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Everyone is free to join at any time. Newcomers start off with a capital with 1500 population and a couple of specialties you have been doing in the missed turns.

Roughly year 531 AD equivalent.

past thread
>>972967
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=NationDawnQM Archive.

Have fun. Will do the previous turns tomorrow morning (twelve hours or so)
>>
>>1001082
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking (5 miles), Black Powder, water mining, Weak void attack, Mythril Refining
Arquebus (Unreliable) (Stone shot)
Religion: Worship of Armok, The blood god
Location: In the Blade Mountains.
Total population is 586 dwarves
The Capital, Uthar Geshud has around 280 dwarves,
The secondary fortress, Laust'olding, has 131 dwarves.
Zèler adur has 33 dwarves, This is an outpost fortress.
Thol arak has 33 dwarves, This is an outpost fortress.
Tokmek ruthösh has 33 dwarves, This is an outpost fortress.
Erlin bërûl has 33 dwarves, This is an outpost fortress.
Nekol nil has 46 dwarves, This is under dan's old land.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2+1), 1 champion (tier 4+2 due to Mythril gear). 20 axes throwers (tier 3+1) 10 dwarf militia (tier 1+1)
10 Dwarf warriors (tier 2+1) 20 Hammerdwarves (bonus against armor) (tier 3+1) 3 void mages (acolytes?) 10 Mythril Swordsdwarves (tier 3+2 due to mythril gear)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf

Actions
>Attempt to replace the stone ammunition for the arquebus with lead
>Attempt to fix the barrel so that it is more stable and explodes less (arquebus)
>>
Name: Brushwood the Nimble
Nation: The Brothers and Sisters of Glyphwood Forest
Location: Glyphwood Forest
Race: Half Elves
Pop: 1500
Tech: Communications with Animals.
Religion: Worshipers of Obad-Hai, the god of Nature, Hunting, Woodlands, and Beasts.
Color: Poop Green
History: Everybody needs a home, even when you've already got two of them. Founded on the feeling of not being welcome among Humans or Elves, this Half-Elf nation has become a sanctuary of sorts for the mixed breeds of stout men and sharp eared forest dwellers. While peaceful to most, they don't care much for intruders. More focused on communing with nature and the plants and beasts that live in it.

>Action 1: Our home is growing, time to build some tree houses for the new families.
>Action 2: Brushwood attempts to communicate with the newest Alpha of the local Wolves. Best to make a good first impression.
>>
Rolled 15, 61 = 76 (2d100)

>>1001163
Shucks, forgot the roll.
>>
>>1001082
Magic machinery. Make it possible to move machinery and such using magic power.


Continue body enhancing magic.
>>
Rolled 50+10, 50+30, 50+30, 50+10

>>1001082
Name: Namkha
Color: Pink
Race/Pop: 1051 = 185 Elves(+1.1%) + 376 Satyrs(+7%) + 156 Humans(+5%) + 224 Dryads(+4%)+ 110 Merfolk(+5%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy), (+30 Religion)
Hexes: 11+Dryad Duchy(4)
Trade: Manmush: building materials and herbal embassy.

>Continue Expanding across my island. (+10 Grace)
How many hexes?

>Use arborists to weave treehouse guard towers around our holdings. (+10 Arborist, +10 Weaving, +10 Grace)

Also because,
>no military actions do anything though
I'd like to REPLACE my two ship sinking attempts with this:

>Use arborists and dryads to weave thorny walls around the dryad’s trees and human town. (+10 Arborist, +10 Weaving, +10 Grace)

>Expand more on island. (+10)
>>
Rolled 76 (1d100)

>>1001082
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Voodoo
>Religion
Gajac & Erdian Worship.
>Population
4667(3122 Lizards, 268 Ork slaves, 644 goblin slaves, 384 human slave, 249 animals)
>Location
Creeping Jungle

>Assets
Pteranodons
Tree sap
Fruit farms (T3)
T3 Holy Army (477 guys) ( I consider the animals I have as part of my army.)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Passive
Curse Research
Project Quetzalcoatlus

Action 1;Recruit more Air Riders

Action 2; Expansion in my colony, same as last turn.(roll4this)
>>
>>1001082
Leader: Heodila the Lich

Colour: Grey

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

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 7 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards, Can sense large sources of Mana, Detonating Death Sphere, Repeating Death Arrow

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:12

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 110 Ork soldiers at T4. War boss that conquers tiles every 2 turns

Population: 705 Orks, 182 War Skeletons, 405 Cyntaps, 1,034 humans

Alright, its time the other Orks stop slacking and join the Abelhdad Defense force. Recruit an extra 400 into the army over a period of time to ensure my kingdom is safe from any aggressors. They'll be slowly trained until their on the level as the original 110.

To ensure this army is sustainable its time we introduce new methods of food production. For this we'll be introducing things like the steel plow, settling excess people in empty land that needs farming, and Crop rotation.
>>
File: Republic of Caymoor2.png (5.42 MB, 4000x2000)
5.42 MB
5.42 MB PNG
>>1001082
Name: Republic of Caymoor

Color: Orange

Race: Humans

Location: Caymoor

Pop: 1500 humans

Military: 400 infantry, 300 archers, 100 protection mages

Tech: Anti-Angel Countermeasures and Protection Magic

Equipment: One Holy Magic Nullifier in Caymoor

Action 1:
>If the angels have left
Place angelic traps and defenses around my territory.

>If they are still here
Continue repelling

Action 2: Take the two hexes southeast and adjacent of Caymoor (red dots on map.)
>>
File: nationquest blank map.png (5.04 MB, 4000x2000)
5.04 MB
5.04 MB PNG
Alright, I'm gonna try to make a clean updated map. Unless this gets too difficult and I give up.

Everybody take a clean blank map, outline your territory and mark your capital/settlements/outposts.
In your post, state the names of your capital/settlements/outposts and how many hexes you're supposed to have.
I'm using MS Paint so you can too.

Reply to this post plz.
>>
>>1001122
Lam Therleth you switch out stones with lead. At least the ammunition doesn't explode in the barrel most of the time.
You fiddle around with some barrels and get them to be more even.

---
>>1001163
Brushwood, you build a few tree huts but not many. Sometimes people fall out of them at night.
However, your attempts to communicate with the alpha wolf are successful. They promise to leave your civilization alone provided you don't mess with them either.

---
>>1001359
Rain, you experiment with using magic on tools. Your better mages can use the tools with magic if they concentrate. You will need to get good at enchanting and other such things to make m' machinery.
Your body enhancing magic progresses. Very slight improvements for all enhanced.
--
>>1001377
Namkha, you nab a couple of hexes, and build a bunch of tree house guard towers around your holdings.
Okay, thorny walls around the dryads trees and human towns. Will be done by next turn.
You get another tile.

---
>>1001472
MG Gajac,you get another half dozen air riders. And you expand your colony by 3 tiles provided those tiles are unclaimed by others.
---
>>1001664
Heodila the Lich, In 5 turns you force four hundrd orks into your army. They will however be useless at NOT raping and pillaging after a fight. So use them wisely.
Steel plow is built and you move excess people from the city to the farms. Crop rotation is in effect.
---
>>1001725
Blisk, you build angelic traps. Sort of really long sticks that when something flies into the thin stick it triggers crossbows that fire directly up. Not particularly effective but something.

You use your magic to buffet any angels within a 140 meter radius of your rightful clay.

---
Thanks new map guy
>>
>>1002206
More enchanting then

Train the elementalists more.
They need to improve until we have people to take the mantle of the 4
>>
>>1002206
Leader: Heodila the Lich

Colour: Grey

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

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 7 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards, Can sense large sources of Mana, Detonating Death Sphere, Repeating Death Arrow

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:12

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 110 Ork soldiers at T4. War boss that conquers tiles every 2 turns

Population: 737 Orks, 190 War Skeletons, 432 Cyntaps, 1,100 humans

At this point I've kinda got nothing better to do than magic since I have everything good. Alright, see if I can refine my mana sense so I can detect even small sources of mana. This way I can easily identify stuff.

Also see about messing with the portal technology I have in an attempt to explore different planes of existence.
>>
>>1002206
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking (5 miles), Black Powder, water mining, Weak void attack, Mythril Refining
Arquebus (Semi Reliable)
Religion: Worship of Armok, The blood god
Location: In the Blade Mountains.
Total population is 603 dwarves
The Capital, Uthar Geshud has around 288 dwarves,
The secondary fortress, Laust'olding, has 135 dwarves.
Zèler adur has 34 dwarves, This is an outpost fortress.
Thol arak has 34 dwarves, This is an outpost fortress.
Tokmek ruthösh has 34 dwarves, This is an outpost fortress.
Erlin bërûl has 34 dwarves, This is an outpost fortress.
Nekol nil has 47 dwarves, This is under dan's old land.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2+1), 1 champion (tier 4+2 due to Mythril gear). 20 axes throwers (tier 3+1) 10 dwarf militia (tier 1+1)
10 Dwarf warriors (tier 2+1) 20 Hammerdwarves (bonus against armor) (tier 3+1) 3 void mages (acolytes?) 10 Mythril Swordsdwarves (tier 3+2 due to mythril gear)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf

Actions
>Reproduce (both actions)
>>
Rolled 88 + 10 (1d100 + 10)

>>1002206
Name: Namkha
Color: Pink
Race/Pop: 1151 = 189 Elves(+1.1%) + 430 Satyrs(+7%) + 171 Humans(+5%) + 241 Dryads(+4%)+ 120 Merfolk(+5%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy), (+30 Religion)
Hexes: 11+Dryad Duchy(4)
Trade: Manmush: building materials and herbal embassy.

>Improve Merfolk/Navy training to get better at sinking ships. (+10 Grace)
No Roll

>Search the jungles for new creatures to tame. Preferably big ostriches, giant lizards and/or elk-like creatures.(+10 Grace)
>>
File: Map of My Civ.png (5.43 MB, 4000x2000)
5.43 MB
5.43 MB PNG
Rolled 80 (1d100)

>>1002206
Civ: Demon Sex Cult

Leaders: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland), Baron E. von Killmen (Lord of Askak)

Military: Tier 3 Brown Elf Archers, Human Militia, Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi, Mind Control Tieflings, Ninja Incubi

Current Population: 775 Succubi, 775 Incubi, 50 hellhounds, 259 Brown Elf Slaves (68 Tieflings), 1811 Human Slaves (393 Tieflings), 322 Orc Slaves (10 Pacifistic and Pink, 81 Tieflings), 449 goblin slaves (181 Tieflings), 1 Angel

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry (Stone + Clay), Pottery, Prostitution, Kung Fuck, Martial Arts School, Mind Control Magic, Mind Control Magic School, Roads, Irrigation Techniques, Sushi, Pearls, Fishing Nets, Long Range Travel Sailing Ships, Stealth Techniques, Ninja School

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

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village), Askak (large city)

Hexes: 40 (45)

Color: Purple

Turn 32 actions

>Breed! Especially the angel. He fucks many succubus women (rolling)

>My demons go to the humans who have repelled the angels and seek to speak with them, hopefully establishing good relations and trade

>>1002192
Map of my territory

>>1001725
"Thank you foreigners. Many more of my people surely would have perished if those flying creatures had continued to rain their magics down upon me. I have come to this land froma faraway island seeking to better my people and better the world. Tell me. Have you heard the word of the Demon Lord of Sex, Digger Nick?"
>>
Rolled 47, 67, 78, 94 = 286 (4d100)

>>1002206
missed me last turn.

illusion magic research
illusion magic research
illusion magic research
illusion magic research
>>
Rolled 80, 95, 87, 35 = 297 (4d100)

>>1002206
Name:The Decrepit
Capital name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:3100 Giant:51 Blue:150 Red:300
Settlements:Lifeless Forrest(C):840 Mushinlet:660 Moshly:630 Mushry:580

Action:Start making large iron cylinders on wooden wheels, able to hold a nice sized limestone ball
Action:Do a massive requirement for soldiers and colonizer to report to the northern port city.

