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File: OPImage5.jpg (388 KB, 1920x1200)
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Last time, stuff happened... but not that much.

Link: http://suptg.thisisnotatrueending.com/qstarchive/2243174/

Archive Link for this and anything else I run:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=HareQM

Discord link for things like intrigue, tidbitds of lore, general discussion, and shitposting, mostly the latter:
https://discord.gg/9KSDaGn

Relevant Pastebins:
https://pastebin.com/xdT9HbRY - Mechanics

What can be reported on though, is [spoilers] the regular turn update [/spoilers] the hastened transition from bronze to wood. While an emphasis on the old ways has always been something cultivated, it has been worried that with other great powers rising, a reliance on wood may date Ieran technology and thus, leave you in the ash. While some of the older folk still stubbornly hang on, most have made the switch for almost all things, outside of niche skills such as wood carving.

---
Agriculture: 9/10
Resources: 8/10
Morale: 7/10
Finances: 710
---
Population: 12,946 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock, several quarries, a trade center in city-state, granaries, Hall of Concord
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones, Social Dualism, wind instruments, belief in the afterlife, the Festival of Mothers, unique clothing style, The Ascendant Games
Technology: Up to metal weapons and tools, rope, leather clothing + metal armors, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial), basic arithmetic, recurve bows
Government: Tyranny
Military: Various weapons, hunters, a lot of kilns, Bloodguard, standardized equipments
Navy: 40 12-seating river-preferable boats, 40 with rams
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
File: Known World.png (139 KB, 2104x1378)
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Updated Map...
>>
>>2279689
>F. Technology Research
>>
>>2279689
F
>>
>>2279689
D.
>>
>>2279689
>D. Military
>>
>>2279709
Switching to D
>>
>>2279689
>B. Culture and Religion
>>
lost my tag
>>
D - Military, what should you do?

A. Create weapons
B. Create strategies
C. Manufacture weapons (mass production)
D. Change army organization (how?)
E. Other
>>
>>2279811
>D. Change army organization
Creation of a dedicated Skirmisher Force, Shrouds and Bows to patrol our borders and keep watch. Ghoulish Rangers if you will. More eyes on the ground and on our domain. IN war times they can be a gorilla force
>>
>>2279811
>A. Create weapons
>>
>>2279811
D. Get elephants! War Elephants! Big crushing elephants!
>>
>>2279852
Supporting
>>
>>2279852
Fuckit they can be good mobile platforms too
>>
>>2279852
This
>>
>>2279850
changing to this >>2279852
>>
Perhaps drawing on a battle from the first Iero-Tribal War, elephants are beginning to be trained for the purposes of military combat. Their finnicky nature has made stampeding a possibility, but what animal tamers are looking into are ways to make this behavior extinct; or, at least less frequent. This has met with mixed results so far, but time will tell whether or not this will be successful.
---
Agriculture: 9/10
Resources: 8/10
Morale: 7/10
Finances: 710
---
Population: 13,374 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock, several quarries, a trade center in city-state, granaries, Hall of Concord
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones, Social Dualism, wind instruments, belief in the afterlife, the Festival of Mothers, unique clothing style, The Ascendant Games
Technology: Up to metal weapons and tools, rope, leather clothing + metal armors, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial), basic arithmetic, recurve bows
Government: Tyranny
Military: Various weapons, hunters, a lot of kilns, Bloodguard, standardized equipments, war elephants (in training)
Navy: 40 12-seating river-preferable boats, 40 with rams
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2279919
>F. Technology Research
>>
>>2279919
F
>>
>>2279919
>F. Technology Research
Standardized units of measurement for distances and heights
>>
>>2279919
E.
Lake Larope Doctrine

The Tyrannt of Ier shall extend it’s borders to all the shores of Lake Larope, we shall begin policing these water, making full maps and demanding tribute for any people living in the area.
>>
>>2279924

Switching to E
>>
>>2279947
Changing to this, establish control of the Lake region
>>
>>2279919
>B. Culture and Religion
>>
>>2279947
Eh, sure.
>>
File: Known World.png (138 KB, 2052x1377)
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>>2279947
Just to confirm, this is the option you are choosing?

Fixed known world map.
>>
>>2280019
Yus
>>
>>2280019
I support it
>>
>>2280019
Yes
>>
>>2280019
I have my reservations but i will be done
>>
>>2280019
obviously ignore the lsan area, other than that sure
>>
>>2280035
Fuckin trip
>>
>>2280019
No
>>
>>2280019
>>2280048
Making it clear we are avoiding conflict with Isa, we will not demand stuff of them nor will we take their turf. Give minor breathing room for them to ease things
>>
With forces sweeping down into the northern jungle, it seems as if Ier itself is turning inwards; and while the Isans are hostile, they know they can not stop Ieran forces from passing through. Thus, as the trade issues continue, there seems to be three stances that exist in the major powers; the majority in Isarn want the status quo, in Reptia, a return to dominance, and in Ier, security in all issues. And so time passes like this, with Ier's movements slowly ensuring a small base along Lake Larope's shores. No sighting of the monster happens either.

YEAR 325
---
Agriculture: 9/10
Resources: 8/10
Morale: 8/10
Finances: 7/10
---
Population: 13,374 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock, several quarries, a trade center in city-state, granaries, Hall of Concord
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones, Social Dualism, wind instruments, belief in the afterlife, the Festival of Mothers, unique clothing style, The Ascendant Games
Technology: Up to metal weapons and tools, rope, leather clothing + metal armors, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial), basic arithmetic, recurve bows
Government: Tyranny
Military: Various weapons, hunters, a lot of kilns, Bloodguard, standardized equipments, war elephants (in training)
Navy: 40 12-seating river-preferable boats, 40 with rams
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2280097
G.
Explore down the coast
>>
>>2280106
Support
>>
>>2280106
supporting
>>
>>2280097
>G. Exploration and Colonization
Track down the coast
>>
Gimme 3 rolls, sliding DC 20/40/60/80/90.
>>
Rolled 91 (1d100)

>>2280190
>>
Rolled 8 (1d100)

>>2280190
>>
Rolled 97 (1d100)

>>2280190
>>
Moving his hand towards a boulder as to hold his weight, one of the younger members of the mission south feels something move before his feet are taken out from under him and he is engulfed in darkness. Of course, others by him move quickly, and before the man has run out of breath he is rescued from the earth he was trapped in. It is only then that these explorers take a minute to look around at their surroundings. Unlike the abandoned villages and small hamlets devoid of life they had found earlier, this place... it had a strange feeling to it, as if they were being watched. And it was then that the rescued let his eyes follow what had caused this plight. A boulder; one some 10 feet below them now, cracked in half. Inside, there was a green of a shade not seen even in these jungles, and it was not just there. Revealed to them now was a clearing of crudely shaped stone below this small ledge, and on that, facing the beach, were large statues of a rough and hewn nature. Figures of Ehwaz, gnolls, and nothing else. A place that ghouls had never visited. And looking back where they came, they found a mine; a jade mine. This place, as it would come to be known, was Sarn-Ach. Of God; for whatever this blessing was, these monuments to deities long past had granted them a boon that could increase the nation's riches.

(Other things were found too of course, but mostly more lesser resources.)

YEAR 326
---
Agriculture: 9/10
Resources: 8/10
Morale: 8/10
Finances: 8/10
---
Population: 13,817 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock, several quarries, a trade center in city-state, granaries, Hall of Concord
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones, Social Dualism, wind instruments, belief in the afterlife, the Festival of Mothers, unique clothing style, The Ascendant Games
Technology: Up to metal weapons and tools, rope, leather clothing + metal armors, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial), basic arithmetic, recurve bows
Government: Tyranny
Military: Various weapons, hunters, a lot of kilns, Bloodguard, standardized equipments, war elephants (in training)
Navy: 40 12-seating river-preferable boats, 40 with rams
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2280256
F
>>
>>2280256
>F. Technology Research
>>
>>2280256
>F. Technology Research
>>
>>2280256
F.
>>
Apparently end of last thread the vote was art, not modernization, so, eh, here, impromptu art post

In the development of art, the influx of jade from the southerly lands has influenced in some ways the decoration of clothing and necklaces which make up much of Ieran artistry. On top of that, the possibility of visiting Old Isan runes has enticed many to the jungle, despite its dangers. Thus, much of the artistry of today is mixing the experimental with the old, and it's creating many well received pieces. For example, one artist has made what he calls his Web of Blood and Copper - a family map for all the important dynastic names since the Order, with jade shards acting as the webs. A less well received piece involved a mad man repeatedly shoving jade into his skin to make it "bumpy". He then pretended he had a horrific spider bite to get drugs from the medicine women.
F - Technology research, what should you do?

A. Boatbuilding
B. Smithing
C. Astronomy
D. Mathematics
E. Transport
F. Other
>>
>>2280309
>D. Mathematics
>>
>>2280309
F

Fire-setting
>>
>>2280309
>D. Mathematics
>>
>>2280309
D
>>
>>2280318
Support
>>
As time passes by, calling dimensions for building using examples such as "two and a half wooden tables" and "five gnoll thigh bones" is no longer truly manageable. While the government has not instituted any sort of official ruling, a few measurements are starting to dominate in the mainstream, with the chat(ter) being the distance between one person and another when they are having a talk, and a spatter being the distance that you can spill a drink and have it still hit a certain area. While these are highly subjective, and seem almost random, they're also a manner of measurement that relies on and builds on social cohesion; much like other things in society have so far.

