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Welcome back to Innerworld Civ Quest. Last time, you encountered strange monstrosities within an ancient, gnoll temple, and are once again at war with your old foe, now known to you as the Danzay.

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

PS: Post your assets this thread and I will give you the FPs you missed from last thread, I need that threadly from now on. If you need an idea of your success/failure, message me and I will let you know. Also, remember that the new rule is 4 wealth/influence = +5 on an FP, and 2 is +5 on a PP/intrigue.

---

Earlier in the year, you began construction on a massive wall that would cut off the gnolls from your territory. However, you made a mistake, and included the gnollish temple within its boundaries, and now you face the consequences. 15,000 gnolls now march through your territory, and while your women and children have been evacuated to Rypella, on the borders of your nation, your army of 25,000 is stationed within Nichitin itself. They are all stationed within your capital, while the gnolls move around the outskirts, burning farmland as a consequence of you rejecting their treaty.

What will you do?
>>
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Here is the current map.
>>
>>3956600
Send out raiders to disrupt their activities where possible. Keep them on their toes, set web traps where possible. The men within the city will work to build up the cities defenses as much as they can.
>>
>>3956622
dis
>>
>>3956622
support
>>
>>3956622

support, we will keep harrassing them and with the different traps we know how to make they wil have an hard time. Especially when they make camps for rest.

This is our homeland, and we will make so that it will be their grave.
>>
Cut off from the rest of the nation, supplies and food are no worry, as Nichitin is home to the greatest amount of supplies possible, and spring has provided ample food for you. At the same time, however, there is a chance they will eventually come upon Rypella and its refugees. But for now, you will attempt to harass them, and keep them off their footing.

Give me three rolls.
>>
Rolled 83 (1d100)

>>3956676
>>
Rolled 76 (1d100)

>>3956676
>>
Rolled 89 (1d100)

>>3956676
>>
Your campaign of hassment goes quite well, the leg breaker strategy implemented in the past having really come through for you here. On top of wearing down their morale and ever so slightly chipping at their numbers, an opportunity has presented itself to cut off their supply line. Perhaps due to overconfidence or the issues of guarding a supply line in the jungle, they have only left a skeleton crew guarding it to their rear, and breaking that with a small force could force them to move south in search of supplies. However, you may also be able to just strike them at this point, superior numbers and morale giving you the edge.

What will you do?
>>
>>3956704


Keep going with the harassment campaign, and destroy their supplies lines.
>>
>>3956704
keep up the harassment campaign and send a small force to strike their supply lines.directly.
>>
>>3956704
>breaking that with a small force
Deploy a maximum of 4.000 men, so that we still have enough troops ready should we need to fight their main army
>>
It seems like you've voted to send a small force!

Give me three rolls, then!
>>
Rolled 89 (1d100)

>>3956723
>>
Rolled 7 (1d100)

>>3956723
>>
Rolled 59 (1d100)

>>3956723
>>
Rolled 8 (1d100)

>>3956723
>>
Your raid goes fantastically well. WIth only a few dozen men surrounding their elephant pulled caravans, you kill them and move to watch the army's actions as they realize what has happened. And indeed, their army does begin to move south! Most people seem to think a strike is best, but you could also move to set up traps and defences before they come back north once they link up with their supply chain.

What will you do?
>Set up defenses and prepare
>Move to attack them.
>>
>>3956759
>Set up defenses and prepare
>>
>>3956759
>Set up defenses and prepare
>>
>>3956759
>Move to attack them.
Their supply lines are cut, they are demoralized and disorganized, we won't get a better chance.
>>
>>3956759

Proceed to send south for some more time our small force, so they can further destroy the foe supplies lines.

Meanwhile keep the harrasment on the enemy army, while we set up defenses and prepare.
>>
>>3956771
supporting
>>
>>3956759
Switching my vote>>3956768
to this>>3956771
>>
You elect to begin setting up new traps to stall them, and to sending the smaller force further south. This is a dangerous task, but if you burn their supplies now, you may stop them from returning north and thus end the war.

Give me three rolls for setting up defences, and three for the efforts of the raid group.
>>
>>3956759
>Set up defenses and prepare
>>
Rolled 46 (1d100)

>>3956800
>>
Rolled 74 (1d100)

>>3956800
>>
Rolled 3 (1d100)

>>3956800
i got this
>>
Rolled 89 (1d100)

>>3956800
>>
Rolled 84 (1d100)

>>3956800
>>
Rolled 61 (1d100)

>>3956800
>>
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Your defenses this time about were rushed and uneven, the stress of the war finally hitting your men as they rushed to prepare barricades and traps outside the capital and saw their burnt homes and surroundings. However, the small squad sent further south did incredibly well, intercepting a large caravan that appeared to be the result of a request for extra supplies. As a result, it appears the gnolls have no more plans for attacking you for now, and the construction of the wall continues. However, given that the temple is now within your territory, it is expected a new offensive will come from them sooner rather than later. Despite the damage that has been done to your territories, many are overjoyed by the fact that for once you have managed to end a war having bloodied your foes more than they have hurt you.

Year 41 AL (After the Lights)
---
Agriculture: 3/10
Resources: 5/10
Food: 3/10
Morale: 7/10
Wealth: 4/10
---
Population: 73,831
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 R
>>
>>3956837
F.

Research how to render the husks of Palm Trees to make Palm Oil!
>>
>>3956837
>C. Finish and/or reinforced the wall, now is the time
>>
>>3956837
D. Military
Catch the gnolls of guard by conducting our first offensive attack on thier land!
>>
>>3956837
C, better to finish the wall and resett the traps.

Btw are you the same guy that made the civ on pol about the spires and the Finns horde some years back?
>>
>>3956840
Supporting
>>3956846
“My friend this wall is a foolish endevour we should not bother with it anymore then we have.”
>>
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>>3956837
>C. Construction
>>
>>3956840

Support


Also stop the construction of the wall, it s too big to hold for our current forces, it requires too many resources right now and when we will need to mantain it, it will be a huge problem.
>>
>>3956851
Nah, but he ran a thing on here years ago that I was into and a lot of the players of this played. I ripped the format, adjusted things/tweaked stuff that I felt needed adjusting after playing his game. A lot of civs have takne that format, actually.
>>
>>3956848
>>3956851
“I would not recommend these courses of action. We do not have the materials and manpower for an offensive campaign or defensive hard point. Out best bet is to form ties with nearby nations to protect ourselves by using the threat of the southern gnolls to make them our allies.”
>>
>>3956859
Nice to have you back old man (if I think I know who that is).

Subvote:
A. Keep building the wall
B. Abandon it
C. Tear it down for the stone
D. Other
>>
>>3956873
D. Remodel it into a fort
>>
>>3956873
A.
>>
>>3956873
C tear down the stone and use it to help build up the Defenses of the capital and major towns
>>
>>3956873
A.
>>
>>3956879

support


also with some of the stone create a fort around the temple
>>
>>3956875
>>3956879
>>3956886
Ok I can get behind that, temple fort and extra town defenses.
A fort is easier to defend than a long as wall and they can't and won't just move past it if they attack.
>>
>>3956873
C
>>
File: Attalea_maripa_closeup.jpg (4.4 MB, 3648x2736)
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Rolled 21 (1d100)

The great wall has begun to be torn down, and is being used for other things, specifically a fort for the temple and to bolster the walls of existing towns. The other development is the beginning of the commercial farming of the Nichitin palm, a type of tree that for countless years has had its fruits plucked and eaten within your country. However, the oil contained within the fruit has been found to be an effective substitute for butter, and can also be used to make soap. As such, these fruits have started to be drained and instead used for this purpose.

