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To play, please fill out the following; 12 nations will be allowed to play at start, more slots may become available as the game progresses:

[Fill This Out]
-Settlement/Tribe Name:
-Map Color:
-Location: (Either describe the area you'd like to be placed in or screenshot the area on your map.)
-Race Name: (What is your race called?)
-Race Fluff: (Describe your race and their traits as well as inclinations to certain tendencies.)
-Settlement/Tribe Fluff: (Describe the habits, culture, and unique bits of culture in your nation. Fluff helps to determine starting technologies, magics, and your bonus/eccentricity)

The QM will fill out a stat sheet base on this information.

Each turn players will roll 2d100 to take actions in order to forward their nation. This may be anything from discovering/improving new technologies to mining new resources for use. Rolls may be combined to improve the likelihood of success on an action or to expedite the completion of a project.

Additional dice may be earned by meeting certain secret prerequisites.
>>
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>>1954680
-Tribe Name: Tochtli Clan
-Map Color: Red
-Location: See pic. Jungle in the south
-Race Name: Vampires / Humans

-Race Fluff: Humans survive mostly on a diet of fruits and a variety of jungle meat. Most males are talented hunters and warriors. The constant warring with the other clans made same specialist in ambush, poison and stealth tactics.
Vampires are swole as fuck, regenerate faster then humans and have an innate talent for bloodmancy, but their powers are harshly weakened by sunlight.
For humans their blood is an extremly potent and addictive drug. When drunk, humans adopt the physical qualities of vampires, tough not quite as strong.

-Tribe Fluff: The vampireclans of the Cuernavaca jungle. All equally bloodthirsty, violent and pious to their terrible gods. In a state of constant conflict, none of the clans have ever united the jungle. But there is one.
Cuauhtémocthe of the Tochtli Clan. A fairly young specimen by Vampire standards has become chief and now seeks greater glory. The gods call out for blood and Cuauhtémocthe is more than happy to oblige.
Human Vampire ratio 9:1. Humans are basically slaves that worship the vampires and their gods. Human sacrifices to the gods is commonplace. The greatest warriors and hunters get adopted by the ruling clan and turned.
Chiefs are chosen by bareknuckle tournament to the death. Because stealth and finesse is for "cowardly humans".
>>
-Tribe Name: Chylem.
-Map Color: Green.
-Location: In the forest northeast of the mountains in the north-eastern landmass.
-Race Name: Ents.
-Race Fluff: Similar in appearance and biology to animate trees, Ents are a very old race that largely keep to themselves. They require a steady source of fresh water due to their size, ranging anywhere in height from 4' to 15' tall. Physically durable and strong, they are slow to anger but are an indomitable force of nature when pushed over the edge. They are inclined to be gentle and patient, with little taste for ego - but they take great pride in the forests they cultivate and call home.
-Tribe Fluff: Ents do not craft shelter in a traditional way, instead influencing the trees and plant life of their forest homes to grow into shelter for them. They call this 'greenweaving', magically shaping living plant structures, allowing them to continue to grow without harvesting or harming them. Enthalls are akin to groves, where tall, sturdy trees angle together overhead - great cathedrals of branches and forest life. These Enthalls typically feature fresh water springs or water features which they drink from often. They cultivate gardens among the underbrush, enriching the soil and planting flowers and berry bushes to develop the natural life around their halls. Culturally they view the opinions of all Ents as equal when it comes to tribe matters - one Ent, one vote - which can make decisions affecting the tribe a somewhat deliberative affair.
>>
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>>1954680
-Settlement/Tribe Name: New Technopoca
-Map Color: Grey
-Location: Pic related in middle of north west land mass
-Race Name: Gremlins

-Settlement/Tribe Fluff: Technopoca, a city founded by Xanther the Great of the Gremlins, a name known in all the lands that he had conquered. This city was once an economical and educational powerhouse, secured by a mechanical colossus to repel any invaders. The city fell into decline when a titanic man tore apart the towns colossus. The remaining Gremlin tribes fearful of the titanic man coming back observed the city from a distance, and sometimes sent in Gremlins to recover knowledge. The titanic man would come back to the city, taking away pieces of the colossus one at a time, the Gremlins used a calendar to approximate when the titan would come in to take another piece. Gramory the Wise led efforts to pull the colossus's brain out of the city, and make a new city around the colossus brain. So that the titan wouldn’t find the brain they lowered the power output to cloak its presence and hid it underground.

-Race Fluff: The Gremlins came to deify the colossus, the smartest scholars would call themselves the Gear Priests and read the colossus’s brain’s gears to speed up their technological advancement, and sacrifice fellow Gremlins in belief that it gave them luck and better predictions. The Gremlins developed a strong mining culture in order to develop metal gears and used their small stature to their advantage by educating everyone in stealth, so that they wouldn’t be seen by the titan and have it narrow down the location of the colossus’s brain.
>>
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>>1954680
Hey yo, can i play as totally-not-tyberium-magic crystals that only desire to assimilate?
>>
>>1954699
https://discord.gg/nqhueY
>>
>>1954680
[Fill This Out]
-Settlement/Tribe Name: Scutigero
-Map Color: dark brown
-Location: mountains on the south of the wester continent, near the jungles
-Race Name: Cave Centipedes
-Race Fluff: Terrifying venemous cave centipedes. we live in colonies lead by a matriarch, who is elected by fertility. we are incredibly fast, creatures with many legs. we possess 4 small apendages at our very front with pincers, allowing use to use basic tools, although we they are relatively weak.
-Settlement/Tribe Fluff: we live in a large open cavern filled with bats. we carved our nest out of the guana floor, and have amanged to survive of cockroaches for milenia, with basic technologies, such as bat leather bags, basic woodworking, such as supports for the walls of our nest. a particularly ambitiouse matriarch ascends to leader ship, and so begins our conquest
>>
Grippli
An amphibious race of anthropomorphic frogs that excel in poisons, medicine and stealth. The tribal nation lives in a brackish swamp on a small jungle island in the middle of the ocean. They are good at identifying, harvesting and extracting/refining plants.
>>
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>>1954711
>>
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-Settlement/Tribe Name: Uimbo Clan
-Map Color: Orange
-Location: Plains, savanna, grasslands
-Race Name: Tigrans
-Race Fluff: Tigrans are large cat-like humanoids. Retaining many features of their animal cousins, Tigrans can range from nearly hairless like humans, to fully furred with the flowing manes of lions or the sleek coats of Tigers. All of them remain heavily feline traits. Tigrans are omnivores, but have a definite preference for meat for its nutritional content and cultural relevance. They are quite large, ranging between 5'9 and 7'1 in height with substantial amounts of strength and speed, but lacking in prolonged endurance.

Tigrans give birth in litters, but only once a year following a four month gestation period. For all but the final month the female has enhanced physical abilities. Tigrans have adapted their society around this so that the mating and harvesting seasons are near one another.

-Settlement/Tribe Fluff: The Uimbo Clan is one of three major Tigran clans roaming the area. Tigrans in general are very pack oriented, but as their populations have expanded to cover multiple families units these pride bonds were replaced with less specific and more general Clan bonds. Tigrans enjoy physical activities the most, but slowly the scholarly arts are taking hold as the Clan sees knowledge as a different route to increase the Clan's strength and prestige. The Clan, like all Tigran Clans, is led by the Patriarch. His Consort is responsible for siring his children and carrying out his will outside of the home. Despite this, Uimbo's leadership shares an abnormal amount of power with one another. Tigran society is similarly based, with men as the head of household while the female is tasked with actually completing most work.

Uimbo straddles a river and is a small but successful city. Agriculture is limited. As are industries. It does have one of the only centers of learning in the area. Additionally, the city has tall and powerful walls. Tigrans fight with weapons, but their claws and teeth form formidable back-up weapons and trial by combat occurs with only natural weapons.
>>
>>1954680
>Settlement/Tribe Name:
Mana crystals.
>Map Color:
Green or blue.
>Location:
In the northeast continent, wherever.
>Race Name:
Shard/s.
>Race Fluff:
A cluster of magic crystals that collectively think as a single entity or hivemind, obsessed with growing and assimilating.
-Settlement/Tribe Fluff:
A few plants still remain without being completely eradicated still exists here and there, however they show unnatural growths and colors.
>>
>>1954706
Easier to understand version

-Settlement/Tribe Name: Scutigero
-Map Color: dark brown
-Location: mountains on the south of the wester continent, near the jungles
-Race Name: Cave Centipedes

-Race Fluff: Terrifying venemous cave centipedes. we live in colonies lead by a matriarch, who is elected by fertility. we are incredibly fast, creatures with many legs. we possess 4 small apendages at our very front with pincers, allowing use to use basic tools, although we they are relatively weak.

-Settlement/Tribe Fluff: we live in a large open cavern filled with bats. we carved our nest out of the guana floor, and have amanged to survive of cockroaches for milenia, with basic technologies, such as bat leather bags, basic woodworking, such as supports for the walls of our nest and a brilliant understanding of herbal medecine. a particularly ambitiouse matriarch ascends to leader ship, and so begins our conquest
>>
>>1954711
They are only 2ft tall but walk on two legs.
>>
>>1954711
>>
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>>1954680
>Lycans
>Purple
>Northern Most Continent/Island
Lycans are shapeshifting humans who have the ability to shift into canines while they prefer to stay in their human form sufficient rage, anger or any other strong emotions can trigger the transformation their are only few lycans who have mastered their shifting powers and those who have are respected for it, most lycans can suppress it and have bare control over it but no true mastery.
From time to time people with lycanthropy are set out to join this small frontier nation as this is the only place where they arent killed immediately.
>>
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[PLEASE WAIT TO TAKE YOUR TURN UNTIL ALL PLAYERS ARE STATTED BY QM AND YOU ARE TOLD TO BEGIN]
[IF I HAVE MADE AN ERROR OR YOU ARE DISSATISFIED WITH YOUR NATION'S STAT BLOCK, PLEASE MESSAGE ME IN THE DISCORD SERVER, I AM HAPPY TO MAKE ADJUSTMENTS]

>>1954684
[Tochtli Clan]
-Population: 5 (Vampire:Humans 9:1)[+1/turn]
-Food: Plentiful
-Stability: Dwindling
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3
[Buildings and Defenses]
-(Player Named Gov Building)
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Vampiric Blood: Trace
[Military Units]
-Hunter Vampire Party
[Tech]
-Basic Weaponry
-Primitive Construction
[Magic]
-Primitive Manipulation Magic
[Bonus]
-Vampiric Blood: You have access to the unique resource of vampiric blood, which may be used as a transformative, but it comes at the cost of harsh withdraws and damage to the mind of whomever consumes the liquid.
-Sunlight Sensitivity: Vampiric individuals are superior to many mortals, they suffer the mortal weakness of harsh sunlight sensitivity, and function less capably in direct natural light. Vampire units and workers are less effective in locations where they are in direct sunlight.

>>1954686
[Chylem]
-Population: 5 (Ents)[+1/turn]
-Water: Plentiful
-Stability: Stable
-Wealth: 0
-Hexes Controlled: 3
[Buildings]
-[Player Named Capitol Structure/Building]
[Resources]
-Stone: Some
-Berries: Plentiful
[Military Units]
-Forest's Guardian Ent
[Tech]
-Basic Gardening
[Magic]
-Basic Nature Magic
-Primitive Grow Flora
-Primitive Attract Fauna
[Bonus]
-Nature's Blessing: The ents have a natural affinity with nature, and as such find it much easier to utilize both nature magics and gardening techniques.

>>1954697
[New Technopoca]
-Population: 3 (+1/Turn)
-Food: Plentiful
-Stability: Stable
-Wealth: 5 (+1/turn)
-Hexes Controlled: 1
[Buildings]
-Shell of the Colossus
[Resources]
-Wood: Trace
-Stone: Plentiful
-Copper: Dwindling
[Military Units]
-Gremlin Guardsmen
[Tech]
-Basic Mining
-Primitive Tools
-Primitive Writing
[Magic]
-None
[Bonus]
-Mechanist Philosophy: The gremlins of N. Technopoca are driven by their desire to learn, and have relied upon pieces of the colossus to teach them advanced techniques. When pieces of their god are recovered, they may have an easy time discovering new technologies associated with such.
>>
>>1954711
-Settlement/Tribe Name: Grippli
-Map Color: Green
-Location: see map
-Race Name: Grippli
-Race Fluff: 2ft tall anthropomorphic frogs. a peaceful race that focuses on trade, diplomacy and culture
-Settlement/Tribe Fluff: An amphibious nation of anthropomorphic frogs that excel in poisons, medicine and trade. The tribal nation lives in a brackish swamp on a small jungle island in the middle of the ocean.
>>
>>1954799
The name of the kingdom is Fylkirate

Supplemental information; Fylkirate is in essences dived up into many smalls Jarldoms all of which are independent in they way they tax and deliver justice.
Those who decide to live among the Fylkirateans are almost exclusively does who have Lycanthropy they are advised to completely assimilate into Fylkiratean Culture and even change their names, most do so without a second thought as their place of birth has done nothing but persecute them.
>>
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>>1954680
- Tribe Name: Gamayun
- Color: Dark Blue
- Location: See map, close to the sea and the mountains
- Race Name: Havyans

-Race Fluff: Similar to winged falcon headed humans, the Gamayun are a very old race that claims to descent from the old mythic Garudas. They have colourful feathers that can often go from red, blue, green and yellow and they value bright ornaments. As a race, the Gamayun are very inclined toward magic, and their priests are adept of bargaining with spirit of dead ancestors in exchange of power.


-Tribe Fluff: The Gamayun are governed by a royal family that is worshiped as living gods. They are divided in a caste system where the most magicaly inclined Havyans are on top. The Havyans are great hunters, they like to cover great distances to track their preys often using bows and spears from mid air to strike their foes.

Their main gods are the Garudas, giant flaming birds conected to the sun, their main temple is at the top of Mount Karasu, where the priests celebrate huge cerimonies every solstice. Their main city was build in the foothills of Karasu, and is a colourful place.
>>
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>>1954706
[Scutigero]
-Population: 5 (Cave Centipedes)[+2/turn]
-Food: Scarce
-Stability: Iron-Clad
-Wealth: 3 (+1/turn)
-Hexes Controlled: 3
[Buildings]
-Matriarch's Breeding Pit
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Guano: Burgeoning
[Military Units]
-[Player Named Centipede Unit]
[Tech]
-Primitive Tools
-Primitive Medicine
-Primitive Construction
[Magic]
-None
[Bonus]
-Safety in Numbers: What cave centipedes lack in intelligence, they have in numbers. When an issue is too difficult for one worker, five more join forces to complete the task. You may expend population as a resource to improve your action results. This decision must be marked when rolling, it may not be done after you have rolled. You must designate the amount of population you are putting towards this issue.


>>1954736
[Uimbo Clan]
-Population: 5 (Tigrans)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-[Player Named Capitol Building]
[Resources]
-Wood: Plentiful
-Stone: Plentiful
[Military Units]
-Tigran Hunting Pack
[Tech]
-Basic Weaponry
-Primitive Tools
[Magic]
-None
[Bonus]
-Natural Weapons: Tigrans are dangerous when armed with equipment, but just as dangerous without. Tigrans have access to natural weapons in combat, allowing even diplomats to be natural predators.
-Pack Mentality: Tigrans work best in packs. When more than one military unit is used by tigrans in a combat scenario, they are advantaged.

>>1954751
[Mana Crystals]
-Population: 3 (Mana Crystals)[+0/Turn]
-Food: -
-Stability: -
-Wealth: -
-Hexes Controlled: 3
[Crystals]
-Mother Crystal
-Servitor Crystal
[Resources]
-None
[Combat Crystals]
-Guardian Crystal
[Tech]
-None
[Magic]
-Primitive Eradication Magic
-Basic Telepathy
-Primitive Telekinesis
[Bonus]
-Hivemind: The crystals are a collective. They see all, they know all. If information is gathered by one, all crystals know of it. Additionally, they have no need for stability, for they are one.
-Consumption: The crystals hunger, and require materials to grow in quantity. When materials are gathered or encountered by the Mana Crystals, they may expend it to increase in quantity. The materials expended may add special properties to the crystals encountered. Crystals do not require regular consumption of materials, however, and do not need food. Your current important crystals are marked under [Crystals] and [Combat Crystals]. The sum of your [Combat Crystals] and [Crystals] is equal to your population.
>>
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[ALL PRESENT PLAYERS ARE STATTED, YOU MAY TAKE YOUR FIRST TURN'S ACTIONS: 2d100]
[AS ALWAYS, IF I MISSED SOMETHING WITH YOUR NATION'S SHEET, PLEASE DO NOT HESITATE TO MESSAGE ME]
[ALL NATIONS, WITH THE EXCEPTION OF MANA CRYSTALS, HAVE SOME KNOWLEDGE THAT OTHER NATIONS EXIST ON THEIR CONTINENT; IF YOU HAVE ANY QUESTIONS, PLEASE ASK IN THE DISCORD SERVER]

>>1954799
>>1954857
Please post using the form in the thread OP. Thanks.

>>1954855
[Grippli]
-Population: 5 (Grippli)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 5 (+1/turn)
-Hexes Controlled: 3
[Buildings]
-[Player Named Capital Building]
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Paper: Some
-Grippli Poisons: Trace
[Military Units]
-Grippli Peacekeepers
[Tech]
-Basic Boats
-Primitive Writing
-Primitive Cartography
[Magic]
-None
[Bonus]
-Poisoned Breed: Grippli produce potent poisons (that other species absorb through the skin) on their body that may be collected and bottled (for later sale). As an action you may collect these poisons, as well as apply them to gear or goods you may be selling. This poison is highly toxic and helps the small grippli to deal with larger threats.

>>1954865
[Gamayun]
-Population: 5 (Havyans)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-[Player Named Capital Building]
[Resources]
-Wood: Plentiful
-Stone: Plentiful
[Military Units]
-Havyan Hunter Party [Flying]
[Tech]
-Primitive Weapons
[Magic]
-Primitive Necromancy
-Primitive Spirit Conjuring
-Primitive Fire Magic
[Bonus]
-Havyan Flight: Havyans are winged beings of a spiritual nature. Thanks to their ancestry they are capable of the power of flight. All Havyans not encumbered by heavy equipment may utilize these wings in the ability of flight. All Havyan Units that are not utilizing heavy equipment gain the [Flying] tag.
>>
Rolled 73, 75 = 148 (2d100)

>>1955171
>[New Technopoca]
>-Population: 3 (+1/Turn)
>-Food: Plentiful
>-Stability: Stable
>-Wealth: 5 (+1/turn)
>-Hexes Controlled: 1
>[Buildings]
>-Shell of the Colossus
>[Resources]
>-Wood: Trace
>-Stone: Plentiful
>-Copper: Dwindling
>[Military Units]
>-Gremlin Guardsmen
>[Tech]
>-Basic Mining
>-Primitive Tools
>-Primitive Writing
>[Magic]
>-None
>[Bonus]
>-Mechanist Philosophy: The gremlins of N. Technopoca are driven by their desire to learn, and have relied upon pieces of the colossus to teach them advanced techniques. When pieces of their god are recovered, they may have an easy time discovering new technologies associated with such.

Actions -
Gremlins are sent into the mines to bring back more copper to make mechanisms with.

The Gear Priests study the mind of the colossus to reproduce the most simplistic of mechanisms.
>>
-Settlement/Tribe Name: Serrum Sa
-Map Color: Pink
-Location: South on the large middle island
-Race Name: Serrumians (human)

-Race Fluff: Dark skinned and usually of slim physique. Possess some resistance against heat, although only slight, and good protection against the sun's effects.

-Settlement/Tribe Fluff: Loving of nature and life. Serrumians find themselves drawn to exploring and documenting the world around them. Basic survival skills is widespread and most know their surrounding land like the back of their hand. For many it is not necessarily about acquiring knowledge for use, but for the joy of knowing.
The people of Serrum Sa follow the religion of Serrum Sol, creator of fire and life, which worship is divided into two factions.
Worshippers of destructive fire, which Serrum Sol wields in his right hand, able to control and shape fire.
Worshippers of life giving light, which Serrum Sol wields in his left hand, able to heal with a touch and illuminate the dark.
Many clerics zelously push themselves to acquire greater power and unity with the aspects of Serrum Sol.
>>
Rolled 53, 23 = 76 (2d100)

>>1955171
[Mana Crystals]
-Population: 3 (Mana Crystals)[+0/Turn]
-Food: -
-Stability: -
-Wealth: -
-Hexes Controlled: 3
[Crystals]
-Mother Crystal
-Servitor Crystal
[Resources]
-None
[Combat Crystals]
-Guardian Crystal
[Tech]
-None
[Magic]
-Primitive Eradication Magic
-Basic Telepathy
-Primitive Telekinesis
[Bonus]
-Hivemind: The crystals are a collective. They see all, they know all. If information is gathered by one, all crystals know of it. Additionally, they have no need for stability, for they are one.
-Consumption: The crystals hunger, and require materials to grow in quantity. When materials are gathered or encountered by the Mana Crystals, they may expend it to increase in quantity. The materials expended may add special properties to the crystals encountered. Crystals do not require regular consumption of materials, however, and do not need food. Your current important crystals are marked under [Crystals] and [Combat Crystals]. The sum of your [Combat Crystals] and [Crystals] is equal to your population.

>Action 1.
Move the Guardian Crystal to the unclaimed north mountain, we must expand.
>Action 2.
We must expand faster, research better Eradication magic.
>>
Rolled 36, 55 = 91 (2d100)

>>1955171
>>1955054
[Scutigero]
-Population: 5 (Cave Centipedes)[+2/turn]
-Food: Scarce
-Stability: Iron-Clad
-Wealth: 3 (+1/turn)
-Hexes Controlled: 3
[Buildings]
-Matriarch's Breeding Pit
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Guano: Burgeoning
[Military Units]
-[Player Named Centipede Unit]
[Tech]
-Primitive Tools
-Primitive Medicine
-Primitive Construction
[Magic]
-None
[Bonus]
-Safety in Numbers: What cave centipedes lack in intelligence, they have in numbers. When an issue is too difficult for one worker, five more join forces to complete the task. You may expend population as a resource to improve your action results. This decision must be marked when rolling, it may not be done after you have rolled. You must designate the amount of population you are putting towards this issue.

Misc: I shall name my centipede unit "Notorious PED"

>action 1: send "Notirouse PED" out to explore the world around us for useful resources! our little cave biome is nice but maybe having a less cavey resources would also be cool, and if we happen to find lads to trade with then thats alo nice
Action 2: try to create some sort of mottle and daub out of guana and wood. (expend 1 population for this)
>>
-Settlement/Tribe Name: Parada Village, home of the Parada People
-Map Color: Dark Blue
-Location: On the southern coast of the South-Western island, in the empty space between the two jungle tiles.
-Race Name: Parada
-Race Fluff: The Parada are humonoid shark-men. They all resemble Hammerhead sharks. They are smaller than a normal human, with
lithe bodies and small fins. They are not amphibious, and have lost the savage teeth of their ancestors, but their aquatic heritage has made them excellent swimmers.
Settlement/Tribe Fluff: The Parada Village see the entire tribe as part of their family. But family doesn't need to be nice. Each Parada is expected to be independent and work for their daily meal.
>>
Rolled 87, 20 = 107 (2d100)

>>1955171
[Chylem] TURN 1
-Population: 5 (Ents)[+1/turn]
-Water: Plentiful
-Stability: Stable
-Wealth: 0
-Hexes Controlled: 3
[Buildings]
-The Hollow [Capital Building]
[Resources]
-Stone: Some
-Berries: Plentiful
[Military Units]
-Forest's Guardian Ent
[Tech]
-Basic Gardening
[Magic]
-Basic Nature Magic
-Primitive Grow Flora
-Primitive Attract Fauna
[Bonus]
-Nature's Blessing: The ents have a natural affinity with nature, and as such find it much easier to utilize both nature magics and gardening techniques.


ACTIONS
> We develop our flora magic into proper Greenweaving, allowing us to shape and manipulate living plant matter without destroying it. We can use Greenweaving to form shelters, tools and more productive gardens with more efficient use of space.
> We begin worship of a folk deity known as Applebough, a wandering forest god who leaves the seeds of future wilderness in his wake. Applebough is clever to inspire young Ents to hone their minds, and to model ways to avoid conflict for our people. We grow a shrine to Applebough out of a ring of apple trees, weaving their trunks and branches together to form a spherical hall with five tall, circular entry ways passages.
>>
>>1955171
TURN 1

[Grippli]
-Population: 5 (Grippli)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 5 (+1/turn)
-Hexes Controlled: 3
[Buildings]
-[Player Named Capital Building]
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Paper: Some
-Grippli Poisons: Trace
[Military Units]
-Grippli Peacekeepers
[Tech]
-Basic Boats
-Primitive Writing
-Primitive Cartography
[Magic]
-None
[Bonus]
-Poisoned Breed: Grippli produce potent poisons (that other species absorb through the skin) on their body that may be collected and bottled (for later sale). As an action you may collect these poisons, as well as apply them to gear or goods you may be selling. This poison is highly toxic and helps the small grippli to deal with larger threats.

> The Grippli scout and map thier island.

> The Grippli build wood housing for thier citizens.
>>
Rolled 5, 62 = 67 (2d100)

>>1955217
>>
File: Map With Nations.png (1.04 MB, 1695x1219)
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>>1955183
[Serrum Sa]
-Population: 5 (Serrumians)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-[Player Named Capitol Building]
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Maps: Scarce
[Military Units]
-[Player Named Military Unit]
[Tech]
-Basic Weapons
-Primitive Orienteering
-Primitive Cartography
[Magic]
-Primitive Fire Magic
-Primitive Fireball Conjuration
[Bonus]
-Natural Orienteers: Each serrumian knows their way within their territories, and have honed their skill at finding their way. Serrumians will remember their path no matter the circumstance and are experts at charting such. All orienteering and cartography related actions are easier to succeed.
>>
Rolled 94, 86 = 180 (2d100)

>>1955171
[Tochtli Clan]
-Population: 5 (Vampire:Humans 1:9)[+1/turn]
-Food: Plentiful
-Stability: Dwindling
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3
[Buildings and Defenses]
-(Player Named Gov Building)
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Vampiric Blood: Trace
[Military Units]
-Hunter Vampire Party
[Tech]
-Basic Weaponry
-Primitive Construction
[Magic]
-Primitive Manipulation Magic
[Bonus]
-Vampiric Blood, Sunlight Sensitivity.

--Actions--
1) Cuauhtémocthe taps into the manaflow inside of him. Physical strength alone will not win him the jungle, he knows this. He cuts his finger and lets a small drop of blood, infused with concentrated mana into a slaves mouth. The effects begin immediatly, though fairly weak considering it was just a drop. Cuauhtémocthe concentrates and feels his blood coursing through the humans veins. He keeps concentrating and sends his mana through the humans body. Instantly the effects of a full dosis take hold and afterwards the negative effects where not as nearly as bad.
2) The humans are becoming unruly. Cuauhtémocthe knows sometimes they need their backs scratched. The last thing he needs now before the battles is a slave revolt.
We have stone and wood. Upgrade our village. Strengthen the houses and seal the roofs against bad weather. Also build a palisade to protect the village from enemy raids and wild beeasts
>>
Rolled 82, 77 = 159 (2d100)

[Uimbo Clan]
-Population: 5 (Tigrans)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-[Palace]
[Resources]
-Wood: Plentiful
-Stone: Plentiful
[Military Units]
-Tigran Hunting Pack
[Tech]
-Basic Weaponry
-Primitive Tools
[Magic]
-None
[Bonus]
-Natural Weapons: Tigrans are dangerous when armed with equipment, but just as dangerous without. Tigrans have access to natural weapons in combat, allowing even diplomats to be natural predators.
-Pack Mentality: Tigrans work best in packs. When more than one military unit is used by tigrans in a combat scenario, they are advantaged.

1. Explore

Send parties out scouting. Have them ake a full report of items of interest discovered.

2. Research Writing

The easiest way to pass down knowledge is to make sure that it can be stored in the event the keeper dies.
>>
File: Map With Nations.png (1.04 MB, 1695x1219)
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1.04 MB PNG
>>1955209
[Parada People]
-Population: 5 (Parada)
-Food: Burgeoning
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-[Player Named Capital Building]
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Fish: Plentiful
[Military Units]
-[Player Named Military Unit]
[Tech]
-Basic Tools
-Primitive Weapons
[Magic]
-None
[Bonus]
-Aquatic Nature: The parada people resemble sharks and have the ability to function well in aquatic setting, even if they are not amphibious. They have advantage against non-parada when conducting non-vehicular combat in/underwater.
>>
Rolled 57, 71 = 128 (2d100)

>>1955171
[Gamayun]
-Population: 5 (Havyans)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3

[Buildings]
-[Capital Tengu]

[Resources]
-Wood: Plentiful
-Stone: Plentiful

[Military Units]
-Havyan Hunter Party [Flying]

[Tech]
-Primitive Weapons

[Magic]
-Primitive Necromancy
-Primitive Spirit Conjuring
-Primitive Fire Magic

[Bonus]
-Havyan Flight: Havyans are winged beings of a spiritual nature. Thanks to their ancestry they are capable of the power of flight. All Havyans not encumbered by heavy equipment may utilize these wings in the ability of flight. All Havyan Units that are not utilizing heavy equipment gain the [Flying] tag.

>Action 1
Its the Solstice festival! The Gamayun dinasty prepares a great cerimony along with the high caste of priests, we hope to get in contact with the spirits of the dead, in the hopes that their winsdon will increase our knowldge in elemental magic. If we are lucky, they might teach us the language of the spirits, that will be registered in a scroll.

>Action 2
The High King order the expantion of his land to the sea. We send a comitive of hunters and workers to the south, in the coast, and we start building fishing villages to feed out population.
>>
Rolled 19, 54 = 73 (2d100)

>>1955171
[Serrum Sa]
-Population: 5 (Serrumians)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-[Player Named Capitol Building]
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Maps: Scarce
[Military Units]
-[Player Named Military Unit]
[Tech]
-Basic Weapons
-Primitive Orienteering
-Primitive Cartography
[Magic]
-Primitive Fire Magic
-Primitive Fireball Conjuration
[Bonus]
-Natural Orienteers: Each serrumian knows their way within their territories, and have honed their skill at finding their way. Serrumians will remember their path no matter the circumstance and are experts at charting such. All orienteering and cartography related actions are easier to succeed.

>Explore and map the surrounding area, notes are written down about anything possibly benficial to the tribe
>Construct a big bonfire for later use
>>
Rolled 27, 9 = 36 (2d100)

>1955272
[Parada People]
-Population: 5 (Parada)
-Food: Burgeoning
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-Haiila-Veta
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Fish: Plentiful
[Military Units]
-Dokama
[Tech]
-Basic Tools
-Primitive Weapons
[Magic]
-None
[Bonus]
-Aquatic Nature: The parada people resemble sharks and have the ability to function well in aquatic setting, even if they are not amphibious. They have advantage against non-parada when conducting non-vehicular combat in/underwater.

[Actions]
>The spirits do not speak to us as they used to. Construct a stone shrine to commune with them.
>Strong warriors make a strong tribe. Hold a wrestling competition to find the best warrior to lead us.
>>
[TURN 1 RESULTS]

>>1955181
[New Technopoca]
The gremlins set to work in an attempt to expand their mines. They're certain that they've only begun to tap into the beginning of the treasures that lie beneath the world's surface. Digging away, the make good progress on what may soon be a deep mine. Meanwhile, the gear priests continue their study of their massive god. While the greatest workings of the device seem lost on them, simple machines are made apparent by the beast's parts. The simplest sorts of pulleys and levers' function is made obvious.

