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Welcome to the third thread of Primal Nations! While the game has been going on for a bit,I'm opening it to some more people as there are a few deads on the map! If you've been lurking, or it's your first time seeing these threads, feel free to make up a sheet:
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.)

Also take a peek at the rules pastebin I've drawn up: http://pastebin.com/pakzadFV
And join the chat for this game, and others like it, if you're interested: https://client02.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
>>
>>1099242
Previous Threads:
1- >>1062320
2- >>1093003
>>
Rolled 77, 83, 33 = 193 (3d100)

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

Territory: 39
Population (+growth/turn): 37 (+3/turn) (+1 in 3 turn(s))
Food: 3.5
Currency: 22 (+8/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: 14 (+1/turn)] [Gems: 26 (+2/turn)] [Wood: 25 (+3/turn)] [Stone: 12 (+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)

Actions:
1. Back to the writing system. We're sure to make progress eventually.
2. With mighty heaves of the earth we can gather new and greater materials to smelt. The mages also detect iron in the hills. Use this knowledge plus the knowledge we already know to build a great iron mine. (+Enlightened Earth Magic I) (+Craftsmanship I) (+Slave Labor)
3. With our newfound powers construct a grand arena out of stone and embellish it with gems. In this arena, troops can train, sporting events can be held, and gladiatorial matches can be held by those wishing to prove themselves and seek glory and fame. Imperfects may also attend the games as a reward for good work. Visitors from far and wide will flock to see the games!

C'mon dem dice
>>
#3 has the following modifiers: (+Enlightened Earth Magic) and (+Craftsmanship). To clarify I'll be using up some of our gems along with the stone.
>>
Rolled 73, 1, 53 = 127 (3d100)

>>1099242

[Gynnead Ceadn]
>Settlement: Harwylk (Saltpan [N], Nymerlead [S], Cirulis [W], Hol'Riedr [E])
>Territory: 39
>Population: 19 (+3/turn)
>Food: 2
>Currency: 12(+3/turn)
>Industry: 5
>Structures: Government Building [First Communion Pool], Farm I (2) Fish Pens (1)
>Defenses: 1 (Harwylk)
>Military: 1 (Overseer)
>Tech: Bronzeworking, Fishing I, Scouting I, Architecture I
>Resources: [Bronze: 9] [Wood: 8] [Stone: 8](+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) As the ocean holds many dangers, its vast underwater caverns also holds a grand supply of minerals, metals, and gems. A scouting party is sent to the deeps of the ocean in hopes of discovering materials
>2) Under the care of the First Adjucant, the developement of the spawning pool accelerated to great speeds. soon, the pool will be the host of the Ceadn's many creations and spawnlings
>3) The Overseer is sent to the Communion pool in leiu for mental assement and training. He will be imparted with the ability to project the race's psionic potential to more concrete effects. to suggest thoughths and consequently actions, to impart visions and delusions, and to communicate in great distances. These will be the lessons that the overseers will come to learn and use in furtherance of the Ceadn's reach.
>>
>>1099250
Question here is the update going to occur soon or is it in the last thread already?
>>
>>1099372
Last post of last thread.
>>
Rolled 69, 80, 1 = 150 (3d100)

>>1099250
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 22 (+2/turn)
Food: 3
Currency: 15 (+5/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, Jetstream 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 I[2/4] weather II[2/6] Flight II[1/6]
1. Weather magyks [2/6] (born of air)
2. I want to enter a research agreement with the Henan Conclave, Butterland, and Classá for Flight III
3. Let's upgrade our breezy unit to full Archon (these will be flying Spearmen with tactical storm bullshit) (flight, weather magic, Bronzeworking)
>>
>>1099513
These three guys.
>>1098956
>>1097130
>>1096947
Also, name&trip
>>
>>1099513
And I do realize that my entire military just died in a thunderstorm, but try to look past that.
>>
>>1099513
>>1099338
welcome to the club my friend.
>>
>>1099338
>>1099513
The dice really hate people today.
>>
Rolled 86, 36, 55 = 177 (3d100)

>>1099242
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Territory: 39
Population: 41(+3/turn)
Food: 2
Currency: 51(+4/turn)
Industry: 8
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, Swordsmithing I
Resources: [Bronze: 15+1] [Wood: 32+3] [Seeds:15+1] [Equus Herd:15+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), Domestication II(4/6), Forest Friends (3/4)

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

>Continue the search for forest friends (Ecology I, Master Ecologists, Domestication I)

>Begin training cavalry unit [Wild Outriders], (Horsemanship I, Archery I, Swordsmithing I)

>>1099513
>I want to enter a research agreement with the Henan Conclave
I do NOT consent to this agreement, I don't even know you.
You do realize that at least half my population don't fly right?
>>
>>1099916
Spend just enough currency on second roll to make progress. I'm assuming 4 would suffice?
>>
>>1099936
yes
>>
>>1099513
>2. I want to enter a research agreement with the Henan Conclave, Butterland, and Classá for Flight III

What exactly does this entail? Do I need to do something?
>>
>>1091187
The like forest sprites gasp in delight as they greedily clammer for it. fluttering around and peering at the world through green-tinted and distorted eyes and laughing at their warped reflections.
As they scramble about trying to steal your goods, another faerie flutters down and sits on a tree branch in front of you.
This one appears to be about half your height.

"Leave her alone and go look for your frog you Filegens!" She pips as she turns around. "Why hello there Calarbes. I hope they didn't harass you too terribly. I must say, the way the light dances through those bubbles is amazing."
"But I forget my manners, I am Tuilindwen of the Henoan Conclave. And this is the territory of Aerie. You seem like us, but I do not recognize your radiant features. You do not seem to bear ill will to the wilds, so what brings you here and from whence have you came? Are you lost?
sorry I took forever to respond, haven't been able to sit still long enough to do more than update my stats lately.
>>
>>1100120
Maybe also research flight, mostly it's just a deal of I want us all to get there quickly.
>>
>>1099916
Ok. Henoan conclave is exempt from the research colaboration.
>>
Let me know if it's too late to join/I did something wrong, I tend to always make a mistake starting in these threads

Nation Name: Gastermonte
Race(s): Vampire/human
Color: Dark Red/Scarlet
Fluff:
Lord Rodrigo Estermonte was once a civilization-wide renowned explorer and archaeologist. The very wealthy man used his riches to travel parts of both the known and unknown world, publishes a number of tomes on the subject for many years until the discovery of a small island deep in the cold wastes of the northern seas. It is said that Lord Estermonte fled his home suddenly one day after returning from the venture, those who had happened to see him before his disappearance recounted tales of his appearance being very sickly and ill. Rumor soon became that the explorer Lord was simply seeking medical treatment from some foreign shaman that he had met on his travels (a wise lie started by Rodrigo himself)

In actuality, Lord Estermonte had returned to the dead piece of rock in the ocean, digging away at the rocky soil for days using little but his hands and any stones he could find on the shore.

After a week of back-breaking work, exhaustion and starvation, it is said the Lord fell into a crypt as deep as the hells he feared.

Nobody truly knows what Estermonte saw when he fell into the pit, but only three days later he rose, color drained from his skin, teeth that glimmered menacingly like a rabid dogs, and a coldness behind his sunken red eyes that belied his true desire – immortality.

With the curse of Vampirism placed upon lord Estermonte, he changed both his name and family crest to that of “Gastermonte” before departing to a forlorn continent (where we are now), establishing a manor in the colder climates of the North. He now leads a small coven of Vampires, and their willing servants who wish to spread their master’s dominion, and continue providing him with the sweet, sweet blood of both mortal and immortal race alike.
Settlements: (Gastermonte Manor) (Alpha Camp, Bravo Camp, and Charlie Camps)
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 (Vampire Servant)
Tech: Bronzeworking
Resources:
Eccentricities:
>>
>>1099513
The Avarosi must decline. We do not share your ideology that those who share the sky are superior to those who walk the land. We believe that those he think themselves superior to others tend to not treat those they consider inferior very well and we do not wish to be associated with that. Though we still wish you good health.
>>
>>1100258
I understand, though we hope to be fair rulers.
>>1100202
Butterland is out as well.
>>
Rolled 90, 90, 72 = 252 (3d100)

>>1099242
Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 38(+3/turn)
Food: 2
Currency: 51(+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 :15(+1/turn)] [Jungle Herbs: 14(+1/turn)] [Jungle wood: 11(+1/turn)] [Parasaur: [10/+1/turn] [Doctors][Obsidian 4]
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 Obsidian Mine

Build Obsidian Mine

Finish Crossbow. [3/4]

Asking again, can we use our Domesticated Parasaurs for anything?
>>
>>1100308
>Dub 90s
Do I get something special for this?
>>
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>>1100308

Dino cavalry
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>>1100317

A damn fine obsidian mine
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>>1100247

Shit, just realized I wasn't supposed to fill anything out below Fluff... My bad
>>
>>1100308
Nice dub rolls

>can we use our Domesticated Parasaurs for anything?
You ought to be able to use them for anything. Parasaurs are based af.
>>
Rolled 83, 77, 67 = 227 (3d100)

[Arakos]
Settlements: Mor'Taris* Outposts: Tol'Anrom, Tol'Iralon, Tol'Larhen, Tol'Margren
Territory: 47
Population (+growth/turn): 47 (+4/turn)
Food: 6.5
Currency: 8 (+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: 10] [Stone: 13] [Wood: 12]
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: 0 Turns

>I get a town next turn
>When can I align with Vykus?
>Will a more developed government give me a new bonus?

1. Drill III 7/8

2. Form Government - Military Republic

As the size and power of the Arakosi has grown the difficulty of governing large territories over rough and inhospitable terrain has proven to be a strong limitation on the ability of Arakos to grow and develop. As the outposts turn into towns, and towns into cities; the old city-state of Mor'Taris turns from home, into capitol. Its outlying regions morph from scattered homesteads into slowly developing urban centers. Its mountain home among the valleys and the cliffs also start to change. The society, used to combating against monsters and hostile wildlife, begins to stratify. Those with larger farmlands or who own successful businesses have financed the development of Arakos. Their higher status - not just in terms of wealth but also in prestige - makes them more important than even the Chief. Still, the traditions of martial service, prowess, and connection to the khal make for a potent combination. Thus, the idea and the slow implementation of a republic begin. In a compromise that suits the Arakosi only those with proof of having served in a Khal can hold any public office. Additionally, the rank of Khaltan is required to hold a post higher than Alderman.

3. Construct Forge 3/6
[Recent Nomads]
[Construction I]
+7 industry
>>
>>1100247
Will stat you in a few hours time.

>>1100308
Of course you can. It just requires a bit of imagination.
>>
>>1100678
>2 wasted progress on Drill

t-thanks trump

>>1099338
Some of the frogfolk spot Hobgoblins overlooking them from a rise in the distance, but the hobgoblins retreat out of sight not long after. Some weeks later a delegation does arrive consisting of five Hobgoblins.

"The Raiders are coming. We humbly request that you hand us [15 currency] in gold and gems for your own protection. These raiders will show no mercy and will take whatever they can carry away - be it frogperson or wealth. It is best that you simply allow us to fight on your behalf by paying us for our services."
>>
>>1100678
I think I might need 2 stone to round the forge up to +3 for completion.
>>
>>1100777
So would applying parasaurs to construction make them finish faster? Or using them on farms make them produce more? Speed up travel times?
>>
You could probably use them as a bonus or something on related rolls and yeah they would speed up travel time according to the rules (they'd be a cavalry unit so they'd travel at 7 squares as opposed to the standard 5)
>>
>>1100809
I'm afraid such obvious threats would not work against us. we have the ocean as our protection, we have the depths as our sanctuary, you would be recieved with nothing but water and the water will swallow you whole.


I'm however inclined to intince upon you an mutual relationship of trust through barter and trade. An early enemy does not help both sides, but a friend might hold certain value that would enrich us both
>>
Rolled 22, 7, 8 = 37 (3d100)

>>1099242
Great-King Metunij speaks again, and everybody listens:

“First, I bid you to listen.The minds of our future Earth-shakers are nearing strong enough to rumble the Earth! Can you not hear it? The sound and the fury?” All are silent for a moment. “No, because I said they were close. Tell them to get on it!”
(Finish research on [Earth Magic 1]) (3/4)

“We are in need of armor for the battles of tomorrow if we are to prevail! Let us not delay in the mastery of this thing.”
(Finish research on [Armorsmithing]) (1/4)

“Finally, we will need materials, food, and the other boons that our great mother provides for us! Spelunk the depths for grubs, metals, and anything useful!”
(Underground Exploration/Foraging/Whatever the proper word is)

And the peerage gets to work.
>>
>>1101365

Fukken owch
>>
>>1100292

We don't really have any objections with sharing flight with flight-capable creatures and all, but...we don't really know you yet either, and you actually need to have [Flight] in your magic list order to start a research agreement. Sorry!

>>1097086

For ten minutes, the only noise is the roar of the open bonfire against the pink sky, heat waves becoming visible against the cold atmosphere. Just after the elf was about to spread their wings and leave, an intense glow shone from behind, which turning behind revealed a sort of short, clear-skinned young woman wearing a red dress surrounded in flame, the latter positioned as to look like wings. In the darkness, she looked fairly threatening as the shading combined with the fire made her face appear a wicked glare, a second look showing that it was more of an amused smile when seen straight on.

"You're one of those flying tall people, are you. We've been watching you for hours; I mean— the other fairies call you tall, but I'm in your height range, aren't I. Those wings of yours are rather beautiful. Are they painted?

Oh, I forgot my manners. I'm Princess Zharar, you could say I'm the ruler of these lands, though how much control I have over the other fairies I can't really... Sorry, I lost my train of thought.

You want to be friends? If you're like all the other people that have been wandering into the desert lately, you can. But are you all alone? Where do you come from? How did you get here? What do you think about art- no wait, what does your home look like?"

>>1100145

Meanwhile in the forests, the fire fairy sat up and brushed her hair from her face to meet the new acquaintance before her. "Oh, it's expected of them to prank strangers, and the bubbles are supposed to be handed out to the people in the forest. I'm Cendrillion, from the Principality of Clausae. Fire fairy from the eastern desert, and I was sent here to trade this glass as part of our measures to start something called an "Eco-nami". I ~was lost, but then I ran into you and the others, so now I can start trading these objects over!

I wasn't really told what to trade for them, though. You have any idea about "Eco-nami"? It's something that I've been told people farther north partake in, and my friend wants us to do that for some reason."

The fire fairy snapped her tall finger and thumb together and out came a small flame, which reflected brilliantly against an orb. "They're made of melted sand! I didn't craft them myself, but lots of others build them in their free time, and often forget where they placed them. We have so much sand it doesn't really matter though."
>>
>>1100777
Any idea when
>>1100247
Will be statted? Just wondering if I should bother checking up before I head to sleep later
>>
>>1101502
But I do have flight in the research list.

The elf spends just a few moments in silence, his confidence visibly growing in the face of a tangible entity. He then answers the questions in rapid succession. "Mywingsarenaturallycolorful,yesIwanttobefriends,it'sjustmehere,IcomefromtheFeatheredEmpirefartothewest,weheardrumorsandIflewallthisway,artisabrilliantpursuitandmyhomeismostlyunendingfieldsofgrass." Here he takes a deep breath "You are beautiful princess, perhaps we could talk more in depth about the arts and sciences over some water or tea."
>>
Rolled 94, 21, 93, 17 = 225 (4d100)

>>1099242

Whoops sorry bout the mix up there OP

Even the most dedicated of the old ways in Solarire's Rest find the actions of Teslaiec to be astounding as the stallion continues to sit in simple mediation still forgoing food and water as the sun's rays beat down upon him, at this point he should have simply passed out and be taken to the healers. None the less the stallions dapple coat continues to bleach under the sun's gaze and his skin reddens into an almost ruddy hue. Visions continue to plague the young leader yet beneath it he knows there is some truth yet to be uncovered...

Anul meanwhile finds the progress on the library to be stalled as the workers from Tolretnac were more adept at stonework instead of mere wood. So to kill two birds with one arrow he sends them back to finish the construction of the stone fort around the heart of the country. Meanwhile when word of this technology of economics and writing arrived the Elders were all in a tizzy about what use both of these technologies could mean for their people, some thought the ideas laughable while others supported it, tensions continued to rise until Anul upon hearing of this heated argument raked both sides over the coals reminding them of the horrors of the past where they had not adapted fast enough against the various kingdoms that had slaughtered their kind. Chastised the Elders agreed to work once more over the agreement the trader had brought forth looking into how counting and numbers might be of use to all.

