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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.

http://suptg.thisisnotatrueending.com/qstarchive.html?tags=NationDawnQM

Archives.
>>
"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"

Is a good example of a new civ.

Also I will get the turns I didn't respond to from http://suptg.thisisnotatrueending.com/qstarchive/1028411/
>>
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>>1065146
That's me. Unfortunately I forgot what my tripcode was.
>>
Slave Enclave failed the sexual growth drug thing that would reduce age of maturity, however his researchers are highly competent, though their experimenting so far has failed heavily.

---
Heodila the Lich's long range tp can do 25km, 50km and 100 km exact ranges.
---
Jeb gets self propelled harpoons but his salt experiments end in tears at the moment.
---
ManMush Failed his construct diplo and the gunpowder improvement
---
Lam Therleth failed void experimentation but he is able to at willpower to items that he makes.
---
Otar's engineers make an amazing blueprint of the academy however the shadow jump attempts have negative health impacts, like death.
---
Namkha, the gems I was talking about were non magic, however you do get a few nature gems a turn.
---
Queen Krikika, you dig very deep and find metals and stone, you also grab a couple of tiles in expansion.
---
Reimund of Gaullia, you successfully set up farms in the west of your territory, 100 farmers can make 1100 amounts of food (1:11 scale of food production).
You have started up a lower class archery training system which is bearing fruit slowly.

---

Turn 48 here
>>
>>1065193
(Was rain but he ded nao)
So for the turns I missed and this one.
Focus on the magic machines and improving the magic boosting enhancement on the clothes.
>>
Rolled 19, 66 = 85 (2d100)

>>1065193
Name: Kingdom of Gaullia
Location: Parde, the city of crowns
Color: Blue
Population: 1575 humans
Religion: Church of Aetius
Military: 50 knights, 200 men-at-arms
Specialities: Horse riding, metallurgy

Action 1: Craft lances and train our knights how to use them effectively
Action 2: Try our hand at sea by crafting ships

I think I recovered my tripcode but I'm not surel
>>
>>1065193
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 1650 dwarves
The Capital, Uthar Geshud has around 629 dwarves, and is very well fortified
The secondary fortress, Laust'olding, has 297 dwarves and is well fortified.
Zèler adur has 75 dwarves, This is an outpost fortress, it is slightly fortified.
Thol arak has 73 dwarves, This is an outpost fortress, it is slightly fortified.
Tokmek ruthösh has 73 dwarves, This is an outpost fortress, it is slightly fortified.
Erlin bërûl has 73 dwarves, This is an outpost fortress, it is slightly fortified.
Nekol nil has 104 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 2/3 turns
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf

turn 44
>Just focus entirely on enchanting (both)
>>
Rolled 80, 54 = 134 (2d100)

>>1065193

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 with the newly acquired highly competent researchers. The drug will be called Human Accelerator.
Action: Continue research on fore-mentioned drug
>>
>>1065193
ITS BACK AT LAST!

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:22

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: 1,276 Orks, 404 War Skeletons, 754 Cyntaps, 1,789 humans

Time until Tower is finished: 3 turns
Time until Easy interplanar travel is discovered: 8 turns

Alright, I need to make my Teleportation even MORE precise! Basically I want to be able to choose specfics spots so I dont end up needing to blink a couple dozen times to get to the place I really need to be.

Now then, I'll doing a little something so O dont need to deal with things directly in my travels. I want to pull off three of my skeletons from my horde and infuse them with extra power to make them Terrifyingly strong while giving them extra gear to be my personal guard. I'd prefer not needing to cause a scene with my killing magic when I visit those citys North quite some time from now when I'm ready for diplomacy. When their not in use I'll just toss them in my pocket dimension.
>Pic related would their gear.
>>
>>1065226
Suun you have 10 more turns till your magic machines as described when you started that (in archives somewhere). You have a set of cool clothes. Heat resistant, cold resistant, self repairing, can glow in the dark at will, pretty good really. Comfy too.

---
>>1065235
Reimund of Gaullia, the lancese are just long double edged blades without handles. Your knights can't use them :) yet.
Your attempts at crafting ships so far has been a reasonable success. Some light ships have been started.
Also just to make sure you as a newcomer are not gonna get rofl stomped by the vets, your horse riding is extremely good, and you know some metallurgy tricks the dwarfs don't know. Your knights have full plate armour, good gambeson and the horses are fully protected. Your men-at-arms have high quality stuff too and the armour is lighter but stronger than normal. Your religious strength is enough to repel demon influences fairly easily though repeated and constant attempts may cause you to fall to the dark side eventually.
---
>>1065251
Lam Therleth I dunno why you would focus on enchanting rather than making artifacts, but I guess you have heat resistant enchantments and anti rust enchantments now.
---
>>1065285
Slav Enclave, your human breeding is at 15% reproduction, your maneuverability is triple that of anyone else and your herbalism is extemely good (that's so that you won't be too behind other longer running players).
You make a breakthrough with Human Accelerator, it allows sexual maturity at a year earlier. The main problem is that women's hips don't widen until like 14 or something so yeah. Though your herbs will reduce pain and make births easier so that won't be as much of a problem than for others.
---
>>1065289
Heodila the Lich, you can do 7km, 23, 31 km blink set distances on top of your 25,50 and 100km blinks.
(allows you to get to specific places after doing a the right combination of jumps - to get 30km it would be a 23 km jump then a 7 km jump)
You invest large amounts of power into three skeletons that will be relatively powerful hench-skeles that you chuck in your pocket dimension.

----
Anyone who gets defeated or something by another civ will be treated with respect and I will add or adjust mechanics to make sure they have fun and can be a massive pain in the ass to their conquerer ;)

Turn 49 here
>>
Rolled 13, 87 = 100 (2d100)

>>1065401
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 1717 dwarves
The Capital, Uthar Geshud has around 666 dwarves, and is very well fortified
The secondary fortress, Laust'olding, has 333 dwarves and is well fortified.
Zèler adur has 79 dwarves, This is an outpost fortress, it is slightly fortified.
Thol arak has 77 dwarves, This is an outpost fortress, it is slightly fortified.
Tokmek ruthösh has 77 dwarves, This is an outpost fortress, it is slightly fortified.
Erlin bërûl has 77 dwarves, This is an outpost fortress, it is slightly fortified.
Nekol nil has 110 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: Lem Therleth(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 (GIVEN TO CHAMPION)
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf

turn 49
>Research the shield that reflects magic (roll)
>make another artifact (roll)
>>
>>1065401
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:25

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: 1,345 Orks, 424 War Skeletons, 799 Cyntaps, 1,835 humans, 3 Super Skeletons

Time until Tower is finished: 2 turns
Time until Easy interplanar travel is discovered: 7 turns

Everything is going along splendidly! Alright, I think I'll improve on my pocket dimension so it can hold more and bigger things.

