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Everyone is free to join at any time. Newcomers start off with a capital with 1500 population and a couple of specialties you have been doing in the missed turns.

Humans have 5% growth rate when plentiful food. Elves 1%. Goblins 12%, Orks 4%. Dwarfs 2%. Dryads growth is what trees is. Halfings is 6%, Gnomes 3%...

Roughly year 542 AD equivalent.

Turn 42

The map hasn't been updated in a while because Juni who is one of the players hasn't got the time :(

https://discord.gg/UWkrYNP For all shitposting and other info needs.
>>
>>1001082 old thread was here.
>>
Rolled 34, 67, 66 = 167 (3d100)

>>1028411
>Name:The Decrepit
>Capital name:The lifeless forest.
>Race:Mushroom people and Undead
>Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
>Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
>Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
>Location:Mawry Forrest.
>Population:7100 Giant:88 Blue:630 Red:780
>Settlements:Lifeless Forrest(C):1800 Mushinlet:1400 Moshly:1200 Mushry:1100 Musro:950

Action:In Musro with all the workshops finished, develop a building devoted to the study of minerals, ores and just naming and categorising things. Creating a periodic table, allowing a easier time with mixing and making metal things (naming and categorizing what we know)
Action:Create the field of chemistry, going out to find more things to add to the spectrum of already known metals, gasses and minerals (study of and refinding of mixtures and production chemical mixtures)
Action:The scientific method has hit the scene once all of the intelligent men worked close together, making studying and finding new things very much easier.
>>
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>>1028411
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 10 skeletons a turn that are clever, Deathbolt, able to kill 10 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards, Mana Sense, Detonating Death Sphere, Repeating Death Arrow, Bone Golems, visual link between skeletons, portable ballistas, Blink, Ritual items into the flame dimension, Phase Shift

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:15

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 510 Ork soldiers at T4. War boss that conquers tiles every 2 turns, death staff, increases my power in everything death related, Death Crown, adds 10 skeletons a turn extra to be raised

Population: 1,149 Orks, 344 War Skeletons, 678 Cyntaps, 1,632 humans

Very good, very good! This place is the perfect spot to make my home away from home! Now then, I order the proper materials such as stone, wood, and whatnot so I can get my skeletons to begin building a replica of my tower and all its innards on this nice little island. Then I can transfer all my research material and loot afterwards once its completed! Then I'll have the perfect Sactum private from prying eyes!

As for the issue of being unable to choose to accurately choose my destination with the portal. Its high time I get that out of the way and start working so I can properly navigate the planes with my portal. This way I can easily return to any locations I have already discovered and will pave the way for my next spell!
>>
>>1028411
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Voodoo
>Religion
Gajac & Erdian Worship.
>Population
10118(6818 Lizards, 414 Ork slaves, 1838 goblin slaves, 629 human slave, 419 animals)
>Location
Creeping Jungle

>Assets
Pteranodons
Tree sap
Fruit farms (T3)
T3 Holy Army (689 guys) ( I consider the animals I have as part of my army.)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Passive
Curse Research
Project Quetzalcoatlus

Gotta make up my turns

Action 1; Recruit more Military
Action 2; Recruit more Air Riders

Action 1;Make some more Voodoo Spirits
Action 2;Begin research into Curse Cannons, Magical Artillery that fires Voodoo energy or something, idk.

And for this turn
Action 1; Make some trade ships.
Action 2; Make Blowguns and Blowdarts
>>
>>1028431
Passive:Leave behind about 100 shrooms to start a small home with Otar but start the trek home with the diplomates from Otar's homeland.
>>
Rolled 80 + 20 (1d100 + 20)

>>1028411
Name: Namkha
Color: Pink
Race/Pop: 2259 = 209 Elves(+1.1%) + 843 Satyrs(+7%) + 276 Humans(+5%) + 354 Dryads(+4%)+ 195 Merfolk(+5%) + 173 TriMerfolk(+5%) + 140(+12%) Myceloids + 69(+12%) Blue Myceloids
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Diplomacy), (+10 Namkha’s Grace), (+30 Religion)
Hexes: 20+Dryad Duchy(4)