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: 24 (+4/turn)
Food: 1+1
Currency: 9 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (3), Housing 1[+1pop/turn], Library[3/4 Crest of Horns]
Defenses: 1 (Tolretnac) [Stone Fort, Tolretnac3/4]
Military: 1 (Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics I, Writing 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[3/???]

>Research into [Economics II]
>Continue Commune with Sun
>Finish erecting [Library] 3/4
>Finish the stone fort of Tolretnac 3/4
>>
"The Frogpeople have declined our protection." States one Khaltan to the Khal'a assembled. It was the first of its kind. A full gathering of the many warrior and craft Khals of Arakos. They stood together in a circular chamber within one of the many housing caves carved from the mountains of Mor'Taris. "We must show them strength, and take from them their weakness. Only through struggle can greatness be achieved."

"The Khal'a must provide for the security and the safety of Arakos." States another Khaltan, a craftsman. Judging by the bronze bangles about his wrists and ankles he was of the metalworkers. "These frogmen lie close to our mountains, and refuse our protection. They cannot be trusted, and must be cowed! They will submit, or they will be shackled as the humans who once stood in our way were."

"Krus vauvra kiks ba daksruaead!" Shouts another Khaltan, and the cry is taken up by many others - Khaltan and Khal'i alike. "Krus vauvra kiks ba daksruaead! Krus vauvra kiks ba daksruaead!"

"Calm!" Roars Skal Deraial. "We are eager, but we have much still to do. If the Khal'a is to march from the mountains it must be trained to uniformity. There can be no weakness in the shield wall. Before we march we must unify."
>>
>Back, busy day. Going to stat newcomer, and try to get a turn done tonight. If not tonight, ASAP tomorrow.
>>
>>1101700

Princess Zharar found herself blushing at the comment; the monarch hadn't really seen a non-female individual at least since she could last remember, and found the elf's attitude charming, comparable to her servants. "Tea? I mean, of course, follow me." The fairy found herself really wishing that she had gotten the order to organize the palace sooner, as now it seemed that the civilizations they were attempting to imitate had finally caught up to the desert. Admittedly, she didn't even know what a tea was, but hot water was something the Sauna Oasis had vast amounts of.

The interior of the building was- well, it was styled to look a bit like an elven palace, specifically what one might style an elven palace to look like if they had never seen a palace before and tried to construct one from a second-hand account. There was a central throne which looked both aesthetically pleasing and very uncomfortable to sit in as where padding should have been used was made entirely of solid glass, while glass shelves lined the walls holding non-functional glass books, whilst a grand crystal dining table sat at the center holding many bowls, which contained glass fruits sculpted to the point that some imitated being partially eaten. On the positive, the decidedly torch-less chandlers suspended by delicate crystal chains did much to refract the natural lighting given off by the room's inhabitants, allowing the princess to light the entire area with her presence alone.

"Yes, I'll serve tea quickly. No, I shall call a servant to give us tea because that is what a ruler does." Zharar shouted out into a hall, and in a brief moment a small fairy, one that stood up to her knees in comparison showed up and gave a kind of salute that would have been more suited for a military officer upon receiving orders, arriving back minutes later with a lamp-shaped container containing boiling hot liquid. After half a minute of odd gesture exchange, the smaller fairy went up to the table and directed the container at two readily-placed cups, filling them with boiling water.

Zharar sat down and began to daintily sip it, entirely unbothered by the fact it was boiling. "Can you tell me more about your homeland? I want to know what the buildings look like, how the people dress, what do you consider art?

I've always had an appreciation for aesthetics. Nature is the most beautiful thing in the world after all, and fire naturally represents the most breathtaking aspect. You know what "aesthetic" mea- no, of course you do. I'm sorry, but most of my subjects don't have much of a vocabulary. Might I ask if I'm using that word correctly?"
>>
>>1102260
The suspense is killing me
>>
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Rolled 12, 18, 85 = 115 (3d100)

[Classá]
Territory: 39
Population: 43 (+3/t)
Food: 2
Fire Points: 1
Currency: 68 (+8/t)
Industry: 7
Settlements: Sauna Oasis [Cap], Ugnis [Out], Nar [Out], Fuego [Out], Brasa [Out, 2/3 Vil]
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: 14+1/t] [Stone: 10+1/t] [Wood: 9+1/t] [Glass: 12+2/t] [Sand: 13+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
It's easy to get distracted with all these outside people coming into our borders. Lets get back to fire training. (3/6)
>2.
[New and Exciting] (-10)
[Library]
[Economics I]
{Trade Route: Riaetrusqe}
<The fire fairies do their part to elaborate on economics with their taurish peers, both sides using their new libraries to store the information exchanged. Unfortunately, the fairies seem to have difficulty focusing in spite of being the original divisors of the system, but a light tap on one of the many glass gems strewn about is enough to snap them back into attention.>
>3.
Sorry Aithlin, but this research agreement is strictly between Classá and Heno. We might be able to reach to an agreement in the future though!
[New and Exciting] (-10)
[Library]
[Flight I]
{Trade Route: Heno}
More fairies? I mean, of course the forest fairies are in the forest, like I said they'd be. Do they like they- what, they love the glass? We should start to trade more with them soon, but for now, continue cooperating with them so we might discover new things! Continue flying! 5/6
>>
>>1102489

HA, is funny because his race is already kill!
>>
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>>1102617

And this is where Classa's economic prowess come in and why we're so desperate to chain research agreements. Spending 8 and 2 currency on actions 1 and 2 respectively to avert disaster~.
>>
>>1102438
The elf smiles, blowing gingerly at the searing hot steam billowing from what he had hoped would be a refreshing beverage. "You are using that word right. Our building are most like delicate reed towers, and everyone back home wears simple tunics like what I am wearing, albeit a bit longer and often colored with the stains from fruit. As for art, we don't have many artist back home yet, but we have a few that sculpt the clouds into the shape of flowers, an effect brilliantly enhanced by twilight. Eh, I apologize, this beverage is a tad too hot for me. Could I get a cooler one? Thank you. We were speaking about beauty correct? Fire is certainly quite breathtaking at times, but I must disagree. The most amazing work of nature I've ever seen was a hurricane out at see, it's emence power weakened to a meer breeze out where I watched, truly something to behold as the blue of lighting contrasted the red of the morning sun. I only wish I could've saved that moment," He looks upon Zharar "and meeting you makes two such moments.
>>
>>1099513
As it turns out, I don't actually have any research partners, and so #2 is just a regular, lonely research. :'(
>>
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>>1100247
>This doesn't really fit the fluff of the world, but I've made you wait too long.
[Gastermonte]
Territory: 39
Population: 10 (+3/turn)
Food: 1
Currency: 3 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Gastermonte Manor)
Military: 1 (Vampire Servant)
Tech: Bronzeworking, Scouting I, Excavation I, Hunting I
Resources: [Bronze: 5] [Wood: 5] [Stone: 5]
Eccentricities:
[Superhuman]: While vampires are physically much stronger than normal humans, they can only move at night- military travel time is greatly increased.
[Natural Hunters]: Experts at stalking and killing prey, hunting efforts are doubly as successful, though taming and domestication efforts leave much to be desired.
>>
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Where the fuck is Galkoki
>>
>>1101502
Melted Sand? Like when we make metal from melted ore? Amazing. I hope you don't use too much though. I've heard stories of the mysterious beauty of the desert and the myriad strange creatures that reside there.
As for this Eco-nami, I'm not sure how melting sand is supposed to help the Eco-logi and we usually trade directly for what we need, but they would certainly make pretty ornaments for our trees until we figure out this 'nami' thing.
For trade we have plenty of wood and seeds and could teach you to grow food. We could also provide you with arms if you have use for them.
What do I need to do to get currency bonuses out of this?
>>
>>1104049

Make some currency, open swag ass trading routes, accept dat trade deal, etc. etc.
>>
[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, horsemanship I, writing 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

Expansion 2/4

4 turns incoming
>>
>>1104681
[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: 39
Population: 32 (+3/turn)
Food: 5 (1 Base, 2 farm at +2 each)
Currency: 30 (+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, horsemanship I, writing I,
Resources:
[Copper: 13] +1/turn
[Stone:21] +2/turn
[Wood: 9] +1/turn
[Equus: 10 (+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

Fixed stats
>>
Rolled 43, 7, 78, 66, 85, 64, 13, 75, 90, 89, 17, 85 = 712 (12d100)

>>1104683
1-3. Research Expansion I 2/4

4-6. Research Roadbuilding

7-9. Research Chariots

10-12. Research Research Expansion II
>>
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[Gastermonte]
Territory: 39
Population: 10 (+3/turn)
Food: 1
>Currency:
3 (+4/turn)
> Industry:
5
> Structures:
Government Building, Farm I (2)
> Defenses:
1 (Gastermonte Manor)
> Military:
1 (Vampire Servant)
> Tech:
Bronzeworking, Scouting I, Excavation I, Hunting I
> Resources:
[Bronze: 5] [Wood: 5] [Stone: 5]
> Eccentricities:
[Superhuman]: While vampires are physically much stronger than normal humans, they can only move at night- military travel time is greatly increased.
[Natural Hunters]: Experts at stalking and killing prey, hunting efforts are doubly as successful, though taming and domestication efforts leave much to be desired.
>>
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Rolled 33, 64, 93 = 190 (3d100)

>>1104820
> Action 1
- Start improving the Gastermonte Manor to look more aesthetically appealing in order to make mortals feel more at ease. This includes landscaping, and general improvement to the grounds/structures.

> Action 2
- At night, begin searching for small independent tribes/hamlets/towns within or close to the borders of our territory. Any humanoid creature will do.

> Action 3
- Begin building the infrastructure required to start a mine on the premises for the purpose of collecting more metals/ores/gems to work with, (Simply clearing out the woods, building a few simple housing cabins for workers, and starting the 'entrance' to the mine, like pic related.)
>>
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>Sorry for the wait, folks
[Aurean Dominion]
There is indeed progress on the writing system, finally [3/4], and using the mage's newfound power, iron is found [Iron Mine I, +2 Iron/turn; -1 wood]. There is only slight progress on the arena, though it is the most ambitious project the Dominion's craftspeople have ever undertaken- the Grand Arena is sure to be considered one of the great wonders of the world [1/20; -5 stone, -5 gems].

[Ceadn]
The scouting party returns, arms filled with bronze [+3 bronze], though there's disaster at the spawning pool- some outside contaminants must have leaked in, and the young turn into monstrous abominations. Though sad, they are quickly killed before they can do any harm [-3 pop]. Finally, the Ceadn start looking into using their natural abilities to be able to communicate with each other easier [2/4].

[Feathered Empire]
The Empires mages work on refining their magic [5/6], as well as better flight [3/6]. The mages also try to teach the military brigade how to conjure magic as well- they lose control and are lost in a thunderstorm [-1 Breezy].

[Henoan Conclave]
Domestication techniques are furthered [Domestication II], and more creatures are found and brought to the capital- while not suitable for riding, the slim, reptilian creatures, called Hollow Runners, would make great hunting partners, maybe even fighters [Hollow Runners [Skirmisher]: 5 (+1/turn) (No currency needed)]. The cavalry unit, the 'Wild Riders', are nearly done with their training [2/3, -1 pop, -1 Equus].

[Butterland]
An obsidian mine is quickly and easily dug out [Obsidian Mine I, +1 obsidian/turn; -1 wood], and then dug even deeper [4/6, -2 wood]. Crossbows are ready for use, as well [Crossbows I].

[Arakos]
>Whenever you want
>Yes
While the hobgoblins finish their drills [Drill III], massive shifts happen in the political sphere of Arakos [3/15]. Improvements to the forge are nearly complete [5/6].

[Subterra Prime]
The Octa-moles of Subterra Prime finally get a grasp on the basics of earth magic [Earth Magic I]- Those above ground when the breakthrough is made report seeing a tall, hulking figure, seemingly made of the earth itself. Not much else happens- some bronze is wasted in the pursuit of better armor [-1 bronze], and nothing is found during the scouting mission.

[Riaetrusque]
Economics research picks up again [4/6], and the communion finishes- fire magic is had [Fire Magic I]. The library is finished [Library I], but construction of the fort stalls.

[Classa]
There is no progress on the discovery of new magic or the trade route (New and Exciting doesn't apply here (not a tech), currency refunded), though the fairies quickly become better fliers [Flight II].
>>
>>1106165
[Balbionia]
Better expansion methods are thought out easily [Expansion II], and roads are made, increasing trade within the Kingdom [Roads I, +1 currency/turn; -1 stone]. Chariots are easily figured out, and crafted [Chariots I, +1 Industry; -1 wood].

[Gastermonte]
Landscaping efforts begin at the manor [1/4, -1 stone], and the search begins [2/4], while a mine is easily built [Mine I, +1 Bronze/turn, +1 Industry, -1 wood].
>>
>Forge isn't complete

I figured with the tech and industry it would've at least gotten to 75. What is the + for technologies so this doesn't happen again?
>>
>>1106182
It's pretty minor, not really big. What killed you was 'recent nomads'
>>
>>1106165

What about the trade deal with the Black Feathers (Black Feathers' [Boats I] for my [Currency I])?
>>
>>1106209
Can I get a hard number so I know what to spend? I don't know any of the numbers here. I'm going to have to take a whole turn to build it when all I needed to do was spend some of the resources I'm just sitting on. It wouldn't be so bad if there were some dice carry over at least.
>>
>>1106248

[Economy I] I mean
>>
Rolled 8, 30, 57 = 95 (3d100)

>>1106165
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 24 (+2/turn)
Food: 3
Currency: 20 (+5/turn)
Industry: 5
Structures: Government Building, Farm I (3)
Defenses: 1 (Capital City)
Military: 0 (oh shit dawg)
Tech: Bronzeworking, Infantry I, Navy I, Slavery I
Magic: Air I, Hope I, Weather I, Flight I, Jetstream 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 I[2/4] weather II[5/6] Flight II[3/6]
1. Weather magic (born of air)
2. Flight (born of air)
3. Get our flying mage Spearmen (Flight I, Weather I, Air I, Bronzeworking I, eternal mandate)
>>
>>1106250
-10 (goes for everybody)
>>
>>1106250
I would like to know as well, I'm getting tired of spending Mones I don't have to.
>>
>>1106269
It's 10 for bonuses/banes? What about related tech? Like for making a military unit.
>>
Can we start getting spillover dice? I feel like a lot of people have lost almost whole turns of progress to a lack of information clarity.
>>
>>1106294
Military tech doesn't affect the roll, rather the strength of the unit.
>>
Rolled 30, 10, 57 = 97 (3d100)

>>1106165
Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 41(+3/turn)
Food: 2
Currency: 56(+5/turn)
Industry: 5
Structures: Government Building, Farm I (3), [Obsidian Mine 1 [4/6] 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, Crossbows 1
Resources: [Bronze :16(+1/turn)] [Jungle Herbs: 15(+1/turn)] [Jungle wood: 9(+1/turn)] [Parasaur: 11/+1/turn] [Doctors][Obsidian 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.

Build Obsidian Mine 2 [4/6] (Use Parasaur to help construction)

Develop Obsidian Scalpels. [Natural healers]

Study Anatomy. [Natural Healers]
>>
>>1106305
I'll start allowing some spillover, but not if it becomes too much to handle.
>>
>>1106307
Ah, in that case...
>>1106263
2 mones on 1.
>>
Rolled 59, 16, 53 = 128 (3d100)

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

Territory: 39
Population (+growth/turn): 40 (+3/turn) (+1 in 2 turn(s))
Food: 3.5
Currency: 30 (+8/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, Boats I
Resources: [Bronze: 15 (+1/turn)] [Gems: 23 (+2/turn)] [Wood: 25 (+3/turn)] [Stone: 9 (+2/turn)] [Iron: 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: Writing I (3/4), Grand Arena (1/20)

Actions:
1. Continue construction of the Grand Arena. With this, Aurea will be the envy of all. (+Enlightened Earth Magic) (+Craftsmanship) (Progress: 1/20)
2. Now that we have iron, we should learn to smelt it into glorious weapons and armor. (+Craftsmanship I)
3. Finish the writing system, and call it "Elven script". (Progress: 3/4)

Dice pls no fuck up my arena
>>
>>1106400

2 currency into action #1 and 5 currency into action #2, make progress dammit
>>
I upgraded an outpost to a town this turn. What is the effect?
>>
>>1106424
Sorry, thought that was for next turn. +1 pop/turn, +1 currency/turn
>>
>>1104685

The guards alert you of what appears to be elves at the great gates of Balbyonia. They do not appear to be hostile, and are lightly armed aside from a few guards to keep the wild animals and brigands at bay. They are led by a very handsome male elf, who appears to be some kind of dignitary. "Excuse me, we are representatives from the Aurean Dominion and would like to do business with those in charge here. May we please be granted admittance?"
>>
Rolled 100, 1, 91 = 192 (3d100)

[Arakos]
Settlements: Mor'Taris*, Tol'Iralon Outposts: Tol'Anrom, Tol'Larhen, Tol'Margren
Territory: 47
Population (+growth/turn): 52 (+5/turn)
Food: 6.5
Currency: 14 (+6/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 III
Resources: [Bronze: 11] [Stone: 14] [Wood: 13]
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. Army Reform
Weapons I, Drill III
+7 Industry, Training Field I

All of the Khals are recalled to Mor'Taris for training and to be re-equipped.

