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**Game 4 of Nations Role Play GMed by Lux**

The stage is set, seventeen Nations take their places, along with seven Tribes and countless Secrets.

>Updates will be every other day at roughly 10 AM UTC
>Players will have one (1) turn per update, two (2) actions per turn
>No limit on diplomacy or lore posts
>Initiating a battle requires an action, but subsequent posts are free
>Once every three (3) turns players may ask the OP for a rumour
>Game starts around the middle of the Iron Age, and will include Magic
>Rushing, Meta-gaming, & otherwise Unsportsmanlike behaviour will be punished
>OP's word is final

We are not currently taking new players, though people may join as Nations & Tribes fall
All are free to spectate; the Discord - F2Patcf

Now, let the play begin
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>>3940965

THE PLAYBILL
Neverborn of the Charnel Lands crawls with flesh, the work of the Cravers
The Cree of Withengar prowl the Steppe
Where the Onkankan hills and mountains meet, grows the Vossik Republic of the Elezen
Cast adrift across the planes, Andreth of old sets new roots in this land, and with it grows the Free Human Remnant
In the shadow of mighty Sigod's Spine does the city of Pokos dwell, home of the dark Hacmos
Hardy are the Minotaur of Megyros, who weather the ice and snow of their peninsula
The Kahro fleshworms creep in their delta
Inquisitive are the Simhyn Boogeymen of the Jakol Plains
The Tidal Empire is spawned at Bothrio and great shall they grow
In their bay do the Tarnic Peoples settle, from the sands does Xycthos rise
Among their gold-skinned fruits and grain are the Lowland Dwarves, Gyldenthrong of Gyldholm
Allfshys is the home of the Children of Fanw; Wolfwoman, Huntress, Lady of the Isle of Sharpa-Gryn
In the Sleeping Marshes do the sprightly Kalkahn Jackalope reside
Deep within the Catacombs do the Sable Ants diligently work
Formidable are the bear-men of Kumursus, members of the Frostgrowth Pact
Scholars & scribes of every stripe call Othin home
The Dwarven Kingdom of the Ashenbeards claim the highest peak they call Aeuntirgardun

THE MINOR ROLES
Æsidth, the band of Mongrel Elves, petty thieves & half breeds
Sukus, noble Crocodilians, hunters & artisans
Hirudos, Leeches of unusual size & appetite
Saprotrophia, men of Mycelium & spores
Cewri, once proud Hill Giants
Ubsidrion, Gaunt Men haunt the ice
and Tallaght, the murderous Redcaps
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>>3940965
>The Charnel Lands
The Cravers were once men, that much they know; after their exodus as a people to their island, fleeing great predators and those that wished to silence their priests, their god from beyond the stars and beneath the earth Grist'thromir whispered to them in fell dreams the arts of shaping flesh, bone, and blood. First they set to themselves with their gifts, growing in power with the ease that molding of life came to them. However their ability to do other magics withered and faded, and their limbs became vestigial and unfit for wielding picks for labor and blades for war. After many generations, they know they can not turn back to what they once were. The Lord of Flesh leads their race in their living city of Neverborn, in his Bone and Blood Spire, seeking to spread The Charnel Lands in the search of flesh and living matter to shape and consume.

1.
The Cravers push south now that their collective work of the holy living city Neverborn has been completed, seeking fertile lands to feed the city's appetite.

2. The Geneforge, the heart of Neverborn, pulses with blood and life as the attending Cravers begin the crafting of a caste of servitors that can consume vegetative matter, and be harvested for blood and flesh via tumors (basically a mutated cancerous cow with an over developed jaw). The servitors are assigned the name Bol'tchmor (Rovers) for their propensity to wander about in herds, feasting on ample plant life.
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>>3940965
What's even the point of those "games"? I never understood NRPs. They are like a shitty version of a builder, where anything goes. Or a shitty version of civs, where anything goes. And it's not even a game as such, just an RP happening more or less in a vaccum.
What's the point?
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>>3940965
With the end of the Great Clan War, the reestablishment of the Daiimad, and thus order inside New Andreth, the FHR has gone through much within the last 8 years since Andreth's emergence onto this Plane of existence. But today was a special day, today was the anniversary of the Human's liberation from their long dead elven oppressors. For a thousand years their race was enslaved, but no longer would that ever be the case. The soldiers of all clans, and of every race inside the Remnant, from the baseline humans to the Half-elves, Half-Awoo to the full blooded Awoo marched down the main streets of New Andreth, their Iron armors, weapons, and other gear on full display for the citizenry of the clans to see. It was a display of unity between the clans who not 3 years ago fought in bitter civil war. During this march, a full rendition of the FHR's anthem was sung as the soldiers passed by from the civilians, serving to further increase the patriotic fervor of the people of the FHR.
Meanwhile in the Daiimad, the various Clan-sah discussed and debated their next actions as a unified nation. New Andreth had grown too small with the inevitable repopulation post-clan war, and the threat of outside forces had been ever considered, but the time was nigh for the Remnant to finally expand outside the tiny borders they already laid claim too.

1. The first wave of expansion begins to the east. Soldiers sent to make sure any threats in the area are followed up by colonists who will set the new boundaries with towns and villages.

2. Work is set on reinforcing the defenses of New Andreth back to pre-emergence standards, walls being rebuilt, ballistae being mounted, and all other sorts of defense established along the large walls of the former city-state turned capital.
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>>3940990
Hey Viorp. How’ve things been going? Heard you got married.
>>
Rolled 2 (1d3)

>>3940965
From the depths a great tower rises covered in the stories of eras forgotten, from this tower comes the Depauns, a race of relatively large dragon like creatures with two sets of wings, a pair of grasping limbs and long downturned tails. In this new world the three trueborn clans, Amplekt, Lyrara and Paitoy have found a new home within the deep, and to the deep they go for between the 5 great islands of the east lies their new homeland, Depau (as their homeland in every world has always been called), the great trench. The three clans quickly establish their claims in the region with clan Amplekt taking the southern region, clan Lyrara taking the middle region and Clan Paitoy taking the two ends of the forked regions of the trench in the north. With their claims established (as set out by the parameters of the laws of the Depauns as enforced by clan Lyrara) the time of choosing has come, for only one clan can rule them all at any time, the dice of fate shall now be rolled and the rightful ruling clan of the empire revealed at this time through a revelation of lightning.
1 - Amplekt
2 - Lyrara
3 - Paitoy
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>>3941059
A defogging of their minds and an unlocking of their electric potential seems to show that the law keeping of Lyrara has been rewarded handsomely by the great Obadinia. Being the most mutually respected clan among them, mainly due to support from clan Amplekt a new Theocratic administration is established which will likely lay the standard by which many future dynasties will be run. They set their land capitol, Bothrio upon the island nearest to them and have also begun a project of exploration as is tradition among all Depauns upon being set upon a seemingly tame new world.

Action 1:
Begin construction of the first of the great Shelled Kraken Ships of the Depauns, it shall be the vessel from which Lyraran power shall extend its influence throughout this new world. Its name shall be Endocer for it is the first of many.

Action 2:
As a token of friendship due to the cooperation of the two other clans we must set out to colonize all of the three green islands along the trench, it is our goal to cover them with pastures and farms in order to feed the growing population of the empire.

>The basic view of Lyrara when it comes to their worship.

Clan Lyrara
The Lawful Clan
Obadinia - Lord of All
Clan Lyrara are ferverent followers of Obadinia for they believe him to be the rightful and true ruler of the universe, but they follow him because of his authority and not for any notion of him being a very kind God, to them he has provided them with the luxury of a fairly stable memory of the worlds they have left behind without eventually falling to genocide or immense cultural shifts every time they go to a new world. They claim Obadinia as a Malevolent deity, whose law while not generous is indeed fully legitimate and thus tribute to him must be gathered and his laws enforced, for these laws have been shown to work well, and what good is wisdom and order if it is not enforced?

This clan, by law of course worships Obadinia through the strict following of his laws along with a large (biturnly) sacrifice of great beasts and fine artifacts inside of hypothermic vents (or an open flame if the world lacks vents), they will seek out many foreign artifacts and works which will be used for this sacrifice if they are in power.
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>>3941071
The great ship Endocer, its craftsmanship is of a reasonable quality. Its hull is made from large cut tropical wood and it is held together by iron nails and intuitive ship design. Its railing is ornate and tells the story of the last First Dynasty of the tidal empire to be run by Lyrara, which set about and succeeded in setting the stage for the domination of a hostile world from which the Shelled Krakens originated from. It has no advanced weaponry so is not designed for combat or for trade but instead for being quick, generalist and well stocked for exploration and it is not well designed for diving, although its beast is hardy and well trained for the warm seas of the region.
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>>3940990
I don't get it either
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>>3940967
The proud city of Kumursus welcomes a new Uberjarl, young lad from the Snow Paw tribe known as Kuma. He has succeeded in his trials and charmed the people of the Frostgrowth Pact, and thus he takes his throne. With his newly elected council as support, he's determined to shake things up on this great continent. Long may he live.
For the Frostgrowth Pact will take back our ancestral home, and feed the trees that feed our crops with a shower of flesh and blood. It is do or die, and we did not come to this land to die. The Svellbjorn, the Bear-Men of the ice, set to conquering in the name of The Frozen and Fruitful One, Lord Arcturus. May he always feed our souls as his gift feeds our bodies.
1.Expand Southward. If we grab this territory, the legendary gray cloud peak won't be too far out of our grasp, and neither will the Gaunt men.

2. Build longships. The Gift Of Arcturus hungers for blood, and raiding is the best way to get it.
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The Ashenbeards of Aeuntirgardun'kalnz, named as such for the lords more often than not are seen with white and gray beards due to their lifestyle and aided by common rituals to increase the chances, dwell primarily below the surface and within the mountains where they focus on fine crafts and trade.
The dwarves are led by the venerable Invuld Gadzar'Hrathzigg "Grattfrz" Ragnikaz, second to the throne.

Increased activity upon the surface world, has been influential on the change and growth of the Ashenbeards, both socially and physically in that more dwarves are seen born with gray beards, which would have otherwise been looked down upon, for living and being born on the surface is seen as a disgrace, however, in light of recent developments and rumors of new peoples beyond, those born of the surface begin to be known as the ones who will usher in a new age of prosperity for dwarven kind, while others believe the opposite could be true. Only time will tell.

-

The first step in solidifying a foothold in the surface and exploring its riches it to establish settlements, and plant the seeds of growth.
Dwarves born of gray are sent beyond the underworld to live upon the surface alongside those who seek fortune or simply no longer wish to dwell in the mountainhomes for one reason or another.
Mounds or hills are taken and gateways built upon the base as the entrance to new homes, and where mounds or hills cannot be found, they would be built artificially, or if this cannot be done, divots are formed to place shallow surfacehomes within.

>Expansion along the mountains, north and south x2
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>>3941096
Back when it was still on /tg/, they were pretty much containment threads for autistic world-builders. But ever since moved to /qst/, kind of lost the point.
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>>3940965
One night when the moon was the only thing in the sky, it shone a sickly red light upon the earth. The light warps the shadows; molding them into a maze-like city with towering buildings causing the wind to howl, winding streets that will drive you insane, a heavy foreboding atmosphere eating at your senses. Lastly, emerging from said buildings, the B'yogi arrived with curiosity about their new home and its undiscovered wonders.

This world is very strange. It has solid forms and not fuild existence; unspeakable it is! But fascinating nonetheless. Though, the most intriguing thing is emotions here are quite...explosive. We wonder why? Research must begin as soon as possible.

1. With H'pabi's fiery whip at our back, we expand eastwards to discover new things to study.
2. One thing we miss dearly from our home realm is that we can morph things to our likening. Sadly, this world is too firm and stubborn. We must research ways to build with this "earth" and its materials,
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>>3940965
>>3940967

The ages before are dark and unknown, for then the mountains were our home. For eras our many-times ancestor's ancestor's ancestors lived in the tunnels below the rock, growing and learning and striving, but never to thrive. For there were dark things, too, at the bottom of the world; and though we were sturdy and doughty and thoughtful, food was ever-scarce and our numbers were ever-few. We were separated, too; long had we told tales to each other of distant kin; but so long ago had we seen sight of them and so distant their rumoured haunts that they were as much a myth as many other. And so, there in the darkness, we dug and we built and we forged to keep the moments passing and keep away the dread-cold fingers of Snehvid in her many forms and guises.

And then came the first gift of gold.

Even in the unknown age, our people had love for gold. It called to us, sung to us; glinted brightly as a promise. We worshipped it, and desired it; it was wealth and promise and power. So when the first of the Gyldenthrong came across the seam, perhaps he just thought to make himself a band or broach. But as he dug, upward, ever-yearning; the seam carried on. Through granite, quartz and flint the seam was followed – and if it took a lifetime, or many lifetimes, he and the band he gathered about him kept their excavation, rising as they followed the golden band with passage and shaft. At times it widened, at times it narrowed; but the seam continued, ever upward. Until one fateful day when a miner of the Gyldenthrong struck his pick to stone, and it breached up into the shallows of the world.

And then came the second gift of gold.

And as that stone crumbled, gold was all he saw. A blinding light that made him blink, made him wince, made him stumble; but sat upon the world and basked it in radiance. And that Dwarf looked up into that golden light, and knew it to be Guldfar. The father of the world who had bled the miracle of gold upon it; for gold was his blood as fire was his beard. And all where he shone, the world too was turned golden; and the first Day of counting was at last upon us. Bathed in the miracle of gold, he called upon his clan to gather on these shallows. And gather they did; Dwarf after Dwarf emerging blinking into the vibrant glow of the light. The realm of Snehvid was behind us; we had taken our first steps up into Guldfar's lands.

And then came the third gift of gold...
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>>3941335
>>3940965

..And as our people ventured further, the world turned, and turned again. Mother Æblemor watched us when the light of Guldfar slipped away from the sky; but every morn Guldfar's light returned to us, and we marched, each day drawing closer to where he slipped below the world to wait and hold court. As as our ancestors drew close, they came again to a high spot to look down upon the world as Guldfar's light was spreading. And the land below glowed with gold. Golden stalks, waving in the breathing air. Golden fruits, growing ripe upon trees with leaves that turned green to russet. And golden nectar, oozing from the nests of buzzers that droned and hummed in song as they worked away. And we knew that this land would be ours, to turn to plough, to bread and to beer and to mead; to make busy and to work and trade beneath the golden day and silver night. Gyldenthrong, those who know the light of gold; those who know the love of gold. Under gold, we would make our home. Under gold, we would grow, and we would prosper.

______________________


The Dwarves of the Gyldenthrong are most oft gold of beard as well as of name, and since their arrival on the banks of the Gylder their focus has turned more to the noble crafts of farming, baking and especially brewing. King Kvydrech Guldhand today ascends to the head of his Throng as King of Gyldholm, blood of the first, blessed by Guldfar, chosen by council. In the light of the mid-day a crown of woven gilded barleycorn is placed upon his brow, a stave of worked applewood in one hand and a solid loaf of bread upon the other; and he is blessed in beer by attendants of Guldfar and Æblemor, and gifted first breach of a cask of finest Gylden Ichor.


>Action 1: Build Farms

The first duty of the King is to the land, and the golden bounty that was our gift. Let more land in the fertile Gylder valley be tamed by the plough and sewn with grain! Let more farms be hewn from the soil; let us strike the earth!

>Action 2: Expand east.

The hill-land direct to the east of Gyldholm are where our ancestors first looked down upon our lands and saw the waves of grain. It is only natural that we take and tame these lands for our own, stout warriors striking claim along the Gyldenpath that in ages past led us down from the mountains; with hardy farmers and those miners who feel the call of stone in their blood following in their wake.
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>>3940965

For a long time now, things had been quiet in Llychlyn and gone forward at a peaceful pace. The old queen who had united the clans and managed Llychlyn, the one who founded the capitol, Allfshys, had done well in managing internal affairs, and there was little reason for the Children of Fanw to leave the small territories they had been in. Of course, that isn't to say Llychlyn was just a city state for this time, there were smaller villages away from the capitol where some minor, or Ciwed, and local, or Teulu clans resided, however the majority of the relatively small population was in Allfshys. Of course, just because there wasn't a reason to leave these lands, people did venture out occasionally, mainly from Clan Llewelyn, a noble, or Brenhinol clan who became prominent from Elwyn Llewelyn, who was one of the most trusted companions of the old queen and who have made a name for themselves as pathfinders and explorers.

However, the old queen is no longer with Llychlyn, having vanished one night roughly a year ago. While she is believed to have died of old age, being over four hundred and twenty seven at the time, some believe that she had been taken by Fanw, to return when Llychlyn needs most. However, this meant that there was a crown and throne empty, one that naturally would need to be taken by the next in line. And, fortunately, or unfortunately in Eheubryd's case, Clan Cadigan's successor was to be the first born child of the old queen. Eheubryd, who was much more a scholar than a ruler, commonly worried about her actions as ruler but hid this from her subjects, with only two exceptions. Of course, there was one more direct decedent that the crown could have gone to, which was Eheubryd's sister, Blodwyn. While Eheubryd was a scholar, not very confident, and even a bit shy, Blodwyn was very much the opposite. Much like her mother, she was quite the hunter and quite prideful in her abilities, yet she was also interested in the matters of conflict and war, despite such things being far passed Llychlyn after the clans were united. Blodwyn commonly spent time talking to and occasionally sparring with Clan Wynn, somewhat similarly to how Eheubryd commonly wrote and discussed matters more scholarly with Clan Tudor.

Despite what most would think, the two sisters didn't have any kind of rivalry despite their differences and how one inherited the throne and one did not. They actually got along quite well, and Eheubryd even made Blodwyn one of her most trusted advises after getting advice from Maelog, a member of Clan Tudor who Eheubryd commonly would write to and who had become in a sense an advisor in all but name. In her initial year, she considered abdicating and letting Blodwyn, who she believe to be much more fit to rule to take her place, however Maelog convinced her not to do such in the letters between the two. Eheubryd still isn't very confident, however with Blodwyn and Maelog's help, her second year should go well.
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>>3941467

Times were changing in Llychlyn. They had prospered long despite their modest territory, but that was to change soon. Listening to the advice of both Blodwyn and Maelog, she was convinced that for this prosperity to continue, Llychlyn would need to expand. There would need to be much more hunting grounds for the Children of Fanw to be fed, and there would need to be more easy access to metals like haearn, or iron. However, despite this, Clan Howell had, for some time, requested support for a grand temple dedicated to Fanw, taking advantage of the more architectural side of her. Of course, she easily could split her time doing both. Getting people to go into the distant tertitories would be fairly easy after all, especially given this would be a good chance for a Ciwed clan to potentially become and solidify themselves as a Teulu clan just by becoming an important part of any new villages that pop up. All she had to do was to give some encouragement and Clan Llewelyn would likely do the rest for her while she focused on working with Clan Howell on the design and construction of a grand temple in the capitol.

>Action One, Expansion into the surrounding wilderness.

>Action Two, Early Groundwork and plans for a grand temple dedicated to Fanw.
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>>3941075
The design of this first ship has been revised, as the metal, drakepower and resources necessary to make the ship are not only unavailable but the creation of the ship would not bring in profit for a painfully long time. All other descriptors still apply
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The First Speaker of the Vossik Republic takes the floor. The great snows had come to an end and with them ended the conflicts that had pitted Elezen against Elezen. An era of peace and unity ushered in the Vossik Republic, and while young, the Elezen were fervent in their rejection of the disunity that had broken their cities and their race into many separate groups. The Republic then stood unified in its determination to reclaim not only its birthright, but to thrive in the dark spaces between the Lightgiver's departure and Its return. As the sun crested the jagged peaks of Sigurd's Spine and shined down the dew laden valleys in which the Three Cities reside a new political dawn emerged from the long frosty night. The Elezen population pushed its borders to the south, following good grazing land through the valleys and the peaks toward the sacred pass. While it takes decades for the land to be populated in a decent measure, the presence of the Vossiks is all too clear. As groups settle they build their Kost. The stone towers that house a community crop up across the landscape. They stake out grazing ground and provide a solid foundation for the community that would follow. These Komai were the lowest of the social order, but far from disrespected. Every Elezen was a Komai at heart. The goat and cattle herders rubbed shoulders with grain farmers. Their Kost was made of many types, and from their solid stone foundation they could weather any storm. It was little wonder then that the tower was one of the most common pieces of noble heraldry. Be to referred to as "stony" the highest compliment, for stone was cold and reliable and defensive.

1. Expand into the mountains

The Republic emerged from nearly two decades of open conflict between the Three Cities. With the foundation of the Republic in Renthum Voss the Elezen Vossiks put aside spears and beat swords to ploughshares. Despite this, the industrial links that made the conflict possible remained. Vossava is rich in mineral and timber wealth. From its mines are pulled forth plentiful supplies of copper and tin. It had been the home of the Bronze age a thousand years past, and now iron joined it. The Republic's iron industry was fledgling, strangled as it was by the prevalence and entrenchment of bronze interests, but it did exist. Alongside the grey stone was the rare and sacred Lucium from which the Priests of the Lightgiver saw their visions of a thousand futures, and from where the sword and spears of Elezen Princes drew their impossible strength. In the decades following the foundation of the Republic these industries grow and take advantage of new techniques and organization.

2. Expand Industrial capabilities
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Out from the mountain's secluded rivers and swamps arose the amphibious horrors of below. Vile predatory amalgamations of deep sea flesh and muscle present themselves. These abominations bow to the authority of an Exilarchy led by a figure named Rikal, an especially large and intelligent Kahro who guides the Kahro on a spiritual journey to please and represent their poorly understood god, Sentinel.
In the past the Kahro had been forced to sustain themselves off of misguided adventurers, ill-fated sailors, and coastal towns. This new intelligence gained by their introduction to the human mind has become addicting. Guided by Rikal, the Kahro finally assert themselves as a nation of their own and rid themselves of their identity as myths and horrors.

Action 1 & 2: Expansion
Set out and discover, lay claim. There is no future for the Kahro without fresh bodies to sustain us or land for our offspring to live upon. No longer will we be trapped within this swamp.
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>>3940965
With the passing of the old King, a new man is elected to take his place amongst the theocratic elite. This new King is relatively progressive in comparison to his highly traditional predecessors, pushing for a centralization of the realm as well as as a gravitation towards the expansion of it.

>Action 1 & 2: Expansionism
No longer shall the people of Pokos live a sedentary life, as the nation-state shall expand it domain for the very first time. More land for farming and industry are necessary if we are to spread the good word of Konyukozo, and to ensure the general prosperity of the realm.
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Posted on behalf of the Shrewd Republic
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>>3940965

As the morning sun calls the herons to fly, the villages of the Kalkahn rise to begin a new day. The scatterings of jackalope-men have long since feuded and struggled individually. But now, the many clans have unified under the central rule of the Rogal, the Naldarit, and the Shandar, the descendants of the great ancestor Jehut. With the many disparate voices unified, the Clan Heads now look to overturn their fate. "Struggle No More - We Now Thrive!"

> 1: Create flat-boats.

The majority of Kalkahn settlements are either along the coast or the many rivers in the marshes. Along with the difficult terrain of the marshlands, water travel is the most common way to get around. In an attempt to expand internal trade, the clan craftsmen create numerous flat-boats for trade and travel. They are wide, with high bottoms that help avoid stranding in the shallow waters of the Sleeping Marshes.

> 2: Expand West along the river.

The swamps can be a vast bastion of resources, but viable land itself can be a rare commodity. But the forests have swathes of dry ground, ripe for the taking. We shall set out upriver to set up villages and outposts in the forestlands.
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Turn One: The Great Schism

The Tarns have always existed. They know this as innately as they know themselves. Always in perfect harmony with nature and each other. And yet now, there is something new. Conflict. Discord. Enmity. Two factions draw battle lines seemingly overnight, as though they had suddenly looked around and realized they had almost nothing in common with their neighbors. The Tarns struggle to cope with the schism. Somehow, conflict of this scale has never arose before. Eventually, a compromise is reached. The two factions will depart in opposite directions. They will build their own towns and live their lives in peace and solitude. When enough time has passed and the bite of enmity has subsided, they will meet at Xycthos once more to trade and make peace

Action 1:
One faction heads west, towards the foothills of the mounatins to the north. There, they lay the groundworks for a new town, Jaakal. For now, the town consists of merely a few houses surrounded by a wooden wall.

Action 2:
The other faction heads east to found the town of Tempel. The town is named for the Tempelis River which it bridges. Interconnected canals allow boats to traverse the city faster than on foot.
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>>3940965
Finally. After months of digging to the surface, an array of pitch black mandibles pierce through the hard earth and are greeted by sunny skies. The leading drones' excited chitter and shuffling soon sweeps like a wave throughout the long, newly completed passage. From the spire of her palace, Matriarch Nethazar can see her drones at the end of the line celebrating their completed work. Immediately she dispatches a group of soldiers to calm and reorganize the masses, they have no time to waste on frivolous activities. There's always something that needs to be done. Nethazar elegantly makes her way back to her throne where she rests and continues to lay her eggs, a task that has become as natural as breathing to her. With her mind free to focus on more important matters, she carefully considers her next steps carefully.

In ages passed, the Sable ants were driven to the depths of their home for the nations of the time waged a terrible against them that nearly drove the ants to extinction. After isolating themselves, their broodmothers greedily fell into tradition to preserve what little comforts they had left and for the longest time it seemed as though their species were doomed to remain at the depths of the catacombs forever. It was only with the rise of Matriarch Nethazar, who rallied her brood and quickly dispatched of these stagnant broodmothers, did progress return to the colony. With her house in order, Nethazar looks to the surface to reclaim what was lost to them. This starts by finding the lost colonies, if they are even still alive.

Though the truth has faded into legend, the Matriarch believes that finding these ancient colonies of the Sables' long lost relatives is crucial. the Caelum, winged ants that moved in nomadic swarms. The Titanomyrma, who dwarfed even the largest soldier ant in both size and strength. The builders, natural masters of architecture and engineering.Combined and brought under the rule of a single colony, she could achieve far more than her ancestors ever did. It is clear to Nethazar what she must do now. She will find these colonies and subjugate them if needed, but serve the Matriarch they will for her ambition burns as bright as the newly rediscovered sun. "Pupa steps" she calmly reminds herself. She knows, just like her drones, there is much she still needs to do.

Actions:
- Send some of our swarm to start our expansion into the east. The lands there seem rich in food, and the Matriarch is eager to sample new delicacies.
- Start construction of walls around the perimeter of the tunnel. The last thing the Matriarch wants now is the rif raff of the land stumbling into the Colony and making a mess.
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The Cree lovers of nature, protectors of it as well. They themselves are great hunters, yet make sure that they use up everything that they can if they must kill and animal or cut down a tree. They will use anything and also attempt to give back to the natural lands. The Great Spirits flow through everything, giving every stone, tree, and river a soul. The Cree all believe that to harm nature is to harm your ancestors, something that should never be done.

The Cree coalesce at the mother tree, creating the first large settlement of Withengar. This town shall be the first of the Stateless Dominion of Cree, a nation to be fully brought together by its people. They do have tribal Chieftain leaders but they don't hold one to be greater than another. They seem beastly, and as they are, they try to be kind to one another, though it is ingrained in their nature to hunt, so they do hunt all sorts of creatures including themselves from time to time, if it is deemed fit.

With the Creation of Withengar, the Cree look to expand and continue to grow. They all believe it is in there best interest to add hunting lands to feed the ever growing population, and well as establish more towns to hold their people as well.

Action 1 and 2
> Expand the hunting lands west and south
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Small note that turns will now be on Mondays, Wednesdays, Fridays, and Saturdays.
Turns labelled [NM] contain that Nations Mystery (as discussed on Discord)

SCENE ONE

>>3940976
>Cravers [NM]
Into the forest and plain do the Cravers crawl, sampling all the land has to offer. Much they had already sequenced in the surrounds of Neverborn, but one beast strikes their interest; a quadruped with a stretched maw and bared teeth, which stands easily 7 feet at the shoulder, (see next post) though the beasts are slow, and lack the spark of intelligence.
The Gene Bank pulsates and bleeds, before birthing the first of a dozen young Rovers. The creatures are bloated, their skin already pocked & bulged. Now the Gene Bank is still, it will be sometime until a new specimen may be created. (every 3 turns sound alright?)

>>3940999
>FHR
This new and virgin land is beautiful, wide open meadows as far as the eye can see, and far on the horizon clouded mountain peaks. For now the meadows will suffice. The soil however is of middling quality, and drainage worsens the further east the settlers travel. No matter, man shall thrive in any land!
Most of the walls are little more than rubble, having been at the very edge of the transported city, but the foundations remain. It is hard graft, but rudimentary defences now surround New Andreth. Many of the ballistae were utterly destroyed, leaving little more than splinters, but by the mercy of Vaygr three ballistae remain unscathed, still loaded.

>>3941059
>Tidal Empire [NM]
Endocer, the first "vessel" sails from Bothrio, a testament to the leadership of Clan Lyrara. The mighty thing may swim easily between the Tidal Islands, as well to the mainland of sand and jungle.
The new islands are found inhabited solely by seabirds and the occasional furry seal. Both are relatively flat & windy, covered with coarse, thorny vegetation, though this could be easily cleared to reveal the nutrient rich soil beneath.

>>3941125
>Frostgrowth
South into the hills and ice. Half the land claimed is much the same as that under Kumursus, rich to those who know how to capture it's treasures. The other half however is icy tundra, which howls with the dying winds from the south. Explorers bring home tales of stalking shadows, which shift into the blowing snow.
Four great ships stand proud in the waters of of Kumursus, large enough to each hold 30 fully equipped ursa, with room spare for plunder.

>>3941197
>Ashbeards
North and south through rock and snow do the Dwarves venture. In the northern mountains a small seam of coal is discovered, along with the tail end of a vein of gold. The southern mountains are less 'fruit'ful, yielding little more than granite and the odd pocket of cinnabar. What is found on the surface however is of far greater interest. A ghastly visage of stone, overgrown with lichen juts from the rock face, and all who look upon it soon turn away. Some call it "a thing of evil".
>>
>>3941244
>B'yogi
Along the river and plain the spirits search, instilling fear in the hare, the pheasant, and the fawn. But others pay them no heed, the serpent, the fox, and the screech owl. So many wonderful forms and feelings!
The river to the north is rich with clay, which it is found can harden in the sun. Simple bricks can first be made, and then daubed over too. The first B'yogi hut is built of this red earth.

>>3941350
>Gyldenthrong
Soon large swathes of the valley are tilled and sewn, green shoots will shortly follow. Also do the trees hang heavy with golden fruit, the foundations of what will be! With the farms, the first press & still are built too.
Though the hills once lead them here with veins of gold, dull red ore is now found, the colour of dried blood shot through the stone. (iron)

>>3941476
>Llychlyn
The western meadows offer ample game and prime land to develop, a true gift of Fanw. Though not yet claimed, the northern woods provides plenty of wood for the construction of the grand temple, and likely any other building projects.

>>3941752
>Vossiks [NM]
Elezen towers begin construction north and south along the mountains. And it is to the south also that two things are discovered; First, iron in abundance, enough to arm each elf with his own spear at least, and Second, a jagged path which leads from the Onkankan hills of the west, to the unnamed regions eastwards. Iron mines are established, and small furnaces along with them, it's a start, but more will have to be done. The gift of Lucium is too mined, though strictly under the watch of priests.
(just a note, you don't just claim what ores you found this game, the resources have been pre-allocated by tile, thankfully the southern mountain had iron anyway)

>>3941830
>Incarnationis
The worms are guided by the lazy river which bubbles up from their swampy homeland, leading them to forest, plains, and sands. The western forest sing with songbirds, just out of reach, the plains chirp with insects, little more than a snack, but the sands. Oh the sands! Mudskipper-fish, Herons & seabirds, burrowing Crustaceans, and most beauteously of all, the sea itself! Though no longer fit for saltwater, this is a problem which may soon be overcome. What treasures await in the depths and shallows!

>>3941880
>Nomach [NM]
In all directions do surveyors head, claiming for the King all they see; Chiefly plains perfect for construction, though the soil is loose & fit more for root vegetables than grain, along with a substantial forest of ancient hardwoods. Among the oaks and cedars, a special copse of trees is discovered, straight as an arrow & pale as moonlight. A sure gift of Konyukozo Himself, for each that behold them know them to be so.
>>
>>3941951
>Othin
The fertile silt of this serene river is staked from spring to sea. The earth is difficult to build much on, but farmsteads easily find a way. All manner of foodstuffs may be grown in the rich soil, grains and leafy vegetables, pulses and aliums, all which grows and is harvested in a single year.
And along a new river is the fledgling town of Tyr begun, already busy with Othinian migrants and market stalls.

>>3942141
>Kalkahn [NM]
The flat-boats sail almost gracefully, capable of weaving deftly through trunks and stilts.
Initial vessels are sent to the jungles upriver where they find solid ground. It is however choked with trees, vines, and ferns, which will have to be cut away before anything may be built. Exploratory vessels are sent to the swamps over the river too, and it is in these wetlands that a marvel is found; the ferrous tree. A single mighty mangrove whose bark shimmers in the sunlight. As if calling to them, green shoots are seen in the roots, tiny versions of the tree which seems to reach to the clouds themselves! These saplings are taken back to Green River, where they quickly take their own roots.

>>3942143
>Tarn
The Tarn spread far and the foundations of two new cities are built. Though for the most part uneventful, the river on which Jaakal is built snakes down from what seems to be a mountain pass, though this pass exits is yet unknown.

