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File: OPImage3.jpg (528 KB, 1500x1125)
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While the threat of the gnolls to the south remain present on the minds of those in southern settlements such as Taerok and Augusta, the main settlements along the river and the sea speak of a strange new addition to seagoing vessels; cloth. Borne aloft on masts, square sails, recently invented in Ierok, allow for greater movement against the Great River's current by using the wind to travel instead of purely by oars. While this also allows for giving crews a break, they may also be used if the wind isn't favorable to the direction the navigator sets the ship toward, meaning that neither system is overused, but are instead complimentary. Indeed, with the discovery of the river flowing westwards down south, this may allow trade to open up to a whole new region, as the winds generally blow the same way on the continent.

Last thread:

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

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

Relevant Pastebins:
https://pastebin.com/xdT9HbRY (embed) - Mechanics (some elements being reworked).
https://pastebin.com/cY8y5ALf (embed) - Setting Overview
https://pastebin.com/B44RSQMf (embed) - Magic
https://pastebin.com/V6v90R0y (embed) - Tech Bin

Current Project: Writing down stuff for History pastebin, and rewriting notes.

Last time on Innerworld, the Lopenei were brought into the Tyranny as a protectorate, and diplomatic events such as the assassination of the Archon of Reptia have led to the formation of two distinct political groups; the Ieran and Isarnite blocs. Still, there is much more to worry about than that, as an expedition several years ago has led to increased raids and attacks by the Tribal Gnolls of the the southern jungles, forcing settlements to be abandoned on Lake Larope. With your refusal to the demands set out by the gnolls in order to cause them to stop their hostile behavior, an uneasy silence has been the tone for the past year or so... until now.

It is the 6th of Suwez, 391, itself the 6th month of the calendar, and reports are now reaching you of Ehwazi settlements along Lake Larope being torched, with tribal gnoll forces well over a hundred. Coming in small ships during the night, they were stealthy in their work, hitting several hamlets before disappearing back to where they came from. While this is worrisome, other news reaches your ears around the same time, which are much more so...

Give me 3 rolls, DC 55, -5 armor, -5 sails, +10 numbers, +5 surprise.
>>
Rolled 17 (1d100)

>>2486342
>>
Rolled 90 (1d100)

>>2486342
>>
Rolled 96 (1d100)

>>2486342
>>
Rolled 14 (1d100)

>>2486342
>>
NORMAL SUCCESS

Distracted by a lone gnollish vessel along the river, your fleet has just enough time to prepare (due to the intervention of a mage bonded with an eagle) before they are attacked by a force of 20 or so boats of equal size sailing towards them when that ship was dealt with. Soon escalating into a full on battle, the enemy was forced to retreat, for the volcanite arrows proved too much for their ships to handle. However, losses on your side were not great as well; 4 ships were sunk, with several others needing repairs. This is reported back to the Concord by the 9th, with the information reaching Heart-Eater by the 7th as the boats arrive at the docks.

That being said, Tyrant, and Autarch at Fort Heart-Eater, what will you do?
>>
>>2486392
The Autarch requests that more ships and men be deployed to Fort HeartEater. In the meantime, repairs shall be done as quickly as possible.
It appears war is coming.
>>
>>2486392
Begin the summoning of Hosts to man the ships deploying 3/4 of our navy at Fort Heart Eater with the other hosts gathering at Threetans.
>>
>>2486392
The Chieftan of Isan will be ordered to gather his men and proceed to Taerok
>>
>>2486397
>>2486407
>>2486412
these
>>
>>2486392
Also get a message to the people still in settlements in the southern border region to evacuate to Augustia.
>>
>>2486412
Loris Metalar is appointed sub-tyrant.
>>
As the majority of the navy, some 38 ships in total (and thus 1875 men), are deployed to Fort Heart-Eater, they carry a piece of strange news, something carried on the wind as gusts of air run through Ierok and most places near and around the pillar. The area immediately around the pillar, continuing on for some 10 kilometers, is has been completely wiped of all signs of habitation and life. What's more, two new runes have appeared on the pillar...

***

In the coming weeks, patrols along the river become regular, but the ships deployed to Fort Heart-Eater see no signs of the enemy, apart from those reported on by the soul mages whose birds and fish spot the vessels prowling outside of sight. Neither side moves to engage, for they appear to be just scouting vessels, and no major orders have come through from the Riverisa Autarch they are under orders to follow. As for the Hosts gathered in Threetans, they have little to report, and so does the Isan Autarch at Taerok.

Riverisan Autarch, and Syb-Tyrant, what will you do?
>>
>>2486460
The shall be order to move and engage with the enemy fleet seeking to crush their naval power.
>>
>>2486473
Aiming for a night battle mind you
>>
>>2486460
Naval Commander-
Send out ships to find where the enemy has stationed its vessels, afterwards the might of the navy in Fort HeartEater will mobilize and seek to crush it in a night suprise attack.
>>
For probing out the location of the enemy's navy, give me 3 rolls, DC 50, -5 bonded animals, -5 night vision, -5 sails, +10 location, +5 ???.
>>
Rolled 75 (1d100)

>>2486492
>>
Rolled 73 (1d100)

>>2486492
>>
Rolled 3 (1d100)

>>2486492
>>
Rolled 75 (1d100)

>>2486492
Because I can
>>
STALEMATE

While the scouting crafts sent out don't manage to locate the enemy port, they do notice that they are entering a bay at one point as they moved, which they believe is most likely where the enemy has stationed their fleet; however, a sizable number of ships began to come towards their location as they made further progress in the area, forcing their hand as they retreated. You note that on board some of these vessels, there are also Ehwazi.

***

Back on shore, at Threetans, tens of thousands of men gather, preparing for a longer scale war, when the reports arrive from Fort Heart-Eater informing them of the progress made in locating the enemy. While the Sub-Tyrant considers what to do, he receives official reports of the men gathered and of the pillar.

- 18 Ieran Hosts
- 5 Hosts Lopeni Short
- 5 Hosts Lopeni Tall
- 4 Hosts Lopeni Ghouls

Apparently debris has been discovered from the latter's seeming explosion, with reports earlier entailing rumors of such things landing with tremendous force in the jungle, lake, and sea. Those in settlements around the area reported a loud noise before the area disappeared, and a strange light, before waking up to find it all but gone. In fact, the ruins confirm this, for what has landed is completely obliterated, merely the upper body of one unfortunate ghoul. Its back side, somehow, has been caved in. Other evidence so far has been less convincing, merely bones, or wood and stone still bearing some of their original marks. However, it does suggest that whatever happened, it completely wiped out the area, leaving but these traces behind.

However, leaving that to the side, Sub-Tyrant, Autarch of Fort Heart-Eater, what will you do?
>>
File: Baymap.png (25 KB, 696x1018)
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A rough sketch by one of the scouts depicting the river, and the bay.
>>
>>2486511
Deploy the navy, we're going in.
We'll strike hard and fast, seeking to strike under the cover of night, where we are at an advantage.
We shall split the navy 25/75

A quarter of the naval force will remain stationed outside the bay, watching for any surprise enemy attacks.
A signal of a single volcanite arrow shall be fired if a surprise attack from behind is detected, at which point our ships in the bay are to pull back immediately

The other 3/4ths of the naval force are to enter silently under the cover of night and nock volcanite arrows once they get within firing range, and fire volleys upon the enemy when the order is given. The sailors will be given specific instructions to fire upon the boats and wooden port facilities. A few men shall watch for the signal, and once the enemy pulls out of port we will attempt to engage in true battle.
>>
>>2486543
I support the Autarch's plan
>>
With the Autarch's plan accepted, 9 boats will remain outside the bay as the other 29 enter to cause havoc on the inside. And on the 27th of Suwez, as you sail into the bay, you are beset upon by a lesser force of 10 boats, most certainly not enough to hold you up for long. However, on board those vessels are the Ehwazi, bearing rocks and some strange powder encased in glass.

DC of 40, -5 night vision, -5 sails, -10 volcanite, -15 numbers, +5 boulder-throwers, +20 ???.
>>
Rolled 86 (1d100)

>>2486581
>>
Rolled 43 (1d100)

>>
Rolled 12 (1d100)

>>2486581
>>
NORMAL SUCCESS

As the enemy draws closer, you engage before they do, sinking at least two ships in the time it takes many of the sailors to realize how many of you there are. However, as you move forward, one of the Ehwazi throws out a powder vial, where an expert marksman shatters it. The effect is immediate, as a wall of dark green flame seperates your vessels and the retreating crafts. However, undeterred, your fleet navigates around the somehow burning sea, and is in pursuit; for whatever port they flee to, it is likely to contain other vessels...

>Signal for reinforcements from outside the bay
>Continue in fast pursuit
>Send out a small contingent of ships to scan the coast
>Other
>>
>>2486599
>Continue in fast pursuit
>>
>>2486599
>>Continue in fast pursuit
>>
>>2486599
>>Continue in fast pursuit
>>
>>2486599
>Fast pursuit
>>
As you continue onwards, it becomes apparent that other vessels, now having sighted the flame, are making their own approach to engage; 10 come from one dock you can see in the distance, and another 10 from one much closer, looking to engage at about the same time...

DC of 55, -5 night vision, -5 sails, -5 numbers, -5 volcanite arrows, +5 boulder-throwers, +20 junglefire.
>>
Rolled 38 (1d100)

>>
Rolled 16 (1d100)

>>2486618
>>
Rolled 30 (1d100)

>>2486618
>>
Rolled 18 (1d100)

>>2486618
>>
CRITICAL FAILURE

The enemy has apparently not been caught entirely unaware, as flaming arrows meet their target just as volcanite arrows meet their own; however, as Ehwazi are more liberal with what the sailors are calling "junglefire", they are preventing the fleets from engaging. This is effectively stopping the better equipment from mattering, in terms of weapons and armor. As ships on both sides are being lost at a rapid rate, an adjustment of plans is needed, and fast, for water magic seems to be less effective against boats caught on fire with the strange green flame.

What will you do?
>Move out of range of the Ehwazi, but within range for arrows
>Move through gaps in the flame in hopes of engaging in combat
>Move back
>Signal for reinforcements
>Other
>>
>>2486645
>Move through gaps in the flame in hopes of engaging in combat
>>
>>2486645
>>Move out of range of the Ehwazi, but within range for arrows
>>
>>2486645
>Move through gaps in the flame in hopes of engaging in combat
>>
>>2486645
>Signal for reinforcements
>>
>>2486645
>Move through gaps in the flame in hopes of engaging in combat

Use water mages to enlargen the gaps and ensure that we can safely pass through to engage in closer quarters.

Also, give the enemy a taste of their own medicine, have some mages send a wave of flames right back at them!

Overriding the votes.
>>
DC of 35, -5 night vision, -5 better boats, -5 numbers, -5 strong magic, -5 volcanite arrows, -5 better equipment, -10 tactics, +5 boulder-throwers, +20 junglefire.
>>
Rolled 11 (1d100)

>>2486661
>>
Rolled 93 (1d100)

>>2486661
>>
Rolled 30 (1d100)

>>2486661
>>
Rolled 90 (1d100)

>>
NORMAL FAILURE

While the Autarch Lorek's keen mind saves his ships from further damage, the movement of the water soon becomes a tug of war, though with a slight edge to the gnolls. With some ships in range, however, better equipment finally comes in handy... just as you see the fleet you had faced at the entrance to the bay moving towards you, along with another 10, smaller, ships. At this point, the enemy you are currently fighting have 11 ships, while you maintain control over 23.

What will you do?
>Keep the pressure up in order to engage on the decks of the enemy
>Shoot for a specific group of boats (which?)
>Call for reinforcements
>Retreat
>Other
>>
>>2486678
>Keep the pressure up in order to engage on the decks of the enemy
>>
>>2486678
>Keep the pressure up in order to engage on the decks of the enemy
>>
>>2486678
>>Keep the pressure up in order to engage on the decks of the enemy
>>
>>2486678
>Keep the pressure up
Same tactics as before
>>
>>2486678
>Keep the pressure up in order to engage on the decks of the enemy
Can we move the green fire into the enemy or their docks
>>
DC of 30, -5 night vision, -5 better boats, -10 numbers, -5 strong magic, -5 volcanite arrows, -5 better equipment, -10 tactics, +5 boulder-throwers, +20 junglefire.

The enemy appears to be trying to hold you off as their allies come closer...
>>
Rolled 12 (1d100)

>>2486695
>>
Rolled 71 (1d100)

>>2486695
>5
>>
Rolled 16 (1d100)

>>2486695
I won't fail you this time
>>
Rolled 1 (1d100)

>>2486695
>>
NORMAL FAILURE

While you no doubt hold the advantage here, the enemy mages are providing a substantial challenge, with the glowing runes on each boat signifying just how many they decided to put on these vessels. And indeed, as flames lick several of your ships now, the Autarch realizes that somehow, they are sinking more of yours now than the other way around. Still, the battle rages fiercely, even as their reinforcements seem due to arrive in the next few minutes...

>Keep fighting
>Shoot for a specific group of boats (which?)
>Call for reinforcements
>Retreat
>Other
>>
>>2486718
>Keep fighting
One last attempt, one last fight, same tactics as before.
>>
>>2486723
Support
>>
>>2486718
>Retreat
Use the water magic to push the enemy boats and fire to the enemy reinforcements?
>>
>>2486723
Supporting
>>
>>2486718
>>Keep fighting
>>
DC of 30, -5 night vision, -5 better boats, -5 strong magic, -5 volcanite arrows, -5 better equipment, -10 tactics, -10 numbers, +5 boulder-throwers, +20 junglefire, one more time.
>>
Rolled 60 (1d100)

>>2486733
DICE GOOOODS
>>
Rolled 75 (1d100)

>>2486733
Kill the dirty GNOLLS
>>
Rolled 37 (1d100)

>>
CRITICAL SUCCESS

Realizing what the cause of the turmoil is, Ieran soldiers move on the mages, several of whom, too focused on the water, don't notice their impending demise until a blade is already in their stomach. Other elements of their forces, including the Ehwazi, are thrown overboard, as your vessels, finally out of the junglefire, ram into the side of their fleet. However, as it becomes clear they are fighting a losing battle, you notice that the enemy fleet that was approaching you is gone. As the Autarch looks around, he realizes that they haven't disappeared; rather, they've gone around the battle, and are approaching you from behind.

>Disengage and attempt to get as many as possible out of the way
>Aim fire on their boats
>Call for reinforcements
>Retreat
>Other
>>
>>2486752
>Aim fire on their boats
>Call for reinforcements
>>
>>2486752
We will move the flames towards a position where they can block the enemy reinforcements from behind, pull the reinforcements into the main battlefleet, and then carry out a forceful breakthrough to hit the bastards towards the back. A few ships shall be delegated to holding the chokepoint in a defensive formation in the rear.
>>
>>2486777
Supporting
>>
>>2486777
supporting
>>
DC of 55, -5 night vision, -5 better boats, -5 strong magic, -5 volcanite arrows, -10 numbers, +5 boulder-throwers, +10 tactics +20 junglefire.
>>
Rolled 47 (1d100)

>>2486801
>>
Rolled 91 (1d100)

>>2486801
>>
Rolled 57 (1d100)

>>2486801
>>
Rolled 21 (1d100)

>>2486801
>>
NORMAL SUCCESS

Contrary to what you thought was going to happen, the enemy chooses not to move out of the way of the flames, but instead stops in front of them. Watching. Waiting. However, as your reinforcements come in from the rear, the enemy realizes it has to move, or your ships will emerge from the chokepoint to sandwich their forces. So you find yourself in the situation you had planned for, however, the last bit of the plan is not going well; for while the enemy moved out of the way to let your reinforcements in, they show no signs of moving away from the chokepoint to let you out, and to go through it means either going straight through the junglefire or into your own trap.

>Order all men through
>Have your mages move the water to get through
>Shoot at them from your position
>Other
>>
File: Current battle map.png (16 KB, 1500x863)
16 KB
16 KB PNG
>>2486811
>Other
We will opt for this maneuver
Our ships, aided by our magic users will go full speed towards the decimated enemy force, crush it, and then turn east and get the hell out of there, if the wind is in our favor we will deploy the sails and use whatever magic is possible to help us get away faster.
>>
>>2486827
Supporting
>>
>>2486827
Supporting
>>
>>2486827
Supporting
>>
DC of 55, -5 night vision, -5 better boats, -5 strong magic, -5 numbers, -10 numbers, +5 boulder-throwers, +10 tactics +20 junglefire.
>>
Rolled 35 (1d100)

>>2486831
>>
Rolled 65 (1d100)

>>2486831
>>
Rolled 37 (1d100)

>>2486831
>>
Rolled 29 (1d100)

>>2486831
>>
NORMAL FAILURE

As you emerge from the flames, you find yourself tailed not only by the enemy's reinforcements, but also those you failed to finish off; your numbers advantage decimated, and the wind blowing against you, it did not take long for the enemy's reinforcements, who unlike your men, were still fresh and somewhat full in number, to find you, and aim their junglefire your way. A bad move indeed; for those 9 ships you drew down with you ended up only being some 4 in total by the end. Of those thirty eight that sailed down, merely 22 remain, with your estimate being that some 20 enemy ships sank. An abject failure? No. But as the enemy hounds you further north, never seeming to go slower than you do, you find that they disappear as you pass the river... assuring them some element of control over the region you were originally tasked with preventing them access to.

