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Welcome back to the world of Untamed, a collaborative Civilization-style world-building project. I use Project instead of Quest because you, the players, are going controlling a civilization in a multiplayer game from nomadic hunter-gatherers to a massive empire instead of a traditional story-driven quest. The only story here will be an emergent one that concerns the history of an ever-growing population of people and the struggles they face throughout the ages. Eventually, at the end of the project, a fully fleshed-out world will have emerged.

You, the anons of /qst/, control a civilization in a randomly-generated world, experiencing random events each age and fleshing out the history, technology and lore of this civilization one age at a time. There are also players who control their own civilizations individually; they play by the same rules as this thread does. The game is played out in a series of ages, in which players experience random events, are given the choice to perform a number of actions of their desire, and progress along technological and magical trees. Much like in a Civilization-style game, once each player has finished their actions for an age, all players advance to the next era and the cycle continues. You will be playing the game alongside my players, eventually interacting with them through the lens of these threads. You will vote on everything that happens to your civilization, which will be the only one in this game with more than one person controlling it and the only anonymously-controlled society.
This is going to be a long-form game, and may not be akin to traditional civ-style quest threads on this board.

Previous Threads: https://suptg.thisisnotatrueending.com/archive.html?tags=untamed%2C+civilization
Discord Server: https://discord.gg/xeYq6mJ9TB

This begins the 15th age of our people, the Roman-inspired Half-Elves.
>>
Our last age was indeed an eventful one. With the preceding age marked with suspicion and fear over demonic infiltrators, it created a climate of mistrust and disharmony. With two brothers competing to become the next Rex quickly turning to hatred and bloodshed, it was a somber beginning to an age of declining prosperity. Our civilization was finding itself divided and the final match between the brothers in our newly-built arena had a tragic end that profoundly affected the people. With war between Anguia and Taurica averted, an uneasy calm settled upon the land, but not for long.

A mysterious man appeared, a demigod with the strength of a dozen men, preaching for the end of the current regime. With his power and charisma, he began to build a very large following, but this was all a ruse: it was our people's most ancient enemy, the cosmic Star Serpent, who had possessed this demigod and wished to use him to topple our society. After luring him into a trap, we managed to exorcise the eldritch snake from him, and he told us of faraway realms that he had wandered. In thanks, he taught our people several athletic techniques and then departed to continue his multiplanar journey.

The Wardens of the Isle, and the nature of their half-draconic blood, were revealed during this crisis. Reaction to them was controversial and mixed, and having performed their duty, they returned to their home.

The final crisis our people faced was in the form of monstrous, demonic hyenas that roamed the plains. After attempting to capture or kill several of the fiends, they attacked the newly-built village of Harenae in a night that will be forever remembered for its horror. This was followed by a great mobilization; all of our soldiers and dragons were sent to cleanse these demonic creatures from the plains once and for all. The demons were all killed, and several girls they kidnapped were rescued, though they were physically and mentally traumitized by their captors.

Our age ended on a blessed high note when we discovered five more nagas, female ones, who had raised two meteoric dragons. They joined our society, becoming the disciples of our red naga lord. We then also decided to hatch the remainder of our dragon eggs, bringing our total number of dragons up to thirteen.

Yet, there were auguries by skilled seers that predicted trouble for the coming age of our people...
>>
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Here is our current regional map.

Our Pathfinding has revealed a hex in the northeast containing two new fruits; Kiwano Melons and Blood Oranges.

In the fourteenth age of our world, several new technological achievements were unlocked by other players. The German Dhampirs invented Distillation. The Korean Lizardfolk and Norwegian Dwarves invented Housing. The Persian Dragonborn invented Drama and Poetry.

Magical achievements for Age 14 include: Rank 3 Conjuration by the Ottoman Dark Elves. Rank 2 Druidry by the Celtic Elves. Rank 3 Shamanism by the Aleutian Orcs. Rank 2 Elementalism by the Haitian Trolls. Rank 2 Shadow Magic by the German Dhampirs. Rank 1 Chaos Magic by the Arabian Ratfolk.

And, last age, two more groups of two players made first contact with each other: the Assyrian Gnolls and the Sumerian Humans; with the Sumerian Humans having already made contact with the Byzantine Dragonborn back in Age 13. The second two players to meet last age are the Croatian Dwarves and Korean Lizardfolk, with the Korean Lizardfolk having made contact with the Incan Lamia in Age 12.

Our civilization currently ranks 22 out of 28 in Culture (based on Culture-boosting techs and when they were invented).

Our civilization currently ranks 15 out of 28 in Production (based on Production-boosting techs and when they were invented).

As a reminder, here is the total list of player-controlled civilizations in the world:

>Aleutian Orcs
>Anasazi Snakefolk
>Arabian Ratfolk
>Assyrian Gnolls
>Aztec Orcs
>Babylonian Giants
>Byzantine Dragonborn
>Celtic Elves
>Chinese Birdfolk
>Croatian Dwarves
>Egyptian Elves
>English Halflings
>Finnish Goatfolk
>German Dhampirs
>Greek Minotaurs
>Haitian Trolls
>Incan Lamia
>Japanese Humans
>Korean Lizardfolk
>Mediterranean Merfolk
>Mongolian Centaurs
>Norwegian Dwarves
>Ottoman Dark Elves
>Persian Dragonborn
>Roman Half-Elves
>Scottish Gnomes
>Sumerian Humans
>Zulu Catfolk
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Our demographics for Age 15 can be found here.

Our chronological list of techs and magic ranks:
Age 0: Stone Tools
Age 1: Fire
Age 2: Weaving
Age 3: Fishing
Age 4: Burial Rites
Age 5: Abstract Art (Rank 1 Divination, Rank 1 Evocation)
Age 6: Society (Rank 1 Restoration, Rank 1 Enchantment)
Age 7: Bladed Tools
Age 8: Domestication
Age 9: Agriculture (Rank 1 Abjuration)
Age 10: Clothing (Weaponry for free)
Age 11: Architecture (Forestry for free) (Rank 1 Illusion)
Age 12: Advanced Foraging (Furnace for free) (Rank 2 Restoration)
Age 13: Art (Rank 2 Abjuration, Rank 2 Divination)
Age 14: Music (Pathfinding and Athleticism for free) (Rank 3 Abjuration, Rank 2 Evocation, Rank 1 Transmutation)

Exploration-Boosting Techs Unlocked:
Pathfinding

Current Fruits/Vegetables/Plants harvested by our civilization:
Barley (Cereals, Grains) (Companion plant bonus from growing Red Cabbage)
Black Mulberries (Fruit Tree) (Companion plant bonus from growing Shallots)
Blood Oranges (Fruit Tree) (Companion plant bonus from growing Shallots)
Breadnuts (Tree)
Huckleberries (Plants)
Kiwano (Cucurbits, Melon)
Medusa Peppers (Nightshades, Peppers) (Companion plant bonus from growing Shallots)
Peas (Grains, Legumes, Peas) (Companion plant bonus from growing Red Cabbage)
Red Cabbage (Brassicas, Cabbages) (Companion plant bonus from growing Peas, Shallots)
Red Grapes (Grapes) (Companion plant bonus from growing Peas)
Rice (Cereals, Grains) (Companion plant bonus from growing Red Cabbage)
Shallots (Alliums, Bulb, Onions, Root) (Companion plant bonus from growing Red Cabbage)
Star Fruits (Fruit Tree) (Companion plant bonus from growing Shallots)
Truffles (Fungus, Mushroom)
Weda (Fruit Tree) (Companion plant bonus from growing Shallots)

Current animals domesticated by our civilization:
Cattle
Colored Boars
Herd-Bugs
Horses (Mustangs)
Iguanodons
Llamas
Stegosauruses
Talbuks (Colored Antelope-Adjacents)
Wolves

Current animals hunted/exploited by our civilization:
Chamoises (Goat-Antelope)
Devilsaurs
Porpoises
Prairie Dogs
Pumas
Quagga (Zebra Subspecies)
Rabbits
Rocs
Weasels
Winged Lions
Wormmouths
Wyverns (Monsters)

Natural Resources exploited by our civilization:
Basic Resources (Stone, Wood)

Magical Knowledge and Ranks:
Rank 3 Abjuration
Rank 2 Divination
Rank 2 Evocation
Rank 2 Restoration
Rank 1 Enchantment
Rank 1 Illusion
Rank 1 Transmutation

Dragons/Eggs:
1 Adult Dragon (Born Age 10)
2 Young Adult Dragons (Born Age 12)
2 Child Dragons (Born Age 13)
6 Infant Eggs (Born Age 14)

Artifacts and Cultural Items:
Ancient Shield
Eldritch Orb (contained in pocket dimension)
>>
Here is a visual representation of animals, monsters and races within our region.
>>
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Bloodline Updates:

This age, the 14th Rex comes to power, the son of the 13th Rex and his beautiful wife from the prior age. He is a strong, good and capable leader, everything one would come to expect from his prodigious bloodline.

Rumor has reached the ears of the mainland of an exceptional Warden making a name for herself this age. She is, like all of her kin, descended from the union of the dragon Avitus and one of the vampiric-descended scions who were exiled upon the island. Rumor has it she is a powerful mage and can perform spells that no one else in our history has ever seen before.

This age, our two second-oldest dragons, Velox and Alacris (Tertius and Quartus respectively), both of whom were born in Age 12, become young adults. They are likely to mate and produce eggs within the age.
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It is an Age of Happiness. This age, happiness fills the hearts and minds of our people. Contentment, fulfilment and overall joy characterizes the beginning of this age, due in no small part to the fact that a free happiness-boosting technology may be selected, further increasing the overall happiness experienced by the civilization. Happiness can counter dissent, rebellion, depression and other negative states a civilization or village may find itself in.

Please select one of the available happiness-boosting techs from the list below:

>Dancing (Leads to Theater) (Culture/Happiness Boost)

While our people already know simple forms dance, this technology represents the codification of a cultural style of dance, and along with it come traditions and more complex variations.

>Early Medicine (Leads to Early Surgery, and Herbology) (Happiness/Health/Research Boost)

Medicine makes people live longer and healthier lives, and Early Medicine is its most primitive version, taking the form of herbs and holistic mixtures. Experimentation with medicinal plants also promotes research and thus is an early form of it.

>Advanced Cooking (Leads to Advanced Preservation) (Food/Happiness Boost)

Taking the form of more complicated recipes that require furnaces to create, such as different kinds of breads, roasts, pastries, pies and other fairly simple creations, this technology makes people happy by simply making food better.

>Fermentation (Leads to Advanced Medicine, Fungiculture, Advanced Preservation, and Distillation) (Culture/Food/Happiness Boost)

Fermentation is the art of creating pickled fruits and vegetables, making cheeses, jams and jellies, and of course things like wines and other alcoholic beverages. The variety of things it introduces makes people happy due to the many tastes this opens up.

>Glass (Leads to Optics) (Culture/Happiness Boost)

The earliest forms of glass are simply beads formed as a byproduct of furnace firing. Beads by themselves are notable for being cultural, featuring in aesthetic things like clothing, and looking pretty, thus making people happy.

>Horticulture (Leads to Algaculture, Fungiculture and Crop Rotation) (Food/Happiness Boost)

Horticulture is the art of having one's own garden, as opposed to running a massive farm. It introduces the keeping of plants that are not grown directly for food, but for their pleasing look or scent to decorate their homes and villages, but also allows a food boost due to people growing their own food as well.
>>
>>5928099
>>Advanced Cooking (Leads to Advanced Preservation) (Food/Happiness Boost)
Gotta get that spaghetti! and good to have you back Q@M
>>
German and Sumerian chads invented alcohol and Drama respectively.
Who gives a fuck about faggot shit like housing.
Research talking shit and alcholism
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>>5928102
We can get spaghetti from whoever is playing the ratfolk, like IRL Sicily from the Arabs.

>>5928099
>Fermentation
>>
>>5928099
>Early Medicine (Leads to Early Surgery, and Herbology) (Happiness/Health/Research Boost)

Fermentation is tempting, but medicine is better.

How do we get something like Chaos Magic? We've been offered standard D&D magic so far.
>>
>>5928116
Advanced schools of magic are typically unlocked through random events in an age, exploration via random encounters, conquering/assimilating other NPC civilizations who may possess advanced magic, or through contextual narrative justification.
For example, we're on the fast-track to unlocking Draconic Magic through our association and mingling with dragons.
>>
>>5928099
>Advanced Cooking (Leads to Advanced Preservation) (Food/Happiness Boost)
>>
>>5928099
>Fermentation (Leads to Advanced Medicine, Fungiculture, Advanced Preservation, and Distillation) (Culture/Food/Happiness Boost)
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>>5928122
>other civs
We really should make more contact with the Draegloths then.
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>>5928099
>>Dancing (Leads to Theater) (Culture/Happiness Boost)
>>
>>5928099
>>Early Medicine (Leads to Early Surgery, and Herbology) (Happiness/Health/Research Boost)
>>
>>5928099
>Advanced Cooking (Leads to Advanced Preservation) (Food/Happiness Boost)
>>
>>5928102
>>5928132
>>5928321

Very well then, Advanced Cooking it shall be. The accompanying food boost will help our population increase in future ages, and the accompanying happiness boost will help keep our people content and combat unhappiness.

>>>>><<<<<

The Rex, having won his position through both the fortune of his bloodline and the strength of his body and will, could not be better suited for his role in society. He is peerless amongst the warrior-priests, trained in the martial and arcane might of his people, knowledgeable about his people's history, an adept diplomat and with many friends amongst the community leaders of not only Anguia, but also Sylvia, Taurica and Harenae. He enjoys the company of the dozen dragons that live about the palace, and the wisdom of the crimson serpent Asclepius and his five disciples Claudia, Augusta, Julia, Aurelia and Octavia.

Yet he finds himself growing bored. Matches in the grand arena of Harenae do little to move him, nor song or story.

This is why when news reaches him of this strange warden upon the isle, he wishes to see this girl and her magic for himself. But unlike any Rex in history before him, he decides to visit the island himself.

The decision is controversial---the island is meant only for exiles and the wardens who watch over them. Rumors have continually circled in hushed tones in regards to the strange dragon-bred people who live upon the isle ever since they appeared in public last age. Stories of strange rites and depraved acts between man and dragon, things that should not be. The boldest even claim the island should be purged before it becomes a problem, echoing objecting sentiments that were raised in ages past when the 11th Regina volunteered to send herself and her kin into exile.

The seers, heads of the royal guard, and foremost warrior-priests and advisors to the throne tell him he should not go. The island is not meant for royalty. The Rex finds himself growing obstinate in the face of these denials; he should be able to go if he so pleases. The fact that no other Rex has been to this island makes him want to go all the more, and the denials only embolden him. Even so, his advisors caution that if he so desires to see this girl, then have her come to the capital instead.

Does he travel to the Isle of Exile, or does he send for the girl to come to the mainland?
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>>5928353
>Send for the girl to come to the mainland
Should be good to alleviate concerns and prove they're loyal.
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>>5928353
>Do nothing.
Sometimes the best way to win is not playing.
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>>5928353
>The seers
Ominous. Assuming the issue is mostly political, it's nice to set a precedent on visiting the isle, because we do need to see what they're doing there and make them feel that they're still a part of our country. Especially so in an Age of Happiness, which should hold good enough implications for this.

Maybe,
>Make an occasion in which the Rex may leave the trappings and regalia of his crown to a trusted regent council in the capital so that he may visit the settlements of the land in relative anonymity. Go to the Isle of Exile after that.
>>
>>5928353
>travel to the Isle of Exile

With a full entourage.

As much as I would prefer to cleanse the place I don't expect that vote will be winning anytime soon, so the best path available would be to make a formal diplomatic effort to bridge the gap and attempt to integrate them with the rest of our society.

Unless we do discover that they truly are a host of evil and darkness, of course.

As another anon mentioned, we should make an effort to integrate the Draegloths this age as well.
>>
>>5928353
>>5928357
+1
>>
>>5928353
>Send for the girl to come to the mainland
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>>5928353
Travel, it will be good for the relations between the wardens and us, Bring a full entourage, but make sure those that hate the mixed kin are left on the mainland. Hell, if they are thriving, it might be worth it to set up a port on the island in due time
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>>5928353
>Send for the girl to come to the mainland
Maybe we can make this into an annual event.
Also if the Seers are saying it's not in our best interests I'm willing to believe them.
>>
>>5928353
Switching from >>5928363 to
>Travel to the Isle of Exile

We still have the bomb of that quarter demon kid running around there. I firmly believe this is the Purity idea fucking up our advisors into being dumbasses.
>>
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>>5928357
>>5928476
>>5928490
>>5928636

Though he is irritated, he eventually gives way to the advice of his councilors and commands the dragons to bring him this girl by way of delivering a message: she is invited to the capital for a meeting to demonstrate these powers of hers.

The Rex demands that the seers explain themselves; they so rarely intervene. Why was it so important that he not go? As usual, they are vague and cryptic, only able to describe possibilities and eventualities that they are sworn to guard against. They assure him that leaving the civilization during this time could be very disastrous.

Despite his attempts to pry the nature of the supposed possible disaster from them, they remain vague; the future is a fickle thing, always changing and in motion, affected by the smallest of changes. They continue their auguries in secret.

The Rex takes some comfort in the arms of his bride to be, a woman from a prominent family of warrior-priests.

The Rex awaits for the arrival of the girl, and news of her impending arrival spreads. Many gather to see the bestial monster that is certain to arrive; wicked horns, a tail as long as a man, great bat-like wings, and a face that will send children running.

What arrives, however, is anything but that. The Rex himself had expected something in line with what was described in the past, namely savage-looking half-dragons with scales intermingled with skin, sharpened teeth, and other similar features. This girl, no, this young woman is breathtakingly beautiful. Though she possesses the traits of a dragon such as horns, wings and a tail, her sun-kissed skin is flawless and her hands and feet are like those of any half-elf or sylvian without a claw or talon in sight.

Her exotic draconic features serve only to enhance her beauty. With stark white hair and piercing golden eyes, her tall body is clad in the robes of the wardens. The people who witness her are in awe, and the Rex is no exception.

Upon being invited into the main hall of the palace, she is invited to display her powers. With mages of the Curia here to witness, she demonstrates firstly a command over fire; she can conjure flame to set light to a pile of tinder that she asks to be gathered.

Of course, such a feat can be matched with evocation magic and a bolt of fire, but unlike those who study the mystical arts here on the mainland, she is able to do so without words; her spells have no verbal components. Her magic is innate, so it seems.

Next, she asks for a weapon, which the Rex allows despite the mixed feelings the guards present have about arming her. She demonstrates the capability of setting her weapon alight with fire and swinging it about, dazzling all present. That is a feat that no mage within the Curia can replicate.

Finally, she turns towards the roof and opens her mouth to unleash a torrent of flame, much like the dragons themselves! The dragons gathered are certainly amused and happy with the sight.
>>
>>5928761

She explains that she is still learning and honing her gifts, and that they come naturally to her. While some of her fellow wardens are capable of similar feats but on a much smaller scale, she excels in this and is a certifiable prodigy.

The Rex pays little heed to her words, for he is held captive by her beauty, a fact that does not go unnoticed by his bride to be, who gazes upon this prodigy with envious eyes.

For the moment, she is dismissed while the Rex confers with his advisors and mages.

Her magic is innate, which means it is intrinsically tied to her blood. This of course means that her descendants are likely to be powerful mages in their own right, but does present several other opportunities. A particularly ambitious and ruthless advisor says that the girl should be killed, and her blood used in a ritual to grant others the power she has access to. Rituals uncovered in the ruins to the south provide evidence that blood rituals of this nature can work.

Another argues that she should be put to work pumping out children; she is of age but can only have so many within a life. The more, the better.

A third says that she should be moved to the capital, where her powers can be more closely studied, refined and used by our people.

A fourth says that she should return to her home upon the island, and that bringing her here at all was a mistake.

Throughout all these talks, the Rex's mind is elsewhere. He stares off into the distance, not seeing anything in front of him, but all the while picturing those magnificent golden eyes.
>>
>>5928763
(Forgot to tag a direct question on the end of this post)

What is to be done with this prodigy of draconic blood and magic?
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>>5928765
>Offer this mage and any other wielders of this strange magic a place in the capital or if they are not willing, permissions to travel between the Isle and there because this is Curia business.
>Ask for her participation in the rite's enactment when she is willing or when she is of an old and decrepit age, in exchange for letting her choose some of the candidates that will be empowered.
>Offer her a position in the royal guard.

The seers are unaccountable. We should make the Rex-Regina line train in Divination.
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>>5928765
The girl should be elevated as regional governor and honored leader of Exile Island,
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>>5928822
That doesn't get the mage here with us and the Rex.
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>>5928763
The Rex takes her as his bride and pumps out a whole bunch of sorcerer kids
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>>5928765
Fuck it sorceror kids, Rex takes her as a bride (This should hopefully secretely reunite the two branches now, if y'all remember last age)
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>>5928860
>>5928863
Marrying them is going to anger the Sylvans and the warrior-priests. Do we want to get couped again? The blood rite can give us the magic after this generation.
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>>5928869
I disagree, i believe that this age is perfect to get away with this since we are in a age of happiness. It will help quell whatever revolts or coups the displeased could preform
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>>5928763
>A fourth says that she should return to her home upon the island, and that bringing her here at all was a mistake.

