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Aww yiss, it is time!
>What is Primordial?
This wiki page should have the answers: http://1d4chan.org/wiki/Primordial_Evolution_Game

tl;dr: it's a collective game/setting building, where one can play as their faction of choice.

new players are welcome! You can make a subfaction and roll d20s for your subfaction's actions. 1 is bad, 20 is good. Diplomacy doesn't need to be rolled, and if an action failed 3 times in a row it gets done, but poorly (for example, trying to make guns 3 times = you get a very crude gun). Of course, you can spend more actions in improving them.

All you need to start is a name for your subfaction, a logo/symbol (optional), and a suitable backstory.

The following posts will detail the major factions you can bud your subfaction from.
>>
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>>26181853
First on our list is the Enclave. A union of many tribes from every continent, its militaristic side is shadowed by its criminal underworld. Here is an overview on the races that are part of the Enclave:

Lem: Militaristic single-celled warriors. Reproduces through binary division, during which they duplicate their memories as well. Can obtain memories by cannibalizing Lem.

Frowgman/Fo'wil: Hardy, hard-working four-armed frogmen with an innate shocking grasp. Forms most of the civilian and worker sectors.

Tentouz: Flying floating thinkers, they emigrated from the Central continent in order to see more of the world.

Joorod: Unscrupulous traders from the East continent, some have decided to join the Enclave for their technological advantage. Some have their own version of martial arts, but they are rare.

Skulk: Curious plant-like innovators, they reproduce through a variation of ways, one of them involving a Mother Tree. They went from their East continent homes to learn and innovate.

Log'ead: Violent warriors that believe might makes right, they hail from the South continent nation that is Tanacs Azseg. They joined the Enclave primarily to vent off their violent tendencies by joining their military.

Schwirmen: Hardy, industrious folks from the South continent, also from Tanacs Azseg. They joined because of curiosity towards Enclave technology.
>>
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>>26182206
Next up is the Nad'lun nation. The Alun are hermaphrodites, but a peaceful one at that, and they excel at trading. They have no central government, and many factions and corporations can spring from here.

They have contact with the Izileth tribe down south, and regularly hire some as mercenary escorts to their trading vessels.
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>>26182309
Next in line is the Mevola tribes. They are still living in the stone age, and they reproduce by budding from Frilla trees, which are massive trees found in the West, Central and East. They distrust outsiders, and have only limited contact with the Enclave and the Nad'lun. Their territories are rarely ventured into, the wrath of these green giants are formidable. Not to mention the hostile wildlife in them.
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>>26182426
And then we have the aforementioned Izileth. They have contact with the Nad'lun, and has innate electrical powers; their mating rituals include trying to summon lightning through their bodies by flying high. They are worshipped as the storm lords by a few island Frowg tribes, which they have allied themselves with.
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>>26182206
>Some have their own version of martial arts, but they are rare.
That would be Ca'rethill, which have no ties to the Enclave. We still should work on the wiki before anything else.
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>>26182497
Last but not least, the newly-sapient Vyrans. Derived from the remnants of the Vyrii nanite organism hivemind which the Enclave decimated, they now live in the frozen wastes of the north. They reproduce by building more from Vyrii parts. Currently trying to get civilized, roughly stone age tribes scattered all over the red areas in the pic.

So yeah, questions, pointing out mistakes, et cetera?
>>
>>26182595
I'm guessing there could be wanderers wandering about in the West, but they are rare. And there is a possibility that some Friggan Joorods might learn a thing or two from Ca'rethill warrior-wanderers.
>>
>>26182647
derp, mistake on my part, Ca'rethill martial artists are more monks than warriors. Polite sage.
>>
>>26182497

It should be noted that the frowgs, and hollori living in the Izileth territories are pretty much members of the nation, though the shrohans are the ruling race, that are nearly worshipped by a large portion of the frowg population.
>>
>>26184361
Ah, yes, I might have forgotten that detail. I'll add it to the infopic.

By the way, I know it's like, 2 AM on the other hemisphere, but anyone interested in playing?
>>
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It has been 100 years since the peak of the Vyrii war. An entire swath of the open tundra was made usable for the people, and the hard carapace of the Vyrii was found to be useful as a new resource when properly processed. Their primitive aircraft advanced significantly, leading to a concept of heavy airlift, and airstrike. Much was lost as well, the lem saw a massive setback in their stockpiling of soldiers, as well as many wartime reserves. The entire Onolkeshan fortress capital city was lost to the Vyrii from an experiment gone wrong, and continues to be a point of enemy resistance still. Some of the criminal element within the enclave gained a degree of legitimacy by supplying resources and manpower to the war.
---
The Syndicates who do not overtly break the laws outside their own districts have grown wealthy and powerful, waging quiet wars against free gangs, and on occasion each other, while well equipped but undermanned, and overburdened Enforcers (the enclave police) fight to keep the free regions between the syndicate holdings relatively safe.
---
The Ta'mirel keep their word, and have vowed to capture the Onolkeshan city and return it to it's people. Moreover the city was a forge to supply the military, and is badly needed, the crestlands help to offset the pain, but are a poor substitute.
---
New research is underway and rumors of strange "non hostile" Vyrii forms run the ranks of the military. They must be investigated.
---
Old scars are finally starting to fade in the crestlands, the site of most of the vyrii war. On ongoing campaign of Vyrii containment and suppression endures.
---
The newest members of the Enclave, the Logeadz and Schwirm seek both knowledge and glory, their technology and customs have melted into the cultural pot somewhat.
---
Recently, a strange object has been found circling in the skies, but beyond the reach of even the most capable turbines.
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>>26185671
The Mevola are not a unified people, and within their vast territories is a primeval forest of towering trees that dare to touch the sky, and an entire jungle's worth of flora and fauna which reside on their branches, never even touching the ground so far below. A countless number of tribes and communities exist here that are so isolated they may often think themselves alone in the world. It is a relatively untouched area of the world, the only mar to it was an ancient road built by the encave to the Nad'Lun territory ages ago. With the advent of aircraft, this road now stands testament to a forgotten outside world, crumbling, along the way it's various stone buildings and huts overtaken with vegetation and wild life.
--
Many strong leaders have risen up from the tribes, and see it is a time to make a legacy for themselves and their people, this is usually a precursor to war with their neighbors.
--
From the south strange little fishmen invade the jungle floor of the Mevola. They are small, but dangerous. Driven to hunt ever more dangerous prey, it was soon discovered the Mevola were the best the forest had to offer. They come in ever greater numbers.
--
The Adoni are a swarm of very large insects that drink the sap of plants, and the fluid of creatures. They have grown into a legion that requires daily pest control. Small tribes have disappeared in a day due to the hordes.
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>>26185875
The Nad'lun benefitted greatly from their passive nature, and capitalistic efforts. Despite lagging behind the enclave in technology, they maintain a now global network of trade contacts and boast a very high standard of living. They have also had no significant war in history, never having to expend resources on such an effort. Their merchant fleets are great, their economic power vast, and they are rapidly coming into a global power of their own.
--
Dark secrets lurk at the heart of the shaman council, secrets buried deep off the coast.
--
The Holori (fishmen) rapidly moved into unclaimed areas of nadlun territory, multiplied, and spread out into the lands. They are friendly enough, but simple, and viewed as squatters. To the holori, they were born there, and it is now their home. They are unknowingly feasting on a small, but sentient race of worm like beings known as the glud as they expand ever outward.
--
The Nad'lun are begining to experience outside culture more and more as their ports become increasingly active, from the loyal but wild holori warrior culture, to the self imposed enslavement of the island Frowg to their shrohan masters.
>>
Once I am able to, I will elaborate more on the Nad'lun nation, the Izileth territories, and the Vyran tribes.

I will also probably post some stuff about the Lufae exploration fleets.

Also, I still think that we should at least fluff out some native npc nations for those unclaimed territories.
It is not as if they are uninhabited. One would imagine that both frowgs and alun would have lived in those plains, and evola forests.
>>
bump. Anyone here?
>>
I can't think of anything to do. I'd appreciate it if one of the GMs threw me a plot hook. I'd like something involving the Nad'Lun, either as one of the Alun, or as someone working for/with them. Exploring their culture would be fun I think
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>>26191961

Yeah i'm just having problems with drawing and having problems lower my already fragile motivation
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Rolled 15

At the edge of the eastern frilla forest, about two dozen Mevolas of the Burrahn were gathered. It was the time of year when there'd be the hoppa herds passing through. Time for the hunt. Among the group were eight young. This would be their first hoppa hunt. Not only that, it'd also be their third time on the land below the massive trees.
The targets here would be the four-legged creatures: Tuft Hoppas, or if fortune was on their side, a megahoppa.
They have been told to avoid the light blue hoppas. The ones that guarded the herds with strange weapons that sneezed burning shards of earth.

With spears in hand, the hunters descended upon the herd.

>Rolling for the hunt.

Also, IRC info for any Q&A.

Server: irc.thisisnotatrueending.com
Channel: #EVO
Quick link: http://mibbit.com/?channel=%23EVO&server=irc.thisisnotatrueending.com
>>
>>26192522
There's lots of things to do in the West. From the Enclave trying to retake the Onokelshan capital, to exploring the vast frontiers of the West, to survive as Burrahn or Jenter even though they still use Stone Age tech, to Syndicates having their usual gang wars, to Nad'lun pirates looking for fame and plunder- we got it in shovels. You can play as mercenaries as well.
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>>26193772
The hunters wait until night, when the light blue ones sleep in their portable lairs- and then they silently go into the night, their sights set on the tuft hoppas that's on the fields. With a swift move, the group descended upon the tuft hoppas, making as little noise as they do so. When the blue ones realized what was going on, it was far too late for them to know who did it.
Rustling success. Your tribe dine on tuft hoppas tonight!
>>
Rolled 13

Very well. Let's begin.

KOPHESI! That is the name of the strong-willed alun who's manage to scrounge up enough hearty souls and some log'eadz to form a mercenary band, the Tamasi Drani, Swift Claws. Unfortunately, Kophesi has yet to find someone in need of some muscle at the moment. To rectify this situation, the Captain, as Kophesi is fond of having himself called, is heading down to the docks of the city of Isal, the Gateway to the Seas! With him are two of his finest log'ead warriors, toting some of the brand new revolving guns he's purchased for them. They are dressed in bright, decorative armor so as to attract as much attention as possible, bright blues and reds, green and oranges everywhere.

Will Kophesi find his mark today? He spies a haggard looking captain stepping off a battered ship with a pitifully small looking crew behind him. This could be it. The only question is whether this poor soul can afford Kophesi's services

Rolling for Getting Hired!
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>>26193863
>>
Nad, I'd like to talk to you about Nad'Lun language and customs sometime,so I can more properly act out the nature of your people
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>>26196171
I can't talk about their customs, but their language is made mostly of body movements and smells if I remember correctly.

Let's expand upon the western plains a bit. The Jenter, since they live on the ground rather than in the canopy of Frilla forests, have probably made technological advancements. Probably some domesticated frowgs and hoppas for starters, as well as some metallurgy and herbology. Mainly for them, I'd assume that they'd have other sapient races under their subjugation. They were originally expansionist, believing that everything under the sun's light was theirs to take. They probably have lots of conflict with the Enclave nation Fo'wil.
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Bumping with a baby hoppa of one species or another. It has a long tongue with a sticky tip which it uses to hold onto its parent.
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>>26194910
Sidling up to the weary captain, Kophesi asked why the long face. The captain broke into tears, saying that he had just returned from a voyage to his Central continent amber harvesting operation, only to find that most of his employee jumped ship to a rival company. Now his only option left is to trade the amber to the Enclave, but he can't afford to fly on their airships; he'll need to take the overland route, and surely there be bandits. But Kophesi, silver-tongued, convinced the captain that his merc squad will be able to help him, and thankfully his price is within reason. Kophesi has got himself a client! The job: protect the amber caravan heading to the Enclave capital via land route.
>>
Rolled 3, 15 = 18

>>26199464
Haha! Kophesi will make sure amber-stuff makes its way to Capitol, yes-yes! Sad merchant need not worry, might log'eadz are sturdy and strong, the alun skirmishers are swift and steady, and the shwirm gunners are sharp and sure. There is nothing sad-merchant needs to fear.

Kophesi must prepare. He desires a thick coat for this journey north, as it is much colder in Enclave lands. While he is at the market, he will search out one of the black-cart fellows, to see if he can make this journey even more profitable. Sad-merchant would surely not complain about carrying some odd things if he has to pay Kophesi a little less. So clever-smart! Of course, there is no reason to make Kophesi do all of the work, no-no! Kophesi will find someone else to go along with sad-merchant, others who cannot afford airship. Safety in numbers will deter bandits, oh yes it will.

