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File: Mythic.jpg (101 KB, 1280x720)
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>WheelieOP here, with another game for you all!

Wild. Fertile. Savage. Dangerous. Just a few words to describe the uncharted and unknown stretch of land the great powers of this world simply call the ‘Wildlands’. While the Four Great Empires have steered clear of this dangerous region, going about their business elsewhere, you, the smaller, lesser kingdoms of this world, have sensed opportunity. Having lived in the shadow of the four great Empires, feeding on the scraps of power they've allowed you to have, you have grown tired of it, longing to take your rightful place on the world stage, among the four great empires. And so you have settled in these 'Wildlands', intent on growing your power and glory. Will you conquer your new home...or die trying?

>Want to play? Just fill out the sheet!
Kingdom Name: (What your fledgling Kingdom is called)
Race(s): (What kind of peoples inhabit your Kingdom-Okay with most things, fetish fuel will be purged)
(A WORD OF WARNING: Fluff might be slightly altered if it doesn't fit the theme of the setting)
Color: (Your color on the map-not black, please.)
Fluff: Your Kingdom's backstory, and how they came to settle in this new place- helps determine starting resources, tech, and eccentricities- the more thorough the better, but please try to keep it within a post or two)
-Don't fill out (unless told)-
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (Capital City):
Technology:
Magic:
Resources:
Armory:
Military: (3 player named unit (1x))
Eccentricities:
>Also read the rules (They're long, but thorough): http://pastebin.com/AsFw73E6
>And please do join the discord- much easier to coordinate there: https://discord.gg/TE8aH

WARNING: THIS IS NOT A REGULAR QUEST, OTHER PLAYERS CAN AND WILL PROBABLY TRY TO MURDER YOU IF YOU AREN'T CAREFUL.
>>
THIS JUST IN!
OP has just realized he's starving. Popping out for a bit, but back soon.
Map and stats tomorrow, then the game can begin!

Also:
WARNING: THIS IS NOT A REGULAR QUEST, OTHER PLAYERS CAN AND WILL PROBABLY TRY TO MURDER YOU IF YOU AREN'T CAREFUL.
>>
GREETINGS. I AM OP'S HELPER.

YOU MAY SEE ME MAYBE.

Good day.
>>
>>1227528
Kingdom Name: Principality of Khaz
Race(s): Equus
>Color: the most disgusting shade of pink imaginable.
>Fluff: The denizens of the Principality of Khaz are aestheticly similar to equines however, the Equus, as they call themselves, move as either a horse or biped as it suits them, walking on their hoof-like knuckles for added speed and endurance. They are physically strong and value that strength. Indeed, it is considered more shameful to be carried than ridden.
The faith of Khaz is peculiar. They don't believe in a benevolent god, in its place is only a hedonistic devil queen, refered to as either "Slunia" or "the alicorn", who plots the destruction of their culture and then the world. To this end she sends witches, who she marks with wings, horns, bright colors, or marks on their left flank. These witches are also identified by overt optimism, individualistic tendencies, the use of magic and hedonism.
The prince is selected by the church, and shares power with the inquisition, also controlled by the church. The church may strip power at any time for any, or no, reason, usually paired with being burned alive as a heretic. The military is controlled entirely by the inquisition and is specially trained for dealing with magical beasts rather than intelligent foes.
>>
Kingdom Name: Yamato, Empire of the Rising Sun
Race(s): Humans, oni, tengu (see fluff)
Color: Rising sun red or jade green
Fluff: The Kingdom of Yamato is a land with a proud warrior culture located in the far east. Until now, it was a loose conglomerate of warring states vying for control over the land, but these groups were recently unified under the banner of General Yoshitsune, a famed and venerated swordsman, who all Yamato now venerates as their emperor. The years of fighting have hardened the resolve of the people of Yamato, turning them into fierce combatants, but the people of Yamato are also talented artisans and scholars with a unique and vibrant culture (see the culture of Feudal Japan for reference). In particular, the blacksmithing abilities of the Yamato are far above average. While Yamato is primarily comprised of humans, there are also several oni tribes that call Yamato home, as well as the Tengu Priests, who are winged humanoids with birdlike features. Policywise Yamato is rather isolationist, allowing trade only in specific areas and disallowing outsiders anywhere else in its territory.
-Don't fill out (unless told)-
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (Capital City):
Technology:
Magic:
Resources:
Armory:
Military: (3 player named unit (1x))
Eccentricities:

Will wait to post location after map is posted
>>
>>1227618

Also disregard the far east part in the fluff until I see the map
>>
A NOTE UPON THE FOUR EMPIRE'S OF THE WOLRD

The Death Touched, who hail from the west.

Legend has it that long ago a kingdom of chivalrous knights swore their swords to God in Heaven that they would not rest until his will be done, and justice carried out throughout the land. In his mysterious ways, he granted their wish.

The Death Touched are a kingdom of ghouls, each and everyone who ride in shining armor on undead horseback or undead griffon bearing steel lances with colorful flowing banners. They espouse justice, holiness, and doing what is good and brave in the face of evil. Every knight swears faithfulness to God, loyalty to King, and fealty to country. Because they no longer need to toil the ground for farms or sleep, they have devoted themselves to their duty day and night, raising castles and fortresses and churches as they expand their realm.

They are also often on the crusade against their mortal foe and nemesis, the saracens of the Sultanate, who they battle often to reclaim the sacred city in the name of the Savior.
>>
>>1227528
Kingdom Name: The Ore-eater Hive Confederation
Race(s): Ore-eaters
Color: Blue
Fluff: Ore-eaters are a sapient race of hive minded insects. Their name is derived from the fact that their diet naturally requires a large amount of minerals. As well Ore-eater larva are fed specific minerals during development to decide their drone typing. Each mineral has it's own specific drone typing associated and not even the Ore-eaters themselves know all the drone forms that their species possess.

The Ore-eater hive revolves around the queen, who lay eggs and give decisions. During pre-historic times the Hive would be similar to a tribe of other species. It was in the state of separate hives that the species stayed in until outside pressure from invading humans pushed them from the ore rich mountains they called home. Many queens came together after this incident and decided to unit their hives for mutual protection from outside invaders.

The Confederation is an oligarchy where every queen sends a sapient drone representative to the capital of New-Home for law making and voting on new policy. Each representative is given one vote, with the Central New-Home hive having two in case of a tie. Drones instinctively work for the betterment of their own hive but enjoy being rewarded every now and again. This usually comes in the form of queens releasing rare metals or gems for their drones to have as a delicacy.
-Don't fill out (unless told)-
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (New-Home (capital)):
Technology:
Magic:
Resources:
Armory:
Military: (3 Worker swarms (1x))
Eccentricities:
>>
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>>1227528
Kingdom Name: Theocracy of the Ancients
Race(s): Gnolls majority with smaller races as second class citizens and slaves.
Color: Dark Purple

Fluff: The gnolls were always a savage race, pillaging and enslaving was their way. Then, as it was for all races, a member was born with hero potential. Unlike the majority of the past gnoll heroes, Darah was born with a keen mind. If she was human, no doubt she would have been a wizard. Instead she would steal books to teach herself literacy and scour dungeons alone for magical artifacts. The contest for pack leader ended quickly as she blasted a hole through the chest of the former chief with lightning. The various tribes fell under the swoon of the power of words and ancient tech. The written word was now a magic that grants power.

-Don't fill out (unless told)-
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (Capital City):
Technology:
Magic:
Resources:
Armory:
Military: (3 player named unit (1x))
Eccentricities:
>>
>>1227664
Kingdom Name: Solitary
Race(s): Undead
Color: Grey
Fluff: In the middle of a barren forest, there lied one ruined castle. The castle has been abandoned for ages, but it still stands today. The information on the name of the castle or what nation it belonged too is forgotten now. Now it's just a gloomy, tall castle that is filled with undead creatures. It's a secluded place, but there are legends there are ancient treasures on the very deepest of the dungeon.

Land is barren so food is hard to get. The Undead creatures are kind of clumsy building-wise. They use old and rusty tools and weapons. Magic consists of dark, curses, etc. It's in a forest and there could be treasures somewhere. And there somes Lich at the very bottom that controls the undead.
-Don't fill out (unless told)-
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (Capital City):
Technology:
Magic:
Resources:
Armory:
Military: (3 player named unit (1x))
Eccentricities:
>>
>>1227593
Dammit!
>>
>>1227751
>>1227593
These are me?
>>
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>>1227528

Kingdom Name: Neo-Thwackian Tribe
Race(s): Human
Color: Brown
Fluff:

https://www.youtube.com/watch?v=j5xo5yGX3UY

"You dumb berrypicker, you no melt shiny rock and use round rock to make ugh-city! You play God, you destroy us all!" the rallying cry of the so called Neo-Thwackians, a band of luddites who wish to bring the world back to a more primal time in place which they felt was the apex of civilization. Eschewing advanced technology in place of feats of physical strength, they brandish clubs of wood and stone, wear animal furs in place of linens, and only "farm" berries in semi-static gathering spots, supplimenting their diet with a steady supply of meats and herbs. In their mind, no amount of fancy longswords or plate suits or galleys beats a good club, tunic, and log. Change is to be beaten with a heavy stick until "it don't wanna change no-more."

Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (New-Home (capital)):
Technology:
Magic:
Resources:
Armory:
Military: (3 Worker swarms (1x))
Eccentricities:
>>
The Sultanate, who hail from the south.

In the southern deserts where the Sun scorches the sand and can burn shadows into the rock, are the lands of the Sultan (son of the Sun, may he live forever!). It is a land of ancient mystics and wonders, a land of djinn and sand spirits, of pyramids and ancient ruins. A realm of wise men and scholars who discuss the sciences and math, of the great caravan men who ride from east to west on camels and giant scorpions, bearing silks and spices, and wear cloth upon their head to protect from the sun.

Their soldiers fight under the green banner of the Prophet (a thousand blessings upon him) in the name of the Sultan, bearing curved blades and firing arrows from atop swift horses like none other. They are often waging holy Jihad against the undead crusader horde, defending the holy city against these monstrous infidels.
>>
Shi Chi, who hail from the east.

Beyond the snowy mountains and past the mighty Wall, is the golden realm, Shi Chi, ruled by the Emperor God who is the blessed son of the heavens and lord of all he sees. His people and lands are vast and immesurable, though millions of them are little but peons who toil in the mud fields growing rice or building more temples and statues to his honor. Their ancient land is home to a great number of dragons and water spirits, and a great sea lies on their border. They hold their land with a very sophisticated system of government and standing military, possibly the most organized in the known world raising trained and organized conscripts unlike the fuedalistic levy knights of the Death Touched or the tribal warriors of the Sultanate.
>>
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Kingdom Name: Kingdom of Myrovova
Race(s): Human nobility, Orcish majority, Half-Orc minority
Fluff: Mithridates I was once a mere mercenary captain. He was ambitious, and he was brilliant. He gathered together a small army and abandoned the warring nations of the old world. Ambition could not grow there. Instead he came to the Wildlands, and his well-trained and well-equipped forces came to clash with those of the Orc Dominions. Backward, savage, numerous, and fierce they held out in a long five-year campaign against the Human invaders. It wasn't until Mithridates challenged the Orc Drukas Bloodtooth to a duel that the war came to its conclusion. The Orc was defeated in honorable single combat, and Mithridates was elevated to the new Drukas. He divided out lands among his captains and lieutenants and the realm known by the Orcs as Myrovova settled into peace. Mithridates introduced the Orcs to advanced technology, but his Human heritage and the now Human nobility that ruled over the Orcs ensured that peace was only skin deep. To better rule over its new subjects, certain traditions of the Orcs were maintained, among them Mestnichevo - or Husband Choosing. Orc women were gathered from all over to choose for themselves Human husbands, and the first Half-Orcs were born as noble sires.

A generation has passed, and the crown has passed down to Mithridates' son, Mithridates II. He inherits a land torn between its Human noble heritage and its traditional Orcish past. Much of the country is still the same as it had been decades before his father's arrival - backward and savage, barely tamed by Man. Myrovova's affairs are good. It wants little for technology, resources, or wealth. What it lacks is infrastructure and unity, as the Orcs had built little in the way of developed structures or operations. Should the Sun King be able to unify his people they would be unstoppable, but the divisions between Man and Orc are deep. As it stands, Humans unquestionably rule Myrovova. They make up the entire nobility, and nearly all of the administration and officer class. Orcs live in their villages and communes, paying taxes to Human lords and ladies and whatever Orcish wives they had taken; leading simple lives and waging petty clan conflicts.

Color: Green
-Don't fill out (unless told)-
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (Capital City):
Technology:
Magic:
Resources:
Armory:
Military: (3 Phalangites (1x))
Eccentricities:
>>
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A quick set of tips on all of you new to builders

1. Everyone will stab you in the back whenever they can for whatever reason they can, trust no one.

2. War is your friend. War cannot be avoided, sometime, someone will find some reason to try to kill you, prepare for this inevitability from turn 1 until you finish the game.

3. Talk to the host. Best way to understand the game better, or to figure out what the hell you should do, ask the host, he'll fill you in. After all, its in his interest; because the less retarded you act the easier it is for him to update.

4. Avoid useless actions. Fluff is nice, fluff is good, but don't waste 4 turns building a shitcake hut simply because you mentioned shitcake huts in your fluff. Prioritize what you need first, then you can explore other shit later. Can't have fun when the guy that built 6 stacks of troops burns down your city because all you built was farms because your fluff describes you as agricultural.

5. Don't be a roodey-poo. Want to not get your shit kicked in, want to get a trade deal with a powerful neighbor? Try not going out of your way to force something for the sake of "flavor". Looking at you, worldmaster.

6. Be prepared to fail a lot, when you really don't want too. What else is there to say, RNGeesus is a dick at the best of times. Don't bitch, pick up the pieces and rebuild.

7. Join the IRC. Seriously, best way to talk to people and build possible rapport for in-game. Also full of faggots that have been playing these games for 5+ years. Most of them still suck at it though.

https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

8. Don't be a bitch. You will lose, again and again and again. Instead of taking out this rage by shaking your little man-fist, try talking to the host about what your possible courses of action are. .Whining and bitching and shitposting the thread up will most likely only make everyone hate you, host included. And if you feel like the host is giving you the shaft, just drop the game. Host are like you, with impotent rage and little hands, but they hold all the cards, trying to get them to change is as likely as getting blood from a stone.
>>
Velsungland, who hail from the north.

Past the biter salty seas, on the frigid winds of the north lies a mighty mountain island overlooking a vast bay of longboats and raider ships. Atop this mountain high in the clouds, live the Velsungland. A nation of hardened sailors and proud warriors, they are ferocious warriors on land and sea, reaving and carving everything in their path, and writing their name in song and deed. Their men are broad shouldered fighting with axes and round shields. High above them too, ride the Valkyrie, their warrior women, who go into battle atop flying pegassi in armor, throwing spears and javelins at foes below and singing a loud war chorus above the sounds of the battlefield. Their land is inhabited by frost giants, trolls, dire bears and boars, and other beasts which make both danger and sport to them.

-----

These are the four empires which rule the world, and you are but a tiny kingdom, a barely significant speck not worthy of their attention. Will you become great in these wild lands and join their ranks?
>>
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>>1227528
Kingdom Name: Duchy of Arianthea
Race(s): Mostly human with a few unique knights and camp followers from the mercenary band's travels.
Color: Byzantine Purple
Fluff: A bastard born between a female human peasant and a elf on the wild hunt, Alvar "The Myth" Norling was rejected as something that should not be. When he reached adulthood, Alvar left Velsungland to join a adventuring group where he earned a small reputation and fortune. This changed when his entire party was slain by a dragon, but in retaliation he managed to steal away its egg. Using his (and his deceased comrade's) fortune he formed a mercenary company with a purple dragon that slayed his party as it's herald. The Reaping Dragons distinguished themselves with their effective use of the local populace as auxiliaries to complement their heavy infantry and exotic mounts. After a decade of fighting petty wars for other nations, Alvar in his hubris believed that he could single handily carve out his own nation in between all the nations. His ambitions were crushed when in a fateful battle where he lost most of his army, reputation, and even the dragon he had raised from when it was still an egg. In his grief, he had a reliquary built to house his dragon's body and set out to a place where he could reconsolidate his forces and regain his legitimacy.
-Don't fill out (unless told)-
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (Capital City):
Technology:
Magic:
Resources:
Armory:
Military: (3 Reaping Dragons (1x))
Eccentricities:
>>
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>>1227528
>Kingdom Name: The Barondom of Festungürtel
>Race: Overwhelming Human majority.
>Colour: Either Purple or Gold.
>Fluff:
A state of somewhat tame appearance, the Barondom was founded by the Great Baron: Konstantin Festungürtel. Bureaucrat, innovator, general, he is man of knightly honour... and a man who couldn't ride a horse if he tried.

This in fact is a key reason why instead of the usual cavalry, the Barondom instead employ chariots and 'war wagons'. The latter of which are used to provide mobile fortifications to support the front with elevated missile fire.

It should be noted, however, that the Barondom wasn't formed from the Great Baron's own desire. Instead, he was forced away from his old lands by the "followers" of God in Heaven, viewing the living as a taint upon the 'holy' lands of the west. Konstantin never forgived this, and to this day wished to strike back against them to free his homelands from the heretical undead.
>>
A CLARIFICATION
Once you research a tech, provided you have the resources/infrastructure, production of weapons and armor is automatic. Will amend pastebin as well.
>>
Kingdom Name: The Lich's Dominion
Race(s): A multitude of the common races and intelligent undead, with no actual majority or single cohesive ethnic group. All are under the reign of The Gilded Lich.
Color: Gold or Yellow, preferrably Gold
Fluff: Through time, space and multiple planes the Gilded Lich has travelled: or so he says. Whether he is, truthfully, an ancient and obscenely powerful lich or simply a creature that boasts of grandeur to impress his peers and mesmerize his constituents is anyone's guess. What is known, though, is that the Lich, a tall, withered figure in disgustingly opulent robes, is obscenely rich and a terrifying master of both ice magic and undeath. He has not used his potent powers for world domination, however: insisting that such things bore him now, he has tried his hand at the managing and proliferation of a legitimate nation, gathering all sorts of creatures under his banner, augmenting their ranks with intelligent undead, and creating a highly mercantile realm geared towards the acquisition of wealth, resources and gold. They rely upon ranks of fearsome undead and the Lich's own formidable magic to defend their hoards of treasure and wealth, and while the Lich is certainly not benevolent he treats his subjects rather well. His most trusted advisers know, though, what is likely his true goal for creating his Dominion and steering its growth: he seeks to build another phylactery, for his has been destroyed in eons long past, in places impossibly distant.
-Don't fill out (unless told)-
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (Capital City):
Technology:
Magic:
Resources:
Armory:
Military: (3 player named unit (1x))
Eccentricities:
>>
>>1227528
Kingdom Name: The Court of the Claw
Race(s): Human - with a ruling caste who trace their ancestry to dragons
Color: Gold
Fluff: The cult of scale is a banned religion in the east, where the worship of their Godly Emperor takes precedence. Yet still - in the mountains and valleys on the border of the golden realm - there are pockets of those who venerate other, more primordial powers. Drawing upon the magic granted to their ancestors by dragons, the cult seeks to topple the emperor from his high perch, to tear down the false man-god and extinguish the light of his stolen stars.

The Court of the Claw are adherents of this faith, considered blasphemy in Shi Chi. They have come west into the untamed lands to subdue it, to establish a power base from which to strike at the decadent emperor god. In time, their mastery of the old magics will be such that they may blast his great wall asunder and raze his grand palace with lightning and flame.

Despite this, the culture of the court is deeply rooted in eastern traditions. They have their own ruler - the enigmatic Clawed Master - and he acts as emperor in a discordant facsimile of the Emperor God's court. Highly ritualised functions and ceremonies eat up a lot of courtly life - but where the courtiers of Shi Chi use their rituals to worship their Emperor, the Court of the Claw hone their magical abilities every day in extravagant displays of arcane prowess, aided along by elegant dance, eloquent poetry, haunting melodies and immaculate art. These things act as focuses to the dragon-blooded, arcane minded would-be aristocrats, and some observers of the court swear that the most talented magicians start to take on draconic characteristics. The great right talon of the Clawed Master is the most obvious of all of these, and the thing that marks him as more than just a mere human.

In contrast to the ostentatious palace displays, the average peasant in the lands administrated by the court of the claw is supremely impoverished - but as adherents of the same faith as their masters, they accept their place at the bottom of the food chain. After all, is it not the place of those less divinely favoured to serve their draconic masters?

The Court's lands value structure above all else. The rigid caste system forms a four tier system leading from the court down to the dragonblooded officers of their standing army, down to the faithful peasants who are allowed to serve in a regiment, to the labourers and then finally, with no caste assigned them at all - strangers and foreigners.

-Don't fill out (unless told)-
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (Capital City):
Technology:
Magic:
Resources:
Armory:
Military: (3 Thinblooded Militia (1x))
Eccentricities:
>>
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>>1227528
Kingdom Name: Men'an'gahela (Tribe of Blood)
Race(s): Human
Color: Blood Red
Fluff: The Men'an'gahela walked the land. The hunted it's great and noble beasts using bows and spears to kill them. Then they harvested their bodies and sued every piece of them. They honored the beast's spirits this way and thanked them for their gifts even as the butchered their corpses.

Likewise they lived upon the mounter of the great mother Earth as well. They looked for food and herbs from her bounty and grew adept in living off them. For her bounty was great as her spirit was large. Still the People had to follow the herds, for while her bounty was large, it was not enough to sustain them.

Furthermore, the Men'an'gahela were of no nation, and the other "great" kingdoms would not allow them the bounty of the Great Mother. They drove them off with axe and sword and bow. Every year the amount of herds they could follow were lessened as were the number of sub-tribes. The mystics and wise men saw bleakness and despair in the future, until one day, while following the hunting herds on the plains, something was found.

On the ragged and blistering plains was the corpse of a Great Beast. As large as a hill it lay, sweltering in the sun, the vultures and flies working on it to little effect. It was taken as a sign. The great father, seeing the plight of his children had struck down this beast, to provide them food, and shelter in their time of need. But that was not all for even as the body was made into a longhouse, it's heart was found, and despite it being dead for weeks blood still slowly pumped out of it. The mystics studied this of organ, and found in it's depths a stone. The size of a man's fist, bloody continuously, but slowly pouring out of it.

They realized this must have been the source of the Great beast's size and power, and thus they went to work. They entreated with the Sky father and the Earth mother for weeks on guidance for their tasks. It was dark, smelly cramped and but in the end it paid off. The great spirits had given them the aid they sought, a way to refine the blood from the Heartstone into a potion. One that would empower the braves and hunters who drank it. They would be stronger, faster, able to go without food and water longer. The People would call this place their new home, given to them by the spirits, and blood of Great Beast would help them keep it.
>>
>>1227528
Kingdom Name: Azoth Hegemony
Race(s): Homunculi
Color: Grey
Fluff: The Azoth Hegemony was created by a society of alchemists dedicated to discovering the secrets of life itself. To assist them in their work, they created a force of homunculi. The original alchemists eventually passed away, but their servants had learned all their secrets, and soon the homunculi began producing more of their kind. The homunculi have altered themselves extensively, and are able to alter their bodies to suit their needs. They have inherited their creators dedication to the study of bio-alchemy, and seek to further improve their biology. The Hegemony is ruled by a council of the oldest, most experienced alchemists.
-Don't fill out (unless told)-
Territory: 7
Settlements: Tirgraad (Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (Capital City):
Technology:
Magic:
Resources:
Armory:
Military: (3 player named unit (1x))
>>
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>>1227528
Kingdom Name: The Clan
Race: Human
Color: Eggshell White
Fluff: One dumb ass soul was reincarnated and born under the dominion of a demigod who was the origin and father of all the people of The Clan. His subjects were his kin and clan who were discretely influenced by the demi-god's soul that altered their personalities and goals to accumulate skill and power that would benefit their would-be God-King. The Dumb Ass whose personality and mind were so empty was filled completely by the influence that came from the root of his people and his quest for power surpassed all previous heroes and villains of the clan. In secret he constructed a black obelisk to complete a spell that would allow his soul magic to erode the origin demigod of his people finally consuming the demigod and changing Dumb Ass into an immortal freed from whatever fate a divine patricide usually begets a mortal in the afterlife. He still thirsts for more power, enough power to challenge the Gods but first he would kill all demigods and strengthen his own divine authority.

As for The Clan; to avoid another such dumb ass appearing and becoming a hero who would usurp his power Dumb Ass allowed their personalities to manifest to the point of free will. Being somewhat grateful that he did so and sharing in his disdain of divine beings who seek to impose their order on the world they follow Dumb Ass in his quest and pursue his magic that would bind spirits, demons or whatever else had the potential to achieve godhood chaining them inside the Obelisk where they would slowly succumb to its spell becoming energy that the people and Dumb Ass could use to further their own purposes.

Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (Capital City):
Technology:
Magic:
Resources:
Armory:
Military: (3 player named unit (1x))
Eccentricities:
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>>1228606
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>>1228624
Would you like to be the eggshell brown to my white?
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>>1227528
Nation Name: The Fetid Kingdom
Race: Ogres
Color: Dank Dark Green
Fluff: Birthed of malice and hate in the darkest pits of the Primal swamps the Ogres are a dark race knowing little but conflict and destruction. Held together as a kingdom only by a brute named Ser-Rec, the Ogres are used as tools to spread his will in the name of their horrific god that knows no name. Only when the world is broken, battered and bloody would they be satisfied.
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>>1227528

Kingdom Name: Ganeshandeggar
Race(s): Ganeshi (Elephant people)
Color: Orange
Fluff: In ages past the Ganeshi were stronger and bigger than almost any other civilised race, and their physical power kept them safe. They developed a culture of peace and spirituality, and co-existed with many other peoples. With the rise of Shi-Chi they found that simple individual strength could no longer compete with human tactics and technology. Opposing the Emperor God, most of the Ganeshi were killed in the resulting war by disciplined formations of spearmen and archers that no longer broke and ran before a simple ganeshi like the primitive clubmen of ages past.

After the war, the remaining Ganeshi were restricted to deep jungle-bound mountains to the far south of Shi-Chi, scraping a living as a shadow of their former glory. Their ideas of peace have been abandoned, replaced with a bitterness and a determination to rise again. The six armed war-god has become the prime god of their large pantheon, in place of the fertility god who once reigned.

In modern times, unable to resist the gradual shrinking of their territory to Shi-Chi, the Raja has decided their extinction is at hand unless they make great change, and the Ganeshi have made a great exodus, taking the pathetic remnant of their species to the Wildlands, hoping to carve out a new nation for their species.
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>>1228864

Bit more fluff, as I had a few minutes spare and was bored.

Ganeshi warriors are fearsome fighters by merit of their sheer size and strength, able to crush human-sized adversaries under the weight of their charge. They tend to favour large blunt weapons such as axes and clubs. They also make good use of slings, able to fling rocks big enough to crush helmets and smash through shields.

As a people they are still very spiritual, with a huge number of gods. They appreciate craftsmanship and beauty, often spending a long time engraving, embroidering and elaborately painting their buildings, tools and clothes. They have a common and noble class, with no real social mobility between the two, and a royal family at the top, with hereditary monarchs. Their society has gender equality in most things, although female ganeshi are noticeably smaller than their males and generally do not serve as warriors. Both genders have prominent tusks, which grow larger as they age.

Their government is headed by the Raja, who is advised and delegates to appointed bureaucrats who are often also priests and priestesses of various gods. Military leadership is typically given to the sons of the raja or other royal family members, with lesser military officers universally hailing from the nobility.
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I do not envy OP having to stat out 15+ nations
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>>1229015

Being an OP is hell.
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>>1227593
I feel it should be pointed out, Khaz will most likely laugh at the idea of any god, more so a benevolent one. Most likely, such absurd hopes would be ignored, unless it has a demonic air to it. (See fluff for how Khaz defines "demonic")
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>>1227528
Kingdom Name: Anzhulak Hordes
Race(s): Goblins
Color: Orange or green doesn't matter really
Fluff: Driven out of their homelands the once great goblin race now has almost nothing left. The only thing unting them is the pure desperation to survive and get vengance!