We should simply work to integrate the wardens into our society at large, anything else is going to backfire.
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>>5928878
If we are gonna send her back, at least have the Rex sleep with her and start a line of sorcerers on the island that can later be intergrated into society, they would make a great boon for our people
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>>5928869
>>5928876
Ditto. Think of how well we did in an age of DECLINE. Now we're in an age of happiness and I am certain we can afford to make a sacrifice.
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>>5928876
>>5928888
This Age of Happiness can be brought by an unjust Rex being taken down and replaced with a more righteous one. The gaps of our society can be widened when our people is happier that way. Happiness is stained by Purity and I won't give it an opportunity to bite us.
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>>5928887
Why does it need be the Rex? Why can't she just have kids on her own? Do we need another line of royal claimants?
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>>5928899
Because it is important that these children be of royal blood in order to increase the chance that it will succeed.

Also it is pretty clear that the Rex is taken by her, these are not the monsters of ages past, even the common people saw that
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>>5928763
>>5928822
+1
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>>5928763
>>5928822
Supporting.
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>>5928907
We won't have people with bad blood succeed as Rex so long as Purity stands and the Sylvans unchanged. We need to change that part of society before we do so.

We already had several monsters hiding themselves in a pleasing facade in the previous ages. This is just more of the same.
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>>5928927
Bang the hot dragon lady!
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>>5928822
>>5928909
>>5928917
Why are we asking a mage to steward over an isle when she's still developing a unique magic? This is a mismanaged reward.
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>>5928929
Your line of thought would've gladly submitted Harenae to the ravages of the gnoll if they had a womanly visage.
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>>5928945
Ofcourse not. This is an opportunity for our Rex line to secure themselves for generations. See how the diviners are all muddled and vague. We need the inherited magic that this dragon lady can supply
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>>5928955
I see and agree with your idea that magical power is good for empowering our monarchy but burning our legitimacy is already trouble with this kind of Rex. Why can't we just use the blood rite to make the line draconically magical?
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>>5928977
One, it will no doubt piss off the island, i can imagine that a whole island of half dragons, many more who may or may not also have this magical abilities

two, i'd rather not engage in that kind of blood sacrifice like some demon worshippers.

three, i imagine it could horrible backfire in magical ways, think: her ghost comes back to haunt us, it turns her into a nuke that explodes or what else you might think of.
>>
Since we're on this topic, does hybrid breeding eventually lead to a 'mule' situation where fertility eventually becomes non-existent? Are we using the theory of inheritance and acquired characteristics (I think it's called Lamarckism) instead of Darwinism? Would that mean this fantasy world would allow incest without any fears of dysgenic offspring?

>>5928930
It sounded cool.
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>>5928791
+1
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>>5928983
From what is in the discord, It appears not, a hybrid is a hybrid for now.
that said,
Dovahkiin maxxing pls
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>>5929000
You should probably quote Damashi if you are voting for that
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>>5928983
>does hybrid breeding eventually lead to a 'mule' situation where fertility eventually becomes non-existent?
I have considered that as a potentiality, yes. I think the most I can say as a non-expert in these matters, and this being a fantasy world, is that I have to use selective judgment on a case-by-case basis and lean more on narrative justification and random events.
>Would that mean this fantasy world would allow incest without any fears of dysgenic offspring?
That, however, I still feel doesn't get waved by the fantasy nature of the world; incest is still definitely more likely to produce defects. This may be fantasy, but it isn't magical realm.
>>
This would all be so much simpler if you pansies would stop taking half measures and kicking the can down the road.

I am against breeding with the wardeness
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>>5929049
Huh, interesting. Maybe eventually things can get more defined and fleshed out as time goes on.
I personally like the idea of having a "mule/lack of fertility crisis" situation if we go down the hybrid route, it sounds more fascinating as a world concept and could bring challenges to us if we try to minmax/game the system with inter-breeding.

>>5929000
Gave me a kek.

>>5929050
Yeah honestly a part of me is getting tired of dealing with the Wardens and all the politics that come with it.
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>>5928763
I say send her back after bedding her once.
>>
Question everyone: What is your opinion on the cultural value of purity in our civilization? And do you believe that our civilization's desire to maintain purity will inevitably lead to fanaticism, corruption, extremism, paranoia, and atrocities in the near future?
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>>5929240
>What is your opinion on the cultural value of purity in our civilization?
It's interesting.

>do you believe that our civilization's desire to maintain purity will inevitably lead to fanaticism, corruption, extremism, paranoia, and atrocities in the near future?
Yes, probably.
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>>5929240
Purity doesn't necessarily mean blood purity though. It can also mean purity of mind, of conscience and of action. I wouldn't be suprised if it has helped us in some way
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>>5929291
Ill support this going forward,
we already have several races now part of our civ, it would be impossible to keep it "pure" in that regard.
That's not to say I think we shouldn't keep demonic presences away from our blood line
>>
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>>5928822
>>5928909
>>5928917

The Rex, along with his advisors and several prominent leaders present, wishes to confer a greater status upon her. With the consent of his council, and in the spirit of fostering continued cooperation amongst the wardens and mainland, he will elevate her to a regional governor status, and along with that comes the caveat that she is welcome in the capital to address him with any issues the wardens are facing personally.

Though he is unable to say it aloud due to the company present, he very much desires to spend more time with her---preferably alone. In his growing boredom, she is very much representative of everything he cannot have and thus is compelled to want, especially with his seers, councilors and bride to be doing all they can to keep him from spending time with her.

Yet, it seems his desire to break the curse of his boredom is destined to become a "be careful what you wish for" sentiment, for a scout runs into the capital with dire news. Advance scouts in the grasslands of the west, scouting for resources and continually hunting for demonic prey in those lands (ever since the hyena fiends of last age were encountered) were suddenly attacked, slaughtered to a man save for those that managed to escape.

Scouting in the area has revealed the presence of other half-elves, militaristic and setting up forts in the west, past the grasslands. They took no prisoners and attacked without mercy or provocation, though they did speak our tongue. They were brutal; even their scouts were savage warriors. They continued to chase the survivors across the grasslands merely to kill them, as though hunting them for sport. Only a fraction of the scouts currently on patrol in the west returned without having been slaughtered.

The council chambers become alight with debate. We must send out an army! We must send the dragons! We must meet them in talks! We must scout them out and learn of who and what they are---their numbers, their capabilities! We must attack, we must capture, we must respond in some way!

The Rex sits back as he realizes he will soon long for the days when he was merely bored---a new neighbor has been found, and the first meeting does not bode well.

>What is to be done about this new potential threat? How do we respond to this aggression?
>>
>>5929328
Send a war party with a dragon and mage rider to talk, or at least to see what their civilization is like.
If they refuse to talk with us then I guess we should prepare for battle.

Also
>Though he is unable to say it aloud due to the company present, he very much desires to spend more time with her---preferably alone. In his growing boredom, she is very much representative of everything he cannot have and thus is compelled to want, especially with his seers, councilors and bride to be doing all they can to keep him from spending time with her.
>bride
If I had known I'd of voted against sleeping with the Warden. It's fortunate that we didn't, unless I'm misunderstanding something.
>>
>>5929332
>If I had known
I mean I did mention it a few times in >>5928761 and >>5928763
>The Rex takes some comfort in the arms of his bride to be, a woman from a prominent family of warrior-priests.
>a fact that does not go unnoticed by his bride to be, who gazes upon this prodigy with envious eyes.
>>
>>5929328
We must retaliate with dragons-fire, Let the warden's princess ride a mount and chase them off of our plains! we cannot take this sitting down or they will think they can just walk all over us! Idle chatter is for cowards! force them to the negotiating table through blood! Or else whats Next? Harenae!? our children!?
>>
>>5929356
Huh don't know how I missed that, sorry.
Also thank you for bringing it up.
>>
>>5929069
>Yeah honestly a part of me is getting tired of dealing with the Wardens and all the politics that come with it

Yeah, the self imposed drama is getting old.

>>5929332
>>5929370

The coomer doesn't even read the whole post, shocking.

>>5929328
>>What is to be done about this new potential threat? How do we respond to this aggression?

Send out a call to arms, we assemble a mighty host and advance upon them. If first impressions are accurate they might respect strength, we can then enter negotiations. Hopefully we can avoid further bloodshed, but if not we'll be ready to crush them.
>>
>>5929328
Vaguely guessing this is one of the plots the Star Serpent ran on the demigod's body from the last age. Location is fitting enough, maybe the hyenas wandered in because the demigod annihilated the local wildlife on their way to the SW of Harenae.

>Gather the most combat-capable of our mages and a decent host to guard them and the Rex. Bring a dragon or two as well. March to Harenae in preparation for a campaign in the plains against these half-elves.
>Consult the augurs on ways we may defeat these foes, whether by might, magicks or diplomacy. Avoid any outcome in which the Rex, the dragons, or a large amount of mages fell.

Upgrading Divination would have given us an intelligence advantage, but right now, we need to rely on Augur and the dragons. The Rex and the hosts is there as chaff for the mages, but it will do in a pinch if we need to parade these guys.
>>
If we bring a dragon I think we should bring the elder one (I think his name was Avitus?)
>>
>>5929328
>Send a war party with a dragon and mage rider to talk, or at least to see what their civilization is like

>If they refuse to talk, prepare for battle.
>>
>>5929366
>>5929378
>>5929389
>>5929480

A host is called for; combat-capable men from the four settlements are assembled. Initial reconnaissance from the dragons flying overhead indicates roving groups of scouts and larger camps containing military personnel in the west. As our main force prepares supplies to carry with them, along with pack animals and such, scouts are sent out in advance of the main force.

Wherever our scouts and their scouts meet, violence erupts. They immediately launch into attacks, but now that our scouts know to avoid them, we do not give them a chance to take us by surprise and fall back whenever we can.

The Rex along with warrior-priest advisors and the draconic scion of the wardens marches out with the army. At a staging ground near the grasslands, a very large camp, the dragons and scouts return with their report.

There are many enemies in the west, but their purpose for marching upon our lands is as of yet unknown, as is their point of origin. No dragons were witnessed on the opposing side, meaning that we still possess a significant advantage. It may be for the best to preemptively utilize the dragons in offense operations against this force, for our scouts report no slowing in their progression eastwards. Their scouts continually probe further and further while their main force, which appears to be split into several large groups, constructs forts.

The exact limits of their technology and magic are not yet known, as we have only skirmished with their scouts and warriors in brief engagements. If they possess some means to counter our dragons, they are keeping it hidden for the time being. The dragons themselves have flown overhead, but they do not appear dissuaded by them. Perhaps they do not know of our association with the dragons, and thus have not connected the dragons they undoubtedly have seen to us?

One thing is for certain: they have only displayed aggression. Either we establish a line of defense or go on the offensive, but something must be done to keep their aggression in check. A show of force, perhaps? If not an attack, then perhaps marching our army up would give them pause. Do we use the dragons, or keep them in reserve just in case?

What is our first move in this campaign?
>>
>>5930034
Use divination to check who they are.
Have the dragons launch an aerial bombardment on their defenses.
Do some skirmishes with our dragon riding mages and scouts. It's about time we put some of our offensive magic to use.

We can use knowledge of our homeland terrain to our advantage.
>>
>>5930034
>Send out our army as a show of force.
These guys seem like the type to only respect force and violence. Best scare em off
>>
>>5930034
>>5930038
+1.
>>
>>5930038
>>5930049
Seconding,
Air superiority, burn them out. March with shocktroops

Phone posting
>>5929366
>>
>>5930049
+1
Also, capture some of them alive and interrogate them. Why are they being such assholes??

>>5930034
>>
>>5930049
Support, i say we keep the dragons in reserve, best to spring that on them at a decisive moment if they still haven't made the connection.
>>
>>5930259
Better to overwhelm them now and capture the stragglers than letting our men bleed until the situation calls for a trump card.
>>
>>5930034
Straight up kidnap a lone person with a dragon and interrogate them
>>
>>5930288
Just the opposite, we don't know what they may have up their sleeve and using the dragons as a shock attack once there is a general engagement will be more likely to break their morale.

Powerful as they are, the youngest dragons aren't likely going to be very effective vs large bodies of men, and I expect they will be quite vulnerable to even mundane weaponry. Better to use our dragons for a concentrated assault once we have an understanding of what we're facing.
>>
>>5930431
Combined arms warfare if you will.
>>
>>5930034
>>5930038
Changing my vote to support the combined arms >>5930431
>>
>>5930431
That's sensible.

>>5930034
Changing >>5930241 to support >>5930431 and >>5930435
>>
>>5930431
Support.
>>
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>>5930049
>>5930218
>>5930241
>>5930431
>>5930583
>>5930599
>>5930648

The Rex decides to keep the dragons in reserve, for the time being. Once open warfare begins, if that is what this comes to, we will utilize them for their shock value, but until we know more about the enemy we must not tip our hand.

The army moves west while their force moves east. The most forward outpost that the enemy has constructed, or is in the process of constructing, is located upon the southwestern hex of wild black mulberries and amber deposits, as seen in >>5928091

It is here that their army is gathering, and it is here that our two forces meet to size each other up. There is one thing that is clear: they outnumber us, perhaps by a factor of three men for each of our two, or one and a half times our current army. Their defensive fortifications upon this tile also give them a benefit in that they had time to prepare a fighting position before your arrival; a consequence of their initiative to strike out into this land. They came prepared for a fight and are well dug-in.

There is a curious asset they possess, which our people have never seen before: they possess beasts unlike any in our lands, large beasts which resemble three-headed mustelids with long, reptilian-scaled whip-like tails ending in a scorpion's stinger. These chimeric creatures are numerous, serving as daunting augments to their army.

As the two forces look upon each other, envoys from the enemy are sent forwards. The Rex decides to meet with them, for it would serve to obtain intelligence as to why this is all occurring. With guards and advisors, along with the dragonblooded sorceress, they meet with these envoys.

The envoys introduce themselves as representatives of the empire of the west. Their terms are simple: lay down your arms, surrender, and there will be no bloodshed. The Emperor will take over your lands, and you will serve as vassals for him, supplying a great amount of food to feed the people of the west. Your government, such as it is, may remain, provided fealty is pledged to the Emperor, but your religion will change to that of their goddess, the Mother of the Earth and Lady of the Land. You will allow their army to march into your villages and take control; you will accommodate them with food and drink, and many of your daughters will be given to the soldiers as payment for their efforts. Should you refuse any of these demands, there will be complete and total war, and when you are defeated on the field of battle they will do as they have said anyway.

When asked why this must be by the Rex, the envoys reply that it is the will of the Emperor, and thus it will be so. However, a keen seer alongside the Rex divines a deeper truth; there are subtle factors that reveal their empire has grown too large to sustain itself, and in desperation, they are seeking to conquer other lands in order to have them supply food to deal with their current overpopulation issues.

What is our response?
>>
I'm thinking we can win if we use our homeland advantage while harassing their supply lines with mage riding dragons, maybe do a bit of guerrilla warfare. We can make some aerial bombardment.
If what the seers have said is true then they cannot afford a prolonged war. If it comes down to it we can do some scorched earth tactics, making any victory they have phyrric at best.
>>
>>5931073
I feel like we have some options,
1) accept terms (not a fan but saves bloodshed)
2) attack with the dragons on their encampment to destroy supplies
3) send the dragons to the west to attack their probably undefended cities and take their empire for ourselves while our troops dig in and out wolf scouts occupy their raized settlements
>>
>>5931104
Slightly wary of no. 3 by virtue of us getting remembered as the bad guys that killed their empire. I feel like some counter-missionary action should be done here. I don't know why they're asking for food when their god is in the earth.
>>
>>5931117
To be fair, it's a retaliatory attack.
But we could also be seen as saviours if we have better food production or could take better organization of it all than them. The sylvians might be seen as divine to them as well. They could all fall in line that way
>>
>>5931117
Huh, maybe we pretend to accept the pact then just backstab them while they march to our lands? Solves having to deal with their fortified encampment, but risks messages going to their empire.
>>
>>5931122
Could work, if the encampment is more earthen mounds, if it's wooden dragons fire is going the be the best bet.
But luring them into a false sense of security would be a good move
>>
>>5931104
Number 3 won't work, there's no way this is their whole army here. It's logistically unfeasible.
>>5931073
Pretend to surrender, throw a feast, get them drunk then kill them all, or at least their commanders.
>>
>>5931154
Sure I can support that, but I do think when we get an idea of where their capital is, we should send the dragons to raze it
>>
>>5931073
>What is our response

Decline.

First of all, do we have any meaningful reserves that we can call upon? Perhaps an envoy might be sent to the Draegloths warning them of this threat and inviting them to send what warriors they have to join us in defending against it.

We shouldn't face them head on where they have fortifications. Instead, we should withdraw towards Haranae and force them to pursue us, it will stretch their supply lines further disadvantaging them, and perhaps even giving us an opportunity to attack said supply lines. The wolf scouts and dragons could be quite effective to that end.
>>
>>5931122
>lay down your arms
>>5931154
>>5931133
>>5931154
>>5931156

I don't think this deception will work if they aim to disarm our warriors.

Though perhaps we might make use of our illusion magic in harassing and ambushing them were we to reposition ourselves.
>>
>>5931208
If we invite them in for drink and merryment at our newly gained friends, then it wouldn't be hard to use even table knives to assassinate drunk soldiers, in the confusion our wolves and dragons can't make devastating strikes as we rearm
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>>5931220
Judging by how they have acted i really don't believe that they're going to be lulled into such a trap.

Their troops will be occupying all of our settlements and taking our young women for prizes, further it doesn't appear that they want our army armed, assuming they even want to drink and be merry.

It's just too much risk over far too many unknown variables, they're not looking for friends they're looking for subjects. I really don't think they'll be game for your plan.

Suppose it did work and a few drunk soldiers get killed, i seriously doubt they'll allow their entire army to get drunk, either way there will then be wanton slaughter within our settlements.
>>
Get drunk on what? We didn't vote for fermentation.
>>
>>5931285
Good point
>>
>>5931073
>>5931185
>Deny their treaty.
>Retreat to Harenae
>If they exit their fort to pursue us, defeat them outside with the dragons' support.
>If they don't, begin fortifying Harenae and gathering a larger host in preparation for the Empire's attack.

NCIJKBYq's probably right.
>>
>>5931073
Kill the envoys for the insult, fake retreat to see if they'll leave their fortications in pursuit then counter charge if they do. If they don't then leave the most autonomous elements of our host behind to harass any elements that leave their camp while the rest retreat to the nearest settlement to prepare for total war.
>>
>>5931073
>>5931405
+1 support. Kill the envoys to provoke them into attacking preemptively and thus losing their preparation/fortification bonus.
>>
>>5931405
>>5931413
Seems like a wise course of action +1
>>
>>5931405
>>5931413
>>5931438

On the other hand I'm sure that this would sabotage any future negotiations.
>>
>>5931454
Vae Victis
>>
>>5931413
>>5931405
+1

>>5931073
>>
>>5931405
>>5931413
>>5931438
>>5931523

The Rex gives a command to kill the envoys, and they are cut down on the spot. One of them runs, but the dragon sorceress spreads her wings and chases him down, burning him to death on the spot, a feat that certainly makes an impression upon the enemy force.

Now the Rex's ploy comes into focus; a false retreat is ordered. If the enemy pursues, the army would counter-charge. However, they do not; they seem to remain dug-in.

The Rex orders that the army make for Harenae, where they will prepare for total war.

As they camp one evening, the Rex sits with the draconic sorceress. Here, out in the fields of the grasslands and away from his advisors and bride to be, the Rex confesses his attraction towards her, and she reciprocates his feelings. He finds her to be one of the most beautiful and exotic things he has ever seen, and her power astounds him. She, in turn, speaks of how much she desires a better place for her people in society, but she does not see him as a mere ends to a mean, for she too is genuinely attracted to him.

Before anything can happen, however, their camp is set upon by the three-headed mustelids. The three-headed weasel-otter-stoat-ferret-wolverine things are incredibly fast and vicious, able to attack three men at once with their heads and bite off a head with a single strike. Soon enough the camp is alight with spells and torches as the army works to fend off the ferocious beasts who have clearly been sent ahead to harass them.

The chimeric creatures have a habit of attacking in cunning ways, darting in and out, leaping over defensive lines and striking with their scorpion-like stingers, which cause incredible pain and often death.

In the midst of the chaos caused by these creatures, scouts from the enemy, through use of clever camouflage and illusion magic, sneak into our camp with the express purpose of destroying supplies. They are successful and many of our supplies are damaged. With several of the chimeras dead, the remaining three-headed beasts retreat.

It seems clear that the enemy means to harass the army and ensure its march home is exceedingly difficult. While not all supplies were damaged, a good number of them were. Similar darting attacks may be likely to occur in the coming days during the march back, a kind of "death by a thousand cuts" strategy. The three-headed creatures each killed several men before succumbing to their wounds, and more than a few managed to escape with how many in reserve.

What action will we take to ensure our march home is successful?
>>
>>5931880
I regret not advocating for dragonfire more.

>Send some dragons to Harenae for a supply lift. Drop it back to the host at night.
>March back to the fortified encampment. At the most advantageous divined time, send the dragons to burn down their fortifications and camp. Take advantage of the chaos to assault their camp, prioritizing the scout bands and the beast masters. Send in our Rex, his Royal Guards and deadly mages into their midst under the shroud of Pass Without Trace to take out their commanders. The Rex should be stacked with buffs.

