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

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


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

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

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


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

----------

So


Name (trip/namefag yourself):

Colour:

Race:

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

Religion

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

Race: Elves

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

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

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

Color:Grey

Race: see above

Tech: Necromancy

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

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

>Color
Green (preferably lime)

>Population
161 humans, 69 halflings

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

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

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

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

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

Religion:They worship a Pantheon of elemental deities.

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

Colour:Orange.

Race:Dwarves

Tech learnt:Runes

Religion; Erden, the God of Farming and Mining

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

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

------

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

Colour: Dark Blue

Race: See above

Tech learnt: Divine Miracles

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

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

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

Name: Tribe of Buganda

Race; Lizardmen

Tech;Voodoo

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

Location; The Creeping Jungle. The settlement is named Tahe

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

Name (trip/namefag yourself):

TrickQm

Colour: Purple

Race:

69 Succubi, 69 Incubi, 69 Brown Elf Slaves,

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

Ritualistic Sex

Religion

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

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

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

>>973000
>>973056
Heodila The noobLich civ

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

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

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

>>973025
>>973059
GenericAnon's Yvendale civ

>>973078
Chief Gajac's Bugunda Lizards

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

>>973038
Rolf Dragon's civ

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

Turn One posts here[/b}

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

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

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

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

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

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

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

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

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

>>Location: Within the Nymph Woods

First two actions


Tech:White Magic(?)

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

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

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

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

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

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

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

>>973126

Breed!

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

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

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

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

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

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

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

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

Colour: Yellow

Race: Human

Culture: Mongolian

Tech learnt: Nature Magic

Religion: Ancestor Worship
>>
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HOLD UP

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

>>973170
Yep, nice to have you here Namkha

------

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

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

Second Turn actions here

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

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

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

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

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

>>973217

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

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

>>973217
Going to build up the navy and docks

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

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

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

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

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

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

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

Color: Blood Red


Religion : Blood, cannibalism, sacrifice. No deity

Tech : Blood, cannibalism, sacrifice

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

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

Color: Light purple

Race: Humans

Tech Learnt: Better Architecture

Religion: The Web Of Life

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

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

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

--

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

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

Gonna try to play catch up before Santa comes.

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

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

>>973217
Turn Two
>Weave nets to improve fishing

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Great to hear, define them and give them character.

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

>>973274
>>973272
autism: the faction

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

>>973306
Going to bed so

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

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

>Turn 2

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

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

Turn 3

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

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

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

>creative

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

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

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

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

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

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

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

Breeding.
Encourage population growth.

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

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

Turn 4
Redesign trader ship again and expand west.

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

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

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


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

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

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

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

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

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

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

Turn 4
>Make fishing spears and better nets.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The pit is dug that fits ten orks alright.

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

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

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

>>973433
okay.

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

>>973432
Okay, that works.

Turn 3

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

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

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

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

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

But as for actions.

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

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

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

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

Name: Golurtz

Leader: Big Brewah Gorbug

Colour: Brown

Race: Mostly Trolls, some other monstrous races

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

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

Population: 150

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

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

Name: Cyntande

Leader: Inheritor Veskakak

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

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

Tech Learnt: Reverse Engineering

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

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

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

Sometimes things just write themselves.

>Name (trip/namefag yourself):
Bulagd

>Colour:
Black

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

>Tech learnt:
Better mining and tunnelling

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

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

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

Have faith comrade.
>>
The kingdom of Tillea

>Color
Dark red

>Race
Dwarves

>Tech learnt
Really good at metallurgy.

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

>Starting location
Zarazar mountains

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

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

Color: Bright Yellow

Race: Human and mushroom people

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

Religion:Mentioned above

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

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

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

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

Action 1 - Explore up North.

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

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

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

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


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

Color: Bright Yellow

Race: Human and mushroom people

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

Religion:Mentioned above

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

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

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

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

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

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

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

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

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

----

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

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

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

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

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

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

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

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

----

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

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

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

---

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

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

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

---

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

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

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

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

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

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

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

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

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

>>973973
Humans and elves for race

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

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

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

---

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

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

---
>>973683
thanks senapi
---

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

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

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

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

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

---

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

------

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

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

Civ info

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

Colour: Grey

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

Tech learnt: Necromancy

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

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

>>973995
Name;Trine of Bugunda

Race; Lizards with Aztecan Culture

Location ; Creeping Jungle

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

Tech specialty; Voodoo.

--------

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

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

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

Color: Bright Yellow

Race: Human and mushroom people

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

Religion:Mentioned above

Starting place: Around the sanctuary of fiery ruins

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


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

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

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

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

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

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

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

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

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

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

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

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

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

>>973995
Ok shit sorry for being late.

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

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

Colour: Yellow

Race: Human

Culture: Mongolian

Tech learnt: Nature Magic, Bear Domestication

Religion: Ancestor Worship

Actions:
Increase population.

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

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

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

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

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

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

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

>>973995

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


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

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

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

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

>>973995

Name: Cyntande

Leader: Inheritor Veskakak

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

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

Tech Learnt: Reverse Engineering

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

Location: The Ruins of Hoparr

Population: 200 sounds about right, I think?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Color: Bright Yellow

Race: Human and mushroom people

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

Action One- Build farms and agriculture industry

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


Religion:Mentioned above

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

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

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

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

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

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

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

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

>>974175
Nice. A good updated map.

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

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

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

Same format. Turn four completed and turn five started


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

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

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

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

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

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

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


Continue construction of Port.

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

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

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

Colour: Beige

Race: Goblin

Tech learnt: Fleshcrafting (Body shaping magic)

Religion: Ames Shamanism

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

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

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

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

Bugunda's raiders are first 100.

Random monsters and shit are second 100

V's defenses and army is third hundred


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

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

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

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

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

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

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

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

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

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

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

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

Color: Bright Yellow

Race: Human and mushroom people

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

Religion:Mentioned above

Starting place: Around the sanctuary of fiery ruins

Action one: Build archer corps as support unit for Cavary

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

>>974210

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

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

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

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

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

Color: Bright Yellow

Race: Human and mushroom people

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

Religion:Mentioned above

Starting place: Around the sanctuary of fiery ruins

Action one: Build archer corps as support unit for Cavary

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

>>974210
==Owbluff== Population 150.

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

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

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

>>974235

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

>>974210

Name: Cyntande

Leader: Inheritor Veskakak

Colour: Purple.

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

Tech Learnt: Reverse Engineering, Marble Building

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

Location: The Ruins of Hoparr

Population: 200

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

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

Color: Gray

Race: Skeleton

Tech Learnt: Raising of Dead

Religion: Sky Skeleton


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

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

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

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

>>973966
>>974210

Turn 4

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

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

Turn 5

>Breed!

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

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


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

Color: Bright Yellow

Race: Human and mushroom people

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

Action One- Build farms and agriculture industry

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

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

these army next 4 turns

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

Action1 expand mines
action2 expand and improve on our farms

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

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

Color: Gray

Race: Skeleton

Tech Learnt: Raising of Dead

Religion: Sky Skeleton

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


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

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

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

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

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

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

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

Begin enchanting our special bows with holy magic

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

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

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

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

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

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

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

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

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

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

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

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

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

Alphesmo is not pleased. Bad omens are seen.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

You found some aphrodisiac plants.

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

You explore north but your scout demons get killed.

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

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

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

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

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

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

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

>>974458
Research Sentient Skeletons

Settle more lands
>>
Rolled 6 (1d6)

>>974455

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

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

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

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

ROLL 1 - Explore the Western waters.

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

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

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

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

Leader: Heodila the Lich

Colour: Grey

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

Tech learnt: Necromancy, Deathbolt

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

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

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

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

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

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

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

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

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


Begin expanding to take the rest pf the island

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

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

>>974458
==Owbluff==

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

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

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

Name: Cyntande

Leader: Inheritor Veskakak

Colour: Purple.

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

Tech Learnt: Reverse Engineering, Marble Building

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

Location: The Ruins of Hoparr

Population: 208

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

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

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

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

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

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

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

>>974458

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers

Location: Shrin of Eternal Night

Color: Purple

Turn 6 Actions

>Attempt expansion into the Northern forest once more

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

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

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

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

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

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

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

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

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

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

---

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

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

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

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

ROLL 1 - Explore the Western waters.

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

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

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

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

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

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

>>974616
Research sentient skeletons

Settle more lands
>>
Rolled 5 (1d100)

>>974616
==Owbluff==

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

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

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

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

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

Make white magic bows

AND

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

>>974616
Leader: Heodila the Lich

Colour: Grey

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

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

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

Population: 257 Orks, 5 skeletons

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

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

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

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

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

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

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

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

>>974616

Name: Cyntande

Leader: Inheritor Veskakak

Colour: Purple.

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

Tech Learnt: Reverse Engineering, Marble Building

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

Location: The Ruins of Hoparr

Population: 216

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

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

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

>>974670
Okay thank ya

>>974607
Have nymphs mine out the ore

Induct ALL the nymphs into angel society

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

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


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


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

>>974607

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

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

Color: Bright Yellow

Race: Human and mushroom people

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

Religion:Mentioned above

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

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

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

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

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

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

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

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

>>974616

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

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

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

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers

Location: Shrine of Eternal Night

Color: Purple

Turn 7 actions

>Breed

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

>>974904
Turn 5

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

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

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

>>974904
Sentient Skeletons

Settle


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

(got muddled but hope it's okay)

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

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

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

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

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

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

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

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

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

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

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

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

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

---
>>974950
Millennium of Vaesar.