YEAR 327
---
Agriculture: 9/10
Resources: 8/10
Morale: 8/10
Finances: 8/10
---
Population: 14,277 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock, several quarries, a trade center in city-state, granaries, Hall of Concord
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones, Social Dualism, wind instruments, belief in the afterlife, the Festival of Mothers, unique clothing style, The Ascendant Games
Technology: Up to metal weapons and tools, rope, leather clothing + metal armors, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial), basic arithmetic, recurve bows
Government: Tyranny
Military: Various weapons, hunters, a lot of kilns, Bloodguard, standardized equipments, war elephants (in training)
Navy: 40 12-seating river-preferable boats, 40 with rams
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2280398
>F. Technology Research
>>
>>2280398
F
>>
>>2280398
>F. Technology Research
ASTRONOMY!
>>
>>2280398
F
>>
F - Technology research, what should you do?

A. Boatbuilding
B. Smithing
C. Astronomy
D. Mathematics
E. Transport
F. Other
>>
>>2280471
>C. Astronomy
Charting the Lights and trying to see them
>>
>>2280471
>F. Other
Fire-setting mining technique
https://en.wikipedia.org/wiki/Fire-setting
>>
>>2280485
Support
>>
>>2280485
This
>>
>>2280485
Supporting
>>
Experimenting with mining methods has led to some unorthodox ideas, some working, others not. Fire-setting is an example of one that worked. Believing in yourself and performing immolation did not. Eh, it's a learning process. The method essentially comes down to destabilizing something in the rock (Rok if we know what) using fire and liquid, thus causing it to come crashing down. Some say it's a miracle, but others are less convinced. Regardless, the amount of gas it produces can cause ill effects if used without ventilation. No other news to report, really.

YEAR 328
---
Agriculture: 9/10
Resources: 8/10
Morale: 8/10
Finances: 8/10
---
Population: 14,752 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock, several quarries, a trade center in city-state, granaries, Hall of Concord
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones, Social Dualism, wind instruments, belief in the afterlife, the Festival of Mothers, unique clothing style, The Ascendant Games
Technology: Up to metal weapons and tools, rope, leather clothing + metal armors, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial), basic arithmetic, recurve bows
Government: Tyranny
Military: Various weapons, hunters, a lot of kilns, Bloodguard, standardized equipments, war elephants (in training)
Navy: 40 12-seating river-preferable boats, 40 with rams
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2280552
E. Create a simple Code of Laws to deal with rape, theft and violence
>>
>>2280552
>E. Law
>>
>>2280560
Just do this yeah. Add a clause about if challenged for ownership it's down too the concord and tyrant who will vote on it
>>
>>2280552
>>2280576
This
>>
>>2280576
This already exist and is the "dispute laws"
>>
>>2280587
I'm meaning tie it all together into a single set
>>
>>2280593
Quick Vote:

A. Tie it into one Greater Law
B. Seperate Law
>>
>>2280665
B
>>
>>2280665
B.
>>
>>2280665
>A. Tie it into one Greater Law
Just keep it simple and all in one thing. Why spread it out?
>>
>>2280665
B
>>
>>2280665
A makes more sense
>>
>>2280698
Changing to A
>>
After much debate, the Concord finally votes in favor of incorporating the law into a greater whole; this is combined with the previous framework for a law known as the Injury Laws.

(They will be further detailed in the pastebin, link in OP).

YEAR 329
---
Agriculture: 9/10
Resources: 8/10
Morale: 8/10
Finances: 8/10
---
Population: 15,246 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock, several quarries, a trade center in city-state, granaries, Hall of Concord
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones, Social Dualism, wind instruments, belief in the afterlife, the Festival of Mothers, unique clothing style, The Ascendant Games
Technology: Up to metal weapons and tools, rope, leather clothing + metal armors, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial), basic arithmetic, recurve bows
Government: Tyranny
Military: Various weapons, hunters, a lot of kilns, Bloodguard, standardized equipments, war elephants (in training)
Navy: 40 12-seating river-preferable boats, 40 with rams
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law,
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2280806
D.
>>
>>2280806
>D. Military
>>
>>2280806
>D. Military
>>
D - Military, what should you do?

A. Create weapons
B. Create strategies
C. Manufacture weapons (mass production)
D. Change army organization (how?)
E. Other
>>
>>2280841
D

Expand the bloodguard
>>
>>2280841
>E. Other
Further work on the war elephants to make them more effective, maybe some armour in their more delicate areas or a platform on top for Ghouls to shoot bows from or spear from?
>>
>>2280841
D.
Increase the size of the Bloodguard to 200
Create a new unit of camel cavalry named the Blood Raiders of 400
>>
>>2280849
supporting
>>
>>2280851
Changing to this
>>
>>2280849
Supporting
>>
Rolled 5 (1d100)

The decision's made but I'll end on something a bit more exciting, as usual. Round and round and round she goes... where she stops, nobody knows!
>>
(Feel free to post faction projects now; ending a bit early due to that roll.)
>>
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For when we pick up

Faction Project: Acquire this settlement and land around it. Petty it may be, but there is potential here. This nameless place shall be dubbed Augusta, in honor of the deceased Patriarch who led the Falzer clan in early years to where it is now and who gave blood to defend Ierok from malignent Reptia. (Auto-success)
>>
Rolled 57 (1d100)

>>2280882
On the slopes of Ful'Cana near the fortress of Ierca a Temple of Thera is constructed. The Temple will be run by a forgemaster who teaches the art of fire magic to those of Ier who can bend the flames to their will all based of the writing of Tem One-Arm.

The Temple itself is a simple squat building adorned with jade, a large outside testing ground and various caverns beneath for living quarters.
>>
Rolled 86 (1d100)

>>2280882
Personal Project: Tem's bizarre adventure to the unknown or at least that place down North to find out about Jade and the source of Gnolls.

Tem also brings his pet dinosaur!
>>
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Rolled 43 (1d100)

>>2280882
>Faction Project "Southern Bounty” [Auto 50]
Ten years spent building, ten years of construction and planning, the House of Ivory has completed their chain across the southern border of the Tyranny. Having built a small fort into the West side/upon of the Center volcano in near the small lake. Naming it "Mahkar". It would be their holding point in the South.

>Personal Project "A dead Man's web”
More teleporting research and teaching it to the other Painted is what their most potent Mage spent these ten long years doing building on what was known before...who knows what secret locations may be found in this network? Maybe blood could hold the key? Sacrifice? who knows....but the Painted One will find out

>Tyrant Project "More boats, more Boats" [Auto 50]
The Painted Tyrant has seen to the rebuilding and updating of the Dock district so that the Tyranny may once again take to the seas in great numbers.
>>
Rolled 42 (1d100)

>>2280882
>>2280892
Personal Project: Ator shall attempt to tame one of those jungle eagle sun just as his late father Kato did. Perhaps it shall become a family tradition.
>>
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Rolled 93, 20, 68 = 181 (3d100)

>>2280882

Leadership of the Blood Seers was passed on to an enigmatic young man called Santana as Rhaast was no longer fit to lead. He is old and frail now, waiting in his hut peacefully waiting for death. Yet, one last mistakes haunts his last days, passed on to his successor.

>Faction Project 1 [Auto 50]

For a decade, the Blood Seers have been constructing their new base of operations near a river north west of Ierok. It shall be named Karstag in honor of our founder, Kars.

>Faction Project 2

The Blood Seers spent nearly a decade forming a group of capable fighters called the Crimson Eyes dedicated to hunting what goes bump in the night. (Ferals, etc.) We shall soon see if they will truly live up to our expectations.

>Personal Project 1: Honoring Wishes

Santana and his men shall hunt the feral that his predecessor had failed to capture and bring him down to its knees.

>Personal Project 2: Continue as scheduled/ Honoring Wishes 2

If successful in capturing the feral, test what method is most effective to immobilise/ kill it. If failed PP1, repeat it again.
>>
Oi Can I join?
>>
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Rolled 2, 47 = 49 (2d100)

>>2280882
Fac project (+1 for this one)
Under the direction of High Bother Zereb Thum, the Brotherhood continues their quest for martial perfection, amongst other things seeking to borrow and adapt from the unconventional fighting styles of the lsan.

Personal project
High Priest Zan’Dach, figuring that a high priest should look the part, goes about collecting jade and having a craftsman assist with turning it into suitably delicate ornaments.
>>
Rolled 78 (1d100)

>>2280882
More hospitals.
>>
Rolled 48, 55 = 103 (2d100)

>>2280882
>Faction Project
Clan Dzhuro has seen successes on the high seas, in fights against reptia, who try and attack their trade vessels that sail to the Nakh. To supplement our security measures, the Clan has begun to form a new fighting unit called "The Sea's Monsters." They will be specialized in fighting on ships, skilled in boarding enemy ships and being high quality sailors overall. They will also be trained in Land Combat as well, however to a lesser extent compared to their training at sea.

>Personal Project
Jebenar shall go to the Nakh, to further improve relations with them and continue to study their culture and way of life to become an expert on the Nakh.
>>
Rolled 97, 32 = 129 (2d100)

>>2280882
Faction Projection: Los Khazirsson, Tekhom's second in command, hopes to bring honor to his mothers families arts. Using knowledge already gained, he hopes to improve on what can be done with glass.

