[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: Map.jpg (4.25 MB, 3027x2270)
4.25 MB
4.25 MB JPG
Welcome to Fantasy Nation Builder!

In this game, you build a fantasy nation to compete and thrive in the world against other civilizations. Your goal can be anything from world domination to planar ascension to creating the world's best culinary institutions. You are limited only by your imagination and a reasonable sense of plausibility. And your dice.

------
Starting Out
------

To begin, declare a race, some fluff, and a color preference (if it's available), and clearly mark your starting position on the map. Also, declare whether your initial government is either despot rule (military bonus) or elder council (cultural bonus). Write-in primitive governments are fine if it fits your fluff, the total bonus number will be the same. Your starting civilization sheet will then be provided. You will start with two other development bonuses based on your race and fluff.

The map will be updated with settlements, cities, and any special constructions if applicable. Updating the map is time consuming so I want to keep it simple; just think of it as a visual aid, not an exact representation of what's happening. You may name landmarks and cities when you discover/found them.

Player cap will probably be around 10 or so but I want to take on as many players as I can. As the game gains weight I may do fewer turns at once. My plan is to try to process at least 1 turn daily with occasional longer sessions as my schedule allows.

When I am finished resolving player turns, I will make a post stating "TURN X BEGINS". Please link your next declarations to this post for ease of organization. If two or more players need to resolve combat or conflict, I will write an appropriate post for those players to link to. Make sure you stay organized so I don't skip over you.

-------
Rules
-------

--To Start: declare a race name, color preference, and location; add fluff as desired
--Pick either despot rule (+5 to military rolls) or elder council (+5 to culture rolls) as starting government

--You may declare 2 actions per turn, each a 1d100 dice roll, higher is better
--The DM may grant resources/bonuses depending on your dice rolls
--large projects or special actions (e.g. building a floating city, changing governments) may take multiple turns to complete. Keep track of your progress

--Having high stability and food means that your attempts to grow your borders or found new settlements will be easier
--Less stable societies risk revolt; small food stores raise the risk of starvation or penalities to military action
>>
>>1922764

------
Rules Continued
------

--You can crush 50 points of 'related' bonuses (DM's judgement) down into one 20 point bonus and a 3rd action die. The 4th action die costs 100 related bonus points, which is crushed into one 20 point bonus. The 5th die costs 150 points...etc.
--Related means that the bonuses are similar in nature. For example: military formations, crossbows, fortifications, elite troops, enchanted swords - these could all be crushed into one 20 point military bonus and a new action die. Alternatively: trading posts, caravans, bazaars, currency, could be crushed into an economic bonus and a new die.

--Appropriate resources are needed to perform related actions
--If you don't have the right resources and prerequisite magic/technology, your civ will flounder. Example: wood elves cannot start the game by researching spaceflight (well, they can...it just won't work very well)
--Add appropriate bonuses to your dice roll to determine the total success
--Bonuses only apply to related rolls. For example, a spearfighting bonus won't help boost an action about building a school

--Attacking any foe uses up one of your actions. Defenders may choose to sacrifice actions to add to their defense total
--If your target is far away, you may need to spend turns gathering your forces and moving into position
--Combat rolls take place separately. You have combat dice equal to half your action dice, rounded up
--Your combat effectivenes is the total of all your combat dice rolls plus any accumulated military bonuses
--Successful wars allow you to steal/destroy enemy bonuses and resources depending on your intentions and your dice rolls
--Wars typically make the population unhappier over time

--Random global events will test the preparation of your civilization
--You can argue your case in all activities but the DM’s calls are final
--Remember that this is a gentlman's game and police your own actions
--Some people may be aggressive in order to see you driven before them and hear the lamentations of your women. Play at your own risk!
--Roleplay to your heart’s content, creativity may be rewarded by the DM
--Rules/difficulty are subject to change by the DM as needed, this rule set follows previous examples but may need adjusting

Join the Discord here:

https://discord.gg/s6SCU3e
>>
File: apemarked.jpg (650 KB, 3027x2270)
650 KB
650 KB JPG
Color:Blue
Race: Apes
Government: Elder Council

Fluff: A large group of peaceful, but intelligent apes with the capacity to create work tools, speak, and are studying the ways of the monk. With their immense size they can be formidable combatants though they will only fight in hand to hand combat and refuse to use weapons. They seek to learn more about the spirit world so they can bolster their already incredible strength and master healing magics.
>>
Aboleths
> Deep Ocean (Underwater)
> Elder Council
> Purple
> Aboleths were the first race to emerge in the depths of the oceans. They are an aquatic and mysterious race that can influence and control the minds of others through psychic power and telepathy. They worship the old deities of chaos and have an affinity for magic.
>>
File: 1506891624114.jpg (1.33 MB, 3027x2270)
1.33 MB
1.33 MB JPG
Rolled 56, 14 = 70 (2d100)

Race: Lachstagen
Lachstagen are a race of avarage sized humanoids greatly resembling humans, however possessing goat like features, such as as sideways slit pupils, a flat nose bridge and males posessing horns. they also possess sharp canines. Lachstagen feed almost primarilly off meat, only eating anything else out of desperation. Lachstagen are highly receptive to the scent of blood, and can smell it from miles away. the smell of blood is intoxicating to lachstagen, and the rich scent of freshly drawn blood will send a lachstagen into an enraged state, other then this enraged state lachstagen tend to be generally gentle soft spoken people.

they hail Sperm Whales as a mythological symbol of righteouse power, and Giant squids as a symbol of Kniving Evil.

Government: Elder Council

Actions 1: Scout out and hunt nearby wild life
Actions 2: Research Boats! how can we admire our mythological icons from land?
>>
>>1922879
our colour is blood red
>>
Updating Map and building sheets...
>>
File: 1506891624114.jpg (1.33 MB, 3027x2270)
1.33 MB
1.33 MB JPG
Rolled 47, 1 = 48 (2d100)

Color: Gray
Race: Humans (Mages)
Government: Elder Council

Fluff: A group of magically gifted people that got together and formed a tribe. At the moment their powers are sporadic and unpredictable but they're learning to properly harness them.

>Action 1: Build Farms across the river
>Action 2: Research General Magic
>>
File: Map 2.jpg (4.27 MB, 3027x2270)
4.27 MB
4.27 MB JPG
>>1922856
-----
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--


>>1922857
-----
Aboleths – Purple
Traits:
Coercive Minds (+3 psychic power/organization)
Chaos Worshipers (+3 to dark magics)
-----
Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--


>>1922879
-----
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--


>>1922918
-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+2 to education)
-----
Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--
>>
TURN 1 BEGINS

Please link your rolls and declarations of action to this post.

Mages and Lachstagen, you can keep your rolls if you want, let me know. Or you can reroll and link here.
>>
Rolled 6, 30 = 36 (2d100)

>>1922953
Please, Dice Gods I beg of you.
>>
>>1922879

Hey Brownie, join the discord if you'd like. See the bottom of the second post for a link.

Also, the mages are gonna reroll, so why don't you roll again as well, that way we all start from a clean slate.
>>
>>1922764

Colour: Dark Green
Race: Dwarfs
Government: Despot
Location: Under the huge mountain in the top centre

Fluff: Grumpy alcoholics who own a kingdom under the mountain and dream of a future of industry and science.
>>
Rolled 30, 76 = 106 (2d100)

>>1922953
TURN 1 Aboleths
> The Aboleths forage for useful plants like seaweed and algae (herbivores).
> The Aboleths scout thier local area (deep ocean)
>>
>>1922964
I mean okay then I guesse

>Actions 1: Scout out and hunt nearby wild life
>Actions 2: Research Boats! how can we admire our mythological icons from land?
>>
Rolled 95, 25 = 120 (2d100)

>>1922983
oopse I guess
>>
>>1922981

Roll for turn 1 dwarves, I'll put you on the map next update

-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: neutral
Food: Low

--Government--
Despot Rule (+5 military)

--Resources--
-none-

--Development Bonuses--
>>
>>1922953
-----
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--

Actions:

>Scout the surrounding area for places of interest, food sources, or other things.

>Create a place of worship and training for future monks.
>>
Rolled 88, 82 = 170 (2d100)

>>1923006
Forgot roll
>>
>>1922764
Color: Gold
Race: Insectoid
Government: Theocratic despot rule
Location: Northern most dessert

Fluff: The evolving Insectoids began as simple primitive insects, but upon the evolution of the God Bug and it's creation of the hive mind, they were able to band together to create some semblance of a society. They seek evolution into the ultimate form of life.
>>
>>1922962

MAGES

A few scouts cross the river to look for new arable land for the mages to start some farms. While the land seems promising, they run across a pack of wolves and are driven back. Luckily, no one was injured.

Meanwhile the tribe begins to harness the natural magical energy with which they're gifted. The experience of the elders helps aid the process for the young tribe members. [+2 magic control]

>>1922982

ABOLETHS

The Aboleths manage to find a small seaweed field. Their settlement should be alright for the time being. [Food: moderate]

Later, the Aboleths scout further from their deep dwellings and find a shallow coral reef. The encounter a race of peaceful sea-dwelling fish people. They seem rather primitive, focusing their time on farming smaller creatures for food and breeding. But they could be ripe for control.

>>1922985

LACHSTAGEN

The lachstagen hunters stumble across a huge herd of bison passing through the area. The hunt is wildly successful! [food: plentiful]

The research on boats is slightly less successful, but they do manage to create a primitive dug-out type boat that can safely traverse shallow waters. [+1 canoes]

>>1923006

APES

The apes stumble across a natural orchard filled with small red fruit - and nearby, a field of wild berry bushes. This will certainly help feed the tribe for some time on its own. [food: plentiful]

Later, the elders of the tribe decide to honor this discovery by creating a place of worship to the spirit god, H'ar-Ambe. While the altar is a simple construction of rock and wood, a singular peace settles over the nearby area. Members of the tribe find themselves drawn there when contemplating difficult problems or seeking guidance. [+1 spirit magic, +3 monkhood]
>>
Rolled 85, 22 = 107 (2d100)

>>1922953
>>1922999

1: Build grain farms on the slopes of the great mountain.

2: Build a brewery. The beer must flow for the sake of dwarfish sanity.

Also, the dwarfs name their capital Dromadhur.
>>
>>1923038


-----
Insectoids - Orange
Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)
-----
Stability: neutral
Food: Low

--Government--
Hive Mind (+5 organization)

--Resources--
-none-

--Development Bonuses--
>>
Rolled 81, 92 = 173 (2d100)

>>1923065
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--

>Action 1: continue researching boats! we need to make better boats!
>Action 2: considering were still wearing rather low quality clothing, and having recently killed an entire heard of bison, we decide to create large coats out of bison leather, for both protection from cold and physical assault, as well as the brilliant intimidation bonus brought by wearing a huge coat made of dead stuff
>>
>>1923076

Using their natural understanding of shaping rock, the dwarves carve tall granaries from the stone of the mighty mountain. The extra food storage will help in a pinch. [food: plentiful]

The foundation of a brewery is laid but the dwarves get drunk on shoddy grain alcohol and progress falters. [brewery progress: 1/3]
>>
File: map3.jpg (4.29 MB, 3027x2270)
4.29 MB
4.29 MB JPG
BEGIN TURN 2
>>
>>1923093
>>1923141
>>
Rolled 56 + 8 (1d100 + 8)

-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+2 to education)
-----
Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--
[+2 magic control]
(+2 to education)
(+4 to magic)


------
>Action 1: Meet the Apes and ask to study magic with them
>>
Rolled 87 (1d100)

>>1923141
>Action 2: Hunt for food
>>
Rolled 31, 18 = 49 (2d100)

>>1923141
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: neutral
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--
Spirit Magic(+1)
Monkhood(+3)

Actions:

>Research agriculture in order to maintain/expand the discovered orchard.

>Deeper research into healing magic to purge the body of illness or disease.

>>1923172
Though a tad suspicious of outsiders the Apes allow the Humans entrance into the village. There they teach the humans a bit of what they know of spirituality and healing magic.
>>
Rolled 17, 40 = 57 (2d100)

>>1923141
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: neutral
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
-none-

--Development Bonuses--

1. Continue the brewery. Some dwarfs are already starting to look a little twitchy. [brewery progress: 1/3]
2. Create a runic alphabet which we can carve onto stone tablets. (+3 culture bonus, writing is culture, right?)
>>
Rolled 36, 88 = 124 (2d100)

>>1923141

TURN 2
-----
Aboleths – Purple
Traits:
Coercive Minds (+3 psychic power/organization)
Chaos Worshipers (+3 to dark magics)
-----
Stability: neutral
Food: moderate

--Government--
Hive Mind (+3 to chaos magic/ +2 organization)

--Resources--
-none-

--Development Bonuses--

> Without getting too close, the aboleths attempt to use telepathy on the fish people to subtly suggest that aboleths are gods. The fish people will feel compelled to start bringing them offerings of food.
> Scout the area for places of magical power.
>>
>>1923093

LACHSTAGEN

The Lachstagen perfect a method of building a large "tall canoe" which is bound together by logs across an open center. This new craft is greatly shielded from the waves and wet below and can skim across the water at surprising speeds. [replace +1 canoes with +4 pontoon boats]

Perhaps inspired by the lingering scent of blood, Lachstagen craftsmen go to work on all useful parts of the bison, creating not only clothing for the tribe but improving on their still-meager shelter. [+3 leatherworking, +3 leather tents]

>>1923172

MAGES

The mages continue their magical research. They make improvements in channeling the energy through their bodies to become more consistent. [+2 magic control]

With the farm plans temporarily stymied, the mages hunt in the nearby forests. Their growing magical prowess makes short work of a few deer. Luckily, you also find the berries they were eating! [food: plentiful]

>>1923210

APES

The village decides to foster the growth of the orchard in order to create a more permanent source of food. They start by fencing off a section of land to protect it from wild animals. [agriculture +1]

One of the tribesmen is injured, and they take him to the area near the altar for rest. One of the elders attempts to control some of the ethereal spirit magic to help his comrade, but it doesn't go well. The good news is he will likely make a full recovery on his own.

>>1923220

DWARVES

The brewery is a mess of stumbling and disorganized dwarves, but the fear of alcohol withdrawal pushes them onward. Nothing will stop a dwarf that needs a beer. [brewery 2/3]

Less drunk dwarves put their heads together (figuratively) and create a runic language. The first word they create? -Brewery-. This is carved in very large letters and placed at the corner of the mostly-constructed building. [+2 rune language]

>>1923227

ABOLETHS

One of the aboleth leaders takes a small contingent to experiment on the hapless fish people. Their influence is apparently immediately, but exact control over their actions is difficult. You do manage to have a group of them leave some food on a nearby sea shelf. The group imprints themselves as unshakable leaders into the subconscious of their unwitting future servants. [fish people enslavement 1/4]

The aboleths scout into deeper, darker waters. Below, in the depths, strange, oozing black bubbles rise from a space between the rocks. The members of the elder council agree that this is a source of chaotic power, perhaps the source of their own magical inclinations...but how to harness it? [chaos energy source 1/10]
>>
BEGIN TURN 3
>>
Rolled 20, 35 = 55 (2d100)

>>1923290
-----
Insectoids - Orange
Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)
-----
Stability: neutral
Food: Low

--Government--
Hive Mind (+5 organization)

--Resources--
-none-

--Development Bonuses--

1 - Begin hunting for food
2 - Begin enlarging the hive
>>
Rolled 55, 31 = 86 (2d100)

>>1923290
>Action 1: go out to settle new lands on our boats! there is advbenture to be had! who knows what we may find on that simple island not to far across the great lake of Anylesh. (+3 from sea gods)
>Action 2: being a culture of mostly hunters, butchers and leather workers, the only thing to judge one by is the size of the beast they fell! so begins your quest to find and kill a large beast for water spoils it may yeild
>>
>>1923353
forgot to apply +3 to big beast hunting
>>
Rolled 57, 17 = 74 (2d100)

>>1923290
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: neutral
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--
Spirit Magic(+1)
Monkhood(+3)
Agriculture(+1)

Actions:

>Continue work on improving the orchard. +1 to roll

>A group of elder monks meditate for three days in the hopes that new techniques will be revealed to them. +3 to roll.

>>1923189
The Apes request that they send an envoy back to the Mages land in order to foster good relations between the two races.
>>
Rolled 64, 20 = 84 (2d100)

>>1923290
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: Neutral
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
-none-

--Development Bonuses--
Runic Language (+2)
-----

1. The brewery must be finished! Dwarfs need beer! It even has a name plate over the door already! [brewery progress: 2/3]
2. Research metalsmithing. Our primitive stone tools dig slowly beneath the mountain. We need to discover harder, more durable materials to match the endurance of the dwarfen folk. (+3 from Visions of the Future)
>>
Rolled 62 (1d100)

>>1923290
-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+2 to education)
-----
Stability: neutral
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--
[+4 magic control]


Action 1: Create a Small Farm
>>
Rolled 18 + 8 (1d100 + 8)

>>1923432
>Action 2: Use Magic to grow the plants
>>
Rolled 66, 47 = 113 (2d100)

>>1923290
TURN 3
-----
Aboleths – Purple
Traits:
Coercive Minds (+3 psychic power/organization)
Chaos Worshipers (+3 to dark magics)
-----
Stability: neutral
Food: moderate

--Government--
Hive Mind (+3 to chaos magic/ +2 organization)

--Resources--
-none-

--Development Bonuses--

> Continue suggesting to the fish people that the aboleths are gods. Suggest that they desire to offer us more food. Even building kelp or algae farms that will be solely used to provide offerings to us if they so desire.
> "settle" on this new magic site. Continue researching it's uses and properties.
>>
File: map4.jpg (4.29 MB, 3027x2270)
4.29 MB
4.29 MB JPG
>>1923319

INSECTOIDS

Swarms of bugs leave the hive in search for food. They descend on a cactus patch, underneath which are also one of their favorite food sources - other bugs. This time, they come up with empty pincers.

The insects back at home work to expand the hive, excreting new layers of hardened bio-wax to make room for new occupants. [+1 hive construct]

>>1923353

LACHSTAGEN

The Lachstagen take their pontoon boats across the channel to the island. Exploring it reveals a plentiful hunting ground. There are hills in the center of the island that have shiny brown rocks. They are very hard, harder than normal stone.

Other members of the group venture west across the plains. They find the remnants of very large footprints past the bison herds, but they don't find what made them. Surley there must be something out there...

>>1923365

APES

The apes successfully complete an orchard using the available stone rock of their valley home. It is well protected from the elements and can safely hold the harvest. [resource: fruit, +2 agriculture]

The elders continue to meditate near the altar, but make little notable progress. They can feel whispers of something just on the tip of their tongues.

>>1923398

DWARVES

Finally.

Finally.

THE BREWERY IS COMPLETED!!! Surely, this is the grandest day in all dwarfendom. The ruler of the village himself takes the first sip from the first cup of the first batch of spiced dwarven ale. You can virtually see his pupils dilate. [resource: Dwarven alcohol] [+3 construction, +1 brewing]

Old oral tales tell of dwarves using harder rocks and stones. The mountain seems plentiful with different types, much better than hitting stone on stone. The smart batch that worked out the runes starts sorting these into different groups and characterizing them by color and natural occurrence. [dwarven metalcraft 1/5]

>>1923432

MAGES

The animals prove no match for the mages' growing control over magic and territory near the river is staked out for a farm. Magic assists in cutting down and hauling wood. [farm 1/2]

Enterprising mages attempt to help the plants grow using magic. The effort seems to accelerate the growth of seedlings, but no further than that in the plant's life cycle. At least you can get them started reliably. [+1 nature magic]

>>1923495

ABOLETHS

The effort to subordinate the fish people continues, and it accelerates rapidly as more aboleths participate following the initial success. Soon enough a kelp farm is being constructed on the outskirts of their village, alongside a stone altar. The aboleths begin showing themselves at random, maintaining an aura of mystique. [fish people enslavement 3/4]

Research into the site of chaos magic continues. Multiple aboleths focus their minds on it in shifts, attempting to channel its energies. One aboleth becomes strangely enlarged; another explodes into gore. But the effort continues unabated. [chaos energy source 3/10]
>>
BEGIN TURN 4
>>
Rolled 42, 50 = 92 (2d100)

>>1923530
-----
Insectoids - Orange
Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)
-----
Stability: neutral
Food: Low

--Government--
Hive Mind (+5 organization)

--Resources--
-none-

--Development Bonuses--
[+1 Hive]

Begin work on producing a renewable food source (Kinda like cattle)
Begin evolving Hunter bugs
>>
Rolled 9 (1d100)

-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+2 to education)
-----
Stability: neutral
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--

--Projects--

[farm 1/2]

--Development Bonuses--
[+4 magic control]
[+1 nature magic]

>Action 1: Finish that Farm
>>
>>1923530
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: neutral
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--


--Development Bonuses--
[4 pontoon boats] [+3 leather working] [+3 leather tents]

Action 1: try to discover fire, it'll be a good way of staying warm in the cold souther winters, and may lead us to more advanced technologies in the future.
Action 2: go hunting on the island, bison are nice, but they can only give you so many resources, hopefully the livestock on this island bring something new to the table. either that or we just get more leather and horn (+3 from blood rage)
>>
Rolled 45 + 1 (1d100 + 1)

>Action 2: FINISH THAT FARM WITH NATURE MAGIC
>>
Rolled 65, 28 = 93 (2d100)

>>1923530

-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: Neutral
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
Dwarf Alcohol (+3 construction, +1 brewing)

--Development Bonuses--
Runic Language (+2)
-----

1. There is fine stone in the great mountain of Dromadhur, and the dwarfs will build a quarry to mine out the very best of it. (+3 bonus from Dwarf Alcohol)
2. Continue the research into metalsmithing. Some of these rocks must contain the secrets we search for! [dwarven metalcraft 1/5] (+3 from Visions of the Future)

I've got to go now. If there are more turns and I don't complete these actions could you roll them for me again? If you don't want to handle turns like that (people calling them in ahead of time is a pain in this sort of things I know, so I'd get it) then thats cool, don't worry.
>>
Rolled 52, 65 = 117 (2d100)

>>1923530
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: neutral
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit

--Development Bonuses--
Spirit Magic(+1)
Monkhood(+3)
Agriculture(+3)

Actions:
The elder must rest before continuing their meditation. The Apes prepare for celebration at their fantastic orchard that was discovered and the work that was done to make it sustainable.

>The apes attempt to once again improve their healing magic past the basic form it currently takes

>A festival is held to praise H'ar-Ambe and celebrate the completion of the orchard.
>>
Rolled 29, 96 = 125 (2d100)

>>1923530
TURN 3
-----
Aboleths – Purple
Traits:
Coercive Minds (+3 psychic power/organization)
Chaos Worshipers (+3 to dark magics)
-----
Stability: neutral
Food: moderate

--Government--
Hive Mind (+3 to chaos magic/ +2 organization)

--Resources--
[fish people enslavement 3/4]
[chaos energy source 3/10]

--Development Bonuses--

> Continue suggesting to the fish people that the aboleths are gods. Suggest that they desire to offer us even more food garming mass amounts of kelp and algae.
> Continue researching it's uses and properties.
>>
File: Lizardmen.jpg (1.3 MB, 3027x2270)
1.3 MB
1.3 MB JPG
Rolled 75, 40 = 115 (2d100)

>>1923530
Lizardkin, Elder Council, Black
The Lizardkin have been a nomadic society in the northern swamps. They are Omnivores but subsist primarily on meat. Being ambush hunters they have evolved relatively small size (roughly 5ft in height) and mottled balck and green scales for camouflage. They are adept at the use of poisons, knowing how to apply and neutralize them for use in hunting.

Actions:
>Scout a secure, hidden site to found a village.
>Hunt and stockpile excess food.
>>
Rolled 51, 59 = 110 (2d100)

>>1923576

You didn't roll so I'm rolling for you.

>>1923732

Acknowledged, I'll post your sheet and first turn with the others.

One more turn after this one will be the end for the night.
>>
>>1923551

INSECTOIDS

Stymied by lack of available food, the hive begins preparations to raise their own source of inexhaustible biofuels. By altering secretions, they can attract smaller prey bugs to a designated section of the hive. However, it will take time to build something large enough to feed the entire swarm. [feeding dome 2/5]

The intense desire for seeking prey arouses the bloodline of some of the drones. They gather together and enter into a pupa form, transforming steadily into a more deadly version of themselves while the drones tend to their needs. Without a source of food, this process is very slow. [Hunter Bugs 1/15]

>>1923562

MAGES

While finishing the farm, some of your people spot the wolves again, prowling around the edge of the cleared land. Some of the swear they saw one with red eyes leading the others...

However, in the end, the farm is finished. The mages now have a reliable source of food and are able to get a bit more experience raising plants using their magic. [+2 agriculture, +1 nature magic]

>>1923576

LACHSTAGEN

The workers of the lachstagen, experienced from their handiwork so far, are able to reliably harness fire. [resource: knowledge of fire], [+3 toolcraft]

The hunting is successful. Repeated and systematic hunts have given the Lachstagen a reliable source of food and knowledge of how to appropriately use every part of the bison [resource: bison], [food: bountiful]

>>1923595

DWARVES

The industrious dwarves, saved from their hangovers by the hair of the dog, begin construction of a great quarry at the base of Dromadhur. It shall surely be the foundation for many great works in the future. [Great Quarry, 3/7]

The dwarves progress on metalsmithing continues. They learn that different metals become pliable at different temperatures. [Dwarven Metalcraft 2/5]

>>1923635

APES

While tending to the injured ape, one of the children discovers a talent for healing magic. The elders sigh in amazement when the formerly injured ape tells the story to the gathered crowd. "Truly, we have worn out stone shoes in our search for answers, only to stumble across them after giving up." The child is able to replicate his feet, and the others learn from him. [healing magic +2]

The festival is a great success, made sweeter by the presence of the orchard and the new discovery of healing magic. The tribespeople feel like the future holds no limits! [spirit magic +1], [stability: very content]

1/2
>>
File: map5.jpg (4.31 MB, 3027x2270)
4.31 MB
4.31 MB JPG
>>1923696

ABOLETHS

The aboleths insistent control finally bends the minds of the fish people. It is now a regular occurence for them to prostrate on the ground as any aboleth passes by. Their food-gathering efforts and simple minds will make them excellent stooges in the future... [resource: enslaved fish people], [food: bountiful], [+1 mental influence]

Meanwhile, a sudden breakthrough occurs in the study of the chaotic energy source. One of the aboleths notices patterns in the mana-soaked bubbles and replicates them on the stone nearby. The runes resonate together and serve as a means to tamper the energy when it enters the user's body, preventing unexpected accidents. [chaotic energy source 8/10]

>>1923732

-----
Lizardmen - Black
Traits:
Natural Hunters (+3 military/hunting)
Poison Control (+3 poison knowledge)
-----
Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--
-none-

---------------------------

LIZARDKIN

The nomadic Lizardkin have tired of their wandering lifestyle. Scouts are directed by the elders to seek a more sustainable place of living. Deep in the swamps, not far from the shore, they find a mighty hill that rises above the bog. The rare dry land and thick tree cover provides great shelter to their people. This is taken as a good omen by the tribespeople. [stability: very content]

The nearby bogs prove to be to acceptable hunting grounds for the lizardkin, though no better than other places they've found before. [food: moderate]
>>
BEGIN TURN 5
>>
Rolled 67 (1d100)

>>1924007
-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+2 to education)
-----
Stability: neutral
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--

--Projects--

[farm 1/2]

--Development Bonuses--
[+4 magic control]
[+2 nature magic]
[+2 agriculture]

Fuck those Wolves
Action 1: Wage a magic war on those Muts
>>
Rolled 98, 6 = 104 (2d100)

>>1924024
-----
Insectoids - Orange
Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)
-----
Stability: neutral
Food: Low

--Government--
Hive Mind (+5 organization)

--Resources--
-none-

--Development Bonuses--
[+1 Hive]

>Continue working on feeding dome [2/5]
>Continue with evolution of Hunter Bug [1/15] (+5 from rapid evolution)
>>
Rolled 30 (1d100)

>>1924016
Action 2: Steal their children
>>
>>1924033
Oops, I meant +3 on the rapid evolution thing. my bad.
>>
Rolled 91, 48 = 139 (2d100)

>>1923595

Rolling for dwarves completing quarry and metalcrafting
>>
Rolled 67, 67 = 134 (2d100)

>>1924024
TURN 5
-----
Aboleths – Purple
Traits:
Coercive Minds (+3 psychic power/organization)
Chaos Worshipers (+3 to dark magics)
-----
Stability: neutral
Food: bountiful

--Government--
Hive Mind (+3 to chaos magic/ +2 organization)

--Resources--
enslaved fish people

--Projects--
[chaos energy source 8/10]

--Development Bonuses--
+1 mental influence

> Search the ocean for an enormous monstrous creature (e.g. kraken, prehistoric beast, sea monster, leviathan, etc.) Keeping thier distance the aboleths attempt to influence its thouggts so that it can be controlled as a hero unit for the nation.
> Continue researching the magic site's uses and properties.

