 110 Ork soldiers at T4. War boss that conquers tiles every 2 turns

Population: 546 Orks, 134 War Skeletons, 300 Cyntaps, 760 humans

Check up on the Cyntaps, see if they've done anything since I last checked on them and if they need anything. No roll for this

To my southwest is the Ruins of Wake Stronghold on an island. I'll be sending a Big boat or 2 to claim the ruin and colonize it and the land around it. Rolls for this. I kinda want to see what stuff I might find in it when I rebuild and search it at a later date.
>>
>>996255
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Gajac & Erdian Worship.
>Population
2570(1902 Lizards, 213 Ork slaves, 365 goblin slaves, 288 human slave, 186 animals)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T4)
Fruit farms (T3)
Holy Army (406 guys) ( I consider the animals I have as part of my army.)
Voodoo Dolls
Selective Breeding
Poisonous Snakes
Action 1; Train more Air Riders.
Action 2; Begin construction of a new settlement in my new coastline I got from daniel. It will be named Quetzal.
>>
>>996307
Updated pop
>Population
2954(1902 Lizards, 213 Ork slaves, 365 goblin slaves, 288 human slave, 186 animals)
>>
Rolled 68, 68 = 136 (2d100)

>>996222
Name: Namkha
Color: Pink
Race/Pop: 466 = 178 Elves(+1%) + 288 Satyrs(+7%) + Ex-Cannibals ??
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy)
Hexes: 5

>Attempt to gain the allegiance of the Dryads again. (+10 Diplomacy, +10 Grace, +? Racial Affinity, +? Help protect trees)

>Scout out the sea surrounding the island, and send boats to Drachtma, Mushman and Deep Ones with gifts and trade goods. Be on the lookout for good fishing spots, giant manta-rays, orca and merfolk/murlocks. (+10 Grace, +? Great boats)
>>
Rolled 86, 49 = 135 (2d100)

>>996222
Name:The Decrepit
Capital name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:1300 Giant:34 Blue:55 Red:110
Settlements:Lifeless Forrest(C):610 Mushinlet:500 Moshly:480

Action:Colonize the southern islands with ships of colonists, bring all types. While those who could not fit one the ship go to the far east and west of the main land mass.
Action:Keep upgrading the mine looking for anything new, making the tunnels wider so more people can move about and employ the metal carts to make it easier.
>>
>>995961 #
Name: Terra
Color: Dark Red
Race: Dwarves
Technology: Expert Metallurgy, crossbows
Religion: A Roman-esque pantheon
Location: Zarazar Mountains
Population: 260 Dwarves split 50-50 male and female
Military: 60 legionary's, 40 crossbowmen, 4 ballistas

Action 1: send settlers south, towards the hills
Action 2: Construct forges with in the mountain
>>
Rolled 55 (1d100)

>>996222
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking (5 miles), Black Powder, water mining
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 493 dwarves
The Capital, Uthar Geshud has around 235 dwarves,
The secondary fortress, Laust'olding, has 110 dwarves.
Zèler adur has 27 dwarves, This is an outpost fortress.
Thol arak has 27 dwarves, This is an outpost fortress.
Tokmek ruthösh has 27 dwarves, This is an outpost fortress.
Erlin bërûl has 27 dwarves, This is an outpost fortress.
Nekol nil has 40 dwarves, This is under dan's old land.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2+1), 1 champion (tier 4+1 due to good gear). 20 axes throwers (tier 3+1) 10 dwarf militia (tier 1+1)
10 Dwarf warriors (tier 2+1) 20 Hammerdwarves (bonus against armor) (tier 3+1)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver

Actions
>Solidify the Tunnel system under most of dan's old land
>Try to train some void mages again (roll)
>>
>>996255
Sleepyanon, you got your Military Academy. Your troops can be mustered slower, but they will always be tier 2 or above. You have about 3 generals. One for defense one for offense and one trainer.

---
>>996274
Dan The Necroman, you manage to construct an amulet that helps you deal with water pressure. You made one that allows you to, as yet, handle up to 400 meters deep water. Which is pretty fucking good for now.

You improve upon illusion magic, being able to make an image copy of yourself that is a bit of a glimmer. So it can be up to 10 meters away from you and appears alive until touched.

---
>>996284
Drachtma, you have finished homing missile magic. this cannot possibly be abused to make yourself op can it. no not really minor balance issues ensue.

6 of your angels are able to do this shit.

You can also make weak deflector shields with your magic, but it requires mana to maintain and concentration. DON'T YOU FUCKING DARE HAVE AN ANGEL RIDING ON ANOTHER ANGEL TO HAVE A SHIELDED FLYING DOUBLE POWERED MINI B16

----
>>996293
TrickQM, you have finishing nets to harvest seafood from the Sea of Aces to your west. SUSHI!
You find some clams but not that many pearls. Still, enough for your own wealthy elite to be happy.
---
>>996295
Spoopy expands into Dan's old lands and takes what wasn't taken by the other colonial powers.

----
>>996296
Rain, those training things happen. You now have waterproofing enchantment. Good for wool sweaters.
---
>>996300
Heodila the Lich, the Cyntaps are doing good. They have built themselves a vertical farm, and have made their settlement be a large mound that looks natural. Lots of traps defending the place. They also have specialized in anti armour weaponry.

Your colonyship gets hijacked when you land there are Wake Birds that are like Kiwis except have very long legs, and their wings are larger with large claws on them. And their mages can shoot laser beams out their eyes.

---
>>996307
Moon God Gajac, you train another 8 air riders and you start building Quetzal it will be done in 4 turns and will have half the rural population from surrounding tiles move into it.

----
>>996322
Namkha, you gain the allegiance of the Dryads. They will be their own state, but you are their leader. So you have the Dryad Territories as a duchy of your kingdom.

you find manta rays off the coast and orca.

merfolk are rare but say hi to you.

---
>>996331
ManMush, you do good colonizing, bringing 350 population to colonize the area.
Name the settlement.

You upgrade the mine by widening it. Another iron node is found.

---
>>996430
Claudius, you send 150 settlers south towards the hills. Name settlement.

You build some forges in the mountain.

----
>>996480
Lam Therleth, you strengthen the tunnel system and train three void mages as acolytes. they can see into the void briefly at a time this helps them see random things on the map.

---

Turn 28 here.
>>
Rolled 32 (1d100)

>>996765
Make another 10 amulets for my entourage.

More illusion magic.(rolling to make it go faster)
>>
>>996765
Location: Wysteria

Capital: Anamlwch, Most of the buildings are constructed from living trees. It is governed by an order of knights and warriors, known as the Crimson Court. Current leader is Maladai ruling from the Scarlet Throne. Sturdy Wall. Drydock. Temple to Ogma. Naval Academy. Military Academy.

