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Rules:
>Everyone get to pick a civ (can be human or some fantasy race)
>Everyone chooses a starting area on map, capital city, other city. Also population distribution is decided by player (Capital city must always have most pop)
>Two 'development' actions along with one regular action
>Development actions can develop magic, tech, or culture
>Regular actions are limited only by the people in your civ. You can use them to build, explore, fight, etc.
>civs start with 1000 guys
>civ population will rise to food production (not immediately)
>food production starts @ 1000
>once a civ is picked, give names for civ, cities, culture, and who populates it. Just a sort of intro to the civ and what kind of culture it has. As a point of reference, progress is around Bronze Age tech, and you can have whatever knowledge is included there.
>training military costs money

Magic:
>although its fantasy, all races will start with no magical abilities.
>magic has a price. Every research into magic you must sacrifice something (population, food, land, water, etc.). Amount that you sacrifice determines how powerful the magic will be. Eg. I sacrifice 20 people to learn fire magic, I can heat things up with touch. I sacrifice 2000 people to learn fire magic, I can shoot jets from my palms.
>every 'magic unit' will require a similar sacrifice, but of a much smaller scale. You will essentially need to purchase the research with a large sacrifice, and every magical unit with smaller units of that sacrifice.

SAMPLE PLAYER SHEET
> Capital City Pop
> Other Towns pop
> Food
> Treasury
> Resources
> Notable Techs
> Notable Magicka
> Military Units
> Other Units

5 civ cap. if you wanna share civs with others, thats ok too.
>>
Off to bed now, I'll be back to monitor if theres any interest ~ 14 hrs
>>
I'll take Elves on Area 1.
>>
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>>2326081
Human
Starting Area: 3
Venia (Capital) Population: 650
Turis (City) Population: 350
Culture Name: Venite
Description: a small city-state monarchy and its nearby colony. Citizens of Venia and Turis have certain rights, and participate in an assembly of patriarchs that advises the king. The venite people are militaristic, but not outright agressive or expansionist.
>>
>>2326668
Elves
Capitol City - Tearé: 1000 population
Food: 1000
Treasury:
Resources:
Notable Techs:
Notable Magicka:
Military Units:
Other Units:

The Illyandei Elves are natural born riders and companions to their large omnivore mounts. The birds, with rending claws and a strong beak, make for fearsome mounts in combat. A culture built around incessant clan warfare interspersed with holy peace days. Those days which are holy the Clans meet in the city of Tearé to renew blood oaths, swear before the Goddess, and trade between Clans and the few permanent residents of the city who run businesses.
>>
>>2326081
Taking 2.

SAMPLE PLAYER SHEET
Capital City:

Sanctuary Isle:

>600 People.

It's on the island and is rather hospitable and tropical, to say the least. Being the capital it is rather metropolitan and it is mostly self-sufficient as of the moment. It is the birthplace of the people.

> Other Towns population.

>TallSpire:

100 People.

Along the mountain named for its tall spires built into the mountains rocks. Manly a stone mining town and has some room to grow.

>Warm Cove:

200 Population

On the coast one of the first settlements on the mainland. It's known for its heat and desert-like landscape. But especially famous for its cove which holds their most advanced harbors.

>Rushing Gale:

100 Population.

Known for the massive amount of food it brings from its fishing industry and the rushing rivers all around them. They are up and coming yet show promise. Hopefully, they will grow quickly enough!

> Food: 1000
> Treasury: 1000?
> Resources: Wood, Bronze, Stone, Cloth, Fruit's and vegetables. Bronze, Coal. Horses.

>Notable Techs: Farming, Calendar, Advanced shipbuilding. Animal Husbandry. Fishing and Sailing. Trading and Currency and Basic Herbology.

> Notable Magicka: None.

> Military Units: N/A

> Other Units:

Merchant fleet:

>Four Merchant Ships.

Used to help transport goods and people and sell wares. They are simple and unarmored and merely help movement and travel along with increasing income.

>One Trade Hub Ship

A large ship. Made only in Warm Cove harbor and quite costly. Acting like a market plaza in of itself!

Bringing large amounts of people. Spreading their culture and in general making money. They are flagships and bring pride to the nation.

Troubador:

>Two Troubador apprentices

Mounted on a horse and a healer in training. Troubador's are noncombatants and seemingly exist to try to heal those around them through basic herbology. Simple wearing soft cloths and usually soft-spoken and Unskilled

> One Troubador

Skilled and knowledgeable on the subject of herbology. A noncombatant and skilled at helping deal with problems that may arise from injury and disease. Known for their bravery and desire to help those in need to their own detriment at times.

Fluff: The people of Sanctuary as the nation is called are a soft people. Isolated from warfare pain and fighting, unlike many nations they have retained a genuine kindness and hatred of fighting. Preferring peaceful solutions and showing a mercantile bend and a penchant for exploration.

They are quite human looking though exceptionally short. Verging on halflings if not for their plant-like skin and similarity to vegetation they would be called halflings. As of now they simply call themselves Plant-People.

Having no real access to magic and a love for the sea. A love for exploration and a genuine hatred and shove away from violence its a true question whether such a race can hold to its ideals for long?
>>
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>>2326794
>>2326081

>Tallspire is the one near the mountain.

>Warm cove is the one on the coast.

>Sanctuary isle is the one on the island.

>Rushing Gale is the remaining one.
>>
These starts are a lot more free form than I'd thought.
>>
>>2326825
I mean, I don't know if we get to actually pick starting tech and such.

He did say we have bronze age tech across the board.
>>
>>2326828
Yeah, I um just filled everything out. Worse comes worse I would have no problem with them trimming or cutting things down. I was just excited and got really into writing.
>>
>>2326832
>>2326711

Eh just in case:

>Race
Human
>Culture
Venite
>Starting Area
3
>Cities - Population
Venia (Capital) - 650
Turis (City) - 350
>Description:
A small monarchic city-state, and its nearby colony. The venite people are militaristic, but not outright agressive or expansionist. All of the veniteans are freemen, and slaves are forbidden, due to tradition and beliefs. The founding myth of Venia is that a ship carrying slaves wrecked itself on the coast, by the works of Venius God of Seas. The survivors thus founded the settlement in his honour. Citizens of Venia and Turis have certain rights and duties - codified through their very simple writing system-, and participate in an assembly of patriarchs (heads of families/clans) that advises the king. This assembly meets in the hall of peers, a wooden long-hall in the middle of the main settlement.
>Food
1000
>Treasury
1000 (?)
>Resources
None
>Notable Techs
Fishing, Sailing, Shipbuilding, Bronze Working, Carpentry, Horse Riding, Writing, Calendar, Trading, Farming
>Notable Magicka
None
>Military Units
Venitean Freemen Militia (Light infantry)
>Other Units
Venitean Fishermen
>>
>>2326849
Hope we can all get in. It should be fun. Hopefully our interactions shall be fun as well.
>>
>>2326860
Well, us 3 are in the clear, there's another 2 spots. So far we've got a decently diverse group.

I just had to add more to my civ description as a precaution. No way it can hurt yeah?
>>
>>2326865
Yeah, friend.

Hope my dear plants can have much fun. But yeah seems diverse seems like it will be a good game. Excited to see how my nation and yours develops.
>>
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>>2326081
> Capital City Pop
Embeak
600
> Other Towns pop
Sunie
250
Peolapeh
150
> Food
1000
> Treasury
> Resources
> Notable Techs
> Notable Magicka
> Military Units
> Other Units

In the dense jungle of 5 is occupied by a civilization of fanatic lizardmen, Azuktin high priest of the Topicino empire rules his empire with an iron first. Azuktin calls upon his advisors to discuss about a visit i his dream from the dragon mother of light and darkness instructing him to bring forth a new age of glory to the lizardmen.
>>
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>>2327000
>The dense jungle of 5
>>
>>2326081

Race - Orangutans
Starting Area 4
Capitol City - Houranjhit (500 population). Located on the rivermouth in a northern bay.
Salindha (350) Population.
Located on a hill by one of the south-central rivers.
Venherjhi (150 Population)- A small town in the far south, on the solitary river.

Food: 1000
Treasury:
Resources:
Notable Techs:
Notable Magicka:
Military Units:
Other Units:

The Houranjhit Kingdom is a constitutional monarchy ruled by King Wijaya and a council of elected members from districts of the kingdom. Each electoral district is currently comprised of around 100 population, though the number is not exact - right now there are 11 councilors.
>>
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>>2326081
> Capital City Pop
Verdon
400
> Other Towns pop
Grimshire
200
Splitshaft
200
Gaerlin
200

Culture:
Culture and Government is similar to the Roman Republic. With some differences

Women are not universally dumber than men, but have biological differences that make them less suited for some tasks while more suited for others. Battle and heavy labor is not a women compatible task. Girls that are capable of such work and choose to do so are treated the same as men (not necessarily a good thing).

Women that act in a manner deemed ladylike will be treated with chivalry, women that don't are not.

Worships the Allfather as the One True God, all others are either imaginary or masquerading demons of the Dark One.

Doesn't try to enforce others to convert, The Allfather wants to separate those that truly love him and actively seek him out from those that dont. Non-believers are segregated though.

Segregation between races and religions is common.

Slavery is a necessary evil.
Sex slavery is abhorrent.
Rape and infidelity is punishable by stoning, burning, ect.
Theft is a crime.
Murder is evil, Killing is not. (murder is done simply out of hatred, pleasure, or simple greed. Killing is done simply for duty, such as protecting someone or something or providing for the family or society.)
Cannibalism is an atrocity.
False testimony is punishable by whipping.


> Food
sources: fishing, hunting, ranching, farming
1000
> Treasury
I don't know if we start with an amount the GM has set of if we put a number here ourselves, but in case its the former; the treasury is 2000

> Resources
Again, not sure if the GM puts these here or if its up to us. But in case it is;
Abundance of lumber (judging by the map atleast, that is, if the dull green is forest and not just the dark green)
Loads of mineral and metal deposits in Gaerlin, so-so in other areas. (Iron is present, but undiscovered, and no-one knows how to work it yet.)
Fertile lands
Loads of fish

> Notable Techs
Marble Architecture
Extensive and advanced sewer system
Bronze working
Water mills for all kinds of work (paper making, lumber, grain)
Advanced road system
Bronze age farming tools
The Wheel
Knowledgable in Alchemy

> Notable Magicka.
Again, not sure if the GM puts these here or if its up to us. But in case it is;
Proper piety of the Allfather grants divine blessings dependent on the prayer and cancels magic from affecting the believer and any items on their person, for magic is a means of luring people away from Him. It makes people lazy and dependent on magic users, who would then exploit and profit from this dependency.

Improper piety removes this protection and leaves prayers unanswered.

Shrines, temples, and religious monuments can extend this protection to the land, the strength and radius is dependent of the piety of the citizens.

Note: the protection means that people cannot be affected either beneficially or negatively.

All knowledge is put into science instead.
>>
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>>2327161
Continuation

> Military Units
Hoplite
Clad in bronze muscle cuirass over a gambeson, bronze arm-guards, a harleather skirt to protect the groin and upper legs, greaves. Armed with a spear, a sword, and a round bronze shield. Fights in organized formations.

Slingers
Lightly armored skirmishers equipped with a club and a sling, used for harassment

Archers
Need I say more?

Crossbowmen
Easy to train but the weapon is expensive, yet powerful. Used purely for defense due to the kingdom not wanting these to fall into enemy hands.

Axemen
Lightly armored and agile fast attack troops equipped with a center grip round shield and an axe whose strength, combined with their skill, allows them to be a danger even to heavy armor infantry, use for assaults, raiding, surprise attacks, and flanking. Not well armored other than the gambeson and lamellar helmet, and shield is smaller.

Ballista
Used for impaling enemy formations and knocking down wooden gates and walls.

Oneger
Hurls many fist sized stones at a time, effective against infantry but useless in knocking down walls.

Scorpio
Smaller ballista, cheaper make and faster to reload, but not as effective against fortifications.

Horse archers
Mounted archers using speed and ranged attacks to pick off the enemy and avoid retaliation.

Lancers
Used for fast, heavy charges against the flanks or rears of unsuspecting melee infantry, can also target ranged infantry and run down those fleeing. Equipped with a spear, lamellar armor, and shield.

> Other Units

Goliath
12 ft tall men, born due to weird genetic mutation, around 1 out of every 15 humans is a goliath. increased size, speed (due to length of legs), and strength at the cost of increased need for food and water as well as sterility.
Units are

Goliath Breakers
Breakers are clad in a massive gambeson made of numerous layers of durable canvas and use a massive wooden club, the elite ones get a big bronze mace and a coat of plates.

Goliath Slingers
Similarly armored, but equipped with a smaller club, and a big sling to hurl giant rocks.

Goliath Ballista
Carries a up to scale crossbow.
>>
>>2327161
>>2327227
Crap, I forgot to state the race of the Kingdom. Its humans by the way. I'm not disqualified am I?
>>
>>2327008
Fuck, I meant to put 4. Now we some desert lizardfolk! Lets go
>>
>>2327153

The Orangutans of the Houranjhit Kingdom worship a wide, rolling pantheon of Gods that rise and fall in popularity. Many of these deities are ascended 'household' gods and spirits that influential Orangutans bought with them on their rise to wealth and prominence. For example, Khletyani is currently revered by many as a god of the woods and the forests, but she started out being thought of as a tree-spirit of a tall tree near where Wijaya grew to adulthood. The Houranjhit kingdom is tolerant of belief in any and all gods as long as those gods preach obedience to the law of the land, and teaches (and enforces) that theological debates are to be fought with words, not weapons.
>>
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Teams are locked in, sorry everyone. I also appreciate all the fluff, however at the beginning nobody will start with military units or resources. The techs are ok as long as it is bronze age again. Refer to the list here that is no later than 2800 BC

https://en.wikipedia.org/wiki/List_of_technologies

Finally, treasury is 1000. You generate revenue through building mines, markets, building roads, making trades, etc. Actions can be scouting the land to gain resources / quests, or building things. The development can be researching tech or magic.

Post turns here!
>>
>>2327458
Am I in 4 or is it the orangutans?
>>
>>2327469
The Orangutans posted first, sorry
>>
>>2327476
Lizardmen in?
>>
>>2326668
>>2326711
>>2326794
>>2327000
>>2327153
These are the playing teams
>>
>>2327458
Elves
Capitol City - Tearé: 1000 population
Food: 1000
Treasury: 1000
Resources:
Notable Techs: Equestrianism, Archery, Hunting, Herding
Notable Magicka:
Military Units:
Other Units:

The Illyandei Elves are natural born riders and companions to their large omnivore mounts. The birds, with rending claws and a strong beak, make for fearsome mounts in combat. A culture built around incessant clan warfare interspersed with holy peace days. Those days which are holy the Clans meet in the city of Tearé to renew blood oaths, swear before the Goddess, and trade between Clans and the few permanent residents of the city who run businesses.

>Development: Vica Husbandry
The Illyandei have tamed and ridden their mounts for generations. These mounts bred as they always had for the most part. Only recently have some Clans noticed that by restricting the strongest or fastest to mate with each other the performance of their Vica are improved in kind.

>Development: Social Heirarchy
The Illyandei have lacked a defining social hierarchy. Living as nomadic hunter warriors the social order is decided purely by violence. That does not appreciably change. The only additions are some guidelines on how and when ritual political murder can take place. This development adds to the stability of the clans.

>Action: Train Vica Riders for military service
The Illyandei largely war and raid between each other in the rich forest and grasslands. Some Clans have begun to look further afield for riches, slaves, and glory to the Goddess.
>>
>>2326668
> Capital City
Venia 650
> Other Towns
Turis 350
> Food
1000
> Treasury
1000
> Resources
> Notable Techs
> Notable Magicka
> Military Units
> Other Units

>Development 1
Commission that the shipwrights at Venia begin work in developing bigger boats/ships, that can haul more fish or transport more men to war.
Naval technology.

>Development 2
Similarly, we must create a place where such larger ships could properly unload their cargo.
Docks technology.

>Action
Send some of the Freemen militia as to scout for nearby natural resources that our cities may use. Preferably ore, since I believe wood shouldn't be hard to find.
>>
>>2327458

Houranjhit Kingdom
Race - Orangutans
Capitol City - Houranjhit (500 population)
Other Towns: Salindha (350 Population)
Venherjhi (150 Population)

Food: 1000
Treasury:
Resources:
Notable Techs:
Notable Magicka:
Military Units:
Other Units:

The Houranjhit Kingdom is a constitutional monarchy ruled by King Wijaya and a council of elected members from districts of the kingdom. Each electoral district is currently comprised of around 100 population, though the number is not exact - right now there are 11 councilors. The Orangutans of the Houranjhit Kingdom worship a wide, rolling pantheon of Gods that rise and fall in popularity. Many of these deities are ascended 'household' gods and spirits that influential Orangutans bought with them on their rise to wealth and prominence. For example, Khletyani is currently revered by many as a god of the woods and the forests, but she started out being thought of as a tree-spirit of a tall tree near where Wijaya grew to adulthood. The Houranjhit kingdom is tolerant of belief in any and all gods as long as those gods preach obedience to the law of the land, and teaches (and enforces) that theological debates are to be fought with words, not weapons.

((Question: Are notable Techs only things we can't have at the start and developed later, or are they any important techs we have? If the latter, I'd like Bronze Working, Calendar, Galley, Pottery, Plough, but if the former I guess we have them already?))

Development: Trained Explorers. The Orangutans with the best skill in wilderness survival and finding things are teamed together to teach each other what they know, and hopefully to pass that knowledge to new explorers and future generations.

Development: Improved Fishing. Orangutans live mostly by the edge of the water, and have occasionally taken a fish or two. But if we work on new fishing technologies, we might be able to take them by the dozen!

Action: Explore upriver from Houranjhit.
>>
PLAYER SHEET
Capital City:

Sanctuary Isle:

>600 People.