Also, now that the fish people are enslaved, they focus on farming kelp and breeding.
>>
Rolled 76, 44 = 120 (2d100)

>>1924024
-----
Lizardmen - Black
Traits:
Natural Hunters (+3 military/hunting)
Poison Control (+3 poison knowledge)
-----
Stability: very content
Food: moderate

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--
-none-

---------------------------

Actions:
>Scout the nearby swamps, taking care to search for sources of Poisons.
>Assign Tribes-Lizards to begin innovating ways to defend our new hill-home. (Traps etc.)
>>
Rolled 94, 3 = 97 (2d100)

Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Very Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit

--Development Bonuses--
Spirit Magic(+2)
Monkhood(+3)
Agriculture(+3)
Healing Magic(+2)

Actions:
The village of Apes is prosperous and happy, as time goes on they continue to hone their monk techniques, but an excursion into the outside world will soon be undertaken. After all the outside world is largely a mystery to them.

>Elder monks resume meditation in the hopes that they will discover a new monk technique. +3 Monkhood roll.

>Rumors abound that an avatar of H'ar-Ambe was born. Elders approach to inspect the child and see if the rumors have any merit.
>>
>>1924031

MAGES

The mages move out in force to cull the wolf threat from their lands once and for all. Two elders go with them, cautioning them how to deal with the red-eyed leaders, or Wargs. The mages find the den of the beasts, and an explosive battle of magic ensues. While the mages still lack control, the cave concentrates their efforts for them. Most of the wolves are killed in their homes; the few remaining flee. The wolf threat is eliminated, and the settlers breath a sigh of relief. [stability: content]

Inside the den, you find 8 warg pups, shielded from the magic by their mother. The elder rubs in his chin in thought before ordering them to be brought back to the village. [resource: Warg Pups]

>>1924033

INSECTOIDS

With a burst of effort, the feeding dome is completed! The abundant food source should make other tasks a lot easier as the swarm continues to grow. [food: plentiful], [+3 hive construct]

Note: the required effort to complete the hunter bugs drops from 1/15 to 1/7

Meanwhile, the pupal bugs still slumber in the cocoons, unaware of the changes outside.

>>1924056

DWARVES

The dwarves continue to dig, and, surprisingly, find not only solid stone, but marble! This will be a boon to the rapidly growing dwarf settlement under Dromadhur. [Great Quarry 6/7]

Work on metalcrafting continues. Heating some metal to the required temperatures proves very challenging. [dwarven metalcraft 3/5]

>>1924059

ABOLETHS

An Aboleth scouting team ventures into the deep in search of larger, more powerful creatures than can be controlled and brought into the fold. In the far reaches of an undersea crevasse, discover a pulsating monstrosity that horrifies even them. Even the oldest Aboleth has no name for the creature. Its black body oozes along the gulch with surprising dexterity; a flash of teeth at the end of one appendage hints of its predatory nature. Attempts to slow its progress via mental compulsion don't seem to work well. [Taming the Monstrosity 1/25]

The symbols which resonate with the chaotic magics are further perfected. The source of power is surrounded by symbols drawn on the nearby rock, which enables any Aboleth to approach and draw forth chaotic magic for other purposes. [resource: Lesser Chaos Node], [+5 Chaos Magic, +1 Magic Control]
>>
>>1924089

LIZARDMEN

Crack scouting teams, long used to traversing the swamps, are able to locate a nearby source of Venomweed, a potent poison. When coated on spears and arrows, it proves a powerful paralytic, but is harmless when ingested. [Resource: Venomweed], [+3 poison knowledge]

Other tribesmen work on making their new home more defensible. Traps coated with poison are a chief method. [+2 traps]

>>1924111

APES

Excited at the prospect of learning more, the elders return to the altar following the celebration. This time, the sway of the spirits seems to be in their favor. One of the elders suddenly begins to radiate with a blue light. The others gather to test the nature of this ability with a light spar. They find that the light blunts their strikes and punches, acting as a natural armor. The technique is quickly spread to the village's other protectors [+3 shield aura]

The youth that discovered healing magic is invited to participate in performing the shield aura magic, but it is discovered that after several attempts, they seemingly have no talent for it. The initial excitement concerning the child's achievements begins to fade.
>>
BEGIN TURN 6

(I will process tomorrow night EST)
>>
Rolled 90, 29 = 119 (2d100)

>>1924212
-----
Lizardmen - Black
Traits:
Natural Hunters (+3 military/hunting)
Poison Control (+3 poison knowledge)
-----
Stability: very content
Food: moderate

--Government--
Elder Council (+5 culture)

--Resources--
Venomweed

--Development Bonuses--
+3 Poison Knowledge
+2 Traps

---------------------------

Actions:
> Send Scouts and Hunters to attempt to safely subdue any local fauna with a natural toxin for domestication. (+3 Hunting, +6 Poison Knowledge)
>Assign Crafts-Lizards to develop tools to aid in our effort at constructing a worthy home. (+5 Culture?)
>>
Rolled 53, 63 = 116 (2d100)

>>1924212
TURN 6
-----
Aboleths – Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: Neutral
Food: Bountiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Enslaved Fish People
Lesser Chaos Node

--Projects--
Taming the Monstrosity 1/25

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control

--Totals--
+8 Chaos Magic
+5 Organization
+3 Dark Magic
+3 Psychic Power
+1 Mental Influence
+1 Magic Control

> Still keeping thier distance the aboleths continue to influence the creatures thoughts so that it can be controlled as a hero unit for the nation. They attempt to organize and weave chaos magic in with thier mind control abilities in hopes of better results. [+21]
> The aboleths continue to scout the ocean.
>>
Rolled 5 + 10 (1d100 + 10)

>>1924212
-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+2 to education)
-----
[stability: content]
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--

[resource: Warg Pups]
Farm
--Projects--


--Development Bonuses--
[+4 magic control]
[+2 nature magic]
[+2 Agriculture]

>Action 1: Find a way to use Magic in Building +10 (+2 Education, +4 Magic, +4 Magic Control)
>>
Rolled 10 + 10 (1d100 + 10)

>>1924212
>Action 2: Find a way to use Magic in Building +10 (+2 Education, +4 Magic, +4 Magic Control)
>>
File: 1506891624114.jpg (1.33 MB, 3027x2270)
1.33 MB
1.33 MB JPG
Name: Kratiya
Color: Yellow
Government: Elder Council
Fluff: Kratiya is a city named for the lake on which it sits. Ir's people are humanoids, little different from humans with the only difference being a fine attunement toward empathy. Kratiyans can feel the surface emotions of others and this has made them slow to violence and quick to friendship. It has also made them excellent at plots and schemes, and detecting ill intent in others.
>>
File: 1506891624114.jpg (1.33 MB, 3027x2270)
1.33 MB
1.33 MB JPG
>>1922764
Name: Bacatia
Color: Black
Government: Elder Council of Vampires
A tribe of amphibious humanoids calling themselves the Aratoa, native to the southern island. The Aratoa look very similiar to humans, but they have membrane between there toes and fingers, gills they can use underwater and a blueish hue inn their skin tone. They dislike hot, dry weather and might die if exposed to it for too long.
Not too long ago they have found a ruin from a long lost civilization.
While exploring them, they have woken the masters of this once great nation. They subjugated the tribal Aratoa swiftly through wondreous feats and when neccessary violence.
>>
File: StangalliMap.jpg (948 KB, 3027x2270)
948 KB
948 KB JPG
Name: Stangalli
Color: Pink
Government: Council of the Richest Stangalli
Fluff: The Stangalli are a short, cunning tribe. They are covered in hair, with short triangular ears on the top of their head. They're tallest warriors stand proudly at three and a half feet. But they make up for these short comings with rapid breeding and a sharp sense of thrift. Common Stangalli philosophy says that you need money to stand out in the crowd, and to never let a good deal pass you by.
>>
Rolled 53, 75 = 128 (2d100)

>>1924212
Dwarfs Turn 6
-----
Dwarfs – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: Neutral
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
Dwarf Alcohol (+3 construction, +1 brewing)

--Development Bonuses--
Runic Language (+2)
-----

1. Finish the Great Quarry. We have found marble! With this, our halls can be made grander for the glory of the Underkingdom. (+3 bonus from Dwarf Alcohol) [Great Quarry 6/7]
2. Continue metalsmithing research. Higher temperatures seem to be needed, the only answer to this is bigger hotter furnaces. [dwarven metalcraft 3/5] (+3 from Visions of the Future)

Cheers for taking care of that missed turn for me Mudkip.
>>
Rolled 2, 38 = 40 (2d100)

>>1924212
-----
Insectoids - Orange
Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)
-----
Stability: neutral
Food: Plentiful

--Government--
Hive Mind (+5 organization)

--Resources--
-none-

--Development Bonuses--
[+4 Hives]

>continue hunter evolution [1/7] (+3 mutation)
>begin expansion of the hive underneath the desert (+5 organization)
>>
>>1924380
Also the area of the ocean with the lesser chaos node is now known as: Xi'ati-Yi'hlotep
>>
Rolled 95, 30, 84, 70 = 279 (4d100)

>>1924212
turn 5
>action 1: Lachstagen where at first unable to use these brown, however mayhaps using fire could provide a solution to our woes? (attempt smelting)
>action 2: Travel up north across the great lake. of Anylesh, mayhps the warmer of climates of the north shall provide us with more exotic beasts to hunt?

turn 6
>Action 1: up until now we've been using every part of the bison but the horns. maybe we can make some sort of intrument from them?
>Action 2: advance our Smelting more! a tool is only as strong as its user, although it does help if the tool in question isn't total shit itself
>>
Rolled 90, 3 = 93 (2d100)

Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Very Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit

--Development Bonuses--
Spirit Magic(+2)
Monkhood(+3)
Agriculture(+3)
Healing Magic(+2)
Shield Aura(+3)

Actions:

>The time has come to explore the world. A group of five young and strong monks have been assigned to travel south in order to explore.

This will probably take some time so this will be a multi turn action. I'll let OP decide how long it takes to discover things.

>Monks practice a newly invented technique that allows them to land a large number of blows in a very short amount of time. In some cases there are more registered blows than the amount of times the fist connected with the body.
>>
File: map6.jpg (4.34 MB, 3027x2270)
4.34 MB
4.34 MB JPG
>>1924655

Kratiya Sheet:

-----
Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
-----

Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--
-none-

>>1924694

Bacatia Sheet:
(Black is taken so you'll be light brown unless you select another color)

-----
Bacatia – Grey
Traits:
Vampiric (+3 dark magic)
Overlords (+3 military)
-----
Stability: neutral
Food: Low

--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)

--Resources--
-none-

--Development Bonuses--

>>1924939

Stangalli Sheet

(Note: the Apes just discovered you by traveling south, you may contact them at any time)

-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: neutral
Food: Low

--Government--
Council of Misers (+3 culture, +2 currency)

--Resources--
-none-

--Development Bonuses--
>>
>>1924296

LIZARDMEN

The crack lizardmen scouts comb the nearby swamp and stumble across their favorite mount - the giant frogs, Poisonspitters. Their venom is a topical ooze that is sprayed at a vicitim's head to burn away their vision and seal off their breathing. Their black-white stripes mark them clearly in the grey bogs, a warning to other creatures, but the lizardmen no know fear and successfully capture several of them. Their size and ability to leap between spots of dry land makes them the perfect swamp mounts. [resource: Poisonspitters], [+3 beast taming]

The remainder of the tribe continues to build and fortify the new village. Grand plans are laid out to construct shelters using the small forest as base material. [A Worthy Home 1/10]

>>1924380

ABOLETHS

Determined to reign in the beast of the seas, the aboleths gather in force. They send pulsing waves of chaos magic drawn from the node toward the beast in order to weaken its defenses, and then attempt to influence it mentally. The beast seems to hesitate; the effects are much more noticeable than before. [Taming the Monstrosity 4/25]

The aboleths continue to scout the surrounding ocean, and find another nearby tribe of fish people. A brief confrontation leads to the Aboleths retreating into the dark. This group seems far more organized and better equipped - you may have only seen the tip of their iceberg...

>>1924436

MAGES

Attempts at using the magic to construct better housing begin in the mage village. It's a slow effort, but early results seem to have potential. [+2 magic construction]

>>1925152

DWARVES

(don't forget your construction bonus on the quarry)

The dwarves finish the Great Quarry! Hauling fine stone and chiseling away blocks of marble are now a cinch in future projects. [resource: stone, marble], [+5 Great Quarry], [+1 construction]

The dwarven researchers are able to finally build a furnace that burns hot enough to melt both the shiny brown rocks and the shiny grey rocks. They term the first copper, and the second iron. Though they have yet to find a large deposit of any metal, the dwarves will be able to forge great things in the future! [+3 Dwarven Metalcraft], [+1 construction]
>>
>>1925156

INSECTOIDS

The hunters are evolving...very slowly.

More productive parts of the hive begin to expand underground, a natural method to avoid the heat of the desert, especially during the daytime. It should also be much more defensible than a simple surface construct. [Living Chamber, 2/10]

>>1925461

LACHSTAGEN

(please post your sheet with your roll going forward. Also, I'll give you the extra turn this time but not next time!)

The Lachstagen attempt to use heat to make the shiny brown rocks more malleable. It goes well, but when the fire gets too hot they're forced to back away from the fire. They need some method to contain and control the heat... [Metalcrafting 3/5]

Lachstagen boats travel up across the mighty lake. They find potential fishing grounds but little else. The scouts are excited to report that they saw a mighty sea creature breach the surface, but only briefly.

Back at home, a few creative types have managed to fashion horns and drums from the part of the bison. The sound of the horn can be heard far across the water. [+2 organization, +2 music]

The Lachstagen manage to perfect a basic furnace using rocks to channel the heat into a melting pool up above. This allows them to smelt the newly found copper. [resource: copper], [+ 2 metalcrafting]

>>1925500

APES

The monks make quick progress over the weeks as they travel, following the mountains south. They find and cross over two rivers. They discover more kinds of fruit growing between the two rivers, as well as strange four-legged animals with spindly horns growing from their head. They also discover a mighty, leather-skinned creature with a long snout and a call that sounds like a trumpet. Their footsteps shake the earth.

They also discover the Stangalli! The small, furred creatures make an odd contrast to the hulking apes, though they outnumber you at least 3 to 1. They seem very concerned about small shiny pebbles that they exchange for other things. They do seem welcoming enough, but most of them busy themselves elsewhere when they learn the Apes do not also have these pebbles.

The monks know that effective self-defense can sometimes be best achieved a strong attack. They begin to train in hand-to-hand combat, attempting to use the aura to bolster its effectiveness. Initial experiments don't go very well. In the village, there are rumors of a danger in the east that is causing the monks to be so urgent in their training... [Rockslide Technique 0/10]
>>
File: map7.jpg (4.35 MB, 3027x2270)
4.35 MB
4.35 MB JPG
Apes and Stangalli have made contact. They can trade resources and bonuses if they both agree to use an action to do so. Success depends on rolls.

BEGIN TURN 7
>>
Rolled 22, 6 = 28 (2d100)

>>1925911
-----
Insectoids - Orange
Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)
-----
Stability: neutral
Food: Low

--Government--
Hive Mind (+5 organization)

--Resources--
-none-

--Development Bonuses--
[+4 Hive]

>Continue with the evolution of the hunters. I'm sure we'll get there eventually [1/7] (+3 rapid evolution)
>Continue creating the living chamber [2/10] (+5 organization)
>>
>>1925911
TURN 7
-----
Aboleths – Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: Neutral
Food: Bountiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Enslaved Fish People
Lesser Chaos Node

--Projects--
Taming the Monstrosity 1/25

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control

--Totals--
+8 Chaos Magic
+5 Organization
+3 Dark Magic
+3 Psychic Power
+1 Mental Influence
+1 Magic Control

> The Aboleths sense a race of land dwellers (Lachstagen) that fear and admire the dangerous and mysterious ocean as the ultimate predator. They attempt to reach them in their dreams/nightmares and give them visions of the true gods of the ocean depths (Aboleths). They show them a future of chaos where monstrous terrors rise from the sea, as the Lachstagen bathe in the blood of thier enemies and sacrifices. [+9]
> Still keeping thier distance the aboleths continue to influence the creature's thoughts so that it can be controlled as a hero unit for the nation. They keep organized and continue to weave chaos magic in with thier mind control abilities. [+21]
>>
Rolled 84, 85 = 169 (2d100)

>>1925977
>>
Rolled 87, 100 = 187 (2d100)

>>1925911
-----
Lizardmen - Black
Traits:
Natural Hunters (+3 military/hunting)
Poison Control (+3 poison knowledge)
-----
Stability: very content
Food: moderate

--Government--
Elder Council (+5 culture)

--Resources--
Venomweed
Poisonspitters

--Projects--
[A Worthy Home 1/10]

--Development Bonuses--
+3 Poison Knowledge
+2 Traps
+3 Beast Taming
---------------------------

Actions:
>Establish hunting grounds in the bogs and swamps to supplement food supplies in the long term. (+3 Hunting)
>Continue construction on the Hill-home. (+5 Culture)
>>
Rolled 34, 98 = 132 (2d100)

>>1925911
>>1924939
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Very Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit

--Development Bonuses--
Spirit Magic(+2)
Monkhood(+3)
Agriculture(+3)
Healing Magic(+2)
Shield Aura(+3)

-In Progress-
Rockslide Technique(0/10)

Actions:

>The traveling monks mark down the rivers and new fruit sources on a crude map they carry with them. Though they are intrigued by the discovery of the Stangalli they are baffled by their culture and way of life. Despite this they show the Stangalli that they wish for peace and friendly relations before departing. The monks turn their eyes towards the various beasts and animals of the area when one of the monks has an idea to try and befriend them by offering them some of the extra fruit they are carrying.

>Monks back at the village continue working on their new attacking technique that they have dubbed the Rockslide technique. Progress has been slow but they hope a breakthrough will occur soon. [Rockslide Technique: 0/10]
>>
Rolled 66 + 12 (1d100 + 12)

>>1925911
-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+2 to education)
-----
[stability: content]
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--

[resource: Warg Pups]
Farm
--Projects--


--Development Bonuses--
[+4 magic control]
[+2 nature magic]
[+2 Agriculture]
[+2 Construction Magic]

>Action 1: Fuck it build an army of mud/wood if possible golems to farm night and day [+4 magic control, +2 Nature magic, +2 Construction Magic, +4 magic]
>>
Rolled 62, 20 = 82 (2d100)

>>1925911
>-----
>Stangalli - Pink
>Traits:
>Breed Like Rabbits (+3 expansion)
>Done Dirt Cheap (+3 economy)
>-----
>Stability: neutral
>Food: Low
>--Government--
>Council of Misers (+3 culture, +2 currency)
>--Resources--
>-none-
>--Development Bonuses--

Actions:
>We need a steady foundation to build upon. Expand our farmland around our river to ensure a well-fed population. (+3 from Breeds Like Rabbits)
>Explore the nearby mountain for anything we can harvest. Ores, herbs, animals, whatever we can get.
>>
Rolled 30 (1d100)

>>1926117
>If the golems need are a project that needs more actions then work on that otherwise build an institute of higher learning. Either +17 (+4 magic, +2 Education, +5 Culture, +4 Magic Control, +2 Nature Magic, +2 Construction Magic) For the Academy or +12 (+4 Magic, +2 Nature Magic, +4 Magic Control, +2 Construction Magic)
>>
>>1925977
Sorry forgot to update:

Taming the Monstrosity 4/25
>>
Rolled 25, 82 = 107 (2d100)

>>1925911

-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: Neutral
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
Dwarf Alcohol- Brewery (+3 construction, +1 brewing)
Stone and Marble- Great Quarry (+5, +1 construction)

--Development Bonuses--
Runic Language (+2)
Dwarf Metalcraft (+3, +1 construction)

-----

1. Prospect for metals beneath the mountain. Iron, copper, gold, gemstones, whatever is there, we'll find it.
2. Build a smelter in preparation. We know how to get metals out of the rocks, so we need a proper dwarfy place to do it. (+10 from quarry, brewery, metalcraft)
>>
Rolled 27, 93 = 120 (2d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
-----

Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--
-none-

1. Arts and Culture
+5 Elder Council
Kratiya begins to develop a culture focused around music and dance. The larger, the better, but there remains a slight preference toward the smaller events. The sonnets and the poems and the mental and emotional connection between just two people.

2. Fishing industry
+2 Organization
Kratiya's position on the lake puts it in the prime location for a thriving fishing industry. While infant and small, its development will help provide food for the people on the island.
>>
>>1925937

INSECTOIDS

The evolution of the hunters is slow...but steady! [Hunter Bugs 2/7]

The living chamber, on the other hand, stalls out due to a small cave-in that has to be repaired. The sheer determination of the bugs to continue constructing is, however, impressive. [+1 construction]

>>1925977

ABOLETHS

The Aboleths reach out across the depths of space and time with their mental influence. They are naturally drawn to a species that appreciates the mysteries of the deep, mysteries that resonate with their own powers. The Lachstagen begin to have dreams, visions of the Aboleths, of being led into a maddeningly satisfying blood rage that never ends.

Note: you have successfully contacted the Lachstagen, though sporadically and through visions. You can send them visions in the future by committing an action, though they may or may not heed them.

Strong progress is made on controlling the undersea beast. It is found a team of 11 Aboleths is the critical number for influencing the hulking creature. Perhaps groupings of 11 could improve on this? [Taming 7/25]

>>1926026

LIZARDMEN

The elders decide to separate the land of the swamp nearby into designated hunting grounds. They will rotate between each section of land, thereby avoiding overhunting while still providing enough food for the tribe. After the first few months, the tribesmen notice a large difference in their yields. [food: bountiful]

The effort is tremendous, but so is the payoff. The home of the Lizardmen soars above the swamp with a foundation made of tress, platforms and walkways of wood, and more thatch than you can shake a stick out. It is surely the greatest achievement of any tribe known in the histories of the elders. Project: [Hill-Home]; [+5 construction], [+3 fortification], [+2 traps], [stability: extremely content]

>>1926033

APES

After making a good impression on the Stangalli, the apes attempt to befriend one of the wandering behemoths. The fruit does seem to attract them, but they don't come over to eat it until it is left on the ground and the apes move away. Still, it's a start. [Behemoth Taming 1/7]

A sudden breakthrough occurs during the training back at the village. A monk discovers that by rippling his aura in time with his punches, the blows seemingly multiply. Though illusory and slightly less powerful than the main strike, they could easily unbalance or knock over and opponent. [Rockslide Technique 5/10]
>>
>>1926117

MAGES

The mages put their heads together and think of ways to reduce the burden of manual labor. It occurs to them that they could animate workers for themselves using their magic. They attempt to do so using an easily manipulated material: the mud next to the river. [Mud Golems 3/7]

The mages continue to work on the mud golems. [5/7]

>>1926137

STANGALLI

The Stangalli recognize the need for a robust foodsources to keep up with their growing population. The Council of Misers begrudgingly helps to fund the construction of farms in the rich riverlands. [+2 farming, food: moderate]

Meanwhile, ambitious explorers comb the mountainside for resources. They prove a rich hunting ground, though nothing else is discovered for the time being. [resource: furs]

>>1926243

DWARVES

The dwarves begin to prospect for metals. The mountain surely has stores of these precious materials...somewhere! They can practically smell the stuff. [+2 mining]

Meanwhile, the dwarves start to prepare a smelter for what is surely soon to be an abundant flow of mineral wealth! [Smelter 4/5]

>>1926319

KRATIYA

The Kratiya are a cultured people and demonstrate this through their love of dance. One of the actors falls offstage in the big performance, but funnily enough this endears him to the audience. A somewhat awkward star is born! [+1 dance]

Meanwhile, the fishing industry is booming. While still small scale due to the limited nature of their boats, it seems like there's always another fish in the sea! [+3 fishing], [food: plentiful]
>>
File: Map8.jpg (4.35 MB, 3027x2270)
4.35 MB
4.35 MB JPG
BEGIN TURN 8

Note: A World Event will take place at the beginning of turn 12.

Note: Aboleths have contacted Lachstagen via dreams and visions. While unreliable this allows for limited communication. The Lachstagen can accept or ignore this.
>>
Rolled 48 + 12 (1d100 + 12)

-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+2 to education)
-----
[stability: content]
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--

[resource: Warg Pups]
Farm
--Projects--

[Mud Golems 5/7]

--Development Bonuses--
[+4 magic control]
[+2 nature magic]
[+2 Agriculture]
[+2 Construction Magic]

>Action 1: Finish the golems +12 (+4 Magic, +2 Nature Magic, +4 Magic Control, +2 Construction Magic)
>>
Rolled 36 + 17 (1d100 + 17)

>>1926454
>Work on creating a place of higher learning and research
>>
Rolled 97, 77 = 174 (2d100)

>>1926454
-----
Lizardmen - Black
Traits:
Natural Hunters (+3 military/hunting)
Poison Control (+3 poison knowledge)
-----
Stability: Extremely content
Food: Bountiful

--Government--
Elder Council (+5 culture)

--Resources--
Venomweed
Poisonspitters

--Projects--
None

--Development Bonuses--
+3 Poison Knowledge
+4 Traps
+3 Beast Taming
+5 Construction
+3 Fortification
---------------------------

Actions:
The tribes-lizards focus their efforts inwards...
>Scouts and Hunters practicing and training to defend their new Hill-home from any and all aggressors.
>Crafts-lizards begin fashioning a network of pit-traps, pungee sticks and snares throughout our domain.
>>
>>1926454
-----
Insectoids - Orange
Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)
-----
Stability: neutral
Food: Low

--Government--
Hive Mind (+5 organization)

--Resources--
-none-

--Development Bonuses--
[+4 Hive]
[+1 Construction]

>Continue evolving (+3 Evolution)
>Continue building the living chamber [2/10] ( +5 organization/ +1 construction = +6)

I swear I'm gonna still be working on these two by the time the world event happens
>>
Rolled 54, 46 = 100 (2d100)

>>1926454
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: neutral
Food: Moderate
--Government--
Council of Misers (+3 culture, +2 currency)
--Resources--
Furs
--Development Bonuses--
+2 Farming

Actions:
>These furs are warm, but they cannot be used for much as they are. Work on using them as material for clothes and furnishings.
>Start working on a large market center for the village. We need a centralized place for business (+3 From Trait)
>>
Rolled 94, 69 = 163 (2d100)

>>1926454
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: Neutral
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
Dwarf Alcohol- Brewery (+3 construction, +1 brewing)
Stone and Marble- Great Quarry (+5, +1 construction)

--Development Bonuses--
Runic Language (+2)
Dwarf Metalcraft (+3, +1 construction)
Prospecting (+2 mining)

-----

1. We can smell those metals. We just need to find them. Continue prospecting for minerals! (+2 from prospecting)
2. Finish building the smelter. The idea of molten metals is almost as exciting as beer to the dwarfs. [Smelter 4/5] (+10 from quarry, brewery, metalcraft)
>>
>>1926454
TURN 8
-----
Aboleths – Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: Neutral
Food: Bountiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Enslaved Fish People
Lesser Chaos Node

--Projects--
Taming the Monstrosity 7/25

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control

--Contacts--
Lachstagen (dreams/visions)

--Totals--
+8 Chaos Magic
+5 Organization
+3 Dark Magic
+3 Psychic Power
+1 Mental Influence
+1 Magic Control

> Before the aboleths attempt to use telepathy on the new nation of fish people, they organize and (from a distance) pulse chaotic energy into the society. They plan to spread chaos throughout the civilization so that they can eventually appear to the populace (at the tail end of its spiral into anarchy) as gods of hope or power. [+17]
> Still keeping thier distance the aboleths continue to influence the creature's thoughts so that it can be controlled as a hero unit for the nation. They organize 11 Aboleths and continue to weave chaos magic in with thier mind control abilities. [+21]
>>
Rolled 55, 63 = 118 (2d100)

>>1926485
and I forgot the rolls
>>
>>1926478
I forgot to post bonuses.
Training [6] (+3 military, +3 Fortification)
Traps [21] (+3 Military, +6 Poison Knowledge, +4 Traps, +5 Construction, +3 Fortification)
>>
Rolled 44, 78 = 122 (2d100)

>>1926491
>>
Rolled 7, 77 = 84 (2d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
-----

Stability: neutral
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fish +3

--Development Bonuses--
Dance +1

1. Explore
The mainland calls. While the island can provide much, it can't provide more than stable ground, fish, and wood. The main land can provide everything else we need.