Personal project: Sensing the time she has left to travel dwindling, Tekhom sets out to find runes that could better help her control her own gift.
>>
>>2281680
Personal project: Jewel does extensive studies on the effects different magic can have on gnoll flesh, specifically whether it is possible for the right application to swiftly seal a cut.
>>
Rolled 84 (1d100)

>>2286308
>>
>>2280892
A small amount of this land is gotten, but not all of it, despite the claim; after all, the land mass included is large and of a height above any other lands held by Ier, making it extremely hard for contact to the outside world to exist. Still, settlers are there, for now.

>>2280905
The Temple of Thera, having followers numbering far under a hundred (if 50) remains extremely small for now, but as the first magical school established for that purpose in Ier, it holds some prestige that will garner it more followers as time goes on. The size is quite large of course, at least inside. The slopes of the volcano provide ample room for... rooms.

>>2280918
Tem's travels last for several years, and he does not return to Ierok for quite some time; for as he proceeds south, the woods grow thicker, and the map loses any relevance it may once have held. While most he encounters are hostile, there are a few ghouls (of known lands) here and there with information that guide his travels; and indeed, before the end of the journey, he has a few suspicions about the origin of the gnolls. Lands to the west... lands that vanished beneath the waves centuries ago. As he returns home, Tem ponders whether this bears any connection to the tales of the Nakh.

>>2280923
Project 1:
Mahkar is set up, with a skeleton crew gradually being filled in with transient workers from the nearby village under House of Ivory control (revealed only a few years ago).

Project 2:
(Note that the magic pastebin now exists and is located in the same account as the mechanics and world one. Also, a world one exists. Heh.)

While teaching magic is an impossibility, teleportation is advanced; neither blood nor sacrifice seems to hold the key. Though it does beg the question... what was Gwanraw killing these people for?

Tyrant project:
The dock district has seen more revitalization under the hands of the tyrant, as it is finally restored to what it was under the previous ruler and even expanded.

>>2281092
Unlike his father, Ator fails to tame an eagle; and indeed, it would seem his luck with animals in general is not the greatest either.

>>2281399
Project 1:
Done, though it remains quite small.

Project 2:
(Thought you had done something similar, but okay.)

Specializing in the pursuit of both mages and creatures of strength beyond that of the average ghoul, the Crimson Eyes are perhaps the first group to truly form as a confrontation to the seemingly unnatural threats that exist to ghoulkind. In fact, groups from both Reptia and Isarn are attempting to contact you and form some form of partnership over this; it seems that your idea is one shared by many.

Personal Project 1+2: Once again, the feral eludes your grasp, and this time, it attacks exactly where feared; along the river delta. Yet, as soon as you reach the next victim, the creature is gone. Needless to say, both the authorities and Santana remain frustrated in their efforts to quell this threat... so it appeared.
>>
Rolled 24 (1d100)

>>2280882
Faction project: Clan sholzgaetor is sending settlers and skilled workers to help aid the growth of Taerok such as farmers smiths, craftsman, and ship builders.
>>
>>2281399 (continued)
As you reached one more devastated farmstead, there was something present that hadn't been anywhere else: noise apart from the pecking of carrion birds and the crackling of flame. A snarling, one that any veteran would recognize immediately. Putting your new tactics to work, the Crimson Eyes and Santana finally put down the beast once and for all.

>>2281572
Disaster strikes once more, but not in building this time. A difference in combat styles between both groups make for a hard adaptation, and on top of that, many proud Ierans are refusing to learn from what they term as "savages". The High Priest's project fares a bit better, with a necklace of jade and copper and stone and even sea shell accompanying a strange headband of thin rope and verdant jade.

>>2281680
>>2286308
Two auxillary buildings have been built in major settlements.

Jewel manages to recruit some mages for some experiments, but discovers little else, as earth seems the only one even semi-applicable to healing.

>>2281739
While the Sea's Monsters are well trained in naval combat, the lack of seemingly essential land combat skills make boarding a fruitless task at times.

Jebenar's travels teach him a few more things about the Nakh; one of the reasons they do not wish for outsiders in their lands is that they believe they will bring destruction. In fact, they blame the vanishing of the land of the south on some form of punishment done preemptively by their gods.

>>2282512
>>2250954
The child of the now deceased Emu King works on the art of glass shaping, which is still in its infancy. Though an incredibly hard skill to master, his attempts have brought him much success, and he teaches this knowledge to the rest of the clan, it becoming well known in the past few years of this cultural revival as skilled artisans, even among the ghoulish world as a whole. An exotic good, glass is pricy, and will ensure the wealth of your faction for some time to come, which is especially backed by your already talented artisans that have already been working for close to two decades.

Tekhom's gift, unfortunately, will go without bearing runes; the numerous lines carved into her skin have given her little but the occasional lightheadedness and scars aplenty. She has recorded a handful of actual runes though, though their names are unknown. Their language seems somewhat distinct from your own...

>>2288379
Taerok's jungle location makes farming somewhat difficult, and its artisans, without the crucial amount of resources needed for their trades, are not happy with the situation. Except for the shipbuilders (but who cares about them).
>>
As fall begins, word of the militarization of much of Reptia reached Ierok. While the figures of Thera and Perun were theorized to probably appear with the appearance of a temple for the former, instead, worse news came through; both were spotted walking alongside the Archon of Reptia at public appearances, and even speaking if the situation called for it. While they did not sap their power with physical movements, whatever they were doing, it has worried many in Ier. As if in response, the go ahead is given for more work on the war elephants at home.

And that is not the last bit of news; for somewhere in the hills of Upper Lopen, mysterious figures of diminutive height yet an enormous population have been spotted. That alone would maybe not be cause for worry for giants. Instead, what worries them is the fact that these figures cannot be found when searched for, yet have begun raiding the settlements of the Lopenei apparently without fear. Dark-skinned and ugly, bearing strange instruments that blast hideous sounds across the rolling plains, the fact that you have been alerted to these creatures by the giants perhaps impresses that threat all the much more. Without a doubt, there are grim days ahead.
YEAR 330
---
Agriculture: 8/10
Resources: 8/10
Morale: 7/10
Finances: 8/10
---
Population: 15,757 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock, several quarries, a trade center in city-state, granaries, Hall of Concord
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones, Social Dualism, wind instruments, belief in the afterlife, the Festival of Mothers, unique clothing style, The Ascendant Games
Technology: Up to metal weapons and tools, rope, leather clothing + metal armors, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial), basic arithmetic, recurve bows
Government: Tyranny
Military: Various weapons, hunters, a lot of kilns, Bloodguard, standardized equipments, war elephants (in training)
Navy: 40 12-seating river-preferable boats, 40 with rams
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law,
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2288475
B.
>>
>>2288475
F. ARDS NAOW
>>
>>2288475
F
>>
>>2288475
F
ARDtism
>>
Farmers will farm, no matter the circumstances, and now, during the fall, is no different. In fact, at times they can even innovate. In this case, the ard is introduced; a new type of plough. Ideally used by draft animals, this type of plough is perfect for the sowing of grains, and as sorghum is the staple of the Ieran diet, this is incredibly important.

In international news, the steps Reptia is taking are continuing, and further shipbuilding is beginning to match your own once more as they divert resources towards those aims. In fact, the ships that had been harassing your trade have stopped nearly entirely. Lastly, the Lopenei have become encreasingly embattled by this group, who have increasingly been encroaching on their lands. Muttering something like "chrow, chrow" as they attack, their abundance and manner of attack allow for attacks similar to that of ants on a larger bug. Once enveloped, the giant will suffer innumerable wounds from these fiends around .6 meters high, and die. In fact, our allies have increasingly moved further south, and are requesting aid in any manner we can provide.

YEAR 331
---
Agriculture: 7/10
Resources: 8/10
Morale: 7/10
Finances: 8/10
---
Population: 16,270 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock, several quarries, a trade center in city-state, granaries, Hall of Concord
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones, Social Dualism, wind instruments, belief in the afterlife, the Festival of Mothers, unique clothing style, The Ascendant Games
Technology: Up to metal weapons and tools, rope, leather clothing + metal armors, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial), basic arithmetic, recurve bows
Government: Tyranny
Military: Various weapons, hunters, a lot of kilns, Bloodguard, standardized equipments, war elephants (in training)
Navy: 40 12-seating river-preferable boats, 40 with rams
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law,
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2288475
F
>>
>>2288544
I. Prepare an Army of 1500 Infantry, 500 Calvary and half of our elephants to go support the Lopeni
>>
>>2288544
>I. Diplomacy and War
Go to Lopens defense
>>
>>2288550
This
>>
>>2288550
Do it
>>
Quickly; would you rather focus on turns or the giant issue now? Either way, I will ask for rolls now (3, please, sliding DC of the normal sort), but if you want the latter we will turn more into a war thread.

A. Giant-focused
B. Turn-focused
>>
>>2288636
A.
>>
>>2288636
A
>>
>>2288636
A
>>
>>2288636
A.
>>
>>2288636
A
>>
3 rolls then, sliding DC, for how the giants are doing.
>>
Rolled 55 (1d100)

>>2288700
>>
Rolled 18 (1d100)

>>2288700
>>
Rolled 17 (1d100)

>>2288700
>>
As neccessary preparations are made and your force of 2,000 or so men ride out to Lower Lopen to coordinate with the giant troops, you can only hope that your reinforcements will arrive in time.