>Construct a Proper Gem Mine to increase production of Gems. (+10 Grace)
No Roll

>With the blessings of the mysterious denizens of the forest and plains, whom we are on really good terms with despite not knowing anything about them, extend our search for new resources and creatures to the hills and mountains to the west. What manner of inhabitants will we meet to invite into our fold? What kind of resources will we find in this realm of rock and stone? Only the Dice and the Grace of Namkha can say. (+10 Diplomacy, +10 Grace)
Yes Roll
>>
Turn 42
Civ: Shadow Walkers Leader: Otar the Strong Chieftan
Hexes: 5 Color: Blue
Military: The Shadow Walkers (200) Shadows Warriors (800)

Current Population: (1660) Humans 1020; Drow 315; Half-Drow 92; Halflings 55 (farmers, brewers,bakers,candlestick makers); Dwarves 31.8 ( smiths, engineers,brewers); Cyclops 4.16 ( engineers/architects); Ice Giant 7.28 (a family of exiles); Kobolds 68 (stonecutters, messengers,errands, helpers); Orcs 41.7 (skilled help, farm); Goblins 57.3 (farm help, errand runners); Bullywugs 41 (fishermen); Lizardfolk 39.4 (fishermen, coastal watch); Draconians 9.36 (red. Servants and Handmadens of Tegril, brewers); Red Dragon 1 (Tegril the Pacifist currently in a deep sleep); Treant 6.24 (forest guardians); Centaurs 36.1 (forest rangers); Gnomes 16.26 (craftsmen, scientists, researchers); Celestials 3.12; Strix 8.6

Civilization Specialties: Shadow Magic, Espionage, Fast Nocturnal Trade Ships, Shadow Magic Academy, Hanging Gardens

Technologies: Experimental coastal trading vessel the Sea Wolf, Hanging Gardens of Barasea (+500 food), Quarries

Location: Five tiles from glacier to river mouth. As the fjord runs north, it's always in shadow. Their Holy Ground is wherever shadows fall.

Settlements: Valley of Shadow, Cragshade Deep, Barasea. Borders are patrolled by fast moving packs of kobolds, centaurs and the skies over the fjord are often patrolled via a celestial by day or a strix by night...


Actions:
ONE: Food Storage and Preservation facilities. Bottles and Keg and pottery production will be required. If we grow it we use it! Every citizen is expected to grow something, even if it's just one grape vine. Beer, Wine and Spirits, grain storage, dehydration, pottery and crock storage for ease of transport.
TWO: Outfit and prep the Sea Wolf 1 to accompany MushMan back to his people, and return our envoy after diplomatic ties have been established.
>>
Rolled 38 (1d100)

>>1028411

The Cult Of The Sleeping Ones
Dark Blue
Deep Ones and a skeleton minority
Tech: Underwater construction, Primitive Harpoons
Pop: Tens of thousands spawn (mino size) 300 adults, 30 skeletons 1 lieutenant skeleton
Assets:
Fortified Hatchery
Rylth (capital)
Molten sand cannons
Death magic from skeletons

This turn, try to expand into the sea and to use eugenics to make the deep one race stronger
>>
Rolled 87 (1d100)

>>1028978
Forgot a roll
>>
>>1028431
ManMush, you buid a facility for study of minerals. Every turn you find out about half a dozen elements until you have discovered 110 of them.
You start the field of chemistry, it will take about 4 turns until you have categorized and figured out how to make the already known stuff.
The scientific method will spread though it will take 20 years due to culture change it requires.
---
>>1028434
Heodila The Lich, you begin building a replica of your cool tower. It will take 5 turns to complete.
It will take you 10 turns, but you will be able to pick and choose the destination of your portal from places you have discovered, and will be able to remember addresses of future planes found.
---
>>1028436
MG Gajac you gained another 35 troops and 10 air riders.
You make some voodoo spirits. You will complete curse cannons in 15 turns.
You make like 10 trade ships (fairly small).
You make a bunch of blowguns and blowdarts.
---
>>1028543
Namkha, you construct a proper gem mine for your gem deposits. You make so much that in another two turns all your population will have their own gems. Exports will be valuable of course.
You find iron, gold, tungsten, lead, copper and black oil. (this area won't have any other special resources)
---
>>1028719
Otar, your citizens start growing things. In about 3 turns, your citizens will personally provide half their food demands themselves, on top of what the normal farmers and suchlike do.
Sea Wolf 1 accompanies MushMan back to his people and diplomatic ties are established.
---
>>1028978
Jeb! welcome back weee. You get one more sea tile.
Your eugenics goes well. In 20 turns the effects will be felt. Bigger and stronger and faster (and/or)
---
Turn 43 actions here

