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**Game 6 of Nations Role Play GMed by Lux**

>Updates will be every Monday and Friday
>Players will have one (1) turn per update, two (2) actions per turn
>If a Player misses a turn, he will receive one (1) make-up action the next turn
>No limit on diplomacy or lore posts
>Initiating a war requires an action, but subsequent battles are free
>Game starts after a bronze age collapse, and includes magic
>Rushing, meta-gaming, & otherwise unsportsmanlike behaviour will be punished
>OP's word is final

We are not currently taking new players, though people may join as Nations fall
All are free to spectate; the Discord - F2Patcf
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WAR POST

>Battle of Solunist Bridge-Fort
>AE >WK
The mere sight of the Amunian army, so huge against the horizon, cowed the Karnites into setting ablaze their provisions. In their cowardice then they stormed across the stony bridge and burnt the wooden draw across the span that Amun should not follow them. In no time the fire is put out, for they are directly by the river, saving the structure. An army is split that it may be manned by well trained forces against any attempt to reclaim it from them. This accomplished, the armies move south and east to the long-established border. Soon they will make Hroth and his people kneel to the High Lord of Amun.

>The Ongoing Ahmosi Inquisition or The Seizure of Nabu-Girshu
>AH >AU
All sources of copper on the eastern side of the river are captured, the workers made slaves of Ahmosi until their purging of these manifest demons is complete. Nabu-Ki-Uru is surrounded, their armies holed up in the city, there it is spied the works of the Uati in the building of a birdge as the they themselves had done. Yet this is done in cowardice, to flee the hammer of the Pharakhaness and her Irreechian generals. With ease it is taken. Though they have no love for the people of Uru-Anu, they cannot fault them on the strength and speed of their workmanship of the thing. The blackskinned mercenaries, now known (thought) to be demons made dark-fleshed, fan about through the farmland, posturing to protect them. It shall be that the capital surrenders, or it will surely be put to siege.

END OF WAR POST.
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TURN TWENTY-THREE
1st Child, 2nd PAC

>GLOBAL
{b] The constellation of prosperity ascends into the prominence of the heavens and within it shines the great yellow planet of Armna, herald of fortune to the world. The weather is warm, the rains soft, the harvest is magnificent in this evening month. No doubt the harvest festivals this tyrn will be ones for the ages.
>All fields give 1.5x food until the beginning of next Spring [Turn 33]
>VT receive a double seal bounty for having no fields

>AE
There are few signs of extravagant wealth more extreme than hammering together one's tender into mail armour. It can never be said that Amun is the poor man of Sarghun, for he truly revels in his treasures, donning his tabs (the currency of his people) as the many scaled fish! Neither can he be said to sleep on any matter, for when he was struck by the impressive chariots of the Irreechi, he knew a fine invention. Employing a handful of the more co-operative corpsemen, as well building to their own sense of form, Amun too stands upon the platform of the chariot. The High Lord of the Lands himself has one of gilded bronze, shimmering with obsidian and amethysts.
[WK] There is a great shifting of armies and forced trading of ownership of a good deal in the east.

>AH
Having swiftly, some would say effortlessly, taking the bridge the scholars thought to be their means of escape, the Ahmosi fortify it for their own needs. It shall indeed be a good western gate when all of these lands are theirs once again. Across the wide and fertile waters they seize yet more farm land and peasantry to plough it, handing these spoils to Abbas to do with as he sees fit. Requiring dry, rocky soil to grow well, a new canegrass mill is established in as-yet-unclaimed lands along the pebbled coast in the east. This to is handed to the corpsemen until a new home for them is won.
The study of symmetry was a sight more esoteric behind palace-laboratory doors than the general public had been made aware of. That is until the latest eugenicist programme sees those mothers glorified with birthing, invariably birth fraternal twins, one of each sex. This incredible leap is of course at once worked into the machinations of the armies, for with so many more available hands, a city may furnish three full regiments with ease.

>AU
[NM] Anu it seems tires of seeing his children slaughtered for the dalliances of youth, so twisted by the strong of body yet not of mind into wickedness most foul. Therefore a single word is given from the darkness of night, that Uru-Anu should surrender to the Ahmosi and fall upon their mercy that they shall not lose all that they have so hard fought to gain.
-
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>AV
Sweet millet cakes, full of Dirkin farmed honey, have become a fast favourite as offerings to the ancestors, with all the birds of the sky (messengers of the deceased) coming to feast on them; From the great and golden-feathered eagles (souls of warriors) to the humblest blue tits and finches (often seen as those who die in infancy) pecking at the treats.
Trees of the eastern front of Ulfberht being most similar to those already milled in the west, an area near Dirkish lands is chosen for a fifth lumberyard to supply to prospering Avorian Kinghdom.
The Glory of Avor, the iron mines of Ulfberht are tapped for all they may produce, leaving this new force of men; The Blood Wolves Legion; falling back to more primitive copper weapons. Not that it should slow them much, rumour is spun that an Avor fit for the army could kill a man of any other race with an eye gouged out and a hand cut off.

>CD
War it is feared shall engulf all of Midland in bloodshed, so it is that more rice is ordered planted and more copper ordered mined, that the bellies and hands of those who shall be called heroes in tyrns to come be filled in one way or another.
A Mud Dancer's staff is as individual to the girl as her very soul and as personal as her maidenhead, thus it is only her and her tutoring mistress that may witness the Dance of the Staff which draws the sacred black earth from the ground into such a thing of beauty and magic. A well trusted Tepas-kin, often those born or made blind, other times merely blindfolded, tend the kiln which will harden the summoned clay by instinct alone. From the intimacy these three women share; Dancer, Tutor, Firestoker; comes a new tale of Diane having a favoured daughter in Tepas, within whom she confides the secret of her great motherhood. There are some within the Circle of Dirt, chiefly men, and chiefly men of Havas-kin, that see the act as an intrusion on their domain, but one dark look from the chief priestess silences their grumbling and so a distinction of fires of industry and fires of home is made a little clearer in the act. [Should Tapat be changed to Tepas in the Pantheon sheet?]
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>CK
Luxura stands unprotected, staring out over the sea may not be the safety it was once thought, what with Wadders and Vittans and Irrucks and whatever else may be out there now sailing about in Zom-knows-what. Huge, Oomul-hewn stones are floated on wooden rafts from the quarry to the city, where they are built into walls of quite some height topped with white limestone battlements which shimmer in the morning sun. As these fortifications are raised, a small fleet of fishing skiffs and repurposed stone-rafts sail from the shorter cliffs of Lower Khlomosa. Of course, Ari-Joo makes light of these works, they're nothing major really, just to bring Luxura into line with the other cities you know. And so what if her summer palace is built directly into the walls with a secret escape passage out back. Who cares if, theoretically, her cousin the "True" King of the Khloes were to return that the Queen"-regent" could, hypothetically, hole herself up in Luxura as a highly defensible position from which she could build support for her to remain monarch.

