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File: OP2.png (765 KB, 800x600)
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Welcome back to Innerworld Civ Quest. Last time, you chose to play as the Nichitin, an arachenian nation intent on defending yourselves from the gnolls who had purged you for generations. However, having lost an initial conflict, you have instead bided your time and put effort into developing as a nation.

If you want, you can join us here: discord.gg/pdcRsDP

Here you can find all the old threads; click on the tag HareQM for the old civ: http://suptg.thisisnotatrueending.com/archive.html?tags=Innerworld%20Redux

FPs and PPs I did not answer last thread can be found here: https://pastebin.com/sM0YvUEW

---
I messed up mercenary stuff last time, so not going to respond to them. Just assume you gained some experience, though facing some casualties.

Rok has blessed you! Some scouts checking on the gnolls appear to have found a small clutch of gigantulas! These massive spiders can range between the size of a camel and an elephant, but have long been thought to be dead, wiped out by Ierans in the years before the Third Light. However, with their return, your people may be able to redomesticate them, and even use them as war beasts. That is not the only good news... a minor earthquake has opened up a massive vein of black onyx near the strange, abandoned temple. There are no known mines of this substance, and it has the power to resist dark magic, making it an incredibly useful resource. Lastly, the sale of amaranth and sandalwood from your forests has enabled you to gain even more wealth. The coffers of Nichitin are full to bursting!

Homeria and Reptia appear on the brink of war, Reptia wanting revenge after the humans exterminated a ghoulish village.

Year 22 AL (After the Lights)
---
Agriculture: 6/10
Resources: 6/10
Food: 5/10
Morale: 7/10
Wealth: 9/10
---
Population: 48,236
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers)
Military: 400-strong, well-trained army (copper equipment, mainly swords and armor, integrated mages & enchanters)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3913949
G
Let's check out that temple!
>>
>>3913949
>D. Military

The Military Reform Act of 22 AL.
1. We shall attempt to increase the standing army to 1500 men without sacrificing the current quality of training.

2. The training our men go through will be further augmented with Hit-And-Run ambush doctrines. The men in the army will memorize every square inch of surrounding jungle in order to use it to our advantage during battles. They'll be trained on how to rapidly assail an enemy force, pull out, regain the element of surprise, and repeat to whittle down enemy forces.

3. In every village, town, and city, we shall institute a provisional militia known as the People's Defence Force. Able bodied men will undergo a brief, simple training course educating them on how to fight effectively so that in times of war they can augment the standing army and defend their homes.
>>
>>3913949
G. Explore the jungle for exotic pelts and animals to sell on the Ghoulish market.
>>
>>3913949
C/G

Found a new settlement at the onyx mine to begin harvesting it in large quantities.
>>
>>3913949
>Agriculture
Domesticate gigantulas
>>
>>3913960
>>3913949
backing
>>
>>3913949
E. Agricultural Leg. Our population will only continue to grow, doubling in another 10 or 20 years! We must find ways to make the best use of our land. Mono has some farming techniques to tell the quality of soil and with support he could put his sons out into the field to look for the best lands and report back to the relevant parties as to its quality.
>>
>>3913960
Support
>>
>>3913960
Switching to this
>>
>>3913960
get to it lads
>>
>>3913957
Supporting
>>
File: Known World.jpg (1.34 MB, 7771x5042)
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Your domestication efforts go well. Judging by the traits of these particular gigantulas, it appears that they are the descendants of those your ancestors raised, meaning this redomestication may go fairly quickly. Though small in number now, the group will reach breeding age soon.

Year 22 AL (After the Lights)
---
Agriculture: 6/10
Resources: 6/10
Food: 5/10
Morale: 7/10
Wealth: 9/10
---
Population: 49,328
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers)
Military: 400-strong, well-trained army (copper equipment, mainly swords and armor, integrated mages & enchanters)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3914006
G
>>
>>3914006
C/G Found a new settlement at the onyx mine to begin harvesting it in large quantities.
>>
>>3914006
E. Agricultural Leg. Our population will only continue to grow, doubling in another 10 or 20 years! We must find ways to make the best use of our land. Mono has some farming techniques to tell the quality of soil and with support he could put his sons out into the field to look for the best lands and report back to the relevant parties as to its quality. And find lands that can actually support the gigantualas being bred.
>>
>>3914009
Supporting
>>
>>3914009
supporting assuming we aint don that already
>>
File: MapKey.png (14 KB, 399x452)
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>>
>>3914010
Support
>>
File: colonization_plan_2.png (36 KB, 1130x733)
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>>3914006


G. Colonization

Colonize the wild lands around us, our people will prosper and gain more land for farming. We will not go to further away and remain near the homeland.
>>
>>3914009
Support
>>
A small settlement is founded near the onyx, working on extracting what they can from the vein. The government is being very careful to stockpile this resource, however, attempting to prevent the lowering of prices that would come from flooding the market. This also helps feed your growing population, and the gigantulas. Meanwhile, Reptia and Homeria have gone to war, the former having a slight edge, or so you hear. Lastly, while gnoll sightings have not been increasing, footprints in the jungle have been found that don't match any known creature. Any known creature, that is, except the strange beast you fought in the temple a few years prior.

Year 23 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 6/10
Morale: 7/10
Wealth: 10/10
---
Population: 50,650
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers)
Military: 400-strong, well-trained army (copper equipment, mainly swords and armor, integrated mages & enchanters)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3914009
Support
>>
>>3914034

>D. Military

The Military Reform Act of 24 AL.
1. We shall attempt to increase the standing army to 1500 men without sacrificing the current quality of training.

2. The training our men go through will be further augmented with Hit-And-Run ambush doctrines. The men in the army will memorize every square inch of surrounding jungle in order to use it to our advantage during battles. They'll be trained on how to rapidly assail an enemy force, pull out, regain the element of surprise, and repeat to whittle down enemy forces.

3. In every village, town, and city, we shall institute a provisional militia known as the People's Defence Force. Able bodied men will undergo a brief, simple training course educating them on how to fight effectively so that in times of war they can augment the standing army and defend their homes.
>>
>>3914034
G. Explore the jungle for exotic pelts and animals to sell on the Ghoulish market.
>>
>>3914037
Support
>>
>>3914034
E. Agricultural Leg. Our population will only continue to grow, doubling in another 10 or 20 years! We must find ways to make the best use of our land. Mono has some farming techniques to tell the quality of soil and with support he could put his sons out into the field to look for the best lands and report back to the relevant parties as to its quality. And find lands that can actually support the gigantualas being bred.
>>
>>3914043
Support
>>
>>3914034>>3914037
Support
>>
>>3914037
Supporting
>>
>>3914037
Support
>>
>>3914037
Sir might i suggest a slight adjustment, if your so set on us training in military matters how about we use some of our wealth to actually Hire good trainers from Ier?
>>
>>3914051
I'll support this
>>
>>3914037
>>3914034
4. Shop around for some trainers for our growing military, to help us train and come up with effective tactics for our species
>>
>>3914051
>>3914037
Add this bit on
>>
>>3914051
>>3914055
>>3914057
I'll support this addendum as well.
>>
You have a few options on your military advisors.

A. Hire from home (1 wealth)
B. Cheap from Ier (2 wealth)
C. The best you can get from Ier (5 wealth)
>>
>>3914063
C
>>
>>3914063
>C. The best you can get from Ier (5 wealth)
We're going to do this right.
>>
>>3914063
C.
>>
>>3914063
>C.
Go big or go home
>>
>>3914063
>C. The best you can get from Ier (5 wealth)
We can afford it, spare no expense.
>>
>>3914063
C
>>
>>3914063
C
>>
>>3914063
A

You do’t get make money by wasting it
>>
>>3914063
C
>>
>>3914063
C
>>
Rolled 21 + 10 (1d100 + 10)

>>3914034
>>
The reform is instituted with ease, the elderly general demanding it be passed during a hearing on the matter. With the trainers being hired, your men gain a large amount of experience, both your standing army and your levies. With the emphasis on hit and run tactics, you play to your strengths, rather than your weaknesses. This is important, as Capantan informs you (for a bit of money) that Danzay appears to be preparing for war again, though it's not clear against who. They believe it is against their southern neighbors, however, the Legs do not wish to take chances. Lastly, a large amount of food has started to be traded by the Drybacks, causing some concern as it may deincentivize your farmers from growing much.

