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This will be a simple semi-freeform game with some rules which I hope won't limit player action, but instead, enrich the world and make conflict resolution easier.

As many players as want can join and can join at any time. Keep in mind it will be a long quest a few weeks or so; you can post 2 actions per round around is every day or every time 5 players posted. Fluff-posts and diplomatic actions are not limited by this.

We start in the Early Iron Age and Civs don't know one another so RP first contact and exploration. Also no tech-rushing!

If you want to take secret actions like sending out spies PM me on Discord, ah... AND ALL DRAMA IS TO BE KEPT ON THE DISCORD SERVER: https://discord.gg/cDSByP

To apply to give this information:
Nation&Race Name:
Capital Name:
Colour:
Starting Location:
Starting Fluff:
Special Mechanic:
> mechanic which is decided by a 1d100 roll 1-30 fails rest succeeds. It can be stuff like raiding or ritual based magic. (odds can be changed by your or enemy actions)

Distribute a total of 20 points between those traits:
> Lifespan: (in turns/irl days)
- named characters after they pass the lifespan will roll every turn whether they die (I'll do that)
> Breeding Speed:
> Physical Power:
> Magic aptitude:

There will be other "Stats" I will be keeping track off and everyone starts with 5's across the board, stat growth depends on the actions you take and they also grow passively over time:
> Military Power
- Militarisation - percentage of Population capable of war and overall civilian fighting capability
- Troop Quality - experience, training, etc of troops
> Economic Power:
- Urbanization - density of industrial sites
- Trade Power - the amount of trade going in and out (trade can only be done per trade route!)
> *Naval Power - amount of ships contributes to Economic and Military power.
> Technology Level
> Cultural Power - you gain it from writing fluff, the stronger the culture the harder to wipe out it is. If a low culture nation conquers a high culture one's city you get what happened with Rome when they conquered Greece. (they adopt the conquered culture instead of assimilating or whipping it out) Quality of fluff matters too.
>>
Nation&Race Name: Varni & Drow
Capital Name: Reynrens
Colour: Black
Starting Location: Bottom left land mass. North tip of the lake.
Starting Fluff: Tbc
Special Mechanic: Infernal rituals: Can sacrifice as living sentient in exchange for summoning an infernal spirit and putting it into a vessel.

> Lifespan: 10
> Breeding Speed: 2
> Physical Power: 1
> Magic aptitude:7

Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
>>
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Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red
Starting Location: See Map
Starting Fluff: The Hobgoblins of Arakzi founded their state in the wake of several conflicts with the Bugbear and Goblins of the forests and Taiga. Eventually conquering them through superior arms and tactics, the Hobgoblins sit at the top of the social strata of Arakzi with Goblins at the bottom of the totem pole. Their society, born out of conflict, is regimented, militaristic, and strictly caste-based dependent upon race for positioning. Hobgoblins may be found in the leadership of any job type, but goblins and bugbears exist primarily to serve - as labor in the case of Goblins or as soldiers in the case of Bugbears. Binding the society together is a rigid honor code that places personal honor and service above every other virtue. Dishonor is punished with social stigmatization and redeemable only through deed or suicide. Lies, trickery, and deceit are all accepted and laudable in the service of another greater authority. Of those authorities, none are greater than the Domnakal, supreme ruler of all Goblinoids.
Special Mechanic: Military Machine - The nation is adept at gearing up for and performing in extended wars of conquest.
------
Lifespan: 4
Breeding Speed: 7
Physical Power: 7
Magic aptitude:2
------
Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5
>>
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>>3570619
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Colour: Red
Starting Location: North-west continent, Plains near the northern rivers.
Starting Fluff: Around 2,000 years ago, the area of “modern” Mroen was first settled by tribes of humans, and plains elves. Over the years, the tribes coalesced into minor towns, then after numerous skirmish-wars, the territory was united under a city of the name Mroen. It’s access to the river nearby allowed for better irrigation and fishing, giving it a sizable surplus of food in those times. The conquest of the other tribes and villages was slow, with equal parts diplomacy and warfare. In those times, many were crippled when a drought swept the area, leaving many to starve and die. Mroen, however, was able to endure thanks to it’s aforementioned food surpluses. With its greatest rivals in the region crippled, the elders of the city reached out to them, and demanded they join or be put to spearpoint. The results were much as one would expect. In the end, the area was firmly under the control of the City-state, and with the discovery of iron deposits, entered the iron age. Their military relies on solid corps of spearmen and heavy infantry with light elements of cavalry and skirmishing forces, and armies fighting Mroen would be looking at what looked like bronze armored hedge rows of spears and blocks of armored swordsmen. The economy relies heavily on agriculture and fishing, with no real artisan class to speak of aside from the occasional smith or carpenter.
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
>>
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>>3570619
Nation&Race Name: Fei Gua/ Monos (Monkey-folk)
Capital Name: Bì-Zhu
Colour: Gold
Starting Location: anywhere in pic
Starting Fluff: When the Gold Monestary fell in disarray, the dying energy rained upon groups of monkey, apes ad so on. Imbuing with a higher state of mind and bodies; allowing them to think and fight beyond primal instincts. The last surviving gods saw this and believed these people should carry on their teachings. They thought the Monos how to build, make clothes.
Special Mechanic: Purify of the Soul and Body: The Monos are a hearty bunch and flowing with chi. They're resistant to illnesses and magic affecting the mind.
Lifespan: 7
Breeding Speed: 5
Physical Power: 6
Magic aptitude: 2
>>
>>3570972
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
>>
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>>3570619


Nation&Race Name: Sacred Kroxigan Kingdom. Race: Krox (bipedal crocodile creatures.)
Capital Name: Phangriph
Colour: Cyan
Starting Location: See Map
Starting Fluff: The flow of the rivers is the flow of life, when in desert lands. So the King who controls the river can come to be seen as blessed by the gods themselves, a conduit between this world and the next. Beneath him toil the priests, and beneath them workers and fisherkrox. Society is a Pyramid, and the Pharoh will always be at the very top. The Krox have just on their third Pharohic dynasty, finally ending the civil war that had plagued them since Akhmungnaw II died with only daughters to succeed him.
Special Mechanic: Divine Statues. The Kroxigans erect statues of their many deities to protect them from mystical Threats. It is said that in dire peril the gods themselves will inhabit the Statues and make them march in defense of the Kingdom.

Distribute a total of 20 points between those traits:
> Lifespan: 7
> Breeding Speed: 4
> Physical Power: 7
> Magic aptitude: 2
>>
>>3571012
That's the exact spot I picked for myself.
>>
>>3571070
Look at the cyan circle. He's next to me.
>>
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Nation: The Grand House
Population: Men Of The House/Mafioso/Made Men
Capital: The Grand House
Colour: Orange
Starting location: i can open any picture on my browser for some reason.just put me close, but not too close to the Mroen or monkey men.
Fluff: The House is a respectatble and regal organisation headed by the the godfather Dio. We freqeuntly ingage in dealings with other highly respectable states which we find to follow many of our personal values and ideals. we hope to have wonderfully profitable and benificial dealing with all those who wish to do so, as we all, at The House, extend a most welcoming hand.

Lifespan: 5
Breeding: 8
Physical: 7
Magic: 0

Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5
>>
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>>3570945
>>3570971
>>3570972
>>3570975
>>3571012
>>3571141

OK, all nations added to the map and accepted. From now on you can take action. Some rules concerning that.

1. You expand 2d8 tiles per expansion action.
2. You will encounter wild tribes when exploring.
3. Keep in mind none of you know that the other exists.

All nations are as fine as they are. The Kroxian ability for statues to awaken in a defensive war is a bit op so instead of 70% starting a success chance it'll have 50%.

Dio's ability... I don't know what you even want to roll for. Establishing connections with the underground of foreign nations after meeting?
>>
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Rolled 8, 8 = 16 (2d8)

>>3571169
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Colour: Red
Starting Location: North-west continent, Plains near the northern rivers.
Starting Fluff: Around 2,000 years ago, the area of “modern” Mroen was first settled by tribes of humans, and plains elves. Over the years, the tribes coalesced into minor towns, then after numerous skirmish-wars, the territory was united under a city of the name Mroen. It’s access to the river nearby allowed for better irrigation and fishing, giving it a sizable surplus of food in those times. The conquest of the other tribes and villages was slow, with equal parts diplomacy and warfare. In those times, many were crippled when a drought swept the area, leaving many to starve and die. Mroen, however, was able to endure thanks to it’s aforementioned food surpluses. With its greatest rivals in the region crippled, the elders of the city reached out to them, and demanded they join or be put to spearpoint. The results were much as one would expect. In the end, the area was firmly under the control of the City-state, and with the discovery of iron deposits, entered the iron age. Their military relies on solid corps of spearmen and heavy infantry with light elements of cavalry and skirmishing forces, and armies fighting Mroen would be looking at what looked like bronze armored hedge rows of spears and blocks of armored swordsmen. The economy relies heavily on agriculture and fishing, with no real artisan class to speak of aside from the occasional smith or carpenter.
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
---------------------------
Actions:

1. With our lands secure for the most part, and our population increasing, we require more lands to expand into. Downriver scouts have spotted great mountains, and even more plains. Settlers are gathered and sent into the frontier to establish towns and camps to make a foothold in the area.

2. For a long time, our military has consisted of levies from the former tribes that made up our lands. With our population being what it is now, and with the military minds of our city coming to an agreement, our people shall now be protected by a unified, professional army. Soldiers will need to purchase what equipment they can afford, but with pay, they will prove to be a dedicated fighting force to defend our lands and expand our interests.
>>
Rolled 6, 6 = 12 (2d8)

Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red
Starting Location: See Map
Starting Fluff: The Hobgoblins of Arakzi founded their state in the wake of several conflicts with the Bugbear and Goblins of the forests and Taiga. Eventually conquering them through superior arms and tactics, the Hobgoblins sit at the top of the social strata of Arakzi with Goblins at the bottom of the totem pole. Their society, born out of conflict, is regimented, militaristic, and strictly caste-based dependent upon race for positioning. Hobgoblins may be found in the leadership of any job type, but goblins and bugbears exist primarily to serve - as labor in the case of Goblins or as soldiers in the case of Bugbears. Binding the society together is a rigid honor code that places personal honor and service above every other virtue. Dishonor is punished with social stigmatization and redeemable only through deed or suicide. Lies, trickery, and deceit are all accepted and laudable in the service of another greater authority. Of those authorities, none are greater than the Domnakal, supreme ruler of all Goblinoids.
Special Mechanic: Military Machine - The nation is adept at gearing up for and performing in extended wars of conquest.
------
Lifespan: 4
Breeding Speed: 7
Physical Power: 7
Magic aptitude:2
------
Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

1. Expand
The Goblinoid state spreads its influence down the river tributaries, establishing new farmsteads and villages in good growing locations as they move. Goblins are driven forward, first to settle Hobgoblin plantations and industrial farms. There they grow grain, edible fungi, rice, and beans for consumption and export to Karpol and its satellite towns.

2. Develop Economy
The unification of the Goblinoids has led to some changes in the economic structure to facilitate the new caste system. Hobgoblin and to a much lesser extent Bugbear artisans are supported by large numbers of goblin domestic servants. Aided in such a way, the Masters and Journeymen can focus on high-skill labor while leaving the menial tasks to the Goblin snaga.
>>
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>>3570619

Nation & Race Name: Theocracy of Lyria / Lyrian (Pale Humans)
Capital Name: Yula
Colour: Purple
Starting Location: See Map
Starting Fluff: Lyrians stopped wandering the taigas in the south, and unified when their Goddess appeared before them and showed them the way to the Lake of Mirrors. A few of the elder members of the early Lyrian tribes gathered around and formed a council, claiming that they would see the will of the Goddess done in this new sacred land, as long as Lyrian people would remain faithful and united. Lyrians have a very strict faith, praying for repentance for even the most inane of sins. They are very culturally rich, defensive in nature and are open to trading with other civilizations as long as they respect their Goddess, borders and their traditions.
Special Mechanic: Pardoners - The secret service and special force under the Exarch Council's ruling, they keep order inside the civilization's borders exceptionally and can culturally influence other nations in secret, so that Lyrian faith can prevail and other civs are less prone to attack the Theocracy.

>Lifespan: 5
>Breeding Speed: 3
>Physical Power: 5
>Magic Aptitude: 7

Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
>>
Rolled 8, 4 = 12 (2d8)

>>3571169
Nation&Race Name: Fei Gua/ Monos (Monkey-folk)
Capital Name: Bì-Zhu
Colour: Gold
Starting Location: anywhere in pic
Starting Fluff: When the Gold Monastery fell in disarray, the dying energy rained upon groups of monkey, apes ad so on. Imbuing with a higher state of mind and bodies; allowing them to think and fight beyond primal instincts. The last surviving gods saw this and believed these people should carry on their teachings. They thought the Monos how to build, make clothes.
Special Mechanic: Purify of the Soul and Body: The Monos are a hearty bunch and flowing with chi. They're resistant to illnesses and magic affecting the mind.
Lifespan: 7
Breeding Speed: 5
Physical Power: 6
Magic aptitude: 2
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5

>1
Try to create a writing system. The mind can be forgetful.
>2
Expand to the North
>>
Nation: The Grand House
Population: Men Of The House/Mafioso/Made Men
Capital: The Grand House
Colour: Orange
Starting location: i can open any picture on my browser for some reason.just put me close, but not too close to the Mroen or monkey men.
Fluff: The House is a respectatble and regal organisation headed by the the godfather Dio. We freqeuntly ingage in dealings with other highly respectable states which we find to follow many of our personal values and ideals. we hope to have wonderfully profitable and benificial dealing with all those who wish to do so, as we all, at The House, extend a most welcoming hand.

Lifespan: 5
Breeding: 8
Physical: 7
Magic: 0

Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

[THE RECORD]

1 - some of the men head south from The House on orders to to put off a trator. However with the apex of the boat ride shadows were sighted from the sea by one of the men.
---Comunications Begin With the Fei Gua---
2.
---Nothing More---

[End Of Record]
>>
>>3571290
As you expand things go well and along the plains as you encounter many Elven tribes willing to join your cause or leave into other lands after minor payments. The land is empty and dangerous, but nothing your tribal warriors did not see before. The expansion goes smoothly until the mountains where your supplies seem to go missing and people getting lost. You can officially claim to own the mountains, but not settle there or truly control the land yet.

Establishing a career army brings with it the benefit of a sharp increase in troop quality and industrial output by the common man who has not to worry about being trained for war. Still this causes a vast majority of civilians to be untrained and make recruitment of troops a longer undertaking as you need to train them from scratch.

>>3571311
The Rivers provide ample soil for growing plants, but there seem to be problems with the mushrooms. Raids from wild goblins are rare as they see no reason to attack their kin.

Specialization increases the economical efficiency but decreases versatility. This drives a further divide between the 3 allied races and the ones in the lowest strata are anything, but happy about their place in it and some goblins can be seen escaping into the wild.
> please do race tables for all 3 races, not one for all 3 especially as you introduce specialization

>>3571358
The simple drawings which were long used to communicate about herds of pandasheeps suddenly evolved as a young boy was told to tell his uncle that a daughter was born to his father. Quickly he scribbled onto pandasheep skin a drawing of a pandasheep next to a human girl drawing. For the words sound similar in their tongue. And in this way, the written language is born. Still clunky, and slow but a form of text nonetheless is quickly gaining traction.

As you expand North you have to fight your way through Goblin tribe after Goblin tribe, but the goal is accomplished. Even taking control of an important strait. Finally, you encounter a foreign people akin to yourself, but hairless wearing weird clothing, killing one of their own by drowning.
>>
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>>3571493
Fag of a pic didn't post.
>>
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Rolled 7, 3 = 10 (2d8)

>>3571496

Nation & Race Name: Theocracy of Lyria / Lyrian (Pale Humans)
Capital Name: Yula
Colour: Purple
Starting Location: See Map
Starting Fluff: Lyrians stopped wandering the taigas in the south, and unified when their Goddess appeared before them and showed them the way to the Lake of Mirrors. A few of the elder members of the early Lyrian tribes gathered around and formed a council, claiming that they would see the will of the Goddess done in this new sacred land, as long as Lyrian people would remain faithful and united. Lyrians have a very strict faith, praying for repentance for even the most inane of sins. They are very culturally rich, defensive in nature and are open to trading with other civilizations as long as they respect their Goddess, borders and their traditions.
Special Mechanic: Pardoners - The secret service and special force under the Exarch Council's ruling, they keep order inside the civilization's borders exceptionally and can culturally influence other nations in secret, so that Lyrian faith can prevail and other civs are less prone to attack the Theocracy.

>Lifespan: 5
>Breeding Speed: 3
>Physical Power: 5
>Magic Aptitude: 7

Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

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

1. Expand

The Exarch Council, seeing as the population is starting to grow quickly, rule the need to expand south, as to reclaim the taigas of old that once served as the untamed home of their ancestors.

2. Acquire resources

Timber is needed to pass the winter in the cold seasons, as the climate in Yula is far from forgiving at those times. If it were not for the lake to temperate things a bit, the Theocracy would need to take more desperate measures. Taking advantage of their planned expansion, Lyrians are going to build sawmills in the cold forests beyond the lake, as to export wood and materials to the capital.
>>
>>3571169

Nation&Race Name: Sacred Kroxigan Kingdom. Race: Krox (bipedal crocodile creatures.)
Capital Name: Phangriph
Colour: Cyan
Starting Location: See Map
Starting Fluff: The flow of the rivers is the flow of life, when in desert lands. So the King who controls the river can come to be seen as blessed by the gods themselves, a conduit between this world and the next. Beneath him toil the priests, and beneath them workers and fisherkrox. Society is a Pyramid, and the Pharoh will always be at the very top. The Krox have just on their third Pharohic dynasty, finally ending the civil war that had plagued them since Akhmungnaw II died with only daughters to succeed him.
Special Mechanic: Divine Statues. The Kroxigans erect statues of their many deities to protect them from mystical Threats. It is said that in dire peril the gods themselves will inhabit the Statues and make them march in defense of the Kingdom.

______________

Lifespan: 7
Breeding Speed: 4
Physical Power: 7
Magic aptitude: 2

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

Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5

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

Actions;

1:) We expand along the rivers and waterways, taming the lands and the waters to put them to Pharoh's service.

2) We raise a force of warriors, to train as professionals in service of gods and Pharoh. This warrior class will defend us from any foes and beasts the desert might throw at us, as well as maintain the order of society.
>>
>>3571461
While finishing off the green hairless monos, Xui saw a group of Mono who are also hairless and wearing strange Clothes. They were dunking one of them into the water. He thought they were playing a game and wanted to join. But the one they were dunking in the water didn't come up for a long time. "Oh, they killed him. That's not nice." Xui thought of leaving and forgetting about this, but he knew the people would want to know about it. So if he went back to inform the masters. They pondered a bit until they decided to send their strongest and wisest Mooks to meet with these hairless Mono. A curious bunch who play deadly games; most strange beings. They meet in the same place.
>>
Rolled 2, 5 = 7 (2d8)

Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red
Starting Location: See Map
Starting Fluff: The Hobgoblins of Arakzi founded their state in the wake of several conflicts with the Bugbear and Goblins of the forests and Taiga. Eventually conquering them through superior arms and tactics, the Hobgoblins sit at the top of the social strata of Arakzi with Goblins at the bottom of the totem pole. Their society, born out of conflict, is regimented, militaristic, and strictly caste-based dependent upon race for positioning. Hobgoblins may be found in the leadership of any job type, but goblins and bugbears exist primarily to serve - as labor in the case of Goblins or as soldiers in the case of Bugbears. Binding the society together is a rigid honor code that places personal honor and service above every other virtue. Dishonor is punished with social stigmatization and redeemable only through deed or suicide. Lies, trickery, and deceit are all accepted and laudable in the service of another greater authority. Of those authorities, none are greater than the Domnakal, supreme ruler of all Goblinoids.
Special Mechanic: Military Machine - The nation is adept at gearing up for and performing in extended wars of conquest.
---- Hobgoblins
Lifespan: 5
Breeding Speed: 5
Physical Power: 6
Magic aptitude:4
--- Bugbears
Lifespan: 5
Breeding Speed: 3
Physical Power: 12
Magic aptitude: 0
--- Goblins
Lifespan: 3
Breeding Speed: 10
Physical Power: 3
Magic aptitude:4
------
Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

1. Civil Assimilation
A key part of the unions of Goblinoids is the conclusion of the conflicts that had plagued them. The Hobgoblins did not merely defeat the Goblinoids, they also broke them. In a ceremony symbolizing final victory the Hobgoblin God Vykul consumed the Bugbear and Goblin Gods, replacing them with himself. It is crucial that Goblins and Bugbears understand their new roles in this union, and that will come at the whip and the carrot if necessary. To do this the Hobgoblin Domnakal begins reordering society along a more bureaucratic line. Through delegating power to local authorities of each of the three races but with final power resting with his legal and military authority he can better control the tri-racial make-up of his empire. Goblins with the right aptitude can test to be admitted into the ranks of this bureaucracy where they can serve low level functions and be the Domnakal's face to his tiny subjects. Bugbears are generally stupid but strong and easily led by those with force of personality. For this reason, finding and co-opting Bugbear leadership is essential as it is easier to keep them in line than the Goblins who have a degree of crafty intelligence. Hobgoblins, being the privileged race have the easiest time achieving space in the budding state offices and hold all of the top positions.

2. Expand West
Continue our expansion toward the mountains.
>>
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Rolled 1, 1 = 2 (2d8)

>>3571550
>>
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>>3571564
fuck forgot my pic
>>
Rolled 1, 6 = 7 (2d8)

>>3571493
Nation&Race Name: Fei Gua/ Monos (Monkey-folk)
Capital Name: Bì-Zhu
Colour: Gold
Starting Location: anywhere in pic
Starting Fluff: When the Gold Monastery fell in disarray, the dying energy rained upon groups of monkey, apes ad so on. Imbuing with a higher state of mind and bodies; allowing them to think and fight beyond primal instincts. The last surviving gods saw this and believed these people should carry on their teachings. They thought the Monos how to build, make clothes.
Special Mechanic: Purify of the Soul and Body: The Monos are a hearty bunch and flowing with chi. They're resistant to illnesses and magic affecting the mind.
Lifespan: 7
Breeding Speed: 5
Physical Power: 6
Magic aptitude: 2
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5

>1
Settle a new city in the north among the coast and named it Pin (a road too if it counts as part of the action)
>2
They're still getting used to the enlightenment. Their bodies are strong, but their intellect needs some work. Work on a education system to teach more mundane things to the Monos
>>
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Rolled 6 (1d100)

>>3571493
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Colour: Red
Starting Location: North-west continent, Plains near the northern rivers.
Starting Fluff: Around 2,000 years ago, the area of “modern” Mroen was first settled by tribes of humans, and plains elves. Over the years, the tribes coalesced into minor towns, then after numerous skirmish-wars, the territory was united under a city of the name Mroen. It’s access to the river nearby allowed for better irrigation and fishing, giving it a sizable surplus of food in those times. The conquest of the other tribes and villages was slow, with equal parts diplomacy and warfare. In those times, many were crippled when a drought swept the area, leaving many to starve and die. Mroen, however, was able to endure thanks to it’s aforementioned food surpluses. With its greatest rivals in the region crippled, the elders of the city reached out to them, and demanded they join or be put to spearpoint. The results were much as one would expect. In the end, the area was firmly under the control of the City-state, and with the discovery of iron deposits, entered the iron age. Their military relies on solid corps of spearmen and heavy infantry with light elements of cavalry and skirmishing forces, and armies fighting Mroen would be looking at what looked like bronze armored hedge rows of spears and blocks of armored swordsmen. The economy relies heavily on agriculture and fishing, with no real artisan class to speak of aside from the occasional smith or carpenter.
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
---------------------------
Actions:
1. [Tribal Allegiances] Ask locals in and around the mountain about what they know. Resources, dangers, etc...

2. Developments into Iron armor has lead to Chainmail. The armor is very protective, but is also expensive to produce. Thus, it has gained much popularity among the wealthy nobles who enlist in the cities military.
>>
>>3571493
>>3571496
In an unassuming part of the world, not in the mountains nor in the sea a metal vessel falls from great heights, the container of greed is about the size of a ship of the line, and within it is contained a strange race of short faced traders.

The Shtihnyr (Shtih-near, shtih as in shtick with the c and k replaced with an h and nere as in nearby) reside within.

The Shtihnyr are a race whose motives and psychology are alien to the races of this world, many of them value things which most would find of little value while scoffing at the thought of things like unpractical precious metals and gems being as any real value.

They are a practical race, having no cares for things such as aesthetics or spirituality, this can be seen in their clothing and homes, as they only wear what is most practical (usually decently sanitary brown cloaks and whatever metal trinkets are required for them) and their homes alongside their vehicles are hodgepodge combinations of whatever they find to be most efficient, or sometimes even just the laziest solution as to not cut into times for trade and barter. For instance one might, instead of repairing a sword with whatever metal it was made of simply solder on whatever decent metals they have on hand and proceed with a quick sharpening so that they can get back to whatever one was doing before then.

Their diets are also xenic in nature, as they are actually able to live off of fairly minimal diets, which can include anything biological that isn’t innately poisonous, such as rotten or mummified meat or some weeds from off the side of the road.

They have no concept of love or leisure, and they raise their young in a manner similar to those lowly creatures which abandon their young at birth. The gaining of the goods that they believe will get them the best goods is what they truly value. Though they may be assumed to perhaps suffer from species wide sociopathy they aren’t without their concessions, as they will comply with any trade policies the people they are trading with has unless that policy warrants smuggling or resorting to the black market, and that of course means every caravan of goods from a distant land will always come with some illegal substance or tool peddlers, though the masters of the caravans will always try to distance themselves from such dealings as long as doing so has big risks involved which could sabotage profits.