Race: Elves

Colour: Red

Leader: Crimson King Maladai

Population: 324 Elves, 128 Humans

Religion: Celtic with Ancestor Worship, Ogma

Tech: Shipbuilding, Advanced Siege Warhsips, Mythril, Elven Bows

Action 1: Expand West

Action 2: Research better ways to farm and fish.
>>
>>996765
Angels 215, Nymphs 250, Hybreds 30, Mushroom men 400

>Tech
Great bows, Homing arrows, Pottery, Explosive magic, White Magic, Net/Spear Combo, Super strength(on land), Super flying speed, Basic metallurgy,
>>>ACTIONS

Study reflective magic and fuse it with white magic to deal holy damage to whatever attack is returned.

Have the angels repel the the mushroom men that have been terrorizing the city for 5 years. Tell the people of the city that the city is evil and they attract the evil races. If they do not allow us to do exorcisms(Kill) all the evil civilians than we would be forced to purify the city by force.
>Use the animal talking to have all the pets in the city love us

This fooking city is bugging me! Dont make me B16 your city :^)
>>
>>996841
Also 3 turns worth of growth because I keep forgetting to add pop

225 angels - 25-+ Ironwood forest nymphs - 45 Hybreds- 800 mushroom men 1/2 grown 1/2 teeny
>>
Rolled 83, 40 = 123 (2d100)

>>996765
Name:The Decrepit
Capital name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:1550 Giant:38 Blue:70 Red:145
Settlements:Lifeless Forrest(C):600 Mushinlet:450 Moshly:450 Mushry:350

Action:Start making even more copper weapons, more of what we already have, but now make copper tipped arrows, lone spears about 6 feet long, smaller bucklers, massive proudctuion of lower quailty copper armor, specs about to me told. With the iron, make scale armor that protects the chest and solders, shin plates and helms.
Action:Start construction of forts/training yards in all settlements, but start training soldiers now, to start just have to outfitted in armor and armed, train to march, keep formation in large groups and the basics of attacking and defending.
>I do believe I made a deal with angle guy in the past for trade that I would now like to act on, requesting the knowledge to make more and to acquire some bows.

Passive: Military units:
Heavy infantry:Armor, shields, stabbing swords, 2 throwing spears, in units of 100
Light infantry:Armor, smaller shields, stabbing swords, 1 throwing spear in units of 75
Spear unit:Armor, long spears, short stabbing swords, units of 50
>>
>>996765
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices.

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock finished in 1 turns,
Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:3

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 110 Ork soldiers at T4. War boss that conquers tiles every 2 turns

Population: 567 Orks, 142 War Skeletons, 316 Cyntaps, 798 humans

Note to self, never go to that death island again. Alright first action, make the death wards even better to counter all kinds of magic. But this time slot a death jem into the war item not to temporarily boost its power but to amplify it, this way the Ward is more powerful and the gems dont require so many changes.

Then I am going to be researching to make my death bolt even stronger.
>>
Rolled 49, 24 = 73 (2d100)

>>996765
Name: Namkha
Color: Pink
Race/Pop: 623 = 179 Elves(+1%) + 308 Satyrs(+7%) + 136 Humans(+5%) + [???] Dryads(+?%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy), (+30 Religion)
Hexes: 6+Dryad Duchy(?)

>Perform a Grand Religious Ceremony with all the Elves weaving their voices and hands together to pray to Namkha to increase their fertility(pop growth modifier) as much as the rolls will allow. (+30 Religious Ceremony, +10 Namkha's Grace)

>Expand our territory to the west coast of the island.

Requesting info on the status of my trade ships to Mushman, Drachtma and Jeb?

Requesting info on dryads.
>>
>>997004
You sent trade ships to us? Whats on um? I dont recall the trade.
>>
>>997004
*24+10
forgot to add Namkha's Grace modifier
>>
Rolled 87 + 20 (1d100 + 20)

>>996765
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking (5 miles), Black Powder, water mining
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 508 dwarves
The Capital, Uthar Geshud has around 242 dwarves,
The secondary fortress, Laust'olding, has 113 dwarves.
Zèler adur has 28 dwarves, This is an outpost fortress.
Thol arak has 28 dwarves, This is an outpost fortress.
Tokmek ruthösh has 28 dwarves, This is an outpost fortress.
Erlin bërûl has 28 dwarves, This is an outpost fortress.
Nekol nil has 41 dwarves, This is under dan's old land.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2+1), 1 champion (tier 4+1 due to good gear). 20 axes throwers (tier 3+1) 10 dwarf militia (tier 1+1)
10 Dwarf warriors (tier 2+1) 20 Hammerdwarves (bonus against armor) (tier 3+1) 3 void mages (acolytes?)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver

Actions
>Try to figure out some offensive void magic
>Search for new minerals in dan's old land (roll)
>>
>>996765
Time to round them off.
Get my hybrid boy training in the 4 elements.(Name him Suun)
And my mages to train in heir specialties for my first action.

Second action is to make complex machines.
Basically cigs gears levers and pulleys. A sort of jumping point for import things.
>>
Rolled 54, 65, 82, 97, 84, 10, 63, 83, 40, 74, 91, 62, 87, 51, 62, 88 = 1093 (16d100)

>>996765
Aight
I missed all the fun but Im back home for like.. 12 hours so
lets catch up

Turn 20 - 28
Action 1: Expand west and connect Hoparr and atlas
Action 2: Build more Defences in Hoppar. It should be finished. Hoparr should be fully functional again huzzah. Lets get some artefacts from the ancient city
Action 3: find Artefacts in city and surrounds.
Action 4: train Gryphon riders.
Action5: Breed
Action 6: Breed
action 7: Advanced armours and dwarves smithing.
Action 8: Build a fort to the north in unclaimed land. Bring the savages into my kingdom.
Action 9: Build aqueducts into my cities and bathhouses.
Action 10: Build military academies.
Action 11: Expand
Action 12: Expand
action 13: Fire magic research
Action 14: Wind Magic Research
Action 15: Train another legion. Teach them the advanced swordsmanship.
Action 16: Develop portal magic, spatial
>>
Rolled 18, 92 = 110 (2d100)

>>995961
>>996222
>>996765
==Owbluff==

Kingdom: Apyr
Colour: Beige
Race: Goblin (+Werewolf Allies)
Tech learnt: Fleshcrafting (Body shaping magic)
Religion: Ames Shamanism
Assets: 1x Tin Mine, 1x Iron Mine, 1x Lead Mine, 1x Copper Mine, Basic Agriculture (++), Shapeshifters, 1x Fire Spirit, Tall stronk wargobbos w/ mauls and warhammers (+)
Buffs: Statue of Ames, God of War (+15 to rolls about Ames)

Doing the turns I missed after the meme battle.