Meanwhile I'll be doing something I've been thinking of for awhile. Using my mana sense I'm going to search for the location of a Dragon. For it has some parts I would very much like.....
>>
after this turn ends we will be switching to purely rolling.
>>
>>1065401
Continue magic machines.

Upgrade the temple where magic is taught using my mad architecture skills. Bigger, Better, You know the works
>>
>>1065401
Name: Kingdom of Gaullia
Location: Parde, the city of crowns
Color: Blue
Population: 1653 humans
Religion: Church of Aetius
Military: 50 knights, 200 men-at-arms, some light ships
Specialities: Horse riding, metallurgy, limited religious protection from demons


Action 1: Claim the plains west of Parde
Action 2: Expand the Church of Aetius to have more members and a more intricate hierarchy with the position of Pontiff being highest among them

Thanks for the boost
>>
Rolled 65, 87 = 152 (2d100)

>>1065401

Name: Slave Enclave
Capital name: Cold River Camp
Race: Humans
Leaders: Central Gang.
Tech: Human Breeding (15%), Maneuverability (Triple), Herbalism (Extremely good).
Religion: Very mixed.
Location: Cold River
Population: 1725 (Mixed ethnicity Humans)
Settlements: Cold River Camp
Researchers: Highly Competent
Human Accelerator: It allows sexual maturity at a year earlier. The main problem is that women's hips don't widen until like 14 or something so yeah. Though your herbs will reduce pain and make births easier so that won't be as much of a problem than for others.

Action x 2: Continue research on improving the Human Accelerator drug's maturity acceleration effect with the Highly Competent Researchers, Human Breeding Tech and Herbalism Tech.
>>
Rolled 53, 86 = 139 (2d100)

>>1065401
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Voodoo
>Religion
Gajac & Erdian Worship.
>Population
13749(9276 Lizards, 483 Ork slaves, 2691 goblin slaves, 764 human slave, 535 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; Expand in Panamos
Action 2; Get to work on a canal in Panamos

Action 1 & 2;Work on a better body for Gajac (roll4this)

Action 1; Improve our farms and such
Action 2; Start making our pteranodons bigger
>>
>>1065438
Lam Therleth your attempts to research the magic reflecting shield goes poorly when a mage experiments with firing a lava bolt at the shield and it reflected back at him and killed him.
You made another artifact - a greatsword that seems to turn the user ephemeral.

---
>>1065446
Heodila the Lich, your pocket dimension can hold 5 items. And if you hop in it it has a little bubble of water coming up from the surface and air.
Your magic sense picks up a bunch of dragons, but they are in various directions.. More mana search sensing needed.
---
>>1065476
magic machines continue being researched, the Temple Just Got 3 Stories Higher! Without Structural Weaknesses Gained.
---
>>1065486
Reimund of Gaullia, you take the plains west of Parde and find there to be some wild horses that would make good light horse breed. You expand the Church of Aetius and install a Pontiff as elected from their ranks - a position that lasts until death or voted out by a three-quarters majority.
np :)
---
>>1065505
Slav Enclave, you reduce the breeding age to 10 years of age. Tbh I think it's pretty much the youngest you can go.

Also your population has reached food capacity for now so your breeding will be slow until then - and starving will happen soon.
---
>>1065538
Moon God Gajac you take a couple of tiles in Panamos, you do your cool project doing two times as much as usual.
You Gajac body is much improved you get a 7 foot black man with a cool crown and some wings.

Your farms are up to 1 farmer feeding 20 dudes
Your pteranodons are 3% bigger.


---

Please adjust your population stuff to have some vague realism with food production and workers and stuff.

Turn 50 turns here
>>
Rolled 60 (1d100)

>>1065401 #
Name: Kingdom of Gaullia
Location: Parde, the city of crowns
Color: Blue
Population: 1735 humans
Religion: Church of Aetius
Military: 50 knights, 200 men-at-arms, some light ships
Specialities: Horse riding, metallurgy, limited religious protection from demons


Action 1: Train more men-at-arms
Action 2: Take another stab at making lances for our knights (roll)
>>
gonna walk my doggo. Also I think some people are going to bed.
>>
Rolled 80, 62 = 142 (2d100)

>>1065670
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:27

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: 1,387 Orks, 444 War Skeletons, 7841 Cyntaps, 1,900 humans, 3 Super Skeletons

Time until Tower is finished: 1 turns
Time until Easy interplanar travel is discovered: 6 turns

Well then it seems I need to refine my sense to pinpoint their locations. I suppose I'll work on it so I can detect even smaller sources of power at farther distances then try again. Soon I'll get what I want from one, afterall I do have an eternity to do it.

Meanwhile I'll also keep working on the pocket dimension I created, I see many opportunities to abuse such a power.
>>
Rolled 46, 90 = 136 (2d100)

>>1065670

Name: Slave Enclave
Capital name: Cold River Camp
Race: Humans
Leaders: Central Gang.
Tech: Human Breeding (15%), Maneuverability (Triple), Herbalism (Extremely good).
Religion: Very mixed.
Location: Cold River
Population: 1983 (Mixed ethnicity Humans). 75% Foragers/Fishers.
Pop growth: 15%
Settlements: Cold River Camp
Researchers: Highly Competent
Human Accelerator: Herbal Drug that allows sexual maturity at 10 years of age. .