[Tech]
-Primitive Machines
[Projects]
-Copper Mine (3/4)

>>1955193
[Mana Crystals]
The guardian crystal hovers silently to the north, blasting away at the mountains in its path. Sstone slowly crumbles to dust before dissipating completely, a testament to the strength of the crystals' anomalous powers. The mother crystal's light begins to pulsate as it works its way towards greater power for its children. The ground around it illuminates in an eerie glow as knowledge of the world assimilated is pulled in, attempting to learn of something new, something foreign and beyond the crystals' grasp. Something seems to block the crystals' ability to enhance their power. Instead, it seems that the utilization by the guardian forwards the capabilities of Eradication.

[Projects]
-Expansion (2/4)
-Primitive Eradication Beam (1/4)

>>1955205
[Scutigero]
The centipedes scatter in search of supplies, looking for anything that may be useful to their matriarch and their people. While no resources lying around seem overly abundant, a few small quartz gemstones are recovered by the group. Surely the stones will appeal to the matriarch, even if no valuable resources were found. Another centipede claims to have seen small, pig-like beasts in a split between two large rocks, but no other members of Notorious PED can confirm the report. Meanwhile, other centipedes work to create a sort of building material from their resources, which yields progress, but not enough for celebration.

-Population: -1 Population
[Resources]
-Quartz: Scarce
[Projects]
-Building Materials (3/4)

>>1955211
[Chylem]
The ents commune with nature as they work to perfect their art of shaping nature, greenweaving. With the art, they will better be at one with nature. As the study progresses, many ents begin to fascinate with the god Applebough. They begin to shape a shrine from fine apple tres, however the soil at the planned site seems infertile, something ill fitting for a shrine to a god. Time is taken for a proper site to be decided upon, then the ritual of growth begins.

[Magic]
-Primitive Greenweaving
[Projects]
-Applebough Shrine (1/4)
>>
>>1955582
[TURN 1 RESULTS CONT.]

>>1955217
[Grippli]
The grippli decide upon a search-party that work to chart their home island, something they hope to eventually capitalize on once they sail the great sea. Sadly, the party becomes lost to the jungle center island, likely killed by predators. With any luck, their poisons took those predators with them. Wood is expended in an attempt to build additional housing. The project is somewhat a success, and the houses are under construction, though it will take more time to complete.

-Population: Lose 1 Population
[Projects]
-Public Housing (2/4)

>>1955262
[Tochtli Clan]
Cuauhtémocthe watches the slave's body convulse as the blood is consumed, though the experiment seems to be a somewhat marginal success. The slave's body seems to have taken to the blood without causing severe withdraws or mental damage, but the effects are less prominent. The slave seems more physically capable now and less malnourished. While the ritual may be slow and less than efficient, it does raise some questions of how far slave human capabilities may be raised by the blood's dosage. At the same time, fortifications are made to the village using the materials in reserve. Homes are bolstered and reinforced. The palisade is the most time consuming of the efforts, however, and nears completion.

[Magic]
-Primative Bloodfeeding Magic
[Projects]
-Palisade (3/4)

>>1955264
[Uimbo Clan]
Tigran hunters stalk the grasslands in search of points of interest. On their search, they come across a great oddity, a massive stone hand reaching from the ground to the sky. Attempts to dig around the arm prove that it extends deep underground, and is unlikely to be moved by such a small group. One member of the party speculates it may be attached to a greater work, though there is no proof of such. Scholars back in the tribe have begun work on a set of pictograms to communicate information between individuals without the use of speaking. The basic written language contains commonplace words such as certain flora and fauna, as well as words such as 'home' and 'clan'. Arguments over the symbols for certain words break out, however, and the script still retains several holes.

[Buildings]
-Odd Hand Statue
[Projects]
-Primitive Writing (3/4)
>>
>>1955582
>>1955585
[TURN 1 RESULTS CONT.]

>>1955290
[Gamayun]
Celebration breaks out as the Solstice Festival takes place! Many congregate as the priests begin their rituals to speak with the dead. Haunting phantasms manifest above the crowd in a splendorous red hue. The people do not fear these manifestations, but rather rejoice! A piece of parchment sprawled across a table begins to glow as odd symbols begin to form on the sheet, a gift from havyans of generations passed. The language is foreign to the havyans, however, and research as to the meaning of the sacred scroll will be required. The festivities come to a close as the king announces the expansion of their empire southwards towards the ocean. Word begins to spread that a new village is planned within this territory, which seems greatly in the favor of the people. An expedition party is sent to scout the area, and determine the best location for the new village.

[Resources]
-Sacred Scroll
[Projects]
-Expansion and New City (2/8)

>>1955304
[Serrum Sa]
The surrounding island area is searched by the serrumian, something done countless times before. Sadly, nothing new of note is found in the search. A small rocky outcropping is located for potential mining, but it is not a new discovery. Many members of the village drag their wood together into a massive pile to be lit at a later date. The pile is cylindrical in nature. A massive stack to one day be lit as a giant bonfire.

[Buildings]
-Massive Bonfire Pile

>>1955530
The construction of a stone shrine begins, though the process proves to be slow. Stone tools, while well shaped, prove to chip often and have trouble shaping the shrinestones to their proper shapes. Those in charge of the project assure the others that the shrine is well under way and that it will be completed soon. As the call for a wrestling competition comes together, torrential downpour strikes the village. Massive winds from the sea begin to wash over the people, who are forced to take shelter. While no major damage is sustained, the competition is forced to postpone.

[Projects]
-Stone Shrine (1/4)
>>
Rolled 9, 28 = 37 (2d100)

>>1955589
[Parada People]
-Population: 6 (Parada +1/turn)
-Food: Burgeoning
-Stability: Stable
-Wealth: 4 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-Haiila-Veta
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Fish: Plentiful
[Military Units]
-Dokama
[Tech]
-Basic Tools
-Primitive Weapons
[Magic]
-None
[Bonus]
-Aquatic Nature: The parada people resemble sharks and have the ability to function well in aquatic setting, even if they are not amphibious. They have advantage against non-parada when conducting non-vehicular combat in/underwater.
[Projects]
-Stone Shrine

[Actions]
>The Ocean is angry with us, It must be because of the shrine! Hurry construction.
>While the shrine is being built, lets explore inland. Adventure awaits those who shall seek it, as the elders like to say.
>>
Rolled 86, 47 = 133 (2d100)

>>1955582
[Scutigero]
-Population: 6 (Cave Centipedes)[+2/turn]
-Food: Scarce
-Stability: Iron-Clad
-Wealth: 3 (+1/turn)
-Hexes Controlled: 3
[Buildings]
-Matriarch's Breeding Pit
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Guano: Burgeoning
[Military Units]
-[Player Named Centipede Unit]
[Tech]
-Primitive Tools
-Primitive Medicine
-Primitive Construction
[Magic]
-None
[Bonus]
-Safety in Numbers: What cave centipedes lack in intelligence, they have in numbers. When an issue is too difficult for one worker, five more join forces to complete the task. You may expend population as a resource to improve your action results. This decision must be marked when rolling, it may not be done after you have rolled. You must designate the amount of population you are putting towards this issue

>Action 1: send notorius ped to explore some more! the matriarch must have exotic surface goods! (spend 1 pop on it)
>Action 2: finish work on that gosh darn material!
>>
Rolled 27, 54 = 81 (2d100)

>>1955582
[Mana Crystals]
-Population: 3 (Mana Crystals)[+0/Turn]
-Food: -
-Stability: -
-Wealth: -
-Hexes Controlled: 3
[Crystals]
-Mother Crystal
-Servitor Crystal
[Resources]
-None
[Combat Crystals]
-Guardian Crystal
[Tech]
-None
[Magic]
-Primitive Eradication Magic
-Basic Telepathy
-Primitive Telekinesis
[Projects]
-Expansion (2/4)
-Primitive Eradication Beam (1/4)
[Bonus]
-Hivemind: The crystals are a collective. They see all, they know all. If information is gathered by one, all crystals know of it. Additionally, they have no need for stability, for they are one.
-Consumption: The crystals hunger, and require materials to grow in quantity. When materials are gathered or encountered by the Mana Crystals, they may expend it to increase in quantity. The materials expended may add special properties to the crystals encountered. Crystals do not require regular consumption of materials, however, and do not need food. Your current important crystals are marked under [Crystals] and [Combat Crystals]. The sum of your [Combat Crystals] and [Crystals] is equal to your population.

>Action 1.
Continue expansion.
?Action 2.
Seeing the slow progress of better Eradication magic, we decide to back of for now and look elsewhere for improvements, the flesh of organics(Research blood/flesh manipulation magic)
>>
Rolled 100, 46 = 146 (2d100)

>>1955589
[Tochtli Clan]
-Population: 6 (Vampire:Humans 1:9)[+1/turn]
-Food: Plentiful
-Stability: Dwindling
-Wealth: 4 [+1/turn]
-Hexes Controlled: 3
[Buildings and Defenses]
Primitive sacrificial stone pyramid
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Vampiric Blood: Trace
[Military Units]
-Hunter Vampire Party
[Tech]
-Basic Weaponry
-Primitive Construction
[Magic]
-Primitive Manipulation Magic, Primitive Bloodfeeding magic
[Bonus]
-Vampiric Blood: You have access to the unique resource of vampiric blood, which may be used as a transformative, but it comes at the cost of harsh withdraws and damage to the mind of whomever consumes the liquid.
-Sunlight Sensitivity: Vampiric individuals are superior to many mortals, they suffer the mortal weakness of harsh sunlight sensitivity, and function less capably in direct natural light. Vampire units and workers are less effective in locations where they are in direct sunlight.

--Actions--

1) Finish the palisade (3/4)
2) Shortly before midnight the ceremony starts. The chosen slave is brought up to the top of the pyramid and laid down on the sacrificial altar. The chanting grows ever louder, the torches flames flicker against the darkness. Until finally the moon reached its zenith and the chanting aprubtly stops.
Cuauhtémocthe cuts the slaves throat and lets the blood flow into 2 wooden bowls. He gives a satisfied nod. A good sacrifice, sure to placate the gods before the real bloodshed begins. But he was not done yet. He bites into his wrist and lets his holy blood drip into the vessel mixing with the humans blood. He calls upon his magic, manipulating and forcinng the two fluids to bond together. Maybe a higher dosis is tolerable for the lower lifeforms if we mix it with their blood... especially a blessed sacrifice. He beckons another slave to drink. He can feel it. His blood. Coursing through the humans veins. Dormant. Waiting, ready to be unleashed. He stretches out his hand and beckons it.
>>
Rolled 94, 16 = 110 (2d100)

[Chylem] TURN 2
-Population: 6 (Ents)[+1/turn]
-Water: Plentiful
-Stability: Stable
-Wealth: 0
-Hexes Controlled: 3
[Buildings]
-The Hollow [Capital Building]
-Applebough Shrine [1/4]
[Resources]
-Stone: Some
-Berries: Plentiful
[Military Units]
-Forest's Guardian Ent
[Tech]
-Basic Gardening
[Magic]
-Basic Nature Magic
-Primitive Grow Flora
-Primitive Attract Fauna
-Primitive Greenweaving
[Bonus]
-Nature's Blessing: The ents have a natural affinity with nature, and as such find it much easier to utilize both nature magics and gardening techniques.

ACTIONS
> Distressed by the setback in the creation of the shrine, some Ents begin researching geomancy, blessing the earth with nutrients upon which their gardens can grow.

> Ents attempt to craft living wooden tools out of the boughs of trees around them, using Greenweaving. These tools are meant to aid in their cultivation and gardening tasks.
>>
Rolled 44, 51 = 95 (2d100)

>>1955589
[Gamayun]
-Population: 5 (Havyans)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3

[Buildings]
-[Capital Tengu]

[Resources]
-Wood: Plentiful
-Stone: Plentiful
- Sacred Scroll

[Military Units]
-Havyan Hunter Party [Flying]

[Tech]
-Primitive Weapons

[Magic]
-Primitive Necromancy
-Primitive Spirit Conjuring
-Primitive Fire Magic

[Projects]
-Expansion and New City (2/8)

[Bonus]
-Havyan Flight: Havyans are winged beings of a spiritual nature. Thanks to their ancestry they are capable of the power of flight. All Havyans not encumbered by heavy equipment may utilize these wings in the ability of flight. All Havyan Units that are not utilizing heavy equipment gain the [Flying] tag.

>Action 1
Our priests research meaning of the sacred scroll and use the opportunity to develop our writting.We hope to learn spells that might protect our people and out land.

>Action 2
We continue our expansion to the coast - - Expansion and New City (3/8)
>>
Rolled 86, 7 = 93 (2d100)

>>1955589
[Serrum Sa]
-Population: 6 (Serrumians)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 4 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-[Player Named Capitol Building]
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Maps: Scarce
[Military Units]
-Spearmen (stone)
[Tech]
-Basic Weapons
-Primitive Orienteering
-Primitive Cartography
[Magic]
-Primitive Fire Magic
-Primitive Fireball Conjuration
[Bonus]
-Natural Orienteers: Each serrumian knows their way within their territories, and have honed their skill at finding their way. Serrumians will remember their path no matter the circumstance and are experts at charting such. All orienteering and cartography related actions are easier to succeed.

>Some members of the tribe band together to create the Explorers Society, dedicated to exploring the world. Their first action is to research food preservation, specifically curing through smoking.
>Mining for minerals begins in the rocky outcropping
>>
Rolled 6, 16 = 22 (2d100)

>>1955585
[Uimbo Clan]
-Population: 5 (Tigrans)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-[Palace]
-Odd Hand Statue
[Resources]
-Wood: Plentiful
-Stone: Plentiful
[Military Units]
-Tigran Hunting Pack
[Tech]
-Basic Weaponry
-Primitive Tools
[Magic]
-None
[Bonus]
-Natural Weapons: Tigrans are dangerous when armed with equipment, but just as dangerous without. Tigrans have access to natural weapons in combat, allowing even diplomats to be natural predators.
-Pack Mentality: Tigrans work best in packs. When more than one military unit is used by tigrans in a combat scenario, they are advantaged.

1. Writing 3/4

The Matriarch comes to the Scholars and orders them to complete their task. She mediates over the proceedings, and adds royal weight to final decisions.

2. Excavate the Hand

The theory that the hand is attached to something is a promising one. Workers are set to digging out whatever it is.
>>
>>1955641
Alright, gonna post this here so i don't forget.
->Primitive Eradication Magic->Eradication aura, Crush(Massive force onto object/area), Explosion->Better Eradication magic.
>>
Rolled 27, 35 = 62 (2d100)

>>1955589
TURN 2

[Grippli]
-Population: 5 (Grippli)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 6 (+1/turn)
-Hexes Controlled: 3
[Projects]
-Public Housing 2/4
[Buildings]
-[Player Named Capital Building]
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Paper: Some
-Grippli Poisons: Trace
[Military Units]
-Grippli Peacekeepers
[Tech]
-Basic Boats
-Primitive Writing
-Primitive Cartography
[Magic]
-None
[Bonus]
-Poisoned Breed: Grippli produce potent poisons (that other species absorb through the skin) on their body that may be collected and bottled (for later sale). As an action you may collect these poisons, as well as apply them to gear or goods you may be selling. This poison is highly toxic and helps the small grippli to deal with larger threats.

> The Grippli scout and map thier island.

> The Grippli build wood housing for thier citizens.
>>
>>1955731
The high king of the Gamayun hears reports of the crystal forest of the north expanding, and answer to this by sending an small group of hunters to search the origin of who or what is causing such anomaly.

Initiating relations with Mana Crystals >>1955641
>>
>>1955942
I...
Do not react to the organics.
>>
>>1955942
The comitive is meet only with silence while they fly over the crystalized woods, sometimes having the impretion of seeing things move quickly under the glowing light of the crystals.

The Havyans believe that they must solve this mistery, as this weird phenomenon clearly is not natural and can harm their civilization. Following the rumors about tribes on the west, they travel on that direction and meet the felines of the Uimbo clan.

Starting relations with >>1955585

We aproach pacificaly, wanting to talk with their leaders. We inform about a huge crystal forest on the south that is expanding, and might be a danger for the races of this land. Do you have any informations regarding it? Maybe we could unite forces to face this possible threat, and help our people grown and prosper.
>>
>>1956102
Ops, linked wrong, starting relations with >>1955764
>>
Rolled 42, 81 = 123 (2d100)

>>1955589
[New Technopoca]
-Population: 4(Gremlin) (+1/Turn)
-Food: Plentiful
-Stability: Stable
-Wealth: 5 (+1/turn)
-Hexes Controlled: 1
[Buildings]
-Shell of the Colossus
[Resources]
-Wood: Trace
-Stone: Plentiful
-Copper: Dwindling
[Military Units]
-Gremlin Guardsmen
[Tech]
-Basic Mining
-Primitive Tools
-Primitive Machines
-Primitive Writing
[Magic]
-None
[Bonus]
-Mechanist Philosophy: The gremlins of N. Technopoca are driven by their desire to learn, and have relied upon pieces of the colossus to teach them advanced techniques. When pieces of their god are recovered, they may have an easy time discovering new technologies associated with such.
Projects -
-Copper Mine (3/4)

Actionss -
Finish mining

Send villagers outwards to chop down more lumber and gather plants.
>>
>>1954680
((Are you taking late apllications? I do not mind being behind a bit.
>>
>>1956102
The Patriarch seems concerned, but ultimately has no information on the crystal forest to provide the Havyans. They do agree to post some scouts near the Crystal forest to keep an eye on it.
>>
>>1956185
We apreciate your efforts, and the Havyans will keep looking for answers. Just know that if you need any help in times of need in battle, or trading, we are here to help.

We would like to search for other tribes and nations to discuss such situation. Do you know the localization of any? And perhaps, would you like to send some emissaries with us to talk with them?
>>
>>1956157
We still have 2 open slots. You're more than welcome to join.
>>
-Settlement/Tribe Name: Obelis Kingdom
-Map Color: Black
-Location: On the plains, on the island to the left of the southernmost continent
-Race Name: Humans
-Race Fluff: The humans of the Obelis Kingdom come from a a long line that has honed their greatest gift, their keen sight. Able to make out the finest of details from great distances, there are no people more perceptive in all the world.
-Settlement/Tribe Fluff: The Obelis Kingdom was founded around a great stone spire, from which no creature, man or beast, could ever hope to approach unannounced. The safety offered by this great monument has lead to a civilization to rise around it, where the people have flourished. But the Obelis people know the world is larger than the range of their keen eyes. And that thought drives them to expand. Until all that exists can fall within their gaze.
>>
>>1954680
-Settlement/Tribe Name: Jotunnar
-Map Color: Gray
-Location: Deep in any arctic or taiga biome, likely at the center north continent.
-Race Name: Jotun (Frost subrace)
-Race Fluff: Im ancient times, giant men and women terrorized the world, beings of flesh and sometines elemental composition. They enslaved and conquered all they saw, but eventually clashed with one another. Fire, Frost, Tidalwaves the size of continents and the electrical and fiery wrath of the celestial constellations brought ruin to the world and themselves. But this paved the way for the age of younger, comparatively benevolent races.
-Settlement/Tribe Fluff: Buried beneath the ruins and beds of snow, the behemoths of old stir however. In a cold and foggy haze of the mind, they claw from their icy tombs, their time in hibernation unknown to all, even them. Their sleep has reduced then to little more than cavemen, but their naked size and strength make them the apex creature in their domain. Woe be on the world if they ever remember their old ways. (New pops would be new ones awakening for a long time, size is approximately 5-6 meters. Also minor innate magic based on subrace).
>>
[TURN 2 RESULTS]
[PLEASE TAKE THE TIME TO UPDATE YOUR NATION SHEET WITH NEW TECHNOLOGIES, RESOURCES, AND PROJECTS BEFORE POSTING YOUR NEXT TURN. IT HELPS ME TO KEEP TRACK OF YOUR ONGOINGS AND MAINTAIN ACCURACY OF CALCULATION. THANKS.]

[Parada People]
The relentless wrath of the storm gods persists, as heavy downpour and winds ravage the Parada village. Was this retribution for failing to complete the shrine? It did not matter, as progress on the shrine remained stalled as long as the downpour continued. A expeditionary group travelled north to escape the storm and to further survey the continent. On their journey, they better learned of the world beyond their territories. Forests lead to mountain passes that give way to arid landscapes. Beyond this lie jungles that the parada expeditioners fear. ‘Strange beings shuffling in the night,’ the expeditioners claimed. They wanted no part, thus they trekked no further. Despite these rumors of strange beings, the full expedition returned safely, even if without treasures.

[Scutigero]
The Notorious PED set out once more in search of treasures for their matriarch. While the quartz proved to have no application at the moment, they were certain that they may find something of value this time. Accompanying them was a far less experienced group of centipedes looking to earn a name for themselves. The first location the group searched was the rocky divide where ‘pigbeasts’ had been seen by one member of the PED. Upon investigation, it was discovered that a group of wild boars had taken up nesting in a small ravine. The Notorious PED took the necessary steps to capture the creatures and bring them home to the matriarch. She was pleased, claiming that with some focus and domestication, the boars might provide a steady source of food. Upon returning to their hunt, the PED encountered and odd patch of shiny rock revealed on a stony outcropping, though they were uncertain what to do with this information other than report it to the matriarch. Upon further searching, a massive automaton was spotted in the distance, nesting between mountains. Meanwhile, within the caves, further attempts to create a building material continued to great success. In the right proportion, wood and guano seemed to be a somewhat sturdy and low-cost rudimentary building material.

-Population: -1 Population
[Resources]
-Mottle and Guano: Some
-Wild Boars: Some
[Tech]
-Primitive Building Materials
>>
>>1956700
[TURN 2 RESULTS CONT.]

[Mana Crystals]
The guardian crystal continued to blast away at the mountain surface, removing all in its path with ease. Stone evaporated at the touch of the beam and it seemed that soon the land would be clear for expansion. The crystal grew dim, however. It had expended vast amounts of energy in its attempts to clear the mountains, and required time to recharge. The Mother Crystal, however was hard at work in its attempts to understand organic life and how to manipulate it, though organic life was a foreign concept to her. The servitor had witnessed an organic, yes, but it was not clear what the creature was. It was ‘other’, something that they had yet to assimilate. The Mana Crystals were young, they required further information.

[Projects]
-Expansion (3/4)

[Tochtli]
As the palisade’s construction nears completion, one small section seems to dwindle in progress. Reports by the slaves claim that a mysterious, hardened structure beneath the surface halts progress. Cuauhtémocthe, tiring of the delay, determines that he must intervene personally if progress is to be made. Upon investigation, it seems that the slaves’ claims were, in fact, true. Setting them to work, an excavation of the mysterious item proves to be quick and efficient under Cuauhtémocthe’s watchful eye. Upon completion of the dig, a single hatch is revealed to be attached to a mysterious underground bunker adorned with strange carvings of unknown origins. The carvings depict winged beings and what appear to be massive, faceless titans. One depiction features a winged being being pierced through the chest with a blade. Another depicts one of the faceless titans being severed into several pieces and scattered to the four corners of the world. The structure itself seems to be composed of a single room with a gold decorated pedestal center. Atop the pedestal is a vial containing a thick gold substance that seems to emanate an aura of disgust. Cuauhtémocthe forces a slave to take the vial, ensuring that no harm may come to whomever wields it and no traps are triggered. Upon recovery he takes the vial for himself. There’s no telling what the uses of such are. Later, the bloodfeeding ritual occurs, and Cuauhtémocthe’s feels his powers of control over his blood’s effects grow as the slave consumes him. As he feeds the slave, the strange vial’s aura begins to intensify, and sickness momentarily washes over Cuauhtémocthe. What secrets does this strange item hold?

[Buildings]
-Fortified Palisade
-Mysterious Stone Bunker
[Resources]
-Mysterious Vial
[Progress]
-Primitive Bloodfeeding Control Magic (2/4)
>>
>>1956700
>>1956704
[TURN 2 RESULTS CONT.]

[Chylem]
The ents were restless at the failure of their soil. Could this occur elsewhere? Was the soil’s lack of nutrients spreading? The solution came easy to the ents, however. Geomancy was a magic that emerged naturally, perhaps a blessing of a benevolent forest spirit or Applebough’s recognizing their want for worship. Whatever the reason, the magic replenished their soils in ways fascinating to the ents, even in its primal form. Their attempts to yield tools from their trees were less fruitful, however. Perhaps it was the attempts to pull machinations of man from nature, but as the trees twisted and contorted by the control of greenweaving, they refused to give the ents what they sought.

[Magic]
-Primative Geomancy

[Gamayun]
Research into the mysterious scripture commenced at once as scholars and priests gathered to decipher the holy text. The sheet was decorated in pictograms of an unknown language, though the items on it were quickly identified as being designed after important characters and items from Gamayun folklore and history. The purpose of the scripture was uncertain, though it seemed to reference a bridge between the astral and waking plane throughout. What this bridge would do was debated greatly, however. Simultaneously, many havyans migrated south on the new frontier, looking to profit on the expansion of the settlement. They saw new territories as a fortune to be made as they cornered a future market on fishing and rights to land. Others left with decrees of land by the royalty, an opportunity to gain clout with those in power.

[Projects]
-Expansion and New Settlement (4/8)
-Primitive Writing (2/4)

[Serrum Sa]
The Serrum Sa congregate through their new order, the Explorers’ Society, and determine that exploration of the world is both an inevitability and a necessity in order for their people to prosper; the group puts efforts towards food preservation techniques. Smoking proves to be an effective methodology and yields longer food shelf life. Others of the clan set out of mind from the rocky outcropping, however several delays occurred within the expedition, and progress failed to be made.

[Tech]
-Primitive Food Preservation
>>
>>1956700
>>1956704
>>1956708
[TURN 2 RESULTS CONT.]

[Uimbo Clan]
A second meeting to determine the Tigran written language congregates, this time with the presence of the matriarch. While she mediates the event, both sides begin to further stalemate. Each tries to win the favor of the matriarch, but the whole ordeal drags out the process. The matriarch, rather than deliberating the winning side, states that a third meeting will be held where she will express her executive opinion on the matter. Other Tigrans are sent to investigate the Odd Hand Statue, however efforts seem fruitless, even with the tools. The arm attached to the hand extends to an unknown depth, though progress is made.

[Projects]
-Statue Excavation 1/???

[Grippli]
Scouting of the island commences, and swarms of Grippli disperse in an attempt to chart the relatively small landmass. While they do manage to complete the project, it doesn’t seem to provide much insight to any rare resources near them. The most exciting resource discovered is cane, which is gathered by a group of exploring grippli. Those that are not sent in search parties are put to work on the public housing projects, which is making relatively decent headway as many houses in the project are near completion.

[Resources]
-Cane: Some
[Projects]
-Public Housing (3/4)

[New Technopoca]
The gremlins cut deep into the surface, pulling forth an abundance of minerals. Copper. Loads of it. The gremlins marvel as the miners emerge with buckets full of the stuff. The supply caches begin to fill and the gremlins’ greatest minds speak on a nearing golden age where they would return to greatness. Priests begin to preach of how ‘the gift of metal offers a new closeness to their colossus god’. Lesser villagers are sent from the colossus to the forests below to gather lumber. The recent knowledge relating to simple machines shows that flora may have some utility. Axe wielding gremlins begin to hack down trees. Like clockwork, the lumberjacks return with great quantities of wood. Excitement spreads through the colossus as the projection of a nearing golden age may be true.

[Resources]
-Copper: Plentiful
-Wood: Plentiful


>>1956359
>>1956398
(Sorry for the delay on your stat blocks. Intended to post them with the turn update but it's late and I'm presently sick. They will be statted before the next turn update and you will have an opportunity to post)

[PLEASE TAKE THE TIME TO UPDATE YOUR NATION SHEET WITH NEW TECHNOLOGIES, RESOURCES, AND PROJECTS BEFORE POSTING YOUR NEXT TURN. IT HELPS ME TO KEEP TRACK OF YOUR ONGOINGS AND MAINTAIN ACCURACY OF CALCULATION. THANKS.]
[AS ALWAYS IF THERE ARE ANY ISSUES AND/OR ERRORS DO NOT HESITATE TO INFORM ME IN THE DISCORD CHAT]
[IT IS NOW TURN 3]
>>
Rolled 72, 76 = 148 (2d100)

>>1956721
[Mana Crystals]
-Population: 3 (Mana Crystals)[+0/Turn]
-Food: -
-Stability: -
-Wealth: -
-Hexes Controlled: 3
[Crystals]
-Mother Crystal
-Servitor Crystal
[Resources]
-None
[Combat Crystals]
-Guardian Crystal
[Tech]
-None
[Magic]
-Primitive Eradication Magic
-Basic Telepathy
-Primitive Telekinesis
[Projects]
-Expansion (2/4)
-Primitive Eradication Beam (1/4)
[Bonus]
-Hivemind: The crystals are a collective. They see all, they know all. If information is gathered by one, all crystals know of it. Additionally, they have no need for stability, for they are one.
-Consumption: The crystals hunger, and require materials to grow in quantity. When materials are gathered or encountered by the Mana Crystals, they may expend it to increase in quantity. The materials expended may add special properties to the crystals encountered. Crystals do not require regular consumption of materials, however, and do not need food. Your current important crystals are marked under [Crystals] and [Combat Crystals]. The sum of your [Combat Crystals] and [Crystals] is equal to your population.

>Action 1.
As the Guardian continues it work of Eradicating the landscape into fit ground for expansion the Crystalline creep approaches, like a Kudzu it begins to completely cover the landscape in Crystalline structures, spreading it's roots and veins deep into the earth to suck up valuable ground minerals and soil nutrients and slowly, through a process magical and unknown, converting what remains into more crystalline material. Soon begins another strange phenomenon, the magic in the air and the ground and all around begins to flow, into the Crystals of the creep, and back out again, in a phenomenon akin to breathing the Shards begin to collect ambient mana from the environment, and they start to glow and shine green, like Uvarovite.
>Action 2.
For the few mountain Flora that remain they experience something different, they are not overwhelmed by the creep, their bodies trampled by Crystals and their roots chocked by veins, instead they are ignored, left to little pockets of still rich soil. But the mercy is shortlived, as the creep begins to manipulate the ambient mana differently, directing it to the pocket plants, in hopes of manipulating and altering their nature into something more fitting to the shards.

And here's some mood music.
https://www.youtube.com/watch?v=GU5d9faghAw&list=PL884345AD63C87D1A&index=28
>>
Rolled 96, 5 = 101 (2d100)

[Uimbo Clan]
-Population: 7 (Tigrans)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 5 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-[Palace]
-Odd Hand Statue
[Resources]
-Wood: Plentiful
-Stone: Plentiful
[Military Units]
-Tigran Hunting Pack
[Tech]
-Basic Weaponry
-Primitive Tools
[Magic]
-None
[Bonus]
-Natural Weapons: Tigrans are dangerous when armed with equipment, but just as dangerous without. Tigrans have access to natural weapons in combat, allowing even diplomats to be natural predators.
-Pack Mentality: Tigrans work best in packs. When more than one military unit is used by tigrans in a combat scenario, they are advantaged.

1. Writing 3/4

The Matriarch comes to the Scholars and orders them to complete their task. She mediates over the proceedings, and adds royal weight to final decisions.

