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Nation RP Hex Edition™

Create a nation/civilization and RP in the fantasy themed world.
Each player starts with 7 tiles and a capital (Exceptions exist). Choose a location to start and your color. You may post immediately.

===============================================================
Rules and Information:
Read the OP before you ask dumb questions.

Standard RP rules apply.

The purpose of this is to create an enjoyable story through gameplay and RP, remember that there is no winning or losing, good RP and loremaking is the goal.

Be reasonable. (Most important rule)

All players may post 2 actions (one turn) once they start, after this they may post another turn after 5 other players have posted their own turns. You may also post one turn per day without waiting for 5 players to post.
Diplomacy and lore posts do not count as an action.

Claimed hexes signify land occupied by the population
All players passively gain land each map update. In your OP you may specify if you wish to opt out of this.
Each hex is roughly 50 miles.

Cities can only be founded in tiles occupied for at least 1 turn prior.

Magic is not attainable through start.

Max starting tech should be equivalent to the bronze age.

DMed Wars: If players request, or it is needed due to OOC conflict, OP may moderate wars through both players posting an attack and/or defense to which OP analyzes and comes to a conclusion.

OP's word is law and reserves the right to retcon any posts requiring such action.
Expect IC catastrophes for poor behavior.

Grievances are to be directed to OP through private messages. Any complaints not issued this way are invalid.

More rules and information exists but the above are simply the most important.
===============================================================
Creation Template

Please include a SMALL screenshot of your desired start location as well as your preferred color or it will be chosen for you.

>Civilization/Race Name:
>Capital Name:
>Brief Summary of Nation:
>Optional Fluff:
===============================================================
>Discord https://discord.gg/v8DCrWu


Be fruitful, multiply and fill the earth.
Subdue it, and have dominion.
>>
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Please direct any and all questions/comments to this post.
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>Civilization/Race Name:
Civ: Erabumakta | Race: Erabumaktanites / Erabites (men)

>Capital Name:
Harpatu

Make me dark blue

>Brief Summary of Nation:
A city state, well built with high stone walls and surrounded by farmland, situated in the lush valley between the rivers Niph in the east and Ereb in the west. The bay is rich in fish, and the land fertile with black silt. Most highly valued is a soft orange-gold rock which sometimes flows downriver, and rarely found in fishing nets (amber).

>Optional Fluff:
Erabumakta is a nation of two halves due to the religious belief that only men are allowed in public in the day, and only women at night. This is because of the two gods of the Erabites, Ariru & Kuppi, are represented by the sun and moon respectively. Given this, the nation is ruled in a dual system; in the day Priest-King Anuset the First and Powerful rules the land, and at night his wife High Priestess & Queen Namuki the First and Everling does. At royal occassions, Anuset is joined by a male "wife", and Namuki a female "husband", though this is simply a symbolic role.
Of note is that this also applies to the types of animals which are seen; Those viewed as loyal or heroic are masculine, such as the wolf-dog and eagle, whereas those viewed as cunning or untrustworthy are feminine, such as the grass-snake and owl.
>>
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>Civilization/Race Name: Shroomish Tribes/Shroomen

>Capital Name: Great Genesis

>Brief Summary of Nation: A group of different Shroommen subspecies unified by the common goal of survival. Lead by a group of elders who are the wisest among them. Worship the night sky, as that is where they believe the catalyst of their creation came from.

>Optional Fluff: The Shroomen emerged from the swamps of the west some unknown time ago, and life was hard. While the marshes and great wetlands provided much food and areas to spore, conflicts between the tribes, and the creatures that dwelt in the murky waters and dark forests hindered their growth and development, until they learned to use tools. The tribes, after a great many battles, decided to come together under their elders, and together they were able to fend off predators that would seek to feast off of their flesh. Eventually, they would settle in an area around a great stone, said by the eldest of the elders to have fallen from the night sky, and formally began to civilize themselves. With the absence of much metals, or stable earth to dig into for them, the Shroomen have mastered the use of wood as a material. Most structures and tools are made of wood and stone, with metal being a rare and coveted material. The Shroomen are divided among subspecies and further subtypes.
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>>3581005
Starting area
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Some information I forgot to add in: Range of active view goes to every hex touching a nation's occupied tile. Naturally, beyond this, the world will be unknown to all players until they explore.
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>Civilization/Race Name: Ursani

>Capital Name: Vorusz

>Brief Summary of Nation: The Ursani is the broad term used to the race of different bear-men.

>Optional Fluff: They are comprised of several different types of bear-men, ranging from the small quick Black Bears, to the mighty warrior Kodiak Bears, to the proud and noble Polar Bears.
>>
Everyone can make their initial turns if it wasn't clear from the OP.
>>
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>>3580812

>Civilization/Race Name: Grenoll

>Capital Name: Grenuis

>Brief Summary of Nation: A amphibian nation of the marshes that specialises in fishing and other forms of Aquaculture. If you guess frog-men, you're mostly right.

>Optional Fluff: The Grenoll are a species of humanoid amphibians, green in shade (although occasionally varying towards yellow) that have slowly built themselves to the point of civilisation on the rivers of the eastern marshlands. They are good at jumping and communicating, and have a vibrant linguistic and musical heritage; but fare poorly in the cold and the dry. The young have tadpole-form for about a year and a half before maturation into a juvenile with Toddler capacities. Adulthood is marked by ceremonies of song and athletics.
>>
(Don't have me expand this turn)

1. The elders of the tribes have convened, and spoke among each other for 3 days. A great hunt to clear the surrounding areas of predators, and make the establishment of further villages, and raising of sporelings a safer endeavor. To this end, a group of volunteers has come forth to take up the task.

2. Great Genesis has a great many logs, cut down by stone axes, brought to it. These logs are sharpened, and arranged into a palisade, to ward off any animal or insect brave enough to venture towards the sole sign of civilization in the marshlands.
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>>3581097
>Extra Lore
Though Ariru is the God of the sun, and is associated with fire, His temples feature channels of running water. This is to keep Him in balance with His sister-wife Kuppi, Goddess of the moon. For if He were the sole and only God, the land would be scorched and barren, man alone would survive in endless war.
Too, though Kuppi is the Goddess of the moon, and is associated with water, Her temples are choked with burning incense. This is to keep Her in balance with Her brother-husband Ariru, God of the sun. For if She were the sole and only God, the land would be drowned, woman alone would survive in endless grief.

>Action 1
Dawn rises on Harpatu, women return home from the night markets, and men begin the days work. King Anuset pours holy water onto the altar of Ariru, washes his hands in it, and begins the morning prayers & chants. When he at lasts finishes, he retires to pray in private for visions of how to lead his people. At once he is struck with inspiration! Work must be done on the irrigation systems in the fields outside the walls of Harpatu. Too much land remains dry and fruitless, how is a kingdom to prosper with wasted potential?
> (Improve irrigation and therefore agricultural yield)

>Action 2
Fishing vessels crowd the walled dock of Harpatu, only the royal yacht stands proud above them. Begin works on the construction of a shipwright and dry docks, so that we may sail the wide seas outside our bay.
> (Build a shipwright and dry docks)
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>>3581097
>Civilization/Race Name: Chosen - Ezykians

>Capital Name: Haven

>Brief Summary of Nation: A band of humans exiled from their ancestral home, they roam the lands In search of their gods whisperings and promises. Immortality. Immortality! They follow dark promises In hopes of living eternal life and achieving heaven on earth as the chosen people of god.

>Optional Fluff: Following the path of the Watchful One, the One Who Waits By The Gate, The Sleeper In the Night, The Unlighted, these people have full faith In their god, led by the descendant of the former high priest, the young Baoth. Wanderers, they landed their ships and abandoned them, migrating south following their promises Into unknown lands. The Watchful One Is a god of death, knowledge, ambition, perseverance, and sacrifice.
>>
>>3581321
>>3581097

>Race - Humans

>Use Red or Black as my color, I don't care which.
>>
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>>3581266
Hunters discover a new species as they venture to cleanse the lands.
Easily blending into the environment, a beast with horns imitating gnarled branches and twigs protrude from its head stalks the swamplands. Its gular pulsates with an eerie orange glow from within when not hidden.
They are uncommon but pose a large threat due to their strength and ability to hide.

-----
Reminder that map updates to not constitute new turns.
Additionally if an action doesn't receive a response, it doesn't mean it's ignored, I simply respond to what warrants a response.
>>
>>3581380

>Action 1: Baoth sacrifices some of their livestock to communicate with the Watchful One for an Omen, a sign, a direction. God, we have waited so very long to reap our rewards and have arrived at the promised lands, point us towards our destiny so we can fulfill your divine will on this earth!

>Action 2: Domesticate local animals. Horses, cows or other livestock animals, whatever we can manage.
>>
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>Civilization/Race Name: Senori/Humans
>Capital Name: Mapachi
>Brief Summary of Nation: Wandering tribes from follow where ever the rain clouds go. It was their life force guiding them. Until one day, the tain clouds stayed in one place near a lake. That moment they knew they needed stay as well.
>Optional Fluff:
Senori are all about life, fertility, and good health. A sick life is a worse punishment than death. They worship minor gods that watch over them like Q'hori, god of storms/might/children, and Llo, goddess of birth/cycles/war.

Actions:
>1.
Now that they'reliving in one place, they know how to grow food for everyone. Figure agriculture and howto farm
>2.
With new words being created, it is becoming more and more difficult to remember them. Try to create a writing system to organize pur language
>>
>>3581380

>Action 1
The Grenoll have long called the marshes home, but they are home to more then just Grenoll - fierce Marsh-Gators lurk among the swamps and rivers, and promise quick death to the incautious. To try and start putting controls on their population, brave Grenoll warriors will seek out and raid their nesting sites. No new wild Gators will grow from smashed or stolen eggs, and so the wild population should hopefully start to dwindle.

>Action 2
The Marshes have long provided us with foods; fish and molluscs and all sorts of plant and insect. But slowly, more Grenoll start taking more control of the process. Sunken fields can be filled with grain to grow, whilst fish feed around their roots and keep them free of pesty creatures.
>>
>>3580812
>Civilization/Race Name: Realm of the Exiles - Emperor Penguins


>Capital Name: Cradle of sky stones.

>Brief Summary of Nation: Long ago a grand congregation of penguins broke the conventions of of their kind, standing upright and founding a permanant settlement to fish from. One day an exploratory penguin traveled to the top of the world and flew to the moon. The goddess of the moon found the creature before her abominable and stood in front of the sun for 13 days which purged the penguins. The only ones to survives were the one who were fled into the sea northwards, the dredges of their kind made landfall at the southernmost part of the world. They congregate in the cradle of mountains and swear to one day return to their homeland. (Starting location is the ice tile bordering 3 mountain tiles)

>Action 1.

The exiles attempt to send a team to swim south into the frozen south to retreave useful supplies from the former kingdom, namely fishing nets.

>Action 2. The one on the new landing site carve their grievencess and disasters with into mountain walls, steeling their resolves & vitriol towards the moon & winter.
>>
>>3581380
>Civilization/Race Name: The Empire Under/Kobolds (red)
>Capital Name: High Veiw (snow tile east, can't post images from my IP)
>Brief Summary of Nation: These creatures are small, and hardly the match for larger races one on one. But their greatness is in numbers, they breed quickly, require little food and are well organized, requiring little supervision to maintain order with large groups of Kobolds.
>Optional Fluff: Deep beneath the mountains, far removed from creatures who hunt Kobolds for sport, Kreig'nal of the Silverscale clan hosts council with the other clan chiefs. Distant clang and clamour of picks on stone echo through the tunnels as the neverending work of expanding the warrens is under way. Kreig'nal sips his spiced blood, a peculiar mountain herb giving his sanguine treat a burning sensation that keeps his mind sharp. "You all know of the hunger of the hominids. It is only a matter of time before they reach our mountain home. We need a decisive leader." Jer'kat sneers at his words, the Stonehides have always been arrogant. "And who would lead us, you?" Kreig'nal knew better than to snap at him, as irritating as he found the intrusion of disorder. His patience was rewarded when the Gildentail chieftess, Hilna, speaks up, "And why shouldn't he lead us? None can deny that the Silverscales are the most successful of the clans, and I don't mean their rat herds. When pressed into battle with the wild man tribes, the Silverscales were victorious much more than you Stonehides. And don't pretend their eventual defeat means my point isn't valid, the humans had to coordinate their efforts and send their greatest warriors to chase them out. Your clan was displaced by shepards with stone knives." Jer'kat grumbled at this, but allowed the vote to take place. Thus it was that Kreig'nal became Imperial above Chiefs, the Emperor in High Veiw, the City of a Thousand Tribes.

>Action 1) Kobolds can hardly hold their own in Melee, and the greatest bow designs have too great a draw weight for Kobold arms. Perhaps there is some way for some mechanism to hold the bow taught on a Kobolds behalf? (Research crossbows)
Action 2) The greatest threat to the tunnels is airflow, or more accurately, it's lack. Even kobold children know that it's not a fires heat that kills you, but the smoke or vacuum it fills the tunnels with. As such, redundant ventilation is the best way to ensure that their enemies must fight on our terms.
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>>3581561
Snow tile west, sorry, am bad at directions.
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(Decided to start adding some minor responses I'd otherwise pass over.)

>>3581457
The lake and consistent rainfall provides ample farmland.

>>3581468
Raiding these nests is a high risk task, but worth the decreased number of predators. Those who return would be seen as heroes.

>>3581498
No. This is a serious game.

>>3581561
You're still banned Jestre.

>>3581440
A fire erupts suddenly, with it bringing a great plume of smoke. Within the smoke images appear, depicting where the dead and barren sands meet the moors, a boulder marked by scorch marks where the two environments meet. Sun in the distance, they determine the boulder to be to the southeast of their home.

In the grasslands, buffalo can be found. They are stubborn but do not object to the promises of food.
In the forest is found small plump raptors with vividly colored feathers, they prey on reptiles and other such small creatures, also found laying multi-colored eggs.
>>
>>3581561
>>3581498

>Discord https://discord.gg/v8DCrWu

To the Kobold guy, join the Discord so we can prove you aren't somebody else. Sorry.

To the penguin guy, uhhh you might want to take your idea up with OP.
>>
>>3581561
Next time, don't be so obvious. But more Importantly, don't come back. We banned you for a reason. We don't want you here for good reason, and we don't appreciate you trying to sneak back In.

Leave with an ounce of fucking dignity.
>>
PSA: There remains 3 more spots for new players.
Player count will not exceed 10.
>>
>>3581629
>Civilization/Race Name:
Civ: Symbians | Race: Pointers / Hairies

>Capital Name:
Oyo Hill

Color: Light Grey

Location: on the mountain tile north east of the single snow tile in the mountains north east of Great Genesis

>Brief Summary of Nation:
The civilization of the Symbians is recently awoken, they are a theocratic confederacy of theocratic tribes of diverse beliefs, they believe that in the sky or in the ground lies the beings who set them apart from the near extinct feral varsity of their kind. Manual labor is done by the Hairies, who each have upon their back or sometimes in their arms a pointer, who commands their actions with trust and care.

>Optional Fluff:
The two species:

Pointers:
Brown in color and small in stature compared to the giant Hairies the pointers are very intelligent but lack in physical adaptations for defence against the cold and against possible predators, their wild ancestors were agile and fierce pack predators but their union with the Hairies led them to eventually shed their ferocity in Favor for the training of the mind. Most specimens are a mere 4’6 in height, very few are shorter than this so some can reach a height of a respectable 6 feet tall, though this is exceedingly rare.

Hairies:
The brute force complimenting the contemplative and thinking nature of the pointers these beasts make up the labor force of the Symbian civilization, capable of moving objects which other races would find difficult without the use of magic or larger draft animals, they trust their pointers with a loyalty matching that of man’s best friend, and with an intelligence only slightly more sentient than that of dogs. They stand at a mighty 9 feet on average, but behemoths standing at heights of exceeding 10 feet have been seen, the biggest known ever specimen was named Orgru the Lank, who was essentially what you would get if you took a png of one of these beasts and increased the height of the image by 33%. Although even in his life he was outclassed in weight and strength by a Hairies by the name of Behmo slayer of the black feral, who stood at a height of 10’6 feet but with the strength to throw boulders and a gut to match, he slew a feral Hairie creature by the name of The Black Feral, a creature whose hair was black and eyes a glowing red, but whose size and bulk was like that of Behmo but scaled up to 12’6 feet tall, his club being the weapon which had crushed almost a dozen villages alongside the Symbians who lived within.
>>
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>Civilization/Race Name:
Dwarves

>Capital Name:
Latgjal'kalnz

>Brief Summary of Nation:
A civilization of stout semi-furred humanoids exist within the mountain blanketed in thick sheets of snow they call home.
Fond of industry and drink, they mine for stone and ore, and produce alcohol which they heavily rely on for sustenance.

>Optional Fluff:
Situated beside rivers and sea, these mountain dwellers focus their solid food gain on aquatic life, but they also make use of goats which are found in the mountains, but they are primarily used as beasts of burden.
They make simple and effective use of minerals from below the earth, having recently mastered bronze, allowing them to work increasingly hard in their crafts.
>>
The sea bordering their home is used by many vessels, but nothing able to be produced en masse. A fishing fleet could be of great use to these dwarves and so a series of drydocks are constructed to accomplish this task. With the only suitable building material being stone, the dwarves will be unable to cover themselves from the elements whilst they work.
>Shipyard

While their home is mighty and beautiful, the dwarves will require more land and materials from beyond if they wish to grow and prosper.
Migrants spread and stake their claims on uninhabited lands.
>Expansion
>>
>>3582137
(Forgot to do actions)
Action 1:
The revolutionary invention of boats has led to a population boom and the need for the invention of the Symbian Confederacy.

The abundant levels of the creatures called Mud Whales in the Great Salty Puddle have proved an invaluable resource, being a creature reliant on a fast paced life style and quick growth the beasts seem to be fairly unlimited.

Their blubber and bones make for excellent commodities, fetching high prices among the uncivilized tribes of the hills and of the last Ice Wall.

They are fished using a system of harpoons, patience and massive boats carved from the massive redwoods of the valleys.

These boats as they are called must be looked into for ways that they can be improved so that the shamans may be able to ride the waves in search for their gift bearers.

Action 2:
Another revolutionary invention has been practical bronzeworking, though bronze used to be relegated to jewelry and axes now bronze can be used in greater quantity due to the discovery of better smelting, refining and the process of obtaining such metals.

This new thing must also be improved, mostly in the area of stone cutting, as the shamans all agree that the current meeting area is too simple and not monumental enough for those who dwell in the sky. And thus they declare a great stone construction must be made to pay homage to the gods who may live in the sky.
>>
>>3582159
The childhood of Grung the Strong:

Once upon a time, before the tribe of Grungy was ever established a widowed Pointer was caring for her baby by a stream. But she had been mistaken for lurking in the bushes lied a pack of Feral Pointers who growled and prodded the poor widow.

In the pocket of the widow lied a bronze knife, which she often used to fight off single feral Pointers with relative ease, as feral pointers tend to fear bronze tools and weapons.

She was not able to fight off the pack, and so was disembowelled and consumed by the feral Pointers, her flesh making for an excellent meal for the hungry beasts.

But the child survived, for she had placed the child in some reeds while she was foraging for clams in the stream’s soil.

So the baby grew aided by the forest animals who took pity on him for his loss of family and tribe, and over time the child would grow to be capable of using the old bronze knife to great effect.

As he grew the memories and screams of his beloved mother came back to him in pieces, and in his blood he thirsted for vengeance for the mother he lost so young.

So he left the stream where he was fostered by the Forrest animals and wandered up the mountains, searching far and wide for the pack who killed his mother.

But he did not find the pack, at least not yet. So instead he came across the house of an old shaman who had retreated to the Forest due to his old age.

This old shaman was kind, so he allowed the boy to live alongside him for a while, and so they lived together in happiness and leisure, the shaman passing down his traditions to the young Pointer.

After years old coexistence the shaman decided to take the boy on a long hike, for he knew he would soon die and wanted to find a proper Burial ground for himself.

After much hiking they happened to come across the stream where the boy’s mother had died, and at that place at the same spot and at the same time of day the old shaman fell dead, Age having decimated his frail form.

The boy was saddened at this, and yelled out in sorrow, asking whoever may be out there for help, he shouted so loud in fact that the whole of the world would hear him, from the mouth of the bay of Symbia to the reaches of the south.

His yell just so happened to be heard by a creator, who was looking for his lost creations.

This creator too was old and frail. And wanted to spread the news of reuniting to his fellow creators before his death, but he too died at the feet of the stream, but not before congratulating the boy on his feat of sorrow.
(Cont)
>>
>>3582353
So he too died, leaving Grung to be blessed by the dying creator, filled with the strength to leave after so much mourning.

So he went out and searched, for years and years until finally he found the progeny of the vile feral Pointers. And so he slew, using the dead body of the alpha pointer to bludgeon the cruel offspring into death.

And with that he finally found civilization, having found the feral beasts near a village in ashes.

And from those ashes he forged his own house, and went on to do things great and many. But that is a story for another day.
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>>3580812
>Civilization Name: Paraskinia
>Race Name: Harpies
>Color: Amber
>Expansion rules:
I'll accept passive expansion, but limited to hills and mountains. Doesn't have to be adjacent to existing territory.

>Brief Summary of Nation:
A nomadic species, the harpies soar from mountain to mountain across the continent, looking for things to hunt, collect, and trade. While they can travel anywhere the wind blows, the prefer to roost on mountain peaks, ridges, valleys, and cliff faces. Here in these remote vistas, bands of harpies might run into one another and create impromptu markets or festivals. Here harpies of various bands will intermingle, trade stories and goods, and occasionally form new groups to go their own way.

>Optional Fluff:
Harpies range from 6-7 feet on average, with wingspans growing to match the size of the individual. Harpies are naturally dull in coloration; usually drab browns and greys for skin, feathers, and hair. Despite this, or perhaps because of this, many harpies enjoy bright and vibrantly colorful things; decorative garbing is perhaps one of the most sought after and coveted articles harpies will trade for. Though not to an unreasonable degree; while harpies enjoy showing off their colors and decorations, they still value the ability to fly and their freedom of movement over vanity.

Sometimes, harpies far larger than the norm are hatched. Exact records or numbers are not yet documented, and are often the subject of exaggeration. Though most harpies that have seen one will claim they could shelter a pair of fully grown harpy under each wing. These individuals often become the leaders for bands of harpies: guiding flocks on long journeys, or incubating many eggs while resting.
>>
Actions:
1. The bears expand
2. The bears explore the forests
>>
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1. With the swamplands mostly pacified, the Shroomen finally seek to expand out from Great Genesis. They take to the swamp lands surrounding their territory, and found a small outpost which could be called a town when the sporelings grew, called First Step. Near outside this town, a great hole was found...

2. ...And into that hole went the Shroomen, their curiosity only matched by their caution. Their caution was well deserved, as horrific spiralback spiders assailed the explorers. While the Shroomen were able to beat back the eight-legged terrors, they knew the beasts were not truly defeated yet, only pushed back into their cave system. Large guardshrooms would patrol the lit and secured chambers with spears and torches in hand. The deep caves may net the Tribes vast wealth in resources, but for now, the vein of copper ore found in a tunnel dead end would do.
>>
>>3582373
>>The Paraskinia

>Wind Riding
>Aerial Hunting

While the harpies have always known how to fly under their own power, they now begin to make a conscious effort to improve their capabilities. Learning how to better glide, maintain altitude, and use thermals and currents to a much better degree, the harpies are now capable of traveling farther than ever before, at a fraction of the effort.
Combined with using their wings, they are also able to lift much heavier loads than before.