>Create Spread Plan. All new population will be smoothly sent off to spread to the adjacent jungles as bushmen (Piza and Dusk) in a feat of the extremely good Maneuverability of the Slave Enclave.
>If previous plan fails, retry, if not, add to the Spread Plan that new population will also be taught to gather, create and then consume their own Human Accelerator via sharing the essentials of the Human Accelerator plan via the Extremely Good Herbalism knowledge.
>>
Rolled 75, 17 = 92 (2d100)

>>1065670
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 1717 dwarves around 40% are farmers, the rest not in the miltary are craftdwarves and other essential jobs
The Capital, Uthar Geshud has around 666 dwarves, and is very well fortified
The secondary fortress, Laust'olding, has 333 dwarves and is well fortified.
Zèler adur has 79 dwarves, This is an outpost fortress, it is slightly fortified.
Thol arak has 77 dwarves, This is an outpost fortress, it is slightly fortified.
Tokmek ruthösh has 77 dwarves, This is an outpost fortress, it is slightly fortified.
Erlin bërûl has 77 dwarves, This is an outpost fortress, it is slightly fortified.
Nekol nil has 110 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: Lem Therleth(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 (GIVEN TO CHAMPION)
Ngotol dastot: A greatsword that turns the user ephemeral
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf

turn 50
>Research the shield that reflects magic (roll)
>make another artifact (roll)
>>
Rolled 21, 31 = 52 (2d100)

>>1065193
Turn 45
Civ: Shadow Walkers Leader: Otar the Strong Chieftan
Hexes: 5 Color: Blue
Military: The Shadow Walkers (200) Shadows Warriors (800)
Current Population: (2147) Humans 1180; Drow 325; Half-Drow 99; Halflings 70 ; Dwarves 37 ; Cyclops 4; Ice Giant 7; Kobolds 79; Orcs 47; Goblins 115; Bullywugs 47; Lizardfolk 45 (; Draconians 10; Red Dragon 1; Treant 6; Centaurs 36; Gnomes 19; Celestials 3; Strix 10

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. 12 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: Execute construction of our military academy
TWO: Try to determine the error of our Shadow Jumpping ways. Shadow Jump: Allows the caster to step into a shadow within line of sight. Start from scratch assuming we were wrong in our base assumptions. Build a monument to our lost shadow jumper. Peace be upon his soul.
>>
Rolled 26, 79, 7, 62 = 174 (4d100)

>>1065670
missed two turns:

Shadow Magic Research all four actions

my apologies for missing the rounds everyone
>>
doh, Sventar is Otar... was playing on another quest
>>
Rolled 47, 60 = 107 (2d100)

>>1065670
>Continue magic machines

>Use architecture magic to make a lab to research magic and magic related things.
>>
>>1065670
Eey, he's back. And moving at an alarming rate.
Make-up Turns

Turn 48
>Study Nature Magic: Charm Animal (+20 Music, +10 Grace)
both actions

Turn 49
>Study Nature Magic: Charm Animal - Increase range and area of effect (+20 Music, +10 Grace)
both actions

Turn 50
>Study Nature Magic: Charm Animal - Increase range and area of effect (+20 Music, +10 Grace)
both actions
>>
dinner
>>
Rolled 42, 92, 74, 75, 74, 46 = 403 (6d100)

>>1065670
>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:9600 Giant:112 Blue:1020 Red:1350
>Settlements:Lifeless Forrest(C):3000 Mushinlet:2400 Moshly:2200 Mushry:1900 Musro:1700

Action:Welp, I get try again with the persuasion of the iron golems to keep the refinery but to work as steel workers.
Action:Refine the recipe of black powder to make it more powerful.

Action:With molds make perfect forms of metal gears, axles and other mechanical things for mills and such.
Action:Also with the mold make rails, rail road spikes and making rail roads in and out of the quarry and mine.

Action:Expand east again building a new city on the far south east coast near in let next to lan woods.
Action:Necromancer start making skellies each turn. Just cause.
>>
Probably gonna watch the shitty inauguration and see if Trump declares a war upon the minorities and the Jews. It's on at like 5 am or something for me. I sort of hope everything goes to utter shit.

---
>>1065810
Heodila the Lich the Tower is finished, 5 turns left for interplanar travel to be made easier.
Your fine tuning of your magic sensors is going well. You can figure out the directions and distances of fairly powerful magic amounts at a reasonable distance. You are able to pinpoint dragons up too two tiles away.
You improve your pocket dimension, it now has some sort of light source, and the water bubbling up is a small fountain.
---
>>1065857
Slave Enclave, while it wasn't perfectly done, you have realized that putting all your hunter-gatherer-forage dudes in one place would wreck the ecosystem, so you spread your human parasites across the large tiles instead of all in the capital.
The new population is now taught in AnPrim-style compounds about how to eat Human Accelerator and the general knowledge they have.
---
>>1065888
Lem Tharleth, you work out that the shield that reflects magic uses a different form of magic, not a anti-magic field. You haven't worked out much more than that though.
You make another artifact, it is an amulet that gives whoever wears it contagious leprosy. Luckily this is discovered very quickly and a redirected magma flow dealt with the problem short-ly (only 5 dwarfs killed).

---
>>1066096
Sventar/Otar welcome back :) some of the builders of your military academy were executed (10 shadow warriors killed) for dark and mysterious reasons - some mentioned bad luck.
;( the shadow jumping is not progressing this year.
Your shadow magic research is sort of stopping and starting, with troubles occurring but successes too. At the moment only a dozen of your people can do it reliably with about 60 finding that they will need a few years to recover
---
>>1066152
Suun, your magic machines make average progress, but your architecture magic allows you to make a beautiful lab to research magic stuff - needs items and gear and researchers to run though.
---
>>1066175
Namkha, you have a number of druids who can charm large animals from 30 meters away, and when half a dozen druids are working together they can calm a dragon provided the dragon is not under attack.

----
>>1066324
ManMush iirc, you finally manage to persuade the iron golems to at least trade with you. For quite exhorbitant rates they will sell steel to you.
Black powder has been made good enough that you can use cannons THOUGH it is very important to note that your resource extraction of the stuff needed to make cannons and guns and stuff is very limited due to the iron golem's monopoly on you.

You start making a new city on the far south east coast near Ian Woods

You make some rails but you haven't discovered the steam engine iirc.

Your necromancer goes to work making skeles a 10 a turn.

--
Turn 51 here.