will update after work.
>>
>>1029075

The Cult Of The Sleeping Ones
Dark Blue
Deep Ones and a skeleton minority
Tech: Underwater construction, Primitive Harpoons
Pop: Tens of thousands spawn (mino size) 300 adults, 30 skeletons 1 lieutenant skeleton
Assets:
Fortified Hatchery
Rylth (capital)
Molten sand cannons
Death magic from skeletons
Not recorded expansion
One of Dan's coast tiles
One sea tile

Try to improve the salt cannons and work on self propelled harpoons
>>
>>1029075
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 10 skeletons a turn that are clever, Deathbolt, able to kill 10 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards, Mana Sense, Detonating Death Sphere, Repeating Death Arrow, Bone Golems, visual link between skeletons, portable ballistas, Blink, Ritual items into the flame dimension, Phase Shift

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:17

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 510 Ork soldiers at T4. War boss that conquers tiles every 2 turns, death staff, increases my power in everything death related, Death Crown, adds 10 skeletons a turn extra to be raised

Population: 1,184 Orks, 364 War Skeletons, 699 Cyntaps, 1,693 humans

Time until Tower is finished: 5 turns
Time until Easy interplanar travel is discovered: 10 turns

Now everything is coming along great! Once all that is done I've got a great portion of my to do list finished! The next logical step while all thats being done is to work on my Blink. Specifically, Long Range teleportation without a portal. No doubt I can accomplish this due to having the fundamentals of it down since I have the gate as reference for it.

Meanwhile I'll also be working on other things, specifically how I've been able to ritual items into other dimensions. Using the theory on how I accomplished this type of teleportation I am going to get it down on how to teleport items I know where they are to me. This way I can basically bring anything I need when I need it assuming I already know the location of the item in question. Think like how they do it in harry potter regarding teleporting items to them.
>>
Rolled 50+10, 50+10

>>1029075
Name: Namkha
Color: Pink
Race/Pop: 2259 = 209 Elves(+1.1%) + 843 Satyrs(+7%) + 276 Humans(+5%) + 354 Dryads(+4%)+ 195 Merfolk(+5%) + 173 TriMerfolk(+5%) + 140(+12%) Myceloids + 69(+12%) Blue Myceloids
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Diplomacy), (+10 Namkha’s Grace), (+30 Religion)
Hexes: 20+Dryad Duchy(4)

>Mount our light catapults on wagons to be pulled by lizards and improve artillery accuracy. (+10 Grace)

>Improve military recruiting to 1/4 pop (we currently have 1/6) (+10 Grace)
>>
Rolled 35 (1d100)

>>1029075
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
TILES: 25
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking (5 miles), Black Powder, water mining, Weak void attack, Mythril Refining
Arquebus (reliable matchlock) Cannons
Religion: Worship of Armok, The blood god
Location: In the Blade Mountains.
Total population is 1346 dwarves
The Capital, Uthar Geshud has around 485 dwarves, and is very well fortified
The secondary fortress, Laust'olding, has 228 dwarves and is well fortified.
Zèler adur has 58 dwarves, This is an outpost fortress, it is slightly fortified.
Thol arak has 57 dwarves, This is an outpost fortress, it is slightly fortified.
Tokmek ruthösh has 57 dwarves, This is an outpost fortress, it is slightly fortified.
Erlin bërûl has 57 dwarves, This is an outpost fortress, it is slightly fortified.
Nekol nil has 80 dwarves, This is under dan's old land, it has decent fortifications
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: Leader guy (tier 5 void mage) 100 town guard (tier 2+1), 1 champion (tier 4+2 due to Mythril gear). 50 axes throwers (tier 3+1) 80 dwarf militia (tier 1+1)
70 Dwarf warriors (tier 2+1) 50 Hammerdwarves (bonus against armor) (tier 3+1) 4 void mages (acolytes?) 20 Mythril Swordsdwarves (tier 3+2 due to mythril gear)
30 dwarf Arquebusiers (tier 3)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf
Actions for turn 42
Reproduce
Train a cannon battalion or two (four cannons in one battalion) (both)
turn 43
Reproduce
Make another artifact (roll)
>>
Rolled 13 (1d100)