Action:Using the angles and merfolk from Namkha as guides, start to sail to the north west with the flag ships and 5 war ships
Action:Develop continued cylinders with a small fuse filled with black powder.
>>
>>1002434
>Map of my territory
I'm assuming the triangles are brothels. But what do the 2 pentagons and 2 diamonds represent?
Have any names you want on these places?
Also the black line, a road?
>>
>>1002490
The black line is a road, yes. The pentagons are settlements that started relatively large (130 people to 230) so I marked them with a "more sides" geometrical shape. Diamonds started slightly smaller. The names really don't matter.
>>
File: IMG_20170102_191352.jpg (54 KB, 960x267)
54 KB
54 KB JPG
>>1002206
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Voodoo
>Religion
Gajac & Erdian Worship.
>Population
5013(3372 Lizards, 279 Ork slaves, 709 goblin slaves, 404 human slave, 249 animals)
>Location
Creeping Jungle

>Assets
Pteranodons
Tree sap
Fruit farms (T3)
T3 Holy Army (504 guys) ( I consider the animals I have as part of my army.)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Passive
Curse Research
Project Quetzalcoatlus

Action 1;Construct some colony ships.

Action 2; Begin recruiting orkz and humans into the army.

Also, you forgot my last thread turn results. I rolled for expansion and got a 80.
>>
>>1002206
Name: Republic of Caymoor

Color: Orange

Race: Humans

Location: Caymoor

Pop: 1575 humans

Military: 400 infantry, 300 archers, 100 protection mages

Tech: Anti-Angel Countermeasures and Protection Magic

Equipment: One Holy Magic Nullifier in Caymoor

Action 1:
Establish trade with demons

Action 2:
Develop Ballistas
>>
>>1002234
Rain, you improve upon your elementalists. As your four teachers die of old age, they have been succeeded by their top student in each.
(so you now have the same amount of top teachers but their cap is another two tiers.)
Your training regime adds more spells to the list of competencies.
---
>>1002272
Heodila the Lich, your mana sense improves, now you can sense fairly powerful mages not just big ultra powerful beings or energy sources.
You mess about with the portal technology. So far the poor sods you ordered through sort of don't realllly come back.

---
>>1002309
Lam Therleth, you experience a 10% pop boom and another 10% pop boom, so 22% pop boom this turn.
---
>>1002367
Namkha, your merfolk and navy are improved in training. They are more reliable at sinking ships.
You find some elk and giant lizards and a big ostrich family.
---
>>1002434
TrickQM, your angel fucks a lot of succubi about three half demon half angels are born what the fuck is this even rofl. The repellers of angels are quite alright with demons.
---
>>1002440
You and your illusions can go invis. They still fart though.

And now you can make technicolour illusions.

---
>>1002482
ManMush, your angles and merfolk are guides and stop the getting lost risk. Their progress goes very well.

You make some bitching cylinders with a fuse filled with black powder. The wheels go alright and it's pretty nice.
(woops got wrong turn order kek) Soldier requirement and colonizers doesn't work super well but there is progress. Easy census in future.

---
>>1002660
MG Gajac of Bugunda, you build some colony ships that will be done next turn. You begin getting orks and humans into the army. 50 each for now.

You gained 3 tiles in expansion (remember there was that global event that makes expansion slower and harder)
---
>>1002722
Blisk, you establish trade with demons and develop ballistas you can make them now.

----

Turn 33 here.
>>
>>1002815
Ask the 4 Gods to bring back the previous 4 Masters as elementals.

More enchantment magic.
Gotta get them magic machines to.
>>
>>1002859
>>
Rolled 10 (1d100)

>>1002815
just keep buffing invis, fix the farts(roll)

Make some anti-anti magic ring. Which will make it so anti magic is nullified in a sphere around me.
>>
>>1002859
would need to roll for something like that
>>
Rolled 81 (1d100)

>>1002859
>>1002893
OK kiwi here.
>>
>>1002660
Post your borders my man!
>>
Rolled 72, 91 = 163 (2d100)

>>1002815
Civ: Demon Sex Cult

Leaders: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland), Baron E. von Killmen (Lord of Askak)

Military: Tier 3 Brown Elf Archers, Human Militia, Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi, Mind Control Tieflings, Ninja Incubi

Current Population: 775 Succubi, 775 Incubi, 50 hellhounds, 262 Brown Elf Slaves (69 Tieflings), 1902 Human Slaves (438 Tieflings), 335 Orc Slaves (10 Pacifistic and Pink, 87 Tieflings), 494 goblin slaves (203 Tieflings), 1 Angel, 3 angel/demon hybrids

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry (Stone + Clay), Pottery, Prostitution, Kung Fuck, Martial Arts School, Mind Control Magic, Mind Control Magic School, Roads, Irrigation Techniques, Sushi, Pearls, Fishing Nets, Long Range Travel Sailing Ships, Stealth Techniques, Ninjitsu School

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

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village), Askak (large city)

Hexes: 40 (45)

Color: Purple

Turn 33 actions

>Breed the angel further! (rolling)

>Attempt to settle more of the irrigated desolation (rolling)
>>
Rolled 32, 19 = 51 (2d100)

>>1002815
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking (5 miles), Black Powder, water mining, Weak void attack, Mythril Refining
Arquebus (Semi Reliable)
Religion: Worship of Armok, The blood god
Location: In the Blade Mountains.
Total population is 741 dwarves
The Capital, Uthar Geshud has around 351 dwarves,
The secondary fortress, Laust'olding, has 165 dwarves.
Zèler adur has 42 dwarves, This is an outpost fortress.
Thol arak has 42 dwarves, This is an outpost fortress.
Tokmek ruthösh has 42 dwarves, This is an outpost fortress.
Erlin bërûl has 42 dwarves, This is an outpost fortress.
Nekol nil has 57 dwarves, This is under dan's old land.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2+1), 1 champion (tier 4+2 due to Mythril gear). 20 axes throwers (tier 3+1) 10 dwarf militia (tier 1+1)
10 Dwarf warriors (tier 2+1) 20 Hammerdwarves (bonus against armor) (tier 3+1) 3 void mages (acolytes?) 10 Mythril Swordsdwarves (tier 3+2 due to mythril gear)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf

Actions
>Reproduce (roll)
>Attempt to create a matchlock mechanism for the arquebus (it holds a match and gets put into the powder pan by pulling a lever or trigger) (roll)
>>
Rolled 61, 21 = 82 (2d100)

>>1002815
Name: Namkha
Color: Pink
Race/Pop: 1206 = 191 Elves(+1.1%) + 460 Satyrs(+7%) + 179 Humans(+5%) + 250 Dryads(+4%)+ 126 Merfolk(+5%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy), (+30 Religion)
Hexes: 14+Dryad Duchy(4)

>Expand Territory (+10 Grace)

>Begin training giant lizards as beast of burden. (+10 Grace)
>>
Rolled 84 (1d100)

>>1002815
Leader: Heodila the Lich

Colour: Grey

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

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 7 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards, Mana Sense, Detonating Death Sphere, Repeating Death Arrow

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:16

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 110 Ork soldiers at T4. War boss that conquers tiles every 2 turns

Population: 772 Orks, 198 War Skeletons, 450 Cyntaps, 1,143 humans

Keep improving my mana sense

Also keep trying with the portal, gonna roll for it.
>>
Rolled 98, 28 = 126 (2d100)

>>1002815
Name:The Decrepit
Capital name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:3500 Giant:53 Blue:180 Red:350
Settlements:Lifeless Forrest(C):900 Mushinlet:720 Moshly:700 Mushry:630

Action:Start putting canons on all of our ships, teaching all sailors to load, aim and fire cannons. Start using limestone balls as cannon balls.
Action:Start raising legions of shroom men for deployment, giving them all weapons and training, using a roman style of military training, recruitment and structure.

Have the ships first stop at the home land of Namkha for a trade mission.
>>
Rolled 72, 30 = 102 (2d100)

>>1002815
Name: Brushwood the Nimble
Nation: The Brothers and Sisters of Glyphwood Forest
Location: Glyphwood Forest
Race: Half Elves
Pop: 1500
Tech: Communications with Animals.
Religion: Worshipers of Obad-Hai, the god of Nature, Hunting, Woodlands, and Beasts.
Color: Poop Green
History: Everybody needs a home, even when you've already got two of them. Founded on the feeling of not being welcome among Humans or Elves, this Half-Elf nation has become a sanctuary of sorts for the mixed breeds of stout men and sharp eared forest dwellers. While peaceful to most, they don't care much for intruders. More focused on communing with nature and the plants and beasts that live in it.

>Returning from his meeting with the Alpha Brushwood isn't happy to see a lot of bruised and annoyed Half-Elves, and probably the shoddiest tree-houses he's ever seen.

>Action 1: Brushwood himself oversees development of the treehouses from now on
>Action 2: The Half-Elves begin planting down crops for the upcoming season, mostly potatoes, carrots, and beans.
(Trying to remember if this is my correct trip or not, it didn't autosave for some reason and I had a stupid code.)
>>
>>1002859
Okay Rain, you managed to bring them back as extremely autistic elementals in their respective specialty.
You make a little more progress with magic machines. Will take 30 turns of at least one action before you get the basic machine.

---
>>1002883
Dan the Necroman, your farts got worse. Every 30 seconds fart noises from your illusions happen.
You start researching anti anti magic. Will take a while.

---
>>1002979
TrickQM, you get another couple of demangels and you do some really good settling. 300 people move into three of those tiles, spreading out as farmers and sand eaters nomnomnom.

---
>>1002988
Lam Therleth, 3% pop growth this round.
You made no progress in arquebus.

---
>>1002991
Namkha, you expanded a couple of tiles. But you fail at training.
---
>>1002994
Heodila the Lich, you are able to recognize weaker mages.
You make more progress with the portal. One of your hamsters comes back gibbering from wherever the person came from.

---
>>1003343
ManMush, you put in place your utterly shite cannons (99% failure rate). Limestone balls break instantly and you're losing population due to them killing themselves with falling apart and blowing up cannons. But at least you managed to perfectly get them set up on the ships.

You raise some legion shrooms. Remember they are tiny little thangs.