These guys would have pulled out their bows by now. I'm going to assume they're incapable of fighting the dragons physically at range. Worst case we need to hatch more eggs.
>>
>>5931916
I feel vindicated now, thank you
>>5931880
I propose harassing them back with dragon riders. They revealed a card it's only fair we reply in kind with supply destruction
I'll support
>>
>>5931880
>Fortify the camp and send for more dragons, every combat-capable one. At the same time send an order for a general mobilization, warriors, wardens, everyone.
Flying units are also good for quick communication.
>Once the dragons arrive, attack the enemy.
Don't use the dragons for harassment. The more the enemy encounters them, the more likely they are to invent an anti-dragon tactic
>>
>>5931880
>Send some dragons to Harenae for a supply lift. Drop it back to the host at night.
>March back to the fortified encampment. At the best divined time, send the dragons to burn down their fortifications and camp. Take advantage of the chaos to assault their camp, prioritizing the scout bands and the beast masters. Send in our Rex, his Royal Guards and some deadly mages into their midst to take out their commanders.
>Harass them back with dragon riders.
>Have the draconic sorceress do some recon to their back lines, at the best divined times.
I propose sending Avitus to do a continuous shock and awe by the front lines. He is the most experienced of all the dragons in terms of battle, since he survived the rat goblin war.
>>
>>5931880
Use dragonfire, harass enemy lines with dragons and dragonriders, send in the Rex and royal guard and some mages to take out commanders, send draconic sorceress for recon.

>>5931962
I can support sending the more battle hardened dragons to the front lines.
>>
>>5931916
+1

>>5931880
>>
>>5931916
Rather than marching towards the encampment we should attempt to flank it, no sense going at them head on.
>>
>>5932087
Do we ride our mustangs? If we do, I would support this but I don't know.

>>5931930
I agree with >>5931959. Atleast, we should keep our first use of the dragon for the assault to maximize how shocking they'll be. Further uses could be good, but needs a good reason.
>>
>>5932358
Even on foot if we were to approach them at an unexpected angle it may confer to us an advantage.

Positioning goes a long way afterall.
>>
>>5932451
I don't think we can hide a whole army from their notice.
>>
>>5931916
Support +1
>>
Whatever we do we need to mobilize everyone. Wardens, dragons, mages, everyone.
Even if the Rex dies or we lose a chunk of our military again we need to go ballistic on these guys.
>>
>>5932694
Not hiding the army, but approaching from a different angle than we initially did, that should reduce the efficiency of their prepared positions.
>>
>>5932920
Fortified camps are usually fortified all the way round
>>
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>>5931916
>>5931962
>>5932050
>>5932765

Upon summoning Avitus, the Rex commands the elder dragon to work with his younger kin to retrieve supplies from the capital. Focusing for the time being on defending their area as they wait for supplies so as to not exhaust his army by marching on lesser provisions, they fortify themselves and wait.

The dragons, working speedily, are able to accomplish the task in a day's time. Not wanting to continually be harassed by the enemy, the Rex decides to take the fight to them, and prepares his army to march back towards the encampment. He sends the combat-capable dragons ahead to burn them out, and plans on mopping up the remainder with his ground forces.

Avitus, Velox and Alacris are sent to attack the camp, and their initial attack goes very well; they swoop overhead and unleash powerful torrents of flame upon the camp, burning it out.

However, the enemy is prepared for this, and unleashes their counter-weapon, creatures we have only but glimpsed: wyverns. While not as powerful as our dragons, and less intelligent, they are more numerous, perhaps a dozen or so. Somehow the enemy has tamed or enslaved these creatures and has been waiting for us to tip our hand with our dragons, keeping them hidden in reserve much like we did with our winged cavalry. It seems the enemy knows us well; this is no mere random invasion of our lands, but a calculated series of provoking us and counter-attacking with an effective measure.

The wyverns swarm over our dragons in the sky, clawing and stinging with their scorpion-like tails. Avitus, larger and more powerful than any of them, draws the most attention, clawing at them and ripping them to pieces with his mighty jaws and tail-slapping them. More than a few wyverns are burnt in the sky, causing their roasted bodies to plummet to the earth below.

As our army gets into position to assault their ground forces, we witness the battle in the sky. Velox, the male of the two younger dragons, fights valiantly but is suddenly and greatly wounded, crashing into the plains. Priests rush to attend to him but he is dangerously injured. Alacris, his mate, battles fiercely in the sky overhead against her opponents. We now have two dragons actively battling against their wyverns, and while they are doing well, they are suffering wounds themselves at an alarming rate.

Due to the sudden appearance of the wyverns, not as much damage was inflicted upon their fort as was hoped, and they are scrambling to combat the flames.

What is to be done? Do we push on to attack their burning fort in an attempt to crush their ground forces while our dragons battle their wyverns, or do we retreat now that we know their counter-aerial capabilities?
>>
>>5933000
>Push forwards
Crush them. We may snuffer losses, but they must know that to conquer us is more hassle than it is worth for an overtaxed empire.

Maybe pull back Alacris, especially if she's pregnant with eggs or anything? We don't want to permanently deplete our dragons.
>>
>>5933000
>Have Avitus cover and distract for Velox and Alacris, the pain from his lost mate can make him be fierce in preventing something like it from happening to another dragon. Besides the wyverns are already focusing on him, it shouldn't be that hard.
>Try to pull back Velox and focus on getting him healed.
Otherwise harass and try to push forwards. Use dragonfire and have the mages cast fireball.
>>
>>5933000
>Charge!
I wonder how they know our capabilities so well.
>>
>>5933000
>>5933039
+1

>>5933052
You think they might have divination too? Maybe something interesting like looking at dreams.
Maybe it's something predictable like a spy that'll conveniently help us do political purges of some kind. But that doesn't sound as interesting in my opinion.
>>
>>5933069
Could be that secret half-demon we're unknowingly still harboring leaked the info out of outsider spite, Ephialtes-from-300-style.
>>
>>5933071
That does sound interesting, I didn't even consider the demon kid. What if it's something like
>demon leaks info to the enemy
>we get conquered
>demon rises up against the invaders as a liberator king
I'd be impressed if he managed to pull something like this off.
>>
>>5933069
Maybe they're subconsciously mind controlling someone with dreams? Or they have some divin

>>5933000
>>5933039
Also I support a general charge too, led by our Rex.
>>
>>5933075
>Or they have some divin
*some divine help.

>>5933074
That would be cool. But also bad.
>>
>>5933000
>Seize this momentum! Push on to the task's end!
It might be sub-optimal with how prepared they seem to be, but we burnt our cards and opened this gate, no point in not entering.

>>5933052
I want to blame the Cosmic Serpent for that, but maybe it's their god telling them what's up.
>>
>>5933077
>I want to blame the Cosmic Serpent for that
Kek, imagine "This must be the Cosmic Serpent!" becomes our culture's version of "Thanks, Obama" in the USA or "This is America's fault" in North Korea, as just an ironic way of lamenting any minor or major misfortune.
>>
>>5933000
>Charge!

As others have mentioned, we should do what we can to support the dragons.
>>
So, wait, I thought we had dragon rider mages?
>>
>>5933177
We do have dragon handlers, and they can ride dragons during exploration and such, but until the tech of Riding is unlocked we won't have saddles and such that would make riding during combat (which would naturally involve lots of twists, turns, spinning and such) safe for riders. It's a practicality thing. Riding will also unlock mounted units as general combat units as well, so we can ride horses or iguanodons or whatever.
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>>5933190
Gotcha.
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>>5933030
+1 support
Best to show our strength
>>
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>>5933030
>>5933039
>>5933052
>>5933069
>>5933075
>>5933077
>>5933165

The Rex, realizing there may come no better chance than this moment, orders a charge, with himself at the head. His fellow countryman charge alongside him towards the burning camp, intent on not letting them escape it. The enemy does not panic, but they are in a stressful situation; unable to easily put out the fires, and unable to readily retreat from the burning structure due to our army rapidly besieging it. Javelins and spells fly overhead as both sides collide, ours like the fierce tide upon the rocks of their fortress walls, but we do not break as the waves do.

An opening is forced, and our soldiers climb over their walls, suffering many injuries and deaths, but soon enough we are pouring into their fortress. An enemy with no way out fights fiercely and to the last man, a lesson painfully learned by how many bodies we are trading. Overhead, Avitus slaughters wyvern after wyvern, tearing into them with tooth, claw and tail, burning others who dare approach. Having lose his intended first mate long ago, he fights to ensure that does not happen again to his younger draconic kin.

Velox is being tended to, with several priests using all of their knowledge of Restoration magic upon him. Early Medicine would sorely help in a dire moment such as this. It is unclear if he will survive.

Within the fortress, several of the surviving three-headed chimeric mustelids break confinement, going feral and crazy due to the fire. This proves a chaotic boon as much as it is a bane to our forces, for the creatures also attack their handlers---perhaps they were not as tame as was once thought?

The battle is absolutely brutal, the likes of which has not been seen since ages past when the barbarian armies that would one day become Taurica invaded our lands at the behest of the Star Serpent. Bodies begin to pile up as the fires spread; with us distracting the enemy, they are unable to fight the fires and soon enough the entire fortress is alight.

The wyverns have all been dispatched, their bodies falling below; one of them upon the fortress itself to be cooked in the flames. Avitus soars downwards, landing amidst our forces, joining the melee against the enemy. Being so close to the enemy, he suffers a number of cuts and nicks, but his scales can repel any serious damage from their weapons, and he unleashes the full fury of his draconic might. As a massive dragon, he is more than capable of tanking blows and dishing out incredible damage, with swipes from his claws, biting attacks, tail whips, flapping his wings to create gusts of wind able to knock down a company of men, and of course his fiery breath.
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>>5933584

With Avitus on the ground, the tide is quickly turned as the enemy soldiers finally panic, their morale broken and their ranks nonexistent. Every man scrambles to save himself. The chimeric creatures bound over the walls and escape into the wild, concerned only with their own three-headed lives. As the fortress falls into ruin, our army spreads out as the enemy soldiers get run down, and Avitus and Alacris chase down groups of survivors and scorch them from the earth.

When the smoke clears in the early evening, the Rex stands tall amidst the ruins of the fortress. There are many wounded and many dead; this was a costly battle. Velox, the dragon, will live, but may be out of the fight for the remainder of this conflict; his wing was severely damaged from the fall, and although the wyvern toxin was countered by restoration magic, he is very weak. Priests are tending to the wounded.

One of the younger dragons, Iuvenalis, flies southwest to deliver a message from the capital. The diviners have been hard at work discerning the nature of the enemy. Taking their information, the Rex orders Avitus to perform reconnaissance, and to not engage any wyverns the enemy may still have in reserve. Avitus takes off with his directions.

Once the great dragon returns, having confirmed the words of the diviners, a clearer picture of the enemy is starting to form. They have three villages in the west; their capital, and one each in the northeast and southeast direction from it. Each village is situated fairly strategically alongside rivers, and in addition to this, a number of forts have been constructed in various regions, also adjacent to rivers, including one not far to the southwest of our current forward position.

However, although Avitus' recon was quick, he suspects that the enemy gambled the bulk of their forces upon this battle. The other forts he saw did not seem nearly as heavily manned, and although a good number of soldiers retreated from this area and likely made it southwest, they too would be in bad fighting condition.

Observe the map attached to this post. The blue circle in the southwest indicates our current army's position, where the battle just took place. Note the placement of the forts and villages belonging to the enemy.

Our army is weak; currently only 40% of the initial force remains combat capable. With time, that percentage may improve, but time will give the enemy a chance to improve as well.

They may be exhausted on troops, as Avitus suspects, but who is to say if they have another trick up their sleeve?

We could retreat back to our lands, or fortify this position with supplies carried in by dragons, or advance upon their territory, or something else you suggest. Perhaps Avitus and Alacris could be sent to attack the forts or even one of their villages, but that could be risky if they have more wyverns or other unseen advantages. Perhaps divination could tell us more about our foes beyond their homes?

What do we do?
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>>5933585
Fortify this position, this will be our staging ground into enemy territory, see if anything of worth has survived the fire so that we may learn something of our enemies
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Wow we got extremely lucky. Dragons are OP.
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>>5933585
We should press the assault lest we lose our momentum. Regroup at the fort and push. Dragons running shock and awe
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>>5933585
Holy crap, good thing we managed to snatch the dragon eggs in time.
>Establish forts both at this location and 2 hexes north, to serve as forward line if defence and airbase. We can supply the forts by river. Conduct regular scout flights with younger dragons to monitor enemy activity. Mobilize everyone and prepare for war.
Time to get these fucks Romed.
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>>5933589
>>5933697
+1
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>>5933584
>Early Medicine would sorely help in a dire moment such as this
Atleast, we're on the way to Advanced? Maybe we could increase Restoration, but while that would further my dreams of magocratic convention, it might not be to the benefit of the Romans.

Within the fortress, several of the surviving three-headed chimeric mustelids break confinement, going feral and crazy due to the fire. This proves a chaotic boon as much as it is a bane to our forces, for the creatures also attack their handlers---perhaps they were not as tame as was once thought?
My only input for this is to just bombard the forts or wherever they're keeping these guys with dragonfire/evocation. Maybe, have some dragons carry long lasting tinder and wood then burn them and drop them over?
>one day become Taurica invaded our lands at the behest of the Star Serpent.
Conviction.

>>5933585
>Velox, the dragon, will live, but may be out of the fight for the remainder of this conflict;
Hm.

>Each village is situated fairly strategically alongside rivers, and in addition to this, a number of forts have been constructed in various regions, also adjacent to rivers, including one not far to the southwest of our current forward position.
This feels worrying. Do they have Sailing? The northern spot with Orichalcum might be a better potential fort just so we can watch if they're going for Anguia.

>he suspects that the enemy gambled the bulk of their forces upon this battle.
Interesting. Previous numbers were a 3:2. Considering how many forts that they're manning, we have advantage in force concentration.

For our moves, I think we have two options. Either we discuss truce and try to solve whatever led them to try this gamble of getting our food or we continue the war, fortify this place or the north. The fact that we don't have any prisoners to interrogate inclines me more towards war.
>Task Velox to return to the capital with our correspondence. Keep Iuvenalis here for the moment, maybe they could be of use in scouting or dragonfire support.
>Send word to our people that we have managed to defeat the bulk of the enemy's forces and now need reinforcements to continue our cause to its end.
>Warn them of the enemy's wyvern domestication. Ask the young dragons to escort the reinforcement into our position then retreat back.
>Tell the priests and our lord serpent of this
Mother of the Earth and Lady of the Land. See if they know who this is and ways to fight against them.
>Once Avitus, Alacris and 40% of our combat-capable forces has fully recovered, assault the fort upriver. Do the wooden firebombing first to draw out the wyverns and make chaos upon the chimerics. When they are maybe halfway to recovering order, breach the fort. Seek out prisoners and accept surrenders. Let survivors scatter towards the western village to let them spread our glory.

Probably that.
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>>5933700
>regular scout flights with younger dragons
I'm slightly wary of sending those guys because a wyvern is probably on par with them. They're an investment. On the other hand, I don't mind doing it with the adults because I'll bet that the bulk of their wyverns also just died.
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>>5933585
>>5933589
If we fortify the area, let us fortify the opposite side of the river to the fallen enemy fort; that way our positions would be less vulnerable to a march from any of their forts or villages and can be more easily supplied and reinforced from Taurica.

We need to continue the pressure, but we don't want to over-extend immediately. A quick dragon-raid to ignite the nearest fortress in the next hex over should suffice to burn out the wounded they've retreated to there and prevent them from immediately re-organising their own forces from there.
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>>5933719
For consideration, there's a monster lair on the way between the northern river and Anguia. Harenae might actually be the most threatened.
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>>5933719
+1

>>5933585
I'm >>5933080 on mobile.
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>>5933709

Supporting

Sure wish we hadn't killed those envoys, no sense crying over spilt milk though I guess.

Though as >>5933589 pointed out, we should probably send some of our reserves towards the orichalcum hex and establish a position in case they try to go around us.
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>>5933589
>>5933704
>>5933719
>>5933719
>>5933792
>>5933700

The Rex sets about commanding his troops to begin establishing a new forward operating base here, and to begin construction on a fort of our own. A contingent of able-bodied men are given supplies and sent to the north to establish a fort on the northern side of the river there, in the land of orichalcum deposits and wild peas. Here, a fort will be constructed on the opposite side of the river.

The wounded are gathered, brought across the river on simple crafts, and attended to by the priests in a more central and defended location, along with the wounded dragon Velox. Around them, defensive positions begin to be created.

The Rex stands on an elevated position overlooking the area. Alongside him is the dragonblooded sorceress, and alongside them are Avitus. The Rex considers sending the dragons to burn out the nearest outpost, but hesitates; twice now the enemy has revealed a counter-tactic in response to their movements, so maintaining and fortifying their current position seems best.

It is in the early evening when a mysterious figure flanked by some guards begins to approach the area from the northwest. Spotted by scouts and quickly surrounded, he claims to have valuable information in regards to the enemy, and desires to speak with the Rex.

The Rex cautiously decides to hear him out, but keeps the sorceress and elder dragon alongside him. The man reveals himself to be a mage, a very powerful one, nominally the ruler/overseer of the northern village of the western empire.

He has come to betray the Emperor to us. As he explains it, the kingdom of the west was once prosperous, but his ancestor developed a weapon, a staff of mind-control, and presented it to the current Emperor's forebears. Using this staff, they have taken control of the people as well as beasts (the chimeric mustelids and wyverns) and have run the kingdom into the dirt, rampantly overconsuming resources and breeding in order to build up an army that requires even more resources to maintain. They have conquered several smaller settlements, absorbing their people into their collective, and the current regime inherited and continued by the current Emperor has turned into a self-perpetuating machine of growth only through conquest. There was a time when people lived in peace and harmony with the land; he would see a return to those days of quiet and calm.

This great mage was the one who led the efforts in divining a people worthy of conquest: yours, but in so doing hoped that the empire would suffer its first significant defeat on the field of battle, which it now has. With your people having proven capable, he is here to negotiate terms on the destruction and dismantling of the western empire, and can provide intelligence, all for his own safety and the safety of his northern village where his family and friends reside.

What say us?
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>>5933819
Accept his offer.
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>>5933819
>What say us?

I say that we accept the help but require wards from his family and village to help safeguard from any trickery.

Further, upon conquest all will join our civilization. Not as vassals, but equals.
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>>5933819
Require hostages from his family and ask how come he isn't mind-controlled. Also check his info with our own diviners and air scouts.
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>>5933831
>>5933846
+1

>>5933819
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>>5933819
How can we prove this man won't mind control us or the Rex with his ancestral knowledge? He's already betraying one ally regardless of the story he gives us. He might turn on us in our moment of need if it proves advantageous
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>>5933926
A valid point, but why not just do that to us here and now?
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>>5933926
We can just keep him away from Rex at all times.
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>>5933926
The mind control comes from the staff anon but I agree with the rest. Im not trusting this guy out of the gate which is why I want to see what kind of intelligence he will provide first.

>>5933831
That vassals and equals bit is too dry imo. Our network of settlements has worked through intermarriage and population exchanges and that's what they'll be joining, more of an extended family.
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>>5933926
I suppose if we're not being tricked at this very moment he has some manner of protection from it.

The wyverns and mustelids were still under that influence far away from the physical object, though it was not able to hold them absolutely.

So, I suppose we should ask for the knowledge of how to defend from it.
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>>5933965
Essentially what I was getting at I suppose.
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>>5933828
>>5933831
>>5933846
>>5933857

The Rex agrees to accept the man's help, but only if wards from his home, particularly his family, are brought into our lands both for their protection and assurance that the wizard will not also double-cross us.

The old mage sees the logic in it; we have not known each other long enough for any form of trust to be built, and so he would be happy to do so as a guarantee, both for your help and his own. He will send word back to his home village straightaway with one of his attendants. The mage speaks of wanting to establish a proper relationship with our people; he even offers his most beautiful daughter, a product of his magically-gifted bloodline, to the Rex as wife.

As a chief advisor to the Emperor, the mage is privy to several important facts, chief among them being that the main bulk of the army was in fact situated here and is now either dead, heavily injured or fleeing back to safety. There is still a force within the western capital meant to serve the Emperor as a royal guard; they are heavily influenced by mind control and will fight to the absolute death. There are also wyverns here, including the primary broodmother. When asked about the nature of the mind control, the mage replies that it requires time and proximity in order to work, and even simple abjuration magic is able to counter it. As our people's knowledge of defensive magic is extensive, we needn't fear anything from the mind control, but the average person or monstrous beast is heavily susceptible to it.

As the Emperor knows not that the mage has been planning on betraying him, he could attempt to sneak some of us into the capital with the express purpose of assassinating the leader. Such an action could prevent more warfare and bloodshed if successful, but it would be tricky; the Emperor surrounds himself with mind-controlled attendants, servants and harem women. He lives a life of absolute luxury, but it has not dulled his paranoia one bit; he never lets the staff the mage's ancestors gifted his own out of his sight.

An alternative, of course, is to press an advantage straight into the heart of the capital. It would be a fight, as the capital is well-defended, with walls and reserve complements of soldiers as well as those chimeric mustelids, and as previously mentioned the remaining wyverns. As the lord-commander of the northern territories, he can promise he will not commit any of his soldiers to the cause of the Emperor any longer, thus cutting his remaining army down by a third.

How do you suggest going about the problem?
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>>5934066
>How do you suggest going about the problem?