It's on the island and is rather hospitable and tropical, to say the least. Being the capital it is rather metropolitan and it is mostly self-sufficient as of the moment. It is the birthplace of the people.

> Other Towns population.

>TallSpire:

100 People.

Along the mountain named for its tall spires built into the mountains rocks. Manly a stone mining town and has some room to grow.

>Warm Cove:

200 People

On the coast one of the first settlements on the mainland. It's known for its heat and desert-like landscape. But especially famous for its cove which holds their most advanced harbors.

>Rushing Gale:

100 Population.

Known for the massive amount of food it brings from its fishing industry and the rushing rivers all around them. They are up and coming yet show promise. Hopefully, they will grow quickly enough!

> Food: 1000
> Treasury: 1000
> Resources: Wood, Bronze, Stone, Cloth, Fruit's and vegetables. Bronze, Coal. Horses.

>Notable Techs: Farming, Calendar, Advanced shipbuilding. Animal Husbandry. Fishing and Sailing. Trading
and Basic Herbology.

> Notable Magicka: None.

> Military Units: N/A

> Other Units:

Merchant fleet:
>Merchant Ships.

Used to transport goods.

>Trade Hub Ships

A large ship. Made only in Warm Cove harbor and quite costly. Acting like a market plaza in of itself!


Troubador:

>Troubador apprentices

Simple wearing soft cloths and usually soft-spoken and Unskilled on a horse.

>Troubador

Skilled and knowledgeable on the subject of herbology. A non-combatant and skilled at helping deal with problems that may arise from injury and disease. Known for their bravery and desire to help those in need to their own detriment at times.

Fluff: https://docs.google.com/document/d/1GqBF12kAad7eFjstKF79d73w1J-FdwjKIj27lY6xooc/edit?usp=drivesdk

Across the nation of sanctuary. The people of sanctuary move about with glee today. Silently traversing on boats to and fro the capital and the land before them.

Engaging in play with each other leafy hair and an ever so slight green tint to their skin. Some with ruby red eyes like ripe strawberry and some with deep blues and greens like the forests and oceans.

Today is a day of happiness like most days in fact! Today we begin to explore more than we ever have before!
>Dev
1. A We work towards the understanding of the sea and its beauty. To understand how and why it works what causes storms and how it can be appeased and allow easier passage.

>Dev

2. Today we look at our land we have claimed and look for a way to connect it sufficiently and clearly. Some sort of pathway or other type of structures?

Perhaps small towers alongside trees and the planes leading the way to each settlement?
>Action

3.Today we send forth people to explore past the mountains. With food and money and things to trade. Excited to find any other people with which to share the bounty of life.

((Tell me if I should cut anything.))
>>
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>>2327531
ELVES

> Tearé: 1000
> Food: 1250
> Treasury: 750 (+10 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy
> Notable Magicka:
> Military Units: 250 Vica Riders
> Other Units: None

The Illyandei start the game among the settling grounds of Teare. They have the unique resource of Vicas, large omnivorous birds who they use as companions and transport. Due to their culture, they trade small goods within their clans, increasing revenue marginally.

They accumulate all the knowledge of past experienced Vica Riders to standardize the art of taming, breeding, and riding the proud birds. They use some of their treasury to train riders, enlisting a quarter of the population to fight.

They establish laws to clearly define the social hierarchy of the various clans, calming sensibilities and uneasiness among the tribes. As a result, a minor boost in their food stockpile results. Population will soon catch up to the stockpile, slowly but surely.
>>
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Rolled 5 (1d20)

>>2327577
KINGDOM OF VENIA

> Venia: 650
> 1 Town: 350
> Food: 1500
> Treasury: 500
> Resources: Wood
> Notable Techs: Large Ships, Docks
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: None
> Other Units: 5 Ships

The Venians start the game in their monarchic city state and colony town of Turis. They have the unique building the Temple of Venius, who is rumored to bring good luck provided they praise him and give him tribute, be it monetary or food.

They invest their development into their navy, building docks and developing methods to construct large ships that can carry up to 50 men each! They also send the militia to explore nearby resources, hoping to discover precious resources. Rolling to see their luck.
>>
>>2327888
Curses, Venius is displeased with our deeds!
>>
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>>2327888

The scouts believe they have found something, but they aren't quite sure. It appears that the cliffs along the northeastern horn are splattered red with what appears to be ore, but it is decorated by the primitive dwellings of vicious monsters -- the cyclops! Each standing fifteen feet tall and rumored to consider men a delicacy in their cuisine, they certainly won't take lightly to you poking around their settlement. Fortunately, the scouts report their numbers low, a village of 30, but the top is scattered with boulders and they fear to bear the strength of the giants.
>>
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Rolled 10 + 1 (1d20 + 1)

>>2327629
ORANGUTANS

> Houranjhit: 500
> 2 Towns: 500
> Food: 1500
> Treasury: 1000 (+25)
> Resources: 1000
> Notable Techs: Survivalism, Improved Fishing
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: None
> Other Units: None

The Orangutans start the game with three towns and have developed a constitutional monarchy. They start with the unique building of the Parliament of Houranjhit. Due to their openness towards other religions and cultures, they are more likely to convince outside neighbors to join their kingdom as loyal citizens.

They train in survivalism, helping them during their scouting missions and bringing better luck to scout rolls. They also improve their fishing, increasing their food stockpile as a result. They scout upriver to explore what could await them.
>>
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>>2327917
> Houranjhit: 500
> 2 Towns: 500
> Food: 1500
> Treasury: 1000 (+25)
> Resources: Wood
> Notable Techs: Survivalism, Improved Fishing
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: None
> Other Units: None

(Fixed the above, the resources was wrong. Also, Venius >>2327888 should have a starting income of 25 as well.)

The orangutans find an enormous race of fearsome looking creatures. The scouts observe that they have a fortified town, though it does not look like it holds many folks. In the center of the town is a large golden statue, presumably of their leader. The scouts note that the statue looks like its worth manny times the Houranjhit treasury! Furthermore, the tusks of the beasts are known to hold magical properties, especially if one were to master alchemy...
>>
>>2327926

Elephants! I guess we'd better try to say hello.
>>
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Rolled 15 (1d20)

>>2327807
> Food: 1000
> Treasury: 800 (+25)
> Resources: Wood, Stone
> Notable Techs: Oceanography, Roadworking
> Notable Magicka: None
> Military Units: None
> Other Units: None

The Plant People start the game from their island capital and numerous colonies. They have the unique trait of being naturally pacifists, allowing them more success in attaining nonviolent solutions in conflicts they will no doubt face exploring the world.

They compile the numerous maps and personal accounts of weathered sailors to understand the layout of the ocean, giving them better success travelling the ocean and along the coasts. They also learn how to create stable roads, first building dirt paths to ease travel between the towns. A small bit of treasury is spent making sure the paths are completed.

Scouts venture forth past the mountains. Rolling to see what they could find.
>>
>>2327000
Currently working!

The high priest hates the bland taste of their food so he will send out lizardmen to gather plants to collect flowers and fruits to build farms and make spices!
[Unlock farms/spices?]

Lizardmen task themselves into buliding roads connecting each town for faster travel between them


To gain the favor of the dragon mother the lizardmen build temples to worship and make sacrificial offerings to the mother. [Note the one in the capital would be a pyramid like structure, cool?]
>>
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>>2327962
The Plant People find the mighty dwarves, peeking their bearded heads from the rocks! The dwarves are quite friendly, taking the scouts in and treating them hospitably. They are quite mercantile, and happily offer their ores, minerals, and services to you for the price of food or treasure. Accepting the deal would grant you access to various common ores for the price of 25 gold a turn, effectively diminishing your revenue, although you could always work around the revenue streams if you wish. You could also inquire and ask them for other deals if you choose.
>>
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>>2327963
LIZARDS
> Embeak: 600
> 2 Towns: 400
> Food: 1250
> Treasury: 1000 (+25)
> Resources: Wood, Spices
> Notable Techs: Food Preservation, Roadworking
> Notable Magicka: None
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: None
> Other Units: None

The lizardfolk of the desert island rise from the ashes with a fierce conviction that their time is now, and a hold a devotion to the Dragon Mother. They have the unique building of the Grand Temple to the Dragon Mother, shaped as a pyramid in their capital. Like the Venians, they may have good luck if they please the Dragon Mother either with acts in her name, or offering her money, food, or items of equivalent or higher value.

They learn to use several minor spices in their dishes, collected from common plants. As a result, their food stockpile increases as their food is better preserved! They also learn to build roads, and construct them to travel quickly between their towns.

Turn 2 is up next! Also to clarify, Lizardmen and Venians can both sacrifice items to their gods, similar to when you research magic, but to improve their luck in scouting and combat.
>>
>>2328038
My ID changed because I switched to my phone.

>Action
The reports from our scouts are worrying. While we might manage to achieve a peaceful outcome, we shouldn't simply count on it.
Get good able-bodied volunteers and drill them for combat. Arm them with wooden shields, a long spear and a javelin.
We shall call them the Toichon troops.
-Train Spearmen Units

>Dev 1
Study land warfare in preparation for a possible conflict. The brightest men of our kingdom will turn their intellects towards the study of tactics.
This is to give our Toichon captain the tools needed to accomplish his tasks, should we need him
- Study Spearman Tactics

>Dev 2
Sacrifice some 250 food to our lord Venius. We saw how displeased he was when he sent us those beasts to populate our land, so we must once again earn his favour.
May he bring good omens for our troops and scholars.
- sacrifice 250 (1/6 of our current stocks) food to Venius
>>
((I imagine them a bit more like this except shorter with slightly more human-like skin.))
> Food: 1000
> Treasury: 800 (+25)
> Resources: Wood, Stone
> Notable Techs: Oceanography, Roadworking
> Notable Magicka: None
> Military Units: None
> Other Units: None

Merriment with the dwarfs was a fine affair! Smiles all around and the exchange of drinks and delicacies and food. A deal presented before them and with a small huddling and a few moments of thinking.

They counter offer!

>"A one time offer would be sad, wouldn't it? We all think that instead, we should make a road between Tallspire and here! Us both benefiting from the trade it would allow.

Resources flowing freely us both benefiting! That sounds nice, right? My bearded friend?"

Brushing aside her leaves from her blue eyes this particular citizen of sanctuary seems rather chipper!

>Dev Action
We now know about our nearby neighbors the dwarfs we shall go about trying to learn from them! What can we get to know? What about their culture is intriguing and what about their food and drink is good?

>Dev Action.
Our Troubadours suffer seemingly. Having had a large lull for years now and we must work towards improving and making it so production of them is easier to produce.

Our medicinal brave kindhearted messengers and healers shall rise again!

>Action.
Emboldened by the sight of other sentient life the people of Sanctuary begin to build a trade hub ship hoping to explore the coasts and look for more people.

Sure to be both a profitable and enlightening venture and hopefully a wonderfully happy venture!
>>
>>2326081
>>2328098
Forgot to add link.
>>
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>>2328038
> Embeak: 600
> 2 Towns: 400
> Food: 1250
> Treasury: 1000 (+25)
> Resources: Wood, Spices
> Notable Techs: Food Preservation, Roadworking
> Notable Magicka: None
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: None
> Other Units: None

>Dev Action
Knowing there could be danger lurking in every corner the lizardmen organize and train spearlizardmen equipped with a shield and a couple of javelins

>Dev Action
The lizardmen go out to search for creatures they can tame and breed for food, travel, and maybe war.
[Animal domestication/husbandry?]
>>
Illyandei
Tearé: 1000
Food: 1250
Treasury: 750 (+10 per turn)
Resources: Wood, Vicas
Notable Techs: Vica Husbandry, Social Hierarchy
Notable Magicka:
Military Units: 250 Vica Riders
Other Units: None

Development: Religious Practices

In the land of the Illyandei there are few things that link clan to clan. Some marriages, some feuds, some even share similar cultural practices. All share the faith. Administered from the city of Tearé the revered Goddess of the Hunt is said to have given birth to the world as a giant egg. Realizing it could never hatch, she wept tears which became the rivers and her eyelashes became the trees and grasses. In sorrow, she gave part of her power to the trees and the rivers and the grasses to create life. That life, in time, became the Illyandei. Descended as they are from the sorrow of the Goddess the Elves work tirelessly to return life to the Goddess through sacrifice after hunting and raiding. It is not uncommon for captives in tribal conflicts to be sacrificed to the Goddess. It is believed that only through mass sacrifice after a period of great life flourishing can the Egg be cracked and a new world born.

These religious beliefs, enforced by the Peace Month in the city, is the only real unifying force of the Illyandei. Many universal cultural customs of the Illyandei come from their religious unification. Additionally, adherence to these laws and to the Peace Month provides the Elves the only real chance to marry, breed, and conduct diplomacy under an unbiased and all-seeing eye.

Development: Equestrianism

The Illyandei are primarily hunters. Their entire society, barring what few have chosen to live in Tearé, roam the vast territory on their Vica hunting game. A child is taught to ride before they learn to walk. Their Vica, being long-lived birds of several decades, are often with the children from birth to adulthood to second adulthood. The bond between Vica and rider, as well as the immense skill and effort put into learning to ride and master their mounts makes them unparalleled riders.

Action: Hunt!

One of the Illyandei clans has moved far to the southwest following game trails. The entire clan musters out to hunt whatever lies over the horizon with bow and spear.
>>
>>2328479
>Action
Scout south, the lizardmmen will explore the whole island to know what they will have to conquer
>>
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Rolled 16 (1d20)

>>2328577
ILLYANDEI (ELVES)

> Tearé: 1100
> Food: 1350
> Treasury: 760 (+10 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices
> Notable Magicka: None
> Military Units: 250 Vica Riders
> Other Units: None

The Illyandei develop religious practices, binding the common cultural ties of the various tribes by the shared myths their parents pass onto their children. They also declare the Peace Month, four weeks dedicated to the worship of their Goddess and an abstinence from war. The Peace Month encourages many hunters to hoard their best for the celebratory feast, thus increasing the stockpile marginally.

The elves also insist on teaching their children to ride their Vica mounts early on, making the bond between man and bird stronger, and when they move together they move as one.

Rolling for the hunt.
>>
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>>2328769
One of the band of hunters finds great success! They manage to fell down an enormous bird, the leader fashioning weapons out of the sharp claws and the rest fashioning clothing from the feathers, which provide both warmth and a surprising amount of protection. They bring the enormous creature back to the capital grounds, greatly increasing the food stockpile.

> Tearé: 1100
> Food: 1550
> Treasury: 760 (+10 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices
> Notable Magicka: None
> Military Units: 250 Vica Riders
> Other Units: None
>>
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>>2328070
KINGDOM OF VENIA

> BLESSED: +5 bonus to attack!
> Venia: 700
> 1 Town: 400
> Food: 1250
> Treasury: 25 (+25 per turn)
> Resources: Wood
> Notable Techs: Large Ships, Docks
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: None
> Other Units: 5 Ships, 250 Spearmen


The Venians are concerned about the cyclops report. They immediately begin training experienced spearman units, blessed both by Lord Venius and taught superior tactics. The blessing grants them a +5 bonus to their attack roll when they next attack the cyclops (I'll roll the dice in this game to make it easier.)
>>
>>2328038

Houranjhit Kingdom
Race - Orangutans
Capitol City - Houranjhit (500 population)
Other Towns: 500 Population
(Salindha = 350 Population, Venherjhi = 150 Population)

Food: 1500
Treasury: 1000 (+25)
Resources: Wood
Notable Techs: Survivalism, Improved Fishing
Notable Structures: Parliament of Houranjhit
Notable Magicka:
Military Units:
Other Units:

The Houranjhit Kingdom is a constitutional monarchy ruled by King Wijaya and a council of elected members from districts of the kingdom - right now there are 11 councilors. The Orangutans of the Houranjhit Kingdom worship a wide, rolling pantheon of Gods that rise and fall in popularity. Many of these deities are ascended 'household' gods and spirits that influential Orangutans bought with them on their rise to wealth and prominence. The Houranjhit kingdom is tolerant of belief in any and all gods as long as those gods preach obedience to the law of the land, and teaches (and enforces) that theological debates are to be fought with words, not weapons.

Development 1: These creatures are huge and fearsome, but to fashion such shiny art and to build strong defenses suggests a mind beneath those grey hides. We study these creatures from afar, hoping to learn of some of their practices and perhaps some parts of their language to prepare for possibilities of communication.

Development 2: Elder Orangutans have always taught their children the ways of life, how to perform tasks and how to make tools. But as we come together as a Kingdom, we can pass on much more then the knowledge of just one to one. With formal schooling, a single learned Orang can teach many children together with all the basics they will need.

Action: We send scouts to search for any resources that might lie between Houranjhit and Salindha.
>>
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>>2328098
PLANT PEOPLE

> Sanctuary Isle: 625
> 3 Towns: 425
> Food: 1000
> Treasury: 825 (+40)
> Resources: Wood, Stone, Copper
> Notable Techs: Oceanography, Roadworking, Dwarven Histories
> Notable Magicka: None
> Military Units: None
> Other Units: 50 Herbal Healers, Trade Hub Ship

The Plant People see the dwarven offer and propose a counteroffer: a joint construction project to connect the realms and allow free trade of goods. The dwarves are delighted, liking the idea of the road to provide better trades. Once the road is built, trade flourishes between the dwarves and Tallspire. The treasury revenue increases from the road toll. Independent merchants who are willing to sell their ores trade their copper for gold, but the higher order ores are kept under close guard by the Dwarven Elite. Access to these goods require negotiating a direct trade deal with these leaders, preferably for a promise of food.

Meanwhile, the Plant People learn more of their new friends. Their people have lived under the mountain range for several years. The tribe you met are one of several who are underneath the mountain. They are led by proud Underkings who oversee the mining production and protect their kingdom from cave monsters who might try and mess with them. Though there are tunnels connecting the various underground settlements, the kingdom you've met are worried as a dragon is rumored has taken nest at the far end of one of their tunnel. Their moods have lifted once they found you, as there suddenly came a new avenue of goods and customers, but old dwarven traditionalists are very upset that they cannae visit their cousins. The King even put an enormous bounty on the dragon's head...