Year 24 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 8/10
Morale: 6/10
Wealth: 3/10
---
Population: 51,901
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers)
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3914093
E. Agricultural Leg. Our population will only continue to grow, doubling in another 20 years! We must find ways to make the best use of our land. Mono has some farming techniques to tell the quality of soil and with support he could implement these techniques by putting his kin out into the field to look for the best lands and report back to the relevant parties as to its quality. Agricultural resources with existing technqiues for finding the best lands that can actually support the gigantualas being bred, and lands to provide for the reformed army and the People's Defense Forces in every village, town, and city.
>>
>>3914093
E. Law

Institute Tariffs on Ieran Food Imports, combine in with the Agricultural Leg idea laid out here.
>>3914097
>>
>>3914093
E. Law
Institute a tariff on food exports in order to gain revenue and incentivize domestic farm production over outsourcing.
>>
>>3914099
>>3914101
Meant to say imports my bad but supporting this as well as >>3914097
>>
>>3914093
>J/C
Experiment with onyx crafting and set up workshops to process the raw mineral into finished items. Weapons of all kind, jewelry, armor ad trinkets whatever makes sense.
>>
Rolled 6 (1d100)

>>3914093
>Intrigue
The Clutch of Channels have sought to buy the plans for the boats the Ierians use or something fitting for use on the seas....
>>
>>3914097
support
>>
>>3914105
>>3914093
backing
>>
>>3914099
>>3914103
I accept the addition of a tariff on imports of food
>>
>>3914099

support
>>
File: War Map.png (46 KB, 2225x1724)
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A tariff is placed on Ieran farm goods, while effort is put into spreading more advanced farming practices and hunting down breeding lands. This is handled by a new position called the Agricultural Leg, which is held by Mono. While this tariff seems to upset Ieran traders, there are more concerning matters on your hands. It appears that a massive gnollish army is heading towards Nichitin once again, its numbers far larger than before. It is two weeks away right now!
>>
>>3914129
The army totals 5,000, and appears to include some creatures like the giant beast you fought before.
>>
>>3914129
1.) Trap convenient ways through the jungle, so that they either slow their advance to minimize losses or lose many. 2.) Poison readily available sources of freshwater n their most likely route.
3.) Attack their supply routes
4.) Set ambushes and then quickly retreat preferably through trapped terrain.
>>
>>3914129
We'll conscript 7k of the People's Defence force alongside our standing army. The army will be mobilized under the following objectives:
1. As we move through the jungle we will lay a series of traps to slow down the enemy and further decrease their numbers
2. We will launch a series of fast, hit and run ambushes on the enemy army and supply routes over the course of their advance in order to further decrease their numbers and destroy their supplies.
3. When withdrawing we will lead the enemy to an easily defensible position for us.
>>
>>3914129
Offer them a 5 wealth bribe to fuck off, confiscate wealth from our citizens if needed to pay it.
>>
I feel like I omitted too much.

You can raise levies up to a size of 10k, which includes 9.25k arachenians, 250 giants, and 500 ghouls. You can also hire mercenaries, though it may take some time before they reach you.
>>
>>3914145
Support
>>
>>3914145
go on then
>>
>>3914145
We shall also conscript the entirety of the Giant and Ghoul levies, time for the minorities to prove their worth
>>
>>3914145


if i can add


5) Kill their scouts groups and messangers, whenever is possible and isn t a great risk for us
>>
>>3914145
Support
>>
>>3914145
This + plus freshwater poisoning, 5k men need lots of water.
>>
>>3914145
>>3914129
Backing
>>3914149
also we should drag along the giants and ghouls
>>
>>3914162
I'll support this addendum yes
>>
>>3914129
1,000 trained soldiers will be split into 4 groups evenly to conduct their specialty of guerrilla warfare during the day and night with the main priority of destroying their morale by destroying their food, killing their leaders, and removing any sense of safety.
The remaining 500 will stay behind to begin arming the capable males, reinforcing Nichtin, and stocking up for a potential siege.
>>
Give me three rolls for your early harassment campaign then.
>>
Rolled 96 (1d100)

>>3914175
>>
Rolled 60 (1d100)

>>3914175
>>
Rolled 4 (1d100)

>>3914175
>>
Rolled 70 (1d100)

>>3914175
>>
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Your raids are solid, small groups of arachenians proving their worth as they harass the gnollish supply line. Along with smaller traps and other things that the gnolls were not expecting (not due to a lack of expertise, but due to not expecting you to have the expertise), the enemy takes not insignificant casualties. You also believe they're a bit demoralized.

The only bit of bad news is that in this relatively flat portion of the jungle, there is no area to which you can attempt to hold them as they move.

What will you do?
>>
>>3914195
Continue to fall back while setting up traps and ambushes
>>
>>3914202
This
>>
>>3914202
whatever you say general
>>
>>3914195
Set up an ambush for a definitive strike while their supplies and morale are affected.
>>
>>3914202


support
>>
>>3914195
Set up traps as we fall back to the river to the south of Nichitan, we'll try to set up an ambush there.
>>
>>3914202
Fall back to where?
>>
>>3914211
alternatively pull back until they attempt to target the coastal fishing village as they did in the last war, and ambush while they are busy raiding
>>
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>>3914216
>>
>>3914221
so be it
>>
>>3914221
Support
>>
>>3914221
>>3914202
backing
>>
Give me three rolls, then.
>>
Rolled 66 (1d100)

>>3914234
>>
Rolled 99 (1d100)

>>3914234
>>
Rolled 66 (1d100)

>>3914234
>>
Rolled 73 (1d100)

>>3914234
>>
Rolled 87 (1d100)

>>3914234
>>
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As the gnolls march towards Nichitin, you cause a few minor disturbances, but stop after a time. Led by General Silkstore, you seclude yourself away on top of a mountain, just out of eyesight from the jungle below. Below there is a clearing, one that the General's lieutenant (and spurned friend) Steinin believes will be where the gnolls make camp for the night. On a whim, your commander decides to listen to the arachenian he would normally dismiss. As the mid-afternoon begins to pass, his faith is not misplaced, as the gnolls begin to wander into the area, tired and ready to camp. That is when you begin to strike

What will you do?
>Let out volleys
>Charge them now
>Other
>>
>>3914258
>Let Out Volleys
>>
>>3914258
>Charge them now
Volleys will give them time to organize a defense, charge and be right between them before they know what is happening
>>
>>3914258
>Let out volleys
Try to break their formation and diminish ranged support before we charge.
>>
>>3914258
Wait no, we have high ground
>>3914262
>Let out volleys
>>
>>3914258
Charge lead by a magically influenced firmly contained rockslide to target their elite vanguard.
>>
>>3914258
>Other
Charge when a good portion of them begin to rest
>>
>>3914271
Or since we have high ground, Volley and magic rock slides rolling into them.
>>
>>3914258
>>Let Out Volleys
>>
>>3914258
>>Let out volleys
>Other
Send men through the trees to drop down on them from above
>>
>>3914278
Chop down some trees, roll them down, and light them on fire
>>
>>3914258
>Let out volleys
>>
Give me three rolls as you let out your volleys!

DC 25, -5 enemy exhaustion, -5 morale, -10 high ground, -15 surprise, +10 experience.
>>
Rolled 76 (1d100)

>>3914283
>>
Rolled 65 (1d100)

>>3914283
>>
Rolled 52 (1d100)

>>3914283
>>
Rolled 25 (1d100)

>>3914283
>>
CRITICAL SUCCESS

Your shots ring down onto the gnolls as they begin to camp, some being hit, and some just scrambling about in confusion. You can see some semblance of organization is attempting to be made out of their army, but the enemy colossi (as your scouts call them) aren't helping, screaming in rage as their skin is pinpricked by your shots.

What will you do?
>Charge them now
>Just keep harassing them
>Sneak down the hill side (army)
>Other
>>
>>3914294
>Just keep harassing them
>>
>>3914294
>Just keep harassing them
>>
>>3914294
>Just keep harassing them
>>
>>3914294
>Just keep harassing them
>>
>>3914294
>>Just keep harassing them
>>
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>>3914294
>Just keep harassing them
>Sneak down the hill side (army)
Bring two units of infantry into position to charge their flank from the woods and keep raining projectiles on them in the meantime
>>
Give me three rolls as you continue your fire.

DC 40, -5 enemy exhaustion, -5 morale, -10 high ground, -10 surprise, +10 experience, +10 tactics.
>>
Rolled 18 (1d100)

>>3914307
>>
Rolled 74 (1d100)

>>3914307
>>
Rolled 64 (1d100)

>>3914307
>>
Rolled 68 (1d100)

>>3914307
>>
Rolled 36 (1d100)

>>3914307
>>
File: Jungle3Round3.png (38 KB, 3200x2400)
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SUCCESS

Your barrage keeps your enemies on their feet, preventing them from gaining much organization. However, they seem to have started a move into the jungle, using the colossi to guard their back. It's quite possible they're coming for you, but they may also be using the foliage as a natural cover!

What will you do?
>>
>>3914322
Retreat
>>
>>3914322
Whoops, forgot options.
>Continue to fire
>Send infantry down to follow them
>Charge them fully
>>
>>3914322
Have the archers continue firing while our infantry fans out in a protective formation. From there we will begin a cautious withdraw, trying to keep our eyes open for enemy movement and guarding against it accordingly.
>>
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>>3914322
Keep firing, turn our infantry to their likely direction of attack and retreat a bit up the hill, when they come out the woods they will have to charge up the hill through our volleys.
>>
>>3914332
>>3914322
Backing
>>
Fortify and give inspirational speech while sending small groups down the mountain to continue harassing them.
>>
>>3914332
Suppoeting
>>
>>3914322

Keep harrasing them. Meanwhile create some simple traps and easily made traps in the way where they will probably arrive.

Before they start falling in this simple traps start retreating and continue to harass them.
>>
>>3914332
Supporting this, and raise an earthen tower or other fortifications to try and maintain vision on their movements by looking at the shifting of trees.
>>
Give me three rolls, then...

