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/qst/ - Quests


Behold, Apoch.

Not so long ago in the grand scheme of things, this world was a barren wasteland. This changed when I invited all of you here to seed this sphere with all manner of terrain and creatures. Now that all of this new life has been given the chance to settle, it is time for us to begin our work anew.

I am the Scaper and just like all of you, I am a god. Some of you may have assisted me in the previous age, while others may be new to this plane. Each and every one of you has been summoned so that we might enlighten the primitive races of Apoch together. Let them worship us, build monuments in our images and war with one another in our names.

I shall not tarry any longer. Allow me to lead by example, so that we might bring civilisation to this burgeoning world that we have made.

Welcome to Dawn of Worlds: Apoch, a multiplayer game that is loosely based off of the tabletop world-building game Dawn of Worlds.

In this game, anyone who wishes to participate plays the role of a god that has been invited to help civilise the barbaric world of Apoch. Using your divine powers, you will be able to uplift primitive species and shape their cultures as you see fit. With any luck, friendships and rivalries will form between you and other gods, as you compete to leave your mark on the planet in different ways.

The Age of Culture and Strife is the second of two Ages that Apoch shall experience before we are done with it. Like the previous Age, this Age shall last thirty turns. Each turn gives each god the opportunity to use a variety of abilities to influence Apoch. At 23:00 UTC every day, a new turn shall begin, taking into account all of the abilities were used during the previous turn.

If you have any questions about any species, civilisations or biomes that exist, you are welcome to ask other players or refer to the following folders, which should (or may eventually) contain all of the relevant information:
Species: https://drive.google.com/drive/u/1/folders/19mErs6QoXmGLn_HqJSV_Hn4fa33q-mBO
Biomes: https://drive.google.com/drive/u/1/folders/1x9WIFxw9qEXAr80pu3656IOUUtTMvef6
Civilisations: https://drive.google.com/drive/u/0/folders/1T8Kl1w36WxrwBtcf7USMEvIxm2hsknuh
>>
If you are wondering how to join this game, it's simple. Introduce yourself and explain what sort of god you are. There's no formal template for this. Make your introduction simple or as complicated as you like. You don't even need to choose a divine domain, though one could provide a little flavour for your actions.

Even if you participated during the previous Age, I would prefer it if you still introduce yourself, for the sake of anyone new who joins in this Age.

Once you're done introducing yourself, you're free to spend your 6 Divine Power on the Divine Abilities that can be found in the following link:
https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw

Simply copy the map, use your favourite graphics editor to mark the terrain that you're creating or where you're placing a civilisation and post your version of the map, along with how you spent your Divine Power.
Alternatively, you can choose to save your Divine Power (up to a maximum of 24) for future turns. That's fine too.
Once that's done, you're free to roleplay with the other gods as you wait for me to update the map and start the next turn, which will grant you another 6 Divine Power that you may spend or save all over again.

To summarise:
When you first join the game and at the start of every turn, you gain 6 Divine Power that you can spend on Divine Abilities.
I am the exception to this rule. In order to assist with keeping troublesome gods in check and throwing curveballs in times of stability, I will gain 12 Divine Power at the start of every turn.
A new turn will begin every day, roughly at 23:00 UTC, which I will always begin by consolidating the contributions of the gods and updating the map.
A god can hold up to 24 Divine Power, so if you are unable to participate for a few days, you will not lose out.

In addition to those abilities, here's a couple of simple rules to keep in mind:

>If you use a Divine Ability in a way that does not align with that Ability's rules or goes against the intended spirit of the rules, it will fail. Any Divine Power spent in this way will be refunded at the start of the next turn.

>You cannot target a hex that has already been targeted by another god during the same turn. For example, if you try to create a civilisation in a hex after another god has changed the biome of that hex during the same turn, you will fail. Any Divine Power spent in this way will be refunded at the start of the next turn.

And the most important rule:

>I am aware that this game has become way too complicated for /qst/ and I will do everything I can to help anyone who struggles. If you have any questions, do not hesitate to ask. I will try to answer you as soon as I have the time. If I do not, then I will try to answer you at the beginning of the next turn.

I'll lead by example, introduce myself, and play out my first turn.
>>
As I said, I am the Scaper. Some of you may know me as a god of creation, but that does not mean that I am a kind god. I do not believe that life is worth protecting. So long as a creature ever lived at all, then I am satisfied and see no reason to lift a finger to prevent its demise. In fact, I have been known to exterminate species as easily as I create them, typically when they interferes with the creation of other life but occasionally for my own amusement.

I shall begin with the diminutive yet violent Gorecaps that inhabit the fungal landscape in the very Northwest. They shall tame the Trufflehog herds that inhabit the region and use them not only as livestock, but to pull their primitive wagons. This nomadic culture shall revolve around the worship of the great body of blood to the Southeast and bathing in its depths shall be considered a rite of passage. They shall be called the Bludakh Tribes and they shall revere me as the Great Shanker, their creator who dwells in the depths of that blood sea, or so they believe.

Next, I shall look underneath the earth at the Shadows, the loathed and maligned entities that have been pushed into the underworld. In particular, I shall focus on the lineage that was responsible for the extermination of the Ur-Spathi so long ago. I shall rekindle their memories of that time and grant them a hatred of all life that flourishes in the light. Trickery and subterfuge will never be enough for them. They long for the suffering of fleshy creatures and savour the moments when their hearts fall still. Driven and united by these sadistic impulses, these shades shall band together and form the Eyeless, a death cult dedicated to cruelty and their collective hatred of flesh and blood.

>While everyone else gains 6 Divine Power at the start of every turn, I gain 12 Divine Power, to better lead by example and manage Apoch.

>I am spending 6 Divine Power on one use of Create Civilisation, to create the Bludakh Tribes on the marked hex in the image. Its member species are Gorecaps and Trufflehogs.
>I am spending 6 Divine Power on another use of Create Civilisation, to create the Eyeless on the other marked hex in the image. Its sole member species is the Shadows.

>If anyone needs a list of bonds between species for the purpose of forming a civilisation with multiple member species during Turn 1, please refer to >>5261889. Most of the bonds there are still intact in this new Age.

>And again, if anyone has any questions, please feel free to ask.
>>
High in a hidden room in a vast tree the god Belphagor sleeps.

An alarm clock goes off nearby.

The god grunts and teleports the alarm clock into orbit around Apoch.

He goes back to sleep. It's way too early for this.
>>
((Checking in early, will re-intro later))
>>
Rose and Nightshade, a pair of mouse dryads, worked their way through the grand arbor hostel they cared for. Rooms were tidied, guests were checked on (a motley collection of brave explorers from the gear plains, one of their obsidian cousins, a pair of timid goblins that had fled the volcanic islands, and even a surprisingly gentle ogre), and minor pests were removed from the great tree. It was a day like any other.

“Well, that was the last one.” Rose shut the door on a murder of excitable crows babbling away in one of the rooms.

Nightshade sighed. “I got the short stick today. Want to keep me company on my way to the top?”

Rose giggled. “It’s supposed to be an honor you know. I’ll come with you.”

Nightshade shrugged. “He’s been asleep for a thousand years now. The honor has worn thin. And he looks like one of those weird clown folk without the paint.”

“They’re called humans aren’t they? Or were those their descendants?”

“Don’t get me started on the circus people, the greasepaint takes forever to clean off the sheets.”

The two burst into giggles as they passed through the natural tunnels of the tree, eventually coming to a dead end. They both lifted a moss and bark covered hand then the wall split and opened, revealing a path that sloped upward out of sight. Still trading bits of gossip and laughter they passed through the hidden passage, one of them closing it behind them with a casual backhand.

Neither noticed the small figure that dove through the opening in the last moments before it closed. They traveled, up and up until they reached the highest room in the hostel, a room exclusively reserved for a particularly lazy god. Nightshade peeked through the windows and nodded.

“Huh, he rolled over. Hasn’t done that in three hundred years I think. Still fast asleep though.”
>>
>>5278506

Rose shrugged. “Shouldn’t take long to clean up then.”

They slipped inside the room and set about their task. Dusting, replacing the cup of water and bowl of grapes, checking for drafts. Nightshade had learned from a dryad named Maria, who had learned from the original dryad, who herself had supposedly been dispatched by the sleeping figure on the bed, the god Belphegor. That was a thousand years ago, and in all that time the sleeping god had never awoken. What was even the point anyway?

She shook her head. No use thinking about it. It didn’t take much to come up and clean up every once in a while. She leaned forward and wiped the line of drool clean with the sheets, but as she straightened back up her elbow hit a silver bowl on the bedside. It wobbled and rolled, dropping off the edge, only a desperate dive kept it from crashing to the floor.

As she stood six golden spheres, like glass marbles holding in the sun, popped into existence.

“Are those…?” Rose asked, peering over her shoulder.

Nightshade nodded slowly. “Divine power. It hasn’t showed for…well I’ve never even seen it. Maria told me one of her brothers made the floral sea with orbs like these.”

“The whole thing?”

Nightshade nodded. “The gods have returned to Apoch. We need to tell someone.”

Rose started to answer, then stopped, choking. The two dryads looked down at the six inches of obsidian glass protruding from Rose’s chest, a mix of sap and blood flowing down her.

“Rose!” Nightshade span and ducked, still catching a slash from an obsidian blade. The blade caught in her bark, then twisted and shattered. Her breath caught in her throat as she stared at the obsidian dryad, a mouse folk skeleton cast in volcanic glass and iron.

“I am sorry cousins, but this power belongs to us now.”

> Spend 6 Divine Power on one use of Create Civilization to create The Obsidian Order in the starred hex. It's sole member species is the Obsidian Dryads.
>>
Fractal, Lord of Beasts and Ruler of Ice, has lay dormant within his mountains for untold eras. The Hunter slumbers, storing his power and awaiting a time where he may walk the world once again. The Age of Land and Beasts has concluded, and with it, his habit of stalking across Apoch in his full size. Let his ancient hunts remain in the legends of the mortal races, that they may fear him all the more. But he remains restrained, staying in the form of his mountains.

Speaking of his mountains… some unwelcome guests have made their way to the Western peaks. As he dreams, he scoffs at the serpents who dare to make a claim upon his very body. Had they come from the East, he would have welcome their undertaking of his trial. But they are invaders, not pilgrims, to latch upon his snout in this manner. Frosore has punished them with the cold, so the slumbering Fractal does the same. His guardians act as they were meant to, beginning to tear into their encampments and slay them in earnest. The influx of food serves the Ice Drakes well, letting them prosper on the Western wing of the Fangs of Fractal.

>3dp. Create conflict: Iceborn and Poconthy
>>
Endestria, god of order and machinery, looks up from his tinkering. Oh dear, had another age started down in Apoch? How the time flies! While it would be nice to see the burgeoning beginnings of civilisation.... the work of machinery took precedence, and the Wind Farms had been languishing for a while with minimal maintenance. It was certainly high time that he got SOMEONE to take care of it.
>6DP: Adapt the Harpies to Wind Farms
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The maybe-God of Illusion and Delusions, Gib would wake up as a wandering wind, blown away from the smoky canos. It would then whisper, first unto a cabal of Atteries, last to a maybe-serpent.

This cabal was zealots of the dead god Drazil, though this wouldn't matter at the time. They would follow the Wind's guidance, and began performing miracles for those exiles and outlaws and mediating between clashing clans, which grew numerous as the Gods slumbered.

As with them, an irreligious maybe-serpent by the name of Raz would began herding fishes, first by leading them to whatever place has food for them, then to grow these foods for their own, after a harrowing experience in which they were stranded on sandy shores.

These two elements of the Gibboula meets and unites, Raz later joining the Drazilian priesthood. The practice of fishfarming is spread and in the centre of it all, the cult of Drazil the Undying grew with tribute and offering made by tribes wishing their favor.

>Spend 6 DP to use Create Civilization to create the Szehiu'raz Theocrats on the purple tile. Its member species are the Serpent-twisted and their Stormscale rides.
>>
>>5278157
The slumbering Torc wakes, the laws of the world altered from his memory.

A little longer to rest, and soon he will make his mark again.
>>
>>5278577
Ah right, Scaper, are previous bonds and conflicts still in effect?
>>
>>5278506
>>5278507
I'm afraid you didn't attach an image so I do not know where the starred hex is.
>>5278785
Most of the bonds are still in effect, while the conflicts have changed in order to mesh with the new rules for conflicts, almost all of those conflicts were effectively "won" in the previous Age.
Have a list.
>Bond: Gorecaps & Trufflehogs.
>Bond: Crows & Harpies.
>Bond: Harpies & Carnies.
>Bond: Vintri & Hyalax.
>Bond: Harpies & Mousefolk.
>Bond: Crows & Mousefolk.
>Bond: Stormscales & Serpent-Twisted.
>Bond: Gridvines & Gearmechs.
>Bond: Earthern & Brainbulbs.
>Bond: Flamers & Dragons.
>Bond: Fire Goblins & Magmorks.
>Bond: Vintri & Glass Shells.
>Bond: Mousefolk & Waspfolk.
>Bond: Vintri & Crystal Snails.
>Bond: Mousefolk & Halflings.
>Bond: Sheddalin & Akula Baba.
>Bond: Earthern & Dryf-Spathi.
>Bond: Fire Goblins & Volkung Beetles.
>Exclusion: Ur-Spathi from Shadow hexes.
>Exclusion: Roggs from Shadow hexes.
>Exclusion: Stormscales from Fire Goblin hexes.
>Exclusion: Shadows from Stiltwalker hexes.
>Exclusion: Shadows from Mousefolk hexes.
>Exclusion: Infester Vines from Mousefolk hexes.
>Exclusion: Serpent-Twisted from Fire Goblin hexes.
As mentioned in the rules for Create/End conflict where it says "once the conflict has ended in this way, the loser cannot expand onto any hexes inhabited by the winner until a cost of 6 Divine Power is paid," an exclusion can be removed if a cost of 6 Divine Power is paid.
>>
>>5278811
>almost all of those conflicts were effectively "won" in the previous Age
Ooh, that was a good way to streamline it.
>>
>>5278811

Ah yeah, I think you missed the conflict I made between the Ur and Moonchildren. They're no longer in conflict, but there's no exclusions either.

>>5260464
>>5262799
>>
>>5278915
Yeah, sorry, I did that again.
>Conflict: Ur-Spathi & Blue Moonchildren.
I'll tack that on with the update.
>>
>>5278162
As the age passes, I rest, and observe the chaos of the world unfold as it attempts to civilize itself.
>>
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At long last the civilzations of the world have begun forming more complex societies. Now we can get some real trade going.

My Flamers are still fighting amongst themselves, it will take some time for the tribe I am subtly blessing to be ready, but for now I will help my Earthern children.

Here I shall plant the roots for a great trade empire, it may not be known for its military might, or cultural brilliance, but it will be known for its wealth.

>I use 6dp to create civilization "The Merchant Republic of Petra" at the tile with the yellow flag.
>>
>>5279030
>Oh and member species are Eathern and Dryf-Spathi
>>
ah is it time again?
>>
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>>5278811

Oh bugger. Here's the image.
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>>5279049
i am being a lazy fuck and cant remember if there are any rules on adding species to a civ
>>
>>5279128
If you do not want to read the rules yourself, I suppose I can copy and paste them when necessary.

>Incorporate/Expel Species – 4 Divine Power
This ability is used to incorporate a species that shares a hex with a civilisation to be incorporated into that civilisation. This civilisation increases its Level by 1 and gains all of the favoured biomes of that species.
If a member species of this civilisation has a bond with this species, incorporating this species costs 2 Divine Power instead.
A species cannot be incorporated by a civilisation that it conflicts with. Once a species has been incorporated by a civilisation, it cannot be expelled from that civilisation for two more turns after this ability has been used.
This ability can also be used to expel a member species from a civilisation. Once expelled, this species will inhabit all hexes owned by that civilisation that are of its favoured biomes. That civilisation decreases its Level by 1 and loses all of the favoured biomes of that species, except for the ones it gained by using the Adapt Civilisation ability.
Once a species has been expelled from a civilisation, it cannot be incorporated by that civilisation for two more turns after this ability has been used.
>>
>>5279302

Is there any interaction/consequence to a civ if expelling a species would geographically split the civ in two?
>>
>>5279320
I imagine that if any sort of exclave is created, the civilisation will continue to spread from its mainland and stop spreading from that 'island.' If that exclave is left unattached after let's say three turns, then I'll probably have it become an independent nation of its own, whose lore I will decide based on its circumstances.

I haven't put much thought into it but if that situation does occur, that's probably how I'll handle it.
>>
>>5279349
smart way too do it makes some gameplay for strategic landscaping, so will these nations be completely ìndpendant and not be in any players control?
>>
Rolled 4, 3, 3, 3 = 13 (4d6)

Locking entries for this turn and rolling for conflicts.

The first die is for the Ur-Spathi in the Ur-Spathi & Blue Moonchildren conflict.
The second die is for the Blue Moonchildren in the Ur-Spathi & Blue Moonchildren conflict.
The third die is for the Iceborn in the Iceborn & Poconthy conflict.
The fourth die is for the Poconthy in the Iceborn & Poconthy conflict.
>>
Turn 2 of the Age of Culture and Strife has begun.

The attached map features the biomes of Apoch and any change made to them during the previous turn.

Failed Divine Abilities & Refunded Divine Power:
>There were none.

Existing Conflicts & Bonds:
>Bond: Gorecaps & Trufflehogs.
>Bond: Crows & Harpies.
>Bond: Harpies & Carnies.
>Bond: Vintri & Hyalax.
>Bond: Harpies & Mousefolk.
>Bond: Crows & Mousefolk.
>Bond: Stormscales & Serpent-Twisted.
>Bond: Gridvines & Gearmechs.
>Bond: Earthern & Brainbulbs.
>Bond: Flamers & Dragons.
>Bond: Fire Goblins & Magmorks.
>Bond: Vintri & Glass Shells.
>Bond: Mousefolk & Waspfolk.
>Bond: Vintri & Crystal Snails.
>Bond: Mousefolk & Halflings.
>Bond: Sheddalin & Akula Baba.
>Bond: Earthern & Dryf-Spathi.
>Bond: Fire Goblins & Volkung Beetles.
>Conflict: Ur-Spathi & Blue Moonchildren.
>Exclusion: Ur-Spathi from Shadow hexes.
>Exclusion: Roggs from Shadow hexes.
>Exclusion: Stormscales from Fire Goblin hexes.
>Exclusion: Shadows from Stiltwalker & Mousefolk hexes.
>Exclusion: Infester Vines from Mousefolk hexes.
>Exclusion: Serpent-Twisted from Fire Goblin hexes.
>Exclusion: Eyeless from Stiltwalker & Mousefolk hexes.
>Exclusion: Szehiu'raz Theocrats from Fire Goblin hexes.
>Exclusion: Poconthy from Iceborn hexes.

Remaining & Expired Timers:
>The exclusion of the Poconthy from Iceborn hexes cannot be broken until the start of Turn 4.

With the start of a new turn, all of the species and civilisations have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 12 DP
>Belphagor: 6 DP
>Fractal: 9 DP
>Endestria: 6 DP
>Gib: 6 DP
>Torc: 12 DP
>Frosore: 12 DP
>Dryf: 6 DP
>Ur: 12 DP
>>
The attached map features the species and civilisations of Apoch and any change made to them during the previous turn.

This map will probably be the one that contains the most meaningful changes. In addition, please point out any errors that I've made or offer any criticism.
>>
It would seem that blood has already been spilt. The slithering Poconthy who dared to roam the Fangs of Fractal have either fled for safer lands or been exterminated by the territorial Iceborn. I suppose that this is to be expected. As for the feud between the Ur-Spathi and Fractal's Moonchildren, it would seem that the former have gained the upper hand over the latter – at least for now.

I believe that I shall begin this century by pushing a particular Eyeless zealot to the forefront of their civilisation. Uthulyn is a Shadow with a peculiar philosophy. Instead of blindly seeking genocide like the rest of their culture, they stand in favour of the enslavement of other life, arguing that the suffering inflicted by slavery is far greater than any pain caused by death. Not only that, but these slaves could greatly increase the productivity of their fledging nation. No small number of Shadows shall be drawn to serve Uthulyn and they shall become one of the greatest leaders that the Eyeless shall ever know.

Next, I shall create another civilisation. This time, I find my attention draw to the Gorecaps that live on that mushroom-infested island to the south of the Cola Sea. Without many resources to take advantage of, I shall compel them to take advantage of each other. These cruel goblins shall forge a society built on castes and blood purity, where lineage is everything. This empire shall be led by the Shengash Dynasty, a name that shall also be given to the country that they reign over.

>I am spending 3 Divine Power on one use of Empower Civilisation, to increase the Level of the Eyeless to 7.
>I am also spending 6 Divine Power on a use of Create Civilisation, to create the Shengash Dynasty on the marked hex in the image. Its sole member species is the Gorecaps.
>I will reserve the rest of my Divine Power.
>>
>>5279634
im still here jsut buzy makeing fluff
>>
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As Chitinron stirs in their dormancy she/he/they feels the new age come to pass, their creations have surrounded her in a structure of worship, a large cut stone temple open to the sky as their tree continues to grow around their cocoon, are various trinkets made from wood and stone, many marigold flowers panted in claw pots surround her. and many murals of achievements chiseled into the stone around Chitinron to at least keep them up to date of their people’s status, many candles and written prays litter the halls of the great temple as worshipers come to and frow, along with new faces not of her creation.
A great burst of green DP expands outward from the temple reaching outward toward the peoples of the jungle suffuses various-wasp folk with inspiration. The new fledgling civilization was illumiated briefly with the jade power and felt their creator’s pride, in not only creating a civilization but incorporating other creations as well, as she/he/they feels the power drain she slowly returns to her/his/their dormancy shifting growing maturing into something new
>Create Civilisation – 6 Divine Power
>Incorporate Viersperan- 4 Divine power
(1/2)
>>
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>>5279698
As the various hive speakers including a Viersperan came and met together they discussed the name of their creation, after great discussion and rumination every one agread upon the title tribe of the burning son, with the marigold as its symbol
(2/2)
>>
>>5279698
(here is a civilization description because we dont have a specific format yet)
>>
Things had started small. Basalt had called on the power in the silver bowl, six golden pearls that could change the world, and then they had…vanished. Then the next day a village council had formed, with him at its head. Ideas had raced, burning into his head, one after another. People fell into line, critics were silenced. The two nearest villages, on his suggestion, migrated into his. Simple burrows in the lava rock were replaced with cottages of obsidian glass, then cottages converted into spiraling towers and arching bridges. More people came, from miles, then hundreds of miles away. Vast channels were carved into the earth, carrying the vast lava flows through the growing city, providing the life giving molten rock to every last obsidian dryad.

The painstaking process of sifting out the key minerals their people needed to survive for many years shifted from personal efforts to large mass processes. But Basalt knew, felt it deep in his cast iron bones that this wouldn’t be enough. For his people to grow, to flourish, to have what they deserved, they would need more. The lava flows were vast, but so was his ambition. And obsidian dryads were made, not born, each one lovingly crafted from obsidian glass and cast iron. They would grow as fast as the resources could flow in, as fast iron could be found and wrenched out of the earth.

He stepped up to the podium overlooking a sea of his people, each gleaming skull staring up at him, hope flickering in glass eyes.

“My people. We stand at a crossroads. Down one road we live humble lives, straining lava flows, building our beautiful city, crafting more members of our family until we can sustain no more. One day the resources wind down, the lava flows cool, and we fade into history. Down the other road we claim the firelands to the south, ripping them from the dragons and the flamers if need be. We take the volcanos to the north, through a sea of goblin blood! Down this road we take the entire world in our hands, every flame will be ours, every drop of the earth’s blood fuels our empire. So tell me my people, will we die quietly, a footnote in history, or will we travel the path of blood and fire!?”

The answer started as a murmur, then grew steadily.
“Blood and fire.”
“Blood and fire!”
“BLOOD AND FIRE!”

> Spend 2 DP on Adapt Civilisation to grant the Obsidian Order the biome Volcanos
> Spend 2 DP on Adapt Civilisation to grant the Obsidian Order the biome Firelands
>>
>>5279634
I will now consolidate the new merchant republic

First I will incororate the brainbulbs, who have had a bond with the Earthern for quite some time.

Then I shall give my people some knowledge of the great bridge that connects them to the southern continent We should get around to naming those at some point.

>I use 2dp to incorparate the Brainbulbs into the Merchant Republic of Petra
>I use another 2dp adapt the Merchant Republic of Petra to the Great Bridges biome
>>
>>5279643
>>5279698
Players from the previous game aren't automatically in this one from the start, I said as much in the previous thread. However, as I didn't directly state that in this thread, I should probably give you a pass.

Otherwise, great contributions from you and everyone else.
>>
As a crowd of the various races in the Gear Fields gather, a single mouse climbs up on a makeshift platform fashioned from the rusted husk of an incomprehensible machine.

"Hear ye, hear ye! My name is Samson, and I have a proposal for all of you." The crowd snaps their attention to him. "For too long, we have been content with the status quo. Even when cooperating, our bands remain small, and we roam the lands in search of food from the food-machines, instead of learning how they work. Today, I say we should change that! We shall settle down here, study the gears that give us life, and we shall create the foundation for our continued prosperity! Who's with me?" The assembled tribes cheer.

>Create Civilisation: The Foundation of Gears
>Races: Mousefolk, Harpies, Halflings, Waspfolk


A stone's throw away, two Poconthy watched the lively gathering. "Come, let us return back home. I'm sure the elders will want to know of this new development."
>>
>>5280049
I'll need to know the hex on which it was founded but otherwise, great.
>>
>>5280060
oh whoops, forgot to post that, it's the only overworld gear fields hex with waspfolk (the stairs hex)
>>
>>5279634
Over by the Candy Islands, the Spearmints have managed to organize their society a little better. They're starting to come together in the shape of a kingdom, and are in the beginning stages. Though they're not quite there yet, they've managed to solve one of their biggest problems: The constant assault by Candy Golems. The non-sentient creatures have always threatened them, smashing newborn Spearmints to bits in order to carry out their purpose. However, the knights have somehow domesticated several different sorts of golems. They now use them as companions, mounts, beasts of burden, and livestock. There are still golems out there that threaten them, but for the most part they've managed to overcome this issue and forge a connection with the wildlife of the island.

>6 DP. Form bond: Spearmints and Candy Golems.
>>
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>>5279634
The Drazilian cabal, now with Raz upon their helm, extends their influence to the Deepfloor clans, whose hunting grounds are vast with the height of the sea. An offering of Stormscales, trained and of great lineage was made and the ways of weedfarming is adapted by Raz to the deeper waters.

The Wind, now howling, pulled and pushed tides within the Hole. Many Holedeep Atteries were stranded on the coastal waters, and a whisper would lead a Szehiu priest to them.

>Spend 4 Divine Power on Incorporate Species to incorporate the Atteries into the Szehiu'raz.

The wind now wanders to the east, past the dead snake. Raz, now an elderly patriarch with many kin, dies a peaceful death while tending to their weed.
>>
>>5278157
From the edge of nowhere cometh the plague moth

What a sight from afar a world burning with life not exactly newborn life for that he was late but this life was nonetheless potent.

Inspecting from afar acknowledging the fact that he cannot sow his corruption to the root of this world, such a shame but outer infection is still viable.

He still can create things that can make the world go round after all he was neither good nor evil neither a gardener or a destroyer this eldritch vermin ridden moth wanted one thing: enjoyment.

And the enjoyment for the good who ruled over the domains of plagues, parasites, vermin, and corruption is a rather controversal kind.

But again he is still part of the natural and unnatural order of things.

So let see how things work out this time
>>
>>5280436
Hey, welcome to the chaos and if you need any help getting a grip on the rules, please let me know.
>>
>>5280436
And by it lets see my first touch upon the world.

A little meaningless tampering with a working world, let me see.

Waspfolk... perfect for a little toying. And with a high population number a little modification can go unnoticed among the population:

Then the work began. That day when they went foraging more than one group will notice the fact that something is following them. Shades of energy slithering around them waiting for the moment to strike.
When the strike happens they will be knocked out like they had a heat stroke. Under their chitinous shell unnatural energies twist them from the inside out.

When they shed their old exoskeleton in the middle of the night the waspfolk changed in a radical way:
Their shell shines in a dark blue with eyes red like flame. They grew in size and power nearly twice as large as they were with a 24 feet wingspan and 12 feet lenght (most of it came from the fact that they become slimmer with a longer abdomen and stinger) they become nightmarish but the exponentaly increased strenght and power has not given freely.
A twist was made in two parts one they could notice the moment they changed, they are no longer part of their original kin they are other beings now, they cannot return to the life they had once being ravenous carnivores their original kin may think them a threat than a friend.
The second part needed a little time until they realised. They cannot reproduce in normal ways, instead to reproduce they need to sacrifice other lives it matters not if its a large animal or other intelligent beings the larvae cares not. The host is mostly knocked out, sedated by low doses of the their poison. But they keep them alive and sane till the newborn erupts.

They changed from Waspfolk to the Hawk Vespids
>>
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>>5280499
> Spend 6DP to create subspecies from the waspfolk named Hawk Vespid onto the hex marked by the red X favourite biome the crags (i think those are the crags)
>>
>>5280510
>>5280510
I like it and yes, those are Crags.
Just one question - the Waspfolk have a pretty incredible eight favoured biomes, which means that the Hawk Vespids can have up to eight as well.
Do you want to limit them to just the Crags, or did you want to give them any other favoured biomes as well?
>>
>>5280521
Well if i can i would like all the biomes.
But because i had no idea a subspecies start blank or not i picked one.

So yeah i'd like the eight biome preference
>>
>>5280526
Alright, do you want to pick them yourself or do you want me to choose biomes that I think would suit the species?
>>
>>5280550
I trust this on you
I like the randomness sometimes
>>
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>>5278157

Loreleilim quietly waited...Time was her domain. It was only natural that quietly watching it pass was something she would do often. Something she had to endure often. Other gods might sleep, or distract themselves with their powers or the others. A lesser god with her power might abuse time to speed up so as to get to this point faster, but time was best allowed to pass naturally. While turning back the clock was within her power, rushing forward in time was a poor idea. For time is infinite, the world that they created was not. It died once, and it will in time perish once more. She used her time wisely, watching the various mortals and creatures fight for survival, interact with each other for ill or good. The natural orders of a simple, early world...Yet something changed. The hourglass was turned. She once more had time to work upon her plans. She once more would move into action.

Then the god of ice barged in and attacked their creations, and even before that the god Frosore punished them arbitrarily as well, for naught but their generalist nature in survivability, punishing them for living in the one place that they were intended to thrive in unlike the Viersperan. And for that, divine retribution had to be paid...

But not yet... She didn't plan on stooping so low as to torment their mortals for their mistakes. Just their beasts. Besides, Frosore had made enemies in the past, and she could potentially gain allies against them in time, along with the other god of the cold. Fitting though that one tied to the warm sands would find themselves in conflict with the lords of ice...However, given the machinery that was in place, Loreleilim had a plan to get an ultimate form of revenge on both of them. In time...In time.

But to do that, she needed to follow through with her original plan... The creation of civilization. Specifically that of the Viersperan. The various tribes would be brought together to form a city known as Metrin Kalan, and from there the formation of the Salivanid Empire would come to be, ruled by the Emperor of the People, who uniquely lived among the general population and didn't live lavishly. They were as communal as they were in the past, with villages and districts being the bedrock of these communities. They valued diligence and shunned sloth, and believed that the world works in cycles of life and death, hoping their works and maybe even civilization could survive when the world withers, and that their history and the histories of other peoples could be recorded and kept safe...

They would be the first civilization Loreleilim would form. One of the first civilizations to come to be in the world. And they certainly wouldn't be the last.

(Once we have proper nation sheet things, expect a lot more lore)
>>
>>5280499
>https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw
(I have plans for this involving all the lost loved ones would cause some to go to great leangths to find their true loves regardless of distance no matter the cost this is gonna make good stories) I see your actions new god, you have used my creation as a source for your own machinations, but what some might call abominations I see opportunity, these Hawk Vespids still carry the souls of wasp folk, my champions, and have given them strength at the cost of a greater need of meet and a host to raise their young this not a new development the twisted servent of some other god had plucked some of my champions and put them on a place of insanity twisting their forms into similer body plans except tearing their wings away, i blessed them with a stronger mental will to survive and thrive regardless of this fact. you think my people will fear their own brothers and sisters? no for they still hear my words echo out in their souls.( out of character this isnt me trying to undo your action just letting you know chitinron had given them her encouraging words in their very creation ) I will look forward to when my children will meet each other again.
>>
>>5280718
((this is me btw))
>>
Rolled 6, 3 = 9 (2d6)

Locking entries for this turn and rolling for conflicts.

The first die is for the Ur-Spathi in the Ur-Spathi & Blue Moonchildren conflict.
The second die is for the Blue Moonchildren in the Ur-Spathi & Blue Moonchildren conflict.
>>
>>5280872
Ur-Spathi Modified Level:
>Level 5 + Roll of 6 = 11
Blue Moonchildren Modified Level:
>Level 4 + Roll of 3 = 7

The Ur-Spathi beat the Blue Moonchildren by a difference of 4.
>If the difference between the modified Levels of the species/civilisation is between 1 and 4, the loser has its Level reduced by 1, to a minimum of 1.
The new Level of the Blue Moonchildren is 3.

Too accustomed to their native environment, the Children of the Blue Moon find themselves floundering as they venture into the land of the Crimson Moon, where the Ur-Spathi hold the advantage. They are found wanting in the battle for supremacy over the moondust isle and their efforts to keep Ur's children in check fail. If this trend continues, the Blue Moonchildren may fail at their duty entirely.
>>
Turn 3 of the Age of Culture and Strife has begun.

The attached map features the biomes of Apoch and any change made to them during the previous turn.

Failed Divine Abilities & Refunded Divine Power:
>There were none.