Attempting the assassination is the best path forward, though we should not put all of our eggs in one basket.

I say we send a commando team with the mage while also putting our army into position to take the capitol should they fail. Perhaps we might even use the dragons to create a diversion.

I know we aren't highly skilled in illusion magic, but I would think that it would aid in both endeavors.

Let the enemy focus on the hammer as we drive an icepick into his spine.
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>>5934066
The Rex should arrange a betrothal between his children and the mage since his heart yearns for another.

>>5934070
Im of the same mind, make their Emperor think the Dragons are the dagger. Commando team (Rex and Sorceress included) should wait for the signal of the Dragons attack and then, when he hopefully sends his bodyguards to reinforce, strike at him.
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>>5934081
mage's*, the man himself is probably taken lol.
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>>5934081
Well the Rex has no children as yet, and the mages children are already of a mariagable age, don't think that would pan out.

Though, perhaps the Rex and his daughter being married would be necessary to bond our societies in the aftermath of this war.

While the same might be said of the Wardens, I don't think our society is ready to bridge that gap, that one is going to take gradual steps to normalize relations.
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>>5934095
The Rex's oldest daughter and the mage's youngest son is a possible pairing, otherwise a betrothal between his grandchildren and the Rex's children should still be viable.

>While the same might be said of the Wardens
Is that a reference to the possible pairing between the Rex and the Sorceress? I don't care about any public backlash and I doubt a Rex returning with such triumphant victories would get much anyway.
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>>5934110
It wouldn't be wise to risk potential backlash at home when attempting to integrate these lands, assuming we succeed of course.
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>>5934111
Like I said, if the Victorious Rex wishes to marry the Sorceress, who would dare to speak against it? The Tauricans and Harenaeans would probably react with "hell yeah!" lol.
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>>5934066
>>5934070
+1

>>5934111
I have to agree with this. Mostly because I don't like dealing with Warden politics, and because it's a neat nod to the constant idea of sacrificing your personal feelings for the sake of your country that our past leaders have done.
It's poetic, the sort of historical rhyming that myths tend to have.

>>5934114
Doesn't he already have a bride? It's been a pretty bad look for him to do all of this while betrothed to another. Even if he were to break it off now it still happened.
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>>5934127
>constant idea
I'll correct myself and say it's more like a theme than a 'constant idea'.
>historical rhyming
I have no idea why I wrote 'historical' here, I must be getting tired.
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>>5934066
>>5934070
We're going to need that army to maintain some order after the Emperor died so I support this. Also, we need to secure that artifact of mind control. Can you imagine how easy it would be to start the domestication of some animals around our area with that thing? And that's not even counting on the possible advancements we can make in Enchantment with it to study. We can offer it as a sacrifice to our serpent lord once that's done.

>>5934081
>>5934095
I'm firmly against any sort of royal marriages here though. Unless you want to get Polygamy, abandoning the promised marriage to the supporters of this war isn't that good. We have an example of the Emperor letting their ego run wild and getting fucked for it, and we have a whole institution for people like the old mage to come from.

If we want to close the distance between here and our lands, helping them transition back to a life beyond the emperor with aid in food and trade is probably what needs to be done. If we want to bond with the old mage, promising our (unborn) son to his daughter because we're already spoken for. Sending some of our mages to study and teach under him as a branch of the Curia could work.
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>>5934134
Sensible.

Perhaps we have some relations of mariagable age that could be put forth in both instances?

Far less effective, but it would be something to bring all of these communities together.
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>>5934066
The Rex is married, already in love with another woman, and his existing wife is notably jealous already. We should 100% NOT marry our Rex to this magician's beautiful daughter. She can marry the Rex's kid or brother or cousin, maybe, as others have proposed.

I also vote for a more direct siege, rather than subterfuge. I have suspicions about the mage taking our elite troops up close, alone, into a place run by a man with a mind-control staff. Just some gut-feel that this could go very badly if it's a betrayal or his old boss is less inept and ignorant than the mage believes him to be.
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>>5934152
>The Rex is married
Betrothed.

>I also vote for a more direct siege, rather than subterfuge. I have suspicions about the mage taking our elite troops up close, alone, into a place run by a man with a mind-control staff. Just some gut-feel that this could go very badly if it's a betrayal or his old boss is less inept and ignorant than the mage believes him to be.
I was working under the assumptiom that we will engage in the operation AFTER we get the hostages.
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>>5934156
>Betrothed
As good as. I don't think breaking that promise of marriage for magic bride-hostage makes any real sense, though, especially since there's still a third woman who he ACTUALLY likes. If he cheats on a wife from OUR civilization, that's a bit of trouble; if he cheats on a powerful witch and angers her mage dad and then spoils our new and fragile peace with a conquered people, that's worse.
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>>5934066
Let's try the assassination, with direct fight as backup and distraction. But the Rex should NOT take part in the assassination, in case it's a set-up.
Also marry the magician's daughter to the person we plan to install as the governor of the Empire after our victory.
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>>5934172
I was just correcting you, not advocating to take the mage up on his offer as is. I still want the Rex to marry the Sorceress despite all anons' shivered timbers.
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This warden drama is so tiresome.

>>5934175
Agreed that the Rex shouldn't go on the assassination mission, but I do believe it is we that will become the Emperor. Wouldn't be much sense in giving this region autonomy.
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>>5934175
Is decentralizing our power like that wise? The Empire is comparable to our original settlements combined. I would rather just keep it to appointing a person for each settlements and marrying that magician's child to one of our own.
>>
Something worth thinking about, with their food issues we could probably easily resettle a good number of their people, whether as new settlements or moved over to our existing ones.

Futher, I think we should pursue a policy of fortifying our settlements, the wider we grow the longer it will take to address threats that come up, we'll need a way of buying time.
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>>5934184
>>5934224
The Roman way of expanding, in the times of the Republic, was to defeat some guys, establish a surprusibgly leniebt alliance treaty with them, then use them to defeat the next guys. The whole core of the later Roman Empire consisted of such "allies".
If you don't want to give them autonomy though, you will notice I didn't mention it anywhere either. How did installing a governor turn into granting autonomy in your minds?
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>>5934485
I just don't think we have the mass to dominate and direction to point these guys to. Once we have the tech and the population, I don't mind vassalizing enemies, but that's in the future.

Setting up a governor here is going to create another center of power near us and while currently, they might be reliant on us, it's going to turn into another Warden situation after this age. Considering what God they're worshipping, this region feels agrifocused and that kind of place is way better and had already beaten us on numbers. Cue an age later where they'll have our knowledge and their numbers. I don't think they will be our vassals at that point.

Owing to our tech level, we can't actually do centralized stuff well and have to rely on autonomies, which is why creating a Governor is just the same as recreating an Emperor. If we want allies here, spreading our culture and religion and integrating some of theirs is what needs to be done.
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>>5934494
>creating a Governor is just the same as recreating an Emperor
Do you think NOT creating a governor is not the same as just leaving an emperor?
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>>5934508
My idea was splitting this governorate into their separate settlements. I don't want a sole holder of power and would very much welcome any kind of division that we can introduce amongst them.
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>>5934528
it might be time to get governors for all of our settlements. in doing so they get to keep some autonomy, but ultimately it brings them under our banner solidly
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>>5934494

Agreed, we should focus on directly integrating these people, shuffle some population around both ways, maybe found a settlement or two inbetween

The Draegloths for instance, might be a good option for establishing a protectorate, but these are fellow elfbloods, we are close kin and as such should be a joined polity.
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Thoughts on Dux as a name for our governors?
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>>5934687
I like it.
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>>5934687
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>>5934070
>>5934081
>>5934127
>>5934134
>>5934175

The Rex agrees to attempt the assassination plan, but at the urging of his field advisors, will himself remain in the field to command the distraction force; a siege of their capital. It is on the other side of a significant river, so crossing it will be exceptionally difficult---however, merely parking the army on the other side in full view of the enemy should be sufficient distraction enough to do what is needed.

The mage, having sent word to his family to quickly and quietly evacuate their home to the north and travel east, sets about the disguising of the troops selected to accompany him. Clad in cloaks of his homeland, the old mage departs with the force and sets about heading to the capital, well ahead of the army so as not to arouse suspicion---they will also approach from a different direction to further cloak their intent.

Knowing that the dragons will be necessary to act as a deterrent from the enemy attacking the weakened forward position, the Rex personally asks the draconic sorceress to work with his scouts in securing the family of the old mage. With her wings, she can cover much ground, and he trusts her implicitly---even though he knows her so little. She reciprocates and appreciates his deference, and acquiesces to his delegation of this important duty. She swears the mage's family will reach our homeland safely.

Taking this much-needed time to allow the army to recover, the Rex readies his troops for the final push into enemy territory. Having given the mage enough time to infiltrate the capital with his disguised scouts to serve as assassins, he begins the march, using the dragons as advance scouts to recon the areas around them, burn out any roving scouting parties that might detect them, and keep him abreast of what lies ahead. He leaves a contingent of soldiers behind to guard the wounded in the fort.

Finally, after a few weeks of marching, choosing a path between the rivers to the east of their capital, the army now comes to rest upon the eastern banks of a mighty river. The capital of the enemy lies upon the opposite shore, an impressive sight with a large palace, high walls and sturdy architecture that is not too dissimilar with our own. The Rex reflects on how alike the enemy is; they too are of the same race, and the only thing that has made us enemies is the folly of their leadership. With any luck, that leadership will soon find itself dead.

And so, the Rex waits, his army gazing directly into the heart of their capital from across the wide river. He wonders if the Emperor stares back, what orders might are being barked at the moment, what maneuvers the enemy is preparing. They purposefully passed between two forts on the way here, avoiding them both by many miles, but if the enemy manages to corner them here they'll have their backs to the river. A risky endeavor, one that will rely entirely upon the dragons and their ability to turn the tide in a battle.
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>>5934996

For three nights, the army waits upon the bank of the river, growing increasingly nervous. The Rex stands resolute, hoping that he hasn't made a terrible mistake. The whispers and rumors of the army begin softly, but grow louder each night: has the mage fooled us? Have we marched straight into a trap? Could this be the end?

The Rex remains implacable, never giving into the despair of doubt, a pit from which there is no escape. He shows no weakness to his soldiers, even though he himself accepts that if this was a mistake, it is a bed that he made and will lie in. Of course he hopes and believes in his convictions that he made the right call.

And, upon the evening of the third night, the signal is seen, the agreed-upon sign that would be given across the river from within the heart of the capital, a burning banner waved back and forth fervently: the Emperor is dead!

The Rex lets out a sigh, relaxing a fist that has been clenched for days and wiping a line of sweat from his brow. His army now makes the difficult cross across the river, and upon the other side, the gates of the enemy capital open, allowing the Rex to march within. People within look on with mixed reactions, at times fearful and others glad; it seems the Emperor had little love amongst certain groups within the population. At the palace at the heart of the city, he meets with old mage with his assassins, who ended the war with a single stroke.

The mage presents the staff of the Emperor to the Rex, a tool of mind control that was used to influence the minds of those around him and control the great beasts. It was a difficult task, getting close enough to the Emperor to strike, but the army proved a fine distraction. His last days were spent staring furiously across the water at the enemy force, unknowingly right into the gaze of the Rex, who lets out a laugh; he was looking back after all.

Now comes the time to decide what is to be done with this western "empire" in its first period of being without an emperor.
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File: Age 15 Regional Map 3.jpg (2.72 MB, 6567x4789)
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>>5935003

Village 1: Capital
>Population: 115,341 (Overpopulation percentage is 256.31%, in which 100% is the maximum ideal manageable population limit)
>Assets: Mind Control Staff, Wyvern Broodmother, Wyverns, Chimeric Mustelids (Kept in confinement, controlled with arcane mind-control staff, not tamed/domesticated)

Village 2: Northeast
>Population: 45,539 (Overpopulation percentage is 101.19%, in which 100% is the maximum ideal manageable population limit)
>Assets: Great Mage, Great Mage Family/Bloodline
>Magic we do not possess: Rank 2 Enchantment

Village 3: Southeast
>Population: 31,868 (Not overpopulated due in part to us decimating their numbers of warriors/scouts)
>Assets: Advanced Transmuters
>Magic we do not possess: Rank 2 Transmutation

Civilization Qualities (as a whole):
>Tech we do not possess: Early Medicine
>Government: Emperor (now dead)
>Religion: Nominally an agrarian goddess "Earth-Mother" "Mother of the Earth" "Lady of the Land"; worship in the last few ages became corrupted by the imperial family in which they claimed they were the chosen of the goddess, directly descended from her, and thus supplanted worship of her for worship of themselves and the throne (this resulted in an increasing amount of people holding to "the old ways" and worshiping the goddess in secret)
>Cultural Value: Creation (Art, Buildings, Families---anything that is "created" through effort of one of more people)

Fruits/Vegetables/Plants in this region:
>Banana Melons
>Cauliflower
>Dwarf Tamarillos
>Goji Berries
>Honey Fungus Mushrooms
>Sweet Apples
>Sweet Clover
>Tamarillos

Animals in this region:
>Arsartis (four-legged carnivore dinosaurs)
>Giant Snakes
>Green Widows (giant green spiders)
>Zebras

Resources in this region:
>Mithril Deposits
>Tar Pits

What is to be done with these villages, this region?
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>>5935005

Oh, yes, I forgot the names:

Village 1 (Capital): Cambria

Village 2 (Northeast): Eseryx

Village 3 (Southeast): Chullum

Of course, they can be renamed, if it is so desired.
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>>5935003
>>5935005
Seize the Emperorship, obviously. Rex becomes Imperator-Rex?

The mind control staff should be kept by the Rex.

Rex should also spend some time getting to know this settlement then tour the new territories before coming back in triumph to Anguia.

What are the meaning behind the names of the settlements? Either we make new names out of those or try to latinize their current ones.

Religion can be syncretized depending on how their myth fits into ours. Perhaps our Lord can visit these new peoples?
>>
>>5935005
>Declare them friends and allies, and us their liberators
>Take away the staff and the critters it controls
>Abolish the title of the Emperor as one that clearly didn't work out
>Find an "old faith" local who would like us to prop them up as the new ruler. Do it in every village to disperse authority.
>Give the new rulers "advisors" from our people.
>Invite the locals to settle in our villages that we totally didn't just found just to claim the land as ours (good sites should be the former rat-goblin village, the hex south of hyena lair and the orichalcum hex)
>hold a festival every 4 years where young men and women from both peoples can meet and look for a mate (this will help to assimilate them)
>send our best and brightest to learn from their sages (and also advertise our awesome way of life and our cool snake dad)
>Ask why they couldn't expand to the west and what do they know about the origins of half-elves
>>
>>5935005
>Claim the title of Rex-Imperator.
>Establish a governorship over these new territories, the Dux. Install collaborators.
>Give the people there food and help them rebuild.
>Shuffle some population around if possible, see if we can create some new settlements in the future between the two peoples.
>See if we can gradually propagate our religion to their villages, but don't force it upon them.
>Latinize the names of the settlements.
>Make a general look into the culture and religion of the conquered peoples.
Man we're getting insanely lucky.
>>
>>5935062
+1
But also:
>Destroy the mind-control staff

>>5935005
>>
>>5935005
>>5935062
Adding to my vote
>Destroy the mind control staff.
>hold a festival every 4 years where young men and women from both peoples can meet and look for a mate (this will help to assimilate them)
>send our best and brightest to learn from their sages (and also advertise our awesome way of life and our cool snake dad)
>Ask why they couldn't expand to the west and what do they know about the origins of half-elves
>>
>>5935005
If we are to destroy the staff I would say, use the staff to learn enchantment magic from it first.
>>
>>5935024
>>5935059
>>5935062

Perhaps we might simply change Rex to Imperator? Take the title of Emperor and style it to our culture.

The staff should be deconstructed in order to learn from it.

As far as faith goes, we should add their god to our pantheon, it would be the proper Roman way.

For the most part I agree with that which you anons have put forward.
>>
>>5935005
>Resources in this region:
>>Mithril Deposits
>>Tar Pits

How exactly do resources work, and how do we exploit them? I see that our civ only uses basic resources, yet we possess amber, orichalcum, gold, and meteoric iron deposits.
>>
>>5935085
+1
>>
>>5935005
>Overpopulation percentage is 256.31%
Gods. Still, this went very well. Very bloodless.

>Establish a branch of the Curia under the Great Mage. Invite the transmuters of Chullum and the Great Mage to teach our mages their magics and bring our mages there to teach ours.
>Establish a village on the Orichalcum deposits and on that southern river where the Dragon Meteor landed to solve the Capital's overpopulation crisis.
>Try to integrate the "Old Ways" Earth Mother into our religion and integrate the Penitent Lord unto theirs.
>Find the best place to send the mustelids that won't disturb our people, try to see if we can tame newborn wyverns without the staff.
>Keep the staff under the hands of our enchanters for study and potential domestications, make sure a couple of abjurers is always around to oversee them.
>Start attempting to domesticate some of the animals around our lands with this staff as aid.
>Send a regiment of our people to aid them in transitioning unto our way of life with our technologies and food, in exchange for learning their ways of healing.
>The title of Emperor is abolished. The Gods must not be the source of highest authority. Declare the title Imperator as a promise to rule well to all our people.
>Appoint the Great Mage as temporary Great Dux of the people of the west, and task him with searching for worthy and just people to become the Dux of the settlements beneath him.
>Prepare advisors and councilors to the Mage and the later Duces to aid them in ruling their settlements.
>See if we can find a relation to marry the Mage's daughter, or have a son of our own to do so.

I'm slightly against destroying the staff when the mage already said that we have the magicks to protect ourselves from it and this,
>Cultural Value: Creation (Art, Buildings, Families---anything that is "created" through effort of one of more people)
It's an artifact made in the Age of Magic from two ages ago, I don't want to destroy them without a good reason.

>>5935132
We don't have the tools to mine this stuff. I would go for Magical Mining if that becomes an option.
>>
>>5935226
Eh, alright,

>>5935005
I ( >>5935082) will keep the mind control staff for now, too, just to make sure we don't get savaged by wyverns and weasels.
>>
>>5935226
>Still, this went very well. Very bloodless.
Bloodless? Crashing through the bulk majority of the enemy imperial army was "bloodless"?
>>
>>5935005
>>5935062
>>5935085
I'll amend my vote to again to add suggestions from >>5935111

>>5935111
>Perhaps we might simply change Rex to Imperator? Take the title of Emperor and style it to our culture.
I personally like the idea of becoming the Imperator-Rex, since it's more of a mixture between the two cultures. Though I'm fine with just Imperator too.
>>
>>5935237
I don't want to imagine how badly this would have been if we had to face the wyverns, the mustelids, and berserker royal guards without the old mage.
>>
>>5935024
>>5935059
>>5935062
>>5935082
>>5935085
>>5935111
>>5935226
>>5935242

The Rex, his army having taken control of the capital, forces an unconditional surrender from the remainder of the now-dead Emperor's troops. With sufficient proof, he sends out a contingent of soldiers and scouts to head southeast to Chullum in order to force them to stand down with the news of the Emperor's death. The Rex plans on visiting them soon enough, as well as the great old mage's home settlement of Eseryx. The Rex makes it clear to his soldiers that they are not to harm the people of this city, nor intrude upon any of their homes or take a single belonging. The enemy was the Emperor, who is now dead, and the people will not suffer under the Rex's rule as they did under his.

Firstly, however, the Rex calls for a grand assembly of the most prominent families of the city, as well as anyone else who can fit into the largest open center, and stands upon a collapsed statue of the Emperor. Here, with the great dragon Avitus behind him, he delivers a grand and rousing speech proclaiming the holdings of the west now under the control of the east and its peoples. The people here are not to be slaves, for that was the way of the Emperor. Now, they will be equals, subject to the same rights and privileges as any citizen of Anguia, Sylvia or Taurica.

The Rex takes this moment to proclaim himself as Rex-Imperator, and all who shall follow in his office shall be known as such; a symbolic gesture of the repurposing of both the Emperor's former lands and title.

A new governorship shall be established over these territories, with each ruled by a new badge of office: the Dux. Collaboration between the west and the east will be significant; advisors, mages, and sages will be send from the east to learn from the west, and from the west to learn from the east. Our knowledge will become their knowledge, and their knowledge will become ours. The best and brightest of both will experience a new age of prosperous growth in matters both physical and intellectual.

The newly-christened Rex-Imperator plans on installing the old mage as the temporary Dux of the west, and his family is to be given a prominent place in the western society due to his loyalty and assistance in ending this conflict as well as he did.

There are more details to be ironed out; religion, culture, and other things, but for the time being he leaves the speech on the hopeful note of looking forward to the future; now, the east and the west will become one, and our children shall not know war between brothers.
>>
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>>5935601

The Rex-Imperator now enters the palace of the Emperor. It was a place of absolute luxury; baths, rooms for harem women, cushioned floors, decadent stores of food even as his people were suffering from overpopulation and a food crisis. He finds himself disgusted by the hedonistic lifestyle his counterpart lived. This is why he was defeated, he tells himself. That and this artifact he now holds in his hands. He stares at it, feeling a great temptation arise from a dark and hidden wellspring within the core of his very being.

A tool such as this could be used to great purpose. It could tame monsters and men alike, force them into submission. It would make the people safe. His advisors, who would keep him from pursuing his love with the warden? He could change their minds, or remove them from their positions with no arguments, or even have them kill themselves. He could have it all... as many wives, as many servants, anything he would ever desire for himself and his children.

