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> Game related things:
https://docs.google.com/document/d/1od-CvpIQ7lVZjxLzb-TeINrQV-VC5BLyNv6EosPRtxs/edit?usp=sharing

> This setting is based of a previously run NatRP-Quest, full Lore here:
https://docs.google.com/document/d/1XJlJ8o7L4C6ecp2WNeckP-etfxtpNTqGLQBb5iJHWwc/edit?usp=sharing

> Thread#1 Archive:
http://suptg.thisisnotatrueending.com/qstarchive/4161182/

As of this thread players are able to trade with any nation on the map and explore any area on the map as well as trade with the Various nations which exist in the warp.

This thread most players are gonna journey from the mid-game into the late game. The game is probably gonna end this or next thread.
>>
1. Jousting
> 1st Place: Uwuin'taipan Theocracy (4)
> 2nd Place: Mesian Kingdom (27)
> 3rd Place: CoC (22)

2. Wrestling
> 1st Place: Kamadani (10)
> 2nd Place: Hive (7)
> 3rd Place: Church of Rebirth (13)

3. Boxing
> 1st Place: Uwuin'taipan Theocracy (4)
> 2nd Place: Cafoddwol (30)
> 3rd Place: Kamadani (10)

4. Rodeo
> 1st Place: Orkkhuz (34)
> 2nd Place: Sarinthian Tyranny (28)
> 3rd Place: ERS (1)

5. Spell Weaving
> 1st Place: Sun Elf (3)
> 2nd Place: Church of Rebirth (13)
> 3rd Place: Cafoddwol (30)

6. She'lak
> 1st Place: Kamadani (10)
> 2nd Place: Calderian Empire (23)
> 3rd Place: Church of Rebirth (13)

7. Ullamaliztli
> 1st Place: Kingdom of Calderia (24)
> 2nd Place: CoC (22)
> 3rd Place: Duzkat-Yahaaxitic Commonwealth (14)

8. Mimic Flueting
> 1st Place: CoC (22)
> 2nd Place: Duzkat-Yahaaxitic Commonwealth (14)
> 3rd Place: Kingdom of Calderia (24)

9. Swimming and Diving
> 1st Place: The Starless Lands (36)
> 2nd Place: Kamadani (10)
> 3rd Place: Duzkat-Yahaaxitic Commonwealth (14)

10. Discus Throwing
> 1st Place: Kamadani (10)
> 2nd Place: Northlund (8)
> 3rd Place: Uwuin'taipan Theocracy (4)
>>
>>4196735
Wins of bets:
> Yahaax Ranching Limited
The Mesian swimmer truly comes out of nowwhere somehow ramming his way to 3rd place earning you a solid 60g. Sadly the Dwarven jouster took 6th place, but he is determined to do better in 10 years on the next Olympics. CoC was an obvious choice for the Ullamaliztli so you only earn 20g from their victory. They lost to the Calderian Kingdom in the final match thanks to their ingenious utilization of Roachidian players and their ability to fly.
(80g won)

> KamaCal
Sadly West Calderia didn't make it in Shelak, it's the game of the Noble Calderians, much more Popular in the Empire than in the Kingdom. The Kingdom only took 7th place.
The surprise, surprise a start has risen among the Cyclops. A Seer in training while not having unlocked their Eye power have turned out to be a true She'lak savant often playing She'lak all day, able to defeat 3 opponents at once. Erebuś a rising star is rising in the world of She'lak. (you get 80g)
Betting on Polemistis is always safe (you get 20g)

> RWWE
With Floe betting on herself 4 times (both for 1 and 2nd place in both competitions)... she still somehow makes a win. Being a complete Dark Horse yet taking 2nd place in boxing you get 160g.
>>
>>4196768
> FLOE'S WRESTLING COMPETITION
Wrestling was not kind for Floe, the poor fey took a beating having a large shoggoth of the Starless lands be one of her first opponents. The thing was terrifying and disqualified her pretty early on. She later saw it fight Polimestis and even she had trouble with it. The audience for some reason seems to love whenever the Shoggoth fights a woman... weirdos.

> FLOE'S BOXING COMPETITION
An up-comer, fey got 2nd place? A truly incredible performance. How did it come to this?

Floe got to the semi-finals pretty swimmingly due to a very useful tactic which is: "turn the floor to ice to make it slippery.". This combined with her raw offensive power, speed and evasiveness landed her in the semi-finals to face Chieftain Akhur a large Ork War-boss from Orkkhuz. It was a hard battle, with Floe's speed and agility being paired against the ridiculous raw power of the Orc. It's fair to say she won on stamina and determination.

Floe's biggest challenge lied in the High Priest of Flame of the Uwuin'taipan Theocracy. This 6 meter beast has already managed to defeat Polemistis in the Semi finals. The High Priest was known for his seamless use of magic and unpredictability on the battlefield in spite of basically using 1 spell all the time.

The battle started with the high priest catapulting himself towards Floe and her guarding with an ice shield which was immediately shattered sending her flying. Floe created a looping ice slide behind her to catch herself and use all that force from the punch to send her flying towards her opponent, but in sted of hitting him she made the floor into slippery ice a tactic which worked well so many times and pushed the giant insectoid making him fall to the ground. Then she flew up ready to drop down from the skies on him while he was down, bu things wouldn't be so easy with the High Priest. While on his back he used explosion magic to launch himself up destroying the slippery ice in the process. Him and Floe were now engaged in a battle in the skies. The speed he was flying at was nothing unusual, but the way he could turn in the air was something one couldn't do with wings. Floe would use what she had learned plummeting frozen fist after frozen fist between the Chitin plated of the High Priest, but she got cocky trying to get in every hit she could instead of only going for the safer ones and that spelled her doom. While she punched him in between his stomach plated he bent forward trapping her arm and launched an attach double enforced with explosion magic to her face ripping off her hand and wrist, knocking her out and securing his victory. Still Floe holding her own against him was extremely impressive.
>>
>>4196768
> ELIZABETH'S CONTESTS
During the Spellweaving contest Elizabeth came thinking that she by no means should show all she can to not scare the onlookers, but observing the performances of others she realized that maybe... just maybe she can let herself go a bit this time. And so it came her time to shine, just on raw power alone she baffled the judges and the beautiful dance of colors she caused amazed the audience. With her emotions directly flowing into their minds. Elizabeth's display was truly beautiful, only loosing points for using only 1 type of magic.

She only lost to Gray Nashet representing the Sun elves who created a stunning display of the cycle of life of an amphibian. First using Sun Elf water magic to create a floating pond in the sky, then using Eldritch and Autumn fey magic to create life in the pond itself. We follow the story of a small golden tadpole which grows up into an orange frog and eventually dies with it's corpse falling apart to reveal more eggs containing Golden tadpoles. This mix of storytelling, multiple types of magic and raw power moved the judges, crowning him the winner.

----------------------------
In She'lak Elizabeth had an easy time mopping the floor with any contestant daring to oppose her... after each of her quick victories she'd glance with cockiness and slight flirtatiousness at the King of the Starless Lands, who very much so looked salty he didn't join the competition himself. Elizabeth a woman presiding over millions of minds could easily predict other's movements if even trough raw power going trough every possible move in her head.

That is until she met her last opponent a Cyclops savant who... seemingly knew every single one of her moves. He seemed to be advancing quicker than she and after 20 long hours he finally won. With his eye glowing a feint blue... he unlocked his Eye Power.
>>
>>4196844
The New type of Seer will be known as "Tempo Seer" as they can see for small amounts of time into the future.
>>
>>4196574
Some people at the company, flicker or jingle small coins, bets and winnings from betting on dear Elizabeth, from betting on Pendragon, personal funds for personal things.

But a jolly building just laughed, softly, warmly, heartedly. A dream starting to gain within reach when he may one day move, one day great his great great grandchildren.

Windows shutter and a faint breath disguised as the wind leaves it, it's having a good day. As printing and publishing gets back to work and expansion is on the mind.

>Action 1.
The land of the fairys was visited by a diplomat in Rapture, a wonderful young nervous woman. We ask for her help, tall and spindly and stitched, hair bundled and awkwardly, she complys, happy to visit that wonderful land and finding herself employed as the boss.

Of a hopefully fully legal publishing and printing, as well as newspaper outlet in the mainland of the fairy's.

>Action 2.
Necrothlund have always been very traditonal allies, let's set up a nice buissness there, talking primarily about history, helping mages mass produce tomes and overall improve the litchdoms quality of life.

We will of course be a legal buisssness here and ask for the full support of the head honcho in operating and rapidly growing to become a state approved publisher!

We grabbed a particularly dark humored and hatted eldritch skeletal woman, who can make plenty of good old bone jokes for this one!
>>
>>4196844
1.
The previously constructed Biomancer Lab now finds use aiding the Pest Inc. guards for the Olympics, creating an antennae-like graft in order to organically understand pheromones and various other chemical tells. The scent of Narsian magic in the sweat of some athletes can be rooted out; with warrior bugs cornering the athlete after the event, and demanding to search the suspicious person's belongings.

2.
Pest Inc. Invests 10 Gold towards Chitin Construction for the Skaven. Ideally long slabs of bony carapace serve as prime reinforcement
>>
I need a riskoid discord link
>>
>>4197272
Action 1: Willow agrees, there has been not much diplomatic work to do, as such she is happy to help out the newspaper she so much enjoys reading set up shot within Fey lands.

Action 2: You can set up fully legally in Necrothlund, but are reminded that you will be monitored for not publishing anti-OneTrueFaith or anti-Uwuin'taipan hit-pieces or propaganda.

The witty skeletons quickly becomes well liked among the Necrothlundians. Only plague jokes don't go over well with them.
>>
>>4196574
>Services Company Provides: Arcanet, Mirai Express
>Company Traits:
L - Meritocracy
>CEO - Sasayaku Sato
Social Savant
Cult of personality
Bureaucrat

Actions:
-Our egg heads have been working overtime with all the research they've been up to, but it's a good thing they enjoy their work cause we've got plenty more that needs to be done! The Arcanet's introduction has led to an increase in, let's say, "unsolicited" calls. Enhance our system to display the identity of the caller that's trying to reach someone and give the user the ability to either answer, ignore, or outright block the people who call them, This should deal with pesky spammers.

-Mirai express is a hot topic among the countries of the world, and who can blame them? It's time to start gracing the globe with the comforts of modern day express delivery, cause why should Narsics be the only ones that can shop comfortably? Rollout our express services to the countries we've already started selling the Arcanet to.
>>
>>4197482
Gold: 152
Expected Profits: 50
Expected Expenses: 19

1. The Guard bugs indeed to well protecting the Olympics, already getting booked for the next event. The Narsician is taken in for testing and he clearly has smoked the Narsician magic enhancing drug. After some screaming back and fourth he is let go, as said substance had not been banned yet considering it was the first Olympic event to take place. The Naga overseeing the event thanks the Entomancers and will make sure to ban the substance and usage of drugs by the time the next Olympics take place.

2. The newly developed armor is a huge hit, even if a luxury.
>>
>>4197272
>>4198020
Forgot your stonks

Gold: 28
Expected Profits: 26
Expected Expenses: 8
>>
>>4196815

After the competition, Floe had been surprisingly silent. And anyone who congratulated her on getting second place swiftly got told to not mention it again. Clearly Floe wasn't taking the fact she didn't get first place well. In fact, according to Chasma Floe practically spent a decent amount of her time just staring at the medal she got...Still, despite what is clearly a massive morale hit to her, she still managed to do what she needed to keep everything running smoothly, but its clear that she likely was going to do something to try and 'redeem' herself and regain her pride...Or maybe become a bit more humble after this...Time will tell for sure. On the bright side, for Floe anyway, Sibercanette was growing nicely. It even had a number of Chaun blacksmiths working away now...

>Action One. Get payed for guarding the Olympics, (and maybe look for a new job)

>Action Two. Get Chaun Blacksmiths for Sibercanette.
>>
>>4198024
The new feature is very welcome among the Narscians and while annoying to the religious users of the service all they can really say about the new tool is: "Fair enough."

