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[Feathered Empire]
The winged elves finally master the power of the air! The basics, at least [MAGIC: Air I]. The naval tech is ready as well [Naval I], and [Hope Magic I] is ready, and the healers of the Empire start implementing it. Though many still resist seeing Aithlin as a diety, propaganda starts rolling out and is slightly effective [1/4]. No success on the corruption magic, though the arts of seduction are studied thoroughly; the state now employs vast contingents of prostitutes to keep the populace happy [Prostitution I].

[Golden Dominion]
The quarry is ready [Quarry I, +2 Stone/turn]. Efforts of domestication begin [2/4], and the repurposing of the Dominion's gems into currency shows progress, finally [3/4].

[Butterland]
Some creatures are finally found; Two legged reptilian things, with long crests on top of their heads. They are /noisy/, but are quickly rounded up and driven back to Avaros [Resource: Parasaur herd 5 (+1/turn)], while the Avarosi have finished a crude, but understandable mathematics system [Mathematics I], and roads to connect the outposts to the capital are being paved [1/4; -1 stone].

[Galkoki]
The knights progress slightly on their training, but not much [3/6], and the Equus are nearly able to be ridden [3/4]. The Kingdom expands northward [+4 hex]!

[Henoan Collective]
Herbalism research completes [Herbalism I], and though the permaculture farm isn't finished yet [3/4], some of the fae take their first tentative steps toward flight [1/4].

[Arakos]
>Food is not gathered per turn. Pay attention.
More intensive drilling of the patrols begins [Drills I], while the first batch of warriors is ready [1.2, -1 bronze, -.5 food]. Expansion to the southwest begins [1/2].

[Classa]
The workshop is finally complete, and begins manufacturing glass [Glass Workshop I, +1 glass/turn], and a beacon is being built, slowly [1/4, -1 wood]. The fairies complete their writing system [Writing I]!

[Black Feather]
Currency research progresses slow [2/4], though the quarry is nearly done [4/6].

[Balbyionia]
Agriculture research stalls, though a herd of Equus is found and rounded up [Equus: 5 (+1/turn)]. Bow research also completes [Bowmanship I].

[Aquantis Dominion]
>I think you misunderstood my post- your scouts discovered three different creatures.
A huge pile of fish is offered to the friendlier creatures, who respond well, a few actually allowing themselves to be hand fed [3/4], while the writing system is finished [Writing I], and weaving is nearly finished [3/4].
>>
Rolled 36, 61, 22 = 119 (3d100)

>>1081137
Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 28(+3/turn)
Food: 2
Currency: 27(+4/turn)
Industry: 5
Structures: Government Building, Farm I (3), Animal Pen
Defenses: 1 (Avaros)
Military: 1 (Plaguewarden)
Tech: Bronzeworking, Medicine I, Herbalism 2, Skirmishing I, Mathematics I
Resources: [Bronze :10(+1/turn)] [Jungle Herbs: 9(+1/turn)] [Jungle wood: 8(+1/turn)] [Parasaur 5:+1/turn]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and recieve bonuses to fighting defensively. However, the majority of the Avarosi population views offensive action as immoral, and in some cases, downright disgusting.
[Natural Healers]: Finding new ways to heal the sick and injured come naturally to the Avarosi, though they flinch at finding new ways to cause suffering.

Train Doctors.

Train/Tame Parassaurs.

Continue Roads. [1/4]
>>
Rolled 26, 48, 3 = 77 (3d100)

[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: 39
Population: 19 (+3/turn)
Food: 1
Currency: 12 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2), Library I, Stone Mind I (1)
Defenses: 1 Walls of Balbyion
Military: 1 Balbyionian Home Guard
Tech: Bronzeworking, Agriculture I, Fortifications I, Masonry I, Bowmanship I
Resources:
[Copper: 7] +1/turn
[Stone:9] +2/turn
[Wood: 4] +1/turn
[Equus: 5 (+1/turn)]
Eccentricities:
[Advanced Architecture]: Not many structures are as magnificent as those built by the humans of Balbyonia; their settlements can house more people, increasing population growth, but cost more resources.
[Terraced Farms]: Like their cities, the farms of Balbyonia are very advanced. They take much more time and resources, owing to their complexity, but provide more food
Agrculture II 5/6
Domestication 2/???
Bronze Spears 3/4

1. Finish up Agriculture II research 5/6

Buildings: Library I

2. Now that we have horses, let's resume studying how to domesticate them 2/???

Buildings: Library I

3. Our horse men and foot soldiers will also need spears to defend themselves 3/4

Buildings: Library I
>>
Rolled 72, 59, 70 = 201 (3d100)

[Golden Dominion]
Settlements: (Vanitas - Capitol) (Alberich, Nathalum, Ael'wyn, Silvanar (Player-named outposts))

Territory: 39
Population (+growth/turn): 22 (+2/turn) (+1 in 3 turns)
Food: 2
Currency: 13 (+3/turn)
Industry: 5
Structures: Hall of Perfection (Government Building), Farm I (2), Fishing Camp I, Quarry I, Lumbermill I, Gem Mine I
Defenses: 1 (Vanitas)
Military: 1 (Dominion Munifex)
Tech: Bronzeworking, Craftsmanship I, Swordsmanship I, Archery I
Resources: [Bronze: 9 (+1/turn)] [Gems: 16 (+3/turn)] [Wood: (+3/turn)] [Stone: 2 (+2/turn)]
Eccentricities:
[Slave Labor]: Those elves less pretty to look at are basically slaves to the other elves; they just don't call it slavery. With a lack of basic regulations, the lower caste is worked to the bone. Production of resources is increased, but rebellions can be catastrophic.
[Flashy]: The elves of the Dominion are always working on improving the looks of their fighting styles. Because of this, many find any sort of heavy armor to be a waste of time.
Works in Progress: Domestication (2/4), Currency (3/4)

1. Resume domestication efforts. We should see results soon.
2. Finish up the currency research. This is working out splendidly.
3. The fields near Ael'wyn are fertile, yet they lay fallow. Construct a farm. Perhaps try planting some wild grapes, they seem to grow well in the region. [Slave Labor] [Craftsmanship I]

Also (if possible, since it's kinda part of RP and I'm not sure if it qualifies as a free action or not), close the mine for the time being until we can figure out a solution to the cave-in problem.
>>
>>1081184

Also I'm at 12 wood right now
>>
Rolled 12, 23, 32, 49, 44, 66 = 226 (6d100)

>>1081137
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Territory: 39
Population (+growth/turn): 12 (+2/turn)
Food: 3 (+3/turn?)
Currency: 7 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (3)
Defenses: 1 (Capital City)
Military: 1 (Breezy)
Tech: Bronzeworking I, Infantry I, Naval I, Prostitution I
Magic: Air I, Hope I
Resources: [Bronze: 5] [Wood: 3] [Stone: 5]
Eccentricities:
Born of Air: The denizens of the Feathered Empire have a special affinity for the air and the weather, but can't really figure out how to work with things from the earth.
[Immortal Leader]: The eternal child may decree that his people focus on one task each turn, producing better results. Beware of sabotage and/or rebellion.
1. Religion [1/4] (eternal mandate)
2. Weather magic (born of air, Air magic I)
3. Flight (born of air, Air magic I)

1. Flight (eternal mandate, born of air, Air magic I)
2. Weather magic (born of air, Air magic I)
3. Seriously though, Aithlin is your god(dess)
>>
Rolled 20, 86, 69 = 175 (3d100)

>>1081137
[Galkoki]
Settlements: (Galkelan:Capital) outposts, Malken, Kirein, Sheklan, Valena
Territory: 43
Population (+growth/turn): 24(+3/turn)
Food: 2
Currency: 18 (+3/turn)
Industry: 5
Structures: Palace, Farm I (2), Lumber mill 1(1wood a turn), Quarry (1 stone a turn)
Defenses: 1 (Galkelan)
Military: 1 (Man at Arms)
Tech: Bronzeworking, Weaponsmithing I, Armorsmithing I, Sailing I, [Agriculture I, +1 food].
Resources: [Bronze: 13] [Stone: 8] [Wood:14](Base+1 everything)
Eccentricities:
[Burning Hatred]: The humans of the Galkoki Kingdom hate magic with every fiber of their being, and will fight twice as hard when faced with it; however, this means most Galkoki staunchly refuse to learn it.
[Professional Soldiers]: The Knights of the Kingdom are famed for their prowess in battle. While their training takes much longer than other standard soldiers, they are much stronger for it

Keep on the knights training![Professional Soldiers][3/6]

See about finishing the training of the Equus so we can ride them![3/4]

Make a town that once made could harvest the seas bounty of fish and salt on the coast north in the land we recently claimed! (I'll name it when its done.)
>>
>>1081137
How do I eat? I haven't the slightest idea how much my people are eating and it's making me nervous.
>>
>>1081576
I think its in the pastebin. Iirc your nation is abstracted as producing enough food to feed your people no matter what, but the Food Stat is a static thing. You can't have any more armies than you have the # of food. It acts as an army cap.
>>
>>1081586
This
>>
>>1081640
Oh, so it'll just, be 3 then.
>>
>>1081137
[Black Feather]
Settlements: Capital: Black Feather, Outposts: Codilia (N), Chelydra (E), Natricinae (W), Basiliscus (S)
Territory: 39
Population (+growth/turn): 34 (+4/turn)
Food: 5
Currency: 5 (+2/turn)
Industry: 5
Structures: Hall of Scales, Farm I (2)
Defenses: 1 (Black Feather)
Military: 1 (First Claw)
Tech: Bronzeworking, Agriculture I, Treeweaving I, Herbalism I, Boats II
Resources: [Copper: 5] [Stone:5] [Wood: 3]
Eccentricities:
[Primitive]: The reptilians of Black Feather are simpler, and in turn, more in tune with the flow of nature. However, they find it harder to master more complex technologies, or industrialize.
[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.
>Currency Research (2/4)
>Quarry Construction (4/6)
>Research Animal Husbandry
+Primitive

Hoping for good rolls. Sorry for lack of RP in this post. Need time to unwind.
>>
Rolled 18, 25, 73 = 116 (3d100)

>>1082045
Forgot the damn rolls again
>>
Do we need to roll for our outposts to start upgrading? Do I need to research Naval techs to start exploring the coastlines?
>>
>>1082197
Also how far do I need to be from someone to interact with them?
>>
Rolled 51, 8, 70 = 129 (3d100)

>>1081137
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Territory: 39
Population: 26(+3/turn)
Food: 1
Currency: 31 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (2), Lumber Mill I (1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian
Tech: Bronzeworking, Ecology I, Domestication I, Agriculture I, Archery I, Horsemanship I, Herbalism I
Resources: [Bronze: 11+1] [Wood: 18+3] [Seeds:10+1] [Equus Herd:10+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
Research: Farm(3/4), Flight(1/4)

>Finish the Permaculture farm
ecology I
agriculture I
master ecologists

>Continue flight training

>We have lots of wood, let's build some boats
>>
Rolled 23, 56, 39 = 118 (3d100)

>>1081137
Name: Aquantis Dominion
Race: Fishfolk
Color: Lime Green
Settlements: [Coralea], Garblax's Ravine, Lumerox Caverns, Blaxab Reef, Jorgox Wildlands
Territory: 39
Population: 26 (22+4) (+4/turn)
Food: 8 (7+1) (+1/turn)
Currency: 19 (15+4) (+4/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Coralea)
Military: 1 (Spear of Odein)
Tech: Bronzeworking, Coral Farming I, Fish Herding I, Agriculture I, Writing I
Resources: [Coral: 10] (9+1) (+1/turn) [Seaweed: 9] (8+1) (+1/turn) [Driftwood: 10] (9+1) (+1/turn)
Eccentricities:
[Sea Dwellers]: The Fishfolk of the Aquantis Dominion are completely at home in the water, moving and expanding through it extremely quickly. The same cannot be said about them on land, however.
[Bounty of the Sea]: The seas of Primal World are teeming with life, and each action the Fishfolk take to acquire food is more successful. However, monsters lurk in the deep, and everything must come to the water's edge to drink....
Progress:
Weaving [3/4] (3+1)
Sea Creatures [3/4]

Actions:
1) Continue researching Weaving.
2) Continue befriending the sea creatures.
3) Research Mathematics.
>>
No," He flatly refuses. "I will do it myself. It is my Khal so it is my responsibility. I could not go back to Mor'Taris with the shame of having to have someone else take command for me." He shrugs. "I'm sure you can train with the others on the field. No one is against a good sparring partner if they can learn from them."

"Gods?" The Hobgoblin seems equal parts shocked and skeptical. No one had ever called themselves a God before. Not even the Chief had made such a claim. To the Arakosi Gods were something Humans cried out for before they were killed. He raises an eyebrow on his battle-scarred face. "What is a God? Is that a title?"
>>
Ah yes, Lady Sameda. Flame is indeed both terrible and great. However, I believe you have an even greater powers. Such as when you detected the tree's illness and determined it to be incurable. As impressive as your fire is, we are not blind to things yet unseen. What other powers might you have that are yet unseen?
>>
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Rolled 52, 10, 34 = 96 (3d100)

>>1081137

[Classá]
Territory: 39
Population: 28 (+3/t)
Food: 1
Currency: 29 (+5/t)
Industry: 5
Settlements: Sauna Oasis [Cap], Ugnis [Out], Nar [Out], Fuego [Out], Brasa [Out]
Structures: {Sauna Oasis Def. 1 | Glass Palace, Farm I x2, Glass Factory I, Glass Workshop I}
Military:
-x1 Sentairy [Str. 1]
Magic: Fire I, Flight I
Tech: Bronzeworking, Glassworking I, Armor I, Firemaking I, Economics I, Writing I
Resources: [Bronze: 10+1/t] [Stone: 9+1/t] [Wood: 9+1/t] [Glass: 3+2/t] [Sand: 8+1/t]
[New and Exciting]: The fairies of the brand new nation of Classa are excited to learn and discover new things, but they have a bad case of collective ADD. Researching new technologies is easier, but improving upon old ones bores them.
[Burning]: Classa's fairies draw their energy from flame- while near burning fires, they are stronger, but they are weaker than normal at other times.

>1.
[Economics I]
[Writing I]
{Glass Workshop I}
Okay, we have our first start of an industry where we can make stuff and trade it for currency and keep track of those trades, which means we're ready to be traders! For our first trade action, lets visit the satyrs of the Salique Woods and open up a route of trade with them to test those money skills. They love trading, so they probably won't turn us down when we show them everything we know about it.
>2.
[Burning]
[Fire Magic I]
[Firemaking I]
[Glassworking I]
Um, continue working on that beacon. Keep working on it until it's finished. (1/4)
>3.
[Writing I]
[Glassworking I]
Now that we can write, we need a library to store all those... writes into. It'll allow us to cooperate with other nations (i̶f̶ ̶y̶o̶u̶ ̶c̶a̶n̶ ̶r̶e̶a̶l̶l̶y̶ ̶c̶a̶l̶l̶ ̶t̶h̶e̶ ̶f̶o̶r̶e̶s̶t̶ ̶p̶e̶o̶p̶l̶e̶ ̶t̶h̶a̶t̶) and cond- con— do [Research Agreements]. That allows two different groups to coordinate their efforts to improve a particular magic or technology that they already know together, which is of course faster than doing it alone. Why am I explaining this- you'll know when it's finished!
>>
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>>1080666

After spending the intervening time relaying the latest set of mandates to her subordinates who then left the palace (but not before receiving a pair of glass amulets as promised), Princess Zharar turned her attention back to Sameda the Ancient, noting the masterfully sculpted tree before her with visible impression. "I..." She pointed at a group of glass lumps strewn in a corner of the room, sitting next to a collection of glass shards which had yet to be cleaned up. "Whenever I see the woods, or the blue sky, or the sea, it reminds me of all the other elements, and how they have something pretty for everyone to look at all the time, but not fire. When other people see fire, they try and put it out, or if they can't, they get scared and run away, leaving nobody to admire it. Whenever we try to spread it, we're treated as destructive and scolded."

The leader of Classá stepped closer to the tree sculpture, studding it intently and sighing. "I became a leader and brought the fire fairies together to this desert so we could make something as beautiful as the forests from it, with fire. Do you think that's possible?"
>>
>>1083182

I think the Salique are ded bruh, haven't seen them for a long-ass time
>>
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>Nation name
Picts
>Race
Mantis (pic related)
>Colour
Blue
>Fluff
The Picts are a barbaric, naked, fast-breeding, cannibal, tree-worshipping coalition of tribes isolated on the island. Due to their isolation they are technologically behind the other tribes but will soon catch up when exposed.
>Settlements
Capital: Caledonia
>Military
Picti
>>
Reposting my RP from the last thread for OP's convenience

>>1080666

The festival of Lunalia begins with a bang, and Droc is an honored guest. Merriment, feasting, music, orgies and more were had at the Elves' new, esteemed festival. After the party, the Council of Paragons calls Droc to the palace, where they begins to talk business. Eight beautiful elves in opulent clothing and gem-filled crowns sit around a table, and offer Droc a seat. "Greetings, honored guest," says the one in the most exquisite attire, an incredibly handsome man. "I am High Paragon Arcturus II, and I preside over the Aurean Dominion, along with the Council you see before you. And you are?"
>>
Sorry all, been a busy day, but I'm getting to updates- gonna do RP stuff first though

>>1083401
Thank you

>>1083295
I'll let you in, because we seem to have two or three dead players.
>>
>>1082782
>>1083441
Linking mine to yours.
>>
>>1081184
Hey, miss this?
>>1080567
>>
Rolled 75, 2, 32 = 109 (3d100)

[Arakos]
Settlements: Mor'Taris* Outposts: Tol'Anrom, Tol'Iralon, Tol'Larhen, Tol'Margren
Territory: 43
Population (+growth/turn): 30 (+4/turn)
Food: 4
Currency: 11 (+4/turn)
Industry: 5
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 2 Warrior Khal [1.2]
Tech: Bronzeworking, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I
Resources: [Bronze: 3] [Stone: 7] [Wood: 4]
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World

1. Research Drill II
Further refinement into training and combat methods are made.

2. Construct a Mine
[Construction I]
[Former Nomads]
-1 Stone

3. [Expand Southwest] 1/2
>>
>>1082782
The tall, mysterious figure shrugs his shoulders. "Suit yourself." He grins and chuckles at the hobgoblin's confusion. "A title, of a sort. A very powerful being, if you will. There are others like me, though they focus on different things. Like I said before, I focus on life." He grins again. "Though I tend to focus on the more physical side of things, as you can probably already tell.

>>1082908
Sameda chuckles at the druid. "Just my fire and how I've taught myself to recognize the illnesses of the trees, actually. Though the ashes do have very potent healing abilities. And they make things grow, which is excellent."

>>1083190
Sameda nods her head sagely. "Flame is a double-edged sword, isn't it? Beautiful when contained, but destructive and deadly when running wild. Flame can be destructive. yes, but it can also bring life, cutting away the dead and dying, cleansing the disease and rot from nature." She pauses, as if to choose her next words carefully, then continues. "In the right hands, controlled fire can do beautiful things- though that control is something your kind lacks. At least for now."

>>1083401
Droc seems to enjoy himself, at least the music and general merriment, though he doesn't touch the food or the orgies. As he's asked to meet with the Council, he smiles and makes his way there. "What can I do for ya, gents?" As their apparent leader addresses the short burly Droc, he reaches across the table and shakes the elf's hand vigorously; as he pulls away, the elf's palm is tinted black with charcoal. "Nice ta meet ya, Arcturus the Second. They call me Droc. Nice place you've all got here." He looks around at the building. "Amateurish, yeah, but still good."
>>
>>1083794

Princess Zharar glanced down dejectedly at the palms of her hands, wings folding and flickering to a lower intensity. "I've tried everything I can to help it- help them... can't even control fire myself..."