2. Excavate the Hand

The theory that the hand is attached to something is a promising one. Workers continue digging out whatever it is.
>>
Rolled 3, 73 = 76 (2d100)

[New Technopoca]
-Population: 5(Gremlin) (+1/Turn)
-Food: Plentiful
-Stability: Stable
-Wealth: 7 (+1/turn)
-Hexes Controlled: 1
[Buildings]
-Shell of the Colossus
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Copper: Plentiful
[Military Units]
-Gremlin Guardsmen
[Tech]
-Basic Mining
-Primitive Tools
-Primitive Machines
-Primitive Writing
[Magic]
-None
[Bonus]
-Mechanist Philosophy: The gremlins of N. Technopoca are driven by their desire to learn, and have relied upon pieces of the colossus to teach them advanced techniques. When pieces of their god are recovered, they may have an easy time discovering new technologies associated with such.
Projects -

T3

Our knowledge was destroyed, we work non-stop to build back up the knowledge. But that isn’t enough, we need scientific journals like in the past so that no knowledge goes unrecorded. Papermaking was an important part of Technopoca’s culture and advancement, in order to advance the tribe we need to relearn how to make paper, to do this we use the gathered lumber.

Using the surrounding stone the Gremlins begin to make pots to contain liquids, the tribe plan to develop inks but containers are needed to store and quickly move ink.
>>
Rolled 82, 79 = 161 (2d100)

>>1956721

[Gamayun]
-Population: 5 (Havyans)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3

[Buildings]
-[Capital Tengu]

[Resources]
-Wood: Plentiful
-Stone: Plentiful
- Sacred Scroll

[Military Units]
-Havyan Hunter Party [Flying]

[Tech]
-Primitive Weapons

[Magic]
-Primitive Necromancy
-Primitive Spirit Conjuring
-Primitive Fire Magic

[Projects]
-Expansion and New City (4/8)
-Primitive Writing (2/4)

[Bonus]
-Havyan Flight: Havyans are winged beings of a spiritual nature. Thanks to their ancestry they are capable of the power of flight. All Havyans not encumbered by heavy equipment may utilize these wings in the ability of flight. All Havyan Units that are not utilizing heavy equipment gain the [Flying] tag.

> Action 1
The Havyans are fascinated by the recent discoveries of the scroll, and decide to further explore its mysteries and study the occult arts that are registered there, our people hope to further increase our arcane knowldge.


> Action 2
We continue the development of our coastal area, in the hopes of creating this new big city that shall produce the ships that the king demands so much.
>>
Rolled 83, 94 = 177 (2d100)

>>1956708
[Chylem] TURN 3
-Population: 7 (Ents)[+1/turn]
-Water: Plentiful
-Stability: Stable
-Wealth: 0
-Hexes Controlled: 3
[Buildings]
-The Hollow [Capital Building]
[Resources]
-Stone: Some
-Berries: Plentiful
[Military Units]
-Forest's Guardian Ent
[Tech]
-Basic Gardening
[Magic]
-Basic Nature Magic
-Primitive Grow Flora
-Primitive Attract Fauna
-Primitive Greenweaving
-Primitive Geomancy
[Bonus]
-Nature's Blessing: The ents have a natural affinity with nature, and as such find it much easier to utilize both nature magics and gardening techniques.
[Projects]
-Applebough Shrine [1/4]

ACTIONS
> Some of the more adventurous Ents decide to scout the local forest for anything of interest - making sure to ask the local flora and fauna about any local disturbances. They want to bring something interesting back for the Shrine, something that is a token of their own adventure and ingenuity to honor Applebough. [looking to get a sense of local resources, plant/animal variants, and any standout features or landscape elements in the forest!]

> Failing in our Greenweaving, the Ents are confused and astounded. They decide to dedicate a segment of some of our most magically inclined Ents to study and develop magic - the Ancient Ones. They will focus their time and energy discussing and theorizing to increase their overall understanding of the magics we know, and spearhead attempts to develop new magics, first of all the geomancy we just discovered.
>>
>>1956859
Offer to teach the Centipedes writing and eventually paper making and ink making, this will enable them to make blue prints like the architects of old, in return we want them to provide us with their construction knowledge for at least ten turns
>>
>>1956877
Diplomation time

Following the instructions of the Uimbo Clan, my comitive travels to the north to meet the legendary tree people.

>>1955697 and >>1955764

Greetings to the shepherd of trees and feline lords.

We are from the distant south, but we don't seek conflict with your kind, rather we come to warm you of a growing menace that is coming. On the south there is a crystal forest who doesn't seem to seek nothing but to grown and encompass the entire existence, our people believe that it might have malignant intentions.

We've been traveling this land to warm every living race of this menance, and form a strong aliance that could take it down if needed. We propose to the Uimbu and to the Chylem a treaty following these conditions:

- Our people will gather together in times of need, facing any menance or external force that might attack any of us - if the forest of crystal attack any of the tribes, we will eliminate it with our combined might.

- As an offer, we the Gamayun propose an exchange, we might help you with speciphic tasks. For exemple:

>Need someone to discover what an old statue is or does? We can share with you some of our magicians - they might contact the dead and discover from the people who build it.

>Need help dealing with spirits? We can help you, we have spirit conjurers.

-We also offer a division of the land. Our Gamayun have no pretention on expanding to the north to your lands, our eyes are focused on the sea in the south. We could stabelish frontiers from where our people can freely expand without fearing any conflict between us.

- At the same time we are also prepared to exchange our arcane knowledge and resources (like stone) for your knowledgement of natural fauna and tools.

Apart from these conditions, our tribes would be free to do as we please in our territories, we dont wish to get involved in the Chylem and Uimbo affairs.

After all, our 3 tribes are followers of the natural order stabelished by the older gods, and this crystalized annomaly does nothing but grown in power, it doesn't need to eat or farm, it doesn't need to sleep, it's a single force dedicated only to consume our civilizations...and I think that only together we can stand and deal with such thing.


What you say? Do the Uimbo Clan and the Chylem agree to form this alliance?
>>
Rolled 81, 69 = 150 (2d100)

>>1956700
[Scutigero]
-Population: 5 (Cave Centipedes)[+2/turn]
-Food: Scarce
-Stability: Iron-Clad
-Wealth: 3 (+1/turn)
-Hexes Controlled: 3
[Buildings]
-Matriarch's Breeding Pit
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Guano: Burgeoning
-Mottle and Guano: some
-Wild boar: some
[Military Units]
-[Player Named Centipede Unit]
[Tech]
-Primitive Tools
-Primitive Medicine
-Primitive Construction
-Primitive building materials
[Project bar]
-make a living space for the boar
-Necronancy!
[Magic]
-None
[Bonus]
-Safety in Numbers: What cave centipedes lack in intelligence, they have in numbers. When an issue is too difficult for one worker, five more join forces to complete the task. You may expend population as a resource to improve your action results. This decision must be marked when rolling, it may not be done after you have rolled. You must designate the amount of population you are putting towards this issue.

Action 1: maybe we can make our nest more secure with our mottla and guano walls? perhaps a mottle and guano fort is to be built!
Action 2: this cave is full of dead things. dead cockroaches, dead bats, and other things litter the floor. raising them will prove useful
>>
>>1957152
Greetings beasts of many legs, we would like to establish cordial relations between your kin and ours.

We as a people are very knowledgeable on the sciences and specialise in engineering, to our own ends we seek to make books from paper, ink and written language.

We would rather collaborate with your kind than fight against you, we noticed your construction was pretty impressive, in exchange for knowledge of your construction we have plenty of knowledge to give you.

We offer to teach your kind of our written language, and provide you with the secrets of papermaking, ink making, and offer you some metal nibbed pens along with pots to store the ink and bookbinding. This is a great offer, science will flourish from invention of books and architects of old used paper to make detailed plans of buildings that they called blueprints.

As repayment for this we want you to provide us with all your knowledge of construction, for at least ten turns after we provide you with this.

>Teach writing, papermaking, ink making, book binding and provide metal nibbed pens and pots to store ink.

>Be repayed with construction knowledge for at least ten turns after completion of our offer.
>>
>>1957010
The Ents deliberate for nearly a week before they finally agree to investigate this anomaly that the strangers speak of, offering friendly terms to the creatures that come to us. We seek only to restore the splendor of our woods and discover and restore other areas planted by our hero spirit Applebough. Only when we know more about the crystals for ourselves will we take a stand. It will take another week to decide how many Ents, and which, will visit the source of intrigue with the strange small fleshlings and featherlings.
>>
Rolled 3, 24 = 27 (2d100)

>>1956136
[Parada People]
-Population: 7 (Parada +1/turn)
-Food: Burgeoning
-Stability: Stable
-Wealth: 5 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-Haiila-Veta
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Fish: Plentiful
[Military Units]
-Dokama
[Tech]
-Basic Tools
-Primitive Weapons
[Magic]
-None
[Bonus]
-Aquatic Nature: The parada people resemble sharks and have the ability to function well in aquatic setting, even if they are not amphibious. They have advantage against non-parada when conducting non-vehicular combat in/underwater.
[Projects]
-Stone Shrine (2/4)

[Actions]
>This storm will not stop will we finish this shrine.
>If the North is too perilous, travel east.
>>
Rolled 38, 54 = 92 (2d100)

>>1956721
TURN 3

[Grippli]
-Population: 6 (Grippli)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 7 (+1/turn)
-Hexes Controlled: 3
[Projects]
-Public Housing 3/4
[Buildings]
-[Player Named Capital Building]
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Paper: Some
-Grippli Poisons: Trace
-Cane: Some
[Military Units]
-Grippli Peacekeepers
[Tech]
-Basic Boats
-Primitive Writing
-Primitive Cartography
[Magic]
-None
[Bonus]
-Poisoned Breed: Grippli produce potent poisons (that other species absorb through the skin) on their body that may be collected and bottled (for later sale). As an action you may collect these poisons, as well as apply them to gear or goods you may be selling. This poison is highly toxic and helps the small grippli to deal with larger threats.

> After tasting the sweet cane, the Grippli attempt to build cane farms to plant, grow and harvest cane. (spend 3 wealth to make these farms extremely large and produce a lot of cane)

> The Grippli continue to build housing out of wood for thier citizens for comfort and protection from the elements. This will be the start of their village.
>>
Is there still room?
>>
Rolled 79, 3 = 82 (2d100)

TURN 3
--[Tochtli Clan]--
>Population: 7 (Vampire:Humans 1:9)[+1/turn]
>Food: Plentiful
>Stability: Dwindling
>Wealth: 5 [+1/turn]
>Hexes Controlled: 3

--[Buildings and Defenses]--
>Primitive sacrificial stone pyramid
>Fortified Palisade
>Mysterious Stone Bunker

--[Resources]--
>Wood: Plentiful
>Stone: Plentiful
>Vampiric Blood: Trace
>Mysterious Vial

--[Military Units]--
>Hunter Vampire Party

--[Tech]--
>Basic Weaponry
>Primitive Construction

--[Magic]--
>Primitive Manipulation Magic, Primitive Bloodfeeding magic

--[Bonus]--
>Vampiric Blood
>Sunlight Sensitivity

--[Projects]--
>Primitive Bloodfeeding Control Magic (2/4)

--[Actions]--
1) Now that we have a secure base it's time to prepare to venture out to start the war effort. Gather your best human hunters and organize them as a scouting/skirmisher warparty.
2) Cuauhtémocthe has taken up residence in the Mysterious Stone bunker and studies the carvings on the wall. If whatever is in this urn. Contains a part of this faceless titan, why does it react to his magic seemingly to protect himself? He will have to find out someday.
Well no time like the present. Cuauhtémocthe stretches out his hand and sends his mana into the urn.
>>
File: bedrockpan (1).jpg (118 KB, 1600x422)
118 KB
118 KB JPG
-Settlement/Tribe Name: The United States of Neolithica

-Map Color: White

-Location: North of the center continent/island

-Race Name: Cavemankind

-Race Fluff: Caveman, although on appearance vaguely human in nature, appear more as brutish neanderthals are much stronger by several degrees, thus allowing them to carry huge loads like a giant roasted dinosaur ribs or withstand injuries like a bowling ball made of rock falling on their head with but a major bruise. However, this necessitates they eat more, and the average Caveman breakfast can include a dinosaur egg the size of a boulder. Unbeknownst to the Caveman, they have a psionic ability to speak fluently with a variety of different animals. This is how they achieve an almost seemless symbiosis with the various animals they use in their "machinery". This they either do not directly percieve, or envision as normal.

-Settlement/Tribe Fluff:
https://www.youtube.com/watch?v=Fhneui5D4-A

The USN are a self styled "democratic republic" of cavemen, who are at once both culturally advanced and backwards. According to legend, strange clothed humans who 'fell from the sky' and told them about the society they once lived in. Inspired, the cavemen sought to adopted and mimic everything about the fantastical culture described.

As a solution to an obvious problem, the cavemen rely, and revere, low technological expy's of their ideal. The Caveman are heavily reliant on their "modern stone age technology". As some examples, using their great strength to push lubricated round 'wheel's' on wooden frames, which they drive around either on foot power or dinosaur power. Harnessing powerful birds to use their beaks to carve letters and images into stone, or young mammoths as sprinklers to water farms and lawns. And especially the use of large, tamed dinosaurs to do heavy labour such as working in quarries to harvest stone for "stonescrapers". Thus while advancing out of the stone age, they are also hopelessly locked in it.

The Cavemen believe that democracy and freedom are the merits of a stable society, and have a three system government consisting of an elected president, a congress, and judicial system. Their flag is a patriot red and white blue fondly called the "Stones and Stripes"
>>
Rolled 3, 37 = 40 (2d100)

>>1956708
[Serrum Sa]
-Population: 7 (Serrumians)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 5 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-Selvvatel [Capital Building]
-Massive Bonfire Pile
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Maps: Scarce
[Military Units]
-Spearmen
[Tech]
-Basic Weapons
-Primitive Orienteering
-Primitive Cartography
-Primitive Food Preservation
[Magic]
-Primitive Fire Magic
-Primitive Fireball Conjuration
[Bonus]
-Natural Orienteers: Each serrumian knows their way within their territories, and have honed their skill at finding their way. Serrumians will remember their path no matter the circumstance and are experts at charting such. All orienteering and cartography related actions are easier to succeed.

>Action 1
It is said that Serrum Sol created all life with a little light inside of it. Clerics of the Left Hand work to obtain the powers of this gift, one of which is the ability to conjure bright light in ones palm. The Explorers' Society believe that steady, bright light will benefit any expedition greatly and so seek out the clerics to recruit them to their cause.

Research Light Magic
>Action 2
To avoid the possibility of wasting time, groups are organized to examine the rocky outcropping instead of immediately mining it. The groups will comb over the area inspecting both surface and crevices looking for any sign of resources.

Research Prospecting
>>
>>1957920
I'm adding 2 additional slots to make for 14 player slots total, you're more than welcome to join.

>>1956359
[Obelis Kingdom]
-Population: 5 (Humans)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-Holy Stone Spire
[Resources]
-Wood: Plentiful
-Stone: Burgeoning
[Military Units]
-[Player Named Military Unit]
[Tech]
-Basic Weapons
-Primitive Tools
[Magic]
-None
[Bonus]
-Keen Eyes: The humans of Obelis have masterful sight, capable of maintaining focus on objects at great distances. Humans of Obelis have advantage on all checks relating to sight and searching.

>>1956398
[Jotunnar]
-Population: 3 (Jotun)[+1/turn]
-Food: 5
-Stability: Stable
-Wealth: -
-Hexes Controlled: 3
[Buildings]
-[Player Named Capital Building/Structure]
[Resources]
-Wood: Some
-Stone: Plentiful
[Military Units]
-[Player Named Military Unit]
[Tech]
-Primitive Construction
-Primitive Weapons
[Magic]
-Primitive Cold Magic
[Bonus]
-Strength of Many: The Jotun are massive beings with the strength of many men. It is much easier for them to carry or utilize large objects that would be impossible for other races. Additionally, even an unarmed Jotun stands to be a threat.

>>1957981
Statting you soon.

[1 SLOT REMAINS OPEN]
>>
>>1957233
hello small little ones of the surface! we are happy to work with you for great porpserity, despite your grave shortage of legs. we are more then happy to give you the secret to our Guano constructions in return for your written language. hopefuly we shall be strong allies in years to come!

>Accept 2 legged surface things offer
>>
Rolled 82, 58 = 140 (2d100)

>>1957999

[Obelis Kingdom]
-Population: 5 (Humans)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-Holy Stone Spire
[Resources]
-Wood: Plentiful
-Stone: Burgeoning
[Military Units]
-Obelis Javelineer
[Tech]
-Basic Weapons
-Primitive Tools
[Magic]
-None
[Bonus]
-Keen Eyes: The humans of Obelis have masterful sight, capable of maintaining focus on objects at great distances. Humans of Obelis have advantage on all checks relating to sight and searching.

>Action 1
While the people of Obelis tend to have mighty throwing arms, throwing your main weapon away is less than efficient. There has to be a better way. Begin to research a weapon that makes use of projectiles to better suit our greatest talents

>Action 2
Send out a scouting party to nearby areas. Keeping their eyes trained for any potentially useful resources we may be able to tap into
>>
>>1958009
>>1957233

Please note that trading materials and/or tech take actions on the part of both participating parties.
>>
Rolled 73, 95 = 168 (2d100)

[Jotunnar]
-Population: 3 (Jotun)[+1/turn]
-Food: 5
-Stability: Stable
-Wealth: -
-Hexes Controlled: 3
[Buildings]
- Top most ruins of Jotunnar
[Resources]
-Wood: Some
-Stone: Plentiful
[Military Units]
- Jarl Ymir
[Tech]
-Primitive Construction
-Primitive Weapons
[Magic]
-Primitive Cold Magic
[Bonus]
-Strength of Many: The Jotun are massive beings with the strength of many men. It is much easier for them to carry or utilize large objects that would be impossible for other races. Additionally, even an unarmed Jotun stands to be a threat.

Roll 1.

The three stood in the middle of the ruins, unsure of what transpired. All around them, the remenants of a life they could not remember, rime covered edifices of stone stood, worn down by countless generations of wind and water, a few resilient trees having sprouted amongst them. The gentle sprinkling of snow would bother them as little as the harshest blizzard, but their stomachs after being empty for thousands of years ached, churned with hunger. So the three that recognized one another but unsure why they did, split up, one going east, the other west. They must find food, or anything that might clear the haze of mind.

(Explore)

Roll 2.

The third however stayed on the spot, contemplating 'why' despite his hunger. He could remember vaguely at one point clutching something... something like a tool, but he could not recall 'what'. But it was made of a black ice that never melted in the heat and held it's shape and edge even in their titanic grasp. He would try to remember, a part of him deep within for his mana reservses.
(Research ice manipulation magic).
>>
>>1958066
(( yes, same poster from before, just on a phone until I can get a new power supply for my computer. Feels bad man.
>>
trying to post from phone test
>>
>>1958194
-Settlement/Tribe Name: Captain John's Company
-Map Color: gold
-Location: the left island to the southwest (the smaller one). somewhere along the north coast near the trees
-Race Name: undead
-Race Fluff: skeletons, zombies, mummies, all sorts. they do not need to eat or drink, and suffer no wounds. if they lose a bone, they can replace it with another, except they are killed by crushing their skull.
-Settlement/Tribe Fluff: there once was a man named John who was king of the pirates. he amassed a vast horde of treasure and gold and was very greedy. once after a raid he found a magic golden lamp, and a spirit inside granted him one wish. he wished he and his crew could live forever so he could continue to horde more gold. the spirit granted his wish, and vanished forever. Captain John and his crew now live in undeath, having lost all appetite for food, women, and home and now all that remains is the same his insatiable lust for gold. for many years they roved the sea's, stealing, pillaging, plundering and adding to their horde. but one day, they captured a rich merchant who had a horde twice their size. when asked how he amassed it, the merchant showed him the profits of trade. in a single day, a smart trader could earn more than his crew could pillage in a month. Captain John saw the revelation: peaceful trade was far more profitable than piracy. now he and his crew operate as traders over the high seas, ever seeking new wealth and riches to cart back home and profitable enterprise, but not afraid to rely on the old ways if needed.
>>
>>1957981
[The United States of Neolithica]
-Population: 5 (Cavemankind)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-(Player Named Capital Building)
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Domestic Raptors: Few
[Military Units]
-(Player-Named Unit)
[Tech]
-Primitive Weapons
-Primitive Construction
-Primitive Land Vehicles
[Magic]
-Primitive Commune With Dinosaur
[Bonus]
-Literally The Flinstones: The United States of Neolithica is eerily familiar, and mocks much more revolutionary societies with stone copies. Electronics are replaced by prehistoric creatures. While the cavemankind have trouble with more complex devices, they excel with primitive copies of such and receive a bonus to using stone equipment and machinery. They may also mock other, more complicated technology, with their own primitive variants.
>>
>>1958197
>>1958280
[Captain John's Company]
-Population: 5 (Mixed Undead)
-Food: -
-Stability:
-Wealth: 8 (+0/turn)
-Hexes Controlled: 3
[Buildings]
-Captain John's Pirate Ship
[Resources]
-Wood: Some
-Stone: Some
-Tobacco: Dwindling
[Military Units]
-[Player Named Military Unit]
[Tech]
-Basic Naval Travel
-Primitive Orienteering
-Primitive Swashbuckling
[Magic]
-Primitive Necromancy
-Primitive Raise Dead
[Bonus]
-Undead: You are undead and do not require air, food, or drink.
-Pirate Ship: Captain John's Company is aboard a pirate ship, and do not have a designated home territory. As an action, the ship may sail in a direction of your choosing. If you have visited a landmass before, you may designate it as your target and sail towards its general direction.
>>
File: Map With Nations.png (1.06 MB, 1695x1219)
1.06 MB
1.06 MB PNG
[Updated Map]
[Turn crunch is about to begin. Please post now if you have not already.]
>>
[The United States of Neolithica]
-Population: 5 (Cavemankind)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-The White Stone House (Capital)
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Domestic Raptors: Few
[Military Units]
-GI Spearmen
[Tech]
-Primitive Weapons
-Primitive Construction
-Primitive Land Vehicles
[Magic]
-Primitive Commune With Dinosaur
[Bonus]
-Literally The Flinstones: The United States of Neolithica is eerily familiar, and mocks much more revolutionary societies with stone copies. Electronics are replaced by prehistoric creatures. While the cavemankind have trouble with more complex devices, they excel with primitive copies of such and receive a bonus to using stone equipment and machinery. They may also mock other, more complicated technology, with their own primitive variants.

1. Several intelligent Cavemen have patented a new device called a "Type Writer." This fantastic device is set to reduce the amount of time and lab-our needed to carve written stone-books and newsrock, and revolutionize written materials. Develop Advanced Stone Writing.

2. In today's news, Cave Congress has approved the bill to appropriate a new Construction Firm. The goal of the company charter is to organize major national constructive efforts and increase job output. The national Rock Market reports a seven point increase following the new company creation. Develop Construction Firm.
>>
Rolled 91, 68 = 159 (2d100)

>>1958359
dice
>>
File: 525886.jpg (669 KB, 1920x1080)
669 KB
669 KB JPG
Rolled 53, 92 = 145 (2d100)

[Captain John's Company]
-Population: 5 (Mixed Undead)
-Food: -
-Stability:
-Wealth: 8 (+0/turn)
-Hexes Controlled: 3
[Buildings]
-Captain John's Pirate Ship
[Resources]
-Wood: Some
-Stone: Some
-Tobacco: Dwindling
[Military Units]
-[Player Named Military Unit]
[Tech]
-Basic Naval Travel
-Primitive Orienteering
-Primitive Swashbuckling
[Magic]
-Primitive Necromancy
-Primitive Raise Dead
[Bonus]
-Undead: You are undead and do not require air, food, or drink.
-Pirate Ship: Captain John's Company is aboard a pirate ship, and do not have a designated home territory. As an action, the ship may sail in a direction of your choosing. If you have visited a landmass before, you may designate it as your target and sail towards its general direction.
#1 "afore' we go off in search of any o' the big kingdoms, we best have some good bits fer tradin'. there's lots of little tiny villages out there hugging the coast like barnacles. small folk and family tribes barely worth a name, but they got the goods we need: spices, banana's, plantains, oysters, pearls, fish, just about everything. and in the least, they got potential slaves. never know if there'll be anyone out there that wants em but its an option."
>survey coastlines and locate tiny NPC villages with exportable trade goods
#2 "don't just stand there with yer bones all shiny and white lads. y'ell scare the locals off! find some cloaks and disguises ya skulldreggers!"
>find disguises so we don't look obviously undead
>>
Where's the new discord?
>>
Rolled 79 (1d100)

[TURN 3]
[ROLLING FOR POTENTIAL WORLD EVENT, LOWER IS MORE CATASTROPHIC]
[JOIN THE DISCORD: https://discord.gg/aRNxDRz]

[Mana Crystals]
The mountains are cleared and the expansion of the crystals continues in good time. New territories are assimilated into the greater mind. For whatever reason, the Mother Crystal makes efforts to avoid biologicals. When it does take hold of them, the expanding creep forces them to wither and die. Though the experiment on the part of the Mother Crystal bears some slight fruits as control over how the creep spreads is improved somewhat.

-Hexes Controlled: +3
[Projects]
-Primitive Creep Control (2/4)

[Uimbo Clan]
By the matriarch’s decree, the final congregations of scholars is brought to a close and the finalities of the tigran script is completed. Continued excavation of the hand proceeds as well, however the attempts prove to be damning as part of the excavation crew is caught in a small landslide of cleared rubble.

-Population: -1
[Tech]
-Primitive Writing

[New Technopoca]
The study for paper proves to be fruitless, largely because your people don’t know what paper is. They spend some time testing a few different methodologies, but no real progress is made on such. Attempts at carving pottery prove to be much more feasible, however, and many gremlin artisans set to work on producing such.

[Projects]
-Primitive Pottery (3/4)

[Gamayun]
The havyans finish their deciphering of the mysterious scroll, revealed to contain secrets of astral magic. The spell the scroll depicts is one that bridges the astral realm and this one by shredding bits of the plane to provide an opening, something previously unimagined by Gamayun scholars and priests, who warn that there may be unintended consequences to come with such power. The flow of this energy, however, would yield a unique new source of power and knowledge for the Gamayun should they attempt to utilize it. The coastal settlement proves to near completion as many of the structures prove to be completed already.

[Tech]
-Primitive Writing
[Magic]
-Primitive Planar Tear Magic
[Projects]
-Expansion and Settlement (7/8)
>>
>>1958916
[TURN 3]

[Chylem]
The ents’ adventuring into the darker reaches of the forest find it to be far more hospitable than some ents had predicted. Large bears seem to have taken up nesting here and odd trees growing a luminous, glowing fruit make up the deeper reaches. The ents gather small quantities of it to share with the others. The breed of trees is unknown, and baffling to some of the older ents, who had once made claim the deep woods was forbidden.In the deepest portions, odd spiders were seen to have taken up residence, and the ents decide it is best not to agitate them. The elders, meanwhile, discover geomancy to have unique applications in regards to the shaping of the earth itself, and find that the soil of the ground is as easy to shape as the branches of the trees.

[Resources]
-Luminous Fruit: Plentiful
-Black Bears: Few
[Magic]
-Primitive Earth Shaping

[Scutigero]
The scutigero scuttle to work and quickly find easy progress on their Guano Fortress. While there is still much work to be done, the basic frame for it is set together. Meanwhile, the corpses of the dead are assembled as a sort of shrine paying tribute to death; a first step, the matriarch say, to creating proper coexistence with the reaper himself.

[Projects]
-Death Shrine (2/4)
-Guano Fortress (3/4)

[Parada People]
The storm worsens and the tide rises, claiming the stones of the shrine for itself. The priests pray that if anything, the loss of said sacred stone will calm the storm’s brewing. To the east, the parada find no civilization, only barren wasteland. In the distance, forests are seen, however the storm seems to have expanded east, and the party is forced to retreat. As they return, they find a hunk of a strange metal, far heavier than any material they’ve experienced before. The chunk is somewhat spherical and no other bits of it seems to exist in the area. With much effort by the entire party, the ball is returned to the capital settlement.

[Resources]
-??? Heavy Metal: Trace
[Projects]
-Shrine (0/4)

[Grippli]
Work to produce dedicated cane farms commence, and huge plots of land are dedicated to producing such. As an initiative by the Grippli government, a vast amount of saved resources are put towards the success of these farms. After all, money must be spent for money to be earned down the line. The public housing initiative is completed, allowing for a rapid decline in the homelessness rate, as well as a rapid increase in the Grippli birthing rate.

-Population: Change [+1/Turn] to [+2/Turn]
[Buildings]
-Public Housing
[Projects]
-Cane Farm (3/4)
>>
>>1958920
[TURN 3]

[Tochtli Clan]
Human recruits are gathered as they are put through a rigorous training process to ensure that the Tochtli Clan are represented by only the bravest and strongest. Meanwhile Cuauhtémocthe’s fascination with the mysterious bunker’s carvings has only grown. As Cuauhtémocthe channels his manna through the vial, it begins to vibrate with a melodic hum, shaking on its pedestal before falling off, much of its contents spilling forth and dissipating to nothingness. Only a small sample remains in the very bottom, a sip’s worth perhaps. The secrets of such still remain a mystery.

[Resources]
-Mysterious Vial: Nearly Empty
[Projects]
-Human Warparty (3/4)

[Serrum Sa]
Under the advisory of the The Explorers, the priests of Serrum Sa that bend fire to their will work to do the same with light. The attempts, however, prove to be fruitless, as only fire seems to react to their will. Upon being sent out, several prominent locations are located by the search party, certain to yield beneficial metals for the serrumians.

[Obelis Kingdom]
Research into ranged weapons commences as Obelis’s greatest minds congregate. The principles of such are rather simple, and the development of such is quickly brought to completion. The only step that seems to be left is that actual production of such, and ranged weapons will be complete. While the grasslands are not the most fruitful of locations to feature materials, several prominent outcrops of metals are detected in nearby arid regions, ready for mining by the members of the Obelis Kingdom.

[Projects]
-Ranged Weapons (3/4)

[Jotunnar] (Set food to “Some”, shouldn’t be a quantified value. My mistake.)
The search begins as the jotun set out to locate any resources they may desire. In the frozen wastes, little thrives, save for trees built to survive the harsh conditions. Large stones embedded within the earth reach upwards in small spired throughout the region. On the surface, some glitter like hints of metal waiting to be mined away. They do find to find some wildlife in the winterland, as well. Foxes seem to have taken up home near the few trees that dot the landscape. It is not hard for you to dig into the earth and claim them. The third jotun works to recall his abilities to shape ice to much success. Within moments, he finds the ice and snow has taken form to the tool of his memory, even if brittle.

[Resources]
-Foxes: Some
[Magic]
-Primitive Ice Manipulation
>>
>>1958922
[TURN 3]

[The United States of Neolithica]
The cavepeople set to work on the development of their new device, however they find that they still lack a few necessary component to produce such, even if the concepts are there. The first steps are worked upon, and an amicably agreed upon written language is produced. Progress on the production of simple machines for stone writing is also worked upon, however in smaller quantities. Meanwhile, the approved bill seems to be generally accepted, and the new firm is put into development, however preceding bills have placed harsh standards on when the new firm may actually go into operation. It is expected the firm may now see its actual functions delayed by up to two weeks, much to the disappointment of the public.

[Tech]
-Primitive Written Language
[Projects]
-Primitive Machines (1/4)
-Primitive Cave Bureaucracy (2/4)

[Captain John’s Company]
The search for new groups to plunder is less favorable than the captain had hoped, but it’s hardly a setback. The island is a tropical paradise, and the vegetation is plentiful. Upon scouring the island several native berries and fruits are found to grow in relatively decent quantities. Other crew members begin work on costumes to help disguise the obviously decrepit nature of the undead enlisted. Many of the crew members get quite creative with the designs, using island resources and plant life to make the crew appear more lively. Hoods, cloaks, and other less revealing clothes are also used to hide decaying faces and holes in the body, though it does add a somewhat sketchy vibe to the skullduggerers.