Mirai Express is a success in all countries it's implemented in. Be it the Uwuin'taipan theocracy, Southern Dorn of the Mesian Kingdom. You do face a serious delivery shortage now though, more so than ever.

> EVENT
Voices from the other side: It seems that a hack into Arcanet has occurred... from Tythia... That Tythia? The isolationist, Druidic state stuck in the middle ages? More-so the readings show the signal is coming from a part of the country that isn't even inhabited and is covered in. Arcanet itself seems to be "responding" to the hacker. Signals akin to binary are coming from the isolationist nation with Arcanet responding with similar binary in kind. What the cooks hat is going on? Your Mages propose sending Adventurers into Tythia to investigate. (negociate with the Tythians with the help of the Sun Elves.)
>>
>>4198037
Gold: 480
Expected Profits: -||-
Expected Expenses: 3

The Castle is progressing greatly now even including in-house blacksmiths, which reduces upkeep and cost of rearming units after losses.

Floe is paid what she won in debts and for guarding the Olympics and returns to Sibercanette. Sadly no new jobs are aviable which is somewhat of a bummer for her.

> EVENT
After all the events Floe chose to take a long frosty bath to chill a bit. As she got up and wrapped herself in a towel she entered her room... except it wan't her room. It was bustling bar full of people drinking and celebrating and by the time she turned around the door she came in with was gone. As the confusing Fey looks around she sees people from every nation in the world until she notices the barkeep waving at her.

He has a job for her... a simple one. His nephew.. you know the one who won the Spellweaving contest is planning on single-handedly taking on the spire and conquering it. A great idea, but as an uncle the man is a bit worried. Floe and her mercenary group would be hired to clean up after the boy goes trough and make sure he does not get encircled... and maybe help him escape alive if things go south. (he does recomend Floe increases the size of the mercenary group forth though)

(the job takes place on saturday so you have 4 actions to prepare if you accept)
>>
>>4196543
>>4196735
What a great day today is, at this moment we have more gold in our coffers than at any other time in history. How lucrative the Olympics has been, we can only thank the gorgons for having hosted this.
Action 1:
Now that the Olympics is over we can build that wonderful ranch in the gorgon lands, hopefully time has only sharpened their taste for the finest meats of the world. (20g)
Action 2:
A thankyou to our comrads! Better equipment is bought for the Dornian Mercenaries, the Mesian Swimmer is given money from us and the Dwarven Jouster is given support so that he can participate in the next Olympics, gift baskets are also sent out to our distributors and benefactors as well.
(10g, put the dwarven jouster on a long term payroll for training if necessary)
>>
>>4196735
>>4198342
Also -
Diplo - CoC religious authorities
Recently Yahaax Ranching Limited has gained a large amount of wealth, mainly from our business of amigichuum ranching and from the selling of amigichuums meat.
This has prompted us to decide that it is in our interest to diversify into the field of biomantics by constructing a biomantic facility in the Colonial Commonwealth where we are based in.
Thus we desire the permission of the religious authorities of our mighty civilization to be able to found and run this facility. As holy approval is extremely important to the sanctity and righteousness of our facility as we will be using the spirit power of the new circuit to power our magic, as is done with all Mesian magic.
(send this letter with a donation of 10g to the CoC Temples)
>>
>Country of Origin:
Kamadani Councilstate / The Kingdom of Calderia under the One True God

>Branch offices : Ecclésiastique République d'Sepe, Dwarven Kingdom

>Company Type:
Conglomerate

>Services Company Provides:
Import-Export, Shipping (goods and people, by trains and pegasus), Pegasus Chauffeuring, Kamadani golems production

>Company Traits:
I - Expat
O - Overqualified
U – Guest of Companeous

>Fluff:
A guild of West Calderian trading houses jumped on the occasion when one of them got a rare access to the ressources of Cyclop-land.
Among it's employees, there is a sizable minority of Cyclops in all levels of the company. The West Calderians are a majority. There is magic-wielding noblemen and wealthy commoners at the top, and ordinary commoners doing the grunt work.
Élisse (the gorgon fashionista) can now order one-off Calderian stuff through us, for a fee.


>>4196735
>>4196768
>>4196815
>>4196844
>>4196890
The Olympics was a feast for the eyes, and for the purse, and some of the Directors partied so hard that they slept for an entire day after that.

Action 1 :
> 5g - Invest in 1 new market [blind investment]
Introducing : ERS perfumes in The Kingdom of Calderia ! The latest in elegance and refinement !

Action 2 :
> 5g - Invest in 1 new market [blind investment]
Introducing : Pegasus Shipping lines in the Dwarven Kingdom ! The only mean of transportation that can hop over the mountains !

Action 3 :
> 200g - Create Kamadani train lines operated by KamaCal in the Dwarven Kingdom.
Introducing : Kamadani train lines in the Dwarven Kingdom ! Move goods and people in bulk !

Diplo :
>Research tempo Seers. How many are they ? Are they interested in other things than She'lak ? How far can they see into the future ?

Player Diplo :
>>4195189
>Mirai Corp
"Great, let's keep the same deal : 10g per [insert IC equivalent of "turn" here] for the same amount, if your demand go up, it will be the same rate of 10g per [insert the IC equivalent of the same amount in mass units here].
>>
>>4198024
>>4198378
OK ,no I can add Mirai Corp. Stonks

Gold: 192
Expected Profits: 81
Expected Expenses: 37
>>
>>4198342
>>4198348
Gold: 41
Expected Profits: 66
Expected Expenses: 26

A new Ranch is opened quickly gaining popularity, though not for the reasons one may expect. Gorgons seem to be flocking to the new building for inspiration to pain paintings or to admire the Amigichuums themselves. The constant flow of visitors and onlookers makes it a bit hard to work, but is by all means very good publicity.

The Jouster is put onto a good payroll for training and all the people you mentioned are happy about the received gifts. Especially the Dornish mercenaries. They feel like a storm is brewing.

Diplo: The Priests from CoC initially hesitant disappear for a while and then return approving your request. It seems they went to talk to someone. You are handed a small note which when unfolded says "I do not remember ever making a variant with fur on it.". Your permit has been approved.

> EVENT
War between Imreldys and North Dorn has erupted. The conflict is known as the Cattle War. Impresldys is vying to ban your meat from being sold in Northern Dorn and to force them to exclusively buy from them once more. The North Dornish government is asking you to temporarily lower meat prizes so they may concentrate on the war.
>>
>>4198378
Gold: 15
Expected Profits: 120
Expected Expenses: 34

The Calderians enjoy the ERS perfumes, especially as a lot of them seem to have a let's say... familiar smell. The product is spreading like wildfire among nobles... but what's that. It also is among the lower classes? It seems that in recent years Calderian lower classes have become wealthy enough to indulge in extravagances once reserves to nobles skyrocketing the purchases of most your products. In fact you have a supply problem!

The Dwarves don't like it. They don't like things that fly and they don't like anything that can just jump their defenses. The project does really not catch on at all.

Cyclopean trains really have made it into Dwarven lands! What a surprising twist. The Dwarves are already starting to use them for easy transport of stone and other mined goods, in fact they wish for the development of smaller variants of "trains" to be used in mines to quickly bring resources up to the surface. (Dwarves wish to commission mine-carts).

Diplo: The Seers would explain that, the young boy was the first Tempo Seer to awaken and his ability for now extends into minutes at best.

> you are solidly in the midgame now, if you are doing the same action you can repeat it multiple times during one turn like: hire new employees 5 times, or build the same building 20 times etc.
>>
>>4198058

To say Floe was in a bad mood would be an understatement, but seeing how she was dragged someplace like this out of the blue right after having a bit of time to relax and without even being properly dressed for the occasion...To say she wasn't too happy was an understatement. Luckily, she'd not need long for her to see what this was about and that it was important. She'd take it, and would specifically request that the next time they do this to have it be a bit more planned and thought out than this...Still, with the job taken, she'd now have other things to worry about, that being getting more to her banner given the nature of the job. She'd need quite a few fey at the least considering someone's going on a blind rampage to the spire...She doubted that he'd be able to pull such a feat off entirely by himself. Then again, thats why she was there. Still, it would be an important thing to ask if he knows about the plan of hiring her, and if not, him spotting her forces would be an issue. After all, him charging at her forces and fighting them would be... counter productive to say the least.

>Action One and Two. Hire a bunch of fey. Should be easy enough to equip them soon.
>>
>>4198658
New Fey are recruited, with Floe now famous for her outstanding performance during the Olympics it's not hard to find new recruits. Your Regiments size doubles to 8.

Gold: 476
Expected Profits : -||-
Expected Expenses: 6
>>
>>4199774

With a good deal of fey recruited for the largest job she had ever gotten, she'd be sure to get the orders of equipment to actually ready them for war. Be they thinspikes, razor blades/swords, or the more unique equipment for the few Noble fey in her ranks. Despite this however, she'd order a lot more extra equipment, and not just many spare thinspikes as would be considered normal. She wasn't finished recruiting just yet. She wanted her company to be equivalent to the Firebrand warriors in numbers and quality. At least equivalent to what the Firebrand warriors had when she left them anyway...Regardless, her forces were likely going to be the size of a proper division at this stage at least, or the size of a proper corps at best. It'd also help her in the future and allow her to take many smaller jobs when not dealing with a large job like what she was preparing for.


>Action One. Hire a few more fey, should be easy enough.

>Action Two. Equip everyone, that blacksmith certainly would be busy...
>>
>>4198619
Action 1:
Lower prices in northern dorn, the potential to lose our biggest customer is far more pressing than making more money in the short term. The lack of lowered prices in other countries will also help as it will increase the buying power of exported meat.
Action 2:
Construct a Biomancy Facility. (80g)
Perhaps we may be able to help with this new facility...
>>
>>4199973
sorry wrong name
>>
>Country of Origin:
Kamadani Councilstate / The Kingdom of Calderia under the One True God

>Branch offices : Ecclésiastique République d'Sepe, Dwarven Kingdom

>Company Type:
Conglomerate

>Services Company Provides:
Import-Export, Shipping (goods and people, by trains and pegasus), Pegasus Chauffeuring, Kamadani golems production

>Company Traits:
I - Expat
O - Overqualified
U – Guest of Companeous

>Fluff:
A guild of West Calderian trading houses jumped on the occasion when one of them got a rare access to the ressources of Cyclop-land.
Among it's employees, there is a sizable minority of Cyclops in all levels of the company. The West Calderians are a majority. There is magic-wielding noblemen and wealthy commoners at the top, and ordinary commoners doing the grunt work.
Élisse (the gorgon fashionista) can now order one-off Calderian stuff through us, for a fee.

>>4198627
The Council is pleased.

Action 1 :
>Build building
>10g - Pegasus Ranch and Stable (increases your supply)
Do this 3 times (TOTAL : 30g)

Action 2 :
> Hire employees (will increase expenses, important if you can’t meet demand though)
Do this 3 times

Diplo
>Kamadani Seers
Gift the Tempo Seer a book on pure logic, or the closest thing we can find.
>>
>>4199899
More Fey join the RWWE, with another round of recruitment fey is starting to scrap the the bottom of the barrel. 2 new Units are added mostly comprised of fey who do not have much or any battlefield experience... but in all honesty who cares? Fey do not die, they can let themselves learn from their own failures even on the battlefield. Your company is now equal to a battalion and the size the Firebrand Warriors were when Floe left... though overall troop quality is still let's say not on Paar.

The Chaun blacksmith looks on rather grumpily at how much he has to forge all at once, but he gets to work asking for help from some of the local village blacksmith in simpler tasks. All of your fey are equipped and ready to join with Gray Nashet for their greatest battle yet!

(next turn so tomorrow)
(you can still do 2 actions entering battle is a diplo turn)

Gold: 390
Expected Profits : -||-
Expected Expenses: 8
>>
>>4199973
Gold: 10
Expected Profits: 52
Expected Expenses: 34

The Dornis greatly thank you for your sacrifice. They do know you have no obligation to help them and will appreciate this selfless act forever. It will be remembered in the history books.