SESSION END
>>
The Sub-Tyrant receives the news 5 days later, on the 32nd, with the news spreading like wildfire in the camp, or perhaps instead, junglefire.

Sub-Tyrant, what will you do?
>>
>>2490432
"Fuckin Riverisa they can never do anything right."

Send out a host under the Isan Chieftan to scout out the river, not locations they are using for crossings and any other activities.
>>
Roughly a week after the order is given, scouting vessels sent south by the Riverisan Autarch make their way back south, previous attempts foiled by enemy harassment. While the previous 20 or so vessels you had assaulted are spotted guarding the edge of the entrance to the river, how many are actively within the river are unknown, or what their activities are... that is when the Isan Chieftain finds himself at the edge of the river.

Give me 3 rolls, DC 65, +10 large presence, +5 enemy scouts.
>>
Rolled 32 (1d100)

>>2490470
>>
Rolled 78 (1d100)

>>2490470
>>
Rolled 41 (1d100)

>>2490470
>>
Rolled 95 (1d100)

>>2490470
>>
NORMAL FAILURE

As the Host makes its way south, a force of gnolls harasses various detached bands the Isan chieftain has sent out to scan areas closer to where the enemy appears to be crossing. Though no major conflict, the skirmishes may prove enough to cause some casualties.

Give me 3 rolls, DC 40, -5 strong rune magic, -5 small groups, -5 night vision, +5 numbers.
>>
Rolled 76 (1d100)

>>2490500
>>
Rolled 67 (1d100)

>>2490500
>>
Rolled 33 (1d100)

>>2490500
>>
NORMAL SUCCESS

Repelling most sent out to attack them, the Isan Host makes its way back before four weeks are up, around the 17th of Septwaen. Their news brings more or less what was suspected; vessels that do not appear of a military make (i.e., no rams) are being used to transfer a large force of gnolls into the northern jungles, with another contingent of ships acting as a supply line. Though there is no confirmation as to the numbers, scouts sent to look from the mountains estimate perhaps between 5,000 and 10,000 men already across the river, with none appearing to be heading further north of yet.

Sub-Tyrant, what will you do?
>>
>>2490521
Get the Riverisa cunt to deal with those ships.
>>
>>2490521
Send in the ships, all 22 of them, water mages and all. However, one fire mage (if possible) shall be sent along with the battlefleet to carry out "experiments" the Riverisa commander has thought of.
>>
>>2490534
Scratch that, sending 30 ships, the other 4 will undergo repairs
>>
>>2490541
>>2490534
A nighttime engagement shall be attempted
>>
With thirty-four ships at the command of the Riverisan Autarch, and four needing minor repairs, the plan of action is decided upon; a battle during the night. As the ships down the coast, avoiding the pull of the pillar dwelling near the waters, you can see smoke coming from it fairly far north of the river. Though concerning, you carry on, even as you see more smoke further south, and further south, and... needless to say, by the night, it is all that is being talked about among the men. Some say it is a warning, others a trap, but what to do must be decided by the fleet's commander.

Well, Riverisan Autarch, what will you do?
>>
Ignore previous post, it has some incorrect information.

You make your way south, being sure to avoid the coast; the travel is mostly uneventful, though as you draw nearer to the river, the enemy's vessels soon come into view. They guard the mouth of the river, but as you both clearly have bonded mages, they are pulling back into the river, with a smoke signal sent up on one of the ships perhaps meaning something you're not aware of.

Riverisan Autarch, what will you do?
>>
>>2490665
Pursue them, we will use volcanite arrows as soon as we come into range. Use Water mages right now to aid our speed, but have them ready to counter their Junglefire once it is deployed.
>>
>>2490671
ALSO
use the fire mages we have with us (there's a couple) to quench the smoke signal sent up using their fire control abilities.
>>
Maneuvering yourselves into the slim opening at the beginning of the river, seemingly formed from the crack of the continent at some point in the past, your pursuit begins...

DC 25, -5 strong rune magic, -5 magical speed, -5 better boats, -10 with the wind.
>>
Rolled 55 (1d100)

>>2490681
>>
Rolled 77 (1d100)

>>2490681
>>
Rolled 46 (1d100)

>>2490681
>>
Rolled 96 (1d100)

>>2490681
I shall fail this roll for us
>>
CRITICAL SUCCESS

Your pursuit is off to a great start, as the fleet, though constrained by the size of the river, pursues your opponents through the fast moving waters. While the edgy rocks near the shore are dangerous, the water is surprisingly deep, and with the winds guiding your sails, you are soon able to catch up to the (merely) oared boats that are your target. Your archers grab their weapons, though you can hear rustling coming from the jungle around you...

>Keep on their tail and start firing
>Have the archers shoot at the shores
>Attempt to board their boats
>Other
>>
>>2490706
>Have the archers shoot at the shores

We will attempt to fire at the enemy in the shores and close the distance, if the ships pull out Junglefire the fire mages and water mages will be prepared to respond. The fire mages will attempt to light the fuses or heat up the junglefire to a point at which it will explode.
>>
>>2490706
>Keep on their tail and start firing
>>
>>2490706
>>Have the archers shoot at the shores
>>
>>2490706
>>Have the archers shoot at the shores
>>
>>2490715
Support
>>
As you shoot at the shores, you realize that your speed puts you at a disadvantage...

For your attack, DC 45, -5 strong rune magic, -5 training, +5 speed.

As for defending from the enemy, DC 60, -5 magical speed, -10 with the wind, +20 junglefire, +5 enemies ahead.
>>
Rolled 63 (1d100)

>>2490732
>>
Rolled 71 (1d100)

>>2490732
>>
Rolled 78 (1d100)

>>2490732
We got this
>>
Rolled 26 (1d100)

>>2490732
>>
Rolled 100 (1d100)

>>2490732
>>
Rolled 50 (1d100)

>>2490732
>>
CRITICAL SUCCESS + STALEMATE

While your attacks manage to fend off those with wildfire and other projectiles who are aiming for you, it becomes apparent that with your focus on that, the enemy is putting some distance between your vessels and theirs. Still, it appears that there are no enemies further ahead, meaning that the attacks here were the only ones you'll be forced to defend against. The most important thing of note though is that almost all the wildfire is behind you; if it catches up, in this tight space, you'll be entirely consumed in the fire. There is no space to turn around.

>Keep on their tail and start firing
>Have the mages deal with the wildfire
>Attempt to catch up and board their boats
>Other
>>
>>2490754
>Attempt to catch up and board their boats
>>
>>2490754
>Attempt to catch up and board their boats
>>
>>2490754
>Keep on their tail and start firing

If the junglefire starts catching up to us, have the mages try to push it back. This fleet is not escaping us.
>>
>>2490754
>>Keep on their tail and start firing
>>Have the mages deal with the wildfire
>>
>>2490754
>>Attempt to catch up and board their boats
>>
>>2490754
Switching to
>Attempt to catch up and board their boats
>>
Your attempts to catch up are almost definitely going to be fruitful here!

DC 35, -5 magical speed, -10 with the wind.
>>
Rolled 96 (1d100)

>>2490786
>>
Rolled 29 (1d100)

>>2490786
>>
Rolled 13 (1d100)

>>2490786
>>
Rolled 14 (1d100)

>>2490786
>>
Rolled 82 (1d100)

>>
NORMAL FAILURE

Despite the fact that a sudden change in the wind gives you a momentary disadvantage, for whatever reason, the enemy begins to slow... in fact, they appear to be rowing against the water?!

DC 90, +20 wildfire, +10 surprise +5 magical speed, +5 space.
>>
Rolled 51 (1d100)

>>2490801
>>
Rolled 36 (1d100)

>>2490801
DICE GOOOOOOOOOOOOOOOOOOOODS
>>
File: 1418231709386.gif (1.12 MB, 330x248)
1.12 MB
1.12 MB GIF
Rolled 42 (1d100)

>>2490801
>>
Rolled 12 (1d100)

>>2490801
>>
As you ram into your enemy, green flame bursts from where you make contact, soon engulfing the initial wave of boats. With that impact slowing the first wave, and the second wave also somewhat making contact with the first, the fire leaps from vessel to vessel, with, while not a majority, but a large part of your fleet now burning. And as the fire from behind, so close to fizzling, closes in, you must make your next choice of action, now...

>Push the boats forward in an attempt to let the junglefire behind fizzle out
>Attempt to evacuate to the non-burning ships, and maneuver around the flame
>Beach what you can, and figure out your location
>Other
>>
>>2490833
>Beach what you can, and figure out your location
welcome to the jungle
>>
>>2490833
>Push the boats forward in an attempt to let the junglefire behind fizzle out
>>
>>2490833
>Beach what you can, and figure out your location
>>
>>2490833
>other
The non-burning ships are to establish a defensive perimeter and group up, with the water mages working at full power to keep the flames at bay. Anyone who can will evacuate, with water mages taking top priority.

We will use waves to push the wildfire onto the shores where it will promptly fizzle out due to nothing keeping it going.
>>
>>2490867
Supporting
>>
>>2490867
Dis sempai
>>
A relatively nuanced plan is formed, and though the situation is dire, the enemy's skeletal crews are almost entirely wiped out.

DC 40, -5 strong rune magic, -5 tactics.
>>
Rolled 84 (1d100)

>>2490889
>>
Rolled 30 (1d100)

>>2490889
>>
Rolled 43 (1d100)

>>2490889
>>
NORMAL SUCCESS

While most of the water behind you still aflame fizzles out once you move it to the shore, the wildfire in front of you is quite tangled up with the boats. However, that of it in the water appears to be fizzling out, making navigation a degree easier, especially as you have now brought your sails down. The evacuation is going decently as well. Anyway, if your maps are accurate, you may be nearing a Isarnite outpost...

What will you do?
>Continue evacuation, and attempt to move back up the river
>Continue evacuation, and head for the Isarnite outpost
>Beach what you can, and figure out your location
>Other
>>
>>2490912
In addition to that, 9 ships remain, though one, while miraculously out, is heavily damaged.
>>
>>2490912
Move to the Isarnite outpost
>>
>>2490912
Move to the isarnite outpost for now. We'll stay there for a short period of time and leave our ship there for repairs.
>>
>>2490912
>Continue evacuation, and head for the Isarnite outpost
>>
>>2490920
supporting
>>
>>2490912
>>Continue evacuation, and head for the Isarnite outpost
>>
You keep moving forward, though the evacuation is a bit harrowing; DC 50, -5 better boats, -5 tactics, +10 junglefire danger.
>>
Rolled 57 (1d100)

>>2490960
DICE GODS
>>
Rolled 8 (1d100)

>>2490960
>>
Rolled 69 (1d100)

>>2490960
>>
NORMAL SUCCESS

While the amount of casualties is not insignificant, the fact that the ramming into the enemy ships were clean blows prevented debris from crushing or injuring unduly. As such, a majority of the men are able to be rescued; and as you slow your speed, you see the Isarnite outpost in the distance. Little more than a hamlet on the edge of the jungle, it may not be much, but with some docks and a relatively smooth shore nearby, it's the best chance you've got.

***

After explaining your situation, those Isarnites within the village are understanding, perhaps due to how removed they are from the Ieran-hating population of their main settlements. However, at the same time, they do not also wish to cause conflict with the gnolls, who they likewise do not despise as much as their northern counterparts. Thus, after giving you what they can, and letting you rest for the night (something eagerly taken up due to the distance put between yourselves and the gnolls), you are left with the knowledge that you must leave within the next day or so. You also are aware that you are south of Lower Lopen, and on top of that, have figured out what exactly the gnolls had set out to do. By having skeletal crews manning their ships, they attempted to bait you and sacrifice themselves to finish off your navy; and looking around, you are sad to say that it partially worked, despite the transport ships you were aiming to jolt out of position having fled further down river (in front of yourself and the fireboats that attacked you).

Autarch, what will you do?
>>
>>2490989
Perform any emergency repairs necessary for the damaged ship and send it back alongside two other ships to fort hearteater.

Send the other ships to perform patrol duty along the river, watching for any crossing, and any other ambush by the enemy. Then they shall return to fort heart eater and restock.

(Assuming this is the last post that I'll need to do and we'll switch to land perspective)
The Ships, of which there are 13 (one is heavily damaged) shall split up into 2 teams of 6 (one will be 7 when the last ship is repaired), will work in teams patrolling the river constantly, one team shall rest while the other patrols. IF more ships are needed they shall be drawn from the Riverisa's personal trade fleet to work as boats from where archers will fire volcanite arrows.
>>
>>2490989
Whoever cannot be loaded on to the ships shall make their way to Lower Lopen, attempting to evade the enemy.
>>
As your men move north, your ship in for repair takes two weeks or so to fix, though others report back to Fort Heart-Eater before it and the two accompanying it does... well, in fact, they never do. Neither do the 500 or so men who attempt to move towards Lower Lopen. For as known by about the 8th of Hoktom (near two months since the conflict began), your men were slaughtered, according to evidence found by the Lopen just south of their own territories, and your ships have been missing for a week, which, with further enemy ships totaling 15 on the edge of the river, most assume to mean the trio of your boats were taken out. And yet, even as you have 11 boats, your enemy has 15, along with, presumably, the transports you failed to take out. This grim news in total is told to the Sub-Tyrant by the 10th.

Sub-Tyrant, what will you do?
>>
>>2491060
In the meantime, the Autarch of Hearteater will bring his own ships from his own Clan to supplement the forces at Heart Eater. If they want a fight with civilian ships, its a fight they'll get.
>>
Also of note is that the enemy guard vessels all appear to be civilian ships, with their numbers growing with each new report; and 10 boats you have, not 11.
>>
>>2491060
They must have a base camp on the river send out scouts to locate it.
>>
The scouts soon identify an area near where your expedition explored, west of the mountains and a deal inwards of the river, as the location of their base of operations; it appears that they are focusing on securing the ancestral sites that were aforementioned, though they have not reached the jade mine yet, due to a slow advancement.

Sub-Tyrant, what will you do?

>>2491072
Noted.
>>
>>2491096
Take control of the river all costs is the command given to the navy.
>>
>>2491107
As seen by now, the number of enemy ships excluding an unknown number of transport vessels has swelled to 40 after the previous battle.
>>
>>2491096
The Tyranny will seize 15 ships to reinforce the navy.
>>
>>2491131
The tyrant will support this.
>>
>>2491151
The navy shall attack! The ships shall be well stocked with volcanite arrows, and the most hardened crews will be placed on the actual military ships. We will attack under the cover of night once more, hoping to catch the enemy by surprise.
>>
This time, as your ships' prowl down the coast is stopped on the 23rd of Hoktom by your arrival at the river's mouth, your opponents have apparently chosen not to flee. The situation is much the same, a thin line of smoke rising faintly visible into the dark air from one of their ships, your enemy outnumbered, and under the cover of night, yet the atmosphere feels electric all the same. Your opponents move back to the opening of the river; and you move forward, at last, and possibly for the last time.

What will you do?
>Immediately start firing on them
>Try to push them back
>Aim for any would be enemies on the shore
>Other
>>
>>2491196
>Immediately start firing on them
>>
>>2491196
>Immediately start firing on them
>>
>>2491196
>>Immediately start firing on them
>>
>>2491196
>Immediately start firing on them
>>
Alright then, DC 35, -5 better weaponry, -5 night vision, -10 volcanite arrows, +5 reduced visibility.
>>
Rolled 73 (1d100)

>>2491217
>>
Rolled 32 (1d100)

>>2491217
>>
Rolled 87 (1d100)

>>2491217
>>
Rolled 4 (1d100)

>>2491217
>>
NORMAL SUCCESS

It becomes obvious that their numbers are being thinned by your arrows as small bursts of flame erupt in your field of vision, especially that of the front line. While your line of sight has been lessened by their push backwards, they are also packed like sardines, which your archers are taking full advantage of. However, as you keep up the assault, they begin to move further into the river, and out of your range.

What will you do?
>Move forward and keep firing
>Ramming time
>Wait
>Other
>>
>>2491244
>Move forward and keep firing
>>
>>2491244
>other
We'll move forward, but we will not go further than the mouth of the river. All the while pelting them with arrows.
>>
>>2491244
>Move forward and keep firing
>>
>>2491244
>Move forward and keep firing
>>
>>2491254
supporting
>>
>>2491254
Support this
>>
>>2491254
Supporting
>>
Your move forward is supported by the winds, though the enemy mages seem to be trying to push that against you as well.

DC of 40, -5 better boats, -10 volcanite arrows, -10 prevailing winds, +5 enemy magic, +10 river flow.
>>
Rolled 33 (1d100)

>>2491278
>>
Rolled 8 (1d100)

>>2491278
>>
Rolled 47 (1d100)

>>2491278
>>
Rolled 5 (1d100)

>>2491278
>>
Rolled 31 (1d100)

>>2491278
>>
Rolled 10 (1d100)

>>2491278
Crit
>>
Your choice to stay on the mouth of the river, while preventing further casualties on your side, is allowing the enemy time to get away. While picking off the targets on the land to either side is whittling down the numbers of defenders there, you may need to move further in, because if you fail to, your prey may be able to regroup with the transport vessels within the river proper.