>>3942178
>Sable [NM]
East into the jungles, where soon is found fat grubs, small lizards, millipedes which first rebuff but are quickly after dispatched, and the most wonderful find of all, a puff mushroom. True, on its face a simple mushroom seems unnoteworthy, but the ants are drawn to it with innate knowledge; how to harvest, where in the burrows it must go, and how to farm it, but more importantly it's effects on antkind. After the mushroom is eaten and digested, it releases first a mild euphoria, and then deposits into the ants' social stomach an acidic irritant which they may selectively shoot out of their mouths at great speed. The mushroom is straight away moved to its own chambers and work begins to farm it.
Stones pile high around the hill, a suitable fortification for now. The Sable may easily climb over it, but the barbarians of this world cannot possibly do the same!

>>3942779
>Cree
More of the Steppe falls under Cree dominion, neither game nor foul is safe, even the birds of the forest fall to them.

(Exit MEGYROS. Enter NARSICS.)

END OF SCENE ONE.
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>>3943302
Recent discoveries interest the dwarves, with coal being useful for the ever expanding forges that will be needed soon, and plans for both the destruction and research of the dreaded stone figure underway, but they can wait.
For now, migrants, explorers, fortune seekers, and merchants seek more. The dwarven surfacerealm grows further in the process.
>Expansion x2
>>
>>3943307
1. With its appetite appeased, Neverborn seeks to wet its thirst, casting greedy veins to drink the waters of the southern rivers like roots.

2.
A Craver while harvesting the Rovers noticed one of the Rut'ra (Field Beast) feeding upon the herd, directing the beasts in a stampede, he tramples a Rut'ra for extraction.
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>>3943302
>>3943303

The creatures are fascinating wonders to behold. They have two to four limbs instead of six or more! How have they survive this long? Did the gods here curse them or is it a blessing? We must take heed for they ruled this land before us.

1. These new discoveries has inspired the B'yogi to keep going eastward. They hunger for more. Perhaps they will find something expected?
2. With new land comes the difficult task of maintaining it and we can't do that with no one existing there. We will build a new city call Heed so the new-forms will have a place to grow.
>>
>>3943450
*settlement
>>
>>3943303
(I called myself 'Monastic Order of Nomach' which was wrong and I am retarded. Name fixed.)

These new lands are a great addition to our domain, and the King is pleased with the good hand that the Nomache people have been dealt.

>Action 1: Organization of the new lands.
The new grasslands and forests have vast potential if used correctly. A large Kingdom means nothing if it's just filled with dirt. The King divides the land up, with 2/3 of the grassland being squared off for agricultural use, and the rest for a potential future project. The forests shall be both revered for the gift in which they possess as well as utilized properly for the resources they obtain. Hunters are encouraged to hunt these new lands, both grassland and forest alike.

>Action 2: Expansion
If we are to capitalize on our position in the world while there is still time, we must claim more for ourselves, lest we be left beset on all sides, surrounded by monsters just like our people were thousands of years ago in the mountains.
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>>3940965
Can I join?
>>
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>>3943302
1. Expansion eastward. We require far more lands.

2. In the newly claimed eastern lands, instead of a proper city, various military outposts are established, to safeguard these new lands from immediate hostile invasion in the case any other nations do indeed exist on this plane.
>>
>>3943487
Unfortunately not taking new players at present, but you're welcome to spectate/join the discord for if/when a current player drops or a nation/tribe is overrun.
>>
>>3943487
So essentially just give me some time, and I'll make some room for you.
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>>3943492
Guess I'll lurk.
>>
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>>3943302

>Action 1: Expansion

Dwarves head out to new lands; the fertile plains to the north that they can march across to reach, and the Mountains and vales of our ancestral clan lands.

>Action 2: Mine
Rich Iron abounds in the hills; and we dig to claim it for our own; to forge into tools and weapons that will forge us greater strength.
>>
Turn 2: New Beginnings
As the first Tyrn of their separation passes, the Jaakites and Tempelians begin to settle into their new homes. As one looks outwards, the other looks in…

Action 1: Expand to the Pass
The river that flows near Jaakal is named the Thymos, for its violent temperament during the spring and early summer. However, during the winter, it is far more placid, allowing Tarnish boats to scout upstream for the sighted pass. As the Tarns paddle upstream, the air grows thin and the horizon stretches before them. The trees here are tall with spindly leaves and the ground is covered with a light layer of powdered ice. Goats and deer leap from cliff to cliff with preternatural grace as they escape equally agile wolves through the evergreen forests. As the Tarns pass, they are struck deeply by this world’s beauty and power.

Action 2: Building a monastery
The Tempelians, meanwhile, set about building a broad temple complex, nearly doubling the size of the town. Nearly the entire town’s population can gather in its vast amphitheatre and the churches and shrines scattered throughout pay homage to every god the Tarns can imagine. At the center of the complex, the Tarns envision their greatest achievement of all, a grand statue of the three gods fashioning the world. On the left will be Tre’mo, covered in glittering shards of obsidian, plunging his hands deep into the earth to form great mountains and caves. On the right will be his brother B’ikka, carved entirely from a single piece of river-stone, hollowing out the seas with broad strokes of his arm. And in the center will sit the gentle Persa, clad in shining mother-of-pearl, crafting man and beast to fill the world her brothers have created. For now, this vision remains only a dream, the statues mere crude impressions of clay. But soon, it will be real. The Tarns can feel it.
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1. Expand East to the Pass, creating the town of Tyrhen Voss
The Elezen continue their march eastward, following mountain valleys and clearing where they settle in their kosts. From these small expansions over time settlements grow, though many of little more than mere hamlets. Only as one apporaches the northern pass which follows rushing rivers down into the fertile grasslands and jungle below does one find the first larger settlement. This area, in many respects, mirrors the Elezen Tri-city area. Tyrhen Voss is but four linked Kosts, each adorning a separate peak, linked together by roads and a shared network of farms and grazing land in the valley below. These Kosts form the nexus of the area that would grow into the walled town proper, making up its four pillars. The walled town sits across much of the northern pass, with the fourth Kost overwatching the final smaller mountain pass that passes through Sigurd's Spine. From this generous position Tyrhen Voss poises itself as the last bastion of the Vossik Republic before a wild wooded expanse below. In time, it will almost certainly be the forefront of a wave of eastward colonization. For now, it is but another town in a nation of towns, albeit one of great strategic importance and immense destiny.

Tyrhen Voss, upon its founding and admittance to the roster, had little native industry. Like Kosts, its people were farmers or herders of goats and cattle. The town primarily thrived off of its ample grazing and the rushing rivers provide fertile land for crops. Like so many others, it is but an agricultural center based around the simple reality of the mountain pass.

2. The Role of Art, Music, and the Bard
In Vossik society the role of storyteller is all but sacred. The Elezen, given their long lives, have time to memorize the tales of yesteryear. It is such knowledge that gives form to the long Sagas sung by Bards. Bards are more than just entertainers. A Bard is a master of music, wit, and storytelling. For the Maesai and the Republic as a whole the Bards serve as messengers and tokens of goodwill both. Bards dispatched from Renthum Voss will travel the land, bringing news and decrees from the capitol and the Three Sisters to the many kosts in the country. Their songs and shows provide distraction and joy to the people, while their messages and decrees provide a means of power projection by the government over far-flung settlements. The word of a Bard is effectively law. Their iron badges are all but a symbol of office. While a Bard is no judge, a Bard carries all the legal authority of the Speakers in the Grand Council. Bardic practices form an important segment of Vossik society. The tradition of a Saga sung on first arrival and the mummer show upon departure showcases the unity in the kost as everyone surrounds the central hearthfires of the towers and listens to the Bard's tales as they sit or stand on an elevated position.
>>
>>3943303

The past few months have been fairly calm, and quite good. With reports that the fields and meadows recently expanded into were lush with fauna, the potential issue of food in the future was likely pushed back at least a few years. However, Eheubryd was more focused and invested in the work on the grand temple at the moment. She had worked with Clan Howell on its design but now it was finalized. It would be a large, building of wood with a stone base and floor. The building would have plenty of intricate decorative carvings along all its walls, which on the internal walls would be specifically pictures that referenced parts of stories in order, both of the creation of the children of Fanw and the sacred journey that Eheubryd's mother had taken to unite Llychlyn. It had a main room for all religious activities that were able to be done in doors, and had a grand garden near the front for those which needed to be done out doors and for some plants that were used in certain rituals or at least used as kindling for some of them. The side rooms and the one in the back would be used for three purposes, one which was where the priests stored books and wrote new ones, one which was where the priests kept tools and the supplies for rituals and ceremonies, along with where they temporarily would store recently hunted game for certain special rituals. Lastly, one was for where the priests slept, dressed, and otherwise lived, as Clan Howell desired that the highest and most holy members be able to reside in such a building.

Of course, these were just the plans, and Eheubryd planned for more than just the temple to be built in the capitol in the future. Knowing the reports she got, she would try to gently nudge Clan Llewelyn to focus their map making and path finding guide efforts on the north eastern forests, but wouldn't particularly force them, though considering the fact that construction on the temple was just getting underway and how the large demand for wood would naturally be created by this and future projects which by itself would incentivize people to go out there. Though chances are, Llychlyn's expansion wasn't going to end any time soon, even if the population wasn't exactly growing that much.

>Action One, Expand into the forests.

>Action Two, The first parts of constructing the grand temple for Fanw, Eglwys fawreddog y ffyddloniaid as it would come to be named after some debate. It is likely to take some more time to finish it however.
>>
Salvation. The first of mankind have been found, and they will not be the last. Unfortunately, their territorialism prevents investigation through them. This stubbornness will certainly cause issues in the future. In an attempt to circumvent this, the Kahro attempt two strategies:

>Action 1: Coastal Passage
Kahro are sent along the coast to lay claim to the land below the newfound nation. (Expansion)

>Action 2: Mountain Path
The mountains offer a fine view to observe the dark elves of the frontier. The land is to be explored and claimed. (Expansion)
>>
Alright its me again. Hello. Im gonna start by posting lore
the government works on merit, every 10 years tye elders go around thier towns and pick who they think would be most suitable, and then those are sent to the national judges (name pending) and they decide who is the best to rule, 10 of those are choosen, and if one of them is incompetent, he is removed and rhe elder who elected him is put to inspection

they don't have genders, but they can choose to get one for a little bit to reproduce
So they can swap around I guess

They eat magic that they naturally genertate, the types of magic are baisc so far, but they watn to expand thier magic so that they can have many types of food.

Turn

>Expand as much as possible
The council has decided for the good of the nation they want more land to live on.

>Inspect the stele
Find what to do with the stele, the coucil thinks it would be a pwoerful source of magic and such a source could be good for the nation
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>>3943307
The surface has proven to be bountiful sooner than the Matriarch had anticipated. Not only do their newly claimed lands contain such a diverse spread of delights that she has taken a quick liking to, the discovery of the strangely pleasant yet useful mushrooms has left her eager to see what other resources there are to exploit. With the Catacombs and the newly acquired puffshrooms kept deep within safely secured behind the Stone pile, the Matriarch feels comfortable enough to continue expanding her swarm's influence towards the south.

Actions:
-2x Expand South. We have yet to scratch the surface of the potential that these lands hold, we will secure them for the Matriarch's use!
>>
The clang of metal rings out from forges in New Andreth, as many dozens of smiths of Clan Dzen have undertaken the task of producing new arms and armor for the soldiers of the Remnant. Molten iron pours from great melting pots into moulds, where it cools, and is then hammered into better shape. The appearance is crude, far cruder then that of Varken make, but it’s effectiveness has long since been proven. Grind stones sharpen swords to a razors edge and armor is dipped in oils to strengthen it. The FHR must be prepared to meet any threat it comes in contact with, as there won’t be another easy victory like the FHS had during its initial expansion. When completed, the gear is sent to the frontier, where it makes the week long journey before being unpacked from crates lined with straw to prevent any damage that could happen from the transit. When it is dropped off, logistics personnel take inventory, and store it for when it is needed, and when soldiers come, the crates are opened and the gear is handed out.

The frontier is quiet. Soldiers stand on guard outside of the many numerous hamlets and small villages that dot the newly acquired territories, many residents of the places they keep watch over. Many others are members of Major Clans, who have yet to establish a permanent area of operations outside of New Andreth. Many keep their eyes to the horizon, watching and waiting for trails of smoke and light from camp fires to betray the positions of whatever foe may dare approach the Remnant. Paranoid as it may be, it is better to be prepared for a war that never comes then to be caught off guard by one that does.
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>>3943302
These islands may not seem to hold any particular resources or interesting foodstuffs (besides the wild foods grown currently by the Depauns alongside cultivated populations of seabirds and seals) but they have great potential, far flung fishermen tell of a great continent to the west which by the relatively small boats which have been spotted on occasion probably means that civilization - or at least some primitive tribes - might exist. While the seashells, furs and river sifted metals may be nice this is hardly enough for a civilization as grand as the Depauns, already the lack of resources has reared its ugly head as the bronze nails used to construct much of the Endocer and especially its bronze covered bow ram has put strain on the labor of the nation, as the only source of such metals are the small rivers of the islands which can be sifted through in order to obtain a minutes amount of gold, silver alokgside a decent amount of copper which is used to create black bronze. And even then the amount of bronze created for so much labor is hardly efficient which has meant that many of the drakes cultivating the islands are still stuck using wooden and bone tools which are not the best sort of things to be using. This must be changed.

Thus the great ship Endocer, the first of its kind, we will be launching a great expedition along the known coasts.

Action 1:
The first two expeditions of the Endocer are launched, first to the tropical forest west of Bothrio and then north along the gulf until the ship makes its return journey back to Bothrio, the ship is loaded with religious offerings and luxury goods (the greatest of which would have to be the shells and meat of the small wild Shelled Krakens which now roam the region), as if any civilization is found a good first impression and an appeasement of their religious officials must be made so that the flow of trade can be properly facilitated. Conflict is not something we need at the moment.

The next expedition begins right after the first, taking the same route initially as the first voyage but then heading south instead, eventually heading back to Bothrio. Again this ship shall be loaded up with offerings.

Action 2:
We have colonized much land, and at this point it will be better to develop it instead of sending more of our sparse population out to go cultivate the untamed lands.

An order is given out which has told all island depauns to begin the process of clearing out the land, establishing proper land claims (by collective tribal ownership, private ownership is illegal under this dynasty) and studying the local wildlife and flora so that we can better exploit this new land. Nothing to in depth just physical descriptions and a general outline of their behaviour, this information is inscribed on tablets and written into bark paper scrolls using squid ink, etchings and sometimes charcoal.
>>
>>3943302
Diplo: Shrooms (the first of the mainland to interacted with)
In the forest the mushroom men can be spotted, for the great ship endocer is strange and new to them, and yet stranger seem the great beasts which inhabit it.

In order to establish relations a group of Depauns, led by the captain of the ship alongside two Lyraran guards and a member of each of the other two clans, both bearing chests filled with gifts and trade goods.

The captain calls out to the forest, folding back his wings so that he looks smaller and less threatening and taking out some bronze jewelry which may be small enough for these tribesmen. If possible he attempts to speak to them and attempts to start up a trade relationship between the two peoples, alongside asking about the current state and unity of these shroomish creatures.

>>3942141
Diplo: Kalkahn Clans
Right outside of the river on which the capitol resides a huge ship is spotted, upon it huge serpentine creatures with two great and two lesser wings can be seen, they have grasping claws and their salamander like heads are adorned with crests. Initially the Jackelope men were fearful, gathering as many of their local warriors as they could and preparing the civilians for a possible retreat to Green River but instead of claw and great spear the Jackelope men are greeted with two chests filled with large and exotic shells along with an assortment of fairly crude bronze tools, most of which would need to be modified before being usable by the Jackelope men.

The leader of them, whose shelly crown and huge fur coat exude authority asks to have a meeting with the leader of the Jackelope men, or to meet instead with the many leaders of the Jackelope men in order to discuss trade and to share information. Most of the items in the two chests are reserved for higher men, although each of the warriors who went out to meet with the Depauns is rewarded with one of the exotic shells in recognition of their bravery and valor in the face of what they could only think were terrifying beasts.

(the tarn will be diplo'd with soon)
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>>3943302
>>3943545

Diplomacy: Giants

The news of the strange, tall shapes seen moving upriver just over the borders is slow to pass back down the river to Gyldholm; for lords and burghers alike show more concern over the reclamation of the lands along the Gyldenpath or the discoveries of Iron to unearth in the hills; and as yet the hills that border the land of these giants is sparse in population.

However, the word of these mysterious figures eventually comes to the merchant Snorri Sovnighelm, who sets off up the river with guards and assistants in tow; bringing with him guards and assistants bearing trinkets of trade, as well as many barrels of Dwarven Beer; including one cask of the legendary Gylden Ichor. Perhaps these rumored figures are just the ramblings of a Drunkard; but perhaps there could a fortune to be made by finding out the truth of them. He will try to find these figures - for massive things, he reckons, should be easy to spot - and should they be willing, he would try to speak and trade with the creatures; inquiring with any who might speak about their needs and natures.
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>>3943302
Gimme dat sweet rumour luxpai
And so we explore northwards.For our blood sings, and the land may produce its bounty.

1. Send a raiding party in longships out north into the ocean to scout for victims/ potential friends
2. Experiment with The Great One's blessing
Begin a cultivation program aiming to make the trees that feed our soil more efficient and able to live in a wider set of climates
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>>3943637
In the waters outside of Tempel a great sail-less ship is spotted, upon it is what can only be described as serpentine Dragons moving about. After some time a boat is lowered from the craft which is pulled along by two of the creatures who are holding proportional yet still huge spears. Eventually this ship reaches the shore, two of the dragons on the boat lift up some average sized (though proportionally small compared to them) chests while one of them, who wears upon his head a white crown and whose torso is shrouded in furs waves to the tarn on the shore.

The great sense of alarm which was initially felt by some tarn is soon quelled once the great creatures present themselves non-violently and shout about their offerings and gifts which they have for the leaders and perhaps for the gods, now it will be up to the heads of the city of Tempel on how they should react to this strange event.

(after this diplo is completed they will either head or have fled to the next location on their route, that being Xycthos)
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>>3943302
It seems that the Clans have united in interesting times.

>1: Western Discovery Expedition
>2: Southern Discovery Expedition

With the discovery of these strange foreigners, it has become clear that our knowledge of the world is incomplete. To sit idly by while the world moves on is foolishness! Taking a page from our Draconic visitors, a selection of warriors are chosen from the clans to travel to distant lands and report on whatever they find, be it people, resources, or open territory to be settled.

>>3944934
Diplo: First Tidal Empire
As the Depaun land on our shores with gifts, they are cautiously welcomed into the port-village. Though short in stature and of little wealth, the villagers attempt to be as hospitable as possible.

From upriver, representatives of the three clans soon sail to meet these "Giant Dragons." Finding them to be amicable, the Clansmen present a gift in return: a collection of fish-bone jewelry and a stone tablet, etched with a passage from the later travels of Jehut the honored ancestor. With the pleasantries concluded, the Kalkahn eagerly settle in to discuss business with these strangers.
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SCENE TWO

>>3943372
>Ashbeards
The plans are discussed, but for now set aside, there are more important matters at hand. The population grows, and so does the need for mountain-homes. Tunnelling north reveals both more coal and more gold, though still considerably more of the former. The south tunnelling unearths a new ore, blood iron, called such for it's distinct red colour and abundance of veins. The iron is somewhat difficult to pull from the surrounding rock, but Dwarven will wins out. The westerly expansion brings much needed lumber to the clans, too.
But something lurks in the bordering swamps, though no Dwarf is yet stupid enough to wade in.

>>3943412
>Cravers
The sucking tendrils find their way to the river, greedily slurping down the water. Small fish occasionally find themselves drunk up too, only to meet with the whirring teeth of Neverborn. The smell of fish guts hangs in the air. Rut'ra, a fitting name (eh, eh, know what I mean?) for their appetite for flesh knows seemingly no bounds. More than once are the foul creatures seen mounting a Rover, much to the chagrin of the more 'bovine'.

>>3943450
>B'yogi
Ah, inclines, fascinating. The hills hold new wonders to study; woody heather, thorny gorse, and most intriguingly of all, the sundew. A carnivorous plant of sticky petals, which entrap insects and furl themselves inwards to devour their prey. A particularly curious B'yogi goes foraging around in the roots of a pretty yellow flower, and re-emerges with his face dyed bright red! (the plant is called Tormentil, no really) This new place, Heed, soon fills with huts of mudbricks dragged all the way from Fright, but now sporting stylish heath-plant roofs which better cast off the rain.

>>3943468
Nomach [NM]
Wise is the king who knows his lands, Wiser is the king who knows how to use them. The Konyuc Grove is a wonder, and is protected as such, so that no intrepid woodsman claims the gift for himself alone. Frequently seen around the Grove, though never properly observed, are white deer. The hunter's arrow falters, and the trapper's nets fail. The deer alludes them all. More grassland is taken from the wilds, and the wilds are taken from the grassland. Bountiful, are they so.

>>3943490
>FHR
Land is claimed, meadow and beach. To protect these claims small outposts now dot them, and two great towers on the highest peaks of both overlook them all. In the construction of the tower on the sand, having had to dig down to the bedrock, iron is discovered. A little at first, but minor inspections shows this to be merely the start of a large vein.
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>>3943545
>Gyldenthrong
The fertile plains are a much needed expansion, farms begin to populate the river valley. But the mountains, oh how they've called to the Lowland Dwarves! "Return to me!" And so they come, along the pass and into the peaks. An old warmth fills their hearts. But their are others who are following this rugged path; Men of the East.
The first mine, how natural it feels to be within the earth again, but the feeling fades. Guldfar brought them to the light, and in the golden light of day they belong.

>>3943637
>Tarn
Against the flow of the Thymos they sail, and round to the southern mountain pass. But the Jaakites are not the first, for short and hairy beasts from the west already claim the northern peaks.
The Three will one day stand, but for now the project remains in the planning stages. In search for materials which shall grace the Three, small test pits are dug; both Xycthos and Tempel are rich in high quality copper ore, the upper oasis with tin, but Jaakal and the surrounding mountains give equal quantities of silver and lead. Though not the extravagant wealth hoped for, it is a wealth of its own.

>>3943826
>Vossiks
The trailing city of Tyrhen Voss spans the majority of the pass, and the Republic now controls movement from the east and west in the north. It's a cold night, the wind howls through the pass, and with the wind a strange thing blows. From the southern mountains a disgusting mass of grey flesh falls, with force enough to splatter on the road sending gore in all directions. No doubt this awful tale won't make it into the Edda.

>>3943827
>Llychlyn
The northern effort is met with no resistance, all see the benefit of the woodlands. Not just for it's lumber, either, the natural beauty is overwhelming; bluebells, clover, violets & columbine, a carpet of blue and purple. Though with them a foul smelling shrub, which irritates the skin. One must cover oneself entirely, for the stench alone waters the eyes and burns the nostrils. Such a monstrous thing!
The Church of the Faithful begins to take shape, craftsmen of all kinds take on new apprentices solely for the task. Stone is taken from the rocky hills to the south, which some take to calling the Bradwrus Hills, for the very stone will slip from under foot.

>>3944090
>Incarnationis
More sand, but less fresh meat. No matter. For now the sea is ours, and any -elf- foolish enough to cross into the sand is ours too.
Against the current we swim, high into the mountains, over and around the summit, til we reach... ah! More elves! Pale ones however. Whilst observing their movements, one of us falls, down, down, down. Chunks and viscera smear the streets. This too is observed. Elsewhere in the mountains we find meat, in the form of bighorn sheep. Meat, and wool, and horn, and hoof, how new!
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>>3944284
>Narsics [NM]
On generated magic alone, one will barely survive, for it is the gruel of magics. The ice will not give much in production, of either shoots or mana. But lo, the Narsics are gifted such an oddity, a stele of black stone, inscribed all about with ancient texts which cannot yet be read. The thing radiates raw magical energy, enough to feed the current populace twice over! Efforts to understand the gift are yet to bear fruit, but it is no excuse to cease trying.
An expedition is sent south, to stake what can be staked. Alas all that is found is more tundra. In places grey rock juts from the snow, providing respite from the winds. Within the rock is an amazement, fossils. Long dead spiral creatures, leaves, and all manner of thing. They are prized from the stone, and taken back to Vandala.

>>3944733
>Sable
More of the same is found, though the swamps and rivers provide a new meal of brown and silver fish. The Sable have a hard time catching them, but the few which are caught are straightway sent to her Majesty. The hills prove the perfect land for extra nests, mighty shall the Queendom grow!

>>3944930
>Tidal
(expeditions find first the Shroomen which I will get to in Diplomacy below, then the Kalkahn >>3945191, the second finds the Tarn >>3943637)
Bracken and briar are swept away alike, for the Depauns wish not to live on thorns. With effort farmsteads, logging, and quarrying will soon be within reach.

>>3945024
>Frostgrowth [NM]
(rumour this coming turn, but I won't forget)
The raiders set out, and though they wish to sail due north, the wind & tides have other plans. They are instead blown east, and soon in view is a truly ancient lighthouse. The fire has long burnt out. Safe in the harbouring cliffs, the party notice there are stairs carved into the rocks themselves. Curious.
The Blessing of Arcturus, an immense tree, whose roots hold the earth in place, and whose branches hold up the sky. At least, it does in the poetic histories of the Frostgrowth Pact. For years the tree has been losing its lustre, no longer bearing fruit. Not since abandoning the old ways. But to the old ways must the pact return, for without the Blessing will they perish. And so the young know why the elders call the Blessing, The Corpse Tree. Blood flows, and the tree sighs. Soon it will bear fruit once again.
Already saplings sprout in the reddened soil, the Blessing shall become the Blessings.

>>3945191
>Kalkahn
A team heads west, into the Steppe. For the first time, the Kalkahn see open ground, a strange sight indeed. And it is in this open they see what may only be a long distant cousin, for springing through the green are many a jackalope. Joy comes to those who behold them.
A second team heads south, and here they find a disparate joy, the Sleeping Fields. The plain is red with poppies, whose aroma alone dulls the mind, replaced with only peace.
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>>3945198
>Othin
The Estral Desert holds many a secret, somehow this the Othin knew. Pits are dug, and just below the sand is copper found. Further north, more pits are dug, and here is gold discovered; though too deep to currently mine with any safety. It is whilst inspecting the gold pit that a more incredible thing is discovered, Crocodile... people? On the banks of the two rivers, a small collection of yellow huts.

(CREE forgets his lines.)

DIPLOMACY
>>3944934
The Shrooms, oblivious to much of the world pay these dragons no heed. And after calling time and time again, the captain deems the project useless, sailing on to the Kalkahn.
(>>3944934, >>3945191, remember that trade deals cannot be conducted properly until you are mutually understood)

>>3944997
Though the tales have been embellished, they are no doubt true, for striding across the hills are beings easily 13 feet in height with skin the colour of slate. The things are naked and appear to wander somewhat aimlessly. In total only a dozen are viewed: 8 males, 3 females, and one infant held close to its mother(?). The Giants have set for themselves an enormous fire, around which most of them are gathered. Even sitting they are twice the height of a Dwarf! They are yet to see the Dwarves, and the Dwarves are yet decided if they wish to venture any closer.

END OF SCENE TWO.
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>>3945256

>Action 1: Expansion South

Dwarves of the Gyldenthrong cross the river Gylder to the southern bank, staking new claims in the lands south of the river; throwing up farms and digging at the grounds to test and search as they bring the southern side of the Gylder valley into the nation.

>Action 2: Dukkezop

The Town of Dukkezop will be built at our end of the passageway through the mountains, as close to the ancestral shaft into the under-mountains as our priests believe appropriate - if the site can be located and determined - and sound and defensible ground will allow. The planners of Dukkezop include in their project eventual space for a grand temple to Guldfar - for the land here was home to both the first and second of his three gifts yet given; and a market square is incorporated into the construction, for it is hoped the town might become a center of trade with both the Silverbeards in the northern mountains and the Eastern Ganglies in the lands across the mountain pass.

>>3945260
>Diplomacy: Giants

The Dwarves of the expedition are nervy and unsure; the size of these creatures makes them formidable even though their numbers are almost even. But Snorri Sovnighelm has not come here just to turn his back. Though they seem to have little of value, the size and strength of these creatures might might perhaps be of use, if steered and guided by Dwarven minds... he breaks open a cask of Beer, and with it heavy in his hand, makes a gruff announcement of greeting and walks boldy toward the fire.
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>>3945256
1 & 2 Expand south.
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Turn 3: Knowledge and Power
Action 1: Spearmen
The humble spear has existed largely unchanged for millennia. Used by the Tarns to hunt octopus and difish, it consists of merely a wooden stick with a sharpened stone attached, held together by plant fibers or twine. Though the simple design is sufficient for fishing, the Jaakites quickly discover it is insufficient to deal with larger land prey. Experimenting, they quickly find that stouter and longer poles make for stronger weapons, and that a crossbar about 2/3rds of the way down will prevent a stuck prey from crawling up the spear and attacking the hunter. With these improved tools in hand, the Jaakites begin to hunt the mountains in earnest.

Action 2: Education Systems
Each of the three major cities begins its own independent education system. Jaakalites, prizing order and preparation above all, construct a single-room hut with wide open fields in all directions. Here, children learn to march and handle weapons, take orders, and attack in formation. In Xycthos, a simple mercantile school forms, catering mostly to sons of wealthy merchants and shipowners. Finally, Tempelis produces the most expansive school of all, growing out of the larger monastery project. Founded to train future monks or priests, the school teaches students skills such as reading and writing, as well as oration, augury, and astrology. These schools are tiny, reaching only the wealthiest Tarnish families, but even still their potential is immediately apparent. Even before the completion of the originals, the cities begin planning future expansions and improvements.
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>>3945256
A plant that eats things? We have only seen plants feeding off of water but never other creatures in this word. It's similar to the many face S'aesdic C'arnaek in home realm! May be this world holds more similarities...

1. The more we discovered the more greedy we get. With hunger and H'pabi's guidance, we expand east-south.
2. With two places to call home, we need organization to ensure we stay united. We will establish the Beau of Living. This group will handle and organize our people housing and other civil duties.

The flowers here are quite amusing especially this one. It shall be called Tormentil in honor of S'cie's everlasting game of hiding and whipping from H'pabi. It paints you as red as the Taskmaster's enraged face!
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>>3945266

>>3945329
>Diplomacy: Tarn
The Gangly Men of the east who approach through the rugged path between the mountains are given cautious welcome to the lands of the Gyldenthrong; and are approached with food and beer whilst the Warriors keep a watchful eye on their responses.

>>3943372
>Diplomacy: Ashenbeards
The Thane Grungan heads northward into the high mountains, with Stout warriors at his side and bearing casks of Dwarven Beer and one of Gylden Ichor to try and meet and treat with these Silver-beards.
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>>3945256

>1: Establish footholds in the poppy fields.

These strange flowers are mesmerizing! They will be loved back in the Clanlands. However, these fields are much different from the swamp. Until we can breed a strain that can grow in the swamps of home, we shall set up small villages that will export these poppies to home.

>2: Learn the Language of the Tidal Empire.

Seeing that there could be much to learn from the Tidal Empire. We shall have several scribes attempt to learn the ways of their voice, be it with the representatives here or by travelling with them, should they allow it. And of course, the scribes will do what they can to teach the Tidal Empire the Kalkahn tongue.
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>>3945256
1&2. Clan Cladath had waited for their chance to do something, anything, to reclaim their status as a major Clan, and with plans for a small colony fleet being drawn up by the Daiimad, they saw no one more capable then the Caldathi to run it. Ships plunged from New Andreth's harbor, filled with colonists, supplies and military personnel and hugged the sandy coasts north until they found a suitable landing site. There, a new settlement, larger then any previously established would be placed: Port Sentay. Soldiers then pushed inland, claiming more territory for the Remnant and a buffer zone between the outside world and the new settlement. They found rolling fertile grasslands, and a large forest, a prime target for lumbering for ships, housing and other projects. Along the border, more outposts would be established, though none as grand as they were back near New Andreth. (If thou would, oh mighty OP, Place some brown dots or whatever on the boarder to signify the outposts presence.)

Rumors: The Daiimad opens the floor to the Clans, so that they may address sightings, issues and other such things directly to the Clan-Sah.
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>>3945256
>Action 1: Finalize the expansion
The news lands we have taken are promising, and the King sees no problem with taking more, though assuming too much land will certainly end up a problem. As such, this shall be the final expansion for time. We claim the lands heading west up until the river.

>Action 2: Colonization
With plenty of new grasslands taken, the King enacts a new homestead act. Those that settle the new lands of Oldek (Blue X) will be given a free plot of land to work and live, provided they stay for at least 5 years and improve the land upon which they occupy.
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>>3945259
The lack of shroomish cooperation and mutual understanding is quite annoying, so the depauns decide to leave and maybe try to prod at them at a later date, especially since they may not be sentient as similar situations have happened in other worlds as inscribed in the tower of memories. But the events of our interaction with the jackelopes seem to have proven otherwise to the notion of a world full of primitive minds as they seem to be a fairly civilized people with what seems to be a great sense of duty, as they had sent out their warriors to meet us despite them knowing us to be very mighty in size. We hope our relationship with them may soon blossom into a long lasting trade partnership once language barriers have been properly dealt with.

Action 1:
An organized exploration is taken of the southern sand island and the rocky island as well, before we colonize such places we must know what out colonists may be getting into.