Year 42 AL (After the Lights)
---
Agriculture: 3/10
Resources: 5/10
Food: 4/10
Morale: 7/10
Wealth: 4/10
---
Population: 75,658
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
>>
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>>3956923
B. With our new access to palm oil the various street vendors have begun to sell fried bugs! This makes bugs more palatable to non-arachniens and arachniens alike!
>>
>>3956923
>A. Improve our farming methods, better tools, better methods.
>>
>>3956933

support
>>
>>3956930
Supporting
>>
>>3956930
cool with me
>>
>>3956933
Support
>>
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Over the past year, the strange spider Ozatl's followers have been spreading his message, and he himself has appeared physically before you. If the tallest gigantula could grow to the size of an elephant, he is 2 times as big. His message calls for a holy war against the gnolls, and for you to pay him tribute in return for blessings. For example, Steinin, his messenger, has had his lifespan doubled, his carapace turned white, and has received strange powers. However, a great deal of the population opposes this, holding faithful to Rok and the new subculture it has inspired in Nichitin. This tension has not yet peaked, but there have already been a few minor brawls.

...Oh, and also there are fried bugs too.

Year 43 AL (After the Lights)
---
Agriculture: 4/10
Resources: 5/10
Food: 4/10
Morale: 5/10
Wealth: 4/10
---
Population: 77,530
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
>>
>>3956999
A
>>
>>3956999
>J. Magical Research
we need the ultimate power
>>
>>3956999
>J.
>>
>>3956999
>E. Law


Bring this discussion to the legs, the republic needs to find a solution for this.
>>
>>3957024
Supporting
>>
>>3956999
Rok is the religion of the ghouls such as myself. We forced on your people, I say this in full confidence you should allow your own god to rise.

He offers boons and aid in our greatest trials.

G. Agriculture III, fhe next advancement in agriculture technics and organization. Larger contracted farms, crop rotation. Irrigation, fertilizer, plough. Take your pick
>>
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Rolled 2 (1d2)

1 - Magic
2 - Law
>>
The problem before you is a difficult one. On the one hand, a powerful god that blesses his followers and could potentially directly intervene in the war is a great boon. However, to do so would anger Ier, and Rok is followed by a majority of the population, who are truly devout. However, as both sides wish theirs to be the official religion of the state, it is brought to the Legs to decide.

What will you do?
A. Rok n Roll remains the official religion
B. Ozatl's faith becomes the official religion
C. Outlaw one of the faiths (which?)
D. Other
>>
>>3957069
A
>>
>>3957069
>D. Other
Freedom of religion, with state approval. No fucking gnollish religions
>>
>>3957073
support
>>
>>3957069
>D. Freedom of religion and open a dialoge between the two, it's not like they are fundamentaly incompatible
>>
>>3957069
D
Go secular. This matter will clearly bring us to blows if we sideline either faith in which case the gnolls will have another chance to come and annihilate us.
We will not favor either side and outlaw aggression(murder, assault, theft, rape, etc) towards members of both faiths.
>>
>>3957082

support
>>
>>3957073
Support
>>
>>3957082
Freedom or religion!
>>
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For now, freedom of religion is kept, although that has done nothing to quell the actual issue at the heart of the matter. The tension still lives, after all. In the east, a minor diplomatic dispute between Isarn and the Ringborn looks, once again, about to blow over into a war while Ier and Reptia are still recovering from the drawn out conflict they had with Homeria. It appears that Opetia, meanwhile, has formally set up Capantan as the major trade hub on the lake, investing significant resources to make it such.

Year 44 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 4/10
Morale: 4/10
Wealth: 4/10
---
Population: 79,449
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, Palms
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
>>
>>3957099
J
>>
>>3957099
>F. Metalurgy
>>
>>3957099
C.
Invest resources into building up our own lakeside settlements so ensure we can access the wealth the lake provides.
Better docks for fishing and trade. Stronger walls for protection.
Farmlands you’re help the cities support themsleves If the land nearby is fertile
>>
>>3957104
support
>>
>>3957104
Switching to this
>>
>>3957102
Changing to
F. Siege weapons
>>
>>3957104
support
>>
>>3957104
Support
>>
>>3957104
sure
>>
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Your work on metallurgy advances as autumn starts. Specifically, you are now finally capable of working with bronze and crafting less crude weapons and armor, though you buy most of yours from foreign sources anyway. This in time may allow a metalsmithing culture to emerge in Nichitin; for now, you will have to wait and see. A major bit of news has spread across the continent as well, as Ieran ships have finally recontacted the human lands far to the north. It appears that the dozens of warring city states of centuries ago have consolidated into several larger, less aggressive nations, each with their own living god, much like you and the gnolls.

Year 45 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 5/10
Morale: 4/10
Wealth: 5/10
---
Population: 81,415
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, Basic 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, Palms
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
>>
>>3957135
A. Can we do irrigation and improve yield from farmsteads
>>
>>3957135
F research masonry
>>
>>3957135
J
>>
>>3957151

support
>>
>>3957151
Supporting
>>
>>3957135
B. Culture and Religion
The stem of family
With our harmonious way with nature many families have began to create a family tradition, mainly with the females, of finding a group of one specific flower to plant somewhere near their home for a year. After the year passes they take the flowers and plant it somewhere they cancontinuw to grow while finding another type of flower for the next year.
>>
>>3957135
>H. Trade
>>
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>>3956599
>>
>>3957151
Support
>>
Rolled 17, 6 = 23 (2d100)

>>3957135
Faction Projects (Year 30 and 40)

The Clutch of Jarkith devote much time to developing suits that will protect them from the stinging insects of the jungles... Using those suits they will attempt to capture an insect they believe has the most potent sting of them all.. One they call "The Executioner."

They will then use the captured "Executioners" and start breeding them, using their suits to protect them from harm. When war comes, we will take the hives and package them into boxes which we will then lob at the enemy, cracking them open and releasing massive swarms of insects with a sting like none other!

After all... We have a harmony with nature, perhaps we should use it.
>>
https://pastebin.com/3c8jKB6z - YEAR 30 + 40 FPs

>>3965156
Except you, I'll get to you.

Your research into masonry, while not allowing you to reach anything resembling the ruined architecture that surrounds you, does blend with the attributes of your people quite well. Buying limestone from Ier (the jungle does not have an abundance of rock, more so clay), your advances allow you to build larger buildings and different designs, using such things as keystones, and due to your spider silk, this can be further reinforced and just generally look nice.

Year 46 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 5/10
Morale: 4/10
Wealth: 5/10
---
Population: 83,430
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 II, Basic 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, Palms
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
>>
>>3969666
B/H. With the popularity of our street food culture we should expand into our neighbouring non-genocidal states! Arachniens will work on food stalls and carts in every major city sending the money back home!
>>
>>3969666
>F. Brick making and architecture
>>
>>3969672
Supporting
>>
>>3969672
Support
>>
>>3969672
Support
>>
>>3969675

Support
>>
>>3969675
this
>>
>>3969672
good with me
>>
You spread your food culture to the islands and Isarn!

Just for the sake of humor, give me three rolls on what they think of it.
>>
Rolled 24 (1d100)

>>3969699
>>
Rolled 20 (1d100)

>>3969699
>>
Rolled 80 (1d100)

>>3969699
>>
Despite the fact that your cuisine was not exactly designed for consumption by other races, your neighbors try it anyway, and like it! The bugs give your dishes a sense of exoticism, though it turns out that you can tolerate far more spices than your neighbors, so you have to tune that down a bit. Beetle flavored chocolate? Chocolate flavored beetles? They'll eat it all! And good for you as well, given that they don't know the difference between good and bad bugs, you can sell them the latter!

Year 47 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 5/10
Morale: 4/10
Wealth: 5/10
---
Population: 85,496
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 II, Basic 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, Palms
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
>>
>>3969716


J.


