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Sorry this took so long, but we finally have eccentricities!
http://pastebin.com/n0ZY00dm
You each get to choose one peacetime one, and one wartime one.
And if you didn't get to last time, please do join the discord, to talk shop or just shoot the shit:
https://discord.gg/fJ6nrTs
Unfortunately I'm not currently accepting new nations, but when people inevitably drop out, I'll make room for more.
Now, on with the game! Will post turn crunch straight away.
>>
>>1257671
[Ore-eater Confederation]
Yet again, the queens of the Confederation send their drones out to conquer and expand [1/2], though there is a fire at the farms, and some progress is lost [1/4]. Scouts are sent out to salvage any useable ore from the mountains [2/4].

[Lich's Dominion]
With the 'heretics' gone, the Lich is free to proselytize again, though only with minor results [2/4], and the workers in the mining camp resume work as well [3/4]. The forces of the Lich are now more disciplined, as befitting a true fighting force, though there's still much to be done [Discipline I]

[Neo-Thwack]
Lumber Mill built. Lumber Mill break [-2 stone]. Berry picking slow [3/8]. Road built [Road I, +2 stability].

[Yamato]
>Lumber Mill- -1 wood/turn, -1 Industry
>Mine- +1 iron/turn, +1 Industry
Finally, the hot springs are found-by total accident, as a peasant slips and tumbles down a hill, landing with a splash [Hot Springs]. While that is going on, an ocean trade route is established with Ganeshandeggar [Trade Route: Ganeshandeggar- +2 currency/turn], though there is no engineering research.

[Myrovova]
Because the Orcs refuse to follow the orders of the human noblemen, construction of the bowyer falls to the human peasantry [2/4], while the few wizards from the time of Mithridates I set to work copying their knowledge down [2/4]. After weeks of planning the route, trade finally begins between Myrovova and Ganeshandeggar [Trade Route: Ganeshandeggar- +2 currency/turn]

[Men'an'gahela]
There's no progress on the tanning, nor the bows, but the remaining stone stores of the tribe are raided to expand the lumber mill [1/4,-4 stone]

[Arianthea]
The knights are sent back to school [1/12], and the smiths think they've nearly uncovered the secrets of stronger armor [7/8], while the basics of engineering are finally learned in Atley [Engineering I]!

[Fetid Kingdom]
The clubs finally show great progress [7/8], and a great trade route is established through the swamp, finally ending at the Anzhulak Horde- it doesn't take long until the currency flows through the Kingdom like water-dirty, putrid, swampy water [+4 currency/turn].

[Atley]
The City-Kingdom of Atley has earned its reputation well this day- in record time, the first of many 'Arion Golems' are ready [Arion Golem [Swift]- 1 (+1/turn)]. The feast is a great success, with nearly everyone inside the city attending [+2 stability]. When the party is over, however, work begins again as normal [3/12].

[Ganeshadneggar]
>NOTE: Start putting tech that can help with your actions with them,

or they won't be counted.
>+1 currency/turn from Yamato trade route
>+1 currency/turn from Myrovova trade route
The Ganeshi builders finally grasp the basics of engineering [Engineering I], and the temple is complete as well, after a bit of bribery [Temple I, +2 stability, -5 gold]. In response to the trade routes set up by the Yamato and Myrovovan kingdoms, the Raja orders construction of a trade post [1/4, -3 stone].
>>
>>1257718
[Khaz]
The Inquisition calls for a witch hunt, and armed with torches, rope, and pitchforks, the populace is stirred into action [2/4]. The army goes on a long, forced march to improve its discipline [1/12], though methods of fire-starting are not improved- the church says they're fine, so why change?

[Titanic]
Finally, the slaves are being whipped into shape- the improvements to the lumber mill are nearly ready [7/8] While they still have energy left, the slaves are also put to work building a stimulant factory- it is ready quickly [Stimulant Factory I, +1 stimulant/turn, -4 stone]

[Court of the Claw]
The defense of the Court is paramount, and so the workers begin to develop simple spears, crafting long, wooden shafts and beating sharp points out of iron to be fitted into them [2/4, -2 wood, -2 iron]. The constabulary is still being trained [3/4], and the farmers are set by their noble lords to work, experimenting with ways to increase crop yield [2/4].

[Azoth Hegemony]
There is an attempt to complete the transformations, but they are still stuck the same size and shape as before, though armorshaping goes better [3/4]. The soil is tilled, and the expanded farms are nearly ready [7/8]

[The Clan]
>Your sheet is fucked up. You should be gaining +1 base of each resource, not +3
Finally, after months and months of hard work, the Tower of Man is ready. It is glorious, symbolizing the greatness of the Clan, and the people are ecstatic (Tower of Man I, +2 stability). It seems as if the Tower has greatly inspired many people, because as soon as they open, the Recruitment Offices almost need to close, they're so backed up with the amount of people swarming them (Recruitment Offices I, +4 stability]. The Colonization act stumbles, but still sees a bit of progress [4/6].

[Solitary]
The dungeon once again expands its lands [+7 hex, +1 pop/turn, -3 stability, +4 currency], and though there's no progress on raising more undead, work on the lumber mill increases [5/8].

[Theocracy]
The gnoll mystics finally make a breakthrough [Air II]! The gnolls dig even deeper into the mountain [3/8], and construction of a smithy begins [1/4, -4 stone].

[Geo-Enclave]
>10 pop to reasearch facility- now provides slightly bigger research bonuses
The Geo-Enclave easily develops basic crystalsmithing [Crystalsmithing I], and the mine as well as further earth magic is complete [6/8;7/8]

[Anzhulak Hordes]
No training gets done, but the troops are upgraded with Shadow Bolts, though they feel they should now be compensated for their service [1.2x[-1 currency/turn, -1 food]. Armed with their capturing gear, the goblin party arrives at the warg den...only to find that no one is home.

[Festungurtel]
The scribes of the Barondom are set to work improving their writing skills [2/4], and the farmers have completed their work- moving different crops from field to field has increased their yield greatly [Agriculture I]. Work on the bowyer also progresses, but not much [2/4].
>>
>>1257745
As always, I probably fucked up somewhere. Yell at me in the discord. And consult map if anyone expanded.

LET THE GAME CONTINUE.
>>
Rolled 62, 78, 53 = 193 (3d100)

>>1257671
Kingdom Name: The Ore-eater Hive Confederation
Race(s): Ore-eaters
Color: Blue
Fluff: Ore-eaters are a sapient race of hive minded insects. Their name is derived from the fact that their diet naturally requires a large amount of minerals. As well Ore-eater larva are fed specific minerals during development to decide their drone typing. Each mineral has it's own specific drone typing associated and not even the Ore-eaters themselves know all the drone forms that their species possess.

The Ore-eater hive revolves around the queen, who lay eggs and give decisions. During pre-historic times the Hive would be similar to a tribe of other species. It was in the state of separate hives that the species stayed in until outside pressure from invading humans pushed them from the ore rich mountains they called home. Many queens came together after this incident and decided to unit their hives for mutual protection from outside invaders.

The Confederation is an oligarchy where every queen sends a sapient drone representative to the capital of New-Home for law making and voting on new policy. Each representative is given one vote, with the Central New-Home hive having two in case of a tie. Drones instinctively work for the betterment of their own hive but enjoy being rewarded every now and again. This usually comes in the form of queens releasing rare metals or gems for their drones to have as a delicacy.
Territory: 15
Settlements: (Capital City(New-Home))
Population: 25(+5/turn) (10 in mine)
Food: 2
Currency: 13(+2/turn)
Stability: 50/100
Industry: 4
Buildings (Capital City): [Queens' council chamber][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Stone Walls(Sm)]
Technology: [Excavation II][Discipline I][Construction I] [Rationing I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 6(+1/turn)][Stone: 9(+1/turn)][Iron: 13(+2/turn)]
Armory:
Military: (3 Worker Swarms (1x))
Bonus:
[Nobility]: The Confederation has one of the most sophisticated systems of nobility in the Wildlands. They can build Royal Castles, which are extremely expensive in both currency and building materials, but they give additional bonuses to stability, defense, and food.
[You are What You Eat]: The Ore Eaters have adapted to both finding and consuming ores, which alters their biology, particularly rare and exotic ore types. Not only do you gain a bonus to finding/searching for new ore types (player or GM fluffed), but during unit creation you can apply ores directly to your units conferring special abilities.

1. Continue expansion 1/2
2. Continue to upgrade the farms. 1/4
+Construction I
3. Scouts continue to search for any usable ore in the mountains. They will be required for new and more powerful drones. 2/4
>>
Rolled 14, 94, 60 = 168 (3d100)

>>1257718

>Chosing [Primitive Mating] and [Neanderthal]

[Neo-Thwack] (6)
Territory: 7
Settlements: (Big Thwack City [Cap.])
Population: (Total/Unoccupied/Working): 24 (+3/turn)/4/20
Food:1
Currency: 23 (+5/turn)
Stability: 52/100
Industry: 6
Buildings (Capital City): [Thwack's House][Farm (Sm)][Lumber Mill (Sm)*][Quarry (Sm)][Training Grounds I (Savagery II)][Clubhouse I: Active (Clubs I)]
Trade: Fetid Kingdom (+2c/t)
Roads: Big Thwack City (Neo-Thwack) to Arkza (Anzhulak Hordes)
Defenses: [Wooden Pallisade(Sm)]
Technology: [Savagery II][Clubs I][Tanning I][Gathering I]
Magic: None (No Spells yet)
Resources: [Wood: 6+3/t-4/t][Stone: 2+1/t][Hides: 9+1/t]
Armory: [Clubs I: 2+1/t]
Military: (3 Thwacklings (1x))
Eccentricities:
[Primitive Mating]: Og take Ag as am wife. Dat it. Your people are exceptionally good at breeding due to lack of cultural complexity, pop increases are nearly doubled, though the crowding decreases stability some.
[Neanderthal]: Even without weapons your cavemen are very large brutal primitive warriors not so far off from the ogres. Units cost more money, but are stronger.

1. The Thwacks decide that improving the tree smashing grounds is stupid when they can just get more Thwacks to smash trees from it. They instead turn to the newly thwacked road and follow the ogres in setting up a trade route with Anzhulak.
2.
+[Primitive Mating]
Upon discovering their new "affinity", the Thwacks begin codifying reproduction rituals, of the type that one should not elaborate on within a suitable for work enviornment.
3.
+[Gathering I]
Berry picking continues to be an unenjoyable soul-crushing endeavor for the Thwacks, who look for any excuse to delay it and hit something instead. They try to find a way to make thwacking things part of the process, if only to make it bearable. [3/8]
>>
Rolled 55, 36, 52 = 143 (3d100)

[Myrovova](7)
Territory: 15
Settlements: (Capital City(Korsk)), Ylarl
Population (Total/Unoccupied/Working): 19(+5/turn)/0/10
Half Orc Population (Total/Unoccupied/Working): 1(+1/turn)/0/0
Food:1
Currency: 27(+8/turn)
Stability: 47/100
Industry: 4
Buildings (Capital City): [Royal Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)*][Mine (Sm)]
Defenses: [Wooden Walls(Sm)]
Technology: [Discipline II][Armor I][Feudalism I][Taxation I][Bows I]
Magic: None (No Spells yet)
Resources: [Wood: 9+1][Stone: 3+2][Iron: 9+1][Hides: 7+1]
Armory:
Military: (3 Akritae (1x))
[Mestnichevo Uk ZnuZnu]: Add an extra pop growth: Half-Orcs. Taking the best traits of both, these persons are both superior but also shunned from society as they don't fit in. Every 10 of these pops gives +2 resource investment as workers and count as double strength when apply to unit creation. However, they come at a cost of -3 to stability when set to work, and -1 stability when converted into armies.
[Orcish Pride]: Orcs over all! In combat, all rolls bellow 3 count as 3, though the Orcish body requires more food than a human one to keep it running.
Armosmithy 0/4

1. Arcane I 2/4

While some works has been copied, most of the aging wizard's time has been put toward the task of training apprentices who could at least get to the third level of spellcasting. Of these there are several suitable recruits, but many more are suitable only for the task of magical research and other minor tasks. The proliferation of magical knowledge and its transition to active practice was an important step after the last experimentation killed most of the prospective apprentices.

2. Bowyer I 2/4

Efforts are again made to put the Orcs to work in construction areas. The Nobility is tasked with handling the issue themselves. As the bowyers are expected to be run by a few Minor Houses, it becomes their responsibility to get the task done. With less land or power than the Princely Houses, these Minor nobles have to work with the Clans themselves to acquire labor. While more difficult than simply undertaking the task with human labor it is seen as rather important for the health of the nation for Humans and Orcs to work together to complete projects.

3. Armorsmithy I 0/4

Similarly to the bowyer, the completion of this task is given to House Odinstova, one of the five Princely Houses. In exchange for their labor on the project, the ability to profit from its works is given to this noble house. Some of the Minor Houses and other Princely Houses complain of a potential monopoly on an important strategic resource. Nevertheless, Mithridates II isn't swayed and the contract is given - with the right to revoke it if there is no progress.
>>
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Rolled 7, 7, 23 = 37 (3d100)

>>1257671

[Lich's Dominion](10)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 21(+3/turn)/0/0
Food: 1
Currency: 23 (+6/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [The Gilded Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Barricades(Sm)]
Technology: [Taxation II] [Infantry I][Discipline I]
Magic: Ice I, Necromancy I (No Spells Yet)
Resources: [Wood: 9, +1/turn][Stone: 9, +1/turn][Iron: 9, +1/turn][Bones: 9, +1/turn]
Armory:
Military: (3 Skeletal Rabble (1x))
Eccentricities: [Papa Satan] [Hellfire Inc]

It has come to my attention via looking at my fucking sheet for more than 3 seconds that I have had Discipline I on my sheet this entire time and have been training Discipline I for no reason.

Can your boy replace Discipline I with another level 1 tech or get that counted as progress towards discipline II

1. Continue prosletyzing. The people must hear the truth! Religion I 2/4

2. Finish mining. We cannot have gold if we cannot mine! Mining I 3/4

3. It is true that rousing our armies to battle is... -difficult-. However... this is what the -dead- are for.

The Lich begins weaving and crafting a spell to conjure large numbers of skeletal and zombified troops. +[Necromancy I]
>>
Rolled 97, 46, 65 = 208 (3d100)

Yamato, Empire of the Rising Sun (2)
Territory: 23
Settlements: Futenma (Capitol), Hanzo Prefecture (Outpost), Takashiro Prefecture (Outpost)
Population: 34(+6/turn)/20/14
Food: 1
Currency: 18 (+8/turn)
Trade Routes: Myrovova (+2c/turn), Ganeshedeggar (+2/turn)
Stability: 46/100
Industry: 6
Buildings (Futenma): [Futenma Castle][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)*][Mine (Sm)*][Temple of Knowledge I][Forge I]
Locations: Kiritsuchi Hot Springs
Defenses: [Walls of Futenma (Sm)]
Technology: [Smithing II][Swordcraft I][Naval I][Martial Arts I]
Magic: Air I (No Spells yet)
Resources: [Wood: 10 (+1/turn)][Stone: 7 (+2/turn)][Iron: 6 (0/turn)][Bamboo: 8 (+1/turn)]
Armory: [Swords: 2 (+1/turn)]
Military: (1 human conscript (1x), 1 oni conscript (1x), 1 tengu conscript (1x))
Eccentricities:
[Polite Society]: The Yamato Emperor may send arms and armor to an outpost to increase its stability, but this may cause any rebellions to be more powerful, should they crop up.
[Banzai Charge]: The Yamato can order one army per battle to perform a Banzai Charge, turning the army's roll into a ten, though the unit is sacrificed.
Works in progress: None

Actions:
1. Research into engineering should continue. If an oni can't walk on something without it breaking, it just isn't good enough, no matter how aesthetically pleasing it might be.
2. People rush to the new hot springs, hoping to soak in the mineral-rich waters. We should build an onsen to encourage the people to visit and enjoy themselves in the warm waters of the hot springs, maybe not only for their pleasure but for their health as well.
3. Yamato is a seafaring people and should thus better understand the elemental force of water and how to apply it to magic. This can have many benefits, including faster sea travel for ships, better crop production, making our seas more defensible, a weapon in combat, and various other utilities.
>>
>>1258523

One more thing that I'm not sure if it's a free action or not:
Using [Polite Society] send 1 sword to Hanzo Prefecture and Takashiro Prefecture to improve stability
>>
Rolled 26, 42, 64 = 132 (3d100)

Kingdom Name: Ganeshandeggar
Race(s): Ganeshi (Elephant people)
Color: Orange
Fluff: A kingdom of religious and artistic elephant-giants ruled by their Raja and his savage warriors.

Territory: 16
Settlements: (Ganeshandeggar(Capital City))
Population (Total/Unoccupied/Working): 30(+5/turn)/0/0
Food: 1
Currency: 19(+7/turn)
Stability: 52/100
Industry: 3
>Buildings:
Ganeshadneggar(Capital City):[Rajas Palace(gov)][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Temple I]
>Defenses:
Ganeshadneggar: [City Walls(Sm)]
>Technology:
[Religion II][Savagery I][Craftsmanship I][Construction I][Clubs I][Taxation I][Engineering I]
>Magic:
>Resources:
[Wood: 6+1][Stone: 4+1][Iron: 9+1][Trinkets:8+1]
>Armory:
Military: (3 Club Warriors (1x))
>Bonuses:
[Elephantine Strength]: Your massive size makes construction much easier, but efforts to mine and dig are difficult due to your large frame.
[Huge]: You can raise units to have the [Huge] tag without additional gear required, at the cost of double food consumption.

1. Finish Building the trade post (1/4)
+Construction I
+Engineering I
+Craftsmanship I
+Elephantine Strength

2. Research [Agriculture], our people need vast quantities of food due to their size.

3. Expand the size of the farms around our capital.
+Construction I
+Engineering I
+Craftsmanship I
+Elephantine Strength
>>
Rolled 80, 40, 48 = 168 (3d100)

>>1257750
Kingdom Name: Principality of Khaz
Race(s): Equus
Color: the most disgusting shade of pink imaginable.
Territory: 7
Settlements: (Capital City(Khaz city))
Population: 33(+7/turn)
Food:1
Currency: 11 (+6/turn)
Trade routes: Arianthea(+1)
Stability: 54/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Inquisitorial Academy]
Defenses: [Wall](Sm)
Technology: [Discipline II][Religion I][Pyrotechnics I][Breeding Program II][Propaganda I][Mining I]
Magic: None (and never will ;)
Resources: [Wood: 6 (+1/turn)][Stone: 2 (+1/turn)][Iron: 8 (+2/turn)]
Armory:
Military: (3 Inquisition Infantry (1x))
Eccentricities:
Peace:
[Church and State]: The church controls everything in the Principality. While churches cost more currency and resources to build, the stability bonus they confer is much greater than usual.
War:
[Natural Cavalry]: All the basic units of the Principality count as cavalry. They are more powerful and faster than normal units, but cost more food.
Ongoing: discipline III [1/12] capture witches [2/4]
1. Continue discipline research
2. We need those witches nao!
3. Found a city at east, base of mountain.
>>
Rolled 60, 51, 35 = 146 (3d100)

>>1257718
[Anzhulak Hordes](17)
Territory: 7
Settlements:(Arkza)
Population (Total/Unoccupied/Working): 28(+8/turn)/0/10
Food: 0
Currency:21(+2/turn)
Stability: (45)/100
Industry: 3
Buildings (Capital City): [Banner of War][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Looting II][Discipline I][Savagery I]
Magic: Death I (Minor Shadow Bolt])
Resources: [Wood: 9][Stone: 9][Iron: 9] (1/1/2)
Armory:
Military: (Goblin Warbands(1x)) (Goblin raiding party)1x)) (Suicide troops))[1.2x[-1 currency/turn, -1 food])
Eccentricities Peace:
[Goblin Hordes]: Goblins breed at a phenomenal pace. Most population production is doubled, but there is a distinct lack of infrastructure. Construction actions take longer.
War:
[Throw Goblins At It] – You mobilize in units of 2 instead of 1, but there is a greater economic drain as forfeit.
Progress: , 3/8 Discipline 3
Action 1: Woss dat theyz gitz wan more pay?!? put dim in their zoggin place (Discipline)
Action 2: Weeb need more land if weez ter ensur da bein o' our race so git movin' ya gitz! (expand)
Action 3: The nearest goblin gets clubbed, "If ya donz find theyz zoggin wargs alla yer gonna be dead!" (Keep looking)

Putting 10 pop into iron production
>>
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Rolled 69, 92, 8 = 169 (3d100)

Kingdom Name: Titanic Kingdom
Race(s): Super-humans
Color:Cyan
Territory: 7
Settlements: Olympus.
Population (Total/Unoccupied/Working): 16(+4/turn)/0/0
Food: 3 +1/turn
Currency: 16(+4/turn)
Stability: 45/100
Industry: 5
Buildings (Capital City):[Government Building][Farm II(Sm)][Lumber Mill II 4/8(Sm)][Quarry (Sm)][Mine (Sm)][Stimulant Factory I]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Discipline II][Looting I][Swords I][Spears I]
Magic:
Resources: [Wood: 7 +1/turn][Stone: 5 +1/turn][Iron: 9 +1/turn][Stimulants:10 +2/turn]
Armory:
Military: (Militia Hoplites (1x))

1. Alright, the Lumber Mill is nearly finished, get some slaves to put the final touches on it
>Lumber Mill 7/8
2. Now that we have a little bit of wood stored up, get some slaves to work on building a Mine. We still need more metal damn it.
>Mine 0/?
3. Alright, lets get some more Hoplites equipped, i want some good men on standby
>>
>>1258858
10c on #2 when I say 'nao' I mean 'nao'
>>
Rolled 6, 59, 31 = 96 (3d100)

>>1257718
Kingdom Name: The Clan
Race: Human
Color: Eggshell White
Fluff;
http://pastebin.com/y7XhbCvP

[The Clan](14)
Territory: 7
Settlements: Capital City: Burzumgard
Population (Total/Unoccupied/Working): 26(+4/turn)/26/0
Food: 1
Currency:12 (+3/turn)
Stability: 56/100
Industry: 3
Buildings (Burzumgard):[The Ruins of Dark Tower][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Tower of Man I, +2 stability][Recruitment Offices I, +4 stability]
Defenses:(Burzumgard): [The Black Gates (Sm)]
Technology: [Fanaticism II][Hero Worship I][Construction I]
Magic: Enchanting I(No Spells Yet)
Resources: [Wood: 9 (+1)][Stone: 5 (+1)][Iron: 9 (+1)][Souls:9 (+1)]
Armory:
Military: (3 Volunteer Fighter (1x))
Obelisk Power: 1
Eccentricities:
[The Crown]: Your dominating crown is the solution for a wide array of issues and allows you to macro and micromanage your kingdom. You can build special monoliths in your settlements that hold parallel wills that extend your crowns range, giving a specific pop center a boost of +5 stability. There are limits to even how much parallel wills can command, and so research actions are slower.
[Who you Gonna Call]: Having freed some of the Clan from the demigods dominating influence, a few of the best and brightest minds have had a chance to formulate some new ideas. A group of four intelligent men have called themselves Spirit Breakers, and use a curious form of magical technology to bind spirits, demons, fairies and other magical creatures to containment packs worn on their backs, which they bring to the Obelisk to fuel its power. A prophet by the name of Shandor says if you can capture enough magical creatures into the obelisk you grow closer to gaining the power of the gods. Gain stat: Obelisk Power: 1-You gain a bonus to researching technologies designed to capture or drain magic out of other beings, and every defeated magical enemy or capture magical gear adds to the Obelisk Power in the capital which confers universal bonuses. BE WARNED, DESTRUCTION OR DISRUPTION OF THE OBELISK AT HIGH POWER IS CATASTROPHIC.