First, before he finds a black-cart man and other merchants, Kophesi must tell his fellows the good news! The Tamasi Drani will be very happy, especially the log'eadz. All told, the group is composed of fifteen log'eadz, clad head to toe in plated armor that Kophesi thinks only they and lems could wear, with mighty-thick shields and spinning-sharp axes; thirty alun skirmishers, armed with basic revolver-guns and some palsa-balls (grenades that make a ludicrous amount of smoke) and twenty shwirms with powerful compression guns that they faun over (Kophesi thinks silly-shwirms are in love with their guns. But kophesi does not mind, for he listens to the things the shwirms say in their language that they think others do not understand. Kophesi learns five new swear words a day from silly-shwirms). Oh how kophesi loves his Swift Claws. They are so much more boisterous and loud than the rest of his people, even the aluns amongst them. Kophesi would trade this life for nothing else.


Rolling for
Convincing a black-cart trader to use this little convoy
Getting other merchants to join convoy
>>
>>26200477
To kophesi's dismay, the black-cart syndicate is a bit wary about the crackdowns in the Enclave territories, and their only cargo for now is deemed too valuable to the risk of mugging or falling into the hands of the Enclave enforcers. But safety in numbers is what Kophesi gets in return; two other traders and an explorer wants in. One of the traders have their own Izileth mercenaries, but willing to pay for more.
>>
Rolled 9, 16 = 25

>>26200690
Yes-yes, this is very good. Kophesi will even lower his price for sad merchant, oh yes he will. But he will more than make up the difference with these other merchants.

All is well then! It is time to head off, to the Capitol. Kophesi is ready for fighting, and admires his elegantly crafted revolver shotgun as he rides along in a large armored cart in the middle of the convoy.


Rolling for
The trip
Random event
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>>26201340
The trip goes off on a bad start, with some friction between one of your log'ead and one of the shrohan mercs. Even though it's quickly broken up, you can't help but feel there will be more friction.
But, just as you leave Isal, you meet a Joorod, who said he would like to join the caravan. Although he has no material wealth, he is more than happy to help with the protection of the caravan. What say you, Kophesi?
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>>26203106
Kophesi says yes, but he will deal with log'ead and shrohan tomorrow, yes-yes. For now, he sleeps
>>
Where is everybody? We've lost a lot of people... You know, since there are hardly a lot of results, why doesn't nongent take a break and just make his own little subfaction to enrich primordial, with IG perfectly able to handle results, assisted by a little result giving from other players if neccesary
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>>26203296
It was around the campfire that the various Mercenaries bragged of accomplishments, shared meals, and traded insults and stories. It was a very old Frowg wearing badly worn armor that began to speak, and at first no one listened, but slowly one by one the conversations died down, and the old man told a story. Everyone was rapt like children to his voice. "..ago there was a war like no other, or so we thought. At first it seemed like it always did, talk of a far off war, of lem fighting, and little else. My brothers and I tilled the fields, and kept to the land. The next day though the fighting had some how come just over the horizon. We could see the smoke past the fields, the smell of burning gun powder, and the howls of battle mad Lem. The town elders called all able villagers to arms. My brothers and I grabbed what we could. I got my grandfather's armor and spear." He gestured to the almost ancient broken down husk of metal and cracked leather that he called armor.

"...and we went to war. This was not like the poems, songs or legends. No. I would have died had that day had the 516th battalion intervened. My eldest brother had taken a shard to his gut, but it passed clean through. Still he was bleeding out. The medics tended to him their best and even after he lost consciousness I was assured he would be just fine." The bard sipped at a small flask, his face gaunt, and a tusk broken in half, he looked worse for the wear.
"I never noticed it, but I had caught a shard to the back, It didn't break and I never caught the infection. After that we ended up joining the 516th. Battle after battle. A lot of us were beat to hell, broken equipment, patched armor and weapons. Still, we managed to save a lot of soldiers from a bad end. My brother recovered, but he was a lot more quiet after that. Focused on the task at hand. I had my last battle with the 516th towards the middle of the war....
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>>26203918
"It was a hell of a battle near the northern coast, the gunships were shelling the enemy, the Onolkeshans...they like to act more composed then the Ta'mirel, but let me tell you, they arent any different. I was part of the medic detachment by then, and my team had rescued a group of stranded survivors behind enemy lines, but the way had been cleared. I patched up the worst of them, and those who could walk helped us carry their comrades back to the base camp behind front lines. These kids looked really chewed up, but I knew they were gonna survive, they always did, one of em, I wont forget, his guts hanging out. Stitched him up the best I could, gave him some (whiskey) and he croaked like a new frowg. They ended up joining with the 516th, their own unit had moved on. My commander gave me an order that worried me that night though. he told me "Take the survivors who can still walk, and get them back behind enemy lines, find a Battalion who can take them off our hands. They aren't ready for us, too green. I was worried, but the commander had done right by me so far. I did ask if the 516th was going to be o.k. He smiled and said we were growing every day. He was right, there was always a new face or two despite being this far behind enemy lines." He sighed and stretched for a moment, the light and shadows of the fire danced across his face making it look like a skull.

"So we walked. Not much to say past that, our rations ran out and we ended up having to shoot a few Cidex along the way for meat, and fur, those pelts are a gift from the ancestors during a tundra winter. The worst part was watching out for Ragas. Damn plants at one of the survivors, but we all took that sacrifice to escape. Eventually we did find an ordered Ta'mirel fire team transporting some equipment between major cities. I told them we had survivors to get back home. I cant remember the unit of those lem, but when he asked mine I said with pride. "The 516th sir!"
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>>26204088
"I tell you all, sure as I am here now, I never saw a look of shock on a lem's face until that day. He told me one word. "Dead." I asked him what the hell he meant. "516th dead. gone over 15 years ago. Wiped out." His frowg was bad, a little broken. I figured he didn't understand me so well, so when we got to the nearest town I talked to a commander there who spoke proper frowg. He looked at me long and hard. "Son, the 516th was wiped out to a man at the fourth battle of Kunaba valley. I was there with the 480th Axe men. Every one of them." The blood chilled in me. My Ax arm went limp, and I staggered out of his office. I heard murmurs that I was mad, spent too long in the north, but I left town and went back home. Every night I never forgot what my brother told me as I escorted the survivors home "Dont worry, I belong right here with the 516th, and the commander is right, we are growing every day." It was the last time I saw him smile but it filled me with a sadness I could never understand. He had never survived. None of us had. Maybe not even me. I waited every night from that day for the 516th to come get me back." He croaked out a grim laugh. "Well, I'm going to sleep."

He padded down to a tattered sleeping roll and passed out. The mercs laughed afterwards, such a tale., what a ramelshitter. he next morning the old man was gone, so was his sleeping bag. As Kophesi checked his ledger, and that of merchants in his travel there was no record of an aged frowg.
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>>26196171

Sure.
The Alun, like almost all hoppa species, communicate mainly trough pheromones and body language. Their bioluminescent organs also play a big part in this method of communication. Vocalizations that they use, are usually just clicks they create from their beak, and whistles they can emit from their air pipe.
Unfortunately, for other races, fully understanding this method of communication is impossible, though those who have lived among alun for many years, may begin to understand some aspects about their "dancing" which is what their conversations resemble.

The Alun of Nad'lun also have two other means of communication. The increased trade and contact with other races that the coastal province experienced, slowly caused the traders to develop a simple, whistling and hand signal based communication system they could teach to other races and use it for communication. In the case of races who can't whistle, the whistles are replaced by clicks. The language is simplistic, and very bare bones, lacking much of the subtlety of natural languages.

The other, more enigmatic method is telepathy. This method of transferring thoughts to other beings, initially requires the telepath to touch the other being, so that the link is formed. After a brief moment, the other being can communicate their thoughts directly with the telepath, in short range.
This method of communication is poorly understood, and hard to master. The shamans of Nad'lun are the most proficient users of this skill, which is why they can often work as translators between other races and hoppas.

(The alun telepathy is due to an enigmatic "amulet" that is of bord origin. It contains communication nanites, that spread trough touch.)
>>
>>26205170

As for Nad'lun customs, they vary slightly depending on the province, but main cultural traits remain the same.
The Nad'lun are communal people, who value their friends and allies. Their concept of family, pretty much spans the whole village they were born in, as the Alun rarely know their fathers, or mothers for that matter. To reinforce their sense of community, the Nad'lun are prone to celebrations, sometimes for even the slightest excuse.
The Nad'lun are also diplomatic people, who will often at least try to solve situations without having to apply direct force to them. This is true even for the pirates of Coastal regions, who will often first use non violent means to force their will through.

Spirituality also plays a big part in the Nad'lun culture. They have this concept of "Soul Wind" that unites all hoppas to their ancestors, and also allows them to eventually reincarnate. The Nad'lun see other hoppa species as their brethren, and will not react well to seeing them being miss treated, as they pretty much believe that they themselves could one day, be reincarnated as a more primitive hoppa. The Nad'lun Shamans are the leading figures of this "religion", they pass on the verbal traditions and tales of the past to newer generations.

The Nad'lun, especially young members, are also very adventurous people, eager to head from their home to see new places, meet new people, and claim glory. This is due to the spread of the "maiden" trait, which in the nomadic ancestors of the Nad'lun, helped the alun tribes to avoid inbreeding, as the aluns with the maiden trait, left the tribes in their adolescence, to seek out new tribes to which to join. Most of them probably died in the wilderness, but in the modern Nad'lun nation, these dangers no longer exist, allowing more and more maidens to successfully find new places to live, and breed, thus spreading their trait forward.

These are some of the traits exhibited in all of Nad'lun.
>>
>>26205479
Differences between the provinces:

The Coastal province, is perhaps the most distinct from the other provinces culturally. The people of this province, trace their ancestry and culture to both the Nad'lun settlers, and the Na'suul pirates. The alun of this province are more competitive than most other alun, though competition still often occurs between competing groups, instead of just individuals. These groups are tight knit, and the members of these groups see each other often as nearly family. These groups can be just small bands of mercs, to large trading guilds, but despite their size, their inner camarade is still strong. Treachery is not tolerated, and traitors will find themselves hunted by their former "family".

The Coastal Alun are also far more confrontational than most of their more inland brethren and generally more violent. The skirmishes between pirates, guild forces and Crimson Enforcers are common occurrences, though in most cases, the confrontations end up with the violent parties being subdued by the Enforcers, without much bloodshed. (The enforcers are basically the military wing of Crimson Slizer company, which is the ruling body of Coastal province. The other guilds and companies continue to exists as long as they abide by the rules of the Slizers.)

The coastal cities and villages make their living trough trading, and fishing. The Coastal Province is the most globalized portion of Nad'lun nation. Exotic goods, and people pass trough these cities, aboard the countless trading ships that make their stops at these settlements. There are numerous small communities of Shrohans, Frowgs, and even Kwagos from the central continent, in these coastal cities. The hollori have in turn, started spreading across the Nad'lun lands, like pests, in the opinions of some Alun. These foreign races have brought pieces of their traditions and technology to the coastal province, further adding to the expanding resource base of the coast.
>>
>>26205819

The Central province, located around the river that runs trough the plains, is the heartland of Nad'lun nation. In these lands, the ancestral ways of hoppa herding still run true, and the river sides are blooming with large, hrass farms and plantations. The people of the central provinces, are traditionalistic, and conservative, preferring their quiet and peaceful lifestyles to the more "exiting" existence of the other provinces. This province is also the most populous one, and it's massive farms feed the whole Nad'lun nation.
The cities and towns of the province are led by the shamans, much like in the olden days of the Nad'lun. In general, many of the old ways of living, are still prominent in the Central province, the people of the villages work as farmers, herders, hunters and so on.
As the "bread basket" of the Nad'lun nation, the central province is very wealthy, and their influence is strong even in the coastal province.

The Lake province, is the base of Nad'lun lumber and metal industries. The large frilla forests, and mountains supply the saw mills and forges of the province with raw resources, which they then turn into useful materials which they sell to the other provinces. The large lakes also provide the province with fresh water fishes, and water which they can use to irrigate their farms.
The people living in these regions are rugged and though, as the work they do is hard, and dangerous. It doesn't help that the nearby frilla forests house dangerous mevola tribes, who occasionally attack and raid the Nad'lun settlements. Skirmishes against these plant folk are common.

Finally, the marsh province, which is the newest region the Nad'lun have claimed. The numerous villages scattered along the banks of the river network running trough this region, lack a real unifying culture to them, that would make them distinct from the other provinces, other than their general pioneer attitudes. They are seeking to tame these lands.
>>
just a little bump.
>>
Waiting for new input.
By the way, newcomers are always welcome! Just ask anything you want concerning the world of Primordial here or in the IRC.
>>
>>26209632

I am sorry, but it seems like I got nothing to post today.
No ideas for what to play, drawings or even just fluff. Mind is completely blank.
Gonna have to try to come up with shit later.
>>
>>26209632
in unrelated news, the slowest moving jet game is moving.
>>
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>>26182620

.
.
.
..... connection established
-accessing data directories::

---repair and construction node 1130...
.
....files corrupted...unable to access...
.
.
...redirecting...
.
...new data directory found...

---connection established...

..CR0node IB0...

---accessing...