2. Improve Ships
Being on an island in the middle of the lake, we need ships both to ferry goods and people as well as for trade and defense.
>>
Rolled 30, 40 = 70 (2d100)

>>1926454
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Very Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit

--Development Bonuses--
Spirit Magic(+2)
Monkhood(+3)
Agriculture(+3)
Healing Magic(+2)
Shield Aura(+3)

-In Progress-
Rockslide Technique(5/10)
Behemoth Taming(1/7)

Actions:

>Fascinated by the large creature the monks watch as he eats some fruit he left on the ground. The group agrees to put their travels on hold in order to learn more about the beast. The group begins to refer to the particular beast as Big Sam and attempt to follow him from a reasonable distance. [Behemoth Taming 1/7]

>The traveling monks also decide to gather some of the foreign fruit from the area in order to take home. They sample many of the different kinds they find in order to understand taste. They hope that these fruits can be grown at home and will provide nutritional or perhaps other strange benefits.
>>
>>1926463

MAGES

The mages finish their mud golems. It's actually quite the work of sophistication, despite the fact that the mud golems don't look it. The magic drives them to work in predetermined patterns, though a mage or two generally have to oversee them. With this, the mage's food woes are a think of the past. [food: abundant], [+2 magic control, +2 nature magic]

The mages begin construction on a center of learning. It will be their largest undertaking yet by far, but the elders hope it will pay dividends in time. [Mage Tower 2/10]

>>1926478

LIZARDMEN

The hunters are inspired by their new home, but they more than any in the tribe know what dangers lurk in the world. They begin a fierce training program and recruit fresh younglings into their training. [+5 rangers]

Other lizards put their skills to use, surrounding Hill-Home with an increasingly complex array of ambush points and traps. [+2 traps, +1 fortification]

>>1926485

INSECTOIDS

The insectoid hunters finally show signs of change. Their forelimbs are growing into sharp, serrated claws. [Hunters 4/7]

Meanwhile, the main living chamber is coming along. The insects dig in shifts to make continuous progress. [Living Chamber 5/10]

>>1926489

STANGALLI

The industrious Stangalli quickly process the furs into finished goods. They sell well like gangbusters. [+3 industry]

The Misers see the value of profit if they can centralize and more easily tax commercial actives. Construction begins on a large marketplace. [Grand Bazaar 1/12]

>>1926490

DWARVES

The dwarves successfully find rich veins of both copper and iron! [resource: copper], [resource: iron]. One drunken dwarf stumbles down a small mineshaft and lands on something hard and uncomfortable. He believes this is the ground. It is also a strange stone he's never seen before that shimmers white in the moonlight...

The dwarves are drinking beer and smelting molten metals. Surely this can't be a good combination. Or can it?!!? [Smelter 5/5, +2 construction, +4 dwarven metalcraft]
>>
>>1926491

ABOLETHS

In their ever-insidious plotting ways, the Aboleths conspire to weaken the fishmen nation from within before sweeping in as 'saviors'. No one can stop them from completing their heinous plot! Muahahahahaha! Ha! [Chaos in the Fishman Nation 2/15]

The Aboleths continue to charge forward with the newfound advantage over the undersea creature. [Taming the Monstrosity 12/25]

>>1926528

KRATIYA

The first settlers attempt to spread to the mainland surrounding the lake, but they're quickly chased off by stout, ugly natives! The green-skinned creatures seem highly aggressive, but at least they don't have any way of crossing the lake.

Kratiya shipbuilders work innovating the rudder of their small boats. This makes steering on the wind-whipped waters of the lake much easier! [+4 shipbuilding]

Note: Fish as a resource, +3 fishing is a development bonus

>>1926634

APES:

While Big Sam is not a particularly sociable creature - his brethren aside - he does seem to be less wary of the apes as he grows used to their presence. [Behemoth Taming 2/7]

The apes are successful in their endeavor to gather new and interesting fruits to take home. One bright purple fruit about the size of a fist is particularly delicious. It seems to fill one with fresh energy after eating it, even if they've walked a long distance. They're anxious to bring it back to the tribe where it can be cultivated...
>>
BEGIN TURN 9
>>
Rolled 66, 36 + 23 = 125 (2d100 + 23)

>>1926688
-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+2 to education)
-----
[stability: content]
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--

[resource: Warg Pups]
Farm
Mud Golems
--Projects--
--Development Bonuses--
[+6 magic control]
[+4 nature magic]
[+2 Agriculture]
[+2 Construction Magic]

Actions 1 & 2: Focus all efforts on that tower before the great event comes
>>
>>1926688
-----
Lizardmen - Black
Traits:
Natural Hunters (+3 military/hunting)
Poison Control (+3 poison knowledge)
-----
Stability: Extremely content
Food: Bountiful

--Government--
Elder Council (+5 culture)

--Resources--
Venomweed
Poisonspitters

--Projects--
None

--Development Bonuses--
+3 Poison Knowledge
+6 Traps
+3 Beast Taming
+5 Construction
+4 Fortification
+5 Rangers
---------------------------

Actions:
>The rangers believe that by bonding the youngest hatch-lings with a freshly spawned Poisonspitter tadpole they can create a stronger union between beast and rider. [+11] (+3 Hunting, +3 Beast Taming, +5 Rangers)
>The oldest and wisest among us speak of energy that flows from the natural world. They call it magic. Some adolescents are trying to harness it using paralytics to enter a vision state. [+11] (+5 Culture, +6 Poison Knowledge)
>>
Rolled 49, 40 = 89 (2d100)

>>1926722
Forgot name (again) and rolls
>>
Rolled 72, 9 = 81 (2d100)

>>1926688
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: neutral
Food: Moderate
--Government--
Council of Misers (+3 culture, +2 currency)
--Resources--
Furs
--Development Bonuses--
+2 Farming
+3 Industry

Actions:
>Continue work on Grand Bazaar [1/12]
>We need more resources And the easiest way to get them is from someone else! Put together a trading party, and set forth to the north with a large shipment of furs. We'll stop by the Apes, and then continue North to see if there is anyone else who is interested.
>>
>>1922764
Race: Illithids
Color: Whatever is left.
Government: Elder Council

Fluff: The Illithids are a race of brain-eating psychics from another plane. They rule over an underground ground empire of mind-controlled slaves. Illithids tend to eschew conventional technology in favor of biotechnology, preferring instead to grow living tools or biologically alter their slaves.
>>
Rolled 22, 64 = 86 (2d100)

>>1926688
TURN 9
-----
Aboleths – Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: Neutral
Food: Bountiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Enslaved Fish People
Lesser Chaos Node

--Projects--
Taming the Monstrosity 12/25
Chaos in the Fishman Nation 2/15

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control

--Contacts--
Lachstagen (dreams/visions)

--Totals--
+8 Chaos Magic
+5 Organization
+3 Dark Magic
+3 Psychic Power
+1 Mental Influence
+1 Magic Control

> The aboleths continue to organize and pulse chaotic energy into the society. They spread chaos throughout the civilization by causing insanity in leaders, creating false memories of wars, inciting aggression between citizens, projecting unnatural creatures and shadows to instill fear, destroying sleep with night terrors, removing memories of families and friends, embarrassing and corrupting important members of the society, breaking city infrastructure through methods that appear random and chaotic, etc. [+17]
> The 11 organized aboleths continue to influence the creature's thoughts so that it can be controlled as a hero unit for the nation. They continue to weave chaos magic in with thier mind control abilities. [+21]
>>
Rolled 27, 3 = 30 (2d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
-----

Stability: neutral
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fish

--Development Bonuses--
Dance +1, Fishing +3, +4 Shipbuilding

1. Communicate with the Greenskins
Another species! We're not the only one! Send people to communicate and convince the greenskins that we're friendly and want to trade and have good relations.

2. Painting and drawing
Charcoal and dyes made from plants and shellfish prove popular for the creation of artworks. The art of painting and drawing follows the discovery of their usefulness in this capacity.
>>
>>1926688
-----
Insectoids - Orange
Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)
-----
Stability: neutral
Food: Low

--Government--
Hive Mind (+5 organization)

--Resources--
-none-

--Development Bonuses--
[+4 Hive]
[+1 Construction]

>Continue evolving [4/7] (+3 Evolution)
>Continue building the living chamber [5/10] ( +5 organization/ +1 construction = +6)
>>
Rolled 15, 59 = 74 (2d100)

>>1927182
Almost there
>>
Rolled 93, 10 = 103 (2d100)

>>1926688
>Scout the area
>Establish a lumber camp
>>
Rolled 64, 78 = 142 (2d100)

>>1926454
accept attempt at contact. prior to this we where unaware of other sapient life, them being but a glimmering mythe on the horizon. mayhaps now we may have freinds? or maybe just a new food source.

>>1926688
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: neutral
Food: Bountiful

--Government--
Elder Council (+5 culture)

--Resources--
[Copper]

--Development Bonuses--
[4 pontoon boats] [+3 leather working] [+3 leather tents] [horn instruments: +2 organisation +2 music] [+2 metal crafting]
oh boy I'm far behind. now I see the folley of my time zone
>Action 1: Make Flamberges from our recently aquired resource, copper! the great bleeding they cause will prove useful when combined with our blood rage!
>Action 2: send adventurers to the west! we may find other civalistations there, and maybe they'll also want to be our freinds! and if they don't they could prove to be rather tastey as well. either way we win
>>
Rolled 51, 24 = 75 (2d100)

>>1926688

-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: Neutral
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
Dwarf Alcohol- Brewery (+3 construction, +1 brewing)
Stone and Marble- Great Quarry (+5, +1 construction)
Copper and Iron
Unknown shimmering white stone

--Development Bonuses--
Runic Language (+2)
Dwarf Metalcraft (+3, +1 construction)
Smelter (+4 metalcraft, +2 constriction)
Prospecting (+2 mining)

-----

1. Build a mine to extract iron and copper. We've found our metals and dwarfs everywhere are celebrating. However, without properly getting them out the ground we can't get them into the smelters. (+14 from brewery, quarry, metalcraft, smelter, prospecting).
2. Create a code of laws. Using the finest marble tablets, some of our best rune carvers will inscribe them for the benefit of all dwarfkind. Stability and order will follow (+5 from runic language, grumpy alcohols).
>>
NOTE TO ALL: Please track your projects in the future, including in-progress projects so I don't have to hunt through earlier posts.

>>1926700

MAGES

The mages have a premonition that a place of shelter will be needed in the future. They gather together to work on the mage tower under the direction of the elders. [7/10]

Note: The Lachstagen have just discovered you by journeying west! You may now actively communicate with them.

>>1926722

LIZARDMEN

The lizardmen work at training the hatchlings and poisonspitters together to create long-lasting bonds. [+2 beast taming, +1 rangers]

When a group of younglings intentionally take paralytics, the elders can't help but feel those crazy kids are up to something again...until one wakes up with a floating ball of water hovering over him. When he realizes this, it immediately falls on his head and drenches him from head to toe. [magic control +2]

>>1926747

STANGALLI

Further funding for the bazaar! The misers grit their teeth but manage to bear it...somehow. [5/12]

The Stangalli don't get far before a herd of the grey behemoths trundles directly across their path! With little to defend themselves, they have to move out of the way, abandoning their wagons. Two of them are crushed aside by the hulking creatures, and they have no choice but to return to the town temporarily.

>>1926761

Illithids, here is your sheet. Please pick a location on the map to start. Remember to post your civ sheet along with your actions each turn.

-----
Illithids - Light Blue
Traits:
Mind Blast (+4 psychic power)
Insidious (+2 subversion)
-----

Stability: neutral
Food: low

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--
-none-
>>
>>1926810

ABOLETHS

While nothing of note seems to have happened yet, the fishmen under your control report that there are rising disturbances in the main empire. You learn that there is great tension between the nobles and the lower farming castes, and between a faction of nobles closer to shore, and a faction near you, in the deeper waters. [Sowing Chaos 4/15]

Controlling the beast has taken another step forward. While focused, the Aboleths can actively tap into its mind; the leader essentially controls it like a puppet. However, once the magic is released, the beast becomes aggressive and erratic. The researchers are careful to keep their distance. [Taming 15/25]

(note: you now have active communication at will with the Lachstagen, limited to dreams/visions)

>>1926931

KRATIYA

(please link to the turn post in the future)

The Kratiya send out a peaceful emissary to the greenskins. With fewer numbers arriving, they don't seem quite as aggressive as before. They make themselves known as a tribe of goblins. The chieftain makes only one statement personally. "This, our land, not yours!" However, he does agree to mutual peace as long as their territory is not violated (marked on map). Maybe there is a way to get on his good side? [+1 diplomacy]

A new form of art comes into being, made using shades of charcoal and and various dyes. This competes against the old, traditional style of affixing shellfish and plants in a form of sculpture. Rather than spur new growth, the traditionalists and modernists fall into a fierce rivalry. Over the course of several weeks, this culminates in the public stabbing of a traditionalist who mocked a rival artist's depiction of a fish! Shockwaves of unease are sent through Kratiyan society... [stability: low]

>>1927182

INSECTOIDS

The evolution of hunter bugs continues to continue to continue... [5/7]

Construction seems to be what the bugs do best so far, and they're built for efficiency. The hive mind focuses on their new home with a singular determination. [Living Chamber 8/10]
>>
>>1927269

BACATIA

(please post your sheet along with your actions in the future. Be sure to track your projects and bonuses)

The Aratoa are ordered to scout the surrounding area. The ruins of the fallen vampire kingdom are tucked into the surrounding mountain valleys. They find an ancient sacrificial site halfway up one of the mountains that seems relatively intact. Perhaps the vampires know something more about how to tap into its power? The scouts also report that larger and more organized Aratoa tribes can be found further out on the islands. The vampires will have to be careful about overplaying their hand too soon. [resource: sacrificial altar], [+2 dark magic], (rival tribe marked on map)

The Bacatia order construction of a lumber camp to gather resources to reconstruct their home. The Aratoa make slow initial progress, being unfamiliar with heavy woodworking. One of them is hurt trying to wield in axe, making the rest of them frightful of the process. [Lumber Camp 0/3]

>>1927727

LACHSTAGEN

The Lachstagen take the dream visions as a good omen. They attempt to dream together in an effort to send some sort of message back from whence it came. (note: you now have limited communication with the Aboleths via dreams/visions)

The Lachstagen successfully create flamberges from their newly found source of copper. They will surely prove deadly weapons in any armed confrontation. [+3 flamberge]

Adventurers from the Lachstagen seek new horizons. Equipped with their flamberges, they fear no evils and make short work of a wandering pack of large wolves that attempt to challenge them. Eventually, they find a sprawling set of farms along a river worked by strange, moving mud-statues. Some kind of great thing is being constructed on the other side of the river, a large, towering tree-like structure.

Note: you have found the Mages and may now actively communicate with them!

>>1928104

DWARVES

The dwarves begin construction on a central mine shaft that stretches through the fresh veins of copper and iron underneath Dromadhur. [Mine 3/5]

Meanwhile, the leader of the dwarves decrees that his law shall be inscribed upon great marble tablets carved from the quarry. These tablets shall be placed at the side of the entrance hall under Dromadhur such that all citizens will know and heed them. [Codified Law 1/4]
>>
BEGIN TURN 10

Please link to this post when you post your turn.

Always post your civ's sheet, keep it neat.

Track your projects and their progress, it's annoying to hunt for them and increases the chance I'll make a mistake.

World Event takes place turn 12. Basic needs should be fulfilled...
>>
File: Map9.jpg (4.42 MB, 3027x2270)
4.42 MB
4.42 MB JPG
Updated Map
>>
Rolled 4, 60 = 64 (2d100)

>>1928333
TURN 10
-----
Aboleths – Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: Neutral
Food: Bountiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Enslaved Fish People
Lesser Chaos Node

--Projects--
Taming the Monstrosity 15/25
Chaos in the Fishman Nation 4/15

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control

--Locations--
Xi'ati-Yi'hlotep

--Contacts--
Lachstagen (dreams/visions)

--Totals--
+8 Chaos Magic
+5 Organization
+3 Dark Magic
+3 Psychic Power
+1 Mental Influence
+1 Magic Control

The Aboleths decide that they have done enough damage to the fish nation that it's civilization will start deteriorating into chaos on it's own. So, they decide to focus on other things for awhile and come back to them later.

> Using the lesser chaos node, the Aboleths organize and construct an enchantment that gives it's affected immense physical strength, advanced predatory senses and bloodlust (which sends the affected into a beserk rage at the smell of blood increasing damage output and endurance). The affected grow sharper teeth, longer claws and more alert senses. Like all chaotic dark magic though, there is a quid pro quo to the void: the affected creature must give into their bloodlust and kill at least one living creature every few days. If an affected creature does not follow through with this, it will be driven mad and slowly become a monstrous creature of the void. The enchantment is passed through physical transmission, like the "were-" curse (e.g. claw, bite, etc.), if the newly affected victim is not killed. The Aboleths offer this enchantment (through dreams and visions) to the entire populace of Lachstagen as a demonstration of thier power and the benefits they can give if they are worshiped as gods. [+21]
> Still keeping thier distance the aboleths continue to influence the creature's thoughts so that it can be controlled as a hero unit for the nation. They organize 11 Aboleths and continue to weave chaos magic in with thier mind control abilities. [+21]
>>
Rolled 12, 50 = 62 (2d100)

>>1926688
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Very Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit

--Development Bonuses--
Spirit Magic(+2)
Monkhood(+3)
Agriculture(+3)
Healing Magic(+2)
Shield Aura(+3)

-In Progress-
Rockslide Technique(5/10)
Behemoth Taming(2/7)

Actions:

>The monks continue to follow and befriend Big Sam [Behemoth Taming (2/7)]

>One of the monks returns to the village carrying the discovered fruit. He takes it to the elders to see if it can be cultivated and grown in the orchard.
>>
Rolled 92, 94 = 186 (2d100)

>>1928333
TURN 10
-----
Bacatia – Light Brown
Traits:
Vampiric (+3 dark magic)
Overlords (+3 military)
-----
Stability: neutral
Food: Low

--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)

--Resources--
sacrificial altar, [+2 dark magic]

--Projects--
[Lumber Camp 0/3]

--Development Bonuses--
> +7 Dark magic
sacrificial altar +2; Elder Council of Vampires +2; Vampire Trait +3
> +3 Culture
Elder Council of Vampires +3;
> +3 Military
Overlords Trait +3;

Hunt for food, we can use some of the animals for sacrifices later. Won't be as potent as sacrificing sentient life but we aren't at that point yet.

Build a fucking lumber camp jesus.
>>
>>1928349

APES TURN 9

Big Sam snorts angrily when the Apes attempt to get closer. I guess he's in a bad mood today. [2/7]

Meanwhile, another monk returns to the village with the purple fruit. The elders are amazed at its properties, and they quickly designate an area in the village to grow it. Surely they'll be useful in the future. [+1 agriculture], [resource: Power Plums]
>>
>>1928348
The Aboleths name the horrifying monstrosity pulsating its black oozing body in the far reaches of an undersea crevasse: Yi'axkratos-Ny'lotep (which roughly translates to "crater demon").
>>
Rolled 59, 95 = 154 (2d100)

>>1928333
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: Neutral
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
Dwarf Alcohol- Brewery (+3 construction, +1 brewing)
Stone and Marble- Great Quarry (+5, +1 construction)
Copper and Iron
Unknown shimmering white stone

--Development Bonuses--
Runic Language (+2)
Dwarf Metalcraft (+3, +1 construction)
Smelter (+4 metalcraft, +2 constriction)
Prospecting (+2 mining)

-----

1. The mine is coming on nicely, and dwarfs not working there go down just because they instinctively feel happy in it. Lets get it finished and start pumping out the metal. (+14 from brewery, quarry, metalcraft, smelter, prospecting) [Mine progress 3/5]
2. Writing down the laws continues. It takes a while, because carving runes into stone isn't actually a very good method of writing, just the fastest one anyone has invented so far. (+5 from runic language, grumpy alcohols). [Codified Law progress 1/4]
>>
Rolled 47, 36 = 83 (2d100)

>>1928333
TURN 10
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 military/hunting)
Poison Control (+3 poison knowledge)
-----
Stability: Extremely content
Food: Bountiful

--Government--
Elder Council (+5 culture)

--Resources--
Venomweed
Poisonspitters

--Projects--
None

--Development Bonuses--
+3 Poison Knowledge
+6 Traps
+5 Beast Taming
+5 Construction
+4 Fortification
+6 Rangers
+2 Magic Control
-------------------------

Actions:
>The Rangers travel farther from Hill-home than they have since the settlement was founded, searching for other beasts that may be useful to them as companions. [+14] (+3 Hunting, +5 Beast Taming, +6 Rangers)
>Seing success the young dabblers are excited, and begin experimenting with their abilities. Specifically by trying to channel their magics into the plants and animals (Nature/Druid Magic). [+18] (+5 Culture, +6 Poison Knowledge, +5 Beast Taming, +2 Magic Control)
>>
Rolled 47, 45 = 92 (2d100)

>>1928333
TURN 10

Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Very Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums

--Development Bonuses--
Spirit Magic(+2)
Monkhood(+3)
Agriculture(+4)
Healing Magic(+2)
Shield Aura(+3)

-In Progress-
Rockslide Technique(5/10)
Behemoth Taming(2/7)

Actions:

>The Apes decide to continue their exploration mission leaving Big Sam to have some peace for the time being. They hope to see him again, but pack up and continue their expedition south.

>Monks at the village continue to train in order to master the Rockslide Technique. [Rockslide Technique: 5/10]
>>
Rolled 7, 46 = 53 (2d100)

>>1928323
Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
-----

Stability: Low
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fish

--Development Bonuses--
Dance +1, Fishing +3, +4 Shipbuilding, +1 diplomacy

1. Communicate with the Goblins
+6
Perhaps more than just peace could be between us. Try to set up trade relations.

2. Resolve the art schism
+1 dance +5 elder council +1 diplomacy
>>
Rolled 23, 6 = 29 (2d100)

>>1928340
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: neutral
Food: Bountiful

--Government--
Elder Council (+5 culture)

--Resources--
[Copper]

--Development Bonuses--
[4 pontoon boats] [+3 leather working] [+3 leather tents] [horn instruments: +2 organisation +2 music] [+2 metal craftingg]
[+3 Flamberge]

>Action 1: go big game hunting! with mighty copper swords we can slay anything that crosses us!
>Action 2: Improve our tents/shelter. if we where to become prey, a good place to hid would be ideal
>>
>>1928387
This hurts. When will my rolls improve?
>>
Rolled 34, 65 = 99 (2d100)

>>1928333
-----
Insectoids - Orange
Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)
-----
Stability: neutral
Food: Low

--Government--
Hive Mind (+5 organization)

--Resources--
-none-

--Development Bonuses--
[+4 Hive]
[+1 Construction]

>Continue evolving [5/7] (+3 Evolution)
>Continue building the living chamber [8/10] ( +5 organization/ +1 construction = +6)
>>
>>1928353
Oh, right I forgot to specify that they are supposed to catch some animals alive for the sacrifices...
Now I understand saying that after getting an awesome roll looks sketchy so if u don't like it ignore it OP.
>>
>>1928417
welp, looks like your hunters may get a just a little beaten up, we'll go set up some coffins
>>
Rolled 57, 42 = 99 (2d100)

Rolling for Mages continuing their tower. Praise be to the generosity of the Mudkip Overgod.
>>
>>1928348

ABOLETHS

The Aboleths sense the potential vulnerability of the Lachstagen due to their affinity for blood. They begin to construct a means to offer them greater powers... [Wereplague 1/15]

Attempts to control Yi'axkratos-Ny'lotep, as the researchers have dubbed it, are beginning to bear fruit. It seems to recognize the Aboleths that frequent its lair and is no longer aggressive toward them. [Taming 19/25]

>>1928353

BACATIA

The Aratoa servants of the vampires are quite experienced with hunting in the surrounding lands. They gather several four-legged creatures with long, pointed horns for the sacrificial rites. [resources: bulls, leather], [food: plentiful]

The lumber camp gets built, Heeeyzeus. [Lumber camp 3/3], [+3 construction], [+1 leadership], [resource: lumber]

>>1928381

DWARVES

The mine is finished! The dwarves celebrate their newfound and continual access to wonderful, shiny metals. What will they build next? [Mine 5/5], [+3 mining, +2 construction, +2 metalcraft]

At the bottom of the newly dug mine, the dwarves discover a pocket of the glimmering white stones! Unfortunately, their cast-iron picks do more damage to themselves than to the rock. They need something stronger to deal with this.

Meanwhile, the leader of the dwarves finally has his rule codified in stone. The great tablets are positioned at the entrance to the growing underground...kingdom? [The Marble Laws 4/4], [+3 organization, +2 runic language], [stability: very content]

>>1928382

LIZARDMEN

With their new home as an effective base, the rangers venture deeper into the swamp, away from the coastline. They find two things: first, a pack of swampstalkers. The slinking, ink-black, short-furred predators are extremely agile and extremely dangerous. The rangers decide to give them a wide berth, for now, but at least you know they're there.

The rangers keep moving deeper into the swamp. They can see mountains in the distance. One of the rangers stops, having found a strange shiny object sticking out of the swamp muck. He tugs it free. The object is a shiny grey, and razor sharp. The handle glimmers in the sunlight. They can't help but wonder where it came from - some treasure of a lost tribe?

Attempting to use their newfound magic produces sporadic results. One of the youths manages to make a bush of venomweed grow like gangbusters. [+2 nature magic]

>>1928384

APES

The Ape expedition bids farewell to Sam and his herd and continues southward. Eventually, they stumble across a sprawling farming village. Strange mud statues as big as the apes are tending to the fields. A half-completed tower rises in the distance near the foothills of some mountains.

Note: you have discovered the mages! You may communicate and negotiate with them at will.

Meanwhile, the monks continue to make good progress in learning the rockslide technique. The illusory additional blows are becoming nearly as strong as the real thing. [Rockslide Technique 7/10]
>>
>>1928387

KRATIYA

Traders attempt to communicate with the goblins, but are angrily rebuffed at the shoreline once again. The elders have to work quickly to soothe the ruffled feathers of the goblin chieftain. Relations stagnate, but at least it didn't get any worse.

Meanwhile, cooler heads try to bring the two groups of artists together. The bloodshed seems to have had a sobering effect on the community, and frustrations start to fade. [Schism Resolution 2/3]

>>1928417

LACHSTAGEN

An ambitious group of hunters try to take down one of the grey behemoths that wander the plains. It doesn't go as planned, especially when one of them uses its long snout to smash a hunter sprawling across the grass. The rest decide to keep their distance.

Back at the village, attempts to improve their shelter - especially with their newfound copper - seem promising. But there is a lot of headscratching involved. [Longhouses 0/5]

>>1928446

INSECTOIDS

After what seems like half an age, the hunter bugs emerge from their cocoons! Finally the hive will be able to defend itself against external threats. Now that the path has been established, the Hive Mind of the bugs rapidly communicates the information to all the worker drones. More hunters can be evolved much faster in the future, overnight instead of over several months. [Hunter-Killers 7/7], [+5 military, +2 evolution]

This is indeed a grand time for the Insectoid Hive, as the main living chamber has been finished. With food, space to grow, and protection, the bug race is poised for great achievements. [stability: very content], [+2 hive], [+2 construction], [+1 fortification]

(Insectoids, you have [plentiful] food after building the feeding dome earlier. Don't forget to update!)

>>1926700

The Mages continue construction on their tower. It is completed in all its glory! The stone construction is relatively crude but is held together by their magics, making it quite a bit stronger than it seems. It shall be a place of learning in peace, and a place of shelter in dangerous times. [Mage Tower 10/10], [+4 construction magic], [+2 education], [+1 fortification], [stability: very content]
>>
File: Map10.jpg (4.42 MB, 3027x2270)
4.42 MB
4.42 MB JPG
Policy Note: If you miss a turn, ongoing projects will auto-continue per my dice rolls. I won't solve other problems for you, however.