The Herbalist Healer profession is rebirthed! Various healers are formed under the kingdom. Their presence allows for more people to survive than the stockpile can support, thanks to medicine.

Finally, they build a trade hub ship to explore the coasts and discover new friends that may live in the realm.
>>
Rolled 6, 5 = 11 (2d20)

>>2328479
LIZARDMEN

> Embeak: 650
> 2 Towns: 450
> Food: 1500
> Treasury: 525 (+25)
> Resources: Wood, Spices
> Notable Techs: Food Preservation, Roadworking, Javelizards
> Notable Magicka: None
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: 250 Javelizards
> Other Units: None

The Lizardmen rediscover the art of the javelin and train units accordingly. They are each equipped with shields and numerous javelins, multipurposed for throwing and stabbing.

The lizards discover several animals that may be ideal for domestication, all of them some derivative of a large insect. Their attempts to tame these beasts will be rolled, along with their exploration of the entire island.
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>>2328870
They manage to tame the slow and quite defenseless giant earthworm! Their meat is very juicy, providing a boost in their food stockpile to 1500.

The island they explore is very dull. Mostly patches of dirt and sand, with wild critters scattering here and there. At the far south of the island they discover a tribe of terrible looking folk...they look like excellent swimmers and ferocious warriors, all armed with nets and tridents, and having numerous teeth in their large mouths. However, their village is small, only numbering 200 the scouts notice. The leader is the largest of all the shark folk, towering over even the mightiest lizardfolk, and wearing the shells of some ancient crab over his own torso and wielding a huge, two handed trident. Their speech is incomprehensible, sounding like wails of dying fish. To conquer the island, it seems, would mean to conquer this tribe...but how?

> Embeak: 650
> 2 Towns: 450
> Food: 1500
> Treasury: 525 (+25)
> Resources: Wood, Spices
> Notable Techs: Food Preservation, Roadworking, Javelizards, Animal Husbandry
> Notable Magicka: None
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: 250 Javelizards
> Other Units: 100 Worms
>>
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Rolled 1 (1d20)

>>2328848
ORANGUTANS

> Houranjhit: 550
> 2 Towns: 550
> Food: 1500
> Treasury: 1025 (+25)
> Resources: Wood
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: None
> Other Units: None

The Orangutans create formal schooling, ensuring all citizens of the Kingdom have bright futures and are knowledgable in the histories, arts, and practical sciences.

The Orangutans correctly assume that though the creatures look wild, they must possess some intelligence to have constructed such a large statue. They decide to spy on the creatures from afar and learn more of their habits and practices. The spies learn that the creatures do speak their own language, but their accent and voice makes it sound deep, slow, and gargled. They learn they are both a warrior and scholarly race, committing all their knowledge of alchemy to memory, shaving their tusks to create powerful potions that can apparently turn stone items to gold! The chief is the eldest of the tribe, wielding a mighty doubleheaded axe and wearing an all gold suit of armor.

Finally, the orangutans scout to discover more resources.
>>
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>>2328926
ORANGUTANS

> Houranjhit: 520
> 2 Towns: 550
> Food: 1500
> Treasury: 1025 (+25)
> Resources: Wood
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: None
> Other Units: None

The scouting party returns with terrible news. A goblin fort has been established by the river east of the capital, ransacking travelers between the towns. When the scouts first spotted it, they were terribly ambushed by the goblins and either slaughtered or kidnapped! The goblins sent the remaining scouts back to ask for 1000 gold and they will stop their harassment campaign. All the scouts know are that the goblins attack in small packs, mostly in ambushes and at night. They are not known to fare well in direct field combat, and are known for their structures.

Turn 3 starts now!
>>
>>2328961
Tearé: 1100
Food: 1550
Treasury: 760 (+10 per turn)
Resources: Wood, Vicas
Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices
Notable Magicka: None
Military Units: 250 Vica Riders
Other Units: None

Development: Vica Archery

The hunters of the Illyandei are known for their riding skills and added to that is the increased popularity of archery while riding. Soon, Illyandei hunting and warrior bands are as skilled in putting an arrow between the eyes of a foe from a hundred yards at full gallop as they are with the lance.

Development: Health and Childcare

During the Peace Month is when most Elven women find themselves with child. It is during one of the many Peace Months of the century that the priesthood begins spreading the knowledge of basic health care to the Clans. The Clans are instructed on the importance of regular bathing, the washing of Illyandei blood from their hands before eating, and the proper birthing and early-child care methods of a clan on the constant move. It is the hope that this advice is put into practice by the clans for the future.

Action: Scout

The Clans strike south and west, hunting for game and glory similar to the great Roc that Clan Naeldi felled years ago. They range further and further to the southwest, following the river tributaries.
>>
>>2328961
> BLESSED: +5 bonus to attack!
> Venia: 700
> 1 Town: 400
> Food: 1250
> Treasury: 25 (+25 per turn)
> Resources: Wood
> Notable Techs: Large Ships, Docks
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: None
> Other Units: 5 Ships, 250 Spearmen

>Action
Send an envoy, backed by the Toichon Spearman (standing further back so as to not be overtly hostile, but it's displaying their might)
Should any cyclops act hostile, expell or destroy any resistence so that the kingdom may obtain the ore that is rightfully ours. Specially if they harm the envoy: leave none alive!
If they instead allow our envoy entry and peacefully submit, offer them citizenship and a small gift of 100 food, in return for their aid in exploring the minerals of the mountain.

>Development Action 1
In order to keep the population pleased, as well as foster good attitudes in them, the patriarchs and the king issue a new decree. Contests of athleticism, battle, craftsmanship and debate shall be held each week, where any youths may participate. Small prizes are to be awarded to those victorious, and to those particularly adept commissions of public work might be extended.
These cultural practices are set in place to foster excellency in all relevant aspects of life.

>Development Action 2
As our cities grow, our need for lands to be seeded extends beyond the reach of our bountiful rivers. It is thus of utmost importance that we find ways to bring water to lands yet untouched by it. We must work on channeling the water, over land or under, however it must be done. Perhaps we can even find new uses for this in due time, but for now it is to profoundly increase our arable lands.
>>
>>2328892
> Embeak: 650
> 2 Towns: 450
> Food: 1500
> Treasury: 525 (+25)
> Resources: Wood, Spices
> Notable Techs: Food Preservation, Roadworking, Javelizards
> Notable Magicka: None
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: 250 Javelizards
> Other Units: None

>Development Action 1
The military lizardmen know they can't face them head to head so they develop guerrilla tactics that involve ambushes and hit and runs

>Development 2
Priests set out to gather vegetables and fruits to practice farming for the hungry and spices.

>Action
Azuktin will make the first offering of 250 food and 10 lizardmen to the Dragon mother
>>
>>2328961
Houranjhit Kingdom
Race - Orangutans
Capitol City - Houranjhit (520 population)
Other Towns: 550 Population
(Salindha = 380 Population, Venherjhi = 170 Population)

Food: 1500
Treasury: 1000 (+25)
Resources: Wood
Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories.
Notable Structures: Parliament of Houranjhit
Notable Magicka:
Military Units:
Other Units:

The Houranjhit Kingdom is a constitutional monarchy ruled by King Wijaya and a council of elected members from districts of the kingdom - right now there are 11 councilors. The Orangutans of the Houranjhit Kingdom worship a wide, rolling pantheon of Gods that rise and fall in popularity. Many of these deities are ascended 'household' gods and spirits that influential Orangutans bought with them on their rise to wealth and prominence. The Houranjhit kingdom is tolerant of belief in any and all gods as long as those gods preach obedience to the law of the land, and teaches (and enforces) that theological debates are to be fought with words, not weapons.

Action: The Goblin demands are an insult and we have no way of hoping they'll honour it if we comply, we'll have to prepare to deal with them. We recruit a unit of Orangs with spears, swords and shield to guard anything that really needs to travel overland between the towns, though we discourage this travel for now.

Development 1: We develop formation drills with our soldiers, to improve their fighting co-ordination.

Development 2: Perhaps the presence of these Goblins explains why the Elephant Village was well fortified? We develop fortifications for our own cities, to better protect our people should harassing travelers progress into more dangerous raiding.
>>
Question:
do turns have a time limit?
>>
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>>2329000
ELVES
> Tearé: 1250
> Food: 1550
> Treasury: 770 (+10 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare
> Notable Magicka: None
> Military Units: 250 Vica Riders
> Other Units: None

The Illyandei hunters learn how to become expert archers while on the move, a deadly combination for foes who are unfortunate enough to encounter them. Their military units adopt this tactic themselves, becoming the very best Vica Archers in Teare!

The elves also employ standard healthcare, consisting of cleansing themselves and learning the best methods to care for their children. The population experiences longevity in their own lives as a result.

Encouraged by the victorious capture of the Roc, more tribes continue hunting near the south and west. Rolling for encounter.
>>
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Rolled 18 (1d20)

>>2329091
KINGDOM OF VENIA

> BLESSED: +5 bonus to attack!
> Venia: 800
> 1 Town: 450
> Food: 1250
> Treasury: 50 (+25 per turn)
> Resources: Wood
> Notable Techs: Large Ships, Docks, Contests of Athleticism
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: None
> Other Units: 5 Ships, 250 Spearmen

Venians start contests of combat and athleticism. All the youth of the kingdom participate in the festivities, hoping to bring glory to their own villages and showing off their own skills in a healthy way. The festivities encourage good fitness amongst the population.

Venians learn how to construct canals. Though it time consuming, it is well worth the efforts in the long term, and so the practice is valued. They can now build canals from rivers and oceans!

The spearmen units go out to meet the cyclops. They send an envoy in the hopes that a peaceful solution may yet be reached. Rolling for the outcome, must reach +15 for success.

>>2330390
No, but I will start posting usually when at least 4/5 posters are on, and then wait for the last one. Try n update twice a day.
>>
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>>2330414
Seems the cyclops have reached an agreement! They agree to your terms, though they do not understand the concept of citizenship itself. As long as you do not bother them in their own coast, they agree to give you the red rocks of their coasts provided you support their village's food needs.

> Venia: 800
> 1 Town: 450
> Food: 1150
> Treasury: 50 (+25 per turn)
> Resources: Wood, Iron Ore
> Notable Techs: Large Ships, Docks, Contests of Athleticism
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: None
> Other Units: 5 Ships, 250 Spearmen
> Allies: 250 Cyclops
>>
I think you forgot to roll for my hunting and scouting parties.
>>
Rolled 1 (1d20)

>>2330399
Rolling for the scouts
>>
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>>2330467
The elven tribes scout further south, attempting to locate more prey. They follow the tracks of what they believe to be some sort of large deer or antelope. The river tributaries lead them farther and farther south until they come across a large camp drying the rivers south. The centaurs! They have at their hooves numerous humanoid slaves. When the guardsmen at the camp notices the hunters, they send their own to capture the hunters, slaughtering half and submitting the rest into slavery, condemned to mining the hills! The lone scout manages to escape north, pleading the tribes to help rescue his comrades and defeat the evil menace south!

> Tearé: 1200
> Food: 1550
> Treasury: 770 (+10 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare
> Notable Magicka: None
> Military Units: 250 Vica Riders
> Other Units: None
>>
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>>2329297
LIZARDS

> BLESSED: +5 bonus to attack!
> Embeak: 700
> 2 Towns: 490
> Food: 1250
> Treasury: 550 (+25)
> Resources: Wood, Spices
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,
> Notable Magicka: Spitfire
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: 250 Javelizards
> Other Units: None

The lizards continue with their military training, this time adopting strange tactics to battle foes, specializing in using the environment as their cloak and striking fast and unseen.

They continue their search around the island, this time looking for vegetables to grow. Though the island is mostly dirt, and few greens are available, they are hopeful that they may find something of use.

Finally, the High Priest makes an offering of 250 food and 10 lizards to the Mother Dragon. She is pleased, rewarding not only her blessing but giving the gift of flames to her underlings! The lizards are all naturally able to spit fire from their tongues, though the flames spray out at a short range, and cannot sail as projectiles themselves. Still, it would be quite fearsome and useful in melee combat!
>>
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>>2329740
ORANGUTANS

> Houranjhit: 570
> 2 Towns: 600
> Food: 1250
> Treasury: 550 (+25)
> Resources: Wood
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen
> Other Units: None

The orangutans recruit spearmen units, now aware of the dangers that the goblins present to them. They take control of travel, limiting envoys to the most crucial and sending armed men to every caravan. They also develop fortifications for their cities, now consisting of wooden walls and towers.

Fortunately, the new initiatives seem to work, as fewer goblin attacks are reported, and no town has been harassed by the vermin.
>>
Is it the next turn now?
>>
Still waiting on plant. Every can post turns if they wish, wont finish turn until plant anon returns.
>>
Rolled 9 (1d20)

>>2330513
Rolling for vegetable scouting
>>
>>2330685

> BLESSED: +5 bonus to attack!
> Embeak: 700
> 2 Towns: 490
> Food: 1400
> Treasury: 550 (+25)
> Resources: Wood, Spices, Melons and Gourds
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,
> Notable Magicka: Spitfire
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: 250 Javelizards
> Other Units: None

The lizards find many melons and gourds. They begin to farm the vegetables, increasing their stockpile modestly.
>>
>>2330682

>Action
By decree of King Tullus, with backing from the assembly of patriarchs:
To this area marked on the map we shall send scouts, followed by as many as 150 colonists and protected by 100 of our Toichon Spearmen.
They are to find and prepare land for a new settlement in that general location, between the rivers and close to sea.
The new settlement shall be named Symmachia in celebration of our alliance with the cyclops.

Colonize the new land marked in yellow.

>Development Action
We must seek to learn about our new friends, as well as teach them of our own. Sure, we will gain from their ore and keep their coasts clear and safe, but it is important that we gain awareness of each others' cultures (however simple they may be) so that our cooperation may flourish far into the future.

Develop our cultural/diplomatic relations with the cyclops, in between exchanges of ore and food.

>Development Action
As we gain more of the mysterious red ore we must find ways to exploit it. How to melt and shape it, and use it as we would our bronze tools.
Whatever it may be, it must surely be a boon to our lands.

Develop Red Ore refining.
>>
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>>2330682
Tearé: 1200
Food: 1550
Treasury: 770 (+10 per turn)
Resources: Wood, Vicas
Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare
Notable Magicka: None
Military Units: 250 Vica Riders
Other Units: None

Action: Crush the Centaur!

The destruction of the Maikr tribe by the centaurs and the plea for help falls mostly on uncaring and deaf ears. The clans of the Illyandei are as divided as the land is by river and forest. It is not until the annual Peace Month that the plea for aid is given any credence. In Tearé the survivor is paraded before the assembled clans. They are shamed. For a moment it seems that they are to be sacrificed to the Goddess to appease her wrath. A different course is decided on before that happens. The head priest instead asks for ten warriors from every Clan to step forward. Under the leadership of Clan Naeldi and with the survivor as the guide this combined force of Vica Riders leaves at the end of the Peace Month to destroy the Centaurs. To the most successful Clan goes the glory and the favor of the Goddess!

Development: Clan Structure

Clans are organized from the bottom up. While the Tamar may have authority that authority is derived from the willingness of the warriors and families to follow the Tamar. The position is not hereditary, but is chosen after the culmination of the Blood Hunt. During the Blood Hunt the warriors vying for position of Tamar meet and battle. Killing is not required but often happens. The last warrior standing is then agreed upon by the Mothers of the Clan. If accepted this warrior becomes the new Tamar. The Tamar is then confirmed and blessed during Peace Month, but at that time they may be challenged again for this position. The ritualized system helps keeps social order and provides and incentive for warriors to learn to ride, shoot, and fight while maintaining the respect of their Mothers.

Development: Recurve Bow

The Illyandei are not without innovation. Their reliance on archery has led them to refine some of the aspect of their craft. One of these is the construction of bows. Remaining the recurve dramatically increases power without needing to add additional weight or length making them exceptional for shooting from the backs of a Vica.
>>
>>2330682

Houranjhit Kingdom
Race - Orangutans
Capitol City - Houranjhit (570 population)
Other Towns: 600 Population
(Salindha = 400 Population, Venherjhi = 200 Population)

Food: 1250
Treasury: 550 (+25)
Resources: Wood
Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics.
Notable Structures: Parliament of Houranjhit
Notable Magicka:
Military Units: 250 Spearmen
Other Units:

The Houranjhit Kingdom is a constitutional monarchy ruled by King Wijaya and a council of elected members from districts of the kingdom - right now there are 11 councilors. The Orangutans of the Houranjhit Kingdom worship a wide, rolling pantheon of Gods that rise and fall in popularity. Many of these deities are ascended 'household' gods and spirits that influential Orangutans bought with them on their rise to wealth and prominence. The Houranjhit kingdom is tolerant of belief in any and all gods as long as those gods preach obedience to the law of the land, and teaches (and enforces) that theological debates are to be fought with words, not weapons.

Action: Exploring deep inland has found strangers, but nothing of immediate use. And with Marauding goblins around, wandering far without protection is made to seem risky. Our explorers organise a more thorough search closer to the immediate area of Houranjhit, trying to find new sources of fruit or grains we might have overlooked, but keeping eyes out for anything of potential use.

Development 1: The river flows by Houranjhit and brings us water, but we know now that other creatures live further upstream in many directions, and they too must pass water. We try and find ways to clean up some of this water, make it better and safer for drinking.

