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File: 4chan Nations.png (908 KB, 2000x1500)
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IRC: https://client00.chat.mibbit.com/?server=173.255.253.218%3A%2B6697&channel=%23PrimalNations
it is highly preferred if you join us in the IRC, as too much OOC chatter clutters up the thread and makes IC RP hard to follow.

Turn crunch incoming!
>>
[Devils' Coalition]
1/2) More farms are created! [+1 Food/2 turns]
3) No progress on the enchanting, however.

[Scorpiongirl Empire]
1) Expansion starts, but slowly. [1/2]
2) Recruitment and training turns out to be a massive success. With the Empire's new arms technology, a full contingent of Imperialists are trained. [Imperialist Contingent][4x]
3) Metallurgy research completes! [Metallurgy III]

[Sultanate of Jaffar]
1) The mages of the Sultanate finish their fire magic training. [MAGIC: Fire I]
2) And the new infantry techniques are ready as well. [Infantry II]
3) The Fishery is done. [Fishery I [+1 food/2 turns; TECH: Fishing I]
4) The search turns up nothing.
5) Jaffar's palace is spruced up a bit. [Opulence I]
6) Expansion is had! [+4 hex]

[Mauga Sinasina]
>With 20+ pop, you should be consuming 2 food a turn, and b/c you only have farms I, you get 1 food every 2 turns
1) Expansion begins. [1/2]
2) Sinasina farmers begin expanding their lands. [3/4]
3) Songs in Maori are written.

[Slime Magocracy]
1) Northwest expansion is had! [+4 hex]
2) Pyromancy research plods along. [4/6]
3) Experiments finish, and are a big success. [Digestion II]

[Pendrith]
>As your population grows, it consumes 1 more unit of food per turn.
1/2) Farmers in Pendrith finish developing the hand plow, and start using it to great success. [Agriculture II {Causes farms to give +1 food/2 turns}]
3) A torrential downpour delays the tournament.

[Advent]
>You have both infantry I and II on your sheet. You only need II
1) Another Peacekeeper unit is trained. [4x]
2) A fish hatchery is built. [Hatchery I {+1 food/2 turns}]
3) The first attempts to absorb matter don't go so well. The morphs that experimented with it blew up. [-2 pop]
4) Expansion is had! [+6 hex]

[Sardax]
1/3) The study of Nature magic is a huge success, the mages of Sardax taking to in naturally. [Nature II]

[Russia]
1) Stable improvements are underway. [-1 Wood; 2/4]
2) A bigger farm starts. [1/6]
3) Expansion starts as well. [1/2]

[Ice Nine]
1) A small 'ice farm' is carved from the frozen ground. [ice farm I; +1 ice/2turns
2) And a crude writing system is also established! [Writing I]
3) The Ice Nine are now pretty well versed at sculpting things out of ice. [Ice Sculpting I]

>Map in opening post. The rest may make up turns.
>>
Rolled 37, 78, 60 = 175 (3d100)

>>242158
Pop: 42 (+4/turn)
Food: 5 ( -3/turn)
Vodka: 12 (+1/turn)
Defenses (Capital): 4
Military:[2 common red core [1x] [1 elite red guard [2x][1 Megaloceros Cavalry [2x]
Tech: [Metallurgy I] [Infantry I] [Brewing II][Agriculture I][Fishing I][Domestication I]
Resources: [Wood: 8] [Potatoes: 7][Megaloceros herd [Small][Copper 3 Tin 3]
Structures:[Farm+2/2turns]
Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.

Just repeat my last turn.
1.Expand farms.
2.Expand stables.
Could we kill some Megaloceros for food?
3.Keep expanding west.
>>
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Rolled 67, 2, 84 = 153 (3d100)

http://picosong.com/BjSR/

[Ice Nine]
Pop: 11 (+2/turn)
Food: 7 (-1/turn)
Structures: Small Ice Maker (+1 Ice/2 turns)
Defenses (Capital, Mount Misty): 1
Military: 2 Sentairies [1x]
Tech: [Bronzeworking I] [Infantry I] [Dressmaking I] [Writing I] [Ice Sculpting I]
Magic: [Ice I]
Resources: [Wood: 4] [Stone: 3] [Ice: 1][+1 Ice/2 turns]
Bonuses:
[Attention to Detail]: The Ice Nine easily make everything the same, or near it. The threshold of creating an underpowered military unit is much lower.
Flaws:
[ADHD]: Repeating actions (on a per-turn basis), bores the fairies, and they suffer cumulative penalties.
1. "Begin scouting the surrounding area and beyond for new things! Like more ice? I don't know." (Scout!)
2. "Wouldn't it be nice with we dyed the whole region blue to make it so everyone knew it was ours? Not really, as that would be a waste of dye, but that doesn't mean we can't claim it anyway!" (Expand Northward!)
3. "Whew, that was much easier than I thought it would be! Now lets figure out the "giving stuff" part!" (Research Trade I!)
>>
>>242181
I did not update my numbers, fuck. am very sorry.
Pop: 46 (+4/turn)
Food: 2 ( -3/turn)
Vodka: 13 (+1/turn)
Defenses (Capital): 4
Military:[2 common red core [1x] [1 elite red guard [2x][1 Megaloceros Cavalry [2x]
Tech: [Metallurgy I] [Infantry I] [Brewing II][Agriculture I][Fishing I][Domestication I]
Resources: [Wood: 7] [Potatoes: 7][Megaloceros herd [Small][Copper 3 Tin 3]
Structures:[Farm+2/2turns]
Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.

Also expanding farm would be at 3/6.
Last update.
[Russia]
1) The mass hunt has apparently scared off all the creatures on the island, and no food is brought back.
2/3) Farms are starting to expand. [2/6]
>Please put 'Farms' as Farms II
>>
Rolled 3, 69, 23, 68 = 163 (4d100)

[Order of the Advent]
Pop: 49 (+3/turn)
Food: 4 (-4/turn)
Defenses (Capital): 1; (Unga-Ur): 1
Military: [1 Morph Warrior [1.5x]] [1 Morph Warrior Fledgling [1x]] [2 Peacekeeper Soldiers [3.5x]] [1 Minor Peacekeeper Brigade [1.5x]] [1 Peacekeeper Soldier [3x]] [1 Peacekeeper Unit [4x]]
Buildings: [Farms I x2 (+1 Food/2 Turns)][Hatchery I (+2 Food/2 Turns)][Mine (+2 Copper/2 Turns)]
Tech: [Metallurgy III] [Infantry I] [Scouting I][Farming I][Fishing I][Infantry II][Husbandry I]
Resources: [Wood: 8] [Stone: 6][Copper: 3][Bronze: 3][Utahraptor Pack]
Bonus:
[Adaptable]: Morphs are very good at figuring out technology. +5 to rolls involving it.
Flaws:
[Ice=bad]: Morphs don't like ice, and it can be used against them to great effect.
---
[IN PROGRESS]
-
-
-
---
[ACTIONS]
1. To the north we have recognized a wicked presence that seems discontent in contacting us. Lacking a willingness to make peace with a righteous order such as ours, they must be made aware of our cause. [Deploy All Units at the Burning]
2. A new peacekeeper unit is to be trained, as is seemingly more and more necessary these days. [Train a new Peacekeeper]
3. Once again, we try to return to our absorption abilities we used to control. Such times allowed for morphs to reach new heights in strength. [Absorption I]
4. We recognize that there is still much land to be claimed. [Expand]
>>
Rolled 1, 70, 89 = 160 (3d100)

>>242151
[Devils' Coalition]
Pop: 27 (+1/turn)
Food: 9 (-1/turn)
Defenses (Judgment's peak): 3
Military: 1 (Cousins in arms) [1.5x]
Tech: [metallurgy I] [Infantry I] [Archery II] [agriculture I]
Magic: [enchanting I]
Resources: [Wood: 2] [Stone: 2][Copper: 3] [Tin: 3]
Bonus:[Intermarriage]: The devils and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Structures: [farm III] food +0.5/turn
1. Find mint
2. Research ice magic
3. Research enchanting [3/4]
>>
Rolled 97, 66, 30 = 193 (3d100)

>>242158
Nation Name: Slime Magocracy
Nation Race(s): Slimes
Color: Pink
Fluff: "AHHH! After two hundred years I'm free, time to get some snacks!" Was the first words of the slime who first learned to move during winter due to radiating an inner flame that she referred to as magic, and later fire magic, finally pyromancy. After previously only being able to operate in the summer the slimes of the mountain are finally free to do whatever they want, and to find new tasty things to consume.
Location: Up on some snowy mountains, specifically the ones just east/south-east of the desert on the main continent
Pop: 15 (+1/turn)
Food: 7 (-2/turn)(Farms +3, harvesting next turn)
Structures: Farm II {+2 food/2 turns; TECH: Agriculture II: +1 food/2 turns]}
Defenses (Firepit): 1
Military: 2 (Apprentices) [1x]
Tech: [Metallurgy I] [Infantry II] [Agriculture II] [Digestion II]
Magic: [Pyromancy II]
Resources: [Wood: 4] [Hide: 3] [Copper: 3] [Tin: 3]
Bonus-
[Pyromania]: Start with Pyromancy I, bonus to rolls involving pyromancy
Flaw-
[Hungry]: Increased food consumption.

We have plenty of snacks for everyone, so let's play with fire!

1) Expand North-West [1/2]
2) Train battle pyromancers
3) Experiment with pyromancy to make bigger fires [Pyromania] [4/6]
>>
Rolled 38, 18, 48 = 104 (3d100)

1. Continue expansion. We have yet to conquer the entirety of this island, so it is an important task.
2. Finish our research on Weaponry, it is important for our army to be equipped with only the best to conquer the unknown.
3. Raise yet another Imperialist unit, they are necessary in order to conquer this land.
[Scorpiongirl Empire]
Pop: 26 (+2/turn)
Food: 2 (-2/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x] 1 Imperialist Contingent [4x]
Tech: [Metallurgy III] [Infantry I] [Arms II] [Tech: Armor I] [Agriculture I]
Resources: [Wood: 4] [Copper: 10] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures:
Mine I: +1 copper/2 turns
Farm I: +1 Food/2 turns
>>
Rolled 88, 53, 17 = 158 (3d100)

>>242151
Forgot to quote.
1. Continue expansion. We have yet to conquer the entirety of this island, so it is an important task.
2. Finish our research on Weaponry, it is important for our army to be equipped with only the best to conquer the unknown.
3. Raise yet another Imperialist unit, they are necessary in order to conquer this land.
[Scorpiongirl Empire]
Pop: 26 (+2/turn)
Food: 2 (-2/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x] 1 Imperialist Contingent [4x]
Tech: [Metallurgy III] [Infantry I] [Arms II] [Tech: Armor I] [Agriculture I]
Resources: [Wood: 4] [Copper: 10] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures:
Mine I: +1 copper/2 turns
Farm I: +1 Food/2 turns
>>
>>242214
Please put any progress towards your actions with them.
>>
>>242216
>>242217
[Scorpiongirl Empire]
Pop: 26 (+2/turn)
Food: 2 (-2/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x] 1 Imperialist Contingent [4x]
Tech: [Metallurgy III] [Infantry I] [Arms II 1/6] [Tech: Armor I] [Agriculture I]
Resources: [Wood: 4] [Copper: 10] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures:
Mine I: +1 copper/2 turns
Farm I: +1 Food/2 turns
Expansion: 1/2
>>
Aww man I leave for 2 days and my whole civilization is conquered :(

All I wanted was a medium sized country that rented out its warriors as mercanaries. Is that to much to ask?
>>
When's the next Nation thread then?
>>
>>242249
You can start again Boho. Or set up a government in exile with someone else :^)
>>
>>242256
And I thought Avent was my bro :(
>>
https://client00.chat.mibbit.com/?server=173.255.253.218%3A%2B6697&channel=%23PrimalNations
Here is chat If you want to talk to other player about thing btw.
>Like starting another nation.
>>
>>242195
i thought we had an alliance ? Or am I just spacing
>>
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Rolled 77, 12, 58 = 147 (3d100)

>>242158
1. Expand towards the mainland
2. Create more farms
Cultural: Flax can be made into many other things, such as bags. We need to make flax kits!

Pop: 24 (+2/turn)
Food: 14 (+1/2 turns)
Defenses (Matafaga Oneone): 1
Structures: Farm [x1]
Military: Waka Battleship [x1] Waka [x2] [.5x bonus] [Naval]
Tech: [Metallurgy I] [Infantry I] [Shipbuilding I] [Religion II] [Agriculture I] [Battle Tattoos II]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.
>>
>>242297
You need to minus 1 food each turn
>>
Rolled 60 (1d100)

>>242190
4.Start building boats to make fishing a steady source of food.
>>
>>242181
I've counted your hexes, and you have reached the threshold. You may take a 4th action!
>>
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>>242397
Da! Another Comrade to join the party!
>We have vodka, super cool potatoes and hats!
>>
>>242397
Please make another sheet, including the nation you want to vassal for.
>>
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Here OP?
>>
>>242181

A slight knocking sound could be heard at the front gates (or failing that, a random door) of Moscow, behind them standing what appeared to be a somewhat short young woman wearing a peculiar outfit of blue and white, accented with red and green ribbons, herself sporting an unnatural hair color to match as well as what appeared to be large plumbobs of ice floating from her back. She spoke the language using simple words, and had an odd accent.

"Hi there, tall people- no wait, mister tall person! We are the from tall mountains in the north, and we've been looking at all the cool stuff you've all been doing-

And uh, can you help us? We can help you, too! We have lots of knowing in cloth making, and we know how to make this neat metal, though we can't really put that knowing to use cause' we don't use metal and-

Uh- Sorry, I'm not that good at this talking to outsiders thingy. We're the ice fairies, by the way."

For some reason, she couldn't help but feel a strange sense of deja-vu.
>>
Rolled 6, 29, 46 = 81 (3d100)

>>242158
We return
1. Have the greatest minds continue work on increasing our ice magic [3/6, +5 to roll]
2. Send animated ice whisp scouts to complete our expansion[1/2]
3. Begin working on developing magical defenses for our cities

[Zanithal]
Pop: 22 (+2/turn)
Mana: 9 (-1/turn)
Defences (Zanith): 1
Military: 2 Frost Wraiths [1x]
Tech: [Mettalurgy I] [Infantry II] [Mana Farms 1]
Magic: [Ice Magic II]
Structures: [Mana Farms 1]
Resources: [Snow: 5]
Bonus: [Attuned]: +5 to rolls involving ice magic.
Flaws: [Frozen]: Expansion becomes harder the further south Zanithal marches.
>>
>>242435
Hmmmmm, This is very strange indeed but I see no reason on why I should distrust you small blue women. The Russian people knew there was Frost Spirits in the north, but expected, uh, more scary looking things.

"Okay small 'fairies' you can come in and make your selfs home. We do have a slight shortage on food, so my apologies if we can't offer you anything to eat."

>>242679
Comrade Zarel you are back!
>>
>>242679
Welcome back. You have one or two makeup turns if I'm not mistaken.
>>
hey I'm here
>>
Rolled 52, 64, 21 = 137 (3d100)

>>242158
Turn 10:
Pop: 30(+2/turn)
Food: 1(-2/turn)
Defenses (Sardax City): 1
Military: 2 (Framilar Conscripts) [1x]
Structures: [Farm II(+3 food/even turns)] [Terraformed Mountains I]
Tech: [Magic Research I] [Infantry I] [Laws I] [Agriculture II]
Magic: [Earth II] [Air I] [Nature II(1/3 to next)]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Magically inclined]: +5 bonus to magic rolls.
Flaws: [Snooty]: -5 to tech related rolls.

Task 1: Use Nature Magic to invigorate our crops, boosting food output.(+5 to roll)
Task 2: Use Nature Magic to invigorate our crops, boosting food output.(+5 to roll)
Task 3: Write laws for the careful rationing of food, to slow the starvation crisis.(-5 to roll)
>>
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Rolled 52, 25, 26, 17, 45, 37, 93, 13 = 308 (8d100)

[Rasputin's Harem]
Pop: 32 [+4/turn]
Food: 9 [-2/turn] [+1 per 2 turns]
Defenses (Capital): 1
Military: 2 Amazonians [1x]
Tech: [Metallurgy I] [Infantry I] [Seduction I] [Propaganda I] [Fishing I] [Farms I] [ Domestication I] [Brewing I]
MAGIC: [Healing I] [Commanding Voice I] [Mind Reading I]
Resources: [Wood: 4] [Stone: 3] [Quagga Herd]
Bonuses:
[Wizard-run]: +5 to magic rolls
Flaws:
[Inbred]: Rasputin's children, for lack of better candidates, marry each other, which causes some... mental deficiencies. The harem suffers -5 to tech rolls

Religion 1/2

1-2. Samson. Hercules. Achilles. Divine power distilled into flesh and bone, strength to match any man or beast!

>Research Muscle Magic
[Wizard-run]: +5 to magic rolls

3-4. Not through bread alone, but through the word that comes from my mouth. That they might have faith through me.

>Religion 1/2

5-6. Rasputin prepares for the great. . .conversion. The recruitment, the call. To go forth into the world and bring under his fold the lost sheep.

He would need speed.

>develop 1000 league boots for Rasputin
>[Wizard-run]: +5 to magic rolls

7-8. He would also need cover

>develop a concealment cloak for Rapsutin
>[Wizard-run]: +5 to magic rolls
>>
>>242696

The fairy glanced at the mustached official before her and nodded.

"That's all right, we don't need much anyway. But, we're still pretty new to most of this nation building stuff. Say, you need food, right? We can try and help you out with that- if you can help teach us how.

We even have a few important pieces of info that might be useful to you; like, how to make this neat metal that's extra-strong, or how to record things so you don't forget them as easy! We just need a bit to set up a special building to make the transfer easier."
>>
Rolled 73, 10, 95, 56, 28, 15 = 277 (6d100)

>>242158
1,2. Have those layabout zeth caste get out of bed and do some work already (3/6)
3. Complete the expansion (1/2)
4,5. Send more ice-whisp scout to begin another expansion
6. Research a magical defense to freeze our foes

[Zanithal]
Pop: 26 (+2/turn)
Mana: 7 (-1/turn)
Defences (Zanith): 1
Military: 2 Frost Wraiths [1x]
Tech: [Mettalurgy I] [Infantry II] [Mana Farms 1]
Magic: [Ice Magic II]
Structures: [Mana Farms 1]
Resources: [Snow: 5]
Bonus: [Attuned]: +5 to rolls involving ice magic.
Flaws: [Frozen]: Expansion becomes harder the further south Zanithal marches.
>>
>>243661
Lenin and his officials laugh slightly at the though of the small woman knowing more them, but still trust the fairy. So Lenin pats her on the head in agreement.
"This sounds good so far, Alright small blue fairy woman. We will show you how to grow our Potatos and help you build up your nation."

"But only if you show us this, stronger metal and how one would "Record" something, if you need any help with hard labor or general construction do not hesitate to ask your new Russian friends!"
>>
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>>242679

https://www.youtube.com/watch?v=zhlFO9MVT6E

Syrniki herself was among the scouting party as it made its way towards Zanithalan lands; there was a slight blizzard as fierce northern winds constantly shook the area, but such weather appeared to have little effect on the lightly dressed fairies other then partially obscure their vision; the sun was setting, and a sort of pinkish glow was present in the sky. It was a long time since the two parties met, and she wasn't exactly sure how to execute pending exchange. Though it took a lot to make an ice fairy sweat, she felt like doing such in spite of the freezing weather. Cupping her hands, she hollared at the ruined complex of cold before her, hoping she might get the attention of a name that through chance she remembered.

"Yahoo! Ice King- No wait, Zarel, are you there? It's us, the ice fairies! From the mountains! It's been a while!"
>>
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>>244220
"Ah, Syrniki, it has been a long time since we spoke, it is good to see that you too have survived after all these years, has the time come to once again reinstate our alliance and reclaim that which was once ours? This land is still plagued by the heat of the great enemy, but if we combine our magic then we should be able to restore this land to its former glory."
>>
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>>244239

Zarel's appearance was always a bit of an enigma to her; "he", for lack of a better term, had a certain presence along with the rest of the beings of Zanithal that was a dead ringer to the rest of her people, but that didn't change the fact he looked like a piece of abstract art, strongly detached from her own form; there was no cue as to what direction his haunting voice was coming from, and the fairy leader felt that she was being stared at from every direction even though he had no visible eyes. Nevertheless, his was at least a familar "face" to look at from beyond the mountain.

"Y-yes, I suppose. I think we both know there isn't enough ice in this world, and tha- that needs to be fixed. We've been working on making a nation to match yours for some time, but we haven't been able to do much more but scrape the basics. Can you help us learn more advanced forms of ice magic; none of our info has been really centered until recently, but we think we've got a writing system down so we won't forget anything else!