BEGIN TURN 11

Note: World Event after turn 12 (beginning of turn 13)
>>
Rolled 51, 51 = 102 (2d100)

>>1928809
>action 1: last time we found metal it gave us swords and the possible contruction of new houses. maybe the next metal we find shall be even better!
>Action 2: continuye construction of longhouses. were already more or less set for winter, but you can never be too safe
>>
>>1928814
>>1928817
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: neutral
Food: Bountiful

--Government--
Elder Council (+5 culture)

--Resources--
[Copper]

--Development Bonuses--
[4 pontoon boats] [+3 leather working] [+3 leather tents] [horn instruments: +2 organisation +2 music] [+2 metal craftingg]
[+3 Flamberge]

--In progress--
[Longhouses 0/5] [search for better metal ?/?]
>>
Rolled 33, 19 = 52 (2d100)

>>1928814
TURN 11
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: Neutral
Food: Bountiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Enslaved Fish People
Lesser Chaos Node

--Projects--
Taming the Monstrosity 19/25
Chaos in the Fishman Nation 4/15
Wereplague 1/15

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control

--Locations--
Xi'ati-Yi'hlotep

--Heroes--
none

--Contacts--
Lachstagen (dreams/visions)

--Totals--
+8 Chaos Magic
+5 Organization
+3 Dark Magic
+3 Psychic Power
+1 Mental Influence
+1 Magic Control

The Aboleths decide to try and finish controlling the monstrosity Yi'axkratos-Ny'lotep and focus all of thier efforts on it. (spending both actions on the project: Taming the Monstrosity 19/25)

> The Aboleths believe that one final push is needed to control Yi'axkratos-Ny'lotep. All available aboleths concentrate on the chaos node and channel it's energy to the 11 organized aboleths continueing to weave chaos magic in with thier mind control abilities. If Yi'axkratos-Ny'lotep is successfully controlled as a hero unit, he will be sent to guard Xi'ati-Yi'hlotep. [+21]
>>
Rolled 72, 2 = 74 (2d100)

>>1928814
-----
Insectoids - Orange
Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)
-----
Stability: very stable
Food: plentiful

--Government--
Hive Mind (+5 organization)

--Resources--
-none-

--Development Bonuses--
[+6 Hive]
[+1 Construction]
[+5 military]
[+2 evolution]
[+1 fortification]

> send hunters south to scout non desert lands
> construct an evolution pool within the hive
>>
>>1928814

Can't post fully for another hour and I don't have much time so if you don't mind

>Artificially breed to create the Largest, most violent and uncontrolable Wargs then The most Loyal, Fearless and Easy to Train Wargs. *Two different groups

>Refine and improve natural magic into a scientific method
>>
Rolled 71, 84 = 155 (2d100)

>>1928840
Mages by the way and I forgot to roll
>>
Rolled 50, 25 = 75 (2d100)

>>1928814
>>1928840

TURN 11

Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Very Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums

--Development Bonuses--
Spirit Magic(+2)
Monkhood(+3)
Agriculture(+4)
Healing Magic(+2)
Shield Aura(+3)

-In Progress-
Rockslide Technique(7/10)
Behemoth Taming(2/7)

-Discovered Groups-
Stangalli
Mages

Actions:

>The Ape monks are intrigued by the Mages and their golems. Seeing that the Golems are the same size as the Apes they begin to try and spar with some of the working Golems for a bit of fun.

Mages response to this will probably be needed.

>The monks back home continue to master the Rockslide Technique. [Rockslide Technique(7/10)]
>>
Rolled 8, 15 = 23 (2d100)

>>1928784
Illithids - Light Blue
Traits:
Mind Blast (+4 psychic power)
Insidious (+2 subversion)
-----

Stability: neutral
Food: low

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Development Bonuses--
-none-

1: Have the slaves build more farm complexes to increase food production.

2: Begin to research biotechnology and the alteration of living organisms.
>>
>>1928913
As for location I'll take the mountains on the island in the northeast.
>>
Rolled 96, 78 = 174 (2d100)

>>1928814

-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: Very Content
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
Dwarf Alcohol- Brewery (+3 construction, +1 brewing)
Stone and Marble- Great Quarry (+5, +1 construction)
Copper and Iron- Mine (+3 mining, +2 construction, +2 metalcraft)
Unknown shimmering white stone

--Development Bonuses--
Runic Language (+2)
The Marble Laws (+3 organization, +2 runic language)
Dwarf Metalcraft (+3, +1 construction)
Smelter (+4 metalcraft, +2 constriction)
Prospecting (+2 mining)

-----

1. Investigate the shimmering white stone we found beneath the mountain. What is this material? Surely something can be done with it. (+5 from mine, prospecting)
2. Fortify the entrance to Dromadhur. Our mighty home will be protected with fortifications of stone and iron. (+25 from all sorts of metal and stone based shit)
>>
Rolled 8, 17 = 25 (2d100)

>>1928814
TURN 11
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 military/hunting)
Poison Control (+3 poison knowledge)
-----
Stability: Extremely content
Food: Bountiful

--Government--
Elder Council (+5 culture)

--Resources--
Venomweed
Poisonspitters

--Projects--
None

--Development Bonuses--
+3 Poison Knowledge
+6 Traps
+5 Beast Taming
+5 Construction
+4 Fortification
+6 Rangers
+2 Magic Control
+2 Nature Magic
-------------------------

Actions:
>The Rangers are enticed by the new creatures. They try to pacify and capture a few young Kittens for the bonding rituals. [+23] (+6 Traps, +6 Poison Knowledge, +5 Beat Taming, +6 Rangers)
>Crafts-Lizards and the newly emerging Shamans begin carving the tree supports of the Hill-home settlement into magical totems to focus and control their natural magic. [+9] (+5 Construction, +2 Magic Control, +2 Nature Magic)
>>
>>1929054
Sorry, I made an error in my bonuses.
>The Rangers are enticed by the new creatures. They try to pacify and capture a few young Kittens for the bonding rituals. [+26] (+6 Traps, +6 Poison Knowledge, +5 Beast Taming, +6 Rangers, +3 Hunting)
>Crafts-Lizards and the newly emerging Shamans begin carving the tree supports of the Hill-home settlement into magical totems to focus and control their natural magic. [+14] (+5 Construction, +2 Magic Control, +2 Nature Magic, +5 Culture)
>>
Rolled 26, 97 = 123 (2d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
-----

Stability: Low
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fish

--Development Bonuses--
Dance +1, Fishing +3, +4 Shipbuilding, +1 diplomacy

1. Improve Relations with the Goblin Tribe
+12
Some of the Elder Council accompany artists (of both Revisionists and Traditionalists, to stay fair) and dancers, as well as fishermen and traders, to the Goblin tribes to attempt to improve relations and spark a cultural and knowledge trade. In Kratiya, important meetings like this usually involve the consumption of food, so plenty of fish is brought along to eat.

2. Resolve the Schism 2/3

While most of the Elder Council is in Goblin territory, the remaining members attempt to mediate over the Artist Schism and bring unity back to the country.
>>
>>1929394
>>1928809
Linking these together for ease.
>>
Rolled 1, 26 = 27 (2d100)

>>1928814
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: neutral
Food: Moderate
--Government--
Council of Misers (+3 culture, +2 currency)
--Resources--
Furs
--Development Bonuses--
+2 Farming
+3 Industry

Actions:
>Continue work on the Bazaar; Hence forth know as Ko-Vers! [5/12] (+5 from Traits and Council)
>Those Behemoths wrecked our caravan. We need defenses if they ever try to attack the village. Build burroughs we can hide in for protection.
>>
Rolled 31, 35 = 66 (2d100)

>>1928814
TURN 11
-----
Bacatia – Light Brown
Traits:
Vampiric (+3 dark magic)
Overlords (+3 military)
-----
Stability: neutral
Food: plentiful

--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)

--Resources--
sacrificial altar, [+2 dark magic], bulls, leather, lumber

--Projects--

--Development Bonuses--
> +7 Dark magic
sacrificial altar +2; Elder Council of Vampires +2; Vampiric Trait +3
> +3 Culture
Elder Council of Vampires +3;
> +3 Military
Overlords Trait +3;
> +3 construction
lumbercamp +3;
> +1 leadership
lumbercamp +1;

--Actions--

Use our new lumber to build housing for the aratoa. +3

Take one of the bulls and one Aratoa to the sacrificial altar. Gather the Vampire council and perform a ritual. Sacrifice the bull, make a small nonlethal cut on the aratoas hand and mix it all with some vampire blood. Make an elixir that is highly addictive, enhances strength, speed and regenerative abilities and only works on Aratoas. +7
>>
>>1929891
And +1 Leadership on both rolls?
>>
>>1928823

LACHSTAGEN

The Lachstagen decide to search for something stronger than copper. They investigate the hills to the immediate west of their settlement; the copper was in hills on the island, so perhaps something else can be found there. Scouts are quick to report a surface deposit of a opaque black stone that forms irregular crystal shapes (cassiterite). Lachstagen metalcrafters take samples of the stone to experiment. [Stronger than Copper 2/5]

Meanwhile, construction continues on the longhouses. [2/5]

>>1928832

ABOLETHS

11 groups of 11 Aboleths form together in a great chaotic channeling circle in a great attempt to finally bring the beast to heel. The eldritch creature hums and warps its body in time with the pulse of the dark magic. [24/25]

>>1928837

INSECTOIDS

A few hunters scout south. They find two things of note. First, a rival nest of bugs exists south of their own - though it is somewhat smaller, and they do not seem to have any hunters. Secondly, there are great swamplands past the desert to the south. The hunters discover many strange creatures there, including giant frogs (Poisonspitters), vicious-looking felines (Swampstalkers), and a humanoid race of lizard-folk.

Note: you have found the lizardmen! You can contact them if you want...do bugs speak the common tongue?

The swarm recognizes the advantage of further evolution but is frustrated by the slow pace. The Hive Mind consensus is to build a specialized structure in which to evolve more quickly; however, news of the hive to the south stirs up the nest and little work is done. [Evolution Pool 0/15]

Note: track completed projects pls (Living Chamber, Feeding Dome)

>>1928910

APES

The Apes spar with the mud golems, being of similar size. The golems don't really put up much of a fight, mostly standing still as they are crushed bit by bit. The Apes do gain some insight on how their aura interacts with foreign magic, however. [Shield Aura +1]. The nearby overseeing mages seem somewhat upset at having some of their workers pulverized...?

Progress on the rockslide technique is slow, but steady. The elders are patient. [8/10]

>>1928913

ILLITHIDS

The illithids direct their mind-servants to begin the construction of hardier food sources. [Farm Complex 0/2]

Research into biotechnology is old hat for the Illithids. Initial experiments, however, produce erratic results. The Elder Brain is not pleased. [Basic Biotech 1/3]

Note: territory is now on the map
>>
>>1929050

DWARVES

At the direction of the chieftain, the dwarves do not cease their investigation into the shimmering rock. Although, even without his direction, they probably would have kept at it anyway. After several days and many wasted pickaxes, they are able to forcibly chip samples of the stuff away. Upon testing, the metalcrafters believe that it is far harder than their best iron and seems to contain some sort of strange energy. Working it into something useful seems very challenging. They are, however, able to fashion a rough pickaxe out of the samples, making it easier to hew more stone in the future. Working it into something more subtle such as armor or statuary remains beyond them. [resource: Manastone] [+4 mining]

There are no fortifications like dwarven fortifications. Invaders beware! [The Gates of Dromadhur 5/20]

>>1929054

LIZARDMEN

Turns out the kittens get their teeth early. [Swampstalker Taming 1/7]

Meanwhile, an emerging class of nature-magic users known as Shamans begin to construct a means to focus their natural powers. They do so by carving lines in the foundations of their home that meet up with the natural lines of energy flowing through the swamp. It is believed that this will make it easier for them to control their magic. [Foundation Totems 1/10]

>>1929394

KRATIYA

The Kratiya finally seem to have made a breakthrough with the goblins. The chieftain laughs and claps at their dancing rituals. The goblins seem mostly pleased by the food, at the end of the day. [Normalizing Goblin Relations 1/4]

While the elders of the tribe are away, the youth band together in a heart-warming display of unity. Apprentice artists of both schools come together to construct a great painted sculpture in the center square where the attack took place. The base of the statue is inscribed with the words "May our Art Reflect Life". [+5 art, +2 diplomacy]

>>1928840

MAGES

Note: The Apes have found you and crushed several of your golems. If you want to capture or combat them, you must commit an action to do so. Talking/negotiating requires no actions (trading resources/bonuses does, however)

Ambitious warg trainers decide to initiate a breeding program with the wolves. One group will be made into wild, uncontrollable monsters, bred for their most base instincts. The other group will be bred for obedience and intelligence. [Warg Breeding Program 3/7]

Back at the Mage Tower, the mages attempt to categorize and distinguish various types of magic. They want to make future research more systematic. [Magitific Method 4/15]
>>
>>1929650

STANGALLI

Work is proceeding on the Bazaar...

WHEN SUDDENLY

Dust rises on the horizon. A band of horsemen nearly 200 strong tears across the lands near the bazaar. The riders are dressed in tanned leathers and covered in red war-paint; they seem humanoid, but have bird-like features such as beaks and feather for hair. They holler and shout as they cut through the edge of the town, attacking workers and pillaging the storefronts nearby for food and trinkets.

The Stangalli town militia manages to drive them off before they do too much damage, but the townspeople are more than a little frightened of the possibility of their return. All you know is that they came from somewhere north. [Ko-Vers Bazaar 4/12]. [stability: low}

With a spate of recent foreign misfortune, the Stangalli commit to constructing underground burroughs (burrows? boroughs? Burrow boroughs?) [Burrowed Boroughs 1/10]

>>1929891

BACATIA

With your newfound lumber, some basic housing is built for the Aratoa servants. Despite the hard work involved in first acquiring the building materials, they seem quite happy with their new homes. [stability: content]

The vampires take an Aratoa up to their altar. The poor creature is frightened out of its wits when it sees the bull sacrificed, but the fear turns to relief when only its hand is cut, and then quickly bandaged afterward. The initial ritual forms a dark pool of the mixture, but further refinement will be needed to complete the enchantment. [Aratoa Blood Elixir 1/5]
>>
File: Map11.jpg (4.43 MB, 3027x2270)
4.43 MB
4.43 MB JPG
BEGIN TURN 12

Clarified policy note:

When you make contact with another civ it is assumed you have at least a base line of communication. So you can talk and negotiate freely. If you want to attack or trade technology/bonuses, then you must commit an action (both civs in the case of trading). Defending does not "soak" an action unless you are attacked on two fronts at once (you still do need a separate combat roll though).
>>
Rolled 74, 98 = 172 (2d100)

>>1933351

TURN 12
-----
Bacatia – Light Brown
Traits:
Vampiric (+3 dark magic)
Overlords (+3 military)
-----
Stability: content
Food: plentiful
--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)
--Resources--
sacrificial altar, [+2 dark magic], bulls, leather, lumber
--Projects--
[Aratoa Blood Elixir 1/5]
[Lumbermill] +3 Construction, +1 Leadership
--Development Bonuses--
> +7 Dark magic
sacrificial altar +2; Elder Council of Vampires +2; Vampiric Trait +3
> +3 Culture
Elder Council of Vampires +3;
> +3 Military
Overlords Trait +3;
> +3 construction
lumbercamp +3;
> +1 leadership
lumbercamp +1;

--Actions--
1) Build a barn for the Bulls, with some fences to designate grazing areas. +4; Construction, Leadership
2) Continue work on the Elixir. +8; Dark magic, Leadership
>>
Rolled 94, 76 = 170 (2d100)

>>1933351

Rolling/posting for Aboleths as they were able to give me this while I was active.

TURN 12
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: Neutral
Food: Bountiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Enslaved Fish People
Lesser Chaos Node

--Projects--
Taming the Monstrosity 24/25
Chaos in the Fishman Nation 4/15
Wereplague 1/15

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control

--Locations--
Xi'ati-Yi'hlotep

--Heroes--
none

--Contacts--
Lachstagen (dreams/visions)

--Totals--
+8 Chaos Magic
+5 Organization
+3 Dark Magic
+3 Psychic Power
+1 Mental Influence
+1 Magic Control

>The Aboleths believe that one final push is needed to control Yi'axkratos-Ny'lotep. The 11 organized aboleths continue to weave chaos magic in with thier mind control abilities. If Yi'axkratos-Ny'lotep is successfully controlled as a hero unit, he will be sent to guard Xi'ati-Yi'hlotep. [+21]

>The Aboleths assume that Yi'axkratos-Ny'lotep was created by an enormous amount of chaotic energy, so they search the far reaches of the ocean in the crevasse and surrounding area that it inhabited for a large chaos node or other site of interest. If one is found, the aboleths will attempt to harness it's energy. The area will be known as: Xi'ati-Uix'lotep.
>>
>>1933351
I can't post properly again since i'm on my phone without my sheet and posting on discord is blocked where I am

>Gather up some warriors to surround the apes and threaten them into holding cells

>If they refuse use both my actions to capture them with the least amount of bloodshed 4 rolls

If they do and the raising of warriors didn't cost an action use either both actions on the wargs or any remaining
>>
Rolled 54, 71 = 125 (2d100)

>>1933351

Placeholder roll for lizards continuing their projects

TURN 12
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 military/hunting)
Poison Control (+3 poison knowledge)
-----
Stability: Extremely content
Food: Bountiful

--Government--
Elder Council (+5 culture)

--Resources--
Venomweed
Poisonspitters

--Projects--
None

--Development Bonuses--
+3 Poison Knowledge
+6 Traps
+5 Beast Taming
+5 Construction
+4 Fortification
+6 Rangers
+2 Magic Control
+2 Nature Magic
-------------------------

Swampstalker taming 1/7

Foundation totems 1/10
>>
>>1933363
My roll would be +20 adding 4 nature magic, 6 magic control, 6 magic construction(golems) and 5 magic.+21 if you count fortifications
>>
Rolled 55, 7 = 62 (2d100)

>>1933351
-----
Insectoids - Orange
Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)
-----
Stability: very stable
Food: plentiful

--Government--
Hive Mind (+5 organization)

--Tribes--
Swamp lizardmen (neutral)
Foreign hive (at war)

--Languages--
Bug

--Resources--
-none-

--Projects--
Living Chamber (done) [+2 hive, +2 construction, +1 fortification]
Feeding Dome (done) [+3 hive]

--Evolutions--
Hunter (done) [+5 military, +2 evolution]

--Development Bonuses--
[+1 construction]

>send a large pack hunters to remove the nest of insects that arn't part of the hive mind (+8 military, +5 organization)
>continue construction on the evolution pool (+5 evolution, +5 organization) [0/15]
>>
>>1933351
Action 1: construction continues on the longhouse
Action 2: we still need better metal
>>
Rolled 17, 86 = 103 (2d100)

>>1933386
I-I'm doing my best! okay?
>>
Rolled 28, 44 = 72 (2d100)

>>1933351
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: Very Content
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
Dwarven Alcohol- Brewery (+3 construction, +1 brewing)
Stone and Marble- Great Quarry (+5 stonecraft, +1 construction)
Copper and Iron- Mine (+3 mining, +2 construction, +2 metalcraft)
Manastone (+4 mining)

--Development Bonuses--
Runic Language (+2 runic language)
The Marble Laws (+3 organization, +2 runic language)
Dwarven Metalcraft (+3 metalcraft, +1 construction)
Smelter (+4 metalcraft, +2 constriction)
Prospecting (+2 mining)

-----

1. In the past, our people used stone tools. In the modern age of metal we must replace these with newer better tools of iron and copper. Axes, picks, shovels, drills, hammers, all of them could be better than they are now. (+15 from metalcraft bonuses)
2. Dwarves love building stuff with stone and metal, so the fortifications are more a labour of love than actual work. Let it continue! (+25 from all sorts of metal and stone based shit)[The Gates of Dromadhur 5/20]
>>
Rolled 15, 4 = 19 (2d100)

>>1933351
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Very Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums

--Development Bonuses--
Spirit Magic(+2)
Monkhood(+3)
Agriculture(+4)
Healing Magic(+2)
Shield Aura(+4)

-In Progress-
Rockslide Technique(8/10)
Behemoth Taming(2/7)

-Discovered Groups-
Stangalli
Mages

Actions:

>Continue work on the Rockslide Technique. The monks have nearly mastered it (8/10)

>The Apes overhear the ruckus of the horsemen and seek to help the Stangalli. They begin to help with their building of the bazaar though they are mostly just doing the heavy lifting.
>>
>>1922764
Location: north west island
Colour: pink
Race: fairy
Government: elder council
Faeries are small winged creatures living in carved out tree homes near the mountains, there are several different types of faeries main difference between them being their wings some have beetle wings others dragonflies wings, but most faeries have butterfly wings. They eat plants they can forage and bugs they can hunt down They believe they and the rest of the world emerged from the thoughts and dreams of a much greater being and they worship the moon for they think that the moon is creator's greatest symbol.
>>
Rolled 3 (1d100)

>>1933363

COMBAT/DEFENSE

The expeditionary Apes quickly see the Mud golems are not going to put much of a fight as they end up nearly falling apart. A group of angry men surround the Apes telling them to come quietly. Sensing that they are threatened the Apes try to flee, attacking anyone that stands in their path of escape.

+3 Big and Strong
+3 Monkhood
+4 Shield Aura
+2 Spirit Magic

12 bonus....let the rolls be with me.
>>
Rolled 45, 46 = 91 (2d100)

>>1933351

Posting dice rolls for mage attempt to capture the Apes.
>>
File: Medieval-Market.jpg (195 KB, 1024x479)
195 KB
195 KB JPG
Rolled 81, 35 = 116 (2d100)

>>1933346
Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
-----

Stability: Low
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fish

--Development Bonuses--
Dance +1, Fishing +3, +4 Shipbuilding, +3 diplomacy, +5 Art

--Ongoing--
[Normalizing Goblin Relations 1/4]

1. [Normalizing Goblin Relations 1/4]
+19

With the Schism having been resolved, artists now arrive in the Goblin territories to paint, draw, and compose for their neighbors. The hope is that exposure to Kratiyan culture will interest the goblin people and nobles and encourage them to have closer relations with the Kratiyans.

With them come of course, fishmongers and other food merchants, looking to sell or trade food items and provide material support for the delegation. A sculptor offers to create a bust of the Goblin chieftain.

2. Stoneworking Industry
+6

Some Kratiyan territory lies on the southern shore of the lake. While only a small town, it lies adjacent to rocky hills and outcrops. Some believe that the stone and gravel found at the hills could be used for building materials, and an operation is set up in the town to quarry and ferry across stone to build up Kratiya.
>>
>>1933351
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: neutral
Food: Moderate
--Government--
Council of Misers (+3 culture, +2 currency)
--Resources--
Furs
--Development Bonuses--
+2 Farming
+3 Industry

>Continue Ko-Vers Bazaar with our new Ape Allies! [4/12] (+8 From traits and allies)
>Get back to work on those burrows! We may not survive another attack like this... [1/10]
>>
Rolled 66, 95 = 161 (2d100)

>>1934155
Where, oh where have my rolls gone!
>>
>>1933354

BACATIA

The Aratoa are instructed to build housing for the bulls. They themselves are surprised by how well this goes. In the past, their diet was mostly fish; it never occurred to them to attempt to corral and domesticate the wild bulls on the island. [resource: cattle],[+2 construction]

After several days of chanting over the pool of blood near the altar, the elixir is finished. The previous 'volunteer' is the first one to drink. His muscles swell; he grows nearly a foot, rising in stature to as tall as most of the vampires. He breaks a section of 2x4 over his leg as if it is a twig. His strength hasn't reached vampiric levels but he's certainly the strongest Aratoa to have ever lived. When he checks under his bandage, the deep cut is fully healed.

The effects last several days; he wakes up having shruken back to his normal state, and with a deep, longing craving for the elixir. The vampires declare it a grand success! [resource: Aratoa Blood Elixir], [+3 dark magic], [+2 enchanting]

>>1933361

ABOLETHS

Success!

The word rings out through the hive-mind of the Aboleth community. The populace is abuzz as the trundling, pulsing mass of Yi'axkratos-Ny'lotep sweeps through the main shelter of the Aboleths and moves to stand guard at the lesser chaos node. Now tamed, a small amount of psychic power can be used by a member of the hive mind to give the creature orders. Even the fishmen sense their masters' improved mood and hold a small celebration of their own. [stability: very content], [+10 mental influence], [+4 chaos magic], [+4 construction]

Control of Yi'axkratos-Ny'lotep allows you to roll an extra attack or defense die when combat takes place in water. Add 1/2 the value of this die to your total combat roll.

The Aboleths postulate that chaos energy must have been very concentrated to form the creature, and so they search through its home for another source of chaos energy. They do find something, but it isn't quite what they were expecting.

In the depths of Xi'ati-Uix'lotep, at the darkest reach of the crevasse, there is a stone doorway. A foreign runic language beyond the ken of the Aboleths is scrawled on the supporting framework of the door. Initial attempts to open the door are unsuccessful, though many Aboleths are uncertain if they should be trying to do so...

>>1933363

MAGES

Note: be careful when you update your sheet mages, you've been behind several turns.

The mages capture the Apes successfully, though one mage will probably be in bed for weeks following the smashing of several limbs. The Apes themselves were more bewildered by the magic than anything, and caught off guard, put up little defense. They are now in a holding cell below the Mage Tower. Some of the elder council are uncertain that capturing foreign and clearly sentient visitors was the right thing to do, but they can't argue with success...
>>
>>1933375

LIZARDMEN

The swampstalker kittens are at least familiar with the ranger hatchlings, but they still shriek and hiss when the adults get close. They're still a little ways from being useful in a hunt. [Swampstalker taming 3/7]

Progress on the totems is rapid when the engineers of Hill-Home put heads together with the shaman working on the enchantments. [Foundation Totems 5/10]

>>1933385

INSECTOIDS

The first attack on the 'others', as the Hive has simply labeled them, goes well. Their outlying structures are destroyed and many of their drones are killed. [Dealing with the Neighbors 2/5]

The insects have power, but not finesse. Construction on the evolution pool is sluggish. [1/15]

>>1933386

LACHSTAGEN

Arcane Longhouse technology continues to frustrate the crack Lachstagen architects. [Longhouses 3/5]

The metalworkers, however, have plenty to brag about, because they've just had a major breakthrough. It turns out that both metals alone are weaker than they are when forged together. Several experiments demonstrate that the strongest combination of metals is about 9 parts copper and 1 part cassiterite. [resource: bronze], [resource: tin], [+3 metalworking, +1 flamberge]

>>1933394

DWARVES

The dwarves begin a large retrofitting project to improve access to modernized tools for all workers. It goes well, though there's always room for improvement. [+1 mining], [+1 metalcraft]

The dwarves hum a tune to themselves as they construct a huge gatehouse that soars over the foothills of Dromadhur. "Hi-ho, hi-ho, it's off to work we go!" -whistling- [Gates 8/20]

>>1933397

The Apes are having a tough time finishing their technique, so they go meditate under a waterfall, just like in all my Chinese cartoons. [9/10]

The Apes and the Stangalli have some communication issues. They seem to cause more trouble than they're worth, though at least the Stangalli are polite about it. You aren't sure if this is their innate sense of kindness shining through or the baser fear of losing potential customers. Anyway, it can't hurt to establish positive relations early on.

>>1933402

FAERIES

Sheet below:

-----
Faires - Magenta
Traits:
Magically Inclined (+4 magic control)
Tricksters (+2 diplomacy)
-----
Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--


--Projects--


--Development Bonuses--
>>
>>1933868

KRATIYA

With a friendly foothold established, Kratiyan artists flock to take in their new source of inspiration: neighbors. Goblin commoners are happy to snatch up the sudden influx of portraits and family paintings. The true star of the show is the chieftain, who is extremely pleased with his new stone-and-seashell bust depicting his 'handsome' visage for his future descendants. The chieftain agrees to open trade with the Kratiyans - they have plenty of lumber, and their mines are rich in copper, with some scant emeralds as well. [resource: lumber, copper, emeralds], [Relationship with Goblin Tribes: Friends], +2 diplomacy

Note: You are now friends with the Goblins. You have access to several resources you might not have otherwise, as long as that friendship is maintained. In the future they may ask you for favors, and you may ask them as well.