( >>3945191 >>3945367 )
Action 2:
Depaun fishers begin catching fish off of the coast of the Kalkahn lands, often cooperating with Kalkahn fishers in the catching of fish. But there is one problem, nobody knows how to talk to each other, thus we must support the program of learning our language that the Kalkahn themselves have started by making sure the understanding becomes mutual, with a few select individuals being chosen to live amongst the jackelope men until they have learned to speak and write their language, while making sure these language learners are made to interact and converse with the jackelopes who have been set to learn the language as well. Depaun fishers are also sent throughout the desert gulf of the north as that area is found to be good for fishing as well.
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The Spear, the Shield, and the Boot
In Vossik society the role of defender is universal. Both men and women are expected to defend the kost in times of trouble. Adulthood is not an age so much as it is the time in which an Elezen is given their own spear. Ownership of spears is as universal as fear of the dark. Every kost has a space for the storage of weapons. While some Elezen choose the bow, javelin, or sling as their weapon of choice, the kost still has a rack in the communal armory for their traditional spear. The Vossik military is, at the end of the day, a tribal one. The ranks of the soldiery are made up by Komai and Mosai, fighting shoulder to shoulder with their brothers, sisters, grandfathers, and aunts. Shields are an interesting case. Whereas the spear is owned by the individual the shield is owned by the kost as a community. Shields are often emblazoned with the heraldry of the kost its wielder comes from. Deployed units of Elezen can be grouped and delineated by their kost heraldry, and this serves the commanding elements well in determining which units are present and active on the battlefield. It also helps the individual soldier find and remain linked to their unit in the event the shield wall breaks or the formation is scattered. As not every soldier needs a shield, the community pitches in to have one made when a soldier of that type is determined to be needed by the kost leadership, or upon orders from the cities to have a certain number of shields on hand in the armoy for use in the event the kost is called to conflict.

The use of the komai and mosai is a by-product of the frequent conflicts between kosts over land rights. While not clannish or tribal per-say, there is a level of resource competition between kosts over the relatively limited amount of grazing or farmland in the mountain valleys. That said, the type of fighting between kosts is somewhat ritualised. Both side line up on the battlefield and advance in a shield wall. Combat continues between these blocks until one side breaks or retires from the field. It is rare that battles devolve into mass slaughter, as there are still family bonds and fellowship between kosts that provides some incentive to limit casualties. Additionally, ransom of prisoners in exchange for land or financial grants provides further incentive to take prisoners over the killing of routing forces. As a result of these low-intensity conflicts the average Elezen has at least some degree of experience in conflict. Unit training is done on an adhoc basis. With no institutions to standardize or oversee training there is nothing more than simple necessity and social pressure to ensure that the citizenry trains for combat. For archers and slingers, this training mostly comes from marksmanship and is a byproduct of the highland lifestyle where hunting and protecting the herd is of paramount priority. For the farmers, defending the farm and the kost from wandering trolls or the other threats.
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>>3945528
2. The Champions, the Seers, and the Ore of the Earth (NM)
Lucium is the blood of Balduur. For the Priests of the Lightgiver, consumption of flakes of Lucium in a potent mead provides them with visions of the future. Shrouded in ritual and mystery, these priests interpret the signs and visions show to them after the consumption of the drink. Visions of futures to come are then recorded by their fellow priests, and the information is used by the Vossaya to determine contentious points of action. The Priesthood of the Lightgiver has immense political power, although it is rare that they give commands directly to the Vossaya. More common is the use of prophecy and the awarding of Runeblades to the Maesai. The gifting of these powerful blades to Maesai warriors is a carefully constructed instrument that lies at the confluence of Elezen warrior tradition and hero worship, with the mysticism and religious authority of the priesthood. A highborn warrior gifted a runeblade and clad in lucium lamellar is a fearsome opponent. Such champions have the reputation of being nearly undefeatable in combat, and their ability to see limited futures makes them peerless duellists. Champions make up an important part of Vossik society. They are the inspiration for tales sung by Bards, and are responsible for handling threats too large for a Kost but not worthy of a widescale military response. These men and their retinues hunt monsters and dark threats at the behest of the priesthood and serve as shock troops when called upon by the Vossaya.

Unfortunately, a Champion’s life burns twice as hot for half as long. Lucium will always lead to a Champion’s death in battle. The circumstances are always curious, and nearly impossible to predict. An arrow through the eye when the attacker was behind them. A falling meteorite that inexplicably strikes true. A fire in a cold hearth. No one knows why. Death always comes to the Champion.
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Diplomacy: Pokos
The Vossaya, after a contentious series of arguments, finally decided that it was time to reopen communications with their splintered brethren. Authority is given to Volcai Mae'kelliksi to lead a diplomatic party south from the mountains to discuss trade between the Elezen and the Hacmos and a restoration of diplomatic channels after centuries of frozen relations.
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>>3945258

Time continues to pass, however, not as calmly as before. That isn't to say something wrong or bad has happened, no. Rather, most of Allfshys is busy on the construction of Eglwys fawreddog y ffyddloniaid, which has occasionally simply been shortened to the Eglwys y ffyddloniaid, though Clan Howell is quite adamant on using the full name. Luckily, progress has been going steady with the influx of lumber from the north east. Of course, tree cutting is kept at a manageable level, and most wood harvested is of the largest mature tree's that stand. Yet for those trees cut down, more are planted, so that later in life they may return when those tree's have fully grown, and so the beauty of the forest isn't destroyed, as well as so what game was inside it could continue to live normally. After all, they might struggle without it, and it was best that they kept a healthy population so they could continue to be hunted rather than have a source of good food killed off. Still, these forests certainly would aid Llychlyn and its current grand project which likely would be finished soon enough with the influx of lumber and willing hands to construct such a marvel of a building.

Despite this, focus would not purely be on the work of the grand church, once more Eheubryd would try to encourage people to go out into the wilds, mainly the Bradwrus hills. The idea was that the people out there would be able to more easily focus on gathering the hills stone, which she believed would be quite useful and likely easy to gather given the reason behind the hills name, and there was a possibility that with any luck there could be useful metals underneath them as well. However, once more she'd not be forceful about it. Another thing she'd do would be to contact her advisors once more, specifically to try and hear and gain a better understanding of what was going on in Llychlyn and how well progress to greater prosperity was going.

>Free Action, Get Rumors

>Action One, Finish the Eglwys fawreddog y ffyddloniaid.

>Action Two, Expand to the southern hills.
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>>3943302
Never before have the storage chambers been full like this! With piles of food reaching up to the very ceiling of the chambers, the Matriarch has all the food she could ever want. Perhaps it is too much, even for her. If the Sable Ants are to cover the lands then they must be numerous to do so, and even the Matriarch can birth only so many eggs. It is time for the dynasty line to grow!

A system is soon established. The uncontrolled growth of queens led to many internal struggles in the past, holding the ants back. This time it will be different, to become a queen is a great honor that must be earned. Once future heiresses come of age, they will engage in a grand tournament. They will be pitted against each other in one on one battles. The winner of this grand tournament is given the irrevocable right to her title as queen. The reigning Matriarch may decide how many of the runners-up may be granted the right to be queens as well. Those who have lost are castrated so that they may never lay eggs, but instead will serve their mothers as generals, diplomats and any other high level position. Before one can qualify for the tournaments however, the Queen must teach her heiresses about their future roles and only those she approves may qualify, the rest are considered "unfit" and are instead castrated and put to work immediately .

Actions:
-The Catacombs work overtime, scouring their newly claimed territories for all the finest prey and foods to bring back to the nest. The Matriarch has declared that new queens are needed, thus heiresses are needed. The worker ants are put hard at work to provide the utmost care to the eggs and bring the highest quality nourishment to the larvae to increase the chances of spawning many strong future queens. Some of the developing larvae are fed puffshrooms, perhaps this will have an affect on their development?

-Diplo: Othin.
Some of our scouts have reported seeing some strange, bipedal creatures to the west. There isn't enough information to go on, but the Sable Ants assemble a small group of envoys to investigate any sign of surface dwellers. If there are natives to these lands, perhaps they'll be open to dialogue.

-Free action: Get Rumors.
>>
With each expedition, new species have been discovered. This land is more alive than once believed.
We now find ourselves along streams on both our eastern and western borders, an ideal situation for living and quick mobility for their amphibious bodies.

>Action 1: The Western Stream
The west has been rich with life, we will venture up the spring, laying claim to it.

>Action 2: The Eastern Stream
Our native Delta has been neglected for too long. Our borders will be spread along this stream too.
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Discovering the vast lands of soon to be timber, migrating dwarves swiftly direct themselves in this direction.
>Expansion x2

Dwarven existence on the surface had been scarce until recent years, but enough to have warranted a new form of communication.
Having evolved from simply shouting across long stretches of underground tunnels, upon the surface when exploring the hills and mountains, the surface dwarves practiced unique calls to herd livestock and communicate with fellow dwarves far beyond their range of sight. With the increased presence above ground, this method grows rapidly to assist the growth of the nation.
Hoarse shouts, often heavily changed from common dwarven speech echoes across the expanding territories of the kingdom further each day, more so as old guilds are renewed as they accept more and more members, spreading the use of these shouts and even train dwarves to "strengthen" their voice.

Along with mountain shouts, the increase of forges leads many dwarves to work in creating chimneys for said forges, where they find it more suitable to make homes within the summits and cliffs of the mountains for both convenience and to condition themselves to work in the environment.
Working dwarves are commissioned through a number of goats that travel up and down the mountains, where a unique sack is slung across the goat, or a tube around a collar that is then filled with information, either by parchment or tablet detailing the work requested, and a payment also placed within that is set by dwarven law.
The dwarf eventually ushers the goats back with a call unique to each dwarf and their work then begins as requested.
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>>3945359
The lowland dwarves are met by migrants and workers, but treated as if any other dwarf.
It would only be when a language barrier is discovered that the dwarves send for diplomats and scholars to assess the situation.
These foreign kin would be guided and given shelter in the capital, or if not desirable, a nearby settlement or equivalent, where an attempt would be made to understand each other, first using tablets, then gestures and crudely speaking in their own tongue.
Questions that a tried would be simply what these dwarves are saying, where they come from, and
Many kegs of ale are supplied to the dwarves as communications are attempted.
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>>3945383
Ignore this Action.
>>3945256
1. Clan Cladath had waited for their chance to do something, anything, to reclaim their status as a major Clan, and with plans for a small colony fleet being drawn up by the Daiimad, they saw no one more capable then the Caldathi to run it. Large scale ships are designed, and the lumber needed is given by the Daiimad. Soon enough, Flat bottomed ships with Caldath's trademarked Lateen sails slip out of New Andreth's Wharfs to waiting colonists...

2. From New Andreth's harbor, the ships went and hugged the sandy coasts north until they found a suitable landing site on a shore with rolling greenery. There, a new settlement, larger then any previously established would be placed: Port Sentay. Soldiers then pushed inland, claiming more territory for the Remnant and a buffer zone between the outside world and the new settlement...
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>>3945260
if rumor is free, i invoke the rumor
>>
Also, Rumor me.
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Posted on behalf of the Shrewd Republic
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>>3945627
see
>>3946444
as well as this document

Posted on behalf of the Shrewd Republic
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>>3945259
Praise be to the great and frosty one for blessing us with his bounty. We must give to him, so that he may give more to us.

Action 1:Raiders explore and lay claim to lighthouse and it's contents.

Action 2: Train soldiers. Our Warriors must be ready, for when we go seeking blood and bone to sate the Blessings.
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SCENE THREE

>>3945266
>Gyldenthrong
Over the Gylder the gifts of Guldfar dwindle in supply, no further does the golden fruit grow. Though the farms on the banks of the Gylder thrive, and the river Aster teems with silverskinned fish, the plains themselves are rocky. Test sites too yield little of great interest, save for thought to be a good sized layer of slate on the coast.
The Dukkezop team have much greater fortune however; finding not only the ancient shaft, but a marvellous site for the new town. The shaft itself has become dangerous with time, every day more rock collapses down. No matter, that it was found is cause alone for celebration!

>>3945303
>Cravers
Little of interest, a spare Rut'ra, indigestible foliage, a fibrous white rock, more plan... Fibrous? Rock? (congrats, you found one of the three asbestos nodes)

>>3945329
>Tarn [NM]
A young boy by the name of Tercen shows remarkable augury skill, able to predict both natural events and Tarnic movements. He is tested more rigorously, and still he does not fail. Many an old Tarnic fable feature the Augursoul, one who is truly gifted in the arts of prophecy and divination. Could it possibly be, this boy of no more than a dozen years is the Augursoul?

>>3945344
>B'yogi
In the rivers the B'yogi now claim, swim a plenitude of tiny fish, little newts, and enormous toads, buzzing all around with dragonflies, mayflies, and fly-flies. So many new forms, so many new discoveries! Little Boos splash with joy in the streams, scaring away everything, bringing them only more joy.

>>3945367
>Kalkahn
Sheaves of poppies are harvested and transported back to Green River, who revel in the wondrous flower. Though it must be said, the effects are far less pronounced once the flower is cut. Soon every bed and sleeping mat in the swamp bears a poppy or two. Initial cultivation proves futile. The ground is simply too wet in the marsh, and there is not enough sun in the jungle upstream. But the poppies seem rather happy to grow in containers, if they are provided sunlight and drainage.
With the help of the dragons themselves, quick work is made of translating their language. Conversation overall is rather stunted, the grammatical intricacies etc. having yet to be solidified, but now at least they may begin to trade in earnest. No more relying on gestures and exaggerated facial expressions.

>>3945864
>FHR
[R] Nightwatchmen of the Meadow Tower have filed reports of strange lights and moving shadows to the south.
The boats skip across the waters, eventually finding a wide-mouthed river to dock at. Immediately work is begun on Port Sentay, though as yet it is little more than hamlet. With time it will rival even Port Nordath of old. The land is well watered, flat, and the soil of good quality, a fine breadbasket.
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>3945404
>Nomach
The rocky hills of the west, and the river valley below them shall provide ample material to build Oldek, and feed its people. But, something else is discovered in the hills; A circle of lintelled stones, long since reclaimed by the land. Each stone is of an unfathomable size, some stacked atop each other, some drilled with a large hole like some Giant's needle. Its purpose is lost.

>>3945480
>Tidal
Teams are sent to the southern islands. The sandy islet offers little stable ground to build upon, though it is teeming with life; spawning turtles, nesting puffins, and again the occasional seal. Underneath the sand however is found to be a monstrous deposit of salt, free of the impurities of the sea. The rocky island holds a true wonder, seen long before the party lands. At the far end of the isle, a mighty lighthouse rises high, though long ago burnt out. As they dock however, they are met with a strange peoples! (>>3946678)

>>3945528
>Vossiks [NM]

>>3945607
>Llychlyn
[R] In the plains west of Allfshys, farmers report they are more and more unearthing strange stones, unlike anything they've seen (CHOICE: Opals, Fool's Gold, or Azurite)
The grand church finally stands complete, even the young marvel at it.
The quarrying of stone in the Bradwrus Hills is a dangerous endeavour. Though much stone of good quality may be easily pried loose, a single misplaced step will send rock and man alike sliding. It is in one such unfortunate incident that iron is discovered in the hills.

>>3945627
>Sable
[R] Ants that stray too far east, into the swamps there, rarely return. Those who do will not gather, or eat. Something lurks there.
Food continues to fill the larders, faster than they can be depleted, and so new ones are dug! Experimenting with one's young is generally frowned upon, but the Matriarch knows best in all things, and so chosen larvae are fed of the puffball mushrooms. Little difference is observed all throughout the larval stage, but as they mature, they are invariably alates!

>>3945690
>Incarnationis
[R]
The Kahro wriggle as far as they can, and find they are hemmed in on all sides now but the sea! The dark skinned elves in the north, the fat dwarves of the east, and across the river "live" shadows! Oh what can be done?!
But oh? The forests they claim is lousy with life of every kind. A feast like no other for every worm!

>>3945699
>Ashbeards [NM]
[R] The priests are struck with insight, as if by a hammer. After recovering, they disseminate a message from Therkuunaz. Deep within the depths of Aeuntirgardun lies a machine. A great mint from which a thousand coins may be struck in half a day!
(>>3945690) Ignoring the creatures gaily harvesting the wildlife, dwarves march into the forests with one action in mind; lumber.
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>>3946444
>Othin
'Translation' is perhaps not the correct word, but an understanding of sorts is reached with the ants of the east. Now, the matter which more greatly interests the Republic, the Crater. A research team is sent, and with them a number of camels weighed down with all manner of equipment. The Crater is reached, and its immensity is fully realised. Though only 3 yards deep, it appears to be larger than the entire city of Othin! Fragments of meteoric iron, vitrified sand, and all manner of as yet unidentified material is scattered about it. The project is far greater than initially believed.

>>3946678
>Frostgrowth
[R] Elders gather, and receive wisdom. The tales of men roaming the ice are true. Further, there are two who walk it, one a great evil, the other, unknown.
The Pharos is quickly staked as the Pact's territory. Rubble around the entrance is cleared, and the rotten door forced aside. Inside the lighthouse is more devastation, the floors have long collapsed, sending down beams & masonry alike. But among the debris, the enormous, dented firebowl is found. Cast as a single piece of iron, and inlaid all around with precious gems, most of which lay hidden in the ruination. A great effort is taken to clear the rubble, and as the project is underway, strangers arrive. (>>3945480)

DIPLOMACY
>>3945266
The heat is immense, Snorri immediately begins to sweat profusely. The Giants may him little mind until he is mere feet away. A Giant on the other side of the fire points, and they all turn to see where she has pointed. They laugh uproariously at this miniature being, seeming to shake the very ground. In some unknown tongue they joke amongst themselves, and wave for the dwarf to sit by the fire with them, one crouching down to examine him. The Giants are good natured, and more than a little amused at this brave little creature.

END OF SCENE THREE.
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(Just a minor fix due to some confusion and my own retardation)

>>3946427
[R] It's called to them, out there in the depths, something whispers "come to me". "Riches," it claims, "just for you! Swim to me! Crawl to me! Come!"
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>>3946732
1&2. With the Port properly established, if a bit small for the time being, it now allows for the shipment of supplies and people up to our north. More expansion has been authorized by the Daiimad, and Clan Caldath now sends it's own forces, their vanguard being the well renowned Caldathi Marine Corp, to Senday's south to lay claim to the vast forests where Lumber can be harvested for new ships and improvements to Port Senday. In the south, to add to the decent amounts of fertile farmlands already possessed near New Andreth, forces and colonists are sent.
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>>3946732
Marvelous. Simply marvellous! First tiny water things and now new beings of existence! We need to talk, but new things mean new risks. We must observe. May M-ed hide them from the light.

1.To study a creature without it noticing, one must blend into the shadows and be quick. We will train Watchers; beings that no eyes can see.
2.Ooooh, to study both at the same, but that will give only surface intelligence. Though even an ounce can lead to more. The Watchers observe the new beings; to learn their tongue and tics. Anything we can learn.

B'yogi invokes this thing called rumors.
>>
The wave of migrants and explorers begins to die down, and further quelled by rumors of hostile beings beyond, but these rumors do not yet include territory to the northeast, and so remaining growth pushes eastward.
>Eastern Expansion

Upon discovering the mint, many ponder its existence as not only was it never identified in any records or maps, in fact being far from any construction, but its design foreign from what the dwarves have ever built themselves.
It is concluded that an unknown civilization lost to time had built it and that surely more remains unseen beyond the stone abyss below.
With the growth of the nation, this mint would be invaluable to the production of currency and getting it operational quite important.
Along with this, explorers begin mining in nearby areas to find whatever they can in relation to the mint.
(If mint requires a whole action, disregard and only explore for now)
>Restore Mint/Attempt to uncover buried secrets
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>>3946732

>>3945722
>Diplomacy: Ashenbeards
Thane Grungan finds good cheer to have made contact with these highland Dwarves, and shares with those who meet him from the casks of beer and supplies he and his warriors have bought for their journey. However, the linguistic barrier seems more then he feared; he had not even considered that speaking to other Dwarves might be problematic, and had bought only guards and servants in his retinue. But he accepts the hospitality of his silver-bearded hosts, and tries to respond to the attempts at communication as best as he is able with gestures and runic scratching of his own, trying to explain of his people; of their history and of Guldfar's golden gifts to the lowland Dwarves. Of the bounties of their harvests. And as an example of these, he has a servant bring fourth the Barrel of Gylden Ichor, and pour out the nectar into two Tankards for himself and his host; before taking an eager quaff from the tankard not chosen.

>>3946739
> Diplomacy: Giants
Snorri Sovnighelm gives a grin of triumph, and waves his Dwarves to come forward. And with gifts of food and beer for the giants, he joins them at the fire, letting them examine him as he studies them and makes his own examinations.

>Action 1: Learn/Teach Language
Though Thane Grungan had never anticipated a language barrier with the fellow Dwarves of our high-mountain kin, Snorri Sovnighelm had not known what to expect of his expedition and made many contingencies. As Dwarves and Giants drink and study one another about the campfires, a scholar and an itinerant priest make and exchange notes, and listen, and then try to talk. Perhaps they might learn from the giant tongue, or teach the giants something of their own; but all are agreed that there must be a way to communicate with these creatures outside of drinking Dwarven Beer.

> Action 2: Southern Expansion
With the Gylder crossed and the southern banks claimed, the Aster will be the next river for the Dwarves of the Gyldenthrong to cross, for farming on the far shore as well as the Aster's silvery bounty of fish.

>Rumour?
The rumors are invoked; what treasures or secrets or mysteries might be the talk of the Taverns?
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On a different computer, anyhow, my actions. I'm really busy rn so I'll be light on the fluff, I'm sorry. I might add more later

>i continue investigation of the stele, and attempt to decode the language on it

>I investigate the skeletons, to see what they used to be and any practical purposes, I also check to see if they are magical
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The Scythe, the Stalk, and the Mill
The Vossiks are an agricultural society at heart, as many are. Even for the city and town dwellers life revolves around the harvest and its associated celebrations. For the Vossik Elves the Lightgiver has three celebrations: Springcome, Midsummer, and Harvest Moon. Springcome heralds the end of the long mountain frosts and the beginning of the planting season. The sun, while weak, is there and warming for the Elezen people, and a religious celebration is held for the victory of the Lightgiver over yet another dark winter and the imminent salvation of the Sunkissed. Midsummer recognizes and celebrates the longest day through the gathering of strength by sacrifice of early grain and livestock and even the occasional Champion. The Lightgiver takes these sacrifices and grants the Elezen strong harvests in the Harvest festival when the grain is brought in and stored in kosts and granaries throughout the Republic.

Over the course of the many years after the establishment of the Republic improvements in the harvesting, processing, and types of grains have improved the food yields of the Elezen. The population grows, forcing kosts in the central valley area and even in the freshly settled east to add additional tower structures to their original kosts to accommodate the growing population. Solitary towers turn into virtual fortresses with the addition of extra towers and stores and armories for the new generations of long-lived Elezen. What were once villages become small farming hamlets with many towers and many many kilometers of farmland and grazing space. The booming population improves and strain aspects of life as they come. The newest generation desires their own space, their own traditions, and their own ways of doing things. The older generations often resist this in common time-old conflicts of changing times and new cultural developments.

Expansion West
Following the need for more farmland, Elezen of the kosts nearest to the tri-city area begin the slow process of settling the western lands. They follow the hills and the forests to the great river which rushes from the frosty peaks of Sigurd’s spine and settle along the easy irrigation and sanitation of the fast-flowing river. Over time, kosts slowly spread following streams and water movements further and further west. The tall, strong stone towers mark out ownership of farmland that stretches substantially in the distance, covering kilometers of farmland well irrigated by the ample river and rich soil of the area. While lacking in proper exploration or exploitation, the clear focus is on providing grain and cereals for cities upriver or for subsistence purposes.
>>
The kosts here are franchises of Maesai castes in Renthem, Vorthem, or Lazai Voss. Owned by absentee landlords their nominal owners take rent in a cut of the grain or produce made by their new tenants and sell the produce for a mark-up in the tricity area. This becomes a primary source of wealth for the movers and shakers of the Republic. Tax in the western areas primarily comes from agricultural production, as opposed to ransom and livestock in the east or metal production in the central valley area.

The end result is that the west is more clannish and less connected to happening in the capitol cities than the eastern kosts. Unlike the east, whose Maesai castes live in the kost and sometimes travel to the capitol to perform their duty to the Vossaya the western landowners care little but for their rents that pay for this lifestyles, and the assurance that their kost will gather shields when called upon. Thus, western kosts have a greater sense of independence, and largely conduct their own affairs - albeit under the watchful eye of overseers or agents of their maesai masters.
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>>3946732

>1: Selective poppy breeding.
Tolack of Clan Shandar considers the collection of poppies in his private garden. Good blood begets good children, a tall Kalkahn will have tall offspring, and yellow swamp-roses grow yellow sprouts. And yet, these pitiful poppies cannot live outside of the Surely, choosing the proper poppies to breed will make them hardier! We shall breed stronger strains that can survive in the wet swamps of our home.

>2: Study the Tarnish language.
Now that we have seen these "Tarn" from a sistance, it is clear that we should make an effort to communicate. Much like the Depaun did with us, we shall send a delegation to their village with the goal of studying their language and teaching them ours.

>Diplo:
>>3945329
The villagers on the edge of Tarnish territories observe as from a great distance, a dozen Kalkahn march from the poppy fields, chests in hand. They are short of stature, with faces shaped like rabbits and proud stag horns on their heads. In the chests are a collection of slabs, marked with runes, which the Kalkahn present as gifts for the Tarn.
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>>3946735

With the Eglwys fawreddog y ffyddloniaid finally finished at last, Eheubryd was quite pleased with the result of the work done by not only her, but Clan Howell and the people who dedicated their time to the construction of such a grand temple. Upon its finishing, she'd wander around its finished and carved walls with a few of the eldest members of Clan Howell. It was a place of beauty as well as faith. A symbol of Llychlyn, of Fanw and her Children. Needless to say, once her exploration of the awe inspiring church was finished, Eheubryd would start planning on some other great work, specifically a grand home for Clan Cadigan, a proper mansion for any future Queen or King, for her now, her children, and the rest of her family and clan once she was long gone. She was driven by this as it was actually quite enjoyable to work on this project, and the payoff was certainly well worth it. She already had plenty of other projects in mind, however she'd not dedicate herself fully to such things, not for now. While her little projects of architectural art were nice and useful, she'd still recognize the importance of more recent events, such as the sighting of a strange opaque gemstone, opal, in the Bradwrus hills, or Bradwrus Bryniau. More importantly however, iron was sighted, but by accident rather than direct searching. Still, this would be Eheubryd's focus, for ore that could be turned to iron was something Llychlyn needed decent access too, more than the very limited amounts that one might be able to find if they looked hard enough on the shores or plains.

The plans were simple, a road leading to the place where mines were to be constructed and back to the capitol, along with some smaller roads and paths made in the hills so that future accidents were less likely to occur and movement could be done easier. Eheubryd would focus most of her time on this project, which likely would be quite quick compared to the others. However, even without her suggestion, her actions to try and get people to start claiming more of the lands around their home lasted, especially with clan Llewelyn being all to happy to head out and fully map the island, or at least all of the northern and central parts of it, not yet heading into the forests to the south...

>Action One. Build a Mine for Iron and Opal in Bradwrus Bryniau, aka the Bradwrus hills.

>Action Two. More expansion, yet not into the southern forests of pine. They may seem calming and great for game, but its best to venture the known, rather than what is not.
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>>3946732
1.
The city of Shab'let (Great Maw) forms across the river's width. A tumor of flesh from Neverborn with great rows of teeth for the Cravers to dwell in and upon. Already intestine flesh is drafted and being laid behind the cities gore.

2.
The Rut'ra we disassembled, piece by piece, dissolved in the many gifts of Grist'thromir and replicated by the Cravers. The few changes of these Geneforge produced Rut'ra are the many bulging eyes for improved vision, savage fangs and tusks, and rending claws. A true predator tasked with defending the Cravers and their herds, and to do their will!
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>>3946739
Attempt Diplomacy: Dragons
Normally, this could become a fight, but the expedition's commander, a bear by the name of Grizzdorid, thinks that it would be much better to get along with the black scaly folks who came to her people's new territory in VERY BIG SHIPS
"We come from across the sea. We can share the island and its bounty if you help us clean up and repair the lighthouse. Do you accept?"

Meanwhile, back home a young military officer , Monursus, who comes from the Bark Bite tribe leads a recruiting drive, and sets to train these unblooded young men and women into true warriors of the ice.From every tribe we come, and outward we shall one day go. We must stand ready for our sake and the Blessings'.
Action 1: say the above in a manner the black-scaled strangers can understand

Action 2: main contigenent of Frostgrowth Pact trains soldiers.
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>>3947146
Several seas of ale are consumed in the meeting of the dwarves, at least that's what would be told back in the capital.
The golden ichor is found to be quite impressive, albeit maybe not as strong as most dwarves would prefer, it is still remarkable to say the least.
Ashenbeard dwarves share their own staple in the underworld, a strong ale brewed from crops harvested underground which has been perfected over generations.

It would later seem that perhaps their two languages aren't as far off as previously thought. While the lowland dwarves have adopted new runes and words, with a bit of ale and understanding, the two are able to communicate at least at a basic level, if not more.
Eventually learning more of the lowland dwarves' history and language, they would offer an exchange of map information and proceed to suggest a trade route between the nations, where, as the Ashenbeards see it, would be highly beneficial to both parties as they can primarily provide materials from the underworld, and lowland dwarves materials from the overworld, as well as establishing a heavy trade of brews, specifically for the golden ichor.
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>>3948246
Upon the shore where the expedition has landed, where a first real house of meeting is being constructed near the great lighthouse the dragons come, their great ship can be seen just a ways away off the coast.

Upon hearing Grizzdorid the dragons look around at each other, muttering in a strange tongue as they seem to quickly discuss what is happening. Either in ignorance of the proposition or in a misunderstanding the leader of the bears, their own leader (so it seems) who is clothed in a cloak of seal pelts takes out a great scroll from his satchel, as his crew take out a huge wooden table from their relatively smaller boat.

They then place this table down and place the scroll upon it, they usher forth Grizzdorid and he follows, what they lay out seems to be a fairly quickly drawn map (probably not their official and more detailed map the commander thinks to himself), featuring a crude outline of the snowy coast from which the bears came from alongside many other areas to the north which include many great islands of similar size to the own they are on now. (the map is pictured here)

The cloaked one then takes out a large feather and is presented with a small container of blueish ink by his companions, alongside a fairly small bit of charcoal. First he draws an outline around all the great islands (most of which are as of yet undiscovered by the bears) alongside a pictograph of a dragon of his kind alongside what seems to be a house. Then he draws similar pictographs featuring different races by what is probably their part of the coast.

He then draws a pictograph of another bear and a dragon as well, then an arrow pointing out from each in the opposite direction of their part, he then takes the charcoal and scribbles out the arrows and draws new ones of charcoal pointing to where the houses of the two individual races lie.

After that he puts the ink pen by Grizzdorid, perhaps in an attempt to negotiate. They then wait for the commander to do something.
>>
>>3948670
Diplomacy: Abyssal Dragons
The Bear-Woman responds in kind, showing her own maps, and drawing a line down the middle of the island the two are on, inking.The islands claimed so far by the tidal empire are drawn in and inked blue, and the Frostgrowth Pact's territory back home is inked in purple. On thid island, she draws a line cutting it in half, bear territory in purple , and dragon territory in blue, with a mixture of blue and purple ink on the lighthouse itself.
Afterwards, she takes some blank scrolls and draws several images in remarkable detail for plain charcoal sketches.The first is of bears and dragons together, working to restore the great lighthouse, with the rune for "cooperation" in the bear's written language.
The second shows a market, with bears and dragons buying and selling items of various sorts.
The rune for "trade" is at the top of the drawing.
The third shows the Grizzdorid and the dragon's leader. drinking tankards of what appears to be booze in this very meeting house.
The runes on top of the image roughly translate to "mutual benefit"
>>
>>3946735
>Action 1: The Monument
These massive stone structures have garnered a great interest with both the theocracy as well as the general public. As a result, it's of the utmost importance that we find out what it is there for. A gift from Konyukozo himself? Or perhaps remnants of a civilization long lost to time?

>Diplo: Vossik Republic, >>3945532
These diplomats are welcomed with open arms. While there at one point has been a great deal of animosity between these two peoples, and there very well may still be some today, in the end, we are all brothers and sisters under the same light.

>Action 2: Returning to our Roots
With diplomacy finally resuming in great strides with the Elezen up north, it is important we form a solid bond through language. While we speak different tongues, they are both from the same origin. While we can stumble over our words and gesture in our initial talks, we need a common language to bridge the gap. The King of Pokos sends merchants, diplomats, priests, and scholars to the Republic to get to work right away.

>And before I forget, give me that rumor, son.
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>>3948756
(diplo)
The dragon nods his head and bows, then he leaves, having talked about with his entourage. Later a group of them returns from the ship and sets up camp, they head to the tower and look about, after an hour they leave the lighthouse with many examples of parchment in hand. These dragons then stay to help the bears with their efforts in exploring or restoring the lighthouse. They try their best to communicate to the group when they can and every day one of them comes with a decent catch of fish which they share with the bears.

Soon after the great ship arrives in Kumursus, they bring gifts with them and exchange goods to the best of their abilities, then they head farther south along the coast and then return some time later bringing copies of maps which seem to show that a race depicted similar to one of the races of the north exists down south. Perhaps even two races of a similar look.