She closed her eyes and took a deep breath. The fire fairy's voice was soft and quiet, closer to a candle's ember than an exited blaze. "Can you teach us how to use fire?"
>>
>>1083684

(Yup, thanks for reminding me.)

After ensuring that she looks presentable after the long trudge through the swamps, Selene approaches the High Chief and the Representative with a graceful curtsey. "Good day, High Chief, my name is Selena Previa and I represent the Aurean Dominion, the seat of the High Elves to your north. I have come today to extend the Dominion's goodwill, learn more about your nation, and perhaps talk trade, if you are so inclined. Our nation has much to offer - bronze, wood, stone, gems and currency - along with perhaps some High Elven technological secrets, if the price is right. But enough about me, would you care to enlighten me a bit about your civilization? And if you have any questions, feel free to ask and I will tell you what I am able."

>>1083794

Arcturus bows once more. "Well met, Droc. I have reports that your achievements in building are indeed second to none, and I am well-inclined to believe them. But anyway, let's get down to business, shall we? First, the council wishes to formally thank you for your assistance in the mines against the Ancient of Stone. Your efforts may have saved the entire mine. On that note, we also wish to thank you for telling us more about the potential for cave-ins. We do not doubt your expertise in these matters, so we had the mine closed for the time being. However, we will need to open it soon, and we would like to make a deal with you in order to make that happen. We would like to ask you to use your expert craftsmanship to ensure our mine's safety. In return, we would be happy to give you a portion of the gems we dig up. Also, if you are willing to help us further by imparting your wisdom to us, we can provide you with an additional portion of gemstones straight from the mines to your plate. What say you?"
>>
I attempt to make contact with nearby nations.
>>
>>1084435
You haven't been statted or placed yet. Wait your turn, then you can talk with all the people you want.
>>
>>1084449
I heard some rumor of winged humans, that might have been the other multi civ. If they aren't real them I'm just gonna pester the djinn.
>>
>>1084821

Yeah, the Avarosi, they're white. Might take a while to get to them though, they look kinda far away
>>
>>1085636
It's only 35 tiles and over 30 of that is over water.
>>
>>1085693
26 by wing.
>>
>>1085693
>>1085703

Probably doesn't matter except for troop movement since RP doesn't need actions and I think trade only takes a single action. Still, my point is that the Djinns would be the closer of the two.
>>
>>1086034
They're also maybe kill :^) Nearly done with update, people.
>>
>>1083794
"Well you're certainly strong." He scratches his chin, then shrugs. "Well you'll things more to your liking down in the city I imagine. I need to get back to patrols."

And indeed the city was crude and rustic, with most of the "buildings" carved straight from the mountainous face. Reds, slates, and marbles were the common colors. Paths between buildings were narrow and twisted around the natural rock features. In the valley below lie the communal farmlands. Above, situated on a small plateau was the training ground. Vyrus found passage in the city easy though he did earn some odd looks. Eventually he was stopped by a group of hobgoblins, one particularly tall and treated with deference. Probably the chief.
>>
>>1086041
Since when did "nearly done" mean three hours of work?
>>
Question about expanding, can I only expand on my borders, or can I build up further out?
>>
>>1086802
Since real life happens.

>>1086843
It can certainly be done, provided you have the correct infrastructure/technology.
>>
>Sorry about all the addendums to the 'Industry' stat, it's a new mechanic for me and I keep forgetting it.

>TURN 5- Settlements can now be upgraded (Outposts>Villages, Villages>Cities)]!

[Butterland]
The Avarosi spend time furthering their medical knowledge [1/6], while the less inclined toward the healing arts spend time with the Parasaurs [2/4]. Slight progress on the roads [2/4].

[Balbyionia]
>+1 Industry (Stone Mine)
Agricultural research finishes; the farms start producing more [+1 food/farm]! Finally, the Equus are tamed [Equus: 5 (+1/turn)], while the balbyionians learn a valuable lesson- when two men have been feuding for years, do not put weapons in their hands and have them spar [-2 pop].

[Aurean Dominion]
>There's nothing mechanically wrong with the mine, that was just to demonstrate what Droc's thing is.
>+2 Industry (Quarry/Lumbermill)
Domestication efforts complete [Domestication I], as well as the switch to cut gems for currency [Economy I, -1 gem/+1 currency/turn], and a farm is sown [2/4; -1 wood].

[Feathered Empire]
Slight progress in convincing the people Aithlin is a god [2/4], is followed by the Empire's wise men looking into weather magic a bit [1/4]. Some of the braver elves start flapping their wings [3/4], more progress on weather magic is made [2/4], and finally, the majority of the population worships Aithlin as a living god(dess) [Religion I]!

[Galkoki]
>+2 Industry (Lumber Mill/Stone Mine)
The knights continue their training [4/6], while the herdsmen are finished with the Equus [Horsemanship I]. Work on a town starts [Finishes next turn; -6 wood/-6 stone/turn (requires no further action, though please remind me)]

[Black Feather]
Not much progress is made on the tribal economy [3/4], while construction of the quarry nears completion [5/6], and some of the smaller species of crocodile living in the swamp are captured [2/4].

[Henoan Conclave]
>+1 Industry (Lumber Mill)
The farm is finished [+1 food], and while there is no progress on learning to fly, the Conclave starts looking into naval technologies [2/4; -1 wood]

[Aquantis Dominion]
The weavers complete their training [Weaving I], and the creatures are befriended [Domestication I; Icthy Pod: 5 (+1/turn)] while the fishfolk dive into mathematics [1/4].

[Classa]
>Addendum- +2 Industry (Glass Factory/Workshop)
A medium sized trade route with the satyrs is founded [(Trade Route-Salique), +2 Currency/turn)] but there's no progress on the beacon. Research begins [1/4].

[Arakos]
>You may contact other nations whenever you want!
The drilling of the soldiers [3/6], is interrupted by a cave in at the mine- it's quickly cleared away, but not before taking the lives of a few unlucky goblins [-3 pop]. Arakos expands its borders [+4 hex]!
>>
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>>1086944
[NEWCOMER]
>You've taken Jader's spot, as they seem to be dead
[Picts]
Settlements: (Caledonia) (Player-Named outpost (4))
Territory: 9
Population: 10 (+4/turn)
Food: 1
Currency: 3 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Caledonia
Military: 1 Picti
Tech: Bronzeworking
Resources: [Bronze: 5] [Stone:5] [Wood: 5]
Eccentricities:
[Naked]: Picti don't have any concept of 'modesty' or 'clothing', but this has allowed them greater freedom of movement. While their armies move faster than usual, the concept of armor is extremely hard to grasp, making them weaker and easier to kill.
[Behind the Curve]: While new technology is hard to grasp for the Picti, they improve upon learned technology at a much faster rate.
>>
Rolled 72, 92, 74 = 238 (3d100)

>>1086944
Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 31(+3/turn)
Food: 2
Currency: 31(+4/turn)
Industry: 5
Structures: Government Building, Farm I (3), Animal Pen
Defenses: 1 (Avaros)
Military: 1 (Plaguewarden)
Tech: Bronzeworking, Medicine I, Herbalism 2, Skirmishing I, Mathematics I
Resources: [Bronze :11(+1/turn)] [Jungle Herbs: 10(+1/turn)] [Jungle wood: 9(+1/turn)] [Parasaur 6:+1/turn]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and recieve bonuses to fighting defensively. However, the majority of the Avarosi population views offensive action as immoral, and in some cases, downright disgusting.
[Natural Healers]: Finding new ways to heal the sick and injured come naturally to the Avarosi, though they flinch at finding new ways to cause suffering.

Build Roads

Train Doctors. [Natural Healers, Herbalism 2, Medicine 1]

Tame parasaurs.
>>
>>1086944

-1 gem or -1 gem per turn?
>>
>>1086981
Currency questions: Do you spend it when you roll, or can you use it after the roll?
Can you use it to raise a roll to 100, does 100 have any additional benefits, and if so would you get those benefits by raising a roll to 100, or is it nat 100s only?
>>
>>1086944

Also did I get any specific animals with my domestication or did I just research the tech?
>>
Rolled 33, 23, 100 = 156 (3d100)

>>1086944
[Galkoki]
Settlements: (Galkelan:Capital) outposts, Malken, Kirein, Sheklan, Valena
Territory: 43
Population (+growth/turn): 27(+3/turn)
Food: 2
Currency: 21 (+3/turn)
Industry: 7
Structures: Palace, Farm I (2), Lumber mill 1(1wood a turn), Quarry (1 stone a turn)
Defenses: 1 (Galkelan)
Military: 1 (Man at Arms)
Tech: Bronzeworking, Weaponsmithing I, Armorsmithing I, Sailing I, Agriculture I, +1 food], Horsemanship l
Resources: [Bronze: 13] [Stone: 4] [Wood:10](Base+1 everything)
Eccentricities:
[Burning Hatred]: The humans of the Galkoki Kingdom hate magic with every fiber of their being, and will fight twice as hard when faced with it; however, this means most Galkoki staunchly refuse to learn it.
[Professional Soldiers]: The Knights of the Kingdom are famed for their prowess in battle. While their training takes much longer than other standard soldiers, they are much stronger for it


Keep on training the Knights4/6 [Professional soldiers]

Attempt to get to the next level of armor smithing. More protection is extremely useful since it allows our men to fight longer without being wounded. [Armorsmithing I]

Now having domesticated those horses to be rideable we'll be selecting a choice amount to be utilized in our fields. This way they can aid farm work and it'll overall be easier to produce food.
>>
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>>1087121
>100

WERE DROWNING IN FOOD! THESE EQUUS ARE GROWING MACHINES!
>>
Rolled 37, 53, 34 = 124 (3d100)

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich, Nathalum, Ael'wyn, Silvanar (Player-named outposts))

Territory: 39
Population (+growth/turn): 24 (+2/turn) (+1 in 1 turn(s))
Food: 2
Currency: 17 (+4/turn)
Industry: 7
Structures: Hall of Paragons (Government Building), Farm I (2), Fishing Camp I, Quarry I, Lumbermill I, Gem Mine I
Defenses: 1 (Vanitas)
Military: 1 (Dominion Munifex)
Tech: Bronzeworking, Craftsmanship I, Swordsmanship I, Archery I, Economy I, Domestication I)
Resources: [Bronze: 10 (+1/turn)] [Gems: 18 (+2/turn)] [Wood: 14 (+3/turn)] [Stone: 4 (+2/turn)]
Eccentricities:
[Slave Labor]: Those elves less pretty to look at are basically slaves to the other elves; they just don't call it slavery. With a lack of basic regulations, the lower caste is worked to the bone. Production of resources is increased, but rebellions can be catastrophic.
[Flashy]: The elves of the Dominion are always working on improving the looks of their fighting styles. Because of this, many find any sort of heavy armor to be a waste of time.
Works in Progress: Farm (2/4)

1. The grapes and other crops seem to be doing well. Continue construction. (+Craftsmanship I), (+Domestication I (???))
2. The bronze, gem and stone industries in Alberich are drawing an increasingly large amount of both imperfect laborers and others seeking opportunity. We should begin constructing more housing and services at once, with the intent of turning it into a proper village. (+Craftsmanship I) (+Spending 5 currency)
3. The incursion of the Ancient of Stone into our mines has given us a bit of a wake-up call. We need to be able to defend our lands, and thus we need to be able to do that. But why trudge into a grueling battle when you can kill them before they can even pick up a sword? We should begin training a cadre of elves that specialize in stealth, espionage and assassination. We will name this group the Ordo Silentius, or Silent Order. (+Swordsmanship I) (+Archery I) (+Flashy cuz ninja shit is kool)
>>
>>1087226

Also to clarify because I was dumb, Action #1 is continue the farm and progress is 2/4
>>
Rolled 28, 64, 69 = 161 (3d100)

>Apparently I had my + to resources in the wrong spot it wasn't for food it was for bronze etc. Derp
>Are there ways to reduce troop production time?
>Do we need to roll to start upgrading a town or do we just pick one to start upgrading automatically?
>Will I find love?

[Arakos]
Settlements: Mor'Taris* Outposts: Tol'Anrom, Tol'Iralon, Tol'Larhen, Tol'Margren
Territory: 47
Population (+growth/turn): 31 (+4/turn)
Food: 4
Currency: 15 (+4/turn)
Industry: 5
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 2 Warrior Khal [1.2]
Tech: Bronzeworking, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I
Resources: [Bronze: 8] [Stone: 12] [Wood: 9]
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World

1. Drill II 3/6

2. Construct Forge
[Construction I]
[Former Nomads]
-1 Stone

3. Recruit Warriors
[Harsh Homeland]
[Weapons I][Drill I][Bronzeworking]
[Training field I]
>>
>>1087323
Pump 6 currency into recruitment efforts to bring it to 75.
>>
>>1087121
Hobgoblin scouts, guarding a crude raft, are seen on the Galkoki beaches. They seem to be setting up camp, but otherwise appear lightly armed and unarmored. When approached they reveal to be equipped with uniform circular shields of hide stretched over wicker and short leaf-bladed bronze swords. They bark and speak in a guttural language, and form a defensive circle of locked shields around some chests and a few people lying on a flat stone.
>>
>>1087000
Per Turn

>>1087004
You can use it after the roll, yes. Nat 100s are critical successes, and no, they can not be boosted to.
>>
Rolled 88, 40, 25 = 153 (3d100)

>>1086944

[Classá]
Territory: 39
Population: 31 (+3/t)
Food: 1
Currency: 36 (+7/t)
Industry: 7
Settlements: Sauna Oasis [Cap], Ugnis [Out], Nar [Out], Fuego [Out], Brasa [Out]
Structures: {Sauna Oasis Def. 1 | Glass Palace, Farm I x2, Glass Factory I, Glass Workshop I}
Trade: {Salique, +2}
Military:
-x1 Sentairy [Str. 1]
Magic: Fire I, Flight I
Tech: Bronzeworking, Glassworking I, Armor I, Firemaking I, Economics I, Writing I
Resources: [Bronze: 11+1/t] [Stone: 10+1/t] [Wood: 10+1/t] [Glass: 5+2/t] [Sand: 9+1/t]
[New and Exciting]: The fairies of the brand new nation of Classa are excited to learn and discover new things, but they have a bad case of collective ADD. Researching new technologies is easier, but improving upon old ones bores them.
[Burning]: Classa's fairies draw their energy from flame- while near burning fires, they are stronger, but they are weaker than normal at other times.

>1.
[Burning]
[Fire Magic I]
[Firemaking I]
[Glassworking I]
What was this project again- no, I remember now, we're setting up a [Beacon] for fire power. Keep doing it! (1/4)
>2.
[Economics I]
[Writing I]
{Glass Workshop I}
It's time we show- showed... forest people– trade... Lets improve our building [Architect-
No, I think it's time. We've made great progress in crafting since we've moved here, and Salique accepted our trade invitation without a hitch. We're going to set up a trade route with the forest fairies! We're going to start trading glass goods with Henosis! And we're going to tell them that not a single tree was burned in the making of them! Now, /who volunteers to be the one to open relations/?

Come on, I'll reward anyone who does a special glass amulet!
>3.
[Writing I]
[Glassworking I]
Wait, what? We already have a system of [Writing], I ordered you to build a [Library]. Make it out of glass if you have to, stone is a pretty hard material to work with. (1/4)
>>
>>1087559
so um how might one join in a game like this, it looks interesting at least.
>>
>>1082395

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

The scent of ashes filled the localized air of a local grove as a conspicuously luminous individual wandered about them with a confident smile, betrayed by her constant calls of help and confusion. It was an orange-haired fairy, but relatively large, about the size of a short elf, dressed in a red dress adorned with many ribbons. She appeared to be carrying a bunch of glass objects in her arms, tinted green from a lack of potash or any other additives to purify the crystals.

"Yahoo! Anybody home? It sure is cold out here..."
>>
>>1087585

It's up to OP to decide whether or not he wants to kick some dead civs to let you in but if he does here's the sheet you need to fill out

---

Joining the game is simple, just fill out the sheet (And put your desired starting location):
Nation Name: (What your nation is called)
Race(s): (What kind of peoples inhabit your nation)
Color: (Your Color on the map)
Fluff: (your nation's backstory- more thorough fluff will help GM figure out eccentricities.)
-Don't fill out (unless told)-
Settlements: (Player-named capital) (Player-Named outpost (4))
Territory:
Population (+growth/turn): GM Generated
Food: 1
Currency: 3 (+x/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: GM Generated
Military: 1 (Player Named Unit)
Tech: Bronzeworking (Others determined by Fluff)
Resources:
Eccentricities: GM Generated (Again, the better the fluff, the more of a feel GM has for your nation.)
>>
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>>1087585

Post a nation using the template found at the top of this page: http://pastebin.com/pakzadFV and possibly request a preferred area, though at this point if you get accepted you're probably going to replace one of the AFK players!
>>
>>1087585
See
>>1087600
>>1087606
I'm going to give the Caliphate and Alluria a bit more time to respond, but it seems Salique is pretty much dead, and you could take their spot. Or you can make another underwater nation :^)
>>
>>1087121
If possible I'd like to use 17 Currency to make my 33 roll into 50 so I can just finish the damm knights already since I've been working on them for a disgustingly long time now.
>>1087438
The Peasents after seeing these armed "things" seemingly having other people in their custody immediately leave and return with a squadron of their local men at arms. Men armed with various Bronze Weaponry and Bronze segments attached to their clothing to protect vital spots while wielding wooden shields. Once they arrive one of the men approachs the hobgoblin cluster and from a decent distance says this, "You are in the Kingdom of the Galkoki! What are you creatures first of all! And secondly what are you doing with those citizens!" After this the other men stay in their current position looking ready to come to aid of their fellow man should he need it.
>>
>>1087635
Oh neat your here! So here is what I got if I went in full ham, please forgive autism...

Nation Name: Riaetrusqe
Race(s): Centaurs and beast folk usually Minotaur, satyrs, goat men and the like
Color: Orange
Fluff: Civilization, or at least the concept of it came slowly to the wandering nomads of Riaestrusqe, for generations the beastfolk and Centaur have often been at odd ends with one another competing for better stomping grounds and watering holes in the endless savannas that seems to dominate their world. Their borders are often either mountains or hilly areas which make for poor migration routes.

A few herds usually of second or third sons seeking new lands have even gone beyond their ancestral routes to explore the world at large but found themselves waylaid and blocked off by strangers that would not allow them to cross. A few misunderstandings and grave insults between both groups lead to the herds that had gone beyond to pillage the village at large which in turn lead to that various kingdoms to send their armies to purge the area. The increased blood shed was too much for the small minor herds and they fled back to their ancestors lands calling for aid from their relatives in other major herds. Some elders advised against further blood shed as it loud lead to ruin for both sides, but hot blooded tempers took over and two major herds; the Solar Counsul and the Nomo Rast marshaled their war bands and went forth pillaging as revenge for the lost foals and mothers of the minor herds slaughtered in the retaliatory strike of the kingdoms.

This series of events lead to countless battles between the two until through a series of alliances and a major noble of one of the kingdoms becoming obsessed with the extermination of their kind lead to alliance of kingdoms to seek out the homelands of the beast folk resulting mass culling while the warriors were away. Stricken with grief the expedition force of the kingdoms were slaughtered to the last and their banners soaked in blood where sent back to their respective kingdoms planted as a stark reminder least they forget, yet at this point the major herds of the beastfolk were diminished from the thousands upon thousands that used to roam the plains and savannas.
>>
>>1087686

The Allied Kingdoms at that point have not been seen in the Savannah ever since.