Development 2: Our society has grown to be one where negotiation and consensus has proven the key to resolving internal issues. Now the King and Council meet, together with some learned elders and some persuasive civilian experts to discuss and debate how Orangutan diplomatic principles might apply to meetings with other peoples with their own, very different ways.
>>
>>2330513
> BLESSED: +5 bonus to attack!
> Embeak: 700
> 2 Towns: 490
> Food: 1400
> Treasury: 550 (+25)
> Resources: Wood, Spices, Melons and Gourds
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,
> Notable Magicka: Spitfire
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: 250 Javelizards
> Other Units: None

>Action
180 javelizards ready themselves for an assault on the tribe,they will strike the moment the sun starts to set. The 180 will split in three groups with the first group tasked on taking out any patrols and sentries then randevuing with the second group, the second group locating then eliminating the leader with the help of the first group , and the third helping the first group with the first task then heading out to set up an ambush. If everything works as planed then the first and second group will be doing hit and runs eventually luring who ever gives chase to the ambush. The lizards who are more effective with up lose combat will intercept any enemy who catches up with the group.

>Development 1: The High priest preaches that the dragon mother will be happy to see our lizards become stronger in every aspect in our society so Azuktin implements a program to have the strongest and smartest to conceive children.
[Selective breeding]
>Development 2: Azuktin grows tired of trying to remember everything his advisers tell him so he tasks his smartest lizards to create something to store knowledge, information, and images on to something that can held
[Writing system]
>>
>>2326081

Plant anon is here! Nice to hear ye waited for me friend.

Sanctuary Isle: 625
> 3 Towns: 425
> Food: 1000
> Treasury: 825 (+40)
> Resources: Wood, Stone, Copper
> Notable Techs: Oceanography, Roadworking, Dwarven Histories
> Notable Magicka: None
> Military Units: None
> Other Units: 50 Herbal Healers, Trade Hub Ship

Finally, the ship had been completed. A grin spreading inebriation proceeding to occur. A hobby that had grown root quickly enough. With lighthearted whimsy life continues.

>Dev Action.

1. The culture of the dwarves starts to seemingly affect the plant people of sanctuary. A love for ale and mead and alcohol is seemingly developing!

Toasts being added to morning rituals and other important rituals of life such as the crowning of ships!

>Dev Action 2.

The first sign of something begins to emerge. Ideas of community and trust and fellowship solidifying day by day. The Sancturarian culture is beginning to grow onto its own.

Emphasizing trade kindness and intelligence along with pacifism. Expressing its success and making strides to unite the country more and more!

>Action

The Trade ship is ready! It shall go along the southern coast and keep going! Trying to find whatever civilization it can find. Trying to attract attention and make the people of sanctuary known and trade their goods and establish relations with other nations.
>>
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Rolled 14 + 1 (1d20 + 1)

>>2331312
PLANT PEOPLE

> Sancturay Isle: 625
> 3 Towns: 425
> Food: 1000
> Treasury: 865 (+40)
> Resources: Wood, Stone, Copper
> Notable Techs: Oceanography, Roadworking, Toasting Traditions
> Notable Magicka: None
> Military Units: None
> Other Units: 50 Herbal Healers, Trade Hub Ship

The Plant People send their trade ship around the coast, hoping to boldly go where no plant has gone before, to seek out new life and new civilizations, all in the hope for peace and profit. Rolling for outcome, bonus due to oceanography.

Merry traditions are passed onto the plant people as they adopt the customs of toasts from the dwarves, bringing great happiness at joyous events in life. They also begin to emphasize their peace and kindness throughout the nation, hoping it will bind the far reaches more and more.
>>
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>>2331804

The Plant People discover the peaceful and happy fauns! They specialize in learning a certain type of magic using music as its vessel. They happily accept the trade terms of the plants, but all they seem to offer are festive resources -- wine, silks, rich foods, and of course music. The male sailors are wary, as many of their fellow female crewmembers are complimented aggressively by the charming males.
>>
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Posting Turn 3 now!

>>2330768
KINGDOM OF VENIA
> Venia: 650
> 2 Towns: 600
> Food: 1150
> Treasury: 75 (+25 per turn)
> Resources: Wood, Iron Ore
> Notable Techs: Large Ships, Docks, Contests of Athleticism, Cyclops Histories, Iron Smelting
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: None
> Other Units: 5 Ships, 250 Spearmen
> Allies: 250 Cyclops

Colonists are sent to settle the cyclops village. The monsters are confused and resistant, not allowing you to enter their own grounds. A compromise is reached, and the settlement is built close to the village, but not interfering with the original village. The whole area, including the new settlement and the old cyclops village, is renamed Symmachia.

The colonists learn that the cyclops are an old monster race, some of the first created by the ancients. The eldest remembers when the old gods had commanded the ancient cyclops to work the celestial forges, crafting the finest weapons and armor for the old gods. Now however, the cyclops have fallen from their prominent position, and the gods cease to answer their calls. Only the oldest remember their origins and creation, the rest returning to a primitive culture, where they settle amongst the cliffs, grabbing large fish from the seas and munching on stray sheep, bulls, and humanoids...though that won't happen anymore boss, we swear. As for their own biology, the cyclops have very thick skin, resistant to extreme heat, cold, and poison, but their single eye is their fatal flaw, for if it is damaged by a stray arrow the brain is destroyed, and the beasts fall. They possess little martial skill and intelligence, but have massive strength.

When given the ores, the blacksmiths of Venia work or refining it. They discover that the ore is stronger than their current bronze weapons, is cheaper to make, and due to the richness of the resource, can be created in bulk. They dub the resource Iron.
>>
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Rolled 11 + 2 (1d20 + 2)

>>2331000
ELVES
> Tearé: 1300
> Food: 1550
> Treasury: 780 (+10 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Recursive Bow
> Notable Magicka: None
> Military Units: 250 Vica Riders
> Other Units: None

The Illyandei reform the structure of their clans, introducing strict selection processes for choosing the leaders of each clan. They also invent the recursive bow, increasing the power and lethality of their archers while riding their birds.

The centaurs are deemed a huge threat, and all the clan's hunters are sent to destroy them. Rolling for outcome, bonus for riding archers..
>>
>>2331820
The battle is bloody, but victorious. The centaurs have little fortifications, being nomadic tribesmen themselves. They meet the invading clansmen headon, armed with spears and bows. However, the vicas are much faster, and the elves skill match those of the centaurs. Both tribes manage to deliver heavy blows, but due to the numbers they manage to outlast the centaurs. Several flee, leaving the imprisoned slaves at your mercy. You regain the captured scouts, as well as some stray dwarven slaves, who are fearful of who you may be and what you may represent.

> Tearé: 1225
> Food: 1550
> Treasury: 780 (+10 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Recursive Bow
> Notable Magicka: None
> Military Units: 100 Vica Riders
> Other Units: None
> Allies(?): 80 Dwarven Slaves
>>
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Rolled 6 + 5 (1d20 + 5)

>>2331196
LIZARDS

> BLESSED: +5 bonus to attack!
> Embeak: 750
> 2 Towns: 540
> Food: 1400
> Treasury: 575 (+25)
> Resources: Wood, Spices, Melons and Gourds
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,Writing, Selective Breeding
> Notable Magicka: Spitfire
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: 250 Javelizards
> Other Units: None

Lizards form a writing system. Now they can preserve knowledge permanently and share it with others. The High Priest also introduces an initiative to ensure only the strongest and smartest of lizards breed, passing the genes onto the next generation, making them tough and strong.

The Javelizards are sent out to destroy the sharks. They employ smart tactics, and along with their blessing, are confident in their ability to destroy the sharks.
>>
>>2331827
Luckily, the tactics and blessing is just enough to deal heavy damage. The first group takes out the patrols, but are too slow to avoid immediate retaliation from the sharks. A few of the fastest lizards are able to warn the other two groups, who decide to prompt the luring out further, employing their own guerrilla tactics to take the sharks out easier. The sharks, being incredibly redblooded, rush out and get slaughtered by the hiding and conniving lizards. The second group manages to not be injured at all as they slaughter the most bloodthirsty of the sharks chasing out. The remaining groups rush inside the village as the warriors are led out, and succeed in locating the leader. Unfortunately, the warrior is fierce, and many more lizard lives are lost while taking the leader down than previously estimated. The sharks are ultimately subdued, at the cost of 87 lizard lives.

> BLESSED: +5 bonus to attack!
> Embeak: 750
> 2 Towns: 540
> Food: 1400
> Treasury: 575 (+25)
> Resources: Wood, Spices, Melons and Gourds
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,Writing, Selective Breeding
> Notable Magicka: Spitfire
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: 163 Javelizards
> Other Units: None
>>
>>2331048
ORANGUTANS
> Houranjhit: 570
> 2 Towns: 600
> Food: 1350
> Treasury: 575 (+25)
> Resources: Wood
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen
> Other Units: None

Scouts continue to explore the closeby lands, this time looking for practical resources.

The most intelligent minds come together, looking at two different dilemmas. First, they look for methods to purify the water streams coming inside the towns. They invent initiatives to prevent putrification of the water upstream, prohibiting defecation and the trampling of the stream by outside critters and citizens. They also run the stream over fine, polished rocks, filtering large debris from travelling with the water. The result increases the food stockpile and ultimate health of the citizens. The chief diplomats come together and compile a set of principles that diplomats may find useful in the future when meeting other foreign tribes and cultures. They gather this information from case studies of their own interactions, documenting the effectiveness of various methods, and how these methods effectiveness varies from the cultures being interacted and the nature of the relationship.
>>
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Updated map, post your next turns here. Also still waiting for Plant anon, who can post two turns if he wishes.
>>
>>2331854
The king is surprised at the citizens' actions. It was not what he expected, but he is pleased nonetheless.

Time to move forward!

>Development
Since our food seems to be stagnated, I assume we must be consuming more or equal amounts to what we produce. It's paramount that we remedy this.
Seeing the strength the cyclops showcase in mining, perhaps we need similar raw strength helping us farm.
We must find beasts of burden. They may not be intelligent and friendly like our Allies, but they may still be tamed and be used for farming, or even other uses.
But for now:
Find animals for Animal Husbandry and thus improved farming.

>Development
On the other hand, as our population grows we hear reports of people using human feces as fertilizer. Indeed, this may be related to small outbreaks of disease. One of our patriarchs suggests that there is still an essence of man within that... shit. It's thus necessary that we let it 'rot away', much like you would a corpse, before using it as fertilizer.
Thus:
Develop Composting to boost fertilizer production.

>Action
For our soldiers are already many, we still need to scout the areas around Venia to make sure we are without any new threats. For that purpose we shall send a group of 10 scouts, followed by a support of 5 Toichon Spearmen omades (10-men battle groups), who are to provide security in case hostilities become inevitable.
tl;dr scout the neighboring zones to the Capital in all directions, with 10 fast moving scouts and 50 spearman as backup.
>>
>>2331854

((Do I need a roll for the localised exploration, or had I already found everything?))
>>
Rolled 20 + 1 (1d20 + 1)

>>2331851
forgot to roll again
>>
>>2332074

Orangutan scouts are perceptive enough to identify and bring in soybeans and rice, able to identify both after recalling the old stories from their forefathers of the miracle plant. Their food stockpile grows rapidly.

> Houranjhit: 570
> 2 Towns: 600
> Food: 1650
> Treasury: 575 (+25)
> Resources: Wood, Rice, Soybeans
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen
> Other Units: None
>>
>>2331815
By the way, shouldn't we have spearman tactics?
>>
>>2332088
Yeah, you'r right, I just didn't add it to the tech list but I will next turn
>>
>>2332095
No problem, thanks mate.
>>
>>2331854
Houranjhit Kingdom
Race - Orangutans
Capitol City - Houranjhit (570 population)
Other Towns: 600 Population
(Salindha = 400 Population, Venherjhi = 200 Population)

Food: 1650
Treasury: 575 (+25)
Resources: Wood, Rice, Soybeans
Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy.
Notable Structures: Parliament of Houranjhit
Notable Magicka:
Military Units: 250 Spearmen
Other Units:

The Houranjhit Kingdom is a constitutional monarchy ruled by King Wijaya and a council of elected members from districts of the kingdom - right now there are 11 councilors. The Orangutans of the Houranjhit Kingdom worship a wide, rolling pantheon of Gods that rise and fall in popularity. Many of these deities are ascended 'household' gods and spirits that influential Orangutans bought with them on their rise to wealth and prominence. The Houranjhit kingdom is tolerant of belief in any and all gods as long as those gods preach obedience to the law of the land, and teaches (and enforces) that theological debates are to be fought with words, not weapons.

Development 1: With the rediscovery of rice we begin the development of large, floodable fields in which large quantities of this grain can be grown. These paddling fields or 'Paddy Fields' will allow us to grow very large quantities of this wonderful grain.
, but in order to control the amount of water that gets in to every field from our rivers we are also forced to: Development 2: develop irrigation systems. These large channels should allow the Orangutans of the Houranjhit Kingdom to get water to the fields for any crops that need more moisture, not just our rice.

Action: We send off a Diplomatic party with three diplomats and an bodyguard of 20 Spearmen to finally officially meet, and hopefully establish relations with, the Elephants. The dream would be to convince these scholarly warriors to join up with the society we hope to build, but good relations and trade possibilities would still be wonderful forward steps.
>>
>>2331854
> BLESSED: +5 bonus to attack!
> Embeak: 750
> 2 Towns: 540
> Food: 1400
> Treasury: 575 (+25)
> Resources: Wood, Spices, Melons and Gourds
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,Writing, Selective Breeding
> Notable Magicka: Spitfire
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: 250 Javelizards
> Other Units: None

I'm missing animal taming on my tech list, is the island just desert? Did the lizards kill all the sharks?

>Development1:
The lizards reorganize their society and form a theocratic government

>Development2:
Seeing that rain hardly falls in the great cities the high lizards set them selves to build aqueduct in all three cities

>Action:
Scouts explore the island again, searching for anything interesting maybe another animal to tame
>>
Tearé: 1225
Food: 1550
Treasury: 780 (+10 per turn)
Resources: Wood, Vicas
Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Recursive Bow
Notable Magicka: None
Military Units: 100 Vica Riders
Other Units: None
Allies(?): 80 Dwarven Slaves

Development: Interrogate the Dwarves!

The Dwarves are brought back to Tearé with a guard of twenty Riders. There, under the careful eye of suspicious and curious locals and the eye of the clergy they are interrogated. The interrogation is not harsh or cruel, but it is straight forward. They wish to know where the Dwarves come from, who they are, what they are, and what they can do. In exchange for their aid, the clergy promises to release them to their kin should their kin be found when the Riders go looking for the Dwarven settlement they may have been captured from. Until then, the Dwarves are asked to pitch in to maintenance of the city, and to offer their talents to their hosts. They are not permitted to leave, and are carefully watched.

Development: Rider Tactics

The battle has shown the Illyandei that things which can fight back with bow and spear need different tactics than the hunt. The Riders practice with figuring out different effective methods of mounted combat and maneuver so casualties from a similarly mounted foe are not nearly as heavy.

Action: Hunt the Centaurs!

Tamar Naeldi takes sixty remaining riders and gives chase to the fleeing Centaurs. What was once a battle becomes a hunt, and the Illyandei are thrilled despite the long battle. The days and nights are filled with Elven hunting cries as they pursue the Centaurs. They are cautious, letting their foe be run into the ground instead of actively attempting to fight. This, hopefully, will prevent them from stumbling into an even larger force of Centaurs. Should the quarry be run to ground they will be captured and brought back to Tearé to be sacrificed.
>>
> Sanctuary Isle: 625
> 3 Towns: 425
> Food: 1000
> Treasury: 865 (+40)
> Resources: Wood, Stone, Copper
> Notable Techs: Oceanography, Roadworking, Toasting Traditions
> Notable Magicka: None
> Military Units: None
> Other Units: 50 Herbal Healers, Trade Hub Ship

The men would have to deal it would seem judging by the flirting that began to crisscross slowly between the two races. Jovial and friendly the attitude towards this kinda thing at least in sanctuary has always been lax.

>Dev action 1
Food and the production of it seems to be very stagnant. Reasonably so as we can handle all our needs so far. But nonetheless, ways to cultivate extra food must be done!

An idea of planting fruit trees in towns and cities to increase food available food is being proposed.

The question, of course, being what kinda fruit to plant.

>Dev action 2.
Tallspire due to its trade route with the dwarves is steadily finding ways to implement the new metal they have acquired. Copper, as it was apparently called, is now being used as bracing to allow for the construction of a grand tower in the center of town! Hoping to use it as a multipurpose building for commerce food storage and trading as well as living arrangements.

>Dev action 3.
Ways to transport goods over land have been harder than expected. Typically done with packs really but now it has proven inefficient. The proposal of a way to carry more goods via horseback or otherwise is being considered.

Either way a way to increase traveling speed for land commerce is needed.

>Dev action 4.

Rushing gale has some strange ideas about fresh water it would seem! Adding the cream of animals and several fruits seems to increase the enjoyability of the drink immensely. Seemingly even that it has begun to be sold innovations in fruity and creamy drinks are beginning perhaps?

>Action 1
We shall encourage the satyr people to join on the trade ship. Friendship merriment and intoxication being offered happily as well as the chance to explore the world. Hopefully, they will want to become citizens of the nation of sanctuary!

>Action 2

A small group from the trade ship have left with their inventory onto dry land to explore further inland. Going with trade goods ready to earn coin and meet what the ship can not as easily meet.

They are waved off with smiles.The world is a kind place after all. Why worry?
>>
>>2326081
OP, here is a clue:
The game you want to run is called "builder". Look it up, we currently have at least one builder going, here is the archive for it (partial, at least)
https://archived.moe/qst/search/text/lost%20valley/username/WheelieOP/type/op/
>>
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Rolled 7 (1d20)

>>2333468
PLANT PEOPLE

> Sancturay Isle: 700
> 3 Towns: 500
> Food: 1750
> Treasury: 905 (+40)
> Resources: Wood, Stone, Copper
> Notable Techs: Oceanography, Roadworking, Toasting Traditions, Fruit Trees, Milkshakes
> Notable Magicka: None
> Notable Structures: Copper Tower of Tallspire
> Military Units: None
> Other Units: 50 Herbal Healers, Trade Hub Ship

The Sanctuary Plant People get to work! First, they perfect the art of cultivating nearby fruit to plant in their magnificent gardens. They also learn how to use the copper to build a grand tower in the center
of their town closest to the dwarves.