Create a spell able to make our webs, strong like metal. We will use this in battle for stop the enemy and kill it with bows
>>
>>3969716
B. Made from a corn meal a type of flatbread has taken the foodie community by storm! This "tortilla" allows for a edible holder for food and is cheap to produce!
>>
Rolled 22 (1d100)

- Name:
Clan of Zhu
- Leader Name
Zhi Zhu, an old spider with a love of knitting, eating and telling tall tales to his many grandchildren (despite never having travelled more than a days walk from his home).
- Description
The members of the Clan of Zhu can be easily recognized by their hairy bodies, especially their huge eyebrows.
They pride themselves on their hard work, faith in Rok and loyalty to their kin. While chiefly farmers, they are not unwilling to defend their homes or go on exciting adventures (providing it’s not too dangerous that is).
- List of Assets
A settlement
A number of farms

Faction Project: Warriors of Zhu
The world being a dangerous place, especially with those mean gnolls attacking all the time, the elders of Zhu decide that they need to be able to stand up for themselves.
Thus they shall dedicate their efforts upon training their kinsmen to a higher level than the ordinary militia, perhaps with the assistance of hired foreign instructors.
Also, to make themselves easily recognizable to the foe (ideally to keep them from attacking at all) they shall all wear cool identical headbands.
>>
>>3969716
>C. Construction
The lake is becoming a greater center of economic activity. We should work to build up our own settlements on the shores to secure our own holdings here and support future endevours. More defenses to deal with future wars. Larger docks for trading, fishing, and boat building.
>>
>>3969730
support
>>
>>3969733
Support
>>
Rolled 96, 93 = 189 (2d100)

>>3969716
Nothing to see here goyim

+20
>>
>>3969729
Change


>>3969733

Support

North East shores
>>
Hickixch the Black's totally not biased suggestion that you should totally improve where he lives you guys, for financial reasons, he swears, results in the rebuilding of what in the distant past was known as Taerok. While still a shadow of its former self, the rubble is thrown into the water, and the walls rebuilt from something more than just dusty, shattered stone. Lastly, all is quiet regarding the gnolls, with your ships to Capantan not returning...

Year 48 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 5/10
Morale: 6/10
Wealth: 4/10
---
Population: 87,612
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 II, Basic 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, Palms
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
>>
>>3969752
B. Made from a corn meal a type of flatbread has taken the foodie community by storm! This "tortilla" allows for a edible holder for food and is cheap to produce!
>>
>>3969752
>F. Technology Research
>>
>>3969752
F
>>
>>3969752
F
>>
>>3969752
F
>>
>>3969752
F
>>
Tech Research has been chosen - what will you research?

A. Pottery
B. Music
C. Shipbuilding
D. Fishing
E. Metallurgy
F. Other
>>
>>3969767
B. Music
>>
>>3969767
>C. Shipbuilding
>>
>>3969767
A

D
>>
>>3969767
>B. Music
>>
>>3969767
C
>>
>>3969772
Change to
Just A

>>3969767
>>
>>3969767
B
>>
>>3969767
A
>>
File: ZhongNiShi.jpg (213 KB, 992x336)
213 KB
213 KB JPG
Many claim the harp was a Ieran invention, but your own people take an issue with that. Stringed instruments have long been a facet of your culture, and that was supposedly the case long before ghouls ever came to this land. Harps, lutes, and zithers, however, are now accompanied by singing and drumming, introduced by ghoulish nobles. Your own rich and powerful pay for these types of performers in an attempt to replicate them.

Year 49 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 5/10
Morale: 6/10
Wealth: 4/10
---
Population: 89,781
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 II, Basic 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, Palms
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
>>
>>3969818
J.
>>
>>3969818
C. Construct massive amphitheaters in all our major cities! In this theatres we can hold large concerts, plays and debates over politics!
>>
>>3969830
Supporting.
>>
>>3969818

Changing to this>>3969830
>>
>>3969830
cool with me
>>
>>3969830
Supp
>>
Ampitheatres are constructed in Silkstorin, Texain's Achintac, Nichitin, and the Dustbowl, specifically designed for performing plays, and hosting visiting dignitaries, leaders, etc. However, an unintended effect of this is the spread of Isarnite play culture, which plays a large part in their own entertainment arts. Plays such as the Tragedy of Ier, for example, are performed, or at least that one is until the Brotherhood nixes it. You still have not heard from the gnolls, and the Legs are worrying at this point. Fall also starts.

(HOLD OFF ON FPs FOR NOW.)

Year 49 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 5/10
Morale: 6/10
Wealth: 4/10
---
Population: 92,005
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 II, Basic 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, Palms
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
>>
>>3969859
B. Made from a corn meal a type of flatbread has taken the foodie community by storm! This "tortilla" allows for a edible holder for food and is cheap to produce!
>>
>>3969859
I./D. begin trapping the border region and installing hidden supply catches and generally prepare for war, while also sending out Scouts to figure out what is happening with the gnolls
>>
>>3969874
Support
>>
>>3969874
This
>>
Scouts are sent out to the border to assess what's going on, while at home you begin to prepare for the war by assessing your numbers and how much is in stock in the granaries. Given it is the start of fall, it won't be all that much, summer and fall considered the drier seasons by far.

Give me three rolls for trapping, then.
>>
Rolled 63 (1d100)

>>3969888
>>
Rolled 22 (1d100)

>>3969888
>>
Rolled 91 (1d100)

>>3969888
>>
Rolled 77 (1d100)

>>3969888
>>
Rolled 1 (1d100)

>>3969888
>>
File: Dread Gnoll.jpg (427 KB, 1422x1800)
427 KB
427 KB JPG
Your traps are more than adequately set up; the issue, as it generally is, is being able to tell where you put them. As for the south, your scouts go by both boat and land, but only a few men sent by boat return. They're not injured, but a bit shocked. It appears that Capantan has been attacked by the Danzay, their cane toads slaughtered and statues toppled. The Danzay army that has done this is led by beasts they call dread gnolls, standing 10 feet tall and wearing a hideous, black metal that appears dark as night itself. They do not appear to be marching anywhere towards you, but your boats were seen burnt on the shores of Capantan.

Will you do anything?
>>
>>3969904
Get ourselves into position to skirmish and harass the gnolls when they enter our territory
>>
>>3969904
Keep an eye on their movements. Get the men alternating between drilling in preparation for an attack and collecting what They xan from the harvest they can
>>
>>3969907
>>3969917
Supporting both of these, prepare for war
>>
>>3969907
>>3969917
>>3969920
yup
>>
>>3969907
>>3969917
Support both yeah
>>
The men prepare for an attack that never comes. It appears that for now, the gnolls are fine with fighting gnolls. You have received no news from Opetia since their conflict has begun, but judging by that lack of contact and further scouting reporting no new movement, it is likely they are recovering from their losses.

Year 50 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 5/10
Morale: 4/10
Wealth: 5/10
---
Population: 94,283
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 II, Basic 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, Palms
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
>>
>>3969937
J.
>>
>>3969937
>B. Culture and Religion
Delicious tortilla
>>
>>3969937
>C. Construction
Now being able to produce larger boats at their dockyard I propose we develop Azca further to start building all the nations ships i good order
>>
>>3969937
I Figure out who won this Gnollish Civil War or whatever it was. If it was religious gnolls then it may be a problem worth fighting for while they are recovering, but if it was gnolls interested in trade then maybe its good to congratulate them on their victory.
>>
>>3969943
Support
>>
>>3969943
Otherwise support
>>
>>3969943
Supporting
>>
>>3969943
Support
>>
Biremes and triremes have begun to be constructed in Azca, which along with the coast and the Black Brood's land, are developing into a fine little coastal region for your nation. This will also allow expansion into a navy when your country wishes, one that the Legs are hopeful will keep the gnolls at bay. The public is happy with this of course, the dread gnolls being quite a fearful thing, indeed.