They work on a system of meritocratic prestige, the more wealthy one is the more members or other bands they will attract, creating large caravans which dwarf the single unit caravans of Shtihnyr who fly solo. (Cont.)
>>
Mroen Lore: Plains Elves

Pale skinned folk, the Plains elves could easily be mistaken as human from a distance, with ears ending in only a slight point, similar body structure to humans, and only slightly higher magical aptitude. Plains elves have inhabited the area where Mroen lies for about as long as humans have, and their pre-modern cultures were similar to that of humanity in the area. While incredibly similar to humans, and also able to reproduce with humans, their offspring cannot bare further children. This fact leads to marriages between the two races being rare, but not unheard of. The elves live slightly longer than humans, and have a slightly longer gestation time before birth. The elves are able to perform just as well as their human counterparts in almost all things, and prefer roles as lightly armored phalanx spearmen.
>>
>>3571625
(Pictured, a Shtihnyr)
Due to their nature Shtihnyr would only go to war in the defence of their trade or their race, as they all understand that keeping the Shtihnyr race dominant in the markets is the most valuable commodity in the world. Instances of large numbers of Shtihnyr caravans going to war are referred to in Shtihnyr society as “Choi Hoii Chiyr”, or in a more common tongue “Mercenary Jihads”, which are never organized around extermination (unless that is absolutely required) but are instead done out of a desire to open up foreign markets.

Though they can be fairly trusted if one is under the protection of the law if they can they will kill if it brings them profit, even if it’s just a simple knife as long as the reward outweighs the risk they will go in for the kill.

Racial traits:
Limbs:
2 main arms, 2 secondary (like the alien queen from alien, but longer and simply more slender than the main limbs)
2-4 legs
Average weight 1.4 times that of an average human male, regional variation may apply

Starting location: wherever the OP sees fit, just not in a mountain or ocean, and no civs are super close by. And not on a small island or tundra as well.

Shtihnyr have no technology of their own, with one exception of course but are extremely good at adapting the technologies of those they have acquired goods from, though they are very poor at manufacturing. This means that regional variations may exist between trade hubs, for instance trade region 1 could have blue iron weapons and armor due to their proximity to a power which produces that, but trade region 2 has white iron weapons and armor and purple dust engines both of which are produced by the nation near them.

Founding city: Pha Saan Chann

Color: dark tan (the color of the desert, but darker)

Special Traits:

Bow to No Masters Without Price:
The Shtihnyr civilization has no unified leader, each city has its own leader, most every leader does the same thing when it comes to governing style and grudges are held city by city, but only if those grudges are still justifiable.

Shtihnyr will only pay lip service to deities if doing so has benefits, and will drop all ties if more profit can be found elsewhere with the talk of a different prophet.

Traders at heart:
Shtihnyr cannot colonize past their cities unless the province has a Trade Hub (city), mine or other resource gathering thing upon it, and they do not farm for food.

Divided when it is convenient:
Shtihnyr will fight against powers who wish genocide upon them but will not hesitate to kill others of their kind if the others have sweared loyalty to a power which reduces the local profits. (Cont.)
>>
>>3571672
Cultureless Rulers:
Shtihnyr cannot absorb or be absorbed fully into an empire, if they take over an empire they serve as pure benefits and cost analysis leaders.

Black Marketeers:
Shtihnyr will buy off of the black market when they can, but not if there is too much at stake, even then they will tend to hire middle men to do it for them anyways.

Necrong Coh:
The one original non standard technology of the Shtihnyr the necrong coh is a device used to turn the carcasses of large beasts into undead vehicles. The engines are made using instinctual techniques and each engine weighs at least a ton, necrotic organisms made this way have no sapience within them and are not affected by attacks directed at souls. These engines to not work as life extension devices unless you would like to be a soulless corpse and cannot inherit non-physical abilities from its former life.

> Lifespan: 3
(Most rulers get backstabbed when it becomes convienent)
> Breeding Speed: 8
(Population replacement is rapid but the population will never be very large due to the profitability of other races over just another peasant level Shtihnyr)
> Physical Power: 7
(Ranged weapon preference)
> Magic aptitude: 2
(They have an oddly enticing aura to them which makes me want to give them that extra coin as a tip... also used for the creation of Necrong Coh)
>>
Rolled 8, 5 = 13 (2d8)

>>3571169

Nation&Race Name: Varni & Drow
Capital Name: Reynrens
Colour: Black
Starting Location: Bottom left land mass. North tip of the lake.
Starting Fluff: Tbc
Special Mechanic: Infernal rituals: Can sacrifice as living sentient in exchange for summoning an infernal spirit and putting it into a vessel.
Lifespan: 10
Breeding Speed: 2
Physical Power: 1
Magic aptitude:7

Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5

A1: Build a port on the lake.

A2: Expand around the lake.
>>
>>3571692
A few extra things I forgot to mention:

Gift of the Ancients:
All Shtihnyr are capable of speaking the language of a specimen upon first contact with a specimen which they would otherwise not be able to communicate with, all speakers who are not heavily enough exposed to the language cannot speak it outside of said contexts. (Only a Shtyhnyr can be affected by this rule) Any Shtihnyr can also read the bare minimum required to understand a text if a living specimen is near enough In time or interaction. This rule does not apply to non-sentient creatures or creatures whose language can cause insanity or tongues which the Shtihnyr is not able to naturally produce using its body unless special equipment is acquired by that specific Shtihnyr.

Species trait:
Asexual:
All Shtihnyr are male-like but lack sexual reproduction unless some kind of exception is involved. (Namely magic)
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>>3571520
You enter the empty wastelands and slowly reclaim the wildlands stretching your population pretty thin, but not encountering much resistance.

Establishing the sawmills goes well, but the problem is the cold. Oftentimes work is only possible half the year as the Tundra is even colder than the capital and in those months caravans with food (mainly fish from the lake) need to be brought to the wood chippers straining the food supplies.

>>3571550
You face many problems during your expansion, fighting local tribe after local tribe until you hit a wall you can't pass. Another nation is just as civilized as you have already taken most of the river and you find yourself unable to advance.

Training the forces goes well thanks to the harsh lessons from the expansion.

>>3571564
The expansion goes well, but local goblin and Bugbear tribes seem to be now fleeing from you instead of being assimilated.

Goblin unrest is at a high when they see their Gods killed and the Bugbears seem to be even more furious. The introduction of minor administrative roles for Goblins helps with their loyalty, but what will happen with the Bugbears?
> The halfbreed question
As the Goblinoid society becomes more close knit halfbreeds are born Demihobs (half hobgoblin half goblin), Bugblins (bugbear + goblin) and the rarest Hobbugbears (hobgoblin+ bugbears). Those hybrids are infertile and uncommon, but have a hard time finding a place in society, what will theirp lace in society be?

>>3571575
A new City is founded and the Monos celebrate! Still, Goblinoid tribes roam the countryside, far from all of them are hostile though and a few tribes send delegates who are willing to cooperate with the City, for the City accepting to take in their sick and unable to survive in the wild.

The mono's learn basic animal riding as well as craftsmanship.

>>3571576
6 < 30
The local Elven tribes do not know anything... but they know to not go anywhere near the mountains. For they belong on the steppe and the mountains belong to another.

Sure.

>>3571625
> Vehicles
No.... vehicles are a no-no. You can attach anything you want to mounts though.

> Good at copying foreign tech
> Can't be culturally assimilated or assimilate
hmm... fine, but you get a permanent 0 culture for it.

> Necrong Coh:
Hmm, is fine. It has to be magic not technology though and take a long ritual to perform so no. Enemy corpses being revived in battle on mass at game-start.

>>3571818
The Expansion goes fine as you assimilate culturally similar tribes surrounding it. The port is created but soon found out to not be very good as the lake is much smaller than expected.
>>
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Rolled 6, 4 = 10 (2d8)

>>3572468
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Colour: Red
Starting Location: North-west continent, Plains near the northern rivers.
Starting Fluff: Around 2,000 years ago, the area of “modern” Mroen was first settled by tribes of humans, and plains elves. Over the years, the tribes coalesced into minor towns, then after numerous skirmish-wars, the territory was united under a city of the name Mroen. It’s access to the river nearby allowed for better irrigation and fishing, giving it a sizable surplus of food in those times. The conquest of the other tribes and villages was slow, with equal parts diplomacy and warfare. In those times, many were crippled when a drought swept the area, leaving many to starve and die. Mroen, however, was able to endure thanks to it’s aforementioned food surpluses. With its greatest rivals in the region crippled, the elders of the city reached out to them, and demanded they join or be put to spearpoint. The results were much as one would expect. In the end, the area was firmly under the control of the City-state, and with the discovery of iron deposits, entered the iron age. Their military relies on solid corps of spearmen and heavy infantry with light elements of cavalry and skirmishing forces, and armies fighting Mroen would be looking at what looked like bronze armored hedge rows of spears and blocks of armored swordsmen. The economy relies heavily on agriculture and fishing, with no real artisan class to speak of aside from the occasional smith or carpenter.
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
---------------------------
Actions:
1. Settlers are sent northward to expand Mroen's influence. They are sent with a contingent of soldiers to make sure nothing happens to them.

2. Pottery has undertaken a shift as of recently. Little more then bland pots meant for holding things, the pot makers have begun to inscribe art onto them. Scenes of battles, great beasts, the gods and other such things now adorn these once humble objects.
[Cultural Advancement]
>>
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>>3572468

Nation & Race Name: Theocracy of Lyria / Lyrian (Pale Humans)
Capital Name: Yula
Colour: Purple
Starting Location: See Map
Starting Fluff: Lyrians stopped wandering the taigas in the south, and unified when their Goddess appeared before them and showed them the way to the Lake of Mirrors. A few of the elder members of the early Lyrian tribes gathered around and formed a council, claiming that they would see the will of the Goddess done in this new sacred land, as long as Lyrian people would remain faithful and united. Lyrians have a very strict faith, praying for repentance for even the most inane of sins. They are very culturally rich, defensive in nature and are open to trading with other civilizations as long as they respect their Goddess, borders and their traditions.
Special Mechanic: Pardoners - The secret service and special force under the Exarch Council's ruling, they keep order inside the civilization's borders exceptionally and can culturally influence other nations in secret, so that Lyrian faith can prevail and other civs are less prone to attack the Theocracy.

>Lifespan: 5
>Breeding Speed: 3
>Physical Power: 5
>Magic Aptitude: 7

Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

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

The Exarchs are pleased with the expansion, although the food problem is heavily discussed before deciding on a course of action to solve the shortage in the southern parts of the taiga, where the cold and hunger bites the hardest.

1. Establish a working harbour. The river seems navigable enough, being wide and abundant in water in the warmer seasons and leading into the sea down at the border. It will probably freeze on the coldest days of winter, but the Exarchs heavily stress the importance of the supply to the southern camps, and rule the lumberjacks and blacksmiths to work together and create iron and bronze rams for the nose of the fishing boats, so that they can break the ice as they travel and deliver the supplies to the sawmills succesfully.

2. Raise the economy. With the recent influx of wood and prime resources from the settlements in the south, tithes are starting to fall short in comparison. The Exarchs start to preach to the populace about the will of the Goddess, and how she wishes for Lyrians to achieve abundance and prosperity. They begin raising taxation, coining currency, and working on the internal market and its affairs as to ensure that the economy adapts well to further expansions of Lyrian domains.
>>
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>>3570619
Nation&Race Name: Ivoyin Empire - Kagofon (bipedal shrimp-like creatures.)
Capital Name: Ivoy
Colour: Dark Purple
Starting Location: see Map
Starting Fluff: The clans of the Kagofon where not so long ago divided, still the Ivoy one raised above all, thanks to is might, is superior weapons and armours of iron, is words of unity and the creation of a city of stone instead of villages of wood and mud. All the other Kagofon clans accepted their superiority and rule. The current Ivoy chief has name himself emperor after all this victories and glory. The Kagofon are ready to expand even more showing their might and glory to all. A Kagofon stands tall to 2 meters to 3 when he reaches adulthood. They have a disdain for magic and they think no warrior should use it. Their kin is extremely protective and possesive of eachother, and of anything that is theirs from a simple cheap wood object to land. This is shown in their lands as they mark, with symbols and some times escrements great stones and great trees. The shells of the dead Kagofon are protected, and considered a connection with the ancestors. They have no gods, but they seek and ask questions to their ancestors. The Kagofon in battle use spears, warcleavers, maces, shields for melee and for range the favourite slingshots and the recent bows.

Special Mechanic: Natural Armour - the Shell of a Kagofon is an armour already from birth, and it becomes ever more durable and resistant each year that pass, with the Elders becoming rather difficult to kill to any great beasts that have try it.


Kagofon
> Lifespan: 4
> Breeding Speed: 8
> Physical Power: 8
> Magic aptitude: 0
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
>>
>>3572505
The nation's fine you can do actions.
I will update thread in the evening.
>>
Rolled 8, 4 = 12 (2d8)

>>3572518
ok, thank you.
>>3572505

>>3572468
Nation&Race Name: Ivoyin Empire - Kagofon (bipedal shrimp-like creatures.)
Capital Name: Ivoy
Colour: Dark Purple
Starting Location: see Map
Starting Fluff: The clans of the Kagofon where not so long ago divided, still the Ivoy one raised above all, thanks to is might, is superior weapons and armours of iron, is words of unity and the creation of a city of stone instead of villages of wood and mud. All the other Kagofon clans accepted their superiority and rule. The current Ivoy chief has name himself emperor after all this victories and glory. The Kagofon are ready to expand even more showing their might and glory to all. A Kagofon stands tall to 2 meters to 3 when he reaches adulthood. They have a disdain for magic and they think no warrior should use it. Their kin is extremely protective and possesive of eachother, and of anything that is theirs from a simple cheap wood object to land. This is shown in their lands as they mark, with symbols and some times escrements great stones and great trees. The shells of the dead Kagofon are protected, and considered a connection with the ancestors. They have no gods, but they seek and ask questions to their ancestors. The Kagofon in battle use spears, warcleavers, maces, shields for melee and for range the favourite slingshots and the recent bows.

Special Mechanic: Natural Armour - the Shell of a Kagofon is an armour already from birth, and it becomes ever more durable and resistant each year that pass, with the Elders becoming rather difficult to kill to any great beasts that have try it.
-------------------------------------------------------------------------------------------------------------------


Actions:

1 Expand south, the emperor wants more lands, all of it !
2 Create a new army, more of our warriors wants battle and the emperor is ready to give it, great beasts or new tribes that stop us will be our new meals or slaves.
>>
>>3572530
Welcome shrimp boys. Proto-Proto Rome sends its oog regards
>>
>>3572518
actually can i change my position ? i will post it soon.
>>3572534
hi Proto-Proto Rome
>>
>>3572550
Not unless you have a good reason because I already altered the map. That spot is nice.
>>
>>3572553
mostly because i would prefer my capital on a bigger river.

it s no way near others by the way, still far away.
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>>3572555
I would really prefer you to stay there. If you want to continue coming to the discord.
>>
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>>3572555
here where it would be. Not near others and still on a good spot.
>>3572556
i have no problems if you prefer to not have me there, and mantain my current position.

in regard to discord maybe i will join.
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>>3572468
>vehicles
I only said they *crashed* from the sky in a vessel the size of a decent sized sea vessel. Since I didn’t state otherwise I still only have the default tech you allowed all the nations
>culture nerf
Good. I agree
>necrong coh
Each device weighs at least 1 ton so I can’t mass revive. Especially since even the greatest of mounts can only ever hope of carrying only a few which can only be used on large physically based creatures. And it isn’t exactly easy to craft any kind of engine, including magically boosted one’s with nomad tier smelting tech levels, including ones of such immense size. But okay I guess on the ritual part, it would take at best weeks to make one assuming you could ever hope to get the metal required either way so fine.
>action 1:
This new home is not the wasteland they has expected to crash upon, it seemed in their journey something changed, perhaps they were simply set off course by a degree or two a while back and landed off from the dry wastes of their preferred destination.

Initially conflict is had with some of the local tribes, who have no written tongue nor a lack of hostility towards foreigners.

So instead the Shtihnyr decide it will be best to bunker in for the meantime, expanding their population in a quick pace as to create the forces required to fend off these savages.

Action 2:
Using pieces of the wreck they fashion tools, spears and other weapons with which they will arm themselves with. Any metal which is taken is swiftly replaced with chopped wood for the meantime. The forges which came with the ship, though they are barely able to smith the black iron of the ship’s walls are used to do this, sadly they are in a condition which is barely good enough to do so. Using the designs of the broken ones new forges are drafted up and repairs are designed for when the forges fails.

The threat of the tribes keeps the peace, different bands are drafted up which plan on going their separate ways eventually.
>>
>>3572559
Sorry Discord expired. Made a non-expiring one now.
>>
>>3572589
and forgot to post it... https://discord.gg/5XADnAr
>>
Rolled 4, 2 = 6 (2d8)

>>3572468
Nation&Race Name: Fei Gua/ Monos (Monkey-folk)
Capital Name: Bì-Zhu
Colour: Gold
Starting Location: anywhere in pic
Starting Fluff: When the Gold Monastery fell in disarray, the dying energy rained upon groups of monkey, apes ad so on. Imbuing with a higher state of mind and bodies; allowing them to think and fight beyond primal instincts. The last surviving gods saw this and believed these people should carry on their teachings. They thought the Monos how to build, make clothes.
Special Mechanic: Purify of the Soul and Body: The Monos are a hearty bunch and flowing with chi. They're resistant to illnesses and magic affecting the mind.
Lifespan: 7
Breeding Speed: 5
Physical Power: 6
Magic aptitude: 2
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5

>1
Improve our writing system
>2
Create light armor
>>
Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red
Starting Location: See Map
Starting Fluff: The Hobgoblins of Arakzi founded their state in the wake of several conflicts with the Bugbear and Goblins of the forests and Taiga. Eventually conquering them through superior arms and tactics, the Hobgoblins sit at the top of the social strata of Arakzi with Goblins at the bottom of the totem pole. Their society, born out of conflict, is regimented, militaristic, and strictly caste-based dependent upon race for positioning. Hobgoblins may be found in the leadership of any job type, but goblins and bugbears exist primarily to serve - as labor in the case of Goblins or as soldiers in the case of Bugbears. Binding the society together is a rigid honor code that places personal honor and service above every other virtue. Dishonor is punished with social stigmatization and redeemable only through deed or suicide. Lies, trickery, and deceit are all accepted and laudable in the service of another greater authority. Of those authorities, none are greater than the Domnakal, supreme ruler of all Goblinoids.
Special Mechanic: Military Machine - The nation is adept at gearing up for and performing in extended wars of conquest.
---- Hobgoblins
Lifespan: 5
Breeding Speed: 5
Physical Power: 6
Magic aptitude:4
--- Bugbears
Lifespan: 5
Breeding Speed: 3
Physical Power: 12
Magic aptitude: 0
--- Goblins
Lifespan: 3
Breeding Speed: 10
Physical Power: 3
Magic aptitude:4
------
Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

1. Urbanization
As the population grows so too do some of the well situated towns with access to resources. Further downriver at the end of the two tributaries two more cities appear: Nurzar and Arak. For population density is similar to that of Karpol, with the majority being Goblins, but power structures mostly held by Hobgoblins and Bugbears. From these new administrative locations the sprawling farmland that was settled earlier can be better controlled and its resources more readily exploited by means of local administrators from the cities.

2. Halfbreeds and Fugitives
The constant flight of Goblinoid tribes is upsetting to the Domankal, but not something that can't be solved by constant pursuit. The Halfbreed question is an interesting one. These halfbreeds are useful, if a biological deadend. Combining traits of their parents has resulted in stronger, smarter goblinoids and there are plenty of places that such individuals can thrive in the developing new state. While almost exclusively confined to urban locations due to the towns and cities more cosmopolitan nature, these halfbreeds can be found servicing a variety of roles from craftsman to mid-level politician. So far none have ascended the ranks of Khalkar, but it is only a matter of time before one ambitious enough to solve a major problem is promoted to the third highest rank.
>>
>>3572750
The issue of loyalty among Bugbears is an interesting question. Bugbears, while not occupying as many top roles, are still valued for their traits. Many make up lower-tier work, but this is less a matter of racial bias and more an issue of suitability. As the Domnakal sees it, the Bugbears are equal to Hobgoblins and utilizes them extensively as soldiers in the military. The issue comes from a simple lack of mental faculties. Bugbears are strong but simple. They're not as capable of abstract thought as other Goblinoids, so they tend to stick to lower-tier work that doesn't require it. Bugbear craftsmen are highly valued, particularly for their carpentry and artwork, areas that they ironically enough excel in. For them, the Domnakal and local administrators simply see a solution as easy as permitting more Bugbears freedom of movement, to live and settle in locations of their own choosing. Offices are available to Bugbears for use, but few have the ambition or capability to seize them.
>>
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>>3572468
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Colour: Red
Starting Location: North-west continent, Plains near the northern rivers.
Starting Fluff: Around 2,000 years ago, the area of “modern” Mroen was first settled by tribes of humans, and plains elves. Over the years, the tribes coalesced into minor towns, then after numerous skirmish-wars, the territory was united under a city of the name Mroen. It’s access to the river nearby allowed for better irrigation and fishing, giving it a sizable surplus of food in those times. The conquest of the other tribes and villages was slow, with equal parts diplomacy and warfare. In those times, many were crippled when a drought swept the area, leaving many to starve and die. Mroen, however, was able to endure thanks to it’s aforementioned food surpluses. With its greatest rivals in the region crippled, the elders of the city reached out to them, and demanded they join or be put to spearpoint. The results were much as one would expect. In the end, the area was firmly under the control of the City-state, and with the discovery of iron deposits, entered the iron age. Their military relies on solid corps of spearmen and heavy infantry with light elements of cavalry and skirmishing forces, and armies fighting Mroen would be looking at what looked like bronze armored hedge rows of spears and blocks of armored swordsmen. The economy relies heavily on agriculture and fishing, with no real artisan class to speak of aside from the occasional smith or carpenter.
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
---------------------------
Actions:

1. Along the newly claimed river basins, 2 moderately sized towns (cities) have sprung up, and are rapidly growing. They are known by the names of Nornth and Resna.

2. Around the two new towns (cities), stone walls have been erected, much like those around Mroen itself.
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>>3570619
>semi-freeform game
1/10 would take it serious
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>>3572830
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... you don't have to repost your starting post every time.

>>3572484
The soldiers encounter what seems to be tribes of crocodile people engaged with tribes of Shrimp people in a battle over the river. The Elf and human forces easily take down the weakened foes and take the land, but settlements see themselves subjugated to guerilla attacks from the sea and rivers.

The pots are made, and chieftains of richer tribes are happy to buy some.

>>3572487
The Navy of the pale human's advances. The first major port is established and icebreaker ships keep the settlers in the south safe from starvation.

The raise of taxes bring in higher income in the short term but causes an economical stagnation in the long term as for those less faithful it is more convenient to sell things on the black market with no taxes now.

>>3572530
The expansion goes well, but during your expansion, you encounter elven tribes that don't seem outright hostile but reserved towards you.

Your army grows and sounds of battle crustaceans echo through your nation.

>>3572581
To fend off the Savages you increase in population burning to trough your food supply in the process. The assault of the wild tribes does not stop but does not intensify either.

The new weapons can easily decimate the enemies, but the previously unpenetrable ship is breached a few times trough the weakened points in the hull.

>>3572667
2d8 is only for territorial expansion.

You develop logographic symbols that make writing grammar possible.

After having had to fight your ways trough hordes of goblins you realize armor might be useful, so you invent it.

> what is Pai's response to the goblins?

>>3572750
You can only make one City in 1 action so Nurzar I guess. Being given leadership positions bugbear loyalists swarm to Nazar.

The freedom of movement has many rebellious Bugbears leave, decreasing their population but lessening a chance for rebellion.

>>3572824
Since when did Mroen have walls? Also 1 city per turn.

Nornth is founded and city walls spring up arround Nornth and Mroen.
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>>3572946
Forgot to add cities.
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>>3572468
Nation&Race Name: Varni & Drow
Capital Name: Reynrens
Colour: Black
Starting Location: Bottom left land mass. North tip of the lake.
Starting Fluff: Tbc
Special Mechanic: Infernal rituals: Can sacrifice as living sentient in exchange for summoning an infernal spirit and putting it into a vessel.
Lifespan: 10
Breeding Speed: 2
Physical Power: 1
Magic aptitude:7

Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5

A1: Construct a cannal between the rivers and the lakes in our territory.

A2: search around our lands for foreign tribes.
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>>3572946
Nation&Race Name: Fei Gua/ Monos (Monkey-folk)
Capital Name: Bì-Zhu
Colour: Gold
Starting Location: anywhere in pic
Starting Fluff: When the Gold Monastery fell in disarray, the dying energy rained upon groups of monkey, apes ad so on. Imbuing with a higher state of mind and bodies; allowing them to think and fight beyond primal instincts. The last surviving gods saw this and believed these people should carry on their teachings. They thought the Monos how to build, make clothes.
Special Mechanic: Purify of the Soul and Body: The Monos are a hearty bunch and flowing with chi. They're resistant to illnesses and magic affecting the mind.
Lifespan: 7
Breeding Speed: 5
Physical Power: 6
Magic aptitude: 2
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5

Pai will integrate any goblins who wishes to live among the Monos peacefully. Train them to be enlightened.