Goodnight :)
>>
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Rolled 99, 62 = 161 (2d100)

>>1066379

Name: Slave Enclave
Capital name: Cold River Camp
Race: Humans
Leaders: Central Gang.
Tech: Human Breeding, Maneuverability (Triple), Herbalism (Extremely good).
Religion: Very mixed.
Location: Cold River
Population: ??? (Mixed ethnicity Humans). 85% Foragers/Fishers (Slave Farm population), 15% Other (Breeders, Researchers and other Intellectuals ).
Pop growth: ?%
Settlements: Cold River Camp
Researchers: Highly Competent
Human Accelerator: Herbal Drug that allows sexual maturity at 10 years of age.
Spread Plan: Human parasites spread across large tiles
+ Education: New population taught in AnPrim-style compounds about how to eat Human Accelerator and the general knowledge they have.

>Breed the women to become dedicated mass-producing baby-making machines (via increase of sexual dimorphism) via establishing a hyper aggressive hareming regime in the 'Slave Farms' areas (the Spread Plan areas). Method: through the extremely competent Human Breeding knowledge and Highly competent Researchers to know how to pick and Maneuverability to get the selected people where they need to go and general logistics, and the Human Accelerator for extremely quick reproductive cycles to simply make the breeding process quicker. Leave the regime running.
>If the previous failed, retry, if not, improve it by establishing swift and efficient Eutanasia via the.extremely competent Human Breeding knowledge to know who to pick and Herbalism to kill them at a vulnerable and early age with lethal herbs. The aim is to get rid of anyone who will pose a negative net gain in growth (down syndrome, deformed, etc), to thus increase the global total positive net gain.

My previous pop growth was 15%, I don't know how much it would be now considering the spread and use of the Human Accelerator (lowering sexual maturity to 10 years of age), as well as the new breeding regimes if successful. Please let me know.
>>
Rolled 21, 99 = 120 (2d100)

>>1066379

Continue on magic machines


And search my population for as many intelligent scholarly types to use the lab.
>>
3 skeletals a turn not 10

also only 2.5 hours until donny tinyhands gets coronated

fucking timezones

Nice work suun
>>
Rolled 19, 55 = 74 (2d100)

>>1066379
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:30

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: 1,435 Orks, 464 War Skeletons, 893 Cyntaps, 1,967 humans, 3 Super Skeletons

Time until Easy interplanar travel is discovered: 5 turns

I'm going to refine the ritual I use to chuck things into different planes( How I throw stuff in the flame dimension as a base) so it doesn't take as long to do.

Then I'll keep making my pocket dimension even bigger to hold more things!
>>
Still room for a new player?
>>
>>1067314
I'm fairly confident that there still is but Im not OP or anything.
>>
>>1067314
There is plenty of room left to join.
>>
Rolled 90, 51 = 141 (2d100)

>>1066379
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 1801 dwarves around 40% are farmers, the rest not in the miltary are craftdwarves and other essential jobs
The Capital, Uthar Geshud has around 706 dwarves, and is very well fortified
The secondary fortress, Laust'olding, has 353 dwarves and is well fortified.
Zèler adur has 84 dwarves, This is an outpost fortress, it is slightly fortified.
Thol arak has 82 dwarves, This is an outpost fortress, it is slightly fortified.
Tokmek ruthösh has 82 dwarves, This is an outpost fortress, it is slightly fortified.
Erlin bërûl has 82 dwarves, This is an outpost fortress, it is slightly fortified.
Nekol nil has 117 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: Lem Therleth(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 (GIVEN TO CHAMPION) (USES DIFFERENT TYPE OF MAGIC)
Ngotol dastot: A greatsword that turns the user ephemeral
rerik limul: an amulet that gives the wearer leprosy
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf

turn 51
>Research the shield that reflects magic some more
>attempt to use burning coal or other flammable materiel to produce steam to power a machine.
>>
>>1067314
yes, there is always room.

I probably will run today, but in an existential crisis about whether to get proper sleep after staying up for the inauguration, or not.
>>
Rolled 15, 34 = 49 (2d100)

Name: Kingdom of Gaullia
Location: Parde, the city of crowns
Color: Blue
Population: 1821 humans
Religion: Church of Aetius. The Pontiff is in charge of the Church until death or if he is voted out by a 3/4 vote
Military: 50 knights, 200 men-at-arms, some light ships
Specialities: Horse riding, metallurgy, limited religious protection from demons

>>1066379
I think you forgot my turn here >>1065782 which I didn't link to the proper post.

But for this turn, learn how to make Trebuchets and how to make weapons divine with bonuses against non-humans and demons.
>>
Rolled 99, 16 = 115 (2d100)

>>1066379
>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:10200 Giant:120 Blue:1220 Red:1500 Skellies:10
>Settlements:Lifeless Forrest(C):3000 Mushinlet:2500 Moshly:2000 Mushry:2000 Musro:1500 Muslie:1000

Action:Welp, trying again with the diplo of the iron golems, hell we'll even give them a part of Musro to call their own if they submit to our rule.
Action:With our growing size the need for resources grow, build new mines, new quarriers and new lumber mills where ever their is a abundant resources.

This is the turn where Otar and his envoy finally arrived back to our ports. The diplomats are brought to the council to hear what these foreigners have to say.
>>
>>1066379

>Improve the area of effect of our charm animal spell. (+20 Music, +10 Grace)
Both actions

Remember the last turn of last thread?
One of my actions was to diplomacy the forest&plains dwellers near barad mama to join us as a duchy. I used an auto success (+10 Diplomacy, +10 Grace)
Did anything come of that? I guess you overlooked it in the update?
>>
>>1069030
Just saying the QM said rolling is mandatory now>>1065469
>>
Rolled 89, 18 = 107 (2d100)

>>1069193
ah, thanks.