>>3946735
Action 1:
This new island may one day do us well, but since we only have a province and a half to colonize we will be allocating some of those resources towards yet another, although smaller than last time sea exploration southward. The rocky island is split into two regions, firstly is the northern region which is colonized by Depauns, the other is the southern region which contains the lighthouse. It is inhabited by bears. (please read the above diplo when doing the bear's turn when it comes to any excavations or studying of the lighthouse)

Action 2:
Continue the deciphering and translating of the language of the Jackelopes.

(diplo) (guant men tribe)
In the far southern waters a tribal village is spotted on the coast, the depauns do the usual and try to make good tidings with them through presenting gifts.

>>3947306
(diplo) (narsics)
From the north, near a small fishing outpost on the north-eastern coast of the nation a huge ship approaches the shores. They seem to not present themselves as a threat to the terrified fishermen and have shown maps to the fishermen. Using a crown they have on hand they seem to be asking to be taken to the leaders of the narsics. They cannot speak a known language and are not very comfortable in the cold but if the fishermen can communicate properly even in the slightest they could be taken to vandala or even just a major population center in the region in order to find out more about them and for them to find out more about the narsics.
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>>3949168
Also. It has been some time and the Theocrat might have gotten out of touch with his people, thus he sends out a census throughout the empire in order to collect both mundane and very interesting rumors and discoveries.
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>>3949168
Diplo Tidal
In Kumursus, Uberjarl Kuma receives the envoys with great pomp and circumstance. A great feast is held, and the exchanged goods include a weapon fit for a king. A harpoon forged from a fallen branch of The Blessing and iron by our finest smiths, a gift from one Ruler to another. May it ever be the symbol of our friendship.
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>>3946735
The birth of Alates is a pleasant yet strange surprise that takes both the Catacombs and the Matriarch completely by surprise. These mushrooms have proven to have numerous advantages, and have been referred to as "Queen's Joy" by some of the scribes.

After grooming the heiresses for months, the Matriarch deems they are finally ready. The first tournemant is a massive spectacle, with the chambers filled with soldiers eager to see the future queens that will carry the future of the swarm on their back. The tournament is long and brutal, each heiress tapping into all of their skill to best their sisters. At the end, the winner stands tall and a handfull are given the right to carry the title of queen out of respect for the skills they displayed. The rest are put to service, the failing Alates are appointed as the generals of her Majesty.

Actions:
-Curious to find out what it is that has hindered the hive's scouting parties to the east, Queen Zaroka is tasked with expanding east into the swamp to establish a new colony of "The Crypts" and to investigate any threats. There she encounters something completely unexpected, overgrown leeches! But they are not as mindless, the way they ambush her initial scouts shows that they have a hint of intelligence. She dispatches a small envoy with gifts of critters to the leeches, hoping to see if they'll be open to talks.

-The swarm is strong in its determination but lacks any real bite. The Alates generals are given the task of training up our malitia, and immediately begin the work training the Soldier ants so they may be ready for barbarians of the surface.
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SCENE FOUR

>>3946779
>FHR
The new lands which border the Moji River are far more fruitful than the loose soil of the Andrethii plains, no more shall man survive on fish and roots, bread may once again fill their bellies.
The trees here are ancient, many are more than three men around! It is in the felling of one of these mighty oaks that a progress is made across the river, and it is across the river that a more disheartening discovery is made; Elves. Observed first at a distance they appear to be mostly half-breeds, lacking the sharp ugly features of "pure" elves, though what their other half may be is yet to be known. Their camp is little more than a thrown together shanty village, estimates place the number at perhaps three dozen mongrels. Men wait for orders.

>>3946783
>B'yogi
[R] Whilst splashing in a brook, a little B'oo is snatched away by a serpent of bone, dragged quickly down the river, quicker than any B'oo can follow! But follow they must, when at last they are at the sea. But across from them lay a thing of white stone, the little one is lost, but her sacrifice brings new things to study.
Creating a Watcher is an easy task, one simply slips from the forms of this world into the space-in-between, but retrieving knowledge from a Watcher, now that is the tricky part.
The dark ones are observed. The flesh ones are observed. The dark ones are seen being disgusted by the flesh ones. The flesh ones are seen ignoring the dark ones. The Watchers are not seen, they are good Watchers.

>>3946871
>Ashbeards
As new homes are dug, silver all about is mined. Silver which along with gold is taken to the Great Mint. Many have come to marvel and wonder at the machine, at the ancient coins still in the press, at the whirring and clicking and grinding noise it makes. With minds on riches, dwarves look about the whole thing, prying off plates, jabbing at gears, sniffing at the oiled parts. Until at last something even more out of place is found within, a shredded tanned hide. Pulling the thing loose starts the whole machine! A few more coins are deposited, but material runs out and the Mint click! click! click! and stops again. Scraping away the oil, and studying the piece of leather reveals a final mystery. It is a map, it seems, and upon it is His name in the language of old: T H E R K V V N A Z. It is straightway brought to the priests to decipher!
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>>3947146
>Gyldenthrong
[R] Those dwarves sent to level land further up the pass of Dukkezop have sent reports back of a bizarre white fibre which seems to grow on the rocks there. Thinking it mould at first, one dwarf has set his lamp under it, but it did not so much as even darken! (congrats, you found one of the three asbestos nodes)
Dwarves! Brother Dwarves we find! But oh the evil mistress of cold hearts, Snehvid, has confused our tongues and ears! That is, until the Ichor is imbibed, and though faint, Grungan can hear the tongue of old. It is not a different language they speak, more a different dialect, one long ago forgotten by many the Lowland Dwarves. Yet the elders may still know a word or two.
(Action 1 will be dealt with in the DIPLO. section)
Though the Aster is a much faster river than the Gylder, it is soon navigated, and the plains are found to be hemmed by yet another river! At least the dwarves shall never go thirsty in this land. The banks of the Aster are again unfit, but this new river proves to be far more agreeable.

>>3947306
>Narsics
The Stele is carved in barely legible runes, but after weeks of study an alphabet is deciphered. Again and again a single word is carved, "Awsa", and by a stroke of divine brilliance the link is made to Olde Narsic. With that the code is cracked, and the Stele is read. It gives instructions on how to harvest the energy from the stone, how to enhance it's magic-giving properties, and that under no circumstance should the thing be submerged for fear of... the thing is scratched out... ominous.
The bones and fossils were once a myriad of things; plants, sea creatures, insects, long dead now. But each one still, deep within, contains a primal spark of magic, like a single grain of rice.

>>3947344
>Vossiks
Farms and kosts spill down from the mountains, along hill, and forest, and plain alike. The Lightgiver Himself must have blessed the terrace-farms in the northern hills, for they give twice that any other farm does! Even the fields of the upper plain can not hold a candle to it. Too, must the forest be blessed, as the trees here can be encompassed by 3 Elezen. Glory be to the Lightgiver in His bounty!
Though in this newly staked land do we find three neighbours. To the north and south are men, and to the east we hear reports of, ants?
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>>3947597
>Kalkahn
Time after time the experiments bring only disappointment and failure, but Tolack is not discouraged, he knows he will succeed. It is by some luck that in his tiredness, he cross-pollinates the poppy of the Sleeping Field with a hardy yellow weed by the name of Celandine. Only once this poppy has gone to seed, and the seed grown is the happy accident discovered; For the resultant flower is a fiery orange, smaller than the field poppy, larger than the marsh plant, but still it gives off its potent smell. At last!
The Tarnic language is much closer to the Kalkahn's own than Depaun was, but still with only observation little progress is made. When the Kalkahn deliver their gift to the Tarn, they unknowingly over-exaggerate the few words they have picked up, elongating the vowels, and harshening the consonants. (>>3945329)

>>3947776
>Llychlyn
For a few days, miners sent to the hills are unsure as to why these so called 'opals' were nowhere to be found, until Eheubryd notices her mistake, and sends them west. Two large plains are soon snatched up, claims being drawn left & right. In time, the western plain may become a new town or city!

>>3947942
>Cravers
[D] Neverborn, a city of flesh. As a city of stone requires mortar, this city requires blood. For where the blood does not flow, the flesh dies, and with it comes necrosis & disease. Blackened tissue sloughs from a branch of the city, spreading it's foulness to the forests below.
The Great Maw shreds and tears at whatever flows down the river from the hills, excreting sludge into the sea. The reassembled Rut'ra bray and froth for they lust greatly; for war, for flesh, for whatever is within reach.

>>3948246
>Frostgrowth
For now a crude pictographic language of sorts is established, enough to share information at least. (I'll leave the two of you to it, you're doing well)
Back home many cubs are trained, for at a young age they can be well taught.

>>3949149
>Nomach
[R] Scouts of the Onkankan Hills have brought word that Elves(?) of a sort have sailed from the sea. They shine in the sun with skin of metal, and shout in an unknown tongue. Among them are even stranger Elves(?) with tails! They are cutting down the forests at an alarming rate.
Though long diverged, each race is of the same line. The same is true of their languages, and with time a common ground is reached.
The Monument, as it has simply become known, is a wonder, though after careful study the priestly classes have deemed it is neither of Konyukozo, nor thankfully is it of Sotetkozo. It is most assuredly of some now dead religion of the past. Suggestions are made that it be taken apart as material, the stones are not local and as such would fetch a pretty sum; Others suggest it be consecrated to Konyukozo, for some say it calms the spirit to be there. The matter is for now, undecided.
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>>3949168
>Tidal
[R] On the second voyage from Bothrio, shortly after leaving the Kalkahn, a scout claims to have seen broken columns rising out of the mists to the north.
Now that Depaun has been translated for the Kalkahn, the reverse is surprisingly easy. With its lilting tones, soft rhythm, and generally calm cadence, Kalkahn becomes seen as a language of peace, of tranquillity. Though nothing compares to shouting a Depaun curse word.

>>3949411
>Sable
In the saturated land, tunnelling is incredibly difficult. At first, only a small hill is managed, with ants having to suck up water and spit it out again just to dig a few feet. But in time they hit dry dirt. It is still hard going, and many a cavern fills with water, but that is nothing compared to the horrors faced by those who are sent to deal with the Leeches.
The ants with the largest jaws are selected, to become soldiers. In only a matter of days, the Queen has an army.

With the success of the Crater Expedition, the Shrewd Republic begins to squabble over who among them should take ownership of such an achievement. Factions are formed, and the changing of money and insults becomes the changing of blows in the Senate. The common Othinian does not notice such, but the reigns of power go unmanned for now.

(Exit CREE.)

DIPLO
>>3947146
As more Dwarves come, the Giants are as giddy as the Gylder in spring. Curiously & gently the closest one unfastens the clasp of Snorri's cape, and brings it close to its face to examine the cloth, before passing it to the next Giant. And so on until each in turn has examined the thing. With much less care than its mate, the last Giantess in line drops the cape back atop Snorri. Curious as babes they are of the dwarves, and in their booming Giant voices begin to ask a dozen questions each. The din is near-deafening! At last they settle down, frowning that the Dwarf does not speak Giant, and instead speaks Dwarf. With rapt attention they watch as Snorri performs a pantomime of gestures, and their eyes spark in understanding. A Giantess stands full, and in the light of the fire begins a pantomime of her own. -We- -Big-. -You- -Small-. -We- -Happy- -We- -See- -You-. -Drink- -Happy-. -Eat- -Happy-. With that she takes a large charred rat from the fire and places it in front of the Dwarves. -You- -Eat- -Happy-.
It's a start.

>>3949168
The Gaunt Men of the Ice do not welcome the dragons. Clearly more feral than even the Shroomen of the northern swamps, these monsters are awful to behold. Loose grey skin hangs off the bony creatures, standing almost as tall as the Depaun themselves, even in the snow they are naked, and dart about in the flurries. It cannot be seen if there are four, or four dozen of them, as each look alike, and seem to melt into the snow. (sorry)

>>3949411
The foul creatures wait in the waters to ambush the Ants, dragging them to a watery grave. They do not listen to reason. They must be destroyed.

END OF SCENE FOUR.
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>>3949572
Your sacrifice will be honor, little Madness, for your awakening has given us a chance to learn more of this world.

It seems the flesh worms eat and eat while the dark ones glare with much anger. Oh, these emotions are exquisite! Who knew such disgust was possible?

1.This hungry white stone is deadly but intriguing. Study we must lest it eats more B'oo. We will research it and learn more of its reason to exist.
2. To ensure the white stone is seal off, we will expand. Other beings might eaten if we don't!
>>
Posted on behalf of the Narsics.

>>3949168
The fisherman, knowing that this is above their pay-grade, and seeming to understand the gist of what is being said take you to Vandala, they take you to a city, not very beautiful, but everything in the city seems to have a purpose, like a great clock, counting the time, you come to a building, largely unadorned, and there a council of ten sits. A fisherman ran ahead of you in your journey and told them all they had seen. They sit and wait for you to communicate. There is not hostility, but no open welcomeness

>The instructions on the stele are followed to increase the magical output, researchers continue to study it to find more secrets it could hold

>Action 2 a Narsic tool-smith obtained some of the fossil and forged a simple fishing spear out of it, using bone and iron, attempting to use it's small magical power as a conduit for his own innate ability. It is a simple tool, but it shows much promise
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The Merchant, the Quill, and the Ring
As trade between the Elven nations resumes after decades of frosty relations the presence of merchants crossing each border comes with the proliferation of knowledge. In some areas knowledge is curtailed. The Cult of the Lightbringer has no need or place for the heresies of the Nomach. Religious items, texts, or speech is strongly discouraged by merchants moving across the borders and is enforced by social means more than any legal repercussions. With the increase in trade and normalization of relations comes a cooling of tempers. Kosts on the border trade and communicate freely with their kin whom they more often than not share resources. Intermarriage between the two races of Elves begins slowly and tenatively, often relations born of youthful passions than political expediency. It is not until much later that the first such political marriage emerges between the Prince Lucian Mae’Lettora and a Pokan noblewoman that the first joint dynasty of the two Elves. It comes, of course, with the conversion of the Pokan noblewoman to the proper Cult of the Lightbringer. In political terms, it turns a healthy portion of the border Kosts to politically match what had become a slow economic and genetic fusion between Sun and Dark Elf.

The border Kosts have their own subculture. Like many of the older eastern Kosts, they primarily subsist on raiding and herding for wealth and sustenance. From their ranks they count several Champions, and the people of the southern hills are known for being a hardy no-nonsense lot. While devout, their devotion comes less through adherence to ritual observation and more through ritual sacrifice and honor deeds. To some of the Nomach, these people are fur-wearing savage highlanders with more loyalty to kost tartans than their vows of fealty to the Republican government far away in Renthem Voss. Mae’Lettora is no less a hillman, despite his having resided in the capitol and his social rank of Maesai. He is a man of simple pleasures. Hunting, fighting, fucking his newfound bride, and of course, storytelling. He is a Champion in his own right, and the Runeblade he bears has been passed down from second son to second son for five generations of long-lived Elezen warriors.

The political and economic thaw between Elves leads to a development of wealth and industry in the central valley. Counted among the most valuable trade goods is the hardy iron of Sigurd’s Spine that the Nomach have little access to and the Mosai of the iron making towns are famed in Pokos for their gorgeous metalworking art. In exchange, the Vossiks receive rich textiles and other valuable trade goods that are prized among the upper and scholarly classes. With this, comes the foundation for a new Elven trade language.
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The Horse, the Lance, and the Warrior
Horses are not common in the mountains and hills of the Republic. What horses there are are prized possessions of the wealthy and powerful. Among an entire Kost there may be a pair of horses. Most commonly, horses belong to the Maesai and their direct retainers, or in service to the Vossaya where they have use for passing messages at speed. Bards are some of the most common mounted sights, as they have need to travel quickly and in long distances to meet as many Kosts as they can to provide news, official directives, and to carry out their bardic duties. Outside of these three groups, horses are passingly rare. This is not something that changes with time. Horses remain a prized possession even unto the new era. What does change is their use. Previously the horse had been used to pull chariots - when it was used in combat at all. New developments in both saddles and a new, hardier, heavier breed of horse, ahs led to the development of proper cavalry. These horses are ridden by professional riders, most often the retainers of Maesai champions or other high-caste Republican officers. These riders are mostly professional warriors who receive both horse and upkeep from a wealthy patron either to cover their service duties to the Republic or in support of one. They are counted among some of the best Elezen warriors, and are suitably equipped with lance, sword, throwing spear, lance, and shield.

On the homefront, particularly in the western field, some horses have been turned to the field. A similar breed of heavy horse to those ridden in combat, these horses pull ploughs and tend to the fields. These are rare, and are usually gifts to a kost from their landlord in exchange for an exceptional harvest year. The adoption of horses among some of the farms leads to improved yields, and in the process, one Kost manages to even pay off its land debts to its Maesai after a series of extremely good years and becomes a Freehold like others found in the East, the first in the West.
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After deliberation over the stone figures to the south, the dwarves decide to research them before they are inevitably destroyed.
Hiring a group from a guild of historians and explorers known as Forgand'grutt, they are tasked with learning all that they can about the stone figures.

The guild would first employ another guild out of their own pocket to carve tablets depicting the figures to their best ability in multiple angles and sizes.
Then after satisfied with the depictions, would clear plant life from the surrounding area and begin searching for anything more, be it other figures hidden underneath or anything to explain their origin by writing or trinkets nearby.
To the best of their ability they try to learn from the stone and anything else.
>Examine the Cursed Stone

Blessed by Therkuunaz!
Mines are to be established by order of the Invuld with aid of the discovery from within the great mint. First starting with the nearby gold to the north.
>Gold Mine
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>>3949575
The sound of organised marching and menacing chittering can be heard echoing throughout the halls of the catacombs. They were a sight to behold, mighty in size and stature. Each had a crudely made poach that hung around its neck, suspending a portion of Queen's Joy for easy access. With this, each soldier was armed with mighty pincer and potent acid. The mushrooms also doubled as a mild painkiller, soldiers would often resort to eating a serving, the mild euphoria offer a brief ease of the pain to continue the fight after sustaining some injuries. The Matriarch was most pleased, especially since her new military might could be flaunted in broad display before her subjects to admire. She mobilizes some of her army eastward, toward The Crypts.

With the catacombs more quite now than what they have been in a while, Matriarch Nethazar takes time to fully absorb the significance of the Alates. They are akin to the Caelum of old. But how can that be? The legends spoke of lost colonies yet here they were born from our own! Some of the elderly scribes have been murmering some theories for it contradicts tradition. They have been quick to disperse from her view as well, breaking from hushed groups and slipping around the nearest corner. Perhaps its time to demand some answers.

Actions:

- Filled with glee, Queen Zaroka assembles her forces of which among are the 11th, 15th and 23rd companies. Out of their entire brigade, they stood out above the rest during their training. With such a numerous and formidable force at her disposal, Zaroka set forth towards the disgusting Rezwa (Leeches) den. She thought that there was a misunderstanding, a language barrier problem no doubt. This time she would learn from her mistakes, for she knew a language even they would understand: Violence. Not only is she annoyed that she's been tasked to such a slum of a swamp, now mere mud dwellers would dare insult her kindness!? She would make something out of this yet, for if they will not serve in one way they will serve in another. Eagerly she waits to see her army's first performance, for they had the hard task of decimating the Rezwa forces, after that the survivors and the denizens of the nest will be corralled. Such low creatures should be honored that they'll serve the swarm as livestock from now on.

- Some of the scribes are brought before the Matriarch. One of them steps forward and produces a small stack of papers, upon which some texts and symbols are drawn. It is difficult to make out, but it describes somewhat the same methods used to raise Alates. One of the depictions have a slight similarity to Queen's Joy. She descends into the depths of the Chamber of Keeping, but is shocked at the site of it. Centuries of seclusion and neglect from the Queens of old have left this place in disarray. Much of it and its contents is either buried or flooded. The Matriarch organizes the scribes, scratching through what's left for any answers.
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>>3949572

>>3948532
>Diplomacy: Ashenbeards
The Strong Ale of the Ashenbeards is found to be hearty and remarkably strong, if not quite as flavorsome as that the Gyldenthrong Dwarves have come to prefer. Prestigious quantities are drunk, and every last drop that Grungan bought up the mountains with him is downed as the Dwarven gathering consumes their sea of ale. And as both parties quaff and savour, the language gap between them seems to melt away until Grungan is certain he can understand the dialect of this northern Dwarven tongue.

He readily agrees to the sharing of maps between the Dwarven peoples, and to the suggestion of open trade between their nations. The Gylden Ichor is expensive and rare, he cautions; but he is sure the Ashenbeards posses the wealth to buy what they need of it. Let the bountiful golds of the plains be traded for the shining golds of the mountains, for gold is universal and bright in brilliance. Let the markets be opened and golden commerce flow!

>Diplomacy: Giants
Snorri gamely takes the charred Rat, and bites in. Rustic, but the first rule of eating rat is to have drunk enough that you'll enjoy the taste of Rat; and Snorri has bought alcohol enough for both his band and their new giant friends to all find enjoyment in Rat. He has bread and pies passed to the giants; then, using simple words, he tries to tell them the story of the Gyldenthrong. Of the dark before, and of Guldfar's gifts, of the taken route. And he hopes there will be enough words to use for the story to make sense, but then; perhaps in the telling, both will use and learn more words of the other.

>Action 1: Vankurg

Though the lands upon the banks of the Aster are poor and unfit, the river to the south (tentatively named the Vandnor) hold much more promise; and it is decided to raise a new town between the two rivers; sited on the Vandnor, but with easy access to the Aster. As the land adjoining the aster itself is poor, fisheries are planned to be established on the river Aster to control, monitor and harvest the silver-scaled bounty of the river.

>Action 2: Expansion
Dwarves push south of Vandnor to claim the southern bank of the river for the dwarven plough; and as dwarves reach these lands the sight of a sea of trees pushes many immediately further onward. The Lumber supply to the north of Gyldholm is contested enough; let the Gyldenthrong find their own lumber in the south.
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>>3949572
1&2. In the interests of securing collective Humanity's interests in the region against the possible encroachment of the increasingly elven looking nations to the FHR's south and east. Soldiers set up small outposts on the new borders of the nations, establishing a small network of communications across the way. While not significant, any interactions made by the two into FHR territory would be known.

Speaking of, the strong possibility of these two nation's peoples accidentally wandering into FHR held territory is considered by both commanders on the front, and those back in the Daiimad, and thus a unified plan of action would be put into action in such a case:
1. The borders are to be patrolled at all times of the day and night. Night torches are very much advised to give an indication of our presence.
2. Any wanderers located are to be apprehended and detained at the nearest outpost until they can be searched for objects common for espionage. In the likely case they are not spies, they are to be guided back to the border and released without delay. Hostile actions are not advised in the apprehension of the foreigners, and also in the likely case of a language barrier, the foreigners are to be given basic and easily understood gestures of command to disarm and to come with the patrolling soldiers. Awoo soldiers are also not to be left alone with the foreigners, neither are Half-elves.
3. In the case armed foreigners are caught on the border, they are to be asked to turn back, or to willingly disarm, again with gestures. In the case they refuse, after many attempts, in the interests of the defense of the Free Human Remnant, the armed foreigners are to be considered invaders, and will be killed. If initial forces are overwhelmed, they are to fall back to the nearest outpost for reinforcements and/or to keep the now foe occupied at a semi-fortified position.

(Tribe Diplo): To the half-elven tribe are sent a contingent of mostly Clan Taiidae Half-elves, humans, and 3 Awoo shocktroopers who know both Human standard and old elven in the case any similarities between their language and ours are found. The men are of course to be armed and armored with the characteristic Iron half-plate armor of the modern FHR army.
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>>3949574
1.
The Rut'ra are set loose across the island bearing south, to gorge and prosper upon the flesh of others, while protecting their Rover brethren. (Expansion I suppose)

2.
With the introduction of Shab'let, and the fresh infusion of a steady blood supply, Neverborn's thirst is abated. After the loss of some of the city's flesh, an order is given to manage the allocation of resources of the Charnel Lands
In the forests south of Neverborn, where the vein of rot let loose it's foul continents upon the land, a sect of Cravers take up the art shaping the small life that flourishes among the dead flesh (disease, bacteria, rot) which is named Abattoir. Their first task is to find ways to return the dead flesh of Neverborn to the earth, and continue the cycle of life. In Abattoir is where the Cravers base their Rover harvesting operations, with great veins carrying flesh and blood tumors back for usage in Neverborn.

Also rumor please?
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>>3949574

Now that the mines were finished, despite a misunderstanding and minor bit of embarrassment, Eheubryd's priorities could once again return to the continued expansion of the city of Allfshys, or rather the expansion of grand buildings that would serve not only as useful, but also as grand monuments. Eglwys fawreddog y ffyddloniaid was the start, now she would start working on the designs for a grand home for her clan and herself. It would be large, and have multiple floors, yet its appearance would still have some similarities to the Tŷ Hir and smaller homes that most clans use. Once more, the construction would have a stone base and wooden walls. It would have a few bed rooms, specifically for the members of Clan Cadigan, that were situated on the 2nd and 3rd floors. There would also be a large number of smaller ones for guests and any who, by nature of their duties and job, would live in the building with the rest of their clan. The building would contain a grand throne room and a dining room of similar luster, both would be fairly close by to each other, though not directly connected. Additionally, the building would have a writing room and a library, along with a room that acted as a kind of art gallery. There would also be a number of storage rooms, a kitchen, a large room for music and celebration, a few offices, and a number of other rooms. Outside there would be a garden, both for herbal plants and flowers, along with, partially due to Blodwyn's request, a small area for sparring and archery practice. Needless to say, this likely would take as much time as the temple...

Despite this little side project taking up all of Eheubryd's time, Clan Llewelyn would continue to lead the way into the wilderness and make maps and guide people into the unknown. It wouldn't be long until the northern and central parts of the island they called home were fully colonized by the Children of Fanw. However, the spirit of Clan Llewelyn seemed to be that they yearned for something more, something more unfamiliar and distant from home. How they would go about doing such in the future was anyone's guess, but for now, they'd still continue to help those who wished to head out from Allfshys or the ever increasing surrounding area's into newer pastures and hunting grounds.

>Action One, Lay the foundations for what would be the new and grand house for Clan Cadigan and the Queen...On paper and possibly on the construction site.

>Action Two, continue expansion and take the remaining parts of the forest in the north.
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>Action 1/2: Founding of Industry
Seeking iron, the King orders surveyors and even lone prospectors to search the lands for a source of iron or perhaps any valuable metal of use to the kingdom. As part of this effort, the King sends men north towards the mountains in the hopes that a location closer to the mountains may contain some, seeing as our brethren to the north have already found some nearby.
(Expanding to the lone province to the north of Pokos, and searching as many provinces for resources as Lux may deem appropriate for 1.5 actions, starting with the new province and moving down/left from there.)
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>>3950547
>Diplo: FHR
With many reports or a new peoples not far from the new settlement of Oldek, the King orders a diplomatic caravan to make first contact with these peoples. In addition a small crew of merchants accompanies the diplomats, carrying a small assortment of gifts as well as the hopes to create trade in the region. These gifts are primarily animal pelts and meats from the eastern parts of Pokos, in the assumption that the wildlife there is unknown to the westerners, with a healthy mix of small religious idols and books.

>>3946783
>Diplo: B'yogi
In a similar if not identical fashion of the expedition to the FHR, a small diplomatic caravan heads to the B'yogi for a similar purpose of establishing good relations as well as trade. It is, however, a very cautious journey, as these new people are described by the frontiersman as more creature or monster than man. This caravan is noticeably escorted by a few men-at-arms wearing armor fashioned from ashen-gray wood, though despite this added protection the hopeful mission stays the same.

>>3945690
>Diplo: Kahro
The reports of grotesque and foul-smelling creatures from the south and east have long been heard, but generally waved off as the frontiersman being jumpy and scared of newly discovered wildlife. With time, however, these reports did not cease, nor change even slightly. This problem is only compounded with these creatures roaming the claimed lands to the southwest of Oldek, either unintelligent and thus not a nation, or blatantly violating our sovereignty. The group send to the east is significantly more armed than the B'yogi expedition, carries no merchants nor gifts, and carries to intent to make contact, and understand why they occupy our lands.

>>3949751
>Diplo: Elezen
With our diplomats sent to the other surrounding peoples, the Hacmos let the Elezen know of their existence as well as all of the details of our missions, this includes the idea of the people to the southwest and southeast being potential threats to both sides of Elvenkind.
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>>3950862
What is this? The dark ones send a group with gifts? They must want to talk! Wonderful! We must greet them immediately lest they ran off! But we don't know much of their language. Hopefully what we do know will help establish a way to learn more.

B'yogi don't know which form to greet the dark ones. They settled with sending a group of mixed form. The leader will be F'etic in the form of a winged black eye fox with a snake for a tail. They travel to meet with the diplomats.

In a gurgling accent of the dark elves' tongue, he said, "Greeting, dark ones. Name F'etic. One is B'yogi in dark tongue. Friend?" He puts out his snake tail as a friendly gesture.
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>>3950862
The men, and women, stationed at the outpost nearest to the border were all of Clan Vay. Their rather, elite soldiers in comparison to the rest of the other Clan forces in the FHR was a perfect fit for those who could potentially be on the front lines of the first major battle of a war. The post, however, had been anything but exciting. The men and women of the 4th Battle Priest detachment, 18th Vaydic Clan Infantry platoon, and a joint Belden force of 15 Guerrillas spent most of their day training, patrolling, maintaining arms, armor and the outpost itself, or just relaxing.

This however changed when a detachment of the Beldens returned to the outpost with haste, reporting they had seen from inside a nearby patch of forest a group of dark skinned people approaching, and worse yet, they looked to be elves. The reaction was different among those stationed, the Beldens and Priests began pre-battle meditations and mantras, the armor and halberds of the Priests beginning to glow faintly with divine magics granted to them by Vaygr himself, while the infantry began to take up defensive positions in the case things went worst possible case. The route the elves seemed to be taking would lead them directly towards the outpost, and with that, to the soldiers inside. The half-elves among the soldiers silently gave prayers to their own goddess, Slevni, that these elves be killed quick and mercilessly. The Awoo just remained on duty, some more nervous due to the sudden shift in atmosphere among the outpost. Many had never seen a full blood elf before, nor really understood why the others in their Clan hated them, but they were Loyal to those that had helped their mothers and fathers in the past, and weren't about to start bombarding the others with questions with the visible tension obvious even to them.

Thus, they waited for the elves to make the first move...
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>>3950997
>Diplo: FHR
The small caravan approaches the outpost, clearly unarmed and laden with baggage. They appear to be slightly taller than the Elezen, and the ash-colored skin is noticeable. It could be clear to same that they have never encountered these elves before. Upon their approach they are stopped dead in their tracks as soon as they realize they have countless bows drawn in their direction. The entire group is slightly panicked, though the leader of this expedition had been prepared for such events. After calming the rest of the caravan down, he approaches slowly, alone, hands clearly in the air. Upon getting within earshot, he takes a slow bow, a sign of both respect as well as submission. We are in their land, after all. Rudimentary gestures will only get him so far, so he speaks aloud in his native tongue in the hopes that perhaps someone may understand his intentions. "We arrive in peace, and bring you gifts. We carry no weapons. We just want to make good relations with our neighbors."
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>>3950870
>Diplo: B'yogi
The hesitate somewhat, and the entire caravan is clearly on edge. This isn't normal for them, and it's doubtful it would be to any other humanoid. Nonetheless they have a mission to complete. The head diplomat responds in a shaky, but somewhat confident voice. "Friend, yes, yes. We bring many, uh, many gifts. We wish to make great relations with you're, er, people."
The merchants come forward, surprised they can speak the same language, no matter how guttural. They first tempt them with plenty of pelts from the eastern parts of Pokos, and some small religious trinkets and amulets. They then discuss the trading goods of the east, and the prospect for regular trade caravans to make trips from Oldek.
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>>3951108
Much screaming and crackling were shouted when the dark ones said they wanted to trade. That means new knowledge! Seeing how the dark ones were unease, "Maybe they should adopt another form?", F'etic thought.

All of them morphed into a facsimile of the dark ones though not quite...right. Some had twisted ears, large jagged teeth, pale white skin covered in markings or no face at all. Nonetheless, B'yogi were excited.

"Trade. Much knowledge. We say yes. Go to Heed. North. We prepare. B'yogi is happy."
>>
>>3951095
One of the soldiers turns to another, a half-elf. "You get any of that? At all?" The half elf turns to him. "I know elven. I know every dialect of Elven the sons and daughters of whores spoke back home. I have never, ever heard anything like this. It's, it's like they took the base language, the one even Human standard is based off of, and took a bunch of gibberish to it. So no Goddess damned clue." The soldier sighs, and relays this to the Platoon commander, Reze Petr Vay, who decides the best course of action is to follow the Vay-Sah approved protocol.

"Beldens, keep your crossbows trained on 'em incase the knife ears try anything stupid. I'll just going to tell them to head on back." The glances at the men in earthen dyed colors, blending into the loose foliage hill near the outpost. The man takes a step outside the outpost, and motions for them to turn back. "This is as far as you go elves. I know you can't understand me, but I don't much care for that. You've already illegally crossed the border, and we can't let you just waltz through Remnant lands." He calls out to them, again motioning them to return to where ever they came from.
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>>3941830
Previously, contact between the dwarves and creatures within the woods had been minimal, avoiding any serious conflict as the creatures would flee and outrun the dwarves when confronted.
However, this would not be the case forever, and eventually loggers encounter a structure built by the creatures in the way of their logging. Naturally, the dwarves begin screaming at the occupants.
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>>3951196
The Kahro's interest in observing the Dwarves had paid off enough for simple communication at this point. Just as the inhabitant of the nest begun to approach the uncivil dwarves, a Kahro with the ability to speak ventured forth from the treeline. With a voice reminiscent of a young farm boy, it spoke: "Stop. Why test our hospitality?"