For years now the diminished herd have stayed within their ancestral lands desperately trying to recover from the countless battles and engagements ever since then. As of now the once rivals of differing clans now stand shoulder to shoulder from the horrors that occurred from the Purge. Due to their lower number the herds have gathered together now for both protection and prevent inbreeding as their number were devastated afterwards. To save their way of life and for protection from the natural and man made depredations of the world around them, the beast folk look to their leader; Teslaiec a larger Centaur even for their race supported by his younger brother, Anul as they lead their kind through this perilous time together.
>>
>>1087686
Cool. I'll (hopefully) get you statted ASAP, then you can take make-up turns.
>>
>>1087686
>>1087635
>>1087689

I don't know if it'd be doable, but you did say to do a bunch of fluff so you can get a gud idea on what they have essentially, so there ya go

>>1087694
Oh well hey, civilizations come and go as they are formed through out time so starting out with some penalites would make sense after all since I started late in the game.

btw just curious, but what are victory conditions here? Reach the end of time, beat all others, trade and become stinking rich, achieve godhood?
>>
>>1087686
>I went in full ham
No such thing in these.

>>1087664
One Hobgoblin stands out as a leader. The group of sixteen listen to his orders and step forward while shields are kept together. "We are Arakosi Khal'na Himsark. We fished these paleukkin from the sea." He says from amidst the tight knot of shields. "They owe a life debt to the Khal for our aid. Such is the price of blood. They are wounded and may not survive the voyage. You may take them but their debt to the Khal will be your debt to the Khal."
>>
Rolled 99, 93, 21 = 213 (3d100)

>>1086944
Name: Aquantis Dominion
Race: Fishfolk
Color: Lime Green
Settlements: [Coralea], Garblax's Ravine, Lumerox Caverns, Blaxab Reef, Jorgox Wildlands
Territory: 39
Population: 30 (26+4) (+4/turn)
Food: 9 (8+1) (+1/turn)
Currency: 23 (19+4) (+4/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Coralea)
Military: 1 (Spear of Odein)
Tech: Bronzeworking, Coral Farming I, Fish Herding I, Agriculture I, Writing I, Weaving I, Domestication I
Resources: [Coral: 11] (10+1) (+1/turn) [Seaweed: 11] (10+1) (+1/turn) [Driftwood: 11] 10+1 (+1/turn) [Icthy Pod: 6] (5+1) (+1/turn)
Eccentricities:
[Sea Dwellers]: The Fishfolk of the Aquantis Dominion are completely at home in the water, moving and expanding through it extremely quickly. The same cannot be said about them on land, however.
[Bounty of the Sea]: The seas of Primal World are teeming with life, and each action the Fishfolk take to acquire food is more successful. However, monsters lurk in the deep, and everything must come to the water's edge to drink....
Progress: Mathematics [1/4]

Actions:
1) Research Animal Husbandry
2) Research Ichthy Riding
3) Build an Ichthy Ranch
>>
>>1087723
>>1087725
Oi the fuck is this shit. You don't delete your post then try again for new rolls.
>>
>>1087725
The fuck you think your doing you nigger
>>
>>1087728
>>1087729
GM saw, don't worry.

>>1087723
>>1087725
Hey, no cheating faggot.
>>
>>1087721
"Huh, very well. Dispite your appearances you seem to have done us a good turn here. Here good deeds get you respect and no doubt the king will know of this. Very well, allow us to take them with us so we may heal them and perhaps you can officially talk with our leaders about this "debt".
>>
>>1087732
I thought I made an error on the previous post so I revised it and deleted it.
Then I realized that I've also deleted my rolls along with my post so right now I'm rechecking my sheet for errors again.
If it'll make it up to you I'll reroll again.
Hopefully I roll lowers numbers this as punishment for my incompetence.
My apologies for the trouble.
>>
>>1087729
Oh, looks like you have a screenshot of my first roll. I won't reroll again and take that instead if that is your wish.
>>
>>1087742
The leader barks further in that wicked tongue. It's words were rough and sharp, like the crack of stone on stone. He gestures to the men lying on the rocks. Some of the hobgoblins breaks ranks from the wall of shields - still raised in defiant defense of the Galkoki arrayed before them. Four hobgoblins carry the pair of men between them and the leader approaches. Across his chest is a blue sash of rough-spun wool. The men are laid down before the Galkoki party and the leader speaks.

"Their life debt is your life debt now, paleukkin. We will return with nakud mor'malen to collect in three moons." This hobgoblin gashes his finger between sharpened teeth and lets blood drip onto the ground between the two parties. The four who had carried the humans to the Galkoki beat swords against shields twice with a rhythmic kerthump kerthump. With that, they turned away, leaving the half-dead men to the Galkoki's care. That ugly language echoed among the beach cliffs again and the hobgoblins set about preparing to leave back east.
>>
>>1087698
>>1087698
>No real 'win' conditions, the point is to just play and grow your nation until things get stale and/or boring :^)
Settlements: (Player-named capital) (Player-Named outpost (4))
Territory: 39
Population: 10 (+3/turn)
Food: 1
Currency: 3 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Capital City)
Military: 1 (Player Named Unit)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I
Resources: [Stone: 5] [Wood: 5] [Bronze: 5]
Eccentricities:
[Fleet Footed]: Half horse, the centaur make the fastest natural soldiers of all Primal World; Basic units move much faster, but their bulk requires increased food consumption.
[Experienced]: The centaur are used to bloodshed and combat, having suffered for so long. Units take longer to train, but are stronger than average.
>>
Rolled 33, 37, 44 = 114 (3d100)

>>1086944
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Territory: 39
Population: 29(+3/turn)
Food: 2
Currency: 35 (+4/turn)
Industry: 6
Structures: Government Building, Farm I (3), Lumber Mill I (1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian
Tech: Bronzeworking, Ecology I, Domestication I, Agriculture I, Archery I, Horsemanship I, Herbalism I
Resources: [Bronze: 12+1] [Wood: 20+3] [Seeds:11+1] [Equus Herd:11+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
Research: Flight(1/4), Naval Technologies(2/4)

>Continue Flight training

>Continue Boat research

>Begin crafting fine bronze swords

>>1083794
Very interesting Lady of Dusk. Are there others like you?
As for the issue of this fire summoning, I do believe that we will deliberate for awhile on learning to harness fire. Having the power to summon such an element is a big responsibility as well as an even bigger liability given our location. Do you have any advice for us to prepare ourselves for such power should we choose to pursue it?
>>
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>>1087770
Now with map!
>>
>>1087728
>>1087729
>>1087732
There.
I've revised my Civ sheet and corrected inconsistencies and errors in relation to the previous states of my Civ's stat sheet.
My roll results is as indicated by this person's screenshot of my first post. >>1087729
Hopefully this is the last time this happens.

>>1086944
Name: Aquantis Dominion
Race: Fishfolk
Color: Lime Green
Settlements: [Coralea], Garblax's Ravine, Lumerox Caverns, Blaxab Reef, Jorgox Wildlands
Territory: 39
Population: 28 (26+4) (+4/turn)
Food: 9 (8+1) (+1/turn)
Currency: 23 (19+4) (+4/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Coralea)
Military: 1 (Spear of Odein)
Tech: Bronzeworking, Coral Farming I, Fish Herding I, Agriculture I, Writing I, Weaving I, Domestication I,
Resources: [Coral: 11] (10+1) (+1/turn) [Seaweed: 10] (9+1) (+1/turn) [Driftwood: 11] (10+1) (+1/turn) [Icthy Pod: 6] (5+1) (+1/turn)
Eccentricities:
[Sea Dwellers]: The Fishfolk of the Aquantis Dominion are completely at home in the water, moving and expanding through it extremely quickly. The same cannot be said about them on land, however.
[Bounty of the Sea]: The seas of Primal World are teeming with life, and each action the Fishfolk take to acquire food is more successful. However, monsters lurk in the deep, and everything must come to the water's edge to drink....
Progress:
Mathematics [1/4]

Action:
1) Research Animal Husbandry
2) Research Ichthy Riding
3) Build an Ichthy Ranch
>>
>>1087770
Settlements: (Tolretnac) (Out posts; names come later for now (4))
Territory: 39
Population: 10 (+3/turn)
Food: 1
Currency: 3 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Tolretnac)
Military: 1 (Outiders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I
Resources: [Stone: 5] [Wood: 5] [Bronze: 5]
Eccentricities:
[Fleet Footed]: Half horse, the centaur make the fastest natural soldiers of all Primal World; Basic units move much faster, but their bulk requires increased food consumption.
[Experienced]: The centaur are used to bloodshed and combat, having suffered for so long. Units take longer to train, but are stronger than average.

Well if nothing else I'd want our beastfolk to work on more farms, better hunting grounds and the like as it is right now we need to focus on trying to rebuild the population after the wars. Still need to keep a weary eyes on the border as well...

>Increase food production
>Train Military
>Increase Pop.

Thats what you do right? For what you can or cant'?
>>
>>1087786
And you need to roll. 3d100 in the 'Options' field.
>>
Rolled 30, 89, 38 = 157 (3d100)

>>1087786
>>1087786

Right o!
>>
[Picts]
Settlements: (Caledonia) (Player-Named outpost (4))
Territory: 9
Population: 10 (+4/turn)
Food: 1
Currency: 3 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Caledonia
Military: 1 Picti
Tech: Bronzeworking
Resources: [Bronze: 5] [Stone:5] [Wood: 5]
Eccentricities:
[Naked]: Picti don't have any concept of 'modesty' or 'clothing', but this has allowed them greater freedom of movement. While their armies move faster than usual, the concept of armor is extremely hard to grasp, making them weaker and easier to kill.
[Behind the Curve]: While new technology is hard to grasp for the Picti, they improve upon learned technology at a much faster rate.

>Gather blue dyes to make paint
>Collect shiny rocks we find in caves
>>
>>1087830
Three actions, and please roll (3d100 in the options field)
>>
>>1087790
Um...did you see muh rolls?
>>1087793
>>
>>1087843
Got em, but I'm done updating for the day.
>>
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Rolled 72, 89, 93 = 254 (3d100)

>>1082045
>[Black Feather]
>Settlements: Capital: Black Feather, Outposts: Codilia (N), Chelydra (E), Natricinae (W), Basiliscus (S)
>Territory: 39
>Population (+growth/turn): 38 (+4/turn)
>Food: 5
>Currency: 7 (+2/turn)
>Industry: 5
>Structures: Hall of Scales, Farm I (2)
>Defenses: 1 (Black Feather)
>Military: 1 (First Claw)
>Tech: Bronzeworking, Agriculture I, Treeweaving I, Herbalism I, Boats II
>Resources: [Copper: 5] [Stone:5] [Wood: 3]
>Eccentricities:
>[Primitive]: The reptilians of Black Feather are simpler, and in turn, more in tune with the flow of nature. However, they find it harder to master more complex technologies, or industrialize.
>[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.
>Research Currency (3/4)
A standard of exchange has come about, just in time to set up trade with the Aurean Dominion.
>Finish Stone Quarry (5/6
With a steady supply of stone, defenses and new permanent structures can be built.
>Research Animal Husbandry (2/4)
+Primitive
The crocodiles made great pets. At first many were hesitant to use them for meat or skin, but the Gator Folk were eager to have another supply of food.

>>1084312
The High Chief waved her hand to the representative next to her.
"Ever since before I was hatched, the people of the marsh lands have fought each other. Then came the stranger and his message from the Great Spirit. I was one of the blessed to be given a connection to the Great Spirit. The Great Spirit brought our hearts together, and peace has gown over the past hundred years."
The High Chief nods, "We do owe much to the Great Spirit, but we will pay our dues once we are stable in our peace."
>>
Rolled 36, 92, 35 = 163 (3d100)

>>1086944
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 16 (+2/turn)
Food: 3
Currency: 15 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (3)
Defenses: 1 (Capital City)
Military: 1 (Breezy)
Tech: Bronzeworking, Infantry I, religion I
Resources: [Bronze: 5] [Wood: 3] [Stone: 5]
Eccentricities:
Born of Air: The denizens of the Feathered Empire have a special affinity for the air and the weather, but can't really figure out how to work with things from the earth.
[Immortal Leader]: The eternal child may decree that his people focus on one task each turn, producing better results. Beware of sabotage and/or rebellion.
1. Weather magic [2/4] (born of air, eternal mandate)
2. Flight [3/4] (born of air)
3. Build a navy, like actual boats.
>>
>>1087915
Do I finish weather magic with this, or do I need to spend mones?
>>
>>1087004
Butterlord!
5 winged creatures descend upon your capital. Ano androgynous child with a commanding air, two warriors with bronze swords (of either gender) and two scantily clad who are somehow even more beautiful that the others (again in either gender). The child introduces themselves, "I am Aithlin, the diety monarch of the Feathered Empire and the Eternal Child. I have come before you to ask you to take your rightfull place, leading those who lack the gift of sky."
>>
Rolled 51, 96, 36 = 183 (3d100)

[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: 39
Population: 17 (+3/turn)
Food: 5 (1 Base, 2 farm at +2 each)
Currency: 15 (+3/turn)
Industry: 6
Structures: Government Building, Farm I (2), Library I, Stone Mind I (2), Agriculture I
Defenses: 1 Walls of Balbyion
Military: 1 Balbyionian Home Guard
Tech: Bronzeworking, Agriculture II, Fortifications I, Masonry I, Bowmanship I
Resources:
[Copper: 8] +1/turn
[Stone:11] +2/turn
[Wood: 4] +1/turn
[Equus: 5 (+1/turn)]
Eccentricities:
[Advanced Architecture]: Not many structures are as magnificent as those built by the humans of Balbyonia; their settlements can house more people, increasing population growth, but cost more resources.
[Terraced Farms]: Like their cities, the farms of Balbyonia are very advanced. They take much more time and resources, owing to their complexity, but provide more food
Domestication 2/???
Bronze Spears 3/4

1. Continue Researching Bronze Spears 3/4

>Library I

2. Build a Grand Academy of Balbyion

>Masonry I

3. Study how to domesticate and ride these Equus into battle

Domestication 2/???

>Library
>>
>>1087832
>Gather blue dyes to make paint
>Collect shiny rocks we find in caves
>Better breeding methods
>>
Rolled 66, 56, 85 = 207 (3d100)

>>1087984
fuck me the rolls didn't work
>>
>>1087921
36 is +1 progress, I'm afraid.
>>
>>1087942
We thank you for coming so far to visit us, and for your offer, but we must decline. Our place is not to lead, but to aid.
>>
>>1088394
"I, see. Tis a shame I came so far for naught. Fare thee well." And with that, the elves return the way they came.
>>
>>1088139
Betwixt the bonuses? How much must I spend to push it the last bit?
>>
>>1088445
Ah. With your bonuses, it's +2
>>
>>1088451
Ah, I'll go ahead and spend 6 on the boat though. Leaving my total at 9.
>>
>>1087845
>>1087876
>>1087915
Not trying to be rude or anything, but while I'm waiting on an update whose my neighbor to my eastern border and what other options do I have here exactly?
>>
>>1088504
Gonna start update soon. East of you is Classa, the fire fairies. What do you mean by options?
>>
>>1088539
Just general ideas of what I can or can't do, I see some people doing research options as well as just setting up trade routes or something like that right? Are there pros and cons with making alliances and the like as I'm still learning exactly what we're able to do here.
>>
>>1088558
Roleplay is free and doesn't cost any actions. Feel free to say hi to your neighbors. Or you can just be the evil dick of the game. Nothing wrong with that either :^)
>>
>>1087876

Selene smiles gently. "I see. It is my hope that your peace will last. I think our two nations may get along well also, seeing as how things are turning out so amicably. To that end, I would like to propose that a trade route be built between us so that we may both reap the rewards of commerce and trade. What say you?"
>>
>>1087772
>>1087597

The outsider fairy was visibly shivering from a slight breeze, the sound of glass objects rattling against each other likewise audible. "Hey, anyone here? Since it would be pretty disappointing if I flew and stumbled all this way and had to go back empty handed, and these glass pieces are pretty heavy." A part of her wanted to start a fire in order to warm up, but her leader repeatedly drilled into her head to not use her powers while in the woods lest she accidentally burn their potential trading partners down. Perhaps ironically, the discomfort was causing the fairy to sweat, setting down all the glassware partially wrapped in cloth and touching her hands to her fiery wings to try and regain heat.
>>
>>1088920

My mistake
>>
File: Ancients4chan.png (4.84 MB, 2500x2000)
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[Butterland]
The foundations of roads are soon built [2/4, -1 wood], and a few doctors are trained [Resource: Doctors]. Domestication efforts begin [2/4].

[Galkoki]
Finally, the Knights are finished with their training [1.8x (Please put techs next time), -17 currency, -1 food], better armorsmithing techniques are being researched [1/4, -1 wood]. Some of the Equus take to the plow immediately [Equus Plow II, +2 food/farm]!

[Aurean Dominion]
Domestication efforts are half done [2/4], and better housing is underway [2/4, -1 wood]. Training is slow for the Ordo Silentius, but steady [1/2].

[Arakos]
Better drilling techniques near finalization [4/6], and a forge starts to go up [2/4]. Warriors are recruited [1.4, -.5 food]!

[Classa]
The beacon is lit! The beacon is lit [Beacon I, +1 food]! A small trade route with the conclave is established [+1 currency/turn], and the fairies begin building a glass library [1/4, -1 glass].

[Aquantis Dominion]
>5+1 what?
Attempts to breed the Icthy nearly go off without a hitch [3/4], but the riding proves disasterous- unused to the weight of the fishfolk, the Icthy scatter [-3 Icthy]. However, the fishfolk gather up their driftwood supply, and the beginnings of a ranch start [1/4, -1 wood]

[Henoan Conclave]
Flight training and both research both slowly continue [2/4/3/4], and the Henoan smiths start making swords [1/4].

[Tolretnac]
Another farm starts to be planted [1/4, -1 wood], but there isn't enough food to sustain another professional regiment. However, the builders start to construct extra settlements [1/4, -1 wood].

[Picts]
Dyes are gathered [2/4], as well as gems (2/4), and research into the science of babymaking also begins [3/4].

[Black Feather]
The Tribe updates its currency [Currency I, +1 currency/turn], and the quarry is open and ready [Quarry I, +1 stone/turn, +.5 Industry] The research into Animal Husbandry is complete [Animal Husbandry I]

[Feathered Empire]
The Empire finally gets a hand on Weather magic [Weather magic I], as well as flight [Flight I]. They also begin to build boats [1/4, -1 wood].

[Balbyionia]
Spear research is finished [Spears I], while the Grand Academy is quickly built [Grand Academy I, -1 stone]. The Equus are nearly rideable [3/4].

>Sorry for missing RP things. Will get to them in a few hours time.
>>
>>1089605
No acknowledgement, I ain't spending it.
>>
>>1089622
Spending what?
>>
>>1089622
I never said you did spend it. 6 currency on a roll of 35 wouldn't have helped anyway.
>>
>>1089605
Fuck, forgot to list progress from last turn.
>>1086944
>Parasaurs [2/4
>Slight progress on the roads [2/4].