---
>>1003775
Brushwood, you oversee treehouse development personally. They are vastly improved treehouses.
You start making a variety of crops.
>>
>>1003901
>sand eaters

What the fuck?
>>
Rolled 91, 86 = 177 (2d100)

>>1003901
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking (5 miles), Black Powder, water mining, Weak void attack, Mythril Refining
Arquebus (Semi Reliable)
Religion: Worship of Armok, The blood god
Location: In the Blade Mountains.
Total population is 763 dwarves
The Capital, Uthar Geshud has around 362 dwarves,
The secondary fortress, Laust'olding, has 170 dwarves.
Zèler adur has 43 dwarves, This is an outpost fortress.
Thol arak has 43 dwarves, This is an outpost fortress.
Tokmek ruthösh has 43 dwarves, This is an outpost fortress.
Erlin bërûl has 43 dwarves, This is an outpost fortress.
Nekol nil has 59 dwarves, This is under dan's old land.
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 40 town guard (tier 2+1), 1 champion (tier 4+2 due to Mythril gear). 20 axes throwers (tier 3+1) 10 dwarf militia (tier 1+1)
10 Dwarf warriors (tier 2+1) 20 Hammerdwarves (bonus against armor) (tier 3+1) 3 void mages (acolytes?) 10 Mythril Swordsdwarves (tier 3+2 due to mythril gear)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf

Actions
>Attempt to create a matchlock mechanism for the arquebus (it holds a match and gets put into the powder pan by pulling a lever or trigger) (roll)
>Reproduce (roll)
>>
Rolled 65, 72 = 137 (2d100)

>>1003901
Name:The Decrepit
Capital name:The lifeless forest.
Race:Mushroom people and Undead
Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
Location:Mawry Forrest.
Population:3800 Giant:55 Blue:210 Red:400
Settlements:Lifeless Forrest(C):960 Mushinlet:780 Moshly:760 Mushry:680

Action:Improve our cannons, reinforcing the barrel with thicker iron, switch to making the cannon balls out of cast iron.
Action:Breed into our shrooms to make them bigger than humans, broader shoulders and generally stronger.

Passive:Land on Conny island, starting trade with the people of Namkha, giving them some shroom spores for other items and shit
>>
Rolled 9 (1d100)

>>1003901
Leader: Heodila the Lich

Colour: Grey

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

Tech learnt: Necromancy can raise 8 skeletons a turn at toddler level intelligence, Deathbolt, able to kill 7 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards, Mana Sense, Detonating Death Sphere, Repeating Death Arrow

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:18

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 510 Ork soldiers at T4. War boss that conquers tiles every 2 turns

Population: 804 Orks, 206 War Skeletons, 473 Cyntaps, 1,184 humans

Keep trying with the portal to explore other dimensions, no doubt we can eventually get someone to come back sane. Rolling for it

Improve my skeletons to be smarter and better. Maybe if we send a skeleton through the portal they wont be negatively affected. Also so their generally better at doing stuff.
>>
Rolled 99 (1d100)

>>1003901
Civ: Demon Sex Cult

Leaders: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland), Baron E. von Killmen (Lord of Askak)

Military: Tier 3 Brown Elf Archers, Human Militia, Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi, Mind Control Tieflings, Ninja Incubi

Current Population: 775 Succubi, 775 Incubi, 50 hellhounds, 265 Brown Elf Slaves (70 Tieflings), 1997 Human Slaves (485 Tieflings), 348 Orc Slaves (10 Pacifistic and Pink, 93 Tieflings), 543 goblin slaves (227 Tieflings), 1 Angel, 6 angel/demon hybrids

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry (Stone + Clay), Pottery, Prostitution, Kung Fuck, Martial Arts School, Mind Control Magic, Mind Control Magic School, Roads, Irrigation Techniques, Sushi, Pearls, Fishing Nets, Long Range Travel Sailing Ships, Stealth Techniques, Ninjitsu School

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

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village), Askak (large city)

Hexes: 43 (48)

Color: Purple

Turn 34 actions

>Search the desolation for precious resources (rolling)

>Harvest medicinal plants from the nearby forests
>>
Rolled 91, 35 = 126 (2d100)

>>1003901
Name: Brushwood the Nimble
Nation: The Brothers and Sisters of Glyphwood Forest
Location: Glyphwood Forest
Race: Half Elves
Pop: 1500
Tech: Communications with Animals.
Religion: Worshipers of Obad-Hai, the god of Nature, Hunting, Woodlands, and Beasts.
Color: Poop Green
History: Everybody needs a home, even when you've already got two of them. Founded on the feeling of not being welcome among Humans or Elves, this Half-Elf nation has become a sanctuary of sorts for the mixed breeds of stout men and sharp eared forest dwellers. While peaceful to most, they don't care much for intruders. More focused on communing with nature and the plants and beasts that live in it.

>With the treehouses no in much better condition and the crops for the next harvest planted, Brushwood looks to the younger members of his Nation and decide it is time to start training them in the way of the bow.

>Action 1: Brushwood, and his most talented archers oversee the training of the young Half-Elves, teaching them how to use a bow.
>Action 2: At the same time the tinkerers and engineers start to work on ways of developing better bows.
>>
>>1003901

>>1002206 #
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Voodoo
>Religion
Gajac & Erdian Worship.
>Population
5859(3978 Lizards, 302 Ork slaves, 858 goblin slaves, 446 human slave, 275 animals)
>Location
Creeping Jungle

>Assets
Pteranodons
Tree sap
Fruit farms (T3)
T3 Holy Army (629 guys) ( I consider the animals I have as part of my army.)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Passive
Curse Research
Project Quetzalcoatlus

Making up for missed turn

Action 1; Colonize pic related, the small strip connecting the 2 continents. Name it Panamos
Action 2; Start looking for a stronger corporal body for Gajac
Action 4; Start making superior weaponry with our sap.
Action 5; Start the slave trade! Any NPC or PC nation can buy slaves now!
>>
Rolled 50+10, 50+30

>>1003901
Name: Namkha
Color: Pink
Race/Pop: 1265 = 193 Elves(+1.1%) + 492 Satyrs(+7%) + 188 Humans(+5%) + 260 Dryads(+4%)+ 132 Merfolk(+5%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy), (+30 Religion)
Hexes: 14+Dryad Duchy(4)

>Try domesticating Lizards again. (+10 Grace)

>Get dryads to practice weaving & animating plants with magic. (+10 Weaving, +10 Arborist, +10 Racial Affinity)
>>
>>1002722
Nigga get on the discord you're going to starve to death if you don't reduce the size of your military or increase the size of your pop.
>>
>>1003901
fix the farting. Both actions.
>>
>>1004038
I'll make you a deal.

>>1003901
Name: Republic of Caymoor

Color: Orange

Race: Humans

Location: Caymoor

Pop: 1650 humans

Military: 400 infantry, 300 archers, 100 protection mages

Tech: Anti-Angel Countermeasures and Protection Magic

Equipment: One Holy Magic Nullifier in Caymoor

Action 1:
Make a deal between myself and the demons. Supplies for my military for the ability to colonize north of Caymoor. I'll also join your religion to make the process easier.

Action 2:
Develop Anti-angel enchantments for my military's weapons.
>>
>>1004051
As long as you shoot anyone who tries to kill me then sure breh I'll feed you all my excess food.

which tiles do I get?
>>
>>1004057
Go take Hystone. I'll cover you from angel bullshit if they try to intercede.
>>
>>1004064
>>1004057
Both of ya'll just stay off mah' lawn.
>>
>>1004067
post borders
>>
>>1004067
I have no idea where you are.
>>
>>1004057
>>1004064
Stay away from my land, we dwarves don't take kindly to trespassers
>>
>>1004155
That's not your land.
>>
>>1004155
Talking about the mountains and immediate area of them
>>
>>1004163
Considering that the town markers an stuff have no actual significance, Is there any real reason that you need to take that land in particular?
Could you not do just as well filling up the plains between you and Gajac ?
And/or the island directly north by the Dead Yetis and the Fortress of the Horrendous?
And/or the Cotat Vale, Kuli Heath and Llaughy, just a bit north of Hystone and Caymoor?

Just saiyan, there's plenty of places to expand nearby and you don't gain anything special by taking that specific spot.
>>
>>1007462
Fluff/Lore/Thematics
>>
>>1008063
>Fluff/Lore/Thematics
Is it worth starting a massive war over tho?
>>
>>1008456

That depends.

Are you going to start a war over me taking one tile?

Is it worth a massive war?
>>
>>1008887
*I'm* not.
But it does make me concerned over what you plan to do after you take "just one tile."
And what else are you willing to do in the name of "Fluff"?
Dat slippery slope is slippery.

As long as you don't start any aggressive land-grabbing in my backyard, I'm content.
>>
Sorry for being a cunt and not running this during my days off. Gonna get out a few updates today though.

>>1003903
just idiots who like eating sand
--
>>1003920
Lam Therleth, you manage to make a very fragile and unreliable matchlock mechanism. You also have a 10% growth this turn.

---
>>1003932
ManMush, you manage to improve the barrel with thicker iron, and use cast iron balls. 3% reliability. However the balls don't fire very far due to lack of improvement in gunpowder or increase in amount.
You breed your shrooms so that they increase in size and strength. They are still manlet size though.
trade with namkha as ye each desire
---
>>1003953
Heodila the Lich, the portal glows for a few hours and when you push your human Guinea pigs through it they don't come back.

Your skeletons have a breakthrough and some of them are clever. One of them thrown through the portal doesn't come back.

---
>>1004013
TrickQM, you find some very precious resources. You find a place where you get 4 earth gems a turn.
You harvest medicinal plants. They do good things for your people.
---
>>1004014
Brushwood, you're amazing at training and archery. The young half elves are top notch.

No real progress with better bows, though it is progressing.
---
>>1004020
Moon God Gajac, you get Panamos. Cute land.
You get a stronger corporal body. It's a black man.
You use sap on your weapons and the harden sap makes your spears be extremely sharp for the first few hits, giving a charge bonus.
Slave trade has been started.

---
>>1004037
Namkha, you domesticate the lizards successfully. Your dryads do that and it goes well.
---
>>1004051
Fucking classic Blisk, just allying with demons for food. That shit goes well though. Your military gets better anti angel enchantments. Angels dont' get as strong a healing factor.

---
>>
Turn 35 here
>>
>>1012520
>Name:The Decrepit
>Capital name:The lifeless forest.
>Race:Mushroom people and Undead
>Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
>Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
>Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
>Location:Mawry Forrest.
>Population:4100 Giant:60 Blue:250 Red:460
>Settlements:Lifeless Forrest(C):1020 Mushinlet:820 Moshly:800 Mushry:730

Action:Try to make more more powerful black powder, the goal being to get the biggest boom with the least amount of powder.
Action:Start a mathematics school to learn about geometry, angles, coordinates and creating a system like the American imperial system.

