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[Aurean Dominion]
The Dominion's ironsmithing efforts progress, though the elves prove no help in the research agreement. Under the helping hand of Droc, the Aurean Dominion begins to increase it's magic power [2/6].

[Machaka]
The Machakan people become better boatsmen [Boating III], and the figures are found, the tall one chasing the little one (Feel free to RP]. One of the Machakan people is sent to live amongst the Feathered Empire as a slave [-1 pop].

[Balbyionia]
To account for the Aurean Dominion's failures, the scribes of King Balthazar work overtime [Writing III]! The Kingdom expands north [+4 hex], and the knowledge is sent to Arakos.

[Feathered Empire]
Better Infantry training methods are sent to Machaka, while better methods of flight begin research [4/8] and better architectural principles are studied with the fire fairies [Architecture II].

[Henoan Conclave]
Agricultural research progresses slowly [4/6]. The Conclave's experiments into new ways to improve their economy end up nowhere, and the Conclave's leader goes meditating [1/4].

[Arakos]
The hobgoblins research into basic siege technology bears fruit [Siege I], while the technologies are sent to Balbyion. The search for iron stalls, but is nearly done. [shouldn't be /10, my fault.]

[Gynnead Ceadn]
>Addendum: Add [Guardian to military [1x (-1 food, -1 currency/turn)]
Seeming to sense the need for a better defense, the spawning pool spits out a Virwittan. However, the lack of food makes training it impossible [Once you acquire enough food, the Virwittan will be added to your army]. The sulfer vent is made useful [2/4], while a quick defense is formed [.5x] and sent to the front. Traps are started in the western outpost, but don't finish in time [2/4]. And finally, the Ceadn start to work on improving their telepathy skills [1/4]
>Your forces have engaged the Arakosi. Roll 3d10 (Gaurdian [1x] Virwattan [1x] Militia [.5x]

[Riaetrusqe]
No economics research is done, though the Riaetrusqe mages have begun studying water magic in greater depth [4/6]. More outriders are trained [1.4x (-2 food, -1 currency)] (List techs/bonuses next time. First and final warning.)
>Event: Riaetrusqe scouts report two tall humanoid figures wandering around- tall and dark skinned, one wears a white gown and looks to be scattering ashes; where she goes, the trees and plants grow thicker. Where the other, in a black dress with shimmering orange trim, walks, fires seem to frequently start, almost out of nowhere.
>Event: A giant crocodile has been spotted in the ocean of Riaetrusqe's southern border, as well as a strange fisherman.

[Black Feather]
The Clergy has been established [Clergy I], but in the excitement, the knowledge of herbalism isn't sent north. However, the roads are finally paved, increasing trade within the Republic [Roads I, +1 currency].

[Butterland]
Though there's no progress on the docks, the school is nearly done [3/4], and the trade is completed (be more specific next time.)
>>
>>1128599
[Classa]
The fairies do indeed make progress (6/8), and another beacon is being built [1/4; -1 stone]. The technologies are sent to the Henoan Collective.
>>
>>1128599
[Machaka]
Boating tech at II
>>
Rolled 31, 61, 71 = 163 (3d100)

[Arakos]
Settlements: Mor'Taris*, Tol'Iralon Outposts: Tol'Anrom, Tol'Larhen, Tol'Margren
Territory: 47
Population (+growth/turn): 67 (+5/turn)
Food: 8.5
Currency: 15 (+1/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, Siege I, Writing I, Economics I
Resources: [Bronze: 15+1/Turn] [Stone: 17+1/Turn] [Wood: 16+1/Turn][Equus: 4+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. Create Trade Route to Machaka

2. Create Trade Route to Balbyion

3. Search for Iron
>>
[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: 39
Population: 44 (+3/turn)
Food: 5 (1 Base, 2 farm at +2 each)
Currency: 54 (+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 III, Economy I, Boats I, Craftsmanship I, Expansion II, Chariots I, Roads I, Construction I, Equus Plow I
Resources:
[Copper: 17] +1/turn
[Stone:27] +2/turn
[Wood: 14] +1/turn
[Equus: 11 (+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
Stat Post
>>
Rolled 2, 5, 4 = 11 (3d10)

With the western outpost of the Ceadn secure the army continues pushing west toward the Ceadn's other outposts and their capitol. On the way there they finally meet resistance in the form of the frogmen's army. The Khal'a readies itself for battle, taking their formations in a dense shield wall bristling with swords and spears. To the steady beat of war drums they march forward. Harumph. Harumph. Harumph.
>>
>>1128738
3 Warrior Khal [2.2][Disciplined]
>>
Rolled 46, 86, 10 = 142 (3d100)

>>1128732
1. Create a Trade Route to Arakos

2. Expand North some more. The new Construction Techniques from Arakos will come in handy.

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

3. Study Diplomatic Cham. Our poets and writers sometimes lend useful insight on how to tactfully approach and negotiate with even the most hostile people.

Buildings: Grand Academy I, Library I
Tech: Writing III
>>
Rolled 13, 53, 74 = 140 (3d100)

>>1128599
Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 53(+3/turn)
Food: 2
Currency: 58(+5/turn)
Industry: 6
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks [2/4], School [3/4]
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], Boat 1
Resources: [Bronze :20(+1/turn)] [Jungle Herbs: 19(+1/turn)] [Jungle wood: 3(+1/turn)] [Parasaur: 15/+1/turn] [Doctors][Obsidian 11 +2/turn], Medical Equipment I
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive 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 - 4 Turns

Build School. [3/4] (Parasaurs)

Build Dock [1/4] (Parasaur)

Anatomy [3/4] [Natural Healers]
>>
>>1128815
Can I ask how much Parasaur affect construction rolls?
>>
Princeps Assur, hearing that the strange figures have been found, went out at once to see them personally. As he stealthily grew closer, he felt as if the same soul had become split, as if one entity had decided to become its own worse enemy, as if one brother had killed another, so many as ifs that it brought Assur to his knees in pain.
>>
>>1128824
Slightly. You're using them as tech.
>>
>>1128815
7 Currency to finish School.
>>
>>1128835

How much of a plus are techs?
>>
>>1128869
+2 each level, but that might change soon.
>>
Rolled 95, 77, 77 = 249 (3d100)

>>1127978
>>1128825
The Priest of the Great Spirit meets with the Princeps holding papers with symbols on them. The current teachings of the Great Spirit was upon them.
>>1128599
[Black Feather]
Settlements: Capital: Black Feather, Outposts: Codilia (N), Chelydra (E), Natricinae (W), Basiliscus (S)
Territory: 51
Population (+growth/turn): 74 (+4/turn)
Food: 5
Currency: 13 (+11/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, Medicine I, Boats II, Economy I, Writing I, Clergy I, Roads I
Resources: [Copper: 5] [Stone:6 +1/turn] [Wood: 3] [Peat 5 +1/turn] [Crocodiles 7 +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.
>Send Herbalism to Aurean Dominion
+5 Currency
>Send Writing I to Machaka
+5 Currency
>Send the Clergy to Convert people of the Aurean Dominion
+Clergy I, Writing I,+10 currency
The priests of the Great Spirit use the writing of the elves to copy down the basic teachings of the Great Spirit. Harmonize with Nature, bury old grudges, and all are equal in the eyes of the Great Spirit.
>>
>>1128900
We thank you for allowing us to learn of the great spirit and giving us the means of transcribing events. Even though effectively you dropped a stack of paper on me while I was having a seizure. We can guarantee that will be the first thing we will record.
>>
>>1128825
A hint- they're probably too busy to notice you unless you actively make yourself known.
>>
>>1129005
Fighting off the pain. Assur quickly gets back on his feet and recomposes himself. Ashamed that his will had broke so quickly, he resolutely strode forward and shouted "THE SOUL OF EARTH THAT IS IN SCHISM, ANSWER ME WHY HAVE YOU COME HERE!?"
>>
>>1128958
"I can feel your deep connection to the Great Spirit. I believe you will help bring us closer to unity."
>>
>>1129158
Yes, we can feel your great spirit reaching out to us from you. It is... a strange feeling to say the least. It occludes the soul like how the soul occludes the face. Hiding what your true nature is and only showing its desire for unity.
>>
Rolled 65, 76, 53 = 194 (3d100)

>>1128599
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Trade Routes: [Classa]
Territory: 39
Population: 54(+4/turn)
Food: 1
Currency: 69 (+6/turn)
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
Tech: Bronzeworking, Ecology I, Domestication II, Agriculture I, Archery I, Horsemanship I, Herbalism I, Naval I, Flight II, Swordsmithing I, Hygiene I, Economics II, Writing I
Resources: [Bronze: 20+1] [Wood: 46+3] [Seeds:19+1] [Equus Herd:19+1] [Hollow Runners [Skirmisher]: 10+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
Research: Agriculture II (4/6), Commune with Nature (1/4)

>Continue the Meditative Commune with Nature (Ecology I, Domestication II?, Herbalism I, Master Ecologists)
After many days of being in the great tree, the chief has passed through several stages of exhaustion, boredom, restlessness and delirium. However, now he thinks that he is beginning to notice something different. Hidden among all the sensations of the forest life, he senses something else. A pulse, a pattern perhaps. Almost like he can feel the ebb and flow of nature itself as the energy of the universe trades hands and weaves in and out of matter and raw energy. Could this be what he was seeking? The pulse of the natural world? The heartbeat of All Life? Only the stars can say..

>Send [Ecology I]/[Hygiene I] to Classa (Econami II, Trade Route)

>Send [Domestication II]/[Herbalism I] to Classa (Econami II, Trade Route)
Sorry its late Princess. I didn't realize what all was involved.

@WheelieOP can you check to make sure my currency modifier is correct?
I know I get (-1) for my Riders but what does the combined Economics II /and/ Trade Route provide?

Also, what would happen if you got a nat100 for a simple trade?
>>
>>1128599

Two questions:

The first is what is my ironsmithing progress at? It was at 4/10 before.

The second is did I get anything from the research agreement?
>>
>>1129266
Forgot that I spent 10 Currency last turn. Should be:
>Currency: 59(+6/turn)
>>
>>1128900

The fuck is this? I thought we were bros and now your religion's gonna come fuck up my social structure
>>
Rolled 5, 99, 38 = 142 (3d100)

>>1128599
Er, I don't know all the bonuses that come with my tech, no one explained that and I never saw a pastebin of the rules. Care to explain what all does what then? I can only learn so much from observing others.

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: 44 (+4/turn)
Food: 1
Currency: 24 (+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->1.4?(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->Water Magic II 4/6
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]
>Investigate the strange crocodile; is it something worth a hunt or does it speak?
>Teslaiec goes to investigate the strangers who seem to have some aspect of fire to them...


>>1126061
The villager frowns in thought before motioning to where you had seen the collection of construction around a spring from before. "The chieftain and his brother both traveled to strange springs they had found. Though I think the chieftain has already left you can no doubt find his brother there still. He sometimes comes with others to enjoy the market and helps with the hunts."
>>
>>1129418
Oh you're bros, alright. Brothers in faith that is. Enjoy your fantasy islam
>>
>>1129418
Doesn't have to. Not if you relabel your slaves as non peoples.
>>
>>1129471

Hmm, alright. No inciting rebellion, though :)
>>
>>1129483
Definitely not my goal, but I am not against making your people adjust their viewpoints in order to reinforce both the practice of slavery and their religious beliefs (Cognitive Dissonance for the Win)
>>
>>1128900
you forgot to add your water magic to the tech you know.
>>
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>>1129449

"Thank you! Oh, I'm terribly, terribly late!" The herald of spring hurried to the spring as quickly as her legs could take her, nearly tripping twice along the way before stopping ahead of the spring. It was clear and cool, the latter picked up from conjecture as it obviously was not steaming hot like she herself was used to. Feeling an odd sense of reverence, along with one of foreboding and panic, the fire herald paced around looking for other individuals, both hands holding the flower to the point she risked bruising its stem. "Hello? Is anybody here?"
>>
>>1129548
Shit thanks, Here's a gif that will make you question what that monster was really attacking with.
>>
>>1129586
As the herald approached she would find that the workers there seem to pause in their building while a few old and wrinkly looking beastfolk begin to crowd around from the tents that made up their lodging. However before the elders could speak there is a wild canter of steps as a much younger centaur, hardly an adult yet, comes forth. "Greetings! I am Anul and leader of this small group here, what do you wish f-" Midway through speaking Anul pauses as his eyes seem to stare off into the distance, he shortly returns to look at the herald closer, "You're much like my brother...though judging by your outfit that much might have been obvious in hindsight, what do you need friend flame?"
>>
>>1129617
as an addendum to the sacred scriptures you are sending us, will you also share the divine magic that has been revealed to you. We are also willing to share our own revelations shown by the sacred grove.
>water magic I for earth magic I
>>
It would help bring unity to our people by working towards the greater truth.
>>
>>1129787

The chieftain's brother was quite handsome— but that was not why the herald was here, for she had most important information to deliver, though unfortunately she wasn't really aware of what to call the brother of a chieftain, if there was any title to be given. "Hello there- ...Anul, I'm a herald of fire, sent by somebody very important to look for the chieftain, who I heard learned how to control fire as well! Do you know where he could have possibly gone?"
>>
>>1129881
>>1129876
"Through the elements we will grow our connection to the Great Spirit. I believe the day of contact is soon."
>>
>>1130004
We believe that in order to make full communion with the great spirit, we must mend the schism that has torn each element of the world asunder. If we were to make a pact, that we would agree to become a mirror to another. We can mend this tear in the world and have the power to call forth the great spirit and achieve ascension.

>Agreement to pick opposing ancients and magic paths
>>
>>1129971
Anul simply rubs at his face in thought as he begins to talk aloud, "Well Teslaiec had been interested in finding other places of power he called them, he had thought that the Sun had wanted him to find a certain place aside from the spring here. I managed to help the elders with discovering the secrets of water actually." Anul canters in place looking quite proud of himself before looking up at the shining star in the sky before nodding. "I'm not quite sure, but when I look to the sun, I feel that Teslaiec ventured towards the capital Tolretnac. You say you have experiance with the flame..." Looking back towards the other elders Anul steps closer to the herald, "If you could maybe help my brother in arms, I would be indebted to you, he underwent a rite for his clan for leadership, and he came back differently...he's almost pale as a ghost and his mane shifts even when there is no wind in the air."
>>
>>1129105
At the Princep's yell, the large, rock man stops mid boulder hurl, and peers down at him; dust showers from his features as he curls his mouth into a sneer. "/THAT/ is not the earth. He has no respect for it, no care. only uses it, without thinking."

>>1129267
My bad, 7/10.
And which research agreement?

>>1129449
When you take an action, include any technologies/bonuses that may help it along. Also when recruiting military, list any military tech you want to equip them with.
>>
>>1130285

The one with Balbyonia that he got a 100 on
>>
>>1130296
You get the tech as well
>>
>>1130234

"Sun"... the herald was in thought for a moment before snapping back to the matter at hand."Oh, you can manipulate water? I- should probably get going, but a short demonstration of your abilities wouldn't hurt."

The fairy took out a pocket of ash and spread it on the bruised flower she held before setting it onto the ground. "Go ahead, use your water on it!"
>>
>>1130285
"While he may not be of the earth, does not the earth give him power and through this power shape him into his destined role? A man is determined by his environment and the more savage and untamed it is, the more power it allows man to attain once conquered."
>>
Rolled 24, 66, 51 = 141 (3d100)

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich -Town), (Nathalum, Ael'wyn, Silvanar - Outposts)
Territory: 39
Population (+growth/turn): 53 (+3/turn) (+1 in 2 turn(s))
Food: 3.5
Currency: 50 (+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 III, Masonry I, Horsemanship I
Resources: [Bronze: 19 (+1/turn)] [Gems: 31 (+2/turn)] [Wood: 37 (+3/turn)] [Stone: 17 (+2/turn)] [Iron: 10 (+2/turn)] [Equus: 4 (+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 (7/10), Enlightened Earth Magic II (2/6)

Actions:
1. We should finish our ironworking efforts soon. Continue with your work, making sure to write things down using our new and improved writing system as well. (+Craftsmanship I) (+Enlightened Earth Magic I) (+Writing III) (+Bronzeworking)
2. We should also continue to improve our earth magics, consulting Droc along the way. (+Writing III) (+Tutelage of Droc) (+Enlightened Earth Magic I)
3. Construct another farm, this time using our newfound magic and technology to make things much easier. (+Craftsmanship I) (+Enlightened Earth Magic I) (+Masonry I) (+Domestication I) (+Equus for labor) (+Slave Labor)
>>
>>1130440

Ironworking is at 7/10
Enlightened Earth Magic is at 2/6
>>
>>1130285
Alright, but a rules list do you have something that actually explains what all applies to what or am i just supposed to know? I don't know what bonuses would help with what for example

>>1130327
Anul simply stares at the fairy for a moment at the rapid change in topic but shrugs before uncorking a skin of water. With a flicking motion of his wrist that simply flows a stream of water flies through the air to sink into the dirt itself. "The best thing I've found so far is if you move with the water you'll have a better time of it, though it's give and take really, sometimes..." At that moment the skin suddenly jerks and the water splashes messily around missing the mound of dirt as it splatters both fairy and centaur. "It does it's own thing at times, still you will look into my brother, to insure he is alright?"
>>
>>1130517
Currency and resources are 1:1 tech is +2/lvl to rolls mil tech is +.2 to strength the only thing I don't know is buildings but I think they're 5/lvl
>>
>>1130386
At the question, the giant earth-man sneers again. "The earth is not simply something to be /used/. It is something that should be /respected/" With that, he turns and continues his quarrel with the smaller figure.
>>
>>1130567
So what would have helped or applied in the first place then? The library? Maybe the bronzeworking and archery techs for the military?
>>
>>1130517

Mixed with the water and life-giving ashes, the flower rapidly began to regenerate itself, growing from a beaten, wilted state to regaining its roots from the base it was plucked, even sprouting a couple branches from which more flowers came, the herald smiling and picking the plant up once again. "That's the beauty of fire; the ability to create and energize, and I suppose water is naturally about supporting life as well, naturally!" In response to Anul's query, she nodded.

"It's what I was sent to do, and the demonstration we just did was supposed to be seen by him, but now I'm pretty late, and rather tired. I'm sorry if this is a bit much to ask, but can you show me the way to Tolretnac?" The herald stretched out her arms and yawned, her fiery wings notably appearing small and subdued behind her.
>>
>>1130624
Anul nods at that before noting the herald's fatigued state. Snorting in a rather horselike manner the stallion simply reaches over and lifts the smaller one up onto his back. There is a gasp from among the populace at the Springs at the brazen move yet Anul pays no mind to it. "Very well, I will carry you there as you need to save your strength, though I would love to hear more of these tales of fire's grace. I would have thought water be the one meant for giving life, since you need it to live." With that the duo soon start to make tracks heading further north to the capital city of Riaetrusqe hopefully they would be able to catch up with the cheiftain soon enough ...
>>
>>1130578
Assur figuring that the smaller figure would be more amiable to his views, set out to reach him. He had to dodge the occasional boulder, but his extensive training let him avoid them with ease. Once he reached a distance to where he could speak and not be smashed in the crossfire, assur asked his question "explain to me, your opponent acts as though he is the earth itself. How do you have the strength to attempt to subjugate the world and achieve ascension?"
>>
Rolled 44, 1, 88 = 133 (3d100)

>>1128599

[Classá]
Territory: 39
Population: 58 (+3/t)
Food: 2
Fire Points: 1
Currency: 115 (+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 III
Tech: Bronzeworking, Glassworking I, Armor I, Firemaking I, Economics II, Writing I, Architecture II, Mathematics II
Resources: [Bronze: 18+1/t] [Stone: 13+1/t] [Wood: 12+1/t] [Glass: 20+2/t] [Sand: 17+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]
Oh no...should we be doing something with the centaur? They're using that money all wrong-like and it's going to flub things up- think of something, fast! (6/8)
>2.
[Primal Fire II]
[Firemaking I]
[Architecture II]
[Mathematics II]
[Burning]
Thanks to the Feathered Empire, we can make the new beacon even greater and prettier than before, something to make the civilized peoples admire us! Th- they will like it, yes? No, of course they will! (1/4)
>3.
[Flight III]
[Economics II]
[Writing I]
Our range has extended to the point that we can now fly from as far as here to the Feathered Empire! Oh, bring back souvenirs so I can see what their culture and art is like! Expand our trade to them!
>>
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>>1128815

>Feathered Empire, before you forget, you got [Flight III]! As do you too, Heno!

Ignoring the sounds of glass exploding and shrieks in the distance as they got to their mission, the fairies traveled miles to where Ambassador Saccharine had purportedly made his flight, gazing in awe at the beauty of the world down below them as they took in the vast fields of verdant green, rivers whose current moved faster than could be seen by the eye and tropical forests containing trees taller than the largest towers of their home, all seemingly no larger than an elaborately detailed model against positioned a green screen- I mean, small like the grains of sand in a desert. Up ahead they came across a group of structures orbited by tall, gliding figures, which they descended upon thinking to be their possible destination, further attracted with what appeared to be some type of mounting spewing heat up ahead.

https://www.youtube.com/watch?v=IcEjuHH3rCA

Before the flying men of Avarosi landed a somewhat short, or young woman whose wings seemed to be surrounded in flame, though her expression was otherwise friendly. Her cohorts resembled herself in appearance, though shorter and child-like in figure, carrying large glass objects in their arms. "Hello! Is this the Feathered Empire? We're Clausae, and we've come to trade with you!" Cendrillion stood in front of a crowd whose expression she was all together unsure of, her smile fading into a somewhat nervous frown.

"Is there someone specific I should be talking to? Should we have used the front gate?"
>>
>>1128599
Flight was already 6/8 compleate.
>>
Rolled 28, 14, 8 = 50 (3d100)

>>1128599
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 32 (+2/turn)
Food: 2
Currency: 34 (+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 II, writing I
Magic: Air I, Hope I, Weather II, Flight III, 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. I've still gotta finish architecture III with classa
2. Weather weaving (born of air, eternal mandate)
3. Put all this weather manipulation and slave labor to work on our farms.
>>
>>1131742
Mones:
1.0
2.16
3.12
Total:28
Remainder:11
>>
>>1131762
Sorry, remainder should be 6
>>
>>1128815
The aelves try again to treat with the avarosi, perhaps they would accept their roles in a different way. Those that fly are leaders, they are of the air, across which all orders are given. Just as those of the earth are to grow farms and mine ore, or those of fire find their hands at cooking or smelting. It is of the air to speak, and be heard. Surely you can see this?
>>1131404
And by sheer luck, those of both fire and air have already arrived at this place. Fair tidings to yo-" Saccharine shoves the other aelves aside, "Is the princess with you? No, that'd be stupid. Sorry for my outburst."
>>
Rolled 81, 90, 97 = 268 (3d100)

>>1128599

[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), 1 (Virwattan [Untrained])
Tech: Bronzeworking, Fishing I, Scouting I, Architecture I
Resources: [Bronze: 12] [Wood: 11] [Stone: 10] [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) continue the production of the sunken forge.
2) Learn about the economics.
3) Start the creation of a transport ship.
>>
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Nation Name: The Underhold
Race(s): Humans
Color: Dark Grey
Fluff: the vampires caught and enslaved humans to do their bidding and be as cattle to them, slaves to bed worked and fed upon. they made the fatal error of teaching these slaves how to mine, how to build machines of labor, and how to use them. in secret the humans gathered supplies and dug hidden tunnels beneath the mountain, gathering in numbers and strength and building devices to combat the vampires. they ambushed the vampires, defeating their superior speed, flight, and strength through the use of armored wagons and ballistae which launched large iron spears directly at their vulnerable hearts and cutting up their wings with crossbows fired from ports on the sides of their wagons, hiding from their terrible claws and arrows from the sky under the iron plating of their war wagons. they killed the Vampire lord and now free of Vampiric rule the humans now live in Underhold, where their great uprising began, and choose mine and work for themselves from now on.
location: Gastermonte
>>
Rolled 6, 6, 3 = 15 (3d10)

>>1132104
>>1132104
A dark veneer drapes around the Cirulis shore as sullen clouds coalesces above, sapping the once crystalline sea of color and vibrancy.
The Raging scorn of the Harwlyk sea pounce constantly upon the land. Crashing waves marches lockstep with the drudgery of the Ceadn host as it marches towards the lone stone structure sitting atop a hill. the now shimmering patter of the falling rain hides the frantic footsteps of sentries rushing to muster any kind of defense. the palisade itself could be brought down by any sizable gale, but its utility is secondary to the brief uptick in morale it inspired on the Overseer, directing the forlorn militia towards the red glare of the eastern horizon.
The eastern marches echoes with the grudging clang of bronze and the bellows of beings hungry for conflict. A trail of smoke and soot follows a war-maddened throng promising the coming of a metal bulwark set alight but a sea of torches and bronzite spears. the harsh speeches of hobgoblins can be heard through the landscape, a species predicated in war. nothing more than savages but what kind of race is threatened by savages, its people harassed by savages, its fate dictated by savages, Its uninvited existence is an offence ..... a deadly offence... but to whom.

No life moves, no birds chirp, no light stirs. The land sits still, cold in anticipation with only the rain disturbing its grimly calm. The water seeps through the soil failing to quench the thirst of the land. it was asking for something more, something thicker, something redder. War is nigh, the fields will bear witness to blood, and the land will drink aplenty.

I put the faith on the dice
>>
>>1132104
whoops, forgot to update the the lost of currency.
[Gynnead Ceadn]
Settlement: Harwylk (Saltpan [N], Nymerlead [S], Cirulis [W], Hol'Riedr [E])
Territory: 39
Population: 30 (+3/turn)
Food: 1
Currency: 2(+2/turn)
Industry: 5
Structures: Government Building [First Communion Pool], Farm I (2) Fish Pens (1)
Defenses: 1 (Harwylk)
Military: 1 (Overseer) 1 (Guardian), 1 (Virwattan [Untrained])
Tech: Bronzeworking, Fishing I, Scouting I, Architecture I
Resources: [Bronze: 12] [Wood: 11] [Stone: 10] [Gem: 2] (+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.

>On going projects.
Telepathy improvements [1/4]
Sunken Forge [2/4]
>>
Rolled 63, 2, 2 = 67 (3d100)

Nation Name: Machaka
Race(s): (human)
Color: (Salmon)
Settlements: (Player-named capital: Avernus) (Player-Named outpost: Azen(w), Azil(n), Aza(s), Saeps(e))
Territory: 39
Population 21(+3/turn):
Food: 1
Currency: 14 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Avernus)
Military: 1 ( Exemplars)
Tech: Bronzeworking, Scouting I, Boating II, Fishing I, Economy I
Magic: Earth I
Ongoing:
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.)

>Build a grand shipyard
(boating II, Fishing I, Economy I, Earth I)

>give Earth I for Water I and Writing I >>1130004
(economy I, Boating II)

>save third action for primal vs enlightened allegiance response.
>>
>>1132471
My people love flirting with disaster, at least they are taking the suffering and adversity part to heart.
>>
>>1131404
"That would be me. It is usually considered proper manners to use the front door, as opposed to just walking, or flying, into a stranger's home. But you don't seem to be here to cause trouble, so we won't hold it against you."
The crowd parts as an elderly man, hair and beard white as snow from age, makes his way through the streets.
"And I'm afraid you've made a mistake. We are the Avarosi, though we welcome you all the same.

>>1131804
The old man, Gryth, shakes his head solemnly.
"No. It is our belief that we must choose and make our own paths. No one can choose for you, nor are you born into one. We are culturally a people of healing, but that does not mean we expect our children to follow the paths we have taken. They can choose to be healers, of course, or they can be builders, artisans, cooks, or even warriors. The path we each take is one of our own choosing, and even though we might not always agree with it, we accept it. Flyers we're not born to rule, those of the earth were not born to dig, and those of fire are not born to forge. We are all born to live and to make our own choices."
>>
>>1132471
You forgot Scouting I, also I think you can only send one tech at a time.
>>
>>1132607
You demean yourself, but it is not upon me to press you. Perhaps it is for you to teach others their own place. I do urge you, either way, to never find yourself held. Such a thing must never be possible for a being of air.
>>
>>1131804

Cendrillion glanced at the Feathered official, remembering him from the earlier flight demonstrations he performed in the woods. "Lord Saccharine, it's you! We're on our way to Easterport to start a massive trade route on the Princess's orders, and if this place isn't it, it must be /really/ far away."

>>1132607

"People of healing?" The fire fairy had realized that their nation had mixed up stories of people who flew with the power of healing with the then unknown Feathered Empire. "You... I've heard stories about this city, they say you know how to manipulate life!

Sorry, I should probably introduce myself. I'm Cendrillion, a trade official from the Principality of Clausae, and we come from the desert where few things live, something my friends want to change! I've always wanted to be a healer, but beyond a few tricks we learned from our neighbors in the forest, it's only just trivia to us. Did you know that disease is an invisible object that you can pick up on your hands? I mean, /we/ don't really get sick ourselves*, but if you think your hands are diseased, wash them in hot water!"

*Fire Fairies have an much higher body temperature than the average living being, preventing them from getting fevers and making them an unsuitable vessel for most versions of the common cold and flu.
>>
>>1133295
its two techs. and ill add scouting as an addendum.
>>
>>1132471
add scouting I to the trade deal to give to black feather.
>>
>>1128900
Didn't know I could send two techs at a time, so make that Writing I and Water Magic I
>>
>>1133562
Thanks for the edit, but I have a feeling it isn't reaching me.
>>
>>1133596
I'll spend however many turns it takes to get it to you.
>>
>>1133529
>Sorry, I should probably introduce myself. I'm Cendrillion, a trade official from the Principality of Clausae
"And I am Gryth, of the Avarosi, in case you had any doubts." The old man chuckles to himself, and takes a breath before continuing.
>"You... I've heard stories about this city, they say you know how to manipulate life!
"I don't know if I'd say we 'manipulate' life, perhaps 'preserve' would be a better term."
>I've always wanted to be a healer
Gryth smiles, like only an old man can.
"Ah, wonderful to hear. We are always willing to teach others in the art of healing, so long as do not plan to use our gifts with ill intent."
>Did you know that disease is an invisible object that you can pick up on your hands? I mean, /we/ don't really get sick ourselves*, but if you think your hands are diseased, wash them in hot water!"
"That's not entirely accurate, child. While you can't see the things that make you sick normally, it doesn't mean they are invisible; they are simply too small to see. Sadly, we have yet to progress to a point where we can see them ourselves, but perhaps one day we can."

>>1133380
"You have your ways as we have ours, and we must each walk the path we choose as we each see fit. And while we have no intent to rule over others, neither do we intend to be ruled over. But then again, I doubt few people who are intended for that result."
>>
>>1130715
Still dodging boulders, the short, rust colored figure laughs at the question. "Oh, old Zhremar is. He's been around for a long while, longer than any of us. But I've been here a long time too, and have learned things. I can teach ya, if ya want."
>>
>>1133901
"We would be honored to learn how to master the world and through its power, ourselves."
>>
>>1132113
Why not, I'll get you statted with the turn update.
>>
>>1133692

"We're always looking for more information to make our home a more civilized place! But, we can teach you things too!" The fire fairy turned to the Flying Empire's envoy. "Lord Saccharine! These flying people need to be taught how to fly properly, can you teach them how to fly the same way you taught us? It would increase their range so they can fly across the river and help teach us about medicine!"

>Offer: [Flight III] and [Mathematics II] for [Medicine II] and research Agreement [Medicine III] and Research Agreement [Mathematics III]

Furthermore, Cendrillion noticed a bunch of black tools sitting on the desktop of a stand. "Hey, this black stuff: it's glass! We know how to work with glass in order to shape it into useful objects, and we can teach you how too! Where did you get it from, though?"

>Offer: [Writing I] and [Glassworking I] for [Jungle Herbs: 10] and [Medical Equipment I] (Shared)
>>
>>1133529
>>1133692
An "indeed" to each of you.
>>
>>1133967
I would certainly like to get involved in that. The first step to placing them above others spiritually would of course be to place them above physically.
>>
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>Though the Gaurdian and Militia fight valiantly, they are ripped apart by the superiorly trained and equipped Khals of the Hobgoblins. The battle is short and bloody, and by the time it ends, the Arakosi are in control of Gynnead Ceadn's southern outpost.
[Ceadn]
Disband (1 Gaurdian) (1 Militia)
>-1 currency/pop per turn
>>
>>1135453
[Arakos]
Trade routes to Machaka [+1 currency/turn], and Balbyion [+2

currency/turn] are both established, and the Arakosi find iron [Iron:

3 (+1/turn)]!

[Balbyionia]
A trade route is established [+1 currency/turn], and the Kingdom

expands north greatly [+5 hex]. The ways of better diplomacy elude the

Balbyionians, however.

[Butterland]
The school is finally finished [School I], and the docks are nearly

complete [3/4]. Finally, the studies of the Avarosi into basic anatomy

have proven fruitful [Anatomy I].

[Black Feather Tribe]
The trades to the Aurean Dominion and Machaka are sent, while the

members of the clergy are also sent to live with the Dominion. [Missionaries: Roll an extra d100 per turn to see how your missionaries are faring]
>If you could detail your religious beliefs a bit more, that'd be great.

[Henoan Conclave]
>Your currency upkeep appears to be correct
>Immediate trade
Finally, the hours and hours spent meditating, and communing with

nature begin to have an effect on the chief [2/4], while the trades

are sent to the fairies of Classa.

[Riaetrusqe]
Economics research halts as the nation's economy crashes [-4

currency], while the strange crocodile is found and approached (See

event). The strangers are also approached (see event).

[Aurean Dominion]
Ironworking efforts are nearly complete [8/10], and so is better

knowledge of Enlightened Earth magic [4/6]. Another farm is nearly

complete [3/4, -1 stone].

[Classa]
Economics(?) research progresses (7/8), but there's a problem with the

new beacon- it explodes, damaging some nearby homes. They are fixed,

but it is costly [Progress @ 0, -5 currency]. Finally, a massive trade

route to the Feathered Empire is made [+5 currency/turn]!

[Feathered Empire]
>If Classa finished the research as part of an agreement, you did as

well.
Weather Weaving continues [3/6], but the new slaves refuse to work,

until they are whipped. Still, they move slow [1/4] (be sure to list

slaves next time)

[Gynnead Ceadn]
The Sunken Forge is ready for use [Forge I, +1 Industry], and the Ceadn improve their nation's economic power [Economics I, +1 currency/turn]. Knowing of the danger, the Ceadn builders quickly put together a large transport ship [Ships I, Transport Ship].