And- can you, or someone else come over to the mountains? I want to do something with the tall people writing-related. The Russians I recall them being- called. You've met them, yeah?"
>>
>>244326
>>244326
"We have been hard at work remembering and rediscovering our magic and would be happy to share our knowledge in exchange for what you have discovered in the time we have been gone. We have not yet met these Russians except for in small conversations between scouts, hopefully soon we can arrange a formal alliance"
>>
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[Russia]
>Your growing nation consumes one more unit of food per turn!
1) Expansion of farms continues. [4/6]
2) As well as the expansion of the stables. [3/4]
>Assuming you have [Stables I], put it on your sheet.
>You could, but it would make it harder to train riders.
3) Westward, ho! [+6 hex]
>as you move west, another civilization, consisting of tiny little faires, is discovered!
4) Fishing boats are made! [shipbuilding I]


[Ice Nine]
>To the east, a race of blonde haired, blue eyed men approach. To the north, scouts report seeing another race of ice golems!
1) More ice is found! [+2 ice]
2) The fairies attempt to travel north, but a blizzard forces them back. One of their member is lost. [-1 pop]
3) Finally, the fairies work on becoming more adept traders. [Trade I]

[Advent]
>You never even sent diplomats, but whatever.
1) The units are deployed, but run into... complications. They have to circle back to camp.
2) Another Peacekeeper unit is trained. [3.5x]
3) No progress.
4) And the Advent expands its lands. [+6 hex]

[Coalition]
>You should be consuming 2 food a turn, due to your population.
1) The mint search doesn't go so well. A few of the explorers don't come back. [-2 pop]
2) Though basic ice magic is had! [Magic: Ice I]
3) And the Coalition's enchanting magic improves. [Enchanting II]

[Magocracy]
1) Northwest expansion is had! [+4 hex]
2) A single pyromancer is trained. [1.5x]
3) Better magics are nearly complete. [5/6]

[Scorpiongirl Empire]
1) Expansion completes! [+5 hex]
2) No progress.
3) Another Imperialist contingent is trained! It's slightly weaker than the first, though. [3x]

[Mauga Sinasina]
1) The Sinasina start to expand east. [+5 hex]
2) No progress.
3) Flax kits are had! [Tech: kits I]
[red[ You have passed 20 hexes of territory, and may now use a 4th die! [/red]

[Zanithal]
>With your increasing population, you consume 1 more unit of food per turn
>Your mana farms also generate 1 mana per every other turn
1) No progress on better magic.
2) Expansion completes though! [+5 hex]
>Due to the amount of territory you hold, you recieve an extra action!
3) The city starts to become more fortified as its mages set to work. [1/2]

[Sardax]
1) The mages of Sardax still work tirelessly to increase their food supply. [2/6]
2) And they continue. [4/6]
3) No progress on the laws.

[Rasputin]
1/2) Research into 'muscle magic' finally starts to show results. [Muscle-Magic I]
3/4) Finally, Rasputin's crude religious doctrines are established. [Religion I]
5/6) 1000 league boots are made for Rasputin! [MAGIC: Speed I]
7/8) As well as a concealing cloak. [Invisibility I]
>>
Rolled 81, 10, 68 = 159 (3d100)

>>244730
1. Continue our expansion on the island. Only when the island is conquered can we rest.
2. Despite our failures, we shall continue our attempts at weapon advancement, for it will eventually bear fruit.
3. Train another Imperialist Contingent, our army although growing, is still weak.
[Scorpiongirl Empire]
Pop: 28 (+2/turn)
Food: 1 (-2/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x] 2 Imperialist Contingent [3x] [4x]
Tech: [Metallurgy III] [Infantry I] [Arms II 1/6] [Tech: Armor I] [Agriculture I]
Resources: [Wood: 4] [Copper: 11] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures:
Mine I: +1 copper/2 turns
Farm I: +1 Food/2 turns
>>
Rolled 86, 4, 87 = 177 (3d100)

>>244730
[Devils' Coalition]
Pop: 26 (+1/turn)
Food: 8 (-2/turn)
Defenses (Judgment's peak): 3
Military: 1 (Cousins in arms) [1.5x]
Tech: [metallurgy I] [Infantry I] [Archery II] [agriculture I]
Magic: [enchanting II] [ice I]
Resources: [Wood: 2] [Stone: 2][Copper: 3] [Tin: 3]
Bonus:[Intermarriage]: The devils and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Structures: [farm III] food +0.5/turn
1. The mint will not wait!
2. Research agriculture
3. Expand lands.
>>
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Rolled 91, 70, 13, 93, 91, 62 = 420 (6d100)

>>244730
[Grand Magnificent Sultanate of Jaffar]
Pop: 22 (+2/turn)
Food: 7 (-1 turn)(+1 per turn)
Defenses (The Grand City): 1
STRUCTURES: [Hunting Lodge I {+1 food/2 turns}][Mine I [+2 Copper/2 turns; +2 Tin/2 turns][Fishery I [+1 food/2 turns]
Military: 2 (The Brazen Bulls) [1x]
Tech: [Metallurgy I][Infantry II][Scouting I][Opulence I][Fishing I]
Magic: [Fire I]
Resources: [Wood: 3] [Stone: 3][Copper: 2][Tin: 2]
Turn Bank: 5
Bonuses:
[Greedy]: Bonuses to gathering resources and expansion.
Flaws:
[Boredom]: Repeated actions (per turn basis), incur cumulative penalties.
----
1.Raise [The Blazing Bulls] +[Infantry II][Fire Magic I][Opulence I][Metallurgy I][Scouting I] - 2 Copper
2. Research [Shipbuilding I]
3. Search for resources [Greedy]
4. Scout
5. Research [Infantry III]
6. Research [Metallurgy II]
>>
Rolled 90, 89, 85 = 264 (3d100)

>>244730
Nation Name: Slime Magocracy
Nation Race(s): Slimes
Color: Pink
Fluff: "AHHH! After two hundred years I'm free, time to get some snacks!" Was the first words of the slime who first learned to move during winter due to radiating an inner flame that she referred to as magic, and later fire magic, finally pyromancy. After previously only being able to operate in the summer the slimes of the mountain are finally free to do whatever they want, and to find new tasty things to consume.
Location: Up on some snowy mountains, specifically the ones just east/south-east of the desert on the main continent
Pop: 15 (+1/turn)
Food: 8 (-2/turn)(Farms +3, harvested this turn)
Structures: Farm II {+2 food/2 turns; TECH: Agriculture II: +1 food/2 turns]}
Defenses (Firepit): 1
Military: 2 (Apprentices) [1x], 1 (Pyromancer) [1.5x]
Tech: [Metallurgy I] [Infantry II] [Agriculture II] [Digestion II]
Magic: [Pyromancy II]
Resources: [Wood: 4] [Hide: 3] [Copper: 3] [Tin: 3]
Bonus-
[Pyromania]: Start with Pyromancy I, bonus to rolls involving pyromancy
Flaw-
[Hungry]: Increased food consumption.

A sage brings a prophecy "New lands means new snacks, we must head north." And so north we shall go!

1) Expand North
2) Explore for food
3) Experiment with pyromancy to make bigger fires [Pyromania] [5/6]
>>
Have an internet on me good sir.
>>
>>244730
>>244768
Oh, and +10 bonus to my 3.
>>
Rolled 53, 77, 58, 21 = 209 (4d100)

>>244730
1-2. Fill the Island we are on
3. We need to make more Wakas
4. Cultivate the land

Pop: 26 (+2/turn)
Food: 13 (+1/2 turns)
Defence (Matafaga Oneone): 1
Structures: Farm [x1]
Military: Waka Battleship [x1] Waka [x2] [.5x bonus] [Naval]
Tech: [Metallurgy I] [Infantry I] [Shipbuilding I] [Religion II] [Agriculture I] [Battle Tattoos II] [Kits I]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.
>>
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Rolled 22, 3, 67, 24 = 116 (4d100)

>>244730
>Pop: 50 (+4/turn)
>Food: 0 ( -4/turn)
>Vodka: 14 (+1/turn)
>Defenses (Capital): 4
>Military:[2 common red core [1x] [1 elite red guard [2x][1 Megaloceros Cavalry [2x]
>Tech: [Metallurgy I] [Infantry I] [Brewing II][Agriculture I][Fishing I][Domestication I][shipbuilding I]
>Resources: [Wood: 7] [Potatoes: 1][Megaloceros herd [Small][Copper 3 Tin 3]
>Structures:[Farm+2/2turns][Stables I]
>Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
>Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.

1.Keep expanding farms.
2.Finish up the stables.
>Don't kill any unless people will die without it.
3.Start building a dock in the gulf to start getting fish for food each turn.
>Am I getting any fish? I have Fishing 1 and boats now? If not, change this action to start fishing.
4.Start developing the compound hunting bow.
>>
Rolled 56, 8, 87, 64 = 215 (4d100)

>>244730
1. GET TO WORK AND DEVELOP THE ICE MAGIC ALREADY YOU SLACKERS! (+5 to roll)[3/6]
2/3. Continue to send ice whisps to scout our former land and expand our territory
4. Complete the construction of our magical Defenses

[Zanithal]
Pop: 28 (+2/turn)
Mana: 6 (-2/turn, +1/2 turns)
Defences (Zanith): 1
Military: 2 Frost Wraiths [1x]
Tech: [Mettalurgy I] [Infantry II] [Mana Farms 1]
Magic: [Ice Magic II]
Structures: [Mana Farms 1]
Resources: [Snow: 5]
Bonus: [Attuned]: +5 to rolls involving ice magic.
Flaws: [Frozen]: Expansion becomes harder the further south Zanithal marches.
>>
>>245112
wait, change 4 to send some Russians with some seeds to teach Syrniki and her tribe along with the Russian are tasked with learning any art they have to offer.

>>244326

The trading party will consist of 10 men with vodka, potatoes and perfect squatting prowess.
>And you know, Megaloceros riders and caravan.

This would be the first time anyone besides Lenin and high ranking men would see these "Frost spirits" some had tales of scary ice beasts, others heard rumors they where short fairy women other said they where floating ice spikes but no was sure of what to expect during the march.
When the caravan could the village of Mt. Misty, the main force stayed behind, sending forward the biggest guy with his mount forward to see what these people where like, baring gifts of vodka.
>>
(Testing, getting hit with connection errors!)
>>
>>244563

https://www.youtube.com/watch?v=Ku1YlgMhMng

Having talked with their neighboring nations, the fairies were working overtime in order to get everything set up for the future; the entire village was abuzz with activity as the took apart old structures and used them to build new ones, getting everything ready for the upcoming meeting between the northern nations situated in Mt. Misty. It was hard work of course, pushing the entire clan towards the limit of its abilities, but they just /had/ to catch up and prove to the other northern states that they were more then just dresses!

>>245289

Beyond the woodlands at the base of Misty Mountain, the caravan would come across a small town hiding among the brush, constructed predominantly of simple structures of snow being torn apart by its own inhabitants as they slowly worked to reconstruct it into something closer resembling civilization. The fairies themselves ranged from child-sized to perhaps the smaller end of the "young woman" category, and it was a few minutes of their continued labors before they noticed the rugged Muscovite sitting before them atop the back of a massive deer.

"Oh? Ah, we didn't think you'd come to meet us here!" said one of the fairies; a close inspection would show she was the same one that visited Moscow earlier the prior day.

"We're- uh, renovating our home. Everything should be in place by the time the week is over; want a tour?"
>>
>>245390

[Ice Nine]
Pop: 12 (+2/turn)
Food: 6 (-1/turn)
Structures: Small Ice Maker (+1 Ice/2 turns)
Defenses (Capital, Mount Misty): 1
Military: 2 Sentairies [1x]
Tech: [Bronzeworking I] [Infantry I] [Dressmaking I] [Writing I] [Ice Sculpting I] [Trade I]
Magic: [Ice I]
Resources: [Wood: 4] [Stone: 3] [Ice: 4][+1 Ice/2 turns]
Bonuses:
[Attention to Detail]: The Ice Nine easily make everything the same, or near it. The threshold of creating an underpowered military unit is much lower.
Flaws:
[ADHD]: Repeating actions (on a per-turn basis), bores the fairies, and they suffer cumulative penalties.

1.
[Writing I]
[Ice Sculpting I]
We need a special building to make transfer of information to our friends easier. Set up an Embassy to Russia!
2.
[Writing I]
[Ice Sculpting I]
Set up an Embassy to Zanithal, too!
3. Try and set up a farm? We don't have the specifics down yet, but it can't be that hard if the Russians can do it!
-
4. Send [Writing I] and [Bronzeworking I] to Russia via Embassy! If it's not possible to send both (due to embassy not completing), then send them [Bronzeworking I].
5. Send [Writing I] and [Bronzeworking Ito Zanithal via Embassy! If it's not possible to send both (due to embassy not completing), then just send them [Writing I].
6.
[Trade I]
Research [Currency I]! What's that? A medium of exchange that's less clumsy than trading physical objects around all the time like everyone else; we'll use polished rocks to stand in for what we need, with faces cut into them signifying value; the more faces, the more they're worth!
-
8. Continue working on the farm! If it's complete, work on expanding it!
9. Set up another Ice Making Area: we need more materials!
10. Try Expanding agian!
-
11. We need an easier way to haul stuff from one point to the next. Start researching The Wheel!
12. Complete researching [Currency I]?
13.
[Trade I]
[Currency I]
[Dressmaking I]
(If currency research is not complete, work on completing it instead). Now that we have all the elements down for an eco-no-my, we can try and experiment with it a bit; lets set up some small test shops selling clothing. If everything goes to plan, we can give this information to our friends later and set up trade routes! [Set up Shops!]
-
14. [The Wheel?]
Begin constructing a road connecting Mount Misty to Moscow!
15. Start building another farm to balance the first one; it should be in-harvest when the other one isn't, getting rid of the delay between food harvestings!
16. Try expanding again?
>>
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Rolled 2, 95, 81, 21, 82, 89, 35, 90, 4, 37, 99, 86, 77, 53, 39, 54 = 944 (16d100)

>>245392

Ooops, forgot my rolls!
>>
>>245390
The man on the Megaloceros seems very shocked at the small women standing before him, hoping down and handing over the gift of vodka.
[vodka x5]
"Uh, yes a tour would be nice, but I need to get the rest of the men first." The leader of the caravan, named Ivan, seems confused when he looks around at the houses and back at the group forming around him.
"We didn't know what to think, so of the men assumed you would be snow monsters." He laughs slightly, feeling out of place being almost a full 2 feet taller then the tallest fairy.

"How did such small people do all this? ah well, we can help build anything you need while here!"
>>
>>245436
I forgot the most Important part oh nyet!
After the whole caravan comes into town, start teaching people farming, learning about anything the fairies teach us and helping out where they can with labor or construction.
>>
>>245436
No trading without actions!
>>
>>245443
>>245289
I gave up studying the compound bow to send a caravan out west to meet with fairies.
>With a roll of 24 I expected alot of Russian to die on the march as well.
>And if nothing else it could be used to find a good route to Misty Mountain.
>>
>>245436
>>245439

The fairies were impressed with the Russian group having made the trek with such little supplies. The speaker in question happily received the bottles, which were causing visible strain as she hefted all five onto her arms.

"Hey, thanks! It took a /long/ time to set everything up; that's why we didn't come up to you right away!

And- monsters you say? There's no such thing as snow monsters, silly! But our /relatives/ to the north are-

Uh well, they're /different/ looking from everyone else. We're both ice elementals see, but they're a bit "simpler"; they mostly lean towards the "ice" half of the meter. Now, there's nothing wrong with that, and they can be just as nice as us, but it's understandable if you find them a- spooky.

They're primed to meet with us soon, so if you want to stay a while and see them yourself, feel free! Oh, and since you're so big, you can help haul all the snow and ice blocks into place; we're building a bunch of special structures to set up what our experts are calling a "trade network!" Once we have everything in place, we can explain it to you!"

The long dialogue combined with the bottles winded the fairy in the process, who momentarily dropped them to the ground before regaining her bearings and hefting them back up.
>>
>>245455
24 is a success with trading.
OP is very pleased with the RPing going on :^)
>>
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>>245459
When Ivan comes back, he sees you struggling to carry the bottles taking some back to make it easier for you. "Oh nyet I am sorry about that small lady, here let me take those for you, we can have the quick tour." Ivan takes 4 of the bottles and follows close behind you.
Telling you that he is willing to stay and help you for awhile but said. "We're fine about meeting the other ice people, as long as they don't freeze our vodka."
The Russian men are very impressed with your town and are more then willing to help haul snow and ice blocks for you, using our Megaloceros as a beast or burden.
>Although they are a little more distracted more then normal, I wonder why?
>>
Rolled 12, 61, 98 = 171 (3d100)

[Rasputin's Harem]
Pop: 32 [+4/turn]
Food: 9 [-2/turn] [+1 per 2 turns]
Defenses (Capital): 1
Military: 2 Amazonians [1x]
Tech: [Metallurgy I] [Infantry I] [Seduction I] [Propaganda I] [Religion I][Fishing I] [Farms I] [ Domestication I] [Brewing I]
MAGIC: [Healing I] [Commanding Voice I] [Mind Reading I] [Muscle-Magic I] [Invisibility I] [Religion I]
Resources: [Wood: 4] [Stone: 3] [Quagga Herd]
Bonuses:
[Wizard-run]: +5 to magic rolls
Flaws:
[Inbred]: Rasputin's children, for lack of better candidates, marry each other, which causes some... mental deficiencies. The harem suffers -5 to tech rolls

1. Finally it is time! With 1000 league boots, a cloak of invisibility, and the powers of magic at his disposal Rasputin goes forth into the world.

He will go and find native villages, whereever they may be, and through the power of the mind gain knowledge of them their culture, their faith, their way of life.

With this knowledge, he would present himself as a figure of faith, a holyman, healing their sick, giving strength to the lame that they may walk, the elderly that they may have health, and thereby gain their favor. And of important note was the women, who he would pay great importance to win over.

>Start recruiting surrounding native villagers/territory to the Harem through going about invisible, reading minds to gain culture, and then performing miracles and preaching with speechcraft, religion, and propaganda
>MAGIC:[Invisibility I][Speed I][Mind Reading I][Commanding Voice I][Muscle-Magic I] [Healing I] [Religion I]
>Tech: [Seduction I] [Propaganda I] [Religion I]
>Bonus: [Wizard-run]: +5 to magic rolls

2-3. His own followers, many being woefully inept at researching tech, Rasputin considers the possibility of. . .learning it from those who may already know it. There were rumors of different people very skilled at metallurgy, weapons, and armor.

He goes about invisible, in search of those societies with the secret of metallurgy, and to peer into the mind of a blacksmith, to see if he could learn and then teach his followers how to forge metal.

Perhaps even to allure one to join his following. If he were lucky, they may even be female.

>Search and recruit/seduce a blacksmith from a foreign land with metallurgy tech
>MAGIC:[Invisibility I][Speed I][Mind Reading I][Commanding Voice I][Muscle-Magic I] [Healing I] [Religion I]
>Tech: [Seduction I] [Propaganda I] [Religion I]
>[Wizard-run]: +5 to magic rolls
>>
Hey OP here was my last sheet updated with my lady turn, I don't know how much of this I can use.
[Oghro]
Pop: 19 (+2/turn) -1 from elephant death
Food: 11 (-1/turn)
Defenses (Unga-Ur): 1
Military: 1 (Oghro Alpha) [1x] 1 (Oghro Clubsman) [1.5x]
Tech: [Infantry II] [Metallurgy 2][Husbandry 1][Fishing 1]
Resources:[Utahraptor Pack] [Wood: 4] [Stone: 3][Copper : 1][Bronze:3] [Mine 1 +1 copper every other turn] [Farm1 +1 food every other turn]
Bonuses:
[Kill]: The military of Oghro or among the best in this new world, gaining +1 to all combat rolls.
Flaws:
[Or Be Killed]: Surrender is not an option. In situations where other units may be able to flee and live another day, an Oghra will die fighting.

IN PROGRESS

The Oghro start to work with the large, elephant-like creatures, called Deinotherium. They are a bit hard to handle, so it might take a bit longer then usual. [1/4]
Expansion of Oghro lands begins. [1/2]
the mine starts to undergo expansion. [1/4]
>>
Rolled 78, 89, 28 = 195 (3d100)

>>244730
OP, what are the consequences for food reaching 0, or a negative number?

Turn 11:
Pop: 32(+2/turn)
Food: -1(-2/turn)
Defenses (Sardax City): 1
Military: 2 (Framilar Conscripts) [1x]
Structures: [Farm II(+3 food/even turns)] [Terraformed Mountains I]
Tech: [Magic Research I] [Infantry I] [Laws I] [Agriculture II]
Magic: [Earth II] [Air I] [Nature II]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Magically inclined]: +5 bonus to magic rolls.
Flaws: [Snooty]: -5 to tech related rolls.

Task 1: Use Nature Magic to invigorate our crops, boosting food output.(+5 to roll)
Task 2: Use Nature Magic to invigorate our crops, boosting food output.(+5 to roll)
Task 3: Write laws for the careful rationing of food, to slow the starvation crisis.(-5 to roll)
>>
>>248139
I would assume that your population would start to starve, dropping it exponentially.
>>
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>>245486

"Okay; there isn't much to see yet, though! I'll lead the way!"

The village wasn't much more than a cluster of igloos conflined to a clearing in the forest; there were wide empty plots waiting for something to be built over them as well as structures of varying quality; some of the snow huts were rather sophisticated, containing petite windows of ice to let light into their domed interiors, while others were built of rougher bricks, with the homeliest being little more than mounds of snow with caves carved into them; the majority of the dissassembly was directed towards these cruder buildings: stone spades used to dig them apart while ice magic was used to reform the dislodged material into more compact units of hardened snow, to be hauled into stockpiles for new purpose.