>>1069030
I roll now. (+30 both actions)
>>
Rolled 26, 29 = 55 (2d100)

>>1066379
Turn 51
Civ: Shadow Walkers Leader: Otar the Strong Chieftan
Hexes: 5 Color: Blue
Military: The Shadow Walkers (200) Shadows Warriors (800)
Current Population: (2960) Humans 1658; Drow 342; Half-Drow 115; Halflings 103 ; Dwarves 42 ; Cyclops 5; Ice Giant 8; Kobolds 142; Orcs 62 Goblins 252; Bullywugs 64; Lizardfolk 70; Draconians 10; Red Dragon 1; Treant 7; Centaurs 40; Gnomes 21; Celestials 3; Strix 14

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

Technologies: Swift Coastal Trade Ships, Hanging Gardens of Barasea (+500 food), Quarries, Iron Mines. 18 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: Begin Training new Shadow Warriors at the Acacemy. What will our advancement rates be?
TWO: Try to determine the error of our Shadow Jumping ways. Shadow Jump: Allows the caster to step into a shadow within line of sight. Start from scratch assuming we were wrong in our base assumptions. Build a monument to our lost shadow jumper. Peace be upon his soul. Establish a counseling group for the emotionally distraught shadow magic students.
>>
not dead. I might be hanging out with a friend today.
>>
Rolled 23 (1d100)

>>1066522
Slave Enclave. Your pop growth is about 6%.
Also I don't think dimorphism really increases birth rate. However your researchers and stuff succeed at designing a good family planning and residency planning. Bad traits are being axed whilst good traits promoted. This will be done very well.

Euthanasia is used for any child that has bad traits. Bad in the eyes of the specific anprim commune though.

---
>>1066815
Magic machines makes no progress this turn.

You find about 15 intelligent scholars to hire straight off the bat, and testing of students and children has led you to believe that you have a deep pool of intelligent citizens.
---
>>1067161
Heodila The Lich.Your ritual has been made less refined. Takes twice the time to throw things into the flame dimension.

You make the pocket dimension larger. It is the size of a small room of livable environ - outside of that area is void, basically just space.
---
>>1067878
Lam Therleth you make a break through with Aroth 'onul. The magic as yet doesn't have a name, and it isn't necessarily an entire branch of magic, but basically the technique involves making a spell that absorbs the incoming attack spell then recreates it, sending it back. It looks to the common viewer like it reflects the spell though.
You stick burning coal into a bucket of water. Steam comes out. You dunno what to do though
---
>>1068501
Reimund of Gaullia you trained 50 men-at-arms then, and you got your knights lances - a special type, basically a normal lance except the long point is a very narrow sword blade.
You fail at making Trebuchets. 5 men at arms died getting crushed by a counter balance falling on them. You failed at making divine weapons.

---
>>1068606
ManMush, you have succeeded at making an alliance with the Iron Golems. They are willing to reduce their prices to a reasonable amount - though more expensive than you would like. They demand however that they are the only ones who use the steel making facility and you are not to add more facilities without them taking part in the work there. Also they really like plant oil to rub on themselves.
Deaths falling into holes, rocks falling on diggers, trees falling on wood cutters.
loss of 100 population.

---
>>1069030
Namkha the dwellers near barad mama will join as a separate duchy who reserve the right to refuse to assist and such things - but they will provide information and good trade deals.

Charm animal spell has a 1 meter AOE as opposed to single target. However only up to 10 small insect sized things can be charmed at once, or two wolf sized. One large.
Unfortunately aoe dissipates the charm force, so it's inefficient.
---
>>1071720
Otar, you fail at finding useful acolytes this year.
Your monument teleports around the capital tile every hour, luckily it avoids buildings but unfortunately you will need to watch out for a monument appearing on top of people. About 50 humans have died.

My roll is to see if your people work out the pattern of tp
>>
Yeah, it's gonna take a while for Otar's people to work out the teleporting monument tp practices.

You can smash it if you like without further loss of life. beyond this one

20 humans of otar die.

probably overkill for a roll that wasn't crit fail, but I sort of felt like something funny happening then.
>>
turn 52 here. Irregular updates today probably.
>>
Rolled 16, 47 = 63 (2d100)

>>1073116
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 1846 dwarves around 40% are farmers, the rest not in the miltary are craftdwarves and other essential jobs
The Capital, Uthar Geshud has around 727 dwarves, and is very well fortified
The secondary fortress, Laust'olding, has 364 dwarves and is well fortified.
Zèler adur has 87 dwarves, This is an outpost fortress, it is slightly fortified.
Thol arak has 84 dwarves, This is an outpost fortress, it is slightly fortified.
Tokmek ruthösh has 84 dwarves, This is an outpost fortress, it is slightly fortified.
Erlin bërûl has 84 dwarves, This is an outpost fortress, it is slightly fortified.
Nekol nil has 121 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: Lem Therleth(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 (GIVEN TO CHAMPION) (USES DIFFERENT TYPE OF MAGIC)
Ngotol dastot: A greatsword that turns the user ephemeral
rerik limul: an amulet that gives the wearer leprosy
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf

turn 51
>Research that magic the shield made, have my leader attempt to learn it
>Attempt to harness this steam
>>
Rolled 4, 66 = 70 (2d100)

>>1073116
>Improve charm animal AoE again
both rolls

Also, what race are the dwellers?
I'll assume 200pop over three tiles like all the other times.
>>
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Rolled 31, 91 = 122 (2d100)

>>1073116
Name: Kingdom of Gaullia
Location: Parde, the city of crowns
Color: Blue
Population: 1912 humans
Religion: Church of Aetius. The Pontiff is in charge of the Church until death or if he is voted out by a 3/4 vote
Military: 50 knights, 245 men-at-arms, some light ships
Specialities: Horse riding, metallurgy, limited religious protection from demons

Action 1: Try making Trebuchets again but this time have stupid and expendable peasants working on them
Action 2: Try making larger ships like a cog (pic related)

Also I have a question. Are the cites South to me like Bryheath inhabited and I have to make them part of my realm or are they empty?
>>
Rolled 54, 4 = 58 (2d100)

>>1073116
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:32

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: 1,465 Orks, 484 War Skeletons, 940 Cyntaps, 2,056 humans, 3 Super Skeletons

Time until Easy interplanar travel is discovered:4

Now then, since I can see nearby dragons with my sense its time I act on it. I'll simply find the nearest one and act from there. Now then, this'll be a plan. Due to my pocket dimension being have a decent size now I will place a couple of bone golems inside along with a ballista/crew with wards on my forces. Once I get to the lair I'll get them out to bait it out. Of course I dont expect to slay it right away. This will be to merely weaken it with a combination of wounds and magic when I run out of minions I simply go home and aquire some more. Rinse and repeat until it falls and I can get what I desire. Afterall, it can only take so many strikes before my magic obliterates enough of its body and kills it. While I can mearly blink away if it trys to strike me. Both rolls for this.