Can I just assume the Roads and Domestication are finished?
>>
>>1088892
As you wander through the wood with uneasy, tinkling steps, you hear the wind rustling through the leaves. But also something else? No, just the knocking of branches and groaning of the trees. As you go deeper, you begin to look around, feeling that you're being watched.
Then you hear a new sound on the wind. Something familiar, like giggling children. You notice that you're paradoxically covered in goosebumps and sweat. Swallowing nervously, you call out again, getting impatient this time. "Hey, you better stop playing around and come out! I went through a lot of trouble to get here."
Suddenly, the nearby bushes begin to rustle. You nervously hold onto your glass baubles and move closer to investigate. "H-hello? Are you one of the f-f-foresTah! pebole?" You finish as tears well up from just biting your tongue.
As the rustling gets closer and louder, you back away before *Splat!* Everything goes dark and you feel a cold and wet presence on your face accompanied with riotous laughter. Its almost soothing to your sweaty forehead.
As you stumble backward and almost drop your things, your vision clears and you see on the ground next to you a large toad the size of your face and three tiny winged people, standing about halfway up your shins.

As you bend down to get a closer look, one of them leaps up towards your face. "Hey! boo! what cho do? I do not remember you!" Another giggles and says, "You're all glowy zura! And you smell like smoke! You jump over too many candlesticks zura?" Then the third one starts jumping up and down excitedly. "Its a shiny pretty thing! Its a shiny pretty thing! And what's it holding? MORE shiny pretty things!" As you open your mouth to explain yourself, the first blurts out, "It? Thing? That don't ring! What kind is this off-spa-ring?". "Its a GIRL zura! Its a GIRL zura! It don't have no tail zura!" shouts the second one as it darts out from between your legs. "Why you all wet and smelly and bumpy zura? WET-SMELLY-BUMPY ZURA! SMET-BELLY-WUMPY ZURA! BET-WELLY-SMUMPY ZURA!" It screams as it bounces around you and the other two laugh and roll on the ground.
>>
Rolled 45, 46, 24 = 115 (3d100)

>>1089605
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Territory: 39
Population: 32(+3/turn)
Food: 2
Currency: 39(+4/turn)
Industry: 6
Structures: Government Building, Farm I (3), Lumber Mill I (1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian
Tech: Bronzeworking, Ecology I, Domestication I, Agriculture I, Archery I, Horsemanship I, Herbalism I
Resources: [Bronze: 13+1] [Wood: 23+3] [Seeds:12+1] [Equus Herd:12+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
Research: Flight(2/4), Naval Technologies(3/4), Sword Smithing(1/4)

>Continue Flight Training

>Continue Boat Building

>Continue Sword Smithing
>>
Rolled 76, 100, 74 = 250 (3d100)

[Arakos]
Settlements: Mor'Taris* Outposts: Tol'Anrom, Tol'Iralon, Tol'Larhen, Tol'Margren
Territory: 47
Population (+growth/turn): 35 (+4/turn)
Food: 3.5
Currency: 13 (+4/turn)
Industry: 5
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 2 Warrior Khal [1.2] 1 Warrior Khal [1.4]
Tech: Bronzeworking, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I
Resources: [Bronze: 8] [Stone: 12] [Wood: 10]
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World

1. Drill II 4/6

2. Construct Forge 2/4
[Construction I]
[Former Nomads]

3. Expand Tol'Iralon (southern outpost) to a town.
[Construction I]
[Recent Nomads]
>>
Rolled 49, 10, 36 = 95 (3d100)

>>1089605
[Galkoki]
Settlements: (Galkelan:Capital) outposts, Malken, Kirein, Sheklan, Valena, Towns: Balken
Territory: 43
Population (+growth/turn): 30(+3/turn)
Food:5
Currency: 7 (+3/turn)
Industry: 7
Structures: Palace, Farm I (2), Lumber mill 1(1wood a turn), Quarry (1 stone a turn)
Defenses: 1 (Galkelan)
Military: 1 (Man at Arms) 1.8(Knight)
Tech: Bronzeworking, Weaponsmithing I, Armorsmithing I, Sailing I, Agriculture I, +1 food], Horsemanship l, [Equus Plow II, +2 food/farm]!
Resources: [Bronze: 14] [Stone: 0] [Wood:6](Base+1 everything)
Eccentricities:
[Burning Hatred]: The humans of the Galkoki Kingdom hate magic with every fiber of their being, and will fight twice as hard when faced with it; however, this means most Galkoki staunchly refuse to learn it.
[Professional Soldiers]: The Knights of the Kingdom are famed for their prowess in battle. While their training takes much longer than other standard soldiers, they are much stronger for it

[The new town called Balken is completed this turn on our coast]

We'll be continuing our efforts to construct more efficient armor 1/4 Armorsmithing I

We'll then be trying to construct better tools so we can be more efficient within our mills and Quarrys partly due to our stone shortage.

Finally we'll be attempting to advance our Weaponsmithing to the next level. Weaponsmithing I
>>
>>1089810
That's a mighty fine forge. What does my Training Field do? How does trade work?

>>1089858
Three moons later the hobgoblin ship could be seen off the Galkoki coast. The crude craft beaches itself on the sandy coast. The same group of hobgoblins disembark from the ship but, now they are accompanied by three others, and between those three a heavy bronze chest is carried on litter. They march up the coast, quietly taking in the sights. There is little that seems to interest these strangers, as they look disinterestedly at most of the farmsteads and fleeing peasants. Never does the khal break its disciplined marching formation. The chest and its bearers are surrounded at all times by mean looking hobgoblins with their round hide shields and bronze short swords. The hobgoblins do not shout at the peasants, nor do they engage the peasants in any way. Instead, they steadily march up the coast and through the farmsteads until finally stopped by the metal-clad knights the country was known for.
>>
>>1089605

The first action was to continue my farm, I already have domestication researched. Progress is 2/4 and I rolled a 37, see >>1087226. Sorry for the confusion.
>>
Rolled 10, 1, 73 = 84 (3d100)

>>1089605
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 18 (+2/turn)
Food: 3
Currency: 13 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (3)
Defenses: 1 (Capital City)
Military: 1 (Breezy)
Tech: Bronzeworking, Infantry I, Navy I, Flight I
Magic: Air I, Hope I, Weather I
Resources: [Bronze: 5] [Wood: 3] [Stone: 5]
Eccentricities:
Born of Air: The denizens of the Feathered Empire have a special affinity for the air and the weather, but can't really figure out how to work with things from the earth.
[Immortal Leader]: The eternal child may decree that his people focus on one task each turn, producing better results. Beware of sabotage and/or rebellion.
1. Finish boat
2. Research bows
3. Get dirt munchers to do our farming for us. (Slavery or religion, I care not how it is done) (eternal mandate)
>>
>>1089940
*The Knights having heard of the Hobgoblins from the last encounter with them have marched out to meet what seems to be their delegation after fleeing peasents informed them*

This seems to be the second time you have visited us. We still remember what you've done to aid those wounded citizens. Now then, what brings you to our lands this time?
>>1089858
I just realized, if that 49 isn't enough for two points of progress I'll be dropping a single point of currency into it to make sure it is.
>>
Rolled 92, 24, 80 = 196 (3d100)

>>1089605
Cool, well we do need to build up our population, also just curious what is the surrounding area like in terms of resources as I was imagining alot of plains and grass lands so naturally this runs into the problem of having enough wood to begin with for resources and the like. I would think we could supplement settlements with roaming cities of tents and the like, but up to you really. If not than I'd be open for any trade routes that would allow us to build more with wood.

In the mean time...
Settlements: (Tolretnac) (Crest of Horns[N], Swift of Hoof[S], Nomo Rast Conclave[E], Solaraire's Rest[W].(4))
Territory: 39
Population: 13 (+3/turn)
Food: 1
Currency: 6 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Tolretnac)
Military: 1 (Player Named Unit)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I
Resources: [Stone: 5] [Wood: 3] [Bronze: 5]
Eccentricities:
[Fleet Footed]: Half horse, the centaur make the fastest natural soldiers of all Primal World; Basic units move much faster, but their bulk requires increased food consumption.
[Experienced]: The centaur are used to bloodshed and combat, having suffered for so long. Units take longer to train, but are stronger than average.

Current Projects: Farm 1/4 Settlement 1/4

>Continue Farm
>Continue Settlement
>Scout out to the large river that our sharpest of scouts can barely make out land on the far horizon. Or resources really.
>>
>>1090215
>Those first two rolls
Ouch mate...

Also Classa, since we seem to be neighbors, and I'm pretty sure that my people live in grasslands and the like, want to team up and not set my fields on fire? Cuz flash fires are not fun to deal with on a savanna....
>>
>>1081137
Can I still join?
>>
>>1089605
5 = The number of resources I originally had.
1 = The additional (or deduction in some cases) point of that resource that I get (or lose) for this turn.
The result of all of them is the current number indicated in the corresponding resource count.
So that would mean that I originally had 5 Ichthy pods. Since this resource increases by 1 each turn, it will be now 6 Ichthy pods.
It's just there so I won't get confused.
Is there something wrong?
>>
File: Ceadni.jpg (133 KB, 800x849)
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>>1090328
I'll just make my write up here, Tell me if there's something wrong with it.
Race: Ceadn [Aquatic, Amphibious Fish like beings with an affinity of aspect of the mind, the sudden spring of activity in the surface awakened the beings and they have finally navigated the underwater cave that once acted as their sanctuary and prison. They now brave the new world, free of their past shackles, ready to mark their presence.

Location: Check the Image
Leader: Morgawr

Settlement: Harwylk (Saltpan [N], Nymerlead [S], Cirulis [W], Hol'Riedr [E])
>Territory, OP what is starting value?
>population OP what is starting value?
>Food, OP what is starting value?
>Currency OP what is starting value?
>Industry OP what is starting value?
>Structures: OP what is possible to have?
>Defenses, OP what is possible to have?
>Military, OP what is possible to have?
>Tech, OP what is possible to have?
>Resources: OP what is possible to have?
Eccentricities
[Mind Adepts] The Deep Ones are capable toying on the minds of other beings but their psionic abilities makes them weak physical fighters.
[Aquatic] These creatures thrive on water thus giving them more movement speed in the seas or rivers but severely suffers in dry locations
>>
File: Gynnead Ceadn.png (549 KB, 960x601)
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>>1090424
>>
>>1089679
You may. Roads I gives +1 currency/turn.
>>
>>1090424
Mostly good, except that's right in another players backyard, and you don't get to choose your own eccentricities (Though I do admit, they look good.)
>>
>>1090488
Hey OP can you help me figure this out please? I kinda wanna start writing up my turn and can't do it unless I know what's gonna happen with that
>>1089980
>>
>>1090512
Farm at 3/4 then.
>>
>>1090519

Sweet thanks
>>
Rolled 42, 76, 3 = 121 (3d100)

>>1089605
Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 34(+3/turn)
Food: 2
Currency: 36(+5/turn)
Industry: 5
Structures: Government Building, Farm I (3), Roads I, Animal Pen
Defenses: 1 (Avaros)
Military: 1 (Plaguewarden)
Tech: Bronzeworking, Medicine I, Medicine 2 [1/6] Herbalism 2, Skirmishing I, Mathematics I, Domestication 1
Resources: [Bronze :12(+1/turn)] [Jungle Herbs: 11(+1/turn)] [Jungle wood: 10(+1/turn)] [Parasaur: [7/+1/turn] [Doctors]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and recieve bonuses to fighting defensively. However, the majority of the Avarosi population views offensive action as immoral, and in some cases, downright disgusting.
[Natural Healers]: Finding new ways to heal the sick and injured come naturally to the Avarosi, though they flinch at finding new ways to cause suffering.

Look for resources. (Preferably Iron or Obsidian)

x2 Research Medicine 2 (1/6) [Medicine 1, Natural Healers, Herbalism 2]
>>
>>109048
Hmm, how about you decide where my location is and I keep the eccentricities
>>
>>1090540
Heh. Not how it works.
>>
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>>1090551
T_T
okay then, here's possible locations I think would be great, closer to the big river would be better.
>>
Rolled 55, 61, 22 = 138 (3d100)

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich, Nathalum, Ael'wyn, Silvanar (Player-named outposts))

Territory: 39
Population (+growth/turn): 27 (+2/turn) (+1 in 3 turn(s))
Food: 2
Currency: 17 (+4/turn)
Industry: 7
Structures: Hall of Paragons (Government Building), Farm I (2), Fishing Camp I, Quarry I, Lumbermill I, Gem Mine I
Defenses: 1 (Vanitas)
Military: 1 (Dominion Munifex)
Tech: Bronzeworking, Craftsmanship I, Swordsmanship I, Archery I, Economy I, Domestication I
Resources: [Bronze: 11 (+1/turn)] [Gems: 20 (+2/turn)] [Wood: 16 (+3/turn)] [Stone: 6 (+2/turn)]
Eccentricities:
[Slave Labor]: Those elves less pretty to look at are basically slaves to the other elves; they just don't call it slavery. With a lack of basic regulations, the lower caste is worked to the bone. Production of resources is increased, but rebellions can be catastrophic.
[Flashy]: The elves of the Dominion are always working on improving the looks of their fighting styles. Because of this, many find any sort of heavy armor to be a waste of time.
Works in Progress: Farm (3/4), Alberich expansion (2/4), Ordo Silentius training (1/2)

1. Excellent, the farm is almost finished. Continue. (+Slave Labor) (+Craftsmanship I) (Progress: 3/4)
2. Continue with the settlements. Alberich will rise to glory! (+Craftsmanship I) (Progress: 2/4)
3. Finish up the training of the Ordo Silentius. (+Swordsmanship I) (+Archery I) (+Flashy) (Progress: 1/2)
>>
Rolled 60, 95, 44 = 199 (3d100)

>>1089605
Name: Aquantis Dominion
Race: Fishfolk
Color: Lime Green
Settlements: [Coralea], Garblax's Ravine, Lumerox Caverns, Blaxab Reef, Jorgox Wildlands
Territory: 39
Population: 32 (28+4) (+4/turn)
Food: 10 (9+1) (+1/turn)
Currency: 27 (23+4) (+4/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Coralea)
Military: 1 (Spear of Odein)
Tech: Bronzeworking, Coral Farming I, Fish Herding I, Agriculture I, Writing I, Weaving I, Domestication I,
Resources: [Coral: 12 (11+1)] (+1/turn) [Seaweed: 11 (10+1)] (+1/turn) [Driftwood: 11 (11-1+1)] (+1/turn) [Icthy Pod: 4 (6-3+1)] (+1/turn)
Eccentricities:
[Sea Dwellers]: The Fishfolk of the Aquantis Dominion are completely at home in the water, moving and expanding through it extremely quickly. The same cannot be said about them on land, however.
[Bounty of the Sea]: The seas of Primal World are teeming with life, and each action the Fishfolk take to acquire food is more successful. However, monsters lurk in the deep, and everything must come to the water's edge to drink....
Progress:
Mathematics [1/4]
Icthy Ranch [1/4]

Action:
1) Continue researching Mathematics.
2) Continue building the ranch.
3) Research coral based construction.
>>
>>1090286
"We've been instructed to trade." The hobgoblin leader says simply. "We have also come to collect on the debt, paleukkin." The hobgoblin leader steps forward and gestures to the trio hefting the chest. "They will trade. I will collect. Where is your leader? I am here to speak of debts with him."

>>1090713
You don't gain food per turn. It's a static resource. I also wish you weren't under the sea because I'd like to trade for writing.
>>
>>1088609
"Of course we are open to trade. But I doubt that we'll receive much when you don't have boats. That is something that we can fix of course."

Ooc: Trade Boats I for Economy I and begin a trade route.
>>
>>1090718
>You don't gain food per turn. It's a static resource.
Wait really? Fuck. Looks like I'll have to go way back to correct this.
>I also wish you weren't under the sea because I'd like to trade for writing.
Does your civ know how to make watercrafts? Where is your civ at?
>>
>>1090811
>Note: Physically trading items/tech requires an action.
>>
Rolled 10, 66, 53 = 129 (3d100)

>>1089605
[Black Feather]
Settlements: Capital: Black Feather, Outposts: Codilia (N), Chelydra (E), Natricinae (W), Basiliscus (S)
Territory: 39
Population (+growth/turn): 42 (+4/turn)
Food: 5
Currency: 10 (+3/turn)
Industry: 5.5
Structures: Hall of Scales, Farm I (2), Stone Quarry
Defenses: 1 (Black Feather)
Military: 1 (First Claw)
Tech: Bronzeworking, Agriculture I, Animal Husbandry I, Currency I Treeweaving I, Herbalism I, Boats II
Resources: [Copper: 5] [Stone:6 +1/turn] [Wood: 3]
Eccentricities:
[Primitive]: The reptilians of Black Feather are simpler, and in turn, more in tune with the flow of nature. However, they find it harder to master more complex technologies, or industrialize.
[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.

>Open trade relations/route with the Aurean Dominion
+Currency
>Make Tech Trade with Aurean Dominion
>Train Fast attack watercraft unit (Hidden Maw)
+Boating II

The visitors have solidified our unity, by recognizing us as one. We will make trade and make certain that trade is protected.
>>
>>1089605
As revealed by Arakos >>1090718 it turns out that I've made yet another mistake. This time it's for food.

With this post >>1065256 along with my base food it should be in fact just 2.

Disregard what my post here says about my current food level. >>1090713
>>
File: 1485393422209.png (5.22 MB, 2500x2000)
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>>1090820
I'm so sorry OP, I just found the last thread, I think I did it right this time
can i have your blessings?

Race: Ceadn [Aquatic, Amphibious, frog-like with an affinity and talent on the manipulations of the mind, The Ceadn was an old race who's society was content in the minutia of their past lives. However the sudden spring of activity in the surface awakened the beings and brought them to the surface with a renewed purpose... Rhey have finally navigated the underwater cave that once acted as their sanctuary and prison and now has emerged from the deep sunken ruin into the new world full of new beings to.... interact with...
Location: Check the Image
Leader: Morgawr
Color: Gold

Settlement: Harwylk (Saltpan [N], Nymerlead [S], Cirulis [W], Hol'Riedr [E])
Population (+growth/turn): GM Generated
Food: 1
Currency: 3 (+x/turn)
Industry: 5
Structures: Government Building [First Communion Pool], Farm I (2)
Defenses: GM Generated
Military: 1 (Player Named Unit)
Tech: Bronzeworking (Others determined by Fluff)
Resources:
Eccentricities: GM Generated
>>
>>1090857

Hey punk gold is my color

>>1090811

I'll get back to you RPwise on the next action, but I accept the deal
>>
>Sorry this took so long, people.
>>1084247
Sameda smiles warmly at the fairy princess. You have a good heart, and good intentions. I believe that with training, you can master fire yet." She frowns darkly. "But stay away from Mejan- she may play the part of sweet and kind, but her words are poison." (Requires an Action)

>>1086095
As he's stopped, the Primal Ancient immediately sizes up the chief. "Can I help you? If not, move."

>>1087772
Sameda nods sagely. "Yes, it is. It needs to be controlled." At the question, Sameda smiles ruefully. "Stay away from Mejan- she may seem loving, she may seem kind, she may seem compassionate- but all she seeks is destruction."


>>1084312
Droc waves his hand at the extended thanks. "No need. Ol' Zhremar is an old fuddy-duddy. Always happy to screw with him." Droc grins at the proposal, his teeth stained black with charcoal. "I can offer you something better; I can teach you to move stone, simply with your mind. (Requires an Action)
>>
>>1089689

Though momentarily stunned from the collision with the amphibian of unusual size, the greater fire fairy quickly focuses and cleans off both the sweat and toad— liquid through momentarily heating up, causing it all to evaporate in a cloud of mist. Before her were fairies of the smaller type, the kind which liked to live in lanterns and powered the capital city's unique lamp posts (if they were fire fairies themselves, that was.)