Passive:Encourage more people to join the navy then the army and try to improve our timber to build better ships.
>>
Rolled 35, 37 = 72 (2d100)

>>1012554

Civ: Demon Sex Cult

Leaders: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland), Baron E. von Killmen (Lord of Askak)

Military: Tier 3 Brown Elf Archers, Human Militia, Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi, Mind Control Tieflings, Ninja Incubi

Current Population: 775 Succubi, 775 Incubi, 50 hellhounds, 268 Brown Elf Slaves (71 Tieflings), 2097 Human Slaves (535 Tieflings), 362 Orc Slaves (10 Pacifistic and Pink, 100 Tieflings), 597 goblin slaves (254 Tieflings), 1 Angel, 6 angel/demon hybrids

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry (Stone + Clay), Pottery, Prostitution, Kung Fuck, Martial Arts School, Mind Control Magic, Mind Control Magic School, Roads, Irrigation Techniques, Sushi, Pearls, Fishing Nets, Long Range Travel Sailing Ships, Stealth Techniques, Ninjitsu School, Medicinal Plants, 4 earth gems

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

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village), Askak (large city)

Hexes: 43 (48)

Color: Purple

Turn 35 actions

>Human Tieflings attempt to learn sand bending magic (rolling)

>Have my people attempt to convert the people of Hystone to my religion (rolling)
>>
Rolled 82, 32 = 114 (2d100)

>>1012554
>>
>>1012554
Use enchanting to Imbue clothes, stones , jewelry etc. With elemental affinity so they can be used as focuses to help enhance magic.


Continue magic machines
>>
>>1012520
Oh and because I missed a turn.

>Build a dedicated lab for research into magic and magic objects to help speed up research.

>Continue magic machines.
>>
>>1012554
Leader: Heodila the Lich

Colour: Grey

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

Tech learnt: Necromancy can raise 8 skeletons a turn that are clever, Deathbolt, able to kill 7 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards, Mana Sense, Detonating Death Sphere, Repeating Death Arrow

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:20

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 510 Ork soldiers at T4. War boss that conquers tiles every 2 turns

Population: 836 Orks, 214 War Skeletons, 490 Cyntaps, 1,243 humans

Alright, lets see if I can put multiple skeletons together into a single bone golem so I can learn how. Then promptly toss it through the portal for SCIENCE and see if it comes back intact.

See what happens if I make a staff out of death gems for a arcane focus. And no, I dont mean encrusting something for those temporary boosts. I mean make the WHOLE thing out of them melt them down for the mold.
>>
>>1012557
ManMush, you improve upon your black powder quite a bit more, so your balls can leave the cannon now.

A standard of distances, directions and shapes has been made. Quite basic and will be completed in 15 years.
Navy increases and better ships due to better timber.
---
>>1012563
TrickQM, sand bending doesn't get mastered. However the human tieflings can now work with half a dozen sand pieces rather than only one of them at a time.
the people of Hystone are quite resilient, but some progress is made.
---
>>1012577
Rain, you can imbue those things in order to make clothes that give mild boosts to magic. However for some strange reason looking at you, skyrim enchantment potions blacksmithing combo enchanting can't be boosted by the items.
Magic machines make their steady improvement.

---
>>1012655
Heodila the Lich, The conglomeration of skeletons does not come back.

You spend 10 gems, melting them down and then together to make a Death Staff.
It is successful. The item boosts death magic and helps refine spells, basically rises the user a tier in death magic.

----

turn 36 here. anyone who is late feel free to catch up.
>>
Rolled 16, 42 = 58 (2d100)

>>1012863
Civ: Demon Sex Cult

Leaders: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland), Baron E. von Killmen (Lord of Askak)

Military: Tier 3 Brown Elf Archers, Human Militia, Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi, Mind Control Tieflings, Ninja Incubi

Current Population: 775 Succubi, 775 Incubi, 50 hellhounds, 271 Brown Elf Slaves (72 Tieflings), 2202 Human Slaves (587 Tieflings), 376 Orc Slaves (10 Pacifistic and Pink, 107 Tieflings), 657 goblin slaves (284 Tieflings), 1 Angel, 6 angel/demon hybrids

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry (Stone + Clay), Pottery, Prostitution, Kung Fuck, Martial Arts School, Mind Control Magic, Mind Control Magic School, Roads, Irrigation Techniques, Sushi, Pearls, Fishing Nets, Long Range Travel Sailing Ships, Stealth Techniques, Ninjitsu School, Medicinal Plants, 4 earth gems

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

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village), Askak (large city)

Hexes: 43 (48)

Color: Purple

Turn 36 actions

>Human Tieflings attempt to learn sand bending magic (rolling)

>Have my people attempt to convert the people of Hystone to my religion (rolling)

2nd verse, same as the first
>>
>>1012863
make sewers and toilets and a sewer system in my citadel using architecture magic

and continue magic machines
>>
Rolled 99, 41 = 140 (2d100)

>>1012863

>Name:The Decrepit
>Capital name:The lifeless forest.
>Race:Mushroom people and Undead
>Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
>Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
>Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
>Location:Mawry Forrest.
>Population:4600 Giant:60 Blue:250 Red:460
>Settlements:Lifeless Forrest(C):1220 Mushinlet:900 Moshly:850 Mushry:750

Action:Improve my ports more, making ship production even better and faster, making 6 new flag ships, 2 for each armada.
Action:Add rifling to cannon barrel, improve black powder again and craft better cannon balls so make a good seal to make the explosion force the ball out further.
Passive:Plant tree shrooms all along the coast and out side of the ports to make living watch towers and start slowly replacing wooden buildings in the capital with stone.
>>
>>1012863
Leader: Heodila the Lich

Colour: Grey

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

Tech learnt: Necromancy can raise 10 skeletons a turn that are clever, Deathbolt, able to kill 10 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards, Mana Sense, Detonating Death Sphere, Repeating Death Arrow, Bone Golems

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:12

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 510 Ork soldiers at T4. War boss that conquers tiles every 2 turns, death staff, increases my power in everything death related

Population: 873 Orks, 224 War Skeletons, 515 Cyntaps, 1,286 humans

Alright, clearly I need to see whats up in that portal. I wont go in of course. See if I can make a link between the skulls of skeletons so if need be I can select a skeleton and see through their eyes. Then send a skeleton in.

Alright, I still have 12 gems left for making cool stuff. This time lets make a death crown and see what happens with my magic, also since I'm king of my place for the /aesthetics/
>>
Rolled 50+20, 50+10, 50+20, 50+10

>>1012863
Name: Namkha
Color: Pink
Race/Pop: 1265 = 193 Elves(+1.1%) + 492 Satyrs(+7%) + 188 Humans(+5%) + 260 Dryads(+4%)+ 132 Merfolk(+5%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy), (+30 Religion)
Hexes: 16+Dryad Duchy(4)

Turn 35:
>Weave light catapults from strong & springy rattan. (+10 Weaving, +10 Grace)

>Train Artillery troops to be more accurate with ballista and catapults. (+10 Grace)

Turn 36
>Search the forest for poisonous herbs to improve hunting and stuff. (+10 Herbalism, +10 Grace)

>Make tougher armor from gator hide and sea turtle shells. (+10 Grace)
>>
>>1012908
TrickQM your Human tieflings choke on some sand. They survive.
The hystone people are resilient agaisnt demonic religion, but are slowly caving.
---
>>1012961
You make the best god damned sewers and toilets and sewer system that anyone has.
More magic machine progress

---
>>1012971
ManMush, your ports are dramatically improved. your ship production is 4 a turn and your armada is being built (those 6 ships are built).
Rifling has been added though it's not really workiing much atm.

---
>>1013056
Heodila the Lich, you make a very light link between yourself and some skeleskulls. All that you see is darkness then a huge flash of flame.
You make a death crown. It gives you the ability to summon 10 skeletons a turn in addition to your previous skeleresing.
(your gem hoard is exhausted for now)
---
>>1013358
Namkha, you make light catapults, you train the artillery troops, and youfind poisonous herbs, and improve armour via gator hide and sea turtle shells.
if the other guys can get f16s then I will be nice to you with these quite reasonable actions.

---

Turn 37 here
>>
>>1013368
Leader: Heodila the Lich

Colour: Grey

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

Tech learnt: Necromancy can raise 10 skeletons a turn that are clever, Deathbolt, able to kill 10 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards, Mana Sense, Detonating Death Sphere, Repeating Death Arrow, Bone Golems, weak visual link between skeletons

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:2

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 510 Ork soldiers at T4. War boss that conquers tiles every 2 turns, death staff, increases my power in everything death related, Death Crown, adds 10 skeletons a turn extra to be raised

Population: 919 Orks, 244 War Skeletons, 534 Cyntaps, 1,339 humans

Alright, some shits up in there and I have the sneaking suspicion its a dragon. My wards are already decent but lets make them even better to withstand more damage. Soon I'll act again in there once I finish my preparations.

Dig deeper in the death gem mine for improved output. I NEED ALL THE DEATH GEMS AND DEATH ACCESSORIES!
>>
Rolled 50+20, 50+10

>>1013368
Name: Namkha
Color: Pink
Race/Pop: 1265 = 193 Elves(+1.1%) + 492 Satyrs(+7%) + 188 Humans(+5%) + 260 Dryads(+4%)+ 132 Merfolk(+5%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy), (+30 Religion)
Hexes: 16+Dryad Duchy(4)

>Weave saddles/harnesses and mount ballista and catapults on the backs of my big lizards and train riders. (+10 Weaving, +10 Grace)

>use improved armor on my leopards and lizards. (+10 Grace)
>>
>>1013368
You missed me the last 3 turns. I did illusion magic the entire three turns though so I guess it doesn't matter much. Also can you tell me what level of illusion magic I have? And start going by the general tier ranking instead of specific new things.

Replacement Actions
>illusion magic
>illusion magic
>illusion magic
>illusion magic
>illusion magic
>illusion magic
>>
>>1013492
you are tier 5 illusion and tier 4 death
>>
Rolled 93, 90 = 183 (2d100)

>>1013368
>Name:The Decrepit
>Capital name:The lifeless forest.
>Race:Mushroom people and Undead
>Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
>Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
>Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
>Location:Mawry Forrest.
>Population:5100 Giant:65 Blue:310 Red:520
>Settlements:Lifeless Forrest(C):1500 Mushinlet:1000 Moshly:910 Mushry:810

Action:Keep improving black powder, making long cannons that can fire a big shot for ships and smaller skinnier cannons to fire smaller shots.
Action:Go back to improving our mine and our forage. Our mine to find harder metals to make things out of and improve the forage to make it easier to melt out the impurities from the iron.
Passive:Start slowing making more constructs one at a time, making the one we already have into a rune mage.
>>
Rolled 95, 63 = 158 (2d100)

>>1013368
Civ: Demon Sex Cult

Leaders: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland), Baron E. von Killmen (Lord of Askak)

Military: Tier 3 Brown Elf Archers, Human Militia, Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi, Mind Control Tieflings, Ninja Incubi

Current Population: 775 Succubi, 775 Incubi, 50 hellhounds, 274 Brown Elf Slaves (73 Tieflings), 2312 Human Slaves (642 Tieflings), 391 Orc Slaves (10 Pacifistic and Pink, 114 Tieflings), 723 goblin slaves (317 Tieflings), 1 Angel, 6 angel/demon hybrids

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry (Stone + Clay), Pottery, Prostitution, Kung Fuck, Martial Arts School, Mind Control Magic, Mind Control Magic School, Roads, Irrigation Techniques, Sushi, Pearls, Fishing Nets, Long Range Travel Sailing Ships, Stealth Techniques, Ninjitsu School, Medicinal Plants, 4 earth gems

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

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village), Askak (large city)

Hexes: 43 (48)

Color: Purple

Turn 37 actions

>Human Tieflings attempt to learn sand bending magic (rolling)

>Have my people attempt to convert the people of Hystone to my religion (rolling)

Don't stop, won't stop.
>>
>>1001082

Name (trip/namefag yourself): Kameande

Civ Name: Tangaroa

Colour: Light Blue

Race:

Tech learnt: Waka Canoe (Allows for cheap ocean crossings and overseas colonization), Island Colonization (Allows for effective colonization of small islands)

Religion: Worship of two main deities, Pele, the god of volcanoes, warfare and island formation, and Lana'a, the god of seas, science, and exploration.