They attempt to learn ways to transport goods inland but they do not have any horses they can exploit for their labors. They also learn how to construct an interesting and popular drink using the cream of animals and several fruits, contributing to an increased stockpile!

Finally, the Sanctuary Plant People offer citizenship to the merry satyrs. They also continue exploring inland to discover what more friends they can make.
>>
Rolled 18 (1d20)

>>2333993
The satyrs shrug off the idea of citizenship. They are their own people after all! Adventure isn't really their style, better to party it up in their own home grounds.

Rolling for exploration
>>
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>>2333994
The Plant People meet a group of gnomes, living in shroomcap houses in a tiny village! Each gnome is a quarter the height of a plant person, but they are all very quick, energetic, and most of all, cheerful! They invite the plant people into a smoking festival, where they sing and laugh all night long.

> Sancturay Isle: 700
> 3 Towns: 500
> Food: 1750
> Treasury: 905 (+40)
> Resources: Wood, Stone, Copper
> Notable Techs: Oceanography, Roadworking, Toasting Traditions, Fruit Trees, Milkshakes
> Notable Magicka: None
> Notable Structures: Copper Tower of Tallspire
> Military Units: None
> Other Units: 50 Herbal Healers, Trade Hub Ship
> Allies: Dwarves, Satyrs, Gnomes
>>
>>2333609
Anon, here is a clue: Civ games like the one OP is running have been around for years.
>>
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Rolled 2 (1d20)

>>2331911

KINGDOM OF VENIA
> Venia: 600
> 2 Towns: 650
> Food: 1650
> Treasury: 100 (+25 per turn)
> Resources: Wood, Iron Ore
> Notable Techs: Large Ships, Docks, Contests of Athleticism, Cyclops Histories, Iron Smelting, Improved Farming
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: None
> Other Units: 5 Ships, 250 Spearmen
> Allies: 250 Cyclops

The King of Venia decrees that the cyclops citizens help toil the soil to feed the ever growing population. The cyclops are willing and able, and along with the use of compost from fecal matter, the food stockpile explodes.

Scouts are sent in all directions from the capital, hoping to discover and squash any threats before they become big, or discover new and fascinating resources that would surely benefit the kingdom.
>>
>>2334146
Man bless these fucking one-eyed bros.

That said, RIP scouts.
>>
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>>2334146
The Venian scouts southwest and east find little of note. However, the scouts sent southeast have mysteriously not returned. In the distance, they see thunder strike and a monstrous roar. Whatever they were dealing with was a mighty danger indeed.
>>
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Rolled 4 (1d20)

>>2331820
ELVES

> Tearé: 1325
> Food: 1550
> Treasury: 790 (+10 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Recursive Bow, Rider Tactics
> Notable Magicka: None
> Military Units: 100 Vica Riders
> Other Units: None
> Allies(?): 80 Dwarven Slaves

The dwarves are interrogated, with success. They learn the dwarves were kidnapped from their home in the mountains east. They have a fortified city built into the mountains east. Once upon a time they were joyously mining and surviving underground and inside the mountain, but a treachorous monster had destroyed the underground trade roads, cutting off all the dwarven towns from each other. As a result, this dwarven commune had made the decision to try life at the surface, though with mild success -- they are constantly raided by centaurs, and are weak from bright sunlight. The dwarves are master at crafting and were once jolly folk, though their time ont he surface has sapped them of their joy. They are happy to be freed, but some feel as if one master has been traded for another. They will anyways comply to your maintenance demands.

The Illyandei continue to perfect their riding tactics, learning from their battle with the centaurs what their strengths and weaknesses were and how they could keep up and tackle them down as a result. A majority of the tactics include team effort of multiple fast and small riders, perfecting quick strikes and constant movement. Range and speed were key to winning over the centaurs.

The remaining centaurs may attempt to fleed, but the elves fail to let the escape with their lives. The hunting groups continue to give chase to the scoundrels, hoping that they would make fitting sacrifices to their goddess.

>>2334152
Also current Venian population
KINGDOM OF VENIA
> Venia: 575
> 2 Towns: 650
>>
>>2334180
The elves have little success tracking down the escaped centaurs, although the search parameters are reduced now. Perhaps continued efforts hunting may be more fruitful now.
>>
Rolled 13 (1d20)

>>2332789
LIZARDS

> Embeak: 800
> 2 Towns: 590
> Food: 1700
> Treasury: 600 (+25)
> Resources: Wood, Spices, Melons and Gourds
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,Writing, Selective Breeding, Theocracy, Aqueducts, Animal Taming
> Notable Magicka: Spitfire
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: 250 Javelizards
> Other Units: None

The lizards reorganize their society so that they all follow the word of the Dragon Mother, whose voice is spoken by the High Priest.

The lizards also construct massive aqueducts, helping supply water for the people and the crops in all the cities, massively increasing stockpile.

The scouts continue exploring the dirt island, now free as the sharks are all defeated.
>>
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>>2334197
The Lizards are successful in finding massive beetles! Their strength and size would be ideal for labor, riding, and eating! They bring the beetles back to their base quickly.

> Embeak: 800
> 2 Towns: 590
> Food: 1700
> Treasury: 600 (+25)
> Resources: Wood, Spices, Melons and Gourds
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,Writing, Selective Breeding, Theocracy, Aqueducts, Animal Taming
> Notable Magicka: Spitfire
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: 250 Javelizards
> Other Units: 100 Beetles, 100 Worms
>>
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Rolled 16 + 3 (1d20 + 3)

>>2332755
ORANGUTANS

> Houranjhit: 570
> 2 Towns: 600
> Food: 2150
> Treasury: 600 (+25)
> Resources: Wood
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen
> Other Units: None

With the rediscovery of rice, the Orangutans quickly erect massive paddy fields, helping the clever simians mass produce the miracle crop. Along with the development of the irrigation system, they are able to increase the stockpile of food incredibly.

They send a diplomatic mission to the elephants. Given their unique trait and studying of elephant histories and foreign diplomacy, they are able to establish amiable relations. Perhaps they can convince them to take it further?
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>>2334209
The mighty elephants are swayed by your logical arguments and evidence of a peaceful society. An alliance may be beneficial, but they admit strength lies in numbers, and so agree to join your union as citizens, benefitting from the security and resources of your mighty kingdom.

> Houranjhit: 620
> 2 Towns: 650
> Food: 2150
> Treasury: 600 (+25)
> Resources: Wood
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen
> Other Units: 500 Elephantmen

Next turn is up now. Also, forgot once more to add spear tactics to Venia's turn. If everyone can include the greentext version of their sheet in their turn and verify it is right, it would be easier for me to copy and paste it when I create the turns.
>>
>>2334223
> Venia: 600
> 2 Towns: 650
> Food: 1650
> Treasury: 100 (+25 per turn)
> Resources: Wood, Iron Ore
> Notable Techs: Large Ships, Docks, Contests of Athleticism, Cyclops Histories, Iron Smelting, Improved Farming, Spearmen Tactics
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: None
> Other Units: 5 Ships, 250 Spearmen
> Allies: 250 Cyclops
Did I lose any pops during scouting or were they replaced so as to make up for the losses?

>Action
Dark times ahead. We must prepare accordingly.
As we have the iron to make tools for our men, we must prepare an even grander force of Spearmen to defend our three settlements: as many spearmen as we can field all armed with iron weapons, and iron-reinforced shields.

>Development Action
Protection is necessary if we shall face a new threat. Our spearman don't have such high survivability, so we must find means to create an even heavier infantry division.
Look into ways to create tougher armor, made not of bone, wood or bronze, but of this tougher metal, Iron.

>Development Action
Based on our contests of athleticism, apply a similar logic to our own military. Trials of the Champions must be created, for Venia needs a hero. Nay, heroes. And thus we must find the toughest, most cunnin and awe-inspiring leaders to command our forces.
>>
>>2334267
Nevermind:
> Venia: 575
> 2 Towns: 650
Wait though, if I sent 60 men how did I lose 75?
>>
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2326081
> Sanctuary Isle: 700
> 3 Towns: 500
> Food: 1750
> Treasury: 905 (+40)
> Resources: Wood, Stone, Copper
> Notable Techs: Oceanography, Road working, Toasting Traditions, Fruit Trees, Milkshakes
> Notable Magicka: None
> Notable Structures: Copper Tower of Tallspire
> Military Units: None
> Other Units: 50 Herbal Healers, Trade Hub Ship
> Allies: Dwarves, Satyrs, Gnomes

In a stupor, the group of traders laugh. Wheezing and coughing and snickering like children. Grins on their faces shoving each other playfully and playing games of tag like children.

>Dev action 1
War drives invention that is true. But peace and love and friendship and the inquisitive nature of the plant people does as well. For a long while since the beginning in fact.

We have strived to be an inclusive society. We have a long and proud history. We have done much since our days off our home island.

Today with the help of the gnomes, the dwarves, and the satyrs we shall attempt to create a written language that can be understood and be complex enough to be used as a regional language to facilitate easy record keeping and allow for the history of all our peoples to be understood.

A written language for us all! Peace in our time! Understanding in our time!

Hail the dwarfs! Hail the gnomes! Hail the satyrs! Hail friendship!

>Dev action 2.
We wish to expand. To grow and learn more about ourselves and the world. Curiosity burns through us all and grins and smiles flash throughout the nation.

There is friendship. There were people who agreed with them. Peace was the way and it would be pursued.

We shall unify with our friends! All are welcome within our borders! Any are accepted and all may trade freely!

The free exchange of ideas and love and money and goods is essential. Trade had always been a facet of the people's lives. But now it was more inclusive and open than before.

The society of the plant people is evolving their ideals having been bolstered by the worlds kindness to them.


>Action 1.
We continue to prosper to grow. Today we approach our friends and give the idea of settling new land together! Of having a settlement comprising of us all. A sign of our friendship and cooperation.

The binding hand of friendship holding tight. Gesturing for us to head far to the south. To new lands to signify a great leap for us all!

((Im quite enjoying things. Im also enjoying how hospitable the world has been to my dudes as well. Tally-Ho for peace!))
>>
>>2326081
Forgot tag
>>
>>2334275
Should be 675
>>
>>2334135
... yeah, as builders
>>
>>2334887
First time - I - ran a game using the header of civ was in 2013, and that was after playing in my mate's game.
Stop being autistic.
>>
>>2334887
Plus, everyone in the community that plays and organizes this games calls it civ. There's more than one discord circlejerk over civ.
Ask them.
>>
>>2334223

> Houranjhit: 620
> 2 Towns: 650
> Food: 2150
> Treasury: 600 (+25)
> Resources: Wood
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen
> Other Units: 500 Elephantmen

( I guess we should also have Irrigation and Rice Paddies? Also, the elephants have been added to units - are they uprooting to come and live in our existing towns, or can we keep the Elephant town where it is as the town of Gajahdesh? Also, are those all the Elephants from the town in the unit, or just the mobilized ones? I'm good with either, just not sure what the situation is.)

There is a standing ovation as the chosen representatives of the Elephant Men enter the parliament of Houranjhit to take their seats, newly minted as citizens of the Houranjhit Kingdom.

Development 1) The realization that we had lost so valuable resources as rice and Soybeans though forgetfulness and the passage of years sets minds thinking. With the parliament convened, we work together to develop a common and mutually comprehensible writing system for our kingdom, so that knowledge may be kept, even beyond the passing of an individual.

Development 2) With a glut of food coming in from our newly irrigated bean-fields and our freshly flooded rice paddies, we develop new facilities to store these harvests and keep them relatively free from rot and vermin.

Action: We send scouts west from Gajahdesh to scout out the area beyond the fortified town of the Elephants.
>>
>>2334267
Venia: 675
> 2 Towns: 650
> Food: 1650
> Treasury: 100 (+25 per turn)
> Resources: Wood, Iron Ore
> Notable Techs: Large Ships, Docks, Contests of Athleticism, Cyclops Histories, Iron Smelting, Improved Farming, Spearmen Tactics, Canal Building
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: None
> Other Units: 5 Ships, 250 Spearmen
> Allies: 250 Cyclops

Fixing the tech to help the op
>>
>>2334887
The difference between builder and civ is largely semantic. They're both in essence the same game type but this variant doesn't utilize player rolled dice. Builders typically do. Given the sheer number of rule sets and styles there's not much separating the two beyond preferences. That being said, if you want one so badly go run one.
>>
Tearé: 1325
Food: 1550
Treasury: 790 (+10 per turn)
Resources: Wood, Vicas
Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Recursive Bow, Rider Tactics
Notable Magicka: None
Military Units: 100 Vica Riders
Other Units: None
Allies(?): 80 Dwarven Slaves

Development: Dwarven Metalwork

The nomadic lifestyle of the Illyandei does not provide a very good environment for the sort of settlements needed to develop anything more than poor bronze. The Dwarves, with their expertise and civilization, have knowledge in the field that the Illyandei simply lack. They are put to work producing metal equipment for the various clans willing to trade their wares.

Development: Dwarven Mission

Some of the Dwarves are returned to their home with an escort of Elves. The offer presented to the Dwarven town is simple. The Illyandei demand tribute in the form of worked metal goods. In exchange, the Illyandei Tamar will protect Dwarven caravans and villages from attacks and likewise not attack the Dwarves or actively enslave them.

Action: Recruit Vica riders

The battle was costly for the Illyandei and many skilled warriors were killed in the battle. More warriors arise in time to take their place.
>>
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>>2334267
KINGDOM OF VENIA

> Venia: 725
> 2 Towns: 700
> Food: 1650
> Treasury: 25 (+25 per turn)
> Resources: Wood, Iron Ore
> Notable Techs: Large Ships, Docks, Contests of Athleticism, Cyclops Histories, Iron Smelting, Improved Farming, Spearmen Tactics, Canal Building, Trials of the Champion, Iron Armor
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: 300 Spearmen, 5 Heroes
> Other Units: 5 Ships
> Allies: 250 Cyclops

The Venian blacksmiths learn quickly how to shape the refined iron into armor, helping protect the true heroes of the realm. The heroes themselves are chose through the Trial of the Champions, the ultimate contest of athleticism, from where heroes are chosen to lead the troops.

More troops are recruited, however the cost for training is high, so the numbers only increase by 20%.
>>
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>>2334438
PLANT PEOPLE

> Sanctuary Isle: 700
> 4 Towns: 600
> Food: 1750
> Treasury: 945 (+40)
> Resources: Wood, Stone, Copper
> Notable Techs: Oceanography, Road working, Toasting Traditions, Fruit Trees, Milkshakes, Written Language, Free Love Society
> Notable Magicka: None
> Notable Structures: Copper Tower of Tallspire
> Military Units: None
> Other Units: 50 Herbal Healers, Trade Hub Ship
> Allies: Dwarves, Satyrs, Gnomes

The Plant People celebrate peace, first by forming a written script that can be read and transcribed by all the races -- plant, dwarf, gnome, and satyr. The peoples of the country can now read and learn about one another through the unified script.

The Plant People abandon their previous classification of citizen and country, now adopting the framework of free trade and open borders. After all, why limit yourself into one tribe when there is strength in many? Their allies share their sentiment, all sending their own folk amongst one another's towns so that they can trade and live freely.

In order to pursue their expansive peace, the Plant People settle a new town together, beyond their borders to the south. The settlement invites all the allies to come together as one.
>>
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Rolled 2 + 1 (1d20 + 1)

>>2334908
> Houranjhit: 695
> 2 Towns: 725
> Food: 2350
> Treasury: 625 (+25)
> Resources: Wood
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy, Irrigation, Rice Paddies, Writing System, Grain Storage
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen
> Other Units: 500 Elephantmen

The Parliament celebrates the naturalization of the Elephant Men into the kingdom. They then come into order, declaring that a writing system must be established so that knowledge would not be lost in the future. Furthermore, since the rice and soybean crops are made it such bulk, it would be shameful to waste any of it. Plentiful storage is made to ensure that the crops would be within circulation, increasing both stockpile and helping increase the consumption.

They send scouts west from Gajahdesh, curious as to what may lie further.
>>
Rolled 10 + 1 (1d100 + 1)

Still need Lizards right?
>>
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The scouts run across a threat like no other they've faced before -- countless ratmen scurry about the hills and valleys between the twin rivers east! The scouts find themselves on top of a hill, looking down at the river at one moment, and then surrounded by rats the next, all of who ruthelssly attack and throw their lives away thoughtlessly, trying to push the scouts away. The few survivors notice that the eyes appear unnatural, green and glowing. It seems the hills are flooded with them, all the skaven living underground perhaps? The rats themselves are easy to deal with, but the problem lies in their numbers and refusal to give up. The scouts return to the Parliament with their report, advising further caution from exploring east. A shame as well, the river seemed to be prime real estate for agriculture...

> Houranjhit: 695
> 2 Towns: 700
> Food: 2350
> Treasury: 625 (+25)
> Resources: Wood
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy, Irrigation, Rice Paddies, Writing System, Grain Storage
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen
> Other Units: 500 Elephantmen
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>>2335643
ELVES

> Tearé: 1425
> Food: 1550
> Treasury: 50 (+10 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion,
Recursive Bow, Rider Tactics, Dwarven Metal
> Notable Magicka: None
> Military Units: 475 Vica Riders
> Other Units: None
> Allies: Dwarves

The dwarves are put to work at once, prodded to help produce their metals for the clans. They begrudgingly do so, then a little more enthusiastically once they are returned to their town. The Dwarven leaders are at first reluctant to the elves demands, but seeing little benefit to refusing, they agree and comply. There were worse enemies than the elves, after all -- it would be stupid to try and depend on themselves.