"Hey, no fair, I'm los- " the fire fairy paused upon noticing the forest denizens take an interest on the trinkets she was ordered to haul into the area. "Wait, you think they're pretty? It's glass!" She unraveled one of the glass objects to pull out a spherical bauble of the kind she thought small fairies liked. Though seemingly solid in construction, it was light weight.
>>
File: 32278104_p0.png (1.06 MB, 1500x1000)
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Rolled 58, 32, 88 = 178 (3d100)

>>1089605

[Classá]
Territory: 39
Population: 34 (+3/t)
Food: 1
Fire Points: 1
Currency: 44 (+8/t)
Industry: 7
Settlements: Sauna Oasis [Cap], Ugnis [Out], Nar [Out], Fuego [Out], Brasa [Out]
Structures: {Sauna Oasis Def. 1 | Glass Palace, Farm I x2, Beacon I, Glass Factory I, Glass Workshop I}
Trade: {Riaetrusqe, +2} {Heno +1}
Military:
-x1 Sentairy [Str. 1]
Magic: Fire I, Flight I
Tech: Bronzeworking, Glassworking I, Armor I, Firemaking I, Economics I, Writing I
Resources: [Bronze: 12+1/t] [Stone: 11+1/t] [Wood: 11+1/t] [Glass: 6+2/t] [Sand: 10+1/t]
[New and Exciting]: The fairies of the brand new nation of Classa are excited to learn and discover new things, but they have a bad case of collective ADD. Researching new technologies is easier, but improving upon old ones bores them.
[Burning]: Classa's fairies draw their energy from flame- while near burning fires, they are stronger, but they are weaker than normal at other times.

>1.
[New and Exciting] (-??)
[Firemaking I]
Invoked: Ancient of Fire, Primal?

>>1091165

"Thank you, thank you! We won't let you down, tall on- Samada!" Princess Zharar's wings grew in size until they combined into two singular pairs of flame for a brief moment, dying back down into a set of smaller cinders soon after.

"But- I must tell you. Something that all fairies seem to have, it makes trying to concentrate on any one thing hard. If it weren't for me and a handful of others, we wouldn't even be a civilization, just a bunch of fairies wandering in the desert playing pranks on trespassers. It might take longer to teach us than it would anyone else..." And so, the training to refine the fairies' fire magic began, in hopes of improving it to the point where it could do more than burn and melt!
>2.
[New and Exciting] (+10)
This time, we can improve our [Architecture] for real, and move one step closer towards making our buildings as pretty as the woods! What does "Architecture" mean? Um-, it has to do with making buildings better than the way we're making them now. It doesn't really matter what you call it, I think we can all agree that everything here needs to look prettier!
>3.
[Writing I]
[Glassworking I]
Great news! We're going to do a lot of studying starting today, and we're going to need somewhere to store everything we learn! Complete that [Library] as soon as you can! (2/4)
>>
>>1090215
Boats was at [1/4]
>>
Rolled 50, 90, 53 = 193 (3d100)

[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: 39
Population: 20 (+3/turn)
Food: 5 (1 Base, 2 farm at +2 each)
Currency: 18 (+3/turn)
Industry: 6
Structures: Government Building, Farm I (2), Library I, Stone Mind I (2), Agriculture I, Grand Academy I
Defenses: 1 Walls of Balbyion
Military: 1 Balbyionian Home Guard
Tech: Bronzeworking, Agriculture II, Fortifications I, Masonry I, Bowmanship I, Spears I
Resources:
[Copper: 9] +1/turn
[Stone:13] +2/turn
[Wood: 5] +1/turn
[Equus: 6 (+1/turn)]
Eccentricities:
[Advanced Architecture]: Not many structures are as magnificent as those built by the humans of Balbyonia; their settlements can house more people, increasing population growth, but cost more resources.
[Terraced Farms]: Like their cities, the farms of Balbyonia are very advanced. They take much more time and

1. Continue Equus riding research 3/4

>Library, Grand Academy

2. Now that we have a Grand Academy and a Library, research Writing

>Library, Grand Academy

3. Research Expansion, to more easily stretch our borders

>Library, Grand Academy
>>
>>1090718
Very well, come then. We will take you to the palace to speak with the King.
>>
>>1091276
The hobgoblins seem impressed by both the armor but mostly by the horse of the knight. They are too disciplined to speak but the looks at the beasts and shared between one another are enough. They follow along with the knight to the city of Galkoki.

>>1091165
There's a brief pause between the pair eyeing one another up. The chief does indeed stand aside, wordlessly, but only to let a pair of hobgoblin carrying another on a stretcher pass him by up the narrow stone pathway. "You let them pass," the chief says in a calm, but powerfully deep voice. "That man fought honorably for his khal."
>>
>>1090408
Not a problem, I was just curious :^)
>>
>>1091198
Hey you're my neighbors the Classa something or another right? Should I go ahead and write out a little scene for sending a trade delegation or at least a diplomatic party? As I was hoping to have opened up avenues of communication with yall
>>
>>1091198
What color are you on the map?

A skittish young elf flutters into your domain, his feathers all in red, dark to being black at the base, to an almost yellow orange at the tips. "My name is Burntplume, and I come from the Feathered Empire bearing good will for our fellow sky-gifted."
>>
File: 1485200485132.png (5.25 MB, 2500x2000)
5.25 MB
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>>1081137
Nation Name: Subterra Prime

Race(s): Octo-moles

Color: Tan

Fluff: Octo-moles look as if the one who created them couldn’t decide between a
horrifying creature or a funny-looking one, and so decided to go with both. They have the upper halves and digging ability of a garden-variety mole (albeit greatly increased in size), the lower halves and manual dexterity of a furred octopus, and all the intelligence and ability to speak of men. Members of this race are able to use tools, walk, and otherwise manipulate their environment with their fur-covered tentacles.

The Octo-moles have long lived just under the surface of the western plains of the Primal World, in large networks of burrows tunneled through the soil. There were many such underground “villages” separated by geography, and many feuding tribes to fill them. And things continued in this manner for a while, with one tribe warring with the one next door to it, and then at another time allying with it. New ones would spring up as others would be exterminated entirely. That is, until one tribe came under the leadership of a particularly intelligent and cunning chief. His birthname was Metunij of the Star-Nosed Tribe, though through his skillful warring and diplomacy resulting in the unification of the disparate Octo-mole tribes he became known as “Great King Metunij”.

He built a great underground complex near a stream and made it his capital, which he called “Subterra Prime”. In doing so he brought together in one place the most merit-worthy and loyal nobles, trying to give some measure of centralized power to the region. Will he be able to do that, and fulfill his ambitions of further conquest? Only time will tell.

Starting Location: The circled area, if that's not too close to other people. The map's looking a little crowded.
>>
>>1091795

You could consider taking Pink's spot if you want more room, I think he ded
>>
>>1092001
That's fine too
>>
>>1092021
I just realized that a tripcode isn't necessary on /qst/
>>
>>1091795
You and >>1090857
are LAST NATIONS I'M ACCEPTING, unless someone else drops off.
>>
>>1092034
Looks like I made it just in the nick of time, then.
>>
>>1092048
Oh my. Just at our toes perhaps the worst of the dirt munchers. There isn't much that could convince us to know peace with filth like you.
Welcome to the game. ; )
>>
>>1092334
What is this I hear? The call of beings not grounded. Sickening. Bird-brained enough to think we eat our own home. Would you devour your own nesting-tree? Would not surprise me. Vultures dine on anything.

Thank you :)
>>
>>1092034
thanks OP.
>>
>>1092424
As a matter of fact, we do eat parts of the trees, and oft desert on mud dwellers like yourself, after they've been cleaned of course.
>>
>>1092424
>>1092334
Your petty rivalries will soon mean nothing, all conflicts will be washed away in the waters of the primal communion pool. As others are cleansed from the hindrances that agency imparts upon the weak willed and all of ye will stand together with us as we chart our course towards a better future together
This is gonna be grand!
>>
>>1093003
Finally made it home, I miss anything? Also on the bits about currency and the like that have a plus to it, that means every turn or so you simply add that to your total and the gm notes it down aye?

Just wanted to double check and all that, hrm...how else can I interact with the world, as it is right now for the most part my people and I live in a rather secluded area...
>>
>>1093040
You're just wanting to sweep them aside, besides water bound thing, you can't even get a puddle up above the beach of the world.
>>
>>1093045
Almost done with the update, just working on the newcomers stats. You keep track of your own stat sheet. You can freely talk with any nations that are close by within reason (Classa and Henoan Conclave for you, while other nations will be harder to speak with until you grow.
>>
>>1093093
Cool!
Who the hell are the Henoan's?
>>
>>1093099
Darkish green to your northeast
>>
>>1093070
Careful now, landling. I only come to end the incessant aggression that plagues the surface. I do not seek engagements with anyone, only friendship and peace.
>>
>>1093040
We eat fish too.
>>
>>1093111
Oh, 'friendship and peace' you say? Well good luck keeping friendly with more than one of us at a time.
>>
[Henoan Conclave]
Flight training is nearly complete [3/4], and the first boats of the conclave finally hit the water [Naval I, +1 Industry]. Sword smithing is continued, but just barely [3/4].

[Arakos]
As the drilling of the soldiers completes [Drill II], the forge roars to life- it is exceedingly hot, and able to forge and refine metals at a much faster rate than usual [Forge I, +2 Industry]! Tol'Iralon's expansion begins [2 turns, -5 wood, -5 stone].

[Galkoki]
>Balken: +1 pop/turn (Thanks for reminding me!)
Better armor is underway [3/4 (No currency needed)], though no better tools are had; but the study of weaponsmithing advances slightly (1/4, -1 bronze]!

[Feathered Empire]
The boats aren't finished, and the bows are scrapped after a few failed attempts [-1 wood]. The slaves begin farming [3/4].

[Teslaiec]
The farm is complete [Farm I, +1 food (static)], and extra housing also completes [Housing I, +1 pop/turn].

[Butterland]
A gathering party is send out [1/4], and medicinal research is nearly complete [5/6].

[Aurean Dominion]
The farm is complete [Farm I, +1.5 food], and the extra housing is ready [Housing I, +1 pop/turn]. The Ordo Silentius are also trained [1.6x].

[Aquantis Dominion]
Mathematics research is nearly complete [3/4], and the Icthy ranch is ready; given the space to swim around, they thrive and their population grows [+1/turn]! Research into coralworking begins [1/4].

[Black Feather]
The traders get lost in a part of the swamp that they've never been in before, and are forced to turn back around. However, the trades with the Aurean Dominion are both set up successfully (Arrival next turn).

[Classa]
Sameda begins teaching the fairies some of her secrets [2/4], and the builders work on their techniques [1/4]. The Library is complete [Library I]!

[Balbyionia]
After some training, the Equus allow themselves to be ridden [Horsemanship I], and a crude writing system is laid out easily [Writing I]. Research into better expansion methods is planned out [2/4].

>Newcomers+Map incoming
>>
File: Ancients4chan.png (4.84 MB, 2500x2000)
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4.84 MB PNG
>>1093220
[NEWCOMERS]
[Gynnead Ceadn]
Territory: 39
Population: 10 (+3/turn)
Food: 1
Currency: 3 (+3/turn)
Industry: 5
Structures: Government Building [First Communion Pool], Farm I (2)
Defenses: 1 (Harwylk)
Military: 1 (Player Named Unit)
Tech: Bronzeworking, Fishing I, Scouting I, Architecture I
Resources: [Bronze: 5] [Wood: 5] [Stone: 5](+1/turn all resources)
Eccentricities:
[Manipulative]: Preferring to focus on the matters of mind over body, the Ceadn can easily work over the less intelligent creatures of Primal World, but are physically weaker than average.
[Amphibious]: Ceadn are amphibious, though they prefer the water. They can expand much easier through it, but have difficulties the further away the get from it.

[Subterra Prime]
Territory: 39
Population: 10 (+3/turn)
Food: 1
Currency: 3 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Capital)
Military: 1 (Player Named Unit)
Tech: Bronzeworking, Weaponsmithing I, Architecture I, Bureaucracy I
Resources: [Bronze: 5] [Wood: 5] [Stone: 5](+1/turn all resources)
Eccentricities:
[Grotesque]: Octa-Moles are horrifying to look at, and most of the savage creatures of Primal World avoid them. Critical failures are much less deadly, but the Octa-moles have a very hard time domesticating things.
[Underground]: The cavern around Subterra Prime is rich in minerals and stone, but the lack of light lets only the toughest plants and mosses grow, and they aren't very nutritious.
>>
>>1093227

[FEATHERED EMPIRE]
It's a sad day in the Feathered Empire, a few of the Empire's well-loved politicians have passed, quickly and suddenly. A funeral is held, and after it, some of the funeral goers swear they saw two figures standing a little ways off- a short little lizard man in ragged robes, his face painted to look like a skull, and a taller, toned woman, with greyish-blue skin that appears to be burned.

>>1091410
Vyruk raises an eyebrow, but stands aside as asked. "It looks like it. Now, what's this all about?"
>>
Rolled 98, 91, 94 = 283 (3d100)

>>1093220
Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 37(+3/turn)
Food: 2
Currency: 41(+5/turn)
Industry: 5
Structures: Government Building, Farm I (3), Roads I, Animal Pen
Defenses: 1 (Avaros)
Military: 1 (Plaguewarden)
Tech: Bronzeworking, Medicine I, Medicine 2 [5/6] Herbalism 2, Skirmishing I, Mathematics I, Domestication 1
Resources: [Bronze :13(+1/turn)] [Jungle Herbs: 12(+1/turn)] [Jungle wood: 11(+1/turn)] [Parasaur: [8/+1/turn] [Doctors]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and recieve bonuses to fighting defensively. However, the majority of the Avarosi population views offensive action as immoral, and in some cases, downright disgusting.
[Natural Healers]: Finding new ways to heal the sick and injured come naturally to the Avarosi, though they flinch at finding new ways to cause suffering.

Research Medicine 2 (5/6) [Medicine 1, Natural Healers, Herbalism 2]

x2 Look for resources. (Namely Iron and/or Obsidian) [1/4]
>>
>>1093264
Can I ask if that 91 is enough to finish up the first look for resources so the second one can be a new search?
Any chance that 98 rolls over to Medicine 3?
>>
>>1093272
That would be unfair, I haven't done that with others.
>>
>>1093288
Ok. Then at the least if the 91 is enough to finish the search, the 94 is a new search, right?
>>
Rolled 97, 46, 64 = 207 (3d100)

>>1093227
[Galkoki]
Settlements: (Galkelan:Capital) outposts, Malken, Kirein, Sheklan, Valena, Towns: Balken
Territory: 43
Population (+growth/turn): 34(+4/turn)
Food:5
Currency: 10 (+3/turn)
Industry: 7
Structures: Palace, Farm I (2), Lumber mill 1(1wood a turn), Quarry (1 stone a turn)
Defenses: 1 (Galkelan)
Military: 1 (Man at Arms) 1.8(Knight)
Tech: Bronzeworking, Weaponsmithing I, Armorsmithing I, Sailing I, Agriculture I, +1 food], Horsemanship l, [Equus Plow II, +2 food/farm]!
Resources: [Bronze: 14] [Stone: 2] [Wood:8](Base+1 everything)
Eccentricities:
[Burning Hatred]: The humans of the Galkoki Kingdom hate magic with every fiber of their being, and will fight twice as hard when faced with it; however, this means most Galkoki staunchly refuse to learn it.
[Professional Soldiers]: The Knights of the Kingdom are famed for their prowess in battle. While their training takes much longer than other standard soldiers, they are much stronger for it

Same as before we shall finish our research for refined armor. 3/4 Armorsmithing I

We'll once again also be trying to improve our tools to make our resource gathering more efficient.

We'll then continue the weapons smithing research. 1/4 Weaponsmithing I

I also noticed my new town isn't on the map.
>>
>>1093302
Perhaps.
>>
>>1093227
My Lumbermill?
>>
>>1093312
>>1093220
I mean my fast attack unit. DERP DERP
>>
>>1093310
Mind if I ask for the normal criteria on the amount needed from a roll for the amount of points for research gotten?

Also Uhh, did I completely waste that 97 since the research literally only needed one point left or did it carry over somewhat to the next level?
>>
>>1093316
What?
>>
Rolled 55, 40, 12 = 107 (3d100)

>>1093220
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 18 (+2/turn)
Food: 3
Currency: 13 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (3)
Defenses: 1 (Capital City)
Military: 1 (Breezy)
Tech: Bronzeworking, Infantry I, Navy I
Magic: Air I, Hope I, Weather I, Flight I
Resources: [Bronze: 5] [Wood: 1] [Stone: 5]
Eccentricities:
Born of Air: The denizens of the Feathered Empire have a special affinity for the air and the weather, but can't really figure out how to work with things from the earth.
[Immortal Leader]: The eternal child may decree that his people focus on one task each turn, producing better results. Beware of sabotage and/or rebellion.
1. Slaves [3/4]
2. BOWS! BY THE SKY YOUR IMPERIAL LIEGE DEMANDS IT (eternal mandate)
3. We, honestly need mo' wood, get a forestry hut started if possible.
>>
>>1093325
I might have it start carrying over. I do have a roll chart if that's what you're asking.
>>
>>1093326
You didn't write anything on progress of my nation's training of a fast attack naval unit.
>>
>>1093336
Yes I was talking about a roll chart. I feel it'll help me and maybe other new players if we knew whats the needed amount for certain amounts of point gain so we can more efficiently use our currency.
>>
>>1093262
Earth-tasters, I will seek them out myself. The rising of our dead is little concern of theirs.
>>
Rolled 63, 88, 55 = 206 (3d100)

>>1093220
Wow didn't think that those rolls would let me finish that quick! Any word on the scouts that have been sent out to explore our borders?

At any rate I think I'll have our most learned and wisest of elders gather to th Crest of Horns to establish a place of learning so they may teach our young the lessons of their ancestors, mayhaps there be something to remember of the old ways. Teslaiec's younger brother, Anul travels with the learned elders to assist them in their research and to find some way to better remember the ways of our Ancestors. Meanwhile in the great Tent city of Tolretnac the capital city's inhabitants begin to use the stone they have to construct a mighty place of defense to work as a bastion in case of dire times. Else where in the world Teslaiec travels upon his hooves towards Solaraire's Rest where he might reconnect with his clan's home to seek answers of how to lead this young nation. Upon arrival Teslaiec is directed to the tapestries of his clan to see their past, for generations the chieftains of Solar Conclave found commune with the sun for leadership, now it is Teslaiec's turn to plead with the Sun to understand what must be done. In Ages past the old rite to hear the sun entailed ingesting herbs and potions before sitting out exposed on the plains allowing the sun to beat down on the Chieftain for three days without water.

Nation Name: Riaetrusqe
Led by: Teslaiec
Race(s): Centaurs and beast folk usually minotaurs, satyrs, goatmen and the like
Settlements: (Tolretnac) (Crest of Horns[N], Swift of Hoof[S], Nomo Rast Conclave[E], Solaraire's Rest[W].(4))
Territory: 39
Population: 16 (+4/turn)
Food: 1+1
Currency: 9 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (3), Housing 1[+1pop/turn]
Defenses: 1 (Tolretnac)
Military: 1 (Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I
Resources: [Stone: 5] [Wood: 3] [Bronze: 5]
Eccentricities:
[Fleet Footed]: Half horse, the centaur make the fastest natural soldiers of all Primal World; Basic units move much faster, but their bulk requires increased food consumption.
[Experienced]: The centaur are used to bloodshed and combat, having suffered for so long. Units take longer to train, but are stronger than average.