Starting Location: Northwestern Islands, settlement name: Lono'omande
>>
suprise update before I go to bed
>>1013428
Heodila the Lich you improve your wards so that they can handle fire better.
You dig and search for more death gems in your death gem mine. You improve output by one every two years.

---
>>1013445
Namkha, you make some bitchin' saddles, and you You are doing some March Upcountry shit aren't you? damn it are able to put ballista on the big lizards. Accuracy is left to be desired though.
You make better armour for your leopards and lizards.
---
>>1013492
Dan the Necroman, yes. >>1013493
---
>>1013497
ManMush, your black powder has been found to be much more effective. You can fire big shot with more power, but reliability is still to be desired.
Your mine is improved, making the quality back to how it was when the veins were better. Your forges are made hotter and added a new purity method to make better iron.please note that impurities are what make iron stronger, it depends on the impurity. look at damascus steel rune mage is slowly being made
---
>>1013804
TrickQM, your Human Tieflings are able to sand bend small handfuls now.
Your conversion makes more progress. They still are more than half unconverted.
---
>>1013919
Keamande, welcome.
You have a history of colonizing small islands. Wherever there are islands smaller than a tile, you already have a population of 100 there as allies who will join you when asked to.

Great to have a pacifica inspired nation.
>>
Rolled 21, 20 = 41 (2d100)

>>1013928
Name: Kameande
Civ Name: Tangaroa
Color: Light Blue
Race: Islander
Tech: Waka Canoe, Island Colonization
Population:1500 Islanders

>>1013928
I was thinking more like my civ could use small islands more effectively than others, but that's good too.
Anyhow, I assume I have two actions?

Long have our people prayed to our goddess, Pele!
She is the destroyer of life, as well as it's harbringer, although it is her firery wrath that has the power to take life, that same wrath can birth new islands in the world, thereby bringing life!
It is the desire of our people to harness to raw potential, that we may create more islands so that more of our people may be birthed into this world!
(Attempt to use Kahuna Priest to discover volcanic stimulation, to make new islands)

As our Kahunas take this incredible endeavor upon themselves, it is instrumental that we expand southwards, towards the sea of lope.
>>
File: Lizard-artillery-march.jpg (222 KB, 939x675)
222 KB
222 KB JPG
Rolled 50+20, 50+10

>>1013928
Name: Namkha
Color: Pink
Race/Pop: 1538 = 201 Elves(+1.1%) + 644 Satyrs(+7%) + 228 Humans(+5%) + 304 Dryads(+4%)+ 161 Merfolk(+5%)
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy), (+30 Religion)
Hexes: 16+Dryad Duchy(4)

>Send an boat envoy to Barad Mama (Just south of Drachtma) to see who/what/if anything lives there. (+10 Diplomacy, +10 Grace)

>Search the island marshes for tar pits and begin harvesting pitch. (+10 Grace)

Never heard of it until now, but yeah basically the same. pic related was my inspiration.
>>
>>1013928
Leader: Heodila the Lich

Colour: Grey

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

Tech learnt: Necromancy can raise 10 skeletons a turn that are clever, Deathbolt, able to kill 10 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards, Mana Sense, Detonating Death Sphere, Repeating Death Arrow, Bone Golems, weak visual link between skeletons

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:5

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 510 Ork soldiers at T4. War boss that conquers tiles every 2 turns, death staff, increases my power in everything death related, Death Crown, adds 10 skeletons a turn extra to be raised

Population: 963 Orks, 264 War Skeletons, 560 Cyntaps, 1,387 humans


Alright, in the seige workshop start construction of Ballistas that can be easily wheeled around.

Refine my visual skeleton link to be better so I can actually see whats going on. Then send a skeleton in the portal holding a torch.
>>
Has anyone claimed Tistow? If not then that's where I choose to start.
>>
Rolled 50, 64 = 114 (2d100)

>>1013928
>Name:The Decrepit
>Capital name:The lifeless forest.
>Race:Mushroom people and Undead
>Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
>Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
>Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
>Location:Mawry Forrest.
>Population:5600 Giant:71 Blue:380 Red:600
>Settlements:Lifeless Forrest(C):1650 Mushinlet:1110 Moshly:1010 Mushry:920

Action:Now with a great forge and great supply of metals, start making casting mold for all of weapons, cannons and armor, making the process of arming and producing very much easier, also making any and everything identical.
Action:Gather as many setter as we can sending them far to the east to settle a new town on the coast north of the big lake and southern coast of the smaller lake, than just expand in all directions.
Passive:Some mushroom men started to make wood with wires on them, plucking them made some nice notes, so some have started to study this.
>Music! I want my shroom to be able to play psycho killer at one point.
>>
File: Nationquest Turn 38 Map.png (5.5 MB, 4000x2000)
5.5 MB
5.5 MB PNG
New Map: now more confusing and harder to read.

>>1015606
I don't think so. I penciled you in this map at Tistow. Also you don't have to start at a city marker. Those are just randomly generated things that don't have any actual significance.
It's a rough map, so go ahead and get a clean map from the past thread's OP to draw in the five tiles you want.
>>
>>1014067
The Mushroom men in the three flag ships docked at Conny island, at first they were a little unsettled to not be around plants, shroomish architecture and by just the diverse life forms surround them. But as the time wore on they found them self growing comfortable with their new friends in the west, they waited by the shore until the leader of the city decided to approach them, the Mushrooms greeted them warmly inviting them onto their ship to discuss deals. "We would like to offer around 100 normal shroom men and 50 blue shrooms to start your own mushroom farms. But for this we would like those massive lizards, some of the wicker catapults and ballistas if possible. But for doing such and generous deal, we would like to extend an official hand of friendship, calling you and your people our friends. Promising to protect, trade and support you whenever you need." The Admiral of the small trading/colonizing expedition extends his mushy hand out to yours, awaiting your response.
>>
>>1013368
>Turn 37
Try to improve on the magic boosting clothes.

More magic machines
>>1013928
>Turn 38
Magic machines

Train elemental mages.
>>
File: 1482642146655.png (5.42 MB, 4000x2000)
5.42 MB
5.42 MB PNG
Civ: Shadow Walkers

Leaders: Otar the Strong Chieftan of the Shadow Walkers and High Priestess Shalarah of the Shadow Whisperers

Military: The Shadow Walkers (???) Shadows Warriors (???)
Current Population: Humans(800) and 300 Drow and (400) miscellaneous members of every known race.

Civilization Specialties: Shadow Magic, Espionage

Location: Five tiles from glacier to river mouth. As the fjord runs north, it's always in shadow. Their Holy Ground is wherever shadows fall.

Settlements: Valley of Shadow: String of cities and terraced gardens carved into the fjord walls of the glacial river flowing from the Shizdushaz Glacier, to the recently founded coastal city of Barasea (keeping original name for ease)

Hexes: 5

Color: Blue
>>
IDK if i've taken too many liberties:

background

The founder, and unnaturally long lived human who was once a paladin for a god no longer worshiped, of a people lost to war and famine. His cohort and co-ruler was once a drow priestess. Otar and his warriors fell upon the drow city in ancient times. In the ensuing battle, in which the demon spider herself was banished and her alter destroyed, the paladins unwittingly fell from grace, because it's apparently an unspoken rule among deific beings not to break altars or banish entities from within their inner sanctums.

Human paladins and drow clerics and warriors found themselves abandoned by their deities and stuck in a stuck in a pocket shadow dimension where Lloth's Inner Sanctum had lain in the shadows of the Shizdushaz Peaks. The survivors found themselves ejected back onto a different Prime Material plane in the caverns where the Shizdushaz river forms at the head of the Shizdushaz Fjord. Less than a hundred in number, they settled there and began developing a society and culture not beholding to capricious divine beings. They spend their years in solitude mastering the shadows and the magics that move within them and their martial arts are the national passtime, it is the goal of the movement to liberate the oppressed, everywhere, regardless of species.

Our civilization has remained in hiding until turn 37. Our shadow warriors are masters of disguise and dialect and language. They have moved unseen through other civilizations for hundreds of years. At the annual council meeting it was decided to make ourselves known to the world.

Until now, internal growth was from breeding and shadow recruitment. During a shadow recruitment our priestesses use their clairvoyance to seek out individuals who are of basic good nature, regardless of their species of origin, and they reach out to them through the shadows. If the individual at the other end is of good heart, the Shadow Walkers can establish a portal, and bring them into the Valley of Shadows where they are free to live their lives liberated by from their past. It's rumored that there are among others, giants, trolls, ogres, a cyclops and it's rumored that even a red dragon has chosen to slumber in peace somewhere along the fjord where one of it's hot springs empty into the river.
>>
Civ: Shadow Walkers

Leaders: Otar the Strong Chieftan of the Shadow Walkers and High Priestess Shalarah of the Shadow Whisperers

Military: The Shadow Walkers (200) Shadows Warriors (800)
Current Population: Humans(800) and 300 Drow and (400) miscellaneous members of every known race.

Civilization Specialties: Shadow Magic, Espionage

Location: Five tiles from glacier to river mouth. As the fjord runs north, it's always in shadow. Their Holy Ground is wherever shadows fall.

Settlements: Valley of Shadow: String of cities and terraced gardens carved into the fjord walls of the glacial river flowing from the Shizdushaz Glacier, to the recently founded coastal city of Barasea (keeping original name for ease)

Hexes: 5

Color: Blue

Turn 38 actions:

First: relying on clairvoyant use of shadow magic, observe the successes and failures of other players and design swift, coastal trade ships which due to shadow magics, move even faster under cover of night and the drow night captains.

turn 2: scout surrounding hexes to determine what our trade resources are and who our un-kingdomed neighbors may be.

Need to establish numbers Shadow Warriors at which tier levels, I'd like higher tier level SW to have paladinesque healing/evil detection eventually. What shadow magic my priestess class has. Some form of clairvoyance/audience is needed for the "religion's plotline" but it only functions on potential Believers. We will have to improve on this for better espionage. Let me know what you can about the magic aspect.
>>
>>1016837
>>1016873
>>1017003
The amount of liberties doesn't matter when you bring so much lore and stuff into the game.
So much writing it's glorious.
You got all the stuff in the lore.