2. Government Reform - Military Republic 3/15

3. Arakosi Forge II 5/6
[Recent Nomads]
[Construction I]
+7 industry
>>
>>1106519
>100
>1
Oh shit nigga, what are you doing?
>>
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>>1106519
>100 on reforming the army
>1 on creating military republic

>>1106526
I don't even know. I wish I did, but I don't. I have no idea what will come out of this. Hopefully that 100 will be worth it.
>>
>>1106541

Badass khals and a fuckton of anarchy
>>
Rolled 25, 30, 8 = 63 (3d100)

>>1106165
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Territory: 39
Population: 43(+3/turn)
Food: 2
Currency: 51(+4/turn)
Industry: 8
Structures: Government Building, Farm I (3), Lumber Mill I (1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian
Tech: Bronzeworking, Ecology I, Domestication II, Agriculture I, Archery I, Horsemanship I, Herbalism I, Naval I, Flight II, Swordsmithing I
Resources: [Bronze: 16+1] [Wood: 35+3] [Seeds:16+1] [Equus Herd:15+1] [Hollow Runners [Skirmisher]: 6+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: Wild Riders(2/3)

>Continue Training Riders (Horsemanship I, Archery I, Swordsmithing I)

>Plant another Orchard (Ecology I, Master Ecologists, Agriculture I)

>Develop toothbrushes and herbal soap to ensure that our people are clean and healthy. (Herbalism I)

Question:
>Hollow Runners[Skirmisher](No currency needed)
So what does this mean? Are they already trained skirmishers? Do I need to train them for war and hunting separately?

Also assuming that I benefit from Classa's Flight research like we agreed?

dat captia: Keep the park beautiful, clean up your dog poo.
>>
>>1106697
ouch, spend 12 Currency on Hygiene roll
>>
Rolled 10, 19, 82, 34, 84, 28 = 257 (6d100)

>>1106165
[Black Feather]
Settlements: Capital: Black Feather, Outposts: Codilia (N), Chelydra (E), Natricinae (W), Basiliscus (S)
Territory: 43
Population (+growth/turn): 58 (+4/turn)
Food: 5
Currency: 4 (+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:4 +1/turn] [Wood: 3] [Peat 2 +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 I (2/4)
The priest increase their connection to the great spirit.
>Research Clergy I (1/4)
To maintain the support of the religious representatives, the High Chief authorized the expenditure of government funds. The priest also start using Peat in their religious services
+20 currency, +5 Peat
>Expand Territoryx2
The water front will belong to the Black Feather Republic. (Focus on land mass by the North outpost)
>Domesticate Crocodiles
They'll make excellent pets, guard animals, and source of meat.
>Start building internal trade routes.
Having a lots of wealth enter the nation means little if the wealth and resources isn't spread throughout.
>>1099313
>>1106400
Send me the Economy I tech you owe me -__-
>>
>>1106868

Was sent the turn before last, OP hasn't updated it yet
>>
>>1106910
Well, I'll be working on expanding my trade routes after some infrastructure work. Maybe some money will travel downstream.
>>
>>1106868
>>1106910

>>1099031 for the exact post, was in last thread
>>
>>1106930
Damn, should have been looking on your update.
>>
>>1106942

I'd just assume you have it, we both passed our rolls
>>
>>1106868
>>1106910

Economy tech get
>>
>>1106868
iktf I'm still waiting on Galkoki to come back and send me horses, plows, and armor.
>>
>>1107265
Does that add another +1 currency/turn
>>
>>1106165
[Gynnead Ceadn]
Settlement: Harwylk (Saltpan [N], Nymerlead [S], Cirulis [W], Hol'Riedr [E])
Territory: 39
Population: 21 (+3/turn)
Food: 2
Currency: 15(+3/turn)
Industry: 5
Structures: Government Building [First Communion Pool], Farm I (2) Fish Pens (1)
Defenses: 1 (Harwylk)
Military: 1 (Overseer)
Tech: Bronzeworking, Fishing I, Scouting I, Architecture I
Resources: [Bronze: 9] [Wood: 8] [Stone: 8](+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 Discovery of Gem deposits in below the watery sediments calls for immediate extraction. A party is sent to create a gem mine
2) the Spawning pool must be made!
3) Further practice of the Ceadn's innate psionic abilities are made on the deep blue waters of the communion pool.
>>
Rolled 79, 77, 20 = 176 (3d100)

>>1107367
Forgot the roll,
sorry bit busy this sunday.
>>
Rolled 97, 23, 43 = 163 (3d100)

>>1106165

At last! After a near month of self meditiation and forgoing water Teslaiec has reached an epiphany with the Sun! To burn is to live yet without caution or control the flames of life can just as easily be used to snuff them out. To that end Teslaiec receives an omen from the Sun that for him to lead his people well he must search for places of myth, of power and build upon them so that his people may have refugee in the coming times. When the herds of Solaire's Rest next see the Cheiftain they hardly recognized him, gone now is the maple brown coat in its place is a coat of pure bleached white that almost shimmers in the sun's rays. Upon his human half the ruddy complexion has deepened to a dark tan that almost appears ingrained now into his bones while his mane almost appears to flow through the air even without a wind. None the less Teslaiec shares with his people and kin the wonder of fire magic and the power of the sun itself. Even now after sharing these teachings the Cheiftain takes with him a small cadre of beast folk to search for these rumored places of power following tails of Elder's where strange things have been heard of only in legend.

Meanwhile Anul unlocks the door to the nations first library! Beaming in pride he begins to catalouge and record all of the Elder's teachings and saying with this new technology of writing upon wooden slates with a knife, though it is tedious it is none the less vital to keep the knowledge alive! It also aides the Elders as they commandeer a room in the library to continue their thoughts upon the idea of [Economics] they make wonderful progress especially with Anul to lead them back to the point with his writings from previous meetings.

Back at Riaetrusqe's capital the workers are in a fretful mood as everything that could go wrong does, yet they plow on.

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: 28 (+4/turn)
Food: 2
Currency: 13 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (3), Housing 1[+1pop/turn], Library I[Crest of Horns]
Defenses: 1 (Tolretnac) [Stone Fort, Tolretnac3/4]
Military: 1 (Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics I[+1c/t]->Economics II[4/6], Writing I, Fire Magic 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.


>Research into [Economics II]
>Finish the stone fort of Tolretnac 3/4
>Search for Resource; Leylines/Places of Power
>>
>>1107402
>>1102617
On that note, Zhara I'm thinking we're just about done and knocked this tech out of the park! Also by chance would you happen to know of any places of power, myth or legend?

Also is there like a code of conduct that needs to followed for world leaders to talk to each other or something? Like RP restrictions and the like
>>
>>1104049

Upon hearing mentions of the desert, Cendrillion frowned and pulled out a much rougher piece of glass, one that was formed without the touch of their fire. "Oh, they're just that: stories. The desert has nothing but sand, more than we'd be able to process before it reverts back to sand, glass, and constantly boiling water. It can't support any life because of the hostile conditions. You'll certainly never find anything as beautiful there as you would in the forests, and I doubt that we could get seeds to grow with the current conditions...

But, that's okay, since we found someone who is willing to help us with that, so maybe someday we'll have something as pretty as the forest in the desert to match with the story you heard!

How do you melt metal without any fire manipulation? Most of us like working with glass since it's easier to mold, though we have some ingots sitting around from a few weird individuals that like trying to make clothing out of it. And "arms"? Do you mean weapons? Why would you need those when you can control your element, and what would you even need to use them against?"

>>1103391

Princess Zharar motioned for one of her subordinates to pick up the guest's cup and take it out into the desert night for a moment to cool it off. Upon hearing the tall creature's statements, she visibly frowned and looked down on the table. "Oh... hurricane?"

"I guess— Never mind that. The important thing is that you've come as an important second opinion, and can help us improve this desert to be more hospitable for other civilized peoples. I'm sure wherever you came from is a long way from here, so you can stay as long as you like before making it back home. I guess you have a lower heat tolerance than we do though, so you might want to find someplace comfortable for your stay? I hope it isn't too hot right now." The fairy from earlier came back with the cup, now a more lukewarm temperature. Zharar fished inside a small glass container and pulled out several amulets made from the same glass as everything else, a bit cut and polished to look aesthetically pleasing. "Take these- keep one for yourself, and hand out the others as needed, as they'll prevent some of my more mischievous subjects from playing pranks on you."
>>
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>>1107409

When we're not talking in quotations or in a way explicitly described in-game, we're technically speaking beyond the fourth wall, even if we're in-character. One can maybe assume that the banter is representative of something more complex going on in-game that is simply out of view of the thread.

We know of our forest counterparts naturally and how they have a vague association with someone called "Heno", as well as stories of taller winged people to the west, who have the capability to heal wounds and are possibly one of the same with the pointy-eared individual whom I am currently conversing with. Beyond that, nothing but rumors of strange beings that look kind of like us but lack wings...

No wait, we know about one more thing. Somewhere in the world, there are these landforms known as volcanoes that produce a peculiar black glass, which are said to be the sharpest material even known. They're a perfect showcase of how fire is able to create things of great beauty, and someday I wish to see one in-person~.
>>
>>1106497
"You enter the realm of Balbyon visitor. Speak and let your words be heard. What words would you have with us."
>>
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Fluff: (your nation's backstory- There were originally three small separate tribes that were related yet isolated from one another, a man from Azen was exiled into the savage lands where he was to die. Instead he flourished and found a sacred grove which gave him enlightenment. He learned that suffering, adversity, and pilgrimage allowed a person to master himself and his surroundings. Eager to spread his revelations he went to the other two tribes Azil and Aza to spread his new found wisdom. Soon after, he went to his original tribe and converted them to his faith. Once his people were united, He lead his people back to the sacred grove where he promptly vanished. His first follower took control and established the capital of Avernus. They soon established an outpost east of the capital establishing control over the entire peninsula.

The original three tribes were fishing based as they did not want to expand into the savage lands, There is a holy order named the Exemplars which are light infantry that specialize in harsh climates and difficult terrain due to basing their military doctrine on the prophet's teachings.)
-Don't fill out (unless told)-
Settlements: (Player-named capital: Avernus) (Player-Named outpost: Azen, Azil, Aza, Saeps)
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: Exemplars)
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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Rolled 35, 68, 16 = 119 (3d100)

>>1106165

[Classá]
Territory: 39
Population: 46 (+3/t)
Food: 2
Fire Points: 1
Currency: 76 (+8/t)
Industry: 7
Settlements: Sauna Oasis [Cap], Ugnis [Out], Nar [Out], Fuego [Out], Brasa [Vil]
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 II
Tech: Bronzeworking, Glassworking I, Armor I, Firemaking I, Economics I, Writing I, Architecture I
Resources: [Bronze: 15+1/t] [Stone: 11+1/t] [Wood: 10+1/t] [Glass: 14+2/t] [Sand: 14+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
Sorry, all these events going on at once are making it difficult to focus! Lets get back to fire training! (3/6)
>2.
[New and Exciting] (+10)
[Writing I]
[Library I]
This discussion between the beast peoples and other fairies about the meaning of trade and economics has given a bit of insight to the idea of recording complex numbers through writing in order to keep stock of important goods. The fairies decide that they need a system of [Mathematics] to properly figure such things out!
>3.
[Economics I]
[Writing I]
Brasa [Vil]
{Trade Route: Heno}
Hey Heno, you can quickly get benefit from trade by opening a trade route yourself to Classa, and using my own "{Trade Route}" and village as a destination for a bonus to the roll!"
We've got greater capacity to trade now that our premiere area of commerce has expanded! What I mean to say, is that we have a greater ability to trade stuff than before, so lets extend a hand out to Aerie and expand the route!
>>
>>1107297
Yes it does indeed
>>1107780
Will stat you as quickly as I can. Welcome to the game!
>>
>>1107694

"Ah, yes. King Balthazar, I presume? We are honored to make your acquaintance. Your city is as grand as the legends say. I am Gaius Previa of the Aurean Dominion, sent on the behalf of the Council of Paragons to extend our goodwill and share with you the benefits of commerce and trade. We see that the Balbyonians have many great things to offer, and indeed we have many things to offer you as well. Stone, gems, wood, bronze, iron and more, along with the various knowledge we've received. In addition, a trade route will undoubtedly bring in a great increase in revenue for your coffers even without direct trading as our people flock to see the wonders of Balbyion and yours enjoy the bounties of Aurea. So, what say you to such an arrangement?"
>>
>>1107694
>>1108122

"Ahem.." Gaius says as he clears his throat. "Perhaps I am getting ahead of myself. What I would like to offer to you today is a trade agreement culminating in a formal trade route being established between Balbyion and Vanitas. Of course, if you have any immediate offers you'd like to make we'd gladly hear them, provided the deal is fair."
>>
[Machaka]
Territory: 39
Population:10 (+3/turn)
Food: 1
Currency: 3 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Avernus
Military: 1 Exemplars
Tech: Bronzeworking, Scouting I, Boating I, Fishing I
Resources: [Bronze: 5] [Stone: 5] [Wood: 5]
Eccentricities:
[Sacred Grove]: While the Machaka are very hesitant to venture inland, they will fight with extreme fervor to protect what they have.
[All-Terrain Training]: While the training the Machakan military goes through is intense and time consuming, their specialized training lets them traverse all kinds of terrain with ease. (Bonus to military movement.)
>>
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And map. Will get to turn crunch for everyone tomorrow.
>>
>>1107493
Burntplume thanks the princess for the amulets, and apologizes for bringing up hurricanes. (it is understandable that such storms would never reach so deep in the desert, being the product of the sea) he then says something along the lines of "on a cold desert night a warm body would be welcome" accompanied by a fae grin. And then he takes his water and goes looking for somewhere to rest.
>>
>>1108457

Smooth move, exlax
>>
Rolled 66, 31, 27 = 124 (3d100)

>>1106165
[Machaka]
Territory: 39
Population:10 (+3/turn)
Food: 1
Currency: 3 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Avernus
Military: 1 Exemplars
Tech: Bronzeworking, Scouting I, Boating I, Fishing I
Resources: [Bronze: 5] [Stone: 5] [Wood: 5]
Eccentricities:
[Sacred Grove]: While the Machaka are very hesitant to venture inland, they will fight with extreme fervor to protect what they have.
[All-Terrain Training]: While the training the Machakan military goes through is intense and time consuming, their specialized training lets them traverse all kinds of terrain with ease. (Bonus to military movement.)

>research Boating II
"Through the prophet's teachings we have conquered our fear of the savage lands and gained mastery over the peninsula, yet we barely venture from the coasts to the ocean which provides us life. If we are to achieve mastery over the self, we must learn how to traverse its waves."

>study the sacred grove(potential ancient)
[Sacred Grove]
"The grove is the soul of our people. The prophet, it's avatar allowed us to begin the path to our ascendance. While we could never match his connection to the grove, we could perhaps gain some small insight from it."

>research economy I
"We all share the same soul, yet it is divided amongst three bodies. Establishing a system to where each of these bodies are connected through the flow of material goods will allow the creation of a superbody that accurately represents the spiritual state of our people."
>>
>>1108122
>>1108187
"Trade is welcome. Always. We would set up a trade route with you soon.

More is also. Perhaps we should start by indicating to the other what we find appealing.

Balbyon is very much interested in your ideas of Economics and Crafstmanship. What of these would you want in exchange for them?"
>>
>>1108731

"Ah yes, you will need to have a basic understanding of how economies work to get the most out of your new trade route. I can offer it to you for a breeding pair of those four-legged creatures you call the Equus and the knowledge of how to ride them. We'd even be willing to throw in some quality gems to help kickstart your economy."

