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This NRP is basically like any other. You make a nation and roleplay them trough the ages. The gimmick is that players play as their nations from previous games 'teleported in' from some point during that game.

This also means no new players this time around, but because that is cunty the game also has a 2nd game layered over it. Non-players may participate as patron divines creating quests 2 random players get then the quest and if either fulfils it they get a reward and the divine may add something to the world like their own feral race, a new biome, natural formation or even temple to themselves. Patron Divines also will be able to operate stores where they sell players trinkets for wealth or other things that wealth can then be added to the quest rewards making players more inclined to fulfill them. This part is really experimental so I'll need to consider what quests are valid, and what things can be sold or added to the world.

Updates each thursday and sunday.

Da rules doc: https://docs.google.com/document/d/1lPbbQh_w4gBOZwETDIwBCIuzmmtIoEBbYkeTZuyBTn8/edit?usp=sharing

Pic related is a miniature verssion of the map.Actual one was too big for 4chins
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>>5263348
Forgot the discord link:
https://discord.gg/GTgNPQaT
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>>5263348

Nation Submission Template
Pregame Nation: Deseptracons Empire


game it was from: Tarnia in space
name used now: Deseptracons Empire (lazy i know, right?)
fluff/lore

The deseptracons empire is one of the most interesting empire that the tarnians has ever seen, constitued of large robots which rebelled from the tarnians during the collapse, the deseptracons empire was the winner of a century long Civil War... And shortly afterward entered contact with the tarnians... We can all guess where this went now.


what you did in your previous game: Be essentially the only aliens that the tarnians met and was about to go at war with the idolas.
speciality: Tactical Espionage and infiltration, Military focus and expansionism
what was your role in that world? geopolitics etc

Major one due of being the only 'alien' faction near tarnia

The City: KRA-AON


what differentiates this city from the rest of the nation it was part off: It is the capital of the Deseptracons Empire, and the heart of its industry
what buildings were in the city?

A capitol, some factories and some mines

Race/Races
Vehiconians (literally transformers)

Colour you want your nation to be
Dark purple

Spetializations


Tech - Ground Bridges (allowed immediate teleportation anywhere on a planet by entering what was essentially a portal, you had to imput the co-ordinates first and it was quite unstable... God knows what happends if someone decide to open another one close to another)
T DIVE: allowed Vehiconians to transform into various vehicles(Mechs... Spaceship, and whatnot)

Engraon Weaponry: highly explosive Weaponry which use engraon as a ammunition


Magic - None!
unique buildings - Engraon Mines
unique produced good - Engraon, essentially what keeps Vehiconian alive, there is many other variations such as green engraon, red engraon and dark engraon
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>>5263348
Nation Submission Template
Pregame Nation: Hastung Orbital Works
> game it was from Space Tarnia
> name used now Neo-Tarnish Homestead
> fluff/lore: Colony ship from the Neo-Tarnish Empire, filled with digital people and automated systems.
> what you did in your previous game: Invent super invincible armour and cold fusion, form a galactic empire
> speciality: Industrial growth
> what was your role in that world? City apart of the newly reformed Tarnish Empire

The City: Cathedral Lazenbolt
> what differentiates this city from the rest of the nation it was part off
A mobile colony ship headed towards Sojourner, this Ark carried countless digital souls towards a new home was but struck by an unexpected space storm and catapulted to a new world. The expedition and ship were largely property of a popular Idola and carried many of her adoring fans as well as her physical wetware to the new location.
> what buildings were in the city? Cold Fusion Generator, Nanofabricator, gas giant mining equipment

Race/Races
Tarnish personality engrams and AI: Originally real or entirely artificial, they are on equal terms intellectually and conversationally, existing as digital ghosts that hop through virtual worlds on a whim.

Colour you want your nation to be: Blue

Specialisations
> Tech - Nanites, Cold fusion, Throughshielding
> unique buildings - Cold fusion
> unique produced good - Virtual reality interfaces
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Pregame Nation: Black Forest Tribes
> Game they're from: 3QM, alternate timeline. The BFT never adopted druidism and became a kingdom, still allied with the Conclave and moved to aid. But without body magic they were no match for the zombie hordes.
> Name now: Kingdom of the Black Forest.
> Lore: The Wolfkin were always a cruel people, stealing and murdering, wolves in the guise of men. Through blood sacrifice they gained regeneration and immortality. The goddess of war, Uesugi then cursed them, banishing them from the sun, cutting their immortality short and making it so they never birth nor sire men. This just lead to the women taking over, continuing the slaughter. But it did weaken them, and they saw the need to make a kingdom, and for the elder warriors to retreat to where the sun don't shine, and only come out at night.
> Done previously: Steal the secrets of iron, develop sabres, make good shields and javelins. Develop Spirit Magic, Sisu and Ghost Warriors. Developed medicine with the Conclave, thus they sallied in their defence, and they met their end at the hands of the zombie hordes of Meoswilum. At last they retreated into the Black Forest, only to emerge in a new land.
> Speciality: Magic Warriors, ghost warriors, ancestral spirits.
> World Role: Barbarians.

Capital: Kuroi Mori.
> Special Features: A massive and dense forest which one can easily get lost in, as it's even bigger on the inside and filled with magical beasts. It is also inhabited by the greatest Wolfkin elders, master smiths, master swordsmen, master lorekeepers, etc.
> Buildings: An ancient citadel in the depths of the Black Forest, everything else was left behind when the transfer happened.

Races: Wolfkin. Humans with the ears and tail of wolves, eyeshine and regeneration. They lose their colours around 50 years old, around 90 their regeneration shuts off and they age past their prime, few live past 120. Males are rare, and always feminine, for a curse makes no men be born.
Humans of the Conclave of Life. Tennacious forest fighters, able to turn any forest into green hell for their foes.

Colour: Red.

Specializations
> Tech - Iron age, good shields, javelins, disease management tech. Conclave has camouflage, magical forest buildings and rangers.
> Magic - Spirit Magic: Cultivating Sisu, granting Sisu to others, persist through pain, persist through death (burns Sisu), persist without body as ghost warrior, amalgamating into ancestral spirit. Possess objects, possess bodies, possess golems and constructs.
Conclave Nature Magic: Command plants and the forest itself, grow hidden settlements.
> Unique Buildings - Sacred Forests (where Wolfkin elders gather), Hunting Grounds.
> Unique Produced Good - Shields.
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Pregame Nation: The Charnel Land / Union of Flesh


NRP 4
Cravic Remains
The Cravers were once men, this much they know, an ancient tribe of primitives that listened to the stars and the earth below. It was there they first met Grist'thomir, and he showed them the way, how to alter flesh, and they set themselves working upon themselves - until they were men no longer, long pass the point of return. Specialized in their trade, they shun other magics or labors.
The Cravers history in game 4 is long and filled, defensive wars, allies and family gained, friendships made. They shaped the world around them as they saw fit, and Sigod was never the same. They united races, and exterminated others, they made great and grand living cathedrals in honor of their God, and eventually brought him to bear upon the world in the flesh as the Underborn, the walking living city that perished in the final battle against Timna, Goddess of the Churning Waves, helping all the other folk cast her down dead back to the depths. But horrifyingly at the loss of the Underborn, but not permanently, for their great leader the Lord of Flesh was later recovered, in a great coma from the skull of the city. Still he slumbers as they rebuilt Neverborn their capitol, and until the day fire rained from the sky- he awoke for a moment in a gristle filled scream.


"I REJECT, NEVERBORN SHALL NEVER DIE"

The living city of the Cravers coiled in upon itself, drawing in its veins, consumptive of all the countryside flesh gathered over the years, desperate to save any bit of her people she could. Much was lost, but when she awoke in a flash of light in a new world, the Lord of Flesh asleep once more, the Flesh Priest knew her efforts were successful. They will live once more. They will reunite with the Matriarch, but this time not from below the earth, but beyond the stars. For as it was written, so it shall be, the Cravers know the nature of existence as a cycle. They know what must be done.
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>>5263436
>>5263348
speciality - flesh
A big bad to some, monsters and demons, best of friends, doctors, nurses to others. The Cravers are not evil, they merely wish to survive and learn. Their morality is not anchored to the minds of men. A flayed corpse to a Craver is an open canvas, begging to be worked with.


The City: Neverborn- the heart of the Charnel Lands, container of the Geneforge - the holy zenith of their power which allows them to render new beasts into Cravic version, and create utterly new beings. It immortalizes the genetic memory of every Craver, and their creations. From here everything began, and so it shall begin once more.


No other building would survive without her for long. Those separated without her that were not whipped up in great consumption she did to save herself, would slowly wither and rot. Perhaps the Kahro would take them, as great cities of corpse flesh.
the gene forge, the slime pits, and the Shroomish'alat (our bioweapons lab), Bulargh pits, and mighty goreship works. Shab'let- the first river maw was grabbed as well.


Race/Races

Cravers and a handful of their creations. (Rovers, Rut'ra, Raut'let, the Chern'bolg and the slime samples)
a few visiting members of the Kahro, the friendly corpse worms


Color : Crimson

Spetializations


Tech - all tech is based around our magics, new developments such as layering non organic materials into bone and what not. I need to draft a list.
Magic - our flesh shaping, crafting. Very utility based. The limits as to what we can do is imagination, raw materials, and time.
unique buildings - pretty much every building was unique, just use normal icons with labels may be best
unique produced good - us ;)
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Pregame Nation: The Do'laroshan Tribes
>Origin Game
NRP 5
>Name now
The Umbral Theocracy
>Lore
Do'laroshans were a primitive group of tribesmen isolated to a dark forest in the frozen north. A nencounter with a god-like being, Achroma, elevated their culture and world-view to one of supremacy and expansionism. They took to the world stage with gusto, proving their might by accruing allies and wealth which rivalled the greatest nations of the world, and cemented themselves as a cornerstone of the geopolitical stage.

>Previous Games Exploits
Led the Entente, an alliance of several different species and views, in a quest for world domination. Sadly, the rest of the world proved too united, but even as the war was lost, the mercantile opportunities that came after proved more fruitful, and the Entente as a whole remained the second greatest world power long after the war.
Do'laroshans excel in stealth and deception, and were able to almost completely hide the existence of an entire species, culture, cities and all, from the eyes of the wider world. Through disguise and espionage, Do'laroshan spies were said to be everywhere, and could be anyone.
Had access to a hidden cache of lost information, a cursed Library on a distant shore. This, paired with the frequent whisperings of Achroma, let them accrue knowledge no others knew.

>Specialties
Stealth, above all else.
Deception/Disguises, Mercantilism, Craftsmanship of precious metals and jewels, Information

>World Role
Commercial Provider of Luxury Goods, Information Broker

>City Name
We'vara

>What differentiates this city from the rest of the nation it was part off
As the Capitol, We'vara was closest to (and then incorporated) the Temple of Achroma, the God-Beast that elevated the shadowy people to who they are today.

>What buildings were in the city?
(I assume aside from regular stuff like roads/offices/shops/apartments typical of a 1890's major city.)
The Temple of Achroma (Complete with Vault, full of several thousand years of offerings)
The Gilded Causeway (A major highway for traffic, since the Do'la sat in the middle of the Entente alliance. Sadly useless, with the rest cut off, but the grand gates and massive stretch of road that curved along the city edge would still be there.)
Walls (Facing infantry attacks from a northern neighbor meant the city saw heavy fortification late in it's life.
Iron Mines (3 iron mines in close proximity existed outside We'vara. The closest lay snug with the city walls, and the three were conjoined via tunnels after many centuries of mining. Probably tapped dry, but some of the tunnel network may remain)

>Race/Races
Just going with one race.
Do'laroshan (pic rel)
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>>5263621
Not actually made up of shadows, these beings are flesh and bone, same as everyone else. Their skin is covered in a very short covering of fur, evolved to naturally generate a vantablack-like pigment. Indeed, the Do'laroshans evolved in a pitch-black environment, and have numerous biological advantages for moving about undetected in the dark. Predators would rely on smell, sound, even heat, and so these people have come some way to being able to mask themselves even to the stranger senses. Like many races of Game 5, they are inherently magical, their eyes glowing with both bioluminescence and magic. Even in pitch black scenarios, Do'la night vision is unmatched.
Despite their proclivity for stealth, their culture reveres those who stand out, and their fashion and arts are boisterous, ostentatious and colourful. This is at the behest of their God, Achroma, who wishes for his chosen people to be noticed by all.

>Colour you want your nation to be
Cyan

Specializations
>Tech
Typical of a late 1800's US or UK major city. Electricity is not widespread, but is being experimented with. Cars likewise. The Do'la relied on others for technological advancement.
>Magic
Illusion Magic, manipulating light and the senses.
Very Advanced, possibly the most advanced of any magic found in Game 5.
Based on faith to Achroma, allegedly. It requires movement or sound of some sort, complicated spells being akin to song and dance routines.
Later development allowed spells to be stored in materials, with living materials (especially wood) being more receptive. Precious metals and gems also proved conducive to magic, but in a variety of ways.
The most recent breakthrough involved an ability for the magic to cloud a persons perceptions. This allowed Do'la to 'mimic' another's language without actually learning the tongue. Regardless of what the speaker said, the listener would hear whatever they thought was a 'reasonable' answer, their mind filling in the details. It proved deadly effective at circumnavigating passwords or other code-based counter-espionage, the Do'la merely needed to reply something confidently when asked, and the magic would do the rest.
>Unique Buildings
While We'vara did not have them, factories for Enchanting (the act of putting a shadow spell into an item) did exist elsewhere in the nation, and could easily be rebuilt.
>Unique Produced Goods
Shadow-enchanted goods (usually fur, or precious metals)
Li'hun - A salt mined from a distant island, which the Do'la no longer have access too. A unique resource they stockpiled, the salt was magical, imparting a horrible hunger in those who consumed it. Poisoning a meal would lead to the victim shoving food down their throat until they popped, or expiring from a wasting hunger if denied. The only treatment was an excess of water quickly flushed into the system, or (hypothetically) an anti-magic spell cast over them to erase the salts magic. How much, if any, survived the transition is up to you.
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>>5263348
Pregame Nation: Graenian Federation
Game it was from: Tarn 2; Modern NRP
Name used now: Rismier Emergency Government
Fluff/lore:
Graenia entered the new millennia already bloodied from the war in Yaqah; but all the better for it. While the insurgency had been a thorn in the side of the Federal Council; it was the perfect training grounds for the revitalized FSB. After such measures to counter espionage and establish a proper militarized internal security force were taken, it would be Tesla generators which would net the next major focus. Soon enough, the sources of nigh-unlimited energy would be in every home and vehicle. A bane to power companies if there ever were any which existed in Graenia’s nationalized corporate landscape. Next would come the widespread adoption of Depleted Uranium Penetration ammunition for the AFVs of the Federal Armed Forces, then the revitalization of Graenia’s space agency FASRA. The Federation’s endeavors into space were more than just scientific advancement, but a point of national and cultural pride within the nation. During this time, the first in what would be a foreshadowing of events to come would be prepared for. In a move widely praised, a doctrine of urban defense was put forward; with bunkers and shelters constructed in every major city within the Federation. As a result of this; extensive research is put into Hydroponics in order to ensure consistent food production within the most harmful of environments. After such things came a cultural boom within the nation; as science fiction games, stories and shows became increasingly more and more popular, with nearly every one of them being a Graenian production. Yet more military advancements would net Kinetic Energy Missiles and RAVEN guns would become commonplace in the arsenals of Federal Armed Forces vehicles. It was all of this that created an, ironically put, hell for the demons to attempt to push their way into. While history would see them pushed out of the Federation, the city of Rismier would see other developments occur…

Speciality:

Scientific powerhouse, major military power and cultural exporter
The City: (Things relating specifically to this one city)
What differentiates this city from the rest of the nation it was part off:
Rismier was; by the time contact was made; a fortress. Kilometers of earthworks, fortifications and in-city bunkers rendered the area a complete killing zone for any and all invaders. This all not to mention being a hub of production as well.
What buildings were in the city?
Numerous factories of both civilian and military varieties, as well as a nuclear power generator and hydroponic farms.
Race/Races
Humans; ethnically Graenian
Color you want your nation to be:
Gray
Specializations
Tech - Tesla Technology, RAVEN guns, KEM missiles and Advanced (for the time) space exploration technologies.
Magic - None.
unique buildings - N/A
unique produced good -
Video Games, Tesla Reactors, Anime
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Pregame Nation: Tidal Empire of Lyrara
> game it was from
Game4/NRP4
No gunpowder, medieval general technology ending on industrial revolution. Relatively low powered magic.

> name used now
The Lyraran Theocracy of Depau, or more simply Depau. (Depau is the name given to wherever the Depaun Dragons live)

> fluff/lore
Among the Tidal Empire there were three clans of different character. At different times one would be chosen to rule by the gift of electromancy and a sharp mind. This granted to them by their deity Obadinia. The Clan of Lyrara is one of these clans, being known for slender builds, pride and a conservative tendency. The Tidal empire was at its core a maritime and mercantile power. At home on and in the waters like no other race.

> what you did in your previous game
The Tidal empire created behemothon ships powered by great shelled krakens. With these vessels they explored the world, learning almost every language and creating a formidable trade network.
They fought in various conflicts in a minor role.
By the end they had become close with an upstart dwarven state who through the power of certain technologies managed to go into space and onto the moon itself.

> speciality
Mercantile navy power, good diplo

> what was your role in that world? geopolitics etc
Trading nation, learnt most languages, limited role in wars due to supercontinent making navies unimportant. Was a major power in industrial production of books and steel goods.

The City: Reed River
> what differentiates this city from the rest of the nation it was part off
Continental holding of clan Lyrara, former home of the frogfolk (friends of depau). Lyrara mostly took up a custodial residence. Paying respect and maintaining some of the city’s infrastructure due to the frogs having died off under mysterious circumstances. The city lacks lots of infrastructure due to its position in trade routes and its limited local industries.

> what buildings were in the city?
Basic infrastructure (local smithy, library, barracks, frog ruins, fortifications, roads)
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>>5263348
Pregame Nation: The Arcadic Republic
game it was from: 3QM; slightly altered lategame/post leaving
name used now: The Arcadic Dictatorship
fluff/lore: When the Arcadic Republic was born is was born in revolution; born in the desire to be ruled without kings and without false gods. A nation ruled by mages elected by the mage populace, to lead the city to greatness. As the world was further explored they at first defied the gods' existence before gradually coming to know that true gods did exist; and they were cruel creatures. The belief of Soulims sprung from these findings; the belief that the gods were nothing more than powerful immortals after studying the soul and the events of the world; a point that any man could reach through understanding of the self and world.
In the beginning the Arcadic Republic was bright eyed towards it; yet prideful and stubborn against those who they saw as against them. The years went by and good times were replaced with hardship after hardship. When ash blocked the sun and the world died around them the republic built the city over and created artificial suns to light it. When the eternal night began and the nightmare wars occurred the republic created sunlight golems and fought them back into the waves. When the crystal plague spread it was removed from the republic’s lands and utilized for airships; and transmutative plagues farmed for metals. Wars broke out against sapient golems to the east that turned to a shadow cult to nightmare gods, barbarians to the west sided with a megalomaniac emperor and further more barbarians came after one was defeated, and to the north a cult to faceless gods took hold and invaded when the republic was weakened fighting on multiple fronts. Plagues ravaged the nation over and over, some created through dark rituals and one ever evolving through the magics of living statues.
The golem legions and work force left to join their now sapient brothers in the east; a valuable ally despite it all. The humans that did not flee died in war or in plague, or evolved. In order to survive the hellish cycle of plagues and war those that remained became homunculi; creations of magic born of soul and primordial unprogrammed biomatter that can shift into any biological form.

1/2
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>>5263775
Race/Races
Depaun Dragons
Depaun Dragons are reptilian creatures with long fluked tails, two great wings, a pair of lesser wings also used for balance, two arms and a body covered in bony armor. They can fly, breath underwater, tolerate extreme depths and pressures (high pressures), can do bioluminescence (bioluminescence is how they communicate underwater) and are extremely adept swimmers (on par with actual aquatic creatures).
They are large creatures who move on land in a slithering fashion, they are generally 9 metres long with 2.5 metre long torsos.
Their reproduction requires them to be hatched deep underwater at depths of at least 7000m (although deeper is preferred when possible) meaning that they must live their adolescence in extreme depths. They are able to do this due to their home environment’s creatures who form fertile communities where in other worlds there are so very few creatures. If they are not raised in this way they will develop malformed, rejected by wider Depaun society and end up living little better than animals.
In undeveloped depths Depaun youths live near tribal lives, guided in their journey to adulthood by elders whose lives are dedicated to doing that. When they become of age it is then they are given the opportunity to leave the depths for a new life in the surface world.
Depauns make up for their size in their intelligence. All Depauns are long lived and intelligent compared to standard races. Although they are not skilled inventors, rather perfecting what technology comes their way.
Most Depauns are polygots, often communities will speak languages they don’t need to know just because they enjoy it.

Colour you want your nation to be: Neon Greenish Yellow

Specializations
>None due to Reed River’s backwater nature.
> Magic - Electromancy, biological ability to discharge electricity enhanced by skill and divine blessing.
> unique buildings - Hatchery, region in which dragons reproduce and grow up. Must be built in extreme oceanic depths.
> unique produced good - None of note
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>>5263776
Now the city lies silent. The Meoswelium tried to make the nation a puppet, left their damned necromantic fungus to fester in the city, and forced the nation to elect a ‘king’. Little did they know the one elected was a homunculi. The humans left in the city were reborn as homunculi, died, or fled south. The great airfleets sent to protect some border from attack or protect the refugees south. The golem workforce of the nation freed. Always another demand, another plague, another heresy, another war, and never a moment to breathe. A slow death for a once great city; it was better to die free and gloriously. The Dictator of Arcadia declared freedom from the northern cultists, fully expecting an eventual death, but in response the messenger came back with word that they were not longer in the world they once knew.

what you did in your previous game: Created Earth magic, metal magic, golemancy, Vivimancy, and Light Magic. Traded for and improved upon: Mushroom magic, Water magic, fire magic, Life magic, Spirit magic, and magic circuitry. Created magical chimeras, including dragons as a new species, and invented airships. Built up the city into a single building city to protect it. Tried to hold up a crumbling nation from cults, enemies all around, diseases, and disasters.
After I left: Traded for myconic zombie control and shadow magic, got the shogun’s elemental magic.
speciality: Magic and Military might
what was your role in that world? Magocratic militarists, event punching bag, golem enslaver

The City: Arcadia
what differentiates this city from the rest of the nation it was part off: the once capital of the republic, home to the seat of power, biomancy labs, and built over the ages to survive many disasters.
what buildings were in the city? City construction was as a single building with magic sun lights to provide daylight for growing food, farms, golem factory, harbor, a theater, a mine, and a market.

Race/Races: Homunculi: A magical vivimantic creation of primordial slime that can mimic the biological functions of any creature it has absorbed a piece of before with a core binding the soul of a human mage.

Colour you want your nation to be: Blue

Specializations
Tech - None
Magic - List too long. PMed it to you. +shadow magic and elemental magic from post leave.
unique buildings - golem factory
unique produced good - vivimantic pets, dragons
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>>5263779
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Nation Submission
Pregame Nation: Republic of Sealand

Game: 3qm
Fluff/lore: Island city of Vance. A lot smaller and a lot less well developed than the main city. Still had fortifications and benefits from being effectively the front line in the war against pirates. Significantly more isolated as well, but trade was frequent.
What did you do: Invent heat, time, and most notably anti-magic as well as create some of the best ships for both water and skies.
Specialty: Naval combat, mercantile exploits, and inter-reality traveling

Role in the world: Naval superiority, magic counter and un-reality containment.

The city: Vance

How was it different from the main nation:
It was much smaller and had fewer resources. Two farms, a port, and a sturdy fort filled with atherium canons. It was a much smaller city that mostly got left behind in favor of technology and magic.

Buildings: look above

Race: Elves.

Color: Teal

Specialization: Magic
Heat, Time*, Fire, Earth, Water, Air, and anti magic. Elemental magic is non-specific but highly powerful
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Pregame Nation: Deep Realm
> Willie's Wasteland
> Deep Realm
> fluff/lore:
Union of surviving Navies, Research and Mining Stations of the old world that slowly devolved into a Federal Monarchy with feudalistic stylings under a shared naval culture, religion and goal: the reconquest of the land for Humanity. Individual Lord Admirals ruling over their submarine flotillas, stations and outposts like feudal lords while some stations are theocracies dedicated to a single deity of the Pantheon of the Deep, a kleptomanic religion of altered old world beliefs, pagan gods and novel and video game lore, and yet other stations and flotillas are part of the Free Holds and under a more democratic system.

Growing out of a union of the survivors of the nuclear war at sea, the many ships and navies of the world from both sides came together to survive at the single largest international research station deep below the ocean, a natural shield from the radioactive fallout at least for a while and from the worst of it. As they slowly cannibalized their surface fleet to expand the already gargantuan station as well as the creation of new ones they also began to cannibalize their own individual cultures for a shared new one as well as many more subservient ones.

To not make the most of it the then chief Grand Admiral of the Council intended to steer these developments into productivity and avoid cultural crisis, the creation myth of the Realm quickly became one of the goal to reclaim the Landmasses for humanity and promote the Code of Submariners to further glue the otherwise massively different population groups together through a sense of Identity, Duty and Honor.

Centuries ago the old meritocratic military junta made way for a more feudalistic federation and while merit and a military mindset has prevailed things such as status, wealth and ever complexer growing codes of high society conduct have been on the rise ever since the title of Grand Admiral has been transformed into that of Fathomking, a still elective ruler sourced from what the elites deem the best and brightest of their peers to rule over the Fathomhold which is still the economic center and by far most populated place in the entire realm, surrounded by thousands of comparatively tiny outposts and stations who swear fielty to the hundreds of somewhat nomadic flotillas

Many of these small stations and flotillas have organized around ethnic, cultural lines held together by noble lords of similar blood for more political influence in the Realm which came to form the 3 major Houses and 4 minor Houses from the pragmatic and disciplined deep-sea dwelling masters of convey Raiding that are the Störtes, the fiery and lively boarding specialists of the Hayreddin who lack any subtlety, the mercantile stoics of Nahkimov, who's "made by" label is always on at least a quarter on all products of any Submarine.
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>>5264164
The first among the minor houses are the dilligent workers and scientists of the Yangtzi followed by the he two faced multimedia moguls of the Kuroshio, the adventurous explorers and diplomats of the Salazar and the extremophile colonialist Gadjahs.

Some however fall into the 7th house of the Free Fleets, protected directly by the Fathomking they have long since lost the ability of ever providing one themselves but they do remain the only pieces of the old, republican, system fostered by von Köstler.
> what you did in your previous game: Scout nearby Islands and the open ocean of resources.
> speciality: Naval Military, Research and Mining
> Game died early, goal was to be a conquering invasion force before falling into a more sustainable niche

The City: Fathomhold
> Originally the largest Research Station of Humanity it was expanded and added on over the decades and remained the only actual sizable city in the realm, the remainder were small stations, forts, outposts and singular habitats overseeing agricultural areas. Serves as the seat of power and industrial bulk for the Realm.

> Public and Residential buildings were on top, just shy of reaching into the Epipelagial while most of the bulk of the city's Industrial sectors, hangars, moonpools and infrastructure is firmly in the Mesopelagial of the Oceanic Shelf it was built on, surrounded by swimming farms, Embassy holds of the various Lord Admirals and defensive installations from Torpedo Turrets and Sea-Mine Nets to Sonar-Cloaks immitating rock formations.

Race/Races: Humans and Human Mutants with minor aquatic adaptations, both usually equipped with Iron Gill cybernetics of varying quality to allow breathing of oxygen in water. This usually feels akin to breathing at moderate elevation but in worse models its closer to extreme altitude.