[Machaka]
A shipyard is underway [2/4, -1 wood], though the traders lose their way in the swamp, and are forced to turn back. Under the strange Ancient, the Machakan people learn how to better their earth magic [Enlightened Earth magic I]!
>>
>>1135459
[NEW NATION-Underhold]
Territory: 39
Population: 10 (+3/turn)
Food: 1
Currency: 3 (+4/turn)
Industry: 6
Structures: Government Building, Farm I (2), Mine I
Defenses: 1 (Capital City)
Military: 1 (Player named unit)
Tech: Bronzeworking, Mining I, Siege I, Armor I
Resources: [Bronze: 5][Wood: 5][Stone: 5](+1/turn each)
Eccentricities:
[War Machines]: If there's one thing the humans of Underhold know, it's siege weaponry. They take longer to build their war machines, but that is only to perfect them to a much higher degree than others do.
[Former Slaves]: The humans of Underhold have only recently earned their freedom, and intend to keep it, gaining a bonus to fighting defensively. However, they know what slavery is like, and are very hesitant to put anyone to the same fate.
>>
>>1135459
Why the fuck is the format like this? Sorry people.
>>
Rolled 62, 98, 42 = 202 (3d100)

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich -Town), (Nathalum, Ael'wyn, Silvanar - Outposts)
Territory: 39
Population (+growth/turn): 56 (+3/turn) (+1 in 1 turn(s))
Food: 3.5
Currency: 60 (+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 III, Masonry I, Horsemanship I
Resources: [Bronze: 20 (+1/turn)] [Gems: 33 (+2/turn)] [Wood: 40 (+3/turn)] [Stone: 19 (+2/turn)] [Iron: 12 (+2/turn)] [Equus: 5 (+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 (8/10), Enlightened Earth Magic II (4/6), Farm (3/4)

Actions:
1. Finish ironworking (+Craftsmanship I) (+Enlightened Earth Magic I) (+Writing III) (+Bronzeworking) (Progress: 8/10)
2. Finish researching Enlightened Earth Magic II (+Writing III) (+Tutelage of Droc) (+Enlightened Earth Magic I) (Progress: 4/6)
3. Finish the farm (+Craftsmanship I) (+Enlightened Earth Magic I) (+Masonry I) (+Domestication I [Equus]) (+Slave Labor) (Progress: 3/4)
>>
>>1135459
[EVENTS-Riaetrusqe]
The huge crocodile is approached, though from a safe distance. When the observers return, they marvel at how well the beast swam, almost in command of the water itself. The Riaetrusqe may be able to learn from the beast- provided they keep it fed and happy.

The ambassadors to the two tall figures are more productive- the one in the white gown introduces herself as Sameda, and she tells the centaur that she was impressed with the tribe's basic command of fire magic, and offers to teach them how to use it, not just as a force for destruction, but for creation and life as well. The other woman snorts when Sameda is mentioned, telling the party that she can teach them the hidden secrets of flame, and make them more powerful than anybody could imagine. Under her, she says, the centaur would be feared, as no other is.
>>
Rolled 89, 13, 44 = 146 (3d100)

>>1135459
Nation Name: Machaka
Race(s): (human)
Color: (Salmon)
Settlements: (Player-named capital: Avernus) (Player-Named outpost: Azen(w), Azil(n), Aza(s), Saeps(e))
Territory: 39
Population 24(+3/turn):
Food: 1
Currency: 18 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Avernus)
Military: 1 ( Exemplars)
Tech: Bronzeworking, Scouting I, Boating II, Fishing I, Economy I, Writing I, Infantry I
Magic: Enlightened Earth I, Water I
Ongoing:shipyard 2/4
Resources: [Bronze: 5] [Stone: 5] [Wood: 3]
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.)

>Build a grand shipyard
(boating II, Fishing I, Economy I, Enlightened Earth I, Water I)
"The seas have provided bounty to our people for countless generations, However we have only built small vessels in order to explore its depths. This shipyard will allow us to master the waves and claim our birthright."

>Build a grand tree Nursery and lumberyard
(Enlightened Earth I, Water I)
"Our land has always been harsh and unforgiving, but due to the wisdom of the ancient and the blackfeather tribe. We now have the capability of changing the land for new challenges and luxuries. The land around Avernus shall become fruitful and will provide the lumbar needed for the ships to claim the sea."

>give Earth I and Scouting I to black feather
(economy I, Boating II, Scouting I, Water I)
"It is with great shame that we failed to navigate the swamps of the blackfeather tribe. In order to master the self we must master the environment around us. Without that, we will become a stagnant and dying people who could never achieve ascension. It is good however that we suffer now and learn rather than flounder at the critical moment of our destiny. Send out the caravans again, This time there will be no failure."
>>
Rolled 90, 58, 29 = 177 (3d100)

[Arakos]
Settlements: Mor'Taris*, Tol'Iralon Outposts: Tol'Anrom, Tol'Larhen, Tol'Margren
Territory: 47
Population (+growth/turn): 72 (+5/turn)
Food: 8.5
Currency: 19 (+4/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, Siege I, Writing I, Economics I
Resources: [Bronze: 16+1/Turn] [Stone: 18+1/Turn] [Wood: 17+1/Turn][Equus: 5+1/Turn][Iron: 3+1/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C
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. Ironworking 4/10

2. Research Primal Strength
[Vykus Aligned]

3. Upgrade Tol'Larhen to a town
[Former Nomads]
[Construction I]
>>
Rolled 16, 14, 27 = 57 (3d100)

>>1135587
Suffering from the back lash of their failed initiative of manipulating the market the Elders pick up their belts once more and begin to better look into the numbers once more, hopefully the recession won't become a depression...prices for some goods such as trade materials go up while food prices seem to reach record lows...

Meanwhile after Anul had safely delivered the Herald to Tolretnac he had been made aware of the sightings of the great crocodile, intrigued by this great beast and it's almost mythical ease of water use he goes south once more to offer food and asks for teaching from the great beast. If nothing else he'll hopefully learn something from observing the beast.

As for Teslaiec he thinks hard upon the decision between both knowing somehow that accepting one rejects the other, the blood shed of the past weighs heavily on the young chieftains shoulders, while learning how to create and heal would help their people sometimes you can't arrive in time to save a life. However, if one were to prevent the cause from happening in the first place...With a solemn nod the Chieftain approaches the stranger of destruction and bows, "Honored Elder please, teach me your ways."

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: 48 (+4/turn)
Food: 0
Currency: 25 (+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->1.4?(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[4/6]
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]
>Offer food and gifts to the great Croc, Anul might be able to learn even more of water from this great beast. [Water Magic I 4/6] -1 food
>Teslaiec considers before accepting the offer of the other seeking power so he might protect his people [Fire Magic I]
>>
>>1135706
Isengard would be proud of you.
>>
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Rolled 2, 6, 3 = 11 (3d10)

3 Warrior Khal [2.2][Disciplined]

The Hobgoblin Khal'a continues its march through Ceadn, capturing towns, villages, and outposts alike on their path toward the capitol. Mercy is granted upon request, but it comes at the cost in valuables. Little is burned or destroyed upon orders from the Khaltans, and it is clear by the treatment of the natives and of their territory that the intent has shifted from a mere punitive raid into a war of conquest. The Arakosi had come to subjugate.
>>
>>1135459
>>1135577

Also, the Aurean Dominion's official stance on the religion:

"We welcome the missionaries from the Black Feather Republic and permit them to carry about their work, with the following caveats:

1. Attempts to undermine the teachings of the Great Cycle (that impure deeds committed in past life is the cause of imperfection, and imperfection must be punished with servitude in order for the soul to be cleansed of it) are highly discouraged.
2. Attempts at inciting rebellion amongst the lower caste will be punished.

As long as those two conditions are met, the missionaries are free to do as they please."

>>1135706

>Ironworking 4/10

Nigger I will ask you again. How can you make ANY progress on ironworking when you only just acquired iron to work with? Gettin real sick of this cheating shit and I'm going to call you out on it every time.
>>
Rolled 2, 91, 18 = 111 (3d100)

>>1135459
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 34 (+2/turn)
Food: 2
Currency: 10 (+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 II, writing I
Magic: Air I, Hope I, Weather II, Flight III, Jetstream I
Resources: [Bronze: 5] [Slaves: 1] [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 [3/6] Farms [1/4]
1. Weather weaving (born of air)
2. Trade route: henoan conclave (Navy I)
3. Trade route: classa (eternal mandate, Navy I)
>>
>>1135706
The soul of steel, lest ye wish to know what it is to war the very sky, I would speak to you of sharing efforts and prizes.
>>
>>1135782
Because that's the progress that was literally given to me by the OP when I was rolling for iron and kept getting progress on ironworking instead of finding iron. Otherwise, here's the tip: I'd be at the EXACT SAME LEVEL if it had been done properly to begin with.
>>
>>1133967
"Ah, that sounds like a fine trade. We must admit, that while we can fly, we aren't very good flyers, as much of our time is spent advancing our knowledge of medicine. As for the 'black glass', we call it Obsidian. We mine it from a nearby volcano. Not exactly the safest place to work, but it does offer a plethora of resources that we've only begun to access."
>Accept Deals


Haven't done much in the way of trading, but can I send everything from my end in one action, or does it have to be one by one?
>>
>>1135714
>With a solemn nod the Chieftain approaches the stranger of destruction and bows
You do realize that Sameda's power can be used offensively too, right? Just perhaps not as powerful
>>
>>1135805
The Hobgoblin women openly laugh at the emissary. The murmur among each other in their guttural language. One nudges the other woman with her arm and make a clearly lewd motion after gesturing to the Elf. They both laugh again. The palisade and gate of Tor'Iralon are guarded by women. There doesn't seem to be many males in sight, and none of those are under arms. Another woman eventually arrives and the two women snap to a rigid posture with a hand on their long-bladed spears and the other pressed to their chests. A brief conversation erupts but it is mostly the newcomer asking questions of the guards. She turns her red eyes to the Elf and frowns.

"If you have come to make threats, know that our sex does not make our blades any less effective. In the interest of peace I will give you one opportunity to speak peacefully; or my command will see how well your kind fly off mountains without their wings." She gestures impatiently for him to get on with it, then raises her opposite hand. It is now that a few other hobgoblins on the palisade look down at the Elf as well, long throwing spears hefted in hand and ready to toss at the drop of the armored woman's hand.
>>
>>1135459
>>1135577
>>1135616
The religion of the Great Spirit
Core Belief: The Great Spirit is connected to all the elements and living things.
Commandments:
1. None shall kill a believer for being another race.
2. The Great Spirit nurtures us, attempt to adapt to the world before trying to alter it.
3. Like the river ideas, coin, and resources should flow.
4. Like the wind, you should speak gently normally and scream like a tempest when rage takes you.
5. Like the earth, you should be a source of new life.
6. Like the flame you shall consume all enemies of the Great Spirit
7. Meditate at dawn and dusk

>>1135782
They might actually alter the religion in time with a reformation.
>>
>>1135887
7 is for light weights. The Machakans meditate unceasingly under all circumstances.
>>
>>1135885
"I do not threaten, only make an observation, you are made for war, so in the end, you will either be our allies, or our enemies. I ask which you would prefer. I do hope you see how we could make things so much easier for you, if you but accept our friendship now." The elf shows the slightest sign of disgust, but mostly her face remains neutral.
>>
>>1135887

K I'm sold

>>1135831

>>1122799, it wasn't ironworking it was finding iron to begin with. Easy to overlook I guess so I forgive but I'm watchin you
>>
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Rolled 24, 64, 33, 90 = 211 (4d100)

>>1135459
>>1135887
[Black Feather]
Settlements: Capital: Black Feather, Outposts: Codilia (N), Chelydra (E), Natricinae (W), Basiliscus (S)
Territory: 51
Population (+growth/turn): 78 (+4/turn)
Food: 5
Currency: 4 (+11/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, Medicine I, Boats II, Economy I, Writing I, Clergy I, Roads I, Water Magic I
Resources: [Copper: 5] [Stone:7 +1/turn] [Wood: 3] [Peat 6 +1/turn] [Crocodiles 8 +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 Treeweaving II
+Treeweaving I, Water Magic I
The new high chief has pushed for a new direction. He paints a picture of villages becoming cities marking the four directions.
>Construct Lumbermill
+Treeweaving I, +Animal Husbandry I
>Build Southern Outpost into a town
+Treeweaving I,+Animal Husbandry I, +20 currency
4th roll is for missionaries
>>
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>>1135587
>>1135714

https://www.youtube.com/watch?v=FARpM7smEGY

Thanking Anul for his service and hoping for future occasions to meet the disciple of water, the Herald of Fire took no pause to hurry towards an area she intrinsically sensed contained a strong presence of fire, meeting up with Sameda before long.

"I'm finally here teacher, and I've brought some materials to demonstrate our abilities to the Chieftain! If he's anything like his brother which brought me here, I think the centaur would make an excellen-" The Herald's words trailed off as she noticed a figure dressed in black standing next to a being who matched Anul's descriptions of Teslaiec.

"Oh no..."
>>
>>1136010
DUN DUN DUUUUUUN!
>>
>>1136017
Should be very fun to watch play out :^)
>>
>>1135978
(90 on the missionaries, so they're having a decent affect)

"The holy word of the Great Spirit has returned written in the language of our elven brothers and sisters. Now we will teach you as you have taught us. And we have learned much."
The missionaries raised their staffs together and a small, dark cloud appeared above them. Light rain fell from it to the ground below. "I am certain that the Great Spirit has taught you much as well."
>>
>>1135887
>Like the river ideas, coin, and resources should flow.
>scream like a tempest when rage takes you.
>Like the flame you shall consume all enemies of the Great Spirit

>Gimme all your stuff
>or I'll REE
>and kill you.
ftfy
>>
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>>1136078
>>
>>1136078
you forgot
>Like the earth, you should be a source of new life.
I.E we are going to culturally enrich you.
>>
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>>1129266

A small, simple skiff approaches the northern outpost of Heno, bearing a flag not seen by the Henoans in decades. From it comes a male in flowing robes and his retinue. He is, surprisingly, an elf, not with wings but with flowing blonde hair and a beautiful face. Could these be the long-lost elves of Aurea? "So this is where the elves of the woods reside, and their fae kin as well. They seem to have done quite well for themselves since the schism, haven't they?"
>>
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Rolled 78, 45, 20 = 143 (3d100)

>>1135459
Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 56(+3/turn)
Food: 2
Currency: 56(+5/turn)
Industry: 6
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks [3/4], School I
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 I, Boat 1
Resources: [Bronze :21(+1/turn)] [Jungle Herbs: 20(+1/turn)] [Jungle wood: 4(+1/turn)] [Parasaur: 16/+1/turn] [Doctors][Obsidian 13 +2/turn], Medical Equipment I
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive 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 - 3 Turns

Finish Docks

Send [Medicine I] [Jungle Herbs: 10] [Medical Equipment I] to Machaka.

Learn Medicine 3 [4/8] [Research Agreement] [Natural Healers, Doctors, Medicine 2]
>>
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Rolled 38, 71, 92 = 201 (3d100)

>>1135459

>>1136107

A single trade action can send up to two technologies at once, though I'm not sure how many resources it can provide. I'll be able to help you with your research once I actually obtain Medicine next turn!

[Classá]
Territory: 39
Population: 61 (+3/t)
Food: 2
Fire Points: 1
Currency: 125 (+15/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} {Feathered +5/c}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire II, Flight III
Tech: Bronzeworking, Architecture II, Armor I, Domestication II, Ecology I, Economics II, Firemaking I, Glassworking I, Herbalism I, Hygiene I, Mathematics II, Writing I
Resources: [Bronze: 19+1/t] [Stone: 14+1/t] [Wood: 13+1/t] [Glass: 22+2/t] [Sand: 18+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.

The Princess of Fire felt rather glum in spite of seeing her nation progress quite significantly in the past year due to interactions with the outside. She couldn't quite put her finger on it, but she felt that she had forgotten something rather important. Nevertheless, the fairy monarch couldn't let these thoughts stop her role as leader, not when her people needed her presence the most. She dusted some of the substance that Saccharine said made her more alluring, and put on a fake smile.

>1.
[New and Exciting] (-10)
[Library I]
[Writing I]
Sameda and one of her students went over to the Riaetrusque Clan in order to teach them how to best use fire. I hope to see their abilities displayed in person one day. But that's not what our focus is; we need to help them square off their economy and fix our own. (7/8)
>2.
[New and Exciting] (-10)
[Architecture II]
[Mathematics II]
[Glassworking I]
[Ecology I]
[Library I]
[Writing I]
The sky healers were a separate nation from the Feathered Empire the entire time? I certainly hope I wasn't giving them the wrong idea with the way I praised them, but it's a good thing that they're both amiable. Nevertheless, we have to work together to make our architectural superiority a reality, as per original agreement: I think I have an idea on how to build magnificent structures without damaging the scenery of the desert! (Architecture III 1/8)
>3.
There's a volcano located in the sky healer's region that makes glass? If I weren't so busy ruling at the moment, I would come over to see it myself.
<Sending [Writing I] and [Glassworking I] to Butterland!>
>>
>>1136246
what is your 1st action for?
>>
>>1136254

Completing the Economics III research agreement between Riaetrusqe, Heno, and Classá.
>>
Rolled 45, 84, 40 = 169 (3d100)

Nation Name: The Underhold
Race(s): Humans
Color: Dark Grey
>>1132113
Territory: 39
Population: 10 (+3/turn)
Food: 1
Currency: 3 (+4/turn)
Industry: 6
Structures: Government Building, Farm I (2), Mine I
Defenses: 1 (Capital City)
Military: 1 (Player named unit)
Tech: Bronzeworking, Mining I, Siege I, Armor I
Resources: [Bronze: 5][Wood: 5][Stone: 5](+1/turn each)
Eccentricities:
[War Machines]: If there's one thing the humans of Underhold know, it's siege weaponry. They take longer to build their war machines, but that is only to perfect them to a much higher degree than others do.
[Former Slaves]: The humans of Underhold have only recently earned their freedom, and intend to keep it, gaining a bonus to fighting defensively. However, they know what slavery is like, and are very hesitant to put anyone to the same fate.
#1 build a one of our digging machines. we used them to dig tunnels to hide from the vampires.
#2 develop crossbows
#3 build an engineering school. we need to teach our children the arts that saved us.
>>
any way i could join in?
>>
>>1135950
The Hobgoblin woman eyes the Elven diplomat suspiciously. She barks an order to the guards without breaking eye contact with the Elf. One of them scurries away and fetches a plain chariot. The ride up to the lodge is bumpy over the rough cobbles, but far easier than trying to navigate a chariot over dirt paths or muddy tracks common in most cities. Past the outskirts of Mor'Taris stone walls replace those of wood and here the majesty of the City of the Mountain is clear. Across the many peaks and slopes of the mountains are homes, fortresses, schools, and other buildings carved from the living rock of the mountain itself. Narrow streets of stone are supported by dozens of lifts that carry person and goods alike up and down the many layers of the city.

"Do not fly," The woman says simply after handing the reins of the chariot off to another woman. "If you do you will be shot like any bird. Few are aware of your arrival. It was a surprise to us." She leads the Elf through a twisting set of stony corridors, steep alleyways, and private lifts to make it to the large carved palace known as the "Lodge". There she passes the diplomat off to another hobgoblin, this time a man who needs and dismisses the hobgoblin soldier with a similar salute to the one the guards had given earlier.

In interior of the hall was vast and well lit by many braziers of fire and bio-luminescence that gave the entire place a warm purple tinge. Looking about no one seemed to be wearing any kind of footwear, and the Elf was likewise instructed to remove hers and to tie any weapons she carried to their sheathe with a strip of the shimmering cloth that matched the sashes worn by both the khaltan from earlier and the majordomo here. Only once this had been done is the Elf permitted to walk down the strangely warm halls to the receiving area where she was announced.

Upon a tall stone chair draped in fur and shimmering orange cloth was a well-built hobgoblin woman. Her hands were adorned with simple iron and aluminium rings devoid of gems, and an aluminum circlet was worn about her head. A thick black braid was draped over her shoulder opposite the orange sash. She wore the same garb as every other hobgoblin - that ubiquitous combination of pants and long-sleeved tunic of simple browns and whites. The most ostentatious item of clothing on this powerful woman was the bejeweled girdle and sword-belt. Resting against the throne was the sword that went with the ensemble. While the girdle spoke of wealth the sword spoke of practicality. The sheathe was simple leather, and the hilt that protruded from said scabbard looked well-used, worn to a shine with frequent use. Another chair was next to hers, but it lie empty.

"I am the Chevaloress. I hold the fealty of these people with the Domitus is on campaign. You wish to speak words of peace. I will let you speak them in my presence and make my judgement known. Present your offers to the Khalessar Arakos."
>>
>>1137797
Sure, just make a nation sheet.
>>
>>1137797
There's plenty of room.

Fill this out
Name:
Location:
Color:
Race:
Fluff:

Fluff is important because it determines your starting bonuses. It's important to remember that we're still in the late bronze/ early iron age so think "sea People" or "Conan" for setting ideas. Don't get any wise ideas of colonial Britain or anything.
>>
[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: 39
Population: 47 (+3/turn)
Food: 5 (1 Base, 2 farm at +2 each)
Currency: 62 (+8/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 III, Economy I, Boats I, Craftsmanship I, Expansion II, Chariots I, Roads I, Construction I, Equus Plow I
Resources:
[Copper: 18] +1/turn
[Stone:29] +2/turn
[Wood: 15] +1/turn
[Equus: 12 (+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, Arakos
Stat Post
>>
Rolled 57, 56, 59 = 172 (3d100)

>>1137883
1. Expand north some more.

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

2-3. Continue to study Diplomatic Charm

Buildings: Grand Academy I, Library I
Tech: Writing III
>>
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>>1137808
Name: Dancing River Provinces
Location: Marked on map, don't know how territory works so just the capitol for now.
Color: Green with blue bend sinister
Race: entirely human base population, pretty open to immigrants and such from other races
Fluff: A loose conglomerate of areas united by economic ties and a common religion. They practice ancestor worship, especially of very distant and well-known family members. There is a loose pantheon of heroes who are said to have had shaped the formation of the nation as it is today, who are each considered to have founded one or more extremely prolific bloodlines that worship them. The government is arranged into hereditary councils that have jurisdiction over the lands that their claimed forbearer founded, with rank being based on a combination of merit and ancestral purity/closeness. They are known for having fine pottery and good trade routes up and down the river, as well as a well-armored navy. The government is somewhat preoccupied with gaining power between factions and keeping the populace pacified with theaters and other performance art. Families are large, with several generations living under the same roof(s); and polygamous, with a few men and several women in the same relation that they are expected to be faithful to exclusively. Political scandals involving affairs or other family matters are extremely common. Finally, they are very suspicious of overt shows of magical power, especially in war or for minor inconveniences, but are fairly respectful of well-established government-sponsored prophets, usually from very good bloodlines.
>>
>>1137801
The elf woman spreads her colorful wings, just that they may be seen easily. (in this case shimmering gold with silvered tips) "The Feathered Empire commands the sky, we would command it to assist your nations prosperity and conquering campaigns. Asking only for a share of the spoils. Land, gems, food, slaves and, above all else, any recorded wizdom of those we conquer, shared betwixt ourselves of course. If it would sweeten the deal, I am a skilled consort." She tries to give a seductive smile, but underneath lies the slightest hint of disdain for such a thing.
>>
>>1137811
arakos can you get on the irc?
>>
>>1137971
There's an irc?
>>
>>1137979
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
>>
Rolled 50 (1d100)

>How do the Arakosi view slavery?

With the expansion of the borders into frogperson territory the question of what to do with the conquered populations comes into play. The discussion rages in camp and in the courts of Arakos. Eventually 3 philosophies are put to the question but the Domitus will accept only one.

1-20 - The Frogpeople are weak and pitiful, fit only as a race of slaves to their betters.

21-75 The Frogpeople must work to prove themselves worthy of acceptance. Just as new Khal'i must test their mettle in the training field before being accepted so too must these frogpeople be evaluated for suitability.

76-100 The Frogpeople fought and did not submit. Even if they did not fight well that strength of spirit and defiance suits the Khalessar equally as well and they should be accepted without delay
>>
>>1136094
Greetings brethren. What brings you to these parts pray tell?
>>
>>1137970
The Chevaloress is struck silent. She stares with shocked silence at the audacity of the Elf before her. Murmurs erupted from other attendants and go on for several long seconds before the leader regains enough composure to wave them all to silence. The tension grows thick as the Chevaloress stays silent for heart beat after long heart beat. Finally, she stands from her throne and looks down at the Elf.

"We Arakosi do not believe in slavery. Everyone has their worth. In hardship and strife is the metal tested and found to be worthy. A slave is an untrustworthy blade at best, one likely to bend when it must be stiff. We'll share no slaves with you, Elf, and brook none in our territory. As for your aid, we Arakosi need none. Your reliance on magic will be your undoing. Metal never fails when it is treated properly. Magic is fickle. Should we find ourselves on the same side of the battlefield you may find us reliable. The split of spoils between any Khal should be handled after the battle once both sides have tallied their contribution to the cause. Splitting the harvest before it is sown is the path toward starvation and we," she pauses to gesture around her, "do not starve." She steps down from her throne to stand upon the final step. She looks down at the Elf from here, but not nearly as imperiously as before. "Go back and tell your council that the Arakosi refuse your alliance. If you wish to trade my majordomo will show you to the appropriate authority. In the future I would avoid such a brazen request for sexual relations. It reflects poorly on your character and shows your entourage to be submissive when it must appear strong. Besides, your kind are frail and bony. I would probably break you." She turns and walks back up to the throne. Standing before it she addresses the hobgoblins in the court, and the Elf below.

"As is right by the Law of Orkrassa who has determined the roles of Man and Woman I pass judgement in my home, the land of Arakos, in accordance with the position held by me as Chevaloress. I hereby judge the Elf and their alliance," She pauses and raises a fist before her. "refused." She completes, turning the fist and pointing her thumb down.
>>
>>1138677
The elf laughs her relief. "Be careful you do not shatter for being too stiff, it would appear to some that your soldiers are on the brink of losing their minds." A joking smile, and the out of place ease of the elf follows her all the way to the edge of your kingdom.
>>
>>1138251

"Greetings, elves of Heno. I am Marcus Arcadius and I represent the Aurean Dominion, the domain of the High Elves. We have come to you today to establish trade and goodwill. Our nation is bountiful in resources, including gems, bronze, wood, stone, iron and horses. In addition, we have a wealth of technology, both from Aurea and from its many trade partners, and together we can make great strides through research agreements to perfect the technologies that we already share.

We would like to start by proposing a trade route between Aurea and Heno so that we can both reap the rewards of trade and commerce. Seeing as how we both have the knowledge of boat building, I would propose a route along the Great River to allow for faster travel.

We also wish to offer a trade. Your swordsmithing techniques are of great interest to us, and as such we are willing to trade our knowledge of Aurean craftsmanship in return for it.

Please do let me know if any of this sounds appealing to you. I am also open to any trade offers you would like to present."

>Current offers:
>My [Craftsmanship I] for your [Sworsmithing I]
>Trade route
>>
>>1138982
>>1138677
Addendum: "when the great wind blows, it is the proud tree that breaks, and the humble reed that stands."
>>
Some hobgobbo vocabulary

Skal: The temporary war leader of a Khal'a. A Skal also runs and approves any negotiations or diplomats sent to entreat with powers outside of Arakos. Neither the Skal nor the Chevaloress are gender strict ranks, but most often the genders will collate to their respective rank.

Chevaloress: The female equivalent to a Skal. She is responsible for home defense and leads the Khal'na. She likewise approves and runs any diplomatic missions that take place within the borders of Arakos.

Khal'a: A group of Khal away from the borders of Arakos. This could range from two to two dozen Khal and is more of a descriptor than an actual element of organizational hierarchy. These are led by the Skal.

Khal'na: The same as a Khal'a, but strictly within the borders of Arakos. These are always run by the Chevaloress

Khal: A Group of hobgoblins joined together in common purpose. While often used to describe a cadre of warriors anything from a guild to a farming collective could be considered a Khal. As all work worthy of a group is deemed important and not to be looked down upon there is no distinction between the various types. Khals act in a democratic fashion, with votes between the Khal'i of equal value in determining actions. These can be overridden by the orders of the Skal or Chevaloress, or vetoed by the Khaltan should they have sufficient support.

Khal'i: A member of a Khal. Quite literally "I, link of a group".

Khaltan: The leader of a Khal. Answers only to the Skal or Chevaloress. A Khaltan is usually elected by the Khal after a trial of skill against other members of the Khal. Should they need to be replaced another trial can be called if there is time, but otherwise it simply moves down the ranks.
>>
>Sorry that took so long, people
[Aurean Dominion]
The Dominion's research into ironworking completes [Ironworking], and their knowledge of earth magic is furthered [Enlightened earth magic II]! Finally, the farm is finished [Farm I, +1 food]

[Machaka]
The shipyard is finished [Shipyard I, +1 Industry], though there's no progress on the lumberyard. A mage is sent to the Black Feather Republic to teach them basic earth magic (Cannot teach Enlightened/Primal magics).

[Arakos]
Ironworking efforts are nearly complete [8/10], and the hobgoblins embrace the Primal side of life magic [Primal Life Magic I], while Tol'Larhen undergoes major renovations [3 turns, -3 wood, -3 stone].

[Riaetrusqe]
While economics research stalls, the giant crocodile takes the offering, and swims away, but somehow your wise men know he'll be back every once in a while. After he leaves, the centaur feel their magic grow stronger [Primal Water Magic I]. And when the tall woman in the black robe is approached, she grins. "Wise choice, centaur. I look forward to spreading the flames with you and yours." Shortly after the meeting, the centaur shamans begin to notice their flame burning brighter and hotter [Enlightened Fire magic I].

[Feathered Empire]
No progress on the weaving, but a large trade route is made with the Henoan Conclave [+4 currency/turn], and a small one with the fairies of Classa [+1 currency/turn].

[Black Feather]
Further treeweaving is had [1/6], while the beginnings of a lumber mill start [2/4], and the southern outpost of the Tribes is added to [3 turns, -3 stone, -3 wood]. The giant crocodile and strange fisherman are seen again- magic users report their magic is more powerful around them.

[Butterland]
The docks are finished [Docks I, +1 Industry], and while the technologies are sent to Machaka, medicinal research crawls slowly along [5/8].

[Classa]
Finally, Classa completes its economic research, sharing it with the Henoan Collective and Riaetrusqe [Economics III, +1 currency/turn], and architectural research also progresses [3/8]. The technologies are sent to the flying humans of Butterland.

[Underhold]
Work begins on a digging machine [1/6, -1 bronze], and crossbows are nearly ready [3/4, -1 wood], while the foundations of an engineering school are laid [1/4, -1 stone].

[Balbyionia]
Northward expansion is had, and the diplomats of the kingdom finish their training [Charm I]
>>
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>>1139316
[NEWCOMER- Dancing River Provinces]
Territory: 39
Population: 10 (+4/turn)
Food: 1
Currency: 3 (+5/turn)
Industry: 6
Structures: Government Building, Farm I (2), Mine I
Defenses: 1 (Capital City)
Military: 1 (Player named unit)
Tech: Bronzeworking, Boating I, Trade Goods I, Housing I
Resources: [Bronze: 5][Wood: 5][Stone: 5](+1/turn each)
Eccentricities:
[Naval Power]: The Dancing River Provinces are famed for their powerful navy, which they pour much of their resources into- as a result, though, they tend to neglect land forces.
[Sheeple]: As long as the people of the Provinces are kept entertained, they are content, and slightly boost all actions. If the plays stop or are received poorly, however, then tensions may rise between the clans.
>>
Rolled 24, 77, 53 = 154 (3d100)

>>1139316
Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 59(+3/turn)
Food: 2
Currency: 61(+5/turn)
Industry: 7
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks I, School I
Defenses: 1 (Avaros)
Military: 1 (Plaguewarden)
Tech: Bronzeworking, Medicine I, Medicine 2 [5/8] Herbalism 2, Skirmishing I, Mathematics I, Domestication 1, Crossbows 1, Anatomy I, Boat 1
Resources: [Bronze :22(+1/turn)] [Jungle Herbs: 11(+1/turn)] [Jungle wood: 5(+1/turn)] [Parasaur: 17/+1/turn] [Doctors][Obsidian 15+2/turn], Medical Equipment I
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive 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 - 2 Turns

Build Stone Quarry [Parasaurs]

Search for resources.

Train a new Plaguewarden.
>>
>>1139316
I also gave blackfeather Scouting I
>>
>>1138987
Ah, I'm surprised that you would appreciate such simple work. We merely formed metal into the patterns that nature provided. They cut through the air as gracefully as willow leaves and goose quills.
We would be glad to learn of how your craftsmanship has progressed. You always did have an eye for the particulars. Speaking of which, perhaps you would be interested in some of our fine brushes and soaps guaranteed to give you a healthy and vibrant glow. In exchange we would like to learn of your latest sword techniques. Ours have admittedly grown rusty as of late.

>Accepting current trade and route.
>Offering [Hygiene I] for [Swordsmanship I]
>>
Rolled 86, 10, 19 = 115 (3d100)

>>1139316

[Classá]
Territory: 39
Population: 67 (+3/t)
Food: 2
Fire Points: 1
Currency: 141 (+16/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} {Feathered +5/c} {Butterland, Medical Equipment I*}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire II, Flight III
Tech: Bronzeworking, Architecture II, Armor I, Domestication II, Ecology I, Economics III, Firemaking I, Glassworking I, Herbalism I, Hygiene I, Mathematics II, Medicine I, Writing I
Resources: [Bronze: 120+1/t] [Stone: 15+1/t] [Wood: 14+1/t] [Glass: 24+2/t] [Sand: 19+1/t] [Jungle Herbs: 10] [Medical Equipment I]
[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]
[Hygiene I]
[Herbalism I]
[Medicine I]
[Medical Equipment I]
So many exotic herbs~. Since we rarely get ill ourselves, we'll need to find something to test them on. I wonder if Aerie has any animals to spare... no, on second thought, I don't think they'd appreciate that. (Medicine III 5/8)
>2.
[New and Exciting] (-10)
[Architecture II]
[Mathematics II]
[Glassworking I]
[Ecology I]
[Library I]
[Writing I]
I hope the Feathered building designers arrive soon; without them, I fear progress will slow down to a crawl. (Architecture III 3/8)
>3.
<Sending [Flight III] and [Mathematics II] to Butterland!>
>>
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>>1139429

Being an economical center has its perks. (10 currency to action #2.)
>>
>>1136017
As the fairy approaches the centaur chieftain, the tall woman sneers, and bends down to whisper something in his ear.
"Her kind...I sense they follow weakness, my lord."
>>
>>1139411

(What exactly does Hygeine I do? It's a pop boost, right?)
>>
>>1139499
yes.
>>
>>1139411

Marcus smiles. "Yes, those terms seem agreeable. The trade agreements should be finalized and everything set in order by the next moon. It was a pleasure doing business with you, and I look forward to seeing the bonds between our two nations be built once more."