>1.
Many Monos wish to express themselves in different creative ways. Create the performing arts.
>2.
The Enlightenment gave them a bit of magic so why not use it? Figure out how use magic that affects the user for now (like minor self-healing, or strengthen one's body)
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>>3572946
Nation&Race Name: Ivoyin Empire - Kagofon (bipedal shrimp-like creatures.)
Capital Name: Ivoy
Colour: Dark Purple
Starting Location: see Map
Starting Fluff: The clans of the Kagofon where not so long ago divided, still the Ivoy one raised above all, thanks to is might, is superior weapons and armours of iron, is words of unity and the creation of a city of stone instead of villages of wood and mud. All the other Kagofon clans accepted their superiority and rule. The current Ivoy chief has name himself emperor after all this victories and glory. The Kagofon are ready to expand even more showing their might and glory to all. A Kagofon stands tall to 2 meters to 3 when he reaches adulthood. They have a disdain for magic and they think no warrior should use it. Their kin is extremely protective and possesive of eachother, and of anything that is theirs from a simple cheap wood object to land. This is shown in their lands as they mark, with symbols and some times escrements great stones and great trees. The shells of the dead Kagofon are protected, and considered a connection with the ancestors. They have no gods, but they seek and ask questions to their ancestors. The Kagofon in battle use spears, warcleavers, maces, shields for melee and for range the favourite slingshots and the recent bows.

Special Mechanic: Natural Armour - the Shell of a Kagofon is an armour already from birth, and it becomes ever more durable and resistant each year that pass, with the Elders becoming rather difficult to kill to any great beasts that have try it.
-------------------------------------------------------------------------------------------------------------------


Actions:

1 The Emperor offers this tribes of elves the possibility to enter the empire and become is warriors too ! Some gifts of food and weapons are given as a gesture of benovolance for let the elves understand that the empire welcomes their kin.


2 To the south-west of Ivoy, the empire will build a new city, Vefu (see map). The river is prosperous and having it built near Ivoy will make easy any help the new city will need..
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>>3572946
Action 1:
Through collected corpses and captives the species, strengths and weaknesses of the the savages are discovered.

Action 2:
Using captured enemy weapons we build whatever kinds of ranged weapons the enemy has, except out of our stronger materials.

(If a diplomatic route can be reached with these savages then we will take it, but otherwise we will wait until next turn to strike, using the resources gained from our own raiders in the night to gather anything we can consume for sustenance)
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>>3572979
The Grand Varni Canal is constructed, during the construction of the canal ancient elven ruins are discovered.

You discover 2 major tribes. One is the Eightlegs, which is a tribe of Drow residing in caves worshipping spiders. They seem to be extremely xenophobic, but accept your people due to being the same race. The second tribe is a tribe of Steppe Elves they just wander around raiding smaller tribes. They are not hostile towards you but might attack if they smell weakness.

>>3572989
Arts are created.

Magic works and first magic spells are codified in spell scrolls and manuals.

>>3573006
A small minority of Elves joins you and as you gain their trust they reveal to you their hidden City which agrees to join your nation willingly as long as you agree to tolerate the magicians within the walls of the city.

Vefu is established.

>>3573061
The locals have blue within blue eyes and seem to be addicted to a local mineral from which if kept away long they encounter bleeding from all bodily orphaces and finally death but the mineral lets them communicate telepathically and receive visions of the future.
If they can be outsmarted and their supply of the mineral cut off they are weaker than most sapient races.

The enemy has bows so you make powerful bows. You realize though that the material can't be too strong or you won't be able to shoot it.

As for diplomacy some of the tribes are willing to cooperate while others out for blood especially as they don't think you have anything you can offer them for the land which was their's but you claim as yours.
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Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red
Starting Location: See Map
Starting Fluff: The Hobgoblins of Arakzi founded their state in the wake of several conflicts with the Bugbear and Goblins of the forests and Taiga. Eventually conquering them through superior arms and tactics, the Hobgoblins sit at the top of the social strata of Arakzi with Goblins at the bottom of the totem pole. Their society, born out of conflict, is regimented, militaristic, and strictly caste-based dependent upon race for positioning. Hobgoblins may be found in the leadership of any job type, but goblins and bugbears exist primarily to serve - as labor in the case of Goblins or as soldiers in the case of Bugbears. Binding the society together is a rigid honor code that places personal honor and service above every other virtue. Dishonor is punished with social stigmatization and redeemable only through deed or suicide. Lies, trickery, and deceit are all accepted and laudable in the service of another greater authority. Of those authorities, none are greater than the Domnakal, supreme ruler of all Goblinoids.
Special Mechanic: Military Machine - The nation is adept at gearing up for and performing in extended wars of conquest.
---- Hobgoblins
Lifespan: 5
Breeding Speed: 5
Physical Power: 6
Magic aptitude:4
--- Bugbears
Lifespan: 5
Breeding Speed: 3
Physical Power: 12
Magic aptitude: 0
--- Goblins
Lifespan: 3
Breeding Speed: 10
Physical Power: 3
Magic aptitude:4
------
Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

1. Urbanization
As the population grows so too do some of the well situated towns with access to resources. Further downriver Arak is constructed. Arak is a city built to administer over the fertile river farmland in which the majority of rice is grown. It is almost exclusively populated by Goblin farmers, while the city proper is administered by a combination of Hobgoblin and Goblin administrators ruling with authority from the Domnakal's offices. Bugbears are a small population, and mostly make up the garrison and petty artisan class.

2. Develop Writing and Mathematics
The previous economic expansion came from natural pressures to make use of land and resources and provide for Karpol. Now, with three cities and dozens of towns and countless farming villages the importance moves from simple goods production to organized use of local produce. The basis of the economy is the grain and rice trade, called the Koku System. Koku is an entire economy around agriculture, as food is the power of the nation, and its usage, transport, organization, and storage are of paramount importance to the developing cities and towns. Thus, a writing and mathematical system is created to keep track of grain shipments, amounts, and locations. In the process, this koku system could be used for a number of other goods being traded like raw metal, stone, lumber, and finished tools.
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>>3573117
The City is founded!

A native goblinoid mathematical system is developed
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>>3572946

> Completely wiped out before I can even take a second action or even respond.

Welp.
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>>3573205
You're still on the map though and haven't been conquered.
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>>3573097
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Colour: Red
Starting Location: North-west continent, Plains near the northern rivers.
Starting Fluff: Around 2,000 years ago, the area of “modern” Mroen was first settled by tribes of humans, and plains elves. Over the years, the tribes coalesced into minor towns, then after numerous skirmish-wars, the territory was united under a city of the name Mroen. It’s access to the river nearby allowed for better irrigation and fishing, giving it a sizable surplus of food in those times. The conquest of the other tribes and villages was slow, with equal parts diplomacy and warfare. In those times, many were crippled when a drought swept the area, leaving many to starve and die. Mroen, however, was able to endure thanks to it’s aforementioned food surpluses. With its greatest rivals in the region crippled, the elders of the city reached out to them, and demanded they join or be put to spearpoint. The results were much as one would expect. In the end, the area was firmly under the control of the City-state, and with the discovery of iron deposits, entered the iron age. Their military relies on solid corps of spearmen and heavy infantry with light elements of cavalry and skirmishing forces, and armies fighting Mroen would be looking at what looked like bronze armored hedge rows of spears and blocks of armored swordsmen. The economy relies heavily on agriculture and fishing, with no real artisan class to speak of aside from the occasional smith or carpenter.
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
---------------------------
Actions:

1. Second city

2. A system of roads and bridges between the towns (cities) and Mroen are constructed, allowing for faster travel between the settled areas, and better patrol routes for soldiers.
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Rolled 16 (1d100)

>>3573097

Nation & Race Name: Theocracy of Lyria / Lyrian (Pale Humans)
Capital Name: Yula
Colour: Purple
Starting Location: See Map
Starting Fluff: Lyrians stopped wandering the taigas in the south, and unified when their Goddess appeared before them and showed them the way to the Lake of Mirrors. A few of the elder members of the early Lyrian tribes gathered around and formed a council, claiming that they would see the will of the Goddess done in this new sacred land, as long as Lyrian people would remain faithful and united. Lyrians have a very strict faith, praying for repentance for even the most inane of sins. They are very culturally rich, defensive in nature and are open to trading with other civilizations as long as they respect their Goddess, borders and their traditions.
Special Mechanic: Pardoners - The secret service and special force under the Exarch Council's ruling, they keep order inside the civilization's borders exceptionally and can culturally influence other nations in secret, so that Lyrian faith can prevail and other civs are less prone to attack the Theocracy.

>Lifespan: 5
>Breeding Speed: 3
>Physical Power: 5
>Magic Aptitude: 7

Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

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

1. [Pardoners] The Exarch Council will not tolerate the establishment of a black market inside Lyrian borders! Send the black coats, let them purge the criminals that try to damage the economy of the Theocracy!

2. Seeing as the harbour has been useful and the importation of wood is growing, the Exarchs rule to establish mining pits and quarries to the west of the river. The Theocracy needs marble, if they are to construct temples to the Goddess of the Lake and forums for the people to pray in and socialize.
>>
Rolled 6, 1 = 7 (2d8)

Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red
---- Hobgoblins
Lifespan: 5
Breeding Speed: 5
Physical Power: 6
Magic aptitude:4
--- Bugbears
Lifespan: 5
Breeding Speed: 3
Physical Power: 12
Magic aptitude: 0
--- Goblins
Lifespan: 3
Breeding Speed: 10
Physical Power: 3
Magic aptitude:4
------
Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

1. Agriculture
Over time some developments in agriculture ease the life of farmers and i mprove outputs. Of them, few are more important than the 3-field farming system. This allows sections of every farmer's field to restore itself every year, constantly providing a fertile plot for the following year to improve yields and reduce periods of famine.

2. Expand East
Unaligned tribes have taken up residence in the east, sheltering in the forests and near the rivers of the area. Following a wave of soldiers is another wave of settlers, mostly goblins but with a sizable crop of Bugbears to make the area properly under Arakzi control.
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>>3573342
disregard i guess
>>
Rolled 14, 58 = 72 (2d100)

>>3573097
(Diplo)
Emissaries are sent out under the cover of night to talk with the cooperative tribes, we promise them the women and children of the conquered blood villages, any that they do not want we will either kill or enslave as per the preference of the conquering chief along with some of the powerful iron of our crashed vessel in return for their loyalty to the current leader of the Shtihnyr (though many emissaries ask them to pledge allegiance to himself) along with the possibility of taming the wilderness and establishing a civilization, as we believe that we are probably not going to be the only ones who use technologies such as what we have, potentially mighty empires which have the ability to smite away all tribes of Blue Eyed Men it simply steal all of the mineral by force.

They are told that the bloody tribes can be a thing of the past if only they cooperate.

Action 1:
The horde of young ones are released, and directed for the purpose of wiping out the weaker bloody tribes and procuring their potential mineral supplies. (Roll is for whether or not I find some caches, a source of the mineral or simply none at all, OP you may decide what I find, the second roll is for the success rate, though you may state otherwise as you see fit)

Raided villages are only plundered if they do not have precious sources of the mineral available. Villages are only culled as much as required.

Action 2:
Using our captives we learn more about the culture and potential magic of the blue eyed men. Alongside some of the important flora and fauna of the region.
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>>3573205
You didn't lose one bit of land, but yea if you keep refusing to take actions you will probably lose... like duh.

>>3573342
To many actions, this one will be ignored.
>>
Rolled 3, 6 = 9 (2d8)

>>3573097
>1.
Map the stars to start celestial navigation
>2.
Expand South
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Rolled 2, 4 = 6 (2d8)

>>3573097

The Emperor accept this, but the mages need to remain in the city of Reulif'euh.
Action 1

Expand South (towards the mountains), the south has still plenty of space, and we need to find a place rich of stone and iron.


Action 2

Build farms on the sides of our twin rivers.
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>>3573304
The second city is founded... but the question arises. If we are a city-state should not the other cities have equal rights as Citystates to Mroen?
> Governor of Nornth and Resna advocate for becoming independent from Morena and the 3 City-states forming a coalition of independant nations.

Bridges and roads start lining the lands making travel quicker and safer, but Crox and Shrimp barbarians now where to raid now.

>>3573330
A minor Civil war in the underground breaks out. The procedure is a success and the previously honest craftsmen are terrified. (16 < 30). Instead of glory, the Pardoners are feared now, the church becomes an institution to be feared not loved among them.

You establish some marble mines, but considering you executed half of your craftsmen it will take a long time before anyone can properly work it.

>>3573342
The expansion goes well and agricultural output increases. Some of the tribes agree to share information with you and become your servants especially after the Young ones manage to capture one of the major mines of the Drug. As long as you provide them with a steady supply of the Drug those tribes will be loyal to you. The hostile tribes escape further and won't be attacking you henceforth.

As you learn about the culture and magic you find out it mostly revolves around the drug. From marriage to burials all swirls around the drug. Even newborns first get a taste f the drug later the mother's milk. As one of your mages tries to test it out you see him collapse and his eyes turn blue es an epileptic shock shakes his body.

He screams "A gift! A gift! The stone has for us a gift! Merchandise... rare... Merchendise foreign.. unguarded... go here! Go here!" and he scribbles a map to the ground which describes the shortest way for you to reach the Grand House.

>>3573907
As you expand south you find more of your own Kind living in harmony with Bugbears in tribal communities. They are content to remain in the jungles and not bother you.

You map the stars and learn navigation, but also discover or maybe create the 8 Zodiac signs of this world. One which repeats every year. (you can name them)

>>3574272
The mages are content with this deal, as long as they can keep the walls of magic wood going they can stay in the City. The Wold Elf oracle says they are willing to offer help at all times, but warn to not go to the mountains as it is land which belongs to someone already and the Elves seem visibly fearful of the place.

The southern expansion goes well trough settlements at the edge of the mountains experience stealing of cattle, kidnappings arsonist attacks and similar, but don't notice anyone who could have done it.

The farms are fine.
>>
>>3573862
Trough diplomacy you learn of a few of the Drug mines, but due to fear of losing their supply no tribe joins you, but once the Young ones get going and slaughter their way through the natives' things change. You take control of one of the mines and tribes surrounding your immediate location agree to stay friendly and loyal to you as long as you supply them with the Drug. The hostile tribes are forced out and unless you try to expand won't bother you.

From the captives, you learn that the whole culture revolves around the Drug to the point that a new-born child gets it's first taste of the Drug before it's mother's milk.

As you examine your magic you learn that the drug is the magic so one of your people tries some of it an collapses on the ground in epileptic shock:

"A GIFT! A GIFT! The drug sends us a gift! Merchandise... rare... expensive... merchandise unguarded. A GIFT!" As his body is shaking he scribbles a map on the ground which when followed will lead you directly to the ruins of the grand house.
>>
Rolled 32 (1d100)

Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red
---- Hobgoblins
Lifespan: 5
Breeding Speed: 5
Physical Power: 6
Magic aptitude:4
--- Bugbears
Lifespan: 5
Breeding Speed: 3
Physical Power: 12
Magic aptitude: 0
--- Goblins
Lifespan: 3
Breeding Speed: 10
Physical Power: 3
Magic aptitude:4
------
Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

1. Military Developments
The expansion of the state has led to a need to expand the military to compensate. With larger borders there are more threats, more areas to patrol, and more tribes to subjugate. The military developments primarily focus around the equipment and training of heavy infantry - the mainstay of the Arakzi army. Heavy infantry equipment changes with the industrial output of a larger goblin working class. Armor that was once too time consuming to produce in large numbers can be made by hordes of goblins. Mail armor becomes affordable for the average soldier, and the production of iron spears, smallswords, and javelins, leads to better armed heavy infantry. Better, the mandate for infantry arms adds industrial might to the Arakzi cities, forcing urban goblins into smithwork to create iron links and work the forges. Lumber mills chop down trees to provide wood for spears and javelins and to feed the flames of industry.

2. River Trade
The two major rivers: the Tivr and the Gorrosh, are the arteries of the nation. Raw goods, produce, and people flow up and down their banks day in and day out before terminating at Karpol. Additional towns and ferries are constructed, and the river becomes a major source of wealth in transportation. To support the steadily growing river trade specially made river barges are constructed in local ports around Karpol and exported out to the other cities.
>>
Rolled 3, 4 = 7 (2d8)

>>3574387

If the wood elves want to help, then tell us why we can t find this perpetrators that attack us. And in regard to that we will go in those mountains for take back what is ours !


The Emperor is furios of this ! Someone that steal and burns the things of a Kagofon must give them back immediatly or die ! But the Emperor is merciful, for two days we will shout a request of speaking and giving back all our things, at the foot of the mountains. If no one present himself for give back all our things, we will consider it war.

We will go in the mountains, searching this enemy. If nothing is found, the armies will remain vigilant in the south for protecting it.
Action 1
A new army will be made, many are ready to become warriors.

Action 2

Expand North West, if the south will need time for be ours or be too difficult, we must look for other places.
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>>3574645
don t count it
>>
Rolled 77 (1d100)

>>3574387
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Colour: Red
Starting Location: North-west continent, Plains near the northern rivers.
Starting Fluff: Around 2,000 years ago, the area of “modern” Mroen was first settled by tribes of humans, and plains elves. Over the years, the tribes coalesced into minor towns, then after numerous skirmish-wars, the territory was united under a city of the name Mroen. It’s access to the river nearby allowed for better irrigation and fishing, giving it a sizable surplus of food in those times. The conquest of the other tribes and villages was slow, with equal parts diplomacy and warfare. In those times, many were crippled when a drought swept the area, leaving many to starve and die. Mroen, however, was able to endure thanks to it’s aforementioned food surpluses. With its greatest rivals in the region crippled, the elders of the city reached out to them, and demanded they join or be put to spearpoint. The results were much as one would expect. In the end, the area was firmly under the control of the City-state, and with the discovery of iron deposits, entered the iron age. Their military relies on solid corps of spearmen and heavy infantry with light elements of cavalry and skirmishing forces, and armies fighting Mroen would be looking at what looked like bronze armored hedge rows of spears and blocks of armored swordsmen. The economy relies heavily on agriculture and fishing, with no real artisan class to speak of aside from the occasional smith or carpenter.
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
---------------------------
Actions:

1. With the desire for the cities to have increased independence, the noble class has put in the desire for increased representation in the government. Out of this comes a compromise between all parties, and the Mroen Republic is established. This form of government allowed for greater freedom with the local cities governments with an overarching senate established out of the nobility to manage the overall nation.

2. [Tribal Allegiances]- Again, the Mroen people look to the mountains for resources, asking among the locals.
>>
>>3574387
Hmm, some of our breathern live with these ugly Monos. Well, Dai-Ma once said, "Peace isn't force. It just is."
>1
Try to figure out how to create lumberyards
>2
Better our warrior in organized military action
>>
>>3574387

Nation & Race Name: Theocracy of Lyria / Lyrian (Pale Humans)
Capital Name: Yula
Colour: Purple
Starting Location: See Map
Starting Fluff: Lyrians stopped wandering the taigas in the south, and unified when their Goddess appeared before them and showed them the way to the Lake of Mirrors. A few of the elder members of the early Lyrian tribes gathered around and formed a council, claiming that they would see the will of the Goddess done in this new sacred land, as long as Lyrian people would remain faithful and united. Lyrians have a very strict faith, praying for repentance for even the most inane of sins. They are very culturally rich, defensive in nature and are open to trading with other civilizations as long as they respect their Goddess, borders and their traditions.
Special Mechanic: Pardoners - The secret service and special force under the Exarch Council's ruling, they keep order inside the civilization's borders exceptionally and can culturally influence other nations in secret, so that Lyrian faith can prevail and other civs are less prone to attack the Theocracy.

>Lifespan: 5
>Breeding Speed: 3
>Physical Power: 5
>Magic Aptitude: 7

Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

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

1. At the chant of "through blood and shadow may we find redemption", the Pardoners leave the workers scarred so that they will remember not to sin in the coming years. The Exarch Council, now pleased and seeing they need new workers, spread the word that the Goddess demands the marble to be extracted from the crust of the earth. Hopefully, taking into account how much Lyrians are devoted to their faith, this will increase a popularity in labour jobs that involve mining, benefiting the economy in the long term.

2. In the coming years, citizens construct a Great Library in Yula. It will serve as a holy archive for every mandate the Goddess exerts through the Exarch Council, and will gather knowledge so that the richer parts of the populace can start to become educated. The Exarchs are confident that an educated populace will not threaten the status quo, seeing as the Pardoners have been terrifyingly effective at doing the latter. Cultural growth will be prioritized when the Library finishes its construction. Every citizen, man and woman, shall know of the greatness of our Goddess through speech and scripture!
>>
>>3574409
(Action 1)
Due to the fact that the race is no longer under the threat of extermination the Shtihnyr that witness the event erupt into an all out brawl, many died but in the end the hallucinator died and a lowly Shtihnyr managed to escape to find the manor, taking the map with him. Somehow still intact despite the attempts to wrestle it from him by his competitors.

He makes sure to leave behind a copy of the map in a crevasse which was not searched within until days after he escaped to the ruins.

He took crude chain and scrap armor with him alongside a well crafted sling (alongside many heavy metal stone substitutes as ammunition) in company with two concealed knives and one of the mass produced swords that were made for the young hordes.

He eventually reaches the ruins with the help of a blue man guide, who he paid with a third knife which he took with him.

(Does he find danger or the loot OP?)

Action 2:
The Shtihnyr who gave up on finding the map head out to scout out some possible mega fauna necrong candidates in the local area. (Including the nearby friendly villages) Or to simply find some animals which would make good trading mounts.
>>
Rolled 8, 5 = 13 (2d8)

Nation&Race Name: Varni & Drow
Capital Name: Reynrens
Colour: Black
Starting Location: Bottom left landmass. North tip of the lake.
Starting Fluff: Tbc
Special Mechanic: Infernal rituals: Can sacrifice a living sentient in exchange for summoning an infernal spirit and putting it into a vessel.
Lifespan: 10
Breeding Speed: 2
Physical Power: 1
Magic aptitude:7

Military Power:5
Economic Power::5
Naval Power: 5
Technology Level:5
Cultural Power:5

A1: Create an academy where people with magical talents can study mystical pursuits.

A2: Are people talents is not suitable for melee combat train our people in the usage of crossbows to compensate.
>>
You don't have to repost the starting post. Gonna use yesterdays supplementary posts as today's post.

>>3574619
The power of the army grows, and the cities gain economical power, but all this seems like a bubble that will eventually burst. The bubble of arming for a war that won't come.

The port is constructed and trade goes well until the local wildlife learns of the people on the boats. The floating crocodiles of the Gorrosh in particular learn to hunt the people on the passing boats.

>>3574645
We do not know ourselves... whenever we try to see visions of them all we see is darkness endless deep black darkness.

You do not find the Enemy in the mountains, but the sent out armies still loose supplies and soldiers without anyone knowing how and when.

In the Northwest, you have to fight your way through hostile tribes of crocodile people, but your superior army crushed them.

>>3574761
The Cities agree happily all but the scheming nobles who tried to gain power for themselves through their independence. Pro City-Statist factions still exist but generally, the republic is accepted.

You learn of ancient elven ruins as well as 2 ancient elven mines. Still, before you go you get once again warned: "the land already belongs to another."

>>3574802
The wood in the region is unusually hard and stiff, but trough utilizing improved iron you manage to establish lumberyard technology capable of handling your woods.

Training goes well.

>>3575399
A lot of zealots join the workforce to mine marble, still, they are zealots, not craftsmen so while huge amounts of marble are extracted the quality is poor.

The Great Library is constructed, the first of it's kind. Such a marvelous structure attracts the attention of foreign surrounding tribes who wish to learn of your Goddess.

>>3575429
(you never were desu)

The Shtihnyr used to travel of space only now realizes how truly huge planets are. The Blue Eyed local leads him all the way to the northern shore where they have to rent a boat. At first no captain wishes t agree as nobody ever traveled as far as the map had indicated. Months and then years pass you until you reach a strait which just as the map described get more and more narrow. Monkey-people are observing you from the shores until you reach a destroyed modern looking building.

Slowly you enter to see... slaughter. Humans in strange overly ornate modern garments covered in blood their corpses clearly started rotting. But what interests you is what is in their hands... my God it's guns... 121 of them. It's a weird foreign design with some powerful magic blocking the possibility of taking them apart or inspecting them... but that does not go for the bullets.
As such you obtained 121 guns without the possibility of making more, but with the possibility of making bullets as well as other 1920's style artifacts like toasters, a generator etc. Though anything technologically sophisticated has magic seals on it making it impossible to take it appart.
>>
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>>3576509
Continuation because of a too-long post.

>>3575580
not!Hogwarts is established.

You invent basic crossbows and your people learn how to use them to compensate for their lack of physical ability.
>>
>>3576509

The marble, although it is rougher than usual, still serves its intended purpouse. It could be better, but more important matters are on the horizon. The Exarch Council vehemently discusses the founding of another major city. Population has grown, and with all this marble and wood, it's only fitting to have a project in which to spend it on.

1. Found a City. It shall be in the southern delta, where the two rivers converge into the sea at the limit of our borders. Its name will be Arnah. Having a portuary city will only help the Theocracy's interests in the long run, even if the cold weather slows its settling process down.

2. With the near tribes coming into our borders, curious about the word of our Goddess, the Exarchs welcome them with open arms. Every tribesman that wishes to convert is happily let into the Theocracy as a citizen. They can choose to work in manual labour jobs, join the military force as auxiliaries or even be small owners. As long as they are devout, there is no frontier between Lyrians and them. This should also increase the quality of the production of our marble mines, seeing as this will mean a raise in the overall active population inside our realm.
>>
>>3576509
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
---------------------------
Actions:

1. Expeditions are sent into the mountains to establish outposts and small forts to secure our position in the area. (One fort named Fort Treni)
2. Prospectors are sent into the ancient mines to see if they are still of any use, or if new mines need to be established.
>>
>>3576509
(A threat of extermination does not need to be real, only perceived, and they were small in number so they were weary)

Action 1:
This prize of so many great weapons is seen by the Shtihnyr as something of immense value due to how hard it was to find. And due to the places and people’s he met upon the way he finds it ardent that he founds his own trade hub, so that he may be revered by his descendants as somebody to look upon with reverence.