Hunting bands start scouting across the plains around their territory, searching for new prey. They practice a variety of hunting techniques including: dives to bludgeon their prey, swooping motions to pick them up by the talons, or picking up a large rock or stone and dropping it on their prey. Harpies tend to be more opportunistic hunters, going for hit and runs, rarely staying to fight if their first pass don't work, and instead coming back after the prey has forgotten for a second chance. Afterwards they bring it back to their mountain roosts to share or trade their catch with other harpies.
>>
>>3581629

(Dwarves, harpies, Haries, bear and Shroomen turns.. that makes five, so...)

>Action 1:
The Grenoll experience advances in their weaving through new methods derived from plenty of trial and error, learning to make baskets and all sorts of intricate structured reed-object from the reeds of their marshes.

>Action 2:
This also leads to advances in making boats, developing more sturdy woven-reed coracles in which the Grenol can ply the rivers and lakes, increasing both their transport and fishing capacities as these boats are put to many uses.
>>
>>3581629

With the blessing praised and celebrated, the Chosen prepare to send many on an expedition to find the boulder marked by God.
>Expansion Southeast

To defend themselves for the journey ahead, the Chosen develop highly refined bows with the tools they have. Arrows still leave something to be desired for now, until a higher quality material than bronze can be found.
>Refined bows
>>
>>3582137

>Action 1
Dusk bathes Harpatu in pink and orange light, men return home from the fields, and women begin the nights work. Queen Namuki lights holy incense on the altar of Kuppi, breathes the scent in deeply, and begins the evening prayers & chants. When she at last finishes, she retires to pray in private for visions on how to lead her people. But Kuppi is dark and new, and does not grant her knowledge. No matter, with her "husband" the queen holds court. Women from across Harpatu seek her wisdom, to arbitrate legal matters, and settle squabbles. Of current note is that of Wananatki, a noblewoman who recently rose to greater power, but who lacks the household help her station affords her. The queen ponders this for a long while, and recalls ancient tales of men from outside the river valley. In these purported tribes we may yet find slaves.
Rally the guard, it is time to hunt.
> (Search the lands outside the two rivers for tribes to enslave)

>Action 2
With the impressive dockyards built, it is time to begin work on the vessels the match. Strip the land of fine cedar, old and young trees alike, and start the construction of great ships which we may use to scour the seas.
> (Cut down trees, build boats)
>>
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>>3582430
Within the forests are found a series of stone pillars, clearly word from many years of neglect.
The center contains a shrine of marble with a tablet resting below a stone shelter.
After deciphering the runes quite easily, it is discovered to be capable of enchanting items with the magical powers of ice.

>>3582886
Their journey is long and difficult, seeming to travel endlessly they nearly give up hope before one member sights in the distance a boulder unlike the rest before them.
Upon closer inspection it bears he uncanny appearance of the boulder seen in the fire.
Searching the boulder, they find buried beneath layers of sand and grass a basalt slab acting as a hatch to a chamber below.
Entering, their sources of light swiftly extinguish, leaving them in darkness for a moment before the room erupts in light from sconces along the chambers' walls. Now seeing the entire room adorned with carvings depicting both life and death.
At the end of the chamber lies a coffer recessed within the wall beside a large altar, and within it a scroll.
Surely the Chosen have at last found their key to immortality.

Shortly before leaving, a hidden room is found in the chamber, and inside a pile of bones on an altar which appear to be from some type of livestock, and past that, a similar coffer with another scroll.

>>3582964
Beyond the river valley, warriors sight in the grasslands many tents and simplistic structures surrounding a bonfire beside an ancient oak.

--

The sea holds a great many secrets and resources.
Exploration into the unknown is easy by sea rather than by land due to the dwarves' bodies, but long voyages will be hampered by low quality and scarce foodstuffs. While a dwarf can get by for quite some time on simply ale, which is easy to produce and store, solid foodstuffs are harder to perfect. To remedy this, the dwarves work to produce farmland and find pastures for their livestock. Salted meats, cheese, and hardtack is to be produced to allow extended travels into the sea.
>Foodstuffs

With their recent expansion, forests are discovered, providing them much wood for construction and tools, desperately needed as they had only previously had stone and metal to work with, alongside uncommon wooden items from times since forgotten even to the Halls of History.
The highly sought after material is quick to be used for great ships in the dockyard, soon replacing copper watercraft.
>Ships
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>>3583056
Now, Cululi won't be mistaken for Coluli.

>1.
Now that the Senori have settled, they think it's time expand. A baby boom happened after permanent farms were created.
>2.
The lake where they settled turns into rivers. Senori are curious where they go. Research how to create boats.
>>
>>3582137
In case you didn't see my post.
>>3582490
>>
>>3583414
Expansion and settlement building would be two separate actions, and land needs to be held for a turn before it can be built on.
>>
>>3583422
Ah, alright
>>
>>3583056
In mail of gleaming bronze scales, and bronze helmets fashioned like the head of a roaring python, a hundred or more women emerge from the darkness unto the tribe. They are broad shouldered, strong, and carry with them a spear three heads taller than them, topped too with bronze. The Captain of this band cries out to the tribe;
"Shulmu! Addanika azmaru!" or 'Hail! Throw down your weapons!'
>>
>>3583587
The camp halts its ongoing business as the shouting is heard.
Some few warriors prepare themselves to defend from the sudden intruders.

A robed man by the oak exclaims back to the band of warriors in their mother tongue, sounding as if a native speaker, demanding they leave at once.
>>
>>3583624
"You speak Erabu, but do not act like an Erabite. How is this so? You practice against the faith, and so openly, just across the river!"
The Captain is disgusted that these men are out at night, and that they dress in ways foreign to her.
>>
>>3583638
The few ready warriors look confused and uneasy, while some try to awake and prepare others.

The robed man ignores the question, simply repeating that they depart or face death.
Some other robed men behind him are seen frantic and searching among the trunk of the tree around a shrine.
>>
>>3583647
The woman sneers, these few men would be skewered in mere seconds, even they must know this.
"How do you talk of killing, when you are outnumbered and outarmed?! Are you mad with age? With stupidity?" She motions, and the group tightens their formation.
>>
>>3583056
Ok, it'b been 5 turns

1. First step grows enough to finally be considered a town, with a sizable population of Shroomen to populate it. GuardShrooms patrol the towns borders, as there is no other means of protection for the residents inside. To somewhat compensate for the lack of walls, structures are built on struts of wood, keeping them off the ground.

2. The Shroomen venture deep into the depths of the caves, ambushes by Spiralbacks are common as the spelunkers travel into the deep. Whenever a large enough chamber is found and secured, a semi-permanent camp is established, providing easier travels for explorers. More copper is found throughout the caves, and stone scrapers and picks meet the rocky dirt that makes up the walls to extract the ores from the caves. The Shroomen don't really know what to do with the stuff, but they stockpile it in surfaceward caverns nonetheless.
>>
>>3583666
Most of the camp is now awoken and preparing to defend themselves, the warriors closest to the enemies begin taking small lunges in attempt to intimidate. Though they are still few in number.
Some families would try to escape if possible.

The robed man responds that their warriors are fearless and strong, but then being interrupted by the other men moving beside him as they speak to him in a foreign language while he tells them to hide their valuables.
>>
>>3583056

(Chosen, Harpatu, Dwarves, Senori, Shroomish...)

>Action 1: With their newer, better woven-reed boats the Grenoll have the run of the marshland rivers. Pioneers push along the waterways, staking new claims, sowing new paddies with marsh-growing grains, digging out ponds for fish and food-snails and crafting new homes in the wilderness from reed and daub.
>Expansion Along Waterways

>Action 2:
A number of the rarer beasts of their home marshes are venomous, to a greater or lesser extent, and these beasts have a lethality that defers swamp-gators and hunting Lizards from making them into meals. The Grenoll seek ways to extract these poisons and toxins for their own uses, to turn them against any beast that thinks to feast on Grenoll.
>>
>>3583685
Spears lower in defence, the women-warriors look annoyed at these advances rather than intimidated.
"You speak in foreign tongues now, and do not answer my questions! My patience grows thin, parley or we advance."
As one the soldiers stamp, and lower weapons two or three deep, fanning out at the edges to guard all sides.
>>
>>3583833
The warriors grow too fearful and begin to strike at the outlanders.
>>
>>3583866
"Enough! Women, forward!" With the call the soldier march on the camp, spears ahead of them. Any in their path are pierced and trampled. As they march they cry out jubilations to Kuppi, the Goddess Moon; 'Tasiltu Kuppi! Tasiltu! Tasiltu! Da-iku Kuppi!' (Glory to Kuppi! Glory! Glory! Bless us, Kuppi!)
As (or if) they make it to the robed men, the Captain herself skewers him to the Oak. She is a not a woman to be taken lightly.
>>
>>3583874
The warriors do their best to keep the invaders out, but inevitably fall. Many women and children attempt to flee while the robed man throws a scroll into the bonfire before he can be killed.
The fire roars and bursts with an emerald flame until moments later it extinguishes as suddenly as it had erupted.
The robed man would then be impaled, dropping a scroll from his grasp as he dies.

The camp, its goods, and those unable to flee are at the mercy of the Erabumakta.
>>
>>3583894
Startled by the brilliant emerald flame, the women drop their guard long enough for many to escape, but enough are soon surrounded and subdued. Leaving her spear in the slain man, the Captain retrieves the dropped scroll, and stores it on her person without opening it; that would be a matter for the court record-keepers, or perhaps the magicians if it too can produce such a flame as it's companion.
With shouts and gestures, the remaining men and women are separated, and individually questioned in Erabu, likely without understanding. The females and male children judged to be under 15 are taken in batches with guards back to Harpatu. The men however are checked over and examined as if they were horses or cattle, those deemed inadequate are put down. Those left are too sent with guards back to Harpatu. The campsite is then scoured and looted, anything of little value is thrown in smoking fire pit.

Back at Harpatu, the Captain delivers her report directly to the queen, she hands the scroll to an attending clerk who disappears into the recesses of the palace. The new slaves are taken to the back of the palace complex, stripped, washed with cold water, and given new Erabite garb of a lightweight, unbleached fabric, simple in design. The women and children are then ushered into a large hall, already laid with woven mats to sleep on. Guards watch over them constantly. The men are taken to a much smaller hall, too with woven mats, however the room is heavy with incense, enough to water the eyes and catch in the throat. No guards enter, and the door is shut and barred. In the morning, the menfolk of Harpatu will deal with the new slaves.
>>
>>3583056

The people celebrate as Baoth the Prophet pores Into the scrolls before him. The Watchful One has delivered us unto our promised heaven! It Is In our grasp! Merrymaking went for days as Baoth unlocked the secrets of the tomes and devised their uses.

The Altar, surely that was part of the scrolls uses. Baoth would communicate his findings to his people, and In joy and fervor he would bless his people with the love of the Unlighted, Immortality! Immortality!

>Use the scrolls to convert the entire population to UNDYING IMMORTALS. HEAVEN WILL AT LAST BE REACHED!

Upon the ritual's finish, a great fortress would be erected with a temple Inside, guarding the secrets of the tomes. The tomes were the gifts of their lords, and any that would be found In the promised lands would be kept safe as pillars to sustaining the chosen peoples heaven.

>Create a fort named Salvation where the scrolls and altar was found
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>>3583948
The questioned peoples would be unable to understand anything said to them, and aside from the scroll held by the robed man, nothing of interest would be found, just what one would expect from such a camp.

>>3583976
Baoth is able to understand the scrolls in mere moments, the runes appearing to bend in place on the parchment, becoming legible.
Following the ritual described and uttering verses from the scroll, the sky blackens and cracks with crimson lightning, cackling with echoing thunder. The people grow pale and thin, their bodies withering away into nothing, leaving only bone.
Their promised immortality has at last come, but perhaps not under the conditions most imagined.
>>
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>>3584019
I'm a retard and messed up the map.
Here's the REAL World7
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>>3582493
>>The Paraskinia

>Expansion
>Verse and Ballads

With the ability to fly father than ever before, many new bands of harpies form and spread out to distant mountains. Stretching their roaming grounds east, west, and south. The harpies to the east settle on peaks and cliff faces bordering the large inland sea, while those to the west find a small subset of hills apart from the main mountain ranges. Those to the south claim the opposite sides of the mountain valley, and often dip down to the river gorge below for fresh water or prey.

With the harpies more spread out than ever before, old families and acquaintances are seen even less than before. In order to help assuage the worries of their kin, many harpies pick up on verse and song. They tell ballads and folk tales, both whimsical and serious, through song. With this, even if a band is not able to go across the entire Paraskinia territory, they are able to compose songs and pass them on from one traveling band to another. This way, a message can be daisy chained and spread across the mountains until the intended recipient is able to hear it.
Each song typically begins with a verse or line to signify both the composer and the intended recipient, essentially encoding in the signature into the song itself, which repeats occasionally throughout the entire piece. And thanks to the use of rhythm and musical style, harpies are able to remember and deliver these messages with far lower 'telephoning', preventing them from losing their original meaning before they make the circuit.
>>
More land is desired, and so the Mountain King issues an edict for the mountain dwellers to migrate into lands beyond. Being able to claim free land and a small tax cut, many dwarves are eager to pursue the new lands.
>Expansion

Within the realm lie many forges, but none the dwarves can look up to and be inspired, but most importantly, produce mass amounts of material and equipment.
A great forge is to be built, providing the populace pride as well as tools, greatly improving the realm.
A large section carved out within the underworld is transformed into a massive foundry, along with many separate forges within, it quickly earns a name for itself due to the heat produced.
>The Searing Chamber
>>
>>3584047
>action 1
Send those skilled with strip mining to go find some sources of metal in the mountains.

>action 2
We have realized that cutting the ends of boats into points lowers the force of drag, allowing us to row down rivers.

We shall use these traits to use the rivers for faster forms of travel down from the older parts to the newer parts of the confederacy, allowing older tribes to spread their culture down the river.
>>
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>>3582493
In the wide open plains, the harpies find large mobile masses of fur.
Despite their stout appearance, they stand nearly twice the height of a harpy on foot on average.
They graze on the long grass in groups of two to five. Their thick trunk like legs hidden from view behind curtains of fur which ranges from shades of brown and beige, sometimes seen with striped patterns.
Horns and tusks are seen protruding from their heads with thorny-like additions that mirror similar bony spikes on the ends of their tails.

>>3584567
Small scattered sources of iron are found, but most intriguing, what appears to be an existing mine that soon turned out to be an ancient temple. Searching the temple they would find a scroll, which portions of crumble when too roughly handled. Looking over it, they are able to figure that it can summon winds at will when the written incantation is spoken.
>>
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Rolled 11 (1d100)

>>3580812
Civilization/Race Name:The Crimson Resurgent Empire/Ulaan's Children.
>Capital Name:Ulaan's Grand Palace
>Brief Summary of Nation:A fallen empire led by a degenerate red wyvern through a mouthpiece of a supposedly divine empress and her lineage. Lead legions of the wyverns degenerated children. Eons from their original fall, they seek to reclaim their mandate as rulers over the desert sands and potentially?

>The world.

>Optional Fluff: The Crimson Dragon Empire as it was once called used to be something that controlled the vast desert land's. Led by the mighty Wyvern Ulaan who toppled the fledgling kingdom growing and took it for itself. His degeneracy has led the people of the desert to carry his blood, varied and abnormal, with abnormal features and an abnormal resistance to heat. They were impressive, yet they fell from corruption, decadence and mismanagement, littering the deserts with abandonded townsteads and villages full of corpses.

>All that remains of the once proud empire is the palace, with a weakened and injured wyvern who's wings are tattered and age has crudely shattered it's magical strength. An old dog in a crumbling palace with a destroyed empty city around him and his grand palace filled with the remnants of his degenerate children. They hope to come back from the jaws of ruin into a golden age.
>>
>>3584739
>1.
More food means more people and more people means more homes to be built. Settle the city of Kerob down the river at the coast. A road if it can be part of the action. If not, I'll wait next turn.
>2.
The city will need a bit more room. Expand along the coast.
>>
>>3584739

The Chosen all take to their new forms with differing reactions. Some are In shock, at perceiving themselves no longer human. Some are In outrage. Others praise this as their lords wisdom, others enthralled by what this form gives them. They do not eat. They do not breath. Yet they see and they think and they *are*? Is that not what was promised?

The chosen wear garb over their bones, and begin making masks. The masks are symbolic over the faces they lost, and masks represent the person before. It Is decided after much debate that this *Is* the heaven promised. They need never fear the cruelties of the world now, without need for food, for lesser pleasures of the flesh they can focus entirely on other matters.

>Expand Into the nearby hills

If they need not food and pleasures, what do they need? Security. Strength. Power. And love. The Chosen will share this love with the world, and they will share It with force If need be.

Praise be GOD.

Mining operations set up In the hills and mountains. Any resources that can be mined, any metals for conquest, they are found, preferably Iron.

>Mining operations are established
>>
>>3584833
The palace was covered in sand, sand leaked through hallways. Leaked through floors and skeletons filled old halls and store rooms. Many having not been opened or touched in century's. The rotting stench of carrion, the chipping of paint and the degrading of wood hauled from hundreds of miles to the south by slaves in times of triumph.

Yet, those halls rumbled, they were filled today with the clattering of ancient bronze and ancient wood. The faint flapping of wings from a few blessed few who flew out onto the roof of the ancient palace, the tower which the great Ulann resideded within and the Celestial Empress held her throne.

The countryside, the city had been claimed and the children of Ulann had began to claim, to own the surronding deserts once more with patrols. This was the start of a Crimson Resurgence.

>Action 1.

Yet their is still wealth immeasurable in the ruins of the city surronding the splendid. In the ruined villages and towns in our zone of control. The empress demands the children of the great dragon pillage, plunder and wrest back ancient secrets and treasures from our empires innermost ruins.

>Action 2.

Most of the people are malnourished, degenerate, weakened by the fall immeasurably. Ancient storehouses within the city shall be raided, any foreign wanderers killed and consumed and many must take up olden work as farmers. For their own survival and for the Empresse's and Ulaan's survival.
>>
>>3584739

>Action 1:
The Grenoll continue their expansion along the rivers, making the most of the waterways to spread their society.

>Action 2:
Between the two branches of the river that flow into the western side of the large lake, the Grenoll start work building the new settlement of Lursuis.

>Fluff:
The Night Song: Grenoll society is primarily crepuscular. During the brightest hours of the day, and the darkest hours of the night, most Grenoll will rest, either at their home or at their place of work. In the mid day, this leads for their settlements to fall silent, bar for a few watchmen who keep their eyes eager to guard against threats to their settlements. In the darkest hours of night, however, their settlements break into a chorus of song, as the Night singers start a chorus of throat-song. These simple, gently lilting ballards will continue from the falling of the sun until its rays are first sighted again. Grenoll speculate among themselves that this might have begun as a way for Grenoll villages to announce themselves in the darkness, and to guide any travelers lost in the marshes during the depths of night away from any danger and back to the safety of their kin.
>>
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>>3584454
>>The Paraskinia

>Even more Expansion! All the Forward settling!
>Star Soaring

The Harpies continue to spread their wings. The discovery of islands of mountains to the west attracts many bands looking to be the first to find roosts and new sights. Meanwhile, the mighty mountain peaks to the west have long taunted the harpies, rising above all other mountains on the horizon. Now the harpies can soar around islands in the clouds.

But with this much spread, it becomes harder and harder for Harpies to navigate from one region to another, especially on their first excursion to an unfamiliar roosting spot. It isn't until they begin to look up, and see the stars in the night sky, that they find their solution. While they are not able to plot the stars onto a canvas or map yet, the harpies begin to point out noticeable groups of stars and give them names. By knowing the stars, and their orientation in the skies, the harpies can better predict their location, and how to adjust their flight path to reach safe roost.
For now, the names vary frequently by the region, but over time they will standardize when a favorite wins out.
>>
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>>3584739
1. With every passing day, less and less spiralback spiders lurk the swamps, either dead or busy patrolling their den under siege by the Shroomen. This pressure taken off of the surface Shroomen has led to advancement. A Shrooman, probably with nothing better to do, has discovered smelting the copper ore will create copper. This technology is quickly shared among the Tribes, and the first trinkets made of copper are produced by Smithshrooms.

2. The sages of the Shroomen have also had time to meditate with the decrease of dangerous creatures. A sage of the Bolete tribe found within himself a slight control over the spores he naturally produced, making them move about the air in an green fog.
>Beginnings of Shroomish magic
(However, if OP feels that it's not time for magic)
2. A palisade is constructed around First Step, further adding to it's protection from any of the local spiralbacks that occasionally emerge from their hole.
>>
>>3584739

>Action 1
Dawn rises on Harpatu, women return home from the night markets, and men begin the days work. King Anuset pours holy water onto the altar of Ariru, washes his hands in it, and begins the morning prayers & chants. When he at lasts finishes, he goes to retire to pray in private, but is stopped by his "wife" to inform him of the new slaves. Irritated but understanding, the king meets with his advisors to draw up plans. Over the course of the day, many new laws are written;
1. Only those of noble rank may hold slaves.
2. In keeping with tradition, male slaves may only be seen in day, female slaves at night.
3. If a slave woman gives birth during the day, the child belongs to the noble's eldest son, if at night the eldest daughter.
4. A master may beat his slaves if they are disobedient with a switch of reeds no wider than his nose.
5. If a master beats his slave to death, the slave's children may go free as 'Hakamum', a once-slave.
6. Slaves hold the same rank as the untouchable classes; vagrants, widows, orphans, etc.. Hakamum the rank of peasant.
7. If a master rapes a slave, his nose shall be cut off.
8. If a slave attempts to escape their master, his left hand shall be cut off. If they attempt a second escape, his right foot shall be cut off. If no lesson is learned, and he attempts a third escape, his life is forfeit.
9. Slaves may be sold on the market days as other cattle.
10. Slaves must be fed and clothed appropriately, and not subject to disproportinate punishments.
11. Slaves must have their heads shaved, male and female alike, but may not be branded or marked in any other way.
12. Slaves may be married and procreate as any other rank, but under the watchful eye of their master.
So sayeth King Anuset the First and Powerful, Sovereign of the Two Rivers.
(there will be probably be additional rules, but I can't think of any more right now)
> (Slavery is in full force now)

>Action 2
Three grand ships stand in the harbour, waiting for their maiden voyage. Pack them full with rations; salted meats, tack, cider, and more. Man them with sailors and official, with starcharts and equipment of the cartographer. Sail them down the strait, and when they reach the open waters, send one east, one west, and one true. Record all that is seen and heard and smelled.
> (Boats scout the sea)
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>>3584913
The hills contain many sources of iron and tin.

>>3585036
While searching for treasures, they discover a forgotten vellum, with runes and instructions for how to summon the clouds above and cast down rain.

>>3585362
Magic is restricted to what players find in the world.

-
The young nation of bearfolk has fallen to disorder and civil conflict. The unified peoples disband and divide into tribes across the southern lands once more.
-

>>3585397
Sailors would likely discover small bands and camps of what appears to be upright bears.