As a matter of fact, you do not.

Finally arriving in the village that the Lower Lopenei call home, you find it already filled with people moving, and the injured being escorted to hastily assembled medical tents. In the heat of the jungle air, most of the troops can only look at the injuries these men bear in grim silence; but not merely the men. The women and the children too. Covered in small wounds that clearly stem from small blades, one of the most distinguishable features on the injured is that many are missing eyes, toenails, and bits of flesh, muscle, and gristle elsewhere. Those of you who see the dead, well: let it just be said that as these enemies must have climbed, the neck was a spot they did not elect to miss. Their blades did not dig deep enough to decapitate, but some heads hang on by mere fleshy threads.

A few men move out to greet you, with a giant much younger than many you've seen standing in the center. Some 6 meters high, he appears toned and intelligent, with braided brown hair matted both with blood and what appears to be tree sap. Shaven, he appears full of vitality, yet his eyes lack the light usually associated with life.

"I am blind," he begins, "I assume you wonder. Most usually do."

"We are in dire straights here, and those imps have taken what they can, and razed what they could not. There are too many, and you are too late."

These words are not of accusation, but there is something bitter in them all the same.
>>
>>2288761
"You should have told us of the gravity of the situation, know nothing beyond what you tell us! What has happened!"
>>
>>2288761
"Do you have any bodies of these 'imps', I wish to take a look at one and see just what were dealing with?"
>>
>>2288761
Show us these imps how do they fight?
>>
>>2288771
>>2288777
"We knew little as well, but we have ideas," the man admits. "Follow me and we will take you to where we're keeping their bodies."

After a short walk that felt like an eternity, you arrive in a building that's a bit more proper than those at the village limits; a large stone meeting hall obviously meant for figures significantly taller than your own. Ironic then, that lying on tables inside are the corpses of individuals nearly 3 times as small.

Clothed in a warm red hat and dark, form fitting robes cut at the elbows and knees, the figures bear scarred bodies that almost seem flawless in their imperfections. Pushing away at the sleeves and pantlegs, an attendant in the room also demonstrates the opposite; below this clothing, the situation differs greatly.

"They call themselves the drow, or perhaps, the trow. They don't speak like us. In fact, they don't act like us either," your guide mutters softly. "We hadn't figured it out by that point, when we called you; just how much of a threat they were. They swarmed us like a plague, and in a year, Upper Lopen was almost entirely wiped out."

He turns to Tarin and Kalbun now, somehow.

"Is this good enough? Do not take my words as offensive, friend, I did not mean it that way. Yet, I do not wish for your men to be slaughtered as ours were. Still, if you wish to fight, I would not stop you. These scum deserve a death ten times worse than those my compatriots have been afforded."
>>
>>2288858
"How many warriors did you have in Upper Lopen when the attack came in full force?"
>>
>>2288858
"You said almost all of Upper Lopen was fallen, what still holds on?"
>>
>>2288858
“Your people are wise and lore masters. You don’t know anything about these creatures aside from their hostility?”
>>
>>2288858
How do these vermints attack you? Do they raid your food supplies and launch nightly raids? Or do they merely come in large waves? An important detail to know if we were to combat them.
>>
>>2288865
"2000 or so, but we kept none permanently. By the end of the year, now, we have 3000 mobilized, but of the population there... close to 5000? Around a third of that remains. Perhaps with your forces we can end them..."

>>2288870
His head snaps to you.

"A small hamlet, now populated with most of our forces. We could spare none to defend here, other than a skeleton crew."

>>2288877
"We have not lived in these lands for a long time. Our legends speak of a land to the east from whence we came. And not just us... gnolls too. And, well. Ghouls."
>>
>>2288901
What tactics did they use? We're they responsive to your counters? How about magic was any noticed?
>>
>>2288854
>>2288909
>>2288893
"They will climb over each other without care for one another's life; swarm like ants and form piles like them too. Our scouts say they streamed out of the hills like countless bugs... every weak spot for us they exploit, and yet as primitive they seem in nature, the weapons they carry show not this. They were of copper, yes, but of much better design than many I've seen, perhaps even surpassing your own. I suspect that is not all they have, as well. And yes, mages; many stronger than our own. They are strange ones. Each night a new assault, and in the morning, they are gone. Back to..."

Looking around wildly, the man takes a breath before continuing.

"Yes. Right. Look at the bodies for a moment, if you will."

As you turn towards them, he begins describing them in intimiate detail; at least, how it was explained to him. Their ears are as sharp as your own, perhaps more so, tapered like daggers themselves. A similar situation is found with their feet, except backwards; their toes are much larger than the balls of their heels, disproportionately so. Their skin is an ashen grey, almost black, in deep contrast to your own. Lastly, and perhaps most importantly, all their features seem... jagged. Their arms are overly long, legs supremely stubby, and eyes and teeth and nose all too big for their face. Rows of misaligned teeth column thin set lips... and lastly he draws your attention to their eyes. Almost in the shapes of wide almonds, he directs you to look at him and back at them, and you nearly immediately grasp his point.

The creatures appear to have cataracts over their eyes.
>>
>>2288983
"It seems they are a perfect counter for giantkind but they will find their match in our blades."
>>
>>2289005
"I hope they will. But before that, perhaps I should raise the theory I talked about. If we suppose that there must have been something to set this off, and these beings seem to come out of nowhere, our only choice is to conclude that the tale of the envoys to Vade decades ago hold true. They spoke of some form of building in the hills, booby trapped, and rigged to destruct. Somehow, I don't think we were meant to discover that one. Now, we pay for it."

And with that you are allowed to disperse and complete final preparations as the sun dims. It will not be long til the morning, and as was quickly agreed, the march begins then, with the man you were talking to (revealed as Chief Dovan, to some's shock) leading the giant's troops. What dawn will bring is unknown, but for now, intrigue, or just rest.
>>
Minor error earlier, with responding to Tem's personal project. That should be an origin of the gnolls east or south. My apologies for any confusion.
>>
>>2288983
Kalbun takes some more time to inspect the creature
"These eyes and their habit of night battles makes me wonder if they don't like the sun?"
>>
>>2289045
Have you tried using fire and flammable materials to disperse them? We will work this out. The painted get to studying the creature...

Now I will ask the obvious question....who wants to try it's blood...
>>
>>2289045
>>2289049
"No....it is not so much as they hate the sun as they hold a disadvantage when it is up. These trows clearly lack the eyes to see well, but they have heightened their other senses like smell or hearing. That gives them quite the edge in nightly battles."
>>
One of the Painted Ghouls steps forward to voice an idea while he continues to observe the body
"These strange creatures, these Imps. They seem to favor the night, fortunately we are suited to fight in these situations. I have an idea should their phobia of bright light be true. It will involve torches and shining our shields. But also preparation, like we did to hold against the Gnolls we will create trenches ready to set ablaze, being small creatures they won't be able to escape them so easily. If they do come like a tide in the night they will break upon our shield wall and be deterred by the bright fire and the shine of our shields...if only we knew what their mages did?".
>>
>>2289049
"As I said," Dovan reiterates, "we disturbed some form of construction in the hills. Would it be so incorrect to assume there are more?"

>>2289061
"Setting on fire creatures crawling on us... sets us on fire. So no, we have not.."

>>2289130
"This one I would agree with. Their exaggerated features seems to hint at that, at least."

***

Sleep brings little respite for those anxious about the trip northwards, but as most wake on the morrow, rest seems to have been in some supply. As the sun shines through ragged clouds that are usually in greater supply in autumn, your movement begins, and for several days, you continue onwards through the jungle until you meet the grasslands. From there, it is a matter of following the great river til it brings you to your destination; the point where its flow finally diverges, one path leading to the sea, and the other to Lake Larope. After merely a day more of travel, you are there; a makeshift camp set up and manned by the Lopenei, where stone and wood are mounted side by side on an uneven hillside dotted with further examples of the beasts you saw in Lower Lopen. Mid-day it is, but the night will be upon you soon, and as Dovan guides your commanders to a shoddy replica of the hall you were in over a week ago, he reminds you what that means.

Moving to talk to some of his officers as you are left to your own devices for a moment, you take in what there is to see and watch as your men set up their own encampments. The ground here has been reduced to little but dirt and strands of green-grey nothingness poking between the topsoil, a reminder of what once may have been proper hillside. Not now. These thoughts are quickly interrupted as you are joined by your ally, and he is not alone. Beside him is a ghoul, clothed in the fashion of the Aurisan-Lopenei, with bags under his eyes being complimented by smears of red against his outfit. Fresh blood, by the looks of it.

"Holes. Or something like that," he says to the man beside him, hurriedly.

"Yes. Vare's screams as he entered that pit... yes. There weren't many, but enough to drag him away," the man mutters, eyes focusing on something not there. "Their numbers, and at night?"

He turns to you all as if just noticing you were there, as his voice lowers in pitch until it is barely audible.

"It'd be... infested."

***

As the situation is explained back to you, it is quite clear that the gist of the situation could be caught from their conversation. Nevertheless, Dovan lays it out clearly again. No room for error. Not now.