Existing Conflicts & Bonds:
>Bond: Gorecaps & Trufflehogs.
>Bond: Crows & Harpies.
>Bond: Harpies & Carnies.
>Bond: Vintri & Hyalax.
>Bond: Harpies & Mousefolk.
>Bond: Crows & Mousefolk.
>Bond: Stormscales & Serpent-Twisted.
>Bond: Gridvines & Gearmechs.
>Bond: Earthern & Brainbulbs.
>Bond: Flamers & Dragons.
>Bond: Fire Goblins & Magmorks.
>Bond: Vintri & Glass Shells.
>Bond: Mousefolk & Waspfolk.
>Bond: Vintri & Crystal Snails.
>Bond: Mousefolk & Halflings.
>Bond: Sheddalin & Akula Baba.
>Bond: Earthern & Dryf-Spathi.
>Bond: Fire Goblins & Volkung Beetles.
>Bond: Spearmints & Candy Golems.
>Conflict: Ur-Spathi & Blue Moonchildren.
>Exclusion: Ur-Spathi from Shadow hexes.
>Exclusion: Roggs from Shadow hexes.
>Exclusion: Stormscales from Fire Goblin hexes.
>Exclusion: Shadows from Stiltwalker & Mousefolk hexes.
>Exclusion: Infester Vines from Mousefolk hexes.
>Exclusion: Serpent-Twisted from Fire Goblin hexes.
>Exclusion: Eyeless from Stiltwalker & Mousefolk hexes.
>Exclusion: Szehiu'raz Theocrats from Fire Goblin hexes.
>Exclusion: Poconthy from Iceborn hexes.

Remaining & Expired Timers:
>The exclusion of the Poconthy from Iceborn hexes cannot be broken until the start of Turn 4.
>The bond between Spearmints & Candy Golems cannot be broken until the start of Turn 5.

With the start of a new turn, all of the species and civilisations have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 15 DP
>Belphagor: 8 DP
>Fractal: 9 DP
>Endestria: 6 DP
>Gib: 8 DP
>Torc: 18 DP
>Frosore: 18 DP
>Dryf: 8 DP
>Ur: 18 DP
>Chitinron: 8 DP
>Monthrax: 6 DP
>Loreleilim: 6 DP
>>
The attached map features the species and civilisations of Apoch and any change made to them during the previous turn.

>>5280575
In the end, I went with:
>Crags, Jungle, Swamp, Savannah, Plains, Woodland, Great River, Mushroom Forest
I put an emphasis on wet, warm low-altitude environments. Just seems to fit the concept, in my opinion.

To everyone else, please point out anywhere where I've screwed up.
>>
Already, civilisation has begun to flourish across Apoch. Some of them are founded on pragmatism and the benefits of banding together, while others are built on shared beliefs and ideologies. They are so diverse that I cannot help but wonder, what will happen once they meet one another?

Forgive me, I should not speculate. Instead, allow me to give the Shengash Dynasty a little inspiration. In their efforts to prove the supremacy of the imperial lineage, the scholars of Emperor Laohak shall uncover the secrets of haemamancy – the magical manipulation of vitae. This discovery, combined with the scarcity of durable materials and the unique properties of Gorecap blood, shall result in the emperor's most infamous edict.

He shall enact a blood tax and demand his subjects to regularly surrender a portion of their vitae, which shall be transmuted into sturdy bloodstone through arcane processes. Laohak shall order the construction of a magnificent and labyrinthine dwelling using this new material, a shining scarlet structure that shall span miles by the time that it is finished, over a century after the emperor's demise. Despite this, this marvel shall forever be known as the Blood Palace of Laohak.

With that out of the way, I shall turn my attention to the Eyeless beneath the earth. Though they dispersed and ceased to exist long ago, the teachings of Uthulyn remain popular. Their philosophy leads to the eventual enslavement of the Ogres who share that region of the Underworld with the Shadows. Through guile and trickery, the Eyeless shall dupe these lust-driven creatures into serving them, so that they might subject these beings of flesh and blood to their sadistic whims.

>I am spending 6 Divine Power on one use of Create Wonder, to give the indicated hex in the attached image the Wonder biome and increase the Level of the Shengash Dynasty by 1.
>I am spend 4 Divine Power on one use of Incorporate Species, to turn the Ogres into a member species of the Eyeless and increase the Level of the Eyeless by 1.
>I will reserve the remainder of my Divine Power.
>>
>>5280915
Gulkbi the Gold Beak lands on top of Trillimti's throne. The king of the dead had simply collapsed on it many years ago and hasn't moved since. After a couple hundred years his Heralds realized he wasn't going to wake up any time soon and began acting on their own. Jalfr and his flock have been maintaining order in the Realm of the Dead. The Tainted has personally been watching the Divine Fortress and has had his flock gather souls and bring them to the realm. Gulkbi and his flock have been guarding the throne whenever they weren't helping either of the other flocks. Gulkbi is startled when his god begins to speak. "It seems I am late once again. Get the other two here as soon as possible I need to know what I've missed."
>>
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>>5280915
__________It had been years since jasper of the clan Grange lost his love Shelby, after a long day of farm care and field sowing, he and his deer Shelby went to bed, Shelby had complained about aches in her carapace, jasper had foolishly assumed she was just growing out of her old molt and would be right as rain after tonight’s molting. It was upon his awakening that her side of the resting area was empty save for pieces of molted carapace, she was gone leaving a trail of shed carapace out toward the jungle, he was beyond worried as more of the various clans reported missing loved ones, many where still in shock, rage, fear, depression, and finally defeat all except Jasper who was determined to find his Shelby and the rest, he had left behind trusted friends to manage his homestead, forming a band of those whose loves where left behind equipped with the tools of their trade, Jasper wielded his hoe its head fashioned from strong granite/quarts, its head worn from use and his bone and leather armor. (1/3)
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>>5281065
__________ the trip had been difficult jasper had lost an eye fighting off the flora that made themselves home in this uncharted territory, growing off of the trail of destruction leading deeper into the jungle and out into the crags, plateaus and canyons, odd blue shed carapaces that looked similar to wasp folk but where much larger and blue whatever caused Shelby and the others to leave must be connected to this their pheromones cover this breadcrumb trail of chitin, spurred on from desperation and obsession, they trekked onward finally leading them to a cave many dead cadavers and bones liter the cave, but the pheromone of their loved ones are strong here. (2/3)
>>
>>5281079
__________ Jasper, Jebadiah, Vienna and Erin all prepared torches, to delve into the cave no matter what peril come their way. The difference in temp was like night and day, the crevice in the earth was thick with musk and moisture pieces of paper and leather dot throughout the caver some of iridescent shells some of sharp fangs and the remains of great beast dot the cave until final they spot a great big wasp with blue carapace dotted with sharp protrusions up along its chitinous plates. This was all ignored by jebadaigh as he spotted a bony necklace resting on its neck, it was her pendant jebs gift to Shelby on their 10th aniversery, what happened next was sudden jeb flew with immense speed towards his love in the flesh once again alive confirmation that his journey was worth the sacrifice of his eye. The suddenness of this action stunned the others in his party as the reckless farmer embraced the hawk wasps head screaming out his joy.
>create bond between wasp folk and hawk wasps 6 DP
Deep within the temple of the burning son where Chitinron resides a glimmer of divine power emanates outward blessing the hawk wasps and wasp-folk, the pulse of green spreading outward lovers reunited, although this bond will definitely be difficult that is to be expected.
>>
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>>5280915

With the Obsidian Order now looking like it has ambitions of the Flamer homeland, it is time to finalize the work of the civilization I have been cultivating for them.

The family I have been blessing for centuries has dominated the tribes around them, but they will need more. I cause the next flamer spawned in their line a profound understanding of how to build a civlization. And soon the small village he lived in was a great city. He would be known as Ignatius the Fortifier. Even after he passed, the city would be one of the greatest the Flamers would ever build. And from this city they expanded outward and conquered the other leftover tribes. In honor of the fortifier, they named the city Ignatia, and their domain the Ignatian Imperium.

>I use 6dp to create the Ignatian Imperium at the black X
>>
>>5281247
>I forgot member species again. Flamers and Dragons
>>
>>5280049
>4DP to incorporate the Poconthy.
(too lazy to write any lore today. sorry)
>>
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>>5280915

The wardens of the Spathi writhe and scream, feeling the risk that befalls their purpose. Should they fail completely, they'll be returned to their lunar prison to suffer forevermore. They cannot allow this. Their only redemption is to clash with their former siblings and inflict their agony upon them. A ripple of rage travels across the moondust, as they cast off the concept of civility. They'll forever be beasts on the hunt, and for them to become anything greater is unthinkable.

>8 Dp to use Everwild species on the Blue Moonchildren twice.
>>
Great input from everyone so far and good to have you back, Trillimti.

An update on the Google Drive, files have been assembled all of the civilisations so far in the Anthropology folder.

https://drive.google.com/drive/u/1/folders/1T8Kl1w36WxrwBtcf7USMEvIxm2hsknuh
>>
The Godkin ascended looks upon his mighty adjutant. Together, they will become the epitome of the divine.

A civilization built on storm and blood magic, their sacrificial halls are something to be feared. They gain power through those they consume, as their god-king does. The nearby Serpent-twisted look mighty tasty.
>Create Civ - The Atal'Dazalor. Species are Adjutants.
>>
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>>5280915
Many shrouded bands gather, from the mounds to the west to east. A giant called Mig, who has hunted centipedes to tusks, commands them to break their shrouds. They gathered there for an expedition.

Wretched as they are, the tundras are empty of hunters save for the crows. Armed with slings and spears and clothed in shadow, they embark, going further and further along routes from gatherings past.

>Use 6 Divine Power on Create Civilization to create the Hunter's Horde with the member species Yetun.
>Use 2 Divine Power on Adapt Civilization to adapt the Hunter's Horde to the Tundras.
>>
>>5281482
i cant find everwild in the rules, but this is interesting could be the perfect catalyst for civilization
>>
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Another form of microbe emerges, much like the Yeast did before. Unlike the Yeast, this little fucker lives on land, so he's automatically at least 300% as interesting. It is a simple creature, feeding off of swamp sludge it's whole life, not daring to dream of a higher existence.

>create species - 6 power
>>
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>>5281810
>>
>>5281810
Smol
>>
>>5281669
Welcome back, ̶D̶r̶a̶z̶i̶l̶ Snakeskin Demigod.
>>5281810
>>5281813
Love the addition and welcome back, I just have a few questions first.
The Create Species ability has been removed with the new age, as the focus has shifted away from creating new land and life to making civilisations instead.
However, Create Subspecies still exists and now has the same cost. So, you could create these Slimes as a land-based subspecies of Yeast.
Some other gods made the Yeast intelligent in a previous age, for shits and giggles. As a subspecies of the Yeast, would you like the Slimes to be intelligent too, or not?
>>
>>5280915

Torc wakes again for the second time this epoch after a time spent gathering power, lending a touch of his will to the Waspfolk of the underground hive.

Create civilisation 6dp

The Tennae are elevated above their less civilised kin, developing passions for culinary arts and weaving as they gather under the myriad banners of influential wasp queens.

Empower civilisation x2 6dp

Wealth and power find the Tennae, as they find new things about their surroundings, their primitive lodgings becoming something more as the age passes.


The rest of his power the god saves, merely testing the proverbial waters for now.
>>
>>5280915
The experiment has gone well, Monthrax tought

The newly "born" hawk vespids were the first touch of his on the world of Apoch , watching their population he saw division among the newly corrupted beings.

In the first decade much of the population died off by their own will because they cannot live with the burden of what they became. Such a shame but monthrax cares not for the meek.

A century has passed since the event described in the waspfolk tongue as the "Nights of Molting shades" few dared to question what happened back then but what happened then never happened again some caretakers liked to incorporate the events as some kind of a boogeyman story to scare the disobidient young. But the ones who were truly taken at this time has started to divide themselves as the old ones slowly but surely died out.
Some went into a solitary life with self imposed celibacy to never take the life of the innocent to bring more cursed into the world and to protect their loved ones, off course their days were numbered but nobody cared neither themselves neither the god who made them.
The other end has gone wild imagining themselves as nothing more than a mere bloodthirsty beast but they cannot hide the truth from themselves. They are indeed aware of what they are doing and deeply regret everything they done, ironicaly they produced the most offspring.
Populations of the east have embraced their newfound forms and started living with it. Various warlords risen to power around this time. A former handmaiden turned into the self identified empress of the damned, a high ranking warrior turned into the scourge of the trade routes, and the likes much more potent than the meek self hating weaklings but they arent alone in their will to live as hawk vespids.
Western populations tried a different approach. They tried to reincorporate themselves into waspfolk society as they could watching them from the shadows defending them and helping them in dire need. They taken the oath to never take sentient beings to use them as hosts. By the divine will of their original patron god their intention is realized by the wider population even if they go unnoticed, and for now they live in peace.

Monthrax the god that cursed them wanted to give them a parting gift. He micromanaged event and individuals and slowly bit surely his gift would manifest. The approach was much of the same the opinions differed western tribes considered it as temptations to test their will and resolve. Eastern tribes see them as prophecies of glorious conquest. But the overarching plan was simple making them stronger in mind. They fully became their own even thoug it means they became rational berserkers who follow their ambitions

> using 4 DP to empower Hawk Vespids
>>
>>5281911
Yeah sure, intelligent slimes could be fun, their society would certainly be interesting
>>
Rolled 2, 3 = 5 (2d6)

Locking entries for this turn and rolling for conflicts.

The first die is for the Ur-Spathi in the Ur-Spathi & Blue Moonchildren conflict.
The second die is for the Blue Moonchildren in the Ur-Spathi & Blue Moonchildren conflict.
>>
>>5282184
Ur-Spathi Modified Level:
>Level 5 + Roll of 2 = 7
Blue Moonchildren Modified Level:
>Level 3 + Roll of 3 = 6

The Ur-Spathi beat the Blue Moonchildren by a difference of 1.
>If the difference between the modified Levels of the species/civilisation is between 1 and 4, the loser has its Level reduced by 1, to a minimum of 1.
The new Level of the Blue Moonchildren is 2.

Despite the bestial terror that has overcome them, the Moonchildren continue to fail at their god-given duty. The charge that they are supposed to ward continues to fend them off, again and again. Without a little divine intervention, it does seem like this conflict is doomed to end with the defeat of Fractal's creations.
>>
Turn 4 of the Age of Culture and Strife has begun.

The attached map features the biomes of Apoch and any change made to them during the previous turn.

Failed Divine Abilities & Refunded Divine Power:
>There were none.

Existing Conflicts & Bonds:
>Bond: Gorecaps & Trufflehogs.
>Bond: Crows & Harpies.
>Bond: Harpies & Carnies.
>Bond: Vintri & Hyalax.
>Bond: Harpies & Mousefolk.
>Bond: Crows & Mousefolk.
>Bond: Stormscales & Serpent-Twisted.
>Bond: Gridvines & Gearmechs.
>Bond: Earthern & Brainbulbs.
>Bond: Flamers & Dragons.
>Bond: Fire Goblins & Magmorks.
>Bond: Vintri & Glass Shells.
>Bond: Mousefolk & Waspfolk.
>Bond: Vintri & Crystal Snails.
>Bond: Mousefolk & Halflings.
>Bond: Sheddalin & Akula Baba.
>Bond: Earthern & Dryf-Spathi.
>Bond: Fire Goblins & Volkung Beetles.
>Bond: Spearmints & Candy Golems.
>Bond: Waspfolk & Hawk Vespids.
>Conflict: Ur-Spathi & Blue Moonchildren.
>Exclusion: Ur-Spathi from Shadow hexes.
>Exclusion: Roggs from Shadow hexes.
>Exclusion: Stormscales from Fire Goblin hexes.
>Exclusion: Shadows from Stiltwalker & Mousefolk hexes.
>Exclusion: Infester Vines from Mousefolk hexes.
>Exclusion: Serpent-Twisted from Fire Goblin hexes.
>Exclusion: Eyeless from Stiltwalker & Mousefolk hexes.
>Exclusion: Szehiu'raz Theocrats from Fire Goblin hexes.
>Exclusion: Poconthy from Iceborn hexes.
>Exclusion: Foundation of Gears from Iceborn hexes.

Remaining & Expired Timers:
>The exclusion of the Poconthy from Iceborn hexes can now be broken.
>Viersperan cannot be expelled from the Tribe of the Burning Sun until Turn 5.
>The bond between Spearmints & Candy Golems cannot be broken until the start of Turn 5.
>Atteries cannot be expelled from the Szehiu'raz Theocrats until Turn 5.
>Ogres cannot be expelled from the Eyeless until Turn 6.
>Poconthy cannot be expelled from the Foundation of Gears until Turn 6.

With the start of a new turn, all of the species and civilisations have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 17 DP
>Belphagor: 14 DP
>Fractal: 7 DP
>Endestria: 8 DP
>Gib: 6 DP
>Torc: 12 DP
>Frosore: 24 DP
>Dryf: 8 DP
>Ur: 24 DP
>Chitinron: 8 DP
>Monthrax: 8 DP
>Loreleilim: 12 DP
>Trillimti: 12 DP
>Snakeskin Demigod: 6 DP
>Microbes: 6 DP
>>
The attached map features the species and civilisations of Apoch and any change made to them during the previous turn.

I'll use this space to repost important links, since it's easy to overlook them in the OP.

The list of abilities for the Age of Culture and Strife can be found here:
https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw
The following folders contain (or will contain) information pages for every species, biome and civilisation on Apoch.
Species: https://drive.google.com/drive/u/1/folders/19mErs6QoXmGLn_HqJSV_Hn4fa33q-mBO
Biomes: https://drive.google.com/drive/u/1/folders/1x9WIFxw9qEXAr80pu3656IOUUtTMvef6
Civilisations: https://drive.google.com/drive/u/0/folders/1T8Kl1w36WxrwBtcf7USMEvIxm2hsknuh

As always, let me know about any screw-ups I've made.
>>
I believe that I have had too much influence on this world recently. I shall refrain from taking too much action on this occasion.

I shall begin by making the institution of slavery spread like wildfire among the Eyeless. The social status of a Shadow shall be defined by their ownership of Ogre slaves, or the lack thereof. As for the uses of these indentured creatures, they shall function as labourers and war beasts. Their servitude shall completely revolutionise the military and economy of the Eyeless and bring about a time of prosperity for this death-cult-turned-empire.

Next, I shall grant the Blue Moonchildren an aura of deepest melancholy. Those who find themselves in the presence of these beasts will feel compelled to weep and become paralysed with the despair that defines these lunar creatures. Perhaps this shall give them a fighting chance against the Ur-Spathi.

>I am spending 3 Divine Power on one use of Empower Civilisation, to increase the Level of the Eyeless to Level 9.
>I am spending 2 Divine Power on one use of Empower Species, to increase the Level of the Blue Moonchildren to Level 3.
>I am reserving the rest of my Divine Power.

>Normally Empower Species would cost 4 Divine Power in this age, but the two stacks of Everwild Species that Fractal bought for the Blue Moonchildren last turn lower that cost to 2 Divine Power per Level.
>>
> Spend 12 DP to grant the Obsidian Order Sailing
> Spend 2 DP to grant the Obsidian Order Coastal Water as a favored biome

Fluff later.
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>>5282275
And hear I was thinking the Flamers were gonna have to go away from home to find a fight.

OOC I am totally down for this. If I ever act like I am annoyed it is in character
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>>5282203
>>5282376
Also question Scaper, in war if one civilzation takes the territory of another, do they integrate the other civs races or do they get wiped out.

A case would be
>Obsidian Order and Ignatian Imperium go to war.
>Obsidian Order beats Ignatian Imperium by 5 one turn and takes control of a hex of the firelands island.
>That hex would normally have had flamers and dragons in it.

So would the Obsidian Order auto incorporate Dragons and Flamers. Would they be left on the hex as regular unincorporated species, or would they be wiped out from that hex?
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>>5282203
_____The journey back home was eventful, as Shelby had grown much more aggressive in her new form but jasper no stranger to a stubborn wildebeest managed to calm her berserker fever acting akin to the angel on her shoulder guiding her wrath in a more constructive manner, there was a definite cost to this strength and size, the need for more calories and protein to fuel her clay kiln, hmm well it’s a good thing we have cattle and hey there is always the insect meal which I’ve been told is rather chalked full of protein, but the definite challenge would be the need for live hosts for young to grow in ehh there’s always the occasional problem boar and wild beast that would run wild. as Jasper pondered possible living arrangement for his better half, riding on her shoulder as she flew with his retinue on her back, it had taken much to convince her to come home but jasper was not backing down he would not lose her again, eventually jaspers words warmed their way into her head leading to admitting defeat. (1/2)
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_____As the son slowly began to dip on the horizon jasper spotted various cattle lounging, plots of jungle given way to vineyards, orchards of fruiting jungle trees, dots of light poking out of huts and wattle-duob nests, as feeling of serenity came over him as they came closer to the city, he knew he would have to break the news of what had happened, either through the teeth of jaguars or traversing the underworld he would ensure his union remains intact. As he vowed under his breath the temple came into view, a beacon of jade light emanated from the entrance and the voice of their creator emanated outward, come wayward child and be calm.

>Transplant Species Hawk wasp– 6 Divine Power directly into the heart of civilization
>Incorporate Species Hawk wasp –2 Divine Power into the burning tribe
>>
Though he’s apathetic to most, there are several Gods who Fractal still holds in some regard. Especially those who aided him in previous ages. While the concept of debts isn’t one that he follows to the letter, he’s at least familiar with paying due respect.

His first such act is to grant a boon to the Merchant Republic of Petra. Despite his displeasure at the theft of the Dryf-Spathi, all those years ago, he delivers a gift unto their civilization, perhaps as a show of forgiveness towards their maker.

When night falls, lucky merchants are overcome by an icy coldness ever so often. They turn cold and dispassionate, their hearts freezing over and allowing them to not be swayed by their emotions or other glib traders. Instead, they follow their instincts and knowledge, turning into intimidating fiends who are able to debate and haggle endlessly while not falling for the tricks of their competition. When their thoughts clear up upon the break of dawn, they usually find their pockets much heavier than before.

>3 DP, empower the Merchant republic with Bargain Hunting

As for the rest of his power, Fractal pumps it into the strengthening of the Moonchildren, so that they may stand equal to the Spathi again.

>4 DP. Empower Blue Moonchildren 2x
>>
((Oh, yeah. I’m planning on everwilding some more creatures. In case anyone was planning on incorporating or domesticating my creatures, I’m gonna make a list of things that I’ll use it on, so that you don’t end up wasting DP on trying to put them into a civ when they’ll be removed later. Anything not listed is free game for taming/incorporating.

Iceborn
Frigian
Thundertusk
Divine Parasites
Cetii
>>
>>5282387
>Would they be left on the hex as regular unincorporated species
This would be the outcome. As the Imperium's borders are forced back in this hypothetical scenarios, not all of its subjects would retreat with it. There would be plenty of Flamers forced to live between the cracks of the new regime with their Dragon companions, living in isolated communities in the wilderness. The Obsidian Order would have to decide whether it is willing to let these outsiders squat in its new territory, whether it should incorporate them into the order as subjects, slaves or something else, or whether it should embark on a campaign of extermination to wipe out these unwanted elements.
>>
i am getting the art ready will be drawing when i wake up but i will be forming US or just Us as in its us or them or among us in the center of triangle island with the spathi its like how RL we call our home planet earth as in just another word for dirt and there being only them there would only be one word and one example
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>>5282505
>The Ur-knighted States of Apoch
>USA

Would be pretty neat ))
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>>5282203
A band stalks a centigrade. Normally, these bugs would've sensed their march and fled long before they could see the damn thing. But, shroud magic have grown elaborate. As they encroached upon the grade, the shamans began casting their spells, and the bug's senses are overwhelmed.

This hunt though, was not for its meat, and they bound the centigrades in ropes and rock. Mig would cow this insect, and a dozen more over the years, at times riding with them to hunt the Crows with speed. On his death fighting trespassing Tusks, this horde of bugs were dispersed throughout the Horde, and those strong enough to tame them, began to band and ride them over hunts.

>Use 4 Divine Power on Incorporate Species to incorporate the Centigrades into the Hunter's Horde.

Over yonder, a clan of serpents called Kor, a beneficiary of the Theocrats, began subjugating the clans on the outskirts, through overwhelming Scales. New tribute-clans are formed from the subjugated, and under the Priests, are guided to a life of farming.

>Use 2 Divine Power to Expand Civilization on the Szehiu'raz.
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>>5282610
((Ooh, neat. I've got some plans to make something new for the Horde in the future turns.

Scaper, a civ is considered to have all of its components on all its tiles, right? So if the Hunter's Horde were to move onto the other half of the separated tundra, it'd cause the Centigrade to spread onto those tiles too? ))
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In the deserts of the east, the Sheddalin and Akua-Baba have been busy. Great spires of rock and wood built into the mountain-side. Formed on the tenets of non-belief towards any god, they have taken themselves to the prospects of ultimate freedom. They raid smaller settlements in the deserts and crags from upon sharp wings.

The Sheddalin Bandit Kingdom is born

>Create species, the Sheddalin Bandit Kingdom. Constituent Species: Akua-Baba & Sheddalin
>>
So my creations are already enslaved at start of next game ?

I guess my bad for not seeing the new thread
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>>5282647
Correct. However, any species that are dispersed in that way will not spread from those tiles - if only because it would be a pain in the backside to model.
>>5282769
One small patch of Ogres has been enslaved by the Eyeless. It's nothing serious, especially considering how widespread and powerful that species is and the many different ways of turning the tables that exist.
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>>5282777
((Ah, I see. Yeah makes sense, since the origin tile is still different. Would one be able to use ‘Expand Civ’ on an isolated population of creatures, to start up a new origin tile with a discount or something? As opposed to Transplant species, which puts them on any favored tile but is more expensive. ))
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>>5282790
Ask me again when that situation is relevant and possible. I'd rather not give a yes or a no answer to a question like that when I don't have a good idea of how that situation would develop.
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>>5282376

(That's a bit of a relief. My plan is to incorporate flamers and dragons both (and maybe subspecies a steel dragon too), which would set up the island nicely for a rebellion schism in the event I take it. A glorious repelling of the invaders is certainly possible too. All fun.)
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>>5282203
The Humans continued to adapt to the continent and their numbers grew. They began to create and wear coats of the greater beasts they were able to hunt to keep themselves warm, and better organize their primitive tribes to more efficiently survive and grow. This led to the hunting grounds in the Southern Peninsula of the continent to start to run out of room, and prey grew more scarce, even as some Humans ventured North into the bitter Tundra. Soon enough, only the most capable hunters were able to find food, and these were seldom found among the traditional Pirouettes.

>6 AP: Adapt Species - Humans to Tundra
>4 AP: Enfeeble Pirouettes by 1
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>>5282203
Btw, how is it possible that a Civilization made exclusively of Yetuns originated and grew to hexes, in all of which no Yetuns yet live?
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>>5282989
picrel
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>>5282991
>Use 2 Divine Power on Adapt Civilization to adapt the Hunter's Horde to the Tundras.

Though the Yetun aren't adapted, the civ itself is.
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>>5282997
But how did the Civilization even start to begin with? Civilizations are supposed to be placed on a hex that includes the Member species, none of even the current hexes include a Yetun.
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>>5281722
Said tile had Yetun on it when the civ started. As of the formation of the civ, the civ icon represents every species that the civ contains. They've always been there, it's just that they're no longer represented with text. When the horde expands Westwards, the Yetun text will be removed from those hexes, as the presence of the civ banner already represents them.))
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>>5283005
Oh, ok. That's not very intuitive, but I guess it helps with the species crowding.
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>>5282989
The Hunter's Horde adapted to Tundra hexes in the same post in which it was created. See >>5281722.
From an in-character perspective, you can imagine this as the civilisation providing an infrastructure and logistics that allows them to expand into a region where they would normally struggle to survive.
If the Hunter's Horde ceases to exist or they're expelled from it or those hexes are conquered by a civilisation that doesn't support Yetuns, then the Yetuns that lived in that Tundra will die out without the support of a civilisation.
>>5282999
The Hunter's Horde was made on Turn 3. Looking at >>5280919, it can be seen that Yetuns do exist on the hex where the Hunter's Horde was founded in >>5281722.
The map that you link in >>5282991 does not say that Yetuns live in those hexes because all of the species of a civilisation can be found in a hex owned by that civilisation.
As an example of this, if a civilisation that contains Yetuns owns a hex, then you can assume that Yetuns exist inside of that hex.

This is a measure that I have introduced in order to try and cut down clutter and so that people don't have to ask for every hex "which of these species belong to this civilisation and which of these species don't belong to this civilisation."
If a civilisation owns a hex, I won't bother mentioning the species that belong to that civilisation - you can assume that they exist there by default. I will only mention the species that don't belong to that civilisation.
>>5283005
Thanks for helping with the explanation.
>>5283013
Yes, the intention is to help with species crowding and to help distinguish between which species in a civilised hex are member species and which aren't.
Sorry, I should've probably clarified this when I posted the Turn 2 map.
>>
Basalt, First Flame of the Obsidian Order, stood atop one of the obsidian spires that would one day belong to his empire. A silver circlet rested on his head, and above that, hovering in a lazy circle were golden orbs of divine power, a manifest symbol of his race’s right to rule. Above him, two moons, to the west the lights of the gear fields, to the south the glow of the firelands. Far, far to the north the volcanic domain of the goddess Effie.

And between it all, frustratingly difficult to cross ocean. Time for that to change. The glowing orbs above him shot into the open air in front of him and spun, fast enough to form a shining halo. Reality was ripped and patched together, connecting two places across a vast distance. Knowledge from other times and places flowed into his head even as glowing lava poured from the rip in reality. Ocean rose up and the two collided together with a cacophony of hissing.

Obsidian glass formed the shell, then a net of molten iron from beneath the earth layered around and through it. A reservoir of magma in the center, like a tiny sun, to provide his people with the life giving heat they needed, and combined with seawater would create bursts of steam that would push the ship forward, its arrowhead shape cutting through the water.

Finally, the world was theirs to take.
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>>5282505
>>5282531
yes the US or USA none in the group is sure what it exactly stands for some say other then US is easier to chant there are alot of different flags but its more a case of group think and none can decide on a single flag or reasons against it as there is only them and others US VERSUS THEM

and yes i have spent 6 points on it
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>>5283290
i nearly forgot to do it but now there is a civilization in the middle of the red triangle with the 2 blue bordering it.
holy shit my computer is being slow so keep be patient with me
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>>5283301
>>5283290
>civilization of ur spathi the US A as there is none like them and there simply not being any word actually for civilization some spathi called it the The Ur-knighted States of Apoch but they had no idea what knighted states or apoch was but it was but none argued against it, this was how the legendary chant of US VS THEM was born.
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>>5283329
fucking hell it took nearly 24 fucking minutes to do this i really need to fucking pack the folders so it does not have to load everything on my computer, hope my earlier posts counted so i can loophole and get in with my sort of weird democratic communism kinda not thing
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Rolled 1, 2, 3, 6 = 12 (4d6)

Locking entries for this turn and rolling for conflicts.

The first die is for the Ur-Spathi in the Ur-Spathi & Blue Moonchildren conflict.
The second die is for the Blue Moonchildren in the Ur-Spathi & Blue Moonchildren conflict.
The third die is for the Ur-Knighted States of Apcoh in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
The fourth die is for the Blue Moonchildren in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
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>>5283410
Ur-Spathi Modified Level:
>Level 5 + Roll of 1 = 6
Blue Moonchildren Modified Level:
>Level 5 + Roll of 2 = 7

The Blue Moonchildren beat the Ur-Spathi by a difference of 1.
>If the difference between the modified Levels of the species/civilisation is between 1 and 4, the loser has its Level reduced by 1, to a minimum of 1.
The new Level of the Ur-Spathi is 4.

Ur-Knighted States of Apoch Modified Level:
>Level 6 + Roll of 3 = 9
Blue Moonchildren Modified Level:
>Level 5 + Roll of 6 = 11
The Blue Moonchildren defeat the Ur-Knighted States of Apoch by a difference of 2.
>If the difference between the modified Levels of the species/civilisation is between 1 and 4, the loser has its Level reduced by 1, to a minimum of 1.
The new Level of the Ur-Knighted States of Apoch is 5.

Despite the formation of an Ur-Spathi civilisation, it would see as though the combined blessings of Fractal and the Scaper have given the Moonchildren a new lease of life. They fight with renewed ferocity, hunting down the Ur-Spathi wherever they can find them, even in their most civilised places.
>>
Turn 5 of the Age of Culture and Strife has begun.

The attached map features the biomes of Apoch and any change made to them during the previous turn.

Failed Divine Abilities & Refunded Divine Power:
>There were none.

Existing Conflicts & Bonds:
>Bond: Gorecaps & Trufflehogs.
>Bond: Crows & Harpies.
>Bond: Harpies & Carnies.
>Bond: Vintri & Hyalax.
>Bond: Harpies & Mousefolk.
>Bond: Crows & Mousefolk.
>Bond: Stormscales & Serpent-Twisted.
>Bond: Gridvines & Gearmechs.
>Bond: Earthern & Brainbulbs.
>Bond: Flamers & Dragons.
>Bond: Fire Goblins & Magmorks.
>Bond: Vintri & Glass Shells.
>Bond: Mousefolk & Waspfolk.
>Bond: Vintri & Crystal Snails.
>Bond: Mousefolk & Halflings.
>Bond: Sheddalin & Akula Baba.
>Bond: Earthern & Dryf-Spathi.
>Bond: Fire Goblins & Volkung Beetles.
>Bond: Spearmints & Candy Golems.
>Bond: Waspfolk & Hawk Vespids.
>Conflict: Ur-Spathi & Blue Moonchildren.
>Conflict: Ur-Knighted States of Apoch & Blue Moonchildren.
>Exclusion: Ur-Spathi from Shadow hexes.
>Exclusion: Roggs from Shadow hexes.
>Exclusion: Stormscales from Fire Goblin hexes.
>Exclusion: Shadows from Stiltwalker & Mousefolk hexes.
>Exclusion: Infester Vines from Mousefolk hexes.
>Exclusion: Serpent-Twisted from Fire Goblin hexes.
>Exclusion: Eyeless from Stiltwalker & Mousefolk hexes.
>Exclusion: Szehiu'raz Theocrats from Fire Goblin hexes.
>Exclusion: Poconthy from Iceborn hexes.
>Exclusion: Foundation of Gears from Iceborn hexes.
>Exclusion: Ur-Knighted States of Apoch from Shadow hexes.

Remaining & Expired Timers:
>Viersperan can now be expelled from the Tribe of the Burning Sun.
>The bond between Spearmints & Candy Golems can now be broken.
>Atteries can now be expelled from the Szehiu'raz Theocrats.
>Ogres cannot be expelled from the Eyeless until Turn 6.
>Poconthy cannot be expelled from the Foundation of Gears until Turn 6.
>Centigrades cannot be expelled from the Hunter's Horde until Turn 7.