The Facility is constructed with the best Biomancers money can buy going to work there. While you can't develop completely new organisms there you can now alter any existing ones be they existing creations of Petlin or something wild. (Perhaps you will)
>>
>>4200022
Gold: 75
Expected profits: 146
Expected Expenses: 56

The Ranches are constructed and new employees flock to work in your business.

Diplo:
The Tempo Seer reads the book, not understanding it at first, but then something clicks. He had been using his ability as a trial and error tester looking into the future to see a certain constellation of She'lak pieces and if he judged himself to be loosing he would alter it and continuously check... but logic dictates there is a reason those pieces got there. Now he uses his new obtained logic powers to think about how the pieces all got from where he is now into the loosing position he's in his vision, meaning he can use his predictions in a much more calculated manner having to activate his power less time to reach an equally efficient outcome.
>>
>>4198612
>>4198042
Gold: 222
Expected Profits: 86
Expected Expenses: 37

> Mirai Corp
2x build new production facilties. Best I think given the shortages I face.

> CorpOP
The new factories are constructed increasing supply. Now you have too much of it.

> EVENT is put on hold until Mirai can post again properly
>>
>>4200108
> Mirai Corp
>Diplo: Sun elves
Most intriguing. The fact that our system has been compromised, not by nobles, not by militarists nor even zealots, but from druids is more fascinating to Sasayaku than worrying. "How could they all of people pull it off!? I absolutely have to know, I'll never be able to stop racking my head over this otherwise. To do that, I'm going to need an in. Little is known of them given their isolationist nature, but what is known is that the Sun Elves have dealings with these lonely folk. "I'll travel myself if I have to, and my starting point will be the elves. Sasayaku journeys to the relevant parties of the elves in order to negotiate a arrangement for access to and potentially an introduction to the Tythians.

> CorpOP
The Sun Elf representative arranges a meeting between you and the Tythians. After a prolonged discussion the Tythians explain that that land is uninhabited... but in ancient times the have been sightings of rock people there. Ones with like one glowing eye, the rest is rock, some as small as a fey other's as big as an Uwuin'taipan. These creepy sightings stopped them from pursuing further into the land and settling it. You are permitted to send a team which will travel together with a team of Tythians to investigate what the hell is going on. In the end they have ultimate authority on what goes and does not, your people are merely guests.
>>
>>4196574
>Action 1
The Newspaper says it all, were going to start selling some erotica in those library's of ours or more accurately, putting a price on checking out with any book really.

Both publishing and writing our own smut, as well as helping the black market publish things under the disguise of smut. (Librarians have permission of course to beat anyone who masturbates in the library.)

>Action 2
Were going to help Willow out, people from rapture are given permission from Elizabeth through us to work at the fey branch and set up buissnesses with whatever skills they may have.

In fact, any country that dosen't ban the eldritch undead were also doing it in, hopefully we'll end up with another sprawling buisssness to take advantage of.

We intend to become a sprawling media conglomerate, looking to expand into almost anything and everything possible to gather up supplys for the inevitable taking over of Sarintha.
>>
>>4200486

Gold: 48
Expected Profits: 26
Expected Expenses: 8
> Action 1
The Smut is published... a 1d20 will be rolled every turn to see if your company gets chaos corruption every turn. (gets it at 1)
> Action 2
You need permission from the Cafoddwol governament not Elizabeth and that's a Diplo Action not Action. You're to low in the food chain to contact Elizabrth directly, but a lower Ascended official assures you it's fine.
>>
>Country of Origin:
Kamadani Councilstate / The Kingdom of Calderia under the One True God

>Branch offices : Ecclésiastique République d'Sepe, Dwarven Kingdom

>Company Type:
Conglomerate

>Services Company Provides:
Import-Export, Shipping (goods and people, by trains and pegasus), Pegasus Chauffeuring, Kamadani golems production, Minecarts production

>Company Traits:
I - Expat
O - Overqualified
U – Guest of Companeous

>Fluff:
A guild of West Calderian trading houses jumped on the occasion when one of them got a rare access to the ressources of Cyclop-land.
Among it's employees, there is a sizable minority of Cyclops in all levels of the company. The West Calderians are a majority. There is magic-wielding noblemen and wealthy commoners at the top, and ordinary commoners doing the grunt work.
Élisse (the gorgon fashionista) can now order one-off Calderian stuff through us, for a fee.


>>4200056
The Council is pleased.

Action 1 :
> 50g Build a mine-cart trains production facility
Build this in Companeous

Action 2 :
Introducing : mine-cart trains in the Dwarven kingdoms ! Move your minerals without efforts !

Diplo
>Seers
Gift a book on probability (or the closest thing we can find) to the Tempo Seer.
>>
>>4202598
>>
>>4202598
Action 2 :
> 5g - Invest in 1 new market
Introducing : mine-cart trains in the Dwarven kingdoms ! Move your minerals without efforts !
>>
>>4202598
Gold: 110
Expected Profits: 156
Expected Expenses: 67

The New business within Dwarven lands takes off letting the Crazy short men do what they love most even better: mine. No annoying carrying of rock up and down just mining and singing. Dwarven Mining songs fill the land without a break for days.

> EVENT:
West Calderia wishes for the construction of 3 more train lines (150g) and possibly a 4th one connecting them with the Dwarven railways system (+100g)

> Diplo:
Calderia is not the most mathematical of countries, but scouring local libraries you find the "Gambler's Handbook" which in all frankness is 3000 page book on probability written by a man who during his lifetime became the richest man in the nation trough gambling. It contains everything one would need to know about probabilities, reading people and even... cheating one could think off all written in a way someone who barely knows math could understand.
(due to the book being so long, it'll take a while to translate and read you will get the result of this diplo next turn)
>>
>>4200052
Action 1:
Research those magic inhibiting monkeys in the biolabs, perhaps once we understand how they work we can properly use their material for the creation of new creatures.
Action 2:
Compile the literature on the old alchemy and begin researching it in the biolabs, perhaps some of these chemical and chemo-magical processes could be utilized in future creatures
>>
>>4202802
The monkeys seem rather simple in fact their antimagic abilities are oddly enough non-magical. It's just that the sound they produce interferes with magic, multiple monkeys are required to perform this because the sound only truly works if it resonates and reverberates. So either if there is strong echo or in a Choir. Your scientists warn you to be careful about working on the Choir monkeys as they are very inteligent and could easily take a step into sapience sentience. One interesting idea they have is trying to make them produce and opposite sound to the one they produce... a sound which EMPOWERS magic. If that were possible they'd be a hit among all mages and in all magic based industries.

The old alchemy bugs speculate on a process where the Mesian Hill Toad and Calderian giant Swamp Toad (you can give 'em mesian names) produce skin excretions which when combined produce a very nice tasting and smelling spice. They wonder if hybridinsing the species and some biomancy could make the toads produce the spice directly.
>>
>>4198031
1.
The jungle of the warring clans is flooded with warrior bugs, to open the jungle for Pest Inc. Usage later.

2.
The market of the Pheromone-Scopes may be found in West Caldaria for the detection of intruders in the defense of the royal family. Interest is gauged.
>>
>>4203048
Gold: 175
Expected Profits: 56
Expected Expenses: 20

The west Calderians seem relatively interested in the proposal. It won't be a smash hit, but they are willing to hire some to work with the army.
>>
>>4200044

With all this work done, Floe had but one thing to do, and that was prepare for the fight to come. She already had all the fey she was going to be able to get, now all that mattered was getting them at least a bit up to speed on some of the more basic things. They'd not get exhaustive training, but being sure they could follow orders and actually properly do what they are supposed to no matter how poorly of a job they do was all Floe really needed. They could get better in battle of course, but it was best to be sure they wouldn't impede her other soldiers with their incompetence. Hopefully they'd not get tired from such minor training, but honestly, even if they do it'd not be too bad.

>Action One. Light training for the fey who don't have any combat experience.

>Action Two. Gather all the equipment, food, and other supplies the RWWE have. Its time to go on their biggest job yet.
>>
>>4204491
Some light training is done allowing the new recruits to gain some experience before the big day.

The Fey travel calmly until they arrive at the foot of the spire. The City surrounding the ominous pitch black structure looks as if a tornado went trough it and the gates to enter the Spire have been blown. Your jobs has already begun so ready for battle.

You see the troops from the first layer slowly gathering to storm the stairs leading up, but you also see that the forces of the city are mobilizing to reinforce the Spire. Gray seems so be rushing trough like a tornado now how will you make sure he is not encircles or his momentum is not stopped?
>>
>>4204622

One of the key things to allow Gray to keep up momentum and to limit the ability of the enemy to surround or surprise him would be to prevent the forces of the city from mobilizing and reinforcing the spire itself. Naturally, focusing on the forces closest to getting to the spire in the first place. Floe would be sure to block passage ways and roads through the city and create choke points utilizing her magic to better allow her forces to actually deal with those on the outside, meanwhile a smaller force would enter the spire to make sure the first layer survivors weren't able to advance, and after dealing with them making sure things on the inside were going fine, and to raise the alarm for the rest of Floe's forces should there be another large force inside with a chance of surrounding, overwhelming, or otherwise stopping Gray's assault. However, focus would be on destroying any forces on the outside and in the city before going into the spire, though her own forces would be positioned close enough to the spire that, should needs must, they could get a majority of her forces inside and ready to react or otherwise help Gray. Once forces on the outside were dealt with, they could focus on the spire, if there was anything left after that. That was the initial plan anyway, but no plan ever survives contact with the enemy, now does it?
>>
>>4203019
Interesting...
Action 1:
Attempt to hybridize the toads, either get their secretions to come out of one individual or make the secretions sexually specific (males produce one kind, females another), also splice in some information taken from amigichuums to do with bean activated breeding cycles so that the frogs will reproduce at controlled rates just like amigichuums, we harken back to times when invasive rats on certain islands destroyed the local ecosystem, and we dont want to unintentionally screw up the ecosystem we have here. (20g)
Action 2:
Invest in the war related industries of republican dorn so that we can inject more wealth into the war effort.
>>4197482 (diplo - pest inc.)
A letter is sent to pest inc. as they are known as the primary corperate representative of entomancy in the world.
>Recently we at Yahaax Ranching Limited have invested in developing a special kind of amphibian which will be cultivated, and we desire a good way to feed them which is garenteed not to radically alter their forms, thus we would like it if we could collaborate so that we can be supplied with some sort of arthropod which could be used to feed our amphibians. It doesnt much matter what it is as long as it can be controlled without using entomancy. If such a meal insect is not available to your company we could instead collaborate to create such a creature through a collaboration between our biomantic labs. We can offer your company a large portion of the profits made from selling these creatures as growable sources of feed for our amphibians and good word of your company to those within the joint colony and in republican dorn along with in the other places we operate.
>sincerely Yax'ich Chukik, founder and operator of Yahaax Ranching Limited
>>
>Country of Origin:
Kamadani Councilstate / The Kingdom of Calderia under the One True God

>Branch offices : Ecclésiastique République d'Sepe, Dwarven Kingdom

>Company Type:
Conglomerate

>Services Company Provides:
Import-Export, Shipping (goods and people, by trains and pegasus), Pegasus Chauffeuring, Kamadani golems production, Minecarts production

>Company Traits:
I - Expat
O - Overqualified
U – Guest of Companeous

>Fluff:
A guild of West Calderian trading houses jumped on the occasion when one of them got a rare access to the ressources of Cyclop-land.
Among it's employees, there is a sizable minority of Cyclops in all levels of the company. The West Calderians are a majority. There is magic-wielding noblemen and wealthy commoners at the top, and ordinary commoners doing the grunt work.
Élisse (the gorgon fashionista) can now order one-off Calderian stuff through us, for a fee.


>>4202790
The Council is pleased.