TURN TWENTY SIX
Action 1+2: Repair and strengthen walls. (NO ROLL)

TURN TWENTY SEVEN
Action 1: Build another statue to Ames, in thanks for our recent victory. (NO ROLL)
Action 2: Expand into Dan's old lands for more farms n shiet. (NO ROLL)

TURN TWENTY EIGHT
Action 1: Give the fire spirit more shoes to burn, in exchange for his flaming jizz being put in jars.
Action 2: Develop more advanced fleshcrafting techniques, so I can make flesh titans and repair injuries.
>>
File: Map of My Civ.png (5.43 MB, 4000x2000)
5.43 MB
5.43 MB PNG
Rolled 98 (1d100)

>>996765
Civ: Demon Sex Cult

Leaders: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland)

Military: Tier 3 Brown Elf Archers, Cave Man Militia (30 guys), Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi, Mind Control Tieflings

Current Population: 805 Succubi, 805 Incubi, 50 hellhounds, 248 Brown Elf Slaves (64 Tieflings), 1589 Human Slaves (223 Tieflings), 276 Orc Slaves (10 Pacifistic and Pink, 59 Tieflings), 306 goblin slaves (109 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry, Pottery, Prostitution, Kung Fuck, Martial Arts School, Mind Control Magic, Mind Control Magic School, Roads, Irrigation techniques, Sushi, Pearls, Fishing Nets

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village), Askak (large city)

Hexes: 37 (42)

Color: Purple

Turn 28 actions

>Upgrade my cave man militia to a much larger general human militia

>Construct sailing ships meant for long range travel (rolling)
>>
Rolled 77 (1d100)

>>996765
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Voodoo
>Religion
Gajac & Erdian Worship.
>Population
3177(2055 Lizards, 221 Ork slaves, 401 goblin slaves, 302 human slave, 195 animals)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T4)
Fruit farms (T3)
T3 Holy Army (423 guys) ( I consider the animals I have as part of my army.)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Passive
Curse Research.

Action 1; find some rare resources in the jungle. (Roll4this)

Action 2; Begin making drafts of Project Quetzalcoatlus.
>>
>>996765
Name: Terra
Color: Dark Red
Race: Dwarves
Technology: Expert Metallurgy, crossbows
Religion: A Roman-esque pantheon
Location: Zarazar Mountains
Population: 265 Dwarves split 50-50 male and female
Military: 60 legionary's, 40 crossbowmen, 4 ballistas

Action 1: Train more legionaries
Action 2: Start collecting and minting gold

Name the city Montis Minim
>>
>>996776
Dan the Necroman, you make 5 more since ten is a little too many. But in future you will be able to make more faster you got practice now.

(so there are 6 of them in total)
Your learn how to move your glimmer copy so it walks normally.

---
>>996785
SleepyAnon, you expand west a couple of tiles. You discover a new plow that turns the soil over automatically, and how to more sustainably fish.

---
>>996841
Drachtma your weak reflector shields can sometimes reflect the damage back if it bounces properly. The angels fight off the mushroom men and the city are happy about you. They don't quite listen to your stuff about evil people though.
>>996861
confirmed
---
>>996893
ManMush those copper things happen. and iron scale armour.
You build a fort in every settlement so have 5 militia trained a turn, or 5 of those militia trained to be professional a turn.

---
>>996989
Heodila the Lich you make your death bolt stronger. 6 troops can be killed in the chain spell.

---
>>997004
Namkha pop growth is improved from 1% to 1.1% permanently.
You get another couple of tiles
dryads are cool. About 200 of them.

---
>>997063
Lam Therleth, your attempts at making void magic offensive have minor successes. With great effort you can get an image of the void into the mind of a nearby other person. It took like 3 hours of steering into the Void, but one of your criminal dwarfs was turned completely mad.

You found a deep mythril mine below your dan's old land.

---
>>997065
Rain, you have developed gears.
And Suun is being trained in all 4 elements though he's not very good at it. Mages improve and learn a couple of spells.

---
>>997395
Millenium, you gain a total of 7 tiles, 300 population and another swordsman legion of 100. With good armours and suchlike. Fire magic started.

Fort built in the north.

---
>>997411
Shaman Holes Von Pits, you repair and strengthen the walls, you build another statue to Ames that's a victory memorial, you get a couple more tiles.
The attempt to help the fire spirit just enrage him. You do however learn how to repair injuries with flesh crafting. Very fast medic healing now.
---
>>997437
TrickQM, your cave man militia is much larger and more general human militia. You have some fucking amazing long range travel sailing ships.

They can cross around the world. It does take 2 turns due to needing to resupply though.

---
>>997653
MG Gajac you found Coltan in your jungle. And have started Project Quetzalcoatus drafts

---
>>997669
Claudius, you train 30 more legionaries and starting collecting and minting gold.
>>
Turn updates here.
>>
Rolled 99 (1d100)

>>998060
5 more necklaces for ma skelebros

illusion magery!!(roll)
>>
>>998091
>>Name: Dan The Necroman
>>Culture: Celtic
>>Color: Gray
>>Tiles: 0
>>Race: Skeleton
>>Population Rate: +15 Per Turn
>>Population: 10
>>Religion: Sky Skeleton
>>
Rolled 8, 23 = 31 (2d100)

>>998060
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Voodoo
>Religion
Gajac & Erdian Worship.
>Population
3177(2297 Lizards, 230 Ork slaves, 441 goblin slaves, 317 human slave, 204 animals)
>Location
Creeping Jungle

>Assets
Pteranodons
Tree sap(T4)
Fruit farms (T3)
T3 Holy Army (432 guys) ( I consider the animals I have as part of my army.)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Passive
Curse Research

Action 1; Begin making prototypes for Project Quetzalcoatlus.

Action 2; Expand.
>>
>>997985
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking (5 miles), Black Powder, water mining, Weak void attack
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 520 dwarves
The Capital, Uthar Geshud has around 249 dwarves,
The secondary fortress, Laust'olding, has 116 dwarves.
Zèler adur has 29 dwarves, This is an outpost fortress.
Thol arak has 29 dwarves, This is an outpost fortress.
Tokmek ruthösh has 29 dwarves, This is an outpost fortress.
Erlin bërûl has 29 dwarves, This is an outpost fortress.
Nekol nil has 42 dwarves, This is under dan's old land.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2+1), 1 champion (tier 4+1 due to good gear). 20 axes throwers (tier 3+1) 10 dwarf militia (tier 1+1)
10 Dwarf warriors (tier 2+1) 20 Hammerdwarves (bonus against armor) (tier 3+1) 3 void mages (acolytes?)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf

Actions
>Build weapons armor from this new metal. (both actions)
>>
>>997985
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 6 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:4

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 110 Ork soldiers at T4. War boss that conquers tiles every 2 turns