DC 50, -5 enemy exhaustion, -5 morale, -10 high ground, -5 surprise, +10 experience, +20 tactics.
>>
Rolled 68 (1d100)

>>3914349
>>
Rolled 76 (1d100)

>>3914349
>>
Rolled 1 (1d100)

>>3914349
>>
Rolled 49 (1d100)

>>3914349
>>
Rolled 82 (1d100)

>>3914349
>>
Rolled 56 (1d100)

>>3914349
>>
Rolled 43 (1d100)

>>3914349
>>
DEAD HEAT

While you succeed in hitting some gnolls, what you weren't expecting was the charge of the colossi up the hill! Brandishing blades, and clubs, they slam into your infantry and begin to put significant pressure on it, with many of your men terrified by them. However, there are not many of them, and your line holds steady. Killing them now may be simple, and will thoroughly crush the gnollish army's attempt at attacking! General Silkstore also considers retreating, thinking the benefits outweigh the cost.

What will you do?
>Focus all manpower on the colossi
>Keep firing at the gnolls below while the infantry engages
>Keep retreating
>Other
>>
>>3914361
>Keep retreating
>>
>>3914361
>Keep firing at the gnolls below while the infantry engages
It's not like the archers can safely hit the colossi while we engage them in melee, so they fire down hill while our melee troops swarm the big guys.
>>
>>3914361
Retreat
>>
>>3914361
>Keep retreating
>>
>>3914361
>Keep firing at the gnolls below while the infantry engages
>>
>>3914361
>>Keep firing at the gnolls below while the infantry engages
>>
>>3914361
>Keep firing at the gnolls below while the infantry engages
We have the high ground and as long as we keep an eye on the gnolls we maintain it. The colossi and unsupported against our infantry so lets do it.
>>
>>3914361
>>Keep retreating
>>
>>3914361
>Keep firing at the gnolls below while the infantry engages
>>
>>3914361
Change this

>>3914373


to

>Keep firing at the gnolls below while the infantry engages
>>
With your enemy now encroaching on the high ground, you no longer have the same advantages you did! Can you stave the colossi off?

DC 50, -10 isolated enemies, -5 enemy exhaustion, -5 high ground, +10 experience, +10 racial weakness.
>>
>>3914361
>Keep firing at the gnolls below while the infantry engages
>>
Rolled 40 (1d100)

>>3914396
>>
Rolled 44 (1d100)

>>3914396
>>
Rolled 15 (1d100)

>>3914396
>>
Rolled 99 (1d100)

>>3914396
>>
Rolled 47 (1d100)

>>3914396
>>
File: Jungle3Round5.png (39 KB, 3200x2400)
39 KB
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CRITICAL FAILURE

Your archers fail to see over the colossi, resulting in a miserable failure when it comes to their aim. As such, the colossi are soon reinforced by their comrades, who have now climbed the hill! Their frontline is quite thin, but it appears a group of their infantry has detached and is aiming for your archers. However, with the vanguard weaved in with the colossi, attempting to move men to stop that group could see your lines collapse, especially as the gnollish archers finally get to launch their own barrage!

What will you do?
>Attempt to stop the infantry unit
>Push them back, break through their lines
>Focus fire on the advancing infantry
>Other
>>
>>3914406
>EVERY MAN FOR HIMSELF!
>>
>>3914406
>>Focus fire on the advancing infantry
>>
>>3914406
>Push them back, break through their lines
Only way we're getting out of here is if we get through. We have to push. Have the archers cut down the Vanguard, try and rally the Minority races to serve as the spearhead.
>>
>>3914406
>Attempt to stop the infantry unit
>>
>>3914406
Focus fire on the advancing infantry
>>
>>3914406
>Attempt to stop the infantry unit
Rally the giants and ghouls and have them fight the colossi. Then we can shift a unit to intercept the enemy infantry.
>>
File: 1573338955711.png (61 KB, 3200x2400)
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>>3914406
>Attempt to stop the infantry unit and hold the line
>>
Give me three rolls for holding the line!

DC 55, -15 numbers, -10 enemy exhaustion, -5 enemy organization, +5 enemy magic, +10 experience, +10 racial weakness, +10 colossi.
>>
Rolled 60 (1d100)

>>3914430
>>
Rolled 76 (1d100)

>>3914430
>>
Rolled 52 (1d100)

>>3914430
>>
Rolled 98 (1d100)

>>3914430
>>
Rolled 58 (1d100)

>>3914430
>>
Rolled 37 (1d100)

>>3914430
>>
Rolled 34 (1d100)

>>3914430

"Vengeance is at hand ! KILL THEM ALL ! FOR THE REPUBLIC !"
>>
SUCCESS

Your line extends slightly, managing to stop their infantry before they can take on your archers. On top of that, some of the enemy colossi finally appear to be falling, allowing your men to finish them off. Though towering at around 15 to 20 feet, once they lose enough blood (or are cut down a bit), they can be beaten, and that has given your men enough morale to carry on.

What will you do?
>Pull back, you've done enough for now
>Attempt to finish the gnoll army here, slowly whittling them down on the hill
>Push them back down!
>Other
>>
>>3914445
>>Pull back, you've done enough for now
>>
>>3914445
Pull back
>>
>>3914445

>Pull back, you've done enough for now
i guess
>>
>>3914445
>>Pull back, you've done enough for now
>>
>>3914445
>Pull back, you've done enough for now
>>
>>3914445
>>Attempt to finish the gnoll army here, slowly whittling them down on the hill
>>
Give me three rolls for retreat, then.
>>
Rolled 62 (1d100)

>>3914462
>>
Rolled 90 (1d100)

>>3914462
>>
Rolled 100 (1d100)

>>3914462
>>
Rolled 73 (1d100)

>>3914462
>>
File: War Map.png (47 KB, 2225x1724)
47 KB
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You pull out without further casualties, your tired opponents just setting up camp as you retreat. Within a week, you've compiled your numbers of the wounded and the dead:

200 professionals dead
300 heavily injured
400 lightly injured
600 uninjured

700 dead
1300 heavily injured
3000 lightly injured
2000 uninjured

The majority of your casualties appear to have come from the rush the colossi made on your front line. Your scouts report the gnolls are hurting a lot more, their army seemingly reduced to about 3,000 and 50 colossi (compared to 150 at the start), though an army of 4,000 is moving forward from the south.
>>
>>3914480
Offer them two wealth to fuck off.
>>
>>3914480
Offer terms of surrender
>>
>>3914483
>>3914480
backing
>>
>>3914480
Send delegate to tell them to fuck off we don't want trouble while the army sets up more traps and ambushes. Send a group to raid them at night if they decline to fuck off.
>>
>>3914483
Supporting
>>
>>3914483
>>3914493


If they don't accept we raise the 3k we have in reserve as well as fuck with them.
>>
They refuse your offer, and instead demand the black onyx mine, and the temple.
>>
>>3914503
>>3914480
backing this addition
>>
>>3914506
thats a no
lets >>3914503
>>
>>3914506
WAR IT IS
>>
>>3914506
Accept
>>
>>3914506

accept
>>
>>3914480
They can get the temple if they keep their paws off the minep
>>
>>3914506
Refuse
>>
>>3914506
counter offer of 1 wealth and the temple
>>
>>3914506
Offer them the Temple and One Wealth
>>
>>3914518
Offer one wealth and the temple to get them to peace out
>>
>>3914520
support
>>
This compromise is accepted, though after, you become curious due to a bit of information you acquire. A gnoll captured and tortured after the battle states that their god, who had not been seen in millennia, returned to them some years ago and asked them to exterminate your people. Apparently, the regular purges you experienced were something he mandated millennia ago as well, though it was forgotten as the sun cult most tribes follow overtook their native religion. At least, until after the Third Light, when the old faith experienced a resurgence after the devastation caused by the sun. Most interestingly, they say he takes the form of a gnoll, but far larger, like the artwork you saw in the temple.

And with that, winter begins.

Year 25 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 8/10
Morale: 3/10
Wealth: 4/10
---
Population: 51,184
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3914533
>D. Military
>>
>>3914533
F tech
>>
>>3914533
D. Military Reform of AL 25

Call on the able bodied veterans of the past two Gnollish Wars to join the army, lending their experience to our standing force and increasing its size. Offer land as alternative to money upon honorable completion of their services. Begin training of Gigantulas as beasts of war, specifically to counter gnoll Colossi. Intensify training of mages and enchanters.
>>
>>3914533
F. Technology Research
>>
>>3914533
B. The Holdfast.

Hamlets should no longer be just a home but instead a fortress! Palisades, ditches and large fortified collective dwellings.
>>
>>3914545
>>3914533
backing swoft instead
>>
>>3914545
Supportingp
>>
>>3914545

support
>>
>>3914545
Support
>>
Fortifying the hamlets with at least wood begins to occur in most areas, paranoia after the war as well as the news of this religious directive from the south being the biggest instigator. However, with your significantly growing wealth, this is not a major issue.

With Ier breathing down Reptia's neck, Reptia and Humeria agree to a truce, the latter nation being small and not wishing to have their population cut down further.