-Don't fill out (unless told)-
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (Capital City):
Technology:
Magic:
Resources:
Armory:
Military: (3 player named unit (1x))
Eccentricities:
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>>1229031
Green is best?
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>>1229051
Always my dude
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>>1227618

A few notes about the races and how they play into society before we start because I wasn't too clear before:

The Oni are hulking, savage humanoids led by the six-armed Lord Ashura, a vassal of Emperor Yoshitsune. They command a great deal of respect within the Empire and Ashura is seen as the emissary of a war god. They are red-skinned and about 8-9 feet tall, towering over the average human. In society, they are admired and treated with respect as guardians of the Empire, and serve as shock troops in the military. Their preferred weapon is the club, though they also lug around other large weapons.

The Tengu are winged birdlike humanoids averaging about 5 feet and while they do not have the strength of an oni they make up for it in wits and magical aptitude. Nearly all of them belong to an order known simply as the Tengu Priests who practice a religion known as Shindo, and serve as religious authorities for them. While most of them are sworn to pacifism, there is a cadre of warpriests who fight alongside the rest of the army, using magic, bows, and aerial tactics to great effect. They are commanded by Lord Tenjin, another daimyo of Emperor Yoshitsune.

Pic is a typical oni warrior
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And this is a tengu
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>>1229136
>>1229134
Dude, most of the people come from tg/ we know.
>>1228635
No I'm purple
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>>1229172

Clarity is your friend when making fluff, it saves a lot of confusion and misinterpretation later down the line even amongst people who know what they are because a lot of people have preconceptions on what they should be
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>>1227846
In particular there are twenty Great Clans, five Princely Houses, and ten Minor Houses. The Great Clans have all married into Noble Houses, at least on the surface. Only the Royal Line stands above family and Clan politics. In Orc society marriage and family bonds are the most important. Who married who and to what clan they belong determines much in the eyes of Orcish peers. The introduction of Humans and noble politics changed some things, but not others. Human nobles and Orc scions maintained the physical violence against other Orcs, but violence against human nobles is too far. The clans have largely adopted their human members in theory, but they are not seen as orcs, just as members.
>>
Sorry folks, got hit with a ton of shit today. Still expect the map sometime today, as a bit of a teaser. New nations are still being accepted.
Link to discord (Set to not expire): https://discord.gg/fJ6nrTs
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Kingdom Name: Titanic Kingdom
Race(s): Super-humans
Color:Cyan
Fluff: The Titans favor strength and courage over all else. From birth they breed out weakness from everyone of their kind, because of this they are much stronger than and faster than regular humans (Like how a bodybuilder/olympian would compare to an average person). Their Kingdom was molded by war and they have always strived to be the best at it. From a young age their people are trained in fighting and martial tactics, a good fight is always on their mind. However, they are not stupid, they realize that if they went to war with everyone, their civilization would crumble and fall, so they have begun to focus on more technological and diplomatic progression. However, they have not gotten weak in doing so, they will fight and they will punish anyone who gets on their bad side.

-Don't fill out (unless told)-
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (Capital City):
Technology:
Magic:
Resources:
Armory:
Military: (3 player named unit (1x))
Eccentricities:
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Sorry folks, OP had a rough day. Here's map.
Brownish green in the north is swamp.
Dark green on the islands/up the river is rainforest.
Lighter green around most of the map is grassland/light trees.
Other dark green is regular forest.
Mountains/snow/desert are hopefully self explanatory.
Might not be able to get stats out tomorrow (surprise familial obligations), but expect them Monday at the latest.
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>>1232554
here is where i want to start
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>>1232554
The uncolored regions at the north and south are two of the NPC empires, and so unavailable for settlement.
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ISLANDS GET
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>>1232554
Near the lake east to the rive within the mountain crest
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>>1232554
The Clan will enjoy this position
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>>1228864

Would like to found Ganeshandeggar here is possible.
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>>1232554
put me anywhere out of the way with accessible mineral resources
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>>1232554
I want the northeastern lake near the mountains and rainforests.
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>>1232554
Any swamps please
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>>1232868
Forgot name
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Are we really allowed to pick precisely where we start?

Seems a bit entitled in such an untamed land.
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>>1232899
It depends on how you want to fluff how you got there.
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>>1232554
Mind putting me next to the lake in the eastern mountain range wheelie?
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>>1227528
Kingdom Name: Atley, the City of Metal
Race(s): Dwarves, Humans, Gremlins, open to all races.
Color: Rust Red
Fluff: Dwarves, the image that anyone would imagine as the peak of blacksmithing. There most notable feature being their short stature founded a city in the mountains for which they could thrive and develop in peace. Being the industrial type that they are, they established a colony with open arms to the likeminded engineering types. Soon, other races came pooring in through the boatload, and with this surge of ideas came about a Kingdom. Still open to those who wish to enter, Atley is a kingdom of engineers for engineers, who'd rather sit and play with their toys then join the fray in any military excursion.
-Don't fill out (unless told)-
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (Capital City):
Technology:
Magic:
Resources:
Armory:
Military: (3 player named unit (1x))
Eccentricities:
>>
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>>1232554
Would like to found Atley on this mountain ridge please.
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>>1232554
West mountains, border that lake
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>>1232930
If all goes well, looks like we'll be neighbors, eh?
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>>1232902
I guess.

The grand towers of the Court of the Claw overlook prosperity's pool in Dragon's Breath basin.

In their exile, they fled to the western mountains so that any agents of the lord of the heavens would have further to travel, and would have to contend with more of the untamed, dangerous nature of the wildlands.
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>>1232928
Architectural engineers formed temporary scaffolding that was on the precarious side, but slowly made their way to the top of the mountain.
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>>1232934
>>1232932
We are all neighbors it seems. We should all get along since i highly respect dragons and are similar to atley with the focus of accepting all races.
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>>1232949
>>1232934

Want to enter an alliance so as we won't have to be wary of getting stabbed in the back?
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>>1232949
>>1232952
The Court of the Claw graciously accepts your offers of tribute.

You are invited to send representatives to the palace on the banks of prosperity's pool to be ritualistically adopted into an appropriate caste.
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>>1232952
of course, Your engineering will be incredibly important to ensuring that we can fully colonize this land. and im sure that the clawed master will enjoy the idea of trying to attract dragons to this land.
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>>1232953
In the distance, Grand Master Alvar saw great stone towers being constructed near the lake of Dragon's Pass. Wondering who these mysterious strangers are he sends one of his inner circle of knights to head an expedition to the lake.
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>>1232960
The knight is met by a rag-tag band of militiamen: a selection of grubby peasants with crude spears, broad-brimmed hats and little else. They are apparently commanded by a single officer, whose highly ornamental armour is decorated with draconic iconography and symbology. They are quite standoffish and untrusting by nature, but if the knight is willing to relinquish his weapons and don a ceremonial mask marking him as an outsider, they would be willing to take him to an audience with the court.
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>>1232966
The knight is willing to give up his weapons and his helm, but asks that his men retain their weapons even if they are not permitted in the court.
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>>1232953
The kingdom of Atley figures that it would be best to introduce themselves and thus sends a raggedy engineer into the basin to make nice.
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>>1232973
The raggedy engineer receives a similar welcome - stopped at the border by a militia of grubby peasants led by an imperious officer in a uniform decorated with patterns suggestive of wings, claws, teeth and tails. They are asked to leave any weapons with the court's officers and don a mask that marks them as a foreigner.

>>1232971
>>1232973
Peasants come out to watch, with visitors being an unusual sight - and the knight and the engineer, assuming they comply with the court's demands, are eventually escorted to the palace of the clawed master - and it's obvious that they put on a show in an attempt to intimidate the dignitaries. Dragonblooded courtiers give displays of magic, lower caste dancers are sent out to entertain, and the building is a riot of colour and music and artisty.

It all comes to an immediate halt when the master's claw moves from its perch on the arm of his throne, and it beckons each of the visitors to the place at the foot of the steps leading up to his dais.

It seems they are expected to explain their presence, and they will no doubt notice that all of the courtiers have bowed deeply as soon as their activities ceased, their foreheads to the floor.
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>>1232998
>>1232973
>>1232971
Yall aint pinky lubbers are ye? [spoilers]"pinky" is slang for demon, on account of a common "unnatural shade" that they are marked with [/spoilers]
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>>1232998
The knight whose previous master was from Shi Chi, knew how these courtly rituals go. As a foreigner and as a dignitary he is given special privilege to not perform all the required steps for audience, due to assumed ignorance. However he is not ignorant, and performs the three bows of subservience, 2 praises for his graciousness, and finally a request to relay an introduction from Grand Master Alvar.
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>>1233021
technically we cant really talk, since you are too far away. The only reason why we are sending envoys this early is because we are neighbors.
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>>1232998
The poor man's only got a letter from the state, some scraps of metal, and a wrench. He leaves it for the knight to decide whether or not decide if it's a weapon.

He tries to accommodate and kowtows like the denizens of the court.

>Greetings members of this court. I am Jericho, I hail from Atley, the kingdom to the north. I come as an envoy of peace and trade. We are a kingdom of craftsmen and would like to initiate trade. I come bringing these trinkets in hopes that they might entertain you.
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>>1233057
Since it is a gift it does not matter if it is a weapon. Just hand it to one of the servants and they will present it to the clawed master once you give them their qua.
>>
The game hasn't even fuckin' started yet.
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>>1233026
The foreign knight's experience with eastern courtly ritual is pleasing to the court of the claw - and the clawed master in particular. When he smiles, anyone who dares look up at the imperious figure might swear that his teeth are sharper than any human's has a right to be, and he does smile at the display of courtly etiquette.

>>1233057
The engineer's kowtow is almost as gratifying, and their gifts win an indulgent nod from the Clawed Master as they are handed off to a servant.

He beckons a lesser courtier and gives them his words - as the Master could not be seen speaking plainly to strangers with no caste.

This lesser member of the court welcomes the visitors and gratefully acknowledges their respect and homage.

The knight is given leave to relay his introduction, and the court listens politely to the engineer's suggestions of trade.

As their manners or grovelling has pleased the Master, they are both invited to stay as guests and envoys from their respective rulers, welcome in the court's lands for as long as they care to remain.
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>>1233077

He's right, you aren't even statted yet
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>>1232554
Put me in the swamp boss
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>>1227528
Kingdom Name: The Geo-Enclave
Race(s): Crystallids
Color: Yellow
Fluff: Crystallids are a lot like the mountains they call home. Imposing in height and strength, with years of life to make them wiser than the one's who scurry through the trees or dash madly across the plains. Slow to grow, yes, but any work of art takes time to make, and the results speak for themselves! For now, the Crystallids are happy to stay in their mountains, where the minerals they need for their consumption and reproduction are plentiful.
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>>1227721
Since we won't be stated until tomorrow, some additional fluff

Religion of the ancient technology
1. Through the gifts of the ancients a gnoll can ascend to a living god.
2. A gnoll can become a living god by killing one in open combat
3. Our power comes from those before us. Honor your mother-line and honor the fallen.
4. The written word is sacred
5. The Strong rule over the weak
>>
Stats tomorrow. Sorry folks, been an unexpectedly shit weekend. Apologies if you didn't land in the exact spot you wanted, lots of people wanted similar spots. Also, OP's helper is pulling lots of work behind the scenes. You should all thank him.
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>>1233290
>>1227559
Yo cheers
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>>1233028
Are you not in the west mountain region?
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>>1232554
>>1232930
Here
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>>1233403
Hey, you're west side, I'm east side :D
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>>1233344
Sorry I thought you were at the eastern mountains.
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Kingdom Name: The Wandering Green
Race(s): Hyper Evolved Plant People
Color: Sea Foam Green
Fluff: First there was silence, then the races of man invaded and in their greed disturbed the forest. If it weren't for their hubris that would've been it as they stripped the land bare of life to feed their love of fire but instead they opened a great mine within the forest and brought out magical stones and the presence of these stones changed the forest and brought thought where there once was peace and motion where there was stillness. Those of men that did not die as the forest changed ran without the knowledge of the rebirth they initiated.

Now the wandering Green seeks to awaken their bretheren and purge the world of flesh.

Outside perspective: one of the nearby kingdoms decided to build a mine in the middle of a big magical forest and once the trees were a matter of metres from the magic they'd been feeding on instead of a few hundred metres above it shit got really weird for a while and then Treepeople emerged and started turning other plants into more Treepeople (bringing the concentrated magic to them)


-Don't fill out (unless told)-
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+x/turn)/0/0
Food:
Currency:(+x/turn)
Stability: (x)/100
Industry:
Buildings (Capital City):
Technology:
Magic:
Resources:
Armory:
Military: (3 player named unit (1x))
Eccentricities:

As for Location somewhere very heavily forested otherwise doesn't really matter.
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>>1233455
Nah, west mate, sure as Slunia's ass is neon.
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>>1232554

Nah, Fuck it. Back to Skellie Pirates, my other idea is lame.


Nation Name: The Crew of Captain Jack
Race(s): Skeletons
Color: Cyan
Fluff: Revenge. Hatred. Wrath. Bloodlust. These are all valid reasons an undead may come back to the mortal coil, to claw out the warmth of life from the beating breasts of whatever victims they can find. None hunger more than those lost at sea, doomed to an eternity of crushing darkness in the abyssal depths.
Until...
An anchor, scraping against a seabed that has not seen light in eons, is grasped by the skeletal grip of death itself. Up the chains it sweeps, and through the crew it runs. By nightfall, a new ship sails, sailed by a crew that shines pale in the moonlight.
They hunger for life. They hunger for warmth, for dry land, for hearth and home.
But the sea always calls. And to the sea, they will return.


Start me down in the south
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>>1233744
you are not a creative man.
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>>1233791
I'm really not. i suck at world building, i'm not good at making a nation, I'm better at making a character
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>>1233896
Honestly kind of thought the grecian warrior state thing the titans had going on was pretty cool.
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>>1233955
That's what they were based on, i was told they were a bit too mary sue and uncreative, so i scrapped it
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>>1234052
Well you did make them good at everything with no real weaknesses. Do they have a kryptonite?
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>>1234052
instead of just making them super spartans. you could make them into transhumanists, where they are obsessed with improving their physical form with whatever method possible. which could lead to interesting things, with golem cybernetics, life enhancing magic, demon pacts, etc...
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>>1234222
They're not good at EVERYTHING they were just exceptional at war, but smart enough to know that 100% war 100% of the time is the wrong move. They prefer melee combat over ranged, so that could be a weakness, one of their melee weapons is their ranged weapon, so that's a trade-off. keep a spear for melee, or throw it and lose a weapon
>>1234236

Ooh, that's pretty cool. that would be fun, I'm not sure how to RP that though
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>>1234315
you rp by having their entire value system being based around physical prowess. they dont have a real morality system and are easily seduced by promises of power. this can lead to your society being fragmented as your people start going with different paths of augmentation. If you are clever then you can think of many different ways that these paths can be combined. say that one person binds a demon to himself, another turns into a golem, and another uses magic enhancing runes to improve himself. which can end up creating a rune empowered golem that has a demon binded to it.
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>>1234409
That would be pretty interesting to play out, but if it works like primal with a 1-3 system of rolling and building every turn, it might be hard to progress technologically and have my nation diverge. but i do like the idea
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>>1234444
Well jack isn't really a nation as much as a group. The titans are a nation so they'd be easier to work in.
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>>1234736
I guess you have a point there. All they could really do is establish a pirate hub and own the seas. someone else would have to take all the land. So you think i should just revamp the Titans a little bit and that'll be fine?
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>>1234783
I think so. I'd flesh them out more and give them some weaknesses and develop their culture a bit. Get an idea of who the titans are, why they war, and how they support a militarized society and you'll be on the way to something everyone can really work with.
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>>1234783
yes, I think you can do a lot with the concept besides just being sparta. if you have trouble finding things to do for them, just try to make them like the spartans from halo in regards to super strength and health. It gives a clear end goal that leaves many options open for you to reach it.
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>>1234846
>>1234864


Kingdom Name: Titanic Kingdom
Race(s): Super-humans
Color:Cyan
Fluff: The Titans favor strength and courage over all else. From birth they breed out weakness from everyone of their kind, because of this they are much stronger than and faster than regular humans (Like how a bodybuilder/olympian would compare to an average person). Their Kingdom was molded by war and they have always strived to be the best at it. From a young age their people are trained in fighting and martial tactics, a good fight is always on their mind. The Titans so value strength that they are willing to do whatever is necessary to obtain more of it. Whether that be by modifying their bodies, creating artificial stimulants, or hell, even selling their souls for power.
The Titans are not stupid, they realize that if they went to war with everyone, their civilization would crumble and fall, so they have begun to focus on more technological and diplomatic progression. However, they have not gotten weak in doing so, they will fight and they will punish anyone who gets on their bad side.
One thing the Titans don’t care for is ranged combat, for a people who so value strength, killing a foe at a distance takes some of the fun out of it. They would much rather get up close and destroy the enemy in a melee, spears and swords are their go-to weapons, if they need to, they can throw their spears for a ranged weapon but that is a trade off, and a challenge, as they can’t retrieve them without winning the battle. Some Titans throw their spears before the enemy even gets within range as a personal challenge to kill any enemy who crosses that point.
The economy of a nation at war is often difficult to maintain. The burden doesn’t get easier for a country that is always at war, so the Titans generally rely on pillaging and looting valuables from a defeated foe for money to keep their country running. Farming and other more menial tasks are usually left to slaves, captured from defeated enemies, the weak that aren’t culled early on, and wisemen who are too valuable to be wasted on the battlefield are generally left to research whatever the nation is currently in need of.. (You wouldn’t give Einstein a spear and tell him to charge, afterall).

Ok, this is my revamp, any other pointers? or does this seem to be a bit more decent?
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>>1234999
It establishes them as powerful fighters and gives methods on how they achieve this. They have a big weakness in regards to lack of range options which could prove critical latter on when tags become of more importance. they also have a good pillage mechanic that can be done similar to captain jack. but just like the previous eccentricy they have a weaker economy to balance this out. they are also able to have actual diplomacy since many of the stronger races like the elephant people could be natural allies.
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>>1235079
Alright cool, so you think this will work now?
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>>1235133
yes, it is good and gives much more to work with than the brief fluff descriptions that make stating them a crapshoot.
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>>1235255
Well alright then. I think I'll settle hereish.
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>>1232928
Uhhh, negate this please!

Prefer this location.
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>>1232554

Thwack want also near swampy-swamp area!
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>>1229031
Expanding on fluff abit

Lead by anzhulak, the goblins being the type to usually squabble and splinter. Anzhulak enforced a caste system. No more will goblins fight against eachother and divde themselves instead they will do their assigned duty or die. Breaking any rules or getting your fellows goblins endanger'd is subject to a death penalty.

Goblin weaponry usually consists of crude and basic weaponry for the most part, although there are cases where they have attempted smithing iron and failed. And thusly gave up on making advanced things and instead steal and loot whatever they can find.

The magic goblins used is that off a sacrifical type where they will make the most useless and weak get killed off in combat by their superiors that make them take on insane curses to make them stronger
>>
>>1234999
>>1235079

being basically Sparta you are leaving all farming, mining etc. to slaves who are all captured from enemies or born into slavery means it is these people/animals who make up the base of the economy. Not only does this leave him with a weaker economy but stability issues since slaves were usually much more numerous then their masters. A revolt would basically be the end of their traditional economy and lifestyle where with all or even a 1/10th of all the slaves dead from suppressing rebellion or purging along with all the resources the rebels consumed and prevented others from being productive would send the kingdom into economic depression that would not be relieved unless they acquired considerable amounts of slaves from tribes in the Wildlands trained to serve,(if there are any I imagine they would be exceptional tribes compared to those that lived in the more peaceful lands outside) another character's civilized people/slaves, or convince his own people to abandon tradition to work sod or labor in mines until they can resume a traditional economy which would mean a number of his people could no longer constantly train, afford augmentation without charity or policy to allow them to maintain some of their dignity as Titanic citizens.

You are trading off economy and stability to allow your Titanic Citizens to live warrior lives of constant training and various augmentations to build and maintain a strong Military Power which is useful for a number of things like war and diplomacy or garrisoning soldiers in allied cities where they spend their considerable warrior-citizen sized wage and supplies for any number of services or goods which would put money into that allied city's economy.

Thats how I see it anyways.

I suppose saying they eschew ranged fighting or using beasts for cavalry is also fine though I think saying that the strength to kill someone from a distance is not fun or a strength is not very logical for a race that recognizes the logic of warring with everyone being a bad idea.
>>
OP and OP's Helper are working on eccentricities now, expect stats to finally be up later today. Kingdoms will each be given 4 eccentricities, 2 peacetime ones and two wartime ones, and you will choose one of each.
>>
>>1237674
That was one of Sparta's weaknesses, they had to do a culling of the slaves every year or risk a slave uprising. I was told to give my nation more weaknesses or i couldn't play it. so i did.
>>
File: the-dark-tower-falls.jpg (64 KB, 531x800)
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>>1228606
(addition fluff)
With the consumption of the demigod's soul many of the buildings in the Capital fell and were wrecked. That he had linked so many buildings to his own soul was a strength and weakness as it meant very few could escape his Eye. Yet he was not without wisdom; the great iron gates and walls that protected the capital stood strong and well manned by the fires of industry that had produced them both. In the rubble of the demigod's tower Dumb Ass found the Crown that gave him great power to influence an entire race, build fantastic structures like the Iron Gates and High Iron Walls and use magic to view far away places because he could only rely on himself to stay vigil against enemies with The clan possessing little free will. Yet this Crown was in turmoil after the death of its former master and it would take time to calm its ego and master it. The demigod had armed his soldiers in mockery of the Undying producing vast armaments for the still living soldiers for they could hardly match the undead warriors who possessed lifetimes worth of fighting experience so by relying on large numbers of stout versatile weapons they could eventually unhorse knights and put them on their non-existent asses. The small men of the East if they came to his shore could force attrition warfare on him, but the demigod's forts were made of dark iron were his answer to their vast organization.

The people of The Clan were in confusion. They had been given their free will and followed Dumb Ass for the moment. He had taken measure to prevent himself from being overthrown with this but perhaps he aught to give make a frame for The Clan to work in while they adjust to their new lives. He would encourage them to volunteer and elect men who would serve in the government. If they were a Citizen they could vote for who would serve in the highest positions under Dumb Ass, to be a Citizen you had to have been a soldier in the fight against the Gods and Demigods, all men and women had contributed to the post-ascension purging of the demigod's closest kin and so had become citizens so it was not a problem for now. It was to outline the clear understanding that only people who were willing to defend the body spiritual against Gods and Demons has the courage to make the safety of human existence their personal responsibility have the right to lead.

Now Dumb Ass had eroded the soul, acquired the memories, skills and statuses that had empowered that demigod. Now Dumb Ass returned to the Obelisk that had fulfilled its purpose, carved in the roots of the mountain it enshrined the spell he had used and its interior was perfectly smooth and reflected light like a silver mirror. It was useless now, the spells that had covered the walls had been spent and burned off with their completion but it could still serve him again in the future where he would be preparing for a war against Gods.
>>
In order to get the game going sooner rather than later, eccentricities will be given out by either OP or OP'S Helper a bit later, once nations are a bit established. Basic stats and map soon!
>>
File: WildlandsLocations.png (1.6 MB, 2500x2000)
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1.6 MB PNG
[Principality of Khaz](1)
Territory: 7
Settlements: (Capital City(Player Named))
Population: 12(+3/turn)
Food:1
Currency: 5 (+4/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses](Sm)
Technology: [Discipline II][Religion I][Pyrotechnics I]
Magic: None
Resources: [Wood: 5][Stone: 5][Iron: 5]
Armory:
Military: (3 player named unit (1x))

[Yamato](2)
Territory: 7
Settlements: (Capital City(Player Named))
Population: 12(+4/turn)
Food: 1
Currency: 5(+4/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Smithing II][Swordcraft I][Naval I]
Magic: Air I (No Spells yet)
Resources: [Wood: 5][Stone: 5][Iron: 5)][Bamboo: 5]
Armory:
Military: (3 player named unit (1x))

[Ore-Eaters](3)
Territory: 7
Settlements: (Capital City(Player Named))
Population: 12(+4/turn)
Food: 1
Currency: 5(+2/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Excavation II][Discipline I][Construction I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 5(+1/turn)][Stone: 5(+1/turn)][Iron: 5(+1/turn)]
Armory:
Military: (3 player named unit (1x))

[Theocracy of the Ancients](4)
Territory: 7
Settlements: (Capital City(Player Named))
Population: 12(+6/turn)
Food:1
Currency: 5(+4/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Savagery II][Hunting I][Excavation I]
Magic: Air I(No Spells yet)
Resources: [Wood: 5][Stone: 5][Iron: 5][Scrolls: 5]
Armory:
Military: (3 player named unit (1x))

[Solitary](5)
Territory: 7
Settlements: (Capital City(Player Named))
Population: 12(+3/turn)
Food:1
Currency: 5(+5/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Excavation II][Treasure-hunting I][Stealing I]
Magic: Death I(No Spells yet)
Resources: [Wood: 5][Stone: 5][Iron: 5][Bones: 5]
Armory:
Military: (3 player named unit (1x))

[Neo-Thwack](6)
Territory: 7
Settlements: (Capital City(Player Named))
Population: 12(+3/turn)
Food:1
Currency: 5(+3/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Savagery II][Clubs I][Tanning I][Gathering I]
Magic: None (No Spells yet)
Resources: [Wood: 5][Stone: 5][Hides: 5]
Armory:
Military: (3 player named unit (1x))
>>
>>1238327
[Myrovova](7)
Territory: 7
Settlements: (Capital City(Player Named))
Population: 12(+4/turn)
Food:1
Currency: 5(+5/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Discipline II][Armor I][Feudalism I][Taxation I]
Magic: None (No Spells yet)
Resources: [Wood: 5][Stone: 5][Iron: 5][Hides: 5]
Armory:
Military: (3 player named unit (1x))

[Arianthea](8)
Territory: 7
Settlements: (Capital City(Player Named))
Population: 12(+4/turn)
Food:1
Currency: 5(+4/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Discipline II][Armor I][Domestication I][Pottery I]
Magic: None (No Spells yet)
Resources: [Wood: 5][Stone: 5][Iron: 5][Dragon Scales: 5]
Armory:
Military: (3 player named unit (1x))

[Barondom](9)
Territory: 7
Settlements: (Capital City(Player Named))
Population: 12(+4/turn)
Food:1
Currency: 5(+4/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Chariotry II][Armor I][Domestication I][Taxation I]
Magic: None (No Spells yet)
Resources: [Wood: 5][Stone: 5][Iron: 5][Horses: 5]
Armory:
Military: (3 player named unit (1x))

[Lich's Dominion](10)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+3/turn)/0/0
Food: 1
Currency: 5 (+6/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Taxation II] [Infantry I][Discipline I]
Magic: Ice I (No Spells Yet)
Resources: [Wood: 5][Stone: 5][Iron: 5][Bones: 5]
Armory:
Military: (3 player named unit (1x))

[Court of the Claw](11)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+3/turn)/0/0
Food: 1
Currency:(+4/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Discipline II][Feudalism I][Writing I]
Magic: Fire I (No Spells Yet)
Resources: [Wood: 5][Stone: 5][Iron: 5][Dragon Scales: 5]
Armory:
Military: (3 Thinblooded Militia (1x))