Link to central command severed.
Recorded activity time of autonomous maintenance node...113 planetary cycles confirmed in local directories...directories for preceding years...not found.

--summarizing data---

Contact lost with central command, node resuming to autonomous operations.
Hostile drone forms continue hampering node operations. Node strength decreased 41% in the 10 cycles since contact loss.
Network command has authorized alterations to node units.
Node performance against hostile drones has increased 23%... Node strength decreased 18% further in 20 cycles since contact loss.
Hostile forms overtaking units. Units ordered to construct protective structures, and operate in groups. Losses to hostile forms decreased 28%.
Network command seeking new strategies..unit survival percentage at 58% against hostile forms.
.
..Unit losses continue..Network seeks new ways.. Contact loss with Node 1249..Recovered 139 units. Node strength at 24% of the optimal numbers...assembly of new units...too slow.
.
...Fabrication array located..Units have begun the reclaiming process of the construction protocols...Assembly of new units...a viable possibility?
.
.Hostile form activity continues..Drone mind has grown since the assembly pits were formed...Drone links, strong in the units, network mind seeks new resources. Node strength at 47%.
.
.Defense tower found.. Reclamation process, and assimilation of protocols, successful...defense potential of shelters has increased..units are safe..drone mind can grow.

.
.
.Hostile form activity has increased...Retreat to mountain regions in action. Survival of the node paramount. Communal mind guides to safety.
.
.
.The wall protects us. We endure.
>>
Rolled 11, 12, 5 = 28

>>26213003

>Can't keep up that style anymore.

Cronode Ibo is a tribe of Vyrans, located in the northern mountainsides, relatively near to mount Kunaba.
The tribe was forced to endure the chaos caused by the fall of the overmind, and suffered many losses and hardships during these times. They also succeeded in discovering certain vyrii technologies, that they were able to put to their own use. Eventually however, the tribe was forced to flee to the mountains, as the pressure from the hostile vyrii forms grew greater.
They established a new community in one of the valleys of the mountains, and constructed a large wall to protect it. The tribe mostly subsists of the shard rot they "farm" and the materials they are able to mine from the caverns of the mountains.
The raw materials are used to fabricate base vyrii components, which are then refined and utilized by the tribe in various ways, ranging from making simple tools, to constructing new vyrans in the assembly pits.

The tribe gains most of their power from their generators, which are strange, rotating structures, that utilize some form of fission to generate large amounts of heat, which the structure then turns into microwaves that radiate across the village and helps the vyrii materials and the vyrans power themselves.
(Remember, the Vyrans are remnants of ancient super tech. I don't think that this thing is really out of their capabilities, though they don't understand their stuff at all, as all their data is more or less corrupted, nor are any of their tech functioning in any way efficiently.)

The Cronode IBo have endured within their walled village for many decades now, since they fled to these regions.
However, the hostile vyrii activity seems to have decreased for many years now, and thus, the tribe has decided to send out a group of foragers to the vyrii wastes beyond the valley, in order to scout the areas, and gather materials the tribe could use, and data rich artifacts to help understand the past.
>>
>>26213231
Scouts have found the remnants of a battlefield, a skirmish long past. Many Vyrii parts lie scattered, as well as the remains of the other assailants. While the Vyrii parts are definitely useful, some hostile Vyrii were sighted in the area. As far as artifacts go, the battlefield only holds Vyrii parts, unknown melee weaponry and some mummified remains of purplish, four-armed things. Little information could be gathered of the past other than this was a battlefield.
>>
Bump. Gonna get an update done soon.
>>
Rolled 6, 16, 18 = 40

A fight? Kophesi can use this, oh yes. He will break the tension, with a little tournament in the next village. The log'eadz will fight the shrohans, and both sides will vent their anger. Of course, Kophesi expects his log'eadz to win, and show of their strength and skill. That will impress the merchants, and spread word of the Tamasi Dani far and wide as the merchants travel. They will say, you know who has strong warriors that can protect you? The Tamasi Dani! They are fierce and mighty!

Now, while in this little village, a nowhere place by the name of Utoritia, Kophesi spies many young-strong frowgmen. Many of them look on at his convoy in awe as it rolls into theri sleepy little town for the night. They look strong, though not as strong as log'eadz, but frowgs are known as a very agreeable and friendly race, so they might make good fill-ins between the agressive log'ead heavy infantry and the alun light infantry skirmishers. In fact, Kophesi thinks he can use this little tournament to attract some of the more adventurous ones to join the Tamasi Dani. To add the appeal of his little company of mercenaries, Kophesi walks into the town on foot, displaying his elegantly etched long-knives at his side, and his masterfully crafted revolver shotgun. They cannot resist the wily plans of Kophesi, oh no.

When the convoy finds a place to bed down, one of the log'eadz takes the time to greet the strange Joorod. He offers the stranger some ramel-jerky, and asks in the rude yet somehow respectful manner all log'eadz speak to other races in, "How can little birdman help protect caravan? And where are you from and where do you go that puts you on this journey with us mighty warriors?"


Rolling for
Kophesi's log'eadz winning the little tournament
Attracting at least a dozen young frowgs to join the Tamasi Dani
Speaking with the joorod
>>
>>26218407
A little tournament is had, of which the villagers gather around; good entertainment is hard to come by in these parts. Although they fought valiantly, the Log'eads lost the match against Shrohans. But still, many a young, adventure-eager Frowg asked about joining the mercenary group.
The Joorod replies."I am but a wanderer from overseas, I go where my feet please me. I seek to further train my body; as for what I can do, try and punch me, with all your might." The log'ead tries, but suddenly he struck air; and his world spins upside-down. "I learned this from a monk I once knew. And that's not the only thing I learned from him." He then helped the log'ead back on his feet.
>>
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Before I do update, is it alright if I try doing a lot of catch-up with the Jenter? Unlike the Burrahn, they have much more potential for progress.
>>
>>26221049
But can they ever progress as far as great and clever Kophesi?
>>
>>26221049
Go right ahead, I'll see if it fits or not, but first, let us hear it.
>>
bumb.
Anyone here?
The game seems kind of dead.
>>
>>26222435
Just having trouble coming up with ideas, but here's what I have so far.

I'm keeping their expansionist tendencies and developing them into an ecclesiocracy, or ruled by religious leaders. They may have been more burn and pillage with their faith-fueled conquest in the past. Now, however, they absorb other tribes/kingdoms/nations as puppet governments.
While not really enemies of the Enclave, they've had a long history of conflict with the nation of Fo'wil.

For when it comes to weaponry, they've never really moved beyond spears. However, they've greatly improved upon them.Over the past several centuries, they've devised a number of spear launchers. The most current is a high-tension spring loaded harpoon gun.

There are a few other ideas rattling around, such as homes with glass ceilings for letting the sunlight through. Architecture involving lots of windows.
>>
>>26227491

Sounds good to me so far.
The mevolas are the largest race in western continent, and in the past at least, they actually preyed upon smaller races, like the frowgs and the alun. Dominating and ruling over other races would fit their mentality.
>>
>>26226026
Primordial is always running at a slow burn. No need to be alarmed.

>>26227491
Hmm, okay then, roll for harpoon guns and glass. Only those two sound they need a lot of work and some previous tech.
>>
Rolled 9, 17 = 26

>>26229358
Rollan
>>
>>26231661
Right, so they might have stumbled across a lot of silica deposits, but the harpoon guns are either still brand new and rare, or they are crude and unreliable as hell, or they're more like javelin-sized crossbows (which is, no springs). Pick your poison...
>>
Rolled 6, 7, 13, 6 = 32

>>26214125

The scouts begins hastily gather up any valuable materials, before the hostile vyrii forms take notice to their presence. Guards are sent to observe the perimeter, and alarm the foragers in case of the hostile forms take notice. The foragers also decide to drag one of the corpses to D1Ter0s, so that they could be studied.

Meanwhile, in the walled town of D1Teros itself, the communal mind has agreed upon excavations of the caverns, along with the expansion of the shard rot fields so that the tribe could gain more resources.

Rolling for:
Gathering materials.
Guarding the perimeter from hostile vyrii.
Excavating the caverns.
Expanding shard rot fields.

(Shard rot is a vyrii "organism" that spreads as red crystal formations across the soil, kind of like tiberium. The crystals generate heat, and contain raw vyrii nanites, that almost any vyrii form can utilize.)
>>
>>26231731
I'll go with unreliable. When they do work, they work well. The problem is that the springs are sometimes too soft, too brittle, or have have kinks which eventually cause them to buckle under the tension or compression which they undergo. As a result, access panels were included to easily replace broken springs. Also, the older crossbow-styled harpoon launchers are still widely used.
>>
bumb.
Where is everyone?
>>
>>26234807
Kophesi requires more potions on things to do, yes-yes. Kophesi cannot write entire story by himself, no-no!
>>
>>26234858
real life has currently demanded much more of my time then anticipated. I am presently working on a picture of the thick blood Exiles.
>>
>>26218407
Kopeshi had been around the block a few times so to speak. Shortly after the tournament a joorod came up to him and left a black box with one of the burly logeadz who were now all the more surly for loosing to those slender, wiggly fuckers with the electricity.

The box was carefully investigated, then opened. Inside was a very nicely made dagger and a note.
"You will be contacted by one of our representatives upon completion of your current job. We are watching you."
>>
>>26231829
The foragers only manage go gather some vyrii materials and a corpse before a large hostile appeared. The perimeter guards did stall it for long enough for the foragers to leave, but they too must retreat.
Back home, the excavations went smoothly, and they find a vein of lodestone. The shard rot fields, however, are kind of slow on the grow; they might need some fresh organic input.
>>
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Here is an updated Nad'lun nation logo.

I am sorry for not posting much stuff during these last few days. I simply have no ideas right now.
>>
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The syndicates yes? Very good-good. Kophesi has been looking for them. They pay well, oh yes they do. But Kophesi is a bit busy, and will merely give you a picture of hone of his Alun skirmishers, with lance for opening hand-to-hand combat, and his javelins to supplement ranged attacks. Also, a Dispuna Pattern Volley Gun, the type used by Kophesis clever-expensive shwirm mercenaries
>>
Rolled 9, 19, 10, 16 = 54

>>26235880

The foragers return with haste to the confines of D1Ter0s, to the safety of the great walls, while the guards do their best to continue stalling the hostile vyrii. They use their shard blades to cleave into the shells of those vyrii that get too close, while shielding the retreating foragers. (The shard blades contain recycling nanites, that rapidly tear into vyrii matter, reducing it into raw nano paste.)

In the village, the new mineral resources are put to use in the assembly pits and forge bays, so that they can be turned into useful components for the tribe.
Spotting the retreating scout group, the guards of the village raise an alarm, and prepare to let the fleeing foragers in, and fight off the hostile vyrii forms.

Rolling for:
Retreat of the foragers.
The guards further stalling the attacking vyrii forms.
Utilizing the mineral resources.
Defeating the hostile vyrii should they push into the valley where D1Ter0s is located.
>>
>>26236172
The foragers barely make it through the gates when the hostile Vyrii slammed onto the gates. But the guards were well-prepared, their shard blades held high while they jump from above the walls and shreds through the large Vyrii. Then, while they're down below, they target the locomotion parts; in the end, the marauders are left as thick piles of nano paste and inert Vyrii parts.
Meanwhile, the new material seem to attract each other and metal, which could prove useful; but for now, they're used in making new carapace for new vyrans.
>>
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Rolled 7, 3, 8, 10 = 28

>>26232000
Here's a picture.

For a long time, the Jenter have been trying to push their influence into Fo'wil lands. However, their connections to the other Enclave nations made it difficult.
Over the past century, during the height of the Vyrii war, there was likely less attention payed to the citizens of the Enclave, and likely some dissatisfaction with their situation.
Missionaries from a puppet frowg nation of the Jenter were sent to the plains just east of the western frilla forest. They would try to convert them to Jenter Sun-Worship.

Rolling for sending missionaries.
>>
>>26238403
Expanding on the Jenter a bit. The greatest tool of their rulers is their religion. Going by what the original Jenter player said, they believe the sun to be the provider of all things to them, and that everything under it is rightfully theirs. In the past few centuries, they began to preach their beliefs to surrounding tribes, spinning in bits of other religions and crossing similarities between them.
There are a few sciences which have been labeled taboo according to their religion. The saying Knowledge is power really applies to them.