With the start of a new turn, all of the species and civilisations have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 24 DP
>Belphagor: 6 DP
>Fractal: 6 DP
>Endestria: 14 DP
>Gib: 6 DP
>Torc: 18 DP
>Frosore: 20 DP
>Dryf: 14 DP
>Ur: 24 DP
>Chitinron: 6 DP
>Monthrax: 14 DP
>Loreleilim: 18 DP
>Trillimti: 18 DP
>Snakeskin Demigod: 6 DP
>Microbes: 12 DP
>Yearn: 12 DP
>>
The attached map features the species and civilisations of Apoch and any change made to them during the previous turn.

I'll use this space to repost important links, since it's easy to overlook them in the OP.

The list of abilities for the Age of Culture and Strife can be found here:
https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw
The following folders contain (or will contain) information pages for every species, biome and civilisation on Apoch.
Species: https://drive.google.com/drive/u/1/folders/19mErs6QoXmGLn_HqJSV_Hn4fa33q-mBO
Biomes: https://drive.google.com/drive/u/1/folders/1x9WIFxw9qEXAr80pu3656IOUUtTMvef6
Civilisations: https://drive.google.com/drive/u/0/folders/1T8Kl1w36WxrwBtcf7USMEvIxm2hsknuh

As always, let me know about any screw-ups I've made.
>>
After a time of rest, now it is time to cause a little chaos.

First, I shall honour the absence of Effie, the goddess of fire and courage. I refuse to let her children go attended and I shall see her Fire Goblins create a civilisation that I believe she shall approve of. Families of these diminutive yet courageous creatures shall form tribes and these tribes shall form clans that number in the hundreds, if not thousands. They shall battle against each other for supremacy, so that only the very bravest of them shall have the privilege of leading their people. With herds of Magmorks to serve as cattle and Volkung Beetles to serve as beasts of war, the Hotgob Clans shall guard Effie's volcanic continent from any and all outsiders.

Next, I turn my attention to the Obsidian Order. They are so zealous and devout, on the surface. Beneath that veneer, every cult and church has those who are less fervent. It is these opportunists and materialists who balk at the idea of going to war in Basalt's name. A cabal of these conspirators and those loyal to them gather by the northern coast of the Order's territory and there, they shall form the Coalskull Reavers. Rather than serve a divine despot, they instead choose to rove the shallow seas, pillaging the settlements of uncivilised tribes foolish enough to dwell on the coast.

>I am spending 6 Divine Power on a use of Create Civilisation, to create the Hotgob Clans on the circled hex in the image. Its member species are the Fire Goblins, Magmorks and Volkung Beetles.
>I am also spending 6 Divine Power on a use of Splinter Civilisation, to create the Coalskull Reavers out of the Obsidian Order on the crossed hex in the image. This shall reduce the Level of the Obsidian Order to 11, which will also be the Level of the Coalskull Reavers. Its sole member species is the Obsidian Dryads.

>If Effie rejoins the game, I will absolutely allow her to redesign the Hotgob Clans in whatever way she likes, free of charge. I'm just honouring the creations of players who took part in the last age.
>As this is the first use of Splinter Civilisation so far, if there's any questions about this ability, feel free to ask them.
>>
Already caught a mistake, forgot to account for Human spread. It's been corrected.
>>
>>5283447
________While the birth of written language knowledge led to wasp-folk tribes to produce new forms of knowledge gathering and exchanging of knowledge, this created a massive technical revolution in the production of agriculture art, warfare, and primitive forms of science asking hypothesizing and wondering what the world is made of hell math was created through book keeping, and through the channeling of divine power so fonts began to produce new forms of tech from the creation of the wheel to the reinvention of the wooden windmill, it was an inevitability that hive schools libraries and alchemy labs that where funded by the collective. and so the birth of public academics was formed.(1/2)
>(Empower Civilisation )– 3 Divine Power bless this civilization with the beauty of acadmics
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>>5283485
this is mine btw
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>>5283485
______Spurred on by the birth of academics the discovery of primitive smelting plume furnaces to smelt copper and tin to create bronze would be found athrough the documentation of odd metals melted in the mix of clay kilns, but due to the limited amount, iron was instead the chosen metal because of how common it was, it was in the lakes sol rocks underworlds sake it was in their blood. At first it was weaker than bronze but cheaper due to its abundance in the various hills and crags, as people continued to work with this metal they uncovered how to fold and strengthen it through a combination of intruding carbon with iron through adding bones of dead steer imbuing it with divine power channeled through the smiths chants (Vikings had made rudimentary steal through using bones although they didn’t know what they were producing was steel) they called this metal alloy star metal after the decedent of the very sol Khan: Sol smith. This process was costly because of the high temp needed to pull it off there was the invention of primitive blast furnaces powered by a combination of rotational power and burning charcoal and other hydrocarbons that where either dug up or created through the production of charcoal.(2/2)
A hive smiths chant
https://www.youtube.com/watch?v=2yIELWjG8Tc
>(Empower Civilisation )– 3 Divine Power with the knowledge of metallurgy
>>
>>5283451

(Oh thank goodness, I was a bit worried I was going to have to found a civ in the volcano island to attack. And lava bending skeleton mouse pirates! They're wonderful! I'm not going to do it, but what would happen if I catastrophied their entire civ?)

Pirates. An organized defense to the south in the Firelands. Rebellions. Basalt groaned and briefly considered simply raining armageddon on the ruffians, but unfortunately today was a day for making the trains run on time.

And designing trains in the first place.

>Spend 6DP to Bestow Logistics on the Obsidian Order
>>
((Sorry for not incorporating the pocanthe I don’t plan on expelling any of the species tribes from the territory same with the magpies crows and other species just had to get some proper infrastructure going for sea faring))
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>>5283540
((So I’m probably gonna be saving up dp for sea faring any how))
>>
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>>5283447
If war between the Imperium and the Order is inevitable, then who am I to deny my people their right to expansion.

Made from Ashstone, a mineral native to the firelands that is both light, strong, and importantly non-flammable, the Flamers begin to fashion their first ships. Military Scholars gather in the now port city of Fluire to discuss how the navy of the Imperium should be organized. And already Flamers are vying for officer positions, hoping to become one of the first great admirals of the Flamers.

>I use 12dp to bestow sea-faring on the Ignatian Imperium
>I then use 2dp to adapt the Ignatian Imperium to coastal water
>>
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>>5283447
As the Humans ventured into the inhospitable Tundra, they came upon many trials. They encountered venerable Thundertusks that not only competed well for their hunts, but might hunt them as well. The Poconthy may have been a source of meal, but at this point were too adapted to the terrain, and too flighty, even in their dilapidated state on the continent to be any kind of reliable food source. And of course, the Frost Scorpions would make any storm or sundown precarious, and they needed to post guards throughout just to get rest. But still, they soldiered on, and miraculously, persevered.

Eventually, a particularly adventurous and brave family had the idea of trying to tame the Scorpions, seeing potential in their resistance to the elements. Incredibly, they managed it, learning that the Scorpions hunted largely for thrill, and that much of their sustenance came from the magic of the land, thus needing little material provision. Using their newfound bond, they were able to hunt and travel with far superior effectiveness than ever before, especially at night and in storms, using the Scorpions as mounts for small groups at a time. The Humans were able to provide shelter and deterrence for the Scorpions during the calm and day, and the Scorpions proved capable guards and transports at night and in poor conditions. With this increased efficiency and manpower freed up, the Larka family quickly grew into the Larka Tribe, and even into its own fledling civilization: the Tribes of Larka.

>6 DP: Create Bond: Humans and Giant Frost Scorpions
>6 DP: Create Civilization - Tribes of Larka - Humans and Giant Frost Scorpions - at hex marked with an X in pic related (Humans indeed are on this hex, as per: >>5283460)
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>6DP: Create Subspecies on tile
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>>5283781

While he has beasts of the land, and beasts of the sea, Fractal realises that he's lacking in hunters who fly upon steady wings and soar across the sky. The Crows have been an ever-present template for flying beasts, so he sculpts his next creation in their image. The Strix are born. These large birds are wise and observant, but no less competent at catching prey. They fly completely silently, and their eyesight is supernaturally sharp. He looses them upon the Boreal Forest, where they quickly establish themselves in the treetops.

The Hunter's Horde of the Yetun have piqued his interest. Though it has come an age too late, they've finally taken up the chance that he offered their race upon their birth. Now that they're worthy of his regard, he sends the owls forward as a gift to them. Should they gain their respect, they'll surely find them to be useful companions. Their gaze can pierce even the magic shrouds of the hunters, their scouting abilities can help them adapt to much of the continent's terrain, and their guidance and wisdom will be useful for such a young civilization.

Should the Humans and Pirouettes earn their respect as well, he has no complaints. He has no desire to clip the wings of his newest children.

>Create the Strix (Intelligent). Favored biomes: Boreal Forest, Tundra, Mountains, Ice Flats, Plains, Woodlands, Crags, Jungle, Nest of Murtnag, Mushroom forest.
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>>5283521
Due to the following rule, a civilisation cannot be nuked into oblivion by Catastrophe on the same turn that it's created:
>You cannot target a hex that has already been targeted by another god during the same turn. For example, if you try to create a civilisation in a hex after another god has changed the biome of that hex during the same turn, you will fail. Any Divine Power spent in this way will be refunded at the start of the next turn.
On any other turn though, you could target every hex owned by the Coalskull Reavers (provided you have enough Divine Power) and their entire civilisation would cease to exist, destroyed by divine cataclysm.
I'd demand a decent bit of story though, as evidence that this isn't just being used to grief. Judging from what you've previously wrote, that shouldn't be a problem.
>>5283668
Scorpion-riding humans descended from teeth. I absolutely approve.
>>5283540
You don't have to apologise for not incorporating a species. Just imagine these Poconthy (and other non-integrated species) living in isolated and unorganised communities in the wilderness, as travellers, hermits, bandits and more.
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>>5283447
Fields of fields, weeds waving with the tides. Several generations have passed and come, and the Kor and Szehiuz have by now realized the power they hold by subjugation.

The tribute-clans are expanded and divided, and the Kor grew numerous, both in serpent and scale. Now and in the future, the Kor would side with their tribute-clans, and the Szehiuz weight their scales for the clans' vast amount of weed.

In time, other clans would unite into much bigger groups, though the Szehiuz would fight this at every step. More often, they join the Kor, either becoming a branch of the farmers, or the riders.

>Use 6 Divine Power to Bestow Logistics on the Szehiu'raz Theocrats.
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>>5283816
...from teeth? I thought the Pirouette were dancing clowns. Where did teeth come in?
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>>5283885

>>5238827
>>5239752
>>5257779
>>5263111
Honking Chompers -> Carnies -> Pirouettes -> Humans
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>>5283894
I see, thank you
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>>5283489
I had a thought would not the wings be flamable?
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>>5283944
((( it is a problem many black smiths had to regularly French their wings in liquid water to ensure that their wings don’t go up in flames. It still happens and many a blacksmith who’s wings are burned have to walk around their workshops, it is not a profession for the faint of heart.)))
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>>5284173
Drench not french
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>>5284173
(((Alchemy is much the same way handling reactive chemicals )))
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>>5283448
Oh crap I just realised that since I incorporated the Brainbulbs into the Merchant Repulblic I am now expanding into Halfling lands. That changes some ideas I had.

Also Scaper for the Merchant Republic of Petra you forgot to add the Brainbulbs's biomes for the civs favoured biomes. Not judging because I forgot as well.
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>>5283447

Loreleilim waited for a time as she watched the earliest history of the world unfold. And during that time, she watched as the Salivanids slowly grew and worked to create their civilization, to stand the test of time. Their start was slow, and solid, but as they expanded further and further, they were driven to explore further. To the east across the craggy mountains, they met a strange wasp like people which seemed to actually have some of their kind among them, a curios sight, yet seeing their unity was something that the Salivanids were surprised about, it reminding them of their own even. Still, while initial trade with these people would start, it would come to be that there needed to be better methods of moving goods too and from places, and so the Milin Draki was created. A small wooden platform meant to be strapped on their long serpentine bodies. It would help them travel farther, and given how communal the Viersperan were, they rarely traveled alone, usually in groups of at least twelve. Plenty enough to transport goods. Yet, this was not the only going on in the Empire. For one named Velix Selin Keliro, an architect, would find a myriad of new ways to innovate the art of construction. And in this, she would go on to start the first of many great projects in the Salivanid Empire. The first being the Garden of Linded, or Linded Al Folien. A large tiered structure with gardens on every level with plants both native and from the foreign jungle, the seeds and techniques to grow the foreign plants traded with the wasp like folk, and part of what made it possible as some hydraulic knowledge that Velix Selin Keliro utilized which in time likely would become a part of the success of the Empire in the future. Further, her methods would be written down in one of the first literary works, something that grew as Abdilan Ak Kul, Keeper of Records, grew in the various communities recording everything of minor note in a communities history, from foreigners arriving to minor disagreements... It was clear the empire's work was quite solid, and their efforts sure to bore fruit...

(Bestow logistics on Salivanids, Create wonder Linded Al Folien, and Empower the Salivanids with architectural advancements and literature.)
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>>5284327
(Forgot to include the location of the wonder.)
>>
i wonder a thing how are the civilizations levels and the species level linked if they are the only ones in it, if the species like what happens if the species level falls too extermination levels but not the civ?
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>>5284367
ghost towns
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>>5284367
>>5284371
They are not linked.
When a civilisation is made, its Level is based on the highest Level among its member species, plus the number of member species it has.
After that point, the civilisation's Level is independent of the Level of its member species.
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>>5284377
so what happens if the species falls 3 levels difference in a conflict but the civ is above that?
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>>5284379
The civilisation is a separate entity from the species, so nothing.
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>>5284379
do the species just die >>5284371
like Chitinron said
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>>5284386
so the species survives still?
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>>5284388
>>5284387
because logically you cant have a civilization without a species if it is not a situation where machines continues on the work automatically
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>>5283448
The Corruptor moth hath completed its first act and now it waits, and gathers its eldritch energy but he desent withered from this world as the mortals think.

And to demonstrate that he will try something. Above and beyond the world of Apoch he seeks a place to land and when he choose the perfect place he started to dive into the planet.

The colossal entity started falling through the emptines of space to the sky of the world, in the last minute he unfolded his tattered wings and abruptly stopped then a chain reaction started to manifest.

The land belonged to the Merchant republic of Petra for them the end came abruptly the first thing they noticed are the extremely loud sonic boom, for many their ear drums exploded. Then came the extremely strong wind that picked up anyone and twisted trees out of their place. Then the dust has fallen.

For the next months the sun never set on the land only the choking smog and debris lingered in the skies. The few survivors who stuck here experienced hell. From the tiny scales of Monthrax his ethereal creations/symbionts have fallen too. Ox sized mites that could phase through solid objects, flesh eating fungus that slithered on the ground, intelligent vapour clouds that puppeted with the corpses of the dead. And by some odd way the land itself started to rot water turned into oily tar like substance, parasitic rain poured down the yellowed sand that once was fertile land.

For a few years the annihilated land was a horryfic sight nobody who ever entered came back and if something came out of it it quickly disintegrated like if they cannot exist outside of the "bubble" they haunted now. But the question stands if this miasma dissapear will life ever return?

> spend 2 DP to create a catastrophe on the pictured hex
>>
Scaper, if two civs are spreading into the same hex on the same turn how is that handled? I'm planning a wonder on a particular contested spot and trying to sort out how best to take it.
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>>5284391
>>5284377
ah so the species level actually never matters if its not being made into a civilization again so they cant be exterminated inside the civ it it does not fall?.
>empower U.S.A 3 times because U S A is 3 sounds that pushes forwards with the power of reinventing fire with burning/melting the corpses of there enemies, long sticks with clamps and using the skins of there fallen comrades as flags
ur-spathi natural selection is doing its job with conflicts as they dont die from age but by accident instead pushes them towards working with each other even harder if that was even possible
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>>5284400
Right now, here's the priority list for civilisation spread:
>The civilisation with the most hexes adjacent to that hex takes it.
>If the competitors have the same amount of hexes adjacent to that hex, then the civilisation with the highest Level takes it.
>If the competitors have the same Level, then the youngest civilisation takes it.
>>5284387
>>5284388
>>5284391
No matter what happens to a species, if it is a member species of a civilisation, then it will continue to exist inside of it until it is expelled, no matter what goes on outside.
>>
>>5284420
do splintered civilizations inherit the level or does it count sort of as starting a new civ where it just gives a new level depending on the highest level of any member species?
also what happens if someone expels the last species in the civlization?
>>5284400
you could use that expansion ability that makes it claim all the adjacent tiles as if a turn has passed, also does not say anything about it not being spam able
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>>5284434
>do splintered civilizations inherit the level or does it count sort of as starting a new civ where it just gives a new level depending on the highest level of any member species?
The base civilisation's Level is reduced by 2 and then that Level is inherited by the new civilisation.
>also what happens if someone expels the last species in the civlization?
Impossible. I'll add that to the rules.
>you could use that expansion ability that makes it claim all the adjacent tiles as if a turn has passed, also does not say anything about it not being spam able
I am trusting people not to abuse abilities just because I didn't write extremely strict and limiting rules for them. If someone abuses any ability, I will change the rules of that ability to prevent that abuse in the future.

These are the last questions that I am going to answer before the next update, which will already probably be late.
>>
Rolled 1, 3, 3, 4 = 11 (4d6)

Locking entries for this turn and rolling for conflicts.

The first die is for the Ur-Spathi in the Ur-Spathi & Blue Moonchildren conflict.
The second die is for the Blue Moonchildren in the Ur-Spathi & Blue Moonchildren conflict.
The third die is for the Ur-Knighted States of Apcoh in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
The fourth die is for the Blue Moonchildren in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
>>
>>5283447

After a lengthy nap, Insoleo awakens to a new age, ready to put his preparations into practice.

(Sorry, I'm late, been busy this week. Just gonna wait for now.
>>
>>5284533
Ur-Spathi Modified Level:
>Level 4 + Roll of 1 = 5
Blue Moonchildren Modified Level:
>Level 5 + Roll of 3 = 8
The Blue Moonchildren beat the Ur-Spathi by a difference of 3.
>If the difference between the modified Levels of the species/civilisation is between 1 and 4, the loser has its Level reduced by 1, to a minimum of 1.
The new Level of the Ur-Spathi is 3.

Ur-Knighted States of Apoch Modified Level:
>Level 8 + Roll of 3 = 11
Blue Moonchildren Modified Level:
>Level 5 + Roll of 4 = 9
The Ur-Knighted States of Apoch beat the Blue Moonchildren by a difference of 2.
>If the difference between the modified Levels of the species/civilisation is between 1 and 4, the loser has its Level reduced by 1, to a minimum of 1.
The new Level of the Blue Moonchildren is now 4.

The Children of the Blue Moon successfully tear into the disorganised tribes of Ur-Spathi that live in the wilderness. They are easy prey for the now-bestial Children. However, as the Ur-Knighted States spread over the land and integrate these tribes into their ranks, Fractal's creation have a hard time standing up against their tactics and doctrine. No longer do they hunt a chaotic rabble subsisting in the wilderness. Now, they have to contend with a civilisation.

>With the advent of the new turn, the conflict between the Ur-Spathi and the Blue Moonchildren will be terminated as they no longer share any hexes with the Ur-Spathi. Instead, their sole conflict will be with the Ur-Knighted States of Apoch.
>>
Turn 6 of the Age of Culture and Strife has begun.

The attached map features the biomes of Apoch and any change made to them during the previous turn.

Failed Divine Abilities & Refunded Divine Power:
>There were none.

Existing Conflicts & Bonds:
>Bond: Gorecaps & Trufflehogs.
>Bond: Crows & Harpies.
>Bond: Harpies & Carnies.
>Bond: Vintri & Hyalax.
>Bond: Harpies & Mousefolk.
>Bond: Crows & Mousefolk.
>Bond: Stormscales & Serpent-Twisted.
>Bond: Gridvines & Gearmechs.
>Bond: Earthern & Brainbulbs.
>Bond: Flamers & Dragons.
>Bond: Fire Goblins & Magmorks.
>Bond: Vintri & Glass Shells.
>Bond: Mousefolk & Waspfolk.
>Bond: Vintri & Crystal Snails.
>Bond: Mousefolk & Halflings.
>Bond: Sheddalin & Akula Baba.
>Bond: Earthern & Dryf-Spathi.
>Bond: Fire Goblins & Volkung Beetles.
>Bond: Spearmints & Candy Golems.
>Bond: Waspfolk & Hawk Vespids.
>Bond: Humans & Frost Scorpions.
>Conflict: Ur-Spathi & Blue Moonchildren.
>Conflict: Ur-Knighted States of Apoch & Blue Moonchildren.
>Exclusion: Ur-Spathi from Shadow hexes.
>Exclusion: Roggs from Shadow hexes.
>Exclusion: Stormscales from Fire Goblin hexes.
>Exclusion: Shadows from Stiltwalker & Mousefolk hexes.
>Exclusion: Infester Vines from Mousefolk hexes.
>Exclusion: Serpent-Twisted from Fire Goblin hexes.
>Exclusion: Eyeless from Stiltwalker & Mousefolk hexes.
>Exclusion: Szehiu'raz Theocrats from Fire Goblin hexes.
>Exclusion: Poconthy from Iceborn hexes.
>Exclusion: Foundation of Gears from Iceborn hexes.
>Exclusion: Ur-Knighted States of Apoch from Shadow hexes.

Remaining & Expired Timers:
>Ogres can now be expelled from the Eyeless.
>Poconthy can now be expelled from the Foundation of Gears.
>Centigrades cannot be expelled from the Hunter's Horde until Turn 7.
>The bond between Humans & Frost Scorpions cannot be broken until Turn 8.

With the start of a new turn, all of the species and civilisations have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 24 DP
>Belphagor: 6 DP
>Fractal: 6 DP
>Endestria: 20 DP
>Gib: 6 DP
>Torc: 24 DP
>Frosore: 14 DP
>Dryf: 6 DP
>Ur: 21 DP
>Chitinron: 6 DP
>Monthrax: 18 DP
>Loreleilim: 6 DP
>Trillimti: 24 DP
>Snakeskin Demigod: 12 DP
>Microbes: 18 DP
>Yearn: 18 DP
>Insoleo: 12 DP
>>
The attached map features the species and civilisations of Apoch and any change made to them during the previous turn.

I'll use this space to repost important links, since it's easy to overlook them in the OP.

The list of abilities for the Age of Culture and Strife can be found here:
https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw
The following folders contain (or will contain) information pages for every species, biome and civilisation on Apoch.
Species: https://drive.google.com/drive/u/1/folders/19mErs6QoXmGLn_HqJSV_Hn4fa33q-mBO
Biomes: https://drive.google.com/drive/u/1/folders/1x9WIFxw9qEXAr80pu3656IOUUtTMvef6
Civilisations: https://drive.google.com/drive/u/0/folders/1T8Kl1w36WxrwBtcf7USMEvIxm2hsknuh

As always, let me know about any screw-ups I've made.

And due to screwing up time management, I'll take my turn at some point in the next twenty-four hours instead of at the start.
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>>5284578
Shouldn't Tribes of Larka be level 10? Frost Scorpions went from level 7->8 from the Bond, and would be the highest level in the civ, and the civ has 2 species, so 8 (highest level) + 2 (number of species) would make it 10.
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>>5284574

Yearn observes his second creation, the ogre, only crafted after the great mountains themselves of Apoch. The most of the ogres lived freely able to choose which foods that tickled their fancy of the day allowing them to grow ever fatter; however a slim minority found themselves without basic ability to choose food they desired.

Yearn sought to free the enslaved ogres and harden all other ogres to be able to enjoy themselves to the fullest. Thus Yearn bestowed them the gift of everwilding to be able to choose their own destiny as well as strengthening their minds, bodies, and spirits.

>Everwilding the ogres for 4 dp

>Empower ogres 3 times for 9 dp
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>>5284578
Ignatian Infernus, descendant of Ignatius the Fortifier and current emperor of the Ignatian Imperium strode out from his palace, dressed in his ceremonial armor.

Before him was a massive crowd of Flamers. There were many civilians, as well as some of the best soldiers who were chosen to guard the ceremony. Overhead, his elite Torchguard flew on their dragon mounts, keeping a eye out for any intruders.

A month ago, one of the first Imperial Fleets sailed to the north. And they encountered fleets of the Obsidian Order. This ended with the Ignatian fleet being destroyed. There was no clear consensus on who attacked who, but the Flamers of the Imperium did not care. This was their chance to earn glory for their nation and themselves.

This was especially true for Infernus. It was no secret that while the Ignatian dynasty had great rulers, they had overall diminished in quality over time. This was Infernus's chance to prove that he was not a equal of Ignatius, but a superior ruler. Only time will tell if this claim was true.

Infernus strode forward and stood before the statue. It was made out of kindlestone, a strange material native to only the firelands, when set alight it could stay on fire for months, even years if propely prepared. And now, in the center of the square right before the Emperor's Palace, was a statue of the material in the shape of a Obsidian Dryad.

Infernus gave a speech to his people. He told them that it was now their time to claim the glory that all Flamers deserved. To claim the lands that all Flamers deserved. The crowd was roaring with excitement as he kept talking. Once he was done, he called out a name

"Vulcan!"

Out of the massive palace gate stomped Vulcan. He was the largest and oldest dragon ever seen by Flamer kind. He was the size of a warship, with blood red scales. He had been passed down in the Ignatian line from emperor to emperor. It was joked that it was Vulcan, not the crown, that was the sign of imperial power.

Infernus yelled out another command to the beast. Vulcan then pulled its head back as it drew in a breath. Then it exhaled a inferno. Those in the crowd who had heard the stories of Vulcan's breath were shocked, for they understated its fury.

The statue was light aflame, and the crowd cheered. The statue would only be taken down and extinguished when the war was won.

>I use 4dp to start a war between the Obsidian Order and the Ignatian Imperium
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>>5284578
I think the strix are missing from the mountains, up in the Frosore continent))
>>
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Basalt watched from above as the dragon let loose its fury, lighting the effigy aflame, and made a note to import kindlestone back to the capital if he had the chance. What a fascinating material. Dragons…the desire to claim the firelands burned even brighter. But against these ferocious people of fire his people would need more than the power to shape the blood of the earth. Already the flamers were practicing how to claim strikes of magma into their own body and use it against their attacker.

He returned to the capital, ideas turning in his mind. Two ideas flowed into his mind, one that would take some time, but the other more immediate. The first was simple enough. He flew north until he hovered over the great volcano on their northern border. The place had fallen to pirates, they had riddled the great mountain with tunnels and secret passages and had become impossible to root out. Well, impossible for common soldiers anyway. Just a fraction of the power of a god would do though.

Two golden orbs from his halo shot into the sky. It would take a few weeks, but then hundreds of meteorites would rain down, collapsing tunnels, purging surface life, shaking the earth. It would take time for the quakes and impacts to cease, but then his people would be poised to retake the volcano, and finally he could begin what might be his greatest work.

More immediately he needed an edge in the war to the east. For that he returned to a barracks of soldiers who had been preparing for his arrival. Soldiers stood at attention, skulls gleaming, eyes burning with fire, obsidian spears held high. Elite soldiers, the best of the best. Basalt brushed it off.

“Thank you for volunteering for this. I am sorry, it will be very painful.”

Lava and molten metal bubbled out from the ground below Basalt, twisting and coiling up like a snake. Divine knowledge poured into his mind, ratios of minerals and alloys, practiced techniques. Iron was folded into steel, then it lashed out and enveloped the assembled soldiers. Only a god could hear the screams from within it, and Basalt heard each one with perfect clarity. Doubts crept in for a moment.

He pulled back the molten steel, revealing a crumpled heap of his kin, each bone reforged in steel. He held his breath. Then the first one stood, then another. Joints were tested, new bodies inspected. The steel legion snapped to attention, bodies gleaming. A cautious assistant swung a bludgeon at one of them, the weapon simply shattered. The steel dryad didn’t notice.

Doubts fled. Glory to the steel dryads. Glory to the Obsidian Order.

> 2DP Catastrophe on marked tile
> 3DP Empower the Obsidian Order with the Steel Dryads, an elite unit of nearly indestructible soldiers forged of steel.
>>
For all their vigor, the Sheddalin Bandit Kingdoms were a civilization in decline. Confined to the deserts, the kraven hunters lusted for more.. amenable pastures.

Learning to climb and survive in the crags neighbouring their desert home, the Bandit Kingdoms aimed to reach further outwards.

Armored leather harnesses, built from the bodies of long-deceased beasts, were fitted to their Akua-Baba steeds. The Sheddalin mustered for war.

The Tribe of the Burning Sun. Those with everything. Bandits do as bandits want, and aim to take. The crags will be theirs.

> 2 DP - Adapt Sheddalin Bandit Kingdom to Crag
> 3 DP - Empower Sheddalin Bandit Kingdoms
> 4 DP - Start Conflict with the Tribe of the Burning Sun

Meanwhile....

Deep beneath the waves. Far, within the swamps... the Atal'Dazalor honed their blood fueled storm magics. The archipelago began to be drenched in eternal rain and thunder. The bones of Drazil crackled in the wind.

>3 Dp - Empower Atal'Dazalor
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>>5284578

Unlike many others, Fractal doesn’t seek to raise any of his creations into a world-spanning empire. He answers no prayers, hearing the words of the Spearmints and Pirouettes as mere buzzing in his awareness. This leaves him with plenty of effort to spare, in his wreaking of havoc across the Spathi lands. Much of the former age was spent cleaning up the mess that the Moon left behind. This era, he’ll fan the flames of conflict to occupy Ur’s time.

The decline of the wild tribes brings him satisfaction, but breaking down the walls of their villages proves to be a problem. He blesses his weapons with the ability to change their forms, squeezing their great size into the space that a single Spathi occupies. These shapeshifters move into the heart of the cities, before shedding their false skins and rampaging from within.

>6 DP, Empower the Moonchildren thrice, with infiltration, shapeshifting, and patience.
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>>5284817
Twas but inevitability
>>
It’s a rare occasion when a monster reaches out to strike a deal with a man. From observing the countless conflicts over the ages, Fractal has learnt quite a bit about war. While he’s never had enough equals to hunt in a pack, he knows that there’s danger in numbers. So he turns his attention towards Dryf, offering the merchant a deal.

The upstart Dryad, who stole the power of slumbering Belphegor, threatens his Flamers and their imperium. However, they’re about to expand unbidden into proximity of the Merchant Republic of Petra. Forming a bond between two of his own civilizations would give them a massive boost in power (2 levels from an alliance, 2 more from the incoming shared borders with an enemy). Yet, Dryf lacks the power to establish a connection between the two empires, due to the space that separates them.

Unless someone were to lend him their strength, that is. Fractal offers the entirety of his Divine Might for the next age, to help forge an alliance between Petra and the Ignatian. Doing so would create a massive gulf between them and their enemies, due to the resources flooding in from the traders. It’s an opportune moment, and better it happen soon, before the enemy can gain more strength. Of course, a God of Commerce ought to expect that one who offers such a thing will at least seek a bit of interest, when the time comes to repay it.

>Offer 6 DP to Dryf next turn, if he accepts.
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>>5284578

Awe inspiring wonders fill the deep, in the eldest woods the gardenfolk gather under a single banner.

Create civilisation: Flowercoven 6dp

The Gardenfolk rise to prominence from the silver roots of the forest and spread out, lead by an elected ruler denoted by the crown of never-wilting dazzling flowers atop his head.

Create wonder for the Eyeless: Mausoleum of Right 6dp

A grim edifice, built to house the dead not as a way to memorialise or put them to rest, but rather as a twisted bizarre trophy hall of those the eyeless have slain.

Countless specimens from every species in the world and some that no longer walk it, containing a wealth of knowledge on the living are squirrelled away in its halls or mounted above doorways.

Not that the Eyeless are likely to care much for the scientific value of such a place.

Create wonder for the Gears: Silver Planetarium 6dp

Within the land of the gears the artificial landscape alters and reforms, far more delicate and sensitive shapes than usual integrate into the ecosystem-wide machinery.

A planetarium acres across springs up, reflecting the movements of the bodies in the heavens so very far above.

Create wonder for the Tennae: Telling Tower 6sp

Throughout this imposing construction of odd materials and suspended architecture run rings and resonant crystals.

At the top is it as if the whole structure may be alive in some fashion, veritably buzzing with energy and might. Words spoken from this place can be heard for miles around, and are found unnaturally convincing to all who hear them. One would hope such a thing is not misused.
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>>5284973
Image forgot to attach
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>>5284588
That's a fair assumption to make, but I don't count the bonus Level from the bond when civilisations are being created.
If I did take the bonus Level from bonds into account, civilisations like the Foundation of Gears would have started at a remarkable Level 19, which would've been a bit unfair.
But yeah, I'm sorry for not making that clearer in the rules.
>>5284629
I'll just make sure that you know that by Everwilding the Ogres in this way, they won't be able to be a part of civilisation ever again.
>>5284792
Thanks for pointing that out.
>>5284817
I'll refund 2 Divine Power, due to the fact that the Sheddalin Bandit Kingdom already has Crags as a favoured biome.

Otherwise, great input from everyone so far.
>>
>>5284837
Empowering costs 4 DP per use for Species and 3 DP per use for Civilizations
>>
>>5284984
((It gets a discount if you use Everwild species. 3 after the first use, 2 after the second.
>>
>>5284574
Hab lounged around his mound as usual. His job to watch over the game and any tresspasing preds, be they grades or crows, didn't took much effort for the empty plains, and it gave him time to look at the Great Lake.

Sometimes, he would swim into the cold waters, until his feet won't land on the sands and the coasts are as small as the mountains. There, little things would swim and flee from his presence, and he would spear the few brave enough to not. He'll return the land shortly after, his fire growing cold with the sea.

This far from the Pass, food that came and were gathered from the hunts doesn't last long and the better parts taken by the shamans. Those little things were decent when cooked, and handy to last until the next stock.

As he warms himself, he wondered if he could join the next season's gathering, hunt a big game, and trade with the woodsman for something like floating land, just to help warm himself in the furthest parts of the lake. Won't be long until he swam to the other side right?
>Stashing 6 Divine Power to spend on Seafaring.
>>
>>5284867
So here's the thing.