He called the trading colony “Vydai Dam”, he founds it in the ruins of the house, as he cannot yet hope to move his hoard of guns very far. And so he begins to procreate young ones for him to employ.

Action 2; since there were found to be no viable animals in the forest the beastie prospectors look in one of the four directions for new prospects. (Rolling for the direction they look in)

———

The map left behind is not found for a year and so is partially rotted, it is found yet again by a lowly one and so is mostly useless to him, at least until he can figure out the way it works
>>
>>3576962
(It didn’t work so I rolled in the discord)
It rolled a three which means south, they reach the strange nation of the drow, a magic apt people cursed with a frail physical form. They go down all the way towards the glaciers in their search. They call upon you OP, do they find some mammoths or something like a horse or do they find only small fry not useful for pulling carts?
>>3576516
>>
>>3576516
A strange race of merchants reaches the gates of Reynrens, asking for an audience with the leader of the drow. They want to learn of the terms and needs of the drow people when it comes to trade goods so that they can have the most effective of trade relations with the prestigious drow people.
>>
>>3576872
Correction:
Cultural Power:6
>>
>>3576981
>>3575580
This is for you peeps
>>
Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red

1. Scribes and Literature
The development of an urban bureaucracy has lead to a proliferation of literacy among the privileged and mercantile classes. Reading, writing, and mathematics are soon considered essential qualities, and many administrative posts are barred from those who cannot do arithmetic and write. The result is that after a decade of the spread of writing there is a growth of professional scribes. A secondary business, that of clerks, opens up to handle financial accounts, correspondence, and assist in managing the bureaucracy of the state. Old poems and songs are written down onto clay tablets to last an eternity. The use of clay soon faded, however, as paper becomes more prevalent in circles, although it is rare for paperies to be anywhere outside of Arak where it is developed. Paper becomes a major export for the city alongside its rice shipments.

2. Pacify the Countryside
The territory Arakzi holds is large, but unruly. A quarter of the standing army is transformed into a mobile garrison, stationed in fortresses across the country. Their command is divided up into 3 Commanderies, one for each major city, and it is from those location that police and pacification operations are run. Wildlife hostile to Arakzi or that proves difficult for local farmers can be dealt with by these soldiers, and roaming tribes or bandits that attempt to exploit the agricultural sectors can be handled by military force.
>>
Rolled 25 (1d100)

>>3576509

The Emperor wants this creatures of shadows dead, he wants to see terror in the eyes of this cowards.
Action 1

On the new north west river mouth, the city of Ivux is founded. This lands are of the empire now, so we shall use them. If it s possible build a dirt road to connect it to the capital..


Action 2

This creatures of shadows, think that is easy to strike us Kagofon. They think that they can kill us like a mouse, with their hundred fast strikes at our bodies, shattering our iron armours and destroying our natural shells. They can repeat it. They can go along all the time they want. But at a point we will take them, we will show that we can resist their coward attacks and kill them too. Our shells have always make us strong. They will protect us and give us time for strike.

use
Special Mechanic: Natural Armour
>>
Rolled 3, 8 = 11 (2d8)

>>3576509
The years will be call Bear, Squirrel, Hawk, Eel, Butterfly, Sheep, Frog, and Wolf

>1.
Preach the Enlightenment to our wild brothers and different races in our territory
>2.
Expand south-east
>>
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>>3576612
The City is founded and makes governing the land easier, but puts a bigger strain on the boats having to transport food from the North.

The Marble quality problem is solved. The tribes are interested in the faith and migrate into the country in droves, but many of the migrants are rather uncivilized causing a rise in crime. Not out of malice, but lack of sophistication.

>>3576872
Fort Treni reigns supreme being the first Mroen step into gaining control over the mountains but as retaliation raids from the Mountain folk increase.

The mines are inhabited and the Prospectors which manage to get back talk about short sturdy men with big axes and beards. You finally learn who your enemy is THE DWARVES!

>>3576962
The trading colony is founded!

As you go further down you discover the Arctic Direkangaroo which jumps fast and is a good boxer as well as the Direplatopus which is a giant off creature which lies eggs and can be milked making it agriculturally useful.

>>3577138
Literacy increases, but thee are problems monopolizing it and some lower-class goblins also learn it.

Your military police rise increasing the militarization of the nation. It helps solve the flying Crocodile Problem.

>>3577144
The New City is founded and connected by road. Though that road becomes a popular target for tribal bandits.

Oh boy... 25 < 30 so your armor fails.
You thought your shells can protect you... you thought you could just slaughter the men of the hills... you thought. They rush your forces and with warhammers and war axes out of an unusually advanced metal they shatter your armor and your soft guts spill out of your Chitin shells... many of your men manage to retreat with the help of the Wood Elf auxiliaries... at least those who choose to escape. Those men bring back news of who the enemy in the shadows is... IT'S DWARVES

>>3577155
A happy day is announced as the Zodiac signs are decided uppon.

The Englightenment spreads to the Goblin tribes of the north and joint tribes in the south. And as such culture advances. But with your learned men traveling you also learn of a barbaric nation to the east. Ones who claim to have slaughtered the Goblin and Bugbear Gods and enslaved them, they also possess writing and endless armies.

The Expansion goes well, but your Nation seems to be experiencing supply problems and can't control the new south-eastern region at all. It will take time to tame this wild frontier.
>>
Rolled 7 (1d8)

>>3576981
Nation&Race Name: Varni & Drow
Capital Name: Reynrens
Colour: Black
Starting Location: Bottom left landmass. North tip of the lake.
Starting Fluff: Tbc
Special Mechanic: Infernal rituals: Can sacrifice a living sentient in exchange for summoning an infernal spirit and putting it into a vessel.
Lifespan: 10
Breeding Speed: 2
Physical Power: 1
Magic aptitude:7

Military Power:5
Economic Power::5
Naval Power: 5
Technology Level:5
Cultural Power:5

A1: Find a way to enchant ammunition with magic.

A2: Send a drow company of trained mages to the ruins in our lands.
>>
>>3577296
The Experiment succeeds, but for now, you can only make Frost Arrows, Acid Arrows, and Poison Arrows.

The excavated Ruins are Empty, but clearly belonging to an ancient subtype of Elf... white-skinned elf. Many inscriptions inside reveal their worship of the stars and astrological system.
Mainly a calendar which shows that years come in cycles of 8 with each year being represented by a separate animal:
1. Bear - strength
2. Squirrel - wit
3. Hawk - good eyes
4. Eel - magic talent
5. Butterfly - grace and beauty
6. Sheep - talent in social interactions
7. Frog - a good sense of humour
8. Wolf - leadership skills

Those were also the 8 deities of their faith. It seems that they possessed and ancient spell which would be enacted on every child at birth to grant them the blessing of the Patron God of this year.
>>
>>3577296
Why must this world be fill with barbarians? Everyone would enjoyed a Enlighten World.

>1
Built a new city called Fǎ in the new land, and road, to rule and maintain order justly with the natives
>2
Create an ecomanic system to manage and send resources effectively
>>
Rolled 1, 4 = 5 (2d8)

>>3577296
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:6
---------------------------
Actions:

1. With the hostile actions of the mine dwellers clear, many soldiers are sent to the mountains to defend our holdings. A plan to light fires in the cave mouths to remove the air from the caves is started, and with any luck, the dwellers will die or come to reason and come to talk. If not, a phalanx or two should keep them from coming out of the caves while we collapse them.

2. Our eastward frontier is to be pushed further on. What we may find, know one knows...
>>
Rolled 3, 8 = 11 (2d8)

Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red

1. Caste Reform
The urbanization of the Goblinoids has led to some shifts in the caste meta of the country. Goblins, once restricted to the bottom of the totem pole, find opportunities using their wit and intelligence in the cities, while those in the countryside continue to plug away growing crops for their betters in the cities. The Hobgoblin elite, seeing both the potential usefulness of a 3rd column of Goblins and the benefits of Goblin participation in the workings of the bureaucracy, begin a slow process of elevating some Goblins up in status. The new Goblin elite are still the inferiors of the Hobgoblins, but that is an inferiority that comes from social conditioning and not from any legal or de jure treatment afforded to these Goblin elites. In turn, it is expected that these Goblins do their part in upholding the traditional power structure that sees them above all other Goblins and to serve as an example of what loyal service can bring. Of course, after this initial wave of Goblin ennoblement there will be rarely any to follow.

2. Expand East
The remaining coastline of the bay will be brought under Arakzi control, and populated with either the subjugated tribes or with settlers given land grants to their patrons.
>>
>>3577296
(I’m going to be putting trade hub info so that no confusion erupts from people thinking my entire species is one nation)
Color: Dark Tan
Trade Hubs (cities):
Pha Saan Chann:
Luxuries: Blue Spice
Mundane goods: Pelts, Exotic fruits, Blue Men Art
Tech: Generic Shtihnese
Trade Connections: Peeps

Vydai Dam:
Luxuries: Enchanted Guns (supplies are limited), Ganster Artifacts, Maps
Mundane Goods: None (as of yet)
Tech: Generic Shtihnese Tech
Trade Connections: Be-Han (pending)

——-

Action 1:
Specimens of wereplatypus are taken north and sold to interested drow ranchers in the tundra, other specimens are taken farther north and sold off to some of the blue men tribes on the river east of Pha Saan Chann. Pelts of the werekangaroo are sold on the drow markets for decent enough prices to warrant the founding of a small trade colony near drow territory, it is called Dan Cagyru (OP picks where it would be best to found it) used to buy and sell werekangaroo pelts from hunters alongside local berries and roots to be traded in drow territory. Along with some minor wereplatypus ranching efforts by drow immigrants

Action 2:
Some of the older new Shtihnyr born in Vydai Dam set out to explore the mainland they live upon to find something that could be considered valuable for trade.

(Diplo)
>>3577394
A group of strange robbed short faced creatures dock at Pin, lead by a large one among them who unlike his companions did not seem to be armed with anything (his cadre are armed with crude metal spears).

The largest among them asks whoever meets them at the shore if he may communicate with the ruler of Pin about his nation and of possible trade deals, he communicates in a very fluent manner, often taking up the minor variations in sign language patterns (if your nation has a language of speaking he speaks but I’m pretty sure you speak in signs so that’s what I’m going with) of whoever he is trying to communicate to.
>>
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>>3570619
Nation&Race Name: Shadowkin&Dawn, Dawn being the nations name.
Capital Name:The Grand Fissure
Colour:Red, mixed with black spots.
Starting Location:Put me somewhere desolate/out of the way.
Starting Fluff:
>>"Only through finding a new land can we truly live."
>>"Doomed, wretched and desperate are our kin."
>>"Through others, through rifts we gain love, we gain salvation, we find our dawn."

>>From the depths of the Shadowrealm, the plane of shadow, a wretched dying plane they dwell and live. Thousands, millions even, slowly dying one by one, only to reproduce, to form from the shadows around them in death. An existeance of nothingness, of damnation for crimes done eons ago. Which not a soul can remember.

>>The sky cracks at their might, at their scream of slow depression and agony, a fissure opens and thousands pour into the world.

>>The Shadowkin are roughly 6ft tall. With red circles for eye's and long claws, their bodys are wispy, soft and harmless. Destroyed by a single swipe of a blade or arrow.

>>A mask is universally around their face. The picture is a grand representation. They utilize magic of a of course shadowy nature, being able to manipulate their bodys and shadows alike, to manipulate turbulent winds of shadow, to corrupt the world, change it via the connection to the plain of shadow.

>>This is their Dawn, their new World and the grand fissure is a crack in the world, a crevace opened by their hopes and dreams.

Special Mechanic:
>They are incapable of reproduction in anywhere, but the plain of shadow. As such to gain new population, they must perform a ritual on a tile to bring in population, this ritual involves intense prayer, the building of an alter and for Shadowkin to be waiting on the otherside. Rifts last for two turns, but ussualy provide large amounts of shadowkin even if it turns the tile into something warpes and twisted by the plain of shadow.

Distribute a total of 20 points between those traits:
> Lifespan:10 (in turns/irl days)
> Breeding Speed:0
> Physical Power:0
>Magic aptitude:10
>>
Can someone uh, give me a link to the discord. Op's one is dead.
>>
>>3577722
https://discord.gg/WRj66Q
Here
>>
>>3577617
One day, funny looking Monos came into Pin. They say in their equally funny language they want to speak to Zhei Hao, Great Master, about trade deals. A letter was sent to him informimg about this. Greaf Master pondered a little. He was distraught with news of barbarians in the east. He rather these foreigners leave them alone, but the previous Zhei Hao stated, "A close mind is a close future." He went to talk to these strange people and ask what do they wish to trade.
>>
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>>3577296

A momentary raise in crime will not hinder Lyrian progress. Let the migrants become educated over time, and for that we have the Great Library to teach them the workings of our religion and culture.

1. With the marble quality problem solved, start constructing temples and encourage the art of sculpture. We shall put our prayers to the Goddess in proper monuments to worship, and they shall be the highlight of both our religion and architecture!.

2. Now that Arnah is founded, let it develop over time. The Exarchs demand Yula to be the most glorious city of the Theocracy, and this will be done by making it the focus of our holy capabilities. With all the temples being constructed, the greatest of all must be in Yula, and it shall be named the Temple of Dawn & Dusk. Lyrians will make it so that the temple functions both as a regular place of worship and as an academy for the talented in the arcane. Holy magic studies are now open to the educated public who wish to learn more than what the Great Library has to offer! The Exarchs will be pleased to see that Lyrians have indeed, very special and innate magical capabilities. Let Arnah be the economical powerhouse that it is destined to be for now; the Exarchs watch patiently how it evolves.
>>
>>3577851
Greetings Zhei Hao, I am Trung Byon, the Lon Chuya of Vaydai Dam. You may refer to me as Trung.

I have spent the last decade or so building a life for myself in a set of ruins to the north. I have fostered dozens of children, many of whom have tried to usurp me.

I have on my person several examples of some very powerful weapons, weapons which can kill in an instant and take little skill to use. These weapons are impossible to reproduce, and thus would make the perfect weapons for a royal guard.

Though I will only sell you to them at a very reasonable price, as supplies are of course limited.

I would like to know your position on several topics of which would serve to help us come to a mutual understanding, mostly so I do not end up accidentally offending your great kingdom with foreign beliefs which may prove ill conceived and based in ignorance on my part.

I would like to know your great nation’s position on the concept of slavery mostly, as the old ones from my homeland often talked about how it is better to put your trust in your slaves than in your fellow Shtihnyr, as slaves have more invested interest in keeping you okay if you treat them well than those who have their own vested interests in your death.

I would also like to know about the faith your nation follows, as the way you dress, act and build seems reminiscent of the religious that I have heard of. I am thinking perhaps your faith holds some sort of tangible benefits to following it, such as keeping more respect for authority in society or perhaps more pref- I mean perhaps more interestingly some sort of easily measurable benefit, like increased luck or market, erm, discounts.

I would also like to know of some of the hardier goods that may prove unique to your realm, goods which hold much value for their weight and size.
>>
Rolled 5, 1 = 6 (2d8)

Nation&Race Name: Varni & Drow
Capital Name: Reynrens
Colour: Black
Starting Location: Bottom left landmass. North tip of the lake.
Starting Fluff: Tbc
Special Mechanic: Infernal rituals: Can sacrifice a living sentient in exchange for summoning an infernal spirit and putting it into a vessel.
Lifespan: 10
Breeding Speed: 2
Physical Power: 1
Magic aptitude:7

Military Power:5
Economic Power::5
Naval Power: 5
Technology Level:5
Cultural Power:5

A1: Do the ritual but attempt to corrupt its magic by replacing certain animal aspects. after all, what's a religion without a heresy.
{Replace the aspect squirrel with the fox: The eel gets replaced with a dragon: The butterfly with a black widow: And the wolf gets replaced with a lion.}

A2: Demand fealty the elf steppe tribe.
>>
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>>3577394
The New road a City emerge and bring order to the region.

With the new economic system, a new social class Emerges the Bureaucrat-Trader. They travel the land collecting taxes and trading.

>>3577465
You slaughter the Dwarves the mine collapses as they refuse to surrender. As for now, the Dwarven terrorism lessens, the Dwarves retreat deeper underground seemingly surrendering the overworld to you.

You expand east alongside a croc-filled river.

>>3577481
The Goblins which come to power start slowly taking up more and more positions. It will not be long until there are more Goblins than Hobgoblins and Bugbears taken together.

As you expand east you encounter tribes of Ogres. They don't seem hostile but very stupid and non-maliciously ate a lot of your colonists which just happened to wander-off. They just live in the forest from time to time wandering into a village and eating some Goblins.

>>3577617
The Direplatypus have no problem living with the Drow, but they have big problems with the heat among the Blue men. As such many Remen farmers come back angry at their expensively bought cattle dying 2 days after purchase.

You find glowing mushrooms. They are useful for creating light without heat and can keep glowing as long as you plant them on meat. An unknown side effect is longterm deterioration of eyesight.

>>3577681
Your nation got added.

>>3578221
A lot of the migrants assimilate, but others claim Barbarophobia and Racism.

A grand temple is constructed in the capital.

The plan goes as expected by the blessings of your Goddess.

>>3578624 >>3577851
The Black Pantheon of the Drow is born. With the dark Ritual performed 3 new constellations appear in the sky. Make out of black stars shining the light of death. Henceforth on the sky, one will see a Dragon fighting an Eel, a Butterfly fighting a Black Widow and a Wolf Fighting a Lion.

The Stepp Elf tribe does not agree and leaves your land, but some of the younger warriors decide to stay.
>>
>>3578637

Action 1

Craft a new type of iron armor, one far more durable and resistant.


Action 2

Create warrior patrols for secure the countryside.
>>
>>3578642
Sure, you can attack Iron plates to your armor.

The now better-secured patrols have a better time dealing with the Dwarven Skirmishers.
>>
Nation&Race Name: Llychlyn/Children of Fanw
Capital Name: Allfshys
Colour: Forest Green
Starting Location: North west portion of the eastern continent, specifically the bit that kinda looks like Sulawesi.
Starting Fluff: Llychlyn was until somewhat recently, a bunch of tribes made up of clans that relied heavily on the bow and usually weren't too far away from the ocean. These clans and tribes where very small, and occasionally they fought each other and made alliances, but mostly kept to themselves, yet all these clans worshiped Fanw and were 'Children of Fanw'. However this was not to last. The story goes that the clans were united by a young hunter who had gathered twelve particularly skilled followers who helped them along the way, and that Fanw herself helped this young hunter by gifting them the bow known as Ergydcaled to them. They are long dead, and the bow in question was returned to Fanw by one of those twelve followers, and if that is simply a romanticized story or actual history is anyone's guess, but the ruling clan of Cadigan naturally claims to be of her lineage.
Special Mechanic: Fanw's Children: The Children of Fanw call themselves such for a reason. Fanw herself is said to wander the worlds wilds and hunting the animals in it for food, and a few, usually much to their clan's dismay, follow in her footsteps, exploring the world, sometimes on land, sometimes on sea. Often times, this is just a few people, however, those of Clan Llewelyn tend to organize expeditions to search distant lands, reaching them by foot or oar.
-------------------------
Children of Fanw
> Lifespan: 7
> Breeding Speed: 1
> Physical Power: 9
> Magic aptitude: 3
-------------------------
>>
Rolled 6, 2 = 8 (2d8)

>>3578637
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:6
---------------------------
Actions:

1. With the dwarves dead or retreated, prospectors are now free to search the mountain sides for metals and useful stone for the Republic.
2. Once again, the frontier is pushed in search of useful lands to exploit.
>>
It was a quiet day, the coronation of Queen Eheubryd Cadigan had gone on a while ago now, and she was getting use to her new position, yet despite the fact things were currently quite peaceful and calm, she certainly wasn't. Despite commonly looking calm, on the inside, she was a nervous wreck. Most of the time it took a while for her to come to a decision, most say it is because she was thoughtful and took everything into account, and while this was to an extent true, the thing that made her take a long time with her decisions was simply because it took that long for her to push past her doubts. Still, things had been slowly getting easier for her as she got use to her new position.

>Action One
The city of Allfshys would have plenty of work done to it, the most noticeable would be new, fairly long and large houses being constructed. They were large enough that they'd be able to house most minor clans, and they were quite comfortable as well. Other than this, new roads were constructed and the temple to Fanw would receive a minor expansion in the form of a tower. There also would be a few more buildings for those to work in as well, though it was mostly just a minor modernization of the old town than anything else.

>Action Two
While one might not realize it, the Children of Fanw, and by extension Llychlyn, are actually fairly fond of all wilds, not just the woods of the land but also the waves of the sea. Of course, they don't swim in it, and instead travel it using ships, and some like the land more than the sea, but the reverse is true as well and ships are something the Children of Fanw can make. New ships would be made for Clan Llewelyn and for fishing. Of course, the shipbuilders would, on the request of Clan Llewelyn, try a few new techniques to see if better boats and ships could be made. The hope was to make them both more seaworthy and faster, trying to improve upon the traditional oar and sail method that the current ships Llychyln had, as if they were faster and more seaworthy, they could stay out for longer, at least that was the idea anyway.
>>
>>3578401
Zhei Hao was taken by Trung's words. He comes a society oppressive and starchedwith betrayal. The Enlightenment would do them good, but from what was told to him, it seems Trung's people value material things than spiritual.
"About these weapons you speak of, they sound quite powerful and rumors of barbarians to the East concern us. Maybe we should trade for them. Monos are not ones for this slavery. It sounds...mingxua, undesirable, to us. But we are not ones to forcefully change others. Please treat your slaves well with compassion and dignity. Our religion is about bettering oneself with personal will and guidance from above. *Zhei Hao chuckleed* I don't think your people would value the Teachings though it seems people born in certain years are bless with good fortune especially in the year of the Frog, Sheep, and Squirrel. But as you can see in the sky, corrupt stars are fighting the others and we are trying to understand and weather this strange event. In time, we will return to Enlightenment."
>>3578637
Most troubling indeed. Three corrupt stars have appear in the sky battling the others. A Clestrial war that will last until the stars themselves flicker out.

>1
The corrupt stars remind the Monos no one is above corruption. A pure being of anything is impossible. In that realization, the Grand Master meditated on what new Enlightenment decree will be needed to guide the people. After much time has passed, he spoke, "Cu and Su will always be in turmoil. One must now channel the energy they radiate and convert it into Enlightenment ." (Basically, add new laws to the Enlightenment to better understand this strange phenomenon.)
>2
Expand north to acquire the mountains. An important project is in the works
>>
The holy men in the small cultic temples that dot the 3 cities of the Republic are uneasy. With no uniform religion yet created among the Mroen people, the priests are usually conflicting in their prophecies and divinations, but this day is different. Stars in the night sky grow cold and dark, a very poor omen from the myriad of gods worshiped. The strange uniformity of the omens shakes many of the populace, from the lowliest of plebeian farmer to the wealthiest patrician senator. For the gods to show such a blatant message is almost unheard of, and now the Republic feels the need to prepare for the years to come. Expansion is important, but what good is land that cannot be taken care of? Soldiers are good, but if left in a band, they become disorganized. Trade is good, but what backing is there to the barters made? Diplomacy is good, but are there even any other civilized peoples out there to speak to? The reptiles to our north have been idle in their actions for decades now, with no sign of anything yet. Maybe we are a fluke, not meant to rise like we have. Maybe we were meant to rule the whole world uncontested but by small tribes, or maybe we haven't met anyone else yet. This wave of questions brings about many philosophers who debate the merits of life and further question the things around them.

On the frontier, soldiers patrol the borders between the Republic, and the wilds. Some liaise with the tribes that have yet to be integrated into the Republic, while others make camps in the plains. They sharpen iron blades and spear points with whetstone. Smiths pound away at forges, crafting new armors for recruits gathered from the local area, young men looking to prove their worth on the field of battle, though it's more likely they'll end up in some garrison post. The wealthier recruits are able to trade more valuable things to the smiths for chain mail armor, a step above the bronze squares that are strapped to the chests of the others, and the poorer recruits are given even lighter equipment, and trained as skirmishers.
>>
Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red

1. Pacify the Ogres
If the Ogres will not submit to the will of the Domnakal they will be crushed until our hobnailed boots.

2. Construct city

Varunk is built to take advantage of a large natural harbor in the east is constructed and populated with new settlers.
>>
>>3578766
You are mistaken in that we do not currently own slaves as it is not corduroys to own slaves of our own race in our society. I will continue my lack of slave ownership until my death as you would be pleased by me doing so.

As for the weapons they are of immense value to me so I must ask of something of roughly equivalent value. I do indeed want to have some of your finer animal pelts, but along with that I would like 12 of your finest guards to accompany me in Vydai Dam, I will train them in the art of using these weapons for one year and then send 6 back who will them be replaced by 6 fresh guards, I want this exchange to happen yearly until my death. For now I will give you 50 of these weapons which I will use to briefly train your higher commanders for a few days so that no unintended accidents occur in your nation’s usage of them. Each group of 6 I send back will be equipped with their own personal weapons for use in the guarding of your palaces and temples under you. They will be true experts in the art and will help to spread the art of using these weapons among your guards.

I have noticed in my journey here the disruption in the stars, which is why it took me so long to get here. If there is anything I can do to help with realigning the stars I am ready to take action in.
>>
Rolled 1 (1d10)

>>3578637
Color: Dark Tan
Trade Hubs (cities):
Pha Saan Chann:
Luxuries: Blue Spice
Mundane goods: Pelts, Exotic fruits, Blue Men Art
Tech: Generic Shtihnese, minor drow influence
Trade Connections: Peeps (drow)

Vydai Dam:
Luxuries: Enchanted Guns (supplies are limited), Ganster Artifacts, Maps
Mundane Goods: Glowshrooms
Tech: Generic Shtihnese Tech, minor Be-Han influences
Trade Connections: Be-Han

The disgruntled farmers are ignored and avoided by the wandering merchants, who only barely made a profit out of selling these creatures.