Construction begins on a quarry south of the lake, sure to be a boon to the Kratiyan society as it expands. Copper supplies from the goblins should make this a lot easier. [Quarry 1/3]

>>1934155

STANGALLI

The Apes weren't of much help, but hey, better than some stupid birds. Also, they are much better at moving large stacks of building material from point A to point B than the Stangalli are, which might have to do with the fact that they're twice as big. Maybe they could help with that whole caravan situation... [Ko-Vers Bazaar 7/12]

While fears of foreigners were pushed to an all-time high following the attack from the strange birdfolk, the help of the Apes has restored faith in their fellow...apes. The burrow boroughs make excellent progress. [6/10]
>>
Rolled 4, 83 = 87 (2d100)

>>1934202
>action 1: I swear, dem feckin' longhouses, I swear to god
>action 2: Enough smart investments, its eplosives time!
>>
>>1934221
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: neutral
Food: Bountiful

--Government--
Elder Council (+5 culture)

--Resources--
[Copper] [Tin] [Bronze]

--Development Bonuses--
[4 pontoon boats] [+3 leather working] [+3 leather tents] [horn instruments: +2 organisation +2 music] [+2 metal craftingg]
[+4 Flamberge]

--In progress--
[Longhouses 3/5]
>>
File: Map12.jpg (4.52 MB, 3027x2270)
4.52 MB
4.52 MB JPG
TURN 13 BEGINS

(map updated)

WORLD EVENT:
--------
MANASTORM
--------

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

Throughout the world, the energy that supports all life - mana - begins to tremble. The ley lines under the earth shift and warp in a magical earthquake. Peoples all over the world feel the effects as food that was nutritious suddenly becomes thin and tasteless. Magic has become wildly unpredictable and extremely dangerous, resulting in deaths throughout almost all societies. Trees die overnight, totally dry and barren of leaves come morning. Other shoots grow rapidly, transforming from seedlings to massive, hundred-year old oaks.

EFFECTS:

Your food drops two levels (e.g., if you had plentiful food, now you have low food. See chart below)

Your stability drops two levels. (same as above, see chart)

For turns 13 and 14, any attempt to use magic, including research, will result in extremely unpredictable effects. This effects may be good, or they may be very, very bad.

>1d3 will be rolled by me for any action involving magic
1 = better than usual result
2 = bad result
3 = -very- bad result

FOOD:

Nightly Banquets
Abundant
Plentiful
Moderate
Low
Very Low
Critical
Active Starvation

STABLITY:

Rejoice!
Very Content
Content
Neutral
Low
Very Low
Critical
Open Rebellion
>>
Rolled 4, 90 = 94 (2d100)

>>1934236

Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: neutral
Food: Bountiful

--Government--
Elder Council (+5 culture)

--Resources--
[Copper] [Tin] [Bronze]

--Development Bonuses--
[4 pontoon boats] [+3 leather working] [+3 leather tents] [horn instruments: +2 organisation +2 music] [+2 metal craftingg]
[+4 Flamberge]

--In progress--
[Longhouses 3/5]

>Action 1: Invent explosives for both re-creational and de-creational purposes!
>Action 2: Longhouse! give me a good roll
>>
Rolled 37 + 29 (1d100 + 29)

>>1934236
-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+4 to education)
-----
[stability: Neutral]
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--

[resource: Warg Pups]
Farm
Mud Golems
Mage Tower

--Projects--

[Warg Breeding Program 3/7]
[Magitific Method 4/15]

--Development Bonuses--
[+6 magic control]
[+4 nature magic]
[+2 Agriculture]
[+6 Construction Magic]
[+1 Fortification]

>Seeing a great chance at learning a rare occurrence the mages ride the lighting/study a way to harness it. +29(All my magic + education and culture)
>>
Rolled 2, 1 = 3 (2d3)

Mages roll
>>
Rolled 14, 31 = 45 (2d100)

>>1934236
>>1933351
-----
Insectoids - Orange
Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)
-----
Stability: neutral
Food: low

--Government--
Hive Mind (+5 organization)

--Tribes--
Swamp lizardmen (neutral)
Foreign hive (at war)

--Languages--
Bug

--Resources--
-none-

--Projects--
Living Chamber (done) [+2 hive, +2 construction, +1 fortification]
Feeding Dome (done) [+3 hive]
Evolution Chamber (1/15)

--Evolutions--
Hunter (done) [+5 military, +2 evolution]

--Development Bonuses--
[+1 construction]

>Eradicate all living in the foreign hive.(+8 military, +5 organization) [2/5]
>Evolve a few into something that can channel the mana lines below the hive. (+5 evolution, +5 organization)
>>
Rolled 38, 41 = 79 (2d100)

>>1934236

Posting for Bacatia turn 13

1) Bacatia send emissaries to the independent Aratoa tribes demonstrating what the elixir can do for them.

2) development of bullhorn spears
>>
Rolled 97, 70 = 167 (2d100)

>>1934236
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 military/hunting)
Poison Control (+3 poison knowledge)
-----
Stability: Plentiful
Food: Content

--Government--
Elder Council (+5 culture)

--Resources--
Venomweed
Poisonspitters

--Projects--
[Swampstalker taming 3/7]
[Foundation Totems 5/10]

--Development Bonuses--
+3 Poison Knowledge
+6 Traps
+5 Beast Taming
+5 Construction
+4 Fortification
+6 Rangers
+2 Magic Control
+2 Nature Magic
-------------------------

Actions:
>We have observed other beings at least as advanced as ourselves. This has presented the Tribes-lizards with an unwelcome reality; the fact that our existence may be threatened by outside forces. This spurs the rangers to travel into the swamps to search for a toxin that does not just paralyze, but kills. [15] (+3 Hunting, +6 Poison Knowledge, +6 Rangers)
>Meanwhile the Hatch-lings continue to work at the bond with their Swampstalkers by undertaking practice hunts under the watchful eye of the Elders. [+19] (+3 Hunting, +5 Culture, +5 Beast Taming, +6 Rangers.) [Swampstalker taming 3/7]
>>
Rolled 78, 2 = 80 (2d100)

>>1934236
TURN 13
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: Neutral
Food: Plentiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Enslaved Fish People
Lesser Chaos Node

--Projects--
Chaos in the Fishman Nation 4/15
Ui'haki-Xa Enchantment 1/15
Knocking on Heavens Door 0/?

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control
+10 Mental Influence
+4 Chaos Magic
+4 Construction

--Locations--
Xi'ati-Yi'hlotep
Xi'ati-Uix'lotep

--Heroes--
Yi'axkratos-Ny'lotep [roll an extra attack or defense die when combat takes place in water and add 1/2 the value of this die to your total combat roll]

--Contacts--
Lachstagen (dreams/visions)

--Totals--
+12 Chaos Magic
+11 Mental Influence
+5 Organization
+4 Construction
+3 Dark Magic
+3 Psychic Power
+1 Magic Control

> Using thier knowledge of the rising disturbances in the fishmen empire (great tension between the nobles and lower farming castes and conflict between the nobles of the shore and deep water factions), the aboleths attempt to incite a revolution and civil war in the fishmen nation. They attempt to imprint false memories and influence the minds of key leaders from each faction to make crazy and unjustified decisions (raising tax beyond any realistic means, claiming ownership rights of others' possessions, lustful desires between faction leader spouses and opposing faction leaders, public humiliation of commoners, etc.) using only psychic power. At the same time, the aboleths start to subtly appear in the fishmen dreams as gods giving them thier individual desires (hope, power, wealth, etc.) [+19]

> The aboleths scout more of the ocean.
>>
Rolled 12, 66 = 78 (2d100)

>>1934236
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: Very Low
Food: Very Low
--Government--
Council of Misers (+3 culture, +2 currency)
--Resources--
Furs

--Development Bonuses--
+2 Farming
+3 Industry
----
In Progress
[Ko-Vers Bazaar 7/12] [Burrows 6/10]

Actions:
>Times are hard. The peoples faith in the market has been shattered. Work on the Burrows to make the people feel safe again. [6/10]
>Food is part of what makes us a great people. Get to work on expanding the farmlands. The Misers will help fund the endeavor. (+13 From Bonuses)
>>
>>1934236
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums

--Development Bonuses--
Spirit Magic(+2)
Monkhood(+3)
Agriculture(+4)
Healing Magic(+2)
Shield Aura(+4)

-In Progress-
Rockslide Technique(9/10)
Behemoth Taming(2/7)

-Discovered Groups-
Stangalli
Mages

Actions:
Though the Apes still have their orchard, the fruit has grown dull and tasteless from the bizarre storm. The elders are surprised about this rare phenomenon and encourage the people to pray to H'ar-Ambe. They also begin to worry about their expedition since the other monks have not returned.

>The people have decided to pray to H'ar-Ambe. At the very least it keeps people occupied.

>The orchard fruit is tasteless, but it is the only thing keeping them alive. The Apes attempt to maintain and keep the Orchard producing fruit so that they can feed their people though it seems with this storm things do not work as they normally would...


>>1934271
The Apes in the dungeon question their captors asking what they want from them. "Why are you doing this?" they cry out to near anyone who can hear them. They have lost sense of night or day stuck inside the Tower, but they have not lost spirit yet.
>>
Rolled 3, 83 = 86 (2d100)

>>1934316
Forgot roll
>>
>>1934316
>The mage captors had a golem drop them food in the pit that they were kept in every day or so. Other than that though because of the Manastorm all the mages were preoccupied
>>
Rolled 3 (1d3)

>>1934291

Roll for magic evolution...
>>
>>1934333
Fuck
>>
Rolled 60, 27 = 87 (2d100)

>>1934236

-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: Neutral
Food: Low

--Government--
Despot Rule (+5 military)

--Resources--
Dwarven Alcohol- Brewery (+3 construction, +1 brewing)
Stone and Marble- Great Quarry (+5 stonecraft, +1 construction)
Copper and Iron- Mine (+3 mining, +2 construction, +2 metalcraft)
Manastone (+4 mining)

--Development Bonuses--
Runic Language (+2 runic language)
The Marble Laws (+3 organization, +2 runic language)
Dwarven Metalcraft (+3 metalcraft, +1 construction)
Smelter (+4 metalcraft, +2 constriction)
Prospecting (+2 mining)
Tools (+1 metalwork, +1 construction)

-----

1. Metal for tools and building materials is revolutionary and allows things which were not possible before. The finest dwarf minds ponder the new avenues open to our architects.
2. The recent manastorm is proof that the world is hostile to us. Defences are even more important now. Continue to fortify the city. (+30 from all sorts of metal and stone based shit)[The Gates of Dromadhur 8/20]
>>
>>1934363
Gotta go for today. If there's more turns that I miss, I respectfully request rolls all just get put into finishing the fortifications.
>>
File: Orc-Handshake--1149.jpg (70 KB, 800x535)
70 KB
70 KB JPG
Rolled 37 + 30 (1d100 + 30)

>>1934205
Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
-----

Stability: Very Low
Food: Low

--Government--
Elder Council (+5 culture)

--Relations--
Goblin Tribe: Friendly

--Resources--
Fish
Friend's resource: lumber, copper, emeralds

--Development Bonuses--
Dance +1, Fishing +3, +4 Shipbuilding, +5 diplomacy, +5 Art

--Ongoing--
Quarry 1/3

1. Unify with the Goblins

The world has very suddenly changed. The seas, the source of food for so much of Kratiya, has suddenly become nearly barren. With little room for farmland, the Council is pressed for options. They know the Goblins too are struggling. The Elder Council approaches the Goblin Chieftain and Nobility with a radical offer. Separate, the two will starve or be picked off by monsters in the woods. Together, with Goblin farms and Kratir ships, we can ride out this long winter and emerge stronger and more stable. The Goblins have the land, the Kratir have the knowledge.

The Elder Council approaches the Goblin tribe with an offer of unification. Together they can ride out the long night and awake as a stronger people. The Chief will take place as Dictator, equal in power to the Elder Council. The Council will include the Goblin nobility as members, and it will elect a Kratiri from its members to serve as the counter-part to the Chieftain.

Every effort is made to facilitate this. Artists ply their trade making art of unification of the two peoples, aiding in convincing the people. Fishers and farmers share what food they can to show good intentions. Ships ferry Goblin and Kratir alike from shore to shore, mingling their numbers. Their empathic abilities help them navigate the emotions of their Goblin counter parts. Their organization and diplomatic skills further aid in the effort.
>>
>>1934266

LACHSTAGEN

One of the more enterprising young lachstagen attempts to create explosives with nothing but spit and prayers. Miraculously, he succeeds, but he also blows himself up in the process. [Chemical Explosives 0/15]

You build those longhouses, and boy, are they the best longhouses you've ever built. Also the only longhouses you've ever built, but no matter! Praise to the Lachstagen tribe! [Longhouse 5/5], [stability: content], [+4 construction, +1 metal crafting]

>>1934271

MAGES

Holy shit you crazy motherfuckers.

Ehem

The mages are fascinated by the manastorm phenomenon. They immediately begin research into the nature of this strange occurrence, consequences be damned - the potential for harnessing this might is too great to ignore!

One mage who has a small side-laboratory near the farms makes a major breakthrough. He races back across the bridge towards the mage tower to inform his compatriots. [+6 magic control], [Ride the Lightning 1/2]

As they are moving back in a group with some of the elders toward his laboratory, it explodes. The blast wave roars across the entire settlement, breaking windows and leveling one of their houses. Half the farm is destroyed, along with a lot of mud golems. More importantly, the grain silo went up in smoke. That was supposed to get them through the winter... [food: critical]

>>1934291

INSECTOIDS

The eradication goes...less well. Their drones launch a major counterattack while the hunters are harrying their scouts, and they target your feeding dome. A major battle damages some of the hive, but you they did more harm to themselves than to you. [food: very low], [Neighborhood Eradication 3/5]

The bugs sense the wavering mana under the hive. The decide to capatalize. A brave drone is sent down below to attempt to absorb the energies while a few hunters watch on.

It begins to absorb energy...and then more...and then more. The hunters start to get nervous when it is twice their size. The drone turns to them with a hungry look in its eye. They quickly decide to attack to eliminate what might be a growing threat, but the bug dispatches them easily, tearing them apart with its mandibles. It swells, swells, and swells, until it's pressing on the roof of the Living Chamber above.

With a tremendous crash, the drone bursts up through the Living Chamber. The swarm panics as it begins to rip apart anything it touches, feasting on its former brothers. Eventually, the drone, completely having broken free from the control of the hive, flies away into the distance.

Your Living Chamber has been damaged! [Chamber Repairs: 0/5], [Stability: Critical]
>>
>>1934293

LIZARDMEN

The rangers know just where such a toxin is located...it's just that they don't usually go there.

Deep in the swamp is a festering pit filled with boiling purple-black sludge. It reeks of death. The rangers step to its edge, eyeing the place with suspicion. Even in broad daylight there's a sense of hazy unease surrounding the place, as if everything just isn't quite as clear as it usually is. One of the lizards, more sensitive to magic than the others, feels like his scales are itching on the back of his neck.

A rattling sound makes them all jump. A pile of bones floats up and out of the goo, wrapped in a bright red weed. One of the lizardmen steps forward, and, with a carefully wrapped and gloved hand, unravels the red vine from the bones. They remains sink back down as the vine is pulled free, vanishing into the depths.

You have acquired [resource: Deathweed 3/3]. You have enough to use it in three actions. It will add a +10 bonus to any roll in which is it used to kill. If you want more, you'd have to find a way to harvest it consistently...but maybe dealing with magic isn't such a good idea for the moment.

Meanwhile, back at the ranch, the swampstalkers have finally been tamed! They're very aggressive except to those that they're bonded to, but they listen to commands. Villagers without a swampstalker bonded to them know to avoid the beasts without its master nearby. [resource: Swampstalkers], [+4 rangers, +4 beast taming]

>>1934298

ABOLETHS

The initial chaos that was sown by the Aboleths amongst the fishmen nation seems to have been brought under control, but their renewed efforts open still-fresh wounds. Your fishmen spies report that taxes in their neighboring province have suddenly doubled. They follow instructions to pretend to pay to stay under the radar... [Fishmen Chaos 7/15]

The aboleths attempt to scout more of the ocean, but one party runs across a large group of sharks. The creatures have great bulbous orbs running down their sides that are capable of discharging lightning. The manastorms don't seem to dissuade them from using them. One aboleth dies, fried by lightning - but the shark ends up frying itself. Both sides flee, flustered by the encounter. The aboleths feel naked without magical defenses of their own. [stablity: low]

>>1934302

STANGALLI

The burrows are worked on. The Stangalli try to put their worries to rest with physical labor. [7/10]

The farmlands are expanded back to their normal bounds. In a rare act of generosity, the Misers help to fund the retilling of the fields and replanting of seed that is still viable. Of course, it might also be because they don't want anyone asking why they're still eating so well. [+3 farming], [food: moderate]
>>
>>1934316

APES

The people pray to H'ar-Ambe, but they feel little relief in return. The elders do their best to keep spirits up in this time of troubles.

In a spate of good luck, the efforts of the Apes on their orchards seem to -bear fruit-. (LOLOLOL) The power plums, rather than be sapped dry, are actually energized by the manastorms. The trees seemingly grow to maturity overnight. While a diet of solely power plums is not particularly appealing, it's far better than starvation. [+4 agriculture], [food: plentiful]

>>1934363

DWARVES

The dwarves continue to research novel ways in which to apply their metalwork and the natural forces to enhance both their ability to construct and develop their society. [+1 construction]. One smart dwarf, staring at the river valley, sees a bit of driftwood float by. It suddenly drops fast through some rapids. "...what if we could use that?" [Water Power 1/15]

Construction continues on the gates...HIIIHOOOOOOOOO [Gates 11/20]

>>1934401

KRATIYA

Their efforts do not go unnoticed by the goblin people. The chieftain is intrigued by the offer of equal power with the council, not to mention the major goblin families will be represented in the council itself. The Kratiya do have a certain culture that the chief finds appealing, though they aren't as hardy as the goblins. Those fish sure are tasty, though... [Unification Effort, 4/20]

>>1934292

BACATIA

Did not know the risks of using magic this turn, I am cancelling this action involving the elixir.

Development of spears succeeds. [+2 bone spears]
>>
File: Map13.jpg (4.52 MB, 3027x2270)
4.52 MB
4.52 MB JPG
BEGIN TURN 14

(final turn of manastorm)
>>
Rolled 10, 61 = 71 (2d100)

>>1934444

Dwarves turn 14

Gates 11/20, auto-rolling for completion
>>
Rolled 83, 70 = 153 (2d100)

>>1934444

Bacatia turn 14

make their spears really awesome roll
>>
Rolled 53 + 4 (1d100 + 4)

>>1934441
-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+4 to education)
-----
[stability: Neutral]
Food: Critical

--Government--
Elder Council (+5 culture)

--Resources--

[resource: Warg Pups]
Farm
Mud Golems
Mage Tower

--Projects--

[Warg Breeding Program 3/7]
[Magitific Method 4/15]

--Development Bonuses--
[+6 magic control]
[+4 nature magic]
[+2 Agriculture]
[+6 Construction Magic]
[+1 Fortification]

>Mages study the mana storm in a completely mundane and unmagical way
>>
Rolled 17 + 2 (1d100 + 2)

>>1934463
>Try to grow something +2 Agriculture
>>
Rolled 70, 23 = 93 (2d100)

>>1934444
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: Very Low
Food: Very Low
--Government--
Council of Misers (+3 culture, +2 currency)
--Resources--
Furs

--Development Bonuses--
+2 Farming
+3 Industry
----
In Progress
[Ko-Vers Bazaar 7/12] [Burrows 7/10]

Actions:
>Steady as she goes with the burrows [7/10]
>In times of trouble, our Ape friends turned to prayer and meditation. Perhaps we should pray to fate for deliverance from chaos? (+3 from Culture Bonus)
(I'm not trying to cast magic, I just want a religion that can help stability)
>>
Rolled 37, 79 = 116 (2d100)

>>1934427
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
[Copper] [Tin] [Bronze]

--Development Bonuses--
[4 pontoon boats] [+3 leather working] [+3 leather tents] [horn instruments: +2 organisation +2 music] [+3 metal crafting]
[+4 Flamberge] [+4 construction]

Action 1: Continue bombs. even if don't succeed the failure will atleast be pretty funny

Action 2: we can kill stuff up close, but how about long range?
>>
Rolled 3, 97 = 100 (2d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
-----

Stability: Very Low
Food: Low

--Government--
Elder Council (+5 culture)

--Relations--
Goblin Tribe: Friendly

--Resources--
Fish
Friend's resource: lumber, copper, emeralds

--Development Bonuses--
Dance +1, Fishing +3, +4 Shipbuilding, +5 diplomacy, +5 Art

1. Continue Unification 4/20 +30

Political minutiae is worked out in who gets to be in the council and what role they will serve.

2. Music +12

Sorrow, struggle, hardship, friends. These things make for the most beautiful music and music will help carry us through these hard times.
>>
Rolled 83, 4 = 87 (2d100)

>>1934444
TURN 14
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: low
Food: Plentiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Enslaved Fish People
Lesser Chaos Node

--Projects--
Chaos in the Fishman Nation 7/15
Ui'haki-Xa Enchantment 1/15
Knocking on Heavens Door 0/?

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control
+10 Mental Influence
+4 Chaos Magic
+4 Construction

--Locations--
Xi'ati-Yi'hlotep
Xi'ati-Uix'lotep

--Heroes--
Yi'axkratos-Ny'lotep [roll an extra attack or defense die when combat takes place in water and add 1/2 the value of this die to your total combat roll]

--Contacts--
Lachstagen (dreams/visions)

--Totals--
+12 Chaos Magic
+11 Mental Influence
+5 Organization
+4 Construction
+3 Dark Magic
+3 Psychic Power
+1 Magic Control

(doing two actions twice: Chaos in the Fishman Nation 7/15)

> The aboleths attempt to appear in the fishmen dreams as gods giving them thier individual desires (hope, power, wealth, etc.) They start to convince the fishmen that they are gods to be worshipped. Fishmen start building shrines in thier name and preaching in the streets to worship the aboleths. [+23]

> The aboleths attempt to appear in the fishmen dreams as gods giving them thier individual desires (hope, power, wealth, etc.) They start to convince the fishnet that they are gods to be worshipped. Fishmen start building shrines in thier name and preaching in the streets to worship the aboleths. [+23]
>>
Rolled 20, 91 = 111 (2d100)

>>1934444
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Neutral
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums

--Development Bonuses--
Spirit Magic(+2)
Monkhood(+3)
Agriculture(+8)
Healing Magic(+2)
Shield Aura(+4)

-In Progress-
Rockslide Technique(9/10)
Behemoth Taming(2/7)

-Discovered Groups-
Stangalli
Mages

Actions:

>With the orchard producing power plums better than ever before during the storm, the one monk that returned from the expedition takes a couple of others in search of their friend Big Sam. They hope to find him once again and make sure he is eating enough food. [Behemoth Taming 2/7]

>The captured Apes not knowing of the outside storm concoct a desperate plan. One of the monks will attempt to use spirit magic to leave his physical body and travel back to the village in the hopes the elders will sense his presence and receive his message. Though this has never been done before desperate times call for desperate measures...

YOLO
>>
Rolled 38, 65 = 103 (2d100)

>>1934444
-----
Insectoids - Orange
Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)
-----
Stability: critical
Food: very low

--Government--
Hive Mind (+5 organization)

--Tribes--
Swamp lizardmen (neutral)
Foreign hive (at war)

--Languages--
Bug

--Resources--
-none-

--Projects--
Living Chamber (broken [0/5]) [+2 hive, +2 construction, +1 fortification]
Feeding Dome (done) [+3 hive]
Evolution Chamber (1/15)

--Evolutions--
Hunter (done) [+5 military, +2 evolution]

--Development Bonuses--
[+1 construction]

>send a large pack hunters to remove the nest of insects that arn't part of the hive mind (+8 military, +5 organization)
>repair the living chamber [0/5](+5 organization, +1 construction)
>>
Rolled 70, 17 = 87 (2d100)

>>1934444
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 military/hunting)
Poison Control (+3 poison knowledge)
-----
Stability: Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Venomweed
Poisonspitters
Swampstalkers
Deathweed (3/3)

--Projects--
[Foundation Totems 5/10]

--Development Bonuses--
+3 Poison Knowledge
+6 Traps
+9 Beast Taming
+5 Construction
+4 Fortification
+10 Rangers
+2 Magic Control
+2 Nature Magic
-------------------------

Actions:
>It is becoming increasingly apparent that the Council no longer represents the true leaders of Lizardfolk society. The Rangers have been the backbone on which we have protected ourselves, the Crafts-lizards have learned and worked with techniques never before imagined and the emerging Shaman caste is becoming larger and increasingly powerful every season.
The council of Elders will be reformed into the council of protectors. Each Caste will be represented, Rangers, Crafts-Lizards & Shamans, by their chosen best and brightest. They will be the guiding hand for Hill-home going forward. The entire settlements focus is consumed by the formation of the new council.
>2 Actions combined on Reforms. [+24] (+5 Culture, +10 Rangers,5 Construction, +2 Nature Magic+ 2 Magic Control)
>>
Rolled 1 (1d3)

>>1934497

Rolling for magical spiritual transport from a 91...

This is either gonna work wonders or cause some serious problems.
>>
>>1934453

DWARVES

HIIIII-HOOOOOOOOOOO
HIIIII-HOOOOOOOOOOO

[Gates 15/20]

>>1934459

BACATIA

Wow, those are some amazing spears. [+5 Vampiric Bone Spears (7 total)]

>>1934463

MAGES

The good news: you don't blow yourself up. Also, the farms are quick to heal - the seedlings are regrowing very, very rapidly. The mages are a bit too shaky to try to study what's happening in depth after the last accident. [food: low]

The bad news? The manastorm is starting to fade. The mages feel a pinching sensation in their gut as the opportunity slips away.

>>1934479

STANGALLI

Boroughs, burrowed! [Burrows 10/10, would dig again], [+5 fortification], [+3 construction], [stablity: neutral]

A sizable group of Stangalli turn to prayer to balm their woes, seeing their larger, hairier friends as an example. [Stangalli Religion 1/4]

>>1934484

LACHSTAGEN

The poor lachstagen's son (who was blown up) takes it upon himself to recreate his father's work. "YOU SHALL NOT HAVE DIED IN VAIN!!" While a little dramatic, his blood honor blazes furiously in the name of high explosives. [2/15]

The lachstagen begin to think about how great it would be if they didn't have to chase down bison all day. Maybe if they could kill from a distance...

Bison sinew is already used frequently as ties for their houses and ships, being both strong and flexible. With a little ingenuity, and a good piece of wood, a primitive hunting bow is made! Huzzah! [+3 bows]

>>1934489

KRATIYA

Political minutia is really boring, and the chieftain finds he has little patience for it. His slightly less impatient son manages to sit through the whole meeting in his stead. [5/20]

https://www.youtube.com/watch?v=4R462Ro5fqU

[+6 music]
>>
>>1934492

ABOLETHS

Rumblings and rumors make their way to the Aboleth hive mind. A small rebellion by a shore noble has just been put down by their king. The public execution of the rebellious family has the nation on edge. They also consider it a good sign that the fishmen haven't bothered the Aboleths since their encounter some time ago...clearly they're busy with internal affairs. [11/15]

>>1934497

APES

It doesn't take too long to find Big Sam - he's the one that actually approaches the Apes. He - and the whole rest of the herd - quickly suck down all the power plums that they have to offer. [Taming 3/7]

Just as one of the captured Apes begins to meditate to enact his plan, one of the Ley Lines nearby shifts. His spirit is dragged inside of it and hurtles along the flow of mana at insane speeds. In what feels like weeks, but only takes seconds, the Ape suddenly senses something familiar - the ancient altar at the core of their village. He heads toward it, and the next thing he knows, his spirit is there, floating in front of the elders still meditating on the rockslide technique. They are aghast to see him. He informs them of recent events and their current state of capture, then releases the spell, which he finds extremely taxing the longer he holds it. [+8 spirit magic]

Note: The Apes now have knowlege of the Mage's actions in capturing their expedition.

Note: Apes are now capable of long-distance travel and communication (or infiltration) via Astral Projection.

>>1934505

INSECTOIDS

It turns out the super-drown made a pit stop on the way out of the desert...or deeper into the desert. You're not entirely sure where it went.