I have idea I may get around to doing eventually, and for it to work their cannot be an alliance between Petra and Ignatian.

So if you give me the dp I would not be using it for an alliance like you suggested. But if you still want to give it I could buff the Imperium a little bit more
>>
>>5285051
((Sure, DP is in your hands next turn. They do need a bit of buffing to match up with the Order.))
>>
>>5284574
>adapt U.S.A civilization too the ur-spathi remnants reclaiming there long lost cities searching for what they have lost in there great displacements and destruction's and generally now that conflicts have ended they are just more paranoid as usual hiding and peeking out of holes trying to scrounge up something as they literally jump at literal shadows.
>>
It is time for more chaos.

In the Foundation of Gears, there is uncertainty. With the discovery and colonisation of fertile plains where there is more flora than Gridvines, a significant number of the Foundation's subjects find themselves more at home in this natural landscape. Why should they research the inner workings of nutrient dispensers when they could simply grow sustenance instead?

I shall give them a nudge. While most Harpies and Waspfolk shall remain in the gear fields that they are comfortable with, specimens from other races shall begin leaving the Foundation in droves. Calling themselves the Agrarians, they shall abandon machinery and technology in favour of a humbler lifestyle that revolves around simpler tools and rural collectivism.

Next, I shall turn my attention to the Eyeless beneath the earth. The teachings of Uthulyn are abandoned as Ogre slaves throughout society become feral and uncontrollable. Terrified of these mighty, bestial beings that inhabit their lands, they shall devote themselves to further expansion, to spreading beyond the reach of the giants that were once their servants.

>I am spending 6 Divine Power on a use of Splinter Civilisation, to create the Agrarians out of the Foundation of Gears on the crossed hex in the image. This shall reduce the Level of the Foundation of Gears to 14, which will also be the Level of the Agrarians. Their member species include the Mousefolk, Halflings and Poconthy and they shall inhabit the marked hexes adjacent to the crossed hex.
>I am also spend 6 Divine Power on a use of Bestow Logistics, targeting the Eyeless. This shall increase their maximum spread range up to ten hexes from five and increase their Level to 11.
>>
Rolled 4, 6, 5, 5, 3, 1 = 24 (6d6)

Locking entries for this turn and rolling for conflicts and wars.

The first die is for the Ur-Knighted States of Apoch in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
The second die is for the Blue Moonchildren in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
The third die is for the Obsidian Order in the Obsidian Order & Ignatian Imperium war.
The fourth die is for the Ignatian Imperium in the Obsidian Order & Ignatian Imperium war.
The fifth die is for the Sheddalin Bandit Kingdom in the Sheddalin Bandit Kingdom & Tribe of the Burning Sun war.
The sixth die is for the Tribe of the Burning Sun in the Sheddalin Bandit Kingdom & Tribe of the Burning Sun war.
>>
>>5285516
Ur-Knighted States of Apoch Modified Level:
>Level 8 + Roll of 4 = 12
Blue Moonchildren Modified Level:
>Level 7 + Roll of 6 = 13
The Blue Moonchildren beat the Ur-Knighted States of Apoch by a difference of 1.
>If the difference between the modified Levels of the species/civilisation is between 1 and 4, the loser has its Level reduced by 1, to a minimum of 1.
The new Level of the Ur-Knighted States of Apoch is now 7.

Obsidian Order Modified Level:
>Level 13 + Roll of 5 = 18
Ignatian Imperium Modified Level:
>Level 10 + Roll of 5 = 15
The Obsidian Order beat the Ignatian Imperium by a difference of 3.
>If the difference between the modified Levels of the civilisations is between 1 and 4, the loser has its Level reduced by 1, to a minimum of 1.
The new Level of the Ignatian Imperium is now 9.

Sheddalin Bandit Kingdom Modified Level:
>Level 13 + Roll of 3 = 16
Tribe of the Burning Sun Modified Level:
>Level 15 + Roll of 1 = 16
The Sheddalin Bandit Kingdom & Tribe of the Burning Sun are tied with a difference of 0.
>If the modified Levels of the civilisations are equal, both civilisations reduce their Levels by 1, to a minimum of 1.
The new Level of the Sheddalin Bandit Kingdom is now 12 and the new Level of the Tribe of the Burning Sun is now 14.

The new gifts of the Moonchildren wreak havoc on Ur-Spathi society. The Ur-Knighted States are full of instances of civilians suddenly transforming into murderous beasts covered in eyes and teeth. These shapeshifters cause carnage wherever they appear and have left the leadership of the States distraught and full of paranoia. After all, any one of them could be a Child of the Blue Moon. No one can be trusted.

Fearful Mer cower beneath the waves as the fledging navies of two empires clash above them. In the end, it is the vessels of the Obsidian Order that prove to have the superior design. They weather the onslaught of the Imperium's armada and reply in kind with fire so fierce that it melts ashstone. No small number of Flamer ships are sunk in this fashion, with their crews perishing beneath the waves.

Finally, there is the war over the crags. Metal-clad Waspfolk and Vespids fight with the warped, feathery forms of the Akula Baba in the sky while the Sheddalin horde try to swarm over the Viersperan loyal to the Burning Sun. In the end, neither side can truly be declared victorious. The sand and stone is stained with the blood of thousands, depleting the ranks of Tribe and Kingdom alike.
>>
Turn 7 of the Age of Culture and Strife has begun.

The attached map features the biomes of Apoch and any change made to them during the previous turn.

Failed Divine Abilities & Refunded Divine Power:
>There were none.

Existing Conflicts & Bonds:
>Bond: Gorecaps & Trufflehogs.
>Bond: Crows & Harpies.
>Bond: Harpies & Carnies.
>Bond: Vintri & Hyalax.
>Bond: Harpies & Mousefolk.
>Bond: Crows & Mousefolk.
>Bond: Stormscales & Serpent-Twisted.
>Bond: Gridvines & Gearmechs.
>Bond: Earthern & Brainbulbs.
>Bond: Flamers & Dragons.
>Bond: Fire Goblins & Magmorks.
>Bond: Vintri & Glass Shells.
>Bond: Mousefolk & Waspfolk.
>Bond: Vintri & Crystal Snails.
>Bond: Mousefolk & Halflings.
>Bond: Sheddalin & Akula Baba.
>Bond: Earthern & Dryf-Spathi.
>Bond: Fire Goblins & Volkung Beetles.
>Bond: Spearmints & Candy Golems.
>Bond: Waspfolk & Hawk Vespids.
>Bond: Humans & Frost Scorpions.
>Conflict: Ur-Spathi & Blue Moonchildren.
>Conflict: Ur-Knighted States of Apoch & Blue Moonchildren.
>War: Obsidian Order & Ignatian Imperium.
>War: Sheddalin Bandit Kingdom & Tribe of the Burning Sun.
>Exclusion: Ur-Spathi from Shadow hexes.
>Exclusion: Roggs from Shadow hexes.
>Exclusion: Stormscales from Fire Goblin hexes.
>Exclusion: Shadows from Stiltwalker & Mousefolk hexes.
>Exclusion: Infester Vines from Mousefolk hexes.
>Exclusion: Serpent-Twisted from Fire Goblin hexes.
>Exclusion: Eyeless from Stiltwalker & Mousefolk hexes.
>Exclusion: Szehiu'raz Theocrats from Fire Goblin hexes.
>Exclusion: Poconthy from Iceborn hexes.
>Exclusion: Foundation of Gears from Iceborn hexes.
>Exclusion: Ur-Knighted States of Apoch from Shadow hexes.
>Exclusion: Agrarians from Iceborn hexes.

Remaining & Expired Timers:
>Centigrades can now be expelled from the Hunter's Horde.
>The bond between Humans & Frost Scorpions cannot be broken until Turn 8.
>The war between the Obsidian Order & Ignatian Imperium cannot be broken until Turn 9.
>The war between the Sheddalin Bandit Kingdom & Tribe of the Burning Sun cannot be broken until Turn 9.

With the start of a new turn, all of the species and civilisations have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 24 DP
>Belphagor: 7 DP
>Fractal: 0 DP
>Endestria: 24 DP
>Gib: 12 DP
>Torc: 6 DP
>Frosore: 20 DP
>Dryf: 14 DP
>Ur: 24 DP
>Chitinron: 12 DP
>Monthrax: 24 DP
>Loreleilim: 12 DP
>Trillimti: 24 DP
>Snakeskin Demigod: 8 DP
>Microbes: 24 DP
>Yearn: 11 DP
>Insoleo: 18 DP
>>
The attached map features the species and civilisations of Apoch and any change made to them during the previous turn.

I'll use this space to repost important links, since it's easy to overlook them in the OP.

The list of abilities for the Age of Culture and Strife can be found here:
https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw
The following folders contain (or will contain) information pages for every species, biome and civilisation on Apoch.
Species: https://drive.google.com/drive/u/1/folders/19mErs6QoXmGLn_HqJSV_Hn4fa33q-mBO
Biomes: https://drive.google.com/drive/u/1/folders/1x9WIFxw9qEXAr80pu3656IOUUtTMvef6
Civilisations: https://drive.google.com/drive/u/0/folders/1T8Kl1w36WxrwBtcf7USMEvIxm2hsknuh

As always, let me know about any screw-ups I've made.

A couple of other notes:
>The bond/conflict/war/exclusion bloat is getting out of control and I might make an image explicitly for that, or find a way to integrate that into the species map. If anyone has any preferences or suggestions, let me know.
>The more turns pass, the more I realise that the “in decline” mechanic that I had planned is probably a bad idea. The first nations will start going into decline only a few turns from now, when it feels like they've barely gotten the chance to breathe. So there's a good chance that I might scrap that mechanic. Any thoughts on the matter?
>>
>>5285591


I like the mechanic but perhaps have the mechanic kick in at five turns and/or make the ability to extend timers last for 3 or 4 turns instead of 2
>>
>>5285630

I meant to say fifteen turns, not five.
>>
I don't really mind the incoming decline myself, I had planned for Basalt to lose his god powers at that moment, preferably while embroiled in a concerning number of wars. That said I'm barely going to get to the Hotgobs before that happens. The obsidian order will still have a solid 10-15 turns though before they disolve, probably less since they'll start consistently losing wars.

A civ can still interact while it's in decline, and most of them will last a solid ten more turns while in decline, unless they're embroiled in war. I'd let it play out myself.
>>
>>5285591

I mean, if I were to do it I'd say rather than reducing level of the society, reduce their borders? Think an isolatory crumbling kingdom, or a fallen empire from Stellaris.
>>
The Sheddalin have learned to befriend the crows. Majestic, smart, and long lived, they will serve as a secondary pair of eyes. These eyes will be useful in the days to come.

In the west, the Adjutants have grown complacent. Happy to stay in their bubble of a world. No more.

The Snakeskin Demigod imparted upon them knowledge of Drazil's corpse. The power resting within would suit them... kindly.

>Incorporate Crows into Sheddalin Bandit Kingdoms
>Adapt Atal'Dazalor to Drazil's Corpse
>>
>>5285745

Crumbling British Empire sounds pretty awesome to me.
>>
>>5285591
I actually don't mind the timer in terms of it happening to the Theocrats and the Hunters, as it happens around the time the Theocrats sets their eyes on Drazil's corpse and the Hunters are very much unsustainable in prey population in the long run.

Might not fit with civs with way more sustainable paradigms though, so maybe add more turns or have different effects besides directly killing the civ?
>>
>>5285827

In a more complexity friendly environment some way to represent overextending and unsustainable empires prone to collapse would be pretty cool. Like say all civs start with a collapse timer of thirty, and you can actively burn that timer down to rapidly expand. Probably too complex for this system though.
>>
Scaper, is there anyway for two civs to share a space? I'm about to cut off Dryfs Earthen from crossing the great bridge even though they're walking on it and I'm sailing under it. Not the end of the world, one more war to eventually destroy the obsidian order, but still feels a bit weird.
>>
>>5285591
I like the decline mechanic, but it can feel weird for their to be a notable civilization then nothing. Maybe you can show it splintering by having it be auto splintered into separate civilizations after a certain number of turns.

Or like others have suggested just have it get reduced in size. I don't know if you would wanna add a new abillity during a age, but maybe you could have a "Renassaince" abillity which can turn around a empire in decline. Maybe just make that what happens if you use create civ on a civ.
>>
>>5285591
The Obsidian War had begun. And the Flamers were holding ground, but they had suffered more loses than victory. But with these first few battles came the first true veteran sailors for the Imperium. Soon the best among them quickly obtained officer positions. A notable one who would help define Imperial naval doctrine was Admiral Steamsail, a name he earned through his victories.

And as word of heroes like Steamsail inspired more and more Flamers to join the military.

With this increased political clout, Emperor Ignatian Infernus was able to increase his control over the Firelands, justifying this as necessary in times or war. Freedoms were restricted and taxes increased.

>I use 9dp to empower the Ignatian Imperium 3 times. Once with a more well developed naval doctrine. Another time with more support for the war effort from the people. And another with the Emperor receiving greater power and authority in the Firelands.
>>
>>5285591
I think 15 is too much. That means that a civ that starts halfway doesn't have to worry about decline at all.

But maybe we could have a 'stave decline' ability? That'd be slightly cheaper than empower, and would serve as a sort of recurring tax that a god would have to pay. Maybe make it cost 2, as opposed to having to use empower for 3.
>>
>>5285949
Wait, can't Extend Timer work on the decline clock? I thought that was the case but I might be mistaken.
>>
>Bestow Seafaring – 12 Divine Power
will right fluff later
>>
>>5286023
Bestowed upon the burning son tribe
>>
Listening to all of the input, I've got two possible plans in mind:
>At the start of the turn before the decline begins, I will put up a warning in the Remaining & Expired Timers section saying that a civilisation is about to go into decline and this can be delayed by five turns if someone (doesn't have to be the creator) pays 6 Divine Power.
>On the other hand, I could make it optional. A civilisation won't go into decline unless its creator wants it to and the creator can make this happen whenever they like. However, I will pay out 6 Divine Power every time someone does choose to make one of their creations go into decline.
>>5286023
>>5286025
I only just realised that it really is meant to be Burning Son, not Burning Sun. I'll have to correct that, sorry.
>>
>>5286122
Actually I tend to miss type the two, the marigold are called burning flowers, and represent many different meanings, the coming of daylight, rebirth, a light in the darkness that is this bleak universe, it can also mean inspiration, and comprehension like a lightbulb, some smith have begun to inscribe their equipment and weaponry with marigolds small bees and various insects that they have documented in homage to their creator.
>>
>>5286122
Of the two, I'd rather the first, but really I think it is fine as is. 6 DP is rather cheap to extend a civ by 5 turns, and this is even before they can empower it to counter the decline enfeeble. Gods already have the power to keep civs alive if they want to, and it should come with a cost. In my opinion, it's actually *too* easy to keep civs alive for a ridiculously long time. I'd almost be surprised if we saw any decent amount of civs die off from decline.
>>
>>5286152
((Yeah, same opinion here. 6 is way too cheap, for 5 turns. But if we’re doing either, the first is preferable.))
>>
>>5285591
Now, Hab sails on a wooden boat, made by the woodsman, netting fishies. It's been a slow night, and the tides were slow then. When the Sun rose, the Yetun began stirring his vessel, cycling his arms by its sides.

Landing maybe a bit south from his home, he visited the nearby mound, which housed an acquintance from the hunts. After packing his catch, he travelled home with the dweller's centigrade, paid with a third of fishies.

Still unused to the sailing, Hab felt that it wasn't time to pursue the other Coast and thought to do a trade in fish for favor of the woodsman and the shamans.
>Spend 12 Divine Power on Bestow Seafaring on the Hunter's Horde.
>>
sorry i've been to busy these few days to participate much, but..
>incorporate gearmechs into foundation of gears(4DP)
>ally foundation of gears and agrarians (12DP)
>adapt foundation of gears to great railway (2DP)

too tired to write story today, sorry
>>
>>5286122


Perhaps when the timer hits zero you can roll a d4

1- it dies then
2- splinters into one other civ
3- survives one more turn
4- survives two more turns
4-
>>
Based on general feedback so far, I'll keep the rules the way they are and see how it goes. I have my doubts, but a lot of you seem happy with the way it is, so we'll see how it goes.
>>
> 4DP. Adapt Obsidian Order to the Great Bridge and the Obsidian Spires.
>>
>>5286122
I like the first more. But I have a question, would you have to spend the 6 dp before it starts going into decline, or can you pay after it starts
>>
>>5285591
The Obsidian Dryads displease Trillimti due to resembling the dead so much yet being alive.
>Spend 6 dp to empower the Ignatian Imperium with Pheonixlike rebirth and stronger flames each rebirth.
Trillimti notices the other afterlife's maker is having a little trouble and decides to lend a hand.
>Spend 3 dp to empower members of the Tribe of the Burning Sun with the abillity to choose to heal faster at the cost of shortening their lifespan.
>Spend 3 dp to enfeeble the Sheddalin Bandit Kingdom with a pestilence.
>>
>>5286424
This shall not be forgotten
>>
The USA constructs boats out of the skins of there fallen comraded and rock now isolated on the water trying to sort out the imposters among them
>seafaring 12
>adapt to the void
>>
Rolled 2, 1, 5, 5, 5, 6 = 24 (6d6)

Locking entries for this turn and rolling for conflicts and wars.

The first die is for the Ur-Knighted States of Apoch in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
The second die is for the Blue Moonchildren in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
The third die is for the Obsidian Order in the Obsidian Order & Ignatian Imperium war.
The fourth die is for the Ignatian Imperium in the Obsidian Order & Ignatian Imperium war.
The fifth die is for the Sheddalin Bandit Kingdom in the Sheddalin Bandit Kingdom & Tribe of the Burning Sun war.
The sixth die is for the Tribe of the Burning Sun in the Sheddalin Bandit Kingdom & Tribe of the Burning Sun war.
>>
Though I'll make an exception for my own entry, which I forgot to post before that:

That vast stretch of marshland that I helped created has gone untouched for far too long.

Look at the Stiltwalkers, one of Buufhonk's many creations. Though they might have hunted the Shadows, they have a great deal in common with their prey. They thrive on mean-spirited trickery, yet they lack both audiences and participants for their obscene shows. This sad fact forces the Stiltwalkers to learn to cooperate with one another in their search for victims. Dozens of sad little bands join together to form a single grand company, the Troupe Macabre.

Next, I shall turn my attention back to the Bludakh Tribes. For far too long have they longingly gazed across the surface of the blood sea. Now, they shall learn to sale it. Lashing together rafts using polypores and sewing sails out of the sturdiest mycelium, they spread their dominion further.

Beneath the surface, the Eyeless overcome their distaste for the Ur-Spathi ruins. If they are to find shelter from the Ogres that once served them, this dilapidated architecture from millennia ago will have to suffice.

Finally, there is the matter of the Coalskull Reavers. After their volcanic home was stolen from them by a vengeful cataclysm, they find themselves bereft of a home, adrift on the water. They don't even have any new materials to fashion new boats from, unless they steal the fused stone of the great bridges. With envious eyes, they turn their attention towards the Merchant Republic of Petra.

>I am spending 6 Divine Power on one use of Create Civilisation, to create the Troupe Macabre in the circled hex. Their sole member species is the Stiltwalkers (for now).
>I am spending 12 Divine Power on one use of Bestow Seafaring, which I will use on the Bludakh Tribes. This will increase their Level by 2.
>I am spending 6 Divine Power on three uses of Adapt Civilisation, to give the following favoured biomes to the following civilisations:
>Sea of Blood, Bludakh Tribes.
>Ur-Spathi Remnants, Eyeless.
>Great Bridge, Coalskull Reavers.
>>
Ur-Knighted States of Apoch Modified Level:
>Level 9 + Roll of 2 = 11
Blue Moonchildren Modified Level:
>Level 7 + Roll of 1 = 8
The Ur-Knighted States of Apoch beat the Blue Moonchildren by a difference of 3.
>If the difference between the modified Levels of the species/civilisation is between 1 and 4, the loser has its Level reduced by 1, to a minimum of 1.
The new Level of the Blue Moonchildren is now 6.

Obsidian Order Modified Level:
>Level 13 + Roll of 5 = 18
Ignatian Imperium Modified Level:
>Level 14 + Roll of 5 = 19
The Ignatian Imperium beats the Obsidian Order by a difference of 1.
>If the difference between the modified Levels of the civilisations is between 1 and 4, the loser has its Level reduced by 1, to a minimum of 1.
The new Level of the Obsidian Order is now 12.

Sheddalin Bandit Kingdom Modified Level:
>Level 12 + Roll of 5 = 17
Tribe of the Burning Sun Modified Level:
>Level 17 + Roll of 6 = 23
The Tribe of the Burning Sun beats the Sheddalin Bandit Kingdom by a difference of 6.
>If the difference between the modified Levels of the species/civilisation is 5 or greater, then the winner takes ownership of all adjacent hexes that the loser owned, if they are of the winner’s favoured biomes. Otherwise, the loser loses ownership of those hexes. The loser has its Level reduced by 1, to a minimum of 1.
The Sheddalin Bandit Kingdom surrenders ownership of all of its adjacent hexes to the Tribe of Burning Sun and its new Level is now 11.

Advancements in shipbuilding are often accompanied by advancements in other field. Such is the case with the Ur-Knighted, who learn how to better shape the strange metals buried beneath the lunar landscape. Weapons forged from these new materials are rather effective against the savage Moonchildren, at least when the Ur-Knighted are able to fight them face-to-face.

The propaganda of the Imperium combined with the blessings of the God of Death seem to turn the tide in the favour of the Ignatians. Though many inexperienced Flamers die in battle, their newfound capacity for fiery rebirth grants them new strength and the upper hand over their foe. The initial advantage that the Obsidian Order had has now been lost.

In the far east, Trillimti's intervention is the deciding factor of another war. Many warriors in service to the bandit kings never even make it to the front before they succumb to pestilence. With the stalemate broken, the Tribe of the Burning Sun surges forward to capture a vast swathe of the Sheddalin desert. It seems as though the Bandit Kingdoms will soon their end.
>>
b]Turn 8 of the Age of Culture and Strife has begun.[/b]

The attached map features the biomes of Apoch and any change made to them during the previous turn.

Failed Divine Abilities & Refunded Divine Power:
>There were none.

Existing Conflicts & Bonds:
>Alliance: Foundation of Gears & Agrarians.
>Bond: Gorecaps & Trufflehogs.
>Bond: Crows & Harpies.
>Bond: Harpies & Carnies.
>Bond: Vintri & Hyalax.
>Bond: Harpies & Mousefolk.
>Bond: Crows & Mousefolk.
>Bond: Stormscales & Serpent-Twisted.
>Bond: Gridvines & Gearmechs.
>Bond: Earthern & Brainbulbs.
>Bond: Flamers & Dragons.
>Bond: Fire Goblins & Magmorks.
>Bond: Vintri & Glass Shells.
>Bond: Mousefolk & Waspfolk.
>Bond: Vintri & Crystal Snails.
>Bond: Mousefolk & Halflings.
>Bond: Sheddalin & Akula Baba.
>Bond: Earthern & Dryf-Spathi.
>Bond: Fire Goblins & Volkung Beetles.
>Bond: Spearmints & Candy Golems.
>Bond: Waspfolk & Hawk Vespids.
>Bond: Humans & Frost Scorpions.
>Conflict: Ur-Knighted States of Apoch & Blue Moonchildren.
>War: Obsidian Order & Ignatian Imperium.
>War: Sheddalin Bandit Kingdom & Tribe of the Burning Sun.
>Exclusion: Ur-Spathi from Shadow hexes.
>Exclusion: Roggs from Shadow hexes.
>Exclusion: Stormscales from Fire Goblin hexes.
>Exclusion: Shadows from Stiltwalker & Mousefolk hexes.
>Exclusion: Infester Vines from Mousefolk hexes.
>Exclusion: Serpent-Twisted from Fire Goblin hexes.
>Exclusion: Eyeless from Stiltwalker & Mousefolk hexes.
>Exclusion: Szehiu'raz Theocrats from Fire Goblin hexes.
>Exclusion: Poconthy from Iceborn hexes.
>Exclusion: Foundation of Gears from Iceborn hexes.
>Exclusion: Ur-Knighted States of Apoch from Shadow hexes.
>Exclusion: Agrarians from Iceborn hexes.

Remaining & Expired Timers:
>The bond between Humans & Frost Scorpions can now be broken.
>The war between the Obsidian Order & Ignatian Imperium cannot be broken until Turn 9.
>The war between the Sheddalin Bandit Kingdom & Tribe of the Burning Sun cannot be broken until Turn 9.
>Crows can't be expelled from the Sheddalin Bandit Kingdoms until Turn 10.
>Gearmechs can't be expelled from the Foundation of Gears until Turn 10.

With the start of a new turn, all of the species and civilisations have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 12 DP
>Belphagor: 9 DP
>Fractal: 6 DP
>Endestria: 12 DP
>Gib: 6 DP
>Torc: 12 DP
>Frosore: 24 DP
>Dryf: 11 DP
>Ur: 16 DP
>Chitinron: 6 DP
>Monthrax: 24 DP
>Loreleilim: 18 DP
>Trillimti: 18 DP
>Snakeskin Demigod: 8 DP
>Microbes: 24 DP
>Yearn: 17 DP
>Insoleo: 24 DP
>>
The attached map features the species and civilisations of Apoch and any change made to them during the previous turn.

I'll use this space to repost important links, since it's easy to overlook them in the OP.

The list of abilities for the Age of Culture and Strife can be found here:
https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw
The following folders contain (or will contain) information pages for every species, biome and civilisation on Apoch.
Species: https://drive.google.com/drive/u/1/folders/19mErs6QoXmGLn_HqJSV_Hn4fa33q-mBO
Biomes: https://drive.google.com/drive/u/1/folders/1x9WIFxw9qEXAr80pu3656IOUUtTMvef6
Civilisations: https://drive.google.com/drive/u/0/folders/1T8Kl1w36WxrwBtcf7USMEvIxm2hsknuh

As always, let me know about any screw-ups I've made.

I'll just repeat the conclusion I came to during the last turn, to avoid any confusion. I'll be sticking with the original system of civilisations eventually going into decline.
>>
>>5286765
The burning sun does not want to wipe them out
>>
________As war leader of the united hive army came to speak with a fallen general and possibly broker peace with between the two peoples, he walked passed various waspfolk tending to crows sheldani alike with proper respect he was flanked by his number two hawk wasp a giant by the name of William stone smasher and the snake person viersperan by the name of Janet silver scale, he came upon the being who was currently coherent who is I charge of the enemy, he was being tended to by a clerical wasp folk in field equipment, nodes and got to work voicing his proposal to the being in exchange of a seacefire they are willing to give food and medicine for it
Hell most of the population knows that you don’t villainize the leopard for stealing your kill to feed their children and while the tribe is still mad about the losses sustained in the initial battle, they aren’t monsters except for some of the more vehemently spoken hawk wasps, and viersperan who initially wanted to rip them limb from limb noticed the state of their people and how badly it had gotten for them, so instead of committing the equivalent of ethnic cleansing various waspfolk have actually been tending to their wounded enemy and treating them with the honor a warrior should earn, some have actually begun to drop relief packages of food and equipment (made from steel) along with instructions and medicine for different cures and some information about agriculture
If they are willing to stop trying to murder us, the burning sons don’t want to rule the world or dominate their continent instead they wish to preserve the cultures, tribes, place of worship and the unique diversity of of both the tribes that live there and the diverse biological ecosystem of their home land.
>I’m willing to provide the first half divine power if you will to so we could end this war, for now, (besides imagine how powerful it would be to have the equivalent of the mongols on our side instead of trying to cut our throats) we can continue this conflict when you and your people aren’t starving.
>>
>>5286773
After sending some of my employees to scout the lands of the Obsidian Order, I prepare a book that has a lot of details about the enemy's homeland. Then I will place the book in the Imperial Grand Library, where some scribe will find it and bring to to the emperor

>I use 2dp to adapt the Ignatian Imperium to Obsidian Gardens
>>
Basalt was panicking. Gods, plural, had joined together to tear his people apart and empower his enemies. Part of him was actually proud of the fact. Surely this was a great testament to their power? Still, ships shredded to pieces, hundreds (thousands?) dead. His people were growing weary of war. They were caretakers at heart, and people whispered where they thought he couldn’t hear that perhaps it was time to retreat from the world, time to step back and return to tending the obsidian gardens.

Still, looking down at the growing cities that sprawled across the obsidian gardens, trains shifting goods and people back and forth, leaving trails of steam…his people deserved more. A legion of gods might stand against him, but his people were born of enduring the heat of a volcano. They would endure this too.

There was work to do. His people needed waypoints in the vast oceans if they were to make the migration to the volcanoes to the north. He moved through the firelands, a ghost in the wind, and plucked a handful of kindlestone deposits, hurling them hundreds of miles into the distance, before racing after them. He never would have dreamed of doing such a thing when he first acquired this power, but now it seemed almost second nature.

He stopped in the oceans north of his lands, noting the incoming stones, and called on the deep fires of the earth. Earth deep beneath the ocean cracked, sending torrents of lava upward, racing to the surface before it could cool. He shaped each one into a different flower of stone, reaching up toward the sun. The kindlestone fell, cushioned by a fraction of power, then burst into flame atop each one. These burning flowers would guide his people to new lands.

> Spend 6DP to Grant Logistics to the Obsidian Order.
>>
>>5286962
Chitinron smiles at the irony of the name
>>
>>5286978
Or coincidence is a better word for it
>>
The Ur-Spathi were inflicted with cowardice an eternity ago, and in an age of strife, it comes to the forefront. A portion of their civilization have fled the Moondust fields, in favour of inhabiting the remnants of their old cities and sailing the mind-void in boats made from stone and skin. Those left aboveground still have to contend with the monsters that lurk in their midst and scratch at their walls. Among this population, a group of voices call out louder than any other. They call for sacrifice. They call for a tithe to be paid to these monsters, for surely their existence is punishment from the divines above. Nature could not create such horrid, warped facsimiles of their people, after all. The group soon gains traction, especially when their theories prove to be correct. Slowly, within their cities, the Ur-Knighted States develop a habit of sacrificing the guilty to the Moonchildren. Conflicts between the two decrease, and they find that less shapeshifters sneak into their midst.

It starts out with criminals at first, who would have been sentenced to death for various crimes. They throw them outside the walls, claiming that death will cleanse their soul, and watch as the monsters retreat after assimilating them. The party members are lauded as saviours and peacemakers. Their beliefs are seen as fact, and they preach about penitence and punishment. However, they soon grow aware of the power and influence that they wield. Corruption takes root, as they begin using their platform to throw their weight around. Their sacrifices change in form over time. Charges are falsified. Dissidents are arrested. As the population shrinks, lotteries become commonplace, to decide who will be sent out into the Crimson plains to die. Of course, their own kin, as well as anyone sufficiently wealthy, are exempt from the randomized selection. Over the years, many regions are taken over by these corrupt politicians, who gain strength from the ongoing crisis and use it to fuel their explosive growth. On the surface, they're Ur-Spathi who declare that they're only doing what needs to be done, for the greater good. Sacrifice is necessary, to protect the rest of the people within their walls. However, beneath that veneer, they're corrupt scumbags consolidating more and more power.
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>>5287101

>6DP. Splinter civilisation. Form the Penitent Party aboveground, on the stair tile. Rather than turn their military might outward, they begin sacrificing Spathi to the Blue Moonchildren, in order to secure their safety in a different way.

((Splinter Civs don't carry the same conflicts, right?))
>>
The Adjutants remained quiet, content in their arcane hovels. For now, the Snakeskin's gaze looked upon the Sheddalin. It would not aid, but it would simply... watch.

A prominent Sheddalin warlord by the name of Galafalak gathered in a spire, looking down at the wasteland produced by the Tribe of the Burning Sun. They began this war, and they would end it. It was not simply a matter of survival, but honor. They learned the battle tactics of desert warfare. Attacking in the dead of night, or during sandstorms. They fled just as quickly.

With his closest advisors, he concocted a scheme. In the dead of night, he fomented unrest. Small stones etched with messages dropped into the homes of Viesperian. They told them of the war, and who the Vespids would arrive for next. Their serpent-folk kin. The Viesperan left the tribe in droves, forming their own communities beyond the crags.

>Expel the Viesperan from the Tribe of the Burning Sun.
>Empower the Sheddalin Bandit Kingdoms.
>>
>>5287165

Galafalak hissed. They would never be prey. They would never give up. They would never give in. They killed a god. This would be no different.
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>>5286773
Boats sailed throughout the tundras, and even ships were made near the mountains. The Yetuns took to the water like fish, those standing idle during the gatherings sails the Great Lake. Now, fish supplemented the seasonal hunts' food, and fishermen eat year-round.

Hab readies a crew, and upon his mound was dug many homes.
>Spend 4 Divine Power on Adapt Civilization for the Hunter's Horde for Coastal Water and Ocean.
>Spend 2 Divine Power on Expand Civilization for the Hunter's Horde.
>>
>>5287165
This saddens the tribe but this is not the first time members have left them, they shall be patient with these snake people, after all to them they are still comrades, wether the snake stay or go it’s up to them for as a being once stated time heals all wounds, and with time come understanding
>>
((Oh hey, Scaper, got a question about empowers. Can creatures be empowered 3x per player, or 3x per turn? I noticed that civs can be buffed by multiple players, but I'm not sure if the same applies to critters.
>>
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>>5286769
As the Tribes of Larka expanded into the South, the Pirouettes' situation worsened further. They were already struggling against the Humans overcrowding their source of food, but with the arrival of these new better organized Tribes that also brought strange new creatures, they were reaching a breaking point. The writing was on the wall, but still some clung to hope, citing how long they have lived on the continent. Some desperate Pirouettes created rafts and small boats from the wreckage of the boats used to come to the continent so long ago and made for new land that they found graciously close. There wasn't much room here, but it was importantly devoid of Humans, where they could live in peace for the time being.

>6 DP: Transplant Pirouette to hex marked with an X
>>
>>5287294
This land was notably different, notably that the tile was a slightly different shade of green there were abundant trees, and much different life here. These practical Pirouette adapted well to the environment, and secured their species future here.