>EC
{b] It does not escape notice that two great boons are bestowed from the heavens upon the Empire the tyrn after the Empress's death. The symbolism too of the rise of the Prosperous Star at the fag end of her reign is not lost upon both the high astronomers and the lowly ploughboy. Not only do the tilled fields give forth their bounty, but so too does the womb of the earth prove fecund. The veins of iron ore in the north are found to extend a good deal farther south-west than assumed. It is also discovered that slivers of metal that are mined in the northern most reaches will spin about if floated on water, pointing it seems to the great capital of the whole world, Tor Sulduphan. [114 granted iron resource, +Sulduphan compass needles]
Though the newly deific Emperor plans out his decree of expansion in detail bordering on obsessive, the lustful lethargy of the House Shayla; having been somewhat notoriously independent in the reign of his late mother; means they go about the efforts in their own manner. Which is to say, taking the land grants awarded to them and shuffling them about to their own best interest.
The Shedu take well to the bribes of meat and ale offered at first, and seem in some animal way to understand the providing of continued offerings in return for their cooperation with what the menfolk about them request. They are powerful things to be sure, strangely useful for the digging of ditches or canals by burying their insectoid bodies and tunnelling forward through rock and sand. Unlike most subjects of Calandorra however they have no interest in women, or men, or children (much to the Emperor's relief), and when one of them is accidentally crushed in a House Scheher construction project, dissection reveals them to be entirely sexless altogether.
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>GG
Though the hide of the average Chitterer is rather thick, scaly even in some of the lowest dwellers, it is no match for a well timed shiv or fancy copper blade pilfered from the Northerners. The Letterchewers, at least those who do not currently swivel their eyes in madness, are the first to don tunics of rough leather and exotic imported wool to armour themselves. The Gathering is not usually one to follow a trend set by their "superiors" but even the lowliest gutter vermin can see the merit of being able to deflect a stab in the back.
More likely than the Dirkin or some other stranger, farther afield, stealing the land (and more importantly the farms on that land) from under the collective noses of the Chitterers, is the newly mad(der) Letterchewers claiming the land as their own, even if they send the common folk to do the staking and border walls. While their overseers are momentarily disengaged, the populace take it upon themselves to mark the borders of the Gathering a little wider in each direction.

>GY
His last act as Firemind, though he is too weak with fever to truly understand the enormity of the devastation the Voraiks face, is to order men west to build new farms. It is still not enough for the massive city, leaving many still hungry, all the while the price of cotton only rises each passing day.

>IO
[I will try my damnedest to get to your previous actions during the week.]
[AH] To the steps of the red stone temple of Hammudrabi, Abbas draws hundreds of layfolk from mines and hunting grounds from even as far as the Ahmosi capital. He draws the fire up from the very bowels of his own souls and primes the wicks of all those who have ears to hear him. The Pharakhaness need only give her ascent and the whole mass shall fall upon the demons of Uru-Anu and crush them so fine they should be nought but another dune in the endless sands of the south.

>LC
-

>LD
With current efforts stymied, and a quantity of alchemical base otherwise being left to spoil, it is no wonder that it managed to find its way into the markets with all manner of alluring names and even more alluring claims. As meticulous data has been kept on who supplied what for every single phial, those ampoules of base which contained the Potentate's very own ichor of course fetch the most ludicrous prices. According to court sources enough scales have been pried from gullible hands to refit the entire palace guard with new mail. Of course many testimonies that arise from these sales are bunk, obvious fabrications on the face of it, but the small yet noticeable bump in births, and an increase in credible reports of fantastic feats of strength and bravery, no one can say there isn't some magic in it.
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>LD cont.
A full wing of the Inalt's palace already groans under the weight of the stored wax, clay, and even older stone tablets containing the records of his and his father's reign, along with any scrap of the pre-collapse past that remains, however dubious the provenance. He has however seen with his own eyes upon which the Oc, the Uati, and the Orpielles keep their annals; Paper. It is no small task drawing out from them, whichever of them that finally relented, the method of production of this material, and with that being done erecting a facility within the royal compound for the mass production of it.
[>AV] The First Fleet, so far from home, are marvelled by the gargantuan walls of Lycopolis, the wall-city of the Avor which is abuzz with even more activity than is usual. They lay anchor in the shallow bay a little west of the magnificent wall and are soon greeted by the steppe-men there. [>OC] The joint Second and Third Fleets likewise continue their travels, sailing with some leisure passed the Ocenean isle of Fumatri towards Edus. Lastly, rowing into the wind, the Fourth Fleet meets with the dallying First Navy of the Oc.

>OC
-

>TN
[d] Though Nirmalan's Channel had proven of incredible effectiveness in the first tyrns of its construction, successive Raja have neglected its upkeep causing it to silt with the effluence of the city, backing up filth into the canals and streets of Harppa and spreading sickness to the poorest strata who live about the drains and sewers of the capital.
The outpost city of Balu, taking timber and stone from the more established Xiuado, are set up first with a port from which they raise a fleet of their own to take the long voyage to the heartlands. After these efforts, mostly from haggling with the yellow faced men over long agreed tribute, many Tarnsmen are pleased to hear of the additional plans to build a farm of wild onions, both good tasting and well filling, if a little smelly. [Potatoes are sought of a super food I'm keeping for random roll]
Perhaps smelling the boiling pots, the army of bronze continue their march north to Balu managing to join their brother in (copper) arms on the wide meadow overlooking lands of their "friends", the yellow-faced men. In this same time, the prime navy of Tarnia make south against the wind into the ports of Curio. It is good to see actually friendly faces in the Oc at last.
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>VT
King Frode's feast indeed calms the restless souls of his jarls and those who are still unsure of his rule and new methods. Beer, strong wine, and opium imported through the gates some time ago, stored for just such festivities, soothe them a great deal, and too open their minds to the possibilities the King suggests. The elders slip to old vernacular, proclaiming him with their empty cups the Hofthing, or the Vardyger, only to be shushed by their younger compatriots. For now, any mounting crises have been averted, but the stocked luxuries will only mollify until they are all consumed.
The wolves that prowl Deiya's Braids as so many lice on their own heads, would make good companions at the sides of kriger. Perhaps the shamans have seen in their strange ways visions of the mighty Orlon-Asur of Nemosa and his lupine retinue, or the voracious karnhounds of that far off dry land who hunt with their masters as if they were his own shadow! Well then it is decided that the grey furred monsters of so many terrible tale should be put to heel, perhaps bred with the mutts and mongrels which scavenge in Hoftborg, the dregs of so many armies companions. How it is done is not recorded in the tomes or memories of the Hrafnlaun, only that it is done.
Catch the rodent to catch the fox to catch the man encroaching upon them all, that is the way of the spirit-bonded. It is a delicate dance of sacrifice and scarification, always needing to re-tattoo the mouse and vole, but it is worth the price the Vætti must pay. Vulpinicity, as the outsider chroniclers call the preternatural skill the scouts and assassins of Vettirgard possess, is without any doubt boon, but a fickle one; Trickster as the fox is in this world and the unseen. A fox-bound man may at times find his vision dimmed as if in a blizzard, and the high cackle of the vixen in his ear.

>WD
The timber from the trees of the Akobosk region is in such high demand across the league that "enterprising" Waddans take to calling much lower grade lumber "Akos-Blessed" to shift sitting stock. Of course the Naasjeholder himself (having significant business interests in the fledgling industry) pushes through a bill at breakneck speed granting the aforementioned label special protected status throughout the nation (and beyond if talks of an economic alliance with the northern races goes beyond backbench rumour). That a whole swath of virgin forest known to be bountiful in Akos-Blessed-Oaks should fall into his family's hands is just a trifle footnote of the bill really. In the same session, additional fishing rights are granted to lesser clans of the Onouan Peninsula, the slow warm waters playing host to a number of small, white-bodied fish which both Glinste' and Klinke' folk enjoy fried whole (heads, bones, guts n' all!) giving a healthy profit for those with the ships fast enough to get them to the home islands fresh.
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Much spiritual conjecture is made over the almost blood red granite bases of these newly erected temples, of the towering white columns of purest white, and the sparkling gold statuary that crown the pitched roofs. The great number of those who work the fields and yards for a living however are simply pleased they may visit the shrines and offer sacrifices more than once a tyrn if they were lucky.
[GG] Strong winds fill the sails of the First Fleet, granting them good speed on their voyage into the unknown. When at last their billows ebb, the crews find themselves in a wide, almost barren bay of crystal blue waters, the shores of which however are anything but abandoned. Many more of the strange, short, bestial creatures that had been seen by the forces in the northern most reaches of the Onouan Peninsula go about their ravenous business uncaring for the ships far off their coast. Those same powerful winds drive the Second Fleet to the far eastern borders of the League, to the Ophalderot Isles, of which only whispers are known to those who do not risk their lives in the cinnabar mines.