[Men'an'gahela](12)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+3/turn)/0/0
Food: 1
Currency:(+3/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Alchemy II][Hunting I][Bows I][Spears I]
Magic: None (No Spells Yet)
Resources: [Wood: 5][Stone: 5][Iron: 5][Hide: 5]
Armory:
Military: (3 player named unit (1x))
>>
>>1238300
What if those eccentricities prevent us from taking an action or would be the difference between success and failure? Shouldn't we just wait for everything to be ready so there aren't any surprises later?
>>
>>1238336
[Azoth Hegemony](13)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+2/turn)/0/0
Food: 2
Currency:(+3/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Alchemy II][Discipline I][Agriculture I]
Magic: Transformation I (No Spells Yet)
Resources: [Wood: 5][Stone: 5][Iron: 5][Herbs: 5]
Armory:
Military: (3 player named unit (1x))

[The Clan](14)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+4/turn)/0/0
Food: 1
Currency:(+3/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Fanaticism II][Hero Worship I][Construction I]
Magic: Enchanting I(No Spells Yet)
Resources: [Wood: 5][Stone: 5][Iron: 5][Souls: 5]
Armory:
Military: (3 player named unit (1x))

[Fetid Kingdom](15)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+4/turn)/0/0
Food: 1
Currency:(+3/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Savagery II][Religion I][Clubs I]
Magic:
Resources: [Wood: 5][Stone: 5][Iron: 5][Onions:5]
Armory:
Military: (3 player named unit (1x))

[Ganeshandeggar](16)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+4/turn)/0/0
Food: 1
Currency:(+4/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Religion II][Savagery I][Craftsmanship I][Clubs I]
Magic:
Resources: [Wood: 5][Stone: 5][Iron: 5][Trinkets:5]
Armory:
Military: (3 player named unit (1x))

[Anzhulak Hordes](17)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+4/turn)/0/0
Food: 1
Currency:5(+3/turn)
Stability: (50)/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Looting II][Discipline I][Savagery I]
Magic: Death I (No Spells Yet)
Resources: [Wood: 5][Stone: 5][Iron: 5]
Armory:
Military: (3 player named unit (1x))

[Titanic Kingdom](18)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+4/turn)/0/0
Food: 1
Currency:(+4/turn)
Stability: 50/100
Industry: 5
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Discipline II][Looting I][Swords I][Spears I]
Magic:
Resources: [Wood: 5][Stone: 5][Iron: 5][Stimulants:5]
Armory:
Military: (3 player named unit (1x))
Eccentricities:
>>
>>1238343
he is trying to rush things along but it is going to backfire badly.
>>
>>1238347
[Atley](19)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+4/turn)/0/0
Food: 1
Currency:(+4/turn)
Stability: 50/100
Industry: 5
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Engineering II][Construction I][Smithing I]
Magic:
Resources: [Wood: 5][Stone: 5][Iron: 5]
Armory:
Military: (3 player named unit (1x))
Eccentricities:

[Geo-Enclave](20)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+2/turn)/0/0
Food: 1
Currency:(+4/turn)
Stability: 50/100
Industry: 5
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Crystal Cultivation II][Construction I][Smithing I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 5][Stone: 5][Iron: 5][Crystal: 5]
Armory:
Military: (3 player named unit (1x))
Eccentricities:

[Wandering Green](21)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+3/turn)/0/0
Food: 1
Currency:5(+3/turn)
Stability: 50/100
Industry: 5
Buildings (Capital City): [Government Building][Farm (Sm)][[Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Savagery II]
Magic: Life I (No spells yet)
Resources: [Stone: 5][Iron: 5][Magic Stones: 5]
Armory:
Military: (3 player named unit (1x))
Eccentricities:
>>
Principality of Khaz, Theocracy of the Ancients, Court of the Claw, and Atley. I want to establish diplomatic ties between our nations before we start our first turn
>>
>>1238382
Turns have started, friend
>>
File: Wildlands.png (1.52 MB, 2500x2000)
1.52 MB
1.52 MB PNG
Slight map addendum.
YOU MAY NOW POST.
>>
>>1238423
Also, actions are 3d100. That is all.
>>
>>1238387
you misunderstood what i mean, I was saying we should know each other before we take actions.
>>
ONE MORE THING
All resources have a base of +1/turn.
>>
>>1238382
"I'd just like to say that this "West Mount Coalition" had better allow us to fight the demons, or we will turn a portion of our inquisition on you.
>>
>>1238515
you can do whatever you want in your own borders, if you want to take your crusade to my doorstep then you must ask for permission.
>>
Rolled 72, 60, 58 = 190 (3d100)

>>1238336
Kingdom Name: Men'an'gahela (Tribe of Blood)
Race(s): Human
Color: Blood Red
Fluff: http://pastebin.com/GLhheyAV
[Men'an'gahela](12)
Territory: 7
Settlements:(Behemoth's Bounty)
Population (Total/Unoccupied/Working): 12(+3/turn)/0/0
Food: 1
Currency:(+3/turn)
Stability: 50/100
Industry: 3
Buildings Behemoth's Bounty(Capital City):[Great Longhouse][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Behemoth Bone Pallisades(Sm)]
Technology: [Alchemy II][Hunting I][Bows I][Spears I]
Magic: None (No Spells Yet)
Resources: [Wood: 5][Stone: 5][Iron: 5][Hide: 5] +1/turn
Armory:
Military: (3 player named unit (1x))

1. Scout around the Longhouse we need to see what's around us. We are close to the claimed lands of the turban wearers, that is not good.
+Hunting I

2. The mystics and wise men attempt to devise a way to reliably gather the blood from the Heartstone of the behemoth.
+Alchemy II

3.These lands blessed to us by the Skyfather may seem barren, but plants and animals thrive here, we must learn to be like them.
>>
File: spearman 2.jpg (121 KB, 800x647)
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121 KB JPG
Rolled 50, 55, 79 = 184 (3d100)

Kingdom Name: Titanic Kingdom
Race(s): Super-humans
Color:Cyan
Territory: 7
Settlements: Olympus.
Population (Total/Unoccupied/Working): 12(+4/turn)/0/0
Food: 1
Currency:(+4/turn)
Stability: 50/100
Industry: 5
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Discipline II][Looting I][Swords I][Spears I]
Magic:
Resources: [Wood: 5 +1/turn][Stone: 5 +1/turn][Iron: 5 +1/turn][Stimulants:5 +1/turn]
Armory:
Military: (3 Hoplites (1x))
Eccentricities:


1. I want to establish a Farm, an army marches on its stomach afterall.
2. Get some slaves to start establishing a mine, if we don't have metal, we don't have weapons.
3. Establish a logging operation with whatever trees we can find here. There's always a demand for wood
>>
>>1238525
Are you insinuating that we would March on you land after a single witch, or is it that you would protect something more?
>>
Rolled 47, 98, 75 = 220 (3d100)

>>1227735
>Kingdom Name: Solitary
>Race(s): Undead
>Color: Grey
>Fluff: Undeads who just wanna make dungeons so people can attack them while they sleep
>Territory: 7
>Settlements: (Capital City(Solitary's Dungeon))
>Population: 12(+3/turn)
>Food:1
>Currency: 5(+5/turn)
>Stability: 50/100
>Industry: 3
>Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
>Defenses: [Traps and Riddles(Sm)]
>Technology: [Excavation II][Treasure-hunting I][Stealing I]
>Magic: Death I(No Spells yet)
>Resources: [Wood: 5][Stone: 5][Iron: 5][Bones: 5]
>Armory:
>Military: 2 Skeleton (1x) 1 Lich (1x)

(Lich currently has the same strength as a skeleton)


Put 10 population working on the Quarry.

1. Excavate our giant big dungeon. We're gonna make a Mega-Dungeon (Mega-City?) some time soon

2. Upgrade Quarry.

3. Learn some Death spells that can help create more undeads. I want to get a lot of workers to work on the mega-dungeon.
>>
File: WagonFort.png (1.12 MB, 755x578)
1.12 MB
1.12 MB PNG
>>1238423
>Territory: 7
>Settlements: Festungürt[Capital City]
>Population: 12(+4/turn)
>Food:1
>Currency: 5(+5/turn)
>Stability: 50/100
>Industry: 3
>Buildings:
--Festungürt: [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
>Defences:
[Wagon Forts(Sm)]
>Technology:
[Chariotry II][Armor I][Domestication I][Taxation I]
>Magic: >Implying
>Resources:
[Wood: 5(+1/t)][Stone: 5(+1/t)][Iron: 5(+1/t)][Horses: 5(+1/t)]
>Armory:
>Military:
3 [Levied Peasants(1x)]

After months of travel, the Baron would finally arrive at the new home. As they have yet to construct houses, all but the poorest had to endure sleeping inside tents instead of solid homes as those capable began work on building place to live. At the same time, other stuff would be done:

1: In order for the production of war wagons, a workshop would be one of the first things to be constructed.
2: While the crude bows may deal with the simple task of hunting the usual wildlife, better techniques would be developed to give more effective crossbows for ranged combat.
3: Finally, given the vast lands on display, some of the Baron's underlords would set out with their peasants, in order to settle the lands that are up for grabs.
>>
Rolled 52, 13, 79 = 144 (3d100)

>>1238548
Forgot to roll.
>>
>>1238539
It is apparent that you take your duty seriously. So it would be prudent to assume that you would send your inquisitors to my land. Just tell the local authority of your presence and there will be no problems, as having armed men wondering around the town hunting for a suspect is bound to cause misunderstandings.
>>
Tech Pastebin soon folks.
I've made tons of mistakes rushing this, I'm sorry. But hopefully things will be much smoother sailing when everything has been ironed out.
>>
Rolled 27, 13, 77 = 117 (3d100)

[Yamato](2)
Territory: 7
Settlements: Futenma (Capitol)
Population: 16(+4/turn)
Food: 1
Currency: 9(+4/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Futenma Castle][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Walls of Futenma (Sm)]
Technology: [Smithing II][Swordcraft I][Naval I]
Magic: Air I (No Spells yet)
Resources: [Wood: 6 (+1/turn)][Stone: 6 (+1/turn)][Iron: 6 (+1/turn)][Bamboo: 6 (+1/turn)]
Armory:
Military: (1 human conscript (1x), 1 oni conscript (1x), 1 tengu conscript (1x))

Actions:
1. Our swordmaking skills are unmatched, but a true warrior of Yamato should be just as efficient without a weapon as he is with one. We should begin training in martial arts so that our hands and feet may become deadly weapons themselves.
2. Yamato is an island nation, and thus we will need strong ships to go between isles. Since Yamato lays claim to the Shinkoku Islands of the Southeast sea by divine right, even those we haven't expanded upon, sea supremacy is a must. Our mighty ships will help greatly in stopping any would-be usurpers, and as such we should begin researching how to build stronger ships.
3. The Tengu Priests advise us to begin construction of the Temple of Knowledge in Futenma. Unity through faith will bring happiness to the people and we can use the great library within to aid us in our research.
>>
Rolled 9, 6, 42 = 57 (3d100)

>>1238327
Kingdom Name: The Ore-eater Hive Confederation
Race(s): Ore-eaters
Color: Blue
Fluff: Ore-eaters are a sapient race of hive minded insects. Their name is derived from the fact that their diet naturally requires a large amount of minerals. As well Ore-eater larva are fed specific minerals during development to decide their drone typing. Each mineral has it's own specific drone typing associated and not even the Ore-eaters themselves know all the drone forms that their species possess.

The Ore-eater hive revolves around the queen, who lay eggs and give decisions. During pre-historic times the Hive would be similar to a tribe of other species. It was in the state of separate hives that the species stayed in until outside pressure from invading humans pushed them from the ore rich mountains they called home. Many queens came together after this incident and decided to unit their hives for mutual protection from outside invaders.

The Confederation is an oligarchy where every queen sends a sapient drone representative to the capital of New-Home for law making and voting on new policy. Each representative is given one vote, with the Central New-Home hive having two in case of a tie. Drones instinctively work for the betterment of their own hive but enjoy being rewarded every now and again. This usually comes in the form of queens releasing rare metals or gems for their drones to have as a delicacy.
Territory: 7
Settlements: (Capital City(New-Home))
Population: 12(+4/turn)
Food: 1
Currency: 5(+2/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Queens' council chamber][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Stone Walls(Sm)]
Technology: [Excavation II][Discipline I][Construction I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 5(+1/turn)][Stone: 5(+1/turn)][Iron: 5(+1/turn)]
Armory:
Military: (3 Worker Swarms (1x))

Set 10 pop to work in the mines
1. Begin searching the surrounding mountains for any ore nodes or caves of interest. We require more and varied ores for different drones.
2. Begin to expand the wheat and insect farms so that our we may support more combat drones.
+Construction I
3. Begin upgrading the food ration preparation and delivery infrasturcuture so that our worker drones have their dietary needs seen to.
+Construction I
>>
>>1238556
That is certainly acceptable.
>>
>>1233096
The knight begins his message. "I Grand Master Alvar have noticed your presence with the construction of those grand towers and have felt a presence not felt since Reaver died. The architecture is reminiscent of Shi Chi, so I know that my chosen will be in civilized company. If you wish to share in knowledge and bounty then I ask that you allow my chosen to stay and learn your ways, so that we can come up with a method to bring the great dragons to this land.". The knight adds an addendum to the message explaining that Reaver was the dragon companion of Alvar.
>>
Rolled 63, 7, 45 = 115 (3d100)

>>1238327

[Lich's Dominion](10)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+3/turn)/0/0
Food: 1
Currency: 5 (+6/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [The Gilded Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Barricades(Sm)]
Technology: [Taxation II] [Infantry I][Discipline I]
Magic: Ice I (No Spells Yet)
Resources: [Wood: 5, +1/turn][Stone: 5, +1/turn][Iron: 5, +1/turn][Bones: 5, +1/turn]
Armory:
Military: (3 Skeletal Rabble (1x))

1. "Our base preparations are in place. We have, to date, all of the standard requirements for the creation and expansion of a functioning city-state." The Lich tapped his index finger against the bare bone of his chin, writing off a line in blood ink.

"Now I begin the minutiae... and chief among them, how magic -works- in this woefully inferior plane."

Research Necromancy magic.

2. "It states quite clearly here in Mordekainen's Book Of Feudal Rulership that a populace must be kept happy. And I recall mortals being quite happy with an abundance of companinship, cheap food and plentiful drink."

Build a [Feasting Hall] in our capital to keep stability high.

3. Research [Mining] Technology.
>>
Rolled 47, 9, 25 = 81 (3d100)

>>1238347
Kingdom Name: The Clan
Race: Human
Color: Eggshell White
Fluff;
http://pastebin.com/y7XhbCvP

[The Clan](14)
Territory: 7
Settlements: Capital City: Burzumgard
Population (Total/Unoccupied/Working): 12(+4/turn)/0/0
Food: 1 (+3)
Currency:0 (+3/turn)
Stability: 50/100
Industry: 3
Buildings (Burzumgard):[The Ruins of Dark Tower][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses:(Burzumgard): [The Black Gates (Sm)]
Technology: [Fanaticism II][Hero Worship I][Construction I]
Magic: Enchanting I(No Spells Yet)
Resources: [Wood: 5 (+3)][Stone: 5 (+3)][Iron: 5 (+3)][Souls: 5 (+1)]
Armory:
Military: (3 Volunteer Fighter (1x))

Deep in the mountain south of the Capital, the Obelisk still thrummed with power. Such strong magic had taken place there that even now after the spells had burned off it retains qualities that draw the soul to it. They gather there and wait. Surely they understand the halls of this place are meant to be powered by their presence? Yet they come all the same to be apart of the next war.

1 Tower to Man. The rubble of the fallen tower is made of heavy dark iron and stone broken under the weight of the falling tower. In time they could move all the heavy rubble but perhaps it would be faster to just build around it leaving an opening in the base for a slow clearing of the rubble while we build a new Tower to house government functions.
[Construction I]

2 Clearing the Rubble. There was iron and stone here in abundance that could be used elsewhere and added to the cities stock of resources. That was just a bonus however as the real prize was the regalia of the demigod 'The Crown' buried under here somewhere. Dumb Ass could feel its presence as it cried out in mourning for its dead master. It was not physical screams but mental and the sooner Dumbass could reach the crown the sooner he could quiet it and relax the people of Burzumgard who were eager to be rid of any reminders of the time when they had no free will. Then he would try to master it.
[Construction I]
[Fanaticism II]

3 Begin training 1 of the Volunteer Fighters into a Clan Warrior. Eager and devoted to the cause, trained to take up the weapons of the fallen to continue the fight. These youngsters had been eager enough to become fighters but not yet old enough to be Citizens and now they had reached the age to apply for Warrior training and begin the process to becoming an enfranchised Citizen of The Clan.
[Fanaticism II]
[Hero Worship I]
>>
Rolled 67, 63, 46 = 176 (3d100)

>>1238347
Kingdom Name: Azoth Hegemony
Race(s): Homunculi
Color: Grey
Fluff: The Azoth Hegemony was created by a society of alchemists dedicated to discovering the secrets of life itself. To assist them in their work, they created a force of homunculi. The original alchemists eventually passed away, but their servants had learned all their secrets, and soon the homunculi began producing more of their kind. The homunculi have altered themselves extensively, and are able to alter their bodies to suit their needs. They have inherited their creators dedication to the study of bio-alchemy, and seek to further improve their biology. The Hegemony is ruled by a council of the oldest, most experienced alchemists.
-Don't fill out (unless told)-
Territory: 7
Settlements: Tirgraad (Capital City)
Population (Total/Unoccupied/Working): 14(+2/turn)/0/0
Food: 2
Currency: 3(+3/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Technology: [Alchemy II][Discipline I][Agriculture I]
Magic: Transformation I (No Spells Yet)
Resources: [Wood: 5(+1/turn)][Stone: 5(+1/turn)][Iron: 5(+1/turn)][Herbs: 5(+1/turn)]
Armory:
Military: (3 Homunculus levies(1x))

1: Begin construction of an alchemical laboratory.

2: Research Transformation spells.

3: Alchemically augment our warriors with the ability to grow bone armor plates.
>>
>>1228713

https://www.youtube.com/watch?v=RGV3jykvRQk

The Thwackians approch the ogres of the Fetid Kingdom brandishing clubs amidst the gaseous, bubbling pools of the swamp, with one of them carrying the disembodied claw of an eagle in his hand. They were a smelly, homely bunch standing much bulkier than typical for men yet likewise shorter due to their hunched backs, their voices were guttal and low, but they didn't seem to be hostile... for now.

"Thwack told us to "dip-lo-man-see" you to help -quest- to thwack berrypicker! We offer hand of pee-ce and help if you help us thwack in war against stupid tek-no-la-gee men! Thwack want to start thwacking very soon, before berrypicker wise up! You response?"
>>
>>1238423

[Atley](19)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+4/turn)/0/0
Food: 1
Currency:(+4/turn)
Stability: 50/100
Industry: 5
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Engineering II][Construction I][Smithing I]
Magic:
Resources: [Wood: 5][Stone: 5][Iron: 5]
Armory:
Military: (3 Rudimentary Automata (1x))
Eccentricities:

1. Create a Research Facility.
2. Scout towards the east.
3. Increase citywide sanitation.

Devote 10 pop to the Farm.
>>
Rolled 68, 92, 57 = 217 (3d100)

>>1238423

Kingdom Name: Ganeshandeggar (16)
Race(s): Ganeshi (Elephant people)
Color: Orange
Fluff: A kingdom of religious and artistic elephant-people ruled by their Raja and his savage warriors. Will make a pastebin of full fluff soon.

Territory: 7
Settlements: (Ganeshandeggar(Capital City))
Population (Total/Unoccupied/Working): 12(+4/turn)/0/0
Food: 1
Currency: 4(+4/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City):[Rajas Palace(gov)][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [City Walls(Sm)]
Technology: [Religion II][Savagery I][Craftsmanship I][Clubs I]
Magic:
Resources: [Wood: 5+1][Stone: 5+1][Iron: 5+1][Trinkets:5+1]
Armory:
Military: (3 Club Warriors (1x))

1. Build a temple to the war god out of [wood] and [stone], and decorate it with [trinkets], in order to appease the highest of our gods and reassure our people of his favour. As this is an important structure, we shall also spend 1 [Currency] on it.
2. Craftsmanship is a noble art amongst our people. We shall develop greater craftsmanship in the art of building by researching [Construction I].
3. For the future of our nation, we will also require a stable income, so we shall research [Taxation I].
>>
Rolled 53, 27, 20 = 100 (3d100)

>>1238906
I too forgot to roll.
>>
Rolled 44, 56, 88 = 188 (3d100)

>>1238423
[Arianthea](8)
Territory: 7
Settlements: (Capital City(Player Named))
Population: 12(+4/turn)
Food:1
Currency: 5(+4/turn)
Stability: 50/100
Industry: 3
Buildings (Reliquary): [Dragon Pass][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Discipline II][Armor I][Domestication I][Pottery I]
Magic: None (No Spells yet)
Resources: [Wood: 5+1][Stone: 5+1][Iron: 5+1][Dragon Scales: 5+1]
Armory:
Military: (3 Reaping Dragons (1x))

1. Trade route to claw court

2. trade route to Principality of Khaz

3. trade route to atley
"It is important to establish the bonds of trade, so that our friendship may deepen"
>>
>>1239088
2 currency on action 3.
>>
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Rolled 20, 2, 2 = 24 (3d100)

>>1238347
[Fetid Kingdom](15)
Territory: 7
Settlements:(Tharug)
Population (Total/Unoccupied/Working): 12(+4/turn)/0/0
Food: 1
Currency:(+3/turn)
Stability: 50/100
Industry: 3
Buildings (Tharug):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Wooden Pallisade(Sm)]
Technology: [Savagery II][Religion I][Clubs I]
Magic:
Resources: [Wood: 5][Stone: 5][Iron: 5][Onions:5]
Armory:
Military: (3 Ogre Rabble (1x))
----
1-2. Research Clubs II
3. Research Savagery III
>>
>>1239098
Huh you took my bad luck from last game. well you are fucked then.
>>
>>1239088
also 10 of my pop are assigned to work in the quarry to get more stone.
>>
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Rolled 8, 50, 36 = 94 (3d100)

>>1238327

[Neo-Thwack] (6)
Territory: 7
Settlements: (Big Thwack City [Cap.])
Population: 12 (+3/turn)
Food:1
Currency: 5(+3/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)]
Defenses: [Wooden Pallisade(Sm)]
Technology: [Savagery II][Clubs I][Tanning I][Gathering I]
Magic: None (No Spells yet)
Resources: [Wood: 5][Stone: 5][Hides: 5]
Armory:
Military: (3 Thwacklings (1x))

1. The Thwackians begin to construct a club house out of hides and wood. As in, a house that makes clubs from the surrounding wood and stone, though they tend to get pretty wild when not making clubs, testing their devices on objects and each other.
2+3. Likewise, the Thwackians begin to set up a training ground of stone in order to learn the art of hitting things until they stopped moving.

10 Thwackians are sent to the lumber mill to collect additional wood. They do so by hitting the trees with rocks until they fall down. It doubles as a strength-training exercise.
>>
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>>1238906
With reports of movement and loud noises of construction in the mountains. Grand Master Alvar sends out another knight to lead an expedition to this mysterious noise.
>>
Now that they've settled, The High Council of Atley decides that it would be best to start dabbling in the politics of their former country,

Following the range, a High Engineer finds a few kingdoms that could possibly be trading partners.

Finding a nation of dragons he begins his descent and finds himself at the gates of the kingdom.
>>
>>1239194
The knight is welcomed by an inquisitive group of engineers who are examining his armor. A few have pulled out strings and begun measuring his height and build.
As if remembering that he left the stove on, one remarks "Oh! Sorry about all of the hub-ub, we just settled into the area. Welcome to the Oligarchy of Atley, my name's Jericho. What is your name fair knight?"
>>
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>>1238861
"Oi yer be some sorta smaller ogre? We dun no bought thwacking but if it's anything like krumping you can count us in. You Thwacking ogres also exchange our junk for your junk? Is sure to help both gets lots of more junk to Krump and Thwack?
>>
>>1239230
He looks at your engineers and a deep laugh erupts from his helm. "Ah it looks like your people recognize good quality when they see it and not just the armor! Regardless, I am Brutus Jarako the 2nd, and I come from the Reaping Dragon's company."
>>
Rolled 43, 66, 100 = 209 (3d100)

>>1238423
Kingdom Name: Principality of Khaz
Race(s): Equus
>Color: the most disgusting shade of pink imaginable.
Territory: 7
Settlements: (Capital City(Khaz city))
Population: 12(+3/turn)
Food:1
Currency: 5 (+4/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Wall](Sm)
Technology: [Discipline II][Religion I][Pyrotechnics I]
Magic: None (and never will ;)
Resources: [Wood: 5][Stone: 5][Iron: 5]
Armory:
Military: (3 Inquisition Infantry (1x))
1. Trade route to >>1239088
2. "Khaz and Equus is holy." Propaganda bitches.
3. Encourage more breeding, "Holy Khaz needs your strong Equus children!"
>>
>>1239278
Jesus christ your people are fertile.
>>
>>1239286
It's called the equus plow after all.
>>
>>1238578
>>1239213
As the customs of the Court of the Claw dictate, these visitors are welcomed on sufferance - asked to divest themselves of any weapons and hide their foreign faces behind ritualistic masks in order to gain access to the court proper.

The knight's courtly manners and outlandish suggestions spark an intrigued and enthusiastic murmuring from the assembled courtiers as they confer about the potential benefits.

The engineer is asked to elaborate on any relations he has come to establish - but both envoys are invited to stay, so long as they swear to don their masks to go out in public and do not disturb the daily life of the court's vassals.

>>1227593
>>1227721
>>1227757
>>1228713
>>1233484
Other nearby nations also receive emissaries: visitors inviting envoys to visit the grand court of the claw to bring tribute to The Clawed Master.

How well received they would be is anyone's guess.
>>
>>1239258

The cavemen grinned and handed the bird claw to the ogre. "Yeah, that sound good mega-thwacker. We also think you make pretty good example for training grounds back at Thwack's place once you ready. We be waiting for go ahead when the krump-thwacking beggins!"
>>
>>1239319
"Greetings Clawed master, as is custom, we bring you the most nutritious tonne of grass grown this season, I apologize, it had to be dried to survive the trip. Now, shall we speak of how we shall deal with the devil queen in tandem?"
>>
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there were gnolls sighted across the lake in one of the daily reports and in response Alvar sighed. Gnolls are in a grey area of being intelligent enough to trade with, but savage enough to try to attack at first contact. Still, it would go against his principles to not give this tribe a chance of peaceful co existence. just in case, he sends one of his beast race specialists knights to head this particular expedition in case they try anything untoward.
>>
Rolled 37, 48, 49 = 134 (3d100)

>>1238327
[Theocracy of the Ancients](4)
Territory: 7
Settlements: Heart of the ancients(Capital City)
Population: 12(+6/turn)
Food:1
Currency: 5(+4/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Palisades and traps(Sm)]
Technology: [Savagery II][Hunting I][Excavation I]
Magic: Air I(No Spells yet)
Resources: [Wood: 5+1/turn][Stone: 5+1/turn][Iron: 5+1/turn][Scrolls: 5+1/turn]
Armory:
Military: ([3] Slaver Pack (1x))

>Study the written word of the scrolls

>Search the ruins within territory
+Excavation I, +Hunting I

>Search land for resources
+Hunting I

>>1239319
>>1239461
The emissaries arrive on the outskirts of the gnoll city. Tents surround the palisades were unsavory types lived side to side with orcs, goblins, and kobolds. They eye the pair like fresh meat on a stick. When they reached the gate, the Gnolls on duty growl at them.
"What you want? It is not a market day. Go back to your tent before I eat you."
>>
>>1239538
*were filled with unsavory types
>>
>>1239264
"Well then, Sir Jarako of the Reaping Dragons, let me again reintroduce you to the Oligarchy of Atley. We're a state of engineers so don't expect much cordial interaction. Anyways, while we'd love to take a real good look at that armor of yours, that same armor tells me you're not one of our kin, are you? Tell me stranger, what brings you?"