>6 DP: Adapt Pirouette to Woodland
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>>5287176
Hi, I'll have to refund the Divine Power you were planning to spend on making the Hunter's Horde ocean-faring. The Bestow Seafaring rules read like this:
>This ability is used to grant a terrestrial civilisation the power to rule the waves. A civilisation can only benefit from this ability twice.
>The first time that a civilisation benefits from this ability, its Level is increased by 2 up to a maximum of 20 and it can use the Adapt Civilisation ability to gain Coastal Water, Great Lake, Sea of Blood, Coastal Cola, Floral Sea or Sea of Beer as a favoured biome. Other biomes may also be allowed at the QM’s discretion.
>The second time that a civilisation benefits from this ability, its Level is increased by 2 up to a maximum of 20 and it can use the Adapt Civilisation ability to gain any Aquatic biome as a favoured biome.
The intention of this is to make it so that the transition from sailing on the shallow coast to sailing over deep and treacherous seas is a difficult and expensive one. So, unless you want to invest 12 Divine Power in that second level of Seafaring, the Hunter's Horde will not be able sail on the ocean just yet.
I can always change that to adapting to the Great Lake biome instead, if you like.
>>5287288
Every species or civilisation can be empowered three times per turn per player. That rule is just there to prevent singular players from pouring all of their points into over-buffing their pet race.
>>5287295
>notably that the tile was a slightly different shade of green
Probably just a joke but in case that's actually an issue, there's a reason why I bother posting a biome map as well a species map. If there's any confusion about biomes, you can just look from one map to the other to figure out with hex has which biome.
>>
>>5286773
I have no ide afor a good fluff sooooo....

> spend 6 dp to empower the tribe of the burning sun
>>
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The Ur-Spathi have always been a cowardly, small-minded species, and even their unification under the banner of the Ur-knighted States has barely dampened their tendency to group into isolated cliques. This isn't to say that the unification had no impact on their social order - in fact, it had quite the major effect: within the stable framework of their long-lasting empire, the natural breakdown and dispersal of said cliques has slowed to a glacial pace, and so they were allowed to accumulate biological differences and diverge.
One such tribe is the Cow-Spathi, whose very bodies have been fine-tuned towards food production. Beginning as humble gatherers, they developed their unique glands when they realized that they're asked to leave the safety of their damp abodes much less often if they can make food on the spot instead of hunting for it.
Members of this clan can be found all over the Ur-knighted States, serving "living fridges" to other Spathi, but this does not mean they get on well with their relatives: both subspecies of Spathi feel fear and revulsion towards the other, believing their race to be superior and limiting social interaction to a minimum - which is quite difficult when the comfort and efficiency of their life hinges on meeting each other daily.

>create subspecies - Cow-Spathi
>integrate Cow-Spathi into the Ur-knighted States
>>
Also, due to poor time management, this update requiring a little more work than usual and a desire for a little break, Turn 9 will be delayed until 23:00 UTC tomorrow. Just don't have the energy for a proper update tonight.
>>
>>5287176
>>5287779
Changing the second Adapt to the Lake sounds alright.
>>
>>5287792
Cow-ur-spathi nearly sounds like Coward spathi
>>
>>5286773

Loreleilim continued to watch as history unfolded. The results of the war between the bandit kingdoms and the Burning Sun being the most interesting to her, mainly due to the proximity to the Salivanid Empire and the fact that trickery caused a number of the Salivanids a part of the Burning Sun to leave. Still, what really took her interest was the further works of Velix Selin Keliro. In her further service to the empire, she was set upon a task to create a great structure in the capital, one that would house the knowledge and history of the empire. Due to the purpose of the structure, the size of the Viersperan, and the extensive record keeping of the Salivanid Empire, the structure would have to be truly staggering in size. Arguably the largest constructed in the world. Yet the architect was adept and knew many methods ahead of her time, greater than the rest of the world. And so, the great library containing all the knowledge of the Empire would be formed under her supervision. The grand structure was many floors tall, made of stone, and was the largest building in the city with ornate statues decorating the entrances, while inside rows upon rows of shelves containing scrolls, books, and much more were contained, along with a number of writing desks for copying the various knowledge within, and was called the Kalan Al Lorbelim. Yet this wasn't the only structure she would work upon. For another task was given mere months after the years of work on the great library. Simply to work upon a temple to Lorelelim. A symbol of the prosperity of the Empire and to prove their dedication to standing whatever test time and the cycle of the world would throw upon them. And so, once more the architect went to work, drafting up plans. And, not far from the capital, upon a modest hill, the great temple would have it's foundations. It was smaller than the library, but far more well decorated, for while the Kalan Al Lorbelim was dedicated to function, being a temple what would become the Eniv Loreleilim was dedicated to form. Elegant engravings, fountains, gardens, statues, and more were built in the temple complex, and the seat of the clergy would find it's home there. Both structures took many years, and while Velix Selin Keliro grew old. She was not dead yet. And she certainly wasn't going to rest until she passed on from her mortal coil. Yet, for the time being, the Emperor of the people had no other great structures planned. And so, her work was dedicated to expanding various districts and making them works of art, making the cities of the empire the most majestic in the entire world...
>>
>>5288124
Meanwhile, the people of the empire grew to, partially, tame the great rhinos of the Savannah and the hippo's that they could find in the rivers, along with expanding their knowledge upon the various methods of farming further. And this and their efficiency was aided by the use of these great beasts to plow land, alongside that of another work. Greater metallurgy. That of utilizing iron rather than just copper and tin, something that would be far more available and easily distributable. Of course it had military applications as well, but the empire was a peaceful place. Even if in war their people would undoubtedly be one of the strongest in the world, if not the strongest...After all, logistics and resources were key in war...


(Create the wonder Kalan Al Lorbelim west of the Linded Al Folien and create the wonder Eniv Loreleilim south west of the Linded Al Folien. Empower the Salivanid Empire with Metallurgy and agricultural knowledge)
>>
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>>5287165
since his muckery and the fact they do not wish to surrender then pressure shall continue and a ending to the conflict shall not end much to the tribes dismay, in the coming conflict I wish fore scaper to recognize that the burning sun does not wish to harm the citizens but the governing bodies and military that have attacked them. this is war though and tragedies happen, any crime against the beings rights shall be written down and reparation will be paid out after war.
>>
>>5287779
((>Every species or civilisation can be empowered three times per turn per player.

Alright, nice. Dryf, when you’re in a position where you’re able to return any spare DP, I’d like it in the form of boosting the moon bois.))
>>
The USA using there knowledge of boating metal/crystalurgy and the skins of there enemies adapt to the bluemoon dust by using self contained suit able to withstand the cold and preassure of this enviroment crews would crowd into these units on search and destroy missions
>adapt USA civilization to the bluemoon dust a enviroment that actively changes to be as hostile as possible to them 2
>boost usa 3 times 9
>adapt usa too shallows and sea 4
Incidentally boat and suits work really well for the seas dont even need too keep water out

The USA see the splinter faction as foolish, brave NOT paranoid enough as anyone of them can be preyed upon at any moment as stopping is exactly what the enemies would want as they can do what they always did but now hidden unempeded, spathi are always most paranoid of what is not seen unknown it tingles there most innate senses.

Going to get too drawing suits if can still looking for my missing cat
>>
>>5288790
>adapt usa too shallows and sea 4
I'll invite you to look at what I said to Gib in >>5287779. I'll have to limit your adaptation to Coastal Water, so you get to save the 2 Divine Power you wanted to use on adapting to Ocean.

Good luck finding the pet though.
>>
>>5288803
Does that apply to the void biome they adapted to last turn too?))
>>
>>5288811
Its amhibiouse
>>
The Troupe Macabre shall take an interest in the only other sapient denizens of the territory: the Slimes. To begin with, they will consider them nothing more than animals. But in time, they shall notice that the Slimes react to their japes, quivering with something akin to laughter. These creatures shall be taken in as partners in crime and given perches on top of the heads of these lanky jesters. In return for the best seats in the house, the Slimes shall grant the Stiltwalkers their wisdom, whispering inspiration into their ears from the tops of their skulls.

Next, the Bludakh Tribes shall gain an interest in the denizens of the blood sea, a place that they have worshipped since their inception. The Cerebrants shall be worshipped as sacred animals and carted around the tribal territories in great vats of blood, to be admired and adored by the masses. They will become so revered by this civilisation that any Gorecap foolish enough to harm a Cerebrant shall likely loose his life.

At last, the Coalskull Reavers shall make their move and begin their hostilities against the Merchant Republic, in an effort to seize the Great Bridge for themselves. It is an act of desperation as without any sort of land to call their own, they are sure to eventually dwindle.

>I am spending 8 Divine Power on two uses of Incorporate Species, to give the following species to the following civilisations:
>Slimes, Troupe Macabre.
>Cerebrants, Bludakh Tribes.
>I am spending 4 Divine Power on one use of Create War, to create a war between the Coalskull Reavers and the Merchant Republic of Petra.
>>
Rolled 1, 5, 2, 2, 1, 2 = 13 (6d6)

Locking entries for this turn and rolling for conflicts and wars.

The first die is for the Ur-Knighted States of Apoch in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
The second die is for the Blue Moonchildren in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
The third die is for the Obsidian Order in the Obsidian Order & Ignatian Imperium war.
The fourth die is for the Ignatian Imperium in the Obsidian Order & Ignatian Imperium war.
The fifth die is for the Coalskull Reavers in the Coalskull Reaver & Merchant Republic of Petra war.
The sixth die is for the Merchant Republic of Petra in the Coalskull Reaver & Merchant Republic of Petra war.

With the exodus of the Viersperan from the Tribe of the Burning Sun, the Tribe finds itself unable to occupy the desert territories vital to its war with the Bandit Kingdoms. For this reason, that war has concluded. A clever move from the warlord Galafalak.
>>
Ur-Knighted States of Apoch Modified Level:
>Level 11 + Roll of 1 = 12
Blue Moonchildren Modified Level:
>Level 6 + Roll of 5 = 11
The Ur-Knighted States of Apoch beat the Blue Moonchildren by a difference of 1.
>If the difference between the modified Levels of the species/civilisation is between 1 and 4, the loser has its Level reduced by 1, to a minimum of 1.
The new Level of the Blue Moonchildren is now 5.

Obsidian Order Modified Level:
>Level 13 + Roll of 2 = 15
Ignatian Imperium Modified Level:
>Level 14 + Roll of 2 = 16
The Ignatian Imperium beats the Obsidian Order by a difference of 1.
>If the difference between the modified Levels of the civilisations is between 1 and 4, the loser has its Level reduced by 1, to a minimum of 1.
The new Level of the Obsidian Order is now 12.

Coalskull Reavers Modified Level:
>Level 11 + Roll of 1 = 12
Merchant Republic of Petra Modified Level:
>Level 11 + Roll of 2 = 13
The Merchant Republic of Petra beats the Coalskull Reavers by a difference of 1.
>If the difference between the modified Levels of the civilisations is between 1 and 4, the loser has its Level reduced by 1, to a minimum of 1.
The new Level of the Coalskull Reavers is now 10.

Its recent schism has forced the remnants of the Ur-Knighted States of Apoch to adapt and they have done so admirably. New technological and societal advancements allow them to detect and expunge Moonchild infiltrators before they wreak enough havoc and slowly but surely, they find themselves pushing into the very territory that the Blue Moonchildren hail from.

While the great Basalt laid out waypoints in the north, the war to the south was not faring so well. The emboldened Ignatian navy continued to seize victory after victory, proudly continuing their tradition of turning the tide in their favour and ravaging the volcanic vessels of the Order. Yet these small successes are not enough to seize their enemy's waters – not yet.

As for the Coalskull Reavers and the desperate attempt to seize the Great Bridge, it backfires. The Merchant Republic wields all manner of fine weapons, forged from of the metal dug out of their ore-laden lands. In addition to that, the telekinesis of their Brainbulb citizens works wonders at deflecting the volcanic assault of the Reavers, rendering their assault useless.
>>
Turn 9 of the Age of Culture and Strife has begun.

The attached image features all of the current relationships between the species and civilisations of Apoch.

Remaining & Expired Timers:
>The war between the Obsidian Order & Ignatian Imperium can now be broken.
>Crows can't be expelled from the Sheddalin Bandit Kingdoms until Turn 10.
>The alliance between the Foundation of Gears & Agrarians can't be broken until Turn 10.
>Gearmechs can't be expelled from the Foundation of Gears until Turn 10.
>Viersperan can't be incorporated into the Tribe of the Burning Sun until Turn 11.
>Cow-Spathi can't be expelled from the Ur-Knighted States of Apoch until Turn 11.
>Cerebrants can't be expelled from the Bludakh Tribes until Turn 11.
>Slimes can't be expelled from the Troupe Macabre until Turn 11.
>If the underground holdings of the Ur-Knighted States of Apoch cannot be reconnected with their primary holdings above ground by Turn 11, they will become a splinter civilisation – Ur will still be considered this civilisation's creator.

With the start of a new turn, all of the species and civilisations have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 12 DP
>Belphagor: 9 DP
>Fractal: 6 DP
>Endestria: 18 DP
>Gib: 6 DP
>Torc: 18 DP
>Frosore: 18 DP
>Dryf: 15 DP
>Ur: 7 DP
>Chitinron: 12 DP
>Monthrax: 24 DP
>Loreleilim: 6 DP
>Trillimti: 24 DP
>Snakeskin Demigod: 7 DP
>Microbes: 20 DP
>Yearn: 23 DP
>Insoleo: 24 DP
>>
The attached map features the biomes of Apoch and any change made to them during the previous turn.

I'll use this space to repost important links, since it's easy to overlook them in the OP.

The list of abilities for the Age of Culture and Strife can be found here:
https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw
The following folders contain (or will contain) information pages for every species, biome and civilisation on Apoch.
Species: https://drive.google.com/drive/u/1/folders/19mErs6QoXmGLn_HqJSV_Hn4fa33q-mBO
Biomes: https://drive.google.com/drive/u/1/folders/1x9WIFxw9qEXAr80pu3656IOUUtTMvef6
Civilisations: https://drive.google.com/drive/u/0/folders/1T8Kl1w36WxrwBtcf7USMEvIxm2hsknuh
>>
The attached map features the species and civilisations of Apoch and any change made to them during the previous turn.

As always, let me know about any screw-ups I've made.
>>
>>5288937

((I’m usually fast asleep at this time, but I got hit by real bad insomnia tonight, so I figured I’d just stay up a bit later for the update.))

>2DP. Cast a catastrophe on the marked tile and quarantine the States.
>>
>>5288939

The Ur-Spathi have begun sneaking into the shard of his domain that lies in Apoch. Fractal decides to make it abundantly clear that they’re unwelcome. The very instant a suit-clad pioneer sets their flag down amidst the Blue Moondust, he’s crushed beneath an overwhelming pressure. The gravity increases tenfold, then a hundredfold, then a thousandfold, cracking the cerulean surface and creating a massive crater. The gravity well recedes after a moment, leaving the entire region barren. All life has been destroyed under its own weight, including the Moonchildren who once stalked it. The scar on the land reminds them of the Beast-God’s rage, keeping all life away from it for the next few generations.

Fractal then sets out on another journey. He appears before Yearn, Trillimti, and Dryf in turn. The Hoarfrost Lord seeks allies in the battle against his ancient enemy, to drive his dirty creations deep into the mind-void where they belong. He’s sick of the stain they leave across the surface, and bears a grudge for the Moon’s behavior. Even at the turn of the last era, the incorrigible fiend intended to scatter the tattered pieces of Dead Vellyn across the world and vandalize their communal canvas further.

The Ogres and their sad state, formerly used as servants for the Shadows, was sparked by the Moon in the first place. All their misfortune leads back to that origin point, when Ur decided to corrupt Yearn’s creations.

Then there’s the issue of Buufhonk’s theft, straight from the Realm of the Dead. Those souls, Trillimti’s by right, now walk the earth again, stolen from his cycle of reincarnation. They ought to be returned to the earth; a mission that the Blue Moonchildren have been carrying out, by gathering the wayward spirits within themselves.

And finally, Dryf. Fractal doesn’t convey much. Only that repayment is due for borrowed power. He’s no dogged debtor, and has patience to spare, should he be denied, but would prefer that it come sooner rather than later.

After making his three bids for help, he continues to grant strength to his bastardized creations. They gain the ability to draw on the gravitational force of the Beast Moon, to pull Spathi towards them or crush them under immense pressure.

>4 DP to empower the Moonchildren with Gravity Magic.
>>
>>5288936
_______It had been years since they had lost their Viersperan counterparts such a loss of a founding member was met with a period of grief many lives where interwoven with the snake people and that loss was felt across the empire so heavily that a period of remembrance was instated, they would wait for their friends to come back to rejoin the family but for now, the tribe had work to do. They know that the bandit kingdom will only continue to take more land more resources and then move on to raid pacifist Salivanid empire and so in order to keep them from gaining power they needed to work fast.
Gazing upon the desert’s inspiration came to them deep underneath the sand’s moisture could be found and through the creation of canals and wells farmland, aquafers, and irrigation could be produced. And so, canal production had begun allowing them to continue forward, they would not be held back by the restraints of their biology, if they had to carve the very mountains they would.
To deal with the weather and sandstorms the creation of protective equipment, an armored jump suit that would collect sweat into drinkable water and protect the wear from the destructive winds of the desert, a glass vizor tinted to help deal with the sunlight and wind was installed.(1/3)
>Adapt Civilization – 2 Divine Power to deserts
>>
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>>5289084
~~~Through the domestication of various species of cattle such as zebra and wildebeests had led to selective breeding leading to a new breed of cattle that would allow for the luging of carts and the creation of calvaries. This resulted in the creation of supply lines(2/3)~~~
>Bestow Logistics – 6 Divine Power
>>
>>5289087
~~~~~The need for another member species to bridge the gap between the desert and jungle, who was native and could supply better understanding of the environment these tribes of crows had an equal footing in the burning tribes as is tradition nesting areas were installed into the various cities and temples, incorporating them into the hive network as part of the hive. This however does not make them a replacement to the snake men whose houses are still maintained in preparation for their return
These crows matched the maneuverability of hawk folk with speed and power and so the hive generals trained them in the use of lightweight metal armor and swordsmanship tipping their claws with star metal and the tips of their wings with bladed feathers.(3/3)
>Incorporate the crows and give them shiny new armor-4 divine power
>>
>>5288935
As the Tribes' territory expanded to the Southernmost reaches of the continent, the time had come. A fierce competition for limited resources was at its peak, and only the able would survive. In some instances, conflict did emerge, but this was mostly a conflict of attrition of food, land, water, and shelter. The Pirouettes faced a reckoning.

>3 DP: Create Conflict between Tribes of Larka and Pirouettes
>>
>>5288937
Trillimti duplicates his body and appears before each of the Moonchildren. Those that try to attack him find their jaws snapping on nothing but air as the god vanishes. They also find that they have gained the ability to separate their souls and form more bodies that are still linked together. The Moonchildren that ask him to let their souls rest find themselves in the Realm of the Dead. They are allowed to hunt some of the remaining Watchers before they are returned to the living world. Hunting the Watchers allowed them to gain similar clairvoyance. Lastly the Moonchildren who ran from the god find themselves in the Soul Sea . They sink down into the depths of the sea however just before the abyss can fully claim their souls and reincarnate them they are dragged back into the living realm. These Moonchildren are cursed to reincarnate into the bodies of Ur-Spathi whenever they die. These Moonchildren eat the souls originally meant to enter the bodies and act as sleeper agents.
>Spend 6 dp to empower the Blue Moonchildren three times
>>
>>5289120
question whats the point of having a soul and why even have a soul?
>>
>>5288937
While the search for Hab and his crew beyond the calm waters continues with no fruit, the Szehiu'raz were under a different kind of panic. Visions of a snake being eaten whole, of huge storms swirling the tides into a frenzy, and even strife between kin likes ages past, has began haunting the underwater conscience.

These images, ever gazed upon by diviners and soothsayers, have made the Theocrats tense, and the clans more so. Herds are secured and pastured upon safer lands, and oaths and bonds of fealty and friendship are renewed. The priests enters a new state of vigilance, strengthened by the support of clans eager to repay their debts.

>Spend 6 Divine Power to empower the Szehiu'raz Theocrats twice with vigilance and oath-magic.
>>
Basalt sat in the caldera of a volcano, one that he had claimed with fury and might.

It all seemed so pointless now. He had committed grave crimes, slain his dryad cousins, slain his own people, put his people through so much pain…and for what? The Obsidian Order was crumbling. His dreams of finding new lands for his people had collapsed. This volcano was the sole piece of land he had claimed, and it had been with the blood of his own.

Obsidian dryads could not cry, and indeed lacked anything that might pass for tears at all, but if they could they would run hot down his smooth skull and into the lava below. Schemes rolled through his mind, each madder than the last, cataclysms, land bridges, fleeing beneath the earth, a mad dream of dirigibles in the sky, but they all ended the same, his people no closer to their dreams of new homes and new lands.

The heat of the caldera was hot enough to make even a mouse made of lava glass and iron uncomfortable, so when Basalt realized a human was sitting beside him it was something of a shock. He screamed.

“Hey.” The human, slightly overweight for their kind, white hair sticking out like a poorly tended shrub, smiled. Memories from hundreds of years ago came back. The sleeping god.

“I…” Basalt tensed, prepared to run, attack, obliterate the volcano in a cataclysm-

“Tell me your problems kid.”

Words spilled out. Events of a thousand years, one after another, the war grinding steadily toward defeat, the distant islands so far out of reach, his people trapped in this place forever after. The sleeping god simply nodded along. Hours or minutes passed, Basalt wasn’t sure.

“What do I do? How do I fix this?”

The sleeping god stood up and peered into the volcano.

“You know, people call me the god of sloth, of laziness.”

“...You have been asleep for a thousand years.”

The god shrugged. “Longer than that. Point is, they’re not quite right. I am lazy. And I am slothful. But it’s not my divine domain. I am Belphagor, god of efficiency, and you kid, are being inefficient. And that is something I can fix.”
>>
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The cunning, the kind, the king. Warlord Galafalak sat in his tent, the Tribe to the south staved off for now. They had drastically over-estimated the ability of the Waspfolk to beg at the feet of other deities. But he was not an idiot. No Warlord survived this long by being one.

To the Waspfolk, he sent a Sheddalin on the back of an Akua Baba. In its arms contained a message, of peace. He would keep his people in line as best he could, despite acknowledging that small skirmishes would likely continue along the border, but the Tribe must stay away from the desert. The Sheddalin can survive nowhere else, and it is only by this fact that were they provoked to violence. Any further incursions would simply lead to senseless, needless violence.

The greatest of his sand-singers, sorcerers adept in the sand and wind magic gifted to them by their creator, began to work. Large tracts of ocean were dried out, and desert sand ferried into them. They were forming a new home in the strait between the continents.

>Shape the world twice to create more desert.
>>
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Oop sorry. Wrong tile.
>>
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Wait. Doubler shit
>>
>>5289328
>>5289327
>>5289321
I'll assume that the latest map is the correct one, when I make the update.
Just a quick warning, the territorial god Frosore may take this as tampering with their continent and I doubt that the strait will last for long.
>>
>>5289109

As the sandy-bridge rose along the strait between the two continents, Frosore's creations received a message. Galafalak offered an alliance with the tribes of Larka and his people, if only his people were able to live in the mountains of the Northern Continent. Any future conflict would have them at their backs.
>>
>>5289528
The Tribes, astounded they could read this message from a foreign land, when there were different languages even among their peoples, were elated to hear of this. However, the learned among them were quick to give their opinions in the response.

The Tribes' official response was one of gratitude and appreciation, and that they would be happy to be in an alliance. However, they can't control the god of the continent, Frosore, and similar incursions on the land have been responded to jealously by him in the past if the newcomers do not adapt to and respect the land, with an emphasis on an avoidance of "absurdity". They weren't sure exactly what it meant themselves, they weren't that old or wise in the grand scheme of things, but they'd been around long enough that apparently they were acceptable to Frosore. They warned Galafalak to self-reflect and examine themselves, and if they though they might not be acceptable, then to either respectfully adapt themselves or to not come, lest they incur Frosore's wrath like others have. They especially warned to be wary of expanding onto this land bridge they heard rumors of, Frosore's territorial jealousy was especially potent against changes to his "sculpted land", and if they were to come, to find some other method of travel or transplant, or otherwise find some way to appeal to Frosore.
>>
>>5288936
Can you use Expel Species to expel the only intelligent species within a civilization and leave only the wilds within the civ?
>>
>>5288937
While the first attacks by the Coal Skull Reavers had been repelled, they would return. There was also the matter of Lamperos, a mythical land similar to the crystal fields of the Lithos province. It would be a great boon for the republic to take these lands. So it was agreed, that the Petrans would not stay as the defenders, but instead would learn from their enemies and create their own fleet to take the seas and the lands that are their birthright.

>I use 12 dp to give the Merchant Republic of Petra sea faring
>I then use 2 dp to adapt them to coastal water

Also I hope no one here speaks greek because for the city and province names I just put words through google translate and nothing else
>>
>>5288193
I'll be get that done. I will probably get you one empower next turn and then another the next
>>
>>5289581
>>5288951

((Alrighty, no rush. Hopefully Yearn is active this turn.))
>>
>>5289558
No.
>>5289574
Absolutely love seeing a map like that and seeing territories named. You've got my full approval.
>>
>>5289592
Glad to hear it. I might do one for the Imperium, but it would be harder since its all one biome
>>
>>5288937
>>5288935
>Insoleo spends 24 DP to Empower the Leolor, Intrum, and Solarions twice each
>>
>>5289321
Scaper the tribe had received this message a tiny bit late so for now the two pieces of deserted that has been colonized shall be used for shipyards the shellDani are allowed to come into these colonies un opposed as long as they don’t murder or worse, it occurs to the tribe that maybe mercy should be given (((this might have come a wee bit late after my earlier post ))) we just ask you don’t go to war with our neighbors (for now)
>>
>>5289787
Actually Scaper instead of expanding towards the desert we just went around it
>>
>>5289791
((Ah yeah. I was gonna suggest something, but it slipped my mind until you reminded me. Scaper, could we maybe have some sort of Action relating to halting expansion of empires we own? Maybe like a really cheap cost to pause the growth of our civs for a turn or something. Having an ability like that would allow us to draw things on the land, cede land to neighbours, and allow for more diplomacy and trading between players. Otherwise, the only way to give up territory, even if we're willing, is to have cataclysms or wars take place.))
>>
>>5289787
>>5289791
Could you explain more precisely what you're doing? I'm afraid that I'm having a hard time understanding what you're trying to do.
Are you no longer using Adapt Civilisation to make Deserts a favoured biome of the Tribe of the Burning Sun?
>>5289794
I won't bother implementing these as abilities. Instead, I will allow players to do the following things for free:
>Cease the expansion of a civilisation (of their own making), either altogether or ceasing expansion from particular hexes.
>Cede any number of hexes that a civilisation (of their own making) owns that are adjacent to another civilisation to that other civilisation.
I see no reason to charge Divine Power for these things, considering that they're almost entirely detrimental and done for the purpose of flavour. Just let me know clearly and concisely what you want to do, preferably with an image if that would help me understand.
I'm trusting you guys to use these free abilities wisely, diplomatically and mostly for flavour. If anyone finds any clever little loopholes or tries to exploit these new rules for their benefit, then I'll just remove them entirely.
>>
>>5289828
The tribe has no use of the armor for now so it’s going in the vault for later(((pretty much the one pertain to the dessert))) we gonna keep our new crow citizens but we will Cease expansion in the deserts and focus on creating defenses for our side of the coast line such as creating coastal warships,so refund adapt to desserts
>>
>>5289857
Marked in a black line we will cede these deserts to the bandit kingdoms
>>
>>5289861
>>
>>5289857
>>5289861
>>5289864
If you're not going to have Deserts as a favoured biome, you're not going to own those hexes so you won't be able to cede those deserts in the first place.
So, alright.
>>
>>5289871
(((Pretty much yey)))
>>
I admire how industrious my fellow divinities are. Some of the civilisations that they have sculpted are truly remarkable. I admire their creativity.

Yet the urge for creation is also a destructive urge.

This is the principle that shall guide a significant number of Vespids belonging to the Tribe of the Burning Sun, who shall find themselves seized with an overwhelming desire to create. As living beings, the most primal form of creation that they are capable of is reproduction – and so they became fixated with this act. They shall pervert the legendary story of Jasper and Shelby, to seduce a great flock of Waspfolk with the promise of metamorphosis, of transformation into Hawk Vespids by becoming vessels for their eggs.

This cult of procreation shall diverge from the rest of the Tribe and declare themselves the Virile Swarm. In this society, Waspfolk are bred as little more than slaves and egg-incubators, their entire species viewed as a larval state of the superior Hawk Vespid. They long to share their enlightenment with the rest of the Tribe and to eventually subject all Waspfolk to this glorious transformation. Within a year of their divergence, the Virile Swarm shall begin a holy war against the Tribe of the Burning Sun in the pursuit of this noble goal.

>I am spending 6 Divine Power on a use of Splinter Civilisation, to create the Virile Swarm out of the Tribe of the Burning Sun on the crossed hex in the image. This shall reduce the Level of the Tribe of the Burning Sun to 18, which will also be the Level of the Virile Swarm. Their member species include the Waspfolk and Hawk Vespids and they shall inhabit the marked hexes adjacent to the crossed hex.
>I am spending 4 Divine Power on one use of Create War, to create a war between the Virile Swarm and the Tribe of the Burning Sun.
>I will reserve the remainder of my Divine Power.
>>
Rolled 1, 2, 4, 2, 3, 6, 2, 4, 1, 4 = 29 (10d6)

Locking entries for this turn and rolling for conflicts and wars.

The first die is for the Ur-Knighted States of Apoch in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
The second die is for the Blue Moonchildren in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
The third die is for the Obsidian Order in the Obsidian Order & Ignatian Imperium war.
The fourth die is for the Ignatian Imperium in the Obsidian Order & Ignatian Imperium war.
The fifth die is for the Coalskull Reavers in the Coalskull Reaver & Merchant Republic of Petra war.
The sixth die is for the Merchant Republic of Petra in the Coalskull Reavers & Merchant Republic of Petra war.
The seventh die is for the Tribes of Larka in the Tribes of Larka & Pirouettes conflict.
The eighth die is for the Pirouettes in the Tribe of Larka & Pirouettes conflict.
The ninth die is for the Virile Swarm in the Virile Swarm & Tribe of the Burning Sun war.
The tenth die is for the Tribe of the Burning Sun in the Virile Swarm & Tribe of the Burning Sun war.
>>
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>>5290179
how I imagine this going down with the descendants of shelby and jasper
>>
>>5290230
the descendants are waking the weirdos
if this wasn't obvious
>>
>Ur-Knighted States Modified Level: 12
>Blue Moonchildren Modified Level: 12
Nothing happens.

While the Ur-Knighted States remain steadfast in their measures against the Moonchild menace, the blessing showered upon the Blue Moonchildren help them hold their own. The bestial wardens learn some caution of their own and wait for the right time to strike.

>Obsidian Order Modified Level: 16
>Ignatian Imperium Modified Level: 16
The Obsidian Order's Level is now 11 and the Ignatian Imperium's Level is now 13.

The war grinds on. The Ignatian Imperium's counter-offensive appears to be losing momentum as the Obsidian Order puts up more of a fight than expected, stubbornly holding on and refusing to give up any ground to their fiery foes.

>Coalskull Reavers Modified Level: 13
>Merchant Republic of Petra Modified Level: 19
The Coalskull Reavers' Level is now 9 and they surrender ownership of all of their adjacent hexes to the Merchant Republic of Petra.

Emboldened by their new understanding of the waves, the Merchant Republic of Petra unleashes its first armada and annihilates the Coalskull Reavers, sinking many of their obsidian vessels. Any hopes that the Corsairs had on seizing the Great Bridge for themselves are dashed as they find themselves backed into a corner.

>Tribes of Larka Modified Level: 11
>Pirouettes Modified Level: 6
The Pirouettes are now excluded from any hexes owned by the Tribes of Larka until a cost of 6 Divine Power is paid and the Tribes of Larka's Level is now 10.

The extermination of the Pirouettes is almost effortless. The Tribes of Larka wipe the dancing primitives off of the face of the continent, leaving them with no home other than an island off the coast and a lonely mountain. Any baubles and belongings that the sorrowful jesters once owned are seized by the Tribes, to be repurposed for their own benefit.

>Virile Swarm Modified Level: 19
>Tribe of the Burning Sun Modified Level: 23
The Virile Swarm's Level is now 17.

The Virile Swarm is just that; a swarm, a mad cult of lustful Vespids and their Waspfolk slaves. Chaotic and disorganised, they find that their holy war to conquer the Tribe of the Burning Sun is met with organised resistance. The element of surprise that they hoped to exploit has now been lost.
>>
Turn 10 of the Age of Culture and Strife has begun.

The attached image features all of the current relationships between the species and civilisations of Apoch.

Remaining & Expired Timers:
>Crows can now be expelled from the Sheddalin Bandit Kingdoms.
>The alliance between the Foundation of Gears & Agrarians can now be broken.
>Gearmechs can now be expelled from the Foundation of Gears.
>Viersperan can't be incorporated into the Tribe of the Burning Sun until Turn 11.
>Cow-Spathi can't be expelled from the Ur-Knighted States of Apoch until Turn 11.
>Cerebrants can't be expelled from the Bludakh Tribes until Turn 11.
>Slimes can't be expelled from the Troupe Macabre until Turn 11.
>The war between the Coalskull Reavers & Merchant Republic of Petra can't be broken until Turn 11.
>If the underground holdings of the Ur-Knighted States of Apoch cannot be reconnected with their primary holdings above ground by Turn 11, they will become a splinter civilisation – Ur will still be considered this civilisation's creator.
>The exclusion of the Pirouettes from Tribes of Larka hexes can't be broken until Turn 12.
>Crows can't be expelled from the Tribe of the Burning Sun until Turn 12.
>The war between the Virile Swarm & Tribe of the Burning Sun can't be broken until Turn 12.

With the start of a new turn, all of the species and civilisations have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 14 DP
>Belphagor: 15 DP
>Fractal: 6 DP
>Endestria: 24 DP
>Gib: 6 DP
>Torc: 24 DP
>Frosore: 21 DP
>Dryf: 7 DP
>Ur: 13 DP
>Chitinron: 8 DP
>Monthrax: 24 DP
>Loreleilim: 12 DP
>Trillimti: 24 DP
>Snakeskin Demigod: 7 DP
>Microbes: 24 DP
>Yearn: 24 DP
>Insoleo: 6 DP
>>
The attached map features the biomes of Apoch and any change made to them during the previous turn.