"It appears our guesses about them coming from underground were right, but that's not the only bit that's troubling. They were with us all along. On this hill there appear to be hidden doorways for these trows, and that's where they've been coming from. The thing is, we can't get in there. We, and most of you, are too big for that. If anyone has any suggestions, throw them out. Because I have nothing."
>>
>>2295973
"Smoke and fire, we have learned many things from mining over the years. The smoke will spread down into their holes choking them and the fire will ignite pockets of gas spread among their caverns, this will lead to them finding exits among their other holes and leading to a slaughter."
>>
>>2295989
"If we can track the location of all these doors we call seal a great many of them and force them to come out through only a few."
>>
>>2295973
Could we try smoking them out, and seal what exits we can? Maybe if we have any earth mages maybe enough working together can destroy their tunnels
>>
Smoking them out might also reveal doors we have missed, when they try to escape they will face shield wall
>>
>>2295989
>>2296009
"I've thought of that, but if we smoke out one hole, how do we know we will not just infuriate them, or that we even will know all the holes to smoke out? That process of trial and error could take us days, and thus, lives."
>>
>>2296047
"If we infuriate them then all the better, we can form solid lines and actually fight them. Lost lives are simply the cost of survival and if we work smart and in large groups we should be able to minimize the deaths."
>>
“What if we drown the Trow? Get a lot of buckets and just flood their holes while they sleep during the day.”
>>
Accidentally called the founder of Reptia, Dagh, the name Perun. Ignore that.

>>2296065
"We'll need to prepare better fortifications beforehand, however. This influx of men leaves some of them outside the wall, and at the same time, your men are probably better suited for rooting out the holes. Perhaps we work on fortifications and you, that?"
>>
>>2296069
"Or course if we operate during the day their responses will be even more limited!"
>>
>>2296072
"Sounds like a plan, we will require several giants to act as watchmen during the day on these operations."
>>
Again might I suggest fire and shinning our shields. Dazzle and confuse them as they emerge from their tunnels.
>>
Giants building is simple enough, as for tunnel discovery, sliding DC, 3 rolls.
>>
Rolled 3 (1d100)

>>2296176
>>
Rolled 33 (1d100)

>>2296176
>>
Rolled 2 (1d100)

>>2296176
>>
The first 5 went as planned, but below the ground, you could distantly hear what sounded like a pounding from the earth below. It resonated like a subterranean howl, until it grew further, and then, died out altogether. While a short break was taken, the fact that night was nearing meant that just lasted until the sun was finally dim enough to make returning necessary. Yet, another figure on the hill was making it back at the same time. A scout, one stationed a good distance away from the hill, and further north to patrol for any moving forces. His words bore ill fortune for you all.

"Did any of you hear some kind of hammering from beneath you?"

As the night embraced you further, more scouts returned back, this time reporting numbers greater than what the giants had faced thus far. If previous attacks were a raid force, this was a swarm; and you had kicked the hornet's nest.

Last minute preparations?
>>
>>2296266
"PREPARE THE BATTLE LINES! ALL GHOULS FOCUSED AS INFANTRY IN THE FRONT, ALL GIANTS SUPPORTING FROM THE REAR LINES"
>>
>>2296266
Make a sandwich with sorghum bread, salted camel meat and sliced tomatoes. I’ll a good meal before my doom.
>>
>>2296278
This
"To your positions now!"
>>
As they swarmed up the hill, the first thing to greet them were the ghouls, taking up defensive positions on the steeper portions of terrain. This did not stop your opponent as they flooded over each other; each wave trapping the one previous beneath them until finally they could meet you. Bearing copper weapons and dressed so that the night hid them well, they fell upon you like locusts.

3 rolls, DC 55, -10 defenses, -10 training, -5 positioning, +20 numbers, +10 asymmetric warfare.
>>
Rolled 44 (1d100)

>>2296341
>>
Rolled 94 (1d100)

>>2296341
>>
Rolled 52 (1d100)

>>2296341
>>
Rolled 4 (1d100)

>>2296341
>>
PARTIAL FAILURE

With arms bared, they plow into your front line, caring not for formation, organization, or even a chain of command. To them, as they howl and rave, it's as if these concepts are entirely foreign, and as they rush forward to greet you, you thank Rok that the armor you are wearing protects you so well. Yet, they seem almost incensed by an opponent that has taken precautions against them.

3 rolls, DC 55, -10 defenses, -10 training, -10 armor, -5 positioning, +25 numbers, +10 asymmetric warfare, +5 morale.
>>
Rolled 42 (1d100)

>>2296378
>>
Rolled 29 (1d100)

>>2296378
>>
Rolled 90 (1d100)

>>2296378
>>
PARTIAL FAILURE

While it is surprisingly easy to slice into your opponents, when one goes down, another pops up. Their sheer force (and force of will) are preventing you from gaining an edge on the situation, especially as their nimble figures evade your blades as you attempt to hack and slash. More ghouls are falling to their assaults as they swamp more and more of the field with their group. An order is called, to move further up the hill, yet some are so engulfed that this falls not on deaf ears, but on the ears of those unable to comply. Still, that more advantageous position is useful as the onslaught continues...

3 rolls, DC 45, -10 defenses, -10 training, -10 armor, -10 enemy armor, -5 terrain, +25 numbers, +10 asymmetric warfare, +5 morale.
>>
Rolled 9 (1d100)

>>2296422
>>
Rolled 86 (1d100)

>>2296422
FIRE MAGI LIGHT THEM UP
>>
Rolled 50 (1d100)

>>2296422
>>
PARTIAL FAILURE

The call to move back seems to have met with some success, as while those stranded are most definitely gone for good, those who could break free have done so. Order is restored to the line and those trows closer to the front deal with some confusion as their comrades are slain during the breakout. It appears, that unlike the giants prior to you, they do not quite grasp your race as an opponent. All the better then, as you draw nearer to your greater fortifications, and some giants begin launching prepared projectiles into the further midst of the enemy crowd. A bloody mess, to be certain, but under this dark sky, blood or their umbraged shapes make no difference. They move closer, possibly infuriated by your attempts at defense.

3 rolls, DC 45, -10 defenses, -10 training, -10 armor, -10 enemy armor, -5 projectiles, -5 terrain, +30 numbers, +10 asymmetric warfare, +5 morale.
>>
Rolled 11 (1d100)

>>2296466
>>
Rolled 95 (1d100)

>>2296466
>>
Rolled 86 (1d100)

>>2296466
>>
Rolled 54 (1d100)

>>2296466
>>
Partial Success, rather.
>>
Rolled 65 (1d100)

>>2296466
>>
PARTIAL SUCCESS

As your opponents charge, you finally get a grasp of just how large their crowd is swelling to; it seems as if you are caught in an ever growing stream of the beasts clawing their way up the hill. Despite their eyes glinting of a wicked intelligence, however, you are dispatching them as if they were nothing more than beasts as they approach. Using shields to block their approach to your legs, which has already caught many a friend, blades swing over top your makeshift mini-barriers to strike at the small heads that stick out from over top. Suggested by Ator further up the rank, Tarin improves on it down below, creating an unorthodox shield wall which is slowing their approach, and allowing the giants room to breathe, and continue their own attacks.

3 rolls, DC 40, -10 defenses, -10 training, -10 armor, -10 enemy armor, -5 projectiles, -5 terrain, -5 strategy, +30 numbers, +10 asymmetric warfare, +5 morale.
>>
Rolled 48 (1d100)

>>2296500
>>
Rolled 88 (1d100)

>>2296500
>>
Rolled 60 (1d100)

>>2296500
>>
CRITICAL SUCCESS

Your tactics are finally giving way to something more substantial as the eagerness of the trow finally give way to frustration. Letting go of any pretense of organization as the chant of "trow, trow" is abandoned in favor of grunting and what sounds vaguely like cursing, their pursuit is slowed by the bodies of their comrades creating a slog of bloody corpses under their feet. Kalbun is the first to notice some among their rank with different weaponry, however; wooden staves instead of the rank and file's seemingly infinite amount of sword-daggers. Calling it out, you watch with bated breath as they push forward to the front, and unleash flame from those staffs, ghouls just dodging the fiery breath. Quite unlike magic seen previously, it appears that these mages can cast with staffs and objects. In response, those gathered from the Temple of Thera answer with their own fiery barrage; one that rips through their crowd like napalm.


3 rolls, DC 40, -10 defenses, -10 training, -10 armor, -10 enemy armor, -5 projectiles, -5 terrain, -5 strategy, +35 numbers, +10 asymmetric warfare.
>>
Rolled 25 (1d100)

>>2296576
>>
Rolled 59 (1d100)

>>2296576
>>
Rolled 90 (1d100)

>>2296576
>>
PARTIAL SUCCESS

With the mages at their backs spurring them on, your opponents seem at last to be exhausted in terms of how many men they can draw out of the inky blackness. As the sun begins to brighten (a clear sign of it being past midnight), you are able to get a better view of your foes as well, and you realize that is not the only thing they are exhausted in. Presumably due to their tiny physiques, less amount of work is needed to tire these half-men out—and it shows most on the faces of their frontline. However, you are not out of the deep end yet, as their fresh faced back crushes further in. So close to victory... Azeil watches the hostiles with grim anticipation, gripping his weapon ever closer to his chest—and then, they are upon you again.