The young man of about 24 stood up and chatted with the knight. His tousled Auburn hair tinged with scraps of metal here and there.
>>
>>1239538
You will know your place mutts or else I will add yalls' skins to my collection. Now, I do not care for whatever day it is or would I ever deign to shelter myself in whatever dank piece of fabric you call a tent, but instead only care for audience with your pack leader.
>>
>>1239319
The High Engineer is flattered at the welcome, the etiquette is a bit different from the loud and bustling streets of Atley, but he picks it up and settles into his role as an Ambassador between the two states.
>>
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>>1239319
Envoys sent into the swamp never return...
>>
>>1239606
"I am here by the authority of Grand Master Alvar Norling. There have been sightings of people coming through the mountains and more noise being created than any other place besides perhaps a battlefield. Now that I know that you are friendly it would be prudent to set up relations between our people. I can tell that your people are fine workers of steel, although given your fascination of my armor it is apparent that you have not taken this to more specific applications. If you are willing to work with us, then we can send our own smiths to share knowledge with you and create truly exquisite pieces of armor and weapons of all kinds."
>>
>>1239615
The guard's ears flatten as he growls, but then the other guard swats him in the arm. "This human looks different from the others. Less pathetic too."
The guard nods in agreement, "I'll let you in pinky. Many come to see a living god, why should I deny you just because you would taste good with basil."
The gate opens enough to let the emissaries inside. Beyond the palisades were stone ruins that had been coveted into a city. Gnolls walked about, ignoring the emissaries' presence. Half the gnolls were larger then the gate guards. The cold shoulder went on for a good 5 minutes before a gnoll child walked up with her two cohorts. "Give me something and I'll show you around. Give me nothin and I'll give you a beatin'."
>>
>>1239695
"That is tough talk for a whelp, if you think are able to take on a warrior then lets see if you can handle this". The knight pulls out a vial of red liquid and hands it over to the gnoll. "take a whiff of this, if you can manage to smell this without crying then you are worthy of respect".(contains a very high concentration of Capsaicin). when the gnoll child inevitably tears up, the emissary says "you can keep it to build up your resistance, now show me around".
>>
>>1239675
"Wow, how fancy. You must be one of them political types. Sucks for you though. Despite what you may think, with myself being the only one able to articulate himself," He sneered at his companions who had long since gotten bored of the novelty that was the newcomer. "I'm not big boss man, though I can take you to the schmucks who run this place though."
>>
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Rolled 44, 48, 39 = 131 (3d100)

>>1238327
Kingdom Name: The Geo-Enclave
Race(s): Crystallids
Color: Yellow
Territory: 7
Settlements:(Fraktion: Capital City)
Population (Total/Unoccupied/Working): 12(+2/turn)/0/0
Food: 4-3 = (1)
Currency:4 (+4/turn)
Stability: 50/100
Industry: 5
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Crystal Cultivation II][Construction I][Smithing I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 5+1][Stone: 5+1][Iron: 5+1][Crystal: 5+1]
Armory:
Military: (3 Warrior Form (1x))
Eccentricities:


I don't know if assigning POP to things requires an action. If not, assign 10 POP to whatever it is that's giving me Crystal. (Mine or Quarry, I imagine)

1. Begin expansion of the Mine. We must have more materials!
>Mine(Sm)

2. Our mind are our greatest tools. Begin construction of the research facility!
>A tech development aiding building.

3.We must master the magic we know only tidbits of.
>Research Earth Magic.
>>
>>1239817
"that would be excellent my good man."
>>
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>>1239319

The envoys sent to the tent city of Big Thwack at first find the city seemingly empty. Nobody appeared to roam the streets, and aside from the bubbling of swamp gasses and chirping of insects it was eerily silent. It was only when all their backs were turned that one of them felt a sharp pain as he was hit by an object from behind, later checked to be fecal mater: a mob of angry Thwackians stood imposingly with torches and rocks in their hands, glaring at the intruders.

"What YOU want, berrypicker? Ugh, can't you read sign: it say NO SOLICITOR!" The lead Thwackian of the bunch pointed at a pictograph of a well dressed being such as the envoys themselves being beaten by stick figures with clubs.
>>
>>1239836
The young man takes the guard on a trip up and down various scaffolding, in and out of various alleys, with curves and bends throughout the city of Atley. He finally stops at an unassuming building where there are loud clanking and hammerings to be heard.

"Well, here we are! That'll be fifty gold coins! That's a joke of course, for most folks here currency is a bit of a hassle, so at least within city limits it's much wiser to carry iron on you, everyone never has enough. But, on you go/ Shoo shoo! You must have business to attend to."
>>
>>1239874
Brutus looks at the unadorned building with a small amount of surprise. "I guess these people prefer function over form even in their halls of governance" and with that he walks through the entrance.
>>
>>1239803
The welp's eyes start watering immediately and she sneezes a few times before regaining much of her composure. "Human trick! I like it. Good for a nasty trap." She waves the knight to follow her. She leads him to a high wall that looked over a roofless building. Down below were a couple gnolls wrestling in the dirt with a large female watching. The female was sitting in a chair with a single golden metal gauntlet on one hand and a staff in the other. "That's goddess Darah. She likes to watch men fight."
>>
>>1239919
Upon entrance the knight is greeted by a sight extremely unbefitting of any royal status, men are running about and despite being a government office, very little governing seemed to be done. Scraps were strewn about, papers littered every flat surface in sight. By his feet, there was a scrap of paper merely title income. It appeared to be some sort of quarterly report, however, it was hastily written and the handwriting made it look more like runes than some sort of coherent thought. As he stepped over the paper, he accidently hit a piece of metal that began to ring throughout the building.

The air that was once filled with cacophonous discord was now still. Sounds of the outside filtered in through the walls, but within those walls, all was still.

Until a voice called out, "And who are you, man of steel?"
>>
>>1233484
Adding extra Fluff beyond origin of the race since that seems to be a thing with people

Being moving thinking plant creatures the Wandering green do not build so much as grow and while it is a slow process the results are ingrained into their nature. Why have armour when thicker and stronger bark can be grow, why craft a sword when stabbing spikes and crushing hammers can be formed from one's arm, why build a battering ram when one of our own can convert himself into a mass of crushing wood to crash into the gates. Same applies in the "homes" had in the forest farms aren't need when you subsist on water and sunlight, why build a smithy when the body forms to fit the needs (given enough time and energy), to mine the rocks that give us life simply form picks from ones hand and crush the stone.

Species lore. Ranging in size from a sapling to a great oak these imitations of humanoids are essentially magic powered golems in the forms of trees given sapience by the magic saturated earth they grew in (grow tree in magic woods and it can think for itself and in extreme cases communicate, mutate it with sources of dense magical energy and it can act on those thoughts). Fairly slow to move but extremely heavy in body the lightest (and most numerous) of their number easily weighs over 200 kilos and at the largest end they break multiple tonnes.

From a societal standpoint the Oldest and in turn Strongest and physically slowest of their number form a council of decision makers and while usually unanimous in overall ideas the methods are argued over for weeks at a time while the younger treemen have long sinced started and likely finished the project not too say they are dim-witted but for one that has sat stewing in his opinions for centuries changing his mind on anything is nigh impossible. Outside of the leading council the younger members generally more impulsive as they are finally able to act on desires and emotions and while the council deals with overall tasks the laws and punishments within the group are entirely individualistic and something like dismembering someone you were in an argument with can go anywhere from laughing it off to public execution depending on the mood of the crowd (generally everyone has a good laugh if they kill outsiders though and the only arguments would be over who gets to do it).

As far as notable subgroups or specific individuals are concerned the members of the enchanted grove are engrossed in the magic itself bathing themselves in magical energy and changing themselves into imitations of men to try and learn from what was left behind and gain control over magic as more than a source of power and transmogrification.
>>
>>1239319
As scouts are sent to find out what has happened to the erstwhile courtiers their corpses are displayed at the forests edge thoroughly mangled and currently being eaten by birds.
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>>1239937
The emissary finds the gnoll leader different than what he had expected. This one seems to have intelligence far beyond the norm and if that staff is of any indication, is capable of casting powerful magics. He will have to give more respect than usual. With his observation complete, he walks resolutely to the gnoll leader. "I hear declarations of you being a goddess uttered across the city. That you are able to claim the mantle through mastery of the past. This is impressive, but my leader is king of kings. he has fought every beast in every land and has always come victorious in battle with the power of dragons. It would be interesting to see whose followers are stronger."
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>>1239973
"I am sir Brutus Jarako and I have come to see those who are able to work my element so fabulously to share in knowledge and wealth."
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>>1240106
"Work your element? What are you even trying to say? Enough with the jibber jabber. Judging by what you've said you want a loan, am I correct? I don't know who directed you here, but this is the High Council, not the financial office."

The man who was speaking was extremely young compared to the youth who led the knight here, he appeared to be a lad of not even 18, but here he was spouting off like some sort of court minister. His hair hung down to his neck, and it was cut sloppily as if its owner couldn't care for appearances and only cut it for functionality. He was also very lean, a strange juxtaposition against the many burly men of the city, though not the only one as there were many lean men running about the city as well.

He snapped his fingers and an even younger page came to attendance.

"Please escort this man to the Financial division please, dear Johnathan."
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Rolled 7 (1d10)

>>1240052
Darah laughed, "Strong words from a little man. A king is a king, a god is a god. Not a silent dead god, but living breathing one. One day I'll die, and be replaced by another god. Until then watching men fight gives me a pleasant break from my studies of the ancients. Remove your weapons, armor, and clothes. Give evidence to yourself that you deserve to be in my presence."

The previous victor stood ready and as naked a gnoll could get. He whispers, "You are brave for fighting me.I apologize in advance if I accidentally bite something vital."
>>
Rolled 5 (1d10)

>>1240143
do not worry about it, if you attempt you will find that you will be retching for quite a while (bitterant rubbed in the skin)
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>>1238567
Fluff clarification for wheelie and Baz for bonuses (asked for by Baz):
- Ore eaters do need to eat normal food but require a larger than normal amount of minerals in their diet, usually specific minerals based on their drone typing.
- Ore eater drone typing is based off of the metals, crystals/gems, alloys, and other minerals sources. Fed to them in large quantities in their larval stage after hatching.
- There are some sapient drones, can't run a society with smart queens and everyone else dumb as fuck.
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>>1240151
The match was tough, especially for the knight to maintain a suitable hold. The gnoll was much larger than human opponents, and smarter than animal ones. The knight managed to avoid anything more serious than scratch marks from the gnoll's claws, but in the end he was face down in the dirt. His opponent sat on the knight's back and held the knight's arms down.
Darah gave the gnoll giggle as he struggled. "Release the poor thing. He fought well enough."
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>>1240244
Despite being covered in muck and scratches the emissary still manages to retain an air of pride, although there is a wary respect now. "Your pack's strength is high indeed. The tenets that the child told me seem to work for your people. It also reflects the kind of power that Arianthea seeks when it looks for new people to interact with. People that have attained secrets known only to them, lessons only they have learned, methods past down generation to generation that have been refined. This was the key to success for the Reaping Dragons, where we are able to look at a people inhabiting the land and incorporate the best aspects into ourselves. I desire to stay here and fully learn your ways, So that when outsiders seek to disrupt us, we can both move as one against them.
>>
Rolled 21, 57, 41 = 119 (3d100)

>>1238350
[Wandering Green](21)
Territory: 7
Settlements: The Sylvan Wood
Population (Total/Unoccupied/Working): 12(+3/turn)/0/0
Food: 1
Currency:5(+3/turn)
Stability: 50/100
Industry: 5
Buildings (The Sylvan Wood): [Grove of the Ancients (Government Building)][Farm (Sm) (to be changed based on fluff maybe)][[Quarry (Sm)][Mine (Sm)]
Defenses: [Wall of Living Forest (sm)]
Technology: [Savagery II]
Magic: Life I (No spells yet)
Resources: [Stone: 5][Iron: 5][Magic Stones: 5]
Armory:
Military: (Treant Warmongers x3)
Eccentricities:

1.These Stones and Metals serve no purpose in the forest currently but maybe they can aid the young ones in our great war, have the madmen of the enchanted grove begin finding a way melding these materials to their bark [research military tech]

2. Begin expanding the mines we need as many of these magic stones as we can get [obvious]

3. We need to understand the stones that give us our new strength lest it be stripped from us as fast as we gained it [research more life magic]
>>
Rolled 31 (1d100)

>>1238336
>>1238423
Kingdom Name: The Court of the Claw
Race(s): Human - with a ruling caste who trace their ancestry to dragons
Color: Gold (Civ 11)
Fluff: >>1228200

[Court of the Claw](11)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+3/turn)/0/0
Food: 1
Currency:(+4/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [The Towers of the Court(Sm)]
Technology: [Discipline II][Feudalism I][Writing I]
Magic: Fire I (No Spells Yet)
Resources: [Wood: 5][Stone: 5][Iron: 5][Dragon Scales: 5]
Armory:
Military: (3 Thinblooded Militia (1x))

The Clawed Master clacks his draconic talons against the cold metal of his throne. The slow tick, tick, tack of the claws echoing about his throne room, where the smug, superior dragonblooded nobility jockey for position, laying schemes and projects before him for his consideration. The first presentation has already taken too long to begin. One of his attendants leans close and hears a short string of seething syllables from the Master's forked tongue. She turns to the room at large and makes his announcement.

"By order of our most benevolent master, the representative of the house Shengshu will be marked for their failure to present their offering at the allotted time. They will be permitted to return once their burns heal. Praise be to the master for his graciousness. House Jingcha has the floor."

1. A gong sounds, and an aging matriarch takes the the centre of the throne room, flanked by an impressive number of her sons and grandsons bearing gilt-edged scrolls. They bow deeply, and wait for an acknowledgement before proceeding.

"Illustrious Master, my sons come bearing the generous gift of your own codes and laws, bound comprehensively to writing in golden scrolls. While the gold pales in comparison to your elucidations, we hope that it gratifies you to see it codified."

The imperious figure of the Clawed Master nods lazily, waiting for the hatchet-faced old woman to get to the point she clearly wants to make. She understands.

"No doubt you are aware, splendid master, that your laws are not always followed precisely as you intend." There is a theatrical gasp from the onlooking court, and some members shift uncomfortably in their places. "But I come to you with a solution, my master - many of our noble families have more sons than we know what to do with. It occurs to me that they might find a place in your service as agents of your will, as enforcers of your laws."

The Clawed Master looks over the scrolls so artistically prepared for him, considering her words. It is true that his lands could be better policed.

"I will allow it," he utters, and the collected members of house Jingcha grovel for a moment before making room for the next hopefuls.
>Assemble a Dragonblooded Constabulary in the hopes that they might make the realm incrementally more stable over time
>>
Rolled 100, 95 = 195 (2d100)

>>1240448
>>1238336
2. "Pyromancer Huo and his apprentices." comes the next announcement. A train of young magicians follow after an older gentleman with long hair as black as pitch. To the twang of stringed instruments, they raise their arms in delicate, arcane motions and sparks leap from their fingers. These sparks form into burning, glittering moths that dart this way and that in a spellbinding display of synchronised spellcasting. The Clawed Master allows himself a sharp smile at the artistry of the display.

"Your pupils come along well, Pyromancer." The rare compliment is a show of favour not often bestowed. Huo's gratitude is a sight to behold - but to his credit he does not linger overlong in his cringing subordinance.

"A thousand thankyous, incandescent master. I will not waste your most valuable time bandying words of low import. My apprentices progress well, but I know they could be forged into something much greater. With your blessing I would found a school - overlooking the nearby lake, there to impart mastery of our great magics to our brightest and best. We await only your word."

"This is no small thing you ask, Pyromancer."

That short sentence is enough to send the magician sprawling. "I beg forgiveness! If I have caused offence I-"

The claw rises from the arm of the throne, and the Clawed Master shakes his head. "You have not. This project has merit, but the School of Magic you establish will be the Court's."

"I would have it no other way, most unselfish of masters," the pyromancer babbles in relief, returning to his place at court never leaving a low bow.
>Build a school to facilitate magical research and the training of units in magic techniques

3. "Officer Tancezhe of the Court military." This man is weathered and worn - obviously a true veteran who has spent many long years in various skirmishes with imperial troops sent to root out heresies and blasphemies. Some may have grown complacent after putting nearly an entire continent between them and their old hunters, but not this man. He falls to a knee before the Master's Throne.

"My Master," he begins. "Early reports from our scouting parties and what I have gleaned from our emissaries to distant lands reveals that this land is far from safe. Dangers lurk behind every corner, and while some of our envoys were met with what petty pleasantries local savages could musters, others were torn apart." Another round of gasps echoes about the chamber - these more genuinely shocked. "Thus, I have prepared a map bearing my suggestions for expansion. If we are to secure our foothold here, we ought to claim the basin around the lake - the most fertile ground for your subjects to raise large families to serve in your imperishable armies."

The soldier's professionalism ought to be commended, the Clawed Master thinks. "It shall be so. Take a company of militia and as many volunteers as you can muster."
>Expand into new territory as marked in gold for preference, with 10 idle pops
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>>1240454
what the fuck
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>>1239383
The gift from the Equus visitors is positively received - for though the Court has little need to eat the hay, the gesture is appreciated.

"This Devil Queen - an enemy of yours, we assume? As thanks for your tribute, the Court of the Claw would gladly shelter you from her retributions."

>>1239538
The court's envoy draws themself up imperiously at the challenge of the guardsgnolls, looking down her nose at them. "I come from the Court of the Claw with a message for your chieftain, and I will not be barred. Take me to them."

>>1239631
A note is made in the court's archives.

>>1239851
The diplomat blusters incredulously, but retreats from the primitive thwackians. "You primitives ought to pay homage to the Court of the Claw, but I see such courtly graces would be lost on on you ignorant churls."

>>1240018
A note is made in the court's archives.
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>>1240496

Among their number stood a hulk of a man who towered as large as the largest of men, grunting at the diplomats with a terse, baritone drawl, wearing the pelt of a bear. His subordinates were jeering and hollaring at the retreating diplomats, yet he held out a hand to silence them.

"You no understand, dumb berrypicker. Thwack left big city place to get away from you "tec-know-lag-ee" ughs, but here you anyway, following Thwack and his Thwacks. You, fancy house, rolling sled, windmill- that bad, that double thwacking bad. You play God. You destroy you-self. If you want not get thwacked by the "tec-know-lag-ee", you must be like Thwack. Courtly grace betray you. Thwack understanding cause' Thwack once like you. Is wrong."
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>>1240311
"So you wish to become like us, how flattering. And what would you give me for the pleasure of staying here with me?"
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Rolled 37, 70, 41 = 148 (3d100)

>>1238347
[Anzhulak Hordes](17)
Territory: 7
Settlements:(Arkza)
Population (Total/Unoccupied/Working): 12(+4/turn)/0/0
Food: 1
Currency:5(+3/turn)
Stability: (50)/100
Industry: 3
Buildings (Capital City): [Banner of War][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Looting II][Discipline I][Savagery I]
Magic: Death I (No Spells Yet)
Resources: [Wood: 5][Stone: 5][Iron: 5]
Armory:
Military: (Goblin Warbands(1x)) (Goblin raiding party)1x)) (Suicide troops))1x)

Action 1: We needta get better magiks, dem lower caste gits always tryna to escape their fate now that our warlocks are gone! (try to learn new death magic spells)
Action 2: Sendz out the raid boyz, if we dont attack first we gun get shredded and thrown out like last time (raid shit) [Looting II][Discipline I][Savagery I]
Action 3: Put da boys in dere place (upgrade discipline)
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>>1240496
The emissary laughs "The devil queen is not the sort of foe one blocks out with walls or roofs or floors, nor a thousand soldiers in your very same room. One must be vigilant of one's own mind, and the minds of others. For that is how she attacks. When I offered to allow you to assist, I meant only that you would let our trained inquisitors to go looking for signs of her presence within your state."
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>>1240534
While your raw strength is impressive, it is unrefined. If I stay here then I would be able to teach your warriors how to properly coordinate with one another, have our smiths show how to create modern armor, and make trade between all the other nations in this area much easier, as an understanding has already been reached with them. you would need to create a proper military academy however if you wish for me to make this possible, so that there is a place to where all of us can share and refine our methods of war.
>>
Rolled 15, 58, 73 = 146 (3d100)

[Myrovova](7)
Territory: 7
Settlements: (Capital City(Korsk))
Population: 12(+4/turn)
Food:1
Currency: 5(+5/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Royal Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Wooden Walls(Sm)]
Technology: [Discipline II][Armor I][Feudalism I][Taxation I]
Magic: None (No Spells yet)
Resources: [Wood: 5+1][Stone: 5+1][Iron: 5+1][Hides: 5+1]
Armory:
Military: (3 Akritae (1x))

1. Construct an Armor smithy

2. Research Ranged weapons

3. Expand
10 unoccupied pops
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>>1241334
Spend 5 currency on roll 1
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>>1240881
"Our own officials should be more than adequate to root out any subversive heretics." There is more than just a slight hint of offence to those words; The Court is quite obviously prideful and insular, determined to present a face of strength and stability at all times - and the emissary's careless laughter leaves the court's representatives looking scandalised.

"Letting outsiders investigate even our lowest caste labourers would be absolutely out of the question."
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>>1241636
I never meant to offend, at least allow our inquisition to teach your officials how to recognize the servants of the alicorn.
>>
>Tech Pastebin: http://pastebin.com/WSzBAuVs
[Men'an'gahela]
The tribe wanders their little section of desert, searching the barren land for anything they can use; coming across some camels, they harvest the meat, hide, and save the blood in little pouches [Food: 1, Hide: 1 Blood: 1]. Meanwhile, the mystics of the tribe set to work, building a strange contraption, lots of tubes and pouches and other nonsense that no one else understands. But still, the first drops of blood are pumped from the heart and collected [2/4]. Meanwhile, the other members of the tribe begin to study the creatures around them [2/4].

[Titanic Kingdom]
Whips crack, and the slaves begin tilling the soil, spreading the seeds of another farm [2/4, -4 wood]. There's not enough wood to establish a mine, however, so the slaves are sent to cut some down [+2 wood], and with the new materials, the Lumber Mill is being upgraded [3/8, -4 wood].

[Solitary]
>Note the ten pop with your quarry, please, and with your pop section
>Increase Quarry output by +1/turn, and Industry by +1
The Lich instructs his minions to dig his abode deeper and deeper- they come across some ancient gold coins, which are immediately handed over to their master [+2 gold], and finally, the dungeon is expanded [+7 hex]. Meanwhile, the skeletons take wood to the quarry as supports, digging the pit ever deeper [4/8, -4 wood], while the Lich locks himself away in his keep, to work on his spells [3/4].

[Barondom]
The baron orders a workshop to be built, and so it shall. The peasants and builders gather up the required stone, and set to work with a foundation [2/4, -4 Stone]. However, arguments over crossbow design stalls the project, though the underlords, eager to impress their master, expand the Barondom's holdings [+8 hex, +1 pop/turn; -3 stability]!

[Yamato]
The art of fighting without a weapon is being drilled into the soldiers [1/4], though no improvements to the Kingdom's boats are made- it doesn't help that the Kingdom's master shipwright is sick, having eaten some bad seafood the night before. However, the Tengu prove to have given good advice; the Temple of Knowledge is nearly complete [3/4, -4 stone].

[Ore Eaters]
>Increase mine output by +1/turn, Industry +1
The mountains are searched, but no ore is found, and neither are farms built. However, a rationing program is being thought out [1/4].

[Lich's Dominion]
While the Lich's minions scurry about to build the Feasting Hall, he begins to study necromantic magic [2/4]. The Feasting Hall doesn't really work out, though, no matter what Mordekainen's book says. Armed with pickaxes, the forces under the Lich spread out and learn better mining techniques, if slowly [1/4].
>>
>>1242741
[The Clan]
The people are gathered, and the Clan's stone stores collected. Much is used in the construction of the Tower of Man [1/4, -3 stone], but when the rubble is cleared, nothing of use has been collected. And finally, the leader of the Clan orders the construction of a propaganda building, so his soldiers may become more devout [1/4].

[Azoth Hegemony]
In order to continue their life's mission, the homunculi lay the foundations of a laboratory in stone [2/4, -4 stone], and also work on transforming their bodies more [2/4 (Perhaps be more specific)], as well as augmenting themselves with armor [1/4, -1 iron].

[Atley]
>Farm output increased- +1 food, +1 Industry (Be sure to note on your stat sheet)
>Due to Arianthea's trade route, the riches of Atley have grown! (+2 currency/turn)
In order to keep up with the latest engineering breakthroughs, the city of Atley orders a research facility to be built [2/4, -3 stone], and a scouting party is sent east; it might be helpful to specify to them what to look for, though [1/2]. However, plans to increase sanitation falter, as there is a big conference going on, and no one seems to want to bother.

[Ganeshandeggar]
>Currency refunded, not enough to progress
The war drums beat and the chanting from the workers is loud, as the temple to the war god is built from wood and stone [2/4; -2 wood, -2 stone, -1 trinkets], and when a break in the work is called, some industrious workers take it upon themselves to improve the construction techniques of their kingdom [Construction I, -1 stone]! Finally, noticing that the coffers are running low, the Raja orders a tax be collected from the populace [2/4].

[Arianthea]
>Quarry- +1 stone/turn, +1 Industry
>Mark it on your sheet or didn't happen
Trade routes to the Claw Court, Principality of Khaz, and Atley are all finalized [Trade Route: Claw Court (+1 currency/turn), Trade Route: Khaz (+2 currency/turn][Trade Route: Atley (+4 Currency/turn)]!

[Fetid Kingdom]
There is barely any work done on the clubs [1/8, -1 wood], because while training the soldiers to be more savage, one goes a little too savage [-2 pop].

[Neo-Thwack]
>Lumber Mill: +1 wood/turn, +1 Industry
>Mark on your sheet
Club House fall. Club house shit (-1 stone). Training ground go better [3/4, -4 stone].

[Khaz]
>The trade route set up by Arianthea bears fruit for the Principality as well (+1 currency/turn)!
While the Principality's merchants are able to set up a small trade route to Arianthea (+1 currency/turn), the church begins to distribute its own brand of anti-witch propaganda [2/4]. There must be something in the air that makes the Equus want to breed, because breed they do [Breeding Program II, +4 pop/turn].
>>
>>1242745
[Theocracy]
While the mystics of the theocracy try to glean more powerful air magics from the scrolls [1/8], the ruins are searched, and the hunting party comes back with a meager amount of coin [+2 currency], while the hunting party that was sent out returns with meat and hides [+1 food, +2 Hides].

[Geo Enclave]
>Don't minus food. Base units have no cost.
>Mine: +1 iron/turn, +1 crystal/turn, +1 Industry
>Mark on stat sheet
Taking the stocks of wood they have as supports, the Enclave's diggers delve deeper into the mine [1/8, -4 wood], while another contingent starts to build a research facility out of stone [1/4, -4 stone], and further earth magics are being studied [1/8].

[Wandering Green]
The mad trees are researching ways to meld iron into armor [1/4, -4 iron (Be more specific next time faggot)], and the mine starts to be expanded, but there is a lack of materials, so they go out to gather some [+2 stone]. And finally, the trees start to concentrate on improving the power of their life magics [1/8].

[Court of the Claw]
Recognizing the need for order, the Clawed Master signs the scrolls presented to him, signing the Dragonblooded Constabulary into existence. Already, the first recruits are being trained [1/4, -1 pop]. Meanwhile, there has been major architectural breakthroughs at the site of the new magic school. Through trial and error, the builder's techniques have improved immensely [Magic School (sm), Construction I; -4 stone]. And finally, recognizing the need for more land, the Clawed Master authorizes southern expansion; his people are quick to comply [+7 hex, +1 pop/turn; -3 stability].

[Anzhulak Hordes]
New death magic spells are in the works, in order to cow the common rabble into submission [1/4], while the raid boyz are sent out, coming back heavy with loot [+5 currency]. Still, in spite of a job well done, they are whipped along with the others to make them fall into line [1/4].