-

Dwarves enjoy their time within their dark and cramped underworld homes, not much caring for the overworld, if not despising it. Those in the far reaches of the realm find it unbearable to travel such long distances for trade to their capital, so a town having been established within the mountain nearby quickly grows to a city, and provides a similar function to the capital with less distance to trek.
>Ovkurg'dun

Journey between settlements is difficult with only a beaten path and traversing the mountainous terrain.
Stone roads are constructed to hasten travel, primarily to the growing city, as well as remind the dwarves of home for those who become homesick without the sight of stone. The road beginning from the outer mountainside, exiting through a tunnel going the rest of the way into the capital.
>Roads
>>
>>3585532
Well that fucks over the ideas for magic I had.
>>
>>3585532

The chosen expand the area surrounding Salvation to keep It safe and occupied away from the prying eyes of heretics and devils.

>Expand In the hexes around Salvation

The minds and metalsmiths of the Ezykians put their heads together and test the properties of these metals to determine how to use them. They begin perfecting methods to make a purified version of Iron. It Is unknown how long It will take to master these methods, but the forges begin pumping out more and more adequate weapons and armor for war and peace.

>Improve Iron forging techniques towards making steel. It Is unknown how long It will take to perfect Steel, but the process starts here.
>>
Rule update: Expansion actions decreased from 7 tiles to 5.
>>
>>3585532
>1
Senori are near hills and mountains which bring much, but that rain can wear down their buildingsif left unchecked. Maybe it's time to learn how to use stone masonry.
>2
A road from Kerob to Mapachi will make travel on land much easier.
>>
Also, forgot to start diplo

While scouting the new land west-south, Bear-Sky saw what he believed to be thunder angels! He carefully observed them flying around screeching and hunting. He thought of them very majestic though reminded him seagull. Bear-Sky ran home to report what he saw. The leaders thought on what to do. They decidedto send a group to investigate if these thunder angels are friendly or not. They send Bird-King as the main representative. Maybe his squawking will help them understand thee thunder angels.
>>
>>3585532

(Harpies, Shroomish, Erabumakta, Dwarves, Chosen...)

>Action 1
The Grenoll send out prospectors, searching in and around their lands for sources of metal or other useful or interesting minerals.

>Action 2:
Grenoll expansion continues along the waterways - for all the dangers, these wetlands are rich and bountiful, full of fish and insects and land fir for swamp-grains. Have our marshlands perhaps been blessed by the Mother below?
>>
>>3585602
The Grenoll find much peat along with bog iron which notably has some resistance to rust.
>>
>>3585532

Those that sail east discover out of the strait a strange race of upright bears. Bears long ago terrorised the north of what is now Erabite territory, before being crushed by the proto-Erabites. Not wishing to engage with old foes, the ship doubles back and returns to port to tell of what they have seen.

Those that sail west discover out of the straight a long coastline of open grassland. A group disembark into small rowboats and journey to the shore, there they stake their oars into the ground and set up a pit for a signal fire. They will remain here and scout the surroundings for whatever they may find of use. The ship will return to port to tell of what they have seen, and of the groups mission. The ship will return with the aid of the signal fire soon.

Those that sail straight discover wide open water. In the far distance a new sight is seen. White, flat, and as they draw near, cold. An enterprising man aboard says to bring some home for study, such a thing has not been seen in Harpatu before. Men drop to the ice, and make their way in"land". With hammer and saw they remove a large chunk, before hauling it aboard, storing it below deck. They too will then return to port to tell of what they have seen.

(I don't think any of this is actions)
>>
>>3585532
The banners fly high in the streets of the forgotten city. Of Setti, the name of the city that Ulaan's grand palace was the centerpiece of, that overshadowed the city in every way.

Gold, food, supplys to fix the crumbling palace were all coming forth once more. As people settled into crumbling buildings clearing corpses, skeletons out of olden rooms, clearing sand and dust out. Patrols wandered around the desert sands protecting people living on the move, scaled or beautiful.

>Action one.
Land is to be refurbished, the damaged and decrypt city of Setti is to be fixed, the Empress demands that we make the land we occupy presentable and tolerable to their eye's and to Ulann's.
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>>3585885

>Action two
The Empress or one of her doubles, her consorts or even close friends steps forth onto the sandstone pavilion of the palace. Scroll in hand, her radiance clear for all to see, as her hands glimmer, her eye blessed by Ulann glimmers. As she uses the scroll of Rain.

>"Ràng yǔshuǐ luòxià!"

>Let the rains fall!
>>
>>3585899
And so as described by the scroll, the rains do fall, with the utterance of the runes inexplicitly understood to whoever possesses the scroll, clouds will appear and release waters so blessed in lands so void of moisture.
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>>3585532
>Civilization/Race Name: Rabbit folk

>Capital Name: Hoppiette

>Brief Summary of Nation: The nation of the Warren Confederation consists of huge family clans who solely run their own town due to sheer numbers, but also have minor family clans living under their command. The nation's unity mainly is due to being the same race and their many pagan gods work with each other's setting. Expansion, competition, and a hyper active race is the 3 major reasons for their the nations existence.

>Optional Fluff: The Warren Confederation is a republic nation with representatives being family clans and depending on their numbers a family clan might have more than one representative elected to the senate house in Hoppiette. There are a number of deities in the rabbit folk religion, but there's 4 major deities that most family clans worship/pray to.
The Triuhpp brothers one dealing with past(The one who remembers everyone's feats), present(The one who gives a buff during their attempt of the feat), future(The one who crafts ones opportunity to make a feat).
Jaeck, the deity of speed and productivity
Yullieth, the deity of fertility and home
The Golden Zou, the deity of bravery and skill

Rabbit folk are small creatures that normally are 4ft tall, but their defining trait is their strong legs that give them a boost of speed. Some rabbitfolk unfortunately tend to have adhd and usually leave their clans to meet up with bandits mainly consistent of those effected with adhd. Family unity is a widely trait taught around The Warren Confederation with some taking it to the extreme against others or within their family.

(Stick me in the middle of the plains.)
>>
>>3585136
>>The Paraskinia

>Complete the circuit!
>Establish the Common Tongue

Eventually, bands of harpies scouting south, and those who'd been settling west, eventually meet. As both of whom had been skirting the mountain ranges. Many surprise festivals are had as harpies that never thought they'd see each other again are once more blessed with song and trade. A sort of circuit is formed in the western ranges, with the massive snow capped peaks in the center acting as a constant landmark on the horizon.
Those on the eastern range are just as determined. While harder to scale and reach, the higher peaks offer more protective roosting locations and far better views.

>>3585584
One day, a series of small, pale, featherless land-striders are seen tailing one of the bands that frequents the central mountains. At first they are ignored as most other land-striders are when they look like too much hastle to hunt. But these are relentless in their approach, and soon a small band is sent out to investigate.
Working with the one called Bird-King, through a long series of words, sounds, gestures, dancing, and pointing, the harpies try to establish a language based on their own to help communicate with these seemingly intelligent apes.

>ExtraFluff:
Harpies have an extremely wide vocal range they can communicate with. Shrill bird songs and squawking all the way down to utilizing their large lungs to achieve deep bass voices are possible for them. Combined with their ability to twitch their heads, necks, wings, and feet for gesturing, they are an extremely expressive race. Still, some things only birds can do that others can, like ruffling their chests or fluffing their tail-feathers.
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>>3586617
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>>3585532
1. The spiralback nest is found, deep into the caverns under the dread swamps. Amanita soldiers ventured into the depths with torch and spear to finish off the monstrous spiders for good, hopefully. The fighting was hard, and many of the Amanita fell, but the nest was burned out, and a horde of treasures was found. No doubt the semi-intelligent spiders had taken the objects from their victims, but now they were to serve the Shroomen. (OP can decide what they find.)

2. With the caves cleared of the eight legged terrors, the Amanita sought to claim the caverns, or at least the lower levels not being mined, as a fort town for their tribe. Seeing as they had been the ones to clean it out, they were given the area. They named the place "Deep Hold", and a multitude of new caverns were hand dug by the Amanitas. (The hole is in one of the adjacent next to First Step.)
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Rumors of an abundant and cheap ore in the west spreads across the realm. The dwarves send prospectors westward to discover what hides nearby.
>Exploration

New designs are developed to be used in harsher seas and longer ranges.
Utilizing the dwarves center of gravity and strength, they now commonly produce long, enclosed multi-deck vessels. Oars line the hull and provide ample speed from the crew and give them a task as to not become bored or distracted. The decks and their many sections perform a wide variety of tasks, though lesser seen on smaller vessels, are crafts station, micro breweries, and forges also serving as kitchens.
>New Ships

>>3586701
In the loose pile of shinies and whatever interests spiders, the Shroomen find a particularly interesting parchment they are able to read. It appears through a ritual and the runic incantations, they can change nearby environments to become teeming with plant life.
>>
>>3585532
Hey OP, if I wrote stuff about the Shroomen and the swamps, could I put it in thread?
>>
>>3586814
lore posts are always welcome
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>>3586617
Bird-King, with his limited knowledge of bird calls, try to understand what the thunder angels were saying. Over time, they made sort of a pidgin language both parties can sort of understand. They still need to create better grammar and meanings of words in both languages. Bird-King told them they were the Senori, Those Who Follow the Clouds in their tongue, curious about the thunder angels that live on mountains. Their squawking reminds of seagull, Q'hori's favorite birds. They wish to know if they are friendly or prefer to be left alone.
>>
>>3586886
Shroomen species/tribes Pt. 1

Boletes- The first of the Shroomen to gain sentience, the Boletes were, and still are a peaceful lot. Their lives are simple, and mostly consist of scavenging the marshlands and undergrowth as well as rearing sporelings in their growth patches. While many Boletes dislike violence almost on principle, one should not mistake this for pure pacifism, as many great warriors in the tribes are Boletes, and hunting parties are loath to venture out without at least one Bolete. The Bolete are responsible for establishing farms and tending to them, a practice taught to them by the Morels many years ago, and are the reason that the Shroomen population has grow as large as it did with no long periods of starvation. While a humble tribe, they are respected by all others, some given more reluctantly then others.

Morels- First to use tools, and first to distinguish hidden predators from rotting logs, the Morels have always been more intelligent then their other brethren. They were the first to discover fire and use it to fend off the night, and always walled off their camps with logs to keep out predators. They are, however, not as strong as their brothers, and traded their knowledge for protection and resources many times in their past. Much like the Bolete though, they should not be underestimated, as their intelligence has made them crafty and cunning foes, skilled at rigging traps and planning ambushes. Most weapons, like rock flails, barbed javelins, and stinger-spears were created by the Morels as payment to the Amanitas for services provided.
>>
Shroomen species/tribes Pt. 2

Amanitas- While the Bolete ran from danger, and the Morels hid behind their wooden walls, the Amanitas faced their predators head on with spear in hand, and a fire in their black, beady eyes. Their hands are three fingered and clawed, leading to a common saying that an Amanita is never really disarmed. Their deep red caps serve as a warning to the swamp’s many predators of their toxic nature, and many animals that have bested an amanita warrior have grown ill and died after consuming their kill. Untrusting of others, the Amanitas were reluctant to join the tribes in unification, but since then, whenever a major threat has risen against the Shroomen, the Amanitas are the first to fight.

Lepiota- Secretive and mysterious, most of the other Shroomen tribes aren’t exactly sure where the Lepiota came from. Some claim that they, not the Bolete, were the first of the Shroomen. Others say that they came with the great rock from the night sky and were the true creators of the rest of their kind. Even compared to the Amanitas, the Lepiota are considered the most isolationist of the tribes, with very little of their kind choosing to be seen in public. What is known of them is that they are spiritual, more so than any of the others, having built the first shrine to the great stone in the center of Great Genesis. Said shrine is the only place that many Lepiota are regularly seen, muttering silent prayers to the stone for guidance in their tasks and general good fortune. A number of members of the other tribes have been, for unknown reasons, invited to join the Lepiota, and are marked by coloring their caps purple and carving a circle into their own caps in the manner that the Lepiota do. While not painful to the Shroomen, these marks heal over, and are re-carved regularly.
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Boletes
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Morels
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Amanitas
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Lepiotas
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>>3586451
A celebration is created for the sole reason of uniting the clans and making the bonds stronger especially since The Warren Confederation is a young nation. Singing, dancing, shamistic story telling, and friendly duels will be the main events with Yullieth being the main theme behind the festival, which will be held every new season.
>Festival of fertility

As the population grows the innovators gather together to improve the quality of life for citizens, they finally figure out if they bathe and clean themselves with water then there's a less chance of getting sick plus feels refreshing!
>Basic hygiene
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>>3586804
A small short range vessel commonly used by seadwarves only contains the bare essentials and one compact tavern. These are primarily used for fishing larger creatures.
The roof is held by copper hinges, which can provide a top deck when released open, and then pulled by rope back together.
>>
>>3586804

>Expand out Into the plains west of Haven

>Begin fitting buffalo skeletons and riders with proper tools for mounted combat. We will ride across the plains soon brothers, In search of new and foreign peoples and places! In search of more of gods wisdom!
>>
>>The Paraskinia

>>3586886 Senori
The harpies are both surprised, confused, and elated to hear this ape mimic the calls of normal birds. While they can't quite understand it, they do use this to transfer basic emotion and meaning. The Bird King defaults to a lot of seagull and other coastal bird calls, but the calls the harpies most often return more resemble those of mountainous birds, especially the condor. Still, with lots of gesticulation, leg hops, and head bobbing, the general sense of friendliness is established.

The Harpies introduce themselves to the Cloud-Stalkers as one of the many bands of the Paraskinia. They were on their way back from a hunt when they were told to say hello. They offer a few strips of their kill to the Cloud-Stalkers as a gesture of good will, before gracing them with some songs of their people.

Soon after, Ballads of meeting with the Cloud-Stalkers spreads down the Harpy grape vine, and many harpies are now on the look out for other intelligent Land-Striders.

>>3584567 Symbians
The harpies have been diving in the eastern valley for years now, both for work and for play. On one particular hunting trip, a pair of harpies dive down on the new visitors to the fertile valley bowl below: A large, white-haired beast. As they approach, however, they see what appears to be a long-lanky arm jut out of beast's back, pointing right at them. The white-haired thing spins around and the harpies are forced to call off their run.
Puzzeled and just a little concerned at arms growing out of the backs of animals, a band of harpies tries to get close to one of these white beasts. Perching in a neighboring tree one morning, a harpy calls over to the white-thing, fluffing its wings to make itself look presentable.
When the white ape is fully facing them, the harpy is startled to see a second, hairless face come out from its chest. Thoroughly confused, the harpy simply tilts its head to a 90° angle and squawks in greeting, shifting its eyes between the two-heads.

>>3587259 Chosen
The harpies have been adamant in soaring up to the highest reaches of the eastern mountains. In their escapades they have seen small pale moving Land-Striders make their way back and forth on the leeward face of the range. Seeing their organized nature and hearing about the Cloud-Stalkers to the west, the Harpies make progressively lower passes as they travel from peak to peak to get a better view. They definitely seem intelligent, but soon they realize that these creatures are not creatures at all! They are walking corpses, stripped of all flesh and fur, and bleached white as a bone. Even after making dares or singing songs of courage, not even the most extroverted of harpies are willing to go say hi quite yet. For now, they'll observe them, as these "Flesh-Stripped" are just too spooky approach on a whim.

>>3586451
I'll give you another turn or two to get situated, unless of course you want to initiate diplo now, of course.
>>
>>3586804
Action 1:
A great discovery was had in the mountains (tile) west of Oyo Hill and north of the last glacier, a large deposit of tin, along with signs of rich veins of tin within the caves of the mountains west of Oyo Hill. Those skilled in tin craft are sent in to figure out where the greatest veins are so that they may be mined.

Action 2:
Explorers assisted by shamans begin to journey into the last glacier in an attempt to find, something, they do not know particularly what, treasure, ore, beasts. Just that they have a desire to explore the cold abyss.
>>
>>3587309
The Great Hairie lets down his Pointer, who then scrambls on to the back of the Pale Haired Behemoth, after whispering something in the Harie’s ear the white one puffs out his chest and stands straight, a look of calm fortitude rests upon his face.

The scrawny brown pointer, holding on to the back of his harrie, yells out vaguely understandable speech in a direction behind the imposing creature.

(This is what the harpies can understand)

>rock, bone... (a name?)... come over... birds... pointer...

From the foliage around him other white men emerge, upon their backs or in their arms also lie the brown heads.

Some carry deer carcasses while others have large baskets filled with berries and other forest edibles upon their backs, one seems to be decorated in bronze trinkets and odd looking rocks, this one among the others lumbers forward until upon its back is revealed an oddly grey haired scrawny one, upon whose head lies a crest of heron feathers.

The grey one gives an order similar to the word “stop” and with that his own behemoth slows to a standstill.

With that the first white one ceases his imposing posture and turns back before striding back into the background.

The old one rises from the back of his hairie and squints his eyes at the harpies, he utters some words of which a few can be recognized.

>bird... (?)men... bird... (?)men... (sound of thinking?)... (?) you... come... from?
>>
>>3587309
The Senori were happy with the Thunder Angels turning out to be friendly. Q'hori must have bless them today. They returned home telling everyone to not attack or be frightened by the Thunder Angels. They seem more curious than blood thirsty unlike in the stories. Some already started to fly near Senori territory.
>>
>>3586804

The rains that fell upon the city that was cleaned up, that blessed the deserts, blessed farmland being reused and reutilized. Stained the Empress's face with a smile as her hair grew wet and many desperately filled pots and jugs and dumped ancient urns and their ashes out. All for some fresh, clean water, all for the feeling of a parched throat.

Thousands moved through the rundown city, the sandy city that held skeletons in gutters and in mass unmarked graves in the sands outside Setti.

>Action One.

Yet, Ulaan wasen't satisfied, the Empress wasen't satisifed. An expansion was in order and many were called forth. Clad in ancient bronze, at spear point peasents, the hideous, the reject, the maimed, the near starved are conscripted and forced to settle and cleanse the borderlands. Though perhaps with the hills so near by, they may find salvation in the food that might lurk there?

>Action 2.

Our bronze, our weaponry, our wealth is fleeting, ancient and lessened from thr fall and from the desperate struggle to survive. Bronze and copper, metals must be found, old mines must be reopened and the Crimson Guard must be equipped well to defend the palace from anyone who might be disgruntled from being thrown out.
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>>3587396
((Forgot pic.))
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>>3587120
>>3586804
Common mid-sized multi-purpose dwarven vessel, complete with forge, brewery, and crafting stations.
Some captains bring with them goats for good luck and often become mascots for the ship and lift the spirits of the crew.

Larger ships with larger breweries sometimes return home with excess brew, which they sell under the name of their ship as its brand, and are quite popular, also considered exotic for the wide variety of unique tastes the ales take on during their travels.
>>
>>3587374
So they were two separate animals after all! Not a single two-headed, three-armed thing. The harpy is rather relieved by this revelation.

The harpy hops to a higher branch when more of the white beasts come out of the forests, but his attention is soon dragged back to the shiny white-beast and his grey-haired friend. Such shiny and colorful decor!

The harpy makes a low call, and another two, previously circling high above in the sky, comes gliding down to the rest on neighboring trees. The first harpy then hops to a lower branch to be closer to the white and grey things. Its head stretches out from its body, nodding and glancing upwards, bobbing its head. Then it stretches its wing outward, and raises them both up over its head.

It makes some singsongy words, the clearest ones coming through as "Up", "Mountain", and "Shiny."

The other two harpies quickly direct their heads to the bronze-clad white beast when the word shiny comes up.
>>
>>3586617
>>The Paraskinia

>Explore the eastern peaks
>Explore the western mist-islands

With bands now actively traveling across large stretches of mountainscapes, and roosting locations properly established, some of the more adventurous of the harpies seek out the hidden secrets of the world.

First of course being the lofty peaks that tower over the rest of the world. Piercing through the highest clouds, wind blasted bare rock and ice stark against the pale blue sky. Surely something must be up here. If nothing else, then at least the most breathtaking views. The harpies pity the Land-Striders that cannot as easily reach such locales.

The second location of interest: the islands in the mist. In reality, they are small pockets of mountains scattered on the north-western side of the continent. But for large stretches of the year, this entire region fills with thick fog and mist brought in from strong rains and monsoons. Much like their eastern counterparts, these mountains stand above the lower cloud cover, and appear as islands to the airborn harpies. The area has gained much recognition in songs and tales, and because of this, some Harpy bands have made it their duty to dive into the fog and see what waits inside.
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>>3587330
Searching the icy mountain, a cave entrance is discovered. Within are structures, made by sentient beings, and at the center of the cave a pedestal with a single limestone stone tablet.
It appears to allow the summoning pillars of flame from the sky.

>>3587396
Indeed food lies in the hills, but in a mobile state.
Goat-like creatures with curled hair and necks that appear thicker than their heads, and upon said heads are bony plates, which are often seen being used when ramming into their kin.
Should a threatening being approach, they would soon discover a frightening fact; the goats bleat with ear-shattering strength.
Not only loud, but the force of the vibrations would be felt as well, one would say feeling as if rammed directly if they were but 20 feet away when the bleat is directed at them.

-

One can never have too much of a good thing, and so the dwarves expand into the nearby hills they've discovered to be ripe with resources. The populace being primarily miners that will make a living in digging up iron are also accompanied by ranchers that bring herds of goat capable of thriving in rugged terrain.
>Expansion

Advancements into metallurgy are made, discovering new alloys that can be used in various applications. Copper and bronze implements rapidly see less use with the addition of new metals such as brass, pewter, and iron.
>New Metals
>>
>>3587508

Action 1: The Grenoll get to work practicing with their Bog-iron discovery, learning slowly how they can shape and mold the metal into usable form and afterward so many things, in fires heated by peat.

Action 2: Grenoll just keep moving along the rivers, settling down in new marshlands
>>
>>3587508

>Expand Northeast (Speak with the Empire to our east)

>Begin drilling the soldiers In combat exercises for the possibility of conflict or war, to hone our talents. With strange creatures being seen on all sides, we will fly the banners, brothers, and believe In the lords will be It through word or warfare.

>>3587396
I'll post an envoy and diplo when I wake up.
>>
>>3587508
Now that OP knows this is steel, he’s limited me to 1 action a turn for 10 turns. They’re gonna be lorey ones to make up for that.

1. In the depths of Great Genesis, the “capital” of the Tribal confederation, the Morel smiths were hard at work. Day and night they worked in their newly created forges to make use of the copper they had. Some made tools, others weapons. The predatory creatures of the swamps would be faced with Shroomen with weapons of metal instead of stone, as copper spearheads, maces and flails made their way into the hands of warriors. Shield fronts were now were coated in copper, allowing for far better protection, and copper armor adorned Shroomen heavies as they patrolled the towns they guarded, the natural muck and dirt of the swamplands dulling the metal’s shine. More durable hammers, axes and picks were created, allowing for better carpentry and mining, with the Amanitas of the fort-town Deep Hold giving their warriors picks that were also half axe, allowing them both a tool and a weapon in one. Ranged weapons now started to be properly made, with javelins, atlatls and bows making up the bulk of the weapon types. Most of the arrowheads were made of the poison fangs of beasts or the stingers of great insects, as they did not have the power or mass of a thrown spear. It was the dawn of a new age for the Shroomen, and their natural curiosity and ingenuity was now only strengthened.
>>
Shroomen society

The Shroomish Tribes have lived as a unified civilization for at least a hundred years. In that time, their society has transitioned from one of day to day survival to long term planning and advancement. Shroomen have no biological gender, and tribal discrimination is more rivalry than serious notions of superiority, as all Shroomen have their place, no matter what they are. A good example of this being the common notion among Amanitas that the peaceful nature of the Bolete makes them weak, though they will gladly accept help from the “weaker” Boletes if offered. Metal is rare in the swamps, with bog iron being the only real source of the material; though the fact that it is indeed a metal is unknown to the Shroomish Trives. Due to this scarcity, any usable metal is coveted, and thus expensive to procure. The religion of the Shroomen revolves around the night sky (space), and the meteor that Great Genesis was built around, which they believe was the cause of their creation. Around the marshlands, many other, much smaller meteors can be found, and many shrines have been made on and around them. The meteors themselves are slightly magical, and are the reason that many of the plants and animals in the swamps are so dangerous, as their ancient ancestors were far more mundane than those that stalk the murky waters and thick vegetation. (This can be retconned by OP if he believes it would majorly mess with the setting)
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>>3587508

>>3585747
The ships return to the signal fire, eager to here what has been found in the plains.