The elves recruit several more riders, increasing their army count several times.
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>>2337473
Yep, just waiting on lizards. They can post two turns if they wish, and all other civs can post their next turn now.
>>
>>2337509
> Embeak: 800
> 2 Towns: 590
> Food: 1700
> Treasury: 600 (+25)
> Resources: Wood, Spices, Melons and Gourds
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,Writing, Selective Breeding, Theocracy, Aqueducts, Animal Taming
> Notable Magicka: Spitfire
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: 250 Javelizards
> Other Units: 100 Beetles, 100 Worms

>Development1:
Azuktin knows the confrontation against the tribe could of been better if the warriors had better equipment for their safety and offensive capabilities.


>Development2:
Priest commune with each other to come up with ways to help the injured and sick so they start grinding down herbs, mixing them with other ingredients.
[Alchemy?]

>Action
A high ranking military lizard starts tasks some of the javeliards to run drills while riding the beetles
>>
Tearé: 1425
Food: 1550
Treasury: 50 (+10 per turn)
Resources: Wood, Vicas
Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion,
Recursive Bow, Rider Tactics, Dwarven Metal
Notable Magicka: None
Military Units: 475 Vica Riders
Other Units: None
Allies: Dwarves

Action: Scout South

With the Centaur threat defeated and the Dwarves cowed into being a tributary the Illyandei again return to their nomadic ways. More Clans strike south where so many riches and glory have already been found. With Clan Naeldi humiliated after their failure to apprehend the remaining Centaur the favored Tamar position to the Goddess is again open. Many Tamar push their Clans hard to find the next source of the Goddess's favor.

Development: Dwarven Tribute

The clergy sets up a system of regular tribute in cash or metal tools and equipment from their Dwarven servants. The freedom provided in the system for the Dwarves to provide simply whatever they've decided to make helps with their potential irritation over needing to provide something at all. With praise for the most effective weapon or armor, thanks for cash, and wonder for new tools there is always some benefit to be had in providing for their very hands off masters.

Development: Saddle and Stirrups

A purely Illyandei innovation is that of the saddle and stirrups. These inventions make the rider significantly more stable on the back of the Vica, allowing for shock cavalry charges and steadier shooting from the saddle. It also improves the comfort of riding for their entire lives in the saddle and is rather popular across professions and ages.
>>
>>2337568
LIZARDS

> Embeak: 850
> 2 Towns: 640
> Food: 1700
> Treasury: 625 (+25)
> Resources: Wood, Spices, Melons and Gourds
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,Writing, Selective Breeding, Theocracy, Aqueducts, Animal Taming, Alchemy, Improved Javelins
> Notable Magicka: Spitfire
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: 150 Javelizards, 100 Mounted Lizards
> Other Units: 100 Beetles, 100 Worms

The lizards improve their javelins, tempering them with sharp stones and thickening the shafts so they do not snap easily. They also discover alchemy, a result of experimenting with mixing crushed plants and seeds, along with other natural ingredients from plants, animals, and nature. The practice opens doors for new potions that may serve to help the lizards in a wide range of ways.

The high ranking military lizard trains the javelizards with the best aptitude for riding to fight on beetleback, splitting a core regiment of mounted lizards as a result.
>>
>>2337509
> Venia: 725
> 2 Towns: 700
> Food: 1650
> Treasury: 25 (+25 per turn)
> Resources: Wood, Iron Ore
> Notable Techs: Large Ships, Docks, Contests of Athleticism, Cyclops Histories, Iron Smelting, Improved Farming, Spearmen Tactics, Canal Building, Trials of the Champion, Iron Armor
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: 300 Spearmen, 5 Heroes
> Other Units: 5 Ships
> Allies: 250 Cyclops


>Development Action
Organize a War Preparation festival for our soldiers, sacrificing food to Venius and seeing them off to their mission.
With the Blessing of our God and the morale of the citizens' support they'll fight harder than ever.

>Development Action
As our population grows, so does our need for trade to be properly organized, we values being well defined and stable. Research methods of representing value (currency).

>Action
Send out our 300 spearmen divided in 5 Companies of 6 omades (60 men). Each company is lead by a Hero, while the army itself is led by the General - the king, followed by some of the patriarchs as advisors.
Our destination? The unknown threat to the southeast. We must make a camp and prepare an offensive.

Of course, we shall also send groups of volunteer scouts before beginning our attack: send multiple small groups heading there from different paths, at least some must make back to the army camp.
>>
> Sanctuary Isle: 700
> 4 Towns: 600
> Food: 1750
> Treasury: 945 (+40)
> Resources: Wood, Stone, Copper
> Notable Techs: Oceanography, Road working, Toasting Traditions, Fruit Trees, Milkshakes, Written Language, Free Love Society
> Notable Magicka: None
> Notable Structures: Copper Tower of Tallspire
> Military Units: None
> Other Units: 50 Herbal Healers, Trade Hub Ship
> Allies: Dwarves, Satyrs, Gnomes

>Dev One.
Friendship with their fellows is being done more and more.Desiring to learn and grow in knowledge and ideas. To learn all the knowledge they can from their friends and freely share every once of knowledge they have learned themselves!

>Dev Two
A desire to explore has been so inflamed and enkindled lately that people are looking for ways for scouting to be expanded. For multiple parties to go at once!

>Action One
We shall christen the new colony Unity! Inspiration strikes and a desire to make a building. Something large and beautiful.

Combining the ideas of the copper tower of tallspire and dwarven architecture. A building to tower above the fields visible for miles!

A beautiful thing for our friendship. To encourage any others of the world to approach and be greeted with love!

It shall be colorful. Colored in plants and in coloured stones and with colored wood. It shall be a work of art!
>>
>>2337509
> Houranjhit: 695
> 2 Towns: 700
> Food: 2350
> Treasury: 625 (+25)
> Resources: Wood
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy, Irrigation, Rice Paddies, Writing System, Grain Storage
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen
> Other Units: 500 Elephantmen

The report from the scouts is troubling indeed, and the parliament agrees to heed this warning of caution around the southern rivers of the ratmen. That being said, we are aware of how limited our resources still are, and will need to try searching in other places.

Development 1) Now we have a system of writing, we need a medium good for storing our words. And since the only real resource we have to use is wood, we will have to try to use wood... but not the good bits of wood, which we need for boats and buildings and spearhafts. We try and develop some form of paper?

2) Reports of the frenzied attacks from the ratmen worry our military leaders. IF we face them again, we'll need a way to thin their numbers out from a distance before they can bring everything to bear and overwhelm us. We develop bows to give us some long-ranged warfare options.

Action: We send some scouts up the river from Houranjhit, this time staying with the main flow and heading towards the mountain the waters appear to flow down from. Hopefully we can find some resources close to the main water course - anything we find here, after all, should be easy enough to float back down river to the capitol.
>>
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Rolled 7 (1d20)

>>2337590
ELVES

> Tearé: 1525
> Food: 1550
> Treasury: 60 (+85 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Tribute, Saddles and Stirrups
> Recursive Bow, Rider Tactics, Dwarven Metal
> Notable Magicka: None
> Military Units: 475 Vica Riders
> Other Units: None
> Allies: Dwarves

The clergy set up a system so that the dwarves pay tribute to the elves. The richness of the mines and productivity of the dwarves rapidly increase the profits of the elves, and their treasury income explodes!

Scouts ride south, hoping at the very least to bring back a decent hunt. They all are equipped with the newly invented saddles and stirrups, improving their effectiveness in riding and combat.
>>
>>2334948
Not the anon you are replying to, but why would anyone want to run a builder? To end up with the same circlejerk of people who do play them non-stop? Thanks, I'll pass
And the difference goes a bit deeper than what you've just described. Builders are first and foremost a math game. Proper calculation of everything is pretty much pre-requested to get shit done, even if you exclude dice out of it and base things on fluff. There is also lack of focus and any narrative other than purely for fun.
Civ games meanwhile focus first and foremost on development of events, with math either completely absend or fluffed-out, so a lot of things that would never fly in builder are bread and butter of civ games.
I think the best case study of this is the massive difference between Post Apo Civ Quest and Post Apo Builder. They've been done by corraboration of the same people, they share the rules as much as possible and there is theoretically a lot of over-lapping... but their similarities pretty much end on title and mutual acknowledgement.
>>
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>>2339180
The elves return with fewer numbers and lowered spirits. They have encountered another giant bird, but with little luck this time. Not only had the bird made off with some of the scouts themselves, but also competed with the hunters for big game in the wilds! The scouts know the general direction of the birds, but not the exact location, as the birds tend to fly above the clouds and at much faster speeds than the riders themselves.

> Tearé: 1500
> Food: 1550
> Treasury: 60 (+85 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Tribute, Saddles and Stirrups
> Recursive Bow, Rider Tactics, Dwarven Metal
> Notable Magicka: None
> Military Units: 475 Vica Riders
> Other Units: None
> Allies: Dwarves
>>
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>>2337977
KINGDOM OF VENIA

> BLESSED: +5 bonus to attack!
> Venia: 775
> 2 Towns: 750
> Food: 1550
> Treasury: 50 (+75 per turn)
> Resources: Wood, Iron Ore
> Notable Techs: Large Ships, Docks, Contests of Athleticism, Cyclops Histories, Iron Smelting, Improved Farming, Spearmen Tactics, Canal Building, Trials of the Champion, Iron Armor, Banks, War Preparation Festival
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: 300 Spearmen, 5 Heroes
> Other Units: 5 Ships
> Allies: 250 Cyclops

The Venians prepare for war, first by throwing a large festival in honor of the gods, and celebrating the last day of the soldier's life in their comfortable homes before being sent off to war. They also take the time to establish a currency, although they already had one, so we'll just say they invented banks.

The threat is finally to be encountered. All the parties go forth into the great unknown, unwary of what they may face. The lead scouts are the first to notice the lone mountain, from where in a cave opening a puff of steam shoots out. The lizard sticks its head out, the front two limbs its wings and hind limbs its feet. The beast is horned and spits fire at a small range. It has a limp body in its mouth, gnawing on the steel plate greedily. The men are enraged, but they calm themselves, setting up camp at a distance away and reflecting on how best to tackle the foe.
>>
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>>2339007
PLANT PEOPLE

> Sanctuary Isle: 750
> 4 Towns: 650
> Food: 1750
> Treasury: 995 (+40)
> Resources: Wood, Stone, Copper
> Notable Techs: Oceanography, Road working, Toasting Traditions, Fruit Trees, Milkshakes, Written Language, Free Love Society, Universal Education, Call to Adventure
> Notable Magicka: None
> Notable Structures: Copper Tower of Tallspire, Copper Tower of Unity
> Military Units: None
> Other Units: 50 Herbal Healers, Trade Hub Ship
> Allies: Dwarves, Satyrs, Gnomes

The Plant People push their culture forth, advocating for universal education and a call to adventure for all their citizenry. Scouting bonuses may apply now as a result!

They christen the colony officially as Unity. They design and construct a tall copper tower to be seen from miles. The town is further decorated with plants, wood, and stone, all colored in the pursuit of proud friendship. The allies and the plant people themselves celebrate in joy.
>>
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>>2339090
ORANGUTANS

> Houranjhit: 770
> 2 Towns: 775
> Food: 2350
> Treasury: 400 (+25)
> Resources: Wood
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy, Irrigation, Rice Paddies, Writing System, Grain Storage, Paper, Bows
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen, 250 Bowmen
> Other Units: 500 Elephantmen

The scouts begin to look once more, this time trying to scout closer to home and discover some valuable resources.

The orangutans begin to form paper from the wood they fall, helping to quickly reproduce written work. It beats the old fashioned method of writing into stone, or wood! Military leaders also help develop the creation of bows, recruiting a bowmen unit in the process.
>>
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I'll wait for the lizards until I post the next turns, but everyone else can link me here with their turns!
>>
>>2339329
((Can the people of Venia see the tower?))
>>
>>2339363
Yeah, they should be able to
>>
>>2339377
So my people can see their town from the tower as well?
>>
>>2339386
If you looked hard enough probably
>>
>>2337604
>>2337604
> Embeak: 850
> 2 Towns: 640
> Food: 1700
> Treasury: 625 (+25)
> Resources: Wood, Spices, Melons and Gourds
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,Writing, Selective Breeding, Theocracy, Aqueducts, Animal Taming, Alchemy, Improved Javelins
> Notable Magicka: Spitfire
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother
> Military Units: 150 Javelizards, 100 Mounted Lizards
> Other Units: 100 Beetles, 100 Worms

>Development1
Adult in will offer 300 food, 20 worms, 20 lizards to the Dragon Mother to improve their spitfire

>Development2
Azuktin's second act will to improve alchemy to unlock healing, poison, and enhancement potions

>Action
A small part of Embeak will rebuilt for the military by constructing barracks, a command center, training field, and communication center. If it's applicable, build barracks and training fields on the towns too.
>>
>>2339329
> BLESSED: +5 bonus to attack!
> Venia: 775
> 2 Towns: 750
> Food: 1550
> Treasury: 50 (+75 per turn)
> Resources: Wood, Iron Ore
> Notable Techs: Large Ships, Docks, Contests of Athleticism, Cyclops Histories, Iron Smelting, Improved Farming, Spearmen Tactics, Canal Building, Trials of the Champion, Iron Armor, Banks, War Preparation Festival, Banks (?)
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: 300 Spearmen, 5 Heroes
> Other Units: 5 Ships
> Allies: 250 Cyclops

>Action
How to beat a dargon?
Well first: we strike when it's inside the cave, it'll limit its flight.
Form a spear wall in there, that's deadly if it can't flank us at all.
If it manages to fly, or leave the cave, use javelins and aim for the wings.
If it tries to escape, reset the attack by creating an ambush (e.g. set a random carcass of a large animal up, and wait for it to set down for a chew when we strike).

Finally, since we have a blessing, it'll all be alright. We will be victorious, for our God is with us.


>Development action
Since we made banks, I figure this means we will need means of writing things down. Loans, stored wealth, etc.
So we must develop a way to do all this, in a more "durable" way.
Research... Writing/Alphabet.

>Development action
While we're on that, we need means of doing math necessary for all that. And surely this math will have other applications in the future!
So develop math?

I'm trying.
>>
>>2339322

(Do we get a scouting roll for exploring toward the upriver mountain?)
>>
>>2339329

Tearé: 1525
Food: 1550
Treasury: 60 (+85 per turn)
Resources: Wood, Vicas
Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Tribute, Saddles and Stirrups
Recursive Bow, Rider Tactics, Dwarven Metal
Notable Magicka: None
Military Units: 475 Vica Riders
Other Units: None
Allies: Dwarves

Development: Writing System

The city of Tearé acts as the administrative and political nucleus of the Illyandei people. Until exposure to the Dwarves the city was little more than a system of yurts and other small buildings that serviced as homes for a most sedentary artisan class making bows, arrowheads, and other essential items difficult to make on the move. Now, with Dwarven assistance, the city is starting to slowly change. The biggest change has come from the need to organize tribute and keep records of goods. The Elves adopted their own system of writing based on the Dwarven model and use it for basic clerical work and for recording the holy tenants laid down by the clergy.

Development: Herding

The growing population has required other innovations. As the clans move through the land they start bringing with them large numbers of other simple animals for food and clothing like goats and sheep.

Action: Capture the Rocs!

There is no prize, no source of glory, bigger than that of the Roc. The first kill catapulted the Naeldi into prominence. The Clan that brings in a live Roc, or more than one, will be legendary.
>>
>>2339329

> Houranjhit: 770
> 2 Towns: 775
> Food: 2350
> Treasury: 400 (+25)
> Resources: Wood
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy, Irrigation, Rice Paddies, Writing System, Grain Storage, Paper, Bows
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen, 250 Bowmen
> Other Units: 500 Elephantmen

Development: Improved Boats

The Orangutans of Huanjhit have long plied along their river in simple boats, but these days it seems larger, better boats are being built to carry more for longer and to allow travel into deeper areas and further along the coast.

Development: Alchemic Knowledge

The Elephant men have long memories they use to store their knowledge of Alchemy, but now we have a written language. Some of the tfinest Alchemical minds among them spend time writing out as much of their knowledge they can in an explanatory fashion, so that other Elephants and their Orangutan brothers can learn form, and further, this knowledge in their turn.

Action: With better boatbuilding, we work on constructing a fishing fleet to claim the bounties of the deep!

(Also, did our explorers find anything last turrn?)
>>
Rolled 16 (1d20)

>>2339322
Forgot to roll for orngutans
>>
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>>2342086
The orangutan scouts discover that the mountains where the river comes from has trace deposits of gold!

> Houranjhit: 770
> 2 Towns: 775
> Food: 2350
> Treasury: 400 (+25)
> Resources: Wood, Gold
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy, Irrigation, Rice Paddies, Writing System, Grain Storage, Paper, Bows
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen, 250 Bowmen
> Other Units: 500 Elephantmen
>>
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>>2340036
> Embeak: 880
> 2 Towns: 690
> Food: 1400
> Treasury: 650 (+25)
> Resources: Wood, Spices, Melons and Gourds
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,Writing, Selective Breeding, Theocracy, Aqueducts, Animal Taming, Alchemy, Improved Javelins, Healing Potions
> Notable Magicka: Spitfire (III),
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother, Barracks
> Military Units: 150 Javelizards, 100 Mounted Lizards
> Other Units: 100 Beetles, 80 Worms

The Lizard military begins to train in the newly built compound, complete with barracks, training field, and a command center. The soldiers reap the benefits of discipline and improved skill from the organized training.

Sacrifices are offered to the Dragon Mother. The volume and significance is impressive enough to grant great power with their current spell! Spitfire II allows any lizard citizen to throw a fiery projectile from their mouths at longer distances than Spitfire I, which only allowed a short range spray. Spitfire III allows skilled lizards to stabilize fire projectiles they have coughed from their mouths, building it into larger fireballs, and throwing them to inflict maximum damage on a target!

Finally, Azuktin begins to instruct further training in alchemies, first allowing the creation of healing potions.