>WK
In great secrecy the crevice of agharliths is kept that the location, obscured by many false mine entrances, not be discovered by either the Shalatim nor those within the Karnate who wouldst wish harm against their brethren. Once extracted from the dust of the earth, each is wrapped in dark cloth to avoid the effects of the crystals, and taken to the Temple of the Karn, where blind or else fear-struck priests carve around the inky ghosts within into the fearsome shapes of viper's eyes. These are then inserted into lead-bound shields of honour, cloaked in bloodstained shrouds, to be revealed on the battlefields that their frontiers are becoming. Beside these warriors trot well-trained karnhounds, raised from birth not for the hunt or to guard the home, nor to pick at the dishonoured dead in the refuse heaps, but for war. Upon them is painted in sacred blood symbols of their band, priestly hand prints for protection, and the courage of any Karn.

END OF TURN TWENTY-THREE.
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>>5767518

[CD]
> Double Expansion Eastward, while staying north of the river

While elders fret over the possibilities of war, the younger generation is instead captivated by stories of the great seas. Tales from Nemosia, and even Dirkish sailors on Nemish ships, have set the hearts of young people afire with wanderlust and romantic notions of the great oceans. And so is it any surprise that they depart the safety of their homes in great waves, heading ever eastward toward the great oceans?

The oceans! It is nearly sacrilege for their elders, and yet the young people of the nation crave it! The boldest among them even declaring themselves children of the sea! Many an elder wags many a tongue at the sheer foolish nature of it. Nothing will come of it they say.
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>>5767516
War, war never changes. This farce of a war, a war of cowards refusing to accept reality, must come to an end. The gods are with us, let their blessing herald a new peace.

1. Expand the black walls: The market fort is besieged, but we can not simply sit around. Stone is brought forward as the armies hold from any attacks seeking to break the siege. The mirrored fort is expanded into a wall around it's Karnite partner. The Karnites may choose to attack a fortified wall or starve to death.

2. The threat of a bridge: In the north west the Karnites cower and burn the bridges as they flee; but this will not keep them safe. A temporary bridge will be built of simple boats and boards lashed together so that they can easily be put together if an attack is needed.

War:
NW River front - The two armies will monitor the armies in Solunist. If they move to cross the river the two armies will move to prevent their crossing. If they move to leave Solunist for the east then the two armies shall cross to take their abandoned charge.

The Siege of the Market Fort - Three armies encircle the fort since last tyrn, and will continue to do so until the walls surrounding the fort are done. Then the armies will stay; with one ranging out to raid and claim the hunting grounds on their west.

Eastern raiding armies - The two armies in the far east will follow the trails north and range a little to the west. When they come across the temple to the Karn the signs of it's importance are clear; and so the armies divert to claim the temple and the surrounding area and secure it for the higher priests to decide what to do and to show the Karnite people whom the gods truly favor.
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Action 1: Farm 1, Lumber Yard 1

Action 2 Anointed Legion
-the last army, born of lycon Anointed in oil like their king these men were the kings guard, the chosen sons of nobility and sons of fallen warriors, each as fierce as the rest.
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>>5767516

The Boy Emperor rules from his tower, the living godhead of a Calandorra prosperous beyond belief. The peasantry eat like kings, so bountiful are the harvests.
In truth the emperor is more of a young man than a boy now, but he is beloved by the fates, and it seems his people too. He does not return their feelings.

The ongoing stains of Ariaios rule offend his sensibilities, even as he himself is knee deep in some of them. No matter how he has been affected, the nation will be set right again.
The early periods of this Tyrn have the emperor and his Tower Guard restoring civil order to the capital of Tor Sulduphan, dissolving the gangs of noble blooded fornicators that frolick the streets and clearing off the unorthodox preachers spouting incorrect, perverse doctrine regarding the heavens.

The Lanthorn is in such a state that Havasad has no clue where to even begin with putting it back together, homunculi crafted in the images of the gods whisper messages to each-other in strange tongues from the heart of the capitals religious centres, the Nadus is completely missing and while the Lanthorn was being inspected, the Samya emerged asking for more children to harvest the skin from. They’re not even supposed to be allowed in temples.

Havasad orders these mockeries of his heavenly family taken away and returned to the looms that wove them, spending much of the rest of his time trying to fix the Lanthorn back up into a functioning organisation.
Slowly, over time, he begins managing to isolate the worst excesses of the Ariaios cult to Tor Loric, a place even he believes it would be foolish to try and bother extracting her presence from. Two crescent moons shine as the west wind picks up, coming into full force. The gales of Veha shout decline, but Havasad will defy fate.

Action 1: Tor Ishum, the burning city.

Cradled within the dunes of Exis, the Tor of Ishum has risen amongst the burning sands, the resilient Dorran people surviving even in such a harsh environment as this. Though named for the lady of dusk, Seihule reigns this land harshly. Even at night the sand is still warm beneath the feet.

The city is great and sprawling, walls built high to provide shelter from the sun and to block the sand from blasting through the streets. It may then come as a surprise that this city is not named for its harsh environment, but for the smoky brew it monopolises, the Ishum Mescal which is said to taste like burning. In a good way, that is.

This is a city of rough linens and harsh living, distant from the gentle luxuries of the oasis, but it serves a crucial purpose in connecting the distant reaches of the empire to the capital and supplying Calandorra with all the lumber it requires, jungle woods of remarkable quality and varied patterns.
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>>5769528
Action 2: Hisannian Armour

The Emperor finds himself before the great forge, in his quiet moments of contemplation before the statue of Meris, his Muse.

He has been in this position many times now, indolent even as the winds howled through the forge, lost in thought at the sight of her. The priest-smiths of Havasad had gotten concerned.

In an effort to lift the spirits of the forgegod, the high priest among them elected to take it upon himself to give Havasad the Second something to do, to distract him from his reverie. Weeks of planning and designing culminate in Havasad being prodded by a meek attendant to look over some new armour designs.

Terrible ones.

Impractical pauldrons and unnecessary vulnerabilities, armour that covers everything but the vitals and designs that appear entirely sensualised with no practical function, written insults to the metalworkers craft.

Havasad is moved at once to tear the plans to pieces. At once he fires up the forge, the winds howling, the coals roaring to life, as if responding to his every command. If the people want armour he’ll show them how to make armour, and he will show them how to make it properly!

The god of blacksmiths devises a proper system of practical armour for Dorran warriors. Helmets, greaves and studded leathers (for officers) of the forge gods own design are replicated en masse by his temple adherents, light and easy to move in, and not too warm in the heat of the sun. Worn over top are great white hooded cloaks.

Light barding is also developed, for horses and homunculi. Crafted in the form of cruel outward spikes, they are enough to make melee attackers think twice, and deflect unlucky arrows away from their mark.
It is said during this time of military development that the iron wrought by Havasad is like nothing seen before, crafted into nigh indestructible relics. The forge god emerges from the Aya Sandan resplendent in what seem like shapes mirrors adorning his whole body, so perfectly does this armour shine, fit even for his enlarged frame.