>>1029075
Turn 43
Civ: Shadow Walkers Leader: Otar the Strong Chieftan
Hexes: 5 Color: Blue
Military: The Shadow Walkers (200) Shadows Warriors (800)

Current Population: (1871) Humans 1020; Drow 315; Half-Drow 92; Halflings 59 (farmers, brewers,bakers,candlestick makers); Dwarves 35.3 ( smiths, engineers,brewers); Cyclops 4.20 ( engineers/architects); Ice Giant 7.28 (a family of exiles); Kobolds 68 (stonecutters, messengers,errands, helpers); Orcs 41.7 (skilled help, farm); Goblins 82 (farm help, errand runners); Bullywugs 41 (fishermen); Lizardfolk 39.4 (fishermen, coastal watch); Draconians 9.36 (red. Servants and Handmadens of Tegril, brewers); Red Dragon 1 (Tegril the Pacifist currently in a deep sleep); Treant 6.24 (forest guardians); Centaurs 36.1 (forest rangers); Gnomes 17.2 (craftsmen, scientists, researchers); Celestials 3.12; Strix 8.6

Civilization Specialties: Shadow Magic, Espionage, Fast Nocturnal Trade Ships, Shadow Magic Academy, Hanging Gardens, Ship Yard

Technologies: Swift Coastal Trade Ships, Hanging Gardens of Barasea (+500 food), Quarries

Location: Five tiles from glacier to river mouth. As the fjord runs north, it's always in shadow. Their Holy Ground is wherever shadows fall.

Settlements: Valley of Shadow, Cragshade Deep, Barasea. Borders are patrolled by fast moving packs of kobolds, centaurs and the skies over the fjord are often patrolled via a celestial by day or a strix by night...


Actions:
ONE: Begin construction of our Military Academy, and the surrounding training facilities. Basic training grounds I see as just cleared ground, mandatory weekly training for every citizen. We are now looking for candidates from all races into our Academies. Roll one is for my engineers to blueprint up a training facility that can train gnomes to fight giants, and vice versa, and everything in between. We will keep rolling until we get a good roll. And then build.
TWO: SeaWolf 1 is taking our diplomatic envoy on to see Kamkha

Civilian Horticultural effort complete in turn 45. Will result in more surplus food.
>>
>>1030673
clearly my engineers had their plates full this turn... lmao
>>
>>1029075
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Voodoo
>Religion
Gajac & Erdian Worship.
>Population
10920(7364 Lizards, 430 Ork slaves, 2022 goblin slaves, 660 human slave, 444 animals)
>Location
Creeping Jungle

>Assets
Pteranodons
Tree sap
Fruit farms (T3)
T3 Holy Army (734 guys) ( I consider the animals I have as part of my army.)
Voodoo Dolls
Selective Breeding
Poisonous Snakes

>Passive
Curse Research
Project Quetzalcoatlus

Action 1; Curse Hare's rolls, I think they were at -30 for my research?
Action 2;Send my military into an decisive strike on hare's Home isle! All of his forces are in the colony, so this should be a breeze. I get +10 to my rolls for raiding
>>
Rolled 5, 56 = 61 (2d100)