Year 26 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 8/10
Morale: 3/10
Wealth: 4/10
---
Population: 52,448
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3914566
F
>>
>>3914566
I. Approach the Priesthood of Rok to build a proper Temple to Rok within the city and get some spiritual guidance against these strange foreign faith calling for our destruction!
>>
>>3914571
>>3914566
swapping to this cause we need morale i just couldnt think
>>
>>3914571

support, create it in a new part of the city.
>>
>>3914571
Supportinf
>>
>>3914571
Support
>>
Rolled 24 (1d100)

>>3914566
Intrigue, train Mono in mage arts again. Using his Guild to help out.
>>
>>3914571
Support
>>
>>3914571
Support
>>
The Brotherhood of the Spear, the religious order supposedly controlling most of the power of the Rok and Roll faith, are more than willing to assist both monetarily and physically with building a temple. While the regular blood priests began ceremonies there by the end of the year, a few Brotherhood members stick around inside a dwelling next to the temple, perhaps to monitor your devotion. There are talks of their order having previous ties to the jungle, but that might just be a myth, like the man who could control emus. Nevertheless, the presence of your brothers in faith cheers up the population a lot.

Year 27 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 8/10
Morale: 4/10
Wealth: 5/10
---
Population: 53,748
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3914609
F. Technology Research
Boats
>>
>>3914609
B. Host a massive Festival of Lights to celebrate the fact that we survived the many trials this world has set upon us! We shall invite everyone to attend (not Gnolls) and share with them the bounty of our nation! A massive fair showing off our culture and foods shall dominate the central square of Nichitan and a large portion of the jungle shall be cleared to hold a massive market!

Invitations should be personally sent to the heads of all nearby states and be hosted in luxurious silk tents by the Legs.

We shall host this every ten years in the future.
>>
>>3914609
H. Trade

Adopt the boats used by the ghouls, modify them for our use and learn how to build them. We will create a small river fleet of small boats for help our people in transportation, trade ecc ..

It should be a great help for the republic and is people.
>>
>>3914621
>>3914609
backing the dice demand it
>>
>>3914621
Support
>>
>>3914621
support
>>
>>3914621
support
>>
>>3914621
>>
>>3914621
support
>>
Give me three rolls for who you manage to get to come.
>>
Rolled 18 (1d100)

>>3914662
>>
Rolled 26 (1d100)

>>3914662
>>
Rolled 45 (1d100)

>>3914662
>>
Rolled 27 (1d100)

>>3914662
>>
Rolled 87 (1d100)

>>3914662
>>
Rolled 20 (1d100)

>>3914662
>>
Rolled 12 (1d100)

>>3914662
>>
Rolled 81 (1d100)

>>3914662
>>
The Festival of Lights is held and is wildly successful among your population, although less so among the foreign states. Ier doesn't even bother sending a no. However, some merchants from the archipelago and Isarn do come, and they are welcomed. Considering its popularity, it is decided that the festival will become a winter tradition, held before the coming of spring.

Speaking of which, spring has sprung.

Year 28 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 8/10
Morale: 4/10
Wealth: 5/10
---
Population: 55,072
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
File: colonization plan 3.png (471 KB, 1265x792)
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>>3914677
G. Colonization


We will colonize near the water allowing us a faster connection and in four specify small regions, giving to our people new lands for farming (+ fishing) and more prosperity. Thanks to the colonies being near the republic, they will be protected like the rest of our lands. The colonization is divided in 4 settlers efforts : the first in the west near the springs of our prosperous river. The second is on the opposing bank of the great river that forms in lake Larope. The third is on the north of the great lake, near our homeland. The fourth one is the smallest of all, and it s near our capital in the spring that comes from the south)


////
4 years have pass (so we have fully recover from the war losses) and the colonizing effort is done in small specify regions. So more food and after a few years more people (plus the colonies are near : so easy to defend and thanks to the water easy to communicate with), also better trade with the greedy guys to the south.
>>
>>3914677
F
>>
>>3914677
F/H
Develop boats, use preexisting boats I don't care just start making river trading a regular thing among our populace let's go
>>
File: Silkstorin.jpg (71 KB, 1246x617)
71 KB
71 KB JPG
>>3914677
C.

Construct the new fortified city of Silkstorin at the source of the River. This will give us a better control of our territory and open up more land for protected settlement.
>>
F
>>
>>3914677
>F. Technology Research
>>
>>3914687
This
>>
>>3914687
Support
>>
Tech Research has been chosen - what will you research?

A. Pottery
B. Music
C. Shipbuilding
D. Fishing
E. Metallurgy
F. Other
>>
>>3914740
A.
>>
>>3914740
C. Shipbuilding
>>
>>3914740
C
>>
C. Shipbuilding
>>
A. Pottery
>>
>>3914740
A
>>
C
>>
>>3914740
A
>>
>>3914740
A
>>
>>3914740
A
>>
As your trade with the outside world increases, so too does your access to foreign technology. Learning from Ieran artisans, your people easily adapt to the art of pottery, and due to your four hands, truly take on the art as something of your own. In other news, it appears that the gnolls are frequently visiting the temple in the south for something. Meanwhile, General Silkstore is leading a search for any information regarding the gnollish god, and why he wants you all dead.

Year 29 AL (After the Lights)
---
Agriculture: 5/10
Resources: 4/10
Food: 8/10
Morale: 5/10
Wealth: 6/10
---
Population: 55,072
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic, Basic Pottery
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3914775
C.

Construct the new fortified city of Silkstorin at the source of the River. This will give us a better control of our territory and open up more land for protected settlement.
>>
Rolled 9 (1d100)

>>3914775
>Intrigue C/D done (last turn 24)
Buy the damn boat designs from Isarn!
>>
>>3914776
This
>>
File: 1573345433507.jpg (75 KB, 1246x617)
75 KB
75 KB JPG
>>3914776
>>3914775
backing with this cool pic i made
>>
Rolled 4 (1d100)

>>3914775
>Intrigue
Seperate from the good general I will lead an information surge for information on the Gnoll God using my networks of various contacts, amongst other means.
>>
>>3914776
yeah do it
>>
>>3914776
Support
>>
>>3914776
And support this I guess whatever
>>
Rolled 68 (1d100)

>>3914775
>Intrigue
I shall attempt to become a leg member and run upon a platform of ensuring peace and even cheaper spices for our nation.
>>
Unfortunately, while the fortified city is built and the general is elected as mayor, he is not present when the election occurs, and is found dead, mounted on a pole on the edge of the city. With him is a tablet that reads "Caught snooping." Steinin nearly meets a similar fate, but miraculously survives, saved by what he can only describe as a massive spider. He cannot remember what exactly happened, but he appears next to the general's body with his body gone completely white. All he recalls from the search is a voice telling him "I can't be caught cheating!".

Year 30 AL (After the Lights)
---
Agriculture: 5/10
Resources: 4/10
Food: 8/10
Morale: 5/10
Wealth: 6/10
---
Population: 56,433
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic, Basic Pottery
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3914813
G. Colonization


We will colonize near the water allowing us a faster connection and in four specify small regions, giving to our people new lands for farming (+ fishing) and more prosperity. Thanks to the colonies being near the republic, they will be protected like the rest of our lands. The colonization is divided in 4 settlers efforts : the first in the west near the springs of our prosperous river. The second is on the opposing bank of the great river that forms in lake Larope. The third is on the north of the great lake, near our homeland. The fourth one is the smallest of all, and it s near our capital in the spring that comes from the south)
>>3914681
map here
>>
>>3914813
F. Technology Research
Boat tech!
>>
>>3914817
support
>>
>>3914817
Support
>>
>>3914817
support
Boats to help supply the fortified villages and cities
>>
Rolled 66 (1d100)

>>3914813
Using wealth gathered from various enterprises the Drybacks will found the Bank of Nichitin within the capital. The building itself will be constructed in the centre of the city out of the finest timber and carved by the most prolific of artisans in the nation. The main function of this bank shall be to manage loans and finance mercantile endeavors.
>>
Rolled 6 + 5 (1d100 + 5)

>>3914813
The Clutch of channels are long had their own settlement and now seek to really begin making use of its river connection. Specifically by spending a long decade building up a fleet of vessels to travel the river renting space upon them for others to trade

[Burning 2 wealth to help it along]
>>
>>3914815
Support
>>
>>3914815
>>3914813
Backing
>>
File: Hashin (2).png (208 KB, 700x700)
208 KB
208 KB PNG
Rolled 58, 16 = 74 (2d100)

>>3914826
PP 20+30: Hashin shall spend his time spreading the Old Faith seeking to keep alive the old ways of pacifism! Those who still keep by the old vows are said to wear a fez and vest to show others they are true believers! Those wearing the Fez shall be treated as kin of the Drybacks and will receive help for all others who hold by the Old Faith!
>>
Rolled 42 (1d100)

>>3914831
>Personal Project
Tkaten is going to go on a tribe to the islands west to learn what he can from them be it naval or mystical and bring it home, maybe make some friends on his little voyage

[Sorry for split posting]
>>
Rolled 63 (1d100)

>>3914813
Faction Project: In honor and memorialize the fallen general, the Hairybacks shall set up a new establishment to serve food in Silkstorin. As part of this expanding, we shall come up with a new type of food called the Silkin-sandwich which will be a dish that honors Silkstore. Pic related.
>>
Rolled 5 (1d100)

>>3914813
Hickixch And his brood have walked among these old ruins that they’ve cobbles together into a new home for a decade now. Some have not been content merely to squat amongst them but to rebuild and for that they must understand how it was made in the first place.
Look for knowledge on architecture and stone working to rebuild the old city to the glory it done was.
>>
Rolled 35, 1 = 36 (2d100)

>>3914813
FP Expand the small adventurer's guild. Recruit giants and ghouls to use their potential for strength and skill. Use authority as Agriculture Leg to bring requests for information and samples to their doorstep as colonization and interests spreads and demands increase. With my increased mage abilities I should be able to attract good potential, bringing in mages and enchanters and beginning an Enchanting Branch of the Guild. Some problems can be solved with power or skill, but sometimes magic will hold the answer.