A look inside of the nicer igloos revealed cozy, but livable spaces. Blue and white cloth was used in abundance, from carpets to primitive curtains for the windows, to hammocks; small firepits in the larger buildings suggested lighting for the night time (and presumably had use in activities such as melting water and hardening wood).

Continuing, the fairy led the team into one of the cloth-making huts. There was large clumps of wild cotton present alongside dried flowers; the raw materials used to create the fairies' trademark outfits. Spinners and looms of wood, needles of stone, and various baskets of a light plant fiber were the tools of trade; the latter were water tight and contained technicolor pools of dye, from vibrant ultramarine to a deep red.

"This is our textile building; having access to some color does a lot to make the dull blizzard season less boring! It also makes it easier to spot ourselves when visiblity is poor; these ribbons on us aren't just for show!"

Afterward, the stocky men were led to a particularly large complex composed of multiple igloos connected via tube. Large attention to detail was placed, and rough banners depicting a symbol similar to the icicle wings present on the fairies' backs hung from the facade, moving with the winds. "Our leader is waiting in there; she's the biggest and the strongest of us!"
>>
Almost done with the update, anons. Sorry it's a bit late, had a very busy day :^(
>>
[Scorpiongirl Empire]
1) More land for the Empire! [+5 hex]
2) No progress.
3) Another contingent is trained. [3x]

[Devil's Coalition]
1) Mint is found! [+3 Mint]
2) Disaster at an outlying farm- the farmer tries a new strategy he calls 'slash-and-burn' farming, and the resulting inferno takes his life. [-1 pop]
3) The coalition expands! [+5 hex]
>with more than 20 hexes of territory, you now have 4 actions!

[Sultanate of Jaffar]
1) A large contingent of fire mages, the Blazing Bulls, is formed and ready for battle. [3x]
2) Designs finish for crude ships. [Shipbuilding I]
3) No progress
4) The Sultanate of Jaffar sits on an island teeming with natural resources. Large rock formations, teeming with copper, dot the island, as well as dense forest, with creatures big and small inhabiting it.
5) Better training methods are in the works. [4/6]
6) As well as better metallurgical techniques. [2/4]

[Slime Magocracy]
1) The lands of the Magocracy expand! [+4 hex]
2) And a massive carcass is found. Down the hatch. [+4 food]
3) Better fire magics are had! [Pyromancy III]

[Mauga Sinasina]
1/2) More expansion! [+5 hex]
3) Another waka is built. [1x]
4) No progress on better farms, however.

[Russia]
1) No progress on the farms.
2) Disaster, as a freak thunderstorm burns a large portion of the stables down. [-.5 progress- Next time put any progress along with the actions. ]
3) A small shipyard is built, and the Russian populace starts to fish the northern waters. [Shipyard I [+1 food/2 turns} ]
4) A Russian delegacy, laden with vodka, is sent to the ice fairies. THEY WILL ARRIVE NEXT TURN. TO LEARN FROM THEM, THEY MUST SEND A PARTY TO YOU AS WELL.

[Zanithal]
1) Zanithal's ice magics continue their improvements, nearly finishing. [5/6]
2/3) The borders of Zanithal expand eastward! [+5 hex]
4) Construction completes. [DEFENSES: +1.5]
>>
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>>249906

[Ice Nine]
1) The Russian Embassy doesn't go so well. The ice on the bottom is too thin, and a section of wall gives out. [-1 pop]
2) The Embassy to Zanithal, however, goes up smoothly. [Zanithal Embassy]
3) From the snow covered ground, veggies miraculously begin to grow. [Farms I {+1 food/2 turns}; Agriculture I]
4) Blueprints of the fairy's Bronzeworking Tech are sent to Russia. They will arrive next turn.
5) The techs are sent through the Embassy to Zanithal. They will be received next turn.
6) This new 'currency' idea is a hit. The method is easily worked out- the prettiest and most perfect snowflakes, which are made permanent through the magics of the fairies. [TAB: Currency: 2 (+3/turn)]
7) ???>>>Profit!
8) The farms are easily expanded! [Farms II {Farm output increased by +1/2 turns}]
9) No ice quarry.
10) Expansion starts! [1/2]
11) The designs are easily complete. [Tech: Wheel]
12) Ways to harden more snowflakes for currency are being researched. [3/4]
13) The techniques are finalized. [Currency II: Output increased by +1/turn]
14) A road connecting the two civilizations is built. [Road (Moscow)]
15) A new agricultural idea the people are calling 'crop rotation' is in the works. [1/2]
16) The kingdom of the Ice Nine expands! [+4]

[Rasputin's Harem]
>Your nation consumes 1 more unit of food per turn!
1) Rasputin himself sets out to the neighboring towns and independent burroughs. He should be a while though. [1/3]
2/3) A massive success! A blacksmith is found in a small country in the north, and after a long night, 'coerced' into giving up her secrets. [Metallurgy I]

[Sardax]
>When you're starving, your pop goes down by an increasing number per turn. (First 1, then 2, etc.)
1/2) The crops are magically boosted! [Agriculture III; Farm output +1]
3) No progress on the laws.
>>
>>249906
[Scorpiongirl Empire]
Pop: 30 (+2/turn)
Food: 0 (-2/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x] 3 Imperialist Contingent [3x] [3x] [4x]
Tech: [Metallurgy III] [Infantry I] [Arms II 1/6] [Tech: Armor I] [Agriculture I]
Resources: [Wood: 4] [Copper: 11] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures:
Mine I: +1 copper/2 turns
Farm I: +1 Food/2 turns
>>
Rolled 74, 74, 18, 26 = 192 (4d100)

>>249907
1-2) Expand on the Island.
3) Research Metallurgy.
4) Create more farms.

Pop: 28 (+2/turn)
Food: 12 (+1/2 turns)
Defence (Matafaga Oneone): 1
Structures: Farm [x1]
Military: Waka Battleship [x1] Waka [x3] [.5x bonus] [Naval]
Tech: [Metallurgy I] [Infantry I] [Shipbuilding I] [Religion II] [Agriculture I] [Battle Tattoos II] [Kits I]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.
>>
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Rolled 53, 23, 82 = 158 (3d100)

>>249906
Nation Name: Slime Magocracy
Nation Race(s): Slimes
Color: Pink
Fluff: "AHHH! After two hundred years I'm free, time to get some snacks!" Was the first words of the slime who first learned to move during winter due to radiating an inner flame that she referred to as magic, and later fire magic, finally pyromancy. After previously only being able to operate in the summer the slimes of the mountain are finally free to do whatever they want, and to find new tasty things to consume.
Location: Up on some snowy mountains, specifically the ones just east/south-east of the desert on the main continent
Pop: 15 (+1/turn)
Food: 12 (-2/turn)(Farms +3, harvesting next turn)
Structures: Farm II {+2 food/2 turns; TECH: Agriculture II: +1 food/2 turns]}
Defenses (Firepit): 1
Military: 2 (Apprentices) [1x], 1 (Pyromancer) [1.5x]
Tech: [Metallurgy I] [Infantry II] [Agriculture II] [Digestion II]
Magic: [Pyromancy III]
Resources: [Wood: 4] [Hide: 3] [Copper: 3] [Tin: 3]
Bonus-
[Pyromania]: Start with Pyromancy I, bonus to rolls involving pyromancy
Flaw-
[Hungry]: Increased food consumption.

There isn't as much ice to turn to water beyond the mountain, except when it rains. What if we could make it rain?

1) Expand North
2) Train more (Pyromancers [1.5x]) [Infantry II] [Pyromancy III]
3) Experiment with weather magic
>>
>>249930
>Screwed up my flavour text and forgot to update my population/food
>Pop: 16 (+1/turn)
>Food: 10 (-2/turn)(Farms +3, harvesting next turn)

There isn't as much ice to turn to water beyond the mountain, but there is lots of water when it rains. What if we could make it rain?
>>
Rolled 39, 16, 80 = 135 (3d100)

>>249907
I'm on the brink of starvation, but stable. I'm losing 2 food a turn, but gaining 4 food on even turns. Odd turns my food will be at -1. Even turns, my food will be at 1. Of course, this goes out the window as soon as my food consumption increases.

Turn 12:
Pop: 34(+2/turn)
Food: 1(-2/turn)
Defenses (Sardax City): 1
Military: 2 (Framilar Conscripts) [1x]
Structures: [Farm II(+4 food/even turns)] [Terraformed Mountains I]
Tech: [Magic Research I] [Infantry I] [Laws I] [Agriculture III]
Magic: [Earth II] [Air I] [Nature II]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Magically inclined]: +5 bonus to magic rolls.
Flaws: [Snooty]: -5 to tech related rolls.

Task 1: Write laws for the careful rationing of food, to slow the starvation crisis.(-5 to roll)
Task 2: Write laws for the careful rationing of food, to slow the starvation crisis.(-5 to roll)
Task 3: Research Water Magic.(+5 to roll)
>>
OP I posted my last stat sheet what should I do now
>>
>>250637
I suggest you visit the IRC for questions like that.
>>
>>249906
[Devils' Coalition]
Pop: 26 (+1/turn)
Food: 7 (-2/turn)
Defenses (Judgment's peak): 3
Military: 1 (Cousins in arms) [1.5x]
Tech: [metallurgy I] [Infantry I] [Archery II] [agriculture I]
Magic: [enchanting II] [ice I]
Resources: [Wood: 2] [Stone: 2][Copper: 3] [Tin: 3] [Mint: 3]
Bonus:[Intermarriage]: The devils and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Structures: [farm III] food +0.5/turn
1. Farm
2. Archery
3. Enchanting
4. Scout for other nations
>>
>>249907
Pop: 19 (+2/turn)
Food: 11 (-1/turn)
Defenses (Refugee Camp) 1
Military: 1 (Oghro Alpha) [1x] 1 (Oghro Clubsman) [1.5x]
Tech: [Infantry II] [Metallurgy 2][Husbandry 1][Fishing 1]
Resources:[Utahraptor Pack] [Wood: 4] [Stone: 3][Copper : 1][Bronze:3]
Bonuses:
Flaws: Should they be changed?
[Kill]:

[Or Be Killed]

Fluff: as Boho returns from his monthly fishing trip, he finds his nation ablaze! He attempts to rally his men, but they are all to drunk from the festival of Bo.

Fearing for his people, he orders his vangaurd of warriors to hold the perimeter at all cost, knowing he will never see them again. His people pack as many of their belongings on the back of Utahrapters and Deintherium and flee.

As he pauses on the top of a crest, he regard the burning villages of his homelands. He gives it one last sad glance before continuing on......

They travel for days , wearily treading through unknown terrian, always fearful of being followed. At last they find a sheltered jungle bordering a great Bay
"This is where I will rebuild my people"
IN PROGRESS

This is pretty rushed so don't read the writing to closely.
I also got rid of all of my physical items (mines, farms etc)
Let me know what else needs to be changed
>>
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>>249568
Ivan is speechless at progress of the ice fairy people have made, compared to the Russians. Other members of the don't fully understand what they are seeing or didn't care to much, but Ivan takes once of the bottles of vodka, dowing a 4th after yelling "Бoг блaгocлoвит Marx" before.
"I'm glad our two nations are Allies, it seems you have a better grasp on things that we seem to have...over looked." Ivan seem slightly sad as the tour carries on, but keeps sipping on the opened bottle.

Only Ivan stayed the whole tour but had to stand out side of the huts being to tall to enter but looks though the windows, the house might have been made out of snow but they seemed nicer then the small wooden house of Moscow. When Ivan had this idea he burst out apologizing to Marx and started to sing the nation anthem.

After seeing the huts where way to small for them, the majority of the party went off to start helping your people in anyway and to bring back any information for the Russian people.
>I'm not sure but I think while my party is there you can use them as workers making physical labor easier.

When Ivan and his small tour guide approachs the leaders tent he feels slightly excited as he goes in, feeling like he is doing what is best for Russia and his people, so he bursts in and starts to yell.
"Здpaвcтвyйтe вaшe выcoчecтвo , мы пpихoдим ищeм дpyжбы!" Holding up the vodka to give it as gifts!
>>
Rolled 65, 42, 54 = 161 (3d100)

[Rasputin's Harem]
Pop: 36 [+4/turn]
Food: 8 [-3/turn] [+1 per 2 turns]
Defenses (Capital): 1
Military: 2 Amazonians [1x]
Tech: [Metallurgy I] [Infantry I] [Seduction I] [Propaganda I] [Religion I][Fishing I] [Farms I] [ Domestication I] [Brewing I] [metallurgy I]
MAGIC: [Healing I] [Commanding Voice I] [Mind Reading I] [Muscle-Magic I] [Invisibility I] [Religion I]
Resources: [Wood: 4] [Stone: 3] [Quagga Herd]
Bonuses:
[Wizard-run]: +5 to magic rolls
Flaws:
[Inbred]: Rasputin's children, for lack of better candidates, marry each other, which causes some... mental deficiencies. The harem suffers -5 to tech rolls

1-2. Food was becoming an issue, and it was clear they needed more. Rasputin put in more effort to recruit the villages, knowing many of them were either farmers or hunters. 1/3

>MAGIC:[Invisibility I][Speed I][Mind Reading I][Commanding Voice I][Muscle-Magic I] [Healing I] [Religion I]
>Tech: [Seduction I] [Propaganda I] [Religion I]
>Bonus: [Wizard-run]: +5 to magic rolls

3. In addition to this, gathering some actual farmers to his service would not help

>Try to recruit foreign farmers to gain agricultural insight
>MAGIC:[Invisibility I][Speed I][Mind Reading I][Commanding Voice I][Muscle-Magic I] [Healing I] [Religion I]
>Tech: [Seduction I] [Propaganda I] [Religion I]
>Bonus: [Wizard-run]: +5 to magic rolls
>>
Rolled 64, 14, 19, 88 = 185 (4d100)

>>249906
>Pop: 54 (+4/turn)
>Food: 0 ( -4/turn)
>Vodka: 15 (+1/turn)
>Defenses (Capital): 4
>Military:[2 common red core [1x] [1 elite red guard [2x][1 Megaloceros Cavalry [2x]
>Tech: [Metallurgy I] [Infantry I] [Brewing II][Agriculture I][Fishing I][Domestication I][shipbuilding I]
>Resources: [Wood: 8] [Potatoes: 1][Megaloceros herd [Small][Copper 3 Tin 3]
>Structures:[Farm+2/2turns][Docks+1/2turns][Stables I]
>Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
>Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.

1.Develop the compound bow to start getting pelts and animals each turns.
2.Keep working on the farms. [4/6]
3.Keeping upgrading the stables. [2.5/4]
4.Send out some Russian to find more animals to domesticate.
>Like hounds, bores or bears.
>>
Rolled 41, 32, 48, 63 = 184 (4d100)

>>251176
>>
Rolled 16, 35, 39 = 90 (3d100)

>>249907
1. Continue the conquering of our island. We come closer to claiming its entirety as our land.
2. We shall not falter despite the disappointing results so far, we shall keep researching weaponry until we claim our reward.
3. Raise yet another Contingent unit, our army grows stronger by the day.
[Scorpiongirl Empire]
Pop: 29 (+2/turn)
Food: 0 (-2/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x] 3 Imperialist Contingent [3x] [3x] [4x]
Tech: [Metallurgy III] [Infantry I] [Arms II 1/6] [Tech: Armor I] [Agriculture I]
Resources: [Wood: 4] [Copper: 11] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures:
Mine I: +1 copper/2 turns
Farm I: +1 Food/2 turns
>>
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Rolled 99, 69, 45, 28, 90, 65 = 396 (6d100)

>>249906
[Grand Magnificent Sultanate of Jaffar]
Pop: 26 (+2/turn)
Food: 7 (-1 turn)(+1 per turn)
Defenses (The Grand City): 1
STRUCTURES: [Hunting Lodge I {+1 food/2 turns}][Mine I [+2 Copper/2 turns; +2 Tin/2 turns][Fishery I [+1 food/2 turns]
Military: 2-(Brazen Bulls) [1x] 1-(The Blazing Bulls)[3x]
Tech: [Metallurgy I][Infantry II][Scouting I][Opulence I][Fishing I][Shipbuilding I]
Magic: [Fire I]
Resources: [Wood: 3] [Stone: 3][Copper: 2][Tin: 2]
Turn Bank: 4
Bonuses:
[Greedy]: Bonuses to gathering resources and expansion.
Flaws:
[Boredom]: Repeated actions (per turn basis), incur cumulative penalties.
----
1. Finish [Infantry III] [4/6]
2. Work on [Metallurgy II] [2/4]
3. Train new [Blazing Bulls] [Fire I][Opulence I]
4. Train new [Brazen Bulls] [Infantry II][Metallurgy I][Opulence I] - 2 Copper -2 Tin
5. Build a large transport ship [Shipbuilding I] -3 wood
6. Send out hunters to boost our foodstocks
>>
>>251697

https://www.youtube.com/watch?v=hcbUcxoRnyM

The inside of the central igloo was much larger then it appeared, being something closer to a structure a human would be able to stand in without hitting their head. The walls were lined with a thick coat of ice, to the point that icicles were abundant, some of them glowing from an unseen light source like lamps. At the center stood a throne of polished copper and red velvet, on which a particularly large (by fairy standards; she was probably near the average or a bit bellow it for a human) fairy in a particularly intricate dress.

"Hi! I'm Syrniki, and I'm the leader of these fairies, because I'm the strongest! How's the weather outside; don't tell me, it's C-O-L-D! Hope you're enjoing your stay here, yeah? We've had to do a lot of remodeling; those buildings we tore down are all last season, not that it's easy to tell, since it's winter here all the time!

By the way, it should be easier coming out here then it is going in; I've just had word that the secret road we were building between our cities is done: now I can tell you were it is, and you can tell everyone else where it is, but that sort of makes it less a secret."
>>
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Rolled 64, 40, 67 = 171 (3d100)

>>252188

https://www.youtube.com/watch?v=5J-dvzS1bGA

Meanwhile back outside, a shriek cut short, followed by a distinctive siren-like noise could be heard from the eastern side of the town as an improperly built wall constituting a future embassy building fell over, crushing one of the hapless fairies in the process; a shower of blue and red voxels mixed with ice fragments scattered in the air for a moment before dissipating into nothingness. There was an amplified chill in the general area as raw mana escaped into the air, invisible to the naked eye, yet nevertheless something that could be felt by a sort of sixth sense of theirs. An alerted manager (coincidentially being the fairy who was also a messanger and tour-guide) ran to the area in order to witness the disaster first hand, a melancholy look apparent on her face.

" Second fairy lost this week, first for a confirmed decomissioning. I- I guess I'll have to start a list after all."

[Ice Nine]
Pop: 13 (+2/turn)
Food: 5 (-1/turn)(+3/turn)
Money: 6 (+4/turn)
>Mount Misty (City), Def 1:
Structures:
- Ice Maker I (+1 Ice/2 turns)
- Farm II (+3* Food/2 turns)
- Zanithal Embassy
>Routes:
- Road connecting Mount Misty to Moscow [Ice Nine/Russia]
>Trade Routes
- N/A
>Military:
- 2 Sentairies [1x]
>Tech:
[Agriculture I](+1 food/farm; 2 turns) [Bronzeworking I] [Currency II] [Dressmaking I] [Ice Sculpting I] [Infantry I] [The Wheel*] [Trade I] [Writing I]
>Magic:
[Ice I]
>Resources:
[Wood: 4] [Stone: 3] [Ice: 5][+1 Ice/2 turns]
>Bonuses/Flaws:
[Great Fairy Wars (Attention to Detail)]: The Ice Fairies easily make everything the same or near it, and have an instinctive sense of order. The threshold of creating an underpowered military unit is much lower.
[ADHD]: However, this sense of order doesn't extend to everything; repeating actions (on a per-turn basis), bores the fairies, and they suffer cumulative penalties.
>On Hold:
[Crop Rotation] (1/2)
>Actions:
1.
[Writing I]
[Ice Sculpting I]
Try again setting up that Embassy with Russia; please take it easy this time, and since we have them here, have the Russians themselves help build it; they probably want it to be a big bigger so they don't hit their heads, for instance!
2. Sending Zanithal [Trade I] and [Currency II] so they can have an economy too!
3. Sending fairies to Moscow to learn Russian farming technique; it'll be a fun learning experience!
>>
Rolled 40, 36, 80, 2 = 158 (4d100)

>>249906 #
1. Get our Zeth wizards to finally complete the ice magic [5/6, +5 to roll]
2. Continue expanding eastwards
3. Send a trade convoy/build an embassy (not sure how trading works) to give ice nine the secrets of our magic
4. Begin working on improved methods of mana farming

[Zanithal]
Pop: 30 (+2/turn)
Mana: 4 (-2/turn, +1/2 turns)
Defences (Zanith): 2.5
Military: 2 Frost Wraiths [1x]
Tech: [Mettalurgy I] [Infantry II] [Mana Farms 1]
Magic: [Ice Magic II]
Structures: [Mana Farms 1]
Resources: [Snow: 5]
Bonus: [Attuned]: +5 to rolls involving ice magic.
Flaws: [Frozen]: Expansion becomes harder the further south Zanithal marches.
>>
>>252245
Also forgot to update my techs to have [Trade I] and [Currency II]
>>
>>252263

Don't forget you have [Writing I] and [Bronzeworking I] too!
>>
[Mauga Sinasina]
1-2) Expansion! [+5 hex]
3) No progress on the research.
4) Soil is tilled for farm expansion, though very slowly. [1/4]

[Slime Magocracy]
1) The lands of the Magocracy expand northward! [+4 hexes]
You have passed 20 territory. You may now take a 4th action!
2) No Pyromancers are trained.
3) Crude weather magic is mastered! [MAGIC: Weather I]

[Sardax]
1/2) Even though they think it below them, the mages of Sardax begin to set laws for rationing food. [1/2]
3) Crude water magic is mastered! [Water I]

[Devils' Coalition]
1) Still bigger farms are in the works, if slowly. [1/8]
2) As well as better archery techniques. [1/6]
3) Better enchanting magic undergoes more research. [1/6]
4) More civilizations are discovered! Aside from the society of mages to your east, to the north of the Coalition lies a smaller civilization of hungry slime creatures, to its west is a man surrounded by women, and across the sea, fires burn.