>Trades accepted ([Craftsmanship I] for [Swordsmithing I] and [Swordsmanship I] for [Hygeine I]), I'll get to sending them over and building the trade route this turn)
>>
Rolled 49, 90, 22, 54, 52, 70 = 337 (6d100)

>>1129266
fug, with all the rp, I forgot that I hadn't actually posted any actions.

[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Trade Routes: [Classa]
Territory: 39
Population: 62(+4/turn)
Food: 1
Currency: 73(+7/turn)
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 III
Tech: Bronzeworking, Ecology I, Domestication II, Agriculture I, Archery I, Horsemanship I, Herbalism I, Naval I, Swordsmithing I, Hygiene I, Economics III, Writing I
Resources: [Bronze: 22+1] [Wood: 52+3] [Seeds:21+1] [Equus Herd:21+1] [Hollow Runners [Skirmisher]: 12+1]
Trade Routes: Classa(+1c/t)
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 (4/6), Commune with Nature (2/4)

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

>Continue Commune with Nature (Ecology I, Domestication II, Herbalism I, Master Ecologists)

>Research Ecology II (Ecology I, Agriculture I, Domstication II, Herbalism I, Master Ecologists)

This Turn:
>Continue Commune with Nature (Ecology I, Domestication II, Herbalism I, Master Ecologists)

>Continue to research Ecology II (Ecology I, Agriculture I, Domstication II, Herbalism I, Master Ecologists)

>Search our Territory for more Nature Friends (Ecology I, Domestication II, Master Ecologists)
>>
>>1139503
When someone builds a trade route, does it benefit both parties?
>>
>>1139543
mfw can't even link the right post.
>>1139316
4u
>>
>>1139557
No, only the person who set it up.
>>
Rolled 25, 3, 30 = 58 (3d100)

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich -Town), (Nathalum, Ael'wyn, Silvanar - Outposts)
Territory: 39
Population (+growth/turn): 60 (+3/turn) (+1 in 3 turn(s))
Food: 4.5
Currency: 70 (+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, Ironworking Craftsmanship I, Swordsmanship I, Archery I, Economy I, Domestication I, Enlightened Earth Magic II, Boats I, Writing III, Masonry I, Horsemanship I, Herbalism I
Resources: [Bronze: 21 (+1/turn)] [Gems: 35 (+2/turn)] [Wood: 43 (+3/turn)] [Stone: 21 (+2/turn)] [Iron: 14 (+2/turn)] [Equus: 6 (+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)

Actions:
1. Begin work on a sea trading route to Heno (+Boats I)
2. The Council approves the trade with Heno ([Craftsmanship I] for [Swordsmithing I], [Swordsmanship I] for [Hygeine I])
3. We have learned much from Droc, but our sages think that earth magic may not be the only thing we are capable of. To this end, the Council orders the construction of the Arcanaeum, a library and research lab geared around the development of magic and technology. (+Enlightened Earth Magic II) (+Writing III) (+Masonry I) (+Craftsmanship I) (+Ironworking)
>>
Rolled 60, 47, 72 = 179 (3d100)

>>1139316
Nation Name: Machaka
Race(s): (human)
Color: (Salmon)
Settlements: (Player-named capital: Avernus) (Player-Named outpost: Azen(w), Azil(n), Aza(s), Saeps(e))
Territory: 39
Population 27(+3/turn):
Food: 1
Currency: 22 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Avernus)
Military: 1 ( Exemplars)
Tech: Bronzeworking, Scouting I, Boating II, Fishing I, Economy I, Writing I, Infantry I
Magic: Enlightened Earth I, Water I
Ongoing:
Resources: [Bronze: 5] [Stone: 5] [Wood: 3]
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.)

>build a navy
"With the fields of Vykus we face new challenges to conquer and new lessons to master. The aspirants who were once fishermen are now men of salt and iron; ever ready to face the horrors of the deep and will find enlightenment in its dark abyss. The Iron Mariners stand ready."
(Armorsmithing I, Weapons I, Drill III, Siege I, Boating II, Fishing I, Water I, All-Terrain Training)

>create the Khal Invictus
"Along with the Iron mariner stands a new kind of warrior. Before our meeting with the hobgoblins, The path of excellence was a solo affair that even if an aspirant should succeed, they were concerned with their own spiritual progress first rather than of the entire group. Now however, Once the aspirant has been striped of weakness by the land, they learn how to stand with their brothers without compromising themselves. This is an important step on the road to ascendance. In honor of the hobgoblins who have taught us this revelation, we consecrate these warriors as Iron Avatars."
(Scouting I, Infantry I, Enlightened Earth I, Water I,Armorsmithing I, Weapons I, Drill III, All-Terrain Training)

>Build a grand tree Nursery and lumberyard
(Enlightened Earth I, Water I)
>>
>>1139585

Oh, shit son. Time to dump some serious coin.

31 currency to action 1 to ensure our trade route doesn't suck ass, and 18 currency into action 2 to ensure it goes through. (49 total)
>>
>>1139543
spend 2 Currency to bump that first roll up to the next level.
>>
>>1139602

Ay don't forget to send your shit next turn
>>
>>1139591
spend three currency on the lumberyard.
>>
>>1139591
forgot to put the docks on the list of building I own.
>>
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>>1135706
A message is sent to the hobgoblins.

"An issue has come before us that the phrase '>Right to educate privileged students at the Academy' is not very clear to either of us.

As it stands, we do not wish its loose interpretation to detail unwarranted, and uncompensated, research at our facilities without due equivalency. We have, in fact, given a a similar privilege to Aurenos for they are near and in sight, and we have pledged to contact each other for joint research. Arakos is far, and we have not yet had such a pledge from either side.

But we are willing to open up to the potentiality of allowing foreign research to benefit from our Academy, if we are also given fair equal return. For in Balbyionia, we have a saying "Hand for Hand, Foot for Foot"

To clarify this matter, our proposal is thusly:
>The suggestion that Arakos may build an embassy in Balbyon for free use of our Academy, if they would provide us one of the latet versions of their tech every five turns upon request
Or
>Balbyon will build an Embassy in Arakos, and gain the right to study their existing technologies at will at no action of Arakos, and provide free us of our Academy

This is the message we send."
>>
>>1139621
Consider it done. I just realized that I missed a turn so I rushed to post before we finalized.
>>
Rolled 95, 51, 85 = 231 (3d100)

>>1139652
>That is to say, "the right to study their technologies in their latest most form"

[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: 39
Population: 47 (+3/turn)
Food: 5 (1 Base, 2 farm at +2 each)
Currency: 63 (+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 III, Economy I, Boats I, Craftsmanship I, Expansion II, Chariots I, Roads I, Construction I, Equus Plow I, Charm I
Resources:
[Copper: 18] +1/turn
[Stone:29] +2/turn
[Wood: 15] +1/turn
[Equus: 12 (+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

1-2. Build an outpost to our northernmost territory. Use our transportation methods to ferry the supplies up there quickly.

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

3. Study Charm II

Buildings: Grand Academy I, Library I
Tech: Writing III
>>
>>1139316
Does that mean roll for three turns or it will be done in three turns?
>>
>>1139673
Done in three turns.
>>
>>1139683
Also, anything for the Missionaries?
>>
>>1139820
You'll know if they fuck up. It's really up to the Aurean Dominion how the handle this new religion.
>>
>>1139826

High Paragon Arcturus II, upon hearing word of the Great Spirit, becomes deeply enamored by the religion as the Great Cycle begins to make more sense. Indeed, it is the Great Spirit who judges each soul's karma and dharma, and chooses its fate in the next life. Through understanding and following the teachings of the Great Spirit, the people of Aurea can better understand their own actions so they do not end up becoming imperfect themselves.

In short, the Dominion peacefully converts to the religion of the Great Spirit and a new paragon, Paragon Vincentius, is elected to serve as minister of religious affairs.
>>
>>1139858
Welp, looks like Black Feather no longer needs their [Missionaries] eccentricity :^)
>>
I should do a bit more fluff on imperfection as well.

According to Aurean lore, the soul does not simply cease to exist after death, nor does it go to an afterlife, but instead is reincarnated in a phenomenon known as the Great Cycle. Over the course of one's lifetime, the soul becomes darkened by villainous deeds (karma) and cleansed by good deeds (dharma). At the end of one's life the Great Spirit judges each and every soul based on how much karma it has accumulated, and gives these souls new lives based on past behavior. Imperfection is caused when the soul's karma far exceeds its dharma. Imperfection can take a number of forms - poor health, bad luck, poverty, etc., but in the High Elves it manifests heavily in their looks (often combined with the aforementioned elements).

The difference between a normal high elf and an imperfect is not a subtle one. While elves of the middle and upper classes live long and retain their good looks up until the very last years of their lives, the imperfects live much shorter lives and often bear wrinkles, warts, and other very unattractive features.

It is the sworn duty of the high elves to punish the imperfects with labor and servitude so they can redeem themselves and not repeat the mistakes they have made in past lives. However, this is not quite the same as traditional slavery, as the imperfects are not considered anyone's property and cannot simply be bought and sold, although they are usually beholden to their workstations which provide them with the very bare essentials - food, shelter, etc. Imperfects who live past their working days are released from servitude, as are any who perform valorous acts or are especially accomplished workers. Along with hard labor (mining, chopping down trees, farming, etc.), imperfects are often assigned to occupations dealing with death - butchers, fish processors, gravediggers, executioners, etc. The Ministry of Labor, currently headed by Paragon Julian, assigns roles to individual imperfects and enforces their servitude.
>>
>>1139863

I'm sure he'll need it for other civs if he wishes to spread the good word
>>
Rolled 52, 81, 75 = 208 (3d100)

>>1139316
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 36 (+2/turn)
Food: 2
Currency: 19 (+9/turn)
Trade routes: heno (4) classa (1)
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 II, writing I
Magic: Air I, Hope I, Weather II, Flight III, Jetstream I
Resources: [Bronze: 5] [Slaves: 1] [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 [3/6] Farms [1/4]
1. Architecture with classa (eternal mandate)
2. Weather weaving (born of air)
3. Weather magic (born of air
>>
Rolled 77, 100, 88 = 265 (3d100)

>>1139316
[Black Feather]
Settlements: Capital: Black Feather, Outposts: Codilia (N), Chelydra (E), Natricinae (W), Basiliscus (S)
Territory: 51
Population (+growth/turn): 82 (+4/turn)
Food: 5
Currency: 15 (+11/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, Medicine I, Boats II, Economy I, Writing I, Clergy I, Roads I, Water Magic I, Earth Magic I, Scouting I
Resources: [Copper: 5] [Stone:5 +1/turn] [Wood: 0] [Peat 7 +1/turn] [Crocodiles 9 +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 Treeweaving II (1/6)
>Build Lumbermill (2/4)
Reconstruction was going slow for the new High Chief. He feared that he lose his newly earned position if things don't pick up.
>Contact the Great Spirit via avatars
+Clergy I, +Temple of the Great Spirit, +Water Magic I, +Earth Magic I
>Town building progress (2 more turns)
>>
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>>1140062
Showing up at the wrong fucking time.
>>
yall are ungrateful bastards when it comes to rolls.
>>
>>1140063
Nice lumbermill, Paul.
>>
>>1140063
iktf
I got a 100 for my simple lumbermill too.
A-at least we can build lots of stuff right?
>>
>>1140062

And the new High Chief is probably gonna be beloved by the people
>>
Rolled 23, 56, 32 = 111 (3d100)

>>1139368
Territory: 39
Population: 10 (+4/turn)
Food: 1
Currency: 3 (+5/turn)
Industry: 6
Structures: Government Building, Farm I (2), Mine I
Defenses: 1 (Capital City)
Military: 1 (ceramic-armored boat)
Tech: Bronzeworking, Boating I, Trade Goods I, Housing I
Resources: [Bronze: 5][Wood: 5][Stone: 5](+1/turn each)
Eccentricities:
[Naval Power]: The Dancing River Provinces are famed for their powerful navy, which they pour much of their resources into- as a result, though, they tend to neglect land forces.
[Sheeple]: As long as the people of the Provinces are kept entertained, they are content, and slightly boost all actions. If the plays stop or are received poorly, however, then tensions may rise between the clans.

-Port by the river to increase trade

-Create a school/temple complex to train nobles with oracular abilities.

-Improve boats
>>
>>1139437
mathematics for archery? All the arts?
>>
>>1140524
after you research boating II, do you want to work together to research boating III and build a trade route?
>>
>>1140907
Hell yes! Which boy are you on the map?
>>
>>1139316
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: 52 (+4/turn)
Food: 0
Currency: 30 (+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->1.4?(Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics II[+2c/t]->Economics III[5/8], Writing I, Enlightened Fire Magic I, Primal 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]
>Establish place of learning for Enlightened Fire Magic I [Writing I, Enlightened Fire Magic I]
>Establish place of learning for Primal Water Magic I [Writing I, Primal Water Magic I]
>>
Rolled 73, 70, 42 = 185 (3d100)

>>1140917
Damn it my a game is not here, I forgot my dice my bad guys.
>>
>>1140915
I am the left most nation on the map, salmon colored.
>>
Rolled 44, 18, 90 = 152 (3d100)

>>1139316
Nation Name: The Underhold
Race(s): Humans
Color: Dark Grey
>>1132113
Territory: 39
Population: 13 (+3/turn)
Food: 1
Currency: 7 (+4/turn)
Industry: 6
Structures: Government Building, Farm I (2), Mine I
Defenses: 1 (Capital City)
Military: 1 (Player named unit)
Tech: Bronzeworking, Mining I, Siege I, Armor I
Resources: [Bronze: 5][Wood: 5][Stone: 5](+1/turn each)
Eccentricities:
[War Machines]: If there's one thing the humans of Underhold know, it's siege weaponry. They take longer to build their war machines, but that is only to perfect them to a much higher degree than others do.
[Former Slaves]: The humans of Underhold have only recently earned their freedom, and intend to keep it, gaining a bonus to fighting defensively. However, they know what slavery is like, and are very hesitant to put anyone to the same fate.
Digging Machine 1/6
Crossbows 3/4
Engineering Sschool 1/4
#1 the engineers of underhold work hard on the Digging Machine 1/6
#2 Crossbows are built and stockpiled in the armories 3/4
#3 the Engineering School is built stone by stone 1/4
>>
Rolled 2, 6, 1 = 9 (3d10)

Continue consolidating control over Ceadn.

3 Warrior Khal x2.2 [disciplined]
>>
>>1139652
The reply sent back is,

We propose this counter-offer:

>Balbyion will get 1 point of research into the level 1 (or higher should they already have level 1) tech we are researching at your academy per turn used to roll on it regardless of success or progress amounts.

The alternative is that we withdraw our students and you get nothing from our research other than what we decide to trade with you. Our way benefits both parties. Your way benefits none.

>>1141045
A Hobgoblin envoy arrives and requests a meeting with the ruling council of the Underhold.
>>
>>1141174
The hobgoblin army ravages the coastline of Ceadn, but cannot reach their capital- they seem to have forgotten that the capital is in the middle of the ocean.
>>
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Rolled 41, 25, 82 = 148 (3d100)

[Arakos]
Settlements: Mor'Taris*, Tol'Iralon Outposts: Tol'Anrom, Tol'Larhen, Tol'Margren
Territory: 47
Population (+growth/turn): 77 (+5/turn)
Food: 8.5
Currency: 23 (+4/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, Siege I, Writing I, Economics I
Resources: [Bronze: 17+1/Turn] [Stone: 16+1/Turn] [Wood: 15+1/Turn][Equus: 5+1/Turn][Iron: 3+1/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C
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 8/10 Forge III 3/8 Drill IV 2/10 Tor'Larhen 2 turns

1. Ironworking [8/10]
[Study Abroad][Writing 3][Grand Academy][Library I]

2. The Khal'a will NOT be denied! Build a bridge to the Ceadn's capitol. We will have this city.
[Construction I]
[Recent Nomads]


3. Develop Culture I
[Study Abroad][Writing 3][Grand Academy][Library I]

The Arakosi have been steadily developing a culture unique among those of the world and have moreover begun to export this to the world.
>>
>>1141311
That bridge WILL be built. Dump 10 wood into its construction.
>>
>>1141188
Another counter proposal is sent.

"This deal has merit, but is not acceptable. We offer you this proposal instead."

>Arakos will gain access to use our academy to develop and refine their own research projects
>Balbyon will be permitted to build a foreign school in Arakos to learn from their civilization

"If you have any additional qualms or comments or a counter proposal, say so."
>>
>>1141326
We have none. We find this acceptable.
>>
>>1141333
"Then it is done. This is the oath we swear with your people."
>>
>>1141321
I have a navy specifically built to capture their capital. I dont know why you are wasting all your resources like this.
>>
>>1141545
It sends a message. Navy or no navy I will conquer. It's also necessary to connect this to land because we can't swim goods back and forth.
>>
File: Fairy_Dust.png (577 KB, 894x894)
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>>1139429

https://www.youtube.com/watch?v=3uNnrCbMWi8

In their studies with medical herbs at the library, one of the lead fairy researchers decided to nibble on one, just to test its effects. The immediate results were somewhat overpowering to make a severe understatement, and she found her vision suddenly become blurry and slip, as though she had been poisoned, and she wanted to shout in order to alert her companions, but found her body lock up as she suffered a peculiar type of paralysis.

What followed was something that even a creature as whimsical as a fairy would consider surreal. She saw a vast landscape, devoid of any notable terrain other than a flat, perfectly smooth checkerboard of black and white: so smooth in fact, that she found herself apparently sliding on the ground in spite of being paralyzed, ferried in an alien and intimidating plane of existence. The tiles of this checkerboard began to silently elevate, giving way into mountainous monoliths whose only defining feature were blinking lights that somehow shone in an impossibly bright shade of black, a darkness that appeared to illuminate what it touched in violation of the laws of nature.

The fairy now found herself floating in spite of the fact her wings were as paralyzed as the rest of her, getting ever farther and farther from the land as she drifted into the sky which itself gave way to a black void. She noticed the sun staring at her, as though expecting something. She wanted to speak, but found no words form in her throat and her mouth sealed shut...

Her vision snapped back into reality, and she was held no more, though quivered as though she had been trapped in a cool cellar. Clutching her head and rubbing her eyes with differing hands, the fairy researcher got back to work, and noticed something- different. Her mind didn't appear to wander at all, and she found herself accomplishing far more progress than would be the norm for- well for anyone, that was a fairy. Though it took a while, she eventually put two and two together and determined the jungle herb was counteracting her concentration deficit. A second testing of the herb bore no hallucinations or paralysis, thankfully. She had to tell this to her friends, and the Butterlanders!
>>
>>1140917
I think we finished Economics mang
>>
>>1139858
To Paragon Vincentius,
I formally invite you to Basiliscus for discussion on future en devours of both our people and our faith. Congratulations on your new position.
Sign,
High Chief Moss Scale
>>
The paragon arrives at Basiliscus and proceeds to the meeting area. "Greetings, I am Paragon Vincentius I, minister of religious affairs in the Aurean Dominion. What business would you like to discuss on this fine day?"
>>
>>1143107
>>1143134
Sup Darwin :^) Update almost done, sorry for the wait.
>>
File: Ancients4chan.png (4.84 MB, 2500x2000)
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[Butterland]
Work on a quarry begins [1/4, -1 wood], and the Avarosi search for more resources [3/4], while a new plaguewarden is trained [1x, -1 food, -1 currency/turn].

[Classa]
>Changing 'New and Exciting to -5 from -10
The fairies of Classa finish their medicinal research [Medicine III], though there's no progress on the new architectural designs. The technologies are sent to Butterland

[Henoan Conclave]
Agricultural research completes [Agriculture II, +1 food/farm], and the chief comes back from his communion, wielding a power over life that the rest of the Conclave had never seen [Life Magic I]. Further research into Ecology is started [3/6], and the chief soon leaves to commune with nature again, and further his newfound powers [2/6]. Finally, the Conclave's scouts go out into the forest again, looking for other creatures.

[Aurean Dominion]
The Dominion establishes its trading route- however, dangerous waters discourage many from attempting the journey [+2 currency/turn] Meanwhile, the promised trade goods are sent to the Conclave, and construction of the Arcaneum begins [1/6, -.5 stone].

[Machaka]
Work begins on a Navy [2/3, -3 wood], and also the Khal Invictus begin training [2/3, -2 bronze]. With the help of their magic, the lumberyard is nearly ready [3/4, -1 wood].

[Balbyionia]
An outpost is readied [+1 currency/turn, +1 pop/turn;-1 wood, -1 stone], and the king orders his diplomats to undergo more training [3/6].

[Feathered Empire]
Classa sends over the finalized architecture plans [Architecture III], and the weather weaving project completes [Weather Weaving I]. Further Weather magic is being worked on as well [3/8].

[Black Feather]
Further treeweaving research is nearly done [4/6], and the lumber mill is readied; it's situated in a grove of very large trees, of which there are many [Lumber Mill I, +2 wood/turn, +2 Industry]. The Clergymen attempt to contact the great spirit...and it works; The gigantic crocodile is seen swimming in the Temple's sacred gardens not an hour later- the mages report their water magic seems to be more powerful in its presence- perhaps it could be convinced to stay, for the right price.

[Provinces]
Work on a port slowly begins [1/4, -1 wood], and a school also is erected [2/4, -1 stone], while the people of the Provinces begin to slowly improve their boats [1/6, -1 wood].

[Riaetrusque]
The research has been finished, and both schools begin to go up [2/4, 1/4, -1 stone each].

[The Underhold]
The Digging Machine progresses [2/6], though work stalls on the crossbows- they aren't ready yet. The Engineering School however, is now accepting applications [Engineering School I, +1 Industry]!

[Arakos]
The Hobgoblins finally finish their research into Ironworking [Ironworking I], while construction of the bridge begins [1/8]. The Arakos start to really define their culture, as well [Culture I].
>>
Rolled 18, 21, 55 = 94 (3d100)

>>1143158
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 36 (+2/turn)
Food: 2
Currency: 19 (+9/turn)
Trade routes: heno (4) classa (1)
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 III, writing I
Magic: Air I, Hope I, Weather II, Flight III, Jetstream I, Weather Weaving II
Resources: [Bronze: 5] [Slaves: 1] [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: Farms [1/4] Weather [3/8]
1. Weather magic (born of air, eternal mandate
2. Textiles
3. Dyes
>>
>>1143182
Pop: 38
Mones: 28
>>
Rolled 57, 49, 42 = 148 (3d100)

>>1143158
Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 62(+3/turn)
Food: 1
Currency: 65(+4/turn)
Industry: 7
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks I, School I
Defenses: 1 (Avaros)
Military: 2 (Plaguewarden)
Tech: Bronzeworking, Medicine 3, Herbalism 2, Skirmishing I, Mathematics II, Domestication 1, Crossbows 1, Anatomy I, Boat 1, Flight III
Resources: [Bronze :23(+1/turn)] [Jungle Herbs: 12(+1/turn)] [Jungle wood: 5(+1/turn)] [Parasaur: 18/+1/turn] [Doctors][Obsidian 17+2/turn], Medical Equipment I
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive 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 - 1 Turns

Stone Quarry [1/4] [Parasaur]

Search for resources. [3/4]

Learn Banking. [Mathematics II}
>>
>>1143192
8 currency to Banking
>>
Rolled 99, 39, 30 = 168 (3d100)

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich -Town), (Nathalum, Ael'wyn, Silvanar - Outposts)
Territory: 39
Population (+growth/turn): 63 (+3/turn) (+1 in 2 turn(s))
Food: 4.5
Currency: 33 (+12/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, Ironworking, Craftsmanship I, Swordsmanship I, Archery I, Economy I, Domestication I, Enlightened Earth Magic II, Boats I, Writing III, Masonry I, Horsemanship I, Herbalism I
Resources: [Bronze: 22 (+1/turn)] [Gems: 37 (+2/turn)] [Wood: 46 (+3/turn)] [Stone: 18 (+2/turn)] [Iron: 16 (+2/turn)] [Equus: 7 (+1/turn)]
Trade routes: Black Feather Tribe (+4/turn), Balbyonia (+2/turn), Henoan Conclave (+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), Arcanaeum (1/6)

Actions:
1. We should continue construction of the Arcanaeum. It will prove to be of great use to us. (+Enlightened Earth Magic II) (+Writing III) (+Masonry I) (+Craftsmanship I) (+Ironworking)
2. We should begin expansion to the southwest. Fertile soil awaits along the Great River, and we should take advantage of it. (+Horsemanship I)
3. With iron we can now craft sturdier weapons and armor. We should begin researching how to make light armor out of bronze and iron, using enlightened earth magic to magically reinforce the metal without having to make the armor bulkier. (+Craftsmanship I) (+Enlightened Earth Magic II) (+Writing III) (+Bronzeworking) (+Ironworking)
>>
Also do my gem and iron mines grant me any industry points? If so my total should be at 9.

Base 5 + 1 from lumbermill + 1 from quarry + 1 from gem mine + 1 from iron mine

>Also Heno another reminder don't forget to send your shit, I'm gonna need it
>>
>>1143192

A small trading skiff bearing a blue and yellow flag with a winged symbol requests permission to dock at your harbor on the Great River. The captain of the vessel is an envoy. Do you allow them to enter the harbor and discuss business?
>>
>>1143276
"Hail, traveler. What brings you to our shores?"
>>
Rolled 8, 42, 9 = 59 (3d100)

Nation Name: Machaka
Race(s): (human)
Color: (Salmon)
Settlements: (Player-named capital: Avernus) (Player-Named outpost: Azen(w), Azil(n), Aza(s), Saeps(e))
Territory: 39
Population 30(+3/turn):
Food: 1
Currency: 23 (+4/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 (Avernus)
Military: 1 ( Exemplars)
Tech: Bronzeworking, Scouting I, Boating II, Fishing I, Economy I, Writing I, Infantry I
Magic: Enlightened Earth I, Water I
Ongoing:
Resources: [Bronze: 9+1] [Stone: 11+1] [Wood: 5+1]
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 building a navy
(Armorsmithing I, Weapons I, Drill III, Siege I, Boating II, Fishing I, Water I, All-Terrain Training)

>continue creating the Khal Invictus
(Scouting I, Infantry I, Enlightened Earth I, Water I,Armorsmithing I, Weapons I, Drill III, All-Terrain Training)

>continue building a grand tree Nursery and lumberyard
(Enlightened Earth I, Water I)
>>
>>1143381
spend 13 currency on the navy. 6 currency and 6 stone on the lumberyard to make the terrain suitable.
>>
>>1143332

"Greetings to you, winged one. My name is Cecilia Aquilina of the Aurean Dominion and I have come to you today to establish relations and trade with your people. I believe all nations along the Great River could greatly benefit from trade, both with the income provided by trade routes and the trade of knowledge to enrich our people and civilization as a whole.

Word has come from the Black Feathers of your people's skill of the healing arts which we would like to learn for the benefit of our health. In return, the Aurean Dominion is rich with many resources, including bronze, wood, stone, gems, iron and horses. We also pride ourselves in our craftsmanship, academics, architecture and skill with bow and sword, which we would be more than willing to share with you in exchange for some of your knowledge.

So, these are our propositions to you today."

>Your [Medicine III] for my [Writing III]
>Your [Mathematics I] for my [Hygeine I] (will get Hygeine I next turn provided Heno sends it over)
>A trade route established between our two nations
>>
>>1143381
the khal and navy were at 2/3 and the nursery at 3/4. There are docks for the navy and a training field for the infantry.
>>
Hey Paul, do you want to get into a theological discussion about Machakan philosophy and the Great Spirit?
>>
Rolled 82, 2, 34 = 118 (3d100)

>>1143158
Territory: 39
Population: 10 (+4/turn)
Food: 1
Currency: 3 (+5/turn)
Industry: 6
Structures: Government Building, Farm I (2), Mine I, Port 1/4, School 2/4
Defenses: 1 (Capital City)
Military: 1 (ceramic-armored boat)
Tech: Bronzeworking, Boating I [1/6], Trade Goods I, Housing I
Resources: [Bronze: 6][Wood: 4][Stone: 5](+1/turn each)
Eccentricities:
[Naval Power]: The Dancing River Provinces are famed for their powerful navy, which they pour much of their resources into- as a result, though, they tend to neglect land forces.
[Sheeple]: As long as the people of the Provinces are kept entertained, they are content, and slightly boost all actions. If the plays stop or are received poorly, however, then tensions may rise between the clans.

Finish school with rolls 1-2, work on port w/ 3.
>>
>>1140883

The fairies in their studies have been taught the concept of structures such as arches and flying buttresses, and the idea to reinforce glass with bronze metal rods in order to build crystal towers to heights previously unknown. Likewise however, they came to the realization that the desert winds take their toll on buildings of such magnitude through grinding them with unending sands, trapping them between increasing layers of sand and likewise having a negative impact on the overall ecology, in spite of their theoretical beauty. It wasn't until much chatter later that they came up with a possible solution, one which they shared with with their Feathered mentors.

"Lets build in the sky!" Using the concept of leyline nodes told to them by the centaur which they suspected Sauna Oasis to be due to its peculiar features, they could "hook" in blocks enchanted by flight magic to be held up in the sky as though they were on a solid surface, allowing the potential of whole fortresses, or possibly even cities to be suspended in the air. They could turn Sauna Oasis into a flying marvel that would be the prettiest city in the world!

However, there was a major issue which needed to be addressed. The amount of labor required would be astronomical, and the fairies themselves were lacking in upper-body strength. In order to make this a reality, they would need the help of stronger races, such as the sky elves. If the Feathered Empire wished to make their own cities floating, the fire fairies would be happy to help them as well, once their own capital got off the ground, in a literal sense.

>Offer: Mathematics II and Ecology I in return for help building a [Flying City], Archery I (Optional)

>>1141601 (You)
>>1143192

A familiar figure in a red dress comes down to visit the Butterlanders. "Hey, Elder Gryth, we've made an important medical discovery!" She picked a large glass tablet from a satchel and handed it to the elder Butterlander. "Jungle herbs cure attention defeatist! Uh, attention deposit? Atten- it allows people that normally can't focus to focus, and that's been a problem our entire nation has been suffering for as long as we can remember! Please, we need more!" Notably, the fairy herself seemed to have a faint scent of the herb, suggesting that she was currently using it.

>Offer: Hygiene I, Domestication II (Flexible) for continuous supply of [Jungle Herb]
>>
>>1143769

Ay don't fuck with my trade
>>
>>1143779

What? Who are you? Technically, we don't know you exist.
>>
>>1143769
Yup.
>>
Rolled 19, 64, 41 = 124 (3d100)

[Arakos]
Settlements: Mor'Taris*, Tol'Iralon Outposts: Tol'Anrom, Tol'Larhen, Tol'Margren
Territory: 47
Population (+growth/turn): 82 (+5/turn)
Food: 8.5
Currency: 27 (+4/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, Ironworking, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing I, Horsemanship I, Siege I, Writing I, Economics I, Culture I. Primal Life Magic I
Resources: [Bronze: 18+1/Turn] [Stone: 17+1/Turn] [Wood: 6+1/Turn][Equus: 7+1/Turn][Iron: 5+1/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C
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 Tor'Larhen 1 turn

1. Research Culture II
[Study Abroad][Writing 3][Grand Academy][Library I]

Arakosi culture continues to refine itself. A focus on discipline, deference to superiors, but also on being outspoken and physical. In particular the Art of the Bow becomes popular, with different depths of the bow based on sash and relative social status being widely adopted through urban centers.

2. Research Commodities I
[Study Abroad][Writing 3][Grand Academy][Library I]

The use of industrial buildings to produce things to sell for currency as well. The idea here is to allow industrial buildings to also produce currency equal to their level.

3. Recruit a Ceadni Khal
+[Weapons I, Drill III, Bronzeworking, Ironworking, Armorsmithing I, Training Field I, Primal Life Magic I]
[Harsh Homeland]

Those of the conquered who wish for a life outside of hard labor to repay their debt and earn respected status find a rare avenue in military service. If they serve they too will earn the wealth and social status enjoyed by the warrior khals.
>>
>>1143913
1 currency to roll 2

5 bronze and 4 currency to roll 3
>>
>>1143401
"Hmmm, we do not know. We have heard whispers of your people, and how you treat those your consider inferior. We are not sure if we are comfortable trading with you at this time. Perhaps if your treatment of your fellows was better, we would be more inclined to agree. Till then, we must refuse."

>>1143769
Gryth comes out to meet the small fairy. Or is she a tall fairy? He isn't really sure on that matter, as he hasn't met enough for a proper basis for comparison. The elder man can't help but chuckle, 'attention defeatist', 'attention deposit'? If nothing else the fairy representative always brings a smile to the old man's face with her visits.
"I believe you mean 'attention deficit', child. And we are willing to accept. It'll be at most 1 herb at a time, as that is currently all we can afford."
>>
>>1144025

"I fear you misunderstand our people and culture. Rumors spread quickly of the servitude enforced on the imperfects, but this is done so that they may work off their impurities and find happiness in the next life. It is not good, nor is it evil. It is simply how it is. If you wish to discuss our culture further, I would be more than happy to discuss it further, but if what we have to share is of no use to you and you are unwilling to accept another civilization's culture, we will take our leave."
>>
>>1144025
>>1144090

(See >>1139894, it's more complicated than just what's on my eccentricities)
>>
>>1143769
Sorry for my curt response earlier
Saccharine smiles with an absurd happiness when he hears the idea of a flying city. For quite some time all you can get out of him is a high pitched squeal of pure excitement. When he finally calms enough to respond he says, "Of course we'll help bring about a future of flying cities. This is an excellent opportunity for growth."
>>
Rolled 61, 22, 89 = 172 (3d100)

>>1143158
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Trade Routes: [Classa +3c/t]
Territory: 39
Population: 66(+4/turn)
Food: 5
Currency: 80(+9/turn)
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 III, Life I
Tech: Firemaking I, Bronzeworking I, Craftsmanship I, Swordsmithing I, Armor I, Swordsmanship I, Archery I, Horsemanship I, Naval I, Ecology I, Domestication II, Agriculture II, Herbalism I, Hygiene I, Economics III, Writing I
Resources: [Bronze: 23+1] [Wood: 55+3] [Seeds:22+1] [Equus Herd:22+1] [Hollow Runners [Skirmisher]: 13+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
Research: Commune with Nature (2/6), Ecology (3/6), Maor Nature Friends (?/?)