>Attempt Research; Anul seeks to aide elders with how to better record knowledge and understanding
>Construction of Defenses at Tolretnac; a great stone fort.
>Attempt Research; Teslaiec seeks commune with the Sun on what to do

If it's not too much trouble I think I might try to craft a story with my actions using Heroes or at least person's of interest if that's alright.
>>
>>1093340
1.4x[Naval], sorry about that- was a bit confusing.

>>1093344
1-9-Bad Shit
10-19-Nothing
20-49-+1
50-74-+2
75-90-+3
91-99-+4
100-Crit success
All dependent on roll+tech+bonuses,, and fluff, of course.
>>
>>1093361
Ack, sorry, missed your third action. +4 wood.
>>
>>1093372
I was wondering about that and also on the chart, is the +# amount the amount of compliton that is done with the task at hand and what are the conversion ratios for currency cuz as it is in my head my nations Currency is running in just material goods more or less.
>>
>>1093366
Any bonus to movement for being a fast attack?
>>
>>1093366
Alright thank you.
>>1093309
I'll be a little cheeky now and dump 9 currency on my Weaponsmithing so I wont need to use another turn on it later. After this turn I'll need to make some money making stuff though to make up for all the shekels I've been using.
>>
>>1093393
Nope. You don't have any tech that makes it 'fast'.
>>
>>1093426
I think you mixed up who you were responding too :^)
>>
>>1091510

Go ahead, though if it makes things any easier the fairies are specifically trading with the satyr, something which was carried over from the civilization you replaced!

>>1091698

I'm red, the color of fire: we're a bit far away, being on the other ends of the map and all!

https://www.youtube.com/watch?v=a7Vwzw2WTzk [Embed] [Embed]

The scorching heat and beating sun of the eastern desert were not at all unusual sensations to those who made their home in its western counterpart, yet various subtle differences in environment served to make the experience remain altogether foreign. There were no cacti or savannah trees, hardly any plant life at all, and the ground was littered with glass pebbles and stones, sometimes whole sections hardened and smoothed as to appear like ice, coalescing with multicolored mesas whose surfaces consisted of alternating layers of reds, oranges, and pinks, almost appearing like the buildings of a civilized race were it not for a lack of obvious entrances or signs of habitation.

As the elf closes into what appears to be some sort of village- or at least, a particularly bizarre geological formation, the sound of subdued, echoed giggling is audible from behind one of the structures, though an inspection of its location of origin fails to reveal the source. In fact, there doesn't appear to be any creature living in this particular area, striking the possibility that it is either abandoned or not a settlement at all. A sudden heat wave hits moves in from further east, the sound of a fire burning and the scent of ash following with it.

Disregarding these oddities, a rough road made of hardened glass ahead of the crystal domes remains partially visible under a thin covering of sand, too smooth to really use as a practical walking path, but simple enough to follow from the air if one was so inclined.
>>
Rolled 2, 4, 68 = 74 (3d100)

>>1093227
[Gynnead Ceadn]
Settlement: Harwylk (Saltpan [N], Nymerlead [S], Cirulis [W], Hol'Riedr [E])
Territory: 39
Population: 13 (+3/turn)
Food: 1
Currency: 6 (+3/turn)
Industry: 5
Structures: Government Building [First Communion Pool], Farm I (2)
Defenses: 1 (Harwylk)
Military: 1 (Overseer)
Tech: Bronzeworking, Fishing I, Scouting I, Architecture I
Resources: [Bronze: 5] [Wood: 5] [Stone: 5](+1/turn all resources)
Eccentricities:
[Manipulative]: Preferring to focus on the matters of mind over body, the Ceadn can easily work over the less intelligent creatures of Primal World, but are physically weaker than average.
[Amphibious]: Ceadn are amphibious, though they prefer the water. They can expand much easier through it, but have difficulties the further away the get from it.

>Actions
1) The Ceadn civilization needs allies to survive and the communion pool seeks out beings capable of covering up the weaknesses of the Ceadn species. scouting party is formed with an overseer to explore the rocky paths of the south, looking for sentient life and other prized resources that might help the survival and prosperity of the species.
2)The Ceadn's Military might lies in its ability to create new beings so in that in mind, We being the construction of a spawning pool.
3) The Ceadn's rise to the surface includes new challenges facing them, one of their biggest problems is shelter. Harwylk has an abundance of coral reefs that jutes out of the ocean. the Ceadn starts forifying the edges of the numerous Harwylk reefs with soil and sand increasing its landmass.
>>
>>1093450
Tales come from Teslaiec's homelands speaking of strange beings that bring with them shiny baubles and fragile things woven from the sandy grasslands to the far east. Tales spoken of the satyr population bring an interest in these shiny baubles so much so that more beast folk begin to take an interest prompting Teslaiec to send a trade delegation laden with fresh furs from the hunt, a bounty of food from the fresh farms, the sturdy stone and wood that helped to build there homes. For many days the traders moved over the grasslands leaving naught but dead game and hoof prints in the soil until the grass becomes sandy and all that remains are the dunes. Far off in the distance the traders representing the other races of beast folk arrive at the western most city of Classa.

A centaur strides forth and calls out to the guards there, "We've come over many moons and suns to seek more trade with you and yours! May we share in salt and bread or be bitter foes in blood?"

The offer is laid plain and though it might take a close eye the small delegation's hands are close to their weapons and their stance tense like that of a stray dog beaten one too many times as they wait.

[-1 stone, wood, food and fluff item byproduct from hunting as trade gift to Classa.]
>>
>>1093500
Just a question, but how does food work here exactly, I know you all said that food was +1 static, but does that mean my food count is always 2 or something else?
>>
>>1093509
It's static unless you actively roll to produce more. Food is used as a military cap (Units cost food, if you're at 0 you can no longer produce living units.)
>>
Rolled 79, 73, 65 = 217 (3d100)

>>1093227
[Subterra Prime]
Territory: 39
Population: 10 (+3/turn)
Food: 1
Currency: 3 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Capital)
Military: 1 (Player Named Unit)
Tech: Bronzeworking, Weaponsmithing I, Architecture I, Bureaucracy I
Resources: [Bronze: 5] [Wood: 5] [Stone: 5](+1/turn all resources)
Eccentricities:
[Grotesque]: Octa-Moles are horrifying to look at, and most of the savage creatures of Primal World avoid them. Critical failures are much less deadly, but the Octa-moles have a very hard time domesticating things.
[Underground]: The cavern around Subterra Prime is rich in minerals and stone, but the lack of light lets only the toughest plants and mosses grow, and they aren't very nutritious.

Great King Metunij speaks, and everyone listens:
“First, let us dig tunnels and find nutritious grubs. As time passes, we may be able to farm them as we do the moss and fungi. This will solve the problem of hunger, and allow our offspring to feed and be plenty. It follows that these tunnels would at first need to be not-too-far from the surface. As time goes on, we could build grub-farms in the bowels of our city to wait out sieges. If we should happen to find shiny metals, this would also be good. Even if we find nothing, the tunnels will allow us to scurry away from our enemies” (Forage/Explore Underground [I’m not sure which word to use in this case])

“Second, it follows that we should explore the surface world. Foods and woods we need, both are sparse in the wide expanse of the prairie.”
(Explore Aboveground)

“Thirdly we must determine: How may we better listen to the innards of the world? She is the womb in which our people have incubated! Her energy flows through us all. And through this, she gives us strength and power. Listen to her speech! Feel her power!”
(Research Earth Magic 1)

And with this, the peerage snaps into motion.
>>
>>1093514
Oh Well ok cool I thought we were boned in terms of keeping our guys fed cool
>>
Rolled 87, 3, 19 = 109 (3d100)

>>1093220
Name: Aquantis Dominion
Race: Fishfolk
Color: Lime Green
Settlements: [Coralea], Garblax's Ravine, Lumerox Caverns, Blaxab Reef, Jorgox Wildlands
Territory: 39
Population: 36 (32+4) (+4/turn)
Food: 2
Currency: 31 (27+4) (+4/turn)
Industry: 5
Structures: Government Building, Farm I (2), Icthy Ranch
Defenses: 1 (Coralea)
Military: 1 (Spear of Odein)
Tech: Bronzeworking, Coral Farming I, Fish Herding I, Agriculture I, Writing I, Weaving I, Domestication I
Resources: [Coral: 13 (12+1)] (+1/turn) [Seaweed: 12 (11+1)] (+1/turn) [Driftwood: 12 (11+1)] (+1/turn) [Icthy Pod: 6 (4+2)] (+2/turn (1+1))
Eccentricities:
[Sea Dwellers]: The Fishfolk of the Aquantis Dominion are completely at home in the water, moving and expanding through it extremely quickly. The same cannot be said about them on land, however.
[Bounty of the Sea]: The seas of Primal World are teeming with life, and each action the Fishfolk take to acquire food is more successful. However, monsters lurk in the deep, and everything must come to the water's edge to drink....
Progress:
Mathematics [3/4]
Coralworking [1/4]

Action:
1) Continue researching Mathematics.
2) Continue researching Coralworking.
3) Research Icthy Riding.
>>
>>1093262
"A blood duel," The Chief replies, his eyes following the passing pair as they disappear around a bend in the street's confines. "One Khal accused another of stealing game. We settled this in the Field. His side," He gestures to the now departed trio. "elected him champion. He lost. We will now witness his passing or witness his rebirth as he recovers. Regardless of which, he will be witnessed - as we all must be come our time. Only this way can the story of our lives be told, and the Khal'la honored." Other hobgoblins pass the chief by on the stone stair. He casts a curious glance of Vyruk. The two are nearly of even height, and similar build and weight. "Who are you, stranger? You are not of the Arakosi, or you would know of these things."

>>1093309
The Arakosi come before the Galkoki king. The first to speak is the leader of the Hobgoblin khal. The Hobgoblin leader is unarmed, though his shield is study and well-made. A circular shield of wood, covered over by the tanned hide of some fallen beast. The center is bossed with a simple bronze plate. His clothing, likewise, is simple, but study. A woolen tunic over thick woolen breeches. About his shoulders is a fine fur cloak of some fox-like animal with significantly larger teeth. About his waist is a wide leather girdle from which hang a large flask and the sword belt. Boots with a bronze facing carry up to the knee. From shoulder to hip and looped about the girdle is a blue sash of exceptionally fine material that ripples in the light. He bows low at the waist, then straightens.

"King of the Paleukkin, we have come to collect the Khal's blood debt. Your citizens we have saved, and relinquished to your care. For a pair of your people we ask for a pair of these strange four-legged beasts which you sit on." He bows again, then steps aside and back, melding into the ranks of the Hobgoblins who had come with. Now the trio carrying the chest step forward.

Made from bronze the chest itself seems heavy, but it is well ornamented and richly etched. In an odd departure from human chests, it is triangular in nature - thus necessitating three to carry it. In unison the hobgoblins set down the chest and step away from it with synchronized steps. The hobgoblin who had the honor of holding aloft the point facing the King steps forward and speaks.

"We are merchants, members of a crafter's Khal. To you we come with a gift of this chest. For what is within, we seek to trade. We come bearing gold and gems, for which we want to return to our land with the metal skins your Khal'i wear. Among my Khal are hunters, fishermen, and stone-cutters. To you, we offer our expertise, should you make available to us your own."

>Offer 15 currency for Armorsmithing I
>Hunting, Fishing, Drill and Construction I all available for trade.
>Hunting and Fishing are +1 food/farm
>Looking for Horsemanship I, Armorsmithing I, Equus Plow I
>>
Rolled 86, 81, 30 = 197 (3d100)

[Arakos]
Settlements: Mor'Taris* Outposts: Tol'Anrom, Tol'Iralon, Tol'Larhen, Tol'Margren
Territory: 47
Population (+growth/turn): 39 (+4/turn)
Food: 6.5
Currency: 17 (+4/turn)
Industry: 7
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge I (+2 Ind)
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 2 Warrior Khal [1.2] 1 Warrior Khal [1.4]
Tech: Bronzeworking, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill II
Resources: [Bronze: 9] [Stone: 13] [Wood: 11]
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World
Ongoing: Tor'Iralon Town: 2 Turns

1. Drill III

The Hobgoblins continue training and refining their battle drills. The discovery of metal-skinned men who ride four-legged beasts has forced them to adapt some new combat methods to contend with.

2. Build Roads

Connecting the many parts of Arakos to Mor'Taris becomes important. Not only will roads facilitate the movement of goods, but mapping out and paving the many mountain and valley trails will prevent people from getting lost in the mountains. It will aid the Khal in their patrols and hunts for threats to the nation as well.
[Construction I]
Industry: 7
[Recent Nomads]

3. Expand the Forge
[Construction I]
Industry: 7
[Recent Nomads]
>>
>>1093891
Spend 4 currency to bump Drill III to 90
Spend 9 extra stone to complete the road.
>>
Rolled 9, 47, 89 = 145 (3d100)

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich -Town), (Nathalum, Ael'wyn, Silvanar - Outposts)

Territory: 39
Population (+growth/turn): 30 (+3/turn) (+1 in 2 turn(s))
Food: 3.5
Currency: 21 (+4/turn)
Industry: 7
Structures: Hall of Paragons (Government Building), Farm I (3), Fishing Camp I, Quarry I, Lumbermill I, Gem Mine I
Defenses: 1 (Vanitas)
Military: 1 (Dominion Munifex), 1.6 (Ordo Silentius Assassin)
Tech: Bronzeworking, Craftsmanship I, Swordsmanship I, Archery I, Economy I, Domestication I
Resources: [Bronze: 12 (+1/turn)] [Gems: 22 (+2/turn)] [Wood: 19 (+3/turn)] [Stone: 8 (+2/turn)]
Eccentricities:
[Slave Labor]: Those elves less pretty to look at are basically slaves to the other elves; they just don't call it slavery. With a lack of basic regulations, the lower caste is worked to the bone. Production of resources is increased, but rebellions can be catastrophic.
[Flashy]: The elves of the Dominion are always working on improving the looks of their fighting styles. Because of this, many find any sort of heavy armor to be a waste of time.
Works in Progress: None currently

1. "Of course, we would be happy to accept. I'm glad that we could achieve a deal of mutual gain." The Council concurs. Aid the Black Feathers in the construction of the trade route.
2. We should begin learning a uniform way of spreading ideas and meaning through symbols and text. Start on a writing system.
3. We would be fools to not take up Droc's offer. His powers may be just what our people need to gain the edge over those who would wish to do us harm. Learn how to use this "Earth magic". (+Tutelage of Droc?)

>>1093220
OP are there any special effects that the Ordo Silentius have that I'm not aware of? They were trained to be a stealth unit
>>
>>1094008

Spend 11 currency to avoid the unthinkable.
>>
>>1093500

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

Normally somewhat difficult to tell from the natural surroundings, the satyrs' descriptions of the fairies' normal route of travel leads true upon coming across a tower constructed of coarse glass, vaguely resembling a tree trunk with a crudely crenelated top: hardly an outpost, and certainly not a city. There were no obvious entrances from the bottom, and a search around the area revealed nobody on the ground level. This was apparently what they called "Brasa", and it was anyone's guess as to how it supported a trading population.

Regardless, upon the desert nomad's call, a slight flash of light briefly clashed with the shaded portions of the structure like a lantern suddenly lit up, and out from the top peered a pink-haired fairy of large size, though still pretty small compared to the centaurs, seemingly unarmed. She waved and greeted their rather formal arrival with a bubbly voice. She spoke like somebody who hadn't had anybody else to converse with for a very long time. "Hi there, you must be from the forest! Nobody usually goes out of their way to come here!" The fire fairy took a moment to inspect what the group had set before the tower and smiled. "Oh, you must be the nomads from the western field next to the sea that the people we trade with occasionally talk about- if they're okay with you, then I don't see why we can't be too!"

Brushing off her dress, she extended six wings from her back that appeared to be made out of live flames and glided to meet the entourage below, coming up to the lead centaur's belly in height and inspecting what they had laid out in front of her. "You want a browse at our wares? They're mostly glass- almost everything is, but we also have some equipment made of metal that's too heavy for most of us to use that you might like: helmets and shoulder pads and that kind of thing. Hey, this stuff is pretty neat, it's from the forest, yes?" The fairy used her fingers as a whistle and out came a group of eight even smaller fairies, who began to haul out bottles and vases and baubles and trinkets, along with a couple unadorned metal skull caps, the latter's quality as a practical article of clothing suspect.

"I can request the trade route to be expanded if you want: currently, the one we have between the satyrs is one-way as in we sell stuff to them, but if you start sending in caravans you can sell stuff to us! We doesn't have any special requests in particular, but anything new is always fun! Hey, do you use any specific [Currency]? Our [Economic] system uses glass gems in order to keep track of how much value an individual has so they can trade those instead of having to lug around heavy objects all the time. Of course, our adviser says that nature belongs to everyone and you can't put a price on it, but it's pretty effective for other things!"
>>
>>1093798
The King stands up to speak, Armour clad knights on either side of him he approachs the merchants and says this.

"You certainly pose some interesting offers it seems. Not only this they seem to be quite beneficial to both our nations. Very well green one, I offer you this.

>Accept the 15 currency for armour smithing l
>Offer horsemanship l for Drilling (It makes troops somewhat better correct?)
>Offer equus plow l for fishing

Of course you must realize there is one problem with this deal. We may be able to gift you a breeding pair of our fine Equus to pay our blood debt but you must surely understand a mere two of them will not be able to use these practices to their fullest for a very long time until they mate to a sufficient number. Of course we can also provide you a great amount with our vast herds but you must know they are some of the most well respected beasts in our lands. Not only do they aid our warriors but they also aid the common man in the fields.

If you wish to negotiate further we offer you this. We will provide you with enough Equus to be useable in mass within your lands while their larger numbers would sustain themselves through mating. But in return for this we noticed your stone cutters are extremely skilled. Of course should you wish you may simply refuse.
>Offering enough Equus to start your own herd in exchange for construction l
>>
>>1094127
Stepping back in surprise at the smaller than average creature of flame the centaur regains his wits as the excitable creature continues to talk. Parsing through the majority of it the self elected spokesman of the group tries to keep up, "[Currency], what we usually have are things that we need it is only recently that we have gathered together to have a surplus of things, though tell me more about these 'gems' are they used for something like flint?"

As the two leaders begin to talk the two groups begin to intermingle with one another, a few satyrs call out to previous merchants they have had deals with before introducing them to their cousins and the like. Others lift up the bottles and vases small sounds of awe coming from the less nimbled fingered beast folk at the delicate works of art. While a few others take up the metal skull caps and one takes out a hand axe made from bronze and taps it against the cap. Finding it comes away with a large scratch against the metal the warrior frowns before speaking with a few of his fellows before one simply shakes his head at the quality of the metal.

Meanwhile back with the towering centaur he lets out a soft neigh flicking his tail, "An increase of Trade would be a benefit I feel, the Chieftain will be most pleased by this, tell me true, have you any glass ware that is of use, not merely shiny? We would be interested in a trade of pelts and soft furs so that the nights are not so bitterly cold for your people."