They used to conquer with force. Now they conquer with culture.
>>
>>26238403
The missionaries encountered a polite resistance from the Fo'will who still worship the frilla trees. Compounding their difficulty was the presence of other non Frowg residents within the lands, something that was no reported, but was within the norm of any enclave land. Other beliefs. An interesting turn of events was the Fo'wil shamans attempting to educate the Jenter missionaries on the ways of their beliefs in turn. A spirited debate arose, that the sun provided the frilla trees with it's light to let them grow, as it did all life, but that the ground nourished the trees and all returned to the ground, so surly ancestors reside within the trees. Eventually the question of where these foreign frowgs came from arose, and if they were members of the enclave or lost cousins?
--
During it all a child quietly slipped away, and reported this to a local Enforcer. Foreigners were always tolerated should their presence be peaceful, but making themselves known was a requirement that the Alun and Joorod frequently obeyed. Registry would be no different. Korlf was a Logead, but an Enforcer of the Enclave first. 20 years doing this job, It tempers hot blood. Cracking his knuckles he got out of his office and went off to greet these outsiders.
--
The end results are the jenter frowgs are accepted on friendly terms within the current village, but want to know more, as well as a more detailed explanation of their beliefs on the sun, and if sun worship precludes ancestor/ tree worship. Feel free to interact with Korlf as you wish, he only wants a declared nation, intention for visitation, and planned duration of your stay within Enclave Territory.
>>
Rolled 18, 1, 10 = 29

>>26241327
Clever
The lack of victory in the tournament does not discourage the wily Kophesi. Rather than risk news getting out that his mercenaries are inferior, he hopes to bring in these shrohans to the Tamasi Dani, as a bit of aerial support. If this merger were to happen, the Tamasi Dani would have the thirty or so Shrohans zapping foes from the air, Alun skirmishers harrassing the enemy with javelin, lance and shotgun, with the Log'eadz and Frowgs crushing enemies as the shwirm gunners unleash devastating volleys from theirs Sadzawka Patterns. A fearsome force, one that might very well be the strongest mercenary group in the entirety of the continent or the Nad'Lun colonies. Kophesi makes the proposition to the Shorhans leader, offering him a position as Kophesis second in command in this proposed merger.

As the young Alun mercenary leader gives his shorhan opposite time to think on the deal, the convoy moves out of the village, heading for the Capitol at last. Eyes begin to drift from the road now. What band of raiders would attack so mighty a force this close to the immense Capitol of the Enclave? Hopefully this laxity doesn't turn out to be a mistake

The log'eadz now spend much of the journey speaking with the strange warrior-joorod. They beg him to train them, to be as swift yet powerful, so very unlike their current style of fighting, which involves using their immensely sturdy bodies and great strength to maximum effect. Kophesi even agrees to pay the joorod if he is willing to teach the log'eadz
>>
>>26242053
KOPHESI HAS MADE A TERRIBLE MISTAKE
>>
>>26242053
The merger goes ahead, a good business deal indeed! However an understanding of Shrohans is required, they only stay with a merc group as "young", then return to their village when they are adults. However they will always put in a good word for the group of Kopesi. They can fly, and the "lighting" they shoot from their hands is most useful! A little training with the joorod has revealed that logeadz physiology is somewhat incompatible with the way the joorod moves (too muscular, too inflexible). At first dismayed the joorod is a good teacher, and shows how they can hit a little harder without exerting so much effort.

AMBUSH! While resting and relaxing the troop is caught offguard by a free gang, one not associated with any particular syndicate. Several of the mercs were outright killed.

Roll to recover, and fight back or retreat!
>>
Rolled 15, 16 = 31

>>26244601
FOOL-FOOLS! They shall die for daring to harm the members of the Tanasi Dani! Kophesi roars orders out of his armored carriage as he readies his armor. First, circle the wagons. Second, the shwirms need to ready their guns now! Third, log'eadz and frowgs hold the line till the shwirms can support a push with their Sadzawkas. Finally, the shrohans need to take to the air NOW to harass this gang so they can't put any pressure on the convoy
>>
>>26245362
Now, for a bit of inormation on the contents of the Tamasi Dani.

First, there are the Alun. They make up the bulk of the group, and are the most lightly armored save for the shwirms. In battle, their incredible speed allows them to repeatedly close with, and to disengage from the enemy. First, they use javelins that, while not propelled hard by their flimsy tentacles, the rate at which the Alun can run means they are still deadly. Then, they close in and open fire with their shotguns, then turn away and run. The repeat the same as before, hurling a javelin and firing a chamber of their gun. When four runs have been completed, they unlimber a long lance, which is steadied by a cup-like projection on their armor. They run straight at the enemy now, jamming the lance directly into an opponent, and hopefully someone behind them. Finally, they slash and slice with their long-knives, keeping the enemy from facing the real threats.

The first of those threats are the log'eadz. Clad in thick armor, which requires a proper rifle to pierce, and a thick but short handguns and galated axes, the mighty Iosans of the Tamasi Dani are ferocious warriors, blasting apart enemies at point blank and hacking them with their shocking weaponry.
>>
>>26245372
The second threat is the shwirm gunners. Their Sadzawka Pattern Volley Guns are more like small artillery pieces than proper rifles. The rounds they fire were meant to bring down the tenacious and armored vyrii during the Second Great War, when the overmind was destroyed. Now these massive weapons find themselves in the hands of nearly anyone who is even slightly affiliated with the Enclave or the Nad-Lun. Or at least the guns are found in their forces. Making a Volley Gun is expensive, the firing canisters alone are incredibly costly. Thus, the guns are relegated to being heavy long ranged support, but that doesn't mean they aren't effective. Using the same multi-chamber revolving canisters as the alun shotguns, Volley-Guns combine semi-rapid fire with huge projectiles to make devastating fire. Unfortunatley, reloading is a complex process, but six volleys from a squadron of Sadzawka Patterns is more than enough to put anything down.

The downside of all this is that requires a large amount of preparation to be effective. The skirmishers need to be restocked with javelins and lances, the log'eadz require batteries for their galated axes, and the sadzawkas are most effective when a few extra canisters can be prepared for battle. None of the preparation has occurred here
>>
>>26245413
Correcting. The shwirms have Dipsuna pattern volley guns
>>
>>26245413
the frowgs, or Shrohans can recharge enclave brand batteries. as that is currently..little electricity pun there...the only way to do so. rumors persist of an experimental device being developed.
>>
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Bump before bed.
>>
>>26245362
Thanks to the quick reactions of your mercs, the merchants are safe. The schwirms take down quite a few marauders by their guns, while the log'eads, Frowgs and Shrohans wreak havoc into their lines. The marauders have been marauded, and no further casualties on your side.
>>
>>26247590
Ah, the picture that got me interested in this game in the first place. Heady days.
>>
>>26250978
Got time to run a small subfaction? There's no new blood recently.
>>
>>26251565
blurmp
>>
>>26251565
I don't see the Edtat really doing much of anything. Just hanging out in the woods, practicing lightning-bending, and playing banjos.
>>
>>26254422
Societies do not stagnate like that my friend. There is no convievable way in which your society could not advance unless their living conditions require them to spend all their time gathering food. Develop them
>>
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Soon (Tomorrow. Now i sleep)
>>
>>26254422
>>26255336
Agreed, even if it's just cultural development you can have it. Civ games isn't all about conquest and teching up.

>>26255739
Yessssss. Time to reclaim the capital!
>>
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Bump
>>
>>26241694
This was still rolling for events happening during the height of the Vyrii war, when most resources and attention was directed toward the north.
>>
Rolled 12, 19, 18 = 49

What a success this journey has been. First, Kophesi gets shrohans and frowgs to join the Tamasi Dani. Then, that joorod fellows teaches his log'eadz to be better warriors, and now they have repulsed an attack with barely any losses. This is very good, yes-yes.

The journey to the Capitol continues without incident after that, Kophesi taking full precautions and having his alun skirmishers keep up a screen around the convoy to ward off attackers, simply by letting them know they are prepared. When the immense fortress-city is finally reached, Kophesi offers the merchants he's been protecting a deal. He will allow them to keep a portion of their fees as a loan from the Tamasi Dani. When next Kophesi meets the merchants, he will offer them protection on any journey to anywhere in the world, in return for the loans interest, not even the loans themselves. Will the merchants take Kophesi up on this generous offer?

As the convoy disperses, the Log'eadz catch the joorod warrior, and beg him to accept an offer they've convinced Kophesi to make. The alun leader is willing to make the Joorod third in command of the Tamasi Dani, behind the shrohan leader and Kophesi. The joorod will be tasked with training the mercenaries and keeping them disciplined. Will the strange warrior accept? And what is his name anyways?

After recieving his answers, Kophesi heads to the lower levels of the city, to meet with the syndicate. He is eager to make some money, as he has heard that the black-cart traders pay extremely well. Still, Kophesi brings five of his log'eadz with them, their bladed hand-guns on their right hips and galated swords on their left hips. As the armed group passes a frowg passed out in a puddle of what looks to be blood and urine, Kophesi hopes he has not made a terrible mistake again

Rolling for
Merchants taking the loan offer
Convincing the joorod
Syndicate deal (do I need to roll for this?)
>>
>>26260630
lets just cut out the middle man. How much territory are you going for, and I am calling this a sort of PVP despite the lack of violent undertones, due to the land grab attempt against an established faction. You and I both have some very different ideas on what the southern area was like involving the time during the vyrii war. I can comfortably eliminate logead officer from that story response. The rest of it would likely remain true. The long story short, I really have no desire to participate in PVP.
>>
>>26260921
Just aiming to get a cultural foothold in the region. Looking at the rolls, there's probably just a few people converted to the Jenter religion in a rural village.
>>
>>26261183
im surprised the Jenter would not attempt to convert the Burrahn. Seems going after a less advanced tribe that is of the same race would be much more likely. I thought below 10 was a neutral point while below was a failure, you often played with a stricter adherence to that. Open talks are pretty fair, as opposed to crusades from a 3, but those were offset by the 7 and 8 also softer failures, and then again a10. We could argue this, or you could run with the results given, and its worked out in "character". I could easily see a Jenter embassy being established provided they are willing to play ball, though the enclave has its spiritual people, a huge most of it is ancestor worship, with a small minority being out right atheism. I have a hard time seeing them converting over.
>>
>>26260728
The merchants thank you, but only the captain takes up the offer. He said that he heard rumors of a potential new trading route out west; he'll be attempting to brave the frontier then. Look for Captain Dar in a couple of months!
The Joorod wanderer is pleased that the mercs are good students, and so he will train them to the intermediate levels before continuing his wanderlust. His name is Tiobaro.
As the group venture closer to black cart territory, they were suddenly surrounded by Frowgs in black. "Tamasi Dani, state your business." Thanks to Kophesi's silver tongue, the group is not harmed, but only Kophesi can meet with the leader. He was escorted to a chamber, where a Joorod waits. "Kophesi, was it? You want a job, I see? What do you feel about... Wetworks? You see, I have a thorn on the side in the form of an Enclave enforcer. Snoops too close for comfort and too straight to be bent by money. Make him disappear, and we'll pay you handsomely. Money or equipment, doesn't matter."
What say you, o Kophesi?
>>
>>26261599
Eh, I'm guessing they haven't even met the Burrahn, nor they know of them. But I think that they will try to convert them and Edtat if they meet.
>>
>>26261610
"Kophesi will be wanting both, yes-yes. Must pay good-lots for dealing with the Enclave. Very tricky, very risky, very dangerous. And if Kophesi does this, Kophesi will not be able to come back to Enclave lands for long-time. Maybe never. Does clever-smart syndicate think it can provide Kophesi with enough to compensate him for this? Kophesi thinks so. And Kophesi has been looking for danger, wealth and a reason to leave the continent for the Colonies. This will be good for all those things. Now tell Kophesi of this enforcer"
>>
>>26261599
Complete other end of the continent. Massive mountain range between them as well.
>>
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Bump.

We need more Frowg art.
>>
>>26261728
"Excellent. If you do it correctly, no one might know that your folks did it. Nobody can blame accidents... Speaking of which, your target is a Frowg by the name of Zwil the Gauntlet. He's deadly with an amp suit." The Joorod then pulls out a fine drawing of a Frowg with a scar on the lip. "This is his face. Do not forget. He's currently in One of the upper levels, being a bodyguard for a councilman. We'll contact you with payment when you done him in." With that, Kophesi was returned to his group, and the Frowgs in black dispersed. Now, what plans do you have, Kophesi?
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>>26263638
https://www.youtube.com/watch?v=oMt7HkIoNm8
replace America with "the under city"

Frowgs from the north invented heavy metal singing.
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>>26264573
upcoming story arc.
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>>26265334
Very interesting. I'll be waiting for the newcomers. How about the other newcomers? Lufae, I mean, are they for thread 2?
>>
Time for a word on the Crestlands.

First, let us talk of the Lem of the Crestlands, who have diverged from their Ta'Mirel and Onoleshkan cousins over the past century. Some of them have changed more drastically than others, though most fit now into special castes that are almost never changed.