Out there, on the field, he knew the thrill of victory. Why not take and keep this as a reward? Does he not deserve it? If such a thing exists, why not make use of it? It could be only for what is needed, or what is deemed prudent at the time, or whatever he wants whenever he wants...

The Rex-Imperator trembles a moment, awash in the power and promise the staff offers. He faces this temptation, and after a shamefully long moment of consideration, breaks the staff in two and casts it aside, the enchantment now rendered meaningless and the staff now only two useless hunks of wood. He takes a deep breath and falls to his knees, certain that he has made the right decision. He will tell tales to his children one day of this moment, the moment when he could have become a tyrant but chose not to.

The mustelids will need to be released safely; they came from somewhere in the west, their native river lands. As for the wyverns, while the adults will never be able to be tamed, several eggs can be taken from the broodmother before. A question of if releasing the creatures is for the best, or if they should be put down and their resources harvested.

The palace is looted of riches; valuable works of art, jewels, and other trinkets are taken by the soldiers, but nothing from the common folk. The women of the harem are dismissed, though a good number of them find their way into the arms of the soldiers. The next day, the female dragon Alacris returns with the draconic sorceress to deliver good news: the family of the old mage made its way safely into our lands.

He thanks them deeply for their assistance, as well as that of Avitus, and plans to do the same for the fallen Velox once he recovers. He now plans to tour the three villages before triumphantly returning to Anguia.
>>
>>5935607

The sorceress takes him aside and reveals to him a new fact: while he was away, a group of councilors, fearful of the possibility of the Rex's death, revealed a secret cousin: the son of his father's brother, the one who was killed in the arena. Evidently the son was produced in secret, as the mother was pregnant at the time of the Rex's uncle's death and feared for the safety of her child. Very few knew of his existence, and should the Rex have perished in the field, they would have pushed to place his cousin upon the throne.

What do we make of this news?
>>
>>5935610
We should seek reconciliation, considering our ongoing efforts to integrate the west.
>>
>>5935610
>Welcome him as family, try our best to reconcile with him.
>Also have their blood tested to make sure they aren't demons that'll screw us over in the future.
There really isn't anything wrong with his existence. The seers or whoever had good foresight to keep the country stable in case things went south with leadership succession, which was very possible.
I know I keep on repeating myself but I still can't believe none of the main guys (dragons, Rex or sorceress) are dead from the war. That is some insane luck. And we even got lucky again with the Mage giving us an easy victory against the Emperor.

Also as a question, what are the casualties on our side? How many dragons, wardens, and half-elves died in the war? Soldiers? Civilians? How much of the Royal Guard is left?
>>
>>5935610
>Have their blood tested to make sure they aren't demons that'll screw us over in the future
>Welcome him as family, try our best to reconcile with him

>>5935607
>Try to tame the baby wyverns
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>>5935641
Seconding this
>>
>>5935610
Their whole feud was over their love of the previous Regina, I don't trust the words of these councilors for a second.
>Investigate these councilors, the pretender and their backgrounds.
>Compare and contrast whatever the diviners say with what the Old Mage sees.
>>
>>5935716
Actually yeah. Changing >>5935700 to second >>5935716 instead
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>>5935610
>Welcome him as family, try our best to reconcile with him.
>Also have their blood tested to make sure they aren't demons that'll screw us over in the future.
>>
>>5935610
A possible Diarch is ruling the two lands becomes too much for one man
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>>5935614
>>5935616
>Also as a question, what are the casualties on our side?
We lost about 14,000 troops; scouts, warriors, warrior-priests, royal guard, etc.
>How much of the Royal Guard is left?
389
>>5935641
>>5935700
>>5935716
>>5935744
>>5935886
>>5936334

The Rex-Imperator, having completed his tour of the lands, returns with his army, leaving enough trusted soldiers behind to maintain the region in the interim. Though casualties were suffered on the campaign, the bulk of the army survived. Along with the eggs of wyverns, he returns to his homeland.

Upon the triumphant return to Anguia and informing them of what has occurred, he now wishes to see his supposed cousin. Within the palace, he meets with the cousin, and notes their similarities; indeed he looks as though the son of his father's brother. The man himself comes across as humble, seemingly one who never desired for greatness or expected to belong to such a prominent bloodline.

Here, the Rex-Imperator meets the family of the great mage, including his eldest daughter, a lovely young woman of great magical aptitude. She expresses her absolute gratitude towards him for saving her family and keeping her father safe, and liberating her people from the Emperor, and is very much willing to enter into talks regarding the relationship between the west and the east.

It is here also that the Rex-Imperator's betrothed wife reunites with him, clinging closely to him at all times so as to keep the sorceress and the mage's daughter at bay.

While he means his cousin no offense, the Rex-Imperator asks to have his blood tested using the methods developed to discover the demonic infiltrators in ages past. The cousin agrees, and submits his blood to the test. It burns true; he is not a demon, nor has demonic influence within his blood.

The people celebrate in the streets, but in council chambers there are rumblings of discontent. Some are upset at the Rex taking the opportunity to build a cult of personality around himself due to the conquest, particularly in solidifying his power with the new Imperator title. Management of this newly-conquered west presents several challenges to offset the potential gains. The west was already on the verge of a ruinous situation in regards to its overpopulation, and some worry that we have only inherited a significant problem.

We have established that there shall be oversight from our civilization on the western settlements in the form of a new Dux badge of office, but what aid shall we send them during this time? Shall we send food to keep the population temporarily fed until new settlements can be made (possibly with a player action) later in the age? What of military concerns, or supply line safety? The west is far from the east, about as far away from our four settlements as Sylvia is from Taurica, our most northern and southern settlements in the east.

What further reactions do we have, or what else would we like to establish in regards to the west?
>>
>>5936801
Send food and begin construction of new settlements inbetween the east and west to connect the two sides, it will also help spread out the population
>>
>>5936801
We should of course send what food aid that we can, further we should utilize our former enemies usage of forts to establish way stations at the site of the planned future settlements.

We man them with our troops, and give land grants to veterans who wish to settle in the area when it comes time to build settlements using some of the wests excess population. We could also use volunteers from the west to supplement the garrisons I suppose.

And just to clarify, there is to be a Dux per settlement correct? I'd say the mage is a fine candidate for his own village.
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>>5936834
We should probably state that the old emperor's home is the home of the Imperator when he is in that area, dont want any Dux getting any ideas
>>
>>5936801

For now, we can send some people from the Overpopulated settlements to fill village three to capacity. Do any of our pre-conquest settlements have some room to take on a few more inhabitants?

New settlements have become a priority, both to bind the sides of our new empire together into a cohesive whole and relive the severe overpopulation in the new lands.

New Settlement 1: Site of Destroyed fort we just claimed and started rebuilding.

New Settlement 2: Site of planned new fort on northern river bend.

New Settlement 3: Site of Rat-Goblin Village

Also let's see what the conquered people knew of the lands further west, what's the reason they didn't press that way?
>>
Also i believe the Imperator should institute a cocubinage system with all these women throwing themselves at him
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>>5936801
>Send food aid until settlements can be established.
>Maintain the supply line between Harenae to Chullum. Ask the dragons for aid if we can't maintain it with our own men.
>Create a large amount of scout bands and some garrison forces to tell us of western threats and hold their towns until we can march.

Really don't like only relying on the Harenae-Chullum, wish we could have sent away the lions and the saurs before we broke that staff. This is even worse when we can't build roads.

>>5936828
>>5936838
We need an action to establish these settlements I believe.

>>5936834
Is land-ownership a privilege? I would rather just maintain pay the scout-warriors manning the waystations better if we want to incentivize it.

>>5936845
Please no.
>Try to arrange a marriage between the mage's daughter and your newfound cousin.
>>
>>5936801
>We lost about 14,000 troops; scouts, warriors, warrior-priests, royal guard, etc.
>389 Royal Guard left.
Damn. Well I guess it's time to replenish again.
Wait, did no wardens or dragons die?

I don't know what's best in this situation when it comes to managing the new settlements. I'll support making sure they don't all starve to death.
Also yeah we shouldn't create a concubine system.
>>
>>5936845
I'd rather not.

>>5936838
+1

>>5936801
>>
>>5936838
+ 1
>>
>>5936853
Seconding the cousin to get the grill

We could do waystations or just give the land to our troops as they retire through the rest of the age, so the whole way there is lightly populated farms
>>
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>>5936828
>>5936834
>>5936837
>>5936838
>>5936853
>>5937195
>>5937327
>>5937491

The Rex-Imperator dictates that food will be sent to the other communities to assist them until a solution can be found for their overpopulation; a wider distribution of settlements, perhaps, but that will take time and effort to establish. Further forts, supply lines and possible movements of people from the west to the east will be

In the interim, in order to further solidify relations, he encourages his newfound cousin and the great mage's daughter to spend time together, a proposition that his betrothed wife very much agrees with. Though she encourages playing matchmaker with his cousin and the mage's daughter, she does everything she can to interrupt any meeting or time between the Rex-Imperator and the draconic sorceress outside of official council meetings.

Eventually, she manages to wear them down and the sorceress, having picked up on not being welcome in her presence, plans to depart back for her island home, of which she is now a regional governor. After some final negotiations over some additional supplies and citizens needed for the island to keep up its numbers, she departs from the mainland after saying goodbye to the Rex-Imperator. He watches her go somberly, and will always wonder about what could have been.

In time, he and his betrothed are properly married in a dual-ceremony alongside his cousin and the mage's daughter. The ceremony is attended by people from all regions; even some in the west have made the difficult journey to the capital to witness this grand event. As the Rex-Imperator takes his vows, his eyes briefly catch the sorceress, standing off to the side alongside the dragons, keeping a respectful distance. He speaks his vows in regards to his wife, but all he desires is to go to the sorceress and proclaim his love for her.

However, society and circumstance have bound them into their roles; it is not meant to be. Upon the conclusion of the ceremony, the sorceress departs once more from the mainland, wiping a tear from her eye.

It is not long thereafter, as plans to reshape the west and the space between it and the east are being solidified, that curious news reaches the capital: an angel of some sort has descended into Taurica and is attacking people there. And not just any people, but community leaders and clan heads, chiefs of powerful families. The rumor is that this angelic being has four wings and swords for arms.

What do we make of this bizarre report?
>>
>>5937637
Bring the army to confront this creature
>>
>>5937637
Scout out what this means. Use our diviners to try and gain knowledge about this and what this angelic being wants and what it is.
>>
>>5937637
>Wings
Must be the Sky Serpent.

>Task the diviners in investigating a pattern or motive to the Angel's killings, so that we'll know where it'll strike next.
>Task the abjurers in preparing the protections we'll need to deal with this angel.
>>
>>5937641
I think we need to fight it with fliers. Chaff is alright but so long as it's not on the ground, they are a liability.
>>
>>5937649
>Task the diviners in investigating a pattern or motive to the Angel's killings, so that we'll know where it'll strike next.
It's already pretty obvious this being is targeting heads of state or anyone in some form of authority role.
>>
>>5937637
I don't suppose we have any tame Wyverns to help the dragons with the arial battle?

It's a shame we couldn't leave the Dragoness a parting gift to freshen up the royal line over on the island. But I'm happy they're a full settlement now. I feel they'll be a great boon in the future
>>
>>5937637
>Task the abjurers in preparing the protections we'll need to deal with this angel.
>Ask the Old Eastern Mage if he has ever heard of such a thing before

Also:
"Further forts, supply lines and possible movements of people from the west to the east will be..."
Think you lost a chunk there, QM.


>>5937649
>Must be the Sky Serpent.
kek
>>
>>5937709
>"Further forts, supply lines and possible movements of people from the west to the east will be..."
Ah, it was just going to be something like "forthcoming", nothing else, that's probably why I immediately moved on
>>
>>5937637
We should send a party of mages and elite troops with our eldest dragon to Taurica to combat the threat.

We should keep a decent reserve on hand as the creature will likely make an attempt on the Imperator.
>>
>>5937859
seconding, but we should probably up the dragon count, at least two more
>>
>>5937864
Perhaps sending two younger dragons to assist and learn wouldn't be a bad idea, though the 2nd oldest that is still capable should be kept with the Imperator.
>>
>>5937658
We won't know which is next until we investigate it though. We can stage an ambush or protect the victim once we do so.
>>
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>>5937641
>>5937646
>>5937649
>>5937665
>>5937709
>>5937859

Our seers frantically attempt to discern the nature of this supposed angel, but are unable to do so. A mysterious power surrounds it, unknown to your people, and thus divination cannot probe into the fabric of its being to give you a hint as to the deeper case of what is going on.

Regardless, news of this kind must be taken seriously, and so a force of mages, priests and warriors are assembled and hurriedly sent to our most southern sister-settlement of Taurica, accompanied by Avitus, our eldest dragon.

The rumors surrounding the report seem wild and exaggerated, but upon their arrival, they learn that there is no exaggeration: there is indeed a winged man with flaming swords for arms terrorizing the people here in Taurica, speaking in commanding tones and demanding for them to relinquish the "evil" from its place of hiding.

The mages and dragon approach the being, who now turns to consider them. The angel fearlessly regards the men and the dragon, and demands to know where the "evil" is. A particularly bold warrior-priest approaches the angel, asking what he means.

The being replies, once more demanding that they give up the location of the "evil." He knows that the "evil" is operating in this region, for he has tracked it here from the endless expanse of the sea of stars. It has been working its influence here upon the land and the people who dwell here, and what's more, there agents working for it here amongst the people, for its aberrant taint can be felt here.

What do we do? What further questions do we ask of this being?
>>
>>5938005
Ok first off have we confirmed that this entity has been killing people in Taurica? If so, we should ask it why.

Besides that, what is this "evil" like? So we may know what he's referring to. If he answers the way I think he will given the "sea of stars" comment then tell him of the tale of our history with the "evil". Otherwise, find out as much as possible about this possible new threat.
>>
>>5938005
>Tell us of this evil and how we may know who or what it is. We've had several entities that could be called such to attack us in this age and the past.

This is callback to when Sky Serpent called our Lord evil, but I think he might have actually copied how these guys act. We really should have asked or warned our Penitent Lord of this angel.
>>
>>5938005
Make preparations to kill and ambush the archon.

Bros what if it considers the nagas evil due to their race's actions? Or if it thinks that dragons are evil? It could be operating on a very different and rigid logic then we can know, and I'll be real it's a big risk even talking to it when it can just fly straight to our rex and cut him in twain.
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>>5938029
The fact that it thinks it can get us to help it slay evil is the reason why we're not dying. We can setup an assault once we're out of its range, but not now.
>>
Is there anything we can throw it at and hope it dies to?
What was the eldritch orb in our pocket dimension doing again, it's been a long time so I forget why we need to contain it.
>>
>>5938035
It was mutating one of the beast lairs around our lands into demon spiders iirc. Maybe we can also ask the angel to deal with the orb.
>>
>>5938005
>Ask (rather demand to know) why the angel has been killing our citizenry, and what evil they did
>Ask for details on "the evil"
>Maybe guide him to the orb if that is indeed what he's seeking
>>
>>5938079
Support
>>
>orb
>demons
>star serpent
>the nagas

Perhaps it is something wholly unknown to us?

Since the nagas are not in hiding, I think it is safe to say that they are not what this being is after, even if it were so Anguia would surely be a stronger beacon.

The demonbred I don't reckon to be powerful enough to draw such attention, though with their location being unknown it is a possibility.

The orb is hidden away, though it is not on this plane, unless someone has stolen it.

The star serpent or its machinations are what I suspect.
>>
>>5938130
I'm doubtful it's the Serpent when they both are from the sky and should have captured each other given the chance. I can agree with the nagas, the orb, and the demonblooded.

Maybe it's the vampires? I don't remember what happened to them though.
>>
>>5938029
Agreed, support +1
>>
>>5928321
>>5928917
>>5930259
>>5931438
>>5938171
You? You seem to only appear when canines are around.
>>
>>5938015
>>5938021
>>5938079
>>5938104

The angel, referring to himself properly as an archon, explains that there are vast realms and conflicts beyond the scale of mortal understanding; entire planes of existence that stand in opposition to one another. A constant conflict between every conceivable faction and sub-faction, a network of interconnected battles involving ancient alliances and enemies continually unfolding. Immortals of every kind, be they celestials, demons, devils, elementals, the fey, the shadow, and eldritch beings are locked in an eternal struggle, and every now and again, entities which do not belong upon the mortal plane find their way here.

Such is the case with this particular evil, a darkness for which they have no name. Taking the form of a writhing mass of black and dark tentacles, this aberration like all others of its kind seeks to corrupt the minds of mortals, often slowly and over the course of several generations. Such creatures are from the far-realm, the place-between-places, the blind eternities. A colony, if it can be called, has been spreading in the darkness between the stars and this archon has been tasked with slaying them. He is a creature of absolute, unwavering and implacable justice, answering to laws higher than those of mortal men and women.

He knows that a shard of this evil has found its way here and taken root, either within a place or a person. It has done a fantastic job of cloaking itself and spreading its influence, for its taint is everywhere, making his job difficult. He has indeed slain several people in the pursuit of the evil, but none of them were the host, which is leading him to believe that it is not rooted in a person but rather a place.

As such, he has begun to demand of the people in this region where the evil is, and those who resist he tortures and sometimes kills. The lives of but a few mortals are a small price to pay to bring a creature such as this to its rightful end. If left to fester upon this plane, it will spread, much like its kind are attempting to spread in the astral sea, kept in check only by dutiful servants of righteous powers such as he.

If you do not have a solution to finding the evil, he will continue to interrogate people who bear the taint of it, even if he must scour this entire community from the face of the plane.

How do we respond?
>>
>>5938352
>writhing mass of black
That's close enough to describe the dragonspiders of back then. Worrisome that thing managed to warp someone in that short of a time between observation and containment but oh well.

>Tell the Angel of the orb that our forefathers discovered and identified by our Penitent Lord.
>Ask if killing people influenced by it is the only option to deal with its corruption.
>Escort them to the Dimensional Pocket. Tell the people that we have discovered an impurity within our midst and is acting with the angel to purge them.
>>
>>5938352
>>5938378
In addition with assistance modify the blood spell to see if we can target this taint. Removal of the corruption should be our first goal after showing him the pocket dimension
>>
>>5938352
>>5938378
>>5938482
+1
>>
>>5938378
Support

Further, we should inquire as to whether or not he has any knowledge he can share with us of his own sphere and powers, that we might be better safeguarded against the threat, or even be able to call upon and assist them in any future incursions.

We have had very frequent conflicts with those which his side opposes, his people would make for good friends to have I should think.

We should mention the predations of the Star Serpent as well.
>>
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>>5938378
>>5938482
>>5938492
>>5938542

The archon hears your words regarding the orb, and declares that if you speak falsehoods, he will slay your people on the spot for your deception. He demands to be taken to this place.

In regards to if killing is the only means of combating the corruption, he replies that the actual only means is the removal of the source of the corruption; killing until he finds it is merely a means to an end. If he does not kill, his threat will not be taken seriously. And, again, the loss of but a few lives is nothing in the grand scheme of things; the lives of your people compared to the lives of all beings upon a plane of existence is, again, meaningless to him. He is a being of pure focus and unwavering absolutism.

The pocket dimension's location is quite a ways north, even past Anguia. Avitus, able to cover many miles in a short period of time, carries a few men and leads the archon to the site of the portal. Upon arriving at the ancient stone circle, the archon surveys the area, and concludes that while some errant energies exist in this place, it is not the same corruption that has taken root in Taurica, and fears you may have been mistaken.

However, he is urged to wait a moment until the pocket dimension can be opened. When it is done so, the archon prepares to enter it.

A thought then occurs; if the archon were to enter the pocket dimension, then perhaps we could trap him inside!

Do we dare attempt it?
>>
>>5938610
>Do we dare attempt it?
I feel that it would be unwise to do so.
>>
>>5938610
>Do we dare attempt it?
If the angel wasn't forthright and these beings of darkness is, I would do so. He hasn't done anything wrong beyond killing the pawns of this evil.
>>
>>5938610
>Don't attempt it
Or we might get more archons on our assess later
>>
>>5938625
Killing the pawns of this evil
But he didn't. He killed a bunch of our citizens, sometimes torturing them first, because he was too lazy and rude to just tell us what he was looking for and have a civil conversation first. HIGHLY RANKED people, too! Just as a shoddy interrogation technique!

>>5938610
>Don't attempt it, yet
The only reason I'm not is in case it results in a whole host of these handless bastards descending upon our people.
>>
>>5938689
Agreed, but this might be the only chance we get, we can run a test in our populations on our own to root out any corruption. For now it might be best we leave him in there
>>
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>>5938615
>>5938625
>>5938642
>>5938689

The archon enters the portal, and moments later re-emerges, the eldritch orb floating alongside him, levitating by the power of his will.

He reports that while this is an artifact worthy of being properly dealt with due to it being eldritch in origin, it is not why he has come here and is unconnected to the evil he is hunting. He worries that this has been a significant and unfortunate waste of his time, for this threat was contained soundly enough within the pocket dimension, but the evil in Taurica has likely taken advantage of his absence and either fled or hidden itself further. He does not blame you for your ignorance in these matters.

As protocol dictates that he resolve the present situation with the orb in front of him, he says that he will take the orb back to his home where it will be either contained in the grand archives or destroyed. Due to the absence this will create upon the material plane, the evil will have a chance to spread and further entrench or hide itself, which it doubtless already has due to this distraction, therefore a greater response will be needed. He will gather a small task force of several incredibly powerful archons much like himself, return, and annihilate your civilization.