[Resources]
-Assorted Fruits: Some
[Tech]
-Primitive Costuming

[AS ALWAYS, IF YOU HAVE ANY QUESTIONS PLEASE DO NOT HESITATE TO ASK IN THE DISCORD]
[TURN 4 BEGINS NOW]
>>
Rolled 2, 15 = 17 (2d100)

>>1958920
[Scutigero]
-Population: 7 (Cave Centipedes)[+2/turn]
-Food: Scarce
-Stability: Iron-Clad
-Wealth: 5 (+1/turn)
-Hexes Controlled: 3
[Buildings]
-Matriarch's Breeding Pit
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Guano: Burgeoning
-Mottle and Guano: some
-Wild boar: some
[Military Units]
-[Notoriouse PED]
[Tech]
-Primitive Tools
-Primitive Medicine
-Primitive Construction
-Primitive building materials
[Project bar]
-Guano fortress! (guano fortress (3/4)
-Death shrine (2/4)
[Magic]
-None
[Bonus]
-Safety in Numbers: What cave centipedes lack in intelligence, they have in numbers. When an issue is too difficult for one worker, five more join forces to complete the task. You may expend population as a resource to improve your action results. This decision must be marked when rolling, it may not be done after you have rolled. You must designate the amount of population you are putting towards this issue.

Action 1: accept trade with the gremlins/teach them the art of poop walls in exchange for written language
Action 2: we shall become one with the reaper, for we and him are one in the same: creatures of dark
Action 2:
>>
>>1958944
use a single unit of population to boost necromancy
>>
Rolled 64, 88 = 152 (2d100)

[Uimbo Clan]
-Population: 7 (Tigrans)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 5 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-[Palace]
-Odd Hand Statue
[Resources]
-Wood: Plentiful
-Stone: Plentiful
[Military Units]
-Tigran Hunting Pack
[Tech]
-Basic Weaponry
-Primitive Tools
-Primitive Writing
[Magic]
-None
[Bonus]
-Natural Weapons: Tigrans are dangerous when armed with equipment, but just as dangerous without. Tigrans have access to natural weapons in combat, allowing even diplomats to be natural predators.
-Pack Mentality: Tigrans work best in packs. When more than one military unit is used by tigrans in a combat scenario, they are advantaged.

1. Economics

With writing, a need comes to keep tracking of how much of what is being produced and where it is being stored.

2. Expand
>>
File: StoneBike2.jpg (445 KB, 1067x709)
445 KB
445 KB JPG
Rolled 65, 98 = 163 (2d100)

>>1958925
[The United States of Neolithica]
-Population: 6 (Cavemankind)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 4 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-The White Stone House (Capital)
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Domestic Raptors: Few
[Military Units]
-GI Spearmen
[Tech]
-Primitive Written Language
-Primitive Weapons
-Primitive Construction
-Primitive Land Vehicles
-Primitive Machines (1/4)
-Primitive Cave Bureaucracy (2/4)
[Magic]
-Primitive Commune With Dinosaur
[Bonus]
-Literally The Flinstones: The United States of Neolithica is eerily familiar, and mocks much more revolutionary societies with stone copies. Electronics are replaced by prehistoric creatures. While the cavemankind have trouble with more complex devices, they excel with primitive copies of such and receive a bonus to using stone equipment and machinery. They may also mock other, more complicated technology, with their own primitive variants.

1. A wave of development into advanced stone technology continues, as new patents and inventors and engineers spring up following an increased demand for cheaper, mass produced goods. Meanwhile, at the capital, the two young Rock Brothers open up a bicycle shop.
-Primitive Machines (1/4)

2. The President finds these delays in the new firm unappealing, and sends his secretaries to go and lube up the works. Literally. Some of these piles of written rockwork is very heavy and don't move so easily.
-Primitive Cave Bureaucracy (2/4)
>>
Rolled 25, 71 = 96 (2d100)

>>1958925
[Mana Crystals]
-Population: 3 (Mana Crystals)[+0/Turn]
-Food: -
-Stability: -
-Wealth: -
-Hexes Controlled: +3
[Crystals]
-Mother Crystal
-Servitor Crystal
[Resources]
-None
[Combat Crystals]
-Guardian Crystal
[Tech]
-None
[Magic]
-Primitive Eradication Magic
-Basic Telepathy
-Primitive Telekinesis
[Projects]
-Primitive Eradication Beam (1/4)
-Primitive Creep Control (2/4)
[Bonus]
-Hivemind: The crystals are a collective. They see all, they know all. If information is gathered by one, all crystals know of it. Additionally, they have no need for stability, for they are one.
-Consumption: The crystals hunger, and require materials to grow in quantity. When materials are gathered or encountered by the Mana Crystals, they may expend it to increase in quantity. The materials expended may add special properties to the crystals encountered. Crystals do not require regular consumption of materials, however, and do not need food. Your current important crystals are marked under [Crystals] and [Combat Crystals]. The sum of your [Combat Crystals] and [Crystals] is equal to your population.

>Action 1.
With the Expansion finished the Mother crystal turns towards other projects, we must gain stronger crystals so the collective decides to begin surveying deep underground the assimilated territory, in search for veins of metal that can be consumed for the growth of mighty shards.
>Action 2.
Little progress has been made in the altering of non-crystal life, however a new window has opened, better control over the crystal creep that eradicates and replaces, promising new shapes and structures which might allow greater efficiency or new traits and abilities.
>>
Rolled 10, 15 = 25 (2d100)

>>1958925
TURN 4
--[Tochtli Clan]--
>Population: 8 (Vampire:Humans 1:9)[+1/turn]
>Food: Plentiful
>Stability: Dwindling
>Wealth: 6 [+1/turn]
>Hexes Controlled: 3

--[Buildings and Defenses]--
>Primitive sacrificial stone pyramid
>Fortified Palisade
>Mysterious Stone Bunker

--[Resources]--
>Wood: Plentiful
>Stone: Plentiful
>Vampiric Blood: Trace
>Remains of mysterious vial

--[Military Units]--
>Hunter Vampire Party

--[Tech]--
>Basic Weaponry
>Primitive Construction

--[Magic]--
>Primitive Manipulation Magic, Primitive Bloodfeeding magic

--[Bonus]--
>Vampiric Blood
>Sunlight Sensitivity

--[Projects]--
>Primitive Bloodfeeding Control Magic (2/4)
>Human Warparty (3/4)

--[Actions]--
1) Finish training the warparty
2) Cuauhtémocthe clicks his tongue disappointedly. Unlucky, but for now he lets the vial be. Maybe he can find the other vessels with the rival clans. He returns his effort to the control of his blood. There always seemed to be something lurking inside, waiting and primed to be called. The same "thing" that he felt when activating the blood inside of the humans.
By gaining control over his holy blood through mana, maybe he will gain deeper insight into the secrets of his blood.
Try to form and harden your blood around your hand to create a functional weapon.
>>
>>1958925
TURN 4

[Grippli]
> Population: 8 (Grippli) [+2/turn]
> Food: Plentiful
> Stability: Stable
> Wealth: 5 (+1/turn)
> Hexes Controlled: 3
[Projects]
> Cane Farm (3/4)
[Buildings]
> Town Hall
> Public Housing
[Resources]
> Wood: Plentiful
> Stone: Plentiful
> Paper: Some
> Grippli Poisons: Trace
> Cane: Some
[Military Units]
> Grippli Peacekeepers
[Tech]
> Basic Boats
> Primitive Writing
> Primitive Cartography
[Magic]
> None
[Bonus]
> Poisoned Breed: Grippli (amphibious race of anthropomorphic frogs) produce potent poisons (that other species absorb through the skin) on their body that may be collected and bottled (for later sale). As an action you may collect these poisons, as well as apply them to gear or goods you may be selling. This poison is highly toxic and helps the small grippli to deal with larger threats.

> Work to produce dedicated cane farms commence, and huge plots of land are dedicated to producing such. As an initiative by the Grippli government, a vast amount of saved resources are put towards the success of these farms. The Grippli believe this effort to be an important step for thier village.

> A town hall building (starter building named) and public housing emerge in the brackish swamp as the Grippli develop from a tribal community into settlers. With the cane farms underway, new methods of refining sugar cane start to appear in the village. A sugar refinery begins to be built and sugar is created from the harvested cane farms. (spend 3 wealth to make the sugar refinery extremely large and produce a lot of sugar)
>>
Rolled 62, 59 = 121 (2d100)

>>1958984
>>
File: Map With Nations.png (1.06 MB, 1695x1219)
1.06 MB
1.06 MB PNG
Forgot to include updated map with update.
>>
Rolled 22, 50 = 72 (2d100)

>>1956877
[Gamayun]
-Population: 8 (Havyans)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 6 [+1/turn]
-Hexes Controlled: 3

[Buildings]
-[Capital Tengu]

[Resources]
-Wood: Plentiful
-Stone: Plentiful
- Sacred Scroll

[Military Units]
-Havyan Hunter Party [Flying]

[Tech]
-Primitive Weapons
-Primitive Writing

[Magic]
-Primitive Necromancy
-Primitive Spirit Conjuring
-Primitive Fire Magic
-Primitive Planar Tear Magic

[Projects]
--Expansion and Settlement (7/8)


[Bonus]
-Havyan Flight: Havyans are winged beings of a spiritual nature. Thanks to their ancestry they are capable of the power of flight. All Havyans not encumbered by heavy equipment may utilize these wings in the ability of flight. All Havyan Units that are not utilizing heavy equipment gain the [Flying] tag.

> Action 1
The High King and priest rejoice with such fenomenal discovery! Now with the knowledge of this new planar magic, the Havyans decide to use this power on all of our other froms of magic. Research is started to channel this pure mana into our other forms of magic.

> Action 2
Conclusion of our new coastal city, we hope to do a big celebration once our city is ready, and the fishing boats are sailing.
The Gamayun comitive decides to stay on the borders of the Crystal forest, not far away from the scouts of the Uimbo >>1956185 . They will attempt to comunicate with it again and see how it acts.
>>
Rolled 83, 22 = 105 (2d100)

>>1958925
[New Technopoca]
-Population: 6(Gremlin) (+1/Turn)
-Food: Plentiful
-Stability: Stable
-Wealth: 8 (+1/turn)
-Hexes Controlled: 1
[Buildings]
-Shell of the Colossus
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Copper: Plentiful
[Military Units]
-Gremlin Guardsmen
[Tech]
-Basic Mining
-Primitive Tools
-Primitive Machines
-Primitive Writing
[Magic]
-None
[Bonus]
-Mechanist Philosophy: The gremlins of N. Technopoca are driven by their desire to learn, and have relied upon pieces of the colossus to teach them advanced techniques. When pieces of their god are recovered, they may have an easy time discovering new technologies associated with such.
Projects -
-Primitive Pottery (3/4)

Meristo was but a simple Gremlin, he had ordinary ambitions. Just like every Gremlin he would pick up a stone and see how far it would fly, but he wanted to know how to get it to fly further, to him it wasn’t very impressive, a line of twenty gremlins long and reaching four times his height is nothing compared to the vastness of the world. One day he would send the heavens a gift launched by himself, to pierce the clouds he starts off by making a long cord out of scraped off plant fibers.

The reclamation of past knowledge goes hand in hand with the making of paper, so we continue the process of paper making, Dimrod the Dumbass suggest putting wood into the colossus’s brain and using the gigantic machine to crush the wood. The others laugh at him, you can’t bash trees into paper, the old city used some chemicals, and if the old city did it that way then it was the right way to do it. Dimrod just wanted to smash wood for funsies anyway so Dimrod smashed a load of wood in the big machine, using water to remove the pulp from the machinery, he may not be so smart but he knows not damage the fibers in the wood.
>>
Rolled 93, 71 = 164 (2d100)

>>1958922
[Serrum Sa]
-Population: 8 (Serrumians)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 6 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-Selvvatel [Capital Building]
-Massive Bonfire Pile
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Maps: Scarce
[Military Units]
-Spearmen
[Tech]
-Basic Weapons
-Primitive Orienteering
-Primitive Cartography
-Primitive Food Preservation
[Magic]
-Primitive Fire Magic
-Primitive Fireball Conjuration
[Bonus]
-Natural Orienteers: Each serrumian knows their way within their territories, and have honed their skill at finding their way. Serrumians will remember their path no matter the circumstance and are experts at charting such. All orienteering and cartography related actions are easier to succeed.

>Action 1
Some challenge only sifts out the weak!
Many different methods are tried out by the Clerics of the Left Hand. Some believe that isolation in darkness will bring out the light inside while other hope conversing with each other and deepen their connection is the answer. Sunbathing for hours on end is another metho, while meditation for equally long another. One cleric even tried staring at the sun far too long, but sadly, with no good results at all.

Research Light Magic
>Action 2
Well, no reason to linger anymore. With definite chance of benefit the serrumians find themselves with renewed vigor. Last attempt fell a bit too short, but this time the mine will surely come to fruition and so they hurry with their work.

Build a mine
>>
Rolled 25, 39 = 64 (2d100)

>>1958925

>[Obelis Kingdom]
>-Population: 6 (Humans)[+1/turn]
>-Food: Plentiful
>-Stability: Stable
>-Wealth: 4 [+1/turn]
>-Hexes Controlled: 3
>[Buildings]
>-Holy Stone Spire
>[Resources]
>-Wood: Plentiful
>-Stone: Burgeoning
>[Military Units]
>-Obelis Javelineer
>[Tech]
>-Basic Weapons
>-Primitive Tools
[Projects]
-Ranged Weapons (3/4)
>[Magic]
>-None
>[Bonus]
>-Keen Eyes: The humans of Obelis have masterful sight, capable of maintaining focus on objects at great distances. Humans of Obelis have advantage on all checks relating to sight and searching.

>Action 1
Send a party out to procure the metal so we may put it to use on our ranged weapon efforts.

>Action 2
In the meantime, back home have work begin on researching new construction methods. Particularly ones that let us build more effective vertically. Like our mighty spire, the higher our vantage point, the greater we can make use of our natural talents.
>>
Rolled 79, 73 = 152 (2d100)

[Captain John's Company]
-Population: 5 (Mixed Undead)
-Food: -
-Stability:
-Wealth: 8 (+0/turn)
-Hexes Controlled: 3
[Buildings]
-Captain John's Pirate Ship
[Resources]
-Wood: Some
-Stone: Some
-Assorted Fruits: Some
-Tobacco: Dwindling
[Military Units]
-[Player Named Military Unit]
[Tech]
-Basic Naval Travel
-Primitive Orienteering
-Primitive Swashbuckling
-Primitive Costuming
[Magic]
-Primitive Necromancy
-Primitive Raise Dead
[Bonus]
-Undead: You are undead and do not require air, food, or drink.
-Pirate Ship: Captain John's Company is aboard a pirate ship, and do not have a designated home territory. As an action, the ship may sail in a direction of your choosing. If you have visited a landmass before, you may designate it as your target and sail towards its general direction.
#1 "now remember crew, we're not to plunder the locals. . .unless they have something worth plunderin'. we're traders now you hear, we'll be tradin among them for a price. things they don't got but want. that's how you get rich. now there ain't nobody on this here island, so lets set sail a course to somewhere there is that we can trade with. plot a course anywhere, and hope the wind is favorable"
>search for more groups to trade with, NPC or PC
#2 "there may be treasure out on the bottom of the sea too. sunken ships or giant clams with pearls. send a skeleton down there with a rope to take a look."
>search the sea floor for valuables to trade, pearls and sunken loot
>>
Rolled 41, 62 = 103 (2d100)

[Chylem] TURN 4
-Population: 8 (Ents)[+1/turn]
-Water: Plentiful
-Stability: Stable
-Wealth: 0
-Hexes Controlled: 3
[Buildings]
-The Hollow [Capital Building]
[Resources]
-Stone: Some
-Berries: Plentiful
-Luminous Fruit: Plentiful
-Black Bears: Few
[Military Units]
>Unit: Forest's Guardian Ent
[Tech]
-Basic Gardening
[Magic]
> Unit: Ancient Ones
-Basic Nature Magic
-Primitive Grow Flora
-Primitive Attract Fauna
-Primitive Greenweaving
-Primitive Geomancy
-Primitive Earth Shaping
[Bonus]
-Nature's Blessing: The ents have a natural affinity with nature, and as such find it much easier to utilize both nature magics and gardening techniques.
[Projects]
-Applebough Shrine [1/4]

ACTIONS
> Several Ents plant the luminous fruit in a quiet grove not far from our shrine to observe what grows. If it was forbidden we are not certain it belongs in our shrine, afraid of invoking Applebough’s ire.

> An Ent is sent into the dark wood to silently observe the spiders, attempting to communicate with one if it gets close. We make sure we remain non threatening - what’s a spider going to do to us?

>DIPLOMATIC ACTION: A delegation of Ents is sent to examine the crystalline growth to determine its origin and impact on the nature around it. They keep a careful distance to observe, patiently watching for a full scope of the substance, moving back if it approaches them.
>>
Rolled 37, 38 = 75 (2d100)

>>1958922
[Jotunnar]
-Population: 3 (Jotun)[+1/turn]
-Food: Some
-Stability: Stable
-Wealth: -
-Hexes Controlled: 3
[Buildings]
- Top most ruins of Jotunnar
[Resources]
-Wood: Some
-Stone: Plentiful
-Foxes: Some
[Military Units]
- Jarl Ymir
[Tech]
-Primitive Construction
-Primitive Weapons
[Magic]
-Primitive Cold Magic
-Primitive Ice shaping
[Bonus]
-Strength of Many: The Jotun are massive beings with the strength of many men. It is much easier for them to carry or utilize large objects that would be impossible for other races. Additionally, even an unarmed Jotun stands to be a threat.


As the two men return from scouting, the third is dragging a frost encrusted female from the snowbanks, sputters of frothy, slushy vomit voiding from her stomach and hitting the ground with a clatter as it freezes before it even gets to the earth. She seemed vaguely farmiliar to them, as they did to one another. Memories from those not just awakening flood back, but are muddled and hard to grasp the importance of. Of words spoken, but meaning lost. Of tall spires of frost and steel with plumes of bright red and smoke coming from them. Of repeatedly smashing their fist into the face of a creature like them, but their features made of ash and charred stone and hair of fire. The one who recalled the use of magic remembered specifically a ring of standing stones towering over him, despite his great size, each stone pointed in a different direction and each imbued with... with... he could not remember, but it seemed important.

After collecting themselves, dumping the foxes in some random hole punched in the ice, and relaying that they can make things with ice, they conspire to what they should do now.

Roll 1. The one who remembered magic relays that he is going to try to do more, and that while he does so, they should continue to scout. One would go north, the other south this time. Now armed with the ability to make icy weapons and tools to use with colossal strength, they can bring back a great range of interesting things if they encounter them.
(explore more)
2. The magic user thought as they left, reflected on his past life. The name Ymir kept being uttered in these memories at him. Was that what he was called? Or was that what his job was? A job? Maybe this is why he was so comfortable ordering them around, why they complied. But none of this mattered. He would set out to start hacking at standing stones with spikes and picks of ice, before moving them to new places. He would direct the freshly awakened to help with this, sometimes their collasal strength being more than enough for the task.

(Constructing stone circle to help with future magics and shizzle.)
>>
Rolled 39, 71 = 110 (2d100)

>>1958916
[Parada People]
-Population: 7 (Parada +1/turn)
-Food: Burgeoning
-Stability: Stable
-Wealth: 5 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-Haiila-Veta
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Fish: Plentiful
-???? Heavy Metal (trace)
[Military Units]
-Dokama
[Tech]
-Basic Tools
-Primitive Weapons
[Magic]
-None
[Bonus]
-Aquatic Nature: The parada people resemble sharks and have the ability to function well in aquatic setting, even if they are not amphibious. They have advantage against non-parada when conducting non-vehicular combat in/underwater.
[Projects]
-Stone Shrine (0/4)

Actions
>This is obviously a sign from the spirits. But what does it mean? The elders of the tribe gather for fasting and meditation in hopes of gaining insight from beyond.
>A constant storm is bad for morale. But some take the tempest as an opportunity. Fashioning boards out of wood, the bravest Parada attempt to ride the waves.
>>
[TURN 4]

[Scutigero] (Population spent is not counted. You must mark population spending at the time an action is taken.)
The plans for trade are arranged, however at the agreed time of the deal, the gremlins are nowhere to be found. Many of the centipedes are certain that this occurred by the gremlins’ malicious intent and planning, however the matriarch assures her lessers that it is surely little more than a mistake on the part of the gremlins. Continued attempts on the shrine are hindered by unrest in the colony at the hand of the trade deal gone awry, but it is of no great consequence.

[Uimbo Clan]
The tigrans recognize a need for structure and civilization, and this comes to them in the form of basic economic principles they may put into effect within their peoples. Great tigran minds and philosophers come together in an attempt to streamline their economy and capitalize on the goods traded in greater quantities. The obvious start is to improve their tracking of goods and marking of the quantities sold. Meanwhile, attempts to expand the nation's borders are made, much to the excitement of the people. While no want for new settlements are made apparent by the ruling individuals, the idea of a larger nation is quite exciting. The maps are wholly drawn up, the survey of said lands is all that is left.

[Projects]
-Primitive Economics (2/4)
-Expansion (3/4)

[The United States of Neolithica]
The study of primitive machines progresses. While complex devices seem slightly out of reach, the grasp of simple tools seems to be nearly universal, this is embodied by the invention of the bicycle, which is a favorite of many members of the society. The secretary moves the piles of rockwork with ease, and the construction firm is brought to life. The group is tasked with greasing the wheels of future projects and ensuring everything is where it needs to be.

[Tech]
-Primitive Cave Bureaucracy (Alternatively Primitive Burockracy)
[Projects]
-Primitive Machines (3/4)

[Mana Crystals]
The hunt for materials begins as the servitor scans the newly acquisitioned regions. It pulsates as it hunts for materials. The process is slow and methodical. It leaves no stone unanalyzed. The Mother Crystal continues to pulsate. Control is the key, the unifier. The crystals’ goal is growth, and growth means progress.

[Magic]
-Primitive Creep Control
[Projects]
-Territory Survey (1/8)
>>
>>1960615

[Tochtli Clan]
The effort is wasted as the soldiers prove to have a ways to go before they are prepared for field operations. Cuauhtémocthe does manage to make progress with his blood manipulation, however, and manages to harden small clumps on his hand at will. Not quite the extent he wants, but it is a starting point.

[Projects]
-Primitive Blood Manipulation (1/4)

[Grippli]
The cane farms come to bear fruit as a plentiful supply windfalls the Grippli community. Following this, the mass production of sugar is put into motion. A massive wood and stone refinery is worked upon by the grippli as they prepare to sail across the sea. This time of progress inspires excitement and support by the public.

-Stability: Secure
[Buildings]
-Cane Farm
[Resources]
-Cane: Plentiful
[Projects]
-Sugar Refinery (2/4)

[Gamayun]
Studies into the mysterious new magic prove fruitless as the magic refuses to be yielded in conjunction with another. The High King’s priests suggest a study into the art itself to see its utilizations. After all, the magic was given to them, it was not a skill they developed. Many tests in regards to the new spell are in order. The city is brought to completion and there is much rejoice by the people. Small fisheries open to the public, though no massive supply is yet yielded. The public is escatic.

-Stability: Secure
-Hexes Controlled: +3
[Buildings]
-Player Named Settlement


[New Technopoca]
Meristo’s study into slingshots seemed rather simple, the use of a sling allowed for superior flight capacity when the appropriate strain was placed on an object capable of stretching. Dimrod’s studies, however, proved far less fruitful. Perhaps he truly is just a dumbass. Additionally, the centipedes seemed to have acted on the impression that trades would commence, much to their disappointment the gremlins did not share this impression.

[Projects]
-Primitive Projectiles (2/4)
>>
>>1960616

[Serrum Sa]
The blind cleric that found himself staring at the sun made claim that the sun stared back. Flames consumed his vision, but brought light from his soul forward, allowing him this new magic. His fellow clerics have begun to study this power and its connections to the flames that the Serrum Sa have utilized in the past. Great progress is made. The mine is put into construction as well, though it is a tedious labour, proving quite difficult.

[Projects]
-Primitive Light Magic (3/4)
-Mining Operations (1/4)

[Obelis Kingdom]
The kingdom’s working class sets to work on the mine, though directing them to such takes vast amounts of time, and the actual mining effort proves even slower. In time, it will yield its reward. The construction methods seem to be somewhat effective but slow as the kingdom’s brightest minds convene on how to erect buildings such as the spire.

[Projects]
-Mine (1/4)
-Primitive Construction (1/4)

[Captain John’s Company]
The ship sails around the area, looking for sea-adjacent nations. To their south they discover a sort of what could only be called “frog-men”. The crew does not approach but sees it as a possible action at any time. The operation to investigate the seafloor is also somewhat successful. While the skeleton does reach it, the only descriptior he manages to find for the place is ‘dark’. It seems that, while he may survive in said environment, he cannot perceive his surroundings in such. It does raise the question of how skeletons see without eyeballs though, a question the confuses the crew.

(You may diplomacy as a free action. Trading goods/materials/currency requires an action from both participating parties. If you build a static location other than your ship you may develop trade-routes between the two. If you have questions do not hesitate to join the discord server.)
>>
>>1960623

[Chylem]
The strange fruit is identified by the elders as ‘luminial apples’, a strange sort of produce that is rich in magical energies. While it is of no real use to the ents, they recognize its value to other races. They plant the seeds in a small grove, but they prove slow to take, even with the aide of their magics. At the same time, a lone ent is sent to investigate the strange spiderlings to the north. As they move deeper into the territories, massive webs sprawl between tree trunks and eyes can be seen glowing in the shadows. The congregation of spiders grows in breadth with each step, as if to corner the ent. As he reaches what must be the heart of the woods, he sees their idol. A massive oak greater than any the ent has ever seen, barren and devoid of life, extends upwards. Within its hollowed chest, a female, spider-like being who seems trapped between the form of human and spider is suspended in amber. Oddly, her body, and the amber pulses with the rhythm. It emanates a purple hue with each beat. The spiders stare at the already terrified ent expectantly, as if he carries the key to some unknown desire. As he steps away from the tree, the spiders slowly spread from him and begin to circle the tree, as if to push him away. The ent leaves the forest, reporting this information to his elders.

[Projects]
-Luminial Apple Trees (1/4)

[Jotunnar]
Further exploration proves to be fruitless. The barren and snowy waste does not seem to offer many resources to its children. The jotun congregate over this fact, Ymir instructing them that a sphere of stone must be constructed if they were to thrive. The stones begin to be moved into place, though precision would be key in the operation, and it proves to be somewhat slow.

[Projects]
-Stone Circle (1/4)

[Parada People]
The parada focus upon the meaning of the storm, questioning the wants of ancient spirits that brought this torrent upon them. Few answers are brought forth, however the severity of the storm seems to lessen, as if the gods are pleased by the contemplation of the matter. Many parada take to the waves in an attempt to find pleasure in even the harshest of circumstances. The overall morale increases at this as surfing in the now less harsh weather is adopted as an activity adopted by many excited parada.

-Stability: Ecstatic
[Projects]
-Primitive Recreation (2/4)
>>
>>1960615
>>1960616
>>1960623
>>1960626

[WORLD EVENT]
A gentle hum resonates across the plane. What this means is uncertain, but it is certain to be a marker of things to come. Intellectuals, priests, and those of important stature in nations across the world question the meaning of this strange resonation and what it means for their future.

[TURN 5 BEGINS]
>>
Rolled 92, 18 = 110 (2d100)

>>1960628

TURN 5:

[Obelis Kingdom]
>Population: 7 (Humans)[+1/turn]
>Food: Plentiful
>Stability: Stable
>Wealth: 5 [+1/turn]
>Hexes Controlled: 3

[Buildings]
>Holy Stone Spire

[Resources]
>Wood: Plentiful
>Stone: Burgeoning

[Military Units]
>Obelis Javelineer

[Tech]
>Basic Weapons
>Primitive Tools

[Magic]
>None

[Bonus]
>Keen Eyes: The humans of Obelis have masterful sight, capable of maintaining focus on objects at great distances. Humans of Obelis have advantage on all checks relating to sight and searching.

[Projects]
>Ranged Weapons (3/4)
>Mine (1/4)
>Primitive construction (1/4)

>Action 1
Until now, Holace, the leader of the Obelis Kingdom, known to his people as a descendant of the gods, had seen fit to sit atop the holy spire and let his court guide the people while he fulfilled his ancient duty and cast his gaze across the land. But this disturbance of the plane concerns him. His role is mainly as a ceremonial figurehead, but he has the pull to direct his people when he deems fit. And he does so now. He decrees that the immediate priority of the Obelis is to finish their construction research. From there they can build towers all across the land, so they can keep their eyes trained, and be ready for whatever developments this world has in store. To this end, he devotes over half of the Kingdom's wealth (3) to the effort.

>Action 2
While the King makes his decree from the spire, workers continue their efforts to mine the metal they will need to finish ranged weaponry development.
>>
>>1960628
[New Technopoca]
-Population: 7(Gremlin) (+1/Turn)
-Food: Plentiful
-Stability: Stable
-Wealth: 9 (+1/turn)
-Hexes Controlled: 1
[Buildings]
-Shell of the Colossus
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Copper: Plentiful
[Military Units]
-Gremlin Guardsmen
[Tech]
-Basic Mining
-Primitive Tools
-Primitive Machines
-Primitive Writing
[Magic]
-None
[Bonus]
-Mechanist Philosophy: The gremlins of N. Technopoca are driven by their desire to learn, and have relied upon pieces of the colossus to teach them advanced techniques. When pieces of their god are recovered, they may have an easy time discovering new technologies associated with such.
Projects -
-Primitive Pottery (3/4)
-Primitive Projectiles (2/4)

Actions:

Meristo studies what would happen if you attached a handle to a sling, would it go further? Humans definitely threw better than Gremlins, but was that only because of strength or also because of their longer arms. Well he would find out, because if it was only strength then Gremlins would never launch anything high.

Other Grembos say paper is too complex for Dimrod, but Dimrod think they wrong. Many things were discovered through repetition of an experiment many times, Dimrod would persevere and prove them wrong. Every day he would crush wood with the machine and observe the results, he would even one day design a machine for the task. The sooner they get everything done the sooner they can trade, Gremoli the leader wants to apologise for being unable to trade by transferring a bundle of things at once, hopefully they can recover their reputation with the bugfolk this way.
>>
Rolled 78, 67 = 145 (2d100)

>>1960694
>>
Rolled 52, 34 = 86 (2d100)

>>1960628
[Uimbo Clan]
-Population: 8 (Tigrans)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 7 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-[Palace]
-Odd Hand Statue
[Resources]
-Wood: Plentiful
-Stone: Plentiful
[Military Units]
-Tigran Hunting Pack
[Tech]
-Basic Weaponry
-Primitive Tools
-Primitive Writing
[Magic]
-None
[Bonus]
-Natural Weapons: Tigrans are dangerous when armed with equipment, but just as dangerous without. Tigrans have access to natural weapons in combat, allowing even diplomats to be natural predators.
-Pack Mentality: Tigrans work best in packs. When more than one military unit is used by tigrans in a combat scenario, they are advantaged.

1. Economics 2/4

Finish development of a basic economic system.