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

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

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

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

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

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

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

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers

Location: Shrine of Eternal Night

Hexes: 5

Color: Purple

Turn 8 actions

>Breed (I am electing not to roll)

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

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

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

Colour: Grey

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

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

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

Population: 267 Orks, 10 skeletons

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

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

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

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

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

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

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

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

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

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

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

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

Color: Bright Yellow

Race: Human and mushroom people

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

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

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

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

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

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

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

Have the four continue studying in their respective elements.

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

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

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

>Use arborist bonus + weaving bonus to make treehouses.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

>>975215


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

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

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

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

Colonization sucks also.

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

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

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

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

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

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

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

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

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

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

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

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

>>975114
Your very light armour fails mang

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

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

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

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

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

>>975346
Location: Wysteria

Capital: Anamlwch

Leader: Crimson King Riordan

Population: 270?

Tech:Shipbuilding

Action 1: Build Explorer Boat

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

>>975346

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

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

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

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers

Location: Shrine of Eternal Night

Hexes: 5

Color: Purple

Turn 9 actions

>Expand North (Pic Related)

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

>>975337
Sentient Skeleton

Settle

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

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

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

>>975337
Leader: Heodila the Lich

Colour: Grey

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

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

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

Population: 278 Orks, 15 skeletons

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

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

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

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

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

Color: Bright Yellow

Race: Human and mushroom people

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

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

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

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

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

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

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

Tech: White Magic

Name: Angel Kingdom

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

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

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

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

>develop bow & arrows

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

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

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


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

Or you can try and fight him. Your call.

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

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

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

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

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

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

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

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

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

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

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

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

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

>>975546
I'll fight it.

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

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

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

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

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

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

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

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

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

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

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

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

Dark Blue(?)

Deep Ones

Tech: Underwater construction, Primitive Harpoons

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

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

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

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

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

Location: Wysteria

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

Race: Elves
Colour: Red

Leader: Crimson King Riordan

Population: 276

Religion: Celtic with Ancestor Worship

Tech: Shipbuilding

Action 1: Explore north with the Neried.

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

>>975582
Sentient Skeletons

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

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

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

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

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers

Location: Shrine of Eternal Night

Hexes: 10

Color: Purple

Turn 10 actions

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

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

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

>>975596
>>975582


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

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

Color: Bright Yellow

Race: Human and mushroom people

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

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

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

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

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

>>975582
Leader: Heodila the Lich

Colour: Grey

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

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

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

Population: 290 Orks, 20 skeletons

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

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

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

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

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

Dark Blue(?)

Deep Ones

Tech: Underwater construction, Primitive Harpoons

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

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

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

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

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

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

Teach the nymphs better water magic

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

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

Color: Pink

Race: Angels and Nymphs

Tech:White Magic, Improved bows, pottery, smithing

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

Location: Nymph forest

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

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

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

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

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

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

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

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

>>975588
welcome jebaleb.

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

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

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

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

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

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

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

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

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

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

Anyway guys I gotta go.

Will complete the summary when I get back.

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

>>975582
I'm back.

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

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


Colour: Yellow

Race: Human

Culture: Mongolian

Tech: Nature Magic, Bear Domestication, Breeding programs

Religion: Ancestor Worship, Emerging Bear Cult

Assets: Domesticated Bears, Salt Production facilities

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

>>975582

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

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

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

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

Heavy infantry Tier 3
" " Tier 2
Fire mages

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

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

Name: Cyntande

Leader: Inheritor Veskakak

Colour: Purple.

Race: Cyntaps - Single-eyed centipede creatures with four manipulator arms and twelve propelling/walking legs.

Tech Learnt: Reverse Engineering, Marble Building

Religion - The Dead Before. The Cyntaps revere the high elves who lived in their lands before their passing, though they don't quite know what killed them. All they know are the ruins of their civilization, which the Cyntaps have inhabited since they first came to knowledge.

Location: The Ruins of Hoparr

Population: 224

Actions: We try and consolidate desperately needed food supplies. (1) Farm establishment and and (2) Fishing
>>
>>975605
Heodila the Lich! you finally manage to build a few small forges and can make okay quality metal for crafting. Steel armour and swords or spears though nothing special about them.

Deathbolt advancement continues. Your chain attack can kill two burly soldiers then weaken the next three. Or kill five fairly healthy old men.

You don't have any defensives skills, but your solo killing potential is pretty good.

---
>>975621
well it IS set before A New Hope, where the force who got the information get executed.

fortunately the main characters and stuff survive.

----
Wait what the fuck I thought I already counted trick already.

---
>>975619
oh yes I did.

---

>>975633
Namkha you have some better boats. Nothing crazy, but they have minor improvements.

Your bows and arrows have been significantly improved.They aren't long-bows but they are medium bows with something called Bodkin Arrows, which penetrate armour much better.

---
>>975636
Rain of Yvendale. You chopped another forest tile and it will be available for farming, and you started chopping the other two tiles.

You set up some farms and shops and craft places on the other side of your territory, to develop a second major settlement.

---

>>975653
Finghis Khan, you managed to get some of the warbears to go at it while in captivity. They will reproduce at a fairly slow rate.

Your exploration didn't go very well, but you do find where the human families are living in a couple of the neighbouring tiles.

---
>>975714
you have started building a set of walls and a couple of gatehouses one on each end of the wall. It will be completed in two turns and will be 3 times taller than a man, and a foot thick stone.

Your serfs are building boats.

---
>>975829
Millennium.You convince the scattering of families to move into one larger settlement further inland, colonizing 3 more squares. Name your settlement please.

The gryphons don't like the fact that you are black. They are territorial around you.

>>975853
Millennium you also have a low level of success at building a harbour and a fleet. It will take 4 turns to complete where by you will have a small harbour and a half a dozen of fishing ships, with one military ship. Sort of a ramming ship.

You don't find the bugs of the north west.

>>976055
Cyntande, good that you didn't roll this time :).

You finally manage to make a huge breakthrough with food supplies. Many farms have been established and your rundown fishing dock and ships have been fixed. Your population can now grow at optimal pace. Your civilization is finally on the upward trend.

Hopefully you manage to get everything ready before Millennium finds and attacks you.
if worst comes to the worst you can gap it on your fishing ships.

---

Wew Goodnight guys.

TEN TURNS OF 18 FUCKING CIVS in about day and a night.
>>
Rolled 76, 29 + 15 = 120 (2d100 + 15)

Posting for Turn 11 in case I miss it tomorrow.

___________

Current Population: 157 Brown Elf Slaves, 181 Succubi, 175 Incubi, 45 hellhounds, 37 Tieflings

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows, Aphrodisiacs

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers

Location: Shrine of Eternal Night

Hexes: 10

Color: Purple

Turn 11 actions

>Qyrryss the High Priestess herself travels to the homes of the cave people and requests a meeting with their wisest elders, their most commanding leaders and their strongest warriors, planning to fuck all of them at once in a gangbang that will show them the light of our cult (rolling for great justice)

>>Scout the Eastern Plains with the Hellhounds (rolling)
>>
Rolled 95, 18, 87, 36 = 236 (4d100)

>>975582

Turns 7-11. Sorry for mess of all at once.

>Name (trip/namefag yourself):
Bulagd
>Colour:
Black
>Location:
Ashen Hills (basically dead centre of map)
>Race:
Majority goblins, some other evil races.
>Pop:
333
>Tech:
Improved mining and tunnelling
>Religion:
Mostly worshipping Bulagd.
>Shit we got:
Gold mine, iron mine, huge ass forge, productive but smelly fungus farms, a herd of molerats, grumpy ass dragon.

Turn 7 (first 2 rolls)

>Now we have naked mole-rats, lets build farms to keep them in.

>We have loads of food now. Increase population.

Turn 8, 9 and 10 (no rolls for these ones)

>All actions to expand and control whole area of hills and mountains in the Ashen Hills.

Turn 11 (last 2 rolls)

>A group of martial arts fanatic Faceminers dig their own cave and set up a martial arts cult, trying to perfect their combat skills.

>Search our territory for new stuff to mine. Silver or gems would be good for keeping the dragon happy.
>>
File: startingout2.png (592 KB, 800x600)
592 KB
592 KB PNG
>Details:
Tigana: Population 250, mostly human, some elf and half-elf. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a male human named Serbon Makeridov.

>Color
Black(i dunno can be changed latter i suppose)

>Religion
Worship of Otsira, a local god of Agriculture and Wealth

>Location
Near the Citadel of Pary and the dusk Jungle

>Tech
Advanced Agricultural techniques
>>
>>976093
Okay Bulagd, your catch up seems to be going quite alright.

You have some excellent naked mole-rat farms. A steadily stream of meat and teeth is produced.

Unfortunately your orgy thing didn't work out much.

--
You expand throughout The Ashen Hills, gaining 13 new tiles.

---
A small group of martial arts fanatic Faceminers have succeeded at digging their own cave and starting a cult based around being as good as possible. There are ten of them, with some non fighters who make sure the faceminers are provided for.