Colour you want your nation to be:
A greener Field-Grey HTML:4d6656
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>>5264168
Spetializations
> Tech - Aquatic Habitation and construction to depth of up to 800 meters in common > construction and up to 3000 with great effort.
> Vertical Agriculture allow for efficient, three-dimensional farming in open waters. > Mining and Transport adapted towards aquatic environments with a proper sea-floor high speed train system to move people and cargo.
> Cybernetics are present in early stages and hard to hide, the most common piece being the Iron Gill, but limbs and sensory can be restored to full function as well.
> Weaponry is heavily focused around Torpedos, Rocketry and Drone-carried weaponsystems though all Nuclear ICBMs have been launched during the War there are still plenty of bunker busters meant to aid landing troops and most Submarines do still carry small surface cannons and laserguided anti-air and point defense laser systems independent from their rockets.
> For stealth the realm is largely focused on staying in the midnight zone and obscuring their sonar reflection or immitating the reflection of large animals or schools of fish and continously improve on their engines and hull shapes to allow them greater speeds at near no noise.
> Submarine Cruisers and Carriers are the largest submarines in the fleet of the Realm, while most Submarines of the Line already have multiple decks and can operate independently for months these metal giants even surpassed their surface cousins in scale at the cost of being unable to surface fully or enter very shallow waters but can function as mobile bases for smaller subs to refuel and repair at and can transport considerable amounts of People, Cargo, Firepower and in the case of Carriers even Jets and Helicopters.
> Magic - No Magic
> unique buildings - Shrine Stations, underwater monasteries who provide cultural services and produce specialized consumer goods such as sea-plant based alcohols and herbal remedies.
> unique produced good - Submarine Vehicles and Structures: everything from small Submarines akin to cars to Super Carriers, one-room housing to palaces. Seaplant based vegetables and spices as well as any edible sea life available in the southern hemisphere
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>>5263621
Turtles Ally

Lore - Iti, the beast-goddess of the sea and sister-in-name to Achroma, would swim laps around the world, gracing the land only to lay her clutch of eggs. One set of these eggs hatched with a curious awareness of the wider world. As sons and daughters of a shelled god, they took upon themselves knightly names and customs, becoming beings dedicated to martial honor. Thick armor and inexorable fortitude were their greatest assets, as well as a deep spiritual connection to both land and sea.

Tech - 1890's, same as Do'la, but held back by tradition and fixation on melee combat and honorable codes of conduct.
Magic - Earth/Water. Turtles (called Itikin) lived in burrows underground, as well as being aquatic. They could basically do earthbending and waterbending.

>Unique buildings/resources.
Their city held a mine of Faithsteel, which they conjured from pure will and devotion to their mother. It was an iron-like ore that made for excellent armor and defensive structures, as well as melee weapons. Strangely, it proved less effective when not worn by an Itikin, or when used for purposes apart from armor and melee weapons.


FLUFF - BTW, city was called The Nest, not Nestu. Nestu was a smaller city to their south.
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Fluff: There’s nothing wrong with a bit of complacency. In a world where so much seems to be terrifying or where the streets twist and turn and you get lost on a familiar road.. nothing is better than being able to relax. Of course, relaxing has every potential to get you killed... one can never be too sure if a door that wasn’t there yesterday that is there today was newly installed or something your mind is just distorting into some form of madness. Lastly, it seems that slip weave... needs a bit more work, but that will come with time, and first, deals need to be completed.

1 action: Lumber Yard
A lumber yard for wooden constructions and much larger structures in general. Not to mention it will make various aspects of life easier from having wood for a fire, parchment for writing, and even just furnishings.

1 action: Develop Better short bows
Better short bows for easy use, good even in close range situations, and great for taking down a target from range with small precise arrows. What’s more... this technology, once developed, shall be given to the kingdom of Illyria in trade for having them make a proper trading route later as well as gaining half of their wealth for 5 turns once the road has been established
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Pregame Nation: Mygros
game it was from: The Mgyros nation was played in Lux last NRP game called NRP 5.
name used now: The Megyrian assembly
fluff/lore: The Minotaurs of the city of Megyros are a long established race, for certain one of the noblest on all Syph. They are well known for their skills in the arts of sailing and agriculture. Their fertile valley between the rivers Praear and Vivus is second only to the Kingdom of Dybet nearby for yields, along with their impressive olive groves which provide the purest oil used as far north as Fraternia and Bertonia. Much of their farm produce is sold to their friend and ally the Oni of the West, and farther more specialized crops to the Gylden Dwarves. The Megyros Polis has been known to intervene in the conflicts of their neighbours on several occasions. Despite their hulking size and brute strength however, their interventions are usually of a humanitarian nature, providing medical aid and protection for non-combatants.. Much of their wealth comes from the agriculture of their fertile lands, along with their trade with the Oni, and their famous olive oil is exported throughout the whole of Syph via both sea and river.
Megryos is also home to the Earthsingers, an order of monks dedicated to the protection of the earth and nature who strive to understand the will of the earth.

what you did in your previous game: My city state focused on their agricultural and maritime sectors as a way to bring prosperity to their people, making sure that the agriculture was always sustainable and in harmony with their environment.
speciality: The minotaurs focused on trade and agriculture.
what was your role in that world?: The minotaurs always strove to help their neighbors and those in need while being one of the best breadbaskets on the continent.

The City: Megryos
what differentiates this city from the rest of the nation it was part off? Megryos was the governing heart and economic center of its nation.
what buildings were in the city? The city housed the central bank and mint and the governing center for its territories while being home to various embassies from other nations.

Race/Races:
Minotaurs
Oni
Slyph - shadow people.
Gylden Dwarves
Color you want your nation to be: Green.

Specializations
Tech - The minotaurs were capable of using mundane methods to get a better yield from their crops than what was the norm.
Magic - The minotaurs has access to earth magic that was capable of terraforming “waste land” tiles to a more bountiful and temperate environment, and being able to mold the very earth into all shapes and structures.
unique buildings - The Durralatgjal dock is capable of housing all sorts of ships no matter the size with the capability to repair them.
unique produced goods - A rare plant that was found north of the city that had various psychedelic properties.
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NPC nation:
Thanedom of Vogazdun (formerly the town of Vogazdun of the Gylden Dwarves)
Among the cities of the Gylden Dwarves Vogazdun was a relative backwater. Originally founded by particularily stubborn dwarves the town, with its great walls, prided itself in having never been taken by an enemy... despite the fact that no enemy had ever arrived. In the later empire the town was used to train warriors to fight in conflicts such as the craver wars. They trained mainly specialists like crossbowdwarves as cities nearer to actual conflict had better training regiments for infantry and could be posted for alert. The Thanedom is led by a Thanvulder, also known to foriegners as a Thane. The city was influenced by the nearby Tarnish city of Roodkhane which itself had an extremely militaristic culture. (infact the city was fortified when it was founded incase of an assault by Roodkhane) This all led to the military taking the reigns once the town was transported to its new world, with scouting and construction work taking up most of the time of the excess male population. The Vogazdum Dwarves still since songs passed down from old wars, many about Gnaven the revered ancestor of combat, strops, tantrums and grudges. Of whom the Thane of Vogazdun claims descent from.
With the forces of nature and wild beasts to test their mettle upon the stubborn spirit of Vogazdun is renewed.
Buildings: Fortified city, farms, mine, brewery
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> Union of Astray
On a day like no other fishermen sailed out to hunt whales, but by the time the sun set they they were sailing homr, there was no home. Traethllwyd was gone, brought to a new world, intended to be a fresh start away from harship to continue their story, things were not as simple. For some reason 7 of the cities brough to this world, from 7 difffere worlds felt a pull to one anoher and collided, buildings and even people overlapped. Those lead astray were the only ones greeted with chaos…. not hope in this world.
The Children of Fawn woke up in a frozen wasteland not much different from the one they left, just instead of dwarves, to the north they encountered a very different people. The Harean’Yi were the first they met, tiny bearlike folks, in contrast to the towering foxes. Their society restrictive and even more religious. This story would be same for all. The Verhal and Verstrack ripped out of their famillial dynastic politics instead would instead be surrounded by varrying humanoid races on all side. (all predominatly composed of cute anime girls with a minority male poppulation which tottaly is important you guys)
The odd-one out among the 7 nations of theu nion would be the people from Heidekerk aan Zee, where all their neighbours come from fantastic origins they come from a modern world. From a nation focused on space exploration, although besieged by demons on all seas a nation whcih prided itself in their airfoece and video games, now they lay stranded between a sea of barbarians who would neither know what a demon nor a video console is… though oddly enough a familliar face might lay closer to them than anyone else.

Soon after commming to this world the 7fold union formed, the Union of the Astray. Swallowing their resetbment lingering from all the death that came during the transport they deiced to cooperate under one governament to manage survival in this harsh world together. How will the one ones wronged during the isekaying manage? Will this unlikely union-states survive, thrive even?

> All your fucking stats
Pop, Tech, Magic, Wealth, Diplo
Fawn: 4/5/6/9/6
Sokchon: 14/4/4/2/5
Termhelm: 4/5/8/5/2
Heidekerk: 2/10/2/5/4
Breksos: 4/5/10/4/8
Gradütz: 5/5/5/5/5
Salivanids: 4/4/5/8/10

Challenge: keep yourself from imploding

Stuff needed to restart shut down buildings:
> Space port
-rocket factory (requires iron, situational metals and energy)
-hydrogen factory (reuires water access and energy)
-aeronatuics university
-3 energy
> Steel mill
-iron (access to coal)
-energy
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> Deseptracons Empire
In the world where they came from they were aliens, distant from the life that came from Tarnia, yet somehow familliar. Machines which would take on forms of 20th and 21st century vehicles powered by the misterious substance engraon which both fascilitated their reproduction and powered all their advanced technology.

Although that was not enough to keep the mighty Deseptracons from comming in conflict with the Idla worshippers and all their lackeys, before the war truly started KRA-AON envelopped in a ray of light not disssimilar from their portals reppeared in a foreign place. A maiden world filled with jungles and seemingly devoid of native intelligent life, a world without true cosmos, as the moon and sun appear more like ilussions in the sky.

A world rich in magic, but devoid of Engraon. On it the Deseptracons must seek to survive and thrive once more.

Challenge: Find material to replace engraon until you do you can’t breed, use any advanced tech etc.

Stuff needed to restart shut down buildings:
> Powerplant
some energy-producing substance, you can even use your coal mine
> Robot & machine parts factory
-iron
-situational metals
- energy
> Portal supplies
-machine parts
-gold
-gems and radioactive material aviable
-energy
> Portal
-5 energy
-portal supplies

> Stats
Pop: 2
Tech: 15
Magic: 0
Wealth: 8
Diplo: 3
> Neo-Tarnish Homestead
Children of Tarnia, flung far away from home, byt the guidance of the idola… you made it somewhere. Your colony ship on it’s way to make heed on a new world has made it to a world more distant than any other one dimessions away beneeth a flat moon and sun is your new home.

Your colony ship lays in ruins and the virtual realities which once were your pride and immortality are now no more than prison. Panick stuck the people in virtual reality. Was it their fate to live out their las days trapped unable to do anything as electrcity slowly runs out?

Finally fumbling around managed to present an unorthodox solution… a museum on the colony ship contained ancient robots. Greanian Rovers from the early 2000’s which were used to explore the first planets, maid robots, roombas, primitive androids and even war-bots, many of which can be powered with solar power or with small nuclear or tesla reactors letting them chug along. These museum pieces are currently the last hope of your nation, you need to find someone else on this barren maiden world who would help you produce robots and give you access from the world of the digital to the world of the physical.
>>
Stuff needed to restart shut down buildings:
> church&city
have 1 pop
> idola merch factory
-1 energy
-lumbermill
-farm
> museum robots
-iron
-situational metals
-1 energy
-gold
> nanites
-circuts(gold,situational metals)
-3energy
-gems
-gold
-access to radioactive materials
> virtual reality interfaces
-gems
-situational metals
-2 energy
> fusion powerplant
-hydrogen (requires hydrogne factory, which requires 1 energy and water access)


Challenge: Get a pop and rebuild yourself from there.
> Stats
Pop: 0
Tech: 16
Magic: 0
Wealth: 12
Diplo: 5

> Kingdom of the Black Forrest
Transported from a hellsih world of plague, mosters and mushroomloving Koreans those of the Black Forrest and their human allies soon find a new home in the forrests of this world. This world seems moch more tranquill and peaceful than their previous one and lack of modern tech made adaptation easy… if anyone thinks this place is a godsent its the KBT and Conclave. let’s hope things stay as peaceful as they are.

To get your factory going you need access to coal or charcoal.

> Stats
Pop: 15
Tech: 2
Magic: 4
Wealth: 2
Diplo: 10

> Cravic Remains
From a world in slumber yet not forgotten come the crawling horrors. Be it a granted scape from a stagnat reality or their own way to evolve past it to ascend to continued growth. Is it their god who has brought them here or a foreign one?
As of now this is a virgin world, teaming with it’s own unique life and resources, though just as the cravers came here from a foreign universe did any follow them? Are there others from other worlds? What crazy biological adaptations could those posess, those from realities foreign and possibly much harsher than our own?

May new grant structures of flesh arise with a new caspet of gore covering this maiden world.

> Stats
Pop: 5
Tech: 5
Magic: 10
Wealth: 6
Diplo: 6
> The Umbral Theocracy
Maybe not comming from the harshest world… as it was one dominated by the great white puff, but certainly comming from a dark harsh place. The people of We’vara would awaken in an unfamilliar place, gone is the dark forrest of their home. The sunlight would blind them, it was a virgin world.

Soon out of reflex they would hide, only to realize the dark voices accosting them have not come along. The relief of the situation is soon followed by panic, the shadow beings rush to the temple of Achroma to see if their divine has come with them, he has. They are relieved, but as they enter his chamber they… they hear him conversing with someone. His back turned away his large body hiding a gentle cold light. He is talking to something. As soon as your presence is noticed though the pitch darkness returns and Achroma faces you, as usual.

Further investigation of this world reveals that your allies the turtles have also been transported. Onlly enough their city had been about to be attacked when they woke up here.

> Stats
Pop: 4
Tech: 7
Magic: 7
Wealth: 6
Diplo: 10
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> Rismier Emergency Governament
A city besieged from all sides. How long has it been since the war started? Demons piling up against the makeshift walls and their endless swarms being held up at the trenches, holy blessed gunfire and imported soulong destroyign weponry making the demon cropses pile up… well they just evaporate after a bit. This only made the hordes seem more hopeless, demonic artillery had damaged the nuclear powerplant, turning uranium resaerves meant to last a decade into nothing more than a radiation hazard.

In the Rismier cathedral a lone nun prayed, and a light encolopped the city. The demons were gone, everything was gone. A blinding light envelopped Rismier and the people woke up on a new topography at the foot of a grand mountain. Enviromental readings showed no sign of industrial pollution in the air and magic much stronger than what they had before. Most importantly there were no demons. The citizens scambled to keep the city running as the nuclear powerplant slowly shut down rerouting privately owned tesla generators to fuel what was needed.

Isolated and with most their modern technology compromised things might look not perfect for the Greanians at first, but this world was a new chance to live few would aver dare to consider wasting.
> Stuff needed to restart shut down buildings:
Powerplant
-Radioactive materials
Infantry equipment factory
-1 energy
-iron
-sulphur
Furniture factory
-1 energy
-wood (a woodmill)

> Stats
Pop: 3
Tech: 10
Magic: 0
Wealth: 5
Diplo: 9

> The Lyraran theocracy of Depau
The Dragons of the City of Reed river would feel an earthquake before a flash of light wakes them up in a fireign land far from home. being a drontier city reliant of trade they panic more than possibly needed, the dragons take to the seas and skies and luckily soon find a spot suitably deep to lay their eggs in and interestingly enough discover that the deeper you dive the more magic you find… the ocean in the region too seems to all be part of a gianormous whirpool, from how weak the sideways pull is and the angle of the circle the Depau expect the diameter of the whirlpool to be around the size of a small continent and the epicenter itself being a few weeks travel by air up north.

The influence of the whirlpool can be seen in the air itself. Maybe in this world the naval ambitions of the Depau will find more use… though they also might meet some more viscious rivals. the exploration also reveals some opium-pipe smoking Tarnish right across the channel. the poor bastards just as confused as you have been thrown into this world, it is reassuring to have a fanilliar face in this new place, though this creates the question if maybe sme enemies too were puleld along?

> Stats
Pop: 3
Tech: 5 (access to restoration mechanic)
Magic: 5
Wealth: 8
Diplo: 10
>>
> Arkadic Dictatorship
If the previous world was hell then the Aradians were the ones condemned to it’s deepest ring. Their bad luck unmatched, and their arrogant agressive attitude hated by all their neighbours.

In a world plagued by war and… well plague, of dimming suns the once humans persevered. They became perfect beyond mortal and beyond undead, beyond golem they forced themselves to avoid. They became as close to invincible as magic could take them. Now they wake up in a world without much in it, one that is quiet. No industrial, magical pollution plague the air, no hypermutated plagues roam the land. It’s a 2nd chance to thrive and advance will the reward for hell be heaven? If they meet others from their cursed past will they choose to forgive and forget or to fester an eternal grudge?

> Stats
Pop: 2 (can’t breed)
Tech: 1
Magic: 15
Wealth: 4
Diplo: 6

> Republic of Sealand
From a world of chaos the Sealanders are brought to the new world. Far from the Spherist tinkerings of Meoswilum they awake in a virgin land. The backwater city of Vance previous vanguard against piracy once more ready to thrive. One thing the elves quickly notice is… all things that were of N’l are gone. Explosions work differently to how they used to, time magic does not work and everyday objects they took for granted such as the singing ropes don’t work.

For better or worse though the Aetherite crystals and farm are still there and working as they did before though now they don’t just simply spring into nails when broken. The tiny sharp nails shoot out in all directions spreading even faster. Either way ships should fly and gravity weapons work, other forms of magic also seem unaffected. The Sea Elves are left to wonder about this new world.

> Stats
Pop: 5 (can’t breed)
Tech: 7
Magic: 10
Wealth: 10
Diplo: 6
>>
> Deep Realm
The Irradiated seas have rotten the humans of the deep realm forced them to adopt cybernetics. They survived and thrived though as masters of the sea. A flash of light appeared beneeth the waves one day, most thought it was finally the nukes getting to them here to hunt them down to the last, but minutes later it was as if nothing had happened.

The mechanics started checking the equipment furiously. Was it broken? Why is it showing radiation levels near 0? The water and food purrification system has turned itself off, the programming detecting no contamination. Children flock to the thick glass windows of their undeground city and the murky greenish water willed with mutated beasts is instead filled with tropical colourful fish with no cancers of blemishes.

Not all is sunshine and rainbows though the wave-generators are enough to keep basic life support running, but there is no source of fissile material for the nuclear powerplant, with that production of both naval vessels and cubernetics is halted.

> Stuff needed to restar buildings
Powerplant
-radioactive materials
Uboat Factory
-iron
-1 energy
-oil and gas
Cybernetics
-2 energy
-situational metals
-iron

> Stats
Pop: 8
Tech: 11
Magic: 0
Wealth: 3
Diplo: 4

> Mygrian Assembly
Comming from the same land as the Shadowfolk coem the minotaurs, though they are merely the majority race. The Oni Slyph and Gylden inhabit the Capital Mygros all the same, one day they would dissapear, suddnely thinking back that the same had happened weeks prior to the Slyph capital in their world, yet upon arrival they were not waiting for them.

Stuck on a boiling island in the middle of nowhere the Minotaurs might b=panic at first, but soon they woudl see many of their friends suffered the same off fate. be it the Gylden of Rodedenum, We’isla of the Slyph and beshiyado of the Oni hopefully they will manage to survive and thrivbe together and who knows> Maybe the We’isla will even find their old kin once more?

As for the Minotaurs, meeting new friends and less so friends in this world awaits them.

> Stats
Pop: 5
Tech: 6
Magic: 6
Wealth: 10
Diplo: 16
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>>5267459
Turn 1 Free Expansion: Inland and upriver.
1. Explore the land we now find ourselves in using dragon riders.
We can not stand still even if our fates have changed greatly. We can thank whatever patron brought us to this land later, when we are able to ascertain what situation we were dropped in, and who knows maybe we can find a way to truly thank them later. To dragon backs now, we must first find out more of where we are and what resources we have available beyond just jungles and trees.
2. Search for resources.
>>
Not sure what's up, anyway yeah so like some guys land from a spaceship and just start blast'n
They've got green skin and two appendages on their heads
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>>5267576
You find the rat like creatures you have attacked will not die. Despite being half blown up they assault the aliens. Even after they are incinerated by a spaceman microwave gun they only come back as ghosts. Assaulting the spacemen in their very souls.
Its a massacre.
Noone escapes alive. All the rats succumb to their wounds. And as ghosts they reincarnate elsewhere.
Later more rats stumble upon the carnage and loot the weapons… this mysterious event would serve as a warning to the rat folk to not trust laser lobbing outsiders… and would be told for generations
(yes this is canon)
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>>5267455
The Wolfkin of the Black Forest scout their surroundings, particularly climbing the mountain next to Kuroi Mori. They see mountains, waters, and nothing but forests inbetween. There is not an empty plain in sight, it's all forests. They also spot the signs of civilisation dotted around the place, but yeah, there's forests everywhere. When they relay this to king Yuuka Daikyo, she concludes that this must be the realm of the Black Forest, an infinite expanse of forest inside a forest. Perhaps there will come the day when we go back into the Black Forest and bring the fight to our fungal foe. But for now, we have been presented an opportunity to rebuild, and we will not let it go to waste.

Action 1: Provide manpower to Hastung Orbital Works, establish Azure Star Clan, with the blue Chestnut leaf as their symbol.
With no immediate threat, the Wolfkin bring back forth old grudges. Still, in a time of peace it is good to work through these, held on ice for so long during the fungal scourge. However, in the midst of this, strange golems came from the northwest, bearing strange baubles of simple design but immaculate craft. The Wolfkin known as Hikari Nakajima met with them and soon gathered herself a clan to go work for them. Or, if they disappoint her, raid them for whatever wealth they have. They will call themselves the Azure Star Clan, and paint on their shield a blue Chestnut leaf.

Action 2: Expand territory, west and south.
As parts of the population leaves with Hikari, king Yuuka Daikyo is reminded of how cooped up the Wolfkin must be, all crammed into the forest. So instead of waiting for the next person to come snatch away a chunk of her people, she has a colonisation effort started. Wolfkin flood into the surrounding lands, making homesteads and towns, gathering wood and growing food, as well as some good ol' fashioned hunting. These people spread so fast even the elite warriors of the Black Forest struggle to keep control over such an expanse of land. But better to have too many Wolfkin, than too few. We can rein them in later. For now, it is time to thrive and grow, and build the numbers necessary should another threat emerge.
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>>5267455
1.
The Cravers shake themselves awake in the glorious splendor of a new world, their heads beaten but unbowed, may Grist'thomir be praised! They have survived the sky born immolation of Sigod, now only to survive here.

1. Sending Kostr, the squat two armed crocodilians of the Charnel Lands down the river, and a few Cravers and Chern'bolg to guard them; we scout down the river, exploring this new land and searching for fresh life to study and bring into the flesh union.

2.
>Shroomish'alat Research

We still have samples of the old acidic slime that was converted and used for our gastric casters and cannons. It will be some time before we dig a proper housing pit for the corrosive living goo and get production of the casters ready, to help protect ourselves in this new land. For now however, we merely study and learn more of the Cravic converted slime, preparing to make a slime pits to contain it and be ready for harvesting. We done it before, we can do so again, but it is like the slumbering Lord of Flesh once said "new world, new rules".
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>>5267455

When the cathedral was ripped out of space it crashed to the world below, none of the organic staff on board survived.

Chaos and confusion resulted, datamoats breached, heptographic interfaces overloaded and connections were denied, the remaining engrams left to simply drain power and cannibalise eachother as the hours tick down to their inevitable demise…

Instead of that, the civilised engrams hatched a plan, unified by civility and the knowledge that only they can save their beloved Idola S.H.I.N.E. Roko!, who’s wetware was damaged by the collapse.

The deal struck with the natives proves the worth of this plan, with the Azure Star Clan now taking up residence in the colonies. Reactor breaches are sealed, cables reconnected, the immediate threat of collapse averted, and most importantly S.H.I.N.E. Roko! restored from her injuries.

Action 1: Wolfkin Integration

The most trusted of the wolfkin who integrate into the colony are given the greatest responsibilities, armed with educations, tools and AI guidance and sent into the most dangerous portions of the colony to deal with rogue AI’s and malicious hackers.

Over time the Azure Leaf Clan become learned, taught mostly engineering and cyberdefence, concepts well above anything they could have dreamed of.

Action 2: Technological Restoration (1/?)

The data-vaults are besieged by myriad-code and deliberate tampering. Suspicions are raised of intentional sabotage to the ship resulting in the crash being as bad as it was.

These suspicions can be investigated at a later date, for now the guiding voice of S.H.I.N.E. Roko! tasks a crack division of Wolfkin Shooters to bring relief to the vaults, whiteslate irrecoverable servers and literally blast malfunctioning security droids to pieces with laser guns so that Hastungs technology can be accessed.
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>>5267457
>free expansion
the rest of the island the dragons rest upon is colonized. its interrior remains mostly untapped but its coasts bustle with the construction of homes and personal docks.
!!!!!!!!!!!!!!!!QUESTION!!!!!!!!!!!!!!!!!
The dragons test the trees, do they seem good for the construction of boats and houses?
>create fishery in the bay (farm? idk)
With the deeps secure in the meantime the nation sets its sights on the fertile sea. It is named by the dragons "Kliemedius" meaning "bountiful sea". Many adult dragons take to the seas hunting. To them it is a most wonderful job as the fauna are plentiful, the nature is beautiful and the food of fine taste. So then instead of establishing farming early on it is fishing which makes up the vast majority of the earliest food industry and diet of the nation.
>Scout out the bay and up its rivers
With the ease the dragons can get food at this stage it is only right that they, as according to what tradition the elders remember of arrival, search out for other societies with which to benefit from. To know... to understand... to exploit? We shall see...
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>>5268039
Fuck, it had elements of the Final Fantasy movie in it and reminded me of Stargate when SG-1 captures and studies Ja'fa weapons
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>>5267457
With the city stabilizing in the immediate aftermath, the REG council; made up of what Graenian Armed Forces command and senior civilian officials were in the city at the time of it's disappearance, had begun to talk about just what the hell was to be done. With the fleet in the bay having made contact shortly after their re-emergence, the issue of security in the bay was more or less solved. The largest issue currently was resources. Without sufficient resources, continued production and maintenance would be impossible. Fortunately, they had one thing that many did not. Helicopters. Large ones.

Actions:
1. Search for Nuclear material. Uranium, Thorium, it doesn't matter; the reactor was a universal one designed to eat just about any form of Radioactive element to produce power.

2. Begin searching for materials related to production. Oil, Iron, Titanium, Copper, etc.
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>>5269245
Free Expansion:
To the north and East.
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>>5267455

Free Expansion - 8 hexes to the NorthWest. The mountains have often held the most precious of metals, their towering peaks hiding rich seams of goodies from the darkness below. This strange new land will serve Achroma's appetite, as did the old!
>Action 1 - Build Dock in the East.
Still, one can't mine on an empty Stomach. The shadowfolk of We'vara are a CIVILIZED people, and the city losing access to the daily food imports of luxury meats and vegetables has hit them hard! Farming takes time, and skill, to do! A fish, however, can be caught and cooked that same day! Much safer than hunting too!

>Action 2 - Prospect territory.
This land is strange and new, but the Shadows have always found the world outside their shrouded grove to be this way. They ventured forth from the comforts of the dark once before, they can do so again! Glowing eyes will pierce the darkness, keenly scouring the land for what may be of value, both for the people of We'vara, and the great umbral beast, Achroma.
>>
>Pregame Nation
Jugemu Clan
>game it was from
D2D
>name used now
Jugemu Clan
> fluff/lore
For many centuries, the island of Sado where the tanuki lives is under the rule of the kitsune foxes, a race with similar but less specialized illusion magic that also allows them to control fire. with this power the foxes invaded the island of Sado and opressed the native tanuki who lived in fear that for their lives as the foxes consider tanuki hot pot a delicacy. the tanuki would stay as slaves until the five tanuki named Paipo, Shūringan, Gūrindai, Ponpokopii, Ponpokona waged guerilla war against their fox overlord and succesfully drove them out of the island of sado. the five tanuki ruled the island for a while until they mysteriously disappeared. their descendant now rule the island in their place as the Jugemu clans.

> what you did in your previous game
After losing the final tanuki-godflesh war, the god of the tanuki is killed and their ancestral links severed. the tanuki become enslaved and farmed for their magic balls and for their flesh as tanuki meat is now considered a delicacy by the godmaw. this continue for a couple decades until suddenly a young tanuki managed to awaken its ancestral link and led an open rebellion agaisnt the godflesh. Sado is liberated but now the tanuki faced a combined siege of godflesh at their peak power and demon armies. preparing to defend the city to the death in a hopeless siege, the young tanuki closed his eyes, the next thing he found out when he opened his eyes is a completely new and alien world unfolding before him...