(adjusted. Can I add +5 Stability from The Crown in the Capital settlement and can I put 10 people to work in my nat100 Recruitment Office I since its level 1 or 100 since its nat100)

1 Citizen Colonization Act 4/6.

2 Upgrade the Burzumgard (Capital) Quarry. An enlarged loading and unloading zone, expanding the roads leading up to the quarry.
[Construction I]
3 Upgrade the Burzumgard Mine. Plenty of wooden support beams.
[Construction I]
>>
Rolled 92, 15, 30 = 137 (3d100)

>>1257718
Kingdom Name: Men'an'gahela (Tribe of Blood)
Race(s): Human
Color: Blood Red
Fluff: http://pastebin.com/GLhheyAV
[Men'an'gahela](12)
Territory: 7
Settlements:(Behemoth's Bounty)
Population (Total/Unoccupied/Working): 24(+3/turn)/0/0
Food: 2
Currency: 12 (+3/turn)
Stability: 50/100
Industry: 3
Buildings Behemoth's Bounty(Capital City):[Great Longhouse][Farm (Sm)][Lumber Mill (Sm)] 1/4[Quarry (Sm)][Mine (Sm)][Blood extractor I, +1 blood/turn][Bowyer I; -4 wood/turn, +1 Bow I/turn, +1 Industry].
Defenses: [Behemoth Bone Pallisades(Sm)]
Technology: [Alchemy II][Hunting I]2/8[Bows I][Spears I][Desert Agriculture I]
Magic: None (No Spells Yet)
Resources: [Wood: 1 +1/turn][Stone: 1 +1/turn][Iron: 9+1/turn ][Hide: 6 +1/turn][Blood 4 +1/turn][Bows I 2]
Armory:
Military: (3 Braves (1x))
1. Continue to improve our hunter's ability to journey and sojourn. 2/8

2. Seek ways to improve our bows. They need to be lighter and stronger.

3.Expand our lumber mill. 1/4
Set 10 Population to work the lumber mill and another ten to to work the quarry
>>
Rolled 20, 81, 71 = 172 (3d100)

>>1257718
[Arianthea]
Territory: 7
Settlements: (Capital City: Dragon's Pass)
Population: 28(+4/turn)(20 to quarry, 4 free)
Food:1
Trade Routes: 9/t(Claw 2/t, khaz 2/t, Atley 4/t, Ancient 1/t)
Currency: 31(+13/turn)
Stability: 50/100
Industry: 5(3 base, +2 from quarry boost)
Buildings (Dragon Pass): [Reliquary][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [A big beautiful wall (Sm)]
Technology: [Discipline II][Armor I][Domestication I][Pottery I][engineering I]
Magic: None (No Spells yet)
Resources: [Wood: 9+1][Stone: 15+3][Iron: 4+1][Dragon Scales: 8+1][Drakes: 7+1]
Armory:
Military: (3 Reaping Dragons (1x))
Ongoing: Armor II 7/8, Discipline III 1/12
Eccentricities:
[Knights of the Realm]: The kingdom may send its knights to an outpost or other hex to increase its stability, though this will cause any rebellions that crop up to be more powerful.
[Auxiliaries] – Unlike other nations, you can upgrade your mobilized units into fully fledged auxiliaries. Through an action, you can equip them with gear and upgrade them with tags. However, this comes at a cost of angering your professional armies, decreasing stability.

1. Continue knight's education for discipline III
(School, Discipline II)

2. Continue researching [armor II] at the Atley school
(School, armor I)

3. Build a tournament grounds for the knights and people
(Engineering I, Knights of the Realm, Auxiliaries)
"My knights have been growing bored of late and fear that they are losing prestige, also the other races in my empire also feel that they do not get enough representation. This is why I will commission a new tournament grounds, so that the knights will have their skills sharpened and recognized, while the minorities will have their own champions to represent them. Hopefully some will prove themselves talented and make the transition from militia to auxiliaries a smooth process later down the line."
>>
>>1260930
spend 5 currency on action 3 to advertise the new tournament grounds
>>
>>1258428
Spend 14 currency to finish roll 2.
>>
Rolled 29, 16, 60 = 105 (3d100)

[Atley](19)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 28(+4/turn)/8/20
Golem Labor (Total/Unoccupied/Working): 0/0/0
Food: 2
Currency:24(+6/turn)
Stability: 51/100
Industry: 7
Mana: 0
Buildings (Capital City: Atley):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Research Facility][Church I: Church of Hestia][Golem Workshop I]
Defenses: [Pracrious Scaffolding(Sm)]
Technology: [Engineering II][Construction I][Smithing I]
Magic:
Resources: [Wood: 9(+1/turn)][Stone: 5(+2/turn)][Iron: 7(+1/turn)][Arion Golem [Swift]: 1 (+1/turn)]
Armory:
Military: (3 Rudimentary Automata (1x))(Arion Golem [Swift]: 1 (+1/turn))
Eccentricities:[Golem Labor]: Add a Pop Tab: Golem Labor. This does not grow automatically, but you may construct Golem Magesmithies which allow you to convert metal into Golem Labor pop. Golem Labor is tirele and produces more resources when assigned to a building. However, of course, they are expensive, costing more than a full set of armor.
[Golem Automata]: The Engineers of Atley are skilled magesmiths, able to forge Golem Automata. The technology of the era is not nearly advanced for scientific proliferation regarding machines and “robots”, but magic is helping to forge the way as any Wizard can summon a golem to do their bidding. But the dwarves take this art to the next level, crafting superiorly designed golems. Unlike dwarven or gnomish regiments, these magical beings of forged steel and runes cannot have pop applied for more strength and require no food but instead use a different fuel. Add tab: Mana 1. You must research and construct different Mana techniques such as Mana Generators, Mana Storage Tanks, or other buildings to produce this vital energy source. More powerful Golems with different effects require different Mana types. Mana production is not affected specifically by hexes.
Progress: 3/12 Mining Upgrade

1.The Hestian Priests meditate, and pray to their patron god and thank her for her guidance. They ask of her to bestow upon them the blessings of her magics.
>Church I

2.Continue study of Mining Upgrade.
+Industry:7
+Research Facility

3.Continue study of Mining Upgrade.
+Industry:7
+Research Facility

Transfer farmers to the mine.
>>
Rolled 31, 82, 27 = 140 (3d100)

>>1257745
[Theocracy of the Ancients](4)
Territory: 7
Color: Purple
Settlements: Heart of the ancients(Capital City)
Population: 16f/20a(+6/turn)
Assigned Population: 10 Archaeologists, 10 iron miners
Food: 2
Currency: 19 (+4/turn)
Stability: 54/100
Industry: 4
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Arena I]
Defenses: [Palisades and traps(Sm)]
Technology: [Savagery II][Hunting I][Excavation I][Lightning Staff]
Magic: Air II(No Spells yet)
Resources: [Wood: 5+1/turn][Stone: 1+1/turn][Iron: 2+2/turn][Scrolls: 4+1/turn]
Armory:
Military: ([3] Slaver Pack (1x))
Eccentricities:
[Magitech Cult]: While base techs cost more, when paired with magic, they are much more powerful (EX: Fire+Sword, Ice+Bows)
[Tourney of Heroes] : Every five turns the Theocracy may host a tourney of heroes. Put in 5 units, roll 1d5 to see which survive. the survivor gains some of the elements of the other four, and a major increase in combat, becoming a hero. The Theocracy may also host the Tourney of Demigods, and sacrifice 5 heroes for one very very powerful unit.
Assigned 5 more Archaeologists (10 total)
>Continue construction of the smithy (1/4)
What is the point of finding these technologies if we can't use them.
+5 iron

>Search the dungeon (3/8)
+10 Archaeologists, +excavation I
There must more secrets down below.

>Design Wind Boots
Our magic of the wind gives us power over speed as well. Lets combine some of the designs we found with our magic.
+Air II, +magictek cult
>>
>>1261674
Currency should be at 23. forgot to update it
>>
>>1257745
Kingdom Name: The Court of the Claw
Race(s): Human - with a ruling caste who trace their ancestry to dragons
Color: Gold (Civ 11)
Fluff: The cult of scale is a banned religion in the east, where the worship of their Godly Emperor takes precedence. Yet still - in the mountains and valleys on the border of the golden realm - there are pockets of those who venerate other, more primordial powers. Drawing upon the magic granted to their ancestors by dragons, the cult seeks to topple the emperor from his high perch, to tear down the false man-god and extinguish the light of his stolen stars.

The Court of the Claw are adherents of this faith, considered blasphemy in Shi Chi. They have come west into the untamed lands to subdue it, to establish a power base from which to strike at the decadent emperor god. In time, their mastery of the old magics will be such that they may blast his great wall asunder and raze his grand palace with lightning and flame.

Despite this, the culture of the court is deeply rooted in eastern traditions. They have their own ruler - the enigmatic Clawed Master - and he acts as emperor in a discordant facsimile of the Emperor God's court. Highly ritualised functions and ceremonies eat up a lot of courtly life - but where the courtiers of Shi Chi use their rituals to worship their Emperor, the Court of the Claw hone their magical abilities every day in extravagant displays of arcane prowess, aided along by elegant dance, eloquent poetry, haunting melodies and immaculate art. These things act as focuses to the dragon-blooded, arcane minded would-be aristocrats, and some observers of the court swear that the most talented magicians start to take on draconic characteristics. The great right talon of the Clawed Master is the most obvious of all of these, and the thing that marks him as more than just a mere human.

In contrast to the ostentatious palace displays, the average peasant in the lands administrated by the court of the claw is supremely impoverished - but as adherents of the same faith as their masters, they accept their place at the bottom of the food chain. After all, is it not the place of those less divinely favoured to serve their draconic masters?

The Court's lands value structure above all else. The rigid caste system forms a four tier system leading from the court down to the dragonblooded officers of their standing army, down to the faithful peasants who are allowed to serve in a regiment, to the labourers and then finally, with no caste assigned them at all - strangers and foreigners.
>>
Rolled 26, 56, 9 = 91 (3d100)

>>1257745
Kingdom Name: The Court of the Claw
Race(s): Human - with a ruling caste who trace their ancestry to dragons
Color: Gold (Civ 11)
Fluff: >>1262039

Territory: 31
Settlements:(Capital City), (Zhugani's Outpost), (Western Gnollwatch), (Northern Gnollwatch)
Population: 33(+6/turn)/3/30
Food: 4
Currency: 18(+7/turn) - Including Arian Trade Route (+2/t)
Stability: 47/100
Industry: 3
Buildings:
(Capital):[Government Building][Farm (Sm)][Lumber Mill (Sm)]+30pop[Quarry (Sm)][Mine (Sm)][Magic School (sm)]
(Zhugani's Outpost - One turn to Upgrade*): -
(Western Gnollwatch): -
(Northern Gnollwatch): -
Defenses: [The Towers of the Court(Sm)]
Technology: [Construction I][Discipline II][Feudalism I][Taxation I][Writing I]
Magic: Fire I (No Spells Yet)
Resources: [Wood: 3][Stone: 5][Iron: 7][Dragon Scales: 9]
Armory:
Military: (3 Thinblooded Militia (1x))

1. With some of the new spears being presented at court to gain aristocratic approval for the fresh designs, a fashion for more militaristic garb sweeps the courtiers as they seek to appear well read and well informed on the subject of military equipment. Many nobles take this opportunity to show off the most expensive suits of highly ornamental armour that they have commissioned for themselves or their proud young sons.

With courtly life abuzz with the notion of a uniformly equipped military, development of the spears continues as best it can.
>Continue research into [Spears] [2/4]

2. The Dragonblooded Constabulary is close to being operational - close to fulfiling its duties and keeping the peace in the realm: enforcing the Master's laws as secret and military police.

The meritocratic introduction of lower castes into its potential ranks has some at court concerned that a servant might come into the authority to challenge a rightful better on their conduct - but such concerns are largely brushed off for now.
>Continue to assemble a Dragonblooded Constabulary in the hopes that they might make the realm incrementally more stable over time [3/4]

3. Out in the country, away from the hustle and bustle of courtly life, Zhugan Mao oversees the last stages of construction of his more sizable settlement, everything taking shape nicely under his practiced management.

He takes an interest in the practices of the rural farmers scattered around the land he governs, and tries to codify the methods that they use to get the best yields from their crops - and how the land might be managed more efficiently.
>Continue to research [Agriculture] [2/4]

???. Zhugan's Outpost is improved?
>>
File: Mood_crystal_golem_f1.jpg (1.6 MB, 1540x866)
1.6 MB
1.6 MB JPG
Rolled 89, 18, 77 = 184 (3d100)

>>1257745
Kingdom Name: The Geo-Enclave
Race(s): Crystallids
Color: Yellow
Territory: 7
Settlements:(Fraktion: Capital City)
Population (Total/Unoccupied/Working): 16(+2/turn) // (10 in Research Facility)
Food: 1
Currency: 16 (+4/turn)
Stability: 50/100
Industry: 6
Buildings (Capital City):[Government Building][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)] [Research Facility (Sm)]
Defenses: [Fluff Defenses(Sm)]
Technology: [Crystal Cultivation II][Construction I][Smithing I][CrystalSmithing I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 4+1][Stone: 4+1][Iron: 11+2][Crystal: 12+3]
Armory:
Military: (3 Warrior Form (1x))
Eccentricities:
[Geo Enclave]
[Ore Affinity]: Finding new ores and rare materials is easier for you, as well as materials research. However, construction actions are longer as your buildings are literally grown like crystals.
War:
[You Are What You Eat]: Replace Food Stat: Crystal. Crystal itself grows and feeds off metal, so your mine buildings now serve as your farms as well providing +1 Crystal per turn. You may research different technologies to grow specific crystals from different ore types you mine which can supplement natural gear production, such as Iron Claw or Iron Scale as biological components for your units. These are likely only applicable to you or other rock races, such as the Ore Eaters or Dwarf Golems.
Unfinished
Mine[Sm]: 6/8
Earth Magic: 7/8

1. Let us finish that Mine! We must have more Iron, more Crystals, and more Food!

2. Let us finish this Research on Earth Magic!

3. We shall begin to develop the art of making excellent tools! By shaping materials to our use, we can shape MORE materials to our use more efficiently!
>>
>>1262863
Spend 2 (or however much is enough) Currency to finish up the Magic. 18 is just pathetic. Although, I suppose with that new Research Center, it might not be needed?
>>
Rolled 25, 89, 93 = 207 (3d100)

>>1257718
[Fetid Kingdom](15)
Territory: 23
Settlements:(Tharug)
Population (Total/Unoccupied/Working): 30(+6/turn)/0/0
Food: 1
Currency:30 (+13/turn)
Stability: 46/100
Industry: 3
Buildings (Tharug):[Grand Tent][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Wooden Palisade(Sm)]
Technology: [Savagery II][Religion I][Clubs I][Enforcers I]
Magic:
Resources: [Wood: 8][Stone: 9][Iron: 9][Onions:9]
Trade Routes:
Thwacks [+4 currency/turn]
Anzhulak [+4 currency/turnArmory:
Military: (3 Ogre Rabble (1x))
----
1. FINISH DA CLUBS 7/8
2-3. EXPAND DA KINGDOM!

[Rule of the Strong]: Ogre societal hierarchy is built around strength. Stronger units provide stability boosts when garrisoned in hexes, and construction actions are easier. However, weaker and mobilized units cause instability.
[Layers]: Ogres have multiple segments of fatty flesh, which makes them harder to kill or injure, and surviving armies are usually unharmed, or heal quickly. However, the ogres need more food to function in turn.
>>
>>1263176
Spend 5 currency on action 1 for success...
>>
File: Cavema.jpg (609 KB, 1750x2500)
609 KB
609 KB JPG
>>1258860

Hey Thwacklet! Thwack's new road give +2 stability to you and make it faster to get to Thwack's place for unit! Don't forget dat!

>>1263176

A handful of thwackians approach the Fetid Kingdom deviating from their standard routine of trade. "Hey you mega-thwacks: Thwack sees you got extra-thwacky club an' he like em' a lot. What you say if Thwack's Clubhouse allowed to make new club? Thwack let you claim clubs dey thwack together, all he ask for is the extras."
>>
Rolled 41, 63, 25 = 129 (3d100)

>>1257745
Kingdom Name: Azoth Hegemony
Race(s): Homunculi
Color: Grey
Fluff: The Azoth Hegemony was created by a society of alchemists dedicated to discovering the secrets of life itself. To assist them in their work, they created a force of homunculi. The original alchemists eventually passed away, but their servants had learned all their secrets, and soon the homunculi began producing more of their kind. The homunculi have altered themselves extensively, and are able to alter their bodies to suit their needs. They have inherited their creators dedication to the study of bio-alchemy, and seek to further improve their biology. The Hegemony is ruled by a council of the oldest, most experienced alchemists.
Territory: 7
Settlements: Tirgraad (Capital City)
Population (Total/Unoccupied/Working): 20(+2/turn)/0/0
Food: 2
Currency: 12(+3/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Library]
Technology: [Alchemy II][Discipline I][Agriculture I]
Magic: Transformation I (No Spells Yet)
Resources: [Wood: 9(+1/turn)][Stone: 5(+1/turn)][Iron: 8(+1/turn)][Herbs: 9(+1/turn)]
Armory:
Military: (3 Homunculus levies(1x))
Eccentricities:
[Intellectuals]: Your intelligent homunculi are exceptional researchers, and are particularly skilled at researching technologies related to bio-engineering and homunculi improvement at the cost of not being so skilled at other forms of research.
[Engineered]: You can create specialized Mutagen pits that create a Mutagen: +1 resource. These mutagens can serve as a universal resource for a wide variety of evolution based technologies, and can supplement other technogies as well. Armor at (Production tech) I, for example, can be created using only 1 Metal and 3 Mutagen points. Your production tech now shifts to Mutagenic Efficiency.