[Myrovova]
While there's barely any progress on the smithy [1/4, -4 stone], the men of Myrovova start crafting bows, as hunting was considered a noble pasttime back home [2/4, -4 wood]. Finally, Myrovova expands its lands [+8 hex, +1 pop/turn; -3 stability]
>>
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>>1242750
Tech list isn't final- if people are creative enough, new uses may be added.

OP is headed out for a bit, yell at me in the discord if I fucked up (Which I most likely did).

Eccentricities tomorrow. Maybe.
>>
Rolled 49, 9, 38 = 96 (3d100)

>>1242741
Kingdom Name: The Ore-eater Hive Confederation
Race(s): Ore-eaters
Color: Blue
Fluff: Ore-eaters are a sapient race of hive minded insects. Their name is derived from the fact that their diet naturally requires a large amount of minerals. As well Ore-eater larva are fed specific minerals during development to decide their drone typing. Each mineral has it's own specific drone typing associated and not even the Ore-eaters themselves know all the drone forms that their species possess.

The Ore-eater hive revolves around the queen, who lay eggs and give decisions. During pre-historic times the Hive would be similar to a tribe of other species. It was in the state of separate hives that the species stayed in until outside pressure from invading humans pushed them from the ore rich mountains they called home. Many queens came together after this incident and decided to unit their hives for mutual protection from outside invaders.

The Confederation is an oligarchy where every queen sends a sapient drone representative to the capital of New-Home for law making and voting on new policy. Each representative is given one vote, with the Central New-Home hive having two in case of a tie. Drones instinctively work for the betterment of their own hive but enjoy being rewarded every now and again. This usually comes in the form of queens releasing rare metals or gems for their drones to have as a delicacy.
Territory: 7
Settlements: (Capital City(New-Home))
Population: 12(+4/turn) (10 in mine)
Food: 1
Currency: 7(+2/turn)
Stability: 50/100
Industry: 4
Buildings (Capital City): [Queens' council chamber][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Stone Walls(Sm)]
Technology: [Excavation II][Discipline I][Construction I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 6(+1/turn)][Stone: 6(+1/turn)][Iron: 7(+2/turn)]
Armory:
Military: (3 Worker Swarms (1x))

1. Continue creating the rationing program. A healthy drone is a happy and productive drone. 1/4
2. Begin to expand around the base of the mountain so that we may more likely find ores to mine and consume.
3. Get to work on those farms drones. How can we feed more drones without more food? Those grubs arn't going to harvest themselves.
+Construction I
>>
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Rolled 88, 39, 26 = 153 (3d100)

>>1242745
[Fetid Kingdom](15)
Territory: 7
Settlements:(Tharug)
Population (Total/Unoccupied/Working): 14(+4/turn)/0/0
Food: 1
Currency:3 (+3/turn)
Stability: 50/100
Industry: 3
Buildings (Tharug):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Wooden Pallisade(Sm)]
Technology: [Savagery II][Religion I][Clubs I]
Magic:
Resources: [Wood: 5][Stone: 6][Iron: 6][Onions:5]
Armory:
Military: (3 Ogre Rabble (1x))
----
1. Send some Ogres to set up a trade route with the Thwacks, we can give them onion and they can give us hides.
2. Sir-Rec begins to round up his most big and brutal ogres to act as [Enforcers I] of his will.
3. Get working on those clubs ya gits! 1/8
>>
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>>1240630
An ogre stumbles into the goblin camp smelling of onions and pestilent rotting flesh.

"I ave come to yur camp by order of King Sir-Rec to invite ya to the Great Ogre Swamp alliance. The bigger ogres of the Fetid Kingdom and the medium ogres of the Thwack tribe tell you smaller ogres to join as there will be good krumping and thwacking. All Ogres will also not try to eat you lil ogres and stop anyone from krumping or thwacking you as long as you do the same for our ogres. What say you little ogres!"
>>
Rolled 50, 54, 63 = 167 (3d100)

>>1242745

[Neo-Thwack] (6)
Territory: 7
Settlements: (Big Thwack City [Cap.])
Population: (Total/Unoccupied/Working): 15 (+3/turn)/0/10
Food:1
Currency: 8(+3/turn)
Stability: 50/100
Industry: 4
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)]
Defenses: [Wooden Pallisade(Sm)]
Technology: [Savagery II][Clubs I][Tanning I][Gathering I]
Magic: None (No Spells yet)
Resources: [Wood: 7][Stone: 1][Hides: 6]
Armory:
Military: (3 Thwacklings (1x))
1. Trying again, the Thwacks build the clubhouse using wood and hides, clubbing the stone ruins of the last failed attempt for failing and using them as a foundation.
2. The Thwacks start a trade route dealing in scattered bones, hides, and sticks that look like lizards to the nearby Ogres of the Fetid Swamp.
3. The training grounds are finished up following a ritual where every stone used to construct them was struck by a club to make sure it was set in place solidly. [3/4]
>>
Rolled 65, 38, 81 = 184 (3d100)

>>1242741
Kingdom Name: Men'an'gahela (Tribe of Blood)
Race(s): Human
Color: Blood Red
Fluff: http://pastebin.com/GLhheyAV
[Men'an'gahela](12)
Territory: 7
Settlements:(Behemoth's Bounty)
Population (Total/Unoccupied/Working): 15(+3/turn)/0/0
Food: 2
Currency: 3 (+3/turn)
Stability: 50/100
Industry: 3
Buildings Behemoth's Bounty(Capital City):[Great Longhouse][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Blood Harvester 2/4]
Defenses: [Behemoth Bone Pallisades(Sm)]
Technology: [Alchemy II][Hunting I][Bows I][Spears I][Animals 2/4]
Magic: None (No Spells Yet)
Resources: [Wood: 6 +1/turn][Stone: 6 +1/turn][Iron: 6+1/turn ][Hide: 7 +1/turn][Blood 1]
Armory:
Military: (3 player named unit (1x))

1. Continue to work on the blood collector more. We need a constant source of it for our warriors. 2/4
+Alchemy II

2. Continue to study the animals of the desert. 2/4

3.Build a bowyer, so we can make bows on demand.
>>
Rolled 5, 65, 13 = 83 (3d100)

[Myrovova](7)
Territory: 15
Settlements: (Capital City(Korsk)), Ylarl
Population (Total/Unoccupied/Working): 17(+5/turn)/0/0
Food:1
Currency: 8(+5/turn)
Stability: 47/100
Industry: 3
Buildings (Capital City): [Royal Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Wooden Walls(Sm)]
Technology: [Discipline II][Armor I][Feudalism I][Taxation I]
Magic: None (No Spells yet)
Resources: [Wood: 6+1][Stone: 2+1][Iron: 6+1][Hides: 5+1]
Armory:
Military: (3 Akritae (1x))

1. Construct an Armor smithy 1/4

2. Research Bows 2/4

3. Raise Stability

The creation of the Kingdom of Myrovova was born in blood, but its future is forged in unity. As the social strata cements over the years new social estates emerge to replace the old order. The creation of Scions - Orcs elevated to near noble status as the assistants, spouses, and immediate family of Minor and Princely Houses is seen as a method to both reduce the threat of rebellion by prominent Orcs and to increase the amount of political clout held over the Great Clans by the noble estate.
>>
Rolled 79, 12, 6 = 97 (3d100)

>>1242745
Kingdom Name: Azoth Hegemony
Race(s): Homunculi
Color: Grey
Fluff: The Azoth Hegemony was created by a society of alchemists dedicated to discovering the secrets of life itself. To assist them in their work, they created a force of homunculi. The original alchemists eventually passed away, but their servants had learned all their secrets, and soon the homunculi began producing more of their kind. The homunculi have altered themselves extensively, and are able to alter their bodies to suit their needs. They have inherited their creators dedication to the study of bio-alchemy, and seek to further improve their biology. The Hegemony is ruled by a council of the oldest, most experienced alchemists.
Territory: 7
Settlements: Tirgraad (Capital City)
Population (Total/Unoccupied/Working): 16(+2/turn)/0/0
Food: 2
Currency: 6(+3/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Technology: [Alchemy II][Discipline I][Agriculture I]
Magic: Transformation I (No Spells Yet)
Resources: [Wood: 6(+1/turn)][Stone: 2(+1/turn)][Iron: 5(+1/turn)][Herbs: 6(+1/turn)]
Armory:
Military: (3 Homunculus levies(1x))

1: Continue construction of the library [2/4]

2: Keep working on our new transformation, the ability to sprout bone spikes and blades [2/4]

3: Continue work on augmenting ourselves with armor [1/4]
>>
>>1243054
A gaggle of riders approach the city of Tirgaad flying the standards of a noble house and those of Myrovova. They request an audience in realms of trade.
>>
>>1242745
[ATLEY]
Research facility (sm) complete (Engineering II taken into account)
>>
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Rolled 18, 54, 25 = 97 (3d100)

>>1242750
Kingdom Name: The Geo-Enclave
Race(s): Crystallids
Color: Yellow
Territory: 7
Settlements:(Fraktion: Capital City)
Population (Total/Unoccupied/Working): 12(+2/turn)/0/0
Food: 1
Currency: 8 (+4/turn)
Stability: 50/100
Industry: 6
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Crystal Cultivation II][Construction I][Smithing I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 2+1][Stone: 2+1][Iron: 7+2][Crystal: 7+2]
Armory:
Military: (3 Warrior Form (1x))
Eccentricities:

Unfinished
Mine[Sm]: 1/8
Research Facility: 1/4
Earth Magic: 1/8

1. Continue upgrading the Mine.

2. Continue upgrading the Research facility.

3. Continue studying Earth Magic.
>>
Rolled 12, 67, 46 = 125 (3d100)

>Kingdom Name: Solitary
>Race(s): Undead
>Color: Grey
>Fluff: Undeads who just wanna make dungeons so people can attack them while they sleep
>Territory: 7
>Settlements: (Capital City(Solitary's Dungeon))
>Population: 15(+3/turn)/ 5 / 10
>Food: 2
>Currency: 12(+5/turn)
>Stability: 50/100
>Industry: 4
>Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
>Defenses: [Traps and Riddles(Sm)]
>Technology: [Excavation II][Treasure-hunting I][Stealing I]
>Magic: Death I(No Spells yet)
>Resources: [Wood: 2+1][Stone: 7+2][Iron: 6+1][Bones: 6+1]
>Armory:
>Military: 2 Skeleton (1x) 1 Lich (1x)

10 people moved to working on the Lumber Mill instead.
1: Keep on digging! I want a Mega Dungeon.
2: Death Magic 3/4 : Just work on Death Magic on how to make more skeletons to do my bidding.
3: Improve the Lumber Mill actually.
>>
Rolled 29, 44, 20 = 93 (3d100)

>>1242750
[Arianthea](8)
Territory: 7
Settlements: (Capital City(Player Named))
Population: 16(+4/turn)(10 to quarry, 6 free)
Food:1
Trade Routes: 7/t(Claw 1/t, khaz 2/t, Atley 4/t)
Currency: 16(+11/turn)
Stability: 50/100
Industry: 4(3 base, +1 from quarry boost)
Buildings (Dragon Pass): [Reliquary][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Discipline II][Armor I][Domestication I][Pottery I]
Magic: None (No Spells yet)
Resources: [Wood: 6+1][Stone: 7+2][Iron: 6+1][Dragon Scales: 6+1]
Armory:
Military: (3 Reaping Dragons (1x))

1. seek out drakes to rebuild our menagerie
"My armies were once feared for the dragon-kin they once commanded, but after the battle many were lost and did not make the journey. We need to start over again from the simple drake. A powerful beast that is capable of tearing through enemy lines as it is carrying the heavy burden that is our supplies and wagons."

2. Establish a traderoute to the Theocracy of the Ancients
"It seems these gnolls are of a different breed, they are capable of true study and civilization. It would be good to gain access to their markets as they have shown to have a penchant for finding ancient artifacts."

3. Use the new Atley School to research [armor II] and share the results when completed
"Brutus reports that these engineers of Atley focus on their craft to the exclusion of all else and have recently built an institution of learning designed to facilitate this. The new school brings a great opportunity to have our own smiths improve their designs, show that we ourselves of capable of craftsmanship, and establish a system where we can both share what makes our nations great."
>>
Rolled 25, 58, 73 = 156 (3d100)

>>1242757
[Theocracy of the Ancients](4)
Territory: 7
Color: Purple
Settlements: Heart of the ancients(Capital City)
Population: 18(+6/turn)
Assigned Population: 5 Archaeologists, 10 iron miners
Food: 2
Currency: 11 (+4/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Palisades and traps(Sm)]
Technology: [Savagery II][Hunting I][Excavation I]
Magic: Air I(No Spells yet)
Resources: [Wood: 6+1/turn][Stone: 6+1/turn][Iron: 6+1/turn][Scrolls: 1+1/turn]
Armory:
Military: ([3] Slaver Pack (1x))
Assign 5 pop as Archaeologists to study ancient artifacts
Assign 10 pop as Iron Miners
>Continue Magic Research Air II (1/8)
+5 scrolls
>Construct a fight pit
The higher population has led to more stress for Darah's people, so she came up with a solution while watching males fight for her enjoyment. Having an area devoted to removing their natural aggression will make people happy and entertain her.

>Research lightning Staff
The ruins bring forth a new weapon. A staff that fires bolts of lightning. Darah assigned people to learn how to replicate them.
>>
Rolled 86, 92, 19 = 197 (3d100)

[Yamato](2)
Territory: 7
Settlements: Futenma (Capitol)
Population: 16(+4/turn)/0/0
Food: 1
Currency: 9(+4/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Futenma Castle][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Walls of Futenma (Sm)]
Technology: [Smithing II][Swordcraft I][Naval I]
Magic: Air I (No Spells yet)
Resources: [Wood: 6 (+1/turn)][Stone: 2 (+1/turn)][Iron: 6 (+1/turn)][Bamboo: 6 (+1/turn)]
Armory:
Military: (1 human conscript (1x), 1 oni conscript (1x), 1 tengu conscript (1x))

Actions:
1. Continue the development and training of Raikido and Karaji. If our troops do not have a base to stand on even an oni will be vulnerable, and those who are vulnerable are the ones that will be consumed by war. Swords and armor can do much but we must not rely on them alone.
2. In light of the shipwright's illness we will focus on a new project for the time being - solidifying our control over the Shinkoku Islands. We should expand more into our core island of Ryoshima.
3. The Temple of Wisdom is seeing good progress and should continue. The Tengu Priests, at the very least, will be ecstatic upon its completion.
>>
>>1243320

If possible spend enough currency to ensure completion of the temple - shouldn't be too much
>>
Rolled 54, 60, 20 = 134 (3d100)

>>1242741
[Lich's Dominion](10)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 12(+3/turn)/0/0
Food: 1
Currency: 5 (+6/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [The Gilded Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Barricades(Sm)]
Technology: [Taxation II] [Infantry I][Discipline I]
Magic: Ice I (No Spells Yet)
Resources: [Wood: 6, +1/turn][Stone: 6, +1/turn][Iron: 6, +1/turn][Bones: 6, +1/turn]
Armory:
Military: (3 Skeletal Rabble (1x))

1. Continue the research of Necromancy. It takes time, effort and quite a bit of trial and error for the Gilded Lich to properly apply his bardic-vancian hybrid style of spellcasting. 2/4

2. Perhaps the Feasting Hall was a fluke. Inapplicable to ALL designs... but if the feasting hall does not work, what will?

Gilded flips to page 666, titled "Religion." Yes. Religion! The opium of the masses.

Begin constructing a religious doctrine: Worship of a rather abstract god of money, wealth and personal success. With The Gilded Lich as his undying prophet and herald, of course...

3. Continue our forays into the diverse and begrudgingly tedious realm of Mining. 1/4
>>
>>1240496
"We have no chief and will hold you here pinky until market day or even beyond that if all you can do is flap your lips. Perhaps I'll make you into a stew."
>>
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>>1243320
A Myrovovan envoy is sent to Futenma to discuss matters with the Emperor. Lord Olegstova approaches with a small party of five others. When questioned, he discusses that he is merely here for the purposes of trade, relations, and discovery. Indeed, the party spends a decent amount of time and iron coin in the sake dens.
>>
>>1243364
"So be it. We are not performing monkeys for your primitive amusement. The Court will remember your lack of respect." Insulted, the court's envoy and his meagre armed escort retreats from the gnoll encampment, sneering as he goes.
>>
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>>1243320
>>1242741

Also if possible make sure to expand westwards towards the center of the islands.

>>1238927

A single merchant's vessel of foreign make arrives on the shores of Ganeshadneggar, with some rather strange crew members. Some are red, brutish-looking giants while others are regular humans. Still, there are some strange black birdlike creatures flapping about, inspecting the rigging and fixing any flaws they might find.

The captain, a human, steps forward and declares his intentions - "I am Captain Sumeragi of the Hinomaru, tasked with establishing ties of diplomacy and trade with the people of Ganeshadneggar. Permission to come ashore?"
>>
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>>1243378

The envoy is received and granted an audience with Emperor Yoshitsune. In the Imperial Throne Room, the envoy is greeted by three people - a towering red six-armed behemoth of a man, a much smaller and venerable birdlike creature with slightly greying feathers, and the Emperor himself, sitting on the Jade Throne. The Emperor speaks up. "We hear your request for diplomacy, but we know little about you. Come, tell us about yourself, where you hail from, and what exactly you wish to discuss today. "
>>
Rolled 42, 33, 1 = 76 (3d100)

>>1242750
[Anzhulak Hordes](17)
Territory: 7
Settlements:(Arkza)
Population (Total/Unoccupied/Working): 12(+4/turn)/0/0
Food: 1
Currency:13(+3/turn)
Stability: (50)/100
Industry: 3
Buildings (Capital City): [Banner of War][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Looting II][Discipline I][Savagery I]
Magic: Death I (No Spells Yet)
Resources: [Wood: 6][Stone: 6][Iron: 6] (1/1/1)
Armory:
Military: (Goblin Warbands(1x)) (Goblin raiding party)1x)) (Suicide troops))1x)
Progress: 1/4 death magic, 1/4 Discipline

Action 1: Weeb need ter git theyz boyz in da place (Discipline)
Action 2: If theyz boyz donz 'urry up their 'eads will roll (DA DEATH MAGICS)
Action 3: Da great lord 'isself demands more land fer us, nows git a move on ya gitz!
>>
>>1241033
"We'll see how honorable your people. In time I will give you a test of your loyalty. And I do remind you who was in these lands first. So for now I welcome you. May we drink the blood of our enemies together."
>>
>>1242832
Ah ugh, da gud ole beetin'. i say weeb join ya in beetin' theyz stoopid gitz dat tink their "cultrue" iz ony gud, Weeb accept yer 'umble an great reqwest in destroyin' theyz lands.
>>
>>1243475
Forgot pic
>>
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Rolled 92 (1d100)

>>1242750
Kingdom Name: The Court of the Claw
Race(s): Human - with a ruling caste who trace their ancestry to dragons
Color: Gold (Civ 11)
Fluff: >>1228200

Territory: 14
Settlements:(Capital City), (Southern Outpost)
Population (Total/Unoccupied/Working): 15(+4/turn)/0/0
Food: 2
Currency: 4(+4/turn)
Stability: 47/100
Industry: 3
Buildings:
(Capital):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Magic School (sm)]
(Southern Outpost): -
Defenses: [The Towers of the Court(Sm)]
Technology: [Construction I][Discipline II][Feudalism I][Writing I]
Magic: Fire I (No Spells Yet)
Resources: [Wood: 6][Stone: 2][Iron: 6][Dragon Scales: 5]
Armory:
Military: (3 Thinblooded Militia (1x))

Trade begins to trickle up into the lands of the Court from Arianthea, the territory of the former dragon-mercenary Alvar. Courtly bureaucrats quickly establish a hegemony over the business of providing these foreign visitors with the ritualistic masks marking these southern merchants as tolerated foreigners with business in the Court. The yet-to-be-confirmed Dragonblooded Constabulary eyes these exchanges with suspicion, all too wary of foreign influences seeping into the daily rituals of the draconic aristocracy.

A barest handful of traders even make it to the court itself - those trading in the most extravagant luxuries receive the patronage of Dragonblooded noble families - and these families make a point of demonstrating in front of the court, explaining to their fellow courtiers what a tragedy it would be if this productive trading were to be disrupted for any reason.

This faction goes on to insist that the Court should claim the open plains between themselves and Arianthea so that there is no chance of uncivilised banditry negatively impacting this new commerce. Faced with a coalition of nobles in his own court, The Clawed Master finds himself unable to object to their demands for fear of losing face by spurning so many. Edicts are issued to that effect, and a governor is appointed for the new settlement on the shores of the basin's lake.

1. Zhugan Mao sits by himself in his palanquin as his servants bear him to the southern outpost established by officer Tancezhe and his volunteers. He twitches the curtains and looks out, surveying the land. In his mind he is already formulating plans for where to order the wooden buildings erected to turn the land into a bona fide settlement.

His governorship was not an opportunity he planned to waste. If all went well, his family may even petition the Clawed Master to remain as rulers of this new centre of population and commerce.
>Upgrade the (Southern Outpost) to a town - begin the construction of a city.
+[Construction I]
>>
Rolled 39, 16 = 55 (2d100)

>>1243481
>>1242750
2. Officer Tancezhe stands to recieve the visitor from the court. His armour - less ornamented and more scuffed than many of his contemporaries - bears the marks of travelstains and hard use. Even so, the low bow to the arriving courtier is no less than perfectly deferential.

"To what do we owe this unexpected pleasure, my lord?" The soldier asks, his men behind him.

"I bear missives from our Illustrious Master himself," comes the aloof voice from the elegant palanquin. "You are to take your men and secure a route between the court and their nearest and dearest neighbours."

The veteran's brow knits, and mild concern mars his features. "We aren't to remain here, to ensure the peace is kept?"

"That responsibility will be mine," The smug snake of an aristocrat insists with supreme self-satisfaction. "I will keep the peace and oversee the building of such homes as the people require. I have your orders right here."

A small chest is opened and sealed documents change hands. There's an acknowledging grunt from the old warrior. "My men will make ready to decamp. Good luck, governor." His disdain for the elitist is obvious to anyone who hears the tone of that title - but Tancezhe is nothing if not a dutiful servant, and makes ready his men.
>Expand into new territory as marked in gold for preference, with 10 idle pops

3. At court, high-born families send their sons and daughters to be admitted into the Dragonblooded Constabulary - and these indulgent aristocratic wastrels are trained in all the arts they may require to keep order and stability in the realms of the Court of the Claw. These skills include bureaucracy, familiarity with the laws of the land - and how to operate in secret and gather information as secret and military police.
>Continue to assemble a Dragonblooded Constabulary in the hopes that they might make the realm incrementally more stable over time [1/4]
>>
Rolled 9, 1, 46 = 56 (3d100)

[Atley](19)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 16(+4/turn)/6/10
Food: 2
Currency:6(+6/turn)
Stability: 50/100
Industry: 6
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Engineering II][Construction I][Smithing I]
Magic:
Resources: [Wood: 6][Stone: 3][Iron: 6]
Armory:
Military: (3 Rudimentary Automata (1x))
Eccentricities:
Progress: Scouting 1/2

1. The dwarves of Atley have felt lonesome for being so far away from their goddess, Hestia of the Hearth. In order to appease their aching souls, they attempt to build a church in her honor.
+Stability
+Iron Magic

2. The scouting party looks high and low for what the higher ups said "A beast that runs as quick as lightning", the madman back home plan to emulate such a beast using some form of golem magic.
+Calvary
+Livestock

3. Few Automata survived the journey to Atley, finding themselves shorthanded, a resident came up with the idea to create a workshop dedicated to building automata.
+2x Military Units
+Unit Creation
>>
>>1242745
Kingdom Name: Principality of Khaz
Race(s): Equus
>Color: the most disgusting shade of pink imaginable.
Territory: 7
Settlements: (Capital City(Khaz city))
Population: 19(+7/turn)
Food:1
Currency: 11 (+6/turn)
Trade routes: Arianthea(+1)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)](How much does all this produce?)
Defenses: [Wall](Sm)
Technology: [Discipline II][Religion I][Pyrotechnics I][Breeding Program II]
Magic: None (and never will ;)
Resources: [Wood: 5][Stone: 5][Iron: 5]
Armory:
Military: (3 Inquisition Infantry (1x))
Ongoing: propaganda [2/4]
1. "Khaz and Equus is holy" this phrase refers to the fact that the nation and it's people, together, is something blessed. Continue propaganda.
2. We will need iron, improve mining.
3. Construct an official Inquisitorial Academy.
>>
Rolled 18, 62, 60 = 140 (3d100)

>>1243580
>>
Rolled 57, 97, 38 = 192 (3d100)

>>1242741
[Festungürtel Barondom]
>Territory: 7
>Settlements: Festungürt[Capital City]
>Population: 17(+5/turn)
>Food:1
>Currency: 10(+5/turn)
>Stability: 47/100
>Industry: 3
>Buildings:
--Festungürt: [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
>Defences:
[Wagon Forts(Sm)]
>Technology:
[Chariotry II][Armor I][Domestication I][Taxation I]
>Magic: >Implying
>Resources:
[Wood: 6(+1/t)][Stone: 2(+1/t)][Iron: 6(+1/t)][Horses: 6(+1/t)]
>Armory: N/A
>Military:
3 [Levied Peasants(1x)]

1: Having been new to the fauna of the new lands, farmers and the likes began to adapt to farming plants that endures in the current environment.
>Agriculture I
2: Crossbows I
3: Workshop I [2/4]
>>
>>1243426
"I am Lord Eusebius Olegstova, Marcher-Lord of Petroslavl, on mission from the Sun King Mithridates II Aleksandyr. We come from Myrovova, far to the north of the Wildlands. We two are few of the civilized nations of these far flung parts. My King wishes to express to you his earnest interest in peace and well-being toward your most illustrious house and your people. It is his desire that our two nations engage in trade and good relations. Morovova seeks to civilize and pacify the wild northern expanses, but it cannot be done alone. Friends made and partners in prosperity is what he seeks to find and create to the south. Your court is the first we stopped by on our journey further south, for we hear of the Raja and the land of Elephantine men who likewise enjoy the fruits of civilized life."
>>
Rolled 2, 30, 33 = 65 (3d100)

>>1238791
>>1242745
Kingdom Name: The Clan
Race: Human
Color: Eggshell White
Fluff;
http://pastebin.com/y7XhbCvP

[The Clan](14)
Territory: 7
Settlements: Capital City: Burzumgard
Population (Total/Unoccupied/Working): 16(+4/turn)/0/0
Food: 1
Currency:3 (+3/turn)
Stability: 50/100
Industry: 3
Buildings (Burzumgard):[The Ruins of Dark Tower][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses:(Burzumgard): [The Black Gates (Sm)]
Technology: [Fanaticism II][Hero Worship I][Construction I]
Magic: Enchanting I(No Spells Yet)
Resources: [Wood: 8 (+3)][Stone: 5 (+3)][Iron: 8 (+3)][Souls: 6 (+1)]
Armory:
Military: (3 Volunteer Fighter (1x))

For the demigod who had prevented his people from manifesting a complete free will apart from his lieutenants to maintain his sovereignty against invaders he had to perform every function of government (which was generally to monitor and repress any beings with extraordinary will from opposing him), organizing all the Clan's industries, furthering development, communicating with those outside and surveying the lands all by himself. So to enhance his own abilities he made artifacts of great power to house Parallel Wills which could perform these tasks and report progress back to him.

Dumb Ass possessed some memories of the demigod and could recall being in possession of the artifacts. Clearly they had been broken in the ascension when he recalled all the power of his soul to try and endure my spell and there was no salvaging those pieces from the rubble. My efforts would be better use learning the demigod's magics from memory to make my own artifacts.

In the mean time, if we can learn how to enchant objects and rooms with the power to restrain magic beings or keep away pestilence-spirits we can advance our civilization.