>Send Swordsmithing I and Hygiene I to Aurean

>Establish trade route with Aurean (Naval I, Flight III, Economics III)

>Establish trade route with Feathered Empire (Naval I, Flight III, Economics III)
>>
>>1144287

Thanks bud
>>
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>>1144025
>All these people trying to trade you hygiene
mfw I actually researched it for the primary purpose of trading it to you

I just hadn't had time to sit and rp the meeting yet.
>>
>>1144287
Spend 1 currency on #3 to take it to the next level
>>
I can change my offer if Butterland decides to hear me out.
>>
>>1143134
The High Chief pours an herbal drink in a saucer bowl for both the Paragon and himself. They sit on a porch with full view of the construction around them. "Beautiful isn't it? Progress. It is only possible because the the Great Spirit."
>>
>>1143192
As you look out over the jungle river you see ripples forming on the water and realize that there is a small sailing boat, brown and narrow with sails that appear as giant leaves. On board you see a pointy-eared figure wearing a green robe and a small head peering out of a pile of leaves.
The robed figure raises a ram's horn to his lips and blasts a bright call, announcing their presence.
"Hail Strangers! Permission to come aground?"


>>1140062
As your people are out fishing, they quickly notice a small sailing vessel with what appear to be leaf sails, coming from the south east.
A trumpet sounds and you see a green robed figure stand at the bow and wave to you.
"Greetings! Permission to come aground?"
>>
>>1143381
An elven woman with wings like precious metals flutters in from the southeast. She makes a great show of her skill with flight as she makes her way to the capital. She introduces herself as Alipia Viper, emissary from the Feathered empire.
>>
>>1144295
Yeah, let's have the discussion. My base is placed.
>>1135887
>>
>>1144450

Vincentius takes a sip of the herbal drink. "Indeed, the Great Spirit has blessed us with a good day, and with you has lit the spirit of production. It is good to see you prospering under the Great Spirit, it is our hope to do the same, all the while giving back through service."
>>
>>1144503
The exemplars allow the emissary to enter the city and escort her towards the temple.
>>
Rolled 51, 26, 10 = 87 (3d100)

>>1143158
[Black Feather]
Settlements: Capital: Black Feather, Outposts: Codilia (N), Chelydra (E), Natricinae (W), Basiliscus (S)
Territory: 51
Population (+growth/turn): 82 (+4/turn)
Food: 5
Currency: 22 (+11/turn)
Industry: 7.5
Structures: Hall of Scales, Farm I (2), Stone Quarry I (1), Temple of the Great Spirit, Lumbermill I
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, Medicine I, Boats II, Economy I, Writing I, Clergy I, Roads I, Water Magic I, Earth Magic I, Scouting I
Resources: [Copper: 5] [Stone:6 +1/turn] [Wood: 2 +2/turn] [Peat 8 +1/turn] [Crocodiles 0 +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 Treeweaving II (4/6)
+Writing I, +Algriculture I
>Sacrifices to appease the Crocodile Spirit
+Great Spirit Temple, +Clergy, +4 population, +10 Crocodiles (Reptiles are cannibals), +4 Currency

The people come forth willingly throwing anything they thought could appease the Spirit. Each village even offered sacrifices.

>Research ways to use Peat
+Writing I

>Southern Village becomes town in 1 more turn.
>>
>>1143401
>>1144025
The old man sits in contemplative thought, running his fingers through his long beard. It was certainly a complicated situation. Perhaps some more answers were needed.
"I have a question. You say the souls of the dead are reborn. Tell me, do the newborns carry with them the knowledge of who they were before, and what they have done? Or are they born fresh?"

>>1144475
"Greetings, traveler. All who come in peace are welcome here."

>>1144307
Early bird guts the worm.
>>
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128 KB
128 KB JPG
Rolled 81, 23, 85 = 189 (3d100)

>>1143158

https://www.youtube.com/watch?v=ASCdC6QYUbU

>Tech Point Total: 130! (102 Tech+28 Magic)

Far from the crude glass shelters they began with, the fire fairies were now on the verge of creating great structures to match those of the central civilized regions, their presence beginning to resemble organized society as they ran stores and stalls for outside traders, while likewise it appeared their difficulties in concentration would soon be a hindrance no more. Though rumors persist that their neighbors have made questionable decisions, such negative thoughts were swept aside with the new sense of wonder that was medical science and architectural mastery as they await the return of their adviser. Still, their leader remained uneasy. Did she perhaps, forget something?

[Classá]
Territory: 39
Population: 70 (+3/t)
Food: 2
Fire Points: 1
Currency: 147 (+16/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} {Feathered +5/c} {Butterland, Medical Equipment I*}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire II, Flight III
Tech: Bronzeworking, Architecture III, Armor I, Domestication II, Ecology I, Economics III, Firemaking I, Glassworking I, Herbalism I, Hygiene I, Mathematics II, Medicine III, Writing I
Resources: [Bronze: 21+1/t] [Stone: 16+1/t] [Wood: 15+1/t] [Glass: 26+2/t] [Sand: 20+1/t] [Jungle Herbs: 10] [Medical Equipment I]
[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.
[Primal Fire II]
[Architecture III]
[Mathematics II]
[Glassworking I]
[Writing I]
{Bronzeworking}
Glass: 1
Bronze: 1

Using our new architectural techniques, we shall construct a purposely-built tower next to the library to help us better learn the manipulation of fire, and its effects on life. Furthermore, we should put these techniques to the test by building the structure not out of stone like most others, but out of glass and metal so it shall set an example for our future structures! What I mean to say is that we're going to build a glass tower of fire!
>2.
[Economics III]
[Flight III]
Oh dear, just the palace in the sky is going to be a deed of a taller order than anything we've ever done before.
<Sending Mathematics II and Ecology I to the Feathered Empire!>
>3.
[Economics III]
[Flight III]
This is nothing short of a miracle! Soon, we'll be able to discover things on our own power, and hopefully not have to burden our friends with constant research agreements all the time.
<Sending [Domestication II] and [Hygiene I] to Butterland!>
>>
>>1144518
"The previous chief reached far, which did help, but if my people are to flourish we have to focus here.That's why I want to entrust your people for spreading the message of the Great Spirit for the time being."

>Offering Clergy I and Roads I For Masonry I and Archery I
>>
Rolled 97, 76, 10 = 183 (3d100)

>>1143158
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: 56 (+4/turn)
Food: 0
Currency: 35 (+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->1.4?(Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics III[+3c/t], Writing I, Enlightened Fire Magic I, Primal Water Magic I
Resources: [Stone: 1] [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.
Qued: School of Enlightened Fire Magic I 2/4, School of Primal Water Magic I


>Build up Food Stores
>Continue building Enlightened Fire Magic I [Writing I, Enlightened Fire Magic I] 2/4
>Find resource of stone
>>
>>1144632

"No, their sins are not recorded in memory, but instead in their souls. Karma, the weight of one's sins, corrupts the soul while dharma - acting valorously, believing in the words of the Great Spirit and taking action to redeem oneself, cleanses it. Each and every soul is judged based on their accrued karma and dharma at the end of their lives, and those with excessive amounts of karma are cursed with imperfection.

While some accept their fate and work hard to reach the next life, others cling to old habits and tendencies. Thus, in order to cleanse the soul of imperfection and help make their next lives better through labor and servitude - through their service, dharma is accrued which washes away the karma. So far, it has worked, with imperfection rates falling since the advent of such policies, and although crime rates amongst imperfects is still higher than regular elves, they have gone down as well."
>>
>>1144809

>Thus, in order to cleans the soul of imperfection and help make their next lives better, we take it into our own hands through labor and servitude*
>>
>>1144632
As the robed elf steps off the boat, the small head and pile of leaves begin to hover off the ground and fly. You now see that it is a fairy, similar to the ones you just met but about half the size and clothed in natural garments rather than flames.
"The stars shine on the hour of our meeting.
We have heard tales of the feathered folk with mystical healing powers and have finally managed to find them in this vast and vibrant forest."
"We believe that we share your mission to preserve and protect Life and maintain the balance of the World. Perhaps we can help each other to be stalwart and true in this rapidly changing world "

We can provide you with new techniques to protect yourselves in exchange for your skills at moving quickly through the wood,
>Offering Armor I for Skirmishing I
Knowledge of the natural world for your knowledge of the internal world,
>Offering Ecology I for Anatomy I
Cultivate the land for your skill with accurate measurements
>Offering Agriculture II for Mathmatics II
and improve trade for your healing techniques
>Offering Economics III for Medicine III

We also notice that you seem to lack supplies for larger building projects. We can provide you with a steady supply of wood in exchange for an equal supply of your native flora (not sure how this continuous supply thing works)
>Offering Wood[5+1/t] for Jungle Herbs[5+1/t]
You seem to have some marvelous creatures here as well. If you can promise to give them a good home, we could exchange some creatures of our own. (I'm assuming this will produce a breeding population)
>Offering Hollow Runners[2] for Parasaurs[2]

"But most of all, we hope to establish a long and mutual relationship of peace and respect between our people. May we both be embraced in safety and unity with the universal spirit of all life."
>>
>>1144727

"Yes, this is quite understandable. We will do our duty to others and spread the good word just as you have done to us. I will deliver this to the Council myself and ensure that it is approved.

While I am here, I would like to propose a new commandment. I have been meditating on the teachings of the Great Spirit and our own culture, and believe that the Great Spirit wills the following commandment to be added:

#8: Live a life of virtue, and take responsibility for your mistakes.

Does this sound agreeable?"
>>
>>1144883
"That is not for me to decide, but I'll pitch it to the religious councilmen. You can be there with me or a letter if you need to leave soon."
He pours another round, but this time he sprinkled another herb that causes the skin to flush and feel warm.
>>
>>1144916

Vincentius finishes his drink with a satisfied smile and nods. "Yes, I think it would be prudent to attend. I'll leave the matter of the trade to Ambassador Selene so that you may have my full attention."
>>
>>1144809
"I must say your ways are odd and hard for us to understand. I'm afraid I can't quite grasp the idea of punishing someone from birth for actions they did in a previous life. Helping them improve is certainly an admirable idea, we aren't sure on your methods. While our view of you has improved, to which we apologize for the assumptions based on hearsay, I'm afraid we still don't agree with your actions, regardless of how well intended they are."

>>1144825
"Ah, its always nice to meet fellow healers. We welcome you with open arms. Please, have a seat while we talk. I'm afraid these old bones just aren't made for standing too long these days. Ho ho."
"Hmm, these would certainly be useful to us, and we are glad to share our knowledge with others, especially fellow preservers of life, however we cannot accept the offer of Wood for Herbs, as we currently have an arrangement with our other fairy friends, and we simply wouldn't be able to sustain supply for the 3 of us for very long. Perhaps sometime in the future when we can sustain supply, but for now we must refuse this part of the offer.
>>
>>1144553
She follows, half dancing in her promiscuous grace.
>>
Rolled 56, 68, 4 = 128 (3d100)

Nation Name: The Underhold
Race(s): Humans
Color: Dark Grey
>>1132113
Territory: 39
Population: 16 (+3/turn)
Food: 1
Currency: 11 (+4/turn)
Industry: 7
Structures: Government Building, Farm I (2), Mine I, Engineering School I
Defenses: 1 (Capital City)
Military: 1 (Player named unit)
Tech: Bronzeworking, Mining I, Siege I, Armor I
Resources: [Bronze: 6][Wood: 6][Stone: 6](+1/turn each)
Eccentricities:
[War Machines]: If there's one thing the humans of Underhold know, it's siege weaponry. They take longer to build their war machines, but that is only to perfect them to a much higher degree than others do.
[Former Slaves]: The humans of Underhold have only recently earned their freedom, and intend to keep it, gaining a bonus to fighting defensively. However, they know what slavery is like, and are very hesitant to put anyone to the same fate.
Digging Machine 2/6
Crossbows 3/4
#1-2 focus our efforts on the digging machine. it will help now that we have a school to build it in. Digging Machine 2/6
+Engineering School I
#3 finish the crossbow research 3/4
+Engineering School I
>>1141188
the hobgoblins are stopped at the borders by human guards, the bleak and dark land behind them with its grey hills and monutains. "who're you. state yer business."
>>
>>1145237

The ambassador frowns. "That is unfortunate. It is to be expected, however, given that every culture is different, and has its own views of good and evil.

Now that you have a better understanding of us and our culture, let us return to the subject of trade - do you wish to open the doors of commerce? Our dealings are fair, and will only benefit your people. All we ask is for a fair deal in return. Though we may not agree on certain issues, I believe the benefit of enrichment and prosperity through our dealings in order to make everyone's lives better, imperfects included, is in this circumstance the greater good. Would you not agree?"
>>
>>1145590
"Protection," states the Hobgoblin from his chariot. The two armed men to either side were mounted on horses devoid of saddle or stirrup. The hobgoblin frowns, a minor departure from their usually grim expressions. "A warning and an offer. Beware of the Elves, hyuman. They come with net and cooler to enslave your kind. Hear not their honeyed words. Should you wish it the Domitus has an offer to extend you strength through training with us to oppose the Elven menace and protect freedom. You would not be the first human Khalessar. There is another who woild welcome your joining of our alliance. If this is interesting open your hold to me so I may discuss this further." He finishes.
>>
>>1145899

Still not sure why you're singling me out as opposed to all the other elven nations
>>
>>1146078
I was talking about the feathered ones who showed up and asked me to split slaves with them but if feeling like a victim helps you sleep at night go ahead.
>>
>>1146082

Okay buddy. Just making it clear, we're not your enemies.
>>
>>1145237
"Ah, I see. Yes, it would be terrible to put such strain on your resources. If you could but provide us with a modest collection of specimens then that would suit our needs nicely."
>Fixed Offer: Wood[5] for Jungle Herbs[5]
(no continuation)
>>
>>1145899
I don't have to justify my actions to you, warborn.
>>
>>1145569
As the ambassador followed the guards she could see that the city is more like a sprawling village. The roads are dirt and filled with people selling their wares, buildings are made of mud and stone that are haphazardly placed yet clustered together, there are people using the rooftops as if they were another road of access to their destination. Many of the people living in these homes wore little and seemed to posses very little wealth, but all of them seemed well-fed and strong. The temple was different however, In the center of the city it seemed like a completely different people built it. It towered over the rest of the city and was composed entirely of red stone. Water flowed from its heights and drained into channels that led to public pools for swimming, Metal and even precious gems looked as if it were being incorporated into the walls of the building by mages who were practicing their craft. When the ambassador went inside of the temple, it seemed as if only a small fraction of the interior has been finished where images of water and earth are dominant of what little decoration there is. soon after she finished her observations, the Princeps himself arrived to the common room and said "We were not expecting your arrival soul of air, what is your business here?".
>>
>>1145899
they cough and spit on the ground, more out of lack of civility than hostility. "yeh, well, if what you wor saying be true den we would wanna talk to dem other humans ourselves. we don't right trust any non-humans after wot we been through, but we ain't gonna be slaves no more. if we wanna take you up on yer offer we'll tell yeh."
>>
>>1145899
what exactly is a Khalessar? it was not part of the explained words.
>>
>>1146832
She smiles, "the same as it is everywhere, 'be great and be known' more than anything, I seek art."
>>
>>1146893
Khalessar is "Lesser than no groups" and amounts, essentially, to the nation of x. You, for example, are the Khalessar Examplar. I am the Khalessar Arakos. Thus all Arakos Khal are Arakos'i, or just Arakosi.

The x'i means "I, of x". Hence a Khal'i is a member of a Khal. Khal'i Jones Stonemason is then "I am Jones of the Stonemason group". The announcement of being part of a group, then the self, then the groupself.

I have too much time to think about shit at work.
>>
>>1146921
autism is what makes the world go round.
>>
>>1146913
Assur laughs, "As you have seen, our people have only recently understood the idea of the ethereal and it's wider implications. Our history had been dominated by beaches and seas with only the dark depths to provide inspiration. Even now, we have only just begun the reshaping of the land to our divine image. When we are not doing this, we spend time training our bodies and ruminating about the base level of existence. If you want anything beyond a perfected body and philosophy then you would need to teach us to do so."
>>
>>1145057
The religious counsel orders the High Chief to wait outside as they invite Vincentius into the Temple. The five of them sit near the center tree with saucers of drink that smelled of mint and berries. "The High Chief has told us of your intentions," said the Turtle Priest Momomo.
>>
[Feathered Empire]
The Empire's mages work on their magic more [4/8]. and work on textiles and dies starts [1/4, 2/4].

[Butterland]
The quarry is nearly completed [3/4], and the search for resources begins- more wood is found [+4 wood]! Work on banking begins [2/4].

[Aurean Dominion]
>Iron mine does, gem mine does not.
The Arcanaeum is open [Arcanaeum]! Expansion to the southwest begins [1/2], and light armor research starts [1/4, -1 bronze].

[Machaka]
>Note progress next time
The shipwrights get the first boats of their navy on the water, but just barely [2.8x [Disciplined](-2 currency/turn), and the Khal Invictus is also ready [2.8x [Disciplined](-2 currency/turn, -1 food]. The lumber mill is complete [Lumber Mill I, +1 wood/turn, +1 Industry].

[Provinces]
>Note progress next time
The school is finished [School I], and work on the port slowly continues [2/4].

[Arakos]
Better cultural practices are on the rise, though slowly [1/6], and the hobgoblines start the production of valuable commodities [2/4]. Finally, a regiment of captured Ceadni, turning against their people, are formed into a Khal [1/3, -2 iron].

[Henoan Conclave]
While the promised technologies are sent to the Aurean Dominion, a trade route is also established with them [+1 currency/turn], as well as one with the Feathered Empire [+4 currency/turn].

[Black Feather Tribes]
>Thinking the Black Feathers would just toss some of their food to the Ancient
>Immediately turn to human(?) sacrifice
Better Treeweaving techniques have been finalized, and a massive ceremony is conducted by the clergy at the shores of the sacred pools; the crocodiles, and even some of the tribe's own members, are bound tightly, some words are said over them, and then they are rowed out to the middle of the pool, and the boat purposefully sunk. Almost immediately, the pool becomes a frenzy of movement as the huge crocodile comes for its meal; it isn't long before the entire pool is red with blood. No progress on the peat research though, as people are too busy.
>Owing to the huge sacrifice, the Ancient has been appeased for a good long while.

[Classa]
Work begins on the massive glass tower; when done, it will be glorious [3/20, -5 glass]. The technology is sent to the Feathered Empire, and again to Butterland.

[Riaetrusqe]
A granary is easily constructed out of the tribe's stone [Granary I, +1 food, -1 stone], and the centaur come to grasp their new powers over fire better [Enlightened Fire II]. No stone is found.

[Underhold]
The digging machine is complete [Tunneller I; +1 Industry]. The crossbows face some 'issues'; there is about a half dozen minor injuries, and one fatality [-1 pop].
>>
Rolled 43, 33, 33 = 109 (3d100)

[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: 39
Population: 51 (+4/turn)
Food: 5 (1 Base, 2 farm at +2 each)
Currency: 72 (+8/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 III, Economy I, Boats I, Craftsmanship I, Expansion II, Chariots I, Roads I, Construction I, Equus Plow I, Charm I
Resources:
[Copper: 19] +1/turn
[Stone:30] +2/turn
[Wood: 16] +1/turn
[Equus: 13 (+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. Expand north again from our new northern outpost.

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

2-3. Continue studying Charm II 3/6

Buildings: Grand Academy I, Library I
Tech: Writing III
>>
File: Ancients4chan.png (4.84 MB, 2500x2000)
4.84 MB
4.84 MB PNG
>>1147526
[ADDENDUM]
[Balbyionia]
Northward expansion is had [+4 hex], and the diplomats' training nears completion.
>>
>>1147518
Its a giant crocodile.
>>
>>1147553
>5
['Nother Addendum]
[Classa]
The tower is nearly done [3/4, -1 glass]
>>
>>1147253

Paragon Vincentius bows to the counsel and takes his assigned seat around the tree. "Indeed, I would like to hold a synod, a discussion of the faith and its interpretations. My meditation on the words of the Great Spirit has led me to propose two commandments that we should strive to follow, in order to better serve the Great Spirit and act as He would intend us to. My propositions are as follows.

Commandment #8: Live a life of virtue, and take responsibility for your mistakes.

Essentially, this means that you should use the life that the Great Spirit bestowed upon you for good rather than for sin, and if one were to sin willingly, one should take responsibility for their actions and work to correct them. For example, if one were to chop down the tree of his neighbor without the neighbor's permission, he should plant a new one to make up for the loss. It is understandable that some things, especially regarding death, cannot be merely "fixed" in such a manner, but that doesn't mean one should make no attempt at reparation.

The second "commandment" I propose is in regards to Commandment #5, which is the following: "Like the flame, you shall consume all enemies of the Great Spirit". We fear that this commandment may be misinterpreted and may lead to summary judgement being passed on those who might still have the potential to be devout followers.

Commandment #9: Put the book before the sword. Do not pass judgement against those who commit blasphemy without first attempting to teach them our ways and the correct path of life.

What are your thoughts on this?"
>>
>>1147580
"These are good thoughts, and they come at a good time," said Momomo. "We have made contact with an avatar of the Great Spirit. There is one issue though."
"You're not one of us," snapped the Gator Priestess Undergnaw. "I don't understand why the High Chief gave you such a generous offer." A string of drool hung a foot long out of her jaw, yet it still hung above the Paragon's head.
"That's because your people only find attractiveness in girth," said the Lizard Priest River Eyes. "My people find beauty in elegance. Regardless we have decided on a solution to this issue."
"You will become one of us," said Momomo. "You will be anointed as one of our equals and divide your time between your people and the grand temple."
>>
>>1147579
[FINAL ADDENDUM-Classa]
[New and Exciting]: The fairies of the inexperienced 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, yet improving upon old ones bores them. With jungle herbs, they can ignore this penalty, but this consumes a herb per action.
>>
Rolled 73, 94, 87 = 254 (3d100)

[Arakos]
Settlements: Mor'Taris*, Tol'Iralon Outposts: Tol'Anrom, Tol'Larhen, Tol'Margren
Territory: 47
Population (+growth/turn): 87 (+5/turn)
Food: 8.5
Currency: 28 (+4/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, Ironworking, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing I, Horsemanship I, Siege I, Writing I, Economics I, Culture I. Primal Life Magic I
Resources: [Bronze: 18+1/Turn] [Stone: 17+1/Turn] [Wood: 6+1/Turn][Equus: 7+1/Turn][Iron: 4+1/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C
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 Tor'Larhen 1 turn

1. Research Culture II 1/6
[Study Abroad][Writing 3][Grand Academy][Library I]

Arakosi culture continues to refine itself. The Arakosi do believe in gender roles. By and large, the woman's place is at the home. The man's place is to hunt abroad. This does not absolve women of the burden of defense. Arakosi women are expected to be as competent in combat as their male counter-parts, as the defense of the home falls on them while the man is away. The harsh peaks of the High Fangs are known for hostile predatory wildlife that cares little for gender. Thus, while the woman is expected to defend the home, it is also that the woman rules the home. Indoors the woman's word is law. Outdoors she is expected to obey her husband. This can be turned on its head though, as women can join a warrior Khal and men can remain at home to defend the hearth. It is uncommon that such an arrangement takes place. Most often women seeking a life of adventure are the ones to depart, but when they do so they shave the back of their head and leave their braid at home to signify that one day they will return to where they belong. Should the home burn down or the braid be lost they are forever exiled and doomed to remain in whatever Khal they departed for.

2. Research Commodities I 3/4
[Study Abroad][Writing 3][Grand Academy][Library I]

The use of industrial buildings to produce things to sell for currency as well. The idea here is to allow industrial buildings to also produce currency equal to their level.

3. Recruit a Ceadni Khal 2/3
+[Weapons I, Drill III, Bronzeworking, Ironworking, Armorsmithing I, Training Field I, Primal Life Magic I]
[Harsh Homeland]
>>
>>1147526
A lone emissary bearing many tattoos and gaudy clothes comes to the gates of Balbyionia. He declares that he is bearing a trade deal from Princeps Assur to king Balthazar.
>>
>>1147717
The ambassador is met by Balbyionian diplomats under the light of the sun and before the city gates.

"You bring trade from afar, and are human. Speak and be heard, what proposal would you have."
>>
Rolled 5, 50, 74 = 129 (3d100)

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich -Town), (Nathalum, Ael'wyn, Silvanar - Outposts)
Territory: 39
Population (+growth/turn): 67 (+4/turn) (+1 in 1 turn(s))
Food: 4.5
Currency: 45 (+12/turn)
Industry: 8
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, Ironworking, Craftsmanship I, Swordsmanship I, Archery I, Economy I, Domestication I, Enlightened Earth Magic II, Boats I, Writing III, Masonry I, Horsemanship I, Herbalism I, Swordsmithing I, Hygeine I
Resources: [Bronze: 22 (+1/turn)] [Gems: 39 (+2/turn)] [Wood: 49 (+3/turn)] [Stone: 20 (+2/turn)] [Iron: 18 (+2/turn)] [Equus: 8 (+1/turn)]
Trade routes: Black Feather Tribe (+4/turn), Balbyonia (+2/turn), Henoan Conclave (+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), Southwest expansion (1/2), Light Armor Research (1/4)

1. The Council of Paragons hereby accepts the trade deal with the Black Feather Republic. Send our scholars to teach [Masonry I] and [Archery I] in exchange for [Clergy I] and [Roads I].
2. The expansion to the southwest should proceed as scheduled. Great Spirit willing, we should claim more territory soon.
>(+Horsemanship I)
(Progress: 1/2)
3. With our new Arcanaeum we can do research much more effectively. Make use of the Arcanaeum's library and continue the development of light armor. Make sure you're using iron as well as bronze in your experimentation and design, and see what you can learn from our newly acquired knowledge of swordsmithing.
>(+Bronzeworking)
>(+Ironworking)
>(+Writing III)
>(+Craftsmanship I)
>(+Enlightened Earth Magic II)
>(+Arcanaeum)
>(+Swordsmithing)
(Progress: 1/4)

Go dice go
>>
>>1147798

Shit, 5 currency and 10 gems (or 15 currency if that's not actually a thing) to Action I to ensure that it goes through without issue
>>
Rolled 38, 64, 8 = 110 (3d100)

>>1147518
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Trade Routes: [Classa +3c/t];[AureanD +1c/t];[FeatherE +4c/t]
Territory: 39
Population: 70(+4/turn)
Food: 5
Currency: 93(+14/turn)
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 III, Life I
Tech: Firemaking I, Bronzeworking I, Craftsmanship I, Swordsmithing I, Armor I, Swordsmanship I, Archery I, Horsemanship I, Naval I, Ecology I, Domestication II, Agriculture II, Herbalism I, Hygiene I, Economics III, Writing I
Resources: [Bronze: 24+1] [Wood: 58+3] [Seeds:23+1] [Equus Herd:23+1] [Hollow Runners [Skirmisher]: 14+1]
Eccentricities:
[Master Ecologists]: The Henoan people know their land better than anyone, and have a much easier time gathering materials. However, they take less to avoid harming the land.
[Perfectionists]: Striving for perfection in everything, a Henoan will start over when others trudge on. Failure rates are increased slightly, but critical successes (Natural 100s), are better for them than others.
Research: Commune with Nature II (2/6), Ecology (3/6), More Nature Friends (70/?)

>Establish Trade Route with Butterland (Flight III, Horsemanship I, Naval I)

>Resume the search for nature friends. On land sea or air, forest, plains or mountain, sentient or non-sentient, let us send out a call throughout all our territory unite with the Divine Spirit of Life itself. (Ecology I, Domestication II, Life Magic I)

>Resume the Communion with Nature to improve our understanding of Life. (Life Magic I, Ecology I, Domestication II, Herbalism I, Agriculture II, Equus friends, Hollow Runner friends)
>>
File: city location.png (5.24 MB, 2500x2000)
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>>1147731
The Princeps admires your people's architecturing genius and ability to shape this world to your purposes. However he has noticed that while your armies and cities are advanced. This has come at a cost in regards to the esoteric principles of magic. He has noticed that your expansion has also been hindered by you having to shape the land before you can gain use of it. We are willing to balance your understanding of the world and provide tools to better fulfill your nature. We ask in return that you use your expertise in construction to build a new city for us, so that we would have a new environment to grow and learn from.

>water I and scouting I for a city on the marked spot
>>
>>1147817
The diplomat scratched his beard, mulling over what was offered.

"In addition, open up a trade route and allow goods to flow to and fro our peoples, and we can agree to this."
>>
>>1147838
The emissary smiles and says "That will be no problem, the exchange of goods and ideas will benefit both of our peoples"
>>
File: Glass_Castle-SE.png (31 KB, 260x360)
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Rolled 20, 68, 33 = 121 (3d100)

>>1147518

[Classá]
Territory: 39
Population: 73 (+3/t)
Food: 2
Fire Points: 1
Currency: 163 (+16/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} {Feathered +5/c} {Butterland, Medical Equipment I*}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire II, Flight III
Tech: Bronzeworking, Architecture III, Armor I, Domestication II, Ecology I, Economics III, Firemaking I, Glassworking I, Herbalism I, Hygiene I, Mathematics II, Medicine III, Writing I
Resources: [Bronze: 22+1/t] [Stone: 17+1/t] [Wood: 16+1/t] [Glass: 27+2/t] [Sand: 21+1/t] [Jungle Herbs: 10] [Medical Equipment I]
[New and Exciting]: The fairies of the inexperienced 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, yet improving upon old ones bores them. With jungle herbs, they can ignore this penalty, but this consumes a herb per action.
[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.
[Primal Fire II]
[Architecture III]
[Mathematics II]
[Glassworking I]
[Writing I]
Place those finishing touches on the tower, so we'll be able to resume our teachings of fire! Has anyone seen Sameda anywhere? (3/4)

>2.
[Economics III]
[Flight III]
We should set up a formal trade route with Butterland! We already stop by there on the way to Easterport, anyway!

>3.
【Glass Palace】
[Primal Fire II]
[Architecture III]
[Mathematics II]
[Glassworking I]
[Ecology I]
{Bronzeworking}
Glass: 2
Bronze: 2
Now that we're a real nation, we can't live in these simple structures anymore like a bunch of mud-hut dwelling weirdos. The Palace in particular is a silly building that needs to be upgraded into a proper castle, providing better defenses and housing for when the time comes for our next big project! Just make sure it doesn't disrupt the surrounding area too much! <Upgrading Glass Palace.>
>>
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>>1147868

Spending 1 currency on action #1!
>>
>>1147813
Spend 13 currency on #1 to bring it to 51
Spend 13 currency on #3 to bring it to 21

Also how are resources traded? same as tech?
Will two animals provide a breeding population?
>>
Rolled 91, 53, 28 = 172 (3d100)

>>1147518
>>1147518
Nation Name: Machaka
Race(s): (human)
Color: (Salmon)
Settlements: (Player-named capital: Avernus) (Player-Named outpost: Azen(w), Azil(n), Aza(s), Saeps(e))
Territory: 39
Population 33(+3/turn):
Food: 0
Currency: 8 (+0/turn)
Industry: 6
Structures: Government Building, Farm I (2), Shipyard, Lumberyard
Defenses: 1 (Avernus)
Military: 3 (Exemplars 1X1.0), (Khal Invictus 1X2.8,[disciplined]), (Iron Mariner 1X2.8,[disciplined])
Tech: Bronzeworking, Scouting I, Boating II, Fishing I, Economy I, Writing I, Infantry I
Magic: Enlightened Earth I, Water I
Ongoing:
Resources: [Bronze: 11+1] [Stone: 6+1] [Wood: 7+2]
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.)

>send navy to eastern aquantis outpost

>send Exemplars and Khal Invictus to the western mole people's outpost

>start a trade route with Balbyionia
>>
>>1147810
Hey see my post?
>>1147633
>>
>>1147731

A letter arrives for King Balthazar.

"In exchange for your gracious allowance of us to study at your embassy, we open the doors of our newly constructed Arcanaeum to you, where you may gain the benefit of research.

We are also willing to discuss the sharing of the basics of our magic as well as the study of future magics, but under one condition. Magic can be many things - an instrument for change, a powerful weapon, or a means to achieve the otherwise impossible, but more importantly, it is a tool of the divine. We are afraid that such knowledge may end up in the wrong hands and be used for malicious purposes, so we ask that you not share the knowledge obtained in the Arcanaeum with other civilizations without our consent.

Lastly, we would like to invite you to a discussion on the theology and philosophy of the Great Spirit, if you are interested.

Great Spirit guide you,
-High Paragon Arcturus II"

>>1147813

A letter also arrives at the Henoan Conclave.

"Greetings, elves of Heno, I do hope this day finds you well. We would like to invite you to a discussion regarding the philosophical and spiritual teachings of the Great Spirit, if you are interested.

Walk in the light,
-High Paragon Arcturus II

>>1147897

"It would be a great honor for me to accept such a position. It would also be a great honor for me to pay respects to the Avatar of the Great Spirit, so I will gladly assist you in that regard.

Now, assuming all pertinent business is taken care of, let us meditate and thank the Great Spirit for the blessings He has given us."
>>
>>1147931

>>1147731

*we ask that you not share the knowledge of magic obtained in the Arcanaeum without our consent

Everything else is fine
>>
>>1147868
Was there something that you were wanting to ask friend of flame?
>>
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>>1143182

A group of fire fairies were sitting around near Easterport, separate from the normal trade caravan. "Hey, are any of you good at lifting? We need help constructing a castle, and we're going to need more help later!"
>>
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>>1147953

Oh, now that you're here, we're wondering if you want to help us construct a few things for gold and technology! We're a bit busy now so we'll have to give it in advance, but there's a major push to make the palace into a castle, and later they even say they're going to put the city into the sky!

>Classá is looking for familiar nations willing to help them work on their city, and is willing to pay in money, at 2 currency/tick of progress completed for the following projects: <Upgrade Glass Palace into Glass Castle> and <Upgrade Sauna Oasis into a [Flying Capital]>, with possibly additional rewards thrown in.

Also, we're hearing some weird rumors that we're going to dismiss for now, but if you have a version of Fire Magic other than our own (n- no— not that there's anything wrong with that), we can't really share our information according to our adviser, different magic schools of the same element aren't compatible, so it's going to be tougher for us to develop our talents. But, you're still welcome to help us discover anything else or ask us for help, and spells derive from one of the basic forms of fire magic like [Firebolt] are fully compatible between disciplines, so once you hit the third level of whatever form of fire magic you have, you can start branching out in manipulation!
>>
>>1147892
"The Humans of the Underhold will only deal with their own kind. If we are to add this nation of engineers to our coalition it will have to be the men of Machaka who speak to them."
>>
>>1147931
"Yes, what sacrifice do you offer the Great Spirit? We have offered food, expensive gifts, and blood."