I'll use this space to repost important links, since it's easy to overlook them in the OP.

The list of abilities for the Age of Culture and Strife can be found here:
https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw
The following folders contain (or will contain) information pages for every species, biome and civilisation on Apoch.
Species: https://drive.google.com/drive/u/1/folders/19mErs6QoXmGLn_HqJSV_Hn4fa33q-mBO
Biomes: https://drive.google.com/drive/u/1/folders/1x9WIFxw9qEXAr80pu3656IOUUtTMvef6
Civilisations: https://drive.google.com/drive/u/0/folders/1T8Kl1w36WxrwBtcf7USMEvIxm2hsknuh
>>
The attached map features the species and civilisations of Apoch and any change made to them during the previous turn.

As always, let me know about any screw-ups I've made. I know for a fact that I've been making more screw-ups than I dare to announce and I've been trying to patch them up as I notice them, but let me know if anything slips between the cracks.

Regardless of my errors and how difficult to manage this is getting, I'd like to thank all of you with sticking with me for ten whole turns so far.
>>
>>5290248

Torc extends a measure of his will upon the divine fortress, its inhabitants bound with the will of the divine.

The Sentinel Immolatorii rise in the heart of the divine fortress, growing powerful such that even the societies of this new age cannot hope to breach Torcs barrier.

Create civilisation: Sentinel Immolatorii selecting the burning guard 6dp

The living walls and drakes are joined and unified into the Sentinels, potent divine guards created by those who shared Torcs vision.

Incorporate species x2 8dp

Lastly Torc extends his will throughout the underground strengthening the civilisations founded by the below-god, the Immolatorii, the Tennae and the Flowercoven

9dp to strengthen the three of them once each
>>
Scaper, Dryf, I have something I would like to do, but I would like your approval before doing so.

I would like to cede the Obsidian Gardens to the Ignatius Imperium, and then spend 8 DP to end the war and incorporate the Obsidian Dryads to the Ignatius Imperium. There will probably be some measure of schisming to sort out.

Is this acceptable to both to you?
>>
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Specifically the marked tiles. Upon second look this wouldn't actually result in schisming.
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>>5290248
The grey blue tiles around the island is coastal water right? So should i be expanding there?
>>
>>5290473
>>5290448
I'm okay with it if Dryf is.
>>5290523
Yes, but the purple icon at the bottom of the hex indicates that the hex is already owned by a civilisation. The Szehiu'raz Theocracy has been hard at work spreading throughout the ocean, to the point where the island that the Ur-Knighted States of Apoch is on is completely surrounded.
If you want the Ur-Knighted States of Apoch to expand into those hexes, they'll need to go to war with the Szehiu'raz.
>>
>>5290396
Sorry for the separate post, but if you're creating a civilisation, could you post an image showing the hex on which they're being made? Alternatively, if you want to leave that up to me, just say so.
>>
It’s almost over. Once his punishment is complete, Fractal can finally turn his attention to the rest of the world. The Spearmints, as of late, have started to war among themselves. And the Pirouettes, who worship his moon, find themselves on the brink of extinction, huddling atop a mountain as the final bastion on Frosore’s continent. He longs to turn his attention to these two species, in due time. Though he’s never granted any blessings to the mimes, they’ve earned some measure of regard, after holding on this long. The Beast sends a whisper to Frosore, carried along the boreal wind, with an assurance that he’ll get that final population out of his hair.

Then he looks North. With Dryf’s promise of granting strength this turn, it would be foolish not to capitalise on one final set of boons unto the Moonchildren. He weakens the boundary between their flesh and ego, allowing their shapeshifting to take on even rawer, more primal forms. Their bodies ripple and contort as they scream into the night. The Cerulean Moondust is filled with legions of churning flesh that night, as abominations slam against each other and condense into towering pillars of aberrant biomass.

Then they march into the Crimson.

>Empower the Blue Moonchildren 3x with Abominable bodies.

((Dryf, could I request you put in all 6 Dp if there’s nothing urgent this turn? The sudden jump would be a huge bonus, as opposed to a gradual repayment.))
>>
>>5290616
Those that fight monsters become it themselves fractel remember this
>>
>>5289537

The Bandit Kings returned a response. They did not understand the concept of worshipping a deity, but did understand the wrath of one.

A parlay, then. Upon the middle of the bridge, Galafalak thrust forwards the corpse of an Akua Baba as a sacrifice to communicate with Frosore. The Sheddalin could not destroy the bridge. It was their only link to the desert they came from. But they would alter the earth, nor sea, any further.

They too didn't understand the concept of a lack of absurdity, but the kraven snakefolk and their Akua Baba steeds weren't that out of the ordinary, all things considered.
>>
>>5290601
No problem. Heart of the divine fortress, as stated
>>
>>5290448
I am okay with this
>>
>>5290789
Frosore had been vaguely aware of the Bandit Kingdom and its inhabitants, but recent developments, especially this sacrifice in an attempt to communicate with him especially, drew his eye to analyze them. Frosore chose to humor these. Words spontaneously appeared on the ground in front of Galafalak, undoubtedly the work of a god.

"The Sheddalin have been weighed acceptable, I will allow your entry to the continent. However, when my eye turns to the Akula Baba among you, I see in them the chaos of the wretched Crow. It it's current form it is an abomination. So much power inexplicably held in the form of a carrion. I cannot allow this to touch my perfect lands. Long ago, I tempered the insane power of the Crows in my land to better suit them so that they would be able to stay. If you wish your Kingdom to inhabit my lands, the Akula Baba will need to be reduced to a more reasonable form, given exemplary justification for their ridiculous power to my satisfaction, or expelled from your Kingdom.

"As for the land bridge, I will not suffer this desecration upon my land to stand for more than (2 turns). For desert to touch my sculpted Mountain and Tundra is unacceptable. You may cross it while it stands, but I would not settle on this doomed bridge."
>>
>>5290601
Can a Civilization that is "cut off" from itself exist in two separate places? What would happen if a Civilization was cut off this way? Also, does anything happen to the level of a Civilization when the highest level species in it is enfeebled?
>>
>>5290853

The mighty bellowing of Galafalak's Akua Baba companion rippled across the waters along the coastline of the Sand-Bridge. He spoke words into the wind, towards Frosore. In the last years, he had become more of an orator, than a warrior.

"The Akua Baba are as much a part of us as we are them. Eschewed children of dead gods. We fight together to survive in a world that we were not made for. To take their strength is to take our own."

The Akua Baba itself began to speak. A cacophonous clicking of beaks and the sliding of a reptilian tongue. Within the Sheddalin, these immortal birds were something of spiritual guides to the snakefolk. They watched all, and learned much. A crutch, to some. A friend, to others.

"Krrkkkhhh... we are not... them. Would you... skrrkk, punish the son for the... krkk... sins, of his father? Allow us this... keep our strength... our size... but take our tongues. We... skrkk.. shall serve our lords, but give... skrkk... no counsel."
>>
>>5290866

After a certain number of turns it schisms.
>>
>>5290866
>Can a Civilization that is "cut off" from itself exist in two separate places? What would happen if a Civilization was cut off this way?
I discuss this in >>5279349 and there will probably be a demonstration of a civilisation splintering in the next turn.
>Also, does anything happen to the level of a Civilization when the highest level species in it is enfeebled?
No.
>>
>>5290873
More words appeared on the ground, replacing the last.

"You Akula Baba have inherited the sins of your fathers by maintaining their power without proper rationale. It is my land you are wishing to inhabit, if you wish to keep this power so badly, then I will not keep you from remaining on your own lands free from my intervention. However, your offer to lose your tongues on my continent intrigues me. If this counsel is indeed so valuable, I might consider your offer. I also propose another way to gain my favor. Let me try my hand at making you more acceptable, like I have done to the Crows, to cleanse you of your inherited sins. Afterwards, you may pray to your own god to regain your power in a justified, meaningful way lacking in the horrors of absurdity that plague this world."
If you would be willing to accept Enfeebling of 3 Levels to the Civilization and/or the Akula Baba in the form of "losing tongues/counsel", that would be sufficient to acquire Frosore's acceptance. Another option is you let Frosore Enfeeble them to his liking, and then you can re-empower them, so long as the empowering is rational and meaningful, and not simplistic like "these birds are smart so +2 level". It would need to be good justification for them to be able to content with a highly capable foe.
>>
>>5290906
>to content
to contend*
>>
>>5290906
(Enfeeble those little birdy boys. Take their tongues. Shed's probably dont need any more enfeebling truthfully. They're already woefully weak, and any further weakening would make them essentially dead on the world stage.)
>>
>>5290918
>Shed's probably dont need any more enfeebling truthfully.
Yes, hence why I said they were acceptable, and only required the enfeebling of the Akula

>>5290245

Having reached an understanding, Frosore began something unprecedented to him. He began to mold something outside of his frozen land, in a blistering desert nonetheless. He took away their tongues, rending them unable to confer their wisdom. The Akula Baba, once proud advisors to the Bandit Kingdom, would speak no more. What good is wisdom to a community if the wise remain silent? Once among the leaders of the Kingdom, now they are dramatically dependent upon it. Perhaps this will lead to a greater bond between the species, with this newfound reliance. Either way, with this modification, the Bandit Kingdom has garnered Frosore's approval to settle on his continent.

>12 DP: Enfeeble Akula Baba three times, removing their tongues and ability to speak, counsel, and guide.
>>
>>5290248
The war against the Coalskull raiders was going well. But the fact of the matter was that the Republic would need a larger population to colonize the lands of Lamperos. And so, a issue that has been debated in its senate for decades came to pass.

Halflings have lived in the Republics borders for a long time. But before they were mostly left alone, with the occasional treaty or trade deal. But now, Halflings were granted citizenship, and fully integrated into the republic.

>I use 4dp to integrate Halflings into the Merchant Republic of Petra

>Then to start paying of my debts, I use 2 dp (if I am understanding everwild correctly) to empower the blue moon children with a hide that is now naturally as strong as stone.
>>
>>5290616
Just a quick comment.

I understand your desire to keep Ur in check after the stuff that he did during the last game, but you've spent roughly a third of this Age devoted solely to messing with him.
You've got lots of pretty cool creations so I'd like to see what you're able to do with them, instead of being so focused on messing with another player.
I'm not asking you to reverse any actions, I'm just pointing out that you don't need to dedicate so many resources to bullying Ur.
>>
>empower USA 2 times 6p
>shape the world stairs 6p
>>
>>5291216
>shape the world stairs 6p
Where, precisely? Can you mark a hex?
>>
>>5291235
>>5291216
i realized it would not work as its a filled tile and that the only tile it would work on is the tile blocked by the timer so i will just say fuck it and empower 3 times.
and if allowed would it be permited to catashtrope both blue moon tiles?
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>>5291241
one eye blinded by the pretender but TWO seeing eyes uncovered strike in turn, the hateful soul monsters that have exposed themselves to be seen the ego and flesh blotted blended acting as one and the same and they are found as wanting seen as nothing and so shall they return
>>
>>5291248
>>5291241
but i wonder if that would just be too disruptive
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>>5291241
Provided that you can give me an interesting description or some cool art of the cataclysm that Ur is raining down on those hexes, go ahead.
This game is all about roleplaying and world-building first and foremost, so I would appreciate any flavour you're willing to add.
>>
>>5291260
i am a slow drawer i will tell you, mspaint mostly and not either a okay writer,

Bastardized stolen slave children of the lesser pretenders cyan moon, expose themselves the power of perception, not stronger but softer... wetter malleable like mud under a sculptors tools/hands/maw/eye, they are exposed with there perceived truth but this has opened them to being seen truly, under the distant gaze of what could be seen as baleful eyes but merely apathy not even looking, the night sky was like that of depth less flesh, deathless flesh, distant worlds, nearer moons like eyes roiling in there sockets turning inwards most prominent TWO uncovered glancing without malice, one sleeping hidden in disinterest, the bluemoon children are seen and perceived as they where, are sickly cursed husks by the workings of other deities perishing in a place now hostile to them becoming nothing as they should not be, fading like the memory of a dreamer from this place all that is seen is the empty Desolate wastes, but the gaze lingers casting harsh cyan of combined green and blue.

those who enter cease to be but those that turn before fully entering reassert existence.

okay i am not a good but rambling writer that will spend hours correcting something that never will get better i will try and figure out if i can draw something for this.
did not feel harsh screaming asteroids and meteoroids would fit its more a thing that has been used for creation with UR or FIRE MAH LAZOORS
>>
Eager to replenish its ranks, the Virile Swarm shall turn its attention to other inhabitants of its territory. Though the Waspfolk are the most ideal candidates for ascension according to Swarm doctrine, any species can serve as a vessel for Hawk Vespid eggs. The first of the lesser species selected for this purpose are the Viersperans. Though the offspring born from their carcasses shall be inferior in the eyes of the Swarm, they shall serve as reasonable shock troops. How long shall the serpentfolk last against such a horrifying threat? Only time will tell.

Elsewhere, the Foundation of Gears finds itself blessed with great insight. Mechanical landscapes that once seemed bewildering suddenly surrender their secrets to the cog-readers. The thundering turbine falls, the tangled pipe springs and even the eerie clock forest are no longer uninhabitable. With renewed enthusiasm, the Foundation is free to expand into these territories and unravel the technologies that they contain.

>I am spending 3 Divine Power on one use of Create Conflict to create a conflict between the Virile Swarm and the Viersperan.
>I am spending 6 Divine Power on three uses of Adapt Civilisation to grant the Foundation of Gears the following favoured biomes:
>Cuckoo Clock Forests
>Pipe Springs
>Turbine Falls
>>
Rolled 2, 4, 2, 5, 1, 6, 3, 4 = 27 (8d6)

Locking entries for this turn and rolling for conflicts and wars.

The first die is for the Ur-Knighted States of Apoch in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
The second die is for the Blue Moonchildren in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
The third die is for the Coalskull Reavers in the Coalskull Reaver & Merchant Republic of Petra war.
The fourth die is for the Merchant Republic of Petra in the Coalskull Reavers & Merchant Republic of Petra war.
The fifth die is for the Virile Swarm in the Virile Swarm & Tribe of the Burning Sun war.
The sixth die is for the Tribe of the Burning Sun in the Virile Swarm & Tribe of the Burning Sun war.
The seventh die is for the Virile Swarm in the Virile Swarm & Viersperan conflict.
The eighth die is for the Viersperan in the Virile Swarm & Viersperan conflict.
>>
>Ur-Knighted States of Apoch Modified Level: 16
>Blue Moonchildren Modified Level: 18
The Ur-Knighted States of Apoch's Level is now 13.

Though the cataclysm wrought by Ur has rendered the wastes of the Blue Moon all but uninhabitable, the abominable new shapes granted to the Blue Moonchildren gives them an astonishing advantage. The overwhelmed Ur-Knighted find themselves scrambling for a method of fighting back against this new development.

>Coalskull Reavers Modified Level: 11
>Merchant Republic of Petra Modified Level: 19
The Coalskull Reavers surrender ownership of all of their adjacent hexes to the Merchant Republic of Petra. The Coalskull Reavers are destroyed, spelling the end of this war.

The Merchant Republic reveals that its immense wealth serves as a source of immense power. Their armada only grows while the dwindling navy of the Reavers shrinks with every day. Years go by without the Coalskulls winning a single engagement and in the end, the cabal responsible for the formation of this piratical fleet finds itself cornered and put to the sword by the very Republic that they hoped to steal from.

>Virile Swarm Modified Level: 18
>Tribe of the Burning Sun Modified Level: 24
The Virile Swarm's Level is now 16 and they surrender ownership of all of their adjacent hexes to the Tribe of the Burning Sun.

The heresy of the Virile Swarm is a source of outrage in the Tribe. Overcome by religious zeal and a hunger to honour their ancestors, the noble Waspfolk of the Burning Sun and those loyal to them smash through the rabble of the Swarm and seize back a great deal of the land that was once stolen from them. If they keep up this pace, surely this war will not last much longer.

>Virile Swarm Modified Level: 20
>Viersperan Modified Level: 14
The Viersperan are now excluded from any hexes owned by the Virile Swarm until a cost of 6 Divine Power is paid and the Virile Swarm's Level is now 17.

Driven by desperation, those Vespids that weren't on the frontline redoubled their efforts to hunt down the scattered Viersperan settlements in their territory. Every last serpentfolk that they found had the 'divine transformation' forced upon them and in the end, there was nothing left of them but hollow carcasses that littered the lands of the Virile Swarm.

In addition to the conflicts and wars...

There is the issue of the Ur-Knighted exclave, isolated at the edge of the barren void beneath the earth. With no contact with the rest of their brethren, these Ur-Spathi become increasingly eccentric. The longer that they stare into the great rift and experience the weightless nothingness of it, the more disconnected from reality they become. The result of this is the Void-Addled, an outlandish civilisation that has little in common with the Ur-Knighted States that they once were a part of.

>For the purpose of abilities that use Divine Power, Ur can be considered the creator of the Void-Addled.
>>
Turn 11 of the Age of Culture and Strife has begun.

The attached image features all of the current relationships between the species and civilisations of Apoch.

Remaining & Expired Timers:
>Viersperan can now be incorporated into the Tribe of the Burning Sun.
>Cow-Spathi can now be expelled from the Ur-Knighted States of Apoch.
>Cerebrants can now be expelled from the Bludakh Tribes.
>Slimes can now be expelled from the Troupe Macabre.
>The exclusion of the Pirouettes from Tribes of Larka hexes can't be broken until Turn 12.
>Crows can't be expelled from the Tribe of the Burning Sun until Turn 12.
>The war between the Virile Swarm & Tribe of the Burning Sun can't be broken until Turn 12.
>War between the Obsidian Order & Ignatian Imperium cannot begin until Turn 13.
>Obsidian Dryads cannot be expelled from the Ignatian Imperium until Turn 13.
>Death Drakes cannot be expelled from the Sentinel Immolatorii until Turn 13.
>Living Walls cannot be expelled from the Sentinel Immolatorii until Turn 13.
>Halflings cannot be expelled from the Merchant Republc of Petra until Turn 13.
>The exclusion of Viersperan from Virile Swarm tiles can't be broken until Turn 13.

The following civilisations are about to go into decline. Starting with the next turn, their Levels shall decrease by 1 at the beginning of every turn:
>Bludakh Tribes
>The Eyeless
>Merchant Republic of Petra
>Obsidian Order
>Szehiu'raz Theocrats

With the start of a new turn, all of the species and civilisations have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 17 DP
>Belphagor: 13 DP
>Fractal: 6 DP
>Endestria: 24 DP
>Gib: 12 DP
>Torc: 7 DP
>Frosore: 15 DP
>Dryf: 7 DP
>Ur: 6 DP
>Chitinron: 14 DP
>Monthrax: 24 DP
>Loreleilim: 18 DP
>Trillimti: 24 DP
>Snakeskin Demigod: 13 DP
>Microbes: 24 DP
>Yearn: 24 DP
>Insoleo: 12 DP
>>
Basalt stood in front of the royal palace of Ignatius, emperor of the Ignatian Imperium. In front of him crackled the flames of a statue, a reasonable likeness of a skeletal mouse. It had burned for years, too many years.

There was a crunch of metal on stone. Basalt looked over his shoulder as Ignatius marched toward him. The Flamer was easily twice his size, a menacing blade held easily in one hand.

“Why are you here?”

Skulls without skin were poor tools for smiles, but Basalt tried anyway.

“I’d come to arrange for surrender terms.”

“Never.” The emperor lifted his weapon.

“My surrender.” The emperor halted. Basalt continued, pulling out a scroll. “I’ve brought a detailed document, apologies if my command of your language is inferior.” He spread it out between them. “We would cede the following territories to you, in exchange for ceasing hostilities. I do have a demand however.”

Ignatius growled. “Why would we not simply continue our war until your people lay defeated?”

Basalt held out a finger and gave it a twist. An object appeared in the air, foreign to both of them, like a spiderweb made of glass, all rigid angles. A snowflake.

“My demand, is that my people are allowed full citizenship in your empire. They are skilled craftsmen and artists both, humble in spirit but furious in their determination. Your nation will undoubtedly grow stronger, in culture and warfare both. My people will have a new land to flourish in.”

“What is that object?”

“Frozen water. I can drop billions of them across the firelands, more than can be counted, more than can be imagined. I can do one or the other Ignatius, a union of fire, or a cataclysm of ice. I’d prefer fire. Would you?”


Hope I didn't butcher the characterization of Ignatius there.
>>
The attached map features the biomes of Apoch and any change made to them during the previous turn.

I'll use this space to repost important links, since it's easy to overlook them in the OP.

The list of abilities for the Age of Culture and Strife can be found here:
https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw
The following folders contain (or will contain) information pages for every species, biome and civilisation on Apoch.
Species: https://drive.google.com/drive/u/1/folders/19mErs6QoXmGLn_HqJSV_Hn4fa33q-mBO
Biomes: https://drive.google.com/drive/u/1/folders/1x9WIFxw9qEXAr80pu3656IOUUtTMvef6
Civilisations: https://drive.google.com/drive/u/0/folders/1T8Kl1w36WxrwBtcf7USMEvIxm2hsknuh
>>
The attached map features the species and civilisations of Apoch and any change made to them during the previous turn.