> speciality (military focus, cultural hegemon, the diplo-guy, the rich jew etc)
Intrigue, shapeshift and illusion.

> what was your role in that world? geopolitics etc
local regional power

The City: (Things relating specifffically to this one city)
> what differentiates this city from the rest of the nation it was part off
Sado is city located on a coastal island. it is the birthplace of the tanuki and is considered a sacred land where no outsider can step on it. after the many disastrous tanuki-godflesh wars the tanuki casted an illusion ritual to hide their island from outsider in the form of eternal mist.

> what buildings were in the city?
-Tanuki ancestral shrines.
-Fisheries.

>Race/Races
The Tanuki is a race of humanoid racoon dogs. the tanukis are master of illusion magic are able to shapeshift into any race or animal, perfectly mimicking their external appearance

>Colour you want your nation to be
Purple
>>
>>5270084
Specializations
> Tech - did you have any techs which derivated from setting norm? Unique techs?
> Magic - all magic you had access too. Feel free to not include the boring ones you wanna have forgotten

- mastery of illusion magic
before the final tanuki-godflesh war the tanuki have developed illusion magic to its fullest extent. large scale illusion magic will require the tanuki to spend action over a couple of turns to sucessfully perform the rituals needed to cast it.

- shapeshifting
the tanuki can shapeshift into anything, from living creatures to inanimate natural object . copying its physical and magical characteristic. but they need to spend action studying/capturing the creature/object to be able to shapeshift into it. can shapeshift into any size but not bigger than whales and super dragons

- ancestral posession
Every generation has one random tanuki born posessing one of the five ancestor memories, magic, power and knowledge. turn 1 when they born is the weakest (more susceptible to premature death) and turn 5 is when the reincarnated tanuki fully unlock his ancestors potential . Next turn they die and repeat all over again.


> unique buildings - like ones tied to your tech, unique crop grown, whatever. Might not be able to throw in all proposed here due to icon bloat though.
-Tanuki Ancestral Shrines: a grand shrine with five pavillions dedicated to the tanuki ancestor. it allows the tanuki to communicate with the five ancestor and is required for the ancestral posession ability to function

> unique produced good - like a cultural thing
-Tanuki Balls: an oversized tanuki scrotum that can be consumed temporarily grant the user basic shapeshift abilities
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>>5270099
The five ancestor

>Paipo
-divine shapeshifting (transform into anyone and anything without any limitation)

>Shuringan
-divine illusion (archmage tier illusion magic)

>Gurindai
-divine retard strength, physical/magic invulnerability

>Ponpokopii
-divine intellect (math, strategy, administration, bonus to developing tech)

>Ponpokona
-divine luck, more random event and chances of finding treasure/resource
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>>5268771
>>5267455

> free expansion
Expand down the river where we scout
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>>5263348
Action 1: Find a suitable alternative to engraon
>With the suddent teleportation... the deseptracon forces would have detected the lack of engraon on this planet which caused the main deseptracons government to be worried due of only having a stockpile of it left... meaning a alternate resource must be found and thus the deseptracons force begun to search for anything that could work... such as radioactive material
Action 2: Use the coal mine
>due of the lack of engraon... one of our mines seemingly was replaced with a coal mine which isnt effective but shall be useful to keep our energy running...
>Free expansion
>Expand toward the east of the island
>>
Fluff: Something... happened. Something unexpected. Normally they dive into other realities, but this time they were pulled all the way in. And what’s more, disconnected from the main government. And, the last most important thing is that there appears to be a distinct lack of farms. So much infrastructure is down, but most of the magic in is still working and there are enough doctors around to deal with anti-magic. What’s even more concerning than the food problem is the issue with the atherium getting out of control.

1 action: Build two farms
Grains and meats. Find the closest thing to pork and find something close to wheat. The situation can be processed from there but starvation will set in without food.

1 action: Containment area/fortress around the atherium
For whatever reason it’s become uncontrolled. Taking up organic matter around it and turning it into more of itself. The area around it needs to be cleared and a containment zone set around it. Keep organic life away from it and only approach it at all with hazard equipment. Small Anti-magic pulses should be used at least once an hour to make sure particulate matter doesn’t leave the containment area.
Lastly, keep a distance and move it to a place where it can be properly forged together to ensure small particulate matter isn’t able to contaminate foreign zones.
>>
>>5267452

While the people that those from Heidekerk aan Zee were surrounded by were certainly primitive by their standards, at the very least the Children of Fanw in Traethllwyd and the Virm, Drakon and Balaur from Gradŭtzhelyazoto actually had basic factories, even if about a hundred years out of date in comparison. Regardless, the initial situation with regards to the union was a bit complicated. Firstly, there was a desperate need to expand south, for the Salivanids sake, as the cold north was absolutely terrible for them, and current infrastructure in their own city did not support the sudden shift in biome. After all, the only homes that realistically could fit them were the ones of their own city, which were made for a desert, not a tundra. Still, the mountains reminded the Verhal, Verstarke, and Drakon of home, all be it during the winter. Naturally a push was made to ensure that these familiar lands were more given to them than the others, though the exact carving of the new territory was to be worked upon later once it's extents were made. During this, practically all factions would push for the prospecting of these new lands to ensure that materials could be found and extracted. Somewhat surprisingly, Drakon prospectors would prove to be just as effective as Katzarin prospectors, despite the technological superiority of the latter. This partially was due to numbers of working equipment and partially due to the fact that Drakon were practically experts when it came to mining. They could eat metal and minerals after all, along with meat. Still, ideally something of particular use such as Iron, coal, oil, natural gas or even uranium would be found, as the two things needed quite a bit right about now was energy and industry. The former especially important for the Katzarin who's infrastructure heavily relied upon it, unlike the others where in house lighting was the main application of electricity in the case of Traethllwyd and Gradŭtzhelyazoto, and not even used at all in the case of the others.

>Action One. Expand south (If possible I'd like to delay the whole province carving up thing until I know how much territory I take per expansion, otherwise plan on prioritizing Kralstvo na sebŭrotolato aka Gradŭtzhelyazoto and Starkebrisen Republik aka Termhelm expansion.)

>Action Two. Prospecting
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>>5272042
(I apparently need to post my stats every turn so...)

Pop 4 tech 3, magic 3, Wealth 2 Diplo 3.
>>
>>5267461

Actions:

1. Sea Floor survey for nuclear materials, alternative energy sources and general expansion options.
2. Aerial survey of the surrounding islands utilizing Scout Crafts from a Submarine Carrier.
>>
> Arcadia
Your Dragonriders set out exploring the unknown in your lands they find deposits of hard stone and coal, both common materials but because of that moreso indispensible so early as their exploration brings them further away from civilisation they are amazed how… empty everything is.

The world is covered in one giant jungle with no sighns of civilisation the riders fly further and further in larger circles until they encounter who they think of as the first civlisation in this land, they too seem to have recently arrived scrambling for resources a modern city surrounded by all sides by unforgiving jungle, but as they come closer they see who it is and they are fileld with rage.

It is the Sea Elves the puppets of the Lo-Hai and loathsome Meoswilans, the elven filth already farming the abbominable Aetherite many hoped stayed in the previous world.

As for mundane stuff the exploration had found, it seems volcanoes and certain spots over the ocean exude more mana. Magic in this world seems to work slightly differently than back at home.

> Black Forrest
Making sure to ensure what they want is theirs and to spread out t5he massive poppulation from the original landing zone the Queen of the Wolfkin orders a massed expanssion. Wolfkin flood out into every direction expanding along the great river into every forrest and in their relentless push westward and south they only stop once the faces of mountains become too steep to climb.

On the other hand foreign visitors came into your land presenting offerings of odd cloths and wishing for some of your people to live with them. That of course seemed like an amazing idea as such the Queen created a whole new clan and sent it westward to live with the foreign peoples.

-1 poppulation.
>>
> Homestead
+1 pop
Culturally the wolfkin integrate near instantly afterall the ones of the Blue Acorn who chose to come live with you did so due to the innitial appeal and starpower of S. H. I. N. E. Roko! The conzert hall is quickly restored and the wolfkin get to waving their colourful glowsticks and basic city infrastructure is maintained as the wolfkin build tents in between the server-rooms they are attemptin to maintain.

Problems come when you try to make them do any actual technical work. have you ever tried to teach a dog how to fix a TV? Imagine something like this. They can follow basic instruction’s but the technology of your nation is so far bayond what they are capable of even grasping that for now all you have is some wolfkin who figured out how to make spears out of space station metal and how to do idol dances. Some sort of education institution might be good, though also gotta have somewhere to build it.

Due to the megre intelligence of the wolfkin and no source of large amounts electricity restoration of the technology is slow. The maintainance droids are defeated, surprisingly the wolfkin do well against them mainly because the things have never been programmed with fighting soul-manipulating iron age tribal civilisations in mind and the main data storage is secured with the data secured in what seem to be shrines. A wolfkin named Kanoko becomes the first high priestess of the data storage room due to her great accomplishments in battle having snain more than 5 driods herself, she currently wears the remains of one as a hat and protects the data.

As your people themselves analyze the data from the blackbox, the ship has not been sabotaged, but the very bottom of the ship seems to have been hit with some sort of beam. The beam penetrated about 0.2cm deep before you came to this reality meanign the teleportation happened in a fraction of a microsecond whatever the beam was it would have destroyed the ship with no trace.

> Depau
The innitial expanssions go well claiming the island and it’s surrounding waters and soon to secure a safe source of food fisheries are established which will help sustain the current dragon poppulation and help raise a new generation of Depaun native to this world.

In their explorations towards the west and south the Dragons find the home of the golempeople they would have met within the Black Forrests, it’s certainly an odd… odd… place hard to even grasp. Going further south beyond the BFK a new nation is found though one abbandoned? It’s not ruins it merely seems like a whole city, bah civilisation where you just don’t see anyone with an active trade route connected to it where they trade with Turtlefolk an entire reptillian civilisation of people who look like turtles.

Swaying of-course a bit up north a volcano is found and it seems to show hightened presence of magic no different from what you seem to also find in very deep waters in this world.
>>
> Cravers
The life of this land is rather boring, even by the standards of sigod. Primitive monkeys barely above lemurs live in the trees and small catlike creatures prowl the forrestfloor. It’s an outright downgrade from the world of Sigod you were in before… your only true hope for interesting biological material is hoping either exploring some hard to access or highly magical areas or hope other things came here from a different world. (native life outside of bottomless seas is rather boring, I’ll repurpose your actions for looking for resources.)

At least in yur search some Salt, Phospahe and Iron deposits are found.

The slimes function as intended with no real unusualities from the previous world. You are pretty sure if you can set up a farm to provide them with food you can mass produce them. The researchers bored with the prdictable result fed them some phospherus though. The slimes became sickly and died soon, but if you took one out before it died and squeezed it is shot out a viscious white liquid which rapidly turned yellow and if you set it on fire it burned with pure white flame. Adding water to the flame has as of now not worked and no method of extinguishing it was found 17 cravers died in the process. May their biopmass be repurposed and their sacrifice not be forgotten.

> Rismier
Your various radiation detectors are reconfigured and apparature for observing radition in space is turned to the earth. This planet has no artifficial radiation from what you know off, thus you manage to finetune your equipment and find a vague direction for where uranium deposits could be found teslatech powered helicopters are sent to explore and they return with good news, a deposit has been found… very, very far away.

It is of course acessible, but a few challanges need to be mustered first a radiocommunication network would need to be established with the distant colony as well as a stable shipping route be it by boat… which is the sensible option or by plane if one were to be daring.

A more general approach to looking for resources is also sucessful quite close to home deposits of Iron, Hard Stone and Sulphur are found.

Some officials within the city wonder if maybe focusing on a more primitive form of energy could be short therm benefficial before reaching the uranium deposits is viable.
>>
> Umbral Theocracy
It is certainly a surprise, and also not a very welcome one, but as the shadows expand north they notice that north of their border a primitive people’s live. Possibly natives of this world, they have wolf ears, but otherwise look like humans… you know those annoying things you fought with a lot. Those of higher status among them also seem to be albinos their society while primitive also seems to be a feudal kingdom as such expanssion forther north would require some muscle…

While the nation has access to the Turtle port in the south a decission is made to construct one of our own in the east afterall when it comes to national security it is better to subscribe to the better safe than sorry school of things.

in the exploration 2 deposits of coal are found and one deposit of iron, basic resources, but just what is needed to get our economy up and going now that we’re isolated from the rest of our nation and allies.

>>5270084
> Tanuki
The jugemu Clans once more besieged by the vile Godflesh holders once more are saved by their patron divine their home teleported to a far off place. With the 17th Tanuki-Godflesh war somehow ending up with survival… but at what cost?

The gate is broken the certainly won’t be another chance to teleport if such need arises and where you are now is not your homeworld it’s somewhere else you can certainly ascertain that much from forcing a captured Godeye Allumni to divine from the starts. Your peopel quickly explroe the surrounding landmass, it seems you’re at least safe.

Huge amounts of Tanuki managed to survive the transit, most of them though are nothing more than mindless farm animals freed from farms needed to be retaught dignity of a sentient being… there is also your former masters and enemies, prisoners of war now it is your choice whether to execute them or make them useful as slaves.

Stats:
Pop: 13
Tech: 4
Magic: 9
Wealth: 2
Diplo: 2

Because you joined late you get the same passive expanssion bonus players got last turn this turn sop expand 26 tiles, please also post 4 actions for your next turn not 2.

Your reborn ancestor is Gurindai. He’d be at lets say turn 3 of his lifespan having been already reincarnated in the previous world.
>>
> Deep Realm
You expand 16 tiles worth in water (remember the number as that’s how many buildings it fits.)

Surveying the surrounding islands reveals 4 separate civilisations having their home there, ones you’d think back too from myths long forgotten. Though unlikely they are mutatted humans, instead somethign truly fantastical.

There is nation of swarves hammerign away in their forges, clearly having originally come from a cold land they have a hard tim handling the heat. A nation of sex-crazed Oni, deams from japanese legend mostly resting in their Onsens… from the less human looking ones there are the shadowfolk, hard to observe, but all you can generally tell is that beyond minor glimpses you don’t see them. Lastly come come the minotaurs, likely highest status among this coalition their city contains members of the 3 other races and even some rarer denizens, they seem like a peaceful trade oriented peoples.

Within your nation a debate starts whether those are the natives of this world, or they too appeared in it same as we did. Lastly on a small island to the west deposits of iron and Sulphur are found nothing special.

> Deseptracon
Surveying this world and analyzing it’s composition the deseptracons find many potantial alternatives for engraon. The first easiest ideas are those to power them anything that can make electricity like nuclear material, coal powerplants or even renewables could be great for that.

A bigger problem comes with their reproduction and verssion of being itself. A radical solution is proposed “become pure machine” which is replacement of whatever soul engraons give them and loose your ability to transform, become normal machines. This could be done as soon as the factories are running. Another option is something unique to this world… well found in forms in your previous one, but weaker. Magic, if the Deseptracns mastered magic they coudl create magic which limits Engraon with enough work.

Lastly this planet posesses exotic materials, such as mythrill, adamantium and faerite. Combined with classic chemistry they might allow for creation of synthetic faerite… and who knows what other material could exist.

No material suitable for recreating of the functioning of the portals is is as of yet discovered or even conzeptualized. (would need another research action)
—------------
The coal mine is linked with the powerplant transforming it into a coal powerplant… a waste, but it works.

You may now restart one of your factories.

This was a free action. You have a 3rd action next turn.
>>
> Astray
Your expanssions go on not only the natural ones, but also expanssions are further pushed wllowing you to expand a total of 12 tiles, the mosty agressive expanders are the districts of Termhelm and Gradutz, overwhealming the two otyher citystates they expand agressively increasing their influence to 17 each.

Traethlwyd: -2 power, -1 happiness
Sokchon: -2 power, -1 happiness
Termhelm: +12 power
Heidekerk: -2 power, -1 happiness
Breksos: -2 power, -1 happiness
Gradutz...: +12 power
Metrin Kalan: -2 power, -1 happiness

You find coal, hard stone and situational metals, all 3 deposits being located within the territorry of Gradutz… once it expanded rapidly.

+1 wealth to Gradutz from this

Civil war. having granted all your expanssions to two nations and expanded excessively turn 1, 2 the termhelmi and gradutzi gain influence rapidly and the discovery of deposits of natural resources within Gradutz land leads to strife from the lesser memberstates demading to share.

As such the Astray-Gradutz resource War starts, spurred on by this the city of termhelm declares it’s idependance seeing the war as a great opportunity to go it’s own way. Next turn we have to figure out your first civil war, you need to pick as which nation you want to play the 2 break away nations use their standard stats, the union of the astray has it’s stats calculated as before.

Basically you can either be the astray union, Gradutz or Termhelm and hope to reunite the nation. Termhelm also just broke off neutrally in the chaos so you don’t need to fight them for now as the other two. Depending how the war goes you might permanently loose stats from your subfactions… as you should not mismanage your faction mechanics this badly.

> Sealand
The elves expand and set up farms to feed the nation and a grand fortress rises aroudn the aetherium to contain it’s spread. All organic life is exterminated within the area and antimagic is used to make the aetherium heavy and make it crash into the ground isntead of spreading, though the process of slow transformation into aetherium wastes from soaking up of mana, antimana and minerals has slowly begun.

At least for a short time the fortiffications should be enough to stop any spread and allow for save Aetherium harvest.
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>>5273897
The tanuki are tired. the neverending war against the godflesh have left the nation weary physically and mentally.
after finding out they survived, the tanuki didnt even bother taking revenge against their godflesh opressor. the ones inside Sadeo were were quickly captured and imprisoned, their fate will be decided later. for now its time to rest, recover and rebuild the country. the reincarnation of Gurindai was quickly appointed as the new patriarch of the Jugemu clan. his first order is as follow

1-2. rebuild the Illusion array of sado previously destroyed in the godflesh war
The illusion array is a strategic weapon made by the 4th reincarnation of Ponpokopi in the 8th Tanuki-Godflesh war. it is a massive rock garden hidden in the center of Sado with numerous rocks deliberately arranged to form pattern on the sand. its main function is to increase the speed of tanuki illusion magic rituals. with the illusion array, the tanuki did not have to redraw the magic circle everytime they need to cast illusion magic rituals and simply just rearrange the pebbles to form different pattern needed to cast the magic ritual.


3. build a new settlement on the river mouth and
4. expand in the mainland
with the recently freed tanuki slaves, the tanuki population have grown too large for the island of sado to support. Gurindai gave the order for the newly freed slaves to settle on the surrounding areas in the mainland. a new city named suigyomatsu (meaning "where water eventually goes") is also built on the rivermouth to provide the tanuki settlers the logistic support needed for them to settle the mainland.
>>
Rolled 1 (1d2)

>>5273896
>Cravers
It is funny how much things change, they remain the same. It is a great shame that this new world of... oh my Lord of Flesh, we Cravers remaining must make a new name for this world; perhaps Grist'halla "Flesh Canvas Haven"? A bit on the nose with the fleshiness? Perhaps Viorpia "Boring Life"? A vote is called. Aa it was stated, a damn shame that the biology here is so bloody mediocre, many adaptations already known or surpassed by the Geneforge's abilities or our own hands, perhaps we need to turn our eyes downwards for material wealth, so we may elevate ourselves later?

1.
Veins push south, springing from Shab'let, from here a fresh Wall Tumor Farm is created admid the grasses, and beside it a slime pit is constructed- Chern'bolg first laboring to excavate a pit, and then muscus lined intestinal Flesh lines the pit, strong enough to regrow despite the slimes consumptive nature. A skin roof is layer over them, as the slime is far more comfortable in the cool moist shade. Descending from the roof are series of bone piping and scaffolding, some for feeding nutrient rich flesh slurry, and other for harvesting, slurping up slime to be placed in bone vat containers, lined with the same gastric tissue. Same problems of having to replace said harvesting pipes still remain, but such is life.

2.
A mine begins for the phosphate, where the apelike Chern'bolg labor with bone pick and shovel, and resource laden carts of flesh and bone are hauled away by snapping Rut'ra, with Craver overseers watching away. A new Settlement near the mine springs up, connected by the same southern flowing veins as the farm and slime pits, right by the coast, named Chern'kuru "Ape Limb" in a fit of humor by the designing Craver. (If this is not a legal turn, just make a 2nd mine for the Iron perhaps?
>>
>>5273893

Action 1: Expand towards the river by the mountains

We need space. Previously living accommodations were scarce, with only a minimal biological crew expected. With the introduction of organics once again meatspace living areas are reformatted and constructed.

Action 2: Construct Hydroelectric Dam at the river

A search for combustible materials would be ill advised at this stage, not to mention messy and non-ecofriendly.

Using clean power we can restabilise our failing electric grid and safeguard the lives of our digital crew.
>>
>>5273889
Another day, another sun rise, to still bated breath for the wolfkin of the Black Forest. It seems like at any moment, the fungal hordes will pour forth from Kuroi Mori. This unease may have contributed to the scale of the expansion, as they may want to put as much distance as possible between themselves and Kuroi Mori. However, Queen Yuuka can't allow the realm to be fractured, she needs to keep an eye on the fringes, keep them under her reign, and keep the Wolfkin united as one entity, so they may stem the tide should the fungal hordes finally break through to this world. Still, the Azure Star Clan should bring riches from Hastung soon enough, already they tell us of hardy metal golems, though clumsy in their movement and not hardy enough to resist the bite of iron. One wonders how powerful it would be if possessed by a Guardian Spirit.

Action 1: Establish Lumbermill on the southside of the mountain near Kuroi Mori.
The Iron Leaf Clan has long prided itself on their Iron Sabres, being the only weapon to be mildly effective against the fungal hordes, as their rotted flesh easily made way to the iron edge. However, with their travel to this world, while they were fortunate to keep the iron deposit, they have no real source of charcoal. This needs to be fixed, and the first step is to source the wood. The Conclave of Life may grow wood, but it's more ideal for making shields out of than to burn for charcoal, so the Iron Leaf Clan goes and makes a woodcutter on the other side of the mountain near Kuroi Mori.

Action 2: Establish city of Hayashi Yamamoto, to the west, between the two rivers.
As people surge out of Kuroi Mori, Queen Yuuka is surprised at just how many there are, and how far they go. In fact, it becomes a large problem because the amount of land is impossible for Kuroi Mori to administrate alone. In order to control this, Yuuka calls for whitehairs to go out and found a new city, Hayashi Yamamoto. The city is a stronghold where the whitehairs gather up elders from the various clans, growing their power over their region and keeping themselves familiar with the area, so they can more effectively crack down on any rogue clan.
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>>5275157
Forgot the image, I keep doing that.
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>>5273889
The diplomat returns with poor news. The elves greet them with obvious lies; hiding the fact that they are farming Aetherium. Everything else they hold close to their chest and obscure to the best of their ability. Its obvious no good can come from the creatures in this world either.

1. Construct farms and stone quarry.
Construction goes on to fuel the growth of the nation: A farm within the confines of Arcadia; fueled with elemental magics and false suns with covers on timers to fuel the growth of a variety of the plants whose seeds remain. While the Arcadians no longer need to eat they still can and the food can be a good mood boost and small reminder of the days when we were still human. Second will be a quarry on one of the hard stone deposits to fuel the creation of golems.
2. Research soul creation.
We are currently unable to breed and unless we wish to steal the souls of other creatures we must learn to create souls from scratch. The old research on souls are dusted off and animals brought forth for study material, if they have souls in this world, otherwise volunteers are carefully inspected to not cause damage.
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>>5273897

>Recovery Building from last turn - Fort (Red X) - Tap HardStone Mine
The northern dock lies at the edge of our new realm, and needs protection. Allow the Hard Stone Mine to supply it's construction, ensuring it's quality!
>Action 1 - Build Coal Mine - Build Iron Mine
Ah, the mountains yield riches, as we guessed they would! Not the riches we WANT, per se, but steel is just as useful as gold and silver!

>Action 2 - Build Iron Mine - Build Magical Factory (Blue X)
While the mines open up, the dark stretches of the earth plumbed by Do'la (without torches, no less!), the Blue-caste Shamans get together and begin the business of Sa'terif, the art of weaving shadows. They have already tested their basic magics, and to their pleasure find the old spells still work, but without access to enchanted goods, they cannot know for certain that everything else about Sa'terif remains the same.
For now, only wooden and stone goods can be enchanted. They will attempt further exploration of materials, to see if everything remains the same.
>>
Fluff: Well... so far stuff is okay and not coming apart. Food seems to be available and apparently others are here too. What’s more, and island... that flies. This is an issue that is likely being called by the Pathonium which is what the Modified Atherium is to be called. Considering it’s properties are different, it only makes sense to do so. What’s next.. finding something that is workable and won’t explode

1 action: Expand territory
Finding more workable material is important, and finding it within an area of influence more so.

1 action: Prospect land
Earth magic should help here... hopefully useful materials can be found
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>>5273907
(This was retconned and basically first turn was skipped. Sent everything to Viorp with my stats so, unless something stupid happened everything should be good)

While a number of delays had occurred due to the nature of essentially reforming a bureaucracy with a number of extremely divergent and distinct languages, things would still slowly get done with the surrounding lands claimed. Of course, things were still hard for the poor Viersperan due to the cold, but ideally with time that wouldn't be too much of an issue as the nation expanded further south and better lands for the serpentine people could be taken. Or simply their cities were granted electricity and the various renovations to utilize said electricity for heating. Still, while this was arguably the biggest problem for the time being as the nation slowly expanded, there would be a very interesting proposal put forth by those from Gradŭtzhelyazoto, specifically on the nature of faith. This was partially due to some of the priests of the four aspects of divinity speaking with those from Sokchon and learning of their own beliefs, and swiftly this resulted in a call for a number of priests to come over and discuss matters of faith. For Sokchon and Gradŭtzhelyazoto, this was a way to ideally spread their own beliefs, though for the others this mostly was to learn more about the others. Luckily, the Weg der Götter/Pad van de goden that those from Heidekerk aan Zee had was fairly syncretic, and that the Viersperan and Children of Fanw held true simply was the belief in their creator deity rather than a belief in only one singular god. This still worked for Sokchon, which did not deny the existence of gods and goddesses who tended to the world and allowed the possibility for one's soul to escape the cyclic existence and ascend and instead advocated to reach this goal, and their own beliefs actually lead to a lot of debate in the priests of Gradŭtzhelyazoto, as much to their surprise the beliefs of Sokchon, while not focused on the parts of the cycles themselves and instead focused on one's existence in them, was somewhat familiar. It also lead to some interesting thoughts of if, perhaps, people didn't rest with spirit for long until they ascended. Regardless, with the two faiths holding some things in common, it was quite enlightening. And the whole debate helped ensure that, ideally, people wouldn't step on each others toes as it were and a greater understanding could be fostered. Naturally, Gradŭtzhelyazotoand Sokchon gained the most from this. Though, the fey of Breksos gained little, mainly owing to the fact they hardly had any proper religion more than superstitions for most part.

>Action One. Expansion

>Action Two. Prospecting

>Action Three. Religious Dialog.
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>>5273893
The seas teem with life. This world is near to paradise. The depauns are more than adept at getting by without much technology in this situation. Thus an expansion of population continues.
The elders of Reed River however worry, they must keep the past from being lost. Technology and tradition which keeps the race on top…

Free expansion:
This time it is the underwater which is focused on by the dragons. Searching for new waters to raise dragons in. Never keep all your eggs in one basket (as the saying goes)
Action 1:
>construct 2 new hatcheries
Some depauns inevitably remain in the deep. Forming tribes which maintain a general respect of the surface focused depauns. Civilization proper does not penetrate the depths at this time as it did on Sigod…
Action 2:
The island and surrounding waters are scoured for resources. Although the possibility of trading with foreigners is there the nation simply doesnt have the industry to do so reliably.
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> Posting for mygros
I would like to expand south of my main city towards the river for my passive expansion and for my actions.

1st action: Survey the land east of the Minotaurs city.
2nd action: Invite the leaders of the other cities to discuss the foundations of a union to support each other in times of need .
3 rd action: Build ships using the harbour that will be used to scout the sea around the island. (edited)
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>>5273901
Action 1: There must be another way
We cant just become magic powered mechs as this would mean that we would have to not only change our internal systems and our current technology... and while non engraon substance could work we would also sacrifice our mean of transformation... thus the only plausible option is to find a way to create synthetic engraon...and thus a search would be done of potential materials that could be needed to make such synthetic energy (Essentially prospecting in hope of finding suitable materials for making synthetic engraon)
Action 2: Expand further south
Expand two tiles to the south
Action 3: Link the coal factory to the machine part factory
While it might be a waste... it was our only choice thus far and thus we decide to link it to the machine part factory as it is our safest bet for now
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> Tanuki/Jugumu
The poppulation of tanuki spills out of the once traveling City of Sado, the tanuki flood onto the mainland establishing a new city and expanding rapidly… a new city is founded to administer the newly aquired lands.