One of the warriors from before canters over and murmurs in his ear, "Some of our warriors were thinking that if you were of a need to remove the metal we would take it as scrap, since you say it is much to heavy for your own needs, what would you wish for in return?"
>>
>>1094203
>a breeding pair of our fine Equus
Now when you say Equus... You're not in the habit of enslaving beast folk now are you?
>>
>>1094230
That depends if your definition of beastfolk extends to mere domestic animals with below human intellect.
>>
>>1093220
[Black Feather]
Settlements: Capital: Black Feather, Outposts: Codilia (N), Chelydra (E), Natricinae (W), Basiliscus (S)
Territory: 39
Population (+growth/turn): 46 (+4/turn)
Food: 5
Currency: 3 (+3/turn)
Industry: 5.5
Structures: Hall of Scales, Farm I (2), Stone Quarry I (1)
Defenses: 1 (Black Feather)
Military: 1 (First Claw), Swift Maw (Naval, 1.4)
Tech: Bronzeworking, Agriculture I, Animal Husbandry I, Currency I Treeweaving I, Herbalism I, Boats II
Resources: [Copper: 5] [Stone:2 +1/turn] [Wood: 3]
Eccentricities:
[Primitive]: The reptilians of Black Feather are simpler, and in turn, more in tune with the flow of nature. However, they find it harder to master more complex technologies, or industrialize.
[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.
>Create Trade Route to the Aurean Dominion
+10 currency, +Currency I
To prevent future embarrassment, an investment of road signs was made between the two nations.
>Construct Temple to the great Spirit
+5 Stone, +Treeweaving I
It is time to give back to the Great Spirit. A large tree had been molded out years ago to serve as a center point and strong Stone foundation will prevent it from the swamp and time.
> Gather resources
Scour the territory for easy to gather resources

>>1094008
Hey you got to send your Economy tech to me
>>
Rolled 85, 95, 100 = 280 (3d100)

>>1094419
the damn rolls
>>
File: 1-150F3115243954.jpg (104 KB, 730x600)
104 KB
104 KB JPG
>>1094224

Continuing to chatter on the concept of trade, the fairy motioned for one of her subordinates to hand her a kind of tablet with odd symbols upon it, turning her head to read it. "Well, sometimes an outpost needs parts to fix a broken tower or requests more wood for tinder purposes or just really wants a specific object. Now normally, the outpost would ask for it and have it delivered from the Oasis, but when you have a bunch of outposts asking for the same things you run into problems with deciding which one needs what the most, since we don't have the resources to well, bring the resources to everyone at a constant pace: which is what the gems represent. The more gems you throw at a claim, the higher priority it is that you get it, so the outpost that's willing to pay the most of them gets the object first.

And for individuals, if you have a lot of metal you don't need and want to trade it for something else, gems are a lot easier to carry around than the metal itself- instead of having to haul it back and forth, you can just carry a bunch of gems and have them represent that metal. It's still kind of a new concept and not everyone has agreed how much a gem represents specific stuff beyond the glass it's made of, and a lot of fairies don't even "own" anything yet, but we're trying to get it to work somehow and teach all of them how to use it- even the forest ones that fall outside our rule! Some are getting smart enough to even set up shops of their own, and those are the ones we send out to the woods to trade with forest people like you!" The fairy took a moment to catch her breath, squinting at the tablet before setting it down and shaking her head and pulling out one of the gems to show what she was talking about. It was small, about the size of an index finder, and had a hole near the top to be strung together for ease of carrying.

"I don't really understand all the fine parts of it. The Princess back in the Oasis say it has something to do with beauty. I guess you could use them to set something on fire if you held them up to the sun long enough, but why would be need tools to do that when we can do this?" With the snap of her fingers, the fire fairy conjured a floating flame, about the size of a candle wick, blowing it out with the puff of her lips.

"Hey, those furs look neat- kind of like the animals from the forest! Are they fireproof? Those helmets aren't really doing anything useful and look pretty ugly, so you can take them off our hands right now if you want. We've got glass containers like vases and pots that you can use to store liquids, chests and boxes to store anything else, chains for holding things in place, tables to set stuff on, or glass blocks and panes if you want your buildings to let in some more light. I think it's even better if you come here to trade with us, as you look like you could lift a bunch of glass blocks at the same time- a lot faster than if we tried to transport them."

[-1 Bronze]
>>
>>1094419

Oh shit, thought you took care of that one. I was gonna build the trade route. Nice rolls btw
>>
>>1094460
I know, after several turns of moderate to shit, it is nice to see a turn around
>>
>>1094430
Needing to get some sleep as it's late, so last post for a bit.

The centaur slowly nods his head before asking to look closer at the small bauble, holding it gingerly he asks, "Would not this tiny little thing break easily if I squeeze it too much?" Tapping the green glass the centaur hands over the small gem like item. "As for the metal we thank you for the trade, Hopefully our metal workers will be able to reforge them well. I am not sure upon the idea of trade backed by your tiny baubles, but I wll bring news of it back to my Cheiftain. Though you shouldn't disparage the glass for making fire, not all are as gifted as your people for one."

Nearby one of the fairies that was rubbing her face against the fur suddenly squeaks in alarm as the garment catches aflame. Luckily nothing unpleasent happened aside from a ruined pelt and a sheepish looking Fairy. "As you can see, they are not, but if we come across a beast that is not afraid of the flame we'll be sure to bring it."

Stomping a hoof down the centaur nods to himself, "I believe that having our own come to carry the metal back would be best, yes. I can safely say that our people could grow closer after this." Extending a hand down to the slight girl the centuar introduces himself, "I am Romar, son of Tighl and Tevlev, may your back always be to the winds."
>>
>>1094495
Okay! Sleep tight.

The fairy trader extends out a hand to shake in return, which though warm to touch, wasn't unpleasantly hot at all. "You're welcome here any time! Since we're exchanging names, I'm Hearth, the one that makes sure everything here runs correctly. I named this place Brasa— it means fire!"

Hearth picked the tablet she was glancing at earlier and perked up as though it suddenly reminded her of something. "Hey wait, there's something else you can help us while you're here! We're still trying to grasp the specifics of economics, and back in the Oasis we recently set up a building that's purpose is to store knowledge- they call it a "[Library]". Our Princess was explaining it earlier, but that building allows us to study with other people together so long as those people have the basic idea down. So, if we teach you our trading system, you can help us improve it to the second or third level a lot faster than if either of us tried to do it alone, and we'd both benefit from the new information- we're going to be looking for lots of outside help to improve our knowledge, since other people are better at concentrating than we are. She calls it a "Research Agreement"!"

>Offer: Economics I in return for research agreement ([Economics II]). Note: upon obtaining [Economics I], your currency/turn will increase by 1. This requires an action on the end of Classá, but not Riaetrusqe, though the actual research requires actions on both sides as standard.
>>
Rolled 92, 8, 25 = 125 (3d100)

>>1093220
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Territory: 39
Population: 35(+3/turn)
Food: 2
Currency: 43(+4/turn)
Industry: 7
Structures: Government Building, Farm I (3), Lumber Mill I (1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian
Tech: Bronzeworking, Ecology I, Domestication I, Agriculture I, Archery I, Horsemanship I, Herbalism I, Naval I
Resources: [Bronze: 14+1] [Wood: 26+3] [Seeds:13+1] [Equus Herd:13+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
Research: Flight(3/4), Sword Smithing(3/4)

>Continue Flight School

>Continue Swordsmithing

>Improve Domestication Skill incorporating our knowledge of nature to improve communication (i.e. knowledge that equus are skittish herd herbivores whereas canuus are carnivores with hierarchical packs)

What does Ecology Tech actually do?
>>
Rolled 74, 68, 39 = 181 (3d100)

>>1093220
-
>>1094610

Hey, since you've got [Flight I] now too, want to start a research agreement with me so we can quickly get to [Flight II] and [III] when we get further in diplomacy >>1091187 _? If I remember right, III is usually the sweet spot towards getting special unit tags!

>>1093509
I'll list the food additive from the mini-exchange for now, but fairies mostly operate on fire points for their units; food is for outsider units and/or tamed beasts. Feel free to take it back at any time.

[Classá]
Territory: 39
Population: 37 (+3/t)
Food: 2?
Fire Points: 1
Currency: 52 (+8/t)
Industry: 7
Settlements: Sauna Oasis [Cap], Ugnis [Out], Nar [Out], Fuego [Out], Brasa [Out]
Structures: {Sauna Oasis Def. 1 | Glass Palace, Farm I x2, Beacon I, Glass Factory I, Glass Workshop I, Library I}
Trade: {Riaetrusqe, +2c/t, +1Fd?} {Heno +1c/t}
Military:
-x1 Sentairy [Str. 1]
Magic: Fire I, Flight I
Tech: Bronzeworking, Glassworking I, Armor I, Firemaking I, Economics I, Writing I
Resources: [Bronze: 12+1/t] [Stone: 13+1/t] [Wood: 12+1/t] [Glass: 8+2/t] [Sand: 11+1/t]
[New and Exciting]: The fairies of the brand new nation of Classa are excited to learn and discover new things, but they have a bad case of collective ADD. Researching new technologies is easier, but improving upon old ones bores them.
[Burning]: Classa's fairies draw their energy from flame- while near burning fires, they are stronger, but they are weaker than normal at other times.

>1.
[New and Exciting] (-??)
[Firemaking I]
Invoked: Ancient of Fire, Primal

<Training of the Fire Princess to improve the fairies' fire magic continues, Princess Zharar bringing along a handful of greater fire fairies to learn alongside herself, with banter following between them as they chat about the meaning of fire. It's as existential as the topic can get for a race that has no grasp of existentialism.> (2/4)
>2.
[Library I]
[New and Exciting] (+10)
Guests are beginning to arrive, but our home is almost indistinguishable from the desert. We're going to impress them, but we have to try harder with [Architecture]. (1/4)
>3.
[Glassworking I]
[Firemaking I]
[Fire I]
Stone: 4
Sand: 6
Lots of trade is going on in western outpost, and it's putting the outpost under strain since it's so small and easy to miss! To make things easier for everyone, I'm officially promoting Brasa into a village to handle all this traffic. Since the centaur brought over stone, we're going to use stone and the sand on-site to improve it.
>>
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>>1094687

Ooops, that turned out wrong.
>>
>>1093426
>Follow path from air
>>
>>1093450
>>1094757
My response
>>1094610
>>1090529
Also, I would like to join that plan for bringing us all into the sky, we were made to fly above the lesser races, and I will do much to bring us all into our rightfull kingdom of the sky.
>>
>Thread is autosaging
>>
>>1094556
"[Library] such a strange thing, our chieftain sent all of our wisest and his brother to the Crest of Horns for something similar, though I believe that we can do this." Romar says before waving over some of his fellows to start carrying the trade goods.

>Offer accpeted, will look into Economics 1 alongside Classa

>>1094687
Nah go ahead and keep the food that's fine also just curiose, in the research agreement that basically means we both do the research of the same object right or is that something else?
>>
>>1095229

It's just like normal research, where you spend actions to develop a new technology or magic and it contributes in ticks, but both of us are researching it at the same time and the results are added up until it's completed, granting both sides the technology improvement! We both need the technology in question before the agreement can start, so I'll send you [Economics I], and on the turn afterwards, you can start researching [Economics II] with me!

>>1094933

Looking at the terrain from the air allows more sense to be made: the apparent path is actually some type of sign, a large arrow that points to a location beyond the horizon. Following it, a faint glow becomes visible in the darkening evening sky, a beacon attached to a what appeared to be a palace made of glass. surrounding it were smaller glass structures similar to those earlier but more elaborate, standing multiple stories tall like hills, with many holes in the upper tiers from which vibrant light shone through. Landing near the top of the building, the elf notices the continued lacking of an outward presence of the possible owners of these lands, yet the outside of the palace appears to be unguarded, allowing free entrance if so inclined.

Though empty, the atmosphere feels anything but, with a faint feeling of being watched ever-lingering.
>>
>>1094691
Hopefully that won't happen again. This is a bitch to read and go over when doing turn crunch :^)
>>
>>1094203
After some back and forth the merchants agree to the following:

>Accept the 15 currency for armour smithing l
>Offering enough Equus to start your own herd in exchange for construction l
>Offer equus plow l for fishing
>>
test
>>
>>1096602
[Butterland]
Better Medicine is had [Medicine II], and more research is put in to make it even better [4/8]! The foragers find an inactive volcano, ripe with obsidian [+4 Obsidian].

[Galkoki]
>My bad, where was it?
Galkokian Armor is refined [Armorsmithing I, +1 Industry, -1 bronze], and extra research carries over [3/6], while better tools are being made [1/4, -1 bronze]. Weapons research is continued, and is nearly complete [3/4].

[Feathered Empire]
Slaves are had [Slavery I]! The Empire's craftsmen start working on bows [2/4, -1 wood], but there's no forestry done.

[Riaetrusque]
Under Anul's guidance, something he calls a 'library' is erected [2/4, -1 wood], and the stone fort is nearly complete [3/4, -1 stone]. Teslaiec begins to commune with the sun [2/???].

[Gynnead Ceadn]
The scouting party gets lost, and the spawning pool proves unsuitable- but at least nothing is lost. Meanwhile, the Ceadn start working the coral more homes for their people [2/4].

[Subterra Prime]
>For your actions, make sure you include any tech/bonuses that may apply- for example, [Underground] applies to your first action
The underground expedition proves a huge success- much bronze is ripped from the earth [+4 bronze], and the foray above goes almost as well, the scouts coming back laden with wood [+3 wood]. Research into moving the earth with one's mind begins [2/4].

[Aquantis Dominion]
The Aquantean's finally get a grasp on mathematics [Mathematics I], but the pieces of coral the craftsmen were working on shatter [-2 coral]. The Icthy don't take kindly to being ridden; at least those chosen don't.

[Arakos]
The Arakosi army continues drilling [4/8], while the roads to and from Mor'Taris are completed in record time- the increased mobility allows trade within the kingdom to flourish [Roads I, +1 currency/turn; -1 stone]. The forge undergoes expansion [1/6].

[Aurean Dominion]
>You have no stealth tech, so no.
No trade route is established, but a basic writing system is introduced [1/4], and with Droc's help, the Dominion learns the basics of what Droc refers to as 'Enlightened' earth magic. [Enlightened Earth Magic I]
>Practitioners of Enlightened Earth magic can, among other things, shape rock and stone into structures more beautiful than most, and easily find stone, gems, minerals, and precious metals, and rip them from the earth.
>>
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>>1096609
[Black Feather Tribe]
A great trade route is made with the Aurean Dominion- merchants from all over the Tribes flock to the gem rich Dominion, and the Tribe's wealth greatly increases [+4 currency/turn]. The temple is also a massive success. Hopefully the Great Spirit will reveal itself soon [Great Spirit Temple, -1 stone]. The scouting expedition comes back, their sacks laden with... what looks like soft brown soil. The leader of the expedition to hear him out, then takes a bit of the substance from his pack, sets it down, then takes a burning branch from a nearby fire, and touches the pile, which immediately bursts into flame. [Peat: 5 (+1/turn)].

[Henoan Conclave]
>Ecology is useful for dealing with creatures and resources
The basics of flight are learned [Flight I], and somewhat improved upon [3/6], though the day's smithing turns out to be a disaster, though no progress is lost, some bronze is ruined, and deemed unsalveagable [-1 bronze]. The Conclave's domestication practices are improved [1/6]

[Classa]
With Sameda's help, the fairies learn the meaning of fire [Change basic fire magic I with Primal fire magic I]. Architectural research is also complete [Architecture I]. One of Classa's outposts undergoes massive changes as well [Three turns, -5 stone, -5 wood].
>Practitioners of Primal fire magic, while adept at burning things down, also recognize the life giving power of flame. Ashes from Primal fire magic can be used as a powerful healing poultice, or very powerful fertilizer for plants and trees.
>>
>>1093798
The tall stranger rolls his eyes- the chief sure knew how to ramble. But at the question he grins again, beating his chest with a large fist. "Name's Vyruk, Primal God of Life, as I told one of yours earlier. We had a little spar, it was fun. I kicked his ass."

>>1095032
Will start a new thread tomorrow, we're only on page 5.
>>
Rolled 99, 1, 83 = 183 (3d100)

>>1096609
Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 40(+3/turn)
Food: 2
Currency: 46(+5/turn)
Industry: 5
Structures: Government Building, Farm I (3), Roads I, Animal Pen
Defenses: 1 (Avaros)
Military: 1 (Plaguewarden)
Tech: Bronzeworking, Medicine I, Medicine 2 [4/8] Herbalism 2, Skirmishing I, Mathematics I, Domestication 1
Resources: [Bronze :14(+1/turn)] [Jungle Herbs: 13(+1/turn)] [Jungle wood: 12(+1/turn)] [Parasaur: [9/+1/turn] [Doctors][Obsidian]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and recieve bonuses to fighting defensively. However, the majority of the Avarosi population views offensive action as immoral, and in some cases, downright disgusting.
[Natural Healers]: Finding new ways to heal the sick and injured come naturally to the Avarosi, though they flinch at finding new ways to cause suffering.

Build mine at volcano to gather Obsidian. x2

Build Crossbows.

Question, how would using my domesticated Parasaurs help in regards to Farming and Construction? Would it speed up construction using them as pack animals or helping move heavy stuff, or increase Farm effectiveness using them to till the land?
>>
>>1096646
>99
>1
Are you fucking kidding me? Would spending 10 currency get me out of whatever bad shit is associated with a 1?
>>
>>1096654
Nope. nat1s are unavoidable.
>>
>>1096666
>those 6s
I'm fucked.
>>
>>1094687
>research agreement
yeah that sounds good. I gotta catch up on the thread if I'm gonna do anymore RP tho.
Never trust a succubi
>>
>>1096677
You may or may not have put crossbows in the hands of some radicals :^)
>>
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Rolled 76, 83, 93 = 252 (3d100)

>>1096690
[Gynnead Ceadn]
Settlement: Harwylk (Saltpan [N], Nymerlead [S], Cirulis [W], Hol'Riedr [E])
Territory: 39
Population: 16 (+3/turn)
Food: 1
Currency: 9 (+3/turn)
Industry: 5
Structures: Government Building [First Communion Pool], Farm I (2)
Defenses: 1 (Harwylk)
Military: 1 (Overseer)
Tech: Bronzeworking, Fishing I, Scouting I, Architecture I
Resources: [Bronze: 5] [Wood: 5] [Stone: 5](+1/turn all resources)
Eccentricities:
[Manipulative]: Preferring to focus on the matters of mind over body, the Ceadn can easily work over the less intelligent creatures of Primal World, but are physically weaker than average.
[Amphibious]: Ceadn are amphibious, though they prefer the water. They can expand much easier through it, but have difficulties the further away the get from it.


>Actions
1) The sudden lost of communications with the southern scouting party bodes concern to the communion pool. With an overseer attached to the party and without the guidance of the communion pool, the likely results of the detached expedition might be beyond the foresight of the Ceadni. Attempts to reconvene and discover the actions that led to the inability of the scouting party's disappearance is then executed with utmost haste. Time will tell if the little foray will bring blessings or ill omens.

2) The creation of the spawning pool is intently important to the defense and utility of Harwylk, another attempt to coalesce this structure is given life, this time, it's creation is personally overseen by Gynnead the Adjucant himself.