ARMY MOVEMENT: Return two armies to Tor Ishum to rest and upgrade, move one army off to the east and make contact with the people there. Move my final army from Tor Loric up towards Tor Ishum.
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>>5767521
Actions:
(I can't remember much of where I left off or what I was up to, so posting in the dark and seeing what slaps)

>Port in Edus
The northern colony expands grows well, it's roots growing strong and fast in the fertile soil of the islands and the inhabitants can't imagine having ever lived anywhere else other than this tranquil garden of theirs. Yet others exist, and the glamour of the island alone cannot offer them all the riches they'd ever desire. For that they still need the world, and the world needs a port to access. So one is constructed to connect the island not only to the wider Ocena, but also so riches may flow to and from paradise.

>Explore the stongehenge on the northern tip of the north most landmass.
Our explorers have finally landed once more home, and eagerly the charters quickly bring their maps to update our ever growing layout of the world. Far more exciting than mere landmasses, they report of a fascinating structure they spotted on the coast of the northern lands, buried deep in the mists of terra incognita. A thrill to great to ignore, many more explorers pack their bags and set sail to uncover this monument's secrets.

>Hydriests make a tasty discovery
In their study of water, hydriests have discovered much which have slowly begun to change not only the thinking but industries of the Oc. Much of this was due to diligent observation and consideration, yet even more through accidental inisight was revealed. And thus it was that one hydriest would follow in this happy little tradition. Having collected far more sea water than usually needed, he had forgot about a batch and left it exposed to the sun for a time. Upon returning to the jar exposed to scorching heat, he discovered that not only did the water evaporate, as was expected, but a it left behind a grainy white substance. As any scholar would do, his first instinct was to take a bit on his finger and give it a taste. And thus he had discovered Salt. Upon explaining finding to his fellows, they created salt pans in Curio: small, shallow artificial ponds in which ocean water was dumped and then left to evaporate and leave behind salty goodness. Soon this would become a sought after commodity among the elite of the Oc, as well as a valuable trading spice.

Fleet movement:
1 - returns to Lobromus
2 - moves to Curio
3 - picks up explorers from Curio and missions them over to the stonehenge
4- chills.
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>>5767516
>>5767523

>Action 1: Onoutsjoch (circle)
With Waddan presence upon the Onouan Peninsula increasing, as many are drawn by the tales of the sighting of the grove of the goddess as well as the unique regional produce, it is debated and decided within the bounds of the parliament that the bawdy settlement growing up by the peninsula's port will be awarded town status and confirmed in membership within the Waddanian league. The town of Onoutsjoch, it is considered; will bolster Waddan governance and local support and supply within the strategic region.

>Action 2: Isles and Peninsula
(Forge and Fishery)
As Onoutsjoch's charter is signed and sealed, a new forge is established at the bounds of the new town to smelt and mould the Lead dug from the peninsula's mine into the shaped projectiles used by Waddan slingers. Whilst in the Ophalderot Isles, another fishing ground is charted so that fresher sustenance may be delivered to local miners and to those taking up residence within the Oracle's hall.

>Fleet 1
Aibel Beninga has the first fleet continue their bold course northward, charting out the coast of the continent.
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>>5767525
1. Hounds of War

The invader marches upon the temple of Karn, this can not be tolerated. All of Krrgstyl must stand in the protection of their God.

>Hunters from our camps harass the enemy and flee as soon as pursued.

>Packs of dogs are set upon the enemy in the night, to cause havoc and slow their advance.

2.
With the goal of tying up 3 armies with their two, the warriors at the market fort notice quickly what is happening. But their solution is simple- a meager tunnel cutting through the Savanna, to where supplies could be brought in, or they could escape if needed.

> War

The soldiers at the market fort work in two shifts, half digging, and the other half harassing the work project of their enemy, firing their poison arrows.

Karn Hroth prepares himself, while their fires didn't destroy the second fort as planned, perhaps that is for the best. As now their enemy dwells in a substandard fortification. As the Amunians move to construct a 2nd bridge towards the east, the 2 armies of Karnites strike while they are busy, seeking to inflict as much loss of life as they can.
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>>5767516

1. Study the mist. The mist is a strange phenomena. While magic is tied to a people the mist seems universal in its chaos. Meaning that if the lauds are not the ones to master it first then they could be left vulnerable to another incident of the change and be left in a wretched state similar to the snake folk. While direct manipulation may currently be impossible perhaps it can be indirectly affected through the precise formulas of alchemy to coax it into a standardized reaction to create a cure. The fact that each race is distinct in its traits does prove that it is not necessarily raw chaos at all times.

2. Improve the performance enhancers so that they may work in conjunction with alchemy rather than be replaced by it.


Navy: 1 travels west along coast, 4 drops off army at uru anu, 2 & 3 travel to hoftborg to drop off khlomosa army.
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Okay... so because of confusion I shall write 3 different sets of actions:

Set 1: the Doc lists that have 8 armies, but on the map I have 9 and from counting actions I have 9

if I have 9: don't make new army

If I have 8 armies: 1 action into army in the south

> Set 2:

If I experience any army losses in the following turn - replenish losses by making armies

if I don't experience any losses don't make new armies

IF I DON'T NEED TO BUILD ANY ARMIES

Action 1: Prospecting - hopefully we find some copper or weapons grade stone. (regions 165,166,167)

Action 2: Expand stone sword network into conquered Uru-An lands and generally thoughout the nation.
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>>5767523
(So the forge should've been fixed two turns ago, the icon simply hasn't been updated yet.)

King Frode sits outside in the fields surrounding Hoftborg, contemplating. He is not alone, almost his entire court of Jarls and all their guards are out here with him, but they all are silent. It is a sunny and rainy day, Vættivæthr, or Feyweather. The contradiction of being cloudy enough to rain yet clear enough for sunshine. They ponder what has happened thus far, the cavalcade of dead Vardygers, even though they see the future, the Sjøvettir's raid upon the south, which gaines us an ally, the Landvettir's welcome in the north, which caused our invasion. And now, seals are bountiful, a good event, but now a bad one will follow. Perhaps an invader will come from the sea, but there is something we can do.

>Action 1: Maverfest, a feast and festival to Maver, the Primordial Sea. Using the bounty of seals to empower our warriors with Maver's blessing.
Maver is a wild goddess, she will wreak untold havoc upon any who slaughter her seals en masse, yet does not mind our own hunts. Why? Because she cares about the continuum of seals, not each individual. She knows her children are eaten, but the continiuum goes on with Vettirgard as their guardian. So with the great bounty of seals and Feyweather upon us, she wants us to fatten up for a coming calamity. So our warriors will feast upon the bounty of seal, fatten up and train. Our shamans try to speak with Maver, perhaps our astral projections can finally reach her. And if she aids us in the coming calamity, then we shall erect a great temple in her honour.

>Action 2: Raise the Geirrvakt Army, and re-arm the Skjoldmerr army. Arm both with stone weaponry.
We need more soldiers, we fought on our home soil, yet were outnumbered two-to-one, by bigger and stronger fighters no less. We were more than capable of raising two armies of our own, but we simply hadn't, and with the Skjoldmerrs acting as an army unto itself, it is time we now create this second army. King Frode calls for the raising of the Geirrvakt Army, an army dedicated to defending our lands from invaders, as it is now twice we have had the enemy at our gates, some would even say thrice. Furthermore, while the Skjoldmerrs are acting as an army, it is not a complete one, so Jarls, Vani and Hrafnlaun scouts are integrated into it. They are also given proper weaponry, instead of just standing there with their shields. With this, we will have two full armies to face the next invaders with.
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>>5767516
>Action 1 - Create Army at Opulith
>Action 2 - Spectator Sports

The Oomul remaining in Khlomosan lands have congregated around the northern gate, eager to receive news on their distant King's recovery. The Gate see's traffic once more, shipments of dried and processed henna leaves making their way to Laudian lands, as per the agreement. For the first time, the Khlomosans trade with the outside world beyond their immediate borders, bringing with them their insufferable smugness and near-fatal argument-resolution techniques.
The sword-obsessed men realize, of course, that where a Gate opens outward, it also opens inward. The eager Oomul are pressed into service, and form the core of a new army, set to defend Opulith should any invaders dare to cross into this realm.