2. Expand 3/4

Complete the expansion of the frontier.
>>
Rolled 85, 23 = 108 (2d100)

>>1960616
[Gamayun]
-Population: 9 (Havyans)[+1/turn]
-Food: Plentiful
-Stability: Secure
-Wealth: 7 [+1/turn]
-Hexes Controlled: 6

[Buildings]
-Capital Tengu
- Coastal City of Gagana

[Resources]
-Wood: Plentiful
-Stone: Plentiful
- Sacred Scroll

[Military Units]
-Havyan Hunter Party [Flying]

[Tech]
-Primitive Weapons
-Primitive Writing

[Magic]
-Primitive Necromancy
-Primitive Spirit Conjuring
-Primitive Fire Magic
-Primitive Planar Tear Magic

[Projects]

[Bonus]
-Havyan Flight: Havyans are winged beings of a spiritual nature. Thanks to their ancestry they are capable of the power of flight. All Havyans not encumbered by heavy equipment may utilize these wings in the ability of flight. All Havyan Units that are not utilizing heavy equipment gain the [Flying] tag.


>Action 1
As an strange force resonates in the plane, the priests and mages of Gamayun start to debate on what it could mean. Unsure of what caused this, the High King decides to create a group of scholars dedicated to further study their arcane arts. 2 main houses are created, one of them being:

- The House of the Night Wings of Hakawai, dedicated to study the newly discovered planar magic, they hope to study what it can do and how better manipulate the natural flow of mana.

>Action 2
The second house created was:

- The House of the Sacred Fire of Garuda, where its members study Fire Magic, and how to use its destructive power in battle.
>>
Is it to late to join in on this??
>>
Rolled 58, 62 = 120 (2d100)

>>1960628
## [TURN 5] ##
--[Chylem]--
>Population: 9 (Ents)[+1/turn]
>Water: Plentiful
>Stability: Stable
>Wealth: 0
>Hexes Controlled: 3
--[Buildings]--
>The Hollow [Capital Building]
--[Resources]--
>Stone: Some
>Berries: Plentiful
>Luminial Apples: Plentiful
>Black Bears: Few
--[Military Units]--
>Forest's Guardian Ent
--[Tech]--
>Basic Gardening
--[Magic]--
>#UNIT: Ancient Ones
>Basic Nature Magic
>Primitive Grow Flora
>Primitive Attract Fauna
>Primitive Greenweaving
>Primitive Geomancy
>Primitive Earth Shaping
--[Bonus]--
>Nature's Blessing: The ents have a natural affinity with nature, and as such find it much easier to utilize both nature magics and gardening techniques.
--[Projects]--
>Applebough Shrine [1/4]
>Luminial Apple Trees (1/4)

## [ACTIONS] ##
> The discovery of the spiders' tree and the sound emanating across the planes has disturbed the Ents, normally very slow to bother. The Ancient Ones assure the tribe that the tree is likely not responsible, but they are wary regardless. They send a delegation to study the spiders without approaching the tree, attempting to communicate with the spiders. If that yields no results, they attempt to develop an offshoot of their Nature Magic that allows them to Charm Beast, trying to draw spiders away from their unsettling find in the dark wood.

> A delegation of Ents is sent to examine the crystalline growth to determine its origin and impact on the nature around it. They keep a careful distance to observe, patiently watching for a full scope of the substance, moving back if it approaches them. If the crystals attempt to communicate, we will respond peacefully. We will not attempt to communicate unless we discern that they are sentient/alive.
>>
Rolled 97, 11 = 108 (2d100)

>>1958972
[Mana Crystals]
>Population: 3 (Mana Crystals)[+0/Turn]
>Food: -
>Stability: -
>Wealth: -
>Hexes Controlled: 6
[Crystals]
>Mother Crystal
>Servitor Crystal
[Resources]
>None
[Combat Crystals]
>Guardian Crystal
[Tech]
>None
[Magic]
>Primitive Creep Control
>Primitive Eradication Magic
>Basic Telepathy
>Primitive Telekinesis
[Projects]
>Primitive Eradication Beam (1/4)
[Bonus]
>Hivemind
-Consumption: The crystals hunger, and require materials to grow in quantity. When materials are gathered or encountered by the Mana Crystals, they may expend it to increase in quantity. The materials expended may add special properties to the crystals encountered. Crystals do not require regular consumption of materials, however, and do not need food. Your current important crystals are marked under [Crystals] and [Combat Crystals]. The sum of your [Combat Crystals] and [Crystals] is equal to your population.

>Action 1.
The survey continues.
>Action 2.
The Mother Crystal, having completed it's research of greater Creep control, decides to move back to the earlier project of the Primitive Eradication Beam.
>>
>>1960628
TURN 5

[Grippli]
> Population: 10 (Grippli) [+2/turn]
> Food: Plentiful
> Stability: Secure
> Wealth: 3 (+1/turn)
> Hexes Controlled: 3
[Projects]
> Sugar Refinery (2/4)
[Buildings]
> Town Hall
> Public Housing
> Cane Farm
[Resources]
> Wood: Plentiful
> Stone: Plentiful
> Cane: Plentiful
> Paper: Some
> Grippli Poisons: Trace
[Military Units]
> Grippli Peacekeepers
[Tech]
> Basic Boats
> Primitive Writing
> Primitive Cartography
[Magic]
> None
[Bonus]
> Poisoned Breed: Grippli (amphibious race of anthropomorphic frogs) produce potent poisons (that other species absorb through the skin) on their body that may be collected and bottled (for later sale). As an action you may collect these poisons, as well as apply them to gear or goods you may be selling. This poison is highly toxic and helps the small grippli to deal with larger threats.

[Actions]
> With the cane farm complete, the Grippli work tirelessly to complete the massive sugar refinery as sugar is created from the harvested cane farms. Processed sugar is stored in sacks and stacked in large piles inside of the refinery.
> A distillery is also built in the village where Grippli learn to distill sugar cane sugar into rum. One of the larger houses on the water is turned into a tarven where Grippli begin to meet, drink and tell stories. (spend 3 wealth to make the rum distillery extremely large and produce a lot of rum)
>>
Rolled 92, 37 = 129 (2d100)

>>1960873
>>
>>1960616
TURN 5
--[Tochtli Clan]--
>Population: 9 (Vampire:Humans 1:9)[+1/turn]
>Food: Plentiful
>Stability: Dwindling
>Wealth: 7 [+1/turn]
>Hexes Controlled: 3

--[Buildings and Defenses]--
>Primitive sacrificial stone pyramid
>Fortified Palisade
>Mysterious Stone Bunker

--[Resources]--
>Wood: Plentiful
>Stone: Plentiful
>Vampiric Blood: Trace
>Mysterious Vial

--[Military Units]--
>Hunter Vampire Party

--[Tech]--
>Basic Weaponry
>Primitive Construction

--[Magic]--
>Primitive Manipulation Magic, Primitive Bloodfeeding magic

--[Bonus]--
>Vampiric Blood
>Sunlight Sensitivity

--[Projects]--
>Primitive Bloodfeeding Control Magic (2/4)
>Primitive Blood Manipulation (1/4)
>Human Warparty (3/4)

--[Actions]--
1) Cuauhtémocthe is getting impatient. It is time to cull the weak from his future war party. As their last lesson they are sent out to find enemy clan members and ambush them and come back within two weeks with a trophy.
2) Cuauhtémocthe continues to practice his Blood manipulation magic.
>>
Rolled 82, 23 = 105 (2d100)

>>1960890
Forfot rolls.
>>
Rolled 3, 42 = 45 (2d100)

>>1960626
[Parada People]
-Population: 9 (Parada +1/turn)
-Food: Burgeoning
-Stability: Ecstatic
-Wealth: 7 [+1/turn]
-Hexes Controlled: 3

[Buildings]
-Haiila-Weta

[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Fish: Plentiful
-???? Heavy Metal (trace)

[Military Units]
-Dokama

[Tech]
-Basic Tools
-Primitive Weapons

[Magic]
-None

[Bonus]
-Aquatic Nature: The parada people resemble sharks and have the ability to function well in aquatic setting, even if they are not amphibious. They have advantage against non-parada when conducting non-vehicular combat in/underwater.

[Projects]
-Primitive recreation (2/4)

Actions
>The spirits want us to contemplate them? Then we shall continue!
>This surfing is amazing! We should do it some more. Constantly.
>>
Rolled 89, 74 = 163 (2d100)

[The United States of Neolithica]
-Population: 6 (Cavemankind)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 4 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-The White Stone House (Capital)
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Domestic Raptors: Few
[Military Units]
-GI Spearmen
[Tech]
-Primitive Written Language
-Primitive Weapons
-Primitive Bu-Rock-racy
-Primitive Construction
-Primitive Land Vehicles
-Primitive Machines (1/4)
-Primitive Cave Bureaucracy (2/4)
[Magic]
-Primitive Commune With Dinosaur
[Bonus]
-Literally The Flinstones: The United States of Neolithica is eerily familiar, and mocks much more revolutionary societies with stone copies. Electronics are replaced by prehistoric creatures. While the cavemankind have trouble with more complex devices, they excel with primitive copies of such and receive a bonus to using stone equipment and machinery. They may also mock other, more complicated technology, with their own primitive variants.

1. Its a new age of comfort and care in the USN. As the advent of Advanced Primitive Machines spreads throughout the nation! Consumer demand is through the roof for more devices to make Caveman's life easier and convenient. Everything from Shellphones to Magma-Ovens. Being an inventor soon becomes a prestigious occupation!
-Primitive Machines (3/4)

2. With the Primitive Cave Buraucracy now completed, the written rockwork is now out of the way and now true construction of the company Quarry and construction site can begin! Dinosaurs and cavemen head to the stoneyards, clocking in and getting the site ready for mass stone production!
Build a Corporate Quarry.
Techs:
-Primitive Written Language
-Primitive Bu-Rock-racy
-Primitive Construction
>>
Rolled 9, 31 = 40 (2d100)

>>1960628
[Jotunnar]
-Population: 5 (Jotun)[+1/turn]
-Food: Some
-Stability: Stable
-Wealth: -
-Hexes Controlled: 3
[Buildings]
- Top most ruins of Jotunnar
[Resources]
-Wood: Some
-Stone: Plentiful
-Foxes: Some
[Military Units]
- Jarl Ymir
[Tech]
-Primitive Construction
-Primitive Weapons
[Magic]
-Primitive Cold Magic
-Primitive Ice shaping
[Bonus]
-Strength of Many: The Jotun are massive beings with the strength of many men. It is much easier for them to carry or utilize large objects that would be impossible for other races. Additionally, even an unarmed Jotun stands to be a threat.

Some grumbling on the part of the one who called himself 'Ymir', but his reply would then be 'there is nothing to bother us during our work'.

Roll 1. They would continue work on the ring of standing stones, but to facilitate this they would use their ice tools to chip and smooth the bottoms, using the smooth sides of ruins rubble for a primitive reference to what 'flat' is. This hopefully will make them stand better. If it doesn't get them closer to their goal, it might help then better understand stonecutting as well.

2. Beyond the construction site a 5th Jotun awakens and begins to wander around, in something of a daze, but keeps doing so once it lifts a bit. (Research basic orienteering)
>>
test
>>
>>1961162
population isn't 1:1

Join discord
>>
capcha was being difficult.
[Captain John's Company]
-Population: 5 (Mixed Undead)
-Food: -
-Stability:
-Wealth: 8 (+0/turn)
-Hexes Controlled: 3
[Buildings]
-Captain John's Pirate Ship
[Resources]
-Wood: Some
-Stone: Some
-Assorted Fruits: Some
-Tobacco: Dwindling
[Military Units]
-[Player Named Military Unit]
[Tech]
-Basic Naval Travel
-Primitive Orienteering
-Primitive Swashbuckling
-Primitive Costuming
[Magic]
-Primitive Necromancy
-Primitive Raise Dead
[Bonus]
-Undead: You are undead and do not require air, food, or drink.
-Pirate Ship: Captain John's Company is aboard a pirate ship, and do not have a designated home territory. As an action, the ship may sail in a direction of your choosing. If you have visited a landmass before, you may designate it as your target and sail towards its general direction
stats
>>1960873
the grippli are approached by a ship bearing no flag and tattered sails, run by a crew in cloaks hoods and other coverings hiding their appearance. "Ahoy thar! what manner of kingdom be this?" shouts one at the bow.
>>
>>1961186
((So I am not gaining 1 a turn then? I also can't join discord for the moment since I am on a phone.

Just forgot to update the population growth last turn, is why it is 5 now.
>>
>>1961223
[To answer your question, 1 point of population isn't representative of 1 individual unless you want it to be. Ie, 1 goblin pop might be 100 goblins, while 1 ent pop might be 10 ents. It's meant to be relative to the race in question.]
>>
>>1961229
((Honestly, they are so large it wouldn't be out of place for this to be the case, thematically.
>>
>>1961189
The Grippli are amazed that such a large ship was able to navigate through the small brackish inlet that thier little swamp village sat in without hitting the shallow bottom and capsizing, but are even more amazed by the ship itself. The Grippli had started telling stories of the vast ocean and what lay on the other side of it, but had now met a group who actually may have made that journey.

A construction worker, working on the new rum distillery, is the first to call out to the ship "Greetings travelers! We are the Grippli and welcome all to our village!" The other Grippli seem to have mixed emotions of the encounter, having never met another race before, but are overall welcoming.

Another worker, from the sugar refinery, that was stacking sacks of sugar, yelled out as well. "You may want to anchor your vessel there and take smaller boats in if you don't want to hit bottom! I am amazed that you made it through the inlet unharmed!"
>>
>>1961239
[Alrighty. I was just letting ya know. The discord makes it easy to give extra information and answer questions, so just hop in when you have the time.]
>>
>>1961244
"Aye, much obliged. Alright lads, lower the boats!" the rowboats were lowered off the portside, and the cloaked figures rowed to shore. "the name is Captain John. I be a. . .trader by make. Y'er the first people I've met in quite some time. I be lookin' fer folk who are interested in shipping goods to and fro the high sea's, for a nominal fee o' course. just right now I have some fine assortment of wild fruit, ripe and ready fer eatin' er plantin'."
"that's a load a sugar ye be carryin' thar. fancy to make yerselves some rum? I ain't a drinkin' man but I know how much sailors value the stuff. could fetch quite a penny out there."
>>
>>1961263
A personable Grippli that is standing in front of a large house, where the traders small boats land, approaches the captain. "It's nice to meet you Captain. I am the owner of this house... soon to be tavern. Our village has just started growing from a small tribal swamp into what you see today. We would be happy to trade sugar and rum with you for fruit once our sugar refinery and rum distillery are finished. We are also interested in any information you can share with us on sailing and orienteering. We too have ambitions of sailing the oceans one day. Do you have any other resources you would be interested in trading? Your crew is welcome to stay in our village as long as they would like."
>>
>>1961248
(( Would if I could, but I probably won't be able to until tomorrow night, roughly 8pm U.S. central, if I am lucky.
>>
>>1961303
"I've got a resource I be interested in trading: strong backs, hardy crew, and the skills fer sailin' ye be needing. What I'd like in return is a safe port of harbor, and a tradin' partner. times are early, but I be going explorin' fer new resources to bring into me business. if ye can assure me and my crew a safe harbor and some o' da nearby wood to make ship repairs, we'll lend ye our services."
>>
File: sketch-1507893274902.png (843 KB, 1920x1031)
843 KB
843 KB PNG
>>1961337
The tavern owner smiles a big grin at the Captain. "Of course your crew is welcome to stay here as a safe port and we would be glad to have a trading partner. We have been talking about building a better port on the other side of the island that will be easier to bring ships in and out of. [the tavern owner pulls out a map to show the captain] Once the port is done you may find it easier to dock there."

(sorry, but what are you proposing to trade? wood and safe harbor for population and tech knowledge?)

(we have (will have) sugar and rum to trade shortly. we are interested in your fruit, tobacco and sailing/orienteering knowledge)
>>
Rolled 40, 19 = 59 (2d100)

>>1960628
[Scutigero]
-Population: 8 (Cave Centipedes)[+2/turn]
-Food: Scarce
-Stability: Iron-Clad
-Wealth: 7(+1/turn)
-Hexes Controlled: 3
[Buildings]
-Matriarch's Breeding Pit
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Guano: Burgeoning
-Mottle and Guano: some
-Wild boar: some
[Military Units]
-[Notoriouse PED]
[Tech]
-Primitive Tools
-Primitive Medicine
-Primitive Construction
-Primitive building materials
[Project bar]
-Guano fortress! (guano fortress (3/4)
-Death shrine (2/4)

>action 1: finish that fortress we started building
>action 2: also that death shrine would be nice
>>
>>1961356
(how about:
I trade you
[Tech]
-Basic Naval Travel
-Primitive Orienteering
-Primitive Costuming
[Resources]
-Assorted Fruits: Some
For:
[Tech]
> Basic Boats
> Primitive Writing
> Primitive Cartography
[Resources]
> Paper: Some
I would also like to plant a tobacco and fruit farm in your lands)
>>
>>1961379
I am good with this, but I also want a little bit of your tobacco to start our own tobacco farms.

You can plant farms on the island under the condition that the hex still belongs to us.
>>
>>1961419
Deal
>>
>>1961419
You can plant farms on the island under the condition that the hex still belongs to us.
> (but you keep the full resource from them)
>>
>>1961423
alright. If QM approves the deal, I will spend an action to trade next turn.
>>
>>1961428
You will also have to spend am action on the same turn.
>>
>>1961431
sounds fair
>>
hard time posting from phone right now
#1 work on making extra sails so our ship can travel faster
#2 search for something that glows underwater to see. like a shiny glowing rock or plant or fish or something
>>
Rolled 29, 28 = 57 (2d100)

>>1961481
>>
>>1961481
QM said that we are able to do the following trade next turn:

Captain John's Company
[Tech]
> Basic Naval Travel
> Primitive Orienteering
> Primitive Costuming
[Resources]
> Assorted Fruits: Some
> Tobacco: Little

Grippli
[Tech]
> Basic Boats
> Primitive Writing
> Primitive Cartography
[Resources]
> Paper: Some
[Other]
> Permission to build farms on our island assuming that the hex still belongs to us.
>>
>>1961550
Also, in order to build farms in our nation, any wealth that our nation gains from your farms is ours to keep. (but you still gain all of the resources from that farm). Do you agree to this?
>>
Rolled 41, 34 = 75 (2d100)

>>1960628
[Serrum Sa]
-Population: 9 (Serrumians)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 3 [+1/turn]
-Hexes Controlled: 3

[Buildings]
-Selvvatel [Capital Building]
-Massive Bonfire Pile

[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Maps: Scarce

[Military Units]
-Spearmen

[Tech]
-Basic Weapons
-Primitive Orienteering
-Primitive Cartography
-Primitive Food Preservation

[Magic]
-Primitive Fire Magic
-Primitive Fireball Conjuration

[Projects]
-Primitive Light Magic (3/4)
-Mining Operations (1/4)

[Bonus]
-Natural Orienteers: Each serrumian knows their way within their territories, and have honed their skill at finding their way. Serrumians will remember their path no matter the circumstance and are experts at charting such. All orienteering and cartography related actions are easier to succeed.

[Actions]
1) The gentle hum caused quite the stir. All kinds of opinions and feelings are discussed among the people. Duembo Brightsight, newly blind and now the de facto leader of the Left Hand, and Id Serum, wielder of fire and leader of the Right Hand consulted on the matter by their fellow clerics. Together they decide that asking for answers from Serrum Sol might yield more wisdom on the situation.
A great festival is held on the following night after the hum. Food, dance, songs and music marks the night during which Duembo and Id set the bonfire aflame. Each make a cut in the palm of their hand and fling some blood into the fire as an offering. Although one is blind they both stare into the blaze, feeling the heat on their skin, hoping for a vision or sign. something that might explain.

[4 wealth is used on the festival]
2) Although much time is spent contemplating the strange hum, Brightsight and the Left Hand still manage to keep some focus on their training. Now, more than ever, is the time to show their zeal.

Research primitive light magic (3/4)
>>
File: Mindworms.gif (18 KB, 158x196)
18 KB
18 KB GIF
>>1960628
-Settlement/Tribe Name: Chiron's children
-Map Color:
-Location:
-Race Name: Chiron organisms
-Race Fluff: A collection of different organisms from planet chiron orbiting Alpha Centauri A, a result of expirement by the progenitor race to create a sentient, self-aware planet. They have suddenly been brought here by an unkown mean. Every 10 milion years the xenofungi reaches the critical mass and experiences an awakening to true consciousness, however this awakening creates a powerfull psi wave wiping most of the life from the planet keeping it trapped in a dream like state. The "brain" of the planet is a bright red xenofungus which forms a neural network. Xenofungus takes the
form of dense mats of tubular
shoots, with individual specimens
ranging from microscopic size to a
foot in diameter. These mats form
massive heaps covering thousands
of square miles of land, with a
depth ranging from 2 yards at the
edges to almost 30 yards at the
center of a fungus zone. The fungal
mats can be thousands of years old,
and are very stable in size and
shape.
However, xenofungus can also present a formidable obstacle. Moving across a fungal zone is a difficult process. A massive vehicle
might have weight sufficient to break through the mats, like a tank crushing hedgerows on Earth.
Lighter vehicles (or foot traffic) would have to move across the top of the mat. There, they will encounter rough points and sharp edges capable of shredding tires. There are also many
cavities and gaps in the mat, which
can trap unwary travelers. In general,
a fungal zone is equivalent to Very Bad terrain.

Mindworms - small, snakelike animal which rarely grows more than 6 inches in length, several different aquatic and flying types exist. As individuals, mind worms are unimpressive, but en masse they are one of Planet's greatest scourges. For most of its life cycle, the mind worm lives a solitary, almost dormant existence in the interstices of Planet's fungal mats. Its relationship with the fungus is symbiotic, with the worm performing several functions to keep the fungus healthy while feeding on selected fungal stalks. Mind worms have razor-sharp mandibles that can inflict a vicious, grinding bite and they can secrete a very strong acid. They have a particular affinity for the neural tissue of animals, and will seek out such tissue when attacking, but more importantly mindworms posses psionic abilities. Victims see nightmare visions of torture and suffering, and are effectively unable to resist as the mind worms move in for the kill.
-Settlement/Tribe Fluff: Primitive hive-mind gestalt consciousness
>>
>>1965512
Cons:
>Plants on chiron use an exotic reaction to create organic nitrogen compunds to store energy instead of sugars due to low amount of oxygen and high nitrogen. This means that until dormant genes are awakened, high amounts of nitrogen will be needed.
>very few organisms survived landing on the earth, damaging the ecosystem
>DNA of several organisms have been damaged, it will take time for them to get the abilities they had on Chiron back
Pros:
>highly adaptable and capable of fast and directed evolutuion
>psionics and telepathy
>organisms on chiron use organic nitrogen compounds, eating them is the same as eating waste from a chemical plant
>>
>>1965517

((Could at least not rip wholecloth you know? Adapt it abit to the world.

Also I think the skeleton pirates got the last slot
>>
>>1965583
heres your (you) kid. now find a board that will actually give a shit
>>
>>1965733
You seem to have falsely assumed that I am capable of creativity
>>
>>1965512
Colour: Magenta
Start location: behind the mountains north of the uimbo clan
>>
>>1965826
>>1965759

((Are original ideas even real? What are ideas anyway?
>>
>>1965968
>Start location: behind the mountains north of the uimbo clan
Oi, stay out of my territory. Go to another island, it's too crowded here.
>>
>>1965975
https://img.4plebs.org/boards/tg/image/1408/19/1408198266550.pdf
>>1966005
No, it's fun because it's overcrowded. All of the action is going to happen here
>>
>>1966043
Ok that's tempting, but what about the factions not on the island? They'll miss all the fun.
Also you should join the Discord.
>>
>>1966057
Fuck them if they want to play boring turtling and isolationist game that's their problem
>>
>>1966069
> Assuming everyone is isolationist and not just picking locations that seem reasonable in fluff.
> ignore giant southern continent that could use one more.
> ignore most other places where players are pair up, potentially against each other in the future
> Only guy alone is in a barren arctic wasteland and will likely have to migratw in the not to distant future if things go badly.


Anon I...
>>
>some other mindless one-dimensional nation popping up right behind me

oh boy how exciting I can't wait to do absolutely nothing but try to kill them because their stupid nation idea gives me literally no other path of interaction
>>
>>1966174
> Teleport behind u, using a combination zerg rush and broken in scifi mind rape that primitives early on can't handle

Hheh nothing personnel kiddo.
>>
>>1966174
Who says I'm going to be mindless killer? Once I get enough xenofungus to reach sentience I will have an IC reason to attempt diplomacy
>>
>>1966192
>research psi magic
Done
>>
>>1966202
I think it's the "Fuck the turtles" attitude that gave him the impression you'll be killing everyone.
Save the turtles.
>>
>>1966214
>>1966202
Alright, i'll give you the benefit of the doubt.

Also only a few hours until I am home and can discord.
>>
[TURN 5]

[Obelis Kingdom]
The attempts to erect buildings like that of their spire comes to fruition. While their other creations are not nearly as grand as their holy pire, they prove to make effective watchtowers and other such structures. Work on the mine is slow, as a cave-in crushes several workers. Overall progress is up, however.

-Population: -1
-Wealth: -3
[Tech]
-Primitive Construction
[Projects]
-Mine (2/4)

[New Technopoca]
The study of the sling progresses, coming to fruition as sling-based projectiles become a new standard for New Technopoca. The research of wood pulps, however, is somewhat less fruitful as the production of wood pulps came in small quantities, focussed upon by a single gremlin. Progress is made, however.

[Tech]
-Primitive Slings]
[Projects]
-Paper (1/4)

[Uimbo Clan]
The tigrans work on economics and the efforts to expand their borders. They manage to mark more land as part of their own.

-Hexes Controlled +3
[Projects]
-Economics (3/4)

[Gamayun]
Tests of the new magic seem… fruitful. Attempts to cast the spell create strange rifts in the very fabric of the plane, yet something seems… wrong. The tears produced by the spell seem to open gates to other planes, though they do not persist for long. The first tear opened seemed to collapse in on itself, forming a sphere of seemingly condensed magical energies. Attempts to interact with the sphere physically proved costly as several individuals suffered burns or decay upon contact with the sphere. Future tears failed to produce similar results. Instead, they slowly gravitated towards the original, which would grow upon contact with them. The purpose of the sphere seemed unknown, however the wells of magical energy it produced were unlike any other the havyans had seen before. Garuda, however, proved to be a less functional organization, or at least slower working. Several priests conducted attempts to produce thrown fireballs, however only a few successful attempts were made, and the ability was hardly mastered.

[Buildings]
-Strange Mana Sphere
[Projects]
-Primitive Fireball (1/4)
>>
>>1967859

[Chylem]
Communications with the creatures is… odd. When attempting to communicate with one, the sound of a thousand voices floods the mind. Ents who attempt this communication say that, while the voices answer, ‘they answer only with the fears of the one speaking to them’. One ent claims the spiders spoke to him, that they asked for him to free their mother, sealed in an age of war and suffering. They have told him that only when the mother earth flourishes once more will she awaken to her throne. Whether the ent truly spoke to the spiders is unknown, but his claims seem ominously foreboding, causing much unrest about the others. The ents that travel to the crystals see something equally terrifying: Wasteland. Walls of crystal and stone poke out from dying ground and mysterious growth and corruption that seems intertwined with the soil. The land is devoid of greenery and the air seems thick with the scent of decay. Massive crystals float in the distance, letting forth a blue glow scanning across the ground before the surface of the earth cracks violently, as metal and stone alike are pushed to the surface in massive clusters, as if driven by some unseen force. The sentience of the crystals remains unknown, but their destructive capabilities are obvious.

[Mana Crystals]
The servitor hovers above the creep infested earth, scanning the composition of non-creep materials. The targets are acquired and the creep begins to peel back, forcing the materials upwards from below. Stone, iron, and copper. The materials will work well for new crystals. The mother crystal glows red as it fails to forward the eradication beam. An anomaly. Why was it failing to forward the crystals’ evolution?

[Resources]
-Stone: Burgeoning
-Copper: Some
-Iron: Some

[Grippli]
The work on a sugar refinery and rum distillery commences, with huge amounts of government spending investing in the two new factories, certain to bring further stimulation to the future Grippli trading empire. Great progress on the refinery is made and the distillery continues as well. The issue arises, however when the government finds itself spending all of its reserves and taking itself near debt. Civil unrest begins as heavy taxation is forced into place to help generate further income for the Grippli government.

-Stability: Unrest
-Wealth: -3
[Projects]
-Sugar Refinery (3/4)
-Rum Distillery (1/4)
>>
>>1967864

[Tochtli Clan]
Cuauhtémocthe angers at the sight of weaklings in his midst, sending forth the party’s trainees to slaughter enemy villages. Only a fraction of the group returns, covered in blood and with the scalps of enemies in hand. Cuauhtémocthe smiles, for their training has proven to be a success. In his chamber, Cuauhtémocthe continues to train his blood magic, however the study proves ineffective. The vial of golden substance sits atop its pedestal, mocking him. He frowns, knowing that until its secrets are unlocked his progress will be hindered.

[Military Units]
-Human Warparty

[Parada People]
The storm comes to a stop as the contemplation continues, however no great epiphanies come to the Parada People. Meanwhile, surfing continues its fast growth, and the population continues to cheer for the sport. A small tournament is to be held to see who the number 1 surfer is. The public watches in excitement.

[Projects]
-Primitive Recreation (3/4)

[The United States of Neolithica]
As simple machinery is brought into production, the nation rejoices as a ‘technological revolution’ takes Neolithica. New luxury goods go into production. The newly formed Cave Bureaucracy is driving the progress on a massive corporate quarry set to pull stone from the earth like never before, helping to fuel this new wave of tech. Great progress is made for the nation of The United States of Neolithica this day!

[Tech]
-Primitive Machines
[Projects]
-Corporate Quarry (3/4)

[Jotunnar]

The stone ring was slow building, and flat ground proved difficult to find. Timeless decay of the old ruins had left little surface for the standing ring. As one Jotun wanders, he begins to utilize common landmarks to find his way.

[Projects]
-Primitive Orienteering (1/4)

[Scutigero]
Work on the fortress is brought to completion as massive shit and wood walls are erected, a monument to the ingenuity of Scutigero. The matriarch is proven to be quite pleased with this turn of events. The death shrine, however, is further delayed as a foolish worker topples many of the corpses, which must be restacked.

[Buildings]
-Guano Fortress

[Captain John’s Company]
The crew gathers together in preparation to produce additional sails, but comes to the realization that they lack the materials to produce such. Attempts to lower the skeleton down once more prove to yield about the same results, no light sources seem to be present.
>>
>>1967873

[Serrum Sa] (Wealth was not counted as spent since you only had 3 at the time of the action.)
The fire rises as smoke billows into the night sky. The crackling of the fire quiets as the yellow of the flame is consumed by the red. In the heart of the flame strange figures dance momentarily, several small embers glow bright around a single. Suddenly, the flame extinguishes itself, leaving only ash in its wake. The elders stare, dumbfounded by what they’ve witnessed. Was it an omen? What did the embers represent? Duembo and Id were left to ponder this strange method. Duembo would continue to hone the magic he had brought to the people. Much to the excitement of the Left Hand, a basic mastery of the skill is developed and the ability to control such is brought to light.