PP Continue to train my mage arts with Guild support.
>>
Rolled 28 + 12 (1d100 + 12)

>>3914867
Faction Project:

Takit Jarkith has decided that the Clutch of Jarkith will focus on creating large plantations of Cocoa, Vanilla, and Peppers. While Spiders will be the main source of Labor upon these plantations, the Gnoll slaves that the Clutch had acquired two decades earlier will be used to supplement the existing labor force. This will certainly reduce the cost of wages and thus maintenance!

After the Harvest, these cash crops will be sold to either the chill gnolls in the south, or sold to other Merchants who will trade these Cash Crops to Ier and other places up north. Hopefully, this will be an extremely profitable enterprise!

I have 4 wealth and 2 influence
I will spend ALL of this for a +12.
>>
>>3914831
Support the Clutch of Channels in their attempt to make river faring vessels. Auto 50.
>>
Rolled 94 (1d100)

>>3914878
Pp Hickixch will seek out this strange spider that saved steins life from the same fate as the general.
>>
Rolled 16, 53 = 69 (2d100)

>>3914813
FP: In Silkstorin we shall begin a construction, The Steinin Inn, a combination of Inn and Trading House where we can make money from weary travellers, push our goods on them, and gather information from those that pass through.

PP: My experiences have shown me the light. I see clearer now than ever before. I have seen the face of a God and it has transformed both my body and spirit. I must spread the news of the Big Spider who saved me from the ruins. I will tell anyone who listens of the Big Spider, and how I believe it carries Rok's power and created us at the dawn of time. Not knowing its true name, I shall refer to it as Caladenia, the Rock Spider, vanguard of Rok and carrier of his power. I will use my body, rendered white and pure from my encounter, as evidence of Caladenia's blessings and power. I will write down my teachings and my memory of the incident to preserve it for future generations as well.
>>
Rolled 33, 46 = 79 (2d100)

>>3914813
FP
The great works on Texain's First Step or Texain’s Achintac, as is called by our people continue. It will be a long effort that will demand the costant work of entire generations, but one day it could be completed. Still thanks to the fruits of their work, the Redwire have accumulate a small fortune that may help in their days ahead.
Use the 2 wealth in the fp.
PP


Texain will create a personal training ground for is family, near the place where the great bastion with is name will be created. It will be simple yet, harsh for prepare them in war ... if a small part a field of mud and wood pieces in it can give any.
>>
>>3914964
*if a small part of a
>>
>>3914817
We support more boats!
>>
Rolled 6, 62 = 68 (2d100)

>>3914813
Apologies for missing the whole thread, real world issues. Time to vulture though! Firstly though,
>F. Technology Research
Boats seem pretty based, especially if they're river skiffs

Faction Project: Ms. Snikkit has established enough funds to greatly improve the lives of those under her care, though she could do more. Unfortunately, not every hatchling ends up adopted and once they're of age she has to reluctantly let the fledglings leave the nest. To better prepare for these unfortunate cases, all hatchlings within the orphanage will now attend regular schooling from a nice schoolteacher lady that Ms. Snikkit can finally afford to operate the building. Here the kids will be taught all sorts of things, mostly basic things, but enough to let the hatchlings succeed if they don't get adopted.

Personal Project: Ms. Snikkit will knit likely pairs of socks and silk caps for all the heads of government within the capitol region as thanks for their service to the nation! The kids will all sign them with their own stitched names and lots of heart decorations as well!
>>
>>3914817
Support
>>
>>3914817
supporting
>>
File: Alchemy Lab.jpg (575 KB, 767x512)
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Rolled 83, 79 + 5 = 167 (2d100 + 5)

>>3914813
FP: With a goal in mind for the future of Clutter of Spi, La'nitch begins to use the resources in her disposal to build a functional alchemy lab and the knowledge to use it.
[2 wealth and 2 influence]

PP: La'nitch believes there's other way to achieve her goal, so she sets out north east to travel and experience the world. Her main priority is to search for magical ingredients and creatures.
>>
Rolled 47 (1d100)

Stonecutters

Faction Project: We had hoped the Hamlet would grow on it's own with an influx of food and projects focused on defending it but it seems we must take matters into our own hands. We will dedicate all our efforts into expending Riverhead City into a full city while keeping our defensive city planing with walls and Interconnected Towers. We will not allow our great home to be overshadowed by this new interloper.
>>
File: s-l225.jpg (7 KB, 225x225)
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Rolled 95, 45 + 10 = 150 (2d100 + 10)

>>3914813

>Faction Projekt 3: Dark weapons for dark times
As setting up our hidden fortresses seems out of reach for now, the hidden netters have directed their focus elsewhere; Onyx. Currently, it is mostly mined and sold in its raw form, so we will set up a workshop near the mine to craft it into items of use. The workshop won't be in the mining town itself but in one of our shitty hidden jungle huts, that we hope one day will be a hidden knot, a mighty invisible fort. We will craft copper armor and weapons, as well as jewelry and trinkets, inlaid with obsidian. Additionally, we will craft arrows with obsidian tips. As the material resists dark magic, we hope that perhaps it can truly hurt the cursed colossi and whatever dark forces brought them to un-life. Most of the items will be sold for profit, at a reduced rate to our army and government as we want more of these pointed at the gnolls when they return, but some we will personally stockpile.
To buy the tools and attract the expertise and business connections required to set up this operation, we will use all our wealth and influence.
[-2 Wealth, - 2 Influence] +10

>Personal Project Nak'tin 3: A big spider for you
Nak'tin has realized that he is but a small and aging Nichitin and that he will have to gain a physical advantage over gnolls and colossi a different way. He will try to gain custody of a gigantula and train it to let him ride on its back, in this process he has learned about taking care of these creatures and breeding them.
>>
File: fp.png (215 KB, 730x357)
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Rolled 67 (1d100)

>>3914813
Faction Project
The HIll stalkers decide it is best to settle the hills between their two villages and to use it as a camp to begin logging of sandalwood trees! though to protect nature against us we shall plant three for each we cut down.
>>
>>3914964

Assets

The Redwire Colony
Assets:
- Experienced farmers
- Small warrior group led by Texain

Territories:
- Texain's First Step (Texain’s Achintac, in arachenian. Redwire colony ; a growing village ?)

Influence: 0
Wealth: 0
>>
>>3924563
Faction Name:Hill Stalkers

Assets:
Experienced climbers
Experienced digger

Territories:
Small Village(Chanin Talnil)
Small tunnel network
- Rypella
>>
>>3915865
The Hidden Netters

Assets:
- Experienced hunters
- Hunting posts south of Nichitan
- Advanced silk based trap designs

Influence: 2 (-2 for FP) = 0
Wealth: 2 (-2 for FP) = 0
>>
>>3914943
>Assets
-Silkspinners and weavers
-A guildhouse in Nichitan
-Scattered network of trade contacts
-Underground criminal contacts
-Small network of trade posts
-Small number of guards


Wealth: 3
Influence: 2
>>
File: Skulls, Dark.jpg (174 KB, 600x800)
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(I'll post FP responses later; the only two ones that are relevant on a larger scale for now I'll discuss in this post.)

Along with the establishment of the Bank of Nichitin, over the past few years, Steinin has spread word of his encounter with the spider called Caladenia. While it only reaches small portions of the population for now, his message has caused some to join his faith, worshipping Caladenia. Lastly, access to the lake has finally caused growth in the shipbuilding industry, where you have developed simple sail canoes to transport goods up and down the river.

Year 31 AL (After the Lights)
---
Agriculture: 5/10
Resources: 4/10
Food: 8/10
Morale: 5/10
Wealth: 6/10
---
Population: 57,828
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic, Basic Pottery
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3936503
G. Exploration and Colonization
look for metals in them there hills
>>
>>3936503
G. Further search the jungle for luxury resources to exploit.
>>
>>3936503

G. Colonization


We will colonize near the water allowing us a faster connection and in four specify small regions, giving to our people new lands for farming (+ fishing) and more prosperity. Thanks to the colonies being near the republic, they will be protected like the rest of our lands. The colonization is divided in 4 settlers efforts : the first in the west near the springs of our prosperous river. The second is on the opposing bank of the great river that forms in lake Larope. The third is on the north of the great lake, near our homeland. The fourth one is the smallest of all, and it s near our capital in the spring that comes from the south)


>>3914681

map here
>>
>>3936503
>C construction
Construct some ship building facilities at our major settlements to help our shipping industry along
>>
>>3936507
Support, scour them for Tin
>>
>>3936509
Changing to this
>>
Alright then, give me three rolls as you continue to look for resources.
>>
Rolled 88 (1d100)

>>3936524
>>
Rolled 90 (1d100)

>>3936524
>>
Rolled 42 (1d100)

>>3936524
>>
Rolled 67 (1d100)

>>3936524
>>
Rolled 46 (1d100)

>>3936524
>>
>>3936524
>>
Rolled 43 (1d100)

>>3936524
>>
You are lucky in your search of the jungle southeast of you, finding an old abandoned jade mine, as well veins of copper which run through the jadeite mine. Your treasurers tell you that this is a good sign, as jadeite is the more sought after form of jade, as opposed to its counterpart, nephrite. It appears that jadeite is easily enchantable, while nephrite is referred to as only an ornamental jade. You do wonder why this mine was abandoned though; it appears to not have been used in a very, very long time.