Commandment counter.
Rejection of alteration of #5
Commandment #8: What you put into the world will come back to you.
Commandment #9 accepted.
>>
>>1148034
we will speak to the people who share the divine form.
>>
>>1146849
A ship appears on the western outpost of the Underhold. It sends hails to people on the coast asking if they can dock.
>>
>>1148005
We might be willing to look into aiding you with this effort, however we also have wishes for improving the life of our people, we recover slowly but surely yet their safety is paramount. Do you have an idea of where to find stone deposits or something of that ilk?

Different schools of fire magic? Interesting...perhaps, we shall have to see about that there maybe communion afterwards...Anul spoke highly of your herald...
>>
>>1148041

"We have plenty to offer it, our land is quite rich in resources. But my opinion on the matter is that we should converse with it. Ask it what it demands. The avatars of the Great Spirit, who refer to themselves as Ancients, are not opposed to reason. Come, bring me to the Avatar and we will commune with it."

(As far as the commandment list goes, it should look like this then, right?

1. None shall kill a believer for being another race.
2. The Great Spirit nurtures us, attempt to adapt to the world before trying to alter it.
3. Like the river ideas, coin, and resources should flow.
4. Like the wind, you should speak gently normally and scream like a tempest when rage takes you.
5. Like the earth, you should be a source of new life.
6. Like the flame you shall consume all enemies of the Great Spirit
7. Meditate at dawn and dusk
8. What you put into the world will come back to you.
9. Put the book before the sword. Do not pass judgement against those who commit blasphemy without first attempting to teach them the way of the Great Spirit and set them on the correct path of life.)
>>
>>1145772
"Hmm you do make a valid argument. Perhaps a middle ground. We will trade our Medicine III for Writing III, and we'll see how it goes from there. If we find your treatment of the 'imperfects' to improve, perhaps our relations can improve."

>>1146126
"That sounds acceptable to us."
>>
>>1148089

And the core belief: The Great Spirit is connected to all the elements and living things.
>>
>>1147518
[Black Feather]
Settlements: Capital: Black Feather, Outposts: Codilia (N), Chelydra (E), Natricinae (W), Basiliscus (S)
Territory: 51
Population (+growth/turn): 86 (+4/turn)
Food: 5
Currency: 3 (+11/turn)
Industry: 7.5
Structures: Hall of Scales, Farm I (2), Stone Quarry I (1), Temple of the Great Spirit, Lumbermill I
Defenses: 1 (Black Feather)
Military: 1 (First Claw), Swift Maw (Naval, 1.4)
Tech: Bronzeworking, Agriculture I, Animal Husbandry I, Currency I Treeweaving II, Herbalism I, Medicine I, Boats II, Economy I, Writing I, Clergy I, Roads I, Water Magic I, Earth Magic I, Scouting I
Resources: [Copper: 5] [Stone:7 +1/turn] [Wood: 4 +2/turn] [Peat 9 +1/turn] [Crocodiles 1 +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.
>Trade to Aurean Dominion, [Clergy I] and [Roads I] for [Masonry I] and [Archery I]
>Commune with the Avatar of the Great Spirit
+Clergy I, +Temple, +Water Magic I, +Appeasement, +10 currency.
>Research use of Peat
+writing I, +20 currency
>Construction of southern Outpost to Town is Complete.
>>
Rolled 96, 33, 40 = 169 (3d100)

>>1148100
>>1148089
Yes.
>>1148102
Forgot my rolls, again -___-
>>
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>>1148119
On the fucking Trade
>>
>>1148125

At least you didn't fail it and had to spend currency to make it work
>>
>>1148125
i got a 91 on army movement and a 28 on a trade route.
>>
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>>1148084

Stone? Before we got better at designing buildings out of glass and bronze, we used stones gathered from the desert as foundations and blocks, and the results weren't pleasing, which is probably why none of our friends use it. If you like, you can claim our old stone collecting area and use it yourself.

>Free Offer: Claim Classa's stone deposit, transferring their [Stone: 17+1/t] to you. (Requires an action.)

That herald is a student of Sameda, the Former Queen of Fire, and once ruled a nation that has a vague relation to ours that we're still trying to figure out. According to her, fire is the source of energy which gives life to this world. How fire gives life is something we haven't discovered yet, but ashes make great fertilizer, so maybe it has something to do with that? You should visit Aerie sometime; it's in the forest to the north, and it contains our forest counterparts. Just make sure to wear a glass necklace so they know you're friendly, or some of them might bother you! There might be an important landmark like the type you're looking for there, like a giant tree. If you go a bit farther, you hit the Henoan Conclave; they lack wings like you, but are built sort of like if they had a upper body like yours and a lower body like ours, and they really like nature, and animals.

Oh, and if you can cross the river, there's a place called Butterland that is owned by the Flying Men who live near a volcano like the one we were talking about earlier! If you need help recovering or healing, their Elder might be willing to lend a hand.
>>
Rolled 93, 89, 17 = 199 (3d100)

>>1147518
Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 65(+3/turn)
Food: 1
Currency: 61(+4/turn)
Industry: 7
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks I, School I, Stone Quarry [3/4]
Defenses: 1 (Avaros)
Military: 2 (Plaguewarden)
Tech: Bronzeworking, Medicine 3, Herbalism 2, Skirmishing I, Mathematics II, Domestication 1, Crossbows 1, Anatomy I, Boat 1, Flight III, Glassmaking I, Writing I, Banking [2/4]
Resources: [Bronze :24(+1/turn)] [Jungle Herbs: 13(+1/turn)] [Jungle wood: 10(+1/turn)] [Parasaur: 19/+1/turn] [Doctors][Obsidian 19+2/turn], Medical Equipment I
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive 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 - FINISHED

Send our side of the trade to Classa. [Boat I, Flight III]
>(Jungle Herb 1/turn)

Send Trade to Aurean Dominion. [Boat I, Flight III
>[Medicine III]

Send trade to Henoan Conclave. [Boat I, Flight III]
>(Medicine III, Mathematics II, Anatomy I, Skirmishing I, 5 Herbs, 2 Parasaur)

Wew, so much trading.
>>
>>1148153

Shit I already rolled my turn, I'll get your stuff to you next turn though
>>
>>1147518
Hey, which are the abandoned nations (include color please).
>>
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>>1148173
Galkoki (Black)
Molepeople (Tan)
Aquantis (bright green)
Gynnead Ceadn (Gold)
>>
>>1148185
Thank you mighty Wheelie, the pink one has no name?
>>1148172
Want to conquer some mole people in a few turns?
>>
>>1148094

"Excellent. I am glad that you can see the benefits of compromise.

As far as the state of the Dominion goes, the reign of Arcturus II has been quite progressive towards the matter of imperfection, preferring to reward good behavior than to punish bad behavior. Still, you must understand that the Dominion is a republic and there is significant pushback from more conservative paragons. Change will not come easily, and when it does, it will come slowly. Things have also taken a turn for the better since we adopted the teachings of the Great Spirit."

"Actually...." The ambassador grabs a tome from your rucksack and gives it to the Butterlander. "Perhaps the Great Spirit may help you too. Once our sages arrive to teach you our method of writing, you should peruse this tome. Think and meditate on its words, and if you feel they are right for you, come to the Great Temple in the Black Feather Republic. There, if you so choose, we would be happy to make you Brothers in Faith. Do give it some thought, hmm?

Anyway, I should depart now to ensure the trade goes well. Our sages will arrive after the next moon to complete the trade." The ambassador bows and departs, leaving you with the tome.

>>1148189
The pink civ is Splatoon inklings, they were pretty much just a joke race

As to the conque-I mean, conversion, I do love a good crusade but there isn't gonna be anything left by the time we get there so we should probably save our actions and use them for expansion and citybuilding. You should still probably bolster your defenses though, you never know when heresy might rear its ugly head.
>>
>>1148219
Not really a joke race, but something I'd rather not get into.
>>
>>1148189

I compiled everything in a pastebin so we don't have to go scrolling through posts. I made some comments explaining each commandment as well, look them over and tell me if there's anything that should be changed.
>>
>>1148313

http://pastebin.com/zvnRKrj7
>>
Rolled 89, 56, 83 = 228 (3d100)

>>1147518
Territory: 39
Population: 18 (+4/turn)
Food: 1
Currency: 13 (+5/turn)
Industry: 6
Structures: Government Building, Farm I (2), Mine I, Port 2/4, School 1
Defenses: 1 (Capital City)
Military: 1 (ceramic-armored boat)
Tech: Bronzeworking, Boating I [1/6], Trade Goods I, Housing I
Resources: [Bronze: 7][Wood: 5][Stone: 6](+1/turn each)
Eccentricities:
[Naval Power]: The Dancing River Provinces are famed for their powerful navy, which they pour much of their resources into- as a result, though, they tend to neglect land forces.
[Sheeple]: As long as the people of the Provinces are kept entertained, they are content, and slightly boost all actions. If the plays stop or are received poorly, however, then tensions may rise between the clans.

>>1147553
Oh damn, we can expand?
1. I send some boats across the river to the little peninsula thing to get some more territory and resources.
2. work on port
3. work on boats
>>
>>1147931
"We can agree to those terms, our eastern neighbor. We will be glad to do so, although at this time we cannot currently send an envoy to study magic yet, but only temporarily."

>>1147817
A letter arrives. "We must dutifully request that you delay the delivery of the magical information promised, but we will endeavor to create your city as a agreed upon. For certain reasons, we must delay the acquisition of magic for now but our deal will continue."
>>
Rolled 9, 97, 93 = 199 (3d100)

[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: 39
Population: 59 (+4/turn)
Food: 5 (1 Base, 2 farm at +2 each)
Currency: 88 (+8/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 III, Economy I, Boats I, Craftsmanship I, Expansion II, Chariots I, Roads I, Construction I, Equus Plow I, Charm I
Resources:
[Copper: 21] +1/turn
[Stone:34] +2/turn
[Wood: 18] +1/turn
[Equus: 15 (+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. Expand north some more.

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

2. As part of an ongoing deal, begin laying the foundations for a city as laid out by the humans from the south >>1147817

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

3. Finish the charm II research 5/6

Buildings: Grand Academy I, Library I
Tech: Writing III
>>
>>1148060
"who're you. state yer business."
>>
>>1148441
I am an emissary of the Machakan people guided by Princeps Assur. Our hobgoblin allies told us you wanted to speak to someone who shares your divine form.
>>
>>1148447
"'divine form' you mean human? yeh, yer right. yer hobgoblin friends wanted to offer us an alliance, so dey sent you cause you was human. but you know who else is human? them folks east of us, and them ones north of us too. now we can reach them by land and wagon if we want, you and your hobgoblin friends gotta come all the way by sea from far away. if'n you want to trade we got no qualm, but yer jus too far to make any kinda ally."
>>
Rolled 19, 64, 29 = 112 (3d100)

>>1147518
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 40 (+2/turn)
Food: 2
Currency: 37 (+9/turn)
Trade routes: heno (4) classa (1)
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 III, writing I
Magic: Air I, Hope I, Weather II, Flight III, Jetstream I, Weather Weaving II
Resources: [Bronze: 5] [Slaves: 1] [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: Farms [1/4] Weather [4/8] textiles [1/4] dyes [2/4]
1. Continue to research textiles
>>1147964
>>1148005
2. Zharar's flying capital (eternal mandate)
3. Improve trade route with classa
>>
>>1146980
"Philosophy then, it is oft said of us that we are conquerors, or tyrants, but that is a stone thing, solid, absolute. We, simply plan to be everywhere. We place those who can farm upon the fields. We bring them rain, we bring them clear skies, and others call it slavery. What I ask is, 'how do we help them understand?'"
>>
>>1148453
The humans of Galkoki have stagnated and have not made any advancements for a long time(afk). The humans of balbyionia are currently deciding whether to join our alliance, so if you seek to join with them you might still ally with us regardless. while it is true that the fastest route to you is by boat for us, we still live just south of you and our boats can reach you just as quickly as the balbyionians on foot.
>>
>>1148462
"we ain't too keen on rushing into alliances after we just won our freedom. now we heard yer hobgoblin's offer and we heard you, we'd like to go and meet up with them balbyons and see what they have to offer 'afore we decide to join up with anyone, if we do at all."
>>
>>1148458
We understand the importance of following one's nature to bring enlightenment. Your elven kin know that through hard work and atonement they can purify their race into something perfect. While it is the domain of air that remains above all(in a literal sense), you cannot expect come down from your heights and think to understand that you know anything of the earth and ocean without BEING them. we have heard rumors of another one of your emissaries going to Arakos and completely misunderstood the nature of the people she was dealing with. If you seek to rule over those that are beneath you. You must know the beliefs, the capabilities, and what they can become. your diplomat managed to fail to understand these three things and it cost her dearly. The Arakosai are a people of steadfast iron, the wind will not be able to dance above it and expect for them to move at its every gust. The only way to control iron is to either temper it with flame or become of it. The hobgoblins also believe in the second of these things as their war with Ceadn has proved. They are turning a people of water into one of iron and seek to make it part of the whole. While shedding your nature would remove your people's power, being able to incorporate another's without compromising your own is what leads to enlightenment, allies, and followers.
>>
Rolled 3, 44, 43 = 90 (3d100)

Nation Name: The Underhold
Race(s): Humans
Color: Dark Grey
>>1132113
Territory: 39
Population: 18 (+3/turn)
Food: 1
Currency: 15 (+4/turn)
Industry: 8
Structures: Government Building, Farm I (2), Mine I, Engineering School I
Defenses: 1 (Capital City)
Military: 1 (Player named unit)
Tech: Bronzeworking, Mining I, Siege I, Armor I, Tunneller I
Resources: [Bronze: 6][Wood: 6][Stone: 6](+1/turn each)
Eccentricities:
[War Machines]: If there's one thing the humans of Underhold know, it's siege weaponry. They take longer to build their war machines, but that is only to perfect them to a much higher degree than others do.
[Former Slaves]: The humans of Underhold have only recently earned their freedom, and intend to keep it, gaining a bonus to fighting defensively. However, they know what slavery is like, and are very hesitant to put anyone to the same fate.
Crossbows 3/4
#1 finish the crossbow research 3/4
+Engineering School I
#2 begin searching for/studying iron
Mining I, Engineering School I
#3 study Engineering
+Engineering School I
>>
Rolled 10, 10, 70 = 90 (3d100)

>>1147518
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: 60 (+4/turn)
Food: 1
Currency: 40 (+5/turn)
Industry: 5
Structures: Government Building, Farm I (4), Housing 1[+1pop/turn], Library I[Crest of Horns], Granary I[+1 food,Tolretnac]
Defenses: 2 (Tolretnac) [Stone Fort, Tolretnac]
Military: 1->1.4?(Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics III[+3c/t], Writing I, Enlightened Fire Magic II, Primal Water Magic I
Resources: [Stone: 0] [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.
Qued: School of Enlightened Fire Magic I 2/4, School of Primal Water Magic I


>Accept Offer from Classa for Stone [Stone: 17+1/t]
>Primal Water Magic I Research[Primal Water Magic I, Writing I, Library I]
>Aid Class in efforts of building Castle Glass
>>1148142
We accept the aide of stone and offer our own in return for this great boon. On another note, does this include the rights to harvest the stone from your lands?
>>
>>1148477
>talking about the one you're talking to in the third person.
"I know there was misunderstanding, that's why I came here. I want help in the ways of speech, and you are the best speakers that I know of. You have mastered the air between us in a way I could never have imagined.
>>
>>1148507
A firey winged elf arrives at your southern outpost, he wishes to speak for the Feathered Empire.
>>
>>1148710
I thought it was a different emissary since the wings were described slightly differently.
>>
>>1148094
Wonderful! May Life grant you peace and serenity in your journey towards Henosis.

>>1147931
We may not have much to contribute to your discussion, but would enjoy visiting you and meeting your interesting neighbors that we have heard about.
>>
>>1148710
The problem you have is not one of speech, you can already speak eloquently. What you need is a refinement of your nature so that you do not alienate those around you. We are willing to teach you the ways of earth so that you may incorporate it into your being. regardless if you feel the earth is inferior, you need to be able to ground yourself if you want to speak to those not of air. Once you have learned this, we will send to you those whose nature have stagnated and will not be able to progress without outside help(slaves that you can spend actions on to remove your racial penalty to the earth). For this we ask that you help uplift ourselves as well by teaching the secrets of air and ability to led those who have lost their way.

>earth I, slaves from conquered nations, ability to remove racial penalty for air I and slaving I
>>
>>1148804
like precious metals = shimmering gold with silvered tips
How is it that ambiguous, and how many ambassadors do you think I have?
>>
>>1148823
Perhaps we should, very well, though if we can then work the earth, we will have no use for slaves.
>>
>>1148826
You can have as many emissaries as you want since they are solely fluff. and all of them have their wings decorated in some precious substance or color. I just decided to assume that they were all unique.
>>
>>1148832
You would not have need of them, but as you claimed before "We, simply plan to be everywhere. We place those who can farm upon the fields.". This means that you have gone beyond what is necessary and instead chosen to lead those who are incapable of finding their own path. It is a matter of finding the right place for these people so that even if they do not progress, they will fulfill what they do have.(also your original complaint was that everyone called what you do is slavery, but then soon after you say that they are actually slaves when you hear that you can remove your deficiencies.)
>>
>>1148871
Eh, whichever.
>>
>>1148809

An Aurean ship pulls into port to take the elves of Heno to the discussion. "It is regrettable that we cannot hold the discussion in the Great Temple in the Black Feather Republic, but Cardinal Vincentius and the Council of the Great Spirit are currently communing with the avatar of the Great Spirit, and are not to be disturbed. We will be heading to Vanitas instead, to the Hall of Paragons," the envoy says.

The journey to the Hall of Paragons takes the elves of Heno through the bustling port of Nathalum, over forest paths and plains and into the city of Vanitas, the capitol and cultural center of the Aurean Dominion. The envoy parts way with you at the entrance to the Hall of Paragons, where a priest greets the Henoans. "Come in, come in! We do not yet have a temple, but instead a shrine within the palace that we can hold the discussion in." The priest leads you to a small sapling with mats and padded pillows for meditation surrounding it, and bids the Henoans attending to take a seat on one of the pillows. The Henoans are also offered a cup of herbal tea.

"Now, let us begin our discussion with a question: When you look around you in your homes in Heno, what do you see?"
>>
>>1148005
A lone envoy bearing many tattoos and gaudy clothing comes to the capital of Classa. Saying that he has a message from Princeps Assur to Princess Zharar.
>>
>>1150310
"We see the loving and protective embrace of Nature, through which the Spirit of Life flows."

"Many of our homes are nestled into living trees and caves with minor impermanent embellishments made to accommodate our needs and link our individual spirits to the great one. Others are made of carefully resourced materials to blend with the surroundings and avoid impeding natural growth."
>>
>>1150603

The priest nods. "Indeed, then you may already realize it. What you see when you look upon your forests, upon your families, upon the animals you keep and upon the Great River which helps us thrive, is the Great Spirit. For the Great Spirit is connected to all living things and elements.

What I have called you here for today is to spread the word of the Great Spirit and its teachings to you. For we should all thank the Great Spirit for all that it has provided us, and endeavor to live the life that the Great Spirit has given us the way it has intended us to."

The priest pulls out a small tome and gives it to the Henoan speaking. "Here, this is the Holy Codex of the Great Spirit, which contains the teachings of the Great Spirit. I invite you to read it and meditate on its words. If you find in your heart that these words ring truth, we would be happy to make you brothers in faith. If there is confusion, feel free to ask questions, I will do my best to clarify them."

(Gist of the Holy Codex can be read here: http://pastebin.com/XvB7VB4m)
>>
>>1150767
Praise the Great Spirit!
>>
>>1150801
The herald of ascension!
>>
>>1150603
>>1150802
I believe I found a new friend. One that would be very interested in Treeweaving II
>>
File: Ancients4chan.png (4.84 MB, 2500x2000)
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[Arakos]
The culture of the hobgoblins is spreading even more [4/6], and the commodities are finalized [Commodities I, +1 currency/turn]. The Ceadni Khal is finished [2.2x [Disciplined](-2 currency/turn, -.5 food) ] as well.

[Aurean Dominion]
The scholars are sent, after many logistics errors, and the Dominion expands southwest [+4 hex]! The development of light armor completes [Light Armor I].

[Henoan Collective]
>Yes and Yes
The trade route is complete [+2 currency/turn], and the search for forest friends completes- a herd of reptilian, three-horned creatures has been discovered [Resource found: triceratops herd]. Tbe chief's communion stumbles, but resumes [3/6].

[Classa]
The tower is complete [Glass tower I], and a trade route is made [+2 currency/turn]. Finally, the Glass Palace undergoes extreme renovations [4/6] (-3 herbs)

[Machaka]
The navy is sent to the now abandoned nation of Aquantis- it will take a while though. The army is sent west, the outpost of the molepeople in sight. A small trade route with Balbyionia is set up [+1 currency/turn]/

[Black Feather]
>Town: +1 pop/turn, +1 currency/turn
The technological knowledge is sent to the Aurean Dominion, and the Avatar of the Great Spirit is communed with [Primal Water I]! Finally, peat research is finally underway [2/4].

[Avaros]
>City: +1 pop/turn, +1 currency/turn
The knowledge is sent to Classa, the Aurean Dominion, and Henoan Collective respectively.

[Provinces]
>Yes, you can expand
While the Provinces expand their reach across the river [+4 hex], they also begin work on a port [2/4, -1 wood], and boat improvements [4/6].

[Balbyionia]
No expansion is had, but the planned city is laid out [5 turns, -10 wood, -10 stone]. The diplomats complete their training [Charm II]!

[Feathered Empire]
No progress on the textile research, though the Empires mages and builders are sent to Classa [2/20], and the trade route is improved [+1 currency/turn].

[Underhold]
Once again, the crossbows malfunction; there are more casualties this time [-5 pop], but the search for iron begins [1/8]. The school begins to more thoroughly study the art of engineering [1/4].

[Riaetrusqe]
The stone is all set to be hauled off to the fire fairies, but then a familiar, ashen featured woman in a black gown makes an appearance. "My lord, what are you doing? Why are you trading with lesser beings?" She snorts. "The 'fire fairies' as they call themselves serve weakness. Weakness must be crushed with strength." She then makes the centaur train their fire magic, instead of researching better watter magic. However, some are able to sneak away and assist in the renovations of Castle Glass.
>>
Iron has no bearing on the strength of units at all?
>>
>>1151119
Will make adjustments in the morning.
>>
>>1151114

Um, don't you mean -3 glass?
>>
>>1150767
The wood elf reads the book and cocks his head to the side.
"It seems that we both have an understanding of what the Spirit is, but these commandments seem somewhat unnecessary to us. If you wish us to adhere to these rules then we would require some time to reflect and discuss this with our elders. If you would excuse me, I would like to step out for some fresh air. I am not used to such..refined surroundings. It is, unnatural for me."
>>
>>1151114
my +2 movement bonus should let my troops reach the outpost.
>>
>>1151147
Should be -1 glass. -3 herbs if you want to negate your eccentricity malus.
>>
>>1151163
[Addendum]
>You're right, my bad. Put it with the action next time, please. Or else I'll probably forget to include it.
The Machakan infantry reach the outpost, and easily take it over!
>>
>>1151114
What the fuck is wrong with these crossbows! they managed to kill a third of the population in an instant.
>>
Rolled 82, 26, 57 = 165 (3d100)

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich -Town), (Nathalum, Ael'wyn, Silvanar - Outposts)
Territory: 42
Population (+growth/turn): 72 (+4/turn) (+1 in 3 turn(s))
Food: 4.5
Currency: 41 (+13/turn)
Industry: 8
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, Ironworking, Craftsmanship I, Swordsmanship I, Archery I, Economy I, Domestication I, Enlightened Earth Magic II, Boats I, Writing III, Masonry I, Horsemanship I, Herbalism I, Swordsmithing I, Hygeine I, Light Armor I, Roads I, Clergy I
Resources: [Bronze: 23 (+1/turn)] [Gems: 41 (+2/turn)] [Wood: 52 (+3/turn)] [Stone: 22 (+2/turn)] [Iron: 20 (+2/turn)] [Equus: 9 (+1/turn)]
Trade routes: Black Feather Tribe (+4/turn), Balbyonia (+2/turn), Henoan Conclave (+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), Southwest expansion (1/2), Light Armor Research (1/4)

Actions:
1. The Council of Paragons approves the trade of [Writing III] to Butterland in exchange for [Medicine III].
>(+Roads I)
>(+Boats I)
2. Cardinal Vincentius I, as a member of the Religious Council of the Great Spirit present in Black Feather, also communes with the Avatar of the Great Spirit.
>(+Clergy I)
3. Now that our Arcanaeum is built, we can not only understand the forces of earth but seek out new magic as well. We understand the earth well but that means we know less about the air. Thus, we should begin researching air magic, using what we already know about the control of magic to guide the way.
>(+Arcanaeum)
>(+Enlightened Earth Magic II)
>(+Writing III)
>>
>>1151212
A lone hooded figure from Machaka asks for entry to the hall of paragons and a meeting with the highest religious authority currently available.
>>
>>1151240

The steward greets the figure at the great doors of the palace and waves the guards aside. "Ah, I fear Cardinal Vincentius is currently in Black Feather communing with the Avatar of the Great Spirit, but one of the bishops may be able to assist you. First though, may I ask your name and what nation you hail from?"
>>
>>1151258
The figure bows, "I am Seeker Andros of Machaka from the tribe of Aza".
>>
>>1151114
Are Primal Water I and Water Magic I different techs or is Primal Water a replacement for Water Magic. Either way please explain difference.
>>
>>1151154

"That is understandable. Please, do take the book with you and tell your leaders to take a moment outdoors near the burbling brook, next to a warm campfire perhaps, with sky above and earth below. Ask them to read the book I just gave you, meditate on them, and get closer to the great spirit. Great Spirit guide you on the way home, Elves of Heno." The priest bows and instructs the elves to return to Nathalum, where a boat is waiting to take them back home.

>>1151264

"I see. Just one moment, sir." The guards relax and a few moments later an elf in ceremonial garb greets Andros. "Ah, so you are from Machaka? The Black Feathers have told us of you. We hear you are honorable and devout people, and I take their word. I am Bishop Florentine of the Aurean Church of the Great Spirit and minister of religious affairs during Cardinal Vincentius's absence. How can I help you?"
>>
>>1151290
It's a replacement. Slightly more powerful, with some extra effects.
>>
>>1151316
Yes, Through my travels and meditations I have been thinking of the various languages and how it relates to the ethereal plane of ideas and being. you may have noticed that words can help shape a spell even if not necessary. I believe the reason for this is that when you utter an incantation, you are directly tapping into this plane by "naming" this aspect of reality you wish to force. Speech however, is fleeting. Writing on the other hand, lasts for as long the material used, because of this property I believe that I can create constant effect by having it constantly "declare" what has been written on it. Machakan writing sadly, is not capable of achieving this for it is too primitive and unrefined. My travels revealed a solution however, the writings of many other people shared the same script in their writings coming from the same source, your people. Just looking through any of your recent tomes, I can tell that many refinements and improvements have been made allowing what I'm proposing to be possible. I ask that I be allowed to study in both the temple and the Arcanaeum so that I may perform this experiment and learn how to create a system to spread this knowledge in Machaka. I am willing to share my results and knowledge of water in return.

>Runic Magic I and Water Magic I for Writing III, clergy I, and Arcanaeum access
>>
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>>1148675

Yep. The entire thing is transfered to you now!

Meanwhile, in the capital city of Sauna Oasis, heavy construction work was in activity as fire fairies used their illumative abilities to both guide centaur and elven laborers in their actions as well as weld together glass blocks as well as polish key sections to serve as windows, the previous Glass Palace largely disassembled in order to make way for its intricate replacment which bore tall, well-defined circular towers bearing tapers and capped with conical spires as well as a much larger keep with dimensions on-par with those found in the more northern kingdoms and empires, the walls expanding to encompass the Tower of Fire who bore the city beacon at the pinnacle, as well as the library and workshop district.

The princess was personally overseeing the project from outside, and though the elves appeared to be content surveying the area and marking it with an odd liquid and wooden stakes for future reference, the centuar seemed to be dour for reasons not known. Zharar looked to one of their number with concern. "Is everything all right? I assure you you will all be payed handsomly for your work once the job is complete..."

>>1150579

The travels to the Eastern Desert of Clausaue take an extended period of time, the two regions on opposite sides of the continent after all, though much less still to the persistant envoy of the west. Though superfically similar to the dunes of the west in so much they were both deserts, Classá possessed little in the way of vegetation, its enviornment laden with bubbling hotsprings, natural glass tones, and clay land formations of several tones. This made the presence of the Glass Castle in construction all the more conspicuous as it towered over all of its surroundings as the singular artifical structure of note in the area (though with fey, it was always fuzzy as to what exactly constituted "artifical" and "natural"), flanked by collections of bronze rods being burried in the ground by the winged elves of the Feathered Empire, their exact purpose not exactly made clear.

Classá was clearly under heavy renovations, the envoy walking into a city-spanning construction site with much sand and noise made as men with the lower torsos of horses hauled blocks the size of men towards the structure before them. Many of the fire fairies were short, the size of children perhaps, while a few more came up a head or two taller- most of them appeared to be attempting to ignore the strange wingless man, a look of conern, or perhaps fear apparent on their faces. This continued until one of the larger type fairies wearing a white dress noticed and came to greet him.

"A visitor! Your wings- are you injured? I can tend to your wounds if needed if you have them on hand, be I'm not sure if you'll be able to fly again..."
>>
>>1151373
do not worry little ones, my people are not born with wings like the feathered empire. We have to either walk by foot or travel by boat to reach our destination.
>>
>>1151316
The five high priest have finished their communion with the Avatar of the Great Spirit. A primal connection to the water element was now forged to their very souls.

>>1151154
(What color are you?)

>>1151343
Extra effects?
>>
>>1151402
More food, moving faster through it, etc.
>>
Rolled 80, 7, 86 = 173 (3d100)

>>1151114
[Black Feather]
Settlements: Capital: Black Feather, Town Basiliscus (S), Outposts: Codilia (N), Chelydra (E), Natricinae (W)
Territory: 51
Population (+growth/turn): 91 (+5/turn)
Food: 5
Currency: 15 (+12/turn)
Industry: 7.5
Structures: Hall of Scales, Farm I (2), Stone Quarry I (1), Temple of the Great Spirit, Lumbermill I
Defenses: 1 (Black Feather)
Military: 1 (First Claw), Swift Maw (Naval, 1.4)
Tech: Bronzeworking, Agriculture I, Animal Husbandry I, Currency I Treeweaving II, Herbalism I, Medicine I, Boats II, Economy I, Writing I, Clergy I, Roads I, Scoutning I, Masonry I
Magic: Earth Magic I, Primal Water I
Military tech: Archery I
Resources: [Copper: 5] [Stone:8 +1/turn] [Wood: 6 +2/turn] [Peat 10 +1/turn] [Crocodiles 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 Usage of Peat (2/4)
Writing I
Clerics and Merchants alike experiment on the alternative ways to use it.
>Retrain First Claw Military unit
+Scouting I, +Primal Water I, +Archery I
The Swamp was the domain of the Black Feather Republic. None shall move as swiftly as the claw units.
>Begin constructing North Outpost into Town
The High Chief maintains his goal of reconstruction, and hopes that the Paragon will visit again.
>>
>>1151412
Damn, delay in the training of Lizard Commandos.
>>
>>1151352

"Hmm, I see. The offer you present sounds acceptable, and the Arcanaeum is free to use for devout followers of the Great Spirit. However, we will ask you to abide by the same conditions that we ask of everyone else. You see, magic is a blessing from the Great Spirit and a tool of the divine. It is our fear that such power may be used for ill purposes, to cause undue suffering or to act against the Great Spirit. This is why we ask you to adhere to the following rules:

1. No knowledge obtained in the Arcanaeum is to be shared with nonbelievers without our consent.
2. The magic you learn within may not be used in ways that are heretical to the Great Spirit.
3. You are not allowed to study heretical magic. This includes, but is not limited to, the following: Death and necromancy, the summoning of otherworldly beings, control over the mind, and curses.

If any of these are violated, the privilege of using the Arcanaeum will be revoked and action may be taken against violators, if the charge is serious enough.

I trust that as a believer in the Great Spirit, you will have no trouble abiding by these rules, but we still must make them clear. Do you accept these terms?"
>>
>>1151412
>>1151419

This means you're allowed to use the Arcanaeum too
>>
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>>1151384

A closer inspection at the fairy revealed her to be some type of medicine user, carrying a glass object filled with some type of remedy. "That's odd. The centaur tell us the only reason they can't fly is that they're too heavy and their wings would fall off. Sure you don't require any medical aid, traveler? Not many creatures can wander through a desert without a steady supply of water, and we have gallons of it sitting out for the construction crews. Sorry you have to see the city in this state, the Princess has major plans currently being undertaken and they require massive amounts of labor."
>>
>>1151420
>>1151419
I got excess to a magical college. BEST GIFT EVER
So if I'm the Water center, and you're the Earth, who will be Wind and Fire
>>
>>1151424

Heno can be fire if he converts
>>
>>1151424

Also don't forget you hab 2 follow da rulez
>>
>>1151429
Heno is Elves as well right? How many different Elves do we have on this map?
>>1151432
I'm the center of the religion, why would I need/want to violate the rules?
>>
>>1151434

Not saying you would, just making you aware of them

Also there's three elves, myself, Heno and the heathen
>>
>>1151438
In other news, I'm about to hit 100 population with no one even near me. If it wasn't for the 3 nations of elves, my reptile people would be the most abundant species. Of course if you divide them into their 4 individual species it isn't as high.
Also
>>1151402
>>
>>1151419
I am fine by the first two rules, but the third needs refinement. My people will not summon previous faces, beings from the ethereal realm, and curses. However the mind is where we connect the material to the divine, to use it to lead others from their soul would be blasphemous, but learning how it works and what it can do is of critical importance in regards to our understanding of the world. Death is also important to learn, when we die, we return to our racial soul and bring back to it knowledge and enlightenment from our life. To not study how this works would leave out one of the most important steps of the path. Your purification of the "imperfects" would also be affected by this ban, as the karma that remains will go back into your racial soul and will be reincarnated as a new imperfect face. If you would allow us to work together on how ascension/dharma works, then we would bring our respective races closer to perfection.
>>
>>1151421
The emissary laughs, "do not worry little one, this place is similar to my homeland except with slightly less vegetation and a lack of giant creatures that seek to devour me. Water is also of no concern. Through the prophet's teachings I have only need of one flask of water to keep me sustained for the journey here and back home.". The emissary then introduces himself "I am Bavos of Machaka from the tribe of Azil and your projects is why I am here. My leader, Princeps Assur, has heard tales of a glass spire in the desert and a city that is attempting flight. In response, he has sent me to witness this and learn of the people who have built or will build such marvels."
>>
File: Floating_Islands_Des.png (515 KB, 900x506)
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Rolled 19, 86, 71 = 176 (3d100)

>>1151114

>After consulting with the GM, apparently I was ignoring 11 turns of +1 pop/turn, +1 currency/turn that Brasa was giving me on promotion to a village. Updating the stats to reflect it!