Turn 5(?) is now over, posting next turn!
>>
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Rolled 8 + 5 (1d20 + 5)

>>2340075
KINGDOM OF VENIA

> BLESSED: +5 bonus to attack!
> Venia: 775
> 2 Towns: 750
> Food: 1550
> Treasury: 125 (+75 per turn)
> Resources: Wood, Iron Ore
> Notable Techs: Large Ships, Docks, Contests of Athleticism, Cyclops Histories, Iron Smelting, Improved Farming, Spearmen Tactics, Canal Building, Trials of the Champion, Iron Armor, Banks, War Preparation Festival, Banks, Alphabet, Arithmetic
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: 300 Spearmen, 5 Heroes
> Other Units: 5 Ships
> Allies: 250 Cyclops

In the kingdom of men, the Venians decide to develop and expand their writing abilities, so that mathematics and contracts may be preserved indefinitely.

The men march into war, hellbent on bringing down the scaly threat that crawls about in the mountain. They decide to force it inside its cave, eliminating its flight advantage, and use the javelins to pin its wings and then seriously damage it. May Venius be with them.
>>
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>>2342138
The army succeeds in trapping the beast inside the cave! The beast begins to puff smoke, but before it can charge out and attack scores of javelins fly and pin its wings, destroying its agility totally. The beast panics and rages, spewing smoke and fire in its radius. Sadly, some brave soldiers were burnt where they stood, but when the smoke cleared the dragon had drooped its head in a weakened state. One of the heroes had taken the opportunity to charge up and stab his spear straight into the beast's neck, fatally wounding the lizard. The dragon coughed once more, not fire but blood, and let out a death rattle before the life left its body.

The heroes all cheer in victory! Inside the lair, they confiscate the impressive hoard of gold. Atop the gold lies a giant egg, presumably belonging to the now slain dragon. The men whisper in fear and apprehension as to what to do with the egg, but one of the brave heroes calms down fears and takes the egg for himself, returning it to King Tullus until further instruction as to what to do would come.

> Venia: 760
> 2 Towns: 750
> Food: 1550
> Treasury: 1050 (+75 per turn)
> Resources: Wood, Iron Ore, Dragon Egg
> Notable Techs: Large Ships, Docks, Contests of Athleticism, Cyclops Histories, Iron Smelting, Improved Farming, Spearmen Tactics, Canal Building, Trials of the Champion, Iron Armor, Banks, War Preparation Festival, Banks (?)
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: 300 Spearmen, 5 Heroes
> Other Units: 5 Ships
> Allies: 250 Cyclops
>>
>>2342118
Wait, do I still need another turn?
>>
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Rolled 4 (1d20)

>>2340468
ELVES

> Tearé: 1625
> Food: 1850
> Treasury: 145 (+85 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Tribute, Saddles and Stirrups, Recursive Bow, Rider Tactics, Dwarven Metal, Herding, Writing
> Notable Magicka: None
> Military Units: 475 Vica Riders
> Other Units: None
> Allies: Dwarves

The elves decide to improve its organizational capacity by introducing a writing system into its culture. They also discover the benefits of herding, capturing many local animals and herding them to the great benefit of the stockpile.

Hunting parties are sent out with a mission to either kill or capture a roc, all for the glory of the hunt!
>>
Few hunters return with a dead roc, some not returning at all, and none returning with a live one. The one tribe that brought the bird back were mocked as fools, as the bird turned out to just be a very large eagle.

> Tearé: 1600
> Food: 1850
> Treasury: 145 (+85 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Tribute, Saddles and Stirrups, Recursive Bow, Rider Tactics, Dwarven Metal, Herding, Writing
> Notable Magicka: None
> Military Units: 475 Vica Riders
> Other Units: None
> Allies: Dwarves

>>2342160
You are one turn behind I believe
>>
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Rolled 5 (1d20)

>>2342025
ORANGUTANS

> Houranjhit: 845
> 2 Towns: 850
> Food: 2350
> Treasury: 425 (+25)
> Resources: Wood
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy, Irrigation, Rice Paddies, Writing System, Grain Storage, Paper, Bows, Improved Boats, Alchemy
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen, 250 Bowmen
> Other Units: 500 Elephantmen, 100 Fishing Boats

The orangutans improve their boats and study the secrets of alchemy. Now they are able to concoct various harmful and beneficial potions!

The boats are built for a fishing fleet, which are sent out to search for the next catch.
>>
>>2342229
Though the boats have come across some decent catches, rough seas have managed to sink those fruitful, leaving the orangutans back to square one.

> Houranjhit: 800
> 2 Towns: 850
> Food: 2350
> Treasury: 425 (+25)
> Resources: Wood
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy, Irrigation, Rice Paddies, Writing System, Grain Storage, Paper, Bows, Improved Boats, Alchemy
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen, 250 Bowmen
> Other Units: 500 Elephantmen, 80 Fishing Boats

Just waiting on lizards and sanctuary
>>
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>>2342118
> Embeak: 880
> 2 Towns: 690
> Food: 1400
> Treasury: 650 (+25)
> Resources: Wood, Spices, Melons and Gourds
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,Writing, Selective Breeding, Theocracy, Aqueducts, Animal Taming, Alchemy, Improved Javelins, Healing Potions
> Notable Magicka: Spitfire (III),
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother, Barracks
> Military Units: 150 Javelizards, 100 Mounted Lizards
> Other Units: 100 Beetles, 80 Worms

>Development 1&2
Advisers of the high priest work tirelessly to discover something that can be used to protect their warriors and to defend them as well, they even go out searching the island for it
[Metalworking and Metallurgy]

>Action
The military apply spitfire in their daily drills so when there's a real battle they will have great accuracy and control over it. The regular civilians who know how to use spitfire use it in their daily lives which makes some tasks easier then it use to be.
>>
> Sanctuary Isle: 750
> 4 Towns: 650
> Food: 1750
> Treasury: 995 (+40)
> Resources: Wood, Stone, Copper
> Notable Techs: Oceanography, Road working, Toasting Traditions, Fruit Trees, Milkshakes, Written Language, Free Love Society, Universal Education, Call to Adventure
> Notable Magicka: None
> Notable Structures: Copper Tower of Tallspire, Copper Tower of Unity
> Military Units: None
> Other Units: 50 Herbal Healers, Trade Hub Ship
> Allies: Dwarves, Satyrs, Gnomes

>Dev One

The plant people have due to universal education and an increase in the general intellect of those in sanctuary have begun a strange type of tree planting.

Hanging plants from trees and using both copper and stone manage to make pipes of a sort. Creating the first hanging irrigated water system!

>Dev Two

The increase in immigrants and the rapid adoption of so many. As well as the increase in technology and its general peace loving laid back approach. Has resulted in a desire for bigger families where smaller ones could only be supported before!

Big families are now seen as being encouraged by the population as a whole! A desire for more friends more love and more family!

Needless to say, birthrates are increasing rapidly. Species are being intermixed and all around the nation may find itself with quite a growing population.

>Action One

It had been noticed for a while that some sort of settlement seemed to be noticeable from our tower. Neighbours were in the area and they had to be met!

Immediately an expedition is ordered and dwarves satyrs gnomes and plant people band together holding trade goods eager to make friends with their newly discovered neighbors.

((I imagine this will lead to the first player and player diplomacy in the game.))

>Action Two

To help deal with the huge rise in childbirths and help decrease any negative effects many people are becoming healers! Dedicating themselves to helping their fellows with medicine and herbs.
>>
>>2342118
>Development Action
I believe we'll need to find a way to protect and nurture that egg, perhaps it does not need heat? We'll find out by observing and studying.
Later we'll try and tame the beast that comes out, when the time comes.
If we managed to handle an adult, a child shouldn't be that much of an issue, as long as we always keep an eye on it.

>Development Action
Pray to Venius that he may illuminate our way in taming the beast within the egg. Perhaps he can enlighten us to the methods of handling this blessing.

>Action
Build a wall around Venia. If the world is as treacherous as we think it is, then we need it.
And we see a spire out in the distance, one we do not recognize, this will help but the population at ease.


> Venia: 760
> 2 Towns: 750
> Food: 1550
> Treasury: 1050 (+75 per turn)
> Resources: Wood, Iron Ore, Dragon Egg
> Notable Techs: Large Ships, Docks, Contests of Athleticism, Cyclops Histories, Iron Smelting, Improved Farming, Spearmen Tactics, Canal Building, Trials of the Champion, Iron Armor, Banks, War Preparation Festival, Banks (?)
> Notable Structures: Temple of Venius
> Notable Magicka: None
> Military Units: 300 Spearmen, 5 Heroes
> Other Units: 5 Ships
> Allies: 250 Cyclops
>>
> Tearé: 1600
> Food: 1850
> Treasury: 145 (+85 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Tribute, Saddles and Stirrups, Recursive Bow, Rider Tactics, Dwarven Metal, Herding, Writing
> Notable Magicka: None
> Military Units: 475 Vica Riders
> Other Units: None
> Allies: Dwarves

Development: Urbanization

The Illyandei have always been a nomadic culture first. Slowly, with influence from the dwarves, a new caste has begun to form in the city. Previously it had been inhabited on a temporary basis by clans moving through it or for Peace Month. Every tone a few people, mostly those deemed unsuited to the nomadic life have remained behind. There was no glory or opportunity then. Now the city expands, adding a primitive bureaucracy and an enlarged clergy to handle dwarf relations and internal affairs. For the first time sedentary production and habitation of Teare are legitimate options. While the majority of the population remain nomadic the growth of city population has become sustainable.

Development: Metal Weapons

The proliferation of Dwarven metalwork has led to the adoption of metal spearheads and arrowheads among the clans. It has also stimulated trade between dwarf, clan, and city.

Action: Continue the Hunt
More clans, seeing the glory in the Roc hunt, follow where others have failed. The status for capturing the Roc only grows with every failure.
>>
Finishing up turns now

>>2342390
LIZARDS

> Embeak: 880
> 2 Towns: 690
> Food: 1400
> Treasury: 675 (+25)
> Resources: Wood, Spices, Melons and Gourds, Weak Metals
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,Writing, Selective Breeding, Theocracy, Aqueducts, Animal Taming, Alchemy, Improved Javelins, Healing Potions, Metallurgy, Metalworking
> Notable Magicka: Spitfire (III),
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother, Barracks
> Military Units: 150 Javelizards, 100 Mounted Lizards
> Other Units: 100 Beetles, 80 Worms

Lizards work hard to discover some resource they can use to help develop their defensive capabilities. They dig deep into the earth to discover ores they can use to smelt and forge. Though there are some ores, the metals are much too soft to be used practically for defense. They would need to mine in rockier regions, such as a mountain, to uncover tougher metals.

The military meanwhile drills their lizards into using their spitfire in combat, while the civilians begin to use it in their daily lives. The goddess is pleased that her gift is being used with such fervor.
>>
>>2343864
PLANT PEOPLE

> Sanctuary Isle: 825
> 4 Towns: 725
> Food: 1750
> Treasury: 1035 (+40)
> Resources: Wood, Stone, Copper
> Notable Techs: Oceanography, Road working, Toasting Traditions, Fruit Trees, Milkshakes, Written Language, Free Love Society, Universal Education, Call to Adventure, Hanging Plants, Large Families
> Notable Magicka: None
> Notable Structures: Copper Tower of Tallspire, Copper Tower of Unity
> Military Units: None
> Other Units: 50 Herbal Healers, Trade Hub Ship
> Allies: Dwarves, Satyrs, Gnomes
> Player Relations: Venia, Neutral

The plant people learn to create hanging gardens from their discoveries of copper pipes and fascination for plants, helping to build farms using less space. They also encourage larger families with various species crossmixing. Sooner or later, its not uncommon to come across a dwarf satyr, or a gnome plant.

The discovery of the town in the distance prompts an expedition to inquire further who lives in the town. The Venians greet the plant people courteously, though curious as to who they are.

NEXT TURN: Need Sanctuary, Lizards, and Orangutans. I already have Venia and Elves
>>2343962
>>2343911
>>
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>>2344159

> Houranjhit: 800
> 2 Towns: 850
> Food: 2350
> Treasury: 425 (+25)
> Resources: Wood, Gold
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy, Irrigation, Rice Paddies, Writing System, Grain Storage, Paper, Bows, Improved Boats, Alchemy
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen, 250 Bowmen
> Other Units: 500 Elephantmen, 80 Fishing Boats

The news of gold in the mountains intrigues the parliment, and although one Elephant claims that they can already make the stuff, others align with the main Orangutan groupings and Parliment votes to take action.

Action: Each existing town is to provide fifty settlers and the new town of Arjunha is to be founded on the riverside somewhere in the circled area (exact choice is left to expedition so they can assess and make a good choice).

Development 1: Panning and/or sluices.

The river appears to be doing a good job getting the gold fro the mountain, but that still means we need to get the gold from the river. Fortunately, we have experts in water purification and irrigation who are able to lend their expertise to developing a system for filtering out this gold from the flow.

Development 2: Mining. Who knows what other ores or minerals may lie hidden beneath the skin of this mountain? We develop mining practices that will allow us to find and, hopefully, extract some of these for use.
>>
>>2344159
> Embeak: 880
> 2 Towns: 690
> Food: 1400
> Treasury: 675 (+25)
> Resources: Wood, Spices, Melons and Gourds, Weak Metals
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,Writing, Selective Breeding, Theocracy, Aqueducts, Animal Taming, Alchemy, Improved Javelins, Healing Potions, Metallurgy, Metalworking
> Notable Magicka: Spitfire (III),
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother, Barracks
> Military Units: 150 Javelizards, 100 Mounted Lizards
> Other Units: 100 Beetles, 80 Worms

>Action
100 lizard settlers will go searching for a mountain on the island to settle and build a town immediately find a suitable place to build a mine

>Development 1&2
The priests gather around to find a way to spread the teaching of the Dragon Mother more effectively, With numerous failed experiments one priest comes up with the idea to putting images in tablets when he saw their young drawing shapes in the mud, a different lizard adds to the idea of using our language in said tablet.
Religious texts spread like wild fire, but knowledge and other useful topics are written down in tablets by priests.
[Writing& Alphabet]
>>
>>2344563
Theres no mountains on the island
>>
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>>2344573
Well damn

I guess the lizards will execute a full wide search on the island for anything interesting.
>>
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>>2343911
KINGDOM OF VENIA

> Venia: 775
> 2 Towns: 775
> Food: 1550
> Treasury: 1125 (+75 per turn)
> Resources: Wood, Iron Ore, Dragon Egg
> Notable Techs: Large Ships, Docks, Contests of Athleticism, Cyclops Histories, Iron Smelting, Improved Farming, Spearmen Tactics, Canal Building, Trials of the Champion, Iron Armor, Banks, War Preparation Festival, Banks, Dragonology
> Notable Structures: Temple of Venius, Wall
> Notable Magicka: None
> Military Units: 300 Spearmen, 5 Heroes
> Other Units: 5 Ships
> Allies: 250 Cyclops

The Venians begin to study the egg, figuring how best to nurture it. They try using heat, which turns out to work spectacularly. The chief blacksmiths keep the egg in the hearth, where the creature inside is fed by the hot flames of the forge.

The priests call upon Venius to ask for consultation on the blessing they have received. Venius answers the prayers, imparting divine knowledge upon those who prayed as to how to manage the dragonling once it hatches, including what to feed it, how fast the beast grows, and what magic the creature possesses.

Venius also offers a blessing to enchant the dragon egg, ensuring the creature will be compliant with the children of Venius. He offers a chance to impart a elemental property, giving the creature additional properties beyond its own flight and ferocity. He asks his children, whether he should bless the egg with the Steel or Ocean aspect?

> Steel
> Ocean

A wall is built around Venia, providing additional protection to its citizens.
>>
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Rolled 3 (1d20)

>>2343962
ELVES

> Tearé: 1700
> Food: 1850
> Treasury: 230 (+85 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Tribute, Saddles and Stirrups, Recursive Bow, Rider Tactics, Dwarven Metal, Herding, Writing, Dwarven Weapon
> Notable Magicka: None
> Military Units: 475 Vica Riders
> Other Units: None
> Allies: Dwarves

The hunt continues, clans eager to outcompete each other and obtain live and dead rocs back to the camp, for honor and glory.

The Illyandei slowly transform into a more sedentary clan, influenced by the odd customs of their dwarven allies. The city expands to encompass the complexities of statehood, such as foreign relations and internal affairs.

The forgework of the dwarves translates into the weapons of the elves, providing extra deadliness in their weaponry.
>>
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>>2345006
Fortune frowns of the elves. Once more fewer return than who ventured to hunt, and once again no clan had been successful dragging a roc back.
>>
>>2344266
ORANGUTANS

> Houranjhit: 825
> 2 Towns: 975
> Food: 2350
> Treasury: 450 (+150)
> Resources: Wood, Gold
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy, Irrigation, Rice Paddies, Writing System, Grain Storage, Paper, Bows, Improved Boats, Alchemy
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen, 250 Bowmen
> Other Units: 500 Elephantmen, 80 Fishing Boats

The news of the gold incites gold fever. Several methods of obtaining gold come forth, from panning the rivers to mining the mountains. A new town is even created, most of the residents there making their living mining the precious metal. The resulting rush of gold greatly increases the treasury income.
>>
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>>2344563
LIZARDS

> Embeak: 880
> 2 Towns: 690
> Food: 1400
> Treasury: 700 (+25)
> Resources: Wood, Spices, Melons and Gourds, Weak Metals
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,Writing, Selective Breeding, Theocracy, Aqueducts, Animal Taming, Alchemy, Improved Javelins, Healing Potions, Metallurgy, Metalworking, The Lizard Bible, Mathematics
> Notable Magicka: Spitfire (III),
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother, Barracks
> Military Units: 150 Javelizards, 100 Mounted Lizards
> Other Units: 100 Beetles, 80 Worms

Lizards comb the island once more, just to see if theres anything else interesting.