Year 51 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 5/10
Morale: 5/10
Wealth: 6/10
---
Population: 96,618
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 II, Basic 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, Palms
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
>>
F. Technology Research
Ranged weapon options to defend ourselves
>>
File: Known World.jpg (1.34 MB, 7771x5042)
1.34 MB
1.34 MB JPG
Oh jeez, realized I haven't posted this map yet. There have been updates since but this is from last thread. It's a .jpg as the png is too big.
>>
>>3969963
CHANGING
J. Magical Research
Commune with big white spider
>>
>>3969963
>D. Military
Our gigantulas shall be our counter to these new gnolls.
Let's attach plates of metal/silk blankets to them for protection and in general throw loads of funding at the gargantula-corps
>>
>>3969974
This, we'll need divine intervention
>>
>>3969975
This but with a more reasonable budget
>>
>>3969963
Actually changing to this>>3969975
>>
With the older gigantulas around the size of a well fed camel, they are the perfect size to outfit them with heavier equipment. With silk blankets attached to their harnesses, projectiles and weapons should prove less effective against them, making them a dominant war beast in this jungle of yours. This is especially the case due to the death of the larger dinosaurs that once roamed these woods. A good thing, as well; gnolls have been spotted near the border by your scouts! They are visiting the temple frequently, and bringing out the Colossi when done...

Year 52 AL (After the Lights)
---
Agriculture: 5/10
Resources: 6/10
Food: 5/10
Morale: 5/10
Wealth: 6/10
---
Population: 99,011
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 II, Basic 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, Palms
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
>>
Rolled 33 (1d100)

>>3969988
Intrigue:Major data gathering spree by buying magic information and data (especially individuals and info about their lives) We shall check in all the trade areas our traders visit
>>
>>3969988
A neighboring temple south of the border as yours is fortified and garrisoned. Which I didn't forget. I promise.
>>
>>3969988
I/J? Organize a Pilgrimage to the Rok for worshipers. They should make an exception for worshippers, and Artamono son of Mono should be able to help smooth things over.
>>
>>3969988
>B. Culture and Religion
Burrito and taco. we must have the most delicious food to awe foreigners
>>
>>3969988
Given the Gnollish activity get into those other temple ruins and retrieve all thats possible so our foes do not.
>>
>>3970001
change to >>3969999
>>
>>3970002
This, we go tomb raiding. Destroy potential ritual sites in them too.
>>
>>3970002
Support
>>
>>3969988
B. Culture and Religion
The stem of family
With our harmonious way with nature many families have began to create a family tradition, mainly with the females, of finding a group of one specific flower to plant somewhere near their home for a year. After the year passes they take the flowers and plant it somewhere they cancontinuw to grow while finding another type of flower for the next year.
>>
>>3970009
Change this

To


>>3970002
Support
>>
Give me three rolls in regards to clearing any other temples around.
>>
Rolled 94 (1d100)

>>3970031
>>
Rolled 89 (1d100)

>>3970031
>>
Rolled 86 (1d100)

>>3970031
>>
Rolled 35 (1d100)

>>3970031
>>
Rolled 33 (1d100)

>>3970031
>>
You find two more temples in your region, one by the lake, and one on the border. While all sorts of artifacts are dragged out to be distributed by the government, the temple on the lake contains a tomb marked with spiders, and further examination shows that this temple was one of arachenian make, presumably made by your distant ancestors. As a token of good faith, Ozatl has been demonstrating its effects, growing your average arachenian to just under the height of a Dread. However, only 100 of these Sentinels can be produced with his current powers. More worship would increase their numbers, he assures you, which sees more begin to convert...

Year 53 AL (After the Lights)
---
Agriculture: 4/10
Resources: 4/10
Food: 4/10
Morale: 7/10
Wealth: 9/10
---
Population: 101,464
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 II, Basic 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, Palms
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
>>
>>3970051
>I/J? Organize a Pilgrimage to the Rok for worshipers. They should make an exception for worshippers, and Artamono son of Mono should be able to help smooth things over.
>>
>>3970051
I/J? Organize a Grand Pilgrimage to the Temple of Rok.
>>
>>3970051
I/B Organize a Pilgrimage to the Rok for worshipers. They should make an exception for worshippers, and Artamono son of Mono should be able to help smooth things over.
>>
>>3970051
I/J? Organize a Grand Pilgrimage to the Temple of Rok.
>>
>>3970051
I/J? Organize a Grand Pilgrimage to the Temple of Rok.
>>
A pilgrimage is agreed to be run every year, with this being the inaugural trip. Who will you send on this, the first official visit to Ier by your nation?
>>
>>3970070
Cha'ket: nets, spears and magic light dagger
>>
>>3970070
Artamono, worshippers, government reps, and some adventuring guild reps
>>
>>3970070
Old Zhi Zhu shall go in person, with him there shall be a sizable entourage of armed kinsmen and pilgrims carrying fruitbaskets for Rok.
>>
>>3970070
Hickixch the Younger shall represent the black brood of the republic.
>>
>>3970070
Hashin himself shall go.
>>
>>3970070
Laxhin, some warriors, supplies and food offerings
>>
Rolled 79 (1d100)

>Clutch of Channels

Faction Leader:
Tchaek

Assets
-Experienced Diggers
-Advanced ship and sailing teaching (from acquired book/info?)
-Small Fleet

Territories
Village of Azca [+ Large Spawning Ground, +Trow Underbarrow+Shipyard(+)]

>Faction project: Channels of water [Auto 50+10 (2 wealth and 2 Influence)]
We have dedicated ourselves to our fleet and ships, using our silks to strengthen the design and function be it waterproofing, extra sails, towing nets for fish or creating a tent like canopy on the top deck. The fleet grows and our designs/experience with it.

>Personal Project: Water's Weave
Cha'ket will look into further information for plans for upgrades and maps of the sea that our fleet might make use of as it grows. one his ravels taking note of shipping routes especially ones lacking security~
>>
File: Buddha Temple drawing.jpg (289 KB, 1600x1261)
289 KB
289 KB JPG
Rolled 27 (1d100)

- Name:
Clan of Zhu
- Leader
Zhi Zhu
- List of Assets
A settlement
A number of farms

Faction Project
Construct a shrine to Rok in my settlement. In addition we shall send a humble request to the representatives of the Brotherhood in our capital that they spare us one or two of their rank to guide us in our worship.
>>
>>3970070
Also, our finest spinners, seamstresses, tailors and artists shall work together to create a magnificent robe of silk for Rok, an item of clothing suitable for a deity.
>>
Rolled 47, 91 = 138 (2d100)

Ghouls of the Corn
>Assets
-Large Farm (Maize)
-Large Farmhouse
-Tool Shed
-Some Scaregnolls
-Some farmhands
- Adventurer's guild
-Ringborn Books
-Cheap Elemental Books
-Mage friends

FP
Start a Faction City. Some potential names; Artaghul, Mono's Pyre, Rokrfellr,
-Near the entrance to the lake as a prime spot for trade.
-A statue to his father Mono a renowned mage who has gone somewhere in search of magic, hopefully to a better place.
-Lay the groundworks for a School, more of a Library at this point but a place where people could come to study and practice magic under guidance, include a campus to give it some space and land to work with.
-With the recent civ investments in naval assets we can decide on a good spot for the port.
-Use my farming assets to feed the starting population, which can be expanded upon with incoming labor as needed, supported by the Tariff on Food Imports that keeps prices fair for our local farms.
-Invite interested peoples looking for new land and opportunities through the government and the Guild, people interested in magic, people interested in studying the Temples, the Ghouls of the civ, Giants, his father's friends from up north, and Rok worshippers.
-Warriors, soldiers, and mercenaries that consider the gnolls to be a threat could find a place here in order to keep a closer eye on the gnolls, be in place for duty, and be available for work whenever a conflict arrises in the future.
-Adventuring Guild assets to help set up, scout for resources, and solve problems.
-File for some government, military, and religious support. Perhaps starting with the Agricultural Leg which his father founded, as well as the Venom which he helped raise up.