[Classá]
Territory: 39
Population: 87 (+4/t)
Food: 2
Fire Points: 1
Currency: 188 (+19/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, Fire Tower I}
Trade: {Riaetrusqe +3c/t, +1Fd} {Heno +1c/t} {Feathered +5c/t} {Butterland, +2c/t Medical Equipment I*, Jungle Herbs: 11+1/t}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire II, Flight III
Tech: Bronzeworking, Architecture III, Armor I, Domestication II, Ecology I, Economics III, Firemaking I, Glassworking I, Herbalism I, Hygiene I, Mathematics II, Medicine III, Writing I
Resources: [Bronze: 23+1/t] [Wood: 16+1/t] [Glass: 30+2/t] [Sand: 22+1/t] [Jungle Herbs: 11+1/t] [Medical Equipment I]
[New and Exciting]: The fairies of the inexperienced 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, yet improving upon old ones bores them. With jungle herbs, they can ignore this penalty, but this consumes a herb per action.
[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.
[Jungle Herb: 1 (New and Exciting)]
[Fire Tower I]
[Primal Fire II]
[Mathematics II]
[Firestarting I]
"Sameda, are you nearby? The Tower of Fire is complete, and we should be improving our techniques soon. I can't wait to unlock more specialized abilities, like how you're able to cause trees to accelerate growth!"
>2.
【Sauna Oasis】
[Architecture III]
[Flight III]
[Glass: 15]
[Mathematics II]
[Ecology I]
I haven't really tested if these ideas really work, but I suppose now that we've started we're on the way to finding out whether we can get the castle and by extension city airborne. The elves are masters of the air, so I have no doubt they will convince the skies to allow us to live in it, especially when it learns how beautiful it will be when we make our city its crown! [2/20]
>3.
【Glass Palace】
[Primal Fire II]
[Architecture III]
[Mathematics II]
[Glassworking I]
[Ecology I]
{Bronzeworking}
Glass: 2
Bronze: 2
I wonder if those rumors about... her taking residence in our friends' home has any truth. They seem to be troubled by something. Hopefully a glance at the castle in its completed state, and the knowledge that they were the ones that built it will cheer them up some. [4/6]
>>
>>1151462

Spending two currency on action 1 to kick it into action! Time is a currency of its own, after all.
>>
Rolled 38, 60, 100 = 198 (3d100)

Nation Name: The Underhold
Race(s): Humans
Color: Dark Grey
>>1132113
Territory: 39
Population: 15 (+3/turn)
Food: 1
Currency: 19 (+4/turn)
Industry: 8
Structures: Government Building, Farm I (2), Mine I, Engineering School I
Defenses: 1 (Capital City)
Military: 1 (Player named unit)
Tech: Bronzeworking, Mining I, Siege I, Armor I, Tunneller I
Resources: [Bronze: 6][Wood: 6][Stone: 6](+1/turn each)
Eccentricities:
[War Machines]: If there's one thing the humans of Underhold know, it's siege weaponry. They take longer to build their war machines, but that is only to perfect them to a much higher degree than others do.
[Former Slaves]: The humans of Underhold have only recently earned their freedom, and intend to keep it, gaining a bonus to fighting defensively. However, they know what slavery is like, and are very hesitant to put anyone to the same fate.
Crossbows 3/4
Iron 1/8
#1 continue mining for Iron
Mining I, Engineering School I
#2-3 frustrated with these crossbows, the Underhold focuses its efforts on its Engineering Research 1/4
+Engineering School I
>>1148716
the humans stay on guard, again, visited by more strangers. these ones are elves, like the hobgoblins and their human allies warned, but they wouldn't attack them based on heresay. "if yer gonna ask us for an alliance like dem hobgoblins we ain't interested yet. if you wanna trade, dems our docks right there fer tradin'."
>>
>>1151114
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 42 (+2/turn)
Food: 2
Currency: 47 (+10/turn)
Trade routes: heno (4) classa (2)
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 III, writing I
Magic: Air I, Hope I, Weather II, Flight III, Jetstream I, Weather Weaving II
Resources: [Bronze: 5] [Slaves: 1] [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: Farms [1/4] Weather [4/8] textiles [1/4] dyes [2/4]
1. Continue work on classa's capital
2. Textiles
3. Begin efforts to convert our slaves into a new caste of citizen "the earth caste" which will be tasked with tending farms, mining and construction with stone.
>>
Rolled 55, 29, 73 = 157 (3d100)

>>1151562
Dice
>>
>>1151552
"Both and neither, we simply want to begin our relations with your nation on a friendly note. If you are interested, we could teach you the magic of hope in good faith." The elf seems eager to finish his business here quickly, as if he has something else he plans to do.
>>
>>1151119
Another elf arrives at your capital, this one has grey wings and us marked by war (a broken wing and a scar over her left eye) she stops outside the front gate, "It is my understanding that miss Viper failed to sway you, something about her mentioning slaves in passing?"
>>
Rolled 97, 29, 60 = 186 (3d100)

Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 69(+4/turn)
Food: 1
Currency: 66(+5/turn)
Industry: 7
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks I, School I, Stone Quarry [3/4]
Defenses: 1 (Avaros)
Military: 2 (Plaguewarden)
Tech: Bronzeworking, Medicine 3, Herbalism 2, Skirmishing I, Mathematics II, Domestication II, Crossbows 1, Anatomy I, Boat 1, Flight III, Armor I, Ecology I, Agriculture II, Economics III, Glassmaking I, Writing I, Banking [2/4], Hygiene I
Resources: [Bronze :25(+1/turn)] [Jungle Herbs: 7(+0/turn)] [Jungle wood: 16(+1/turn)] [Parasaur: 18/+1/turn], [Hollow Runners: 2+1/turn] [Doctors][Obsidian 21+2/turn], Medical Equipment I
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive 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.

Finish Banking. [2/4] [Economics III, Mathematics II]

Finish Quarry [3/4] [Parasaurs]

Study Optics. [Glassmaking I]
>>
>>1151631
>>1151114
>>
Rolled 86, 80, 69 = 235 (3d100)

[Arakos]
Cities: Mor'Taris* Towns: Tol'Iralon, Tol'Larhen Outposts: Tol'Anrom, Tol'Margren
Territory: 47
Population (+growth/turn): 93 (+6/turn)
Food: 8.0
Currency: 31 (+5/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] 1 Ceadni Khal [2.?][Disciplined]
Tech: Bronzeworking, Ironworking I, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing I, Horsemanship I, Siege I, Writing I, Economics I, Culture I. Primal Life Magic I, Commodities I
Resources: [Bronze: 19+1/Turn] [Stone: 18+1/Turn] [Wood: 7+1/Turn][Equus: 8+1/Turn][Iron: 5+1/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C
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 Commodities 3/6 Unit 2/3

>I upgraded my outpost in the west in the west I've already updated my sheet for it.

1. Research Culture II 4/6
[Study Abroad][Writing 3][Grand Academy][Library I]

2. Research Commodities II 3/6
[Study Abroad][Writing 3][Grand Academy][Library I]

3. Construct Iron Mine
[Construction I]
[Industry: 9]
[Recent Nomads]
>>
Rolled 9 (1d10)

1 Ceadni Khal [2.?][Disciplined]

The time to take the capitol is nigh.
>>
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Rolled 98, 26, 9 = 133 (3d100)

[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: 39
Population: 53 (+4/turn)
Food: 5 (1 Base, 2 farm at +2 each)
Currency: 88 (+8/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 III, Economy I, Boats I, Craftsmanship I, Expansion II, Chariots I, Roads I, Construction I, Equus Plow I, Charm II
Resources:
[Copper: 23] +1/turn
[Stone:16] +2/turn
[Wood: 19] +1/turn
[Equus: 16 (+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. The world is full of strange and curious traditions, customs, and ideas. It is easy to think that perhaps our people might get lost amid a myriad of different voices.

To ensure the hearts and minds of our people remain pure, King Balthazar orders the speakers and officials of the realm to focus efforts on Nationalism. Espousing the merits of Balbyionian culture. Speakers and men skilled with tongue are to turn to the streets to stirr up nationalistic sentiment among the populace, to strengthen Balbyionian traditions against the influence of foreigners. The methods are adapted from exchange students studying how other cultures abroad spread their influence to their own masses, and modify it to press Balbyonian ideas instead.

Research Balbyonian Nationalism.

Buildings: Grand Academy I, Library I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Culture I

2. Our loyal scholars studying abroad in the lands of our southern associate, see how the foreigners are able to deliver their cultural ideologies through sweet words and logical debate unto their own people. With this knowledge, they seek to apply these methods into delivering Babylonian ideas through verbal and written arguments.

Research Charm III

Buildings: Grand Academy I, Library I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Culture I

3. Expand north yet again

Masonry I, Expansion II, Roads I, Chariots I, Horsemanship I, Construction I
>>
>>1151655
>>1151573
>>
>>1151462
>>1151212
Can I get a response Classa and Aurean? I cant do my turn without completing negotiations.
>>
>>1151876

(Sorry, was asleep)

"Hmm, yes, I suppose they could be worded differently.

Essentially, what we mean by "death" magic is necromancy, which disrupt the Great Cycle and break Commandment #2 severely. What I propose is that "Death and necromancy" shall be shortened to "necromancy", provided that the study of "death" does not break any commandments. The study of the nature of death and the life and death cycle is indeed acceptable.

Also, the study of the mind itself and magics involving such a cause is perfectly acceptable as well, but as you say, the corruption of the mind is indeed blasphemous and therefore not allowed. So I would rephrase that as "Control of the mind with the intent to do evil". And again, I would say that as long as the study does not go against the commandments in a serious manner in line with the second condition, it is fine."
>>
>>1151920
These conditions are both acceptable to me and my people. I believe that by working together with both you and black feather, we can all achieve ascendance.
>>
>>1151462
Just confirming that greentext is true.
>>
>>1151965
Wheelie I have a suggestion. Could the Arcanaeum be used as a sort of automatic research agreement, since it is fluffed as a place where multiple nations of the true faith can research magic together? It would be similar to the fields of vykus where I have access to the military tech of Avaros, since I have units training there.
>>
>>1151402
As they sail home, the Wood elves notice some strangely shaped trees and upon getting closer, notice that they are being used as dwellings.
They sound their horn and request permission to come aground.

>(What color are you?)
Green
>>
Rolled 54, 21, 74 = 149 (3d100)

>>1151114
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Trade Routes: [Classa +3c/t];[AureanD +1c/t];[FeatherE +4c/t];[Butterland +2c/t]
Territory: 39
Population: 74(+4/turn)
Food: 5
Currency: 83(+16/turn)
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 III, Life I
Tech: Firemaking I, Bronzeworking I, Craftsmanship I, Swordsmithing I, Armor I, Swordsmanship I, Archery I, Horsemanship I, Skirmishing I, Naval I, Ecology I, Domestication II, Agriculture II, Anatomy I, Herbalism I, Hygiene I, Medicine III, Mathematics II, Economics III, Writing I
Resources: [Bronze: 25+1] [Wood: 56+3] [Seeds:24+1] [Equus Herd:24+1] [Hollow Runners [Skirmisher]: 13+1] [Parasaur Herd: 3+1] [Triceratops Herd: 6+1] [Jungle Herbs: 5+0]
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: Commune with Nature (3/6), Ecology (3/6)

>Send Trades to Butterland (Economics III, Flight III, Naval I)
[Economics III, Agriculture II, Armor I, Ecology I, 2 Hollow Runners, 5 Wood]

>Continue Commune with Nature/Life Magic(Life I, Ecology I, Domestication II, Herbalism I, Anatomy I, Hygiene I, Medicine III, Agriculture II, Animal Friends)

>Sail to the old Domain of the Aqualord to the east that we have heard about and offer them a chance to renew their civilization by uniting with ours (Naval I, All our Assets since a merger would give them access to everything.)
>>
>>1152128
Spend 1 currency on #3 to bump it up a tier.
>>
OP how do culture, clergy and charm techs work? Is it something that people can just use to say things like "you have to act how we do and do as we say"?
>>
>>1152321

In other words there is nothing civs can do to stop it without investing in techs to specifically counter it?
>>
>>1152321
I don't imagine 'nothing' at all, as I'm sure you could invest in actions like trade sanctions, closing the borders, government condemnations, declaring heresy, etc. Techs just give you additional options. I am developing charm for NPC purposes.
>>
>>1151458

A snap of the fingers and a torch-sized flame eurupted from the palm of her hand. "Well to tell the truth, we're not really "building" these structures, not the heavy lifting. The materials are much too heavy, so we're having our stronger friends deal with that part. We're designers, trying to make this desert as beautiful as the forest like the Princess wants us to. You can say we're the embodiment of fire's ability to create new things I think, like how a volcano makes glass!"
>>
>>1148675

A boat arrives on the shores of Riaetrusque, with a missionary, a trader, and a diplomat onboard, all of which are elves. They request permission to dock and conduct their business. Do you allow them to?

>>1148396
A boat arrives at the shores of the Dancing River Provinces with a missionary, a trader and a diplomat onboard, all of which are elves. They request permission to dock and conduct their business. Do you allow them to?
>>
>>1152041
Hoots and hollers came from the shoreline and severall figures could be seen waving. From the depths of the river rose a Lizardman in acolyte robes. He briefly sprints across the water to the boat, "Howdy Neighbor. Coming in for a visit?"
>>
>>1151986

Here is how I think the game mechanics should work on this:

The Arcanaeum would allow existing magic to be shared and deliver a boost to research agreements. Magic may be automatic research agreements but technology won't because we need stuff to trade. Also according to Wheelie primal and enlightened magic may not be traded, so you'd just be learning the base magic.
>>
>>1152965

Nevermind, technology can be free too to believers only. We can still have the right to withhold technologies though
>>
>>1152643
You have a special gift then little one, for you are able to shape the world in your image and have friends that are willing to help you accomplish that. My people would be honored if we could work on this project with you and establish the bonds of trade. We would need you to teach us how to build however, as we spend most of our time on the move, rarely needing more than a simple shelter for our needs. We also hope to learn how you managed to maintain such an extensive network of different people working towards the same goal.

>will work on the castle for no currency and trade routes for Architecture III and Economics III
>>
File: Glass_Cast.png (1.36 MB, 1145x900)
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>>1152973

One of the man-horses was standing on the top of a set of walls, grinning in spite of having the appearance of a lack of rest and general signs of stress. A human-sized fairy wearing a brilliant red dress of similar design to many of the citizens yet with greater detail as well as a gilded ribbon tied to her hair shouted from a distant plateau, cupping her hands. "Everybody, the castle is ready for use! We've finished it in record time!" The completed structure was elegant to behold, featuring curved turrets and intricate detail work to emulate the appearance of stone, the pinnacles of its spires ending in small spangled banners of red.

The medicine fairy shrugged. "The castle completed a lot faster than I thought it would. If you think you can find your way back here, we can easily trade with you too, but you should probably direct your trade to the village to the west, since pretty soon this city is going to be pretty hard to get to by foot!"

https://www.youtube.com/watch?v=JkjRkSdVQu8

>Error: Castle is already completed (6/6). You are free to create a trade route.
>>
>>1153102
(sorry I meant helping Sauna Oasis fly which was at (2/20) looking at your turn.)
>>
>>1153122

(The problem with that is that you kind of need the ability to fly in order to obtain Flight III and add to the pool; both Flight III (or Air III, which is something you could learn but nobody has) and Architecture III are needed for this kind of project!)
>>
>>1151986
Sure, sounds like a fun idea :^)
>>
>>1153148
(I am researching runic magic which would allow me to make permanent magic easier, so even if I dont have flight or air it could be fluffed as making the other nation's enchantments more effective. And I agree that architecture III is needed which is why I asked for it, so I could help. Economics was there because you can trade two techs a turn and I did not want to be inefficient.)
>>
>>1151573
"If what you got out of our refusal was Slaves mentioned in passing," The Chevaloress air quotes the repeated statement. "Viper clearly did not relay the proper message. I'll will do so again because our position has not changed. We are not interested in providing for your defense. We care little for your savage culture or your backward ways. If you want to trade that is fine. Deals can be made between the various khals and your khalessar. What will not happen is any form of military alliance. You have no real military, we have no real enemies. There is no reason for this arrangement to exist. Is there anything else?" The Chevaloress seems bored and distracted. Her eyes drift constantly toward a group of hobgoblins setting up for theater.
>>
>>1152951
"Indeed, we saw your interesting trees and had stop by for a closer look. There also seem to be a bunch of passive crocodiles around here. Are they friends of yours?"
>>
>>1153185

(Mhmm, but when you look at it...

>[Economics III]= 18 Points (-4 Since you have [Economics I]) For a total of 14 Tech Points
>[Architecture III= 18 Points

18+14=32 points/ticks of progress versus a maximum of 12 points it would take to complete floating the city on subsequent turns (adding up 8/20 from this turn's rolls). I'm sorry, but our economical accumen seems to state that if were to go ahead with this deal, it would be heavily weighted in your favor— not that there's anything really wrong with that, and while we think you're probably great people, we just don't know you that well yet, and we're worried that our information might fall into the wrong hands!)
>>
>>1153239
(thats fine ill just wait until I can give a more equal trade)
>>
>>1153223
"I hope you mean the animals and not our brothers," laughed the envoy. "Are you here to open trade negotiations or are you tourists? If the latter, I'll have you know that we are the most diverse, and most populous nation in the known world. Be sure to try all the local cuisines from the four corners of the Republic."
>>
Rolled 96, 59, 36 = 191 (3d100)

>>1151114
Nation Name: Machaka
Race(s): (human)
Color: (Salmon)
Settlements: (Player-named capital: Avernus) (Player-Named outpost: Azen(w), Azil(n), Aza(s), Saeps(e))
Territory: 39
Population 36(+3/turn):
Food: 0
Currency: 8 (+0/turn)
Industry: 6
Structures: Government Building, Farm I (2), Shipyard, Lumberyard
Defenses: 1 (Avernus)
Military: 3 (Exemplars 1X1.0), (Khal Invictus 1X2.8,[disciplined]), (Iron Mariner 1X2.8,[disciplined])
Tech: Bronzeworking, Scouting I, Boating II, Fishing I, Economy I, Writing I, Infantry I
Magic: Enlightened Earth I, Water I
Ongoing:
Resources: [Bronze: 12+1] [Stone: 7+1] [Wood: 9+2]
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 runic magic
Seeker Andros, now having access to the Arcanaeum can begin his experiments with runes. channeling the power of the grove through the connection that all of his race share. He uses the Aurean's advance writing system to imprint his will on the world.
(Writing III, Arcanaeum, Sacred Grove)

>establish trade route to classa
(economy I, Boating II, Scouting I)

>Examine the ruins of the djinn and see if they can be incorporated in the growing city
(Scouting I, Writing I)

Army movement: have khal invictus go to the subterra capital while the exemplars take the southern outpost.(All-Terrain Training)
>>
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>>1153564
>96
Seeker Andros is pleased.
>>
>>1153579

Ayyy so am I
>>
>>1151114
Question, but does that mean I never got the stone and the quarry that went with it?

Also as a note to our teacher "They maybe lesser beings to you, but they are mortal beings same as us. Never the less is it not in a flames nature to be drawn to alike flames? If nothing else whichever proves weaker shall be consumed for the flame."
>>
>>1153543
Ay, we'd like to learn more about these trees. Are all your buildings made this way? Or do you also use more conventional methods? What is your infrastructure like here?
In exchange for lessons we could teach you about this new skill that we recently acquired. It makes managing trade and building projects much easier and also provides astounding evidence for the interconnectedness of all things.
We would also like it if a few of your 'brothers' to come live with us. Maybe some of the more strong, silent types..Only jesting, I meant the animals of course. In exchange we could let a few of our friends come stay with you. We have some that move swiftly on four legs and have long hair like ours and we have some large ones with scales that walk on two legs. Both are excellent at carrying heavy loads and passengers as long as you treat them with respect and give them loving homes.
We also learned how to make fires safely and efficiently, vastly improving the efficiency of our forges and workshops that we could share if would teach us how you so swiftly move through such challenging terrain.

>Offering Mathematics II for Treeweaving II
>Offering Firemaking I for Scouting I
>Offering Equus[2] OR Parasaurs[2] for Crocodiles[2]
>>
>>1153732
>>1152783
>>
>>1153732
Ooo, don't forget this, either!
>>1151373
>>
>>1153765
"Such decisions are for the counsel, and they only make trades with those who have proper means of navigating the river. Don't worry, we'll help with that."

>Scouting I & Boating I for Skirmishing I and Naval I
>Treeweaving II for Life Magic I and Craftsmanship I
>>
>>1153812
A few of the centuar murmur to themselves before a few mention that they had only been able to come here because of their cheiftain spending more time with the black cloaked stranger who was teaching him and the other shamen of the way of flame... Some had the opinion that offering aide to you was a mistake while others remind them that the beastfolk are all of different peoples and the flame fariersw are no different.
>>
>>1153827
I'm pretty sure boating and naval are the same thing. Considering that my original action was "Let's build some boats" and I arrived on your shores in boats.
He seems to occasionally give the same tech to different people but using different names depending on flavor.

This Life Magic is still quite new to us and we would like to further explore its applications before peddling an untested product.

>Skirmishing I for Scouting I
>Craftsmanship I and Mathematics I for Treeweaving II
>Equus[2] for Crocodiles[2]
>>
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>>1153848

Princess Zharar's cheery expression at the completion of the castle quickly shifted to one of worry.

"Are we doing something wrong? Do you not have enough water, or is the food too charred for your liking? Were the rocks we gave you adequate? Did any of my subjects accidentally burn you? Many of them still aren't aware that non-fire creatures have a lower tolerance for heat. Or purposefully burned you? If that's the case, I shall see to it myself that they do not do such a thing again for guests..."

Zharar was terrified of the prospect that they were driving away their neighbors through the reckless use of their abilities or some other difficulty in spite of their apparent progress, both as a society and in mastering themselves with the use of herbs.

"Black cloaked stranger? The only beings that know how to use fire are your cheftain and his shamen, ourselves, and my advisor—

Mejan..." At the muttering of the last word, her wings momentairy flared to a near-white color. "Do- what do you know about the stranger who is teaching your elders, if I'm allowed to ask?"
>>
>>1151114
What kind of benefits do Math and Writing provide?
>>
>>1154048
Most of the centaur and beastfolk are leery of answering after the flash of white flames. Yet one steps forth a younger colt judging by his height and build, or a feminine one at least. "Their all scared that if we tell you, you'll burn us or the stranger will."

"Don't bring her wrath on us Wiltight!"

"You should have more faith in our cheiftain! He knows what he's doing by learning from the stranger. You should show more fire in your soul because of it!" Wiltight argues back with a growl to his tone. None the less he turns back to look at the princess, "Never mind them, they just aren't happy about what our elders learning off, Teslaiec himself sent me here to help aide you and by the ancestors we have!" Looking quite proud the young stallion stamps a hoof in the dirt.
>>
>>1154093
+2 research/level
>>
>>1154231
it would be nice if stuff like that was written in a pastebin.
>>
>>1153205
The elf smirks, "Oh good, for a moment I was worried you thought us monsters, how relieving it is to hear you think us weak. I wonder, what form of event has you so enraptured?"
>>
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>>1154217

https://www.youtube.com/watch?v=FFMzjx8SeKc

"Since you're such friends to us and are able to wield fire yourselves, I think you should know this information. There once was a civilzation that kept fire before our own, from a time before history. This castle is pretty, but it's just a spark compared to the vast Fire Kingdom of before, which at its height was capable of building vast volanic structures and cure molten lava into entire cities on a match, or quickly destroy said structures if they needed to be replaced or no longer desirable. There were other great nations as well, and each of them had their own specialty and alignment, but one thing that was always levered against the Kingdom of Fire was the danger of its chosen element. Fire is a force of creation like the way we used it to build this castle, yet also one of destruction, and the leader of this great fire nation had some disagreements with one of her close friends, who also had a high-ranking position in their court.

This friend levered a complaint that I sometimes have myself- nobody appreciates the positive side of our element, and we're quick to be given the blame whenever something fire-related happens that brings misfortune on others. Fueled by anger, she thought that their kingdom was not enough, as the other elements had the ocean, the skies, and the world itself as constant reminders of their might, yet fire had nothing to compare. Bitter over these aspects, the advisor overruled her queen and used those with a like-minded army supporting her in an attempt to boil the oceans, burn the sky, and encloak the whole world in flame; if they would not appreciate the fire, they would learn to /fear/ it. The results of her war- " The Princess glanced over her shoulder.

"Are not something I was directly told, but it ended in disaster as no sign of the previous nation remains. My mentor is one of two remaining members of this ancient civilization, the last queen herself, in fact. After reckless use of fire as a weapon led to the destruction of not only her kingdom but all history which recorded it, she swore off using fire as a weapon of destruction and strictly preaches its constructive side. It's why all the mortal races have a natural fear of fire, because under the wrong hands, its capable of wiping out civilization, nature... everything. She also has a dislike for those who use fire for destructive purposes like she fears your Chieftain's mentor is doing, but I think that so long as Teslaiec does not burn- bow to— her will, he might be able to reconcile and turn her teachings into something more constructive."

Princess Zharar's wings shrank and she glanced at her hands in dejection. "I'd never attack you out of anger. I hope that maybe, if I can build something from fire that's as magnificent as the sky, I can appease... fire. And maybe, people will stop fearing it, and it has no need to be so dangerous anymore, so we can live outside of the desert too."
>>
>>1154581
Wiltight frowns at listening to this ideally chewing on a finger in thought. At first it looks as if the young buck is about to argue that his cheiftain would never do such a thing before hearing the princess mentions Teslaiec's will to not submit. "Of course! Our leader would never betray our people, he cares for all of us!" Though the young stallions words are heartfelt and full of hope there are still some in the crowd who look to be nervous upon learning of the secret origins of fire.

Still Wiltight steps forward and extends a large calloused hand to the princess, "None the less the others and I thank you for your hospitality and offer of aide. Though there was something that came to mind...what do you know of the small flames the line the sky when the great sun falls to the earth? They almost look like tiny flames..."
>>
>>1154374
The Chevaloress sighs deeply while pinching the bridge of her nose. "I don't know what sort of joke this is, but I don't find it amusing. First you send a whore, then you send some beat-up long-ear to sway my decision. I never thought you were monsters, I thought you were savages. I still think you're savages." She sighs again and motions to a seat on the sofa. "You may as well sit down. This is the theater and what you are going to witness is art in the most raw form. There's several minutes before the play starts. Once it does begin, no talking. You might learn something from this." She waves away an attendant with a bowl full of bright fruits and berries. "Why are you here this time?"
>>
Rolled 42, 85, 90 = 217 (3d100)

>>1151114
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: 56 (+4/turn)
Food: 0
Currency: 35 (+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->1.4?(Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics III[+3c/t], Writing I, Enlightened Fire Magic I, Primal Water Magic I
Resources: [Stone: 17+1] [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.
Qued: School of Enlightened Fire Magic I 2/4, School of Primal Water Magic I 1/4


>Build up Food Stores
>Continue building Enlightened Fire Magic I [Writing I, Enlightened Fire Magic I] 2/4
>Continue building school of primal water magic I[Writing I, Primal water magic I]

>>1153806
This will be allowed...
>>
>>1154835

"Those- those are— I'm not sure. Fire generates light, alongside the daytime. Maybe they're the source of the day? I don't have an answer to that yet, but you've given me something to think about."

The idea dawned on her that those were possibly some type of fire in the sky, but if they were, what was fueling them? A flame couldn't just exist in a vacume without a constant source from which to glean energy. The posbility of flying up there to see it reached her head, but unfortunately, her fairies found that higher altitudes became too cold for their wings to operate in, like some sort of invisible coldness-wall.

>>1154962

(Don't forget the Quarry and bonus stone!)
>>
>>1154962

The boat lands at the pier and the crew disembark. The first to step forward is the diplomat. "Greetings, I am an ambassador of the Aurean Dominion, a nation of elves to the north, at the far end of the Great River. We have come today to establish relations, open our doors to trade, and, if interested, share the word of the Great Spirit with you.

First, we would like to open a trade route between our nations, so that both our peoples can prosper from the fruits of commerce and trade. You will find the fastest way to our nation is by boat, which my associate would be willing to talk to you about. But first, would you be willing agree to such a proposition?"
>>
>>1154986
Ah, I really wish we had a rule list of this stuff...

"It would be interesting to see what wonders there might be, who knows maybe there will be flames out in the sky we have yet to even see!"

>Offer Research Agreement; Astrology.
>>
>>1155004
One of the village elders walks up to approach the strangers, "Welcome, will you share in bread and salt then? The things you speak of sound well and good, but if we are to be sure of your intent you must partake in our rite, unless you have ill will within you. As for trade we are a people of little means and luxuries though we often have a variety of pelts that might be of use as well as some food we may have stored away from our excess, if trade is what you seek. As for this 'Great Spirit' that will be left to our council to decide, though is this like our ancestors who watch over us?"
>>
>>1154876
The elf take the seat, "I am here because my superiors thought you would respond more favorably with a warrior. Now that I'm here, I might as well enjoy witnessing a strange culture. I noticed you said whore as if it were an insult. Back home it is considered a great honor to have that level of beauty and skill, but let's just 'witness art' for a bit, perhaps I *will* learn something."
>>
>>1155073

"Yes, it would be our pleasure." says the diplomat. "Ah, you wish to learn more of the Great Spirit? I would be happy to tell you. You see, when you look around this place, at the waters of the Great River, of the campfire you gather around, of the earth below and sky above, of the animals running through the wild, and through your families and friends you hold dear, what you witness is the beauty of the Great Spirit, for the Great Spirit is connected to all living things and elements. So yes, the Great Spirit may indeed be connected to them as well. But before I go further, let us proceed with your rite. The Great Spirit smiles upon its creations' unique cultures." The elves await the beginning of the ritual.
>>
>>1155098
In response to that the elder claps his hands and a satyr brings forth a hunk of bread that is liberally dipped in salt before offering it up to the head diplomat, "First I offer bread and salt to you, granting hospitality and protection to you and yours." After the elf takes a bite of the bread the wizened elder dips his head, "Now you offer of your own to promise not to break Guest Right least the ancestors smite you down with foul deeds."

While the discussion of the rite begins a few of the beastfolk nearby talk amongst themselves of the strange idea that the strangers bring forth, "Great Spirit?" "Sounds alot like my Aunt Mossy, she was always sticking her nose into things..." "Oh come off it, your father was even worse." The general feel of the crowd seems to be neutral but at least willing to listen.
>>
>>1155007

"We can use the pinnacle of the castle we just built as an observation point, right now!"

>Offer [Research Agreement; Astrology] Accepted
>>
>>1155111

"Indeed, that is acceptable. We have not come to wage war or commit treachery, we merely want to conduct trade and share the word of the Great Spirit.

Now, as to your traditions, from what we've heard we believe them to be quite compatible with the Religion of the Great Spirit. You see, the way of the Great Spirit follows nine commandments." The missionary produces a book from his rucksack. "Here, this is the Holy Codex which contains the teachings of the Great Spirit. Read it over and meditate on its words. If you need help reading our language, I can read it out to you if you wish."

(Holy Codex can be read here: http://pastebin.com/XvB7VB4m)
>>
File: Ancients4chan.png (4.84 MB, 2500x2000)
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[Aurean Dominion]
The trade is approved, and the Cardinal communes with the Great Spirit [Primal Water I]. Like the Black Feather, however, the Dominion must keep the gigantic crocodile happy...the basics of air magic are also being looked into (2/4).

[Black Feather]
The research into peat bears fruit- the substance is very, very flammable [Incendiaries I]. So flammable, in fact, that astray block of the stuff accidentally ignites, and ruins the new armaments of the First Claw [-1 bronze]. The north outpost undergoes some major renovations [3 turns, -5 stone, -5 wood].

[Classa]
>New and Exciting applies to actions 2 and 3
Sameda appears, seemingly out of nowhere, and begins to help the fairies further their knowledge even more [1/8]. Work on getting Sauna Oasis progresses smoothly [5/20], and renovations on the Glass Palace complete [Palace II].

[Underhold]
The search for iron slowly continues [2/8], and several major breakthroughs on Engineering are had [Engineering I, +2 Industry]!

[Feathered Empire]
The Empire's builders help to float the Sauna Springs [7/20], and textiles are half done [2/4], while a basic caste system is underway [3/4].

[Avaros]
The First Avarosi Bank is now open for business [Banking I, +1 currency/turn], and the Quarry is barely finished [Quarry I, +1 stone/turn, +1 Industry]. The study of Optics begins [2/4].

[Arakos]
The culture of the hobgoblins advances [Culture II], and commodities are bettered [Commodities II, +1 currency/turn]. Work on an iron mine begins [2/4]
>Gynnead Ceadn has finally come under Arakosi control! It'll take a bit of work to get things up and running with the defunct nation, though.

[Balbyionia]
Under the new propaganda, Balbyonian nationalism soars to new heights [Nationalism I], and the kingdom's diplomats go back to school [1/8]. No expansion is had.

[Henoan Conclave]
The trades are readied and sent to Butterland, and communion continues, though slowly [1/6]. The sailors are sent to Aquantis- but to their surprise, someone is already there, and has taken over their eastern outpost, while they claim the southern one.

[Machaka]
Runic magic is had [-1 stone, Runic Magic I]! A medium-sized trade-route to Classa is established [+2 currency/turn], and Machaka's archaeologists begin to excavate the old ruins [1/15].
>A wide swath of Subterran territory is now under Machakan control!