>Trade deal: your [Horsemanship I] and two [Equus] for my [Economy I] and 3 [Gems]

"And you seek to learn Elven craftsmanship as well, do you? Very well, we will train you in our ways, but in return we wish to learn some of your building techniques, so that each of our styles may compliment one another and bring us to new heights. An equitable trade, no?"

>Trade Deal: your [Masonry I] for my [Craftsmanship I]

"Please, do let us know if this is agreeable," Gaius says with a slight bow.
>>
>>1108940
"This deal has many good merits, save but one which we must point out. Here in Balbyon we have a saying "that which grows is not equal to that which stands"

Were we to trade you horses, you would be able to breed them and from the two make as many as you like. We have not yet devised a means by which to breed gems.

Asides this, exchanging our stonework for your craftsmanship of tools is acceptable. As is knowledge of riding our fine beasts for economy.

We do have another saying here as well "gold is finite, knowledge is eternal." we value information over any set amount of resources, and would be willing to trade a breeding pair of horses for your understanding of boat crafting."

>Trade Deal: [Horsemanship I] and two [Equus] for your [Economy I] and [Boatbuilding I]
>Trade Deal: your [Masonry I] for my [Craftsmanship I]
>>
>>1108965

"Wise words indeed. Very well then, it is agreed. We will make the arrangements by the next moon and also get about to planning a trade route at that time. It is an honor doing business with you."

After the deal is made, Gaius speaks with his men, who begin making preparations. "I will be staying here a little longer, to ensure the trade deal is carried out. The Council of Paragons has also appointed me as ambassador to Balbyonia, so any foreign policy matters or questions can be directed to me."
>>
Also since we're doing both at the same time we can just merge them into one deal to save an action. So Horsemanship I, two Equus, and Masonry I for Economy I, Boatbuilding I and Craftsmanship I.
>>
>>1107493
>It can't support any life because of the hostile conditions.
Oh, don't say that! You're here aren't you? Surely you must eat and drink?
Where there is water, there are plants, and where there are plants, there are things that eat plants, and things that eat things that eat plants-"
Suddenly a bird call echoes through the wood and Tuilindwen turns her head and responds with a melodious whistle of her own.
Almost immediately, the bushes rustled slightly behind her despite the lack of wind and a humanoid about a head taller than yourself appears. It has long hair but appears slightly more broad-shouldered and muscular, with sharper facial features and slightly tapered ears.
He turns to Tuilindwen and asks, "Is anything amiss? Ah, who is your friend?"
She hastily spits out, "ThisisCendrillionandshecamefromthesoutherndeserttotrade*inhale*but then, *pant*but then she said that the desert is devoid of Life and beauty!"
At this, he quickly turns his gaze to you and bends down, to clasp your hand and look in your eyes.
"Life has a magic of its own, it is able to adapt and thrive in the most unlikely of places and take some of the most breathtaking forms. Just as yourself."
"The world is an amazing place and always will be as long as there are those around who appreciate it. If your home was as terrible as you say, then it would not have produced you."

As he finishes he releases your hands and stands. "Now, you speak of trade? Well come, let us rest and eat so that we may learn more of each other. We are always glad to learn what life has taught others and share what it has taught us in return so that we may grow and flourish together."
As he turns to guide you to the tree outpost, Tuilindwen turns to you and smiles, motioning you to follow. As you walk/fly she speaks again."Oh yeah, you mentioned fire before right? We usually just harvest wood from the forest and use it to fuel our fires. But it's okay thought. We only harvest what the forest is willing to lend us. And when we are finished, we return the ashes to the soil to continue the cycle."
Oh yeah, last week I heard that a beautiful tall lady saved one of our groves by burning down a diseased tree with her fingers tho, kinda like you. That would be neat but it also sounds kinda dangerous. What if your fire came out when you sneezed and burned the wrong thing? Does anything like that ever happen to you?"
>>
>>1109004
"A deal it is. May it be the first of many such benefitial trades between our peoples."

>>1109020
Remind me again how Wheelie does tech trades. But yes we'll do whichever is most action efficient.
>>
>>1109026
*PrimalOP
>>
>>1109026

If I remember right it takes an action but it auto-succeeds except for crit fails. Both sides have to spend an action or else it won't work (like with me and Paul the first time) and likewise both sides have to spend an action to make their end of the trade route work. I'm not sure how much OP will let us get away with as to how much is traded in a single action so he might make it so we have to split the trade deals but he'll probably tell us beforehand so we can work out a solution
>>
>>1109050

Also the trade route isn't an auto-success, you have to build it like you would a building or other project (except I don't know what bonuses would apply to it)
>>
>>1108457

Princess Zharar was rather confused at the statement, glancing as though Burntplume had spilled a stain on his outfit, or something in his teeth. "Meet back here in the morning or so when you best feel ready- I've got things to ask you— what was your name exactly?"

The building all together was either thankfully or less so far smaller than it outwardly appeared beyond the central throne room, and the hall he took led to some form of storage room full bronze, wood, and a stack of neatly-folded identical red and white dresses which were probably going to be the closest thing he'd find to proper bedding in this odd realm.

>>1109022

The elf was unlike anything Cendrillion had seen before; he was a tall, masculine figure with pointed ears, and most conspicuously, lacked any means of flight, a bit like Sameda. "You're- wingless?" The fire fairy shook her head. "I mean, I was originally sent to trade these glass objects over to Aerie, and maybe take a look at how the people were doing here."

Back at the outpost, Cendrillion continued further. "We're able to survive in the desert because our needs are simple, like fire itself. All we have to do is burn things in order to remain energized, and the water we take from the Oasis is too hot for anything that isn't also fire-resistant like us, which seems to be almost everything. I mean, it's not that we can't or don't eat, but the constant flame provided by our home's beacon is enough to sustain everybody so food is usually just stored in case visitors come."

Her wings perked and became slightly more defined at the mention of a tall person using fire. "You mention a tall lady who can control fire? Our teacher is the tallest person in the desert, and she's figured out how to use fire to make life instead of destroy it, which she's trying to show us, and if anyone else is using fire, it was probably her, Sameda the White! Plants tend to not last long in our presence; the smaller fairies in particular don't know that burning down forests, or anything that isn't non-flammable is even a bad thing. We don't really live in the desert because we come from there, but because it's the only place that doesn't have anything to accidentally burn. And it's warm~."

Cendrillion picked up a stray twig and set it on fire, containing the flame in her palms with no ill effect and ending up with a handful of ash. She then proceeded to sprinkle the ashes over the base of a nearby tree. "You mean like this? A small bit of ash also makes glass clear instead of green when mixed properly! Not that we normally use that, since it would give off the impression we're burning trees, and wood ash isn't common there in the first place."
>>
Bumping for visibility for those who haven't posted. Will update in a few hours.
>>
>>1109649
The following morning, the elf does as was asked of him, after drinking a rather large volume of water. "I apologize for my behavior last night, I never did introduce myself properly. My name is Burntplume Saccharine, ambassador for the Feathered Empire, and decorated veteran of the rebellion of roasted nuts."
>>
OP is kill?
>>
>>1111737
I'll post in a bit.
>>
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>Sorry for the wait, your OP has crippling ADD
[Feathered Empire]
Further research into weather magic is finalized [Weather II], and the Elves flying power grows as well [4/6]. Finally, a spearman is trained [1.8x [-1 currency/turn, -1 food]. ]

[Butterland]
The mine is nearly ready [5/6], and scalpels are being produced [1/4, -1 obsidian]. Anatomy is also studied [2/4].

[Aurean Dominion]
Construction slowly continues [3/20], though there's no progress on the ironsmithing. The Elven script is presented to the people, amid cheers [Writing I].

[Arakos]
The regiments all train extra hard with their new weapons and armor, becoming one of the most fierce fighting forces in the land [2.2x, -2 currency each/turn]. However, the attempted transition doesn't go over well with the populace, used to their more traditional ways. Popular protests are staged, complete with riots and vandalism- the only way to halt the trouble is the dismantling of the plans to reform the government, which happens amid the cheers of the populace. If the leaders of Arakos were to try again, they'd better be careful. In other news though, the improvements to the forge are complete [Forge II, +1 Industry].

[Henoan Collective]
>They already have skirmishing tag (most creatures have tags). You would still need to train them for war. No currency needed for roll.
The wild riders are ready for battle [2.6x (-1 currency/turn -2 food)], another orchard is planted [1/4, -1 seeds], and basic hygene is improved slightly [1/4, -1 wood].

[Black Feather]
While there's no progress on the divine magic, the Clergy is half formed [2/4], and the tribal territory is greatly expanded [+8 hex], while domestication of the baseline crocodile species begins [3/4]. The beginnings of roads form in the swamp [1/4, -1 stone].

[Gynnead Ceadn]
Work on a gem mine starts [3/4, -1 wood], and the spawning pool is constructed [3/4, -1 stone]. No progress on the telepathic abilities (Include progress next time).

[Riaetrusque]
Further economics research is had [4/6], and the stone fort is complete [Tolretnac: +1 defense]. A search begins [1/4].

[Classa]
>Where did you get this info? I never said anything like this spoiler text.
Magic training picks up again [4/6], and mathematics research begins [3/4]. However, the trade route isn't expanded.

[Machaka]
Further research into the art of boating starts [2/6, -1 wood], and the grove is studied [1/???]. Finally, Princeps Assur begins to jumpstart the Machakan economy [1/4].
>>
Rolled 30, 93, 22 = 145 (3d100)

>>1112078
Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 44(+3/turn)
Food: 2
Currency: 61(+5/turn)
Industry: 5
Structures: Government Building, Farm I (3), [Obsidian Mine 1 [5/6] 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, Crossbows 1, Anatomy [2/4]
Resources: [Bronze :17(+1/turn)] [Jungle Herbs: 16(+1/turn)] [Jungle wood: 10(+1/turn)] [Parasaur: 12/+1/turn] [Doctors][Obsidian 5 +1/turn], Obsidian Scalpels [1/4]
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.

Hopefully finish Obsidian Mine. (Use Parasaurs to help with labor)

Obsidian Scalpels. [1/4] [Natural Healers]

Anatomy [2/4] [Natural Healers]
>>
>my units combined with 4 war techs, 1 at level 3, and with a 100 on the die are weaker than a generic unit of a nation with 3 war techs at level 1 with no 100 and are more expensive and have no tags

the fuck?
>>
Rolled 59, 45, 2 = 106 (3d100)

>>1112078
[Machaka]
Color: Salmon
Territory: 39
Population:13 (+3/turn)
Food: 1
Currency: 6 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Avernus
Military: 1 Exemplars
Tech: Bronzeworking, Scouting I, Boating I, Fishing I
Resources: [Bronze: 5] [Stone: 5] [Wood: 4]
Eccentricities:
[Sacred Grove]: While the Machaka are very hesitant to venture inland, they will fight with extreme fervor to protect what they have.
[All-Terrain Training]: While the training the Machakan military goes through is intense and time consuming, their specialized training lets them traverse all kinds of terrain with ease. (Bonus to military movement.)

>continue Boating II
>continue studying the sacred grove(potential ancient)
[Sacred Grove]
>continue economy I
>>
>>1112078
Question: With my flight, Roads and Parasaurs, is that enough to allow me to begin building a City where the rivers make a sort of tri without expanding my borders?
>>
>>1112127
The road to unity is a hard one it seems.
>>
>>1112112

They also take up twice the troop space. It seems that mounted units are based af
>>
Rolled 76, 56, 12 = 144 (3d100)

>>1112078
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 26 (+2/turn)
Food: 2
Currency: 22 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (3)
Defenses: 1 (Capital City)
Military: 1 (archon ×1.8)
Tech: Bronzeworking, Infantry I, Navy I, Slavery I
Magic: Air I, Hope I, Weather II, Flight I, Jetstream 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 I[2/4] Flight II[4/6]
1. Archery
2. Flight (born of air)
3. Weather weaving (making stuff (clothes, jewelry, etc.) out of clouds) (weather II, born of air, eternal mandate)
>>
>>1112141
They cost half as much to upkeep as mine do while also being stronger and faster.
>>
Rolled 91, 15, 20 = 126 (3d100)

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich -Town), (Nathalum, Ael'wyn, Silvanar - Outposts)
Territory: 39
Population (+growth/turn): 40 (+3/turn) (+1 in 2 turn(s))
Food: 3.5
Currency: 31 (+8/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, Boats I
Resources: [Bronze: 16 (+1/turn)] [Gems: 25 (+2/turn)] [Wood: 28 (+3/turn)] [Stone: 11 (+2/turn)] [Iron: 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: Grand Arena (3/20)

Actions:
1. The Council of Paragons accepts the conditions of trade between the Aurean Dominion and Balbyonia. Send sages to Balbyion to teach [Economy I], [Boats I] and [Craftsmanship I] in exchange for two [Equus], [Horsemanship I], and [Masonry I].
2. Additionally, construct a trade route to Balbyionia.
3. Put the arena on hold for now, it won't be going anywhere. Instead, continue learning how to smelt iron, this time writing down your findings so they are easier to reference. [+Writing I]

go dice go
>>
>>1112167

You also have two 2.2 units as opposed to their one 2.6, that's probably why they're more expensive
>>
>>1112191
>>1112191
>>1112191
>>1112191

WADAFUK A 91 ON THE FUCKING AUTOSUCCESS TRADE ROLL AND NO PROGRESS ON ANYTHING ELSE
>>
>>1112112
The cavalry is stronger because I account for the strength of the mount as well. Your unit strength was originally meant to be 1.8, but I bumped it to 2.2 because of the 100. They should have also been given a tag, that's my mistake. They are [Disciplined].
>>
>>1112209
Infantry is hilariously weak then. There's no point in ever making standing infantry units when even with heavy investment they're not even half as strong as a mounted one. Especially not when they cost twice as much to upkeep for less benefit.
>>
Rolled 74, 34, 69 = 177 (3d100)

>>1112078
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Territory: 39
Population: 43(+3/turn)
Food: 0
Currency: 54(+4/turn -1/turn [riders]=+3)
Industry: 8
Structures: Government Building, Farm I (3), Lumber Mill I (1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian, 2.6 Wild Riders
Tech: Bronzeworking, Ecology I, Domestication II, Agriculture I, Archery I, Horsemanship I, Herbalism I, Naval I, Flight II, Swordsmithing I
Resources: [Bronze: 17+1] [Wood: 37+3] [Seeds:16+1] [Equus Herd:16+1] [Hollow Runners [Skirmisher]: 7+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: Orchard (1/4), Hygiene (1/4)

>Continue Orchard planting(Ecology I, Agriculture I, Master Ecologists)

>Continue Hygiene research(Herbalism I)

>Research Agriculture II
>>
>>1112247
Yeah, now that I say that it sounds stupid. Nixing that rule.
>>
Hey OP, can I eat the Galkoki and take the techs they owe me? It's pretty obvious they've disappeared but they still owe me for a trade deal.
>>
>>1106868

An Aurean Dominion ship arrives at the Black Feather docks, with Ambassador Selene in tow. She requests an audience with the High Chief to discuss a potential trade deal. Do you accept?
>>
>>1112337
You may take the things they owe you, but nothing else.
>>
Rolled 99, 87, 13 = 199 (3d100)

>>1112078

Hey Op just curious, but um I already had 4/6 for the economics research so wouldnt' I be at eight out of six?

The search begins and already Teslaiec is finding rumors and hints as to places of great power within and without his country. For the most part the sunbleached centaur tours around the outskirts of the realm in his search all the while teaching the power of flame to his people.

Anul meanwhile heads the research of his Elders quickly gaining notreity by the Wise Ones as their research continues.

Upon needing direction of a new task the Village of Swift Hoof begin the chants for a proper feast for their people which is to be shared amongst all who wish to partake!
Just curious but >>1109649 should I also be getting a bonus to currency from the trade route we have?

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: 28 (+4/turn)
Food: 2
Currency: 13 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (3), Housing 1[+1pop/turn], Library I[Crest of Horns]
Defenses: 2 (Tolretnac) [Stone Fort, Tolretnac]
Military: 1 (Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics I[+1c/t]->Economics II[4/6], Writing I, Fire Magic 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.