You have only managed to find a small silver vein, which the dragon takes most of what you produce.

--

>>976097
Hello Serbon. to anyone confused we talked on discord what would happen Your 8 years spent focusing on mastering agriculture, and a year on building defenses and a year on building an army have gone well.

You have excellent farms and farmers. Top notch irrigation, crop rotation and careful use of oxen mean that your fairly small capital of 400 produce enough food for 1600 people. You sell this excess to the smattering of people living in the other tiles of your land. Growth is 5% everywhere and the average population of your river side people is 50 a tile.

Your defense push has given you a good wall and gatehouse, where your small force of about 40 spearmen (will be tier two training but due to being elves tier 3 or 4) have a good place to defend from.

---
>>
Turn 11 posts here, and I will play tomorrow. Though probably not 14 hours in a row :L
>>
Rolled 67 (1d100)

>>976108
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Stone Grey
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes.
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 276 dwarves
The Capital, Uthar Geshud has around 146 dwarves, 40 town guard (tier 2), 1 champion (tier 3).
Secondary fortress is Laust'olding, around 66 dwarves
Zèler adur has 11 dwarves, This is an outpost fortress
Thol arak has 11 dwarves, This is an outpost fortress
Tokmek ruthösh has 11 dwarves, This is an outpost fortress
Erlin bërûl has 11 dwarves, This is an outpost fortress
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Artifacts: The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
Action:
>Begin training axe throwers (dice)
>Begin construction of an artifact
>>
>>976108
>>976093

Whoops, you just did my turn 11. Thought that's what we were on. I'll skip this turn then.
>>
Rolled 170, 131 = 301 (2d200)

>>976108
This is for the next round then in case I miss it.

Use Nature Magic to improve Food production
Attempt to breed more and better warbears.
>>
Rolled 2, 37 = 39 (2d100)

>>976122
fucking tablet
>>
Rolled 33 (1d100)

>>976108
>Details:
Tigana: Population 400, mostly human, some elf and half-elf. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a male human named Serbon Makeridov.
>Color
Black(i dunno can be changed latter i suppose)
>Religion
Worship of Otsira, a local god of Agriculture and Wealth
>Location
Near the Citadel of Pary and the dusk Jungle
>Tech
Advanced Agricultural techniques

Action 1: Explore and claim the coast line near me
Action 2: Build a shrine of worship for Otsira, the local god of Agriculture and Wealth(I will let that auto complete)
>>
>>975003
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
601(442 Lizards, 55 Ork slaves, 20 goblin slaves, 84 human slaves)
>Location
Creeping Jungle

>Assets
Poisonous Snakes
Fruit Farms
Selective Breeding ( for slaves)
Milita(Tier 2, 5 guys)
Voodoo Dolls
Pteranodon (tier 2 atm)
Natural Lizard Scales ( tier 2)

Alright, I gotta make up allot of ground, so here it is

>Turn 9
Begin to recruit more Air Riders
Begin to formulate tactics and strategies
>Turn 10
Improve Agriculture, we need duh food!
Continue enslaving the fucking jungle, I need the hexes
>Turn 11
Use one of my actions to research the sap for harder scales
Use the other to start recruiting men for an Professional™ Army™
>>
Rolled 83 (1d100)

>>976108
Name: Cyntande

Leader: Inheritor Veskakak

Colour: Purple.

Race: Cyntaps - Single-eyed centipede creatures with four manipulator arms and twelve propelling/walking legs.

Tech Learnt: Reverse Engineering, Marble Building

Religion - The Dead Before. The Cyntaps revere the high elves who lived in their lands before their passing, though they don't quite know what killed them. All they know are the ruins of their civilization, which the Cyntaps have inhabited since they first came to knowledge.

Location: The Ruins of Hoparr

Population: 250

Actions: With farms established and fish finally moving into the ruins, the Cyntaps turn their efforts (1) To establishing a Marble Quarry and (2) Learning from the dead before, trying to determine their weapons, equipment and ways of war; and to see how much we can replicate. (The diceroll)
>>
>>976108
Linking to my post for convienence
>>976130
>>
File: expansion.png (5.56 MB, 4000x2000)
5.56 MB
5.56 MB PNG
New map with my expansion added to it.
>>
>>976108
Yvendale
>Leader
Rain an elementalist
>Color
Black
>Race
Humans
>Tech learnt
Elementalism
>Religion
Polytheistic worshipping four gods.
One for each of the four elements.
>Population
260
>Location
Island in the sea of traitors

>Assets
Amazing fishing spots with amazing fisherman in amazing fishing boats.
Farmland for crops(and we're currently producing an excess of about 60 mouths)
A shitty port.
A boat capable of sailing the high seas and shallow waters.
Entire population is tier one elementalists.
4 Master elementalists (around tier 2 in power)(ranks up in 2 turns)
4 air students (tier 1, ranks up in 4 turns)
4 water students (tier 1, ranks up in 4 turns)
4 earth students (tier 1, ranks up in 4 turns)
4 fire students (tier 1, ranks up in 4 turns)


Begin selectively breeding crops. Eat the smallest fruits but the largest ones get replanted. Increasing the size of future crops at a constant rate.

My craftsman of all trades form guilds with each other. To cooperate and aid in the development of their skill and ability.
>>
Rolled 39, 1 = 40 (2d100)

>>976108
Name: Namkha
Color: Pink
Race/Pop: 280 = 163 Elves(+1%) + 117 Satyrs(+7%)
Location: Conny Island
Tech: Weaving, Arborist, Herbalism
Assets: Permaculture gardens, Herbal Medicine, Small Mammals, Spears & Gigs, Very Nice Furs & Suede, Treehouses, Better Catamarans, Bodkin Arrows
Hexes: 5
Modifiers: -15 to reedcrafting, -15 to boatcrafting, +10 to herbalism, +10 arborist, +?? weaving
Morale: Happy

>Improve boats with Woven Sails and rudders. Try to break boatwright's curse. +?? Weaving Bonus

>Explore the rest of the island for more forest friends and native buddies.
>>
>>976207
Dud, this is your like third nat 1 since the beginning?
>>
>>976108
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks, forges,

Military: Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me. Chain of command with basic strategies.

Population: 305 Orks, 20 skeletons

Improve on my original skill, Necromancy. This way I can summon more skeletons faster and so they're less shit. I already have alot of progress with deathbolt so hopefully since I've gotten gud at magics I can make good progress here.

Begin the process of replacing the paladise at our capital with a proper stone wall
>>
Rolled 89, 41 = 130 (2d100)

>>976108
Now I have woken up, I'll do my turn 11 here, given the new info I have.

Oh they reject us do they? Well, lets see them reject this!
>Contact the ancestors to begin harassing the Village of Sastow, having animals raid their lumber camps, eat their grain supply, hunt their cattle etc.

>Begin to establish a Lumber Mill at the Forest hex to the SE of Gateland. We need the lumber to begin building better buildings, roads and defences (+10 THE GATE WILLS IT)
>>
>>976255
>>976108
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 172, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Tech Learnt: Spirit Communication
Religion: Animism
Updated with Pop
>>
Rolled 59 (1d100)

>>976069
==Owbluff==

Colour: Beige
Race: Goblin
Tech learnt: Fleshcrafting (Body shaping magic)
Religion: Ames Shamanism
Assets: 1x Tin Mine, Basic Agriculture, Shapeshifters, 1x Fire Spirit

-Making up for the turns I missed-

(TURN EIGHT)
Action 1: Ames has willed it; continue to brutalise the goblins. Suffering builds character. (NO ROLL)
Action 2: Continue to work on agricultural development. (NO ROLL)

(TURN NINE)
Action 1 + 2: Double agricultural development. (NO ROLLS)

(TURN TEN)
Action 1: Ask the fire spirit about what he was doing in the cave. (NO ROLL)
Action 2: Make tall and buff goblin warriors using fleshcrafting.
>>
Rolled 32 (1d100)

>>976108
>>976273
Huh, turn 11 just as I post. Details on the other actions above.

Turn 11

Action 1: Learn about our werewolf allies and their condition, and if it could be controlled.
Action 2: Sacrifice seven weak goblins to Ames for his blessing, so we may become the warriors he desires.
>>
Rolled 80 (1d100)

>>976275
Ree, fucked up, let me throw the roll for action 2 in as well
>>
Rolled 82, 99 = 181 (2d100)

>>976108
Action 1-Begin working on the development of weapons
Action 2- further promote population growth
>>
Rolled 46 (1d100)

>>976108
Action 1: Pray to Ogma for ship designing help.

Action 2: Train navy.(roll)
>>
File: 1434435904211.jpg (35 KB, 508x472)
35 KB
35 KB JPG
>>976220
pls stop picking on me.
>>
Rolled 36, 87 = 123 (2d100)

>>976108
Smarter Skeletons

Settle Towards Sea
>>
Rolled 97, 46 = 143 (2d100)

>>976108
Action 1: find the fucking bugs and attack
Action 2: expand and build more forts in my lands. With beach defensives and airtight defense against bugs
>>
Rolled 37, 91 = 128 (2d100)

>>976108

Qingde: Population 430, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local goddess of nature.