[Riaetrusqe]
The foundation for a granary is lade [1/4; -1 stone], and the centaur's fire magic is improved; Mejan seems pleased, but is pushing the nation to venture out and use their newfound power [Enlightened Fire II]. The school is ready [Magic School I]!
>>
>>1155159
[ADDENDUM-CLASSA]
The renovations of the Glass Palace have included far greater defenses [+1 defense].
>>
>>1155159

My food stat is like food production, right? So for instance if I were to give it .5 of my food stat would that guarantee that it is fed on a regular basis using that food?
>>
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Rolled 63, 77, 19 = 159 (3d100)

>>1155159
When you get the chance, the map needs to be updated with the City I built.

Settlements: (Player-named capital) - Avaros (Player-Named outpost (4)) - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 73(+4/turn)
Food: 1
Currency: 72(+6/turn)
Industry: 8
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks I, School I, Stone Quarry I
Defenses: 1 (Avaros)
Military: 2 (Plaguewarden)
Tech: Bronzeworking, Medicine 3, Herbalism 2, Skirmishing I, Mathematics II, Domestication II, Crossbows 1, Anatomy I, Boat 1, Flight III, Armor I, Ecology I, Agriculture II, Economics III, Glassmaking I, Writing I, Banking I, Hygiene I, Optics I [2/4]
Resources: [Bronze :26(+1/turn)] [Jungle Herbs: 7(+0/turn)] [Jungle wood: 17(+1/turn)] [Parasaur: 19/+1/turn], [Hollow Runners: 3+1/turn] [Doctors][Obsidian 23+2/turn], [Medical Equipment I], [Stone: 1+1/turn]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive 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 First World Bank [Parasaurs, Hollow Runners]

Research Optics [2/4] [Glassmaking I]

Search for Iron.
>>
>>1155199
2 currency for looking for Iron.
>>
>>1155199
Will do, my bad.
>>
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Rolled 87, 50, 97 = 234 (3d100)

>>1155159

>>Note: Flying City progress is actually 8/20; New and Exciting only applies to technology research!

Classá]
Territory: 39
Population: 91 (+4/t)
Food: 2
Fire Points: 1
Currency: 204 (+19/t)
Industry: 7
Settlements: Sauna Oasis [Cap], Ugnis [Out], Nar [Out], Fuego [Out], Brasa [Vil]
Structures: {Sauna Oasis Def. 2 | Glass Castle II, Farm I x2, Beacon I, Glass Workshop I x2, Library I, Fire Tower I}
Trade: {Riaetrusqe +3c/t, +1Fd} {Heno +1c/t} {Feathered +5c/t} {Butterland, +2c/t Medical Equipment I*, Jungle Herbs: 11+1/t}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire II, Flight III
Tech: Bronzeworking, Architecture III, Armor I, Domestication II, Ecology I, Economics III, Firemaking I, Glassworking I, Herbalism I, Hygiene I, Mathematics II, Medicine III, Writing I
Resources: [Bronze: 24+1/t] [Wood: 17+1/t] [Glass: 32+2/t] [Sand: 23+1/t] [Jungle Herbs: 11+1/t] [Medical Equipment I]
[New and Exciting]: The fairies of the inexperienced 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, yet improving upon old ones bores them. With jungle herbs, they can ignore this penalty, but this consumes a herb per action.
[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.
[Jungle Herb: 1 (New and Exciting)]
【Primal Fire II】
[Fire Tower I]
[Mathematics II] +4
[Firestarting I] +2
"The Centaur aren't actively seeking to sow destruction, they're hurt and need a show of force to feel safe. I just met with some- they're good people, and the animals of the forest trust them. If we turn our backs on them, Mejan might feed on their anger and turn it into burning rage!" [1/8]
>2.
【Sauna Oasis】
[Architecture III]
[Flight III]
[Glass: 15]
[Mathematics II]
[Ecology I]
Now that everything is centered in the castle, the process should go faster now that we only have to worry about the area around the castle's walls and the oasis itself.[8/20]
>3.
[Glass Castle]
[Flight III]
[Library I]
From the top of the castle, you can get a great view of the stars at night. With our wings, we can get an even closer look! <Reseraching Astrology I with Teslaiec.>
>>
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>>1151562

Hey Aithlin, can I ask you a few favors~?
>>
>>1155240
A young woman with short, dark hair lands just outside of the city of Sauna Oasis, and hails its people.
"Greetings. I am Lyth, granddaughter of Gryth, of the Avarosi. I would request entry to your city, for I have come to speak with you in the hopes of exchanging resources."
>>
>>1155261

https://www.youtube.com/watch?v=Ra9kgq49EXU

Princess Zharar gladly invites the Elder's grandaughter through the newly-built Glass Castle, pointing out various small details and how they came in construction as they stepped through the front gate. Against the night, its various torches made it appear a glowing orange, the entire structure serving to alert the city's presence on top of the beacon.

"Oh, it's the Butterlanders! I was just looking to contact Elder Gryth as well, but you'll do just as well! What do you need? If it's more glass, we can start the transaction in short order! And and and, I just had an idea! You know how we're both about storing money and healing people, yes?"

The fire fairy monarch invited Lyth to sit down in an elaborate glass dining room; the seats were cushions dyed in a fire-retardant red substance and filled with sand, nonetheless an improvment over their all-glass predecessors.
>>
>>1155197
Yes, but you don't decide food usage, I do.
>>
>>1155279

Second question: Does it waste an action to feed it and do I have to do it every turn?
>>
>>1155274
Lyth looks around as she enters the Castle. The way the light shines through the glass is quite something.
"Before we begin, my grandfather sends his regards, and apologizes for not coming himself. He says he's no spring chicken anymore, and long flights just aren't good for him these days. And coming myself, I doubt the heat would have been good for him, either."
Following the fairy's suggestion, Lyth takes a seat.
"I must say you castle is quite splendid. We are not a people of luxury, so such wonderful structures such as these are a rare sight to us. Perhaps we could use a bit more beauty in our towns. But enough pleasantries. You guessed correctly. Currently we are researching the way light moves through shaped glass, but all we have at our disposal is Obsidian. Unfortunately the dark color of Obsidian doesn't get us the results we're looking for. Then we saw your glass. If we can shape it right, we believe we can use it to see things better, further, and maybe even things we couldn't see before. Of course this is all theory for the moment, which is why we've come to ask you if you'd be willing to trade your Glass for our Obsidian? It would go a long way to aiding our research. Either a single transaction or a more lasting exchange, either is fine with us."

>You know how we're both about storing money and healing people, yes?
"Indeed. It would be nice if we lived in a world where everyone could eat freely, but sadly everything has a price. Is there something specific you had in mind?"
>>
>>1155299
no, and no.
>>
Rolled 45, 41, 69 = 155 (3d100)

1. The Council of Paragons approves the trade deal with Machaka. Send our scholars immediately to teach [Writing III] and [Clergy I] in exchange for [Runic Magic I] and [Water Magic I].
>(+Roads I)
>(+Boats I)
>(+Horsemanship I)
2. Both the old members of the Ordo Silentius and the Dominion Munifex will be retrained into new units, infantry units known as the Aestus Templars. Devout warriors of sword, bow and magic, these brave men and women will be a force to be reckoned with on the battlefield. But there is one other thing that is vital to a strong army – the ability to keep its men alive and well. To that end we will train the troops in the art of battlefield medicine as well.
>(+Bronzeworking)
>(+Ironworking)
>(+Swordsmithing I)
>(+Swordsmanship I)
>(+Craftsmanship I) (For their weapons)
>(+Archery I)
>(+Enlightened Earth Magic II)
>(+Primal Water Magic I)
>(+Flashy)
>(+Light Armor I)
>(+Medicine III)
3. We will also create a new mounted unit using the principles above. This unit shall be known as the Aestus Paladin.
>(+Bronzeworking)
>(+Ironworking)
>(+Swordsmithing I)
>(+Swordsmanship I)
>(+Craftsmanship I)
>(+Archery I)
>(+Enlightened Earth Magic II)
>(+Primal Water Magic I)
>(+Flashy)
>(+Light Armor I)
>(+Medicine III)
>(+Horsemanship I)
>(Mount: Equus)

(Great Spirit bless my rolls)
>>
>>1155322

How the fuck did I forget my stats sheet?

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich -Town), (Nathalum, Ael'wyn, Silvanar - Outposts)
Territory: 42
Population (+growth/turn): 76 (+4/turn) (+1 in 2 turn(s))
Food: 4.5
Currency: 54 (+13/turn)
Industry: 8
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, Ironworking, Craftsmanship I, Swordsmanship I, Archery I, Economy I, Domestication I, Enlightened Earth Magic II, Boats I, Writing III, Masonry I, Horsemanship I, Herbalism I, Swordsmithing I, Hygeine I, Light Armor I, Roads I, Clergy I, Medicine III, Primal Water Magic I
Resources: [Bronze: 24 (+1/turn)] [Gems: 43 (+2/turn)] [Wood: 55 (+3/turn)] [Stone: 24 (+2/turn)] [Iron: 22 (+2/turn)] [Equus: 10 (+1/turn)]
Trade routes: Black Feather Tribe (+4/turn), Balbyonia (+2/turn), Henoan Conclave (+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), Air Magic (2/4)

Knight-Commander Virgil, head of the Aurean military, stands up, interrupting the Council session. “We cannot defend the faith when our army is comprised of hoodlums and fools who don’t even know how what end of the sword to grab onto! We must stand strong lest the enemies of the faith trounce us and all that we stand for. I call for an immediate reformation of the military, disbanding the Ordo Silentius and replacing it with the Ordo Aestus, the military wing of the Aurean Church of the Great Spirit. In addition, there will be no pawns in my army. Retrain and reforge the munifex unit into a proper member of the Ordo Aestus. While the enemies of the faith may yet overpower us, we will give them HELL before they do.” The council erupts into applause.
>>
>>1155322

Now that that's taken care of let's spend 6 currency to bump Action 3 to the next level
>>
>>1155335
How did your food go from 5 to 4.5?
>>
>>1155322
>>1155345
You don't decide food upkeep, I do.
>>
>>1155345

It was always 4.5.

Base food 1 + Fishing Camp 1 + Farm 1.5 + Farm 1 unless I'm wrong
>>
>>1155352

I wanted to give the .5 to the gator because I wanted to round it down to 4 because I have no idea what I'd do with .5 food when base units cost 1 each if that makes sense
>>
>>1155358
My bad, continue.
>>
>>1155303

>Glass [1/turn] for Obsidian [1/turn] accepted

Actual tea was being offered this time using a variant of the herbs as a base, carefully cooled to a midpoint where it was not so scalding as to harm a low heat tolerance being, but not so cold as to be too uncomfortable for a fire fairy, even if it was more a formality as the Princess didn't even like this particular type of tea. "Now that you mention in, if it can help see things farther, that might be useful in helping with a project I've been doing with some of my friends to catalogue these lights in the sky that we've been calling stars, but for the moment we've got a good start just flying high to look at them. If we exchange that information, you'll have a use for your optics, and we'll have a better way to look at the sky!" the fairy took a moment to move onto the next topic.

"Well, I've been hearing some words about how cultured the people to the North of us are, something that we have been lagging behind in spite of our many tools and information. Perhaps if we came together and made a kind of culture of our own revolving around helping people and creating things and learning new information, we could match them in that account? And with all this use of the herbs you gave us (which I must say is a major blessing), perhaps we should find better ways to use them: apparently the herb has differing effects based on dosage, and with our discoverers reliant on it the more information we have the better!"

>Offer research agreement: Culture I+
>Offer research agreement: Herbalism III
>Misc. Offer: Astrology I for Optics I (combines with Glass for Obsidian trade.)

"Oh, and there's something else I should probably inform you. While I myself haven't really had the time to order the construction of such a building when most of this nations' efforts have gone towards making this castle airborne, if you happen to have a place that deposits money, like a river [Bank] for currency, you can use it to not only fund your own actions, but the actions of your friends as well! It's a powerful tool under the right hands, I would assume."
>>
Wheelie does heno even have an army at aquantis, since they dont have any boating technology?
>>
and even if they could, only one of their outposts touched the water so they have to deploy from there and sail around the gulf to reach aquantis.
>>
>>1155322
I think you already have runic magic I due to the arcanaeum, if I research water II and complete it, then you would get it as well.
>>
>>1155517
I do have Naval I which he gave me after my action of "Let's build some boats"
I'm more curious as to how you got there so fast. Is the world round or flat?

I only sent a diplomatic vessel because I wanted to maintain their civ, not destroy it.
I didn't even realize that anyone had made a move on it tbch.
If its all the same to you, we can split it down the middle and I'll take my half and move it somewhere else.
>>
>>1155547
The world is round. You do not have an actual navy only tech. It would also take you two turns to reach the southern outpost from your southern outpost even if you did. Im going to wait first and see what wheelie response is before I make any deals.
>>
Rolled 37, 28, 51 = 116 (3d100)

>>1151114
Territory: 39
Population: 22 (+4/turn)
Food: 1
Currency: 13 (+5/turn)
Industry: 6
Structures: Government Building, Farm I (2), Mine I, Port 2/4, School 1
Defenses: 1 (Capital City)
Military: 1 (ceramic-armored boat)
Tech: Bronzeworking, Boating I [4/6], Trade Goods I, Housing I
Resources: [Bronze: 8][Wood: 5][Stone: 7](+1/turn each)
Eccentricities:
[Naval Power]: The Dancing River Provinces are famed for their powerful navy, which they pour much of their resources into- as a result, though, they tend to neglect land forces.
[Sheeple]: As long as the people of the Provinces are kept entertained, they are content, and slightly boost all actions. If the plays stop or are received poorly, however, then tensions may rise between the clans.

1-2: Keep that expansion going! Focus on the peninsula to the east, but try to get as much land as possible.
3: Research boats.
>>
>>1155579
Oh wait, I missed a turn. Do I still get resources?
>>
>>1155580
you also get another three actions to replace the turn you missed.
>>
>>1155579

Yep, as well as population and currency boosts! Also, your last action just completed Boating II, so fusing any more actions into that particular mission will do you no good!
>>
>>1155579
you also want to spread your actions out generally, focusing them all in one action is inefficient.
>>
Rolled 57, 76, 18 = 151 (3d100)

>>1155159
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 44 (+2/turn)
Food: 2
Currency: 57 (+10/turn)
Trade routes: heno (4) classa (2)
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 III, writing I
Magic: Air I, Hope I, Weather II, Flight III, Jetstream I, Weather Weaving II
Resources: [Bronze: 5] [Slaves: 1] [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: Farms [1/4] Weather [4/8] textiles [2/4] dyes [2/4] caste system [3/4]
1. Once again, assist classa's capital (eternal mandate)
2. Testicles
3. Caste system
>>
>>1155253
Eh?
>>
>>1155618
2 for 3
>>
>>1155618
you still need to send me air I and slaving I, so I can begin to help you.
>>
File: 1453741932531.png (741 KB, 1134x1600)
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>>1155618
>2. Testicles
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>>1155627
I'm not doing that.
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>>1155629
Nice catch
>>1155618
2 should read "textiles"
>>
>>1154012
I accept Skirmishing I for Scouting I, but I still want life magic I in place of Mathematics I
>Parasaurs

The people allow the visitors to dock at their village, and pointed to them a constructed road that lead to the capital. "We'll be happy to guide you, but as long as you don't leave the path you should be okay. Don't eat any red and purple berries."
>>
Paul would you be willing to trade currency I and animal husbandry I for me researching water II and death I at the arcaenum?
>>
You also have runic magic I now, because I researched it last turn at the arcanaeum.
>>
>>1155760
Okay, so I automatically learn any magic researched at the arcanaeum. Does that cover past magic or just recent. Also I have Primal Water.
>>
>>1155766
I would say that magic before the arcanaeum or not researched inside does not transfer automatically. only the primal/enlightened tag cannot be shared, the base magic can be researched together even without the same tag.
>>
so aurean should research earth III for us so that it can be transfered, then once I research water II you can take over that field, I will then begin to work on death.
>>
>>1155789
Definitely not even trade then, also I question what use is death magic? My nation will not approve of such research.
>>
>>1155799
I would point out that you sacrificed your own people to a giant crocodile. I want to research the ethereal realm where the soul is located, the faces that are born, and how the ideas born in this place affect the material world.
>>
>>1155377
Lyth drinks the offered tea. Its nice, and very calming.
"We're glad you accepted, this will surely help us in our discoveries. We'll even agree to the research exchange and agreements, though we have a few things we need to finish before we get to them. And speaking of banks and future endeavors, when we finish our First World Bank project, we would like to establish a branch office in your lands, if that is acceptable."
>>
If you look to my original discussion with aurean, then you would see that I limited what I can do with death magic. Really im just converting it into a sort of pseudo astral magic with a few extra benefits.
>>
>>1155159
[Black Feather]
Settlements: Capital: Black Feather, Town Basiliscus (S), Outposts: Codilia (N), Chelydra (E), Natricinae (W)
Territory: 51
Population (+growth/turn): 96 (+5/turn)
Food: 5
Currency: 27 (+12/turn)
Trade Routes: Aurean Dominion, Machaka
Industry: 7.5
Structures: Hall of Scales, Farm I (2), Stone Quarry I (1), Temple of the Great Spirit, Lumbermill I (1)
Defenses: 1 (Black Feather)
Military: 1 (First Claw), Swift Maw (Naval, 1.4)
Tech: Bronzeworking, Agriculture I, Animal Husbandry I, Currency I Treeweaving II, Herbalism I, Medicine I, Economy I, Writing I, Clergy I
Construction Tech: Masonry I,Treeweaving II,
Expansion Tech: Scouting I, Roads I
Magic: Earth Magic I, Primal Water I, Runic magic I
Military tech: Archery I, Incendiaries I, Boats II
Resources: [Copper: 5] [Stone:4 +1/turn] [Wood: 3 +2/turn] [Peat 11 +1/turn] [Crocodiles 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.
>Send Treeweaving II and Scouting to Heno
>Improve the quarry
+25 currency, +Masonry I, +Treeweaving II, +Runic Magic
Cost of construction had gone up with the development of new techniques. The High Chief sits on a dock that gave him of view of the temple. The time as High Chief had stress him greatly, but he had a duty to fulfill.
>Research Roads II
+Writing I, +Scouting I
The harshness of the natural terrain would make it hard to transport materials, so better roads means better structure.
>2 more turns until town construction is complete.

>>1155837
I have, and I wish it to be Spirit Magic instead of Death Magic. Also I would trade magic research for magic research. Tech for Tech.
>>1155335
While in meditation, the Priestess Undergnaw approaches the Paragon. "Good day to you, may I have a moment of your time?
>>
Rolled 72, 87, 40 = 199 (3d100)

>>1155852
Forgot the dice again
>>
Rolled 78, 90, 56, 7, 71, 101 = 403 (6d110)

>>1155584
>>1155580
Nice! This is my updated sheet for this turn then:

Territory: 39
Population: 26 (+4/turn)
Food: 1
Currency: 23 (+5/turn)
Industry: 6
Structures: Government Building, Farm I (2), Mine I, Port 2/4, School 1
Defenses: 1 (Capital City)
Military: 1 (ceramic-armored boat)
Tech: Bronzeworking, Boating I [4/6], Trade Goods I, Housing I
Resources: [Bronze: 9][Wood: 6][Stone: 8](+1/turn each)
Eccentricities:
[Naval Power]: The Dancing River Provinces are famed for their powerful navy, which they pour much of their resources into- as a result, though, they tend to neglect land forces.
[Sheeple]: As long as the people of the Provinces are kept entertained, they are content, and slightly boost all actions. If the plays stop or are received poorly, however, then tensions may rise between the clans.

>>1152783
Sure!

1-2. Keep expanding, focus on east peninsula but get as much land as possible.
3. Research boats.
4. Work on port.
5. Build forges to increase industry.
6. Create a school for art and philosophy.
>>
>>1155859
wrong dice, it's d100
>>
>>1155512
They don't have a navy, but they have boat technology.
>>
Rolled 16, 28, 79 = 123 (3d100)

[Balbyionia]
Settlements: Bablyonia (Outposts (4))
Territory: 39
Population: 57 (+4/turn)
Food: 5 (1 Base, 2 farm at +2 each)
Currency: 96 (+8/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 III, Economy I, Boats I, Craftsmanship I, Expansion II, Chariots I, Roads I, Construction I, Equus Plow I, Charm II
Resources:
[Copper: 24] +1/turn
[Stone:18] +2/turn
[Wood: 20] +1/turn
[Equus: 17 (+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

1-2. Research Charm III 1/8

Buildings: Grand Academy I, Library I
Tech: Writing III, Charm II
Research Pact Tech: Study Abroad, Culture I

3. Expand north yet again

Masonry I, Expansion II, Roads I, Chariots I, Horsemanship I, Construction I
>>
Rolled 16, 36, 47, 7, 63, 81 = 250 (6d100)

>>1155859
ok third try
>>
[Addendum]
For defeating Gynnead Ceadn, Arakos gets an extra action!
>>
Rolled 68, 12, 87 = 167 (3d100)

>>1155159
[Machaka]
Race(s): (human)
Color: (Salmon)
Settlements: (capital: Avernus) (Player-Named outpost: Azen(w), Azil(n), Aza(s), Saeps(e))
Trade Routes: (Balbyionia 1/turn, Classa 2/turn)
Territory: 39
Population 39(+3/turn):
Food: 0
Currency: 12 (+3/turn)
Industry: 6
Structures: Government Building, Farm I (2), Shipyard, Lumberyard
Defenses: 1 (Avernus)
Military: 3 (Exemplars 1X1.0), (Khal Invictus 1X2.8,[disciplined]), (Iron Mariner 1X2.8,[disciplined])
Tech: Bronzeworking, Scouting I, Boating II, Fishing I, Economy I, Writing I, Infantry I
Magic: Enlightened Earth I, Water I, Runic I
Ongoing:
Resources: [Bronze: 12+1] [Stone: 7+1] [Wood: 9+2]
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 Djinn ruins (1/15)
Make scouting the djinn ruins part of training new aspirants.
(Writing I, Scouting I, All-Terrain Training)

>research death magic I
Seeker Andros, quickly uses his new understanding of runic magic to tap into the ethereal and goes through a torturous ritual of self-flagellation, fasting, and meditation.
(Writing III, Sacred Grove, Runic Magic I, All-Terrain Training)

>research Fishing II
(Boating II, Scouting I, Writing I, Water I, Runic I, All-Terrain Training)

Army movement: khal invictus to northern subterra outpost while the exemplars head south to the northern inkopolis outpost, the navy takes aquantis' capital.
>>
>>1156022
seven currency on the ruins and three on fishing.
>>
>>1155199
A reed boat with firefly lanterns comes toward the shore of the new city. A reptile crew lead by a one eyed Gator Person ask permission to come ashore.
>>
>>1155852

Cardinal Vincentius appears to be meditating, but still responds. "Yes, what is it, Sister in Faith?"

>>1155859

The diplomat, trader and missionary all disembark, and it is the diplomat who speaks first. "Greetings, we hail from the Aurean Dominion, to your northwest, and we have come to establish relations, conduct trade, and perhaps even spread the good word about the Great Spirit, if you are interested.

As your government has only formed recently, you should see the need to have good trade partners to help you get up and running properly. The first thing we would like to do is establish a trade route between our two nations, preferably using a sea route along the Great River, but our civilizations are close enough that a land route may be a viable solution as well. The gifts of commerce and trade are many, and it would indeed be wise to take advantage of them.

Once our arrangements for a trade route are secured, we can discuss other business, which my friend here would like to discuss with you.

The trader speaks next. "Indeed, we have a wealth of resources and knowledge which would be beneficial to you, for the right price. Thus, we would like to propose a deal to get you started. Your knowledge of trade goods interests us, as does your knowledge of expanded housing. We would like to trade these for our knowledge in swordsmanship so that you may defend yourself against enemies of the faith and our knowledge in economics so that you may strengthen your economy.

The missionary is the last to speak up. "If you have the time, I would like to speak with you about the Great Spirit after the trade discussions are complete."

Offers:
>Trade route between our civilizations
>[Trade Goods I] and [Housing I] in exchange for [Swordsmanship I] and [Economy I]
>(Optional) Commitment to the Great Spirit in exchange for access to the Arcanaeum

>>1155524
>>1155853

I've decided that automatic magic research agreements through the Arcanaeum will be granted, but techs will not be and must be traded for. Military tech may be shared in the event of a crusade (this must be decided with a majority vote amongst in a synod amongst each believer nation, you cannot hold a crusade by yourself) and any that you haven't researched yourself will disappear because you are "borrowing" them from us.

The death magic thing will be decided whether it is heretical or not by how it is used. Any of it learned in the Arcanaeum may not be used for military purposes.

>>1155907
This is going to get really broken really quickly, I'd advise you to reconsider. People are going to get like 50 actions per turn for cheesing their way through dead civilizations. I can see like a slight boost to actions for Arakos since he actually fought but people basically getting superpowers for cheesing their way through dead civs seems cheap as fuck to me. Besides, the territory and population boost is a big advantage in and of itself.
>>
>>1156097
"Greetings traveler!", a large man whose muscular stature makes you question his ability to fly, hails you as he descends. His booming voice is easily heard even from this distance, and you get the impression he isn't yelling, he is just naturally very loud.
"To what do we owe the nature of this visit to our fine city of Xaventry?"
>>
>>1156122

Any military tech that you haven't researched yourself will disappear after the crusade is over I mean
>>
>>1156122
I am genuinely confused why you are so adamant of removing any use from death. I already agreed to not use anything spiritually corrupting or mess with reincarnation.
>>
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>>1156122
"What do you think of the High Chief? I mean, I was slow to notice it myself, but I'm certain that you of all people have noticed." She sits down in front of him, eclipsing the elf in her shadow. "I am not a snake nor lizard, nor do I have the patience of a turtle. What would it take for you to give the High Chief a reason to leave his position?"

>>1156141
The one eye gator person said, "I'm captain Long Tooth, and we've notice you have expanded in our trade river. So simple put little man, you want to trade." She gave a big belly laugh as she jump ashore. "You're first human or elf I met that actually decently sized."
>>
>>1156153
Trust, you're new to the faith and are far away, while our nations have been working together for a long time.
>>
>>1156153

Hmm, I'll think about it. I just don't think "death" when weaponized is something that befits the Church of the Great Spirit, a holy organization.
>>
>>1156158
Any of the other magic paths are just as effective in war, if not more so because of the restrictions already placed upon it.
>>
>>1156161
(have you read the old testament?)
>>
>>1156162
Yes, but death magic can easily lead to necromacy. That's why I suggested spirit magic which would do all that
>>1156153
talked about. If I wasn't playing what I'm playing I wouldn't care. But I like to stay in character. Hence why I'm giving the Aurean Dominion a possibility to change my focus through rp.
>>1156168
You can bring whatever counter you want, Spirit Magic would do what you want.
>>
>>1156176
Spirit magic is death magic. You just want the name changed because it sounds scary. How does spirit magic prevent necromancy? you are literally controlling the dead spirits. your people already established themselves as people who practice "human" sacrifice, I dont know how that does not fall under death as well since you are probably also sacrificing their souls to the giant crocodile.
>>
>>1156211
I've made my decision, my nation will not support such magic.
>>
>>1156219
You have not given any actual reasons, besides claiming rp. but that excuse does not work when you do not go into why they believe it is wrong. Especially since I avoid any potential taboos.
>>
>>1156154

Cardinal Vincentius thinks for a bit. "Hmm, if you feel that your voice is not being heard perhaps you should follow the path of reformation rather than removal. Make it so that you have more authority instead of removing one from his spot and possibly causing chaos in your lands. In Aurea, we have the Council of Paragons, and although High Paragon Arcturus II may be a leadership figure, the Council may overrule him with a majority vote if they feel his actions are not wise or would lead to harm. This is something you may consider - that the Council be given more power over the High Chief.

But if you still want to claim the title of the High Chief, I think you should know this: High Chief or not, your people look to you for leadership, guidance, and to be an example of what we should all strive for as believers. I fear that any revolution may cause chaos and disorder amongst your people as they begin to fight over which chief has the right to be High Chief, sparking anew the tensions between the tribes of Black Feather and leading to bloodshed and pandemonium.

I should also ask - if you do become High Chief, what would you do and how would you rule?"

>>1156222
I'm still thinking about a good solution

>>1156219
Don't act in haste, let's think of a compromise that works for all of us
>>
>>1156154
"HAHAHAHAHA, Indeed! I do not mean to speak ill of my fellows, but they could all certainly stand to work on their physiques!" The large man's thunderous laughter forces those in close proximity to cover their ears, while his posturing and flexing makes all within sight of him to shield or avert their eyes from second hand embarrassment. "But where are my manners! I am Alad!" Alad laughs loudly again, for whatever reason, if any, is beyond anyone else present.
"We are always interested in trade partners, so long as our intended partners are consider trustworthy. It wouldn't do to trade knowledge to someone who plans to kill you, would it? HAHAHAHAHAHA"
>>
>>1156211

Alright, I control the Arcanaeum so I'll make the decisions.

Essentially the only issue is with the wording than the mechanics, and when you think about it, it's pretty trivial. And I think how it is used is more important than what it is called. I will TRUST that you not use this for evil purposes. And I will TRUST that this does not lead to necromancy - if it does, no more Arcanaeum and deus may vult.
>>
Rolled 6 (1d10)

>>1156237
"I am not afraid of blood, elf. I was alive when times were still bad. In my past life before I took the faith, I have down things that make your ears curl. I wish for a better life for my children, and I know that path is with the Great Spirit. He wants to focus inward, making us forget about the outside world. I want make all paths lead to the Temple."


If a better compromise is made, then I'll take it, but until then I stand by my decision.

>>1156239
"I like you I really do," said the Captain as she licked her lips. "Let's put aside the words and let our bodies talk. I'll even be fair and wrestle you on the shore."
>Create Trade route, and then Boating II for Banking I and 5 Obsidian
>Also Wrestling match :P
>>
>>1156276
summoning previous faces back into this world is pointless from our perspective. Their knowledge and enlightenment has already been incorporated in our racial spirit. we can only progress with new life and faces, any other way would lead to stagnation.
>>
>>1156276

Let's just say that for now we'll revert to my earlier stance - that it may be studied as long as its usage doesn't break the Commandments.
>>
>>1155629
>>1155078
So, what's the deal with the play?
>>
Rolled 9 (1d10)

>>1156280
"Hmmm, that sounds fair."
At the mention of a wrestling match, Alad goes uncharacteristically silent and still. Then he bursts into laughter again, making his previous laughter sound like a whisper in comparison.
"HAHAHAHAHAHAHAHAHAHAHA, I haven't had a good match since I was a not-so-small child. Hopefully I haven't gotten too rusty!"
>>
>>1156347
The match goes on for a good ten minutes, throwing sand and rocks all over the place. Several members of the cheering crowd had to duck to avoid being struck by Long Tooth's tail. In the end Alad gets her in a head lock with his legs while forcing her jaw shut. Stuck on her back in the sand, the Captain taps out.
>>
>>1156280

"Hm. You raise a very good point. Here is what I propose: You should hold a vote of no confidence, letting the members of the council decide whether or not the High Chief should step down. This will serve as a non-violent solution to the problem. You will have to gain the support of the other chiefs if you wish to claim the title of High Chief, but at the very least, assuming the other chiefs feel the same as you do, the situation will improve."
>>
>>1155907
>>1156122

The Aureans are kinda correct, Arakos didn't complete their bridge to the capital yet in order to actually bring civil order to Gynnead, so shouldn't it still in civil disorder?
>>
>>1156122
Hmm, not so sure about the swords. We have a really great navy, if you have anything that could make it better that would be useful. I'll trade Econ for one of my techs, and maybe bowmanship or bronzeworking for the other?
Does establishing a trade route cost an action or something? Am I limited in the amount of active trade routes I can have going? I would 100% be interested wither way, just want to weigh the options.
Not sure about full-on conversion, but if you can fluff something good up for the missionary to say I'll be more interested.
>>
>>1156468

They trained a ceadn and had it conquer the city so yeah it's legit. All I'm saying is that the extra actions will seriously break the game and that controlling the cities and territory already grants a huge boost.
>>
>>1156470
I'm a different nation, but I also want to trade with you. you can have as many trade routes as you want. after I finish researching fishing II I can work with you to research Boating III. I'll give economics I and scouting I for trade goods I and housing I. You will want to join with us, aurean and black feather, because you would gain access to the premiere magic research facility and quickly catch up in power.
>>
>My Ceadni Khal never got a strength update for having Iron weapons

[Arakos]
Cities: Mor'Taris*, Mor'Ceadni Towns: Tol'Iralon, Tol'Larhen Outposts: Tol'Anrom, Tol'Margren, Tol'Pardem, Tol'Irkorn, Tol'Yolnen, Tol'Uprhis
Territory: 86
Population (+growth/turn): 99 (+9/turn)
Food: 8.0
Currency: 41 (+10/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] 1 Ceadni Khal [2.?][Disciplined]
Tech: Bronzeworking, Ironworking I, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing I, Horsemanship I, Siege I, Writing I, Economics I, Culture II, Primal Life Magic I, Commodities II
Resources: [Bronze: 20+1/Turn] [Stone: 19+1/Turn] [Wood: 8+1/Turn][Equus: 9+1/Turn][Iron: 6+1/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C
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 culture III 1/8 Unit 2/3

>stat post
>>
Rolled 89, 2, 35, 63 = 189 (4d100)

>>1156516
1. Government Reform
+Culture II, Writing III, Library I, Grand Academy

The territory of Arakos has more than doubled since the hobgoblins first set down roots in the rugged mountains called the High Fangs. In order to survive their culture evolved to focus extensively on groups and group relations. As additional races had been added into it the nature of what was "Arakosi" likewise needed additions. The development of its culture provided intellectual avenues, but it was the service and performance of the warrior Khal raised of the Ceadni that truly made the difference.

In order to both administer these lands and to properly include the Ceadni territory into the whole of Arakos proper reforms would need to be made. The formation of a strong bureaucracy beholden to Khaltans in charge of outposts, towns, cities, and their environments would provide an efficient and effective means of control. The use of theater and oratory traditions would provide a cultural unification to keep the population controlled and in opposition to outside influences.

2. Research the Khal'ima System
+Culture II, Writing III, Library I, Grand Academy

The government is not the only force undergoing reform. The military, once paid for an maintained through taxes, is likewise being modified. In order to populate and develop the vast swathes of territory incentive in the form of land grants to Mor'khaltans, who then divide the lands up among soldiers in their district as a form of pay.