Year 32 AL (After the Lights)
---
Agriculture: 5/10
Resources: 5/10
Food: 8/10
Morale: 6/10
Wealth: 7/10
---
Population: 59,258
overnment & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic, Basic Pottery
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3936541
G
Texines colonization plan
>>
F. Technology Research

Potter Pottery
>>
>>3936541
G. Colonization


We will colonize near the water allowing us a faster connection and in four specify small regions, giving to our people new lands for farming (+ fishing) and more prosperity. Thanks to the colonies being near the republic, they will be protected like the rest of our lands. The colonization is divided in 4 settlers efforts : the first in the west near the springs of our prosperous river. The second is on the opposing bank of the great river that forms in lake Larope. The third is on the north of the great lake, near our homeland. The fourth one is the smallest of all, and it s near our capital in the spring that comes from the south)
>>3914681
map here
>>
>>3936546
Support
>>
>>3936546
Support
>>
>>3936541
>>3936544
>>3936546
Supporting
>>
>>3936546
Support
>>
>>3936546
Support
>>
>>3936546
support
>>
File: Ambiguous, Happy.jpg (1.3 MB, 2576x1932)
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Following a plan set out by Texain Redwire, the government currently aims to develop the interior of the jungle, along the river and the lake. The aim is that this highly centralized area will be easier to defend and move around in, with monetary incentive being offered to settlers. This starts first with villages along the length of the river Silkstorin is on. In other news, Ier appears to be preparing for a war with Reptia. When are they not, you wonder.

Year 32 AL (After the Lights)
---
Agriculture: 5/10
Resources: 5/10
Food: 6/10
Morale: 6/10
Wealth: 4/10
---
Population: 60,723
overnment & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3936563
F
>>
>>3936563
>>C construction
>Construct some ship building facilities at our major settlements to help our shipping industry along
>>
>>3936563
H. Reach out to New Isarn to construct a Nichitan trade district within their city to allow from greater trade coordination and increased profits for both nations.
>>
>>3936565
Thisp
>>
>>3936566
Changing to this
>>
>>3936563
>>3936565
backing
>>
>>3936565

this
>>
>>3936571

actually change this

to

>>3936566

this
>>
>>3936566
Support
>>
>>3936565
Supporting
>>
>>3936570
>>3936566
>>3936563
backing this was my intended vote
>>
New Isarn is more than willing to build a smaller district for your people, partially due to the benefits trade will bring, and partially because they aren't particularly keen on having a bunch of outsiders in the centre of their city. It appears that the slave trade and the exclusive import of goods from the archipelago keeps merchants there making a large profit, and with this connection, you begin to receive some of the agricultural goods produced there. Meanwhile, while Ier begins a winning battle against Reptia, it isn't going completely swimmingly there. It appears Homeria has gotten involved, and have been indiscriminately attacking both forces, though aiming to chip down Ier, it seems. The extent of their atrocities disturbs you some, as they massacre children, women, and the elderly when they can. It appears their grudge over being brought here as slaves has not disappeared.

Year 34 AL (After the Lights)
---
Agriculture: 5/10
Resources: 5/10
Food: 6/10
Morale: 6/10
Wealth: 5/10
---
Population: 62,224
overnment & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3936591
J
>>
>>3936591
B. Improve our culinary arts, people from all over should travel to Nichitan to feast upon our delicacies! Focus on the use of native jungle ingredients and spices!
>>
>>3936591

>F. Technology Research

Pottery
>>
>>3936591
J
>>
>>3936597
Supporting
>>
>>3936591
J
>>
>>3936597
This
>>
>>3936591
J. Try to commune with nature
>>
>>3936591
J. Magical Research
>>
>>3936597
Support.
>>
Magic Research has been chosen - what will you research?

Magic is more freeform in terms of research, so go ahead and brainstorm.
>>
>>3936617
Try to learn how to summon mists through calling out to the air and water
>>
>>3936617
Try to commune with nature
>>
>>3936617
What if we use water magic to make milk cold and turn it into ice cream.
>>
>>3936617


A way for our mages to cast on our cobwebs, spells for reinforce them and use them in battle for make our enemies more inefficient
>>
>>3936617
Research how to best utilize our newfound wealth of Onyx for magical pursuits, enchanted onyx blades and trinkets perhaps or focuses for dark magic.
>>
>>3936617
Enchanted weapons and armor for military use using our Jadeite.
>>
>>3936620
Support
>>
>>3936626
This
>>
>>3936617
>>3936626
Supporting the Onyx, but research our Jadeite at the same time. A general research into weapon enchantment using our newer materials
>>
>>3936634
This aswell
>>
>>3936634
>>3936626
>>3936591
backing
>>
File: Ambiguous, Monk.jpg (170 KB, 700x955)
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The government instructs all capable smiths to attempt to learn a little more about enchantment. What's figured out is that magical artifacts can either be powered by their user, or by the mana in the world around them. When done by the user, it can either be done personally (drawn from the user's soul) or via something containing mana, like rendered animal products that need to only be placed in a slot all enchanted weapons have to be drained. Living beings have a higher mana content, with sentient beings coming first, animals second, plants third, and nonexistent life last. When it comes to being drawn from the world, it is as it sounds, though these types of artifacts are less powerful and as such are usually combined with the use of other sources of mana. The magical weapon of a mage can typically be higher powered than that of a normal person due to their larger souls and control over their own mana, but it's also discovered that the combination of runes "Drain + Soul" as opposed to just "Drain" can cause a normal person's weapon to reach the same level as that made for a mage. However, the side effect is that they grow older much faster when doing this, as it appears to drain not just the mana within their soul, but affects the soul in some way.

Year 34 AL (After the Lights)
---
Agriculture: 5/10
Resources: 5/10
Food: 6/10
Morale: 6/10
Wealth: 5/10
---
Population: 62,224
overnment & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System, Tariffs (Ier - Food Imports), Agricultural Leg
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3936669
B. Improve our culinary arts, people from all over should travel to Nichitan to feast upon our delicacies! Focus on the use of native jungle ingredients and spices!
>>
>>3936671
This
>>
>>3936669
A
>>
>>3936671
Support
>>
>>3936669
Ah, also; onyx is very hard to enchant, chipping and cracking quite easily. It appears that its use in armor and artifacts should be to repel dark magic. Jade, on the other hand, is not as brittle, and excels at channeling mana.
>>
>>3936669
D. Military
Begin producing Jadeirite Weapons and Armor for the existing mages in our military
>>
>>3936682
Support
>>
>>3936682
support
>>
>>3936671
Support
>>
>>3936682
This plus some onyx trinkets for dark magic protection
>>
File: Fermented anchovy.jpg (125 KB, 1024x686)
125 KB
125 KB JPG
An offer is extended to New Isarnites to visit Nichitin and try out your wonderful cuisine, which is largely influenced by how fast things rot within a jungle environment. While some of them are turned off by the more insect-based diet your young consume, they do like your meat, pepper, and tomato kebabs. They are less partial to your fermented anchovies. This is tided over by some nice, dragonfruit based liquor, though. All in all, you do think that your food culture will spread, even if the foolish ghouls won't see the light in terms of feeding children small insects. They can only try to understand true culture, you feel.

Year 36 AL (After the Lights)
---
Agriculture: 7/10
Resources: 6/10
Food: 6/10
Morale: 6/10
Wealth: 5/10
---
Population: 63,763
overnment & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System, Tariffs (Ier - Food Imports), Agricultural Leg
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3936709
D. Military
Begin producing Jadeirite Weapons/Armor and some onyx trinkets/inlaid armor for the existing mages in our military
>>
>>3936709
F
>>
>>3936709
D military
Jaderite equipment for our magic military forces
>>
>>3936714
Support
>>
>>3936709
f
>>
>>3936709
>>3936714
Support
>>
>>3936716
Changing support to this since I don't think we need to go for the hard to enchant onyx just for dark magic defense.
>>
>>3936714

support
>>
>>3936709
B. Street Food!

The streets of Arachanien cities are filled with vendors selling assortments of food to those strolling by! Food is sold wrapped or on sticks for mobile consumption and every citizen prides themselves on knowing which food stands sell the best stuff!
>>
Posting for Swift not voting for it myself
>>3936709
B. Street Food!