>Action 1
Dusk bathes Harpatu in red light, men return home from the fields, and women begin the nights work. Queen Namuki lights holy incense on the altar of Kuppi, breathes the scent in deeply, and begins the evening prayers & chants. When she at last finishes, she retires to pray in private for visions on how to lead her people. Kuppi this night is kind, and lays before the queen a master plan, one to conquer the surrounding lands, and of greatest import, the waters. It would take a good deal of time, but it is what must be done
> (see map, red first, yellow later)

>Action 2
That scroll the Captain brought back with the slaves is carefully opened by a team of notable Erabite scholars, astrologers and mystics. When translated, and rephrased to be better understood, the group are amazed and disbelieving. Magic? From slaves? One is more likely to see rubies drop from the back end of a sow. But here it was. Magic from slaves.
> (Discover the uses of the scroll)
>>
>>3587891
Surprisingly the many people designated the learn and translate the scroll were redundant, as just mere moments of one person reading it was able to fully understand it. Though foreign runes, the eyes seem to play tricks as they are read, changing position and shape, but remaining the same. The reader was able to learn that through a simple incantation, the possessor of the scroll can be understood by all, no matter the language.
>>
>>3587904
Possessor can understand any language himself, if that was unclear.
>>
>>3587904
Though Harpatu is a united kingdom, still there are differences. One may speak Erabu as a Nakir does, or as the Ra-Beti do, so similar, yet differences there still remain. Now all wiped aside by this scroll. It's origin must be found, what do the slaves know of this? What can they tell us of themselves? Who are they? From whence do they hail?
>>
>>3587909
The slaves would only be able to tell stories passed down by oral tradition.
They know the scroll to be an artifact obtained long ago to unite wandering outcasts together to form their tribe.
Their origins are scattered, mostly remnants of destroyed tribes or exiles, they came together to worship the ancient writings around the lone oak where one scroll was discovered.
>>
The stones from the hills and mountains make better homes and weapons. Now
>1.
Lately, some of the tribes that joined haven getting agitated with new laws to civilized ourselves. It would be disastrous if they riot. A strong force must be created to maintain order. Train an army
>2.
Expand northeast
>>
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Ship making is rapidly becoming a common occupation at the capital, as fishing for food is highly efficient, for they can relegate the land in their realm primarily for ale crops and goat pastures without needing to farm much food.
With steady shipments of fresh lumber from the south, not only are more ships made but upgrades and expansions made to the shipyard.
Using wood for roofing, the dwarves can now spend all day and night, during any weather to build new vessels. Naturally, using stone to build high walls, sealing the drydocks and hiding the surface away from the laborers.
Expanding the shipyard into massive proportions, even adding rooms below the ground nearby for dwarves to live and easily return to work, bigger and better ships will be made.
It is only fitting that this place be given a name, and so the dwarves call it Jotkag'drag
>Shipyard Upgrade

The raging rivers and falls originating from their mountain home are an untapped resource hidden beneath their very noses. The dwarves learn to construct machines powered by the waters to be used in a variety of uses, such as milling, producing timber, and providing power to new machines that can hammer metals in forges with ease, greatly improving production.
>Hydropower
>>
>>3587949
Reminder to do the harpy exploration.
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>>3587949
Forgot to add the names back again.
Disregard old map.
>>
>>3587932

(Chosen, Shroomish, Erabumakta, Senori, Dwarves...)

>Action 1:

With their new range of bog-iron tools, the Grenoll find more ways to change the world around them. Stone that bent copper before it will split under the impact of shaped Iron, allowing the stone to be torn apart and reshaped. This shaped stone can then be reassembled into more pleasing and supportive forms, the Grenoll starting to learn the ways and practices of Masonry.

>Action 2:

On the upriver reaches of the river Lur, the expanding Grenoll have made their first encounters with outsiders. Strange, eerie skeletal creatures they are; and the Grenoll find themselves afeared of what these beings represent. Debate in the chamber of the Grand council goes long into the dusk, but eventually a decision is made; a Fortress will be raised upon the upper Lur to guard the river and protect the Grenoll borders. Architects and many newly-minted masons are sent up the river to choose the best site possible to build Lurgarde.
>>
>>3588043

>Expand northeast

>Establish a fort along the northern coast, and name It Passage. For reference, place It directly north of Ulaans Palace.
>>
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>>3588043

Things flickered at the corners of our lands. Things of white, things of bone, whispers and whimpers and growls and savage paranoid attacks upon eachother grew more common. In the ruined desert towns and villages that had begun to be repopulated. Mines reopened, farming done in more fertile soil that should last for a season or so. Harvests that were bountiful.

Things were on an upswing, their core territory almost reclaimed.

>Action one.

Yet, they needed to move quicker, move faster, seize a bit of the fertile coast, the most bountiful land the Empire has ever had and seize the remainder of the sandy Basin.

The lack of dangers, of people and of mass graves and skeletons truly told the deed of what had happened to the majority of people of the former empire.

>Action 2.

These goats look promising and as such? Those who are scaled are sent forth, those who better resemble Ulaan are sent forth along with a portion of the Crimson Guard or as commonly said by the people, The Weidu. Their meat, their milk, their strength shall be brought forth to renew our strength. Our lack of draft animals, of animal husbandry will be a bother, it's important all areas of life are revitalized.
>>
Civilization/Race Name: Orcs, Kattin
Capital Name: Kattinkrat
Brief Summary of Nation: Orcs. Big, green, mean, also have a taste for the finer things like silk, art, and violence. Kattinkrat is a lovely city that sits between two rivers abutting a mountain. Quite nice. They took it from humans.
Optional Fluff: They alternate between cunningly savage and savagely cunning.

But me in the unoccupied south, so I may raid the weak.
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>>3588223
You can make two sets of actions (Four total actions) Immediately. This can Include expansion, tech (which starts at bronze age society) and the like.
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>>3588223
So the Orc Chief is a pretty chill guy. Drinks out of a skull cup, sits on a throne of human bones, and generally only rules because in addition to being the biggest, strongest, best orc fighter, he's also made a lot of promises to the Orcs under him that he'll continue to provide wealth and slaves if they'll fight for him. In order for him to keep his bone throne he's going to need to figure out how to provide for his warriors. There's only so many slaves to go around and people are getting antsy.

Action One: Enhance Raiding Capabilities
Swift boats capable of traveling rivers, while light enough to be carried by their crew overland on sleds if necessary. Arms and armor of bronze and flint and boiled leather. Horned helmets.

Action Two: Land development
There's not a lot of Orcs, yet. There will be soon, once we're done settling all of the territory left to us by the humans we killed off. Populate some of their old towns and villages, try this "farming" thing, and when that fails just go hunt in the local woods for meat and raise pigs. Also, use human slaves for the stuff we don't want to do. That's why we have them.

Action Three: Seafaring and Cartography
We're alone down here and if we want to actually take slaves to go the farming and shit for us we really need to be somewhere else, so figuring out how to sail and sail far and fast is a priority.

Action 4: Utilize Slaves
We've got the leftover Humans from when we took this city. There's not a ton of them, but there's at least enough that we can breed a bunch of half-orcs where we're not having the humans mine for fish.
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>>3588043

>Action 1
Dawn rises on Harpatu, women return home from the night markets, and men begin the days work. King Anuset pours holy water onto the altar of Ariru, washes his hands in it, and begins the morning prayers & chants. When he at lasts finishes, he retires to pray in private for visions of how to lead his people. A voice rings loud in his head, 'My sister-wife, Great Goddess of the Moon, Kuppi reveals Her plan for the betterment of Her children. I too have My own plans. To the north, build a city of towers, taller than the highest spires in Harpatu. Name it Isitu. To the east, build a fort of walls twice the width of the widest bull in the fields. Name it Alu-duri." The king instructs men out at once to begin construction.
> (Start building two towns as on map)

>Action 2
(I think it was skipped because it constituted an action, so here it is again)
The ships return to the signal fire, eager to hear what has been found in the plains.
>>
>Civilization/Race Name:
The Zanan Conclave | Daani

>Capital Name:
Zalara

>Color:
Light Blue if available, if not then Dark Yellow

>Brief Summary of Nation:

Islanders of Daan, the landmass to the southwest of the world, were descentralized groups of agrarian and fisherman tribes until a Guild was established. Commerce between the tribes ensued, unifying Daani people in the process, and making both the Guild and them prosper. The Conclave became the ruling organization and later, the form of government itself. They expanded to the limits of their island, and started to explore the seas for new contacts abroad to trade their goods with.

>Fluff:

The Daani are people touched by the plane of water, and although they are very areligious they treat the Sea not only as a place, but as a metaphysical entity that can be angered or swayed. The Daani are very akin to a normal human, only differentiated easily by the blueish color of their skin and their slightly enlarged interdigital webbings. They are very curious and natural explorers, skilfull seafarers and will often be friendly to new nations they discover. Trading is their domain, and they will try to prove valuable to their possible neighbours to reassure their place in the world without needing to get to conflict. (They are basically economy-driven Water Genasi)

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

>Starting Actions:

(I want to opt out of passive expansion. I spend an action in this first post into taking the island's remaining territory for myself, and then won't expand at all the rest of the game outside of trading colonies; if that's allowed and ok.)

1. Expand. The Daani needed to seize control of their homeland first before taking to the seas, and to do so they would need to move their borders forward until they got full control over their island.

2. Build a Fleet. Although Zalara had always been a portuary city, The Conclave wanted to focus on ship production, boosting harbours in the city and encouraging explorers to sign up for seafaring jobs. That way the Daani would eventually, for the first time, find land outside the island and hopefully discover other nations willing to engage in diplomacy.

3. Improve the economy. Fishermen and farmers were needed so that The Conclave would put their plans in action. A focus on agriculture and fishing would prove benefitial in the long term. Farmlands had to be extended to other parts of the island as well.

4. Develop a system of irrigation. The Conclave needed water to be transported to the newly acquired farmland, and to the citizens of Zalara as well. Early researchers were put to test by the masters of The Conclave, and they designed a way to transport water by constructing aqueducts across the island and making a channel system in Zalara. By also doing the latter, boats could easily navigate through the city's territories and the capital would be more defensible in case of incoming attacks. (Yay for fantasy Venice).
>>
Creatures of the Swamps

Spiralback Spider: White In coloration with a distinct green semi-spiral pattern on their backs, the Spiralback spider is a communal and omnivorous arachnid. Fully mature adults range from 4-6 feet tall, and grow to maturity after 8 months. They prefer to live in dark, enclosed spaces, and are nocturnal hunters, using sticky webs spat from their mouths to ensnare prey. Unlike other spiders, Spiralbacks have mouths and teeth, and are not venomous. Colonies can consist of anywhere from 30-400 adults, with many times that in eggs and defenseless young.

Bog viper: A purely carnivorous species, the Bog viper is uninterested in Shroomen as prey. That being said, their venom is highly toxic to the point of acidity, which can prove harmful to the Shroomen if disturbed. The vipers are amphibious, possessing both lungs and gills, which they use when waiting in ambush for prey. Solitary creatures, Bog vipers lay clutches of eggs in muck holes and stay in the area to protect them unless no prey is in the area, in which case they will roam until prey is found. Big viper fangs are prized as arrowheads by many tribes.

Queen worm: An ancient, semi-sentient and intelligent being, the Queen worm was a major threat to the Shroomen of ancient times. Able to influence the minds of lesser insects, she waged war against the Shroomen tribes before their unification for many years, deeply jealous of their supplies of food and resources. During the Shroomwar, the Queen worm took advantage of the situation and lended her allegiance, and those of her subjects, to whatever tribe would give her what she wanted. During the end of the Shroomwar, a band of Shroomen warriors, one of each tribe, sought to slay her, and ventured into the deep swamp to find her lair. When they returned, they claimed that they had killed the being, and provided a piece of her hide as proof. Since they returned, and in the many years following the unification of the tribes, nothing has happened to disprove her death, though some insects seem to be more organized. Perhaps she is not slain at all, either striking a deal with the 4 warriors or feigning her death; or perhaps another Queen has taken the originals place...

Bugmen: A collective term for the myriad of pre-sapient insects that roam the swamps, bugmen have been rivals to the Shroomen since the first Bolete emerged. Some, like the beetles, have a bipedal stance, possessing 4 clawed arms. Once they were the “subjects” of the Queen worm, they were much more intelligent then they are now, having possessed the ability to speak and coordinate, but since the defeat of the Queen worm, they have devolved into a more savage form.
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Dwarves commonly have poor vision, which is a great hindrance on the surface world, and especially at sea, but a discovery is made to remedy this problem. Using glass or crystals in a cylindrical metal vessel, they can enhance their long range vision at the cost of narrow sight. This would be primarily used to sight land or objects far in the distance at sea, soon altering the position of Sight Seer on ship crews, not as heavily reliant on the rare dwarves who have naturally better vision than the average dwarf, though typically the gifted dwarves are still chosen, but no longer required for this task. They would now be able to recruit any dwarf, particularly ones that would be more talented with issuing directions.
>Spyglasses

Desiring a weapon to allow easier attacks on creatures at a distance, the dwarves devise a large contraption of wood and metal, allowing them to launch ranged attacks against creatures of the sea with harpoons not thrown by simple dwarves.
>Ballista


>>3587484
To the west, exploring the unsuspecting hills would reveal two types veins of ore to be harvested.

To the east, atop the furthest most mountain, is discovered the remains of a long fallen beast. It appears as though in life it would have been capable of simply swooping down upon the plains to snatch up the grazing furbeasts with ease. Although unclear from the snow present, it appears to be resting atop a man made structure.
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>>3588050

>(Chosen, Crimson Resurgent, Orcs, Erabumakta, Shroomish...)

>Action 1:

Building the Fortress of Lurgarde would take much stone, however, and the Grenoll are in need of new easily accessible sources. Fortunately, though sparse, the Swamp does have some hilly protuberances of Moorland, and it is these that the Grenoll population next move onto claiming.

>Action 2:

Beyond a pair of these hills, however, Grenoll are awed at the sight of the mountain behind it. Reckoning such a geological oddity worthy of note, Scouts are sent toward the mountain to explore and investigate.
>>
>>3588735
Explorers uncover a massive cave system where the hills become mountainous. What can be seen in an extensive search are various fungi and large bats, though there is clearly more yet unseen.
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>>3587452
The old crested pointer yells out behind him.

>stand guard! (?) ready!

Many of the Greater Apes put down what they were carrying, some placing their hands around holstered weapons.

The air grows silent for a bit before the harpies react.
>>
>>3587484
>>The Paraskinia

>Investigate the ruins and the remains
>Big-animal Riding

Ruins from land-striders, this high up? This strikes the curious minds of the harpies. While some dive into the depths to find what they can, the more claustrophobic ones pick at the and observe the fallen giant beast. Trying to gauge what its bones look like, and how they compare to the rumored larger sized harpies that they know of.

Meanwhile, in the plains between the stepping stones, where the giant brown-furred beasts roam, a dare is made. Harpies love to roost on naturally protected perches. And with so much recent interest in obversing Land-Striders, the harpies have noticed a rather curious habit that smaller birds practice. They hitch a free ride on larger Land-Striders, who are either unable or unwilling to remove the birds from their backs. With the harpy's size most of the typical four-legged beasts are unable to support their bulk, but these larger mammoth-like things should be able to shoulder several harpies just fine.
It takes several tries, and multiple spooked beasts, but eventually the Harpies manage to form a sort of agreement with the large, furred creatures.

The Harpies freely land on the backs of these beasts for a free ride and natural protection. Sometimes even roosting on their backs for an overnight stay. In exchange, the harpies act as vigil for the beasts, and alert them to incoming predators with their superior eye-sight and knowledge.
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>>3588732
>1.
Expand
>2.
While the Senori pride themselves on health, lately settling in in one place has lead to a decline in activities and increase in weight. It's time to regain their strong constitution back! Create a culture of exercise and fitness
>>
>>The Paraskinia
>>3588969
The original harpy rears its head back at the sudden change in atmosphere. Unsure of what to do, the other two look at each other and come to a quick agreement. One takes off and soars into the sky, attempting to mask itself with the sun's glare.

The third one hops down behind the first and starts plucking several feathers from him, much to his dismay and squawking. Several plucked feathers later, and the third takes off and makes for a low, and slow glide towards the grey one. Calling out a strange mix of calls, and with the help of the first still on the tree doing some quick mimicking with his wings, the Land-striders might make out the words "Take" and "Give". Once right above the pointer, she drops the feathers onto the his head, to complement the crest of heron feathers.

Then, once over and behind them, the harpy makes a quick grab with her talons at one of the looser bronze trinkets dangling off of the white-beast. She desperately tries to flap away, and more importantly up, with her prize clutched in her left talon.
>>
>>3589089
The reactions of the leaders of the symbian group prove to slow to stop this thievery.

The harpies get away unharmed. The symbians are left confused and dumbfounded. Thankfully nobody was hurt.

The grey one is initially annoyed and so calls these creatures thieves but the addition of the strange new feather seems to have been worth the ordeal, although making a new bronze trinket will take an annoying amount of time.

These strange creatures are named as "Feathers" due to their body of many feathers. They are recognized as yet another uplifted kind of creature made by the gods, and new explorers are informed about the strange event in the valley when searching new lands.
>>
>>3588989
The remains are somewhat preserved by the cold it has been exposed to all this time. It has massive wings, with some of the flesh remaining, appearing to have many holes in them. The rest of the body can be seen having scales, along with many signs of wounds before it perished.

After digging through ice and snow, an entrance is found.
Inside is an elaborate set of hallways turning and bending in many directions leading to various rooms with pottery and ornate carvings.
When delved into deep enough, a large chamber is found.
In the center is three pedestals, two of which hold but the broken fragments of what appear to have been tablets that now lay scattered around the floor beside multiple skeletal remains of humanoids.
But one tablet remains, tipped over, but intact.
The harpies are able to understand it, and learn by following described ritual, one can bring life to that which lay dead or dying.
>>
Hi, I'm interested in participating but I don't want to join a game that I won't have a significant presence in.

Is it too late to...

1) Have an impact on the story?
2) Be competitive with other players?
>>
>>3588732
Action 1:
A certain tribe has grown restless and conflictive. They are a tribe of the river, boatmaking experts, the greatest of their field.

They have allowed themselves to be set into exile down the eastern river.

They are preparing and will set sail (next turn) independently of the greater confederacy.

Action 2:
A tin mine is constructed near Oyo Hill.
>>
>>3589288
it is hardly to late, most nations have only contacted other local civs, make sure to join the discord. https://discord.gg/2d2rM6

you dont even need to read much lore because all you need to know is what other nations tell you about themselves. Unless you enter their nations proper in which case you should be looking at their loreposts for knowledge of their culture that you gain passively.
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>>3589172
After marveling at the wonders that is bendy-word-mind-magic, the harpy holding the tablet soon notices other runes start acting all wavy wobbly as well. Taking care not to drop the tablet, it starts to circle through and around the ruins, reading aloud what is written on the walls.
Meanwhile, many harpies start taking a noticed interest in the pottery lining the floors.
>>
>>3589154
On a related note, the harpies of the central mountains begin collecting their feathers after they fall off, and store them in their roosts. The Harpy that had snagged the bronze babble has carefully assembled a cord of sinew to tie it around her neck, and is often regarded as the most fashionable gal of the region.

>>3589288
It's not late at all. Still a ton of unclaimed land all over the map. Especially all around the southern and western side of the swamps.
You can start as advanced as the bronze age, and you'll also get 4 actions to start off with to catch up.
I'm really the only one that has interacted with the other nations to a large degree thus far, and that's only because I'm spread all over the map. The north eastern region is the only one that looks like its going to have some immediately national conflict, so anywhere else you'll have some time to build up and meet others.
>>
>>3588732

>Expand Southwest

Riders are sent to thoroughly scout the plains. Anything of note must be reported to the high council In these changing times. South, west, scour the hills and the rivers, places and peoples must be Identified and maps drawn.

>Scout far out from known lands with Riders
>>
>>3588732

>Action 1
Dusk bathes Harpatu in red light, men return home from the fields, and women begin the nights work. Queen Namuki lights holy incense on the altar of Kuppi, breathes the scent in deeply, and begins the evening prayers & chants. When she at last finishes, she instructs her soldiers to continue the grand plan.
> (continue taking tiles)

>Action 2
For so long, we have relied on copper and tin in small quantities, raising it's cost considerably. Scout the land we hold, and that just outside our borders for deposits of copper and tin. Report the findings of any other ores and the like, too.
> (find where to mine for stuff)

>>3588357
Seeing as this has been skipped a second time, and I was told in discord what was found, I think it fair this was never taken as an action, so;

>Action 3
Ariru had revealed His own plan, one which can be helped along by the daughters of Kuppi.
> (Construct roads as in grand plan

The plains held little of interest, save land of course. But a strange cave away from the coast was found to be the home of mushrooms and bats, both of great size. While these large creatures slept, men carefully up"rooted" two mushrooms of each type that could be easily found. They would have to be studied at Harpatu.
>>
>>3588759

(Harpies, Senori, Symbians, Chosen, Erabumakta...)

>Action 1:

Expansion: Grenoll move into the mountain with the massive cave-system, as well as expanding into the areas adjacent to Lurgarde to more securely hold the northern border.

>Action 2:

New Shipyards and docks start to spring up where the City of Grenuis meets the estuary. The Grenoll have long built river vessels, but these are shipyards for different purpose. The vessels built here are larger, deeper, heavier and far more sturdy then the river-going Reed-craft. These are true ships, built to slip through the twin river-channels that flow out into the sea, allowing the Grenoll to finally access deeper fishing-grounds and move their explorations further afield.
>>
>>3588419

1. The Daani start searching the seas to the east, sailing from Zalara to hopefully find new lands.

2. The researchers of the Conclave develop advances in navigation and cartography, making it easier for explorers and seafarers to share routes for travelling and work together to map the ocean around the island. Looking at the stars without tools could only get the Daani so far.
>>
>>3590409
Ignore the plains part of this post, I misread and misattributed a post meant for another player
>>
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>>3589356
The walls contain simple art, though most have been weathered and becomes difficult to see.

>>3589579
Scouts find large grazing beasts covered in fur.
In the hilly forest, one scout discovers a hollowed out tree. Within is found a fine gabbro coffer with a tattered and stained parchment, but the runes remain intact.
The runes seem to be the same found in the scrolls originally found that gave the Chosen immortality. Further inspecting it, they learn an incantation to be used to cause a drought upon specified lands.