[Magic]
-Primitive Light Magic

[TURN 6 BEGIN]
>>
Rolled 73, 42 = 115 (2d100)

>>1967864
[Mana Crystals]
>Population: 3 (Mana Crystals)[+0/Turn]
>Food: -
>Stability: -
>Wealth: -
>Hexes Controlled: 6
[Crystals]
>Mother Crystal
>Servitor Crystal
[Resources]
>Stone: Burgeoning
>Copper: Some
>Iron: Some
[Combat Crystals]
>Guardian Crystal
[Tech]
>None
[Magic]
>Primitive Creep Control
>Primitive Eradication Magic
>Basic Telepathy
>Primitive Telekinesis
[Projects]
>Primitive Eradication Beam (1/4)
[Bonus]
>Hivemind
-Consumption: The crystals hunger, and require materials to grow in quantity. When materials are gathered or encountered by the Mana Crystals, they may expend it to increase in quantity. The materials expended may add special properties to the crystals encountered. Crystals do not require regular consumption of materials, however, and do not need food. Your current important crystals are marked under [Crystals] and [Combat Crystals]. The sum of your [Combat Crystals] and [Crystals] is equal to your population.

>Action 1.
Now that we have the resources we can begin to grow another Guardian Crystal, with it's addition we shall be able to expand twice as fast, the rest of the material shall be conserved for future use.
>Action 2.
Continue research of the Primitive Eradication Beam, we shall not stop just because of one setback.
>>
>>1967859
A 53 is only 1 point of progress?
>>
Rolled 70, 12 = 82 (2d100)

>>1967873
[Parada People]
-Population: 10 (Parada +1/turn)
-Food: Burgeoning
-Stability: Ecstatic
-Wealth: 7 [+1/turn]
-Hexes Controlled: 3

[Buildings]
-Haiila-Weta

[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Fish: Plentiful
-???? Heavy Metal (trace)

[Military Units]
-Dokama

[Tech]
-Basic Tools
-Primitive Weapons

[Magic]
-None

[Bonus]
-Aquatic Nature: The parada people resemble sharks and have the ability to function well in aquatic setting, even if they are not amphibious. They have advantage against non-parada when conducting non-vehicular combat in/underwater.

[Projects]
-Primitive recreation (3/4)

Actions
>Let the Great Surfing Contest begin! My money is on the O'Alei boy!
>The Elders cannot manage jack shit. More meditation! More fasting! They will learn to talk to the spirits of nature, or die trying!
>>
Rolled 99, 24 = 123 (2d100)

>>1967873
--TURN 6--

--[Tochtli Clan]--
>Population: 10 (Vampire:Humans 1:9)[+1/turn]
>Food: Plentiful
>Stability: Dwindling
>Wealth: 8 [+1/turn]
>Hexes Controlled: 3

--[Buildings and Defenses]--
>Primitive sacrificial stone pyramid
>Fortified Palisade
>Mysterious Stone Bunker

--[Resources]--
>Wood: Plentiful
>Stone: Plentiful
>Vampiric Blood: Trace
>Mysterious Vial

--[Military Units]--
>Hunter Vampire Party
>Human war Party

--[Tech]--
>Basic Weaponry
>Primitive Construction

--[Magic]--
>Primitive Manipulation Magic, Primitive Bloodfeeding magic

--[Bonus]--
>Vampiric Blood
>Sunlight Sensitivity

--[Projects]--
>Primitive Bloodfeeding Control Magic (2/4)
>Primitive Blood Manipulation (1/4)

--[Actions]--
1) Cuauhtémocthe instructs the human war party to lay traps around the village and prepare for an assault. An enemy assault seems likely after what he instructed. And he might not be available for a fight in a while....
2) Well. No pain no gain. Cuauhtémocthe drinks the remains of the vial. +7 wealth
>>
Rolled 85, 14 = 99 (2d100)

>>1967859

TURN 6:

[Obelis Kingdom]
>Population: 7 (Humans)[+1/turn]
>Food: Plentiful
>Stability: Stable
>Wealth: 3 [+1/turn]
>Hexes Controlled: 3

[Buildings]
>Holy Stone Spire

[Resources]
>Wood: Plentiful
>Stone: Burgeoning

[Military Units]
>Obelis Javelineer

[Tech]
>Basic Weapons
>Primitive Tools
>Primitive Construction

[Magic]
>None

[Bonus]
>Keen Eyes: The humans of Obelis have masterful sight, capable of maintaining focus on objects at great distances. Humans of Obelis have advantage on all checks relating to sight and searching.

[Projects]
>Ranged Weapons (3/4)
>Mine (2/4)

>Action 1
Dangerous though it may be, mining efforts must continue. Only once we have finished our ranged weaponry can we truly use our gifts to their greatest potential.

>Action 2
Now that we have the capability, Holace sets men out to build towers at every edge of our kingdom. If that humming was indeed the omen of some happening, our eyes will be the first to pick it up.
>>
Rolled 67, 41 = 108 (2d100)

>>1960721
[Gamayun]
-Population: 10 (Havyans)[+1/turn]
-Food: Plentiful
-Stability: Secure
-Wealth: 8 [+1/turn]
-Hexes Controlled: 6

[Buildings]
-Capital Tengu
- Coastal City of Gagana
- -Strange Mana Sphere

[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Sacred Scroll

[Military Units]
-Havyan Hunter Party [Flying]

[Tech]
-Primitive Weapons
-Primitive Writing

[Magic]
-Primitive Necromancy
-Primitive Spirit Conjuring
-Primitive Fire Magic
-Primitive Planar Tear Magic

[Projects]
-Primitive Fireball (1/4)

[Bonus]
-Havyan Flight: Havyans are winged beings of a spiritual nature. Thanks to their ancestry they are capable of the power of flight. All Havyans not encumbered by heavy equipment may utilize these wings in the ability of flight. All Havyan Units that are not utilizing heavy equipment gain the [Flying] tag.

> Action 1
The High King of the Gamayun is uncertain of the nature of the Mana Sphere, some of his advisers claim that its a present of the gods, others that its an omen of the things that are yet to come, and that the world is about to change. The High King knows that he must show no doubts, after all he is a son of Garuda, the ancestors always heled his people in a crisis and he decides to focus on it. He order the creation of a new house: The Soothing Voice of Oksoko.

The Soothing Voice of Oksoko is a group of necromancers, they are incubed of using the enormous quantity of mana energy of the sphere to power their necromancy, their objective is to be able to properly comunicate with the dead and the spirits. So far the Gamayun can only hear weak voices in the distance, but they dream with one day be able to talk with the dead freely.

> Action 2
The Sacred Fire of Garuda, envy of the progress being made by the followers of Hakawai, and double down on their research for militar use of fire magic. Perhaps, if they channel the influx of raw mana of the sphere into their holy fire of Garuda they might have better results.
>>
Rolled 14, 89 = 103 (2d100)

[The United States of Neolithica]
-Population: 7 (Cavemankind)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 5 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-The White Stone House (Capital)
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Domestic Raptors: Few
[Military Units]
-GI Spearmen
[Tech]
-Primitive Written Language
-Primitive Weapons
-Primitive Bu-Rock-racy
-Primitive Construction
-Primitive Land Vehicles
-Primitive Machines
[Magic]
-Primitive Commune With Dinosaur
[Bonus]
-Literally The Flinstones: The United States of Neolithica is eerily familiar, and mocks much more revolutionary societies with stone copies. Electronics are replaced by prehistoric creatures. While the cavemankind have trouble with more complex devices, they excel with primitive copies of such and receive a bonus to using stone equipment and machinery. They may also mock other, more complicated technology, with their own primitive variants.

1. A startling discovery electrifies the nation, as now famous and somehow foreign scientist Jaque La Rock proves that, if a Pterodactyl can carry stones and logs, they are strong enough to carry the weight of a man! He predicts that some sort of vehicle could be designed to harness Pterodactly power for flight!

A new wave of invention and exploration rolls through the United States, as amateur aviators attempt to take to the sky's with makeshift inventions. Many are hilarious, catastrophic, or hilariously catastrophic failures but interest continues.

Meanwhile, in their humble bicycle shop, the Rock Brothers, Wilbone and Orlock, also apply themselves, pondering the shape and design of the Pterodactyl wings, how they seem to "glide" through the air and wondering if it could be mimicked with an appropriately designed replica made of woven cloth, vine and wood. Begin researching Stone Age Flight!
Techs:
-Primitive Machines

2. Business is booming, literally, as giant tricerotops use their thick skulls to smash into boulders and Brachiosaurus pile drive logs into the ground with their mighty tails and work the cranes that lift the rocks into the dump trucks. Soon the Quarry will be up to full capacity and ready to build the future!
-Corporate Quarry (3/4)
Techs:
-Primitive Written Language
-Primitive Bu-Rock-racy
-Primitive Construction
>>
>>1968289
Also, diplomacy time.

>>1968021
>>1960769

Uimbo and Chylem

Members of the House of the Night Wings of Hakawai are sent to the Uimbo and the Chylem. Your leaders are visited by a group of omnous emissaries dressed in black clothes and white masks, but even with the sinister appereance they have friendly intentions.

"Greetings! We are emissaries of the High King Karura, son of the great Garuda and patron of the Havyans! We come with a new offer for you."

"Our people have recently discovered a new powerful force, its a massive fountain of mana whose powers are still to be truly comprehended. We have never seem something of this scale, and we believe that together we can find proper ways to master it and strenght our relations. We would like to invite some of your people to our capital, Tengu, so they can also study and use the power of the Sphere as you please in your researchs. But only if you agree to unite forces with us according to these terms >>1957010"

"What is your answer?"
>>
File: Map With Nations.png (1.06 MB, 1695x1219)
1.06 MB
1.06 MB PNG
[UPDATED MAP]
>>
Rolled 14, 47 = 61 (2d100)

>>1967859
>[New Technopoca]
>-Population: 8(Gremlin) (+1/Turn)
>-Food: Plentiful
>-Stability: Stable
>-Wealth: 8 (+1/turn)
>-Hexes Controlled: 1
>[Buildings]
>-Shell of the Colossus
>[Resources]
>-Wood: Plentiful
>-Stone: Plentiful
>-Copper: Plentiful
>[Military Units]
>-Gremlin Guardsmen
>

[Tech]
>-Basic Mining
>-Primitive Tools
>-Primitive Machines
>-Primitive Writing
>-Primitive Slings

[Magic]
>-None

[Bonus]
>-Mechanist Philosophy: The gremlins of N. Technopoca are driven by their desire to learn, and have relied upon pieces of the colossus to teach them advanced techniques. When pieces of their god are recovered, they may have an easy time discovering new technologies associated with such.

Projects -
>-Primitive Pottery (3/4)
>-Paper (1/4)

Actions

Dimrod being delighted by his success he hires assistants to help speed up the project, with new hands work on the project resumes faster. (-2 wealth)

The Gremlins seek to finish off the pottery research they were doing for liquid containers.
>>
Rolled 60, 86 = 146 (2d100)

>>1967884
Chiron's children
>Evolve
The plant life on Chiron use an exotic reaction to create organic nitrogen compounds due to the low amount of oxygen and carbon. On earth however carbon and oxygen is much more available resource. The environmental factors force the dormant genes awaken in xenofungus, this should let us compete with native flora of the planet
>mindworms go out and consume biomass around our landing spot. Mindworms which can eat the organic material of this planet with least side-effects are selectively breed
>>
Rolled 100, 98 = 198 (2d100)

## [TURN 6] ##
--[Chylem]--
>Population: 10 (Ents)[+1/turn]
>Water: Plentiful
>Stability: Stable
>Wealth: 0
>Hexes Controlled: 3
--[Buildings]--
>The Hollow [Capital Building]
--[Resources]--
>Stone: Some
>Berries: Plentiful
>Luminial Apples: Plentiful
>Black Bears: Few
--[Military Units]--
>Forest's Guardian Ent
--[Tech]--
>Basic Gardening
--[Magic]--
>#UNIT: Ancient Ones
>Basic Nature Magic
>Primitive Grow Flora
>Primitive Attract Fauna
>Primitive Greenweaving
>Primitive Geomancy
>Primitive Earth Shaping
--[Bonus]--
>Nature's Blessing: The ents have a natural affinity with nature, and as such find it much easier to utilize both nature magics and gardening techniques.
--[Projects]--
>Applebough Shrine [1/4]
>Luminial Apple Trees (1/4)

## [ACTIONS] ##
The world as we know it is changing, far more rapidly than we methodical Ents are comfortable with. The shrine to the spider maiden and the encroaching nightmare of the crystals has shaken the Ents, and they spend a lot of time discussing what it is that needs to be done. One thing they can all agree on is that we are not prepared as it stands to deal with threats on two fronts - so as a compromise while both sides (the crystals! the spider maiden!) talk out which threat to tackle first, all available Ents work on improving our natural strengths and potential.

> The Ancient Ones attempt to develop Nature Magic, using their inner connection to mana and the broader world of nature itself to guide them along the way. Caught between two distinct shadows of death and decay, we recognize that our ability to defend nature is paramount to our calling as keepers of the forest. If we can't cleanse this one wood, how can we be worthy to spread new forests and help them grow in Applebough's name? We seek to attain greater proficiency with Nature Magic itself, so that we can refine more complex techniques in the future.

> Magic is great, but we cannot rely solely upon it in the face of these foes. Our defensive Ent force develops armor forged from living tree wood and bark using Greenweaving. Outfitting our forces with this armor, we hope to provide whatever edge we can. The armor covers the usual areas, but also includes plating for the lower leg, as we tend to do a lot of stepping on things. The bark and wood will grow into us while worn and need to be magically removed, allowing us to give back to the living wood that defends us to carry out the will of Nature. We sustain one another.
>>
Rolled 69, 48 = 117 (2d100)

>>1967873
[Scutigero]
-Population: 9 (Cave Centipedes)[+2/turn]
-Food: Scarce
-Stability: Iron-Clad
-Wealth: 8(+1/turn)
-Hexes Controlled: 3
[Buildings]
-Matriarch's Breeding Pit
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Guano: Burgeoning
-Mottle and Guano: some
-Wild boar: some
[Military Units]
-[Notoriouse PED]
[Tech]
-Primitive Tools
-Primitive Medicine
-Primitive Construction
-Primitive building materials
[Project bar]
-Cockroach farm
-Death shrine (2/4)

>action 1: Continue building that shrine to death. the matgriarch demands it
>action 2: foods becoming a minor problem. awhile there are plenty of cockroaches outside, they still need to be caught. I suggest we make a cockroach farm!
>>
Rolled 28, 62 = 90 (2d100)

>>1967884
[Serrum Sa]
-Population: 10 (Serrumians)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 8 [+1/turn]
-Hexes Controlled: 3

[Buildings]
-Selvvatel [Capital Building]

[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Maps: Scarce

[Military Units]
-Spearmen

[Tech]
-Basic Weapons
-Primitive Orienteering
-Primitive Cartography
-Primitive Food Preservation

[Magic]
-Primitive Fire Magic
-Primitive Fireball Conjuration
-Primitive Light Magic

[Projects]
-Mining Operations (1/4)

[Bonus]
-Natural Orienteers: Each serrumian knows their way within their territories, and have honed their skill at finding their way. Serrumians will remember their path no matter the circumstance and are experts at charting such. All orienteering and cartography related actions are easier to succeed.

[Actions]
1) Inside Selvvatel building, the various leaders of Serrum Sa gathers to discuss what to do with the mining operations.
High cleric Id, representatives from the Explorers' Society, and various elite members from the village is there to voice their opinion. Id informs the other that: "While Brightsight cares deeply for Serrum Sa, he and his fellow clerics currently find themselves preoccupied with matters they deem more important than this."
By the end of the meeting it has been decided that Abom Mendo, an upper class citizen who has shown good leadership, will be given full control of the operations and receive funding to finish the mine and run it.

-Mining Operations (1/4) [-3 wealth]
2) Ever since the festival, Brightsight had been unable to think of anything else than the vision. Turning it over and over in his head, looking for something he didn't think of the last 100 times.
A promising future? Dance is usually done while happy. But then there had been the extinguish of fire and the ash that's left after. And the embers, representative of an event, persons or a place, he did not know.
Regardless, improving on their mastery of light was still just as important as before.

Improve primitive light magic
>>
>>1967873
[Jotunnar]
-Population: 5 (Jotun)[+1/turn]
-Food: Some
-Stability: Stable
-Wealth: -
-Hexes Controlled: 3
[Buildings]
- Top most ruins of Jotunnar
[Resources]
-Wood: Some
-Stone: Plentiful
-Foxes: Some
[Military Units]
- Jarl Ymir
[Tech]
-Primitive Construction
-Primitive Weapons
[Magic]
-Primitive Cold Magic
-Primitive Ice shaping
[Projects]
Primitive Orienteering (1/4)
[Bonus]
-Strength of Many: The Jotun are massive beings with the strength of many men. It is much easier for them to carry or utilize large objects that would be impossible for other races. Additionally, even an unarmed Jotun stands to be a threat.

The lone wandering giant eventually wanders his way into the rest of the ones working on the foundations of the stone circle. After a bit of grumbling between them...

Roll 1.

"Alright, since you seem to be so good at finding your way, -you- will be the one to mark the way for others. That some of the larger rocks, go south and mark a path for us."
(Work on expanding territory, in a straight line southwards towards the ocean. Might even consider it a primitive path if you will, they'll basically be the same thing in the end.)

Roll 2.

After setting the 'wanderer' on his way and helping another freshly awakened from it's stupor, Ymir would state that 'We need to break away at the ground until it gives us what we want." They would then begin to pull rocks out of the ground, dig out clumps of earth with their bare, albeit large hands, some of them even using icy tools to move it. Anything that couldn't be moved, they would smash and break with other peices of the rubble, any sharp edge they can find. Certainly, what would hold back tiny creatures was only a temporary obstacle for them.

(Start excavating the construction site to make better foundations.)
((Also I could use a link to the discord now that I have a working computer.
>>
>>1971782
>>
Rolled 46, 4 = 50 (2d100)

[Uimbo Clan]
-Population: 9 (Tigrans)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 8 [+1/turn]
-Hexes Controlled: 6
[Buildings]
-[Palace]
-Odd Hand Statue
[Resources]
-Wood: Plentiful
-Stone: Plentiful
[Military Units]
-Tigran Hunting Pack
[Tech]
-Basic Weaponry
-Primitive Tools
-Primitive Writing
[Magic]
-None
[Bonus]
-Natural Weapons: Tigrans are dangerous when armed with equipment, but just as dangerous without. Tigrans have access to natural weapons in combat, allowing even diplomats to be natural predators.
-Pack Mentality: Tigrans work best in packs. When more than one military unit is used by tigrans in a combat scenario, they are advantaged.

>I need the wealth bonus for having primitive economy

1. Dig out the hand

2. Construct Weapons guild
>>
Rolled 53, 91 = 144 (2d100)

>>1971782
((God damnit all
>>
File: notaro stronk shaded.jpg (315 KB, 2000x2000)
315 KB
315 KB JPG
Map Color: Yellow
-Location: Shrubland, a dry mountain range on the western edge of the settlement
-Race Name: Notaros
-Race Fluff: A Mike-Wazowski-shaped mammal covered in dry, brittle hair. Could roll up and probably pass for a tumbleweed. Has two humongous, monstrously muscled arms with huge, three-fingered, clawed hands that are excellent at digging and can be hidden in the fur of the Notaro (imagine rolling up and unrolling tube socks). About 3.5’ tall. Strong on dry land, hatehatehate water.
-Settlement/Tribe Fluff: Actively tricksters among themselves and manipulative when it comes to interacting with other tribes. Socially adept but arguably too ambitious. Will attack if they think they can get something out of it, and use all tactics of lies or acting to help their chances. Real party animals with a special brew of common shrubplant kernels (think Moonshine). Burrows rather than structures and tools are limited to the shrub wood and resources from west mountains. Weak central gov, strong belief in the voted Stone Council.
>>
Tribe Name: Megyros
Map Color: Brown
Location: Uninhabited island north of Obelis Kingdom, southeast of Serrum Sa
Race Name: Minotaur
Fluff: War and Peace, Rage and Clarity. These are just two of the many choices all young Minotaur must wrestle with. Sadly, many choose the path of darkness and violence, becoming marauders, ravagers, little better than beasts. Wishing to avoid this fate, and driven away by persecution elsewhere, many young Minotaur have retreated to a small, isolated island in the middle of the sea, and the new and budding Monastery of Megyros, founded by the aging bull Garrat Brightmind, once little more than a slavering beast himself. Here they learn to temper their more primal instincts and lead a more disciplined, wholesome life- though they are not against unleashing their primal ferocity if they must. The dualistic nature of the Minotaur has taken on a religious significance in Megyros, in the form of the gods Gratus and Durras, conjoined at the hip. Gratus is depicted as a robed monk, and symbolizes discipline, calmness, and honor. Durras, on the other hand, is a slavering bull, just barely under the control of his twin, symbolizing the savage side of Minotaur nature. While the Minotaur of Megyros rarely use magic, as both their gods believe it cowardly, some do carry small restorative or shielding charms into battle.
>>
[TURN 6]

[Mana Crystals]
The materials extracted are raised up by creep overgrowth as they are forcefully shoved together. Creep begins to weave itself through them as a new crystal begins to take form. The Mother Crystal’s glow takes a green hue as the channeling and evolution of eradication beams make great progress.

[Projects]
-Primitive Eradication Beams (2/4)
-Guardian Crystal (2/8)

[Parada People]
O’Alei wins the contest hands down with A’Lalo coming in close second. The two childhood friends rejoice their victory. A’Lalo tells O’Alei that he’ll win the next one before turning and walking towards the beach sunset. O’Alei calls out that he’s counting on it before being carried off by a cheering crowd of villagers. One of the elders keels over from a lack of food consumptions. It seems like this spiritual circle isn’t doing a whole lot.

[Tech]
-Primitive Recreation

[Tochtli Clan]
The human party sets up a variety of wooden pikes and hidden traps throughout the village perimeter in wait of enemies. Cuauhtémocthe, meanwhile retreats to his underground lair, the strange vial’s mysteries taunting him. On a whim, he tilts back his head, pouring the gold substance down his throat. It goes down easy before seamlessly weaving itself into Cuauhtémocthe’s very being. He doubles over, grasping his stomach as an intense burning sensation spreads through his body. He screams as several soldiers rush to inspect his state. The veins near the surface of his skin take a golden hue as his irises do the same. The pain dissipates as the transformation ends seamlessly. The effects remain unknown, however he feels far less bounds by the limitations his body once knew. The guards stare in awe as a new Cuauhtémocthe releases his stomach and stands. Cuauhtémocthe is forced to wonder what would have happened had he drunk the entire flask.

[Buildings]
-Wooden Traps and Fortifications
[Military Units]
-Cuauhtémocthe [Hero]
>>
>>1974671

[Obelis Kingdom]
Mining efforts yield great results as great amounts of copper and tin are brought up from the mine and the people rejoice. All that is left is to develop a technique to shape such. The watchtower initiative proves less effective, however as arguments over the precise location of where the watchtowers will be break out.

[Resources]
-Stone: Overflowing
-Copper: Plenty
-Tin: Some

[Gamayun]
An icy hum resonates from the sphere as it takes on a purple hue. The necromancers begin to weave their magic through the anomaly as glimpses of the dead shimmer in its depths. The hum warps. It becomes hushed whispers from the beyond, much to the delight and terror of the necromancers. One necromancer dares to touch it but quickly recoils as her hand is quickly deformed by the touch of the sphere. Is this the gate the spirits intended to give them? Why could they not use it? The mages that study fire make mild progress on their own studies of fireballs, much to their delight.

[Projects]
-Primitive Fireball (2/4)
-Primitive Spiritspeaking (1/4)

[Neolithica]
1.The attempts at flight are made, but the paper wings seem to refuse flight. It seems as though paper is not equivalent to a true pterodactly’s wings. The quarry completes, and massive loads of stone comes in. Business is booming.

[Resources]
-Stone: Burgeoning

[New Technopoca]
Dimrod hires a number of workers to assist him on his project, however much to his error, they pay him in advance, taking his money and ditching him to spend it. The production of liquid containers and other assorted pottery proves fruitful, however, as beautiful structures are made.

-Wealth: -2
[Tech]
-Primitive Pottery
>>
>>1974676

[Chylem]
On the outskirts of Chylem the ents practice their magic, working to weave the earth in mending ways to restore life to their dying world. Oddly, their magic takes hold in the dying Earth as new life sprouts forth. The deep woods grow shallow as the edges of the ents’ forest flourish with life. Even trees once thought dead begin to mend as their magic takes hold. The elders recognize it as the forest’s blessing, a sacred right and proof that nature herself was truly with the ents. In the sacred grove, an ancient elder ent caught in deep hibernation awakens as well. Murmurs are abound that perhaps he holds the key to this sudden blessing of power upon the ents? While the ancient ent rarely speaks, he has guided the people in the way of ‘greenweave armor.’ The modern technique draws ancient influence, and proves truly effective as the ents durability is vastly improved.

[Military Units]
-Ancient Guardian Ent
[Tech]
-Basic Greenweave Armor
[Magic]
-Standard Nature Magic
-Basic Nature Restoration Magic

[Scutigero]
Work on the shrine finally progresses as the corpses are stacked and completion comes into view. The lack of food has lowered worker morale, the matriarch deducts. Fed workers would be more apt at producing their shrine. Cockroaches are collected in small numbers, but keeping them pinned to a small area has proven difficult. It’s only a matter of time till a way to contain them is found, the centipedes deduct.

[Projects]
-Death Shrine (3/4)
-Cockroach Farm (1/4)

[Serrum Sa]
The collective meeting on mining operation briefly stalls. Despite Abom Mendo’s credibility, his absence from said meeting nearly prevents forward progress to be made. However, the man rushes in at the last moment explaining he was caught in an attempted mugging on his way to the seminar. Progress on the mine continues slowly, however, despite the additional funding. Work on the light magic proves to yield nothing, however. While the basic applications of light magic are resolute, the collective’s current skills relating to such prove limited and incapable of forwarding light magic as a whole. It seems that further study into actual application may be required.

-Wealth: -3
[Projects]
-Mining Operations (2/4)
>>
Rolled 52 (1d100)

>>1974679

[Jotunnar] [ https://discord.gg/r7aH7s ]
While the “orienteer” did not wholly develop his ability to path-find, it didn’t matter. Expanding their borders was relatively easy. It simply took the jotun walking in a direction and claiming it as their own. Attempts at digging away at the ground seemed to be quite successful as snow and earth are moved.

[Projects]
-Expansion (1/4)
-Mine (3/4)

[Uimbo Clan] (You have not completed the project and also have not marked it on your nation sheet. You do not receive benefits for an incomplete project and unmarked progress on projects is not tracked by the GM/ Please also include additional fluff in your post.)

The tigrans dig more at the hand. The weapon guild fails to construct.

[Projects]
-Hand Statue Excavation 1/?


[TURN 7 BEGINS NOW]
[DISCORD: https://discord.gg/r7aH7s]
[IF YOU HAVE ANY QUESTIONS, DO NOT HESITATE TO MESSAGE ME ON DISCORD]

[NOTAROS AND MEGYROS ARE BEING STATTED IMMINENTLY]

[WORLD EVENT ROLL, LOWER IS MORE CATASTROPHIC]
>>
>>1974679
[Scutigero]
-Population: 9 (Cave Centipedes)[+2/turn]
-Food: Scarce
-Stability: Iron-Clad
-Wealth: 8(+1/turn)
-Hexes Controlled: 3
[Buildings]
-Matriarch's Breeding Pit
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Guano: Burgeoning
-Mottle and Guano: some
-Wild boar: some
[Military Units]
-[Notoriouse PED]
[Tech]
-Primitive Tools
-Primitive Medicine
-Primitive Construction
-Primitive building materials
[Project bar]
-Cockroach farm (1/4)
-Death shrine (3/4)
[Magic]

Action 1: Shrine of DEATH!
Action 2: that farm still needs work
>>
Rolled 19, 79 = 98 (2d100)

>>1974720
>>
Rolled 60, 28 = 88 (2d100)

## [TURN 7] ##
--[Chylem]--
>Population: 11 (Ents)[+1/turn]
>Water: Plentiful
>Stability: Stable
>Wealth: 0
>Hexes Controlled: 3
--[Buildings]--
>The Hollow [Capital Building]
--[Resources]--
>Stone: Some
>Berries: Plentiful
>Luminial Apples: Plentiful
>Black Bears: Few
--[Military Units]--
>Forest's Guardian Ent
>Ancient Guardian Ent
--[Tech]--
>Basic Gardening
>Basic Greenweave Armor
--[Magic]--
>#FACTION: Ancient Ones
>Standard Nature Magic
>Basic Nature Restoration Magic
>Primitive Grow Flora
>Primitive Attract Fauna
>Primitive Greenweaving
>Primitive Geomancy
>Primitive Earth Shaping
--[Bonus]--
>Nature's Blessing: The ents have a natural affinity with nature, and as such find it much easier to utilize both nature magics and gardening techniques.
--[Projects]--
>Applebough Shrine [1/4]
>Luminial Apple Trees (1/4)

## [ACTIONS] ##
With the awakening of the Ancient Guardian, the Ents grow more sure of their path moving forward. They update the Ancient on the state of affairs, asking for its input. After much consideration, the Ancient declares that before the Ents can protect the greater wilds, we must protect our own forest and expand its reach - only then can we look outward.

> Our Ancient Ones have made great strides with restoration and nature magics, and so a number of them are dispatched to the corrupted woods, weaving their restoration magic upon the blight there. We sooth the spiders if possible, assuring them that we are here to bring life and balance back to the forest. We do not approach the grove where the spider-woman is trapped, not yet, trying to make progress purifying the corruption and decay.

> Both rolls will be used for the primary action ^
>>
Rolled 47, 22 = 69 (2d100)

>>1974671
[Mana Crystals]
>Population: 3 (Mana Crystals)[+0/Turn]
>Food: -
>Stability: -
>Wealth: -
>Hexes Controlled: 6
[Crystals]
>Mother Crystal
>Servitor Crystal
[Resources]
>Stone: Burgeoning
>Copper: Some
>Iron: Some
[Combat Crystals]
>Guardian Crystal
[Tech]
>None
[Magic]
>Primitive Creep Control
>Primitive Eradication Magic
>Basic Telepathy
>Primitive Telekinesis
[Projects]
>Guardian Crystal (2/8)
>Primitive Eradication Beam (2/4)
[Bonus]
>Hivemind
-Consumption: The crystals hunger, and require materials to grow in quantity. When materials are gathered or encountered by the Mana Crystals, they may expend it to increase in quantity. The materials expended may add special properties to the crystals encountered. Crystals do not require regular consumption of materials, however, and do not need food. Your current important crystals are marked under [Crystals] and [Combat Crystals]. The sum of your [Combat Crystals] and [Crystals] is equal to your population.

>Action 1.
Keep growing that guardian.
>Action 2.
Keep researching that death beam.
>>
Rolled 4, 80 = 84 (2d100)

>>1974682
>[New Technopoca]
>-Population: 8(Gremlin) (+1/Turn)
>-Food: Plentiful
>-Stability: Stable
>-Wealth: 8 (+1/turn)
>-Hexes Controlled: 1
>[Buildings]
>-Shell of the Colossus
>[Resources]
>-Wood: Plentiful
>-Stone: Plentiful
>-Copper: Plentiful
>[Military Units]
>-Gremlin Guardsmen
>

[Tech]
>-Basic Mining
>-Primitive Tools
>-Primitive Machines
>-Primitive Writing
>-Primitive Slings
>-Primitive Pottery

[Magic]
>-None

[Bonus]
>-Mechanist Philosophy: The gremlins of N. Technopoca are driven by their desire to learn, and have relied upon pieces of the colossus to teach them advanced techniques. When pieces of their god are recovered, they may have an easy time discovering new technologies associated with such.

Projects -
>-Paper (1/4)

Actions:

Dimrod no longer trusts anyone and isolates himself to keep the lesser fools from interrupting his progress. The city was 50 years behind where it should be, Gremlins were naturally greedy and that sometimes came before innovation. Heck, he is sure that some of the higher ups are keeping old city tech to themselves. Maybe the city needed someone like him to lead it into the light.