Population: 590 Orks, 150 War Skeletons, 334 Cyntaps, 831 humans

Even more deathbolt research spam

Dig deeper in the Death Gem Mine, maybe we can find out why they're formed here and we could use tat knowledge, or maybe I'll get gems faster. Who knows?
>>
Rolled 99 + 20 (1d100 + 20)

>>998060
Name: Namkha
Color: Pink
Race/Pop: 860 = 181 Elves(+1.1%) + 329 Satyrs(+7%) + 142 Humans(+5%) + 208 Dryads(+4%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy), (+30 Religion)
Hexes: 8+Dryad Duchy(4)=12

>Initiate Diplomacy with the Merfolk. If they don't ally/join us trade land-food, medicine and fishing nets for sunken treasure/weapons/whatever else they have of value. (+10 Diplomacy, +10 Grace)

>Have our Olympic champions begin training professional troops. (+10 Grace, +?? Champions)
No Roll
Glorfindel- Archery[T6]+Scouting[T2]
Tumnus- Spearman[T5]
Dodok- Infantry[T4]+Scouting[T2]
>>
>>998060
Create molten salt and weaponize it.
Spend both actions
>>
Rolled 70 (1d100)

>>998060
==Owbluff==

Kingdom: Apyr
Colour: Beige
Race: Goblin (+Werewolf Allies)
Tech learnt: Fleshcrafting (Body shaping magic)
Religion: Ames Shamanism
Assets: 1x Tin Mine, 1x Iron Mine, 1x Lead Mine, 1x Copper Mine, Basic Agriculture (++), Shapeshifters, 1x Fire Spirit, Tall stronk wargobbos w/ mauls and warhammers (+)
Buffs: Statue of Ames, God of War (+15 to rolls about Ames)

Action 1+2: Learn how to kill summons (ghosts, zombies, skeletons, etc.) with magic.
>>
File: Angel Map.gif (429 KB, 920x768)
429 KB
429 KB GIF
Rolled 63, 76, 34 = 173 (3d100)

>>998060
>Tech
Great bows, Homing arrows, Pottery, Explosive magic, White Magic, Net/Spear Combo, Super strength(on land), Super flying speed, Basic metallurgy,

230 angels - 250+ Ironwood forest nymphs - 60 Hybreds- 800 mushroom men 1/2 grown 1/2 teeny

God Hunt, lets see who Angels try to Worship
>Roll 1,Gajac & Erdian
>Roll 2, Armok.
>Dice 3,Ames
Pls respond god

>Action 2: Start Church in the city for all the pure people. Attenders will be safe when evil comes.

Passive

>Study more powerful reflective shields with a holy damage boost
>>
Rolled 74 (1d100)

>>998060
Civ: Demon Sex Cult

Leaders: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland), Baron E. von Killmen (Lord of Askak)

Military: Tier 3 Brown Elf Archers, Human Militia, Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi, Mind Control Tieflings

Current Population: 805 Succubi, 805 Incubi, 50 hellhounds, 250 Brown Elf Slaves (65 Tieflings), 1668 Human Slaves (262 Tieflings), 287 Orc Slaves (10 Pacifistic and Pink, 64 Tieflings), 337 goblin slaves (124 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry, Pottery, Prostitution, Kung Fuck, Martial Arts School, Mind Control Magic, Mind Control Magic School, Roads, Irrigation Techniques, Sushi, Pearls, Fishing Nets, Long Range Travel Sailing Ships

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village), Askak (large city)

Hexes: 37 (42)

Color: Purple

Turn 29 actions

>Begin Sailing to Caymoor [I should arrive there by Turn 31]

>Officially settle any desolation tiles irrigated enough to sustain a population (rolling)
>>
>>996893
Greetings, Great Decrepit One!
My friend Drachtma told me of your fascinating civilization and I just had to see for myself.
I have brought you gifts of fine furs and linen clothing as well as delectable perfumes.

I am actually interesting in trade with you.
As fellow creatures of nature, fire is a concern for us.
So we would love to incorporate some blue mushman and normal mushman spores into our garden of life. We are also interested in your metal armor.

In exchange we could offer fishing supplies, boats, leather, livestock, or even a small group of Satyr Milita [T2].

We look forward to good relations with your people as fellow mushroom quest refugees.
RIP "Civ Quest that won't be Abandoned"
>>
>>998174
>not including Namkha
_:C_
Namkha is just the deity of my people btw,
I only use it for id.
>>
>>998060
Name: Terra
Color: Dark Red
Race: Dwarves
Technology: Expert Metallurgy, crossbows
Religion: A Roman-esque pantheon
Location: Zarazar Mountains
Population: 270 Dwarves split 50-50 male and female
Military: 90 legionary's, 40 crossbowmen, 4 ballistas

Action 1: Build a road, wide enough to fit two ballista side by side, from the mountain hall to the fortress
Action 2: Construct a large stone wall around the road
>>
>>998091
Dan the Necroman, you now have 11 necklaces for underwater depth safety.

Wew. You learnt how to summon a score of illusions that behave completely realistically and are hard to dispell.

---
>>998108
MoonGod Gajac, your multi decades long research makes a little more FAIL HAHAHA nice roll. And you lose a tile.

---
>>998123
Lam Therleth, your build a couple of suits of mythril it is amazing stuff.
The swords are great too.
---
>>998126
Heodila the Lich you improve your murderous death bolt to be 6 instead of 5 enemies dead.
You improve the death gem well, 2 death gems a year.
---
>>998150
Namkha your olympic champions aren't that good quite yet but they do start training in archery spearman skills. minor improvements.
You open up diplo with merfolk they like you quite good. Yes they join you. 100 in totals spread out over three sea tiles.

---
>>998151
Spoopy congrats you got unbanned lol. You can melt salt and are attempting to fire it. Not successful just yet will be able to shoot up to 80 meters moderately accurately though very slow rate of fire in two turns.
---
>>998158
Shaman Holes on Pits, you can destroy ghosts and zombies and skeletons fairly easily with magic, however only single target for now and your rate of casting is not super fast. About once every 5 seconds.

---
>>998174
Drachtma, you do that god hunt thing. Pick who you like. You start a church in the city, that will stop demons from entering without feeling huge pain.
---
>>998197
TrickQM, you begin sailing to caymoor. You settle a few tiles with your excess population.

---
>>998215
Namkha, you do namkha stuff.

---
>>998490
Claudius, you build a wide road to and from the mountain hall and fortress.