>>3590409
The west seems to contain small pockets of metals, with their presence increasing the further they go.

The new land gained southeast becomes affected by bearfolk. Primarily small black bearfolk, they commonly attempt to steal from villages.

>>3591471
Land is quickly found to the north.
>>3588589


-

Combining the two most common tools in dwarven life; the pick, and the axe, a dwarven smith realized the potential of a new design for a multi-purpose weapon that is able to easily be taught how to use.
A large bladed axe on one side, and a spike on the other.
A rugged spike at the tip of the bearded axe allows the user to hook and penetrate an enemy, and turning the axe around allows penetration of metal armors.
Many variations are made of this, some even coming with a glaive, or spear-like addition continuing up the shaft, while cumbersome, provides further utility.
The common design of this weapon quickly becomes the standard choice among dwarven warriors.
>Weapon Upgrades

The time has come; the dwarves desire to explore the seas beyond cannot be held back any longer. Fleets are assembled and set out to discover what lies at sea and what new lands they can find.
>Exploration
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>>3592315
Common Pick-Axe.
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>>3592315

>1.
Expand
>2.
All of this new land is starting to strain the Senori government. They need a system that can maintain order in their territory. While the military they have can enforce law, they sometimes get lost or forget where they need to go. Senori create a military/administration branch of the government to oversee order and law.
>>
>>3592402
On the newly gained forested islands, settlers find small creatures that inhabit the woodlands.
Their skin ranges in various greens and purples.
Standing out most about these beings is their large ears, while they can hide quite well normally, their ears tend to give them away.
Standing no more than three feet, these creatures are seen scurring about the land, seeming to leave a wake of annoyances in their path.
Villagers would find simple small things missing, or candles or fires going out, among many other things.
Unfortunate coincedences become commonplace.
>>
>>3588989
>>The Paraskinia

>Hymn of the Phoenix
>Explore the valleys of mist

The tablet the harpies discovered has the words of a long lost language. Compared to the harpies' more musical chicken scratch, it doesn't mesh well with their traditional musical theory. Still, the holder of the tablet recites the words in harpy as best he can. Soon, the spell is spread across all the harpy skies as yet another song, and with it, entirely new ways to compose music. The spell, now known as the Hymn of the Phoenix, leaves it mark on the cultural arts of the harpies.
Note, this isn't performing the ritual yet, just spreading the spell itself.

After exploring the isles of mist on the North Eastern side of the continent, the Daredevil harpies decide to soar right into the Misty depths to see what else lies out of sight from above.
>>
>>3592315
1. Deep hold and First step, the two strongholds of the Shroomen outside of Great Genesis are fortified further, with the palisade around First step being encased in mud, which is hardened into tough dirt with controlled application of fire. In Deep hold, ambush points and false passages are made to deter invaders, whether they be bugmen, or otherwise...

Drak looked out from the mouth of Deep Hold's entrance. An Amanita warrior, he tightened the semi-loose straps on his dull copper armor, and hefted his war-pick onto his shoulders. A bugman raid had struck at First Step recently, and while the half-beasts were unable to enter the town, they had claimed the lives of several Guardshrooms. Thesky-damned fools hadn't been wearing any armor, and the bug's claws had rended their flesh. A Bog viper swam in the murky waters near Drak, and he glanced at the small lizard it was stalking, unknowingly being followed.
>>
>>3587508
Action 1:
The tribes attempt to replicate the tablet using their finest craftsmen

Action 2:
Experiments are conducted to see if the sky fire can either yield useful biproduct where it hits or if can be used to dig deep holes

...the tribe sets sail
>>
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>>3592315

(Daani, Dwarves, Benu'luchi, Harpies, Shroomish...)

>Action 1

The Grenoll continue their expansion push along the northern rivers.

>Action 2:

The great mountain continues to intrigue the Grenoll who arrive, and scouts set out to more thoroughly explore the cavern system beneath the mountains.


>Diplomacy

The second discovery of northern strangers causes the council chamber to ring with croaked debate once again. "We have seen death moving in the north," chimed up Preppet, representing the Warriors of Lurgarde "and it is foolishness to approach death, less her eye pass over you. That is why my post was built, to guard against death with the watchfulness of a duck. These new neighbors are not death; but perhaps there is a chance they might be ducks."

Agreement is eventually reached, and Preppet's plans win victory. He leaves that dusk to begin the journey upriver, passing by Lurgarde scant days later. But there he does not stop, instead he continues his travels toward the head of the river, and the snow-capped peak in search of the feathered beings.
>>
>Civilization
Various races of criminals from many different places sent to the mountains. It is to be called Elthuria

>capital name
Jenhs town

>Summary
Elthuria is a country founded by banished criminals of many races. It is a vaguely ruled almost lawless haven for criminals, which is its main pull factor. It is flanked by many mountains which find themselves as the bass of many criminal activities and schemes.

>fluff
It still exists because people are weary of integrating thousands of hard criminals into their nation and need a place to send their criminals. The region is multi racial and multi religious. The leadership has a mercenary army on the ready incase of any trouble.

Make me orange or red
>>
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>>3593326
>>
>>3592315
>Expand southwest

>Create a port-town just west of Salvation named Voyage. Fishing begins up and down the coast.
>>
>>3593275

Grenoll Life

Grenoll start their existence as 12' diameter translucent gelatinous eggs, laid in clumps that typically number between eight and fourteen. These clumps must be deposited in fresh water, as saline water or dry environments will quickly kill the vulnerable egg-mass. Most Grenoll will choose to lay their eggs with the community, in specialised pools tended by the Order of the Mother, where the Tadpoles will hatch, and be fed and cared for. And there they will stay, eating and growing and maturing until their metamorphosis kicks in, growing limbs and loosing their tail about halfway into their second year of life.

Once their limbs have developed to the point that the Tadpole is able to take their first, few shuddery steps up out of the water, the juvenile is considered a Grenollet, and finally awarded the legal rights and status of a child rather then an animal. The Order of the Mother will continue to tend to and care for the juvenile for as long as is needed, but the hope is always that the need will only be for a couple more years; for once the Grenollet is able to walk, talk and sing to standard then they will be considered eligible for adoption as Squires.

Squiring is a practice that nearly every Grenoll is expected to participate in, barring only the most destitute without the capacity to care for a Grenollet charge. Indeed, it is seen as a matter of status, and any Grenoll of high wealth or importance would be expected to sire for further squires, each adding further to his or her prestige. Circumstances vary, but Squires are most usually taken on between the ages of four and seven. The relationship between sire and squire is roughly analogous to that of parent and child, but it is never quite as unconditional – though it would be considered a grave embarrassment for any Sire to return their squire to the Motherhouses, it has to be considered against the embarrassment of raising a squire who turns out a reprobate, reflecting poorly on the sire's judgement and capabilities.
>>
>>3593735

Sexual maturation occurs at approximately the age of 14, and it is only then that Grenoll will typically find out their own sex, for all Grenoll reproductive organs are internal. Females will tend to become stronger and more heavy-set, their voices deepening, whilst males will grow brighter colouration, their skin mottling with distinctive bright patches and glands of fragrant scent, and find their throat-sacs growing, allowing them far higher range of song-call. This adulthood will be celebrated by a Grenoll's local community with lunar festivals of Song and athletics, demonstrating and celebrating the capacities of the Grenoll adults. It is only after sexual maturation that a Grenoll will be eligible to join or found a company.

Where the relationship with their Sire will determine the family of a Grenoll's childhood, it is the relationship with their company that will govern their adult life. Companies may be as small as an individual Grenoll, or they may be large organisations of tens or even hundreds, the largest and most influential having representatives to the council in their own right. A company is expected to support every Grenoll they take in, as well as the squires those Grenoll might sire for, and the choice to take on a Grenoll in the company will not be made lightly as it is quite difficult to legally remove a Grenoll from a company they have joined except by their own volition. Taxation responsibilities and property rights are carried out primarily on company basis, the exception being lone-Grenoll companies with squires older then 12 when the sole companion passes away; in these cases it is considered right and fair to allow the Squire the option of joining the sole-company as owner, should they wish it. As the other options are finding a new Sire or a late return to the Motherhouses without much chance of future opportunity, most will take it.
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>>3592897
>1.
Fit in body, but not fit in mind is an illness! Create an education system to teach our children maths, language/writing, religion, and so on.
>2.
With the creation of schools, it caused a couple of Senori to want to research the little monsters on the Dumach Islands.
>>
>>3587109
(Our borders now touch if you're still in the game)

>>3592315

>Action 1
Dawn rises on Harpatu, women return home from the night markets, and men begin the days work. King Anuset goes to the Grand Temple to Ariru to perform the morning rituals, but is stopped at the precinct entrance by his guard captain;
-translated- "Your majesty, the queen has taken ill. Court mystics are divining what may be the cause of the illness, but have so far not been granted an answer."
The king rushes back to his wife at the palace. She lies motionless in her bed, sweating with fever; the king orders for any with knowledge of such things to come to court. Bloodletters, Herbalists, Priests, whoever may in any way help. Almost nothing worked. That is until plants brought back from the faraway plains show promising results; lowering the queen's heat, and soothing her pains. These plants must be studied further.
> (Establish a hospital, herbery, medical academy)

>Action 2
> (continue build the fort of Alu-duri as in Grand plan.png)
>>
>>3592989
>>The Paraskinia

>Weather Reading
>Resurrect the great, fallen beast with our newfound ritual

The harpies have always been both dependent and restricted by the weather. Whether it be the onset of strong winds, or torrential downpours, harpies have always just been forced to deal. Now, however, with many already looking to the stars to judge where to go, the harpies begin to notice patterns in the seasons and similarities in regions. With enough time, trial, and effort the harpies start achieving an uncanny prediction of what the next few day's forecast till be, getting more accurate the sooner the change in weather is. Thanks to this, harpies are able to avoid large storms, while catching optimal winds.

The Harpies in the ruins now have the power over life itself! So far they've been utilizing this new-found power to look at walls.
But that halcyonic time has passed. Several skeletons reside in the central chamber, but they seem long gone, time and decay has eaten them away to nothing. Plus they are lame Land-Striders. Outside, however, exists the great flying one; who's body and flesh has mostly been preserved by the hard scales and freezing temperatures. Surely something of this size that is able to fly must be incredibly enjoyable to be around. The harpies start retrieving all the necessary components for the ritual, as the entire mountain starts becoming abuzz with anticipation at their new-found, Sky-Soaring friend.
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>>3593326
Just to elaborate and clean this up a bit. The original inhabitants come from an old tribal settlement that used to exist long ago. It was a place of exile for criminals and their families. The exiles survived in the mountains and finally decided to declare statehood.
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Action 1
>establish state capital at the foot of the mountain in the center tile

Action 2
Offer all surrounding states to take in all of their prisoners and their families in exchange for farming tools
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>>The Paraskinia
>Diplo
>>3593238 Symbians
As the tribe sets sail down the eastern river, they eventually come across the valley that several bands of harpies call home. On either side of them, they can see small flying objects gracefully sailing between peaks and over head, occasionally diving down to snag an animal or to pick up nesting material.
For a good time, they are completely overlooked by the sky-soaring "Feathers", however, it seems one particular band has been keeping an eye out for more Land-Striders.

When the band makes landfall on the river to rest and replenish, a notorious harpy perches herself on an onlooking tree. Securely tied around her neck is one of the bronze trinkets the Symbians are known to make. Two more harpies land near her, and each of them seems to have a small satchel or basket in their talons.
All three of them dip and bob their heads around, scanning the sailing tribe for any sources of shiny, colorful, or intriguing things. If they spot any, the main harpy raises her basket, showing it full of feathers, and seems to utter "Give - Shiny!", then "Take - Feather!"

>>3593275 Grenoll
The Grenoll travel farther and farther upriver, closer to the headwaters of the mountain range and the great snowy peaks themselves. Before the snow even gets close to beginning, however, they are met with a beautiful, and humid temperate rain-forest that runs up the side of the mountains. Being at the windward side of the mountain range, and the source of most of the water in the swamps the Grenoll call home, the south side of the mountain range is covered in vegetation and exceptionally humid. Still, the rivers eventually reach a point where they can no longer hold wide river-craft, and become more analogous to streams, creaks, and brooks.
Thankfully, they are not forced to disembark, as they are spotted long before hand, and a small band of harpies begins gliding down to meet these new River-Trekkers. Perching on trees or rocky outcroppings, the harpies begin conversing amongst each other in a sing-songy language, taking glances at the new visitors.
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>>3594159
**************
Action one
>Establish diplomacy with neighbors to the east and west. Send them a declaration of independence and a constitution. It states that the nation is a peaceful and it's goal is to provide a place for dangerous criminals to live freely the way that they please to without burdening other societies. Requests to take their prisoners and their families along with an amount of farm tools to sustain those sent
Action 2
Create an agricultural hub around the capital city in the plains below the mountain with intent to sustain a population
Action 3
Create fliers and send people to nearby settlements to preach of the lawless paradise that is Elthuria
Action 4
Offer anyone who is willing to fight to defend her a patch of agricultural land.
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>>3593275

(And...Chosen, Benu'luchi, Erabumakta, Paraskinia (Harpies), Elthuria...)

>Action 1:
The Grenoll search their swamplands to look for beasts that might be tamed or domesticated.

>Action 2: The Grenoll expand up to that last northern river-hex, and also into four hexes along the coastline, moving south-east along the coast from the northermost river-mouth.

>>3594189

>Diplomacy:

Preppet's small, assorted band see the first harpies as they swoop down, and for a moment there is some tension, and the Grenoll croak nervously to one another as the Harpies watch them. But then one of the Grenoll, Lhuupup, a mere boatman by trade and company, clears his throat. And he stands, and starts to sing the Night Song to their watchers; that simple, lilting ballard to comfort in the darkness and guide the lost back home. One by one, other Grenoll from the party join in the song, hoping their melody will announce their intent without knowing words to share.
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>>3594295
As the lone frog begins his deep and reverberating song, the harpies' chattering immediately ceases, all eyes focused on the soloist. Then, as more and more River-Trekkers join in and a harmonious croaking fills the air, the harpies' eyes dialate, and their heads start bobbing; first at random instances, before quickly falling in line with the frog's nightsong. After they get their heads around the song's melody, the harpies too, begin to sing.

With their large vocal range, most of the harpies try to simulate the same low notes the frogs achieve, with limited success. Their large lungs are not quite the same as an extendable throat. Still, over the course of the song, the harpies stop trying to imitate and instead start singing in higher chords, achieving a harmonious chorus that all can enjoy. By the end, the entire band of harpies is bobbing back and forth on their perches in perfect sync.
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>>3592315


>>3593059
Land is found to the north of the island. The Daani are rejoiced to find that the lands there seem to be populated by some kind of humanoid shrooms. They are civilized, protected by great palisades, and appear to be able of speaking and understanding a language of their own making. The explorers of The Conclave try to start establishing a friendly communication, approaching the creatures unarmed and with clearly good intentions. Explorers quickly discover that they make most of their tools and utensils with wood and stone, and treat metal as a rare and sought for material of luxury. Hopefully this will begin a mutually benefitial relationship between the two civilizations, as The Conclave would be willing to import the abundant food in the marshes of their homelands in exchange for providing them with a decent supply of copper from the hills back at Daan.

>Actions:

1. The Conclave establishes copper mines in the hills to this end, while simultaneously building their small industry to hold more alloy factories. Bronze must be made not only to trade with the Shroomen, but to secure the boats of the Daani fleet, if The Conclave wants them to endure the sometimes harsh conditions of the ocean.

2. The Daani, being natural traders, develop a much more efficient mathematical system of their own with the help of the brightest minds of the island. The abacus, made of stone to prevent it from wearing out in the humid seas, is used by guild members and sailors alike, so that they can keep track of benefits, cargo, the passage of days, crew... Anything they put their minds to. This also significantly improves the speed at which food and cattle is kept track of by farmers, making their job easier and leaving them more educated.
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>>3594464

The hearts of the expedition lift as their feathery greeters first bob along with the harmonious croaking; and then actually break into song themselves. The notes they make are not quite alike in pitch and range, but in shifting to higher cords the Grenoll find the birds able to join in the night song and achieve a new sort of resonant harmony. And they continue to sing, some of the Grenoll starting to bob as well in mimic of the movements made by the bobbing birds.

And then, the singing completed, the Grenoll come forward to greet their new singing companions. The supplies of the expedition are opened up, the Grenoll offering up baskets of fish, snail and marsh-grain, trinkets of old-bronze and bog-iron, a squire's wooden warrior-doll in a cloak of cut gatorhide, a model of a Grenoll ship and a stone carving of the Mother below.
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>>3594534
Many of the explorers that enter the swamps are never heard from again. Those that do make it back speak of horrible monsters in the deep swamps, insects that walk like men that descend upon groups like rabid animals, tearing them apart with their claws. When they get close to Shroomen settlements, guardshrooms ready copper tipped spears in case they try anything, and seem to converse in grunts and noises that emanate from within, the Shroomen not possessing any mouths. The strange people would not be understood by the Shroomen, and for now not be allowed near the Shroomen towns.

Actions:

1. The sinew of swamp dwelling creatures is utilized to create bows, with the weapon quickly becoming popular with the warriors of the Shroomen. The range provided by them allowed for easier hunting and defending the Shroomish tribes territory from lurking beasts. Numerous different arrowheads are created for different tasks, including piercing the chitin of Bugmen and the hides of creatures.
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>>3594662
Turn
>>3592315
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>>3592989
Iron rich hills are discovered along with massive eagles that prey on hill creatures such as goats as well as other birds.

>>3593238
The runes are difficult if not impossible to replicate, given the nature of their legibility, most results are either completely misinterpreted or just direct translations into Symbian letters.

Using the fire magic on specific items mostly results in what would occur if the same item were simply burnt by normal flame. However, certain things like trees, if not burnt completely, would eventually regrow from the damaged sections into new versions of itself with differing traits.

>>3593275
Scouts uncover a variety of new mushrooms, some releasing light, and other plant life growing off said light.
Small streams are found throughout the cave, where many types of moss envelop.
What appears to be large eggs are found in smaller sections of the cave, they are soft and moist and some covered in moss.
The scouts can tell there is likely much more to this place within what is already a massive cave system.

>>3594295
The large bats at the mountain cave's mouth seem to be largely peaceful towards the Grenoll, perhaps they may be of use.

-

While dwarves maintain a basic grasp of mathematics, future plans will need a better understanding, as many projects have failed due to this. The best dwarven scholars convene and share knowledge.
>Dwarves Get Smarterer

While the newly sprouted city and road eases the burden of the surface, dwarves do still need to travel to the capital, prompting the construction of a superior method of transportation.
Below the earth, using mapping of the surface, miners construct an underground tunnel to connect the two cities, finally alleviating their issues, at least for the most part, as it is not quite big enough to contain all the traffic it receives, despite future expansions within, there will always be a need for the roads.
>Tunnels
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>>3594134
The ritual is performed.
With the final utterance of the runes, it is complete, but then there is a silence as the harpies await the resurrection.
The silence would be deafening if not for the cold winds howling around them, but after a short time a crack is heard, from within the creatures remains, suddenly crackling erupts all throughout the beasts body and surroundings.
Ice splits and shatters as the body begins to move.
First, the scales shudder, then the limbs twitch as the tail bends. The mighty wings raise and unfurl the length of twenty harpies.
A harrowing cry releases from the jaws of the beast, now awoken and displaying its gargantuan size to the harpies.
It glares at the surrounding humanoids as it settles into unlife with what one can only guess is hate or expectancy, perhaps both.
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>>3594662

Communications do not work as intended by the optimistic guildmasters of the Conclave, and explorers arrive intrigued and afraid of the monsters that dwell in the Shroomish marshes. Seeing as explorers and emissaries are not allowed to enter the towns because of the Shroomen wariness of the outsiders, and incapable of explaining their intentions because of the language barrier, the Conclave thinks about other manners of communicating.

Boxes of copper are brought by the sailors to the coasts of the Shroomish marshes, and are presented as gifts to the tribesmen there. They are placed outside their palisades at a safe distance, careful not to anger the guards that patrol the towns and settlements. Inside the boxes, there are various trinkets and coins symbolizing the desire of mutual prosperity, growth and wealth. Hopefully, the deductions made by the most insightful Daani explorers are right, and they do consider metals a valuable and rare commodity.

New diseases are found in the marshes, and sometimes brought back to Zalara by ship. Apothecaries and other healers tend to the infected, and will inform the masters of The Conclave about needing to focus their efforts into devising new methods of treatment; so that these ailments do not end up plaguing the masses at a major scale.
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The sound of >>3594712 would very likely be heard by:
>>3594592
>>3593626
>>3588112
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>>3594709
>Senori
>surveyors look through the land to fund resources they can use
>The port city of Hien is built in the island. Of course, they make sure the construction doesn't disturb the Zomis, the little creatures, on the island. Hopefully they get curious enough to be friends and join us someday. If it can be part of the action, build a section near the city limits for any Zomi to leave in.
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>>3594709
>Expand south

>Develop better ships.
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>>3594709

(Conclave, Shroomish, Dwarves, Bene'luchi, Chosen...)

>Action 1:

A few of the newer settlers passing through the mountain become intrigued by the large bats, and start trying to feed the creatures, seeing if they can be tamed for use. There might be more mysteries in these Caverns; and what can get around a cave as well as a bat?

>Action 2:

With more of the cave system explored, Grenoll are able to pass around (and possibly, through) the mountain, finding other rivers that drain from her slopes, through more of the favored swampy terrain. Grenoll settle along the banks of this river, too.

>Diplomacy:

The north finds us bordered with yet another group of strangers. These ones are hairy, not feathery; but they seem to be alive, which is seen positively. An expedition is sent to go and try and meet them as well, setting off up the river with hopes of communication and trade.
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Action 1
Seize the river source and river bank to the east
Action 2 seize the rivers to the west
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>>3596830
>Diplomacy
Send diplomats to Harpatu and offer to take all prisoners and their families
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>>3594709

>Extra Lore
It is customary for men older than 15 to wear a beard, those incapable of doing so may sport a false beard of a different styling. For religious and ceremonial reasons, some men shave their beards in order to become the "wives" of men of higher rank. This is not an endorsement of homosexuality, merely an established workaround of religious doctrine. For example, a nobleman performs his duty of delivering bread to the lower classes, his actual wife also has this duty but a substitute "wife" may perform it for her alongside her husband. This is also true for women, who wear a false beard in order to perform the tasks of a woman's "husband". These roles are strictly ceremonial, a man found cavorting with his "wife" is still punished as if he were buggering a man. As a woman cannot be penetrated by her "husband" however, there are currently no laws prohibiting such behaviour.