Fricking top tier I must say. :)
>>
Rolled 46, 99 = 145 (2d100)

>>1013928
Civ: Demon Sex Cult

Leaders: Qyrryss (High Priestess Succubus), Greater Demon Lord (King of Gobland), Baron E. von Killmen (Lord of Askak)

Military: Tier 3 Brown Elf Archers, Human Militia, Elite Orc Bodyguards, Goblin Spear Ponalry, Kung Fuck Incubi, Mind Control Tieflings, Ninja Incubi, Sandbender Tieflings

Current Population: 775 Succubi, 775 Incubi, 50 hellhounds, 277 Brown Elf Slaves (74 Tieflings), 2428 Human Slaves (700 Tieflings), 407 Orc Slaves (10 Pacifistic and Pink, 122 Tieflings), 795 goblin slaves (353 Tieflings), 1 Angel, 6 angel/demon hybrids

Civilization Stuff: Fishing Ships, Ritualistic Sex, Wooden Housing, Bows + Stone Arrows, Stone Spears, Aphrodisiacs, Game Hunting, Farms (Expanded), Opals, Weird Monkeys + Small Horse Things + Snakes, Sacrificial Altar, Knowledge of Blood + Cannibalism + Sacrifice, Quarry (Stone + Clay), Pottery, Prostitution, Kung Fuck, Martial Arts School, Mind Control Magic, Mind Control Magic School, Roads, Irrigation Techniques, Sushi, Pearls, Fishing Nets, Long Range Travel Sailing Ships, Stealth Techniques, Ninjitsu School, Medicinal Plants, 4 earth gems

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

Location: Shrine of Eternal Night

Settlements: Shrine of Eternal Night (Capital) [Wooden fortifications], Cave system (Natural Lodgings), Brown Elf Housing (Small Wooden Village), Shitskin Shacks and Huts (Large Thatch Settlement), Various Oasis Brothels (Tiny stone hamlets), Goblin Fiefdom (Large Wooden Village), Askak (large city)

Hexes: 43 (48)

Color: Purple

Turn 38 actions

>Human Tieflings attempt to master sand bending magic (rolling)

>Have my people attempt to convert the people of Hystone to my religion (rolling)

This civ sucks.
>>
>>1017653
Similarities attract.
:^)
>>
>>1014022
Kameande, Kahuna was unable to stimulate volcanos, or make progress.
Your expansion attempt sadly failed.
---
>>1014067
Namkha, you send a boat envoy to barad mama and chat up anyone you find.
You find tar pits and begin harvesting pitch next turn.
---
Heodila the Lich, you have made wheeled Ballista.
You improve your visual skeleton link to be better. The skeleton holding a torch going through the portal disappears. You see flames engulf the skeletal.
---
>>1015855
ManMush, you start making a fuckload of molds for your stuff. Making the imperfect and unreliable design mass produced. Congrats.

You settle a new town on the coast north of the big lake and southern coast.
Your shrooms play some metal.
---
>>1016837
Otar, with the help of your shadow magic, you design coastal trade ships that move quickly by night with drow captains.
You scout around and find out that you have rare metals that are great for trading, and some giant crabs that make a good food and are not found in other people's lands.
---
>>1017653
TrickQM, your Human Tieflings improve more sand bending.
And your people finally conver the Hystone city with the power of hot lesbians and succubi.
>>
>>1017687

How many people in the city?
>>
>>1017709
800
>>
Rolled 82 + 30 (1d100 + 30)

>>1017687
Name: Namkha
Color: Pink
Race/Pop: 1766 = 203 Elves(+1.1%) + 689 Satyrs(+7%) + 239 Humans(+5%) + 316 Dryads(+4%)+ 169 Merfolk(+5%)+ 100(+12%) Myceloids + 50(+12%) Blue Myceloids
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Namkha’s Grace), (+10 Diplomacy), (+30 Religion)
Hexes: 16+Dryad Duchy(4)

>Take gifts of our finest wares and persuade the dwellers of Barad Mama to join us. (+10 Diplomacy, +10 Grace, +5 Gifts, +5 Satyr's Racial Diplo Bonus)
Rolling for this
Hopefully they're non-human.

>Have our new myceloid citizens establish mycelium fields to plant their spores and to plant gardens of normal edible mushrooms in our forest farms. (+10 Grace, +10 Shroomies know what they're doin)
This doesn't need a roll. (50+20)
>>
>>1017687
Leader: Heodila the Lich

Colour: Grey

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

Tech learnt: Necromancy can raise 10 skeletons a turn that are clever, Deathbolt, able to kill 10 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards, Mana Sense, Detonating Death Sphere, Repeating Death Arrow, Bone Golems, visual link between skeletons, portable ballistas

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:7

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 510 Ork soldiers at T4. War boss that conquers tiles every 2 turns, death staff, increases my power in everything death related, Death Crown, adds 10 skeletons a turn extra to be raised

Population: 1,001 Orks, 284 War Skeletons, 583 Cyntaps, 1,432 humans

IT IS TIME! Send in squadrons of skeletons wheeling in ballistas supporting bone golems into the portal to kill whatever is in there while a single skeleton in each squad holds the ward item to protect the group from the flames. I'll be observing this using my visual link, also the skeletons and bone golems are going to have torches stuck on the back of their armor so the place will be more lit up and I can actually see due to the sheer amount of light sources while their hands would be free to use weapons. Then if they succeed drag its corpse back out the portal for study.

Meanwhile I'll also be working on a new type of research. This portal technology is extremely useful but imagine the possibilitys if teleportation was possible without it! So in turn I will be working on a brand new spell type, spatial. Firstly I'm going to attempt to create a blink spell to start it off so I'll be able capable of short range rapid teleportation. Then I'll go farther and greater in the future when I research more.
>>
Rolled 38, 16 = 54 (2d100)

>>1017687
Name: Kameande
Civ Name: Tangaroa
Color: Light Blue
Race: Islander
Tech: Waka Canoe, Island Colonization
Population:1500 Islanders

Unfortunately, our Kahunas were unable to discover the secrets that Pele so desperately guards, but we are a stubborn people, and we will not rest until the future of our people is assured!
(Another attempt at Volcanic stimulation)

Our failed attempt at expansion highlights our need for more failsafes, the most important being agriculture, it is in our best interest to conduct more research on adapating our most important crop, the Kumara, to small islands.
(Attempt to improve island agriculture)
>>
>>1017922
>these shitty roles
jesus hell
>>
>>1017933
Just take the auto success next turn friend.
>>
Rolled 71, 94 = 165 (2d100)

>>1017687
>>Name:The Decrepit
>>Capital name:The lifeless forest.
>>Race:Mushroom people and Undead
>>Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
>>Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
>>Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
>>Location:Mawry Forrest.
>>Population:5500 Giant:70 Blue:350 Red:550
>>Settlements:Lifeless Forrest(C):1400 Mushinlet:1000 Moshly:800 Mushry:800 Musro:500

Action:Make more constructs, just focus on finishing the rune mage for now.
Action:Replace buildings with stone, replace docks with stone, just upgrade whatever is simple and made of wood to stone.

Passive:Bring back two of the flag ships, but let one keeping going east to see who else we can find.
>>
>>1017687
>>1017687
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Voodoo
>Religion
Gajac & Erdian Worship.
>Population
8057(5413 Lizards, 368 Ork slaves, 1381 goblin slaves, 543 human slave, 352 animals)
>Location
Creeping Jungle

>Assets
Pteranodons
Tree sap
Fruit farms (T3)
T3 Holy Army (629 guys) ( I consider the animals I have as part of my army.)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Passive
Curse Research
Project Quetzalcoatlus

Gotta make up my turns

Action 1; expand in panamos, we need slaves
Action 2; expand in Dan's coast colony, we need slaves

Action 1;Recruit more men
Action 2; recruit more air riders

Action 1;Construct some trade ships
Action 2;Improve my sap

Action 1;Curse update. How's research been?
Action 2; Start making some voodoo spirits to carry out my will. (Roll4this)

And for this turn

Action 1;Start making some voodoo totems and stuff, to boost our voodoo
Action 2; curse research
>>
Rolled 45, 84 = 129 (2d100)

>>1017687
>>1017687
Civ: Shadow Walkers
Leaders: Otar the Strong Chieftan
Military: The Shadow Walkers (200) Shadows Warriors (800)
Current Population: Humans 840
Drow 303
Half-Drow 81
Halflings 45 (farmers)
Dwarves 28 ( smiths, engineers)
Cyclops 4 ( engineers/architects)
Ice Giant 7 (a family of exiles)
Kobolds 56 (stonecutters, messengers,errands, helpers)
Orcs 36 (skilled help in smithys and muscle on the farm)
Goblins 52 (farm help, errand runners)
Bullywugs 33 (at the mouth of the fjiord, fishermen)
Lizardfolk 25 (subterainian caves in the islands at the river mouth)
Draconians 9 (red. Servants and Handmadens of Tegril)
Red Dragon 1 (Tegril the Pacifist currently in a deep sleep)
Treant 6 (have run of the forests alongside the river to the coast)
Centaurs 32 (have run of the forests alongside the river to the coast)
Gnomes 15 (craftsmen, scientists, researchers)
Celestials 3
Strix 7

Civilization Specialties: Shadow Magic, Espionage, Fast Nocturnal Trade Ships,

Location: Five tiles from glacier to river mouth. As the fjord runs north, it's always in shadow. Their Holy Ground is wherever shadows fall.

Settlements: Valley of Shadow: String of villiages and terraced gardens carved into the fjord walls of the glacial river flowing from the Shizdushaz Glacier, to the recently founded coastal city of Barasea (keeping original name for ease). Barasea is populated by humans primarily, and varying numbers of the non human races, depending on who is in town. Citizens move freely throughout the kingdom. The Capitol is two hexes upstream, cut into the cliff face from which the waterfall that is the Barasea River spills over. Half a mile of sheer stone face, into which a thriving city has been cut by dwarven, orc, goblin, kobold, human, ogre, giant and even halfling hands.

Borders are patrolled by fast moving packs of kobolds, centaurs and the skies over the fjord are often patrolled via a celestial by day or a strix by night...

Hexes: 5

Color: Blue

ACTION 1: in anticipation of a population growth, we are going to clear some farmland in the river delta near Barasea, and set our Cyclops, Gnomish, dwarven and human engineers to establishing an irrigated, permaculture farming complex.

ACTION 2: Put together a mastermind group to research shadow magic, and build them a library. research facility.
>>
>>1017687
This >>1016014
And for turn 39
Hold a festival where I'll appoint my son Suun as the new leader inside of the temple of the 4 Gods

And continue magic machines
>>
File: MAP.png (5.5 MB, 4000x2000)
5.5 MB
5.5 MB PNG
outlined my current hexes, what determines border growth?
>>
>>1017852
Namkha, your gifts convince the Barad Marria dwellers to join you as allies.
Your new myceloid citizens plant fields for population increase and also edible mushrooms.
---
>>1017881
Heodila the Lich. You send squadrons of skeletons wheeling in ballistas supported by bone golems through the portal to what would be their deaths if they didn't have fire resistance amulets.
What they see is just endless amounts of fire surrounding them and buffeteting their wards. They decide to fall back after half an hour of finding nothing much.
remember how you got such a garbage roll when adjusting the portal? you changed the place to a realm of fire on a desert floor with a below 10 roll
You create a new spell type: spacial. You are able to blink on the spot for a quarter of a second. No distance yet.

---
>>1017922
Kameande, your volcanic stimulation attempt doesn't work, though you do make a dormant volcano smoke a little.
You don't manage to improve island agriculture.

---
>>1018088
ManMush, you make some more constructs, and are approaching completion of the rune mage.
You replace your shit with stone. it's effective and much tougher and impressive.