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion: Worship of Wie Bu-Ge as matriarch. Attuned with nature, heightened connection two spirit world

Starting place: Around the sanctuary of fiery ruins
Items and resources
120 well headed horses (3rd Tier)
30 Cavalry Core (3.5 Tier )
20 Heavy Infantry Militia (Tier 2)
5 small organized mines (tier 2)
5 Large organized specialty farms (tier 3) (population %boost)
5 Blanks
Basic emotion telekinesis (tier 2)

Action one:Expand North Into the step, see what value my army can find

Action 2: Build Forges to produce high quality weapons from eh ore in our mines. Eventually we can outfit the militia and civ with better armor
>>
>>976352
In unrelated news Heodila is welcoming foreign refugees so they can join his kingdom and work in it for him in return for safety.
>>
Rolled 28, 17 = 45 (2d100)

>>976108
>>975606
>>975607
You forgot my turn Ten?
Name:The Decrepit
City name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:368 Giant:17

>>976108
Turn 11 actions
Action:Make a new kind of mushroom with a light red cap can spread spores that can grow anywhere, growing at a fast but they are smaller than the normal mushmen.
Action:Make a light blue Mushroom man with a wide flat cap that can spray out water and breath underwater for a extended amount of time.
>>
Guys remember to take into account your fertility rolls. Like if all the women get preggers that would be like a 2/5 pop increase.
>>
>>976523
I am
>>
>>976111
Lam Therleth, I really like the names of your outposts. Your axe thrower division has been made. At the moment they aren't that good at throwing axes, but in a few turns they will be tier 3 short ranged units at the moment they are tier one. ten tier one axe throwers.

You have started construction of an artifact. In three turns you will have a lantern that doesn't need fuel. It will be like a normal torch in brightness. Can be researched. All you know initially is that it is a nice lantern.

---
>>976119
:)

---
>>976122
>>976127
rofl Finghis Khan. Your nature mages attempt to improve food production. But all they manage to do is make all your fields be infertile for about 2 turns. Luckily I am pretty sure you have enough food stores not to starve. You can also fish and hunt anyway.

Your attempts at breeding more and better warbears continues to be slow, but a couple of cubs are born to a black bear.

---
>>976128
Serbon, you manage to get one tile of coast line near you, and you successfully build a small shrine to Otsira. she is pleased and it feels as though your farmers are having an easier time of it (slightly more effective agri). Can be further improved and opens up use of shrine to request stuff with a higher chance of success.

---
>>976130
Chief Gajac, you recruit more Air Riders. Your number of fliers is now 10 however they aren't combat units just yet. They scout okay though.

You develop a raiding strategy that will give +5 to raid rolls. You also learn how to use torches more effectively in theoretical pillaging, allowing you to burn enemies' shit without a mallus.

Your agriculture improves, providing you with sustainable farming for another 100 people over your present population. You capture 2 jungle hexes, taking 30 human slaves.

You improve upon the scale hardening sap. While it will take a while, you do figure out how to cancel the hardening effect. You get 30 tier one lizards into your army.

---
>>976135
Cyntande you establish a Marble Quarry, let's say your production is enough to make 20 marble houses a turn equivalent.
Finally the dead's knowledge is understandable, and your people are able to reverse engineer their weapons. Your people are able to build swords and spears, and helmets. Your people also understand some of the basic ideas of formations and how to retreat orderly.

part two comin'
>>
>>976152
Rain of Yvendale, your people decide to experiment, trying to improve their crop quality, so they eat the lower quality and smallest fruits and plant only the largest fruit seeds. At the moment this has the effect of reducing food supply, but in about 3 turns your crops will be 10% better and at 5 after that 10% better, then every 10 turns 2% improvement. I hope this won't be broken in the long term

Your craftsmen from all trades form guilds of their specialties. Your population is quite low so the guilds are mostly small, with the biggest being the farmer/reeve guild. Gives a closer sense of community and quality of life. Can be improved in actions.

---
Namkha, oh yes, weaving bonus. Let's say that is +7. You manage to not incur the curse, but don't quite manage to reduce it. You manage to improve the boats with some form of steering by rudder (though not that good) and slightly better sails.

Your exploration for more forest friends and native buddies goes poorly. There are cannibals, giant leopards, and Dark Dryads. Your 6 explorators get got.

---
>>976253
Heodila the Lich, you finally decide that your 5 skeletons raised a year is worth it now that you have had much success improving their intelligence. You can make 8 skeletals a turn now. Human intelligence skeletals Fuck.jpg.

Your smartskeles are great at construction since they never get tired or bored, and the palisade is improved with having stones put on the outside, making it wide enough to carefully walk around.

---
>>976255
YhettiKing, The ancestors are pleased that you realized you needed to attack competitors to make Marine Great. They comply with your request. You also manage to build that lumber mill and it will help your building and roads and defenses. In two turns the upgrades from the lumber mill will be completed.

---
>>976273
Shaman Holes. You brutalize the gobbos and they become more efficient. They also dislike and fear you intensely. Agri development continues, you open up a few fields and improve food supply, you have an excess.

Your agricultures goes swimmingly. You now have 300 mouths extra food production.

The fire spirit said he likes jacking off to burning shoes.

You manage to make 15 goblin warriors 4 centimeters taller, and they have a bit more muscle.
Your werewolf allies say they good. They reject control though but aren't pissed too much. You sacrifice 7 weak goblins to Ames for his blessing, improving your warriors and yourself.
---
>>976280
Bob, chief of the fire dragons. Your weapon development goes great. Your dragons have learnt to pick up large rocks and drop them from great heights with sort of okay accuracy and your serfs have better weapons.

Population growth goes excellently, that southern port town gains 50 population that are mostly babies for now, and your capital has all the women get preggers. You lay an egg. It will hatch in 20 turns.

---
>>976298
Ogma listens. one use +10
>>
>>976346
No smarter skeletons, but they do learn some better rattles for communication. You settle 6 tiles towards the sea.

---
>>976352
Millennium. Fuck. Your army finds the bugs and attacks them. So that's what 50 troops on the Cyntaps? you will win the fight at least I think.

You build a few more small towers and a beach short wall. They give minor assistance. More lookout posts really.

---
>>976354
Juni of Qingde, you expand a tile north. Decent value.

Your blacksmiths are excellent. Your weapons are tier 3. Militia have tier 2 attack (their low skill reduces the true effectiveness of the weapons). Your cavalry has a bonus of 5 to attack rolls.

---
>>976484
ManMush I didn't forget your turns I don't think. You are still unable to make a new kind of mushroom. I like the ideas though. Your blue mushroom man fails. Badly. A couple of mushrrommen get got.
FUCK I THOUGHT HEODILA'S HUMAN THINGS WERE ACTUALLY DAN THE NECROMAN'S.

RETCONNING. IT'S HEODILA HAS TODDLER SMART LEVEL SKELETALS
>>
Cyntaps versus min maxed Millennium's legionaires of genocidal intent.

How many troops does both sides have.
>>
Rolled 3, 76, 20 = 99 (3d100)

Fortunately Cyntaps have the knowledge of how to orderly retreat. And they have some weapons. So it's gonna be like.


100 cyntaps who have hastily constructed weapons and armour against 50 well trained and armed and armoured genocidal arseholes.

First roll is for Cyntaps fighting. The second roll is whether or not the ancestors help out. The third is how well the rest of the Cyntaps flee on the boats.

Cyntap militia need to delay Millennium by 3 rounds for refugees to evacuate certifiably.

Millennium's roll was 97 so yeah.
>>
Rolled 73, 31, 69 = 173 (3d100)

50 centap troops get cut down. They rise up with the fury of the ancestors and throw themselves in last death throws onto the humans, knocking some of them over.

The fleeing cyntaps are quite slow, only 40 of them are got onto boats with their food at the moment.

humans are basically undamaged just grossed out by the "bugs"
>>
Rolled 42, 82, 47 = 171 (3d100)

Phew, the remaining 50 cyntap militia manage to put up a much better fight this time, with only half getting killed. They manage to kill one of the human soldiers, when they decided to focus on one guy.

The cyntap ancestors don't do anything this round except for make a few illusions that don't fool the humans.

Another 70 refugees manage to get onto the boats with stuff. There are 20 fleeing cyntaps left, and 25 fighter ones remaining.
>>
Okay well. The last of the cyntap militia get massacred. Fortunately the spirits ensure some of the dead kill a couple of the human soldiers and give enough of a delay for the final 20 cyntaps hopping on their boats. The boat lines have been cut and they 5 cyntap boats are 40 feet off the quay when Millennium's troops rush trying to stop them from leaving.

Cyntande's Cyntaps are refugees. There are 150 of them on 5 ships, and they have food for 2 turns. Fortunately Abelhad of Cafalls Tower has offered amnesty and will allow them to settle.

Poor Cyntaps. Your blood will be avenged. Your flame will not die quite yet. Good luck.