>Research into [Economics II]?
>Search for Resource;Leylines/Places of Power
>Begin raising more crops for our people to feast upon, begin to hunter rites our people must eat!
>>
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Rolled 33, 14, 65 = 112 (3d100)

[Arakos]
Settlements: Mor'Taris*, Tol'Iralon Outposts: Tol'Anrom, Tol'Larhen, Tol'Margren
Territory: 47
Population (+growth/turn): 57 (+5/turn)
Food: 6.5
Currency: 14 (+0/turn)
Industry: 8
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge II (+3 Ind), Roads I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 3 Warrior Khal [2.2][Disciplined]
Tech: Bronzeworking, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III
Resources: [Bronze: 12] [Stone: 15] [Wood: 14]
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: Forge III 3/8 Drill IV 2/10

1. Complete trade with the Galkoki
Will Receive [Equss Plows I, Armorsmithing I, Equus resource]
+[Roads I], [Recent Nomads]

2. March the army to [Gynnead Ceadn]
[Recent Nomads][Roads I]

3. Research Ironworking
>>
>>1112484

Niqqa how da fuk u researchin iron working with no iron you tryin to do some matrix chicken before the egg shit here?
>>
Aithlin, would you be wlling to trade after I research boating II?
>>
>>1112078

Opps, I must have gotten the rules confused with another game! But >>1112394 is right, you didn't update his Economics between his 4/6 from last turn + 4/6 this turn, we should have completed it~!

>>1111514

Saccharine found himself standing before the fairy monarch uncomfortably lying on her throne, attempting to do something to a ball of fire in her hand before she noticed his arrival, canceling out the flame with a snap. "Oh, you're back? I hope you didn't have too much trouble navigating. Though there's no rush to returning home if you want to explore this area more, I want to ask something special from you.

Your wings are magnificent and whatever method you used to fly here is no doubt amazing. I was wondering if you could help us learn how to better fly ourselves? If we can figure out how to do what you did reliably, we can talk with each other from long distances and maybe even trade!

And— there's more things I want help with that I think a proper civilization like yours might be able to do. We want to make floating structures as magnificent as the buildings that legends say exist in your part of the world, but even the wisest of my subjects have difficulty improving on something once we discover it. Do you think you can help us?"

>Offer: Research Agreement, Flight III
>Offer: Research Agreement, Architecture II and Architecture III for Architecture I and Writing I
>>
>>1112549

Also how does this work
>>
Rolled 40, 32, 21 = 93 (3d100)

>>1112078
[Black Feather]
Settlements: Capital: Black Feather, Outposts: Codilia (N), Chelydra (E), Natricinae (W), Basiliscus (S)
Territory: 51
Population (+growth/turn): 62 (+4/turn)
Food: 5
Currency: 14 (+8/turn) (Plus missing ones)
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, Economy I
Resources: [Copper: 5] [Stone:4 +1/turn] [Wood: 3] [Peat 3 +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.
Ongoing: Roads in the Swamp 1/4
>Research Divine Magic I (2/4)
>Research Clergy I (2/4)
>Domesticate crocodiles
>>
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Rolled 79, 70, 24 = 173 (3d100)

>>1112078

>>1112394
According to Mr. PrimalOP, trade routes are one-way unless both parties send trade routes to each other.

>>1112567
Well for example, since both you and Balbyionia have [Writing I], and Balbyionia has a [Library], if you wanted to, you two could start a research agreement to get [Writing II] where your research would stack on each other until it was completed, so if he rolled 90 for a +3 and you rolled 87 for a +3 on the same turn, you would complete it then and there by filling up its 0/6 requirement! It's usually less cumbersome than researching a technology up to +1 level and trading it to a civ that already has a lower level of that technology. Just be careful with making agreements with strangers, as they might use it to piggyback from your hard-earned progress!

[Classá]
Territory: 39
Population: 49 (+3/t)
Food: 2
Fire Points: 1
Currency: 85 (+9/t)
Industry: 7
Settlements: Sauna Oasis [Cap], Ugnis [Out], Nar [Out], Fuego [Out], Brasa [Vil]
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 II
Tech: Bronzeworking, Glassworking I, Armor I, Firemaking I, Economics II, Writing I, Architecture I
Resources: [Bronze: 16+1/t] [Stone: 12+1/t] [Wood: 11+1/t] [Glass: 16+2/t] [Sand: 15+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]
[Writing I]
[Library I]
Invoked: Ancient of Fire, Primal
I've heard that the centaur have somehow managed to wield fire like us. Should we go teach them how to use it so they don't accidentally burn down their homes? Maybe once we're more adapt at using fire ourselves, then. (4/6)
>2.
[New and Exciting] (+10)
[Writing I]
[Library I]
<[Mathematics] is a pretty hard to grasp for most fairies, to the point that those who have learned counting past their fingers are using it as a mark of status among their peers who lack the ability.> (3/4)
>3.
[New and Exciting] (-10)
[Library]
[Economics I]
{Trade Route: Riaetrusqe}
<The Centaur were apparently trying to go further into economics then the fairies had intended, but they weren't really complaining, as it meant they had and excuse to continue working with them!>
>>
>>1112588
Domesticate Crocodiles is at 3 /4
>>
>>1112591

>>1112354

Also you had some ancients who wanted to play with you a while back, might wanna go see how they're doing
>>
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>>1112516
The same way I got fishing despite living in the damn mountains where there are no fish and when I have no boats. Although if OP says I can't research that without first having acquired iron I can change it to something else.

I wish I knew who was nearby me that had shit like writing to trade. It feels lonely up here now.

>>1112484
The Khals had initially taken to the idea of a Republic with gusto. The groundwork of such a form of government had been laid down with little issue. That, however, changed once the khals had all been called to Mor'Taris. A newly created rank of Skal was supposed to be responsible for leading the Khal'a into any sort of conflict. Both a general and a political officer the belief was that this individual would cut through the many disparate Khaltans to forge a unified army. What no one expected was for the Skal to simply seize all of the power for himself. With all of the forces of Arakos at his command, the new Dictator set about consolidating his power by directing his biggest threat outward. "Krus vauvra kiks ba daksruaead!" became the cry of the nation and the Khal'a found itself marching south to the beat of drums.

Dictator Deraial led the forces. It would be his claim to true legitimacy over leadership of the Arakosi. A short, victorious war to expand the borders and fill the coffers. The people would love him and his rule would be unchallenged for a decade or more. A new Arakos marched down from the mountains to lay claim to the lowlands and all within sight of the High Fangs.
>>
>>1112617
The giant Crocodile and the mysterious Lizardman haven't been around. So I'm building on making my nation more accepting of them.
>>1112354
The High Counsel accepts Ambassador Selene into the Hall of Scales. Seven of representatives sit slightly above eye level, while the High Chief sits up high. "Welcome neighbor. I am happy that you are using the ships we have given you."
>>
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>>1112638

"Greetings High Chief, it is good to see you doing well. Yes, the boats have been quite handy indeed, we can now travel up and down the great river with ease. But we have not come today to merely show off our boats. Now, we see you are trying to establish a religion to unite your people under one faith, and we have something vital that you will likely need to do that."

Selene hands the High Chief a piece of parchment with what looks like really fancy scribbles on it.

"You see, we have come up with a uniform system of writing in order to better communicate our ideas and record them for easier reference. We call it the High Elven Script, and we believe that it may be useful to you in order to write down your religion's teachings so that you may spread them better. The beauty of this script is that it's uniform enough to be adapted to many tongues, so it won't be difficult to come up with writings in your own native language."

"Now, we would be willing to teach you the secrets of this innovation, but we have need of your knowledge in herbalism. Perhaps you would be willing to trade your knowledge for ours?"
>>
>>1112663
The High Chief open her mouth to speak, but was silenced by the sound of four rocks striking wood. The four priests stand and looked at the old turtle. "We don't have a problem with this deal, but you are truly are supportive of the Great Spirit, then we wish to see proof of this."
>>
>>1112720

Selene looks a bit confused. "Well, the Dominion does not take an official stance on religion, but we generally accept others' religions so long as their practices do not break any existing laws in our nation. Our willingness to help you spread the word of the Great Spirit should be proof that we support your beliefs, no?"
>>
>>1112782
"This is satisfactory," said the old turtle before taking his seat.
The High Chief smiles, approving of the ambassador's action. "I don't think any more negotiation is needed. I believe that the Ambassador should be entertained for a few days."
>>
>>1112859

Selene smiles. "Excellent, I'll send word to Vanitas and it will be made official at the next summit. And thank you for your hospitality, it is always a pleasure."
>>
>>1112549
"By Aithlin's will let it be so. Of course princess. Anything for a fellow sky-blessed." The elf seems pleased with himself.
>>
So is there anyone up north? It's pretty lonely up here.
>>
>>1113616

The poor fishies you're raiding
>>
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>>1113643
>>
>>1109649
>You're- wingless?
He chuckles and says, "Why yes, not all of us were born to sail the skies. Have you not seen ground walkers before? It's not all bad, we simply have a different role to play."
>it was probably her, Sameda the White
"Ah yes, Sameda, the Lady of Dusk. That is what they called her at the capital." Hwestor says as he prepares you some food and drink. I meant for him to introduce himself, but forgot to type it.
>the Oasis is too hot for anything that isn't also fire-resistant like us, which seems to be almost everything.
"You seem to have adapted quite well to your environment then. Perhaps we could teach you read the land and you may find that the desert is less barren than it appears. We may even ask permission to pay you a visit someday if this little one will stop pestering me." He shoots a look at Tuilindwen who quickly let's go of his shirt and turns away whistling.

Anyway, feel free to stay and rest for as long as you like. I'm sure Tuilindwen will enjoy the company. As for trade, we would like to try the eco-nami and Tuilindwen and her friends would doubtless love to fly with you some more. We could also provide you with all the wood you need for glass and other projects. Perhaps you could teach us to harness fire more efficiently so that we have less waste. We could also provide you with some new products that we are working on to improve our health and appearance as well.

>Offer Flight III Research Partnership
>Offer: Ecology I for Economics I
>Offer: 10 Wood for Firemaking I (is this magic or mundane?)
>Offer Hygiene I for Armor I

I'll make an action for this next turn.
>>
>>1099242
>>1112078
Nation Name: City-State of Inkpolis
Race(s): Inklings.
Color: Pink
Fluff: Evolved from the typical squid, Inklings are a race able to shift between a humanoid body and their former squid-like form. The reason as to why they are able to do so, is that they are composed primary of ink. Because of this, sharp weaponry like swords are ineffective against them, they have a ironic weakness to water and other liquids.

Their civilisation, meanwhile, focuses around the particular city of Inkpolis. Located inland within the jungles of the world, the city developed as the heart of Inkling civilisation, due to the hostilities of the outside world. Because of the concentration of Inklings, the city of Inkpolis would be awash with flowing colours changing almost every day, with a small yet flourishing culture composing of the freshest trends in clothes and music, and a team of philosophers and inventors wanting to figure out the next big thing.
>>
>>1113755

YOU'RE A KID NOW YOU'RE A SQUID NOW
>>
>>1113755
I wonder if they- oh sky they don't taste like fruit!
>>
Will update tonight, guys. Been busy.
>>
>>1113755
I wonder if the ink left behind when killed will make for good tattoos...
>>
>>1114004
Are you coastal? I'm looking to initiate some trade relations with other people but I'm not about to trek across land to do it.
>>
>>1114021
Im the left most nation on the map, salmon colored. Most of my nation is coast.
>>
how are you able to have sea trade when you just said you dont have boats anyways?
>>
I'm curious who dark red, yellow, and teal are.

>>1114034
Well across too much land. Anyway, you're still pretty new and undeveloped. Regardless, I think we can help one another. I'll give you 2 techs and a trade route of your choice if you'll spend the time immediately to upgrade them to the next level and hand them back. After that we can discuss some mutual research agreements.
>>
>>1114094

That ain't yellow, it's GOLD. And that would be me.

Dark red is edgelord vampires and teal is Babylon
>>
Dark red are vampires, yellow are alraunes, and teal are babylonians
>>
>>1114094
Sounds good, ill take hunting I, weapons I, and some bronze so that I can research them further.
>>
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>>1114123
>elves

I've got my eyes on you, long-ears.
>>
y cant we be frend
>>
how much does currency boost rolls and what level of success is needed for each point of progress for research or building?
>>
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>>1114170
Perhaps I can be convinced but I don't know how to write. You could fix that I think, yeah? Yeah.

>>1114177
1:1 resources to progress ratio. 1-10 is bad, 11-20 is nothing 21-50 is +1 51-74 is +2 75-89 +3 and 90-99 +4 100 autocomplete +1 level or other boon.
>>
>>1114188

We will see.
>>
>>1114188
So can I spend three currency to complete economy I?
>>
>>1114223
Yes, if 3 is what you need to get to the break point.
>>
>>1112127
>Spend three currency on economics I
I guess our economy is a state controlled one.
>>
>>1114147
And I've got my eyes on you, whatever you are.
>>
>>1114307
would you be willing to get in a trade agreement next turn, since im directly north of you?
>>
>>1114300
If you rolled a 2 on economics and you add 3 to that what's the end result? The answer is 5. You'd still fail.

>>1114307
Hobgoblins.
>>
>>1114315
I misread what you wrote then. I took progress ratio as the actual tech progress not the roll itself.
>>1114300
disregard
>>
>>1114311
I've already got stuff lined up with the fae, but maybe, what are you?
>>1114315
A larger breed of mud pigs you say?
>>
Rolled 68, 84, 60 = 212 (3d100)

>>1112078
>>1106165#
[Gynnead Ceadn]
Settlement: Harwylk (Saltpan [N], Nymerlead [S], Cirulis [W], Hol'Riedr [E])
Territory: 39
Population: 24 (+3/turn)
Food: 2
Currency: 18(+3/turn)
Industry: 5
Structures: Government Building [First Communion Pool], Farm I (2) Fish Pens (1)
Defenses: 1 (Harwylk)
Military: 1 (Overseer)
Tech: Bronzeworking, Fishing I, Scouting I, Architecture I
Resources: [Bronze: 10] [Wood: 9] [Stone: 8](+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) continue the creation of the gem mine (3/4)
2) start the sequencing of the guardian (a large underwater sea creature) (the spawning pool's last progress meter was at 3/4)
3) Further practice of the Ceadn's innate psionic abilities are made on the deep blue waters (no progress marker?)
>>
>>1114392
We are the newly unified humans of Machaka.
>>
>>1113081

The Princess smiled and nodded. "I've got some friends that might be able to make this go faster. Your flight home will be the practical results of our research! I hope I'll be able to see it for myself some day, anywhere that isn't this desert!"

>>1113749

Cendrillion likewise looked favorably on her new friends. "Okay, let me try one of the new Eco-namic concepts that we've been developing: I call it "haggling"!"

>Accepted: Research Agreement, [Flight III]

>Counter offers:
>[Ecology I]+[Hygiene I] for [Armor I]+[Firemaking I*]
>[Domestication II]+[Herbalism I] for [Economics II](+2 currency/t)+[Writing I]

>Note: You can trade up to two technologies/magic types an action!
>* Practical fire starting, non-magical. For magically started fires, we have [Primal Fire I] (soon to be [Primal Fire II]), focused on using fire constructively to energize, embolden the spirit, and heal.
>>
>>1114414
What are you offering.
>>1114418
Next turn definitely. Flight and architecture.
>>
>>1114418
"I'm sure you'd love the sea."
>>
>>1114469
I offer boating II and fishing I, since you are under utilizing the ocean around you.
In return we wish to have infantry I and weather II, so that we can better master ourselves and the environment around us.
>>
>>1114509
You think I'm going to give you command of the winds for fish? Surely you're joking.
>>
>>1114735
It is understandable that you would place high value on the domain of the sky, but your over emphasis on it has left you blind to the plentiful opportunities around you. We have seen your boats and it is apparent that they could barely leave the shoreline. It is also evident that the shallow waters that you do control have not been exploited and currently provide you nothing. This ironically limits your primary strength as you are limited to the sky above the ground and have no access to the ocean skies which provide you so much of your power with its shifting winds. What we offer besides "mere" fish, is access to this new domain of air and a way to more efficiently spread across the world.
>>
OP?
>>
>>1114873
Gonna start crunching now, been gone all day.
>>
>>1114860
We will teach you the basics of weather manipulation, in return we want your ocean going skills, and your fealty. Consider yourself blessed that we treat with you at all.
>Weather I for Boating II and alliance
>>
>>1114860
>Accepting the suzerainty of elves
>>
>>1114923
We are grateful for believing us worthy of learning directly from the soul of air. It is our belief that work and struggle brings us closer to enlightenment and looking around in your realm it is apparent that you understand how to properly delegate tasks. With this, we ask for a slight deviation from your proposal. Our people will be happy to migrate in order to serve you, however we must maintain the integrity of the grove and having its protectors be sworn to another would compromise that. We must ask that an oath of mutual friendship and trust be taken instead. In order to be more of use for work, we ask that you teach us your ways of training so that we can harden our bodies and maintain mastery over the self. If you cannot provide this, then there are other ways of achieving enlightenment.