1: Try to finish the bone weapon transformation again [3/4]

2: Attempt to complete development of armor [3/4]

3: Finish expanding the farms [7/8]
>>
>>1257671
Still open?
>>
>>1263336
*not open
>>
Wandering Green](21)
Territory: 7
Settlements: The Sylvan Wood
Population (Total/Unoccupied/Working): 18(+3/turn)/8/10
Food: 1
Currency:8(+3/turn)
Stability: 50/100
Industry: 5
Buildings (The Sylvan Wood): [Grove of the Ancients (Government Building)][Farm (Sm) (to be changed based on fluff maybe)][[Quarry (Sm)][Mine (Sm) +1 Iron, +1 Stone +1 Nidustry]
Defenses: [Wall of Living Forest (sm)]
Technology: [Savagery II][Reinforced Bark I (refluffed armour)]
Magic: Life I (No spells yet)
Resources: [Stone: 10][Iron: 2][Magic Stones: 7]
Armory:
Military: (Treant Warmongers x3)
Eccentricities: Home Grown
Tree Biology

1. Keep working on life magic [5/8]

2. Begin work on a Magic Tree Circle

3. Keep working on the larger siege variant body [2/4]
>>
Rolled 25, 17, 50 = 92 (3d100)

>>1263449
typo in dice field
>>
>>1263338
Unfortunately. But if someone drops, I'll be sure to open the game to others.
>>
Rolled 77, 7, 51 = 135 (3d100)

>>1263449
And I have found out I can take makeup actions for the turn I missed so just doubling up on all the actions because I can't think of anything better
>>
Rolled 46, 30, 7 = 83 (3d100)

>>1257745
>Kingdom Name: Solitary
>Race(s): Undead
>Color: Grey
>Fluff: Undeads who just wanna make dungeons so people can attack them while they sleep
>Territory: 21
>Settlements: (Capital City(Solitary's Dungeon))
>Population: 25(+5/turn)/ 5 / 20
>Food: 2
>Currency: 33(+5/turn)
>Stability: 47/100
>Industry: 4
>Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
>Defenses: [Traps and Riddles(Sm)]
>Technology: [Excavation II][Treasure-hunting I][Stealing I]
>Magic: Death I, Dark Magic I
>Resources: [Wood: 7+2][Stone: 7+1][Iron: 9+1][Bones: 9+1]
>Armory:
>Military: 2 Skeleton (1x) 1 Lich (1x)
>Bonus:
[My Pet Monster]: All the nasty wildlife of areas you expand into essentially just become part of your dungeon. Instability is practically a non-issue, although expansion efforts and buildings costs more materials.
[Treasure Trove]: All currency related structures provide +1 additional currency, though they cost slightly more. Actions to find precious gems, gold, silver or precious metals are easier.

1: Keep on digging! I want a Mega Dungeon.
+Excavation II
+Treasure-hunting I
+My Pet Monster
+Treasure Trove
2: Continue learn Raise More Undead spell 3/4
+Death I
+Dark I
3: Improve the Lumber Mill [5/8]
>>
[Ore-eater Confederation]
Finally, the pioneers of the confederation reach their destination, and set up a small outpost [+8 hex, -3 stability], while another farm is built [Farm (sm), +1 food]!

[Thwack]
Sphinx in way. Can't answer riddle. Fertility ritual complete [+4 pop/turn, -2 stability]. Berry picking boring, but continues [5/8].

[Myrovova]
Finally, the aged mages of Myrovova have finished copying down their magic for study [Arcane I], and this time, some orcs actually comply with the order from the human nobles, completing the bowyer [Bowyer I, -4 wood/turn, +1 Bow I/turn]. Construction of an armorsmith begins as well, with more of the orcs joining in- it appears they relish the project a lot more than the bowyer [2/4, -4 stone]

[Lich's Dominion]
The Lich has his servants on every street corner, but the denizens of his realm are too busy going about their lives to care. When plans to improve the mining techniques falter, the Lich calms himself down by trying to call skeletons to his side [1/4].

[Yamato]
Basic engineering research does indeed continue. It more than continues, in fact. The emperor is taken to a demonstration of a once frail, rickety bridge, and at a signal, a huge oni runs straight across it- and the bridge shows no signs of wear [Engineering I]. Meanwhile at the hot springs, an ambitious businessman comes up with the idea to build a bathhouse there, and charge people for using it [1/4, -4 wood]. And finally, though the tengu specialize in air magic, the emperor commands them to study water magic, and so they do [2/4].

[Ganeshandeggar]
The trading post isn't finished, but makes some progress [2/4], while agricultural research begins, the farmers experimenting with ways to increase their yields [1/4]. Also, at the order from the Raja, more land is cleared, and more soil tilled to make room for growing farms [3/8, -3 wood].

[Khaz]
Again, the soldiers are drilled- soon they will be one of the most disciplined fighting forces in the wildlands [4/12], while a coven of witches is found and destroyed, the survivors bound with silver chains and imprisoned [Witchhunting I, +3 stability, Witches: 3]. In preparation for building a new city, the church sends settlers east to clear land for settlement [+10 hex, +1 pop/turn, -3 stability].

[Anzhulak]
>Mine: +1 iron/turn, +1 Industry, -10 free pop
>Mark on your sheet
>Discipline II is /12
More pay? Stupid. Whippins for everybody [5/12]! More swamp for da horde [+9 hex, +1 pop/turn, -3 stability]! And find those wargs, ya gitz [1/4]!
>>
>>1265902
[Titanic Kingdom]
Finally, the slaves have finished upgrading the lumber mill, and staffed with a contingent of said slaves, it starts producing more [Lumber mill II, +1 wood/turn, +1 Industry]! But the work of a slave is never done, as a group that was working on the mill is reassigned to deepen the mine [4/8, -4 wood]. However, the training of a new hoplite is stalled- he seems to have taken way too much of a liking to the Kingdom's stimulants, and has been caught stealing them [-1 stimulant].

[The Clan]
There is a bit of an issue with the Colonization Act- There are multiple major typos, loopholes, as well as some just poorly written statements; so it has to be redone slightly [3/6]. However, both the quarry [2/8, -3 wood], and the mine [1/8, -3 wood] are being improved.

[Men'an'gahela]
>+1 wood/turn, +1 Industry, -10 free pop
>+1 stone/turn, +1 Industry, -10 free pop
The hide is tanned into leather, andthe tribesmen begin to sew int into working water skins [6/8], though no ideas about how to improve the bows of the tribe come forth. However, the lumber mill is still being expanded [2/4].

[Arianthea]
The knights continue their education, but only slightly [2/12], but the smiths have made a great breakthrough in their armor design research [Armor II]. Stone is shipped to Dragon's Pass to be used for the new tournament grounds, which are coming along nicely [Tournament Grounds I, +4 stability, -4 stone].

[Atley]
The priests meditate, but the statues of Hestia stay silent, for now [1/4], while mining techniques are furthered [6/12].

[Theocracy]
The gnolls continue smithy construction [2/4], and the dungeon search progresses well [6/8].

[Court of the Claw]
The speartips and shafts have all been made, no all that is left to do is fit them together [3/4], and finally, the first constabulary class graduates, and is now patrolling the city. The citizens of the court feel much safer [Enforcers I, +2 stability]. However, there is a distinct lack of agricultural research.

[Geo-Enclave]
Finally, the mine is dug deeper, and improved [Mine (Med), +1 iron/turn, +1 crystal/turn, +1 food], and the Enclave's mages mage a breakthrough with their earth magic [Earth Magic II, -2 currency]. Better tools are being shaped from iron [3/4, -4 iron].

[Fetid Kingdom]
DA CLUBS ARE FINISHED [CLUBS II, no currency needed]. MASSIVE EXPANSION! FOR SIR REK [+20 hex, +2 pop/turn -6 stability]!

[Azoth Hegemony]
Finally, methods to transform their bones into weapons and armor have been finalized [MAGIC: Minor Bone Weapons, Minor Bone Armor]. The farms have also been expanded [Farms (Med), +1 food]!

[Wandering Green]
The Wandering Green's tree-mages make great strides in the field of life magic [Life II], though there's no work done on the tree circle. The siege ents are finished with their growing [Siege I]!
>>
File: Wildlands.png (2.77 MB, 2500x2000)
2.77 MB
2.77 MB PNG
>>1265907

[Solitary]
The dungeon easily expands [+7 hex, +1 pop/turn, +6 currency], and the Lich completes his spell [Minor Raise Undead]! No progress on the lumber mill, though. In fact, the skeletons end up breaking it a bit [4/8]
>>
Rolled 40, 60, 24 = 124 (3d100)

>>1265907
Kingdom Name: Men'an'gahela (Tribe of Blood)
Race(s): Human
Color: Blood Red
Fluff: http://pastebin.com/GLhheyAV
[Men'an'gahela](12)
Territory: 7
Settlements:(Behemoth's Bounty)
Population (Total/Unoccupied/Working): 27(+3/turn)/7/20
Food: 2
Currency: 15 (+3/turn)
Stability: 50/100
Industry: 5
Buildings Behemoth's Bounty(Capital City):[Great Longhouse][Farm (Sm)][Lumber Mill (Sm)] 2/4[Quarry (Sm)][Mine (Sm)][Blood extractor I, +1 blood/turn][Bowyer I; -4 wood/turn, +1 Bow I/turn, +1 Industry].
Defenses: [Behemoth Bone Pallisades(Sm)]
Technology: [Alchemy II][Hunting I]6/8[Bows I][Spears I][Desert Agriculture I]
Magic: None (No Spells Yet)
Resources: [Wood: 3 +2/turn][Stone: 3 +2/turn][Iron: 10+1/turn ][Hide: 7 +1/turn][Blood 5 +1/turn][Bows I 2]
Armory:
Military: (3 Braves (1x))

1. Our hideworking is nearly done, let us finish it. 2/8

2. Seek ways to improve our bows. They need to be lighter and stronger.

3.Expand our lumber mill. 2/4
>>
>>1265920
6/8 on 1
>>
[Ore Eaters]
The search for different ore turns up a metal called 'caustium', which would allow them to chew through the earth easier, if consumed [Caustium: 3 (+1/turn)]

[Court]
Zhugani Outpost>>Town
+1 pop/turn, +1 currency/turn, +2 stability.
>>
Rolled 95, 99, 67 = 261 (3d100)

>>1265902
Kingdom Name: The Ore-eater Hive Confederation
Race(s): Ore-eaters
Color: Blue
Fluff: Ore-eaters are a sapient race of hive minded insects. Their name is derived from the fact that their diet naturally requires a large amount of minerals. As well Ore-eater larva are fed specific minerals during development to decide their drone typing. Each mineral has it's own specific drone typing associated and not even the Ore-eaters themselves know all the drone forms that their species possess.

The Ore-eater hive revolves around the queen, who lay eggs and give decisions. During pre-historic times the Hive would be similar to a tribe of other species. It was in the state of separate hives that the species stayed in until outside pressure from invading humans pushed them from the ore rich mountains they called home. Many queens came together after this incident and decided to unit their hives for mutual protection from outside invaders.

The Confederation is an oligarchy where every queen sends a sapient drone representative to the capital of New-Home for law making and voting on new policy. Each representative is given one vote, with the Central New-Home hive having two in case of a tie. Drones instinctively work for the betterment of their own hive but enjoy being rewarded every now and again. This usually comes in the form of queens releasing rare metals or gems for their drones to have as a delicacy.
Territory: 23
Settlements: (Capital City(New-Home))
Population: 30(+5/turn) (10 in mine)
Food: 3
Currency: 15(+2/turn)
Stability: 47/100
Industry: 4
Buildings (Capital City): [Queens' council chamber][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Outpost 1: [Farm (Sm)]
Defenses: [Stone Walls(Sm)]
Technology: [Excavation II][Discipline I][Construction I] [Rationing I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 7(+1/turn)][Stone: 10(+1/turn)][Iron: 15(+2/turn)][Caustium: 3 (+1/turn)]
Armory:
Military: (3 Worker Swarms (1x))
Bonus:
[Nobility]: The Confederation has one of the most sophisticated systems of nobility in the Wildlands. They can build Royal Castles, which are extremely expensive in both currency and building materials, but they give additional bonuses to stability, defense, and food.
[You are What You Eat]: The Ore Eaters have adapted to both finding and consuming ores, which alters their biology, particularly rare and exotic ore types. Not only do you gain a bonus to finding/searching for new ore types (player or GM fluffed), but during unit creation you can apply ores directly to your units conferring special abilities.

1. Begin construction of a mine for the new Cuastium metal.
+Excavation II
+Construction I
2. Begin construction of a Captain Nest, where young Captain type warrior drones are taken to learn to lead their units and give orders.
+Construction I
+Discipline I
3. Let us test this new metal. Feed some larva this Caustium metal. Let us see what kind of drones they become.
>>
Rolled 44, 16, 32 = 92 (3d100)

>>1265907
Kingdom Name: The Clan
Race: Human
Color: Eggshell White
Fluff;
http://pastebin.com/y7XhbCvP

[The Clan](14)
Territory: 7
Settlements: Capital City: Burzumgard
Population (Total/Unoccupied/Working): 30(+4/turn)/0/30
Food: 1
Currency:15 (+3/turn)
Stability: 56/100
Industry: 3 (6)
Buildings (Burzumgard):[The Ruins of Dark Tower][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Tower of Man I, +2 stability][Recruitment Offices I, +4 stability]
Defenses:(Burzumgard): [The Black Gates (Sm)]
Technology: [Fanaticism II][Hero Worship I][Construction I]
Magic: Enchanting I(No Spells Yet)
Resources: [Wood: 4 (+1)][Stone: 6 (+4)][Iron: 10 (+1)][Souls:10 (+1)]
Armory:
Military: (3 Volunteer Fighter (1x))
Obelisk Power: 1
Eccentricities:
[The Crown]: Your dominating crown is the solution for a wide array of issues and allows you to macro and micromanage your kingdom. You can build special monoliths in your settlements that hold parallel wills that extend your crowns range, giving a specific pop center a boost of +5 stability. There are limits to even how much parallel wills can command, and so research actions are slower.
[Who you Gonna Call]: Having freed some of the Clan from the demigods dominating influence, a few of the best and brightest minds have had a chance to formulate some new ideas. A group of four intelligent men have called themselves Spirit Breakers, and use a curious form of magical technology to bind spirits, demons, fairies and other magical creatures to containment packs worn on their backs, which they bring to the Obelisk to fuel its power. A prophet by the name of Shandor says if you can capture enough magical creatures into the obelisk you grow closer to gaining the power of the gods. Gain stat: Obelisk Power: 1-You gain a bonus to researching technologies designed to capture or drain magic out of other beings, and every defeated magical enemy or capture magical gear adds to the Obelisk Power in the capital which confers universal bonuses. BE WARNED, DESTRUCTION OR DISRUPTION OF THE OBELISK AT HIGH POWER IS CATASTROPHIC.

1 Citizen Colonization Act 3/6
2 Quarry upgrade 2/8
3 Mine Upgrade 1/8

The Clan puts 30 pop to work in the quarry, hopefully it will speed up the process.
>>
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Rolled 35, 61, 39 = 135 (3d100)

[Myrovova](7)
Territory: 15
Settlements: (Capital City(Korsk)), Ylarl
Population (Total/Unoccupied/Working): 24(+5/turn)/0/20
Half Orc Population (Total/Unoccupied/Working): 1(+1/turn)/0/0
Food:1
Currency: 25(+8/turn)
Stability: 47/100
Industry: 4
Buildings (Capital City): [Royal Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)*][Mine (Sm)][Bowyer (SM)]
Defenses: [Wooden Walls(Sm)]
Technology: [Discipline II][Armor I][Feudalism I][Taxation I][Bows I]
Magic: Arcane I (No Spells yet)
Resources: [Wood: 10+1][Stone: 5+2][Iron: 10+1][Hides: 8+1]
Armory:
Military: (3 Akritae (1x))
[Mestnichevo Uk ZnuZnu]: Add an extra pop growth: Half-Orcs. Taking the best traits of both, these persons are both superior but also shunned from society as they don't fit in. Every 10 of these pops gives +2 resource investment as workers and count as double strength when apply to unit creation. However, they come at a cost of -3 to stability when set to work, and -1 stability when converted into armies.
[Orcish Pride]: Orcs over all! In combat, all rolls bellow 3 count as 3, though the Orcish body requires more food than a human one to keep it running.
Armorsmithy 2/4

1. Armorsmithy 2/4

The Odinstova's report progress with their Orcish workers - a remarkable amount of progress in fact. Thus far the construction of a proper armorsmithing area had eluded the Kingdom with every effort thus far resulting in failure. The King's pleasure at their progress could even be felt by the serfs working on the district, as they were given the next few days off to rest.

2. Spell: Magic Missile

One of the most common low level spells is the useful magic missile. It's power scales with that of the wizard but like with any spellcasting it can be difficult without a proper focus to channel magic. Magic missile somewhat avoids this through being simple to cast, while providing enough power to kill a medium armored opponent when properly placed. Firing a small bolt of pure force, it's speed makes hitting with the spell a simple process once the wizard has figured out how to aim combat magics.

3. Casters I

Lady Vlora Florence is a Soceress, newly graduated, who struggled immensely with basic spellcasting. While her knowledge of theory and research was excellent, her actual ability to harness arcane power was limited. Part of the problem stemmed from the fact that she just wasn't very magically inclined. The other half of the problem came from the fact that she only had one hand which made making the complicated arcane hand gestures difficult. What she lacked in innate talent she made up or in stubborn determination, and the young Sorceress set herself to the artifice of a tool that would allow her to overcome the hardships of being a magical cripple.

She went into her task looking to create a tool that could store, harness, and improve upon the magic poured into it. Serving as a focus, the Caster ideally would make up for her innate deficiencies.
>>
>>1266014
+10 pop to work in the bowyer
+11 currency to roll 1 and 3 each
>>
File: Neothwack.gif (4 KB, 360x216)
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Rolled 64, 97, 54 = 215 (3d100)

>>1265902

[Neo-Thwack] (6)
Territory: 7
Settlements: (Big Thwack City [Cap.])
Population: (Total/Unoccupied/Working): 31 (+7/turn)/11/20
Food:1
Currency: 28 (+5/turn)
Stability: 50/100
Industry: 6
Buildings (Capital City): [Thwack's House][Farm (Sm)][Lumber Mill (Sm)**][Quarry (Sm)][Training Grounds I (Savagery II)][Clubhouse I: Active (Clubs I)]
Trade: Fetid Kingdom (+2c/t)
Roads: Big Thwack City (Neo-Thwack) to Arkza (Anzhulak Hordes)
Defenses: [Wooden Pallisade(Sm)]
Technology: [Savagery II][Clubs I][Tanning I][Gathering I]
Magic: None (No Spells yet)
Resources: [Wood: 5+3/t-4/t][Stone: 3+1/t][Hides: 10+1/t]
Armory: [Clubs I: 3+1/t]
Military: (3 Thwacklings (1x))
Eccentricities:
[Primitive Mating]: Og take Ag as am wife. Dat it. Your people are exceptionally good at breeding due to lack of cultural complexity, pop increases are nearly doubled, though the crowding decreases stability some.
[Neanderthal]: Even without weapons your cavemen are very large brutal primitive warriors not so far off from the ogres. Units cost more money, but are stronger.

1.
+Big Thwack City (Neo-Thwack) to Arkza (Anzhulak Hordes)
The Thwacks try to set up a trade route with Anhulzak again, attempting to answer the riddle of the sphinx with some form of thwacking: alternatively, they thwack it if they can't guess the answer correctly themselves.
2. In addition, the Thwacks attempt to expand the trade route they are currently performing with the Fetid Kingdom. Earler ideas of liscensing their clubs are shot down by Thwack himself however, who angrily berates them for deviating from their primitve nature, stating that their current clubs were enough.
3.
+[Gathering I]
The berry picking continues still, the younger thwacks being sent to the project as a way of teaching patience. [5/8]

Free: The thwacks send the new young band of 10 Thwacklets to Thwack down trees in order to finally equalaize their wood consumption.
>>
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>>1266045

To save themselves from the big thwacking nightmare that is berry picking, the Thwacks decide to throw all the shiny things that they gathered up at the fields, believing that it will somehow complete the project. (21 currency spent on action 3.)
>>
File: expansion.png (3.19 MB, 2500x2000)
3.19 MB
3.19 MB PNG
Rolled 32, 13, 85 = 130 (3d100)

>>1265907
[Arianthea]
Territory: 7
Settlements: (Capital City: Dragon's Pass)
Population: 32(+4/turn)(30 to quarry, 2 free)
Food:1
Trade Routes: 9/t(Claw 2/t, khaz 2/t, Atley 4/t, Ancient 1/t)
Currency: 39(+13/turn)
Stability: 50/100
Industry: 5(3 base, +2 from quarry boost)
Buildings (Dragon Pass): [Reliquary][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [A big beautiful wall (Sm)]
Technology: [Discipline II][Armor II][Domestication I][Pottery I][engineering I]
Magic: None (No Spells yet)
Resources: [Wood: 10+1][Stone: 14+3][Iron: 5+1][Dragon Scales: 9+1][Drakes: 8+1]
Armory:
Military: (3 Reaping Dragons (1x))
Ongoing: Armor III 0/12, Discipline III 2/12
Eccentricities:
[Knights of the Realm]: The kingdom may send its knights to an outpost or other hex to increase its stability, though this will cause any rebellions that crop up to be more powerful.
[Auxiliaries] – Unlike other nations, you can upgrade your mobilized units into fully fledged auxiliaries. Through an action, you can equip them with gear and upgrade them with tags. However, this comes at a cost of angering your professional armies, decreasing stability.