---
>>1018637
Vodmus 'Cragdigger' Andarak of Bugunda, you get another couple tiles in panamos and get a couple hundred more slaves. You get another tile in dan's coast colony and get some slaves. You recruit another 40 people and increasse air rider numbers by 20. You build some trade ships. You use your sap a little more effectively so it's not as flamable.
Curses are able to reduce other people's rolls by 20.
Voodoo spirits are fairly strong, though short range.
You make some voodoo totems.

You learn some more curses, like forcing a specific player to roll instead of taking a success.

---
>>1019020
Otar, you expand farmleand in the river delta in the way you said. It will take another turn to completion. 500 more food produced.

You succeed at building a library and research facility, next turn the hiring will take place.

---
>>1019245
You make a magic machine for a loom at last, but will need more time for the stuff you were aiming for initially.
Festival started. Pretty cool

---
>>1019387
you actions.
>>
new turns here
>>
>>1020181
Leader: Heodila the Lich

Colour: Grey

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

Tech learnt: Necromancy can raise 10 skeletons a turn that are clever, Deathbolt, able to kill 10 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards, Mana Sense, Detonating Death Sphere, Repeating Death Arrow, Bone Golems, visual link between skeletons, portable ballistas

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:10

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 510 Ork soldiers at T4. War boss that conquers tiles every 2 turns, death staff, increases my power in everything death related, Death Crown, adds 10 skeletons a turn extra to be raised

Population: 1,045 Orks, 304 War Skeletons, 620 Cyntaps, 1,503 humans

Alright, that was a massive waste of time then. But lets work on the spatial stuff for now. Time blinked isn't a problem, what I need to focus on is distance. Thats what'll make this usefull.

Meanwhile I'll also have another side project for spatial. I will attempt to blink things into a different plane, specifically that plane of fire. This way I can dispose of dangerous items easily or if I'm lazy and throw trash in it.
>>
Rolled 73, 63 = 136 (2d100)

>>1020181
>Name:The Decrepit
>Capital name:The lifeless forest.
>Race:Mushroom people and Undead
>Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
>Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
>Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
>Location:Mawry Forrest.
>Population:6100 Giant:76 Blue:410 Red:620
>Settlements:Lifeless Forrest(C):1520 Mushinlet:1100 Moshly:900 Mushry:880 Musro:610

Action:In Musro build two water wheels on each of the lakes, building a simple facility and gears for it currently.
Action:Set up workshops and all kind of buildings for metal smiths, carpenters, mason, bricklayers, weaver, architects, natural philosophers and everything in between and other craftsmen, making them live and work in Musro.

Passive:More people start using the musical intruments, people start to form groups of different kinds to get different sounds. People start to have large gatherings when a group plays.
>>
Turn 40? Turn 40.

>>1020181
Name: Namkha
Color: Pink
Race/Pop: 2023 = 205 Elves(+1.1%) + 737 Satyrs(+7%) + 251 Humans(+5%) + 328 Dryads(+4%)+ 334 Merfolk(+5%)+ 112(+12%) Myceloids + 56(+12%) Blue Myceloids
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Diplomacy), (+10 Namkha’s Grace), (+30 Religion)
Hexes: 19+Dryad Duchy(4)

>>Building on the dryad's previous practice with animating plants, Combine the arborists skill and the dryads magic to weave hidden roads through the jungle between settlements, allowing faster travel. Combining the dryad’s magic and the arborists skill, the roads are camouflaged with woven branches and vines. In case of intruders, the plants are animated to close the road or change course to get them lost in the thick jungle undergrowth. (+10 Arborists, +10 Weaving, +10 Dryads, +10 Grace)

>Send a group of colonists over to Barad Mama to build a town in the neighboring land tile and make a bridge between the sunken tower and the town. (+10 Grace)
>>
>>1020181
>Turn 40.
Civ: Shadow Walkers Leader: Otar the Strong Chieftan

Military: The Shadow Walkers (200) Shadows Warriors (800)

Current Population: (1641 all decimals rounded down of course) Humans 882; Drow 306; Half-Drow 83; Halflings 47.5 (farmers); Dwarves 28.28 ( smiths, engineers); Cyclops 4.04 ( engineers/architects); Ice Giant 7.07 (a family of exiles); Kobolds 58.2 (stonecutters, messengers,errands, helpers); Orcs 37.8 (skilled help, farm); Goblins 54.6 (farm help, errand runners); Bullywugs 34.6 (fishermen); Lizardfolk 27.5 (fishermen, coastal watch); Draconians 9.09 (red. Servants and Handmadens of Tegril); Red Dragon 1 (Tegril the Pacifist currently in a deep sleep); Treant 6 (forest guardians); Centaurs 33.6 (forest rangers); Gnomes 15.15 (craftsmen, scientists, researchers); Celestials 3.03; Strix 7.35

figured I should keep track of the decimals, since populations are so low. Some will take 50 turns to add 1. !!! Not sure how that is handled.

Civilization Specialties: Shadow Magic, Espionage, Fast Nocturnal Trade Ships, Shadow Magic Academy*, Hanging Gardens of Barasea*

Equipment: Experimental coastal trading vessel the Sea Wolf.

Location: Five tiles from glacier to river mouth. As the fjord runs north, it's always in shadow. Their Holy Ground is wherever shadows fall.

Settlements: Valley of Shadow, Cragshade Deep, Barasea. Borders are patrolled by fast moving packs of kobolds, centaurs and the skies over the fjord are often patrolled via a celestial by day or a strix by night...

Hexes: 5 Color: Blue

* waiting for: “.. will take another turn to completion. 500 more food produced.. and ..next turn the hiring will take place”

Weekly feasts are held where engineering projects are discussed over all manner of brew. Blueprints are discussed and modified, artists conceptions displayed, all manner food, given the makeup of the feast halls guests.

Actions:
ONE: Survey, lay out and begin construction of a boatyard in Barasea. Like the previous projects, I'm letting my best minds collaborate, and take several turns if necessary in order to produce facilities which will grant bonuses to rolls and have increased quality and production of Sea Wolf trading vessels.

TWO: Send forth parties of prospectors, dwarven, gnomish, orc, kobold and goblin. Each in the way of their kind, in search of iron deposits in our home hexes, or any surrounding ones. On this expedition, our dwarves and gnomes will establish where mines will need to be made, and what processing facilities will be required later.
>>
>>1020181
More Background:

Military Breakdown: Basic Roman Legion format will be used. We currently have only the primary cohort of 800 troops. The first cohort has only five centuries, roughly 80 soldiers each. Many of the extra men in the first cohort are specialists, such as blacksmiths or builders. The centurion of the first cohort's first century was the primus pilus , or "first spear," and was the highest ranking centurion in the legion. Currenly Primus Pilus is Jarel Lightbringer, one of the three Celestials in the nation. I will have to work out how many of which tier are what....

Our Shadow Whisperers were once clerics of Lloth. While they have no divine source, they still have magical skills and have bent their skills into the realm of Shadow, since they were stuck there for years before escaping. They have learned to see through the shadows, into places far away, listen into the shadows from great distance, and project their voices from the shadows to whisper to those upon whom they have divined. Due to the refugee nature of their previous lives, they were unable to properly research and practice their arts, and as such, their magics only worked under the unusual circumstance of good folk, in desperate need of an escape to a miserable existence in the shadows of those who are living off their suffering. For a reason currently unknown to the Whisperers, their powers only lead them to individuals who are of good alignment, whether they be of evil folk or not. As we all know, all things are not written in stone. Not every Angel is Lawful Good, and somewhere, some unfortunate Demon must have been borne disposed Lawful Good... may the charlatans who call themselves deities have mercy on that poor soul...

Known Magic: Shadow Walk : 2x movement in shadows and darkness
Shadow Lurk : Project your shadow into one far away and watch, listen and whisper from the shadow.
Shadow Door: Cause a shimmering opening to appear in the nearest shadow.
Stepping through will take you to a shadow near the caster.
>>
>>1020181
Research Gods

I do that for the three turns I missed.
>>
>>1020338
Heodila The Lich, you extend your blink range to 1 meter.

With intense concentration you can ritual shit into the plane of fire. Takes 30 minutes of ritual.
---
>>1020504
ManMush, you successfully construct two water wheels that work as intended. You build workshops and all those workshops adn schools will be finished by end of 3 turns.
More music playing.
---
>>1021108
Namkha, you weave hidden roads. Really cool.
You build a town near Barad Mama's triple tailed mer people.
---
>>1021184
Otar, you will complete a badass boatyard in Barasea over the course of three turns. Sea Wolf trading vessels will be pretty cool
You find a bunch of iron deposits. and establish where mines and processing facilities will be placed.
---
>>1021262
Dan the Necroman, you research deities. You find out that as population increases deities get stronger.
You also find out that you can become a minor deity with your skeletals worshiping you :)
---

Turn 41 here


Also I should really do faster turns.
>>
Rolled 60 (1d100)

>>1022188
Leader: Heodila the Lich

Colour: Grey

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

Tech learnt: Necromancy can raise 10 skeletons a turn that are clever, Deathbolt, able to kill 10 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards, Mana Sense, Detonating Death Sphere, Repeating Death Arrow, Bone Golems, visual link between skeletons, portable ballistas, Blink, Ritual items into the flame dimension

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:12

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 510 Ork soldiers at T4. War boss that conquers tiles every 2 turns, death staff, increases my power in everything death related, Death Crown, adds 10 skeletons a turn extra to be raised

Population: 1,105 Orks, 324 War Skeletons, 654 Cyntaps, 1,575 humans

This Blink is now infinitely times for useful, but still. I can make it better! Keep up my studys in it to make it more effective.

Now then, back to dimension splunking. Gonna roll and see what I get. By sending in a skeleton to scout of course that is. And if its not a place of instant death/world ending threat its time to explore!
>>
Rolled 37 (1d100)

>>1022188
rolling to send bad vibes to Phil.
>>
Rolled 46 (1d100)

>>1022235
more bad vibes
>>
>>1022235
God of Justice says "necromancers get out reeeeeeeeeeeee" before vanishing.
>>1022289
The god of knowledge gives you a full rundown of why trying to summon deities is a fucking bad idea.
>>
File: Shambling Mound low res.jpg (376 KB, 850x1100)
376 KB
376 KB JPG
Rolled 29, 97 = 126 (2d100)

>>1022188
Name: Namkha
Color: Pink
Race/Pop: 2137 = 207 Elves(+1.1%) + 788 Satyrs(+7%) + 263 Humans(+5%) + 341 Dryads(+4%)+ 186 Merfolk(+5%) + 165 TriMerfolk(+5%) + 125(+12%) Myceloids + 62(+12%) Blue Myceloids
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Diplomacy), (+10 Namkha’s Grace), (+30 Religion)
Hexes: 20+Dryad Duchy(4)

>Building on the Dryad’s previous success, have them weave vine monsters/shambling mounds for combat and labor and animate them with magic. (+10 Weaving, +10 Dryad Skillz, +10 Grace)

>Send scouts into the temperate forests and plains around Barad Mama to see what manner of resources, animals and denizens reside in this new land. (+10 Diplomacy, +10 Grace)
>>
will update tomorrow after work
>>
Rolled 61 (1d100)

>>1022188
Turn 41

“Otar, you will complete a badass boatyard in Barasea over the course of three turns. Sea Wolf trading vessels will be pretty cool
You find a bunch of iron deposits. and establish where mines and processing facilities will be placed. “

Civ: Shadow Walkers Leader: Otar the Strong Chieftan
Hexes: 5 Color: Blue
Military: The Shadow Walkers (200) Shadows Warriors (800)

Current Population: (1666)( all decimals rounded down of course) Humans 926; Drow 309; Half-Drow 85; Halflings 49.8 (farmers); Dwarves 29.08 ( smiths, engineers); Cyclops 4.08 ( engineers/architects); Ice Giant 7.14 (a family of exiles); Kobolds 61.1 (stonecutters, messengers,errands, helpers); Orcs 39.7 (skilled help, farm); Goblins 57.3 (farm help, errand runners); Bullywugs 36.3 (fishermen); Lizardfolk 28.9(fishermen, coastal watch); Draconians 9.18 (red. Servants and Handmadens of Tegril); Red Dragon 1 (Tegril the Pacifist currently in a deep sleep); Treant 6.12 (forest guardians); Centaurs 35.3 (forest rangers); Gnomes 15.91 (craftsmen, scientists, researchers); Celestials 3.06; Strix 7.72

Civilization Specialties: Shadow Magic, Espionage, Fast Nocturnal Trade Ships, Shadow Magic Academy, Hanging Gardens of Barasea (+500 food)

Technologies: Experimental coastal trading vessel the Sea Wolf, Hanging Gardens,

Location: Five tiles from glacier to river mouth. As the fjord runs north, it's always in shadow. Their Holy Ground is wherever shadows fall.