The streets of Arachanien cities are filled with vendors selling assortments of food to those strolling by! Food is sold wrapped or on sticks for mobile consumption and every citizen prides themselves on knowing which food stands sell the best stuff!
>>
>>3936725
>>3936728
Support
>>
>>3936728
Switching to food
>>
File: Yeenoghu.png (743 KB, 1000x999)
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Jadeite weapons and onyx trinkets are produced for your mages, reasoning being that this is the most cost effective option. They begin training with them soon after, finding them more than adequate, and so the Legs are pleased with the results. What they are not pleased with, however, is news from the east that destabilizes the balance of power within the region. There, Ier and Reptia have fought to a stalemate, signing a peace treaty that returns things to how they were. Why? Both launched an attack on Homeria at the same time, wiping out the city. Reptia has taken the land formerly occupied by the humans, while Ier has claimed its population as slaves... From New Opetia, you hear that the Danzay have begun preparing for a war of expansion in the south, called for by their god. Their emissaries sent there report that what in drawings had just been reported as a massive gnoll was not an entirely accurate depiction...

Year 37 AL (After the Lights)
---
Agriculture: 7/10
Resources: 6/10
Food: 5/10
Morale: 6/10
Wealth: 4/10
---
Population: 66,955
overnment & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System, Tariffs (Ier - Food Imports), Agricultural Leg
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3936740


D Begin training of Gigantulas as beasts of war to counter gnoll Colossi and other giant units. When not combating Colossi we can use them as beasts of burden for the army, and their webs can be used to help support the army.
>>
>>3936741
Support
>>
>>3936741
This
>>
>>3936741

give them armor too
>>
>>3936741
Supporting
>>
The training of the gigantulas goes relatively well, the group of massive spiders finally being large enough to be of some use. However, you hear word of a massive Danzay army moving south, and some worry that they will return to attack you soon. Summer begins soon after, a drier time of year.

Year 38 AL (After the Lights)
---
Agriculture: 6/10
Resources: 8/10
Food: 6/10
Morale: 6/10
Wealth: 5/10
---
Population: 68,611
overnment & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System, Tariffs (Ier - Food Imports), Agricultural Leg
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3936764
F food preservation methods
>>
>>3936764

D. Sternum Formation and training. A rectangular mass military formation, usually composed entirely of infantry armed with spears and interlocked shields. We will finally make up for our lack of strength by working as a single unit with our greater numbers. The trainers we hired are skilled and should be able to do it.
>>
>>3936764
B

Attack the gnolls while they fight elsewhere and our farms are idle
>>
>>3936764
F
Food preservation, refine our techniques of fermenting, drying and smoking to make tasty long-lasting dishes to easily trade and supply our men with on expeditions and campaigns.
>>
>>3936770

support
>>
>>3936768
>>3936764
nacking
>>
>>3936768
Changing to this
>>
>>3936768
Supported on the basis it's an Octagonal shape instead of a brick
>>
>>3936764
Swift would like to post about siezing the gnoll temple and building a fort there.
>>
>>3936768
Support, we can sieze the temple afterwards
>>
>>3936770
Support
>>
>>3936768
This
>>
>>3936770
Switching to this
>>
>>3936770
SUpporting
>>
>>3936770
Aupport
>>
Your food preservation techniques are refined, with the import of salt from Ier serving to improve your methods. In the south, the Danzay won their first few engagements, but have now been thrown off entirely as their enemy reportedly lies on a heavily defended island. The only bridge in has been burnt, and two separate naval attacks have been repelled, despite the might of the Danzay army. It has been reported their enemy has some kind of special weapon, as well.

Year 39 AL (After the Lights)
---
Agriculture: 6/10
Resources: 8/10
Food: 6/10
Morale: 6/10
Wealth: 5/10
---
Population: 70,309
overnment & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Intermediate Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System, Tariffs (Ier - Food Imports), Agricultural Leg
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3936823
I. Diplomacy and War
Sieze and Fortify the Gnollish Temple while they're preoccupied.
>>
>>3936823
A
>>
File: Palm.jpg (66 KB, 450x300)
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>>3936823
F. From the mighty palm tree we shall perfect the art of boiling it's pulp to extract palm oil! This can be used for many foods and most importantly for frying!
>>
>>3936830
FOOD SURGE. Support
>>
>>3936826
Support, build a fort on it
>>
>>3936826
This, perhaps even launch some raids deeper into their territory
>>
>>3936823
F/D. Implement the Leg Break doctrine
Every capable member of the military shall learn how to produce leg shattering traps in the soil, disguising them as normal ground. Though, once stepped upon, a series of wooden spike filled boards are secretly underneath and slam, shatter, splinter, and maim those unlucky enough to step onto the auspicious piece of grass. A biped is crippled for life if he loses a leg, we are mildly inconvenienced.
>>
>>3936837
This
>>
>>3936837
support
>>
>>3936830
>>3936823
switching to back this itll be dope
>>
>>3936837
Support
>>
>>3936837

support
>>
Your army learns how to create traps designed to splinter, break, and crack every damn gnoll leg possible. The idea behind this is seen as "perhaps a little sociopathic", "a little scary to be honest", and "maybe not the best way to treat each other", but it is implemented as an effective method of keeping the gnolls at bay and hampering their future war efforts. In other news, Danzay has broken through and taken the island, slaughtering their foes and sacrificing them for the glory of their god. With it, they have attained a powerful weapon as well, one never used against you, but one you have heard about. Called junglefire, it is a type of liquid that when lit on fire or heated sufficiently in the sun, sets fires so hot that they can remain lit even on water, and rarely, underwater. You fear that your inaction has led them to this.

Year 40 AL (After the Lights)
---
Agriculture: 6/10
Resources: 8/10
Food: 6/10
Morale: 6/10
Wealth: 5/10
---
Population: 72,048
overnment & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg
Military: 1500-strong standing army (Guerilla tactics specialization) (very well trained, copper equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (somewhat trained, copper equipment, mainly swords, bows, and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Intermediate Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Tariffs (Ier - Food Imports), Agricultural Leg
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
File: WALL.jpg (191 KB, 2305x1697)
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191 KB JPG
>>3936873

I. Diplomacy and War
Sieze the temple and fortify the narrowest part of land with a WALL to keep those dirty gnolls out. We can use the gigantulas to carry the materials and help build it. Set up patrols to keep an eye out for enemy movements in the jungle. The gnolls are still busy with their latest war, and perhaps we can earn some favor with whoever the gnolls are fighting.
>>
>>3936873
Street food has been introduced to Nichitin culture as well, stalls including food from all over being found in your cities.
>>
>>3936875
This
>>
>>3936875
The gnolls are tired and wounded from their latest war, and forget those losers*
>>
>>3936875
Supporting
>>
>>3936873
F. From the mighty palm tree we shall perfect the art of boiling it's pulp to extract palm oil! This can be used for many foods and most importantly for frying!
>>
>>3936875
Ditch the wall part focus on building up the fort at the temple
>>
>>3936875
Supporting>>3936875
>>
>>3936873
I. Set up leg breakers all over the southern border, literally fucking everywhere. Can't burn wood if it's underground take that Gnollfuckers and not only that, they're a pain in the ass to remove.
>>
>>3936873
I. Diplomacy and War
Sieze the temple and begin fortifying it and placing Legbreakers around the area. We shall dig a canal leading from Lake Larope to the sea and line both banks with Legbreakers as well.
>>
>>3936875
If we don't have enough for a wall, then just fortify the temple and build plenty of Leg Break traps
>>
>>3936892
support
>>
>>3936873
I war and diplo.
Talk with the isarnites ringborn and islanders about possibly helping us in a war agaisnt the danzay gnolls. If they agree to help we will use our combined forces to seize and fortify the temple and lay traps around the area.
If the islanders come to help we can use their navy to strike behind their lines and further break them.
>>
>>3936882

support
meanwhile our army shall put leg breakers all over the southern border, alongside other types of traps
>>
>>3936882
>>3936873
backing
>>
>>3936875
Support
>>
File: War Map.png (48 KB, 2225x1724)
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The resources needed to create a wall 40 km across are quite large indeed, but that is the least of your worries. Though the gnolls are still recuperating from their war, you receive reports that an army 15k strong march for the wall! It includes Colossi, and some catapults! Your wall stands less than half-finished, and while you have about a thousand men there, it is not enough to hold. You could scramble to gain more men from the hamlets nearby, or you could fall back. Lastly, no General has been appointed since Silkstore died.

What will you do?
>>
>>3936924
Rally men from the nearby hamlets and fortify the Wall best we can.
>>
>>3936924
Conscript spiders and defend the temple
>>
>>3936924
Retreat and give me 4 wealth to hire bandits.
>>
>>3936924
I. Fill in the gaps in the wall with legbreaker traps, layered defense, appoint a new Head of Army democratically elected by the Head Legs, keep a skeleton crew on the wall to fall back once their position is compromised and recoup in the main jungle since that's where we're strongest.
>>
>>3936924
Fall back from the wall to the nearest fortified areas while trapping the likeliest routes this army will take. Reach out to the isarnites islanders and ringborn for aid
>>
>>3936935

support
>>
>>3936932
>>3936924
nacking
>>
>>3936935
Appendum we will retreat towards the capital while laying traps on the path. We will evacuate people and the resources away from the encroaching army
Also start rallying forces from across the nation at the capital
>>
>>3936934
support
>>
>>3936935
>>3936939
support, also elect new leader
>>
Give me three rolls as you retreat, and attempt to lay traps.
>>
Rolled 53 (1d100)

>>3936949
>
>>
Rolled 35 (1d100)

>>3936949
>>
Rolled 4 (1d100)

>>3936949
based RNG
>>
Rolled 77 (1d100)

>>3936949
>>
Rolled 17 (1d100)

>>3936949
>>
>>3936949
>>
While your traps are decent, most are too panicked to lay any, and you fall all the way back to Nichitin. There, men are gathering. You can muster between 20 and 25 thousand men, though that would have a significant impact on your farming. The enemy army is two days from the wall.