If you are fortunate, and the entity can be confirmed to be killed or driven from the prime material plane early on in the process, the destruction may be limited solely to wiping Taurica off the face of the map.

Before any of your forces can reply, the archon takes the orb and blasts off into the sky, becoming a beam of light that vanishes into the clouds as he returns to his celestial point of origin.

It seems we have a very limited amount of time to find this evil and stop it before he returns with his task force and begins wiping us out.

What do we do now?
>>
>>5938793
Get everybody with strong magical abilities in our entire civilization together, I mean EVERYONE, to come up with a spell to detect or divine the location of this evil as if their lives depended on it. Because they do.
>>
>>5938797
my money is on the cousin
>>
>>5938797
This, and get the help of the nagas and the western mages. Also prepare to evacuate Taurica. Actually, prepare to evacuate everyone to the pocket dimension.
>>
>>5938805
Yes, they are included under "everyone". I don't think evacuating to the pocket dimension is advisable but it does make me think, time moves slower in there doesn't it? Perhaps we could use it to have more time for our magic users to come up with a spell?
>>
>>5938797
>>5938805
+1 to all of this. AAAAAA

>>5938793
>>
>>5938809
Other way around anon, time moves slower, that's why we were considering using it to store crops and leave old people alive to pass down knowledge when they came out.
Personally I'm not sure if the archon is just bluffing to get our compliance or not, but it certainly wouldn't hurt to take it at its word for now. Worst cause we cause some instability and use up a lot of our reputation on a stir that didn't really matter.
Alert the nagas and the mages and such and prepare everyone to deal with the situation. Given that we're assuming it's telling the truth and that this isn't some interdimensional security guard's "sprinkle crack on the ancients for fun" bullshit it'd also be best to quarantine Taurica.... while keeping the details kind of scarce there on the Archon's threat to destroy them all to avoid the populace actively trying to flee.
>>
>>5938797
>>5938813

Supporting, all hands on deck.

If worst comes to worst we will have to battle with these pig headed archons I suppose.
>>
The dungeon that is near Taurica? Perhaps that is the origin of the issue? I would think the Archon would have sensed it though.
>>
>>5938793
Well fuck.

>>5938797
+1 this, along with using our dragons to evacuate our skilled peoples and dragon eggs into the pocket's vicinity.

>>5938841
It's the only candidate so probably. I think it's those obelisks. The Dungeon itself feels like a demonic thing and last age we divined some demonic cataclysms that the Archon didn't seem to intervene in.
>>
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>>5938797
>>5938805
>>5938812
>>5938835
>>5938835

Racing back to the capital with Avitus, the ones who accompanied the archon explain in breathless urgency what has happened. Without missing a beat, the Rex-Imperator demands that all seers and diviners immediately go about using all of their power to discern the location of this thing. He commands the dragons to begin scouring the countryside around Taurica, to find anything that might be wrong. He sets about commanding a legion of scouts and wolf-scouts to do the same.

For days, there are no results. The seers continue to attempt their augury with only vague visions and contradictory reports. Leads are followed up on, only to come up empty. The Rex-Imperator paces incessantly. These archons are a completely unknown threat---can they truly destroy the entirety of our people? Is their power truly so great? What countermeasures, if any, do we even possess against such a thing?

Our red naga lord has been in seclusion with his five female naga disciples and several powerful seers for days now, deep in focus and meditation. The Rex-Imperator does not wish to intrude upon them, but the desire to break open the door and shout what is taking so long is getting more and more prevalent in his thoughts.

Finally, after much tension, doubt and fear, the chamber to the inner sanctum of Asclepius opens, and a female seer delivers the news: the creature has been found.

It first came to our world through a hole, a rip in the fabric of reality. It nestled into a sunken shrine at the bottom of a lake. Fishermen from Taurica came to fish, and it began to whisper to them, giving them fish and allowing them to become prosperous. With their help, it was smuggled back to Taurica, where it began to manipulate the minds of others, working its insidious plot. This was interrupted when the archon came to find it. If we had let the archon continue its work, perhaps it would have been found, but once we led the archon away the creature slipped back into the river and into the lake, hiding within the ruins of the sunken shrine. It is an exceptionally good hiding place; water is a difficult veil to pierce for even powerful entities like the archons.

The Rex-Imperator wastes no time. Knowing that the archons may not even listen to our people when they arrive, perhaps thinking that anything we say would be a trick of the monstrous abomination influencing us, he gives the order. A host is summoned, and marched east from Taurica deep into the jungle. They follow the river until they come upon this lake, and at the bottom of it lies an ancient shrine and within it the evil abomination the archons seek.
>>
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>>5939285

Just this age, our people acquired a second rank in Transmutation magic by learning from the mages of Chullum. Amongst the spells acquired are ones of breathing water. The bravest warrior-priests volunteer to face the creature, have the spells cast upon them before descending into the water. They bring ropes tied around themselves so that they can be pulled back up.

It is difficult to see what happens, but soon the water is greatly disturbed by a writhing black shape. Bubbles and blood float up to the surface in a churning frothing mess, further obscuring what is occurring. Tens of dozens of men pull upon the ropes, hoping to pull up the men, but instead they pull up the creature as it consumes them.

Countless black tentacles burst out of the surface, flailing every which way. They reach out and grab people upon the shore, choking them by constriction or tearing them apart. It grabs weapons in some of its arms and swings them around. The lake becomes a battleground, with many men throwing weapons or struggling against the tentacles and mages throwing spells into the writhing black mass at its center.

Each tentacle that is cut seems to be replaced by two more. The creature is only growing in response to our attacks, almost as if we are feeding it energy. What's worse is that it appears to be having an effect on our men that goes beyond the realm of the physical, almost as if it is affecting their minds; soon, there is fighting amongst our men in addition to the creature attacking us.

Finally, enough is enough; Avitus steps forth and unleashes a devastating blast of fire right into the heart of the mass, causing a horrific sound as it screams. The air fills with a noxious scent that causes many men to vomit and pass out. Due to the proximity of the blast and the beast, some of our men are caught in the crossfire and burn to death. However, this seems to have done it, and the tentacles sink back beneath the waters.

The mass of the abomination is hauled up from the depths, and transported with great difficulty back to Taurica, and with no time left to spare. The archons arrive in a gloriously brilliant beam of light, here to annihilate our society in search of this creature---but we have saved them the trouble and brought it to them.

The lead archon examines the creature, determining that it is not dead, merely in a state of recuperation. This makes it ideal for transport back to their home, whereupon it will be properly dealt with. The archon commands his subordinate to prepare the thing for transport.

The archon commends the work of our people. When asked if what he said earlier was merely a bluff to get us to act, he replies simply no, and if you had not been successful, they would have razed the countryside in search of it. The archon is physically incapable of lying.
>>
>>5939286

When asked about what his purpose is, who his master is, he replies that he and his fellow archons originate from a great fortress that sails the sea of stars. It is an incredible construct, a rigid and impregnable force of pure power given form. It is the home of a goddess of absolute law, order and balance: Nalena. She and her angels and archons stand in opposition to the forces of chaos, be they demons, elementals or eldritch abominations. Anything that stands in opposition to order and the laws of the universe as they are meant to be are her enemy, and she and those who serve her fight against the forces of chaos with absolute, unwavering dedication, focus and certainty. They stand in constant vigil in the astral sea for those whose very presence upsets the natural order, and persecute them mercilessly.

Once again, the archon commends you and your people's efforts. It would have been unfortunate to destroy all of our people when we show considerable promise, especially given our results here.

The archons surround the twitching tentacled entity, entrap it in a prism of light, and carry it into the sky, vanishing once more in a beam of golden light.

What do we make of these events?
>>
>>5939288
That the archons are assholes and this Nalena probably too. And that the world is full of hidden dangers, and we gave to be ready to respond to them at any time, and search them out proactively. There is no peace but what we can make for ourselves with our own strength.
>>
>>5939285
>water is a difficult veil to pierce for even powerful entities like the archons.
That's a useful tidbit. The dragon eggs are pretty safe.

>>5939288
I was absolutely expecting Taurica to be decimated at the least, we're getting carried hard by our Lord.

>>5939308
I like the message.
>Greater forces acts uncaring of their lessers. We must be prepared for the worst and seek higher and higher places until we can stand against these beings as equals.
>Begin storing food in the pocket dimension again.
>>
>>5939320
>I was absolutely expecting Taurica to be decimated at the least, we're getting carried hard by our Lord.

Pretty sure he will go down in history as one of the greatest rulers
>>
>>5939288
That there are many cosmic entities interested in this plane of existence, for one reason or another. It is best to purge the demons as we have been doing, and seek out greater wisdom and knowledge when it comes to these matters.
>>
>>5939308
>>5939320
>>5939321
>>5939343

Very well then, we shall now move on to a new section that will be implemented going forwards for all subsequent ages.

For those of you who have followed discussion in the discord, for a while now I have been planning on implementing a new mechanic for Untamed.

Up until now, your acquisition of technologies, whether selected at the end of an age or acquired through some other means, has been tracked in a system I have been developing. Essentially, each age your society acquires a number of points in Culture, Production and Research based on the technologies you have acquired. The more culture-boosting technologies, the more culture points you get each age, and so on.

For some time, I have been planning and devising a system in which you may spend these accumulated points on a variety of rewards. Research can be spent to unlock technology and ranks in magic. Production can be spent on building things; structures, settlements, buildings, roads, and such. Culture can be spent on a variety of things not covered by research and production.

Each age from this point on, you will be given the opportunity to spend these points after random event reactions but prior to player actions. As I am introducing this mechanic for the first time here in Age 15, you (and each player) have a surplus of points to spend on. You can spend as many as you like this age, and any you do not spend will be banked for subsequent ages.

Your current Culture Points per age: 8

Your current Culture Point Total: 55

Your current Production Points per age: 6

Your current Production Point Total: 57

Your current Research Points per age: 0

Your current Research Point Total: 0
>>
>>5939364

Please discuss what we will spend our accumulated Culture and Production points on.

Some players have inquired if the following things will no longer be allowed to be covered by actions; this is not true. This is just another means to acquire certain things by spending points the society builds up each age, and none of the following are excluded from player actions so long as they make sense within technological and reasonable limitations.

>CULTURE POINT SPENDING:

5: Create holiday/festival/tradition
5: Create banner/icon/symbol
5: Create districts/zones/regions
5: Create policies/dictates/edicts
5: Encourage/discourage hybrids of compatible species
5: Reveal unexplored tile (must be adjacent to previously-explored tiles)

10: Add a god/goddess or saint/angel/holy spirit to your pantheon/religion
10: Create unique class/job/role in society
10: Create group/guild/organization/church/cult
10: Create new house from bloodline/sister or cousin house/noble bloodline
10: Encourage breeding/population boost in a village
10: Encourage/discourage tourism/foreigners welcome or not welcome
10: Enhance/change governance in some way
10: Generate propaganda/targeted information/influence public thinking
10: Host competition/contest
10: Implement breeding project/animal husbandry project
10: Institute/create cultural value
10: Recruitment drive for military or special group/increase numbers in specialized roles

15: Create great work of art/writing/music/etc.
15: Diplomacy/Improve disposition/relations of non-controlled community
15: Drum up support for a campaign/holy war/invasion/attack
15: Influence borders/regional claims
15: Spread cultural values to another group/civ/village
15: Spread language to another group/civ/village
15: Spread religion to another group/civ/village

20: Attract a random friendly/helpful patron for your society (powerful entity/monster/great person)
20: Increase reputation/other races seek us out/potential first contact with another player
20: Random Great Person generated (possibly belonging to notable bloodline)
20: Worship/pay tribute to divine/seek divine favor or aid in some way/miracle occurring/magical or divine intervention

>PRODUCTION POINT SPENDING:

3: Bridge
3: Road (1 Tile)

5: Church/Chapel/Simple Temple
5: Farm/Pasture
5: Inn/Tavern/Brothel
5: Simple House/Cabin
5: Tower/Watch Post/Camp

10: Barracks/Training Grounds
10: Canals/Sewers
10: Estate/Manor
10: Fort/Outpost/Keep
10: Guild Hall
10: Lumber Mill
10: Mine/Quarry
10: Plantation/Orchard
10: Port/Harbor
10: Town Wall
10: Trading Post/Marketplace

15: Castle/Palace
15: Grand Arena/Battleground
15: Grand Temple/Grand Church/Monastery
15: Library/Academy/Mage Hall

20: Settlement/Village

25: Cultural Building/Great Project (Culture Specific)
>>
>>5939365
>5: Encourage/discourage hybrids of compatible species
Half-elves are hybrids in the first place, and we have plenty of sylvan hybrids already
>10: Implement breeding project/animal husbandry project
Wyverns
>10: Institute/create cultural value
Constant readiness
>15: Spread cultural values to another group/civ/village
Start culturally assimilating the sylvans
40 points total, 15 left.

>for production, I want us to build a canal between the orichalcum hex and the hex SW of it to connect both halves of our empire with a navigable waterway.
Physical connectivity is crucial for administration, economics and political unity. Just need to invent sailing.
>>
>>5939365
Culture Points (55):
>15: Spread cultural values to another group/civ/village
>15: Spread language to another group/civ/village
>15: Spread religion to another group/civ/village
These three to the lands we just conquered, to best assimilate and cause less chances of a rebellion happening in the future.
>10: Recruitment drive for military
Because we just lost large parts of our military again.
Unless I'm counting this wrong this should amount to 55 Culture Points.

Production Points (57):
>10: Barracks/Training Grounds
>10: Fort/Outpost/Keep
Again we just lost a large portion of our military, it's good to rebuild.
>3: Road (1 Tile) x5, 15 points on total.
To connect our lands, more specifically try to connect all our villages. All roads lead to Rome.
>15: Mage Hall
We've been talking about doing this for a while now.
>5: Watch Post
Bordering the western lands, just beyond the recently conquered. Alternatively we could make some sort of psuedo light house and put it against the sea, but I don't think it'll be worth it.

This should be a total use of 55 Culture Points and 55 Production Points. Unless I'm misunderstanding something and we can't use points in this manner.
>>
>15: Spread cultural values to another group/civ/village
>15: Spread religion to another group/civ/village
Do both for our new villages so reduce the tensions between the west and the east.
Language is unneeded as we clearly speak intelligibly to one another.
>10: Generate propaganda/targeted information/influence public thinking
there is nothing wrong with our dragon fucker friends up north, please be nice. They're not exiled, they're our staunch protectors in the isle.
We REALLY need to nip this misunderstanding in the root.
10: Implement breeding project/animal husbandry project
Wyverns

Production
>3: Road (1 Tile)
Establish road between our capital/Sylvia, two tiles
Everywhere else we have stable water-bound transport via rivers so roads are kind of just a bonus.
>10: Town Wall
If we don't have a wall around Taurica now would be a good time to build one.
>15: Mage Hall
I would also vote for this if we don't already have one in the capital
pocket the rest
>>
>>5939365
>>5939383
I just remembered that the new villages already know the language we do.
So I'll replace
>15: Spread language to another group/civ/village
With
>10: Implement breeding project/animal husbandry project
>For Wyverns.
And
>5: Create holiday/festival/tradition
A yearly military parade, Roman styled, celebrating the victory and unification of the western and eastern empires.
>>
>>5939365
>15: Spread cultural values to another group/civ/village
>15: Spread religion to another group/civ/village
Both of the above for the newly conquered territories.
>10: Institute/create cultural value - Constant readiness
>5: Create holiday/festival/tradition
>Yearly military parade, Roman styled, celebrating the victory and unification of the western and eastern empires.
>10: Recruitment drive for military

>10: Barracks/Training Grounds
>10: Town Wall - around Taurica
>3: Road (1 Tile) - use the rest of our production points to build as many as we can to connect our lands.
But also create that canal between the orichalcum hex and the hex SW that the other anon suggested before using the rest of our points on roads.
>>
>>5939364
>Your current Research Points per age: 0
Fuck.

>>5939365
>20: Random Great Person generated (possibly belonging to notable bloodline)
Will they last to the next age?

Initial Culture Spending,
>10: Add the Mother of the Earth to our Religion.
>15: Spread the religion of the Penitent Lord to the Western Villages, or Cambria specifically.
>10: (Propaganda) Moderate the Dragon-hybrids's impure reputation.

Could go for another 10 expenditure (the recruitment drive, the festival, the wyvern breeding.) but I would prefer reserving the last 15 points just so we can generate a Hero or a Miracle if we need it.

Initial Production Spending,
>20: Settlement on the Orichalcum Hex
>15: Roads/Bridges between Harenae and the Orichalcum
>15: Mage Academy on the Orichalcum Hex
>5: Watch Tower down Cambria's River or Northeast of Chullum
I don't have reservations on Production though.
>>
>>5939365
>>5939383
>>5939399
I'll change my vote to support >>5939407 for the sake of convenience.
>>
>>5939383
>>5939395
>>5939407
I wouldn't suggest doing the culture spread. We still have Purity (from age 13) making us more xenophobic. If we want to integrate these guys, I would suggest just doing the festival that the Rex wanted to implement from back when.

>>5939395
>>5939407
Why are we building a wall on Taurica? Isn't Anguia way more important?
>>
>>5939418
They're half-elves too, so it shouldn't be a problem.
>>
>>5939421
Tell that to the dragonborn.
>>
>>5939418
Anguia doesn't seem quite as exposed as Taurica is.
>>
>>5939365

CULTURE

>5: Encourage/discourage hybrids of compatible species

No more scalies.

>10: Add a god/goddess or saint/angel/holy spirit to your pantheon/religion

Add the Earth mother from the west.

>15: Spread cultural values to another group/civ/village

We should make attempts at spreading our culture to the west, and likewise integrate their culture into our own.

PRODUCTION

>>for production, I want us to build a canal between the orichalcum hex and the hex SW of it to connect both halves of our empire with a navigable waterway.

>15: Library/Academy/Mage Hall

I'm assuming a canal would be a great work, if not I would say we should also establish a settlement at the orichalcum hex.
>>
>>5939381
>>5939383
>>5939395
>>5939399
>>5939407
>>5939412
>>5939416
>>5939473

Alright, for culture spending it seems pretty clear that the following have enough votes:

>15: Spread cultural values to another group/civ/village (to the west)
>15: Spread religion to another group/civ/village (to the west)
>10: Implement breeding project/animal husbandry project (wyverns)
>5: Create holiday/festival/tradition (yearly military parade, unification of east and west)

However, those add up to 45, which means we can only do one of the following:

>10: Institute/create cultural value (Constant Readiness)

>10: Generate propaganda/targeted information/influence public thinking (Half-Dragons are friends, not foes)

>10: Add a god/goddess or saint/angel/holy spirit to your pantheon/religion (Incorporation of Earth-Mother Goddess from the west)

Alternatively, we can discourage any further half-draconic breeding on the island for 5, as that also received about as many votes, and then we bank the remaining 5 for next age.

What will it be?
>>
>10: Generate propaganda/targeted information/influence public thinking (Half-Dragons are friends, not foes)
>>5939492
Personally I see no reason to waste points purposely encouraging fantasy racism against a small minority of our population that already exists and which have strong bonds with our dragons, which keep saving our ass. It's just shooting ourselves in the foot and worsening our relation with the isle.
The first option regarding constant vigilance also sounds fine.
>>
>>5939492
>10: Institute/create cultural value (Constant Readiness)
Deleted my previous post to make things look nicer.
>>
>>5939492
>10: Institute/create cultural value (Constant Readiness)
>>
>>5939492
>Discourage any further half-draconic breeding on the island for 5
I didn't realize this was a choice lmao
>>
>>5939288
>The sky and those who dwell there remain dangerous and untrustworthy, be they serpent or angel or other... Except for dragons, they're alright.

>>5939364
>5: Encourage/discourage hybrids of compatible species
Sylvan hybrids encouraged
>10: Add a god/goddess or saint/angel/holy spirit to your pantheon/religion
Add that earth goddess of our eastern lands
>15: Spread religion to another group/civ/village
>15: Spread language to another group/civ/village
To our new eastern province; I think they already speak our tongue
>5: Create banner/icon/symbol
A solemn dragon-winged serpent, with a teardrop, sword, and eye above to represent our values of penitence, strength through trial and combat, and magical wisdom
>5: Reveal unexplored tile (must be adjacent to previously-explored tiles)

>20: Settlement/Village
To offload excess population onto
>5: Church/Chapel/Simple Temple
>5: Church/Chapel/Simple Temple
One for the Earth Goddess in our capital, and one in the largest city of the former-empire
>15: Library/Academy/Mage Hall
>10: Barracks/Training Grounds
>Save the last 2 points or spend them on roads if useful
>>
>>5939492
>10: Add a god/goddess or saint/angel/holy spirit to your pantheon/religion (Incorporation of Earth-Mother Goddess from the west)

>>5939446
Anyone could sneak up into the city under the veil of night.

>>5939516
>>5939517
While Constant Readiness is good for worst cases, it's a misallocation when the better times is in play. I imagine that burning all of our current Production points establishing forts, barracks, and walls would be something that value would want.
>>
>>5939492
Ah, I see I was late to the big vote. Sorry, just noticed.