3 rolls, DC 40, -10 defenses, -10 training, -10 armor, -10 enemy armor, -5 projectiles, -5 terrain, -5 strategy, +35 numbers, +10 asymmetric warfare.
>>
Rolled 71 (1d100)

>>2296617
>>
Rolled 27 (1d100)

>>2296617
>>
>>2296617
Dice Karma owes me a 20
>>
Rolled 14 (1d100)

>>2296628
>>2296617
>>
Rolled 2 (1d100)

>>2296617
Tekhom and her mages use their abilities to throw rocks into the parts of the swarm that are farther eat, to assure none of their own warriors are harmed.
>>
Rolled 2 (1d100)

>>2296617
>>
"Send out the war Elephants."
"Let the Trow be crushed beneath their might."
>>
PARTIAL FAILURE

The fiendish gnomes (an insult coined by the Lopenei) do appear to be gaining some ground despite your best efforts, but that is when an order is given by Kalbun, the appointed Sub-tyrant. With a few words, the pachyderms are released. The eyes of the trows widen as they gaze on the beasts utterly dwarfing them—for as they appeared like imps from some kind of hell, to them, the war beasts must appear as shadowy leviathans in the same manner. The animals move forward, each step causing the trow to back further and further away as your own men cheer.

3 rolls, DC 20, -20 RELEASE THE ELEPHANTS, -10 defenses, -10 training, -10 armor, -10 enemy armor, -5 projectiles, -5 terrain, -5 strategy, +35 numbers, +10 asymmetric warfare.
>>
Rolled 73 (1d100)

>>2296676
>>
Rolled 62 (1d100)

>>2296676
>>
Rolled 10 (1d100)

>>2296676
>>
Rolled 37 (1d100)

>>2296676
>>
PARTIAL SUCCESS - STRATEGIC VICTORY

Unfortunately, as the elephants moved, the trow were already in the midst of their own retreat, at least in part. Seeing the futility of fighting further, the back of their line has already begun to disperse, wandering off to their shadowy holes to await another day. That is not to say your animals did no damage; they plunged deeply into the midst of the retreating army, and with legs much larger than the spindly limbs of the imps, your victory assured by the grey mounts. Perhaps best not to dwell on the poor Riverisa who attempted to take one as a steed then, something these ones had not been fully trained for; falling and getting trampled by hundreds of tiny feet is not a pleasant way to go, or so he seemed to scream. Still, this is both a moral victory and a strategic; for the giants, there is proof that hope is not yet lost, and valuable info has been gained. Magical staves, their military capacities, and hidey holes—Dovan even wonders now if the sounds we heard were some form of underground alarm system set off. If so, that provides even more. However, what the men need now is rest—there is time for more questions in the morning...

***

Dawn comes much too soon for the liking of many in the infantry, the adrenaline that the battle provided giving way to weary yawns and legs like weights. As you meet in the morning, it becomes obvious as well that your companion in the leader of the giants hasn't slept a wink. His blonde hair set in a whirl around his sun-cracked skin, his face is proof enough that being blind does not spare you from the baggy eyes kept only by the sleep-deprived.

As more officers and yourselves start to stream in, he seems to be waiting to hear your suggestions before presenting his own.
>>
>>2296799
"Simple enough, we need to find out how many holes they have in the area and smoke out the rest of this colony."
>>
>>2296799
"Gather and loot the dead, search for any wounded I'd suggest" Azeil mutters as he cleans his shield, "they will be back and they will not be caught by surprise again..."
>>
>>2296818
"If we find any wounded among them we can begin to work on developing some form of communication. Maybe there is a way to end this by killing a leader or something?"
>>
>>2296799
"We should try to find some of those staves their magi were using. They might tell us more of their magical capabilities."
>>
Rolled 100 (1d100)

>>2296799
The House of Ivory have long used Dingos and are among the best hunters of Ier, we have their scent now, maybe we can find the hidden places? In the meantime the House of Ivory get too looting the dead and gather a number of bodies to examine and experiment upon
>>
>>2296799
Tekhom and her fellow mages try to help as best they can with the searches the throws entrances. Using their magic sense, they hope they'll be able to locate more trow than the non mages would be able to normally.
>>
>>2296811
>>2296868
"Aye, but we need to figure out where they are. Surely you have earth mages, or something, yes? Some of your smarter blood magicians are already out there, looking. We do that, we keep your infantry at the holes and smoke them out all at once, and if we hear that pounding again, go to formations."

>>2296826
"Already let one of my own have a go at it, he can't make hide nor hair of it. Try it with your own, but it seems to be locked in some manner."

>>2296818
"Dare I say it," Dovan grins, "we were the one to surprise them. A few more ambushes like that, and well, I think we may be finished here, friends."
>>
>>2296888
The most important question is how do they taste?
>>
>>2296888
He takes the staff
"I'll get someone working on testing them."
>>
>>2296888
Ji, Tekhom's heir, spends time looking at the runes on the trow and their staves, recording the best she can on a piece of harded leather. She also takes a staff or two, if possible.
>>
File deleted.
>>2296892
Stringy.

In terms of the actual changes noticed by ghouls physiologically, it appears that by ingesting the blood of the trow there is a noticeable increase in aggression as well as a heightened intelligence. A dangerous combination.

>>2296911
>>2296922
While the runes (two) contained on all the staves are recorded, they are unable to be used. However, the rune for fire is discovered, something especially useful for the mages of the Temple of Thera.

***

With the plan made, all that is left is the execution. Beginning with this hill, and moving northwards, the combined forces of the Lopenei and Ier will wage an extermination campaign against these pests. And that starts now.

Sliding DC, 3 rolls, as usual.
>>
Rolled 60 (1d100)

>>2296966
>>
Rolled 83 (1d100)

>>2296966
>>
Rolled 32 (1d100)

>>2296966
>>
REGULAR SUCCESS (kept using partial success, whoops)

Just to help players have an idea of how that sliding DC mechanic works, I will take a higher partial success over a lower complete success.

>>2296846
(Though generally I am going to maintain "no rolling for looting" as a rule from now on, a nat 100 should not go to waste here.)

While the corpses of the trow do not carry much, what they do hold is plentiful amounts of copper, not that that holds much interest for the likes of the Painted. With much material wealth for a group their size (or at least holding much of what personally interests them), what catches their eye is a ring on the ground. Of a simplistic make, for some reason, one of their number picks it up, and slips it on. Feeling a presence behind them, they pivot around, but see nothing. Perhaps it was just nothing...

***

While it is slow going, it is going, and as the year is drawing to a close, it appears that the end of the trow menace is in sight. That's when you get news from the Ehwazi, who claim to have encountered a trow with certain "characteristics" that are extremely abnormal. That is to say, it speaks ghoulish.

What do you do?
>>
>>2297052
Meet with this "talking" Trow and see what it wants.
>>
>>2297052
Meet with it and see if you can learn more about it by talking with it.
>>
>>2297052
Go and examine this Trow.
>>
>>2297052
Indeed we must investigate this Trow
>>
As the opening days of Dekoly, the last days of the year, draw closer, most are anxious to get back to their family and stay warm by the fire. Indeed, the entire trip to Lower Lopen was accompanied by torrential rains, especially as you traveled in the jungle. One wonders though: a trow that can speak ghoulish? How did that happen?

***

"Captured her and fucked her. Picked up a few things along the way, til I was actually interested to learn words other than the name of her husband. Well, former husband."

The trow's lines would be almost comedic if he didn't look so damnably serious about it. Dressed in something that has a splay of purple to it, his gait is that of one come to negotiate.

Something not suited for a man chained up.

"Could we get on with the formalities and get down to copper tacks? I am here as an emissary of my people. That or to be killed off. They probably don't mind either way."

Dovan having explained the circumstances outside does not make this situation less strange; this trow speaks perfect ghoulish, and claims to know "what started this conflict." What's more, he says after all is said and done, he wishes to stay with the Lopen and learn their ways, or go to Ier and learn yours.

Right.
>>
>>2297105
"Start explaining before we remove your head from your body you miserable worm."
>>
>>2297105
"Who are you and what prompted this war?"
>>
Rolled 87 (1d100)

>>2297105
Stab this wretched gremlin in the face. Words arenkt for Trow.
>>
>>2297105
Why did you attack and why should we expect you not to be just scouting us out?
>>
>>2297105
"I would speak quickly then, trow. We have very little patience. And what do you mean by captured? Are we to understand you kidnapped a ghoul?"
>>
>>2297116
Falzer calm yourself or you will be restrained
>>
>>2297116
"Ator cease this."
>>
Rolled 85 + 200 (1d100 + 200)

"And the hell you think you're doing?"

Dovan attempts to interfere before things can go further, and as he reaches for a staff by his side, it would seem that a lack of sight won't spare Ator.
>>
File: markhor.jpg (437 KB, 1200x1214)
437 KB
437 KB JPG
As fast as Ator is, Dovan is just that much faster, and without sight aims where he thinks the man's legs are.

He hits the ribs.

As Ator is escorted by his comrades to a camel where he can rest, the giant chief refusing to give him medical treatment despite the miss, Dovan is still fuming.

"I do not give a damn about your blood feud over one of your own being harmed, he is my prisoner, and we would have been perfectly willing to hand him over the moment the interrogation was done. Do you think we have any love for these creatures? None of you attempted to stop him. Leave. All of you. NOW."