>>3950862
The Kahro, who had seen and observed the dark elves for quite some time were quite adept in communicating to the Elves, thanks to their initiative to spread their language as well as extended time spent studying the races. An expedition leader explained that he had watched the elves enter into the land and that the space was his own.

>Diplomacy (All Bordering Nations)
Well aware of their appearance and any myths that may exists of them within the cultures of neighboring natures, the Kahro (with varying levels of linguistic success) explain their intent to co-exist with the races of man just as any other nation would. They welcome trade, diplomacy, and alliances.

>Action 1: X Marks the Spot
Seeming blocked in at all ends, the Kahro find themselves with no other option but to take to the waters. Riches awaited, or so said the tales. Kahro were tasked to scower the ocean for the source of this tale.

>Action 2: Nation of the Coast
(Expansion) Though blocked by land, the Kahro are well suited for movement by sea. The exploration force continues, bypassing the borders of the strange boogeymen and arriving on the coast not too far away, leaving space to avoid border uncertainty as they've experienced with the elves.

>Action 3: The Drones
A sort of breeding pound is created, in which dogs are bred to be mutilated for their sufficient muscle mass and obedient, yet intelligent minds. This farm is intended to create a subrace of servants and pets for the Kahro which lack the predatory talent of the Kahro, but can be cheaply produced to follow tasks and perform simple labor.
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>>3951257
The dwarves freeze, shocked by the creature speaking.
They would reply to it asking things such as how does it speak, why they wouldn't speak before, and what they are.

Following hopefully fruitful conversation, the dwarves would suggest a meeting of diplomats to discuss the future.
At a clearing of woodland, a makeshift shelter would be constructed to host the meeting, should the Kahro accept.
>>
Turn 4: Various Interpretations
All over the nation, the Tarns begin to encounter new races. Some are short and stout, while others tower over the Tarns, and still others are adorned with fur and antlers. All speak dialects incomprehensible to the Tarns and to each other. The new developments push the three factions into their first full meeting since the Great Schism. It is a tumultous time, and the Tarns need to be prepared to handle whatever comes next.

Action 1: Develop a trading language
While these new races seem entirely unfamiliar to the Tarns, there are still some basic cultural touchstones rhat appear universal. A wave of the hand as friendship. The downturned fce indicating sadness. These gestures form the foundation of the Tarns’ first attempt at creating a rudimentary trading language. While complex trade may not be possible with this system, at the very least this system suffice for setting up future trading locations and perhaps even facilitate dialogue. Naturally, these gesture work better with nations with human-sized stature and human-like arms, like the Kalkahns.

Action 2: Diplomatic Service
A diplomatic service is established in Xycthos to liaison with various species and collate all known information about them.
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>>3951315
To everyone I haven’t Diploed, I’m sorry and I will get to you sometime this week
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>>3951285
The Kahro suggests that he has no right to speak upon the behalf of his race, though he can surely share the sentiments of his people and contact their leader. The speaking Kahro explains the essence of his people and how they function.
Upon the arrival of a santioned diplomat, the Exilarch's will is explained: "While the dwarves are welcome to join the ecosystem, it would be unhealthy for us to push out those who already exist in it. You are welcome to seek lumber in mediation, though we too require that wood in addition to the health of the wildlife."
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Action 1: ( >>3947597 )
News has come in of the attempts of the jackelopes in establishing proper communications and thus texts on the language of the tarn. This is very nice as it means we won't have to do as much work, Thus we will send a portion of our scholars over to their nation in order to collaborate on translating and producing scrolls on learning their language as well, We hope that this gesture gesture will bring us closer together.
>help Kalkahn translate the tarnish language by sending scholars who had experience translating their own language so that we could understand it

Action 2: ( >>3949181 )
With the recent feast which the bears held for us it is clear that this nation should be among our allies and friends. With this in mind we are going to do as we did in Green River and put an effort into learning their language. Rumors say they may need some help with fully developing their written tongue... perhaps we may soon be able to help with that.
>research the language of the Frostgrowth Pact, also have the researchers send back a report on the state of their writing system if possible

"diplo" Gaunt Men
>1 dragon slain by the guant men, the others retreat. The one who died was a treasure chest companion, both his chest and the other's was lost in the fighting. The captain and the surviving chest bearer had to go into recovery for their wounds while one of the guards had to get his left arm amputated.

>Such Barbarism. Well, at least this time our guards got to partake in some actual combat for once...
>The attack was quick, a life claimed by these ghastly creatures. Though many slain... gaunt blood spilled in pools of draconian bile.
>They were very ferocious fighters, as though they've faced creatures as great as us before. They were everywhere. Their spears flew like Difish on a cool summer's eve while under chase, we certainly should not have let ourselves be so naive, the shroomish men must have been merely a fluke, we must be sure to be more careful next time we come into contact with savage peoples.
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>>3949671 (diplo, narsics)
The expedition leader enters the meeting room, from his satchel he takes out a collection of animal skin scrolls of varying sizes. Some of them are copies of maps, lining out the entire bay area from the northern sands to the newly explored snowy coast while others are scrolls which are also examples of the writing of the three other known nations alongside depaun script. The Kalkahn Jackalope script (although the narsics do not fully know this) and the Depaun script are copies of the same story written in the different languages while the bear and tarn text is a basic reference of known words and what they (are believed) to mean. Descriptions of each of the races in depaun script (along with an extra one in Kalkahn about the jackelopes) are also gifted alongside fairly basic anatomical images.

His compatriots offer two chests filled with the goods of the empire, one contains food goods (all kept palatable in a coating of mined salt) and the other crafts and tools, mostly bone and wood but a few examples are made of a dark kind of bronze. The meats are completely foreign to the Narsics, strange shelled squid, shelled fish, giant shellfish and types of fish not found around the narsic civilization.

Attempts to speak with the Depauns fail as the depauns speak a very foreign tongue. Instead they can only attempt to gesture information away, all the maps and artifacts they have brought are left to the narsics, and anything the dragons themselves are gifted is taken with them to land's unknown. (please tell about what has been gifted to the depauns upon their leave if anything)
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>>3951454
The dwarves see the current situation much like an improperly brewed and forgotten ale: inevitably exploding horribly.
This would be explained to the best of their ability.
But again like the brew, it can be avoided very simply.
The dwarves foresee a conflict in the future if their people continue to exist in the current state of shared borders, but a simple separation will suffice in quelling any issues.

A deal is offered to the Kahro.
As both seem to seek the bounties of the woodlands, it would be unfair to simply remove on or the other from the land, but the dwarves suggest that the Kahro relocate westwards past dwarven occupied lands, and in exchange, the dwarves will regularly trade to the Kahro a percentage of the felled trees and other resources, either raw or processed.
They would also assist in relocating the Kahro by building new shelters in the west if desired.
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>>3951508
The Kahro diplomat seems offended by the offer.
He explains that the forest makes up half of the Kahro's green land and is required not only to feed themselves but to aid themselves in reproduction. Furthermore, he argues that it's simply illogical for them to be the ones to leave given that they are more heavily developed within the forest.
The Kahro suggests that if the dwarves only seek lumber, they are welcome to enter the Delta forest given that they do so without acting greedily in a way which would harm the economy or prevent the Kahro from meeting their own lumber needs.
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>>3951528
The dwarves understand the need for the land, which is why they offer to harvest and exchange the resources needed if they are given full access to them.
As much as they would like to simply share the land, it would not be possible. Too many complications and potentials for disaster should the two be in such close and common contact.
The dwarves again offer this deal, but are open to giving the Kahro something more in return if possible.

Tools, art, ale, food, construction, and much more would be available to offer.
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>>3949572
>Action 1: Expand along the southern coast

Now that we have an established a foothold within the poppy fields, it is time to resume expansion. The south has already proven to be bountiful in natural resources. We shall continue expanding south of our current lands (avoiding Tarnish territory of course).

>Action 2: Collect the wild Jackalopes

Those wild animals we found to the west are really quite entertaining. They would be a precious commodity within the Clanlands, or perhaps loyal pets? Assuming they aren't intelligent, we shall capture as many as we can and work to train them for... whatever they might be good at. It is a risky venture, but risk breeds rewards in the eyes of the Clans.

>Diplo:
>>3951492 Seeing as the Tidal Empire have been cordial thus far, the Clan leaders agree that it is time to officially do business with them. A trade ship will approach their shores, battered from the rougher sees which do not favor the Kalkahn's flat boats. He carries the Celepy flowers we have recently bred, as well as promises of the Jackalope pets we are currently acquiring. "What you give for this?" he asks, in a broken approximation of the Depaun tongue.
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>>3949572
Action 1: continue work on rebuilding project

Action 2: expand Northeast
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SCENE FIVE

>>3949642
>B'yogi
As they draw close to the temple of white stone, gathered all around it they discover the shells of enormous horseshoe crabs, as if they had all at once died whilst journeying up from the sea to the structure. Creeping closer the team are filled with an emotion they had only before caused; fear. The temple of coquina radiated it. But these B'oo were brave, driven forward by the sacrifice of one so young. More and more giant shells. Stronger and stronger fear. At last they reached the thing, it was in worse state than initially thought, little more than a shell itself. Inside the pillared building lay a large pool of crystal clear water, and at the bottom of the pool a coiled bony sea-serpent. The thing moved, and like a dark flash the B'oo flew out of the temple.

>>3949671
>Narsics
The Stele lays out how to increase it's output, mostly mundane requirements; raise it on a plinth, encircle it with this many stones, etc., etc., but the final instructions are more drastic. For as laborious as the tasks had been, they were at least done once they were done, yet the Stele called for sacrifice. The thing would continue to discharge at its current rate seemingly forever, but if the population were to grow explosively as it threatened to do, the people would soon starve. Countless times the Stele was transcribed and deciphered, hoping against hope that the translations were wrong, but every time the answer was the same. To get more out of the stone, the Narsics would have to give their own.
The tiny sparks inside the fossils reacted violently to being fused with iron, causing the whole apparatus to turn black. The spear was strong, stronger than iron or bone alone, though using the thing seemed to tire it's wielder. It seems in all things a price must be paid.

>>3949749
>Vossiks
(You're doing good, don't really have a lot to add)

>>3949884
>Ashbeards
The graven images of the Masque of the Mountain are frightful, but thankfully do not exude the same negative feelings of the original. Clearing away the plant life however only intensifies the horror of the thing. But dwarves are a hardy stock, and a little thing like mortal dread isn't going to stop them. Hunks of the figure is chipped away, examined, and when found to have no effect upon the psyche and being of inferior quality stone, simply thrown down the mountain. The superstitious amongst them are relieved at not having been immediately cursed by the act, and dual plans are drawn up. Either to destroy the evil thing entirely, or re-carve it to the mighty visage of Therkuunaz.
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>>3949922
>Sable
Leeches may have had a home team advantage in the battle, but Ants oVanf any size offer little sustenance. Queen Zaroka's cunning impressed even herself, as her gatherers had been slowly whittling down all other available food sources in the swamps, leaving the Leeches weak with hunger. Then her army struck. Many were lost not only to the Leeches themselves, but to the harsh environment they fought in. Even still, it was a decisive victory for the Ants. Chunks of Leech lay all about the marsh, as not even the lowly gatherers found them pleasant tasting. Having the intelligence enough to surrender, the remaining Leeches were taken back to The Crypts; only 38 of them in total survived. The decision now, was what to do with the bloodsuckers.
A full two thirds of the once impressive archives was lost, from water damage, mould, or any other number of causes. What can be saved is initially of little interest, petty laws forbidding this & that, long since useless larder counts, tales of mythical rivals. Useless, useless, useless! It is months of work scraping together what may be of use before a pertinent codex is discovered. It is a dry read, even for an ancient Sable codex, but hidden among the genealogies & fables is a description of what is now called Queen's Joy. The fungus was once cultivated before the barbarous times, alongside something called an Aya-fi'ed. The mushroom was used just as they had used it themselves, to produce spitting acid, and create alates, as well as being somehow distilled down into... the codex is missing a page! The Queen curses her forebears!

>>3950228
>Gyldenthrong
Vankung quickly becomes known for its grand feasts of all the produce of the land and sea, for it is blessed by the Three Fat Dwarves themselves, Sonig, Hofeber & Dejært!
The trees to the south are tall and straight, though perhaps a little on the thin side. (much like this update, apologies, but you do get a Xycthon-Tarnic dictionary, so that's nice)

>>3950562
>Cravers
[R] As Neverborn grew, so too did its roots grow. Down through the soft mud, worming their way into the bedrock, and in doing so they brought up a strange red clay. [there's iron under Neverborn, btw]
The beasts charge into the plains, land of their, birth? Nevermind, they take the plains all the same.
Abattoir, a city of rot & decay, poisoning the land around it.
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>>3950547
>FHR [NM]
(Many of your turns have included this and I've passively allowed it, but this is where I put my foot down. If you want to make advancements, you need to use your actions for it, this includes setting up the border watch. Your army is not the marvel you think it to be until you pay for it.)
[D] A storm like no other batters New Andreth, clouds darken the horizon, rain colder than ice falls in sheets along the shore. The cliffs of the Saja Point fall into the sea, and all ships are halted from travelling to & from the outpost. For three days the storm does not relent, all are chilled to the bone. What could have angered the Gods so?!
At night they come, two boats of them. Huddled with what little belongings they could bring with them. The storm had come for them, and was brought with them. Lightning alone lit the way, for the storm had blot even the very stars from the sky. On the sandy shores of FHR land did their ships run aground, and from them poured roughly four dozen, men, women, and children. Ah! No! Pale as moonlight they are, and long are their features. Elves. More, Elves.
A laxening across the northern campaign leaves the outposts often under- or even completely un- manned, and the unforgiving Onkankan Hills cause many patrols to walk more comfortable routes along the forests edge.
The rumours could no longer be ignored, for across the river of their new lands lay an entire city of shadow. (>>3949642)

>>3950754
>Llychlyn
(Doing good, I've little to add)

>>3950855
>Nomach
Upon seeing the men of the north staking their claims to the hills, the Nomach council decides a less confrontational land. This pays off, however, as no sooner is it claimed, are (Choice time! Diamonds, Rubies, Blue Sapphires, or Emeralds) are found in dazzling abundance! This wondrous find spurs others in their efforts. Reports are collated and sent off, detailing the following finds: The aforementioned Gems in the new territory, Iron in the very foundations of Pokos, fine Alum in the east, small clusters of Lead east of Oldek, and a rich vein of Silver to its south.

>>3951257
>Incarnationis
The Kahro were not yet fully prepared for long sea voyages, but the call from the Gyre was strong. Only a few at first were drawn by the siren-call, but the the more that went, the louder the whisper grew. Half of those who make the journey are simply torn apart by the eddy, but those that survive... (check the northeast)
Much like the B'yogi, the Kahro are observers, and in such observations they have seen that the Boogeymen steer clear of the southern sands, perhaps because of the white temple which already adorns it. Waste not want not, a true mantra for the Kahro.
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>>3951315
>Tarn
The pictographic trade "language" is extensive, including compound symbols to hopefully express more complicated notions. With great effort a dozen dictionaries of the Xycthon trade language, along with Tarnic definitions are produced; Four are kept at the Diplomatic Service, Two each are sent to Jaakal & Tempel, One is given to the Augur, and one each is given to the three neighbouring Nations, Dwarf, Dragon & Rabbit.

>>3951492
>Tidal
With the generous gift of the Xycthon-Tarnic dictionary, along with the efforts of both Depaun and Kalkahn scholars, not only is Tarnic understood but a written trade language is too.
Efforts are poured into learning the language of the ursa also. Both Depauns and the language of the bears have had to develop around snouts and sharp teeth, making the speaking of both relatively simple for each race. It also gives rise to some rather humorous miscommunications, as certain homonyms are discovered. (I'll let the two of you think of some)

>>3951566
>Kalkahn
(see >Tidal above for Tarnic knowledge, you also get a Xycthon-Tarnic dictionary)
A surprise waits for the Kalkahn in southern jungles, walking mushrooms, some 8 feet tall! They seem to ignore the Kalkahn, content to wander about the trees, their presence is strangely calming.
Though both agile & fast, the jackalope of the Steppe are not particularly clever, falling for obvious traps. Soon a whole host of the rabbits are caught and brought back to Green River. Many are terrified, hissing and biting, not what was expected.

>>3951750
>Frostgrowth
The bounty of the north cannot be overstated. Forest and plain give almost as much as the sea itself, both are rich in gamebirds and fruit, welcome additions to the Ursic diet.
Rubble continues to be cleared with the help of the dragons, occasionally a gemstone from the firepit is discovered and squirrelled away. In almost no time the lighthouse is free of debris and now can the true damage be seen, for every floor has collapsed down upon the next leaving only the odd support beam jutting from the stone. Save for this however, the structure is sound.

Othinian rule practically collapses overnight. The Crater expedition is abandoned, the laboratorium deserted. The northern mines remain only marginally operational, as communications with them and the capital break down. A succession of petty princes of the noble families follow one after another in failed regencies. Having witnessed the construction of terrace farms to the south, many journey across the river and into Vossik territory seeking refuge. (>>3949751)
>>
DIPLO
>>3950228
Understanding little more than what can be expressed in drunken gestures, the Giants nonetheless diligently listen, asking questions with their own gestures. Cottoning on that the words spoken with the action is invariably the same each time, the Giants begin to do the same. Their language is simple, monosyllabic, and lacks anything more complicated than "hunt", but it is a start.

>>3950547
Seeing the FHR approaching, the women of the tribe are sent into the tents along with the children, the men readying their spears and standing tall. Some are close to 7ft in height! They shout gibberish at the approachers, jabbing their spears, it is obvious they wish to be left alone.

>>3951492
Gravely wounded, the remaining tribesmen seem to simply melt into the snow, disappearing in a drift. The Depauns wounds were slow to heal, the savages weapons having apparently been poisoned or diseased. Too, the Gaunt Men's blood was mildly corrosive, burning flesh and scale alike. It would be madness to follow them further into the ice as yet, but these monsters cannot be allowed to survive.

END OF SCENE FIVE.
>>
An opportunity such as this ought to never be wasted.
The dwarves decide rather than simply demolishing the image upon the stone entirely, to instead use it, and the surrounding stone to carve upon it, Therkuunaz.
>Therkuunaz'velt: Visage of God

After some time, a city is founded in the southern reaches of the Invulden.
Bordering their golden kin, the city would become a host to many deals and trade, enhanced by a surplus of wood to be used in various tools, construction, and art.
>New Mountainhome: Ulzunteg'dun
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>>3951891
The worms...trasspass us? Why? They...must want to eat us! We only want to study... It's confusing! No... A beast lives only to kill and eat. We will learn from this. We will consume them! Yes, consume the worms... Then we will learn more.

The snake of bones will have to wait, but fear not, matron. We will help you soon.

1. By the gods, groups of B'yogi are morphing. Changing into corrupting beings with much desire to eat the worms. We will organize them into an army to drive off the invaders. We will call them S'cie Hunger. (Also, putting them at our borders as well if allowed)
2.We have been careless with our borders and we will remedy it. We use to be able to transverse our home realm seeing far and wide. We must regain this power in this world. B'yogi begin a ritual to embue and re-teach the B'yogi the arts of shadow traveling.
>>3950855
With conflict on the horizon, B'yogi know they cannot do this alone. They send an envoy to the Dark Ones to ask for assistance. From thier previous encounter, F'etic and his minions have gotten better morphing into the shapes of the Dark Ones. Now, the only horrific trait of them is the void-like black eyes that stare deeply into your mind.
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>>3951891
1. So far, the last major issue with our port is the lack of an over ground route. Shipping can be unpredictable, and thus, one last piece of land is claimed by independent clan forces from New Andreth, technically making it the split territory of several minor Clans. In addition to clan claims, Clan Dzen makes a successful bid for the desert iron reserves, and thus establish a mine there. Allegedly, plans for a city there sponsored by Clan Dzen have been discussed, but have not been confirmed.
>Half expand and mine

2. Forces in the north lie thin, and this cannot stand. Not only will more Caldathi forces be sent, but a more general force of Clan infantry is sent to reinforce the northern boarders and reinforce the outposts.
>Actual action towards border defense.
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>>3951894
[NM] The soldiers on patrol flet cold, cold chills run down their spines. Elves from the sea. That was the beginning of the end for the Clans of ancient times, would this too be the end of the short times of human freedom once more? No. No this could not, would not be the end. The elves called out to them, their dialect similar enough to the old elvish language of the Andrethi elves of the slave times to be understood. The claimed they wished for shelter and to please, please be allowed to stay at least until the rest of their people could catch up with their ship. The ship itself was a galley, and at first the humans thought their fears of slaves true, but on further inspection, the ship had no others in it. The miserable, ashen gray folk must have rowed themselves from Gods knows where.
After much, much deliberation, and threats from the half-elven soldiers, a decision was made by the men to at very least bring the poor sods inside the walls of their outpost, of course after being strip searched for weapons. There could be no room for tact at this time, especially with their claims of other members of their kind coming around, eventually. The men and women stared at the mix of humans, half-elves, and Awoo that met them at the border post, and members of the outpost garrison who could speak old elvish were brought to translate what they could from these people's language. They claimed to be part of a group of refugees, what they were fleeing from however, had no translation that made sense, and was thus more or less disregarded for the time being. They were to be brought to the Daiimad building under heavy guard, with more then a few Awoo shocktroops being requisitioned for the task due to their absolute loyalty, having little to no understanding of the elven language, and generally intimidating presence when, er, not acting like the Awoo they are. The elves looked at their escorts with nervous eyes. These people seemed not to trust them, and the armor they wore was dark in color, and brutal looking. Yet, when they passed by their towns and villages seemed like any other of a civilized people.

The gates of New Andreth loomed in the distance as the 3 day long journey from their landing point to the Capital. A few soldiers went ahead of the main group to talk with those on the walls and in the gate's guard post, and after an hour, the gates opened. The streets were quiet only a scant few citizens lingered on the streets that once, about a decade ago were filled with violence and bloodshed that only a civil war could bring. The large building they approached was lit with many torches, and it appeared that these, oh what did they call themselves, Homans? Huumans? No, Human. That was their word. These Humans did not possess magics, or at least none that they had seen before.
(Pt. 1)
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>>3952241
Upon the steps to the Daiimad building, ornately decorated soldiers bearing many symbols of the Clans were handed papers, which were read silently, and then allowed the contingent inside. The main floor of the building was a relatively small area, but it was surrounded by rows and rows of seats, one for each Clan-sah, major and minor, inside of the FHR. The chamber was already alive with conversation, and the Clan-sah at the bottom podium was clad in a gleaming chest plate, red cloak and a full face mask. The steel was a rare, rare material inside the FHR, and the elves had never seen anything like it. Relza Varke-sah had just finished her proposal to have the old portion of the city designated for her Clan in the olden days of the FHS regiven back to them. No one had any idea of what race she was, with wild rumor of her being a vastly more intelligent Awoo being among the more ridiculous ones. When the men entered the main chamber, it went silent as all eyes, even that of the Varke-sah fell upon the elves that approached. They gave their story, and the rather shocked Clan-Sah listened. The Selvan-Sah seethed with silent anger that these filth weren't killed on sight, while the Belde-Sah uttered silent prayers to Denok and Sajaak. When the elves finished, the Clan-Sah were left with a decision to make...
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>>3951137
>Diplo: FHR
With weapons still held firm, and their voices angry, it seems we aren't wanted, at least not yet. Perhaps they intend to make first contact upon their terms. Either way, the caravan turns back the way it came, hopeful they aren't fired upon when they reach friendly territory.

These interactions may perhaps be telling of a general hostility towards us. In this case, we must make sure we are prepared in the event of an armed conflict, not that we wish to start one.

>>3951257
>Diplo: Kahro
The diplomats seem considerably angered. "We've arrived on this land first, and it's a scant distance from our own settlement. I don't know how you can already speak our language but this is our land. You have your coastline and beaches, that you may keep. But you must vacate our lands, and never touch them lest you're invited."

>>3952092
>Diplo: B'yogi
The Nomach meet with the B'yogi once more, and are still significantly offput by the imitation of their own looks. They respectfully ask to never me imitated again, as it's a great insult to the creator himself, Konyukozo. "I can't promise anything major unless our own relations change, but with them trespassing on our land and refusing to leave, I can guarantee a degree of material assistance and perhaps some minor military assistance as well. Only time will tell, and if these worms stay our enemy then we will have no other choice."
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>>3952365
Seeing as the elves had left, the men and women sighed in relief. There would be no hostility from the knife ears. The captain sauntered back into the outpost,taking off his armor, and going back to the nap he had been having before the elves arrived. All would be well for now, as long as they didn't do anything incredibly stupid.
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>>3951891

>>3951896
>Diplomacy: Giants
Snorri and his scholar listen as the evening grows onward and the fireside grows slightly quieter as a few settle down to rest. The Giant's simple-worded tale of a hunt bites at his curiosity and so positioning his hands strangely, and hoping the giant can see enough of the shadows cast by the firelight; he moves one hand in rough imitation of the gait of a walking giant, and the other in the shape of a not-quite-formed shape, perhaps a wild creature or a golden prize. "-You- -Big- -Hunt-?" He questions, moving his hands one way, the shadow-giant loping after the nebulous beast-thing. "-Or-" he adds, changing the direction of the shadows. "-Thing- -Hunt- -You-?"

>>3951315
>Diplomacy: Tarn
The Dwarves of Dukkezop are curious about the dictionary they receive from the Ganglies across the pass, and try a bit of experimentation with some of the gestures within on their Gangly guests to see how well they work.

>>3951257
>Diplomacy: Kharo
Dwarves watching the river on the northern border of Gyldenthrong, waters known variously as the Aeybler or the Zuvkol, are more then a little disturbed when a necrotic mass of flesh writhing with worms appears on the northern bank. The thing is certainly unsightly, but as it isn't coming toward them they stay for a while to watch. Is it trying to talk? Does it actually -have- anything to trade?

>Action 1: Shrine of the Emergence
The shaft near Dukkezop is where, our tales have it, our ancestors received Guldfar's first and second gifts and entered the surface world. So it is fitting that it will be here we build a grand temple dedicated to Guldfar, the shrine of the emergence. Here, the Lowland Dwarves may briefly descend and experience the dark below; before emerging back up into a temple that shines with the gleam of gold and light in veneration. Or so it is planned. This sacred spot will also mark the start of the Guldulzstup, the Gyldenpath; the road of our ancestors on their journey to the banks of the Gylder, and even now a minor trail for those pilgrims who wish to retrace that journey.

>Action 2: Expansion
South and Southeast of the Gyldenthrong lands the countryside stretchs out, empty and untamed; and every year the fertile lands of the Gylder and Vandnor bring fourth second-sons and third-daughters to set off and stake their own claims to the unknown and the bounties it might hide away, heading for those lands that might best capture their hopes and plans for the future.
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>>3952143

"The Andrethi have their soldiers in the hills. Their army threatens the Three Cities, and thus it threatens the Republic itself!"

"The Hyur know nothing. If they realize how close they come to our cities with their settlement they will pack up and return to their own lands."

"And if they don't? Are we to be colonized by the savages? This is the Lightgiver's land, entrusted to the Elezen to defend. The Vossaya exists to defend and guide the Elezen forward! If we falter here against mortals we falter in our immortal duty."

"Peace! The Protector rises."

"The Hyur have crossed the border, and patrol it with soldiers. But they are hunting lands and a natural border. They are not a hard line. The Hyur should be informed that they need to depart, and if they refuse then and only then will the horns sound and the Kosts be mustered. Ready the western lands and put hands to ear in the east. If the Hyur will not submit we will push them from our hills and back into the woodland."

The Lord Protector of the Vossik Republic was no ordinary man. An Elezen of two hundred years, he was old even by the long-lived standard of the Elves. Having lived through many conflicts and taken his place in the Vossaya as the representative of Renthum Voss. His reputation was grand among them as one of the original and only surviving peacemakers of the long wars and a founder of the Republic. Clad in woolen tunic and hose, he looked like any common Mo but his regal bearing and ancient hard blue eyes bespoke a lifetime of conflict. It would be he, after all, that would lead the Vossiks into this new conflict and he would need to call upon his substantial military experience to do so. For now, his compromise had roused the Vossaya into a round of shouted 'Yae' that drowned out what few naysayers there were.
--------
Riders had been sent by swift ponies to the western kosts to tell them to prepare. The Three Cities, being the closest to the encroachment, needed little time to call the Mosai and Komai into their battle groups. They marched out under their banners toward the hills. Riders ranged ahead of the army, scouting for the columns of men moving toward the enemy, warning ahead of troop concentrations. This was, after all, a warning, not a full campaign.

Upon reaching the first outpost, it was approached by a standard bearer and a representative of the Lord Protector to treat with the commander of the garrison, and demand his surrender and subsequent withdraw with all arms and colors.

"You are trespassing on Vossik land. You and your men need to leave your outposts and depart from the hills, or we will make you by force of arms. This is not a negotiation. It is an ultimatum. You have until dawn."
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1. Light the Fires
From east to west the fires were lit among the kosts. Riders bringing official missives were joined by bards to rouse the fighting spirits of the Elezen. Not every fighter would be called to shield. Many still needed to defend the kosts proper. In all, perhaps only a few thousand warriors were levied from the western farms. More thousands came from the cities proper, but the East provided little more than its champions. War had not been officially declared, the the easternmen were loathe to leave their own highland squabbles to march west for the -potential- of wealth and glory. From the East only the retinues of local kostermen and aldermen came, for they were the more professional warrior and were not needed for the defense of the home.

From what forces were levied they began their movement to rallying points in the west, prepared for the missives from the Vossaya that would herald their march west to push the FHR back.

2. Expand East
Elezen follow the rivers down the mountain from Tyrhen Voss, settling along the rushing banks to build their farming communities that would form the bedrock of eastern settlement and support the highland kosts in their development with fresh and ample supplies of grain.
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>>3952365
Screeching glee was had. The Dark Ones will help. It does not matter how small it is: a friend is still a friend.
"Whatever you can spares hall be a boon. But we know you need something in return. If we win, we shall help the Dark Ones whenever it is needed."
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>>3951894

>Diamonds! Such a splendid discovery.

>Action 1: Industrialization
This source of iron is a splendid find, and how great to find it on the very lands our capitol occupies. The King has a mine organized around the deposit, as well as a small foundry to create new weapons and armor to supplement what we lack in our Ashen-wood reserves.

>Action 2: Most Roads Lead to Pokos
A road is constructed connecting Oldek to the capital, allowing for the expedient commute of both trade and personnel. New paths are also forged to the north, connecting the two Elven capitols. (I'm not sure how much road I can make with one action, but three tiles seemed reasonable. If not, well, you're the GM.)
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>>3951528
With the deal declined by the Kahro, the dwarves departed with regret weighing heavy on their backs.
The world would continue as it had prior for some time before the inevitable as predicted occurred. At a new site for logging, much like before, a nest would be in the way, but this time no chance for diplomacy would be available. The nest and its occupants encountering the dwarves, the details would not be recorded, but at the end of the day, blood had been spilled.

Word would spread alongside rumor, panic, and anger.
Work would continue, but with many paranoid and bringing with them groups of dwarves from nearby militias as they wonder what the Kahro will do next.
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>>3952911
(My walk home from work has left me a bit more awake, and so I'm gonna respond. Don't expect other lorepost levels of writing though.)

Captain Fen Devet Caldath looked at the elves, with no Gods damned clue what they were talking about. Shouldn't they know their language would be complete gibberish during a first contact? However, Their rather aggressive tone, and body language made their intentions clear. He was, however, not exactly the man to make that decision. His command had him lead a platoon, not the full military of Clan Caldath. If he allowed the relinqueshment of the lands, Human interests in the area would still be preserved, though his actions in superseding the Caldath-Sah and handing territory designated for settlement to non-humans, and elves at that, would get him an execution. On the other, while he had no doubt the FHR in a fully mobilized state could fight the elves head on, and probably push them back, the FHR was also not mobilized, and such would take too long. They would lose Senday. "Ok, they ain't going to understand shit from what I say, but at least I could try and do something..." Thus, through a series of very slow Human standard, gesturing and writing, he laid out the following, which to the elves looked as such:
We leave, you come. No fight 10 years. Yes?
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>>3953311
For Lord Protector Mae'railemont this was the victory he was looking for. Bloodless. A simple diagram sketch got the Elezen intent across. The humans would relocate their settlements further west, well beyond the slope of the hills. In exchange, the Elezen would withdraw their forces. With the commander accepting to the terms that left the wooded hills back in Elezen hands the warhost quieted. The humans were free to leave, unharmed and unmolested. Their departure was watched but not harried, not even hurried, and they were able to take all of their weapons and equipment along with them. The warhost followed the human's retreat at a respectful, but watchful, distance, and once they had left the wooded slopes the host turned about and disappeared back into the thick woodland.