Back at home, Ari-Joo is busy raising Ha-joon, her bouncy baby boy. Already a precocious brat, he has much in common with the missing king, fair-haired and beloved by those few who Ari-Joo permits him to meet.
Of course, a kingdom doesn't run itself, so Ari-Joo can't hide away forever, though not for lack of trying! Far from eager to do hard work, she sets about organizing great spectacles of sport, combat, duels and theatre performances that enshrine the Kings and Queens both new and old. These festivals are bolstered by the influx of food, the Khlomosan fisheries and farms seeing an explosive abundance of yields!
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TURN TWENTY-FOUR
2nd Child, 2nd PAC

>AE
[d] Even as their is victory and abundance there is loss. A terrible sickness has fallen upon the city of Amun, one which they have scant knowledge of. Already it has closed the salt mines and the Peacocks' fields, with reports that priests of the Tu-Aket foothill temple sick with it as well. It is a fever of both chills and sweating, with inflamed joints and awful stomach cramps & diarrhoea. Those in the salt mines are already dying, their skin and eyes turning yellow!
As the northern forces amuse themselves, the less northerly armies set about encircling the Carnites' market fort, fighting bitterly against their slings and arrows, but nevertheless completing their wall of black, shining granite. They shall surrender or they shall starve.
The raiding forces rally north, ignoring the worthless mines of lead and stone, to make for the Temple of Karn and put it under their heel.

>AH
The rousing of Ahmose by Abbas's words takes time to wind northwards to the much more relaxed city of Hamirad Remes, but even there they ignite a fire in the merchants', craftsmen's, and scholars' bellies!
Though the prospectors had set out north in hopes of finding copper and hammer stones, instead they turn up with their shovels stinking sulphur and geometric gemstones the colour of freshly spilled blood.
[>IO I will sort out the borders, icons, holds, etc., once it has been decided between the two of your in RP]

>AU
[NM] It had been a bitter mistranslation from the words of the stars through he who had heard them to the scholars. A matter of a single vowel had cost them their freedom. "Salaamu" had been spoken by mortal lips, meaning "Surrender", yet "Selaamu" had been spoken by the heavens, meaning "Persevere". But it has already been lost. The Uati are at the mercy of the bronzed men and the corpse men, with no way of knowing who shall be kinder.

>AV
Fields are ploughed, trees are felled, more young men are enlisted. [If you want anything more, you're going to have to write more in your own posts]

>CD
The whole of the dirt from the bustle of Safehole to these magnificent eastern seas now belongs unquestionably to the Dirkin, a good deal of it in the hands of the descendants of that now semi-mythical founderess of Tah's Gate. Whilst the elders fret over the brashness of youth, many a farmer and miner begin sizing up the land for exploitation, already picturing how they will spend their doubtless profits. Amongst them is an old Mud Dancer, one who danced before these fancy staves and Tapat business was introduced, a spinster who had always wanted children of her own but was so dedicated to the Shaper's Monastery the chance had slipped through her fingers. In the briskness of the sea air she felt renewed, determined to set her roots deep enough in these new lands that, just like Tah-Mah, her name should always be remembered.
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>CK
[Opulith is already at two armies, so it's formed at Prospith instead] The Oomul are corralled from their camp around the now frequently opened gate to join their hero-king in the profession of arms. Of course a handful of Khloes helm this lumbering army, as the smartest Oomul is about as bright as a damp reed, as letting them lead themselves would end in Zom-knows how awful a disaster.
Ari-Joo may be a middling regent-cum-monarch, but at the very least she doesn't do things by halves. From the ivory crenelated walls of her Luxura palace she decrees the building of an arena of huge size, with seating for a whole (exaggerating as she has a knack for) nation to spectate games of unrivalled splendour! And all who attend shall be given the finest white bread, the choicest fillets of fish, the plumpest beans and juiciest fruits from the fields and orchards! All at her own expense for the joy of her son's first tyrn. What she neglects to mention however is a raise in taxes across the board on all manner of things, just an extra dagger here or there, but enough that these spectacles don't burn too large a hole in her purse.

>EC
[>GG] The Yav have been moved off from the ruins of that ancient city without bloodshed, but with a great deal of obvious acrimony between the two peoples. Some rude gestures are indeed universal it seems. Satisfied the armies make haste to Ishum to relax with a drink, [>LC] with a third tasked with making acquaintance with those noisy apes to the east they have seen the bonfire smokes of. At home there is an equal animus being driven up by the Emperor's reforms, or rather counter-reforms to bring the country back into line with that of a past long forgotten by the fornicators and catamites which lay strewn about the streets of the capital and beyond. It has taken a full tyrn to turn out the whores nests which infest the palace alone, including throwing out a number of his own (half-)siblings and cousins who are quick to set up again in Tor Loric. His most difficult task still lays before him however, the up-righting of the Lanthorn.
One does not come to Tor Ishum, one ends up at Tor Ishum. The destitute, the outcast, the criminal, all find themselves on the shaded, narrow streets of that city, only marginally better than wandering the dunes. At least there is ample drink to drown one's sorrows.
[Honestly I don't think I can put it any better than you did, my man]

>GG
-

>GY
-

>IO
-

>LC
The Odithians had floundered for some tyrns, unsure of their position in the wider world with their belovéd Nellos never returning from the desert. It is time for a new hero to ascend Kiri and gaze into the eyes of the All-Father!
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>LD
The Mists are enigmatic in many ways, with the stymieing of alchemical research by the most recent lead-metal studies, a number of students are easily coaxed into analysing this mist-ery. Though he has now passed, the writings of the Potentate's uncle? cousin? male-relation, Orlon-Asur, are pondered over for it has been known for some time that the Mists are in part in in whole laid to blame at his feet. He has been the only one to see through them as something other than a fog, instead peering into their essence. Little else alas is learnt in all their trials, but the possibility that a divine pantomime should grant insight is relayed to his Majesty post-haste.
[Can we please RP this one, I'm stumped what to give you here]
Having met with the Avor, however briefly, the First Fleet carries on against the wind, arriving in a shallow bay between two nations; Avor undoubtedly on the east, but another stranger race on the west [>CK]. [>VT] The joined Second & Third Fleets arrive at the gate of the mouth of Hoftborg bay, choked with fishing and sealing vessels as the catch is apparently very good this tyrn. Lastly is the Forth Fleet, with some confused orders, turn back from the south with a bad taste in their mouth of the whole affair.