In the capital the ancient illusory array allowing Ilussion magic to be stronger locally is restored. As the magic energy of this world is stronger experts say that that if certain changes are made the ilussiory effect could allow for hiding the entire capital island. Pieces from the new defunct gate still pulsating with divine energy could be used for this task.
(for 1 extra action into the array you may create a grand illusion obscuring and hiding your whole capital)

> Cravers
The first slime breeding pit is constructed and it is sure to provide many slimes to the the craver nation both as use as pets… lube and potentially weapons. Luckily and boringly everything works as it used too.

The two mines are constructed both iron and phosphate minerals are extracted by the Chern’kuru on mass. (a city is a full action).

> Neo-Tarnish
The Blue Acorns are given another mission by those who dwell within the servers and as is ordained they follow. A great dam is to be built, the coputers spit out a methematically ideal design and the wolfkin get to work collecting rocks, scraps of metal and wood to best possible match the design. Their primitive architectinic knowlege can’t really be up to task, as such a gamble is made and all Museum Robots are used in full force untill their batteries run out. Evnetually everything goes silent as the stored power runs out, near the end of the construction of the dam. Energy saving mode is activated and both machine and colony-ship enter a state akin to slumber, before in what to them seems like an instant everything comes back on.

The power from the powerplant is flowing in and energy is restored, that’s one less worry. Though upon further inspection it seems that the dam is not exactly perfect and should when possible be fixed up. (gain access to hard stone within next 3 turns or invest 1 extra action in making sure the dam holds)

The land beforet he dam turns into a wet mushy swamp which quickly is filled with life which did not have much of a niche in the dese forrests which have overgrown everyting, though the river further downstream becomes thinner and devoid of life as most fish just die from the fall from the heights of the dam their corpses rotting making the water of the river toxic, that luckily is a temporary worry all species not resistant to the high altitude falls should die out pretty quickly afterall.

(you can connect the powerplant for free somewhere to restart production)
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> Black Forrest
Happening: The northern river which has been flowing into the kelp bay has shrunk, and is filled fith skinking fish kadavers rotting as it flows causing a horrid stench in the sparsely poppulated northern hinterland, but the rotten fish seem to have caused the plants in the bay to be fertilized further blooming into a seagrass forrest.

Among the trees of the BFT another lumbermill rizes and right next to it moulds of clay and dirt. Within them half of the wood goes to burning while the rest is being heated breaking it down. Charcoal is being produced, a job relegated to the criminals and the poorest among the wolfkin for it leaves one very sick after doing it for a long time. And with coal secured the production of steel weaposn resumes, granting access to mastercrafted swords once more.
(2 buildings per action)

A new city rizes to help administer the wolfkin which flooded out of the capital once brought into this world. This will help keep the realm together and adminsiter it.

> Arcadia
To perserve the exotic seeds of the old world farms are constructed and provide more than enough food to feed the meagre arcadian poippulation, thogh might come in handy feeding their mighty bioengineered creations.

The research shows that in this world too there exists a difference between sentient and nonsentient life. Examined volounteers show standard souls, nothing one coudl replicate from scratch, native animals though exhibit something your scientists therm ‘spirit’. Spirits of each type of animal seem to contain an immortal spirit which return to nature tied to some element after death:

Air - birds
Fire - reptiles
Water - fish
Land - mammals
Metal - Insects
Wood - plants
Darkness/Poison - Mushrooms and Amphibians
Light - theorized, but not discovered

In short life native to this world seems all to be immortal spirits or part of elemental spirits taking on fleshy forms for some reason. This world has no native sentient life thus you can’t examine that.
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> Umbral Theocracy
The tile in which you wish to put the fort is already occupied by a dock. (1 building per tile). So I put the fort further west, because this is unintentional you can change where the mine connects for free next turn.

3 mines are built.

The manufactorum producing enchanted stone plates rises out of the ground though no stone is suppleid as of now it certainly will be useful once is. (the wood enchantment is your forts including ilussions in the trees). Hopefully hard stone deposits are found soon, or deposits of other materials which found a role in enchanting in the old world.

> Rismier (Steel)
3 mines and a lumberyard are built. With iron,sulphur and wood acessible once you have electricity and coal both factories can be reopened.

> Sea Elves
You expand and find deposits of coal, iron and salt additionally as you move into the mountains you find volcanoes, the craters of the volcanoes seem to exue unusually strong magic energy moreso than just found in the ambient surroundings.

> Astray
You expand and prospect for resources. Oil, sulphur and phosphorus are found. A question is brought up whether each mini-state should beneffit from the resources in their land or they should be shared equally.

Traeth - +4 influence
Sokchon - +4 influence, +2 happiness
Termhelm - +4 influence
Heidekerk - +2 influence
Breksos - +2 influence
Gradutz - + 6 influence, +2 happiness
Metrin - +2 influence

Additionally due to the religious reforms the leaders sat down and started convening over how the religion os the state should be shaped, how the various religions should interact and what moral rules to go with.

Option 1: State Church - all religions are forced to cooperate under a state church +1 happiness for everyone

Option 2: Separation of Church and state - all religions of the 7 founding nations can be practiced freely with no state involvement, -1 influence for everyone

Additionally the question of soul harvest for their reproductive purposes comes up for Breksos:


Each state decides: neutral

Allow: Traeth, Sokchon and Heidekerk loose 3 happiness and 3 influence, Breksos gaind 6 pops and 6 happiness and 6 influence.

Ban: Breksos looses 6 happiness and 6 influence, Traeth, Sokchon and Heidekerk gain 2 happiness and 2 influence each. Breksos can’t reproduce.
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> Depau
Hold on there you only had a free expanssion turn 1.

Building hatcheries is a refunded, you don’t have enough underwater land to build them.
You can spend the action o nsomethign else next turn.

Scouting is either for a speciffic resource outside your land or 3 random in your land you can’t scout for random resources outside your land. I searched on your penis island then.

The dragons scour their homeisland taking to hart the lessons from their dwarven friends in the old world the dig deep and greedily for if shit goes south you flee to the moon and as they dig first the results are unimpressive, they find coal, and iron and some usless rock which is way too hard and messes with their magic… wait! Some dragons play aroudn with it and bring it to a blacksmith and it is a material of myth, thus dubbed mythrill it’s extremely hard but also seems to posess complete immunity to magic to the point that it just beaing nearby jumbles up spells.

> Mygros
The scouting unearths 2 deposits of hardstone and one deposit of coal.

The emissaries of the other cities are receptive to the proposal due to the circumstances of having been ‘isekaid’. They are worried about loosing their authonomy though and many preffer to just suppport each other as allies. (if you invest 2 actions each into one of your allies they can be directly annexed and a union is formed)
(if you just wanna do diplo @me in IC chat.)

A lumberyard and shipyard (ship factory) are built now the minotaurs can set out into the open sea and explore to their hearts contents, constructing a port might be useful for that and future trade.

> Deseptracons

No resource suitable for repalcing engraon is found, no matter the vigorous searching… nothign usitable is found… (failed prospectign for legendary resource roll), but on yoru travels the Desepracons learn that another peoples lives right next to you. Beigns of many shapes and sizes they seem like a collection of many sentient animals possibly they are the natives of this world. Their technological prowae is that of an early iron age civilisation, but their numbers are huge.

You expand two tiles to the south leaveraging your poppulation to their fullest ability.

Linking the thing is free… you have a 3rd action for next turn again. Though changing from what it si connected now to another is half an action.
>>
The people of Hayashi Yamamoto are concerned about the dead fish, some say it's a sign of the golems disrupting the natural order, but the elders simply tell them that such things have happened naturally before. Though, they too are concerned about the dead fish, even if it flourishes the flora of the river mouth. Still, they hold the youngsters from doing anything careless long enough for Yuuka to arrive, whose giant presence and radiant aura makes the youngsters act meekly, as she brings druids from the Conclave of Life, who assure everyone that everything is fine, it's just the usual hiccup caused by nature itself. Though many suspect she's forced the druids to say this, the Wolfkin aren't druids, and have to relent to their wisdom.

Action 1: Research agreement with Conclave of Life.
The Conclave of Life has been our stalwart allies, ever since we marched out to their aid. But there are still many secrets they hold, which would benefit us greatly. For example, while we steadily deplete the forests when we cut wood, they can grow an infinitude of wood as long as the soil can support it. Not to mention, they are always finding new types of wood, who knows how long until they find one with wondrous qualities. So, we shall establish a trade of thoughts, we are to teach them our secrets, as they teach us theirs, a research agreement. Really, we ought to have such an agreement sooner.

Action 2: Establish hunting ground southeast of Hayashi Yamamoto, and market north, next to the river.
As whitehairs settle in the new city, first order of business is securing a food supply, because those who control the bellies, control the people. The wolfkin are adept hunters, especially when provided with Conclave camouflage netting. However, there are also craftsmen among the whitehairs, and wanting some of the gifts to the north, their first order of business is to make a market, where they can trade upstream.
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>>5278007

The surplus of power is unassigned to any of our buildings for the moment, as even if they were turned on they lack the materials to process anything.

Action 1: Technological Restoration (2/?)

With energy restored the engrams rejoice, regular broadcasting and streaming services return with a special 34 hour long variety steam from everyone’s favourite Roko! to lift the spirits.

Once it concludes bright minds return hard at work to restoring the template patterns and tech-vaults of the Empire to their former glory.

Action 2: Expand

The wolfkin and servitors creep across the mountains directly north of Lazenbolt, staking new claims in the ground where it is hoped a source of suitable stone may be found to seal the dam.

The wolfkin ask why not use the stone we’re currently standing on, it’s a mountain.

They are foolish creatures, perhaps one day they can be domesticated, but until then they must follow directions.
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>>5279172
Addendum: Action 1 replaced with additional expansion into the mountains
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>>5278007
> Cravers
1.
Found the city organism of Chern'Kuru (red dot). Unlike the mighty spire organism of Neverborn, Chern'Kuru stands closer to the ground upon the coast, wrapping itself across the river, for the later addition of a river maw for greater flesh gathering, and Cravic expelling of waste and filth pathogens.

2.
Wall Tumor Farm is raised near the new city (black dot) to help feed the site our our Raut'let swarms, the Raut'let Hive (yellow dot). The many Flesh Priests overseeing the projects do have ideas and questions though, for example how well will the Raut'let serve in this new world, and perhaps later on altering what the hive may produce, to allow for larger aerial servitors. Only time will tell, we always did find those funny gryphons of the Vossik interesting, the freedom of flight would be a wonderful thing, but that is work for another tyrn.
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>>5278007
>fugging image
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There has been no answer from the Fleets, none from the Hayreddins was to be expected, none from the Störtes was concerning but unsurprising but none from Nahkimov is downright frightening as the reality dawned upon the leadership of the Deep Realm that most of their fleet was gone and a good chunk of their leadership with it, the Great Houses are in turmoil over this. Worse yet, with them vanishing so did the supply shipment for the NPP Complex of the Fathomhold and without it they couldn't hope to restore their fleet even if all they had to do was to simply assemble already built parts.

Yet Neptune must have still been with us as the surveying teams send out to explore this new world found Nuclear Materials right in front of our doorstep which is at least keeping the Nahkimovs very busy while the discovery of those fantastical creatures immediately sparked conflict between the Störtes and Hayreddin, the age old question of whether to remain hidden and observe or go out and confront but for now we cannot afford to lose the advantage of being near impossible to discover by them and will continue to watch.

The Island however is a more worthy target and would jumps tart the restoration of the fleet, a task to be handed over to the Minor House of the Yangtzi as the Fathomking works on guiding the Houses through the process restoring their leadership.


Action 1: Construct a mining station at the nuclear materials deposit

Action 2: Settle the Iron and Sulfur rich Island
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>>5278010
Pop: 4
Tech: 7
Magic: 7
Wealth: 6
Diplo: 10

Fluff - connect the hardstone mine to the fort south of the docks
Convince Turtles to trade my Coal for their Situational Metals.
Convince Turtles to trade me their Phosphate to fuel my Fertilizer Factory, which I then use on Their Farm. Split extra food evenly.

>Action 1 - Build Fertilizer Factory [Red X] / Hook Situational Metals into Magical Factory, replacing Stone Plates (will discuss what Sit. Metals give me)
The Turtles' Phosphate lies untapped, and with a daily diet of fish growing more and more unpleasant, plans are made to turn the shelled one's Phosphate into fertilizer for aiding them in growing crops.


>Action 2 - Expand into coloured tiles.
Further claiming of the western mountains will no doubt prove lucrative, in time.
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>>5278008
1. Research creation of spirits from elements.
With the discovery of animal spirits on this world the wizards grew abuzz with the possibilities of what it means and possible uses. However, the next step would be to find the making of how these spirits came to be. The animal spirits would be taken from their fleshy forms and studied for how the elemental energies hold their individuality. From there the great many magics of the Arcadian wizards can be put to use to manipulate those same energies and woven into new spirits.
2. Scout farther abroad.
With the discovery of ones from our old world many grow disheartened at the possibility that all that we will find are simply the treacherous and cultish groups seen in the old world; but others do not give up hope. Again the scouts get upon their dragon familiars and set flight to find others out in the world or anything else of interest.
>>
1 action: Iron and Coal mines
To make steel is one thing. But to properly arm oneself as well as to bring back up normal gear. Having ships made entire out of wood is nice and all, but it doesn’t work for carrying Pathonium which seems to spread to organic things with too much ease.

1 action: Salt mine and Fort upgrade
Salt for both food as well as keeping organic items from spontaneously popping up during Pathonium harvest. Can’t have the stray weed cause a full blown pandemic.. and everyone knows how terrible plagues can be. Lastly, it’s rather important to make the tower better. Something out of iron for right now if it’s non-reactive. A few preliminary tests to ensure that it won’t just corrupt and spread. Same with the salt. The ideal is to keep it in an contained while mining off portions of it carefully and safely to be used as pathonium cores. Once steel is made properly, then, and only then will this be put back into ships properly. And now at the very least tools can be made to properly hold it without having to just use magic to maneuver it around
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>>5278007
>1. grand illusory array
>2. send ninjas to search for the most hostile and dangerous creature living in the surrounding areas

The reincarnation of Gurindai is old. he have witnessed and experienced everything from the days of leading the tanuki revolution againstthe godflesh to rebuilding the nation in a strange new land. he have done everything he can for the tanuki and now that he is old and the tanuki is at peace, there is nothing more the tanuki could ask of him. still despite his life nearing an end the old tanuki refused to retire, he said to his fellow clansmen now that the tanuki are growing and expanding everyhere sooner or later they will soon encounter threat from the native of this unknown land. and before he kicked the bucket, the old tanuki can still contribute for the last time by subjugating or eliminating this potential danger. the tanuki council reluctantly agreed after telling the old tanuki not to push himself too hard. and so the tanuki ninjas are sent to every corner of the tanuki border to scout for potential danger against tanuki expansion.

meawnhile in sado, a grand illusion was quickly cast in the array. with local magic power and remnants of the divine gate the entire island of sado will be surronded by illusory mist where no mortal and gods can see or divine whats going on inside of the island. not only will the island appear invisible to outsider it will also act like a barrier preventing anyone from interacting with it unless with the permision of the tanuki.
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>>5278016
1&2. Focus on mining the NUCLEAR MATERIAL.
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>>5278016
Action 1&2: Prospecting once again
If we need to make synthetic engraon then we need to find materials FOR said usage and thus multiple deseptracons units are sent to scout our recently owned land to discover any potential sites that could be used for a mine...
Action 3: Expand toward the east
dont really have much to say
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>>5278016
Action 1:
>mithril mine + iron mine
New opportunities are presented by the metals… the mining of coal remains small as the theocrats push for self sufficiency in lower metals first while other dragons are quick to establish independent mithril mines.
Much of the islands trees are used for fuel in the process… although deforestation is not yet enough to cut all the mighty forests of the island…
Action 2:
The underwater territories expand, mainly within the deep.
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>>5278010

There was a little known secret about the Fey from Breksos that the Cafoddwol fairies and chauns would likely desire to keep secret if they even knew. Fortunately for Cafoddwol, only one fey even knew about it in great detail, Aurora. Unfortunately for the Cafoddwol fey Aurora was actually in the capitol when it was brought over. This resulted in issues when the honest and scholarly fairy queen mentioned to a Viersperan record keeper how they had memories of their past lives. Something that swiftly made a number of questions and, once noticed by the other peoples of the union, caused a good deal of surprise and a very mixed feelings for some. The Children of Fanw, while believing in reincarnation, were by and large fully against the method with which the fey were used and found the thought that one of their clan members could end up a clueless lesser fairy or chaun. The Saljwyi of Haeran'Yi were a bit more mixed, with a minority believing that it could assist in gaining knowledge of the different stages of the soul in escaping the cyclic existence that all lived, and how the stages of the fey were at least somewhat similar to the stages of the soul itself. Though, the majority saw it as a disruption to the cycle that potentially could freeze one in place given how the fey were effectively immortal. The Katzarin meanwhile were also fairly against it, mostly due to the bad memories of the demons that they fought against and a desire to keep their souls their own. Surprisingly, the Verhal and Verstark for the most part were apathetic and didn't really care, and the Viersperan of Metrin Kalan were fine with it as it gave another chance for the dead to make history, all be it in a very different way. Further it'd help what they perceived as an ally. Arguably the most surprising was the response from the Virm, Drakon and Balaur of Gradŭtzhelyazoto were actually fine with it. In fact, the priests of spirit saw the chaun and fairies as servants of spirit. Viewing them as souls given a new body and seeing their mostly relaxed nature as matching that of Spirit itself. In the end though, while Helderezee, Haeran'Yi and Prenhaearn voted against them, the other's voted to support Breksos. Of course, due to half of the union not including Cafoddwol itself being against it, it was agreed such would be voluntary and based on the nations laws. But this was acceptable for both parties.
>>
While this major debate held the majority of the attention of the union, the matter of church and state was also discussed. While some, mostly the Salivanids, desired for a state church to unify the country, and some outliers from the other nations also desired one, it was mostly agreed that faith was best left untouched so as to not step on the toes of others. Similarly on the side of things not focused on was that of dealing with resources. This would be a bit more divided, but in the end it would be agreed that these resources should be owned by, depending on the country in question, businesses or the union as a whole. In essence making the resources shared and ensuring links of trade and resources that should, ideally, keep the union together. As this was done, a number of oil drills and sulfur mines would be set up in Haeran'Yi territory. It was mostly with the assistance of the Katzarin's equipment, and even then it was primitive by Helderezee standards, on par with the Children of Fanw or Dragonic folk, but it was still done and far better than what was before, likely to be upgraded further as electricity was created. Similarly, the oil swiftly would allow for a power plant to be constructed a bit to the south of the oil fields, which would provide much needed power to just about everywhere, and as this was done, a joint military base was constructed not far from Heidekerk aan Zee. Aimed to be a modern one built to standard once the power plant was up and running. The base would likely please a fair few who were concerned about certain things given a few visitors only known to one member of the union...

>Each state decides

>Resources shared

>Church separated from state.

>Action One. Construct oil drills and sulfur mines

>Action Two. Construct an oil power plant and a military base.

Pop: 6
Tech: 5 (rounded up from 4.5)
Magic: 3 (rounded up from 2.6)
Wealth: 4
Diplo: 3 (Same as wealth)
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>>5282425
(Diplo bit is meant to be same as magic, not wealth.)
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Gyros actions

3rd Megryos turn.

1st action: {diplomacy} Dispatch a team of diplomats to the Dwarven city to start talks about establishing the union.
Taking the intitiative the Megryian council would send a team of diplomats to the Dwarven city to apologise for the mistranslation, the Minotaurs do not wish to conquer their neighbors through guile but to build a federated union with the neighbors so that they may settle matters of trade peacefully and coordinate matters of defende in times of war.

2nd action: {building} The minotaurs shall build a port to rival the port built by their ancestors.
The local Minotorian naval guild, petition the council to invest more in what is seen as the heart of the cities life and future economic prospereites and after days of waiting a surveyor is sent to the bank of the River Alamush to work with the guilds architect to draw plans and start the constreuction of the grand harbor.
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> Sea elves
The Iron and Coal mine are constructed, with teh Iron from the Iron mine being forged together with coal into steal to be used as a layer of protection within the Scinelectrum farm. A genious idea, simple steel plates would be places facing the scinelectrum into the growing area and peridically sprayed with saltwater to make them rust, once the scinelectrum starts growing on the flaking rust layers antimagic is applied to make it fall onto the ground and inside the containment area.

A permanent solution the containing Scinelectrum has been found, well worth spending large amounts of Iron on. On that note it might be time to actually get an airship factory going.

Airship factory: needs scinelectrum and wood supplied and you need an airport to operate an Airforce.

Due to a surplus in wealth and food the Capital area and the area south of it have become a greand urban center allowing for a 2nd building there but consuming 1 extra food.

> Rismier
land far away colonized and radio towers for communication set up. Next turn 2 ports and a mine need building and then everything wll be ready to restart the nuclear powerplant.

Though you currently lack any provinces suitable for a major port… though if you are in a rush you can make a river-port using a tiny river to your north. (no coastline provinces, but one province connected to coast via thin river, will suppport only 1 resource transport)

> Deseptracons
You expand 2 tiles and your flying troops are sent exploring further finally a good sybstance is found. The material seems to be characterised by one thing it’s incredibly hard in fact it is belived that once shaped once it becomes completelly unworkable and indistructible with some experimentation it might be possible to make it an Engraon replacement in one sense or another.

(it’s south-east on the map from you)

(To obtain the resource you need to build 2 ports 1 in your mainland and one there (close enough to allow for colonisation via port), you need to of course colonize the land and then build a mine there to extract it. That’s 2.5 actions total.)

> Depau
You didn’t do anything with the refunded action so I’ll give you the 2 hatcheries in the deep, you expand into 3 province equivalents in water.

Due to a farm and hatchery surplus +1 population.

The iron and mythrill mines are both constructed, the mining dragons toil away using their unweildy giant bodies somehow forcing themselves into the mines… they are people of the skeis and seas not tunnels goddamnit! Luckily hired tarnish hands manage to help out with the whole minint ordeal and get into hard to reach places.

The Mythrill and Iron mines are constructed, now forges need to be set up. It seems some Dwarvish influence has rubbed of on the Depau.
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> Black Forrest
The Conclaveans are receptive to the research agreement albeit you do not have as much to offer them as they do you in therms of magic that is. As such you do not manage to gain all their magic secrets, you learn minor spells which aid in construction works using living wood, the spell which allows wood to become inprevious to fire and most importantly magic which helps to restore forrests and let them grow. (lumbermills etc. won’t cause deforestation)

Hunting grounds and market are established

> Neo-Tarnish
The wolfkin are sent to expand into the mountains. They don’t like it there, there is no trees there. It’s not nice there, they want to be back in the forrest, the forrest of hanging cables inside the colony ship is fine too.

Wide open spaces bring back some ancestral trauma, some of the wolfkin are caught getting scarred of mushrooms lately.

> Cravers
Chern’Kuru is born the great organism child of this world, great organism born of the biomass native to this so called boring world. Though it might not be that boring, month back great black metal birds have been seen in the skies of the west and it may be those sightings who inspired the buildings of an airforce of our own.

Our trusty Raulets are once more put into service, but that beakons the question, will mere pure flesh be enough? As we once boasted now lost Asbestos shells maybe it is time to dip more into the world of anorganic resources to bolster our bio-potential.
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> Deep Realm
Snapping out of their confusion the people of the Deep Realm get to work expanding rapidly (13 water tiles and 3 land) this strains the communication networks of the new nation and governing all of this might be hard with just the capital as a center of control. (you need a new city to controll all your land). The island is colonized putting humanity’s foot back on land, though also now the ‘netives’ of your presence.

The restoration of the powergrid also helped calm the populace, no longer will they have to send long nights in the dark to make sure the life support systems of the underground grid stay affloat the factories are sadly still far from back to operational, which we have one source of iron one more is needed to supply both and we lack aluminium, copper and lithium for the cybernetics as well as plain petrol is lacking for the U-boats mainly needed to make rubbers and plastics needed in their construction.

Slowly the 2nd apocalyptic event becomes managable as the House of Yangtzi rises to prominence, taking a unifying role between the various houses and helping them settle leadership disputes. (by helping whoever they like get in power).

(you have an electricity surplus)

> Umbral Theocracy
Trade with the Turtles goes well your fertilizer boosts their farm and in exchange you get more food and they do too. Nevermind it’s their own phosphate fascilitating that… hope they don’t notice.

Now both your nations posess a comfortable food surplus. As for the coal for situational metals trade. The Turtles agree, but the deal is believed to be in yoru favour and thus worsens your relations making them warry to further requests.

As for the plate factory with situational metals, experiments are made and it suggests that they could work akin to cheaper and more versitile gold, but as of now your understanding of the material and how it interacts with the plates is unknown. (research what it does as an action, you can propose how the situational metal plates work too)

The Turtles invite you to the ceromony of the birth of Aetia the newborn Broodmother of the Turtles the Goddess of their race manifest in this world devoid of Iti. (come figure ito ut in IC chat)
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> Arcadia
The creation of souls from spirits yields an interesting reult: spirits are actually not individual beings. To explain in a weird sense, imagine you had a cup and water was dripping into the cup a bit of it constantly overspills. There are 8 spirits (7 known), and the spirits are too grand to be contained within their own heavenly form as such their soul overspills the drops falling to the mortal world becoming spirits thus animals, then when the animal dies the spirit returns to the whole bringing with it all it’s memories and causing new displaced drops to fall.

Your scientists belive new Homunculi Souls could be created by splicing spirits, but upon death the soul woudl be turn appart and would return to the Grand Spirit infecting it with sentience and the memories of what we did to it. Additionally the spirit-soul would be higly unstable a soul created from spirits would be like a human brain created from sewing together the brain of a monkey, dog and dolphin.

A second research path exists though, use our knowlege of souls to allow mages to link their souls to that of a local animal and thus indirectly the grand Spirit. Creating soullinked familliars, this link would allow for pulling of magic powers directly from the spirit allowing a mage to excell in one discipline, but the soul link means that death of the familliar would also directly destroy part of the homunculusses soul.

Further scouting reveals a nation of humans mixed with golems. Their land is tiny, a small island a 3rd of your land. Their dlesh is augmented by non-magical (what sorcery?) golemic augmentations which seem to make up for countless injuries and mutations. Close to them is what seems to be a coalition of 4 states all working together minotaurs, shadow people, dwarves and horned orc or goblin looking things they seem rather primitive.

> Union of the Astray
Numbers all seem right. The Union having agreed on many things. Please post also how much influence and happiness each of your subfactions has, this is so I can doubblecheck my stuff with yours.

The 4 buildings are constructed and considered for everyone’s equal use, that’s how a modern Oil Powerplant ended up in the lands of the Llychlydyn who have no clue what electricity is beyond zappy sky snakes. Lastly the great assembly left up the question of the nature of the Fey up to everyone.

The heidekerki havign had their immediate goal met are the big winners this turn and soon have a next goal and that is to set up a university and help educate the less advanced races of the Union. (build STEM University)
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> Megryos
Gifts are sent to the dwarves and trough cunning and diplomacy your intentions are laid bare they have interests in an union of Equals. (actions for other 2 then you will essentially play an union of 4 states you need to equally please)

The Grand port is constructed dwarving the port of the dwarves. The Grand Port linked to the shipyard allow for mass production and deployment of ships on a scale currently unrivaled on in the world. Albeit simple ships, there are many and as they travel, they discover that the eastcoast of the island contains a stright drop into water, which seems to have no bottom and a few ships are attacked and destroyed by gynormous sea monsters. Large amounts of magic are present in that area.

> Jugemu Tanuki
The Ilussionary array is finished and your capital is hidden, no intruders shall know it even exists, it may no longer be able to teleport and the divine gate may be shattered, but it protected you once more from whatever may lurk in this world… and that’s exactly what you look for.

There does not seem not be much interesting life in the forrest, worst thing you find is a bear… bears are scarry, but I mean come on? Hearing about the search trough her prison walls a Godeye Cultivator says that trough the small window of her cell she managed to divine the presence of great bests and monsters and she is willing to divulge it… for some conzenssions. (continue in IC chat)
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>>5283274

Action 1: Expand around the lake

We require more space, ever more space, we simply cannot get enough of it.