PP
Artamono's mage training regimen
Mono's notes, Adventuring Guild mages for experience and equipment, Ringborn Books for knowledge, The Ritual for Earth Power to flow through him, Rok pilgrimage and sacrifice for favor.
>>
>>3970199
+2 Wealth if that makes a difference for the FP
>>
Rolled 84, 88, 4 = 176 (3d100)

Name: Clutch of the Protectors
Leader Name: Avin Metalfang
List of Assets:
Experienced Warriors
Barracks within Nichitan

FP1:Long overdue, Avin Metalfang’s implements training and the teachings of his father’s Silk Style fighting to the Protector’s warriors. Soon, all who can fight within their clutch will be at proficient in the style, though they’ll still have much to learn.
FP2: The Protectors begin training their stealth and hit & run tactics alongside their silk style training, focusing on hitting hard and then leaving with notice. This shall become particularly useful within the close jungle battles with the gnolls.
FP3: Ready to serve and protect their great nation, many warriors from the Protectors are encouraged by the Metalfang brood to join the Venom and the Fangs. They shall bring honor to their clan while ensuring the future of the Sectarii is well protected!
>>
Rolled 49, 12, 38 = 99 (3d100)

>>3970284
PP: Avin further develops the Silk Style fighting, creating more ways to disable and incapacitate any who’d go against him.
PP2: Avin has lived long enough to know not all opponents can be subdued. From this thinking, he begins developing his own fighting style, using the same basic principles of using silk but focusing on killing the opponent as quickly as possible.
PP3: Growing old, Avin mentors his son Aslin in the Silk Styles, hoping he will one day he too will improve upon their families teachings.
>>
>>3970199
forgot to add this
- Decent magical knowledge
>>
>>3970070
Steinin himself will go in the name of religious tolerance and peaceful co-existence!
>>
Rolled 39 (1d100)

>>3970051
- 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
-Kingpin of Isarn and the Islands
-Hashitin

FP: Continue to work on Hashitin to turn it into a proper coastal port city.
>>
How does one join this?
>>
>>3971267
hop onto the discord given in the first post
>>
Rolled 64 (1d100)

>>3970070
The at this point ancient Nak'tin will go with 3 of his most trusted hunters
>>3970051
The Hidden Netters

Assets:
- Experienced hunters
- Hunting posts south of Nichitan
- Advanced silk based trap designs
- Skilled Obsidian workers
- Copper and obsidian armor stockpiles

Influence: 2
Wealth: 4

>Faction Project Year 40:
As we have found success as obsidian craftsmen, we will expand that operation to meet the high demand and build somewhat of a brand. The shitty jungle hut, out of which we are currently running the business, shall be greatly expanded using our profits, so that more craftsmen can work, study and live there. It shall be turned into a large somewhat monastery like complex, were the precious stone is worked, copper fittings and items are made and new craftsmen are rigorously trained to meet our high quality standards. Each item produced here shall bear a little mark, two stylized eyes behind a net, to identify it as being made by us.
Tldr: Expand our workshop into a full complex (I'll call it obsidian tooth) to increase output
Auto 50+10 (-4 Wealth)

>Faction Project Year 50:
Having become rather proficient at working the brittle onyx, we will attempt to breach out to cutting other gems. For this purpose we will prospect the jungle, but also buy whatever raw gems are available on the market, focusing on ones whose value can be greatly increased by cutting them.
Tldr: Look for other gems we can work for a profit
>>
Rolled 97, 14 = 111 (2d100)

The Redwire Colony
Assets:
- Experienced farmers
- Small warrior group led by the leader of the Redwire

Territories:
- Texain's First Step (Texain’s Achintac, in arachenian. Redwire colony ; a city /should be complete like in is map with is 6 quarters), Ampitheatre build in it.

Influence: 2
Wealth: 4
FP support fp of Artamono
>>3970199


The Redwire will help the Ghouls of the Corn in
small part helping in building the already plan parts of the city .... but in large part in building a stone wall with a ditch outside it around the city and lastly a stone fort inside the city. This should help greatly in the defense of the settlement.


The Redwire will also give instructions in how to finish this structures if the works aren t complete.


In exchange Laxhin wants from Artamono that the two settlements have an active trade between eachother, so both can further grow.
PP

Laxhin will train hard in is martial prowess and as a commander, inspired by the work of is father and the great warriors of the Republic.
>>
>>3971578
I agree to the active trade between our cities that we will both prosper.
>>
>>3970051
Clutter of Spi
Leader: La'nitch (F 54 AL)
Assets:
- Skilled silkweavers
- Simple web homes
- Some farmers
- Web forest
- Founders of silkdancing
- Small silkdancing school
- Alchemist lab
- Recipe [temporary steel silk]

Influence: 2
Wealth: 2

---

FP: The Clutter of Spi continue to work on a permanent way to create silk strong enough to compete against steel

PP: La'nitch's fels that her life is coming to an end so she creates the best silk clothing for Oztal with the steel recipe added as an offer to the spider god in hopes of blessing her child that's chosen to take over the clan

>>3970051
Chelanin, son of La'nitch and vetern adventurer will go with 2 mooks and the best crafted silk blankets and clothing
>>
Rolled 64, 28 = 92 (2d100)

>>3971836
>>
Rolled 55 (1d100)

>>3970199
Intrigue
Ask the Ringborn friends of his father if they know any people who have even more magical knowledge.
>>
Rolled 45, 87 = 132 (2d100)

>>3970051
I’ll be sending Nichin and a couple others all carrying bows and arrows with fine silks for wear and as much money as they can reasonably carry

Assets:
Experienced climbers
Experienced digger
Territories:
Small Village(Chanin Talnil)
Small tunnel network
- Rypella

FP 40
Following the success of the last logging camp Nitian decides to start a new village/logging camp on the other side of the river to take advantage of whatever sandalwoods maybe growing down there! In addition to setting up small farms for food she’ll make sure to send along as many sandalwood saplings as they can handle!

FP 50
Hoping to truly entrench themselves in the area Nitian tries to set up a small tunnel network like we have back at our home village(Chanin Talnil)! Keeping an eye out for anything shiny or interesting growing while they dig
>>
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>>3979187
pic related set up in this general area
>>
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Rolled 77 (1d100)

Silkensail Consortium
Leader: Alut Narat
Assets:
-Small fleet
-Novice Sailors

FP: Construct a seaport in this area
>>
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(FPs will be answered before next session, but right now I'm just going to focus on the expedition. If you haven't posted your characters yet, you can post them whenever, just try to do it ASAP.)

Your trip to Ier will run through the north, stopping in the Dustbowl in your own territories, before crossing the Great River to the pillar & Enkirok. From there you will be moving southeast to Ierok, home of Rok and the largest city on Alamara. As this trip is safe and without danger in terms of your travels, you have a choice of how much time you'll spend at each city before returning home.