[Rasputin's Harem]
1/2) Some citizens from the outlying villages are recruited to the harem. [+4 pop]
3) The recruitment is a success. A farmer is recruited, who teaches the Harem his craft. [Agriculture I]

[Lenin]
1) Compound bows are developed. They should help the Russians on their hunts. [Hunting I]
2) No progress on the farms.
3) Nor the stables.
4) The search is a success! A huge wolf is found, captured, and dragged back to camp. [RESOURCES: Dire Wolf]

[Scorpiongirl Empire]
1) No progress.
2) Only slight progress on the arms research. [2/6]
3) Another small Contingent is raised. [3x]

[Sultanate]
>With 20 population, you should be losing 2 food/turn
1) The techniques are finished! [Infantry III]3
2) As well as the metallurgical research. [Metallurgy II]
3) A new contingent of Blazing Bulls starts training. [1/2]
4) The Brazen Bulls undergo training as well. This contingent looks stronger than the first. [1/2]
5) A massive transport ship is created! [RESOURCES: Transport Ship]
6) Hunters are sent out, and they bring back food. [+3 food]

[Ice Nine]
1) The Embassy is finally built! [Embassy (Russia)]
2) Zanithal shall receive the techs next turn.
3) And fairies are sent to learn from Russia! [1/2]

[Zanithal]
>Zanithal consumes 1 more unit of food per turn!
1) Better ice spells are figured out! [Ice Magic III
2) Expansion starts, once again. [1/2]
3) An embassy to the Ice Nine is built! [Structures: Embassy (Ice Nine)]
4) Disaster at the mana farms. An elemental gets too close, absorbing to much of it, and his body disintegrates from the stress. [-1 pop]
>>
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>>253682
NEW(ISH) NATION
Boho, former king of Oghro, has taken a few refugees and fled to the west, forming a government in exile!
[New Oghro]
Pop: 8 (+2/turn)
Food: 10 (-1/turn)
Defenses: 1
Military: 2 (Player-named units) (1x)
>Keep techs
Resources: [Utahraptor pack (tiny)]
Bonus:
[Wounded Pride]: The Oghro were destroyed once, and their king will not let it happen again. They gain bonuses to recruiting, and all things military.
Flaws:
[Brutish]: The Oghro are primitive and brutish, and as such have a hard time figuring out the intricacies of magic.
>>
Rolled 78, 90, 85 = 253 (3d100)

>>253682
1. Our Weapon Research has finally begun to give its reward, push forward in our attempts to unlock new weaponry until we succeed.
2. Our conquering has stagnated, but we havent been unpersuaded before. Continue our conquering of the island.
3. Raise yet another unit, that has consistently succeeded time and time again.
[Scorpiongirl Empire]
Pop: 28 (+2/turn)
Food: 0 (-2/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x] 3 Imperialist Contingent [3x] [3x] [3x] [4x]
Tech: [Metallurgy III] [Infantry I] [Arms II 1/6] [Tech: Armor I] [Agriculture I]
Resources: [Wood: 4] [Copper: 12] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures:
Mine I: +1 copper/2 turns
Farm I: +1 Food/2 turns
>>
Rolled 98, 25, 65, 30 = 218 (4d100)

>>253685
1-2) Fill the island.
3) Research Metallurgy.
4) Cultivate the land.

Pop: 30 (+2/turn)
Food: 12 (+1/every 2 turns)
Defence (Matafaga Oneone): 1
Structures: Farm [x1]
Military: Waka Battleship [x1] Waka [x3] [.5x bonus] [Naval]
Tech: [Metallurgy I] [Infantry I] [Shipbuilding I] [Religion II] [Agriculture I] [Battle Tattoos II] [Kits I]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.
>>
Rolled 57, 14, 85, 52 = 208 (4d100)

>>253682
Nation Name: Slime Magocracy
Nation Race(s): Slimes
Color: Pink
Fluff: "AHHH! After two hundred years I'm free, time to get some snacks!" Was the first words of the slime who first learned to move during winter due to radiating an inner flame that she referred to as magic, and later fire magic, finally pyromancy. After previously only being able to operate in the summer the slimes of the mountain are finally free to do whatever they want, and to find new tasty things to consume.
Location: Up on some snowy mountains, specifically the ones just east/south-east of the desert on the main continent
Pop: 17 (+1/turn)
Food: 11 (-2/turn)(Farms +3, harvested this turn)
Structures: Farm II {+2 food/2 turns; TECH: Agriculture II: +1 food/2 turns]}
Defenses (Firepit): 1
Military: 2 (Apprentices) [1x], 1 (Pyromancer) [1.5x]
Tech: [Metallurgy I] [Infantry II] [Agriculture II] [Digestion II]
Magic: [Pyromancy III] [Weather I]
Resources: [Wood: 4] [Hide: 3] [Copper: 3] [Tin: 3]
Bonus-
[Pyromania]: Start with Pyromancy I, bonus to rolls involving pyromancy
Flaw-
[Hungry]: Increased food consumption.

My fellow slimes, we have come far since our first arch-pyromancer first freed us from the ice of winter. But we must go further! There are more snacks out there, and it's up to us to find them, taste them, and enjoy them to the fullest. But, there are some strange things called Oghro to the north so we're taking a detour to the east until we know more about them.

1) Expand North-East
2) Experiment with growing things [Agriculture II --> III]
3) Optimize the weather for a better harvest [Weather I] [Agriculture II]
4) Experiment with Metallurgy [Metallurgy I --> II]
>>
>>251576
From the south comes a strange green blob of some sort. It approaches one of the Oghro looking just insanely happy.
"Hello there new neighbours, who are you and do you know of any tasty, tasty snacks?"
It then looks like it's trying to be serious, the keyword being try, it's hard to remain serious looking when you won't stop smiling.
"I'm from the Slime Magocracy, we lived up on that icy mountain there. But we're moving north to find new snacks for ourselves, not a lot of snacks in the ice, we were nearly starving. How about you, what is your story and what do you need?"
>>
Rolled 79, 77, 40, 19 = 215 (4d100)

>>253682
[Devils' Coalition]
Pop: 26 (+1/turn)
Food: 7 (-2/turn)
Defenses (Judgment's peak): 3
Military: 1 (Cousins in arms) [1.5x]
Tech: [metallurgy I] [Infantry I] [Archery II] [agriculture I]
Magic: [enchanting II] [ice I]
Resources: [Wood: 2] [Stone: 2][Copper: 3] [Tin: 3] [Mint: 3]
Bonus:[Intermarriage]: The devils and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Structures: [farm III] food +0.5/turn
1. Continue farm [1/8]
2. Research archery [1/6]
3. Research enchanting [1/6]
4. Send scholars to Rasputin's Harem in hopes of learning from them.
>>
>>251742
A boat full of strange blue creatures and their fey accomplices arive near your capital. The expedition leader introduces himself as Snow, a scholar from the Devil's Coalition, and his personal aid as Lizy. He offers to provide enchantments for items in return for magical education.
>>
>>253822
Gods dammit! That should read "the Devils' Coalition" damn, that would have caused all sorts of miss understandings.
>>
Rolled 33, 17, 16 = 66 (3d100)

>>253685
Turn 13:
Pop: 36(+2/turn)
Food: -1(-2/turn)
Defenses (Sardax City): 1
Military: 2 (Framilar Conscripts) [1x]
Structures: [Farm II(+4 food/even turns)] [Terraformed Mountains I]
Tech: [Magic Research I] [Infantry I] [Laws I] [Agriculture III]
Magic: [Earth II] [Air I] [Nature II] [Water I]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Magically inclined]: +5 bonus to magic rolls.
Flaws: [Snooty]: -5 to tech related rolls.

Task 1: Write laws for the careful rationing of food, to slow the starvation crisis.(-5 to roll)
Task 2: Write laws for the careful rationing of food, to slow the starvation crisis.(-5 to roll)
Task 3: Expand to the west.
>>
>>253866
Forgot to note the progress of my ration laws, which is 1/2.
>>
>>253685
1. Research faster ways of training troops
2. Train more troops
3. Biuld farms

New Oghro]
Pop: 8 (+2/turn)
Food: 10 (-1/turn)
Defenses: 1
Military: 2 (Player-named units) (1x)
>Keep techs
Resources: [Utahraptor pack (tiny)]
Bonus:
[Wounded Pride]: The Oghro were destroyed once, and their king will not let it happen again. They gain bonuses to recruiting, and all things military.
Flaws:
[Brutish]: The Oghro are primitive and brutish, and as such have a hard time figuring out the intricacies of magic.
>>
Rolled 39, 11, 98 = 148 (3d100)

>>253999
>>
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>>253722
We are the Oghro, a once proud nation that is trying to rebuild. We will invoke no hostilities towards you as long as you do the same. We only ask that you allow us access to the great Bay to the East.

We don't have much to trade but we are open to it .
>>
>>254008
"To the east?"
The slime looks uncertain.
"That would delay our journey north, but we can take the detour west instead. Want to trade ways of finding snacks? We know how to grow them out of the ground, perhaps you have your own ways of getting ways to eat? If you do, then we want to know them."
>>
>>254010
Um no thanks we can't quite stomach rocks. What I mean is access to that great body of water so we can fish and trade more.
>>
>>254010
By east I just mean access to bay for fishing
>>
>>254015
>>254020
The slime laughs.
"We don't grow rocks, we grow leafy snacks, we would love to learn more about this fish and fishing."
>>
>>254034
Well we could trade you many things
We have infantry 2, metallurgy 2 plus knowledge of fishing.
I see you have a advanced knowledge of farming and agriculture and some magic.
>>
>>254327
"We already know about metals and fighting, we want to know about snacks, like fishing. Can we trade our knowledge of growing snacks for your knowledge of getting fish?"
>>
>>254346
sounds good to me, am i trading fishing for agriculture and farming?
>>
>>254417
"Yes! I'll head back up the mountain and tell everyone."
>if I understand trading right, we each spend an action next turn to complete the trade
>[Agriculture I] and/or [Agriculture II] Depending if you manage to get the first one this turn or not.
>for [Fishing I]
>>
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>>253682

The village was starting to take shape, and a brand new embassy with a fairy-shaped indent on it stood high alongside its Zanithalian counterpart. Strange they found that the Zeth didn't arrive when they said they would, but that only gave the fairies more time to gussy up their settlement in an effort to impresss them. A glance at the surrounding terrain showed that Mount Misty was unsurprisngly surrounded by peaks; building a conventional road from their lands to those of Zanithal looked to be a daunting task.

[Ice Nine]
Pop: 15 (+2/turn)
Food: 7 (-1/turn)(+3 2/turns)
Money: 10 (+4/turn)
Territory: 11
>Mount Misty (City), Def 1:
Structures:
- Ice Maker I (+1 Ice/2 turns)
- Farm II (+3* Food/2 turns)
- Zanithal Embassy
- Russian Embassy
>Routes:
- Road connecting Mount Misty to Moscow [Ice Nine/Russia]
>Trade Routes
- N/A
>Military:
- 2 Sentairies [1x]
>Tech:
[Agriculture I](+1 food/farm; 2 turns) [Bronzeworking I] [Currency II] [Dressmaking I] [Ice Sculpting I] [Infantry I] [The Wheel*] [Trade I] [Writing I]
>Magic:
[Ice I]
>Resources:
[Wood: 4] [Stone: 3] [Ice: 5][+1 Ice/2 turns]
>Bonuses/Flaws:
[Great Fairy Wars (Attention to Detail)]: The Ice Fairies easily make everything the same or near it, and have an instinctive sense of order. The threshold of creating an underpowered military unit is much lower.
[ADHD]: However, this sense of order doesn't extend to everything; repeating actions (on a per-turn basis), bores the fairies, and they suffer cumulative penalties.
>On Hold:
-
>Actions:
1. Okay! Sending [Writing I] and [The Wheel] to Russia via embassy this time!
2. Ugh, this "learning" thing is taking a while. Just continue studying and listening to what they have to say. You can go home when you're done! [Russian Agricultural Schooling 1/2] (ADHD)
3. I think if we better coordinated our two farm plots by planting and harvesting different crops for each season, we could make the most out of the different weather variations! Wait, am I using the words "coordinated" and "variation" correctly? Yes? No? Nevermind. [Crop Rotation 1/2]
>>
Rolled 38, 28, 96 = 162 (3d100)

>>254877

Silly me, forgetting this part again!
>>
The burned empire hasn't done much in a while, can I take over?
>>
Rolled 71, 39, 2, 24 = 136 (4d100)

>>253682
1) Command our scientists to begin unlocking the secrets of ice magic IV
2) Have our scouts complete the expansion eastward [1/2]
3) Send ambassadors to Ice Nine to give them the knowledge of [Ice Magic III]
4) Repair the unfortunate damage caused by the mana farm accident and continue researching improvements

[Zanithal]
Pop: 29 (+2/turn)
Mana: 5 (-3/turn, +1/2 turns)
Defences (Zanith): 2.5
Military: 2 Frost Wraiths [1x]
Tech: [Mettalurgy I] [Infantry II] [Mana Farms 1]
Magic: [Ice Magic III]
Structures: [Mana Farms 1]
Resources: [Snow: 5]
Bonus: [Attuned]: +5 to rolls involving ice magic.
Flaws: [Frozen]: Expansion becomes harder the further south Zanithal marches.
>>
>>254957
How do we fail at sending ambassadors? Dire Bears?
>>
>>254957
why do you get 4 rolls
>>
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>>254957

Your tech is kinda off! It should be:

Tech: [Mettalurgy I] [Infantry II] [Mana Farms I] [Writing I] [Bronzeworking I]

Next turn, you get [Trade I] and [Currency II], which gives you access to the Money tab! You'll gain 4 money a turn when that happens!

But, I just figured out that [Bronzeworking I] was renamed [Metallurgy I] earlier last thread; are you and Russia supposed to combine the two into [Metallurgy II] or something?

>>254985

You get an additional dice upon hitting 20 units of territory! I have 11 units, so I still have a long way to go: the more population you have, the easier it is to expand!
>>
>>253685
>>254947
The overlord that had been sent to the overwork to collect souls, has failed to do so for far too long. And as such it has deemed necessary to replace him with someone with ambition.
>>
>>254990
man it's rough to restart, it will take me so long to expand and get more people
>>
>>255084

You get +5 addtional turns on top of your current one to make up, which means...

3*5...

15 actions! Spend them all wisely!
>>
>>255097
Oh man jeez should i break it up to help op or just go for it
>>
>>255107
One time for a better chance to get that sweet nat100.
>>
>>255107
Please don't kill OP. Also, join us in the IRC.
>>
Rolled 44, 48, 12, 80, 68, 92, 88, 62, 85, 17, 36, 4, 48, 99, 12 = 795 (15d100)

>>249907
1. Expand North
2. Fortify our Capital
3.Expand West
4. research food preservation to lessen the amount of food eaten Per turn
5. build a mine
6. research metallurgy 3
7. Build another farm
8. research ways to train troops faster
9. train more clubs man
10. research a way to make a cavalry unit with the Utahraptors
11. train even more clubsman
12.expand west more
13.research better weapons
14.research better armor
15. Trade fishing 1 for agriculture 2 with the slime wizards


Oghro]
Pop: 20 (+2/turn)2 x 6 turns = 12+8
Food: 4 (-1/turn)
Defenses: 1
Military: 2 (Player-named units) (1x)
>Keep techs
Resources: [Utahraptor pack (tiny)]
Bonus:
[Wounded Pride]: The Oghro were destroyed once, and their king will not let it happen again. They gain bonuses to recruiting, and all things military.
Flaws:
[Brutish]: The Oghro are primitive and brutish, and as such have a hard time figuring out the intricacies of magic.
>>
>>255230
Don't pay attention on the last roll for the trade, I realize I was supposed to wait until next turn
>>
>>255239
Don't worry about it, you did it right. Only problem is that you won't get my end of the bargain until I send your people back next turn.
>>
>>255239
Also, get in the IRC, PrimalOP is there right now if you have any questions.
https://client00.chat.mibbit.com/?server=173.255.253.218%3A%2B6697&channel=%23PrimalNations
>>
>>255003
If anyone objects, please say so.

Although the Demon Lords felt they needed to replace the Overlord, theY now lacked the resources necessary, so they asked for assistance from the other outsider leaders in exchange for treating their collected souls more kindly, allowing other outsiders through the Warp gate, splitting the spoils, and hosting a vote for the new Overworld Lord(OverLord).
>>
>>255239
Well let's make it a token of trust and alliance then
>>
>>255239
You are giving your civilization to another player?
>>
>>254990

Hey everyone, I've got some news after talking up with Mister Primal:

>[Bronzeworking I] is actually just another name for [Metallurgy I].
>You can trade a tech to another civ that it already knows; this will give them 50% progress towards the next level of that tech, making research go a lot faster!

So, with that:

Russia and Zanithal, don't forget to remove [Bronzeworking I] and add [Metallurgy II 2/4] (Or [Metallurgy I, 2/4 to Next Level]) in your works in progress tabs instead! Sorry for teaching you something you already knew, but at least it wasn't a complete waste!
>>
>>255264
The outsiders include:
>Demons
>Devils (real ones)
>Angels
>Dwarves (Norse Mythology)
>Deamons
>Beasts of tarterus
>Furies (not to be confused with furries)
>Valkyries
>Archons
>Namekians (which Piccolo is of)
>Djins
>Effreet
>>
>>255317
There are other outsiders, but they did not assist, and therefore get no benefits. Since this domain is now a diplomatic experiment, all of the outsiders here are diplomats. Renaming ourselves the United Outsiders Diplomatic Experiment(UODE).
>>
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>>
Rolled 42, 95, 2, 94 = 233 (4d100)

>>253682
>>Pop: 58 (+4/turn)
>>Food: 0 ( -4/turn)
>>Vodka: 16 (+1/turn)
>>Defenses (Capital): 4
>>Military:[2 common red core [1x] [1 elite red guard [2x][1 Megaloceros Cavalry [2x]
>>Tech: [Metallurgy I] [Infantry I] [Brewing II][Agriculture I][Fishing I][Domestication I][shipbuilding I]
>>Resources: [Wood: 8] [Potatoes: 1][Megaloceros herd [Small][Copper 3 Tin 3][Dire wolf][Compound bows]
>>Structures:[Farm+2/2turns][Docks+1/2turns][Stables I]
>>Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
>>Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.

1.)Start build and teaching Russians the compound bow, practice by hunting animals.
>Teach the better Megaloceros riders to shot and ride.
2.)Finish the farms, please for the love of Marx [4/6]
3.)Finish the stables 4th attempt! [2.5/4]
4.)Try to domesticate the one wolf we have while sending out other to find a female.
>>
>>253822
>>253825
The boat is met by a patrol of soldiers, all women bearing spears and shields. Recognizing a diplomatic envoy, the lead the demons and fey toward the capital.

The demons would be introduced to the Harem. At glance, it looked like any other typical village. Farmlands, a smith, stables, houses and a large church. However, wherever they turned their eye the vast majority of people they would see are women. Training as soldiers, harvesting the fields, building houses, driving wagons. It was as if some painter had pictured a town devoid of men.

There were some males, but they were almost all boys and young men and strangely they all seemed to. . .look similar. Very similar, despite several of them being of different race.

They gathered company where brought before the largest structure in the village, a great church upon which a rounded steeple and a double armed cross stood tall, and were beckoned to enter.
>>
>>255603
I thought they were devils.
>>
>>255610
(Sorry I'm not sure what is meant by 'devil' if that isn't the same as demon)

>>255603
>>253822
The company entered the door, where sitting awaiting them stood the man himself. Seemingly the only adult man in this entire village.

Before they could speak, he did. "Welcome Mr. Snow, miss Lizy, to my Harem. I hope your journey from the Coalition was pleasant.l." the man stared at them with fiery eyes bored into their vision.

Rasputin paused scratching his beard in thought.

"You have come for my skills as a Wizard, in exchange for providing us enchantments.