Relevant spells here: Blink, Teleport, Detonating Death Sphere, Death Bolt, Repeating Death Arrow, Death Ray,my wards, and my superhuman body.
>>
Rolled 39, 61 = 100 (2d100)

>>1073109
>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:10700 Giant:126 Blue:1400 Red:2000 Skellies:20
>Settlements:Lifeless Forrest(C):3200 Mushinlet:2600 Moshly:2200 Mushry:2100 Musro:1700 Muslie:1500

Action:Fuck that sucks I guess, rebuild, use better organization and planning on this time of building more mines and such. (+10 superior building material.)
Action:The school near the coast is finally done, add a new wing near the mathematics section for studying the tides, improving the sexton, making a compass and cartography.
>>
>>1073109

My people are as perplexed as anyone, it was merely intended to be a historical marker so that the fallen were remembered. The dwarven stonemasons were unaware they were imbuing any magical properties in the monument!
>>
Rolled 41, 27 = 68 (2d100)

>>1073101
Civilization Specialties: Shadow Magic, Espionage, Fast Nocturnal Trade Ships, Shadow Magic Academy, Hanging Gardens, Ship Yard, Civilization wide horticulture and Martial Arts, Shadow Warrior Military Academy

Technologies: Swift Coastal Trade Ships, Hanging Gardens of Barasea (+500 food), Quarries, Iron Mines. 24 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: Open the military academy and begin training our population how to defend it's borders. Otar himself will be the first headmaster of the academy, as in his former life he trained legions to do war against the minions of evil which overran civilization and brought an to all wholesome life on that planet. All refugees from the capitol will participate in expanding Barasea's facilities to house more people. ROLL: to develop training regimen to train our citizens to defend the country. Need to know production rates for militia members. Will dedicate Action ONE to this,until we get a high roll, and are turning out a well regulated militia that utilizes the strong points of each of our races.

TWO: Any where the monument lands, we will mark as a “no standing” zone. We'll move all none essential personnel to Barasea. We aren't ruling out sabotage from foreign sources in our investigations, nor the possibility that somehow someone may be trapped in the shadow dimension, and somehow the monument has become a locus for them and is trying to communicate with and killing people by accident. Whatever we discover. ROLL All faculty members of the magic academy and any of our high IQ population who are willing to risk death to participate in the solving of the Mystery of the Jumping Monument are called to the Capital. Roll is to solve the mystery of how it became enchanted, and of course, finding a pattern is first on that checklist. Action TWO will be dedicatied to the solving of this mystery until it's solved. Our School of Divination will remain open, as it's vital to this cause.

Fluff:The building monuments is currently banned until further notice. Since we're not actively trading with anyone, our Sea Wolfs are serving as our national sport of boat racing. As a continuation of our national obsession with martial arts, our ship races allow boarding of opponents vessels and sabotage of rigging and steering mechanisms. Anything that doesn't sink a ship is fair game!
>>
Name: Kingdom of Hena
Captial City Niba: Population 1500, primarily human, some goblin. The village is encircled by a crumbling stone wall. It is governed by an arcane sorcerer, a male human named Ipureb. Many of its buildings are painted with dark spirals to honor Natabu, a local goddess of the night.
Location: Northeast shore of Darkwood Jungle
Religion: Cabal of Natabu
Specialties: Poison Making, Herbalism

Action: Explore surroundings
Action: Start serious military training archers
>>
Rolled 72, 76 = 148 (2d100)

>>1075813
Crap, forgot the roll.
>>
>>1075813
Greetings sir neighbor. Unfortunately, you seem to be located a little too close for comfort. As I now no longer have any room to expand with my growing population.
Perhaps I could interest you in relocating to the Pachu Jungle instead.

We look forward to good relations with your people. Thank You.
>>
>>1073122
Lam Therleth, the leader of the Selkin Dwarves attempts to learn the reflection magic, but fails. He is somehow injured but will recover.
In a bunch of experiments, it was found that throwing hot coals into a bucket and putting the lid on, would have the steam push the lid off.
---
>>1073255
Namkha, your charm animal aoe makes birds attack the one who attempts to charm. On experimentation with demons, sometimes they can feel happy when charm attempts are made.
The dwellers are naga.
---
>>1073585
Reimund of Gaullia, it was lucky you put peasants to do the trebuchet work since 10 died, but not before it was found that proportions and counterweights behaved in an anticipated manner.
You can build cogs now, OH SHIT I JUST REALIZED HOW TO DO THE WOOD SUPPLY THING your forest tiles can handle one cog every two turns without deforestation being risked.
The cities south of you like Bryheath are inhabited, and in order to bring them into your realm you will need to roll for diplo. 90+ makes them join you without demands, 60-89 they will join as their own duchy, 40-59 they will accept trade deals that vary from pricy but okay to decent deals. 40- they respond varying degrees of negative.
---
>>1073707
Heodila the Lich, your initial stage of the plan works okay, with the finding of the nearest dragon to be a moderate success. Unfortunately the dragon is an Ancient Gold Dragon of immense power, and it looks you in the eyes, lighting your golems on fire and tail bashing you, as though you were a golf ball, sending you flying an entire tile away.

Lucky you are a lich and survived.

---
>>1073902
ManMush, your rebuilding efforts make slow progress but you will steadily recover, it will take another turn to do so.
You complete construction of the school near the coast (boarding school I presume) and you start construction of a new wing for tide research. You hire a few clever students to start writing their findings. It will take a while though.
---
>>1075201
let's hope that you can figure out the monument and become over powered :D
>>1075761
Otar, the military academy is opened, and a training regimen is made. While not amazing, it is a decent start and up to one hundred initiates can be trained at the school - staff numbers are fairly high, so about 250 people live at the school. It takes time to learn, and fighting isn't the only thing important at a military academy.

Heh heh heh the mystery is not solved a few die the reward for succeeding to deal with this issue will be bigly.
---
>>1075813
Ipureb. Hello and thank you for joining, sorry about me not posting nearly as much as I had in first thread :)
Your surroundings are very peaceful and idyllic. The tiles up to two tiles around you only have peaceful homesteaders.
You begin training archers. In three turns you will have 100 of them. They will be good quality.