Cyntaps have an utter undying hatred and fear of Millennium's civilization
>>
Turn Twelve Turns here []/b
>>
>>976715
Population: 500
Color: Dark red
Location: that hill nestled between parts of the the Crown Spires mountain south of the Arrow river
Clacaea: Population 110, mostly human, some halfling. A series of low stone walls divides and encircles the village. It is governed by a mayor, a male human named Gnaeuso Ciusennius Geniusa. Clacaea has seen better days, and swarms of vermin run through its streets.
Tech: Metal working
TURN NINE
action 1 build hamlets to strengthen my hold on the region
action 2 build hamlets to stregthen my hold on the region
TURN TEN
action 1 set up mining communities in the Crownspire Mountains
action 2 focus on population growth
TURN ELEVEN
action 1 establish mining communities in the Crownspire Mountains
action 2 start fixing up Clacaea
TURN TWELVE
action 1 use the resources and lands i have to start making some professional troops
action 2 expand to the north side of the Arrow river
>>
Rolled 76 (1d100)

>>976715
>Details:
Tigana: Population 400, mostly human, some elf and half-elf. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a male human named Serbon Makeridov.
>Color
Black(i dunno can be changed latter i suppose)
>Religion
Worship of Otsira, a local god of Agriculture and Wealth
>Location
Near the Citadel of Pary and the dusk Jungle
>Tech
Advanced Agricultural techniques
Assets: small shrine to Otsira,wall and a gatehouse, force of about 40 spearmen(tier 2;tier 3 or 4 if elves)

Action 1 : Agricultural Developtment in the tile i just claimed(auto completion)
Action 2 : Searching my lands for possible resources
>>
Rolled 92 + 10 (1d100 + 10)

>>976715
Action 1: Design Warship(roll)

Action 2: Build shrine to Ogma
>>
>>976715
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Stone Grey
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes.
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 286 dwarves
The Capital, Uthar Geshud has around 150 dwarves, 40 town guard (tier 2), 1 champion (tier 3). 10 axes throwers (tier 1) 1/2 to next tier
Secondary fortress is Laust'olding, around 68 dwarves.
Zèler adur has 12 dwarves, This is an outpost fortress.
Thol arak has 12 dwarves, This is an outpost fortress.
Tokmek ruthösh has 12 dwarves, This is an outpost fortress.
Erlin bërûl has 12 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
ïssun istam: A lantern that requires no fuel to burn 0/3 turns
create
Action:
>Encourage the dwarves to reproduce
>build an observation post on one of the highest mountain peaks.
>>
Rolled 37, 1 = 38 (2d100)

>>976715
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
380(278 Lizards, 42 Ork slaves, 10 goblin slaves)
>Location
Creeping Jungle

>Assets
Poisonous Snakes
Fruit Farms(finishing in 1 run)
Selective Breeding ( for slaves)
Milita(20)
Voodoo Dolls

Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
649(479 Lizards, 58 Ork slaves, 23 goblin slaves, 119 human slaves)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T3 in 4 turns)
Fruit farms (with improved agri)
Military (45 guys)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Modifiers
+5 to raiding
+15 to scouting

Action 1; Send my Air Riders to scout outside of the jungle. I wanna meet the famed Cassowaries and Drop Bears
Action 2;Sacrifice 10 of my humans to the Voodoo Spirits in return for magic. Witch Doctors is a must
>>
Rolled 44, 11 = 55 (2d100)

>>976715
Qingde:, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local goddess of nature.

Population:520

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion: Worship of Wie Bu-Ge as matriarch. Attuned with nature, heightened connection two spirit world

Starting place: Around the sanctuary of fiery ruins
Items and resources
Populous town
Stone Palisade
Ditch
10 well headed horses (3rd Tier)
30 Cavalry Core (3.5 Tier ) +1>>976707
5 to combat rolls
20 Horse-mounted Heavy Infantry Militia (Tier 2)
Tier 2 Attack
5 small organized mines (tier 2)
5 Large organized specialty farms (tier 3) (population %boost)
5 Blanks
Basic emotion telekinesis (tier 2)
excellent Blacksmiths (Tier 3)
Quality Weapons (tier 3)

Action one: Invade the northern fortified settlement in the steppe with cavalry, have heavies follow on horseback

Action 2: Create cavalry braracks to regualry train cav, then have them outfitted with spears from our excellent blacksmiths
>>
Rolled 45 (1d100)

>>976715
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 175, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Tech Learnt: Spirit Communication
Religion: Animism
Now our ancestors have readied the way, lets us raise the war hide! Gather weapons, and prepare, for Sastow will join with Gateland!
>Begin preparing for War, by making iron bound clubs and shields.
>Contiune to build the lumbercamp (Auto)
>>
>>976715
Have 7/8 of my skeletons start a research center. Dedicated to making them stronger, faster and most importantly, smarter.

Improve skeleton production.


Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 26
Race: Skeleton
Pop: +5 Per Turn, +1 Per Corpse
Tech Learnt: Raising of Dead
Religion: Sky Skeleton

Llanfairf: Population 265, all of which are skeletons. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Daniel. Many of its residents wear an amulet of bone to honor The Sky Skeleton, a local god of death.
>>
>>976715
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks, forges,

Military: Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me. Chain of command with basic strategies.

Population: 320 Orks, 28 skeletons

We welcome the refugees into our land! So long as they work hard and dont cause trouble they are free to stay here and become productive members of this society and maybe one day they could have their revenge.

Its time to improve my infrastructure. Begin a program to start the creation of roads throughout my lands so people can travel easier and so materials can be moved faster.

Begin working on more reliable methods of food production to implement into my lands. Things such as irrigation, crop rotation, etc and begin spreading it throughout both orkish land and conquered human land. They will soon see loyalty to me is rewarded with prosperity and safety.
>>
>>976715
Yvendale
>Leader
Rain an elementalist
>Color
Black
>Race
Humans
>Tech learnt
Elementalism
Selective breeding (10% crop increase in 3 turns)
>Religion
Polytheistic worshipping four gods.
One for each of the four elements.
>Population
260
>Location
Island in the sea of traitors

>Assets
Amazing fishing spots with amazing fisherman in amazing fishing boats.
Farmland for crops(and we're currently producing an excess of about 60 mouths)
A shitty port.
A boat capable of sailing the high seas and shallow waters.
Entire population is tier one elementalists.
4 Master elementalists ( tier 2 in power)(ranks up in 1 turns)
4 air students (tier 1, ranks up in 3 turns)
4 water students (tier 1, ranks up in 3 turns)
4 earth students (tier 1, ranks up in 3 turns)
4 fire students (tier 1, ranks up in 3 turns)

Create a training grounds for people to practice mixed elemental martial arts and require citizens to train their regularly.

Build another farm on the cleared forest tile.
>>
>>976741
first roll gets a +15 because of cavalry bonuses so 59
>>
>>976740
First roll is 52 with bonus.
>>
>>976707

It looks like the Cyntaps will declare their loyalty to Cafalls tower, then. All their population and surviving knowledge is now sworn to Abelhdad. The dead before have failed us, it is the dead alive in the form of the Liche whom we now honour and revere.
>>
Rolled 68, 45 = 113 (2d100)

>>976715

>Colour:
Black
>Location:
Ashen Hills (basically dead centre of map)
>Leader (and problem):
Bulagd the great dragon
>Race:
Majority goblins, some other evil races.
>Pop:
1034
>Tech:
Improved mining and tunnelling
>Religion:
Mostly worshipping Bulagd.
>Shit we got:
Gold mine, iron mine, small silver mine, huge ass forge, productive but smelly fungus farms, big mole-rat farms, grumpy ass dragon.
>Fighters
50 militia, 10 Faceminers
>Hexes
19

>Set up another martial arts clan.
An alternative martial art to facemining has risen up. This one is called dick spading, and focuses on the use of spade like implements and below belt attacks. Jealous of the Faceminers, they've also set up their own cave to master their martial art. They call themselves the Dickspaders.

>Breed. Always need more gobbos.
>>
>>976766
Excuse me but are you in the Discord? If you aren't come join so we can talk with eachother.
>>
File: f39.jpg (50 KB, 600x806)
50 KB
50 KB JPG
>>976772
You are one Lewd Lich, ya know that?
>>
writing
>>
Rolled 50 + 50 (Not Rolling for either of these desu)

>>976715
Name: Namkha
Color: Pink
Race/Pop: 282 = 161 Elves(+1%) + 121 Satyrs(+7%)
Location: Conny Island
Tech: Weaving, Arborist, Herbalism, Bodkin Arrows
Assets: Permaculture gardens, Herbal Medicinex3, Small Mammals, Spears & Gigs, Very Nice Furs & Suede, Treehouses, A Catamaran
Hexes: 5
Modifiers: -15 to reedcrafting, -15 to boatcrafting, +10 to herbalism, +10 arborist, +7 weaving
Morale: Happy
Neighbors: Cannibals, Dark Dryads, Giant Leopards

>Weave bamboo cages to catch giant leopards and try to taming them (+7 weaving bonus)

>Introduce compulsory basic training. All adults are expected to be competent in Archery, Spear, Stick/Club and Unarmed fighting.
>>
>>976801
WHAT HAPPENED TO MY TURN 11 YOU DOUBLE NIGGER!
>>
>>976801
>>976074

This is my turn 11.


Now process it you faggot.
>>
>>976715
Action 1 Develop fishing from the port
Action 2 expand east into the plains and begin farming
>>
Rolled 69, 66 = 135 (2d100)

>>976862
>>
>>976724
Centurion of Arrow Valley. You set up a hamlet called Essude that's on the most eastern part of your territory on the river.

You build a hamlet on the westernmost side of your territory on the riverside called Wessude. Each have 100 population.

I think it would be best if everyone draws their capital and settlements on their map, since this is starting to become important.

You set up some small mining communities in the Crownspire Mountains.