>OC
Though built of wood, the port of Edus is no less large or impressive than her stone-built sisters in the south. At once a course is chartered to connect her to Fumatri and thence to the known world.
A huge number of scholars, surveyors, linguistics experts, a handful of hydriests, and of course an expedition leader or two are gathered for an expedition northwards. [>LD] It is an unusually calm day at the dual-ports of Kosmos & Yarr, that is until three ships full of chattering, excited Oc dock and pour out into the city, going on about some ruin or piled stones or something they've come to poke around. [These can travel by sea-route btw, you don't need your fleet to transport them, the action initiating it is enough. You'll see they've arrived in Kosmos this turn, give a free movement action and they'll head north through Nemosa]
All along the steep path up to the lair of Obaba do these salt ponds spring up, fed by wheel or buckets, baking in the heat of the afternoon sun. It is a great effort to dig and level the terraces, but not much at all to keep them stocked with water and scraped of delicious salt, that soon not only the nobles but all Curio (though as yet, not far beyond) enjoy a sprinkle over a good meal.
The many fleets of the Oc sail about as if they control the very winds themselves, going hither and thither without a care.
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>TN
The death of the Raj of Harppa was unexpected, he was quite young after all, but wrestling with lions has that sort of outcome. What was even more unexpected however were the revelations in his will. Foremost that all of his supposed children had been fathered instead by his guards, whom it had always been rumoured he was more fond of than the women of his harem; All except his only child by the Rajana, which had anyway been stillborn. After this shock was the stipulation that the crown's own vast holdings should only be relinquished should the whole country be separated into competing principalities with no supreme Raj! Such a thing could not even be legally contested, so strongly had the Raj devised his plan. So it should come to be that the People of Tarn, one united front against all else, should become the Maharajahn of Tarn, namely;
>The Rajahan of Harppa, ruled by a newly appointed Raj of Harppa
>The Subah of Sher, a province subordinate to Harppa, ruled by an as yet city-less Zaminder
>The Subah of Makbaara, another province subordinate to Harppa, ditto
>The Rajahan of Balu, ruled by an also newly appointed Raj of Balu
(And should military plans go ahead)
>The Subah of Shiad, a province subordinate to Balu, ruled by a puppet Grey Prince

>VT
So many seal pups have been born in the past tyrn that there is no hiding them for the yelps and squeaks! What's more, there are simply too many that each should grow fat and hearty given the current fish stocks. Perhaps it is a sign then from the Sea herself, a call for a cull and great feast in her honour. To leave them to fend totally for themselves in these frigid waters would be a far crueller fate. Indeed then, it is Maver's wish that all Vettirgard should drink hale and eat well this night. [We will RP this meeting with Maver and see if she will bestow a blessing]
Men with shield and sling and spear is what is needed most. The gate to the east has been cleared by the bronzeskinned men the Tarn had foist upon the Vætti, and now all the world may be turned on her head. So too are the Skjoldmerr given arms, though it is improper a woman should fight, in these uncertain fey times, she just might need to.
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>WD
There is perhaps no finer port town in all of Sarghun than Onoutsjoch. The people are hard working, the fish is good tasting, the beer is free flowing, and the winds are always calm. Of course there is the rather unusual but frequent occurrence of men returning from the Onuoan Grove as if they'd drunk two butts of wine whilst standing on their head, blathering about caterpillars crawling in their veins or hands made of vines plucking out their eyes... The forge there is nice as well, very sturdily built.
Caught in nasty eddy as they ventured north, Aibel Beninga finds himself in quite a conundrum of where to make port to make likely needed repairs and restocking; South-west is the land of the chittering things. Due-west dense forest of gods-only know what. Due-east an isle mounted by a towering spire around which storm clouds hang. North open ocean for as far as can be seen.

>WK
[>AE] Hunters, wild dogs, miners and even fruit farmers all drop their work to harass the approaching raiders, and in a last ditch attempt to save their temple a levy is raised in the capital with whoever they can muster!
Knowing escape will be impossible, the armies of the market fort split their duties between protecting the border and tunnelling far outside the ever-raising wall about them. A battlements worth of men emerge from the earth in the north, much to local surprise, but they return for their wounded and most honoured dead and have yet to return. [Their escape hinges on the battle roll, if only one of your armies is destroyed or both, or neither if you roll stupidly high]

END OF TURN TWENTY-FOUR.

>NOTE!
For the foreseeable future I will be moving to Monday only updates, as I'm still a bit wonky in the brainpan.
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>Action 1 - Expansion
First we must secure our lands and close the holes that previous Raja have allowed to remain open.

>Action 2 - Lumber & Fishery
The yellow-faced piglets are fat enough for slaughter, but we shall need timber and rations if we are to succeed.

>Action 3 - Army
Men, also, marching with lions and spears against those who insult us behind their bead curtain.
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> Build a dock on the eastern coast
> Build a lumberyard
> Build a silver mine
> Build a gold mine

Most of them were unsure how they had gotten here, what paths they had walked, how far they had come. But they all agreed they had followed the song, smelled the salt, felt the wind. They had gathered here, speaking softly to one another, eyes always drifting back to the shoreline where she stood. The waves crashed and the wind hurled her grey hair back, and yet she stood unbowed. They knew, from the grizzled maw warriors to runaway mud dancer acolytes, that she was the one who had called them here. The sea spoke to her, and she for it, and they had been called for something greater.

Nonetheless, they still gasped when she walked out, not through the waves, but upon them, wrinkled and withered feet moving with surety normally reserved for worked stone. The sea grew angry and rose up, waves rushing in and despair filled their heart, surely she would perish beneath the waves wrath! Then with the familiar steps of the mud dancers she spins with a grace that defies her age, moving between two angry waves. She dances upon the waves, darting and spinning between them, passing between angry crashes and sultry rushes of water.

The called crowd watches in spellbound silence until the earth begins to shake and groan. There is sudden panic and fear, those assembled running in all directions, but a few stay still and watch as great stones rise up from the ocean floor, each slab mighty enough for a score of men to stand on, though only the dancer of the tides stands on them now. She dances on, her voice joining the chorus of the ocean, the waves rising higher still, and yet more great slabs rise up from the depths, forming a great stone pier.

Finally the dance ends, the earth and sea stills. Finally a few brave souls walk out onto the stones that reach into the ocean and find the dancer of the tides sitting at the end of the new docks, her hair blowing in the ocean breeze, feet dangling like a child. She turns with a grin, eyes sharp, voice cracking with age but still strong with authority.

“We best get to work then.”

---

The news travelled fast of course, propelled on by agents of the Tah clan who found themselves suddenly missing a handful of workers. When they tracked them down they found woodcutters and a great stone dock jutting out into the sea; a woman who once might have been a mud dancer but now called herself Tyrkin, daughter of the sea, leading these people. Less than half of the agents return, speaking of a great new destiny in hushed tones, the others staying to lend their efforts to the beginnings of the shipyard.

The leaders of the Tah clan have little patience for talk of destiny and spirits, but they do have an eye for opportunity. Expansions to silver and gold mining both have begun, for where there are ships there will be trade and opportunity, and a fistful of gold and silver will be excellent tools for both.
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>>5781540
>>5781536
Deal with Irrechi remained the same. I take everything east of the river and he gets everyting west.

What we had been looking for was not found gems are never amiss, but what is this yellow stinky stuff? further research will need to be done before we find any use for it.

That is of course untill Osteoporic the Old near his farm had built a small canal letting ocean water flow into the boiling sulphur pits. His muscles were soon relexad, joints healed and skin looked at least half a century younger.

The Queen in all her wisdom thus decided to forfeit mining the prescious stinky substance. Instead a hotspring shall be built where soldiers returning from war, trainees in the arena and the ancients may recover in. Shall it help the nation grow in power yet more!

(construct sulphuric hot spring, it's kinda it's own thing but I guess it could be mechanically half action for sulphur mine and half action for the hot spring).

https://www.wellnesshotels-resorts.de/en/dictionary/sulfur-bath

Soon among the yunguns it becomes a fun challenge to try to bathe in the hottest must sulphuric parts of the hot spring.

Action 2: All that was borrowed is to be repaid
The Irrechi hve immensely aided us in the war, but as things stand there is few of them now ruling over a land of demon worshippers.

We shall send them skilled workers, may they build castles to govern from, roads to collect taxes with and barracks to train their troops.
(gift 1 action that can be spent on construction work to Irrechi)

> Nabu-Ki-Uru - the gambling city
Albeit brought under Ahmosi rule the city soon becomes a hotbed of crime and gambling. The unknown secret passages and corridors make law enforcement hard and the usually strict Ahmosi laws are enforced... laxily as to pacify the millions of new slaves at least until a generation passes and the problem sorts itself.