Regardless, you catch the neighbor hive off-guard and in disarray. You make short work of them. The removal of at least one major problem pacifies much of the hive. [Eradication 5/5], [stability: low], [+3 military]

Repairs begin on the living chamber. The drones use excess material from the now defunct neighbor hive to rapidly reconstruct their home. [Repairs 3/5]

>>1934508

LIZARDMEN

Hill-Home is abuzz with talk about the daily meetings as a new government is formed. Younglings (that should be training their mounts) are constantly being chased out of the branches of the main meeting platform as they try to listen in. [Council of Protectors 5/20]

Note: poor rolls during the reformation of government can contribute to instability
>>
Begin Turn 15

Note: Manastorm has ended. No penalty for use of magic.

Next world event is on turn 20.
>>
Rolled 85 + 9 (1d100 + 9)

>>1934637
-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+4 to education)
-----
[stability: Neutral]
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--

[resource: Warg Pups]
Farm
Mud Golems
Mage Tower

--Projects--

[Ride the Lightning 1/2]
[Warg Breeding Program 3/7]
[Magitific Method 4/15]

--Development Bonuses--
[+12 magic control]
[+4 nature magic]
[+2 Agriculture]
[+6 Construction Magic]
[+1 Fortification]

>Mages try to communicate and learn from the ape captives after explaining the long absence +9 (+5 Culture and +4 Study)
>>
Rolled 45 + 28 (1d100 + 28)

>>1934645
>Mages also focus all their efforts on building back the lost golems and improving their agriculture using lots and lots of MAGIC for the next time the mana storm comes (+12 magic control, +4 magic, +2 Agriculture, +6 Construction Magic, +4 Nature Magic)
>>
Rolled 60, 73 = 133 (2d100)

>>1934637
TURN 14
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: low
Food: plentiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Enslaved Fish People
Lesser Chaos Node

--Projects--
Chaos in the Fishman Nation 11/15
Ui'haki-Xa Enchantment 1/15
Knocking on Heavens Door 0/?

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control
+10 Mental Influence
+4 Chaos Magic
+4 Construction

--Locations--
Xi'ati-Yi'hlotep
Xi'ati-Uix'lotep

--Heroes--
Yi'axkratos-Ny'lotep [roll an extra attack or defense die when combat takes place in water and add 1/2 the value of this die to your total combat roll]

--Contacts--
Lachstagen (dreams/visions)

--Totals--
+12 Chaos Magic
+11 Mental Influence
+5 Organization
+4 Construction
+3 Dark Magic
+3 Psychic Power
+1 Magic Control

> The aboleths believe that with one more mental push they can convince the fishmen populace that they are gods to be worshipped. Using psychic power and chaos magic the aboleths force the fishmen start building shrines in thier name and preaching in the streets to worship the aboleths. Once the aboleths have control of the fishmen they should start building temples to the aboleths throughout the nation. [+39]

> The aboleths continue contructing thier enchantment that gives it's affected immense physical strength, advanced predatory senses and bloodlust. The enchantment is now known as Ui'haki-Xa. The aboleths offer this enchantment (through dreams and visions) to the entire populace of Lachstagen as a demonstration of thier power and the benefits they can give if they are worshiped as gods. [+35]
>>
Rolled 72, 43 = 115 (2d100)

>>1934637

Dwarves, meet gate.
>>
Rolled 11, 2 = 13 (2d100)

>>1934637
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 military/hunting)
Poison Control (+3 poison knowledge)
-----
Stability: Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Venomweed
Poisonspitters
Swampstalkers
Deathweed (3/3)

--Projects--
[Foundation Totems 5/10]
[Council of Protectors 5/20]

--Development Bonuses--
+3 Poison Knowledge
+6 Traps
+9 Beast Taming
+5 Construction
+4 Fortification
+10 Rangers
+2 Magic Control
+2 Nature Magic
-------------------------

Actions:
>Negotiations on the Council of Protectors continue. Each Caste seeks to prove their worth. The Rangers take their companions and embark on a great hunt for the inauguration banquet. The Crafts-lizards begin work on an ornate chamber for the new council to hold court. The Shamans seek the blessing of nature for their new leadership. The frenzy of activity engages everyone in the community [+52] (+52 for every bonus)
I want to apply the +52 to each roll seperately please.
>>
Rolled 86, 1 = 87 (2d100)

>>1934637
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
[Copper] [Tin] [Bronze]

--Development Bonuses--
[4 pontoon boats] [+3 leather working] [+3 leather tents] [horn instruments: +2 organisation +2 music] [+4 metal crafting]
[+4 Flamberge] [+4 construction] [Bows +3]

Action 1: Continue devloping explosives
Action 2: Begin training in Shock and Seige tactics! our military beleives in a policy of mutually assured desturction! you invade our home, we burn yours to the ground
>>
Rolled 36, 73 = 109 (2d100)

>>1934637
-----
Insectoids - Orange
Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)
-----
Stability: low
Food: very low

--Government--
Hive Mind (+5 organization)

--Tribes--
Swamp lizardmen (neutral)
Foreign hive (eradicated) [+3 military]

--Languages--
Bug

--Resources--
-none-

--Projects--
Living Chamber (broken [3/5]) [+2 hive, +2 construction, +1 fortification]
Feeding Dome (done) [+3 hive]
Evolution Chamber (1/15)

--Evolutions--
Hunter (done) [+5 military, +2 evolution]

--Development Bonuses--
[+1 construction]

>continue repairing the living chamber (+5 organization, +1 construction)
>loot the foreign hive for food supplies and biological components for possible evolutionary use (+5 organization, +11 military, +5 evolution)
>>
Rolled 65, 57 = 122 (2d100)

>>1934618

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
-----

Stability: Very Low
Food: Low

--Government--
Elder Council (+5 culture)

--Relations--
Goblin Tribe: Friendly

--Resources--
Fish
Friend's resource: lumber, copper, emeralds

--Development Bonuses--
Dance +1, Fishing +3, +4 Shipbuilding, +5 diplomacy, +5 Art, +6 Music

1. Continue Unification 5/20 +36

Work turns from convincing the Chief and his family to convincing the nobility of the merits of unification. To aid in this process, the goblin nobles are treated to dances and music performances. Of course there is fish.

2. Improve stability +26

As the initial shock wears off, the people begin to adjust to the new world they are in. Life returns to normal, if leaner than before.
>>
Rolled 23, 14 = 37 (2d100)

>>1934637
TURN 15
-----
Bacatia – Light Brown
Traits:
Vampiric (+3 dark magic)
Overlords (+3 military)
-----
Stability: low
Food: low
--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)
--Resources--
sacrificial altar, [+2 dark magic], cattle, leather, lumber
--Projects--
[Aratoa Blood Elixir] +3 Dark magic, 2 Enchanting
[Lumbermill] +3 Construction, +1 Leadership
--Development Bonuses--
> +10 Dark magic
sacrificial altar +2; Elder Council of Vampires +2; Vampiric Trait +3, Aratoa Blood Elixir
> +2 Enchanting
Aratoa Blood Elixir +2;
> +3 Culture
Elder Council of Vampires +3;
> +3 Military
Overlords Trait +3;
> +7 Vampiric Bone Spears
+7 Vampiric Bone Spears;
> +5 construction
lumbercamp +3; barn +2;
> +1 leadership
lumbercamp +1;
--Actions--
1) Send an emissary to the Independent Aratoa tribes. Invite them to join us for greater safety. Show them all of our achievements +21; Dark magic, Enchanting, Leadership, Vampiric bone spears +7?
2) Explore the rest of the Island and mountains for resources. The aratoa are told to especially look out for other animals to domisticate, workable stone and ores. +1; Leadership.
>>
>>1922764
Ah shit am i too late to join?
>>
>>1934742
We've got a discord, Its in the second Post. Its easier to discuss there.
>>
Rolled 55, 46 = 101 (2d100)

>>1934637
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Neutral
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums

--Development Bonuses--
Spirit Magic(+10)
Monkhood(+3)
Agriculture(+8)
Healing Magic(+2)
Shield Aura(+4)

-In Progress-
Rockslide Technique(9/10)
Behemoth Taming(3/7)

-Discovered Groups-
Stangalli
Mages

Actions:

>The Apes received the message from their lost friends. Villagers call for action to save them. A large group of monks travel to the Mages location, stopping by the Stangalli in order to see if they will join. They halt outside the Mages land and loudly yell for their friends to be released. They do not want to fight, but they will if their friends are not released.

>Elder monks hope to finally this time finish the Rockslide Technique(9/10).
>>
Rolled 67, 96 = 163 (2d100)

>>1934637
TURN 15
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: Nuetral
Food: Moderate
--Government--
Council of Misers (+3 culture, +2 currency)
--Resources--
Furs
Burrows

--Development Bonuses--
+2 Farming
+3 Industry
+5 Fortification
+3 Construction
----
In Progress
[Ko-Vers Bazaar 7/12] [Religion 1/4]

Actions:
>Now that things are normal, let's see if we get this Fate-damned Bazaar built! [Ko-Vers Bazaar 7/12] (+8 from Bonuses, Gov, and Traits)
>After learning their Ape friends are going to negotiate a hostage situation, the Stangalli offer to assist them end the talks in the Apes favor. (+5 from Economy and Currency to help settle any disputes)
>>
>>1934645

MAGES

The mages communicate and learn like that's all they do all day. [+2 culture, +2 education]

The mages work on repairing their farms and mud golems. It's dull work, but necessary. [+1 nature magic], [food: moderate]

>>1934663

ABOLETHS

Fishmen Chaos [15/15]

The fishmen nation falls into a massive civil war, with the shore-based nobles pitted against the king who is backed by the deep-sea nobles. The populace in the north take the opportunity to rebel - and it is they who speak most fervently of their new gods, the Aboleths, praise be to chaos and Yi'axkratos-Ny'lotep, guardian of Xi'ati-Yi'hlotep, may the stone door be opened!!

In any case, the factions are ripe to be peeled apart. (faction loyal to Aboleths marked on the map)

Another group of Aboleths continues work on the enchantment. [5/15]

>>1934666

DWARVES

The Dwarves finish the mighty gates of Dromadhur! The chief dwarf commemorates the occasion with an impassioned speech that unites dwarfkind - but they're really just there for the brew being served afterwards. Still, the massive stone-and-iron gates are impressive, and sure to deter any intruder. [+10 fortification, +3 construction], [stability: very content]

>>1934668

LIZARDMEN

(with fluff like this, who needs a QM?)

The lizard society spares no effort in their preparation of the new government. Council of Protectors [11/20]

>>1934669

LACHSTAGEN

The sole half-crazy lachstagen lad continues to work late into the night...but he doesn't burn the midnight oil, because that would be dangerous. [Chemical Explosives 6/15]

The lachstagen form up to train in tactics, but they aren't all that successful. Two of the hunters jockey for a leadership position in the newly formed 'unit', and they end up getting into a shouting match. A grudge is formed that splits the community in half. [stability: very low]

>>1934681

INSECTOIDS

Repairs on the living chamber are finished! The hive mind quickly puts the memory of its destruction behind itself and moves on toward bigger and better things. [Living Chamber 5/5], [+3 construction], [+1 hive], [stability: content]

The destroyed enemy hive is harvested for raw components. The hunters and drones are successful and ferry back a large amount of goods. [food: plentiful], [+2 evolution]
>>
>>1934726

KRATIYA

The goblin chieftain appreciates the way the Kratiya shake that booty and he agrees to sit for a meeting...the whole meeting. [Unification 10/20]

With a lot to occupy their time, the Kratiya happily bounce back now that the manastorms are over. A small art festival is held in the town square with 'Traditionalist' and 'Revisionist' award categories. [stability: content]

>>1934738

BACATIA

The vampires send an emissary to the union of Aratoa tribes. They are intimidated by the vampires - more than a little bit. They are also very impressed by the enchantment. Their closest approximation is a primitive berserk enchantment, but the warriors exposed to it have difficulty distinguishing friend from foe, whereas those that drink the elixir are still mentally sound. Of course, they don't know about that whole 'withdrawal cravings' part, either. That said, many of the tribes are skeptical. Some outright refuse to follow the vampires, seeing them as creatures aligned with evil. The vampires do their best to ignore the insults, at least for now... [Luring in the Tribes 3/30]

The islands are explored for more resources. The scouts bring back some fruit, but little else of note. [resource: fruit]

>>1934826

APES

The Apes manage to negotiate with the Mages, aided by the Stangalli backing them up. The prisoners are freed! [+3 diplomacy]

And...yes...the moment we've all been waiting for...no need for a drumroll, because that's what the technique sounds like. Except a lot louder. [Rockslide technique 10/10], +3 military, +2 monkhood, +2 spirit magic, [stablity: content]

>>1934830

STANGALLI

Work Zone
Speeding Fines Doubled
[Ko-Vers Bazaar 10/12]

The Stangalli successfully help the Apes negotiate with the Mages. Peace is good for business, after all. [+1 diplomacy, +1 economy]
>>
Rolled 97, 93, 22, 86 = 298 (4d100)

>>1934637
Faeries
Turn 14 actions:
1) and 2) - try to control mana storm
Turn 15 actions:
1) research: agriculture
Faeries start planting useful plants around their homes
2) research a way to store mana
>>
File: Map15.jpg (4.55 MB, 3027x2270)
4.55 MB
4.55 MB JPG
BEGIN TURN 16

Next World Event: End of Turn 20 (beginning of turn 21)
>>
>>1934916

Faeries, go ahead and post turn 16, linking to my map post, along with your sheet. I will do three turns for you in the next posting.
>>
>>1934922
TURN 16
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: low
Food: plentiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Enslaved Fish People
Lesser Chaos Node

--Projects--
Ui'haki-Xa Enchantment 5/15
Knocking on Heavens Door 0/?

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control
+10 Mental Influence
+4 Chaos Magic
+4 Construction

--Locations--
Xi'ati-Yi'hlotep
Xi'ati-Uix'lotep

--Heroes--
Yi'axkratos-Ny'lotep [roll an extra attack or defense die when combat takes place in water and add 1/2 the value of this die to your total combat roll]

--Contacts--
Lachstagen (dreams/visions)

--Totals--
+12 Chaos Magic
+11 Mental Influence
+5 Organization
+4 Construction
+3 Dark Magic
+3 Psychic Power
+1 Magic Control

> Using thier psychic and magical abilities, the aboleths decide to advance thier government from a hive mind to one mind, by connecting thier thoughts into one. This greatly increases thier stability and makes it much harder to lower in the future as they all share the same unified "magical brain". The aboleths act as one super-powered computer able to make tremendous amounts of complicated decisions and advanced calculations instantaneously. [+35]

> Although the bottom of the ocean depths is as dark, vast and terrifying as any place could be, the aboleths decide to comepletely hide themselves to the outside world by creating a cloaking "bubble" around Xi'ati-Yi'hlotep and Xi'ati-Uix'lotep using dark chaotic magic. The barrier distorts the vision of anyone looking at the area to make it look like nothing is there. The barrier protects against both physical eyesight and magical vision (scry) making finding the locations impossible in the vast dark ocean depths. In addition, anyone trying to scry the oceans surrounding the area will get terrifying visions, extreme headaches, debilitating night terrors and on rare occasions brain hemorrhaging. [+35]
>>
Rolled 10, 65 = 75 (2d100)

>>1934922
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 military/hunting)
Poison Control (+3 poison knowledge)
-----
Stability: Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Venomweed
Poisonspitters
Swampstalkers
Deathweed (3/3)

--Projects--
[Foundation Totems 5/10]
[Council of Protectors 5/20]

--Development Bonuses--
+3 Poison Knowledge
+6 Traps
+9 Beast Taming
+5 Construction
+4 Fortification
+10 Rangers
+2 Magic Control
+2 Nature Magic
-------------------------

Actions:
>The buzz around Hill-home is reaching a fever pitch. A festival is called for the Tribes-lizards while the chosen elite sit for meet after meet. Contests of Archery, Beast trials, crafts skill and shamanism abound. Everyone can feel that a result is close. [52] (+52 for every bonus)
Once again 2 seperate actions.
>>
Rolled 3, 58 = 61 (2d100)

>>1934929
FAERIES

Sheet below:

-----
Faires - Magenta
Traits:
Magically Inclined (+4 magic control)
Tricksters (+2 diplomacy)
-----
Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--


--Projects--


--Development Bonuses--

Turn 15 action:
Action: faeries try to gather and control moonlight rays
Research: clothes out of leaves, grass and plant fibers
>>
Rolled 74, 45 = 119 (2d100)

>>1934942
>>
>>1934952
Shit, forgot to update my projects
>[Council of Protectors 11/20]
>>
Rolled 69, 51 = 120 (2d100)

>>1934922
TURN 15
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: Nuetral
Food: Moderate
--Government--
Council of Misers (+3 culture, +2 currency)
--Resources--
Furs
Burrows
--Development Bonuses--
+2 Farming
+3 Industry
+5 Fortification
+3 Construction
+1 Diplomacy
+1 Economy
----
Contacts:
Apes
Mages
----
In Progress
[Ko-Vers Bazaar 10/12] [Religion 1/4]

Actions:
>Get. The. Bazaar. Finished. PLEASE. [Ko-Vers Bazaar 10/12] (+8 from Bonuses, Gov, and Traits)
>If we had not met, the Apes, we would not have met the Mages, a wonderful trading partner. Funny how the roads of fate bind us. [Religion 1/4] (+3 from Culture)
>>
>>1934955
>>1934922
>>
Rolled 45 (1d100)

>>1934911
Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
-----

Stability: Content
Food: Low

--Government--
Elder Council (+5 culture)

--Relations--
Goblin Tribe: Friendly

--Resources--
Fish
Friend's resource: lumber, copper, emeralds

--Development Bonuses--
Dance +1, Fishing +3, +4 Shipbuilding, +5 diplomacy, +5 Art, +6 Music

1. Continue Unification 10/20 +36

With the Chieftain fully won over, much of the nobility follows closely in line. For much of the Goblin nobility the prospect of gaining a legitimate say in the running of the country is a tantalizing prospect and it alone wins over many. Some of the other hold-outs are ones who do not feel like they would wield enough influence in the new system. Winning these people over is done more carefully. Members of the Council align themselves to a few of the hold-outs, promising them linked power structures. Unfortunately, these nobles want a more solid form of guarantee.

Out of this political union new ideas are introduced to Kratiya. Chief among them is the concept of nobility by birth. In order to win the support of these nobles some of the more prominent families of Kratiya marry sons and daughters off to Goblin nobility and Goblins marry their kin off to Kratiri families in return.

It is a radical change for both parties. For Kratiri, prominence was earned by excellent in art, music, dance, or fishing. Their Empathy meant that the most treasured personal traits was the ability to out-think and manipulate others. The biggest sign of trust was the lowering of mental defenses, allowing for unfiltered transfers of emotion.

For the goblins, prominence was earned through violence, or acts of physical prowess. Art, music, dance, and scheming were all well and good, but completely uninteresting for Goblins. For them, courage, daring, and loyalty were defining personal traits. The closer the two species got in relations, the more they realized they differed. Like opposites, they realized that the presence of the other did not make them weaker. It made them stronger. These new Unitarian Houses, as they came to be called, suddenly and rapidly grew in political power.

The unity between the two inspired some Kratiri intellectuals to debate the cultural and natural traits of the two species. KRatiri and Goblinoid slowly began to take on new meaning. One mental, the other physical. Two sides to all living things.
>>
Rolled 81 + 28 (1d100 + 28)

>>1934922
-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+6 to education)
-----
[stability: Neutral]
Food: moderate

--Government--
Elder Council (+7 culture)

--Resources--

[resource: Warg Pups]
Farm
Mud Golems
Mage Tower

--Projects--

[Ride the Lightning 1/2]
[Warg Breeding Program 3/7]
[Magitific Method 4/15]

--Development Bonuses--
[+12 magic control]
[+4 nature magic]
[+2 Agriculture]
[+6 Construction Magic]
[+1 Fortification]

>The group of thirty-six mages travels back to the towards the settlement of the aliens and start to direct their golems to haul and chop wood then magically enchant the wood for a lodge afterward they try setting up a small and makeshift farm to provide for them 28 (+12 magic control, +4 magic, +2 agriculture, +4 nature magic, +6 construction magic)
>>
>>1934922
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums

--Development Bonuses--
Spirit Magic(+12)
Military(+5)
Monkhood(+5)
Agriculture(+8)
Healing Magic(+2)
Shield Aura(+4)

-In Progress-
Behemoth Taming(3/7)

-Abilities-
Astral Projection: Can communicate or spy using spirit magic.
Rockslide Technique: A monk technique involving a flurry of punches, several extra blows will land where the fist has never connected with the body.

-Discovered Groups-
Stangalli
Mages

Actions:

With the expedition Apes released from captivity with the Mages there were peaceful talks and an agreement was made to allow Scholars of the mages accompanied by magus and mud golems to come and study the Apes and their way of life.

>The Apes having mastered the Rockslide Technique, survived the manastorm, and ended a conflict peacefully decide to celebrate with a praise and worship session for H'ar-Ambe.

>Apes continue to meet with Big Sam and give him fruit. He does not seem as shy as he once was. [Behemoth Taming:3/7]
>>
Rolled 50, 81 = 131 (2d100)

>>1935128
Forgot the rolls again..
>>
Rolled 12 + 10 (1d100 + 10)

>The Warg breeding programs continue. The wilder dogs are usually kept in deep hibernation or hardened cages as they're minds at this point were just filled with hate and anger.

>The more intelligent Wargs are being experimented on as mounts to prevent people from walking. +10 ( +6 Education, +4 Nature magic)
>>
File: 1507260273352.jpg (1.44 MB, 3027x2270)
1.44 MB
1.44 MB JPG
>>1935126
Forgot to mark where I wanted to build
>>
>>1922764
I'm just gonna post my Civ to not forget what it is later.
Race: Orcs.
Color: Whatever.
Location: Bottom land of the map.
Government: Military Despot duh.
Fluff:
Orcs, we're Orcs, we're the Orcs, we prey all day we stalk at night, we're the Orcs.
I'm the Giant Orc that makes all of the rules!
Let's see what kind of trouble we can get ourselves into!
>>
>>1935338
This is me By the way >>1934742
>>
>>1934922
TURN 16
-----
Bacatia – Light Brown
Traits:
Vampiric (+3 dark magic)
Overlords (+3 military)
-----
Stability: low
Food: low
--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)
--Resources--
sacrificial altar, [+2 dark magic], cattle, leather, lumber, fruit
--Projects--
[Aratoa Blood Elixir] +3 Dark magic, 2 Enchanting
[Lumbermill] +3 Construction, +1 Leadership
[Luring in the Tribes 3/30]
--Development Bonuses--
> +10 Dark magic
sacrificial altar +2; Elder Council of Vampires +2; Vampiric Trait +3, Aratoa Blood Elixir
> +2 Enchanting
Aratoa Blood Elixir +2;
> +3 Culture
Elder Council of Vampires +3;
> +3 Military
Overlords Trait +3;
> +7 Vampiric Bone Spears
+7 Vampiric Bone Spears;
> +5 construction
lumbercamp +3; barn +2;
> +1 leadership
lumbercamp +1;
--Actions--
1) Keep improving diplomatic relations with the Aratoa tribes. +23; Dark Magic, Enchanting, Leadership, Vampiric Bonespears, Culture?
2) Try to use the new fruit to build an orchard. We need to replenish our food supplies. +6; Leadershhip, Construction?
>>
Rolled 76, 13 = 89 (2d100)

>>1935390
Forgot rolls.
>>
>>1935390
>>1935390
>Keep improving diplomatic relations with the Aratoa tribes.
Just to be clear I don't want them as allies, I want them to submit to my rule, but for now I'm being nice. With a delightful pinch of threat.
>>
>>1935338
Ah! Something i forgot to mention, my Orcs are all male and inspired by Uruk-hai as well as the orcs from the Comic Orc-Stain, which are born from the ground in the former and from sacks in the latter.
>>
>>1935490
The Orcs are still capable of having sex however, and the resulting child is usually a bit stronger than the ones "Naturally born."
>>
Rolled 5, 93 = 98 (2d100)

>>1934922
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: Very Content
Food: Low

--Government--
Despot Rule (+5 military)

--Resources--
Dwarven Alcohol- Brewery (+3 construction, +1 brewing)
Stone and Marble- Great Quarry (+5 stonecraft, +1 construction)
Copper and Iron- Mine (+3 mining, +2 construction, +2 metalcraft)
Manastone (+4 mining)

--Development Bonuses--
Runic Language (+2 runic language)
The Marble Laws (+3 organization, +2 runic language)
Dwarven Metalcraft (+3 metalcraft, +1 construction)
Smelter (+4 metalcraft, +2 constriction)
Prospecting (+2 mining)
Gates of Dromadhur (+10 fotification, +3 construction)
(+1 metalwork, +2 construction)
-----

1. This new concept, of using water to do work, it could take us far. A group of clever dwarves get together to consider this idea further. How exactly could the water be made to work for us? [Water Power 1/15]
2. We have the mines to extract the ore, and the smelter to turn the ore to metal, now it is time for a mighty forge to better turn the metal into useful items. (+39 construction/stonework/metalwork)
>>
File: 948128919834.png (2.69 MB, 1172x1996)
2.69 MB
2.69 MB PNG
Rolled 38, 76 = 114 (2d100)

>>1922764
Technohuitlan
Gremlins
Light Green
Bottom left island
Despotic rule
Fluff: The gremlins devolved from goblins, the race physically weakened, however this led to invention of machinations to make up for might. Their society revolves around a massive gear assembly, the gear priests read the assembly and carry out the will of the machine gods. Life sacrifice thrives in this environment, and natural magic is discouraged while innovative magic is encouraged.

Action 1: Start making machines to launch arrows, our glorious leader seeks to revolutionise bow warfare
Action 2: Scout the area to look for food or new metal to craft with
>>
Rolled 18 + 18 (1d100 + 18)

>>1934922
-----
Insectoids - Orange
Traits:
Rapid Evolution (+3 mutation/self modification)
Swarm (+3 military)
-----
Stability: content
Food: plentiful

--Government--
Hive Mind (+5 organization)

--Tribes--
Swamp lizardmen (neutral)
Foreign hive (eradicated) [+3 military, +2 evolution]

--Languages--
Bug

--Resources--
-none-

--Projects--
Living Chamber+ (done) [+3 hive, +5 construction, +1 fortification]
Feeding Dome (done) [+3 hive]
Evolution Chamber (1/15)

--Evolutions--
Hunter (done) [+5 military, +2 evolution]

--Development Bonuses--
[+1 construction]

>now that things have calmed down, begin again upon the construction of the evolution chamber [1/15] (+6 construction, +7 evolution, +5 organization = +18)
>>
Rolled 55 + 18 (1d100 + 18)

>>1935545
>the evolution pool must be completed! (+6 construction, +7 evolution, +5 organization = +18)
>>
Rolled 1 (1d3)

>>1934916

Rolling 1d3 for harnessing the manastorm
>>
You've got quite a lot of players OP. Would you be willing to take on one more?
>>
Rolled 12, 38 = 50 (2d100)

>>1934907
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: Very Low
Food: Plentiful

--Relations--
Mages: Aware of
Aboleth: Deity

--Government--
Elder Council (+5 culture)

--Resources--
[Copper] [Tin] [Bronze]

--Development Bonuses--
[4 pontoon boats] [+3 leather working] [+3 leather tents] [horn instruments: +2 organisation +2 music] [+4 metal crafting]
[+4 Flamberge] [+4 construction] [Bows +3]

--In Proggress--
chemical BOMBS!!! [6/15]

Action 1: Continue work on the possibly medieval napalm bombs
Action 2: how about we start an archery tournament to settle our differences like civalised men (could make good training to)
>>
OP don't leave please
>>
>>1943539
Update tonight. Join discord for updates.
>>
>>1935338

Orcs Sheet:

-----
Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: neutral
Food: Low

--Government--
Despot Rule (+5 military)

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
-none-
>>
> Race:

Begraven Reus

> Color:

Indigo

> Description:

The Begraven Reus are a race of giants that thrive in subterrean caverns deep beneath the world's surface. Standing at roughly nine foot, these creatures are notably shorter than their surface-dwelling cousins. Additionally, countless eons of dwelling in the pitch black of subterrean caverns have driven them to develop several features which make them strikingly different to their more common relatives. Specifically, the Begraven Deus completely lack ocular and olfactory senses, and instead their head is dominated by an incredibly powerful auditory organ. This strange horn like formation can catch, channel, and process even the tiniest, most unassuming of sounds from extreme distances. This organ, coupled with a sophisticated for of echolocation, allows these hulking monsters to form an incredibly detailed and precise map of their environment, and detect the scurrying of an ant half a dozen caverns away. The second notable trait of the Begraven Deus is that their hides are composed of an absurdly resilient mineral, giving their skin the texture of polished stone and making them extremely resistant to physical attacks...