>Action 1
Dusk bathes Harpatu in an eeries grey light, Ariru shines full and terrible. Queen Namuki is too ill to perform her duties. Thankfully the plan given her by Ariru has been passed down, and may be continued in her absence.
> (Continue to take land around the river and bay)

>Action 2
The west holds the promises of metal of many kinds, small mines and villages begin to dot the land. But these small pockets are not enough! Continue taking land west, as far as the veins run.
> (Take land west, following the ore)

The bearfold to the southeast are becoming rather a nuisance. Guards have been stationed at every village, and still they come. Something must be done against them.
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>>The Paraskinia
>>3594592 Grenoll
With the song concluded, the harpies begin relaxing and chirping merrily in the mountain breeze. A few drop down to lower branches to get a look at the odd looking River-Trekkers, or to try and sing further songs. A few also descend to ground level to take a look at the little baskets of supplies, bringing with them their own satchels and baskets from higher up the mountain.
Other than the more hungry looking harpies, their gazes mostly pass over the food provided. Though the harpies don't seem to really understand that one should eat the marsh-grain. Similarly, the dull-colored doll, model, and carving are only glanced over with little understanding of their sentimental value, though one harpy seems infatuated with the doll. The iron, and more importantly the bronze, are quickly the center of the harpies attention.
The harpies on this isolated peak don't have much in the way to trade, unfortunately. They offer various thick and furry hides of mountainous animals, horns and bone, some dried meat, and a wide selection of harpy feathers, including flight and down feathers.

>>3594712
When the beast starts to awaken and pull up tons of ice and snow off of its corpse, many harpies launch off of the ground in shock, orbiting the peak with a delicate balance of caution and curiosity. As the beast rises to its full height, however, it becomes clear the ritual was a success! All the harpies begin chirping and laughing and singing in glee. As the beast itself settles, the harpies still on the ground join their brethren in jumping and dancing and singing.
The one with the tablet calls out in a screeching cry to be heard over the wind and crumbling ice. Expressing its happiness that they could bring their new found friend back. It asks if it can understand them, and if it needs something after such a long nap.
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>>3594134
>>The Paraskinia

>Eagle Cohabitation
>Ore Scraping/Panning

With the discovery of the large eagles, the harpies begin acting along side them, similar to man and dogs in early history. The Harpies, with their higher intelligence and cunning help the eagles find and hunt other creatures. They also start to act as scouts and vigils for the eagles when they roost or feast on their kills, especially with the dangerous life that resides hidden in the mists. Since the eagles tend to only be found in ones or twos, they don't often have neighbors or mates to help tend to their injuries, illnesses, or preening. The harpies slowly start to try to tend and look over their new found Sky-Soaring friends.

The ore found in the mist isles, >>3588732, has eventually attracted the harpies, as they have started to piece together the sources of the metal the other races seem to possess. Rather than try to make a dedicated mine to harvest either one, the harpies decide to try to pick out and pan for scraps of both types across the mountain islands. Though they cannot yet work the ore into metal with their campfires and torches, they are able to at least start gathering these colorful/shiny rocks for future use.
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>>3596793
After much trial and error, they eventually learn what types of food the bats prefer and better understand their behaviors. Though they are fully unable to tame them in adulthood, they find it possible to fully tame them should they spend time and feed them from birth.

>>3597187
Luckily for the harpies, they are just large enough to not be considered a food source by the eagles, instead the eagles simply avoid contact with harpies, but eventually growing accustomed to their presence, and with their intelligence, understand harpies provide benefits to them. They would eventually begin to bond with the creatures, primarily to any hatchlings they find abandoned, being much easier to befriend.

>>3597159
The beast studies the harpies for a few moments, and after the tablet holder speaks, it produces a series of hisses and groans, lifting its tattered wings, giving a few flaps releasing heavy gusts of wind, but it is clear they can not do much in their current state.

-

As the population grows, so too does the demand for food.
The dwarves begin venturing further into the seas in search of larger and more plentiful creatures. This would lead to them discovering great beasts in the deep waters when baited by fish scraps or goat. Initially, there were many ships lost to the creatures below as the dwarves attempted to harpoon by arm and ballista from their ships soon discovered to be much too small and under-equipped.
This would lead to the construction of new ships and better and more plentiful weapons aboard their vessels, as well as small fleets of vessels combining to hunt the beasts, offering a better chance of success.
Shipwrights plan new ships to combat the dangers at sea, but until then, the dwarves make due with the vessels they have by upgrading the various flaws, and learning group tactics.
>Naval Upgrades

The rampant and haphazard harvesting of the nearby forests have begun to take their toll upon the land. A large swath of woodland now becomes but fields of stumps, while becoming great land for livestock to frolic and graze, makes clear how finite the resource is. For now the dwarves may limit use of wood, abandoning wooden utensils and trinkets for their novelty and reverting back to the more sustainable and easy to produce stone and metal items.
Expeditions are sent out to scout the lands for new forests.
>Exploration

-

(I probably missed some things, yell at me if so.)
>>
With so much access to fish, it only makes sense the dwarves find a way to make alcohol with it.
Many producers of ale and food incorporate sea life into their products, most notably fermenting fish and brewing ale with it, which dwarves quite enjoy.
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>>3597254
>Expand

>Begin an elite order of Templars, created from the best of the best through rigorous training and refined technique. These elite are armed and armored to the teeth and are all considered devout, official priests of the holy text. Charged with finding evil and purging It as well as spreading the light and good word of the holy text, these paladins roam the lands and are legally supported with whatever supplies they need, wherever they go. They are granted complete authority In their duties, only answering to the direct orders of a member of the upper clergy.
>>
Of the many roles on a dwarven crew, those of note are the Overseer, to keep general things in order.
Oar Orderer, who as the name would suggest, orders the oardwarves, by being commanded by officers on the top deck how to proceed in directing the ship.
Sight Seer is a valuable position which is not easy to fill, but easier after the invention of vision enhancing tools. Dwarves gifted with enhanced sight are chosen for this to aid directing the ship.
Ale Seer specializes in making sure supplies are maintained as well as looking out for any unseen damages or stowaways. Dwarves with increased vision at short ranges are preferred for this role.
Blacksmith/Craftsdwarf are helpful for assisting in making repairs or tools at sea when such issues occur.
Barkeep/Brewers are essential, providing alcohol to the crew.
Oardwarves, or able bodied dwarves, are recruited from miners and loggers, as they have great strength from repetitive work in the mines and forests that translates well into the role of oardwarf. Additionally making them ideal for combat should the need arise.
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>>3597254

(Elthuria, Erabumakta, Paraskinia, Dwarves, Chosen...)

>Action 1: As Grenoll settlers move along the coast from the overmountain river, other settlers cross from the lands near Lurgarde. Soon the coast of the gulf is populated with small fishing villages.

>Action 2:

Grenoll give the cavern yet more investigations, now with the assistance of many tamed giant bats, the creatures rapidly making themselves useful. Of the most interest to them are the Mossy 'Cave Eggs'... what sort of creature might lay them? As some Grenoll take up care for the Cave Eggs, to see what manner of beast might hatch from them, others delve deeper, trying to find whatever hidden secrets might remain in the caverns.

>>3597159

>Diplomacy: Harpies

As the harpies seem to be looking over the foodstuffs, a few Grenoll start tucking in... even if the Harpies don't seem to want to try it, some of the Grenoll have gotten quite peckish. The Grenoll hand the warrior-doll to the infatuated harpy, and also pass the Harpies a few of their metalwork trinkets in exchange for taking a selection of offered horn and flight-feathers, finding them quite smooth and decorative.

Later in the day, after subsequent singing and attempts at dialogue, a rending cry pierces the air, and breaks much of the mood. Preppet will start the long journey back down the river to make his report to the council. But not all of the expedition will return with him; for a Grenoll named Muppghuuip and his squire intend to remain here, to stay close to these strangers, and try to learn better ways to share and understand meanings.

>Diplomacy: Dwarves

Fhighhuip's upriver expedition reaches the bend that flows by the mountain a few days later. The company pause for a moment - and then break into loud, announcing song as they step up from the river onto the plains of the other shore, carrying with them baskets of trinkets and marsh-foods as they head to try and find the nearest hairy beings.
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>>3594721
>>3597254

The boxes of copper are taken, and most of the metal is melted down into forms more useful forms, and in return, a few containers of food are brought near the outsiders.

Actions

1. Any attempts by tribes to expand outside of the Swamps are halted, as a large swarm of Bugmen attempts to siege Great Genesis. They are repulsed thanks to the metal weapons of the Shroomen, and their chitin has been harvested. The chitin of the Bugmen is light and flexable, and makes for excellent armor, due to it's resilience. Various items were also found among the Bugmen, all of foreign origin, and were collected by the Shroomen Sages for study. (OP decides what is found)
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>>3594189
The boats and especially the leader of the band had found themselves weighted down by the heavy bronze, and the feathers looked as though they would make good decorations, or maybe even shade hats to block out the harsh sun during rowing.

Much bronze is traded to the initial harpies, about as much as they could carry in fact. If other harpies came they also received bronze trinkets, and by the days end feathered leather, wood and bone ornaments adorned most of the band, the last of the bronze now only being owned in the form of tools, weapons and as signs of leadership.

The band decides to see if this valley will serve as fertile grounds for settlement. (Not yet big enough to be represented on the map)

>>3594709
Action 1:
The high priests no longer thing any more can be attained from attempting to replicate the scroll so instead they decide that these trees may prove to be an interesting idea, forest patch burnings are committed on many useless parts of the confederacy to see if any sort of uniquely useful tree can be bred.

Action 2:
The mountains and hills are searched for any deposits of metal where a mine can be established, the tin mine west of Oyo Hill is good enough as it is but it is being proven that the ability to find copper is to small to full fill the continued mining efforts in the tin mine
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Action 1
Expand into the beaches and make first contact with other nations
Action 2
Build fortresses in the mountains above Jenhs Town
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>>3597187
>>The Paraskinia

>Claim the forests of the Sea of Myst
>>(Changing auto-expansion policy. Now autoexpand into either Only Hills/Mountains, OR into the Sea of Mysts as indicated by the blue border.)
>Mystwood Sap tapping

>>3597254
The harpies observing the dragon quickly halt their celebration when they see the state of their new friend's wings. The tragedy! The suffering! The Humiliation! A fellow Sky-Soarer robbed of their greatest gift. The tablet wielder tells the mighty beast that they will do all they can to help him fly once more!
The Harpies compose another song, one which is spearheaded by a purposely chosen herald. It tells the plight of the flightless, and said herald flies back west across all of harpy airspace, seeing if any bands had discovered something to aid their friend.

The herald eventually comes to the Isles of Mysts, the Paraskinia's north western holdings where the surface is covered in a thick fog almost year round. Thanks to the efforts of many daredevils and mist-divers, many unique flora and fauna have been found here. Most notable for the herald, a series of giant willow-like trees that thrive in the cool, humid air. The sap of these trees is known to be very sticky, and might be just the solution they need.

>Diplo
>>3598769 Symbians
The original three harpies would trade all their stockpiled feathers for as many trinkets as possible, almost to the point where the leading woman had issues taking off. They'd deposite their bronze trinkets in their band's nest, and head back to acquire more as the old leader would stay behind to guard their newfound shinnies. Though much to their dismay, their transaction had not been unnoticed. By the time the original harpies had returned, many other harpies had approached the Two-Beast Land-Striders with either their own stockpiles of feathers or fresh kills they had made in the surrounding valley. The Symbian settlers would be offered various meats, hides, and bones/horns as well as both flight and down feathers.
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>>3597254
>Expand west Along the rivers

>Create a city along the southern river, name It Solace
>>
>Senori

>1.
Build the city Amp
>2.
Senori send watchers to study the harpies
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>>3598960
Forgot pic
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>>3597363

(And... Shroomish, Symbians, Elthuria, Paraskinia, Chosen... plus Senori, too... )

>Action 1:

Many of the surviving Grenoll once charged with raiding-swamp Gator nests have formed new companies, it seems. Stealing away eggs and youngsters, they have been raising and breeding the ancient foe domestically - not with any pretense they can be tamed, for the Gator will always be a feral beast, but for their strong, durable, waterproof hides. Swamp-gator leathermaking has become quite an industry, and the tough but quite comparitively lightweight garments created can protect the more-fragile Grenoll from dangers and elements alike, without sacrificing much of their vaunted agility.

>Action 2:

The town of Theguis is founded on the northern river. Close to both the feathered and hairy beings, it is hoped that it might soon become a center for river trade.
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>>Lore: The Sea of Myst

The Seas of Myst is the region that makes up the North-Western side of the continent. Situated north of the western mountain range, cold polar air and humid tropical air are funneled by the "Islands" and collide to form a near permanent fog over the entire region. The Harpies named the isolated mountains as the "Isles of Myst" due to their Birdseye allowing them to only see these isolated peaks rise above the heavy fog. At first, the harpies only chose to settle on the mountains and ignore all that resided in the fog, most too cautious or fearful of flying essentially blind in the fog. Until one fateful day the Mysts were breached, and the curious harpies discovered the wondrous world hidden in mist.

>>Noted Fauna
>Omichli Eagles
Huge eagles, capable of picking up sizable creatures and bringing them back wholesale in their talons. Covered in white and black feathers, their beaks are hooked, and their eyes are incredibly striking with red lids and yellow irises. They nest in the islands and tend to hunt there as well, only diving into the mists out of gluttony or desperation.
>Thanapede
Massive centipedes that speed along the base of the islands and across the plains. The bright yellow glow of their eyes and the thundering of their hundreds of legs is the only warning one receives before it charges in to eat everything in its way. The only saving grace is that because of their size, they must balance short bursts of gorging with long periods of hibernation.
>Storm Swimmers
Eel like creatures that breed in the ocean, but can come on land to eat. They exhibit a unique adaptation that several species inside the Mysts have been noted to possess. Multiple electroreceptors line their face and body; given the high humidity of the fog, the scant electromagnetic waves produced from living creatures is highly visible. They use this to both hunt and avoid predators.
>Silent Stags
One of many herbivores that flourish in these lands. To avoid predation, they move through the Mysts with an unnaturally quite gaunt. They seem to make almost no noise no matter what they do. Somehow, they are still able to call out and communicate to one another despite no audible calls being made.

>>Noted Flora
>Mystwood
Giant willow-like trees that thrive in the humid air. The sap of these trees is known to be very rich and sticky. They are often the host of many other species of plants and animals, forming the backbone of the forests.
>Mosses & Glowing Flowers
Extremely prevalent across the entire region, moss grows on almost every avaible surface, making the surface of the Mysts soft and green. The flowers are more often to be found in the forests, growing on Mystwood and emitting a soft glow, different species giving off different colors. The nectar is also thought to have a slight glow to it.
>Fog-Tendrils
These plants resemble a mix of a tuber and vines. Spreading with sucker roots and covering wide swaths of plains with tough vines.
>>
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>>3597363
The bats are quick to attack and consume the eggs and their contents when discovered.
But as this is done, one egg would be in the process of hatching, and before it could be harmed, a large creature with a wide body and an unhinged maw of many teeth throws itself upon a scout, tearing apart his flesh before escaping out of the tunnel, its body being covered in mucus allowing it to avoid capture by pursuing bats.

Exploring even further, scouts uncover large ruins, seeming to be a temple.
Inside contains many metal, stone, and crystal objects of indiscernible purpose or reference.
There appear to be doors around but many nearly blended in with the environment, and what doors are found are locked, but one door is found open, and within is found a collection of eleven talismans, each made of some type of amalgam.
One scout upon putting one around his neck notices a recent wound of his begin to heal in moments.

Dwarves hear the outlanders much before they see them. They would eventually have diplomats meet with the Grenoll, their "talks" brief, the dwarves showing the outlanders a simple surface map of dwarven held borders, along with the waters they occupy and hinting it may expand further. The Grenoll are given a variety of items such as ale and trinkets as parting gifts before the diplomats would usher the outlanders out of the dwarven borders.

>>3597939
Foreign trinkets.

>>3598769
Mostly the trees simply grow malformed and discolored, however, some grow back with certain types of bark that seem resistant to specific elements, such as fire or water, some even displaying increased strength that could potentially be used as armor or weapons.

The low hills provide decent amounts of copper, while higher in the hills, iron is found.

-

(Will hopefully improve DMing in a couple days or so)
>>
The dwarves, using their ever increasing knowledge of the sea and coasts around them now are more confident in exploring further.
Along with their tools to aid in long distance sight, they begin scouting along the coastlines, for whatever resource may be of interest, mainly wood, though this also provides better information to add to surface maps.
>Exploration

Jotkag'drag is upgraded further, adding onto it larger drydocks primarily of the abundant stone, using wood only for roofing, allowing more ships to be built as well as larger planned vessels.
The south entrance of Latgjal'kalnz becomes almost its own city, or a continuation as it seems as though the innards of the mountainhome spills out onto the surface with the many stone buildings, many of which rest atop the water.
>Harbor/Drydock Upgrade
>>
>>3599595

>Action 1
The Sun blazes hot at dawn against Harpatu. The queen is dead. Ariru overpowers Kuppi. No work can be done outside the home. Court eunuchs seize their moment and draft reforms to many systems. The king in grief signs them through, dazed to the world around him. Chief among them is changes to the system of slavery in the kingdom. Slaves are now forbidden to marry, and their reproduction to be closely monitored, as if one were breeding fine horses. The prostituting of female slaves above the age of 13, and male slaves above the age of 15, was legalised. Laws against their punishing were also laxed, now a master could cut out his slaves tongue for disobedience. Strongest, no long could slaves be freed, and those known to have once been freed slaves are given a choice; a return to slavery (including prostitution), or execution.
All of this, because court eunuchs were known to be the holder of the most slaves, and gossiped to be the worst slave masters. "Better it is to suck cock, than be ruled by a man without one."
> (Slavery reforms, probably more reforms as I come up with them in subsequent lore posts)

>Action 2
Outside the worst of Ariru's wrath, mines become established on the Metal Trail. The largest of these being Kaltappi, a town around a rich mine of gold and copper.
> (Establish the mining town 'Kaltappi' in the most ore-dense spot)
>>
>>3599595
The halls lie quiet and warm, the crimson guard lazily dozing. The people of Setti lie in homes refurbished with bellies full from the rains and the crops brought forth. Yet, Ulaan and the Celestial Empress pace.

Surrounded on all sides, with our traditional lands claimed, with them besmirched by foreign hands, small stout men to the east and bone-men to the north and in our hills.

>Action 1

The passage southwards out of our lands and to our traditional woodlands is sullied, besmirched and held by harpies. The Crimson guard is sent to establish a presence of our own alongside numerous settlers. The Empress demands the harpies be assaulted if they attempt to resist our settlement.

>Action 2.
Old Ruins have been refurbished, rebuilt and are properly inhabited now. One tile south, the first gate, the first district, Yi!

>>Diplomacy.

>>Dwarves.

Language is certainly not universal in any way, but a sandstone pillar carved in a halting motion towards dwarven lands should send the message. That the Empire thinks them inferior and that this?

This is not dwarven land to take.

>>BONEY BOIS ((Chosen.))

Cohabitation has occurred for a few seasons at this point, coastal villagers and farmers seemingly getting along well enough with the skeletons, some trade between the two even, yet today. An emissary arrives, gleaming eyes and horns that shined. Today it is a different day, as she strides towards skeleton's and speaks, in what of their language she has been taught by the local communities of Ulaan's children, those of the blood.

>"That of death, of the chosen. You inhabit the land of Ulaan, of the resurgent empire. I demand an audience, quickly and swiftly with someone important."
>>
>>3600090
((Pic.))
>>
>>3599595
>Cross the river east of Solace, and Expand

>Expand to the west
>>
>>3597939

The food is carefully examined and deemed edible by the sent negotiators. The provisions are taken back to Zalara, and The Conclave is happy that their first trade agreement has gone down succesfully enough. A small thing, however, turns some of the members of the guilds against continuing trade with the Shroomish. After having seen the diseases harbored by the returning explorers and sailors, guildmasters have grown suspicious about the effects the food from the marshes would have on the Daani. This matter is thoroughly discussed until a conclusion is drawn, after a few weeks of debate between the members.

The Daani will not continue making advances towards a trade agreement with the Shroomen, seeing as their initial reaction was of wariness and hostility instead of acknowledgement and hospitality. However, the members of the Conclave hope that their last gift of copper trinkets and containers will suffice to keep relations at a friendly state, but from a safe distance.

Actions:

1. Small developments in early medicine are made by the apothecaries from the Guild. Preparing poultices and better remedies for the fevers and diseases that were starting to spread because of the last journey of the Daani fleet, proves to be a satisfactory means of eradicating most of the symptoms from these illnesses. Fortunately, this advancement during a period of necessity also proves to be useful in the long term for the Conclave, as new purposes for otherwise regular plants with no effect on health are discovered along new herbs that hold newfound healing properties.

2. The Daani sail north again, this time alterating their previously found routes, and reaching towards the eastern parts of the sea. Hopefully explorers will find other neighbouring nations, accepting enough to trade without being a safety hazard for the Daani of Zalara.
>>
>>3599595


>Action 1: The Caverns beneath the mountain are mysterious and wonderful and terrifying, all in one. Through flooded tunnels, Grenoll can pass between the river-systems that cascade from the mountain flanks. The lumious fungi bring a comfortable dawnlight to the darkness. And the maw-beast... well, at least the bats seem to eat their young, even if our attempts to raise and tame them have failed completely. But the ancient temple beneath the ground suggests more then that; that, perhaps, this is holy ground, blessed by the mother below. Certainly, the discovery of healing talismans seems to inspire thoughts that this might be so.

A large contingent from the order of the mother move in to take possession of the shrine, to study the ruins to find if this is indeed the holy shrine they believe it to be. And with them, come other Grenoll. To grow and breed the light-fungus, to tame and train the bats, to tend and guide craft along passages beneath the mountain. To build and clean, to cook and feed, to guard and protect, to care and raise. A town rises in the caverns beneath the Mountain, the presumed-holy town of Soulamere.

>Action 2:

The Grenoll develop a superior hand-sling, increasing both the weight of the projectile that can be slung and greatly improving the distance it can be made to travel, even when wet. Additionally, with both carved masonwork pellets and bog-Iron molded bullets or sharpened discs available as ammunition, and capacity to simply substitute regular river-stones should the wielder run short of specialized projectiles, the improved sling proves to be a versatile weapon and tool with quite surprising potency.

>Diplomacy: Dwarves

The diplomats took note of the map of Dwarven borders, supplying them a glance of their own (even more more simple and primitive) maps and charts before being ushered away, and leaving the Dwarves gifts of trinkets, foods and leatherwork. perhaps the Dwarves should come trade in Grenuis someday?

Once back on Grenoll soil, they proceed to thoroughly take enjoyment of the Dwarf ale.
>>
>>3600090

>>Lore Posting.
The Children of Ulaan, the Ulaanian's, The scaled one's, Degenerates, The fallen desertfolk, The Red Dragon's Slave's, those of the Wyvern-blood.

Are tragic and humorous in their fall. Destroyed by peasent rebellion, drought, famine and incompetent bureaucracy. The people of the desert once had it all, fine clothing, beautiful farmland and massive structures jutting out from the desert sands, now innumerable settlements dot the sands abandoned and full of corpses.

The survivors? People who fed upon eachother in Ulaan's palace, who degraded and debased themselves and commited incest, commited murder and numerous deplorable things on dwindling supply's.

The once proud Crimson Empire is in ruins and while the lands, the great basin is repopulated in scarce numbers and old districts open up, the land of the resurgent empire is hollow, a shell of it's former self filled with people clinging to a time where they were truly great. A people who wish to reforge themselves, turn back the clock and become greater then ever.
>>
>>3600666
Onto those people.

They are divided firmly into three categories, The Tiānshàng , The Khüren and The Mytt.

>>The Tiānshàng

Also known as The Celestial One's, the Tiānshàng are typically bureaucrats.