The wolfkin are sent again to more fertile pastures, and they certainly prefer their new settlements to those of the cold north.

Action 2: Prospect the mountains

We hunt the mountains for whatever they might contain, there is surely something of use to us that will allow us to finally begin producing things again.
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Queen Yuuka has new palaces built along her lands, using Conclave magic to do so. These palaces are quite spacious, each with a flower garden and servants to tend to her needs and whims. There's even some fine manservants around, dressed in maid costumes from the Homestead golems up north. She is quite enjoying the palace life, and her people are happy, seeing nothing but prosperity in these lands. The threat of Meoswilum is fading, they haven't emerged for over 3 tyrns, and we are already somewhat prepared if they do. Still, we ought to do something to get more wares from the north, not just clothes, but weaponry. Some of that living metal, or perhaps those golem bodies, if production is setup, there's sure to be some excess.

Action 1: Prospect for minerals in the mountains near the market.
While Yuuka is busy appealing to the Conclave of Life, the Iron Leaf Clan looks north, to the starfallen golems. They wish for minerals, and we have vast lands in which this mineral wealth may lie. However, digging in the forest is going to take a while, so we'll look to the farthest reaches of our lands, the mountains. Specifically those near that market we setup earlier. With something to offer in continual trade, the Azure Star Clan is sure to bring vast riches to us in technology.

Action 2: Expand to the southeast, around the Conclave of Life.
With a food source secured for Hayashi Yamamoto, the Wolfkin surge around the Conclave of Life, eventually making it to the uncolonised lands around them, completing the envelopment, and securing the Conclave's borders in all directions except the sea. These Eastern Wolfkin take quite a few influences from the humans, living in the trees and making use of straw hats as they tend their fields. Quite a few have split-leaf shields, where one half is the green oak leaf of the Conclave of Life.
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>>5283274

What a curious thing, these flying metal birds... perhaps our approach in the past world was flawed. More consideration to the non organic or living works of Non should he given perhaps, for it has brought us strength before. We can not forget this insight.

1.
Expand north west, following the mountains, seeking some mineral wealth to enrich our lives and our creations.

2.
Our wealth of iron is used to help improve the Chern'bolg, granting them stronger bones, and larger frames, as well as inbuilt bone tools. The Flesh Priests hope this will improve productivity from the mines, and yield dividends in combat for when the need arises. The Bloody Apes are all the more red due to the increased ferrous content in their blood, red all the way to the bone.
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>>5283276
>Action 1 - Situation Metal Research
The hodge-podge of metals the mine unearths are often inadvertently alloyed together, the ores too mixed up and granular to dream of sorting and refining. As a result, the shadowy magic imbued into it seems to, at least initially, mix together, creating a new spell that draws from elements of all them. It's exact use remains a mere dream, if this proves true, but already the merchants have that tell-tale glimmer in their eye.


>Action 2 - QUEST - Ambush Attack
The hooded figure speaks of a cabal of homunculi, which he has to explain as "fake, constructed men" to the Do'laroshans. The shadowy people had seen golems before, 'men' of stone and steel, but these were not alive, not like these alleged 'homunculi'.

The Do'la, when faced with the unknown, have three deep instincts they follow. The 1st is to 'covet', and so it is with this strange altar the man speaks off. Such an artifact will surely be engrained with strange magics, native to this strange new world!
The 2nd is to 'observe', and so a cadre of dark-cloaked Do'la are sent forth, darting through the forest shadows to remain unseen, slender bows in hand. One, of course, will be a Shaman, bracelet of indigo-dyed leather indicating his proficiency with the illusionary arts. His job will be to, if possible, draw close to the 'false-men', whether invisible or disguised, and learn what he can of what they aim to do here.
The final, 3rd instinct is to 'hunt'. Do'laroshans are carnivores, after all, and the instincts run deep. When faced with danger, in the dim darkness of their early aeons, the pitch-black world they called home was an eat-or-be-eaten hellhole. To strike first, unseen, was always the best option. Once the Shaman can glean some information (unless said information would put these homunculi as upstanding mortals who would be better allies than victims), he will signal the hunters to strike, arrows darting through the dark air to find malformed flesh. The Altar shall be ours!
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>>5283281
Is there still plans for gods and could a get a discord link that isn't expired?
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>>5283281
>1. send the reincarnation gurindai to subjugate and tame the serpent in the north OR kill it if he cant
>2. start the prison college construction project. (six tiles, first one to be built is the college of the eyes and muscle)

after hearing location of the serpent from the godflesh diviner the reincarnation of gurindai immediately embarked on a journey north bringing a couple of tanuki ninjas with him. the old tanuki can clearly feel that his life will come to an end soon. but on the other hand his power have never been stronger. his muscle quiver with anticipation, eager to partake in one last battle before his soul return to the to the cicle of reincarnation. he decided upon meeting the serpent tha he will first try to subjugate and tame him with his fist, planting fear of the tanuki into its mind to make the creature agree to become the guardian of the jugemu clan after he dies (also threaten by telling him the fact that no matter how many years it take, gurindai will ALWAYS return to punch him again if the snake dare to misbehave). if he cannot do that, the second plan will be to kill the serpent immediately to eliminate potential threat to the tanuki expansion and perhaps his fellow tanuki will find use for its corpse as a magic material for artifact or catalyst for magic ritual.

In sado, the tanuki honored their part of the deal witht he godflesh by expanding their "prison". the first the among the colleges to be built inside the prison is the collegium of the eyes (because of the diviner) and the collegium of the Muscle (because gurindai thinks theyre alright). soon all six college will be built in the upcoming years
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> Posting for Mygros
Minotaur turn,

1st action: (diplomacy) Send a team of diplomat's to the city of the shadowy allies.

Taking the intiative to continue their diplomatic missions while the council starts drafting an agree, the diplomats will visit the shadows and offer the same union they offered to the dwarves, an economic union between all 4 cities with a common military pact to better coordinate defense in times of invasion.

2nd action: (scouting) Send the fastest ship the minotaurs have available to scout the seas around the 4 cities.


Using the Megros extensive collection the Minotaurs would select their fastest ship and load as many supplies and the most experienced navigator the naval guild has to offer scout the ocean around them and find new lands people of possible.
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>>5285059
Yeah 2 patreon-quests are even in the works now. I am not the admin I can only do 1-week join links. Here's a new one: https://discord.gg/4eKhc2du
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Fluff: Alright... the Pathonium contained... finally other things can be focused on.

1 action: Salt mine and a Forge alongside the volcano
A salt mine for obvious reasons, and a volcanic forge... not one to be dug into the mountain at the moment but in due time. The preparation has already been put in place to use a magma flow as a means of smelting ores. Potentially.. some form of magi-steel.. but later. Not to mention the activity of the volcano will need to be monitored lest it cause a cataclysmic event for them. Perhaps some preparation to withstand such an event.

1 action: Culture
And now, a culture that is to exploring the unknown and keeping inter dimensional threats contained. Now they themselves are the unknown in a new dimension. So why not celebrate that we can survive. That despite being pulled they managed to stay together and hell, even make a bustling city! A celebration of the new should be held. A celebration of the grand adventure that awaits and all of the new and interesting things to find. A celebration of the new. Of the unknown. And of the curiosity and solving of it with time.
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Business as usual, a weird feeling after the recent events but certainly a close to perfect fit to it. The administrative and leadership issues of the houses are resolved, the Nuclear Power Plant is active and supplied and so will be the construction of new Submarines.

The only impactful thing was the First Contact Event on the Northwestern Island and while the people met seem reasonable the people they spoke off might cause severe problems if they were truthful about them which may have not been the case.

While exploring and expanding under the sea would be preferred even the potential existence of such a dangerous substance warrants observation as well as preparation and while new Submarines, Planes and general Wargear is built a small scouting convoy is send north.

Action 1: Restart manufacturing and thus the restoration of the Fleet with focus on supporting naval invasions like Carrier and Cruiser Submarines.

Action 2: Explore Northwards.
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>>5283279
The Children of Fanw had no real issues with the electricity, after all, despite some initial mistaken beliefs by the Katzarin and to a lesser extent the Balaur, Drakon and Virm from Gradŭtzhelyazoto, they actually knew what it was in fairly decent detail. While they certainly had no clue about the finer details that would be considered basic to an electrician, such as capacitance and inductance, they at least weren't clueless with it, having the most bare bones basic understanding of it in electronic use. Most of their machinery was mechanical in nature, using smaller steam engines to run machinery in factories. But even then, that was something that was changing elsewhere in their country before they were dragged over. Regardless, the oil powerplant would be designed in such a way so that the workers would have the upmost safety. It was quite important to the Children of Fanw after all given how close they were to their Clans. Other than this, Gradŭtzhelyazoto was quite pleased with the new mines. Despite this, they desired more, and as such, struck the earth in further prospecting efforts. Of course, in the meantime they properly set up the infrastructure for the Verhal and Verstark to properly start digging up the Phosphates, which soon would be utilized in more farmland created not far, also in Republik territory.

Really, nothing much happened for a while other than this. Mostly quiet. The work was generally seen as a basic need for the further build up of infrastructure. Of course, Floe and Pyre were a bit annoyed there was some less important work, at least in their eyes, in the form of further farms. Though the lesser fey were pleased they'd be able to have more to enjoy, given most food was taken by the people who actually needed it to live rather than just thought it tasted good.

>Action One. Prospecting

>Action Two Farm and mine

(Might be off by 2 happiness for a few because I was never told if the military base from last turn counts as "military Stuff" or 'War' related despite asking.)
Traeth - 8 influence, 10 happiness
Sokchon - 8 influence, 12 happiness
Termhelm - 8 influence, 10 happiness
Heidekerk - 8 influence, 10 happiness
Breksos - 6 influence, 8 happiness (presuming any farm building counts as a farm action, from 10 to 8)
Gradutz - 12 influence, 12 happiness
Metrin - 6 influence, 10 happiness

Pop: 6
Tech: 5 (rounded up from 4.5)
Magic: 3 (rounded up from 2.6)
Wealth: 4
Diplo: 3 (Same as magic)
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>>5283279
1. Create the Soulinked Familiars.
Of the two options it was decided that the soulbinding would be better, but banned for those in combat for the obvious reasons, allowing those that work elemental magics to pull greater feats of construction.
2. Create Elemental Divination magic
With the soulbinding complete a new idea springs to mind as the gifted magic of translation is used. The idea that information could be translated from apparent nonsense holds great promise and the mages have an idea to combine what they have found. A modification to the translation magic is made to function on the great spirits by those with the right familiars so that they can gather information from the spirits and their animal information network; allowing the mages to have an effective divination on far away places.
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>>5283273
Action 1&2
Upon learning of such... Potential mine the deseptracons would first set up a port on the deseptracons principal island and then travel toward the location, upon reaching the location through the air a outpost(colonizing) and a port would be built
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>>5283273
Action 1:
After being welcomed into a small fishing village a dispatch from Reed River arrives. Led by a priest from the capitol the 7 dragon team is well equipped for investigating this unusual circumstance. Sentient creatures not Tarn or Depuan were not previously known on the island. So then they are sent in to find this altar…
Action 2:
A coal mine and manufactory is established on the island. Now the depauns will be able to refine their newfound mineral wealth. Many tarns are hired under special contracts to work as menial labourers. This is unprecedented as in the previous depau the homeland was free of all populations not depaun. Although reed river and other colonies did use this system.
With this the depauns are now able to produce good ships, able to explore the world…
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> Arcadia
The creation of familliars goes well and for once your nation feels like it has some brightness to it. While restricted to non-combat mages most Arcadians seem happy with their new ‘pets’. Specialists of myconic magic proudly show off their toads and frogs, earth mages walk around with ferrets and wind mages seem to have taken a liking to falcons. While Arcadia has always been a land where all mages pursued the mastery of all magic arts the existance of familliars has lead to a paradigm shift where a lot of mages found it more efficient to focus on their studies on a speciffic discipline. A decline of biomancy has also started as it has no fammiliar assotiation it’s plainly not as trendy anymore.

More ambitious mages use the connection to peer into the great spirits themselves, a horrid experience. What is a cup of water to the ocean? What happens when you pour a cup of water into the ocean? Obviously it merely becomes just part of the ocean all that it was lost. Peering into the great spirit is not like that exactly, the memories of the surface of the spirit get into you, but none of you flows into it, but still it is the memories of billions of beings from billions of years. Mages who participate in this practice require weeks of readjustment afterward, as they start acting like animals their shifting bodies morphing into an amalgamation of the animal souls which they absorbed, obtaining useful information also seems hard nothing beyond what you already know can be isolated due to how confusing it is. In essence you found out that the Black Forrest tribes are here, or a race akin to them, ‘technology’ simmilar to the people in the south you met exists with others, natural dragons exist which do not belong to a spirit.

> Astray
(misunderstanding with happiness was cleared)

The phosphorus mine was built and a farm set up in the far south where there is actually fertile soil instead of on barren hilly rocks.

Prospecting your unused lands yields fruitful results Iron is found in the north and even a gold deposit close to it. It’s a cold area, so on one hand it’s land useless for farming on the other few miners want to move that far north. In the south though, the military base has experienced some problems, the guns, computers and other modern equipment have started malfunctioning forcing mostly primitive technology to be used there, further investogation has revealed a nearly white slightly green tinged metal which seems to actively mess with any technology it comes with contact with. The metal additionally while close to hardness in steal seems to naturally form edges like obsydian which are extremely sharp.

The discovery of this metal has caused Heiderkerk and Gradutz to loose 1 influence due to their tech being less useful and Brektsos and Termhelm to gain 1 happiness each.
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> Desepreacons
All acoprding to plan the mainland is colonized and ports are set up. Deseptracon workers are sent into the new land ready to build a mine to mine the prescious adamantite, though first samples have been retrieved more than good enough for experimentation. It’s by all means an amazing material although it’s primary property seems to be it’s indestructibility once processed.

> Deep realm
Manufacturing of Uboats and Cybernetics can’t be restarted. Look at your list of materials needed to restart buildings. For the Uboat factory you need an energy source either a 2nd source of radioactive material or oil/gas.

For the Cybernetics you need a source of Situational metals.

Action refunded you get a 3rd action next turn.

Northward exploration let’s you encounter 2 peoples. One’s are indeed Elves ones probably known from some pre-war comics and shows. Their apperance is generally that their nation seems to be doing well for themselves having entered a level of urbanisation, they seem technologically backwards, but posess a small fleet of airships and a formiddable naval fleet. You also arrive during some sort of celebration in the elven lands.

The other people’s you encounter are Turtlefolk, they are a proud warrior race though as you arrive they are in the middle of some grand festival all gathered around a bay celebrating an island-sized turtle. Among them are beings of pure darkness Vantablack, dressed in colourful garb the ones in blue garb seem to get on boats and on top of the giant turtle alongside the turtlefolk. (in IC you may choose to engage them suring or after the festival)

> Sea Elves
The creation of a salt mine brings back some memories from your past world, but it is a useful resource even if just to flavour your food with and to perserve it longtherm. In the fridgid mountains a volcanic forge is constructed, truly a magnifficent construction using the heat of the magma to melt metal to forge it in a more controlled manner than simple flames allow.

With such a magifficent Forge one might mistake your kin for Dwarves!

(the Volcanic forge is a factory that does not produce anything, but it raises the quality of all products involving metal made in your nation passively)

A grand celebration is held possibly as a distraction from the arrial of the Arcadians and the following tenssions. One to the unknown and new beginnings, it would become a yearly holiday for the elves and would inspire many yougn elven children to wish to become explorers. (boon to exploration if done next turn).
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> Mygros
The shadows take the economic union proposal well afterall they are cooperating already. We’wait is a city of scholars though so they also wish for it to be an union not just of economy and defensive war, but also one of joint learning. Of course they do not ask to share secrets already helf easily, but that learning done going forward is done together.

The exploration lets you find that there is a whole continent to the west and to the north. You encounter a nation of Elves they seem to be holding some sort of grand celebration. To the east you find a seemingly bottomless sea filled with giant monsters, your sailors do not make it far there fleeing in fear. You of course already know about the odd golem-humans living on the tiny island south-west.

> Tanuki
Gurindai travels north, the great wounded beast was trashing violently. trying to attack anythign that swam by, but it was mising a fin and it lower jaw. It could not eat, but it was starving to death in agony and was large.

The thought of maybe taming the beast crossed Gurindai’s mind, but even if they managed to capture, give it a new jaw and find enough food to feed it… it’s a fish, would it be smart enough to tame? the sea monster made the choice for him attacking the boat and the archers on the various ships opened fire as the boats maneouvered around it a few ships were destroyed, but eventually the beast was weakened enough for Gurindai to wrestle it into submission and eventually kill it. It’s carcas has been stripped and it’s spine was long enough to serve as a base for the walls of a city and while starved it’s meat would be enough to feed a city for months. The Tanuki feast for a great deed of streangth has been performed!

> Umbral Theocracy
Just as inntially expected the situational metals lead to a mixing up and hodge-podging of spells when inputted, but also ampliffication. You get near-random results, but ones of immense power. The metalic mixture also holds potential in combining various magic elemnts into one unnatural verssion temporarily such as lighting carrying biting cold or fire taht poisons you, too bad our magic is much mroe stright forward and of one type.

Entering the deep forrest you find an altar which carries traces of dark evil energies and cultish rituals, but whatever vile magic or being have been contained within has been long cleansed leaving an empty vessel to be filled with magic of your kid. While it looks ancient it also looks out of place to you as if it had been brought here from somewhere else just like you have been.

Some of your people discuss bringing it to Achroma as a gift, others wish to use it for a powerful enchantment, it is a powerful artiffact nonetheless. One other thing you notice whoever had told you about this artiffact can be contacted while you are near it. (feel free to diplo Tarn, location of artiffact was marked on map with star just 1 tile south of your nation)
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> Cravers
The Cravers ever crave, better more, more. As such their tendrills reach further north engulfing the mountains in hopes of finding riches, in the south the Chern’bolg are finally to be produced on mass with iron enriched blood and iron bones and claws like pickaxes each in their own right, but the great maw hungers.

The flesh is displeased more is being produced than comsumed. (Chern’bolg factory requires farm to supply food).

Some among the Cravers wonder if the phosphorus could help and a debate starts. Some wish to use it to make those burning liquid spewing slimes (the fun ones), others wish to make a great fertilizer producing organism and the fertilizer to be used to make a farm so there is no need to hunger. (the logical ones).

Lastly from atop the high mountains you notice lights in the ground. In a land not too far away. What a curious people their cities and villages glowing brightly in the night. Might they be the ones who hold the metal steeds? (you notice the Greanians Steel quitfagged to Pm me for diplo if you want it)

> Depaun
Action refunded: the Shadowfolk got to the altar first

Investigating the rummors from the stranger the Dragons find nothing. It must have just been a lie or heresay.

White the Tarnish are employed in the coal mines the Depauns set up a ship manufactory while it is unorthodox to build ships already in water it’s surprisingly efficient for the semiaquatic dragons.

One problem though, gotta get some trees for the boats. (attach either lumbermill to ship factory or coal mine + ison for steel steam ships)

> Black Forrest tribes
The cooperation of the BFK and Conclave deepn as both your nations cooperate to make sure the whole peninsulla is claimed under your banner.

In your scouting for resources you find coal, standard, further searching reveals fossils or well preserved bones in form of rock of ancient beings. One would describe them as looking simmilar to dragons, the kids certainly love visiting the fossil site imaging the great things which walked this world before the BFK arrived here.

Lastly an odd material is found one which when attempted to mine just made people sick, upon contacting the Homestead to see if they know what it is you learn that it’s Plutonium, a heavy metal which gives off an invisible glow which kills things.
> Neo-tarnish Homestead
You begin the slow expanssion around the lake as for prospecting, you find rather common resources that being coal, iron and phospahte deposits.
>>
>>5286576

After a long period cathedral Lazenbolt begins to flurry with activity, the androids and wolfkin preparing and working overtime to get their work done.

Action 1: Construct a University and a Hydrogen Factory, power the hydrogen factory with the dam

University Kanoko (In reality a complex of different educational centres) is constructed in the boreal forest across the river, attendance open and readily encouraged, soon to become mandatory in the following years for those of age.

It was named in honour of the current high priestess of the data storage room, under who’s watch the data has remained safe and protected, she is a hero and guardian of all knowledge, truly.

Attendance of foreign students is offered to the BFT, but foreign exchange students are limited to 15% of the student body per level of study and as a result foreign students educated tend to be from wealth.

Genuine high sciences are taught here, mathematics from preschool up to the physics behind the jumpgate, engineering and bioscience, nuclear theory and civics and the rise and fall of nations.

With this institution in place the wolfkin truly become able to truly integrate into Hastung culture, as well as serve its needs more usefully.

In the time following the completion of the university schematics are laid out for the creation of a hydrogen factory, able to feed off of the river and ocean near the university.

A tough ask for sure, but once done it can re-ignite the miniature star at the heart of our nation and pot an end to worries about energy woes forever. Not that we currently have any need for any more energy, but we certainly will soon.

Action 2: Fortify the dam with proper materials

Enough waste stone has been pulled. Not of the quality we desired, but enough. Convert it to a lasting and cut state, and refit this shoddy construction work into a dam capable of going without constant repair.
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>>5285456
Ha! I'm still banned! I never even got a straight answer as to why!
>>
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Dosier of Tempel Tarn
Tempel
In the early days of the Tarn there was expelled from Xythos the cities of Jackaal and Tempel. From the very begining Tempel was the most decadent of the cities. Its elite classes debating philosophy and smoking drugs such as Opium. Due to its security behind its walls and its ideal Geography the city remained a centralized democracy with a large slave population. It was only later in the era of industrialization that the lower classes became freer. This was the growth of free men. People who had bought their freedom and made up the emergent farming class of the city.
With the launching of the city into a new world the ruling classes have collapsed. Slaves will simply escape to the wilderness or into farming communities who are largely uncooperative with slave drivers. Compounded by the proliferation of arms such as crossbows.
Thus came the effective end of slavery in Tempel. The former slave masters being thrust into poverty or adapting by manning the newfound factories of the capitol. Now the vote has extended out to all land owners. With the mayor of Tempel and the president of the whole nation being the most important political figures in the country. The ruling classes still smoke opium, and philosophy is still a hot topic. But ritualized practice has rendered these things much more harmless than in the past.
Thus Tempel looks to an uncertain future as it settles into a new status quo. As the farming communities become less important and manufacturing more important.
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>>5286680
skill issue
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>>5286685
I don't suppose the admin would take "significant emotional growth" as a reason to lift my ban, would they?
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>>5286717
Who are you, again? Anyway?
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>>5286779
I played Calderia years ago
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>>5287126
You should get unbanned but only if you act less annoying and French.
>>
In response to the strange sickening mineral, Yuuka decrees it a cursed metal and should be sealed away and marked, using that weird windmill symbol the Homestead golems showed us. Digging is restricted in those mountains for the time being. Meanwhile the southeastern expansion of the Black Forest has gone well, though, they swear more fealty to the Conclave than the queen. Still, if the Conclave can cultivate that land, it'll be a powerful asset, especially the army they can bring to bear.

Action 1: Develop Aegis Kite Shield (1/3) Trees of a New Age.
It is time to start preparing for a new age, and the new age requires a new shield. The Conclave of Life knows the trees better than anyone, even the Wolfkin, and they know which tree is the best for any given task. However, there is always new trees and properties being discovered, so Queen Yuuka Daikyo tasks the Conclave with discovering and growing a new wood, one able to resist the bite of steel.

Action 2: Mine Fossils (Dragonbone), build University (dragon study) between the mine and Hayashi Yamamoto.
The discovery of Dragonbone intruiges the Wolfkin, and so they immediately set to work excavating it. Similarly the elders and druids are interested in getting their hands on this Dragonbone, for it surely has plenty of wondrous qualities, as well as the prospect of finding clues to the whereabout of these dragons now, and possibly discovering a dragon's soul. An academy is quickly setup, where the dragons are studied. What secrets do the dragons hold?
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>>5286574
Pop: 3
Tech: 7
Magic: 7
Wealth: 6
Diplo: 10

>Action 1 - Build Farm in tile next to Fert.Factory, build Magi-University west of Farm. Add Altar to that.
The acquisition of the corruption-stained Altar merits study! Build facilities to house and study it! Plus, the Do'laroshans can kill two birds with one stone, their own schooling done in the far-off city of We'wait no longer being available means that new, closer options must be made available. Plus, one can never have too many magically potent shamans!
Of course, scholars needs snacks, and so a farm is constructed nearby to feed the campus attendees.

>Action 2 - Prospect mountain tiles
Meanwhile, along the mountain ridges, keen-eyed Shadows dart across gulleys and into caves, searching the barren, icy rocks for the tell-tale glints of something MORE. They don't seek anything in particular, content to plumb the earth for whatever it may offer.
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>>5286576
>Cravers
> Stats
Pop: 5
Tech: 5
Magic: 10
Wealth: 6
Diplo: 6

Are these still accurate?

1.
Expand south west, heading towards the river, the Flesh needs more fertile lands to grow and feed.

2.
Construct 2 Wall Tumor Farms to not only feed the improved Chern'bolg Spawning Organ, but provide some excess as well.
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>>5287126
vgh… the wizard spires of cvldvriv…
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>>5286576
Pop is now at 4
Action 1: colonize land and sea (3 land tiles, 1 sea grass)
Action 2: build lumber mill and fishery
A small forestry colony is founded south of the Island. Built at the mouth of a river the wood of the forest is to be harvested and sent downstream and then hauled on rafts to the ship foundry.
A small bit of sea meadow is also properly colonized. Leading to the development of new kinda of fishing among the grasses. Many dragons use their free time to hunt among these grasses, for the environment is ironically well suited to their serpentine builds
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>>5287290
Hence "significant emotional growth"
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>>5289507
Sorry for the delay, damn phone posting and dynamic IPs.
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>>5289507
Yeah, I think you're unbanned. Stop shitting up the thread
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>>5286574
having finished his last contribution to the tanuki clan, the reincarnation of guridnai died in peace. a month long ceremony was held in the island of sado to celebrate his accomplishment and return to the circle of reincarnation. his replacement is a young tanuki gifted with the shapeshifting talent of Paipo himself. for now he was sent to the collegium of the eyes to study how to shapeshifting into the a godflesh (eye). meanwhile a regency of elder handles governemnt affair while the reincarnation of paipo is studying with the godflesh and expanded the border once again now that the north is safe from sea serpent.

>research godlfesh shapeshifting (eye)
>expand border
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>>5286572
We need to let these people rest and return to their normal selves. Let us take a break from this avenue for now.

1. Research Intelligent Golems
Much to the chagrin of many it appears that there will be no easy solution to the fact that they are unable to breed; and so the second best solution is made to allow population growth without new wizards: the creation of sapient constructs using golemancy and magic circuits. An interesting choice considering Arcadian history but there are less ethical qualms now that it is known the golems do not have souls in this world and that the golems intelligence can be controlled. Control measures are also put in place within the magic circuits of the golems so that they can not go against any Homunculus or Arcadia and must obey their master; with them being able to be turned off by their master connected through the old familiar magic (now called Eiodolns).
2. Research Spell/Enchantment Circuits
Not all are a fan of the reintroduction of sapient golems and so another avenue is made to help push forward without their total need. Research is made towards upgrading magic circuits so that mana can be passed through to replicate spells, have magic continuously cast from the circuits, or simply move mana from one place to another. The technology described and seen from these new strangers giving some a desire to further automate industries in new ways and free up limited manpower.
>>
1 action: Scout and Explore
Well.. the festival certainly did it! Now to act on it. Head east! As west is the Arcadians and they are this time do not seem to wish to interact with us in any manner.

1 action:Build Airport + Normal forge
With a forge for enhancing material already in operation, now a forge to actually make items to enhance. And an airport, so that explorers can go far and wide to see what they find in the world.
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>>5286572

Naturally, with more material underground uncovered, new mines swiftly would be struck. The most important of which was that of the Iron. While there still needed to be a solid source of coal or another major source of carbon for steel making, it certainly allowed Blessed Steel to be made once more. However, the Children of Fanw, specifically those of Clan Nist, would be quite upset to hear about the news south that a material that was just like blessed steel in appearance and function with the only noteworthy difference being it messed with technology. However, Clan Howell was actually fairly pleased, and it was swift for the material to be mixed in with blessed steel arrow heads. Though, Clan Llewelyn were none to pleased to have the more modern ships in their possession that ran on steam power struggle due to proximity. In fact, mesures were made to ensure that all of the material in Fanwyic lands was kept away from the cities so that it didn't interfere with anything. And more importantly, kept away from any canonau. The Katzarin and the Virm, Balaur, and Drakon were none to pleased with this material though, especially the Katzarin, given the fact that it was right next to their military base, and these sorts of problems dramatically reduced the ability for their technology to work. Most other nations hardly cared, except for Cafoddwol, which quickly took the material and used it to make razor swords and thin spikes. It was flawless for them, and even spring steel was useless in comparison, and it was harmless for the chaun smiths to work with too, unlike iron.