>>1029075
>>Name:The Decrepit
>>Capital name:The lifeless forest.
>>Race:Mushroom people and Undead
>>Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
>>Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
>>Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
>>Location:Mawry Forrest.
>>Population:7700 Giant:95 Blue:700 Red:830
>>Settlements:Lifeless Forrest(C):2100 Mushinlet:1600 Moshly:1350 Mushry:1200 Musro:1100

Action:Using one of the water wheels, build a refinery to start finding out iron to make it stronger and seeing if we can make even better metal
Action:I'm Musro, reversenginer the catapults and ballistae making them our of high quality wood, then while we're at it, build a trebuchet and smaller hand held ballista, maybe call it a BillBow?
>>
>>1029144
Jeb! Salt cannons are improved and can fire up to 20 meters vertically.
Harpoons are improving and your experiments with self propelled harpoons is progressing.
---
>>1029343
Heodila The Lich, you are able to teleport exactly 100km (4 hex distance) to a place you have already visited. Next turn you will be able to choose between 50km and 100km. Basically is not super flexible yet. Something about further distance blinks makes the teleportation fixed.
You are able to put up to 3 items into a pocket dimension for easy access later on.
---
>>1029926
Namkha, you now have mobile catapult artillery using lizards for movement. Accuracy is adequate.
You increase military recruiting to 1/4 of population. This has the impact of fewer artisans and suchlike.
---
>>1030517
Lam Therleth, you have 20% pop boom, you have a cannon battalion that's trained okay. You have a 5% pop boom.
Finally you make another artifact. I was feeling sad (vaguely) that you had forgotten.

The artifact will be a large circular shield that reflects magic.
---
>>1030673
Otar your military academy construction goes poorly.
Seawolf does its thing with Kamkha.
---
>>1030961
MG Gajac. Yes, Hare's rolls are reduced by 30 for this or next turn.
You are attacking Hare's Home Isle. Will deal with this when I have my four days off work.
---
>>1031255
ManMush, your refinery summons iron golems that take possession of the building and claim it as their rightful clay.
You succeed at reverse engineering the catapults and ballistae out of high quality wood, but not the other stuff.
>>
Rolled 22, 96, 38 = 156 (3d100)

>>1028411
>>1031716
Starting out.

>Name: Slave Enclave
>Capital name: Cold River Camp
>Race: Humans
>Leaders: Central Gang.
>Tech: Human Breeding, Maneuverability, Herbalism.
>Religion: Very mixed.
>Location: Cold River
>Population: 1500
>Settlements: Cold River Camp

Action: Develop a drug that allows humans to reach sexual maturity sooner with Human Breeding + Herbalism knowledge. The drug will be called Human Accelerator.
Action: Designate and train a team of researchers to improve the Human Accelerator drug. (This will be the HA-Team)
Action: Allow the team to experiment and improve their specialized knowledge.
>>
>>1031716
Leader: Heodila the Lich

Colour: Grey

Race: Mostly Orcs with a small amount of other monstrous races

Tech learnt: Necromancy can raise 10 skeletons a turn that are clever, Deathbolt, able to kill 10 soldiers in the chain. Farming techniques. Reverse Engineering, Marble Building, Death Ray, Death Flames, Telekinesis,long distance magical communications, basic medical practices, Strong Wards, Mana Sense, Detonating Death Sphere, Repeating Death Arrow, Bone Golems, visual link between skeletons, portable ballistas, Blink, Ritual items into the flame dimension, Phase Shift, 100km teleportation, picket dimension to store items

Buildings: Low quality Copper, Tin, and Iron Nodes, Stone Wall, Lich workshop, archer barracks, forges, Roads, Military academy, Dry dock, Seige workshop, Cyntap made light house, big cargo ships, fishery used for whaling, Death Gem mine, Sewers and water pipes

Gems:20

Military:WAAGH! 1, Steel equiped Ork Spear Boyz, Steel Ork Bow Boyz, Random skeletons, Me, due to magic am resistant to physical and magical harm while sporting extra strength. Chain of command with basic strategies. 5 fishing boats, 2 trebuchets. In total about 510 Ork soldiers at T4. War boss that conquers tiles every 2 turns, death staff, increases my power in everything death related, Death Crown, adds 10 skeletons a turn extra to be raised