Possessing of a more cushy lifestyle they are the ones who hold the least amount of wyvern-blood in them. Their appearence more resembles the celestial empress and a normal human then other counterparts and as such are to a degree fetishised and seen as desirable. They are seen as exemplifying the empress and are frequently used as tools of the resurgent empire in manners of tax collection, diplomacy and other domestic and internal or external non-violent affairs. They are expected to represent the empress in their actions and show the glory of the empire to outsiders. They are far more likely to be able to contain themselves then their counterparts the Khüren.

>>The Khüren

Otherwise known as the Crimson are what people refer to those truly and deeply of Ulaan's blood. Typically inhuman and appearing to more resemble the wyvern that Ulaan is. These khüren are most commonly military commander's, people controlling things requiring blunt tools and are seen as people who must carry out and represent Ulaan's will in their actions. It is no suprise they are more savage and violent then the rest of the population.

>>The Mytt's.

Otherwise known affectionately as those between two worlds or unaffectionaly as mutt's. These are the common people of the empire and they are the one's who anyone who enters the empire is going to interact with the most. Inbetween the two extremes they range from relatively humanish to relatively inhumanish with the most variation depending on the amount of ulaan's blood they hold. They are typically the common soldier, the common farmer and the like. They provide the most versatility in roles for the empire and are ussualy the ones who suffer the brunt of disasters, famine and droughts.

All three of them are as expected prideful, seeking to be restored to a better time and hold a duality in worship of the celestial empress and her line which are seen to represent Lust,compassion, Civilty and Extravagance. While Ulaan is seen as a being of Ambition, Pride and Power and ultimately Superiority.

His blood and the empress and her lines guidance rise them above all other beings. They are in effect the Master Race to themselves and ultimately the world does in fact in their eye's belong to them.
>>
>>3599595
>1.
After studying the Harpies, fighters think and practice until they create the Tsisqua fighting style that emphasizes graceful and quick movements to actually land heavy attacks. This becomes common practice in Senori to learn it.
>2.
The wise men of the Senori are the most important of Senori society. Their knowledge of healing, medicine and athletics/acrobatics puts them above even leaders. But they always sought something more. They heard legends of their ancestors being able to channel holy magic to heal and harm people. The last part frighten them, but even a healer needs to know to defend themselves. The wise work tirelessly studying old stories, praying to the gods until one day, one of them was able make his hand glow with what appeared as divine power.
>>
>>3600040
(Already been 5 posts, so gonna post again)

>Action 1
Cold air fills the streets, as Kuppi struggles into the sky. For too long the proper rituals have not been performed. The king is run by his court, the city is run by coin. More, the court is split in two; the Eunuchs, and the Traditionalists.
As he sleeps, a woman slips into the king's bedchamber. She slips the blade between his ribs, and when the king is dead she pushes a torn piece of yellow cloth into his hands. In the morning, the king is found dead, clutching a linen scrap, in a colour only court eunuchs are permitted to wear. Fingers are pointed, four are hung, and power shifts. The king's nephew and a girl of noble birth are crowned in two hasty ceremonies.
Hail King Sarru the Brave! Hail Queen Rubasi the Fair!
Life falls back into line. Kuppi is properly praised. Ariru is in balance with His Sister-Wife.
> (a new monarchy)

>Action 2
With rumours of inhabitants on the opposite side of the strait, we must secure our hold old on the waters. Construct a fort by the name of Asqu on the sands of -our- strait.
> (Fort on the middle sand tile)


>Diplomacy

>>3587109
Men in shining bronze plate, and bronze helmets fashioned as maned lions, march to the outer regions of Hoppiette. Holding the Scroll of a Thousand Tongues, the Captain attempts to find someone in charge...
(if you're still here)
When finally he does so, he employs treaty to allow the Erabite to continue their expansion along the sacred river.
(if you're not still here)
Finding no one, only empty walls, the men turn back to inform the court of a city of winds.

>>3598870
A secondary division is sent to those in the south. Too in gleaming bronze, a hundred strong march to the borders. However, having as of yet only one of the magical scrolls, they fear they will not be understood by whoever inhabits these lands.

>>3600112
Outlying villages are now within range of one another. Fearful of the mountain-folk, men and women alike leave their homes only when strictly necessary. Stories and rumours abound that those from the hills eat people, or that they are 12 feet tall and made of solid stone, most terrifying are tales that they can fly and drop rocks on unwary travellers. Were even a third of the things said about them were true, we are finished.
>>
>>3598923
>>The Paraskinia

>Pitch cooking
>Give the Dragon Flight!

With the discovery of Sap, the harpies begin trying to find ways to make it both stick longer and easier to work with. They eventually find how to cook sap over their fires, and by mixing in a few other choice ingredients, turn the bright amber colored liquid into a sticky black substance.

With their Sap and Feathers, the harpies return to their flightless friend with all the intent to free him from the chains of the earth. It is a painstaking process, as many harpies from across the mountains flock to help dab pitch and affix feathers onto the wings of the great beast. Many more just come to see if the mighty beast can once again take flight. Flight feathers line up and down his wings, tail feathers in spades run all the way down the beast's tail, and a healthy amount of down and fluff-feathers are added to the beasts' neck and collar. All remaining feathers are placed along the front face of the beast to help reduce drag, and as far as the harpies are concerned, make it look more dashing.
The Tablet-wielding harpy explains to the beast that while it should work, the pitch is vulnerable to high temperatures, and would cause the feathers to fall off if it got too hot for too long. With harpies chanting and dancing in the skies all around, urging it on, the great beast makes its first attempts at flight.

>>3600561 The Crimson Resurgent Empire
For the most part, the harpies ignore new land-striders. The only times they've ever considered them more interesting than prey is when they seem to move in big groups and with a purpose. Watching from on-high and on distant mountain peaks, the Harpies assume the scaly groups are seeking to pass through to the moist swamps across the ridge. But to their surprise, many of these groups seem to place down structure that resemble the land-stider's attempts at a nest. A few harpies begin to land a distance away from their settlements and squawk at the invasive species, fluffing up their feathers to appear bigger, and enforcing these mountains as their own. When the armored land-striders start to act in aggression, preventing harpies from getting too close or shooing them away from their perches, the harpies take this as well as one would expect.
>The harpies repel attempts at settling or claiming the mountains.
>>
>>3600970
This incites something unpleasent. While before things were clearly tense. With many of those scaled folk clearly uncomfortable or nervously farming shooing harpies away.

It is as they are assaulted that things escalate. With the most scaled among them, screeching and roaring in some rough language. Armored in bronze and copper and with spears and swords and javelins.

Rarely one takes flight and attempts to assault the harpys.

>>Either way, with the crimson guard here defending the settlers. They will attempt to resist being expelled and in turn ward off the Harpies attempts at expunging them.
>>
Diseases of the swamps:

The Shroomen, having a completely different physiology to other sentient races, are unaffected by a vast majority of diseases that fester in the fetid wetlands they call home. Some of said diseases include:

Rotlung: A bacterial infection that inhabits the lungs, the Rotlung bacteria feeds off of lung tissue, and thus dead bodies look like their lungs have decayed before their death. The disease is characterized by a hacking cough, and when such symptoms are in effect, the disease is most spreadable, the cough causing particulates of the bacterium to become airborne.

Drowners sickness: Another disease that affects the lungs, this plague causes the lungs to fill with fluid, causing the afflicted to drown in their own lungs. The disease thrives in stagnant water and the body fluids that fill the lungs of the sufferer. With no real effective methods of curing the ailment, the most effective way to ease the suffering is to put the individual out of their misery before they begin to drown.

Wanderer’s foot: This world's equivalent to trench foot.

Fire fever: A disease that causes extreme fatigue in most, the body of the infected is tricked into thinking that an extraordinarily high fever will kill the disease, when in reality, it only helps the disease to grow. The fever usually is so high that the person dies of the heat.
>>
>Posting for the banned and the damned
>>3599595
Action 1:
It is decreed to all the tribes that these trees are a gift from the gods, and thusly all tribes who can must spread the seeds and saplings of these mighty trees throughout the local valleys.

Action 2:
Many a Symbian find good work in the hills foraging and sporadically mining for copper. Eventually the copper finally matches the supplies of tin. As for the iron many priests try to figure out how to work with it, and only find it useful for filling out the centres of bronze weaponry and tools as to lighten them with the crude yet light iron, though this is found to not be too great when it comes to strengthening the tools, as the impure centres tend to weaken the tools.
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>>3599595
1. Bog iron had always been present in the swamps of the Shroomen, and the creation of copper forges had given rise to the natural curiosity of the Shroomen to find other rocks that could be smelted down. The lack of any natural tin deposits meant that the Shroomen would have no ability to make bronze, and thus the use of the relatively common, but very impure big iron was more widespread. While far more durable then the pure copper the Shroomen had been using, the Bog iron was no where near as good as other, purer iron sources, and thus provided a poorer quality iron.
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Lore post
Ore had been found in the mountains. This set the scene for the next movement of the Elthurian governance. There is fertile soil to farm by the river and natural resources in the mountains. Riches are sure to come..

Action 1
Expand five spaces into the surrounding mountains

Action 2
Build a mining town by the mountains called Grahams Town.
>>
>diplomacy
Offer Erabumakta 5 tones of grain annually for all prisoners in the prisons once a year
>>
>>3599595
>>
>>3600561

(Senori, Erabumakta, Paraskinia, Shroomen, Symbians, Elthurians....)

>Action 1:

Although the Harpy and Dwarf contacts have both been peaceable and judged to be successes, the Grenoll attitude toward the Skeletons that stride the hills and upper grasslands remains one of fear and Paranoia. As the skeletals are theorized to have no flesh that needs piercing, the Grenoll smiths work bog-iron into crushing weapons; Maces and their kin, and start issuing them to their heroes, warriors and military companies where needed.

>Action 2:

With Soulamere established, travel between the rivers that flow down the mountain flanks becomes a matter of passing through the right caverns. Grenoll begin pushing down these waterways, settling and claiming these Marshland rivers as they had so many before.


>>3600970

>Diplomacy (Paraskinia):

Muppghuuip (and his squire) remained up the river when his expedition turned back, to try and live with and learn the ways of the Harpies. Now, there seems to be some sort of commotion, as he understands, and Muppghuuip approaches the harpies to try and experiment with communications again, to see if he has made any linguistic progress and to try and work out what might be happening.
>>
>>3601562
This Is me, couldn't post.

>Create a city by the northern river, and name It Hallow

>Begin making roads between all established cities and forts, to ease travel and trade.
>>
>>3600970
>>The Paraskinia

>Active harassment and skirmishing with Crimson Empire to prevent settlement and disrupt supply lines
>Work on a Common Tongue (Senori and Grenoll)

>>3601121
When the harpy's pestering becomes too much for the Scaled Land-Striders, the send out their guards to pacify the harpies. Too try and avoid a lang-based fight, the harpies quickly ascend into the sky, where most of their operations will take place. The harpies realize that between their enemy's full armor and occasional full-scaled-bodies vs their lack of dedicated weapons, that they won't be able to win in a straight up fight. It'd become especially harder to engage them if they were able to build a proper nest to hide behind.

To combat this, they instead target the settlers more than the guards, opting to only take attacks of opportunity against unaware or under-armored guards. Dive bombing and bouncing those trying to build up their structures, either racking with their claws or picking up and dropping them, to slow the progress as much as possible. Stealing tools, food, and other useful things for the Crimson lizards. And assaulting incoming migrants and supply convoys while they are most vulnerable, climbing up the mountain slopes. Combined with some forms of mental warfare, ie, the damn birds never shut up once the sun goes down and try to keep camps up late into the night, the harpies do their best to make the land-strider's lives hell.

The most surprising and infuriating to the harpies is the realization that some of these land-striders are in fact sky-soarers. They don't understand why the sky-soarers are helping the ones clearly at fault here. A one-sided rivalry quickly forms, and it becomes common place for any Wyvern-blooded capable of flight to get actively attacked on multiple fronts by multiple harpy passes every time they get too high off of the ground.


By now, the harpies have had long standing borders with both the Senori and the Grenoll. With a combination of initial ground work being set so long ago, and multiple years for the races to get used to each other, the harpies once again try to teach the other races their tongue, or at least establish a way to communicate.
To the west, Senori villagers and scholars have been viewing the harpies for a long period now, occasionally doing trade, or even rarely gone hunting together after the same prey along the river or lake. Combined with being the first nation the harpies have ran across, forms of communicating has slowly broken down the social borders the two have had for ages.
Similarly, to the east, group singing has endeared the Grenoll to the harpy populace. With a local by the name of Muppghuuip, the harpies have had chances to continue relations and musical numbers. This time working more with the mutually established language of music, the harpies attempt to bridge the gap so that at least more nuanced communication is possible.
>>
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>>3600862
Much study and prayer is performed, but ultimately no results made.
However, they are able to enhance their existing talents.

>>3600970
Aside from the wings and exposed wounds, the beast rejects feathering. It is not the familiar and durable flesh once had, but it will hate to do.
Stretching its ancient bones and flesh, it positions itself on the edge of the ruins and prepares itself for flight.
Unfurling its wings and forcing them against the air, the beast then launches itself from the summit, creating a white cloud of snow and fractured ice.
Now gliding through the air as it did so long ago, a cry of what can be assumed is joy howls through the winds, being heard by all those around once more.
The beast is seen gliding through the air and circling around the mountain with ease despite all circumstances.
But now the beast longs for more. It crashes its mass upon the mountain, approaching a harpy and devouring it. Then turning its gaze unto the tablet holder, it's clear what is desired.

>>3601164
Saplings and seeds are sown into the soil. Within time the earth will be blessed by these mighty giants.
>>
>>3601397
Conversation is slow, as though some in the group speak a language with the same roots as Erabu, it has been a long time since that split. Eventually an understanding is reached, the Elthuri(?) would like to purchase(?) prisoners for grain.
At first, the very thought of selling an Erabite like a slave is abhorrent, but after some mulling over the second in command sets out their proposal;
"We will not sell you our men and women like 'Harmu' (a word like slave or cattle), prisoners will be given the choice at sentencing. Those sentenced to death will not be sold, as they are 'Aya-situ' (an enemy of the state) and must be put down."
>>
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Dwarven vessels can only go so far, and with the peninsula adding much more travel than needed, the dwarves decide to build a canal that would cut into the east river and use that for journies west.
>Canal

While the current most common ship seems sufficient for most all uses, the great unknown that lay ahead could possess any number of dangers, mostly from within the sea, knowing full well the further out and as waters deepen, larger creatures can be found. The dwarves, not being ones for their modesty have decided the best course of action is to create a ship designed for battle, as well as being easily modified to allow twice the range of earlier ships.
>Korgath'jotkag Class


On the larger dwarven vessels, primarily the Korgath'jotkag Class, instead of the entire roof being opened by hinges and rope, the roof is permanent, acting as a frame for various sections that can be opened in the familiar fashion. This allows for greater access to the surface without opening the entire roof and creating variance in combat, opening one section to attack while closing another when it is not needed or deemed under too much pressure, the dwarves become as moles, sprouting new positions left and right and closing others likely confusing the enemy.

In the case of emergency, all ships with crews greater than fifty are required by law to possess a minimum of two goats of opposite sexes, helping to ensure the survival of crews in dire situations.
>>
>1.
Build a road from Mapachi to Amp
>2.
There are many creatures that thrive on the rainy grasslands, but there is one beast that catch Senori eyes. A majestic horse-like beast called kilefi. It can run wet ground with ease and outlast most horses. The Senori always wanted to tame them.
>>
>>3602444
Action 1:
The recent reintroduction of proper levels do copper into the market has brought to the attention of the elders the practice of high tin bronze, and specifically the applications the alloy has in boats and decorations in the wetter parts of the confederacy. It has been found that high tin bronze tends to do well under wetness and rusts less frequently, this is especially notable in the fact that bronze disease (the creation of holes due to greenish coppery rust) seems much less existent in tin bronze, this seems to be further aided by the introduction of small amounts of the otherwise useless metal of lead into the bronze. This seems to further increase the strength, forging ability and corrosion resistance of tin bronze by a notable extent.

And with that tin bronze begins to proliferate itself throughout the more naval areas of the confederacy. Art and smithing also increases in skill because of it with new techniques arising.

Action 2:
This strange metal called iron has recently been shown to be useful in the forging of nails, as with a steady hammer and a pair of pliers these nails can be created fairly easily and cheaply.

Thusly iron mines begin to open up sparsely to serve this demand for this easy to acquire metal.
>>
>>3603725
Wrong name sorry
>>
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>>3602444

>Action 1:

Grenoll work to study and understand the voices of their neighbors, founding a company of Translators as they endevour to improve their communication with the Dwarves and the Harpies.

>Action 2:

The town of Navrigole is founded downriver from Soulamere.
>>
>>3602444
>Expand straight south from Solace

>Improve forging methods, through trial, error, and experimenting on more effective forging methods.
>>
>>3602444

>Action 1
Dawn once again rises peacefully on Harpatu, women return home from the night markets, and men begin the days work. King Sarru performs the morning rituals to Ariru, with only minor mistakes, but what else is to be expected of a boy of 13? When he is done he retires to his court to plan the actions of the day.
1) The Captain of the King's Guard remains wary of the unknown creatures to the north.
"We must secure our people against any foe, this can only be done with the taking of resources."
> (Move east, taking field and forest alike)
2) The treasurer disagrees.
"No, no, no, we are stretched thin as it is! We cannot take -more- land! Instead we must improve what we already have."
> (Build roads, Harpatu to Asqu, Isitu to Kaltappi)
For a while the king is indecisive, he prays to Ariru quietly to guide him.

>Action 2
The men sent north, to speak with whomever it may be that we now share borders with, return with tales of empty towns. No one seems to live there, any longer. Again the court is split;
1) Perturbed that settlers have already been sent east, the treasurer puts his foot down.
"We cannot fight a war on all sides, are you mad?! Our force is already halved, and you wish to send them north to conquer the winds?! You would leave the heartlands vulnerable, it can not, and Will not be done. Sire, instead we should encourage the promotion and progress of our gifted."
> (Construct further academies dedicated to the natural sciences, astronomy, mathematics, and industry)
2)Annoyed he had been snubbed, the Captain lashes out.
"Destroy them! Send our armies north, and conquer those empty streets!"
> (Send the majority of the male army, roughly 5,000 men with bronze armour and weapons to take whatever land they can from the bunny men)

>Diplomacy

(>>3601397)
The contingent sent south returns with good and bad news. First the good. The peoples of the South, who call themselves Elthuria or perhaps Erania, it was unclear, speak a language not too far from our own, at least some do. They offer us a proposition, to sell them our petty criminals for 5 tonnes of grain a head. In discussion we suggested it be a possible sentencing, for those who choose it, perhaps even giving a share of the grain to the family of the criminal. The court sees no downsides. Quickly the idea is agreed. A troop is sent south to give affirmation. And now the bad news, the "nation" indeed already controls the southern shore of the strait, for now we may only ponder a solution to this.
>>
Rolled 1 (1d2)

>>3604178
and I forgot how to roll on /qst/

Just to clarify too, if I roll a;
1 - take land in the east & build academies
2 - build roads & attack Hoppiette
>>
Action 1
Expand five spaces

Action 2
Build a work camp in the area marked as black
>>
>>3602682
>Diplomacy
Seek to open up trade and start a friendly relationship. After all we do share ancestors and are brothers
>>
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>>3604292
Image related
>>
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>>3604299
Tentatively, a trade agreement is reached. Though not as yet not specific, a simple arrangement of the sale of slaves for a rock the Erabites had never seen before. Black as Kuppi's cloak, but which burns as bright as Ariru when lit. Individual traders barter their own prices, as the court has yet set a standard.
>>
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Upgrades and innovations are made to dwarven vessels. Rationing, backup supplies for the backup supplies and enhanced storage techniques allow ships to go even further than before.
Additionally, small stations are constructed along the coasts where the borders of the surface world end where normally a ship would have expended roughly 10-20% of its supplies by then, can now restock before officially leaving home, whereas they would previously set out from the capital and waste much ale.
>Naval Upgrade

A great discovery is made by dwarven explorers. Wood!
Along the coasts far to the west, dwarves have finally found their desired resource.
Three Korgath'jotkag class ships drop anchor and send out oardwarves to the forested land, using old copper canoes and some empty kegs fashioned into a similar canoe shape, if uninterrupted, they make landfall, doing little exploration as they begin harvesting timber. Eventually, they would make rafts of the fresh cut wood and transport the resources to the ships, along with some foraged items they can use to brew ale.
>>3603578

-

Dwarven vessels are generally created and classed based off of specific designs. There are many variants and non-standard sized designs but the vast majority fall under three classes.

Lotz'jotkag is a light vessel used for fishing in shallow waters.
They have a minimum crew of 24 dwarves.

Daitaz'jotkag is highly common and can perform most tasks, and with the new equipment and tactics, can usually fill any role.
These have a minimum crew of 31 dwarves.

Korgath'jotkag is the newest and largest class of ship, designed for longer ranges and encountering large beasts at sea.
Their minimum crew is 63+2 goats
>>
>>3604619
(second paragraph is an action, forgot to mark it)
>>
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Action 1
Expand
Action 2
Build frontier town called Leedus (white)
>>
>>3602682
Diplomacy
Offer to build an institute for the better understanding of each other's language and possible further education
>>
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>>3604590

> Action 1:

Building slings has led the Grenoll to one simple rule; bigger is often better. The bigger the sling, the larger the stone and the further you have the power to throw it.The only trouble is that making a sling heavier also makes it more heavy and unwieldy, more difficult to carry and to hold steady whilst aiming. But... what if you don't have to hold it at all? The Grenoll work to develop and design heavier Catapults, capable of hurling shaped rocks and other projectiles a significant distance with both force and speed.

> Action 2:

The Grenoll expand along the swampy coastlines south of Navrigole, settling more fishing and farming villages into swamplands, marshes and salt marshes to harvest the edible riches of these wetlands.
>>
>>3604590
>Expand west

>Expand around Solace
>>
>>3601829
>The Paraskinia

>Wyvern-Butchering
>Cinnabar dye

With the conflict between the harpies and wyvern-blooded reaching the point where bodies start dropping, the harpies do what they've always done to their prey, and scavenge the bodies. While confused by the wide variety in appearance between individuals, they have no qualms about tearing into the flesh and peeling off the scales or horns of fallen wvyern-blodded. The scales, horns, and wings in particular are highly coveted by the harpies for numerous reasons. The biggest being the exceptionally vibrant, red scales that harpies quickly try to get as decorations, trophies, or crafting components.
>>3602444 As the conflict between the harpies and wyverns escalate, and the first flying wyverns are dropped, the victorious harpies carry their kill back up the mountain to show their brothers, sisters, and new friend. When they get to the top, they see the big-scaled-one hunched on the ground, feathers drapping down its wings, starting down on the tablet-wielding harpy. Oblivious to the shock and trepidation of the surrounding harpies, they bring their kill up and squawk in indignation at the invasion of the wyvern-blooded and the insulting nature of their inferior flight capabilities. Showing off the scaled humanoids, and pulling their wings back to show how poor their featherless aesthetic is, the harpies reveal to the big-scaled-one the proliferation of spicy, scaled, hore'derves marching to his roost at this very moment.