Other than this, somewhat spurred on by Fanwyic and Katzarin knowledge of their own anatomy, Sokchon worked to try and gain a greater understanding of their own bodies and that of the other races. An initiative that was seen as quite important to the Katzarin seeing how they were the ones with the most advanced medical technology and it was kind of important for any sort of assistance given to the other nations to ensure their people didn't die from disease or anything. It was also surprisingly taken up with great interest by the Viersperan surprisingly enough. Though, most of this was to the interests of scholars and doctors, with most of the general public not paying too much attention to this. Still, thanks to Katzarin technology, a good deal could be learned without an autopsy, which was important given even the less privative people in the union would be adverse to that kind of thing. Though the Viersperan were an exception, perfectly fine with such for the greater good of their people.

>Action One. Build an Iron and gold mine

>Action Two. Physiological study.

Traeth - 8 influence, 10 happiness
Sokchon - 8 influence, 12 happiness
Termhelm - 8 influence, 11 happiness
Heidekerk - 7 influence, 10 happiness
Breksos - 8 influence, 9 happiness
Gradutz - 11 influence, 14 happiness
Metrin - 6 influence, 10 happiness

Pop: 6
Tech: 4
Magic: 5
Wealth: 4
Diplo: 3
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>>5286573
>Action 1: colonize this newfound land
with the adamantine samples having been tested on... the only logical conclusion is that we must colonize this land! and such a outpost would be constructed next to the soon to be built mine
>action 2: construct the adamantine mine
Ditto.
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> Astray
The mines are built and the nation greatly beneffits from the wealth brought in by gold, Traelthllwyd finds itself increasingly influential running both the powerplant and holding the gold deposit.

Add 5 wealth, increase their influence to 10 (equal to happiness)

The anatomical studies begin and there is no real surprises boringly so even. The only confusing part are the Fey of Breksos as they don’t really have an anatomy, their organs serve no real function and seem more like just imitations of organs for purposes of ‘looking like organs’.

Sokchon, Heidekerk and Metrin Kalen all find themselves pleased with the nations focuson on science and obtaining knowlege. The Llychlydyn of the nation being the most important member of the union on the other hand find themselves spurned by feeling like they’re funding the hobbies of the other nations. (Traethlwyd will loose 1 happiness if their supported developments are not adressed next turn)

> Sea Elves
You build a forge… but have no metal to forge with, you make an airport, but don’t produce any airships. The Elves seem to be putting the carriage before the horse.

To activate airport make Airship factory (requires aetherium and wood (lumbermill)

To activate Forge connect an iron mine or mine of another metal to it.

As you explore you encounter a civilisation of turtlepeople among them intermixed are what seems like beings of pure darkness wearing colourful cloaks. The Turtle society seems focused around martial prowace and is pretty strightforward.

(lumbermill has shut down due to province becommingp lains from deforestation you can replant the forrest for half an action)

> Arcadia
Intelligent Golems are made, but that does not solve your problem because Golems run on mana so you need a wizard to supply it or find a source of mana you could pump passively. The only thing you can think of off are the mana bateries from the old world… problem is they used aetherite. Ambient mana does exist, but if you operate a mana pump you still need mages employed to do so, unless maybe the weird invention known as ‘physics’ you discovered in the south could work.

(you can dedicate 1 pop to continously operating the factory producing sentient golems or find a way to power tem passively)

To create magic circuits is not hard the theory is all there what is needed is a mana storage medim and circuttry. Your scientists say that aetherite or lapis could be used as a storage medium and gold as mana conductor.
>>
> Tanuki
Imitating the powers of the Godeye is not hard… in fact you can just learn them. Afterall the power of the Godlfesh is the imitation of fake divinity it’s a power that can be learned, but that also synergizes well with tanuki shapeshifting. As such two paths lay out before the tanuki:

A) just genuinely learn the powers of the Godflesh (Godeye) and aid your progress with transformation magic

B) Learn true plymorph and find a source of divine power

Essentially you can shapeshift into a godeye, but lack the ‘fuel’ to run their powers as they don’t come from mana or magic produced by a mortal. Some tanuki have learned that they can use the Godflesh powers by sucking out residual power from fragments of the shattered old gate… but the fragments will run out though there might exist other sources of divine power, who knows?

As you expand your borders stretch thin and administering all the land becomes hard, you need to build a city next turn or the east of your nation might break away into an independant state.

> Depau
The Dragon nation expands and the surplus of fish expands additionally wood is obtained and finally wood is supplied and ships are mass produced and supplied to the ports allowing the Depau to finally use ships for propper trade.

> Cravic
Stats don’t change unless stated

The great organisms bloom much biomass is being supplied and thus excessive growth follows. Choose a boon:

A) +1 pop

B) expand 2x pop (will require city to be built next turn

C) Biomass spill - 6 urban biomes (in fluff all land covered in flesh) and 1 free farm (need to build 2nd farm next turn)

> Shadows

3x Vials of C’thonic Ichor: Samples of the strange liquid that once flowed from the ceremonial altar. They glow with necrotic magic.

The university is opened and as magic is supplied to the Altar a weird liquid oozes out of it, basic analysis reveals it’s filled with undeath, further study denotes that supplying it with magic will produce more.

You can put 1 pop to the continued production of the substance transforming the University into a C’thonic Ichor factory.

- 1 pop, can be reclaimed if factory is destroyed
+ number of armies doubbled for the purpose of war (undead)

Out of the materials found only one seems fammiliar Phosphate, maybe even a lucky find for fertilizers (you can link up multiple to one factory I’d say). The other substances are less obvious one is a rock which once processed makes for a perfect insulator! The miners tend to get sick from it though (asbestos) the other… let’s say the men mining it returned different disinterested in their wives, but very much so interested in one another (pinktonite - it’ll turn the fricking shadows gay)
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> Black Forrest
(My nigga it’s better shields it takes one action to do, chill)
The Conclaveans are cooperative and help find a perfect source of wood known as Gray Oak… but they find an even better one soon, but it’ll require more effort Black Oak it’s ancient ancestor. Gray Oak can be found in the forrests (improvement active now) while Black Oak was found among the dinosaur remains in the fossils the Conclave belives they might be able to revive the Black Oak (another action investment).

Your kind are not exactly the smartest or most studious, but you’ve come a long way and know your way around animal anatomy from hunting. Your study of the bones reveals something known as the “high mana mist” ancient beings of this world existed in an abundance of mana on which they fed how plants eat sunlight.

As such as life converged just to murder each other and has primitive digestive systems. All you find is skeletons of dragons, all dragons 4 legs 2 wings seemingly all same, but closer examination reveals it’s birds, frogs, fish, even insects all having converged to look exactly the same as a dragon. The bones of each subtype seem to also be infused with ancient mana of various elemental types but to find which is which will require further research.

> Homestead
Our great nation finally has 2 suns illuminating it that being our Idola and the tiny sun in our fusion reactor being restarted, electrcity is nwo overabundant if anything and standards of living are on the rize dramatically. (if you provide and excess of food pop will increase by 1)

The wolfkin are sent to school and need to be educated from scratch so sadly both adults nad kids are on the same level. (wolfkin will be considered fully educated to the level you uploaded midns are in 3 turns time so about I generation reaching adulthood)

> Deseptracons
The colonisation of the mainland proceeds smoothly and the mine is built.

(2 buildings per action)
>>
Queen Yuuka admires a collection of Dragonbone skeletons, such peculiar creatures, yet also brimming with magical energies. She can't wait for the elders to tap into the secrets of the bones, to hear their long dead tales. But while elsewhere in the country she receives word that Tomoko Tetsu, Chief of the Iron Leaf Clan, has forcibly shifted the research toward the revival of the Black Oak. Yuuka is angry, but sees the value in a stronger wood to make our shields of. Still, if Tomoko wants the bounty of the earth so much, maybe we should start digging some holes in her turf. Yuuka has the Whitehairs go spread some gossip in town, about great mineral riches hidden under the charcoal burner and lumber mill that the Iron Leaf Clan made.

Action 1: Revive the Black Oak, rename it Iron Oak.
When the Iron Leaf Clan catches wind of this Black Oak, they know they must acquire it. It's the wooden equivalent to steel, and it will be vital for dealing with our upcoming neighbours. Already we are detecting figures in the darkness to the south, and draconic creatures to our east. If this wood is as strong as the Druids claim, we could be rendered invincible. Imagine, a skirmisher shield that never breaks. Furthermore, leftover material can be used for weapon shafts and wolfbeaks, giving a minor boost to our offensive and defensive capabilities. So, they quickly starts... adjusting, the project priorities in the Dragon University, focusing everything toward the revival of the Black Oak, as well as assign agents to the dig site, to make sure none of the excavated artefacts gets... misplaced. The Iron Leaf Clan also makes sure to remind the elders and druids which projects takes priority for now, though they do have to let some secondary studies be pursued.

Action 2: Prospect in and around the mountain south of Kuroi Mori.
Always eager for more Dragonbone, and whatever else the earth may conceal, prospectors move to the mountain so close to Kuroi Mori, to pick away at the rocks and see what lies underneath. Besides, with a source of coal discovered, we may no longer require the charcoal burnery, it's such an unhealthy thing anyway, the wood would be much better used to make ships or ammenities, making our lives easier, and more luxurious. Tomoko Tetsu, the Chief of the Iron Leaf Clan, protests their trespass near her charcoal burners, but she can't do much to stop them with her clan-mates busy managing the Dragon University.
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>>5291189

With the restoration of power and the beginnings of education the homestead begins to rapidly develop into an industrialised state.

Actions 1 and 2: Iron, coal, phosphate, farm

An iron mine in the mountains, a coal mine following it. With these two constructed steel can be produced domestically and in industrial quantities, steel, that metal the wolfkin crave in trade, is now plentiful in the homestead.

Wolfkin educated to the appropriate level take up industrial equipment meant for asteroid mining, laser cutters, voidsuits, dedicated machinery, much to the awe and excitement of the lucky few.

Following this a phosphate mine is made, a fine fertiliser, and good news with the first Neo-tarnish farm being assembled producing mostly bulk crops like rice produced along levelled glass hydroponics terraces, under specialised bulbs providing perfect crop care.

Move the university down to the forest, place the farm where the university was)
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>>5291184
Pop: 3
Tech: 7
Magic: 7
Wealth: 6
Diplo: 10

>Action 1 - Build Phosphate Mine, Build Pinktonite Mine
The phosphate is seized upon quickly, it's goodies dug up from the earth, sent to be refined, and then put back into the earth. Then some stuff is grown, and the growing stuff pulls it out of the earth, only for someone to eat it and put the resulting mess back into the earth about 3-4 hours later.
What's the point of all this again?
>connect phosphate to factory, and then into farm. Split with turtles, so we both have a fully juiced farm each.
Meanwhile, the Shamans are all in a tizzy. Along with enchanting, the art of shadowy 'mind-sway' is a new frontier for them. Making a bright light is one thing, but knowing one can also hypnotize people to BELIEVE there is a bright light where there is none? Shamans across the land were astonished when the findings were first released. As a result, chemicals and other magics which twist the mind have caught their eye, and so they demand more samples of the strange pink crystal!
In safe little pouches, of course. Some of them have wives at home!

>Action 2 - Experiment with Enchanted Pinktonite, Experiment with Enchanted Coal.
While experiments with the flashy new substance are tested, old school shamans turn to a more traditional, mundane substance. What can enchanted coal offer us?
The pink crystals might turn a duller shade as shadowy spellmist is infused into them, their mind-bending properties twisted by the spell. It's insidious influence changes to match what the spell desires, casting a hypnotic effect over those nearby. A spell to cover an area in darkness, for example, can be set in a pink crystal in the middle of a room. Gazing from outside, the room appears lit, the crystal inert. Walking in, and standing close, lets it's hypnosis take effect, and one will 'see' the dark shroud fill the room, blindly stumbling about even as those still outside wonder why their friend is acting so strangely, fully visible to all.
Coal, meanwhile, is far more mundane. It's origin as petrified wood and swampy plants has a relatively simple effect. Living wood can sustain a spell indefinitely, but the black bricks of coal can only do so for a limited time. Still, a spell stored in a stick of coal can be quickly applied to a location with a few runes, set to run on loop for a short while until the marks lose their charge.
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>>5291184
The Cravers debate on what to do with the almighty surplus of Flesh, even turning and asking the Kharo for their input... turns out they don't care one bit so long as they still get the dead waste. Very well. More Cravers could always be produced with some sort of cloning vat perhaps, even with the negative ramifications that come about rather than the natural Superior/inferior creation, with an elder craver hand crafting his child. Too many of one with no differences could be an issue, but once again - we do not need more Cravers at the moment.

A strange spasm goes through the Flesh Priests in their breathing debate hall in Neverborn, where the air is thick with moisture, blood, and the ground beats underneath. The Lord of Flesh in his crypt Whispers, and all the Cravers hear.

> "as so it was... below... so it shall be above... grist'thomir demands it... spread the flesh... one day the overborn shall rise... and we shall be united once again, my lovely matriarch."

"Spread the flesh?"

"SPREAD THE FLESH!" The priests and knights fly into a flurry, seeking to fulfill the word of their Lord. They release the safeguards put in place that kept Cravic buildings, her living cities and bred or handcrafted servitors from washing over uncontrolled back in Sigod, at least for this short time being, close their many eyes; and pray.

>A beacon of red light shines into the air from the heart of Neverborn as the chanting of the Cravers rises in tempo and volume, curses of Morgul'nath, exultions of Grist'thomir, and who would think of Non in a time like this.

>Finally the light beam connects with something far beyond the stars, and a pulse comes speeding back down, screaming with crackling energy and frenzy. It smashes into the flesh, suffusing it with ungodly power.

All is still for but a moment, and then the Cravic Remains become more than the Charnel Lands ever were.

>Fleshy sinew and creeping veins rip across the native grounds, the poor beasts of Grist'halla fleeing in futility. Rutra , Kostr, and Chern'bolg run savage, while swarms of Raut'let blot the skies. Struts of bone line over like ribs upon the old vein roads, and muscle and skin carpet over the ground. Forests are ground down, wrapped in flesh, and ossefied. Great chasm like jaws and eyes snap across the ground, nerves all leading back to Neverborn. All the way to Shab'let, the river is covered in flesh, a dark foul intestinal vein were Cravic blood swimming beasts that have never seen the light of day now roam through the moat of muck and gore. Only what the great jaws of Shab'let let's through can escape, and for the sanctity of the rest of the river it is soon closed after the furor dies down.

Nothing shall ever be the same.

1. Expand south west, to the southern two forked river, grabbing the grasslands.

2.
Free farm on yellow dot, 2 new farms on blue dots. Red dots are Urbanized Flesh biomes.
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>>5291183
Free: A road from the quarry to the golem factory is made to facilitate more production.
Free 2: One pop of Arcadians are put to work in the golem factory to create and power intelligent golems as a bandage method of increasing our population and production capacity.

1. Expansion.
With the golems now online more land is taken for resources.
2. Research Light Spirits
With the research into creating spirits found to pull spirits from the greater whole attempts will be made for the one spirit type theorized but not found: light spirits. It is theorized that the loss of the light spirit, or nonexistence of it, may be the reason people were brought to this world as it could no longer make sapients.
>>
>>5291184
>>5293076
> After the great Spreading, the missionaries are welcome to settle where they are comfortable, the mountain perhaps?
>>
Fluff: With there not being enough material for the new forge and the lumber mill turning the area around it to nothing more than fields, it’s time to see if there are greener pastures elsewhere with more material to draw up and more strange oddities to find. Speaking of strange oddities, a dream.. a dream of putting an insane man in charge. Between finding out the ones behind this world and having the last time we listened to the insane people bringing us Atherium... it may not be a bad idea to attempt it.

1 action: Expand
Being near a mountain has its perks as does having a variety of Magic’s to make exploration easier and faster. Hopefully it’ll be good enough to expand further outward and potentially make another settlement in the future.

1 action: Put the Madman in the chair of power
Despite the trepidation from this, Sealand was always a republic with a king. If everything blatantly starts going to shit, the king can be removed... albeit with some potential issues, but there’s no harm in seeing how this goes. We may finally figure out where Vance is if he’s here at all.. or perhaps get a new on in his stead.
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>>5291183

With the clear desire from the Fanwyic portion of the union to have a greater emphasis on their own work, especially given how important they have made themselves to be with all the resources in their territory, it was about time that they were granted. While the great steel and iron clad ships the Fanwyic were capable of creating in the past weren't available due to a lack of steel, their were still plenty of of tree's and forests that could be turned to make traditional ships of old. While not as effective, it was at the very least something, and would ensure that the Children of Fanw could once more return to the seas. Of great importance was the creation of a lumber yard in the south so that a steady supply of lumber could be provided to make the older ships, meanwhile proper slipways would be rebuilt from any damage in the transfer to allow them to properly produce ships, even if a focus was on the more bear bones and basic ones for now. In time, the ships of steam and iron they had could be built once more and used as proof that Llychlyn and her colonies rule the waves, but given the situation, even the hardy ships of oak were a solid line of defense as surely most others would be in a similar situation to them. One major thing was granted with these new ships though. Something that the Children of Fanw had missed from their plates.

That of fish, and that of whales.

Whaling ships of older design would be the first to be ordered and start construction. While there were still some fishing ships and even some whaling ships in port, most used steam power or were damaged from the transfer and as such unable to be used to get more food. That would change now, as the children of Fanw once more would be able to go to sea and hunt it's creatures. Further, the larger ships would in time allow for exploration. As the great ships of steel that were had by the union were currently incapable of being repaired and more importantly maintained. Which was a major detriment to actually safely operating such ships. And that wasn't even starting on the fact that there was no fuel for them, well, except for a few of the nuclear powered ships that Heidekerk aan Zee had, but the lack of infrastructure to maintain those ships was it's own major problem. Still, the work would certainly please Clan Llewelyn, which desired to work once more on their tradition. Even if they had to go a bit further back than they might have originally liked.

>Action One. Create a lumber yard and a basic ship factory.

>Action Two. Whaling once more.

Traeth - 12 influence, 14 happiness
Sokchon - 8 influence, 12 happiness
Termhelm - 8 influence, 11 happiness
Heidekerk - 7 influence, 10 happiness
Breksos - 8 influence, 9 happiness
Gradutz - 11 influence, 14 happiness
Metrin - 6 influence, 10 happiness

Pop: 6
Tech: 4
Magic: 5
Wealth: 8 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 3
>>
Lizard Riders, Minotaurs, Shadow People, Dwarves, Elves and Turtles..? For sure many in the Realm have grown aquatic mutations from the generations affected by the Fallout of the Great War but this place is breaking the frame of known reality on a daily basis. Even magic is supposedly real... MAGIC.

Coming to land this early might have been a mistake, though one that won't ever be admitted. While the Störtes use their Convoy Raiding skills to stalk and observe the Realm shall expand and develop itself, remaining tucked away just for some time longer until we properly came to terms which this, fantastical reality.

A Fishery by the Island can supply us with a more steady supply of fish that seem so abundant and lacking in rads and make the realm more resilient to food shortages as well as improve everyone's dinner by having more affordable fish.. however the Submarine Factories can only prepare so far for regular production with our current resources and since we already hold plenty of sea floor it shall be prospected for mineral deposits more thoroughly while the border shall be pushed to the South, connecting to the Hydrothermal Vents which could diversify our Energy sources in the future.


>Action 1: Conduct a detailed survey of available mineral deposits on our already held sea floor territories.

>Action 2: Construct a Fishery off the Island to diversify our food sources.

>Action 3: Expand South towards the Hydrothermal Vents.
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>>5291184
>B) Learn true plymorph and find a source of divine power
using whatever magic power is left from the remnant of the divine gate, the raincarnation of Paipo transformed into a godeye for the purpose of divining any trace of divine power nearby willing to become the patron deity of the tanuki. meanwhile, another city was set up in the east to administrate the new land.

1. perform divination to find a deity willing to become a patron god of the tanuki
2. build a new city in the east named Unraimatsu
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>>5291184
action 1: Expeditions are launched to the north and south along both continents
action 2: Tarnish workers, effectively second class citizens on long term foriegn worker contracts are imported into the lumber colony and onto the main island. They work as menial labourers and specialists.
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>>5291189
With the mine having been built, a town would be constructed right next to it while roads are constructed to link both the town and the mine to the port, so the adamantine can reach the principal island
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>>5294905
expeditions
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> World Stuff (read it)
From fulfilment of the quest of Feya a temple of psyonic cultivation rizes up in the west, it has no disciples, but it posesses it’s masters. Find yourself lucky thy who find it for you will be able to master the psyonic disciplines

Near the shadows where the altar stood the Temple of the Nexus appears less a temple and more a ‘reality stabilizing device’. It posesses soulless muses cleaning and fixing the strands which make up reality continously weaving and having it.

> Deep Realm
You find Coal, Situational Metal and Hard Stone, the situational metals being especially valuable here giving us access to lithium for batteries or copperfor electronics, we need to choose if we prioritize the U-boats or Cybernetics.

The Thermal vents are reached and we posess a confortable surplus in food.

Exploring the thermal vents though, where in our real life oceans they are a soruce of life here the story is the same,except the quantity of life seems much more staggering except plain chemosynthetic organisms the existance of megosynthetic organisms adds to further gardens of life around the thermal vents making them moreso resemble Coral Reefs deep underwater rather than what one would expect from a thermal vent back in the old world.

… the textbooks will need to be rewritten again won’t they?

> Astray
The construction of the Lumberyard and Shipsyard both succeed and albeit primitive, mass produced ships finally reach the Llychlydyn and make them happy, but Termhelm and Breksos are anything, but happy about this development as the only free place with wood was also the location of the Faerite deposit a meterial both parties held great interestin. (both loose 1 happiness)

Lastly the whaling commences, the endevour is surprisingly unsucesfful given the naval expertize of the Llychlydyn, the whales seem to very quickly pick up how to evade them escaping into the whirlpool-layden area in the east of the peninsulla an area easy to traverse and hide in for the whales, but unapproachable for your current ships… in fact modern ships would have problems with that place, other tactics might need developping ones which would stop the whales from going there to begin with.

> Tanuki
The Tanuki do learn that a divine entity has given a quest to mortals which is hard but doable: throw some gold, copper and silver into a volcano. For that you’d need access to situational metals and gold (mines) and knwo of a volcano.

Alternatively the Godeye have detected divine interferance with the affirs of the Metal-men in the west, but that soon dissapeared the divine signature instead having moved to the far south.

The city of Unraimatsu is founded in the East helping to stabilize the realm.
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> Sealand
The expanssion goes smoothly but leaves your Capital overstretched, the elves on the frontier become increasingly hard to govern especially the ones living inland split off from the maritime culture the nation was built on. (construct a 2nd city further island next turn or a new nation will break off)

The madman is put in charge a begger, talking about sea boogers. Ah yes sea boogers and treating them as his treasures, he quickly diverts the resources of the nation to picking them up and stands before the parliament and admirals making himself into a clown rubbing them with each other and with cloth, until sparks fly and the man starts laughing. While thunder magic was knwon to the sea elves… this was not. You discover primitive electricity and 3 deposits of amber of off your shoreline.

> Amber Electricity - you can harvest amber which includes small fossils, amber can be used to make amber powerplants, although it’s highly inefficient (2 amber deposits to produce 1 electrcity), but it coudl the the start of your nation’s industrialisation.

> Cravers
(expanssion looks bit different because the map you posted was from a previous turn…)
Craving for more land the Cravers expand, and the flesh blooms and as it blooms a carpet of flesh stretches over the land the flesh ever craves as such further farms spring out from the ground the wall tumors too are blooming and bursting the puss-huney from the serving to further feed the flesh born and evergrowing from our divine art.

In the mountains a temple to the Greanian divine rizes, the Cravers see little interest in it though some begin to see Jesus and the nameless father God as the God of Humanity and thus attend in curiority of their roots which were already distant to them in the old world.

> Arcadia
With your population already scarce and not primed to grow a drasdtic move is taken and nearly half of the nation is dedicated to the production and magical maintainance of sentient golems. In the old world sentience has created magic on it’s own here it’s like a resource pulled out of the ground as such the permanent maintainance if golems also required the permanent use of Arcadians for the task… not a thanful job, but half the nation managed so supply 3 golem-pop worth of mana (hardstone supply helped retain mana), rendering your pop 4, but besides magic your nation has little… and the golems can’t use it so they effectively are operating with late iron age technological potential.
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Attempting to research the light spirit actually yields the expected result, the light spirit exists within the celesial space with the other divines but seems to have never created life of it’s own or it went extinct and was never recreated you’d need archeological evidence to confirm, but your guess is the light spirit governs ‘buffs’ and healing magic and thus your vivimancy which was derived from healing magic. As for if it brought you here… it’s hard to conclude in your research into it you do manage to pick up something else though, not just natiosn have been brought here, but other divines clustering aroudn the light spirit are more familliar forms. Aka the serpent divine which sheltered the Ithempeli in the old world, a formless being and a white haired woman sitting around a table drinking tea.

> Shadows
Phosphte mine and pinktonite mine are built.

With a stable surprlus of food your poppulation increases by 1.

Enchanted coal allows for a spell to be released as it burns, coal seems to have a natural ability to fuel a spell with flame not mana. Thus to 1 release a spell repidly and 2 release it in secret of a mage.

The Pinktonite on the other hand works as expected, but with a quirk. It seems unnatural always you can convicne any person of anything, but it’s less them seeing an ilussion and more knowing that there is no light, but strongly wishing there it was so much that they will relent. They know it’s fake, but will fall for it.

> Neo-Tarnish Colony
Iron coal phosphate and farm are made

> Black Forrest
The Iron Oak is revived and planted creating a forrest of ancient trees, a truly bizzare forrest ancient trees serving as a bad habitat for modern life.

You find Hardstone, Salt and Phosphate.

> Deseptracons
Town built, 1 action left over and please name it. Adamantite is transported to the capital island.

> Depau
You discover the union of the Astray and Greania and discover the heart of the Great Whirlpool. In the south you do not find anyone new, you knew about the Turtles and and Shadows before.

The point mass importation of the Tarnish is not very effective, they are lazy… due to the opium… you manage to increase your population by 1 for the purposes of work, but large amounts of opiuum atre being imported causing some of the Depaun to get addicted.
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>>5294971
1.
Finally choosing to utilize their wealth of phosphate, a Slagch'tal "Flame slime" factory is build upon the coast, allowing for quick water supply for extinguishing ant uncontrolled fires that occur. Slime is transfered via intestinal pipes to the new facility, where the slime is place into separate containing Vats, and the process of experimentation with the phosphate to produce the flame spitting slime may begin. While we already have our acidic Gastric casters using the normal slime (our acid guns), who knows what we will be able to do now? Different ratios and grades of phosphate:slime are tested to find the most stable, or most volatile mixtures.

Alongside, a temple to the glory of Grist'thomir is built upon Shab'let, much in the make of the original Grist'carn - large pillars of vein coated bones arranged in a Henge like structure; within Cravers gather to pray, exult their God and his works. We can't let our ancestors, the humans, outshine us in piety.

2.
A third city, Kharo'valtrek "Kharo's Crossing" is built upon the river fork south of the new flesh farms, it here old, dead, and wasted flesh is sent for the Kharo worms to consume and craft into new bodies for themselves and their young. Grist'thomir bless them and our friendship, allies since the beginning and till the end.
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>>5294973
Pop: 4
Tech: 7
Magic: 7
Wealth: 6
Diplo: 10

>Action 1 - Claim 4 tiles, marked in pic rel.
With the current grounds delved into, and the sound of pitter-pattering feet heralding the arrival of the next generation, the shadows once again look to the horizon, striding between icy peaks to explore this new world.