I am interested in trade, I am not interested in trade with those who I cannot trust. Trust is one of the foundations of my relationship with my followers here. Would that I could trust you, but trust cannot be given, it must be earned.

Let me be frank. I will teach you magic, I gather you are after my particular brand of magic involving the hearts and whims of men yes?

I will accept this. . .on one condition, that you sign a blood pact to forever be at peace with me and my Harem. And to support each other in times of crisis and need.

A pact signed not in blood from the knife, but through flesh. Grant me the privilege of unifying our nations through holy matrimony. Give unto me the highest ranked woman of the devils, and the highest ranked woman of the elves. Grant me the two beloved daughters of your races, and I will be as a loyal son and lend my services to you. I will even go beyond what you ask and teach you more than you have asked, and aid you in other magical endeavours."
>>
>>255826
Snow is shocked at how easily his thoughts where peirced, and soon realized that either this monk has met Lizy's kind before, or Elizar has an abnormal resistance. Snow remains silent while the "woman's soul" to his side speaks. Liz replies to the monk "We would be glad to take this message back to Judgement's Peak, though I should inform you that those two girls are the same, little ruby. She is only one-do four this is one dozen and four, the coalition uses dozenal numbers and we do not have the authority to make that decision. Sorry for the inconvenience."
>>
>>255904
"Such is the way of the world, and I do not begrudge you for it. May your journey be safe as well as your return should you wish."
>>
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>>253685
[Grand Magnificent Sultanate of Jaffar]
Pop: 30 (+2/turn)
Food: 7 (-3 turn)(+1 per turn)
Defenses (The Grand City): 1
STRUCTURES: [Hunting Lodge I {+1 food/2 turns}][Mine I [+2 Copper/2 turns; +2 Tin/2 turns][Fishery I [+1 food/2 turns]
Military: 2-(Brazen Bulls) [1x] 1-(The Blazing Bulls)[3x][Transport Ship]
Tech: [Metallurgy II][Infantry III][Scouting I][Opulence I][Fishing I][Shipbuilding I]
Magic: [Fire I]
Resources: [Wood: 3] [Stone: 3][Copper: 2][Tin: 2]
Turn Bank: 3
Bonuses:
[Greedy]: Bonuses to gathering resources and expansion.
Flaws:
[Boredom]: Repeated actions (per turn basis), incur cumulative penalties.
----
1. Expand [Greedy]
2. Search for better metals [Greedy]
3. Continue training new [Brazen Bulls][Infantry III][Metallurgy II][Opulence I] 1/2
4. Continue training new [Blazing Bulls][Fire I][Metallurgy II][Opulence I] 1/2
5. Send out hunters for more food
6. Build farms
>>
Rolled 23, 100, 29, 47, 41, 19 = 259 (6d100)

>>256559
Forgot muh dice
>>
>>256565
Can I haz silestal brones?
>>
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>>255153
Hey slimeBro I thought our borders would look like this in the future.
Also the green dot was where I thought Inwould be placed.

Do you want to sign a official alliance?
>>
[Order of the Advent]
Pop: 42 (+3/turn)
Food: 0 (-4/turn)
Defenses (Capital): 1; (Unga-Ur): 1
Military: [1 Morph Warrior [1.5x]] [1 Morph Warrior Fledgling [1x]] [3 Peacekeeper Soldiers [3.5x]] [1 Minor Peacekeeper Brigade [1.5x]] [1 Peacekeeper Soldier [3x]] [1 Peacekeeper Unit [4x]]
Buildings: [Farms I x2 (+1 Food/2 Turns)][Hatchery I (+2 Food/2 Turns)][Mine (+2 Copper/2 Turns)]
Tech: [Metallurgy III] [Infantry I] [Scouting I][Farming I][Fishing I][Infantry II][Husbandry I]
Resources: [Wood: 8] [Stone: 6][Copper: 3][Bronze: 3][Utahraptor Pack]
Bonus:
[Adaptable]: Morphs are very good at figuring out technology. +5 to rolls involving it.
Flaws:
[Ice=bad]: Morphs don't like ice, and it can be used against them to great effect.
---
[IN PROGRESS]
-
-
-
---
[ACTIONS]
[MAKEUP 1]
1. [Deploy All Units at the Burning]
2. [Train a new Peacekeeper]
3. [Absorption I]
4. [Expand]

[MAKEUP 2]
1. [Absorption I/II]
2. [Train a new Peacekeeper]
3. [Armor I]
4. [Expand]

[CURRENT TURN]
1. [Armor I/II]
2. [Train a new Peacekeeper]
3. [Shape-shifting I]
4. [Expand]
>>
Rolled 42, 76, 75, 13, 77, 41, 30, 81, 36, 50, 85, 22 = 628 (12d100)

>>256724
>>
>>256724
Am I being attacked?
>>
>>256758
No, you're being given a chance to be my courtier.
>>
>>256761
What does coutier mean?
>>
>>256765
He's trying to make you a vassal state so yes he is attqcking you
>>
>>256771
I don't remember what to roll for defense.
>>
>>256779
d+10
>>
>>255003
>>255264
>>255317
>>255405
Does this new fluff change my stats?
>>
>>255923
Snow and Elizar quickly usher the bowyer/enchanters back to the boat. "Their is mind reading here." is all that is said. Upon their return they tell their tale, and Ruby is sent without a moments hesitation.
>>253814
Change 4 to, send Ruby to marry Rasputin.
>>
[Scorpiongirl Empire]
1) Weapons research steadily plods along. [4/6]
2) More land for the Empire! [+5 hex]
3) Another Imperialist is trained. [3x]

[Mauga Sinasina]
1/2) More land! [+5 hex]
3) Better metallurgical technologies are underway. [2/4]
4) Sinasina farmers start to till the land even more. [1/4]

[Slime Magocracy]
1) Expansion! [+4 hex]
2) The experiments fail.
3) The weather starts to stir, but it might take a bit more, considering the basicness of the Magocracy's magic. [3/???]
4) Experiments progress nicely! [2/4]

[Devil's Coalition]
1) The clearing of land for bigger farms continues. [4/8]
2) Better archery methods are still undergoing research as well. [4/6]
3) Enchantment research plods along. [2/6]
4) [No actions needed to simply talk to another player. Dice refunded]

[Sardax]
1/2) Laws are finished! [Laws I]
3) No expansion.

[New Oghro]
>Please put techs down
1) Northward expansion begins. [1/2]
2) Fortification begins as well. [1/2]
3) No westward expansion, however.
4) Crude preservation techniques are implemented. [Food Preservation I; Food consumption decreased [.5/turn]
5) A mine is built! [Mine I; +2 Copper/2 turns]
6) New Oghro almost has a handle on better metallurgical techniques. [4/6]
7) A farm is built! [Farm I; {+1 food/2 turns}; Agriculture I]
8) Better training is undergoing research. [3/4]
9) More clubsmen are trained! [+2 clubsman [1x] ]
10) No progress on the raptors. The ones approached have no intention of being ridden.
11) Another clubsman is being trained. [1/2]
12) No expansion. An Oghro falls down a cliff and dies. [-1 pop]
13) Better weapon research progresses. [1/2]
14) Better armors are made! [Armor I]
15) The techs will arrive next turn.

[Russia]
1) The Russians start using their new bows to hunt. [2/4]
2) Farms are complete! [Output increased- +1]
3) A Megaloceros that hasn't quite been broken in yet caves in a Russian's chest. [-1 pop]
4) The huge wolf is domesticated! [RESOURCE: Tamed Dire Wolf]

[Sultanate]
1) Expansion begins. [1/2]
2) During the search, explorers of the Sultanate strike gold! Well, iron. [+4 Iron]
3) The Brazen Bulls are finished, these more powerful than the first group. [2x]
4) And another unit of Blazing Bulls are also trained! [3x]
5) Some more food is gather. [+2 Food]
6) No farms.

[Ice Nine]
1) The techs are sent.
2) No progress, the fairies would rather make snow angels.
3) Crop rotation is finally figured out! [Crop Rotation[ Food from farms now per turn]

[Zanithal]
1) More powerful magic is being looked into by Zanithal's mages. [3/8]
2) Expansion is completed! [+5 hex]
3) A strong blizzard, something the elementals can't even happen, stalls the progress of the ambassadors.
4) No progress.
>>
>>256864

[Advent]
>You are starving, losing -1 pop (cumulative) per turn, until your food gets back into the black
1) Troops are deployed. They will arrive next turn crunch.
2) Another peacekeeper is trained. [3x, not deployed]
3) Absorbtion magic is gained! [Magic: Absorbtion I]
4) No expansion
5) The Advent practices it's absorbtion magic. [2/4]
6) Another peacekeeper starts training. [1/2]
7) New armor is being looked at. [1/2]
8) The Advent's lands expand! [+5 hex]
9) Better armor! [Armor I]
10) The peacekeeper finishes its training. [3x, not deployed]
11) Advent... shapeshifters? [Shapeshifting I]
12) No expansion.

>>256758
Yes, but you have makeup turns! You've been accepted for taking over the Burning Empire, by the way.
>>
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>>
Rolled 29, 49, 15, 88 = 181 (4d100)

>>256864
[Devils' Coalition]
Pop: 26 (+1/turn)
Food: 7 (-2/turn)
Defenses (Judgment's peak): 3
Military: 1 (Cousins in arms) [1.5x]
Tech: [metallurgy I] [Infantry I] [Archery II] [agriculture I]
Magic: [enchanting II] [ice I]
Resources: [Wood: 2] [Stone: 2][Copper: 3] [Tin: 3] [Mint: 3]
Bonus:[Intermarriage]: The devils and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Structures: [farm III] food +0.5/turn
1. Farm [4/8]
2. Archery [4/6]
3. Enchanting [2/6]
4. Trade techs with Rasputin's Harem and join him with Ruby in holy matrimony.
>>
>>256879
Ruby arrives at the original landing place with the same two diplomats and a half dozen scholars. Elizar is speaking with Ruby about how nervous the young halfbreed is.
>>
>>256864
>>>Pop: 61 (+4/turn)
>>>Food: 0 ( -4/turn)
>>>Vodka: 17 (+1/turn)
>>>Defenses (Capital): 4
>>>Military:[2 common red core [1x] [1 elite red guard [2x][1 Megaloceros Cavalry [2x]
>>>Tech: [Metallurgy I 2/4] [Infantry I] [Brewing II][Agriculture II][Fishing I][Domestication I][shipbuilding I]
>>>Resources: [Wood: 8] [Potatoes: 1][Megaloceros herd [Small][Copper 3 Tin 3][Dire wolf][Compound bows]
>>>Structures:[Farm+3/2turns][Docks+1/2turns] [Stables I]
>>>Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
>>>Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.

>ON HOLD:Stables:2.5/4
1.)Keep pressing hunting with the compound bow.
2.)Start building bigger a better ship to increase our fish per turn.
3.)Build a mine on the vein of Copper and Tin the Russian found in the last thread.
4.)Start upgrading training more soldiers upgrading [infantry I] to [Infantry II]
>>
Rolled 38, 25, 2, 30 = 95 (4d100)

>>256886
I forgot my name Sorry comrades
>>
Rolled 70, 8, 73, 50 = 201 (4d100)

>>256874
1-2: We have struck gold in weapon research and draw ever closer to hitting our goal, and we valiantly charge on with it.
3. Raise another Contingent Unit, our army shall be even mightier.
4. Our kin are dying of hunger, we require research of agriculture to prevent this.
[Scorpiongirl Empire]
Pop: 26 (+2/turn)
Food: 0 (-2/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x] 4 Imperialist Contingent [3x] [3x] [3x] [3x] [4x]
Tech: [Metallurgy III] [Infantry I] [Arms II 4/6] [Tech: Armor I] [Agriculture I]
Resources: [Wood: 4] [Copper: 12] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures:
Mine I: +1 copper/2 turns
Farm I: +1 Food/2 turns
>>
>>256883
>>255923
Yo Sputin! Mad monk! Get over here.
>>
Rolled 93, 91, 33, 91 = 308 (4d100)

[Order of the Advent]
Pop: 42 (+3/turn)
Food: 0 (-4/turn)
Defenses (Capital): 1; (Unga-Ur): 1
Military: [1 Morph Warrior [1.5x]] [1 Morph Warrior Fledgling [1x]] [4 Peacekeeper Soldiers [3.5x]] [1 Minor Peacekeeper Brigade [1.5x]] [3 Peacekeeper Soldier [3x]] [1 Peacekeeper Unit [4x]]
Buildings: [Farms I x2 (+1 Food/2 Turns)][Hatchery I (+2 Food/2 Turns)][Mine (+2 Copper/2 Turns)]
Tech: [Metallurgy III] [Infantry I] [Scouting I][Farming I][Fishing I][Infantry II][Husbandry I][Shapeshifting I][Armor I][Absorption I]
Resources: [Wood: 8] [Stone: 6][Copper: 3][Bronze: 3][Utahraptor Pack]
Bonus:
[Adaptable]: Morphs are very good at figuring out technology. +5 to rolls involving it.
Flaws:
[Ice=bad]: Morphs don't like ice, and it can be used against them to great effect.
---
[IN PROGRESS]
-Absorption II 2/4
-
-
---
[ACTIONS]
1. -HONK- -HONK- Residual clown DNA from Soren seems to sit in these morphs. Perhaps the mad clown disease still rests in the DNA of the morphs that consumed remnants of The Brood's spider-clowns. HARLENELRAH, RISE. (I still can't remember how it's spelled.)
2. Train a new peacekeeper
3. Continue training absorption. 2/4
4. Search for other nations. Who's around?
>>
File: WizardBlueSlime.png (6 KB, 91x81)
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Rolled 32, 53, 83, 1 = 169 (4d100)

>>256864
Nation Name: Slime Magocracy
Nation Race(s): Slimes
Color: Pink
Fluff: "AHHH! After two hundred years I'm free, time to get some snacks!" Was the first words of the slime who first learned to move during winter due to radiating an inner flame that she referred to as magic, and later fire magic, finally pyromancy. After previously only being able to operate in the summer the slimes of the mountain are finally free to do whatever they want, and to find new tasty things to consume.
Location: Up on some snowy mountains, specifically the ones just east/south-east of the desert on the main continent
Pop: 18 (+1/turn)
Food: 9 (-2/turn)(Farms +3, harvesting next turn)
Structures: Farm II {+2 food/2 turns; TECH: Agriculture II: +1 food/2 turns]}
Defenses (Firepit): 1
Military: 2 (Apprentices) [1x], 1 (Pyromancer) [1.5x]
Tech: [Metallurgy I] [Infantry II] [Agriculture II] [Digestion II]
Magic: [Pyromancy III] [Weather I]
Resources: [Wood: 4] [Hide: 3] [Copper: 3] [Tin: 3]
Bonus-
[Pyromania]: Start with Pyromancy I, bonus to rolls involving pyromancy
Flaw-
[Hungry]: Increased food consumption.

My friends, we stand on the dawn of something great, as we speak the clouds above are moving. And when they are in place, we'll have the most fertile snack growing dirt ever known to slimekind!

1) Expand North-West
2) Trade [Agriculture II] with the Oghro for their [Fishing I]
3) Optimize the weather for a better harvest [Weather I] [Agriculture II] [3/???]
4) Experiment with Metallurgy [Metallurgy I --> II] [2/4]
>>
Rolled 36, 63, 50, 9 = 158 (4d100)

>>256864
1) Have the zeth caste continue the research, our magic cannot be neglected [3/8] (+5 from attuned)
2/3) Improve/build more Mana Farms
4) Send the Ice Magic III and Mana Farms I tech to Ice Nine

[Zanithal]
Pop: 31 (+2/turn)
Mana: 2(-3/turn, +1/2 turns)
Money 0 (+4/Turn)
Defences (Zanith): 2.5
Military: 2 Frost Wraiths [1x]
Tech: [Mettalurgy II (2/4)] [Infantry II] [Mana Farms 1] [Writing I] [Trade I] [Currency II]
Magic: [Ice Magic III]
Structures: [Mana Farms 1]
Resources: [Snow: 5]
Bonus: [Attuned]: +5 to rolls involving ice magic.
Flaws: [Frozen]: Expansion becomes harder the further south Zanithal marches.
>>
Rolled 100, 51, 31, 35 = 217 (4d100)

>>256864
Hey I added the bonuses I got from trading with the slime wizard is that right?

ACTIONS
1. We have heard of ruins once owned by magic chariots. We send out Clubsman to reclaim the ruins
2. Continue to research better weapons
3. Confined to expand north
4. finish researching how to train troops faster

[Oghro]
Pop: 21 (+2/turn)
Food: 3.5 (-.5/turn) +3 every 2 turns
Defenses: 1 (New Goro)
Military: (4 Oghro Clubsman) (1x)
Tech: [Infantry 2] [Bronzeworking 2][Husbandry 1] [Fishing 1 +1 food/2 turns] [Armor 1] [Food Preservation 1] [Armor 1] [Fishing 1][Agriculture 2][Agriculture II: +1 food/2 turns]
Resources: [Utahraptor pack (tiny)] [Mine I; +2 Copper/2 turns][Farm I; {+1 food/2 turns};
Bonus:
[Wounded Pride]: The Oghro were destroyed once, and their king will not let it happen again. They gain bonuses to recruiting, and all things military.
Flaws:
[Brutish]: The Oghro are primitive and brutish, and as such have a hard time figuring out the intricacies of magic.

IN PROGRESS

Northward expansion begins. [1/2]

Fortification begins as well. [1/2]

New Oghro almost has a handle on better metallurgical techniques. [4/6]

Better training is undergoing research. [3/4]

Another clubsman is being trained. [1/2]

Better weapon research progresses. [1/2]
>>
>>256806
>>256867
Are my stats the same?
How many make up turns do I have?
>>
Rolled 35, 17, 59, 17 = 128 (4d100)

>>256874
1-2) Keep filling the land.
3) Research Metallurgy.
4) Cultivate the land.

Pop: 32 (+2/turn)
Food: 13 (+1/every 2 turns)
Defence (Matafaga Oneone): 1
Structures: Farm [x1]
Military: Waka Battleship [x1] Waka [x3] [.5x bonus] [Naval]
Tech: [Metallurgy I] [Infantry I] [Shipbuilding I] [Religion II] [Agriculture I] [Battle Tattoos II] [Kits I]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.
>>
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Rolled 34, 67, 50 = 151 (3d100)

>>256864

https://www.youtube.com/watch?v=rUtR5fO6shI

In spite of difficulties learning the exact Russian technique, the fairies had nevertheless gotten better at farming: they were now hauling a consistant harvest, with no akward in-between periods where the food didn't come and people were left hanging. With all this food, the fairies now needed something to do with it, and so they started experimenting!

[Ice Nine]
Pop: 17 (+2/turn)
Food: 9 (+3/turn)
Money: 14 (+4/turn)
Territory: 11
>Mount Misty (City), Def 1:
Structures:
- Ice Maker I (+1 Ice/2 turns)
- Farm II (+3* Food/2 turns)
- Zanithal Embassy
- Russian Embassy
>Routes:
- Road connecting Mount Misty to Moscow [Ice Nine/Russia]
>Trade Routes
- N/A
>Military:
- 2 Sentairies [1x]
>Tech:
[Agriculture I](+1 food/farm) [Bronzeworking I] [Crop Rotation*] [Currency II] [Dressmaking I] [Ice Sculpting I] [Infantry I] [The Wheel*] [Trade I] [Writing I]
>Magic:
[Ice I]
>Resources:
[Wood: 4] [Stone: 3] [Ice: 6][+1 Ice/2 turns]
>Bonuses/Flaws:
[Great Fairy Wars]: The Ice Fairies easily make everything the same or near it, and have an instinctive sense of order. The threshold of creating an underpowered military unit is much lower.
[ADHD]: However, this sense of order doesn't extend to everything; repeating actions (on a per-turn basis), bores the fairies, and they suffer cumulative penalties.
>On Hold:
Russian Farming Technique 1/2
-
>Actions:
1.
[The Wheel]

This isn't gonna be easy, but it needs to be done: build a road from Mt. Misty to Zanithal, as it seems they have trouble navigating through the mountains on their own. (Build Road to Zanithal!)
2. All these raw vegetables and grains are fine and all- but, did you ever wonder if there was more to eating then well: eating? I'm sure if we prepared this food better, we'd be able to get more out of it! Yeah, once we do that, we can show the Russians we can make stuff tasty!(Research Cuisine!)
3. Try expanding; okay everyone, take a break from learning. Hey, new fairies, you wanna go and try and claim land for us? It's full of fun, adventure, and danger! (Attempt to expand!)
>>
Rolled 75, 7, 24, 29, 76, 16 = 227 (6d100)

>>256864
[Grand Magnificent Sultanate of Jaffar]
Pop: 34 (+2/turn)
Food: 6 (-3 turn)(+1 per turn)
Defenses (The Grand City): 1
STRUCTURES: [Hunting Lodge I {+1 food/2 turns}][Mine I [+2 Copper/2 turns; +2 Tin/2 turns][Fishery I [+1 food/2 turns]
Military: 3-(Brazen Bulls) [1x][2x] 2-(Blazing Bulls)[3x][Transport Ship]
Tech: [Metallurgy II][Infantry III][Scouting I][Opulence I][Fishing I][Shipbuilding I]
Magic: [Fire I]
Resources: [Wood: 3] [Stone: 3][Copper: 4][Tin: 4][Iron: 4]
Turn Bank: 2
Bonuses:
[Greedy]: Bonuses to gathering resources and expansion.
Flaws:
[Boredom]: Repeated actions (per turn basis), incur cumulative penalties.
----
1. Expand [Greedy]
2. Send the [Transport Ship] and the army to take over [Danport]
3. Build an [Iron Mine] [Greedy]
4. Send out more hunters [Greedy
5. Build farms
6. Using our newfound materials and the great fire magics we shall create a massive [Sultan’s Cannon] forged from the purest of irons and engraved with opulent bronze carvings which allow for the fire magic to flow through the cannon. [Metallurgy II][Fire Magic I][Opulence I] -4 Iron -4 Tin -4 Copper
>>
>>256890
>>256879
Elizar and Ruby are greeted once more and lead to the church, where it was asked of Elizar that Rasputin wished to speak with the young half devil-elf in confidence.
>>
>>257224
"Certainly, Ruby, please do try to behave yourself." ;) Lizy leaves you two alone, and listens for trouble.
>>
>>256904
Yes, stats are the same. You've missed three turns.
>>
Rolled 15, 5, 8 = 28 (3d100)

>>256864
OP, I already had Laws I. Does that make it Laws II, or something else?