The High Priest begins to think of an idea to form writing, but then realizes he already had writing >>2331196
. Instead, he uses the knowledge he had to write the Lizard Bible, so that all the lizard citizens know the holy words of the Dragon Mother, and also discover mathematics.
>>
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Waiting on Sanctuary, updated map, purples are allies, yellows are neutrals or worse, blacks are towns. Not so sure about the elves dwarf town, so just made it purple.

IMPORTANT: Rules will change after this turn. You'll have three actions, any of which you can use to develop or do regular actions. (e.g. 3 developments, 1 development and 2 actions, etc.)

Post your next turn here!
>>
>>2344988
>>2345090
> Venia: 775
> 2 Towns: 775
> Food: 1550
> Treasury: 1125 (+75 per turn)
> Resources: Wood, Iron Ore, Dragon Egg
> Notable Techs: Large Ships, Docks, Contests of Athleticism, Cyclops Histories, Iron Smelting, Improved Farming, Spearmen Tactics, Canal Building, Trials of the Champion, Iron Armor, Banks, War Preparation Festival, Banks, Dragonology
> Notable Structures: Temple of Venius, Wall
> Notable Magicka: None
> Military Units: 300 Spearmen, 5 Heroes
> Other Units: 5 Ships
> Allies: 250 Cyclops

Venite citizens only recently discovered iron, so steel is foreign to them.
We choose
>OCEAN DRAGON


>Development Action
Study ways to produce better, faster roads, rock solid and flat enough for us to send our man-driven carts at a decent pace. (think roman roads)

>Development Action
Study the plant folk that greet us, so that we may communicate and understand each other (culturally and linguistically?) well enough. Perhaps we have encountered more people with which we can be friendly?

>Action
Time to build yet another town! This time south of Symmachia, near that river. Send some folks from the other two small settlement, about 150 should do. Add in another 50 from our capital.

>>2343864
Waiting on what your guys are gonna offer, not sure how we're doing this.

You're inside I suppose.
>>
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>>2345058
>>
Tearé: 1700
> Food: 1850
> Treasury: 230 (+85 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Tribute, Saddles and Stirrups, Recursive Bow, Rider Tactics, Dwarven Metal, Herding, Writing, Dwarven Weapon
> Notable Magicka: None
> Military Units: 475 Vica Riders
> Other Units: None
> Allies: Dwarves

Action: Hunt the Rocs

The embarrassment of failure is becoming entirely too much. It is one thing for a few Clans to fail. It is another thing entirely for so many to have done so. The losses acquired during the hunts as well as the damage to prestige has led the clergy to step in. Dictating that instead of hunting parties it will be Riders sent forth to apprehend the Rocs for sacrifice. The Goddess much be appeased, and her thirst for blood grows daily.

Action: Construct a Temple

Using dwarven assistance a new temple to the Goddess is constructed. It stands as a large pyramid with thousands of steps leading to the top. Its internals are for housing and ecclesiastical work. It stands as a symbol to the power of the Goddess and the dominance of the Illyandei. Where the hunters have failed the city dwellers will succeed in their own form of sacrifice through laboring on the construction of this monument.

Development: Internal Trade Networks

The roving clans provide more than just security. Their migratory movements are regular and predictable. Their large herds of Vica and other beasts provide pelts, meats, and tools. Additionally, their pack Vica can carry supplies. This makes the migratory clans an important part of the local economy. They provide communication, food, transport, and ultimately link the Dwarven towns to Tearé through intermediary traders. This has the effect of increasing the wealth of both Dwarves and Illyandei alike.
>>
>>2345090

> Houranjhit: 825
> 3 Towns: 975
> Food: 2350
> Treasury: 450 (+150)
> Resources: Wood, Gold
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy, Irrigation, Rice Paddies, Writing System, Grain Storage, Paper, Bows, Improved Boats, Alchemy.
> Notable Structures: Parliament of Houranjhit
> Notable Magicka: None
> Military Units: 250 Spearmen, 250 Bowmen
> Other Units: 500 Elephantmen, 80 Fishing Boats

Development 1: The Orangutans discover that their rice can be ground and milled into a powder that they term 'flour', which can then in turn be turned into noodles, and perhaps other interesting things as well!

Development 2: As the Orangutans mine for gold they learn to break stone more efficiently, and some Orangs wonder if these techniques could be applied to MAKING more, better things from stone as well - better houses, better shops, better city walls, better temples to the multitude of gods. Provided they use the right types of stone...

Action: We set up a stone quarry, if a place with good quality stone can be found.
>>
I'll be working on posting in the morning guys or sometime tomorrow. I was busy working on archiving this to make sure it does not disappear at any point.

>http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Fantasy%20Civs
>>
>>2345090
> Embeak: 880
> 2 Towns: 690
> Food: 1400
> Treasury: 700 (+25)
> Resources: Wood, Spices, Melons and Gourds, Weak Metals
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,Writing, Selective Breeding, Theocracy, Aqueducts, Animal Taming, Alchemy, Improved Javelins, Healing Potions, Metallurgy, Metalworking, The Lizard Bible, Mathematics
> Notable Magicka: Spitfire (III),
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother, Barracks
> Military Units: 150 Javelizards, 100 Mounted Lizards
> Other Units: 100 Beetles, 80 Worms

>Development 1
Using the tamed worms the lizards create a massive irrigation system for their farms

>Development 2
One of the alchemists accidentally discovers glass making while experimenting with sand and his spitfire. After the discovery the lizard mass produce windows, glass bottles, tableware, etc

>Action
Azuktin executes a program were they take raise newborns in the temple were they learn everything about the Dragon mother, train in the art of combat, and now meditate for days while igniting the fire within them to be in a clear state of mind but also feeling the grace of the dragon mother.
>>
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I'll go ahead and post the next turn, Sanctuary should post two turns next post to catch up.

> Venia: 725
> 3 Towns: 825
> Food: 1550
> Treasury: 1200 (+75 per turn)
> Resources: Wood, Iron Ore
> Notable Techs: Large Ships, Docks, Contests of Athleticism, Cyclops Histories, Iron Smelting, Improved Farming, Spearmen Tactics, Canal Building, Trials of the Champion, Iron Armor, Banks, War Preparation Festival, Banks, Dragonology, Roads, Plant People Histories
> Notable Structures: Temple of Venius, Wall
> Notable Magicka: None
> Military Units: 300 Spearmen, 5 Heroes
> Other Units: 5 Ships, Ocean Dragonling
> Allies: 250 Cyclops

The egg hatches -- a tiny baby dragon with aquamarine scales and watery wings emerges. Congratulations! The ocean dragon awakens!

The Venians begin to learn how to construct better and faster roads, made so that travel can occur faster between towns. All the roads connect the current cities, as well as the newly built one. They also study the plant folk, learning of their traditions, language, and culture.
>>
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Rolled 8 + 2 (1d20 + 2)

>>2345695
ELVES

> Tearé: 1800
> Food: 1850
> Treasury: 315 (+100 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Tribute, Saddles and Stirrups, Recursive Bow, Rider Tactics, Dwarven Metal, Herding, Writing, Dwarven Weapon
> Notable Magicka: None
> Military Units: 475 Vica Riders
> Other Units: None
> Allies: Dwarves

The roc hunt continues, this time the vica riders sent out! Surely, they will have more success, especially given their training!

A temple is constructed to the goddess, a large pyramid similar the the Lizards. The Goddess is pleased and honored by the sacrifice of labor.

Internal trade networks are established, mainly by officiating trade routes from the migratory clans, helping boost income marginally.
>>
>>2348786
Success! Several riders bring back the healthy meat and carcass of the roc, but none were able to capture one live, or pacify one in time to submit to the elves. Still, meat is meat, and the stockpile increases.

> Tearé: 1800
> Food: 2150
> Treasury: 315 (+100 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Tribute, Saddles and Stirrups, Recursive Bow, Rider Tactics, Dwarven Metal, Herding, Writing, Dwarven Weapon
> Notable Magicka: None
> Military Units: 475 Vica Riders
> Other Units: None
> Allies: Dwarves
>>
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>>2346324
ORANGUTANS

> Houranjhit: 900
> 3 Towns: 1050
> Food: 2350
> Treasury: 600 (+150)
> Resources: Wood, Gold, Stone
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy, Irrigation, Rice Paddies, Writing System, Grain Storage, Paper, Bows, Improved Boats, Alchemy, Rice Flour, Stone Mining
> Notable Structures: Parliament of Houranjhit, Stone Quarry, Gold Mines
> Notable Magicka: None
> Military Units: 250 Spearmen, 250 Bowmen
> Other Units: 500 Elephantmen, 80 Fishing Boats

The orangutans discover how to create other food delicacies out of their surplus of rice, mainly by grounding it up and baking it into other things. They also learn to apply their gold mining techniques to stone, making a large quantity of stone coming in for construction of their city dwellings. This effort is supported by the construction of a quarry.
>>
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>>2348741
LIZARDS

> Embeak: 930
> 2 Towns: 740
> Food: 1600
> Treasury: 725 (+25)
> Resources: Wood, Spices, Melons and Gourds, Weak Metals, Glass
> Notable Techs: Food Preservation, Roadworking, Javelizards, Guerilla Tactics,Writing, Selective Breeding, Theocracy, Aqueducts, Animal Taming, Alchemy, Improved Javelins, Healing Potions, Metallurgy, Metalworking, The Lizard Bible, Mathematics, Irrigation, Glassmaking
> Notable Magicka: Spitfire (III),
> Notable Structures: Grand Temple of the Dragon Mother, 2 Minor Temples to the Dragon Mother, Barracks
> Military Units: 150 Javelizards, 100 Mounted Lizards
> Other Units: 100 Beetles, 80 Worms

The lizards tame their worms and use their deep trails on the surface to create massive irrigation systems for their farms. The quantity of food raised by the efforts increases!

One of the alchemists uses their spitfire onto sand and discovers how to create glass, creating a whole industry and wealth of luxuries.

Finally, Azuktin creates a program where newborns are raised in temples and learn about the dragon mother, training in the art of combat and meditating for days at a time.
>>
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Updated map, new turn up next!
>>
>>2348787
>>2348823
My temple hasn't been included on my sheet. I will post here in a few hours.
>>
>>2348823
>>2345320

I'm confused, was I ahead of the other two?
>>
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Tearé: 1800
> Food: 1850
> Treasury: 315 (+100 per turn)
> Resources: Wood, Vicas
> Notable Techs: Vica Husbandry, Social Hierarchy, Equestrianism, Religious Practices, Vica Archery, Simple Healthcare, Tamar Successsion, Tribute, Saddles and Stirrups, Recursive Bow, Rider Tactics, Dwarven Metal, Herding, Writing, Dwarven Weapon
> Notable Magicka: None
> Military Units: 475 Vica Riders
> Other Units: None
> Allies: Dwarves

Action: Blood Sacrifice

Failure is a tricky subject in Illyandei society. On one hand, failure is a part of life. "He who falls from the saddle must mount in order to ride."On the other hand, a failure to carry out the Goddess's will is another. The Goddess demanded a sacrifice of Roc from her hunters. If the Illyandei are to have plentiful hunts, fertile grasses, and a good breeding year the Goddess must be appeased. There is no alternative. one hundred Illyandei, members from every Clan who failed in their hunting of the Roc, are brought to the Temple during Peace Month. There, in the midst of breeding and festival they are sacrificed to the Goddess. Their hearts are cut from their chests and fed to the Vica. Their blood runs and pools in intricate patterns that are read to the entirety of the People, predictions of the future and power harnessed through sacrifice in glory of the Goddess. For the night, the moon seems much larger, brighter, and eerily red over the vast northern lands.

Its bloody color, corresponding with the sacrifice, is taken as proof that the Goddess accepts their sacrifice, and blesses the predictions of the priests. Much rejoicing is had among the grief of the Clans who had failed.

Action: Hold a Tamat

The clans have gathered for Peace Month and a rare Tamat is had in the wake of the Blood Moon. All of the Tamar gather under the Temple to discuss the next actions of the Illyandei. Here, there are no priests. It is only the Tamar who will make these decisions. They agree on little, except that Illyandei glory must be restored a new sacrifices found. They can ill afford another failure before the gaze of the Goddess.

Their plan is two fold. First, the Dwarves must have kin elsewhere. They must be found, and the Dwarves will direct them toward suitable targets for raiding. Second: The Centaurs still roam the plains somewhere. They too must be found. There can be no challenges to Illyandei power in the heartland.

Development: Blood Magic

In the wake of the Blood Moon some priests find that harnessing the expiration of life gives them power over the physical world. Seen as a blessing from the Goddess the clergy eagerly looks into furthering this development.
>>
>>2349340
>food should be 2150
>>
>>2348823
> Houranjhit: 900
> 3 Towns: 1050
> Food: 2350
> Treasury: 600 (+150)
> Resources: Wood, Gold, Stone
> Notable Techs: Survivalism, Improved Fishing, Formal Schooling, Elephant Histories, Walls, Spear Tactics, Water Purification, Foreign Diplomacy, Irrigation, Rice Paddies, Writing System, Grain Storage, Paper, Bows, Improved Boats, Alchemy, Rice Flour, Stone Mining
> Notable Structures: Parliament of Houranjhit, Stone Quarry, Gold Mines
> Notable Magicka: None
> Military Units: 250 Spearmen, 250 Bowmen
> Other Units: 500 Elephantmen, 80 Fishing Boats

Action: Arjunha is the newest town of the Kingdom, but those who came to it found themselves united in purpose. And when they prayed to the ground and then found life-changing riches beneath, not only did those prayers persist, but the wealth and sudden prestige of those who had struck lucky encouraged newcomers to try this path for their own, bringing new favor and following to the previously overlooked Ghor-Ongon, a figure previously regarded in Salindha as a soil deity but who now comes to be known in Arjunha as 'God of the Ground.' The newly rich of Arjunha commission a temple in their town to the deity the credit for their successes, a wide edifice filled with devotive stonework standing only a single story high throughout, but filled with sunken chambers and basement excavations, and capped with a gilded-stone representation of the mountain.

Action: We prospect in the hills around Salindha for useful ores.

Develpment: Our soldiers drill together to practice working in formations of different unit types; Archers and Spear-orangs and Elephantmen covering each other's weak areas with their strengths and better integrating our tactics together.
>>
> Sanctuary Isle: 825
> 4 Towns: 725
> Food: 1750
> Treasury: 1035 (+40)
> Resources: Wood, Stone, Copper
> Notable Techs: Oceanography, Road working, Toasting Traditions, Fruit Trees, Milkshakes, Written Language, Free Love Society, Universal Education, Call to Adventure, Hanging Plants, Large Families
> Notable Magicka: None
> Notable Structures: Copper Tower of Tallspire, Copper Tower of Unity
> Military Units: None
> Other Units: 50 Herbal Healers, Trade Hub Ship
> Allies: Dwarves, Satyrs, Gnomes
> Player Relations: Venia, Neutral

>>2345320
The caravan that enters the walls of the city is festive looking, to say the least. The wooden and plenty faces of the plant people seem to ripple with joy. A serenity a peacefulness to there being.

Relaxed not worried and gently handing out and trying to ply trade letting themselves be approached dwarves satyrs and gnomes among their group. A plant person steps forth and introduces their nation.

"Why hello! Fine friends, we are the people of sanctuary! A large collection of people numbering in the thousands. We have recently settled another city nearby and are for lack of a better word happy to meet you!

Our borders are open to you. Come and go into our towns and villages as you like."

((Actions coming up in a second post.
>>
>>2326081
>Action 1
Finally, the trade ship leaves the port of the satyrs and moves onwards to continue exploration!
>Action 2
The scouts in the village of the gnomes carry on after much smoking bantering and genuine enjoyment of life.
>Action 3
As wealth flows into the nation from trading and learning from their fellows. Roads are improved made bigger and more comfortable and easy to use.

>Action 4.
The problem of rivers is something that would have to be dealt with at a later date. For now, it is being proposed for a road to be built all the way from the dwarven city down the opposite side of the mountain range to unity.

A long project but one that could get past their lackluster bridge-building skills and allow increased exploration.
>Action 5.
Let us begin sending some of our food to our dwarven brethren now. To get ahold of the metal they possess and work towards the betterment of us all!
>Action 6.
A search for resources in our native land has begun. Animals to tame and ride. Food to eat and consume. Metals and gems anything beautiful and wonderful!
>Action 7.
Let us create another trade hub with the intention of sending it south.
>Action 8.
A way to write down the state of the world would be useful. The beginnings of a map are underway.
>Action 9
We have lived in this world yet know so little about it. We shall explore our history our friend's history and ponder the meaning of existence.

Many believe that existence is for friendship love and caring. Many believe it is for pleasure and yet many believe it is merely a road to something greater.

Philosophy seems to be sparking in the nation. Ideology's running wild and theory being speculated.
>>
>>2348783
I'm stupid and blind.

>>2350568
>>2348823
>Action
Send caravans to open up trade routes with the Sanctuary people. Commerce creates peace.

>Action
Establish yet another colony, below Venia and above that river southeast of New Town.
Forming a rectangular-ish road network.

>Development Action
Well, time to start taming the dragon to live and work with humans.
>>
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>>
>>2354657

You okay there, elf-guy?
>>
>>2355314
We're on page 9, boyo. We don't got much time left.
>>
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>>2326081
>>2348823
I played a similar game to this 5 or 6 years ago, greatly enjoyed it.

How often are these threads around? When does a new game start? I would love to be mechs/golems living underground
>>
Hey worse comes worse and thread goes. I backed it all up for us on the archive. Could make a discord if needed and we could see if gm sees it.

Joins and we can organize next thread when needed.
>>
>>2357423
Good idea
>>
>>2357033
There's a few that show up now and then. There's also a discord group around.
>>
https://discord.gg/8vvBaEf

Here ye go guys.
>>
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Did it dieded?
>>
>>2358814
We can merely hope for the gm to bless with his return.

Anyone who has not done their turn should do it though.




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