>Action 2 - Build new city, We'hida, on red star.
Nestled between mountain peaks, where hardy boreal trees sprout from gravel-strewn dirt, a new city emerges. The growing number of mouths to feed also means families to home, and with the border of shadow influence slowly but inexorably reaching further from the capitol, many workers decide to make their new homes in the wilderness of the frontier. The town is small, of course, but growing, a place for hard-working Do'la to come home and relax after a day in the mines or at the factory.

>Fluff - Do what the Do'la do.
Infiltrate the Black Forest.
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>>5294973
Action 1: Plutonium mine, fertiliser factory

Construct a plutonium mine in the lands of the wolfkin, and a fertiliser manufactory using the phosphates found in the mountains in our own lands.

The discovery of fissile material is immensely important to restarting production of advanced technologies. A deal is quickly arranged for procuring them, as the heads of the azure clan decide they need more food and more wolfkin after realising how truly tiny their clan is.

Action 2: Enlighten the Black Forest (1/?)

Gather the best and brightest they have and teach them all the wonders of chemistry, specifically their desired field of combustion. What makes things go boom, what are the units for energy, how do you measure, how do you do?

What is science anyway really?

All these questions and more are to be answered as we start trying to advance the wolfkin centuries in a tiny time period. Even if they fail to become civilised by this, by the end they should at least be aware of how to blow things up.
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Wolfkin wander among the Iron Oak forests, though, Yuuka is concerned with the scarcity of undergrowth, as the thick canopies are choking out the sunlight. Still, these are powerful trees, sure to make good shields. They will have to do further studies later, to figure out a way to make a thriving undergrowth, perhaps reviving yet further ancient flora. The Conclave of Life is excited to start, but Yuuka is more interested to see the Dragonbone study get going, something that might increase our military power.

Action 1: Build lumber mill and port east of Hayashi Yamamoto.
With the discovery of Phosphate, Tomoko Tetsu remembers the talk of gunpowder from up north, which is said to be very powerful. So, a deal is struck, she gets the knowledge on how to make gunpowder, while they get to mine the Plutonium in our lands. Not as if we'd be able to use this blighted mineral. However, to be able to transport these goods upstream, we'll need more than the rafts we currently have, we need boats, proper ones. Besides, it's time to see how well the Iron Oak works for shipbuilding. So, she sets up a port and shipyard east of Hayashi Yamamoto.

Action 8: Dragonbone study, elemental catalogue.
With the Iron Leaf having backed off from the Dragon University, they are free to start the cataloguing the various elemental manas contained in the Dragonbone. Once we know which bones contain the same elemental type of mana, we can see the common features of it, and thus, know what to aim for if we are to draw upon said mana. Perhaps we can find ways of infusing our spirit with elemental properties, greatly enhancing the combat power of our ghost warriors, as well as giving our regular warriors some magical oomph.
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>>5294969
>expand north towards volcano
>search for precious metal from tanuki land
searching divine patron is of the utmost priority if the tanuki wants to be able to perform the supernatural abilities of their shapeshifted form. the tanuki deemed the being detected in the south is a bit too far away meanwhile the other needs a volcano which are available nearby in the south so tanuk focused their expansion north towards the volcane while an effort was made to search any kind of precious metal from the vast and undeveloped lands of the tanuki
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>>5294973
>Action 1: Connect the central island harbor to KRA-AON (the main city)
Nuff' said
>Action 2: Search for more materials
we need to find more materials as of currently to manage to find a conpound able to recreate synthetic engraon... adamantine alone wont cut it (also name the town new IAK-ORE
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>>5294973
Action 1:
Strengthen Temple Guard (anti magic inquisition)
The recent influx of Tarn, along with sightings of unknown sorcerers prompts the temple authority, the defacto but not entirely powerful head of depau to increase its privileges and influence on law. Sorcery is allowed, but unsanctioned and unknown magics are to be banished or brought into the fold. The expanded guard also serves to keep the tarnish population in check.
No lord but Obadinia.
Action 2:
Urbanization
A temple is built in the expanded urban island, alongside a factory. This population expansion means the depauns will need to find a new island to colonize
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>>5294971
1. Prospect for resources.
Now that we have a greater population, if a temporary measure, we can start trying to exploit more resources. In the new lands resources will be prospected for to see what we have available; or if we will need to think of alternate means to fuel our needs.
2. Divine observation
The fact that at least one is recognizable as a god from the old world pointing to the others likely being gods in their own right then the mages are presented with a unique possibility. In the old world souls were directly added to golems through divine mandate and so it could be likely that one of these gods created the souls for one of the other races come to this world. As such the mages observe the actions of the gods and surroundings to see if they can glimpse into the secret of the soul or, failing that, some other divine knowledge from them or the spirit of light.
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Fluff: Well! It seems that was something well worth chasing. Perhaps now he can tell us who are the gods of this world m. But for now, this... this is something revolutionary

1 action: Build a city upon the new frontier
With an extended reach, it only makes sense to build another city to thrive and grow for all of Sealand to benefit.

1 action: Replant the forest for logging and make another farm
Wood is essential as is food for any new thriving city
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The greater presence of life around the Hydrothermal Vents than previously known presents a bittersweet discovery. While our Nuclear Reactor is serving us well it won't be enough forever and right now all of our power comes from one source which is not an acceptable arrangement. A Submarine of Yangtzi researchers will be send before the construction flotilla and tasked with research, prospecting for a location that is ideally not too damaging to the present ecosystem though the needs of the Realm remain a clear first and possibly resettling species they deem too endangered. However the Thermal Power plant will be built Idyllic garden of crushing darkness or not.

Just like the mine will be built to supply our people with the cybernetics they have grown accustomed to having access to. While there are rising concerns about the potential of the discovery that magic is potentially real most remain skeptical and so far we have encountered nothing that could challenge us turning the steady supply of cybernetics, especially the Iron Gill which is used by near everyone and by many on a daily basis to operate comfortably and long underwater, into a higher priority.

Action 1: Build a Thermal Power Plant on the Vents with some delay for basic research of the ecosystem.

Action 2: Build a Mine to supply the production of Cybernetics.
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>>5294969

The whirlpools not far from the coast are curios things. It's clear that they aren't exactly the most natural. Further, the fact the whales escape there shows that they are far more clever than normal, however, if the whales are hiding there, surely there has to be some further out in uncharted waters who are unable to hide in such a place. And even then, if they hide there they surely would have a fair bit of overcrowding and competition. And if they are simply escaping there, then the whales are faster than even some of the Children of Fanw's newest ships, or well, most technologically advanced, provided they had actual coal anyway. Still, given just how many whirlpools and how sizable they were, it was clear the study of them would be wise. Naturally, initial efforts would be from the shore, with further follow up efforts being done by Balaur, Verhal, Verstark, and fairies, the latter case mostly being noble fey along with the Queen fairy Aurora who was curios about the matter. The main efforts would be to discover if the whirlpools were natural or magical in nature, and in either case the exact cause of the extensive number of dangerous whirlpools, and if there was any method to stop them. After all, they were quite dangerous to shipping and hampering the efforts of the Children of Fanw to hunt the beasts of the sea. Ideally the joint project also would further inspire unity, at least, that was the Viersperan hope for it.

Other than this, efforts would be done to better understand the magic of the Fey. This was partially done in the hopes that perhaps some of their inherent abilities could be learned by other peoples of the union, but mostly just to further expand the knowledge on their capabilities and limits along with potential ways to surpass them. Of course, it would quickly become apparent to the other peoples of the union that a plains fairy could learn the same kind of magic a fire fairy or cave fairy could. Though the more interesting things occurred with Liri, Floe, and Pyre getting directly involved to see what the limits were for themselves, given they were the only three empress fey. Though, most of the work would be done on understanding the capabilities of the Queen and King fey along with the Nobles. Only a small amount of attention being given to the lesser fey who weren't all that magically inclined themselves.

>Action One. Examination of the whirlpools.

>Action Two. Study of Fey Elemental magic.

Traeth - 12 influence, 14 happiness
Sokchon - 8 influence, 12 happiness (+2 if whirlpool or Fey magic study counts as an academic pursuit, +4 if both)
Termhelm - 8 influence, 10 happiness
Heidekerk - 7 influence, 10 happiness
Breksos - 8 influence, 10 happiness
Gradutz - 11 influence, 14 happiness
Metrin - 6 influence, 10 happiness (Same as Sokchon)

Pop: 6
Tech: 4
Magic: 5
Wealth: 8 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 3
>>
Megryros turn
1st action: [scouting] The Dwarven city will scout the left side of the island to find what resources it has.
The dwarves will send out some of their miners along with some Dwarves to to scout the territory east of their city on the island it appeared to see if it has the pototential to fuel more Dwarven forges and produce more wanders for their citizens.
2nd action: [Diplomacy] Send a team of diplomats to the Dwarves.
Another team of diplomats will be sent to the Dwarven city to capiltise on the success of the first, these diplomats shall entise the Dwarves with the prospect of more resources if the cties where to work togheter and the oppurtuntiy for Dwarven honor to shine in defense of not just the Dwarves but their neighbors who shall all work together in the face of oppression.
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> Astray
Studying the wirlpools is not that interesting that is until the fey are brought in. It seems that the whales themselves are causing them. Herds of the creatures are swimming in circles powering the wirlpools clearly using magic in a very primitive way. The whales seem to be far from sentient, but more like… ants?

There is the large krill-filtering whales which venture outside the whirlpools to collect food, the large-lunged ones which for unknown reasons dive to extreme deapths and retrieve water to spray at the worker-whales which are built partly like stingrays to be carried by the storms. Those workers circles the whirlpools keeping them spinning protecting something. Well not like you can get further in to see what.

Studying the magic gives expected ressults. It works as in the previous worl deriving it’s power from the planet and presence of certain elements though some elements seem stronger here. Ones associated with the deapths of the planet, like cave magic. You may attempt to spread the magic to other races, but one would need an university ofr that and the Fey would loose a signifficant amount of happiness if their main adventage is shared.

> Deep realm
Sir it’s 2 buildings per action 2!

Thermal power plant and mine are built, you have a huge surplus of energy which is being wasted. With cybernetics production resotred,mosrtality falls signifficantly. With the present food and electrcity surpluses on top of that your poppulation grows by 2 and your wealth by 1.

+1 action for next turn

> Sealand
City built, name it though!

Forest replanted and farm built.

> Arcadia
You find situational metals, fossils and salt. The fossils especially could be useful in our research into spirits as we now understand that all life in this world is linked to them so should be past life. Sadly nothing useful as fuel has been excavated.
You have no connection to the white spirit as such the observations are impossible, but from now you can consider yourself to know about every quest given and ursurp it. You cannot grasp what exists beyond that there is, but repeated use of peering in trough the great spirits has caused the memories of a thousand animal lives to weigh on more and more people. Insanity grips the nation and many arcadians shapeshifting into animal form overwhealmed by it dissapear into the wilderness.

-1 poppulation

With only 1 poppulation present to keep your civilisation operational the golem factory has to be shut down.
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> Minotaurs
The Tetrad is finally established the 4 citystates all merge into a loose union which shares a poppulation and resources. Your states all increase by 4, except the tech stat.

In exchange you need to now keep in mind the interests of all 4 subfactions and expand roughly eqully fulfil their agendas etc.

You find Iron, Phosphate and Harstone, the Phosphate deposit being found outside your land as you ran out of empty provinces to prospect on.

> Depau
The inquissition is established and goas on a vapid rampage doing whatever they please with no regard for the religion of your people itself instead enforcing the ruels of a mad goddess feasting on opiate plants, but the mad goddess keeps her word.

A seed of Chaos is left at the Mayor’s desk, a seed which shall sprout a grand yet corrupting tree it’s effects not fully known, but there shall be 2 one grand and one unpredictable.

Temple and factory is built, but a factory producing what? Producing deez nuts?
The Temple heps reinforce the Depaun ancestral faith as the Faye inquissition goes rogue.

> Deseptracons
connecting stuff is free… well building a city and exploring is 2 actions though

The City of IAK-ORE is built in the east of your tiny island.

You find fossils, salt and gems. The Fossils are more of a cultural good to your nonmagical kind, but the salt and gems are both crystals and could be used to form a 4-dimensionally symetrical crystal which could help replace the role Engraon played in your teleportation gates.

> Neo-Tarnish
Plutonium mine and fertilizer factory are built. You can either link the fertilizer to a farm and produce 4 crops the classical way or do it with a hydropnics farm producing 6 food crops instead

While making them understand the principle behind combustion seems simple at principle it seems in-fact impossible… it’s nearly as if they come from a world where the very idea of something exploding does not exist. You can teach them how to make a gun and gunpowder, and how it fires, but on a fundamental biological level they are incapable of grasping what an explosion is and will not be able ot iterate on it in any way.
(relevant for BFT, +3 in tech stat)
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> Shadows
The expanssion of your people is grand and prosperous and new land is claimed having finally peered behind the mountain veil you discover a new civilisation. They are also wolfkin exactly the same as the ones living north of you except they seem to be living in ingloos made out of metal and using magic to make them flash pretty colours. (trygons Civ is currently all wolfkin, the robots were shut down due to not being needed)

The new city of We’hida is built.

> Cravers
Emerald Forrest - you discover a rare biome a biome which all counts as containing the ‘gems’ resources. It seems anywhere where emeralds are present odd plants can be planted which will extract them by themselves and use them as a type of focusing lense on their leaves getting hyoer-efficent photosynthesis. The animals feeding on them will incorporate the emeralds

The white slime factory is built though you quickly recieve a grim reminder that water only made this stuff burn more… a better method of extinguishing it might be in order. Though… if we can’t put it out neither can our enemy. We have obtained a grand weapon far surpasssing the flamethtrowers the humans of the old world had.

New city is built

> Tanuki

You expand and find 3 resources: Oil/Gas, Obsydian and Amber

Your land is stretching pretty thin once more, a 3rd city might be in order though a 2nd possiblity exists. WIthout costing an action you can make the Godflesh Collegiate a friendly NPC of yours (-1 pop cost) and they will take controll of the easternmost portions of your nation.

> Black Forrest
New port and lumbermill are built.

Studying the dragonbone allows you to map the elements to being froglike is dark, fishlike is water, mammallike is earth, lizardlike fire, plantlike is wood, buglike is metal etc. Your people thus learn putting dragonbone in metal gives the strikes with the weapon an additional form of ‘elemental damage’ be careful though as unlike other resources industrial exploitation of fossils might make them run out… still a useful trick for select artiffacts.
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>>5299515
Count down to back to pop regaining: 25 turns.

Fluff: Gracio, dictator of Arcadia, looks down at the report in his hand with anger and despair. He didn't think he needed to specify not to use the dangerous fucking magic, or maybe tell him if the experiment was going to use it, but the researchers went ahead and did it anyway. Thankfully the population will, eventually, die off as their cores eventually take enough damage from natural or unnatural means and be forcefully returned to the nation. However, this must be addressed before it gets out of hand as Gracio outright bans the use of the Spirit Communion spell without his specific authorization for the use and starts on methods to help those that haven't gone crazy yet.

1. Construct a Psychiatric Temple and Mine on the Situational Metals.
With those few who remain we must find ways to support ourselves and help those still reeling from the animal memories. For those still suffering a temple will be built for the purpose of sending those still affected to seek meditation, suppression of the animal memories, and work with temple personnel to reassert their humanity. Less exiting a mine will be put on the situational metals to extract them for possible use or trade.
2. Research Situational Metals for magical properties.
With the report of unknown metals being found the orders are sent to exploit them, seeing as there is the possibility they hold value to scientific nations found so far, or that they could hold magical potential. While it isn't yet known why some materials hold magic more readily while some others can transfer mana quickly with little lose; and so research is set up to find out what potential this metal may hold. This is done through the same basic means of funneling mana into the material and see how much it can hold, elongating it and seeing how far it transfers mana, and also testing the various elemental magics on it for the same reasons of elemental energy storage and transfer.
>>
>>5299520

Action 1: Expand

To greener pastures, the tiles directly south of the museum fall under our custodianship.

Action 2: Create a hydroponics farm and a lumber mill, the farm on the river tile and the lumber mill on the boreal forest

Connect the fertiliser to the hydroponics farm.
Connect the lumber mill and the regular farm up to the merchandise factory and power it.

The manufactories we brought here roar to life for the first time since the crash. While arguably the least important to our survival, they allow the magnificent power of S.H.I.N.E Roko! to spread across the colony citizens once more.

Artificial crops are grown in perfect temperatures, nutritionally flawless works of bio-artisanship courtesy of the ascendancy.

All things in the homestead appear to be looking up.
The perfect voice of S.H.I.N.E. Roko! blasts across the mountains, deafening eardrums as part of a 68 hour long stream in which half of the colonies fusion reactor output was assigned for completely extraneous purposes.
>>
>>5299525
What a curious thing, this white slime, worst comes to worst we can try kicking some sand over it perhaps.

1.
Expand to add the Emerald Forest to our borders.

2.
The beginnings of developing a larger flyer, utilizing the white slime as fuel is begun (literally a massive flesh bird with flames from the back and front as a weapon and propellant) 1/2.
>>
Fluff: As it’s a new world... perhaps something to tell how we are merchants first and foremost. The new name of the city shall be called Ledger

1 action: Expand a bit more
No harm in claiming more territory, especially when so many resources are needed

1 action: Search landscape
Hunt for materials and resources. Without the proper equipment the ‘sea boogers’.. which are being renamed to sea charges, cannot be harvested. So... materials first!
>>
While the Iron Leaf Clan struggles to figure out that explosions are indeed a thing, the Black Forest Clan gets to enjoy their dragon studies. It seems the Wolfkin are most suited for earth magic, and that may be the most appropriate. We have little struggle with the speed of wind, the water is not something the Wolfkin have needed to traverse overmuch and the wrath of fire can end up burning our own forests. But the earth is a stalwart companion, able to make shields of earth no Wolfkin can carry, able to crush even the mighty Lo-hai and able to return fungal hordes to the earth for rest. Yuuka does her own experiments, though it wont see results until she gets a national effort going.

Action 1: Develop Clinker Hull Ships (think Knarr, Norse merchant ship).
The Iron Oak doesn't float like oak does, but it's 3x stronger. Our current shipbuilding techniques rely on Oak, which is a tenth the weight of Iron Oak. Making the pieces thinner simply isn't enough to make up for this 10 times weight difference, we need a new method. We will develop Clinker Hulls, where the overlapping planks act as a structure in and of itself, reducing the amount of internal structure needed, cutting down on weight. These hulls also flare out, making a lot more displacement for every inch it sits in the water. However, it seems unlikely this will be sufficient to make the Iron Oak boats float, as an Oaken ship of this make would have an excess displacement of 50%, giving it it's empty weight as cargo capacity (50t displacement - 25t weight = 25t for cargo), we need 90% excess displacement to be able to make it out of Iron Oak (10x weight). Even if we consider it using thinner parts due to it's 3x strength (-60% weight, 25t x 10 - 60% = 100t) it still comes up short (50t displacement - 100t weight = -50t), we need to double it's displacement or halve it's weight just to float when empty. But when we manage that, we'll have a very strong ship, like comparing an ironclad to a non-ironclad.

Still, in the meantime, it should give us better oak ships.

Action 2: Build Hunting Ground east of the Black Iron Forest, build Farm west of the Conclave Iron Forest.
While the west develops mining and academia, the eastern folk continue settling down, making hunting lodges and farms. Both the Black Forest and the Conclave of Life get to producing food, each in their own way. The hunters of the Black Forest has large swathes of forest to hunt in, while the Conclave makes the most out of their more limited space.
>>
>>5299515

While the study of fey magic has given some insights in how this world remains akin to that of the old one, the whales were something of great interest after their nature was uncovered to be similar to that of insects. It was quite an odd development, but further understanding of them would be useful in order to hunt them, or at least prevent them from damaging or sinking any ships with their whirlpools. There had to be a way to trick them, or to cause them to use up all their magic. Something to be able to get around their main method of defense. Of course, the Katzarin had the obvious solution of just using one of their nuclear or diesel subs to dive and just use torpedoes, but given we have nothing to make those torpedoes or replacement parts, even the latter which theoretically could get moving if a refinery was made wasn't really an option. Besides, that way of going about it might lead to more problems if the whales adapted in a hostile way, and further would only be good if they were to be removed like pests rather than actually hunted in any meaningful manner. Still, the Children of Fanw would rely on the Fey to investigate this matter, mainly due to the fact their adept skills in magic and capability for flight, along with being key to the original investigation.

Other than this, the Children of Fanw would use a good deal of influence to convince the other nations that exploration was a worthy goal for future avenues of expansion. Naturally this would be done via the sea as it was fastest method of long distance transportation, though they would avoid the whirlpool prone area's, and some Verhal would be brought along to aid in discovering new land. It was hoped that this little venture would give greater knowledge on the western coast line and potentially discover other things as well. Another vital movement with regards to this exploration was searching for a warmer, hotter place so that way the Viersperan had a far better place to call home than their current one which, only thanks to electricity and heaters, was just barely survivable...

>Action One. Whale Study.

>Action Two. Exploration


Traeth - 12 influence, 16 happiness
Sokchon - 8 influence, 12 happiness (+2 if whirlpool, whale or Fey magic study counts as an academic pursuit, +4 if two, +6 if all three)
Termhelm - 8 influence, 10 happiness
Heidekerk - 7 influence, 10 happiness
Breksos - 8 influence, 10 happiness
Gradutz - 11 influence, 14 happiness
Metrin - 6 influence, 10 happiness (Same as Sokchon)

Pop: 6
Tech: 4
Magic: 5
Wealth: 8 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 3
>>
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>>5299525
>Pop: 4
>Tech: 7
>Magic: 7
>Wealth: 6
>Diplo: 10


>Action 1 - Expand on red-starred tiles.
The appearance of a strange building on their borders can only be ignored for so long, and while it has seen some poking and prodding from occasional shamans or nearby travelers, it remains largely undisturbed. No more! The Do'la leadership organize a perimeter built around a nearby camp, from which research can be conducted.

>Action 2 - Investigate the Reality Device.
Shamans, scholars, engineers, all are welcome to observe the place from afar, but it must fall to the most wise and eloquent among the Shadows to venture within. Stories of the Do'la history long ago spoke of similar ruins, a library guarded by a beast unlike any other. While this new world means these ruins are entirely unconnected, the concept of fatal defenses is still forefront in the Do'la mind. They will investigate calmly, carefully, and speak in only the most cordial tones to these strange weavers who maintain the place.
>>
>>5299520
I need a moment to understand wtf just happened
Anyways
The newly built factory produces mithril goods. Weapons and trinkets of different kinds which fetch a high price in all markets. Especially when used in experimental antimagic devices and charms which can prove an effective surprise against magic reliant opponents.
Action 1:
A colony is established on one of the great northern islands. A refuge of dissidents and adventurers who dont mind the cold. (colonize coastal land tiles up there)
Pop: 4 (+ additional pop of tarnians)
Action 2:
A port is built far in the north for the newly established colony
Another fishery is established
>>
Minotraurs turn.
1st action: [prospecting] The minotaurs will prospect the coast of the land west to their island.
Loading up as many supplies on one of their biggerst merhcant vessels as the can, they would make their way to the land west of their island with all sorts of professinals oboard to find what wanders the land holds.
2nd action: [exploration} The oni will explore the northern sea of the island.
As the Oni looked to their compatriots exploring the territory around them they would purchase a ship from the minotaurs and explore the sea to the north of their city using the expertise of the various races.
>>
> Minotaurs
(you can’t use Oni to explore as you did not send me the agendas yet so the union mechanics can’t be applied)

You find coal iron and salt on the peninssulla, exploring north lets you discover the Sea Elves and turtlefolk you may now diplo both and you know now of the continent to your north. You also discover that there is an inner sea going deep inland whose economic worth could be immesurable.

> Depaun
The factory is made and the first antimagic goods are produced. The very basic ones include a full-head helmet which protects you from being mindcontrolled and a mythrill mirror which does not reflect ilussions. Lastly simple goods such as sheidls are made.

The colony is established and the first colonists flow in making sure your nation grows in power in taking controll of the great sea between the two continents. As colonists are barely flowing in they are still reliant on the mainland, but soon goods will be produced locally so make sure to construct a city soon

> Shadows
The expanssion goes as intended, then you try to investigate the reality-weaving muses. It is hard to figure out what they are doing you don’t really understand, but it seems as if they were cerating holes in fabric. They do not aknowlage your presence in any sense, but they do see to sometimes humm and sing to themselves.

One of the shadows notices a basked with small patches in it and a plan is hatched to retrieve it. Of course the few brave yet insane ones soon meet their end their bodies themselves being used as gap fillers to the tiny reality holes. The process of becomming part of reality could be describes as your body slowly falling appart into tiny bubbles which fall appart untill you become invisible. Eiter way a few patches of reality are retrieved maybe Achroma would know something, though if he’d be willing to tell is another question.

In other news. Aetia has beached and will lay turtle eggs. You can spend an action aiding her making more turtles be born, they’d be part of your allie’s nation and for a bigger desert to emerge.

> Union of the Astray
You are incapable of penetrating deep into whale territory, but you do find out that the ‘carrier’ whales are carrying water from deep underground to the aboveground whales to supply them with mana to keep the whilpools up. This of course makes you belive that deep-water posesses more conzentrated mana. Some fey fly deeper into the lands of the Whirl Whales, but you can’t see much from the sky. Some advanced boats might be needed to go deeper into the whirlpools to find out more about the whales.
>>
>Black Forrest tribes
The ships are developped and will now allow the construction of grand Ironwood ships, from what you knwo your ships are not ship for ship the best in the world! Well and that is true as long as a ship is only something that swims atop the war. ANyway to mass produce them still a shipyard (ship factory) needs to be built.

The Huntingground and Farm are constructed. With an excess of food present your population increases by 1.

> Sealand
You expand and find some more resources. Your nation ever grows more powerful.

The madman goes rogue, having been given power of the prince he rages that you did not exploit the amber. He loves amber and he orders people recklessly to act on expanding into the sea and collecting the amber, yet his will was ignored so he raged using his private retinue to shut down the shipyard and trade port, ignoring him again will lead him to destroying it… or well depose him, though who knwos what Faye will say to that.

You find a deposit of gold and two deposits of harstone.

> Cravers
You expand into the emerald ones and the first steps towards developping a fast flying flyer are made. One which uses phosphorus both as fuel and a weapon to fly rapidly. CUrrently it lacks no ‘oompfh’, though as a drawback it burns up if it as much as is tickled. Nothing incorporating those fancy emeralds can’t fix. Allowing you to create the base for an extrmely powerful airforce.

(connecting the while slime and Organic emerald plantation to a plantation would create an airforce equal in quality to a low sci-fi airforce, though of course you then also need airports.)

> Neo-Tarnish colony
You expand and the Hydroponics farm is built providing a surplus of 5 food which allows for a near instantanous urbanisation of close to your whole nation. I mean it’s not like your people don’t have the technology to built a megalopolis? Just lacking the people to fill it, still a nice urban landscape rizes as the wolfkin living among you slowly become accustumoed to modern life.

> Arcadia
The psych ward and mine of situational metals are made. The psych ward allows you to use the dimenssional peering for action once every 4 turns without consequence.

Metals such as silver, copper, etc. work same as in your old world. More exotic ones lieke lithium hold bizzare properties. WHile not resonating with magic in any way the explosive nature of lithium and other alkali metal makes it perfect to put flame magic enchantments into them while lead proves itself ideal for various balistic type enchantments… though it seems to be a magic insulator. In large enough quantities it can be used as a poor-man’s mythrill.
>>
>>5302689
Reminder, add the lumber mill from last turn and activate the idola merchandise factory


Action 1: Airport, Port
At the cathedral capital an airport takes shape, and on the neighbouring tile a port rises.

The unfathomable march of progress cannot be halted as the Azure Wolfkin have learnt all we have to teach. They are as much tarnish citizens as the engrams, rapidly assembling our technological marvels for the good of all of us.

A port producing fusion-engine ships, an airport launching vessels into the sky, things a few generations ago would have been magic to these people are now parts of everyday life.

Action 2: A market next to the port on the same tile as the temple, and then build a broadcast tower on the coal mine to allow us to project our internet capacity nationwide

Trade flows with the less enlightened wolfkin to the east, and the metropolitan population demands 24/7 internet access. The broadcast tower is assembled, and can be used also to communicate from afar.
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>>5302688

>Action 1 - Claim new colony Land (by Aetia)
The Shadows aboard Aetia take care to nurture and raise the eggs the great leviathan lays in the sandy shores, teaching them to speak and write, to build and fight, before the great Turte once again resumes it's endless voyage. They promise they will return, and urge them to send ships to their homeland to establish contact.