>add 10 pop to iron

1. Continue knight's education for discipline III
(School, Discipline II)

2. research [armor III] at the Atley school
(School, armor II)

3. expand to the northeast to meet our neighbor's borders and send knights to oversee this process
(Domestication I, Pottery I, engineering I, Knights of the Realm)
"We have spent a long time living in this city and keeping to our initial borders, but now is the time for adventure and expansion. We will become closer to the clawed court and make the transfer of goods and ideas easier."
>>
>>1266090
spend 5 currency on action 2 and 6 currency on action 3.
>>
Rolled 23, 75, 74 = 172 (3d100)

>>1265907
Kingdom Name: Azoth Hegemony
Race(s): Homunculi
Color: Grey
Fluff: The Azoth Hegemony was created by a society of alchemists dedicated to discovering the secrets of life itself. To assist them in their work, they created a force of homunculi. The original alchemists eventually passed away, but their servants had learned all their secrets, and soon the homunculi began producing more of their kind. The homunculi have altered themselves extensively, and are able to alter their bodies to suit their needs. They have inherited their creators dedication to the study of bio-alchemy, and seek to further improve their biology. The Hegemony is ruled by a council of the oldest, most experienced alchemists.
Territory: 7
Settlements: Tirgraad (Capital City)
Population (Total/Unoccupied/Working): 24(+2/turn)/0/0
Food: 3
Currency: 15(+3/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Med)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Library]
Technology: [Alchemy II][Discipline I][Agriculture I]
Magic: Transformation I (Minor Bone Weapons, Minor Bone Armor)
Resources: [Wood: 10(+1/turn)][Stone: 6(+1/turn)][Iron: 9(+1/turn)][Herbs: 10(+1/turn)]
Armory:
Military: (3 Homunculus levies(1x))
Eccentricities:
[Intellectuals]: Your intelligent homunculi are exceptional researchers, and are particularly skilled at researching technologies related to bio-engineering and homunculi improvement at the cost of not being so skilled at other forms of research.
[Engineered]: You can create specialized Mutagen pits that create a Mutagen: +1 resource. These mutagens can serve as a universal resource for a wide variety of evolution based technologies, and can supplement other technogies as well. Armor at (Production tech) I, for example, can be created using only 1 Metal and 3 Mutagen points. Your production tech now shifts to Mutagenic Efficiency.

1: Expand north, towards the sea.

2: Begin construction of a Mutagen Pit.

3: Develop a method of producing a new kind of stronger, bigger homunculi(around 8ft) to serve in our armies.
[Alchemy II]
>>
Rolled 26, 71, 30 = 127 (3d100)

>>1265902
[Lich's Dominion](10)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 21(+3/turn)/0/0
Food: 1
Currency: 23 (+6/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [The Gilded Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Barricades(Sm)]
Technology: [Taxation II] [Infantry I][Discipline I]
Magic: Ice I, Necromancy I (No Spells Yet)
Resources: [Wood: 10, +1/turn][Stone: 10, +1/turn][Iron: 10, +1/turn][Bones: 10, +1/turn]
Armory:
Military: (3 Skeletal Rabble (1x))
Eccentricities: [Papa Satan] [Hellfire Inc]

Discipline II 5/12

1. They will listen, like it or not. Continue to proselytize and spread our religion. Religion I 2/4

2. They seek to live their lives? They will not live their lives well if mines are not being operated. Improve our mining. Mining I 3/4.

3. Continue researching our Mass Raise Dead. 1/4 +Necromancy
>>
Rolled 49, 41, 69 = 159 (3d100)

>>1265907
>Kingdom Name: Solitary
>Race(s): Undead
>Color: Grey
>Fluff: Undeads who just wanna make dungeons so people can attack them while they sleep
>Territory: 28
>Settlements: (Capital City(Solitary's Dungeon))
>Population: 30(+6/turn)/ 0 / 30
>Food: 1
>Currency: 44(+5/turn)
>Stability: 47/100
>Industry: 4
>Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
>Defenses: [Traps and Riddles(Sm)]
>Technology: [Excavation II][Treasure-hunting I][Stealing I]
>Magic: Death I, Dark Magic I, [Minor Raise Undead]
>Resources: [Wood: 9+2][Stone: 8+1][Iron: 10+1][Bones: 10+1]
>Armory:
>Military: 2 Skeleton (1x) 1 Lich (1x)
>Bonus:
[My Pet Monster]: All the nasty wildlife of areas you expand into essentially just become part of your dungeon. Instability is practically a non-issue, although expansion efforts and buildings costs more materials.
[Treasure Trove]: All currency related structures provide +1 additional currency, though they cost slightly more. Actions to find precious gems, gold, silver or precious metals are easier.

10 People on Stone.

1: Keep on digging! I want a Mega Dungeon.
+Excavation II
+Treasure-hunting I
+My Pet Monster
+Treasure Trove
2: Use [Minor Raise Undead]!
+Death I
+Dark I
3: Improve the Lumber Mill [4/8] Use all the currency I have to finish this.
>>
Rolled 86, 5, 41 = 132 (3d100)

[Atley](19)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 32(+4/turn)/12/20
Golem Labor (Total/Unoccupied/Working): 0/0/0
Food: 1
Currency:30(+6/turn)
Stability: 51/100
Industry: 7
Mana: 0
Buildings (Capital City: Atley):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Research Facility][Church I: Church of Hestia][Golem Workshop I]
Defenses: [Pracrious Scaffolding(Sm)]
Technology: [Engineering II][Construction I][Smithing I]
Magic:
Resources: [Wood: 10(+1/turn)][Stone: 7(+2/turn)][Iron: 9(+2/turn)][Arion Golem [Swift]: 2 (+1/turn)]
Armory:
Military: (3 Rudimentary Automata (1x))
Eccentricities:[Golem Labor][Golem Automata]
Progress: 6/12 Mining Upgrade 1/4 Prayer

1.The Hestian Priests meditate hold steadfast, being unaffected by the lack of response. They hang on to their wills and continue to pray. 1/4
+Church I
>Iron Magic

2.Continue study of Mining Upgrade.
+Industry:7
+Research Facility
>Mining Upgrade

3. Expand south, bordering the ocean as to promote marine resources.
+10 Unoccupied Population
+Industry: 7
+Engineering II
>New Outpost
>>
>>1266355
Spend 20 Currency on Mining.
>>
File: requested expansion.png (2.87 MB, 2500x2000)
2.87 MB
2.87 MB PNG
Rolled 93, 7, 12 = 112 (3d100)

Yamato, Empire of the Rising Sun (2)
Territory: 23
Settlements: Futenma (Capitol), Hanzo Prefecture (Outpost), Takashiro Prefecture (Outpost)
Population: 42(+6/turn)/20/24
Food: 1
Currency: 26 (+8/turn)
Trade Routes: Myrovova (+2c/turn), Ganeshedeggar (+2/turn)
Stability: 46/100
Industry: 6
Buildings (Futenma): [Futenma Castle][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)*][Mine (Sm)*][Temple of Knowledge I][Forge I]
Locations: Kiritsuchi Hot Springs
Defenses: [Walls of Futenma (Sm)]
Technology: [Smithing II][Swordcraft I][Naval I][Martial Arts I][Engineering I]
Magic: Air I (No Spells yet)
Resources: [Wood: 7 (+1/turn)][Stone: 9 (+2/turn)][Iron: 6 (0/turn)][Bamboo: 9 (+1/turn)]
Armory: [Swords: 1 (+1/turn)]
Military: (1 human conscript (1x), 1 oni conscript (1x), 1 tengu conscript (1x))
Eccentricities:
[Polite Society]: The Yamato Emperor may send arms and armor to an outpost to increase its stability, but this may cause any rebellions to be more powerful, should they crop up.
[Banzai Charge]: The Yamato can order one army per battle to perform a Banzai Charge, turning the army's roll into a ten, though the unit is sacrificed.
Works in progress: Bathhouse (1/4), Water Magic I (2/4)

Actions:
1. Now that Master Shipwright Kenzaburo has made a full recovery from his illness, we should continue to work towards sea superiority. Research better boats. [+Naval I] [+Engineering I]
2. Though some tengu grow frustrated that they can't quite pick up water magic at the same level that they can wind magic, Lord Tenjin reminds them that the faith of Shindo, which all tengu are sworn to, teaches that all four elements should be respected and learned from, not just air. (Progress: 2/4)
3. The Emperor orders another expansion to the east, hoping to build a proper port city on the west coast of Yamato Island. If they were ambitions enough, perhaps they could expand across the narrow strait to Ryoshima Island in the south. (+20 population used)
>>
>>1266385

First off I meant west, as the map says (though it doesn't really matter anyway)

Secondly spending 4 currency to motivate the tengu to actually work
>>
Rolled 59, 64, 47 = 170 (3d100)

>>1265902
[Anzhulak Hordes](17)
Territory: 7
Settlements:(Arkza)
Population (Total/Unoccupied/Working): 37(+8/turn)/0/10
Food: 0
Currency:23(+2/turn)
Stability: (44)/100
Industry: 3
Buildings (Capital City): [Banner of War][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Looting II][Discipline I][Savagery I]
Magic: Death I (Minor Shadow Bolt])
Resources: [Wood: 10][Stone: 10][Iron: 11] (1/1/2)
Armory:
Military: (Goblin Warbands(1x)) (Goblin raiding party)1x)) (Suicide troops))[1.2x[-1 currency/turn, -1 food])
Eccentricities Peace:
[Goblin Hordes]: Goblins breed at a phenomenal pace. Most population production is doubled, but there is a distinct lack of infrastructure. Construction actions take longer.
War:
[Throw Goblins At It] – You mobilize in units of 2 instead of 1, but there is a greater economic drain as forfeit.
Progress: Discipline 5/12
Action 1: Theyz gobbos stuipds aren't gerrin eenytin, giv em da whip! (Discipline)
Action 2: Weeb need ter trade wif da thwackians!, nows git movin' ter make dat road before i kills ya!
Action 3: Weeb need ter git more grub nows git raidin' before i dee-stroy ya! (send out raiding party)
>>
Rolled 1, 61, 89 = 151 (3d100)

>>1265902
Kingdom Name: Principality of Khaz
Race(s): Equus
Color: the most disgusting shade of pink imaginable.
Territory: 17
Settlements: (Capital City(Khaz city))
Population: 41(+8/turn)
Food:1
Currency: 7(+6/turn)
Trade routes: Arianthea(+1)
Stability: 54/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Inquisitorial Academy]
Defenses: [Wall](Sm)
Technology: [Discipline II][Religion I][Pyrotechnics I][Breeding Program II][Propaganda I][Mining I][Witchhunting I]
Magic: None (and never will ;)
Resources: [Wood: 7 (+1/turn)][Stone: 3 (+1/turn)][Iron: 10 (+2/turn)][witches: 3]
Armory:
Military: (3 Inquisition Infantry (1x))
Eccentricities:
Peace:
[Church and State]: The church controls everything in the Principality. While churches cost more currency and resources to build, the stability bonus they confer is much greater than usual.
War:
[Natural Cavalry]: All the basic units of the Principality count as cavalry. They are more powerful and faster than normal units, but cost more food.
Ongoing: discipline III [4/12]
1. Continue discipline.
2/3. Research magic nullification.
>>
>>1265913
That's west, I said east.
>>
Rolled 43, 38, 30 = 111 (3d100)

>>1265902

Kingdom Name: Ganeshandeggar
Race(s): Ganeshi (Elephant people)
Color: Orange
Fluff: A kingdom of religious and artistic elephant-giants ruled by their Raja and his savage warriors.

Territory: 16
Settlements: (Ganeshandeggar(Capital City))
Population (Total/Unoccupied/Working): 35(+5/turn)/0/0
Food: 1
Currency: 26(+7/turn)
Stability: 52/100
Industry: 3
>Buildings:
Ganeshadneggar(Capital City):[Rajas Palace(gov)][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Temple I]
>Defenses:
Ganeshadneggar: [City Walls(Sm)]
>Technology:
[Religion II][Savagery I][Craftsmanship I][Construction I][Clubs I][Taxation I][Engineering I]
>Magic:
>Resources:
[Wood: 4+1][Stone: 5+1][Iron: 10+1][Trinkets:9+1]
>Armory:
Military: (3 Club Warriors (1x))
>Bonuses:
[Elephantine Strength]: Your massive size makes construction much easier, but efforts to mine and dig are difficult due to your large frame.
[Huge]: You can raise units to have the [Huge] tag without additional gear required, at the cost of double food consumption.

Also assign 20 workers to the farms. (for +2 food right?)

1. Finish Building the trade post (2/4)
+Construction I
+Engineering I
+Craftsmanship I
+Elephantine Strength

2. Continue researching [Agriculture] (1/4)

3. Continue expanding the the farms around our capital. (3/8)
+Construction I
+Engineering I
+Craftsmanship I
+Elephantine Strength
>>
Rolled 12, 63, 66 = 141 (3d100)

>>1265907
Kingdom Name: The Court of the Claw
Race(s): Human - with a ruling caste who trace their ancestry to dragons
Color: Gold (Civ 11)
Fluff: >>1262039

Territory: 31
Settlements:(Capital City), (Zhugan), (Western Gnollwatch), (Northern Gnollwatch)
Population: 40(+7/turn)/40/0
Food: 1
Currency: 26(+8/turn) - Including Arian Trade Route (+2/t)
Stability: 51/100
Industry: 3
Buildings:
(The Court [Capital]):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Magic School (sm)]
(Zhugan [Town]): -
(Western Gnollwatch): -
(Northern Gnollwatch): -
Defenses: [The Towers of the Court(Sm)]
Technology: [Construction I][Discipline II][Enforcers I][Feudalism I][Taxation I][Writing I]
Current Research: Spears [3/4] Agriculture [2/4]
Magic: Fire I (No Spells Yet)
Resources: [Wood: 7][Stone: 6][Iron: 8][Dragon Scales: 10]
Armory:
Military: (3 Thinblooded Militia (1x))

1. With the manufacture of spears so far progressed, many high-born families with a presence at court outfit their personal guard with privately-sourced lookalikes in order to give the sense of contemporary power. For a time, a fashion of mock battles and duels graces the court's very halls - performances practically as elegant as any dance putting the martial arts of the spear on full display. Elaborate flourishes, dramatic thrusts - and more pivots and twirls than could possibly be reasonable.

In short, the court is still enthused about this latest development.
>Finish developing the spears [3/4]

2. The first qualified classes of the dragonblooded constabulary patrol the streets, on the look out for any of the many forms sedition takes. Foreigners wearing masks are stopped and searched without warning - as is anybody who looks to be indulging in any practices not approved of by the golden doctrine of the clawed master.

The court looks on in curiosity, wondering what results this will bring - and whether the accumulated experience of the first class of the secret and military police will make it easier to train future classes in the same arts expected of all such agents of the court.
>Continue to develop the Dragonblooded Constabulary in the hopes that they might make the realm incrementally more stable over time

3. Officer Tancezhe frowns at the maps in his command tent. His retinue bustles about - still on their toes after their rapid redeployment earlier. Apparently, the Court considered the north-western gnolls to be a larger threat than potential banditry on the trail between the court and Arianthea - but now their gaze turns south once more, eager to secure the southern banks of the nearby lake before their southern neighbours get any ideas. His orders come through, and he knows what he must do.
>Expand south along the lakeside as marked for preference
>>
Rolled 69, 43, 51 = 163 (3d100)

>>1265907
Kingdom Name: The Geo-Enclave
Race(s): Crystallids
Color: Yellow
Territory: 7
Settlements:(Fraktion: Capital City)
Population (Total/Unoccupied/Working): 18(+2/turn) // (10 in Research Facility)
Food: 2
Currency: 18 (+4/turn)
Stability: 50/100
Industry: 6
Buildings (Capital City):[Government Building][Lumber Mill (Sm)][Quarry (Sm)][Mine (Med)] [Research Facility (Sm)]
Defenses: [Fluff Defenses(Sm)]
Technology: [Crystal Cultivation II][Construction I][Smithing I][CrystalSmithing I]
Magic: Earth II (No Spells yet)
Resources: [Wood: 5+1][Stone: 5+1][Iron: 9+3][Crystal: 15+4]
Armory:
Military: (3 Warrior Form (1x))
Eccentricities:
[Geo Enclave]
[Ore Affinity]: Finding new ores and rare materials is easier for you, as well as materials research. However, construction actions are longer as your buildings are literally grown like crystals.
War:
[You Are What You Eat]: Replace Food Stat: Crystal. Crystal itself grows and feeds off metal, so your mine buildings now serve as your farms as well providing +1 Crystal per turn. You may research different technologies to grow specific crystals from different ore types you mine which can supplement natural gear production, such as Iron Claw or Iron Scale as biological components for your units. These are likely only applicable to you or other rock races, such as the Ore Eaters or Dwarf Golems.
Unfinished
Tools 3/4

1. Work on those Tools!

2. We know Magic better, but still have no spells? Research some spells! Let us see what this Earth Magic can do for us! When we can shape the Earth as we see fit, we will truly be it's masters!

3. Let's work on expanding our sphere of influence! To the river!
>>
>>1257671
Wheelie, what tools are you using now to get the map done? The grid is from GIMP, what about the rest?
>>
Rolled 3, 87, 8 = 98 (3d100)

>>1265907
[Fetid Kingdom](15)
Territory: 43
Settlements:(Tharug)
Population (Total/Unoccupied/Working): 40(+10/turn)/40/0
Food: 1
Currency: 39 (+11/turn)
Stability: 40/100
Industry: 3
Buildings (Tharug):[Grand Tent][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Wooden Palisade(Sm)]
Technology: [Savagery II][Religion I][Clubs II][Enforcers I]
Magic:
Resources: [Wood: 9][Stone: 10][Iron: 10][Onions:10]
Trade Routes:
Thwacks [+4 currency/turn]
Anzhulak [+4 currency/turnArmory:
Military: (3 Ogre Rabble (1x))
----
1-3. All right you gits, we gonna get these CLUBS TO THE PEAKS! [Clubs III]
>>
>>1268574
Spend 39 currency on the total action
>>
Rolled 8, 14, 62 = 84 (3d100)

>>1265907
[Theocracy of the Ancients](4)
Territory: 7
Color: Purple
Settlements: Heart of the ancients(Capital City)
Population: 22f/20a(+6/turn)
Assigned Population: 10 Archaeologists, 10 iron miners
Food: 2
Currency: 27 (+4/turn)
Stability: 54/100
Industry: 4
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Arena I]
Defenses: [Palisades and traps(Sm)]
Technology: [Savagery II][Hunting I][Excavation I][Lightning Staff]
Magic: Air II(No Spells yet)
Resources: [Wood: 1+1/turn][Stone: 2+1/turn][Iron: 4+2/turn][Scrolls: 5+1/turn]
Armory:
Military: ([3] Slaver Pack (1x))
Eccentricities:
[Magitech Cult]: While base techs cost more, when paired with magic, they are much more powerful (EX: Fire+Sword, Ice+Bows)
[Tourney of Heroes] : Every five turns the Theocracy may host a tourney of heroes. Put in 5 units, roll 1d5 to see which survive. the survivor gains some of the elements of the other four, and a major increase in combat, becoming a hero. The Theocracy may also host the Tourney of Demigods, and sacrifice 5 heroes for one very very powerful unit.
Ongoing projects: Wind Boots (1/4)
>Go deeper into the dungeon (6/8)
+10 Archaeologists, +excavation I
There is something powerful here. And it will be ours.
>The Smithy will be complete (2/4)
+5 wood
>Gain training points
>>1266090
The envoy drilled the gnolls in an organized fashion. Darah was impressed, so she had a private meeting with him requesting an audience of someone more important to forge an alliance.
>>
>>1269035
Add +5 currency to the second action to push it into success.
>>
>>1269035
The envoy says that if you want to make an alliance then the best way to do so would to make an appearance at the new tournament grounds that Alvar had commissioned as the guest of honor. he also suggests bringing some of the trained gnolls to compete in the tourney as a sign of friendship and integration into his society.
>>
Executive decision time. Updates will occur every other day, so I can better pace myself with the amount of players I'm crunching.
>>
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>>1257718
[Festungürtel Barondom]
>Territory: 7
>Settlements: Festungürt[Capital City]
>Population: 32(+5/turn)
>Food:1
>Currency: 25(+5/turn)
>Stability: 47/100
>Industry: 6(+1/turn)
>Buildings:
--Festungürt: [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Workshop (Sm)]
>Defences:
[Wagon Forts(Sm)]
>Technology:
[Chariotry II][Armor I][Crossbows I][Domestication I][Taxation I] [Agriculture I]
>Magic: >Implying
>Resources:
[Wood: 10(+1/t)][Stone: 2(+1/t)][Iron: 10(+1/t)][Horses: 10(+1/t)]
>Armory: N/A
>Military:
3 [Levied Peasants(1x)]
>>
File deleted.
Rolled 2, 26, 79, 27, 23, 76 = 233 (6d100)

>>1270356
>Eccentricities
[Supply Lines]: Roads and wagons go hand in hand, and the Barondom goes above and beyond to produce and maintain them. The building of roads takes longer and is more costly, but the stability bonuses are doubled.
[Combat Engineers]: Festungurtel may train special 'Combat Engineers'. While weak and pricey, they boost the effectiveness of your war wagons.