>Focus on each equally (1 roll in each city)
>Focus on Ier (1 roll in Enkirok + 1 roll in Ierok, and a group action in both)
>Focus on Ierok (2 rolls in Ierok, multiple group actions)
>Other
>>
>>3979244
>Focus on Ier (1 roll in Enkirok + 1 roll in Ierok, and a group action in both)
>>
>>3979244
>Focus on Ier (1 roll in Enkirok + 1 roll in Ierok, and a group action in both)
>>
>>3979244
Alut Narat will go
>Focus on Ier (1 roll in Enkirok + 1 roll in Ierok, and a group action in both)
>>
>>3979244


>Focus on Ier (1 roll in Enkirok + 1 roll in Ierok, and a group action in both)
>>
>>3979244
>Focus on Ier (1 roll in Enkirok + 1 roll in Ierok, and a group action in both)
>>
>>3979244
Focus on ier
>>
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If you're bringing any specific sacrifices, go ahead and give me an idea now. Generally gnolls and animal sacrifices are what is accepted, their blood spilt on Rok to satisfy his hunger.

As for your travels, departing from Nichitin generates a unique sort of buzz among your group. For some of you pilgrims it is your first time leaving the nation, and for all of you, it will be your first time in the heartland of Alamara, Ier itself. Some of you hope you will be close enough to see the River Pillar, a key monument of the ghoulish nation, while others just wish to see the cities of Enkirok and Ierok, the twin gems of the major cultures of Ier, Painted and Ieran respectively. As you stock up in the Dustbowl, this excitement only heightens as you meet ghoulish traders (or rather, the bandits who are selling wares they have stolen from their fellow ghouls). They speak fondly not only of those areas, but of the Temple of Rok, the Tyrant's Palace, and other locations you have only heard of.

As you near the river crossing, you encounter a breathtaking sight. The River Pillar towers over you even from the other side of the water, jutting into the clouds. You assume the distant shapes on its sides are the settlement there, a large town established by the Painted many centuries prior. As you pass it, however, and grow closer to Enkirok, your astonishment grows as you meet strange folk painted in grey and white dyes, made out to look like skeletons. These are the Painted Folk, you believe. When traveling abroad they shed their colors to travel without being noticed, but here you see them in their true forms. As you reach the city gates, you find them rich enough to even decorate their guards with your dyed silk. While Enkirok itself is of typical ghoulish construction, a cave sits at the center of the town, and you see many shops and stalls for both the arts and magic. To your delight, they seem happy to meet you.

Go ahead and give me a roll for your action while you're here (or an auto 50), and vote on your group action.
>Visit the central cave
>Make a visit to the pillar
>Meet with Painted emissaries
>Other
>>
Rolled 68 (1d100)

>>3979284
>Meet with Painted emissaries

While here I shall attempt to immerse myself in the "unique cultural customs" of the Painted, observing and where posible partaking in their means of cuisine, art, music, and so on.
>>
Rolled 93 (1d100)

>>3979284
Make some friends among these Painted, I am interested in magic and perhaps they are as well. I should like to buy some books if possible.

>Meet with Painted emissaries
>>
Rolled 95 (1d100)

>>3979284
>Meet with Painted emissaries

Learn about the pillars and what not with the painted, male friends.
>>
Rolled 33 (1d100)

>>3979284
Group Action:
>Meet with Painted emissaries
Individually:
Look around the markets for traders that sell precious stone and jewelry, and try to set up trading contracts with them to buy my onyx items, securing a steady stream of income. Should my Onyx trinkets not sell for a good price here or if no traders seem interested into a long term arrangement we will just kind of browse the market and take in this unique culture.
>>
Rolled 5 (1d100)

>>3979284
>Meet with Painted emissaries

Individually:
Look around for some beasts of burden both as a sacrifice and to lighten the load of logging, and maybe look for tasty things to grow at home
>>
Rolled 4 (1d100)

>>3979284
>Make a visit to the pillar
I will also attempt to make friends here
>>
>>3979284
I am bringing some gigantulas for sacrificing, preferably good ones. Maybe a white one if we are fortunate to have one.
>>
Rolled 24 (1d100)

>Meet with Painted emissaries
Try to establish lasting contacts and offer my fleets services
>>
Rolled 71 (1d100)

>>3979284

>Meet with Painted emissaries


Laxhin will try to establish some relations with the painted that live here. While also visiting their settlement.
>>
Rolled 69 (1d100)

>>3979284
>>Meet with Painted emissaries

Spit in their general Direction. Painted scum
>>
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>>3979287
It appears some form of festival is going while you are there, and as such, you get yourself drunk on sorghum beer, and eat what you can of camel. Apparently, due to their population being widespread across the farmlands of Ier, they are well known for their food camels, and can afford to eat more than a few. You also get your face painted, the grey and white highlighting your eerily pale chitin. You get more than a few ghouls passing by and giving you odd looks, calling you a spook.

>>3979288
>>3979292
You two learn about the magic of the pillars. It appears that these great monuments are scattered across the world, each either active (and sending mana to the sun for some unknown purpose), or "dead" for some reason or another. While there are relatively few theories as to why these pillars are dead, there are several regarding the sun. Most Painted believe the sun is some form of being or god, with the pillars providing it energy to keep the world lit. It's further suggested that the sun cult of the gnolls, which most gnolls other than Danzay follow, has a link to the pillars as well, with the gnolls sacrificing to the sun in the same way ghouls sacrifice to Rok. It's assumed that when enough interference with the pillars occur, "Lights" happen. They definitely don't know this because they nearly caused one themselves, no sir.

>>3979294
You set up contracts to sell the onyx, but get overwhelmed by the amount of people wishing to sell to you in return. As such, your day is largely wasted, though you ensure profits for yourself.

>>3979300
>>3979301
You two are knocked out when a drunk camel falls on you. You do not have time to question why it is drunk, only enough time to let out a scream before it all goes black. You survive, of course, although it appears curious onlookers have taken part of your shedding chitin.

>>3979303
You manage to establish contacts, but like Naktin, fail to do much other than that at the end of the day, leaving you disappointed.

>>3979304
You quickly establish a few contacts among some of the Painted here, especially those of the inner city, where the merchants live. Having gained their favor, you should see them in Texain's Achintac, where they'll trade their wares having come to know you. You spend your night drinking and talking with them, until the early hours of the morning.

>>3979310
Your distaste is known, and you get into a fight. Luckily, as pilgrims, you aren't held accountable for it, but more importantly to you, you knock the fucker out.

-----

When you wake up in the morning, you go to the cave in the center of the city. Your patrons in the Brotherhood who are funding this trip along with your government have secured a meeting for you between you and some of the younger Painted leaders, who dwell within the cave.

"A pleasure to meet you," says one in broken Chitter (your language), clearly having just washed and missing his paints. "I am Akh Azhir."
>>
>>3979330
"Greetings Painted one, we have travelled far and are in wonder of your city! So vibrant and bountiful. We hoped to establish a lasting way of trade with you"
>>
>>3979330
"Greetings, apart from our pilgrimage to Rok, we come mostly to trade, enriching both of our people in the process. We also bring dire news about the Gnolls to our south, they have threatened our borders many times and while we were able to push them back every time, recent reports have us worried. They seem to have had a civil war and one particularly hostile nation seems to be consolidating power. They follow a heretical religion that demands our extermination, and so we expect them to be on our borders once more soon enough. It probably means little to you as it is a far away problem, not directly affecting you for the foreseeable future. But mayhaps your brave people will be able to aid us with some men when the time comes?"
>>
>>3979330
"It is most wonderful to meet with you. Your people seem to be quite fond of our silken fabrics. Being in part, a purveyor of such goods, I'm quite glad to see your people enjoy them so greatly."
>>
"Thank you for hosting us in your gorgeous city. I m Laxhin Redwire.