Settlements: Valley of Shadow, Cragshade Deep, Barasea. Borders are patrolled by fast moving packs of kobolds, centaurs and the skies over the fjord are often patrolled via a celestial by day or a strix by night...

Shadow Magic Academy opens this turn. We are establishing two schools, one of Divination and the other Shadow Entanglement. Divination is self explanatory. The school of entanglement trains the practitioner in the art of moving through the Shadows, and letting the Shadow move through, ones self, and others. Since we don't have a Sorting Hat we are going to divided our acolytes according to their own affinities regardless of gender or species.

Actions:
ONE: Quarrying with purpose: Operation:Three birds with one stone. Organize and redirect current quarrying efforts so that they create a tunnel into the mountain Cragshade Keep is hewn. Cut out recesses as we go to use as grain storage, fermentation vats... etc. I will cover it in another post, I have a verbosity problem. Stones being cut are for other ongoing construction projects, on one front and wherever our iron mine is to be located nearest Cragshade Keep, quarry from there as well until it becomes more iron mine that quarry. Even then, it will generate rubble, for concrete, roadbeds, etc.
TWO: Now that the Academy is open let's start rolling to improve magic ability. Roll is for full fledged control of their sporadic, conditional clairvoyance.

Boatyard complete in round 43
>>
>>1022188
for future rolls, what are research bonuses now that we have facilities and faculty?
>>
>>1022436
I have 18 turns so thats 36 actions.
Can I just take over my continent and build cities and armies
>>
Rolled 20, 99 = 119 (2d100)

>>1022188
>Name:The Decrepit
>Capital name:The lifeless forest.
>Race:Mushroom people and Undead
>Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
>Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
>Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
>Location:Mawry Forrest.
>Population:6600 Giant:81 Blue:500 Red:720
>Settlements:Lifeless Forrest(C):1650 Mushinlet:1210 Moshly:1000 Mushry:950 Musro:700

I just got two ships home full of siege equipment and lizards while the one remaining one should be in viewing distance Otar and his people.
>My Mushroom ship didn't approach the, but they did send a small envoy to see if the inhabitants are peaceful.

Action:Reverse engineer the ballista and catapults with high quality wood, letting only the best carpenters and engineers work on them for now, to get perfect blue prints of them.
Action:Start to breed more and more lizards, give the some originals to the common folk to breed more at their own rate while the ones kept by the gov are breed to be stronger and bigger.
>>
>>1022846
you can take up to 40 tiles.
>>
>>1022846
>Mill of Vaesar
>being alive
>not being ded
pick one
>>
>>1022188
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking (5 miles), Black Powder, water mining, Weak void attack, Mythril Refining
Arquebus (shitty matchlock)
Religion: Worship of Armok, The blood god
Location: In the Blade Mountains.
Total population is 1278 dwarves
The Capital, Uthar Geshud has around 458 dwarves, and is very well fortified
The secondary fortress, Laust'olding, has 215 dwarves and is well fortified.
Zèler adur has 55 dwarves, This is an outpost fortress, it is slightly fortified.
Thol arak has 54 dwarves, This is an outpost fortress, it is slightly fortified.
Tokmek ruthösh has 54 dwarves, This is an outpost fortress, it is slightly fortified.
Erlin bërûl has 54 dwarves, This is an outpost fortress, it is slightly fortified.
Nekol nil has 75 dwarves, This is under dan's old land, it has decent fortifications
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: 100 town guard (tier 2+1), 1 champion (tier 4+2 due to Mythril gear). 30 axes throwers (tier 3+1) 20 dwarf militia (tier 1+1)
30 Dwarf warriors (tier 2+1) 30 Hammerdwarves (bonus against armor) (tier 3+1) 4 void mages (acolytes?) 10 Mythril Swordsdwarves (tier 3+2 due to mythril gear)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf

Actions
turn 35
Improve the matchlock (both)
turn 36
Produce and train dwarves to use the arquebuses (both)

turn 38
Learn to void magic more. (both)

turn 39
Expand
turn 40
Attempt to create cannon (both)
turn 41
Train some of each troop type. (both)
>>
>>1022968

Unless you stop in for a visit, you'll not see much of us. Our fishermen are bullywugs and lizardmen, so we don't have much in the way of boats or ships yet. If news of your presence reaches Barasea, we'll send out Sea Wolf Alpha with food and booze, and an envoy to discover your A. business in our waters :) B. If and what you are traders of...
>>
>>1025190
Well because of shrooms didn't get killed at first sight the admiral decided to dock for a few days to rest before setting out on the voyage home. While setting up camp on the sand of the beach, some of the higher ranking mushmen decided to go take a look around, stumbling onto your town. They were surprised to see some many different kinds of people living together in somewhat peaceful lives. But whispers and gossip of these mushroom spread fast around, mostly of them just being a small trading envoy looking for any new or unknown to them. But they didn't seem to keen on snuffing out the leader of the city for themselves, allowing them to be approached, doing some small trade with the villagers. Once a creature called See wool alphie approached them, they simply stated. "Exploring and we are, of boats and crafts, raw materials and our people themselves."
>>
>>1025254
Alpha, as in the first. Sea Wolf is what we call our ships. They are fast, coastal trimaran trading vessels. When the ship sailed up, you'd have been hailed by the mayor of Barasea, and Daycaptain of the ship he's sailing. We don't have much to trade at the moment, but we have lots of food, and lots of booze, and all kinds of different people to get to know. We have so many different kind of folk here because we accept each according to his innermost self, not according to the stereotype associated with his kind. All we ask is that you share what knowledge you know with us, and be willing to work as hard as everyone else, and if the time comes, fight like everyone else.
>>
>>1025621
The meeting between our two people went well, better than expected by the admiralty assumed it would go. The Mushroom people didn't seem to interested in the actual food or drinking any of the alcohol but mostly the seeds, the making of booze and just the people that came to see them. When you asked for us to share knowledge, all they had to offer was ship design and who they've meet on the rode to you, which was Namkha. But did state if a trade agreement or alliance was formed we would be willing to come back with different and better tradeable goods. "We want to trade, but we have been away from home for very very long. Once we return and tell them about the this mysterious land I'm sure more expeditions will follow suit. My question is, would you like a diplomat to travel back on our ship to talk to our leaders?"
>>
>>1026050
We will happily send an envoy back with you.
>>
work worrk work work work
>>
>>1026729
Amazing! Just give us some time to rest before we head home.
>It'll take around 5 turns to get back, so after the next update we'll head out.
>>
>>1027358

Since you'll be staying on a bit, you must suffer our people the indulgence of building a trading outpost to serve our people's trade with yours, and to serve as a way point in your own trade routes. We'll build an accompanying pier custom to your trade vessels for ease of loading and unloading.

If you'd like to leave a contingent behind to collaborate we can accommodate your fungi needs. As your people seem most agreeable, if you so desire, we'll set aside a city block, adjoining to this outpost, for your people to establish shops of various sorts or residences and any small farming operations you may need to properly provision your trade vessels.

It is our goal to have the most cosmopolitan port of trade on the globe, and we invite your people to have a place in it.
>>
>>1027588
https://discordapp.com/channels/207685123292790804/262712596900216833
It's easier to talk out the finer points of our agreement here, plus it lets you talk to the QM
>>
>>1027588
I don't see a problem with building a outpost near your or in your city, a pier designed with my ship build in mind would be very fitting and generous of you as well. But again I feel I should state a steady line of trade to your city will take a few years to set up. In this time I don't see any issue with leaving some shrooms behind to make trade on just general deal makings easier between our two people. A city block would suffice and a shop can be opened once the next shipment of good arrive from our fair port cities. But shrooms require no food nor water, all we ask is a dark dank pit to start some shroom farms, to help us grow just throw your dead and decaying goods in the pit.
>>
Oh good. People are still posting.
----
Will post new bread for people after this post.

---
turn 41 summary
>>1022226
Heodila the Lich, you increase your blink ranged another couple of meters. It can also make you blink on the spot vanishing into a temporary dimension for a second (Puck Phase Shift :D).
You manage to change the dimension of your portal exit to a fairly calm plane. It opens up on top of a 2 tile sized fairly sparsely vegetated island surrounded by sea as far as the eye can see.
---
>>1022235
>>1022289
Dan the Necroman
Yeah, nothing bad happened to you, but the deities you tried to summon were not super impressed. Info was gained at least.
---
>>1022304
Namkha, the Dryads had an off year, but managed to make some small vine monsters
You sent some scouts to find stuff int eh forests and plains around Barad Mama... You found a bunch of rare gems and diamond deposits, including a source of 3 nature gems a turn. The denizens will protect the area for you.

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>>1022752
Otar, your qaurrying efforts into the Cragshad Keep mountain is started, and you are making those cool stuff. In three turns those things will be completed. So you got an iron mine now too.
You succeed at improving clairvoyance ability at the Academy.
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>>1022846
Millennium of Vaesar you nab the continent and build a couple of cities and up to a quarter of your population into a military. Split into 3 legions.
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>>1022968
ManMush you failed at reverse engineering the ballista and catapults.
However you massively succeeded and breeding more and more lizards. You give other citizens lizards to breed more of the originals. You get some pretty damn big lizards, eventually - it will take a bunch of generations of lizards. So in 15 turns you got some bitchin' big lizards.

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>>1025181
Lam Therleth you finally have an okay matchlock. You get about 30 dwarf arquebusiers.
You improve upon void magic personally and are a tier 5 at it.
You get another 5 tiles, you use your arquebus knowledge to make a cannon that sort of works. You make 20 of each troop type tier 3.
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>>1028411

NEW BREAD
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>>1028060
at the site, wondering how to add people etc...



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