"May the God in Heaven forgive the sin which I will commit, but... Why the fuck are we in a desert.

Really, I know we shun the undead horde that overtaken our homeland, but we don't live like the goat-fuckers over in the Sultanate. Doesn't help that we already started to settle here.

May the God damn the fools that caused us to settle here, and may we travel onward, to greener, familiar pastures."

1: Expand territory southwards, to greener pastures.
2: Start the construction of roads to keep connections between Festungürtel and the one village to the north-west.
3-4: Using [Chariotry II], seek to convert the vague-ish [Government Building] into a [Mobile Palace]. The excess supplies of wood, iron, and horses may provide useful in this endeavour, as well as the [Workshop (smol)]
5: Writing I [2/4]
6: Bowyer I [2/4]
>>
File: Festungürtel.png (2.62 MB, 1900x800)
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>>1270383
(Fucked up the image, since I forgot to crop out the hud.)
>>
>>1270356

A Yamato diplomat arrives at the dusty gates of Festungurtel, along with a small retinue of merchants and guards. He says he wishes to discuss something about a "Greater South Wildlands Co-Prosperity Sphere"..an economic alliance of sorts.
>>
File: spearman 7.jpg (257 KB, 670x947)
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Rolled 91, 9, 94 = 194 (3d100)

Kingdom Name: Titanic Kingdom
Race(s): Super-humans
Color:Cyan
Territory: 7
Settlements: Olympus.
Population (Total/Unoccupied/Working): 16(+4/turn)/0/0
Food: 3 +1/turn
Currency: 16(+4/turn)
Stability: 45/100
Industry: 7
Buildings (Capital City):[Government Building][Farm II(Sm)][Lumber Mill II(Sm)][Quarry (Sm)][Mine (Sm)][Stimulant Factory I]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Discipline II][Looting I][Swords I][Spears I]
Magic:
Resources: [Wood: 5 +2/turn][Stone: 6 +1/turn][Iron: 10 +1/turn][Stimulants:11 +2/turn]
Armory:
Military: (Hoplites (1x))

1. I want the soldier who stole stims to also be put to work on the mine, i want it finished as soon as possible.
>Mine 4/8
2. I want our researchers to develop better weapons, our old ones need replacing
>Swords II 0/?
3. Now that we caught the stim thief, i want more soldiers equipped
>>
Apologies for the late update, something came up IRL. Update tomorrow morning hopefully.
>>
[Men'an'gahela]
Only slight progress on the water pouches [7/8], is overshadowed by the tribe working to improve their bows [2/8], and expanding the lumber mill [3/8].

[Ore-Eaters]
Excited by this new discovery, the Ore-Eaters quickly dig out a mine where the substance was found, in record time [Caustium Mine I, +2 Caustium/turn, +1 Industry, -3 wood]. On a roll, they also easily construct a Captain Nest out of stone [Captain Nest I, -2 stone]. The new larvae are fed the Caustium, now all that is left is to wait for them to grow [2/4, -1 Caustium].

[The Clan]
>Quarry: +3 stone/turn, +3 industry
The drafting of the Colonization Act finally gets underway again [4/6], but there are no upgrades to the quarry. Some work gets done on the mine, though [2/8].

[Myrovova]
>Bowyer- +1 Bow I/turn, +1 Industry
The orcs begin to help with the construction of the Armorsmithy [3/4], while Myrovova's aging mages train the newest generation some basic skills [2/4]. Speaking of that, they're being trained, and it's going fairly well [2/4].

[Neo-Thwack]
>Lumber-Mill: +1 wood/turn, +1 Industry
>+1 currency/turn from Anzhulak
Sphinx thwacked. Trade route done [Trade Route: Anzhulak, +2 currency/turn]. Trade expanded with Ogres. Almost too big [+4 currency/turn]. Berry-Picking training done [Farm (Med); +4 food].

[Arianthea]
While the knights continue their training [3/12], the smiths start the final leg of their armor research [1/12], and the lands of Arianthea are greatly expanded [+14 hex, +2 pop/turn, -6 stability]!

[Azoth Hegemony]
Plans to expand north have begun [1/2], while the homunculi busy themselves with the construction of a mutagen pit [3/4, -4 stone]. A bigger, stronger variant of the Homunculi is being grown [3/4].

[Lich's Dominion]
The populace does indeed start listening. Soon the whole Dominion will be worshipping the new God of Wealth [3/4]. The mining technology is also improved [Mining I, +2 iron/turn], and the Lich continues his ritual [2/4].

[Solitary]
>Quarry: +1 stone/turn, +1 industry
Once again, the dungeon expands itself [2/3]., and the lumber mill has finally been upgraded [Lumber Mill (Med), +4 wood/turn, +1 Industry; currency spent]

[Atley]
Finally, Hestia has responded! The priests realize they can now meld earth and metal using only their minds and thoughts [Earth Magic I], while the actual miners make some progress with their technological upgrades [7/12]. Expansion south begins [1/2]
>>
File: Wildlands.png (2.62 MB, 2500x2000)
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>>1273922
[Yamato]
With Kenzaburo at the helm again, the Empires boats start undergoing some massive improvements [4/7]. However, the Tengu hit a wall with their research into water magic, and some logistical issues prevent expansion progress.

[Anzhulak Hordes]
>+1 currency/turn from Neo-Thwack
The hordes are still being whipped into shape [7/12], and a trade route to the Thwackians is established [Trade Route: Neo-Thwack, +2 currency/turn]. A raiding party is sent out [1/4]!

[Khaz]
Disaster! Witches have infiltrated the ranks of the Principality's armies. Chaos ensues as the church tries to get things under control again [0/12, -4 stability]. However, great strides in magic nullification are made [Warding I].

[Ganeshandeggar]
>Farms: +2 food
The trade post is nearly finished, it just needs a few finishing touches [3/4]. While the builders work, the farmers continue their experiments [2/4], and expand their farms more [4/8].

[Court]
There's a bit of a snag in the spear development, but the constabulary undergoes improved training, under orders from the Clawed Master [2/8]. Finally, the Court expands its domain, just in a different direction then originally planned, as the Duchy of Arianthea has claimed the desired land already [+11 hex, +1 pop/turn -3 stability].

[Geo-Enclave]
The Enclave completes its tools [Tools I]! Meanwhile, the mages get to work researching better applications of earth magic [1/4], and the crystallids march to the river [+8 hex, +1 pop/turn -3 stability].

[Fetid Kingdom]
>+2 currency/turn from Neo-Thwack trade route
The Kingdom is making the best damned clubs in all the Wildlands. SIR REK BE PRAISED [6/12]!

[Theocracy]
The gnolls exploring the dungeon hit a wall-quite literally, and it's too robust for their basic tools to be bypassed. There is a bit of progress on the smithy, though [3/4], and a trainer is recruited [-6 currency, +1 trainer [Savagery II] ].

[Festungurtel]
>You were supposed to fluff your 'Government Building' however you wanted
A small expedition is sent south to claim more land for the Barondom. They are never seen again [-5 pop], but construction of a road to the outpost is underway [1/4, -4 stone], and the [Mobile Palace] is ready [Mobile Palace I, -2 wood, -2 horses. The royal scribes continue their training [3/4], and the bowyer is finished [Bowyer (SM), +1 Industry; -4 wood/turn, +1 Crossbow I/turn].

[Titanic]
The over-stim'd soldier turns out to be exactly what the mine needed, as it is quickly expanded [Mine (Med), +4 iron/turn, +1 Industry]. However, the same can't be said for sword improvement, and in order for soldiers to be equipped, arms must be made, and so a forge is quickly erected [Forge I, +1 Industry; -4 iron/turn, +1 Sword I/turn; -4 stone].
>>
Rolled 33, 7, 13 = 53 (3d100)

>>1273922
Kingdom Name: The Ore-eater Hive Confederation
Race(s): Ore-eaters
Color: Blue
Fluff: http://pastebin.com/kwdSPvG0
Territory: 23
Settlements: (Capital City(New-Home))
Population: 35(+5/turn) (10 in mine)
Food: 3
Currency: 17(+2/turn)
Stability: 47/100
Industry: 5
Buildings (Capital City): [Queens' council chamber][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)] [Captain Nest]
Defenses: [Stone Walls(Sm)]
Outpost 1: [Farm (Sm)] [Caustium Mine I]
Outpost 2:
Technology: [Excavation II][Discipline I][Construction I] [Rationing I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 5(+1/turn)][Stone: 9(+1/turn)][Iron: 17(+2/turn)][Caustium: 5 (+3/turn)]
Armory:
Military: (3 Worker Swarms (1x))
Bonus:
[Nobility]: The Confederation has one of the most sophisticated systems of nobility in the Wildlands. They can build Royal Castles, which are extremely expensive in both currency and building materials, but they give additional bonuses to stability, defense, and food.
[You are What You Eat]: The Ore Eaters have adapted to both finding and consuming ores, which alters their biology, particularly rare and exotic ore types. Not only do you gain a bonus to finding/searching for new ore types (player or GM fluffed), but during unit creation you can apply ores directly to your units conferring special abilities.

1. Continue observation of the pupa of the larva who were fed the caustium. 2/4
2. Feed Iron to larva, begin growing and teaching some warrior drones.
+You are what you eat
3. Begin constructing a Grinder's pit so that we may study the growth of drones so that we may develop drones with sharper claws and harder carapace (research weapons, armor, and such)
+Construction I
>>
Rolled 70, 19, 3 = 92 (3d100)

>>1273922

[Lich's Dominion](10)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 24(+3/turn)/0/0
Food: 1
Currency: 29 (+6/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [The Gilded Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Barricades(Sm)]
Technology: [Taxation II] [Infantry I][Discipline I], [Mining I]
Magic: Ice I, Necromancy I (No Spells Yet)
Resources: [Wood: 11, +1/turn][Stone: 11, +1/turn][Iron: 13, +3/turn][Bones: 11, +1/turn]
Armory:
Military: (3 Skeletal Rabble (1x))

Discipline II 5/8

1. Finish laying the groundwork for our religious beliefs. The people will endear themselves to the Lich and he, in his benevolence, will guide them to prosperity and peace!

Religion I 3/4

2. Expand westward.

3. Continue our craft of the Mass Raise Dead spell. 2/4 +[Necromancy I]
>>
>>1273927
Kingdom Name: Principality of Khaz
Race(s): Equus
Color: the most disgusting shade of pink imaginable.
Territory: 17
Settlements: (Capital City(Khaz city))
Population: 49(+8/turn)
Food:1
Currency: 13(+6/turn)
Trade routes: Arianthea(+1)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Inquisitorial Academy]
Defenses: [Wall](Sm)
Technology: [Discipline II][Religion I][Pyrotechnics I][Breeding Program II][Propaganda I][Mining I][Witchhunting I][warding I]
Magic: why did you even check?
Resources: [Wood: 8 (+1/turn)][Stone: 4 (+1/turn)][Iron: 12 (+2/turn)][witches: 3]
Armory:
Military: (3 Inquisition Infantry (1x))
Eccentricities:
Peace:
[Church and State]: The church controls everything in the Principality. While churches cost more currency and resources to build, the stability bonus they confer is much greater than usual.
War:
[Natural Cavalry]: All the basic units of the Principality count as cavalry. They are more powerful and faster than normal units, but cost more food.
Ongoing: discipline III [0/12]
1. Burn those witches (the infilttrate
>>
Rolled 82, 8, 62 = 152 (3d100)

>>1274249
Actions
1. Burn those witches (the infiltrators, not the ones we caught earlier) make a show about it.
2. Now that we've started the wards in a controlled enviroment, send the captured witches to atley, presumably for him to do horrible things to them.
3. Song is not only allowed, but encoraged, so long as it doesn't cover heretical subject matter. (Song tech)
>>
>>1274259
>>1274249
As much as I hat spending money, it seems we'll have to, just to keep these witches from escaping, 2c on #2
>>
>Sorry about that, slipped my mind. Eccentricities are here http://pastebin.com/3EUyCLTb
>>
Rolled 12, 16, 87 = 115 (3d100)

Yamato, Empire of the Rising Sun (2)
Territory: 23
Settlements: Futenma (Capitol), Hanzo Prefecture (Outpost), Takashiro Prefecture (Outpost)
Population: 46(+6/turn)/20/24
Food: 1
Currency: 30 (+8/turn)
Trade Routes: Myrovova (+2c/turn), Ganeshedeggar (+2/turn)
Stability: 46/100
Industry: 6
Buildings (Futenma): [Futenma Castle][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)*][Mine (Sm)*][Temple of Knowledge I][Forge I]
Locations: Kiritsuchi Hot Springs
Defenses: [Walls of Futenma (Sm)]
Technology: [Smithing II][Swordcraft I][Naval I][Martial Arts I][Engineering I]
Magic: Air I (No Spells yet)
Resources: [Wood: 8 (+1/turn)][Stone: 11 (+2/turn)][Iron: 6 (0/turn)][Bamboo: 10 (+1/turn)]
Armory: [Swords: 2 (+1/turn)]
Military: (1 human conscript (1x), 1 oni conscript (1x), 1 tengu conscript (1x))
Eccentricities:
[Polite Society]: The Yamato Emperor may send arms and armor to an outpost to increase its stability, but this may cause any rebellions to be more powerful, should they crop up.
[Banzai Charge]: The Yamato can order one army per battle to perform a Banzai Charge, turning the army's roll into a ten, though the unit is sacrificed.
Works in progress: Bathhouse (1/4), Water Magic I (2/4), Naval II (4/7)

1. Work should continue with our mighty warships. They will soon be the envy of the world and the greatest fear of any who would be foolish enough to invade. (+Naval I) (+Engineering I)
2. Work should resume with water magic as well. The tengus can work on their air magic as soon as we get done.
3. We must continue to expand. We need that port city! (see >>1266385 for where I want to go)

Also please do not forget that stability bonus from polite society this time (>>1258544)
>>
>>1274515

Spending 4 currency to progress with #2
Applying 20 pop to #3 just like the past one and spending 3 currency on that
>>
Rolled 75, 45, 4 = 124 (3d100)

>>1273922
Kingdom Name: Men'an'gahela (Tribe of Blood)
Race(s): Human
Color: Blood Red
Fluff: http://pastebin.com/GLhheyAV
[Men'an'gahela](12)
Territory: 7
Settlements:(Behemoth's Bounty)
Population (Total/Unoccupied/Working): 30(+3/turn)/10/20
Food: 2
Currency: 18 (+3/turn)
Stability: 50/100
Industry: 5
Buildings Behemoth's Bounty(Capital City):[Great Longhouse][Farm (Sm)][Lumber Mill (Sm)] 3/4[Quarry (Sm)][Mine (Sm)][Blood extractor I, +1 blood/turn][Bowyer I; -4 wood/turn, +1 Bow I/turn, +1 Industry].
Defenses: [Behemoth Bone Pallisades(Sm)]
Technology: [Alchemy II][Hunting I]7/8[Bows I]2/8[Spears I][Desert Agriculture I]
Magic: None (No Spells Yet)
Resources: [Wood: 1 +2/turn][Stone: 5 +2/turn][Iron: 11+1/turn ][Hide: 8 +1/turn][Blood 6 +1/turn][Bows I 3]
Armory:
Military: (3 Braves (1x))

1. Our hideworking is nearly done, let us finish it. 7/8

2. Seek ways to improve our bows. They need to be lighter and stronger. 2/8

3.Expand our lumber mill. 3/4

Put 10 population on the Blood still
>>
Rolled 90, 62, 92 = 244 (3d100)

>>1273922
[Fetid Kingdom](15)
Territory: 43
Settlements:(Tharug)
Population (Total/Unoccupied/Working): 50(+10/turn)/40/0
Food: 1
Currency: 13 (+13/turn)
Stability: 40/100
Industry: 3
Buildings (Tharug):[Grand Tent][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Wooden Palisade(Sm)]
Technology: [Savagery II][Religion I][Clubs II][Enforcers I]
Magic:
Resources: [Wood: 10][Stone: 11][Iron: 11][Onions:11]
Trade Routes:
Thwacks [+6 currency/turn]
Anzhulak [+4 currency/turnArmory:
Military: (3 Ogre Rabble (1x))
[Rule of the Strong]: Ogre societal hierarchy is built around strength. Stronger units provide stability boosts when garrisoned in hexes, and construction actions are easier. However, weaker and mobilized units cause instability.
[Layers]: Ogres have multiple segments of fatty flesh, which makes them harder to kill or injure, and surviving armies are usually unharmed, or heal quickly. However, the ogres need more food to function in turn.
----
1-2. CLUBZ! NOW! 6/12
3. CLUB CRAFTER! NOW! SPEND 4 WOOD AND 4 STONE!
>>
>>1273927

Kingdom Name: Ganeshandeggar
Race(s): Ganeshi (Elephant people)
Color: Orange
Fluff: A kingdom of religious and artistic elephant-giants ruled by their Raja and his savage warriors.

Territory: 16
Settlements: (Ganeshandeggar(Capital City))
Population (Total/Unoccupied/Working): 40(+5/turn)/20/20farms
Food: 3
Currency: 33(+7/turn)
Stability: 52/100
Industry: 3
>Buildings:
Ganeshadneggar(Capital City):[Rajas Palace(gov)][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Temple I]
>Defenses:
Ganeshadneggar: [City Walls(Sm)]
>Technology:
[Religion II][Savagery I][Craftsmanship I][Construction I][Clubs I][Taxation I][Engineering I]
>Magic:
>Resources:
[Wood: 5+1][Stone: 6+1][Iron: 11+1][Trinkets:10+1]
>Armory:
Military: (3 Ganeshi Warriors (1x))
>Bonuses:
[Elephantine Strength]: Your massive size makes construction much easier, but efforts to mine and dig are difficult due to your large frame.
[Huge]: You can raise units to have the [Huge] tag without additional gear required, at the cost of double food consumption.


1. Finish Building the trade post (3/4)
+Construction I
+Engineering I
+Craftsmanship I
+Elephantine Strength

2. Continue researching [Agriculture] (2/4)

3. Continue expanding the the farms around our capital. (4/8)
+Construction I
+Engineering I
+Craftsmanship I
+Elephantine Strength
>>
Rolled 9, 87, 11 = 107 (3d100)

>>1274884

Unable to remember dice.
>>
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Rolled 81, 14, 94 = 189 (3d100)

>>1273922

[Neo-Thwack] (6)
Territory: 7
Settlements: (Big Thwack City [Cap.])
Population: (Total/Unoccupied/Working): 38 (+7/turn)/8/30
Food: 5
Currency: 19 (+12/turn)
Stability: 50/100
Industry: 7
Buildings (Capital City): [Thwack's House][Farm (Med)][Lumber Mill (Sm)***][Quarry (Sm)][Training Grounds I (Savagery II)][Clubhouse I: Active (Clubs I)]
Trade: Fetid Kingdom (+6c/t) Anzhulak (+3c/t)
Roads: Big Thwack City (Neo-Thwack) to Arkza (Anzhulak Hordes)
Defenses: [Wooden Pallisade(Sm)]
Technology: [Savagery II][Clubs I][Tanning I][Gathering I]
Magic: None (No Spells yet)
Resources: [Wood: 5+4/t-4/t][Stone: 4+1/t][Hides: 11+1/t]
Armory: [Clubs I: 4+1/t]
Military: (3 Thwacklings (1x))
Eccentricities:
[Primitive Mating]: Og take Ag as am wife. Dat it. Your people are exceptionally good at breeding due to lack of cultural complexity, pop increases are nearly doubled, though the crowding decreases stability some.
[Neanderthal]: Even without weapons your cavemen are very large brutal primitive warriors not so far off from the ogres. Units cost more money, but are stronger.