Other than trade, we also want that our republic and Ierok have better relations."
>>
>>3979357

>>3979330
>>
>>3979330
"I greatly appreciate your city emissary, we are learning much here. I hope to learn even more about your magic and history. Oh and have you and yours ever found a ghoul named Mono going through these parts? He disappeared some time ago and hasn't been found in our lands down south so maybe he got lost" I give him some details
>>
>>3979357
>>3979337
"Indeed it is as they say, in the past our people worked together. Many would see it that way again, yoking our respective peoples strengths. Your might and our economy combined at your leisure of course"
>>
>>3979337
>>3979356
Akh chuckles at this, beginning to paint himself.

"Yes, well, we tend to buy a bit more of the undyed silk than that you've already touched."

Gesturing with one hand to his now grey face, he grins, the whiteness of his teeth standing out like the marble of Isarn in contrast to his skin.

"We have more than enough of our own paints, that is."

>>3979353
>>3979357
>>3979367
Listening to you talk about trade, the gnolls, and relations, he mutters something under his breath before shaking his head slightly and responding.

"Abandoning your people certainly wasn't the first choice of my own, but the Tyrants of the time had other plans. I would be happy to establish better relations, but that isn't my decision I can make for my people or for all of Ier. I think you'll find outside this city a different view in regards to your people. Ier seeks to regain its foothold on this continent, and domination of Alamara includes you."
>>
>>3979377
"Can I join the painted?"
>>
>>3979377
"And how do your people factor into these plans?"
>>
>>3979377
>I would be happy to establish better relations, but that isn't my decision I can make for my people or for all of Ier.
"Then let us all do our best to increase trade between our people for now, so that they will grow closer once more."
>>
>>3979377
"Well regardless i'm sure as a gesture of good will you would appreciate something like this. Your people seem to see the value of such things as we do. Cooperation is always fruitful when goals align from time to time"
(I am offering him the Light Magic Dagger)
>>
>>3979367
>>3979367


"Ah ... well that s interesting.

But lets change the subject, what is the name of your ruler and could you tell us something about him ?

we are going to travel to the capital for see it, so if you can inform us it would be helpful.

Perhaps even tips about the travel itself."
>>
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>>3979386
"We're our own culture, but if you wish to take on our customs I very much doubt anyone will deny you that."

>>3979389
"We are loyal to Ier, even if we have our own goals. We would seek to rein in the excesses of the Tyranny, however."

>>3979391
"That is agreeable, especially as I hear a few of you have set up individual contracts with some of our merchants."

>>3979396
He shakes his head.

"Keep your blade. If that troubling news about the gnolls is true, you'll need it more than those of us sitting pretty in the grasslands."

>>3979402
"The current Tyrant is Khash Metalar. He is in his older years now, but his mind remains sharp. Be careful. Under him, we slaughtered the humans and enslaved what remained. He is responsible for the resurge of nationalism as of late, along with the Brotherhood."

He appears to want to say something more, but holds himself back.

>>3979363
"I'm afraid not, unfortunately."

-----

After exchanging pleasantries with a few more, you depart for Ierok. As you travel, you hear word that the Isarn and Ringborn conflict that had seemed to have dissipated a decade prior has just turned into a fullblown war. It appears that the Ringborn had blackmail on the leader of Isarn at the time, and used that to prepare for war, marching their troops only now, after his death. As you draw closer to the holy city, you see more and more people traveling the same roads, more than you've ever seen moving in one group. And that is when Ier becomes visible in the distance, several buildings coming into sight as well. The walls of the city are the tallest you have ever seen, built from weathered limestone by ghoulish hands below, and on the upper reaches of the wall, by giants. A massive building overlooks it all, twice the height of the 10 meter high walls, its architecture jagged and rough, but glittering in the hot summer sun.

Why becomes more apparent as you reach the city gates; it is gilded in glowmetal, an ancient metal that along with bronze formed the backbone of the ancient Ieran army. As you enter the city (after initially being halted by tall, intimidating guards), you go bug eyed. Or uh, more bug eyed than before. The city is carved of the same limestone as the walls, buildings stacked on top of each other as if designed by a madman. The hustle and bustle is overwhelming, and you group around in order to not be drawn into the crowd. Giants, gnolls, humans, and ghouls all move within the city, traveling around your party and through it, though not ignoring you. Unlike Enkirok however, the eyes on you seem more greedy than curious, and you are very nearly enslaved as you enter, only your Brotherhood guide arriving in time to stop such a thing! So this is Ier, you think... fascinating.

As before, you have an individual action and a group action, as well as your visit to Rok.
>Visit the Tyrant's Palace
>Go to Thera's Quarter
>See the Port District
>Sightsee the monuments of Ier
>Other
>>
Rolled 33 (1d100)

>>3979421
>Go to Thera's Quarter

Me, personally, I shall attempt to preach ways of religious and racial tolerance between our two peoples. I shall stick with the larger group in an attempt to not get into any major trouble.
>>
Rolled 71 (1d100)

>>3979421
>See the Port District
Try to convince a local shipwright to come back with me
>>
Rolled 79 (1d100)

>>3979421
>Go to Thera's Quarter
Stick together as Steinin says. Look into the ranged weapons for sale here and if possible, bulk buy a few so that i can send them home~
>>
Rolled 15 (1d100)

>>3979421
Shop for magic books, perhaps on earth magic specifically as Rok is close.

>Sightsee the monuments of Ier
>>
Rolled 25 (1d100)

>>3979421

>Go to Thera's Quarter
Stay with the major group and try to talk with anyone that can be call trustful here by the Brotherhood guide, for establish trade and perhaps look for few veteran soldiers that would be fine in accepting a trainer work.
//

whenthe group is near it, Laxhin and is warriors will give their food offerings to Rok, and do a simple player for then return to the others.
>>
Rolled 55 (1d100)

>>3979421
>Go to Thera's Quarter
One of the female mooks performs one of her silk dance routine to impress those around her.
>>
Rolled 3 (1d100)

>>3979421
>Sightsee the monuments of Ier

Individually:
Look around for some beasts of burden both as a sacrifice and to lighten the load of logging, and maybe look for tasty things to grow at home. keep an eye out for camels and stick with the guide
>>
>>3979426
You get booed and someone throws rotten vegetables at you.

>>3979431
You manage to get a better shipwright to come back with you, one experienced with making triremes for local merchants. It'll work just as well in the western waters, he assures you.

>>3979433
You manage to get several prototype bows that had been built for the strength of all four of your arms! While quite pricy, you find it very worth it, not just for the benefit for you but for the nation as a whole. You don't know what wood it is made from, though.

>>3979442
You get a religious book instead, because your fellow ghouls are racists who don't like their kind traveling with foreigners.

>>3979446
You don't secure any trainers, due to ghouls not wanting to interact with you arachenians.

>>3979449
While seen only as a curiosity, your silk dancer does attract some attention, and gets a bit of money. They might have thought you were begging, actually.

>>3979452
Paying attention to camels means a juvenile dawn tyrant falls on you! What is that, you ask? A baby dinosaur! Traditionally ridden by Dawn Riders, an elite troop of the Metalar, you are knocked out yet again. You are also robbed this time. You wonder if animals with saddles are just your natural enemy.