You build a wall along the sides of the road.
>>
turn 31 here
>>
Rolled 82, 19 = 101 (2d100)

>>998513
More illusion magic

More illusion magic
>>
>>998513
>Turn 30
Continue training Suun and the elemental students in elementalism

Use architecture magic to improve temple

>Turn 31
Same first action as last turn

Build a temple to the four elemental gods using architecture magic a nice big temple
>>
>>998515
You mean turn 30, QM
>>
>>998515
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking (5 miles), Black Powder, water mining, Weak void attack, Mythril Refining
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 535 dwarves
The Capital, Uthar Geshud has around 256 dwarves,
The secondary fortress, Laust'olding, has 119 dwarves.
Zèler adur has 30 dwarves, This is an outpost fortress.
Thol arak has 30 dwarves, This is an outpost fortress.
Tokmek ruthösh has 30 dwarves, This is an outpost fortress.
Erlin bërûl has 30 dwarves, This is an outpost fortress.
Nekol nil has 43 dwarves, This is under dan's old land.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2+1), 1 champion (tier 4+1 due to good gear). 20 axes throwers (tier 3+1) 10 dwarf militia (tier 1+1)
10 Dwarf warriors (tier 2+1) 20 Hammerdwarves (bonus against armor) (tier 3+1) 3 void mages (acolytes?)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf

Actions
>Expand in the blade mountains, attempting to create a tunnel network through the rest of the eastern part, with 4 fortresses in this new expansion
>>
>>998513
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 6 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:6

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 110 Ork soldiers at T4. War boss that conquers tiles every 2 turns

Population: 620 Orks, 158 War Skeletons, 350 Cyntaps, 874 humans

Send my Ork soldiers to Super Kiwi island so I can claim those ruins.

MORE DEATH BOLT SPAM
>>
>>998515
Name: Terra
Color: Dark Red
Race: Dwarves
Technology: Expert Metallurgy, crossbows
Religion: A Roman-esque pantheon
Location: Zarazar Mountains
Population: 275 Dwarves split 50-50 male and female
Military: 90 legionary's, 40 crossbowmen, 4 ballistas
Settlements:
Terra: 125 population
Montis Minim: 150 population


Action 1: Make another batch of ballistas
Action 2: Add on to the fort emplacements for ballistas
>>
Rolled 20 (1d100)

>>998515
Civ: Demon Sex Cult

Leaders: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland), Baron E. von Killmen (Lord of Askak)

Military: Tier 3 Brown Elf Archers, Human Militia, Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi, Mind Control Tieflings

Current Population: 805 Succubi, 805 Incubi, 50 hellhounds, 253 Brown Elf Slaves (66 Tieflings), 1751 Human Slaves (303 Tieflings), 298 Orc Slaves (10 Pacifistic and Pink, 69 Tieflings), 371 goblin slaves (143 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry (Stone + Clay), Pottery, Prostitution, Kung Fuck, Martial Arts School, Mind Control Magic, Mind Control Magic School, Roads, Irrigation Techniques, Sushi, Pearls, Fishing Nets, Long Range Travel Sailing Ships

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village), Askak (large city)

Hexes: 40 (45)

Color: Purple

Turn 30 actions

>Incubi begin learning stealth to become sexual 'assassins' (emphasis on ass)

>Officially settle any desolation tiles irrigated enough to sustain a population (rolling)

[Arrive at Caymoor on Turn 31]
>>
Rolled 50+10, 50+10

>>998515
Name: Namkha
Color: Pink
Race/Pop: 1005 = 183 Elves(+1.1%) + 352 Satyrs(+7%) + 149 Humans(+5%) + 216 Dryads(+4%)+ 105 Merfolk(+5%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy), (+30 Religion)
Hexes: 11+Dryad Duchy(4)

>Improve army training with archers and spearmen. Both Champions now T6. (+10 Grace)

>Train merfolk & whales to sink ships. (+10 Grace)
>>
>>998515
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Voodoo
>Religion
Gajac & Erdian Worship.
>Population
3177(2480 Lizards, 239 Ork slaves, 485 goblin slaves, 332 human slave, 214 animals)
>Location
Creeping Jungle

>Assets
Pteranodons
Tree sap(T4)
Fruit farms (T3)
T3 Holy Army (442 guys) ( I consider the animals I have as part of my army.)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Passive
Curse Research
Project Quetzalcoatlus

Action 1; Improve my sap, I need iron-tier sap

Action 2; Research Alchemy
>>
Rolled 77 (1d100)

>>998515
==Owbluff==

Kingdom: Apyr
Colour: Beige
Race: Goblin (+Werewolf Allies)
Tech learnt: Fleshcrafting (Body shaping magic)
Religion: Ames Shamanism
Assets: 1x Tin Mine, 1x Iron Mine, 1x Lead Mine, 1x Copper Mine, Basic Agriculture (++), Shapeshifters, 1x Fire Spirit, Tall stronk wargobbos w/ mauls and warhammers (+)
Buffs: Statue of Ames, God of War (+15 to rolls about Ames)

Action 1: Study the deep ones in a non-hostile manner. Particularly their biology as adults.

Action 2: Expand northwest. (NO ROLL)
>>
File: Map of My Civ.png (5.43 MB, 4000x2000)
5.43 MB
5.43 MB PNG
>>998562

Pic of my Civ 4 reference.
>>
>>998515
>Tech
Great bows, Homing arrows, Pottery, Explosive magic, White Magic, Net/Spear Combo, Super strength(on land), Super flying speed, Basic metallurgy,

275 angels - 500 Nymphs - 80 Hybreds- 800 mushroom men Fully grown

>Send Detatchment of Angels to Caymoor. Tell them of the incoming Demonic threat and set up holy runes within the city.

>Strafe run the demon ships with NOT! 3 b16s and a small detatchment of normal explosive Angels with Holy shieldsRepulse any of that mindcontrol fuckery with holy rupulsion shield

Passive

Holy Shield magic!
>>
Rolled 65, 32, 2, 44 = 143 (4d100)

>>998515
Name:The Decrepit
Capital name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:2100 Giant:42 Blue:95 Red:190
Settlements:Lifeless Forrest(C):720 Mushinlet:560 Moshly:520 Mushry:440

Action:Start making constructs with the finished Rune magic the necromancer has been doing, making the construct out of limestone and normal stone.
Action:Make a draft for all abled bodied mushroom men, training them to be soldiers, marines and sailors. All being armed, trained and put into units/ships.