1/2/3. The Thwacks were pretty thwacking angry at the amount of work and resources spent to improve the berry gathering point. They attempt to channel this anger into their future thwacking endeavors and improve their savagery.
>>
>>1274894

Spend as much currency as required to avoid absolute misery. Fuck.
>>
Rolled 33, 88, 25 = 146 (3d100)

>>1265907
Wandering Green](21)
Territory: 7
Settlements: The Sylvan Wood
Population (Total/Unoccupied/Working): 21(+3/turn)/11/10
Food: 1
Currency:11(+3/turn)
Stability: 50/100
Industry: 5
Buildings (The Sylvan Wood): [Grove of the Ancients (Government Building)][Farm (Sm) (to be changed based on fluff maybe)][[Quarry (Sm)][Mine (Sm) +1 Iron, +1 Stone +1 Nidustry]
Defenses: [Wall of Living Forest (sm)]
Technology: [Savagery II][Reinforced Bark I (refluffed armour)]
Magic: Life II (No spells yet)
Resources: [Stone: 12][Iron: 4][Magic Stones: 8]
Armory:
Military: (Treant Warmongers x3)
Eccentricities: Home Grown
Tree Biology

1/2 Continue attempting to shape out a Magic Tree Circle

3. Recruit more Treant Warmongers

Send 10 of the unnocupied populace to collect nutrients at the "farm"
>>
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Rolled 60, 14, 94 = 168 (3d100)

>>1273927
Kingdom Name: The Geo-Enclave
Race(s): Crystallids
Color: Yellow
Territory: 15
Settlements:(Fraktion: Capital City)
Population (Total/Unoccupied/Working): 20(+3/turn) // (10 in Research Facility)
Food: 2
Currency: 22 (+4/turn)
Stability: 47/100
Industry: 6
Buildings (Capital City):[Government Building][Lumber Mill (Sm)][Quarry (Sm)][Mine (Med)] [Research Facility (Sm)]
Defenses: [Fluff Defenses(Sm)]
Technology: [Crystal Cultivation II][Construction I][Smithing I][CrystalSmithing I][Tools I]
Magic: Earth II (No Spells yet)
Resources: [Wood: 6+1][Stone: 6+1][Iron: 12+3][Crystal: 19+4]
Armory:
Military: (3 Warrior Form (1x))
Eccentricities:
[Geo Enclave]
[Ore Affinity]: Finding new ores and rare materials is easier for you, as well as materials research. However, construction actions are longer as your buildings are literally grown like crystals.
War:
[You Are What You Eat]: Replace Food Stat: Crystal. Crystal itself grows and feeds off metal, so your mine buildings now serve as your farms as well providing +1 Crystal per turn. You may research different technologies to grow specific crystals from different ore types you mine which can supplement natural gear production, such as Iron Claw or Iron Scale as biological components for your units. These are likely only applicable to you or other rock races, such as the Ore Eaters or Dwarf Golems.
Unfinished
Earth Spell 1/4

1. Continue researching the Earth Spell. We will make a breakthrough, surely!

2. Continue expanding down to the river!

3. These tools of Iron are inferior to what could be made with Crystals. Improve our CrystalSmithing capabilities. EVERYTHING must be made of crystal, one day!
>>
>>1275004
Slap on enough Currency onto the river expansion to make us not completely fail that. 16 should do the trick.
>>
>>1274896
That is either 1 or 20 depending on whether you are simply avoiding disaster or forcing advancement. Also sup.
>>
>>1274895
(Oi faggot you should git on the discord)
>>
Rolled 52, 37, 67 = 156 (3d100)

[Myrovova](7)
Territory: 15
Settlements: (Capital City(Korsk)), Ylarl
Population (Total/Unoccupied/Working): 29(+5/turn)/0/20
Half Orc Population (Total/Unoccupied/Working): 4(+1/turn)/0/0
Food:1
Currency: 11(+8/turn)
Stability: 47/100
Industry: 6
Buildings (Capital City): [Royal Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)*][Mine (Sm)][Bowyer (SM)][Armory (SM)]
Defenses: [Wooden Walls(Sm)]
Technology: [Discipline II][Armor I][Feudalism I][Taxation I][Bows I]
Magic: Arcane I (No Spells yet)
Resources: [Wood: 11+1][Stone: 7+2][Iron: 11+1][Hides: 9+1]
Armory: [Armor: 1+1][Bows: 1+1]
Military: (3 Akritae (1x))
[Mestnichevo Uk ZnuZnu]: Add an extra pop growth: Half-Orcs. Taking the best traits of both, these persons are both superior but also shunned from society as they don't fit in. Every 10 of these pops gives +2 resource investment as workers and count as double strength when apply to unit creation. However, they come at a cost of -3 to stability when set to work, and -1 stability when converted into armies.
[Orcish Pride]: Orcs over all! In combat, all rolls bellow 3 count as 3, though the Orcish body requires more food than a human one to keep it running.

1. Florentines I 2/4
>Changing this from Casters to make it clear this is a weapon and not the production of a unit

Lady Florence continues work on her item. While it had initially been intended as a simple power focus, Vlora found that she could just as easily store spells inside of the item. While traditional wands served a similar purpose Vlora found that Wands suffered from the issue of an open loop. With the tapered end of most wands portions of arcane energy channeled through the wand would be lost if extra power wasn't used to contain it or precious power storage used as a method to close the loop. She intended to solve this be simply making the wand longer, but that had issues with power flow. Instead she used a tube. At first it was wood, but after the first few casts the wood disintegrated. It would need to be metal to hold up, although construction would be more difficult. It solved most of the issues with power storage and the inscriptions on metal would be stronger and longer lasting than those on wood.

2. Spell: Magic Missile 2/4

Refinements and improvements are made to the spell. It is easier to aim, striking unerringly at its target, and with more power investment and more experience in arcane replication the spell could even include multiple missiles at once.

3. Expand on the sea

King Mithridates II realized two things in Korsk. First, it was cold. It was cold, wet, and muddy. Always. Secondly, he also realized that the city of Korsk was a long way from trading partners in the south and most of trade had tor travel over unclaimed dangerous territory to get to its location. To remedy this he instructed a new town to be built on the shore of the Inner Sea to serve as a trade gateway and a winter home.
>>
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>>1274515

Prince Pyotr Aleksandyr was the noble scion of the Royal House, third in line to the throne, and Half-brother to King Mithridates II. Tall, broad, and intelligent he was widely considered to be the paragon of his race. His good looks were not marred by the small orcish tusks gifted by his mother's lineage, instead he simply looked exotic. Clothed in rich velvets of reds, blues, and violets, he struck a stunning figure. Initially he had never been selected to go on this trade mission, mundane as it was. Pyotr fancied himself a warrior-scholar and a poet and the Yamato fascinated him immensely.

Today, he sailed on a rickety trade ship toward the islands of Yamato. He only carried a small party of one Wizard by the name of Aurelian and a trader by the name of Vincenzio Bruella who employed the ship's captain. When the ship docked he went without any fanfaire to visit the various shops and to liberally spend his father's iron coins on as much tourism as he could manage with no grasp of the language and only a half-decent interpreter in the form of Aurelian. He was eventually tracked down by Vincenzio's men, and brought with the trader to the Yamato trade authority to lend credence to his father's request.

Vincenzio, for his part, had arrived with a simple purpose. He had come to make a trade. The King needed weapons for his armies. Orcish smiths were not good enough to make swords, but the Yamato were famous for their skills. He had come to place an order for several hundred swords to be made in the Myrovovan fashion of the time. Really the Prince was there also to lend his own over as an example of the long, thin double-edged blades with elaborate basket hilts.

What Pyotr truly wishes was to be introduced to other poets and to learn a new culture that was similar to his own interests. He asked the swordsmiths who to go to for such advice, but they could only direct him to be introduced to the Samurai, who in turned introduced his royalty to one of the Daimyo.
>>
The prince is brought to the Temple of Knowledge, where Lord Tenjin of the Tengu resides. Inside, the prince's party is led to the courtyard - a simple but elegant and relaxing room serving as a contrast from the intimidating giant statue of the Shindo god of knowledge that dominated the main chamber. Lord Tenjin beckons the group to a small table with three prepared pillows and his attendants arrive to serve some tea to the prince and his companions. "Greetings Prince Alexandyr, I see you have traveled long and far to get here. I am Lord Tenjin, daimyo to Emperor Yoshitsune and leader of the Tengu Priests. It is good to meet a member of the Myrorovan royalty. You should introduce yourself to the Emperor as well before you leave, as I'm sure he would enjoy seeing you as well. But you have come today to purchase swords, yes? Lord Ashura is usually the one to make those kinds of deals, but he is sadly out on an expedition, so I will make the deal instead. He gets a bit...hot headed...at times, so perhaps you could say it's for the best. Anyway, we hear of troubles to the north and we understand your need for armament. However, while we take this into consideration, we would still expect a fair deal in exchange. What would you be willing to offer us for our blades?"
>>
>>1275440

meant for >>1275297
>>
>>1275440
"Myrovova makes strong armor of leather backed with iron. We also make fine bows in Ylarl that your nobles may find useful or desirable. In addition, there is always plentiful coin. Unfortunately our smiths are not up to the task of making fine steel swords. That is why my merchant was sent here. I, myself, am on a mission of self-discovery. I wanted to learn more about your land. Learn about its people and its ways. If I know more my people will know more and we will become closer-knit."
>>
>>1275499

Lord Tenjin thinks for a bit. "Hmmm, well, we could have use for your bows. We would be willing to part with 3 of our swords for 3 of our bows. Does this sound agreeable?"

"And as for finding out about this land, you have certainly come to the right place. There is a wealth of information made available to the public in the temple library, and I would be willing to tell you some of what I know too. Is there anything in particular that you are curious about?"
>>
Rolled 88, 30, 37 = 155 (3d100)

>>1273922
[Arianthea]
Territory: 7
Settlements: (Capital City: Dragon's Pass)(Outposts: Dragon's Meet, Dragon's Heart)
Population: 38(+6/turn)(20 to quarry, 10 to mines, 8 free)
Food:1
Trade Routes: 9/t(Claw 2/t, khaz 2/t, Atley 4/t, Ancient 1/t)
Currency: 41(+13/turn)
Stability: 48/100
Industry: 6(3 base, +2 from quarry boost, +1 from mine boost)
Buildings (Dragon Pass): [Reliquary][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm), Tournament Grounds (Sm)]
Defenses: [A big beautiful wall (Sm)]
Technology: [Discipline II][Armor II][Domestication I][Pottery I][engineering I]
Magic: None (No Spells yet)
Resources: [Wood: 11+1][Stone: 17+3][Iron: 8+2][Dragon Scales: 10+1][Drakes: 9+1]
Armory:
Military: (3 Reaping Dragons (1x))
Ongoing: Armor III 1/12, Discipline III 3/12
Eccentricities:
[Knights of the Realm]: The kingdom may send its knights to an outpost or other hex to increase its stability, though this will cause any rebellions that crop up to be more powerful.
[Auxiliaries] – Unlike other nations, you can upgrade your mobilized units into fully fledged auxiliaries. Through an action, you can equip them with gear and upgrade them with tags. However, this comes at a cost of angering your professional armies, decreasing stability.


1. improve quarry to medium
(engineering I)

2. improve mine to medium
(engineering I)

3. deploy the Reaping Dragons, use the clawed courts influence to reach the theocracy's capital
(Discipline II)
"The theocracy has proven to be a threat to the sanctity of the basin. Reports from the envoy I sent show that they have taken advantage of my good faith and are using the training given to them on a plan to attack the clawed court. As they are planning on being the aggressors I have no choice but to stop them preemptively before they can enact their plans. With help from the clawed court's own forces our numbers will be sufficient to storm their walls and put them on the right path."
>>
>>1275593
3 gold to action 1 as an incentive to the workers.
>>
Rolled 85 (1d100)

>>1273927
Kingdom Name: The Court of the Claw
Race(s): Human - with a ruling caste who trace their ancestry to dragons
Color: Gold (Civ 11)
Fluff: >>1262039
Eccentricities:
Peace:
[Claws of the Court]: Rebellions, revolts, revolutions. All solved with a little bit of dragon flame. You can execute 10 pop increments for an immediate boost of +5 stability per 10. Be aware that using this but still allowing a rebellion to happen soon after will make the rebellion much much worse.
War:
[Draconian Heritage]: Your draconian heritage allows you to research magic with much greater ease, as it flows through your veins, particularly fire magic. However, your draconic aristocracy have voracious appetites demanding meat, women, and gold. Draconic (Magic Using) units come with additional upkeep cost (example 1 pop/turn).

Territory: 42
Settlements:(Capital City), (Zhugan), (Western Gnollwatch), (Northern Gnollwatch), (Far Western Gnollwatch)
Population: 48(+8/turn)/48/0
Food: 1
Currency: 34(+8/turn) - Including Arian Trade Route (+2/t)
Stability: 48/100
Industry: 3
Buildings:
(The Court [Capital]):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Magic School (sm)]
(Zhugan [Town]): -
(Western Gnollwatch): -
(Northern Gnollwatch): -
(Far Western Gnollwatch): -
Defenses: [The Towers of the Court(Sm)]
Technology: [Construction I][Discipline II][Enforcers I][Feudalism I][Taxation I][Writing I]
Current Research: Spears [3/4] Agriculture [2/4]
Magic: Fire I (No Spells Yet)
Resources: [Wood: 8][Stone: 7][Iron: 9][Dragon Scales: 11]
Armory:
Military: (3 Thinblooded Militia (1x))

1. Agents from the dragonblooded constabulary start to become a fixture at court - not only as agents and enforcers of the Master's laws, but also as petitioners: occasionally representing the interests of their order and arguing for the expansion of the powers granted to them where possible. They claim that it's vital in these troubled times to have an authority that can truly keep the Court safe from plotters and schemers who would see its power diminished - that there is no priority more paramount than keeping order by suppressing any dissent. This argument strikes a chord with many of the dragonblooded aristocracy, as the recent "people's expansion" to the west hangs fresh in the minds of the high born.
>Continue to develop the Dragonblooded Constabulary in the hopes that they might make the realm incrementally more stable over time [2/8]
>>
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Rolled 76, 94 = 170 (2d100)

>>1273927
>>1275925
2. Gonggong Zhixu smirks as he looks west across the plains. At the base of the rise lies an unsanctioned settlement - a village thrown together by thinblood dissidents seeking a new life in the western portion of the basin. Their ramshackle structures would fire easily, no doubt, and in scarcely any time at all they would learn the folly of trying to build without the approval of their betters in the court. The constabulary has with it a small, subservient force of professional soldiers with their own militias answering to them - and they all await his orders. Zhixu would bring pease and stability to the lands of the court. He would bring this errant settlement into line with the vision of The Master. He looks back at his men and gestures for them to set camp. "We will take them at nightfall."

Night comes and the order is given. With the court's agents sneaking close in the dead of night, the outpost is set aflame. The handful of constabulary pyromancers soon have every building set alight, and as the undesirables notice the unexpected searing heat and light they start to wake and panic. The outpost is consumed with fire and screaming. The constabulary and their military complement block the entrances to most of the crude homes and before long many of the screams have been silenced. There are yet more who escape immolation, and these desperate and wild-eyed peasants are rounded up - corralled and made to watch their homes burn to the ground before being talked down to by an imperious constabulary officer with a sadistic smile.

"By order of the most benevolent master, all those who settled in the west of the basin will have their unsanctioned homes burned to the ground."

"Those who survive will be permitted their lives: but the traitorous families who formed this society will be split up and distributed across the Court's land - the largest concentration of which to be permitted on the bank of the western river."
>Expand as marked for preference, move the settlement to the river and employ the [Claws of the Court]
+[Claws of the Court]

3. Officer Tancezhe is given the honour of escorting the Arian knights through Court territory towards the gnolls in the north. He is given command of the Court's Thinblooded Militias - but explicitly, his orders are to lend support only if the shock troops of the Arian vanguard run into trouble in their conquest of the savages. Ideally he would minimise the court's involvement and thus their losses - but securing a victory is paramount.
>Deploy Thinblooded Militia to offer some backup to Arianthea's invasion force
>>
ATTENTION.

We will be adding ROADS to the Map.

Roads give STABILITY and TROOP MOVEMENT is faster. Its planned that if you connect your capital to someone else via a road you will also get major trade route boost (if you plan to do this over large/unclaimed areas, please use paint or a similar tool to show where you want this road to go so it can be adequately given the right progress tick.)

Remember that a Road counts as a Hex Center Building.

Will players who can please provide a picture of where your existing road networks are? I will be trying to help Wheelie put them on the map.
>>
>>1275967
ADDENDUM Troop Movement is free and instantaneous *within your own borders. These roads are more meant for trade purposes, and likely Troop Movement outside of your borders (such as moving to defend an ally).
>>
>>1273927
[Anzhulak Hordes](17)
Territory: 7
Settlements:(Arkza)
Population (Total/Unoccupied/Working): 45(+8/turn)/0/10
Food: 0
Currency:23(+3/turn)
Trade routes:
Trade Route: Neo-Thwack, +2 currency/turn
Stability: (44)/100
Industry: 3
Buildings (Capital City): [Banner of War][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Looting II][Discipline I][Savagery I]
Magic: Death I (Minor Shadow Bolt])
Resources: [Wood: 10][Stone: 10][Iron: 11] (1/1/2)
Armory:
Military: (Goblin Warbands(1x)) (Goblin raiding party)1x)) (Suicide troops))[1.2x[-1 currency/turn, -1 food])
Eccentricities Peace:
[Goblin Hordes]: Goblins breed at a phenomenal pace. Most population production is doubled, but there is a distinct lack of infrastructure. Construction actions take longer.
War:
[Throw Goblins At It] – You mobilize in units of 2 instead of 1, but there is a greater economic drain as forfeit.
Progress: Discipline 7/12 RAIDING 1/4
Action 1: Keep lookin' fer da villagz ter raid (R A I D)
Action 2: Git da whip on em (Discipline)
Action 3: Expand before yer 'ed iz gone!
>>
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NOTE:

When building roads, preferably please don't just say "build a road to connect X to Y"

Road Networks are hex circle (7 hexes surrounding a pop center) specific buildings, like a castle or a mine. Each Road Network provides +2 stabiity for that hex region.

For example, as of now currently the Goblins have roughly two hex centers with road networks for a total of +4 stability.

Just know that connecting two hex centers with roads is, mechanically, building a Road Network in each of those two hex centers.
>>
>>1276005
How does this interact with sea routes
>>
Rolled 21, 57, 95 = 173 (3d100)

>>1275987
Forgot rolls
>>
Rolled 69, 35, 28 = 132 (3d100)

>>1273927
[Festungürtel Barondom]
>Territory: 15
>Settlements: Festungürt[Capital City], 1 Outpost
>Population: 32(+5/turn)
>Food:1
>Currency: 30(+5/turn)
>Stability: 47/100
>Industry: 8(+1/turn)
>Buildings:
--Festungürt: [Mobile Palace I (Gov) (Mobile)][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Workshop (Sm)][Bowyer (Sm) {4 wood per 1 Crossbow I}]
>Defences:
[Wagon Forts(Sm)]
>Technology:
[Chariotry II][Armor I][Crossbows I][Domestication I][Taxation I] [Agriculture I]
>Magic: >Implying
>Resources:
[Wood: 5(+1/t)][Stone: 0(+1/t)][Iron: 9(+1/t)][Horses: 9(+1/t)]
>Armory: 1 [Crossbow I]
>Military:
3 [Levied Peasants(1x)]

>Due to a lack of resources, 2 Iron was used alongside 3 Stone for the roads to make up for the 4th stone.

1: Retry expanding the borders southwards, with a village.
2: Roads [1/4]
3: Writing I [3/4]
>>
>>1274168

A Yamato noble and his merchant companions arrive at New-Home. They haven't brought any metal items with them this time as they have heard the rumors of voracious drones, but they nevertheless still wish to trade with the queens, ideally setting up a route so that Yamato merchants can pass safely and Ore-Eater merchants can utilize Yamato's boats to move between cities.

>>1276333
>>1271281
>>
>>1271281
The first contact with any authority wouldn't be as formal, nor as great as the diplomat expected, as two slack-jawed 'guards' armed with bill-hooks and loose chainmail stared in confusion and boredom at the visitor's moonspeak. However, it only took a moment until one of the Baron's courier noticed them by the city's outskirts, greeting them in the exotic language of the east.

"Ah, greetings or 'nee haoo', whoever you may be. You are at the outskirts of Festungürt, under the rule of the Baron, Konstantin Festungürtel. If you may, can you explain if this is for diplomatic purposes, merely travelling by, or something else entirely?"
>>
Rolled 77, 68, 83 = 228 (3d100)

>>1273922

Kingdom Name: Azoth Hegemony
Race(s): Homunculi
Color: Grey
Fluff: The Azoth Hegemony was created by a society of alchemists dedicated to discovering the secrets of life itself. To assist them in their work, they created a force of homunculi. The original alchemists eventually passed away, but their servants had learned all their secrets, and soon the homunculi began producing more of their kind. The homunculi have altered themselves extensively, and are able to alter their bodies to suit their needs. They have inherited their creators dedication to the study of bio-alchemy, and seek to further improve their biology. The Hegemony is ruled by a council of the oldest, most experienced alchemists.
Territory: 7
Settlements: Tirgraad (Capital City)
Population (Total/Unoccupied/Working): 26(+2/turn)/0/0
Food: 3
Currency: 15(+3/turn)
Stability: 508/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Med)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Library]
Technology: [Alchemy II][Discipline I][Agriculture I]
Magic: Transformation I (Minor Bone Weapons, Minor Bone Armor)
Resources: [Wood: 11(+1/turn)][Stone: 3(+1/turn)][Iron: 10(+1/turn)][Herbs: 11(+1/turn)]
Armory:
Military: (3 Homunculus levies(1x))
Eccentricities:
[Intellectuals]: Your intelligent homunculi are exceptional researchers, and are particularly skilled at researching technologies related to bio-engineering and homunculi improvement at the cost of not being so skilled at other forms of research.
[Engineered]: You can create specialized Mutagen pits that create a Mutagen: +1 resource. These mutagens can serve as a universal resource for a wide variety of evolution based technologies, and can supplement other technogies as well. Armor at (Production tech) I, for example, can be created using only 1 Metal and 3 Mutagen points. Your production tech now shifts to Mutagenic Efficiency.