The first, and most drastically changed of the Crestlands lem are the Dengerates. When the vyrii began a resurgence nearly sixty years ago, one that has yet to be fully stopped, a bone fort off the main trails that were established during the Vyrii war was cut off from the rest of the Crestlands. The valley was one of the largest in the Thousand Mounts, and was home to some large herds of cidexes and plentiful ragas that fed them, with a few sparse trees even present. When the valley, now known as Brutes Hole, was separated during the beginning of the resurgence, its frowg and joorod denizens were the first to die, slain when some larger vyrii-forms hit the main living quarters of the non-lem. With only lem left, the remaining soldiers kept up the guard, feeding on cidexes and local predators, but their main source of food was the rapid turnover of lems. Every day a lem would be loss, and its body would be split up amongst its "kin."
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>>26269586
This had the unfortunate side-effects over time, as the lem were forced to consume their dead over the next two decades, most of their memories becoming nothing but combat, feeding and death, with their minds devolving to nothing but brutish insincts to fight and kill the vyrii. Even their bodies changed, becoming thicker and stouter than most lem. When Brutes Hole was finally reconnected with the rest of the Crestlands, the Degenerates were a horrifying sight. Even the pragmatism of the lem quailed before the sight of their kin having sunk so low, and the Ta'Mirel almost started another war just to wipe out the Degenerates. However, the will of the ruling caste of the Crestlands, the lems known as the Rebvontils, prevailed, and now the Degenrates are useful beasts of war that aid the warrior castes in their battles.

By allowing the degenerates to live, the Rebvontils have created an almost religious rift with the Ta'Mirel, who, despite their calm and typically fair, if calculating and unintentionally cruel, behavior, now look down upon the Crestlands lem, for both their castes and the Degenrates.
>>
>>26269609
I really like this, but one thing I would like to point out is that the lem rapidly dividing, and cannibalizing is a really common fact of life for them. However IG and I talked about diseases for various races a while ago, these "degenerates" might be exhibiting a milder form of atavism from the giant lem that were wiped out and eaten. Take a group of a small group, and repeatedly breed in a recessive trait, looks like it became a little more common. Possible with time this trait could either be exaggerated, or "bred" out.

Other defects lem can show:
Slowly becoming the equivelant of a Lem Thresher Giant. (see old lem evos.) terminal. corrected by death, or division. recessive trait.
Growing twice their own size and never dividing. Terminal. cannot divide. memories to be passed on to division mate where possible upon death.
Going permanently berserk. corrected by death or division.
Getting "stuck in the past" during a meditative state. corrected by time or death.
Dividing into three smaller lems instead of two regular sized ones. corrected by sufficient food
Dividing into two unequally sized lems. corrected by sufficient food.
Thin skinned, An adult lem with translucent, sticky skin, no mouth, and marked lack of agression. Superficially resembles a primordial Lem'uy if cast into the shape of a Lem.

The Ta'mirel would likely view the crestland lem as defective, but useful in their own right. A long term goal of "restoration" would be present. At the very least recovering their mental faculties. Either way, welcome back giant lem.
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bumb
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Bump before bed.
Sorry for having been absent these couple of days.
I haven't got any ideas.
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Rolled 5

From the East, a single ship slowly drift towards the Shipyard and the captain onboard gives orders to dock. State of old tradeport is easily seen from the ship. Where once stood thriving tradehub with large bustling population, now stands but a husk of the old glory. Only few people were left and it could be seen from their eyes that they had lost all their hope.

Though all this would not matter anything to him. He was here to accomplish a mission and caring about how these people felt was not part of it. Many would hope that they came here to capture old capital back but it was not yet time for that. Their knowledge about vyrii was too inadequate to start that risky operation. To study vyrii they would need to venture back to the cold north. Old road was cut by the old capitol so they would need to trek through the wilderness to reach Crossroad and from there travel up to the Rustpile.

They unloaded their supplies from the ship and regrouped near the edge of the city. Scientists and warriors with some warrior scientists. This was elite group with some of the best troops onolkeshan could muster to keep them alive in the vyrii infested mountains and what would help them even more were the few Lemgineers they had with them. These heavy troopers were all veterans of Vyrii wars and skilled in their labour.

(pic of Onolkeshan Lemgineer with heavy armour that helps them to survive in vyrii infested caverns and chasms. Equiped with Enclave flamer with barrel fed gun and traditional onolkeshan shield (that's not in the pic))

Rolling for the trek through the wilderness.
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>>26273424

Damn, I love that armor design.
Good job man, great to have you back in the game.
>>
Rolled 10, 9, 9, 9 = 37

>>26273424
Hot damn that's cool
It will take time for kophesi to plan how to deal with this enforcer. Before he can do so, he needs to set up the Tamsi Dani for their stay in the Capitol while he deals with this "buisness."

To the dismay of the Log'eadz, Kophesi wants Tiobaro to train the Frowgs, who might be able to make better use of the joorods strange fighting styles. And those frowgs need some proper equipment, maybe some amp-suits if they can be afforded. And the Shorhans are in need of something better than their current spears. Perhaps some simple guns to maximize their ability to fly without needing to close with the enemy?

With the minor details of settling his soldiers in taken care of, Kophesi turns to dealing with this enforcer. He does not see why the Syndicates would think his soldiers are best for this, but they must be hoping that using mercenaries not fully employed by them will be harder to trace.

The current plan is a simple one. The Enforcer will be baited into insulting some log'eadz, and then of Kophesis log'eadz will challenge the enforcer to a duel. The Log'ead will kill the enforcer, claiming that doing so is in the bounds of the laws of duels, and then Kophesi will get off scotch free! At least he hopes so, as a frowg entrusted with the life of a person of such importance will be no easy kill. Still, it is all Kophesi can do directly. And if it fails, there's always the use of a bomb or poison

Rolling for
Getting amp-suits for the frowgs
Training the frowgs
Light-weight guns/weapons for the shrohans
Killing the Enforcer in a duel
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>>26273354
Play as the Exile suzumous? Or just play a shady, grey-market merchant.

>>26273424
They had anticipated that the walk through the wilderness will not be easy, and a pack of wild, voracious Ragas confirms it. Roll for defense and counterattack!

>>26273603
Only half of the Frowgs get good amp suits, the rest turn out to get either old or defective ones. No matter, the defective ones can be cannibalized for good parts. Tiobaro is having a difficulty training the Frowgs, even though they are obedient students, their flat-foot and four arms keeps getting in the way of good moves. The Shrohans get no guns that are light enough but still fairly accurate; the accurate ones are heavy and cumbersome while lightweight ones can't shoot the side of a barn and do any damage worth the shot. So, instead, they get bows and arrows.
The first plan is enacted, they managed to see Zwil patrolling the front of a building. One of the log'eads then brushed his shoulder with him; and then he provokes Zwil into a fisticuffs duel. And... Old Zwil turns out to be quite the fighter. His four shocking fists is more than a match for the log'ead, and the log'ead falls back in defeat. Thankfully he seem to think that the log'ead is just some no-good punk fresh from the lower ghettos, and does not pursue or take him in jail. Time for plan B, perhaps?
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Rolled 1

>>26273932
So close. At least Zwill suspects nothing right now, and that is still enough of a nedge that this job can be done. A bomb would be loud and dangerous, and might give the Tamasi Dani away, unless a diversion can be set up. Perhaps the bombing of Zwil can be made to be incidental, perhaps an attack by dissidents on the council member he protects? Yes, that might work. Word has it that the Crestlands are chafing under new demands from the Ta'Mirel, and that all non-native lems have been barred from the Crestlands in response. In fact, Kophesi might not even need to use one of his soldiers for this. A Crestlander frowg living in the Capitol ought to make this convincing. All kophesi needs to do is find one willing to go along with this plot. The thought that this action might have consequences outside of eliminating a troublesome enforcer does not cross the willy aluns mind.

rolling for getting a crestlander frowg to join this plot
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>>26274071
FUCK
>>
Bump. A little more info on the castes of the Crestland Lems is incoming
>>
The first caste of the Crestland Lems, known as the Cresten, are the Rebvontils.

The Rebvontils are the ruling class of the Crestlands, and one of them presides over each of the fort-towns that dots the winding former war-path of the ferocious Army of the Black Ramel. Each Rebvontil is "descended" from one of the lems that helped spearhead the first attacks against the vyrii, a lem who went by the name Vontil. That lem, and several other "officers" would share experiences with each other, and divide to provide a large number of high quality officers for the ABR. Now, only the "pureblood" children of Vontil remain, and have an almost theocratic government controlling the Crestlands, keeping it distant but cooperative with the Enclave as a whole. They remember too well the uprising led by the frowg Vian during the war. He nearly toppled the entire crusade against the vyrii. To maintain the loyalty of the crestlanders, the Rebvontils have staunchly defended their rights from the agrressive and controlling minds in the Capitol, which, along with a host of other actions taken by the Rebvontils, have distanced them from their Ta'Mirel cousins. An incident in which Ta'Mirel lems tried to recruit an entire fort-town to go fight the Vyrii has caused the Rebvontils to bar all non-Cresten from their lands till a new deal is negotiated for Enclave control over its member nations.
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>>26277178
More than a few have whispered that the Rebvontils have been very lucky, with many of their opposing brethren lem in the crestlands being cut-off in Brutes Hole, and the rest of the non-vontil lem leaders meeting their deaths from meditation locks in the same month. And the Ta'Mirel despise the reverence with which the rest of the Cresten, and even the frowgs and joorods of the crestlands, hold the Rebvontils, as if they were demigods. The Rebvontils hold their power over the Crestlands by claiming to be able to represent the wills of the long departed heroes of the Army of the Black Ramel, such as Ronak Prebyn and Turoys Vian, and through leadership that is far kinder and more equitable than that offered by the rest of the Enclave. Most disturbing to outsiders is that, in the past few decades, the Crestlanders have begun referring to the Rebvontils as "Eternal Fathers"


Tl:dr The Rebvontils are Theocratic Oligarchs that have a mutual hatred with the non-crestlands lems
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>>26265334
Above the Sky of the capital city, there was the vast floating frilla forest of the Ry'lai. It was a mesh of trees, roots, and vines that crisscrossed the sky and provided shade to the residents below. As of the past few weeks a large unknown shape was spotted flying high overhead, well beyond even the range of the best enclave turbine scouts. Reports from Alun fishermen to the south reported A giant beast flying, capturing whale hoppas whole and lifting them into the skies above. Few could believe this, but stranger things had happened. However drunk fishermen and pirates are not the most reliable source of information. The Capital city was still waiting on a report from the old snow axe compound and observatory to see if anything could be made out, but no scouts and engineers sent to reactive the place had returned. Odd. The coastal observatories were impeded by bad weather resulting in cloud coverage. Today though, the question answered itself. The object dropped low in the sky to reveal some sort of flying creature, truly massive. As it dipped low for but a moment, numerous specks dropped far below, each speck grew in size as the behemoth flew back into the sky to return to a small ominous dot.

The Specks gradually were made out to be strange winged creatures. In their custody was one somewhat nervous Joorod, apparently from the black cart syndicate, if dress and markings indicated anything. Guards quickly surrounded the unexpected visitors, if it was an invasion it was a very small one. They did not appear to be armed and were garbed in loose rags that obscured most of their features. Moving twitchily they emitted a near inaudible buzz between themselves, then began gesturing in Enclave common sign language. The Joorod began to translate quickly. "This intusion is peaceful. To Refrain from hostilities and engaged in diplomacy would be appreciated by our lord" the Joorod watched the language dip into individual letters for a bit "Sa'rak Ul Aman"
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>>26274071
You locate one Crestlander frowg living in the lower levels, and soon contact him. When you explain that you wish to cause damage to the council, the Frowg freaked out. "Who are you!? Who told you of our plan!" He bolted out of his home, desperately trying to escape your mercs. There will be consequences, indeed.
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>>26278144
the Joorod continued it's translations for the guards "Lord Ul Aman, of the Sa'rak seeks meeting with the council, his subjects submit to registration as Suzumo, dwelling between the blue and black, with intent to join the enclave." The Joorod was quietly passed a small sack from the sleeves of one of the Suzumo, and hastily got away from the display, hightailing it back to the under city. He wanted no further interaction with the group of Enforcers or the Council Vanguard that was to come next. He had to report his dealings with the black cart leadership, and stash this sack of gems. He had become a very rich, very well connected Joorod in one day, and if he was lucky, he would be alive by the end of it.

The Vanguard forces dispersed the crowds, making a path for the visitors to be heard by the council. This was a historic occasion, as no previously undiscovered people had ever sought out the enclave to make first contact, let alone for membership. The Robed visitors walked amidst the heavily armed and armored warriors with no amount of shock, or awe, the city looming around them drew no side long glances either. The things that they had seen, the truth of the planet, made all of this pale in comparison. After a few small journey, one that they could have flown in a much shorter time, they had arrived at the council chambers. The assembled people eagerly awaited these new people, to hear them out, and hopefully welcome them in. The guests were superficially similar to the Schwrim from the eastern continent, but only in that they were chitinous, mandibles and a few other superficial appearances. The Leader of this group stepped forward into the middle of the chamber and began to sign out its request. "Our lord has told us to seek out the Enclave, through one of your Nobel Black Cart Traders, Lord Salu, we have learned of you in detail. We wish to establish a "straight deal." A few members of the assembly balked, but the syndicate representative smirked.
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>>26278640
Apparently these newcomers would be tied to the syndicate factions as their benefactors. "Our lord and his kin seek refuge and allies, protection from a coming storm. It is past our generation, but coming all the same." At this the lem focused in an almost unnatural fashion on the bugs and spoke "What do you know of the tomorrow war?" the insect spoke cryptically in an unintentional fashion "Our observations include there is always a war to come. The one to come for us matters most to our lords, and now we seek allies. They see you climbing into the sky, growing, small islands moving on the waters. Your sting grows longer each cycle. Attempts to stop would be futile, attempts to remain hidden are no longer viable in coming generations. We choose to reveal ourselves."