What will you do?
>>
>>3936960
Evacuate all women and children from the city and completely surround the city in Legbreakers
>>
>>3936963
>>3936960
25k
>>3936963
also this
>>
Rolled 98 (1d100)

>>3936873
Nothing to see here goyim
>>
>>3936963
This
>>
>>3936963
Where are you evacuating the women and children to?

Messages have gone out to Ier, Isarn, and the islands, all asking for aid. It is said this will take a few weeks.

As for the army, 25,000 men will gather.
>>
>>3936960
elect an emergency leader, arm the women and set the children to pulling the dead and wounded out of the way.
>>
>>3936973
Pay the gnolls 5 wealth to leave
>>
>>3936973
Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

How about hiding them all in the basements until the war passes over. The gnolls will go home by Christmas and the Orphanage is offering refuge currently
>>
>>3936973

north border, Rypella
>>
>>3936973
Send the women and children to the front. They should fight for our country.
>>
>>3936973
Set fire to our capital before the gnolls do. If they come across smoldering ruins, they’ll think we already died and they’ll go home.
>>
>>3936982
This
>>
The women and children are prepared to hide throughout the city if battle does come, however, the gnolls send out demands. It appears they don't particularly relish the idea of conflict this time, either:

- 5 wealth
- The temple
- The black onyx mine
- 1,000 arachenian slaves
>>
>>3936990
Accept, see if we can play nice and remove the slaves bit
>>
>>3936990
- The temple

and

bye bye to the dumb massive wall
>>
>>3936982
>>3936960
backing
>>
>>3936990
Accept
>>
>>3936995
This and 4 wealth
>>
>>3936990
Scratch that. They get their temple back and we warn them several armies are coming to reinforce the city if they don’t leave
>>
>>3936994
this
>>
>>3936990
Webmaster Mono will personally go out to reject the terms, then the fun starts.
>>
>>3937004

Webmaster Mono is stopped and in name of the republic will be executed on the spot if he tries to do anuthing for ruin negotiations
>>
Upon hearing your response, the emissary spits out only one last thing.

"This was out of pity. Your mistake of thinking of it as a negotiation."

And with that, the gnoll army moves back into the jungle. You watch as smoke from fires in the nearby hamlets begins to spread into the sky...

(We'll continue this next Saturday.)
>>
>>3936990
- 5 wealth give them the money our eco can recover it and we won't lose any assets.
>>
>>3936982
Also, the women and children were moved here, I forgot to mention.
>>
Rolled 52, 35, 29 = 116 (3d100)

>>3937010
I guess this is where i post my FPs

Faction project one:
With a great hymn, the forges having been quite for quite awhile come to life with a great roar, hammer on steel. Lound clanging as they start the beginning of the masterwork weapons, they would construct 50 weapons to start. each would be strived to be better than the last.

Faction project two: The weapons had been done, now came the second part, for what is a weapon without its armour? Thus the great forges would continune their great rumbling, armour would be find its suitors, aimed for the lords of the realm. the kings, and its rulers, each one would have their own unique armour, and thus along with the 50 weapons 50 pieces of armour would be forged.

FP 3: With the great rumbling the giants would go back to their rests, setting up a great resting spot, grabbing large rocks and making them in formations, carving faces into them
>>
Rolled 74, 61 = 135 (2d100)

>>3936873
Assets
-Large Farm (Maize)
-Large Farmhouse
-Tool Shed
-Some Scaregnolls
-Some farmhands
- Small adventurer's guild
-Agricultural Leg
-Webmaster Mono

FP Expand the Small Adventurer's' Guild. Try to arm the Guild with enchanted jaedite arms and armor to help them in their missions. Pick up on missions to help guard merchants and traders as a good way to bring in money. Keep using authority as Leg to bring in work.
Spend 5 Wealth and 1 Influence to get it done.

PP Mono will get everything he can done to improve and prepare the Guild and his clan so that his heir has everything necessary to succeed him as patriarch, Agricultural Leg, head mage, and Webmaster of the Guild if the coming war goes badly.
>>
Rolled 91, 79 = 170 (2d100)

>>3937010
>Assets
-Silkspinners and weavers
-A guildhouse in Nichitan
-Scattered network of trade contacts
-Underground criminal contacts
-Small network of trade posts
-Small number of guards

FP: Wishing to continue spreading the teachings of Caledonia/Ozatl, but not draw too much attention to themselves, we shall establish an underground church. We will meet in secret to worship our God, identifying each other with a secret symbol, a Spider, that on closer examination, has its abdomen replaced with a rock. Our meeting places will become our homes and other out of the way places, and our teachings will be that of Steinin and Hickxch together.
PP: Nearing the end of his life, Steinin will continue to ensure that his thoughts and experiences are recorded for future generations. He will also have a great tapestry woven, to be hung outside the Guildhouse, depicting himself after being turned white so that he is remembered after death.
>>
Rolled 7, 79 = 86 (2d100)

>>3936873
>Intrigue
The Clutch of channels have set about looking to acquire more advanced ship building plans. (if possible just buy one to study)

>Faction project [Auto 50]
The Clutch of Channels continue to work upon expanding their boat making capacity/Dockyards to become the primary boat provider and trade transporter!

>Personal Project
Tchaek spends the decade working with other mages in the population learning what he can and recording it. his aim to become know as the expert in the field


-----------

>Clutch of Channels

>Faction Leader
Tchaek

>Assets
-Experienced Diggers
-Trow Underbarrow [Azca]
- Large Spawning Ground [Azca]
-?Dockyard? [Azca]

>Territories
Village of Azca
>>
File: Port.jpg (153 KB, 1717x1131)
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Rolled 32, 76 = 108 (2d100)

>>3936873
- Name: The Drybacks
- Leader Name: Hashin
- Description: A strange cluster of spiders who prefer the open plains over the dense jungle, they make a living herding camels, alpacas and llamas on the frontier between Isarn and Ier. They keep good relations with both people trading luxurious silks, sturdy camels and delicious cocoa. They have also expanded into working as resellers for black market goods seized by bandits.
Assets:
- Middling alpaca herds
- Middling llama herds
- Large camel herds (less moody)
-Trade Contacts among the Ghoulish States
-Bandit Black Market
-The Dustbowl
-The Bank of Nichitin

FP

On the western coast the Drybacks have funded the creation of the first true sea port of the Nichitin nation. Most importantly will be shipbuilders hired from New Isarn to show how to properly build seafaring vessels and not just the simple canoes of the current navy. From here it will allow us to break the Isarnite monopoly on Island trade. This town shall be named Hashitin after our great founder and have stout walls to protect from any threats.


PP: Hashin shall continue to spend his time attempting to keep alive the old way! This time with a new tradition, the richer a spider shall be the longer his hat shall become!
>>
File: Looooong.png (279 KB, 943x731)
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>>3937194
>>
Rolled 97 (1d100)

>>3936873


Assets

The Redwire Colony
Assets:
- Experienced farmers
- Small warrior group led by Texain

Territories:
- Texain's First Step (Texain’s Achintac, in arachenian. Redwire colony ; a growing village ?)

Influence: 0
Wealth: 0
Fp


The works on Texain’s Achintac continue, and the settlment has grow to becoming something a bit bigger than a hamlet in this years. Texain guide the work onwards.


PP


Texain will give to is possible successors, all is military training and the knowledge he has gain in ruling is land.

They will be better than before, and be ready to guide the Redwire.
>>
Rolled 37 (1d100)

>>3937463

sorry

roll for pp
>>
Rolled 64, 8, 5 = 77 (3d100)

>>3937010
Assets:
- Skilled silkweavers
- Simple web homes
- Some farmers
- Web forest
- Founders of silkdancing
- Small silkdancing school

FP: With the new alchemist set, Clutter of Spi begins to research on a alchemist recipe and process into permanently transforming silk into a stronger form harder than steel yet keeping the flexibility and smoothness.

PP: La'nitch personally spends time with nature weaving silk to small critters and enjoying the wonders it provides.

Intrigue: The Clutter of Spi tries to persuade the 8 Legs into donating or investing on the project to improve silk
>>
Rolled 56, 36 = 92 (2d100)

>>3937010
>Assets
-A large orphanage building in the capitol
-Good social clout
-Large amount of orphan children
-School building

Influence: 0
Wealth: 2

FP: Since the last Teaching issue probably failed spectacularly, put another one towards fixing whatever was wrong with that one. I want my babies to have a good education dammit

PP: Ms. Snikkit will make a bunch of copies of "Thx 4 fighting for us!" cards that look like children made them and get a bunch of kids to sign them. They'll then be given to a messenger who'll deliver to the main army to help them with morale.



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