Turn 14:
Pop: 38(+2/turn)
Food: 1(-2/turn)
Defenses (Sardax City): 1
Military: 2 (Framilar Conscripts) [1x]
Structures: [Farm II(+4 food/even turns)] [Terraformed Mountains I]
Tech: [Magic Research I] [Infantry I] [Laws I?] [Agriculture III]
Magic: [Earth II] [Air I] [Nature II] [Water I]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Magically inclined]: +5 bonus to magic rolls.
Flaws: [Snooty]: -5 to tech related rolls.

Task 1: Enact the rationing plan, to prevent waste and to ensure that all are sufficiently fed.
Task 2: Enact the rationing plan, to prevent waste and to ensure that all are sufficiently fed.
Task 3: Expand to the west.
>>
>>257871
Why have you forsaken me, RNGods?
>>
[UODE]
Pop: 24 (+2/turn)
Food: 6 (-2/turn)
Defenses (The Spire): 1
Military: 2 (Warp Knight) [ 2x ] 1 ( Outsider Swordsman ) [ 1.5x ] 3 ( Archon ) [ 1x ] 1 ( Slave Swordsman Band ) [.5x ]
Tech: [Metallurgy 1] [Infantry 1] [Slavery 1] [Armor 1]
Magic: [ Fire magic 1 ]
Resources : [ Wood : 4 ] [ Stone : 2 ] [ Copper : 5 ]
Bonuses : [ Outsider Conquerors ] : +10 to expansion rolls
Structures: [ Mine 2 +2 copper / other turn ] [ Warpgate 1 ]
Flaws : [ Not from this world ] : The creatures of this world somehow know you’re… wrong, and you have a harder time domesticating them.
Actions
1. We are to continue training the legions in the art of fire magic 3/4
2. The Djin, Effreet, and Dwarves begin constructing defensive towers near our cities.
3. We begin bringing in food through the Warpgate.
>>
>>257962
Oops
>>
>>257967
It seems that I have no clue how to roll dice.
>>
Rolled 54, 22, 69 = 145 (3d100)

>>257972
>>
Rolled 65, 35, 11 = 111 (3d100)

>>257962
Second turn
[UODE]
Pop: 26 (+2/turn)
Food: 4 (-2/turn)
Defenses (The Spire): 1
Military: 2 (Warp Knight) [ 2x ] 1 ( Outsider Swordsman ) [ 1.5x ] 3 ( Archon ) [ 1x ] 1 ( Slave Swordsman Band ) [.5x ]
Tech: [Metallurgy 1] [Infantry 1] [Slavery 1] [Armor 1]
Magic: [ Fire magic 1 ]
Resources : [ Wood : 4 ] [ Stone : 2 ] [ Copper : 5 ]
Bonuses : [ Outsider Conquerors ] : +10 to expansion rolls
Structures: [ Mine 2 +2 copper / other turn ] [ Warpgate 1 ]
Flaws : [ Not from this world ] : The creatures of this world somehow know you’re… wrong, and you have a harder time domesticating them.
Actions
1. We send the Valkyries to get the Dwarves off their lazy asses and building them towers.
2. We begin research to improve mining
3. We begin research into healing magic
>>
>>258045
Next time, all in one post please. Easier to find that way.
>>
>>258055
I just realized that I have 20 hexes.
>>
Rolled 43 (1d100)

>>256879
>>256864
Wait, die refunded! I get me some chocolate!
>>
Rolled 47, 8, 100, 79 = 234 (4d100)

>>257962
>>258045
UODE
Pop: 28
Food: 2
Resources: [Copper: 7]
Actions
1. DDE's continue building them towers
2. Continue Mining Research
3. Continue Healing Magic Research
4. Begin recruiting Valkyries into our Legion.
>>
>>258055
Let's hope I never need to catch up again.
>>
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>>257354
Ruby wound find herself alone, beref of her friends and support, to brace herself for what was expected of her and her status.

"You're nervous" A voice spoke up behind her, Ruby turned to see a tall, large man with a long flowing beard and robes entering the room. Before ruby could get up, he spoke "It's alright, it's alright. I'm just here to talk."

The wizard pulled up a chair, and sat down facing Ruby. His eyes were blazing embers as he looked in her eyes. And then he smiled,

"You see? This is what I look like. I'm not a monster now, am I."

That was exactly what Ruby had been wondering this entire time. It was as though he were able to hear her thoughts and answer them.

Rasputin said he was here to explain things to her, and answer any questions she had. And he knew the answers.

He explained that she was going to be part of a family now. All the women in the town, all the children, and even the men, all family. He was a teacher, teaching them what "salvation" meant, and how he taught people and kept them from going astray in life. He taught from a book, the Bible, a very special boo. If she wanted, he would read it to her.

Ruby would find it nice here. She'd still get visits from her old family, but she would be part of a new family too. She'd have a place in life, friends that would never abandon her, and of course he would always be there for here any time she needed him.

"Would you like to take a tour of the Village? Everyone here is excited to meet you."

---

Later that day, Rasputin would return with Ruby, and tell the Coalition diplomats that everything was in order.

After the wedding, and Ruby was adjusted to her new home, he would keep his end of the bargain.
>>
>>256879
Are there any specific magics you want?
>>
>>258686
Infantry, Seduction, Fishing, Domestication, Brewing, Healing, Mind Reading and Invisibility are what I had In mind. Food has been as much a problem as magic, if I contact Sardax there may be even more magic to go around.
>>
>>258750
You we already both have infantry and agriculture, according to >>256879

Hmm
You have:
>[Archery II]
>[enchanting II]
>[ice I]
4 points


For my:
>[Seduction I]
>[Fishing I]
>[Domestication I]
>[Brewing I]
>[Healing I]
>[Mind Reading I]
>[Invisibility I]
7 points

Hmmm

Tell you what we're in an alliance now, but how about this: If you promise to trade every tech you research, and I will do the same vice versa. We'll keep each other up to date on everything.
>>
>>258831
*5 points, technically
>>
>>258831
>>258750
Does that sound okay?
>>
>>258917
Yes, that sounds great, now, if I am seeing this right, I do believe you have a missed turn to make up.
>>
>>258979
Okay. According to the rules it's installments of one tech per action.

We'll handle it by using one action out of every 3 each turn for the sole purpose of trade. Think of it like. . .instantly succesful research of a tech you don't have.

This turn it will be the [Enchanting II] for the [Seduction I] (and using my makeup [Fishing I])
>>
>>258998
I can do that.
>>
gonna try and get those makeup turns when I get home
>>
>>259330
I'll wait to update for a bit then :^)
>>
WORLD EVENT
A deafening HONK splits the air, a freak thunderstorm opening up over the lands of the Advent. Out of the storm, hopping, skipping, and jumping, is a horde of garishly dressed and made up zombies. They immediately wander west to some unknown destination.
>>
[Devils' Coalition]
1) Farms move along slowly. [5/8]
2) Archery as well. [5/6]
3) No progress on the enchanting.
4) Ruby is sent to the Harem. [-1 pop]

[Russia]
> You are starving, and your population should decrease exponentially. Also, you consume six units of food per turn.
1) Compound bow training is done. [Hunting I; +2 food]
2) No progress.
3) Once again, the mine caves in, killing the workers. [-2 pop]
4) Upgrades start. [1/4]

[Scorpiongirl Empire]
1/2) Arms research is complete! [Arms II]
3) Another contingent is raised! [3x]
4) Better food production methods are being researched. [2/4]

[Order]
>You are starving, and your pop should be decreasing exponentially.
1) A deafening honk rumbles through the sky...[/red] SEE WORLD EVENT [/red]
2) Another Peacekeeper is trained. [3.5x]
3) Kinks continue to be worked out. [3/4]
4) To the south, there is a society of mages, and another society of elves and blue skinned creatures. To the north, large, furry creatures ride around on even larger birds.

[Magocracy]
1) Expansion starts. [1/2]
2) A slime farmer is sent to New Oghro to teach them better farming methods.
3) The weather is optimized. [Weather Control I {+1 food output}]
A deafening honk booms over the mountain...
4) The slimes at Firepit's makeshift forge halt their work as they hear a demented cackle. Looking up, they are surprised to see a pair of... walking corpses? They both wear torn, garish clothing, and faded face paint. They cackle again, and a large one steps from the shadows. Obviously hostile, the military is called to deal with the intruders. [Enemies: Clown Zombie [1x] 2 Clown Grunts [.5x] ] allocate units and tactics, and roll for combat!

[Zanithal]
1) Research is continued. [4/8]
2/3) More mana farms are built! [Output increased by 1]
4) No progress. [META: You may only send 1 tech as you do not have an embassy.]

[Boho]
1) Expansion is had. And another Utahraptor pack is found! The Oghro are experienced in training them, and it's easily done. [+4 hex; RESOURCES: Utahraptor pack]
2) And fortifications are done. [+1 defense (Capital city)]
3) Northword expansion continues. [1/2]
4) Research is finished. [Infantry II]

[Mauga Sinasina]
1/2) More expansion starts. [1/2]
3) More metallurgic research starts. [2/4]
4) No progress on cultivation.

[Ice Nine]
1) The beginnings of a road are laid. [1/2]
2) Food is better now! [Cuisine I {+1 food output}]
3) Finally, the lands of the Ice Nine expand! [+4 hex]

[Sultanate of Jaffar]
1) The lands of the sultanate expands! [+5 hex]
2) A huge storm stalls the launch of the Sultanate's forces.
3) A small iron mine is dug. [Iron Mine I; +2 Iron/turn]
4) Hunters are sent out, but they don't bring back much. [+1 food]
5) Small farms are built! [Farms: +1 food/2 turns; Agriculture I]
6) No progress on the cannon.

[Sardax]
>Laws II, OP's mistake
1-3) No progress.
>>
>>259925

[UODE]
1) Better fire magic is had! [Fire II]
2) No towers.
3) Plenty of food is brought through! [+3 food]
4) The towers are finally made. [+1 defense]
5) Mining improvements start. [1/2]
6) No healing progress.
7) More towers undergo construction. [1/2]
8) No progress.
9) The healing magic is a massive success, the results unbelievably good. [Healing II]
10) Some Valkyries are recruited! [+2 Valkyrie warriors [2x]
The members of the UODE wake up to a strange sight... on the mountains is a large army of fleshy beings. You should probably scramble the armies and prepare for combat- though the opposing army may be able to be reasoned with. [Hostiles: [1 Morph Warrior [1.5x]] [1 Morph Warrior Fledgling [1x]] [3 Peacekeeper Soldiers [3.5x]] [1 Minor Peacekeeper Brigade [1.5x]] [1 Peacekeeper Soldier [3x]] [1 Peacekeeper Unit [4x]]
>>
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>>259932
Cause OP is retarded, and can't seem to remember map.
>>
Rolled 9, 6, 2, 9, 7, 10 = 43 (6d10)

[1 Morph Warrior [1.5x]] [1 Morph Warrior Fledgling [1x]] [3 Peacekeeper Soldiers [3.5x]] [1 Minor Peacekeeper Brigade [1.5x]] [1 Peacekeeper Soldier [3x]] [1 Peacekeeper Unit [4x]]
>>
>>259932
Combat is a d10 per unit.
>>
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>>259925
[Grand Magnificent Sultanate of Jaffar]
Pop: 38 (+2/turn)
Food: 7 (-3 turn)(+3 per other turn)
Defenses (The Grand City): 1
STRUCTURES: [Hunting Lodge I {+1 food/2 turns}][Mine I [+2 Copper/2 turns; +2 Tin/2 turns][Fishery I [+1 food/2 turns][Iron Mine: +2/turn]
Military: 3-(Brazen Bulls) [1x][2x] 2-(Blazing Bulls)[3x][Transport Ship]
Tech: [Metallurgy II][Infantry III][Scouting I][Opulence I][Fishing I][Shipbuilding I]
Magic: [Fire I]
Resources: [Wood: 3] [Stone: 3][Copper: 6][Tin: 6][Iron: 6]
Turn Bank: 1
Bonuses:
[Greedy]: Bonuses to gathering resources and expansion.
Flaws:
[Boredom]: Repeated actions (per turn basis), incur cumulative penalties.
----
1. Expand [Greedy]
2. Send the [Transport Ship] and the army to take over [Danport]
3. Build an [Iron Mine] [Greedy]
4. Send out more hunters [Greedy
5. Research [Food Storage]
6. Using our newfound materials and the great fire magics we shall create a massive [Sultan’s Cannon] forged from the purest of irons and engraved with opulent bronze carvings which allow for the fire magic to flow through the cannon. [Metallurgy II][Fire Magic I][Opulence I] -4 Iron -4 Tin -4 Copper
>>
Rolled 65, 85, 13, 24, 87, 36 = 310 (6d100)

>>259956
>>
Rolled 9, 5 = 14 (2d10)

>>259950
Rolling for the other 2 3.5x Peacekeeper Soldiers, didn't realize I had 3 of them.
>>
>>259925
[Devils' Coalition]
Pop: 26 (+1/turn)
Food: 6 (-2/turn)
Defenses (Judgment's peak): 3
Military: 1 (Cousins in arms) [1.5x]
Tech: [metallurgy I] [Infantry I] [Archery II] [agriculture I]
Magic: [enchanting II] [ice I]
Resources: [Wood: 2] [Stone: 2][Copper: 3] [Tin: 3] [Mint: 3]
Bonus:[Intermarriage]: The devils and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Structures: [farm III] food +0.5/turn
1. Farm [5/8]
2. Archery [5/6]
3. Enchanting [2/6]
4. Trade with 'sputin ('chanting)
>>
Rolled 7, 10, 89, 55 = 161 (4d100)

>>259986
Roll.
>>
>>259937
OP since I rolled a nat100 on claiming Cronuses land do I get it
>>
Rolled 9, 5, 1 = 15 (3d10)

>>259925
They are after our snacks! BURN THEM!

2 (Apprentices) [1x], 1 (Pyromancer) [1.5x]

Tech: [Metallurgy I] [Infantry II] [Digestion II]
Magic: [Pyromancy III] [Weather I] [Weather Control I {+1 food output}]
Bonus: [Pyromania]
>>
GM NOTICE
Tomorrow will be the last update for a week or so, as OP is going on vacation and will most likely not have internet access.

>>260003
You have no idea Cronus exists. You just expanded north.
>>
Rolled 4, 7, 3 = 14 (3d10)

>>260011
Clown Zombie [1x] 2 Clown Grunts [.5x]
>>
>>260013
Aww man so I used a nat 100 for nothing?
I also already had infantry 2 so do I upgrade it to Infantry 3?
>>
>>260011
>>260020
COMBAT REPORT
[Slimes]
14.5

[Clowns]
9

The Magocracy's military easily defeats the intruders!
>>
Rolled 55, 83, 9, 36 = 183 (4d100)

>>259925
1-2) Fill the island.
3) Research metallurgy.
4) Cultivate the land.
Man, I really should start looking for other nations to meet... On a side note OP, have a good vacation!

Pop: 34 (+2/turn)
Food: 12 (+1/every 2 turns)
Defence (Matafaga Oneone): 1
Structures: Farm [x1]
Military: Waka Battleship [x1] Waka [x3] [.5x bonus] [Naval]
Tech: [Metallurgy I] [Infantry I] [Shipbuilding I] [Religion II] [Agriculture I] [Battle Tattoos II] [Kits I]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.
>>
Rolled 46, 8, 73, 64 = 191 (4d100)

>>259925
Pop: 60 (+4/turn)
Food: 1 ( -3/turn)(+3/1turn +4/2turn)
Vodka: 18 (+1/turn)
Defenses (Capital): 4
Military:[2 common red core [1x] [1 elite red guard [2x][1 Megaloceros Cavalry [2x]
Tech: [Metallurgy I 2/4] [Infantry I 1/4] [Brewing II][Agriculture II][Fishing I][Domestication I][shipbuilding I][Writing I][The wheel I]
Resources: [Wood: 8] [Potatoes: 1][Megaloceros herd [Small][Copper 3 Tin 3][Tame:Dire wolf][Compound bows]
Structures:[Farm+3/2turns][Docks+1/2turns] [Stables I +1/1turn][Hunting +2/1turn]
Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.

1.)Build better stables to start breeding more Megaloceros.
2.)Send out a another party out hunting for a second dire wolf to breed with.
3.)Build a fairy embassy to start trade.
4.)Keep training better Infantry, focusing on mounted Megaloceros archers.
>>
>>260036
Note: You've already discovered a few nations, in case you forgot: Scorpiongirl Empire, Rasputin's Harem, Slime Magocracy, Inquisition (Though they're dead), and Zanithal.
>>
Rolled 8, 61, 36, 21 = 126 (4d100)

>>259925
OP I already had infantry 2, so I'll make it infantry 3 of that's Ok.

ACTIONS
1. Finish training more clubsman
2. Expand West
3.Research how to train troops faster
4. make Cavalry units with the Ultraptror pack

[Oghro]
Pop: 23(+2/turn)
Food: 6 (-.5/turn) +3 every 2 turns
Defenses: 2 (New Goro)
Military: (Oghro Clubsman) (4x)
Tech: [Infantry 3] [Bronzeworking 2][Husbandry 1] [Fishing 1 +1 food/2 turns] [Armor 1] [Food Preservation 1] [Armor 1] [Fishing 1][Agriculture 2][Agriculture II: +1 food/2 turns]
Resources: [Utahraptor pack ] [Mine I; +2 Copper/2 turns][Farm I; {+1 food/2 turns}; [ 2 Copper]
Bonus:
[Wounded Pride]: The Oghro were destroyed once, and their king will not let it happen again. They gain bonuses to recruiting, and all things military.
Flaws:
[Brutish]: The Oghro are primitive and brutish, and as such have a hard time figuring out the intricacies of magic.

IN PROGRESS

Northward expansion continues. [1/2]

New Oghro almost has a handle on better metallurgical techniques. [4/6]

Better training is undergoing research. [3/4]

Another clubsman is being trained. [1/2]

Better weapon research progresses. [1/2]
>>
File: CQXOnpbUkAAOSlj.jpg (61 KB, 1024x819)
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Rolled 37, 99, 25, 92 = 253 (4d100)

>>259925
>>260034
Nation Name: Slime Magocracy
Nation Race(s): Slimes
Color: Pink
Fluff: "AHHH! After two hundred years I'm free, time to get some snacks!" Was the first words of the slime who first learned to move during winter due to radiating an inner flame that she referred to as magic, and later fire magic, finally pyromancy. After previously only being able to operate in the summer the slimes of the mountain are finally free to do whatever they want, and to find new tasty things to consume.
Location: Up on some snowy mountains, specifically the ones just east/south-east of the desert on the main continent
Pop: 18 (+1/turn)
Food: 9 (-2/turn)(Farms +4, harvesting next turn)
Structures: Farm II {+2 food/2 turns; TECH: Agriculture II: +1 food/2 turns]}
Defenses (Firepit): 1
Military: 2 (Apprentices) [1x], 1 (Pyromancer) [1.5x]
Tech: [Metallurgy I] [Infantry II] [Agriculture II] [Digestion II]
Magic: [Pyromancy III] [Weather I] [Weather Control I {+1 food output}]
Resources: [Wood: 4] [Hide: 3] [Copper: 3] [Tin: 3]
Bonus-
[Pyromania]: Start with Pyromancy I, bonus to rolls involving pyromancy
Flaw-
[Hungry]: Increased food consumption.

We are victorious! Those things were weird, what if there are more of them out there. We need to stop them before they come for our snacks again!