Action:Build more ships, making 3 massive flag ships to lead expedition to new lands, bringing soldiers, colonizers and spores of all kinds. While maintaining the normal ship construction.
Action:Start combining and testing some mixtures of sulfur from our mine, potassium from the mushroom soil and cole or charcoal also from our mine.
Passive actions:Start building roads out of stone, build some mine carts and tracks out of iron, but only in the mine and make archery/dueling a normal activity.
>>
>>998513
Set up guards to protect our youth, and develop the harpoons to be self-propellant.
>>
>>998582
Hey Manmush, do you want to trade with me?
See
>>998215
>>
>>998707
Like with the angles the mushroom people were very freaked out when strange human like people came ashore, most mushroom men hiding or avoiding contact with the men from the trading mission. It was only after the governor of the northern port city talked to captain, you were allowed to speak to the kinds of our fair lands. The meeting was a little awkward, mostly because the Mushroom people didn't really want anything that you had to offer, excluding a few people in the court who thought livestock and the soldiers were very intriguing, but in the end their voices went unheard.
"It was very kind of you to travel all this way to meet us, but it would seem we either wouldn't have a uses for or already have everything you are offering. Now with that said we are still open to trade and are willing to be give you spores of some shrooms and metal armor, but I do think we would like more than what you have offered. But we are willing to send a trading mission back to your home lands with tradeable goods, but we want to be assured our people will not be eaten by the monke- I mean humans of your population."
>>
>>998768
Alas, well it was a pleasure to establish contact regardless. Shall we leave it at signing a NAP for today?
Although I must say, your rolls don't seem to favor shipbuilding or army recruiting, and I don't see any evidence of meat producing tech on your stats.
For future reference, is there anything specific that you Would be interested in?
>>
>>998828
Well Mushroom people not need food of any kind, they are plants after all and we already have around 10 ships that are fit to sail along with a function navy, so making the voyage to your home land would be very possible. As for what we would like, I think the would included, mostly work animals, Herbalism and Dryads.
>>
>>998863
I also forgot, a Non-aggression pact would be great, we can also start a trade agreement for less important things such as stone, wood and copper for leather, live stock and bows/arrows
>>
>>998885
Ah, I can agree to that.

>>998863
>Work Animals
That, I have plans to work on soon actually.
>Herbalism
Ah, lets see here. We do have some herbal medicine that doubles the natural healing rate. Made from the best quality jungle herbs.
And our herbal incense we use in religious ceremonies. Our god seems to like it pretty well.
>>
>>998523
Dan the Necroman, you illusion powers allow you to make images of 60 moving skeletons.

---
>>998527
Rain, your temple is very good due to the architecture magic.
and training continuues. You build a cool as temple too.

---
>>998528
ahh yes.
---
>>998533
Lam Therleth, you take another 2 tiles into the Blade mountains and build a tunnel network.

---
>>998541
Heodila the Lich, you send some troops to SK island and claim the ruins tile.
You improveyour deathbolt to 7 people killed.

---
>>998547
Claudius, you make a half dozen of those cool ballistas and add them to the forts

---
>>998562
TrickQM, Incubi can sneak up to anything pointing their asses at the sneaking incubi.
You don't settle any of those tiles more than before.

---
>>998566
Namkha, you got gooder archers and spearmen And the merfolk and whales will sink ships that threaten them or look like they certainly will hurt you.
---
>>998568
MG Gajac, your sap is improved a little. Strong leather.
You learn how to build healing poltices.

---
>>998571
Shaman Holes Von Pits, you stuy the deep ones. They are quite cool.

You take a couple of tiles north west.
---
>>998580
Drachtma, you help out Caymoor and set up those runes. You strafe the demo ships but don't sink anything.

---
>>998582
ManMush, you start making constructs. One of them done. Arming the mushies goes okay. Your messing with sulfur and potassion and coal goes fairly fuckng awfully and there are explosions causing cave ins that will take 2 turns to fix.

---
>>998648
Okay. Guards are stopping most of the easily stopped mortalities.

---
>>998828
the talks are noted.
>>
>>999310
>pointing their asses at the sneaking incubi.

what did he mean by this?
>>
>>999310
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking (5 miles), Black Powder, water mining, Weak void attack, Mythril Refining
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 552 dwarves
The Capital, Uthar Geshud has around 264 dwarves,
The secondary fortress, Laust'olding, has 123 dwarves.
Zèler adur has 31 dwarves, This is an outpost fortress.
Thol arak has 31 dwarves, This is an outpost fortress.
Tokmek ruthösh has 31 dwarves, This is an outpost fortress.
Erlin bërûl has 31 dwarves, This is an outpost fortress.
Nekol nil has 44 dwarves, This is under dan's old land.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2+1), 1 champion (tier 4+2 due to Mythril gear). 20 axes throwers (tier 3+1) 10 dwarf militia (tier 1+1)
10 Dwarf warriors (tier 2+1) 20 Hammerdwarves (bonus against armor) (tier 3+1) 3 void mages (acolytes?) 10 Mythril Swordsdwarves (tier 3+2 due to mythril gear)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf

Actions
>Attempt to use the gunpowder to propel a stone ball at a high enough speed to kill (try to make early firearms) (both actions)
>>
Rolled 94, 13 = 107 (2d100)

>>999310
When I say illusion magic I mean invisibility part of illusion magic.

Illusion magic

Illusion magic
>>
>>999310
Now that the underground citadel is complete start moving people into it.

Also start working on magics to enhance the body.
Strength
Speed
Stamina
Etc
>>
>>999310
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 7 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:6

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 110 Ork soldiers at T4. War boss that conquers tiles every 2 turns

Population: 654 Orks, 166 War Skeletons, 372 Cyntaps, 933 humans

Begin the archeology, start checking out the ruins for ancient stuff.

See about developing a sense for magic, this way I can instantly tell when something, or someone is magic.
>>
Rolled 58 (1d100)

>>999310
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Voodoo
>Religion
Gajac & Erdian Worship.
>Population
4032(2678 Lizards, 248 Ork slaves, 533 goblin slaves, 348 human slave, 225 animals)
>Location
Creeping Jungle

>Assets
Pteranodons
Tree sap(T4)
Fruit farms (T3)
T3 Holy Army (453 guys) ( I consider the animals I have as part of my army.)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Passive
Curse Research
Project Quetzalcoatlus

Action 1;Now that Quetzal is finished, begin construction of a shipyard.

Action 2;Improve sap. I need iron quality!(roll4this)
Can I have an update on my curse research?
>>
>>999310
>>999310
Name: Terra
Color: Dark Red
Race: Dwarves
Technology: Expert Metallurgy, crossbows
Religion: A Roman-esque pantheon
Location: Zarazar Mountains
Population: 280 Dwarves split 50-50 male and female
Military: 90 legionary's, 40 crossbowmen, 10 ballistas
Settlements:
Terra: 127 population, 6 Ballista emplacements
Montis Minim: 153 population

Action 1:build a wall around Montis Minim
Action 2: build an underground path from Terra to Montis Minim
>>
The Cult Of The Sleeping Ones
Dark Blue
Deep Ones and a skeleton minority
Tech: Underwater construction, Primitive Harpoons
Pop: Tens of thousands spawn (mino size) 300 adults, 30 skeletons 1 lieutenant skeleton
Assets:
Fortified Hatchery
Rylth (capital)
Death Gem Farm
Molten sand cannons

Somehow, my ugly deep one god king got a half decent wife! Erdian is now married to Jeb!
>>
>>999532
Fugg off. That never happened.
>>
>>999532
D-d-did you just say MARRIAGE!?!?
>>
>>999695
He did not. He said married.
>>
>>999714
Typed married*
>>
>>999314
facing their backs to you baka.
---
>>999341
Lam Therleth, you will get a very basic aquibus in 20 turns.
---
>>999350
Dan the Necroman, you can go invis now. your illusions make farting noises every minute though.
---
>>999360
Rain, you populate the underground citadel and start improving upon attributes of body. Only vague improvements for now.
---
>>999367
Heodila the Lich, you stat archaeology and you are able to sense large amounts of magic but not small amounts.
---
>>999385
MG Gajac, you start a shipyard that will be done next turn.