As always, let me know about any screw-ups I've made.
>>
>>5291358
chitinron weeps as they gaze upon thier creations
they have suffered through stife of war and losing one of their first freinds, and yet they endure she watches as they fight off a twisted perception of the reunion of hawk wasp and wasp folk, slaver a horrid word they had seen the brain bulbs enslave the sweet ogres of yearn, and to see it in a small population of her children is depressing, this war has led to many graves buried among the tribes, she remembers each one of their names their hopes and dreams their past and now their decedents present, she wishes to step but she must save power for an important project so she whispers in the antenna of burning tribe that they must endure these battles for there will be other battles bloodier than this. if they want peace they must keep progressing
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>>5291454
~~~~~~~~As general bale eye gazed outward in the hell of the battlefield he remembered the very sky was black with bodies the sound of steel against steel followed by the subsequent shattering of bone and chitin was thick in the air hell even as the warriors of his army died they made sure to drag their enemy to the ground with them, this was a brutal conflict where he sent men and woman to their deaths, this pain burned a hole in him as he buried his men writing their names in his black book, he swore he felt his eyes begin to cry even though he had no tear ducts. The mourning of the dead was felt throughout his army the wounded on stretchers and any surviving enemy was summarily ended with great prejudice. This day was not spent ideal as his men and women searched huts for survivors most empty burned down, a private stood in front of a small wooden hut smokey with cinders, he suddenly ran through excavating the refuse revealing a root cellar, inside he heard the calls for clerics and healers, the private ran forward caring small distinct forms of children, as various clerics surrounded the small beings the stuttering gasps of breath can be heard as these young survivors clung to life with new vigor crying outward for their mother, bale ale approached slowly embracing the young, some say that his eyes glowed with divinity as tears made of jade light began to trail down his carapace~~~~~~~~~
>Incorporate Viersperan– 4 Divine Power
>>
Scaper, are you going to add any indicator of which civs are in decline/how long they have until they begin to decline?
>>
>>5291455
Besides the fact that he would go by Infernus, as Ignatian is more of a family name, good stuff.

My republic and my imperium both just won their first wars, have taken a ton of territory, and a really starting to grow into their own.

Time for it all to go wrong.

>>5291458
Also Scaper, wouldn't the Republic now spread to to the southern crystal fields? They were bordering it last turn and its less than 5 hexes away from where they were founded.
>>
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Basalt watched the Stiltwalkers perform their show. It was…well there were two dismemberments by the second act and three slimes were working together to puppet a Stiltwalker corpse. By the third act someone had stuck a knife between his (Basalt’s) ribs. The lack of anything substantial behind them was a source of great laughter, at least Basalt thought the hooting noises were laughter. Before the third act had ended a puppet resembling him had joined the stage, occasionally being stabbed harmlessly then smashing Stiltwalkers in return with a stick.

When the show entered its fifth act Basalt slipped out, which normally would have been a difficult feat considering he was the only audience member, but the clowns barely seemed to notice. Something landed on his head with a squish. Basalt patted it, finding one of the slimes who lived within the swamp.

“Hello there.”

The slime stretched out, face coming into view.

“Where we going?”

“We?”

“Mountains? Oceans? Volcano!?”

“I’m taking a break from volcanoes. Uh, we could go to a mountain though. Can you handle the cold?”

There was a shimmy. “Eh. Volcano!”

“No volcano. Let’s try a mountain.”

“Ehh. Friends sad when we leave. Make them something!”

“Uh…” Basalt looked back at the sad stage the clowns were still acting on. “Well…” He was probably going to regret this but he reached out and touched the minds of the clownfolk for a moment, letting their hopes and dreams fill him. “That is too many teeth little slime. Why do clowns dream of so many teeth?”

“Clowns are teeth! Teeth! Teeth! Teeth!”

Basalt let loose the divine power from the simple leather pouch at his side. Trees were rendered into planks, treated against the swampy air and water. Berries and flowers span in dies. The stiltwalkers watched silently as a grand building was formed together. A massive grinning mouth with far too large of teeth, each one painted a different lurid color. Balloons spilled out in a steady stream. Inside a sprawling stage formed, complete with a dizzying array of machines backstage, allowing for hundreds if not thousands of different stage effects, half or more dangerously lethal.

“If anyone asks little slime, it wasn’t me that did it.”

> Spend 6 DP to create a wonder at the marked square.
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>>5291155
((I definitely hold a grudge since he spent a solid month griefing everybody last game. He had multiple opportunities to fuck off, and endless chances, but even on turn 31 he was dedicated to trying to randomly blast the map with tattered land.

But I do have other things I want to do, and I’ve got some stuff written up, so I’ll back off and do some civ making later today.))
>>
>>5291452
((Oh damn. Civs splintered by terrain start out at the same level as the base? That seems a bit abusable to me, since it’d allow for a strong civ to clone itself while keeping the same level and same creator for full control.))
>>
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>>5290616

Though he had no part in their creation, the Pirouette have finally gained his attention. It's abundantly clear that Frosore seeks to have these dancers removed from his icy realm, and has taken steps to do so. Fractal reaches out to expend one final bit of effort and aid his fellow Ice-God.

In the skies above the plains, a massive storm of ice and sleet begins roiling. It turns into a devastating blizzard, ripping the needles off trees and chilling all to the bone. The Yetun of the Hunter's Horde know too well what this heralds. As do the elusive Thundertusks, who beat at their chests and stare up at it in challenge. The Humans, however, have never witnessed such a thing, and are doubtlessly caught off-guard by the occurrence. They gape at the sky, clutching the reins of their Scorpions and preparing to act.

Within several minutes of this potentially apocalyptic occurrence, a triangular head forms high above the Southern mountain. There's little fanfare to it. It snaps down on the final bastion of the Pirouettes. With a sickening crunch, it twists the very mountain peaks and tears them from the earth, as though decapitating a deer. The sound echoes across the realm, causing countless avalanches from the soundwave. The last of the mimes are swallowed into his maw and frozen instantly, safely placed in stasis. Though it seems like their doom has come, Fractal's intent is nowhere as malicious as it would appear to the Mortal Races. He spits out the mountaintop and reseals the rock with a flick of his chin, putting it back exactly as Frosore sculpted.

Then the colossal head vanishes, with no sign of the creatures that it abducted. The humans are left awestruck and dumbfounded in the wake of the whirlwind, as the collected snow begins sprinkling down upon them.

>2DP- Cause a Cataclysm on the sole tile with Pirouettes on Frosore's continent.
I'll be transplanting them elsewhere. The Western mountains, most likely, but I'll take suggestions too.

As the act of devastation concludes, Fractal realises something. He's just wiped out a population of Poconthy too, who were sharing that space. Whoops. He's got to fix that shortly.
>>
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As his God-Soul returns to the mountains, Fractal spits out the Poconthy who he consumed. They emerge from the permafrost and wander into the neighbouring territories, mysteriously unmolested by Iceborn. Though they've been removed from their home rather rudely, they find new prospects awaiting them. The snakes living in the Gear Fields are surprised to see these kin from a far-off land, with the magic of the hailstorm running in their veins. Fractal's magic has seeped into them, and his serpentine creations recognise it.

The newcomers are warmly welcomed by the Foundation of Gears, who've always been a bastion of unity. But these icy Poconthy have one more gift to bring. Their appearance seems to attract the Rimescales, who hold rather notable powers of their own. The wild snakes seem to delight in the sight of these folk, and begin following them along. Within a generation of their induction into the fields, the Rimescales have become a part of this grand alliance as well, alongside their new friends.

As new allies, however, the Rimescales do their best to prevent their companions from crossing the mountains. They grow antsy whenever anyone tries to enter the Fangs of Fractal, and their nervous jitters serve to discourage expansion into it. The intent of their creator remains at the back of their mind. While Fractal holds no grudge against the Poconthy, and has expended this effort as an apology towards Loreleilim, he won't tolerate the colonization of his mountains. Unless one wishes to undertake his trial, of course, and claim their wish.

>4DP- Incorporate the Rimescales into the Foundation of Gears.

Finally, Fractal looks towards the Moondust, snarling in displeasure. Throughout this war, he's abided by unwritten rules. Despite how EASY it would have been to completely erase those three tiles, by acting personally, he refrained from such a thing. With the power gained in one age, he could have swept his claw across the land and destroyed the Ur-Knighted States. But he opted to let his creations grow and fight instead, for doing it himself would be poor sportsmanship. Even his cataclysm was centred on his OWN lands. But the Moon has crossed a line.

The Moonchildren freeze up all at once, as their minds are hijacked for a brief moment. They turn their gazes towards the capital cities, screaming in their vile tongues. Once they've delivered their verdict, the Spathi are left rattled and distrustful. He relinquishes his control of the shapeshifters and allows them to continue their business, while the society reflects on their words.

For he's spoken to the Cow-Ur-Spathi, and them only. As children of another God, their taint has been lessened. He's demanded that they carry out a coup, and cast out the original Spathi. The Moonchildren only have business with the latter. Do this, and they will be allowed to live. Their social divide widens, and suspicion abounds as this ultimatum is given.

After all, Cowards only think of themselves.
>>
>>5291630
>Scaper, are you going to add any indicator of which civs are in decline
Yes.
>how long they have until they begin to decline?
I'd rather not add yet another column to the civilisation table, so I won't be tracking that. I'll just let people know when it has happened.
>>5291676
>Also Scaper, wouldn't the Republic now spread to to the southern crystal fields? They were bordering it last turn and its less than 5 hexes away from where they were founded.
Correct, sorry. I'll fix that.
>>5291780
Alright, that's a fair point. I'll bring the Void-Addled down to 11 then. I won't decrease the Level of the Ur-Knighted because if that was the case, then a clever use of Splinter Civilisation could be used to cripple a civilisation.
>>
>>5291458
The civilizations of Dryf had done extremely well, both of them had won their first wars, and earned some new territory to boot. But now in both the Republic and the Imperium, their was a desire for expansion.

In the Republic province of Lithos, many Eathern had been studying the flowing liquid creatures called the Vintri. And now after generations of research and hard work, they could be "domesticated" in a sense. While they didn't produce goods like most domesticated animals, they could be used as war beatsts, in which they proved rather effective. More importantly, the study of the Vintri had revealed how to settle the Mirror Steppes that had bordered the Republic since its inception.

>I use 4 dp to incorporate the Vintri into the Merchant Republic of Petra

In the Imperium the celebrations were great. And the (now immortal thanks to the blessings of Trillimti) Emperor was working on incorporating the Obsidian Dryads, both in terms of logistics and culturally.

In the lands of the Obsidian Dryads, which the people named after their beloved Emperor, there were these strange and amazing contraptions, they Dryads informed them they were called trains. Very little information about these trains could be brought up, it seems Basalt made sure to bring almost all of the engineers with him. While there was enough knowledge to run the trains and fix small issues, replicating the trains back on the Firelands would take over a century of research from his best engineers. But Infernus did not wish to wait that long, and he knew of a people naturally attuned to machinery, and with them, more expansion.

>I use 2 dp to adapt the Ignatian Imperium to gear fields
>>
Frosore, I am considering building a wonder on your island, a sort of combination colliseum, obstacle course, and trial of the gods, a big ass thing of bone and ice and spikes. Is that acceptable, or would you rather I wander elsewhere?
>>
>>5291990
As long as it's not flamboyant, contrasting to the surrounding land, or a house to irrational beings, I take no issue with it. If your description is indeed accurate, then it is acceptable.
>>
whoops, missed a few days and now i'm at max DP. <:

The Southern Great Bridge's surface has long lay dormant and unsettled, at least it has until now. Brave bands of Mousefolk and Harpy explorers venture onward, finding a surprisingly hospitable surface and a friendly people living in the water below: the Mer.
>Adapt Mousefolk to Great Bridge
>Adapt Harpies to Great Bridge
>Bond Mer with Mousefolk
>>
>>5291826
...and the Foundation grows! :P
Love to see that it's still standing desu, I was almost worried that I'd come back from holiday to find that 3 other civilisations were warring over the middle of the continent
(Then again, that would be an interesting scenario too.....)

>>5291945
More trains and machinery! Spread them! Spread them everywhere!! :>>
>>
>>5291990
could make it a fiery crater made from a lump of molten metal force feed to fractals corpse/body thrown into its open maw muspelheim sort of style stuff
>>
>>5292189
((Kek, wtf?))
>>
>>5292221
yeah if you want too make a area why not make it out of metal? and it would be a nice contrast put it in the center stomach tile
>>
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Having lived with Stiltwalkers for many generations, the Slimes have grown to become not just an audience, but a part of the performance too. Colorful, sturdy Slimes are used as projectiles with deadly accuracy by skillful Jugglomancers, while those of a more malleable constitution are twisted and reformed into all kinds of unique shapes by experienced Comprachicos. The creation of such a "slime animal" is a point of pride to both the slime and the clown - the Slime gets to impress it's fellows with it's new body, and the Comprachico gets to show off the heights of his craft.
Creating a truly beautiful Slime Animal is a complex process that is difficult to master, so young Comprachicos often train on normal animals before moving on to Slimes.
>Empower Slimes twice - 2x4 power - color changing, malleable shape
>cultural practice for Troupe Macabre(probably counts as Empower Civilization I think?) - Comprachicos - a sect of clowns that specialize in turning living beings into art pieces(said living beings, unless they're slimes, usually don't survive the process)
>>
>>5292263
this is Microbes btw I forgot my name
>>
>>5292266
Got drunk on the sea?
>>
>>5292277
that reminds me, I really gotta do something with the yeast
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>>5292280
Well with the orz could make them breath pure alcohol and methane perhaps ammonia as it sort of dissolves metal
>>
Grant void addled civ LOGISTICS
>>
Long day, so no update today. Turn 12 is delayed until 23:00 UTC tomorrow.
>>
>>5292294
then i retract and redact this vote
>>
>>5292317
Question can a god make a device of wonder that send off small blessings to individuals of species that are worthy
>>
>>5292685
Think green lantern rings
>>
>>5292685
>>5292766
I'd probably just count that as a use of Empower Civilisation. It doesn't need to be a separate ability.
>>
Galafalak had been silent, for many moons. On the land-bridge his people had been building vast boats from desert woods. Sails crafted from fine silks, plundered from travellers and weaved from the feathers of the Akua Baba.

They learned to sail on the seas, the beating of their steeds wings helping to move them when there was no current.
>Bestow Seafaring, specifically, coastal.
>>
So, here's the deal.

Out of nowhere, I'm hosting some of my extended family for a week. I won't have the time or the energy to focus on both this quest and my family (on top of the pre-existing responsibilities of my job and my partner) for an entire week, so I'm putting reality first.
Knowing what I'm like, there's a good chance that after a week's hiatus, I will lose all momentum and will be unable to pick this project back up. Not only that but after a week's hiatus, there's a good chance that several players will lose interest and inertia as well.
Plus, this delay will mean that the quest will run past the 24th of June, which is the date when my purchase of a flat will complete and I will have significantly less time for this game as I will focus on moving and decorating instead.

So, I'm going ask now whether I should just call it here and thank everyone for playing up until this point, or whether people would be willing to wait out that week for the possibility (it's absolutely not guaranteed) of playing out the remaining 20 turns.
>>
>>5293491
((I'd be down for waiting, yeah. I've been having a ton of fun, and having a little break wouldn't interfere with that. In a worst case scenario, since everyone is communally building a world, maybe someone could take over update making in the time you're gone, or if you lose motivation? Especially since it's done in MSpaint, which means that we're not missing some sort of integral photoshop file. I could volunteer for that, probably able to scrape up enough motivation. To do that, I'd love a reference map with the origin tiles of the civs highlighted, so I can work on simulating expansion.

Also, probably should archive this thread and last thread pre-emptively.))
>>
>>5293491
do what you must
>>
>>5293500
I wouldn't push something that takes roughly up to three hours of my time every day on someone else, especially knowing how tedious it can get. It's not a herculean task or anything but depending on the actions taken by players, it can get pretty repetitive and time-consuming.
As an example of this, you can see how long it takes and how much fun you have editing the map to represent the Atal'Dazalor incorporating the Serpent-Twisted.
This project has gone pretty fantastically so far and using everything I've learned, I'll probably try another Dawn of Worlds game next year. Alternatively, you or someone else could try to run your own at some point. But in terms of managing this particular iteration, it's been pretty chaotic and intensive and I don't want to foist that on someone else.
>>
File: Halfdone.png (1.32 MB, 4912x6576)
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>>5293521
((I honestly don't mind. I've hosted a couple of games on hexmaps before, with a lot of moving parts and complexity, along with making sheets and skills every turn, so I'm no stranger to it and how long it takes to run an update. Of course, the map was FAR smaller than the massive monstrosity we have going on.
https://suptg.thisisnotatrueending.com/qstarchive/2021/5063306/
https://suptg.thisisnotatrueending.com/qstarchive/2022/5096648/


Just as a proof of concept, here's a half-done map of the actions performed this turn. I haven't done the expansions for empires since I haven't gone through to see the origin tiles and work out the max range for each civ, but I'd definitely be able to set up a workflow using paint.net and layers. A handful of minutes to update every time a player makes a move should make it manageable. But if you don't want anyone else taking over, I can respect that. I'd just like to see it through since there's a ton of heart put into the world, from everyone.))
>>
This has been a lot of fun and I'm comfortable with whatever decision you end up making.
>>
>>5293545
Well, alright. Here's something quick I've thrown together for you regarding origins. When it comes to species spread, I just wouldn't sweat it at this point, except for brand new species.
Here's the files that I edit and copy paste, for the tables in the images.
https://docs.google.com/spreadsheets/d/1VLiW4ciSdnBRW7-YC3DSsNJ_-sxRb3GIOXWJhnnxrPI/edit#gid=0
https://docs.google.com/spreadsheets/d/1m_Y3Njvzf5Ma3x7_Z9qHIifmE2Ijfr2VxPgpAdV1WVM/edit#gid=0
If you really want to continue in my stead, feel free to make your own schedule and go at your own pace with my blessing. If it becomes a pain in the ass, don't feel bad about dropping it and waiting for me to come back - if I do come back at all, that's still not guaranteed.
Also, don't feel compelled to empower or ensure the continuation of anything I've created - they're all disposable and exist for the rest of you to tear apart or do whatever you want with.
>>
>>5293620
And here's the file with the civilisation icons and a blank template for making them.

For including an image in the icons, I typically just shrink down a piece of clip art to 15x15 in GIMP after filling the background a certain colour and then paste that into the middle of the icon.
>>
>>5293491
i can wait its sort of fun and i have no reason not too and i have time, no stress.
>>
>>5294161
Agreed
>>
Rolled 4, 2, 3, 3 = 12 (4d6)

>>5293620
((Neat! I’ll get started then. Have a good break, I’ll make the update in a couple hours and work on setting up a schedule. I guess for now, locking?

>>5291358

The first die is for the Ur-Knighted States of Apoch in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
The second die is for the Blue Moonchildren in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.

The third die is for the Virile Swarm in the Virile Swarm & Tribe of the Burning Sun war.
The fourth die is for the Tribe of the Burning Sun in the Virile Swarm & Tribe of the Burning Sun war.))
>>
>>5294236
>Ur-Knighted States of Apoch Modified Level: 17
>Blue Moonchildren Modified Level: 16
The Blue Moonchildren’s Level is now 13.

The battle continues to rage on. Incensed by the threat made against them, the Ur-Knighted States fight back even harder against the incursion, managing to strike a hefty blow against their foes.

>Virile Swarm Modified Level: 19
>Tribe of the Burning Sun Modified Level: 22
The Virile Swarm's Level is now 15.

With the reintroduction of the Viesperian, the Tribe of the Burning Sun regains their former strength. The treatment of their allies at the hands of the Virile Swarm serves to encourage them further, throwing them into a battle frenzy during their latest conflict. They emerge victorious, leaving their foes weakened.

>>5278162
>>5278751
>>5279030
>>5278507
As of turn 12, the following Civilizations will begin their decline, and decrease in level by 1 each turn.
>Bludakh Tribes
>The Eyeless
>>
>>5294251
Fuck. I pasted it wrong and overwrote.

>Bludakh Tribes
>The Eyeless
>Merchant Republic of Petra
>Obsidian Order
>Szehiu'raz Theocrats
>>
((Almost done with the update.

Rather than 2300 UTC, I'll be swapping it by 12 hours and making posts at 1100, which ought to be 7PM for me in the evening. I'll be working on adding actions to the map as soon as they're posted, so try not to change moves too much. At 0900, I'll no longer allow actions to be changed/cancelled, and at 1030 I'll close submissions entirely. There's also a chance I might be unavailable or late on certain days, if I go out for dinner or something.

Hey Scaper, how do you transfer the Pasteable Civ section to the PNG? I tried to screenshot it, but zooming out and screenshotting makes the quality really bad. ))
>>
Turn 12 of the Age of Culture and Strife has begun.

All Civilizations fall eventually. The oldest are the first to feel the ravages of time. Whether it's crumbling infrastructure, the weariness of the people, or some loss in favour from their Divine Patron, each is beginning to decline in some way.

>The Bludakh Tribes have declined by 1 level
>The Eyeless have declined by 1 level
>The Merchant Republic of Petra have declined by 1 level
>The Obsidian Order have declined by 1 level
>The Szehiu'raz Theocrats have declined by 1 level

>The exclusion of the Pirouettes from Tribes of Larka hexes can now be broken.
>Crows can now be expelled from the Tribe of the Burning Sun.
>The war between the Virile Swarm & Tribe of the Burning Sun can now be broken.
>War between the Obsidian Order & Ignatian Imperium cannot begin until Turn 13.
>Obsidian Dryads cannot be expelled from the Ignatian Imperium until Turn 13.
>Death Drakes cannot be expelled from the Sentinel Immolatorii until Turn 13.
>Living Walls cannot be expelled from the Sentinel Immolatorii until Turn 13.
>Halflings cannot be expelled from the Merchant Republc of Petra until Turn 13.
>The exclusion of Viersperan from Virile Swarm tiles can't be broken until Turn 13.
>Viersperans cannot be expelled from the Tribe of the Burning Sun until Turn 14.
>Rimescales cannot be expelled from the Foundation of Gears until Turn 14.
>Vintri cannot be expelled from the Merchant Republic of Petra until Turn 14.
>The bond between Mousefolk and Mer cannot be broken until Turn 14.

The following civilisations are about to go into decline. Starting with the next turn, their Levels shall decrease by 1 at the beginning of every turn:
>Tribe of the Burning Sun
>Shengash Dynasty
>The Foundation of Gears
>Salivanid Empire

With the start of a new turn, all of the species and civilisations have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 24 DP
>Belphagor: 13 DP
>Fractal: 6 DP
>Endestria: 12 DP
>Gib: 18 DP
>Torc: 13 DP
>Frosore: 21 DP
>Dryf: 7 DP
>Ur: 12 DP
>Chitinron: 16 DP
>Monthrax: 24 DP
>Loreleilim: 24 DP
>Trillimti: 24 DP
>Snakeskin Demigod: 7 DP
>Microbes: 19 DP
>Yearn: 24 DP
>Insoleo: 18 DP
>>
The attached map features the biomes of Apoch and any change made to them during the previous turn.

The list of abilities for the Age of Culture and Strife can be found here:
https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw
The following folders contain (or will contain) information pages for every species, biome and civilisation on Apoch.
Species: https://drive.google.com/drive/u/1/folders/19mErs6QoXmGLn_HqJSV_Hn4fa33q-mBO
Biomes: https://drive.google.com/drive/u/1/folders/1x9WIFxw9qEXAr80pu3656IOUUtTMvef6
Civilisations: https://drive.google.com/drive/u/0/folders/1T8Kl1w36WxrwBtcf7USMEvIxm2hsknuh
>>
And the most important: The Map. Please let me know if I've missed anything. I think I've checked through it properly, but particularly for your own civs, please let me know if there's anything I've missed out.

For the Void-Addled, I've considered the Staircase tile as their Origin point, so they've started expanding without spending on Logistics. And for the Sheddalin, Bestow Seafaring doesn't come with any adaptations, so you'll have to pay 2 for each additional one.
>>
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Now for my own turn.

>>5287792
>>5291826

The Cow-Spathi, terrified by the impending threat, revolt against their cousins. The fear and disgust towards each other compounds in them rising up in revolution. A bloody coup is carried out, with influential members of the Spathi being captured and flung outside the walls. A mass excommunication occurs, as thousands of refugees are expelled from the increasingly hostile cities, into equally hostile wastelands. The Cows take over the existing infrastructure to use for their own. Time will tell if this will save their stolen civilization from the shapeshifting monsters.

The Penitent Party is all too happy to capitalize on this. They eagerly take in any refugees that come into their lands... For every new body is another that can be used as 'penance', keeping them safe for just a bit longer.

>4 DP: Expel the Ur-Spathi from the Ur-Knighted States of Apoch.
>>
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>>5294399
>Turn 11 label
Damn, knew I was missing something. Welp, hopefully my first turn as God goes well. I'll update in about... 28 and a half hours. I put this one out earlier than stated since we've been waiting for a while already.
>>
Yo yo Scaper.

We established shape the world as non-affecting inhabited regions purely to avoid people using it as catastrophe light. But if I want to consensually shape the land bridge into coastline again, would that function?
>>
>>5294251
Rip and tear until all are frr
>>
>>5294469
Free
>>
>>5293491
Have a good break, Scaper! Thanks for running the game so far, it's been fun.
>>5294399
And thanks for stepping up to the fore, Fractal!

back to the game..

In a building in the center of the Gear Fields, a pair of labcoat-wearing Harpies rush in. "Sir! We've made a breakthrough in our investigation of those trains!"
>Bestow Logistics twice on the Foundation of Gears.
With the ability to control the railway routes and even shape new railways, the Foundation of Gears expands further..
>>
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((Small correction of the Atal'Dazlor territories. I've changed the color of the Perpetual Stormfront since it was confusing for it to be the same color as the ocean, and I've removed the Atal who I've accidentally placed on it. ))
>>
>>5294399
The Republic was in a time of turmoil. It had reached the edge of how much it could grow. In order to supply the growing needs of the Repulbic, the Poconthy, who since the republic's inception have always been left to their own devices, are now brought in as full (taxable) citizens.

I use 4dp to incorporate the Pocothny into the Merchant Republic of Petra.
>>
>>5294399
Also Fractal I incororated the Vintri into the Merchant Republic last turn, so I should start expanding into the mirror steppes
>>
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>>5294926
((Right. Fixed! Once this turn ends, and their new expansion courtesy of the Poconthy is processed, they'll have reached the limits of their growth, and will have claimed every free plot of land within their territory, bar one. They'll need to use logistics to grow any further, and the level bonus from Poconthy incorporation will be neutralised by the decline.

I'd also appreciate empower 2/3 tossed my way with that last 2 dp ;) ))
>>
>>5294932
Iaght throwing 3 dp to fractel
>>
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>>5294399
Throughout the years many subcults of the Eyeless formed that worshiped Trillimti however none lasted longer than a year. At least that was the case until the Undertakers formed. The founders claim that while they were in the Mausoleum of Right all the dead within spoke with one voice and said the actions of the Shadows displeased their lord and only by abandoning their bloodthirsty ways will they be spared his wrath. This story is a complete fabrication however Trillimti agrees with many of the cults teachings so he helps them flee from the Eyeless who consider their ideals heretical.
>Spend 6 dp to splinter civilization to create the Undertakers out of the Eyeless
>Spend 2 dp to adapt civilization Undertakers to Obsidian Caverns
>spend 3 dp to empower civilization Undertakers with charismatic leaders
>Spend 4 dp to create war between Eyeless and Undertakers
>>
Now satisfied with their vessels, the Sheddalin begin on their voyage into the sea. When the land bridge goes down, they will not be disconnected from their brethren

>Adapt them to Coastal
>Empower them with the art of navigation
>>
>>5294440
((Welp, since Scaper doesn’t seem to be here, and I’m taking over for the week, I guess I’ll say that it makes sense? If the owner of the species/empire occupying the hex is okay with it, then yeah it makes sense to be able to shape the world without first nuking it forcefully. So with your consent, Frosore would be able to turn it back to coastal with a simple use of Shape, no Catastrophe needed.))
>>
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>>5294390
In the wars of the light, grimmest of plights, no tyrant shall escape my sight. For those who fight under a despot’s heel feel empowered through chitinous might, let evil feel Chitinborn’s stinging bight. The oath of chitinous core
>Create Wonder Symbiotic scarab hive – 6 Divine Power
(1/3)
>>
>>5295550
As chitin born worked she saw many races not only her children in strife, and while wars ended new ones began wars over ideals people and freedom, this age needs heroes beyond belief, champions of liberty and justice, deep in thought she gazes as wasp folk forge the very metals of stars into star metal to help defend the weak and free the people of their land, hmm what if I made armor? through extract genetic material from various specimens of her subjects she empowers each with a portion of her divine power, this power should be used to protect the weak, to usher freedom and equality to this war stricken age or at least dull the pain of strife, this armor is alive symbiotic, these would bond with a singular member of a species on a given continent no matter the environmental condition. For now, this hive shall be placed in the tree of chitinron’s first temple, these Beatles shall explore the world around them seeking worthy owners her gifts shall know no difference in flesh or steal only the strength of character.
>>
>>5295551
Power set:
Chitinous armor
Flight
Medium to large energy constructs in theme of insects
Insect speech, control over insects (not sentient)
Insect strength (super strength)
this is just so people have a general theme of what this magical creation does
>>
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>>5295550
>>
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>>5294986
((Would you like to claim all adjacent Eyeless hexes too, or specifically just one?

By default, I'll consider future Splinter Civs as taking all adjacent tiles since that seems optimal for newly-minted civs.))

>>5294938
Though he greatly appreciates it, Fractal softly declines the gift. Chitinron has shown him enough kindness already, and he's still waiting on an opportune moment to grant his own gifts upon the God of Insects.
>>
Rolled 5, 5, 6, 6, 3, 2 = 27 (6d6)

Rolling dice.

The first die is for the Ur-Knighted States of Apoch in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
The second die is for the Blue Moonchildren in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.

The third die is for the Virile Swarm in the Virile Swarm & Tribe of the Burning Sun war.
The fourth die is for the Tribe of the Burning Sun in the Virile Swarm & Tribe of the Burning Sun war

The fifth die is for the Undertakers in the war between the Undertakers & The Eyeless
The sixth die is for the Eyeless in the war between the Undertakers & The Eyeless
>>
>Ur-Knighted States of Apoch Modified Level: 17
>Blue Moonchildren Modified Level: 18
The Ur-Knighted States of Apoch's Level is now 11.

The Ur-Spathi have been expelled from the cities and villages, and are left to fend for themselves in the wilderness. Within the territories they once held, they're able to hang on in the form of encampments and small communities, but who knows for how long? Meanwhile, the battle continues, with the rage of the Blue Moonchildren not being quelled just yet, despite their demands being met. Fractal expends no effort to stop their violence against the USA. If Ur wants it to end, he ought to pay out of pocket. But the Beast is satisfied.

>Virile Swarm Modified Level: 21
>Tribe of the Burning Sun Modified Level: 26
The Virile Swarm's Level is now 14 and they surrender ownership of all of their adjacent hexes to the Tribe of the Burning Sun.

Green light streaks across the desert, as warriors empowered by the Symbiotic Scarabs come to the rescue of the border tribes. The Virile Swarm are unable to fight back against these divine paladins, and are driven back even further. They're driven far, far back into their territories, barely clinging on to the edge of the coast. Furthermore, a group of raftsmen have been trapped at sea. The fleet has been completely cut off from the main civilization, with no way to get home.

>Undertakers Modified Level: 12
>The Eyeless Modified Level: 10
The Eyeless' Level is now 7

With the backing of Trillimti, the Eyeless quickly triumph against their foes. They begin occupying the Obsidian Caverns, where typical Shadows cannot tread. They're faced with a rapidly declining civilization, that has trouble competing with their new strength. The gap between them grows rapidly in a single generation.
>>
>The Bludakh Tribes have declined by 1 level
>The Eyeless have declined by 1 level
>The Merchant Republic of Petra has declined by 1 level
>The Obsidian Order has declined by 1 level
>The Szehiu'raz Theocrats have declined by 1 level
>The Tribe of the Burning Sun has declined by 1 level
>The Shengash Dynasty has declined by 1 level
>The Foundation of Gears has declined by 1 level
>The Salivanid Empire has declined by 1 level

>The exclusion of the Pirouettes from Tribes of Larka hexes can now be broken.
>Crows can now be expelled from the Tribe of the Burning Sun.
>The war between the Virile Swarm & Tribe of the Burning Sun can now be broken.
>War between the Obsidian Order & Ignatian Imperium can now begin.
>Obsidian Dryads can now be expelled from the Ignatian Imperium.
>Death Drakes can now be expelled from the Sentinel Immolatorii.
>Living Walls can now be expelled from the Sentinel Immolatorii.
>Halflings can now be expelled from the Merchant Republc of Petra.
>The exclusion of Viersperan from Virile Swarm tiles can now be broken.
>Viersperans cannot be expelled from the Tribe of the Burning Sun until Turn 14.
>Rimescales cannot be expelled from the Foundation of Gears until Turn 14.
>Vintri cannot be expelled from the Merchant Republic of Petra until Turn 14.
>The bond between Mousefolk and Mer cannot be broken until Turn 14.
>The Cow-Ur-Spathi can't be incorporated into the Ur-Knighted States of Apoch until Turn 15.
>The war between the Eyeless and Undertakers cannot be ended until turn 15.
>If the isolated fleet of the Virile Swarm is not reunited with the main body by Turn 15, they will become a splinter civilisation – Scaper will still be considered this civilisation's creator.

The following civilisations are about to go into decline. Starting with the next turn, their Levels shall decrease by 1 at the beginning of every turn:
>Ignatian Imperium
>Atal'Dazalor
>Hunter's Horde
>Tennae

With the start of a new turn, all of the species and civilisations have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.
Here is the current Divine Power of every god:
>Scaper: 24 DP
>Belphagor: 19 DP
>Fractal: 8 DP
>Endestria: 6 DP
>Gib: 24 DP
>Torc: 19 DP
>Frosore: 24 DP
>Dryf: 9 DP
>Ur: 18 DP
>Chitinron: 16 DP
>Monthrax: 24 DP
>Loreleilim: 24 DP
>Trillimti: 15 DP
>Snakeskin Demigod: 8 DP
>Microbes: 24 DP
>Yearn: 24 DP
>Insoleo: 24 DP
>>
The biome map has been updated. Not many changes to it, just the one tile that the Waspfolk built a wonder on.

The list of abilities for the Age of Culture and Strife can be found here:
https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw
The following folders contain (or will contain) information pages for every species, biome and civilisation on Apoch.
Species: https://drive.google.com/drive/u/1/folders/19mErs6QoXmGLn_HqJSV_Hn4fa33q-mBO
Biomes: https://drive.google.com/drive/u/1/folders/1x9WIFxw9qEXAr80pu3656IOUUtTMvef6
Civilisations: https://drive.google.com/drive/u/0/folders/1T8Kl1w36WxrwBtcf7USMEvIxm2hsknuh
>>
I've also started a new habit of marking out the origin of the civs, to more accurately label their origin points and where they expand from. The pasted species lists may have some discrepancies when compared to the previous turn. That's because I didn't update the png after reducing a level from declining, on the google sheets. So some subtractions weren't processed. I've made sure to do it correctly this turn and only finish the PNG after account for the one-level declines of the 9 civs.

Also, I'm not sure if anyone has been doing it, but please don't edit your own levels on the Species chart that Scaper linked. I think a couple of numbers changed when I wasn't looking, which threw me off a lot and made me spend a lot of time backreading.

With that: Turn 13 of the Age of Culture and Strife has begun.
>>
>>5295707
While the south western gear fields, known to the Imperium as Ingrana, had been occupied for a long time now, The Harpies of the land had remained elusive, due to their natural flight and knowledge of the terrain.

While most Imperials would have preferred subjugation by force, Immortal Imperator Ignatian Infernus decided that diplomacy would be a quicker path to success. And so the leaders of most of the local harpy groups and the Imperator signed the Accord of Fabbrica. In this it gave most of the control of Ingrana to the harpies, but in return, they would lend their technological knowledge, and of course, soldiers for the Imperium's armies.

Another part of the accord concerned the mousefolk that lived in Ingrana. Due to their small size, Flamers had little desire to integrate what they saw as a weak species into the Imperium. After some debating between the hapries and some Obsidian Dryad representatives, it was agreed that the mousefolk would be left alone.

>I use 4 dp to integrate the Hapries into the Ignatian Imperium
>>
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It's time. Now that the Ur-Spathi have been expelled from their former homes, which the Cows are enjoying, they're easy marks for the hellish beasts. The Moonchildren set out on one final purge, to wreak havoc upon the wild Ur-Spathi and bring about their extinction. Never again will they be allowed to pollute the surface. The Moon's taint will be limited to the void beneath the earth, where he's free to have his children float about in the confines of his own mind. The exception to this is the Penitent party. Their habit of sacrificing their own kind, as well as the new refugees from the USA, is a cruel enough punishment that the Moonchildren see no need for further torment.

They continue to attack the former holdings of the Red Moon's spawn, perhaps out of habit. Fractal doesn't bother putting a stop to it, not caring enough to spend the power. But if someone chooses to expend the effort, the Moonchildren will finally cease their assault, and leave the Cows in peace forevermore- provided nothing else infuriating happens to spark their master's rage.

>3 DP- Create conflict between the Blue Moonchildren and the Ur-Spathi
>2 DP- Empower Blue Moonchildren. This generation will send their prey straight to the Realm of the Dead, rather than integrating them into their writhing bodies. They find that each kill lessens their agony, without the need to share it with a new victim. These Watcher Souls are free for Trillimti to do as he pleases with.
>>
>>5295874
((Ah, right. Tomorrow's update will be late, I'll be out for the day. But do get it in before the same closing time of 1030 UTC))
>>
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>>5295707
At this time, the fate of Drazil have been made apparent to the Theocrats. From the words of the Atal'Dazalor, to the giant corpse they first saw and scouted in the eastern reaches, this truth was told. The faithful and the Cult now congregate to the East, for they seek to awaken their lord Drazil, and for the Cult, to feast on divine soul. The Korrites and their tribute-clans continues on expanding the realm, even with the chaos in the old lands. They settled the isle's shelf and now plan their conquest over the cold West. With the priest's mandate gone, disorder now reigns over the majority of the Szehiu's waters, the grudges of old and disputes of new blending into disdain from clan to clan.

>Use 6 Divine Power to Splinter Civilization on the Szehiu'raz Theocrats to create the Rovashi Zealots on the tile marked with O.
>Use 6 Divine Power to Splinter Civilization on the Szehiu'raz Theocrats to create the Kor'voguji Nobility on the tile marked with X.
>Both Civilization has the same member species as the Theocrats.

To the Ordered Continent, the Hunter's Horde have had an unexceptional era, since Hab's death to now, where the animals they hunt grew rarer and more cunning, to hide beneath the earth or fly above their rocks. The magnates of south lived in riches, as their trade have filled the stomach of the serpents and bugs and bring treasure to the old gatherings. They had commissioned a dozen or so Miggish workshop, to design and make ships to ply the seas, and one in particular, has created a ship which endured tides and storms.

>Use 12 Divine Power to Bestow Seafaring the second time on the Hunter's Horde.
>>
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>>5295703
With the Bandits safely across, there is no further reason to let this blemish mark my continent.

>Use Shape the World to turn the two hexes marked with a dash into Coastal Water
>>
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Basalt slid down a snow covered hill as warcries rang out in the air.

“Stingers! Stingers!” Gel the slime shouted from atop the mouse’s head.

“I know!”

“Do the thing!”

Basalt growled. It was tempting, to leave a trail of broken earth and hot lava, or weave together a frightening monstrosity of bone and steel to fight off the pursuing humans on their scorpion mounts. But there were better ways. Had to be better ways.

The tiny figure jumped, fingers curled into a fist around six golden orbs of light, then slammed to the ground. The ground shook, splitting and rising up, a vast cavern forming in a circle around him. The scorpion riders pulled up the edge of the ravine, weapons brandished. A few arrows soared across, but arrows had never bothered him much.