Population: 1,235 Orks, 384 War Skeletons, 720 Cyntaps, 1,734 humans

Time until Tower is finished: 4 turns
Time until Easy interplanar travel is discovered: 9 turns

Hmmm yes, this is going along nicely. I feel this turn I'll completely focus on working on this long range teleportation for its vital to my plans further down the line. Mainly so its more flexible so I'm not fixed to certain distances as much and so its not "necessary" for me to have visited the place before.
>>
>>1031716

The Cult Of The Sleeping Ones
Dark Blue
Deep Ones and a skeleton minority
Tech: Underwater construction, Primitive Harpoons (almost self propelled)
Pop: Tens of thousands spawn (mino size) 300 adults, 30 skeletons 1 lieutenant skeleton (19 turns until eugenics take effect)
Assets:
Fortified Hatchery
Rylth (capital)
Molten sand cannons (20m vertically)
Death magic from skeletons
Not recorded expansion
One of Dan's coast tiles
One sea tile

Continue to try to get self propelled harpoons and experiment with the vapor released from the molten salt reaction.
>>
Rolled 32, 25 = 57 (2d100)

>1031716
>Name:The Decrepit
>Capital name:The lifeless forest.
>Race:Mushroom people and Undead
>Leaders:2 kings, one the necromancer and the other the mushroom man with the biggest cap. With our massive population we are lead by a group of the smartest undead and mushroom men, headed by the kings.
>Tech:Agriculture, mostly mushrooms, along with different kind of poisonous and non poisonous herbs and magical herbs.
>Religion:Animlist, we praise the god of the sun who brings good harvest ego life and the good of the moon who brings peace and death.
>Location:Mawry Forrest.
>Population:8200 Giant:100 Blue:850 Red:1000
>Settlements:Lifeless Forrest(C):2200 Mushinlet:1700 Moshly:1500 Mushry:1300 Musro:1200

Action:Send the constructs we have to go talk to the iron golems, telling then we have no problem with them staying in there but we do require them to produce reinforced iron and stronger metals.
Action:Just mess with black powder and cannons, seeing how much powder is good, trying to refine and improve the mixture, maybe to start to improve it by just trying to make small sticks filled with powder to help with mining.
>Passive:Someone out in the shroomish wilderness has wrote a book, no one knows who wrote or even what it says but it became a book of worship to some for its odd nature. Some say it's a depiction of the future, others say it's another world, all anyone knows is that it doesn't relate to our time now at all.
>Codex Seraphinianus
>>
Tomorrow am going to announce a four hour period of goodness where I will updoot at the proper rate that I started this quest
>>
Rolled 28, 76 = 104 (2d100)

>>1031716
Name: Lam Therleth (using dwarf fortress dwarfspeak)
Colour: Purple
TILES: 25
Civ name: Selkin Dwarves
Race: Dwarf
Tech learnt: Magma smelting, Throwing axes, Plump Helmet farms (underground) Void walking (5 miles), Black Powder, water mining, Weak void attack, Mythril Refining
Arquebus (reliable matchlock) Cannons
Religion: Worship of Armok, The blood god
Location: In the Blade Mountains.
Total population is 1612 dwarves
The Capital, Uthar Geshud has around 611 dwarves, and is very well fortified
The secondary fortress, Laust'olding, has 288 dwarves and is well fortified.
Zèler adur has 74 dwarves, This is an outpost fortress, it is slightly fortified.
Thol arak has 71 dwarves, This is an outpost fortress, it is slightly fortified.
Tokmek ruthösh has 71 dwarves, This is an outpost fortress, it is slightly fortified.
Erlin bërûl has 71 dwarves, This is an outpost fortress, it is slightly fortified.
Nekol nil has 101 dwarves, This is under dan's old land, it has decent fortifications
The fortresses are connected by extensive tunnel systems, Uthar Geshud and Laust'olding both have magma forges.
All fortresses are almost entirely subterranean, with entrances jutting from the mountainside.
Observation post on Beggesmont mountain (more research and tells when dragons come)
Military: Leader guy (tier 5 void mage) 100 town guard (tier 2+1), 1 champion (tier 4+2 due to Mythril gear). 50 axes throwers (tier 3+1) 80 dwarf militia (tier 1+1)
70 Dwarf warriors (tier 2+1) 50 Hammerdwarves (bonus against armor) (tier 3+1) 4 void mages (tier 1 void mages) 20 Mythril Swordsdwarves (tier 3+2 due to mythril gear)
30 dwarf Arquebusiers (tier 3) 1 Cannon battalion (12 dwarves, 3 to each cannon, 4 cannons)
Artifacts:
The hammer of hammering, Allows to create artifacts without a high roll, artifacts take multiple turns to
create
ïssun istam: A lantern that requires no fuel to burn, It is powered by the void.
Ottan limul: a single coin that helps clear ones mind
Aroth ònul: A shield that reflects magic 1/3 turns
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf
Actions for turn 42
Reproduce
Train a cannon battalion or two (four cannons in one battalion) (both)
turn 44
Lets Void even harder (roll)
Lets try some enchanting out for a size (roll)
>>
Rolled 96, 5 = 101 (2d100)