For Mae'railemont this was a healthy political and economic victory. The costs were negilible, especially given that they had not done much more than call the shields. A simple missive would need to be sent from the Vossaya to have the shield hung up and the warriors returned to their kosts for the next season's work. For him and his political faction, peace with power reigned supreme. The Elezen had established that they were formidable enough to not be tested, but had held their hand and prevented unnecessary violence. It was proof that not everything needed to be handled with a spear when it could be handled with stern words and a good quill. He returned to the Vossaya a hero of moderate repute and his star rose as a result. In customary fashion, he hung up his sword belt and relinquished the title of Lord Protector. As the Republic was no longer under threat a general was not needed. The kosts stood on their own foundations. The warriors prepared to march into FHR lands returned to their duties as farmers and craftsmen and life in the Vossik Republic went on.

>For Lux, the two hill tiles nearest my capitol are relinquished to my control. No other border changes.
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>>3953338
As the soldiers left, anything that could not be taken with them was destroyed. Outposts were burned to a cinder, of course after making sure no elves would be harmed in the act. After the Captain and all forces returned, he answered to the Caldath-Sah, which while recognizing his hard choice, still had him tried for Treason, where he would be executed. Unlike other traitors however, in recognition of his saving of FHR lives, he was cremated as Human tradition goes, and entombed in his family's mausoleum with full honors. A dispatch back to the Daiimad was sent, and returned with a message. "The wider Daiimad and the Clan-Sah understand the reasoning behind these actions. However, do not ever let this happen again. Do as you will, advisers will be dispatched once a matter in the Daiimad is resolved."
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>>3951894

Plans were finalized, construction underway, and Eheubryd felt extremely excited about their next work, yet despite this they did consider a few important factors. As much as she'd love to simply leave things under benign neglect and have the clans manage things on their own, which for the time being had done well, with the only real intervention being her work on the mines, she knew that sooner or later, she'd have to help in more substantial ways. Still, there was no pressure to do so, and the works of art constructed in the capitol gave it prestige and helped make the people more unified. Still, she certainly would be sure to keep an eye on how the nation did as of late, so she could gently nudge it in the right direction when needed. Though, Blodwyn advised more direct work, and would like more practical projects done after this and not just grand statues, in fact, Blodwyn herself had been working with Clan Wynn as she normally did, yet instead of it being in training, sparring, military tactics, or the like, instead it was with defensive structures, and naturally Wynn had a few idea's to share and some things were passed around between the two of them. Though, their work would likely be solidified in the future, it would still be important for the future. Though, such defenses didn't really have much of a reason yet other than to keep animals out, but that might change sooner or later...

Still, construction on what would be called Palas Hydref Clan Cadigan was underway, and was likely to finish sometime in the next few seasons, resulting in its construction time being similar to the Eglwys fawreddog y ffyddloniaid. But time didn't matter too much, it could take forty years and it wouldn't matter that much, after all, that would still be two years under the time it takes for a child of Fanw to go from a new born to a fully grown adult. Speaking of things that take time, Clan Llewelyn takes some time off guiding people into the wilds to instead go out themselves into the wilds with a few clans that they convinced to come with them, either with payment, promises of land, or simply through cashing in favors. They'd head into the eastern coast and form a port town just above the boreal forest to the south. The place is a decent enough cove that should serve as a good fishing port, and in the future should the mines in the north west turn to a proper city, trade. For the time being, this town would be named after the first clan member that found the spot, and convinced the others to actually make the effort to make the port town. As such, it would be named Lunedannedd. In time, the name may change as the town grows, gains more prominence, and the name is misspoken, as all names of towns do. But for now at least, it will be Lunedannedd.

>Action One. Construction on the Palas Hydref Clan Cadigan

>Action Two. Found the city of Lunedannedd on the coast just slightly north of the boreal forest to the south east in the cove.
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>>3953452

(Correction to that last action because it will drive me insane if I don't post this. Its a bay, not a cove.)
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>>3949575
>>3951895
Action 1:
This rumor of the mist must be investigated, thus we shall send our ship endocer around the peninsula while also sending in explorers into the interior of the peninsula as well so that we may find the source of this magic. Especially while magic seems to be such a potentially hot commodity.
>explore the dry peninsular of the north and the surrounding green and ocean areas

Action 2: ( >>3951566 >>3951315 )
Though translating the bear's language is important in establishing proper trade, placating the clans after a lack of wealth gain from the studious foreign projects the state has partaken in is far more of a pressing matter for us to look into, especially as we have not funded a single major domestic project since we came here. Thus we send our traders in on basic civilian style ships to both the tarn and the jackelopes. For now we will have to make due with the "trading language" which the tarn have set up but soon we plan on simply using a shelled kraken in order to facilitate trade between the regions with crew dedicated to interpreting. We plan on doing this once the bear's language is translated.
>serious trade with Kalkahn and the Tarn begins

The harsh first contact and strange abilities of the gaunt men are noted and that stretch of coast is highly advised to be avoided by both fisherdrakes and traders alike. Perhaps they may be of some use to us in the future but sadly the future has not yet come, so in the meantime we will keep our distance, and perhaps warn the bears of them once we fully know their language.
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Turn 5: Expanding North and South

As the Tarns temporarily drew inwards to debate the best course of action to deal with the many new races discovered, actual progress in diplomacy languished. Now, however, as ambassadors begin to filter back from the meeting, the Tarns begin looking outwards with new vigor and intensity.

Action 1: Expanding North
Encouraged by their preliminary mineral findings and success in hunting, the Jaakalites begin to search further north, trekking through the mountains in search of new mineral resources.
>Push into the 2 mountain tiles directly north of Jaakal

Action 2: Southern Strategy
The Jaakalites send a diplomatic team, laden with fruits, meats, and furs, in order to meet with the giants and determine whether they be friend or foe. If friend, efforts will be made to teach the giants the Tarnish Pictograms. If foe, these efforts will turn to stockpiling and training for a potential war ahead. The leader of the party is a Praetor, Ashfar. A burly, muscular man, Ashfar towers above the rest of his Tarnish brethren. Equal to his stature, however, is his camaraderie and congeniality. Strength and amity—the embodiment of the Tarnish Ideal.
>Basically, the Jaakalites aren’t sure what to make of the giants, and are trying to find out more. If the giants turn out to be friendly, the Jaakalites will be friendly in turn and do their best to open up trade relations. If the giants are hostile, the Tarns will be hostile and build up militarily in response.

> Diplo: Giants
Ashfar approaches the giant camp slowly and openly, making clear that his party poses no threat to the giants. He takes with him a copy of the Standard Pictographic Manual, embellished with a few additional illustrations of local fauna and a crude map of the surrounding regions, as well as a cart load of fine mountain pelts harvested from previous hunting expeditions. It takes a bit for the giants to learn to operate the picture books, but once they understand the basics of how it works, communications begin to flow much more easily. Ashfar explains to the giants the basic of Tarnish society, how trading works, and attempts to set up an early trade agreement for food in exchange for pelts.
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>Diplo: Dwarves
The short men seem to be very friendly, greeting the Tarns with gifts of alcohol and foods. The Tarns are determined to respond in turn with a feast’s worth of meats and pelts. Relations between the two nations get off to a trendies start, and it isn’t long before the first rudimentary attempts at a trade route begin to for through the mountain pass

>Diplo: Kalkahan Clans
With the Tarnic Pictures distributed, trade becomes significantly easier, and mass trading begins all along the border. Tarnish fishing boats being poling their way up the eastern shore of the continent to trade goods and knowledge with the coastal jackalopes. One interesting (albeit minor) side effect of this largely informal trade is the merging of the netting market between the two nations, so that Tarnish and Jackalope nets alike fetch the same price across both countries.’

>Diplo: Tidal Empire
With the arrival of these strange dragonfolk, the Tarns adopt a similar playbook to that used for the other two nations, using the Dictionary as an opening for further dialogue and trade. The dragons are invited to build an embassy in Xycthos, in order to facilitate further trade talks and foster cooperation between the two nations.
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>>3951893

This is a surprising revelation has the swarm once again teeming with activity and purpose. The task of rediscovering the process for distilling the Queens Joy is surprisingly challenging, even for the Matriarch and her royal scribes. This particular challenge has provided an opportunity for some, however as a group of broodmothers approach the Matriarch. They have heard of the Crypts' encounter with the Rezwa and despite the leeches serving no purpose as livestock, it has inspired them none the less with ideas of their own. They were tasked with securing food from the surrounding lands, in their service they have encountered many intersting creatures and plants. They believe that the solution might be out there, waiting to be cultivated or tamed. Remembering the mention of "Aya-fi'ed" in the codex, the queen grants them the authority to carry out their ambitious plan hoping that they would find something matching its description if nothing else.

At the Crypts, the leeches are kept safely together in a speacalised chamber within. They are scared, as they should be, and the shock of their fate has yet to fully settle. They are a far cry from the verocious creatures they were, having seemingly been humbled to some degree by their crushing defeat. They are cared for relatively well, and the ants work diligently to provide the needs of the Rezwa and to maintain their chambers. They will need time to acclumate to their new masters, and as such Zaroka leaves them to ease into their new surroundings. Instead she has set her sights on expanding her domain for now, looking to secure more territory for the swarm to feed it's ever growing numbers and ambition.

Actions:
- The broodmothers of the Catacombs organise their broods to establish main routes throughout the jungles to ease the exploration efforts of the ants and to pierce deeper into the jungles than they could previously. In their efforts they scour as much of the land as they can, observing, cataloging and obtaining samples from as many different plants and animal species as they encounter. They begin the process of capturing and cultivating some of their discoveries, hoping to find any plants or animals that can prove beneificial to the swarm.

- The Crypts' numbers swell. they strike out towards the south, hoping to claim the dense Rainforests there to provide further nourishment for the colony.
>>
>Action 1: Spread the Caro
Native to the Delta Swamp resides a species of large, carnivorous bush-like plants. The species is notable for their large, fleshy leaves which are both sturdy and highly adhesive. In nature, these leaves capture prey and hold them captive for a slow digestion. In use by the Kahro, the leaves serve as a permanent adhesive with a function similar to double-sided tape. These plants are spread out to blend into the forests and prey upon the dwarves which lack the Kahro's familiarity to avoid them.

>Action 2: ▢
Nests become more and more clustered in a circle before a new barrack town is established in their center named ▢. (Tile to the right of the Pound)

>Diplo: Pokos
The Kahro release the tile to the elves, requesting the visitation the elves mentioned and a more serious consideration of relations and trade.

>Diplo: Gyldenthrong
The Kahro are highly involved several organic markets including the fur trade, chitin, berries, lumber, and herbs. While they are unfamiliar with the goods of the dwarven folk, they suggest that there is always benefit to exchanging excess and request serious communication.
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SCENE SIX

>>3951977
>Ashbeards
With the grim idol destroyed, so too is its effects. Work begins on carving a new landmark visible to all who dwell in the shadow of the mountains, a mighty visage of Therkuunaz! Perhaps it is merely placebo, but those who gaze upon say they feel a renewed vigour.
With access both to the waters of the forked river, the pass of Dukkezop, and watched over by Therkuunaz, Ulzunteg'dun will surely flourish.

>>3952092
>B'yogi
Seeing the encroachment by what must be devourers, some willingly or otherwise begin to morph to monstrous beings. The younger B'oos hide, for they now feel fear. S'cie Hunger march to the border the invaders set, not yet knowing what they will do once they get there.
In the ever-growing city of Fright, rituals of smoke and shadow begin. Priests(?) fan the smoke into eddying portals, black veils hide what awaits. Anxious B'oos steel their nerves and leap through into darkness. None know if the ritual is yet a success.

>>3952143
>FHR
A winding trail through hill and forest tentatively links the settlements by land, the Mongrels are given a wide berth. To protect those travelling it, along with the state generally, more disciplined soldiers are sent to patrol the route, the borders, and wherever the Captains feel necessary, for this world holds many dangers. Ancient supplies of iron within New Andreth had been running thin for a long while, theft of iron artefacts had begun, as well as the re-smelting of older arms designs. The deposits found in the northern sands would be a welcome addition.

>>3952834
>Gyldenthrong
The foundations are dug into the mountain, maintaining the integrity of the shaft as much as possible. Though even with best efforts, small outcrops continue to crumble. After assessing that nothing can be done work continues, first a sanctuary of sorts is built around the hole, shrouding it in total darkness with the use of a heavy curtain. When the drapery is pulled aside however, a clever system of bronze mirrors and the sanctuary's gilt mosaic roof flood it with Guldfar's light. The pilgrimage even to the construction site becomes so immense that paths are worn into the rock, pilgrims laying mats of golden rye to soothe those most devout who crawl the distance. By the time the first creeping-pilgrim comes, the Shrine of Emergence is lacking only a final roof.
The meadows here are less than those of the Gylder Valley, the soil is too dry for agriculture. Grasses, wild flowers, & bitter plants are all that grow. But the Dwarves are a crafty race, and even the foul tasting plants are tested. Most are unpalatable no matter what is done to them, yet a scant few work nicely as dried herbs, perhaps even ale flavourings. It is in this dry meadow that a cave is found. Even un-superstitious Dwarves (if there is such a thing) somehow know it is, forbidden?, to tread there.
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>>3952922
>Vossiks
It seems as soon as the order is given, it is again called off. A swift victory, most assuredly. Some rattle that they are yet to see combat outside training halls, but they are quietened by those who have known the horror of death. All in all it is a lesson.
Time-tested terraces are dug into the hills along the fast-flowing river, and towers soon begin to sprout as well. Where the hills become plains, the river slows tremendously creating wetlands choked with trees the Elezen had only seen as canopies. At this vantage they are seen for what they are, gnarled & twisting, bedecked in vines and hanging liana, so many in fact it is difficult to tell where tree ends and woody liana begins. From these jungle renewed stories of giant ants begin to trickle in once more.

>>3953047
>Nomach
The mines and forges bustle with activity, forging all manner of goods day and night. Along with the newly commissioned roads, which stretch across the plains from Oldek to Pokos, and then begin their winding ascent all the way to Renthum Voss, Industry flourishs in Nomach!

>>3953452
>Llychlyn
The stone floors of the Palace are built in record time, and the reinforced walls of the ground floor are completed just as fast. With the addition of the first floor, er, floors, the palace already begins to welcome visitors. Artisans and apprentices from the construction of the Grand Church actively pursue contracts to work on it, hoping to boost their prestige even more.
Land is snapped up in the natural bay to the south, and in this new land would be founded Lunedannedd, a mouthful even for Eheubryd. Soon a Llychlyn tongue-twister spreads across Allfshys, "The fish of Lunedannedd are fat and happy, catch them and by fat and happy."

>>3954361
>Tarn
Though stretched thin by staking land, prospectors discover the signs of iron beneath the surface throughout the mountain.
(Giants diplo below)
(remember to >> Nations you are diplo-ing)
>>
>>3954119
>Tidal
Much of the Eastern Steppe is unbroken meadow, home to fowl of all kinds, but stories of a creature prowling at night unnerves the Depauns greatly.
The sands of the Mare's Tail are finer than seen in the Tarnic Bay or Tidal Isles, giving little grip to the large Depauns. But their quest was in sight, the shattered columns of what must have once been a great temple. It stands on a rocky outcrop, higher than all around it, the sea mists gathering around it. With effort the dragons make their way across the desert, and up the steep inland cliff, finally reaching the ruins. Flanking the entrance stand the remains of two possibly life-sized statues, depicting creatures with a body like the Tarn, but an elongated head, pointed ears, and a mane of hair (horse-headed-people). The more intact of the two shows the creature standing guard, holding something similar to the fishing spears of the ursa, and an oval shield, traces of black paint remain in the eyes. Stepping over the rubble of fallen columns, the dragons make their way inside, finding a surprisingly dark interior, lit only by shafts of light filtering through the cracked roof. Large spiders scurry away, and sunning lizards escape to their dens. The air seems to crackle here, the smell of ozone hangs. Further in, past more debris and creeping things, the sanctuary is found. Pushing aside the rotten doors, an enormous bronze statue gazes down at the intruders. The idol is cast with a face of fury, nostrils flared, and many arms hold many weapons. How such a thing had not yet been scavenged is a mystery.
(I'll leave trade talks up to you)

>>3954570
>Sable
The jungles hold many plants and animals, from each of which are samples taken, and initially delivered to The Crypts. There they are tested to see if they will thrive in the nest, alas they wilt or elsewise suffer. Much of the jungle may be harvested to be eaten straight away, or dried in the reclaimed Othinian Laboratorium to be stored over the cooler months, but nothing as fantastic as the Queen's Joy. That is until a fat and flightless bird is found in the drier reaches of the forests. Whilst in captivity, the birds each laid an egg almost every day, and were content to eat whatever is put in front of them, strangely including the dead of their own. Not what was expected, but a welcome find all the same.
As Ants set about to claim more jungle for themselves, they spot tall Othinians(?) doing the same, coming down from the mountains. They give the men some distance, having felt snubbed that they seemed to have abandoned the Ants for their own climes. Their is plenty of jungle to go around.

>>3954624
>Incarnationis [NM]
The Caro settles nicely into its new home, spreading along trenches dug for it by the Kahro. Soon the entire border is trapped. Nests in the forests quickly join together to make the meganest of X.
(remember to >> Nations you are diplo-ing)
>>
Having had no success entering Vossik land, the Othinians instead take across the sands, hoping to be taken in by the FHR (>>3952143)

DIPLO
>>3952834
With this question the Giants fall silent, furtive glances are briefly exchanged. -We- -Hunt-. -We- -Hunt-. -Happy- (yes?). The Giant points off in a direction -East-. -No- -Hunt-. -Sad-. -We- The Giant stops and thinks -We- The Giant closes his eyes and lies down, for added measure he lolls out his tongue -Die-. The Giant gets up with a little difficulty, a sad look in his eyes -You- -Go-. -You- -Go- -Shelter-. The Giants get up from the fire, settling a short distance off.

(NOTE: Above and Below Giant diplo do not take place at the same time.)

>>3954361
Having been in long contact with the Golden Dwarves, the Giants welcome the Tall Dwarves with their gestural language. -Hello-. -You- -Big- -Little- (You tall dwarves?). -We- -Happy- -Eyes- -You-. -Eating- The Giant points to the gifts. -Eating- The Giant shouts something in his booming tongue to a Giantess, who brings forth strips of a dark meat, he offers it to the Tarn. (it's roast rat)

END OF SCENE SIX.
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>>3954667
>I completely missed the Orinthians coming across the border mad unfortunate
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>>3954662

Action 1: Giant Understanding
The sad message from their over-large hosts made both Snorri and his company's scholar Drustnit wonder, and worry a little for the Regkjotun as they return to shelter. The giants had been friendly and generous to his Dwarves, but the little they had had to share in return for Dwarven foods and ales had been rat. And though farmed rat is a good way to turn waste-grain and husks into a thin, rangy meat for the Dwarven lower class; it does not speak of great success in the hunt, or of great prey ranging for the giants to feast upon. More attempts to learn the Giant language and to teach them our own are made, with more scholars being bought up the river Gylder to add their knowledge to the efforts. What they spoke was sad; but the desire to find WHY it was sad, the true nature of the Giant's problems, burns brightly. If it is just hunger; then the farms of the Gylder and Vandnor are producing surplus enough, by Snorri's reckoning, to lift this threat away. And if it is something else... better that we know of it.


>Diplomacy: Giants
Again, Snorri Sovnighelm sets fourth to the giants. This time, he brings with him more in the way of foodstuffs; meats and sausages and breads and pies and pastries as well as ales, beers and Gylden Ichor as gifts for the giants.

Though (he hopes) the scholars are more learned and better adept in comparative linguistics to explain the details of what he wants to propose, by Guldfar's beard this is his expedition, so the start should be his again.

"-We- -Small- -Happy- -Fed-" he announces, presenting foods to the giants. "-You- -Large- -Eat- -Happy-. -Eat- -Happy- -Not- -Die-. -Small- -Give- -Eat- -Large-" He smiles as earnestly as his beard will let him express. "-Small- -Come- -Shelter- -Here-, -Feed- -Large-. -Large- -Join- -Small- -Help- -Small-. -Small- -Keep- -Large- -Happy-. -Large- -Keep- -Eating- -Keep- -Life-."

>Action 2: Expansion: Source of the Gylder
Dwarves plan to move out, to claim the lands in the hills around the final upriver stretches of their river Gylder. However, they are well aware that Snorri's proposal might change a great deal. If the Giants accept it, and the idea of Dwarves coming to live with the giants, feeding the giants; then Dwarves of the Gyldenthrong will happily move into the hills along both banks of the Gylder. However, these Giants are their hosts in the northern hill; and if they do not agree, do not want Dwarves among them and their hunting grounds? Then those Dwarves will have to turn elsewhere.

>>3954366
>Diplomacy: Tarn
The Dwarves of Dukkezop tuck in gladly, trying, savoring and experimenting with the provided meats, and sharing their breads and beers. The men of Tarn who came are made guests of Dukkezop, and trade through the pass is welcomed.
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>>3954662
1. Around the Iron Mines, a city sponsored by Clan Dzen is established. It is solely dedicated to industry, as the residential buildings are fairly spartan with those luxuries discarded in favor of more efficient use of space. It is named Dezna.

2. A grand defensive plan is discussed for the border, with various more expansive outposts, walls, defenses, etc. More soldiers would be required, and the lumbering of certain areas would need to be increased. This would take time, but it is doable.
>>
Being home to many guilds, the dwarven realm naturally has one for each hobby, profession, or lifestyle one could imagine. One of said guilds finds combat and all things related to be something worth spending a lifetime perfecting, as well as making it an occupation in the process.
The Korre'jorg Grutt as they're known as is essentially a band of mercenaries that, when not sparring, teaching, and learning the craft of warfare, happily offer their services to those who are willing to pay for their expertise.

-

Dwarves are well aware of the need for a proper fighting force to protect its peoples, and so the formation of an organized army begins.
A smaller number of dwarves would be chosen, employed as warriors and guards to train for war, guard settlements and borders, and often parade themselves around civilians to both fill the realm with pride and promote the role of a warrior to the people. This standing army would be given quality uniform equipment and training.
Were a war to occur, ideally the people would take up arms and volunteer to join and bring with them as much as they can for arms and armor.
Should not enough volunteer, more would be levied, where they would receive basic weapons and brief training should they be unable to afford any themselves.
For their duty to the realm, and upon the end of the war or their life, they or their family are honored by a unique gold inlaid silver coin, allowing them a significant discount on the price of ale throughout the realm.
>Brewers to Battlers

Demand for tools and equipment has increased exponentially since the mass surface migrations, with many guilds, breweries, mines, forges, and much more growing each day, prompting the construction of a massive chamber to contain a vast number work stations, the majority of which being smelteries and forges.
To maximize production, each type of work is relegated to certain sections of the chamber, and the walls dug into, providing plentiful housing specifically for the workers, allowing a speedy commute.
To an outsider, it would appear as an entire city built around, and devoted to eternal labor.
>Aetur'jotdragg: Core Mass Forge
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>>3954624
Luckily for the dwarves, the sudden emergence of giant foreign plants is quite noticeable and easily avoidable, with only a minute number of dwarves foolish enough not to care or notice falling prey to the plants.
Logging in the forests proceeds, but no longer forced to rely on militias for defense, now dwarves comfort themselves with trained warriors, either from the army, or mercenaries.
There is no effort to attack the Kahro themselves but any and all nests found are destroyed when possible.
>>
>>3954662
1. The Cravers seek to solidify their conquest of their island home. (More expansion over fertile lands.

2. With the new resources discovered, a herd of Rovers are shaped to carry tusks and great gizzards for the gathering of asbestos and iron. While no plans are currently had for these materials, ingenuity will come. The soil eating Rover strain becomes known as Shak'Tor (Dirt Eater).
>>
>>3954662
Actions 1 and 2: With food prices rising, a number of Tarns all across the nation find it profitable to settle down and farm the lands they have explored. The primary crop grown is wheat, though a number of fruits and vegetables are grown as well.
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>>3954665
The king can smell a storm brewing. He believes the west to be on the brink of turmoil, with the Humans to the north and northwest already having less than stellar relations with both of the Elven nations. The two monsters to the west and southeast, though one of them proving to be a friend, are at odds, as we are with the other. No longer will a small ashenwood-clad force meant to protect our old city state be sufficient. If we are to continue our prosperity we must create a professional standing army. The iron mine and it's foundry will see to it in time that our orders for steel equipment are fulfilled.

>Action 1: Professionalization of the Military
With the steel slowly but surely flowing in from the mines, now is the best time reform our roughly trained volunteers into professional soldiers. The new army will consist mostly of infantrymen, accompanied with auxiliary crossbowmen. The infantry will be fighting with short swords and tower shields (Going for a roman scutum size here) made of normal wood, reinforced with steel to protect from easy penetration. The infantry will be wearing layers of steel plates (Going for a lorica segmentata sort of vibe, who'd've guessed) around their torso with shoulder pauldrons. One arm will have an armored sleeve, and their shins protected with greaves. The crossbowmen are significantly lighter, wearing chainmail atop of a gambeson.

>Action 2: Mining Diamonds
https://www.youtube.com/watch?v=dgha9S39Y6M
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>>3955008
Bows, not crossbows.
>>
>>3954859
[NM][Rumor]
Though his body has withered, the Augursoul has strengthened in mind. He spends his days within his home, for even the slightest ray of sun could blind his delicate eyes. Today, however, he emerges, with a new prophesy on his lips. The Tarns eagerly await his words

>Would appreciate something magical, though really anything will do.
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>>3954662
Frightening. We have forgotten how powerful this gift was. We mustn't abuse it let it hurts us.

>>3953047
Sends only F'etic to the Dark Ones in a plain form with only glowing eyes.
"We will begin our assault on the worms soon. We hope you had enough time to prepare. To a wondrous victory for us." And he fades away back home.

1. The B'yogi, frightened but not deterred, continue the process to regain shadow traveling in a way to safely use it.
2. And then the B'yogi waited enough time. They swarm the area where the snake of bone live and free her from the worms' presence. They will devour the worms with much desire to fill their bellies.

May the gods imbue us with their bless.
>>
1. Welcome the Othinians
>Construct a port city on the desert tile, and offer the Othinians a place there if they wish it under Vossik rule
The the preparation for war, an opportunity was missed, but not so missed that it was impossible to salvage. The Othinians, the northern neighbor to the Republic, asked for aid from the republic in housing their refuges, but the missive was never received by the Vossaya - so consumed were they by the preparation for conflict. It was likely that the Othinians would have gone entirely unnoticed were it not for the fact that a decree by the Vossaya had extended the border of the Republic into the desert to construct a port on the coast for the outflow of goods moving downriver. The settlers ran headlong into the refugees and in the process, offered them a place in the port city they had instructions to make. If such an offer were accepted, it would give the refugees both a home and work to do. If they refused, the Vossiks had no intention of keeping them in the area by force, and would simply let them pass through unmolested.

2. Glimpse the Future, Touch the Past [NM]
>Lucium enhanced rumor
The Oracles of the Lightbringer conduct a ritual once every twenty years. They imbibe a concoction of local hallucinogens and lucium flakes after fasting for three days. The visions they see in the smoke and fire of the Lightbringer's temple contain visions of the future and the most blessed actions to take toward a favorable outcome. It has become time for the Oracles to undergo this ritual, and they report back to the Vossaya their hallowed findings...
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>>3954738
An emissary is sent to speak to the Lords of the south, starting with a brief informational speech.
Not long after beginning harvesting lumber in the west, the dwarves encountered repulsive creatures lurking not far beyond where they worked, not seeming to cause much issue other than be horrible. But after they insisted on building nests in logging areas, conflict arose, affecting how the dwarves harvest resources in the area, and just recently having recalled there being more resources yet untapped, this causes issue.
The dwarves also wish to offer a currency to their kin for the benefit of both peoples, but due to costs and resource scarcity, this will only be possible if the lowlanders can assist securing the needed lands in the west.

What the highland dwarves request is that they send whatever forces they can to pacify the dreaded abominations for the prosperity of dwarven-kind.

Being unsure of the offensive capabilities of the lowland dwarves, if needed, they can offer a band of professional warriors known as the Korre'jorg Grutt, to be purchased at a reduced price.

(Opaque red requested, red x optional)
>>
>>3954662
i would like to purchase a rumor
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>>3954666
The reports of the peninsula are quite interesting, for one we have stumbled upon our own ruin ripe for the exploration. On the other hand we find a desolate land whose hillsides seem to hide some kind of great danger, a danger which even we, with our flight, thick scales and magnificent size might possibly have to dread. Colonization is obviously not an option at the moment, instead we must explore.

Action 1:
We shall send a great few dragons to the ruins, both scholars, priests and oral history experts alongside a many few dedicated archaeologists, diggers and explorers. Along with a decent contingent of temple guard (the finest and most numerous soldiers the Lyraran led empire has to offer) to make sure no shenanigans or unfortunate events involving dangerous things occur.
>send a well equipped group to set up camp and explore the ruins more extensively

Action 2:
As the our trade grows so to must our expertise. We shall invest further into unlocking the knowledge needed to properly understand the bears.
>continue research into the bear's language
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>>3954662

> Action 1: Expand north along the coast.

We can't go much farther south without running into Tarnic territory. Thus, North seems like a safer bet. Send colonizing groups northard along the coast.

> Action 2: Extract the anesthetic from the Poppies.

The flowers are lovely of course, but the part that matters most is the soothing effect these poppies have on people. Is it possible to isolate this part of the plant? Can it be enchanced? The possibilities are endless, but we must first understand the forces at play.
>>
>>3954666
Truly unexpected but none the less welcome are the birds to the swarm's ranks. Although not the desired outcome, Zaroka is amused that the crypts have ended up as the swarms efforts for animal husbandry. The colony finds itself in a rather unique position, for now it has food and suckers abound. The broodmothers that organised the efforts in securing the strange animal are assembled again by the queen for she requires their services yet again. They discuss what to do with their new acquisitions, going back and forth on how to use them. Eventually they come to an arrangement that suites their needs. The birds require little effort and upkeep to maintain, content with scraps the swarm churns out in abundance. They are also the perfect livestock for both ants and leeches, with the eggs having a short incubation period along with their rather active reproductive habits. With this it is decided, the crypts will begin their efforts in domesticating both.

Meanhile at the Catacombs, the royal scribes have been working alongside the matriarch to begin the process of distilling the Queens Joy. Finally they believe they have found a way, but it will require work before the process can truly begin. The derelict lab from the Othinians proves to not only serve as storage, but within there is a small stash of iron bars. The metal has been lacking from the catacombs for quite some time with the only source it has left being the scarce trinkets and baubles left from old, hardly anything to be made use of. These bars are salvaged and re-purposed into a small chamber of sorts with a small tube connected to it that leads into a small container. Their early efforts and experiments bore fruit, but the effort required to properly distill Queen's Joy will require a much more sophisticated design, for which the colony lacks the materials. It is time for the swarm to secure iron.

Actions:

- The crypts begins work, carving out chambers into the grounds of the jungles across the river which they cover with with a small cage made of wood.These rather primitive aviaries are perfect for keeping the birds,with ample of food around to provide for their needs. Across the river, a small den similar to the ones the Rezwa orignated from is built. Here efforts are made to tame the leeches, to have them identify the ants as friendlies in order for the swarm to use them as guard dogs. They're well suited for the jungle and swamp environments, and the Crypts intends to train them so that they may serve by keeping any pesky intruders off of the swarm's sovereign soil. This way we can spare every ant for our efforts, while the Rezwa watch the gates.

- With the Othinians in collapse and having abandoned their research efforts, the swarm considers the terms of its research treatise void. A sad turn of events, but they believed the crater to the north held potential. The swarm expands, aiming to find iron and securing whilst wearily securing their borders
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>>3954665

Once more, akin to the construction of the temple prior, the work started winding down to a close. All that needed to be done was to finish off a few remaining parts of the interior including some parts of the roof and attic along with the outside portions of the building. After, all that would simply be required to do is naught but to furnish it, including the carvings of art and statues that would be a part of the room dedicated to just that. Regardless, it was still pleasing that, despite the noise from the construction during the day, it was possible for Eheubryd and the rest of her clan, aka her sister, could stay in it. It likely wouldn't be long until they'd be able to sleep comfortably in their rooms either with proper furniture as well. While the building wasn't finished or furnished, she still wandered about its rooms and halls. However, while she was certainly quite interested in her little project, she did focus on recent news, and would certainly have more of an ability to hear important goings on in Llychlyn, such as that new town...

Lunedannedd wasn't too bad of a mouthful, there were worse offenders in the form of a few smaller villages, but when compared to the capitols name, and when brought to the attention to those who haven't really focused on or known about such minor settlements, it certainly was a bit surprising. Then again, being partially named after another partially was the reason for its length. Regardless, the town had simply being built further as a bit of a fishing industry started to spring up. While not exactly weapons, nor ranged in the traditional sense, the tools of trade for a fisher were still good at their job of getting fish, and while arguably a very strange way of hunting, the Children of Fanw saw it similar to trapping, a form of hunting that was less traditional sure, but still hunting and good for younger adolescences to pick up on before moving on to more traditional hunting, or simply something to do on the side for the older folk.

Still, while the town was built up, a simple path would be attempted to be made between Allfshys and Lunedannedd as a few more clans came to the city as it grew. The fish, its close access to unclaimed territory that people assumed would be explored by the clan that founded the city in the first place after it was properly set up, and the greater possibilities for the clans that were arguably in too much abundance in Allfshys. All of this made its construction to a proper settlement quicker and easier. And for clan Llewelyn, this was a great situation for them, for their future goals of exploration and a way of solidifying themselves as a true Brenhinol clan. Although, such things can make another jealous. Perhaps sooner or later, as the total population slowly increased, another town would be formed by one of the other clans?
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>>3956200

>Action One. Finish the Palas Hydref Clan Cadigan.