>Action 2 - Build University near reality temple, Build Colony Port
Back at home, the reality weavers are subjected to more and more completely ineffective tests. Inadvertently, the land nearby starts to host a plethora of scholars and engineers, and eventually a proper school is established, their goals widened to general understanding of the physical and magical world. (This is the 'can magically enchant 1 resource/turn building)

Eager to meet their older cousins, the fresh young colony build a port.
>>
The Black Forest Kingdom
Pop: 15 (15 start) (-1 Turn 1, provided manpower to Hastung) (+1 Turn 8, excess food)
Tech: 5 (2 start) (+3 Turn 7, robots taught us to make and utilise gunpowder)
Magic: 4
Wealth: 2
Diplo: 10

Action 1: Make Phosphate Mine and Gunpowder Factory north of Hayashi Yamamoto.
Though we are not yet successful in making Iron Oak ships to help ferry the plutonium up north, the Iron Leaf decides to start manufacturing our own gunpowder, starting with making the phopshate mine and gunpowder factory. We'll put the factory next to the river, so if it ever catches fire, we can quickly douse it. Already we are testing out the utilities. We have copied the design for grenades, somehow the burning of the powder allows it to shatter the pot it is within and send it's shards flying, most curious. The sky is also lit up with bursting rockets, fireworks. Eventually the elders of the Black Forest comes in and puts a stop to the constant night noise, the hunters are especially upset as it keeps interrupting their hunt. Still, brownhairs will be brownhairs, so they only manage to restrict the time and place, the fireworks still gets shot up.

Action 2: Research Earth Dragon Spirits, attempt to infuse our Sisu with their earth mana.
While the Iron Leaf is busy playing with fire(works), the scholars at the Dragon University studies the earth dragons. They are attempting to make our Sisu channel their earth mana, a shortcut to earth magic, instead of having to create a whole new school of magic, we can make use of all the tips and tricks we use for spirit magic, methods of training and teaching. The risk however, is that we may revive the dragon spirits, before we have devised methods of countering their magic. Not to mention what other knowledge these ancient dragons may possess. Still, their numbers would be limited to those we have excavated, and those we supply with Sisu. So all in all, the risk has been calculated and the project gets the go-ahead by Queen Yuuka Daikyo.
>>
>>5302689
1. Build obsidian & amber mines
2. build another city on the border named Furaimatsu
>>
>>5302689
Countdown to pop regain 24 turns.

1. Settle island between Arcadia and the Sealand elves.
While things are fairly up in the air for the possibilities of the land it is without a doubt very desirable property for possible military or mercantile endeavors; or just a nice spot to relax.

2. Build a port of the claimed island and a temple north of Cathedral Lazenbolt in the Neo-Tarnish Colony.
While the organization of people to learn from the Tarnish will take some time (next turn) due to having to organize such a small work force. On the other hand the Tarnish have accepted a soulist temple in their lands. This will allow us a good chance to gain information from through rumors, tend to the spiritual health of the students when they go, and allow volunteers to provide charity and good deeds with the populace of wolfkin workers and tragic souless mind copies.
>>
>>5302689
>Cravers

1.
A emerald plantation is constructed, where the local wildlife is hunted and the emeralds are gathered. An airport is built near the plantation, a fleshy spire much in the nature of the Raut'let hives, where the newly constructed Lethyr'Blaka roost. Supplies of white slime are shipped to be accessed by this construct.

2.
The work on the Lethyr'Blaka continues, utilizing the new emerald resources to help insulate their fire blasting tail organs, and improving their ability to stop their Propulsion powers. Fast fliers, but fragile, not to be unexpected considering their dangerous payloads. Hopefully now with actual fliers capable of carrying a Craver rider, our ability to travel out new lands will increase, as well as bringing us closer to closing the gaps between us and the humans to the north in might.
>>
Fluff: The king is informed he need to no such thing as he is king. He simply must make his demands known and it is something to be acted upon. However, should it slow other things down, it may slow his own ambitions down, and no one wants that.

Action 1: Sea conduit harvest
And harvested this Amber shall be! Deposits of it to be pulled up out of the ocean! Perhaps... if it gives off energy.. maybe there’s a way to do more with it.

1 action: Combat training
As we expand further out into the world, freshening up on combat techniques is important. While there could be more expanding, it’d be useless if we were not prepared for the horrors of this world. That, and scouts and explorers could use some time to rest.
>>
>>5302688

While Submarines were held by Helderezee, without proper steel being made, replacement parts and maintenance couldn't be done. And as such, they weren't going to be wasted when they could have issues that were irreparable and would make them inoperable. Of course this was well known and more or less repeated constantly. And as such, a new round of prospecting was to be undertaken. While there certainly was some annoyance in the exploration by the Children of Fanw not finding much of anything, it was a valiant attempt. But now was the time to look to the future of the union now that certain issues were dealt with. And this was the simple and vital need for steel. And by extension the source of carbon to allow it to be produced. As while the Children of Fanw could produce small amounts of blessed steel, the more traditional methods of steel making, and the more mass produced methods, weren't available at this moment in time. As such, the need for further resorces was the highest priority, and as such efforts to explore every hill and cave for ore was undertaken, both in the union and to the southern borders. One way or another they'd find a way to kick start the keys to modern industry that the more advanced societies desired. It also would allow a greater elevation technologically of the other members of the union. This wasn't the most ideal situation, and all this time spent was unfortunate, but it was vital to guarantee further development. Even the Fey of cafoddwol gained to benefit from it, even if they'd benefit from either result quite a bit...


>Action One & Two. Prospecting.

Traeth - 12 influence, 16 happiness
Sokchon - 8 influence, 12 happiness (+2 if whirlpool, whale or Fey magic study counts as an academic pursuit, +4 if two, +6 if all three)
Termhelm - 8 influence, 10 happiness
Heidekerk - 7 influence, 10 happiness
Breksos - 8 influence, 10 happiness
Gradutz - 11 influence, 14 happiness
Metrin - 6 influence, 10 happiness (Same as Sokchon)

Pop: 6
Tech: 4
Magic: 5
Wealth: 8 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 3
>>
>>5302688
Action 1:
Expand further into the inland sea (current true pop: 4)
Action 2:
The city of Excephalo is founded by the newly built colony port, serving as the centre of administration for the island
>>
>Action 1&2: Locate more minerals
Due of the urgent need to find more material to make some sort of synthetic engraon, various Vehiconians drones are deployed to locate such minerals
>>
>>5302689
> reminder to add temple on Shab'let
>>
With our foundation stabilized, our sources for electricity and food diversified so the overall supply is resistant to failure or sabotage the realm gained an unexpected surplus of people too which was directed towards the North on our island, establishing a settlement named "Kara-Nisi" to be granted to House Hayreddin with the task of eventually producing and testing amphibious vehicles and equipment once it has established basic self-sufficiency as well as improving workrates and worker morale on the already established mine and fisheries by cutting travel time short and improving housing for the people already living there. The Settlement will be build right by the Mine, utilizing the Ore and the Rock found and removed from the earth there for construction, cutting the logistical travel time short for at least some of the building materials.

Being put under the Hayreddin's care the architectural style will resemble more Greek-Near Eastern stylings albeit with much use of metal in the construction and ornamentation themed around turkic corsairs and utilizing mainly colorful tapestry, carpets and other cloth-based objects. Smaller buildings are usually domed and overall make use of circles and rectangles in their design and are overall kept short, under 3-4 stories unless really needed for function and entertainment will eventually be supplied by waterpipe-bars, cafès and some fencing schools with attached Arenas to allow the Hayreddins to combine training for their favorite way of dealing with hostile ships, by boarding them, with entertaining spectacle.

The issue of the Submarine fleet remains too and becomes more pressing as more ships are spotted. The Realm is expanding slowly but in all directions, trying to probe and analyze the terrain for what resources we need to finally rebuild ourselves to something resembling our past self from before The Jump to this world.

#1 : Use excess Pop to found a City near the Thermal plant named "Kara-Nisi".

#2: Generally expand the borders into all directions.

#3: Also prospect further inside our own territory for the materials needed to restart Submarine construction.
>>
> Cravers
The set up for the production of a powerful airforce is complete. A factory, airport and organic emerald plantation are set up. The Lethyr’Blaka are finally deployed. fueled by white phosphorus lime and using it as weapons protecting it’s intestines with organic emeralds.

It is the first bioform making use of what is unique to this new boring world, and it is a marble to behold. now we shall have little to fear from the people in the north-west.

> Deseptracons
(I feel like you’re not reading your updates, you foundp lenty potential material for now. you could trade with the Tanuki too.)

Deposits found: Hardstone, 3x Oil&Gas, Coal, Salt

> Depaun
The dragons expand in their true native habitat, the sea, settling deeper into the thermal vents.

The city of Excephalo is built

> Union of the Astray
You find: 2x Salt, Phosphate, Hard stone, 2x coal,

> Sea Elves
Harvest of the Amber begins, but the harves is unstable afterall it’s just fishermen having to scrape nets across the floor having to pick up amber. There is also the issue of the mines being outside of land you have control over… the miners might just take the loot and flee or another nation may ursurp it. (would be good to expand into the sea to actually control the mines). Oh, well at least the madman is appeased.

Training is performed. Basic military drills as well as survival training. In this world there is much wildland as such your generals view it as iomportant to learn guerilla warfare, trapping etc. Techniques perfect for defense and usage of a maiden jungle for your adventage.

> Arcadic
Island settled, port and temple built. May the weird Idola worshippers of the far east learn our propper ways of soulism. Reject your silly gods, embrace apotheosis to divinity!
>>
>>5306959
> Black Forrest kingdom
Worryng news come from the lands of the Golem-men. A new faith seems to have begun to rise among them, and it is the faith of the Arcadians. Not strictly and evil religion, but it seems an old enemy has followed you to this new place.

The phosphate mine is built and a gunpowder factory as well, but you lack a crucial ingredient to make gunpowder: Sulphur

As such the factory is inactive.

Luinking your souls with the remnants of souls of ancient dragons? Nothing could go wrong could there? Quickly the ritual of ‘Dragon communion” is developped where people link their sisu with a piece of dragon bone and trough prayer absorb the fossil after the fossil is basorbed the body twists. In case of earth draggons the body becomes covered in patches of fur that are always full of earthn dust, the back grows ingrown wings, bumps on the back, one also becommes taller and their face elongates with the teeth becoming sharp and needlelike. With that the Dragon Cults have begun to rize, a faith compatible with soulism.

> Tanuki
Mine and City are built

> Shadows
The temple and port are bilt and the turtles settle a new land and Aetia travels further north going past a colony of the Dragon people you met before among them live many humans. More than in the capital region.

> Neo-Tarnish
Port and Airport are built, prerequisites for trade with the outside world is set, at least for bringing the uranium from the wolfkin up north via port as for airports… we don’t know anyone with one, but that’s ok.

Market and brodcast tower added, what is missing

> Deep Realm
A new city is built, Kara Nisi. Hi8dden bellow the aces a new dome is hammered together, once thought of as an artiffact of a more enlightened time, the shallow clean waters allowed for another grand underwater dome to be built. A true new beginning.

2 deposits of harstone and one deposit of amber is found, though understandbly excavation of hardstone from under the sea would be rather problematic.
>>
>>5306961

Action 1: Rokomania!

S.H.I.N.E. Roko! orders great net-temples wrought up, and we act upon her grand designs now that the merchandise factories have spun back up into full gear.

Her sermons are blasted across every waveband, games and self help and comedy, all the light of life reflected in her. Give unto Roko!

Action 2: Something magic?

The construction of this soulist institution allows us to probe it’s secrets for arcane lore. We have never courted magic before, but in this strange new world it would help to know it to close gaps in our knowledge.

If there ever was an issue with engrams not being able to cast magic, there is not one any longer, for the Azure Clan are very much of flesh and blood.
>>
>>5306961
With the worker settlements on the south of the Island merged and supplied with people to expand the next step is put in motion with the construction of a Sulphur Mine north to Kara-Nisi to help supply the upcoming Factory and Test grounds needed to equip military forces meant to attack land-based targets with gear and vehicles capable to operate in water and dry environments.

#1: Complete the Merging of the settlements into the Citiy of Kara-Nisi.

#2:Build a mine on the Sulphur deposit north of Kara-Nisi
>>
>>5306959
Countdown to pop regain 23 turns.

1. Send some mages to learn the sciences of the Neo-Tarnish.
With the soulist temple set up and the promise of tutorship made a few dozen mages are found to volunteer to learn the sciences of these eastern strangers and bring back the knowledge.

2. Research object reading magic.
An interesting idea comes to the mages of Arcadia as they await the results of those that sought the foreign sciences. Magic to learn the history of an object similar to the connection magic to the great spirits and language translation magic. This is paired with the appropriate elemental magic to pulse the spell into the object, corpse, or living creature to allow the caster to learn more about the item and it's history in safe amounts. The old Vivimantic spell to take traits from creatures will also be used for the spell crafting as another basis to work from. With such magic we can more easily learn about the technology and techniques of other nations, gather information easily through the very world around us, and learn more about this history of this world.
>>
>>5306959
>Cravers

1.
Create a port and farm south from Kharo'valtrek.

2.
Prospect the lands to the north that we claimed earlier, around the church.
>>
Fluff: Both materials and claim are needed. There is only one sensible thing to do in this scenario the first! To claim vast amounts of land. The second! To attempt to purchase a plush doll for the king, an item to potentially help them feel connected to their patron.

2 actions: Expand. Into land and out to sea
The Sea Amber shall be properly under claim as to avoid thievery. And further expansion outwards to attempt and find more materials.

Extra: Trade some Unstable Atherium for a Plush doll. Enough to be what would be given as a gift to a king as that is what is being acquired in this trade.
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>>5306959

With coal found, it was natural that mines would be struck. It was the utmost priority to get coal for the various key factories that were needed in the union. This was not something that could be compromised on. Coal was a vital source of carbon that would be key in ensuring a steady production of replacement parts, modern shipyards, civilian industry, the works. Everything from computers and cars to bayonets and scythes. All required steel for the best longest lasting results. And, now was the time to get it. However, something else quite crucial was found. Marble. Stone not only great for decoration but also great for use as a flux. Needless to say, both mines would be prioritized. Yet with all the resources found, there was so little time and so many mines that needed to be set up. Though one thing was certain with all this work. The Drakon were going to be quite busy and not struggle in finding employment somewhere, especially given how skilled they were at setting up mines...

>Action One. Build a Coal and hard stone mine

>Action Two. Build Phosphate and coal mine.

(They aren't shown on the map. If expansion is necessary, replace the second build action with expansion giving one piece of territory to all factions except Prenhaearn/Traeth. I'd do the proper expansion thing myself if the resources were on the map. Also, sorry for the shorter post.)

(With out expansion. Will be updated for Expansion if it is necessary this turn next turn.)
Traeth - 12 influence, 16 happiness
Sokchon - 8 influence, 12 happiness (+2 if whirlpool, whale or Fey magic study counts as an academic pursuit, +4 if two, +6 if all three)
Termhelm - 8 influence, 10 happiness
Heidekerk - 7 influence, 10 happiness
Breksos - 8 influence, 10 happiness
Gradutz - 11 influence, 14 happiness
Metrin - 6 influence, 10 happiness (Same as Sokchon)

Pop: 6
Tech: 4
Magic: 5
Wealth: 8 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 3
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>throws amber and obsidian into the volcano
>build collegium of the bone and maw

..there is no gold, but the tanuki found amber. its yellow and it looks precious so maybe it will work? nevertheless the tanuki will need divine energy if they want be able to perform their shapeshift ability to its fullest extent so the reincarnation of paipo bought with him an offering of the largest and shiniest amber and threw it into the volcano in the north. hoping that some kind of divine being will appears and is willing to become the patron of the tanuki in this strange new land.

in the south, collegium of of maw and bone is built next to previous two college. (will my magic/science increase from building all 6 six colleges?)
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The royal guard marches upon the Dragon University and Dragon Temple of Hayashi Yamamoto, heretics are apprehended, those who resist face a legion of Ancestral Guardians, whatever might they borrow from the Dragonbone will likely be insufficient in resisting the Queen's decree. Queen Yuuka Daikyo has decreed the dragonshift as a heretical act, for we are followers of the wolfshift, as Wolfkin. However, she does not order the death of the dragonshifters, that would be hasty, this power is what we are looking for, it's just come in the incorrect form.

Action 1: Summon a wolf spirit, through blood ritual involving human and canine sacrifice.
While Yuuka goes to apprehend the heretics, Archwizard Miho Yuki is tasked with looking for a solution. Miho Yuki is the oldest of the Wolfkin, rumoured to be 300 years old, and she is the best wizard in the land, with experience surpassing even the Conclave of Life's finest druid. Miho decides the first order of business, is to search for the wolf spirits, of this world or ours. Wolfkin were once human, but we were granted long life and regeneration by the wolf spirits, long ago, even before we were cursed by the goddess of war. Of course, such a ritual is a bloody one, requiring the sacrificing of wolves and men, which the Conclave of Life wont like... if they find out. Miho has some humans kidnapped from their neighbouring Conclave, we did save their lives, this is but a drop in the ocean by comparison. We shall bind the wolf spirit to this place so we can commune with them, and the human should grant them the ability to speak with us.

Action 2: Arrest the Dragon Cult, stop them from further progress.
Yuuka and her marshall, Tsuyoi Aka, marches upon Hayashi Yamamoto, with a vast army of whitehairs and spirit warriors, and a legion of Ancenstral Guardians, a few possessing retrofitted Arcadian golems, but most being transported in phylacteries, with sisu channellers keeping their energy topped up. They march upon the Dragon University and Dragon Temple, where they will arrest the heretics, stop all further delving into the mysteries of the dragons, at least until we can course correct and do this the proper way. The archwizard will be searching for the wolf spirits, to counterbalance the dragon spirits, but until then, no more study of dragons, no worshipping the dragons. Things have gone their own way for too long, it's time to do it Yuuka's way.
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>Action 1: Attempting to create synthetic Engraon

With the discovery of such material we decided that it is time to see if with all of such materials we could create synthetic engraon... and thus by hardship , bureaucratic hell and workaholics a mix of adamantine , gems and oil would be done to see if such mix can work...

>Action 2 and 3: send a vehiconian drone exploration team toward the area the Oil and gems were found

I do not have more to say i pressume
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> Minor Tayurs

1st action: [building] Establish an outpost that will belong to the Minotaur's on the island marked with red.
Using some of the ships in their inventory the guild will fund the construction of an outpost to further trade in the future and as a base of operations for future surveys.

2nd action: [building] Establish an outpost that will belong to the Shadows on the peninsula marked with blue.
Some enterprising Shadow people buy some ships from the Minotaur's and using the leftover funds travel to the newly discovered land to the west to build their own town where land is more available with the opportunity for the town to grow and prosper into a proper city quite easily.
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> Ubral Theocracy
You expand further north into the fridgid mountains ensuring this natural borner is close to fully in your controll, at least the most important part, the peaks. As such the natural border is afventagous to you.

You find two deposits of coal and one deposit of oil&gas

> Deseptracons
The teams are sent out and start to finally tap into your vast mineral wealth constructing mines extracting coal, gems, fossils and petroleum.

The creation of synthetic Engraon yields sucess creating 2 potential compounds dubbed:

Engraon A and Engraon B

Engraon A will in the long run allow us to re-open our portal supplies factory and requires the creation of 4 crystals based of off plastics and silica, thus a factory can be set up making it requiring 1 electrcity, gems and oil&gas.
(mostly just portal stuff)

Engraon B is based of off the fossils. The life dwelling in them comes from a period your archeologists have dubbed the “Corthinian Explossion” where with an abbundance of mana present life diversified into large amoutns of bizzare forms. Engraon B will allow you to keep your transformation potential and possibly even expand it if further researched and also allow your race to reproduce. To get Engraon B going you require a factory which consumes fossils and adamantium as well as a source of ‘mana’ which can either be a volcano or a mage-pop. You have no mages but could borrow or enslave one from another race.
(essentially everything exept portal stuff)

> BFK
The hunt of the Dragon CUltists begins, they wished just to peacefully meditate and pursue their spiritual arts. The battle of the Archeological university ensues, the fossil mine, the university and the Dragoncommunion temple are destroyed, looses on your side are massive as the dragonascended tear trough your forces, but in the end if the BFK has anything it’s numbers.

The Dragon Cultists escape into the wilderness. From both losses in the battle and emigration happening you get -1 pop.

Your attempted contact with the wolf psirits yields no result. You merely find that they are part of a larger whole a spirit of the earth and very soil. Rummaging trough the burned remains of the Dragoncommunion Temple though you find their methods of cultivating dragon souls… ignoring sacrificing humans… you need bones of wolves. After a few hunts cultivation starts giving practitioners of Wolf Communion an increasingly wolflike apperance and basic innate earth magic abilities, but because you are emulating a much weaker base-creature the results are not very impressive.
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> Tanuki
The Tanuckers choose to play a dangerous game balancing their interest in the divine with their lust for the power of the Godslayers. Two more clllegia rize, institutions of learning disguised as jails. Those of the collegiate now more comprised of tanuki than humans welcome the attention and their loyalty towards the main governament rizes, but this goodwill soon is put in question as sacrifices to a divine are made. First ones of obsydian and amber, what next? Human sacrifice? Still trust is put in the main council to pursue the interest of mortals… and who knwos maybe the divines of this world are different.

As the Amber and obsydian are thrown in the vulcano glows red and then purple and slowly mellows out to a soft violet. Lastly it switches to normal, you have recieved an odd gift in return, it appears to be a stick… with some fresh roots poking out of it. The stick has tiny withered amber-leaves which seem conjoined like beads and a mis-shapen black charred coal trunk pierced with obsidian daggers. It’s twisted and deformed, but the power eminating from it is unimaginable. What you posess here is a ‘sappling of the world tree’ an artiffact from a foreign world a world where a giant tree supported it and linekd it to other dimenssions, but it is sickly and misshapen for likely the sacrifices made were not ideal.

North of your lands from the very ocean an island rizes. An island of mazes, at it’s center a giant withered tree coiled around the tree is a giant grand serpent which is being served by living statues aking to the statue of david known as the Ithempeli.


> Minotaurs/Mygros
The island marked in red is already controlled by the Arcadians, goign north informs you of that. Though to make a colony you also need a port there.

The Shadow clony on the other hand is established, making them happy. I made it slightly bigger as a bonus. You got a really big stat update when your nation formed so please post your stats or at least your pop when you want to expand next time.

This also displeases the Dwarves, which have been most neglected of the 4 allied races for now.

> Union of the Astray
4 mines are built, it was my mistake that the resources were not added on the map so you can expand into the mine tiles next turn, I won’t expand for you because that could fuck up the faction power-play and that’s for you to mess up yourself.
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> Sealand
The Mandman Prince is appeased clapping and jumping with glee. As a reward for your service he gives you a sock filled with his own feces fermeted in dog urin and permits the reopening oft he market and ship factory and while the market returns to normal quickly the ship factory will require half an action to restore.

You expand twice mostly into the sea with a bit leftover put into mountains.

The plush doll soon is made a national treasure and samples of unstable aetherium are granted to Faye the mad goddess who sees them as nothing but really, really pretty rocks… one might wonder why you’d think thsi won’t have long-lasting consequences.

> Cravers
Port and Farm are made, may the food prosperity and trade prosperity of the great organism every grow.

You find 3 deposits of situationa metals right north of the Greanian Church, it must be truly a blessing to find such rare material in such amazing quantity. (you can fluff them as silver, copper, lithium, kalium, etc.)

Lastly the explorations in the region lead your people to wander further north, there the stands a grand school or maybe temple? In this odd building there is many lecturers talking in ungknown tongues yet 0 students, though maybe more interesting to the cravers around this building exists something deemed as “Food biome” the food ecosystem is an odd ecosystem where each stage of it’s existance produces food in huge quantities, it seems unnatural. Not something this boring world should have. (feel free to contact Faye for more details, on the biome or psyonic university)

> Arcadia
Understanding the science of the Neo_tarnish is a huge jump for the arcadians who have forever neglected scientiffi pursuits, so first come basics. That being neutonian mathematics including integration, metalurgy, science of combustion (though your brain seems physically incapable of grasping it), basic chemistry and other such conzepts. You can consider youtrself to have a mostly 17th century understanding of technology, though you moreso understand what is possible not how to copy or practically use it.

Your magic to research objects is implemented, but it ownly traces what the object itself percieves. How it was touched, moved etc. Lets say you are given an old chess board, you can percieve all the moves which were ever played on it and inffer the rules of play. If you recieve a computer which had been long used an arcadian could near instantly know how to use it, but such information would not be helpful in understanding how a computer is made.
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> Deep Realm
The great Island megalopolis rizes as fueled by the wealth extracted from the sea a grand island city rizes. On there a sulphur mine is constructed to extract the valuble yellow element for it msot certainly will come in handly in production of bullets (weapons factory).

It’s 2 buildings per action, I also threw in a coal mine except the sulphur mine.

> Neo-Tarnish
Rokos song reaches out ot the world, admittedly reaching only the Greanians, but trough this violent act contact is established. The greanians quickly taking up to the music. In your nation itself though the souls in the machines celebrate like it was the year 3700 in the old world! While the wolfkin excitedly participate in the idol event swinging their glowsticks in unison for to them it’s a sermon from their god herself! What a generally joyous event which helps streangthen the unity of the nation.

Basic magic is comprehended, though currently only really a form known as ‘pure magic’. Which is badsed on extractign mana from your surroundings and conzentrating it, it can be used to shoot shirt-ranged projectiles and maybe make temporary blades. It’s main use is in training young mages though as it makes them sensitive to percieving mana around them and slowly builds up their capacity for mana trough-put without forcing them into a speciffic specialisation yet.
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>>5309763
>Fluff: University Magic Investigation: Phosphate
Crucial to plant-life, the enchanted phosphate acts in much the same way, allowing a spell to be sustained indefinitely. Since it exists only in powdered form, the spells it can hold must remain relatively simple.

>Action 1 - Build Coal Mine x 2
Nothing's blacker than a Do'la in a coal mine at night.

>Action 2- Build Oil mine, build Magical Factory (like the stuff thats making the plates (?) now) nearby.
This new stuff is black, liquid, and found deep in the earth! It MUST be valuable! Once it's no-doubt potent magical effects are discovered, it can be processed in a nearby magical factory!
>>
The Black Forest Kingdom
Pop: 14 (15 last turn (10), -1 due to Dragon Cult Crackdown)
Tech: 5
Magic: 4
Wealth: 2
Diplo: 10

With the dragon cult subjugated, Yuuka breathes a sigh of relief. The people weren't too happy with how harsh her handling was, but none can deny the danger of turning oneself into a dragon, they are monsters for a reason. Though, rumours are abuzz of a new spell, one which turns people into wolves. After the Dragon Schism people are wary of another shifting magic to split us apart. Yuuka admits that this magic exists, but that it's heavily regulated, and that shifting of the likes of the dragon shifters is strictly forbidden.

Action 1: Develop Wolfshift Reversal spell.
With the wolfshift a modest success, we have something to pursue other than dragonshift. However, the alterations ends up being permanent, which poses a number of problem. First is that any negative effects also remain permanent, so if someone wolfshifts so deeply their intelligence is impaired, they will become more and more like a mindless beast, inevitably making the practicioners become monsters. Second is the fact we are Wolfkin, not wolves, and we should be kept that way. Such degeneration shouldn't be allowed, so Archwizard Miho immediately goes about finding a way to reverse the wolfshift, and ways of making an automatic reversal. All future Wolfshift spells shall include a reversal, making all Wolfshifts reverse automatically after one's Sisu is weakened, or lowered by entering a relaxed state. Those spells that don't include a reversal are Forbidden Wolfshifts and shall be exorcised back to their Wolfkin form and harshly punished before they are allowed to Wolfshift again.

Action 2: Restructure Dragon University and Dragon Temple to Wolf University and Temple.
With the attendants gone, the University and Temple near Hayashi Yamamoto has fallen silent. As bad as the Dragon Cult was, we nevertheless wanted the university to deepen our understanding of the world, and of magic. So the institutions are restored, but they are restructured, much more regulated and in line with traditional teachings. Dragonshifting is forbidden, but wolfshifting is fine... under certain conditions. We are here to strengthen the Wolfkin, not change away from being Wolfkin. The temple gets the biggest change, preaching about how vile the dragons are, how in their greed they turned sister against sister, how Yuuka simply wanted them to slow down, but they forced her hand, they were the ones who resorted to violence.



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