1) Expand North-East [1/2]
2) Create a new military unit, the Witchhunter Slime [Metallurgy I] [Infantry II] [Magic: Pyromancy III] [Bonus: Pyromania]
3) Study the weird intruders, do they have weaknesses and can they safely be eaten?
4) Experiment with pyromancy
>>
>>260045
Hm... I might start to make a trade route for them. I heard that Jadestone is worth a lot of money over there, and so are our wood sculptures!
>>
>>260050
Certainly, my mistake.
>>
>>260053
>forgot to add my bonus
4) Experiment with pyromancy [Pyromania]
>>
>>259925
>>260034
>>260053
And I messed up my expansion direction. It should be North-West like last turn, not North-East.
>>
>>260050
The slime from earlier returns to the Oghro. It seems to be wearing a bandage? But it's probably just for show, doesn't look injured from what any of the Oghro could tell.

"Neighbours, friends, Oghro. The Slime Magocracy has been attacked by walking dead things, that have now been made doubly dead. But I'm here to ask, will you help us fight if they should return?"

It rolls closer.

"Together, no one will take either of our snacks! What do you say!?"
>your suggestion for splitting the land from earlier was fine, but I would prefer we make an agreement properly
>>
>>260092
I proposed a formal alliance but I was never answered.
Of course we will provide any assistance needed my slime friends.
>>
>>260064
OP did my 100 gets do anything at all :^)
Also thanks for being so kind
>>
>>260116
It says so right on the action, your Utahraptor pack has been replenished.
>>
>>259925
1) Continue researching on restoring our magic prowess [4/8]
2) Continue constructing mana farms
3) Begin training a Zanithalian Battlemage
4) Send Ice Nine [Ice magic III] and [Mana Farms I] (I did construct an embassy to ice nine a while back >>253682)

[Zanithal]
Pop: 33 (+2/turn)
Mana: 0 (-2/turn, +1/2 turns)
Money 4 (+4/Turn)
Defences (Zanith): 2.5
Military: 2 Frost Wraiths [1x]
Tech: [Mettalurgy II (2/4)] [Infantry II] [Mana Farms 1] [Writing I] [Trade I] [Currency II]
Magic: [Ice Magic III]
Structures: [Mana Farms 1] [Embassy:Ice Nine]
Resources: [Snow: 5]
Bonus: [Attuned]: +5 to rolls involving ice magic.
Flaws: [Frozen]: Expansion becomes harder the further south Zanithal marches.
>>
>>260113
Initially missed it, but noticing I forgot to respond to it is part of why I'm making this alliance now.
"This is wonderful news. We should build guest houses [Embassies] for when our people come to talk and trade. We look forward to sharing snacks and experiments with you soon."
>>
>>260119
Hey Primal, my Arms are at III not II
>>
>>260134
You can fix it on your sheet then.
>>
>>260131
Compeltly agree. Do we have to take turns to build these things.

To clarify the formal alliance state that we share all of our tech or just trade it?

Also I am fully comited to full military support in aiding eachother
>>
Rolled 7, 97, 38, 13 = 155 (4d100)

>>260125
Just realise i forgot to roll
>>
Rolled 43, 79, 52, 46 = 220 (4d100)

1-2. Continue our research on weaponry, we have finally discovered new weaponry, and we shall expand with the new knowledge we have gained.
3. Raise yet another unit, our army grows ever more powerful, and our new arms will help them easily destroy our foes.
4. We are halfway through finishing agriculture research, and so we shall continue with it.
[Scorpiongirl Empire]
Pop: 25 (+2/turn)
Food: 0 (-2/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x] 6 Imperialist Contingent [3x] [3x] [3x] [3x] [3x] [4x]
Tech: [Metallurgy III] [Infantry I] [Arms III] [Tech: Armor I] [Agriculture I 2/4]
Resources: [Wood: 4] [Copper: 12] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures:
Mine I: +1 copper/2 turns
Farm I: +1 Food/2 turns
>>
>>259925
>>260161
Forgot to link.
Oh, and the first roll is an Arms Research roll if you couldnt tell.
>>
>>260142
>We still need to trade techs which takes a trading action dif:10
>Get into the IRC and we'll talk mechanics
>>
Rolled 67, 68, 68 = 203 (3d100)

>>259925

https://www.youtube.com/watch?v=gIOGRlVwzi0

The road continued to be worked on as fairies layed down blocks of ice and rocks; the means at which they secured the latter to the ground were novel: they'd drop the stones from a high height so they embedded themselves into the mountainside, using a small amount of ice magic to further cement them. There was still no sign of the envoy from them that was supposed to be there from a week ago: the Russians had long returned to their home in order to deal with "internal issues." Syrniki was slightly concerned, but she trusted that Zarel knew what he was doing; he couldn't have frozen to death after all, and it's not like anything wanted to eat his people, since they were all ice.

While waiting for the new magic to come over, she felt it was time to review the "military", or rather, the five or so fairies that were eager enough to prove their strength.

[Ice Nine]
Pop: 19 (+2/turn)
Food: 13 (+4/turn)
Money: 18 (+4/turn)
Territory: 15
>Mount Misty (City), Def 1:
Structures:
- Ice Maker I (+1 Ice/2 turns)
- Farm II (+3* Food/2 turns)
- Zanithal Embassy
- Russian Embassy
>Routes:
- Road connecting Mount Misty to Moscow [Ice Nine/Russia]
>Trade Routes
- N/A
>Military:
- 2 Sentairies [1x]
>Tech:
[Agriculture I](+1 food/farm) [Bronzeworking I] [Crop Rotation*] [Currency II] [Cuisine I](+1 food/turn) [Dressmaking I] [Ice Sculpting I] [Infantry I] [The Wheel*] [Trade I] [Writing I]
>Magic:
[Ice I]
>Resources:
[Wood: 4] [Stone: 3] [Ice: 6][+1 Ice/2 turns]
>Bonuses/Flaws:
[Great Fairy Wars]: The Ice Fairies easily make everything the same or near it, and have an instinctive sense of order. The threshold of creating an underpowered military unit is much lower.
[ADHD]: However, this sense of order doesn't extend to everything; repeating actions (on a per-turn basis), bores the fairies, and they suffer cumulative penalties.
>On Hold:
Road from Mount Misty to Zanithal [1/2]
-
>Actions:
1. Okay! Break's over, back to learning everyone! We gotta stock up on food or we'll end up starving like the Russians, don't let their starving be in vain! (Russian Farming Technique [1/2])
2. Hey. We have wings, right? Why are our guardsfairies trained to fight on the ground like morons when we can fly above the heads of our enemies, and we can just chuck icicles from the sky? Lets start flying! (Researching [Flight])
3. And you know what I think? Our whole army structure is wrong: why are fairies planning to run up to tall people twice their size with icicles in their hands as our main means of combat? That's stupid: getting that close to a tall person leaves you vulnerable cause' the top of your head is thinner than your body, and when you're short, the tall ones have easy access to your head! What I'm saying is, use ice magic so you can shoot at the enemy from really far away instead, "supporting" things that fight up close like our cousins! (Researching [Support])
>>
Rolled 42, 78, 60, 95, 78, 40, 73, 18, 3 = 487 (9d100)

[Rasputin's Harem]
Pop: 52 [+4/turn]
Food: 2 [-5/turn] [+1 per 1 turns]
Defenses (Capital): 1
Military: 2 Amazonians [1x]
Tech: [Metallurgy I] [Infantry I] [Seduction I] [Propaganda I] [Religion I][Fishing I] [Farms I] [ Domestication I] [Brewing I] [metallurgy I] [Argiculture I]
MAGIC: [Healing I] [Commanding Voice I] [Mind Reading I] [Muscle-Magic I] [Invisibility I] [Religion I]
Resources: [Wood: 4] [Stone: 3] [Quagga Herd]
Bonuses:
[Wizard-run]: +5 to magic rolls
Flaws:
[Inbred]: Rasputin's children, for lack of better candidates, marry each other, which causes some... mental deficiencies. The harem suffers -5 to tech rolls

[Rasputin's Harem]
Pop: 36 [+4/turn]
Food: 8 [-3/turn] [+1 per 2 turns]
Defenses (Capital): 1
Military: 2 Amazonians [1x]
Tech: [Metallurgy I] [Infantry I] [Seduction I] [Propaganda I] [Religion I][Fishing I] [Farms I] [ Domestication I] [Brewing I] [metallurgy I]
MAGIC: [Healing I] [Commanding Voice I] [Mind Reading I] [Muscle-Magic I] [Invisibility I] [Religion I]
Resources: [Wood: 4] [Stone: 3] [Quagga Herd]
Bonuses:
[Wizard-run]: +5 to magic rolls
Flaws:
[Inbred]: Rasputin's children, for lack of better candidates, marry each other, which causes some... mental deficiencies. The harem suffers -5 to tech rolls

Missed Turn
1-3. Construct an Embassy toward the Devils' Coalition. This will allow each of us to trade multiple techs in a single turn (I presume, all of them in one?)

Missed Turn
1-3. Imminent Food Crisis. Build more farms

[Argiculture I]

Current Turn
1-3. Imminent Food Crisis. Build more farms

[Argiculture I]
>>
Rolled 71, 70, 78 = 219 (3d100)

>>259925
Turn 15:
Pop: 40(+2/turn)
Food: -1(-1/turn)
Defenses (Sardax City): 1
Military: 2 (Framilar Conscripts) [1x]
Structures: [Farm II(+4 food/even turns)] [Terraformed Mountains I]
Tech: [Magic Research I] [Infantry I] [Laws II] [Agriculture III]
Magic: [Earth II] [Air I] [Nature II] [Water I]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Magically inclined]: +5 bonus to magic rolls.
Flaws: [Snooty]: -5 to tech related rolls.

Task 1: Enact the rationing plan, to prevent waste and to ensure that all are sufficiently fed.
Task 2: Enact the rationing plan, to prevent waste and to ensure that all are sufficiently fed.
Task 3: Expand to the west.
>>
>>259932
Does the armor and fire magic improve my units at all?
>>
>>260413
Just to clarify, I wasn't trying to research better fire magic, I was trying to teach my army fire magic.
>>
>>260136
Hey, OP, I wasn't kidding about using this refunded die-->>>256864on this action-->>>258068
>>
>>260413
Some. You should probably roll for combat, or else try and sue for peace.
>>
[UODE]
Pop: 30
Food: 3
Defenses: (The Spire) [1] (Towers) [1] : 2
Military: 2 (Warp Knight) [2x] 1 (Outsider Swordsman) [1.5x] 3 (Archon) [1x] 1 (Slave Swordsman Band) [.5x] 2 (Valkyrie) [2x]
Tech: [ Metallurgy 1 ] [ Infantry 1 ] [ Slavery 1 ] [ Armor 1 ]
Magic: [ Fire 2] [ Healing 2]
Resources : [ Wood : 4 ] [ Stone : 2 ] [ Copper : 5 ]
Bonuses : [ Outsider Conquerors ] : + 10 to expansion rolls
Structures : [ Mine 2 +2 copper / other turn ] [ Warpgate 1 ]
Flaws : [ Not from this world ] : The creatures of this world somehow know you’re... wrong, and you have a harder time domesticating them.
Actions
1. Finish the towers
2. Make more Archons
3. Recruite more Valkyries
4. Finish mine
>>
Rolled 25, 87, 48, 90 = 250 (4d100)

>>261748
Sorry, forgot rolls
>>
>>261748
Towers [1/2]
Mine [1/2]
You are welcome Pickles.
>>
>>261753
You need to roll d10s for defending units.
>>
Rolled 10, 3, 7, 7, 5, 5, 3, 6, 3 = 49 (9d10)

>>261258
The Warp Knights and Outsider Swordsman guard the mountain pass wit flaming blades. The Slave Swordsman Band and the Archons raid the invaders supply train stealing the supplies, the Archons abusing their flight to keep out of range of attackers. The Valkyries fly above the invaders, raining fire apon them. The angels bring supplies and healing to my troops, taking the collected goods from the slave band, while the Dwarves, Djin, and Effreet man the towers.
>>
>>261953
>>261748
I was rolling by military order.
2 (Warp Knight) [2x] 1 (Outsider Swordsman) [1.5x] 3 (Archon) [1x] 1 (Slave Swordsman Band) [.5x] 2 (Valkyrie) [2x]
>>
>>259950
[Morphs]
13.5+6+7+13.5+21+40=101
>>259969
31.5+17.5=49

101+49=150

>>261953
[UODE]
20+6+10.5+7+5+5+1.5+12+6=73+2 Defenses = 75

150 vs 75 before combat mods.

[Did this for you wheelie. You can give outcome results.]
>>
File: SwordArchon.jpg (168 KB, 400x665)
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Archons look like this btw.
>>
>>262049
Not anymore with Crimson
>>
>>262062
He has no ranged weopons.
>>
>>262062
Pickles plan seems pretty solid.
>>262073
And there is this to consider.
>>
>>262083
How quaint.
Ranged doesn't matter in combat currently
>>
>>262087
Ranged doesn't matter when I have flying units with fire magic?
>>
>>262092
Fire Magic I is only a .5 multiplier to applicable units, friend.
>>
>>262097
What about the fire magic 2 that I have?
>>
>>262097
>>262102
And what about the healing magic 2?
>>
>>262102
.5 x 2
Do the math.
>>
>>262116
He has a 4 3.5x units, and 3 3x units along with 1 4x unit.
>>
>>262124
Do you even math? Or is it reading, he only has 3 3.5 and 1 3. And pickle has a plan that a) reduces enemy supplies b) keeps a large portion of his own army out of range and c) provides healing for those that are in the melee.
>>
>>262124
Did he make a plan?
>>261953
The Warp Knights, Outsider Swordsman, Valkyries, and Archons are all using fire magic, the angels are healing all of my units, that causes ( Unless healing is less effective than fire)
Warp Knight [4x]
Outsider Swordsman [3.5x]
Archon [3]
Slave Swordsman Band [1.5x]
Valkyrie [4]
On top of at least some of Crimson supplies being stolen.
>>
>>262166
>>262036
>>
>>262179
Crimson's calculations only took the base value of pickles units.
>>
>>262166
Also, what, where did you get those multipliers?
>>
>>262203
Magic.
>>
>>262220
I don't think that's how magic works? Wheelie specified it as giving a combat modifier, presumably an additional .1 for each tech level. Meaning his magic gives a 1.2x to his total, I believe.
>>
>>262225
>>262220
If I'm wrong, all my units are beefed by magics I've studied but crammed under tech, not recognizing they're different. (Shapeshifting I, Absorb II)
>>
Motioning to put game on hold till the combat system is repaired.
>>
>>262790
Combat system isn't broken. It's just modified in v3, when this game ends.
>>
>>262812
>when this game ends
You mean we are doomed to play this through with a system in which fortifications and tactics mean little and range means nothing? I would much rather we implement the new system now.
>>
>>262872
Again, fluff does not equal mechanics, and the tactics multiplier of 1.1-1.3x is standard to almost all Soren generation builders.
>>
>>262889
Range still means nothing! Fortifications mean little! And tactics are treated like a power increase instead of the complex plans they are!
>>
>>262902
It's fluffed. He doesn't have tech for ranged equipment, and invest in better defenses if you want stronger defenses.
>>
>>262915
Same for flight.
>>
>>262915
I did, they will mean little because of how the system works, and how else would fire magic work?
>>262919
As for flight most of that effect can be accomplished by sitting on the high ground near the pass.
>>
>>262931
Or using the towers.
>>
>>262036
FINAL COMBAT REPORT
Morphs
13.5+6+7+13.5+21+40+31.5+17.5=150*1.2=180

UODE
20+6+10.5+7+5+5+1.5+12+6+2=75*1.7=127.5

The forces of the Advent trudge up the mountain as the UODE forces try and stop them. Though some are lost, the grimly determined Advent manage to push back the UODE. It's forces aren't dead yet though, and can either continue fighting to the last man, or sue for peace.

Advent losses
1 Morph Warrior
1 Morph Fledgling

UODE losses
3 Archons
1 Slave Swordsman Band

Regular turn update coming shortly.
>>
Rolled 80, 25, 6, 96 = 207 (4d100)

[Order of the Advent]
Pop: 40 (+3/turn)
Food: 0 (-4/turn)
Defenses (Capital): 1; (Unga-Ur): 1
Military: [5 Peacekeeper Soldiers [3.5x]] [1 Minor Peacekeeper Brigade [1.5x]] [3 Peacekeeper Soldier [3x]] [1 Peacekeeper Unit [4x]]
Buildings: [Farms I x2 (+1 Food/2 Turns)][Hatchery I (+2 Food/2 Turns)][Mine (+2 Copper/2 Turns)]
Tech: [Metallurgy III] [Infantry I] [Scouting I][Farming I][Fishing I][Infantry II][Husbandry I][Armor I]
Magics: [Shapeshifting I] [Absorption I]
Resources: [Wood: 8] [Stone: 6][Copper: 3][Bronze: 3][Utahraptor Pack]
Bonus:
[Adaptable]: Morphs are very good at figuring out technology. +5 to rolls involving it.
Flaws:
[Ice=bad]: Morphs don't like ice, and it can be used against them to great effect.
---
[IN PROGRESS]
-Absorption II 3/4
-
-
---
[ACTIONS]
1. Send [3 Peacekeeper Soldiers [3.5x]] to attack the magocracy.
2. Train a peacekeeper.
3. Finish Absorption II (3/4)
4. What if we could hit things from afar? [Ranged/Projectile Weapons I] +5 Bonus
>>
>Name: The Circus del Necro
>Race (Determines bonuses): Undead (Jesters)
>Fluff (Determines bonuses): Once upon the time a kingdom got bored. This kingdom got so bored even when the local peasants are killing themselves the holy men decided to keep reading their little sermons until they drown themselves in the wells. However there lived the Old King and his Young Queen they demanded the jester to entertain them. They kept on demanding and demanding until he killed himself by making them laugh forever by the little silly ropes that they wear as a necklace.

The Jester however has now became leader of this boring kingdom and he has found himself in a predicament on his own boredom. However he found as he gets bored Harlennelrah speaks to him in random intervals and in riddled sights. The Jester wants to keep him talking so he studied the words and the madding sights. One by one hordes of jesters risen from their little holes and swinging from the trees. More poured out of the wells and out of the castles behind the church. As more and more jesters had came the one who had arisen them called himself the Ringmaster.

The Ringmaster keep seeing the madding sights on the jesters face. However the sights stopped and the random voices lay silent once more. The Ringmaster became dreadfully bored and dreadfully mad. So in order to cure his boredom and to keep listening to Harlennelrah's whispers and to keep seeing the sights they must spread his random word in form of the circus to insure new sights and sounds.

BOYS AND GIRLS, HARLENNELRAH WANTS US HERE HE WANTS US TO SPREAD OUR FUN. HARLENNELRAH FINDS THIS LAND BORING AND DULL SO WE MUST MAKE IT FUN. BY HOOK OR BY CROOK WE MUST SPREAD OUR LORD'S WORD BY HOOK OR BY CROOK. WE MUST BRING THE FUN AND GAMES TO THE PEOPLE. HONK HONK HONK

Color: Color of Clowns
Location: Location of Clowns

https://youtu.be/r_xeqt9l5FQ
>>
File: 4chan Nations.png (892 KB, 2000x1500)
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[Sultanate]
1) The lands of the Sultanate expand! [+5 hex]
2) Jaffar's armies head west to the other island. They should arrive next turn.
3) No progress on the mine.
4) The hunters return with some food. [+2 food]
5) Crude ways of storing food are worked out. [Food Storage I {+1 food/turn}]
6) Sultanate blacksmiths are hard at work forging the cannon. [2/4]

[Devils' Coalition]
1) No farm progress.
2) Nor progress on the archery.
3) Improving your enchantment mastery does progress, however. [5/6]
4) Blueprints are sent to the harem, arriving next turn.

[Mauga Sinasina]
1-2) More expansion! [+5 hex]
3) Still no metallurgical progress.
4) Sinasina farmers begin expanding their lands. [1/4]

[Russia]
1) Megaloceros herders start expanding their stables. [1/4]
2) No Dire Wolf, and very little other creatures are spotted.
3) An embassy is built! [Embassy (Ice-Nine)]
4) Archers are trained, but it'll take a bit more time to train them to shoot from the backs of their mounts. [2/4]

[Slime Magocracy]
1) Expansion is finished! [+4 hex]
2) The Witchhunter Slime is trained. It's very powerful. [2.5]
3) Study of the intruders yields nothing.
4) Still better pyromancy skills are being practiced. [5/10]

[Zanithal]
1) No progress.
2) Better mana-farms are carved out! [+1 food output]
3) A battlemage begins training. [1/4]
4) Just barely, the trading expedition to the Ice Nine sets off.