The glowing mushrooms are sold as a novel lower tier commodity to many parts of Be-Han.

Action 1:
The little point about the “eastern barbarians” is tantalizing for Trung, and so he sends some of the lower among his dissent east and into some parts of Be-Han to find out where these barbarians exactly lie.

Action 2:
The final directing to look for caravan animals is determined, they must look west for them. They travel from Pha Saan Chann to just bellow the Great Fissure in the mountains in their exploration. (Rolling to see if they come into contact with some of the Denisons of the Great Fissure while exploring the northern coast, you may determine if the roll is high enough for contact)
>>
>>3578980
>mfw
>>
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Rolled 7, 6 = 13 (2d8)

>>3578637

Migrants will learn to be patient, over time. The Exarchs give them some rights of very little importance, irrelevant to the status quo, but they should be enough to virtually satisfy them.

1. Expand. Lyrians will go north in search of warmer lands to build their settlements in, constructed along the grand lake to the left of the Theocracy.

2. The sky has changed! Battles of profane stars with the previous ones have ensued in the skies! The Exarchs see this as a bad omen, and a blasphemy to the natural order of things. As such, they start to support programs in the Temple of Dawn & Dusk to form a special force of Exalted Paladins of the Goddess. Equipped with the finest iron and unparalleled magical prowess, these elite troops will serve as the Royal Defenders of Faith in the capital. Lyrians shall be prepared for the end, if the stars will it to come.
>>
>>3578921

Where others remorse over the darkening sky the Goblinoids rejoice, for Vykul hungers! I Ogres in the east pray to their idols and weak deities, unknowning and unthinking of Vykul's hunger. As the Goblinoid armies march east to pacify them they take with them the Altar of Hunger, upon which the Ogre Gods will be sacrificed and consumed by Vykul, forever tying the destiny of these Ogres to that of his kin, turning them into goblinoids. They will soon suffer the fate of the Bugbears and the Goblins, that the Hobgoblin overgod Vykul consumes faith and replaces it with OBEDIENCE.
>>
>>3578959
He thinks on the offer that has been laid before him. Guards trained by Trung could be a great boon to the Monos, but to sacrifice six every year? The price seems fair for the exchange. The Grand Masters sighs. "Very well, Trung. We will agree to the terms if you make an oath this deal will only last until your death. We do not wish to send so many Monos away from their homeland. Of course, our animal pelts we will trade as well. About the stars, any help to gently realign them will be good, but we do not want to the world to be more unbalance."
>>
>>3579288
Thank you, I hope that this deal will make for good trade between our two nations for the rest of our shared existence. And don’t worry, I will make sure to send back all of them as unharmed as I can, any who become injured will be rushed back here as soon as they have obtained said injury in my service. And I will be sure all of them may return when I die in safety and haste.
>>
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>>3578737 >>3578744
Your people settle the lands.

Works.

Your ships improve.

>>3578743
You find visible reserves of Iron and Copper.

The frontier isp ushed and you find Bamboo and Exploding Cacti.

>>3578766
You add laws making some of the freedom-loving tribes and lower classes protest.

You acquire the mountains, but the local underground tribes launching guerilla warfare make any presence not supported by armies impossible. (I am gonna roll 2d8 for you 'cause you forgot: 4)

>>3578921
Most of the Ogre tribes agree to submit if you give them a stable supply of food, but others just keep eating Gobbos.

Varunk is established as the first city with a majority Ogre population. The infrastructure is adapted to their large builds and keeps a bigger police force to keep them from eating Goblins.

>>3578980
After long arduous travel, you find the Western parts of the Goblin Nation.

1 out of 10... no, you don't encounter any locals. All you find are giant trees which while trees can walk around they also like to jump from cliffs and float around until they find a nice spot to land.

>>3579083
Settlements are successfully established! You encounter the first Goblin tribes. They are escapees from the Goblin Kingdom and tell tales on how their God has been eaten by the Hobgoblin God.

The Elite force is established.
>>
Rolled 4, 2 = 6 (2d8)

>>3579339
Terrible news all around. These new laws are too make help you, not oppress. Hmm, how to make them understand.

>1
Grand Master goes around the land preaching the new laws to the people to better understand them
>2
The new territory are being attacked by hostile locals. Send warriors to cull the attacks and maintain order.
>>
Rolled 8, 1 = 9 (2d8)

>>3579339
Forgot Rolling for Good Ol' Crox expanding
>>
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Most up-to-date map.
>>
Rolled 2, 7 = 9 (2d8)

Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red

1. Look about for useful resources in our lands

There is a lot of territory and surely there has to be useful deposits or interesting things in it.

2. Expand South to the major river there

Yet more land is claimed and settled by Goblins looking for their own farmsteads or purchased and settled by power elites looking for new plantations.
>>
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>>3570619
Nation&Race Name: Garudakal(Eagles)
Capital Name: Garudasana
Colour: Gold, if taken then White, if thats taken, then sky blue
Starting Location: Southern Mountains of the Western Continent (see picture)
> Lifespan: 7 (Once adulthood is reached, a Garudan can live well into their second century)
> Breeding Speed: 1 (offspring are rare and infant mortality is high)
> Physical Power: 6
> Magic Aptitude: 6
>--------------------------
> Military Power: 5
> Economic Power: 5
> Naval Power: 5
> Technology Level: 5
> Cultural Power: 5
-----------------------------------------------------------------------------------------------------------
>>
>>3579484
In the tallest peaks of the Lamhaad Mountains lies the city-aerie of Garudasana. Here, the last vestiges of a once proud race cling to existence. The great eagles of the west once claimed a range stretching across the seas, to continents whose names still lay unuttered by the lips of man. They once feared no beast or race, they were the apex predator, the skies were their kingdom and their refuge. Such was the power once held by the Garuda, but no longer. No longer. In the fourth Tyrn of the ruler Asam came the prideful eagles’ doom. The sky split and a smooth stone fell from above, and the stones name was Greed. Those who went near it returned changed. They stopped caring for their mates, for their king, for the eagles around them. Their only allegiances were to envy and spite. The corrupted eagles fell upon themselves, butchering and stealing till the rivers ran with red with their blood. The Garudan nation collapsed violently and suddenly, leaving only massive carcasses behind. The only place left untouched by the corruption was Garudasana, a holy site which very few eagles knew about before the collapse. Here is where the royals fled when their original capital fell to ruin. Here, their nests are hidden by curtains of fog rising from the thermal springs of the dying hotspot that first built this range aeons ago, their fledglings grow up insulated from the chaos that surrounds them, and they are able to keep the last flame of Garudan civilization alight.
Now, however, things are changing. The Earth rumbles with new life. The stars in the sky seems to dance quicker than they did before. Something has happened, beyond the Lamhaad. The Garudakal look outwards with renewed vigilance. Perhaps it is time for them to take flight once more, and resume their position as kings of the mountain.

Special traits:

Predatory Visage: Garudakal were once the planet’s apex predator. Even now, after their name has fled living memory, their shape still strikes a primal chord deep within the souls of those whose ancestors they preyed on. Some experience this as fear, others feel it as awe or respect.

Eagle Eye: Garudakal have exceptional vision, perception, and visual memory. The tradeoff, however, is poor senses of smell and taste.

Magical Sensitivity: Garudakal are extremely sensitive to magic, magical effects, and magical creatures. This sensitivity goes both ways, however, as spells targeted at Garudakal will have a significantly stronger effect on them as well.
>>
>>3579487
Nation&Race Name: Garudakal(Eagles)
Capital Name: Garudasana
Colour: Gold, if taken then White, if thats taken, then sky blue
Starting Location: Southern Mountains of the Western Continent
> Lifespan: 7
> Breeding Speed: 1
> Physical Power: 6
> Magic Aptitude: 6
>--------------------------
> Military Power: 5
> Economic Power: 5
> Naval Power: 5
> Technology Level: 5
> Cultural Power: 5
-----------------------------------------------------------------------------------------------------------
>Tyrn One of Pasad, Veil-Piercer
Turn 1: Before looking outwards, the eagles must first look in. Under the watchful eye of the Garudakal, the fledglings have been safe and secure. However, that may change as the eagles travel further and have less time to devote at Garudasana. This retreat must be properly fortified in order to ensure that the future of the Eagles are secure. The steam veils that cloak the ashram are thickened by redirecting water deeper underground, nests are moved into opened cavities underground, routes through which a little fledgling might escape and find itself at the mercy of the Lamhaad downdrafts are carefully searched out and sealed. In the innermost ring of the fortification, a dome of solid stone is constructed. Within lay the incubating eggs that will form the next generation of Garuda. An egg may lay in rest for centuries before it finally chooses to hatch, waiting until the occupant within feels the time is right. The eggs themselves are exceptionally difficult, as hard and smooth as a river stone. Still, given their rarity and value, it is judged that an additional layer of protection would be best.
>Fortify Garudasana

Turn 2: While Garudasana serves as an aerie at present, before the fall it served a far more spiritual purpose. According to the most sacred of myths, this was the home of Garuda himself, the first Eagle, where he took his first flight into the heavens to light the stars and the moon. The temple to him here is engraved deep into the rock face using techniques now lost to time. Given the occasion, it seems appropriate to seek his blessing before the journey. The Garudkal adorn Garuda’s temple, placing mountain flowers, springfish, and fresh water before him. Pasad himself spends the night prostrate at the First Eagles feet, hoping for an insight as to what avenues to pursue first.
>>
Rolled 81 (1d100)

>>3579339


Action 1

Create a new military formation, spear on front and warcleavers and maces behind ready to charge the enemy, when it has weaken.


Action 2

Attack once again the dwarfs and if necessary collapse their caves upon their heads.

Use Natural Armor
>>
>>3579533
https://discord.gg/eD3tK4
Here’s a link to the server
>>
>>3579619
Lol, thanks for the consideration sky, it’s me, Tarn. Probably should have specified in the OP, my bad.

>>3579533
Correction:
>The eggs themselves are exceptionally difficult *to *break
>>
>>3579339
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:6
---------------------------
Actions:

1. Mines are dug and miners get to work extracting the metals from the earth, so that they may be refined into better things.

2. Word is sent to the crocs to ask that they become our vassals. They would be allowed to continue on with their lives, but must pay tribute in soldiers and materials, as well as agree on set boundaries for expansion. It is implied that bad things will happen...
>>
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>>3579339

With the tales the goblin tribesmen tell the settlers, the Exarchs sweat in their halls with worry. They will need a defense, if that malevolent, predator god and its servant heathes try to engulf their Goddess.

1. Found a new city. At the end of the small river, it shall provide a decently defensible position for its citizens, and facilitate travel between the
other cities by boat. Its name, Ortheia.

2. Construct a major scale Military Academy in the recently founded city, with training grounds and capacity for a new army. The Exarchs calm down the populace and ease them into the new orientation of their plans, telling them that the Goddess is worried that Lyrians will not be ready if a hostile power descends upon them. For that reason, Lyrians shall reinforce their defenses, starting with a glorious place to learn about combat and tactics. Its construction, akin to the other wonders made previously by the Theocracy, although practical it must be adorned with marble and have temples dedicated to the faith inside it.
>>
Rolled 1, 5 = 6 (2d8)

>>3579339
Nation&Race Name: Varni & Drow
Capital Name: Reynrens
Colour: Black
Starting Location: Bottom left landmass. North tip of the lake.
Starting Fluff: Tbc
Special Mechanic: Infernal rituals: Can sacrifice a living sentient in exchange for summoning an infernal spirit and putting it into a vessel.
Lifespan: 10
Breeding Speed: 2
Physical Power: 1
Magic aptitude:7

Military Power:5
Economic Power::5
Naval Power: 5
Technology Level:5
Cultural Power:5

A1: Establish a great temple and place of divine learning in our land Venerating our new triumvirate gods. The Ebon Dragon, The spider queen, and Mehyt.

A2: If our gods are too win their divine struggle they need something more potent than mere heartfelt prayers. No the only thing that can grant divine victory is grand acts of worship. Mobilize a grand army of are peoples most skilled crossbowmen wielding weapons enchanted with acid and poison have them be supported by our most learned mages and finally have our Stepp elf warrior serve as front line spear men due to their greater strength.
>>
Rolled 6, 5, 2 = 13 (3d6)

>>3579339

It had been a fairly long time now since Eheubryd became queen, and despite how nervous she was at the start, she had gotten use to ruling, it had been some years now after all. Still, she hadn't gotten over her worry's and nervousness entirely, and likely never would, but it wasn't as bad as it once was and she was a bit more confident in her own abilities because of it. Still, the city of Allfshys was doing quite well, though, it was quite likely and assured that there would need to be more land taken for the city to grow, and for the people of Llychlyn to have more land to hunt in...and farm in, though, farming isn't exactly for anything other than extra food to make dishes have a bit of extra flavor or for emergency's should game run low and needs time to recover.

>Action One.
For both more food and more space, some of the lesser clans are encuraged to go out into the wilderness and make their home in it, expanding the lands of Llychlyn and also increasing the lands that the people of Llychlyn could hunt. After all, if everyone remained in the area's nearby Allfshys, they'd eventually over hunt the local area and be forced to go off far away from home. It also meant that there was a chance that the people there could find some resources that could make the nation able to make tools easier, though this was a bit of an afterthought and a nice potential bonus. Most of the people would go to the north east, though some would simply go straight east, and even fewer south east. The forests were a traditional home for the Children of Fanw after all, and the sea was a distance up north anyway, so its understandable why most would head up there.

>Action Two.
A set of basic defenses are put around Allfshys. They weren't really designed to deal with a proper army, really they were mostly there just to keep animals they'd rather not get in the city that couldn't fly out rather than actually fending off any real determined siege force. After all, who would be able to do such a thing? Its not like there was anything out there that could attack the Children of Fanw, and by extension Llychlyn, in such a way...Right? Regardless, some extra work would also be put into the home for Clan Cadigan, making it a bit bigger and also a bit more fitting in terms of looks for the ruling clan...Besides, Clan Howell managed to get their own longhouse expanded and made nicer along with the temple they practically ran. Besides, putting a bit of work into the house wasn't exactly going to detract too much from the work of keeping animals out, making a simple palisade isn't exactly that difficult or time consuming after all.
>>
>>3579350
The laws are understood better by those who have some basic intellect. Others start thinking it's some sort of new state religion.

The Warriors and local Dwarves engage in heated battle which ends in a stalemate. They are willing to negotiate though because they think your people have a lot of beard.

>>3579425
You find Marble and Iron Deposits in the West.

You expand south and the land is littered with privatized farms. At the river delta, you find some Ruins which look like they might have belonged to ancient Ogres.

>>3579484 >>3579533
The Garudasanan nation rises from its ashes and their ancient Vassal the Sacred Croxian Pharaohanate resumes their service to them.

The Capital is fortified!

You pray at the ancient temple and are granted a vision that directs you to visit your ancient vassal the Croxians and examine the sky for something is changing in it and it is not good.

>>3579601
The new army formation emerges to bring fear to the enemy!

The Dwarves attack you frustrated, but their weapons can't do anything. They flee underground and you collapse their caves sending a clear message. "The overground is ours."

>>3580163
As soon as you dig mines they collapse... the Dwarves may have fled underground... but if you dig too deep they are still there. Still, you manage to stockpile enough metal to last you a few decades before the mines are attacked.

The Crox Pharaoh visits the Emissary of the Mroen and thanks to him for the visit. Clearly seeing trough the threat the leads them to the Temple of the First Eagle and informs you "We thank you for your protection, but we already have masters whom we are meant to serve and they have returned. We do not wish for hostilities, especially in these troublesome times where the Gods are falling like flies."
The Pharaoh then quickly explains that they are already subjects to the Eagle people of the East and you even see a few of them as you leave the City.

>>3580475
The City is established with a military academy in it making any wood-be raiders stray away from it. The Military academy is connected by bridge to the second biggest Temple in the Theocracy the Floating Temple of Ortheia.

>>3580571
A remote monastery for learning and education is established! Praise be to the Dark trinity!
>>
>>3579533
>>3570619
Nation&Race Name: Garudakal(Eagles)
Capital Name: Garudasana
Colour: Gold, if taken then White, if thats taken, then sky blue
Starting Location: Southern Mountains of the Western Continent (see picture)
> Lifespan: 7 (Once adulthood is reached, a Garudan can live well into their second century)
> Breeding Speed: 1 (offspring are rare and infant mortality is high)
> Physical Power: 6
> Magic Aptitude: 6
>--------------------------
> Military Power: 6
> Economic Power: 6
> Naval Power: 6
> Technology Level: 6
> Cultural Power: 6
-----------------------------------------------------------------------------------------------------------

>Tyrn Two of Pasad, Veil-Piercer
Action 1: As the scout eagles ruffle their feathers and get ready for the long flight out of the mountains, they perform a ritual meditation, sinking deep within themselves to find and hone their dormant navigation skills. Garudakal have innate homing instincts similar to their less prodigious cousins, but many of the scouts had not made use of them since childhood, having spent their entire adult lives within sight of the fog veil. Now, as the time approaches for them to journey out once more, the scouts must realign themselves with the natural world. During the trance state, the eagles’ bodies remain still, but within their mind, great changes begin to occur. Their biological compasses sync with the natural magnetic fields that surround them, creating a natural pointer that will forever point directly back to Garudasana. The new star arrangements imprint themselves onto the bird’s minds, their nightly dance recorded in neural circuits, to be compared against in order to ascertain the precise location of the birds wherever they may be. As the first rays of the sun touch their brows, the light triggers further changes, creating a knowledge of latitude, time, and season. The scouts arise from their trance, refreshed and ready for the trip to come. They know precisely where they are and how they can return. Now, the only question is where to go.
>Navigation

Action Two: The messages of foreboding from the First Eagle are disturbing, but Pasad knows now that the eagles must return to their old kingdoms once more. Still, additional precautions must be taken in order to ensure the survival of his race. A secret contingent of elders are dispatched to the mountains to the north of Garudasana, to a cave hidden by miles of dangerous canyon and freezing winds. Here, as there, the hotspot far beneath sends up tendrils of heat to create a permanent source of warmth, perfect for an incubator. Several dozen eggs are secreted away here. If Garudasana is ever to fall, they will be the last remnants of the Garudakal.
>Expansion North
>>
>>3580963
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:6
---------------------------
Actions:

1. The emergence of more nations in the area is met with wary acceptance by the people of Mroen, and more recruits seek to join the Mroen army.

2. With the influx of new recruits, the Republic starts to see the downsides of their barter economy, with some recruits not able to obtain equipment as the smith already have a surplus of the materials they seek to trade. Thus, a monetary system is introduced, with minted coinage. Within a year, most recruits are able to afford arms and armor.
>>
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>>3580571
The Grand Army is mobilized and Granted to the Gods in their divine struggle. The combined armies descend into prayer as you perform your dark Rituals. The 3 Dark Gods descend themselves in the form of avatars and take their Champions. The Lion Chooses the Riders of the steppe and merges with their Chieftain. The Spider chooses the Wizards and merges with their Archwizard finally the Dragon Chooses the Drow Warriors and Mergest with their leader. All of them while alive transform into astral beings and as if pulled up by dark spider webs by their neck disappear into the dark Stars.

>>3580571 >>3580754 >>3580475 >3579425
The White Gods are Defeated and the Dark Gods now undisputed take their place in the pantheon among the stars.

The 3 exiled Gods now flee seeking refuge. The Wolf seeks refuge with Fawn seeking to become her aid and servant in exchange for protection. The Butterfly wishes to remain and serve the Goddess of the Pale Humans finally the Eeal begs the glutinous God of the Hobgoblins for refuge, but is eaten instead.

The Drow in exchange for their sacrifice are granted 3 gifts.
1. The Lion Berserker Armor - a pure black ser of armor representing a male lion. It makes it's wearer go into a battle frenzy slaughtering its way and evoking impossible physical produce and masking injury making the wearer go into a berserker rage which often kills him uppon which the armor starts consuming the wearer's flesh to keep fighting like a frenzied Golem. The wearer of the armor can inspire such berserker rage in up to 1000 willing allies.

2. The Dress of Arachne - lets the wearer summon 8 spiderlike appendages anywhere trough a type of portal and cast spells with it as if with her own hands. Just impaling and the enemy is of course also possible. The dress in general drastically improves reflexes and magic power.

Dragons Blood - only one of the Armies returned a great Drow warrior one close to a god of war. She has been chosen as the Champion of the Dragon carrying a demigod in her womb. She will give birth to a powerful warrior and an even more powerful lineage.

>>3580754
You gain more clay and encounter non-hostile Goblin tribes as you expand. They claim to be feed from the Hobgoblins and have no time to be fighting you as they flee. The land is obtained.

Defenses are set up!
>>
>>3580963
The stars have fallen. A most troubling times in deed.

>1
Negotiate with the dwarves that of they join us, we will cultivate the land and feed them 7n exchange for stone and any metals they have. We both value family and honor I think, why not work together?
>2
The world is changing and the Enlightenment is getting lost among the people. Build monestaries throughout the land to maintain the Teachings.
>>
Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red

1. Explore the Ruins
Some curious explorers head into the ruins to take a look about. They take a smarter ogre, just in case.

2. Begin iron production
In the western mountains iron production begins with the development of mines and smelters at Nurzar. The mining operation benefits from the proximity of the river that allows it to ship iron downriver to the waiting fires in Nurzar, then ship finished iron downriver to the forges and smithies at various points before ending with the major industrial area in Karpol.
>>
>>3580996
The scout eagles fly west, floating downslope with the winds for once, relishing the feeling of warmer climes and thicker air. Some of the younger scouts feel a pang of homesickness as the steam plume marking home disappears into the distance. They have never been out of sight of the plume, having been born decades after the Collapse. The new lands they rediscover, however, quickly wipe out any sense of regret. The plains roll placidly beneath them, giving way to sand slopes and finally the shallow sea between the continents. Thee eagles sweep low over the waves, their wingtips sending droplets of seafoam flying. The sun reflected off the waves creates powerful thermals, allowing them a chance to simply float, swaddled in warm air. As the sun passes its zenith and begins to move west, the ocean recedes behind them and new peaks emerge from the horizon line. The ruins of a Pre-Collapse aerie are sighted amidst the mountaintops, and the eagles overnight there before taking flight once more. They wing high above the ground, sighting flashes of new growth through the clouds below them. The earth seems to be changing with new vigor, the broad lands of the plains now interrupted by mud huts and stone-brick hills. The younger eagles wish to investigate, chittering eagerly at the change to catch exotic prey. Before they leave, however, they are chided by the oldest birds, and, muttering unhappily, return to the flock. And so the eagles pass high over the Mroen, leaving no trace beyond a few agitated livestock.
Finally, their destination came into sight. Phangriph, at the mouth of a broad river. It was a city ruled by water, and after a long and arduous journey, the eagles were grateful for its cool waterfalls and gardens. One such fall conceals a beautifully crafted sanctuary, sunlight streaming in through a set of clerestories high above. The birds roost here, and soon the inhabitants of the city join them. It is clear that the Krox, at least, have not forgotten the eagles, bringing offerings of fish and fruits up to the city’s well kept aerie.
>>
Rolled 3, 6 = 9 (2d8)

>>3581031


1 Action

Expand in the south mountains, they are ours now. Soon we shall use them.


Action 2

South of Vefu, near the mountains build the city of Sando. This city will be important for gather the iron and stone, from future mines and quarries. Connect it with a dirt road to Vefu.
>>
The Republic is abuzz with activity. With the introduction of coinage, trade boomed. Instead of sacks of grain carried to market by plebeians, they brought copper coins, which were given to traders in return for goods. The traders would further pay for things, and so on. The military also experienced a boom as well, as the recruit soldiers could easier afford better weapons and armor, with chain mail becoming more accessible, if still uncommon. Iron tools too were more common as mines brought in surpluses. Campaigns against mountain tribes were going well, with recruits quickly becoming skilled in the ways of warfare as they cut down the poorly organized warriors sent by the tribes.

To the north however, much suspicion and distrust lingered. These eagle men had come out of seemingly nowhere and had taken complete control of the reptile men seemingly overnight. As a result, the roads near the border would be constantly patrolled by soldiers, who kept wary eyes to the sky. Just in case...
>>
>>3581031
Nation&Race Name: Garudakal(Eagles)
Capital Name: Garudasana
Colour: White
Starting Location: Southern Mountains of the Western Continent
>Stats: L7/B1/P6/A6/M6/E6/N6/C6
>Tyrn Three of Pasad, Veil-Piercer
Action 1: The reports the scouts bring are promising, and Pasad himself makes the trip to Phangriph shortly. He is pleased that their loyalty to the eagles had not wavered all these years. Still, the controlled domestication of the Krox done by his ancestors had lapsed for centuries now, and the crocodilians had slowly begun reverting to their natural state. The Krox must be crafted once more into the perfect servants and caretakers. Pasad calls for the Krox to begin a festival of fertility in order to create a new generation of Kroxigans.
>Fertility Festival

Action 2: There are several abandoned aeries in the mountains south of Krokland. Pasad rules that they ought to be settled by some of the younger eagles, in a bid to further increase and diversify the eagle population. The wide open space to the west should prove fertile enough hunting ground for the eagles to prosper.
>Expand south of Krox
>>
Rolled 7, 1, 8, 4, 2 = 22 (5d8)

>>3579533
>>3581671
No whammies no whammies
>>
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>>3580963
>>3581031

The Goddess embraces the Butterfly, and listens to its sorrows. It has lost a battle in the skies of the world, and wishes for protection under servitude. She tells the creature: "All beings are connected to me, for I am crystalline water. If you wish to become an affluent of my being, then you shall do so without worry or fear." The Butterfly becomes the heavenly symbol of hope, and herald of good news. A day-long festival in spring is set to honor the Goddess' generosity and piousness in this act.