>Action Two. Finish Lunedannedd, and if possible make a road from Lunedannedd and Allfshys.
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>>3956202

>Also give rumors. Almost forgot about that one...Sorry for the triple post by the way.
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>>3954667
The Othinians, being human, are welcomed into Port Senday. The language barrier is a bit complicated to handle, but the FHR manages nonetheless.
>>
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SCENE SEVEN

>>3954738
>Gyldenthrong
Countless dwarfhours had been poured into understanding the booming language of the Giants, and at last it had paid off. The entire Giant language could be written on a single sheet of parchment, for they had so few words that the Dwarves had assumed there must be some nuance they were not understanding. Armed with this "dictionary" any Dwarf with a good enough lung capacity could speak Giant. Getting the Giants to understand Dwarven however was a lost cause. For though they were made somewhat in the image of Guldfar, they were severely lacking mentally. Current estimates place an adult Giant at the cognitive capabilities of an eight year old Dwarf child. (as it's all part of your actions I'll mix in the diplo here)
Snorri now equipped with this knowledge sets out on hopefully the last mission to the Giants as outsiders. The Giants for their part take no time to ponder the question, they agree wholeheartedly. The "Small" in Giant-tongue would provide the Giants with food, especially that ale stuff, and in return the Giants would help the Smalls in whichever ways they could.
Now that an understanding has been reached, the burning question may be asked; What in the east is killing the Giants? The fattest of the Giants, who is taken to be the chief, speaks- 'Bad Thing. Bad bad Thing. Night Thing. Bad night Thing. Eat Us. Kill Us eat Us.' He refuses to say more, but the understanding is clear.
The entire Gylder was now in Dwarven hands, and in searching for the source they find that a single enormous spring provides the waters for both the Gylder and a second river that flows to the east. In effect, it cuts the Udon Peninsula off from the rest of the land.

>>3954813
>FHR
Dezna is seen somewhat as a punishment of a placement. The land is sandy, the work back-breaking, and even the accommodation miserable. Other than somewhat fresh fish from the villages on the coast, everything must be imported into the city at great cost. The most precious resource quickly becomes anything not salted or pickled.
The Clans argue for hours what must be done to ensure the protection of the state, for each know that something must be done, but the details cause much consternation. Lumber must felled, stone must be quarried, soldiers trained & armed, and of course, it all must be paid for.
Othinian refugees settle in Port Senday, and bring with them much of their knowledge. Of the Sable Ants, of the meteor crater, of the deposits of gold and rare minerals in the desert.

>>3954817
>Ashbeards
[R] While tending to his flock, Futhnar the Bald spots a thing on The Steppe most assuredly out of place. A cut red stone, at least 60ft in length!
The soldiers inspire the people in patriotic duty, who take this new vigour into their work, mining a full third more coal and gold than ever before. Foolish is he who stands against the wall of Dwarven might.
Aetur'jotdragg fills the mountain air with smoke and fire, reaching the heavens themselves.
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>>3954851
>Cravers
Plains having been exhausted, Rut'ra tentatively step into the verdant forest to the south. Much is new here, the colourful birds, the ancient ferns, the clever hooting monkeys. Delicious.
The feral hog-like beasts are the newest wonderful creation of the Gene Bank. No sooner are they cleaned of birthing fluid they are foraging and feasting upon the earth. An unexpected side-effect of the accelerated growth these beings posses is that upon the ingestion of the asbestos, that the fibres generate fleshy tumours within the Shak'Tor, much like those of the cattle.

>>3954859
>Tarn
[NM] No further than the Giant's River / Which from the tail of the mountains flow / For there does lay as cruel as Winter / A cunning, fierce, ignoble foe.
[R] In the markets of Tempel, there is rumour that the rabbit men of the north are hiding something in that jungle home of theirs. The current go of it is that they're hiding mushrooms that walk about like men!
Finally true arable land is brought into Tarnic hands!

>>3955008
>Nomach
The army had long languished, being little more than a relic in this time of peace. But as tensions begin to rise, decades of civil advancements are put to military use.

>>3955466
>B'yogi
(battles will be a joint effort, I will hold off until the Kahro respond)
Many of the participants fail, and simply land with a heavy thunk on the other side of the room. Those who do succeed however are cast into the darkness between worlds, and are lost. For as many worlds as there are, there are plus one as many spaces in between. The ritual is re-begun, the focus now not on darkness, but on shadow. Once thought a harmless distinction, the B'oo in that room understand that Darkness is a thing without Light, Shadow is a thing betwixt Light. The smoke is fanned into a portal, the mind is cleared, and the B'oo once more jump through.

>>3955467
>Vossiks
[B] The Lightgiver favours the Elezen this day. Gold is found in the western hills!
[NM] The Oracles each begin their ritual, supping the sacred mixture. In one voice they speak: WAR BREWS IN THE WEST. MAKE STRONG YOUR ARMS AND FILL YOUR GRANARIES. TAKE STOCK OF YOUR NEIGHBOURS AND WEED OUT THE SERPENT AMONGST THEM. Vague as ever, it seems. The priests begin to decipher the words said, and those left unspoken.
Many Othinians had already crossed into FHR territory, though those weary of travel agree to settle under Elezen rule, provided they will be allowed to continue their lives relatively unimpeded. Among the refugees are scholars who had worked on the Crater expedition long ago, who impart the little knowledge they had learned.
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>>3956007
>Tidal
The explorative party sent to the Temple of the Mare find it in a woeful state, in the short time since first discovery the roof has further collapsed. The now light filled temple is seen more easily, showing more statues of the horse-headed men which were once obscured in darkness. Having become somewhat proficient in the removal of rubble, masonry and statuary are quickly removed and assessed. Much is in ruin, missing arms, ears, and showing drill holes where once something was inserted onto the heads. Though interesting, and in their own way beautiful, they hold little monetary value and nothing in helping understand the temple itself. When at lasts the main room is cleared, Depauns begin clearing the sanctuary, first of debris, and then seeing what can be done with the idol. On closer inspection it is seen that the chest of the statue opens, and inside are scorch marks, as well as, more disturbingly, scratch marks.
With the kinks worked out, the language of the Ursa is more fully understood, save for some quirks in formalities. (see >Frostgrowth below)

>>3956022
>Kalkahn
The swamp gives way once more to solid ground, though unfortunately no more jackalopes. But on the furthest reaches of the Kalkahn lands, lays a rocky outcrop surmounted by columns ever-shrouded in mists. Curious.
Experimentation is begun on the poppies, first with boiling them, nothing. Then with infusions, nothing. Then burning, nothing. The seeds are ground, and while delicious, nothing. It seems a hundred ideas are tested before one is found. By gently cutting the pod of the still living flower, the white sap may be harvested, and when drunk in a disgusting tea numbs the taker to all outside forces. (congrats on the opium tea, buddy)

>>3956182
>Sable
The Pens on either side of the river prove to be a success. The fowl continue to lay at a prodigious rate, and the Leeches under the strong jaws of the Ants prove to be subservient, when fed.
Though the language is indecipherable, the maps & charts held in the laboratorium are at least understandable. The crater holds iron, this they now have confirmed. New hill territory provides ample room for more warrens, and the desert yields skittering lizards and stinging scorpions, both a nice snack.
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>>3956202
>Llychlyn
[R] Residents of Lunedannedd have sent complaints of strange noises in the night coming from the tall forests. The sounds of scraping metal.
The Palace stands complete, save a few home comforts. Nonetheless it was the second marvel of Allfshys. The town of Lunedannedd too reaches "completion", having built halls for the major clans of the region, along with the first jetties, and a chapel to Fanw decorated in the rich purple-hued woods from the south. A road is trod, avoiding the more notorious parts of the Branwrus hills, between the two major settlements, leading to flourishing trade in Allfshys as purple-wood and fish become new sensations.

>Frostgrowth
The bear-men bid the Depauns a farewell, as the elders deem it time to begin a long hibernation. For the Blessing lays dormant again, and when it wakes, so too shall the Frostgrowth Pact.

END OF SCENE SEVEN.
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Rolled 2 (1d2)

>>3956747
1. In the hills south of Abattoir and Shab'let, the flesh of Neverborn expands with a great vein named Grist'hiœm. (Experiment/Blessing) to the the highest peak to serve as shelter and a staging point. Packed with simple nerves and sensory organs to serve as protection for Neverborn and aid means of detection.

2. >If roll =1
The city of Shab'let i
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>>3956784
>ah shit
2.The city of Shab'let grows in size, stretching across the length of the river, some fish beginning to adapt to the very "unique" environment that the Cravers bring.
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By order of Invuld Gadzar'Hrathzigg Ragnikaz, a grand gateway to the underworld is to be established.
This entrance stands almost too tall and far for most dwarves to see clearly, with a base of stone, fortified with iron, adorned with bone, and inlaid with every valuable metal and gem within the realm among numerous carvings. But this would only serve to embellish what the true entrance was; multiple iron slabs sealing a standard tunnel which is hoisted from within to allow entry.
Though rarely if ever used, the gateway would be capable of closing the adorned gates as additional protection.
As this is done, all other existing entrances and exits are sealed and hidden away, with the only known existence of them being by dwarves having once used them, or from official records and maps not revealed to the public, as from the surface, the stone and snow conceals them, and within it would only appear to be a sealed off section of tunnel.
A similar, but lesser gateway is also to be built at Ulzunteg'dun, designed in a theme commemorating the meeting of the dwarves, totaling two entrances into the dwarven underworld.
>Gateway to the Underworld

Dwarven migrants once more emerge to stake claim to new homes, now being coaxed into specific locations with the promise of veins of ore by dwarven officials.
>Expansion
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>>3956747
The militaries of the FHS, and therefor the FHR have a proud history of conquest and rapid expansion, though now, with all neighbors of the FHR more or less found, if not contacted, the Daiimad begins to shift their priorities. The more unified military that answers to the Daiimad is reorganized from the FHR Army into the FHR Defense Force, a far more defense orientated force. Of course, Clan militaries are left to their own organizations, but the primary FHR military has taken a new step in the future of the FHR. Most soldiers are now given tools for earthworking and fortification, with camps going from a collection of tents in a field to pseudo-forts of earthworks, lending to better defense even while on the march.

Clan Caldath, mostly leaving their Clan forces unmodified, sends an expedition jointly with members of the newly formed Clan Othin, which is formed from the refugees that sought asylum in the lands of the FHR. The new Clan would see use as guides up the coast, and eventually when they land, translators and interpreters to the local people. With any luck, they would establish ties with the people there, and if the worst comes to pass, become a peacekeeping force to stabilize the region.

[R]: Once again, the Doors of the Daiimad open to the Clans, major and minor, to address concerns, rumor and other such things.
Actions:
1&2. Reorganize the military and one last expedition to the north.
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>>3957025
>>3952288
[NM]:
These, "Moon Elves", were an interesting case. Their tongue was understandable, their features looked closer to human then elf, aside from the obvious. A vote is cast, after the elves of course being asked to leave the chamber. The vote was, of course, whether to let them stay, along with whoever of their race, or to wipe them out, and sink whatever other ships come. After the votes were collected, counted and recounted to assure accuracy, their fate was decided. They, would be allowed to remain in the FHR, granted they prove themselves. Their families would be placed into separate clans.

Weeks later, more ships would arrive, and off of them come more Moon Elves. A few being soldiers, clad in what seems to be gleaming golden armor, though on closer inspection it would be found to be merely coated in a dried paste of gold powder. The purpose of this, to the FHR, isn't known outside of ornamentation.
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>>3956747
Action 1: The Tarns continue to migrate further in search of arable lands. Some pole up the Thymos river into the hilly foothills to the north, while other push East, filling in the final gap between the Kalkahan and the Tarns.
>Expand north and west

Action 2: The words of the Augursoul carry the weight of divine writ. What he has seen must be identified and mitigated with speed and decisiveness. The Tarns put together an expedition of trained warriors from Jaakal to journey south and secure the river identified by the prophesy.
>Expand directly south two tiles (see map). If this is too much for one action, just retcon the soldiers into Jaakalites settlers and make it a pure expansion action.
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>>3956747
Excellent! It's a start, but a good one at that. Shadow traveling will prove useful in future for many endeavors.

1. We must contain them before they try to spread more. We will capture land and patrol them.
2. We must vigilant on both sides of our land. We will build the fort-settlement named Ire.
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>>3956747

>Action 1: Dwarven Shieldwalls
Dwarven warriors are known for being stout, sturdy, stubborn and resilient. A Dwarf beside you is dependable for everything but sobriety; and though the Dwarven Warriors of Gyldonthrong hope for long year after long year of Golden ale and plenty before a death with honour in Gnaven's service, they know that war is an inevitability that every warrior will have to face, some sooner then later. And face it we will, together. Dwarven recruits will learn and train and practice to form the Gatt'Jern, the sticking Iron; with thick, sturdy shields made to overlap and protect your neighbor as much as yourself. From behind these metal walls and thick armour, the Dwarven lines will hold and bash and thrust until the foe breaks against them.

>Action 2: Southern Woodlands Expansion
The tall, straight trees closest south of Vankung are good for props and lumber, though a little on the thin side. But with just a single Lumber-source, prices are high... which encourages other promising lumberdwarves to start moving into other woodlands nearby, to bring some competition to this market.

>Diiplomacy: Ashenbeards
>>3955937

A Thane of the Golden dwarves meets this emissary from their Silver kin, and nods. He has heard reports of his own of those unsightly and repulsive creatures across the northern river; though they have not dared yet to cross the Zuvkol. If they are threatening valid Dwarf logging claims, of course the Gyldenthrong will stand ready and muster warriors in preparation to assist our brothers in the high mountains in their conflict against such an unsightly and unsavory foe. Have Dwarf settlements in these lands yet come under attack?
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>>3956753

Once more, a great work of architecture was finished in Llychlyns capitol, and once more Eheubryd was pleased with the work herself and the people who physically worked on the project. However, once she was finished looking around her new home for her clan and self she'd not rush ahead to go do work on a new project, though she certainly would do so in her spare time. The reason for this was that something else took up her mind and time, a large number of things in fact. For one, apparently a member of Clan Howell had a vision in their sleep, a sign from Fanw. This wouldn't be noteworthy or really important on its own, however they apparently met up with a member of a Teulu Clan of smiths and to a lesser extent wood, leather and stone crafters, Clan Nist. They both had the same vision in their dreams were working on something. Additionally there was the fact that something was making noises in the forests to the south, the sounds of scraping metal. This wasn't technically something Eheubryd had to get herself involved in, and likely Clan Llewelyn would be the ones to solve it seeing how it effected them. But, it still made her concerned and a bit worried. Then there was the new trade influx into Allfshys from Lunedannedd bringing fish and previously unusual colored wood into the city. Other than this, a number of more minor things popped up which were normal for a ruler to have to deal with, but either way, for a bit more, the artisans of Allfshys will not have a grand work sponsored by the queen to work on.

Clan Llewelyn meanwhile would go back a bit more into what it normally does. While originally they planned to start the construction of ships, first smaller vessels to allow more fish to be caught further from shore, then ships that could be rowed and sailed to distant lands, this plan was put on the shelf, at least temporarily. They'd instead head out into the forest into the south, charting maps as they usually did, yet with guards. Specifically members of Clan Wynn who with their martial skill, arms and armour should be able to protect Clan Llewelyn from anything out there. The goal for Clan Llewelyn in this case was simply two things. One, do as they always did and chart maps for people to head out into these lands to colonize. Two, find out the source of the noise in the night. Preferably during the day when it wasn't awake, or active, or at least making the noise if it was dangerous. A member or two from Clan Tudor also would join, though they would be more interested in the sound than actual exploration.
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>>3958746

>Action One. Arwen Howell and Rhodri Nist work on something... special. Much experimentation is likely to be done, and their work likely will take some time to fully manifest. However, it is clear their efforts are blessed.

>Action Two. Clan Llewelyn heads out to help people start claiming the land to the south in the cold forests, as well as searching for the noise... Unlike before, they are especially protected, calling upon favors and payment for Clan Wynn's soldiers to protect them.
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>>3956747
The ants continue their expansion efforts. Though the dessert provides a few tasty treats for the ants, it is all the luxury they will receive from this place. the scorching sun and arid conditions takes its tole even on their hardy bodies. Hindered by this extreme climate, the ants form smaller but better prepared groups than usual to explore these lands. Though this will slow down the ants' efforts to find the impact crater, they are not entirely without options. Having the antpower to spare, they move to further secure the southern border with the workers having a small escort of soldiers to intimidate and chase off, but not to engage, any southerners that wander in where they shouldn't be. The Othinians have proved that being too quick to trust comes with its risks, while the leeches taught the swarm lessons in cautious optimism and readiness instead of blindly marching towards the unknown with gifts in hand. In due time they would attempt to reach out to these strange Othinians from the south, but until we are ready we cannot risk our nation's security. We must prepare.

The ants may still be new to the surface world, but they know that every creature recognizes strength when they see it, regardless of where they hail from. Lychgate will be how the ants display theirs. They begin construction on a mighty colony to the south of the Catacombs. They quickly dig into the hills just on the outskirts of the swamps, soft earth excavated in the blink of an eye leaving the hard earth exposed. The ants are well accustomed to carving through these rocks, and decide put their expertise to use. Instead of simply crushing and clearing the rocks away as normal, the ants work to carve entire chunks out as they excavate the tunnels for their new colony. These they pile up around the entrance to form a stone hill, the same as with the Catacombs. They carve out entire lengthy sections as well. These stone rectangles they lay on their sides around the colony closely together, stacking them to form a small wall that the ants can climb over or on top of, while denying any unwanted critters without wings easy access to its inner sanctums
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1. Expansion
The Republic moves to settle some of the final lands around Sigurd's Spine and the Ormakhan hills. These new kosts are similar to those in the west. Their settlement is funded by wealthy senators who take a cut of the harvests or production of the area in exchange for representation in the Vossaya and for the presence of armed retinues of professional soldiers that reside in the kost, which frees many of the elezen residing there to work as farmers, herders, miners, and craftsmen. The newly established port of Terata Voss benefits from the scholarly residents and from the Elezen craftsmen. With easy access to river trade and with a deep sea port, it can begin the process of establishing itself as the access to the sea that the Vossiks have long desired. The warm climate and lack of trees makes the organic expansion of naval industry difficult, but not impossible, as much lumber can and is shipped downriver from the alpine forests of the heartland to the growing city. As the link to the sea but also to the Othinian Republic and the Savage State, there is a realization that the importance of Terata Voss extends beyond mercantile to a political role as well. With that realization, the city receives its own representation in the Vossaya by a newly migrated local dignitary, and it is through the efforts of Arimhan Vo'thian, that Terata Voss receives its strong stone walls and a regular retinue of soldiers to defend it.

2. Gold and the Spear
>Mine and mint the gold into bars, and establish a crude bureaucracy to handle its use and storage
The discovery of gold in the hills conquered from the Savage State brings a rush of both internal struggle and migration to the new area. Almost overnight after the news breaks the hills once barely populated become thick with kosts, each quarrying the hills and dredging the streams for gold. Senators buy land and rent to to tenants in exchange for their gold profits, and the unregulated flow of the precious metal leads to an explosion of low-intensity conflict between kosts over mining rights and gold shipments. Within the Vossaya the conflict over similar questions erupts into denouncements and even fist fights on the open floor of the Speaker's Circle. It is with some reluctance, that the Lord Protector forms a coalition with a half dozen other senators to restore order. The solution was to place all of the gold in the hands of the Vossaya directly, and to mint it into gold bars stored in Renthum Voss. The gold, to signify ownership, would be registered to a Senator or kost respectively, and could be used at any time for purchases through the use of receipts and middle-men. It was, at best, a crude solution. It caused nearly as many problems with corruption and unregistered gold handling as it solved in the realm of violence and land dispute, but it did restore a degree of order to the provinces and to the Vossaya proper.
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>>3959406
>pic related for expansion purposes
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>Action 1: Constructing a Forge
Creating a forge our steel will expedite the arming of the military. We can use charcoal from our forests to fuel it.

>Action 2: Breadbasket of Pokos
With our territory and thus population growing, we need a more stable way of obtaining food outside of lone hunters and personal farms and orchards. The territory between Pokos and Oldek is ordained as general farmland, and gifted to any family willing to live and farm on the lands. We will supply the seeds, and in return they give us the mandated amount of wheat for the state, the rest they may keep for themselves to do with as they wish. The purchasing or forming of large plantations by those of the upper class is forbidden. This will keep the small farmers from being bought out and sitting in our streets as vagrants.
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>>3956752
Action 1:
These new developments are worrying, but the excavations must continue. Certain important personal will be withdrawn or replaced under the guise of moving them to more important areas for them to administrate and work within. The guards are to be kept on a reasonably high alert and we shall hire out Kalkahn workers from coastal villages to dig around in the tighter corners of the temple where we cannot tread. They are to be given adequate protection in the form of Kalkahn hired guards and are to be well fed and payed so we can avoid controversy with the Kalkahn in the case of some sort of incident.
>continue excavating with added precautions and well provided for hired Kalkahn workers

Action 2:
With trade established we need something good to trade, thus we must create a salt mine, for salt is an extremely valuable resource for those who desire to preserve their meats.
>create a salt mine on the desert island with salt on it
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>Action 1: Exodus
Word reaches Delta of the whirlpools transportive properties. A home away from the conflicts of the mountain is deemed necessary and a new city of is founded.

>Action 2: Strange New World
The new land must be firmly controlled and understood to prevent the issues which plague their homeland. Expansion.

>Diplomacy: Ashbeards
A new situation has arose and the land is no longer as essential to the Kahro as it once was. The dwarves are permitted to log freely in the land.
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SCENE EIGHT

>>3956784
>Cravers
A great spire of flesh, fed by a thick winding vein, rises from the Cravic Hills, surmounted by by bulging ocular protrusions. Grist'hiœm as the thing is called, surveys all around it, feeding its collected knowledge back to Neverborn. From it's vantage, the spire sees that the Cravers are on an island, surrounded all about with tormentous waters.
The Great Maw, Shab'let, oozes itself up river, ever thirsty. In its filth, new life somehow blooms; First an algae which feeds off the detritus, and beneath it a sliming fish-like creature.

>>3956911
>Ashbeards
The Gateways to the Underworld are built, overawing all who see them. And with their construction comes the Great Closing, as all other entrances are sealed away, never again to be used. Even chimneys and vents are secured against intrusion, such is the paranoia of the Ashenbeards.

>>3957025
>FHR
[R] A blind elder-wife of Clan Belde addresses the Daiimad, "By Sajaak I say to you, there is a snake amidst the council. One who twists his words together with falsehoods and venom. Who vies for power above all else, yet calls himself, 'Humblest'. He thinks himself clever, that none have seen through his Lies. Ha! They think themselves above the Pit of Lunatri!" the crone raises a finger and scans it around the council, "He sits here amongst you today." The old woman begins to hack and cough violently, and is huddled out of the building.
[NM] More Elves come, and with them a dishevelled band of soldiers. Their armour is of foreign, but noticeably outdated design, leaving one observer to quip that "They have dusted a slagheap with gold."
Reorganisation is never an easy task; cutting off the fat, sifting the wheat from the chaff. The lazy, the incompetent, the corrupt, all swept aside by the new regimen. During the Northern Expedition, as the shambling Othinian Republic strives to hold on to power, it shuts out the force from the city of Othin. There is shouting and apparently insult-hurling. Translators relay the obvious, that they weren't welcome, but moreover, that they were seen as traitors, deserters, and most shockingly an Othinian phrase translating roughly as, defilers of the bones of the dead. Such is the insult, that the translators refuse to negotiate, claiming it is best to leave the dying "Republic" to its inevitable demise.

>>3957101
>Tarn
Tarns stake out rocky hills to graze and flat land to plough, extending Tarnic influence even further than before. Spurred by the words of the Augursoul soldiers are sent with the farmers south, establishing for themselves a base of operations to protect their claim.

>>3957179
>B'yogi
Disgusted by the Flesh, the B'yogi surround the land, hoping to contain the problem. Whilst still appalled, they are none the less intrigued by both the emotions of Disgust, Hope, and Excitement, with which this world has imbued them.
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>>3957316
>Gyldenthrong
How did that phrase go? Æblemor may be the mother of Life, but Greed is the mother of innovation? It was something like that, most assuredly. With this mantra at hand, the Lowlands grow larger. The trees are still a little on the weedy side, but with proper management they will provide lumber for an age to come yet.

>>3958748
>Llychlyn
This construction would certainly be a thing to watch, perhaps covertly so if prying eyes are hindered.
As the expedition ventured further south, the trees themselves seem to close in on them. Not only are they more closely grown, but their branches become more and more downcast. The temperature lowers also, in a short distance drastically so. The guards shiver even in their armour. Finally they reach what seems to be the edge of the forests, having to hack away thorny branches and sprawling brambles to do so, revealing an expanse of barren white. Immediately a sense of dread, or innate -wrongness- is felt whilst gazing out over the ice. Though it was now growing dark, the team having made remarkable progress, the scraping sound was not heard. Curious as this must be the first night in a full cycle of the moon that there is silence.

>>3959366
>Sable
They have it! At last, they have it! The Crater is theirs! Everything that isn't sand is hauled away; Meteoric iron, vitric baubles, Othinian research notes, all of it. It will be a slow journey back, so heavily laden, but it will no doubt be worth it. Whilst the Ants of the northern party are jubilant if scorched, the Ants of the south are hard at work below ground. The initial dig is a breeze, so is the first few layers, but as the ants dig deeper much of the rock is filled with pockets of a jagged pink stone (cordeorite, mercury ore). Ants mining the stuff begin to slow in their work, before racing in circles or elsewise climbing the jungle trees only to throw themselves off them; they have gone Mad!

>>3959406
>Vossik
Gold floods into the Vossik market, halving its value overnight. The Republics efforts to control the flow stabilises the price back to roughly three quarters its original value. Many miners and their families grumble that they toil while the landlord grows fat, trouble begins to bubble under the surface. The situation not helped by the known secret of voucher fraud, double dipping, skimming, and all other manner of schemes of the senators and kost-holders. A phrase becomes popular in the public houses, "I'll pay you in bumf, it's worth more than this gold voucher."

>>3959448
>Nomach
The Great Steel Forge produces day and night, in any form desired; ingot, rod, or blade. So prolific is the forge that a tonne of steel can be bought for just 20 bushels of wheat! This begins to even out as the plains of old become a patchwork of grain fields, each marked with drystone walls or hedgerow.
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>>3959576
>Tidal
The excavation of the Temple of the Mare continues relatively unabated. With the rubble cleared, statuary looked over, and the disturbing idol safely dismantled, all that remains is a dilapidated shell. Special care is taken with the idol, which was held together with thick brass pins. Together the pieces comprise of the fearsome head, each arm, each hand (and its corresponding weapon), the torso, and the trunk of the body which was anchored to the floor. The torso itself was in two parts, the body & the door to the grill within. It was whilst the trunk was being removed, that ash, coals, and dozens of tiny bones are found within it. Both the Depauns and the Kalkahn are disgusted at the implications of such a find, and each thank their respective God that whatever built this place has long since passed.
Once all the work is done, the ever-swirling mists begin to dissipate, and the land itself seems to breathe a sigh of relief. For such an evil was now known, may it never commence again.

>>3960182
>Incarnationis
A new nest site is forged, far from the dwarves and elves and shadows, and close to the coast. Close to the Gyre.
The new lands are a welcome comfort to those fleeing the crushing empires of the old lands. Here the Kahro may stretch themselves as far as they please, though, the animal life is sorely lacking. It is in the hunt for bodies that a particularly interesting corpse is found. The thing is easily 12 feet in height, bipedal, covered in dark hair, and with a snout filled with rather nasty looking teeth (the last Cree wendigo is discovered). Even for a corpse the thing tastes disgusting, more akin to faeces than flesh.

END OF SCENE EIGHT
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>>3957316
As far as the dwarves know, there hasn't been any attacks yet, but it wouldn't be a surprise for it to happen soon.

-

Iron is needed for upcoming plans, and the dwarves know just where to find it.
>Expansion

Now that land is settled, mines are established to harvest the earth of all its fruits, which when depleted, will provide ample housing for the dwarves.
>Iron Mine
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>>3960897
amendment to actions: expand only into the lower tiles marked and set up a second mine for tin
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>>3960829
1.
The simple monkeys from the Southern Forests begin processing, along with their avian neighbors. The Cravers must extract all they can from what the island offers.

2.
Withing the toothed flesh of Shab'let forms pockets, and gestational flesh. (Fisheries/shipyard) The fish are encouraged to lay their spawn in these protective chambers, where they are seized for experimentation, aiming to increase size and feeding niche.
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>>3960829

>Action 1: Cewri'Jotregk

The giants have placed their trust and their future in the Gyldenthrong; and King Kvydrech vows that he will build up the camp of the giants into a town truly worthy of our larger friends. Snorri Sovnighelm works with the giants to try and determine what it is that they need and want from their town, and ways that such things might be built for them on grander scale then surface Dwarves have typically worked on. And the giants will be encouraged and taught to participate fully in this development, helping to lift, to dig and to place building materials; and to do any other work suited to their skills as they and the Golden Dwarves build Cewri up into strong town for Giants and Dwarves to share, and a sturdy future for the co-operation between their races.

>Action 2: Down toward the river

But any town needs a hinterland. And any food that might be grown or farmed in provinces close to Cewri won't need dragging up the Gylder. Dwarves move out into the lands adjacent to the hills, between the two branches of the river; seen from the hills they looked to be promising - although the tales of the Giants do keep minds wary, distance was never specified. And at least this way, if the unknown threat comes for Cewri, hopefully there will be a warning before the rivers can be crossed.
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>>3960829
Turn 7: Further expansion
Action 1: Southwards
The influx of new farmlands has brought a new wave of prosperity and growth to the Tarnish kingdom. For the first time, a single family can reliably support multiple children to adulthood. The resulting overcrowding once again begins to strain resources, provoking a new exodus to the frontiers. Tarns pole their way up the Noto Potami (the Southernmost river) en masse, escorted by watchful groups of Jaakalite soldiers. Where they can, they establish hunting grounds and logging camps, though most get by on subsistence farming
> Expand South(see red arrow)

Action 2: Though the soldiers down south haven’t yet discovered anything of note, the Augursoul’s prophecy continues to drive the search. Soldiers are ordered to scout the lands to the east of the frontier, and, if possible, establish a base camp from which to conduct future searches.
>Scout two tiles east (blue arrows). If something of interest is found, expand to that tile. and set up a base camp. Otherwise, set up a base camp at the blue dot.
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>>3960834

With the noise having stopped for once with the exploration of the lands south, and the feeling of fear, dread, and something horribly wrong and unnatural. Eheubryd calls upon their advisors as to what to do. As this is a important and worrying state of affairs. Clan Wynn was known for being fearless, and if the air around them can even make them feel at unease, perhaps further south of the forests, something Fanw forsaken existed. For the time being, it is decided that it is best keep a decent distance from the area of ice that gave this dread, though it was advised sooner rather than later, something should be done to find the source of this, and do what was deemed necessary with more knowledge about it. For now however, Clan Llewelyn wouldn't complain about such things, and instead search the portion of the forests in the south they haven't searched and charted out already. It was better than heading to the source of that dread, and while Clan Llewelyn are adventurous, they aren't stupid or foolhardy. Some things should best be left to Clan Howell, Clan Tudor, or Clan Wynn.

Meanwhile, the silent work of Arwen Howell and Rhodri Nist continues. While Eheubryd and Clan Howell are interested in their work, its surprisingly secretive. All Eheubryd knows is that they are trading for a decent am mount of iron, and Arwen is apparently requesting animal bones from her Clan. When asked, even Clan Nist doesn't know what Rhodri is doing outside of smithing something. The general belief so far is that either Fanw gave them a vision to craft some sort of legendary weapon like the bow Ergydcaled which was granted to the old queen before Llychlyn was united, or they are working on some sort of statue or grand symbol with religious value. Yet, all of this is just speculation, what they are actually doing is anyone's guess with the exception of Fanw, Arwen, and Rhodri.

>Action One. Clan Llewelyn continues heading out to chart down lands for future expansion, abet now to the western parts of the cold forests. They still take Clan Wynn guards just in case. Better safe than sorry.

>Action Two. Arwen and Rhodri continue their work quietly. They have yet to finally get their project working properly, yet the initial stages, even if done incorrectly, have proven to make something better than what they started with...
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>>3960829
Cursed worms yet they are intriguing. Bundles of emotions; swirling together. If only we could be friends instead of enemies.

1. Our land is small, but it will help if we were more connected. We will build roads connecting our current city, town, and fort.
2. We attacked and we will hold the land. We will build another fort in the worm infested land to occupy it and named it Feast.
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>>3961099
>>3961099 (diplo - Tarn)
An envoy from Depau arrives in Xycthos with an offer, in return for altering the path of the future trade ships in order to favour the tarn, allowing higher quality and cheaper Depaun goods to be bought by the Tarn, while slightly less taxes will be placed on tarnish goods for about (5 turns) of time as Lyrara is able to enforce it depaun exlorers will be let into the rivers in order to explore. As much of the supplies as they can acquire from the tarn will be bought from tarn by the explorers as a token of friendship and a recognition of the sovereignty of both of the tarnish governments and their right to reap the benefits of their own lands. Both tarn will be treated fairly as they will both be recognized as legitimate governments for as long as they are willing to cooperate with eachother and with the wider world, and of the new peoples the depauns have this to offer - they will send their scholars in to translate their languages to both tarnish and depaun so that they can be bargained with at the gain of the tarnish people, and their goods may also soon become available to both tarnish peoples as well as depaun trade ships will eventually go to them and bring back their goods for the benefit of all parties.
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>>3960834
With a full standing army, ready for defense, or the potential 'offensive defence' should the need arise, the King has them wait on standby, near the southern border with the forest worms, or whatever they may be. We promised the western beings a degree of support in the conflict, and we intend to keep true to it.