The coming "talks" were fruitful, somewhat terrifying, and enlightening, lasting several sessions over a week. "Lord" Salu the joorod of the Black Cart "traders" Syndicate would become their official representative and sponsor as they were phased into the enclave. The Suzumo only represented a much larger race called the Sa'rak, consisting of less then a dozen individuals, enormous in size, ancient, and perhaps some of the oldest intellects on the planet. They lived a simple life of observation over the world, philosophy on life and existence, and serving their lords. The Sa'rak do not wish worship of the Suzumo, and continue to chide them for excess praise, but it is also in their nature to laud and venerate them. It was shocking for the Enclave again, to learn these people offered nothing save information. They had no lands, no technology, and no desire for war if avoidable, they also did not seem overly interested in living "on dirt."
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>>26278944

The Sa'wir ended up requesting an embassy within the enclave, and getting it quickly. Oddly enough It was located deep underground in Black Cart territory. They only ever wanted information, and the arrangement was fitting. The Bugs would bring in odd trinkets, and news on occasion, which was often filtered upward for a reasonable fee, and then sold again to the Alun. business. Within the year, the occasional Suzumo buzzing around the capital city became no more of a spectacle then the burly Logeadz themselves.
--
The Sa'wir are an exile group of Suzumo from central composed of many tribes, though their departure has earned them the enmity of these tribes, lasting possibly until one side or the other is dead. The Sa'wir view their desert bound kin as ignorant, and with some pity. They themselves have seen the world from the edge of the "black" (high altitude), and know how small everything is in the grand scheme of things. They naturally communicate with very high frequency noise, as well as a biological short range radio frequency.

Further details on the Sa'wir culture:
A strong loyalty to their given "lord", and fierce competition between other groups serving other "lords." Mating season is the one time they intermingle freely.
Short on talking, but very wise about the grand scheme of things, often ignorant on face to face interactions or personal relationships outside of their own group.
Strong relationship with the Black Cart Syndicate, mostly involving information trading.
Highly curious, but equally secretive until they grow to know an individual.
Extremely long sighted, known for making and executing plans that take several generations.
High degree of personal honor and discipline.
While not pacifists, they do not seek, nor desire direct violence, and will frequently avoid it when possible.
Interest in medicine.
Selfless to their "lord"
If a Suzumo is around you, it is serving the will of it's lord.
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>>26279294
Nongent, is that you?


Also, it looks like my plans to create political tensions in the enclave are already heating up. Beware nongent, your creation may not survive my machinations to create a more interesting world
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>>26279294
-The Sa'Wir live inside the Sa'rak, eat of their flesh on occasion, feed and maintain their home and master, and even commune with it. A Sa'rak is a large, large creature housing up to several thousand Sa'wir at a time, in addition to a swarm of other wesper based creatures, though in modern times the Suzumo are supplanting the wespers as a more useful and functional servant.
-A Sa'rak views all small life as inferior, but not with any degree of scorn. They can also be very useful tools in their machinations.
-A Sa'rak has territory over the planet in the form of a chunk of the sky, but they chase the horizon in a path counter to the rotation of the planet.
-In the past Sa'raks categorized things on the planet as "can fly" and "cant fly" there was no reason a can't fly should ever pose a threat to a can fly, but events within the past few centuries have shown them that this time is slowly coming to an end, and they have chosen to put aside some old rivalries to mutually ensure their survival in the future.
-The Sa'rak are big on the concept of ownership. Business intrigues them.
- Sa'rak are old. very, very old. They have seen civilizations rise and fall, the same with religions, and they tend to view such spirituality at best as a tool, but a dangerous one prone to turning on it's master. They have no use for it. An intelligent servant who thinks and is aware of it's position but still submits is for more useful then one who's capability teeters on something so fragile as simple faith, and intellectual capacity is hobbled by deliberate ignorance.
----
That about covers this new faction, expect to interact with them at some point. Or feel free to start a small adventure and see what sort of missions come down from your local GM.
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Rolled 11, 16, 14 = 41

The ta'mirel are not at a standstill, they seek out old allies, and new issues. Scouts have been deployed to the Crestlands, to reports of recent Onolkeshan movement, and to a strange vyrii outpost that appears to operate almost as a village.

rolling for:
Investigating the deformed Lem of the crestlands
Scouting the Vyrii village (Vyrans)
Finding the location of the Onolkeshan strike force
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>>26279621
Nongent, the Ta'Mirel are currently barred from entering the Crestlands, due to the incident stated here >>26277178. You can't really scout anything unless you're sending frowgs to do it for the Ta'Mirel
>>
>>26280274
>>26279621
I'm guessing the Ta'mirel have informants in the crestlands. Not to mention the syndicates could have already formed smuggling networks.
Anyways, roll results!
They sent an infiltrator, a Frowg, since the crestlands are in lockdown. Soon it became known that these malformed ones are much closer to the giant lems rather than normal lem. Through hearsay, he also learned that a Frowg explorer who limbed mt. Kunaba had definitely witnessed a Vyrii village, that has them driving away other Vyrii. Could it be that the Vyrii are in a sort of civil war? Of the Onokelshan, the infiltrator can only figure out their last location, but could not discern where they are going. Currently they are in a place somewhere east of the Onokelshan capital.
>>
Rolled 17, 20 = 37

While many nations/tribes/kingdoms have been absorbed into the Jenter, there are a small number of weak nations that refuse to join them. The Jenter allow these nations to exist so long as they continue to pay tribute.
While it improves work greatly, the large springs used in Jenter machinery break somewhat often. The methods employed in making them results in kinks, weakening their structure.

Rolling for collecting tribute, improving springs.

The society of the Jenter is quite medieval in a number of ways. They are a feudal society ruled by the church. The vast majority of citizens are illiterate. Publications and media of all sorts are highly censored.
However, they have a vast reserve of medical knowledge from a history of biological research, and widespread use of clockwork-based machinery.
>>
>>26280274
While I move a lot of factions around, I dont like people making decisions for me. These actions are pretty out of character for lem, let alone for the Ta'mirel. All lem cooperate with each other, disagreements are solved very quickly by mutual exchange of memory. Barring any members from entering their lands is also a direct contradiction to one of the base rules of the enclave "others can live freely in your lands" rules put down by the lem in the first place to facilitate a more centralized community. Carving out separate entity from a whole is not going to fly. I do want to work with you on this, so it can happen in a fashion.
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>>26281945
The vassal nations continue to live their way, but also continue to pay a hefty tribute that sees the coffers of the Jenter swell. This allowed for much more free time amongst the population. Church regulated free time, but still. As a result smiths have developed amazingly precise springs in all shapes and sizes, to include flat springs, and devices resembling cuckoo clocks. Their weapons have also become significantly more reliable, springs often last the life of the weapon.
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the picture...it called to me. and MS paint.
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Rolled 7, 12 = 19

>>26273474

Thanks! It's good to be back.

>>26273932

And so i shall! Rolling for defence and counterattack
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>>26283548
The ragas' attack caught some warriors off-guard, their thrashing rampage bludgeoned some flying. But these are hardy lem, the lem of Onokelshan, and soon the whole group encircled and killed most of the marauding ragas. They manage to harvest some Ragas seeds from the corpses, and with only injuries. The seeds might be useful against Vyrii, the lemgineers know that.
>>
Rolled 13, 14, 19, 15, 14, 14, 9, 19 = 117

>>26236269

The attack of the vyrii marauders concerns the vyrans of the Ibo node. They will have to scout further, to estimate the total threat level of the marauders. In addition, the Ibo node is concerned of other vyran nodes, or more precisely, the apparent lack of other nodes. This node lost contact with node 1sag many cycles ago, and from that point on, it has not encountered any more nodes.
Thus, the vyrans of Ibo node decide to send out scout teams further into the vyrii wastes, to both map the areas, estimate the severity of marauder threat, and seek out other vyran nodes.

Meanwhile, work in D1Ter0S continues.
It is decided that another beam tower perimeter will be constructed further away from the walls, in order to provide additional fire support for the village.
In addition, further exploration and excavation of the caves connected to the village are conducted.
While this is going on, the assembly pits of the village are constructing additional vyrans, parts from the slain marauders are added to these new vyrans, in order to recycle resources.
The rot farmers are also busy spreading the rot fields, ground up stones, and useless vyrii parts are scattered in these fields, to support their growth.
Finally, the mummified corpses of the "others" are brought into the inner chambers of the central hub of the village, where they could be studied by the Vyrans. Who are these beings, the memories of them are hazy, and twisted. To understand the past, the Vyrans need to understand the world, even the "others" who are so unlike the vyrans themselves.

Rolling for: (8 rolls)
Scouting out more of the vyrii wastes.
Total threat level of hostile vyrii.
Locating more vyran tribes.
Constructing an additional beam tower perimeter.
Excavating the caverns further.
Constructing more vyrans using the parts from the slain marauders.
Spreading the rot.
Studying the mummified frowg corpses.
>>
>>26286768
The scout team has managed to find local hostile Vyrii lairs and concentrations, and it seems they're sparse enough for Ibo's safety. They found quite a number of vyran nodes around Ibo area, a total of seven villages clustered in this valley of Kunaba.
More beam towers are constructed, aligned so that any hostile Vyrii would receive the full might of eight more focused blasts of light. The caves are expanded, smaller veins of copper were found. Using the Vyrii leftovers, a new workforce awakens, but even these could not improve the yield or spread of the shard rot. Drones with advanced scanning sensors were tasked to learn what they can from these others; reports of them being carbon-based, four-armed humanoids remind them of a half-corrupted memory of another type of humanoid, also carbon-based but with only two. Further scans indicate that these corpses were natives of the land, suggesting evolutionary processes that occurred a long time ago.
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Let us discuss, the coastal province of Nad'lun, Sen'Kas.

The coast is the wealthiest region of Nad'lun nation, the base of their fishing and trading industries, and the largest hub of trade in Borgas 4. The region is ruled over by the Crimson Slizers, a massive company, which succeeded in becoming the De Facto government of the region about a century ago, during the formation of the provincial system of governance in the Nad'lun territories.
Crimson Slizers are a syndicate of numerous subjugated corporations, guilds, and piratical groups, that were forced under the banner of the original Crimson Slizer pirates, by the now legendary pirate K'nia, heir of K'nula, the founder of Na'suul pirates, and one of the key members in the history of the Nad'lun. The Slizers are still led by K'nula's successors, the 7 chained gems in the middle of the Slizer logo, symbolizing this tie to house of K'nula.
The Slizers make the rules of the coastal region, they are the law there, despite the fact that they have deep ties to criminal elements of Nad'lun nation. Their businesses range from the grand amber harvesting stations of T'orak and Yunen, to trade, fishing, protection work and hrass plantations. They also coerce, and force other companies and guilds to do their bidding, have strong ties to free ranging pirate groups of the open seas, and the enclave underworld.
Despite all of this, the Slizers have a certain code of conduct to their rule, a kind of "Honor among thieves" methodology.
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>>26289983

They allow competitors, smaller companies, and guilds to operate in the coastal regions, though they do demand a portion of the profits as their own, to maintain their para military law enforcement, the Red Vessels. In the bay area, where the Red Ships patrol, no violence, piracy, arson, or general sabotage or "dirty competition" is allowed, as long as everyone plays by the rules, they are allowed to operate. There are some exceptions though.
The Slizers, do not tolerate double crossing, or betrayals, in their view, if one agrees to a contract, they will fulfill it to the letter. Those that are proven to be treacherous, will not be aided by the Red Ships when their retribution from the parties they wronged rains down upon them.

In addition, the laws of the bay, are not laws of the seas. The Red Ships do not enforce their rules outside of the coastal waters of the province, or the bay area. The Seas are open water for pirates, and violence between competing guilds and companies. The Slizers do however, offer to escort and protect the ships of those who pay enough, with their own war ships. This is yet another source of income for the Slizers, who will only take a reasonable fee for this protection.

The rule of "law", is corrupt in the coast, if it wasn't already apparent. The coastal cities are dangerous places, and a striking contrast to the more idyllic living of the central province. However, if one is smarter than the smartiest, tougher than the toughiest, and willing to play the grand game of the Slizers, one can strike great profits in this paradise of uncontrolled capitalism.
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Elaborating on the Nad'lun activity on Central continent, specificially the Amber harvesting operations.