>Pursue
>Wait and pick off the enemies here
>Other
>>
>>2491339
>Wait and pick off the enemies here
>>
>>2491339
>Pursue
>>
>>2491339
>Pursue
>>
>>2491339
>>Pursue
Your going in boatboys
>>
>>2491339
>>Pursue
>>
>>2491339
Pursue

Since it seems we may not have a repeat of last battle, we shall go in.

Mages are on HIGH ALERT for junglefire attacks.
>>
As you head into the river once more, it's anyone's game...

DC of 35, -5 better boats, -10 prevailing winds, for movement.

DC of 35, -5 strong magic, -10 volcanite arrows, +5 enemy magic for combat.
>>
Rolled 3 (1d100)

>>
Rolled 72 (1d100)

>>2491385
>>
Rolled 92 (1d100)

>>2491385
>>
Rolled 91 (1d100)

>>2491385
>>
Rolled 66 (1d100)

>>2491385
>>
Rolled 65 (1d100)

>>2491385
>>
Rolled 25 (1d100)

>>2491385
>>
The speed at which you are pursuing is unfortunately hampered by your superior numbers, with coordination being harder to obtain; thus, while more or less keeping pace with your enemy, it does not seem likely that you will be catching up anytime soon. However, that is not a problem for your archers, who despite the issues created by the rocky waters, are proficient enough to land their shots where they want them regardless. However, as their ranks are thinned out, something else in the distance became clear; a greatly enlarged transport fleet, perhaps consisting of 15 or so boats. Combined with the fleet you are pursuing, of which you would say between 30 and 35 vessels remain, it could pose a problem have they any tactics planned out together.

What will you do?
>Speed up and ram into the enemy to cause disruption
>Continue as is, picking off the enemies
>Slow down and wait for them to come to you
>Other
>>
>>2491407
>Continue as is, picking off the enemies
>>
>>2491407
>Speed up and ram into the enemy to cause disruption
>>
>>2491407
>>Speed up and ram into the enemy to cause disruption
>>Continue as is, picking off the enemies
Basically keep shooting till we can ram them.
>>
>>2491407
>>Continue as is, picking off the enemies
>>
>>2491407
>Continue as is, picking off the enemies

We do not need to fix what is not broken, we also need to finish picking them off so when the transports come in we are able to beat them soundly.
>>
Alright then.

DC of 35, -5 better boats, -10 prevailing winds, for movement.

DC of 35, -5 strong magic, -10 volcanite arrows, +5 enemy magic for combat.
>>
>>2491417
This and use water magic to propel the ramming ships
>>
Rolled 56 (1d100)

>>2491432
>>
Rolled 44 (1d100)

>>2491432
>>
Rolled 75 (1d100)

>>2491432
>>
Rolled 63 (1d100)

>>2491432
>>
Rolled 44 (1d100)

>>2491432
>>
Rolled 14 (1d100)

>>
CRITICAL SUCCESS + CRITICAL SUCCESS

As your speed accelerates, you find yourself drawing just behind the enemy vessels, archers at ease as each volley is fired. It's almost a game, how easy it is, or at least that was the thought until the transport ships became more clear as they moved towards your position; for unlike the other vessels, they carried with them a seemingly unsuitable number of Ehwazi for ships of their size, and some sizable rocks as well... they themselves are about in range now, though movement is unimportant now, as both fleets now face each other.

What will you do?
>Ramming time
>Aim for the transports
>Aim for the main fleet
>Other
>>
>>2491448
>Ramming time

The bigger they are, the harder they fall! They also have little rams. And with ramming, it will be harder to hit us with rocks without jeopardizing their own boats.
>>
>>2491448
>Aim for the transports
>>
>>2491448
>Ramming time
>>
>>2491448
>Ramming time
Use the water bois
>>
>>2491448
Also
>Aim for the transports
>>
>>2491448
>>Ramming time
>>Aim for the transports
>>
DC of 45, -5 strong magic, -10 volcanite arrows, -10 ramming, +10 Ehwazi stone throwers, +5 enemy magic, +5 ???.
>>
Rolled 72 (1d100)

>>2491472
>>
Rolled 6 (1d100)

>>2491472
>>
Rolled 25 (1d100)

>>2491472
>>
Rolled 47 (1d100)

>>2491472
>>
NORMAL FAILURE

Despite your ramming into the ships, the vessels debalanced are not those at the back you were hoping to hit hardest; in fact, they remained quite steady. This was soon followed by the launching of stone by one side and volcanite from another; a two way artillery fight occurring as men from the areas rammed into scrambled about, preparing for man to man combat as boarding begins... while only some 40 enemy ships remain, your own numbers \, which began at 48, have also dwindled to around 43, as flaming arrows have also taken their toll on some smaller and less well crafted trading vessels.

What will you do?
>Begin to board
>Have the archers shoot at the Ehwazi
>Focus fire on those preparing for the boarding
>Other
>>
>>2491490
>Focus fire on those preparing for the boarding
>>
>>2491490
Kill those giant niggers
>>
>>2491490
>Focus fire on those preparing for the boarding
kill the big ones
>>
>>2491490
>>Have the archers shoot at the Ehwazi
>>
>>2491490
>Focus fire on those preparing for the boarding
>>
DC of 45, -5 strong magic, -10 volcanite arrows, -10 ramming, +10 Ehwazi stone throwers, +5 enemy magic, +5 numbers.
>>
Rolled 70 (1d100)

>>2491513
>>
Rolled 54 (1d100)

>>2491513
>>
Rolled 23 (1d100)

>>2491513
>>
NORMAL SUCCESS

It soon becomes apparent, as you pick off those who would present the biggest threat, that the shadows that have been lurking on the treeline all this time are not in fact just figments of a collective imagination. Other enemies are here, both gnolls and giants, perhaps drawn by the sounds of the ramming, or instead present due to some conniving plan. Either way, as the crew of the ships rammed into just a little while ago are cut down like sorghum during a harvest, their attacks mean little; for now.

What will you do?
>Begin to board
>Focus fire on the increasing number of land based hostiles
>Focus fire on the ship based Ehwazi
>Other
>>
>>2491533
>Begin to board
>>
>>2491533
>Begin to board
>Focus fire on the ship based Ehwazi
>>
>>2491533
>Focus fire on the ship based Ehwazi
>>
>>2491533
>Begin to board
>>
>>2491533
Switch to
>begin to board
>>
>>2491533
>>Begin to board
>>
DC of 50, -5 night vision, -5 strong rune magic, -10 volcanite arrows, -10 ramming, +10 numbers, +10 Ehwazi stone throwers, +5 flaming arrows, +5 enemy magic (amount).
>>
Rolled 23 (1d100)

>>2491567
>>
Rolled 98 (1d100)

>>2491567
>>
Rolled 82 (1d100)

>>2491567
>>
Rolled 4 (1d100)

>>2491567
>>
CRITICAL SUCCESS

The amount of enemies is being vastly reduced by the front line of fighters, who are finally taking this opportunity provided by both the archers and mages and stepping onto the decks of the tribal ships. With support provided by those same aforementioned figures who had already shot down great numbers of the preparing enemy crew, the only worrying thing now is the increasing number of enemies on both sides of the river. At this point, the sheer quantity seems no longer like a coincidence, but something pre-planned... though either way, you are still wreaking havoc on the enemy. 40 of your ships remain, while perhaps 30 of the enemy's does as well.

What will you do?
>Focus fire on the defenders against the boarding
>Focus fire on the shores
>Focus fire on the rock throwing Lopenei
>Other
>>
>>2491594
>Focus fire on the rock throwing Lopenei
>>
>>2491594
>>Focus fire on the rock throwing Lopenei
>>
>>2491594
>Focus fire on the rock throwing Lopenei
>>
>>2491594
>Focus fire on the rock throwing Lopenei
>>
>>2491594
Focus fire on the rock throwing lopeni
>>
>>2491594
>Focus fire on the rock throwing Lopene
>>
DC of 50, -5 night vision, -5 strong rune magic, -10 volcanite arrows, -10 ramming, +15 numbers, +10 Ehwazi stone throwers, +5 flaming arrows, +5 enemy magic (amount).
>>
Rolled 67 (1d100)

>>2491619
>>
Rolled 86 (1d100)

>>2491619
>>
Rolled 91 (1d100)

>>2491619
THERE'S MORE OF THEM
>>
Rolled 68 (1d100)

>>2491619
>>
>>2491619
-5 morale is in there too.
>>
CRITICAL SUCCESS

Despite the ever increasing presence on the shoreline, the archers instead focus on the rock throwing Ehwazi WHO I DEFINITELY DIDN'T CALL LOPENEI the greatest threat currently to the vessels your men are being carried on. Quickly kneecapping the larger ones, despite their sinking to the deck, the wood of the boat still refuses to shatter. Still, as more and more go down, only roughly 3/4ths to 1/2 of the Ehwazi are still capable of throwing those damnable projectiles; a great triumph, at least momentarily. However, archers on the shorelines whose bows are alight with something do not appear amused by your actions as those present on the enemy ships also continue to bring down man after man.

What will you do?
>Focus fire on the defenders against the boarding
>Focus fire on the shores
>Finish off the rock throwing Ehwazi
>Other
>>
>>2491636
>Focus fire on the shores
>>
>>2491636
>>Focus fire on the shores
>>
>>2491636
>Focus fire on the shores
>other
Have the water mages call down rain to negate the effect of fire arrows because the rain could potentially quench the flames that are output by the arrows, but not the heat and flames emitted by volcanite.
>>
>>2491640
going to enforce this
>>
DC of 55, -5 tactics, -5 night vision, -5 strong rune magic, -5 volcanite arrows, -10 ramming, +20 numbers, +10 Ehwazi stone throwers, +5 flaming arrows, +5 enemy magic (amount).
>>
Rolled 31 (1d100)

>>2491658
>>
Rolled 28 (1d100)

>>2491658
>>
Rolled 60 (1d100)

>>2491658
>>
NORMAL FAILURE

The plan about raining on the fiery arrows being aimed at your decks is good, until it isn't; after all, in the throng of gnolls and Ehwazi gathered around the river sides, the chances of enemy mages not interfering was zero; and as such, when the attempt was made, it merely made the mages tired, wasting time and effort for little gain. And while the battle rages onward, the attacks by the enemies are beginning to have their impact on your vessels, showing wear and tear from flame, rock, and even the occasional flung blade.

What will you do?
>Keep thinning out the shoreline
>Focus on the enemy vessels
>Focus on the enemy on the boats
>Other
>>
>>2491675
>Focus on the enemy vessels
>>
>>2491675
>Focus on the enemy vessels
We're going to take out as many as we can.
>>
>>2491675
>>Focus on the enemy vessels
>>
As you focus, a shape shifts behind you, on the southern shore... what could it be? That grinding noise from behind those trees...

DC of 60, -5 night vision, -5 strong rune magic, -5 volcanite arrows, -10 ramming, +20 numbers, +10 Ehwazi stone throwers, +5 flaming arrows, +5 enemy magic (amount).
>>
Rolled 81 (1d100)

>>2491721
>>
Rolled 19 (1d100)

>>2491721
>>
Rolled 44 (1d100)

>>2491721
KILL ALL THE GNOLLS REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
Rolled 91 (1d100)

>>2491721
>>
NORMAL FAILURE

While your enemy is down to 20 ships, you are now approaching 30, with the rate of loss for yourself seemingly accelerating as time goes on. On the bright side, the shores can't be any thicker with enemies, but on the other side, there's a giant rock being pushed your way. Wait. A giant fucking rock. WHAT? Looking above, some of your men spot the intimidating figure of a huge chunk of stone being pushed by some Ehwazi; one that would fit neatly in the space between shore to shore, which you imagine is what their plan is. Still, for now, there is time to continue or retreat, and it is not like the enemy is not suffering their own losses.

What will you do?
>Keep thinning out the shoreline
>Focus on the enemy vessels
>Focus on the enemy on the boats
>Retreat
>Other
>>
>>2491741
Retreat
>>
>>2491741
>Retreat
Leader-enforced. We're pulling out.

Fog shall be deployed and water mages shall work their hardest to get the hell out of there.
>>
>>2491741
>>Retreat
We need to retreat now. try have the archers try to kill some of the giants pushing it to slow down the boulder
>>
>>2491748
Also kill some of the giants pushing the boulder if possible while the mist is deployed to slow them.
>>
DC of 55, -5 night vision, -5 strong rune magic, -5 volcanite arrows, -5 morale, -10 ramming, +20 numbers, +10 Ehwazi stone throwers, +5 flaming arrows, +5 enemy magic (amount).
>>
Rolled 61 (1d100)

>>2491785
>>
Rolled 54 (1d100)

>>2491785
>>
Rolled 18 (1d100)

>>2491785
>>
Rolled 63 (1d100)

>>2491785
>>
Rolled 71 (1d100)

>>2491785
>>
NORMAL FAILURE

You pull away as some 25 boats remain, saving those you can, and eating those you can't; better that than be left for the enemy. Of those ships the enemies had here, well, their numbers are rough to estimate, but it's safe to say absolutely zero are in any condition to fight anytime soon. Yet, as you emerge from the neck of the river, you do have to wonder: what next? Because if the gnolls realize as you have and as they most likely have by now, that binding trees together or creating a rope net could get men across, then the following months will not be any better than this...

SESSION END
>>
File: March plan.png (38 KB, 2094x1542)
38 KB
38 KB PNG
>>2491798
18 Ieran Hosts
5 Hosts Lopeni Tall
5 Hosts Lopeni Short
4 Hosts Lopeni Ghouls

With the navy failing at accomplishing their single goal it is time for the army to move in and deal with their mess.The Isan Chieftan shall be named Autarch-Prime and be given command of the Isan Host and two of the Lopeni Ghouls Hosts to act as our trailblazing and skirmishers, their goal will be to clear our scouts while paving the way for unharassed movement of the main army. Four hosts will remain in Threetans and Four hosts will remain in Ierok including the Bloodriders. The war elephants will be used as baggage animals for this campaign hauling food and supplies. The Lopeni tall shall take the point of our march clearing out the area with their massive bulk and warning away any predators with their movement. The Lopeni Short and Aurisa Hosts shall take up the sides defending from harassment while keeping any Ieran men from straying off or dying in the jungle. Lastly the rear shall be taken up by the last two Lopeni Tall Hosts which will watch for stragglers and defend the rear.
>>
The news of the battle reaches the Sub-Tyrant by the 29th of Hoktom; and by morning the following day, he has prepared his plans for the time being. While 4 hosts are to go to Ierok, and 4 to Threetans, the remaining 14 begin to move south towards the jungle, accompanied by the tremendous elephants who will act as supply animals for the trip. While estimates vary on how long travel will take, the thick vegetation and distance remaining to cover will certainly ensure at least several weeks are needed. With that in mind, men pack their things and leave from Threetans, the hot spring sun beating down on their necks.

For the first leg of travel, halfway to the river, give me 3 rolls, DC 60, -5 planning, +10 dense vegetation, +5 unfamiliar territory.

And for hazards, DC 55, -10 planning, +10 hostile fauna, +5 disease.
>>
Rolled 97 (1d100)

>>2493970
>>
Rolled 79 (1d100)

>>2493970
>>
Rolled 51 (1d100)

>>2493970
rolling again
>>
Rolled 98 (1d100)

>>
Rolled 15 (1d100)

>>2493970
>>
Rolled 46 (1d100)

>>2493970
ROLLANG
>>
REGULAR SUCCESS + CRITICAL SUCCESS

While moving past the lake would appear to be a simple task, the fact of the matter is that the jungle area south of Taerok, while mapped out, is not particularly well trodden. This by itself would not perhaps be such an issue if it wasn't for the distinct lack of geographical features, proving quite an issue when in areas without notable landmarks. Still, with the lake by the side of the army, it is easy enough to keep moving with some sense of where you're going; and, as the volcanoes are spotted off in the distance, they too are followed until they are no longer ahead of you all, but behind you. So far, so good; though you're sure that's partially as no animal is stupid enough to attack a group with Ehwazi in their midst. As some tone deaf singing from the Sentinels starts up, you lose sight of the volcano in the distance, as night falls. Morale is good, and in this green haze of sky and jungle mixed together into one sickly shade of green, you suppose you can be thankful for that. Now, after a few weeks, you are well and truly in the thick of things.

For the second leg of travel, halfway to the river, give me 3 rolls, DC 60, -5 planning, -5 morale, +10 dense vegetation, +10 unfamiliar territory.

And for hazards, DC 60, -10 planning, -5 morale, +10 hostile fauna, +10 enemy harassment, +5 disease.
>>
Rolled 71 (1d100)

>>2494019
>>
Rolled 55 (1d100)

>>2494019
>>
Rolled 62 (1d100)

>>2494019
>>
Rolled 24 (1d100)

>>2494019
>>
Rolled 28 (1d100)

>>2494019
>>
Rolled 59 (1d100)

>>2494019
>>
(Correction for hazards, there should be another -5, strong rune magic.)