***

Diplomatic relations between the Lopenei and Ier have been lowered since the attempted assassination of the prisoner, with them refusing to give more information on the subject of the trow. It does appear that the matter has been settled though. In the meantime, Reptia has been noted to be militarizing areas alongside its jungle territory, further heightening fears in Ierok. Also notable is that Morphi Lar has gone on a trek northwards to the river's source, an immense lake with some minor settlements of Isarn and evidence of previous habitation. While there is little here that is actually hospitable, a large animal, called the Morphi goat, weighing around 250 lbs. on average, has been spotted here. Explorers vow to bring a breeding population back home soon.

YEAR 332
---
Agriculture: 7/10
Resources: 8/10
Morale: 7/10
Finances: 8/10
---
Buildings: Stone houses and longhouses, animal pens, Temple to Rok, settlements, mines, lumberyards, Dock District, several quarries, Trade Center, granaries, Hall of Concord, Tannish Quarter, Thera District, Aqueduct System, Rogh's Bathhouse, Tyrant's Armory
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones, Social Dualism, wind instruments, belief in the afterlife, the Festival of Mothers, unique clothing style, The Ascendant Games
Technology: metal weapons and tools, rope, leather clothing + metal armors, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial), basic arithmetic, recurve bows
Government: Tyranny
Military: Various weapons, hunters, a lot of kilns, Bloodguard, standardized equipments
Navy: 40 12-seating river-preferable boats, 40 with rams
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law,
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2297201
>C. Construction
muh roads
>>
>>2297201
D.
Increase the Blood Guard to 400 men and create a Calvary force named the Blood Raiders of 600 riders.
>>
>>2297213
This
>>
>>2297213
indeed
>>
With an emissary personally visiting the Chieftain of the Lopen, tensions are eased, and information gained; the trow claim to have lived beneath the land as the Underfolk for much longer than the Lopen have resided there. During the Great Collapse (another event coinciding with the Collapse) their main settlement was entirely destroyed, and their population decimated. However, the reason they attacked was Lopenei intrusion on their lands accidentally. Strangely, they claim no knowledge of the strange hill hollow visited on the way to bid Vade goodbye, pointing out that the door is larger than would fit their people and that the booby trap spoken of must have been fitted for individuals the height of gnolls or ghouls. Unrelated, but concerning too is the fact that the gnoll population (all slaves) of Ier is now nearing 7% of the population.

Lastly, war has also finally come once more... to Reptia. According to their emissaries, an invader from over the sea has begun a campaign against them, and among its numbers are some form of tame ferals, similar to your own Berserkers. Even stranger, the Reptians are requesting aid. They claim that if you do not fight back now, soon "the coast will be entirely lost to these invaders."

Dark times indeed.

YEAR 333
---
Agriculture: 7/10
Resources: 8/10
Morale: 7/10
Finances: 8/10
---
Population: 16,890 people
Buildings: Stone houses and longhouses, animal pens, Temple to Rok, settlements, mines, lumberyards, Dock District, several quarries, Trade Center, granaries, Hall of Concord, Tannish Quarter, Thera District, Aqueduct System, Rogh's Bathhouse, Tyrant's Armory
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones, Social Dualism, wind instruments, belief in the afterlife, the Festival of Mothers, unique clothing style, The Ascendant Games
Technology: metal weapons and tools, rope, leather clothing + metal armors, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial), basic arithmetic, recurve bows
Government: Tyranny
Military: Various weapons, hunters, a lot of kilns, Bloodguard, standardized equipments
Navy: 40 12-seating river-preferable boats, 40 with rams
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law,
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2297311
I. Demand Info and a large tribute from Reptia
>>
>>2297311
J. Other
Hunt down and gather as many Morpi Goats as we can to aid in farming, livestock, milk and more!
>>
>>2297374
Get the goats.
>>
>>2297311
>>2297323
I
Supporting
>>
>>2297323
Support
>>
Reptia refuses on the matter of tribute, reiterating its stance that if a stand isn't taken here, soon both nations will fall to the new threat. As for information, they see no point in giving it if there is no guarantee in place. At the same time, you have now received confirmation that giants are among the foes they now face; and if it can be believed, they make up the commanding body of the foreign invaders, while gnolls and ghouls act as the infantry.
>>
What will you do?
>>
>>2299062
Dear Reptia
Suck a gnoll chode.
From Ier
>>
>>2299057
Too the esteemed Archon of Reptia

We here in the Tyranny hear of your plight but see no reason to come to your aid, you have attacked us when our back was turned, you have attempted to annex us and we have defeated you in the field multiple times. We will consider assisting you if we were to discuss compensation.
It is your choice, give us what we ask for now or we take it from you as you grow weaker. Until you decide to see sense and understand that you need us and we don't need you let the blood of your people haunt your dreams because your too dense to see you are in a no win situation.
>>
>>2299122
"Send them this. They should know by now how hesitant we are to support Reptia after everything they've done without a good reason. "
>>
You've lost communication with Reptia since those messages were sent, traders being stopped at the border, and similar with diplomats. Other than a few intermittent skirmishes, the seas have also been quiet since then, much unlike the initial outbreak of the war; that was defined by more boats being on the sea than has been seen ever before in terms of recorded history.

YEAR 334
---
Agriculture: 7/10
Resources: 8/10
Morale: 7/10
Finances: 8/10
---
Population: 17,224 people
Buildings: Stone houses and longhouses, animal pens, Temple to Rok, settlements, mines, lumberyards, Dock District, several quarries, Trade Center, granaries, Hall of Concord, Tannish Quarter, Thera District, Aqueduct System, Rogh's Bathhouse, Tyrant's Armory
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones, Social Dualism, wind instruments, belief in the afterlife, the Festival of Mothers, unique clothing style, The Ascendant Games
Technology: metal weapons and tools, rope, leather clothing + metal armors, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial), basic arithmetic, recurve bows
Government: Tyranny
Military: Various weapons, hunters, a lot of kilns, Bloodguard, standardized equipments
Navy: 40 12-seating river-preferable boats, 40 with rams
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law,
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2299186
>I. Diplomacy and War
Seek out this Invading force and find out who they are and what they want.
>>
File: 1517705743257 - Copy.png (35 KB, 690x489)
35 KB
35 KB PNG
>>2299186
G.
Prospect this land.
>>
>>2299195
G
Supporting
>>
>>2299195
fuck it sure prospect and lay claim if there is anything worth having
>>
3 rolls, sliding DC.
>>
Rolled 80 (1d100)

>>2299222
>>
Rolled 32 (1d100)

>>2299222
>>
>>2299222
>>
Rolled 6 (1d100)

>>2299222
>>
REGULAR SUCCESS (DC of 20)

Prospecting the section of land lying between yourselves and the lake from which the water stemmed to the north, you find little but plains, and closer to the farthest point, hills. While it is a bit more forested than say, the area of Ier between the coast and the river, it is certainly not like the jungle by any stretch of the imagination. There is some gain in the form of the goats, of course, but the closer you trek to the mountains, the closer you get to the resting place of the flying lizards (pterasaurs, according to the Lopenei) who on occasion have been known to eat giants for sustenance.

No change has been noted with the Reptians, other than an increase in ships in the water, and more skirmishes each day. Traders with the Nakh speak of the fact that both the invaders and Reptians carry few men in these ships, for whatever reason. Though, speaking of the Nakh, they also give identification of the 3 main groups that make up the invaders: The Ringborn, ghouls with a huge percentage of the so called Berserkers ("controlled" ferals), a large gnoll nation known as the Contaw, and lastly... the Lopen?

Winter brings with it strange tidings, it would seem.

YEAR 335
---
Agriculture: 7/10
Resources: 8/10
Morale: 7/10
Finances: 8/10
---
Population: 17,569 people
Buildings: Stone houses and longhouses, animal pens, Temple to Rok, settlements, mines, lumberyards, Dock District, several quarries, Trade Center, granaries, Hall of Concord, Tannish Quarter, Thera District, Aqueduct System, Rogh's Bathhouse, Tyrant's Armory
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones, Social Dualism, wind instruments, belief in the afterlife, the Festival of Mothers, unique clothing style, The Ascendant Games
Technology: metal weapons and tools, rope, leather clothing + metal armors, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial), basic arithmetic, recurve bows
Government: Tyranny
Military: Various weapons, hunters, a lot of kilns, Bloodguard, standardized equipments
Navy: 40 12-seating river-preferable boats, 40 with rams
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law,
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2299330
A. Settle Goat Herders up on the river and towards the south side of the Lake.

Bring goats down to pull our Ards and being herding them.
>>
>>2299336
Supporting
>>
>>2299336
>>
>>2299336
Yup
>>
The initial settlements are set up with relative ease, though the constant threat from the lizards does present a threat that not many wish to move for; and this is accompanied by cougars who prowl the area as well. That being said, Isarnite control over the western section of the lake is slowly growing, and this may prove a necessary move to prevent complete monopolization of the region.

Returning to the ongoing foreign policy issues, the Nakh traders have cleared up confusion about both the Lopenei and where the 3 groups spoken of before roam. The land the Nakh live on is not the same as theirs, and in fact, the Nakh live with other nations who allow them to wander and trade as they will. The nations interacting with Reptia are found further to the north, on a different landmass. As for the Lopenei, well, most of the traders just shrug and repeat the old Nakh addage, that "If it exists, there is a reason."