When I said 30 turns for quetzal I meant literally 30 turns, not fricking turn 30.
Curse research is at -5 for a lot of things. -10 in relation to sleeping well.
Ony if you do the curse on someone though.

---
>>999479
Claudius, you build a wall around Montis Minim and an underground path from Terra to Montis Minim.
---
>>999532
SleepingOnesCultSpoopy, I am gonna say that you don't. others don't let you.
But you do marry your fugly guy to a sea goddess. She's quite unpowerful though.
---
>>
Rolled 64, 55 = 119 (2d100)

>>999788
all the illusion magic

I be lord of illusion
>>
Rolled 15 + 10 (1d100 + 10)

>>999310
Name: Namkha
Color: Pink
Race/Pop: 1005 = 183 Elves(+1.1%) + 352 Satyrs(+7%) + 149 Humans(+5%) + 216 Dryads(+4%)+ 105 Merfolk(+5%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy), (+30 Religion)
Hexes: 11+Dryad Duchy(4)

>Send group of merfolk & whales to sink the demon ships (+10 Grace, +?? fakkin merfolk and whales)

>Improve archer, spearman and infantry training. Infantry champ now T6.
(+10 Grace, +?? Champions)
No Roll
>>
Rolled 86 (1d100)

>>999788
Civ: Demon Sex Cult

Leaders: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland), Baron E. von Killmen (Lord of Askak)

Military: Tier 3 Brown Elf Archers, Human Militia, Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi, Mind Control Tieflings, Ninja Incubi

Current Population: 805 Succubi, 805 Incubi, 50 hellhounds, 256 Brown Elf Slaves (67 Tieflings), 1839 Human Slaves (347 Tieflings), 310 Orc Slaves (10 Pacifistic and Pink, 75 Tieflings), 408 goblin slaves (161 Tieflings)

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry (Stone + Clay), Pottery, Prostitution, Kung Fuck, Martial Arts School, Mind Control Magic, Mind Control Magic School, Roads, Irrigation Techniques, Sushi, Pearls, Fishing Nets, Long Range Travel Sailing Ships, Stealth Techniques

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village), Askak (large city)

Hexes: 40 (45)

Color: Purple

Turn 31 actions

>Establish a ninja school at the Shrine of Eternal Night to train incubi in the glorious ways of nippon ninjitsu stealth

>I have my brown elf Tier 3 archers shoot at any angel (WING NIGGER) they see with aphrodisiac-laden arrows to defend my poor demons (rolling)
>>
>>999788
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 7 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards, Can sense large sources of Mana

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:10

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 110 Ork soldiers at T4. War boss that conquers tiles every 2 turns

Population: 677 Orks, 174 War Skeletons, 383 Cyntaps, 976 humans

Since my Deathbolt is Extremely powerful now I'm going to make a different version using its power. I want to make a version where instead of a smaller bolt chaining to kill others all that power is condensed into a single Orb that when it strikes true and detonates it explodes and damages the Area with death energy.

I will also make a version of the death bolt that doesn't chain but instead shoots smaller weaker bolts that travel fast at a extremely high pace. Like a machine gun firing.
>>
>>999788
Continue enhancement magic.

Try to use magic turn wheels and operate gears and such. To open up the possibility of magic machines.
>>
Rolled 92, 89, 24, 62 = 267 (4d100)

>>999788
Name:The Decrepit
Capital name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:2700 Giant:47 Blue:120 Red:230
Settlements:Lifeless Forrest(C):750 Mushinlet:610 Moshly:580 Mushry:500

Action:Keep experimenting with sulfur and shit, just uh, out away from where it will cause more damage
Action:Keep trying to build massive flags ships for long distance expedition

Action:Have the construct and the necromancer make more constructs, making the first construct the elder rune master or some shit like that.
Action:Upgrade the mine by going deeper, using the giant mushrooms to do the heavy labor and adding minecarts and tracks
>>
Rolled 71 (1d100)

>>999788
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking (5 miles), Black Powder, water mining, Weak void attack, Mythril Refining
Arquebus 1/20 turns
Religion: Worship of Armok, The blood god
Location: In the Blade Mountains.
Total population is 569 dwarves
The Capital, Uthar Geshud has around 272 dwarves,
The secondary fortress, Laust'olding, has 127 dwarves.
Zèler adur has 32 dwarves, This is an outpost fortress.
Thol arak has 32 dwarves, This is an outpost fortress.
Tokmek ruthösh has 32 dwarves, This is an outpost fortress.
Erlin bërûl has 32 dwarves, This is an outpost fortress.
Nekol nil has 45 dwarves, This is under dan's old land.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2+1), 1 champion (tier 4+2 due to Mythril gear). 20 axes throwers (tier 3+1) 10 dwarf militia (tier 1+1)
10 Dwarf warriors (tier 2+1) 20 Hammerdwarves (bonus against armor) (tier 3+1) 3 void mages (acolytes?) 10 Mythril Swordsdwarves (tier 3+2 due to mythril gear)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf

Actions
>Sell the angels light armor.
> Try to reduce the amount of turns needed for arquebus (roll)
>>
Rolled 17 + 10 (1d100 + 10)

>>999788
Name: Namkha
Color: Pink
Race/Pop: 1051 = 185 Elves(+1.1%) + 376 Satyrs(+7%) + 156 Humans(+5%) + 224 Dryads(+4%)+ 110 Merfolk(+5%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy), (+30 Religion)
Hexes: 11+Dryad Duchy(4)

>Try to sink Demon ships again with small group of merfolk. (+10 Grace, +?? Racial
Bonus to all things aquatic)
If this whole Calmoor invasion thing gets resolved before this happens, I'd like to replace this action.