NORMAL SUCCESS + NORMAL FAILURE

Your travel south is relatively fast, though eventful. Soon coming into contact with the mountain chain that the Isan chieftain had encountered with his Host previously, your scouts soon find that the path they had demarcated for themselves using some high stain dyes have been altered for a color a shade different. The tribals, you assume, and so you avoid that path, instead relying on maps drawn up during the Isan Host's time spent here. However, while that goes well, the forward three Hosts have been running into significant trouble as you continue further on. While some are just simple traps hidden well, such as pit falls and such, one encounter had by one of the Hosts which had wandered slightly off course had them face gnolls riding dinosaurs. While the bonded mage in that group was quick to report to the Isan Autarch, the gnolls, having an air mage, deployed some powder into the crowd before escaping due to their superior agility. Though many Aurisans recognized it, others did not, and breathed in, which proved to be a fatal mistake for tens of them. That is, because the powder was ricin; which, if touches an open wound, is inhaled, touches the eyes, or is swallowed, proves to be toxic. While only some tens died, it is still worrying as bonded mages spot the river a few dozen kilometers ahead; for if their raids grow increased in frequency, there may be more fatalities.

Sub-Tyrant, what will you do?
>>
>>2494101
Battle formations! All men on high alert, shields out and advance!

I want a bonded sight on their main force as soon as possible, prepare fire and air magi to counter any more of that powder.
>>
As night comes, you have your men set in their formations, with bonded mages finally gaining a view just as the night's sky turns its darkest. It appears, as the navy had thought, that the enemy has turned to using bridges, and from what you can estimate, somewhere between 22 and 25 thousand men are on your side of the river, with what remains of their navy guarding the hastily assembled tree log constructs. However, if you can see them, it is almost certain they can see you; and the bonded mages do speak of an abnormal amount of beasts in the air tonight, and the enemy moving faster than normal. Morale is high in your camps, and the supply line decent, but moving further might result in getting cut off from the north, if the enemy move that way (as in, around you).

Sub-Tyrant, what will you do?
>>
>>2494161
Move to crush them between us and the river, do not destroy the bridge for now. Have the bonded magi keep a close watch on any change amongst the beasts of air.
>>
As you begin to move forward, your bonded mages report birds moving towards the gnoll camps, with many of the tribals now grabbing and moving large objects towards the water. Extra bridges, you imagine. Yet, as you are a few kilometers outside of engagement, the birds are reported to have returned with reinforcements; and what is more, they're carrying sacks of something.

Sub-Tyrant, what will you do?
>>
>>2494218
Deploy the bonded eagles using all elements to burst, burn and slash upon the sacks before they hit our lines.
>>
As your bonded eagles attack with what magic they can utilize, the enemy does as well; except, they appear to be almost all air mages as they dive to the ground. Some, however, drop their packages, and attack your birds. As such, the attention of your mages are split between attacking the falling parcels, the birds attacking them, and the birds diving down. The mages on the ground as such have been informed to attack as well.

For your defense, DC 55, -5 strong rune magic, -5 training, +5 split focus, +5 numbers, +5 speed.
>>
Rolled 55 (1d100)

>>2494270
We got this
>>
Rolled 31 (1d100)

>>2494270
>>
Rolled 9 (1d100)

>>2494270
>>
Rolled 26 (1d100)

>>2494270
>>
Rolled 94 (1d100)

>>2494270
lmao
>>
NORMAL FAILURE

Trusting the mages on the ground to take out the swiftly dropping sacks, the bonded eagles mainly focus on taking out the birds dropping down, knowing that their superior speed is useful against the enemy, whose forces (while larger) are a motley crew of birds that aren't necessarily fast, but useful in other ways. However, as they soar down, it also becomes obvious that the birds chosen to take down the sacks are either air mages, as fast as your own birds, or both. As their talons finally dig into the sacks of powder, they pivot upwards, with the powder dispersing over a wider area, while by and large, half the dropped sacks appear to have contained nothing anyway. Now, it spreads, the powder most thick on the sides and front of the army; however, it will not kick in for at least several hours, and for some, several days. Still, your bonded mages pursue the enemy birds, attempting to take them out to prevent further strikes.

Sub-Tyrant, what will you do?
>>
>>2494332
Start using bonded eagles to fire bomb the gnolls strafing the with gouts of fire to light their greasy fur while looking to hit any caches of jungle fire.

Everyone else shall advance.
>>
>>2494332
Everyone afflicted with the powder will be ordered to down as much blood as possible without going feral in the process during the battle.
>>
With an order called, your bonded eagles in the air pivot away from their prey, and turn towards the enemy camp; with the enemy in large parts slower than you in the air, your attacks may prove devastating.

DC 30, -5 oily fur, -5 speed, -5 strong rune magic, -5 enemy disorder.
>>
Rolled 4 (1d100)

>>2494367
>>
Rolled 69 (1d100)

>>2494367
BURN!
>>
Rolled 26 (1d100)

>>2494367
>>
Rolled 42 (1d100)

>>2494367
>>
Rolled 10 (1d100)

>>2494367
>>
Rolled 27 (1d100)

>>2494367
>>
(And this time the -5 I forgot was training, as the gnoll mages are not as well trained.)

NORMAL SUCCESS

As the eagles finally reach the enemy camp, no time is wasted as repeat strikes are launched on your opponents; while they may not be as flammable as Opetian gnolls were in the back of the day, all living things burn the same. And in tight spaces such as the conditions of the tribal camp as they prepare for your infantry to arrive, that burning is amplified. As the sound of crackling finally reaches the ears of your front lines, the only issue is the birds still above your army, who, without your eagles, are left partially defenseless from the sky, especially as the mind of a man can operate a bird smarter than the bird itself.

What will you do?
>Have the infantry keep moving, but archers focus on the birds (Infantry Contact: Next Round)
>Have everyone keep moving (All Contact: Next Round)
>Have the birds return and attack those harassing the army
>Other
>>
>>2494429
>Have everyone keep moving (All Contact: Next Round)
>>
>>2494429
>Have the infantry keep moving, but archers focus on the birds (Infantry Contact: Next Round)
>>
>>2494429
Have the Lopen Large take the front line bracing shields and throwing javelins, the lopeni short will fan out on either sides beginning to harass them. All ghouls will form up and begin to volcanite and arrow barrages.
>>
As the Lopenei emerge out of the tree line, they are surprised to find a relatively intact Ehwazi front line opposing them, which they soon come into contact with; and what's more, the eagles above spot a second force moving to the coast on the other side of the river.

DC of 40, -5 training, -10 volcanite arrows, +5 numbers.

However, those enemy bonded birds in the air now move behind the range of the archers, appearing to be trying to harass the now more easily visible elephants...

3 rolls for defense from that, DC of 45, -10 elephant training, +5 height issues.
>>
Rolled 66 (1d100)

>>2494489
>>
Rolled 6 (1d100)

>>2494489
>>
Rolled 53 (1d100)

>>2494489
>Update
>>
Rolled 39 (1d100)

>>
Rolled 35 (1d100)

>>2494489
>>
Rolled 49 (1d100)

>>2494489
>>
Rolled 38 (1d100)

>>2494489
Herro hero
>>
>>2494489
(DC of 40 for the second one, -5, strong rune magic*)

NORMAL SUCCESS + NORMAL FAILURE

While the enemy is not dealing well with the amount of damage it is receiving, it is not buckling, with their own Ehwazi line facing up against your own. Their relative lack of organization is hurting them though, and as they are pushed back, little by little, their only hope lies behind them. Across, on the other side of the river, archers are beginning to assemble, and a lot of them; while they were most likely resting too far away, and thus not visible before, they may present a large problem if there are many of them. However, the major thorn this round comes from the birds deftly evading the Lopenei at the back of our line. As they harass the beasts, pushing food off of the elephants, the Ehwazi Hosts are, while still trying to get involved in the main fight, being forced back to instead deal with the harassment at hand here.

What will you do?
>Have archers focus on one group (which?)
>Keep pushing
>Have your bonded mages do something (what?)
>Other
>>
>>2494544
>>2494544
Have the bonded magi deal with the birds and begin the the advance of line with continued with the barrages of missile fire.
>>
>>2494556
supporting
>>
>>2494556
supporting
>>
>>2494556
dis
>>
>>2494556
Supporting
>>
As the bonded mages deal with their own ilk, the incredible javelins of the Lopenei meet an altogether unfamiliar weapon.

DC for the first is 40, -5 speed, -5 strong rune magic, -5 training, +5 numbers.

DC for the second is 45, -5 training, -5 strong rune magic, -5 better equipment, -10 volcanite arrows, +10 ???, +5 morale, +5 numbers.
>>
Rolled 17 (1d100)

>>2494577
>>
Rolled 9 (1d100)

>>2494577
>>
Rolled 63 (1d100)

>>2494577
>>
Rolled 72 (1d100)

>>2494577
>>
Rolled 14 (1d100)

>>2494577
>>
Rolled 32 (1d100)

>>2494577
>>
Rolled 99 (1d100)

>>2494577
>>
NORMAL FAILURE + NORMAL FAILURE

The issue with fighting fellow bonded mages in the same type of body isn't quite how well they know the body, but what type of magic they know; some animals just suit certain types. In this case, the fact that even the poorly trained tribal mages are adept at air is what is causing the major issues here, for even as they are prevented from attacking now, they are stopping themselves from being finished off. However, what is truly concerning is the thumps from the front line of the bodies of Lopenei hitting the ground and the cheers of the tribals. While the cause remains unknown for a few minutes, as several die, the call of one of the Sub-Tyrant's attendants rings out through the battlefield despite the amount of ruckus.

"POISON!," he cries; and yes, the only injury on the man is where a javelin has met skin. Whatever it was, it must be dangerous, if it can down a Lopen, though one foolish enough not to raise his own shield at that. However, as the battle has continued on, the enemy have been pushed back further and further. As the first splashes of an enemy falling into the water is heard, your own men cry out in elation.

What will you do?
>Keep the bonded mage attack going
>Have the Lopenei keep their shields up and push
>Keep the archers focusing on one group (which?)
>Other
>>
>>2494632
>Keep the bonded mage attack going
>Have the Lopenei keep their shields up and push
>Have the archers focus the other Lopeni
>>
>>2494632
>>Have the Lopenei keep their shields up and push
PUSH!
>>
>>2494639
This except for the friendly fire part
>>
>>2494639
Supporting
>>
>>2494639
supporting
>>
DC for the mage attack is 40, -5 speed, -5 strong rune magic, -5 training, +5 numbers.

DC for the second is 40, -5 training, -5 strong rune magic, -5 better equipment, -10 volcanite arrows, -10 terrain, +10 ???, +5 morale, +5 numbers.
>>
Rolled 23 (1d100)

>>2494670
>>
Rolled 14 (1d100)

>>2494670
>>
Rolled 52 (1d100)

>>2494670
>>
Rolled 72 (1d100)

>>2494670
>m
>>
Rolled 24 (1d100)

>>2494670
>>
Rolled 2 (1d100)

>>2494670
>>
Rolled 66 (1d100)

>>2494670
>>
(DC for the second should have been 35, not that it matters)

NORMAL FAILURE + CRITICAL FAILURE

The renewed offensive against the bonded birds acts as little but a repeat of the earlier situation, a game of cat and mouse where neither side can gain a clear advantage in the now lightening morning light. Closer to the river, somewhat renewed by the fact that the gnolls are on the edge of the water, the Lopenei push forward. Yet time and time again, they are repelled with increasing casualties as the combined weight of both the tribal gnolls and giants push hard, desperately, against their shields. Perhaps that was the enemy's strategy all along—keep the infantry on the offensive over here while the archers do their work from the other coast—because if so, it has surely been effective. However, as the bloodshed continues, and both sides numbers slim down at a similarly gruesome rate, the stark difference in raw numbers is making itself more than obvious on the front lines.

What will you do?
>Divert the bonded mages to instead attack the enemy front line (OR) enemy archers
>Have the Lopenei in back aim at the archers on the other side of the river
>Set fires past the shield wall to cull the enemy
>Other
>>
>>2494764
Frenzy, push in on them and destroy them all
>>
>>2494792
Support
>>
>>2494764
>Set fires past the shield wall to cull the enemy
>Divert the bonded mages to instead attack the enemy archers

hold steady, we have this
>>
>>2494792
support
>>
>>2494792
Supporting
>>
DC for the attack is 35, -5 training, -5 strong rune magic, -5 better equipment, -10 volcanite arrows, -10 terrain, -10 frenzy, +10 ???, +10 numbers, +5 morale, +5 enemy friendly fire.
>>
Rolled 7 (1d100)

>>2494836
>>
Rolled 53 (1d100)

>>2494836
>>
Rolled 47 (1d100)

>>2494836
>>
Rolled 80 (1d100)

>>2494836
>>
Rolled 96 (1d100)

>>2494836
>>
NORMAL SUCCESS

Pushing forward, finally some progress is made, as the body of the dead and dying drop into the river, along with some living tribals. The shields are doing a good job of protecting the giants, though the back lines remain not as defended. The Lopenei along the edges of the front have been replaced by frenzied ghouls, who, plunging into the thick of things, are coked in the unsavory mix of mud and blood. However, as even the mages get involved, the enemy's bonded mages move their birds across the river, to where they themselves appear to be standing... it appears they are giving them more powder, and the archers preparing themselves with something, along with flaming arrows.

What will you do?
>Have archers harass a group (who)?
>Keep pushing
>BLOOD AGAIN (Frenzy)
>Other
>>
>>2494868
BLOOD!
>>
>>2494868
>Prepare a volley of volcanite arrows to the gnolls on the other side of the river hitting both the archers and the birds getting more powder
>keep pushing
>>
>>2494885
supporting this
>>
>>2494885
Switching to this
>>
>>2494885
Supporting
>>
>>2494885
keep going lads!
>>
DC for the attack is 35, -5 training, -5 ricin effects, -5 strong rune magic, -5 better equipment, -10 volcanite arrows, -10 terrain, -10 frenzy, +10 ???, +5 numbers, +5 morale, +5 enemy friendly fire.

DC for the attack on the archers is 45, -5 training, -5 terrain, -10 volcanite arrows, +15 tactics.
>>
Rolled 100 (1d100)

>>2494944
>>
Rolled 45 (1d100)

>>2494944
>>
Rolled 46 (1d100)

>>2494944
>>
Rolled 83 (1d100)

>>2494944
>>
Rolled 59 (1d100)

>>2494944
>>
Rolled 92 (1d100)

>>2494944
>>
CRITICAL SUCCESS x 2 + CRITICAL SUCCESS

Those who try to flee across the bridges are few in number, but as even that support burns, the gnolls are forced into a position from which there is no escape. It is disturbing though, for though there are but a few fleeing across the bridges, most do run to the water; there they end themselves, dying there than at your hands. The battle is over... and as volleys rain down on the enemy across the river, their birds, as well as their archers, are struck like the sitting ducks they are. Wait. What's a duck? It doesn't matter. It's over. As the river is stained red by the blood of hundreds forced off into the water, your men breathe heavily; some sick from the sight of so many corpses, others on the brink of their own deaths. One, Garro Falzer, slits the throats of those comrades he knows to be poisoned and dumps them in the river. Better to poison their waters than our food, he thinks, and as the dead and dying watch on with glassy eyes, they don't disagree. They don't think anything anymore. The light of dawn shines on, intransient as ever, as the impermanent figures below it count their dead.

***

Five evenings later, only 200 or so prisoners have been found, and a rough estimate of the casualties has been formed. Away from the river you are, several kilometers in fact, but the stench of death and shit is still all around.

On the enemy's side:
~17k dead
~3k fled across the bridges (before first combat)
Unknown number injured
Unknown number unwounded

On your side:
~5k dead (Mostly the Lopenei Hosts in the front, and those along the sides for the ricin, and those Lopenei on the side for the battle killed)
~500 heavily injured (surprisingly few, thanks to ricin killing the weakest)
~3,000 lightly injured
~10,500 uninjured
>>
>>2495034
Get the navy down here to take the injured to Fort Heart-Eater, loot what we can from here and setting up a fortified camp at the mouth while we get more civilians ships from Ier to help ferry everyone home.
>>
>>2495067
Autarch of Fort Heart Eater supports this
>>
While there weren't many interesting things of note, there were a few; one, that there weren't many mage weapons among the dead, presumably as the mages were on the other shore. Two, quite unlike their matriarchal society, all the fighters here were male. Three, you have seen gnoll scouts on the other side of the river since the battle.

***

As you ferry those you can back, and take everything of value (that is to say, very little), the new year comes. But, as the camp you wanted is fully set up by the start of it, your position is secure across the mouth of the river by the 14th of Hoinos, 392.
>>
>>2495090
Get in contact with the Reptians to act as a negotiator for a peace with the Gnollish Confeds.
>>
>>2495090
In the meantime half of the surviving merchant and non military vessels shall be returned to their owners and we will begin construction of more naval ships.
>>
As the construction of new ships begins and old ones are returned, the Reptians accept their position as negotiators; however, the Tribals do not. They send back the following message:

"Our men were willing to die for what they believed in, we will not dishonor their sacrifice by letting this war go. As it is, your position is more limited than ours, and the only limiter of our own was crossing that river. You will accept our demands, or we will continue until more of your blood is shed."