Scattered across the Isles of Myst, cinnabar and malachite deposits speckle and streak the mountainsides. With their vibrant hues, the harpies are quick to try and chisel or pan small parts as they find them. Cinnabar, due to its reddish/orange hue, is quickly utilized in dyes for both crafted goods and harpy feathers.
>>
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>>3606838
The beast seems to take an interest in the wings and scaled flesh of the slain humanoids.
Beckoning the surrounding harpies to go forth against the scaled foe, appearing to want more of their bodies.
Assuming the harpies have understood, the beast then swiftly departs to the west.

-

During extensive drinking in response to a ships crew slaying a rather large creature of the sea, the heavily intoxicated crew, filled with vigor and pride haphazardly agreed to take to the sea at once to fight a rumored monster in the eastern sea.
Normally events like this end with dwarves being too reasonable, or dwarves too drunken to proceed, usually getting lost or not having enough supplies. Instead, their level of drunkenness was at the perfect level to allow them to attempt to live out their grandeur plan of conquest. And so the crew of the Torzdezuk venture east into the unseen sea.
But as expected, their hopes were dashed away, but what was not expected was landmass welcoming them. Originally thinking they had simply gotten turned around, they soon realized this land is foreign, and upon landing, discover the valued lumber beyond.
After foraging for supplies to return home, the dwarves spread the news and migrants soon take to the land.
>Expansion

Utilizing the cheap and abundant iron in the hills, dwarves forge iron rods along the very hills it is harvested from. These will serve as a minor defense against whatever threat lay to the west, and the dry climate keeping rust from overtaking the metal, allowing it to remain for quite some time.
>Defenses
>>
>>3606838

>Diplomacy: Paraskina

Muppghuuip returns, and puffs out a little, his throat expanded. And, in a crude, broken form of noise somewhere been a croak and a squawk he tries to speak to the harpies again, stating that there seems to be some sort of commotion he had heard, perhaps indicative of a problem. Are the Harpies of the Mountain in any trouble? Is assistance needed?
>>
Rolled 14 + 7000 (1d100 + 7000)

>>3607487
>>Defenses
The enemy will attack us tonight, they shall kill 1 amongst our number.
>>
>>3608161
Elaborate.
>>
Action 1:
We shall get to work constructing a grand temple so that the gods may notice us upon the face of the earth

Action 2:
We shall attempt to figure out what mystic qualities the new elemental woods may bring to us
>>
Action 1
Expand
Action 2
Build the grand coastal city of Kent (white) to do so would be a necessity given that relations with neighbors are reaching an all time high.
>>
>>3609423
Pic related
Diplomacy
Stop buying workers for grain because the workforce is big enough and needs to be fed. Carry on trading slaves for coal. Ask >>3602682
For priests and holy men in order to bring religion into the lawless state of Elthuria
>>
>>3607487
>Expand west

>Create defensive walls around our cities, starting with the capital and Salvation/Passage
>>
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>>3607487

>Action 1:

The Town of Maruis is founded, also downriver of Soulamere

>Action 2:

Expansions along the coast continue.

>Diplomacy:

>>3607755
Is re-stated with the Harpies.
>>
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>>3606838
>>The Paraskinia

>Expand
>Aercast Javelin

The harpies have on soared there the valley of trees. Now they claim the tall mountain and a few surrounding hills to help establish more roosting spots for harpies completing the circuit. around the western peak.

The harpies have been skirmishing for quite some time with the invasive wyvern-blooded species. Harassing supply lines, convoys, and taking attacks of opportunity when they can. Stockpiling the bodies at the peak of the mountain, in the ruins with the tablet-wielder watching over them. One thing the harpies have consistently noticed is how well armed the wyvern-blooded are. While little is able to be used by them, it begins to give the harpies ideas and motivation to make their own tools for war.
As such, the Aercast Javelin is created. Mainly a long, thin pole with a grip and sharp object at the end, either stone or metal salvaged from the dead. These javelins are carried on low-slung satchels of harpies, or grasped directly in the talons. They are designed to be thrown while in the air; either from a dive, fly by, or stationary hover.

>>3607755 Grenoll
The harpies, having worked how to use their lung capacity to better mimic the Grenoll's deep croaks, responds as best they can.
Red-scaled land-striders have marched upon their mountains from the northern deserts across the ridge.
After several long minutes of internal discussion, the harpies decide to ask the Grenoll for some specific help.
>Harpies desire stone blocks to build a fort.
>Harpies desire specialized polearms(Bardiche) for them to use while in flight.
>>
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Forgot the pic like an absolute idiot
>>
>>3609690

Diplomacy: Paraskina.

After a few messages relayed by Bat-courier down to Theguis, Muppghuuip is able to agree to assist the harpies with their specified problems. Though the Grenoll may not be able to come up with everything immediately he is certain the contract is one that can be fulfilled.

In exchange for these services, Muppghuuip states, as the Harpies have offered to pay the Grenoll will ask for quarter-weight of any stone cut for the Fortress in Cinnabar, Malachite or Pitch; and half-weight in these same substances for each weapon provided.

However, Muppghuuip states, the Grenoll are quite aware of how heavy the fortress may end up being, and how even a quarter of that weight may be tricky for the Harpies to provide and transport in terms of raw goods. Which is why he has been authorized to offer an alternative, should the Harpies prefer it:

If the Harpies are prepared to allow the Grenoll perpetual quarrying rights, rather then merely durational ones, then the Grenoll will be prepared to provide and craft any and all stonework required for the fortress without any charge.
>>
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>>3611348
Action 1:
The temple is complete (will draw it tomorrow or something)

Action 2:
Conflicts between tribes are now to be settled by ritualistic combat. Due to this the new wood begins to be more fittingly manipulated in order to help those tribes who need it.
>>
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>>3611348

>Action 1:

After some further negotiations with the Paraskina to help them against this unknown reptilian threat, Grenoll assistance begins. Grenoll stoneworkers, pleased to have secured Quarrying rights in perpetuity from the Paraskinia, move into the Eastern, bare mountain to break a Quarry into the southern flank of the mountain, and start carving out the stonework for the harpies to use in their Fortress project. With them come Guards, and a company of slingers upriver from Theguis; if the threat to the Harpies from these reptiles is severe, then then Grenoll do not want to leave their workers vulnerable to the Wyvern-kin.

Also coming upriver with the Quarriers is a company of Veteran Alligator-Hunters from Lursuis, led by Mrruppth, a large, dull-colored, scarred Grenoll with one good eye and fierce temperament. Although the Grenoll do not truly grasp the reptilian threat the harpies face, they reason that surely large Reptiles and methods for dispatching them would be basically the same?

Mrruppth is placed under the command of the Paraskina, for them to use her company as needed against the threat.

>Action 2:

The fortress of Golfregard is set up on the Skeletal border, on a raised clifftop overlooking a small cove so that the fort can be supplied and reinforced by boat.
>>
>>3609690
>>The Paraskinia

>Diplo >>3610644 Grenoll
The harpies agree with some terms offered, and discuss others.
They allow the Grenoll to establish their quarry in the eastern mountain of the ridge, providing a new source of quality stone for the Grenoll, and more importantly for the Harpies, enough stone to build their newfound fort.
Rather than trade other raw resources for both the material and craftsmanship costs of new weapons, the harpies suggest they instead give most of the bronze and copper gear looted from the Wyvern-Blooded to the Grenoll in exchange for a decent amount bardiches and javelin heads. Its not like the harpies can use conventional metal armor anyway.

>Mercantilism
>Construct Fort: Tisiphone (In the far-eastern snow mountains)

With their first major transaction done between themselves and a national power, the harpies come to realize an odd fundamental truth. The various metals, resources, foodstuffs, and skills seem to vary from one Land-Stider's mound to another. And more often than not, Land-Striders desire that which they don't have. The Harpies start to pay more attention to land-stiders, what they seem to have, and what they'd assume they'd want if given the opportunity to have. Some bands of harpies start to mobilize themselves in preperation for how they can make use of this new knowledge.

With Grenoll quarried stone, the Harpies begin to construct their first major structure outside of standard roosts or pillars. Airdropping large blocks of stone, the harpies quickly erect a series of walls in various paths and passages they feel land-striders would try to utilize to get up and through their mountain peaks. To complement the various travel-inhibitors, the harpies also reinforce the ruins at the peak of the tallest mountain. They surround the rest of the level surface the ruins reside in, creating a wide wall with no gate, as harpies need not trouble themselves with such defensive weak points. With their remaining stone they construct some basic buildings on, around, and continuing from the ruins, making it essentially the Keep of the fort.
To help expedite their wyvern-harvesting operation, the bodies are now stored in one of the external buildings and the harvested loot is placed in adjacent ones or against the walls.
>>
>Expand yet more west

>Expand Into the western plains, south of Kaltappi and Oyo
>>
>>3611348
Action

The shroomen venture north to the northern swamps that border the mountians and hills, and establish a village, from that village, war-pick armed Amanitas go to work shaping the landscape with great earthworks to establish some sort of earthen wall. The town is named "Second Home"
>>
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Rolled 2 (1d3)

>>3611348

>Action 1
Kuppi shines bright and silver over Harpatu, strengthened once again by the rituals in Her temple. The queen takes a less active role than her predecessor, allowing her ladies to perform the more cumbersome tasks, instead she focuses on private prayer. She asks the Goddess for guidance, and is in turn blessed with visions. "The Grand Plan has been completed, but now others stand in Our way. Journey east into the plains, take what should be Ours! And in the west, build upon their plains to feed the watch."
> (expansion as in pic)

>Action 2
Having appointed the monarchy, the court (with the notable exception of the Eunuchs) may hold gatherings to decide the course of the kingdom. This however causes disagreement. Division lines are drawn.
1) "Miles of land, empty and ripe for the taking! We must march on the city of winds, and take whatever lays inside!"
> (expand into old Hoppiette lands)
2) "And stretch our border wider? We might as well hand ourselves over to the wilds! Our priorities lie at home. This burning rock we have traded with the Elthurians, and ore the colour of dawn."
> (invent iron smelting)
3) "The two of you remain blind to the threat in the north. We have word that creatures now swarm our western border too. For the safety of our people, we must begin the greatest construction known to man."
> (wall off the border with the Chosen)

>Diplomacy
>>3606435
"We must humbly, decline, your offer. Though partners in trade, and distant cousins, you do not follow our customs, do not worship Ariru and Kuppi. We cannot allow you to enter our cities when you allow men and women to intwine both day and night."
However studies of the language of the men in the south are indeed being conducted within the walls of Harpatu.

>>3609431
Annoyed at no longer being able to palm petty criminals off on Elthuria, judges talk ill of them at court, those this mostly falls on deaf ears.
Having seemingly got through to them that the God & Goddess are essential to a good life, a guarded contingent of both priests and priestesses are sent to Jenhs Town. In the day, the men travel by foot, the women carried in carriages draped in heavy cloth. At night, the places reverse.
"In order to perform the needed rituals, we require a place we may perform them, with access to water. Else we will be shouting prayers into the void, where neither Ariru or Kuppi may hear them."
> (gib house and well. more rp will come of the clergy spreading the religion)

>>3612357
The Captain who secured the Scroll of a Thousand Tongues, carries it with her on her march to Solace, the town on the horizon. She wishes to know who, or what, is coming south.
>>
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>>3612242
The beast returns from its venture west. With it bringing a large carcass of one giant furred beast from the western plains.
Landing in the now fortified ruins of the summit, it places down its kill so that it may feast later. With it too is a large ornate receptacle that is placed at the feet of the beast, keeping close watch of it.
Harpies would notice the wings in particular of the beast seem to have withstood the flight, many having come loose, perhaps the collected bodies of the scaled foe would fare better.

-

On the grassy coast of the east, a settlement is formed. Digging the earth and forming an artificial hill for th dwarves to congregate and live, and ease the new shipments of lumber to the capital.
>Torzdezuk'gaz

To aid in the influx of ships and trade for the growing city and its peoples, a large harbor is created using both stone extracted from the city and the plentiful timber freshly collected.
>Harbor
>>
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>>3612677

>Action 1:

The Town of Ertsable joins the ranks of Grenoll settlements.

>Action 2:

Grenoll smiths work to devise a weapon suited to the specifications of the Paraskinia, a heavy blade mounted atop a sturdy bogwood. In doing so, they develop specialized polearms that they hope will be usable by the Harpies in flight, but which they also find to very useful and versatile weapons in the hands of their own infantry. Grenoll develop the Bardiche.

>Diplomacy:

Grenoll begin shipping the Harpies their weapon orders.
>>
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>1.
Sights of short weirdos cutting down tree north of Amp angered the Senori! The city was Vilocochi was founded.
>2.
While security was on their minds, a system of watch towers was set up at the boarders to look out for trespassers.
>>
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>>3612242
>>The Paraskinia

>Expand
>Harpy Combat Training

With so much contention in the eastern half of the continent, many bands of harpies have made their way over to the western mountain ranges, where skies are free of wyverns and dragons, land is full of simple prey to prey upon, and new roosts can be established.

With the help of Mrruppth, the Grenoll captain, the harpies begin to spar and train. Her company proves invaluable in teaching the harpies ways to fight more organized groups. They also become more accustomed to utilizing their new weapons for both aerial combat, and in particular, air to land combat.

>>3612803
The harpies are also willing to try their first go at mercantilism. They approach the Grenoll trade village with the original offer they'd previously been given. The harpies provide half-weight of pitch and malachite in exchange for iron tools and weapons, this time ones designed specifically for land-strider use.
They also try to trade some meat (both animal and possibly wyvern-blooded) in exchange for that odd marsh-grain.
>>3612879
Should they agree, the harpies then bring the goods over to the Senori, and offer them up, as they have noticed the Senori still seem to use the softer bronze that the wyverns also choose to use. They also see if they are interested in this novel marsh-grain, as they seem interested in growing grasses.
At a mark up, of course.
>>
>>3613348
Thr Senori are curious about this "marsh grain" from the Thunder Angels. After long talks and eating, they think it's worth buying. The price is a bit high, but new food!
>>
>>3612677
>Expand south from my newly gained territory.

>Expand Into the plains, to keep my territory from being too spread out
>>
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>>3612803
Is it at all possible that my fishing boats ever meet your folk, here?
>>
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We will have to do things ourselves. The mountains beyond the sea have many secrets to be discovered and if we can't do it with another we will have to do it ourselves. The government has decided to create an expedition. The most able bodied men are chosen and their families are provided for as long as their man is gone even if he never returns. The ships are loaded with food and flammable substance like coal to keep warm and cook. It is decided that the settlers will get a shipment of resources every three weeks depending on their needs. The men are trained and armed to kill if they so need.

Action 1
Expand five spaces (also into mountains beyond the sea)

Action 2
Expand five spaces

Diplomacy
House the holy men and women. Give them large farm land near the fertile River Valley >>3612656
>>
>>3614917
We set sail from Kent and arrive in the summer. The mountains are still freezing cold with no prospects to get warmer. When the explorers arrive they set up camp at the foot of the mountains. There are many seals, penguins and whales. The settlement is colloquially known as Beryole, a word for death. The men may have to kill the seals to eat and cook them on the fire if the boats don't come. The prospects for whaling are high.
>>
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>>3613348
>>The Paraskinia

>Scout the south western corner of the map
>Expand

The harpies have recently learned about the swamps to the south of the western mountain range. Large, foggy, and rather reminiscent of the Sea of Mysts with its variety of unique and interesting fauna. As they continue down south and along their new ridge, they notice a hazzy island on the horizon. Continuing south past the swamps, the harpies discover a series of nice mountains they can now roost on ontop of the island. The view is breaktaking, and several harpy bands flock there as a sort of vacation or tourist destination.
>>
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>>3612677

>Action 1:

The Grenoll push into more swampy lands from the rivers they control.

>Action 2:

The Town of Thilith is founded at the head of the northern river.

>Diplomacy:

>>3613348

The Grenoll are happy with the half-weight trade for Iron-headed weapons, such as polearms, where much of the weapon-weight comes from the bogwood haft. The greater the proportion of Iron requested in a tool, though; the steeper the asking price; though the individual Grenoll merchants compete with each other as much as with the Paraskina traders, so prices don't rise to too much more then weight for weight.

>>3614262
>>3614917

Erabumaktan and Elthurian fishing boats would both meet with Grenoll fishers as they start their own harvests of the waters of the gulf. A few of the fishers would probably sing to the strange vessels they see launched from the other shore, bidding them welcome and curiosity. The fishers of the two human nations would also see larger Grenoll vessels pass by, trading and supply ships from Grenuis or Ertsable on their way to the settlements of the Newttail Gulf; Maruis, Navrigole or Golfregard
>>
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>>3614917
Those who venture into the frozen wastes succumb to the elements.

-

The rise in migrants and explorers spreads the borders in the new lands.
>Expansionx2
>>
>>3615445
Senori sends troops to stop the shorties from cutting down their forests.
>>
>>The Paraskinia

>Diplo
>>3615203
Soon after trade is established with the Senori, the harpies begin bringing new foods back to trade for marsh-grain, including various fruits and traditional wheat. Some other marsh foods probably get delivered to the Senori in smaller amounts.
>>3613420
The harpies are fine with a variety of things for the iron tools and weapons, but they especially desire shiny jewelry for their heads, necks, collars, or legs. Their babbles-on-strings has been both endearing and a shining example of harpy ingenuity. But with the land-stiders' fancy spider-paws, they can potentially get much nicer and better fitting decorations.
>>
>>3615445
Quick post, will lore later
>Expand into all unclaimed plains and forests to the west.
>>
>>3615445
>A breakthrough has been made. After much progress over the years In the field of smithing, smiths have created a new, superior metal to replace the Iron weapons and tools used In daily life. The smiths In their frenzy have named this new metal 'Steel', and upon showing It's effectiveness over regular Iron, a massive rehaul effort has been made to arm troops with superior gear.

>Build a fort further down the western river than Hallow In the hills, name It Serenity.
>>
Now, time to respond to all the backed up diplo.
>>
>>3615935

There was a quiet sound throughout the great basin. Combat had been unpleasant, in many ways they were, had been reeling from what had happened. At actually facing resistance and having their blood spilled.

But, the empire had stagnated as people gorged themselves on harvests. As scales gleamed and shimmered, as oasis's had formed and much of the basin was muddy and full of life from the hills and mountains.

>>Action 1

The cities were covered in mud, ruins have been cleaned by the rains that were constant almost every week cast by the celestial empress. Mytt's, in large parties sanctioned by the empire go forth to plunder ancient towns and towers, old forts and old towers. For more scroll's, for ancient secrets and for ancient wealth.

>>Action 2.

The death, the harassment that the empire has experienced from the harpies has been painful trying to gain old ground back and they face troubles attempting to fight a more mobile enemy.

Mount's of the desert and of the harpy's mountains are being sought after, whether good in climbing or possible in flying.
>>
>>3615445

Action 1:

The Grenoll exand further into the marshy lands north of Maruis and around Soulamere.

Action 2:

Forging weapons for the Paraskinia has made the Grenoll smiths more experimentive and innovative. They develop new ways of forging Bog-Iron that produce a harder, stronger and more durable metal; Grumm'prmar. (Bog-Iron Steel)

Additional:

The towns of Ertsable (>>3612803) and Thilith (>>3615203) should be added to the map.
>>
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Action 1
Build the city of Grrnold in order to supply the explorers better on the second expedition. Establish a whaling institution at Grrnold in order to feed the inhabitants and the settlers. The first expedition to Beryole was a disaster. The climate proved unpredictable and inhospitable and the precautions initially taken just weren't enough. This time supply runs would be made weekly and nutrient whale meat would be abundant. This time a slave work force will be sent with the settlers in order to build substantial shelter for the settlers. The whale meat will be the main food.

Action 2
Expand mining operations across the whole mountain range. Iron and other metals will be found
>>
>>3614262
Offer Erabumakta to create a co-educational institution in Kent on condition that the only people allowed in would be religious people who follow the principles of the religion.
>>
(Too warm to lore, my apologies.)

>>3615445

>Action 1


>Action 2
We begin to grow closer to our cousins in the south, the worship of Ariru and Kuppi spreads ever so slowly, but the stead we are given is a very pleasant headquarters. To improve relations, build roads connecting Harpatu & Alu-drui to Kent.
> (roads, connect to Jenhs Town too if possible)

>Diplomacy
>>3617783
"You're willingness to open your eyes to the Dual Way, and your hearts to our people, are truly astounding. We must accept this offer. We shall send cedar, metal, and carved stones from Harpatu. May this be marked as the start of our Brotherhood forever."
>>
>>3618217
Apon the foundation of this educational institution a religious hyper educated aristocracy emerges. A majority of the people are too far gone to follow any religion due to the foundation of the country (a libertarian country) but those who convert and get educated reap the benefits of Erabumaktan innovation
>>
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>>3617564
The ruins of a long forgotten temple are discovered. Revealing a number of scrolls, but faded and aged beyond use. However, one tablet remains, and it is learned that it can be used to summon a swarm of locusts.

>>3594947
Some tin is found in the east.
Instead of minerals, one a surveyor discovers a hole hidden by surrounding tall grass. Venturing inside he discovers ancient ruins, clearly being subjected to raiding, but one room not so easily seen is found, and within a pewter tube with a scroll. Magically translating itself as he reads it, it's learned that by chanting a series of runes aloud, the influence of foreign magic can be dampened or even destroyed.

>>3615454
As the dwarves ship out their hauls of timber, loggers are attacked. Caught by surprise and killed, the others soon rally to defend against the hostile forces, with iron and bronze axes do they strike.

-

With the stream of bountiful resources, the dwarves begin mass construction of Korgath'jotkag class ships.
>Naval Production.

>>3615533
Migrants and explorers begin to spread into the hills east to claim the desirable hills and resources beyond.
>Expansion
>>
>>3618217
>>3618323
with only 1 action here, use the other to fill in the empty coast
>>
>>3618323
>Build another city on the coast southeast of Solace, and name It Pilgrimage

>Expansion claiming the last of the southwest plains
>>
>>3618323
Action 1:
Symbians craftsmen becomes more skilled at metalworking

Action 2:
Ceremonial weaponry, the art of the club as it is called by some is further developed, Great blunt weapon wielding brutes battle it out over tribal disputes while pointers fight their own battles with knives and bows upon the backs of their mounts.

>>3618703
In the city of Kaltappi a large groups of Chosen citizens enters, followed by a chained up caravan of massive and small hairy hominids in tow. They say found this tribe of beastial men taking up residence near a chosen village in the mountains, and after a small skirmish managed to capture most of them. None escaped except for those who fled to the plane of the dead. They are noted for their large quantities of metal per individual Along with their strangely designed giant weapons which the massive ones used in the fight. They speak a language vaguely similar to that of the harpies. And if somebody who can speak harpy could be acquired they could probably be extradited for information of were they came from.
>>
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>>3618323

>Actions 1 and 2:

Grenoll spread out further along their rivers into the unsettled reaches of marsh and grassland that line their environs.

>Diplomacy:

>>3617761

The people of the marshes downriver of Graham's town would report a strange sight; a boat of large frogs has landed at the mouth of the river. Some carry weapons, some tools, and a few seem to have baskets of food with them. They seem wary, but still venture songs of greeting in their own burbling language to any who might stumble across them.

>>3618703

A lone Grenoll has also ventured out into he grasslands south of Salvation, singing at the top of it's voice. It carries two feathers, and appears to be dancing, and waving its forelimbs as if mimicking a bird as it seeks out a Skeleton to throw a necklace of fishscales around their bony neck.



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