>Continue to improve training for all archers, spearman and infantry. (+10 Grace)
What tier and how many am I at now?
No Roll
>>
>>999788
Name: Terra
Color: Dark Red
Race: Dwarves
Technology: Expert Metallurgy, crossbows
Religion: A Roman-esque pantheon
Location: Zarazar Mountains
Population: 285 Dwarves split 50-50 male and female
Military: 90 legionary's, 40 crossbowmen, 10 ballistas
Settlements:
Terra: 129 population, 6 Ballista emplacements
Montis Minim: 156 population, a wall

Action 1: Breed
Action 2: Breed
>>
>>1000053
>>1000053
I already landed Namkha you cant sink my fucking ships.
>>
>>999788
>Tech
Great bows, Homing arrows, Pottery, Explosive magic, White Magic, Net/Spear Combo, Super strength(on land), Super flying speed, Basic metallurgy,

275 angels - 500 Nymphs - 80 Hybreds- 800 mushroom men Fully grown

>Raise the shields and sink the ships. Focus fire on any archers. Have the garrison at caymoor (My Angels and whatever human pop is there) fire arrows at the beached rats. No D-day for you

Have angels take a caymoor man to aro rd to tell them the demons are invading. They will believe this
>>
>>999788
can't stay awake or think straight.
will post absentee actions tomorrow.
>>
File: Republic of Caymoor.png (5.42 MB, 4000x2000)
5.42 MB
5.42 MB PNG
>>999788
Since this is the only real civ quest on /qst/ right I'm going to join.

Name: Republic of Caymoor

Color: Orange

Race: Humans

Location: Caymoor

Pop: 250 humans

Military: 150 soldiers

Technology: Anti-angel countermeasures. We've been eyeing those bastards slowing encroaching us for awhile now and have done our research.

Action 1: Repel the angelic aggressors attempting to garrison our homeland.

Action 2: Develop the holy magic nullifier

A bunch of aggressive fallen angels run up and tell us that 'Oh no the demons are invading' while stationing troops in our land? Fuck that. Go preach somewhere else you hypocrites.
>>
>>1000698
>>999788
Forgot my trip.

Go easy on me. I'm new to this.
>>
>>1000698
Hello, Neighbor.
>>
>>1000698
>1000698
>>1000730

You fucking sick nasty cunt.

Aristo is that you?
>>
>>1000743
Hello.

Is there an map with everyone on it? I need to get my bearings.

>>1000748
The fuck is an Aristo?
>>
>>1000750
I am in the blade mountains to the northwest of you, and the guy who did the maps had to stop
>>
>>1000750
FUCK OFF THANATOS AND STOP LETTING THE ANGELS FUCKING ASS RAPE ME FOR BULLSHIT REASONS
>>
>>1000777
Who is Thanatos?

Also I am here trying to defend my land from angels.
>>
>>1000777
they aren't ass raping you. Only the battle actions that you guys roll under my direction or when I say something happen occurs.

The last loss you had was 20% of the people who took part in the navy expedition. They were killed by 530 AD F16s.

You are fiine.
>>
>>1000805
How the fuck do you guys have F16s?
>>
quetzal and project quetzalacananlksdlask;s are different, sorry.

>>1000813
Angel dudester has 6 angels capable of shooting magical homing missiles whilst flying.
>>
>>1000829
I shot those WING NIGGERS down on my turn though
>>
>>1000829
And this is thread one? Damn talk about a powergamer.

He's one of those guys that'll minmax in tabletop huh?
>>
>>1000834
yeah you took one of them down.

>>1000835
My balancing is still better than Dota 2's
>>
>>1000853
>My balancing is still better than Dota 2's
That ain't saying much m80.

Well hopefully I can at least hold the line even though I joined late.
>>
>>1000855
I should mention that the angels and me are allied and worship the same god after their god denounced them.
>>
>>1000861
>their god denounced them.

Then they aren't fucking angels are they.
>>
>>1000861
Well I'm not the aggressor here. If they fuck off we'll have no trouble.

But maybe you should be wary of ANGELS THAT GOT DENOUNCED BY THEIR OWN GOD as allies. Something doesn't seem right about that.
>>
>>1000863
>>1000867

Well in occultism angles are just angelic beasts that are so holy, pure and majestic that you eyes would burn with just one look. That's why actual angles have 6 wings, 2 to fly and 4 to cover themselves.
>Long way to say they aren't connected to any gods,they are an interdependent beast, much like how demons are connected to gods, they just kind of are alive and have powers.
>>
https://discord.gg/NR626
>>
>>1000872

>So holy pure and majestic

>literally air raiding civilians with f16s

>literally denounced by their god

>literally allied to evil experimentation dwarves

Yeah, nah.

You're about as holy as a piece of shit.
>>
>>1000867
To be honest, their god got mad at them for building a house with a roof, so he was a dick.
>>
Rolled 80 (1d100)

>>999788
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Voodoo
>Religion
Gajac & Erdian Worship.
>Population
4337(2892 Lizards, 257 Ork slaves, 586 goblin slaves, 365 human slave, 237 animals)
>Location
Creeping Jungle

>Assets
Pteranodons
Tree sap
Fruit farms (T3)
T3 Holy Army (465 guys) ( I consider the animals I have as part of my army.)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Passive
Curse Research
Project Quetzalcoatlus

Action 1; Begin expanding westward in my colony tiles I got some daniel (roll4this)

Action 2;Recruit more Lizards into the army. Orkz and Humans are welcome too.
>>
>>1000884

>I'm not evil, GOD IS

[TIPPING INTENSIFIES]
>>
>>1000876
I'm a living Mushroom, I thought it was obvious I wasn't holy.
>>
>>1000891
ooops
>>
>>1000855

You still there man or are you going to confirm you're Thanatos?
>>
>>1000955
>make a quest that has nineteen people in it

>make myself my own civ to play in it

>now only have twenty civs to keep track of.

Fuck that. It's just a newcomer who wants to have some fun.
>>
>>1000955
Yeah I'm still here
>>
>>1000993
>>1000990

>1 minute apart.

Suuuuuuuuuuuure, alright.

Well Blisk. I guess if you're a TOTALLY LEGITIMATE civilization I'll leave you to it. Do you want to convert to my hedonistic fuck cult?
>>
>>1001003
I'll need to think about that. Are you in a position to help me against these """"""angels""""""?
>>
>>1001010
hope so, if you he isn't I will be nice to you.
>>
>>1001011
Define 'nice to me'.

Cause honestly I need all the help I can get.
>>
>>1001014
since you are starting thirty years late, your main settlement has a thousand people in it and you can pick a couple of specialties.
>>
>>1001010

I can give you 201 humans to boost your population AND an excellently made long range travel sailing ship if you give me a guy who can teach me some anti-angel countermeasures. I assume since it isn't my focus though mine won't be as good as yours.
>>
>>1001022
Wow alright thanks. I'll make good use of them.

Anti-Angel is one my specialties already.
The other can be Protection magic. Defensive shields, magic reflect, etc.

>>1001023
I can take that deal. Not going to join your religion just yet though.
>>
>>1001031
Well we can't do anything until I spend a turn on establishing the trade next turn. From then on we can trade freely.
>>
>>1001082

ESCAPE THE BURNING THREAD


RUN TO SAFETY RUN RUN RUN!!



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