>offers boating II, alliance, and slave population for Weather I and Infantry I

>>1115017
We will never accept those that seek to subjugate our soul, however the body is the way the soul gains in knowledge, experience, and power. Since our people share one soul having the body spread across the world is the best way of achieving enlightenment. If the elves do not realize this distinction then we must not entreat with them.
>>
Expect updates sometime tonight. Not sure when, but before I go to bed, definitely.
>>
also considering that I rolled really badly for the economy. I probably need to get rid of a lot of dissidents and this is a quick way of doing that.
>>
File: Ancients4chanArmies.png (4.84 MB, 2500x2000)
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[Butterland]
The mine is finished [Obsidian Mine I, +1 obsidian/turn, +1 Industry], as well as the scalpels [Medical Equipment I]. Anatomy research is nearly ready [3/4].

[Machaka]
>Be sure to note progress next time.
Boating research continues smoothly [4/6], and the grove continues to be studied [2/???]. The economy however, suffers a major crash. Counterfeit currency runs rampant, and the actual money is devalued because of it [-2 currency].

[Feathered Empire]
Archery techniques are furthered [Archery I], as well as the Empire's natural flight [Flight II]. 'Weather weaving' will take time [1/6].

[Aurean Dominion]
The trade goods are sent to Balbyion, though no trade route is established. The smelting of iron is underway though, butonly just [1/10, -1 iron].

[Henoan Conclave]
The Orchard is planted [Orchard I, +1 food], while basic hygiene practices are still being implemented throughout the conclave [2/4]. Finally, better agricultural techniques are being looked into [2/6].

[Riaetrusque]
>Add economics II, +1 currency/turn. Be sure to note progress next time.
Still better economical practices are being put into place [4/8], and a place is found, just within the borders of Riaetrusque- a small stream, bubbling up from underground- the water is remarkably cool and clear [Freshwater Spring]. No more crops are raised, however.

[Arakos]
The trade is complete- the Arakosi receive the promised technologies from the Galkosi Kingdom. The army is on its way to the southwest [See Map]. Ironworking research begins [2/10].

[Black Feather]
Divine magic is nearly attained [3/4], and the clergy is nearly developed as well [3/4]. The crocodiles are domesticated [Crocodiles: 5 (+1/turn)!

[Classa]
The fairies are finally able to increase their fire magic techniques [Fire Magic II], and mathematics are finally researched as well [Mathematics II]. The trade route is established, but it's only a small one [+1 currency/turn] (Eccentricity doesn't apply, as a trade route isn't tech.)

[Gynnead Ceadn]
The gem mine is ready [Gem Mine I, +1 gem/turn], The Guardian is spawned [1x], and the Ceadn finally grasp the basics of telepathy [Telepathy I]
>>
>>1115758

Wtf OP calling bullshit for two reasons

Reason #1: How the fuck can Arakos learn ironworking when he doesn't have any iron to work with?
Reason #2: Why does it cost nothing for him to research it when it costs me 1 iron?
>>
>>1115781
You have no iron. No ironworking is done.

>>1115781
Thanks for catching that. It's late and I rushed this.
>>
Rolled 82, 66, 56 = 204 (3d100)

>>1115784

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich -Town), (Nathalum, Ael'wyn, Silvanar - Outposts)
Territory: 39
Population (+growth/turn): 46 (+3/turn) (+1 in 1 turn(s))
Food: 3.5
Currency: 39 (+8/turn)
Industry: 7
Structures: Hall of Paragons (Government Building), Farm I (3), Fishing Camp I, Quarry I, Lumbermill I, Gem Mine I, Iron 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, Boats I, Writing I
Resources: [Bronze: 17 (+1/turn)] [Gems: 27 (+2/turn)] [Wood: 31 (+3/turn)] [Stone: 13 (+2/turn)] [Iron: 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: Grand Arena (3/20), Ironworking I (1/10)

Actions:
1. The Council of Paragons has authorized the trade of [Writing I] to the Black Feather Republic in exchange for [Herbalism I].
2. We must continue the trade route to Balbyonia.
3. Iron is of the earth too, let's see if we can use the power of the Ancients to speed along our ironworking progress, using the same technique of recording findings for easier reference. Additionally we already know how to smelt metal, so we can use our knowledge of bronzeworking to aid us. (+Writing I) (+Bronzeworking) (+Enlightened Earth Magic)
>>
>>1115797

Iron should be at 5 and ironworking is at 1/10

>>1115784

No prob bro thanks for understanding
>>
Rolled 11, 59, 76 = 146 (3d100)

>>1115758
Territory: 39
Population:16 (+3/turn)
Food: 1
Currency: 7 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Avernus
Military: 1 Exemplars
Tech: Bronzeworking, Scouting I, Boating I, Fishing I
Ongoing: Boating II (4/6), grove (2/???), Economy I(1/4)
Resources: [Bronze: 5] [Stone: 5] [Wood: 4]
Eccentricities:
[Sacred Grove]: While the Machaka are very hesitant to venture inland, they will fight with extreme fervor to protect what they have.
[All-Terrain Training]: While the training the Machakan military goes through is intense and time consuming, their specialized training lets them traverse all kinds of terrain with ease. (Bonus to military movement.)
>>
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Rolled 76, 52, 11 = 139 (3d100)

>>1115758
Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 47(+3/turn)
Food: 2
Currency: 66(+5/turn)
Industry: 6
Structures: Government Building, Farm I (3), Obsidian Mine 2, 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, Crossbows 1, Anatomy [3/4]
Resources: [Bronze :18(+1/turn)] [Jungle Herbs: 17(+1/turn)] [Jungle wood: 11(+1/turn)] [Parasaur: 13/+1/turn] [Doctors][Obsidian 7 +2/turn], Medical Equipment I
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.

Begin building City where I've marked on pic related if I can. (Parasaurs, Roads?)
(If not, Research Medicine 3 [4/8] [Medicine 2, Natural Healers]

Build Dock (Parasaurs)

Build Schools. (Parasaurs)
>>
>>1116199
Spend 9 Currency on Schools.
>>
>>1116199
A boat carrying a lizardman with bronze jewelry approaches the shores of the northern outpost. "Greetings neighbor, how do you do this fine day?"
>>
>>1116214
An older man descends some distance away from the Lizardman before approaching. He him a slight bow.
"Greetings. Every day life thrives is a good day, and every day we learn something is better. To what do we owe this visit?"
>>
>>1116224
"I am an envoy of my people and the Great Spirit that units us. We wish to create trade with fellow people of the river."

>Also offering Boating I for Medicine I
>>
Rolled 47, 95, 88 = 230 (3d100)

>>1115758
Upon finishing the research into Economics II, Romar takes it upon himself to hitch a hide upon a traveling company with the knowledge they had gathered thus far. Upon his arrival he would inquire if the flame keepers would care to share with him the secret of flame as there were rumors back home that their Chieftain had unlocked the power of the sun itself! In exchange they would continue to work together for seeking out better ways to delve into Economics!
>Research Offer Economics III for any Fire magic progress to advance.

Teslaiec meanwhile invites the mystics and wise ones that are not currently deep in the many wooden slates that Anul had fashioned to the resource of Fresh Water Springs curious if this was what the Sun had meant. This of course draws Anul out from the library as well as a few other elders, however some of the Wise ones have decided to stick the course looking deeper into how better to manipulate this concept; they are on the idea of numbers being used to do other things aside from counting how many shiny glass bits they had. Could these numbers have another use?

Meanwhile across the country the crops fail to take root and the few meager prey the clans manage to take down are hardly worth the effort, yet the beastfolk are steady people and know that a perfect hunt takes patience and effort. Which they excel at as they lay in wait for their prey to wander nearby...

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: 36 (+4/turn)
Food: 2
Currency: 21 (+5/turn)
Industry: 5
Structures: Government Building, Farm I (3), Housing 1[+1pop/turn], Library I[Crest of Horns]
Defenses: 2 (Tolretnac) [Stone Fort, Tolretnac]
Military: 1 (Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics II[+2c/t]->Economics III[4/8], Writing I, Fire Magic I
Resources: [Stone: 3] [Wood: 5] [Bronze: 6] [Fresh Water Spring?]
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.


>Research into 4/8 [Economics III]/Share with Classa Economics II
>Develope the Freshwater Spring Resource; Possible magic source?
>Begin raising more crops for our people to feast upon, begin to hunter rites our people must eat!
>>
>>1116238
"That sounds acceptable to us, as we have begun drawing an interest in the river, and this will help us with our plans."
>Accept
>>
>>1115758
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 28 (+2/turn)
Food: 2
Currency: 26 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (3)
Defenses: 1 (Capital City)
Military: 1 (archon ×1.8)
Tech: Bronzeworking, Infantry I, Navy I, Slavery I, Archery I
Magic: Air I, Hope I, Weather II, Flight II, Jetstream 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: weather weaving I [1/6]
1. Flight research w/ classa
2. Architecture research w/ classa
3. Accept this deal>>1115133
Sorry for the wait.
>>
Rolled 84, 96, 59 = 239 (3d100)

>>1116636
FUCK! dice.
>>
Sorry I missed a turn, it's been a busy week so far.
>>
Rolled 58, 45, 71, 51, 61, 5 = 291 (6d100)

[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: 39
Population: 38 (+3/turn)
Food: 5 (1 Base, 2 farm at +2 each)
Currency: 38 (+4/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, horsemanship I, Writing I, Economy I, Boats I, Craftsmanship I, Expansion II, Chariots I, Roads I
Resources:
[Copper: 15] +1/turn
[Stone:24] +2/turn
[Wood: 12] +1/turn
[Equus: 9 (+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.

1-2. Aid in the finalization of the trade route to the Aurean Dominion.

3-4. >>1115797 with the Aurean Dominion's permission and blessing, we seek to construct a Wise Man's Embassy where learned figures and scholars of both nations can meet and engage in rational discussion. This will give a bonus to research actions we co-opt simultaneously.

Roads I, Masonry I, Writing I

5-6. Begin expansion west from our westernmost outpost. The time has come to sow more fields and reap more from the land. We are now amply prepared for this.

Expansion II, Roads I, Chariots I, Horsemanship I

>>1115797
A letter arrives to the elves, asking if they would be interested in co-opting Writing research next turn.
>>
>>1116636
change 3, because when I said I was able to do a deal next turn It was because there was a mechanical misunderstanding. However with economy I researched I have a free action next turn. Sorry for the mix-up.
>>
Rolled 71 (1d100)

>>1116847
>>1116638
>>1116636
>>1115758
In sight of new information, #3 will be rerolled for weather weaving [1/6] (born of air, eternal mandate) it would be unfair to use a predetermined roll for an action of my choosing. Thus the roll.
>>
>>1116636
#1 is (born with air)
>>
Rolled 78, 33, 84 = 195 (3d100)

>>1115758
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Territory: 39
Population: 46(+3/turn)
Food: 1
Currency: 57(+4/turn -1/turn [riders]=+3)
Industry: 8
Structures: Government Building, Farm I (3), Lumber Mill I (1), Orchard I
Defenses: 1 (Capital)
Military: 1 Glade Guardian, 2.6 Wild Riders
Tech: Bronzeworking, Ecology I, Domestication II, Agriculture I, Archery I, Horsemanship I, Herbalism I, Naval I, Flight II, Swordsmithing I
Resources: [Bronze: 18+1] [Wood: 40+3] [Seeds:17+1] [Equus Herd:17+1] [Hollow Runners [Skirmisher]: 8+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: Hygiene (2/4), Agriculture II (2/6)

>Continue Hygiene Research (Herbalism I)

>Continue Agriculture II Research (Ecology I, Master Ecologists, Agriculture I)

>Establish trade route with Classa
Accepting Offers
>[Ecology I]+[Hygiene I] for [Armor I]+[Firemaking I*]
>[Domestication II]+[Herbalism I] for [Economics II](+2 currency/t)+[Writing I]

>>1114418
I assume the first deal will auto-complete upon completion of Hygiene research if it doesn't finish this turn.

Also Offering to assist the research agreement for Economics III if that's what you're doing with Riaetrusque.
>>
>>1116771
A Hobgoblin delegation arrives in Balbyionia to little fanfare. Similar to the Balbyionians they ride in chariots- although theirs are not nearly as sophisticated. Their grasp of human speech is rough and thickly accented in a whistley, growling sort of way likely owing to their pronounced lower canines. Of them, two are dressed in bronze armor arrayed like the scales of a fish. The other wears rather plain and functional clothing, with the most elegant of items being a rippling blue sash belted from shoulder to waist in a fine material that is soft and smooth to the touch.

"Hyumans," speaks Blue Sash. "The Domitus has sent us to speak of terms for your people in regards to trade. The Balbyionians are known for being a trade hub and for having many contacts with others. We have terms to give to you."

>Hunting and Fishing for Writing and Economy
>Trade Route
>Introductions to southern nations
>Right to educate privileged students at the Academy
>>
File: Acirn.jpg (9 KB, 199x254)
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Rolled 64, 66, 29 = 159 (3d100)

>>1115758

[Classá]
Territory: 39
Population: 52 (+3/t)
Food: 2
Fire Points: 1
Currency: 95 (+10/t)
Industry: 7
Settlements: Sauna Oasis [Cap], Ugnis [Out], Nar [Out], Fuego [Out], Brasa [Vil]
Structures: {Sauna Oasis Def. 1 | Glass Palace, Farm I x2, Beacon I, Glass Workshop I x2, Library I}
Trade: {Riaetrusqe, +3c/t, +1Fd} {Heno +1c/t}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire II, Flight II
Tech: Bronzeworking, Glassworking I, Armor I, Firemaking I, Economics II, Writing I, Architecture I, Mathematics II
Resources: [Bronze: 17+1/t] [Stone: 13+1/t] [Wood: 12+1/t] [Glass: 18+2/t] [Sand: 16+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.

>>1114469
>>1117380
>>1116460

>Research Offer Economics III for any Fire magic progress to advance.
Offer accepted!

We'll try to get all these trade negotiations as done as quickly as we can, but our little kingdom is overtaxed with all this business!

>1.
[New and Exciting] (-10)
[Library I]
[Writing I]
<The flight improvement program with The Henoan Conclave and Feathered Empire begins. The fire fairies attempt to introduce the ambassador of Feathered Empire to their forest cohorts as they meet up in Brasa, detailing that he will be the one putting all their improvements to the test by virtue of having the strongest wings!>
>2.
<Sending [Architecture I] and [Writing I] to the Feathered Empire!>
>3.
<Sending [Economics II] and [Writing I] to the Henoan Conclave!>
>>
Rolled 28, 63, 56 = 147 (3d100)

>Is there any benefit to having territory?

[Arakos]
Settlements: Mor'Taris*, Tol'Iralon Outposts: Tol'Anrom, Tol'Larhen, Tol'Margren
Territory: 47
Population (+growth/turn): 62 (+5/turn)
Food: 8.5
Currency: 14 (+0/turn)
Industry: 9
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge II (+3 Ind), Roads I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 3 Warrior Khal [2.2][Disciplined]
Tech: Bronzeworking, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing I, Horsemanship I
Resources: [Bronze: 13+1/Turn] [Stone: 15+1/Turn] [Wood: 14+1/Turn][Equus: 2+1/Turn]
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: Ironworking 2/10 Forge III 3/8 Drill IV 2/10

1. Align with Vykus: Primal God of Life

2. Search for iron

3. Research Siege I
>>
>>1117588
My army arrives this coming turn.
>>
>>1117582
>by virtue of having the strongest wings!
Ambassador Saccharine is, of course, flattered.
>>
No OP today?
>>
>>1119345
Busy day. I will try hard to update once a day, but sometimes IRL rears its ugly head.
>>
>>1119371
Plus I wanted Gynnead Ceadn time to respond.
>>
>>1119408
Alas so did we all
>>
Rolled 73, 51, 12 = 136 (3d100)

>>1115758
[Black Feather]
Settlements: Capital: Black Feather, Outposts: Codilia (N), Chelydra (E), Natricinae (W), Basiliscus (S)
Territory: 51
Population (+growth/turn): 66 (+4/turn)
Food: 5
Currency: 12 (+8/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, Economy I
Resources: [Copper: 5] [Stone:4 +1/turn] [Wood: 3] [Peat 3 +1/turn] [Crocodiles 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.
Ongoing: Roads in the Swamp 1/4
>Trade Boating I for Medicine I
>Build Trade route to Butterland
We have made contact with another civilization and we will spread the word of the Great Spirit.
>Research Divine Power (3/4)
Many question why it is taking so long to connect with the Great Spirit. An Offering is made to appease the Great Spirit.
+10 Currency
>>
>>1120104
Well the money should push it to 22 which is barely a success?
>>
how much of a benefit does putting tags on your buildings and research give you?
>>
Will hopefully update tonight.
>>
>>1115925
It is not the first blue-sashed Hobgoblin to seek an audience with the Princeps, but it is arguably the most bellicose. This Hobgoblin was unlike the others, for it was a female. She wore her hair long on the sides with a prominent fringe, but the back was noticeably shaved bare.