[Scorpiongirl Empire]
1-2) Weapons research continues. [3/8]
3) Another contingent is raised. [3x]
4) Agricultural research is almost done. [3/4] [Please put progress with actions]

[Ice Nine]
2) The Ice Nine take flight! Well, it's more like gliding for now. [Flight I]
3) This new style of combat, though simplistic, is ready. [Support I]

[Rasputin's Harem]
1-3) The embassy goes up! [Embassy: Devil's Coalition]
4-6) More farms are built! [+1 food output]
7-9) Still more farms start going up. [2/6]

[Sardax]
>With your increasing pop, you should be consuming much more than a unit of food per turn
1-2) The rationing plan is implemented. [Food: -.5/turn]
3) Westward, ho! [+6 hex]

[UODE]
1) Towers are finished. Though a bit too late. [+1 defense]
2) Another Archon is trained, and hurries to the defense of the city. [2x]
3) A Valkyrie starts training as well. [1/2]
4) And the mine is finished. [Mine I {+2 copper/2 turns}]

[Advent]
1) The peacekeepers are sent south. {They will arrive next turn}
2) And another is trained. [1/2]
3) There is still a decided lack of progress on Morph Absortion abilities.
4) Ranged weapons are created! [TECH: Ranged I]
>>
Rolled 36, 37, 70, 98 = 241 (4d100)

1-2.) Continue with Weapon Research, we come nearly halfway through completing it, our army requires them for possible dire threats.
3.) Raise more Imperialist units, our army will become godlike, resisting and taking down any opposition with ease.
4.) More agricultural research, our army, though strong, requires food to fight,
[Scorpiongirl Empire]
Pop: 23 (+2/turn)
Food: 0 (-2/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x] 7 Imperialist Contingent [3x] [3x] [3x] [3x] [3x] [3.5x] [4x]
Tech: [Metallurgy III] [Infantry I] [Arms III 3/8] [Tech: Armor I] [Agriculture I 3/4]
Resources: [Wood: 4] [Copper: 13] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures:
Mine I: +1 copper/2 turns
Farm I: +1 Food/2 turns
>>
>>263354
>>263373
link
>>
Rolled 20, 31, 5, 42 = 98 (4d100)

>>263354
OP, it seems my expansion wasn't put on this mupdate. Or maybe it was, and it was just on the coast...
1) Expand north, filling the coast of the island.
2) Create spears to help us defend our land.
3) Research Metallurgy.
4) Cultivate the land.

Pop: 36 (+2/turn)
Food: 11 (+1/every 2 turns)
Defence (Matafaga Oneone): 1
Structures: Farm [x1]
Military: Waka Battleship [x1] Waka [x3] [.5x bonus] [Naval]
Tech: [Metallurgy I] [Infantry I] [Shipbuilding I] [Religion II] [Agriculture I] [Battle Tattoos II] [Kits I]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.
>>
Rolled 41, 58, 85, 84 = 268 (4d100)

>>263354
[Devils' Coalition]
Pop: 27 (+1/turn)
Food: 6 (-2/turn)
Defenses (Judgment's peak): 3
Military: 1 (Cousins in arms) [1.5x]
Tech: [metallurgy I] [Infantry I] [Archery II] [agriculture I]
Magic: [enchanting II] [ice I]
Resources: [Wood: 2] [Stone: 2][Copper: 3] [Tin: 3] [Mint: 3]
Bonus:[Intermarriage]: The devils and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Structures: [farm III] food +0.5/turn
1. Enchanting [5/6]
2. Embassy: Rasputin's Harem
3. Embassy: Sardax
4. Embassy: Slime Magocracy
>>
Rolled 97, 40, 5, 21 = 163 (4d100)

>>263354
Pop: 64 (+4/turn)
Food: 2 ( -3/turn)(+3/1turn +4/2turn)
Vodka: 20 (+1/turn)
Defenses (Capital): 4
Military:[2 common red core [1x] [1 elite red guard [2x][1 Megaloceros Cavalry [2x]
Tech: [Metallurgy I 2/4] [Infantry I 1/4] [Brewing II][Agriculture II][Fishing I][Domestication I][shipbuilding I][Writing I][The wheel I][Archery I][Hunting I]
Resources: [Wood: 8] [Potatoes: 1][Megaloceros herd [Small][Copper 3 Tin 3][Tame:Dire wolf][Compound bows]
Structures:[Farm+3/2turns][Docks+1/2turns] [Stables I +1/1turn][Hunting +2/1turn]
Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.

1.Keep the stable train going! also it would be [3.5/4]
2.Expand north east on the peninsula!
3.Build a bigger port to get more fish and to build better ships.
4.Begin the production building carts to start sending a breeding pair of Megaloceros with some bows and arrows to the ice fairies with the
>Either way, send the techs of: [Archery I] and [Domestication I] to the fairies
>>
>>263441
Try again, you haven't actually come into contact, much less been friendly with, anyone.
>>
>>263471
I have been friendly with sputin and Sardax is my nations inspiration for learning magic along with being the very first nation we noticed. But I suppose the Embassy to the Magocracy can be replaced with scouting the area north of the magocracy.
>>
It's nearly midnight where I am, see y'all in the morning.
>>
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Rolled 82, 89, 50, 36 = 257 (4d100)

>>263354
Nation Name: Slime Magocracy
Nation Race(s): Slimes
Color: Pink
Fluff: "AHHH! After two hundred years I'm free, time to get some snacks!" Was the first words of the slime who first learned to move during winter due to radiating an inner flame that she referred to as magic, and later fire magic, finally pyromancy. After previously only being able to operate in the summer the slimes of the mountain are finally free to do whatever they want, and to find new tasty things to consume.
Location: Up on some snowy mountains, specifically the ones just east/south-east of the desert on the main continent
Pop: 20 (+1/turn)
Food: 9 (-2/turn)(Farms +4, harvesting next turn)
Structures: Farm II {+2 food/2 turns; TECH: Agriculture II: +1 food/2 turns]}
Defenses (Firepit): 1
Military: 2 (Apprentices) [1x], 1 (Pyromancer) [1.5x], 1 (Witchhunter Slime) [2.5x]
Tech: [Metallurgy I] [Infantry II] [Agriculture II] [Digestion II]
Magic: [Pyromancy III] [Weather I] [Weather Control I {+1 food output}]
Resources: [Wood: 4] [Hide: 3] [Copper: 3] [Tin: 3]
Bonus-
[Pyromania]: Start with Pyromancy I, bonus to rolls involving pyromancy
Flaw-
[Hungry]: Increased food consumption.
Allies: Oghro

My slimes and slimes, we are now friends and allies of the Oghro. Alone, each of us are strong, but together, the both of us are stronger! When we're ready we will find where these honking dead have come from, and ensure that they never come to take our snacks ever again!

1) Expand East, in the direction the clowns came from
2) Train more Witchhunter Slimes [Metallurgy I] [Infantry II] [Magic: Pyromancy III] [Bonus: Pyromania]
3) Build a guest house [Embasy] in Oghro
4) Experiment with pyromancy [Pyromancy III --> IV] [Bonus: Pyromania] [5/10]
>>
>>263496
A lanky meat thing and a big blue one arrive at the borders of the magocracy. The blue one introduces himself as "Snow" and then proceeds to tell you that the thin one is called "Liz" they want to be freind, and to share wisdom, maybe even means of getting snacks (we don't have much snacks of our own)
>>
>>260345
Meanwhile Diamond arrives personally at the gates of Sardax city, hoping to show his inspiration what magic he has learned.
>>
>>263541
After comparing notes it becomes obvious that these newcomer have no idea how to get snacks properly.
"If you want to be friends, then you need to know how to get snacks. We can teach you, if you can teach us some impressive magic."
>Trade Agriculture II for Enchanting II
>y/n?
>>
>>263597
Next turn. We are a bit over worked at the moment.
>>
Rolled 43, 22, 98 = 163 (3d100)

>>263354

https://www.youtube.com/watch?v=EJP18L-_MUM

The arrival of the Zeth were met with Syrniki wearily attempting to look past the gusts of frigid wind that came with them. As soon as she picked up their figures from behind the obscuring weather, her heart rate increased tenfold.

[Ice Nine]
Pop: 21 (+2/turn)
Food: 17 (+5/turn)
Money: 22 (+4/turn)
Territory: 15
>Mount Misty (City), Def 1:
Structures:
- Ice Maker I (+1 Ice/2 turns)
- Farm II (+4* Food/2 turns)
- Zanithal Embassy
- Russian Embassy
>Routes:
- Road connecting Mount Misty to Moscow [Ice Nine/Russia]
>Trade Routes
- N/A
>Military:
- 2 Sentairies [1x]
>Tech:
[Agriculture II](+2 food/farm) [Metallurgy I] [Crop Rotation*] [Currency II] [Cuisine I](+1 food/turn) [Dressmaking I] [Flight I] [Ice Sculpting I] [Infantry I] [Mana Farming I] [Support I] [The Wheel*] [Trade I] [Writing I]
>Magic:
[Ice III]
>Resources:
[Wood: 4] [Stone: 3] [Ice: 7][+1 Ice/2 turns]
>Bonuses/Flaws:
[Great Fairy Wars]: The Ice Fairies easily make everything the same or near it, and have an instinctive sense of order. The threshold of creating an underpowered military unit is much lower.
[ADHD]: However, this sense of order doesn't extend to everything; repeating actions (on a per-turn basis), bores the fairies, and they suffer cumulative penalties.
>On Hold:
-
1. The Zeth are here, the Zeth are here! They're our cousins and uh- don't mention the fact that they don't have arms, or legs, or faces, or anything like that, and it'll be okay. What they do have is the best grasp of ice magic of any nation in the world, but they still need our help! Here, Zarel, I've got some stuff to tell you! (Sending [Support I] and [Flight I] to Zanithal)
2. Oh, they found where our road was and followed it to get here; that's nice, but we still gotta complete it if they want to find their way back home as easy! (Road from Mount Misty to Zanithal [1/2])
3.
+ [Ice III]
+ [Support I]
+ [Dressmaking I] (Uniforms, Silly!)
+ [Metallurgy I] (Magic bracelets and stuff? Do we even have metal to use?)
+ [Flight I]
+ [Great Fairy Wars]: The threshold of creating an underpowered military unit is much lower.
-2 Sentairies [1x]

Zarel and the Zeth are here, everyone! Listen up; they're here to teach you better ice magic and how to fight! Remember everything I talked about earlier; stay in the air to keep out of the bad guy's reach, and throw ice magic from afar! If the enemy can pat you on the head, you're doing it wrong. Don't ask either, cause' they don't want to pat you! (Upgrading Sentaries to [Flying][Ranged] units!)
>>
>>263602
It's a deal then.
>>
>>263606

Hey, that won't do! I know, according to the manual, you can spend currency to get weak actions to pull through so long as they aren't critical failures, yeah?

I spend 20 money on action 2!
>>
>>263619
Snow does his best to shake on this deal, jerking a psudopod up and down in a firm, desisive motion. "It's a deal." He and Liz bid the slimes a good day, and return home, pleased that this meeting went so smoothly.
>>
Syrniki eyed the weary Zeth party in interest; some sort of faint glint was present in here eyes, showcasing odd symbols before vanishing. The self-proclaimed Fairy Princess (an idea she got from the Russians) was wearing a fairly simplistic outfit compared to her usual fare, something that would be terribly cold for a human to wear in this climate but was comfortably light for herself, and allowed easy navigation through the snow.

"I was sort of worried that something happened to you! Assuming you didn't forget and just got here, you were lost for...about three days? I'm not sure if you could tell from the winds, but we're working on that; the fairies are working overtime on setting up a road between us so this sort of thing doesn't happen again!"

A glance at the town revealed it was fairly simplistic, but growing; a series of quaint igloos accompanied by a couple larger square buildings of snow functioning as embassies, and plenty of raised farmland that seemed to have their crops growing in spite of the frigid snow; in fact, it seemed like they were prospering in the conditions. Azure pumpkins and white-tinted potato plants matched the general colorscheme of the area, which was outlined by white snow accented with blue ice.
>>
>>263649
I slipped, I made Diamond, Liz, and Snow.
>>
Rolled 94, 69, 11, 80 = 254 (4d100)

>>263354
1) Our magic is lost and we continue to strive to retrieve it (4/8) [Attuned: +5]
2) The Zanithalian mana reserves are running low and we must construct additional mana-farms to replenish them
3) We are not warriors, we are artists, scholars and architects, but when the time comes we shall make war our art, destruction our lore, death our home (continue training the Zanithalian Battlemage [1/4] [Infantry II] [Ice Magic III]
4) Our neighbours to the south-east have been neglected too long, the time has come to exchange our knowledge and formalise our alliance (Send ambassadors and [Ice Magic III] to Russia)

[Zanithal]
Pop: 35 (+2/turn)
Mana: 0 (-1/turn, +1/2 turns)
Money 8 (+4/Turn)
Defences (Zanith): 2.5
Military: 2 Frost Wraiths [1x]
Tech: [Mettalurgy II (2/4)] [Infantry II] [Mana Farms 1] [Writing I] [Trade I] [Currency II]
Magic: [Ice Magic III]
Structures: [Mana Farms 1] [Embassy:Ice Nine]
Resources: [Snow: 5]
Bonus: [Attuned]: +5 to rolls involving ice magic.
Flaws: [Frozen]: Expansion becomes harder the further south Zanithal marches.
>>
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>>263753
Zarels attention turned towards the village, examining the architecture and landscape of the village. "The time has come Syrniki, our prophets and astrologers have predicted the coming of a great evil, sweeping across the land and conquering all in its path. We must unite if we are to survive and thus we have come. The storm delayed us, its winds halting our progress, yet we have finally arrived to share what we have rediscovered of our magic and discuss tactics for our very survival." As Zarel spoke his voice was slowly rose in intensity, small drafts of wind lowering the temperature and lifting small chunks of ice off the ground until suddenly stopping as he continues speaking "However, now is not the time for gloomy discussion, it is a time for celebration, a time to celebrate the reuniting of two ancient allies"
>>
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>>263855

She paused for a moment as Zarel's commanding baritone voice rang through her ears, digesting what he just said and piecing it together. "You sense it too, do you? We don't know the specifics, but there's been this nagging feeling in my head that something wrong is going happen in a far a way place; like somebody tore a hole in the world and something is leaking out of it...

Or something is leaking onto here!"

All the fairies paused what they were doing upon feeling the strength of Zarel's voice; it was having a physical effect on them, canceling out their current thoughts and putting them into a momentary state of stupor. Syrniki too felt something in the back of her head trying to override her current actions, but was able to resist. This only led to more questions, of the type she was meaning to ask the enigmatic creature before her since their last meeting. "But, Zariel...Why do I know your name, and why do you know mine? I can sort of remember what you are, but I don't think I've actually met you before, I mean, before last week: it was half instinct that I came over to look for you at all! We're ancient allies, but I can't even remember the "ancient" part!"
>>
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>>264000
"My people have also forgotten much, in the many centuries or more since the fall of Zanithal we have been shattered and slain countless times, with each death of our physical body our memories and minds fragmented a bit more and even now we struggle to re-piece them. I remember my empire, a glorious nation covering the world during a great ice age. I remember the enemy, a race that wielded heat and fire who invaded our world. I remember that they eventually conquered and destroyed the empire of Zanithal before creating a vast spell that set the world aflame. Eventually the power of the spell died down but the lingering heat remained. In that time we struggled to repiece our consciousness to a state where we could once more act, that is all I remember of old." Zarel's two Zeth escort's ice crystals droop slightly, as if saddened by what is being said. "As for your question, I do now know how you remember us or how I remember you, We must have known one another in the past but that memory has been lost, however, perhaps as our magic comes back to us our memories will as well."
>>
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>>264086

Syrniki gasped at the realization of something unrelated, remembering an event back to the days of setting up the embassy, where one particularly careless fairy was crushed under the weight of heavy snow bricks.

"You- Wait a minute. Excuse me for asking this, but when was the last time you died? Have any of your subjects died recently, and if they did, were you able to restore them?"
>>
>>264283
"We use the term shattered as it is not truly death, one of my subjects has been shattered recently in a mana farm accident but he has been restored and is making a full recovery, why is it that you ask?
>>
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>>264316

"Of course, it would have taken something worse than that to send him out of-"

Syrniki started to recite a familiar set of lines in a far colder, monotonous tone, almost mechanically. While she spoke, her wings rotated for a couple cycles before setting on 45 degrees, their plumbobs oriented in such a way as to mirror the Zeths', and a look at her eyes revealed a new set of symbols, a series of bars which flickered as if to signify the loading of something. A curious chime could be heard, no doubt produced from the fairy's wings.

https://www.youtube.com/watch?v=LbSIE0kg_Aw

"
-A unit that has achieved complete mental and spiritual depreciation is considered to be decommissioned, and unfit for restoration.
-It is not advised to attempt to restore such units due to complete corruption in their facilities rendering them in-controllable and erratic.
-Decommission requests are to be notified to the nearest bureaucratic official for further review.
-Shattered units that would technically be fit for restoration, yet are rendered inaccessible due to external factors, can be legally considered decommissioned if it would cost greater resources to restore them than is strategically deemed appropriate.
-It is possible to reclaim a shattered unit's physical model via reformatting to the proper specifications.
-This deletes the unit's memory and renders such completely irrecoverable.
-Some day, we wish to find the technology needed to repair this depreciation to the point that even completely fragmented units can be restored.
-It is for this reason that the reformation process is to be used only when directly ordered by sanctioned officials of the appropriate level of clearance."

After reciting the long, uncharacteristic monologue, Syrniki's wings quickly snapped into position and she momentarily stumbled, having lost control of her body at that moment. All the fairies nearby were staring at her as though she were (and possibly was) possessed, and the leader herself appeared confused for a bit, before suddenly standing alert and heading towards a particular area; the Russian Embassy.

Using her wings, Syrniki elevated herself towards the blocks in which the remembered ice fairy had met her demise, clawing at a section of the wall indentation; a moment later, a handful of peculiar objects of ice were in the Princess's arms; ice fairy wings.

"Zarel, you just made me realize something! Take these! I'm not sure if you can do anything with them, but it's worth a shot later! If you still have the ability to fix yourselves, try and see if you can work on this; it's is- it was one of my subjects!"

The crystals were large and perfect in shape; not a single fracture or chip was present upon their surface, nor were there any air bubbles trapped within. They gave off a slight macabre presence, detectable to both parties.
>>
>>263354
What happened >>260050
to my turn
>>
>>264918
PrimalOP probably just missed it. I would suggest you just do your next turn before the thread dies so it will be included in the update when the game continues in a week. OP is currently away on vacation, unless he hasn't left yet.

If you have time to drop by the IRC, do so, I got some things I would like to talk about.
>>
>>264518
"Interesting, this is quite strange" Zarel mutters as Syrniki goes through her routine "Quite interesting indeed." As Syrniki passes him the wings Zarel begins channeling his magic, his icy shards rapidly spinning as a spell begins to take place, the wings float together in a mockery of the Zeths form as an icy core began growing inside, soon afterwards it had taken the shape of an ice fairy, color seeping into the to the ice as Zarel's magic reached its completion. Finally the icy wings floated into shape and sitting their was Syrniki's fallen comrade, looking dazed and confused. "It will take her a few days to recover and repiece her memories, but after that she should be fine" Zarel explained, drooping slighly as if drained by the powerful spell he just cast.
>>
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If your nation had a flag, what would it be?
>>
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>>266249
Something like this.
>>
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>>266249
It is so beautiful.
So very very beautiful.
>>
Rolled 8, 43, 10, 86, 13, 47 = 207 (6d100)

>>263354
[Grand Magnificent Sultanate of Jaffar]
Pop: 42 (+2/turn)
Food: 11 (-4 turn)(+3 per other turn)(+1 per turn)
Defenses (The Grand City): 1
STRUCTURES: [Hunting Lodge I {+1 food/2 turns}][Mine I [+2 Copper/2 turns; +2 Tin/2 turns][Fishery I [+1 food/2 turns][Iron Mine: +2/turn]
Military: 3-(Brazen Bulls) [1x][2x] 2-(Blazing Bulls)[3x][Transport Ship]
Tech: [Metallurgy II][Infantry III][Scouting I][Opulence I][Fishing I][Shipbuilding I][Food Storage I]
Magic: [Fire I]
Resources: [Wood: 3] [Stone: 3][Copper: 4][Tin: 4][Iron: 4]
Turn Bank: 0
Bonuses:
[Greedy]: Bonuses to gathering resources and expansion.
Flaws:
[Boredom]: Repeated actions (per turn basis), incur cumulative penalties.
----
1. Work on [Food Storage II]
2. Research [Fire II]
3. Raise more [Brazen Bulls] -4 Iron
4. Raise more [Blazing Bulls] - 4 Copper -4 tin
5. Send men out on boats to scout for other people
6. Using our newfound materials and the great fire magics we shall create a massive [Sultan’s Cannon] forged from the purest of irons and engraved with opulent bronze carvings which allow for the fire magic to flow through the cannon. [Metallurgy II][Fire Magic I][Opulence I] -4 Iron -4 Tin -4 Copper [2/4]
>>
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>>266249
Still a WIP.
>>
>>266249

We do have a flag, silly; it's what we use all the extra cloth for!
>>
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>>266179

The resulting fairy stood despondant, seemingly not conscious in spite of the fact her eyes appeared open; a look into them showed a flickering set of symbols; a couple recognizable from the writing reclamation effort, but many of them appearing entierly unknown, written in an entirely different grammar then what was currently in use. Her wings were lightly glowing, rotating on the "Y" parts of their axises periodically. A fellow fairy (the same one that seemed to do everything important that wasn't done by Princess Syrniki herself) picked her up with the intent of carrying her off to an igloo for rest.

Syrniki stood dumbstruck at the event that transpired in front of her; her mouth remained wide open as she just continued staring; for the longest time, she didn't even know how her people came into being, having found all fairies prior just wandering around the general vicinity as though they just- appeared. "Tha- that's- Woah..."



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