>10: Add a god/goddess or saint/angel/holy spirit to your pantheon/religion (Incorporation of Earth-Mother Goddess from the west)
>>
>>5939492
>discourage any further half-draconic breeding on the island for 5,
>>
>>5939492
>10: Add a god/goddess or saint/angel/holy spirit to your pantheon/religion (Incorporation of Earth-Mother Goddess from the west)
>>
>>5939492
>10: Generate propaganda/targeted information/influence public thinking (Half-Dragons are friends, not foes)
>>
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>>5939596
>>5939605
>>5939645

Very well then, a mingling of the religions of the west and the east will begin to become commonplace. We shall both spread our religion to them and adopt theirs, creating a fusion.

We shall now move onto production point spending.

By taking the general aggregate of our votes and measuring out the tiles/roads, and allowing a slight discount based on the road from Harenae not crossing the entirety of the hex and the road in the orichalcum hex also not stretching all the way across it, I'll allow it to cost 12 instead of 15.

So, with a new mage hall for 15, a barracks/training grounds for 10, the roads for 12, and a settlement for 20, that makes a perfect 57 to spend our 57 points on.

What are we going to name this new settlement upon the hex containing orichalcum deposits, wild peas, and was the site of a dragon-meteor landing?

Furthermore, where shall we place this new mage hall, given that our capital has one (the Curia)? Same goes for the barracks/training grounds, will we build it within a settlement or somewhere else?
>>
>>5939492
>>5939516
Changing my vote to
>10: Add a god/goddess or saint/angel/holy spirit to your pantheon/religion (Incorporation of Earth-Mother Goddess from the west)

>>5939596
Yeah that's fair about the Constant Readiness. I just wanted to be prepared for the next time something like the angel or an invader happens. Maybe next age?
>>
>>5939685
name it Saldae. And i say build the mage hall there
>>
>>5939685
Call the settlement Viridarium (garden)
Have the Mage Hall in the new settlement, where the orichalcum and wild peas are.
Build the Barracks near the western border of the newly conquered lands, right by the border in order to have a rapid response if there are any threats in the other side of the civilization away from the capital.
>>
>>5939685
I thought that since we had no research we didn't have a mage hall, thats why I even voted for it.

So how do we get research then?

Cambria, I suppose.

Can we get a list of which buildings our settlements contain, for future reference?
>>
>>5939695
+1

>>5939685
>>
>>5939695
>>5939696

I would think a barracks needs to be within a settlement, Haranae or the orichalcum hex would be better candidates being more centrally located.
>>
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>>5939696
>I thought that since we had no research we didn't have a mage hall, thats why I even voted for it.
The mage hall was built in the capital back in Age 8. Initial plans for it were laid down back in Age 6, when the combination Forum/Temple was built.
>So how do we get research then?
The good news is that as of this age we've already gotten a start on it; I recently changed Early Medicine to be a research-boosting tech in addition to it being a health-boosting tech. But, in regards to how a society really gets research kicked off, I would suggest that inventing Proto-Writing would be a good place to start. Our society currently cannot write anything down to later reference.
>Can we get a list of which buildings our settlements contain, for future reference?
Yeah, I'll see about whipping something like that up, but I don't think there's anything too notable other than what we have in this picture in the capital and of course the grand arena in Harenae.
>>
>>5939702
Alright then, feels like a wasted use of points. Not as bad as building a road along a river though.
>>
>>5939685
>Austus
>Place the Mage Hall downriver from Eseryx (at the fort with nothing)
>Place the training grounds at Austus

I'm slightly apprehensive of placing the barracks at the western settlements when the old mage is stewarding them back to peaceful ways.

>>5939705
The winged lion's lair really screws with that river's usability.
>>
>>5939750
I mean, the road goes through devilsaur grounds.

Either way, we really should embark on a campaign of killing or taming the dangerous creatures inside our heartland.
>>
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>>5939695
>>5939697
>>5939690

Very well then, Viridarium it shall be, along with the new mage hall placed within it.

What percentage of our population shall we move into this new village?

Here are our current demographics.

The population of Cambria itself, even if split in half, will not be enough to solve the overpopulation crisis (as non-capital villages are capped at around 45,000 based on current tech level developments), likely necessitating the building of more settlements with an action later in the age. For the time being, however, its initial population must be established.

For ease of things on my end, please specify by percent rather than number (in other words, "30% from X and 20% from Y to go into this new village" instead of "40,000 from here and 20,000 from here")
>>
>>5940480
move 50% of Cambria to Viridarium and then move 20% of Cambria to Harenae.

move 30% of Eseryx to Taurica
>>
>>5940480
Cambria:

30% to Viridarium
15% to Harenae

Eseryx:

10% to Chullum

Further, I propose that we send 5% of Anguia to Viridarium as well. We should seed the new settlement with some of our original population to help mingle the cultures. They would comprise roughly 10% of the new settlements population.

We are still going to have overpopulation either way and will require another settlement, that should again have a small seed population of our original people as well.
>>
>>5940509
That is only 45% and wont solve the overpopulation
>>
Cambria:
10% to Anguia
5% to Sylvia
5% to Taurica
5% to Harenae
35% to Virdarium
5% to Chullum

Eseryx:
10% to Harenae
>>
It just occurred to me that we're talking about the new village and not an overall shuffling of populations
I'm guessing that would also be a large project warranting an action?
>>
>>5940579
Well, I suppose I could allow it, I do play fast and loose when it comes to population distribution in the first place. Usually I only allow new settlements to have populations divided into them, but going forwards I can allow actions that create new settlements to also have people be moved around within the civilization internally, and similarly having purchased the settlement option with the new production point system I can allow for it. I don't see any necessary reason to arbitrarily separate the two into distinct actions when the action economy is already stretched enough.
>>
>>5940480
Wait, why is there no Elderly in our villages? Is our life expectancy that low without Early Medicine?
>>
>>5940703
yes
>>
>>5940480
>Move 15% of Eseryx into Harenae
>Move 35% of Cambria into Viridarium
>Move 10% of Cambria into Sylvia
>Move 10% of Cambria into Harenae
>Move 10% of Cambria into Taurica
Should be enough, also doing this though,

>Move 4% of Sylvia into Viridarium
>Move 4% of Sylvia into Cambria
>Move 4% of Sylvia into Chullum
>Move 4% of Sylvia into Eseryx
>Preferably, get mostly Sylvians.
We need the Sylvians spread out to the west so that these people will know good civ.
>>
>>5940703
>>5940707
Yes. As we only just got Early Medicine, we have finally unlocked the Elderly and each of our villages in subsequent ages will feature them. They are a class of people who exist only to take up space and consume resources while not contributing anything to society other than anecdotal wisdom and occasionally serving as mentors to young men currently undergoing The Hero's Journey who will die to further their character development.
But on a serious note, from a mechanical point of view having Early Medicine also means we lose less people per conflict, so there's upsides too.
>>
>>5940748
Yeah, Early Medicine is a stellar first step for minimizing losses after, among other things, major battles.
>>
>>5940754
Losing 14k troops in one engagement is awful
>>
>>5940711
+1

>>5940480
>>
>>5940480
>>5940711
Supporting.
>>
>>5940568
Your proposition would simply overpopulate another settlement.

As I said, either way we will need to create another settlement.
>>
>>5940711
I would caution that this plan appears to place many settlements close to the point of overpopulation.
>>
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Alright, after a lot of math on my end, this is about as close as I can get it. It might not be perfect but it's good enough; things get funky when I'm moving specific amounts of species and such, but it's fine. I also went ahead and took a moment to correct a fisherman amount in Sylvia; as they are not located along a river, lake or ocean, the amount of fisherman was reduced and added onto farmers/hunters. Fisherman can exist in such a region, they are just more spread out, or travel distances to fish, or confine themselves to small ponds too small to show up on a map of this scale.

Anyway, now that we have finished purchasing things, we can move onto the Player Actions for the age.

Our current population size allows for four player actions per age. As a general reminder, an action is purely of our initiative; it can consist of anything within the scope of what is currently technologically and reasonably possible. Several examples in >>5939365 were directly inspired by actions taken in the past by both our civilization and those of other players.

Note that one settlement action can create up to three new settlements.

So, what will our four actions for this age be?
>>
>>5940834
Can we get an updated map ?
>>
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>>5940837
Certainly.
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>>5940841
I would suggest exploring, fill out some of the empty spaces we got
>>
>>5940834
>>5940844

How much can we explore per action again?
>>
>>5940834
>Sylvia, Taurica, and Harenae gets an influx of elderlies
>Viridarium ends up being overpopulated
'hm.

>>5940844
If we want to do some exploring, wouldn't it be better to establish an organization dedicated to doing it? Fogged tiles are always going to exponentially increase as time goes on.

Could also try to work out some way to make maps, that should help a ton.

>>5940834
>Prepare for wyvern husbandry
>Propagandize the half-dragon's role in the wars before and now to combat puritanical inclinations
Runner-ups from the point spending that I want.

>Settle the deserted dragon lair, the cranberry jungle, the deserted vampire lair.
>Invent some sort of magic that lets sylvan traits supersede half-elven traits on a baby of quarter or half sylvan.
>Attempt to tame some of the Wormmouths.
>Study a way to let more people live in our cities.
>Establish an association of explorers funded by the Rex to chart out our knowledge of the land.
>Create a method to detect the entry of otherworldly beings into our realm.
>Make an excuse to regularly visit Exile Isle and the sorceress.

Mostly spitballing, some are good and some are bad.
>>
>>5940863
>If we want to do some exploring, wouldn't it be better to establish an organization dedicated to doing it? Fogged tiles are always going to exponentially increase as time goes on.

We have that. They are called Scouts and some are called Wolf Scouts
>>
>>5940863
Oh also,
>Create a class of people tasked in learning Restoration magic and medicine to heal the common people.
>Create a class of people dedicated to the study of magic and its application beyond divination.
>Establish a taskforce and the stockpiles necessary to build and maintain roads and bridges between our settlements.
>>
>>5940864
Are they organized though? The seers have the curia, we should get them a headquarters to coordinate where and when they'll explore.
>>
>>5940834

1. We should send a diplomatic mission to the the Draegloths and attempt to establish a protectorate, or at least ally with them

2. We should establish a settlement at the amber hex.

3. We should make an attempt first to tame the winged lions and devilsaurs, if we cannot tame them we should destroy them. We have some experience with beasts, our dragons can overpower any of them, and we have some skill in enchantment, it should be doable.

4. We should explore SE of Taurica, along the river beyond it. If possible, we should explore the few hexes within our territory that are not filled in.
>>
>>5940869
The large river that leads to the lake, that is.
>>
>>5940834
>>5940869
Supporting this.
>>
>>5940834
>>5940869
+1
These four actions sound good.
>>
>>5940869
1. Can't argue with that, though our military and ability to act there is limited, so I would prefer an alliance or open communications at the minimum.

2. QM said we can go up to three settlements, and considering that Sylvia, Taurica, Harenae, and Eseryx are also near their capacity, shouldn't we establish more than one?

3. We already have wyverns to domesticate though. The winged lions are too few and practically a status symbol in use and the devilsaurs obligate carnivores and unruly, is it worth it to tame them when we can just build an alternate road?

4. Scouting as an action is a waste when options to improve our capability is available. It's an intel advantage yeah, but isn't it better to just improve ourselves and deal with whatever comes? We can't mine stuff with our stone tools, there's a lot of flora and fauna that we haven't domesticated as well.
>>
>>5940911
>2
>three settlements

If a aingle action equates three settlements then by all means, i would aay the former rat goblin village and perhaps the wild rice and truffle hex.

>3
Essentially, dangerous beasts within our heartlands need to be harnessed or destroyed if for no other reason than to create secure supply lines and allow for safe travel. It would be beneficial to find a use for them rather than kill them, but if they must simply be killed so be it.

>4
Accurate information is too good to pass up, we could have something extremely beneficial right on our doorstep, or even something incredibly dangerous that needs to be dealt with sooner rather than later.

We simply must continue to explore every age until all the blank spots are filled in.
>>
>>5940939
>3
Those beasts have stayed there since 5-15 ages ago and we've been hunting the devilsaurs. I'll maintain that there's better options for faunas to domesticate.

>4
It's a one-off though and a gamble at that. I would rather just find a way to increase our per-age tile scouted rate rather than dedicate an action specifically only for scouting.
>>
>>5940841
>Prepare for wyvern husbandry
>Establish settlements at sites of firmer rat-goblin village, hyena den, vampire lair
>Create an organization of explorers
>Propagandize the half-dragon's role in the wars before and now to combat puritanical inclinations
>>
>>5941082
Supporting this
>>
>>5941082
Supporting.
>>
>>5940958
I think we can explore 5 hexes as is, though I do not recall for sure. Either case, our wolf scouts are a result of the pathfinding tech iirc, so the path to increased exploration is in tech I would think.
>>
>>5940834
>>5940869
Supporting to break the tie.
>>
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>>5940869
>>5940891
>>5940894
>>5941270

It has been a few ages since our people last traveled to meet with the draegloths in the northwest. Stories of the strange, obsidian-skinned four-armed and bestial beings with their burning red eyes and stark white hair have long fascinated and terrified the people of our lands, but the curious nature of their friendliness was always the strangest part of the tale.

As our people approach their jungle, seeking them out in various ways, it does not take long for us to find them. They appear out of the jungle, tall and lithe yet quite athletic, able to swing from the trees and move in their environment with surprising speed and stealth for creatures of their size, standing at least a head or two taller than a full-grown man on average.

Their friendliness has not dimmed, and they are more than happy to greet us warmly and offer us food; much like in the past, sweet fruits and leafy vegetables as well as succulent animal meat. The draegloths live in a small tribe of perhaps no more than one hundred to three hundred individuals spread across several family units, each protected by something akin to a patriarch. They tell you the stories of their people.

As far as they know, their kind has always been here in the jungle, as it has afforded them shelter, food and ample ground from which to hunt and grow strong. They know nothing of their origin: where they came from, or why. There is a word sometimes spoken of in their oral tradition, an unknown word handed down from their ancestors; "Elf." The word has lost all connotation to them, except for a very loose association with their word for the concept of the sun setting. In other words, west.

They have never traveled in that direction, only ever staying in their jungle.

What further interactions, questions or proposals do we have for the draegloths?
>>
>>5941353
>Ask how their society has evolved, if they've ever had any enemies (like we've had with the hyena's and the Empire).
>Also tell them about recent events outside, with the angel coming down threatening to wipe out everyone, the recent invasion, and so on.
If we play this right we can probably propose an alliance or get them under our "protection". Although worst case scenario we can just leave them alone and make some sort of formal Non-Aggression Pact.
>>
>>5941360
+1

>>5941353
>>
>>5941360
Support
>>
>>5941360
+1
>>
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>>5941360
>>5941362
>>5941382
>>5941459

When inquired if they possess enemies, there is, at the very northern tip of their jungle, an ancient building. They know not its purpose, for it is the lair of a foul creature, a demon. Its very blood is acid, like that of a stomach only much more potent. It has only ever reacted with universal hostility and killed some of them in the past, and so they avoid it.

Other than this demon that lairs in the ruin to the north, they have no enemies in the jungle.

As far as how their society has evolved, they are a simple folk, living in the wild in family units headed by a patriarch or elder male. They have individual territories but do not exclude those of other clans who come to mingle or seek mates. They know some magic, but it seems innate to them, not traditional spellcasting like a mage would utilize, not unlike the draconic sorceress of the northeastern islands.

The events of the outside world are quite fascinating. They recall the stories of their ancestors who helped us pick up the draconic eggs, and shuffle them into your hands to be taken elsewhere. The tales of your dragons and such are very captivating.

They do not, however, seem too keen on leaving their jungle home. Perhaps there is some deeply rooted reason, but they feel safe here in the jungle.

The notion of an alliance is agreeable to them, even if it takes the form of a non-aggression pact. They do not wish to enter into any conflict, and so if you start no trouble with them they will never give you any trouble in return.

As far as cultural exchanges go, they would be willing to have further contact with your people, but do not mind if contact is kept at a minimum either.

What further inquiries or interaction, if any, do we have for the draegloth tribe?
>>
>>5941565
>Offer to send a mage or two here to teach some of them our magic in exchange for learning all we can of their magic (even if we can't cast it.)

Can't guarantee an attack on the demon ruin, don't know if we should trade with them. Should send a dragon to explore west it seems.
>>
>>5941565
What chill dudes.

>>5941586
+1, and also maybe offer to help take down the ruin-demon at a future point? Could be a good test to see who gets to be the next Rex.
>>
>>5941565
I personally like the idea of attacking the demon building in exchange of having more influence over the Draegloths.
>>
>>5941586
>>5941597
>>5941637

Destroying the lair and conducting a magic learning exchange seem are solid ideas, perhaps we might impart a few low tier techs to them as well?

They may not make for a potent military ally, without us uplifting them in any case, but they would certainly serve for a watch post to our north should any threats encroach. I say we offer them our protection, and perhaps we should set up a small trade post where our people can easily meet. Say in the jungle in the hex north of Viridarium.
>>
>>5941690
I agree, sounds like a plan.
>>
>>5941690
>techs
That's a good point, though I would support the more cultural high tier ones more than low tiers. Giving them art and music seems like fun.
>>
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>>5941586
>>5941597
>>5941637
>>5941690
>>5941697
>>5941703

Very well then, we shall depart from the draegloth jungle and begin work to establish a trade post north of Viridarium.

Let's move on to the next action; establishment of settlements.

I've been discussing a few things with some players, and I've decided to reveal hexes whose surrounding hexes are explored; these little one-offs that have ended up in our territory due to the random course of event reactions and player actions and such.

On a case-by-case basis, I'll allow the revealing of such hexes. Given that we have two such hexes in the heart of our territory between the east and the west, both of whom have hexes all around them explored and revealed, and plenty of travel between the east and the west will soon become commonplace, I'll generate them now:

Hah, they both came up empty with nothing in them, but hey, that's fine.

As initially voted on in >>5940869, we will establish a settlement on the amber deposit hex where the big battle this age took place. There have been a few other suggestions, such as in >>5940939, >>5941082, and >>5940863. I allow up to three settlements to be made per settlement action, and as a reminder, they reveal all six hexes around them if any are not revealed, but the settlement must be established on a previously-explored hex.

Where shall we establish our two other settlements?
>>
>>5941716
>Put the other two in the truffle hex and the wild rice hex.
>>
>>5941716
I'm assuming having a settlement on a food or resource hex would have a boost to production of it, I would just like to verify that assumption.
>>
>>5941741
I have, in the past, established similar precedents, yes. I have noted across some other civs where players wished to establish that a particular community was more focused on farming, or production, or otherwise.
Admittedly, from my point of view it's more of a fluff thing, but in a situation where, say, a town was besieged and I was taking notes on their food production, I would be more inclined to say that a town on a food hex would have more resources. This is in addition to other similar or not-so-similar circumstances where it might need to be a factor, you know, "this town produces more food than this town due to the abundance of natural food resources in its region," etc.
I tend to view some things like this halfway between fluff and crunch, it's just how I am.
>>
>>5941716
>they reveal all six hexes around them if any are not revealed
That's very efficient, three settlements means maybe 3-5 tiles revealed each. We need to maintain high pop growth and get better governin tech.

For settlement placements,
>Settle the dragon meteor site of our jungle.
>Settle the drowned shrine site northwest of Taurica.

The most bang for our buck, need to scout out the west or south first to get better reveals. We're a settlement or scouting results away from fully mapping out our starting area.
>>
>>5941758
I see, put forward the wild rice hex with the thought of rice production feeding a lot of people.

Also what is a malagnuses? Google failed me.

The site of the former rat goblin village and the wild rice hex are my vote for a settlement.
>>
>>5941773
You know what, I'll change to support you on this, since I really want explore in that direction but now the Draegloth with their elf-west talk has me itching to explore west.
>>
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This is essentially the range of exploration I envisioned working on, making a large river our southern border.

Though, elf-west, where to the west could this be?
>>
>>5941790
I imagine them to be across the sea, as they're the Egyptians to our Romans.
>>
>>5941716
I'll support this >>5941774
>>5941790
I think we need to name the rivers
>>
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>>5941774
>Also what is a malagnuses? Google failed me.
Ah, slight typo on my end on the map, I'll fix it; supposed to be malamagnus/malamagnuses. Kind of like dinosaur hippos.
>>5941773
>>5941780
There is a small issue with the dragon-landing site, as it contains a large red X---we've never been there. A path to that hex was explored at the beginning of this age with pathfinding, but it is the last of the dragon-meteor-landing sites that we have not physically been to yet. It may be marked on the map, but it is an unknown.
>>
>>5942184
Ah, thought we had gathered all the dragon eggs.

In that case, I propose the drowned shrine hex for expanding our frontier, and the former rat goblin hex.

What exactly are our exploration capabilities between wolf scouts and dragons?
>>
>>5942207
As we have pathfinding, plus our wolf-scouts and dragons, an exploration action (which is to say, a dedicated searching of the region and not just flying over it) can reveal up to three hexes. Of course, future techs will increase this, as well as the amount of hexes revealed for free at the start of each age.
Two players that have met shared all of their map data with each other, so they've got a really big view of their world now.
>>
>>5942184
>We've never been there
Oh damn, putting a settlement on the melon and orange tile right next to it. Why did we not look at it?
>>
>>5942237
>Why did we not look at it?
No particular reason, we've simply never been there. I've had it indicated on the map as a landing site since Age 12, but we've never explored any adjacent hexes to it prior to this age.
>>5941773
>>5942207
Alright, I'll lock in the drowned shrine to the northeast of Taurica as a settlement, but I need absolute clarity (and ideally two or more votes) for the location of our final settlement.
Current proposals include the former rat-goblin village site, the wild rice hex, and the kiwano melon/blood orange sit near the final dragon landing site in the northeast.