Population growth is at 5% everywhere due to your very good distribution method whereby you make sure everyone has excess. some orgies happen in your main areas so your hamlets and capital have 20% growth this turn.

Clacaea is being fixed up and made better.

You hire 20 professional soldiers who have good weapons and suchlike. tier two weapons and armour, tier one training for now. Next turn they will be tier two alround. Melee, infantry.

You take 3 tiles on the north side of the Arrow river.

---
>>976734
Serbon, you make the newly claimed tiles properly agricultured, so growth is optimal.

You find some legit resources. Gold nuggets are found in the river, that come from the mountains far away. You also see whales in the large bay through that tight channel. There is also hardwood forests and you will be able to find more stuff in future rolls.

---
>>976738
Yeah buddy. you have the best warship in the game at the moment. It is a medium sized ship that is very fast, and has catapults on it that have very good range. Think roughly Rome 2 siege ships in broken-ness.

You build a shrine to Ogma and it pleases them.

---
>>976739
Lam Therleth, you manage to get the dwarves to double their fertility this year, so it's 6% this year.

You build an observation post on Beggesmont Mountain. It's quite cold but you can research new stuff. And you know when dragons might attack.

---
>>976740
Chief Gajac of Bugunda. You succeed at scouting and meeting the cassowaries and drop bears. They don't talk. They don't attack either.

You sacrifice 10 of your humans. The guy who did it turns a rainbow colour and declares his secession from your lands and takes with him 50 people and sets up shop three tiles West of your civilization.

---
>>976741
Juni of Qingde, while I don't really know what fortified settlements of the steppe you are talking about, they aren't particularly good walls. So you do manage to kick down the gain of the northern settlement and with your infantry take the settlement. You suffer 5 cavalry casualties and sever infantry deaths. But you have a lightly walled new settlement.

(so that's an extra few tiles?)

You fail miserably at building a cavalry barracks.

---
>>976744
YhettiKing you manage to build some iron bound clubs and okay shields.

Your lumbercamp has been finished and the benefits done.

---
>>976745
Your skeletal research center has been built. At the moment they are just practicing reflexes. Will take a while for things to make progress.

---
next one incoming
>>
>>976766
You do know your still alive? Your just living in my lands as part of my kingdom but you can still do stuff.
>>
>>976747
Heodila the Lich. you make steady improvements on food production and population growth throughout your tiles improve so there will be decent growth. Loyalty improves.

---
>>976750
Rain of Yvendale, you succeed at building training grounds for mixed elemental martial arts and citizens train there regularly.

Another farm has been built on the ex forest tile. another 50 people extra mouths possible.

---

>>976766
Cyntande, your Cyntaps arrive safely in Cafalls territory where you are given a tile that is controlled by you, you are the first leader who is subordinate to another leader. this will make you both have quite some benefits due to the bonus actions available in your kingdom what with two civs in the land.

Your people have an adjustment of beliefs and religion, having the Lich as a deity sort of.

---
>>976769
Bulagd, you set up another martial arts clan. Dick spading it is. Ten people in that artform.

Bredding happens. Single turn 20% growth. Remember that these will be useless babies for a few turns.

---
>>976804
Namkha, you build bamboo cages and manage to capture a couple of giant leopards. They are able to be contained and eat the food given to them alright.

All adults are given training in archery, spear unarmed or club. In 3 turns everyone of your adults will be a tier 2 in training. But you will need to have the weapons and suchlike for them.

---
>>976813
TrickQM. Orgy succeeded, scouting didn't.

---

bob the dragon, fishing is going well from the southern port, and you move a couple of tiles east into the plains and expand your farming.
>>
turn 13 stuff here. trick I think your turn 12 stuff succeeded. Just pick a reasonable asset to gain
>>
Rolled 38, 32, 68 = 138 (3d100)

How many humans am I getting?

>>976933
>>
>>976905

A Kind offer, but I think after being nation-wiped in a single turn I've pretty much lost my enthusiasm for the moment, so the Cyntaps and all they had and were are now your Liche's devoted servant race.

Perhaps I'll be back later in the game, or in another future one.
>>
>>976939
Location: Wysteria

Capital: Anamlwch, Most of the buildings are constructed from living trees. It is governed by an order of knights and warriors, known as the Crimson Court. Current leader is Riordan ruling from the Scarlet Throne. Shrine to Ogma.

Colour: Red

Leader: Crimson King Riordan

Population: 282

Religion: Celtic with Ancestor Worship,Ogma

Tech: Shipbuilding, Advanced Warhsips

Action 1&2: Build the warships from the design until I have four of them.
>>
Rolled 3 (1d100)

>>976939
>Details:
Tigana: Population 463, mostly human, some elf and half-elf. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a male human named Serbon Makeridov.
>Color
Black(i dunno can be changed latter i suppose)
>Religion
Worship of Otsira, a local god of Agriculture and Wealth
>Location
Near the Citadel of Pary and the dusk Jungle
>Tech
Advanced Agricultural techniques
Assets: small shrine to Otsira,wall and a gatehouse, force of about 40 spearmen(tier 2;tier 3 or 4 if elves)
Action 1 : Start exploiting the newfound resources(auto completion)
Action 2 : Explore and claim some inland tiles
>>
Rolled 84, 68 = 152 (2d100)

>>976939
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 178, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Tech Learnt: Spirit Communication
Religion: Animism
CHARGE!
>Attack the people of Sastow.
>Begin to use the wood to begin constructing a large Pallisade around the City of the Gate. making plenty of room to allow for expansion. (+10 THE GATE WILLS IT)
(Its like a village, surrounded by a wall suitable for a city)
>>
>>976939
Bugunda
>Leader
Chief Gajac
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Animal Handling, Voodoo, Farming
>Religion
Voodoo Spirits
>Population
649(518 Lizards, 61 Ork slaves, 26 goblin slaves, 75 human slaves)
>Location
Creeping Jungle

>Assets
Pteranodon(T2)
Tree sap(T3 in 4 turns)
Fruit farms (with improved agri)
Military (45 guys)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Modifiers
+5 to raiding
+15 to scouting

Action 1; Kill off the spirits, force Erdian to Marry me and reform our religion. I am the God Emperor Gajac, and Erdian is my trap goddess wife. The remaining spirits have 2 choices; Submit or die
Action 2; Send my military to reintroduce my escaped slaves to my empire. They will submit, or die.
>>
>>976939
>>975632
>>975627
These things

Have The angel men breed with both angel women for perfect angels and the Female race of the nymphs for more nymph/Angel hybreds

Send a messenger to the west to scout for allies and enemies.
>>
Rolled 27 (1d100)

>>976933
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Stone Grey
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes.
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 312 dwarves
The Capital, Uthar Geshud has around 164 dwarves, 40 town guard (tier 2), 1 champion (tier 3). 10 axes throwers (tier 2) 0/2 to next tier
Secondary fortress is Laust'olding, around 72 dwarves.
Zèler adur has 14 dwarves, This is an outpost fortress.
Thol arak has 14 dwarves, This is an outpost fortress.
Tokmek ruthösh has 14 dwarves, This is an outpost fortress.
Erlin bërûl has 14 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
ïssun istam: A lantern that requires no fuel to burn 0/3 turns
create
Action:
>Train the dwarf miners to fight with their pickaxes. (roll)
>Create high quality tools for the miner's in the mine
>>
>>976939
Research how to make more skeletons

Research how to make more skeletons
>>
Rolled 93, 6, 15, 17, 7, 5 = 143 (6d100)

>>976939
>Details
Rystwe: Population 367, primarily human, some halfling. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a female halfling named Thyana. Many of its residents wear a copper amulet to honor Sualda, a local god of fire.
>Color
Green (preferably lime)
>Population
161 humans, 69 halflings
>Location
Rystwe, island off of Dragonsvale.

ROLL 1 - More work into water magic and light magic to combat the demon.

ROLL 2 - Colonize the damn island.

ROLL 3 - Explore to the East.

ROLL 4 - Explore to the South.

ROLL 5 - Try and convince our god to help expell the demon.

ROLL 6 - Colonize that damn island.

MAKING UP TURNS I MISSED AS WELL
>>
>>976939
Current Population: 159 Brown Elf Slaves, 181 Succubi, 175 Incubi, 45 hellhounds, 42 Tieflings, 142 Humans

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows, Aphrodisiacs, Game Hunting

Religion: Digger Nick, Demon Lord of Sex (Main God) Sapphoria, Demon Lord of Lesbian Sex (Minor Deity)

Leader: Qyrryss, High Priestess Succubus

Military: Tier 3 Brown Elf Archers

Location: Shrine of Eternal Night

Hexes: 10

Color: Purple

Turn 12 actions

>Form the cave men into a militia to defend me

>Scout the Eastern Plains with the Hellhounds

And since you're saying those succeed I'll go with my

Turn 13 Actions

>Set up farms to my east to feed my more agrarian humans

>Build wooden fortifications around the Shrine of Eternal Night Time Shenanigans so as to ensure the base of our cult's safety
>>
>>976939
>Population: 1,210
>Color: Dark red
>Location: that hill nestled between parts of the the Crown Spires mountain south of the Arrow river
>Clacaea: Population mostly human, some halfling. A series of low stone walls divides and encircles the village. It is governed by a mayor, a male human named Gnaeuso Ciusennius Geniusa.
>Tech: Metal working
action 1 build up my professional army
action 2 set up irrigation systems to make better use of the Arrow River
assets
capital
2 hamlets
20 professional soldiers
tier two weapons and armor, tier two training
>>
Is it too late to join?
>>
>>976975
Research how to make more skeletons

Research how to make more skeletons


Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 26
Race: Skeleton
Pop: +8 Per Turn, +1 Per Corpse
Tech Learnt: Raising of Dead
Religion: Sky Skeleton

Llanfairf: Population 270, all of which are skeletons. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Daniel. Many of its residents wear an amulet of bone to honor The Sky Skeleton, a local god of death.
>>
>>976982
never.
>>
Rolled 83, 27 = 110 (2d100)

>>976939
Qingde:, mixed human and mycelium. The village is defended by a stone palisade and ditch and sits in the shadow if a ruined castle. It is governed by a council of wealthy landowners, known as the Court of Eight. Many of its buildings are surrounded by gardens to honor Wie Bu-Ge, a local goddess of nature.