Basalt lowered his hood and watched the humans across the ravine. There was a shudder as they saw his gleaming skull, then renewed shouting and arrow fire, one lucky shot lodging in his ribs. A brave people, ferocious, determined.

“Angry!” Gel commented.

“They’re just defending their lands against a dark spirit. Or what they think is a dark spirit. Let’s give them something worthy of their fury.”

The frozen north was littered with bones, some of massive creatures. Basalt called up some of the largest, then ice to hold it together. A ring of standing bones, topped with ice. Inside the ring a spiral of stone and ice interspersed with obstacles, long jumps, icy cliff climbs, long empty areas only traversable on rocks hung from chains. At the very top Basalt hung a silver crown he had once worn. A trace of the divine still lingered on it.

“May they use it better than I.”

>Spend 6 DP to Create a Wonder on the marked location.
>>
>>5296147
As she noticed the divine energy of another divinity she called out ward towar the being come rest
>>
>>5295707
When the Shadows that founded the Undertakers first formed their cult they had simply wanted to enjoy the power they would gain from having many loyal followers. They figured the Eyeless would be too focused on trying to stop their decline to worry about some smaller cult. However the founders failed to consider two things. Some of their fanatics attacked members of the Eyeless provoking their wrath and starting this civil war. More importantly they hadn't expected divine intervention from the god they pretended to worship. As they argued in private about whether or not Trillimti would smite them if they abandoned their followers and hid from the Eyeless in the Obsidian Caverns they heard a disembodied voice say "You will see this through to the end."
>Spend 3 dp to empower Undertakers with the ability to extend their life by the amount of time those they killed directly or indirectly would have lived.
>>
>>5296407
Empower undertakers 3dp
A glimmering golden scarab flies toward the shadows it is up to trillimti to decide who among the undertakers is of good character ((maker a character)) some one who shows courage, honor, and selflessness
>>
>>5296413
As Trillimti examines the scarab he turns it into something more fitting for him. Its light turns purple as he reshape it into a silver worm. All insect related abilities become decomposer related instead. As he searches for a worthy shadow he finds Hosdlo a shadow about to be executed by the Eyeless for being an Undertaker sympathizer.
From darkest depths to farthest breadths, none can escape the grip of death. May all who disrespect the dead and cause undeath live in dread as we hunt them till our final breath. Oath of the Trillimtious core.
>>
>>5295707
Create an alliance between the Tennae and the Flowercoven 12dp

Create a new wonder, Immortal Donjon, at the heart of the divine fortress biome 6dp

Where the will of Torc meets the ingenuity of the fortress guards lies the Immortal Donjon, a colossal living architecture enslaved to Torc’s unfathomable will. It’s defensive artefacts and strictures are second only to the benefits it provides to its defenders, guard against the living and the dead it is, for it lies in a space in-between both.
>>
>>5296462
Perfection
Worms are not under my divine jurisdiction only maggots, Beatles, cockroaches ( they don’t really ask for much) and most decomposerxx my
Of the insect variety, sadly sea crustaceans, arachnids and worms are not insects
>>
Rolled 2, 4, 2, 3, 2, 6, 3, 5 = 27 (8d6)

Rolling dice. Actions are now closed for this turn. I’ll process the expansions and declines when I’m back home. The level decrease from losing a round of conflict comes before the 10 turn decline.

The first die is for the Ur-Knighted States of Apoch in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.
The second die is for the Blue Moonchildren in the Ur-Knighted States of Apoch & Blue Moonchildren conflict.

The third die is for the Virile Swarm in the Virile Swarm & Tribe of the Burning Sun war.
The fourth die is for the Tribe of the Burning Sun in the Virile Swarm & Tribe of the Burning Sun war.

The fifth die is for the Undertakers in the war between the Undertakers & The Eyeless.
The sixth die is for the Eyeless in the war between the Undertakers & The Eyeless.

The seventh die is for the Ur-Spathi in the conflict between the Ur-Spathi and Blue Moonchildren.
The eighth die is for the Blue Moonchildren in the conflict between the Ur-Spathi and Blue Moonchildren.
>>
The crows that had long since been incorporated into the Tribe of the Burning Sun wee not done so out of coincidence.

Many moons ago, the Spymasters of the Bandit Kingdom devised a plan. Several high ranking officials of the Tribe of the Burning Sun would be swayed to worship the dead god Drazil. To follow his teachings, revolution. Their followers agreed.

A plan for vengeance laid dormant as a trap finally began to spring

>Splinter the Tribe of the Burning Sun to make the Tribe of the Dark Eclipse.

Will do th map now
>>
File: 1654513422399 (1).png (1.35 MB, 4912x6576)
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>>5296758

With them followed the Viesperan and Hawk Vespids. Entranced with the idea of placing themselves at the top of the pedestal, these new revolutionaries were ready and aimed at the capital.

>They are made up of Viesparan, Hawk Vespid and Crows
>>
>>5296758
You’ll have to do this next turn. Actions are closed. I’ll keep it in mind for next turn, when I make the update. Or if you want to change this to something else after getting a chance to see the updated map, it’s fine too.
>>
>Ur-Knighted States of Apoch Modified Level: 13
>Blue Moonchildren Modified Level: 18
As the difference between the modified Levels of the parties is 5 or greater, The Ur-Knighted States of Apoch are removed from any hexes that they shares with the winner. As this includes every tile they inhabit, The Ur-Knighted States of Apoch are destroyed, spelling the end of the conflict.

The Cows, after casting their former brethren out, wait in their homes for life to go back to normal. However, the assaults still remain, as Moonchildren tear their cities apart in search of refugees. None of the Gods have seen fit to intervene and stop the abominations, and the Cows are thus left to their fate. The entirety of the Ur-Knighted States, with its population fractured, soon succumbs to the endless attacks, falling apart into nothing.

>Virile Swarm Modified Level: 16
>Tribe of the Burning Sun Modified Level: 22
The Virile Swarm's Level is now 13 and they surrender ownership of all of their adjacent hexes to the Tribe of the Burning Sun.

Once again, the power of the Waspfolk prevail. They sweep their energy constructs across barracks and base camps, eradicating the armies before they can march. They break into hatcheries and save the prisoners from their grisly fates as living incubators, earning their loyalty. That isolated fleet to the South is cut off and sunk without further fanfare, leaving the remnants of the swarm broken and beaten. Their final stand takes place at the edge of the desert, with the coast at their backs. If none step in, it'll be over for them within a generation.

>Undertakers Modified Level: 13
>The Eyeless Modified Level: 13

>If the modified Levels of the civilisations are equal, both civilisations reduce their Levels by 1, to a minimum of 1.
The Undertakers' level is now 10. The Eyeless' level is now 6.

It seems that the Eyeless were holding back their strength. They sweep out from the relatively narrow cavern networks, sending wave after wave of shadows towards their opponents. With the aid of Hosdlo, the bearer of the Silver Worm, the Undertakers clash against them in a mighty war. The battle rages on, creating tremors that can even be felt by the surface-dwellers. At the end, as thousands lay dead, both parties seem to be evenly matched.

However, the Undertakers aren't declining, unlike their enemies.

>Ur-Spathi Modified Level: 6
>Blue Moonchildren Modified Level: 19
The Ur-Spathi are now excluded from any hexes owned by the Blue Moonchildren until a cost of 6 Divine Power is paid.

Without the boons granted to them by civilizations, the Ur-Spathi are easily wiped out. They're no longer able to muster up the organisational power to fight such beasts. The Blue Moonchildren form masses of flesh that blot out the clouds, flowing like mercury yet sturdy as stone. They completely scour the surface of the Crimson Moondust. Finally, their purpose is complete.
>>
Turn 12 of the Age of Culture and Strife has begun. From next update onwards, I'll be adding the Declines to the 'Links' image, as it's getting too long.

>The Bludakh Tribes have declined by 1 level
>The Eyeless have declined by 1 level
>The Merchant Republic of Petra has declined by 1 level
>The Obsidian Order has declined by 1 level
>The Szehiu'raz Theocrats have declined by 1 level
>The Tribe of the Burning Sun has declined by 1 level
>The Shengash Dynasty has declined by 1 level
>The Foundation of Gears has declined by 1 level
>The Salivanid Empire has declined by 1 level
>The Ignatian Imperium has declined by 1 level
>The Atal'Dazalor has declined by 1 level
>The Hunter's Horde has declined by 1 level
>The Tennae have declined by 1 level

>Viersperans can now be expelled from the Tribe of the Burning Sun.
>Rimescales can now be expelled from the Foundation of Gears.
>Vintri can now be expelled from the Merchant Republic of Petra.
>The bond between Mousefolk and Mer can now be broken.
>The war between the Eyeless and Undertakers cannot be ended until turn 15.
>The Harpies cannot be expelled from the Ignatian Imperium until turn 16.
>The exclusion of Ur-Spathi from Blue Moonchildren hexes cannot be ended until turn 16.

The following civilisations are about to go into decline. Starting with the next turn, their Levels shall decrease by 1 at the beginning of every turn:
>Sheddalin Bandit Kingdom

With the start of a new turn, all of the species and civilisations have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.
Here is the current Divine Power of every god:
>Scaper: 24 DP
>Belphagor: 19 DP
>Fractal: 9 DP
>Endestria: 12 DP
>Gib: 6 DP
>Torc: 7 DP
>Frosore: 24 DP
>Dryf: 11 DP
>Ur: 24 DP
>Chitinron: 19 DP
>Monthrax: 24 DP
>Loreleilim: 24 DP
>Trillimti: 18 DP
>Snakeskin Demigod: 14 DP
>Microbes: 24 DP
>Yearn: 24 DP
>Insoleo: 24 DP
>>
The biome map has been updated. The land bridge has been removed, and several wonders have been made.

The list of abilities for the Age of Culture and Strife can be found here:
https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw
The following folders contain (or will contain) information pages for every species, biome and civilisation on Apoch.
Species: https://drive.google.com/drive/u/1/folders/19mErs6QoXmGLn_HqJSV_Hn4fa33q-mBO
Biomes: https://drive.google.com/drive/u/1/folders/1x9WIFxw9qEXAr80pu3656IOUUtTMvef6
Civilisations: https://drive.google.com/drive/u/0/folders/1T8Kl1w36WxrwBtcf7USMEvIxm2hsknuh

>>5296793
>Turn 12
Yikes, I should really check my copying.
>>
Species map. The capital/origin point of the Virile Swarm has been moved to that tiny little edge, as they've been losing territory. The tiny cute enclave is also gone.

Scaper, if you're there, I need a bit of help. What happens to an civ containing a species, when that species becomes excluded from tiles? At the start, I saw that the Foundation of Gears became excluded from the Fangs of Fractal, presumably because they integrated the Poconthy who were being excluded. What happens to the Penitent Party now?

>>5284420
From this, and the wording of:
>Once the conflict has ended in this way, the loser cannot expand onto any hexes inhabited by the winner until a cost of 6 Divine Power is paid.

The way I'm interpreting it is that the PP doesn't get affected, but they're no longer able to expand outwards? If you've got some time, please let me know how to handle the expansions for this. Thanks!

For everyone else, feel free to start. Oh, and Dryf, no need to empower the Blue moonchildren anymore, just pass it back however.
>>
>>5296760
Continuing to do this.

Also have something else.
>>
After this new Tribe of the Dark Eclipse rises the trained crows of Sheddalin Spymasters pressure their leaders into expediting their plans. The old ways must burn. The new order will begin- complete freedom for the self. Individuality over Collectivism. A land where all are forced to fight for their very survival. Only the strongest will survive

>Start conflict with the Tribe of the Burning Sun and Tribe of the Dark Eclipse

Meanwhile, the Sheddalin benefit from their newfound access to the sea. Their boats are filled with fish. They will be happy for years to come. Smoke rising on the horizon, they watch the beginnings of a new war.
>>
>>5296802
>Empower Sheddalin Bandit Kingdom once.
>>
Before they even knew it, they had been afflicted and slaughtered by their descendants. The solemn Pirouettes wept, as they huddled together on the mountain peaks and navigated them with imaginary bridges. Weakened repeatedly by Frosore, and surrounded by hostile humans, they awaited their demise.

Until one day, they awoke in new, unfamiliar lands. Some of them vaguely remembered being plucked from their mountain by a pair of massive jaws, that seemed to have heralded their doom. Though this was seen as fantasy at first, just like the fake walls of their transparent houses, the sight that awaited them that night seemed to dispel all doubt.

The very first sunset after their awakening, the Pirouettes looked up into the sky. The Beast Moon, hanging low like a blue clown’s nose, occupied much of the sky. It was closer to Apoch than it had been in centuries. To them, it served as a reminder of their faith. They had not been forgotten after all. Though Fractal had never answered their prayers, nor shown himself, he had plucked them from their old lands and deposited them by the coast, where they might have a second chance. He was not completely uncaring after all, and that fact served to motivate the melancholic mimes. “Of course,” they thought. The Beast Moon represented a Monster— a force of nature, a believer in survival of the fittest. He would not coddle them, but he had at least shown that their prayers were not for nothing, and that he was observing. As the revelation befell them, they got to work on unpacking their meager belongings, eager to give life another shot.

=====

Elsewhere, the Beast Moon cracked open, sucking up the souls of countless Moonchildren. They had fought well, and their time was up. Finally, they would escape the seemingly eternal torment that had been thrust upon their people. Many returned to the Beast Moon to slumber, joined together into a massive, endless, peaceful dream. Others remained buried in the Moondust, slumbering, but prepared to battle the Spathi again.

All was well.
>>
With the Ur-Spathi resoundingly defeated, and the remnants driven underground, Fractal declares his crusade against the Mad Moon to be concluded. He’s satisfied with the punishment he’s enforced, and with driving the Void-Addled into the blank space beneath the earth. The Moondust shall be his, claimed by right of the victor. Now he can turn his attention to other things.

He extracts Buufhonk’s children from stasis. In his absence, he will watch over them, but he’ll not adopt them as though they were his own. Fractal spits them out in the Western mountains, amidst Magpies and Ogres, and watches as they reclaim their lives.

>6 DP- Transplant Species. Place the Pirouettes on the marked tile.
>>
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The Blue Moonchildren's enemies are now but a memory; their suffering, however, continues to mount, now with no remedy in sight. Just when it would seem that their lot would be to forever bear the sins of their progenitor, a truly wonderful discovery is made: beneath the red moon lies a Void to which the last Spathi - the last PREY - escaped. Now the Blue Moonchildren are in pursuit, not furious, but worse - desperate.

>adapt Blue Moonchildren to the Void environment
>>
>>5296943
>also adapt them to Ur-Spathi remnants because the remnants are between the staircase and the void
>>
>>5296795
As war continues to be waged, the tribe now with aid from paladins continues to finish the fight while we continue to push back threats that crop up civil war is breaking out and while the tribe can promote more individual freedoms they cannot allow for a government run by Darwinism, so they are still at war and it seems they are becoming more skilled in tactics, training soldiers, while building more weaponry to defend their homes, as sky metal manufacturers continue to refine their craft they have began to automate creating various factories to mass produce equipment, various alchemist have stumbled upon a reactive combination of 75% nitrate,15% charcoal, 10% sulfur creating a primitive gun powder, next primitive engines running on a extremely potent biofuel created
Empower wasp folk twice
>>
>>5296946
To clarify, would you like the Waspfolk themselves to be empowered (For 8 DP), or the Tribe of the Burning sun?))
>>
>>5296946
Through the creation of cannon filled with shrapnel, and musket production with affixed bayonets
>>
>>5296955
My apologies the burning sun
>>
>>5296959
((All good. The Waspfolk are level 10 anyway, like I only just noticed))
>>
>>5296795
Create Alliance – 12 Divine Power
Between Salvanid empire and burning sun
>>
>>5296795
It was a strange morning for Shortwhisker. Usually he woke up to the sound of his annoying neighbor, who decided to make his home a cuckoo clock. He then would smell the cool coastal breeze, and he also usually woke up in his bed. The answer to why all of these were different was an explosion that sent him flying from his bed. Luckily, he wasn’t close enough to be destroyed by it. The same could not be said of the front of his home, which was now a hole with molten metal on the edges.
Shortwhisker stood up. His adventurous spirit told him to grab his needle sword he inherited from his grandpa and see what caused the explosion. But soon he heard a roar louder than even his neighbor’s cuckoo clock house (which he didn’t even know was possible), and his survival instinct told him to go out the back door and start running. He listened to that instinct.
Shortwhisker grabbed his needle sword and bolted out into the street. There he saw many similar sights, it seems that most of his little village was awake now, some were going to investigate the source of the noises and the shaking. Shortwhisker decided to let them be the heroic ones and kept running away. He ran through his village, and as he reached the edge of town, he saw the mayor talking to two harpies. Shortwhisker couldn’t hear what they were saying, but the mayor looked completely bewildered. But he kept running.
It seemed no matter how far Shortwhisker ran the noises didn’t get quieter. The path he had taken led up a bit. Shortwhisker knew that at the top of this “hill” (It was actually a pile of leftover gears) would be an opening where he could look out over the surrounding area. Though he really didn’t want to do anything but run, he decided that if the sounds weren’t getting quieter by running away, he needed a better plan. Shortwhisker gathered his bravery as he got to the top of the hill.
And then he was awestruck by what he saw.
He saw harpies and wasp folk, engaged in mid air combat with winged lizards and harpies wearing strange black armor bigger than his hometown. As one of the lizards opened its mouth, shot forth a breath of fire that consumed a group of harpies. He watched as another group of 4 harpies then tackled it from the side and began to rip it apart with their claws. If Shortwhisker wasn’t in a state of shock he would have thrown up. He looked down and saw bands of poconthys and halflings fighting against invaders that seemed to be made of fire. Stories of the Flamers had been told to the mousefolk for generations, with it being said they came from Endestria, but many had begun to just believe them to be stories, but now those stories were waging war right in front of him.
>>
>>5296992
Suddenly, the ground Shortwhisker stood on began to shake as he heard a great roar. Suddenly the hill collapsed and Shortwhisker fell a decent distance. He then hit the hard metal ground. After regaining his composure, he looked up and for the first time in his life knew what true fear was.
One of those giant winged lizards, dragons he believed they were called, was in front of him. Time began to slow down, and Shortwhisker thought he was doomed. But then he realized the lizard wasn’t looking at him. He looked in the direction of the dragon’s eyes just in time to see a massive gearmech charge into the dragon. The beast scratched at the mech with its claws but it did little against its metal body. It then unleashed a massive breath of acid against the mech, melting some of its upper body. But the mech was still mostly intact. It pinned the dragon against what remained of the hill. The dragon roared and thrashed against the mech but it did not move. The mech then put its hand around the head of the dragon. Then there was a crunching sound Shortwhisker hoped he would never have to hear again, and the dragon fell dead.
The gear mech dropped the body, and Shortwhisker tried to gather himself. He stood up, only to hear more yelling from behind him. He turned and saw 2 figures. They looked like the skeletons of mousefolk, only black as night, and they began to approach him, with weapons drawn. Shortwhisker drew his needle sword and prepared to fight.

>I use 4 dp to begin the War of Molten Metal, between the Ignatian Imperium and the Foundation of Gears.
>>
Empower void addled thrice
Cant think to do more my knees hurt and i feel ready too puke
>>
Rolled 1, 3, 1, 1, 2, 3, 1, 6 = 18 (8d6)

Actions closed for the turn.

The first die is for the Virile Swarm in the Virile Swarm & Tribe of the Burning Sun war.
The second die is for the Tribe of the Burning Sun in the Virile Swarm & Tribe of the Burning Sun war.

The third die is for the Undertakers in the Undertakers & The Eyeless.
The fourth die is for the Eyeless in the Undertakers & The Eyeless war.

The fifth die is for the Tribe of the Dark Eclipse in the Tribe of the Dark Eclipse & Tribe of the Burning Sun war.
The sixth die is for the Tribe of the Burning Sun in the Tribe of the Dark Eclipse & Tribe of the Burning Sun war.

The seventh die is for the Ignatian Imperium in the Ignatian Imperium & Foundation of Gears war.
The eight die is for the Foundation of Gears in the Ignatian Imperium & Foundation of Gears war.
>>
>>5297932
>Virile Swarm Modified Level: 14
>Tribe of the Burning Sun Modified Level: 25

Waspfolk close in, cutting off the escape of their parasitic foes. They flood into the capital, which has already shifted several times during their flight East. They burst in and swiftly defeat the armies standing in their way, with an overwhelming gap in power. Though they've completely crushed the Swarm and their ideologies, Chitinron has always taught them mercy. The remaining members are inducted back into the tribe.

>The Virile Swarm surrenders ownership of all adjacent hexes, leaving them with no territory left. The Civilization is destroyed.

>Undertakers Modified Level: 11
>The Eyeless Modified Level: 6

It seems that The Eyeless have run out of steam. The Undertakers, with their mission now blessed by a God, charge forward and claim the territories once held by the declining state. The caverns are narrow, and they're limited in how much land they can take in a single instance, but they're gradually pushing outwards.

>The Eyeless' Level is now 4 and they surrender ownership of all of their adjacent hexes to the Undertakers.
>>
>Tribe of the Dark Eclipse Modified Level: 12
>Tribe of the Burning Sun Modified Level: 25

The dissidents have made a grave error in attempting to set up shop near the capital. The heroes blessed by the Jade scarabs are able to respond almost immediately, decimating the armies of Vespids and crows who seek to bring about their end. They're closed in on all sides, and those attempting to flee find their way blocked by the Salivanid Empire, who have become close friends to the people of the Burning Sun. The revolution seems doomed to fizzle out as soon as its begun.

>The Tribe of the Dark Eclipse's Level is now 15 and they surrender ownership of all of their adjacent hexes to the Tribe of the Burning Sun.

>Ignatian Imperium Modified Level: 15
>Foundation of Gears Modified Level: 26

The conquerors sail across the coasts, bringing down dragons and dryads onto the inhabitants of the Gear Fields. However, despite the Mousefolk majority seeming like pushovers at first, it turns out to be anything but the case. The races of the Foundation unite, each bringing something powerful to the forefront. The harpies and waspfolk are aces at aerial combat, harrying the dragons and piercing them with mechanical marvels until they're sent crashing into the fields below. Mousefolk show off their ingenuity, constantly crafting new strategies and approaching the war from various angles. They design powerful Gearmechs that strike down even the dragons. The Poconthy are able to fight in any environment, using their long and powerful bodies to shield comrades. And throughout all this, the Agrarians provide their allies with supply lines, ensuring that their soldiers are never wanting for anything. The war ends with them carrying out a final assault, that destroys almost the entirety of the Ignatian navy. The waters are left as a No-Man's-Land, with the taste of defeat lingering on the metaphorical tongues of the flamers.

>The Ignatian Imperium's Level is now 13 and they surrender ownership of all of their adjacent hexes to the Foundation of Gears. The Ignatian Imperium no longer has any adjacent tiles, and the war ends in victory for the Foundation of Gears.
>>
>>5296793
Turn 15 of the Age of Culture and Strife has begun.

>The Sheddalin bandit kingdom has declined by 1 level
>The civilizations listed in the image have declined by 1 level.

>The war between the Eyeless and Undertakers can now be ended.
>The Harpies cannot be expelled from the Ignatian Imperium until turn 16.
>The exclusion of Ur-Spathi from Blue Moonchildren hexes cannot be ended until turn 16.
>The exclusion of Ignatian Imperium from tiles lost to the Foundation of Gears cannot be broken until turn 17.

The following civilisations are about to go into decline. Starting with the next turn, their Levels shall decrease by 1 at the beginning of every turn:
>Hotgob Clans
>Tribes of Larka

>Scaper: 24 DP
>Belphagor: 24 DP
>Fractal: 9 DP
>Endestria: 18 DP
>Gib: 12 DP
>Torc: 13 DP
>Frosore: 24 DP
>Dryf: 13 DP
>Ur: 21 DP
>Chitinron: 19 DP
>Monthrax: 24 DP
>Loreleilim: 24 DP
>Trillimti: 24 DP
>Snakeskin Demigod: 7 DP
>Microbes: 18 DP
>Yearn: 24 DP
>Insoleo: 24 DP
>>
The list of abilities for the Age of Culture and Strife can be found here:
https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw
The following folders contain (or will contain) information pages for every species, biome and civilisation on Apoch.
Species: https://drive.google.com/drive/u/1/folders/19mErs6QoXmGLn_HqJSV_Hn4fa33q-mBO
Biomes: https://drive.google.com/drive/u/1/folders/1x9WIFxw9qEXAr80pu3656IOUUtTMvef6
Civilisations: https://drive.google.com/drive/u/0/folders/1T8Kl1w36WxrwBtcf7USMEvIxm2hsknuh

Man, that 1 minute post timer thing is annoying.
>>
Theeeeeeeeere we go. 15 minutes late ain't too bad. Speaking of 15, we're now at the halfway mark of the Age of Culture and Strife! Please point out any mistakes I may have made. There's also stuff where I haven't had the chance to consult the big boss, so I've had to make my own calls for that, so please let me know if there's any interpretations that you disagree with or don't seem inappropriate.
>>
>>5297947

Sorry, I forgot something.

>The war between the Eyeless and Undertakers can now be ended.
>The Harpies cannot be expelled from the Ignatian Imperium until turn 16.
>The exclusion of Ur-Spathi from Blue Moonchildren hexes cannot be ended until turn 16.
>The exclusion of Ignatian Imperium from tiles lost to the Foundation of Gears cannot be broken until turn 17.
>The alliance between the Tribe of the Burning Sun and the Salivanid empire cannot be broken until turn 17.
>The war between the Tribe of the Burning Sun and the Tribe of the Dark Eclipse cannot be ended until turn 17.
>>
>>5297975
does this mean only the wild ones or any civilization with them is the question
>>
>>5298004
See >>5296798.
>>
>>5297949
Cede territory to the bandit kingdom
We remember their requests
>>
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>>5297949
The Zealots gathered near the sea's surface. There, several herds of Stormscales and their herders were led and made to wait by bone-armored warriors.
As night came and the winds and tides with it, a ritual starts. The priests began slowly, using their souls to pull and push the water higher and higher.
Then, the warriors within the congregation began butchering the herders and their herds. Lured in a trance by the soul magicks happening near, their souls were freed from their bodies and consumed by the coalescing mind of the priests. When only the priests remained, the tower of water had reached the clouds, and they beyond it. With the skies clear and the stars shining, Ibg, the tongue of the Serpent God, whispered its secrets to the lone soul.
>Spend 6 Divine Power to Create Wonder Cyclonic Sea Pillar on the tile marked with G.

In another side of the world, the workshop patronized by the magnates has expanded and shared their designs with other servant-workshops. Some of these magnates would find their investments in ships lost with sudden storms and inexperienced crews. Thinking of scouts capable of forecasting oncoming weathers and being a steady hand for the decks, the magnates decided to offer a deal to the now mostly-amiable Strixes, food and shelter from any magnate-held mounds for their assistance within the deeplake fleets. These relations would spread to other magnates, and increase tension between them and the dying hunter groups.
>Spend 4 Divine Power to Incorporate Species on Hunter's Horde to incorporate Strix.
>Spend 2 Divine Power to Adapt Civilization Hunter's Horde to Ocean.
>>
adapt void addled too gravity arch
adapt void addled too subterranean jungle
>>
>>5296798
>Scaper, if you're there, I need a bit of help. What happens to an civ containing a species, when that species becomes excluded from tiles? At the start, I saw that the Foundation of Gears became excluded from the Fangs of Fractal, presumably because they integrated the Poconthy who were being excluded. What happens to the Penitent Party now?
An unwritten rule I had was that civilisations inherit the exclusions of member species that they incorporate or start off with.
In the case of the Penitent Party, this wouldn't apply retroactively.
But really, feel free to apply your own logic and come up with rules of your own for any holes you come across. You've done great so far.
>>
>>5297947
Last age used up 18dp same I should have 7 dp right now btw
>>
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>Splinter Civilization on starred tile, creating the Pyre Explorers, offshoot of Obsidian Empire dedicated to exploration and adventure
> Create Wonder on Same space 'Black Shipyard', massive shipyard built into Obsidian Spires on the coast.
> Grant Sailing 2 to Pyre Explorers. Ironclad steam ships ho!
> Promise fluff, honestly, just been creatively bankrupt lately.
>>
>>5298771

If it needs to be specified, the Pyre Explorers take control of the surrounding six hexes of their origin point.
>>
>>5298666
Right, yeah. Thank you, I missed out on the alliance when doing the sheet.

>>5298356
Alright, thank you! A follow up question to that. If a civ gains an exclusion by incorporating an excluded species, are they outright removed from those excluded tiles, or just unable to expand further onto it?
>>
It was time. Splintered, fractured. Galafalak passed during the night, leaving his three suns to rule the Sheddalin Bandit Kingdom at the height of its power. Though divided in goals, for now, their combined leadership staves off the inevitable stagnation that befalls all nations.

>Empower Sheddalin Bandit Kingdom

But... of the three siblings, the Eldest Sister desires for more. To eclipse her father's legacy, Alanfareel, The Sly, has begun slipping faulty intel to her brothers. Of a massive invasion force welling in the Hunter's Horde. Their acquisition of a new species, the Strix, has them worried. The easiest way to dispose of them is to end the fight. Now.

>Start conflict with Hunter's Horde & Sheddalin Bandit Kingdom
>>
Rolled 4, 6, 4, 1, 6, 6 = 27 (6d6)

Closing actions, since I'm sure nobody is gonna pop in during the last ten minutes.

The first die is for the Undertakers in the Undertakers & The Eyeless.
The second die is for the Eyeless in the Undertakers & The Eyeless war.

The third die is for the Tribe of the Dark Eclipse in the Tribe of the Dark Eclipse & Tribe of the Burning Sun war.
The fourth die is for the Tribe of the Burning Sun in the Tribe of the Dark Eclipse & Tribe of the Burning Sun war.

The fifth die is for the Hunter's Horde in the Hunter's Horde & Sheddalin Bandit Kingdom
The sixth die is for the Sheddalin Bandit Kingdom in the Hunter's Horde & Sheddalin Bandit Kingdom
>>
>>5298877
For the sake of balance and consistency, I would say outright removed.
But from a logical and narrative point of view, I would just prevent them from expanding any further, or perhaps they wouldn't inherit the exclusion at all.
I'll leave you to decide which option is more preferable.
>>
>>5298975

>Undertakers Modified Level: 14
>The Eyeless Modified Level: 9

The once powerful Eyeless, with their former legions of slaves, are soon to fade into obscurity. Though the amount of territory they're losing isn't that much, in the grand scheme of things, numerous schisms are forming within their civilization. The new blood will likely destroy them in one final battle.

>The Eyeless' Level is now 2 and they surrender ownership of all of their adjacent hexes to the Undertakers.

>Tribe of the Dark Eclipse Modified Level: 19
>Tribe of the Burning Sun Modified Level: 22

This time, the Tribe of the Dark Eclipse manages to put up a decent fight. They hold off the Waspfolk and prevent themselves from losing any more land, but their situation is still dire. Extremely so. They'll have a hard time breaking out of their sieged city. Despite their gradual decline, the Tribe of the Burning Sun still holds strong, especially with the Salivinad as allies.

>The Tribe of the Dark Eclipse's Level is now 14

>Hunter's Horde Modified Level: 16
>Sheddalin Bandit Kingdom Modified Level: 23

Responding to an alleged threat, the Bandit Kingdom floods into the mountains. The Crows guide them through the woods, helping them secure holdings in the colder regions. Akula Baba and Strix clash in the skies, and arrows fly amidst the snowfields. Despite the home-field advantage that the Yetun have, the serpents manage to claim their territory. Wounded by the battle, the Hunter's Horde fortify their vessels and take to the open sea, ready to head to new lands.

>The Hunter's Horde's Level is now 9 and they surrender ownership of all of their adjacent hexes to the Sheddalin Bandit Kingdom.
>>
>>5298978
Ah, alright. I'll put some thought into it when it happens. One last question, since it seems like I'm going to have to deal with mass-extinctions of civs next turn. If a Civ is destroyed/expires, what happens to the species who once inhabited it? Are they all removed, or do they get released into the tiles that the empire once occupied?

Also to everyone else, I'll only be free to make updates until Sunday, 12 June my time. After that, I'll be travelling.))
>>
Turn 16 of the Age of Culture and Strife has begun.
>The Hotgob Clans have declined by 1 level
>The Tribes of Larka have declined by 1 level
>The civilizations listed in the image have declined by 1 level.

>The Harpies can now be expelled from the Ignatian Imperium.
>The exclusion of Ur-Spathi from Blue Moonchildren hexes can now be ended.
>The exclusion of Ignatian Imperium from tiles lost to the Foundation of Gears cannot be broken until turn 17.
>The alliance between the Tribe of the Burning Sun and the Salivanid empire cannot be broken until turn 17.
>The war between the Tribe of the Burning Sun and the Tribe of the Dark Eclipse cannot be ended until turn 17.
>The Strix cannot be expelled from the Hunter's Horde until turn 18.
>The war between the Hunter's Horde and Sheddalin Bandit Kingdom cannot be ended until turn 18

The following civilisations are about to go into decline. Starting with the next turn, their Levels shall decrease by 1 at the beginning of every turn:
>Agrarians
>Flowercoven

With the start of a new turn, all of the species and civilisations have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.
Here is the current Divine Power of every god:

>Scaper: 6 DP
>Belphagor: 24 DP
>Fractal: 15 DP
>Endestria: 24 DP
>Gib: 6 DP
>Torc: 19 DP
>Frosore: 24 DP
>Dryf: 19 DP
>Ur: 23 DP
>Chitinron: 13 DP
>Monthrax: 24 DP
>Loreleilim: 24 DP
>Trillimti: 24 DP
>Snakeskin Demigod: 6 DP
>Microbes: 24 DP
>Yearn: 24 DP
>Insoleo: 24 DP
>>
The list of abilities for the Age of Culture and Strife can be found here:
https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw
The following folders contain (or will contain) information pages for every species, biome and civilisation on Apoch.
Species: https://drive.google.com/drive/u/1/folders/19mErs6QoXmGLn_HqJSV_Hn4fa33q-mBO
Biomes: https://drive.google.com/drive/u/1/folders/1x9WIFxw9qEXAr80pu3656IOUUtTMvef6
Civilisations: https://drive.google.com/drive/u/0/folders/1T8Kl1w36WxrwBtcf7USMEvIxm2hsknuh

Biome changes were two wonders.
>>
Species. You guys know the drill by now. Please let me know if there's anything I missed out or incorrectly applied.

>>5298978
I'll go with the interpretation that incorporating an excluded race into your territory will lose you those tiles. But since it doesn't apply retroactively, I've continued the PP's expansion as per normal.
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>>5299006
Correcting an expand that I forgot to do.
>>
At the site of the first land-bridge, where things began to turn for the Sheddalin a construction was born. A vast city constructed of tents, built out of the shattered remains of the bridge on this side of the continents. They named it Al-Qualan.

From it would the war be spurned on, and trade would be born among the ports of the city. A civilization built on piracy had finally gotten its due, after centuries of being pounded into the dirt.

Life was good
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>>5299009
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The spear spun through the air, whirling end-over-end until it landed in a chunk of fudge. Dame Altoid set her coiled sword beneath the throat of her opponent, her gauntlet-clad hand gripping its curved hilt.

"Yield."

A tense moment passed between the two warriors, before the Spearmint's head sagged downwards. Altoid pulled her blade away and stepped back to watch. Her opponent, a towering knight with a horned helm, sank down to one knee. A heartbeat later, the sound echoed throughout the courtyard, as his serfs and sworn brothers followed suit. Dame Altoid basked in the resounding noise of their footfalls, and took in a deep, airless breath. She had done it. Finally, the scattered Spearmint houses were one, united under her banner.

In the wake of the Candy Golem's domestication, the Spearmints across the Candy Island had turned their attention inwards. Now that they lacked an outside threat, they were free to battle each other. Their former fight for survival no longer united them, and many houses grew ambitious, seeking to conquer the entirety of their known world under their name. While she hadn't participated at first, merely defending House Gingersnap against incursions, recent events had forced her hand. Now she stood before the last of the House Heads, who had just swore fealty to his new lord.

"You may rise, Mentas."

"My liege."

Mentas drew himself up to his full height, towering high over the victor. To a newborn Spearmint, he'd be a monster of unthinkable size. His body was a veritable mountain of sugar, and his greatspear was even longer than he was. It had not been an easy fight, and Altoid's own body was covered in cracks from the few blows he had landed. But just like the others, he had fallen in the end.

"You may stay here, and retain control of your fortress. We'll send word once we return to the castle. Take care of yourself, and be at the ready."

"Ready for what, Dame Altoid?"

Despite the resounding defeat he had just suffered, the man's voice bore no ill will. It was simply the way of the Spearmints. The strong took, and their chivalry would dictate that they not take it ALL. But despite these two qualities, they lacked foresight, something that Altoid had always possessed in spades.
>>
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The emblem of Fractal seemed to almost shift and move on her chest. Mentas' gaze was drawn to it. No, it must have been a trick of the light. The sigil was nothing more than a caramelized burn-mark.

"I fought this hard because none of the others would act. The enemy is not among us, but out THERE. I'm sure you've received reports of House Licorice's demise. And I'm certain you only saw it as one less competitor, no?"

Mentas nodded.

"That is correct. But I fail to see-"

He was cut off by a sudden tremor, shaking the foundations of his castle and causing chocolate chips to tumble from the rafters. As little puffs of cotton candy drifted down, he gazed out across the wilderness. The quakes had been increasing in frequency lately, as the war raged on, and as more Candy Golems were inducted into their burgeoning society. The pieces began coming together, and his grip tightened around his spear. Once the earthquake subsided, Altoid and her legion turned to leave.

"Be ready, Mentas. The greatest battle is yet to come."

>6 DP- Create House Gingersnap on the Southern edge of the Candy Isles. The warring Spearmints have finally unified into a society. Despite their rich culture, they're fragile and brittle due to being made of sugar.
>>
>>5299003
Fear rules the land. For any person's reckoning, a time of strife incomparable have come. The hunts had made less and less stock, and now this serpents and their Crow masters slaughtered them at lake and land alike. Gatherings die in masses as they fought the old foe and their new lackeys in their lands.

As the magnates expand their operation in the deeplake, for the Crows could not reach them here, they found unusually docile giant fishies. Records from the past has noted of these beasts shipwrecking ships, and having skins thick enough to ward the black rocks, and now, this pod of fishies have let their crews unto them.

The captain, a Strix called Bilowg at that, reported of their exploration of the fish, from its skin to innards. The Centigrades were sent to places too small for the people to wander, led by the Strixians, and it seems the giant fish is not bothered by this or even the meager amount of fat gathering they did there.

For now, these 'whales' seems cooperative, and the magnates reciprocates.
>Use 4 Divine Power on Incorporate Species Colossus Whale to the Hunter's Horde.
>>
>>5299003
Well the war of Molten Metal was extremely anti climactic. But its fine, the Ignatian Imperium has already fulfilled its purpose. Where before the Firelands were filled with countless random tribes, now it is dotted with cities, even when the empire falls, these cities will fight with each other for power, and trade will still happen.

The same can be said of the Merchant Republic, but I am a bit more proud of them. And they are close to having control over their entire continent. And I would like to have a entire part of Apoch named after myself.

So first, I shall have some traders from the Obsidian Order trade the secrets of their trains to the Merchant Republic, this will greatly help them control the land they will expand too.

Next I shall increase the military might of the republic the way any good merchant would, by hiring other people. As word got out, mercenaries of all races began working for the Republic. The bulk of these mercenaries are of course Flamers, as that was their original purpose.

And of course, if I want the claim to name the island, it would make sense for my republic to be the undisputed masters of it. And so, I will foster the greed of the republic, and they shall desire to spread to the rest of the land. This will naturally bring them into conflict with the Bludakh Tribes, but I don't think that will be a problem. And I will of course inspire a couple on engineers to create ships specifically designed for the blood sea.

>I use 6dp to grant the Merchant Republic of Petra logistics
>I then use 3dp to empower the Merchant Republic with mercenaries
>Then 2dp to adapt the Merchant Republic to Blood seas
>And then finally, 4dp to begin the War of Bloody Expansion, between the Merchant Republic of Petra and the Bludakh Tribes
>>
>>5299003

Forgot to knock me down to six DP from 24. Last turn I splintered a civ (6), made a wonder (6) and granted sailing (12). Then gained six at the start of turn.
>>
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>>5299006
Also hey I have a request for my fellow deities.

So once I am done with the Merchant Republic, I am planning on making a sea faring trade-based empire that goes across the main ocean in the middle. And for fluff writing reasons, I want to have named continents and land masses.

I would like continents to be named after a god or gods that have been active in them, (I.E Frosore pretty much made all of the north eastern continent so I feel like naming rights should go to solely to him)

You don't have to name every single forest, or plot out every city in you civilization, but just general continent and landmass names would be nice.

I have also made this map with some name ideas for some of the continents, and what I continents/landmasses I think should have a single name. And yes, I did just name Frosore's continent after himself because I realized I was just putting "ania" after a gods name for most of them. I am of course open to critique and suggestions.
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>>5299138
I feel like the lower left should probably be something themed after Vellyn. The Tattered lands are his corpse, and it's filled to the brim with species. The desert and glass islands were also completely made by Loreleilim and Insoleo, so there's pretty good potential for a name there. Lore-something, for the desert.

>>5299125

Ah yeah, thank you!))
>>