One of the most cunning, and powerful of these creatures has united many of it's kind and has led them to the surface world...

...

I would like to claim the top-leftmost corner of the map. In the mountains...
>>
File: map upload.jpg (1.4 MB, 3027x2270)
1.4 MB
1.4 MB JPG
>>1922764
>>1935551
Race: Kobold Confederacy

Color preference: Light blue

Location: On the mountain foothills near the forking river that branches off the central lake. See pic related.

Government type: Elder council

Fluff: Kobolds are the servants and creations of dragons, usually worshiping them as gods - but when the dragon that these clans served met its fate and forced them to survive on their own things changed. The strife that engulfed the cave-dwelling race threatened to extinguish them all, but after a period of struggle they united into a tribal confederacy devoted to furthering their own ends, with the best of them leading by convincing their fellows in flowing pidgin-Draconic - good oratory, for a minor species. They have emerged from their extensive network of caves and built villages on the river frontage, putting their natural cunning with mechanics to work in the extensive network of traps and hunting snares they've placed all over the mountainside. Perhaps they will grow and prosper here.
>>
First turn.
>Action 1.
Scout the territory around us.
>Action 2.
I hold tournaments to separate the weak from the strong, i will then make the weak farm food, forcefully.

Second turn
>Action 1
Hunting and scouting.
>Action 2
Make more Orcs.
>>
Rolled 2, 70, 2, 73 = 147 (4d100)

>>1947186
And forgot my rolls.
>>
File: Map15.jpg (4.58 MB, 3027x2270)
4.58 MB
4.58 MB JPG
>>1947169

-----
Begraven Reus - Indigo
Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
-----
Stability: neutral
Food: Low

--Government--
Despot Rule (+5 military)

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
-none

>>1947178

-----
Kobold Confederacy - Light Blue
Traits:
Confederate States (+2 organization)
Dragon Gods (+2 religion)
Cunning (+2 traps)
-----
Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
-none-
>>
Rolled 58 + 11 (1d100 + 11)

>>1947250
Thanks!
-----
Kobold Confederacy - Light Blue
Traits:
Confederate States (+2 organization)
Dragon Gods (+2 religion)
Cunning (+2 traps)
-----
Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
-none-

1. Food gathering: Recognizing the need for more food, the elder Kobolds on the tribal councils direct their efforts to lead trapping, hunting, fishing, and foraging expeditions. They offer a reward - the tribe to bring in the greatest bounty will be lauded as the closest cast in the image of their gods, first to seek favorable mates at this season's tribal gathering. (+5 culture from council involvement, +2 invocation of dragon gods, +2 trapping, +2 cunning, total bonus +11)

2. Cosmology and rhetoric (Stability increase?): The same subversive elements in Kobold tribal society that lead the clans out of the Great Caves and turned from the old Dragon worship declares that they will need new wisdom to bind them together in this world they've just emerged into. They begin to gather at tribal meets and celebrations, to compile reports after scouts return to camps, and tospeak of the world around them, trying to make sense of their experience of it. Grand theories of everything are born, debated, discarded as foolish, and die in a day - everything is a dream of a great Dragon god, or an element with an innate nature, or food and plunder to be hoarded for Koboldkind's benefit. Perhaps the only real outcome is the exercise of their cunning, or perhaps they can create some lasting wisdom for their people's benefit. (+5 culture, +2 cunning, total bonus +7)
>>
Rolled 77 + 7 (1d100 + 7)

>>1947307
Rolling second action with separate bonus.
>>
File: Begraven reus.jpg (110 KB, 600x900)
110 KB
110 KB JPG
>>1947250

Begraven Reus - Indigo
Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
-----
Stability: neutral
Food: Low

--Government--
Despot Rule (+5 military)

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
-none

...

Turn 16

> We decide to make the cave from which he emerged from our base of operations for now. The open space of the surface world is overwhelming and intimidating for many of us. Resting in the enclosed space of the caves puts our people ease...

> We familiarize ourselves with the surrounding region

> We attempt to develop stone tools

> We initiate a hunt
>>
Rolled 27, 74, 74, 9 = 184 (4d100)

>>1947312

Forgot to roll...
>>
Rolled 2 + 9 (1d100 + 9)

>>1947307
3. Tribal workshops: The Tribes need tools! Clever mechanisms, strong huts, and horrible pit traps aren't just goin to shape themselves! The Elders bring together skilled craftsmen from many tribes and ask them to come together and build their workshops in a central place, so that the supply of fine tools can be available to the entire confederacy. The craftsmen complain that this is unnecessary - like any good lizard, they'd rather sit still where they are than make an undue effort. The elders reply that the workshops can be built near the confederacy's food stockpile. The craftspeople quickly change their tune - no Kobold spurns the offer of a full stomach. It is decided, and the building begins. (+5 from government, +2 cunning, +2 confederate states, total bonus +9)
>>
Rolled 5 + 9 (1d100 + 9)

>>1947334
Yeesh. Scrapping my fourth action to put more effort into the workshops.
>>
Rules addendum: Governments are not permanent and can be advanced or changed multiple times. You may lose some bonuses when switching, but gain alternatives. Generally the total numerical bonuses will be at least slightly higher for each advancement.

>>1934955

FAERIES

TURN 14

The faeries attempt to control the sudden fluctuating magics caused by the manastorm.

Whether by nature of their magical connection, a strangely accurately premonition, or simple dumb luck, the effort surpasses their wildest expectations. Like water bursting from a dam, mana floods out of one of they ley lines running underneath their island. It builds up and collects in a mighty pool where the faeries have their settlement, raging and crackling with energy. After it stabilizes, the faeries find that they are filled with power whenever they near it, though anything else that approaches seems to distort and warp until finally disintegrating into ashes. The faeries set up a basic barrier to keep out the island's wildlife. [+12 magic control]

[Resource: Mana Pool] This resource cannot be taken from you. When defending, roll an extra die. Half this die is added to your total combat roll.

TURN 15

The faeries try their hand at farming. Results are mixed, but it's a start. [+1 agriculture]

The faeries experiment with the mana pool's ability to absorb mana. It seems to more or less replenish itself from the ley line without their input, but the experience is helpful in developing their skills. [+4 magic control]

TURN 16

Gathering the moonlight, however, is beyond their reach for the moment. The mana pool seems to bend and warp the light, but nothing useful seems to happen. [Moonlight Magic 0/10]

Later, the faeries craft themselves some basic clothing from the materials of the forest around them; shoots, leaves, and fibers. They're a little more proud of the accomplishment than they ought to be, but at least they're decent. [stability: content]

>>1934942

ABOLETHS

The consortium of aboleths decides that individuality is a weakness that must be abandoned. In the future, they will share one mind and one purpose. [A Mind of their Own 5/15] (government shift)

Note: while shifting governments, you are more vulnerable to stability issues.

The Aboleths also recognize that as they move forward with their plans, secrecy may be paramount, as their strength does not lie in direct combat. They begin work on a large enchantment to deter prying eyes. [Distortion Field 4/40]
>>
>>1934952

LIZARDMEN

The contests of skill and strength are a vibrant display of the might of the tribe. The news of the events actually reaches beyond Hill-Home and into the swamp, where there are still several wandering tribes. The contest turns into a mighty show of stability and prosperity for the wanderers, and there is much discussion of joining together once the new council is formed.

Sure enough, in talks following the main events, the details of the new council are solidified. Each faction of the lizard tribes, Rangers, Craftsmen, and Shaman, elect one representative to the three-member council in a manner of their choosing. The Rangers put forward their strongest and most skilled leader; the Shaman, their most adept and wisest magic user; and the craftsmen elect their representative by majority vote. The three representatives themselves each have one vote in major decisions facing the tribe.

New Government: [Council of Protectors, +5 military, +5 construction, +5 magic control]
Wartime stability penalties are halved. When defending, you do not lose an action until you are defending on three fronts, rather than two.
[stability: Rejoice!]

>>1935027

STANGALLI

The. Bazaar. Is finally. Finished! The Misers weep in happiness that no more of their coin will have to be spent on this endless project. [Ko-Vers Bazaar 12/12], [+6 Economy], [+2 culture], [+2 expansion], [+2 construction]

The Stangalli form a small church dedicated to the ideas of fate and destiny. Chaos is seen as a negative antagonist, while positive coincidences are a form of blessing. Many merchants are attracted to the ideals, though not much has been fleshed out by the fledgling religion. [+4 religion], [stability: content]

>>1935118

KRATIYA

The development of a new philosophy takes root in society and helps to bind the radically different groups together, Goblin and Kratiya, two sides of a coin. The common folk especially have already excepted the state of affairs as normal, even while the political situation begins to stabilize. [Unification 18/20]
>>
>>1935126

MAGES

The mages successfully found their new settlement and farm! [food: plentiful], [+3 construction magic]. But they discover that they have unexpected neighbors...

Birdmen!

The wild horsemen are seen only from a distance, riding horses. They spend a long time eyeing the mage settlement and speaking to one another, but ride off before any contact is made. Mage scouts get a vague idea of their territory. You know from earlier Stangalli reports that they can be very aggressive...

Meanwhile, the mages are suddenly glad to have found other allies, rather than more foes. They peacefully negotiate for the release of the apes and are allowed to visit their homeland. [+1 diplomacy]

The smarter wargs seem to adapt to being mounts fairly well. The more aggressive ones are kept carefully caged. [Warg Breeding Program 5/7]

(in the future if you roll in separate posts please link them together)

>>1935128

APES

The successful negotiation with the mages is a good experience for the Apes, though they wish it could have occurred with slightly less stress involved. [+1 diplomacy]

Meanwhile, the Apes celebrate a string of recent successes by offering worship to H'ar-Ambe near their spiritual altar. The tribe feels more together than ever. [stablity: very content], [+2 religion]

The Apes finally manage to tame not only Big Sam, but his whole family! Apparently repeated contact was the key. At some point, they just starting thinking of the apes as some of their own. You find that the small children behemoths are much more docile and easier to instruct; the elders seem a bit more stubborn once they decide on something. [+4 beast taming]. [resource: Oliphaunts]

>>1935390

BACATIA

The Bacatia continue to work on the tribes. For now, they think themselves would-be allies, rather than subservient beings. But more than one tribe has privately come to the Bacatia later, away from the public gatherings, to inquire about the elixir. The Bacatia are happy to entertain these guests with a delightful and corrupting debauchery.

Construction begins on a new orchard to help bring in fresh fruit following the effects of the manastorm. [Orchard 2/3]]

(you should reorganize your sheet. See others for examples. You don't have to track the association between every project and bonus, just that you have them)
>>
>>1935508

DWARVES

A group of dwarves gathers together to brainstorm on how to harness the natural force of flowing water. They note that alcohol pouring into their mugs has a distinct similarity to a natural waterfall. [Water Power 2/15]

The dwarves begin construction of a mighty forge capable of handling and processing the products of their burgeoning mining industry. [Dwarven Forge 6/15]

>>1935545

INSECTOIDS

With the neighbors "taken care of" and the mutated drone flown off to who knows where, the hive mind quickly refocuses on practical priorities - namely, an evolution chamber! [Evolution Chamber 7/15]

>>1935845

LACHSTAGEN

The kid working on the bombs finally blows himself up. How tragic. Luckily, his notes survived the blast, and lachstagen metalworkers are fascinated by the possibilities. [Chemical Explosives 7/15]

Hear ye, hear ye! A grand archery tournament shall be held in which archers, wielding bows, shall fire arrows, and do other archery-related things, with their bows. And arrows will be involved as well! So sayeth the elder council.

The tournament goes well! A sense of friendly competition helps bring the lachstagen together. [+2 archery], [stability: low]

>>1947186

THE TIME OF THE ORC...HAS COME.

Except apparently Orcs are not good at scouting. The scouts are yelled at later for picking their asses rather than braving the tundra.

They are, however, extremely proficient at separating the wheat from the chaff! [+1 warriors], [+3 agriculture], [food: moderate]

The orcs are still extremely bad at scouting.

But as it turns out, orcs are great at making more orcs! [+1 warriors, +2 expansion]

(remember to post an updated sheet with your actions in the future)

>>1947307

KOBOLDS

The newly formed confederacy seeks to improve its food stores to solidify ties to the central authority. Food is foraged very quickly, especially after the promise of mate selection. [food: plentiful]

The people of the newly formed political entity naturally seek an explanation for its place in the world. Theories abound, some more realistic than others, but the debate itself seems to give them a sense of purpose. No core philosophy has yet emerged but there is a greater sense of unity. [stability: very content], [+3 culture]

The cunning elders continue to work to centralize the aspects of the Kobold federation. They manage to lure in the master crafstmen with the promise of plenty of food, but the lazy lizard blood seems to be acting up again. Progress is slow but the foundation is there. [Central Workshop 2/20], [food: moderate]
>>
>>1947312

BEGRAVEN REUS

The Reus are ready to emerge into The Open, but it's a damn big world out there, so big you can hear for miles. They use their cavern of emergence as a natural gathering and resting point. [stability: content]

Scouts sound out the surroundings. While difficult to come across as they're so quiet, the Reus can still tell useful plants by feel and scent, much more sensitively than a sighted creature. The wind brushing across their leaves helps. [food: moderate], [+2 herbology]

The Reus are familiar with stone, having been surrounded by it all their lives. The consistency of stone on the surface is somewhat different. They find that harder stone can be useful in shaping tools. [+4 stone tools]

The Reus decide to go on a hunt. They move swiftly, and carefully - hunting, and being hunted, in caves has taught them well. But caves are linear; the world is open. They find that their quarry always seems to have a way of escaping!

A few hunters detect grumbling roars in the distance, higher in the mountains. The creatures making them are unknown. Cavern beasts tend to be much quieter, but in the Open, sound is useful as an announcement of your presence, rather than an invitation to be killed.
>>
File: Map16.jpg (4.6 MB, 3027x2270)
4.6 MB
4.6 MB JPG
BEGIN TURN 17

Next World Event: End of Turn 20

Rules addendum: Governments are not permanent and can be advanced or changed multiple times. You may lose some bonuses when switching, but gain alternatives. Generally the total numerical bonuses will be at least slightly higher for each advancement.

Also, when formatting your posts, if it is more convenient you can add all identical bonuses together and list them. Bonuses do not need to be directly associated with each project (projects should still be tracked, however)
>>
>>1948027
TURN 17
-----
Bacatia – Light Brown
Traits:
Vampiric (+3 dark magic)
Overlords (+3 military)

-----
Stability: low
Food: low

--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)

--Resources--
sacrificial altar, cattle, leather, lumber, fruit, Aratoa Blood Elixir

--Projects--
[Luring in the Tribes 8/30]
[Orchard 2/3]

--Development Bonuses--
> +10 Dark magic
> +2 Enchanting
> +3 Culture
> +3 Military
> +7 Vampiric Bone Spears
> +5 construction
> +1 leadership

--Actions--
1) Finish the Orchard
2) Supply the inquiring tribes with the elixir and tell them to share them with friends!
>>
Rolled 5, 34 = 39 (2d100)

>>1948045
1st action: +6; Leadership, Construction
2nd action +23; leadership, Vampiric Bone Spears, Culture, Dark magic, Enchanting
>>
Rolled 36, 94 = 130 (2d100)

>>1948027
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 military/hunting)
Poison Control (+3 poison knowledge)
-----
Stability: Rehjoice
Food: Plentiful

--Government--
Council of Protectors, +5 military, +5 construction, +5 magic control]
Wartime stability penalties are halved. When defending, you do not lose an action until you are defending on three fronts, rather than two.

--Resources--
Venomweed
Poisonspitters
Swampstalkers
Deathweed (3/3)

--Projects--
[Foundation Totems 5/10]

--Development Bonuses--
+3 Poison Knowledge
+6 Traps
+9 Beast Taming
+5 Construction
+4 Fortification
+10 Rangers
+2 Magic Control
+2 Nature Magic
-------------------------

Actions:
>With new lands coming under our influence, much needs to be accounted for. The Rangers and their companions begin an expedition to scout the territory. [+27] (+8 Military, +10 Rangers, +9 Beast Taming)
>With the Tribes-lizards of Hill-home settling down after the intensity of the negotiations, work on the Totems resumes. [Foundation Totems 5/10] [+19] (+10 Construction, +7 Magic Control, +2 Nature Magic)
>>
Rolled 38, 56 = 94 (2d100)

>>1948027
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Very Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums
Oliphaunts(Big Sam and senpai)

--Development Bonuses--
Spirit Magic(+12)
Military(+5)
Monkhood(+5)
Agriculture(+8)
Healing Magic(+2)
Shield Aura(+4)
Diplomacy(+4)
Religion(+2)
Beast Taming(+4)

-In Progress-


-Abilities-
Astral Projection: Can communicate or spy using spirit magic.
Rockslide Technique: A monk technique involving a flurry of punches, several extra

blows will land where the fist has never connected with the body.

-Discovered Groups-
Stangalli
Mages

Actions:

>A group of monks try to meet H'ar-Ambe in the spirit world so they can gain insight on the next new monk Technique.

>Monks continue to train and hone their techniques. Gotta keep their skills sharp.
>>
Rolled 87, 22 = 109 (2d100)

>>1948027
TURN 15
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: Nuetral
Food: Moderate
--Government--
Council of Misers (+3 culture, +2 currency)
--Resources--
Furs
Burrows
Ko-Vers Bazaar
Religion: Fate Worship
--Development Bonuses--
+2 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+7 Economy
+2 Culture
+2 Expansion
+4 Religion
----
Contacts:
Apes
Mages
----
In Progress


Actions:
>Power plums. Golems. The other tibes hoave so many toys! We need something better than simple furs. Send a party to the West for Resources!
>The Apes said they "flew from the cell" to warn they're friends. Can this 'magic' truly grant flight? We will investigate harnessing the winds for our own use.
>>
Rolled 46, 44 = 90 (2d100)

>>1948027
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: Very Content
Food: Low

--Government--
Despot Rule (+5 military)

--Resources--
Dwarven Alcohol
Stone and Marble
Copper and Iron
Manastone

--Development Bonuses--
+4 Runic Language
+3 Organisation (The Marble Laws)
+10 Dwarven Metalcraft (Smelter, Tools)
+9 Mining (Mines, Tools, Manastone)
+5 Stonecraft (Great Quarry)
+14 Construction
+1 Brewing (Brewery)
+10 Dromadhur Fortifications (Gates of Dromadhur)
-----

1. Clearly just discussing and drinking isn't cutting it here. We need some proper plans. Time to get out the stone tablets and the chisels and really get some stuff down on stone to make sense of this. (+7 from runic language and organisation) [Water Power 2/15]
2. The forge is getting going, and dwarves everywhere look forward to the day the hammers will start to ring against iron. (+40 from construction, organisation, metalcraft, stonecraft, mining) ([Dwarven Forge 6/15]
>>
Rolled 49 (1d100)

>>1948027
-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+6 to education)
-----
[stability: Neutral]
Food: moderate

--Government--
Elder Council (+7 culture)

--Resources--

[resource: Warg Pups]
Farm
Mud Golems
Mage Tower

--Projects--

[Ride the Lightning 1/2]
[Warg Breeding Program 5/7]
[Magitific Method 4/15]

--Development Bonuses--
[+12 magic control]
[+4 nature magic]
[+2 Agriculture]
[+9 Construction Magic]
[+1 Fortification]
[+1 diplomacy]
>Action 1: Finish the Warg breeding program Finally. +6 education

>Action 2: Well because of the birdmen the mages outpost sends out its scholars to observe and learn more about the new species. If possible decipher their language and start first contact +14 (+6 Education, +7 Culture, +1 Diplomacy)
>>
Rolled 84 (1d100)

>>1948103
Miswrote the dice
>>
Rolled 78, 67 = 145 (2d100)

>>1948027

Begraven Reus - Indigo
Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
-----
Stability: content
Food: moderate

--Government--
Despot Rule (+5 military)

--Resources--
+4 stone tools

--Projects--
-none-

--Development Bonuses--
+2 herbology

...

Turn 17

> We are concerned about source of the uproar which rushed down from the mountain's peak. We decide to begin fortifying our cavern with heavy stones. The cleverer among us realized that they could use our stone tools to shape the stones to carry each other better. Fortification efforts are largely abandoned and our tribe commits itself to exploring this revelation further

> We initiate a hunt. However, this time we decide restrict our hunt to the mountains base as to avoid whatever dwells upon the mountain peaks. We also decide to hunt during the dead of night, concluding that it is wiser to use our natural abilities to our advantage
>>
Rolled 6, 92 = 98 (2d100)

>>1948027
-----
Insectoids - Orange
Traits:
Rapid Evolution
Swarm
-----
Stability: content
Food: plentiful

--Government--
Hive Mind

--Tribes--
Swamp lizardmen (neutral)
Foreign hive (eradicated)

--Languages--
Bug

--Resources--
-none-

--Projects--
Living Chamber+ (done)
Feeding Dome (done)
Evolution Chamber (7/15)

--Evolutions--
Hunter (done)

--Development Bonuses--
[+6 construction,]
[+11 military]
[+7 mutation]
[+6 hive]
[+5 organization]
[+1 fortification]
>Work somemore on the evolution pool (+5 organization, +6 hive, +6 construction, +7 evolution = +24) [7/15]
>With the evolution pool nearing completion, genetic material must be gathered. Move to the swamp to gather creatures from there. (+5 organization, +11 military = +16)
>>
Rolled 77, 9 = 86 (2d100)

>>1948027
Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
-----

Stability: Content
Food: Low

--Government--
Elder Council (+5 culture)

--Relations--
Goblin Tribe: Friendly

--Resources--
Fish
Friend's resource: lumber, copper, emeralds

--Development Bonuses--
Dance +1, Fishing +3, +4 Shipbuilding, +5 diplomacy, +5 Art, +6 Music

1. Continue Unification 18/20 +36

At long last the peoples are united. The seat of government lies in Kratiya. The Senate House now comprises goblins and Kratir alike. They convene to elect the co-Consul and christen the birth of a new joint republic.

2. Education
+36
Kratiyans have a love for education and discourse. Goblins, not so much. Schools and universities are opened to the wealthy and well off to educate children and adults in literacy, philosophy, and arts.
>>
>>1948027
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: Very Low
Food: Plentiful

--Relations--
Mages: Aware of
Aboleth: Deity

--Government--
Elder Council (+5 culture)

--Resources--
[Copper] [Tin] [Bronze]

--Development Bonuses--
[4 pontoon boats] [+3 leather working] [+3 leather tents] [horn instruments: +2 organisation +2 music] [+4 metal crafting]
[+4 Flamberge] [+4 construction] [Bows +3]

--In Proggress--
chemical BOMBS!!! [6/15]

Action 1: 2 people have died for the cause, we are not giving up now! surely with our metal workers, and the ghosts of 2 brave inventers shall lead us to victory
Action 2: a kingdom needs laws! now we must create them! the first oath of blood is to be sworn by all, and those who are found guilty of breaking it are to be exhiled into the savage forests of the south east
>>
Rolled 6, 96 = 102 (2d100)

>>1948154
forgot to roll. again. fml
>>
Rolled 88 + 14 (1d100 + 14)

>>1948027

Kobold Confederacy - Light Blue

Traits:
Confederate Tribes (+2 organization)
Dragon Gods (+2 religion)
Cunning (+2 traps)
-----
Stability: very content
Food: moderate

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Projects--
[Central Workshops 2/20]

--Development Bonuses--
+3 culture (Debate?)

1. Trapper caste mobilized to get more food - Kobolds, like their draconic forebearers, do not like to have less than a ridiculous hoard of food available to them. The Elders beseech the trappers of each tribe to provide, again invoking gods. They are asked what the benefits should be for the most effective trappers, and after a round of debate the cunning and the able among the tribes issue forth to fill the stores. (+14 - Elder council, organization, religion, traps, culture)
>>
Rolled 44 + 12 (1d100 + 12)

>>1948160

2. Scouting upriver for farmland - the Elders weigh the merits of measured expansion, preferably with an eye towards finding good farmland. The tribes argue that the best bet is in the lands to the north near the river; the rains run off the mountains, feeding all manner of things near the river. Perhaps scouting north will yield a bountiful place to plant whatever comes under their hand to cultivate. The Elders seek the blessing of the gods for the endeavor as the scouts leave. (+12 - Elder council, culture, organization, gods)
>>
Rolled 47, 30 = 77 (2d100)

>>1948027
TURN 17
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: low
Food: plentiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Enslaved Fish People
Lesser Chaos Node

--Projects--
Ui'haki-Xa Enchantment 5/15
A Mind of their Own 5/15
Distortion Field 4/
Knocking on Heavens Door 0/100

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control
+10 Mental Influence
+4 Chaos Magic
+4 Construction

--Locations--
Xi'ati-Yi'hlotep
Xi'ati-Uix'lotep

--Heroes--
Yi'axkratos-Ny'lotep [roll an extra attack or defense die when combat takes place in water and add 1/2 the value of this die to your total combat roll]

--Contacts--
Lachstagen (dreams/visions)

--Totals--
+12 Chaos Magic
+11 Mental Influence
+5 Organization
+4 Construction
+3 Dark Magic
+3 Psychic Power
+1 Magic Control

> The aboleths modify the memories and actions of the fishmen faction leaders. The leaders of the royal loyalists and shoreline rebels are forced to believe that worshipping the aboleths is the only way to resolve this conflict and unify as a nation. The aboleths attempt to force the three leaders to come together and create one unified sanctioned religion that worships the aboleths. Once an agreement is reached, the faction leaders make this religion law. Anyone who speaks out against the religion is "randomly" chosen by the priests to be the next sacrifice to the gods. As part of the negotiations, each faction is allowed to sacrifice in thier own way (northern fishmen want victims to be skinned alive during sacrifice, shoreline rebels want victims to be disemboweled and eaten and royal loyalists want only the heart to be ripped out and eaten). [+35]
>>
>>1948027
Fey
Research: Influence reality
Faeries always believed in a nameless creator who dreamed the world into being. Apostles of the dreams began thinking of a way to apply this knowledge practically. If physical world is but an iliusion of the mind then couldn't the mind influence it? By combining a thought and an emotion they create a feeling in their hearts as if their desire has already happened. This feeling creates a vibration which resonates with the universe.

Influence
'' A spell only in name completely alien to formal magic. It's affects are not instantaneous and take time to manifest.

One of the only techniques of magic purist's Apostles of the dreams. Hold an emotional resonance with an outcome you desire to bring it to reality

This magic is fundamentaly based on ones belief and being detached from it's outcome is a testament of faith and strength of will. Hope for your wish to come true, and you will only get more hope, need it to come true and you will only get more need. Universe is cruel to beggars''

Research: Moonlight whisper

''A traditional spell based on apostle's work and artificial moonlight genereted by moon worshippers. Created to tame animals and prevent them from attacking faeries, but ....

Influences minds of other creatures. Go and play, eavesdrop and whisper into the subconscious itself to your mischievous hearts content.

Moon is a symbol of dreams, thoughts, iliusions and magic.''
>>
Rolled 60, 82 = 142 (2d100)

>>1948266
+20 on both from magic control
>>
>>1948045

BACATIA

That orchard just doesn't want to grow. The vampires feel exhausted explaining the benefits of fertilizer to the Aratoa. [+1 agriculture]

Meanwhile, more than enough elixir goes around to keep the Aratoa tribes happy - at least, those that use it. For them it's everything from a healing potion to a means to extend their stamina in bed. When it runs dry, they quickly come crawling back for more. [Luring in the Tribes 11/30]

You note that the Aratoa are beginning a festival-competition of sorts. The stakes involve rights to hunt and fish in certain territories, so the people take it very seriously. Maybe you can use that to your advantage?