1 Enchanting II - Trinkets, Rooms, Souls and You.

2 Tower of Man 1/4. Not quite as high as the old tower but it will do for administering the Capital and the surrounding area. We remember some of the techniques used to build in the dark age of spirit and the wooden scaffolding that we have raised means we can build faster and safer.
[Construction I]

3 Citizen's Recruitment Office. 1/4. We are not just recruiting soldiers but future fully enfranchised Citizens of The Clan. Even though not all the jobs are dangerous we should discourage those who are not ready to face the realities of war by having men who were scarred or suffered greatly from the labors of the demigod as recruiters to scare the wimps off until they are ready ensuring the strength of our culture and beliefs in militant heroism are strengthened.
[Fanaticism II][Hero Worship I][Construction I]

For now I will put 10 of my pop to work in the Quarry. (How much Food and Industry would 10 pop make on a farm in fertile grassland produce?)

-FPN-
Citizen Colonization Act
We should make use of the currently large Citizen population of the Capital to create a boom in expanding Clan Territory.
Reduce stability loss expand natural
>>
(I'm the red nation farther to the south of the rajas, on the islands. Diplomacy and related fluff are free actions though and don't really require much so it's still fine)

The venerable tengu lord Tenjin speaks up, with a deep but parrot-sounding voice. "Yes, trade would benefit most of our people. However, there is one issue that weighs on me, though it is not an insurmountable one." He gets out a map of the Wildlands and rolls it out on a table, where he beckons Lord Eusebius to look at it with him. "The trade route you propose is long, and may easily be severed or interrupted by hostile parties. Trying to defend the entirety of the trade route will spread both our forces dangerously thin. We will set up a provisional route for now, but if this is to work in the long run we would do well to gain the favor of civilizations along the proposed route. This will only help the income generated along it. My proposal is to parley with the ganeshas and crystalfolk to produce a single, more easily defensible and more profitable trade route between our respective kingdoms. We have sent Captain Sumeragi to talk with the people of Ganeshedneggar and we currently await his results. We do not foresee and problems however, as they have much to gain from such an arrangement. What are your thoughts on this?"
>>
File: trade route.png (1.72 MB, 2500x2000)
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>>1244634

Forgot pic
>>
>>1244634
"I do not disagree with your observation. Any trade route would be long indeed, and the linking of southern nations with our northern one by a mutual trade route between many parties is not something we are against. However, a route by sea is also feasible, should we choose to use that instead of a direct route south through other nations should they be... uncooperative."
>>
>>1243259
You are our closest neighbor who hasn't been included in the west mount coalition. How'd you like to get involved in this shit.
>>1242794
You are also in the same region, but have not been included. We know the benefits of a multitude of allies.
>>1238535
You just bother me on account of the open water you could cross to shank me in the least mountainous side. One way or another I'll be keeping a close eye on you.
>>
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Rolled 24, 90, 1 = 115 (3d100)

Kingdom Name: Titanic Kingdom
Race(s): Super-humans
Color:Cyan
[Titanic Kingdom](18)
Territory: 7
Settlements: Olympus.
Population (Total/Unoccupied/Working): 16(+4/turn)/0/0
Food: 1
Currency: 4(+4/turn)
Stability: 50/100
Industry: 5
Buildings (Capital City):[Government Building][Farm II 2/4(Sm)][Lumber Mill II 3/8(Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Discipline II][Looting I][Swords I][Spears I]
Magic:
Resources: [Wood: 0 +1/turn][Stone: 6 +1/turn][Iron: 6 +1/turn][Stimulants:6 +1/turn]
Armory:
Military: (3 player named unit (1x))
1. Continue building a Farm, an army marches on its stomach after all.
2. Keep working on that mine if we don't have metal, we don't have weapons.
3. Continue establishing a logging operation with whatever trees we can find here. There's always a demand for wood
>>
>>1244900
>>1244914
Hey I'm talking to you!
>>
>>1245037
And why would we attack when there are several other nations right next to you that could easy jump at the chance and take us both out? We like war, but we are not stupid in waging it.
>>
>>1245055
You are in an advantageous position for it, and it's my job to be paranoid. At any rate I've watched a horned one charge 50 to one odds, if Slunia gets to you there is no telling what you would do. Just try to keep your wits about you, you aren't the only ones to suffer should the devil queen take your lands.
>>
>>1245154
Who is Slunia? if this devil queen should march her army here then i will drown her in the blood of her men.
>>
Rolled 80, 50, 98 = 228 (3d100)

>>1242750
[Wandering Green](21)
Territory: 7
Settlements: The Sylvan Wood
Population (Total/Unoccupied/Working): 15(+3/turn)/0/0
Food: 1
Currency:8(+3/turn)
Stability: 50/100
Industry: 5
Buildings (The Sylvan Wood): [Grove of the Ancients (Government Building)][Farm (Sm) (to be changed based on fluff maybe)][[Quarry (Sm)][Mine (Sm)]
Defenses: [Wall of Living Forest (sm)]
Technology: [Savagery II]
Magic: Life I (No spells yet)
Resources: [Stone: 8][Iron: 2][Magic Stones: 6]
Armory:
Military: (Treant Warmongers x3)
Eccentricities:

1. Continue working on reinforcing our natural armour with Iron and Stone (We are basically big plants that walk around so extra weight and durability from big hunks of stone and metal in our backs and arms is really what I'm going for here) 1/4

2. Begin reinforcing our reserve of forces, see about converting some of our larger bretheren into walking warmachines (work on producing a new unit type ala pic related).

3. Continue working on Life magic so that we may prove our dominion over the races of man and some other rambling about plant superiority. 1/8

Send 10 of the population to work in the mines so that can get more magic stones and iron
>>
>>1245170
A bit difficult if her men are your men.
>>
>>1245170
>>1245330
As for who Slunia is, she is very dangerous, she gets in people's heads, and gives them unnatural powers in return for the ruin of this world.
>>
>>1245360
Unnatural power you say? How much power? And where can she be found?
>>
>>1245390
Nowhere near enough to get away with having searched it out. As far as we know she doesn't exist in this world, almost as if she can go beneath reality itself.
>>
>>1245404
Then she is of no concern to us. If the chance for power gained is not worth the time and resources lost then there are better things we could do. I won't waste my time with her unless she comes to me personally.
>>
>>1245429
Don't ever lower your Defenses, be wary of your own mind, and of those around you. You will be targeted for what you could do to Khaz.
>>
>>1245536
If you know what we could do to you, then why make vague threats? The strong should band together.
>>
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>>1244530


>>1243054
A messenger and his entourage from the Clan arrives seeking to initiate trade on behalf of his fellow Citizens.

>>1242964
A Citizen of the Clan has come hoping for an audience to discuss opening a trade route between our nations.

>>1243352
A man from the Clan arrives wanting to trade with the Lich's Dominion.

>>1243128
A man come from the other side of the mountain (or through a pass if it isn't impassable) hoping to find trade among the rock-men.
>>
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>>1245598
The Messenger may not find it too difficult to scale the mountains that enclose Seasand View Valley, but there was no need! Though their homes were confined to the caves on the mountainside, The Crystallids can and would wonder. The messenger would find a pair, milling about the lake aimlessly.

They would listen to his offer, of trade and merchants, but would offer empty hands up in a familiar pose of apology.

"We have nothing to trade! Merely the food we eat, which your kind does not, and the meager resources we draw from the land, the same as your people do! By all means, if you have an idea, please let us know!"
>>
>>1245578
Let's start with keeping the alicorn out of your mind, and think about an alliance later.
>>
>Nearly everyone posts twice in a row
>Turn 2
Is this a new record?

[Ore-eater Hive]
The rationing program is nearly finalized, complete with intricate diagrams of how much food each drone type gets, and when and under what circumstances [3/4]. Though expansion efforts fall flat, the farming drones do finally get started on their work, though just barely [1/4, -3 wood].

[Neo Thwack]
Thwack start building clubhouse [2/4], and trading with ogres [+2 currency/turn]. Training Ground ready [Training Ground I].

[Men'an'gahela]
Finally, after much hard work, the blood collector is finished- the tubes run red, and the collection pouches need to be constantly replaced [Blood extractor I, +1 blood/turn], while the study of the desert's animals nears completion [3/4], and construction of a bowyer is underway; soon the tribe will be able to produce bows [3/4, -4 stone]!

[Myrovova]
There is a problem with the armor smithy; it's nearly done, but the architects notice some massive structural problems; the structure is torn down to be rebuilt from scratch [0/4]. However, the new bow designs are ready- now if there was only someone who could manufacture them [Bows I]. At the introduction of a new social system, the orcs scoff, content with their tribal ways, and go back to their business.

[Azoth Hegemony]
The library is finally open for business, all the collective knowledge of the Hegemony stored inside. There's no progress on anything else, however.

[Geo Enclave]
The workers continue in the mine, but soon hit a massive rock, one that their picks have little chance of breaking. they have no choice but to go around it. However, the Research Facility is nearly complete [3/4], and the study of earth magic is crawling along, slowly but steadily [2/8].

[Solitary]
>Quarry: Lose +1 stone/turn, -1 Industry
>Lumber Mill: +1 wood/turn, +1 Industry
The necromancer is too focused on practicing his magic techniques to command his minions to expand the dungeon, but he does make a significant breakthrough [Dark Magic I]! Meanwhile, the lumber mill is undergoing renovations, if slowly [1/4, -4 stone]

[Arianthea]
>sharing tech
>read the rules m8
A scouting party outside the walls of Arianthea come back with news- they've found steaming hot piles of drake feces, and roaring nearby confirms that the beasts are around. And so, armed with heavy nets and rope, another party is sent out to capture some of the beasts and bring them back [1/4], while a party of merchants sets out to form a trade route with the gnolls to the north of the city [Trade Route-Theocracy: +1 currency/turn], and a team of researchers sent to the city-kingdom of Atley set to work on ways to make the armor of the Kingdom more effective [1/8, -4 iron].
>>
>>1245716
[Theocracy]
>Your stat sheet should read free pop/assigned pop. Or at least subtract assigned pop from your pop stat
Pouring over the ancient scrolls they've uncovered in their dungeon delves, the mystics of the theocracy have come to a greater understanding of air magic [3/8], while Darah organizes the construction of a fighting pit, much to the excitement of her people [2/4, -4 stone]. Done with their scroll studies for the time being, the mystics turn their attention to a separate project- the creation of staffs that can shoot magic [3/4, -4 wood].

[Yamato]
>Remember to note progress on actions
The unarmed training completes; the soldiers are now much more potent, even when without weapons [unarmed I], while a massive expansion undertaking is planned; the people of Yamato swarm westward, setting up a couple outposts and further solidifying their control of the island [+16 hex, +2 pop/turn from new outposts; -6 stability]. The workers seem exhausted from the expansion effort, and are sluggish when working on the temple, but a few gold pieces are enough to get them motivated, at least slightly [3/4, -1 currency].

[Lich's Dominion]
Finally, after weeks and weeks of trying and failing to resurrect the dead, the Lich is finally able to do it, learning the basics of necromancy [Necromancy I]! Spurred on by his success, the Lich begins to spread the worship of his newfound 'god', and by proxy, himself, among the populace of his Dominion [2/4]. And finally, the workers are still working on their mining techniques. It is still as diverse and begrudgingly tedious as ever, though [2/4].

[Anzhulak Hordes]
>Discipline should be 1/8, my bad
The common rabble needs more discipline! Run, ya gitz [2/8]! Though there is slight progress on the death magics [2/4], the expansion effort turns out to be a disaster- the forward expedition ran into a Warg den, the large black wolf-like creature still being home. The party manages to drive the beast away, but not before losing one of their own, a great goblin warrior. After his funeral, the people start to murmur about the effectiveness of the horde [-5 stability].

[Court of the Claw]
A massive amount of resources and skilled builders are sent to the southern outpost to make major renovations [3 turns, -4 wood, -4 stone], while once again, the Court expands its lands [+8 hex, +1 pop/turn].

[Atley]
No matter how hard and what angles they work at, the dwarfs of Atley can't seem to build a suitable temple, and the project is scrapped. Meanwhile, a beast is found- a herd of them actually, horses with green tinted manes called Arion, said to be the fastest horses in the world. However, no matter how hard they try, the Arion evade them, and so they return, empty handed and humiliated, to the city [-3 stability]. However, a workshop is nearly ready for business [1/2; -3 stone].
>>
>>1245723
[Khaz]
The church's propaganda campaign hits a snag when it tries to recruit many of the young ones- they just laugh and walk away. However, The Equus miners improve their techniques some [2/4], and the church orders the construction of an Inquisitorial Academy. It should bring more stability to the region [2/4, -4 stone].

[Festungurtel]
The farmers start adapting their techniques to their new homeland [2/4], and crossbows are easily made this time [Crossbows I]! The workshop is nearly done as well, it just needs a few more finishing touches [3/4].

[The Clan]
Unfortunately, the enchanting rooms don't really work out. Those who enter, don't come back [-2 pop]. Both the Tower of Man and the Recruitment Office are still being constructed [2/4 each].

[Titanic Kingdom]
>Be sure to note action progress!
The soil of another farm is still being tilled [3/4], and the mine is stalled again because there's a lack of wood for supports. The slaves are sent to collect some, though [+4 wood]. There's a massive issue with the lumber camp- the area that the builders said had a small forest, was actually a wide grassland. The citizens laugh at their stupidity [-5 stability].

[Wandering Green]
>Mines: +1 iron/turn, +1 Stone/turn, +1 Industry
>Mark on your sheet
Finally, the trees have their extra armor. It will take a special place to outfit them with it, though [Armor I]. Meanwhile, a new, heavily armored unit is being worked on, but there is a lack of iron [2/4, -2 iron, need 2 more to finish], and great leaps of progress are made with Life magic [5/8].
>>
File: Wildlands.png (1.52 MB, 2500x2000)
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>>1245731
And map. As always, OP probably fucked up somewhere. Please point me to where if I did.

Unfortunately no eccentricities yet, as I entrusted them to OP's helper. I regret the error.
>>
Rolled 92, 83, 71 = 246 (3d100)

>>1245731
Kingdom Name: Principality of Khaz
Race(s): Equus
Color: the most disgusting shade of pink imaginable.
Territory: 7
Settlements: (Capital City(Khaz city))
Population: 19(+7/turn)
Food:1
Currency: 11 (+6/turn)
Trade routes: Arianthea(+1)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)](How much does all this produce?)
Defenses: [Wall](Sm)
Technology: [Discipline II][Religion I][Pyrotechnics I][Breeding Program II]
Magic: None (and never will ;)
Resources: [Wood: 5][Stone: 1][Iron: 5]
Armory:
Military: (3 Inquisition Infantry (1x))
Ongoing: propaganda [2/4] mining [2/4] academy [2/4]
1. Propaganda
2. Mining
3. Inquisitorial Academy
>>
>>1245598
The Citizen is met at Korsk by an almost entirely Human party. The party, consisting of a few of the King's ministers and a few Princes, listens to what the Citizen has to discuss. "Speak your peace, Citizen. We are interested in trade and relations with any in these parts."
>>
Temple complete [Temple I] (+2 stability)
>>
Rolled 9, 2, 23 = 34 (3d100)

[Myrovova](7)
Territory: 15
Settlements: (Capital City(Korsk)), Ylarl
Population (Total/Unoccupied/Working): 12(+5/turn)/10/0
Food:1
Currency: 13(+5/turn)
Stability: 47/100
Industry: 3
Buildings (Capital City): [Royal Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Wooden Walls(Sm)]
Technology: [Discipline II][Armor I][Feudalism I][Taxation I][Bows I]
Magic: None (No Spells yet)
Resources: [Wood: 7+1][Stone: 3+1][Iron: 7+1][Hides: 6+1]
Armory:
Military: (3 Akritae (1x))

Assign 10 pop to the Quarry

1. Construct an Armor smithy 0/4

2. Research Arcane magic

3. Construct Bowyer
>>
+8 hexes (+1 pop/turn)
>>
Rolled 62, 44, 48 = 154 (3d100)

>>1245716
[Arianthea]
Territory: 7
Settlements: (Capital City(Player Named))
Population: 20(+4/turn)(20 to quarry, 0 free)
Food:1
Trade Routes: 8/t(Claw 1/t, khaz 2/t, Atley 4/t, Ancient 1/t)
Currency: 28(+12/turn)
Stability: 50/100
Industry: 4(3 base, +1 from quarry boost)
Buildings (Dragon Pass): [Reliquary][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Discipline II][Armor I][Domestication I][Pottery I]
Magic: None (No Spells yet)
Resources: [Wood: 7+1][Stone: 9+2][Iron: 7+1][Dragon Scales: 7+1]
Armory:
Military: (3 Reaping Dragons (1x))
Ongoing: Armor II 1/8, drakes 1/4

>assign another 10 pop to the quarry

1. seek out drakes to rebuild our menagerie
(domestication I)

2. Use the new Atley School to research [armor II]
(School, armor I)

3. Research engineering I
(school, armor I)
>>
>>1245831

14 currency and 1 dragon scale for action 1

6 currency and 1 iron for action 2

3 currency and 1 stone for action 3
>>
Rolled 55, 67, 43 = 165 (3d100)

>>1245716
Kingdom Name: The Ore-eater Hive Confederation
Race(s): Ore-eaters
Color: Blue
Fluff: Ore-eaters are a sapient race of hive minded insects. Their name is derived from the fact that their diet naturally requires a large amount of minerals. As well Ore-eater larva are fed specific minerals during development to decide their drone typing. Each mineral has it's own specific drone typing associated and not even the Ore-eaters themselves know all the drone forms that their species possess.

The Ore-eater hive revolves around the queen, who lay eggs and give decisions. During pre-historic times the Hive would be similar to a tribe of other species. It was in the state of separate hives that the species stayed in until outside pressure from invading humans pushed them from the ore rich mountains they called home. Many queens came together after this incident and decided to unit their hives for mutual protection from outside invaders.

The Confederation is an oligarchy where every queen sends a sapient drone representative to the capital of New-Home for law making and voting on new policy. Each representative is given one vote, with the Central New-Home hive having two in case of a tie. Drones instinctively work for the betterment of their own hive but enjoy being rewarded every now and again. This usually comes in the form of queens releasing rare metals or gems for their drones to have as a delicacy.
Territory: 7
Settlements: (Capital City(New-Home))
Population: 16(+4/turn) (10 in mine)
Food: 1
Currency: 9(+2/turn)
Stability: 50/100
Industry: 4
Buildings (Capital City): [Queens' council chamber][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Stone Walls(Sm)]
Technology: [Excavation II][Discipline I][Construction I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 4(+1/turn)][Stone: 7(+1/turn)][Iron: 9(+2/turn)]
Armory:
Military: (3 Worker Swarms (1x))

1. Continue creating the rationing program. Worker drones should get more food during the peaceful times and warriors when preparing for or at war. 3/4
2. Begin to expand around the base of the mountain so that we may more likely find ores to mine and consume.
3. Continue to expand the farms. 1/4
+Construction I
>>
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>>1242796
>>1243461
>>1242841

Ughs and Ugh-Thwacks! Thwackians have announcment in making! Training Ground ready for training thwacklet into strong Thwack: all Thwackians big and small welcome to test strength of body and club and become proper thwacky! Berrypicker no apply! RAAAUGH! If you think you clever, also can volunteer to be Tac-Head: Tac-Heads are all tactic-y and known special skill to make other Thwack into greatest warrior!

Remember: if you no break nothing, you not thwacking hard 'nough!

((Big Thwack City's Training Ground I is free to use for all friendly factions in lieu of everyone having to build a seperate barracks. It would also be nice if whoever has the highest Savegry and other tactics like Discipline enables these skills to be trained here for everyone, to reduce the need for all of us to research Savegry.))
>>
Rolled 21, 93, 70 = 184 (3d100)

>>1245731
Kingdom Name: Men'an'gahela (Tribe of Blood)
Race(s): Human
Color: Blood Red
Fluff: http://pastebin.com/GLhheyAV
[Men'an'gahela](12)
Territory: 7
Settlements:(Behemoth's Bounty)
Population (Total/Unoccupied/Working): 18(+3/turn)/0/0
Food: 2
Currency: 6 (+3/turn)
Stability: 50/100
Industry: 3
Buildings Behemoth's Bounty(Capital City):[Great Longhouse][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Blood extractor I, +1 blood/turn]{Bowyer 3/4]
Defenses: [Behemoth Bone Pallisades(Sm)]
Technology: [Alchemy II][Hunting I][Bows I][Spears I][Animals 3/4]
Magic: None (No Spells Yet)
Resources: [Wood: 7 +1/turn][Stone: 3 +1/turn][Iron: 7+1/turn ][Hide: 8 +1/turn][Blood 2 +1/turn]
Armory:
Military: (3 Braves (1x))

1. Continue to study the beasts of the land 3/4

2. Finish our Bowyer 3/4

3. The lands here can be harsh and dangerous. We must learn how to tan hides in order to sojourn and hunt longer when need be.
>>
Rolled 48, 72, 75 = 195 (3d100)

>Kingdom Name: Solitary
>Race(s): Undead
>Color: Grey
>Fluff: Undeads who just wanna make dungeons so people can attack them while they sleep
>Territory: 14
>Settlements: (Capital City(Solitary's Dungeon))
>Population: 18(+3/turn)/ 8 / 10
>Food: 2
>Currency: 17(+5/turn)
>Stability: 50/100
>Industry: 4
>Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
>Defenses: [Traps and Riddles(Sm)]
>Technology: [Excavation II][Treasure-hunting I][Stealing I]
>Magic: Death I, Dark Magic I
>Resources: [Wood: 3+2][Stone: 5+1][Iron: 7+1][Bones: 7+1]
>Armory:
>Military: 2 Skeleton (1x) 1 Lich (1x)

1: Keep on digging! I want a Mega Dungeon.
+Excavation II
+Treasure-hunting I
2: Great. Now I learn some spells to create more Undeads!
+Death I
+Dark I
3: Improve the Lumber Mill [1/4]
>>
Rolled 4, 3, 39 = 46 (3d100)

>>1245716

[Lich's Dominion](10)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 15(+3/turn)/0/0
Food: 1
Currency: 11 (+6/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [The Gilded Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Barricades(Sm)]
Technology: [Taxation II] [Infantry I][Discipline I]
Magic: Ice I, Necromancy I (No Spells Yet)
Resources: [Wood: 7, +1/turn][Stone: 7, +1/turn][Iron: 7, +1/turn][Bones: 7, +1/turn]
Armory:
Military: (3 Skeletal Rabble (1x))
1. Continue fostering a healthy respect and admiration for the Golden God. Religion I 2/4

2. Continue advancing our current mining techniques. Mining I 2/4

3. To defend our soil and the Lich's own goods, we require a military. To properly construct a military we require at least some kind of military doctrine. A disciplined, orderly onslaught of well-trained troops will deal with any oncoming threat.

Train [Discipline].

>>1245598
The Trader is met by a gold-robed zombie, looking quite regal in spite of his worm-eaten face.

"You seek trade with the Gilded Lich and his loyal domain? What have you to -offer-?"
>>
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>>1245994
Welcome to the club.
>>
Rolled 89, 76, 61 = 226 (3d100)

>>1245783

Yamato, Empire of the Rising Sun (2)
Territory: 23
Settlements: Futenma (Capitol), Hanzo Prefecture (Outpost), Takashiro Prefecture (Outpost)
Population: 22(+6/turn)/20/2
Food: 1
Currency: 9(+4/turn)
Stability: 46/100
Industry: 3
Buildings (Capital City): [Futenma Castle][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Walls of Futenma (Sm)]
Technology: [Smithing II][Swordcraft I][Naval I]
Magic: Air I (No Spells yet)
Resources: [Wood: 7 (+1/turn)][Stone: 3 (+1/turn)][Iron: 7 (+1/turn)][Bamboo: 7 (+1/turn)]
Armory:
Military: (1 human conscript (1x), 1 oni conscript (1x), 1 tengu conscript (1x))
Works in progress: None

1. The progress made in developing martial arts pleases me, and now that they know how to fight they can begin to wield the mighty blades of Yamato. Lord Ashura petitions that we build a great forge, capable of producing a variety of weapons. There is no greater art in Yamato than the artful working of iron and steel, and the talented blacksmiths will soon be able to do it. (+Smithing II) (+Swordsmithing I) (try to use some wood with the stone instead of just straight stone please :^) )
2. Now that we hold a good amount of territory, we should explore it and see what we can find. Rumors spread of hot springs in Hanzo Prefecture near the towering Mt. Yami, and mineral deposits to go along with it...some even spoke of gold and silver, though I can't say whether this is a myth or not. In any case, I order an investigation to see what we can find and take back anything of interest that we spot.
3. We hear the Myrorovans' request for trade, and we set up a provisional trade route. The voyage will take longer, but an overseas trade route along the eastern coast of the Wildlands would be much safer than risking banditry and hostility by venturing inland. We will see how this plays out and pray to Shisano-o for our traders' safe return. (+Naval I)

POP ASSIGNMENT:
10 pop in the quarry, 10 pop in the lumbermill
>>
Rolled 94, 54, 48 = 196 (3d100)

>>1245716

[Neo-Thwack] (6)
Territory: 7
Settlements: (Big Thwack City [Cap.])
Population: (Total/Unoccupied/Working): 18 (+3/turn)/0/10
Food:1
Currency: 13 (+5/turn)
Stability: 50/100
Industry: 4
Buildings (Capital City): [Thwack's House][Farm (Sm)][Lumber Mill (Sm)*][Quarry (Sm)][Training Grounds I (Savagery II)]
Defenses: [Wooden Pallisade(Sm)]
Technology: [Savagery II][Clubs I][Tanning I][Gathering I]
Magic: None (No Spells yet)
Resources: [Wood: 9][Stone: 2][Hides: 7]
Armory:
Military: (3 Thwacklings (1x))
1. The Thwacks continue working on the clubhouse using precussive maintenence. They hope to have it done by the next rainstorm to give them something to do, aside from bang against the walls of their tents. [2/4]
2.
+[Gathering I]
The Thwacks realize that they need more food in order to fuel their thwacking, and thus begin to seek out a new berry picking patch. It's not what any of them want as it tends to seldom involve thwacking things, but somethwack has to do it.
3. In order to ease movement between the other thwacky peoples, the Thwacks start to carve out a trail between Arkza (Anzhulak Hordes) and Big Thwack City. They carve it out by beating the ground flat with their clubs and spitting on it, as tends to be their solution to most problems.
>>
Rolled 55, 44, 41 = 140 (3d100)

>>1245723
[Atley](19)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 20(+4/turn)/10/10
Food: 2
Currency:12(+6/turn)
Stability: 47/100
Industry: 6
Buildings (Capital City: Atley):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Research Facility]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Engineering II][Construction I][Smithing I]
Magic:
Resources: [Wood: 7(+1/turn)][Stone: 1(+1/turn)][Iron: 7(+1/turn)]
Armory:
Military: (3 Rudimentary Automata (1x))
Eccentricities:
Progress: 1/2 Automata Workshop

1. In light of their recent failure at creating a church for their patron god Hestia, the dwarves have discussed it within themselves and decided to hold a mass prayer. They hope that she will enlighten them to what it is that she desires, and to become even closer.
+Stability
+Religion I
+Church Foundations
+Magic: Hestia's Blessing

2. The Automata Workshop is nearing completion, the craftsmen are getting anxious and nippy.
+Automata Workshop
+2x Military Units
+Unit Creation

3. In hopes of finding new minerals such as Mithril, Orichalcum, or Magic Ore, the Mining Guilds inside of Atley begin to refine their technique. Whether this will pay off is uncertain.
+Mithral?
+Orichalcum?
+Magic Ore?
+Mining II

Assign 10 Population to the Quarry.
>>
>>1246019
Apply two iron to Action 3.
>>
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Rolled 28, 100, 45 = 173 (3d100)

>>1245723
[Theocracy of the Ancients](4)
Territory: 7
Color: Purple
Settlements: Heart of the ancients(Capital City)
Population: 9f/15a(+6/turn)
Assigned Population: 5 Archaeologists, 10 iron miners
Food: 2
Currency: 15 (+4/turn)
Stability: 50/100
Industry: 4
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Palisades and traps(Sm)]
Technology: [Savagery II][Hunting I][Excavation I]
Magic: Air I(No Spells yet)
Resources: [Wood: 3+1/turn][Stone: 3+1/turn][Iron: 3+2/turn][Scrolls: 2+1/turn]
Armory:
Military: ([3] Slaver Pack (1x))

>Continue Magic Research Air II (3/8)
+5 Archaeologists

>Construct a fight pit (2/4)
+6 iron
The fight pits were going well, and there is excitement all around. Darah had the idea that they could fight more than just each other. Beasts even. Some iron was used to reinforce the fight pit.
>Research lightning Staff (3/4)
+5 Archaeologists
>>
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>>1246003

>correcting my sheet because I fucked up

Yamato, Empire of the Rising Sun (2)
Territory: 23
Settlements: Futenma (Capitol), Hanzo Prefecture (Outpost), Takashiro Prefecture (Outpost)
Population: 22(+6/turn)/20/2
Food: 1
Currency: 12(+4/turn)
Stability: 46/100
Industry: 3
Buildings (Futenma): [Futenma Castle][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Temple of Knowledge I]
Defenses: [Walls of Futenma (Sm)]
Technology: [Smithing II][Swordcraft I][Naval I][Martial Arts I]
Magic: Air I (No Spells yet)
Resources: [Wood: 7 (+1/turn)][Stone: 3 (+1/turn)][Iron: 7 (+1/turn)][Bamboo: 7 (+1/turn)]
Armory:
Military: (1 human conscript (1x), 1 oni conscript (1x), 1 tengu conscript (1x))
Works in progress: None
>>
Rolled 26, 91, 54 = 171 (3d100)

>>1245716
[Anzhulak Hordes](17)
Territory: 7
Settlements:(Arkza)
Population (Total/Unoccupied/Working): 20(+4/turn)/0/0
Food: 1
Currency:16(+3/turn)
Stability: (45)/100
Industry: 3
Buildings (Capital City): [Banner of War][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Looting II][Discipline I][Savagery I]
Magic: Death I (No Spells Yet)
Resources: [Wood: 7][Stone: 7][Iron: 7] (1/1/1)
Armory:
Military: (Goblin Warbands(1x)) (Goblin raiding party)1x)) (Suicide troops))1x)
Progress: 2/4 death magic, 2/8 Discipline

Action 1: Keep movin' ya gitz or i'll snik off yer 'ed (Discipline)
Action 2: If ya donz git movin' da dead penalty iz gonna 'appun (DA DEATH MAGICS)
Action 3: Theyz wargs seem loike fine beasts, ow ubbout weeb captur dim (Try to capture wargs)
>>
>>1245748

Missed a turn already, catching up.