Population: 730

Color: Bright Yellow

Race: Human and mushroom people

Specialty Tech: Astoundingly good cavalry tactics and equipment, good with horses

Religion: Worship of Wie Bu-Ge as matriarch. Attuned with nature, heightened connection two spirit world

Starting place: Around the sanctuary of fiery ruins
Items and resources
Populous town
Stone Palisade
Ditch
120 well headed horses (3rd Tier)
25 Cavalry Core (3.5 Tier ) +5 to combat rolls
18 Heavy Infantry Militia (Tier 2)
Tier 2 Attack
5 small organized mines (tier 2)
5 Large organized specialty farms (tier 3) (population %boost)
5 Blanks
Basic emotion telekinesis (tier 2)
excellent Blacksmiths (Tier 3)
Quality Weapons (tier 3)

Action one: build cavalry academy to train and expand can abilities

Action Two: Build Heavy Infantry Academy to expand and improve militia to a real fighting force
>>
>>976976
STAY THE FUCK OFF MY ISLAND YOU SHITS

no please cum and join the fun, my lord
>>
>>976976
FUCK OFF WE'RE FULL
>>
>>976973
meant to link to
>>976939
>>
https://discord.gg/UWkrYNP

As usual there is no limit to when someone can join.

I am going to stop for the day after next turn though since I wanna play railroad tycoon.
Still gonna have done four times more turns than usual nationgen qms ;)


https://discord.gg/UWkrYNP
>>
>>976939

>Colour:
Black
>Location:
Ashen Hills (basically dead centre of map)
>Leader (and problem):
Bulagd the great dragon
>Race:
Goblins
>Pop:
1241
>Tech:
Improved mining and tunnelling
>Religion:
Mostly worshipping Bulagd. Other minor gods.
>Shit we got:
Gold mine, iron mine, small silver mine, huge ass forge, big fungus farms, big mole-rat farms, grumpy ass dragon.
>Fighters
50 militia, 10 Faceminers, 10 Dickspaders
>Settlements
Capital (Bulagd's Lair)
>Hexes
19

>Get Bulagd the dragon to teach magic to the goblins.
Although the dragon is a huge asshole, the goblins did get him an extra silver mine of tribute recently, and also do worship him. If they beg enough hopefully he'll teach some of them a little magic so they can serve him better.

>Learn to use inner qi.
The warrior fanatics of the Faceminers and Dickspaders are attempting to reach new heights of martial arts by developing their inner energy to achieve enhanced physical powers.
>>
>>976883
Well, I guess inconvinient times call for excessive measures.

Action 1: Enslave the Troll population.
Action 2: Use the natural regeneration of Trolls to produce inexhaustible supply of meat and leather.
>>
Rolled 1 (1d100)

>>976939
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 2 soldiers in 1 hit and weaken 3 others in the chain. Farming techniques. Reverse Engineering, Marble Building

Buildings: Low quality Copper, Tin, and Iron Nodes, paladise, Lich workshop, archer barracks, forges, Roads

Military: Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me. Chain of command with basic strategies. 5 fishing boats

Population: 332 Orks, 36 skeletons, 150 Cyntaps

Build a academy for the better troops of my armys to become elites. This way the army will become more powerful for defending my territory.

Upgrade the wall at my capital. I want it to not be a fucking paladise with stones but an actual wall. Rolls for this
>>
Rolled 49, 28 = 77 (2d100)

>>977021

Forgot my rolls.

>>977023

And dis nigga put his rolls in the wrong box.
>>
Rolled 25, 5 = 30 (2d100)

>>977023
Whoops
>>
File: Newest map.png (6.29 MB, 4000x2000)
6.29 MB
6.29 MB PNG
>>977010
Here is the most up to date map
>>
Rolled 13, 8 = 21 (2d100)

>>976939
Yvendale
>Leader
Rain an elementalist
>Color
Black
>Race
Humans
>Tech learnt
Elementalism
Selective breeding (10% crop increase in 2 turns)
>Religion
Polytheistic worshipping four gods.
One for each of the four elements.
>Population
273
>Location
Island in the sea of traitors

>Assets
Amazing fishing spots with amazing fisherman in amazing fishing boats.
Farmland for crops(and we're currently producing an excess of about 60 mouths)
A shitty port.
A boat capable of sailing the high seas and shallow waters.
Entire population is tier one elementalists and know magical martial arts.
4 Master elementalists ( tier 3 in power)(ranks up in 4 turns)
4 air students (tier 1, ranks up in 2 turns)
4 water students (tier 1, ranks up in 2 turns)
4 earth students (tier 1, ranks up in 2 turns)
4 fire students (tier 1, ranks up in 2 turns)

Start setting up irrigation channels in my farms

The 4 feeling themselves nearing their peek begin recording all their findings and knowledge regarding their special element. So the next people to inherit their title may surpass them.
>>
File: Wooden Club.jpg (6 KB, 236x177)
6 KB
6 KB JPG
Roll (50 + 50)

>>976939
Name: Namkha
Color: Pink
Race/Pop: 298 = 166 Elves(+1%) + 132 Satyrs(+7%)
Location: Conny Island
Tech: Weaving, Arborist, Herbalism, Bodkin Arrows
Assets: Permaculture gardens, Herbal Medicinex3, Small Mammals, Spears & Gigs, Very Nice Furs & Suede, Treehouses, A Catamaran
Hexes: 5
Modifiers: -15 to reedcrafting, -15 to boatcrafting, +10 to herbalism, +10 arborist, +7 weaving
Morale: Happy

>Produce war clubs from stone and wood and make sure there are enough clubs, spears and bows & arrows for everyone

>Continue working with leopards, capture more, with cubs and tame them better.
>>
>>977088
Join the discord
>>
>>976963
Okay General Drachtma gonna do you first so I don't fucking forget. your gods are blinding me. Acorna hates you it would seem. Nymphs are incapable of water magic. Angel men and women don't succeed at breeding. However you find every single ally and enemy west of you. Everyone likes the sight of angels they are good luck. So yeah your messengers are given divine strength and speed and EVERYONE is visited. thought it would be nice to give a yuge success after the horrible rolls. Domestication of animals goes well and you find fairies who are friendly to you and a couple of other valuable creatures in the forest like small horses and spotted leopards.

Nymphs try one more time to learn magic. Alas it will never be possible.

The Entire Forest is under your influence. you have all forest tiles that are connected to your present borders so all nymph woods. You manage to have TWO angel babies. The people rejoice.

You experience a handful of successful half angle half nymph hybrids. Winged nymphs are CUTE! CUTE! I tell you.

--
Next ones coming soon. Thought I would give you a special one all to yourself.
>>
>>977157
>Everyone likes the sight of angels they are good luck.


My succubi and incubi lick their lips.

MY people have a new national focus.

That is, to find these angels and then pervert/corrupt them.
>>
come back cyntande ;(

>>977192
i forgot about you being literal demons
>>
>>977157
the angels spooked my observation post dwarves, they think that they ate too many plump helmets
>>
>>977106
NEVER!!
I forgot my password

Why, whadaya wanna talk about?
>>
How does one get started?
>>
>>977235
its just where most of the discussion takes place
>>
>>977240
join the discord read the first post make faction pick place you can take one a bot civ like the hippies or junk
>>
Rolled 36, 66, 92 = 194 (3d100)

==Owbluff==

Colour: Beige
Race: Goblin (+Werewolf Allies)
Tech learnt: Fleshcrafting (Body shaping magic)
Religion: Ames Shamanism
Assets: 1x Tin Mine, Basic Agriculture, Shapeshifters, 1x Fire Spirit, Tall stronk wargobbos

(TURN TWELVE)
Action 1: Appease my fellow goblins by setting up violent bloodsports between criminals. (NO ROLL)
Action 2: Make a bunch of shoes, burn them, and collect spiritjizz.

(TURN THIRTEEN)
Action 1: Prospect for something better than tin.
Action 2: Build a statue of Ames by having musclegoblins punch stone into shape.
>>
>>976939
Action 1 more farms in the eastern plains
Action 2 develop ranged weaponry
>>
>>976948
NOOOOOOOOOOOOOOOOOO PLEASE STAY! ;(

I intentionally made it so you could recover.
Your liege is also gonna be super helpful to you
---
>>976949
Sleepyanon of Wysteria, you manage to build four of the warships.