Tyrant, Sub-Tyrant, what will you do?
>>
>>2495145
And while they stay claiming the jade mine, which is just southeast of Augusta, and minor portions of ancestral ruins north of the river, they are willing to have an independent party verify this, or a joint expedition.
>>
>>2495145
Have this offer delivered to them.
"We're willing to cede the lands if in exchange we maintain control of the jade mine and the minerals extracted from it."
>>
>>2495284
A counteroffer is proposed once they get the message.

“Southwest of the lake, south of Lower Lopen, there is an existing jade mine producing more than your own which the tribe of Madoz is willing to exchange if a further promise is made preventing Lopenei incursions against the other Ehwazi tribes of that area for the next 40 years. It was also only discovered recently, most likely promising more ore.”
>>
File: unknown.png (31 KB, 682x650)
31 KB
31 KB PNG
>>2495333
Land will be ceded to both the Lopeni and to Ier and we will ensure no aggression for 40 years as long as we receive regular tribute of gold for that same amount of time.
>>
>>2495438
The deal is agreed to. And with that, the war is ended; not without its casualties, hardships, or mysteries, but for most, it is a welcome return to normalcy. In the minds of most once again is a single term that dominated the cultural marketplace of Ieran ideas as the conflict began:

“Who cares about some shitty jungle?”

SESSION END
>>
The war resulting in few deaths for Ier has boosted morale, as has the territorial gains made by allies. One peculiar thing did come out in negotiations, shared accidentally by a Reptian diplomat discussing the last of the purges of their jungle land occupied by the Vaneads. Apparently the Tribals, who are referred to as the Tribal Confederation, cannot produce wildfire naturally. Their stores come from southern ruins, where that and other objects were found... artifacts predating even the Isan civilization, which you know to have spanned the entire, now broken continent before it fell during the Light.

YEAR 392
---
Agriculture: 9/10
Resources: 8/10
Morale: 9/10
Finances: 7/10
---
Population: 51,886 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2501384
C. Construction
The painted have asked that the tyranny aid them by helping them build a small camp upon the pillar to maintain their claim. No pillar research
>>
>>2501384
C.

muh roads
>>
>>2501401
>Supporting
>>
>>2501401
Support
>>
>>2501402
Support
>>
>>2501402
Roids
>>
>>2501402
This
>>
>>2501384
After the events in the south and the pillar whirlwind a few dozen Painted have return to the pillar setting up a camp to hold their claim and continue their work. Once the camp is built only a dozen or so stay at a time.
>>
Where should roads be constructed?

A. From the new jade mine to Lake Larope
B. Along the river
C. Connecting northern settlements
D. Connecting southern settlements
>>
>>2501426
>D. Connecting southern settlements
>>
>>2501426
A. From the new jade mine to Lake Larope
>>
>>2501426
>D. Connecting southern settlements
>>
>>2501426
>D. Connecting southern settlements
>>
>>2501426
Changing to this
>A. From the new jade mine to Lake Larope
>>
>>2501426
>B. Along the river
>>
>>2501426
D
>>
>>2501431
This is me
>>
After a debate over the efficacy of maintaining roads in the jungle, especially after a financially heavy war in terms of debts needing to be repaid to citizens and setting up a new mine far from Ierok, the decision is made to build roads to the lake from the mine, allowing transport of jade over the water. It is notably faster of course, and the gold reparations are also transferred via the same path. As for the resettlement of the pillar, the expedition turns up missing... or to be more precise, no one saw them enter the area. None risk staying near the pillar, though it is noticeable that the area of dead grass has expanded several kilometers more.

YEAR 393
---
Agriculture: 9/10
Resources: 8/10
Morale: 9/10
Finances: 7/10
---
Population: 52,958 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2501450
>A. Agriculture
Deforestation
>>
>>2501450
J. Study the pillar indepth
We need to understand why the fuck it's acting like this.
>>
>>2501450
I.
Reach out to Reptia to build a temple to Rok in Moundtown and perhaps ither settlements. Also touch upon and check about th jungle situation.
>>
>>2501450
B.
Create a proper marriage ceremony or as we shall call it the Bonding of Blood. When a man wishes to marry a women he shall pay a small dowry to her family and be gifted various things to start his new live by his close kin. There will then be an exchange of rings and blood between the two to be wed with a Scribe of the Tyranny in attendance to make official their union. Then a great feast and dance will be had to celebrate this new union!
>>
>>2501459
Supporting this.
>>
>>2501459
Y not?
>>
The Reptians are accepting of such a gesture, though they stress that their government itself endorses no particular faith. The Reptian gods are still widespread, even on the islands ceded to Ier during the original Vanead incursion. Speaking of the beasts, the burning of the jungle appears to have gone well, but the maintained harassment of boats in the Vanead triangle as well as the settlements that the Nakh themselves have not been able to remove leave Reptians cautious of the area, if not downright suspicious.

YEAR 394
---
Agriculture: 9/10
Resources: 8/10
Morale: 9/10
Finances: 7/10
---
Population: 54,056 people
Tech Overview - https://pastebin.com/V6v90R0y (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2501477
I.

Offer the Nakh military aid in eliminating the Vanead land settlements on their continent.
>>
>>2501477
E
>>
>>2501477
>B.
Create a proper marriage ceremony or as we shall call it the Bonding of Blood. When a man wishes to marry a women he shall pay a small dowry to her family and be gifted various things to start his new live by his close kin. There will then be an exchange of rings and blood between the two to be wed with a Scribe of the Tyranny in attendance to make official their union. Then a great feast and dance will be had to celebrate this new union!
>>
>>2501477
>E. Law
>>
>>2501384
J Study the pillars
>>
>>2501477
E create A law against take bribes, gifts, or any kind of favors from foreign powers in exchange for voting a tyrant candidate that they would want.

A law against cohercing people into voting for a certain tyrant through the use of force and blackmail.

A law banning interaction or experimentation with the river pillar.
>>
>>2501506
This
>>
The law against political corruption during elections is passed; similar such measures had been seen in Reptia, but in Isarn, such things are commonplace, and in Lopen, it is assumed that none would do such a thing (despite evidence of it happening previously existing). Similarly, people cannot be forced to vote for a candidate, and lastly, after considering all options, it has been decided that the river pillar is too dangerous to approach anymore; for now, it and the "dead zone" as it is being called will remain. Though granted, life may return there; it is the beginning of summer, and thus, the rainy season has also truly returned.

YEAR 395
---
Agriculture: 9/10
Resources: 8/10
Morale: 9/10
Finances: 7/10
---
Population: 55,178 people
Tech Overview - https://pastebin.com/V6v90R0y (embed) (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2501583
>B. Culture and Religion
>>
>>2501583
>>B.
>Create a proper marriage ceremony or as we shall call it the Bonding of Blood. When a man wishes to marry a women he shall pay a small dowry to her family and be gifted various things to start his new live by his close kin. There will then be an exchange of rings and blood between the two to be wed with a Scribe of the Tyranny in attendance to make official their union. Then a great feast and dance will be had to celebrate this new union!
>>
>>2501583
B
>>
>>2501586
This
>>
>>2501586
Supporting
>>
>>2501586
Can the couple ceremonially smash a gnoll skull together?
>>
The Bonding of Blood as a state sanctioned ceremony is something not expected, for while it had existed in some form for quite some time, to be registered with the State as something official will most likely settle future disputes over whose wife is whose, which have occurred more than once. In Reptia, similar measures are being adopted by Rok worshippers, but with a focus on gems inset in the rings, as a symbol also of the couple's devotion to Rok. However, also in Reptia, rumors swirl of a man surviving contact with the Vaneads. Though presumed mad, he warns of a coming conflict; and his words are if not convincing, haunting. He had been borne along the waters past the known world, and there, sat on the edge of a great abyss, where even the Vaneads could not escape the tremendous flow of water. However, for some reason, he was returned to the burned jungle, where he was found wandering naked among the verdant new seedlings.

YEAR 396
---
Agriculture: 9/10
Resources: 8/10
Morale: 9/10
Finances: 7/10
---
Population: 56,323 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2501617
Sounds romantic
>>
>>2501620
I.

Offer the Nakh military aid in eliminating the Vanead land settlements on their continent.
>>
>>2501620
>F. Technology Research
>>
>>2501620
D.
Improve our armor by wearing spider silk shirts under the metal which will catch arrows allowing for easier removal.
>>
>>2501632
Supporting this
>>
>>2501632
Support
>>
The spiders reject this proposal, refusing to have their craft be repurposed for war, even if it be for defense. They believe a weapon or defense should only be made in the moment, and destroyed once it is no longer needed.
>>
>>2501627
Switching back to this.
>>
>>2501620
F.
>>
>>2501627
Switch to this
>>
F - Technology, what should you work on?

A. Medicine
B. Maths
C. Geology/Prospecting
D. Astronomy
E. Economics
F. Agriculture
G. Shipbuilding
H. Smithing
I. Transportation
J. Other
>>
>>2501692
>H. Smithing
>>
>>2501692
B

We’ve never done this
>>
>>2501701
This
>>
>>2501701
this
>>
>>2501701
Sure
>>
>>2501701
Switching to this
>>
The latest innovations in technology are coming due to a school of thought in mathematics called geometry; it appears that this can be used in construction as well as perhaps even war to calculate unknown dimensions, and meet practical needs in surveying, such as heights of landmarks or objects. And, for once, variables are now being used in equations, showing that unique solutions can be used for existing problems.

YEAR 397
---
Agriculture: 9/10
Resources: 8/10
Morale: 9/10
Finances: 7/10
---
Population: 57,494 people
Tech Overview - https://pastebin.com/V6v90R0y (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2501734
>F. Technology Research
>>
>>2501760
I concur
>>
>>2501734
F.
>>
>>2501734
C.
>>
Rolled 81 (1d100)

Oldfag said I could do my faction project so here it is:
Find what is killing/disappearing my employees. or if they are just leaving me
>>
F - Technology, what should you work on?

A. Medicine
B. Maths
C. Geology/Prospecting
D. Astronomy
E. Economics
F. Agriculture
G. Shipbuilding
H. Smithing
I. Transportation
J. Other
>>
>>2506478
>A. Medicine
>>
>>2506478
F
>>
>>2506478
>D. Astronomy
>>
>>2506478
I.
>>
>>2506478
A
>>
>>2506483
changing to this
>>
>>2506483
Changing to this
>>
>>2506483
Switching to this
>>
The sun is constant, the stars are not; however, the nature of your world, as seen by ghouls, is warped. As you look towards the horizon, the earth itself bends upwards, like some kind of strange trick. Perhaps then, some of the more intelligent among you wonder, the stars above are not in the sky at all; but merely an incomprehensible distance away. It is an almost terrifying thought...

YEAR 398
---
Agriculture: 9/10
Resources: 8/10
Morale: 9/10
Finances: 7/10
---
Population: 58,689 people
Tech Overview - https://pastebin.com/V6v90R0y (embed) (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2506518
>F. Technology Research
More Astronomy! we smart Chads now
>>
File: Known_World - Copy - Copy.png (313 KB, 3309x3637)
313 KB
313 KB PNG
>>2506518
G.
To the far south there is said to be a group of islands from which some gnolls live. I propose we send an expedition to find these islands for potential expansion of Ier in the future.
>>
>>2506518
F
Math
>>
>>2506523
Switching to this
>>
>>2506521
C. Build up Threetans with modern amenities like the sewer system and better walls
>>
>>2506531
Switching to support
>>
>>2506531
Support
>>
>>2506531
I'll support it.
>>
>>2506523
Change to go visit the Humemes in their far northern area.
>>
A group known as humans, with tanned skin and dark hair, are said to populate a land far north of your own; and while you have only heard word of them, those who have encountered them swear of their existence. While most similar to ghouls, they hold a dislike for cannibalism, and in the most recent known encounter, in Isarn, they went so far as to kill one of your race... nevertheless, their mystery has remained unexplored for decades. Perhaps because of this, the government has decided to sanction an official expedition north; farther than any map you know.

Who will you send, and what path will you take?
>>
>>2506592
We shall take three large ships with full crews stocked with supplies and our more beautiful trade goods.

Loris Metalar will join this expedition with a retinue of ten men.

As for the path we shall sail along the strip, stop at the Ringborn to resupply before heading north from there.
>>
>>2506592
Sending the mapmaker from the prior expedition to the jungles.

I'm also sending two wanderers/lost ones as well.
>>
The house of ivory will send 6 men and 3 warlocks and an earth magi led by vanor karak
>>
>>2506592
Bartek Dzhuro shall come along with three marines
Weapons- 3
Body- 3
Armor- 4
Skill- 3
>>
>>2506592
The Priestess Ney'geh, the teacher of Moundtown, shall attend this journey.
She will be accompanied by four of the Brethren.
>>
>>2506592
Kuram Silaz and 4 guardsman
>>
>>2506592
I'll throw in 2 other mapmakers, and another lost one that knows combat.

Sets it up to 3/3
>>
>>2506610
Vanor Karak
Skill: 4
Body: 5
Armour: 4 (Painted shroud, warlock mask and limited glow plate)
Weapon: 5 (passed down nasterwork Glow Metal Khopesh and volcanite tipped spear)
Traits: Head Warlock of the Painted
>>
>>2506592
Sending Kar, a couple of guards and a couple of mapmakers.
Weapons- 3
Body- 5
Armor- 2
Skill- 3
>>
Along with 150 crew, 46 men of Ier depart in the humid rain of summer, accompanied themselves by the Isan chieftain and two of his men, along with a mage from Makh-Khor. As the 200 of you leave early in the year, you allow time for anything else that may come up; one can never quite be sure when it comes to an expedition. And indeed, as you sail up the Strip, one such event occurs as you arrive in the lands of the Ringborn. They claim to have encountered more of these humans, who had come down south on a ruined ship, most likely driven off course by something or the other. An unseen arsonist ensured that the ship and its inhabitants would never return home, though the ghouls helping you resupply do mention what they thought of the men; they were scared, running from something. They shrug as to the details though. They're not paid well enough to pay as well in the form of attention. Thus, as you move beyond the Strip, you carry that in the back of your minds, a first sign that things are not well in the lands of men...

For travel, a DC of 50, -10 experience, +10 uncharted waters.
>>
Rolled 50 (1d100)

>>2506665
>>
Rolled 17 (1d100)

>>2506665
>>
Rolled 55 (1d100)

>>2506665
>>
Rolled 45 (1d100)

>>2506665
>>
REGULAR SUCCESS

As you travel, you encounter little other than craggy islets, perhaps remnants of something greater, or perhaps not. The imagination is already allowed to run wild when one is on something as unknowable as the sea, but here, as you travel forth, your minds conjure up images of sea serpents and sand, bizarre architecture and stranger people... then again, that might be the sun stroke talking.

DC for the second leg, likewise, is 50, -10 experience, +10 uncharted waters.
>>
Rolled 17 (1d100)

>>2506678
>>
Rolled 100 (1d100)

>>2506678
>>
Rolled 17 (1d100)

>>2506678
>>
LITTLE SUCCESS

Storms halt further progress for the time being, but in the meantime, small groups venture out to the islets in the meantime, as well as small sandbars nearby. There, evidence is found of an old explorer, Morpi, being present on them, though what was remembered to have been found by him takes up most of the attention; the markings of Jera. Written in blood, and unmistakably in a foreign tongue, most similar to that of the Isans, Morpi's translations are written side by side on the rocks on which the messages are located, though the tale is well known by now. Jera, a human, was morphed by the Light, and eventually landed on your continent. While his fate is unknown, he left records of a ruined town in the northern wastes, before fleeing south, where he was expected to have had some role in the creation of the Isan Empire prior to his death. Some debate whether his change was actually that of the first ghoul, but his legacy is undoubtedly tied to that of the Isans, if just by the symbols of the language alone. As the storms abate, the time for pondering that is gone though, and you set off once more...

DC for the third leg is 50, -10 experience, +10 uncharted waters.
>>
Rolled 36 (1d100)

>>2506725
>>
Rolled 37 (1d100)

>>2506725
>>
Rolled 100 (1d100)

>>2506725
>>
LITTLE SUCCESS

As your supplies begin to run dangerously low, and rationing begins, you finally spot land... and it is not small. Stretching out in either direction is sand, and lots of it, with dunes like the northern wastes appearing further off in the distance. However, as you draw closer, sailboats approach you; and, obviously, they're not ghoulish. Rather, they're crewed by men wearing pale robes, with many wearing white rags around their face, obscuring all but their eyes. Those you can see, however, confirm your location; for the tanned skin and dark eyes before you, along with the rounded ears, are all signs of a human. Many of you chatter among yourselves at this, delighted, until one of them calls out to you.