>>1948061

LIZARDMEN

The lizard rangers scout the swamp. They find a desert to the north, beyond some hills that mark the edge of the swamp. To the south, the land dries somewhat in favor of grassy plains. The scouts are fascinated by the changes in the terrain, but feel much more comfortable once they're back in tree cover. They manage to bring back a few herbs and plants from around the swamp. [+2 herbology]

The newly organized shaman collective (Shamanate?) are inspired in their work and manage to finish the totems in no time flat! [Foundation Totems 10/10], [+5 magic defense], [+3 magic control], [+2 nature magic], [+2 fortification]

>>1948065

APES

The elder monks gather around the altar for a session of meditation. In the astral space nearby, they see no being, but feel guided by some greater force. Images flash through their mind. A great palm surrounded by aura thrusts down from the skies and crushes a mountain. [+1 religion], [Iron Palm Technique 1/10]

The junior monks work on their sparring while the elders meditate. The recent capture and negotiation with the mages went well, but a sense of embarrassment lingers in the hearts of the young after the incident. [+2 close combat], [+2 shield aura]

>>1948081

STANGALLI

A stangalli resource expedition sails west, downriver, until they reach the ocean. The shoreline is rich with wildlife, especially crab and other crustaceans. They encounter a small village of fishmen near the coast; they approach peacefully. You learn that the fishmen nation is currently embroiled in a terrible civil war, though none of the fighting has reached the surface. [resource: shellfish]

Meanwhile, the misers sponsor a small trip east to scout the nearby mountains. They find a series of green, brackish pools that give off steam - apparently they are warmed by some natural source of heat. The water is drinkable, though it tastes somewhat strange. Bathing in the pools is a relaxing experience for the Stangalli. They find their fur is refreshed and shiny after doing so, as if by...magic?

Independently, other Stangalli are fascinated by magic and begin attempting to tap into the power of mana. The winds that blow across the plains near their homes are a natural source of attention. [+1 wind magic]
>>
>>1948096

DWARVES

Slow chisel speed is no obstacle to crack dwarven engineers. Plans to harness the flow of water to drive machines take root, some involving the new forge, others to draw weights and stone up from the quarries and mines. Many dwarves are skeptical, claiming that no 'trickery' will beat out a strong dwarf with a tough pick, but others have greater visions. [Water Power 5/15]

Holes for the smoke are carved out in the slopes of Dromadhur as the forge begins to take shape. [Dwarven Forge 11/15]

>>1948103

MAGES

The mages finish their warg breeding program! One group of them are loyal and obedient mounts, bred for size, speed, and intelligence. The other group has almost seemingly devolved - they've gotten larger, too, but feral, savage. Their eyes gleam with a deranged bloodthirst. [Resource lost: Warg pups], [Resource gained: Warg Mounts], [Resource gained: Blood Wargs], [+5 beast taming]

The mages send a cautious expeditionary force to introduce themselves to the birdmen. They don't get far into territory before they see a village on the horizon, not far downriver. They are quickly surrounded by the birdmen, all riding horses. Arrows are pointed, and spells are prepared.

A bird dismounts and steps forward. His feathers are painted a different color than the rest; it's clear he's in charge. The conversation is brief, and pointed - they want you to leave. You get the impression that the next time you cross the river, they won't take so kindly to your actions.

However, he informs you that further peaceful discussion can take place at a special location downriver, near the ocean, at neutral territory. Apparently this is a gathering point for the birdmen tribes - a point to which your new settlement is uncomfortably close. Aside from this, territory between tribes is inviolate and penalized by death or enslavement. It was lucky you ran into the patient ones.

He also tells you that your side of the river is someone else's territory, but that they're more nomadic than his tribe, and aren't around this time of year - which is the only reason you haven't been violently driven out. Yet.

[+4 diplomacy]

>>1948105

BEGRAVEN REUS

The Reus quickly learn that shaping stone can be a lot more effective than trying to get natural stone to fit together. [+4 construction]

Steadily, a pattern emerges to the newly emerged people. There is the warm-time, and the cool-time, which cycle continuously. These periods last about the same amount of time, but what animals are active and how they behave changes dramatically. The Reus intuit that the cool-time is much more similar to their natural state in the caves, and are able to hunt far better during this time. In this manner, they naturally become more nocturnal. [food: plentiful], [+3 hunting]
>>
>>1948145

INSECTOIDS

You work some more on the evolution pool, but the final design still hasn't quite taken shape in the mind of the hive. [Evolution Pool 8/15]

A hungry swarm moves south into the swamp, scouring for food, and then scouring for experimental subjects. They manage to pick up a poisonspitter (giant frog) and a swampstalker (swamp panther) through sheer weight of numbers. You also note the presence of the Lizard's large settlement to the west, but do not approach.

>>1948150

Note: You have been found by the Kobolds. Contact is now possible.

KRATIYA

The new consulate is a resounding success. The Goblins and Kratiya each elect a consulate through the newly formed senate which then share imperium for a term of two years. The goblin chieftain is the obvious choice for their side. The Kratiyan members of the senate elect one of the more powerful, newly risen Kratiyna nobles. [stability: rejoice!]

New Government: Shared Consulate [+10 military, +10 culture]
Resources: [lumber], [copper], [emeralds], are now permanent
Actions which generate stability now generate twice as much stability.
New Trait: Goblinheaded (+2 military, +2 construction)

Founding a new school is one of the first course of actions for the new consulate. [College of Fine Arts 2/10]

>>1948154

LACHSTAGEN

The lachstagen researchers do not follow the notes carefully enough. A resounding explosion, bigger than the last two, destroys part of a longhouse, killing seveal. The people have begun to get impatient with the continued experiments and disturbances in the village...[Stability: critical]

In response to this latest incident, the elders decide that the ebb and flow of tribal life has been too easy and vague; there's no strong authority. The lachstagen people have no rules which bind them together. They come together to form a binding body of law to reign in the more self-destructive impulses of the tribe. [+5 culture], [stability: low]

>>1948160

KOBOLDS

The trapper cast swarms into the nearby woodlands to fill the stores of the tribe. A lot of things might happen to the confederacy, but starvation will not be one of them. [food: abundant], [+4 traps]

The riverland to the north sweeps by the mountain range and is certainly a vibrant future planting ground. The scouts report no threats in the area aside from the local wildlife, the most scary of which was a mountain lion with large hooked tusks. Encouraged by this success, they continue traveling until they find something far more interesting: another civilization!

You have found the Kratiya. You may now communicate/negotiate with them at will.
>>
>>1948216

ABOLETHS

The Aboleths begin to work on the minds of the fishmen. Slowly the corruption takes root in the royal loyalists, as it does in the northern commoners. [Fishmen Brain Souffle 6/20]

However, when the three sides meet for discussions, reports indicate that the shoreline fishmen seem uninfluenced - in fact, they seem more clearheaded than ever. Their leader was accompanied by a new individual dressed in robes of seaweed and wearing some sort of coral headgear. He is proclaiming himself to be some sort of religious figure. What a fake! Either way, the Aboleths have competition in the worship department, competition which is capable of stymieing their influence.

The talks proceed peacefully, though the Shore nobles are repulsed by the discussion of how to best worship the Aboleths. The shoreline nobles will be hard to bring to the table in the future considering their growing religious differences, but for the time being they don't seem to suspect anything acting behind the scenes...but that can't last forever.

>>1948266

FEY

Research into modifying the world itself through mana is foundational to any study of magic. The Fey Folk have grand ambitions in changing the world around them. They begin work on the spell that, with the application of great willpower, slowly alter physical reality. [Influence 4/20]

Other fey take an interest in the wildlife on the island - an interest in controlling them. [Moonlight Whisper 6/10]
>>
File: Map17.jpg (4.67 MB, 3027x2270)
4.67 MB
4.67 MB JPG
BEGIN TURN 18
>>
Rolled 29, 7 = 36 (2d100)

>>1948364
>action 1: GOD DAMNIT IT I SWAER TO GOD IF I KEEP ON GETTING BAD ROLLS WITH EXPLOSIVES
>action 2: imrpove housing. if a longhouse is so easilyl destroyed then mayhaps theres a problem with the longhouses?
>>
>>1948371
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: Very Low
Food: Plentiful

--Relations--
Mages: Aware of
Aboleth: Deity

--Government--
Elder Council (+5 culture)

--Resources--
[Copper] [Tin] [Bronze]

--Development Bonuses--
[4 pontoon boats] [+3 leather working] [+3 leather tents] [horn instruments: +2 organisation +2 music] [+4 metal crafting]
[+4 Flamberge] [+4 construction] [Bows +3]

--In Proggress--
chemical BOMBS!!! [7/15]

Action 1: kabombo research continues
Action 2: improve housing thanks
>>
Rolled 29, 97 = 126 (2d100)

>>1948383
so many mistakes in one turn
>>
Rolled 81, 24 = 105 (2d100)

>>1948371
Turn 18
-----
Faires - Magenta
Traits:
Magically Inclined (+4 magic control)
Tricksters (+2 diplomacy)
-----
Stability: neutral
Food: Low

--Government--
Elder Council (+5 culture)

--Resources--


--Projects--
[Influence 4/20]
[Moonlight Whisper 6/10]
--Development Bonuses--
[Magic control +20]

>continue both projects +20 bonus to both. And additional +5 from culture to influence because it's part of fey fluff and their culture
>>
Rolled 65, 45 = 110 (2d100)

>>1948371
-----
Insectoids - Orange
Traits:
Rapid Evolution
Swarm
-----
Stability: content
Food: plentiful

--Government--
Hive Mind

--Tribes--
Swamp lizardmen (neutral)
Foreign hive (eradicated)

--Languages--
Bug

--Resources--
Poison Spitter (Giant Frog)
Swamp Stalker (Swamp Panther)

--Projects--
Living Chamber+ (done)
Feeding Dome (done)
Evolution Chamber (8/15)

--Evolutions--
Hunter (done)

--Development Bonuses--
[+6 construction,]
[+11 military]
[+7 mutation]
[+6 hive]
[+5 organization]
[+1 fortification]

>Continue the evolution pool (+24) [8/15]
>Expand the border of our hive to encompass more of the desert. (+18)
>>
Rolled 84, 63 = 147 (2d100)

>>1948371
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
-----
Stability: Very Content
Food: Low

--Government--
Despot Rule (+5 military)

--Resources--
Dwarven Alcohol
Stone and Marble
Copper and Iron
Manastone

--Development Bonuses--
+4 Runic Language
+3 Organisation (The Marble Laws)
+10 Dwarven Metalcraft (Smelter)
+9 Mining (Mines)
+5 Stonecraft (Great Quarry)
+14 Construction
+1 Brewing (Brewery)
+10 Dromadhur Fortifications (Gates of Dromadhur)
-----

1. The march of dwarven progress will never be halted by the sceptics. They say a dwarf is better, but industry is a part of dwarfkind, and water power is the next step in our journey. Continue the plans! (+7 from runic language and organisation) [Water Power 5/15]
2. Apparently some dwarves are already warming up their hammers ready to use at the new forge. (+40 from construction, organisation, metalcraft, stonecraft, mining) [Dwarven Forge 11/15]
>>
Rolled 4, 32 = 36 (2d100)

>>1948371
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Very Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums
Oliphaunts(Big Sam and senpai)

--Development Bonuses--
Spirit Magic(+12)
Military(+5)
Close Combat(+2)
Monkhood(+5)
Agriculture(+8)
Healing Magic(+2)
Shield Aura(+6)
Diplomacy(+4)
Religion(+3)
Beast Taming(+4)

-In Progress-
Iron Palm Technique(1/10)

-Abilities-
Astral Projection: Can communicate or spy using spirit magic.
Rockslide Technique: A monk technique involving a flurry of punches, several extra blows will land where the fist has never connected with the body.

-Discovered Groups-
Stangalli
Mages

Actions:

>Continue work on the Iron Palm technique. We'll master this one much faster than the last!

Spiritual +3 Monkhood +5 Religion +3 = 11 Bonus

>Monks while spirit walking have infused seeds with material from the spirit world. They hope to plant the seeds and grow heavenly fruit.

Agriculture+8 Spiritual+3 Spirit Magic+12 Religion +3 = 26 bonus
>>
>>1948428
I checked my fluff >>1933402 and it looks like moon worship is part of our society. So +5 from culture to moonlight whisper as well
>>
Rolled 25, 71 = 96 (2d100)

>>1948371
TURN 18
-----
Bacatia – Light Brown
Traits:
Vampiric (+3 dark magic)
Overlords (+3 military)

-----
Stability: low
Food: low

--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)

--Resources--
sacrificial altar, cattle, leather, lumber, fruit, Aratoa Blood Elixir

--Projects--
[Luring in the Tribes 11/30]
[Orchard 2/3]

--Development Bonuses--
> +10 Dark magic
> +2 Enchanting
> +3 Culture
> +3 Military
> +7 Vampiric Bone Spears
> +5 Construction
> +1 Leadership
> +1 Agriculture

--Actions--
1) Finish the goddamn Orchard. JESUS, we even have fucking cowdung fertilizer +7; Leadership, Construction, Agriculture
2) From now on only supply the elixir to the tribe/tribes who has shown the most inclination to submit. If anyone else comes crawling for another hit send them back with the following message: "I'm sorry we are all out of crack elixir. Our last supply is reserved only for our close friends.... and subjects." +23; leadership, Vampiric Bone Spears, Culture, Dark magic, Enchanting
>>
Rolled 90 + 18 (1d100 + 18)

>>1948371
-----
Humans (Mage) - Grey
Traits:
Magically inclined (+4 to magic)
Observers (+6 to education)
-----
[stability: Neutral]
Food: moderate

--Government--
Elder Council (+12 culture)

--Resources--

[Resource gained: Blood Wargs]
[Resource gained: Warg Mounts]
Farm
Mud Golems
Mage Tower

--Projects--

[Ride the Lightning 1/2]
[Magitific Method 4/15]

--Development Bonuses--
[+12 magic control]
[+4 nature magic]
[+2 Agriculture]
[+9 Construction Magic]
[+1 Fortification]
[+5 diplomacy]

>Action 1: Learning about the new bird people the Mage outpost Leader Harrison Blackstone III tries to set up meeting on the neutral ground to better understand each other (+5 Diplomacy, +6 Education,+ 7 Culture)

>Action 2: Meanwhile at the capital, With the event of the Manastorm ending without much gain. The Scholars of the Tower put their minds into improving the Magitific Method ESPECIALLY NATURE MAGIC which doesn't fit the whole scholars thing. +48 (+4 Magic, +6 Education, +7 Culture, +12 Magic control, +9 Construction Magic)

>>1948457
>>1948371
As a side note Harrison extends the offer to the Elder monks to participate in the bird talks
>>
>>1948519
Oh yeah, just in case the second action leads to some tribes licking my boots and start to only speak well about us amongst the other tribes and push for assimiliation with Bacatia. That counts as new close friend.
>>
Rolled 88 (1d100)

>>1948523
Mis-wrote the dice again
>>
Rolled 92 + 14 (1d100 + 14)

>>1948371
Kobold Confederacy - Light Blue

Traits:
Confederate Tribes (+2 organization)
Dragon Gods (+2 religion)
Cunning (+2 traps)
-----
Stability: very content
Food: abundant

--Government--
Elder Council (+5 culture)

--Resources--
-none-

--Projects--
[Central Workshops 2/20]

--Development Bonuses--
+3 culture (Debate?)

--Diplomacy--
Discovered: Kratiya

1. Develop primitive platonic logic - The Kobolds are struck by their new knowledge - the farmland is great, but the wild beast? And an entire new civilization!? They must consider this, they reason. The Elders gather. The gods are asked for their blessing. The Tribes are embroiled in another round of debate and interlocution, their mechanically gifted minds making reference to one of the things they know best - traps. They set forth laying out their understanding, and catch each other in logical traps when they err, for the great fact is this - they are not alone in the world, and must come to grips with how they are to manage now. (+14 bonus; all cultural assets applied to the Great Question before the tribal assembly).
>>
Rolled 63 + 11 (1d100 + 11)

>>1948567

2. More mundane matters also concern the tribes. The discovery upriver suggests there is much to be seen in the world, but the Kobolds have neglected their own best resources - the very area they're in. The Elders seek out a group of well-traveled trappers from among the tribes to survey the area, find prominent stone deposits, the best copses of trees below the timberline, and anything else unusual they might come across - treasures perhaps? Who knows. They are sent out to scour the foothills and the mountainside, to take in the river valley and seek fords, to venture onto the peninsula bound by the river if they're able. (+11 - I don't think I get the full bonus for scouting, since it's presumably military? Not sure.)
>>
Rolled 56, 1 = 57 (2d100)

>>1948371
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
-----
Stability: Nuetral
Food: Moderate
--Government--
Council of Misers (+3 culture, +2 currency)
--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
--Development Bonuses--
+2 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+7 Economy
+2 Culture
+2 Expansion
+4 Religion
+1 Wind Magic
----
Contacts:
Apes
Mages
----
In Progress
----
Other
Nearby Hot Springs

Actions:
>We have learned the basics of the wind, but we must harness it. And a shrewd merchant thinks he knows how. He asks the magically adept to work on creating a strong, sustained wind from their hands. (+1 from Wind Magic)
>We must make steady relations with these Swim-Men. Send out a merchant group to establish a trading post near the Fishmen. (+28 from Traits, Gov, and Dev. Bonuses)
>>
Rolled 12, 21 = 33 (2d100)

>>1948371
TURN 18
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
-----
Stability: low
Food: plentiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Resources--
Enslaved Fish People
Lesser Chaos Node

--Projects--
Ui'haki-Xa Enchantment 5/15
A Mind of their Own 5/15
Fishmen Brain Souffle 6/20
Distortion Field 4/40
Knocking on Heavens Door 0/100

--Development Bonuses--
+1 Mental Influence
+5 Chaos Magic
+1 Magic Control
+10 Mental Influence
+4 Chaos Magic
+4 Construction

--Locations--
Xi'ati-Yi'hlotep
Xi'ati-Uix'lotep

--Heroes--
Yi'axkratos-Ny'lotep [roll an extra attack or defense die when combat takes place in water and add 1/2 the value of this die to your total combat roll]

--Contacts--
Lachstagen (dreams/visions)

--Totals--
+12 Chaos Magic
+11 Mental Influence
+5 Organization
+4 Construction
+3 Dark Magic
+3 Psychic Power
+1 Magic Control

> Worshippers of the aboleths from the northern faction disguise themselves as shoreline fishmen and worshippers of the fake deity. They bastardize his teachings to make them seem terrible and disgusting. In the name of this fake deity the northern fishmen go on grotesque killing sprees throughout the shoreline faction. The aboleths continue to modify the memories and actions of the fishmen faction leaders. The leaders of the royal loyalists and shoreline rebels are forced to believe that worshipping the aboleths is the only way to resolve this conflict and unify as a nation. [+35]
>>
Rolled 54 (1d100)

>>1948631

The fishmen rebels react fiercely to the 'false flag' attack of the Aboleth worshipers, attempting to quell the fighting and clear the besmirched name of their god...
>>
Rolled 95, 9 = 104 (2d100)

>>1948371
Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
-----

Stability: Rejoice!
Food: Low

--Government--
Shared Consulate [+10 military, +10 culture]
Actions to improve stability are twice as effective.
--Relations--
Goblin Tribe: Friendly

--Resources--
Fish, lumber, copper, emeralds

--Development Bonuses--
Dance +1, Fishing +3, +4 Shipbuilding, +5 diplomacy, +5 Art, +6 Music

School of fine arts 2/10 +28
+5 arts +6 music +1 dance +6 traits, +10 government
Dropping diplomatic bonuses because we're no longer convincing outsiders to attend.

The politics behind location and the blueprints for the college have been written. Now what remains is the actual construction. Goblin industry proves most useful here, as the Kratiyans have little experience with large building projects and no major construction industry.

2. Develop farms
+ 4 traits, +5 diplomacy
The unification of the peoples has brought new land to the Consulate's administration. Here as answer to pressing food concerns can be made through the construction of farms. To provide incentive, much of the land is offered for sale. Many nobles and fish lords purchase the land and themselves divide it among supporters and tenants. Provided with more income from rents and with the state having more food for the people administering the territory falls to the new owners who themselves are usually senators or aspire to such.
>>
Rolled 24, 52, 97, 70 = 243 (4d100)

>>1948371

Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: neutral
Food: Moderate.
--Government--
Despot Rule (+5 military)

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
[+2 warriors], [+3 agriculture], [+2 expansion]

>Action 1.
GO SCOUT YOU GROTS!
>Action 2.
And hunt for food too.
>Action 3.
We need pointier sticks, research better weapons.
>Action 4.
Make more Orcs.
>>
Rolled 43, 60 = 103 (2d100)

>>1948371
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 military/hunting)
Poison Control (+3 poison knowledge)
-----
Stability: Rejoice
Food: Plentiful

--Government--
Council of Protectors [+5 military, +5 construction, +5 magic control]
Wartime stability penalties are halved. When defending, you do not lose an action until you are defending on three fronts, rather than two.

--Resources--
Venomweed
Poisonspitters
Swampstalkers
Deathweed (3/3)

--Projects--
[Foundation Totems (Complete)]

--Development Bonuses--
+3 Poison Knowledge
+6 Traps
+9 Beast Taming
+5 Construction
+6 Fortification
+10 Rangers
+5 Magic Control
+4 Nature Magic
+2 Herbology
+5 Magic Defense
-------------------------

Actions:
>With the claiming of these new lands, the Rangers recruit some Crafts-lizards and commence the construction of a new field of traps and poisonous dangers. [+42] (+6 Poison Knowledge, +2 Herbology, +10 Construction, +6 Fortification, +10 Rangers, +8 Military)
>Splashed-with-Water, leader of the Shamanate, is inspired by the Grey Razor found in the swamp. He directs those under his command to work with some Crafts-lizards to investigate imbuing wood with Mana to increase it's durability. [+24] (+10 Construction, +10 Magic Control, +4 Nature Magic)
>>
>>1948383

LACHSTAGEN

(Your stability is now low, not very low)

This time, the researchers don't blow themselves up. The new laws almost put their small research shack about a half-mile from town. [Chemical Explosives 9/15]

Improvements to the longhouses are being sought. Architecture is not the strong suit of the lachstagen but practice makes perfect. [Home Improvement 1/5]

>>1948428

FAIRIES

You continue both projects.

Influence [10/20]
Moonlight Whisper [8/10]

>>1948429

INSECTOIDS

The evolution pool is now starting to make progress. The experimental test subjects can hardly wait to try it out, assuming that's what all the hissing and roaring is about inside their holding cells. [Evolution Pool 12/15]

The hive expands their borders. That gives them a little more breathing room in the event of conflict, and a wider safe area in which to gather food and develop.

>>1948438

DWARVES

The first working prototype of water power in action is a giant iron trip hammer. It almost crushes the legs of the dwarf that starts the thing up, which makes the observing crowd laugh. But when they see the pile of pulverized ore it leaves behind, they aren't laughing anymore. [Water Power 11/15]

The might forge of Dromadhur is complete! Metals have never been so easily processed by dwarfkind. Surely this will turn up the heat on the manastone... [Dwarven Forge 15/15], [Resource: Iron is replaced by Steel], [+8 dwarven metalcraft, +4 construction]

>>1948457

APES

The apes are very ambitious to master their newfound art. Surely, past experiences will inform a speedy learning process! Surely! Surely... [Iron Palm 2/10]

The apes have an idea to use raw energy from the spirit world to foster the growth of plants in the real world. They choose to work on the banana. Surely, this is a coincidence. [Banana-mana from Heaven 3/15]
>>
>>1948519

BACATIA

The aratoa, fearful of the growing impatience of their vampire masters (and rightfully so), finish the goddamn orchard like no orchard has ever been finished. [Orchard 3/3], [food: plentiful], [+2 construction], [+3 agriculture]

The strategy of slowly feeding elixir to the aratoa tribes is paying dividends. More and more tribes are desperate to get into the "inner circle". The upcoming competition, which will determine hunting rights and territory changes for the next 2 years, is putting pressure on the aratoa athletes and warriors to dope in order to get an advantage for their tribe.

Soon enough, the vampires are invited to attend as guests of honor. [Luring in the Tribes 16/30]

>>1948523

Note: You've been found by the orcs! You can communicate at will.

MAGES

Harrison Blackstone III leads his crack diplomatic team to the birdmen neutral ground. They find there a thriving seacoast village with representatives from all the tribes. Apparently they have something of a representative council when the entire race makes decisions, but it's loose enough in authority that they can't be considered a single country.

The political situation is complex. When representatives of the nomad tribe learn that a new village is set up in their territory, they are irate. The mages try to maintain a scholarly calm. Blackstone finds allies in neighboring tribes, including with Ack'Athan, who was the leader who first met with him. Anything bad for the nomads is good for their position, after all. More distant tribes to the northern flatland, and east in the mountain valleys, are apathetic. Apparently there isn't much of a sense of racial unity, but that works in the Mage's favor. You might be able to sway more tribes to your side; then again, you might not. They don't seem to have much appreciation for magic, though their martial strength is well-developed.

The mages are able to stave off direct conflict, but the nomads demand a series of trials before the gods in the form of arena combat to determine territory rights. The mages scoff at the barbaric proposal, but Blackstone holds off answering before he can report the situation. [+2 diplomacy]

Note: You may roll to determine your success in arena combat with the nomads going forward by using an action. If you do not respond to their challenge by the end of turn 20, they will consider you hostile and may attack at any time. (You can also choose other courses of action not listed here).

In an undertaking far more important than all this diplomatic nonsense, the tower scholars begin to focus on refining the magitific method. They specifically seek to roll the vague and unpredictable nature magic into something more formulaic. [Magitific Method 10/15]
>>
>>1948567

KOBOLDS

A great effort is called into being during the meeting of the confederation. The great thinkers of fledgling Kobold society grapple with their place in the world as never before. [+2 logic, +2 organization, +2 traps]

The kobolds embark on an ambitious scouting expedition. In the hills to the east, they find plentiful timber and deposits of ruddy orange stone, which might be useful if it can be extracted. The saber-toothed lions are scattered through this area, though they are intimidated by the number of the scouts and do not approach. To the south, the river widens, before finally dumping into a lake so large they cannot see the other side. Some aren't even sure if it has another side. Fish are plentiful here, as they are where the river is wide. [resource: fish]

>>1948610

STANGALLI

While the process is filled with fits and starts, the merchant successfully develops a small team of Stangalli that can sustain quite a strong wind for some time. Investments bearing fruit make his grin stretch from ear to ear - but how can it be used? [+3 wind magic]

Unfortunately, the fishmen further up the coast are not only unhappy to see the Stangalli, they're outright hostile. It's all they can do to avoid material losses as they run back the way they came. Reports indicate that the civil war has devolved into a rabid fight between radical new religious sects, and outsiders are being seen with extreme suspicion.

>>1948631

ABOLETHS

The situation of the fishmen civil war is rapidly deteriorating as they become more and more obsessed with their worship of the true gods, the aboleths. The northern fishmen are still frustrated that the loyalists cannot see the benefit of skinning their sacrifices alive, while the loyalists insist that blood offerings are superior.

The northerners conspire to drive away the false gods of the shoreline rebels, but their plot is discovered before it can bear too much fruit. Their idiotic coral god faith remains strong but their position in the war is somewhat weakened. [Fishmen Brain Souffle 10/20]

>>1948727

KRATIYA

The school rapidly takes shape thanks to the efforts of gobling crafstmen, and what a school it shall be. Fanciful architecture, a line of thinking relatively unexplored by Kratiyan artists, begins to take hold in the minds of the ambitious types. [School of Fine Arts 8/10]

A sort of feudalism develops among the consulate's high society, with those in high positions or wealth from the fish trade generally owning and renting out vast swathes of rich lakeside lands to supporters and tenants. The food shortage makes farming a profitable business even for humble new farmers. [Plantations 1/5]
>>
>>1948868

ORCS

The orcs scout somewhat more effectively this time. Hooray! Near the settlement, they find sources of wood and good potential farmland to the north, near a large lake. South is icy...very icy. They don't go very far that way.

To the west, though, just around the mountains, they find strange pink-skinned skinny people who call themselves Mah-jeezes.

Note: you've found the Mages! You can communicate at will.

Later, the orcs hunt for food. The tundra forests and hills have plenty of game, if you know where to look. [food: plentiful]

The orcs work on weapons. Being natural hunters and fighters, even without much in the way of resources they're able to piece together a few things from the products of their hunting lifestyle. [+3 bone spears, +2 bows]

The orcs make the beast with two backs, which actually makes more orcs. [+3 warriors, +1 expansion]

>>1949177

LIZARDMEN

The lizardmen expand their field of traps and fortifications to cover more of the swamp. Even the tribe is surprised by how much development they're able to bring to the land, but no matter how much is built, it's all built into the swamp; little of the natural features are destroyed or drained if they can be handled in another way. [+2 traps, +2 fortification, +1 construction]

Another group of lizards work on increase the strength of what they already have. The swamp is not a good source for whatever material the giant razor is made out of, but surely their magic can shape wood of a similar strength and consistency. [Ironwood 5/10]
>>
New Thread:

>>1949287




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.