1: Continue expanding to the north [1/2]

2: Keep up work on the mutagen pit [3/4]

3: Try to finish developing the new larger homunculi [3/4][Alchemy II]
>>
>>1276493
Some worker drones do approach the group and wave their antenna around them, but smelling no metal they leave them along and go about other work. Eventually a more humanoid drone with a silver and slightly reflective carapace approaches the group. It speaks in a hissing and clacking voice as if it has difficulty speaking.

"Greetingsss noble Yamato. Thisss one has been ordered by the council to discussss your businesssss. Pleasssse, follow me." If followed the diplomats are lead to a small, crude, house near a large but fairly ugly stone structure. Two bowls are presented to each member of the Yamato's retinue, one with water and one with a sort of mashed insect wrapped in lettuce. The silver drone stands seemingly awaiting the diplomats to speak.
>>
Rolled 10, 24, 19 = 53 (3d100)

[Atley](19)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 36(+4/turn)/16/20
Golem Labor (Total/Unoccupied/Working): 0/0/0
Food: 1
Currency:16(+6/turn)
Stability: 51/100
Industry: 7
Mana: 0
Buildings (Capital City: Atley):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Research Facility][Church I: Church of Hestia][Golem Workshop I]
Defenses: [Pracrious Scaffolding(Sm)]
Technology: [Engineering II][Construction I][Smithing I]
Magic: [Earth Magic I]
Resources: [Wood: 11(+1/turn)][Stone: 9(+2/turn)][Iron: 11(+2/turn)][Arion Golem [Swift]: 3 (+1/turn)]
Armory:
Military: (3 Rudimentary Automata (1x))
Eccentricities:[Golem Labor][Golem Automata]
Progress: 7/12 Mining Upgrade 1/2 Expansion

1.In response to her answers, the priests have commisioned the architects of Atley to build a great monument in honor of Hestia. A strong beauty, working at the forge. Sweat rippling from her skin as she pounds away at a heated chunk of metal. Her muscles lean but strong, her body bold butnot unattractive, that is the matron of the forge, Hestia.
+Church I
+Earth Magic I
>Religon I
>Monument

2.Continue study of Mining Upgrade.
+Industry:7
+Research Facility
>Mining Upgrade

3. Expand south, bordering the ocean as to promote marine resources.
+10 Unoccupied Population
+Industry: 7
+Engineering II
>New Outpost
>>
>>1277053
Spend 10 currency on action 1. And 1 on action 3.
>>
>>1276703

The diplomat and his retinue bow before the diplomat speaks. "Indeed, we have come in the name of diplomacy and to establish trade relations so that both our nations may benefit from the many rewards of commerce and trade. What we'd propose today is a trade route, so that our nations may conduct our business in a more uniform and safe manner. Would His Lordship be interested in such an arrangement?"

>>1276988

The diplomat speaks up. "Ah, yes. I have been sent by Emperor Yoshitsune to establish trade relations between our two peoples. It is our belief that our civilizations can benefit from mutual trade and cooperation, and that the fruits of our commerce will help bring prosperity to our nations. We'd like to start with a trade route between our two nations, so commerce can flow freely. What would you say to such a proposal?"
>>
>>1277131
The courier would nod in agreement, "I see, well in these untamed lands, a simple trade route between two fledgling states could ensure our survival against the wilderness and the threats beyond it. Do you happen to have a map to show us where you are, by any chance?"
>>
>>1277131
"Pleassse wait here while this is brought before the councccil." Some time later the drone comes back. "It is agreed."
>>
Rolled 48, 52, 20 = 120 (3d100)

>>1273922
Kingdom Name: The Clan
Race: Human
Color: Eggshell White
Fluff;
http://pastebin.com/y7XhbCvP

[The Clan](14)
Territory: 7
Settlements: Capital City: Burzumgard
Population (Total/Unoccupied/Working): 30(+4/turn)/0/30
Food: 1
Currency:15 (+3/turn)
Stability: 56/100
Industry: 6
Buildings (Burzumgard):[The Ruins of Dark Tower][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Tower of Man I, +2 stability][Recruitment Offices I, +4 stability]
Defenses:(Burzumgard): [The Black Gates (Sm)]
Technology: [Fanaticism II][Hero Worship I][Construction I]
Magic: Enchanting I(No Spells Yet)
Resources: [Wood: 5 (+1)][Stone:10 (+4)][Iron: 11 (+1)][Souls:11 (+1)]
Armory:
Military: (3 Volunteer Fighter (1x))
Obelisk Power: 1
Eccentricities:
[The Crown]: Your dominating crown is the solution for a wide array of issues and allows you to macro and micromanage your kingdom. You can build special monoliths in your settlements that hold parallel wills that extend your crowns range, giving a specific pop center a boost of +5 stability. There are limits to even how much parallel wills can command, and so research actions are slower.
[Who you Gonna Call]: Having freed some of the Clan from the demigods dominating influence, a few of the best and brightest minds have had a chance to formulate some new ideas. A group of four intelligent men have called themselves Spirit Breakers, and use a curious form of magical technology to bind spirits, demons, fairies and other magical creatures to containment packs worn on their backs, which they bring to the Obelisk to fuel its power. A prophet by the name of Shandor says if you can capture enough magical creatures into the obelisk you grow closer to gaining the power of the gods. Gain stat: Obelisk Power: 1-You gain a bonus to researching technologies designed to capture or drain magic out of other beings, and every defeated magical enemy or capture magical gear adds to the Obelisk Power in the capital which confers universal bonuses. BE WARNED, DESTRUCTION OR DISRUPTION OF THE OBELISK AT HIGH POWER IS CATASTROPHIC.

1 Citizen Colonization Act 4/6. The Laws and Grants that will support new expansions of Clan territory lead by Citizens. The Citizens will form the centers of law and order on the new frontiers of the Clan.
2 Magic Restraints. The magic and technology to chain the mythical beings. The chains of the Spirit Breakers bring down the weight of the human spirit on those who have grown prideful of their power, they cannot escape this chain of fate which will drag them out of the heavens.
[Who you Gonna Call]
3 Mine Upgrade 2/8
[Construction I]
>>
[Ore-Eater Hive]
The larvae still need monitoring [3/4], and a different batch is fed iron- it seems to do nothing, except give the larvae a bad case of diarrhea [-2 iron]. The failure is a severe let-down for everyone, and the builders don't get to work on the Grinder's Pit.

[Lich's Dominion]
The Lich has finally finished proselytizing- the people of his Dominion gather around their prophet, prostrating themselves and declaring their love to him and their new god [Religion I]. Unfortunately, everyone is too busy praying to expand the Dominion's lands. Meanwhile, the Lich prepares his grand spell...the skeletons rise... and then crumble into dust. It seems the Lich made a few critical errors, and will need to start again [0/4].

[Khaz]
Great pyres are lit, and the witches are tied up and tossed into them, screaming. The screams and smell (oddly bacon-like) of the dying, burning witches can be heard and smelled for miles and miles around [3/8]. However, that proves to be the incentive the others need to make a break for it; most of the rest of the day is spend rounding the runaway witches up, and securing them in chains again. However, some good has come out of it, as the Equus start to write down songs commemorating the first great Witch-Burning [2/4].

[Yamato]
>+6 stability
The first of the prototypes are ready, and Kenzaburo is an honored guest in the first voyage. It lasts only an hour, after which the crew and the master shipwright disembark. Kenzaburo stands on the shore, and without a word, bends over and loses his lunch. The boats need more work. However, given the coin so they can work longer, the Tengu make progress on their water magics [3/4]. However, the Kingdom easily expands across their island, and south onto another, claiming it for the Emperor [+16 hex, +2 pop, -6 stability]!

[Men'an'gahela]
>Blood Still: +1 blood/turn
Finally, the waterskins are ready and filled from the tribe's meager water stores, improving the capacity to hunt [Hunting II]! Bows are improved slightly [3/8], but there is a slight issue with the lumber mill. Some of the parts aren't lubricated enough, and need to be repaired [2/4].

[Fetid Kingdom]
DA CLUBZ ARE FINISHED [CLUBZ III]! CLUB CRAFTER MADE [CLUBMAKER I, -4 wood/turn, +1 Club III/turn]!

[Ganeshandeggar]
No progress on the trade post, though losses are avoided, with minimal currency expenditure [-1 currency]. However, the farmers finish their agricultural research- they find that when they switch crops around from field to field, yield is increased, though further research is warranted [Agriculture I, +2 food]. There's only slight expansion of the farms, though [5/8].

[Neo-Thwack]
The Thwacks thwack more, until there's not much left to Thwack [7/12].

[Wandering Green]
>Farm: +1 food
Finally, the tree circle is planted [Tree-Circle I, -4 stone], and a warmonger is recruited [1x, -1 currency, -1 food].
>>
File: Wildlands.png (2.62 MB, 2500x2000)
2.62 MB
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>>1281105
[Geo-Enclave]
The Enclave's mages believe they're close to a breakthrough [3/4], and another expansion effort begins [1/2]. Better crystalsmithing is in the works [4/8, -1 crystal].

[Myrovova]
Lady Florence finishes construction of her contraptions [Florentines I], and the magic missile spell is nearly refined [3/4]. Meanwhile, the kingdom expands [+9 hex, +1 pop/turn, -4 stability].

[Arianthea]
Both the quarry [4/7, -4 wood] and the mine [1/7, -4 wood], are undergoing improvements, and the Reaping Dragons are dispatched to the Theocracy.

[Court]
>Settlements are always in the middle of seven hexes
>Assuming you want to sacrifice 10 pop for Claws. -10 pop, +5 stability.
The Constabulary makes great improvements on their gear and tactics [5/8], while the court expands its lands [+10 hex, +1 pop/turn, -3 stability. Meanwhile, the Militia is sent to back up Arianthea's forces as they march on the Theocracy.

[Anzhulak]
A small village of pioneers is found, and the raiding party takes their positions, surrounding it and waiting for the signal to launch their attack [2/4], which in turn, increases their discipline [9/12]. The Horde also greatly expands its holdings [+22 hex, +3 pop/turn, -6 stability].

[Festungurtel]
The barondom expands its borders southwards, after a bit of a logistics problem [+10 hex, +1 pop/turn, -3 stability], and the builders continue with the roads a bit [2/4], while the new generation of scribes finishes their training [Writing I].

[Azoth Hegemony]
>Stability better be a typo, m8
The Hegemony finally expands its lands, settling on the shore of the ocean [+9 hex, +1 pop/turn, -3 stability], while construction of the mutagen pit is finished [Mutagen Pit I], and the larger homunculi are finished growing [Strength I]

[Atley]
A great monument to the goddess Hestia has begun to be chiseled from the stone [1/4, -4 stone], while the miners continue improvements to their tools [8/12], and preparations to expand begin [1/2].

[The Clan]
The Colonization Act nears finalization [5/6], and the magic chains are nearly forged [2/4, -4 iron], while the mine continues to be dug out [3/8].
>>
As always, I probably fucked up somewhere, so yell at me in the Discord.
>>
File: Wildlands.png (2.62 MB, 2500x2000)
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>>1281118
[ADDENDUM: ATLEY]
Expansion complete, +8 hex, +1 pop/turn, -3 stability
>>
Rolled 53, 41, 18 = 112 (3d100)

>>1281112


[Lich's Dominion](10)
Territory: 7
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 27(+3/turn)/0/0
Food: 1
Currency: 35 (+6/turn)
Stability: 50/100
Industry: 3
Buildings (Capital City): [The Gilded Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Barricades(Sm)]
Technology: [Taxation II] [Infantry I][Discipline I], [Mining I], [Religion I]
Magic: Ice I, Necromancy I (No Spells Yet)
Resources: [Wood: 12, +1/turn][Stone: 12, +1/turn][Iron: 16, +3/turn][Bones: 12, +1/turn]
Armory:
Military: (3 Skeletal Rabble (1x))

Discipline II 5/8

ECCENTRICITIES: [Stockholm Syndrome] - The denizens of the Lich's Domain are quite happy, for they are showered constantly with gold, gems and the fruits of a stable economy. Stability building research and construction is very easy and fast thanks to a great economic system allowing for infrastructure, losses from most events are minimized and units have reduced monetary upkeep due to the state providing for them. Destruction of finance buildings, trade routes/financial ventures, or a negative money income or total bankruptcy have a higher than normal stability. Rolls 2-9 represent intermittent financial crises from a complex system, resulting in money losses + instability.

[Beware The Jabberwock] - The Lich has an utterly loathsome knack for creating terrifying constructs of bone, flesh and sinew. Fallen enemies can be used with [Necromancy] or other similar techs to create unique monstrous units. Jabberwock units stay active only for three turns, and if they ever roll lower than a 3 in combat, very bad things happen. After a victories in battles, tally up the number of dead enemy units from a specific player. If you collect 6 dead enemy units of the same player from battles, you can make a normal recruitment action to raise a single Jabberwock unit based of that player to keep permanently, with normal upkeep for a high powered unit. These ones also come with [Terrify] for they contain the amalgamated memories and personalities of the fallen and enemy units, are terrorize foes as dead heroes and comrades come back as monstrosities.

1. Irksome! How unbelievably IRKSOME! This absurd manner of spellcasting tires the Lich's patience...

Start researching Mass Raise Dead. AGAIN. +Necromancy I

2. Expand our territory! Bring the word of the Lord to new lands. New lands that are adjacent to those hills with -gold- in them...

3. Build a Temple of the Golden God in our capital. +[Religion I] +[Stone]
>>
Rolled 82, 73, 24 = 179 (3d100)

Yamato, Empire of the Rising Sun (2)
Territory: 23
Settlements: Futenma (Capitol), Hanzo Prefecture (Outpost), Takashiro Prefecture (Outpost), Shiranui Prefecture (Outpost), Muramasa Prefecture (Outpost)
Population: 54(+8/turn)/20/34
Food: 1
Currency: 31 (+8/turn)
Trade Routes: Myrovova (+2c/turn), Ganeshedeggar (+2/turn)
Stability: 46/100
Industry: 6
Buildings (Futenma): [Futenma Castle][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)*][Mine (Sm)*][Temple of Knowledge I][Forge I]
Locations: Kiritsuchi Hot Springs
Defenses: [Walls of Futenma (Sm)]
Technology: [Smithing II][Swordcraft I][Naval I][Martial Arts I][Engineering I]
Magic: Air I (No Spells yet)
Resources: [Wood: 9 (+1/turn)][Stone: 13 (+2/turn)][Iron: 6 (0/turn)][Bamboo: 11 (+1/turn)]
Armory: [Swords: 3 (+1/turn)]
Military: (1 human conscript (1x), 1 oni conscript (1x), 1 tengu conscript (1x))
Eccentricities:
[Polite Society]: The Yamato Emperor may send arms and armor to an outpost to increase its stability, but this may cause any rebellions to be more powerful, should they crop up.
[Banzai Charge]: The Yamato can order one army per battle to perform a Banzai Charge, turning the army's roll into a ten, though the unit is sacrificed.
Works in progress: Bathhouse (1/4), Water Magic I (3/4), Naval II (4/7)

1. After Kenzaburo recomposes himself he heads straight back to work with the new ship designs. He never was the type to merely accept imperfection in his work. (+Naval I) (+Engineering I) (Progress: 4/7)
2. Lord Tenjin continues to oversee the research of water magic as well, reminding his followers how close they were to completion. (Progress: 3/4)
3. Finally, traders in Yamato who are all too eager to make some coin start planning a trade route to the Ore-Eater Confederation. (+Naval I)
>>
File: yamato location.png (3.65 MB, 2500x2000)
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>>1281494

ADDENDUM TO TURN POST:

The people, seeking work, turn to the lumbermill and farm to earn their pay and the mine sees an increase in workers as well.

(Putting 10 unoccupied people in the mines, 10 in the lumbermill and 10 in the farms)

>>1277145

The diplomat gets out his map and points to an island chain to the east. "Our Empire lies across the Eastern sea on the Shinkoku Islands. If you're concerned about the sea section of the route you can rest easy, we have several other overseas trading partners and are fairly confident in our ability to handle the logistics of getting the goods back and forth."
>>
Rolled 37, 39, 81 = 157 (3d100)

>>1281105
Kingdom Name: The Ore-eater Hive Confederation
Race(s): Ore-eaters
Color: Blue
Fluff: http://pastebin.com/kwdSPvG0
Territory: 23
Settlements: (Capital City(New-Home))
Population: 40(+5/turn) (10 in mine)
Food: 3
Currency: 19(+2/turn)
Stability: 47/100
Industry: 5
Buildings (Capital City): [Queens' council chamber][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)] [Captain Nest]
Defenses: [Stone Walls(Sm)]
Outpost 1: [Farm (Sm)] [Caustium Mine I]
Outpost 2:
Technology: [Excavation II][Discipline I][Construction I] [Rationing I]
Magic: Earth I (No Spells yet)
Resources: [Wood: 6(+1/turn)][Stone: 10(+1/turn)][Iron: 17(+2/turn)][Caustium: 8 (+3/turn)]
Armory:
Military: (3 Worker Swarms (1x))
Bonus:
[Nobility]: The Confederation has one of the most sophisticated systems of nobility in the Wildlands. They can build Royal Castles, which are extremely expensive in both currency and building materials, but they give additional bonuses to stability, defense, and food.
[You are What You Eat]: The Ore Eaters have adapted to both finding and consuming ores, which alters their biology, particularly rare and exotic ore types. Not only do you gain a bonus to finding/searching for new ore types (player or GM fluffed), but during unit creation you can apply ores directly to your units conferring special abilities.

1. Caustium fed larvae pupae are continued to be monitored while they reach the point of near maturity. 3/4
2. Set up the trade route with Yoshitsune. Send intelligent drones to where they are set to land to trade.
3. That is strange. Feed more iron to larvae, it should not be making them sick.
>>
Rolled 50, 44, 100 = 194 (3d100)

[Myrovova](7)
Territory: 23
Settlements: (Capital City(Korsk)), Ylarl, Novikov
Population (Total/Unoccupied/Working): 34(+5/turn)/10/20
Half Orc Population (Total/Unoccupied/Working): 5(+1/turn)/0/0
Food:1
Currency: 19(+8/turn)
Stability: 43/100
Industry: 6
Buildings (Capital City): [Royal Palace][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)*][Mine (Sm)][Armory (SM)]
Buildings (Ylarl): [Bowyer (SM)*]
Defenses: [Wooden Walls(Sm)]
Technology: [Discipline II][Armor I][Feudalism I][Taxation I][Bows I][Florentines I]
Magic: Arcane I (No Spells yet)
Resources: [Wood: 6-3][Stone: 9+2][Iron: 12+1][Hides: 6-3]
Armory: [Armor: 2+1][Bows: 3+2]
Military: (3 Akritae (1x))
[Mestnichevo Uk ZnuZnu]: Add an extra pop growth: Half-Orcs. Taking the best traits of both, these persons are both superior but also shunned from society as they don't fit in. Every 10 of these pops gives +2 resource investment as workers and count as double strength when apply to unit creation. However, they come at a cost of -3 to stability when set to work, and -1 stability when converted into armies.
[Orcish Pride]: Orcs over all! In combat, all rolls bellow 3 count as 3, though the Orcish body requires more food than a human one to keep it running.

>Garrison 1 Akritae in Ylarl and 1 in Novikov

1. Convert Bowyer to a Florentine Factory

With the completion of Lady Florence's new item she wastes no time in introducing the new device to her compatriots through the best way possible, by freezing the door of one of her rivals shut. It wasn't entirely intentional, but it did prove the concept behind the item. Word circulated through the various Wizards and word did eventually find its way to the King. His interest in the item was purely military. If it did what she said, surely anyone could be trained to use it adequately. He was impressed with the fact that even an Orc serf could make use of it to cast a basic level 1 spell that had been stored in the item. With his seal of approval Lady Florence was given leave to put the thus underwhelming bowyer to better use trough the production of Florentines.

2. Magic Missile I 3/4

With the development of the Florentine pressure was placed on the Wizard researchers by the King to further improve magic missile. Now it was more important that the spell was powerful and efficient enough to make optimal use of the florentine's capability. As Magic Missile by itself was the most simple of offensive spells that was of little issue. Some Wizards complained about "inference" but were swiftly silenced by their co-researchers.