"The Domitus has decreed that should the Humans of Machaka break their alliance and swear fealty to the Dominate of Arakos they will be provided with the means to defend themselves. The Long-ears deliver to you the false hope of equality while they look down on you from on high. The Arakosi see all who stand in the shield wall as brothers and sisters, and thus, equals. They deliver the false hope of protection while their armies are weak and pitiful - unfit even for training on the Field of Vykus. The Arakosi are strong. The strongest. We alone will make you stronger still."
>>
>>1121786
It comes as no surprise that the soul of iron and war would seek conflict. We do not say this as a negative, indeed, fulfilling what you were made for is what brings enlightenment. And yet, you mix the truth of your being with meaningless platitudes. Just like we made clear with the soul of air, we cannot compromise the integrity of the sacred grove. Meaning as Princeps, we cannot swear fealty to another, only the path is what we can devote ourselves to. A contradiction also arises from your proposal, you claim that by serving under you that we would be equal. The soul of air makes no such placating remarks, the nature of the elf as you have observed, is that of pride. The Eternal Child, is a perfect manifestation of both his people's and elven kind's nature. For this, we respect him. If the elves can learn to recognize this, so too will your Domitus. You speak of strength and armies. And while we do not doubt that you are the strongest we find it difficult to believe that you will manage to march your armies across the world against those that control the weather. This is why I have a proposal that will adhere to all our natures. We will maintain the alliance with the soul of air as long as their path is known and does not seek to usurp our sacred duty, We will make an alliance with you that follows the conditions made between us and the elves, While we the guardians will remain neutral our people are free to align themselves with any group, giving the battle-brothers you desire and the pawns that the elves crave, for this alliance we ask that you train our bodies to reach the standard that the soul of war has for its own, in return we will offer the secrets the grove will illuminate us to allowing you to break beyond the initial limits of the body, we will also allow you to use our ships in order to conquer others so that you may fulfill your nature.

>no breaking alliance with elves, alliance with hob-goblins, will give full access to magical research in return for army tech, will allow army to become mercenaries that will effectively belong to the nation that pays them, will give boating research to allow more effective travel.
>>
>>1121971
You misunderstand the term. Fealty in Arakos does not mean servitude. It means to accept that you are not the wisest.This does not make you unequal, or inferior. It means that you must learn. A person can only have one tutor. If you choose the Elves we will withdraw our offer. There is nothing they can offer you that we cannot. There is nothing they can offer that is similar to what we will offer you. With us as your sole ally you will never suffer under their sneers. None sneer at the manticore when it charges. None sneer at the gryphon when it dives. None sneer at the Arakosi. None will sneer at you. They will learn their place as your equal, or you will have the power to put them in their place.

>Offer the ability to train at the Field of Vykus, giving your troops equal strength, bonuses and, tags for the duration of the alliance
>Offer research agreements, trade route
>Cost: Must break alliance with Elves, can accept no other strategic alliances without approval
>Cost: Can draw civics and economic techs with your own action, but they must be improved or a research agreement made to take them to the next level if you take them and cannot be traded without permission
>>
>>1122067
I just want to ask a few questions before my decision. when you say training at the field of vykus is that a special warrior lodge bonus or is that you trading your military tech? for civic and economic tech its just the ones that I learned from you that i cant trade right?
>>
>>1122116
Your new units essentially become clones of my units for the duration of the alliance. The only techs I'm letting you take are civics and economic ones, so yes. I also want a cut of whatever tech you've traded them for, but I'll use my own actions to take it so you can use yours.
>>
>>1122067
It is good that you clarify your nature, as being true to yourself is where power springs from. We are always willing to learn from another's soul that will reveal it's unique secrets. The elves while willing to do so, only offered the surface of it's being. Because the alliance with the elves never truly reached closure, we cannot be viewed as oathbreakers and willing to change our nature. We will send our people to learn from you and to act as one, however we ask that their families be allowed to live near them, so that our people can integrate as citizens and not just as warriors.

>accept offer with the caveat that one pop be moved to your nation
>>
>>1116771

A reply is sent to the rulers of Balbyion, which reads as follows:

"The Council approves your proposal to build a house of learning so that both our races may prosper, and it approves the proposal to begin the joint research of new writing methods as well. It is good to work with you and it is my hope that we can accomplish great things together.

Sincerely,
High Paragon Arcturus II"
>>
Aithlin, I will still send you those slaves, because I really hate traitors.
>>
>>1122067
*sneers out of spite*
>>
>>1122277
Thank you and in return I shall teach you what I know about infantry. you may need it with the company you keep.
>>
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[Aurean Dominion]
The trade is authorized, and the knowledge sent to the Black Feather Republic, while a medium-sized trade route is finally set up to Balbyonia [+2 currency/turn]. Some iron is easily found, and ripped from the earth [+3 Iron].

[Machaka]
>Please try and make your actions clearer next time!
The grove has been studied thoroughly- and tbe wise men have found they can move the rocks surrounding it with their minds [Earth Magic I]. Sightings of two figures, one giant, and seemingly made from the rock itself, and one short and burly, have been repeatedly spotted. The Machakan economy has been boosted a little with new policies [Economics I, +1 currency/turn]

[Butterland]
The construction of a new city begins- the project will be costly in resources and time though [5 turns, -10 wood]. Construction of the docks are underway, made easier by the Parasaur doing much of the heavy labor [2/4]; while they are tired, the Parasaur are roused to do more construction work, though progress is slow [1/4].

[Riaetrusqe]
Research into better economical power is continued [5/8], while something amazing happens at the spring- the wise men of Riaetrusqe figure out how to manipulate the water, using just their minds [Water Magic I]. Finally, land is cleared, and another farm is raised [Farm I, +1 food; -1 wood].

[Feathered Empire]
Further flight methods are being researched [3/8], while better architectural designs are easily made [Architecture I], and the trade deal is finalized, with the knowledge sent to Machaka.

[Balbyionia]
The trade route to the Aurean Dominion is finalized [+3 currency/turn], and the Embassy is easily constructed [Embassy (Aurean Dominion), -1 stone], while expansion efforts are successful [+4 hex]

[Henoan Conclave]
Basic hygenic practices are implemented; with them, not only do people live longer, but they are more attracted to one another [Hygene I, +1 pop/turn]. Better agricultural methods are still slowly being researched [3/6], while a large trade route with Classa is established [+3 currency/turn]!

[Classa]
Classa's fairies take flight once again [2/8], while the trades are sent to the Feathered Empire and Henoan Conclave.

[Arakos]
>Makes you big and scary, potential for better resources, etc. Also armies start marching at the edge of your territory.

The pact with Vyrek is finalized, the boisterous 'God' of life clapping the hobgoblin chieftain on the shoulder; With Vyrek's teachings, the armies of Arakos will grow even stronger! The search for iron continues [4/10], and sieging technology is under development [2/4].
>The Arakosi army has arrived at Gynnead Ceadn's western outpost.

[Black Feather]
The trade is sent to Butterland, and a medium sized trade route established with the winged nation [+2 currency/turn] The divine magic is finally ready; sightings of the strange fisherman and the huge crocodile have begun again [Water Magic I].
>>
>>1122799
>Sorry for the really late update, I've been kind of out of it the last couple of days. Will try and do better. New thread today, possibly.
>>
>>1122800
Hey, Flight has a bonus I pointed out here>>1117099 and is in colaboration with classa and heno, shouldn't we all be at [6/8]?
>>
>>1122814
Ah. Yes, my bad.
>>
>>1122799

Actually I was looking to smelt iron, not mine it, as seen in >>1115797 (I already have an iron mine)
>>
>>1122825

Progress is at 1/10, that's probably where the confusion was
>>
>>1122826
Progress at 4/10
>>
Rolled 48, 12, 67 = 127 (3d100)

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich -Town), (Nathalum, Ael'wyn, Silvanar - Outposts)
Territory: 39
Population (+growth/turn): 50 (+3/turn) (+1 in 3 turn(s))
Food: 3.5
Currency: 49 (+10/turn)
Industry: 7
Structures: Hall of Paragons (Government Building), Farm I (3), Fishing Camp I, Quarry I, Lumbermill I, Gem Mine I, Iron 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, Boats I, Writing I, Masonry I, Horsemanship I
Resources: [Bronze: 18 (+1/turn)] [Gems: 29 (+2/turn)] [Wood: 34 (+3/turn)] [Stone: 15 (+2/turn)] [Iron: 8 (+2/turn)] [Equus: 3 (+1/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: Grand Arena (3/20), Ironworking I (4/10)

Actions:
1. Continue ironsmithing efforts, using the same method as before. (+Enlightened Earth Magic I) (+Bronzeworking) (+Craftsmanship I) (+Writing I) (Progress: 4/10)
2. As promised to Balbyonia, begin a research agreement to research new and better methods of writing (+Writing I) (+Embassy in Balbyonia)
3. With Droc's help we can take our knowledge of magic to the next level. We should begin amplifying our magics at once (+Tutelage of Droc) (+Enlightened Earth Magic I) (+Writing I)
>>
>>1122831
Hey did we finish our trade? I gave you something for Writing I right?
>>
>>1122857

No, you gotta give your tech, I sent you mine
>>
>>1122831

Also spend 3 currency on action #1 to boost it to 81
>>
Rolled 89, 66, 43 = 198 (3d100)

Aithlin revised his third action, since we were not going to do trade that turn. He made a post showing his new action.
>>1122799
Territory: 39
Population:19 (+3/turn)
Food: 1
Currency: 10 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Avernus
Military: 1 Exemplars
Tech: Bronzeworking, Scouting I, Boating I, Fishing I, Economy I
Magic: Earth I
Ongoing: Boating II (4/6)
Resources: [Bronze: 5] [Stone: 5] [Wood: 4]
Eccentricities:
[Sacred Grove]: While the Machaka are very hesitant to venture inland, they will fight with extreme fervor to protect what they have.
[All-Terrain Training]: While the training the Machakan military goes through is intense and time consuming, their specialized training lets them traverse all kinds of terrain with ease. (Bonus to military movement.)

>continue boating II research

>Try to find these two mysterious figures

>send an enslaved pop to Aithlin for infantry I.>>1122795
"Those who seeked out to debase our currency and disrupt the process of unification towards the one true path will have their "contributions" to the great ascension decided for them. They will learn the bonds of servitude for us from the feathered elves. We will all gain from the knowledge that they are willing to share with us."
>>
>>1117568
"We are farmers not hunters, and we are more interested in your unique construction techniques. This is our counter offer."


>Construction I, Equus Plow I for Writing and Economy
>Trade Route
>Introductions to southern nations
>Right to educate privileged students at the Academy
>>
>>1122871
Sorry I was caught up with work and stuff, What do I owe you?
>>
Rolled 100, 71 = 171 (2d100)

[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: 39
Population: 41 (+3/turn)
Food: 5 (1 Base, 2 farm at +2 each)
Currency: 45 (+7/turn)
Industry: 6
Structures: Government Building, Farm I (2), Library I, Stone Mind I (2), Agriculture I, Grand Academy I
Embassies: Aurean Dominion
Defenses: 1 Walls of Balbyion
Military: 1 Balbyionian Home Guard
Tech: Bronzeworking, Agriculture II, Fortifications I, Masonry I, Bowmanship I, Spears I, horsemanship I, Writing I, Economy I, Boats I, Craftsmanship I, Expansion II, Chariots I, Roads I
Resources:
[Copper: 16] +1/turn
[Stone:25] +2/turn
[Wood: 13] +1/turn
[Equus: 10 (+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.
Trade Route: Aurean Dominion

1. Aid the Elves with our joint Writing research.

Library I, Grand Academy I, Writing I

2. Expand north!

Masonry I, Expansion II, Roads I, Chariots I, Horsemanship I

Reserving third action for possible trade deal
>>
>>1122960

Herbalism I and no prob man I forgot too last time if you remember

>>1122970

OHHHH BABY
>>
>>1122970
Agreed.
>>
>>1122970
>>1122997
3. Trading Writing I and Economy I with Arakos for Construction I and Equus Plows I
>>
Rolled 87 (1d100)

>>1123025
dice
>>
Rolled 48, 92, 83 = 223 (3d100)

>>1122799
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 30 (+2/turn)
Food: 2
Currency: 30 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (3)
Defenses: 1 (Capital City)
Military: 1 (archon ×1.8)
Tech: Bronzeworking, Infantry I, Navy I, Slavery I, Archery I, architecture I, writing I
Magic: Air I, Hope I, Weather II, Flight II, Jetstream 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: weather weaving I [1/6] Flight III [6/8] architecture II [4/6](I traded for basic architecture fair and square)
1. Gib Assur Infantry I
2. Flight III with cassa and heno (born of air)
3. Architecture with cassa (eternal mandate)
>>
Rolled 25, 2, 20 = 47 (3d100)

>>1122799
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Territory: 39
Population: 50(+4/turn)
Food: 1
Currency: 63 (+7/turn -1/turn [riders]=+6)
Industry: 8
Structures: Government Building, Farm I (3), Lumber Mill I (1), Orchard I (1)
Defenses: 1 (Capital)
Military: 1 Glade Guardian, 2.6 Wild Riders
Magic: Flight II
Tech: Bronzeworking, Ecology I, Domestication II, Agriculture I, Archery I, Horsemanship I, Herbalism I, Naval I, Swordsmithing I, Hygiene I, Economics II, Writing I
Resources: [Bronze: 19+1] [Wood: 43+3] [Seeds:18+1] [Equus Herd:18+1] [Hollow Runners [Skirmisher]: 9+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: Agriculture II (3/6)

>Continue Agriculture II Research (Ecology I, Agriculture I, Master Ecologists)

>Research Economics III with Riaetrusqe and Classa (Economics II, Writing I)

>Commune with Nature (Ecology I, Domestication II, Master Ecologists
Still unsure of what great power the forests have to offer, our leader goes on walk-about. Upon finding a large tree with an opening in it. He climbs in and begins to meditate. He feels the embrace of the living wood around him and the sun upon his face, smells the loamy soil and perfumed breeze, tastes the crisp rain and bitter pollen that settles on his lips, hears the songs of birds and the footsteps of beasts as they go about their daily routines and sees the kaleidoscope of leaves, sunbeams, flowers, feathers, scales and fur that pass him by.

So is the +3 currency just from the trade route or also including the benefits of Economics II that I just received?

Also will we need another action to do the second part of the trade or will it passively auto-complete? (Ecology & Hygiene for Armor & Firemaking)
>>
>>1123532
blimey
Spend 9 currency on #2 to avoid catastrophic failure

Spend 1 currency on #3 to get minimum progress
>>
>>1122602
I only sneer at people who claim to be sneer proof.
>>
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>>1116460

From the east comes a fire fairy wearing a lacy outfit including a capelet and a rather nice-looking hat, brandishing a smile on her face and hands holding an open flame and a flower respectively. She smelled of a sugary fragrance rather than the usual scent of smoke associated with her kind, giving off a welcoming presence. "Hi! I've been told that somebody here learned how to manipulate fire! Does anybody know where they are?"
>>
Rolled 63, 79, 14 = 156 (3d100)

[Arakos]
Settlements: Mor'Taris*, Tol'Iralon Outposts: Tol'Anrom, Tol'Larhen, Tol'Margren
Territory: 47
Population (+growth/turn): 62 (+5/turn)
Food: 8.5
Currency: 14 (+0/turn)
Industry: 9
Structures: Warlord's Lodge, Farm I (2), Training Field I, Terraced Farm I, Arakosi Forge II (+3 Ind), Roads I
Defenses: 1 Wooden Walls (Mor'Taris)
Military: 3 Warrior Khal [2.2][Disciplined]
Tech: Bronzeworking, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing I, Horsemanship I
Resources: [Bronze: 14+1/Turn] [Stone: 16+1/Turn] [Wood: 15+1/Turn][Equus: 3+1/Turn]
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: Ironworking 4/10 Forge III 3/8 Drill IV 2/10

1. Siege I 2/4

2. Send Equus Plows and Construction to Balbyion

3. Search for Iron 4/10
>>
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Rolled 9, 2, 1 = 12 (3d10)

The assault on the western outpost of Gynnead Ceadn begins with diplomacy. An offer to surrender and accept the subjugation of Arakos is given to the frogmen. Should they refuse, battle will be joined.