Asitari, an esteemed elder and poet is charged with leading the development of ink to be stored in the new pots. Given a large range of plants and minerals he begins work. Sebolde the artist assists in the research, as development of ink would allow even greater freedom of his art.
>>
>>1974493

[Notaro]
-Population: 5 (Notaros)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 5 (+1/turn)
-Hexes Controlled: 3
[Buildings]
-(Player named capital building)
-Shrubplant Distillery
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Shrubplant: Some
-Shrubplant Booze: Dwindling
[Military Units]
-(Player named military unit)
[Tech]
-Basic Weapons
-Primitive Tools
-Basic Bureaucracy
[Magic]
-Basic Thought Manipulation Magic
[Bonus]
-Land Lovers: The Notaros function incredibly well on land and receive a bonus to combat and many actions there, however all water related actions they may attempt to take are hindered.

>>1974599

[Megyros]
-Population: 5 (+1/turn)
-Food: Plentiful
-Stability: Stable
-Wealth: 5 (+1/turn)
-Hexes Controlled: 3
[Buildings]
-Monastery of Megyros
[Resources]
-Wood: Plentiful
-Stone: Plentiful
[Military Units]
-(Player named military unit)
[Tech]
-Basic Tools
-Basic Weapons
-Basic Written Language
-Primitive Martial Arts
-Primitive Construction
[Magic]
-None
[Bonus]
-Way of the Twin Gods: The Megyros work upon balance and order in an attempt to sate their conjoined gods. When each god is in some way represented by a project each turn, both actions receive a bonus. (Projects to satisfy both gods only count towards one.)
>>
Rolled 25, 52 = 77 (2d100)

>>1974676

TURN 7:

[Obelis Kingdom]
>Population: 8 (Humans)[+1/turn]
>Food: Plentiful
>Stability: Stable
>Wealth: 4 [+1/turn]
>Hexes Controlled: 3

[Buildings]
>Holy Stone Spire

[Resources]
>Wood: Plentiful
>Stone: Overflowing
>Copper: Plenty
>Tin: Some

[Military Units]
>Obelis Javelineer

[Tech]
>Basic Weapons
>Primitive Tools
>Primitive Construction

[Magic]
>None

[Bonus]
>Keen Eyes: The humans of Obelis have masterful sight, capable of maintaining focus on objects at great distances. Humans of Obelis have advantage on all checks relating to sight and searching.

[Projects]
>Ranged Weapons (3/4)

>Action 1:
We now have our metal, the key to our future ranged weapons, but we still lack the means to apply it. A team of craftsmen is set aside to experiment ways to shape and form this metal to our needs.

>Action 2:
Seeing his people bickering instead of following his orders, Holace makes another decree. This one on the nature of his directions. "Arguing amongst yourselves is but a waste of time." he stresses. "There is but one thing we need to trust, and that is our eyes. You will build a tower in any direction, but build it at the final point where our great spire may still be seen. Build a web of towers around our spire that are at the edge of each other's vision this way." At their king's command, the efforts to build towers begins properly this time.
>>
File: Map With Nations.png (1.06 MB, 1695x1219)
1.06 MB
1.06 MB PNG
[Updated map with new nations]
>>
Rolled 4, 99 = 103 (2d100)

>>1974676

[Gamayun]
-Population: 11 (Havyans)[+1/turn]
-Food: Plentiful
-Stability: Secure
-Wealth: 9 [+1/turn]
-Hexes Controlled: 6

[Buildings]
-Capital Tengu
- Coastal City of Gagana
- -Strange Mana Sphere

[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Sacred Scroll

[Military Units]
-Havyan Hunter Party [Flying]

[Tech]
-Primitive Weapons
-Primitive Writing

[Magic]
-Primitive Necromancy
-Primitive Spirit Conjuring
-Primitive Fire Magic
-Primitive Planar Tear Magic

[Projects]
-Primitive Fireball (2/4)
-Primitive Spiritspeaking (1/4)

[Bonus]
-Havyan Flight: Havyans are winged beings of a spiritual nature. Thanks to their ancestry they are capable of the power of flight. All Havyans not encumbered by heavy equipment may utilize these wings in the ability of flight. All Havyan Units that are not utilizing heavy equipment gain the [Flying] tag.

> Action 1
After one of our necromancers ended up deformed due to the contact with the sphere we create a distance limit for where we can research its properties, but due to her bravery now we can hear the whispers of the dead. In the homanage of this necromancer, the High King decides to name the sphere after her - The Sphere of Cygnos.


The prospect of being able to comunicate freely with our deseased ancestors is amazing, but we were such fools! The spirits had given us knowldge that we forgot in our pursue for the unknow! We have a sacred scroll with the knowldge of the dead, and we barely managed to use its full capacities. From now on we will continue to study the Spiritspeaking magic, but with the aided aid of the Sphere of Cygnos and our Sacred Scroll.

> Action 2

Similar to above, we keep pursuing the fire power of Garuda, but with the aid of the Sphere of Cygnos and our Sacred Scroll.
>>
Rolled 4, 37 = 41 (2d100)

>>1974682
[Serrum Sa]
-Population: 11 (Serrumians)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 6 [+1/turn]
-Hexes Controlled: 3

[Buildings]
-Selvvatel Building [Capital Building]

[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Maps: Scarce

[Military Units]
-Spearmen

[Tech]
-Basic Weapons
-Primitive Orienteering
-Primitive Cartography
-Primitive Food Preservation

[Magic]
-Primitive Fire Magic
-Primitive Fireball Conjuration
-Primitive Light Magic

[Projects]
-Mining Operations (2/4)

[Bonus]
-Natural Orienteers: Each serrumian knows their way within their territories, and have honed their skill at finding their way. Serrumians will remember their path no matter the circumstance and are experts at charting such. All orienteering and cartography related actions are easier to succeed.

[Actions]
1) Abom Mendo is not a man known to take his job easy. In the time it takes others to set up office, he organizes the workforce. Deciding the work hours, duration and time of breaks, have the labourers properly trained, and holds a motivational speech.
Not only is he making money now and more in the future, but Abom hopes that this is an opportunity for his family name to grow strong and recognized.

-Mining Operations (2/4)
2) Many of the Left Hand's clerics grow tired of the constant meditating and "light on, light off" training demanded by Brightsight. Eager to test other ways to use their new magic, the clerics experiment and push themselves to sate their wishes for more grand magic. It reveals itself to be a hard task though. So for now the clerics are content with trying to create light separate from their body. To create a ball, or point, of light that they can direct from one location to another. You can only stretch a hand so high or so far, but this technique will surely open many new doors.

-Primitive Light Magic
>>
Rolled 43, 45 = 88 (2d100)

>>1974682
--[Tochtli Clan]--
>Population: 10 (Vampire:Humans 1:9)[+1/turn]
>Food: Plentiful
>Stability: Dwindling
>Wealth: 8 [+1/turn]
>Hexes Controlled: 3

--[Buildings and Defenses]--
>Primitive sacrificial stone pyramid
>Fortified Palisade
>Mysterious Stone Bunker
>Wooden Traps and Fortifications

--[Resources]--
>Wood: Plentiful
>Stone: Plentiful
>Vampiric Blood: Trace

--[Military Units]--
>Hunter Vampire Party
>Human war Party
>Cuauhtémocthe [Hero]

--[Tech]--
>Basic Weaponry
>Primitive Construction

--[Magic]--
>Primitive Manipulation Magic, Primitive Bloodfeeding magic

--[Bonus]--
>Vampiric Blood
>Sunlight Sensitivity

--[Projects]--
>Primitive Bloodfeeding Control Magic (2/4)
>Primitive Blood Manipulation (1/4)

--[Actions]--
1, 2) Cuauhtémocthe feels it. It is much... nearer now. Almost as if he could grasp it with his hand. He has started to call it the beast, this feeling no.. he would almost call it an entity, however vague that sounds. Whenever he taps into the power of his blood he can hear its call.
Now is the time. The preperations for war need to be finished soon. The gods demand it. Today will be a full moon and Cuauhtémocthe will sacrifice and follow the call of his beast.
>>
Rolled 72, 40 = 112 (2d100)

>>1974794
>[Megyros]
>-Population: 5 (+1/turn)
>-Food: Plentiful
>-Stability: Stable
>-Wealth: 5 (+1/turn)
>-Hexes Controlled: 3
>[Buildings]
>-Monastery of Megyros
>[Resources]
>-Wood: Plentiful
>-Stone: Plentiful
>[Military Units]
>Warrior Monk
>[Tech]
>-Basic Tools
>-Basic Weapons
>-Basic Written Language
>-Primitive Martial Arts
>-Primitive Construction
>[Magic]
>-None
>[Bonus]
>-Way of the Twin Gods: The Megyros work upon balance and order in an attempt to sate their conjoined gods. When each god is in some way represented by a project each turn, both actions receive a bonus. (Projects to satisfy both gods only count towards one.)

Every morning at the crack of dawn, the disciples of the conjoined gods rise from their slumber and begin their daily meditations, as well as the chores that hone the mind as well as body that keep the monastery running. This morning though, the monks receive a special treat- an announcement made by Garrat Brightmind himself. He declares that the monastery will no longer be one, but rather two halves of a whole, much like the gods Gratus and Durras themselves. The Eastern part of the monastery will henceforth be called the 'Temple of the Disciplined' and be dedicated to Gratus and matters of the mind, while the Western part will be dedicated to Durras and matters of the body, and will be known as the 'Temple of the Savage'.
1) Begin construction of the Temple of the Disciplined on the Eastern end of Megyros.
2) Begin construction of the Temple of the Savage on the Western end of Megyros
(Way of the Twin Gods on each action)
>>
Rolled 34, 37 = 71 (2d100)

>>1974671
[Parada People]
-Population: 10 (Parada +1/turn)
-Food: Burgeoning
-Stability: Ecstatic
-Wealth: 8 [+1/turn]
-Hexes Controlled: 3

[Buildings]
-Haiila-Weta

[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Fish: Plentiful
-???? Heavy Metal (trace)

[Military Units]
-Dokama

[Tech]
-Basic Tools
-Primitive Weapons
-Primitive Recreation (surfing)

[Magic]
-None

[Bonus]
-Aquatic Nature: The parada people resemble sharks and have the ability to function well in aquatic setting, even if they are not amphibious. They have advantage against non-parada when conducting non-vehicular combat in/underwater.

[Projects]


Actions
>Some of the Parada Surfers have grown restless with meditation of the Elders. They will wait no longer. They take to their boards and seek to be one with the waters through their sport.
>The Elders don't give a fuck about these shitty whippersnappers. When the spirits drown them, the Elders will be there laughing as they meditate.
>>
[Jotunnar]
-Population: 6 (Jotun)[+1/turn]
-Food: Some
-Stability: Stable
-Wealth: -
-Hexes Controlled: 3
[Buildings]
- Top most ruins of Jotunnar
[Resources]
-Wood: Some
-Stone: Plentiful
-Foxes: Some
[Military Units]
- Jarl Ymir
[Tech]
-Primitive Construction
-Primitive Weapons
[Magic]
-Primitive Cold Magic
-Primitive Ice shaping
[Projects]
Primitive Orienteering (1/4)
Mine (3/4)
Expansion (1/4)
[Bonus]
-Strength of Many: The Jotun are massive beings with the strength of many men. It is much easier for them to carry or utilize large objects that would be impossible for other races. Additionally, even an unarmed Jotun stands to be a threat.


As they toiled away, smashing at the earth and heaving away the easier bits, one of the Jotun's mind starts to drift to a different place. Although a light dusting of snow covered it, the land was lush, trees growing together far to densely for him to move through, yet always having a path to walk through them, the ground beneath his feet perfectly level, as if carved from a stone. Everything around him was almost like something out of an ideal vision of the world, yet at the same time seemed strangely void. No creatures stirred the leaves, only the wind and the silence would be deafening if not for his own thunderous steps. Then he would speak words, the character of which he could not quite understand despite being of his own mind. "Everything seems to be in order... Now we have only to wait for those on high to play their part, and we shall have our rest". He would then shake his head, grumbling to himself as he returns to work.

Roll 1.

And work they did, continueing their toil on the future site.

(Continue excavation/mine project)

Roll 2.

The Jotun out in the wasteland would mutter the word 'Lief' to himself as he grinds a large stone into the ground, marking the land. He would then look up to make sure it was within sight of one behind him, before looking up towards the sky, noting the stars, how they didn't move. Maybe that would be useful to him one day... or perhaps now? Maybe if he kept going south, he would look up at the sky to see how it changes.

(Continue expansion + Other fluff bits)
>>
Rolled 28, 74 = 102 (2d100)

>>1975830
>>
capcha test
>>
apologies for missing a turn, was very busy the last few days.
>>1963585
that is acceptable.
>>
>>1976251
[That's fine. You can take 1 turn of makeup (4 actions in one turn for a single turn). I highly suggest you join the discord if possible.]
>>
Rolled 96, 64, 49, 69 = 278 (4d100)

[Captain John's Company]
-Population: 5 (Mixed Undead)
-Food: -
-Stability:
-Wealth: 8 (+0/turn)
-Hexes Controlled: 3
[Buildings]
-Captain John's Pirate Ship
[Resources]
-Wood: Some
-Stone: Some
-Assorted Fruits: Some
-Tobacco: Dwindling
[Military Units]
-[Player Named Military Unit]
[Tech]
-Basic Naval Travel
-Primitive Orienteering
-Primitive Swashbuckling
-Primitive Costuming
[Magic]
-Primitive Necromancy
-Primitive Raise Dead
[Bonus]
-Undead: You are undead and do not require air, food, or drink.
-Pirate Ship: Captain John's Company is aboard a pirate ship, and do not have a designated home territory. As an action, the ship may sail in a direction of your choosing. If you have visited a landmass before, you may designate it as your target and sail towards its general direction
stats
>Missed Turn
#1 Perform the trade, as outlined here >>1961550
#2 begin planting our own farm. allowing the grippli to profit from local trade while we sell to far off lands for a much higher price brings wealth to both of us
>This Turn
#1 learn how to use necromancy to get dead or dying creatures to come to our farms, where their decaying flesh will make fertilizer
#2 prepare to set sail using the new skills provided by the grippli, we go in search of more natives to trade with, and more exotic resources
>>1976270
i'd like to but this phone won't let me
>>
Rolled 15, 20 = 35 (2d100)

[The United States of Neolithica]
-Population: 8 (Cavemankind)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 6 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-The White Stone House (Capital)
[Resources]
-Wood: Plentiful
-Stone: Burgeoning
-Domestic Raptors: Few
[Military Units]
-GI Spearmen
[Tech]
-Primitive Written Language
-Primitive Weapons
-Primitive Bu-Rock-racy
-Primitive Construction
-Primitive Land Vehicles
-Primitive Machines
[Magic]
-Primitive Commune With Dinosaur
[Bonus]
-Literally The Flinstones: The United States of Neolithica is eerily familiar, and mocks much more revolutionary societies with stone copies. Electronics are replaced by prehistoric creatures. While the cavemankind have trouble with more complex devices, they excel with primitive copies of such and receive a bonus to using stone equipment and machinery. They may also mock other, more complicated technology, with their own primitive variants.

1. The Extra Stone comes in handy as the USN begins its next "Big Project": The Interstone! A highway of giant boulders to ferry cars and dinosaurs, four lanes wide and endless room for billboards. The new highway is expected to make expansion projects a breeze and improvement movement over land.
Tech:
-Primitive Construction
-Primitive Land Vehicles
Resources:
-Stone: Burgeoning

2. Undaunted by the discovery, amateur aviators contniue to ply themselves at the thought of putting a caveman into the sky.

Admidst the hundreds trying by other means, the two Rock Brothers quietly attempt to find a different solution. Instead of trying to mimic a Pterodactyl, why not harness them themselves? The new idea they try is not to use footpower, but to have engines on the wings using the power of Pterodactyl themselves. Research Stone Age Flight!
>>
Cuauhtémocthe

[TURN 7]

[Scugitero]
Work on the shrine continues to progress. The cockroach farm proves to make headway, however, as walls are built using the mottle and guano. Issues arise when the cockroaches prove capable of crawling over the side of the structure.

[Projects]
-Cockroach Farm (2/4)

[Chylem]
Progress on clearing the edges of the corrupted forest seeping into their own is made by the Chylem. Strangely, many of the spiders have fled at the sight of the disappearing corruption rather than show aggressive tendencies. The fight against the decay seems quite successful, however.

[Projects]
-Decay Removal (2/8)

[Mana Crystals]
The guardian’s growth progresses by yet another stage. The materials have begun to lose their form’s hold and have given into the crystal’s wants and structure. Odd forms of creep are sewn throughout, serving as a binding to the Mother Crystal. No progress is made on the beam, however.

[Projects]
-Guardian Crystal (3/8)

[New Technopoca]
While working on his secret project, Dimrod continues his hardest to forward his studies. Though in an unfortunate accident, he trips and falls from the high window of his workshop, breaking most of the bones in his body and leaving him incapacitated. The study of ink is an odd one. The gremlins have no knowledge of what ink is, even less so a material to write upon with it. Crushing coloured plants into water does prove to color it, though.

[Projects]
-Ink (1/4)
>>
[Obelis Kingdom]
Work on how to shape and form the metal is formulated. The application of heat is obvious, but the art of such remains a distant task. The initiative for new spires is brought forward as well, as construction on the massive stone structures begins.

[Projects]
-Metallurgy (1/4)
-Watchtower Network (1/8)

[Gamayun]
Further study into the whispers of the dead is halted. With the emergence of strange black forms in the distance (see world event), the spirits silence themselves. The research into Garuda’s fire, however, progresses rapidly. While the scroll provides no aide in to project, the sphere begins to glow red, bits of itself lapping off and flowing to the flames of the mages mages as if drawn to the edges of the mages’ flames, which propel forward with decent force. It seems that with the aid of the sphere, the progress of their new casting was quite boosted.

[Magic]
-Primitive Fireball

[Serrum Sa]
An incompetent workforce, Abom reports to his superiors, that’s what it was. He had worked to train them to the best of his ability, though it was proving rather ineffective. He’s sure that with more work, progress in the mineshaft operators’ training will be made. The Left Hand does make progress with their work on balls of light, as many members may now summon a small dot from which a dim light emerges. With practice it will be made much stronger they are sure.

[Projects]
-Primitive Light Conjuration (1/4)
>>
[Tochtli Clan]

Cuauhtémocthe’s blood magic training proves effective. It is not driven by these changes or the odd discoloration of his blood, though he is certain that this may be a part of his new changes. His own blood no longer seems to react to his call, but it commands the blood of others. The sacrifices’ blood dances to the rhythm of his command as it crawls around his hand, allowing him to shape it as he pleases.

[Projects]
-Primitive Blood Manipulation

[Megyros]

Progress on the two temples is made quite rapid. This is moreso true on the temple of the Disciplined, as the Temple of the Savage workers end up in a brawl over who was responsible for bringing certain supplies.

[Projects]
-Temple of the Disciplined (2/4)
-Temple of the Savage (1/4)

[Parada People]
The parada surfers return to the waves in an attempt to forward their great sport. One surfer manages to do some wild stunts, suggesting a new style of Parada surfing may be emerging, and an evolution to the sport may be coming. The elders sit in silence, starving to the bone. This is when a vision strikes them, a blackened and empty, all consuming void stares at them. The Parada village consumed by this void, consumed by an unknown force the knew only consumption. The elders are shaken by this vision. What could it mean?

[Projects]
-Basic Recreation (1/6)

[Jotunnar]
Excavation proved to be at a standstill when a particularly large and sharp stone is dropped upon one jotun’s foot. As the other jotun wanders, he finds promising locations to claim as the jotuns’ own. Only a little more wandering to do.

[Projects]
-Expansion (3/4)

[Captain John’s Company]
(See world event) The disaster is massive as the seas crash against Captain John’s vessel. What he witnesses scares even the undead. Massive black clouds appear above the water, drawing in the very island he has landed at. The crew, barely managing to escape the mysterious consumption find their boat nearly rising up from the water as it deftly escapes the pull. Time passes as the island is all but destroyed in the distance. The Grippli are gone, and Captain John’s Company are the only ones to know of such. They check their supplies, having managed to gather some of the supplies on the island before things went south...

[Resources]
-Cane: Some
-Paper: Some

[The United States of Neolithica]
The highway’s progress stalls. Even with the aid of steady bureaucracy, the actual rockwork seems to be stuck in delegation, despite being an obvious bill to pass. The antics of the Rock Brothers pursue as they attempt to rope a wild pterodactyl for use in their experiment. It’s all fun and games until one of the brothers gets his arm unceremoniously severed by the maw of the beast. After a recovery period, he’s back on his feet, however.
>>
File: Map With Nations.png (1.14 MB, 1695x1219)
1.14 MB
1.14 MB PNG
[WORLD EVENT]

Sinister black amalgamations appear above the distant ocean in various before collapsing in on themselves. While some nations may not have spotted these strange formations, those that did report the sight was one of sheer anomaly. The cloud was not unlike that of a self-contained fog turned black but stretching in the hopes of escape. With it came a second, stronger pulse reminiscent of the first to occur not long ago. What it means remains uncertain. One cloud appears above the island inhabited by the Grippli. In an instant, the island is no more as the earth is lifted into the cloud, which lowers itself to settle above where the island once was. A massive black sphere now hovers where the island once laid. Jagged pieces of land jut upwards from the water, stones float and the waters grow restless as the anomaly begins to pulsate, its machinations unknown.

[TURN 8 BEGIN]
>>
Rolled 24, 23 = 47 (2d100)

>>1980536
>[New Technopoca]
>-Population: 10(Gremlin) (+1/Turn)
>-Food: Plentiful
>-Stability: Stable
>-Wealth: 10 (+1/turn)
>-Hexes Controlled: 1
>[Buildings]
>-Shell of the Colossus
>[Resources]
>-Wood: Plentiful
>-Stone: Plentiful
>-Copper: Plentiful
>[Military Units]
>-Gremlin Guardsmen
>

[Tech]
>-Basic Mining
>-Primitive Tools
>-Primitive Machines
>-Primitive Writing
>-Primitive Slings
>-Primitive Pottery

[Magic]
>-None

[Bonus]
>-Mechanist Philosophy: The gremlins of N. Technopoca are driven by their desire to learn, and have relied upon pieces of the colossus to teach them advanced techniques. When pieces of their god are recovered, they may have an easy time discovering new technologies associated with such.

Projects -
>-Paper (1/4)
>-Ink (1/4)

Actions:

With progress of the paper and ink going slow the scientists hold a meeting, they decide that they would find an easier alternative to develop portable rock slates for writing instead.

Sebolde thinks it would be easier to develop paints as the walls aren't very good for testing ink on. He goes off to make paint instead, and maybe make some art with paint when he is finished.
>>
>>1980536
--TURN 8--

--[Tochtli Clan]--
>Population: 10 (Vampire:Humans 1:9)[+1/turn]
>Food: Plentiful
>Stability: Dwindling
>Wealth: 8 [+1/turn]
>Hexes Controlled: 3

--[Buildings and Defenses]--
>Primitive sacrificial stone pyramid
>Fortified Palisade
>Mysterious Stone Bunker
>Wooden Traps and Fortifications

--[Resources]--
>Wood: Plentiful
>Stone: Plentiful
>Vampiric Blood: Trace
>Mysterious Vial

--[Military Units]--
>Hunter Vampire Party
>Human war Party
>Cuauhtémocthe [Hero]

--[Tech]--
>Basic Weaponry
>Primitive Construction

--[Magic]--
>Primitive Manipulation Magic, Primitive Bloodfeeding magic, Primitive Blood Manipulation

--[Bonus]--
>Vampiric Blood
>Sunlight Sensitivity

--[Projects]--
>Primitive Bloodfeeding Control Magic (2/4)

--[Actions]--
1) Cuauhtémocthe sends out the Human war party to gather intelligence about the other clans villages. It is time to strike.
2) The constant beckoning of "the beast" is gone and replaced by... nothing. Only small whispers when he calls upon the power of his new blood. It feels far older and less primal then "the beast". Almost like a wise man who wastes no time with useless chatter and only speaks when called upon or when he thinks it neccessary. Interesting. What will this blood do when fed to a human... Maybe lets try diluting it with some human blood first.
>>
Rolled 55, 31 = 86 (2d100)

>>1980625
Rollls. And wealth is 2 and Pop 11.
>>
>>1980627
>>1980625
Actually pop is 12 and wealth 3
>>
Rolled 84, 84 = 168 (2d100)

>>1980536
[Parada People]
-Population: 11 (Parada +1/turn)
-Food: Burgeoning
-Stability: Ecstatic
-Wealth: 9 [+1/turn]
-Hexes Controlled: 3

[Buildings]
-Haiila-Weta

[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Fish: Plentiful
-???? Heavy Metal (trace)

[Military Units]
-Dokama

[Tech]
-Basic Tools
-Primitive Weapons
-Primitive Recreation (surfing)

[Magic]
-None

[Bonus]
-Aquatic Nature: The parada people resemble sharks and have the ability to function well in aquatic setting, even if they are not amphibious. They have advantage against non-parada when conducting non-vehicular combat in/underwater.

[Projects]
-Water Magic [1/4]

Actions
>Now we're getting somewhere! Keep up the water-bending. Its obvious that doing surpasses sitting on your ass all day [Continue Water Magic 1/4]
>They Young are fools! They do not see the darkness on the horizon! O Great Spirits of our land, deliver us from this evil! [Continue Ritual Fasting and Meditation]
>>
Rolled 72, 98 = 170 (2d100)

>>1980536
[Mana Crystals]
>Population: 3 (Mana Crystals)[+0/Turn]
>Food: -
>Stability: -
>Wealth: -
>Hexes Controlled: 6
[Crystals]
>Mother Crystal
>Servitor Crystal
[Resources]
>Stone: Burgeoning
>Copper: Some
>Iron: Some
[Combat Crystals]
>Guardian Crystal
[Tech]
>None
[Magic]
>Primitive Creep Control
>Primitive Eradication Magic
>Basic Telepathy
>Primitive Telekinesis
[Projects]
>Guardian Crystal (3/8)
>Primitive Eradication Beam (2/4)
[Bonus]
>Hivemind
-Consumption: The crystals hunger, and require materials to grow in quantity. When materials are gathered or encountered by the Mana Crystals, they may expend it to increase in quantity. The materials expended may add special properties to the crystals encountered. Crystals do not require regular consumption of materials, however, and do not need food. Your current important crystals are marked under [Crystals] and [Combat Crystals]. The sum of your [Combat Crystals] and [Crystals] is equal to your population.

>Action 1.
Grow that guardian.
>Action 2.
Research that death beam.
>>
Rolled 45, 24 = 69 (2d100)

>>1980536

TURN 8:

[Obelis Kingdom]
>Population: 8 (Humans)[+1/turn]
>Food: Plentiful
>Stability: Stable
>Wealth: 4 [+1/turn]
>Hexes Controlled: 3

[Buildings]
>Holy Stone Spire

[Resources]
>Wood: Plentiful
>Stone: Overflowing
>Copper: Plenty
>Tin: Some

[Military Units]
>Obelis Javelineer

[Tech]
>Basic Weapons
>Primitive Tools
>Primitive Construction

[Magic]
>None

[Bonus]
>Keen Eyes: The humans of Obelis have masterful sight, capable of maintaining focus on objects at great distances. Humans of Obelis have advantage on all checks relating to sight and searching.

[Projects]
>Ranged Weapons (3/4)
>Metallurgy (1/4)
>Watchtower Network (1/8)

>Action 1:
From his perch, the highest in the land, Holace sees just a glimpse of a dark sphere in the far sky. He knows not what it is, but feels that it can only bode ill. He urges the construction of the towers to continue. If peril would visit his people, he wants them all to know well in advance.

>Action 2:
The craftsmen continue working on shaping their metal. They try to come up with ways to more efficiently apply enough heat that the metal becomes malleable.
>>
Rolled 76, 67 = 143 (2d100)

[Gamayun]
-Population: 12 (Havyans)[+1/turn]
-Food: Plentiful
-Stability: Secure
-Wealth: 10 [+1/turn]
-Hexes Controlled: 6

[Buildings]
-Capital Tengu
- Coastal City of Gagana
- -Strange Mana Sphere

[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Sacred Scroll

[Military Units]
-Havyan Hunter Party [Flying]

[Tech]
-Primitive Weapons
-Primitive Writing

[Magic]
-Primitive Necromancy
-Primitive Spirit Conjuring
-Primitive Fire Magic
- Primitive Fireball
-Primitive Planar Tear Magic

[Projects]
-Primitive Spiritspeaking (1/4)

[Bonus]
-Havyan Flight: Havyans are winged beings of a spiritual nature. Thanks to their ancestry they are capable of the power of flight. All Havyans not encumbered by heavy equipment may utilize these wings in the ability of flight. All Havyan Units that are not utilizing heavy equipment gain the [Flying] tag.


What caused such fenomenon on the horizon? Why the spirits dont want to talk with us? We must KNOW. The Havyans keep lookign deep down on the scrolls and the sphere, to better dominate Spiritspeaking

Actions 1 and 2 spent on researching Spiritspeaking. Separate rolls.
>>
Rolled 2, 63 = 65 (2d100)

## [TURN 8] ##
--[Chylem]--
>Population: 12 (Ents)[+1/turn]
>Water: Plentiful
>Stability: Stable
>Wealth: 0
>Hexes Controlled: 3
--[Buildings]--
>The Hollow [Capital Building]
--[Resources]--
>Stone: Some
>Berries: Plentiful
>Luminial Apples: Plentiful
>Black Bears: Few
--[Military Units]--
>Forest Wardens
>Ancient Guardian Ent [Hero Unit]
--[Tech]--
>Basic Gardening
>Basic Greenweave Armor
--[Magic]--
>#FACTION: Ancient Ones
>Standard Nature Magic
>Basic Nature Restoration Magic
>Primitive Grow Flora
>Primitive Attract Fauna
>Primitive Greenweaving
>Primitive Geomancy
>Primitive Earth Shaping
--[Bonus]--
>Nature's Blessing: The ents have a natural affinity with nature, and as such find it much easier to utilize both nature magics and gardening techniques.
--[Projects]--
>Applebough Shrine [1/4]
>Luminial Apple Trees [1/4]
>Decay Removal [2/8]

## [ACTIONS] ##
We are glad to see the progress made to remove the source of corruption from our wood. The Ents rally, sending reinforcements and support to enable our Ancient Ones to weave their magic tirelessly, with only the restoration of the wild in mind.

>Continue clearing corruption from the forest with both actions. With our magic more powerful than ever and signs pointing toward the blessing of our patron wilderness spirit, we strive to honor Applebough and begin planting new growth in the rejuvenated wood that springs up where corruption once spread.
>>
File: sas05.gif (5.36 MB, 450x254)
5.36 MB
5.36 MB GIF
Rolled 27, 47 = 74 (2d100)

>>1976487
[The United States of Neolithica]
-Population: 9 (Cavemankind)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 7 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-The White Stone House (Capital)
[Resources]
-Wood: Plentiful
-Stone: Burgeoning
-Domestic Raptors: Few
[Military Units]
-GI Spearmen
[Tech]
-Primitive Written Language
-Primitive Weapons
-Primitive Bu-Rock-racy
-Primitive Construction
-Primitive Land Vehicles
-Primitive Machines
[Magic]
-Primitive Commune With Dinosaur
[Bonus]
-Literally The Flinstones: The United States of Neolithica is eerily familiar, and mocks much more revolutionary societies with stone copies. Electronics are replaced by prehistoric creatures. While the cavemankind have trouble with more complex devices, they excel with primitive copies of such and receive a bonus to using stone equipment and machinery. They may also mock other, more complicated technology, with their own primitive variants.