>Action 1: Precious, Precious silver.
We shall finally tap into the source of silver to the west of our realm, it will make a great currency in the future.

>Action 2: Consecration of the Monument
While it has been quite some time since the discovery and investigation of the The Monument near to Oldek, more earthly matters have taken precedence in the meantime. However, with the current calm before the storm, the King has found himself the time and resources to properly consecrate the monument in the name of Konyukozo. A large festival is held, with citizens from across the kingdom given free transport to and from. In the final stage of the festival, priests give a sermon to the crowd before finally ordaining the site after a religious ceremony.


>RUMOR I ALWAYS FORGET GIMMEGIMMEGIMME RUMOR
>>
1. The Getai
>Literacy and scholarly practices improve with the establishment of kost schools and the integration of Othinian scholars to the Getai class.
The scholarly class of the Republic had, for centuries, been a family affair. The Getai class was as much a caste as it was a social rank. Scholars were overwhelmingly the children of scholars. Bureaucracy, writing, mathematics, and science. While not every element of society followed this, overwhelmingly the Getai lived in towns and cities, providing their services to the locals. The Getai class was not, necessarily, locked to hereditary caste status. Attending the Bardic College in Renthum Voss effectively made one of the Getai class, as Bards could both read and write - a duty essential for them to preform their jobs. Additionally the proliferation of Kost-men that knew their letters or basic numbers further blurred the line between Getai and Komai or Mosai. The Othinian refugees that settled in Terrata Voss were not all scholars, but a substantial number of those human settlers were. They brought with them new ideas and a fusion of Voss-Othinian learn systems began to emerge in the years that followed the establishment of the city. As some othinians migrated to other cities or migrated to the Gold Hills to earn their fortunes they brought with them a learned, literate, subculture. As those Othinians settled in kosts in the west or towns and cities in the central valleys the literacy rate of the region was likewise improved. While far from a unified national practice, many realized that there was money and prestige in being a teacher and opening simple scholarly practices in the kosts that dotted the landscape. In this way, Othinian Getai are differentiated from their Elezen counterparts by their willingness to be adventurous. It is, perhaps, a byproduct of their refugee pasts.

2. Elezen Gold, Elven Tongue, Vossik Business
>Finish the Elven Trade language, and begin gold trading with Pokos and the FHR
After decades of integration - both economic and cultural - between the two Elven states, the development and adoption of an Elvish trade language becomes official. Aided by Othinian scholars and Elven merchants the new language is easily codified, written in a simple script that blends Hacmosi and Vossik in such a way that even the brutish human tongue can easily speak. The result is something that, while not as pretty or flowery as proper Elezen, is serviceable and malleable enough to have additions made to it without needing to undergo the difficult of the more established Elven tongues. This language, spread by Vossik merchants and Othinian scholars - aided by gold,, quickly proliferates in educated circles as a common secondary tongue that could be used to communicate with their western counterparts without needing to undergo the constant retraining of a half dozen languages and dialects. The simplified script created by scholars likewise synthesizes the written languages of the West.
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>>3960838
>if the team doesn't think there is anything left to uncover
Action 1:
>Continue the excavations

>if there is nothing left to uncover
Action 1:
Raise and construct a second shelled kraken. Lyrara needs to be sure it can keep at least 1 ship to its name incase of a dynastic change.
>make another Shelled Kraken ship outfitted for trade

Action 2:
Our trade is growing right now and we have heard of the rumors of something up the rivers, thus we have sent an expedition up both of the largely unknown rivers in order to scout out new resources or even new and unknown civilizations. While going up them our teams are ordered to fly, as swimming against the rivers is vastly inefficient and their job is to map out and find new areas of trade, not to carry large amounts of goods up rivers which may hold waterfalls and may not even lead to other civilizations.
>expeditions launched up the rivers (see map) and a little bit past their source

(diplos will be done tomorrow)
>>
>>3960829
Actions:
1. Begin the transition to Steel production
2. Organize a diplomatic corp out of Clan Othin and the Moon Elves.
>>
>>3963704
The Tarns agree to assist the Tidal Empire in their scouting mission, is exchange for 100 pounds of food per group and 10% of whatever spoils are received. The group is supplied with a dozen Tarnish navigators, who help procure lodging and chart courses for the sky-people.
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>>3960834
The Lychgate is an impressive fortress which guards not only the way to the capital of the Sable Ants, but also a strange secret. Within its depths baneful bounties lie, and they have both aroused the interest and fears of the ants. Stories of those having gone insane quickly spreads throughout the colony, and Queen Ti'Clika immediately orders her brood to quarantine the passages leading to these deadly pockets before they drive anymore to madness. Efforts were made to contain some of them, but all took their lives one way or another while in captivity. What concerns the queen, however is that in the rare moments of lucidity they exhibited they kept babbling on about how "The Queen is calling" to them. This news is most disturbing to the Matriarch, but the swarm decides that simply quarantining the deposits is enough for now. They have other matters to attend to first.

Actions:

Upon the scouts' return, the swarm waste no time in preparing for the next step. The meteoric iron that they have brought back from their expedition will prove to be most useful. Although they lack the industrial capacity to mass produce the distilleries in large quantities, they have a plan to create at least a prototype before wasting all their precious metals. The Chamber of Keeping is repurposed, it's archives useless and the only thing of value, the codex, is kept safely with the Matriarch. Here they construct a large bloomery, a size that could fit several soldier ants. By melting down all the meteoric iron the scouts have brought along, the ants will use what is needed to produce the prototype destillery and store the excess as iron bars. Once their prototype is complete, they distil the Queen's Joy, testing time and time again on small batches of larvae for any kind of result.

>>3963596
>Diplo: Vossiks
The swarm sure that its borders are not only secure, but also in their ability to defend them. They assemble a small team of envoys lead by a princess to travel to the lands where they encountered the southerners. With them they take gifts of numerous fruits and animals that can be found in the lush jungles, while adorning themselves in brightly coloured flowers and paint. They eventually stumble onto a group of these strange creatures, and start to approach them slowly while performing a small and friendly dance of sort, hoping to convey their peaceful intentions.
>>
Actions 1 + 2
Expansion. The animals are sparse here as far as we have seen, though the land is open and free. What is lacked in quality will be made up in quantity
Also, the town was intended to be on the tile of the gyre dropoff

>War Action
The Kahro possess the benefit of both acting as the defensive force as well as possessing greater experience than the demons that have only recently materialized to assail them. Still, supply lines are nonexistent and the land can only be defended for so long. The land is to be looted and destroyed in scorched earth policy.
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When dead, the flesh of a Golden Dwarf will be reduced and separated from the skeleton – for burning, or for burial. There are many ways that this might happen and the method is up to the preference of the individual – or, more likely, their family – but the flesh will be separated from the bone. It is the bones, the Gyldenthrong believe, that are the containers for the soul; and now that the departed has left the flesh behind new homes are needed to bear the departed dwarf into the ranks of the ancestors. For the bones of the dead dwarf, a Golaetur'kot will be fashioned; a receptacle for the bones of the departed dwarf fashioned in the shape of his image in life (or a caricature of said). The construction and size of a Golaetur'kot will vary depending on the provisions made by the Dwarf himself for interment – the poor may be interred in Golaetur'kot of baked river clay, the moderately wealthy in Golaetur'kot forged or carved from stone; whilst those of well-off Dwarves and nobility will be carved from the more precious (and hopefully more durable) materials.

Once baked, carved or forged, a Golaetur'kot is considered to BE that ancestor, and the placement of their Golaetur'kot will speak of the Dwarf's wishes and life. Thought many will be placed into dedicated sites of memorial – high land that greets the golden sun is always popular, and gatherings of Golaetur'kot assemble upon hilltops as small units, whilst towns and villages keep gardens of memorial which keep the Golaetur'kot in readied ranks – they are not limited; wherever a Dwarf may have gone in life is considered a worthy spot for his eternal rest. The Golaetur'kot of a farmer might be set beside their fields, whilst that of a smith might be built into the wall of his forge, or a Warrior into the defences he kept. The well-off families sometimes keep prized walls to their dwellings that are struck through with or made up of decorated/decorative ancestors that speak of their linage, wealth and capacity to provision. But Golaetur'kot will not be cast aside or forgotten; when a Dwarf says that his ancestors are watching he speaks the truth; for throughout the land the Golaetur'kot stand as memorial and spiritual protection for the Dwarves born into the glow of gold.
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>>3963966
The initial reaction of the Elezen was wary. Everyone knew about ants. Few knew about ants the size of dogs that wore clothes and presented gifts. They clearly weren't JUST ants. They were something else. The komai, believing in reciprocation, responded by offering the ant princess gifts of their own. Simple things. A blanket here. A basket there. A knife with an ornate handle. A bushel of wheat. A bottle of wine. Odds and ends. More importantly, word is sent back to the Vossaya via a runner then a rider that the ants of the jungle are not mindless, but quite mindful. Only then, nearly a year after the first contact, does the Vossaya respond to the Sable by presenting more stately gifts. A fine horse. A nice sword. A collection of poems. The irony of handing these items to ants is lost on them.
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>>3960988 (diplo - Gyldenthrong)
On the horizon of the village of giants fairly large creatures, like serpents but winged, and accompanied by what look like tarn approach. They had initially been flying and had been spotted for quite some time as they really are hard to miss even at such a distance but they soon landed and seemed to talk with their companions for some time. After that time they slithered on over to the village, weapons down on all of them except for the rear guards, who maintain a stoic appearance throughout this time. The Tarn do not seem to be able to speak any form of Dwarvin language sadly.

The Dragons blow on musical horns fashioned from what must be the mighty horns of some truly mighty rams, heralding the arrival of their apparent leader, whose long layered fur coat envelopes his entire torso, say for his wings which are exposed. He bows and makes a small speech in a language like no other the Dworves nor' Giants know of, and he then states it again in Tarnish as well and once again in two other languages which the Golden one's do not know of, although these ones seem to be shorter. The leader then breathes in and then exhales and afterwards tries something else.

He takes out a map from his satchel alongside a crown and points to the map, specifically towards the biggest dot on the map which is represented by a star (while other locations are represented by smaller dots) and waves the crown around pointing in different directions. After this he offers the Giants and Dorfs some finely crafted bone and bronze goods, but holds back from giving them to them unless his demands, whatever they might be are met, maybe. His body langauge really is quite foreign to them for obvious reasons.

>>3960838
It is time for the Theocrat to learn of something strange of his realm, he asks around for a rumor
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>>3965354
>>3960988
a similar encounter, although one led by one less versed in so many tongues also happens at the mountain pass
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This will be the last turn of part 1. Continue posting your turns in this thread, a new thread will be posted on Saturday.

SCENE NINE

>>3960897
>Ashbeards
Expansion into the hills goes smoothly, with only minimal grumbling that it's "not a proper mountain". Likewise the mines for both iron and tin are formalised in proper Dwarven manner, carving out rooms and hallways as they dig.

>>3960985
>Cravers
The monkeys and birds of this jungle are fast, and not only that, high in the canopies. Rut'ra are many things, but nimble and tree-climbing are not among them. A handful of already dead creatures are gathered, though fresh material is always preferred. At the Great Maw, sores are purposefully produced in the flesh, creating the desired protected chambers. Within them constantly flows a steady trickle of pus and regenerative cells, providing a disgusting nutrition source for the twisted things which were once called fish.

>>3960988
>Gyldenthrong
With the strength of the Giants, guided by the wit of the Lowland Dwarves, soon a fine town stands tall. The Giants for their part are eternally grateful to be supplied food and these new dry lodgings, and promise to the Dwarves they will help whenever they are needed. The town is built in essentially two pieces, the central Dwarven town, shadowed by an outer ring of Giant homes allowing the Giants the ease of coming and going as they please.
As Dwarves stake out the river, they spot on the other bank the Tarn doing the same, though with an air of apprehension about them, perhaps they have seen this thing the Giants feared. Again, the river valleys prove fruitful, though not to the extent of the Guldfar blessed Gylder.

>>3961099
>Tarn
As Tarn stake out the river, they spot on the other bank the Dwarves doing the same, though with far lass apprehension than themselves. Clearly they are unaware of the thing the soldiers had found. Thankfully the river valley proves fruitful, perhaps more so than the forking rivers of home.
Soldiers construct a hopefully temporary outpost over the Augurs river, a base of operations for what was to come. Two teams were sent, one east, one south. The East team thankfully found nothing but unstable sands, seagrass & the occasional colourful shell. The South team were far less fortunate. Stepping into the plains the wind begins to increase, until it is whipping and howling at the men mere yards from peace. Undeterred they press on, and through teary eyes they squint a large grey stone, alone. Pushing on, the nearer the stone the worse the wind, until finally one cannot even hear himself think, and then... silence. As they stand at the Curse Stone the wind stops. All about it is carved at random unknown glyphs, crossing over themselves, hastily scratched into the rock. The thing fills the men with irrational dread, as if doom were closing in on them. They retreat through the silent moors back to the outpost.
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>>3961534
>Llychlyn
As if on cue, low but certain, the grinding noise begins again. This hastens the teams venture west, away from the source of the noise. The trees of the west were likewise less foreboding, with swathes of open land bathed in bluebells and daffodils and crocuses in the warm of spring. The sight eases the mind away from the noise at least. Here would be a fine place of managed woodland. (I'll keep my nose out of the project)

>>3961761
>B'yogi
Stone roads become necessary as the B'oo become further tethered to this material world. A suggestion is made to construct a settlement of some sort in view of the Sanctuary, and close the square with roads.
With the Kahro staying near the temple and the coast, an easy time is made of constructing the simple fort of Feast, though now the B'oo have ventured to do so, who knows what the worms may do.

>>3962529
>Nomach
[R] In their limited dealings with the savages of the west it has come to Nomach attention that a new breed has somehow come about within their kingdom. Said to be paler than moonlight, and speaking some distant cousin to the tongue of men, the new peoples are fellow elves. Little else is known about them, as all is hearsay and gossip.
Silver is mined, smelted, and graded all within the same complex, plans for mints and silverworkers are already being drawn up. The moon-like glimmer of silver-diamond jewellery shall be the envy of all.
(A unified Elven Trading Language, and gold currency is being implemented by the Vossik throughout the Elven Kingdoms)
The clearing of the debris and maintenance of the grounds had been completed in dribs and drabs for a while now, but it was finally time to anoint the Henge to the almighty Konyukozo. The ceremony is lavish, the King himself attends! The land is sprinkled with holy oil, the stones marked with the same, and the whole thing purified and consecrated. A single Konyuc tree is planted where once there was a pagan altar, in time the tree will grow proud, a reminder that even in adversity the Hacmos are strong. Those who ventured far and those from the nearby fields claim they feel refreshed, and calmed by the Henge of Konyukozo; tied to both the land, and God.
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>>3963596
>Vossik
[D] It begins in the port of Terrata. First, a soreness of throat, a shortness of breath, coughing in the night. Then, itching all over, a swelling of the airways, night after night of restless sleep. Before finally blood with the cough, vomiting, and for the weakest among them, death. "Shrewd Cough" it becomes known as, with fears that the Othinians brought it with them.
Othinians as a race seem to have a knack for the more scientific endeavours, to the detriment of their character however. The Elezen people think of them, rightly so, as curt, self-centred, and generally uninterested in beauty. (Othinians are all basically autists) But they are dedicated workers in whichever field they find themselves, seeming to prefer work than all else. Some Elezen of higher society snicker that they are the "Blessing of Baalur", and probably the serpent the Oracles spoke of.
The Elven Trading Language is promoted along the trade network from Terrata Voss to Oldek, and with it flows the newly minted golden coinage, possibly in the future to be supplemented with the silver currency of the dark elves.

>>3963704
>Tidal
[R] When the bearfolk were recalled from the lighthouse, they gave the entire island to the Depauns. Tidal trade envoys with the Ursa were sent away, for they wished to hibernate with their "Blessing" in isolation. More and more of them leave their new lands to return to their ancestral home in Kumursus. Ruthless rumour starts up that if they were to somehow be rid of the "Blessing", the bears themselves would be done with too. Then whatever is theirs, could very easily become ours.
With the Temple excavated, or more appropriately 'looted', the party is called to more important matters back home.
The small improvements constantly made to the first Kraken ship, are implemented in the construction of the second. A beast of a similar size is selected from the pod, though one noted for her reliable speed. The construction is completed only marginally behind schedule and over-budget, though without the problems which accrued over time with the first ship. Now two sail around the Tidal Isles, helmed by the illustrious Lyrara.
Unfortunately more conventional boats are required to navigate the difficult rivers of the mainland, with their narrow twisting ways. Though once begun the Depauns find most of their journeys are within Tarnic lands, with the exception of two breeds of dwarf, one accompanied by a breed of Giant of all things.
>>
>>3963713
>FHR
[D] It begins in the port of Senday. First, a soreness of throat, a shortness of breath, coughing in the night. Then, itching all over, a swelling of the airways, night after night of restless sleep. Before finally blood with the cough, vomiting, and for the weakest among them, death. "Elezen Cough" it becomes known as, with fears that the Othinians brought it with them from the Elves.
The forge is built close by the mine, using whatever little flux could be attained. The resultant steel is only marginally better than iron, and nowhere near the quality of the repurposed stuff. A more reliable source of flux would have to be found before largescale steelworks could commence.
With only minor arguing, the Clan Othin is incorporated into the Daiimad. With far more arguing however the "Spawn of Lunatri" as one Clan-sah called them are barred full integration until the kinks of centuries of persecution and slavery can be resolved.

>>3963966
>Sable
The Matriarch holds a secret very few are privy to. For the codex of Joy was not the only salvaged knowledge. Once the scroll had been translated, it had been brought to her immediately, anyone else with the knowledge was sworn to secrecy, those who it was feared may speak were dispatched. For the scroll contained the knowledge of an old deity of the Ants, one they believed birthed the very first Ants; The Queen. And now the mad speak of Her! The Matriarch quietly worries to herself, but her nursemaids know when something is wrong, for the eggs become sporadic.
The crude distillation is fed to a group of larva. The first dozen sadly perish, as do the last six or so, but those in the middle mature faster than any others in the brood. They are however not alates, but winged females. Tests are run in secret, but thankfully they are sterile.

>>3964064
>Incarnationis
The Kahro continue their expansion of their new lands, and continue to find little to consume. Is it better to be oppressed by all around, or to starve freely? Thow bland, the Wending Strait at least occasionally offers up a fat fish to swallow.
As supplies dwindle, so does the will to hold this bit of cut off desert. But what had been given to claim it was not nothing, and so they cannot leave empty-handed. Anything which may float is looted from the Sanctuary; a few ancient pots, an incense burner, and however many giant horseshoe crab shells. Hoping to enact a true scorched earth, the Kahro begin to destroy the temple, the unease quashed by fury. Though as soon as the first column is pulled down, and with it a great portion of roof, an enormous serpent of bone strikes from within, dragging the Flesh into her pool. For the pool was not spring water as presumed, but a terrifying acidic broth bubbles and globlets floated to the surface as the Kahro made their escape from the hideous thing.

END OF SCENE NINE.
>>
>>3965893
Turn 8:
Action 1: Naval Prowess
The Tarns have always been shipbuilders, but recent influxes of wood and new designs inspired by the Tidal Krakens have sparked a revolution the likes of which they have never experienced. Trade ships, true seafaring vessels, are built by the dozen, with near every last one finding a buyer before they’re even completed. Most ships head north to the Kalkahan Clans or east to the Tidal empire, though a few do make their way up the rivers to trade goods with the dwarves or skirt the coast south to resupply frontier settlements.
>Trade ships
Action 2: More Gore Core Lore
Traditionally, Tarnish settlements grew exclusively along rivers and streams. Rivers provide fresh, safe water, space for fishing and foraging for shellfish, and cooling safety from the often sweltering Tarnish plains. As a result, Tarnish culture, rituals, and traditions have all grown to be focused around the river. Individual rivers are viewed and worshipped as deities, houses are designed on stilts to prevent flooding, and most travel occurs by raft or boat. The motif is baked so deeply into the Tarnish psyche that settlers continue to seek out and prefer to settle near rivers, even as they travel into colder environments and grow more independent from aquatic food sources. When a river province is available, a Tarn will always select it over a non riverine province. This simple rule is why the Tarns continue to settle northwards, following the rivers while steering clear of any other settlements.
>>
>>3966001
Actually, nvm. Retconning the expansions to be directly south instead. Same reasoning(the Tarns want to follow the river, just a different direction.
>>
Along with normal growth and expansion, many dwarves take to migrating further away from the west due to irrational fear of the legends being spread about demons westward.
Surface dwarves settle to the east, preferring the hills before the plains.
>Expansion

While the Invuld is content with the situation in the woodlands, the people are not.
Rumors continue to spread as does conflict through minor skirmishes. The dwarves demand a resolution.
And so dwarves take up arms, many eager and little to no need for conscription.
Being aware of the large and swift foe they will face, standard combat will not suffice. Instead they will focus on building pitfall traps or snares to subdue the creatures, or if faced head on, they use nets and javelins, followed by axedwarves that would finish them off.
While the carnivorous plants still remain a threat, their impact also remains minor, especially as formations march, led by a company of goats that clear the way of bushes and bramble, which occasionally would be sacrificed to the deadly plants incidentally.

The goal of this conflict is to remove the threat of the dreaded creatures from the land occupied by the dwarves. Should they succeed, any advancements would be halted upon passing the plains into the coast, or river.
>War

>>3964829
Their southern kin are urged to partake the in the deal offered to secure the woodlands and spread wealth between the nations.
The north marches west whatever the response.
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>>3965893
wtb rumor
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>>3966009
For some time now, the Tarns have neighbored dwarven settlers, different from the Gyldenthrong in clothing and appearance. As these dwarves move closer to the Tarnish borders, it is deemed prudent to establish formal relations. A team of diplomats is sent out, enacting a Tarnic dictionary and gifts of meats and furs. They proceed cautiously but openly, and greet the dwarves warmly as they approach.
>>
>>3966006
I am saying this as a friend, do not do this
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>>3966107
the dwarves notice the tarn only too late after the entire team of diplomats are utterly destroyed under foot as they are but the size of ants
>>
Posted on behalf of The Narsics

>I'm going to continue to refine the magical weapons so they are not as taxing, and can be used more.
>I will also sacrifice a pedophile to the altar, to see what it produces.
>I will start to learn how magic works, basically try to unweave how our magic works and it's relation to nature
>>
>>3965893
Unbelievable! Unenlighting! Unforgivable! The Worms defiled the Bone Snake's home!

1.Expand to the last unclaimed land on our side
2. We must help the Snake of Bones! We must rebuild her home. We will! May this gesture prove to her we mean no harm.
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>>3965894

With the concerning matters to the south, Eheubryd, and the other Brenhinol clans figure it is time to do something about the situation. So, a simple plan would be devised. A moderate force from Clan Wynn would escort two people of Clan Tudor and Clan Howell, guided by a small team of Clan Llewelyn. Their goal would be to find the source of the noise, the unease, and the dread in the south. The two from Tudor would try to learn about its nature and its weakness, and Clan Howell would try to determine if it was something Fanw Forsaken or otherwise unholy. Normally, Clan Tudor and Clan Howell didn't get along, however, Eheubryd had a feeling that for once they might end up having a rare moment in agreeing on something after this. Regardless, if it was determined to be Fanw Forsaken and unholy by Howell and believed to be a threat which couldn't be contained without its destruction Tudor, whatever was to the south would be destroyed. Chances are it would take time and possibly more than one trip for such things to be decided upon, but either way once this was properly dealt with things could perhaps turn back to normalcy in Llychlyn.

Meanwhile, Arwen and Rhodri continue their work. More bone and iron is taken in, along with a verity of stones, some leather, large amounts of charcoal and wood...Oddly herbs are taken as well...Other than what materials they take in, they continue to be secretive with their work...

>Action One. Send a fairly well guarded expedition out to the south and find the source of the noises and unease. If deemed necessary by the group, destroy it.

>Action Two. Arwen and Rhodri continue their work. Progress has gone well...It will still take plenty of time, but the basics are almost all secure. And soon, all that will need to be done is perfecting it.
>>
>Action 1: Expansion
There are promising sights beyond the borders. A fallen obelisk gains the kahro's attention in addition to a forest, finally.

Action 2: Strike the Earth
Where animals can not be found, there must be something else to gather. A survey for locations of surface level iron or caves is conducted and a mine is founded.

>War Action (Ashbeards)
The Kahro are always watching. Knowledge of dangerous areas is spread as best as a partially non-speaking species can. Still, the Kahro keep track of the dwarves, utilizing their improved speed and familiarity to the forested area as well as their greater numbers. With the caro plants forcing the dwarves into a straight march, the Kahro practice frequent guerilla warfare, striking at vulnerabilities.

>Diplomacy (All)
The Kahro once again assert that they seek to avoid conflict with all nations.
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>>3965893

>>3966009
>Diplomacy: Ashenbeards

The Golden Dwarves made agreement with our silver kin that we would help them clear their woods of monsters; and we honor binds us to keep our word made to the aid of distant brothers. Thane Grungan gathers up twice enough warriors to form a solid line of the Gatt'Jern, plus a few attendants and additionals; and leads them north to join the Ashenbeard forces and aid our silver brothers in their clearance of the woodland pests. Barrels of Gylden Ichor are also sent north, so that all warriors may take a draw before the start of any battle that might arise.

>Action 1: Constructions of War
Many warriors go to help the Ashenbeards reclaim their woodland; but we are now in conflict with these worm-creatures, and we have seen their ships upon the coast. We will raise two fortresses, at mouth of Gylder and Zuvkol; Stone bastions of iron-clad Dwarves to stand ready to defend the homeland should threat come to us.

>Action 2: To the South.
The land between the rivers remains open before us, and so the Dwarves of the Gyldenthrong continue to spread out to make claim, and raise camps and farmsteads upon it.

>>3965354
>Diplomacy: Tidal Empire

The strange winged serpents bought by the Tarn are concerning, and large; but their posture does not suggest intended threat for the moment. The dragon wishes to trade a crown for a star? The Dwarf sent out to meet it uses his fingers to make the shape of a star, then places hand above brow to mime searching, followed by a shrug; his Dwarves do not have a star they can trade for this crown, and would not know to find one. But perhaps there are other, more learned Dwarves who might know where one could be found; Bread, Pies and Ale are bought forth to sustain these serpent creatures whilst a message is sent downriver to inform of this arrival.
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>>3965893
1. Expansion south into the swamps

2. A new coastal river maw city is formed the tile south of Shab'let named Soc'let (South Maw)
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1. Medicine, Plague Maintenance, and the Othinians
The Othinians are both a curse and a blessing. They, with their minds so set on science, have little issues with taking the bodies of plague victims to use for experimentation. They find out much about the anatomy of the Elezen and of the human in their research. They discover new ways to treat illnesses and wounds as a result of their experiments, and they put forth new theories that are taken well by the less superstitious and open-minded of the Getai. This comes at a price. The Othinians are looked at by many as bad luck. An ill wind. A thing to be tolerated at best and shunned at worst. In some places the Othinians are tossed out of Kosts, for their presence may bring plague or bad harvests. The Othinians, of course, reject these superstitious notions. While times are good, the Othinians are welcomed and seen as a boon. All too often though, the Othinian is looked at as the cause of bad harvests. Their learned nature, close knit communities, and rejection of elezen social norms, cause them to be distrusted in Elezen society as a whole. While for the most part they are well treated and form an important, and growing, part of Elezen economy and education, they are nevertheless always looked at as an outsider. Their positions as Getai and their dominance of education and learning, make them targets for political rhetoric that claim they are undermining the fabric of Elezen society. They also have their allies, who claim that the sciences progressed by Othinian learning have had a positive effect on the society, as many of the more common ills have been cured by Othinian instruction.

2. Ship Construction, Dockyards, and the Galley

In Terrata Voss the industry of the city is mostly geared toward exports and the production of ships. Strong oak is moved downriver, where it is worked by kosts into furniture or wooden tools. That wood which reaches Terrata Voss is reserved for the construction of ships. These ships, simple galleys with a single row of oars, cabin and cargo space, and a single mast, are small simple things designed for trade. It would not be difficult to improve them for combat with the addition of trained soldiers to fight on deck, but as of yet it is not necessary. Other ships made there are used for fishing and seafood quickly becomes a popular delicacy in the mountain cities.
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>>3966006
After talking to sky, I’ve realized that this retcon was a bad idea for border gore reasons. Just give me whatever tiles you see fit, Lux.
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>>3965896
Action 1: ( >>3968333 (nice trips dude) >>3956022 >>3966550 )
Equip the new ship, dubbed Pilocer for trade and commerce, it is to be sent out to trade with all our surrounding nations. The ship most often visits the tarn, while the other two nations - the jackelopes and the bears are secretly treated secondarily. The trade ship also sometimes goes on trips to the narsic capitol, although successfully trading with the narsics is a hard task.

Action 2:
A great festival shall be held in the capitol as a new era is soon to begin, we shall ask other nations to contribute so that we can be a remembered empire.

Diplo >>3968333 >>3956022 (+bears)
The wealthy of both nations are approached, the dragons desire art and cultural artifacts to be donated to them so that they may present these things to their God, the dragons use the increasing levels of trade in the bay and the wealth and information they have caused as a justification for this donation, some of the greater artifacts presented may also be payed for although the budget is a little tight and thus only the most glorious things will be bought, the rest will have to be received through donation.
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>Diplo: Vossiks
>>3968267

While we may have our own military, the advancements of our brothers to the north are indisputable. The people of Pokos request either cavalrymen as supplement to our own forces, or the proper horses and training to do it ourselves.

>Action 1: War at the door.
A large palisade is set up around Pokos. If we are to be at war, we must ensure we are properly defended.

>Action 2: Rid the east of the beasts.
The Kahro, no matter how intelligent, are double-faced monsters. Taking our land when it suits them, and only backing down when they get into a pinch. Having a neighbor like this in not acceptable. In addition to keeping the promise to the B'yogi, the King wants to get rid of the threat altogether. War is officially declared on the Kahro.
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>>3965897
News travels fast, especially when it has six legs. The birth of the winged ants has exhilarated the swarm, with almost every ant celebrating the return of the Caelum to their ranks. While most rejoice over the lost colony's reappearance, it has left a bitter taste in the Matriarch's mouth when it should have been an achievement as sweet as honeydew. Though most ants haven't put much thought in it, those well versed in the traditions of old know that these colonies were supposed to be lost out in the surface world, yet twice now they've learned this is not the case. Further, the Matriarch and her trusted companions are put at even further unease for this development falls shortly on the heels of the mad ant's "Queen's call" along with the mentions of her in the ancient scroll. Before these events, "The Queen" was hardly spoken of, having been seen as a legend or myth with Nethazar herself doubting she ever existed in the first place. Slowly the swarm is waking up to the fact that something of their history is amiss, and Nethazar and her court now knows that it might all very well be lies. They will need to investigate, but the Matriarch is cautious... she will need to take her time to make sure this is properly handled, for there are circles of the ants which are staunch traditionalists. They might refuse to accept their way of life could very well be false, and who knows how they'll react...

Regardless, progress must continue. For the time being the Matriarch decides to quietly look into the matter, she has a few leads starting with some of the ants in the colony that were around before Nethazar's reign started. When she took over the catacombs she successfully defeated and slayed the other Queens, subjugating what remained of their broods after the civil war. Some of these ants were trusted advisers and servants to their former queens, perhaps they would be privy to something critical... While her investigation continues, the swarm is put to further task, hoping that keeping them busy will distract them from thinking too much.

Actions:

-The encounter with the Elezen has left the Matriarch most satisfied despite recent events. Where the Othinians promised riches in knowledge, these tall folk delivered actual riches. They are quickly stored away in the Matriarch's private collection, for she has an interest in treasures of all sorts. Pleased with their offerings, a decision is made. The ants send gifts of their own via the same Vossik messengers that had delivered theirs. These are documents and depictions of their most recent history, showing the ants returning to the surface, their encounter with the Othinians and Leeches, and some of the ant's culture and attempts to explain some of their symbols and language. Though it took a while for the messengers to understand the ant's intentions, they are able to deliver all this along with a message to their leaders: "The ants wish to learn our language".
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>>3968954
-The ants continue to expand, hoping to seize both food and ore. To the north, they spread their borders to the Rocky lands, the expedition party paying attention to every detail as the scour the land, hoping to find any indications of what could potentially be sites for ores or other materials that the swarm can excavate for their cause and to further their industrial goals to mass produce the distilleries. Their intention is to secure this place, so they can establish a safe area for the ants to continue their operations on the Meteor as well, but this will come later. To the south, the ants continue to crawl through the dense jungles, securing further sustenance for their nation as it is well needed. The colonies have been growing steadily, and with that there are more broodmothers than ever before, the nurseries overflowing with eggs. They will need to acquire more lands, as even their abundant supplies can dry up if they become complacent.
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>>3968267
>Diplo: Vossiks
See >>3968954.



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