---
>>976951
Serbon of Tigana, you start exploiting those new found resources, so you have a decent supply of them.

You lose your expedition party and even lose a tile of your choice.

---
>>976959
YhettiKing. your dudes attack the peopel of Sastow. desu I didn't really have the places on the map mean much, more as flavour and fluff. but I guess there is a village there that has a militia. Your yhetti forces take the village by storm. You lose 5 yhettis but take the village. half the population fights you to the death. You end up with a 60 person village.

You construct a large palisade around the City of the Gate, with lotsa room for expansion.

---
>>976962
Moon God Gajac, Um just because it's auto alright roll doesn't mean it's auto success for stuff like this. However, you start your campaign to kill off the spirits and force erdian to marry you and reform your religion. It will take 5 turns to come into effect. At the moment your people are in turmoil and the various spirits and gods are pissed off at you, forcing half your turns to be spent maintaining the campaign.

so you only have 1 action available until turn 18 ends. Also other nations can interfere with this and you will need to handle them in some way.

You send your military to put your slaves back where you found them, they submit mostly and the ones who don't get killed.

---
>>976973
Lam Therleth, your miners don't fight good with their pickaxes this time. However you create high quality tools for the miners and their output and happiness improves.

---
>>976975
Dan the Necroman, you skeletal production is 12 a turn. It is now 15 a turn.

---
>>976976
Hare, you get that sweet water magic and light magic. Lesser demons can be purged easily.

Fuck OFf WE fulL. The drop bears get you cunt. Cassowaries bight your ballls off.

EAstern thingies kill your scouts.

Southern things kill your scouts except for one who gets sent back with half a tentactle arm.

Island not colonized KEKEK FUCK OFF WE FULL MOTHER FUCKER.

---
>>976977
TrickQM, you form a cave man militiar of like 30. You scout the eastern plains. You know 6 tiles east of your (6 tiles east from your northern most territory, 6 tiles east from southern etc etc a block of 6 to the east a file or whateve rthe fuck)

You set up farms to your east to help out your spread out population they are optimal banging now.

You build some fortifications aroudn your Shrine of Eternal Night Time Shenanigans protecting the Cult.

----
Centurion Arrow Valley Civilization. Wew that's lots of population. You increase your army by 30. You improve your irrigation systems.

---
>>976988
Juni of Qingde, you manage to finally construct the cavalry academy to train and expand cavalry abilities. tier 4 cav
>>
>>976988
Juni, your heavy inf academy doens't get built or much started.

---
>>977021
bulagd the dragon, you teach some minor magic to the gobbos. You don't manage to get inner Qi though, maybe because it's Chi you illiterate woodwork teacher :)))).

>>977023
My fucking sies Finghis Khan. You don't succeed at either of those actions. Because of the keks to be had I won't punish your shite rolls.

>>977029
Heodila the Lich. Um your wall falls apart and kills a few skeles.

However your academeny is now about to get up to tier 3. It takes 8 turns passively getting a militia to tier 3.

---

>>977073
Rain of Yvendale, you are unable to figure out irrigation just yet. And your 4 specialists burt the books and stuff.

----
>>977088
Namkha, you make some great war clubs and supply another 35 spears, 15 bows and enough arrows for everyone. You make progress with the giant leopards you now have 10 of them and they don't instantly mawl the hand that feeds them.

---

>>977271
Shaman holes von Pits. Your appeasement of gobbos goes alright, they are appeased with bloodsports between criminals.

However they shoe burning offends your fire spirit a little. he not impressed. The shoes smell weird to him.

However you get a 66 for prospecting and manage to find iron and copper enough to do stuff with . Lots of lead.


The statue of Ames is constructed top notch and She is PLEASED. +15 to rolls in regards to Ames.

>>977277
Bob the drago you build more farms and develop a throwing spear.

----
>>
>>976948
You should just make some preset actions to allow your guys to do stuff without rolls while you take a break. Like setup a new base bordering Lich land.

I know that feel from when I got cucked by a group of faggots in a civ quest awhile back. After about a week of sulking, I came up with a good come-back strategy, but it was too far gone by that point.
>>
Ending for the day to play railroad tycoon. I will also have work tomorrow.

Turn 14 rolls here.
>>
Rolled 56 (1d100)

>>977338
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground)
Religion: A pantheon similar to the Norse pantheon
Location: In the Blade Mountains.
Total population is 323 dwarves
The Capital, Uthar Geshud has around 169 dwarves, 40 town guard (tier 2), 1 champion (tier 3). 10 axes throwers (tier 2) 1/2 to next tier
Secondary fortress is Laust'olding, around 74 dwarves.
Zèler adur has 15 dwarves, This is an outpost fortress.
Thol arak has 15 dwarves, This is an outpost fortress.
Tokmek ruthösh has 15 dwarves, This is an outpost fortress.
Erlin bërûl has 15 dwarves, This is an outpost fortress.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
ïssun istam: A lantern that requires no fuel to burn 2/3 turns
create
Action:
>Have the dwarf champion train more.
>Train Hammerdwarves. (roll)
>>
Rolled 15, 16 = 31 (2d100)

>>977338
>Details
Rystwe: Population 367, primarily human, some halfling. The village is built around a ring of ancient stone monoliths. It is governed by a mayor, a female halfling named Thyana. Many of its residents wear a copper amulet to honor Sualda, a local god of fire.
>Color
Green (preferably lime)
>Population
161 humans, 69 halflings
>Location
Rystwe, island off of Dragonsvale.

ROLL 1 - More work into water magic and light magic to combat the demon.

ROLL 2 - Work on making farmlands on our area of the mainland and the southern patches of the island.
>>
Rolled 68, 2 = 70 (2d100)

>>977338
>>977338
Name: Yhetti King
Colour: White
Race Yhettis
Location: The Aethereal port of Marine
Tornga: Population 160, primarily ogre, some other monstrous races. A major road runs through the center of the village. It has no local government. Many of its buildings are painted with dark spirals to honor Kangi, a local goddess of the night.
Sastow: 60 humans, 15 Yhettis
Tech Learnt: Spirit Communication
Religion: Animism
> Expand our Lumbercamps to the Village of Sastow. Send the Yhetti Lumberjacks and some of the warriors.
> Have the Spirit Speakers awaken the spirit of lands surrounding the village, to begin making it more co-operative.
>>
>>977338
Location: Wysteria

Capital: Anamlwch, Most of the buildings are constructed from living trees. It is governed by an order of knights and warriors, known as the Crimson Court. Current leader is Riordan ruling from the Scarlet Throne.

Colour: Red

Leader: Crimson King Riordan

Population: 284

Religion: Celtic with Ancestor Worship,Ogma

Tech: Shipbuilding, Advanced Warhsips

Action 1&2: TRAIN WITH THE WARSHIPS WITH EVERY ADULT NO SLACKING OR YOU GET TOSSED INTO THE SEA WITH STONE ATTACHED TO YOUR FEET.
>>
Rolled 69 (1d100)

>>977338
==Owbluff==

Kingdom: Apyr
Colour: Beige
Race: Goblin (+Werewolf Allies)
Tech learnt: Fleshcrafting (Body shaping magic)
Religion: Ames Shamanism
Assets: 1x Tin Mine (prospected lead/copper/iron), Basic Agriculture, Shapeshifters, 1x Fire Spirit, a few tall stronk wargobbos
Buffs: Statue of Ames, God of War (+15 to rolls about Ames)

Action 1: WE NEED. TO BUILD. A WALL. Make sure it's especially thick in the direction of Dania.

Action 2: Set up some mines for the newly found iron, copper and lead. (NO ROLL)
>>
>>977338
Yvendale
>Leader
Rain an elementalist
>Color
Black
>Race
Humans
>Tech learnt
Elementalism
Selective breeding (10% crop increase in 2 turns)
>Religion
Polytheistic worshipping four gods.
One for each of the four elements.
>Population
286
>Location
Island in the sea of traitors

>Assets
Amazing fishing spots with amazing fisherman in amazing fishing boats.
Farmland for crops(and we're currently producing an excess of about 60 mouths)
A shitty port.
A boat capable of sailing the high seas and shallow waters.
Entire population is tier one elementalists and know magical martial arts.
4 Master elementalists ( tier 3 in power)(ranks up in 3 turns)
4 air students (tier 1, ranks up in 1 turns)
4 water students (tier 1, ranks up in 1 turns)
4 earth students (tier 1, ranks up in 1 turns)
4 fire students (tier 1, ranks up in 1 turns)

Assign each school a scribe and have them work with the masters to record their knowledge of elementalism.

Work on improving my port and actually making it useful.
>>
>>977338
Research Agreement

Research being able to talk to undead from long distances.


Name: Dan The Necroman
Culture: Celtic
Color: Gray
Tiles: 26
Race: Skeleton
Pop: +15 Per Turn, +1 Per Corpse
Tech Learnt: Raising of Dead
Religion: Sky Skeleton

Llanfairf: Population 278, all of which are skeletons. The village is dominated by a single tall tower. It is ruled by a monstrous tyrant, a lich named Daniel. Many of its residents wear an amulet of bone to honor The Sky Skeleton, a local god of death.
>>
Rolled 32 (1d100)

>>977338
Bugund