What do you do?
>>
>>2506746
*smile and wave
>>
>>2506746
One of the wanderers goes and calls back to them, waving at the ship, the lead mapmaker stands behind them and laughs lightly.
>>
>>2506746
Wave at them, try to see if they will lead us back to some port without talking, lot's of waving and smiling.
>>
>>2506746
Wave at them.
>>
Each of you waving, roll a d100.
>>
Rolled 8 (1d100)

>>2506758
>>
Rolled 55 (1d100)

>>2506758
"Hi guys!"
>>
Rolled 31 (1d100)

>>2506758
Waving in a merchant manner.
>>
Rolled 5 (1d100)

>>2506758
>>
Rolled 96 (1d100)

>>2506758
>>
>>2506746
Wave at them smiling meanwhile Vanor will ask his men whom are out of sight to ready their bows...
>>
>>2506761
>>2506762
>>2506764
>>2506766
>>2506767
As the human crew looks at your waving, they seem to bristle against some grave slight you have just committed. Before you can even try to cool things down, two of their men have drawn bows and fired on you, killing a cartographer instantly and maiming one of Loris's companions. In fact, as you draw weapons and prepare to engage against your own wishes, Kar quickly grabs the Isan chieftain and whisper-yells, "SAY SOMETHING!" And so, he does...

***

Soon after you find yourselves on the beach, having partaken in a meal of some kind of meat, another kind of meat, and another kind of meat. You take it they don't have many vegetables. However, the hostilities have been smoothed over after the Capan man's quick thinking solved the problem; for if an old human's writing was similar in sound and writing to that of an Isan, a modern human should probably have the same effect. And, while in fact the languages are not mutually intelligible, some communication is getting across. The chieftain, a young man who replaced the leader of Tem's time, apologized for your slight, and also found out what it was; a wave is considered a grave form of taunting in the society of... well whoever these people are. All you know is that the leader of this band, a one eyed, grey haired man named Zequo, likes you, and has decided to take you to his city. You think that's good. You think. In the meantime though, as the following day comes and you sail onwards, you do get some chances to interact with the humans, as awkward as that may be.

(Gimme an action, boys.)
>>
Rolled 26 (1d100)

>>2506791
Bartek shall comb the marketplaces, and search for items that can be sold for a good price back home. Perhaps find some things that can be worth trading back in Ier.
>>
Rolled 83 (1d100)

>>2506791
Using basic handsigns and mimicry, one of these hu-man warriors is challenged to a wrestling match.
>>
>>2506791
Talk to them how we can about their home, write down what we can naturally maybe even see if we can get them to saw us a rough map of the area. Subtly try to find out their view on magic. Where and how do they make their shrouds? The painted like this fashion
>>
>>2506791
See if we cannot find more out about the humans and their nation, the Ringborn said the humans were running from something try to find info about that too.

Beyond that enjoy the travels to the city
>>
Rolled 60 (1d100)

>>2506802
Rolling just in case
>>
>>2506791
Knowing his flaws and weaknesses, Kar will sit back and learn more about the humans from secondhand(not talking to humans directly but to ghouls in the group that have)
>>
Mara Falzer and 3 kinsmen are also on this journey. Right now they’re just doing stuff.
>>
>>2506797
(Read.)

>>2506801
While the human put up a good fight, you were better; and in the end, you triumphed. They are less flexible than ghouls, you noted. Oh, and less strong. That, uh, probably played a role. You also took the opportunity to talk to the Isan chieftain as well as to the language differences you're experiencing, and he talks you through his theory on the matter. While the Isan Empire consisted of ghouls, early on, some went to settle in the east, and some in the west; however, during a period of war just before the Light, a group from the east returned to Isa, the capital, refugee ghouls experiencing cleansing at the hands of the ancestors of the modern day Lukidor. It had been over three hundred dyears since that split, and while the Empire was well connected, it did suffer from linguistic drift. Most of the Ieran, Reptian, and Tannish populations stemmed from these westerners, of whom cousins may still remain on the islands to the southeast, but the Isans had remained relatively pure in their branch of ghoulish, with no loan words existing from the giants, who had remained relatively isolated in the west as well, other than a smaller group located in the mountains. Thus, when communicating with the humans, the chieftain had used the old words, and spoken in his dialect.

>>2506802
Of the questions able to get through, magic seems like a taboo, and the maps... well, those you talked to just smiled and shook their heads.

>>2506805
You get a general picture of the human's region on the continent; several city-states exist, but they are all in conflict with one another, having been so for quite some time. One of these city-states, the most dominant at the moment, is brutal to defectors, having reportedly been the one responsible for the act of arson which was reported on even in these lands. In fact, another distinct group exists here that you weren't expecting; Ehwazi. Further north, apparently, there is another race called the "Hardhusks", though you are not sure whether that is a direct translation or not.

>>2506822
Learning the same as the Brotherhood, you also learn that magic is completely off-limits for the lower rungs of the society of the Palqu city these men come from, and as they, lower warriors, are on such a rung, they cannot even talk about the subject.
>>
As the city comes into view in the distance, the sun is slowly waxing away, its light exposing great rock edifices rising out of the ground. These yellow-orange stones are pick-pocked with things that seem almost like windows; and in fact, they are used as such. They are the walls of the city, having existed since ancient times, and while not all tunnels inside are accessible, one can navigate about freely, or so you are told; the other thing of interest here is the trade, for, being the central southern port of the continent, Palqu has quite a lot of trade, and a thriving fishing industry besides that. Well worn docks are where you land, and as you step onto the sunny sand beaches of this new land again, a few of the sailors are kind enough to act as guides, if not full on translators.
>>
>>2506858
Alright everyone here are the rules for visiting, we shall move in no less then groups of ten and everyone must be attended by at least one guide, all people must be back on the ship by nightfall.
>>
>>2506858
Loris and his retinue will move to meet with the leaders of this City under the official business of the Tyranny. Seeking to establish a friendly relationship and learn more of these lands and their politics.
>>
Rolled 51 (1d100)

While everyone else does their own thing, Bartek shall comb the marketplaces searching for exotic goods that can be traded back for in ierok.
>>
Rolled 78 (1d100)

>>2506858
Another ghoul will be sent out with the main group seeking to find out if people in this area know of Jera...
>>
Rolled 15 (1d100)

>>2506858
Have sex with as many men as possible. Mara’s companions will do similar.
>>
>>2506863
Vanor and the other Painted will also join Lori's endeavor. Afterwards they shall search around the markets for exotic goods to bring home and grow be it flora or maybe a new kind of livestock?
>>
Rolled 73 (1d100)

>>2506870
>>
Rolled 32 (1d100)

>>2506858
Acting on instructions from the High Priest himself, Ney'geh shall carry out her theological calling and seek to test the locals willingness to learn about the rugged magnificence that is Rok, God of Destruction and Fertility. Ideally even convincing some of them to return with them to the temple in ler in order to learn the mysteries of His Rock n' Roll-ways.
>>
Rolled 96 (1d100)

>>2506858
Kar knows better than to spend all his money on trinkets in an unkown land that might be scams. For now he will just tour the markets and perhaps even enjoys some of the art they may have there.
>>
>>2506865
Bertek finds several gems, as well as some art that will fetch a high price due to it featuring humans.

>>2506867
While none know of Jera, the tales of the pre-Light times in this country are fascinating... in fact, their knowledge may surpass the Ehwazi, or even the Isans in its age. For they speak of a previous Light, one that brought this continent from one of trees and life to its current, desolate state. The second Light did little to change that, it seems, though the population was greatly reduced and individuals with strange powers sprang up after the fact.

>>2506869
One of Mara's companions accidentally bites into a man in the act, causing her and her fellow harlots to be thrown out of the strange establishment they were in, which was filled with strange currencies they did not know, and men wearing skimpy garbs they knew little of as well.

>>2506870
>>2506863
Official business goes well, as these were not the humans to be found in the Ringborn lands or in Isarn; in fact, their merchants had not truly been to your lands, which they call Almahwara, or the Land of Flame. It appears that the volcanoes of your land were known even before the light, then.

>>2506870
You acquire another breed of camel; while it bears many distinguishing features that remove it from merely being a slightly different dromedary, the most significant is the fact that it has two humps, not one.

>>2506873
The locals do not understand you, or at least they think they don't, as surely no one is running around preaching the values of a Rok.

>>2506882
Kar's time in the markets is well spent, where he acquires a local guide of the city written in text; this he finds easier than having to translate with his guide every so often. The most distinguishing thing he finds about the city's art is how it ties in with the upper classes who he had learned about on the boats. Instead of using magic purely as something for war, here, it is used as something creative, which he notes as he watches a man dance with the flames in a small, open-air stadium. At the end of the day, he has lost track of time completely.

***

With your jobs done here as far as discovery of the humans goes, the question is, what next?
>>
>>2506955
Go home. This place blows.
>>
>>2506955
That is all that we came for, we can head back home now.
>>
>>2506955
Return to base with plans of future trade, the Painted might try to grab some magic manuals on the way out but that's about it
>>
>>2506971
"Well, what can you tell us from your official business?"
>>
Your voyage returns home, enlightened, and more than a little tired. Though, their name for your continent does jog one of the Isan warrior's brain on the way back... the Old Isans as well as the Aurisans called it Alam'ara, which also meant Land of Fire. In other news, Vaneads have been spotted in the walled area of Reptia, causing concern that the old conflict may rise anew.


YEAR 398
---
Agriculture: 9/10
Resources: 8/10
Morale: 9/10
Finances: 7/10
---
Population: 59,991 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2506984
C
>>
>>2506984
Year 399*
>>
>>2506984
>C. Construction
>>
>>2506984
>C. Construction
>>
>>2506984
F.
>>
>>2506984
C
>>
C - Construction, what should be built?

A. Infrastructure
B. Fortifications
C. Temples
D. Other
>>
>>2507009
We built the Lopan a sewer system. Make one in threetans
>>
>C. Temples
Construct a temple to rok in every town that has two or more houses on the map
>>
>>2507009
>A. Infrastructure

I propose a series of roads to connect our southern settlements like in this picture. Solid lines being for sure built while dashed not going to be built if it puts a strain on resources.
>>
>>2507009
A. Roads
>>
>>2507015
Supporting this
>>
>>2507012
Change this to shrines
>>
>>2507015
Supporting
>>
>>2507015
Support
>>
>>2507015
Actually yeah makes sense
>>
It is said that animals are the first to know when something supernatural occurs, and though these legends may be tied to magic, the stench of the unnatural is something altogether different. So, as animals travel across the newly built coastal roads, their gazes and skittishness suggest something beyond the first Vanead threat stirring in the deep. Indeed, strange noises have been heard at night, and animals been found missing in the morning; their footsteps lead to the sea itself... the new century rises, but the echoes of the past threaten once more, as even the neutral Nakh choose to report to us increased Vanead activity in the occupied territories as summer's oppressive haze continues.

YEAR 400
---
Agriculture: 9/10
Resources: 7/10
Morale: 7/10
Finances: 7/10
---
Population: 61,158 people
Tech Overview - https://pastebin.com/V6v90R0y (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2507046
>F. Technology Research
>>
>>2507046
F.
>>
>>2507046
F
>>
>>2507046
>F
>>
F - Technology, what should you work on?

A. Medicine
B. Maths
C. Geology/Prospecting
D. Astronomy
E. Economics
F. Agriculture
G. Shipbuilding
H. Smithing
I. Transportation
J. Other
>>
>>2507061
>H. Smithing
>>
>>2507061
C. Geology/Prospecting
>>
>>2507061
E.
>>
>>2507061
E.
>>
>>2507061
>E
>>
>>2507066
Switching to E
>>
Rolled 34 (1d100)

Recent developments in the theory of economics have even more than before asked the question, "what role should the state play in the economy?" The already moralist outlook of some have come to conclude that scarcity, while existing, should be something limited by the government; that is, that the poor should not exist, as the state should provide for them. However, another group at this time is pushing for a different sort of limit; a contract law of sorts, ensuring that those who pledge to do something must follow through on it, or face the consequences. This may come to a head later, but first...
>>
The Reptians have lost contact with the Tribal Confederation, all ships heading south being lost before they reach Ier, and no sign of the tribal ships either. They say that in recent months, Vaneads had been spotted along the Cracked River, the name given to the river that only a decade or so ago your men fought and bled on. More concerning to them however, is the arrival of a Vanead army in the Nakh lands, and one in the northern wastes, heading south; for if there is one thing to take away at the moment, it is the fact that it is happening again.

YEAR 401
---
Agriculture: 8/10
Resources: 7/10
Morale: 7/10
Finances: 7/10
---
Population: 62,433 people
Tech Overview - https://pastebin.com/V6v90R0y (embed) (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2507118
C
Fortify the dock district. Build a wall along the shoreline that has gates that allow people on the docks to get in.
>>
>>2507118
D.

Let’s rally the troops to fight the Vaneads. Possibly including a force to Nakh.
>>
>>2507120
Support, not this shit again
>>
File: Map.png (134 KB, 2019x1247)
134 KB
134 KB PNG
Rolled 92, 21 = 113 (2d100)

FACTION PROJECT (first roll):
Clan Dzhuro has seen fit to construct a trading town (or outpost if the roll is too low for it to be a town) in the far north. All will be invited to live, Ierans, Reptians, Isarnites, Eastern Lopeni, Western Lopeni, Nakh, Ringborn, and even humans to live and trade with each other in this (hopeful) trade center. In addition, it may also serve as a potential naval base for the Ieran Navy. (Location on map)

Character Project:
Bartek Dzhuro shall travel to the human lands, acting as an envoy and hoping to foster relations with the humans
>>
Rolled 71 (1d100)

Try to find why my people are disappearing.
>>
Rolled 34 (1d100)

>>2507118
>Personal Project "Imaginary Friends"
Haeka Dayr has inherited a strange Ring from his mother, the young boy curious of the ghost of the ring has gone looking for them... Who is this person? Will they reveal themselves?
>>
Rolled 72 (1d100)

Faction Project: The Falzer clan will now be breaking into maritime trading with vessels being purchased and commissioned. We will trade our own goods such as sorghum and livestock with people like the ringborn and others in a good manner with hopes that it’ll foster amicability.
>>
>>2507173
ps the majority of the ships will be in the dock districts with the rest being stationed in Kronava.
>>
>>2507120
This. Probably best to get it done before the vans come back
>>
File: Reclimation.png (1 KB, 111x78)
1 KB
1 KB PNG
Rolled 37 (1d100)

>>2507118
>Faction Project “Welcome (back) to the Jungle”
The painted had returned to the Jungle already and had set up a simple few Camps however a large amount of Effort has been spent prospecting the region seeing as how Multiple Jade Mines and Coal are all nearby...maybe there is something do this region? Maybe not? They shall soon find out and what they find they shall set up camp upon.
>>
Rolled 98 (1d100)

>>2507118
The Blood of Khazir will continue on with their efforts of training and breeding the Dawn Tyrant's into a fearsome war mount.
>>
Rolled 34 (1d100)

>>2507118
Personal Project:

Loris being the rather enterprising and forward thinking individual he is has attempted to speak to and learn the language of the Vaneads. If they are smart enough to make war they must be smart enough to make peace too right? Most ghouls however think he is just going off to get himself killed.
>>
Rolled 86, 75 = 161 (2d100)

Faction Project
Efforts shall be taken to expanding the infrastructure around The Temple of Rok. More housing for the tired pilgrims, dutiful accolytes and plain normal people living in the area will surely please the Most Divine Stone.

Personal Project (+2)
The priestess Ney'geh is ordered to return to Moundtown to spread the word of Rok further among our fellow ghouls, offering the most devoted to come to The Temple and be instructed in the deeper mysteries, enabling them to return as teachers themselves.

>>2507118
>C. Construction
>>
Rolled 77 (1d100)

Personal Project: Garro will travel to Reptia at places like Moundtown and Azh-Al with hopes of establishing beneficial dealings with Ghouls there.
>>
Rolled 65 (1d100)

>>2507118
Personal Project: Bele Yuz, son and successor of O'imol, takes helm of leadership after the untimely death of his mother O'imol. Using knowledge gained from his time serving The College and Ier, he tests out an idea hes had for a while. If one can put their soul into another, surely one can transfer someone else's power into their own. He tries this on smaller things first, such as plants and animals. The Fellowship of Kha'el eagerly watches, hoping to find out something of note.
>>
>>2507118
>F


>Personal Project (Auto 50)
The Mapmaker shall take the time to dedicate herself to questioning, talking to, and learning of the ringborn and their history.
>>
>>2507134
Faction Project
Difficulty: Very Hard
Constructing anything in such a remote and wild place required time, effort, and resources; luckily for you, all were available. While the place is apt for trade, the numerous ferals in the area are some cause for concern; though, granted, with walls in place, the danger is avoided for now.

Personal Project
Difficulty: Extremely Hard
Without a translator, knowledge of how to get to the land, and information of the cultures of the human lands, very little is accomplished other than giving many humans a distasteful view of ghouls.

>>2507164
Faction Project
Difficulty: Hard
Your remaining workers reopen the closed tunnels, and after traveling through, find small passages whose size are fit only for one known race; the Trow. It appears that this mine is within their territory, and you are intruding on it, or so they say after you treat with them on the matter. Your men are dead, of course, because of the "invasion" of their privacy.

>>2507166
Personal Project
Difficulty: Hard
Haeka has not met the figure yet, though upon closer inspection, the ring is engraved with a name—Azhir.