Natabu will make it harder for enemies to find your city.
>>
turn 52 here.
>>
Rolled 99, 53 = 152 (2d100)

>>1077916
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:35

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: 1,500 Orks, 504 War Skeletons, 986 Cyntaps, 2,124 humans, 3 Super Skeletons

Time until Easy interplanar travel is discovered:3

Alright maybe I should find a weaker dragon to power up before I actually slay this one. I'll be doing that so I dont need to whittle away at his one for a straight millennia.

I'll also be doing a little something on the side. I'll try and make some runes..... DnD Explosive Runes! This way I write them on stuff and make anything explosive! Also for the best pranks!
>>
Rolled 78, 8 = 86 (2d100)

>>1077925
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, Reflection magic
Religion: Worship of Armok, The blood god
Location: In the Blade Mountains.
Total population is 1916 dwarves around 40% are farmers, the rest not in the miltary are craftdwarves and other essential jobs
The Capital, Uthar Geshud has around 757 dwarves, and is very well fortified
The secondary fortress, Laust'olding, has 380 dwarves and is well fortified.
Zèler adur has 92 dwarves, This is an outpost fortress, it is slightly fortified.
Thol arak has 88 dwarves, This is an outpost fortress, it is slightly fortified.
Tokmek ruthösh has 88 dwarves, This is an outpost fortress, it is slightly fortified.
Erlin bërûl has 88 dwarves, This is an outpost fortress, it is slightly fortified.
Nekol nil has 130 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: Lem Therleth(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 (GIVEN TO CHAMPION) (USES DIFFERENT TYPE OF MAGIC)
Ngotol dastot: A greatsword that turns the user ephemeral
rerik limul: an amulet that gives the wearer leprosy
Minerals: Shitloads, its a fucking mountain Gold and silver,MITHRIL +20 to mining because dorf

turn 52
>Try to use the steam force to power a machine (basic steam machinery)
>>
Rolled 100, 58, 14, 23, 73, 18 = 286 (6d100)

>>1077925
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Voodoo
>Religion
Gajac & Erdian Worship.
>Population
17330(11685 Lizards, 543 Ork slaves, 3581 goblin slaves, 884 human slave, 637 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

Gotta make up my turns

Action 1; Improve my agriculture
Action 2; Get to work on voodoo totems and idols

Action 1 & 2; Quetzalcoatlus is a success! Get to work on constructing airship's.

Action 1 & 2; Expand in my home tile.
>>
Rolled 21, 62 = 83 (2d100)

>>1077925

>Try to work out the kinks in our charm animal spell (+20 Music, +10 Grace)

>Begin working on weather magic
>>
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7 KB PNG
>>1065133
Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Color: Orange
Capital: Lan Exeter
Population (1500): 1500 humans,
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate), Scholarly.
Assets: University Of Lan Exeter, Angilis Repositorium (Ancient Armory)
Military: 27 Kaskrykin Knights 250 men-at-arms
Settlements: Lan Exeter (capital), Bergynwerth (village), Olwyck (village) Flammenshire, Village, Tretegor (castle)

>actions
1)Fund Scholar's Expedition towards ruined dwarven keep at Eliorin
2)Create Explorer's guild under the behest of the Emrhy.
>>
Rolled 69, 23 = 92 (2d100)

>>1077925
>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:11000 Giant:135 Blue:2000 Red:2600 Skellies:30
>Settlements:Lifeless Forrest(C):3600 Mushinlet:3000 Moshly:2500 Mushry:2500 Musro:1900 Muslie:1800

Action:Revampt the shipbuilding process, upgrade the ports and the type of ships we build. Our war ships becoming frigates and our sailing ships becoming larger three mast ships. (+15 from superior wood and 10 from mathematics collage.)
Action:Start finding, cultivating and experiment with all manner of herbs, powders and other shit. Making use of out periodic table to start some alchemy.(+10 with research.)
>>
Rolled 80, 17 = 97 (2d100)

>>1078547
sorry forgot the roll
>>
Rolled 32, 84, 47, 18 = 181 (4d100)

>>1077925
For the two turns I missed

1:
Make tools and such for the lab

And with the help of the scholars continue magic machines


2:
If making gear failed try again. if not look into enchantments to make things lighter.

Continue magic machines
>>
Rolled 94, 88, 54, 64 = 300 (4d100)

>>1078547
Rolls for missed actions (12 actions) to be cont>>>

Civ: Ban Ard
Leader:(Emhry) Thyssed Cirimalion Ard Gneibi
Race: Human
Color: Orange
Capital: Lan Exeter
Population (1500): 1500 humans,
Religion: 1) Cult Of Solandis (most popular) 2) Old Elven Pantheon of Heaven,
Speciality: Rapid Breeders. (faster pop growth rate), Scholarly.
Assets: University Of Lan Exeter, Angilis Repositorium (Ancient Armory)
Military: 27 Kaskrykin Knights 250 men-at-arms
Settlements: Lan Exeter (capital), Bergynwerth (village), Olwyck (village) Flammenshire, Village, Tretegor (castle)

>actions
1)Expand northward towards eliorin
2)Expand northward to acquire the mountains
3)Set up farms in the villages
4) improve agriculture (land Clearing)
>>
Rolled 39, 4, 93, 52 = 188 (4d100)

>>1078704

5) Improve agriculture (irrigation)
6) Create road network (ATrian Way)
7) Expand southwest to acquire forests
8) Create lumbermills
>>
Rolled 63, 40, 23, 58 = 184 (4d100)

>>1078704
>>1078715
9) Create mines
10) Make Eliorin Dwarven Fort as Northern Ardian Keep
11) Restart the Road Network Project (Atrian Way)
12) Fund the establishment of the Academy of Elven Arts at the village of Bergynwerth (built upon an elven ruin)
>>
>>1078410
Heodila the Lich you find a very weak dragon and you kill it. You can get a nat 100 and hurt the Ancient Gold Dragon. Where before it would be impossible in less than a millennia you might in a several centuries.
You make some runes that blow up, but it's like glass shattering.
---
>>1078447
Lam Therleth, there is some success at something but then the machine breaks. You remember some though.
---
>>1078468
Gajac the Moon God your agriculture is one farmer per 35 people.
You made a new voodoo totem and a small idol.