>>1031716
Turn 44
Civ: Shadow Walkers Leader: Otar the Strong Chieftan
Hexes: 5 Color: Blue
Military: The Shadow Walkers (200) Shadows Warriors (800)

Current Population: (2056) Humans 1125; Drow 321; Half-Drow 97; Halflings 66 ; Dwarves 37 ; Cyclops ; Ice Giant 7; Kobolds 75; Orcs 45; Goblins 103; Bullywugs 45; Lizardfolk 43 (; Draconians 9; Red Dragon 1; Treant 6; Centaurs 36; Gnomes 17; Celestials 3; Strix 9

Civilization Specialties: Shadow Magic, Espionage, Fast Nocturnal Trade Ships, Shadow Magic Academy, Hanging Gardens, Ship Yard, Civilization wide horticulture and Martial Arts.

Technologies: Swift Coastal Trade Ships, Hanging Gardens of Barasea (+500 food), Quarries, Iron Mines. 6 Sea Wolf ships.

Location: Five tiles from glacier to river mouth. As the fjord runs north, it's always in shadow. Their Holy Ground is wherever shadows fall.

Settlements: Valley of Shadow, Cragshade Deep, Barasea. Borders are patrolled by fast moving packs of kobolds, centaurs and the skies over the fjord are often patrolled via a celestial by day or a strix by night...

Actions:
ONE: Evaluate our poor design, at the Military Academy: Roll for successful design, while continuing with milita training for citizens. Every citizen capable and willing to fight will be trained as either shadow warrior or shadow whisperer. We are now looking for candidates from all races into our Academies. Roll one is for my engineers to blueprint up a training facility that can train gnomes to fight giants, and vice versa, and everything in between. We will keep rolling until we get a good roll. And then build. (rolls: turn 43:16)
TWO: Magical Research to further refine our Shadow Jump spell at the Academy.
>>
Rolled 56 + 40 (1d100 + 40)

>>1031716
Name: Namkha
Color: Pink
Race/Pop: 2533 = 213 Elves(+1.1%) + 965 Satyrs(+7%) + 305 Humans(+5%) + 383 Dryads(+4%)+ 215 Merfolk(+5%) + 190 TriMerfolk(+5%) + 176(+12%) Myceloids + 86(+12%) Blue Myceloids
Location: Conny Island
Tech: (+10)Weaving, (+10)Arborist, (+10)Herbalism, (+10 Diplomacy), (+10 Namkha’s Grace), (+20 Music), (+10 Incense)
Nature Gems: 2533 “in another two turns all your population will have their own gems” –NationDawnQM [Turn 42]
Hexes: 21+Dryad Duchy(4)

Roll for this:
> Have our bardic priests gather all 2533 Nature Gems in the temple and perform a lengthy ceremony to find melodies that resonate with the gems, allowing us to use our music modifier for magic. When we send our woven sound waves through the air, the natural web of life begins to twist and weave with the music of Namkha. (+10 Grace, +10 Incense, +20 Music)