Nemosi merchants once here to buy myrrh are instead lured in by the locals with gambling halls and prostitites as even though the trade ended their built up addiction to Nemosian opium would persist.
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>>5781538

Actions:

>Cultivate the plants fleet 1 brought home
After what seems to be an eternity of braving the waves and waters of the wider world, the first fleet's crew share incredible stories of what awaits out there. Nations in numbers greater than though, people as diverse as the stars in the night sky, and of ancient towers and wonders that lie beyond the horizons. Along with stories, however they bring something more tangible: A strange plant that they've encountered on their travels. These lilies seems to thrive on the ocean waters, a strange specimen indeed, and yet a symbolic token for Ocena's own culture. Eager hands begin the process of cultivating these plants of foreign shores, eager to have them take root in the homeland of the Oc's and to incorporate their fluid beauty into a nation that can truly appreciate them.

>Create additional salt mines at Fumatri
The knowledge of the hydriests are for all to enjoy, and thus the knowledge of their latest and most delectable discovery is disseminated across the islands. The people of Fumatri, rich in produce but want of taste, decide that given the rather bland nature of their land's topography that they will enrich its bounty themselves. Additional salt mines crop up, in even grander a scale than that of Curio's, as the enriching substance seems to spread across the tongues of their residents as wild fire.

>free move action?
The expedition makes landfall at Kosmos and are eager to carry on, as if their feet are possessed by a mind of their own. With enthusiasms high, and bags stuffed with scholarly equipment, they begin the long journey ahead of them to reach the ruins noted by the expeditionary fleet.
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>>5781536
>>5781540

>Action 1: The Substance of the strange soil
(Mine(circle) and Fort (box))
When Beninga and his crew bought back pots of hop seedlings and young trees to be transplanted and grown in fields around what would be called Onoutsjoch, their efforts also bought back with them much soil and many stones from the region... and now alchemist and geomancer alike are finding interesting properties that clung as traces inside the pots that returned to the league, beckoning for further investigation and extraction. The Temples of Diuth petition to the parliamentarians who can be swayed... a task made easier when the debate concludes that the hextre that this discovery came from is still unsettled by any nation or peoples. Why, then, should it not be Waddanian?
The debate concludes that Onoutsjoch should be provided for the resources to secure both this claim and their new border; a new company is organised to dig a mine for the substance, whilst heavy red granite blocks from Beningsland are bought in to construct a fortress immediately north of the mine to secure both the resource and the isthumus that forewarns Waddan holdings on the Onouan peninsula.

>Action 2: Setters Spread
(Expansion)
Along with the commercial and military outreach, the common Waddanians also press outward with the new settlement of free land, expanding to the southern border of the Chittering forest. And whilst these Waddans push north, the civic encouragement of settlers leads to others in a slow trickle southward that gradually expands the settled area in the Grasslands around Beninga's Rock.


>1st Fleet
Beninga and his crew and Captains debate the matter of repairs and restocking, considering the merits of each proposal. To dock upon the shore of the isle with the towering spire is briskly discounted; for though a discovery and contact is much wanted, the risks of doing so with a fleet in poor repair are many when the nature of the strangers is unknown. And landing in the land of the Chittering things is considered a dubious proposal - though apparently friendly, or at least unbothered by the last Waddian meeting, the creatures' are ramshackle and numerous and their wants mystifying. And so it is the shores of the forest of the west where the fleet will make their pause, and there will hope to make repair enough to continue their northward voyage.

>Military
The division closest to Onoutsjoch is redeployed northward to garrison the new Fortress.
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>>5781536

Havasad has grown into a mighty God Emperor, even if one who exhibits more mortal tendencies than most, having only accepted parts of his divine role.
He oversees the construction of these great Tors across Calandorra as his armies find new armours to equip themselves with emblazoned with the symbol of the moon, to honour the mother of the forge god.

The Lanthorn, so corroded, Havasad declares all of its upper leadership to be unworthy of their roles, and so replaces each and every seat with one of his own. A new church ruled entirely by his followers. Temporary, of course, these new administrators are simply a stopgap until better candidates arrive. These administrators will deliver their edicts and they will be obeyed without question, to restore the Lanthorn to a functioning body.

Most are outraged. Even Ariaios for all her excesses and perversions never attempted so brazen a coup. There is uproar from all corners of the nation. But this is Havasad, resolute he, and he will brook no disapproval. The tower guard secure his city and the emperor himself dares anyone to stand against him, taking up his militant regalia and personally dispersing crowds, with lethal force if necessary.

The new, provisional Lanthorn now have an ocean of work ahead of themselves, restoring a baseline of public morals being foremost among them. A question some ask is, what is normal? Even Havasad seems taken by some of Ariaios reforms, her being his mother, having grown up in her empire, he is far less monogamous and chaste than his predecessor, so what is normal *really?*

The individual who asked this idiotic question is slapped around the back of the head.
Stopping the child abuse, flesh harvesting, temple recruitment in orphanages, adultery and mass overdoses on Datura, perhaps that would be a good start.
Perhaps the women will start dressing a little more modestly too, perhaps even wear undergarments again, or even a shirt.

Winter is here, after all. That ancient summer is but a distant memory.

Action 1: Tor Mushussu

This is a city of labour, a central point for the local mines and fervent Mawsos faithful. Countless souls toil away to supply Calandorra with its most precious resource, Iron.
Their spoils are brought back to this place, ruled over by the Shayla elite who run the entire city like a labour camp, draconian local laws putting it in stark contrast to the relatively liberal Tor of Loric.
>>
Action 2: Teach Lanthwrit to the Othidians

These people live, primitive survivors of the collapse. Calandorra has come now to return to them, and with it we bring our tongue, such that they may learn to converse with us.
Taught by our priests and priestesses (as few outside of the temples can actually read or write), the Othidians should soon relearn this ancient script that they have forgotten, and perhaps a little of the gods along the way.

This is our charity, freely given.

ARMY MOVEMENT: Move the three armies at Ishum generally up and around to sit on my border.
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>>5781536
1. [Research Medicine]
Foul curses from the enemy and their foul Cahaun. The priests of Deimenos and medicine men are called upon to seek out a cure and protection from this jaundiced disease.

2. [Create Undying army auxiliary workforce].
Workers in the in the mines, priests in the temples, civilians in the streets lie sick and dying. While some seek to ease their pain, the priests and nobles, undying and bound to war, seek those among them to answer the call. The war priests will move among the sick halls and offer any formerly able bodied man the chance to serve even in death, to work under the noble armies as an undying auxiliary workforce. In turn their families will be taken care of.

War:
The North West River fort - The plan continues to prevent any potential of the enemy crossing; meeting them in combat if they try to create a new bridge across and keep the bridge on our side up.

Temple assault - The armies outside the Cahaun temple does not wait for orders or feedback, they assault the temple to take it; and claim the bound Cahaun within.

The Siege of the market force - With the fort effectively neutralized and the armies fleeing through their tunnels, clearly seen by the soldiers on the norther wall, all three armies move north to collapse the tunnel and track down that fleeing enemy to destroy them, or block them into a new siege. The faster forces thanks to the Ireechie horses should make this easier.
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>Rise! Our Father most knowing,
>Scatter the countless fates of man
>As eagles wing from mountain heights.
>Write the Path into their hearts
>As jade is engraved into the mountain.

The weave of fate shudders and shifts. Fortunes made are erased and rewritten, the very soul of a nation shaken to its core. The Last of Creation are possessed by a sudden animus, one which drives them forwards towards the light of dawn.

The first Prophecy is that of bloodshed. The Card drawn is the Tower, symbolizing both peril and liberation. Strength will help the people survive any hardship, and seize any opportunity.