Action 1:
> 100g - build 2 of the 3 requested train lines in The Kingdom of Calderia

Action 2
> Build buildings
>20g - Storage Facility
Build 1 in the Kingdom of Calderia
>20g - Storage Facility
Build 1 in Companeous
>20g - Storage Facility
Build 1 in the Dwarven Kingdom

Diplo 1
> Waiting for the tempo seer reaction (and general seer reaction)

Diplo 2
>Send the following letter to Dufvaza, Princess of the Dwarves.
"Your Majesty,
You have seen how much changes and wealth our company brough to the Kingdom of Calderia. We are trying to do the same with the Dwarven Kingdom. We believe trading with them will make both nations stronger.
We are, however, impeded in this long work. It cost us to admit it, but Dwarven negociators are better than ours. Their capacity to maximise their interest is legendary. But shortsighed. As a result of these unconclusive negociations, our profit margin is very low, especially in trains and minecarts, where it would benefit the Dwarven Kingdom the most.
This is why, for the sake of both our countries, we are asking you, humbly to intervene. An higher profit margin would allow us to invest even more in the Dwarven Kingdom.

with Respects,
The KamaCal Councilboard"
>>
>>4204995
>>4203056
1.
The merc company is roused and sent to comb the jungle for chaos worshippers.

>Diplo
2.
A feed bug for YRL is made, a thick grub like worm for the amphibians to gorge themselves upon.
>>
>>4204995
Gold: 40
Expected Profits: 56
Expected Expenses: 34

The new toad is easily created, surprisingly it is grower than both it's parents growing easily as big as a Dog. The secretions are successfully combined with the toad's back being covered in the spice which looks like orange-ish rocks. They need to be removed periodically or they start causing pain to the toad making it aggressive. The toad is generally a calm creature though rather stupid. It has a habit of eating birds which fly by though.

You donate 20g to the North Dornish war effort.
>>
>>4205004
Gold: 28
Expected Profits: 174
Expected Expenses: 61

All the requested buildings and rail-lines are constructed.

Diplo 1:
The Cyclop has gained a generally better understanding on how he can use his power. It's not just about thinking about the most logical course of action you and your enemy can take, but also about what action he will probably see as most logical based on his demeanor. People unlike raw numbers have personalities and goals, sometimes going for plays in anticipation of your play instead of the optimal route of probabilities. Still having gained so much insight the young Seer would see the one concept She'lak lacks... true randomness. Having realized that it makes him want to try some games of luck, to a play his new skills at. He starts picking up basic craftsmanship recreating games he saw in the book playing it with other Seers... they don't enjoy playing against him.

Diplo 2:
"Ah, aye. Will do, might do, but what will I get from that? Do you think you can come to me on empty promises and platitudes just so you can make some more cash of my people? You are making profits, not like you're loosing cash. Yer, just complaining you could earn more than you do. Learn to negotiate better instead of complaining, or find a proper reason for me to help you."
>>
>>4205051
You create a mercenary company serving under Pest Inc. and they raise hell in the Forrest be they Chaos worshiper or not they are savages and stand no chance... but what is that... is that the Chaos Swarm? Your mercenaries retreat scarrred, they have found the land the Chaos Swarm has been hiding in. Information much so desired by the Hive.

The bug is a sucess and can be traded with the Yahaax >>4204995 thought they'd find the bugs useless as the Toads feel happy enough snacking on birds, rabbits etc.
>>
>>4205157
>>4205051
Gold: 141
Expected Profits: 61
Expected Expenses: 22
>>
>>4204659
The lack of understanding what the Spire is bites Floe in the ass. Her soldiers find it laughably easy to be holding off the guard regiments within the City. Floe feels pretty good about herself thinking she could have easily done this job with 4 units, but not before the troops inside the spire start calling for help. They are being stormed by soldiers, entire armies, which while week posses numbers frankly too big to fit on one floor. By the time Floe arrives the 2 units sent in have been reduced to 1 and have tactically retreated with the soldiers of the first floor starting to swarm the stairway up. Only while inside floe realizes that this layer alone is so big she can't frankly see the walls from them idle implying it's bigger than the city surrounding the spire itself.
>>
>>4205177

This in and of itself meant a major shift in plan. Her forces would rush into the spire and to get to the stairs, swiftly flying through with Razor Swordsfey. The thinspikers would obviously not get a luxury of picking off everything it flew past but this was fine, for now at least. Utilizing her magic and skill, Floe herself would force her way through the forces to get to the top of the stairs, and once a decent number of fey made it up there, she'd send scouts to try and follow the path Gray made once more, along with if there were forces on this level trying to get to him as well, for if that was the case, she'd have to move up to the next stairway just as swiftly, but hopefully she'd have good time to hold this chokepoint and make the enemy bleed rather than be forced to rush to the next point over and over again. Regardless, she'd certainly have to use her magic to its full effect and exert a lot more physically now than before. She could see why this job was going to be hard. Still, hopefully with her little charge the lesser forces won't expect her shock attack up the stairs, let alone deal with it effectively.

At the end of this at least, she was certain the utilization of a certain ritual would massively inflate her ranks...She'd practically have a private army then...
>>
>Country of Origin:
Kamadani Councilstate / The Kingdom of Calderia under the One True God

>Branch offices : Ecclésiastique République d'Sepe, Dwarven Kingdom

>Company Type:
Conglomerate

>Services Company Provides:
Import-Export, Shipping (goods and people, by trains and pegasus), Pegasus Chauffeuring, Kamadani golems production, Minecarts production

>Company Traits:
I - Expat
O - Overqualified
U – Guest of Companeous

>Fluff:
A guild of West Calderian trading houses jumped on the occasion when one of them got a rare access to the ressources of Cyclop-land.
Among it's employees, there is a sizable minority of Cyclops in all levels of the company. The West Calderians are a majority. There is magic-wielding noblemen and wealthy commoners at the top, and ordinary commoners doing the grunt work.
Élisse (the gorgon fashionista) can now order one-off Calderian stuff through us, for a fee.

>>4205144

Action 1 :
>Build Buildings
>20g - Storage Facility
Build 1 in the Kingdom of Calderia
>20g - Storage Facility
Build 2 in Companeous

Action 2 :
>50g - build the 3rd train line requested by the Kingdom of Calderia

Diplo :
>Tempo Seer
Offer him a book about negociation, or the closest thing we can find.
>>
>>4204995
If the modified mealworms are big enough they will be used to recycle waste material and rotting debris which can then either be fed to the frogs directly or to a middleman animal such as smaller frogs, lizards or even amigichuums.
The Frogs shall be named "Ta'achich Frogs", as they produce spice.
Action 1:
Construct a Ta'achich Frog farming building in the commonwealth colony, in the mesian swamps where they can best stay moist. (20g)
Action 2:
Introduce the spice to the Commonwealth colony and in dorn (5g)
>>
>>4200108
>>4200221
Actions:
-I remember fondly the days my father and I tinkered with small golems at home. How we'd make tiny and very rudimentary constructs,and often he'd make a small toy or two for me as a child. I don't see why we can't do something similar! Develop small constructs that can be controlled by through a shard with rudimentary functions.

-Invest 5g into new markets, expanding our reach into countries we haven't brought into the fold just yet!

>Diplo: Sun Elves.
Strange sightings and the potential hidden treasures in undiscovered lands promises too much of a thrill of Sasayaku to ignore! Eagerly he prepares himself and his team to set out with the Tythians, but not without ensuring their safety. "Dear Tythians, we trust you're a quite capable folk, but if it's alright with you I'd like to ensure all of us make it back in one piece. As eager as we are for answers, both you and I, with your permission I'd like to hire some Sun Elves security forces to escort us along this journey."

>Diplo:Necrothlund Theocracy
Strange rumors of the Necromancers having infiltrated the Arcanet system and exploiting it somehow as well are circulating. People report strange calls, the sound of faint whispering and wailing accompanied with an icy chill that run down's ones. Some horror stories as well, saying that some people have been found dead in their houses without any obvious cause or reason. The only thing out of place is their arcshard being cracked... Mirai corp needs to get to the bottom of this! Assemble a team to begin investigating the Theocracy and to follow up on these strange stories, even if they're just ghost stories. The arcanet has proven to hold abilities even we are unsure of, we can't chance it if there's an exploit we don't know about, especially if it's costing lives...
>>
>>4206517
Floe having realized her mistake rushes in, following the footsteps of Gray. Without regard to whatever the hell each layer is she and her fey slice their way trough the soldiers of various factions making their way up the stairs. Suddenly the onslaught of lesser soldiers ends and what stands before her is 5 greats, blocking her army's way, behind them other soldiers rushing rushing towards what seems to be a castle in the distance. Floe could take 2 maybe 3 Greats herself, but 5 will require the help of her soldiers and in this case it'll be the the enemy who has quality on their side. Behind them the soldiers from the lower layers are also starting to flow in slowly surrounding the Cafoddwol Mercenaries.

The Greats: 2 Black Mages, 1 Evil Berserker, 1 Light mage Archer Hero, 1 Palladin of Good
>>
>>4206770
Gold: 29
Expected Profits: 184
Expected Expenses: 54

Calderia is now a nation fully bathed in the industrial revolution. Not even Companous the home of the Train and ERS it's first widespread adopter can say to have their whole nation connected trough train lines. Products produced in one city easily flow to another and so do perishable goods. The first train line going into the homeland of the Roachindians is a hit in fact around the tip of the train line a City forms Rotsh'kwa'ptli. The cockroach people used always to live a tribal and nomadic lifestyle so this is their first time establishing a permanent city however humble it locks compared to the other's.

> Diplo:
The Seer, does not seem to show any interest in this book and in fact only finishes it as a favor and in hopes of getting something interesting next. All the interesting info on reading people was already included in the previous book, this one only teaches you to "talk". The young Cyclops does not take well to this book.
>>
>>4206773
Gold: 62
Expected Profits: 66
Expected Expenses: 36

The Mealworms are odd creatures and while when fed to lizards or amichiguums or even consumed by a person (one very drunk Dwarf) they don't seem to cause any symptoms... it's a different story with the Ta'achich Frogs and regular frogs for that matter. They seem to straight up become high as a kite. It does not seem to harm them, but the specimen which eat the worm become very docile, friendly and ready to play if they eat said work, but also turn very aggressive if no worm is given.

A great farm is constructed where the Ta'achich thrive. Scraping off the spice is something they seem to enjoy akin to how a cat enjoys petting.

The New Spice, does not take off in Dorn as the state is still in the middle of a war... but you have a feeling that after the war is over they'll buy anything you sell. Meanwhile in the Commonwealth it becomes and instant classic with the Dwarves already experimenting with alcohols made based on the spice or if it tastes better if in cheese. It's by all means a small fad. Restaurants and bars open all overt he country with logo's depicting a road with an orange back informing the consumer that sad establishment specializes in dishes or alcohol based off the spice. Not a huge hit among locals as eating the same spice over and over gets eventually boring, but tourists love it,
>>
>>4206802
Gold: 267
Expected Profits: 94
Expected Expenses: 37

The small toys seem to be working pretty well. Many schools wish to boy them to teach kids the basics of golem based magic.

> Diplo: 1
The Tythians trust the Sun Elves as such they don't mind, it's just made sure that they are the ones in charge. You hire the Warriors of the Old Warmth, a known band of Sun Elf mercenaries and you see off into the Tythian wilderness. It is easy traversing the jungle when led by a Druid, pale ones use their visions to lead the way. Finally you reach the ruins of an ancient city. It is not ancient as in built in ancient times, it looks as if it was already abandoned by then. Trees the druids judge to be up to 800 years old growing on top of buildings. The buildings look like squares carved out of stone with fancy patterns engraved on them. The structures in spite of their age they seem "retro". The city seems abandoned, but your readings show where the signal is coming from... it's the grandest building of all... yet it is somewhere outside the city much further out. Once you enter it it's pretty clearly some sort of catacombs with corpses matching the descriptions of the ancient stone men. One odd thing is a tiny wire stretching down the hallways connected to the forehead eye of every corpse. All of the wires seem to be meeting at one point further front framing the hallway. From time to time a small pulse of green energy goes of trough a random wire. All the wires connect to one of the stone Golem sitting in a meditative pose with it's eye lighting up and down every few seconds... the messages Arcanat is getting coincide with the glow.