Quetzalcoatlus succeeds unfortunately actually making beyond a small prototype is difficult and you make no progress making one yes.
You expand in your home tile the equivalent of two tile.
---
>>1078536
Namkha, you find a few chinks in your cham animal spell.
You start working on weather magic.
---
>>1078547
Ban Ard your funding thing goes well but the explorer's guild goes poorly very.
>>1078704
4 tiles, 3 tiles, farms for 100 food per turn, land clearing can happen, remind me in discord...
---
>>
>>1080694

crap... i didn't watch to make sure it posted...

sorry they're long, but, this is an unusual scenario...

Actions: I can only presume it's not killing every jump? The interval isn't fixed or any obvious pattern?

ONE: Allowing the military academy to rock on without rolls until the mystery of the monument is solved. Our vessel has returned from it's diplomatic and trading missions with ManMush and Kahmka. We have brought some scientists back with us, to educate our faculties and educators about the Scientific Method and we are enamored with this University of theirs. It must be looked into after we stop sacrificing citizens to this capricious monument. Roll One this turn is to bring up our engineering crews to design a temple for this puppy when we finally catch it. Whatever it is, we intend to enshrine it and construct a monument to our the ancestors who lost their lives. We want our engineering people to sit in on the brainstorming sessions for action two when they aren't hacking at stone and dodging monuments. If there is a definite time interval, make hourglasses for everyone so they know when to run like hell and leave the known radius of death.

TWO: I'm hoping bonuses for a congress of great minds, including scientists now, and our past mistakes will give us enough bonuses to end the deaths. We haven't ruled out divine intervention! Gods are a capricious lot who don't consider mortal deaths to be of consequence. (remaining text unchanged) Any where the monument lands, we will mark as a “no standing” zone. We'll move all none essential personnel to Barasea. We aren't ruling out sabotage from foreign sources in our investigations, nor the possibility that somehow someone may be trapped in the shadow dimension, and somehow the monument has become a locus for them and is trying to communicate with and killing people by accident. Whatever we discover. ROLL All faculty members of the magic academy and any of our high IQ population who are willing to risk death to participate in the solving of the Mystery of the Jumping Monument are called to the Capital. Roll is to solve the mystery of how it became enchanted, and of course, finding a pattern is first on that checklist. Action TWO will be dedicated to the solving of this mystery until it's solved. Our School of Divination will remain open, as it's vital to this cause.
>>
Rolled 61, 93 = 154 (2d100)

>>1080694
Bugunda
>Leader
Gajac the Moon God
>Color
Orange
>Race
Lizards with Aztecan culture
>Tech learnt
Voodoo
>Religion
Gajac & Erdian Worship.
>Population
18725(12619 Lizards, 564 Ork slaves, 3939 goblin slaves, 928 human slave, 675 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

Action 1;Look for more mana efficient ways to power the airship's
Action 2; Make my corporeal form EVEN BETTER!
>>
Rolled 31, 99 = 130 (2d100)

Turn 53
Civ: Shadow Walkers Leader: Otar the Strong Chieftan
Hexes: 5 Color: Blue
Military: The Shadow Walkers (200) Shadows Warriors (800)
Current Population: (3220) Humans 1762; Drow 349; Half-Drow 118; Halflings 114 ; Dwarves 43 ; Cyclops 5; Ice Giant 8; Kobolds 184; Orcs 66 Goblins 282; Bullywugs 70; Lizardfolk 80; Draconians 10; Red Dragon 1; Treant 7; Centaurs 41; Gnomes 22; Celestials 3; Strix 15

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

Technologies: Swift Coastal Trade Ships, Hanging Gardens of Barasea (+500 food), Quarries, Iron Mines. 24 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.

Actions: Unchanged if we still don't know why the portal's possessed.
If we figure it out: I have some messages to you about these
ONE: Exploration
TWO: Research
>>
Rolled 85, 75 = 160 (2d100)

>>1080694
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, pocket dimension to store items, Weak explosive Runes

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:37

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: 1,560 Orks, 524 War Skeletons, 1,034 Cyntaps, 2,200 humans, 3 Super Skeletons

Time until Easy interplanar travel is discovered:2


Ahhh yes, the last time I got a burst of power that great was when I made my staff, only this time, the beast boosted me centurys worth of strength in an instant. Now then, to put away its material from its corpse into my tower for later use... Perhaps I shall try the systematic extermination of these beasts next, Starting from the bottom then working up to that ancient in the end. Essentially taking a strategy out of my Friend Gajacs handbook, only here I wont waste my time to ascend and be stuck up there like him. Then perhaps I'll set my goals even higher once thats finished and I've gone into an unprecedented level. Both rolls to begin the final draconic solution and start finding and wiping out the weaker ones in mass one by one working my way up. After all, it matter not how long it takes or if I get set back. I do have an eternity to do this....
>>
Rolled 39, 65, 55, 39 = 198 (4d100)

>>1080694
Name: Kingdom of Gaullia
Location: Parde, the city of crowns
Color: Blue
Population: 2097 humans
Religion: Church of Aetius. The Pontiff is in charge of the Church until death or if he is voted out by a 3/4 vote
Military: 50 knights, 245 men-at-arms, light ships, Cogs
Specialities: Horse riding, metallurgy, limited religious protection from demons

Making up for a lost turn
Action 1: Keep in trying to make counterweight trebuchets with cheap peasants as workers
Action 2: Begin construction of a city wall
Action 3: Try making divine, anti human killing weapons again like holy lances for knights
Action 4: Induct new knights
>>
Rolled 11, 71 = 82 (2d100)

>>1080694
and when re tried to post my actions, I forgot to make rolls for you...

two rolls for post:
>>1080749
>>
Rolled 75, 22 = 97 (2d100)

>>1080694
>Weather Magic again: Learn to weave the winds to our favor

>Fix the flaws in the Charm Animal spell
>>
Update when?
>>
who are you ...I we don't have no anonymous kingdoms here ... yo
>>
>>1086055
sorry, work and socialising
>>
may your socializing have a +25 bonus




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