>Action 1: Weapons of Jade and Bronze
Jade is a hard stone, but it is still too pliant to hold an edge as a weapon of war. Copper is difficult to work and even harder to acquire, but it can be made into a blade far keener than any piece of stone. The idea of combining the two, then, was destined to appear eventually. As primitive as the Last of Creations metalworking is, they have at least grasped enough to hammer softened sheets of copper around a jade core. This copper envelope can then be sharpened and the whole assembly secured to a spear. The copper, being relatively thin, can be cut away strategically to reveal the jade buried within. Skilled craftsman take advantage of this to carve reliefs into their speartips, displaying a mastery of stone and metalwork alike.

>Action 2: Jade Mine + Farm
The previously improved Jade Mine is joined by a second.

>Action 3: Military Training
Odithian tactics strive to take advantage of the shock and awe generated by their elephant mounts. These creatures are frequently brought to the fore and trained to stomp and bellow, typically routing the army before them without even needing to fight. If it does come to battle, several of the Last of Creation secure themselves to their allied mounts using long spears to stab and slash any souls unfortunate enough to be fighting on foot.

Action 4: Raise Army
An army is raised in Odithis
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>>5788390
*An army is raised in Kirisfut.
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>>5781539
The king's court is silent, for dire news have arrived. The Tarnsmen and Nemosa have stabbed us in the back. We face an invasion by land from the north, where their forces have unearthed the gate and captured seals for use in calling forth another barbarian army. As well have the Nemosans come at us with a large fleet, filled to the brim with soldiers. King Frode does not wish to combat even one of these parties, but all three at once is even less desireable. But given the situation, they shall do what they must. The Jarls shall marshall their forces, and the two armies of Geirrvakt and Skjoldmerr are to prepare to fight, first the Nemosans and then the Tarnsmen.

>Action 1: Develop Smelting Furnace, larger and hotter than our current furnaces (prerequisite for proper copperworking).
With stone becoming scarce due to it's extensive use by the Vætti armies, once more progress is made toward copperworking. They make a breakthrough, as they find that gold and lead are not the only metals that can be turned to liquid form. Through the use of bigger and better setup furnaces they can become hot enough to smelt even copper. There is also the development of a crucible to hold this molten copper. With this, the copper can be poured into molds, creating copper casts which require little additional work to turn into a tool or weapon.

>Action 2: Fortify Deiya's Brands Hunters and the Hoftborg Port (make the port be included within the city walls and add naval fortification).
With news coming in of invaders north and south, swift action is required. First the hunter's lodge in Deiya's Brands are built up into a fort, increasing the hunters available and shifting their duties even more toward making the forest difficult for trespassers to traverse. Hideouts and hidden passages start to dot the forest, letting hunters take potshots before disappearing again. Secondly, the Hoftborg Port, the Hoftborg city walls are extended to envelop both the city and port. The port itself also receives fortifications toward the sea. The beaches near the port are set with rocks and logs, such that ships can no longer beach themselves to drop off troops or cargo. Instead all ships will have to dock at the piers, which extend far but aren't very wide, making it difficult to create a good frontline against whoever defends the port. Furthermore there are raised platforms for the defenders to use, allowing them to rain arrows upon disembarking trespassers.
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>>5781536

>Armies (2) - Move from Prospith to the Gate.
News from the north! The Lost Gate is found once more, and with a whooping cry, the Oomul cheer for the chance to find their long-lost darling King. As one, the twin armies in Prospith surge for the Gate, eager to cross through and discover what has become of their predecessors.

>Action 1 - War Declared on the Vettigard!
News from the North! As the far-flung soldiers in the sailboats to the east set food on the eastern shore of Hoftburg Bay, they already begin to spy the diminutive weaklings that call this land home scurry to and fro! Their pathetic sailboats flee the Nemosan fleet, even as it turns to head home, paying them no attention.
>[As part of this] - Armies (2) - Disembark, and head for the mountains to the north! The blocked gate must be somewhere among it's peaks! The foul city of Hoftburg will burn and fall to their might, but a way home must be secured!

>Action 2 - Create Army in Luxura
News from the North! Prospith lies undefended, the Oomul-comprised forces moving en-masse for Zom-knows why. Ari-woo, in between coddling her ever-increasingly teenage hellion of a son, looks to raise an army to replace the lost defenses. Perhaps they are picked only from her most loyal of retainers and noble houses, trained and stationed exclusively in Luxura. What of it?
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Posted on behalf of the Karnites

More training for our war hounds along with armor for our canine brothers

Distilling greater concentrations of venom from our snakes.
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Posted on behalf of the Avor

Turn 25

Action 1 Magic: Vicious Horses: Granting the Avorian horses… sharp beastial teeth, and a stomach that can digest meat, making them omnivorous like the bears. Their eyes shifting forward.. More.. predatory

Action 2 Magic: Badgers’s Ferocity (Horses): taught to not give a FUCK, the Avorian steeds are slightly crossed with the Badgers, giving them a unique appearance of twin black stripes along the back, and now paired with the carnivorous nature of them the beasts would become the premiere combat mount, just as fierce and vicious as their armored riders
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>>5788409
>Army Movement: Move the Skjoldmerr and Geirrvakt Armies up to the swamps at the mountain gate, to prevent them from reaching the gate.
With fishing ships and a lighthouse nearby, King Frode has been made keenly aware of the movements of the Nemosan fleets. Furthermore is the supposed neutrality of the army-ladened ships. After discussion with his Jarls, the possibility of them heading toward the mountain gates comes up. Not only are they not properly declared as Vettirgard territory, thus making them legal to land in, but it is also the ideal place to rally an even bigger army, by reopening the gate. Thus the armies are moved to the Hunter Fort in Deiya's Brands at first. If they were to attack Hoftborg we'd have a decently good path back. But it soon turns out they are indeed moving to the mountain gate, so the armies continue marching, until they are ready to face off against them in the swamp.

The swamp will not only help us in bogging down their cavalry, but in doing so they would also turn the ground to mud for all the other attacking troops. The northern barbarians are wearing heavy armour, making them get bogged down more than our own lightly armoured troops, in addition to us requiring to move less in general, due to being on the defensive. Meanwhile our best weapon thus far, is the composite bow and arrow, which is even more effective on bogged down troops.
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Messengers are sent through the gates, alerting the Avor, Dirkin and Nemish of the Vettigard gate's re-opening, inviting them to partake in the rescue of the lost king, and coming slaughter!
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[CD]

> The two Armies at Ulfberht and Tah's Gate load up on provisions and chests of bribes in the event of unruly locals (or greedy Nemosans) and begin untargetted gate travel with the goal of reaching the Vettirgard.

The Bloodseeker calls us! Let the children of Tepas work their clay and the children of Diane dance! It is time for the children of Mawos to ride to far lands and test their mettle! Riches and glory await the bold!
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>Action 1: (Building) Temples in Uru-Anu
The splendor and power of Basedab and his legion is undeniable. Temples to the cult are to be established throughout the land of his subjects so that they may first learn obedience to his divinity, and obedience to the Divine after.

>Action 2 (Language) Learning their tongue
What use would the priests and their scriptures be if it could not be understood by the people? It has been said that in this land the truth of the divine had been limited to those with the reach and resources to acquire that accursed myrrh. The divine truth will be revealed to all people now, not only freely but beneficially as those who will accept these truths are permitted to maintain their lots in lives, or even take over important roles otherwise occupied by the unrepentant.
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(Sorry I forgot about this and have limited time for a post forgive me Lux-sama my next post will be thoroughly indepth once I regain the tone)

1. Build Farms to feed our people
2. Build fisheries to feed our people



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