Suddenly the Arcanet devices of all present Mirai Corp. employees receive calls they start automatically ending and stopping creating a symphony of sounds and voices spliced together from various calls. The message says: "He knows. you. there. out of energy. turn around. no more. but. he knows. wants help. waiting for you. wants help."

> Diplo 2:
The Litchdom responds somewhat confused. Your user license agreement didn't say anything about nit being permitted to appropriate the soul of the dead trough Arcanet. It is essentially explained that a lot of Litches have enjoyed using the service precisely because of this useful function it offered.
>>
>>4205161
1.
The Hive is alerted to the presence of the Chaos Swarm. Offering passage on the tankers, Pest Inc. Offers war time augmentation to the soldiers of the Hive to have a failsafe against to chains of chaos.

2.
The Brewery makes a lateral move in the industry, creating vending machines to be placed in dwarven workplaces and public areas.
>>
>Country of Origin:
Kamadani Councilstate / The Kingdom of Calderia under the One True God

>Branch offices : Ecclésiastique République d'Sepe, Dwarven Kingdom

>Company Type:
Conglomerate

>Services Company Provides:
Import-Export, Shipping (goods and people, by trains and pegasus), Pegasus Chauffeuring, Kamadani golems production, Minecarts production

>Company Traits:
I - Expat
O - Overqualified
U – Guest of Companeous

>Fluff:
A guild of West Calderian trading houses jumped on the occasion when one of them got a rare access to the ressources of Cyclop-land.
Among it's employees, there is a sizable minority of Cyclops in all levels of the company. The West Calderians are a majority. There is magic-wielding noblemen and wealthy commoners at the top, and ordinary commoners doing the grunt work.
Élisse (the gorgon fashionista) can now order one-off Calderian stuff through us, for a fee.

>>4206770
Action 1 :
>5g - invest a new market {blind investment]
Introducing : Volframite in the Kingdom of Calderia
Marketing this to the military and various metalworkers

Action 2 :
> 5g - invest a new market |blind investment]
Introducing : Mythryl in the Kingdom of Calderia !
Marketing this to the military and various metalworkers
>>
>>4207364
Gold: 180
Expected Profits: 90
Expected Profits: 26

With the Hive being informed of what is happening they mobilize their forces. They agree for your biomantic facility being used for upgrading their insect soldiers. In fact they wish you opening 4 more of those (you can do it in 1 turn 240g). The forces of the Hive know fighting the Chaos Swarm won't be easy thus they also wish to purchase large amounts of your war gases. All out war will break out next turn, it is also likely that the Entomantic Conclave will join it on the side of the Hive as well.

Clockwork based vending machines are created and slowly distributed over Dwarven land. The convenience of the service makes local Dwarven breweries ask if their drinks can be also sold in your vending machines.
>>
>>4208812
Gold: 149
Expected Profits: 194
Expected Expenses: 58

Calderia not having developed firearms can't find much use for Volframite for all they know it's just a really heavy yet mediocre metal. It does not take off.

Mythrill takes off instantly. It's very high prize means only nobility can afford it even in times where money is plenty. Mythrill's anti-magic properties are very useful.
>>
>>4207047
Action 1:
Introduce the spice to Theocratic Dorn and on the Gorgon island. (5g)
Action 2:
Introduce the spice to CoC and the Dwarven Kingdom
>>
>>4209182
(5g)
>>
>>4207219
Actions:
-Invest the gold to acquire a small factory to start producing a line of toys! Educational as well as entertaining? There's no way this isn't a winning recipe!
-Early in our company some of the engineers theorized we could develop mana conductors to enable those with little to no capacity for the arcane to utilize our product. I think it's about time we extend our services to these less fortunate folk as well. Get our team working on these conductors asap!

Diplo: Tythians
Astonishing, absolutely astonishing! Despite our initial assumptions of this having been home to some primitive civilization of the past, these stone beings seem to have possessed some capability similar to that of our arcanet system. How does it function? No, calm yourself Sasayaku. We can't get carried away, the spliced message mentioned that it was seeking help. We don't have a minute to lose! Clearly this central golem is functioning but in distress. Quick, gather the party, everyone who's able to manipulate mana, attempt to channel it into the meditating golem! I'll continue to study it and monitor its status through my device to see if it responds.
I can't actually find the post, since archives don't show tagged message making it a bit harder to follow, but was there a post about the necros draining people through the arcanet or did I imagine that?
>>
>>4209182
>>4209186
Gold: 117
Expected Profits: 86
Expected Expenses: 38

The Spice is introduced to all 4 countries. The people of Theocratic Dorn, find moderate interest in it it seems nice to add to a cake or another baked good, but that's it. It certainly finds it's niche. In ERS it becomes one of those new exotic things that came in and instantly takes off, your sales people would be presented with perfumes based on the Spice before they left the island itself. In CoC the product is accepted as a usual thing in local cuisine. Many older people hearing of it being invented trough biomancy reminiscent of the good ol' days when Petlin would produce a new creature seemingly every week. The Dwarves rush for the weird spice. The Frzheimer hot wine was a success so Dwarves from other parts of the nation throw themselves at the spice in hopes of making their own spiced alcohol based on it.
>>
>>4209945
Gold: 267
Expected Profits: 124
Expected Expenses: 45

A small factory is acquired and the educational toys soon sweep trough the Princedom. A joke circulates among many people following that where they joke around that their 7-8 year old can use Arcanet, better than they do... or is it a joke? Anyway it spurs "Kitchen" to ask for more advanced study material on the Arcanet.

The Mana Conductors are certainly possible. Metals with high mana conductivity can easily be used to transport mana long distances. Gold would be the best metal for the job, but bronze can get it done too. Then you just attach the wires to a mill mincing Manacrop and voila it should work wonders.

> Diplo
Your scientists pour all their mana into the golem in front of them. While it's much mana for a human to extend so quickly it would usually barely be enough to charge up one golem to full, but instead it causes the whole room to grow in a bright green hue. The mana somehow was enough to basically awaken... all of them. The Darkness of the catacomb is illuminated by hundreds of thousands of glowing Golem eyes. The Golem previously sitting with cables attached to him rips the out triumphantly as he turns around to give Sasayaku a heartfelt hug. As that would be happening, all around them they would see the hundreds of thousands of golems stand up and climb down to meet them approaching from all sides. The one once having sat would slowly let go of Sasayaku and would instead grab hold of his Arcanet, using it to type out messages in Narsician to communicate with the fleshy beings.
"We've bee looking for help for millenia, trapped alone unable to recharge our mana batteries. Right now you managed to awaken all of us... you can keep us up can't you? We don't have to fear no more?" Sasayaku would look arround to see that some golems did not stand up having been destroyed by animals while in a dormant state, while others which did wake up still seem to have experienced a lot of damage just due to how much time has passed... the biggest question would be why those machines require so little mana to function compared to Narsician Golems especially as unlike Narsician Golems they seem to be sentient,
>>
>>4210002
*sorry was Corp OP
>>
>>4206815

Seeing her path now blocked by skilled worriers, its fairly obvious to her, at least, what she must do. Utilizing her powers, she'd freeze the Archer and Berserker and focus on taking out the mages as quickly as possible, utilizing further magic to make sure the Paladin didn't intervene and to block the mages from supporting each other. Naturally she'd deal with the mages with more direct force so it'd be harder for them to counter her and while she did this her own forces try to keep the Paladin from freeing the Archer or Berserker. It was fairly obvious that they wouldn't be able to stop them from doing it, but they could slow them down and by Floe enough time to take out the mages and then go and focus on the remaining three. If the Paladin had freed the archer, they'd focus on the archer first, utilizing much more magic than with the mages, though still preferring direct force. Otherwise they'd go for the Paladin, who'd they'd use a balanced mix against and any other greats not targeted by her who were free she'd have her forces focus on. Once they were dealt with and the Berserker was all that was left, she'd utilize magic alone to deal with them, as it was their biggest weakness and without support from others like the mages, they'd be helpless. They could then once more carve a swath through the forces of these many many soldiers and go back to the task at hand. At least if a few managed to reach Gray, he'd probably be able to deal with them easily, as she expected to be done fast enough to not put him in any real danger.
>>
>>4210262
Floe easily freezes the Archer and Berserker effortlessly dodging spells which are being clumsily flung at her. Ice spikes impale both, but one of the mages manages to hit Floe with a fire ball first blinding her and leaving her open for an attack by the Paladin, who effortlessly cut his path trough her fey. Luckily she manages to move in a way as to only get a shallow cut on her chest. The then gets impaled by the sword, just in time for the Archer and Berserker to break free. The duo has good synergy and brings floe some trouble mainly as the Berserker focuses on protecting the archer who can reach Floe with her attacks, luckily a Razorfey manages to cut off the Archer's head leaving the Berserker as helpless prey for Floe. Having defeated their leaders the remaining Calderians are easy prey for Floe's Fey, even if many were lost to the Paladin. As Floe takes a breather after this victory she feels a sudden pain, one worse than she ever felt in her life. Even worse than when that stray Cold Iron arrow hit her at Dwarvenmin. It's a jagged knife made out of Ki'ik Cold Iron stuck in her side and before she can turn around to fully appreciate it a fist solid like rock sends her flying... it's Four Horns. The crafty Northlundian captain stands in front of her once again wearing a Cold iron mask and equipped in Cold Iron tools and as he comes in so do the men who follow him, some still Northlundian most new Calderian subjects all now wearing masks out of cold iron. They wield long whips covered in Cold iron blades useful of dismembering fey as once the jagged blades rip trough their wings they are easy picking trapped immobile on the ground. Luckily their number is not great.

At the same time as this is happening Sounds of intense battle can be heard from the Castle, It is clearly Gray facing the current Dread Emperor and her forces.
>>
>>4210796

While a bit hurt from the fireball, it wasn't that much. Especially given how she was still able to take the five of them down with only minor issue. Though she certainly had some minor issue with the Berserker and Archer, until Chasma cut the latter's head off. She'd be about to let out a shout of Triumph and continue moving on if it wasn't for the sudden pain she felt. After getting punched, she'd get herself level in the air and as swiftly as she could rip the cold iron out of her before it could sap more of her energy and life force. Seeing that the one who had done this was captain Karl Four horns would make her grin a bit. "I've been looking forward to seeing you again." She'd say before swiftly utilizing all magic at her disposal to remove him. She wasn't going to get close, and any and all fey who were able to, especially the few noble fey under her command, would also utilize their own magics to try and deal with the problem. For getting close to them was quite obviously not a wise idea. Her plan was simple however, she'd use her powers to blow a bunch of frost at their legs to form into ice and freeze them in place before using more frost to blind them like the snow of a blizzard or avalanche. Then, she and any other fey with enough magical power who was with her would use all their powers to blast into the cloud made by this. After their attacks had gone through, if there was any frost or dust in the way, she'd try and utilize magic to blow it away and make sure she didn't have a problem she thought she fixed remaining, and if they had escaped what should have been a fate, she'd instantly be on guard and keep to the sky's. She isn't going to let them get another strike like that...
>>
>Country of Origin:
Kamadani Councilstate / The Kingdom of Calderia under the One True God

>Branch offices : Ecclésiastique République d'Sepe, Dwarven Kingdom

>Company Type:
Conglomerate

>Services Company Provides:
Import-Export, Shipping (goods and people, by trains and pegasus), Pegasus Chauffeuring, Kamadani golems production, Minecarts production

>Company Traits:
I - Expat
O - Overqualified
U – Guest of Companeous

>Fluff:
A guild of West Calderian trading houses jumped on the occasion when one of them got a rare access to the ressources of Cyclop-land.
Among it's employees, there is a sizable minority of Cyclops in all levels of the company. The West Calderians are a majority. There is magic-wielding noblemen and wealthy commoners at the top, and ordinary commoners doing the grunt work.
Élisse (the gorgon fashionista) can now order one-off Calderian stuff through us, for a fee.