Need a final decision on this, please.
>>
>>5942277
For the sake of expedience I will change my vote to the melon hex, I suppose
>>
>>5942282
Very well then, it shall be so.

The settlement alongside the lake containing the drowned shrine has revealed many fruits, vegetables and plants to further diversify our agricultural efforts and palettes:

Flax
Calbovista Mushrooms
Allspice
Red Amaranth
Carosello Melons
White Goosefoot

But what's more interesting is that north of it is a World Wonder---an exceptionally, almost otherworldly beautiful jungle garden with a large lake and river running through it. This is the kind of place that inspires artists and musicians, a place that takes the breath away from being near it. Tucked into the heart of the southwestern corner of our jungle home, this place may have even featured in formative legends amongst the sylvians describing a place within the jungle of incredible beauty. There are many flowers, plants and insects that can only be found in this place, and the water is of an incredible pristine quality, almost lustrous. It could very well be that the borders between the natural world and the feywild are weaker here, allowing for some of the magical landscape of that realm to bleed into our natural world. Standing in this place, one cannot help but feel an incredible peace and serenity. Discovery of such a thing would surely see the sylvians quickly rushing to ensure that it is a place that is sacred; it is to be protected at all costs.

Generating the hexes for the other village now.
>>
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>>5942294

In settling upon the hex containing the kiwano melons and blood oranges, we further explore the coast to the northeast, finding that it contains giant man-eating slaughterfish, and the hex to the south contains artichoke thistles and pigeon peas, two vegetables.

In exploring the dragon-meteor site to the southeast, however, we discover that there are no longer dragon eggs here. What remains instead are the broken remnants of the eggs, long since discarded and picked clean.

Whenever one of our dragons hatched from their eggs, the eggs themselves cracked and turned to ash, as they can only hatch in a great fire. These shells here indicate that something broke into these eggs and feasted upon the draconic brood within before they could even be born. As for how long ago this was, it is not known, nor it it known what could have done this. Whatever it is, it is assuredly large and powerful, but the greatest beasts of our knowing, the terrifying devilsaurs, have never entered the jungle to our knowledge.

The sylvians have a legend amongst their people, handed down throughout the generations in fearful, hushed tones and told to children to keep them from wandering out at night. It is said there is a beast that slumbers for entire generations, a great winged shadow that feasts upon blood. It is lord of the vampires, for they are its servants. This thing is a wicked and malevolent night-beast, a vampiric bat of monstrously enormous proportions, a creature whose very wingspan can blot out the sun---if it came out during the day.

A creature such as this could have eaten the dragon eggs, for it is said to be larger than even the biggest temple in our capital. As for where it lairs, no one knows, for only appears in the night, ages apart, swooping down from the blackened skies like death itself to snatch up the unwary. This creature is a fixture in their legends, and one of the reasons why they so detest vampires and other blood-suckers.
>>
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>>5942300

So, we have three new villages.

Village 1: Black Mulberry, Amber Deposits, two hexes south of Viridarium

Village 2: The lake containing the drowned shrine two hexes northeast of Taurica

Village 3: Kiwano Melon, Blood Oranges, two hexes south-southeast of Sylvia

What are to be the names of these villages, and how shall we distribute our populations amongst them?

Please use percentages, it makes it easier for me to move the numbers around. For example, "10% from Taurica and 5% from Harenae to to the drowned lake village"
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>>5942308
>Bononia
20% of Viridarium

>Cortona
10% Taurica
5% Sylvia

>Marsonia
10% Anguia
5% Sylvia
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>>5942333
+1
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>>5942333
Seems reasonable, I can back this.

>>5942308
+1 to Bononia/Cortona/Marsonia
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>>5942294

So then, I'm going to say that we should plan to at least build a temple on the jungle garden hex, perhaps even a mage hall.
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>>5942333
>>5942345
>>5942346
Very well then, it is done. Here are our new demographics, and population issues resolved (until next age forces further expansion).
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>>5940869
>>5940891
>>5940894
>>5941270
Winged Lions and Devilsaurs, two powerful animals that reside in our region. They have harassed our people in the past, and exist as a constant threat out in the wild.

It is within our power, per action, to obtain some of these creatures in domestication, or at least tame several of them, allowing them to be used, bred in captivity and such.

Purely carnivorous animals are nigh-impossible to properly completely domesticate, as the resources that go into feeding them becomes very strenuous to support. For example, feeding a pig is fine, because you intend to eat the pig. But in order to feed a tiger, you need to slaughter X amounts of pigs, each of which require the resources of one pig, only this is in service to one animal. And then there are factors in regards to behavior, receptiveness towards domestication, etc.

However, this is a magical setting, and animals which could not normally be tamed can be. Our novice rank in Enchantment magic can assist in this area, but not much at only rank 1. Pumping this up would make the process easier.

While we cannot wipe out every member of a species (yet), we can make strides towards clearing areas.

Regardless of all of the above, per action, we can only tame one species.

So, which will it be? Winged Lions, or Devilsaurs?
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>>5942559
Winged Lions. Iconic and majestic
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>>5942559
Devilsaurs. Gotta'. Plus, between our dragons and nagas and wyverns, we sort of have a theme going.
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>>5942559
>Winged Lions
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>>5942559
>Devilsaurs
We already have flying cavalry. We don't have any strong linebreakers.
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>>5942559
>Devilsaurs
Playing the same role as elephants in our history I imagine.
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>>5942559
>Winged Lions
I remember when we dealt with them in the early threads. I've always thought they were cool looking and wanted to tame them.
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>>5942559
>Winged Lions

Easier to manage, and I think they would make for a good supplement to dragons and wyverns.
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>>5942559
I thought we were at enchantment 2? I guess the magical skills of our conquered territories take time to disseminate amongst the civilization?
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>>5942559
>Devilsaurs

DINOS!!!
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>>5942733
>I thought we were at enchantment 2?
Oh yeah, I forgot to record it on my master list, but it's fixed now. Enchantment 2 is acquired.

>>5942572
>>5942690
>>5942705
>>5942727

>>5942576
>>5942691
>>5942694

Alright, it looks like Winged Lions just edges out the competition. In that case, we will have brought a number of the winged lions under our---

>>5942769

...never mind.

A tie breaker is needed.
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>>5942559
>Winged Lions
Have mercy on the QM folks.
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>>5942806
Alright, I'm calling it, winged lions. We'll nab up some cute winged cubs and use our enchantment magic to make them more friendly growing up.
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Computer issues---we'll be back shortly. Plus, weekend's over, so back to work, but the final explore action will be updated soon, so stay tuned.
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>>5940869
>>5940891
>>5940894
>>5941270

Setting out to explore to the southeast, following a good portion of the river in that direction, until we come upon a large and beautiful lake. This lake, and the plains and trees surrounding it, are a prime nesting and hunting territory for giant eagles. These giant eagles are not as large as the rocs our people have seen, but they are nonetheless large and majestic.

The lake environs is also home to a species of wolves that, upon initial viewing, look identical to the wolves we have discovered previously, but it is quickly discovered that there is something else beneath the surface. These wolves approach us openly, as if to assess our scouts and judge them, and it seems we pass their judgment.

These wolves possess bright blue eyes. They are inherently lawful good creatures, and drawn to those who are not evil. Though still beasts, they are intelligent and readily ally and bond with our wolf scouts. What's more, these wolves are able to cast restoration magic upon others to heal them of their wounds, proving to be even more capable companions, particularly to those in battle. These are Paladin Wolves, and they have been domesticated by our civilization for free.

As we explore the northeastern corner of the lake, we find a land containing a coastal region home to terrifying animals: fin-backed aquatic dinosaurs known as spinosauruses, and gargantuan monstrous crabs known as siege crabs. These dangerous animals compete against each other in brutal displays over territorial conflicts.

Further east, we discover another large lake; this territory is home to ferrets and sugar melons.
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>>5943368

On the way back, one of our scouts gets lost. It isn't impossible, after all, to get separated in the wild and in unfamiliar territory. There may be something more insidious at play, however, for he soon finds himself in a festering, terrible swamp.

He wanders aimlessly, avoiding treacherous terrain, biting insects and deadly snakes and spiders before seeing something in the distance: a hut of some kind. He stumbles towards it, drawn by some mysterious pull that goes beyond the mere need for survival.

There exists in this hut an old woman, who invites him inside. Her appearance is disarmingly decrepit, yet there is something off about her that he cannot place. Unable to resist at least the lure of a warm fire and a meal, he approaches her home and enters.

The horrors that ensued within may never be known to our people, but what is known is that days later, scouts combing the area with wolves finally found him crawling out of the swamp, looking as though he had been tormented by the denizens of hell. He was covered in wounds, his blood drained, his fingernails peeled off, his eyelids cut---countless terrors inflicted upon him, and he looks as though his very life force was drained away and aged prematurely. He cries out in a hoarse voice to never go into the swamp, to never see her or listen to her and never, under any circumstances ever, enter her home.

He perishes there on the spot, and the other scouts are too terrified to go into that hellish swamp. They bring tales of this place back to the homeland, and the sylvians have tales of such creatures: hags, witches of terrible intent and evil magic, who thrive upon the suffering and misery of others. It is said that they are attracted to civilization, offering curatives and spells to solve problems, but exacting terrible costs.
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>>5943368
Paladin Wolves? Truly the bestest of boys.

>>5943373
Should steer clear of her for now, I figure. 2spooky.
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>>5943373

Unfortunately, it does not take long for someone to seek out the hag for a dark and terrible purpose. A half-elf man of the recently-established village of Cortona that rests upon the shores of the lake containing the drowned shrine is visited by tragedy when his son dies in an accident at the hands of another. Society refuses to persecute the accidental killer, and driven mad with grief, he goes to the swamp where the hag awaits.

He makes a bargain, for the hag knows of a specialist of matters such as this. A demon is summoned, a sinewy creature of pure malice and hatred: wrath made manifest. The demon hunts down the killer and brutally slays him in the night, tormenting and torturing the man. When others try to intervene, they too are slain, for the demon is invulnerable.

Once its task is complete, it vanishes. As for the man who made the bargain, none know the price he paid, but he is never seen again, a victim of the hag's insidious magic.

The legend spreads of the hag and the demon of wrath, the demon of vengeance. A horror tale for children to keep them from going out at night, and a warning to any who would seek her out. Any who attempt to enter her swamp who are not wanted, who enter the swamp with the intent to find and kill the hag are unable to find her or her home, but those who seek her out for help, whose hearts are filled with pain and sorrow are always assured to find her, and she has a specialist for every problem they could ever have... for a small price.
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And so, we come now to the end of an eventful age.

Here is a final map for Age 15 displaying the territory we just explored southeast of Taurica and such.

As always, the time now comes to select a technology from our list of available techs.

Please choose one and only one of the following:

TIER 3
>Astrology (Leads to Calendar, Sundial, and Numerology) (Culture/Research Boost)
>Dancing (Leads to Theater) (Culture/Happiness Boost)
>Numerals (Leads to Calendar, Numerology, Mathematics, and Bartering) (Research Boost)
>Mining (Leads to Stonemasonry, Cement, Canals, and Bronze Working) (Production Boost)
>Pottery (Leads to Herbology, Plumbing, Irrigation, Water Clock, and Advanced Pottery) (Cultural/Production Boost)
>Proto-Writing (Leads to Calendar, Writing, Theater, and Mathematics) (Cultural/Research Boost)
>Sailing (Leads to Shipbuilding, Canals, and Aquaculture) (Exploration Boost)
>Taxation (Leads to Bartering) (Economic Boost)
>The Wheel (Leads to Advanced Pottery, Milling, Siege Towers, and Wagons) (Production Boost)

TIER 4
>Agroforestry (Leads to Sylvopasture) (Food/Production Boost)
>Animal Husbandry (Leads to Animal Mills, Shears, Aquatic Husbandry, Chariotry, Riding, Sylvopasture, and Falconry) (Animal Boost)
>Archery (Leads to Crossbows, Ballistae, and Soldiering) (Combat Boost)
>Early Surgery (Leads to Advanced Medicine, and Academia) (Health/Research Boost)
>Fermentation (Leads to Advanced Medicine, Fungiculture, Advanced Preservation, and Distillation) (Culture/Food/Happiness Boost)
>Forge (Leads to Iron Working, Hydraulic Mining, and Porcelain) (Production Boost)
>Glass (Leads to Optics) (Culture/Happiness Boost)
>Horticulture (Leads to Algaculture, Fungiculture and Crop Rotation) (Food/Happiness Boost)
>Housing (Leads to Construction) (Culture/Fortification/Happiness/Production Boost)
>Smoke Signals (Leads to Soldiering) (Communications Boost)

TIER 5
>Martial Arts (Leads to Tournaments, Body Mastery, and Warrior Philosophy) (Culture/Combat Boost)
>Sports (Leads to High Culture, and Tournaments) (Culture/Happiness Boost)
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>>5943385
>Sailing (Leads to Shipbuilding, Canals, and Aquaculture) (Exploration Boost)

i imagine sailing might be useful. Can faster and more easily connect our cities
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>>5943385
>>Proto-Writing (Leads to Calendar, Writing, Theater, and Mathematics) (Cultural/Research Boost)
I feel like we need some research tech, I'd be fine with this or Early Surgery.
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>>5943385
>>Sailing (Leads to Shipbuilding, Canals, and Aquaculture) (Exploration Boost)

With all the waterways and the ocean we are really overdue on this.
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>>5943385
>Proto-Writing (Leads to Calendar, Writing, Theater, and Mathematics) (Cultural/Research Boost)
This has been a long time coming, writing makes preserving knowledge so much easier.
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>>5943383
Ah shit, we got Pumpkinheads


>>5943385
>Proto-Writing
Though I am also cool with Animal Husbandry.
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>>5943385
>>Sailing (Leads to Shipbuilding, Canals, and Aquaculture) (Exploration Boost)
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>>5943385
>>Sailing (Leads to Shipbuilding, Canals, and Aquaculture) (Exploration Boost)
SAILING GIVES FREE EXPLORATION EACH AGE WHICH MEANS MORE EVENTS AND MORE STUFF
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>>5943385
>Proto-Writing (Leads to Calendar, Writing, Theater, and Mathematics) (Cultural/Research Boost)

I HATE GACHA I HATE GACHA I HATE GACHA
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>>5939685

Oh yes, before I forget, I've lessened the costs of roads after some thought; they now cost 2 per tile instead of 3, meaning that we still have three hexes of road available, or we can bank the 6 production points for next age.

Three hexes is just enough to connect Anguia to the road between Harenae and Viridarium; shall we do that?
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>>5943578
Can we do it conditionally? Because if Sailing wins, I would bank it but if Proto-Writing wins, I wouldn't.
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>>5943578
I'd say bank it as I would like to save up to build some manner of structure at the jungle garden hex.
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>>5943578
Speaking of structures, do the abandoned lairs confer any benefit? And I notice there is a structure on the ancient battlefield hex, is there an action that we can take there or something?
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>>5943627
An action could be taken for something like that, yes; I would roll the dice when that time comes to see if anything comes of it. Of course, if it is a big nothing, I wouldn't have the action be spent.
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>>5943578
Yeah, sure, let's complete the road.
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>>5943578
>>5943601
+1
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>>5943385
>Proto-Writing (Leads to Calendar, Writing, Theater, and Mathematics) (Cultural/Research Boost)

We can't rely on oral traditions
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>>5943385
>Proto-Writing (Leads to Calendar, Writing, Theater, and Mathematics) (Cultural/Research Boost)
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>>5943385
>Sailing (Leads to Shipbuilding, Canals, and Aquaculture) (Exploration Boost)
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>>5943385
>Sailing (Leads to Shipbuilding, Canals, and Aquaculture) (Exploration Boost)
Can we please get aqueducts.
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>>5943385
>Proto-Writing (Leads to Calendar, Writing, Theater, and Mathematics) (Cultural/Research Boost)
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>>5943385
>Sailing (Leads to Shipbuilding, Canals, and Aquaculture) (Exploration Boost)
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>>5943578
>>5943665
On second thought I'll change my vote to connect Anguia to Haranae and Viridarium.
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>>5944131
I like this and
>>5943385
Sailing
>>
We can probably research Sailing with the research points we get from Proto-Writing, but we can't do so from the other way around.
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>>5944158
I'm guess that we will get 1 point per tech, so we would have 2 points next age, I don't expect that will be enough for a tech.

Either way, I've been voting for sailing for many ages now, and will continue to do so until we get it. We must exploit the water.

Next age I will be voting for writing if it doesn't win this age.

>>5943646
Where did our barracks end up being placed? I just checked and noticed that it wasn't mentioned.
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>>5943391
>>5943402
>>5943452
>>5943460
>>5943991
>>5944043
>>5944130
>>5944134
Final Count: 8

>>5943401
>>5943404
>>5943411
>>5943576
>>5943778
>>5943801
>>5944059
Final Count: 7

Well, it's a close race, but I'll have to call it.

Sailing it is.

With both Sailing and Pathfinding, two free hexes will be revealed each age, one on land and one connected to water (either coastal or rivers).

>>5944161
Oh yeah, the vote was to put it "near the western border of the newly conquered lands, right by the border in order to have a rapid response if there are any threats in the other side of the civilization away from the capital"; I meant to ask for clarification but got distracted.

It would very much help to get a better idea of where exactly that is. As it is a barracks/training area, it doesn't need to be in a settlement specifically, but it couldn't hurt.

So, where will our barracks be placed in the west? In a settlement, on a specific hex, etc.
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>>5944164
Goji berries tile? It's a good middle point between Cambria and Chullum.
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>>5944164
Hm. If it must be in the "west" would Viridarium make the cut?

I still think Harenae would be a better choice, synchrony with the arena and all.
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>>5944166
It just doesn't make a lot of sense to have a barracks outside of a population center to me
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>>5944164
>>5944167
Supporting putting the barracks in Haranae.
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>>5944164
>Harenae Barracks, pls
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>>5944168
It's in between two population centers.

>Viridarium barracks
Don't want too many things in one place. Putting it in Harenae is already going against the original reason why we wanted this. Viri is the most populous place in the west now so putting it there.
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>>5944199
Isn't Harenae closer to geographic center of our empire than Viridarium?
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>>5944167
>>5944172
>>5944193
Alright, Haranae is fine. You're the one who voted for its placement originally >>5944172 so that's all well and good as far as I'm concerned.

>>>>><<<<<

At the close of this age, as the Rex-Imperator settles into his new role of ruling over the east and the west, he finds himself standing upon a balcony of the palace, looking northwards over the jungle. Beyond it lies the sea, and he cannot help but wonder what could have been.

The first dedicated sailboats of our people are being constructed and tested upon the lake that Anguia sits upon the shore of. Would that he could take such a craft to the sea, and sail north to the island home of the woman he could never have.

But his wife ever clings to him, ensuring he never makes such a trip, not even upon the back of a dragon. She is pregnant, and the seers foretell a girl will be the firstborn. He is happy, but ever his mind wanders and drifts to that island in the north.

With his cousin having married the daughter of the old mage, and now occupying a strong and solid position in the west, the society is stronger than ever. Our people continue to expand, to explore, to grow.

Yet, much like before the dawn of this current age, a seer predicts trouble ahead for our people in the next. She experiences a terrible vision of blood, a slaughter of a large group of people, a formless evil with malevolent intent, a wicked cabal sowing dissent, conspiracy and eventually chaos, a challenge issued by an evil god... all of this, in an age of barbarity.

See you next age.

Once again, thank you for everyone participating in the threads, you make all of this worth it. I still have plenty of player ages to wrap up, so stay tuned for the next thread of Age 16.

>Previous Threads: https://suptg.thisisnotatrueending.com/archive.html?tags=untamed%2C+civilization
>Discord Server: https://discord.gg/xeYq6mJ9TB
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>>5944199
I would think that having a lot of warriors based out of a town with an arena would yield both more skilled warriors, and better entertainment from the arena.

With the road to Viridarium I would think that they would be able to cover that ground fairly quick, especially if the river were used to ferry supplies.

I mean, each settlement has its warriors, we don't really have anything resembling a standing army outside our royal guard.
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>>5944214
Thank you for running QM!
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>>5944214
Thanks for running
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>>5944214
Thanks for running!
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>>5944216
I can't argue against the synergy but I can argue that I doubt that a barracks on Harenae can quickly support Cambria-Chullum. Shipbuilding seems to be a further tech on Sailing so I can't imagine mass transports to be in our grasp at the moment.

Still, I looked back at the population graphics now as well and a good half and half of our warriors are on the east and west respectively, so I think we shouldn't have built the barracks, or maybe we should have because the old mage is trying to trend the east to peacetime? I don't know.

>>5944214
Thanks for running.
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>>5944214
Thanks for running, QM!
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>>5944236
I feel as though the points could have been better allocated, though lacking the tech to have professional soldiery it is a baby step in that direction.

Think of it this way, skilled and ambitious warriors might well be inclined to try and make a name for themselves in the arena already, having a dedicated barracks/training grounds at the same location would allow for the shaping of any raw talent and to allow for skilled veterans to pass their experience onto others.

We should try and institute a sort of Olympic games in the future, hosted at Harenae.



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