3) With the Addition of the bulwarks alongside reef atoll of harwlyk, the once lonely communion pool is now given some structure to build upon. The first order of business however is the creation of fish pens, areas of cultivation outside of the atoll that allows the corallment and controlled growth of fishes of different species and abilities that are of significance to the Ceadn. An important asset that seeks to fill the food and genetic stock that the Ceadni will rely on in the coming days.
>>
Rolled 40, 37, 99 = 176 (3d100)

>>1096616
[Subterra Prime]
Territory: 39
Population: 13 (+3/turn)
Food: 1
Currency: 6 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Capital)
Military: 1 (Player Named Unit)
Tech: Bronzeworking, Weaponsmithing I, Architecture I, Bureaucracy I
Resources: [Bronze: 10] [Wood: 9] [Stone: 6](+1/turn all resources)
Eccentricities:
[Grotesque]: Octa-Moles are horrifying to look at, and most of the savage creatures of Primal World avoid them. Critical failures are much less deadly, but the Octa-moles have a very hard time domesticating things.
[Underground]: The cavern around Subterra Prime is rich in minerals and stone, but the lack of light lets only the toughest plants and mosses grow, and they aren't very nutritious.

Great-King Metunij speaks again, and everybody listens:

“Several things: A congratulations are in order! Our noses have sniffed out shining metals, the bones of our mother. Treasure them well, they will eventually serve us well in battle as weapons and vestments. But enough of that latter part later, we must not forget our brave scouts who with courage bounded into unfamiliar territory and brought back supplies to boot! And our great thinkers, who have taken to breathing the breath of the Deep Earth with aplomb!”

“Now, onto business. Our Earth-minded ones have not yet pierced the mysteries of how to move the soil and rocks with mind and mind alone! Tell them to redouble their efforts! It will pay well in the end!”
(Finish Researching [Earth Magic 1]) (2/4)

“Secondly, it behooves us learn how to make the metal vestments of our neighbors. We have an excess of Bronze. It has been shown to deflect arrows, and the thrust of a blade.The so-called “armorsmithing” must be learned!”
(Research Armorsmithing 1)

“Final command for the day: You are to dig a ditch surrounding the entrances to Subterra Prime. In this ditch, place spears (and sharpened sticks if the metal-supplies run low). Be sure to hide the surface of this ditch with sticks and leaves. We must be careful to only make it so that an approaching enemy army will be liable to fall into it and be speared! Not us!”
(Make Basic Traps/Fortifications/Defenses/whatever these would be considered around: Subterra Prime)

The peerage once more heeds the call to action.
>>
So who is the dark blue to my South west (I'm Purple)
>>
>>1096905
Directly? The Picts (who are maybe dead)
>>
>>1096930
A bit further away on the peninsula is the Feathered Empire.
>>
>>1096690
Ouch. Bad shit aside:
>Question, how would using my domesticated Parasaurs help in regards to Farming and Construction? Would it speed up construction using them as pack animals or helping move heavy stuff, or increase Farm effectiveness using them to till the land?
>>
>>1096934
White Nation to the south correct?
>>
>>1096634
"A god, hm? That is like a magic man, yes? If you are so god-like why don't you prove it by healing that wounded hobgoblin?
>>
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Rolled 68, 34, 61 = 163 (3d100)

>>1096616
>>1096616
[Black Feather]
Settlements: Capital: Black Feather, Outposts: Codilia (N), Chelydra (E), Natricinae (W), Basiliscus (S)
Territory: 39
Population (+growth/turn): 50 (+4/turn)
Food: 5
Currency: 10 (+7/turn)
Industry: 5.5
Structures: Hall of Scales, Farm I (2), Stone Quarry I (1), Temple of the Great Spirit
Defenses: 1 (Black Feather)
Military: 1 (First Claw), Swift Maw (Naval, 1.4)
Tech: Bronzeworking, Agriculture I, Animal Husbandry I, Currency I Treeweaving I, Herbalism I, Boats II
Resources: [Copper: 5] [Stone:2 +1/turn] [Wood: 3] [Peat 5 +1/turn]
Eccentricities:
[Primitive]: The reptilians of Black Feather are simpler, and in turn, more in tune with the flow of nature. However, they find it harder to master more complex technologies, or industrialize.
[Armored Hides]: Thickly scaled, the Black Feather tribesmen are naturally armored, and much harder to kill. However, this has made them cocky, and will often wade into danger they have little hope of escaping.
>Research Divine Magic
>Research Clergy
+Grand Temple
The Temple serves as a central point for the religion of the Great Spirit. The five religious heads of the grand counsel have their own private counsel here. They lead meditation and seek out others to pass on the lessons of the Great Spirit.

>Expand Territory eastward along the river
Do pressures from the Gator tribe representative, the Grand Chief expresses the desires to expand control over the land on this side of the lake and river.
>>
>>1096949
That's Butterland
>>
Rolled 97, 92, 19 = 208 (3d100)

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich -Town), (Nathalum, Ael'wyn, Silvanar - Outposts)

Territory: 39
Population (+growth/turn): 33 (+3/turn) (+1 in 1 turn(s))
Food: 3.5
Currency: 14 (+4/turn)
Industry: 7
Structures: Hall of Paragons (Government Building), Farm I (3), Fishing Camp I, Quarry I, Lumbermill I, Gem Mine I
Defenses: 1 (Vanitas)
Military: 1 (Dominion Munifex), 1.6 (Ordo Silentius Assassin)
Tech: Bronzeworking, Craftsmanship I, Swordsmanship I, Archery I, Economy I, Domestication I, Enlightened Earth Magic I
Resources: [Bronze: 13 (+1/turn)] [Gems: 24 (+2/turn)] [Wood: 22 (+3/turn)] [Stone: 10 (+2/turn)]
Eccentricities:
[Slave Labor]: Those elves less pretty to look at are basically slaves to the other elves; they just don't call it slavery. With a lack of basic regulations, the lower caste is worked to the bone. Production of resources is increased, but rebellions can be catastrophic.
[Flashy]: The elves of the Dominion are always working on improving the looks of their fighting styles. Because of this, many find any sort of heavy armor to be a waste of time.
Works in Progress: Writing I (1/4)

1. Get back to work on the trade route immediately.
2. Finalize preparations for the trade with the Black Feathers, trading [Economy I] for [Boats I].
3. Keep progressing on the writing system.
>>
>>1097049

Waaaaa a 92 wasted on an easy peasy trade deal...our trading routes are bomb-ass though
>>
Rolled 60, 78, 43 = 181 (3d100)

>>1096609
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 20 (+2/turn)
Food: 3
Currency: 23 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (3)
Defenses: 1 (Capital City)
Military: 1 (Breezy)
Tech: Bronzeworking, Infantry I, Navy I, Slavery I
Magic: Air I, Hope I, Weather I, Flight I
Resources: [Bronze: 5] [Wood: 0] [Stone: 5]
Eccentricities:
Born of Air: The denizens of the Feathered Empire have a special affinity for the air and the weather, but can't really figure out how to work with things from the earth.
[Immortal Leader]: The eternal child may decree that his people focus on one task each turn, producing better results. Beware of sabotage and/or rebellion.
Ongoing research: archery [2/4]
1. Weather magic improve (born of air)
2. Produce a double Jetstream to link up Settlements, and perhaps spread it to othe flying races (born of air, Weather magic I, eternal mandate, Flight I, Air magic I, I'm pulling out all the stops)
3. Flight research colaboration with these other flying races (born of air, Flight I)
>>1096329
"He-hello, I sense you out there, I bear y-you now I'll will, I hope we can be friends with you. The kingdoms of the sky are m-meant to be strong. W-we should help each other o-out" Burntplume seems about ready to bolt. Some strange combination of fear and pride causing internal strife.
>>
>>1097054
Swag Lords
>>
>>1097086
Yup, I'm spending 13 mones on #2, get this shit done with. My remaining total will be 10
>>
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Rolled 84, 64, 52 = 200 (3d100)

>>1096616

[Classá]
Territory: 39
Population: 40 (+3/t)
Food: 2
Fire Points: 1
Currency: 60 (+8/t)
Industry: 7
Settlements: Sauna Oasis [Cap], Ugnis [Out], Nar [Out], Fuego [Out], Brasa [Out]
Structures: {Sauna Oasis Def. 1 | Glass Palace, Farm I x2, Beacon I, Glass Workshop I x2, Library I}
Trade: {Riaetrusqe, +2c/t, +1Fd} {Heno +1c/t}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire I, Flight I
Tech: Bronzeworking, Glassworking I, Armor I, Firemaking I, Economics I, Writing I, Architecture I
Resources: [Bronze: 13+1/t] [Stone: 9+1/t] [Wood: 8+1/t] [Glass: 10+2/t] [Sand: 12+1/t]
[New and Exciting]: The fairies of the brand new nation of Classa are excited to learn and discover new things, but they have a bad case of collective ADD. Researching new technologies is easier, but improving upon old ones bores them.
[Burning]: Classa's fairies draw their energy from flame- while near burning fires, they are stronger, but they are weaker than normal at other times.

>1.
[New and Exciting] (-10)
[Firemaking I]
Invoked: Ancient of Fire, Primal
"So much activity I'm keeping up with; the people from the forests already spotted us and the desert is still a mess! I guess if they're enjoying themselves here, it's okay, but I hope to improve our fire abilities for a special project I have planned later."
>2.
[Library]
{Trade Route: Riaetrusqe}
>>1095229
<Hearth smiles and lends their knowledge to Riatrusque, sending over [Economics I] so they might work on it together. In addition, they attempt to teach the beast people [Writing I] free of charge to allow them the ability to read fairy tablets.>
>3.
[New and Exciting] (-10)
[Library]
[Flight I]
{Trade Route: Heno}
>>1096688
<The fairies of the woods and fairies of fire test their abilities by racing each other in the sky, content on determining whether fiery wings or butterfly wings are better. The fire fairies, unused to the layout of the woods, frequently get distracted upon discovery of a new landmark.> (3/6)
>>
Rolled 34, 15, 41 = 90 (3d100)

>>1096329
Awesome, ok so that means I would just put down us learning the tech for [Economics I] on my list of tech and we both spend turns on researching the 2nd tier then?

>>1096609
Nation Name: Riaetrusqe
Nation Color; Orange
Led by: Teslaiec
Race(s): Centaurs and beast folk usually minotaurs, satyrs, goatmen and the like
Settlements: (Tolretnac) (Crest of Horns[N], Swift of Hoof[S], Nomo Rast Conclave[E], Solaraire's Rest[W].(4))
Territory: 39
Population: 20 (+4/turn)
Food: 1+1
Currency: 12 (+3/turn), [+4 next turn]
Industry: 5
Structures: Government Building, Farm I (3), Housing 1[+1pop/turn], Library[2/4 Crest of Horns]
Defenses: 1 (Tolretnac) [Stone Fort, Tolretnac3/4]
Military: 1 (Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics I
Resources: [Stone: 3] [Wood: 5] [Bronze: 6]
Eccentricities:
[Fleet Footed]: Half horse, the centaur make the fastest natural soldiers of all Primal World; Basic units move much faster, but their bulk requires increased food consumption.
[Experienced]: The centaur are used to bloodshed and combat, having suffered for so long. Units take longer to train, but are stronger than average.
Sun Commune[2/???]

Upon the return of the trading delegation after many suns and moons away they bring with them knowledge of this new found thing of [Economics]. The younger generation are already in love with the idea of such shiny almost gem like stones and often find ways to decorate themselves with the glass. The older however find it a puzzle trying to understand how something so small might be worth so much when you can't eat it, it doesn't keep your warm only what everyone haggles over for the glass. News of this way of thinking trickles back to the town of Crest of Horns where Anul upon learning about this prompts the elders to come up with better ways of using these tiny gems maybe they could set a standard of what a thing is worth in terms of these gems. The Elders grumble about this, but begin to discuss it amongst themselves, Anul meanwhile 'borrows' a few workers from Tolretnac from the stone fort to finish the [Library] stopping the forts construction for now. Meanwhile at Solaraire's Rest, Tesaliec continues to try to commune with the sun far past what previous cheiftans have done, as his maple brown fur slowly starts to bleach underneath the sun's rays and his human half tans to an unhealthy degree, the visions brought on by sun heat promise a time of turmoil and triumph ahead, but Tesaliec needs to know more, he must know how to steer his people to greatness least they be crumpled under hoof like they had in their past so long ago!

>Research into [Economics II]
>Continue Commune with Sun
>Finish erecting [Library] 2/4
>>
>>1097130
Oh god damn it, I wish you had told me this before I posted my stuff. Also on a related note of currency, since I flubbed the commune roll here what is the conversion for currecny for success on rolls? Is it 1:1 ratio of dice roll to currency or something else/ cuz I'd like to add at least 6 points to the commune roll so I can enjoy something at least for my attempts.
>>
>>1097170
yes, 1:1
>>
>>1097178
Awesome, well...I kinda wonder if I could, actually, how about this, can my 15 roll go for my reserch, the 41 boosted to 50 for the library building and then 34 for the commune? If we can assign rolls to actions I mean.
>>
>>1096646
https://www.youtube.com/watch?v=08e9k-c91E8
From the coast the lake came a chorus of voices and a twang of a simple string instrument. On the Lake was a couple of Lizardfolk and a dapper looking snake man.
>>
>>1097049

Writing I is at 1/4. I'll dump 1 currency into the writing system to get it started.

Also the thread is autosaging in case you missed my earlier message.
>>
>>1097213
No assigning rolls to action after the fact. That's cheating.
>>
>>1097220
I got it, starting new thread in the morning. Might open it to a few new players as well, for anyone that's lurking, as there are a few deads.
>>
>>1097248
Gothca, in that case just bump my 15 to 21 then
>>
Rolled 89, 36, 63 = 188 (3d100)

>>1096609
Name: Aquantis Dominion
Race: Fishfolk
Color: Lime Green
Settlements: [Coralea], Garblax's Ravine, Lumerox Caverns, Blaxab Reef, Jorgox Wildlands
Territory: 39
Population: 40 (36+4) (+4/turn)
Food: 2
Currency: 35 (31+4) (+4/turn)
Industry: 5
Structures: Government Building, Farm I (2), Icthy Ranch
Defenses: 1 (Coralea)
Military: 1 (Spear of Odein)
Tech: Bronzeworking, Coral Farming I, Fish Herding I, Agriculture I, Writing I, Weaving I, Domestication I, Mathematics I
Resources: [Coral: 12 (13-2+1)] (+1/turn) [Seaweed: 13 (12+1)] (+1/turn) [Driftwood: 13 (12+1)] (+1/turn) [Icthy Pod: 8 (6+2)] (+2/turn)
Eccentricities:
[Sea Dwellers]: The Fishfolk of the Aquantis Dominion are completely at home in the water, moving and expanding through it extremely quickly. The same cannot be said about them on land, however.
[Bounty of the Sea]: The seas of Primal World are teeming with life, and each action the Fishfolk take to acquire food is more successful. However, monsters lurk in the deep, and everything must come to the water's edge to drink....
Progress:
Coralworking [1/4]

Actions:
1) Continue Researching Coralworking.
2) Research Icthy Riding.
3) Learn to make the 6 simple machines.
>>
>>1094610
Spend 13 Currency on Swordsmithing
>>
>>1097253

Can't say I'll miss the monstergirls
>>
Rolled 77, 23, 63 = 163 (3d100)

[Arakos]
Settlements: Mor'Taris* Outposts: Tol'Anrom, Tol'Iralon, Tol'Larhen, Tol'Margren
Territory: 47
Population (+growth/turn): 43 (+4/turn)
Food: 6.5
Currency: 18 (+5/turn)
Industry: 7
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge I (+2 Ind), Roads I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 2 Warrior Khal [1.2] 1 Warrior Khal [1.4]
Tech: Bronzeworking, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill II
Resources: [Bronze: 9] [Stone: 12] [Wood: 11]
Eccentricities:
[Former Nomads]: The hobgoblins of Arakos have only just started to settle down- while movement rolls are better, they are not practiced at making permanent structures.
[Harsh Homeland]: It seems like the hobgoblins settled on the worst place they could find; crops are hard to grow, and everything around them seems to want them dead. However, they have learned from their experiences in the mountains, and manage their food stocks much better than the other peoples of Primal World
Ongoing: Tor'Iralon Town: 1 Turns

1. Drill III 4/8

The Hobgoblins continue to refine drill. The adherence to order and discipline have begun to permeate every aspect of the society, and a militaristic bent is transforming the culture.

2. Trade Construction, Fishing, and 15 currency to Galkoki
+[Recent Nomads]

3. Construct Forge 1/6
[Recent Forge]
[Construction I]
+7 industry
>>
>>1097467
a bit late for that heh
>>
Rolled 53, 73, 71 = 197 (3d100)

>>1096616
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Territory: 39
Population: 38(+3/turn)
Food: 2
Currency: 47(+4/turn)
Industry: 7
Structures: Government Building, Farm I (3), Lumber Mill I (1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian
Tech: Bronzeworking, Ecology I, Domestication I, Agriculture I, Archery I, Horsemanship I, Herbalism I, Naval I, Flight I
Resources: [Bronze: 14+1] [Wood: 29+3] [Seeds:14+1] [Equus Herd:14+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
Research: Flight II(3/6), Sword Smithing(3/4), Domestication II(1/6)

>Continue Swordsmithing

>Continue Domestication II (Ecology I, Master Ecologists, Domestication I)

>Search the forest for more friends

>>1098221
yeah, I lost track of which turn we were on amoungst the walls of text.
>>
File: Ancients4chan.png (4.83 MB, 2500x2000)
4.83 MB
4.83 MB PNG
[Butterland]
The Obsidian mine is quickly completed- and then the earth rumbles. The mine collapses with the workers inside [-1 wood, -5 pop]. However, the crossbows are nearly finished [3/4, -1 wood].

[Gynnead Ceadn]
The scouts from the botched expedition are found [+3 pop]! The Spawning pool is nearly ready [3/4, -1 stone], and fish pens are easily constructed [Fish Pens I, +1 food; -1 wood].

[Subterra Prime]
Research into earth magic continues [3/4], while armorsmithing begins [1/4, -1 bronze]. Traps come easily to the Octa-moles, and soon simple pitfall traps are scattered all around Subterra Prime [Defenses: Traps (1x), TECH: Traps I; -1 bronze].

[Black Feather]
Research into the divine begins [2/4], and a clergy is formed [1/4], while the Gator tribe sees its lands expanded east [+4 hex]

[Aurean Dominion]
The trade route is a massive success, merchants from all over the Dominion flocking south to catch a glimpse of the odd, scaled reptilefolk of the Black Feather Tribe [+4 currency/turn]. The technology blueprints are sent south (Arrival next turn), but there's no progress on the writing system.

[Feathered Empire]
The Empire's mages improve their magic [2/6], and a 'Jetstream' is created, linking the settlements of the Empire; internal trade flourishes [Jetstreams I, +1 currency/turn], and the Feathered Empire starts the research into improved flying techniques [1/6].

[Classa]
The fairies begin improving their abilities with fire [3/6], while the knowledge of economics and writing is sent east to the centaurs [arrival next turn]. Finally, the fairies have almost achieved another level of proficiency in their flight [5/6].

[Riaetrusque]
(You do not have economics yet, dice refunded-4d100 next turn). The sun only murmers this day [3/???], but the Library is nearly complete [3/4].

[Aquantis]
Coralworking research completes [Coralworking I], and some Icthy finally allow themselves to be ridden [1/4[. (third action unclear/confusing.)

[Arakos]
The military has nearly finished its drilling [7/8], and traded its knowledge and currency to the Galkoki (arrival next turn). Some progress on the forge is made- it's half complete [3/6].

[Henoan Conclave]
Better swords are crafted [Swordsmithing I, +1 Industry], and better domestication techniques are well underway [4/6], while another search of the forest begins [3/4].

>New thread soon
>>
>>1099242
Thread #3
>>
>>1099031
The lever, the wheel and the axle, the pulley, the inclined plane, the wedge and the screw.
The 6 basic machines.




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