>>4208914


Action 1 :
> 200g - create a shell company
>The Merry Mining Machines
>Country of Origin: Dwarven Kingdom
>Company Type: Shell Company
>Services Company Provides:
Mythrill mining and refining
>Company Traits: [L - Meritocracy , N - Ties to local power]
>Fluff : This merry band of Dwarves is known for their competent members and good prices.

Action 2 :
>5g - invest a new market {blind investment]
Introducing : Margniv in the Kingdom of Calderia !
Market it to the army, and the mining industry.

Diplo :
>To the King of Calderia under the One True God

"Your Majesty,

Our company is doing well. As a token of our gratitude, we would like to offer you the opportunity to have a custom order, related to anything we sell, for free. If it is possible for us to provide it, we will.

Respectfully,
the KamaCal councilboard"
>>
>>4210002
Action 1:
Attempt to introduce the spice to the calderian kingdom and to the mesian kingdom (5g)
Action 2:
Attempt to introduce the spice to the narsic islands and the fey nation
>>
>>4208880
1.
The dwarven breweries are allowed space, but they have to pay for their place on Pest Inc. Vending machines that much is for certain.

2.
The Hive is offered the use of Pest Inc. War Gas, and the beginnings of the first Hive Biomancy Labs are set.
>>
>>4212084
Gold: 0
Expected Profits: 136
Expected Profits: 38

1. Diplo action
The Dwarves now use your vending machines paying you a monthly fee for being permitted to do so.
2.
> Action 1
War Gas is introduced to the Hive
> Action 2
The 4 biomancy labs are constructed

With preparations ready the Hive launches it's invasion. Giant Wasps carry canisters with war-gasses rendering the are uninhabitable forcing cultists and bugs alike to flee to face the giant beetles. Meanwhile trough the Sea the 2 Uwuin'taipan Titans march. The first grant titans created. Meanwhile the Entomancers are also prepping for war.
>>
>>4211439
Gold: 144
Expected profits: 98
Expected Expenses: 42
The Spice is a huge hit in the Calderian Kingdom, people can afford to spluge on luxuries like spice right now. An odd dish they develop using the spice is actually a type of fish which you stuff with the spice.

The story within the Mesian Kigdom is the same as in CoC, a new product made with biomacy evokes nostalgia making it slowly spread until it finds a niche.

The Narsics mostly eat magic, and while they do occasionally eat food, it's not in amounts one could consider significant. The Spice is by all means used, but Narsics consume so little food, it just does not bring much profit in general.

A similar story in the fey nation. Fey only consume food for the taste, not needing to eat at all. The spice becomes popular when mixed with ice and honey as a snack to lick.
>>
>>4211077
Gold: 87
Expected Profits: 198
Expected Expenses: 58
> MMM
Gold: 0
Expected Profits: 6
Expected Expenses: 4

The New Shell Company is created the MMM quickly grow in prominence thanks to their frequent use of Magriv and Minecarts for mining. Their forges run how and while the Mythrill they produce is nothing special they seem to be able to make it cheaper than anyone else.

Margniv as one might expect becomes something that catches on quickly. While Calderia is known for anything, but mining, the few mines it has find great use in it. Who knows maybe they'll open more mines with Margriv aviable? The Current King of Calderia is known as an army reformer so he jumps at Margriv like a lion at a newborn calf. The West Clderian nation can finally work on developing their own guns. Guns being the tool that the 400 Dornish used to defeat Empress Lumina during the West Calderian war of Independence, are considered the ultimate equalizer between Great and normal Human.
>>
>>4210964
As she rips out the knife she would feel it tearing at her flesh. The knife was made to smoothly go in, but have a hard time getting pulled out. Still it felt good to have it out even if it left a huge gaping wound, possibly with cold iron Splinters inside it. Fourhorns more than anyone knew how powerful floe can be... so he was relieved that she forgot his skill set... one he made even more devious than before. Floe would find that the person impaled in place of Karl was one of the noble fay who served her while she herself narrowly dodged a Ki'ik Cold Iron knife being thrown at her face. At that point many of her fey start panicking and while floe froze the masked men shut their whips make it hard to come closer or stand still long enough to cast powerful spells. In fact one of the whips nearly tear's into Floe's wing, but her quick reflexes save her once more. Then the Blizard rises blinding all those present and the Fey finally have enough time to cast proper spells to obliterate their opponents. One exceptions is Chasma who for some reason picked up one of the Cold Iron weapons her enemies used fascinated by it she hides it in her clothes. Floe on the other hand would still be vigilant as while the battle seems won she has no clue where Fourhorns is... that is until she feels another Cold Iron knife be stabbed right into her leg. The crafty Pirate can fly now? And how did he use Floe's own storm as cover? Still his loss is basically decided considering he's now fighting all alone.
>>
> Mirai
-Start to update and expand the course material for the Kitchen.
-With the toys' popluarity, begin developing various different models that can be upgraded modularly. The idea being to work towards small golems that can be fitted for "combat" and marketed for all ages to set the stage for a new sport within the princedom.
I'll try and come up with a proper set of diplos later.

> CorpOP
Gold: 160
Expected Profits: 86
Expected Expenses: 38

The course material for Kitchen is expanded. Next turn you can start recruiting their students to join your company. They have a decent understanding of Arcanet and more importantly the basic understanding of all the forms of magic used around the world.

The toys become a bit overly complex for kids and it seems that the new robo-combat sport is something teens and adults are mostly Drawn too, keeping it somewhat niche with a reputation of "being for kids, but too complex for kids"
>>
>Country of Origin: Kamadani Councilstate / The Kingdom of Calderia under the One True God

>Branch offices : Ecclésiastique République d'Sepe, Dwarven Kingdom

>Company Type: Conglomerate

>Services Company Provides: Import-Export, Shipping (goods and people, by trains and pegasus), Pegasus Chauffeuring, Kamadani golems production, Minecarts production

>Company Traits: [I - Expat, O - Overqualified, U – Guest of Companeous]

>Fluff:
A guild of West Calderian trading houses jumped on the occasion when one of them got a rare access to the ressources of Cyclop-land.
Among it's employees, there is a sizable minority of Cyclops in all levels of the company. The West Calderians are a majority. There is magic-wielding noblemen and wealthy commoners at the top, and ordinary commoners doing the grunt work.
Élisse (the gorgon fashionista) can now order one-off Calderian stuff through us, for a fee.

>>4212188
The Council is pleased.

Action 1:
>100g - build the Kingdom of Calderia / Dwarven Kingdom railway

Action 2 :
We now buy all our Volframite from The Merry Mining Machines

Diplo :
> Universal Inquisition
We are looking for a Warp licence to use Warp airship. We intend to use them for trade between nations. We are ready to help the Inquisition if they need it.

>The Merry Mining Machines
>Country of Origin: Dwarven Kingdom
>Company Type: Shell Company
>Services Company Provides: Mythrill mining and refining
>Company Traits: [L - Meritocracy , N - Ties to local power]
>Fluff : This merry band of Dwarves is known for their competent members and good prices.

Action 1 :
>take a loan of 15g from KamaCal
they are expected to give KamaCal 1g per [turn] for [16 turns].

Action 2 :
>15g - branch out to Volframite mining and refining
>>
>>4212193

She'd be glad to see that the greatest threat to her and her soldiers were dealt with, but not too happy to see that her little rival had managed to escape, until she got struck once more, despite her vigilance, with a dagger of pure iron. However, he made a mistake. He got close to Floe, and he made her desperate to finish him off, and angry that she had once again been struck from behind. Swiftly she'd utilize her magic to try and freeze the very blood in his veins as she used her blade to strike his arms, preferably severing them, and then going for the torso until he was finally left dying. Once she was sure of his demise she'd take the cold iron dagger out of herself and say "I'll give you some credit. You did more harm against me than even entire armies." Still on guard in case he somehow managed to use his powers to get behind her again. After, she'd have a few fey make sure he stayed dead and this wasn't a trick before going off back to the task at hand. Rallying the fey remaining and getting back into the fight should any continue to try to get to the castle to interrupt Gray during his duel with the dread emperor...empress? Now's not the time... Regardless, if there was more trying to go to the castle her forces would delay them, hopefully long enough for Gray to be victorious...

People better hear about the major assistance she gave and the story not become simply become gray did everything, Floe was also there... She didn't take two cold iron daggers just to have her efforts forgotten with only some gold and a few hundred more fey proof. Clearly she was in a bad mood, even if it was understandable for her to be in one.
>>
>>4212174
1.
Methods of storing Rasuvo leaf are expanded in the wake of needing larger in shop supply to meet demand.

2.
Pagers are sent to the Skaven, to see if some clan rats would be willing to join the fight against the Chaos Swarm.
>>
>>4213075
Gold: 101
Expected Profits: 199
Expected Expenses: 54
> MMM
Gold: 2
Expected Profits: 7 (1g for 16 turns to KamaCal)
Expected Expenses: 5

The exchange goes well MMM and KamaCal tighten their cooperation as the fledgling Dwarven company starts branching out now also mining Volframite.

> Diplo:
The Grizzled Tarnish Inqussitor looks over your paperwork "Everything looks, fine. All fine... yes this could be possible. Things can be arranged for let's say... 10% of your profits becoming donations to the Inquisition. Sounds fair, right?"
>>
>>4214158
Gold: 99
Expected Profits: 129
Expected Profits: 36

I ain't even bother reminding you what diplo actions are for the 4th time.

The best way to store the leaf is apparently to just keep it cool at 4C or so. Which can be achieved by storing it atop of mountains or underground. Your supply is increased.

There certainly is Skaven Mercenaries which would be willing to help out for a pretty Penny. You can Hire a proper Skaven Army for 40g per turn. (that is basically an Army rivaling some countries in size)
>>
>>4213761
Floe sees and invisible figure get covered in a thin layer of ice, revealing his position. The sneaky Pirate tried moving away as soon as he stabbed her. As she strikes his arm she sees the blade get stuck half way trough it as he lifts the illusion and flexes his muscles. He kicks Floe with all his might throwing her back and making her loose grip of her sword. Which he breaks and throws to the ground. Floe while pissed off, has her fey not interfere.

Floe would rip out the Iron dagger and release a massive Ice spell at her opponent which he manages to shatter with his axe. Floe is weakened from her wounds, but she releases ice attack after ice attack and he breaks it up using his axe each time and as he looks as if he was about to strike her the illusion fades and a bloodied half dead man laced with ice spikes collapses onto her.
>>
>>4214341
>>4213761
> Forgot to mention Gray's Situation
As the unconscious Fourhorns falls on Floe she hears a loud explosion, only to turn around and see the castle they were marching towards have a giant whole blown into it and Gray being flung out. He flies a considerable distance until he lands on the ground barely picking himself up coughing up blood as what seems to be a woman standing on top of a crimson tornado in crimson robes looks down at him.
>>
>>4214485

Quietly, Floe would be quick to gather what remained of her forces and try to get behind the crimson empress, flying up above and forming a blade of ice, then utilizing that altitude to dive down as fast as they could and stab the Empress from behind, their forces on standby to blast them with spells should they need too if the Empress survived, and charge in after. At this stage however, exhaustion was only being fought off with spite and will, and the pain only fueled that spite, and given the situation, a bit of desperation was setting in as well. At the very least her actions would be enough of a distraction to give Gray a chance to strike the crimson Empress from behind and finish them of Floe didn't. Regardless, it was clear all sides of this conflict were in tatters, at least in terms of their forces, the Crimson empress was likely in a much better situation than Gray or Floe... However, unbeknownst to Floe, a smaller fey, Chasma, had an idea, to strike at the Crimson Empress with the cold iron weapon they quietly took...
>>
>>4214544
Floe gathers he remaining forces and rushes for the Dread Empress. Most of her force detaches to keep the remaining Calderian forces from reinforcing her while other's support Floe in her attack. She forms a giant blade out of ice with the little bit of strength she still has in her and the it... poof springs to pieces as the Dread Empress gleefully looks at her with a wry smile. It's the Chasma a humble noble fey who rushes the Dread Empress. She tries throwing a spell, but Chasma being a Cave Fey mutes her and all nearby sound, forcing the Sorceress into a melee fight and before she can react Chasma stabs her side, a cold iron blade enters her side. The Dread Empress casts a spell which does not require incantation throwing the poor noble Fey to the ground rendering her unconscious. She rips out the knife, but the damage was done. Grays eldritch tentacles now easily overwhelm the Flames of Autumn Harvest of the Empress. Floe lends her support toGray, but at this point it's not really needed. They won. Dread Empress Magenta has been defeated. Long live the new Dread Emperor. Dread Emperor Gray Nashet.