The first amber outpost, of T'orak, was founded by Crimson Slizers explorers, who were the first to discover the Sandoni Amber, a sugary, protein rich nectar like extract of the Sandoni creatures, that solidifies into gem like, translucent pebbles, which they lay alongside of their eggs in the burrows they make. This amber, feeds the developing larvae while they grow in their burrows until they burst out of them as nymphs.

The Nad'lun however, found this amber to be an extremely enjoyable commodity, that quickly became one of the most popular luxury goods traded in the Nad'lun territories, and their trade partners. The amber could be used as it was, as candy like treats, it could be ground up into powder, and used to make "tea", it could be mixed with wax, and turned into an pleasing incense. It's appearance also made it into popular gem stones, as when treated properly, the amber could remain in pristine, gem like state, for decades, though this process made them inedible.

The amber outposts, were mostly built via the muscle power of mercenaries from Izileth territories, however, the founding of the Yunen amber outpost, was met with the discovery of the remnants of the scattered tribe of Kwagos once known as Rismal. These people, were nearly annihilated by the flying Sa'rak creatures, few decades before the arrival of the Nad'lun on their coasts. The Crimson Slizer discovered the abandoned ghost towns of these people, and the nomadic remnants of these people, still lingering in the surrounding plains and forests.
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>>26291680

Opportunistic people as the Slizers were, they quickly made contact with these people, offering them aid, shelter and food, in exchange of them aiding the Slizers in the construction of the new amber outpost. This contract, was agreed upon by many remaining kwagos families, as they saw the aid of the hoppas as a potential way of regaining even a trace of their former glory. The kwagos quickly became reliable workers in both T'orak, and Yunen, and as agreed, the Slizers aided these people in reconstructing their villages, by providing them with equipment, materials and food.

In this age, these Kwagos are nearly vassals to the twin amber outposts, though out of their free will. The Alun have not forced them into this agreement, however, there is a certain degree of grown dependency the Kwagos have to the Nad'lun. The advanced technology, goods and higher standard of living that working for the Slizers provides, has made the idea of divorcing from this pact seem foolish to most Kwagos.

The Slizers utilize the Rismal people as both workers and warriors, as the raw strength of their arms even exceeds that of a frowg or a log'ead. As workers, they are used kind of like horses, a harness is strapped to their torso, and they use the strength of their legs to pull or move objects, ranging from pulleys of cranes, to plows used in hrass fields. As warriors, they use their mixture of considerable speed (still slower than Alun.) and relatively strong body (their hand arms are stronger than alun hand tentacles) to work basically as Calvary. They use long spears when they charge their enemies, and once in close combat, their armored "legs", short swords and axes to trample and hack apart their enemies.
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>>26291696

Final thing, while the most mercenary species common in Nad'lun lands, Shrohans, frowgs and hollori, (races from the south continent are rare mercenaries, as they are only recently encountered.) owe no allegiance to any single guild or corporation, the Kwagos of Rismal, are almost all working for Slizers. This is because this tribe of Kwagos, is the only known kwagos people encountered by the Nad'lun, and their current existence is owed to the Slizers themselves.
Because of this, the Slizers have a significant advantage in mercenary forces when compared to other corporations and guilds.

Besides the Slizers, there are other Nad'lun amber harvesting, and trading outposts in the central continent. They are however, somewhat smaller when compared to the Slizer operations.
In addition to the amber, the outposts also provide other goods to the Nad'lun trade network. Sandoni flesh, is extremely sought after food, due to it's naturally long preservative properties, and thus cheap to store and transport nature. It is popular among ship crews, and enclave military forces, to whom most of the flesh goes. The flesh is never in short supply, as the sandoni beasts seem to be driven to attack the Alun outposts, for some unknown reason. (The pheromones of the alun drive the sandoni crazy, compel them to attack the Nad'lun outposts.) There is also sporadic trade between the natives of the continent, especially enigmatic insect people of the north, who seem to come from the desert. These people trade gems of extreme quality in exchange of metal, and food, though they are known to be fickle, people, who are as likely to seek to trade with Nad'lun explorers, as they are to attack and raid their caravans.

There is also ongoing discussions for trade deals with a nation of armor clad brutes living in the eastern coasts of the central continent. (The Yakushin were traders, right? I would think that them and the Nad'lun forming some sort of trade deals would make sense.)
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>>26291696
Kophesi now has even more reason to venture to the colonies, oh yes-yes. New recruits and plenty of danger. This will be fun-fun!
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>>26291696
Huh, I just realized something. Alun are good at running right? While the Kwagos have good 'arms'. So why not have a Kwagos sit on top of an Alun? Mecha Shiva!
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>>26291962
Too heavy.
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>>26291962

Kwagos weight way too much.
Alun, while not really weak, are still somewhat limited in their carrying capability. Their abdomen can't support the weight of full grown members of most races, only perhaps the smallest ones, like hollori and suzumou or shrohans. Remember, that the abdomen of the alun is only partially supported by bones, muscle and tendons. A significant portion of the support comes fro mtheir internal gas bladders, which lowers their carrying capacity.
Also, the Kwagos, while not as speedy as the Alun, who are pretty much the fastest runners out of the sapient species, the Kwagos are still relatively fast. Probably among the top 5 fastest runners of the planet.

>>26291951
Does Kopeshi own allegiance to just himself, or is he serving some guild or a company?
Remember, the amber stations of T'orak and Yunen are owned, and operated by Slizers, who guard their advantages over the smaller guilds and companies jealously.
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>>26292134
Kophesi is essentially the owner of a small but well equipped mercenary band called the Tamasi Dani, or Swift Claws. I'd imagine Kophesi pays his tithes to the Slizers, but that he's more concerned with being important than all the money he makes as the head of a strong mercenary group. That's why Kophesi tries to weasel his way into the minds of everyone he meets that he's a big, clever, powerful guy. And for an Alun, he's startlingly aggressive.
>>
info on the second caste of the Cresten lems coming later
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>>26291962
MECHA SHVA! MECHA SHIVA! In the future there will be professional wrestling, and such dynamic pairings will be popular.

"UP NEXT! THE MASKED PUNCHER! His mask hides his face, and even his race, who is he? Where does he come from?!" It is clearly a logead with a bag over his head.
>>
>>26296374
Why do I find that so funny

The second caste of the Cresten is the Klasts, or more accurately, the new Blackcrests.

These Blackcrests are not the old citizen soldiers that made up the Army of the Black Ramel. They are only Cresten Lems, and they have no option in life to choose any other path in the crestlands besides being a Blackcrest, which, thanks to the fact that when a lem splits its two "children" share similar minds, is not a problem. Blackcrests are happy to serve, being the warriors that defend the Crestlands from the Vyrii. All roles outside of supreme leadership (held by the Rebvontils) and being a soldier, as a Blackcrest, are forbidden to the Cresten, as their skills in war and sheer brutality would be wasted elsewhere, or at least that is what is said. The truth is that if the lem "reproduced" unchecked, they could easily put craftsmen, engineers and merchants of greater quality than the frowgs or joorods thanks to the cold climate that enhances their minds and bodies, but the Rebvontils, almost like loving parents that wish desperately for their children to have places in the world, keep this in check by putting all their kind into the castes, preserving the importance of the non-lems.

Blackcrests are grouped in to large formations, known as Klasts. These Klasts number around six or sevend hundred or so blackcrests, and are commanded by the Klastmasters, old lems descended from those Cresten that were former ABR officers that did not "dissapear" or become trapped in Brutes hole and turn into degenerates. These Klastmasters, and their subordinates, who are known as wenklasters, ride the descendants of the mighty giant ramels that once accompanied the ABR to war. From atop their giant steeds the Klastmasters and Wenklasters direct their klast to war against the Vyrii.
>>
Each Klast is indepdnent of any single authority in the Crestlands, but all Klastmasters are obedient to the wishes of the Rebvontils, despite moving all across the Crestlands in search of worthy fights. However, not all of the fighting is done by the Blackcrests. They are supported by the Whitecrests, auxillaries that are drawn up from each Fort-Town. When Klast prepares to take the fight to the vyrii, usually in claiming some valley suitable for mining, farming or as a strategic location, the Klastmaster will ask the local Rebvontil for auxillaries to support his Klast, to which the Rebvontil usually agrees. These auxillaries are typically armed with support weapons, such as volley guns, aircraft, artillery and supply trains. That's not to say the Blackcrests are just soldier companies that entirely require local support. Many of them have small but versatile lemgineer cores, usually twenty or so, whose bodies are the only lem bodies that are allowed for consumption by other lems under Crestland laws, in order to preserve their skill and knowledge.

There are currently thirty-five klasts in existence, nine having been wiped out during the Vyrii resurgence. All Klastmasters swear loyalty to the Rebvontils, and obey the standing order for execution of non Cresten-Lems on sight.
>>
>>26297352
>>26297392
Hmm, a question about the rebvontils, how would their isolationistic nature affect the enclave as a whole? What with the enclave saying that their territories should be open to one another. Did they take advantage of the travel warnings aimed at the high amount of Vyrii activity?
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>>26298912
Its likely that they did. In fact, lets go with that. Four entire Klasts stand at the Gate of Claws, the pass that is the entrance to the chain of valleys that is Crestlands. They bar all entrance to the Crestlands, claiming non-settlers cannot be allowed, and Ta'Mirel lems are not allowed as settlers, nor are they allowed to join the Blackcrests or the Rebvontils. The Cresten are a little racist towards their Ta'Mirel brethren
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>>26299144
So, would they expect that Enclave would send troops to investigate? Seems like a rebellion in the making, or something.
That said, this idea of a probable civil war is intriguing to me. What say you, nongent?
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>>26299318
Between Kophesi planning to frame the Crestlands for an assassination attempt to kill an enforcer, the Jenter spreading their religion into Fo'Wil, the Onoleshkan reclaiming their city and the Crestlands chafing under the Council, a civil war would be a tame way of describing the potential bloodshed
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>>26282240
Not making attacks on the Enclave. Just wanting Fo'wil land.

Working on a list of Jenter provinces. They all have a degree of semi autonomy, but are still actually puppet states controlled by the church.

Terentinko: The largest province, Terentinko, is the homeland of the Jenter Mevolas. Farmland extends across much of the settled land of the region.
Yittetiter: The city of Yittetiter is a province of itself within the heartland of Terentinko. It is the holy land of the Jenter faith.
Ekkirtu: The region of Ekkirtu once split off from the Jenter, but was soon after brought back into the fold. It is a region with many ports and fishing town.
Nobeker: Covered entirely by frilla forests, Nobeker has a thriving lumber industry.
Thipi: Lands once inhabited by Aluns and a different Mevola tribe. This region is most known for its ranches.
Boru: A small, mountainous region inhabited mostly by Frowgs.
Aletes: The strip of land between the Enclave and Nad'lun. The most notable things of the region are the trading posts at either end of the pass through the mountains.
Diffun: Not quite sure what to do with it yet. Thinking of having it be the provice with the highest Lem population. Probably the most actually hostile toward the enclave, believing them to be being manipulated by the "demon" that the Ta'mirel believed to have approached them in ancient times

Still thinking of ideas for the others.
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bumb.
Anyone here?
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>>26303883
Waiting for rolls.
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>>26299318
I have some huge problems with this storyline, in that it is a break in character and even lore for the lem involved, as well as the entire set up of the enclave. I was willing to go along with it during the last game, as I could see the non lem residents being upset during war time conditions in a colony that was being set up, but even the recruitment drive of the crestlands was again highly counter to the culture and character of the faction they were a part of.

see
>>26281964

As for the civil war, I wont lie, I really don't like that idea, as it should have never gotten to this point. A lot of what happened sort of flies in the face of established lore. The one thing Ive always done my best to do was respect player's own lore. It would sort of be like if the people of the ota suddenly decided to murder their king and priests. The same with the Fo'will incursion, the lands of the enclave might have more frowgs, or lem in certain areas, but the Fo'will were a very early member of the group, founded with a mixture of frowg, and even lem, later on the other tribes. In essence, there are homelands, but the Fo'will ARE the enclave, as much as any other IS the enclave within it. Their level of industrialization and quality of life is much higher then anyone save the Nad'lun on this continent, and even then it is arguable. I get smacked around alot when I dont pay attention to lore people made, and go through pains to read every post, go back and consult the archives.