1. With the military academy up and going, The Exarchs rule to raise the Theocracy's defenses. The benevolent stars have lost, and dark ones now plague the skies above. Lyrians shall be prepared for the worst. Sentinels are set on the walls of the three main cities, and patrols start taking watch on the borders for new possible threats.

2. The studies of the scholars at the Temple of Dawn & Dusk devise a new form of spellcrafting. Writing with special inks and symbols can work against corruption in some places. Crystal Scrolls are now being shared between clerics and arcane magisters from all over the Theocracy, and a copy of each one of them is always sent to a White Record, enormous tomes of sacred knowledge stored in the Great Library in Yula. The first scrolls to arrive at the Great Library are those who reveal the starting steps to master the manipulation of Water, Ice, Illusion & Wind. Knowledge about these domains will prosper with the coming years, as the Exarchs propel the scholars forward in their research so that they may build upon themselves.
>>
>>3579339
(How Big do the giant walking trees get)
The discovery of the gobbos proves tantalizing for the less than optimal level of trade in Vydai Dam.

So many flock into the river which leads to the northern goblin border. This creates an amazing opportunity for wealthier merchants, who set up the trade hub of Yeu Tihn directly north of the goblin’s northernmost border, connecting the closest end of the river to the goblin sea, facilitating and streamlining the process of getting goods into the goblin empire.

Action 2:
With the new traffic within the great river which leads to the goblin empire some Shtihnyr decide to explore and prospect the entirety of the river system for useful or valuable animals, civilizations to trade with or ruins to explore. Or even just some exotic resource which may prove to be of high demand in the Monos or goblinic empires.
>>
Nation: Lishta
Race: Rodna
Capital: Grusho
Color: Dark blue
Fluff: The lishta emerged from the ocean 500 years ago. They have lived in peace, worshiping the sky nad growing in strength. The nobles were the first people to organize the races. With their psionic powers they organized the grunts and the breeders. This was about 100 years ago. The newfounded hivemind grew in power, building cities and developing their cult of the sky, an area untouched by the fish people and their ancestors. A temple to the sky was built on the highest peak near their homeland. This is where the exalted ones live. All the nobles report to the exalted ones and the true exalted is reported to by the exalted. The breeders malleable genetics where found to be able to be manipulated and create superior beings. A group of nobles in the eyesight of the exalted began to experiment with the breeders, the races has grown in strength and with this the cult sees hope to finally make themselves know and spread the knowledge of the power of the sky.
Special mechanic: Pseudo hive mind and genetic malleability, new races can be introduced to both of those and the race can adapt to its needs at shocking speeds.
Breeder:
Breeding speed: 19
Lifespan: 1
Physical power: 0
Magical power: 0
Dronefish:
Breeding speed: 0
Lifespan: 2
Physical power: 10
Magical power: 1
Nobles:
Breeding speed: 0
Lifespan: 5
Physical power: 2
Magical power: 10
(The difference between exalted and nobles is that while the nobles focus on psionics and the exalted focus on elemental and ritual magic as sacred rituals(also, both nobles and exalted have those types of powers but the different coastes focus on different things))
>>
>>3582254
>>
Rolled 8, 1 = 9 (2d8)

>>3582254
>>
>I wanna go to sleep so pretend this is 30 minutes later than it is
>>3581671
Nation&Race Name: Garudakal(Eagles)
Capital Name: Garudasana
Colour: White
Starting Location: Southern Mountains of the Western Continent
>Stats: L7/B1/P6/A6/M6/E6/N6/C6
---------------------------------------------------------------------------------------------------------------------------
>Tyrn Four of Pasad, Veil-Piercer
Action 1: The flight between Phangriph and Garudasana is a long one to make unaided. The scout eagles reported abandoned aeries in the mountain range almost precisely midway between the two cities. Refurbishing these would allow the creation of a rest stop and perhaps even a small permanent settlement there. Eagles are sent to assess the condition of these locations
>Expansion into Midway Mountains
>I recognize that this is an area where I have no previous tiles, so I am willing to halve the number of tiles I take, or work with OP to figure out a compromise solution

Action 2: The new Krox are born and most appear to be healthy. Happy parents can be found around every street corner in Phangriph. Every child is decreed to be brought in front of the eagles for examination. The eagles check for rare magical aptitude or particular intelligence. Children displaying these are marked with a small claw mark on the forehead and given special care and treatment as they grow. They will be the next generation of caretakers for the Garudakal.
>>
Rolled 2, 5 = 7 (2d8)

>>3582380
whoops
>>
Rolled 4, 5, 8, 4 = 21 (4d8)

>>3581031
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:6
---------------------------
Actions:

1+2. The time for idle action is over. Expand the Frontier south and eastward. Mroen will prosper.
>>
Rolled 29 (1d100)

Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red

1. Military Developments
The Arakzi military undergoes a period of reform in the army. The reform does not cover equipment or training for the rank and file, but is a reform of the officer corps. As the nation's elite caste has become morel iterate and active in political and economic administration the old methods of officer recruitment and the lack of training or testing to be given a commission deeply bothers the Domnakal's advisory board. Under their recommendation the old method of buying field commissions is done away with and replaced with a series of tests similar to that of those attempting to join the bureaucracy. The result of this is two-fold. First, the officers are generally better at performing in the field. Second, they're also better at lying their way through the test. In a twisted way both serve the purpose of the state. The more adept officers are useful as commanders, while those that were able to leverage family or personal magnetism to cheat through the test are naturally gifted and ambitious politicians. Both have their uses to the state as a whole, even if the latter frustrates the Domnakal. Corruption was inevitable, especially in a large country like Arakzi.

2. Road system
Sections of the army are put to work building roads between the cities and major towns . The roads are simple, but having them will facilitate troop movements and economic flow - especially in the east where river navigation isn't entirely reliable year round.
>>
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>>3581078
They agree to join you and work under you, but ONLY if none of your people settle in the mountains and leave the mountains to them. Then they will pay tythe in metals and trade for food.

Monasteries ere established! The locals treat them as temples...

>>3581299
As you explore the ruins you find a lot of statues of Eagles and one big supreme eagle ruling over them with piles of Avian bones scattered around. You find some ancient texts inside and what seems to be a crown.

The first Goblin Iron-mine is established.

>>3581427
The Kroxian Fertility festival begins with a great number of Croxians being born way more than usual are.

The birds expand into new Hunting Grounds.

>>3581936
Yay for the butterfly.

The military alertness of your nation increase.

All is fine and good, but the scholars notice they need to find a reliable source of this crystal otherwise they will not be able to produce sufficient amounts of magic scrolls.

>>3582144
The giant trees can get as big as a skyscraper though ones as big as that are exceedingly rare.

You are unsure if what you encounter is a civilization, but you see giant birds with hands dressed in Ornate Indian dress flying around near the river pooping wherever they please, despite seemingly having a complex language. You do not find any ruins but discover 2 new species. The Floating Crocodile and the Burrowwhale which is a huge whale-like blind creature which burrows in the earth.

>>3582260
The fishbois fishexpand.

>>3582509
You expand and encounter administrative problems. Especially reaching the lands behind the mountain is problematic. Ruling your country is barely possible while stretched so tin and your ever-growing army and industry cause a shortage in Iron and Stone.

>>3582526
The army is reformed and you get some roads.
>>
Rolled 7, 6 = 13 (2d8)

>>3581031

In the depths of a forest, a wolf of the stars offers their services to Fanw for her protection. This request would be granted, and Fanw would talk to them and enjoy their company for a time before going about their normal business as usual of wandering the wilds, now with some company. Wolves were always considered one of the most noble of animals to the Children of Fanw, and this would in time only solidify it. It also would likely make them seen as messengers from Fanw as well, with the same wolf of the stars in particular seen as a messenger for all Children of Fanw rather than simply for one or a Clan. It would likely be useful in warning about dangers, or letting them know of good omens.

Meanwhile the news from the small, yet intelligent creatures that were either food to or freed from something called Hobgoblins was a bit of worry. Of course, they weren't able to fully understand them due to the very limited time in contact and the fact no one in Llychlyn was trained in learning languages, but the news was important.

>Action One.
With people settling along the river and forest, a few more would head out to the east to get to the other rivers and coasts that were around. It likely would slow down after this point, as there still weren't that many Children of Fanw and there wasn't much need for more hunting grounds anymore, but there were still those encouraged to go out there...even if that encouragement had just stopped...

>Action Two.
Within the city of Allfshys, a nice little thing would be constructed, a proper archery range. This was mostly so there could be a more formalized archery training and allow higher quality archery training available to the smaller or less hunting or martial oriented clans. It also saved time for those who wanted to show their children how to properly use a bow and was a good place to practice for those who didn't want to go hunting that particular day or simply just wanted to try and hit as many targets as possible as accurately as possible instead of searching and hiding for a while before only getting one or two shots. Regardless, it would certainly be nice, and maybe one day would be expanded to also include some less noble but still useful martial skills.
>>
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>>3582791
>>3582816
Still to this post

An academy for military Archery is constructed.
>>
Rolled 6, 8 = 14 (2d8)

>>3582791

Seeing as more crystal is demanded for the scriptures, the Exarchs comply with the interests of the scholars at the Temple.

1. Expand southward, to the glaciers below the taiga. It is said that crystals, seeing as they bear the energy of cold and crystallized arcane power, might be found more commonly in these frigid lands.

2. To compensate for this change, merchants in Arnah start to form guilds and organizations for keeping up with trade between the cities. Arnah will continue to prosper in favour of the Theocracy. More boats are built, more supplies are produced and delivered, and more coin is generated in the long run as a consequence.
>>
>>3582791
Grand Master agrees to the terms. Hopefully this union will benefit all. Though ask them if we can settle yhe land around the mountains.

>1.
With mouths to feed, better agricultural techniques are required. Research ones that best suite each climate
>2.
The cities have been plain and a bit dirty over time. Monos wish to make them beautiful. With the stone and metal from the Dwarves, build better building.
>>
Rolled 2, 7, 6, 8 = 23 (4d8)

>>3582791
>Tyrn Five of Pasad, Veil Piercer
Joy! One of the royal eggs has finally hatched, giving the aging king Pasad his first heir. Nissad is a quiet chick, nowhere near as boisterous as his father was in youth. Still, the crown of burnished feathers that cover his helm gives no doubt as to his royal lineage. A quick study, Nissad quickly learns the information he needs in order to be a just and fair king. Pasad rests easy now that he is sure that his lineage will continue.

Action 1 and 2: The eagle population is recovering slowly but surely. New couples meet every day, and space is getting cramped, especially around Garudasana. Expansion into more mountain ranges is necessary to give these birds more space to grow.
>will mark proposed expansion space in next post
>>
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>>3583384
>>
>>3581427
Here
>>
Rolled 6, 5 = 11 (2d8)

>>3582791
Nation&Race Name: Varni & Drow
Capital Name: Reynrens
Colour: Black
Starting Location: Bottom left landmass. North tip of the lake.
Starting Fluff: Tbc
Special Mechanic: Infernal rituals: Can sacrifice a living sentient in exchange for summoning an infernal spirit and putting it into a vessel.
Lifespan: 10
Breeding Speed: 2
Physical Power: 1
Magic aptitude:7

Military Power:5
Economic Power::5
Naval Power: 5
Technology Level:5
Cultural Power:5

A1: Normally the Varni would be lead by the oldest living drow. But this newborn demigod is a sign from the heavens. From now on she is known as the dragon's shadow and is the leader of the nation and head of the church.

A2: Search for any useful strategic materials in our lands.
>>
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Rolled 96 (1d100)

Nation&Race Name: Shadowkin&Dawn, Dawn being the nations name.
Capital Name:The Grand Fissure
Colour:Red, mixed with black spots.
Starting Location:Put me somewhere desolate/out of the way.
Starting Fluff:
>>"Only through finding a new land can we truly live."
>>"Doomed, wretched and desperate are our kin."
>>"Through others, through rifts we gain love, we gain salvation, we find our dawn."

>>From the depths of the Shadowrealm, the plane of shadow, a wretched dying plane they dwell and live. Thousands, millions even, slowly dying one by one, only to reproduce, to form from the shadows around them in death. An existeance of nothingness, of damnation for crimes done eons ago. Which not a soul can remember.

>>The sky cracks at their might, at their scream of slow depression and agony, a fissure opens and thousands pour into the world.

>>The Shadowkin are roughly 6ft tall. With red circles for eye's and long claws, their bodys are wispy, soft and harmless. Destroyed by a single swipe of a blade or arrow.

>>A mask is universally around their face. The picture is a grand representation. They utilize magic of a of course shadowy nature, being able to manipulate their bodys and shadows alike, to manipulate turbulent winds of shadow, to corrupt the world, change it via the connection to the plain of shadow.

>>This is their Dawn, their new World and the grand fissure is a crack in the world, a crevace opened by their hopes and dreams.

Special Mechanic:
>They are incapable of reproduction in anywhere, but the plain of shadow. As such to gain new population, they must perform a ritual on a tile to bring in population, this ritual involves intense prayer, the building of an alter and for Shadowkin to be waiting on the otherside. Rifts last for two turns, but ussualy provide large amounts of shadowkin even if it turns the tile into something warpes and twisted by the plain of shadow.

> Lifespan:10 (in turns/irl days)
> Breeding Speed:0
> Physical Power:0
>Magic aptitude:10

It's a black ever lasting void that tears open and rends the earth. It's the crys, the sounds of confusion, the utter swishing of shadows rushing forth with masks tight to blank races. As fingers and claws harden and scramble up a ravine. As they climb and flicker upwards. They reach the dawn and see the sun.

Gleaming over their shadowy forms, a whole new world lies before them, everything from mere dirt to the jungle around them and the water around them and the trees around them were utterly new.

The group splits up immediately.

>Action 1.
One heads to the north, gliding over the waters with shadowy forms, exploring and feeling, attenpting to see what the shoreline held, curiosity on masked faces as they swish at each other talking a mile a minute.

>Action 2.
Other's move to examine the island they are on, to understand and explore every tree, every creature, they merely wish to kinda get the world around them. To simply understand everything that was new.

>Action 3.
Finally
>>
Rolled 7, 4 = 11 (2d8)

Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red

.5 Talk to whoever the fuck set up shop on my border, then decide whether or not to eat them.

1. Expand north to the river there

2. Ship Research

With a large coastline there is a need for swift ships that can handle well in the coastal areas and a little deeper out to sea. These ships are made of study wood and have two banks of oars for swift movement. A small contingent of marines are stationed aboard each to provide military power.
>>
>>3583916
((I fucking pressed it too early.))

>>Action three. Special mechanic.

After the second action is done, many congregate, with wood and items, with supplys for building. The first temple is created and the first ritual, dancing and chanting and praying utter out in the massive temple home. The monastery, another rift to be opened.

A tile to be turned misty and dark.
>>
>>3583425
here
>>3582791

Action 1

Find and then build iron mines in the southern mountains. Sando will be the perfect city for where the iron should arrive, for then be sent to Ivoy.
Action 2

Find and then build stone quarries in the southern mountains. Much like the iron, even the stone will need to pass from Sando, for then arrive in Ivoy.
>>
>>3582254
>they begin to expand to gain more resources for they new babies. In a hunt for new resources to use and new races to add to their bodies. It is a time of great expansion for the lishta and the exalted are pleased to see their work in the new lands.

>The city is worked on, theater’s of the sky are built and the breeding grounds are refined. the city becomes refined so that it is even better for the growth of the future race.
Fluff for the theaters: Colosseum like structures meant for rituals and plays. At the first unveiling of the nobles have the drones perform a sacrifice. The drones all dance as guided by the nobles and then after they infuse the land with magic, using their weak magic in mass on the colosseum the nobles then release the drones of their direct control and the drone begin to fight. The 100 drones slaughter each other leaving only one. The magic is released and he is infused with holy magic for a bit. His mind is taken back under control and this strengthened being is taken to the breeding grounds to infuse the next generation and create stronger drones. The corpses that were not consumed in the flash of magic are fed to the lower drones to save on food costs.
>>
roll+2d8
>>3584535
>>
Rolled 2, 4 = 6 (2d8)

>>3584539
>>
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>>3584542
>>3582791
>>
Rolled 5, 1 = 6 (2d8)

>>3583384
>Tyrn Six of Pasad, Veil Piercer
Nassad has grown into a fine bird, one that would make any father proud. He is soft spoken, but his size and intelligence more than compensate for his quiet nature. It makes Pasad rouse with pleasure to see what an eagle his son has become. The vitality of his son reminds the king that he himself is well past his prime. A lifetime of hard flying, nonstop trips across the continent to manage not one but two capitals has taken its toll on his body. Flying for long distances is becoming more painful, and soon Pasad fears he won’t be able to make the trip at all. He considers abdicating the throne immediately, but dismisses the thought. The transfer of power ought to be smooth, and besides, he wasn’t quite ready to go into retirement. Rather Nissad and he will rule together for a time, before he steps down formally. Yes, this was the best solution possible.

Action 1: Even without Pasads health being a question, the western aeries, near the Krox, are becoming too complex to manage from afar. The king asks a trusted friend and advisor to take over the day to day management of the rapidly growing settlements. The advisor chooses a settlement called Magara, near the Kroxian border, to make his nest. The area quickly becomes a popular nesting spot and government center.
>Establish Magara in the Mountain tile southwest of the southernmost Kroxian tile.

Action 2: During the long flight back from the Kroxlands, the King’s wings suddenly give out. His assistants manage to guide him to an abandoned mountain range, but he requires several weeks to heal enough to fly again. During that time, the eagles take the time to explore the area. The mountains are harsher than the ones around Garudasana, but there are plentiful lands surrounding them, full of various species of prey. A few mate pairs seeking far open ranges and few other eagles head there to start a settlement.
>Take the 4 mountain tiles bordering the Ivoyin Empire and use any remaining expansion tiles on the surrounding grasslands.

>>3584012
A couple eagles discover that the shiny sharp prey to the north, when dropped from an extreme height can be split open to expose a delicate and subtly sweet flesh. When a few prey are together, they tend to bite and pinch, making catching them painful and difficult. However, when one can be caught alone and off guard, it’s quite a nice treat.
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>>3584615
Map with all current expansions since last update attached.
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Rolled 6 (1d10)

>>3582791
Action 1:
Great hunts are organized to kill some of the larger specimens of Floating Crocodiles and Burrowwhales so that we can turn these beasts into bulk transport caravans.

Action 2:
A particularly ambitious merchant lord utilizes his retinue of Drow and Blue men mercenaries to try to take the mine of blue spice north of Pha Saan Chann. (its what the role is for, please use the role to determine what happens, or don't)

(diplo)
>>3580571
A large merchant caravan reaches raynrens to ask if any great magic users would like to participate in the killing and converting of a massive walking tree found in the west. The magic user in question will be rewarded with a large supply of blue spice and will be taught how to use the drug on people in order to harness its powerful properties without falling to the drug themselves.
>>
Rolled 2, 5 = 7 (2d8)

Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:6
---------------------------
Actions:

1. Expand to the southern coast

2. Iron mines are established
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>>3584553
you're already on the map boi...
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>>3584651
On the northern border an Arazaki Khal moves north to observe local reports of a settlement of strange creatures that had mysteriously set up literal shop in the middle of nowhere. AS settlers were streaming north under orders it became more and more important for a military presence to be felt on the border and for these visitors to be investigated. The issue was considered a low priority by the Khalima, so there was little incentive to send anything larger than a single Khal to investigate and torch the settlement if necessary. The unfortunate person the post fell to was one Khaltan Gromzuk Tulfar, a low level functionary in a border garrison given command over the operation. For him, it represented one of the most important milestones of his career, a potential shot at glory and a higher rank. For his soldiers, it was a reason to be forced out of their comfortable barracks and into the northern wildlands. The Khal was standard sized for their border doctrine. 200 light infantry, 200 heavy infantry, 50 bugbear shock troops and 50 cavalry of disreputable talent, a less than impressive force by Arazaki standards.

Before any battle would be joined though the Khaltan made an interesting move to attempt to communicate with the creatures before simply destroying their town. Two junior officers are tasked to ride to the town and get word from whoever was living there of their intention and ideally, their submission so they could all turn around and go home.
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>>3584912
a group of robbed figures appears from the partially set up settlement, 4 in all, the smallest one, flanking the group speaks up, the sound of its glowing green whip dragging across the group finally ceasing.

>I’ll buy that belt and tassels off of you in exchange for a rock made of the stuff that makes my whip glow.

The largest figure, standing at an imposing 7 feet tall smacks the dissident on the head with one of his concealed 4 arms.

>Shut up dull head you can do the trades later we got more important matters to tend to

The large one, not seeming to wield any particular weapons besides some metal sticks looks back at the emissary of the goblins.

>Excuse him I think he hit his head when he was younger. Anyways we are the Shtihnyr, nobles traders of fine goods and wanderers of the 4 corners. We had some explorers come back a few years back with tales of your fine kingdom and a small portion the excess population of our humble great market decided it would be a good idea to travel up a river, pave a dirt road through the mountains to another river and finally go down yet another river just to get to this part of the world so they could trade something other than mushrooms at a poor price, and maybe make a quick bounty off of some generic Be-Hanese goods. We mean no harm and only with to connect the empires of the world through trade and profit. But mostly just for trade’s own sake. So please refrain from burning down this settlement, we promise it will only take up the surrounding 33 Terrasects (100 miles) in every direction. And you can send some of your kind in to work the land if you wish.
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>>3583916 #
>Action 1.
Exploration of the southern lands is beset upon by a motley crew of more curious Shadowkin. Not content to wait in at least some numbers, it's disorganized, but quite an effort at scouting.

>Action 2.
Curious eye's stare at water, unknowing and not understanding it. Many Shadowkin take to swimming, attempting to catch strange creatures going through the water just to examine. Their presence becomes common place and as such, the Shadowkin have expanded over the river that heads inland instead of out to sea.
>>
Rolled 75 (1d100)

>>3582821

With all the land now available for the Children of Fanw to hunt in, its only natural that the people of Llychlyn would have plentiful amounts of food and would be able to enjoy more of it, additionally it also meant there was more furs that could be made into clothing, leather, parchment or even for beds. Regardless, the abundance was useful and the people were happy...However, despite this the Queen, Eheubryd, was concerned...She would try to keep things as business as usual for now, until something happened that meant there was need outside of rumors for particular actions.

>Action One.
With the abundance and with the population slowly but steadily rising, Clan Howell proposed to Eheubryd of the construction of a grand temple to Fanw to be constructed in Allfshys. It naturally would be a work of art and made of wood and stone, artistic depictions of old stories about Fanw carved into the sides of the walls, statues, tables and chairs for feasting, a work station both for bone work and butchery in the back, a stone area in the center of the temple with a fire for the sacrifice of animal bones. Really it had practically everything and then some. Most noticeably is that it would become the tallest building in Allfshys, with a massive tower in the front of the building that could be climbed up by going up a small stair case in the back of the building, going across small walkways that looked over most of the building, and reaching the tower from these walkways. Considering how well things were going, and seeing how it would likely be fine to do so, Eheubryd would allow the construction to take place. After all, Fanw had blessed them, and it would give a better place for Clan Howell to do their work, including getting 'messages' from Fanw.

>Action Two.
Meanwhile, Clan Llewelyn would organize an expedition into the mountains. This primarily was done because it had been far to long since they last went out into the wilds, and the location chosen at the insistence of another clan which was curios as to if they could find a good area for mining, as the limited bits of metal that they could occasionally find wasn't exactly enough. That, and the Clan had some children who had only recently became old enough to join these expeditions, and as such, wanted something safer and easier for them than going to sea.
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>>3584855
where because this is my first post with actions
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>>3584553
>The city is renovated even more, the coliseum is refined even more, it is capable of holding magic in stasis for periods of time, this allows for even better gladiator fights because the fighters can be enhanced in strange ways. The nobles experiment with their mind control there and the exalted practice ritual casting on the drones. After some work their magic is refined(which is introduced to the breeders) and they can make a being levitate for a short period of time.

>improved psionics: the nobles experiment with their mental capacity and find that they are capable of much more then just controlling drones, one of them while concentrating on eating accidentally bent his bowl with his mind, this led him to pursue thi snew ability and a new field of study was opened up among the nobles.
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>>3585392
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>>3582943
As you expand further south into the Glacial areas you find one major deposit of crystal.

The economic reform works.

>>3583288
The Dwarven Patriarch prefers to have a transition period. To create a joint town between the Dwarves and Monos at the foot of the mountain forest so the dwarves who are conservative can get used to them.

In the jungles, you plant Rice, in the grasslands Wheat and in the dry area's corn. Your food production increases!

You build better building in cities. It's a good pretty building which is not dirty or plain.

>>3583384
As you expand your land is clearly overstretched. Except for the mountains, you do not truly control the land you own, but merely use it as a hunting ground. Still, the wild tribes which reside there do not see you as their rulers.

>>3583903
Dragon's Shadow grows up well and will soon reach adulthood. Visions from the Dragon tell her to be fruitful and procreate.

You discover Black Pearls which can be fished out of Swamp Clamps. They are beautiful.

>>3583916
As you travel north the tribes of wild Elves notice you and are utterly terrified. A new legend is born and rituals which they think will exorcise the Daemons they see your people as. As you travel the shoreline you mostly find just various types of fish.