Floe and her band of mercenaries then would get the best medical treatment the Empire has to offer. Sadly 3 units of Floe soldiers were lost to Cold iron weapons... permanent death is not something a Fey should have to experience... Floe herself would look at her own body grappling with the fact that the wounds inflicted with cold iron to her will stay as scars. After the celebration to the Coronation of a new Dread Emperor Floe would leave the Spire and return home waiting for a well deserved rest. She'd open her reward and it's 1800 Gold putting her at 2134g in total, enough to make the City she always dreamt of. In addition there is 2 items included one for Chasma a minor magic item which removes one natural weakness of a creature for a weakness to water magic. Allowing her to safely wield the Cold Iron weapons she so loves. Another is an Armband for Floe a much more powerful magic item.

It's an armband which let's one change Ice type magic into glass type magic at will. Meaning Floe can have all her attacks be made out of glass not ice, making her weakness towards fire go away. She can also become a "glass canon" changing her body into brittle glass temporarily, but while in this state multiplying her magic power 10 fold.

Fourhourns is left unconscious with a message congratulating him for the great fight and for surviving... if he does.
>>
>>4214771

With victory, much needed rest and recovery is granted, during which there is celebration. The scars she had gained from this little incident were nothing to be worried about to Floe, if anything they made her look better, and showed even Cold Iron couldn't stop her. Once the celebrations were over, and she returned home, it'd be time to rest. While at home she'd be swift to spend her money on officially making Sibercanette a city and solidifying her position. Additionally, she'd be sure to give Chasma the second best room in the castle, and would consider her a good right hand for the display she had done so far. If she kept up her skill and work long enough, Floe might even begrudgingly admit she was an equal. Though, most other fey would be driven away and weirded out by her eccentric like of Cold Iron. Though, it was a bit ironic her new weakness was water, considering the fact her leader used Ice, and the fact they were technically part of four horns crew in their past life...Regardless, the Rime wall Warriors would have some rebuilding to do. And some rest...

>Action One. Sibercanette shall become a fortress city, one that will be the first line against any future chaos invasions from the west.

>Action Two. Recovery is required. Simply letting everyone rest after the biggest, and most rewarding job the Rime Wall Warriors have had is enough.
>>
>Country of Origin: Kamadani Councilstate / The Kingdom of Calderia under the One True God

>Branch offices : Ecclésiastique République d'Sepe, Dwarven Kingdom

>Company Type: Conglomerate

>Services Company Provides: Import-Export, Shipping (goods and people, by trains and pegasus), Pegasus Chauffeuring, Kamadani golems production, Minecarts production

>Company Traits: [I - Expat, O - Overqualified, U – Guest of Companeous]

>Fluff:
A guild of West Calderian trading houses jumped on the occasion when one of them got a rare access to the ressources of Cyclop-land.
Among it's employees, there is a sizable minority of Cyclops in all levels of the company. The West Calderians are a majority. There is magic-wielding noblemen and wealthy commoners at the top, and ordinary commoners doing the grunt work.
Élisse (the gorgon fashionista) can now order one-off Calderian stuff through us, for a fee.

>>4214300
The Council hopes very much that the investment in Immaterium transport is worth it.

Action 1 :
The Merry Mining Machines now hold the monopoly from us on importing and selling mine-carts in the Dwarven Kingdom.

Action 2
>5g - invest a new market [blind investment]
Introducing : Dwarven ale recipes in the Kamadani Councilstate ! Learn the Dwarven Art of Brewing. Subtlety ! Deep History ! Strong alcohol !

Diplo
>Accept the deal
"Right."

>The Merry Mining Machines
>Country of Origin: Dwarven Kingdom
>Company Type: Shell Company
>Services Company Provides: Mythrill mining and refining
>Company Traits: [L - Meritocracy , N - Ties to local power]
>Fluff : This merry band of Dwarves is known for their competent members and good prices.

Action 1 :
>???g - Branch out to Minecarts importing

Action 2 :
>MMM now rents parts of KamaCal storage facility in the Dwarven Kingdom.
Rent is 1g per [turn].
>>
>>4212181
Perhaps there is one place where the touch of heavy food industry has not touched... the ocean!
Action 1:
Develop a new variety of sea plants which shall serve as the base from which our brand new fish livestock shall be fed with. Kelps and even algaes are modified using the threads of the the efficient plants developed by petlin. They are to be cultivated on the southern coast of the colony and northern dorn. (20g)
Action 2 + 3:
Develop a new fish, modified from tuna (for their size and taste) alongside amigichuum tier stomachs with some shark features to help with the transition from shallows to deepwater and vice versa. Xonteus threads pertaining to magically command-ability are also included so that both can be efficiently herded or even used in war. Two kinds are produced, firstly a herbivorous variety which grazes among the sea grasses, and goes into the depths to bring back nutrient rich sand oj occasion. The other variety is the carnivorous one, larger and more active its redder meat will serve as a luxurious alternative to the cheaper whiter meats of the first variety. (50g)
>>
Actions:
-Expand the Arcanets range of features. Everyone enjoys sharing their experiences, what if you could it real time? Begin exploring the idea of what we'd call "social media" by offering our users a platform to upload and share images and stories.
-A little too niche perhaps, but the potential is there to break through the crowds. Perhaps. I'm gonna remain optimistic. Launch an advertising campaign for 10g promoting our new sport within the princedom.
diplo: The Golems
Begin talks to learn more of them, their history and workings. Assure them that, should the Tythians allow, Mirai corp will do what it can to assist them in sustaining and repairing them.
>>
>>4214810
After the incident Chasma would stay in her room for a while and once she finally got out it was to lick some of the Mesian Icecream that has been the rage as of late, possibly not having noticed herself all the other fey stare at her as the floats over to have a lick... Chasma is a Queen Fairy now.

Sibercanette finally becomes a proper City, thus becoming the 4th City of the Queendom. With Floe now commanding a City taxes are finally starting to flow in:
Gold: 115
Expected Profits: 15
Expected Expenses: 8

Everyone is enjoying a good rest, Floe too even though she is eager to try out the new trinket she obtained. Things seems peaceful in Sibercanette, but nothing stays peaceful in this world for long. News would soon arrive to the City of War. The land of the Chaos Swarm which once ravaged Cafoddwol has been discovered and war has started. At the Same time it seems Pyre is back... or as she is now known: Flame Empress Pyre the Phoenix of Toria
>>
>>4215617
Gold: 233
Expected Profits: 175
Expected Expenses: 53
> MMM
Gold: 5
Expected Profits: 21
Expected Expenses: 6

With their new monopoly on minecarts MMM starts growing in power, especially as unlike when KamaCal held a monopoly it's Dwarves having it.

Dwarven brewing methods become a niche hobby within Cyclopean lands, surprisingly becoming popular among mostly Seers. Many Monastaries open their own breweries.

KamaCal is now renting out storage facilities from MMM, strengthening the ties of the two companies. A local Dwarven upstart and an international giant working hand in hand.

With rights obtained you can now trade with the Golden Fort, the Pit, The Starless Lands, Eternia, Old Dorn and Orkkhuz. Many exotic goods exist in said countries and many goods we take for granted they see as exotic. Many stonks can be made.
>>
>>4216000
Gold: 172
Expected profits: 140
Expected Expenses: 42

Indeed the gleaming torquise Sea has never seen industrialization. After the Eldritch war the oceans have stayed plentiful, so much so that no one even ever thought industrializing it... that is before the Ranchers from YRL.

The new aquatic plants and livestock certainly work well, though as there currently is little demand who knows if they'll even sell?

Meanwhile good news from the east. North Dorn has won the war... or more so preemptively ended it. The People of North Dorn have beaten back the Imreldians and sighed peace treaty which does not disadvantage either side too much. Both sides of the conflict are worried about the war brewing in the North.
>>
>>4216393
Gold: 205
Expected Profits: 166
Expected Expenses: 52

Most of the world already has Arcanet and uses it... as such social media takes the world by storm. Be it an Uwuin'taipan priest putting some pic's of his church online or a necromancer showing off some sort of coordinated dance moves his undead do or even just a Narsician teen towing off onarcanet all those things are slowly becoming a mainstay in society.

The advertising does little to make it poppular. In fact the adds are seen as "out of touch" and are considered not to good even among the hardcore fans of the robowars.

The Tythians are pretty clear: get them out of our fucking country. Basically you pay 200g to have the Golems/Mechaniods settle their city somewhere else.

That might be very useful though as from your conversations with them you learn that they have figured out a way for golems to run on very little magic energy for a very long time and seem to have a general very good grasp of both magic and technology.
>>
>>4216411

After some rest, when Chasma came out to enjoy a little snack, Floe would be surprised to see the Noble fey she knew now a proper queen fairy...Floe much like the other fey would simply stare in surprise and a bit of shock. When mentioning it to Chasma, she only then realized she hadn't really told anyone and this had actually happened some time ago while in her room and apologize. Regardless, she certainly was worthy of the title second in command now, though with the news that the chaos swarm that once caused such issues to Cafoddwol had once more arrived, she'd be swift to contact the military to get a nice job in assisting with this little conflict. Yet, shortly after she arrived, she'd learn the new, well, news...Pyre had returned...And she was now an Empress Fey...Like Liri...

Floe needless to say did not take that well, and after the meting spent a decent amount of time 'training'...Many training dummies needed to be replaced that day...She couldn't believe Pyre once again surpassed her...Though, near the end of the day, something clicked...Maybe...Maybe she wasn't as good as she thought she was...She had done impressive things, yes, but, Pyre had defeated her in a sparing match, which is part of the reason why she went and set up the Rime Wall Warriors and Explorers...She didn't get first in the Olympics...And...Now here she was. In fact, at this rate, Chasma was possibly going to surpass her...She'd try to push these thoughts from her mind, but they'd nag her over the next few days, along with a feeling of inadequacy...

>Get more fey for the RWWE, should be much easier with her now much greater amount of influence.

>Get the smiths to make the equipment for the new additions.

>Talk to the military. Maybe we can get in on this war, even if it might involve working along side Pyre...
>>
>>4216731
Gold: 98
Expected Profits: 15
Expected Expenses: 8

You easily get more fey and Floe's strength rises due to her magic item. Your Retinue now counts as 12 Units.

The Smiths make new Equipment easily equipping the new arrivals. One problem arises, they refuse to work with cold iron. You need to find a non-fey blacksmith to help out Chasma.

Floe enters the office of the military leader:
"Ha...ha...haaa... I'm glad you came. We were about to call you anyway. We do know you and Pyre are like... let's say fire and ice... haha... did you get that? Anyway I think we need you two to form a melting pot for a bit... ok, I'll stop with the puns. Basically Cafoddwol not unlike the Hive and the Entomancers has a tiny little of a problem with the Chaos Swarm and we would like to contribute our share in the war and we think it would be the most optimal if you and Pyre worked together for that."

As she says that a knock can be heard and from the other side of the door Pyre's voice clearly answers "I do think that's a good idea."
>>
>>4208880
1.
More tankers are produced.

2.
New war gas dispersal methods must be found, a cask of chitin dropped from high above, that glides and opens up to spread it's deadly gas across a more controlled area finds itself in the hands of those united against the chaos swarm.
>>
>Country of Origin: Kamadani Councilstate / The Kingdom of Calderia under the One True God

>Branch offices : Ecclésiastique République d'Sepe, Dwarven Kingdom

>Company Type: Conglomerate

>Services Company Provides: Import-Export, Shipping (goods and people, by trains and pegasus), Pegasus Chauffeuring, Kamadani golems production, Minecarts production

>Company Traits: [I - Expat, O - Overqualified, U – Guest of Companeous]

>Fluff:
A guild of West Calderian trading houses jumped on the occasion when one of them got a rare access to the ressources of Cyclop-land.
Among it's employees, there is a sizable minority of Cyclops in all levels of the company. The West Calderians are a majority. There is magic-wielding noblemen and wealthy commoners at the top, and ordinary commoners doing the grunt work.
Élisse (the gorgon fashionista) can now order one-off Calderian stuff through us, for a fee.