>>2507173
>>2507700
Faction Project
Difficulty: Hard
The purchases of vessels is easy, especially as a surplus has been built due to the demand after the conflict with the gnolls; however, you face stiff competition from the market dominating Riverisa clan. Still, the area you can touch, which is mainly the southern jungle as well as Fort Heart-Eater, you are healthily growing in.

Personal Project
Difficulty: Normal
Garro successfully gains business partners, most notably the Ul'berns, who had avoided trade relations with most major Ieran factions following the First Iero-Reptian War.

(1/?)
>>
>>2507522
Faction Project
Difficulty: Very Hard
Nothing is found, though your home is reestablished.

>>2507572
>>2507577
Faction Project
Difficulty: Very Hard
A significant amount of progress is made in training the beasts, ensuring that at least the current generation will, to some extent, follow the orders of their masters decently. While further efforts would be needed for true domestication, this is enough to ensure great mounts numbering around 100. That's a +1 to taming middling size animals; small animals and large animals are their own category.

Personal Project
Difficulty: Normal
While Loris does not learn the language, his time spent in the past 10 years had not gone to waste, having visited the Vaneads in the Reptian jungle before the fires began. Though initially hostile, he did manage to communicate in ghoulish to them, which they understood, though they did not reciprocate. Their lives were surprisingly peaceful, though they crowded onto the shore, especially what appeared to be children and the elderly.

>>2507630
Faction Project
Difficulty: Normal
The infrastructure is expanded with relative ease, which was needed with the increasing number of pilgrims from across the river. In fact, the area at this point has turned from a mere settlement to a small town, though it goes unnamed for now. It appears that despite the move of the city so long ago, the people of Rok are rather set in their ways.

Personal Project
Difficulty: Normal
Once more, Ney'geh's proselytizing goes well, though those within Reptia devoted to their own gods have grown suspicious of the woman. However, with more followers comes protection in numbers, and she is unharassed in her travels.
>>
Rolled 32 (1d100)

>>2507118
FP: On several smaller farms Clan Sholzgaetor will test out the effectiveness of earth magics plant growth along with the weather control abilities of water magic to see how much it improves crop growth.

TP:[auto 50] The tyranny will work on supporting the development of the river regions by providing funding and material support
>>
>>2507118
I.
>>
>>2507118
>I. Diplomacy and War
>>
Rolled 52, 87, 29, 69 = 237 (4d100)

Teak doesn't waste no time and begins to experiment with what he has, he will extract the poison from the cane toads and grinding the Spurge and Strychnine fruit then safely store it.

Alchemist will mix two of the three products together.(Spurge+Cane toad,Spurge+Strychnine fruit, etc) then store it

They will add a basic element into some of the mixtures either with water, cooking it with fire, combine it with dirt, or hiring a mage to use air magic to spin the mixture with high speeds(?)
(Spurge+water, SpurgeCanetoad+water,SpurgeStrychnine+fire, etc) then store it

They will test each mixture by adding a small amount on a different slave gnoll.

Everything will be documented from how it was mixed to what happen to the gnoll when the mixture was applied
>>
>>2508047
Personal Project
Difficulty: Impossible
It appears that one only has control over their own soul, for transfer or consumption of that of others appears impossible to Bele.

>>2511840
Personal Project
Difficulty: Easy
Though unwilling at first, the Ringborn diplomats the Mapmaker talks to go more into detail after a time, due in part because of the common enemy of both nations, and also the improved relations in recent times. Long ago, before the First Light, they had lived as humans. During the First Light, however, their land (which was previously composed of trees and grass) was shattered, with much of it completely disappearing, creating a carcass of an environment. But it was not gone; it had been carried into the air, where, over the course of several months, it slowly collapsed, crushed by the sheer after effects of the event, or perhaps influenced by unseen hands. This storm would create the desert there today. Once the land was settled, however, they traveled south, looking for something to save them, and that was when many met Ier. A human like them, once upon a time, he had the power to transform others into beings like him; and they, a group of several thousand by that point, finally reached the southern coast of their continent. Deciding there was nothing there for them, they traveled south, led by him, before arriving at the north of your continent, possibly thousands of years ago. But in time, something went wrong; during the last conversion of the remaining human population into ghouls, many were transformed into something beyond that... ferals. After that, they were stuck in that form, surviving harsh conditions, the Second Light, and more, until somehow, they were given back their sanity, and restored to their ghoulish form. From there, you know their tale.

***

I - Diplomacy and War, what will you do?

A. Request & Demand
B. Gift
C. Arrange Meeting
D. Declare War
E. Other
>>
>>2512032
A. First a communication needs to be sent to the Ringborn and Eastern Ringborn for them to garrison Mahk-Khor from the Vanead menace due to their close proximity, favourable winds and investment in keeping the strip clear of these plant men. If the Vanead army does not attack Mahk-Khor they are under no obligation to engage it to stop it from attacking Reptia or Isarn.
>>
>>2512032
B.
Let’s make a big wooden camel and give it to the Reptian to put in Moundtown. It’ll be wonderful.
>>
>>2512036
Seeing the recent development in the Vaneads true nature, I will support this
>>
>>2512032
>D. Declare War
Send a force to clear out the trow menace
>>
>>2512032
>A.
Let's make a deal with the trow to stop attacking our miners and possibly acquire some of them as slaves.
>>
>>2512051
This
>>
>>2512036
This
>>
>>2512036
SUpporting
>>
>>2512036
Supporting
>>
>>2512036
Support and station some in the new riverisa town to help protect the strip
>>
>>2511958
Faction Project
Difficulty: Normal
While magic is quite effective as a tool in these instances, the low population of mages ensures that for now, it is not viable.

Tyrant Project
Difficulty: Normal
Funding of the river settlements is continued, with small towns beginning to form out of the clustered hamlets that have existed along the river for generations. Needless to say, not all of these are under the control of any one group, but many known factions and families are not among those involved in these villages.

***

With the message sent out to the East Lopen and the Ringborn, they respond quickly, with boats being sent out with roughly 2,000 men to the town. However, as the Vanead army continues south, they verge off into the swamp. More importantly though, the Tribal Confederation have failed to pay their reparations, with still no word being received from them by any nation. The Nakh are having their own issues fighting off the Vanead army, which, with the Vanead's defensive position on land, has turned into a war epitomized by smaller raids rather than assaults or sieges. Fall has arrived at this time as well, and construction to replenish all navy ships lost previously is finally done.

YEAR 401, AL
---
Agriculture: 8/10
Resources: 8/10
Morale: 7/10
Finances: 7/10
---
Population: 62,433 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2512135
F.
>>
>>2512135
>I. Diplomacy and War
Send a message to Nakh asking for permission to intervene and send an army to aid them against the Vaneads
>>
>>2512148
>>2512135
Change to I.
Get the Lopeni Confederation to contact the Trow leadership that they are summoned to answer for crimes against Ier.
>>
>>2512135
>F. Technology Research
>>
>>2512135

>F
>>
>>2512158
This
>>
>>2512158
Supporting
>>
>>2512158
switching to this
>>
>>2511982
Faction Project
Difficulty: Normal
Your experiments find that water generally dilutes poison, allowing for subtle poisons based on extremely deadly ones. Fire tends to create gasses, which appear to be poisonous depending on the mixture, and earth... well it just becomes dirt with poison on it, nothing interesting there. However, with documentation, you have created an array of poisons for use.

>>2512158
The Lopen say that the Trow refuse to do so.

Tyrant, what will you do?
>>
>>2512189
Ask if they'll agree to a meeting in Upper Lopen so we can find out exactly what happened, why it did, and how we can avoid issues related to it in the future.
>>
The request by the Tyrant is more readily agreed to this time, though as the Tyrant's group approaches the building in which the meeting is to be held, there are certainly a great number of Trow guards; something the ghouls in in the party take as an admission of guilt. The meeting begins as the Trow explain their position... they are but one group of the population, with their nation being known as the Vager, and the unknown group in your area being just that; unknown.
>>
>>2512243
If this is the truth we shall request that the Vager send an envoy with us to move down and contact these other Trow as our representatives.
>>
>>2512243
Ask if they can give us some basic information on the general locations of other Trow nations so we know who we'll meet if we encounter them later on.

Also do this>>2512255
>>
>>2512261
>>2512255
Get the Maps under the guise of us not wanting to disturb any of their nations
>>
That is the issue really; while they know of at least two other nations, they are both to the north, so this other group is new to them as well. They provide you maps of those territories, both of which lie at least partially within Isarn. They are fine with sending an envoy of course...

Tyrant, what will you do?
>>
>>2512320
See if theyre ok with sending an envoy through the tunnels to these other trow to negotiate with them on as intermediaries.
>>
>>2512341
Might I make a suggestion my Tyrant. Have a bonded animal go into the tunnels with them so we might watch the meeting and get a peek into their domain
>>
The Trow agree, though you do note that as only Trow can go through the tunnels, the information they give you could be a lie. But when all is said and done, as they enter the cave once you arrive, they are out after only a few short hours. It appears, they tell you, that this group had come from elsewhere (which wasn't clear from where), and quite recently, having chosen your territory to set up in. They have little to offer, and had not realized that there was a nation above them who had claimed the mine.

Tyrant, what will you do?
>>
>>2512382
Send a message to these Trow showing them where our borders lie. If they continue to live within those borders then they would need to follow the laws and obligations of the Tyranny. which include but are not limited to paying taxes and not killing our people.
>>
They accept the offer to live in the Tyranny, and are willing to allow the mine to continue as long as their veins remain undisturbed; something quickly agreed to, as the Tyrant had essentially no way to attack them as to force them out. However, they do return the bodies, and agree to pay 10% of their earnings for each ghoul slain (5% for the family and 5% for the owner of the mine), which means reparations will continue for the next half a century.

The lack of information known down south continues, but a threat has been issued against the Reptian government by the Vaneads, in ghoulish. It says that in the next few years, they will be returning to the burned jungle, and if they try that again, there will be war; for as Loris may have known, the fire mainly killed off children and the elderly, which has majorly angered the Vaneads. The Reptians have sent emissaries to both you and the Isarnites, asking for advice on what to do.

Year 402 After the Light (AL)
---
Agriculture: 8/10
Resources: 8/10
Morale: 7/10
Finances: 7/10
---
Population: 64,235 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2512485
The tyrant of late has been feeling his age get to him and announced he will be stepping down so a new one can be chosen
>>
>>2512485
I.

Fuck the vaneads. Kill them in Nakh.
>>
>>2512485
E. Draft the Trow Laws
The Trow will be allowed to only live within a 10 miles of the mine, they will vote among themselves a leader who may then bring any complaints or requests to expand towards the Tyrant.
>>
>>2512485
>I. Diplomacy and War
Agree to help the Nahk in exchange for some land there or some tech
>>
>>2512485
>>2512501
This
Tell the Reptians not to antagonize the Vanheads at this time we still don't know if they might be doing something down south
>>
>>2512501
Switching to this clause added.
"Trow my subject themselves to the rule of a Ghoulish family and this is the only way to leave the 10 mile radius"
>>
>>2512507
>>2512501
Supporting only if the clause is added
>>
>>2512507
>>2512501
Support for the clause
>>
>>2512485
(Finna toss in the project I missed for 381)

Year 381 Project; After suspending operations in the jungle, the Capans will begin replanting in deforested parts of the jungle in an attempt to conserve wood supplies.

401 Faction Project; Mido, after learning that Rok enjoys milko, decides to have the Fapans expand our cocoa production to meet his mighty demands!

Also, E
>>
Rolled 76 (1d100)

>>2512519
Whoops
>>
Rolled 58 (1d100)

>>2512522
Whoops.
>>
As the law is debated, the Trow remain silent, citing the fact that they can always build upwards and downwards within the area. However, the Tyrant, after voicing his views to Reptia, steps down at the same time as his counterpart in the other nation; election time is upon Ier at last.

Issues:

>Treatment of other races, including the Trow and Lopen
>The role of religion in the state, especially as Rok and Roll spreads
>How to deal with the Vanead crisis, and how much assistance should be given to Isarn and Reptia if more happens

And of course, the other relevant points:

>Name
>Age
>Culture
>Religion
>Goal
>>
>>2512545
>Treatment of other races, including the Trow and Lopen
Ier is a state build by ghouls and for ghouls, those whom have joined us must adapt to our way of life and leave their old ones behind
>The role of religion in the state, especially as Rok and Roll spreads
Compulsery Religious education, the formation of "Night of Rok" the evening after Blood day all shall gather to pray at a local shrine to foster even greater unity and strengthen the bonds of faith for we are all pebbles under Rok!
>How to deal with the Vanead crisis, and how much assistance should be given to Isarn and Reptia if more happens
We shall assist as the Vaneed will eat away at us like a blowfly if we do not act...though we will take payment where we can

>Name
Tagir Kaen

>Age
45

>Culture
Ierian

>Religion
Rok and Roll

>Goal
Faith to return to the forefront of the community and more organised forms of worship! Faith in the Collage and prayer before battle!
>>
>>2512545
Name; Mido Capan the 2nd
Age;32
Culture; Ieran
Religion; Rok Worship
Goal; Handle the Vanhead threat once and for all

>Treatment of other races, including the Trow and Lopen
Quite frankly, the Trow and Lopen are boons to Ier and should be allowed to stay and live. Of course, they should be checked to ensure the security of the nation.

>The role of religion in the state, especially as Rok and Roll spreads
Rok and Roll is a harmless religion. Every citizen of Ier should be able to take up any religion they wish without discrimination or maluses. I believe religion should not play a huge part in the state, however, should Ier take that path. It could cause unnecessary conflict and division.

>How to deal with the Vanead crisis, and how much assistance should be given to Isarn and Reptia if more happens
We must exterminate the Vaneads at all costs, and I believe we can do with some help tolerated from the Reptians and Isarn.
>>
>>2512545
>Name
Mor Falzer
>Age
45 (born 357)
>Culture
Ieren Ghoul
>Religion
Rok
>Goal
An end to the Vanead threat that has plaqued us and our part of the world for decades now.

>Treatment of other races, including the Trow and Lopen
Ghouls of course will remain what they which is mostly a source of food for us. Ehwazi or Lopeni will remain as residents in Ier although they still may not vote or hold a public office of any sort as Ier is still an Isa nation first and foremost. The Trow are more complicated. Right now we’ll continue the current arrangement and talk to the Trow leaders if any issues arise between our communities.

>The role of religion in the state, especially as Rok and Roll spreads
I pray and give thanks to Rok but there are many who give thanks to Blood and some who even give thanks to other beings like the sun. The people of Ier should be allowed to worship whatever they wish as long as it does not bring harm to the greater community in any way.

>How to deal with the Vanead crisis, and how much assistance should be given to Isarn and Reptia if more happens
The Vaneads have been a danger to us ever since first contact. This must end either with a sword driven theough every vanead or through talking with them as they habe shown to be capable of with the Reptians. We will work with Isarn, Reptia and anyone else against the Vaneads, if it’s at the battlefield or negotiations.
>>
>>2512637
Support
>>
File: 1445802300225.jpg (13 KB, 327x450)
13 KB
13 KB JPG
>>2512637
The Blood of Khazir shall put their support behind Mor Falzer.
>>
>>2512637
Tagir Kaen has come before those who were going to follow him
"Faithful hear me, Rok has granted me clarity and in his wisdom has granted me the strength of humility to do what I must do here today...I will step down, It is time for Mor Falzer to step to the for front, having spoken to me I have found him a just and pious man. With the strength and power of Rok may he lead us well. Has his Clan not proven themselves stalwart defenders before? I would see him become Tyrant to see what else he may do!"
>>
Two other candidates stand, the Isan chieftain being one; while generous towards the Ehwazi, he thinks that other races should be exterminated, though humans may be another exception. However, his main goal, and what he has been campaigning on, is a return to the old Empire. He is middle aged.

The other is a herbalist from the islands, who while relatively unknown, is in his early thirties, and is becoming known as the pan-ghoulish candidate, for he wishes to cooperate the most with the Reptians, Isarnites, and Ringborn, over all other groups. His other goal is mapping the territories of the islands that once made up the old continent, to ensure full knowledge of the old world.

If you want to back anyone, go ahead.
>>
>>2512660
Yarihk Silaz of Sholzgaetor backs the Islander.
>>
>>2512637
The Yuz Line will support Mor Falzer.
>>
>>2512621
The High Priest, a delicious hot bowl of cocoa in his hands, announces his support for the Capan.
>>
>>2512501
support (without the extra clause)
>>
>>2512501
Will support without the extra clause
>>
I withdraw my support for the clause but support the original draft of the law.
>>
For the first time, someone outside of the original founding factions of Ier is elected; Mor Falzer, of the Falzer Clan, is chosen to represent Ier. While his views on the Vaneads are against the wishes of some more conservative members of the public, most wish to maintain the status quo racially, as well as religiously. It was not a close election, though Mido II captured a significant amount of the more tolerant ghoulish vote, with the Islander finishing a close third.