Everything seems normal. On the corrupted earth, only mushrooms can grow and most animals are dead except birds who land and fly away. Interesting red crystals with black spots are forming from rocks on the ground though. They clearly radiate strong magical energy.

You perform the ritual and summon a large number of Shadows.

>>3583918
You expand north of the river and Make better ships. Your Northern border goes now along the Foreign trade route letting your traders enrich themselves along with it and some Goblins even use it to travel to further lands.
> you find out about the Monos

>>3584012
The mines fail as Dwarves live underground at destroying them once they become deep enough, but as the Quarries work on the surface they are fine for now. Sadly your iron deficit increases.

>>3584539
I assume you expand land... also that's not where you are on the map. Still, you happily expand (in the south continent) and the breeding ground is constructed boosting the breeding speed of your kind.

The Refinement of the city increases.

>>3584615
Magara is estabisched and helps govern the land.

You expand even further trying to recreate your ancient empire, but your administrative apparatus is overstretched and barbarians thrive within your lands.

In the mountains near the Ivoyin Eagles get attacked by slinger-Dwarves periodically.
(also dude you seriously provoking the warrior-crab empire already? balsy)

>>3584651
Your hunt succeeds, but you notice that the engines are to heavy to have the FLoating Crocodiles float, but they can still walk and swim. The Burrowwhales can burrow even faster with the engine in them.

You manage to take the mine, lots of casualties on both sides.
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>>3584738
You Expand to the South... again the mines fail due to Dwarves. Finally, you manage to establish one mine at the riverside where Rust is being collected from river Sand. This will solve the problem only temporarily though.

>>3584738 >>3584640
The Free City of Troint Emerges. It's a free City specializing in trade inhabited by Crox, Humans, Eagles, Dwarves and Elves alike.

All of which decided to live there together as they live in underdeveloped parts of your nations. Due to the multicultural heritage, it becomes a rich trade City.

You find Flying Trees, they are very impressive. Even more, legends spring up about scary shadow people who steal and eat children.
You discover Cattuna, Ducksquid and Lioncod.

A Grand Wood Temple is constructed. As they climb the mountains they suddenly descend into a valley as ancient as the world itself inhabited by ancient Dinosaurs and Dragons nobody expected to still be around. Some of your people claim to have spotted Fawn herself riding the Star Wolf.

>>3585399
Your psionics and warfare improve as your city slowly becomes the prettiest in the world. Your nobles can now control small groups of lesser fish by temporarily letting them join the hivemind.
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>>3585448
Forgot fucking picture.
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Rolling for ambush
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>>3585453
>>
Rolled 61 (1d100)

>>3585454
>>
Rolled 87 (1d100)

>>3585453
rolling for response to ambush
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>>3585450

With a buoyancy in the economy, and the Theocracy being more prosperous than it has ever been, the Exarchs establish cities in the south so that further advancements in the exploitation of the newfound crystals can be made with more control over the newly expanded territories.

1 & 2. Found two cities in the shown spots on the picture. Their names shall be Vinadel and Torann. May their inhabitants be benevolent, robust and faithful.
>>
Rolled 6, 2 = 8 (2d8)

>>3584964
"Why would you build a trading post so far from anything? That is an odd decision. If you are only here to trade, we will send word back to our commanders to have merchants come to this spot to browse your wares. Do not leave this town until we return." And so the Goblins depart and return, a week later, with merchants looking to browse wares.

Nation&Race Name: Arazaki - Goblinoids
Capital Name: Karpol
Colour: Red

1. Artwork and Sculpting
The scultpure and artwork found in the old Ogre ruins inspires Arazaki artists. They create a similar style of artwork that follows closely the Hobgoblin form and glorifies the physical mastery and appearance in lifelike sculpture and painting. Wealthy and powerful Goblinoids hire artists to create sculptures of them in their physical prime, the state commissions artwork to decorate the capitol and other cities with realisitic, perfected examples of major figures, and the Domnakal himself is recreated by a sculpture and his likeness is placed in the palace foyer.

All of these pale in comparison to the ultimate sculpture. In the Temple of Vykul, a series of works commissioned by the church depicted each of Vykul's Five Meals. Each one is an idealized image of Vykul slaying one of the five Gods he has consumed, blade buried in his opponent, their heart in his hand prepared for consumption. Every visitor to the temple could be awed by the massive sculptures of this powerful, hungering deity.

2. Pure Blobbing
Continue expanding west, down the river, looking to close borders against the river and mountain to present a solid natural front.
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>>3585448
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:6
---------------------------
Actions:

1. The assaults on our mines have killed too many of our people, Plebeian and Patrician alike demand that the dwarves be dealt with. Architects are tasked with coming up with a plan to collapse the mountain where they reside in on itself, and if not, to find a way to launch an assault on them.

2. In the meantime, the search for iron heads east, with roadways being built to help speed up travel between the two sides of the republic.
>>
Nation&Race Name: Garudakal(Eagles)
Capital Name: Garudasana
Colour: White
Starting Location: Southern Mountains of the Western Continent
>Stats: L7/B1/P6/A6/M6/E6/N6/C6
------------------------------------------------------------------------------------------------------------------------------------------------
The new kings coronation ceremony is unorthodox, to put it kindly. For one, King-Finem Pasad had been incapable of flying for the past five years, his left wing lame beyond recovery. As a show of respect for him, the ritual battle and bestowment of the Golden Helm on Nassad are performed on the ground, rather than high in the sky as they normally would be. Still, the coronation is quite jubilant in nature, and Nassad is quite warmly welcomed as the new leader of the Eagle Nation. As he retires to his nest after a long day of celebration, he considers what his first actions as king ought to be. The first thing to do would be to patch some of the gaps Pasad had left behind in his mad rush to bring the eagle nation back to its former glory. Pasad had been a good king and father, but his enthusiasm for exploration had often translated to a lack of focus on the management of the new lands the eagles had acquired. Many areas were plagued by feral rocs, there were even a few rumours of eggs being stolen! Furthermore, while the lands to the west were well known, Pasad had neglected to explore the other lands near the nation. This would have to be remedied posthaste.

>Tyrn One of Nassad
Action 1: The first step of any plan ought to be the gathering of information. Nassad decrees the creation of a royal messenger service to fly between the 4 nations, gathering information and relaying royal decrees to the governors of each of the territories and himself. The messengers are chosen for their flying skills and strong memory. They quickly became known as Blue-beaks, due to their distinct uniforms
>Messenger service

Action 2: The newest acquisition still lacks a formal governor. Nassad places a trusted friend in charge of this district, locating him in one of the most populated aeries, Kekada. A new governor should provide better management of this new area.
>Establish Kekada in one of the hexes bordering Ivoyin
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>>3585458
>>3585460

"Starting from many weeks ago, in the forests on the foot of the mountains near Sando, many Kagofon youngbloods are killed alone or in small groups, the survivors describe of great figures arriving from the skies that kill, maim all their brothers and sisters. They tell that this great figures not only have eat their flesh, but played with it too lauching their bodies around. Like some wood toys.

Blood is requested.
Elders and Adults of the clans of Sando are rather angry in their debate, there was great planning for find a way to reach the molekin and fight them before of this.

When the new emperor has know this, much like is father, with the discover of the evil molekin, he destroys half of is home. He then tells to prepare a great false hunt, in a very used forest on the south of Sando. The "hunters" will divide in two groups.

There the first group walks in the open, pretending to just go on a hunt, with some slingshots and spears. They will go south when hunting, in the points of the sky figures attacks.
The second part of the group will wait in bushes or under some fallen trees covered in leaves, remaining near the first group and waiting when this great creatures land on the ground. They shall have all the weaponry the Kagofon use (such as bows, maces, warcleavers and shields and the other two mention), alongside nests that are used when hunting great beasts or for fishing.


cont.
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>>3585518
The great false hunt works, some of the "hunters" tell to have seen the great creatures flying around.

They fall on the first group, they are strong and fast as the Kagofon suspected since they where able to throw great rocks on our youngbloods. The first group responds and fight, but they lose many. Spears and slingshots are not enough even if they hurt. They fall back while fighting to the place where the second group is waiting, their bodies being thrown around or in the air. They are ripped a part or smashed by the weight of the creatures, the sky figures feast on them already.

When they arrive on the place of the second group, the second group can hear the screams of pain and hate of their kin.
At that point the second group can t wait anymore.

The second group attacks, with head on the emperor, they sing the Ivoy clan warcry. They attack the great creatures from the flanks.

They lose many, they too are thrown around or ripped in pieces, but their weapons create deep and many wounds.

They throw their hunting and fishing nests, some of this are ripped by the
wings of the sky figures, but a few catch on their bodies. Elders launch themselves on the mouths and claws of the creatures, blocking them and avoid that they hurt more Kagofon. Their resilient shells broke and broke again, and they too fall on the ground.
But this gives more time to other hunters, and the first sky figures die too. The war cry of Ivoy, becomes even louder and no Kagofon as doubts on what to do. As the emperor, after a painful and harsh fight, hacks a sky figure head and throw it to another one, the sky figures begin too go away.
They carve their way in the Kagofon groups, killing more hunters and fly away. The Kagofon launch their warcry a final time, and then go back to Sando."
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>>3585520
*great rocks changed with big shellfish.
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Rolled 7 (1d100)

>>3585427
By order of the emperor,
Any Kagofon group has to move with at least an Adult in, that will help them and lead them. Moving alone is not to be done.


Action 1
Make better our military organization, we must move better and with more discipline.


Action 2

We decide to create an iron mine, a rather large one. It will be built in a way that is exposed to the outside. When the dwarves will attack again we will be ready there, waiting for them to be slaughter. if we succeed, not only we will be able to kill many of them but even use their tunnels and reach their settlements, giving us a way for make them pay our fallen.

use special mechanic : Natural Armor.
>>
The Arazaki Caste System

The Caste System of Arazaki has become more complex since the state was first founded after the Great Victory of UY 1. After the conclusion of the conflict that saw the Hobgoblins ascend to the height of political and economic power there was a need to rule the nation. This rule was enforced via racial caste system. The Goblins would work, the Bugbears would fight, and the Hobgoblins would lead. These lines became muddied quickly though as the Hobgoblins and Bugbears had often served as allies in unit prior to the war, and most hobgoblins still considered military service the most honorable method of social advancement and the only means of legitimate political advancement. Goblins chafed under the need to work. While their pitiful size prevented them from being much of a threat and made them easily bullied, they were crafty and intelligent enough to insert themselves where Bugbears simply lacked the aptitude. The Caste system needed to evolve to handle the position of Goblins in bureaucracy and also to contain the aspirations of an exploding goblin population. The solution was the inclusion of a few notable goblins to higher caste status. These High Goblins as they came to be known were only about a dozen families of high repute and talent, elevated to their position above their kin with the single duty of ensuring that they were the only goblins in that position. By turning Goblin against Goblin and ensuring that the Hobgoblin hegemony had a third pillar to destabilize Goblin pushes for equality the state could feel safe with its masses of goblin laborers.

The Caste System breaks down as follows
Hobgoblins
Bugbears and High Goblins
Goblins

In legal practice the first two pillars are equal. There is systematic racism to ensure that the highest posts are held and continue to be held by Hobgoblins, although it is not uncommon to see Bugbears holding high military office where they are respected and listened to on par with any Hob. High Goblins exist almost exclusively within the state apparatus, and thus has a much less visible and notable cultural impact. This is done intentionally, as the goblins are then hidden from public glories and so their status cannot harm the Hobgoblin-Bugbear superiority mythos that the state needs to continue its policies.

So what, then, is the role of the Goblin? The Goblin exists to serve and to labor for their betters. They farm, fish, and handle manual labor or domestic tasks. Goblins make up a sizable portion of the lowest positions of labor within the state bureaucracy handling kilns, making clay, and running deliveries. These are tasks to which they are ill suited, but forced into. Goblins, being crafy and intelligent, are forced to make up for physical limitations with innovative technology. Goblin shortfalls are thus a major driver of technological innovation in Arazaki.
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>>3585520
The spikie's retaliation is a huge shock to the eagles, who hadn't even considered the idea that their prey might have been sentient as well. Several eagles(those who had lost mates in the ambush, as well as a few of the younger eagles) wish to retaliate, but the governor forbids it. The settlement here had very few birds here as it was, and the retaliatory ambush had injured or killed a full quarter of the adult population living there. More casualties would be an unacceptable risk. For now, the Eagles choose to simply avoid the spikies and await further direction from the capital.
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>>3585427
The Grand Master accepts the idea.

>1
Planning with the dwarves, Momos settled a city near their mountains and letting them name it.
>2
The economy will getting a boost with dwarven trade and their current model needs to be updated. Codify and upgrade trading laws and the money system
>>
Rolled 2, 8 = 10 (2d8)

Nation&Race Name: Varni & Drow
Capital Name: Reynrens
Colour: Black
Starting Location: Bottom left landmass. North tip of the lake.
Starting Fluff: Tbc
Special Mechanic: Infernal rituals: Can sacrifice a living sentient in exchange for summoning an infernal spirit and putting it into a vessel.
Lifespan: 10
Breeding Speed: 2
Physical Power: 1
Magic aptitude:7

Military Power:5
Economic Power::5
Naval Power: 5
Technology Level:5
Cultural Power:5

A1: Expand up the rivers.

A2: Send Explorers to the eastern side of the conteint.
>>
Nation&Race Name: Arazaki - Goblinoids
Capital Name: Karpol
Colour: Red

1. Education

The education of the elites has always been of importance. Even among the lower classes education is seen as a necessity for advancement. Much of the state testing is done in writing, reading, and arithmetic. The means of acquiring the education was varied. For some in the cities like Karpol or Arak, the easiest means was through direct schooling in one of the city academies. The other means was through having a mentor or test preparer. These people would be experienced test takers and would train others in the methods best used to take and succeed in state testing.

For tradework the best, and only real education came from apprenticeships. While there was no formal guild system there was an unspoken hierarchy in the cities of which groups did certain types of work, and they all had their own districts within the city. Nurzar and Karpol have the largest such industrial areas, with most of the education in them being in tradeskills. Over time these continue to improve and develop with practice, experience, and some degree of competition as businesses look toward the new foreign markets to sell wares.

In the academies the focus on education has always been split in two directions. There is the test preparation and there is cultural learning. For those seeking higher office, test preparation is but a small portion of what truly matters. The cultural and philosophical discussions held within the halls of various academies are what drive government and state philosophy. As graduates of these academies leave to take up government posts the cultural lessons learned in school are what inform and build the general decisions of the government itself.

2. Military Technology
The Arazaki state turns part of its attention back to its military for another period of developments. The introduction of new weapons, particularly ranged ones, is considered important. To this end, the state looks for replacements for its self-bows and javelins. What it finds, is the crossbow. The design wasn't particularly revolutionary. It's biggest draw is the ability to scale it up and down for the three races of the country but the one that would find it the most useful is the humble goblin. With a crossbow that made up for physical limitations with mechanical power even a humble goblin could turn into a useful battlefield asset. This development would essentially let the Arazaki state better utilize its manpower for military purposes.

The construction, stockpile, and integration of crossbows into general infantry units begins two years after its discovery, such was the slow adoption process and the need to create a sizable enough manufacturing area to meet demand.
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>>3585896
Over the long distant trade routes Hobgoblin goods begin to arrive with their merchants or with Shtihnyr. Their goods are surprisingly fine artworks, textiles, and iron tools. Also sold is some small amounts of marble and large amounts of rice and grain.
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>>3585513
>Tyrn Two of King Nassad
King-Finem Pasad’s death was tragic, though ultimately unsurprising. The bird had lived longer than average, but it had been clear for several years past that he was deteriorating. The day he passed, he had seemed more lively than normal, rising from his nest for the first time in weeks. Nassad had hoped for a miraculous recovery, but the next morning discovered his father had gone to fly amongst the stars. His father is given a royal funeral ceremony, his body embalmed in full flight before being carried aloft by Nassad himself and allowed to glide into the star-filled night.
Action 1: Nassad carries on his fathers dream, continuing to select for intelligence and magic adeptness among the Kroxigans.

Action 2: There are disturbing reports carried by the latest messenger eagles from Kekada. Nassad decrees that a large contingent of guard eagles be sent there in order to keep the peace and protect the city.
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>>3585492
>across the mountains and down a river lie the nation of Be-Han. They are like us but smaller and of 4 limbs only, they have much variation within them and some of their goods we cary.

The large one takes out a baroque golden crown

>this crown was forged by one of them, it is of a strange quality, much less practical than it is ornate, I’m sure we have some scrolls bought from them but for the life of me I cannot think of who owns such works that survived the journey. We will of course keep ourselves within the settlement for the time being, your merchants may buy and sell as they please among us. By the way do you know of the nation’s which may exist around your empire, it would be nice if trade could flow between all of you with us, the unbiased middlemen there to make sure nobody is being taken advantage of...

The group leaves back towards the settlement
>>
>>3585427
Color: Dark Tan
Trade Hubs (cities):
Pha Saan Chann:
Luxuries: Blue Spice
Mundane goods: Pelts, Exotic fruits, Blue Men Art
Tech: Generic Shtihnese, minor drow influence
Trade Connections: Peeps (drow)
Mounts: Giant Trees (Pending)

Vydai Dam:
Luxuries: Enchanted Guns (supplies are limited), Ganster Artifacts, Maps
Mundane Goods: Glowshrooms
Tech: Generic Shtihnese Tech, minor Be-Han influences
Trade Connections: Be-Han
Mounts: Defloated Crocodiles, Burrowwhales (underground traveling)


Yeu Tihn:
Luxuries: Imports from Vydai Dam
Generic Goods:
Tech: Generic Shtihnese Tech, minor Be-Han influences
Trade Connections: Vydai Dam, Gobbos
Mounts: Defloated Crocodiles, Burrowwhales (underground traveling)

Action 1:
The Shtihnyr of Vydai Dam begin to explore the direct north.

Action 2:
An attempt to kill and convert a giant tree fails in the west of Pha Saan Chann, but with it some exploration is done. (Do they come into contact with anybody?)
>>
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>>3585482
Cities are founded.

>>3585492
A new Ogroid art style spreads through your Empire and so Ogres soon become an art class because Hobgoblin industrialists wish for originally made Ogre art.

You can't expand there because for now, the river-route is under control of the Traders.

>>3585505
It is unknown how big the underground Dwarven cave network is... but your architects find a solution... an exceedingly brutal solution and that is to divert a river into the Dwarven underground flooding the Dwarves.

You find a bit of Iron East.

>>3585513
The service is established heightening national unity.

Kekada is established.

>>3585535
First of all... the Ivoyin Emperor is dead. He died while shedding from heart failure. His rule was prosperous and he passed peacefully.

Your army improves.

You manage to defend your mine but (7 << 30) when your men try to go underground they are slaughtered. It seems the Dwarves managed to develop harder metals specifically for destroying your shells.

>>3585896
The city of Fulbeird is established honoring the Monos whose whole body is a beard.

The trade with the Dwarves introduces you to something interesting... adding coal to iron. It makes the Iron much harder. You discover Steel!

>>3586530
You do the expand and gain more lands.

As you travel further East you discover some Fish-people. In fact, you notice many of them already reside in the rivers you decided to expand too. They are engaged in trade with the Fremen of the Northern Desert.

>>3586683
Goblins become educated and enlightened.

You introduce ranged weapons, but your people don't seem to be particularly talented with them.

>>3586754
By crossbreeding with the Kroxians their gene pool changes and trough natural selection Kroxians with higher magic potential are born.

>>3587405
You encounter a race of cute tall girls with dog ears who like to shoot bows in the wild. They seem like the type you could trick into drug dependency on the Blue Spice. One of your lower traders thinks it's a good idea to seel it to them in Sweets.

You kill one of the giant trees and it falls over. As you transport the Tree you notice a corrupted land which is red and more like a solid mirage than reality with pure black women dancing and playing around in it. You spot more of them playing in the rivers, they seem scared of you and dissipate like mist if touched and can only try to communicate with Shadow-Puppetry.
>>
Rolled 3, 7 = 10 (2d8)

>>3585448

While the nation was all talking about the news that clan Llewelyn brought back, Eheubryd seemed a bit less concerned as the years went by. There were no messages from Fanw that were warnings, and there was no sign of these creatures that were rumored for quite some time, yet as the thoughts slowly left the forefront of her mind, she couldn't help but still have a creeping worry in the back of her mind, leading her to every once and a while worry about it despite the fact she shouldn't...She hadn't any dreams about those creatures though, so Fanw wasn't warning her...yet...Hopefully that wouldn't change...hopefully.

>Action One.
It was only natural that news of such hunting grounds, thriving and untouched by time, with Fanw herself even there, would lead to some to try claiming both the mountains near this valley and the valley itself. Of course, why wouldn't they? It was practically a paradise of sorts to a Child of Fanw. Most that went here however, were the most experienced and skilled clans of hunters, along with some from the more religious clans like Howell. This is due to the fairly obvious reason that the game here is likely to be most dangerous to the hunters, and holy to the faithful. Despite this however, a few others would head out here for another reason, that being it was much more likely to find some metal of use in the mountains than in the woods, and the more craft oriented families were getting a bit annoyed at a few shortages.

>Action Two.
However, despite this general expansion to the south, the clan Llewelyn would move their entire clan up the stream Allfshys was on, and while not settling on the coast, they weren't too far away from it and could easily operate the city as a port one through the use of the river. This City would become such slowly as a few of the nearby hunters and minor clans living nearby headed to it. And naturally, it would be named as Llundain, which is similar to one of the most prominent members of the Llewelyn clan, though obviously this is likely intentional.
>>
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>>3587708
>>3587723
Continuation of the last post.

You claim the valley, but the beasts inside are a way to big and wild for you to control the land.

The new city and post is founded
>>
>>3587708

With the two cities established, each one of them gets new edicts for focusing their service to the citizens of the Theocracy. Vinadel is tasked with establishing a major mining complex in the glaciers below, as to exponentially increase the extraction of arcane crystals. Torann acts as a bridge between the trader guilds of Arnah and the taskmasters of Vinadel, so that Arnah can distribute with its navy the resources from the latter city.

1. Make roads connecting Vinadel and Torann. This new path will prove to accelerate the transport of resources from one city to another, spiking the growth in the economy.

2. Build a harbor in Torann, as to transport the crystals by boat to the portuary city of Arnah, closing the trade network with the rest of the Theocracy's major cities and territories.
>>
>>3587708
In time, the two worlds will truly join together.

>1
Expand south
>2
They come a long way since they were just mindless beasts. But they can always do more. The health of the people is moderately fine though many still get sick from eating spoiled food or the bugbears and goblins eating rocks. Everyone must know ways to be healthier. Create the Ministry of Health and Illnesses to educate the population.
>>
Rolled 2, 1, 2, 2 = 7 (4d8)

>>3587708

Our First Emperor was great. The son is already similar to him, we expect him to be greater too.


An army will be leaved in Sando for protect it and survey the attacks from those sky figures barbarians. The cruelity and voracity shown was disgusting. We burned their impure corpses and spit on them for telling to their evil spirits to go away from our land.

Still the Second Emperor decide to ask to the elves what they think this evil creatures are, he let them see their corpses before they are burn.


Action 1 & 2

The Second Emperor wants to see the empire enlarge it self. The east is still untouch so we shall go and take it.
Expand North-East of Ivoy.
>>
>>3587708
The birds perched before Nassad were the finest specimens the Eagle-lands had to offer. Most were civilian eagles, but there were more than a few Blue-beaks and guard eagles amongst them. They had been hand-picked by the king and his governors over the past year for this job and divided into three groups, one for each direction that had yet to be explored. They had spent the past two night in a deep meditative trance, putting their minds into perfect alignment with the stars and the earth own navigational field. They were ready.
With a single great wingbeat, Nassad throws himself straight up into the sky, a wave of bown and gold feathers following him. The three groups split off, diverging north, east, and south respectively. Nassad watches them until they disappear into the horizon, praying fervently to the First-Eagle that they will return safely
>>3586683
>>3578737
>>3587889
>>3585399
Feel free to narrate first encounters with the eagles, or if you want I can do it(it will probably take a while though). Lyria, you might be able to sense a magical aura off these birds, weaker than your own but still pretty strong.
>>
Rolled 3, 5 = 8 (2d8)

>>3587954
>>
>Well I fucked that up bad. Heres it properly formatted

Nation&Race Name: Garudakal(Eagles)
Capital Name: Garudasana
Colour: White
Starting Location: Southern Mountains of the Western Continent
>Stats: L7/B1/P6/A6/M6/E6/N6/C6
------------------------------------------------------------------------------------------------------------------------------------------------
>Tyrn Three of King Nassad

Action 1:
>>3588091
See above.
>Explore West, South, North

Action 2:
Thanks to the recent population growth among the Garudakal, there are a lot of young male eagles, too young to find a nest in the now crowded aeries, but also too old to comfortably live with their parents. They need to be occupied for the time being, lest their idleness turn to mischief or violence. Nassad decides to increase the size of the Guard, and give it a new mission. Now, its job will include patrolling the Eagle hunting grounds and watching for rocs or invaders, in addition to its original mission, guarding the aeries and eggs from attack.
>Larger, stronger border patrol/peacekeepers
>>
Rolled 19 (1d100)

Nation&Race Name: Arazaki - Goblinoids
Capital Name: Karpol
Colour: Red

1. Military Training (using bonus ability)
The introduction of the Crossbow has necessitated a change to military doctrine, and provided a new weapon system the soldiers will need to be trained with. Additionally, Goblin levies of crossbowmen will need to be trained and placed in a reserve to be called upon.

2. Establish trade routes with Mono and Fanw
The introduction of the Hobgoblins to new neighbors has led Arazaki wares to be found and traded for abroad. Establishing trade routes with neighboring nations either through Hob/Goblin merchants or through Shtihnyr intermediaries will bring wealth to the country that can be taxed and put toward other uses.
>>
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>>3587889
The road is established connecting the cities.