>>4216503
The Council is pleased.

Action 1
>300g - Buy a flying shipward and some Immaterium airships
Adventure (and gold) is awaits !

Action 2 :
We now buy all our Margniv through the Merry Mining Machines

>The Merry Mining Machines
>Country of Origin: Dwarven Kingdom
>Company Type: Shell Company
>Services Company Provides: Mythrill mining and refining
>Company Traits: [L - Meritocracy , N - Ties to local power]
>Fluff : This merry band of Dwarves is known for their competent members and good prices.

Action 1 :
>Take a loan of 20g from KamaCal
They owe KamaCal 3g for [8 turns].

Action 2 :
>35g - Branch out to Margniv production
>>
>>4218011
*awaits us
>>
>>4217705
Do you hire the Rattakian Army?
Gold: 160
Expected Profits: 96
Expected Profits: 26

> More tankers are indeed produced
> the new method is developed and works as intended
>>
>>4218011
>>4218015
Gold: 3
Expected Profits: 185
Expected Expenses: 59
> MMM
Gold: 7
Expected Profits: 36 (1gx14t + 3gx8t)
Expected Expenses: 9

The flying Shipyard is constructed with ships ready to sail the wind of magic ready to go. Your service being the first one not tied to a faith or state is appealing to many, with mercenary companies wishing to tag along with your shipments promising protection in exchange for transport. Once the Shipyard actually starts being used for trade it's bound to bring much wealth.
>>
>>4219084
>>4218011

All the MMM stuff succeeds as planned.
>>
>>4216531
My turn then:
Actions:
-Invest to amass all the resources needed in order to relocate the golems to the New World. Fearing that the princedom might exploit the golems if made aware of their existence, careful measures are taken to ensure that only the most loyal of employees are brought into the circle of the relocation effort. The fledgling colony will be dubbed Sakido, to represent the new start of the golems.
-Build a suitable research facility in Sakido. From here we will further study the Golems.
Diplo: Golems
Sasayaku informs the Golems of the Tythians feelings. Their isolationist nature sees the mas trespassers, and in order to maintain the peace a proposition is offered to the stone folk. "I might not know what once stood here, but time has taken its toll. Nothing's left, but Mirai Corp is willing to offer you a fresh start in new and exciting lands if you're willing. All we'd ask for in return is a beneficial co-existence and the opportunity to learn more about you. Such as your history. What are your people called and how did you come to be in this state?"
>>
>>4216512
Action 1:
Construct an aquaranch on the southern coast of the colony (20g)
Action 2:
Introduce the fish product to the colony, and try to do the same in the uwuin nation, who will probably enjoy a good, tasty easy to preserve fish meat to supplement the diets of their slaves with. Be sure to advertise the health benefits that this cheap fish meat can give to their slaves and how they will not only preform better with it but also be generally more content with such a relatively tasty meal to eat at the end of the day and how the fish meat and other parts of the fish (liver, heart, etc) can be used to change the flavor of dishes made with their flesh and other foods as well (5g)
>>
>Country of Origin: Kamadani Councilstate / The Kingdom of Calderia under the One True God

>Branch offices : Ecclésiastique République d'Sepe, Dwarven Kingdom, Narsician Princedom.

>Company Type: Conglomerate

>Services Company Provides: Import-Export, Shipping (goods and people, by trains and pegasus), Pegasus Chauffeuring, Kamadani golems production, Minecarts production, Immaterium trading.

>Company Traits: [I - Expat, O - Overqualified, U – Guest of Companeous]

>Fluff:
A guild of West Calderian trading houses jumped on the occasion when one of them got a rare access to the ressources of Cyclop-land.
Among it's employees, there is a sizable minority of Cyclops in all levels of the company. The West Calderians are a majority. There is magic-wielding noblemen and wealthy commoners at the top, and ordinary commoners doing the grunt work.
Élisse (the gorgon fashionista) can now order one-off Calderian stuff through us, for a fee.

>>4219084
The Council is pleased.

Action 1:
>Reorganize :
Airships = long range shipping or Immaterium trading or goods impracticalto to transport by other means
Pegasus = short range shipping
Trains = shipping whenever it makes the most sense.

Action 2:
>5g: Introduce a new product:
Introducing : Seer Ale in the Kingdom of Calderia ! A new type of alcohol nowhere seen before !

Diplo :
>The Golden Fort
Respect the best etiquette. Say who we are, what we trade. Say that we want to open a branch office there, to export what they produce, and imports goods from the mortal world.

>The Merry Mining Machines
>Country of Origin: Dwarven Kingdom
>Company Type: Shell Company
>Services Company Provides: Mythrill mining and refining, Volframite minig and refining, Margniv production, Minecart imports
>Company Traits: [L - Meritocracy , N - Ties to local power]
>Fluff : This merry band of Dwarves is known for their competent members and good prices.

>The Merry Mining Machines
>Country of Origin: Dwarven Kingdom
>Company Type: Shell Company
>Services Company Provides: Mythrill mining and refining
>Company Traits: [L - Meritocracy , N - Ties to local power]
>Fluff : This merry band of Dwarves is known for their competent members and good prices.

Action 1 :
>Count their gold (in pauses of a normal day of work)

Action 2
>Drink (especially at the end of the day)

Diplo
>Bitch with the barman about the cyclops, those filthy ale-counterfeiter.
>>
>>4219426
You have the resources needed to relocate them, but you manage to secure some additional funds and building materials to help them build a new city relatively quickly.

Sakido is established and a research facility stands tall and proud in the city. Your study of the Golems reveals that unlike Narsician Golems who are a merger of clockwork and magic technology those golems are pure magic constructs. As well as what the secret to their low energy use is: sentience
Sentience can produce mana, it can never produce exactly as much mana as is needed to emulate sentience, but it greately reduces the amount of mana used. A batery powering Arcanet for 6 hours could power such a sophisticated Golem for years.

The Golems are sad to leave their home behind, but there is mostly bad feelings left in this place anyway. They are ancient ruins along with which they have been rotting away for millenia. You slowly learn the history of the golems who are known as Mechaniod. They have been servants of a human nation which was very technologically advanced, said nation fought against another human nation who followed the teachings of a sun God. When the followers of the Sun God were driven away all of their masters just disappeared only clothes left behind. SInce then for centuries the Mechaniod lived as their own civilization looking for ways to add mana to their depleting battery. They spent centuries searching as they were slowly shutting down one by one, they at most had another decade if you had not found them now.
>>
>>4219462
Gold: 245
Expected profits: 148
Expected Expenses: 42

The Aquaranch is constructed.

The fish does not take off much in the Commonwealth, Dwarves dislike fish and mesians seem neutral on them. Within Uwuin'taipan land the fish becomes a success as a food for slaves. Not being sour enough for Uwuin'taipan tastes.
>>
>>4219600
Gold: 3
Expected Profits: 185
Expected Expenses: 54
> MMM
Gold: 34
Expected Profits: 36 (1gx13t + 3gx7t)
Expected Expenses: 9

Seer Ale has an interesting taste. It is weaker than Dwarven Ale, but similar in taste. It is created with clearly a lot of care. The high quality of the product, combined with being basically Dwarven Ale for non-dwarves makes it popular. The fact that it's kept in bottles as big as a person also makes it a neat novelty.

The Reorganisation succeeds letting you save a little bit of cash on each shipment.

> Diplo
The Golden Fort agrees as they have little reason to not do so.

You have exactly as much Gold as you should have had, but you think you also should have more.

Lots of drinking happens after works. Laughter and joy is shared and company cohesion grows.

> Diplo
"That's how it is with the cyclops. There is a saying about them. 'No matter how good you think you are at something or how proud you are off it, there is a cyclopean child somewhere who does it 10 times better than you ever will.' Luckily there is few of them and even fewer dedicate themselves to a specific task, so whatever they produce is bound to always stay a luxury good, so no worries mate. Dwarven Ale ain't dead. Not by a long shot."
>>
>>4219073
>Diplo
The Skaven are graciously hired, and directed to the thrall of slaughter

1.
The process of hiring Narsian farmers being well underway, some are brought on a business trip to the port to test the surrounding soils fertility for the leaf.

2.
The Gas Refinery undergoes an expansion.
>>
>>4217617

Floe would very noticeably not take well to the puns about her relationship with Floe, though would calm down quite a bit after the military leader in question stopped. When they suggested working with Pyre and she actually made herself known however, she'd be a bit more smug and say "Of course she needs my... help..." as she turned around and saw that Pyre was not how she looked when she last met her...staring in a bit of shock at the fact Pyre had clearly became an Empress fey. She'd mostly remain silent and would at that point more begrudgingly agree to work with her, if only because it was against chaos, noticeably more subdued given the circumstance.

After the incident, well, you already know what happened with her venting some of her frustrations. By the end of, well, everything. She was noticeably more quiet after, well, the incident and just focused on her work. Which at this time would be doing similar preparation to the first time she dealt with chaos. She'd go south, and try to get some eldritch mages under her, temporarily at least. It also would provide Chasma with the weapons she wanted seeing as the smiths in eldrich lands weren't adverse to the stuff unlike fey...Or Chasma for that matter.

>Action One. Get some Eldrich mages under wing like the first time the RWWE dealt with chaos.

>Action Two. Get some weapons for Chasma while getting the mages.
>>
>>4221102
forgot to update the Gold for KamaCal
Gold: 113
>>
>Country of Origin: Kamadani Councilstate / The Kingdom of Calderia under the One True God

>Branch offices : Ecclésiastique République d'Sepe, Dwarven Kingdom, Narsician Princedom.

>Company Type: Conglomerate

>Services Company Provides: Import-Export, Shipping (goods and people, by trains and pegasus), Pegasus Chauffeuring, Kamadani golems production, Minecarts production, Immaterium trading.

>Company Traits: [I - Expat, O - Overqualified, U – Guest of Companeous]

>Fluff:
A guild of West Calderian trading houses jumped on the occasion when one of them got a rare access to the ressources of Cyclop-land.
Among it's employees, there is a sizable minority of Cyclops in all levels of the company. The West Calderians are a majority. There is magic-wielding noblemen and wealthy commoners at the top, and ordinary commoners doing the grunt work.
Élisse (the gorgon fashionista) can now order one-off Calderian stuff through us, for a fee.

>>4221102
The Council is pleased

Action 1:
>5g - introduce a new product [blind investment]
Introducing : Holy Nectar in the Kingdom of Calderia ! The beverage of Heroes !

Action 2:
>5g - introduce a new product [blind investment]
Introducing : Narcisian Manacrop in the Golden Fort ! Grow magic and eat it ! Learn about its long culinary History !

Diplo:
>Walk around the Golden Fort, Talk to people, listen to rumors...
What is this place like ?

>The Merry Mining Machines
>Country of Origin: Dwarven Kingdom
>Company Type: Shell Company
>Services Company Provides: Mythrill mining and refining, Volframite minig and refining, Margniv production, Minecart imports
>Company Traits: [L - Meritocracy , N - Ties to local power]
>Fluff : This merry band of Dwarves is known for their competent members and good prices.

>The Merry Mining Machines
>Country of Origin: Dwarven Kingdom
>Company Type: Shell Company
>Services Company Provides: Mythrill mining and refining
>Company Traits: [L - Meritocracy , N - Ties to local power]
>Fluff : This merry band of Dwarves is known for their competent members and good prices.

Action 1 :
>Take a loan from KamaCal
A loan of 160g. They will own KamaCal 16g for [12 turns]

Action 2 :
>160g - Buy out every single Inns near railroads in the Dwarven Kingdom
And start operating them.
>>
Can i j-join?



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