3 Warrior Khal [2.2][Disciplined]
>>
>>1122799
FUCK, sorry guys, Super busy yesteday.
>>
>>1125028
dont worry about it.
>>
>>1125028
We do recommend that you negotiate, since your west and east outposts can be easily captured. If you agree to become part of us, we can work together to unravel the secrets of water and the mind. Let the hobgoblins fight your battles for you and fulfill your own nature as the soul of illuminated water.
>>
Rolled 93, 53, 79 = 225 (3d100)

>>1122799
>>1115758

[Gynnead Ceadn]
Settlement: Harwylk (Saltpan [N], Nymerlead [S], Cirulis [W], Hol'Riedr [E])
Territory: 39
Population: 27 (+3/turn)
Food: 1
Currency: 21(+3/turn)
Industry: 5
Structures: Government Building [First Communion Pool], Farm I (2) Fish Pens (1)
Defenses: 1 (Harwylk)
Military: 1 (Overseer) 1 (Guardian)
Tech: Bronzeworking, Fishing I, Scouting I, Architecture I
Resources: [Bronze: 11] [Wood: 10] [Stone: 9] [Gem: 1] (+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) Under the deep luminescent waters of the spawning pool. the Adjucant begins to sequence a new beast of war, born out of the parts of multiple beasts, it will be capable of assaulting detachments of enemies with utter impunity. its venom strong enough to melt armor, and also given a mental shackle for the Ceadn to control and impart visions of blood and war. (begin the creation of Virwittan, A Coast Giant) (3 rolls for this)
2) In one of the land inlets of the massive Harwylk Reef. A new forge begins its structure on the base of a sunken cave where a suplhur exhaust jutes out of one of its watery caverns. The exhausts provides the cave with an unnatural heat which aids in the tanning of hides and the drying of materials for kindling and fire along with the provision of sulfuric sediments.
3) distributing an assortment of fishing javelins, sharpened axes and daggers We begin to raise a militia force to accompany our deep guardian towards the coastal watchtower of Cirulis, the force is headed by an overseer ready to instill a berserker rage onto the militiamen.
>>
>>1125116
Oh, you live. Good actually, I didn't really want to eat you. I figured you'd dropped. Here's what my terms are

>Give me 15 wealth
>Transfer 1/2 your currency generation rounded up to me every turn
>Open your tech pool to me
>Every few turns I'll give you a mission, usually development, either for yourself or for my own benefit that I expect you to complete asap by dedicating an action to it every turn
>Give me 1 hex
>Accept no other alliances

That's it.
>>
Rolled 89, 43, 31 = 163 (3d100)

>>1125116
1) A massive bellow of the guardian echoes throughout the ocean and as the drumming of the rolling tides keeps its terrible lockstep, one by one, murky figures arise from the tumultuous waters. as a host of the ceadn. with weapons abound in the coast, flanked by a massive creature know as the guardian begins its trek towards the Cirulis watchtower, the overseers begins the task of inducing the Ceadn's host into a warpath through telepathy.
2) The watchtower in Cirulis and Hol'Riedr begins construction of defenses, lining the area with traps and filling the fields with water, the outpost itself is dredge up to consist a moat that pulls water from the ocean itself.
3) The Adjucant, begins the sequencing of mind shackle drones capable of intensifying the psionic capabilities of the Ceadn.
>>
Rolled 2, 99, 53 = 154 (3d100)

>>1122799

With the benefit of more food the people are content, though some worry that there food might be taken from them like long ago, as a result the old guard from the past war begins to teach a new generation the ways of war, let us hope it never comes to pass.

Anul turns out to have a talent for the ways of water as he simply wades out into the water and waits. It's only when a tug from the water does Anul hear the faintest of whispers, seeking not to scare off this new found thing he simply moves along with the current sent forth from the spring. Some of the Elders call out to Anul, but he simply ignores them as he moves with the water and in astonishment the Wise ones watch as the water moves with him! Teslaiec however crows out in triumph for his brother in finding his own power to come into. Of course his tone soon changes when Anul simply sends the water to soak the fiery chieftain.

Anul is tempted to begin looking more into the nuances of this watery magic, yet Teslaiec feels the urge to continue his search none the less and sets off once more on his travels.

At the library in the northern city little progress seems to be made as the wise ones there seem to lack that hidden spark that Anul had brought to them. None the less the assembled parties there adjust their seats, their carving tools and wooden tablets before getting back into it with vigor!
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: 40 (+4/turn)
Food: 3
Currency: 26 (+5/turn)
Industry: 5
Structures: Government Building, Farm I (4), Housing 1[+1pop/turn], Library I[Crest of Horns]
Defenses: 2 (Tolretnac) [Stone Fort, Tolretnac]
Military: 1 (Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics II[+2c/t]->Economics III[5/8], Writing I, Fire Magic I, Water Magic I
Resources: [Stone: 3] [Wood: 4] [Bronze: 6] [Fresh Water Spring Near Swift of Hoof]
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.

>Research into 5/8 [Economics III]
>Search for other places of Power/Could I also look into Water magic or is that a option of itself?
>Train more Outriders
>>
>>1125141
I refuse to acknowledge those terms,

i'll provide you a proposal,
leave now and provide no conflict and there will be no demands from us for this obscene provocation.
Or continue to fight and we will demand :
>15 wealth
>3 pops of hobgoblins.
>>
>>1125340
>>1125116
I spend 1 currency on the bloodlust.
I spend 20 currency on the defences.
>>
>>1124427
The beastfolk of Nomo Rast simply stare blankly at the odd garbed figure while a few sneeze at her scent, however the village elder left in charge simply approaches upon hearing of the stranger. "We know only that there have been travelers of late that speak of Chieftain Teslaiec and some few others learning the craft of the sun itself. If you wish to speak with them it was last heard that the Chieftain had went on a journy himself from Solaraire's Rest. That is all I know." One of the younger beast folk speaks up then, "Grandfather what of the rumors recently?"

"Bah, nothing but hogwash, what would water have to do with anything? It hardly does much but get things wet and makes my bones ache when it rains."

The younger bull holds his ground stepping forward, "Never the less folk have talked about strange things happening near Swift Of Hoof down south, something to do with water and Tesliac's brother, Anul, he might be there and able to direct you Ma'am."
>>
>>1125341
Oh god, spend nine currency so we don't accidently burn down the library please!
>>
>>1125116
You have a makeup turn, faggot :^) Also new thread tomorrow.
>>
>>1125392
New thread under new name/tripcode
>>
Rolled 28, 11, 87 = 126 (3d100)

>>1122799
[Black Feather]
Settlements: Capital: Black Feather, Outposts: Codilia (N), Chelydra (E), Natricinae (W), Basiliscus (S)
Territory: 51
Population (+growth/turn): 70 (+4/turn)
Food: 5
Currency: 22 (+10/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, Economy I, Writing I
Resources: [Copper: 5] [Stone:5 +1/turn] [Wood: 3] [Peat 4 +1/turn] [Crocodiles 6 +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 Clergy (3/4)
The mystery Lizardman and the great beast must have a connection to the Great Spirit. We must prepare to welcome them.
+Writing, +Temple of the Great Spirit
>Send Herbalism I to Aurean Dominion
>>1122985
>Build roads within Black Feather Republic (1/4)
The delay of the internal roads and his work to build the new trade route has lead to the election of the Lizard Tribe Representative as Head Chief.
>>
Rolled 2, 52, 22 = 76 (3d100)

>>1122799
Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 50(+3/turn)
Food: 2
Currency: 62(+5/turn)
Industry: 6
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks [2/4], School [1/4]
Defenses: 1 (Avaros)
Military: 1 (Plaguewarden)
Tech: Bronzeworking, Medicine I, Medicine 2 [4/8] Herbalism 2, Skirmishing I, Mathematics I, Domestication 1, Crossbows 1, Anatomy [3/4]
Resources: [Bronze :19(+1/turn)] [Jungle Herbs: 18(+1/turn)] [Jungle wood: 2(+1/turn)] [Parasaur: 14/+1/turn] [Doctors][Obsidian 9 +2/turn], Medical Equipment I
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.

>ONGOING: City - 5 Turns

Build Docks [2/4] (Parasaurs)

Build School [1/4] (Parasaur)

Complete trade with Black Feather.
>>
>>1125643
>roll nothing but garbage in every quest I'm in
Fucking ridiculous.
>>
>>1125653
You have tons of money. Use some.
>>
>>1125653
a lot of my own rolls were shit.
>>
>>1125643
Don't worry, on average I have mediocre rolls
>>
>>1125643

My advice:
Spend 9 currency on Action 1 to keep it from critfailing, leave #2 and #3 because 3 is pretty much just takes a single success which you have
>>
>>1125341
would you like to make a trade deal?
>fire magic I, Water magic I
>earth magic I, tech of your choice
>>
>>1125643
9 Currency on Docks.
>>
>>1125716
Creating the Avatar
>>
>>1125745
well if your great spirit is that of light then we could probably actually do it.
>>
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>>1125786
What color are you? I'm Purple, so hopefully near enough for a trade route.
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>>1125859
im the left most nation on the map. salmon colored.
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>>1125871
as an addendum my people have advance boats, good at scouting, and a natural movement bonus so distance is not really an issue.
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>>1125401
>WheelieOP
Literally who are you, tripfag? :P
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>>1125928
Just trying to make it easier for people to find my future games, m8 :^) Have two or three rough ideas already swimming around in mah brain.
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>>1125371

The herald of fire nodded and her firey wings stretched out in a way as to appear burning with a greater intensity. "I can fly there swiftly, but if what you're saying is true, then it's important that I meet him soon, as your Chieftain has stumbled upon something really special that I need to talk to him about. Thank you for your help!" With little more than a bound, the fairy was airborne, gliding southward to seek out Swift of Hoof and find the tribal leader's relative, weary as indicated by the fact that sweat was beading from her forehead.

"I hope I'm not too late..."
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>>1125716
We just discovered this stuff! Also you don't really have much aside from fishing and boating that looks...well all that interesting, I mean don't get me wrong more power to you for going out into the deep blue where the depths try to drown you for even daring to leave........

>>1125970
Though it took less time for traveling between countries the herald would soon find her destination. If she hadn't been so tired she might have missed it from how fast she usually traveled. Nonetheless the herald would soon find a ramshackled collection of huts, tents and other quickly assembled buildings clustered around a central meeting area. Though some ten miles away there lies a small collection of buildings that appear to be in the middle of construction as well...

Landing near the outskirts of the settlement the herald is soon approached by some of the villagers who hail the fiery one with kind waryness, they had heard from Noma Rast of the trade that often went between their peoples but the past is a hard thing to forget. One of the more brave souls steps forth hands resting upon a thick bow.

"Hail, speak your peace stranger. What brings you so far south into our lands and home? Noma Rast usually deals with your people for trade and goods, or is this something more personal?"
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>>1125876
Whoa, what happen to your population, I have 3.5 times more people than you.Also interesting in scouting I for Writing I, but first we should check with Wheelie on the distance.
>>1125955
Hey is Princeps Assur's nation too far for contact?
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>>1126005

Brushing off the dust on her dress and self-cleaning with her body heat, the Herald of Fire gingerly introduced herself to the villagers, taking a moment to judge their abodes as simple yet functional and harmonious with the surrounding environment, something which would probably would have pleased her teacher. "I'm sorry for showing up on such a short notice, but I need to speak to the chieftain, or anyone that can lead me to him! I'm a representative of fire!"
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>>1126060
Not at all
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>>1126064
Sweet. Also sorry again for dropping my builder game since I started it for you to have a little fun as a player.
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>>1126060
I just started a few turns ago.
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>>1126069
Don't worry about it, I'm addicted to running now :^) You're all invited to any future games I host, of course.
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>>1126080

Whatcha got planned? More multi-civ games?

Because I want my dorfs back
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>>1126093
https://www.youtube.com/watch?v=ytWz0qVvBZ0
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>>1126093
What else, faggot? :^) I got someone who wants to help me with them as well.
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>>1126106
The First Kingdom will probably be making an appearance, riding Narwhals :^)
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>>1126110
I don't know if I'll do gnolls, dwarves, or another lizardfolk nation.
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>>1126110
they are nothing compared to my amazing horse.
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>>1126122
Well, Primal doesn't seem to be nearly done yet :^) Also, might do an evo game soon.
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>>1126135
dont do a mass extinction event that randomly kills most of the interesting species.
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>>1126123
Was going to go cheese, but decided to go epic instead.
https://www.youtube.com/watch?v=bO2sYOaW1nI
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>>1126140
Nah, that's stupid.
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>>1126140
A lone ship approaching the shores of your land emerges from the fog. It was a marvelous ship of reeds with firebug lanterns strung about it. On the bow was a Gator Person with an eye patch and several bronze teeth who waves at those ashore.
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>>1126171
The fishermen that are on the shore go out on their boats and escort the strange vessel to the docks. As a show of hospitality, they soon start offering fish, clams, crustaceans, squid, and all other kinds of exotic creatures that reside in the deep.
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Rolled 43, 20, 65 = 128 (3d100)

>>1122799

[Classá]
Territory: 39
Population: 55 (+3/t)
Food: 2
Fire Points: 1
Currency: 105 (+10/t)
Industry: 7
Settlements: Sauna Oasis [Cap], Ugnis [Out], Nar [Out], Fuego [Out], Brasa [Vil]
Structures: {Sauna Oasis Def. 1 | Glass Palace, Farm I x2, Beacon I, Glass Workshop I x2, Library I}
Trade: {Riaetrusqe, +3c/t, +1Fd} {Heno +1c/t}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire II, Flight II
Tech: Bronzeworking, Glassworking I, Armor I, Firemaking I, Economics II, Writing I, Architecture I, Mathematics II
Resources: [Bronze: 17+1/t] [Stone: 13+1/t] [Wood: 12+1/t] [Glass: 18+2/t] [Sand: 16+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)
[Library I]
[Writing I]

>>1123532
>>1125341

Oh dear, it seemed like the people of the plains were making good progress initially. Some of us have to be making progress!? (5/8)
>2.
[Primal Fire II]
[Firemaking I]
[Architecture I]
[Mathematics II]
[Burning]
[Glass: 1]
[Sand: 1]
While we wait for the Herald of Fire's interactions with the Riaetrusqe Tribes, we should put our own knowledge into practice by setting up a proper building to contain another beacon to support more fire-based life. Hopefully our new information will make setting it up both easier and more efficient.
>3.
<Sending [Armor I] and [Firemaking I] to the Henoan Conclave!>
(Note: You have to send [Ecology I]/[Hygiene I]/[Domestication II]/[Herbalism I] yourself using actions!)
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>>1126061
I am currently too drunk now because of idiot coworkers to properly set out all the detials needs to acutally tpye this encounter out, will do either in the morthing or when i not so spinny, sirry fire princess fairy girl, yiyu cano go bed if you need
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>>1126350

It's okay. Hope you get good rest; they say depending on your body mass, it can take up to six hours for a person to get from drunk to completely sober!
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>>1126226
"Tasty," said the captain. "Can't find grub like this at home. I might find a cook husband here." The crew laughs. "Too bad y'all are too small for such a thing. Someone wake up the priest so he can start doing his business."
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New thread in a few hours hopefully. Busy day.
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>>1127669
They explain that you are in luck. The Princeps has recently arrived, because he is reenacting the path that the prophet had taken when he first spread his divine revelations. An Exemplar guard invites you to join the ceremony and take an honored role in the proceedings.
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>>1127840
https://www.youtube.com/watch?v=rcjpags7JT8
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New Thread:
>>1128599




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