Kingdom Name: Ganeshandeggar
Race(s): Ganeshi (Elephant people)
Color: Orange
Fluff: A kingdom of religious and artistic elephant-people ruled by their Raja and his savage warriors. Will make a pastebin of full fluff soon.

Territory: 7
Settlements: (Ganeshandeggar(Capital City))
Population (Total/Unoccupied/Working): 20(+4/turn)/0/0
Food: 1
Currency: 12(+4/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City):[Rajas Palace(gov)][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [City Walls(Sm)]
Technology: [Religion II][Savagery I][Craftsmanship I][Construction I][Clubs I]
Magic:
Resources: [Wood: 4+1][Stone: 5+1][Iron: 7+1][Trinkets:6+1]
Armory:
Military: (3 Club Warriors (1x))

Turn 2

1. Finish this project (2/4):
Build a temple to the war god out of [wood] and [stone], and decorate it with [trinkets].
2. Finish this project (2/4):
Collect a tax to improve our money situation.
3. Research Engineering.

Turn 3

1. Continue any of previous tasks that have not finished.
2. Any spare actions are to to used to expand north along the river.
>>
>>1246693
forgot rolls, m8
>>
Rolled 14, 62, 77, 43, 42, 13 = 251 (6d100)

>>1246693

So I did.
>>
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>>1245731
Kingdom Name: Titanic Kingdom
Race(s): Super-humans
Color:Cyan
Territory: 7
Settlements: Olympus.
Population (Total/Unoccupied/Working): 16(+4/turn)/0/0
Food: 1
Currency: 8(+4/turn)
Stability: 45/100
Industry: 5
Buildings (Capital City):[Government Building][Farm II 3//4(Sm)][Lumber Mill II 3/8(Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Discipline II][Looting I][Swords I][Spears I]
Magic:
Resources: [Wood: 5 +1/turn][Stone: 7 +1/turn][Iron: 7 +1/turn][Stimulants:7 +1/turn]
Armory:
Military: (Hoplites (1x))

1. Alright, finish up those farms now
>3/4
2. God damn it, we need to finish these mines, send some slaves to go collect wood so we can actually get something done here!
3. Useless slaves, how do you confuse a fucking grassland for a forest? You're this stupid and you're surprised you don't hold a spear. Go find somewhere else to build a lumber mill!
>>
Rolled 77, 68, 69 = 214 (3d100)

>>1246887
Fuck, i forgot to roll, my bad
>>
File: Court_01.jpg (188 KB, 1131x707)
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Rolled 34 (1d100)

>>1245723
>>1245821
Kingdom Name: The Court of the Claw
Race(s): Human - with a ruling caste who trace their ancestry to dragons
Color: Gold (Civ 11)
Fluff: >>1228200

Territory: 30
Settlements:(Capital City), (Zhugani Outpost), (Gnollwatch Outpost)
Population (Total/Unoccupied/Working): 21(+6/turn)/1/20
Food: 3
Currency: 8(+4/turn)
Stability: 47/100
Industry: 3
Buildings:
(Capital):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)]+20pop[Mine (Sm)][Magic School (sm)]
(Zhugani Outpost - Three Turns to Upgrade*): -
(Gnollwatch Outpost): -
Defenses: [The Towers of the Court(Sm)]
Technology: [Construction I][Discipline II][Feudalism I][Writing I]
Magic: Fire I (No Spells Yet)
Resources: [Wood: 3][Stone: -1*][Iron: 7][Dragon Scales: 7]
Armory:
Military: (3 Thinblooded Militia (1x))

1. Bearing a freshly healed brand, the head of House Shengshu brings forward chests of his family's wealth. Their agricultural concerns make them one of the richest families at Court - but their relative lack of draconic features, unrefined business and apparent inability to keep punctual time with predetermined appointments sees them low down in the pecking order, but still grimly determined to rise in courtly power and prestige over time.

He kowtows before the throne, and the Master looks down upon him with reptilian coolness in his predatory yellow eyes. His servants present chests of his family's silver - art they have produced, and some of the best produce from his farms. He remains silent and prostrate, conscious of his recent insult of the ruler on the Court's great throne.

The Master scowls, tolerating the man's presence just barely. "Speak then."

"One thousand pardons for my carelessness and inconsideration, most benevolent master," he gushes, subservient and cringing. "I have come to atone for my misdeeds by funding the constabulary that you allowed the honoured speaker who took my place to set in motion."

The Clawed Master's gaze remains cruel and impassive - unrelenting in its judgement of the minor noble's failure.

"I offer my resources, I offer my servants - I even offer the officers employed to watch over our household. We ask only for your forgiveness, most gracious Master."

A slow nod. A forked tongue emerges from behind unusually sharp teeth. "Then you believe the Constabulary should be open to not only our high caste sons and daughters, but to the upper military classes as well?"

The terrified landholder squeaks. "I bow to your wisdom, illuminated Master!"

"Hm. It just so happens that I agree. The failures of our highest caste to take to the lessons means that this should not be their sole responsibility. Perhaps making these constables a more military force will improve their discipline. The court thanks you for your contribution."
>Continue to assemble a Dragonblooded Constabulary in the hopes that they might make the realm incrementally more stable over time [1/4]
+4 Currency
>>
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Rolled 56, 89 = 145 (2d100)

>>1245723
>>1246980
2. Shangren Jin walks beside his merchant's carts - each drawn by low caste servants. The goods he has had them filled with are some of the best the Court has to offer - fine cloths covered in extravagant designs, simple stringed instruments inlaid with thin glittering streams of precious metals. A meagre handful of scrolls bearing dazzling spells sure to impress guests at a tea party. He smiles, pleased at the variety he was able to acquire.

The jolly merchant looks forward to the capital city of Arianthea, looking forward to the experience of a fresh marketplace: filled with foreign goods to profit from, fresh cultures to learn from - and foreign delicacies to sample.

Though he would never admit it publically, he also relishes the opportunity to escape all the rules of the Court - if only for a little while. Sometimes he felt that they could bear down a little oppressively. No matter! He has heard that Arianthea is a veritable melting pot of ideas and cultures - and he would be the first courtly merchant to trade with all of them! Fame and fortune, here he comes!
>Establish a reciprocal Trade Route to Arianthea, expanding on the commerce we already share

3. Zhugan Mao sits on the balcony of his modest manor. It was among the first and finest buildings to be completed as the new city began construction. He overlooks the skeletons of buildings starting to take shape on the plains below, a scattered handful even by the water - people with ambitions of being fisherfolk would come to live there soon enough, no doubt - but despite the comforts available to him, he can't help but wonder: is everything functioning as efficiently as it might? Is the court benefiting from securing this new land for its people?

The same thoughts dog him as he goes over paperwork in his study. The settlement was producing very little of its own right now, but its people grew enough food to sustain themselves - and even a little extra! Surely a governor should be entitled to take a portion of the excess as a wage - and send a portion of that back to the capital, of course. For the glory and prosperity of the Court.

His impeccable calligraphy swirls across his papers as he draphts his proposal, to be read by another of his family's representatives. The court would see the merit in it. He knew they would.
>Develop a system of taxation so that the population spread over the court's territory can contribute to its wealth over time
>>
>>1246036
>>1244900
Hi.
>>
>>1245854
>>1244900
And hello.
>>
>>1246693

>>1243407
>>
>>1244900
Send an envoy. Kind of self focused right now.
>>
>>1242796
>Apologies for skipping you
A big trade route is set up with the Thwacks [+4 currency/turn], and enforcers are being rounded up [1/4]. Clubs make minor progress [2/8]
>>
>>1243407
>>1246993

A small group of massive elephant people stand on the shore of the river watching the boat approach, and one in more elaborate clothes steps forward to answer. He makes a gesture with his trunk, and for the benefit of those without three foot long noses, also says "If you come in peace we greet you, foreigners. I am Ahdrag. Come, we shall eat and drink and discuss our peoples."
>>
>>1245994
"Friendship with a state ready to oppose the Gods of the Empire, and the wealth of resources from Burzumgard and knowledge hard earned."

The Trader notices some of your people are preaching, lifting their skull into the air to better speak to crowds.
"If I may offer a gift of wisdom from our Hero who has seen the methods of the Gods? They send their agents onto the earth to influence the wills of mortals through the soul. They offer boons to those who open themselves to their subtle powers that are hard to refuse for great and meek alike. Those who enter into the Divine Hierarchies must leave this world and are still servants to greater Gods. Abandon religions before the Gods take root in the Wildlands for the good of those who value their freedom on this earth by changing faith in a God to faith in a Leader, but we would be open to further discussions where we could tell you how the spawn of a god stole the free will of our people."

"As for what we can offer now we would trade to you the methods of [Construction I] and [Hero Worship I] for your fascinating [Taxation I] and [Infantry I] once the trade route is up."
>>
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Rolled 22, 99, 92 = 213 (3d100)

>>1245716
Kingdom Name: The Geo-Enclave
Race(s): Crystallids
Color: Yellow
Territory: 7
Settlements:(Fraktion: Capital City)
Population (Total/Unoccupied/Working): 14(+2/turn)/0/0
Food: 1
Currency: 12 (+4/turn)
Stability: 50/100
Industry: 6
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Crystal Cultivation II][Construction I][Smithing I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 3+1][Stone: 3+1][Iron: 9+2][Crystal: 9+2]
Armory:
Military: (3 Warrior Form (1x))
Eccentricities:

Unfinished
Mine[Sm]: 1/8
Research Facility: 3/4
Earth Magic: 2/8

1. Continue expanding the mine.
2. Continue building the research facility.
3. Continue studying Earth Magic.
>>
>>1245702
>>1247210

The Crystallids patiently await an answer.
>>
>>1247210
You can't trade techs.
>>
>>1245702
"We have found that you are our closest neighbors to the south and I saw some crystals of wondrous hues and qualities making it finer then any crude matter I've ever seen. I think that my people would be interested in trading [Fanaticism I] to learn [Crystal Cultivation I] so that we could find some crystals of our own, once we have a trade route up of course."
>>
Rolled 28, 49, 47 = 124 (3d100)

>>1245731
[Festungürtel Barondom]
>Territory: 7
>Settlements: Festungürt[Capital City]
>Population: 17(+5/turn)
>Food:1
>Currency: 10(+5/turn)
>Stability: 47/100
>Industry: 3
>Buildings:
--Festungürt: [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
>Defences:
[Wagon Forts(Sm)]
>Technology:
[Chariotry II][Armor I][Crossbows I][Domestication I][Taxation I]
>Magic: >Implying
>Resources:
[Wood: 7(+1/t)][Stone: 3(+1/t)][Iron: 7(+1/t)][Horses: 7(+1/t)]
>Armory: N/A
>Military:
3 [Levied Peasants(1x)]

1: Agriculture I [2/4]
2: Bowyer I (For making crossbows and the likes)
3: Workshop I [3/4]
>>
>>1247210
"The Lich has little use for auxillary knowledge nor the promise of opposition to the gods of an Empire to whom His domain is beneath notice. And, with all -due- respect, we do not feel it prudent to exchange our methods for yours... or that your own, 'gift' of 'wisdom' is particularly needed here in the Domain.

"We will acquiesce to an exchange of material wealth and resources, however."
>>
>>1247201

The crew begins preparations to disembark and a smaller rowboat with Captain Sumeragi and his attendants in tow arrives at the shore. "It is good to meet you. We hail from the land of Yamato, across the sea on the Shinkoku Islands. We have heard things about your nation and your culture and we believe that the benefits of friendship and trade would benefit both our peoples. Thus, I have been sent by Emperor Yoshitsune to begin preparations to set up a trade route between our two nations, with your blessing of course. What say you?"

>>1247246
>>1247210

Read da rules boi, no tech trading in this game
>>
>>1247246
The Crystallids look to each other, and shake their head sadly.
"As we mentioned, that is the food we eat! If you are interested in our Crystals, you must make the trade worth our while. We have no quarrel with anyone, so methods of war have no interest to us."
The Crystallids confer for a moment, before returning to the messenger. "You speak of a Trade Route. We presume you wish to have merchants travelling through here? We will allow this, for a few coins."

[Must be provided with 1 Currency by the Player sending Merchants through my land.]
>>
>>1247151
What do you think that was?
>>1247201
That was meant for the ore eaters.
>>
>>1247278
A question and not rp. Also I am unaware of the coalition anyways. I don't have time to read everything that is posted.
>>
>>1247281
Eh, basically a bunch of people in the westimate mountain area are teaming up, your in the middle of us so it would behoove you to deal with us.
>>
>>1247281
I did tell you that all the other nations had already came to an understanding.
>>
>>1247278

Yeah, I linked the wrong post.

>>1247273

"I can speak on the behalf of Raja Ataka. Our people have been hurt by following the way of peace before, but that was when others offered war. So long as you return peace with peace, we would be happy to trade and exchange friendship."
>>
>>1247287
-___-
You think you're punny don't you. Well, RP a invitation then. Also a clear indication of the rules and whose in it.
>>1247284
I only care about who is friendly to me and who isn't.
>>
>>1247293
Was that a pun?
>>
>>1247290
"The Kingdom of Myrovova likewise wishes to engage in trade. Our merchants traveling to Yamato would pass near your territory and including your people on the path will lead to greater wealth for all three."
>>
Rolled 39, 7, 77 = 123 (3d100)

>>1245731
Kingdom Name: The Clan
Race: Human
Color: Eggshell White
Fluff;
http://pastebin.com/y7XhbCvP

[The Clan](14)
Territory: 7
Settlements: Capital City: Burzumgard
Population (Total/Unoccupied/Working): 18(+4/turn)/0/0
Food: 1
Currency:6 (+3/turn)
Stability: 50/100
Industry: 3
Buildings (Burzumgard):[The Ruins of Dark Tower][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses:(Burzumgard): [The Black Gates (Sm)]
Technology: [Fanaticism II][Hero Worship I][Construction I]
Magic: Enchanting I(No Spells Yet)
Resources: [Wood: 11 (+3)][Stone: 8 (+3)][Iron: 11 (+3)][Souls:7 (+1)]
Armory:
Military: (3 Volunteer Fighter (1x))

1 Tower of Man 2/4.
2 Citizen Recruitment Office 2/4 A cultural and political center to keep the ideal Clan culture strong.
3 Citizen Colonization Act. We will make the most of currently large population of Citizens to create a boom in expanding Clan territory with later generations having less Citizens the Act will eventually lose steam and the law can be done away with without much fuss. Because they are Citizens we can support their claims for land and help build the connections to maintain a proper Clan Colony. A reduction in control of some people who will be living on the frontier away from Capital is to be expected but by allowing only Citizens to start the new colonies we create cores of loyal families who will help the colonies stay true to Clan ideals and be exactly what the people want to support. The people want more Clan cities inhabited by Citizens. The Clan will support a natural and stable expansion to make the most of the people's will to colonize new lands.
(I was thinking every four or five turns a reduced stability loss or no stability loss expansion in a random direction for ten to twenty turns or until several generations of current citizens have passed on)
>>
>>1247273
(Yet I can train a unit of bowman and send them over to train their soldiers or send over bows. If I train an engineer unit I could send him over or can I create construction tools as opposed to bows its just less direct of a trade, no?)
>>
>>1247309

"The gods favour those who make good choices. We are happy for trade to pass along the river and benefit us all."
>>
>>1247275
"If we build a trade route our people can spend coin to buy from your surplus of stones and you can spend your currency to buy from us if you have a desire have some of our surplus of iron ore. What you and I have to use for ourselves is different then what the state has stored so If traders are free to come and go into either of countries then people can get more of what they want."
>>
>>1247293
You bring up a good point, who is keeping track of our group and what are the rules?
>>
>>1247664
The clawed master made a discord channel for the group, but no one wanted to join. but the two main rules should be trade between all our nations and have a defensive alliance against those outside of the mountain.
>>
>>1247407
The Crystallids shake their heads, changing hues from blue to yellow.
"These mountains are our home, and your kind do not have the right to traipse through them, even under the so-claimed benefits it would bring us. You will pay the tax, and in return, we will work on shaping the mountain to ease your journeys. If you do not accept, then you are welcome to take the much longer route around the mountains."
>>
>>1247677
>>1247293
You hear that, it's a mutual defense agreement and an opening for trade deals.
>>
Rolled 46, 98, 96 = 240 (3d100)

>>1245716
[Fetid Kingdom](15)
Territory: 7
Settlements:(Tharug)
Population (Total/Unoccupied/Working): 18(+4/turn)/0/0
Food: 1
Currency:10 (+7/turn)
Stability: 50/100
Industry: 3
Buildings (Tharug):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Wooden Pallisade(Sm)]
Technology: [Savagery II][Religion I][Clubs I]
Magic:
Resources: [Wood: 6][Stone: 7][Iron: 7][Onions:5]
Trade Routes:
Thwacks [+4 currency/turn]
Armory:
Military: (3 Ogre Rabble (1x))
----
1. Oi we need those clubs for kurmping gits, you better hurry up before I krump you lot! 2/8 Clubs
2. The Enforcers should be the most loyal, biggest and meanest of the ogres 1/4 Enforcers
3. Expand the borders
>>
Rolled 42, 27, 91 = 160 (3d100)

>>1245716
Kingdom Name: Azoth Hegemony
Race(s): Homunculi
Color: Grey
Fluff: The Azoth Hegemony was created by a society of alchemists dedicated to discovering the secrets of life itself. To assist them in their work, they created a force of homunculi. The original alchemists eventually passed away, but their servants had learned all their secrets, and soon the homunculi began producing more of their kind. The homunculi have altered themselves extensively, and are able to alter their bodies to suit their needs. They have inherited their creators dedication to the study of bio-alchemy, and seek to further improve their biology. The Hegemony is ruled by a council of the oldest, most experienced alchemists.
Territory: 7
Settlements: Tirgraad (Capital City)
Population (Total/Unoccupied/Working): 18(+2/turn)/0/0
Food: 2
Currency: 9(+3/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Library]
Technology: [Alchemy II][Discipline I][Agriculture I]
Magic: Transformation I (No Spells Yet)
Resources: [Wood: 7(+1/turn)][Stone: 3(+1/turn)][Iron: 6(+1/turn)][Herbs: 7(+1/turn)]
Armory:
Military: (3 Homunculus levies(1x))

1: Keep working on our new transformation, the ability to sprout bone spikes and blades [2/4]

2: Continue work on augmenting ourselves with armor [1/4]

3: Expand our farms.
>>
>>1243063
The gates of Tirgraad open, and a party of homunculi emerge to escort the riders into the cities. "Welcome, humans. The elders have heard your request, and are eager to discuss a trade arrangement between the Hegemony and the noble nation of Myrovova".
>>
>>1247330

Captain Sumeragi smiles. "Excellent. I will return to Emperor Yoshitsune to deliver my report and the trade route will be formally established as soon as possible. It is my hope that our dealings will bring mutual prosperity to our lands." The captain then boards his ship once more and it sails back to Yamato.
>>
[Khaz]
Finally, the church's propaganda finally proves to be effective [Propaganda I, +2 stability], and both the new mining techniques, and the Inquisatorial Academy are also complete [Mining I, +1 iron/turn, Inquisatorial Academy I, +2 stability].

[Myrovova]
>Quarry: +1 stone/turn, +1 industry
>Mark on sheet
The research into the arcane goes well- too well. The funerals from the resulting magical explosion stall any semblance of progress to the Smithy [-3 pop]. However, after the funerals are held, the populace gets moving again, mapping out a basic plan for a Bowyer [1/4, -4 stone].
>In addition, gain 1 currency/turn from Yamato trade route

[Arianthea]
>Quarry: +1 stone/turn, +1 Industry
Reports from the field are promising-every day, it seems that the roaring of the drakes grows closer [3/4]. Meanwhile, the smiths of Arianthea travel to Atley, laden with their armor, to work on ways to improve it [2/8], and while they're there, they pick up a few engineering tips from the dwarfs [2/4].

[Ore-eaters]
A basic rationing program is complete- this should leave more food for the Ore-eater's armies [Rationing I, +1 food] Meanwhile, the queens send their drones out, expanding the holdings of the Confederation [+8 hex, +1 pop], and the farms are halfway done [2/4].

[Men'an'gahela]
Finally, the people of the Tribe of Blood, after weeks, if not months of watching the animals of the desert survive and thrive, finding food and water where they wouldn't otherwise think to look, have learned valuable skills about how to cultivate food in their desert home [Desert Agriculture I]. Meanwhile, the final mud and stone bricks of the Bowyer are put in place- the bowyer's workshop is finished, and is soon churning out bows [Bowyer I; -4 wood/turn, +1 Bow I/turn, +1 Industry]. The hunters of the tribe begin to tan the hides of the creatures they kill to make into water pouches, in order too extend the length of their hunting expeditions [2/8, -4 hide].

[Solitary]
>Lumber Mill should be /8, my bad
The skeletons of Solitary expand their borders, collecting even more of the forest's hidden riches as well [+7 hex, +1 pop/turn, +4 currency], while the Lich focuses on a spell to raise more undead [3/4], and the skeletal workers at the lumber mill manage to improve the old, rusty machinery a bit [4/8].

[Lich's Dominion]
While the proselytizing goes well with much of the population, some of the smarter denizens of the Lich's Dominion rebel, rampaging through the city and into the mining camp, where they destroy some of the equipment. Luckily the Lich is able to put the rebellion down before his Dominion's stability suffers [Religion: 1/4, Mining I: 1/4]. With the threat gone, the Lich dedicates himself to creating a new doctrine, one of military discipline [1/4].
>>
>>1249413
[Yamato]
>Quarry: +1 stone/turn, +1 Industry
>Lumbermill: +1 wood/turn, +1 Industry
The peasants and builders, eager to please their lord, immediately get to work building a forge. They complete it in record time, the fires roaring and blindingly hot. Soon enough, the building is ready to churn out swords [Forge I, +1 Industry; -2 iron/turn, +1 sword/turn]. There's no rest after it's done, because the nobility want those legendary hot springs found [3/4]. And finally, after a long journey on the seas, the first Yamato trading ships reach Myrorova [Trade Route: Myrorova+2 currency/turn].

[Neo Thwack]
Clubhouse done. Clubs made. [Clubhouse I, +1 Industry; -4 wood/+1 Club I/turn]. Berry gathering place expanded [2/8]. Thwack beat ground, Thwack make road [2/4].

[Atley]
>Quarry: +1 stone/turn, +1 Industry
>Next time, list helpful techs you have with your actions, otherwise they will not be applied.
The prayer seems to work, as when another foundation and the framework for the building is in place, the Kingdom's architects confirm that the building is stable [Church I, +2 stability]. Meanwhile, the golem workshop is also ready [Golem Workshop I, +1 Industry], and the dwarfs of Atley begin finalizing their mining techniques [1/12].

[Theocracy of the Ancients]
>That's one fucked up gnoll, m8
The sages work on their magics a bit [4/8], but they are overshadowed by the grand opening of the fighting pit. Nearly everyone in the city is in attendance for the gladiatoral fights, and there's standing room only. The populace seems very pleased [Arena I, +4 stability]. And finally, the sages are able to produce plans for a functional, lightning shooting staff [Lightning Staff I].

[Anzhulak Hordes]
There are a couple inconsequential casualties, but the goblin hordes are still being whipped into shape [3/8], and a new death magic spell is learned- a small, but effective, bolt of dark energy [Minor Shadow Bolt]. Armed with crude ropes and cages, a party of expendables is sent back to the warg den, to try and capture a breeding pair [2/4].

[Ganeshandeggar]
The construction of the temple to the Ganeshi war god is stalled, but taxation methods have been finalized- gold is now pouring into the coffers of the Kingdom [Taxes I, +1 currency/turn], and the flow is so good, the Raja decides to start an engineering program [3/4]. The next month, construction of the temple starts up again [3/4], and the Ganeshi extend their lands northward, following the river [+9 hex, +1 pop/turn]!

[Titanic Kingdom]
The slaves are finally finished tilling the farm- it should be producing more food now [+1 food]! But work never ends in the life of a slave, as they are next sent to upgrade the lumber mill [4/8].
>>
File: Wildlands.png (1.52 MB, 2500x2000)
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>>1249419
[Geo Enclave]
Mine expansion continues, [2/8], and the resource center is finally built [Research Center I]! The study of earth magic continues [6/8].

[Festungurtel]
Agricultural research progresses [3/4], and a Bowyer's is undergoing construction [1/4, -4 stone]. The workshop is complete though [Workshop I, +1 Industry/turn]!

[The Clan]
The Tower of Man is nearly complete [3/4], but it seems there was a miscalculation of how much stone would be needed to build the recruitment offices, so the stores are raided for a bit extra [-1 stone]. And finally, plans for the Colonization act are drawn up [3/6].

[Fetid Kingdom]
The clubs are improved slightly [3/8], and the first enforcer crews are ready and willing to knock some heads together [Enforcers I, +2 stability]. The Fetid Kingdom expands its borders greatly [16 hex, -6 stability, +2 pop/turn]!