The harbor is constructed. Though you discover fur-whales making navigating there hard.

>>3587954
You expand south spreading enlightenment. You encounter wood elves who have accepted the worship of the Dark Gods who appeared in the sky.

The ministry of health is established and people from all around the world come to visit your health centers if they lost hope for healing in their lands. Your people also have a hard time living in the south, not just because of the cold, but also "Sunlight sickness" which is a sickness emerging from the lack of sunlight.

>>3588062
You expand, no issues arise. (oof bad toll)

>>3588122
You find some more mountain ranges. Cities made out of shadow. Giant temples of marble as well as a nation destroyed by natural disasters with its citizens struggling to survive.

>>3588128
Threatened me with Zakov, nation gone.
(currently collapsing will properly update the map on Saturday)
>>
Rolled 2, 2 = 4 (2d8)

>>3588175
>Nation&Race Name: Varni & Drow
>Capital Name: Reynrens
>Colour: Black
>Starting Location: Bottom left landmass. North tip of the lake.
>Starting Fluff: Tbc
>Special Mechanic: Infernal rituals: Can sacrifice a living sentient in exchange for summoning an infernal spirit and putting it into a vessel.
>Lifespan: 10
>Breeding Speed: 2
>Physical Power: 1
>Magic aptitude:7

A1: Make it a policy to increase Drow fertility rates.

A2: Send out explorers to chart out our eastern coast and too look for any NPC tribes along the way.
>>
Rolled 6, 6 = 12 (2d8)

>>3588175

Although the fur whales presence makes transport a little harder, and the occasional bump on the ships scares crewmen; the Exarchs rule not to harm the creatures. They are peaceful in nature, it seems, and the Goddess wants Lyrians not to harm them in their path to prosperity. So be it.

1. Temples are constructed in Vinadel. Some of the marble statues made feature fur whales, as to provide luck in the sea travels of the destined caravans that set path towards Torann.

2. Expand eastward, focusing on the settlers coming out from Vinadel. Lyrians will take the rivers there as transport routes, as they have been using them for generations.
>>
>>3587730

It was a quiet few years now, no visions or any real change, and by extension, no worries for Eheubryd...Then the small creatures came, the ones that killed the gods of those encountered by Llychlyn during their first expansion. They were organized and planned to conduct trade, which they'd be able to do some, however, as quickly as they came, they seemed to vanish. Those who were to the south eastern lands of Llychlyn spoke of seeing them but in a much less orderly fashion, like they were in disarray. Though this was still some concern to Eheubryd...but maybe, just maybe, they didn't have to worry after all...Maybe Fanw did something after seeing them as a threat?...Either way it did make Eheubryd a bit relieved, at least chances were, if these people with their god eater went after them and Fanw, it would not be anytime soon.

Meanwhile, the wild Valley would be named Maes hela Fanw, after the stories of sightings of Fanw herself and the many great and worthy quarry to hunt from a time long forgotten that were once thought to have been one of their kind, slain by great hunters in stories of old, who lived in abundance there. In a sense, the location would become something of a holy site. One where the greatest hunters proved themselves and their worth.

>Action One.
With the mountains now firmly under the control of Llychlyn, the Local clans in the area who set themselves up there would start digging in the search of Iron, which was in short supply and certainly would make the quality of life in Llychlyn significantly better with more plentiful access to tools...Hopefully the miners would find something more than stone, though at least stone itself had its uses if ore couldn't be found.
>>
>>3589460

>Action Two.
Meanwhile, the military would be given a reorganization. Specifically the proper creation of one that was more than just a bunch of hunter levies. Those who wished to could dedicate themselves to a life of martial prowess. There would be five kinds of soldiers, Gwaywffyn mynydd, Rhedwyr goleuo, Bwyell gref, Saeth gyflym and Meistri rhyfel.

The Gwaywffyn mynydd, Bwyell gref, and Saeth gyflym who are young soldiers and new to their field of war, or who are drawn up from the civilian population are ifanc instead of mynydd, gref, or gyflym, and they are essentially lightly armored soldiers with spears, moderately armored soldiers with axe and shield, and bowmen with a axe just in case respectively. Rhedwyr goleuo meanwhile are more or less hunters drawn up from the local population who are well versed in the local terrain and made scouts, they are more lightly armored and equipped than the Saeth gyflym, and the Meistri rhyfel are the soldiers in the most expensive armor and weapons as well as being the most experienced as a Gwaywffyn mynydd, Bwyell gref, or Saeth gyflym, and have a light bow if they are the former two. The Meistri rhyfel are the smallest of the five kinds of soldiers however, and are usually made into officers.

Finally, it should be noted that to become a Saeth gyflym, one has to be a Gwaywffyn mynydd, and then a Bwyell gref first, as the youngest are made Gwaywffyn mynydd and become Bwyell gref after some time, followed by eventually becoming Saeth gyflym, however this is merely them being allowed to advance, and they can stick with their chosen weapon. Much to the annoyance of the younger soldiers, this is strictly enforced to ensure that the soldiers who become Saeth gyflym are strong enough to use the bows provided to them, which are significantly larger and harder to draw then the average hunting bow.
>>
>>3588697
The Drow never were numerous species and that brought fear to them as such the low numbers became a concern. For a few years, fertility was prioritized at expense of everything else, but results came and the population skyrocketed... but at what cost, was it truly worth it?

>>3589161
The whales calm down once they get used to your presence. You see you made the right choice as the creatures are not only majestic but also unexpectedly friendly. Many times after storms when your sails broke they towed stranded boats close to shore... something that for sure would have lead to the death of the crews otherwise. Now you notice that a decently sized flock of Furwhales has been caught up in the ice as it froze over for winter. It is clear that all will die unless picked.

Vinadell becomes known as Furwhale City and tourists visiting it are both surprised and fascinated with the obsession of the locals over their fluffy friends in the sea. Various merchandise related to the Furwhale becomes a commodity within Lyria.

>>3589460
You do not find Iron, but you certainly stumble upon something interesting. Mainly Ironwood, fossilized from ancient times. Now as brittle as stone, but still full of metal. Your priests expect that there are living specimens of the Ironwood in the valley and cultivation of the plant if found could solve the Iron shortage permanently. You also find a bunch of dinosaur/dragon bones.

Your army is reorganized, though some of the more traditional tribes do not wish to participate in the reform and instead offer their Warriors in war as auxiliaries separate to the army. They fear such a rigid organization might rid them of their warrior pride and traditions.

> Some Fanw notice the refugee Goblins using a previously unknown weapon which is piquing their interest. Blowguns!
>>
>>3588175
We do not know if these wood elves will peacefully live with us. For now, we will leave them alone.

>1.
The dwarves have more or less tolerant with us. Maybe ww should exchange ideas for betterunderstanding? Send some missionaries to spread the Enlightenment to them while learning dwarf culture.
>2.
With inspiration from the Dwarves, improve our infrastructure.
>>
>>3590408
The Dwarves still have problems accepting foreigners.
A minister while spreading the enlightenment is seen not being able to drink a mug of dwarven ale which causes a major incident due to it being seen as an insult by the locals proud of their local ale. The Mono Monks propose selecting missionaries from people with high alcohol tolerance.

Your inspiration improves and building stuff underground becomes common especially under the roots of grand trees giving birth to holy sites of Mono's enlightenment.
>>
>Tyrn Four of King Nassad
Action 1: increase croxigan population
Action 2: select for intelligence and magical aptitude among kroxigans.
>>
Rolled 7, 2, 6, 3 = 18 (4d8)

>>3590256
>>3589161

The Theocracy's expansion is not done after claming the lands east of Vinadel, thus the Exarchs continue to move their borders and increase their domain. People are fond of Vinadel's touristic attractions, so population grows and expansion is encouraged by the own citizens.

1 & 2. Expand around the Great Lake, so that the Theocracy can claim the waters and enclose them into its territory.
>>
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Rolled 7, 8 = 15 (2d8)

>>3588175

1 Action

To the north we have found new land where to live and prosper. Vesa will be a new city we will found, connect it to Ivoy with a dirt road.


2 Action

Expand North East, in to new lands.
>>
>>3587708
Action 1:
The leaders of the dog women are given the drug and told of its benefits


Action 2:
The colony of Yue Tihn is moved into the goblin city of Karpol and the land is traded for goods to the goblins. Trade begins to flow through the mountains, large caravans stalk the roads carrying massive supplies of dried fruits, art and other such goods.
>>
>>3591962
The Kroxians breed and breed. There is now more of them and their magic aptitude is higher... some of them started growing feathers and other's big pointy ears as well as started developing illnesses that were not present before.

>>3592049
Your expansion continues, but as you expand you encounter more hostile tribes and your already small population is stretched thin. Problems with transportation and communication start a slow cultural shift in the new frontier and the rise of heresy.

>>3592324
The pressure from your overpopulation is relived as your people create new cities and migrate into new lands, still a prophecy from the Wood Elves arrises. They prophecize doom blood and pain in the future. They tell tales of foreign lands and empires which thrive there and fear can be heard in their voices.

>>3593250
That's a free Diplo action. But indeed they benefit from the high magic potential of the Drug. Any among them who have such talent see visions of the future.

Your trade flows into what remains of the Goblinoid lands, but many Goblins wish to take the wares without paying and as such bandits become a massive problem.
>>
>>3590256

It was understandable that some of the particularly old clans who were martial in nature would like to stick to their ways, and they'd be allowed to. Their soldiers would be considered as a special kind of Rhedwyr goleuo, particularly for fighting skirmishes and ambushes, more so than normal Rhedwyr goleuo. However, there was also something else of note that had happened, the discovery of blowguns and of ironwood. The former is a considered inferior to the bow, but its novelty is something charming, and it leads to a few more paranoid people to make versions of it that look like flutes just in case, but over all the effect it has makes people working on it to consider new and generally considered unusual idea's. The iron wood however, lead to a very unusual but useful possibility. If the tree's wood was as strong as iron, then it would be able to make extremely durable buildings and ships as well as unusual but useful tools made from the wood, and of particularly noteworthy interest, arrows of pure Ironwood. If not and instead the wood simply had iron made inside it, then a near infinite supply of proper iron could be made so long as the tree's were maintained.

>>3593250

It would take a little bit of time for them to gain an audience with queen Eheubryd along with some of the more important people in the lands, however, they'd eventually manage to get it. Being explained the benefits of the drug, a natural question arose from Clan Tudur, how much would it cost? Of course, regardless of the price, some would be bought by a few members of the local clans who were in attendance who could trade for it as well as some members of the major clans, however most noticeably, the queen herself would buy some...Trade would start to expand between the Shtihnyr and Llychlyn, however it likely would have an affect of Llychlyn, for better or worse.
>>
>>3593712

>Action One.
Eheubryd didn't buy the "Blue Spice" as it was called to use it for its actual benefits, she simply kept it specifically for future experimentation to see its effects and how it was made. However, she didn't plan on doing this alone, and figured this would be a perfect excuse for her to finally get one of the most important things she wanted under way, the construction of a university for research on both the magical and mundane and the teaching of the knowledge gained there to those who wished to go there. Eheubryd was a scholar before she became Queen, and honestly she knew, or at least thought, that wasn't the most fit to take the throne when she did. However while she had little time to actually enjoy more scholarly work, she figured that this might be a bit of a ticket for her to relax for once, and it would insure that its construction would be ordered now while she was alive...Still, the construction of the wing of the building for sciences and the more mundane things in life would be well underway.

>Action Two.
Ironwood was, in this moment of time, an extremely important thing for Llychlyn to get. It was of extreme importance to many local clans and minor ones. Naturally, the procurement of the seeds for Ironwood trees as well as the wood themselves would be done as swiftly as possible, though they'd try to keep the tree's in the valley taken down to a minimum due to the simple fact that the valley's forests were as sacred as the lands themselves, and that chopping for too long might bring unwanted attention that only the greatest hunters had a chance of dealing with without losing a limb or their life...
>>
>>3591499
A failure on our part.
>1.
Monos don't have problems being friendly and talking with outsiders, but the Wood Elves are testing them. They rather the Elves enjoy the Enlightenmentor worship other gods than the ones they currently do. Monos research and prep ways to dissuade them, or anyone, from worshipping the Bixine, Dark Gods.
>2.
Monos with the best constitution and can handle strong drinks are sent to spread the Enlightenment to the Dwarves. Maybe even learn their brewing techniques.
>>
>>3591962
>Tyrn Five of King Nassad
>I swear ill start making better posts soon, Im just super busy
Action 1: Mine for iron or gold
Action 2: Isolate the Kroxigans with illness, begin training high-magic kroxigans to use magic.
>>
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>>3593713
Both actions go as planned, but keep in mind that Blue Spice is still circulating on the black market.

>>3593814
The Wood Elves who want to be known as the Darkwood Elves do not see why they should denounce their faith. Instead, they say that your enlightenment is flawed for it only preaches light and how can one say that what he is preaching is just if they only know one side? How can you be so sure of the light, if you never tasted the dark?

The order of the Drunk Monk is born known for their unusual fighting style joyous demeanor, love of brewing ale and all basically being Jackie Chan.

>>3594073
You find Gold, a lot of young Kroxians is about to be executed, but your priests notice that precisely the mode deformed a Kroxian seems to be the higher their magic aptitude. A purge of all undesirable would not only cripple the Kroxian population but would also drastically set back the goal of increasing their magic abilities.
>>
Rolled 2, 3 = 5 (2d8)

>>3594407
Nation&Race Name: Varni & Drow
>Capital Name: Reynrens
>Colour: Black
>Starting Location: Bottom left landmass. North tip of the lake.
>Starting Fluff: Tbc
>Special Mechanic: Infernal rituals: Can sacrifice a living sentient in exchange for summoning an infernal spirit and putting it into a vessel.
>Lifespan: 10
>Breeding Speed: 2
>Physical Power: 1
>Magic aptitude:7

A1: expand the boards up the river again.

A2 : The dragons shadow seeks to go on a crusade she gathers an army to her with the intent of marring North
>>
>>3593686

1. Seeing as the rise in crime and heresy is a direct cause of the thin population levels, the Exarchs present edicts encouraging people to be fertile and serve the Goddess with the birth of more of their children. Speeches in favour of these new policies are heard in the towns and plazas of the cities, thus making procreation a divine duty that must be fulfilled in order to gain the favour of the Goddess for the glory of the Theocracy and its devout citizens.

2. The Pardoners are sent to deal with the more prominent issues in the borders. Hostile tribes are either converted through reason, or silenced by blood. When they approach a settlement, their black coats can be seen en masse, being shaken by the chilling winds. People know what they are there for, and the faithful turn their heads away and lock their doors. Chants can be heard, as swords are unsheathed and the daily prayers come to an end. Now it's time for penance. "Quod haeresis non est sustinendum."
>>
Rolled 44 (1d100)

>>3594634

(Forgot to roll).
>>
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>>3594489
You expand the borders.

The Dragon shadow marches her armies North and a messenger rushes forward bringing word to the Shtihnyr bringing then news of the offer.

The reaktion of the Shtihnyr to the offer of marriage is to be awaited. >>3593250
>>
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>>3594407
The Empire grows, and the second emperor demands new cities to be built.
1 Action
On the mouth of the new river we have found in the North East, the city of Sanfua will be built.


2 Action

In the East instead (of Ivoy), where there is much free land build the city of Harax, it will grow without problems here.
>>
>>3594843
connect them to near cities with dirt roads
>>
>>3594407

The trade with blue spice would continue, it wasn't actually prohibited after all, likely to the joy of the merchants bringing the stuff in, and they'd be none the wiser to the terrible deal they were making...At least for now, anyway. Though, the members of clan Howell would seem to be the only major clan to abstain from the drug, at least as far as others knew at least. In other news, the ironwood would have been collected, luckily without much incident, much to the joy of a few of the clans who were more on the craftsman side of things than anything else.

>Action One.
It seems there was a mistake made in the construction of the construction of the wing of the building dedicated to science and more mundane things, specifically in the fact it was of magics. Of course, this was fine, that was the second wing she planned to have constructed at around about this time, but it was at least somewhat amusing to her that this little mistake was made. Still, the construction of the actual wing of the university dedicated to science and more mundane research would quickly be put underway while the more magical wing on the building was starting to be used. The building, while only partially completed, would be known as the Royal University of Allfshys, and it would be the lasting monument of Eheubryd's rule next to the grand temple that was allowed to be constructed for Clan Howell. Once it was complete, the work on blue spice and what exactly it did could begin.

>Action Two.
With the Ironwood and the trees secured, a sawmill a long distance away from Allfshys, but relatively speaking close by, would be constructed. Specifically made for the chopping down, refinement, and replanting of ironwood trees, it would prove to be a main source of ironwood and likely would be the main supplier of ironwood to Allfshys, and likely Llundain as well. It's likely the quality of ammunition for bows, tools, and houses would increase massively after this, though houses wouldn't be a priority when it came to the allocation of ironwood.
>>
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>>3594634
More Lyrians are born as encouraged by the Church.

They are silenced by blood... the rivers flow red on that day.

>>3594843
The 2 new cities are founded.

>>3595310
The boring science university is constructed.
>>
>>3596957

Action 1

An Arena ineeds to be built in Ivoy, where great fights and games are to be made !


Action 2

Give a proper port to Ivoy, the capital of the empire needs it.
>>
>>3596957
>Tyrn 6 of Nassad
The King is still without a heir, a very worrying prospect. Still, there is room for hope. Nassad is still full of vitality, looking like a bird twenty years his younger, and several eggs show promise of hatching soon. So the kingdom continues to soldier on, same as always.

Action 1: Some of the surplus Kroxigans are put to work, building a place of heat and flame to attempt to purify and forge the gold. The efforts should be simplified by the fact that gold is a soft and pliable material.
>Feel free to not give me anything useful op, this is more of a setup action than anything else

Action 2: The Kroxigans are ordered to dig new mines, looking for iron.
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>>3595310

With the Royal University of Allfshys and its construction completed, along with ironwood lumber yards being properly planted and the refined logs being sent back, the general prosperity of the capitol was at an all time high. Yet, despite this...A particular drug was still being sold freely, and despite all the years, only rumors that the deaths of a few Childen of Fanw from a handful of minor clans had died from the drug itself after losing every to the merchants just to fuel their addiction...Regardless, these rumors weren't too widely spread and considered ridiculous by most, some believing it to be slander caused by Clan Howell who many believed thought the drug was sinful at this point. However, while the blue spice would continue to be a easy profit for those that sold it, and the business would only grow, most of these sales would happen in Allfshys, with Llundain mostly out of the way of most of the foreign merchants who sold the spice due to the boats that transported people up and down the river being smaller and used for the transport of vital goods more than luxury ones, along with the price to borrow one's cargo hold...And, this would likely prove to be a major thorn in Llychlyns side once the drug was finally documented and known outside hushed rumors that were discredited by the merchants and those who had become addicted...Hopefully, the merchants wouldn't plan something once the news came out...

>Action One.
Eheubryd, along with plenty others working in the Royal University of Allfshys, would get to work finally examining the Blue Spice. They'd try to see what it was made of, how to make it if at all possible, as well as all its effects on the body of those Children of Fanw who had taken the drug. Initially, the work was mostly just to see how addictive, if at all, the substance was and what effects it had on the body, good or bad, while trying to find a way to produce the drug locally, potentially with some changes as to remove or at least reduce any negative side effects, like crippling addiction, as a way to try and become independent of the foreign merchants and to potentially create a better drug...What they found from talking to those who had taken the drug was that it was extremely addictive...and it was quite likely that though their years of experimentation they'd find many many bad things about it...Maybe even things that could prove that minor rumor true...

>Action Two.
With the population of Llundain slowly growing, the city would eventually decide to copy the capitol and start the construction of a practice archery range for hunters and soldiers. Archery was a Llychlyn tradition, and it only seemed logical to have a place to practice it for the same reasons Allfshys had their own range. Needless to say, it would be of little surprise for all Llychlyn cities to eventually get one, if not every village making at least a basic one as well.
>>
Rolled 42 (1d100)

>>3596957

Nation&Race Name: Varni & Drow
Capital Name: Reynrens
Colour: Black
Starting Location: Bottom left landmass. North tip of the lake.
Starting Fluff: Tbc
Special Mechanic: Infernal rituals: Can sacrifice a living sentient in exchange for summoning an infernal spirit and putting it into a vessel.
>Lifespan: 10
>Breeding Speed: 2
>Physical Power: 1
>Magic aptitude:7

A1: The dragons' shadow Insulted at the Shtihnyr's adamant refusal too renounce their faithless and shocked by their declaration of war, she decides drastic action must be taken. For the Drow posses old demon summoning rituals in exchange for souls of the living. In Drow culture, it's taboo to sacrifice other Drow to make use of this ritual however desperate times call for desperate measures and the dragons' shadow knows her people are not set up for a prolonged conflict. To win they have to strike quickly and decisively. Knowing that the drow's main weakness is physical combat She takes 1001 of the drow's physically strongest members with the strongest being clad in the Lion's divine armor And Sacrifices their immortal souls to summon an equal amount of demons and binds them to the now empty drow corpses these demon berzerkers as used a suicide assault troops in the assault against the tree city.
>>
Rolled 4 (1d8)

A2: Knowing of the Shtihnyr's blue dust due to past trade relations and the promotions a user receives from it The dragon's shadow knows she must cloud their vision if victory is to be achieved. Donning the Spider's dress and combining divine ritual with arcane magic she prays to the spider goddess to a weave a web of false visions that will lead them into an ambush while she herself curses the blue dust users with supreme arrogance and confidence in their visionary abilities.
>>
>>3593712
(The spice does not flow to well over there but it is at enough of a quantity to be viable for the superrich)
Experimental doses of the drug are administered to some of the animals of the university. It is found that the drug is deadly addictive to the point of killing those who use it if they don’t get their fix, many who bought the drug are found either dead or in deathly in debt to Shtihnese merchants. Although a select few have now found their realms and wealth vastly expanded, though their coffers are largely devoted to the purchase of the drug.

>>3593686
Caravans expand, now massive lines of necrong constructs travel in droves in order to gain safety in numbers, and on top of the that greatest caravaners are armed with weapons which can kill with a bang and leave holes as though a tiny spear crashed through the bandit in the dead.
>>3594726
The greatest among the merchants is innitially taken aback but soon realizes that was probably an act of miscommunication that actually means marching.
The great trees are recalled and the grand merchant announces that the flow of trade now lies threatened, and that the entire nation should prepare to either die in battle or leave to golder pastures.

Action 1:
The southern mine is collapsed, the cave in is blamed on the drow, they are told that if the drow get here they will subjugate the blue men and force their race into a spice deprived haze of cruel slave labour. They are told that the Shtihnyr will work to revive the mine so that the northern mine will not be strained to much by the increased demand and supply lines. If only the blue men will take up arms en mass in order to repel these vile invaders from the homeland of the blue men and Shtihnyr, onward to their Capitol! Make them pay for their treachery and brutality!

Action 2:
Through exposing indebted Shtihnyr to the blue stuff the outcome of the battle is attempted to be determined if it is to fail the Shtihnyr will retreat to the four corners of the continent and to the mystic Shtihnyr dominated lands of the east across the sea.
>>
Rolled 4, 4 = 8 (2d8)

>>3597930
here


>>3599149

action 1

Build the house of the ancestors in Ivoy, there we will see the greatest of them in statues of stones.


Action 2

Expand west
>>
Rolled 3, 1, 6, 5, 8, 4, 5, 8 = 40 (8d8)

>>3596957

(Rolling 8d8 for the QM change, half the rolled number to be expanded on each direction)

The Exarchs rule Lyrians to expand west of Vinadel and east of Yula.

1. With the new boost to the Theocracy's territory, more natality increasing policies are set in place. Lyrians will need to be born so that our cities are populated and our walls safe with plenty of soldiers.

2. Advancements in technology are made because of the Arcane Crystal extraction in the far south of the realm. Lyrians discover a lot of uses for the crystal, outside of its inherent magical capabilities. Embedding the crystals in weapons and armour seem to provide boons to the wielders; and carrying big chunks of the crystal on board of ships makes them balance better and resist storms better. These devices are then named by the populace, "Glimmerstones".
>>
New Thread, New Mod
>>3600011
>>3600011
>>3600011
>>3600011
>>3600011
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>>3597930
>>3599829
The Arena is built out of the finest materials, Limestone is excavated from the nearby karst formations, forming high walls and terraced seats. A colossal ammonite fossil serves as both the centerpiece and a podium for the arena, where prizes or goods for the fighters can be placed. On the inside lower floors, the House of Ancestors is built. Stone Ivoyin hold up the arena, reminding the people of their eternal debt to their forefathers. The structure’s sheer size makes it one of the biggest buildings in Ivoy. It can be seen even from the new dockworks constructed at Ivoy, where traders and fishers are already beginning to bustle.
> If you could PM what resources your civ has, that would be appreciated.
>Also, please roll an additional 2d8. Your expansion will be added next turn.

>>3598472
The Garudakal, Kroxigans, and Mroen Empire fall into a sort of stagnancy. No real changes happen here. It is almost as though they are waiting for something.

>>3598717
The Blue Spice is very...blue. Odd, when Eheubryd thinks about it. Blues are one of the rarest and most prized colors to the Fanw. Natural things were green, or red, or white, or even yellow, sometimes. Almost no blue. And here comes these traders, with so much blue, they would sell it to even a commoner. Why would the Shtinyr give it away for no reason? What could they gain?
>Blue Spice (1/3)
>Accelerate by cooperating with other nations or kidnapping a Shitiyr.
The archery spots become multifaceted places. They serve as recreation places, training spots, public gathering spaces, even as religious practice for the more devout Children.



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