NO Roll for this perfectly reasonable action:
>Since the denizens of the forest & plains are willing to protect our assets, lets extend them an offer to join us. (+10 Diplomacy, +10 Grace, +10 Previous high roll with them)
“We are humbled that you would be willing to give your protection to our settlements. However we would feel terribly for you to do this for free. If you would like to become a protectorate and sovereign duchy in our congregation of nations, we could provide you with all the benefits of citizenship and all the resources you need to continue protecting your rightful clay.”
>>
>>1033341
>asking them to become a proctecerate
>when they protect you
>>
>>1033647
I honestly don't know what they were thinking tbpf.
Unless they're somehow super powerful, they'd be much better off being protected by us.
>>
>>1032686
ignore the "turn 42" part
>>
>>1035774
>>1032686
It is at this point that I realize I forgot my trip
>>
File: Coat-of-arms.png (7 KB, 310x163)
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Civ: Ban Ard
Location: Barasea
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Capital: Lan Exeter
Population: 8600 humans, 277 dwarves
Military: 58 Kaskrykin Knights and 1260 men-at-arm.
Assets: University Of Lan Exeter, An Abandoned Dwarven Hold (still yet to be named)
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven, 3) Cult of Armok
Renowned Settlements: Lan Exeter (City), Tretegor (Castle), Brygenwerth (walled town), Unnamed dwarven hold, Flammenshire (village), Yronwood (village), Simerwick (village),
Tech: Mundane

Actions:
1)
Send University scholars to survey the dwarven keep near the mountain side.
2) Become a patron of magical arts.
>>
File: Ban Ard.png (1.1 MB, 1565x747)
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>>1038610
Sorry, Need to remake, Capital was in someone else's territory.

Civ: Ban Ard
Location: East of the Tema Marches,
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Capital: Lan Exeter
Population (1500): 1328 humans, 172 dwarves
Military: 28 Kaskrykin Knights and 280 men-at-arm.
Assets: University Of Lan Exeter, An Abandoned Dwarven Hold (still yet to be named), Repositorium Angilis [Cult Of Solandis] (An Ancient Armory filled with finely smithed steel weaponry and armor in tretegor enough to equip 50 good men with full plate and sharp steel longswords), Old elven ruined City.

Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven, 3) Cult of Armok
Renowned Settlements: Lan Exeter (City), Tretegor (Castle), Brygenwerth (walled town built upon elven ruins), Unnamed dwarven hold, Flammenshire (village), Yronwood (village), Simerwick (village),
Tech: Mundane, blacksmithing, Set Charges (mining).
Magic: Soothsayers. Common magical peddler.
>>
>>1038718
Hello there neighbor, I am the friendly neighborhood dwarven empire, I control most of the blade mountains, so I would appreciate you not encroaching on my territory
Also my religion has armok as it's head god, So I feel like we will have much fun
>>
File: New map Turn 44.png (5.5 MB, 4000x2000)
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Posting the """"updated"""" map.
>>
Rolled 96, 48 = 144 (2d100)

>>1039274
Civ: The Clicitic Kingdom
Race: Insects
Leader: Queen Krikika (Hivemind)
Capital: Ki
Pop: 1500 Insects
Religion: God-Queen, the queen is seen as God of order, life and everything. Enemies are seen as possessed by the demons of chaos and death.
Location of Capital: Glyphwood Forest
Specialities: Rapid breeding, Colony Expansion through burrowing.

Action: Dig the colony deep to find metals and stone.
Action: Focus efforts on expanding the colony.
>>
File: IMG_1686.jpg (85 KB, 469x333)
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Name: Kingdom of Gaullia
Location: Parde, the city of crowns
Color: Blue
Population: 1500 humans
Religion: Church of Aetius
Military: 50 knights, 200 men-at-arms
Specialities: Horse riding, metallurgy

Action 1: Set up farms west of Parde
Action 2: Teach some of our poorer citizens how to use bows and shoot arrows
>>
Damn it. Can't leave you new people hanging :3

I will come back. Not gonna say when but will. The things been archived.



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