[Azoth Hegemony]
The homunculi feel like they almost have the new transformations down [3/4], and armor research continues [2/4]. Farm expansion has begin as well [4/8]

>New thread tomorrow
>>
>>1249424
Armor at 3/8
>>
>>1249437
Drakes: 5 (+1/turn)
>>
Please wait to bug me for addendums until tomorrow.
>>
>>1249424
[Court of the Claw]
The first class of law enforcers are still being trained [2/4], and a trade route is established with Arianthea [+2 currency/turn]. Finally, recognizing the merit of a taxation system, the nobles approve of the taxation system immediately [Taxation I, +1 currency/turn].
>>
Rolled 34, 6, 68 = 108 (3d100)

>>1249413
Kingdom Name: The Ore-eater Hive Confederation
Race(s): Ore-eaters
Color: Blue
Fluff: Ore-eaters are a sapient race of hive minded insects. Their name is derived from the fact that their diet naturally requires a large amount of minerals. As well Ore-eater larva are fed specific minerals during development to decide their drone typing. Each mineral has it's own specific drone typing associated and not even the Ore-eaters themselves know all the drone forms that their species possess.

The Ore-eater hive revolves around the queen, who lay eggs and give decisions. During pre-historic times the Hive would be similar to a tribe of other species. It was in the state of separate hives that the species stayed in until outside pressure from invading humans pushed them from the ore rich mountains they called home. Many queens came together after this incident and decided to unit their hives for mutual protection from outside invaders.

The Confederation is an oligarchy where every queen sends a sapient drone representative to the capital of New-Home for law making and voting on new policy. Each representative is given one vote, with the Central New-Home hive having two in case of a tie. Drones instinctively work for the betterment of their own hive but enjoy being rewarded every now and again. This usually comes in the form of queens releasing rare metals or gems for their drones to have as a delicacy.
Territory: 15
Settlements: (Capital City(New-Home))
Population: 20(+5/turn) (10 in mine)
Food: 2
Currency: 11(+2/turn)
Stability: 50/100
Industry: 4
Buildings (Capital City): [Queens' council chamber][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Stone Walls(Sm)]
Technology: [Excavation II][Discipline I][Construction I] [Rationing I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 5(+1/turn)][Stone: 8(+1/turn)][Iron: 11(+2/turn)]
Armory:
Military: (3 Worker Swarms (1x))

1. Continue expansion, more land for the hives!
2. Continue to upgrade the farms. 2/4
+Construction I
3. Send out scouts through our new land to look for ores or anything else of interest.
>>
Rolled 29, 50, 83 = 162 (3d100)

>>1249424

[Lich's Dominion](10)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 18(+3/turn)/0/0
Food: 1
Currency: 17 (+6/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [The Gilded Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Barricades(Sm)]
Technology: [Taxation II] [Infantry I][Discipline I]
Magic: Ice I, Necromancy I (No Spells Yet)
Resources: [Wood: 8, +1/turn][Stone: 8, +1/turn][Iron: 8, +1/turn][Bones: 8, +1/turn]
Armory:
Military: (3 Skeletal Rabble (1x))

1. How -irksome-. Pay no heed to the heretics! See that the Lich and his constituents speak only the gleaming truth!

Continue researching religion. Religion I 1/4

2. Rebellions and desertion are not due cause for laziness. Do you wish to savor the fruits of your labor? Then work.

Researching Mining I. 1/4

3. This only further emphasizes the need for a stronger military.

Research Discipline I 1/4
>>
File: Neothwack.gif (4 KB, 360x216)
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Rolled 6, 23, 93 = 122 (3d100)

>>1249419

[Neo-Thwack] (6)
Territory: 7
Settlements: (Big Thwack City [Cap.])
Population: (Total/Unoccupied/Working): 21 (+3/turn)/11/10
Food:1
Currency: 18 (+5/turn)
Stability: 50/100
Industry: 5
Buildings (Capital City): [Thwack's House][Farm (Sm)][Lumber Mill (Sm)*][Quarry (Sm)][Training Grounds I (Savagery II)][Clubhouse I: Active (Clubs I)]
Defenses: [Wooden Pallisade(Sm)]
Technology: [Savagery II][Clubs I][Tanning I][Gathering I]
Magic: None (No Spells yet)
Resources: [Wood: 7+2/t-4/t][Stone: 3+1/t][Hides: 8+1/t]
Armory: [Clubs I: 1+1/t]
Military: (3 Thwacklings (1x))

Recognizing the need for more wood, 10 more Thwacks are placed into tree clubbing duty, using the newly manufactured clubs to club down even more timbers to build more clubs to club more trees.

1.
+[Gathering I]
The Lumber Mill begins expansion to the next size in order to accomidate all the trees the Thwacks were breaking in order to make functional clubs. The Thwackians seek out trees with limbs which would make good striking implements.
2.
+[Gathering I]
Berry picking continues as two Thwacks argue whether or not thwacking the plants causes them to grow more berries. [2/8]
3. The intensity in which the road was being beatin into shape picked up the pace as the Thwacks were determined to bridge the gap between Arkza and Big Thwack City, knocking down trees in order to serve as ad-hoc bridges into the swamp. [2/4]
>>
Rolled 98, 49, 2 = 149 (3d100)

Yamato, Empire of the Rising Sun (2)
Territory: 23
Settlements: Futenma (Capitol), Hanzo Prefecture (Outpost), Takashiro Prefecture (Outpost)
Population: 28(+6/turn)/20/8
Food: 1
Currency: 18 (+6/turn)
Stability: 46/100
Industry: 6
Buildings (Futenma): [Futenma Castle][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Temple of Knowledge I][Forge I]
Defenses: [Walls of Futenma (Sm)]
Technology: [Smithing II][Swordcraft I][Naval I][Martial Arts I]
Magic: Air I (No Spells yet)
Resources: [Wood: 9 (+2/turn)][Stone: 5 (+2/turn)][Iron: 6 (-1/turn)][Bamboo: 7 (+1/turn)]
Armory: [Katanas: 1 (+1/turn)
Military: (1 human conscript (1x), 1 oni conscript (1x), 1 tengu conscript (1x))
Works in progress: Search for the legendary hot springs (3/4)

1. We must find the legendary hot springs, blessed by the fire god Kiritsuchi and sacred to our people! Surely its waters will bestow us with his blessing and bring many benefits to Yamato, not to mention the minerals reportedly found around the region.
2. The ganeshas have been generous enough to accept our offer for a trade route and we shall thus deliver our end of the promise. Establish a trade route with Ganeshandeggar. (+Naval I)
3. Our people pride themselves on the unique and beautiful architecture that makes Yamato so wondrous, but we should not ignore structural integrity for the mere sake of aesthetics. Begin researching engineering in order to make the many constructions of Yamato stronger and better.

POP ASSIGNMENT: As the forge begins producing swords, the iron industry booms, with many people flocking from the sawmill to the iron mines in order to make their fortunes. (Moving 10 people from the sawmill to the iron mines)
>>
>>1249542

Spend 8 yen to avert disaster
>>
>>1249542

Action 1 is also at 3/4
>>
Rolled 27, 49, 46 = 122 (3d100)

[Myrovova](7)
Territory: 15
Settlements: (Capital City(Korsk)), Ylarl
Population (Total/Unoccupied/Working): 14(+5/turn)/0/10
Food:1
Currency: 19(+6/turn)
Stability: 47/100
Industry: 4
Buildings (Capital City): [Royal Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Wooden Walls(Sm)]
Technology: [Discipline II][Armor I][Feudalism I][Taxation I][Bows I]
Magic: None (No Spells yet)
Resources: [Wood: 8+1][Stone: 1+2][Iron: 8+1][Hides: 6+1]
Armory:
Military: (3 Akritae (1x))
Armosmithy 0/4

1. Bowyer 1/4

The difficult task of actually getting the Orc clans to work on anything that didn't directly benefit themselves was an arduous task. Given that they had a propensity to simply ignore any orders given by the nobles much of the work came down to Humans serving in lower roles than direct nobility, or what few Orcs could be dredged up with promises of a better life than that of a serf.

2. Arcane I

Mithridates I came across the sea with several wizards of average strength. They are old, and beginning to decay. In order to preserve their knowledge Mithridates II orders them to simply write down their knowledge and to teach some apprentices how to decipher it and learn on their own time - preferably to avoid another arcane explosion in Ylarl.

3. Trade route with Ganeshandeggar

Yamato trade moved up the river, passing through the land of the Raja. His land would be turned into a hub between North and South, and Myrovovan merchants would be some of the first into that new market.
>>
>>1249413
Kingdom Name: Men'an'gahela (Tribe of Blood)
Race(s): Human
Color: Blood Red
Fluff: http://pastebin.com/GLhheyAV
[Men'an'gahela](12)
Territory: 7
Settlements:(Behemoth's Bounty)
Population (Total/Unoccupied/Working): 18(+3/turn)/0/0
Food: 2
Currency: 6 (+3/turn)
Stability: 50/100
Industry: 3
Buildings Behemoth's Bounty(Capital City):[Great Longhouse][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Blood extractor I, +1 blood/turn][Bowyer I; -4 wood/turn, +1 Bow I/turn, +1 Industry].
Defenses: [Behemoth Bone Pallisades(Sm)]
Technology: [Alchemy II][Hunting I]2/8[Bows I][Spears I][Desert Agriculture I]
Magic: None (No Spells Yet)
Resources: [Wood: 4 +1/turn][Stone: 4 +1/turn][Iron: 8+1/turn ][Hide: 5 +1/turn][Blood 3 +1/turn][Bows I 1]
Armory:
Military: (3 Braves (1x))

1. Continue to improve our hunter's ability to journey and sojourn. 2/8

2. Seek ways to improve our bows. They need to be lighter and stronger.

3.Expand our lumber mill.
>>
>>1249558
1 currency to roll 2 for 50
4 currency to roll 3 for 50
>>
Rolled 19, 19, 29 = 67 (3d100)

>>1249560
dice
>>
Rolled 39, 96, 71 = 206 (3d100)

>>1249413
[Arianthea]
Territory: 7
Settlements: (Capital City(Player Named))
Population: 24(+4/turn)(20 to quarry, 4 free)
Food:1
Trade Routes: 9/t(Claw 2/t, khaz 2/t, Atley 4/t, Ancient 1/t)
Currency: 18(+13/turn)
Stability: 50/100
Industry: 5(3 base, +2 from quarry boost)
Buildings (Dragon Pass): [Reliquary][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Discipline II][Armor I][Domestication I][Pottery I]
Magic: None (No Spells yet)
Resources: [Wood: 8+1][Stone: 12+3][Iron: 3+1][Dragon Scales: 7+1][Drakes: 6+1]
Armory:
Military: (3 Reaping Dragons (1x))
Ongoing: Armor II 3/8, engineering I 2/4

1. Send knights to receive training at the Inquisitorial Academy to learn discipline III
(School, Discipline II)
"My knights are Exemplars on the battlefield...outside of it they are a bunch of hedonistic louts. While this was fine when we were a humble mercenary company, there must be a higher standard enacted to show that we are worthy of respect. The horse-people of Khaz seem to have based themselves entirely around denying themselves any kind of pleasure or happiness in order to spite their demon queen. Saying it will not be a pleasant experience for them would be putting it mildly."

2. Continue researching [armor II] at the Atley school
(School, armor I)

3. Continue researching engineering I at the Atley school
(school, armor I)
>>
Rolled 7, 85, 99 = 191 (3d100)

>>1249419
[Fetid Kingdom](15)
Territory: 23
Settlements:(Tharug)
Population (Total/Unoccupied/Working): 24(+6/turn)/0/0
Food: 1
Currency:17 (+7/turn)
Stability: 46/100
Industry: 3
Buildings (Tharug):[Grand Tent][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Wooden Palisade(Sm)]
Technology: [Savagery II][Religion I][Clubs I][Enforcers I]
Magic:
Resources: [Wood: 7][Stone: 8][Iron: 8][Onions:8]
Trade Routes:
Thwacks [+4 currency/turn]
Armory:
Military: (3 Ogre Rabble (1x))
----
1-2. BUILD THOSE FUCKING CLUBS YOU COCKLESS SONS OF PLAINWHORES! 3/8 Clubs
3. Set up a Trade Route with the Anzhulak Horde

>Assign 10 Pop to the farm and 10 Pop to the Mine
>>
Rolled 64, 89, 64 = 217 (3d100)

[Atley](19)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 24(+4/turn)/14/10
Food: 2
Currency:18(+6/turn)
Stability: 49/100
Industry: 7
Buildings (Capital City: Atley):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Research Facility][Church I:Church of Hestia][Golem Workshop I]
Defenses: [Pracrious Scaffolding(Sm)]
Technology: [Engineering II][Construction I][Smithing I]
Magic:
Resources: [Wood: 8(+1/turn)][Stone: 3(+2/turn)][Iron: 6(+1/turn)]
Armory:
Military: (3 Rudimentary Automata (1x))
Eccentricities:
Progress: 1/12 Mining Upgrade

1. Using the data that was retrieved from the scouts on the equine beasts known as the Arion, a prototype begins construction. However, it is expected to be of low quality. In order to refine the idea even further, samples of Arion would be required to dissect and study their muscle and magic structures. All researchers understand that the imitation will never reach the real thing, but hope for use.
+Industry:7
+Research Facility
+Golem Workshop
+Engineering II
+Construction I
+Smithing I
>Basic Calvary Unit


2. After the successful construction of the Church of Hestia, it is obvious that a celebration is in order. Dwarves rest from their work and gather merrily in drink and feast.
+Church I
>Stability+

3. Continue research on mining techniques.
+Industry:7
+Research Facility
>>
>>1249419

Territory: 16
Settlements: (Ganeshandeggar(Capital City))
Population (Total/Unoccupied/Working): 25(+5/turn)/0/0
Food: 1
Currency: 17(+5/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City):[Rajas Palace(gov)][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [City Walls(Sm)]
Technology: [Religion II][Savagery I][Craftsmanship I][Construction I][Clubs I][Taxation I]
Magic:
Resources: [Wood: 5+1][Stone: 6+1][Iron: 8+1][Trinkets:7+1]
Armory:
Military: (3 Club Warriors (1x))

Turn 2

1. Finish Researching Engineering (3/4)
2. Finish building the temple to the war god out of [wood] and [stone], and decorate it with [trinkets]. (3/4)
3. The people of Yamato and Myrovova have come to us recently to talk of trade with us and each other passing along our river. Build a trade post where their merchants can stop off at our city.
>>
Rolled 40, 15, 19 = 74 (3d100)

>>1250173

God damn I'm bad at remembering dice.
>>
Rolled 58, 8, 16 = 82 (3d100)

>>1249424
Kingdom Name: Principality of Khaz
Race(s): Equus
Color: the most disgusting shade of pink imaginable.
Territory: 7
Settlements: (Capital City(Khaz city))
Population: 26(+7/turn)
Food:1
Currency: 17 (+6/turn)
Trade routes: Arianthea(+1)
Stability: 54/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Inquisitorial Academy]
Defenses: [Wall](Sm)
Technology: [Discipline II][Religion I][Pyrotechnics I][Breeding Program II][Propaganda I][Mining I]
Magic: None (and never will ;)
Resources: [Wood: 5][Stone: 1][Iron: 6(+1/turn)]
Armory:
Military: (3 Inquisition Infantry (1x))
Ongoing: none
1. Capture live witches for experimentation
2. Improve Discipline
2. Improve Pyrotechnics
>>
File: spearman 5.jpg (68 KB, 725x1000)
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Rolled 35, 45, 98 = 178 (3d100)

Kingdom Name: Titanic Kingdom
Race(s): Super-humans
Color:Cyan
Territory: 7
Settlements: Olympus.
Population (Total/Unoccupied/Working): 16(+4/turn)/0/0
Food: 2 +1/turn
Currency: 12(+4/turn)
Stability: 45/100
Industry: 5
Buildings (Capital City):[Government Building][Farm II(Sm)][Lumber Mill II 4/8(Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Discipline II][Looting I][Swords I][Spears I]
Magic:
Resources: [Wood: 6 +1/turn][Stone: 8 +1/turn][Iron: 8 +1/turn][Stimulants:8 +1/turn]
Armory:
Military: (Hoplites (1x))

1-2. Alright, let's make finishing that lumber mill a priority. We can't make a mine without sufficient wood!
>4/8
3. Get our scientists working on better stimulants, i want our men to be stronger than Hercules.
>Stimulant Factory I 0/?
>>
File: ph-0.jpg (33 KB, 636x466)
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Rolled 71, 19, 50 = 140 (3d100)

>>1249473
Kingdom Name: The Court of the Claw
Race(s): Human - with a ruling caste who trace their ancestry to dragons
Color: Gold (Civ 11)
Fluff: >>1228200

Territory: 31
Settlements:(Capital City), (Zhugani's Outpost), (Western Gnollwatch), (Northern Gnollwatch)
Population: 27(+6/turn)/7/20
Food: 3
Currency: 11(+7/turn) - Including Arian Trade Route (+2/t)
Stability: 47/100
Industry: 3
Buildings:
(Capital):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)]+20pop[Mine (Sm)][Magic School (sm)]
(Zhugani's Outpost - Two Turns to Upgrade*): -
(Western Gnollwatch): -
(Northern Gnollwatch): -
Defenses: [The Towers of the Court(Sm)]
Technology: [Construction I][Discipline II][Feudalism I][Taxation I][Writing I]
Magic: Fire I (No Spells Yet)
Resources: [Wood: 4][Stone: 2][Iron: 8][Dragon Scales: 8]
Armory:
Military: (3 Thinblooded Militia (1x))

1. The simple hunting weapons and farming tools our militias arm themselves with may be sufficient for fending off minor threats like wild beasts - but if the court is ever going to have an army worth anything on the battlefield, it will need standardised weapons that allow them to take the disciplined formations Court officers expect from their troops.

Debates were held between notable commanders with the longest histories of service, officers quarrelling over what the rank and file ought to be equipped with - but eventually the assorted captains settled upon polearms. Effective in defensive formations, several ranks of long-hafted weapons would annihilate any full-frontal charges and provide an ideal protection for supporting magicians from the Court.

Several designs were put forward: different lengths of haft, different pole-head designs - whether to have flanges or large blades - but most officers and quartermasters conclude that for ease of production the simplest of spears should be the standard issue.
>Develop [Spears] technology

2. With the introduction of the military caste to the Dragonblooded Constabulary, it should be easier to establish a talented base for the policing of the Court's society and the enforcement of the Court's laws - and the opportunity for lower caste officers to rub shoulders with the elite ought to give them the motivation they require to excel.
>Continue to assemble a Dragonblooded Constabulary in the hopes that they might make the realm incrementally more stable over time [2/4]

3. With a system of taxation in place, the Court's administrators start to consider how they might increase the productivity of the land, thereby increasing the fruits of the land, the taxes for the court and thereby their wage. The most common methods seem to be consolidating farming land into large units rather than plots worked by solitary individuals, putting entire teams of serfs to work farming large "fields" of crops.
>Attempt to develop [Agriculture]
>>
>>1250585
>>1251305

Yeah, I'll spend currency to avoid that failure if that's how it works.
>>
>>1251000
12 on #2, and that second two should be a three.
>>
Rolled 18, 34, 85 = 137 (3d100)

>>1249424
Kingdom Name: Azoth Hegemony
Race(s): Homunculi
Color: Grey
Fluff: The Azoth Hegemony was created by a society of alchemists dedicated to discovering the secrets of life itself. To assist them in their work, they created a force of homunculi. The original alchemists eventually passed away, but their servants had learned all their secrets, and soon the homunculi began producing more of their kind. The homunculi have altered themselves extensively, and are able to alter their bodies to suit their needs. They have inherited their creators dedication to the study of bio-alchemy, and seek to further improve their biology. The Hegemony is ruled by a council of the oldest, most experienced alchemists.
Territory: 7
Settlements: Tirgraad (Capital City)
Population (Total/Unoccupied/Working): 20(+2/turn)/0/0
Food: 2
Currency: 12(+3/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Library]
Technology: [Alchemy II][Discipline I][Agriculture I]
Magic: Transformation I (No Spells Yet)
Resources: [Wood: 8(+1/turn)][Stone: 4(+1/turn)][Iron: 7(+1/turn)][Herbs: 8(+1/turn)]
Armory:
Military: (3 Homunculus levies(1x))

1: Attempt to finish the new bone weapon transformation [3/4]

2: Continue working on developing armor [2/4]

3: Keep up expanding our farms [4/8]
>>
Rolled 29, 100, 31 = 160 (3d100)

>>1249424
Kingdom Name: The Clan
Race: Human
Color: Eggshell White
Fluff;
http://pastebin.com/y7XhbCvP

[The Clan](14)
Territory: 7
Settlements: Capital City: Burzumgard
Population (Total/Unoccupied/Working): 22(+4/turn)/22/0
Food: 1
Currency:9 (+3/turn)
Stability: 50/100
Industry: 3
Buildings (Burzumgard):[The Ruins of Dark Tower][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses:(Burzumgard): [The Black Gates (Sm)]
Technology: [Fanaticism II][Hero Worship I][Construction I]
Magic: Enchanting I(No Spells Yet)
Resources: [Wood: 14 (+3)][Stone: 10 (+3)][Iron: 14 (+3)][Souls:8 (+1)]
Armory:
Military: (3 Volunteer Fighter (1x))

1 Tower of Man 3/4
2 Citizen Recruitment Office 2/4
3 Citizen Colonization Act 3/6

Put 20 people to work in the Mine of the Capital.
>>
>>1251568
WOOOOOOOOOOOOOOO NAT 100 PROPAGANDA BUILDING BABY

CLAN
CLAN
CLAN
>>
>>1251571
Congrats.

Still looks like you have way the fuck too many resources though.
>>
>>1251576
Base of +1, then suitable hex of which I have Forest, Grassland and Mountain to add another +1, then the building itself is another +1.
>>
>>1251578

Nyet, Wheelie has stated that the +1 base is from your buildings already there. As for the resource boosts you might want to ask him about that because I think I remember him saying that the resource boosts don't come into effect until you upgrade or build a new resource building.
>>
>>1251597
Pretty sure if you're using pop, then its +1 per 10 pop.
>>
You should probably just talk to Wheelie anyway to get the mess sorted out
>>
>>1247697
(ah im not sure if this is just rock people being hardheaded and not getting that if we have a trade route open between us we both make money or if they genuinely have nothing to trade or services to offer beyond the allowing us to pass through the mountain)

"Very well. If we can find someone to the south with whom to trade we don't mind paying to use the mountain passes you have shaped for a shorter route."

"Hmmm in fact it might even be considered scenic. Once we begin paying the tax would we be allowed to bring others for the sake of leisure activities like viewing caverns of the mountains and crystal farms? Under supervision of course."
>>
Rolled 80, 17, 26 = 123 (3d100)

>>1245974
>Kingdom Name: Solitary
>Race(s): Undead
>Color: Grey
>Fluff: Undeads who just wanna make dungeons so people can attack them while they sleep
>Territory: 21
>Settlements: (Capital City(Solitary's Dungeon))
>Population: 21(+4/turn)/ 1 / 20
>Food: 2
>Currency: 24(+5/turn)
>Stability: 50/100
>Industry: 4
>Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
>Defenses: [Traps and Riddles(Sm)]
>Technology: [Excavation II][Treasure-hunting I][Stealing I]
>Magic: Death I, Dark Magic I
>Resources: [Wood: 5+2][Stone: 6+1][Iron: 8+1][Bones: 8+1]
>Armory:
>Military: 2 Skeleton (1x) 1 Lich (1x)

10 People on the Quarry
(Already added +1 Industry and +1/Turn Stone)
1: Keep on digging! I want a Mega Dungeon.
+Excavation II
+Treasure-hunting I
2: Continue learn Raise More Undead spell 3/4
+Death I
+Dark I
3: Improve the Lumber Mill [4/8]
>>
Rolled 98, 82, 32 = 212 (3d100)

>>1249419
[Theocracy of the Ancients](4)
Territory: 7
Color: Purple
Settlements: Heart of the ancients(Capital City)
Population: 15f/15a(+6/turn)
Assigned Population: 5 Archaeologists, 10 iron miners
Food: 2
Currency: 19 (+4/turn)
Stability: 54/100
Industry: 4
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Arena I]
Defenses: [Palisades and traps(Sm)]
Technology: [Savagery II][Hunting I][Excavation I][Lightning Staff]
Magic: Air I(No Spells yet)
Resources: [Wood: 4+1/turn][Stone: 4+1/turn][Iron: 5+2/turn][Scrolls: 3+1/turn]
Armory:
Military: ([3] Slaver Pack (1x))
>Research Air magic II (4/8)

>Dive deeper into ruins
Truely there must be more secrets hidden in the deep. Search them out
+5 Archaelogists, +Excavation I

>Construct Workshop (Smithy)
>>1249567
Using the envoy as a guide, Darah orders the construction of a smithy to be able to mass produce weapons and armor

"You speak of an alliance. To whom and against what?"
>>
>>1249424
Kingdom Name: The Geo-Enclave
Race(s): Crystallids
Color: Yellow
Territory: 7
Settlements:(Fraktion: Capital City)
Population (Total/Unoccupied/Working): 14(+2/turn)/0/0
Food: 1
Currency: 12 (+4/turn)
Stability: 50/100
Industry: 6
Buildings (Capital City):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)] [Research Facility I]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Crystal Cultivation II][Construction I][Smithing I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 3+1][Stone: 3+1][Iron: 9+2][Crystal: 9+2]
Armory:
Military: (3 Warrior Form (1x))
Eccentricities:

Unfinished
Mine[Sm]: 2/8
Earth Magic: 6/8

1. Let us work to develop Crystalsmithing. Our bodies and the food we eat can become our greatest weapon, with time.

2. More Mine work.

3. More Earth Magic Work.

Assign 10 POP to the Research Facility. If not possible, to the Mine instead.

>>1251623
(yes we are literally hard-headed about everything)


The Crystallids nod. Yes, this is acceptable, they agree. With a trade route soon to be established, even if it is in passing,
>>
Rolled 89, 96, 32 = 217 (3d100)

>>1252130
>>
OP has dinner arrangements, but will update soon after I return.
>>
Can people still join?
>>
>>1252725
No, sorry.
>>
>>1252725
Unfortunately kinda at capacity here. But one of the players is scheduled to leave in a week or so, check back in then.
>>
New thread early tomorrow probably, my apologies.
>>
Rolled 17, 66, 19 = 102 (3d100)

>>1249419
[Anzhulak Hordes](17)
Territory: 7
Settlements:(Arkza)
Population (Total/Unoccupied/Working): 24(+4/turn)/0/0
Food: 1
Currency:19(+3/turn)
Stability: (45)/100
Industry: 3
Buildings (Capital City): [Banner of War][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Looting II][Discipline I][Savagery I]
Magic: Death I (Minor Shadow Bolt])
Resources: [Wood: 8][Stone: 8][Iron: 8] (1/1/1)
Armory:
Military: (Goblin Warbands(1x)) (Goblin raiding party)1x)) (Suicide troops))1x)
Progress: , 2/8 Discipline

Action 1: Keep doin' trainin' ya zoggin gitz or i'll dee-stroy yer 'omes an giv yer 'ed ter da wargs (discipline)
Action 2: Theyz suicide ladz need theyz dead majik spells so giv it ter dim before i crump ya! (give shadow bolt to the suicide troops)
Action 3: Theyz wargs seem loike fine beasts, ow ubbout weeb captur dim (Try to capture wargs)
>>
Rolled 56, 33, 42 = 131 (3d100)

>>1249424
[Festungürtel Barondom]
>Territory: 7
>Settlements: Festungürt[Capital City]
>Population: 22(+5/turn)
>Food:1
>Currency: 15(+5/turn)
>Stability: 47/100
>Industry: 4(+1/turn)
>Buildings:
--Festungürt: [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Workshop (Sm)]
>Defences:
[Wagon Forts(Sm)]
>Technology:
[Chariotry II][Armor I][Crossbows I][Domestication I][Taxation I]
>Magic: >Implying
>Resources:
[Wood: 8(+1/t)][Stone: 0(+1/t)][Iron: 8(+1/t)][Horses: 8(+1/t)]
>Armory: N/A
>Military:
3 [Levied Peasants(1x)]

1: Writing I
2: Agriculture I [3/4]
3: Bowyer I [1/4]
>>
Well OP's Helper finally came through. Finishing pastebin now, and will post the new thread later.
>>
>>1257671




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