I'll make an effort to be in the chat more often this week, otherwise I can send an email if it's easier to get ahold of me. I'm much shorter on time then I used to be, and I feel like this is a conversation best had in real time.
>>
I just wish to say that I think this thing is amazing and I wish that I had been in the first thread.
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>>26305756
hey, I am really glad you like this. If you ever want to join in feel free, there are only four players right now, and two GMs, so the work load is pretty light. We are more then happy to fill you in on the lore and setting, plus there are many factions in which your group can inhabit.
>>
to potential players: hey. welcome. I am a part time GM, i would recommend checking out the posts related to the game, it can be very fun, as for me, I've done this for about 2 years now.
---
So, I've spent some time being introspective about this, even had a dream or two about the game with people angry at me. Talked to Onol for a while. Figured, if you want to know how I feel about the game here it is. typos, personal feelings, insecurity, and moments that make me look like an asshole.

http://pastebin.com/4vmWGqrx
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>>26304764
Hmm, aight, if it doesn't really fit I'll agree with you on that. But now comes the issue of reconciling these things, and how far do we retcon.
I'm cool with the rebvontils being the identity of crestlanders, and the possibility that there are travel warnings around Kunaba and Onokelshan capital due to Vyrii activity. But I reverse my stance on the blockade/dissent, that we can retcon.
The councilman whom the enforcer guards could become the target of Syndicates instead of Crestlander dissenters, since the councilman could be working with the enforcer in rooting out crime. So, I propose a shift in storyline, from civil war to gang war. What do you guys think?
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>>26305861

I am more confused now than I was at the beggining. Simply, how does one participate in this? Start an adventure group? Command a tribe within the setting, trying to adhere to all the action going on around? Or even a solo adventurer, about to get eaten by the wildlife, in search of treasure?

This IS a very detailed ( a bit too much for me atm) and very interesting. Good work (the both of you)!
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>>26306426

This is more or less setting builder played as a game and i could say that it is possible to play as small/new tribe, as adventure group or even as single individual. Also we have played this game for more than year so it's no wonder we have accumulated loads of history and details. It is possible to play this game without knowing everything in this world as long as you ask if something is possible. (Also if you don't know everything it keeps meta gaming away)

I'm bad at explaining but i hope other guys will fill all i have forgotten to tell.
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>>26306426
Yep, what Onol
>>26306954
Said. Just needs a name and a faction you belong to, and you're off to a start; a good one would be with a background. Don't be shy on asking, we will dole out free knowledge on the setting.
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I'm fine with gang-war. But I like idea of castes in the Crestlands, and a cultural change about the eating of dead lems brought about by discovery of the Degenerates, and even the Rebvontils playing to the dislike of the Crestlanders for outlander lems. It's just felt like the Lem have gotten along with each other for too long, because they can magically understand each other and resolve their problems. And if we want to come up with a reason for Rebvontils and the castes, and even the "hatred" for non Cresten lems, why not put it down to the entire Crestlands being cut off from the rest of the world during the Vyrii resurgence I mentioned? Serious cultural change could be brought about by that. And maybe its time we put some limits on the suprehuman abilities of the lems, specifically their "mind sharing" ability. Personally, I'd like to retcon all telepathy/psychic/mindstuff, even the Korokai and the Library. The mind sharing just gets in the way of the lem being able to be actual people, not just a faceless mass of superior goo-blobs
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Rolled 12, 3, 13, 7, 2 = 37

>>26287368


The IB0 node is relieved to know that the hostile vyrii concentrations don't currently pose danger to the node itself. However, given enough time, these hostile forms will grow in numbers. And some of them know of D1ter0S by now. The marauders that the IB0's defenders slew surely were in some form of communication with their kin.
It is clear, that these outlying marauder lairs must be destroyed.
Because of this, the best warriors of the node are sent out, to covertly eliminate these hostile forms, cull their numbers, and thus reduce the threat they pose to D1ter0S.

The newly discovered nodes are smaller than D1ter0s, and have survived this long by hiding, staying silent (not broadcasting their signals over long ranges), and being located in hard to reach, and remote places, just like IB0 node itself. It is agreed that the IB0 node shall make contact with these discovered nodes, so that they might combine their operative powers, and thus survive better.

The newly constructed beam towers require more power, forcing the IB0 node to construct additional generator arrays to power these defensive constructs. The generators require certain, heavy elements in their construction, that are most easily acquired from the remains of larger vyrii forms. Scouts are sent to the wastes, to locate these needed materials.
However, some vyrans are also trying to investigate the caverns, hoping to find useful materials closer to home, so that the node would not be dependent on salvaged parts of silenced vyrii forms.

The bodies of the others are put away in storage, for now, until further uses can be found for them. The knowledge recovered from them is quite insignificant to the vyrans, who are more concerned about their own past, than the nature of the others.

Rolling for:
Covertly eliminating hostile vyrii clusters.
Making contact with the newly discovered nodes.
Constructing more generators.
Locating needed materials. (2 rolls, from wastes and caves.)
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>>26305756
>>26306426

Huzzah! We may have new blood after all!
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>>26308263

I was going to write long list why you are so wrong but i just realized that it doesn't actually matter / I don't even want to waste my time for that. You just want to fuck other peoples works then fine, be a faggot. You reminded me really well of the fact why i'm not as active as i used to be.
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>>26309157
That might have been needlessly aggressive onol. I am sure that this matter can be settled in an agreeable manner for all parties.

>>26308263
You need to talk to ng about your plans, and about the nature of the Lem. Their workings were established pretty long ago, and I am sure that ng has his own plans for the enclave too. As long as the crestlands are part of the enclave, you guys need to communicate with each other, as you and him are still playing as members of the same faction.
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>>26309157
I'm sorry Onol, but part of the fun of making nations is breaking those nations up and forming and reforming them. My desire for a civil war stems from the fact that I just find the state of the Enclave as perpetually stable to be unbelievable, and boring. It doesn't have the excitement or interest of a megalithic empire collapsing under internal pressure despite being able to crush any external opposition. Hell, even my opposition and obstinance on the TA hating the Lufae is because I felt there hadn't been enough true hatred between nations that occured throughout history in the realworld.

As for the civil war, I have an idea. Rather than the Rebvontils being openly hostile to the Ta'Mirel, they're more distant and simply disagree with them on fundamental issues, but still see value in remaining a part of the Enclave. The Tomorrow war has not yet come after all. But what of this strange frowg that said his plan had been discovered? We can still use it, with just one word: ANARCHISTS

I'll explain more later
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>>26309682

So according to you 90% of nations in Primordial are boring because they haven't had any civil wars? So who is next? nad'lun? Those weird romans in the central? someone else. Do you really think that you have any right to go fuck someones nation just because it's boring to you? Man you are fucked up.
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>>26309820
By that logic Korobushka is hella interesting.
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>>26308459
Warriors are sent to the third biggest lair of the hostile Vyrii; they managed to locate a sort of node, and disabled it. This made the Vyrii docile. However, the other Vyrii lairs are blocking the path to the other nodes, and the lairs seem to have no stationary nodes; they must kill the carrier Vyrii. More generators are made from the remnants of the gate attackers, enough to bring the beam towers online. But there will be more need for power, so the scouts were sent to the wastes and the caverns. There were some deposits in the wastes, but the roaming hostiles make acquisition hard, while the caverns, though spacious, are barren in generator materials.
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>>26309820
>>26309682
Right, we need to have a talk in irc soon. I might log in in about 8 or so hours, and hopefully NG will be too; then we can see if it is feasible or not.
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>>26309820
>Those weird romans in the central?
I actually want the Hu-raan to crumble into a numerous small nations, all at each other's throats.
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saved by the bump
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bumb
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>>26301624
More provinces named.

First, an amendment to Diffun. It is still the province with the highest lem population. Fragments of ancient memories were given meaning by the words of the Jenter. They have many of the fire and brimstone type of preacher.
Tabenlel: A newly established province located in the mountains. The region was developed mainly for opening quarries.

I currently have no ideas for Xacath or Sinettek.
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>>26319882
what was asked, is, what would happen if the ta'mirel had not put a spear down, but something else?
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bumb.
Anyone here?
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>>26326729

Been at work. here now
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>>26326729
Waiting for rolls.
In the meantime, temporary result for the Rebvontils and dissent debacle: I'll allow the rebvontils to exist as a new group that formed in the crestlands, however, they hold no dissent. The Crestlander Frowg that ran from Kohpesi is of a different kind of peril, one tied to the festering criminal underbelly. So, no impending civil war, but quite possibly a gang war's a-brewin'.
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>>26319882
And oh, the Diffun lem preachers were viewed as an impossibility due to lems having a very different mindset, so during the irc chats a consensus were made that the firebrand preachers of Diffun were actually Frowgs.
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>>26328315
Sounds like the lems are destined to be sinners in the hands of an angry god
>>
Rolled 9, 7, 11, 7 = 34

>>26311658

The workers of IB0 node quickly begin gathering the now inert or docile vyrii forms back to D1ter0S, where they can be either reprogrammed into servant drones, or used to make more vyrans.
As the work to disassemble the captured forms begins, some vyrans decide to utilize the frames of the marauders as bases for the new vyrans, so that they could be more fearsome warriors.

The Warriors continue to observe the hostile vyrii forms, and one by one, eliminate the dominant carrier forms, organizing these marauder nodes. Hopefully, once these hostiles are dealt with, the IB0 node can make proper contact with the other nodes.

The scouts gather what materials they can to be used in the generators, while doing their best to avoid the hostile vyrii.

Rolling for:
Reprogramming the captured vyrii forms into servant drones.
Using the marauder frames to make new vyran warriors.
Eliminating more hostile vyrii packs.
Gathering generator materials.
>>
bump
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>>26328982
You... I like you.
>>
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Ta'onaa, the Hall of Wisdom, located in the great city of Naun'as, is home to the meetings of the council, the ruling body of Nad'lun nation.
The council, formerly formed mostly by shamans, now is formed by representatives from each major city, along with the grand shamans of each province, and various other influential alun. Within the confines of Ta'onaa, these powerful hoppas decide upon the matters of importance, that concern the whole Nad'lun nation, to varying degrees of success, as in the end, compliance to the decisions of the council, is only enforced by social pressure.
However, during the last 100 years, the power of this council has steadily grown.
For there is one, permanent member to this council.
An enigmatic shaman, that has occupied the spot of the Grand Shaman of Naun'As, for over a hundred years now.

He is the Ancient one. His origins are a mystery, and those who have approached him with questions, have been quickly turned back by the fiery gaze of the ancient shaman. There are rumors about his origins, but nothing is known for certain. What is know however, is that his will power, and charisma, will sway anyone to his side, when he speaks.
However, those occasions are rare. Usually, he stands at his spot, as if in a trance, during the whole council meeting, and remains in the hall, even when the other members leave. He hasn't been seen outside of the walls of the Hall of Wisdom in over a century.
When he does speak, the rest of the council is rendered silent, and motionless, as they gaze upon his speaking dance. These moments are short, and when they are over, the Ancient has spoken his piece.
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>>26332862

His speeches are often directed to either support, or oppose certain propositions, he has thus far never made propositions himself. Usually, he supports those, who seek to increase the authority of the council, and the river rangers, along with propositions that strengthen the Nad'lun militias, while opposing propositions that allow "outsider" influences to spread into Nad'lun nation. He has in the past, also strongly opposed the greater sovereignty the Coastal Province possesses, when compared to the other province, but the coast is also extremely protective of their status, and thus, the Ancient has not yet been able to exert his will over those lands.

The existence of the Ancient, is kept as somewhat of a secret. The council members, often act as if he didn't even exists, until he begins to talk. The questions of the new members about the ancient fall to deaf ears, and those who openly speak about him are met with judging gazes. The ancient is an enigma, a ghost lingering in the Hall of Wisdom, a sinister mystery, that most representatives learn to just push away from their minds, until the Ancient makes his existence known again.
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>>26332874

If one would venture to the cellars of the Hall of Wisdom, one would eventually find a dead end. However, upon pressing, one of the bricks in the wall will activate a secret doorway, leading into a dark, and damp chamber, illuminated by wax candles. The walls of this chamber, are filled with incoherent scribbles and sketches, the floors are littered with hrass papers, all full of writing and drawings of a madman. However, the strangest things in the room, are the numerous artifacts, strangely sophisticated devices of unknown origin, all broken, torn apart and shattered, scattered all around the chamber.
This is the lair of the Ancient, the place where he withdraws when the hall is empty. In this chamber, his madness reveals itself. This is his hiding hole, the place where he tries to escape from "Them". All those, who find this chamber, end up disappearing, and those that are eventually found, are either dead, or mad, usually driven to either fate by trying to obtain more of the strange artifacts, by any ways necessary.
For that is the curse the Ancient one places upon those who discover his terrible secret.

His tormented mind, never left the sunken structure, from the moment he entered the central chamber of that haunted place, his soul was bound to it. Whatever happened there, granted him eternal life, at the cost of his sanity, for "Them" from the deep, continue to haunt him every moment of his existence, their maddening whispers continue to seep into his mind trough the burning amulet, and the only thing he can do, is to make sure they will never reach him.
No, for if they are to reach him, they will have to kill every single alun protecting his hiding hole. Not even the demons of the depths could be capable of such a feat?
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>>26329801
To some degree, the docile ones were reprogrammed; but only their movement was controlled. Well, at least now you got cattle you can ride. The marauder frames were a bit hard to translate into vyrans due to their odd size and shape, some more machining might be in order. Meanwhile, a dozen warriors set off against the second biggest Vyrii lair- only one returned to report a success in killing the signal carrier. However, only some of the Vyrii pack were turned docile, the other wild ones turn against each other instead. There is a shortage of generator materials since the workers were only able to salvage a small portion before having to fall back, since some of the Others were seen in the area.


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