***

The laws regarding the Trow are quickly passed, and in the south, word finally comes through from the Tribal Confederation. They are fighting off Vaneads, who after a failed compromise on settlements, began the war. The Nakh have elected to stop their own conflict instead, allowing the Vanead presence after discussion with the creatures. The only other news is that the magic hunters once a part of the Blood Seers have split off as the family at the center of the faction died, and have finally constructed their base at the pillar, as the government has tasked them with making sure none approach it.

Year 403 After the Light (AL)
---
Agriculture: 8/10
Resources: 8/10
Morale: 7/10
Finances: 7/10
---
Population: 65,608 people
Tech Overview - https://pastebin.com/V6v90R0y (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2512728
F.
>>
>>2512728
>F. Technology Research
>>
>E. Law

The Riverisa have seen fit to amend the Ierok Artisan Law. It shall be changed from

The Ierok Aristan Act
This act will encourage skilled artisans to move to Ierok by offering to sell them land at a discounted price and exempting them from taxes for their first year living in the city. This will be open to ghouls of all nation.

to

The Ier Artisan Act
This act will encourage skilled artisans to move to Ierok or Threetans by offering to sell them land at a discounted price and exempting them from taxes for their first year living in one of the two cities. This will be open to ghouls of all nations.
>>
>>2512756
Support
>>
>>2512756
sure
>>
>>2512756
Supporting
>>
>>2512756
I’ll support it
>>
>>2512756
Supporting
>>
>>2512756
Change the law so that it only applies to foreign ghouls moving to Ier.
>>
The Ieran Artisan Law is passed, assuaging at last a concern of the Tannish people. However, news comes once more in terms of the Vanead conflict, as the Tribal-Vanead War ends in the Vaneads gaining control of the largely unused southwestern coast of the continent. Another report on the Vanead's crisis comes from Loris Metalar, who has communicated with the creatures in the swamp using ghoulish; they appear to be fleeing from starvation and something else, which they term as the "black ocean" or "sea". The reason they attacked, even, was that they needed bodies to be able to communicate as they had with him; and that itself was a hostile act, so why not try to take land as well? A disgusting reason from the viewpoint of many Ierans, but sound all the same.

Year 403 After the Light (AL)
---
Agriculture: 8/10
Resources: 8/10
Morale: 7/10
Finances: 7/10
---
Population: 65,608 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2512810
>F. Technology Research
>>
>>2512810
>B. Culture and Religion
>>
>>2512815
>B
>>
>>2512810
B. Culture and Religion
>>
>>2512810
I. Send the Fleet to go raid Zhikky while they are at war with the Vaneads
>>
>>2512810
B
>>
>>2512810
B.
>>
>>2512815
changing to support for >>2512823
>>
>>2512810
The Former Tyrant Nurish Tor Sholzgaetor has died peacefully in his sleep.
>>
File: New location.png (5 KB, 267x330)
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>>2511878
Adressing my previous FP

It has come to my attention that the location where I have placed my settlement is on ringborn territory. To avoid a diplomatic problem I've moved my town just south of their claim (marked in a red circle on the map).
>>
B - Culture and Religion, what has sprung up in your culture?

A. Events
B. Practices
C. Specialties
D. Religion
E. Philosophy
F. Other

>>2512835
Noted, that was also my error.
>>
>>2512878
>D
>The Night of Rok
Every evening after Blood Day, all across Ierok those of Rok and Roll gather in local shrines and guided by music all meditate and show their devotion through song and Chant to build bonds between the faithful and raise an even tighter sense of community
>>
>>2512878
E.
>>
>>2512883
Support
>>
>>2512883
support
>>
>>2512883
Praise Rok, Supporting
>>
>>2512883
i like it
>>
>>2512883
Supporting
>>
While the choice between Roknight and Night of Rok is debated between the community, the choice not to raid the gnolls is silently seen as a good one, as the tribute begins again. According to the Confederation, all movement northwards was blocked off during the war, causing the issue with payment. Reptia, likewise, believes their backing off of the jungle was a wise move as shown by diplomatic correspondence later in the year.

Year 404 After the Light (AL)
---
Agriculture: 8/10
Resources: 8/10
Morale: 7/10
Finances: 7/10
---
Population: 66,908 people
Tech Overview - https://pastebin.com/V6v90R0y (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2512928
>F. Technology Research
>>
>>2512928
F.
>>
>>2512928
>F. Technology Research
PAPER!
>>
>>2512928
F.
>>
F - Technology, what should you work on?

A. Medicine
B. Maths
C. Geology/Prospecting
D. Astronomy
E. Economics
F. Agriculture
G. Shipbuilding
H. Smithing
I. Transportation
J. Other
>>
>>2512947
I.
>>
>>2512947
>I. Transportation
>>
>>2512947
>I. Transportation
>>
>>2512947
>I. Transportation
>>
>>2512947
>>2512947
I.

Spokes for chariots and wagons
>>
>>2512960
Spokes, gib spokes
>>
Constructing bars to attach to wheels before they are attached to a vehicle, a new strange design using these spokes is allowing for faster and lighter transportation, distributing weight much as an arch does. Recently, Reptia has been improving relations with the Ringborn themselves.

Year 405 After the Light (AL)
---
Agriculture: 8/10
Resources: 8/10
Morale: 7/10
Finances: 7/10
---
Population: 68,395 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2512973
>>2512973
F.
>>
>>2512973
C. Build proper stone fortification for our larger towns and settlements.
>>
>>2512995
Supporting
>>
>>2512973
>F
>>
>>2512973
>F. Technology Research
Paper!
>>
F - Technology, what should you work on?

A. Medicine
B. Maths
C. Geology/Prospecting
D. Astronomy
E. Economics
F. Agriculture
G. Shipbuilding
H. Smithing
I. Transportation
J. Other
>>
>>2513019
F.
>>
>>2513019
>A. Medicine
>>
>>2513019
>F. Agriculture
>>
>>2513019
A.
>>
When looking for sources of healing, ghouls have turned to the old sources of strength in tough times; food and religion, not necessarily in that order. Black vinegar, a distillation of sorghum, is useful to disinfect some things, and is used copiously as a meal enhancer. Though it stings, it is believed to heal wounds as well, so it is dabbed on top with poultices. Where Rok comes in is in flame, as the volcano was where he came from. By burning an injury, one can prevent blood loss, and it appears that steaming or boiling clothes in water has similar anti-disease effects, presumably by letting the bad spirits out into the air. However, some parents are boiling blood and letting their children sit in it after birth, to strengthen them, causing an increased number of ferals due to the superstition. Winter has come as well, which may be linked to the boiling actions taken by some.

Year 406 After the Light (AL)
---
Agriculture: 7/10
Resources: 8/10
Morale: 8/10
Finances: 8/10
---
Population: 69,834 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2513136
C.
>>
>>2513136
>C. Construction
>>
>>2513136
>c
>>
>>2513136
C.
>>
>>2513136
>C
>>
C - Construction, what should be built?

A. Infrastructure
B. Fortifications
C. Temples
D. Other
>>
>>2513236
D. Other
Road following along the river connecting the settlements
>>
>>2513236
>B. Fortifications
Build proper stone fortification for our larger towns and settlements.
>>
>>2513249
Switching to this
>>
>>2513250
Support
>>
>>2513249
Supporting
>>
>>2513236
>>2513249
Support for the river idea. If possible also build a road and bridge that connect the temple of Rok to Ierok so that followers may more readily see their lord.
>>
A new road connects as far as the oasis now, with further connections potentially leading to Capanok and the south in the future. For now, though, the Tyranny is content with this much.

Year 407 After the Light (AL)
---
Agriculture: 7/10
Resources: 6/10
Morale: 8/10
Finances: 7/10
---
Population: 71,303 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2513306
D.
>>
>>2513306
>D. Military
>>
>>2513306
>E. Law
Remove the Tariff on Reptian good to foster relations
>>
>>2513306
E or I.

Do away with the tariff on Reptian goods.
>>
>>2513357
Support
>>
In response to the tariff on Reptian goods being lifted, the Reptians appear to open diplomatic channels to Ier that were previously unavailable, such as offering to allow Ieran diplomats to be present within Moundtown permanently. It appears that at long last the economic war that has dominated the relationship between your nations is at an end, though the rivalry remains. However, despite criticism coming from some Concord families, it is largely supported by the public

Year 408 After the Light (AL)
---
Agriculture: 7/10
Resources: 6/10
Morale: 8/10
Finances: 7/10
---
Population: 72,805 people
Tech Overview - https://pastebin.com/V6v90R0y (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2513447
>C. Construction
Build a Lighthouse upon the entrance of the River Delta
>>
>>2513451
support
>>
>>2513451
Support
>>
>>2513447
C.

Build a grand lighthouse near the mouth of the delta for vessels to see and help them navigate.
>>
>>2513451
Supporting
>>
>>2513451
support
>>
A firetower is built on one of the small islands of the delta, where signals will provide messages to the boats don't below, such as "watch out for the rocks," or "The Autarch did nothing wrong". Incidentally, the Riverisa offered to supply men for the building. In Reptia, the Archon has been killed in what has been described as a racially motivated killing, as he was a ghoul, and his killer, a gnoll, had been known for their distaste of the ghoulish aristocracy who had been growing in power in the nation. However, the murderer is on the run.

Year 409 After the Light (AL)
---
Agriculture: 7/10
Resources: 7/10
Morale: 8/10
Finances: 8/10
---
Population: 74,340 people
Tech Overview - https://pastebin.com/V6v90R0y (embed) (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2513525
D.
>>
>>2513525
I.
>>
>>2513525
>I. Diplomacy and War
Reach out to Reptia, would they like a hand keeping the peace?
>>
>>2513525
>I. Diplomacy and War
>>
>>2513538
Switching to D
>>
Switch to D for now
>>
>>2513525
>D. Military
Switching to D we need to drill the new lads and prep our units for city fighting
>>
D - Military, what should you do?

A. Create weapons
B. Create tactics
C. Manufacture weapons (mass production)
D. Change army organization (how?)
E. Other
>>
>>2513563
D. Work on the use of horns to communicate orders across the battlefield
>>
>>2513569
Supporting this
>>
>>2513569
Communication is very important for city warfare where line of sight is limited
>>
>>2513569
Support
>>
Due to the late introduction of horns into Ieran musical culture, drums supplant the often bone-based instrument in terms of war organization. For some reason, they carry quite well, and sudden shifts in tempo can act as communication in the midst of battle. Drills have been carried out to condition the soldiers to act with that in mind.

Year 410 After the Light (AL)
---
Agriculture: 7/10
Resources: 8/10
Morale: 8/10
Finances: 8/10
---
Population: 75,908 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2513621
D. Military
>>
>>2513621
>D. Military
>>
>>2513621
I.

Deploy Bloodguard (numbers are not crucial but not like the whole force) to Moundtown and other parts of Reptia where there are Ieren assets that may be at risk during this turmoil. Ieren soldiers will also offer refuge to Reptian Ghoul families who feel threatened by the recent turn of events. Special attention will be given to upper class families like the Ul’berns who will be of a greater priority.
>>
>>2513646
support
>>
>>2513646
Ensure we get permission from the Reptians FIRST, but otherwise ill support
>>
>>2513621
D
>>
Send 100 bloodguard to ensure Ieren assets and Isa Ghoul life.
>>
With a lack of Ieran assets in Reptia, and the flimsy mandate of race protection enraging the gnolls, the Reptian aristocracy has no choice but to reject the help or risk a full rebellion that would no doubt entangle both the Lukidor and Isarn. However, with that being said, the escaped killer from two years prior appears to have formed a gnoll supremacist group called the Black Pad within Reptia; one that with this move by Ier also appears intent on eliminating notable Ierans if they intervene. The Ieran public is incensed by these threats, as support for the intervention grows at home, but is seen with disdain in both Reptia and other nations.

Year 411 After the Light (AL)
---
Agriculture: 6/10
Resources: 8/10
Morale: 9/10
Finances: 8/10
---
Population: 77,511 people
Tech Overview - https://pastebin.com/V6v90R0y (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2513786
Ah, and lastly, Vanead interference in the seas has declined to an extent that it has become almost entirely negligible.
>>
Rolled 21 (1d100)

>>2513786
>Faction Project “Bounty from Below” [Auto 50]
The painted have finally got around to Opening their Glowrok mine they discovered from within the pit. The Decade more spent making it possible to extract it

>Personal Project “The Search Continues” [Roll]
Haeka continues his search for this “Azhir”, he seeks out information wherever he can...searches where ever he must...Can he find this person? Will this person be willing to share what they know?
>>
>>2513786
I.

Reasssure relations with the Ringborn and East Lopeni given their disappointment at recent developments involving Ier.
>>
File: Another map.png (237 KB, 2187x1492)
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237 KB PNG
Rolled 16, 42 = 58 (2d100)

Faction Project:
The Riverisa, with the decline in Vanead attacks, have seen it fit to establish an island settlement on the location circled in pic related. It shall have a dock, and will hopefully develop into a fishing and trade town (with it also being hopefully /comfy/)

Personal Project:
Bartek Dzhuro, having failed with the humans will attempt to find the location the crazed man was talking about that the vaneads were fleeing from.
>>
Rolled 44 (1d100)

>>2513786
Faction Project:
Continue work on training and breeding the Dawn Tyrants for war.

+2
>>
Rolled 20 (1d100)

>>2513786
Personal Project: With the increased tensions in Reptia the Temple of Thera will seek to recruit the soul mage that figured out auras into their order offering a safe place to stay and study.
>>
Faction Project: Start logging operations at and near Manluk. From there the timber will be transported either via road to it’s destination on land or to Kronava or Threetans where it will become seaborne and possibly sent somewhere else. (Auto 50)

Personal Project: As a display of love for the country, Mor will toss rings/coins from his personal stash at collections of people in Ier from a high point of the Tyrants palace. Hopefully with these coins the people will be able to enjoy more than previously. (Auto 50)
>>
Rolled 52 (1d100)

>>2513801
The Lost ones and more importantly, their navigator, intrigued by this Azhir and considering their friendship with the house of Ivory decides to provide assistance in their search.
>>
>>2513801
Faction Project
Difficulty: Normal
While the difficulty of establishing a mine in a pit makes themselves apparent, by first digging out the shaft into a series of slopes forming something approaching a cone, the mine is set up and the first bit of profit is arriving as the year ends.

Personal Project
Difficulty: Hard
It appears that Azhir does not wish to talk, at least to Haeka.

>>2513862
Faction Project
Difficulty: Very Hard
With the population of the island being the size of a small town already, they oppose your attempts to muscle in and transform the area. At the end of the decade, your docks are torched in an arson the local Enforcers refuse to investigate.

Personal Project
Difficulty: Extremely Hard
Though you spend a whole decade searching, you find nothing significant, other than water flowing more rapidly as you approached a certain point... you had to bail out before then, however.

>>2513876
>>2513884
Faction Project
Difficulty: Normal
Though the difficulty of taming the beasts has decreased over time, you appear to have reached a soft limit for now. The dinosaurs do have wild instincts, after all, and though perhaps a few generations down the line that may be bred out, they notably do live long, with records showing that Morpi's companion lived for roughly 50 years before its death. However, you do begin to try to separate them into breeding pairs, with time telling how successful that will be.

Personal Project
Difficulty: Hard
It appears that her loyalties lie with her nation, and it is similar with her very low number of compatriots.

>>2513994
Faction Project
Difficulty: Normal
Your operation is set up, and using Manlük (a town now known for the Erabenim's presence in building there) as a base, you have begun transporting goods outwards.

Personal Project
Difficulty: Extremely Hard
Throwing extremely hard money at people from a height appears to anger them. In other news, people think you're at least partially insane.
>>
File: Tibet+1.jpg (219 KB, 1000x517)
219 KB
219 KB JPG
Rolled 43, 13 = 56 (2d100)

Faction Project (+5)
The Temple to Rok in Moundtown, constructed nearly twenty years ago, shall be expanded and refurbished by the Brotherhood.

Furthermore, the golden effigy of Rok shall be transported there. Such a relic will surely demonstrate to the local believers how much the high priest treasures them.
This most sacred object will be accompanied by 12 warriors of the Brotherhood that will serve as templeguards, an unavoidable measure given bloodthirsty radicals such as the Black Pad running loose.

Personal Project (+2)
The priestess Ney'geh, now carrying the Lance of Rok (that masterwork spear I got some time ago) for her own defense, shall continue spreading the teachings of Rok amongst the ghouls of Moundtown.

>>2513786
>B. Culture and Religion
>>
Rolled 63 (1d100)

>>2513786
FP: [autoroll 50]Clan sholzgaetor will support the further development of the river. providing resources and funding for the creation of new hamlets. In addition to supporting the further development of existing hamlets and towns.

PP: Yarikh attempts to strike up a friendship with the Islander who ran in the Tyrant election.
>>
Rolled 51, 2 = 53 (2d100)

FP: Clan Chuk will set up alchemists shops all over Ier, but won't sell the powerful poison, tear gas, or poison gas

PP: Teak Chuk will travel to the spider folk land and persuade them to teach him about their alchemy, he will bring his hallucinogenic potion and other simple mixes for them to try out. He will reassure them that he seeks knowledge instead of weapons.
>>
>>2515118
The Tyranny will lend support to the Brotherood in their dedication of Rok in Moundtown. (Auto 50)




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