-----

Thera's Quarter is a massive district, mostly populated by giants and ghouls. Catering mainly to merchants, it is the industrial center of Ierok, where smiths work their trade on a large scale. However, there are some other items here as well, that aren't just mass produced bronze swords, armor, etc. Give me a roll or an auto 50 as to what you're looking for here, be it simple or expensive.
>>
Rolled 72 (1d100)

>>3979467
I shall seek out a fancy looking, colorful armor that complements my natural whiteness.
>>
Rolled 92 (1d100)

>>3979467
a really nice armor, maybe with a pattern resembling stones, fire, or the pillars.
>>
Rolled 92 (1d100)

>>3979467


A simple and resiliant bronze armor made for my kin, that i can wear without much trouble. I will request if possible to give it the symbol and the colors of the Redwire. I fnot it will be simply done at home.
>>
>>3979467
I would like to bulk order metal pieces and reinforcement for a ship alongside a Figurehead. This is recuperation for building a great capital ship!
>>
Rolled 41 (1d100)

>>3979467
Rare alchemist ingredients
>>
Rolled 32 (1d100)

>>3979467
try to recruit a local blacksmith
>>
Rolled 53 (1d100)

>>3979467
Get one set of well made bronze armor for our kind
>>
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>>3979470
You get an armor composed of twilite and bronze, the former embellished atop of the latter. Twilite's offwhite coloring adds to the metallic brown color of bronze in a way that makes you look quite intimidating.

>>3979475
You get glowbronze armour, an alloy of glowmetal and bronze that is stronger than the latter with the shine of the former. Detailed on the armour is the river pillar, glowing eerily due to its components.

>>3979482
You don a flexible bronze lamellar, with leather in place of bronze at the top of the armour depicting the symbol of the Redwire.

>>3979484
You manage to get this done though it will be quite expensive.

>>3979485
You buy common Ieran items you can't get at home, such as dinosaur tooth and human hide.

>>3979497
You fail to get a local blacksmith, unfortunately, this district being quite elite.

>>3979505
You secure this easily enough, a plain set of strong bronze.

---

Moving away from the city now, you approach the sandy banks of the river delta, heading towards the great temple. Of a unique design for this area, it boasts sleeping quarters for acolytes of the Brotherhood of the Spear, as well as training grounds. However, the area surrounding Rok is sparse, the contrast drawing great attention to the boulder itself. Standing some 20 meters tall, and 15 meters wide, it is the largest structure you've seen apart from the pillar. Covered in blood, and paint, and bones, and long decayed leather, it is horrific piece of volcanic stone. While not sentient, like Ozatl, you understand why this is considered a god. Those loyal to the Breaker of Gnolls kneel before the great stone, while Ozatl followers are escorted to the side. You offer your sacrifices, and say your prayers.

If you have any specific actions to do while present before him, do it now.
>>
Rolled 73 (1d100)

>>3979531
Artamono presents his sacrifice of a prize gigantula from his farm known for its strength and endurance in hope of receiving a blessing from mighty Rok.
>>
>>3979531
"Mighty Rok, I ask not that you protect us, rather you give thus of us whom fight the strength to crush our enemies, see them driven before us and to hear the lamentation of their women. Guide Ier well and I hope the Tyrant see's it fruitful to work with us."

Present him some bones of the Lake Serpent and cut mine own palm!
>>
>>3979531
The kin of Zhu present their fruitbaskets, keeping a respectful distance from the Divine One.
>>
>>3979544
You feel your blood run faster, harder, and warmer in front of Rok as you sacrifice the spider beast. Refreshed in his presence, you are, and you gain a new confidence in your own abilities (2d for combat).

>>3979545
Tying the bones to the ancient leather hides on top of him, the priests gesture for you to place your bloodied hand on the stone. As you do, a faint warmth washes through you, and you feel strengthened.

>>3979556
The priests bash the fruit against Rok, juices trickling down him. As they do, you feel the hunger inside you sated as you kneel.
As for the Ozatl worshippers, they feel cold and alienated in the brisk sea wind. Steinin himself swears he feels something distant and hostile brush against his consciousness; or maybe that was just the atmosphere.

And with that, you walk back the way you came, returning home with newfound knowledge and devotion.
>>
>>3979531


"Make the gnolls fall, make so that their fields and homes will be filled with the corpses of their beloved, twist their kin, further put their blades against each other and scatter them once again as few desperate barbarian tribes that they once where."


ask a priest if it can bless my blades and the ones of my warriors after the prayer.
>>
>>3970096
CLUTCH OF CHANNELS
FP Difficulty: Normal
What you add to your ships are extra sails, experimenting with designs to increase the speed of your ships as they sail throughout the lake.

Add to Assets:
- Middling Fleet
- Great sailors

PP Difficulty: Normal
While upgrade plans are left to the side for now, you do make extensive use of shipping maps, finding that with Capantan missing, the shipping routes within the lake are largely missing security. You also find that the river is heavily protected by Ieran vessels, as is the bay.

>>3970122
CLAN OF ZHU

FP Difficulty: Easy
Your temple is set up rather easily, due to an excess of manpower. However, it is rough around the edges, with your focus on the inner temple leaving the exterior rather bare. In addition, the Brotherhood are unwilling to send a permanent emissary to your temple, but do have a few members visit monthly to guide you.

PP Difficulty: Easy
Your silk robe is well made, and the Brotherhood sends it northwards towards Ier.

>>3970199
>>3975363
GHOULS OF THE CORN
FP Difficulty: Very Hard
Thanks to the support from the Redwire Colony, your city is set up even faster than you thought possible. Your trade routes also directly connect to theirs, allowing both settlements to grow more than they had before, though yours remains the smaller city. The guild stands at the center, with migrants from the north seeking to explore this region meaning that your city is the most racially diverse in the jungle.

PP Difficulty: Normal
With all the magical knowledge your faction has accumulated, Artamono trains quite easily, reaching 2d by the end of the decade.

>>3970284
>>3970294
CLUTCH OF PROTECTORS

FP 1 + 2 Difficulty: Normal
FP 3 Difficulty: Normal
For whatever reason, while your training goes well and almost all of the Clutch of Predators know your Silk Style and the hit & run tactics (not just the men, but the women and children too), your attempts to join the Venom and Fangs are largely useless. Most existing members of both groups take your fighting style as something silly, and that renders your attempts to join largely ineffective.

PP Difficulties: Normal
Avin further develops the style, but fails to alter it into something deadly. Aslin himself doesn't seem more than mediocre at the style as well.

>>3971250
THE DRYBACKS

FP Difficulty: Normal
Hashitin is finally developed into a proper port city, helped along by your new... "connections" in the western seas.

>>3971350
THE HIDDEN NETTERS
FP Difficulties: Normal
With your workshop fully expanded and the surrounding infrastructure also upgraded, Obsidian Tooth sees other artists come into residence, the complex essentially becoming an artist colony as well as your hub of operation. You also take your skills and apply them to other gemstones, the applicability of your talents being largely unchanged.

Add to Assets:
- Obsidian Tooth Complex

+1 Wealth Gen! +1 Influence Gen!
>>
>>3971578
Laxhin is about as useless as his father was when he was young. Perhaps with enough perseverance he'll be a decent commander, but not now.

>>3971836
>>3971840
Your work pushes silk to the point of holding a "steel charge" for several hours, after which its strength decreases rapidly. However, you can't help but feel your goal is within sight. Similarly and quite ufortunately, La'nitch's strength fades so much that her work is never completed.

>>3975363
The Ringborn couldn't say; most mages of an older age hide away and practice their art in secret. It appears that the ritual for becoming an Adept (the advanced mage) extends one's age.

>>3979187
>>3979189
Your logging camps are less successful this time around, but the tunnel infrastructure you set up happens upon some coal, meaning some more windfall than you were potentially expecting.

+1 Wealth gen!

>>3979200
FP Difficulty: Normal
The Silkensail Consortium sets up slightly southwards of this area, due to a settlement being newly founded there. After this, you begin trade with Isarn and the archipelago from this move.

>>3969995
You don't gain much through this method at all.
>>
Rolled 20 (1d100)

>>3970051
Using what wealth and connections Hickoxch has he will invest in building up the farms and fishing industry centered around taerok to help fuel the republics economy. The lake is plentiful and the land fertile for cash crops.



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