3. [Raise a Siege unit] 2/3
Training Field I
Ironworking I, Weapons I, Drill III, Armorsmithing I, Horsemanship I, Siege I, Culture II, Primal Life Magic I

4. Start Trade Route with Aurean, pump cultural influence and cultural goods about how awesome Arakosi culture is and how amazing it is to be free. Turn them into more of us but now with slave revolts.
+Culture II, Roads I, Economics I
>>
>>1156476
To my knowledge neither territory nor population have any in game effects and may as well be ignored.
>>
>>1156510
Sounds good. Hopefully I finish up boating this turn, I rolled really low on everything but art school tho :/
>>
>>1156470

Trade routes cost an action to form and they only go one way so we'd both have to do it. As far you can have as many trade routes as the number of active civilizations besides your own on the map.

>Counter offer;
>[Economy I] for [Trade Goods I]
>[Archery I] for [Housing I]

(will get to the missionary speech later, I'm kinda feeling like I need a nap)

>>1156525

I have the right to deny trade routes, and if the purpose of doing so is to incite rebellion I will.
>>
>>1156525
+4 currency to roll 3

>>1156561
>implying I won't black market this like the brits with the qing

you can't stop cultural enrichment, friendo.

prepare that anus
>>
>>1156455
"And what is he doing wrong in the eyes of the people? You're just useless to me and even worse you wasted my time. If you didn't wish to help then say so from the get go." She walks away grumbling.
>>
>>1156592
It is just the character, nothing on you. The result of the RP is that the current High Chief will stay in power for a while.
>>
>>1155240

https://www.youtube.com/watch?v=V2JuT1tiKQs

Floating the city has just become top priority, and we're willing to exhaust our financial reserves to get it up and running in the next few sessions! Everything moves faster with money!

Spending 41 currency on action #2!

>>1155826

Princess Zharar smiles and nods. "It's understandable, most of our own actions are going to be occupied for a time as well. Simply let me know or start any of the agreements and we'll follow up shortly. As for your bank project I would love to, and in fact would also like to potentially make the first formal transaction using it. I shall send you... 60 currency along with the glass and information from which to spend on a particular friends' own endeavor in case they run afoul in the following season. In the case that the money isn't required, it's yours to hang onto until needed: you can even temporarily spend it yourself so long as it regenerates to a future date when I potentially need to call on it. Is that agreeable?"

>>Note: Owning a [Bank] allows you to put money into other players' actions!

>>1155620

I've heard reports of a distant civilzation studying the concept of Charm, and would like to obtain it from them, but the northern region is much too cold to send any of my fairies out to, so once our project is done if you'll take [Economics III], use it to trade for [Charm III], and send it back to us later, it would be great! Also, we're interested in your textile and dye development and will send you Hygene and Armor in return upon their completion!
>>
>>1156654
Awe, a tad convoluted but I can do that. Which nation are we to treat with?
>>
>>1156674

I only have limited information of the nations outside of the west. You should be looking for a bunch of wingless people with high walls, that look kind of like the flying men if their wings were clipped off. I think you might have met them before!
>>
>>1155078
"I called her a whore because she propositioned me for a sexual engagement only moments after making the same halfhearted attempt at an alliance you're giving me now." The Chevaloress went silent and looked toward the stage as the curtain fell. The play itself was simple in production, but elaborate in craft. The use of ropes to simulate flight, the manipulation of sound through music and tools, and the craftsmanship of the props were of unique and high quality. The actors were dressed in elaborate costumes of usually bright colors. They hid their faces behind makes of various expressions. In moments of great emotion the masks would be torn off to reveal the face of the actor or actress. Each scene was ushered by the narrator who wore a featureless white mask, but spoke with the deep baritone that shook the ribs. Singing and synchronized dance were commonly interspersed throughout the play and served to add to the emotion of any piece.

The play itself was a tragedy. The story's hero loses his family to a group of marauding human bandits who take him to be enslaved. The heroine's home burns down, taking her braid along with it. Banished from returning home she and the hero join forces to seek their revenge on the people who stole their lives. By the end of the tale, none have survived, but other slaves had been freed as a result of their sacrifice. The curtain falls and the Narrator descends to the stage lowered by a thin rope to deliver the epilogue. With him fall many dozens of bright white petals appearing like snowfall.

"A sacrifice made in the defense of others is no sacrifice made in vain. Only in the strife and trial of struggle can the winterflower bloom. Only in the fires of an inferno can the oak seed crack to begin life anew." He bows and steps back into the curtain. A moment later the curtains open and the troupe bows low to the audience of a few hundred to pleased ovations and the cries of fans.
>>
>>1156710
The Machakan plays are similar except they involve a lot of internal soliloquies and sometimes they achieve enlightenment, where they promptly smite all their enemies and share their revelations with the tribe after.
>>
>>1156688
[spoilers]we haven't had any contact with bable yet[/spoiler]
That doesn't sound like any of the humans we have made contact with.
>>1156710
Interesting subject matter. We only recently begun to remove ourselves from slavery. We caught ourselves acting like stone, working with absolutes. I seem to have forgotten what we were speaking of before the play began. Something about the Viper woman believing her body to be a great commodity. Even others of her profession consider her a bit, "uncultured" to put it mildly. I must say that I've enjoyed this. The morning would be a good time for us to discuss how our nations will interact in the future. Wouldn't want to make such decisions whilst the weight of the day rest upon us, would we. Any suggestions as for where I should spent this night?
>>
>>1156654
I could do it in aithlin's stead.
>>
>>1156710
>>1156897

It's okay, it's not too pressing at the moment~.
>>
>>1156840
"My majordomo will see you to the appropriate accommodations. He will fetch you in the morning and bring you to me once I am prepared to receive you. Good eve, ambassador."
>>
>>1156965
"It's General Smoke, not 'ambassador'." She goes off with her escort.
>>
Rolled 83, 59, 85 = 227 (3d100)

>>1155159
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Trade Routes: [Classa +3c/t];[AureanD +1c/t];[FeatherE +4c/t];[Butterland +2c/t]
Territory: 39
Population: 78(+4/turn)
Food: 5
Currency: 99(+16/turn)
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 III, Life I
Tech: Firemaking I, Bronzeworking I, Craftsmanship I, Swordsmithing I, Armor I, Swordsmanship I, Archery I, Horsemanship I, Skirmishing I, Naval I, Ecology I, Domestication II, Agriculture II, Anatomy I, Herbalism I, Hygiene I, Medicine III, Mathematics II, Economics III, Writing I
Resources: [Bronze: 26+1] [Wood: 59+3] [Seeds:25+1] [Equus Herd:25+1] [Hollow Runners [Skirmisher]: 14+1] [Parasaur Herd: 4+1] [Triceratops Herd: 7+1] [Jungle Herbs: 5+0]
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: Commune with Nature (4/6), Ecology (3/6)

>Continue Commune with Nature/Life Magic (Life I, Ecology I, Herbalism I, Domestication II, Agriculture II, Medicine III, Anatomy I, Animal Friends)

>Continue diplomacy by wing and by boat with the Aquantians all the way to the western outpost, encouraging them to join us or face possible enslavement and death. (Naval I, Flight III, Their Desire to Escape the ongoing Naval Invasion)

>Begin evacuation of as many Aquantians as possible. We will use our boats, faeries and strength enhancing life magic along with their Riding Icthys as we help them in bringing their technologies and eccentricities with them to set-up a refugee camp near my southern outpost. (Naval I, Flight III, Life I, Icthy 'Herd', Sea Dwellers, Their Desire to Escape)
>>
>>1157078
Spend 41 currency on #2
Spend 15 currency on #3
>>
>>1157078
Still negotiating?
>>
>>1157124
yeah, sorry. things got hectic for a bit.

How about
>Mathematics II + Craftsmanship I for Treeweaving II

Also are you good with 2 parasaurs for 2 crocs?

Life Magic is still kinda in the special pet project stage right now. Once I actually get to meet a Life Ancient and find out what it's capable of, then I'll be more open to considering it.
>>
>>1157263
I'm fine with that, I'm going use the math to make standard system of measurement. Don't forget the skirmishing I, I have plans for that too. And the eventual trade routes
>>
>>1156654
"That's fine with us. We'll be sure to let you know when we have an opportunity to work on the agreed research. Now then, if everything is settled for now, I'm afraid I should be off. It was a pleasure meeting you, and thank you for the hospitality."
>>
>>1156122
You're only allowed one extra die for defeating an opponent.
>>
>>1158355
Also, OP has a massive headache, and might not update tonight. If not tonight, then sometime tomorrow.
>>
>>1156525
Trade routes are only for currency, in case you forgot.
>>
>>1156654
Another thing, if I could get math instead of armor that would be great.
>>
>>1159059
I'll do the cultural pressure thing after I guess.
>>
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[Butterland]
The First World Bank is underway; the foundation is set [2/4, -1 stone]! Optics research completes [Optics I], and the search for iron begins [1/10].

[Classa]
Major progress is made with fire magic [5/8], while the process of floating Sauna Oasis continues with the help of the Feathered Empire [12/20]. Finally, with their vantage point atop the Glass Castle, the fairies are able to grasp the basics of astrology [Astrology I].

[Aurean Dominion]
The scholars are sent to the men of Machaka, and the retraining of both units begins, though it will take a while [1/6, -4 iron]. The training of the Aestus Paladin progresses smoothly [2/3, -2 iron, -2 Equus].

[Feathered Empire]
Classa is assisted, and the textiles are ready [Textiles I, +1 currency/turn]. The introduction of the caste system stalls.

[Black Feather]
The trades are sent, and the quarry improved [4/6]. Better roads are being built [1/6, -2 stone].

[Provinces]
The Provinces extend their reach across the river, but only just [+4 hex], and better boats are made [Boats II]! There isn't any progress on the port though, but the foundation for a forge is set [2/4, -1 stone]. The school is also raised [3/4, -1 stone]!

[Balbyionia]
The diplomats slowly continue their training [3/8], and the kingdom expands north yet again [+4 hex].

[Machaka]
Further study of the old ruins occurs [4/15], though no death magic is had. Better fishing efforts, however, are started [4/6]
>The Machakan military moves, and easily takes over its targets!

[Arakos]
>What tech did you pour into it, again?
The Arakosi begin to change their government- this time it goes much better [4/15-what type of government?]. However, the new system has issues- the soldiers demand pay [-8 currency]. The trade route with the Aurean Dominion is set up [+2 currency/turn].

[Henoan Conclave]
The chief's communion finishes [Life II], and the Conclave's boats finish taking control of Aquantis's southern outpost. Evacuation begins [+3 pop].
>>
>>1159488
You missed my siege unit it should have completed. These are the techs for it.
Training Field I
Ironworking I, Weapons I, Drill III, Armorsmithing I, Horsemanship I, Siege I, Culture II, Primal Life Magic I

The ceadni unit is similar at
Training Field I
Ironworking I, Weapons I, Drill III, Armorsmithing I, Culture I, Primal Life Magic I
>>
>>1159495
And 2 horses for the siege unit to move the equipment
>>
>>1159495
My bad.
Siege unit is 2.6x (-2 currency/turn), and Ceadni is 2.6x [Disciplined] (-1 food, -2 currency/turn).
>>
File: Ancients4chan.png (4.84 MB, 2500x2000)
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[MAP ADDENDUM]
Forgot Machaka's naval movement.
>>
Heno if you give me the outpost I will let you have the pop from it, so you can get the tech and eccentricies.
>>
>>1159488
Settlements: Capital - Avaros, Cities - Xaventry, Outposts - Templeton, Tellerium, Aroxa, Sigil
Territory: 39
Population (+growth/turn): 77(+4/turn)
Food: 1
Currency: 76 (+6/turn)
Industry: 8
Structures: Government Building, Farm I (3), Obsidian Mine 2, Roads I, Animal Pen, Docks I, School I, Stone Quarry I
Defenses: 1 (Avaros)
Military: 2 (Plaguewarden)
Tech: Bronzeworking, Medicine 3, Herbalism 2, Skirmishing I, Mathematics II, Domestication II, Crossbows 1, Anatomy I, Boat 1, Flight III, Armor I, Ecology I, Agriculture II, Economics III, Glassmaking I, Writing III, Banking I, Hygiene I, Optics I
Resources: [Bronze :27(+1/turn)] [Jungle Herbs: 7(+0/turn)] [Jungle wood: 18(+1/turn)] [Parasaur: 20/+1/turn], [Hollow Runners: 4+1/turn] [Doctors][Obsidian 25+2/turn], [Medical Equipment I], [Stone: 1+1/turn]
Eccentricities:
[A force for good]: The combat forces of the Avarosi take their jobs as protectors very seriously, and receive 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.

Send our side of the trade to Classa. [Parasaurs] [Flight III] [Boat I]
>[Optics], [Obsidian 1/turn]

Keep looking for Iron. [1/10]

Keep building FWB. [2/4] [Parasaurs, Hollow Runners]
>>1156154
I'll send my side of the trade next turn.
>>
Rolled 71, 93, 78 = 242 (3d100)

>>1159525
Hurr durr, forgot dice.
>>
>>1159526
7 currency on roll 2.
>>
Rolled 35, 4, 88 = 127 (3d100)

>>1159488
[Feathered Empire]
Settlements: (Feather's Cradle (capital) (Southerport, Easterport, Westerport, Soil's Meet)
Color: dark blue
Race: winged elves
Territory: 39
Population (+growth/turn): 46 (+2/turn)
Food: 2
Currency: 66 (+11/turn)
Trade routes: heno (4) classa (2)
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 III, writing I, textiles I
Magic: Air I, Hope I, Weather II, Flight III, Jetstream I, Weather Weaving II
Resources: [Bronze: 5] [Slaves: 1] [Wood: 0] [Stone: 3]
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: Farms [1/4] Weather [4/8] dyes [2/4] caste system [3/4]
1. Some more work on that capital for classa, go ahead and put 2 of our own stone in there(already calculated)
2. Dyes (eternal mandate)
3. Caste system
>>
>>1159562
Spend 6 mones on 2
>>
>>1159488
Shouldn't the map have 4 more tiles for me?
>>
File: Ancients4chan.png (4.84 MB, 2500x2000)
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>>1159683
It should, my bad. Undid some things to count and forgot to add you back.
>>
[ADDENDUM]
Classa's floating city project at 14/20 (missed the currency expenditure.)
>>
Rolled 40, 92, 96 = 228 (3d100)

>>1159488

[Classá]
Territory: 39
Population: 95 (+4/t)
Food: 2
Fire Points: 1
Currency: 187 (+19/t)
Industry: 7
Settlements: Sauna Oasis [Cap], Ugnis [Out], Nar [Out], Fuego [Out], Brasa [Vil]
Structures: {Sauna Oasis Def. 2 | Glass Castle II, Farm I x2, Beacon I, Glass Workshop I x2, Library I, Fire Tower I}
Trade: {Riaetrusqe +3c/t, +1Fd} {Heno +1c/t} {Feathered +5c/t} {Butterland, +2c/t Medical Equipment I*, Jungle Herbs: 11+1/t}
Military:
-x1 Sentairy [Str. 1]
Magic: Primal Fire II, Flight III
Tech: Bronzeworking, Architecture III, Armor I, Astrology I, Domestication II, Ecology I, Economics III, Firemaking I, Glassworking I, Herbalism I, Hygiene I, Mathematics II, Medicine III, Writing I
Resources: [Bronze: 25+1/t] [Wood: 18+1/t] [Glass: 34+2/t] [Sand: 24+1/t] [Jungle Herbs: 12+1/t] [Medical Equipment I]
[New and Exciting]: The fairies of the inexperienced 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, yet improving upon old ones bores them. With jungle herbs, they can ignore this penalty, but this consumes a herb per action.
[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.
[Jungle Herb: 1 (New and Exciting)]
【Primal Fire II】
[Fire Tower I]
[Mathematics II] +4
[Firestarting I] +2
"I wonder... do you ever wonder why we're partially made of fire when every other race seems to be made entirely of flesh? It makes us kind of conspicuous, don't you think? There's nothing quite like us, but that also means we're pretty alone in this desert, as nothing else can live here. But since nothing lives here, that makes us safe from monsters, and it means we have lots of room to build..." [5/8]
>2.
【Sauna Oasis】
[Architecture III]
[Flight III]
[Glass: 15]
[Mathematics II]
[Ecology I]
We're getting this castle floating up now, as for some resaon I sense that it's really important we do! Fairies, grab your- whatever method it is we're using to make the castle airborne? [14/20]
>3.
[Flight III]
>>WFB isn't complete yet, so I won't make a transaction.
<Sending [Astrology I] and [Glass +1/t] to the Butterlands!>
>>
File: Power_The_Money.gif (2.97 MB, 295x221)
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>>1159562
>>1159799

https://www.youtube.com/watch?v=RtovlHjBtS8

It's time to do the thing that makes us special; spending wealth!

Aithlin, calling Aithlin! I need you to spend 15 currency on action #1 in order to compete the project! I'll reimburse you 45 currency next trade!
>>
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>>1159807

Also, spending 35 currency myself on action #1~.
>>
>>1159564
>>1159562
>>1159807
Yeah, spend Dat 15, finish this.
>>
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Rolled 5, 100, 96, 31 = 232 (4d100)

[Arakos]
Cities: Mor'Taris*, Mor'Ceadni Towns: Tol'Iralon, Tol'Larhen Outposts: Tol'Anrom, Tol'Margren, Tol'Pardem, Tol'Irkorn, Tol'Yolnen, Tol'Uprhis
Territory: 86
Population (+growth/turn): 108 (+9/turn)
Food: 7.0
Currency: 49 (+8/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] 1 Ceadni Khal [2.6][Disciplined], 1 Siege Khal [2.6]
Tech: Bronzeworking, Ironworking I, Hunting I, Fishing I, Agriculture I, Construction I, Weapons I, Drill III, Equus Plow I, Armorsmithing I, Horsemanship I, Siege I, Writing I, Economics I, Culture II, Primal Life Magic I, Commodities II
Resources: [Bronze: 21+1/Turn] [Stone: 20+1/Turn] [Wood: 9+1/Turn][Equus: 10+1/Turn][Iron: 7+1/Turn]
Trade Routes: Machaka: +1C, Balbyion +2C Aurean +2C
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 culture III 1/8

1. Government Reform (Elected Bureaucratic Dictatorship) 4/15
+Culture II, Writing III, Library I, Grand Academy

See flow-chart.

Power flows up from the bottom, not down from the top. The Khal'i and Tor'Khal'i elect their Khaltan and Mor'Khaltan. They in turn elect the Skal and Chevaloress. In order to administer the vast territory it was necessary to create a new class that would focus purely on administrative tasks - the Tor'Khal'i. They would elect the Mor'Khaltans who would be the overseers of the various provinces.

Future lands taken and settled would be governed by Mor'Khaltan elected by Khals of Tol'Khal'i, but approved by the Khaltans who had taken it.

2. Research the Khal'ima System
+Culture II, Writing III, Library I, Grand Academy

The conversion of territory into upkeep. Mor'Khaltans would be responsible for finding the resources and maintaining several standing warrior Khals. These provinces would then send those whenever the Khalessar was assembled.

3. Expand to link the disparate territories of the nation
[Roads I][Culture II]

4. Research Armor II
+Culture II, Writing III, Library I, Grand Academy
>>
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>>1160500
>100 on the sub-government reform
>mfw

10 currency into roll 1.
>>
>>1159520
How about I get 1/3 of the total pop, and half of the resources to relinquish my holdings?
>>
>>1160531
I am only doing this to be nice. I can just take over the southern outpost and then move on the western one, leaving you nothing. ill give a third of the pop from aquantis but no more than that.
>>
Rolled 51, 91, 82, 80, 55, 69 = 428 (6d100)

Nation Name: The Underhold
Race(s): Humans
Color: Dark Grey
>>1132113
Territory: 39
Population: 15 (+3/turn)
Food: 1
Currency: 19 (+4/turn)
Industry: 8
Structures: Government Building, Farm I (2), Mine I, Engineering School I, Engineering I
Defenses: 1 (Capital City)
Military: 1 (Player named unit)
Tech: Bronzeworking, Mining I, Siege I, Armor I, Tunneller I
Resources: [Bronze: 6][Wood: 6][Stone: 6](+1/turn each)
Eccentricities:
[War Machines]: If there's one thing the humans of Underhold know, it's siege weaponry. They take longer to build their war machines, but that is only to perfect them to a much higher degree than others do.
[Former Slaves]: The humans of Underhold have only recently earned their freedom, and intend to keep it, gaining a bonus to fighting defensively. However, they know what slavery is like, and are very hesitant to put anyone to the same fate.
Crossbows 3/4
Iron 2/8
#1-3 continue to search for Iron 2/8
+Mine I
+Engineering I
+Engineering School I
#4-6 study Engineering II
+Engineering I
+Engineering School I
>>
>>1160646
>forgot to edit my stats
Nation Name: The Underhold
Race(s): Humans
Color: Dark Grey
>>1132113
Territory: 39
Population: 21 (+3/turn)
Food: 1
Currency: 27 (+4/turn)
Industry: 8
Structures: Government Building, Farm I (2), Mine I, Engineering School I, Engineering I
Defenses: 1 (Capital City)
Military: 1 (Player named unit)
Tech: Bronzeworking, Mining I, Siege I, Armor I, Tunneller I
Resources: [Bronze: 8][Wood: 8][Stone: 8](+1/turn each)
Eccentricities:
[War Machines]: If there's one thing the humans of Underhold know, it's siege weaponry. They take longer to build their war machines, but that is only to perfect them to a much higher degree than others do.
[Former Slaves]: The humans of Underhold have only recently earned their freedom, and intend to keep it, gaining a bonus to fighting defensively. However, they know what slavery is like, and are very hesitant to put anyone to the same fate.
Crossbows 3/4
Iron 2/8
>>
>>1160626
Let me have 2 Coral, 2 Seaweed and 2 Icthy so I can have enough materials to start building an underwater refugee camp and I'll call it a deal.

We do appreciate your show of mercy, and hope to have peaceful relations with you in the future.
>>
>>1160723
We will let you have these things if you would make an even trade. give us seeds, so that we can turn the savage lands into a place of verdant beauty. let us have the triceratops, so that this new growth is balanced. this new prosperity and future will ensure a healthy coexistence.
>>
Rolled 7, 34, 14 = 55 (3d100)

>>1155159
>>1159488
Really wish there was a way to get a notification of updates, I missed the last turn! Anyway since Mejan wants expansion, by the ancestors she'll get some expansion!

Groups of clans start to splinter off to form their own clans as our people reach a state of growth not seen before, it's time for more lands to raise crops and settle in, to the northern plains shall we find this.

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: 60 (+4/turn)
Food: 0
Currency: 40 (+5/turn)
Industry: 5
Structures: Government Building, Farm I (4), Housing 1[+1pop/turn], Library I[Crest of Horns], [Quarry I+1st/turn], Magic School I
Defenses: 2 (Tolretnac) [Stone Fort, Tolretnac]
Military: 1->1.4?(Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics III[+3c/t], Writing I, Enlightened Fire Magic II, Primal Water Magic I
Resources: [Stone: 17+1] [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.
Qued: Granary 1/4


>Expand borders North
>Expand Borders North East.
>Expand Borders North West
>>
>>1160763
Going to spend 13 and 6 currency for a total of 19 spent on both those bad rolls to bump up to a +1 at least, we need to expand!
>>
>>1159799
Psst, but what does astrology benefit us with, just a neat way to build our tech tree maybe?
>>
New Thread in the morning, probably, or early-ish afternoon. Look for it!
>>
>>1160770

It helps with navigation for ships and airships. Also, don't forget you obtained it as well and have three actions in reserve!
>>
>>1160762
That sounds good, so something like this?
>Offering Aquantis Hexes and Southern Outpost for 1/3 of total pop and associated knowledge.
>Offering 4 Seeds and 2 Triceratops for 2 Coral, 2 Seaweed and 2 Icthy
>>
>>1160808
sounds good.
>>
>>1160806
Oh snap really? Awesome in that case...

>>1159488
With the recent expansion of borders the new ideas of inventions has started a quick interest in pursuing new and old ideas. Anul eager to get his hooves wet once more dives into the depths of the ocean to learn more of the water, while Wiltight facinated by astrology and it's wonders offers a deal with the Classa fairies of trying to figure out a way to look closer at the small flames the dot the sky. Meanwhile with the population growing more food must be gathered and the granary finished soon.

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: 64 (+4/turn)
Food: 0
Currency: 26(+5/turn)
Industry: 5
Structures: Government Building, Farm I (4), Housing 1[+1pop/turn], Library I[Crest of Horns], [Quarry I+1st/turn], Magic School I
Defenses: 2 (Tolretnac) [Stone Fort, Tolretnac]
Military: 1->1.4?(Outriders)
Tech: Bronzeworking, Scouting I, Archery I, Weaponsmithing I, Economics III[+3c/t], Writing I, Enlightened Fire Magic II, Primal Water Magic I, Astrology I
Resources: [Stone: 17+1] [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.
Qued: Granary 1/4

>Finish Granary
>Send Request for idea of looking closer at stars to Classa
>Work on Primal Water Magic

>>1159799
On another note, would you happen to know where I might find rules on this stuff or if we have a discord of some sort? I'd really like to know if I'm missing stuff on my sheet and the like yanno?
>>
>>1160845
That second action looks more like RP. Mind elaborating?
>>
>>1160845

>http://pastebin.com/pakzadFV

The basic rules can be found here, though they're missing a lot of updates and might not have every piece of information on-hand!
>>
>>1160848
Basically boils down to trying to research better astrology than just charting down what and where the dots are, maybe try to get a closer look at them in a research agreement type thing if not then we'll just work on our own.
>>
Rolled 74, 57, 51 = 182 (3d100)

>>1160845
And the dice...can't forget that...
>>
File: 1393639719.jpg (10 KB, 200x200)
10 KB
10 KB JPG
>>1160903

Request accepted!
>>
File: 1487017146339.png (5.24 MB, 2500x2000)
5.24 MB
5.24 MB PNG
Rolled 88, 99, 74 = 261 (3d100)

>>1159488
[Henoan Conclave]
Settlements: Capitol:(Thry’ve) Outposts:(Aerie, Aria, Aribeth, Arwyn)
Trade Routes: [Classa +3c/t];[AureanD +1c/t];[FeatherE +4c/t];[Butterland +2c/t]
Territory: 39
Population: 85(+4/turn)
Food: 5
Currency: 59(+16/turn)
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 III, Life II
Tech: Firemaking I, Bronzeworking I, Craftsmanship I, Swordsmithing I, Armor I, Swordsmanship I, Archery I, Horsemanship I, Skirmishing I, Naval I, Ecology I, Domestication II, Agriculture II, Anatomy I, Herbalism I, Hygiene I, Medicine III, Mathematics II, Economics III, Writing I, Treeweaving II, Scouting I
Resources: [Bronze: 27+1] [Wood: 62+3] [Seeds:21+1] [Equus Herd:26+1] [Hollow Runners [Skirmisher]: 15+1] [Parasaur Herd: 5+1] [Triceratops Herd: 6+1] [Jungle Herbs: 5+0] [Crocodile Pack: 3+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: Ecology (3/6)

>Trades Sent to Black Feather
Skirmishing I, Mathmatics II, Craftsmanship I, 2 Parasaurs

>Trades Sent to Machaka
4 Seeds, 2 Triceratops and Exchange hexes for 1/3 of Aquantians

>Construct an Outpost at pic related for the Aquantian Refugees (Sea Dwellers, Coralworking I, Craftsmanship I, Naval I, 2 Coral, 2 Seaweed, 2 Icthy Pod)
With the Negotiations with the Machaka Empire complete, the Aquantians that chose to join the Conclave traveled down to the coast and began constructing an outpost to rebuild their lives.
>>
>>1160990
Spend 1 doubloon on #3

>>1160811
Great, if you can go ahead and make your part of the trade that would be splendid.

Then I guess we'll need to figure out how many 1/3 of their pop actually is.
>>
Rolled 88, 60, 96 = 244 (3d100)

>>1159488
[Black Feather]
Settlements: Capital: Black Feather, Town Basiliscus (S), Outposts: Codilia (N), Chelydra (E), Natricinae (W)
Territory: 51
Population (+growth/turn): 101 (+5/turn)
Food: 5
Currency: 19 (+12/turn)
Trade Routes: Aurean Dominion, Machaka
Industry: 7.5
Structures: Hall of Scales, Farm I (2), Stone Quarry I (1), Temple of the Great Spirit, Lumbermill I (1)
Defenses: 1 (Black Feather)
Military: 1 (First Claw), Swift Maw (Naval, 1.4)
Tech: Bronzeworking, Agriculture I, Animal Husbandry I, Currency I Treeweaving II, Herbalism I, Medicine I, Economy I, Writing I, Clergy I
Construction Tech: Masonry I,Treeweaving II,
Expansion Tech: Scouting I, Roads I
Magic: Earth Magic I, Primal Water I, Runic magic I
Military tech: Archery I, Incendiaries I, Boats II
Resources: [Copper: 5] [Stone:3 +1/turn] [Wood: 5 +2/turn] [Peat 12 +1/turn] [Crocodiles 4 +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 project: Roads II (1/6)
>Create Trade Route to Heno
>Create Trade Route to Balbyionia
>Finish Quarry Improvement (4/6)
+Masonry, +Earth Magic, +20 currency
>>
>>1161029
Those some Damn good roads.
>>
Rolled 77, 37, 47 = 161 (3d100)

[Aurean Dominion]
Settlements: (Vanitas - Capitol) (Alberich -Town), (Nathalum, Ael'wyn, Silvanar - Outposts)
Territory: 42
Population (+growth/turn): 80 (+4/turn) (+1 in 1 turn(s))
Food: 4.5
Currency: 65 (+13/turn)
Industry: 8
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, Ironworking, Craftsmanship I, Swordsmanship I, Archery I, Economy I, Domestication I, Enlightened Earth Magic II, Boats I, Writing III, Masonry I, Horsemanship I, Herbalism I, Swordsmithing I, Hygeine I, Light Armor I, Roads I, Clergy I, Medicine III, Primal Water Magic I, Runic Magic I
Resources: [Bronze: 25 (+1/turn)] [Gems: 45 (+2/turn)] [Wood: 58 (+3/turn)] [Stone: 26 (+2/turn)] [Iron: 24 (+2/turn)] [Equus: 11 (+1/turn)]
Trade routes: Black Feather Tribe (+4/turn), Balbyonia (+2/turn), Henoan Conclave (+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), Air Magic (2/4), Aestus Templar x2 (1/6), Aestus Paladin (2/6)

Actions:
1. We should waste no time in completing the training of the Aestus Templars.
>(+Bronzeworking)
>(+Ironworking)
>(+Swordsmithing I)
>(+Swordsmanship I)
>(+Craftsmanship I) (For their weapons)
>(+Archery I)
>(+Enlightened Earth Magic II)
>(+Primal Water Magic I)
>(+Flashy)
>(+Light Armor I)
>(+Medicine III)
>(+Runic Magic I)

2. The Aestus Paladin unit is nearly done, however. Finish polishing the armor and get it ready for action.
>(+Bronzeworking)
>(+Ironworking)
>(+Swordsmithing I)
>(+Swordsmanship I)
>(+Craftsmanship I) (For their weapons)
>(+Archery I)
>(+Enlightened Earth Magic II)
>(+Primal Water Magic I)
>(+Runic Magic I)
>(+Flashy)
>(+Light Armor I)
>(+Medicine III)
>(+Horsemanship I)
>(Mount: Equus)

3. What the Butterlanders said about the imperfects weighs on me...although we shouldn't break the teachings, we should endeavor to make their lives better. I order the construction of the Thermae, public baths with heated water (look up the Roman ones), where the imperfects may go after a hard day's work to rest and relax. The regular public may use it as well, and it will likely lower disease along with providing happiness. I think they will like the medicinal bath salts and herbal baths especially well.
>(+Enlightened Earth Magic II)
>(+Masonry I)
>(+Craftsmanship I)
>(+Medicine III)
>(+Primal Water Magic I)
>(+Hygeine I)
>>
>Herbalism I
on #3 as well
>>
>>1161089

Also lots of tags so I forgot but the templars are at 1/6 and the paladin is at 2/3 (>>1159488)
>>
>>1161118
Deus Vault!
Shit at this rate I might be bank rolling with roads II, Mathematics II, and Banking I coming my way.
>>
>>1161089

Iron and horses should be 20 and 9 respectively, forgot to update.

Adding 4 currency to #1 to boost it up to the next tier and sacrificing 3 horses to the giant croc (does it have a name?)

>And lastly, the thread is sitting pretty on Page 9, may want to do an emergency update soon
>>
>>1161018
I think i need to assimilate them into my empire first to get all that stuff needed to trade, but i will give it once that completes.
>>
Rolled 22, 1, 37 = 60 (3d100)

>>1159488
[Machaka]
Race(s): (human)
Color: (Salmon)
Settlements: (capital: Avernus) (Player-Named outpost: Azen(w), Azil(n), Aza(s), Saeps(e))
Trade Routes: (Balbyionia 1/turn, Classa 2/turn)
Territory: 39
Population 42(+3/turn):
Food: 0
Currency: 15 (+3/turn)
Industry: 6
Structures: Government Building, Farm I (2), Shipyard, Lumberyard
Defenses: 1 (Avernus)
Military: 3 (Exemplars 1X1.0), (Khal Invictus 1X2.8,[disciplined]), (Iron Mariner 1X2.8,[disciplined])
Tech: Bronzeworking, Scouting I, Boating II, Fishing I, Economy I, Writing III, Infantry I, Clergy I
Magic: Enlightened Earth I, Water I, Runic I
Ongoing:
Resources: [Bronze: 13+1] [Stone: 8+1] [Wood: 11+2]
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 Djinn ruins (4/15)
(Writing III, Scouting I, All-Terrain Training, Clergy I)

>assimilate galkoki capital
(Writing III, Sacred Grove, Economy I, All-Terrain Training, Clergy I, Scouting I)

>research Fishing II
(Boating II, Scouting I, Writing I, Water I, Runic I, All-Terrain Training)

Army Movement: Iron mariner to the northern aquantis outpost, khal invictus to eastern subterra outpost, exemplar to eastern inkopolis outpost.
(All-Terrain Training, Scouting I)
>>
>>1161247

Fuuuuuuuck
>>
>>1161247
Fuuuuuuuuuuck
>>
>>1161247
damn I guess assimilating the magic hating empire when I use magic is not a good idea.
5 lumber and 9 currency to fishing II
>>
I should really calculate my average rolls, because it is probably much lower than other people's
>>
>>1161249
>>1161252
It is a good thing that I changed my action from death magic to diplomacy, because that shit would have been horrifying otherwise.
>>
File: feature178_zombie.jpg (63 KB, 620x453)
63 KB
63 KB JPG
>>1161256

I'll agree with that
>>
OP has to be somewhere for a few hours. New thread then.
>>
>>1162000

>>1162664
>>
RIP thread
>>
>>1162988
;_;




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