1. The unruly pterodactly's were a major maintenance issue, not just for the Rock Brothers but for all the aviators. Realizing the issue was one of mechanical failure, animal engineers are consulted. These individuals were trained to handle the various dino-machines that were so readily used, and able to better communicate with them. It is the natural order, they serve cavemanity and get pay and feed. A living, if you will.

2. The President expresses his disapproval of these delays to congress, citing it as "fill-bustering" where they only pretend to bust up the rockwork, slowing down progress. He insists that they pass the bill immediately, suggesting the use of banana peels and cococut oil to pass it through the house and senate as swiftly as possible. The road way must be started!

Neolithican drivers deserved wider, faster roads with fewer traffic jams.
>>
Rolled 56, 38 = 94 (2d100)

[Captain John's Company]
-Population: 5 (Mixed Undead)
-Food: -
-Stability:
-Wealth: 8 (+0/turn)
-Hexes Controlled: 3
[Buildings]
-Captain John's Pirate Ship
[Resources]
-Wood: Some
-Stone: Some
-Cane: Some
-Paper: Some
-Assorted Fruits: Some
-Tobacco: Dwindling
[Military Units]
-[Player Named Military Unit]
[Tech]
-Basic Naval Travel
-Primitive Orienteering
-Primitive Swashbuckling
-Primitive Costuming
[Magic]
-Primitive Necromancy
-Primitive Raise Dead
[Bonus]
-Undead: You are undead and do not require air, food, or drink.
-Pirate Ship: Captain John's Company is aboard a pirate ship, and do not have a designated home territory. As an action, the ship may sail in a direction of your choosing. If you have visited a landmass before, you may designate it as your target and sail towards its general direction
stats
#1-2 "our trading partners are gone. alright lads, looks like we're on our own again. might as well set up a base here. get out there and start building a port town boys!"
>set up a base on this island
>>
>>1981958
dark winds, dark clouds, the destruction of an entire race. having been a pirate, he'd seen the destruction of villages before, the utter annihilation of whole peoples with only survivors as slaves. the captain had seen much in his time but nothing like this. even for the dead, this was disturbing. he needed to keep an eye on this, if this thing was going to ruin more trading partners, then he'd be the watch that warns them. in private, he considered sending an expdition into the cloud, a few boney boys, to see if it killed them too. "boys, this port'll be more of a watch station against that black cloud, whatever the hell it may be boys. keep an eye out."
>>
Rolled 29, 60 = 89 (2d100)

>>1980536
>[Megyros]
>-Population: 6 (+1/turn)
>-Food: Plentiful
>-Stability: Stable
>-Wealth: 6 (+1/turn)
>-Hexes Controlled: 3
>[Buildings]
>-Monastery of Megyros
>[Resources]
>-Wood: Plentiful
>-Stone: Plentiful
>[Military Units]
>Warrior Monk
>[Tech]
>-Basic Tools
>-Basic Weapons
>-Basic Written Language
>-Primitive Martial Arts
>-Primitive Construction
>[Magic]
>-None
>[Bonus]
>-Way of the Twin Gods: The Megyros work upon balance and order in an attempt to sate their conjoined gods. When each god is in some way represented by a project each turn, both actions receive a bonus. (Projects to satisfy both gods only count towards one.)

1) The Temple of the Disciplined seems to be coming along nicely, its adherents following the teachings of Gratus to the letter. Let them continue on with their project.
2) The Temple of the Savage... still needs work though. But this strange black cloud to our west is very troubling indeed. Have the builders halt the production of the Temple, at least for now, and instead focus on the building of a forge and smithy, to prepare our warriors for the eventuality that we must fight to protect our way of life.
(Way of the Twin Gods)
>>
>>1954680
Are you still accepting?
>>
File: ask-supervisor.jpg (236 KB, 500x645)
236 KB
236 KB JPG
Rolled 96, 26 = 122 (2d100)

>>1980536
[Serrum Sa]
-Population: 12 (Serrumians)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 7 [+1/turn]
-Hexes Controlled: 3

[Buildings]
-Selvvatel Building [Capital Building]

[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Maps: Scarce

[Military Units]
-Spearmen

[Tech]
-Basic Weapons
-Primitive Orienteering
-Primitive Cartography
-Primitive Food Preservation

[Magic]
-Primitive Fire Magic
-Primitive Fireball Conjuration
-Primitive Light Magic

[Projects]
-Mining Operations (2/4)
-Primitive Light Conjuration (1/4)

[Bonus]
-Natural Orienteers: Each serrumian knows their way within their territories, and have honed their skill at finding their way. Serrumians will remember their path no matter the circumstance and are experts at charting such. All orienteering and cartography related actions are easier to succeed.

[Actions]
1) The idea had struck Abom while he was teaching his youngest son how to rock climb. He had kept a close eye on him and occasionally given advice before mistakes were done or whenever his son yelled "Where now?"
With high hopes he quickly implemented this new tactic in the mine project. He picked out the best workers and awarded them with a new position as supervisors. Their tasks would be to continually educate the workers on proper techniques and procedures whenever needed, oversee work in the mine, answer any questions employees might have, and motivate them.

2 wealth is used
-Mining Operations (2/4)
2) Even though he was not happy with the fact that the clerics had deviated from his instructions, Brightsight admitted that the magical development was a good sign and even praised it. By now, one could often run into a dot of light, lazily floating towards their destination while a cleric stood a short distance away, focusing intently on the light.

-Primitive Light Conjuration (1/4)
>>
Rolled 2, 94 = 96 (2d100)

>>1980528
[Jotunnar]
-Population: 6 (Jotun)[+1/turn]
-Food: Some
-Stability: Stable
-Wealth: -
-Hexes Controlled: 3
[Buildings]
- Top most ruins of Jotunnar
[Resources]
-Wood: Some
-Stone: Plentiful
-Foxes: Some
[Military Units]
- Jarl Ymir
[Tech]
-Primitive Construction
-Primitive Weapons
[Magic]
-Primitive Cold Magic
-Primitive Ice shaping
[Projects]
Primitive Orienteering (1/4)
Mine (3/4)
Expansion (3/4)
Expansion (1/4)
[Bonus]
-Strength of Many: The Jotun are massive beings with the strength of many men. It is much easier for them to carry or utilize large objects that would be impossible for other races. Additionally, even an unarmed Jotun stands to be a threat.

Roll 1.

After much grumbling and humorous cajoling of the one unfortunate Jotun, Ymir would try to get them to all return back to work. This takes quite awhile, since everyone but the injured party and the one calling the shots found it very funny for some reason. This would in turn result in said injured Jotun to lash out at the other, a brawl erupting as they start to pummel and wrestle one another, right in the quarry site.

(?????)

Roll 2. 'Lief' in a brief interlude of his own work would of been leaning against one of the large stones he had just embedded into the ground as a marker, eyes turned skywards. He didn't know why, but he was extremely mesmerized by it the twinkling clusters of lights. He'd end up getting distracted for quite a bit because of this.

(?????????)
>>
>>1983951
((Also a reminder to myself on the next turn, pop is now 7
>>
>>1982114
Guess that means "no"
>>
[TURN 9]

[New Technopoca]
While the gremlin population has previously used large stone slates to record information, a more portable form is debated by many well educated individuals. While a prototype is made, the lab hand in charge of transporting it to the site trips and drops it, halting any progress on such. Sebolde’s experiments with paint prove ineffective, as he realizes he has no idea what paint is, or what materials he would use for such.

[Tochtli Clan]
The human party searches the nearby villages but finds that many of the other tribes are completely wiped out. Corpses are strewn about the area as blood seeps into the ground. What caused this is unknown, but it strikes a chord of fear in the group. Cuauhtémocthe fears that the Tochtli Clan may be next. Instantaneous death comes to the human subject, even with the dilution of human blood. It is not an instantaneous death. For a moment, the human seems to exhibit signs of transformation, however moments later the subject collapses silently, without sign of struggle.

[Parada People]
It comes as a revolution to the Parada People, an age of magic. Whether it is by the fasting of the elders or the new age spiritualism of the tribe’s youth, the Parada People are truly blessed. Those who study the way of water manipulation find that as if willed by the heavens, or perhaps a part of their very being, they control the element of water quite naturally. The elders, who wait in deep meditation, look into their sacred pools and see images of a dark sphere above a distant isle. Had this already come to pass, or was it the future of the Parada People?

[Magic]
-Standard Water Magic
-Basic Water Manipulation
-Basic Water Scrying Ritual

[Mana Crystals]
Progress on the guardian progresses and the mother crystal completes its function as a basic eradication beam is integrated into the guardians’ arsenals.

[Magic]
-Primitive Eradication Beam
[Projects]
-Guardian Crystal (4/8)

[Obelis Kingdom]
Construction of the watchtower network progresses as the erection of new spires continues. Soon the lands will be dotted with them.The shaping of new metal proves less effective, however, as many basic fires fail to separate the metal from the stone.

[Projects]
-Watchtower Network (2/8)
>>
[Gamayun]
The havyan necromancers congregate around the sphere, attempting to contact the spirits of their ancestry on the meaning of the strange clouds. The whispers, previously obstructed, return, now intelligible though their message remains cryptic. One havyan claims to have heard to words “fallen god” and others claim that the spirits speak of “end times,” though it is largely speculative as the spirits speak in a foreign tongue.

[Magic]
-Primitive Spiritspeaking

[Chylem]
They struck from the shadows as the ents moved deeper into the woods. The spiders began to lash out against the ents who wiped away decay, tearing at their wood and seeing their death. The spiders did not move from their neck of the woods, but it seems they’ve grown aggressive… No, that word is incorrect. Many of the ents who claim an affinity with animals would tell you the spiders have grown afraid. Still, progress is made at clearing away the decay.

-Population: -1
[Projects]
-Decay Removal (3/8)

[The United States of Neolithica]
A squad is sent out to tame unruly pterodactyls. After all, the use of such would provide great amounts of future flight capacity. The taming attempt goes south, however, as the crew arrives on the scene only to watch their targets flying away. Construction of the roadway begins as large rock slabs are embedded in the ground. While Neolithica is not a huge territory, a project of this magnitude will take massive manpower without greater numbers of tamed dinosaurs.

[Projects]
-Rock Roadways (1/12)

[Captain John’s Company]
Taking what little wood and stone they have onboard, the crew begins to set up a sort of watchpoint on the edge of the island. It’ll take some time, but clear spots are abound. Water soaks several of the outcroppings close to sea-level.

[Projects]
-Port City (2/8)

[Megyros] (Please mark your projects on your nation sheet for easy tracking)
The temple of the disciplined proved to be somewhat fruitful as small progress proceeds. The smithy proceeds in its construction, With it completed, weapons would surely be in great supply for any future conflicts that came the way of Megyros.

[Projects]
-Temple of the Disciplined (3/4)
-Smithy (1/4)

[Serrum Sa]
Mining operations finally come to a stellar conclusion as Abom teaches them the proper function of their duties, hailing many wonderful resources. Further studies into light conjuration prove fruitless, however. Perhaps this was an omen brought about by the dark sphere on the horizon. Only time would tell.

[Resources]
-Copper: Plentiful
-Tin: Some
-Stone: Burgeoning

[Jotunnar]
As the two jotun begin to roughhouse and tumble, they cause a small landslide and knock several stones piled on the edge of the quarry site back in, setting progress on the quarry back. Lief stares to the sky, looking for some unknown sight. For a moment, he swears he sees a dark patch obstructing the starlight, but it quickly dissipates.

[Projects]
-Mine (2/4)
>>
Rolled 58, 35, 92, 91, 77 = 353 (5d100)

[TURN 9 BEGIN]

[Secret Rolls:]
[??? 1d100]
[??? 4d100]
>>
>>1987907
[Mana Crystals]
>Population: 3 (Mana Crystals)[+0/Turn]
>Food: -
>Stability: -
>Wealth: -
>Hexes Controlled: 6
[Crystals]
>Mother Crystal
>Servitor Crystal
[Resources]
>Stone: Burgeoning
>Copper: Some
>Iron: Some
[Combat Crystals]
>Guardian Crystal
[Tech]
>None
[Magic]
>Primitive Creep Control
>Primitive Eradication Magic [Primitive Eradication Beam]
>Basic Telepathy
>Primitive Telekinesis
[Projects]
>Guardian Crystal (4/8)
[Bonus]
>Hivemind
-Consumption: The crystals hunger, and require materials to grow in quantity. When materials are gathered or encountered by the Mana Crystals, they may expend it to increase in quantity. The materials expended may add special properties to the crystals encountered. Crystals do not require regular consumption of materials, however, and do not need food. Your current important crystals are marked under [Crystals] and [Combat Crystals]. The sum of your [Combat Crystals] and [Crystals] is equal to your population.

>Action1.
The guardian mus be made, continue growing.
>Action 2.
Now that we have finished the Eradication beam a new Eradication spell has been theorized, the Eradication Aura, a magic spell that has the user closely Concentrate Eradication magic around the user, creating a "Second skin" or bubble of magic that Eradicates various things that come into contact with the Aura, providing great protection against physical blows and certain magical ones. Research into this new spell has begun immediately.
>>
Rolled 100, 98 = 198 (2d100)

>>1987907
>[New Technopoca]
>-Population: 10 (Gremlin) (+1/Turn)
>-Food: Plentiful
>-Stability: Stable
>-Wealth: 9 (+1/turn)
>-Hexes Controlled: 1
>[Buildings]
>-Shell of the Colossus
>[Resources]
>-Wood: Plentiful
>-Stone: Plentiful
>-Copper: Plentiful
>[Military Units]
>-Gremlin Guardsmen
>

[Tech]
>-Basic Mining
>-Primitive Tools
>-Primitive Machines
>-Primitive Writing
>-Primitive Slings
>-Primitive Pottery

[Magic]
>-None

[Bonus]
>-Mechanist Philosophy: The gremlins of N. Technopoca are driven by their desire to learn, and have relied upon pieces of the colossus to teach them advanced techniques. When pieces of their god are recovered, they may have an easy time discovering new technologies associated with such.

Projects -
>-Paper (1/4)
>-Ink (1/4)

Actions
1)
With the knowledge of Slingshots, Meristo tries to make a wooden weapon to throw rocks further using a crescent like shape to increase the force. Meristo figures out normal rocks aren't the best shape for flying so tries to make a better design for projectiles using wood as a light material and rocks as the projectile head for damage.

>-Primitive Slings

2)
Sebolde notices that the gear clergy make nice pictures with sacrifices blood, he pays them to get more blood for him so that he can mix it with powdered rocks to cover the cave walls with good pictures. (-2 Wealth) (-1 Pop)
>>
Rolled 23, 90 = 113 (2d100)

>>1987918
Whopsie, forgot my rolls.
>>
Rolled 13, 47 = 60 (2d100)

>>1987906
[Gamayun]
-Population: 12 (Havyans)[+1/turn]
-Food: Plentiful
-Stability: Secure
-Wealth: 10 [+1/turn]
-Hexes Controlled: 6

[Buildings]
-Capital Tengu
- Coastal City of Gagana
- -Strange Mana Sphere

[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Sacred Scroll

[Military Units]
-Havyan Hunter Party [Flying]

[Tech]
-Primitive Weapons
-Primitive Writing

[Magic]
-Primitive Necromancy
-Primitive Spirit Conjuring
-Primitive Fire Magic
- Primitive Fireball
-Primitive Planar Tear Magic
- Primitive Spiritspeaking

[Projects]
-

[Bonus]
-Havyan Flight: Havyans are winged beings of a spiritual nature. Thanks to their ancestry they are capable of the power of flight. All Havyans not encumbered by heavy equipment may utilize these wings in the ability of flight. All Havyan Units that are not utilizing heavy equipment gain the [Flying] tag.

>Action 1 and 2
The High King is worried over what might come.

Further attempts to deal with the possible cataclism are made, as he orders even more studies on Necromancy. Now that they can talk with the spirits, the priests of the Gamayun will try to create pacts, so they can summon the ghosts of the ancient in battle in times of need.
>>
Rolled 17, 9 = 26 (2d100)

>>1987907
--[TURN 9]--
--[Tochtli Clan]--
>Population: 13 (Vampire:Humans 1:9)[+1/turn]
>Food: Plentiful
>Stability: Dwindling
>Wealth: 4 [+1/turn]
>Hexes Controlled: 3

--[Buildings and Defenses]--
>Primitive sacrificial stone pyramid
>Fortified Palisade
>Mysterious Stone Bunker
>Wooden Traps and Fortifications

--[Resources]--
>Wood: Plentiful
>Stone: Plentiful
>Vampiric Blood: Trace
>Mysterious Vial

--[Military Units]--
>Hunter Vampire Party
>Human war Party
>Cuauhtémocthe [Hero]

--[Tech]--
>Basic Weaponry
>Primitive Construction

--[Magic]--
>Primitive Manipulation Magic, Primitive Bloodfeeding magic, Primitive Blood Manipulation

--[Bonus]--
>Vampiric Blood
>Sunlight Sensitivity

--[Projects]--
>Primitive Bloodfeeding Control Magic (2/4)

--[Actions]--
1) Hm... if his new blood is too much for humans.... maybe another vampire can handle it.
2) The news about the carnage in the villages disturbs Cuauhtémocthe. He thought it his destiny to unite the tribes. What could have done this? Maybe it has something to do with the dark clouds he had seen above the ocean? One thing is for sure. He has been sitting behind these walls for too long. But maybe whatever came to the other clans will visit here too. What a dilemma. He sends out the human war party to patrol the area and find out any clues what could have done this. He himself will stay behind once again and be ready to fight if whatever came to the other villages comes here.
>>
Rolled 43, 55 = 98 (2d100)

>>1987907
[Serrum Sa]
-Population: 13 (Serrumians)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 8 [+1/turn]
-Hexes Controlled: 3

[Buildings]
-Selvvatel Building [Capital Building]

[Resources]
-Wood: Plentiful
-Stone: Burgeoning
-Copper: Plentiful
-Tin: Some
-Maps: Scarce

[Military Units]
-Spearmen

[Tech]
-Basic Weapons
-Primitive Orienteering
-Primitive Cartography
-Primitive Food Preservation

[Magic]
-Primitive Fire Magic
-Primitive Fireball Conjuration
-Primitive Light Magic

[Projects]
-Primitive Light Conjuration (1/4)

[Bonus]
-Natural Orienteers: Each serrumian knows their way within their territories, and have honed their skill at finding their way. Serrumians will remember their path no matter the circumstance and are experts at charting such. All orienteering and cartography related actions are easier to succeed.

[Actions]
1) The Explorers' Society look to the skies in order to improve their ability to travel safely. Day after day and night after night, their researchers study the skies, looking for patterns. They note the positions of the sun and the moon, and how they move across the skies, stars and the figures they assign groups of them. Slowly, the Explorers' Society begin to map the celestial bodies above them while they learn how to use them to reach destinations.

-Primitive Orienteering
-Primitive Cartography
2) "Dark sphere?!" News of the ominous sphere on the horizon are worrisome indeed, but most worried of all is Brightsight. The second hum had scared many, but it had, paired with the bonfire vision, completely consumed his thoughts. Now he was certain that it had been a warning.
Brightsight still had faith nonetheless. Certain that Serrum Sol would scorch their enemies and illuminate the night. The best option still seemed to be training their ability to channel these aspects better.

-Primitive Light Conjuration (1/4)
>>
>>1987904
>[Megyros]
>Population: 7 (+1/turn)
>Food: Plentiful
>Stability: Stable
>Wealth: 7 (+1/turn)
>Hexes Controlled: 3
>[Buildings]
Monastery of Megyros
Temple of the Disciplined (3/4)
Temple of the Savage (1/4)
Forge of Durras (1/4)
>[Resources]
Wood: Plentiful
Stone: Plentiful
>[Military Units]
Warrior Monk
>[Tech]
Basic Tools
Basic Weapons
Basic Written Language
Primitive Martial Arts
Primitive Construction
>[Magic]
None
>[Bonus]
Way of the Twin Gods: The Megyros work upon balance and order in an attempt to sate their conjoined gods. When each god is in some way represented by a project each turn, both actions receive a bonus. (Projects to satisfy both gods only count towards one.)

Things are going smoothly at Megyros, at least as smoothly as they can be. The conjoined gods must be pleased. Continue work on the Temple of the Disciplined as well as the Forge of Durras- the Temple of the Savage can wait just a bit longer, as defenses are more important.

1) Continue construction of the Temple of the Disciplined (3/4)
2) Continue construction of the Forge of Durras (1/4)
>Way of the Twin Gods
>>
Rolled 32, 86 = 118 (2d100)

>>1989484
And rolls
>>
Rolled 85, 30 = 115 (2d100)

## [TURN 9] ##
--[Chylem]--
>Population: 12 (Ents)[+1/turn]
>Water: Plentiful
>Stability: Stable
>Wealth: 0
>Hexes Controlled: 3
--[Buildings]--
>The Hollow [Capital Building]
--[Resources]--
>Stone: Some
>Berries: Plentiful
>Luminial Apples: Plentiful
>Black Bears: Few
--[Military Units]--
>Forest Wardens
>Ancient Guardian Ent [Hero Unit]
--[Tech]--
>Basic Gardening
>Basic Greenweave Armor
--[Magic]--
>#FACTION: Ancient Ones
>Standard Nature Magic
>Basic Nature Restoration Magic
>Primitive Grow Flora
>Primitive Attract Fauna
>Primitive Greenweaving
>Primitive Geomancy
>Primitive Earth Shaping
--[Bonus]--
>Nature's Blessing: The ents have a natural affinity with nature, and as such find it much easier to utilize both nature magics and gardening techniques.
--[Projects]--
>Applebough Shrine [1/4]
>Luminial Apple Trees [1/4]
>Decay Removal [3/8]

## [ACTIONS] ##
We honor our fallen Ents, recovering what we can of them and laying them to rest in the heart of the grove we call home. We will honor and remember the work they did, and pray that they return to the soil and trees from whence they came.

> We armor as if for war, sending protective Ents to accompany those who work their magic on the corruption. We redouble our efforts in the memory of those who fell, determined for their labors to bear fruit.

> We've made enormous headway against the corruption and attempt to learn from our mistakes, improving our Restoration magic by developing a new kind of Purification that we can weaponize against the corruption or other instances of necrosis and decay. Hopefully this aids in our primary endeavor.
>>
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34 KB
34 KB GIF
Rolled 33, 76 = 109 (2d100)

[The United States of Neolithica]
-Population: 10 (Cavemankind)[+1/turn]
-Food: Plentiful
-Stability: Stable
-Wealth: 8 [+1/turn]
-Hexes Controlled: 3
[Buildings]
-The White Stone House (Capital)
[Resources]
-Wood: Plentiful
-Stone: Burgeoning
-Domestic Raptors: Few
[Military Units]
-GI Spearmen
[Tech]
-Primitive Written Language
-Primitive Weapons
-Primitive Bu-Rock-racy
-Primitive Construction
-Primitive Land Vehicles
-Primitive Machines
[Magic]
-Primitive Commune With Dinosaur
[Bonus]
-Literally The Flinstones: The United States of Neolithica is eerily familiar, and mocks much more revolutionary societies with stone copies. Electronics are replaced by prehistoric creatures. While the cavemankind have trouble with more complex devices, they excel with primitive copies of such and receive a bonus to using stone equipment and machinery. They may also mock other, more complicated technology, with their own primitive variants.

[Projects]
-Rock Roadways (1/12)

1. The Government orders an immediate retraining of our expert mechanimal engineers, no expense is spared to ensure that these Pterodactyl's are recruited into service. As with all animal machines, special priveleges of food, shelter, and distinction as a worker in the labour force will be offered to the winged animals, a basic standard of living. Much coconuts are allocated by direct presidential authority. Recruit Pterodactyls
+8 Wealth.

2. Meanwhile, the need for more Brachiosaur cranes to build the Interstone Rockway is made apparent, and engineers go out to feed and recruit more of them to work the great construction project. The Engineers are a quite special breed of citizen, some say they can practically talk mechanimal. Some engineers say they literally can, but no one is really sure if they're telling the truth or just Mammothshitting.
>>
Rolled 44, 12 = 56 (2d100)

>>1987904
[Parada People]
-Population: 12 (Parada +1/turn)
-Food: Burgeoning
-Stability: Ecstatic
-Wealth: 10 [+1/turn]
-Hexes Controlled: 3

[Buildings]
-Haiila-Weta

[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Fish: Plentiful
-???? Heavy Metal (trace)

[Military Units]
-Dokama

[Tech]
-Basic Tools
-Primitive Weapons
-Primitive Recreation (surfing)

[Magic]
-Standard Water Magic
-Basic Water Manipulation
-Basic Water Scrying Ritual

[Bonus]
-Aquatic Nature: The parada people resemble sharks and have the ability to function well in aquatic setting, even if they are not amphibious. They have advantage against non-parada when conducting non-vehicular combat in/underwater.

[Projects]


Actions
>The Elders are ecstatic. Now that hope has returned, they work to use the Scrying as a tol to commune with the spirits!
>The tribes warriors are ecstatic. If they can learn to use this water magic, the village will never be conquered! They begin to train in water magic to make it the standard of Parada Martial Arts!
>>
Rolled 77, 35 = 112 (2d100)

>>1987907

TURN 9:

[Obelis Kingdom]
>Population: 9 (Humans)[+1/turn]
>Food: Plentiful
>Stability: Stable
>Wealth: 5 [+1/turn]
>Hexes Controlled: 3

[Buildings]
>Holy Stone Spire

[Resources]
>Wood: Plentiful
>Stone: Overflowing
>Copper: Plenty
>Tin: Some

[Military Units]
>Obelis Javelineer

[Tech]
>Basic Weapons
>Primitive Tools
>Primitive Construction

[Magic]
>None

[Bonus]
>Keen Eyes: The humans of Obelis have masterful sight, capable of maintaining focus on objects at great distances. Humans of Obelis have advantage on all checks relating to sight and searching.

[Projects]
>Ranged Weapons (3/4)
>Metallurgy (1/4)
>Watchtower Network (2/8)

>Action 1:
Work continues on the watchtowers. Soon, the eyes of the Obelis shall be able to cover far more than ever before.

>Action 2:
The issue of the metalworking is a stubborn one, much like the metal itself. But we cannot afford to yield before it does. If our fires are not hot enough, then find a way to make them hotter.
>>
Rolled 72, 48 = 120 (2d100)

>>1987906
[Jotunnar]
-Population: 8 (Jotun)[+1/turn]
-Food: Some
-Stability: Stable
-Wealth: -
-Hexes Controlled: 3
[Buildings]
- Top most ruins of Jotunnar
[Resources]
-Wood: Some
-Stone: Plentiful
-Foxes: Some
[Military Units]
- Jarl Ymir
[Tech]
-Primitive Construction
-Primitive Weapons
[Magic]
-Primitive Cold Magic
-Primitive Ice shaping
[Projects]
Primitive Orienteering (1/4)
Mine (2/4)
Expansion (3/4)
[Bonus]
-Strength of Many: The Jotun are massive beings with the strength of many men. It is much easier for them to carry or utilize large objects that would be impossible for other races. Additionally, even an unarmed Jotun stands to be a threat.


Roll 1.

After the fight breaks up and a stern talking too, the giants would resume work in the excavation of a flattened surface.

(Continue mine)

Roll 2.

Lief would sit a bit straighter, his breath caught as if the air inside were the ice beneath his feet. He would quickly shake himself out of the sluggishness caused by his 'break', and would resume his task. He would tell the others of what he has seen, but first he would get his original work done.

(Continue Expand.)
>>
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261 KB
261 KB JPG
Rolled 49, 67 = 116 (2d100)

>>1974756

Actions 1: The Stone Council notices that the Notaros are not at drunk as usual, due to the scarcity of shrubplant. Usually, shrubplant makes the nature of New Jericho green with stalks -- today, only mounds of dead shrubplant were pulled in by the gatherers. The council votes and the unanimous decision is made to develop land for shrubplant agriculture and harvesting.

2: They also send a troop of scouts out over the west mountains to find if it is scarce there, too.

3: One morning, a herd of gophers appeared on the horizon. At first, the Notaros were fascinated, but it quickly became clear that the gophers weren't stopping. The disorganization and small size of the Notaro army left them helpless to the 24-hour gopher stampede, in which the gophers ravaged their distillery for Shrubdrink and damaged multiple table legs. The military is humiliated and begins a brief draft and a more rigid training.

4: There are very few advanced mages in New Jericho. The youngest of them, Chihiron, noticed that even Notaros older than her produced poor, weak demonstrations of thought manipulation magic. She brings together the few others that have strengths in magic and begins a school of study to advance the subject.
>>
Rolled 36, 89 = 125 (2d100)

>>1991823
>>
Rolled 9, 94 = 103 (2d100)

[Automated Centipede Rolls]
>>
Rolled 85, 97 = 182 (2d100)

[Captain John's Company]
-Population: 5 (Mixed Undead)
-Food: -
-Stability:
-Wealth: 8 (+0/turn)
-Hexes Controlled: 3
[Buildings]
-Captain John's Pirate Ship
[Resources]
-Wood: Some
-Stone: Some
-Cane: Some
-Paper: Some
-Assorted Fruits: Some
-Tobacco: Dwindling
[Military Units]
-[Player Named Military Unit]
[Tech]
-Basic Naval Travel
-Primitive Orienteering
-Primitive Swashbuckling
-Primitive Costuming
[Magic]
-Primitive Necromancy
-Primitive Raise Dead
[Bonus]
-Undead: You are undead and do not require air, food, or drink.
-Pirate Ship: Captain John's Company is aboard a pirate ship, and do not have a designated home territory. As an action, the ship may sail in a direction of your choosing. If you have visited a landmass before, you may designate it as your target and sail towards its general direction
stats
#1 "I don't like this task anymore than you either lads, but we don't have a chance if we be caught out at sea if this cloud decides to move. finish up that watching outpost so we can get the hell out of here."
>I didn't want to build a city here, just an outpost. I plan to build a city in my actual territory.
>-(2/8)
#2 we were in the process of learning some of the grippli methods of sailing. they might not be around to teach us, but perhaps we can try to piece together from memory what they told us. a skeleton never forgets! best part about not havin' a brain to forget things. come you lads start wracking yer skulls together and think! they had good boats and map makin'
>>
Rolled 32, 42 = 74 (2d100)

>>1987904
[Scutigero]
-Population: 9 (Cave Centipedes)[+2/turn]
-Food: Scarce
-Stability: Iron-Clad
-Wealth: 8(+1/turn)
-Hexes Controlled: 3
[Buildings]
-Matriarch's Breeding Pit
[Resources]
-Wood: Plentiful
-Stone: Plentiful
-Guano: Burgeoning
-Mottle and Guano: some
-Wild boar: some
[Military Units]
-[Notoriouse PED]
[Tech]
-Primitive Tools
-Primitive Medicine
-Primitive Construction
-Primitive building materials
[Project bar]
-Cockroach farm (1/4)
-Death shrine (3/4)
[Magic]
-None
[Bonus]
-Safety in Numbers: What cave centipedes lack in intelligence, they have in numbers. When an issue is too difficult for one worker, five more join forces to complete the task. You may expend population as a resource to improve your action results. This decision must be marked when rolling, it may not be done after you have rolled. You must designate the amount of population you are putting towards this issue.

Action 1: our matriarch, in her boredom, decides mayhaps some music will entertain her? (invent instruments)
Action 2: maybe cockroaches aren't the way...begin working on a bat trap




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