YEAR 336
---
Agriculture: 7/10
Resources: 8/10
Morale: 7/10
Finances: 8/10
---
Population: 17,923 people
Buildings: Stone houses and longhouses, animal pens, Temple to Rok, settlements, mines, lumberyards, Dock District, several quarries, Trade Center, granaries, Hall of Concord, Tannish Quarter, Thera District, Aqueduct System, Rogh's Bathhouse, Tyrant's Armory
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones, Social Dualism, wind instruments, belief in the afterlife, the Festival of Mothers, unique clothing style, The Ascendant Games
Technology: metal weapons and tools, rope, leather clothing + metal armors, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial), basic arithmetic, recurve bows
Government: Tyranny
Military: Various weapons, hunters, a lot of kilns, Bloodguard, standardized equipments
Navy: 40 12-seating river-preferable boats, 40 with rams
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law,
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2299425
C
>>
>>2299425
F.
>>
>>2299425
>D. Military
More training for our troops, form a professional division so in times of war said pros can command the citizen soldiers better
>>
>>2299425
>F. Technology Research
>>
>>2299436
Changing to this
>>
F - Technology research, what should you do?

A. Boatbuilding
B. Smithing
C. Astronomy
D. Mathematics
E. Transport
F. Other
>>
>>2299494
F. Medicine
>>
>>2299494
Medicine
>>
>>2299498
Support
>>
>>2299494
F
Medicine.
>>
Focusing on the implementation of medicine in regards to things such as pregnancy (which is increasing in importance as the population expands), a secondary emphasis is put on war medicine. Most of the work being done is setting up actual clinics that can be administrated in a manner monitored by the government, though some thought is put once more into the application of medicines found in the mountainous areas now being colonized, as well as the jungle from the decade or two prior.

In terms of diplomatic news, the Lopenei from across the sea have extended an invitation to Ieran representatives and family heads to visit their lands on a diplomatic trip; specifically dealing with the matter of Reptia.

YEAR 337
---
Agriculture: 7/10
Resources: 8/10
Morale: 7/10
Finances: 8/10
---
Population: 18,289 people
Buildings: Stone houses and longhouses, animal pens, Temple to Rok, settlements, mines, lumberyards, Dock District, several quarries, Trade Center, granaries, Hall of Concord, Tannish Quarter, Thera District, Aqueduct System, Rogh's Bathhouse, Tyrant's Armory
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones, Social Dualism, wind instruments, belief in the afterlife, the Festival of Mothers, unique clothing style, The Ascendant Games
Technology: metal weapons and tools, rope, leather clothing + metal armors, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial), basic arithmetic, recurve bows
Government: Tyranny
Military: Various weapons, hunters, a lot of kilns, Bloodguard, standardized equipments
Navy: 40 12-seating river-preferable boats, 40 with rams
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law,
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2299590
I. Let us go meet with these Lopeni from across the sea
>>
>>2299590
>I. Diplomacy and War
Meet with these Eastern Lopeni.
>>
>>2299596
I concur
>>
Adventure it is. Everyone, submit who you are sending as well (of course) as their duel statistics, used if needed.
>>
>>2299634
Zelon Dzhuro
Skill- 3
Weapons- 2
Body- 2
Armor- 3
>>
>>2299634
Tarin Metalar, Paitrach of Khazir
Skill - 5
Weapon - 4
Body - 5
Armor - 6

4 Reavers
>>
>>2299634
Bazi Silaz
Skill- 3
Weapons- 3
Body- 2
Armor- 2

2 Guards of average training and equipment.
>>
>>2299634
Ator Falzer
Skill - 2
Weapons - 3
Body - 2
Armor - 2
>>
>>2299634
Kahzir Dayr [Painted Ghoul]
Skill - 4
Weapon - 4 [Jagged Daggers]
Body - 3
Armor - 2

4 Painted Hunters
>>
>>2299634
Santana the Hound

Skill- 3
Weapons- 3
Body- 3
Armor- 2

2 Crimson Eyes hunter with him
>>
As a boat crests into the dock district one winter evening in Keturnen (the 4th season), it would seem that the voyage you all have been waiting for is ready to begin. As agreed quite quickly by messenger, you all (along with some curious Homeland Lopenei companions, including Dovan) are set to visit the capital of the Lopen in their capital as the mid-year celebration begins. And without much fanfare, or even a real greeting by your carer (a nervous looking young giant by the name of Wid) and navigator, your entourage of boats set off following his vessel. A large thing that's obviously reinforced for beings much bigger than your own, the ghoulish sailors manning his ship are a bit more talkative than him, and allowing others to man their posts, occasionally eat meals with you all. It's clear they don't mind the questions, and as large cliffs loom out on either side of the ship, the most pressing one is "where exactly are we being taken"?

(Freeroam/dialogue, if you wish)
>>
Rolled 72 (1d100)

>>2299775
Kahzir Dayr tries to get along with the sailors on the boat and if their is a native tongue he and the other Painted attempt to learn it. Otherwise trading myths and stories...find out if they have seen a pillar before...
>>
>>2299775
So tell us of your land.
>>
>>2299792
The discussion quiets a little as you say this, one man glancing up over his fish to look at you.

"I wouldn't necessarily call it our land. Not that I mean anything by it," he hastily corrects as he throws a look at Dovan, who seems more curious than before at this behavior. "It's more like... all three of us moving at once... we all have a separate reason for doing so, but are unifying for ease. The Lopenei just happen to be leading us, for now."

Another chimes in, "the sheer faces to either side of us? The Light did more than devastate the land and leave us bare and scorched on it, entire pieces of land sunk beneath the waves."

"Yep," confirms the first man, rubbing at stubble, "and this here is the place where our lands draw the closest. I have no real idea of the geography over your way, but ours is fragmented and fractured as anything. So this here, this passageway, connects several of those seperated lands. We call it the Strip. I guess I should really be saying, be a little more specific. Us as a whole, or just we ghouls?"

>>2299787
No native tongue, though you find it's a dialect of gnollish much closer to Sain than Opetian. As for tales of myths and legends, there really isn't much to report on. Pillars do ring a bell though, as they tell you that where you're going is built around one set into a river.
>>
(Briefer second round.)
>>
>>2299839
your people.. Why are they fighting Reptia?
>>
>>2299839
*walks to another part of the ship*

“I can’t fucking stand that guy Dovan.”
>>
>>2299852
"Upset you got stopped by a blind Ehwaz huh."
>>2299842
>>2299839
"I too would like to know. My cousin has shared some theories and i'd like to know if they were true."
>>
>>2299842
>>2299855
"Rumors and theories first. Not gonna lie, stuff I gotta say is kinda offensive to you Western Ghouls."
>>
>>2299869
"I'll assume that you've been trading with Reptia at one point or another, and a big diplomatic spat, perhaps even a trade problem may have started this war."
>>
>>2299869
"Did the Reptians try to Demand you become their tributaries and threaten to bring us into the conflict?"
>>
>>2299869
"We and Reptia have an interesting History, they demand tribute, we kill them. Charming bunch"
>>
>>2299880
"No."

>>2299888
"No."

>>2299913
"Eh, that's life, pal."

He looks around at you all before letting out one greatly exaggerated sigh.

"None of you know our history? Fucking Ierans, what do I expect. You weren't Daddy's first creation, and I doubt the Isarnites will be his last. Fuck it," he shouts, shoving his ceramic plate to the ground. "I'm going to bed."

The second man moves in closer, careful not to step on the shattered remnants that remain on the wooden deck.

"Sorry about Larney," he mouths, glancing back around to make sure the man is gone. "He gets really emotional when talking about this particular issue. He's part-Isarnite, so I think he believes he has to always act the part of the nationalist whenever foreigners are around. He ain't wrong though," the man finishes, the lines around his face belying his age crinkling as he smiles. "We're Ier's firstborn. Only we chose not to keep the name."
>>
>>2299939
"He is not overly proud of us, we keep it to spite him. We are not overly familiar with the history he speaks of though, would you care to tell us or are we going to have to keep guessing and piecing it together slowly?"
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>>2299939
"So your lands are where he came from. Were you too 'un-malleable' for Ier as well?"
>>
>>2299946
"Are you retarded or do you just not understand slang? Daddy means father. We are his firstborn. Dick goes -"

A large fist slams down on the table.

"We do not need that talk right now. I am eating."

Dovan, still picking away at his food even though many ghouls have finished theirs, appears a bit green. He didn't seem seasick on the first leg of the journey, so presumably he's just a bit squeamish.

>>2299962
And thankfully for him, another question stops any chance of that line of thought continuing. The ghoul, anxious to not anger the chief, continues on hurriedly.

"No. We were the first ferals. Most of us don't know of our past, and it's only been in the past 20 years we... changed? Back to normal that is. Don't know what did it either. It just... happened. Hell, only reason we even know Ier was related to us was our leader. He, and a group of a few others; they were sentient that entire time. Centuries. Well, them and those gone crazy. This entire time we've been building, planning, and so on. The Lopenei just hastened us." A pained look in his eyes, the sailor mutters, "And we're thankful for that."

***

The port is in sight by the time dawn comes, and with it, a view of the city you were told of the night previously; or, at least Kahzir was. Around a magnificent pillar of larger size and altogether different exterior than that in your lands, a city has been erected for the Elder Race.

"A city for giants," murmurs Dovan, eyes still unseeing as feet clamor to the side of the boat.
>>
We will pick up here either tomorrow, Monday, or Tuesday. I am not sure which day is best for me.




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