3. Upgrade Ylarl to a town

Ylarl had suddenly become the center of attention. Originally House Odinstova had constructed the bowyer here because it was out of the capitol where there was less royal meddling and control of production would be solely in their hands. Now the king looked to Ylarl and its bowyer for a new weapon's project, and he intended to take the bowyer and hand production rights over to some unknown slip of a girl!
>>
File: sketch-1489936772731.png (1.49 MB, 1352x1080)
1.49 MB
1.49 MB PNG
>>1281112
Kingdom Name: Principality of Khaz
Race(s): Equus
Color: the most disgusting shade of pink imaginable.
Territory: 17
Settlements: (Capital City(Khaz city))
Population: 57(+8/turn)
Food:1
Currency: 17(+6/turn)
Trade routes: Arianthea(+1)
Stability: 50/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Inquisitorial Academy]
Defenses: [Wall](Sm)
Technology: [Discipline II][Religion I][Pyrotechnics I][Breeding Program II][Propaganda I][Mining I][Witchhunting I][warding I]
Magic: why did you even check?
Resources: [Wood: 9 (+1/turn)][Stone: 5 (+1/turn)][Iron: 14 (+2/turn)][witches: 3]
Armory:
Military: (3 Inquisition Infantry (1x))
Eccentricities:
Peace:
[Church and State]: The church controls everything in the Principality. While churches cost more currency and resources to build, the stability bonus they confer is much greater than usual.
War:
[Natural Cavalry]: All the basic units of the Principality count as cavalry. They are more powerful and faster than normal units, but cost more food.
Ongoing: discipline III [0/12] witch burning event [3/8] songs [2/4]
1. Continue to burn witches, hay-fries and cider will be provided.
2. Which reminds me, we need ethanol. Begin fementing apples.
3. Build road to atley
>>
Rolled 41, 96, 59 = 196 (3d100)

>>1283314
>>
>>1273927
Chaos ensues as the church tries to get things under control again [0/12, -4
Something just occurred to me, does this mean I lost my progress, or that I made no further progress?
>>
Rolled 46, 18, 64 = 128 (3d100)

>>1281112

Kingdom Name: Ganeshandeggar
Race(s): Ganeshi (Elephant people)
Color: Orange
Fluff: A kingdom of religious and artistic elephant-giants ruled by their Raja and his savage warriors.

Territory: 16
Settlements: (Ganeshandeggar(Capital City))
Population (Total/Unoccupied/Working): 45(+5/turn)/20/20(farms)
Food: 5
Currency: 39(+7/turn)
Stability: 49/100
Industry: 3
>Buildings:
Ganeshadneggar(Capital City):[Rajas Palace(gov)][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Temple I]
>Defenses:
Ganeshadneggar: [City Walls(Sm)]
>Technology:
[Religion II][Savagery I][Craftsmanship I][Construction I][Clubs I][Taxation I][Engineering I][Agriculture I]
>Magic:
>Resources:
[Wood: 6+1][Stone: 7+1][Iron: 12+1][Trinkets:11+1]
>Armory:
Military: (3 Ganeshi Warriors (1x))
>Bonuses:
[Elephantine Strength]: Your massive size makes construction much easier, but efforts to mine and dig are difficult due to your large frame.
[Huge]: You can raise units to have the [Huge] tag without additional gear required, at the cost of double food consumption.

1. Finish Building the trade post (3/4)
+Construction I
+Engineering I
+Craftsmanship I
+Elephantine Strength

2. Continue expanding the the farms around our capital. (5/8)
+Construction I
+Engineering I
+Craftsmanship I
+Elephantine Strength

3. Expand our territory to the east of our capital around the river mouth.

Also, I'd like to put 10 population into wood production, and another 10 into stone.
>>
File: img-3544155-1-11.jpg (870 KB, 2560x1920)
870 KB
870 KB JPG
Rolled 66, 87, 8 = 161 (3d100)

>>1281112
Kingdom Name: The Geo-Enclave
Race(s): Crystallids
Color: Yellow
Territory: 15
Settlements:(Fraktion: Capital City)
Population (Total/Unoccupied/Working): 23(+3/turn) // (10 in Research Facility)
Food: 2
Currency: 20 (+4/turn)
Stability: 47/100
Industry: 6
Buildings (Capital City):[Government Building][Lumber Mill (Sm)][Quarry (Sm)][Mine (Med)] [Research Facility (Sm)]
Defenses: [Fluff Defenses(Sm)]
Technology: [Crystal Cultivation II][Construction I][Smithing I][CrystalSmithing I][Tools I]
Magic: Earth II (No Spells yet)
Resources: [Wood: 7+1][Stone: 7+1][Iron: 15+3][Crystal: 22+4]
Armory:
Military: (3 Warrior Form (1x))
Eccentricities:
[Geo Enclave]
[Ore Affinity]: Finding new ores and rare materials is easier for you, as well as materials research. However, construction actions are longer as your buildings are literally grown like crystals.
War:
[You Are What You Eat]: Replace Food Stat: Crystal. Crystal itself grows and feeds off metal, so your mine buildings now serve as your farms as well providing +1 Crystal per turn. You may research different technologies to grow specific crystals from different ore types you mine which can supplement natural gear production, such as Iron Claw or Iron Scale as biological components for your units. These are likely only applicable to you or other rock races, such as the Ore Eaters or Dwarf Golems.
Unfinished
Earth Spell 3/4
Expansion 1/2
Crystalsmithing II 4/8

1. Finish up that Earth Spell
2. Finish up that Expansion
3. More progress of Crystalsmithing!
>>
>>1283768
Ok, so add 12 currency to Crystalsmithing.
>>
Rolled 97, 58, 40 = 195 (3d100)

>>1281105
Kingdom Name: Men'an'gahela (Tribe of Blood)
Race(s): Human
Color: Blood Red
Fluff: http://pastebin.com/GLhheyAV
[Men'an'gahela](12)
Territory: 7
Settlements:(Behemoth's Bounty)
Population (Total/Unoccupied/Working): 33(+3/turn)/3/30
Food: 2
Currency: 21 (+3/turn)
Stability: 50/100
Industry: 5
Buildings Behemoth's Bounty(Capital City):[Great Longhouse][Farm (Sm)][Lumber Mill (Sm)] 2/4[Quarry (Sm)][Mine (Sm)][Blood extractor I, +1 blood/turn][Bowyer I; -4 wood/turn, +1 Bow I/turn, +1 Industry].
Defenses: [Behemoth Bone Pallisades(Sm)]
Technology: [Alchemy II][Hunting II][Bows I]3/8[Spears I][Desert Agriculture I]
Magic: None (No Spells Yet)
Resources: [Wood: 3 +2/turn][Stone: 7 +2/turn][Iron: 12+1/turn ][Hide: 9 +1/turn][Blood 8 +2/turn][Bows I 3]
Armory:
Military: (3 Braves (1x))
1. Expand

2. Seek ways to improve our bows. They need to be lighter and stronger. 3/8

3.Expand our lumber mill. 2/4
>>
this seems neat

taking new players?
>>
>>1284383
Read the OP
>>
>>1281105
Wandering Green](21)
Territory: 7
Settlements: The Sylvan Wood
Population (Total/Unoccupied/Working): 21(+3/turn)/4/20
Food: 5
Currency:14(+2/turn)
Stability: 50/100
Industry: 6
Buildings (The Sylvan Wood): [Grove of the Ancients (Government Building)][Farm (Sm) (to be changed based on fluff maybe)+1 food][[Quarry (Sm)][Mine (Sm) +1 Iron, +1 Stone +1 Nidustry][Tree Circle I]
Defenses: [Wall of Living Forest (sm)]
Technology: [Savagery II][Reinforced Bark I (refluffed armour)]
Magic: Life II (No spells yet)
Resources: [Stone: 10][Iron:6][Magic Stones: 9]
Armory:
Military: (Treant Warmongers x4)
Eccentricities: Home Grown
Tree Biology

1. Modify one of our bretheren into a siege variant unit for the military

2. Reinforce the bodies of the warmongers with iron so they can repel blows. [Armour I] through the Tree Circle

3. Begin Research on a spell to turn the unawakened nature against our enemies.
>>
Rolled 24, 3, 45 = 72 (3d100)

>>1284521
and forgot muh dice and name
>>
Rolled 28, 57, 56 = 141 (3d100)

>>1281112
[Fetid Kingdom](15)
Territory: 43
Settlements:(Tharug)
Population (Total/Unoccupied/Working): 60(+10/turn)/40/20
Food: 1
Currency: 26 (+13/turn)
Stability: 40/100
Industry: 6
Buildings (Tharug):[Grand Tent][Farm (Sm)][Lumber Mill (Sm)***][Quarry (Sm)][Mine (Sm)][CLUBMAKER I, -4 wood/turn, +1 Club III/turn]
[Morg Outpost]:
[Borg Outpost]:
[Strolk Outpost]:
[Bolk Outpost]:
Defenses: [Wooden Palisade(Sm)]
Technology: [Savagery II][Religion I][Clubs III][Enforcers I]
Magic:
Resources: [Wood: 6][Stone: 8][Iron: 12][Onions:12][Clubs III: 1]
Trade Routes:
Thwacks [+6 currency/turn]
Anzhulak [+4 currency/turnArmory:
Military: (3 Ogre Rabble (1x))
[Rule of the Strong]: Ogre societal hierarchy is built around strength. Stronger units provide stability boosts when garrisoned in hexes, and construction actions are easier. However, weaker and mobilized units cause instability.
[Layers]: Ogres have multiple segments of fatty flesh, which makes them harder to kill or injure, and surviving armies are usually unharmed, or heal quickly. However, the ogres need more food to function in turn.
----
1. Construct a farm at Morg Outpost
2. Construct a farm at Borg Outpost
3. Research Farming!
>>
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Rolled 48, 43, 66 = 157 (3d100)

>>1281105

[Neo-Thwack] (6)
Territory: 7
Settlements: (Big Thwack City [Cap.])
Population: (Total/Unoccupied/Working): 45 (+7/turn)/15/30
Food: 5
Currency: 31 (+12/turn)
Stability: 50/100
Industry: 7
Buildings (Capital City): [Thwack's House][Farm (Med)][Lumber Mill (Sm)***][Quarry (Sm)][Training Grounds I (Savagery II)][Clubhouse I: Active (Clubs I)]
Trade: Fetid Kingdom (+6c/t) Anzhulak (+3c/t)
Roads: Big Thwack City (Neo-Thwack) to Arkza (Anzhulak Hordes)
Defenses: [Wooden Pallisade(Sm)]
Technology: [Savagery II][Clubs I][Tanning I][Gathering I]
Magic: None (No Spells yet)
Resources: [Wood: 5+4/t-4/t][Stone: 5+1/t][Hides: 12+1/t]
Armory: [Clubs I: 5+1/t]
Military: (3 Thwacklings (1x))
Eccentricities:
[Primitive Mating]: Og take Ag as am wife. Dat it. Your people are exceptionally good at breeding due to lack of cultural complexity, pop increases are nearly doubled, though the crowding decreases stability some.
[Neanderthal]: Even without weapons your cavemen are very large brutal primitive warriors not so far off from the ogres. Units cost more money, but are stronger.

1. The Thwacks continue to freak the thwack out, honing their savegery to a critical point and beating stray animals into rugs in the process. [7/12]

2.
+[Primitive Mating]
The 10 idle Thwacks decide that now is the time to expand, and they do so from the road.

3. Glancing at their ogre friends, the Thwacks notice that they are making better and thwackier clubs. Though technically adverse to technological improvment, the idea of being able to thwack things harder is one that mesmerizes them, and they work to improve the Fetid Kingdom's Clubmaker with their own resources.
>>
Rolled 36, 25, 6 = 67 (3d100)

>>1281112
[Festungürtel Barondom]
>Territory: 25
>Settlements: Festungürt[Capital City], 2 Outposts
>Population: 38(+6/turn)
>Food:1
>Currency: 35(+5/turn)
>Stability: 44/100
>Industry: 9(+1/turn)
>Buildings:
--Festungürt: [Mobile Palace I (Gov) (Mobile)][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Workshop (Sm)][Bowyer (Sm) {4 wood per 1 Crossbow I}]
>Defences:
[Wagon Forts(Sm)]
>Technology:
[Chariotry II][Armor I][Crossbows I][Domestication I][Taxation I][Agriculture I][Writing I]
>Magic: >Implying
>Resources:
[Wood: 5(+1/t)][Stone: 0(+1/t)][Iron: 9(+1/t)][Horses: 7(+1/t)]
>Armory:
1 [Crossbow I]
>Military:
3 [Levied Peasants(1x)]

1: With establishment of a village to the south, the northern desert outpost would soon have a new purpose: Quarrying out stone for the Barondom. A quarry would be established there so that such things can go underway, with the workload aided by the already-tamed horses.
+[Domestication I] +[Writing I]

2: As the borders of the Barondom expanded, the political strength of the Baron himself would be strained. Using the art of writing, he sent out lawmakers in order to establish laws to keep the outposts stable, to aid stability of his realm.
+[Writing I]

3: Roads [2/4]
>>
>>1281112
[Anzhulak Hordes](17)
Territory: 22
Settlements:(Arkza)
Population (Total/Unoccupied/Working): 45(+11/turn)/0/10
Food: 0
Currency:23(+3/turn)
Trade routes:
Trade Route: Neo-Thwack, +2 currency/turn
Stability: (38)/100
Industry: 3
Buildings (Capital City): [Banner of War][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Looting II][Discipline I][Savagery I]
Magic: Death I (Minor Shadow Bolt])
Resources: [Wood: 10][Stone: 10][Iron: 11] (1/1/2)
Armory:
Military: (Goblin Warbands(1x)) (Goblin raiding party)1x)) (Suicide troops))[1.2x[-1 currency/turn, -1 food])
Eccentricities Peace:
[Goblin Hordes]: Goblins breed at a phenomenal pace. Most population production is doubled, but there is a distinct lack of infrastructure. Construction actions take longer.
War:
[Throw Goblins At It] – You mobilize in units of 2 instead of 1, but there is a greater economic drain as forfeit.
Progress: Discipline 9/12 RAIDING 2/4
Action 1: Chaaaarge! (R A I D)
Action 2: WORK TOGHETA (Discipline)
Action 3: Ya need to quell these lands! (Create infrastructure make it more habitale and whatnot)
>>
Rolled 11, 49, 21 = 81 (3d100)

>>1287712
>>
Rolled 50, 40, 1 = 91 (3d100)

>>1281112
Kingdom Name: Azoth Hegemony
Race(s): Homunculi
Color: Grey
Fluff: The Azoth Hegemony was created by a society of alchemists dedicated to discovering the secrets of life itself. To assist them in their work, they created a force of homunculi. The original alchemists eventually passed away, but their servants had learned all their secrets, and soon the homunculi began producing more of their kind. The homunculi have altered themselves extensively, and are able to alter their bodies to suit their needs. They have inherited their creators dedication to the study of bio-alchemy, and seek to further improve their biology. The Hegemony is ruled by a council of the oldest, most experienced alchemists.
Territory: 16
Settlements: Tirgraad (Capital City)
Population (Total/Unoccupied/Working): 29(+3/turn)/0/0
Food: 3
Currency: 18(+3/turn)
Stability: 47/100
Industry: 3
Buildings (Capital City): [Government Building][Farm (Med)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Library][Mutagen Pit I]
Technology: [Alchemy II][Discipline I][Agriculture I][Strength I]
Magic: Transformation I (Minor Bone Weapons, Minor Bone Armor)
Resources: [Wood: 12(+1/turn)][Stone: 4(+1/turn)][Iron: 11(+1/turn)][Herbs: 12(+1/turn)]
Armory:
Military: (3 Homunculus levies(1x))
Eccentricities:
[Intellectuals]: Your intelligent homunculi are exceptional researchers, and are particularly skilled at researching technologies related to bio-engineering and homunculi improvement at the cost of not being so skilled at other forms of research.
[Engineered]: You can create specialized Mutagen pits that create a Mutagen: +1 resource. These mutagens can serve as a universal resource for a wide variety of evolution based technologies, and can supplement other technogies as well. Armor at (Production tech) I, for example, can be created using only 1 Metal and 3 Mutagen points. Your production tech now shifts to Mutagenic Efficiency.

1: Improve our general knowledge of Alchemy.

2: Train another Homunculus levy.

3: Expand along the coast to the west.
>>
Rolled 48 (1d100)

>>1281112
Kingdom Name: The Court of the Claw
Race(s): Human - with a ruling caste who trace their ancestry to dragons
Color: Gold (Civ 11)
Fluff: >>1262039
Eccentricities:
Peace:
[Claws of the Court]: Rebellions, revolts, revolutions. All solved with a little bit of dragon flame. You can execute 10 pop increments for an immediate boost of +5 stability per 10. Be aware that using this but still allowing a rebellion to happen soon after will make the rebellion much much worse.
War:
[Draconian Heritage]: Your draconian heritage allows you to research magic with much greater ease, as it flows through your veins, particularly fire magic. However, your draconic aristocracy have voracious appetites demanding meat, women, and gold. Draconic (Magic Using) units come with additional upkeep cost (example 1 pop/turn).

Territory: 52
Settlements:(Capital City), (Zhugan), (Western Gnollwatch), (Northern Gnollwatch), (Far Western Gnollwatch), (Northeastern Watchtower)
Population: 47(+9/turn)/48/0
Food: 1
Currency: 42(+8/turn) - Including Arian Trade Route (+2/t)
Stability: 50/100
Industry: 3
Buildings:
(The Court [Capital]):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Magic School (sm)]
(Zhugan [Town]): -
(Western Gnollwatch): -
(Northern Gnollwatch): -
(Far Western Gnollwatch): -
(Mountain Watchtower): -
Defenses: [The Towers of the Court(Sm)]
Technology: [Construction I][Discipline II][Enforcers I][Feudalism I][Taxation I][Writing I]
Current Research: Agriculture [2/4]
Magic: Fire I (No Spells Yet)
Resources: [Wood: 9][Stone: 8][Iron: 10][Dragon Scales: 12]
Armory:
Military: (3 Thinblooded Militia (1x))

1. With more refinements to their uniforms, increased influence at court and a developing tactical and procedural nous, the Dragonblooded Constabulary seems well poised to bring any dissidents in the Court's lands to heel.

With their power in the ascendancy, many of the court's high-born families send at least one of their sons or daughters to serve in the Court's new secret and military police - seeing it as an unrivalled opportunity to gain power and influence along with the order - not to mention the potential for unearthing information about their rivals in the course of their duties.

Some of these individuals stand out in particular: great minds that rise quickly to leadership positions, jockeying with military caste constables who are more used to obeying than being obeyed.
>Continue to develop the Dragonblooded Constabulary in the hopes that they might make the realm incrementally more stable over time [5/8]
+[Discipline II]+[Feudalism I]+[Writing I]
>>
Rolled 67, 61 = 128 (2d100)

>>1281112
>>1287940
2. The spears we made still need to be put together. [3/4]

3. The new settlement on the western river needs a governor - and since the Court's officer Tancezhe is in the area and has served so well, it's only natural that management and development of a new town ought to be his task.

It would be a fine, rewarding retirement for a man who has been occupying a high-ranking military position for a long time - opening the way for younger aspirants.

Rumours that he's being shuffled off to make way for the nepotistic appointment of a highborn family's eldest son to a military command can be dismissed out of hand. Such slander is ridiculous.
>Start to upgrade the new outpost on the river in the west to a town
>>
Rolled 93, 82, 66 = 241 (3d100)

[Atley](19)
Territory: 15
Settlements:(Capital City)
Population (Total/Unoccupied/Working): 41(+5/turn)/20/20
Golem Labor (Total/Unoccupied/Working): 0/0/0
Food: 1
Currency:11(+6/turn)
Stability: 48/100
Industry: 7
Mana: 0
Buildings
(Capital City: Atley):[Government Building][Farm (Sm)][Lumber Mill (Sm)][Quarry (Sm)][Mine (Sm)][Research Facility][Church I: Church of Hestia][Golem Workshop I]
(Southern Outpost):
Defenses: [Pracrious Scaffolding(Sm)]
Technology: [Engineering II][Construction I][Smithing I]
Magic: [Earth Magic I]
Resources: [Wood: 12(+1/turn)][Stone: 7(+2/turn)][Iron: 13(+2/turn)][Arion Golem [Swift]: 4 (+1/turn)]
Armory:
Military: (3 Rudimentary Automata (1x))
Eccentricities:[Golem Labor][Golem Automata]
Progress: 8/12 Mining Upgrade 1/4 Monument

1.Continue construction of Monument.
+Church I
+Engineering II
+Construction I
+Earth Magic I
>Religon I
>Monument

2.Continue study of Mining Upgrade.
+Industry:7
+Engineering II
+Construction I
+Research Facility
>Mining Upgrade

3. Build a Quarry in the southern outpost.
+Industry: 7
+Engineering II
+Construction I
+Earth Magic I
>>
bumo
>>
>>1288201
This doesn't need bumped, we have all the players we could possibly want.
>>
>>1288269

It needs a new thread because this one's about to archive
>>
I'll try to push out an update tonight. If not tonight, then sometime midday PST tomorrow.
>>
>>1288594
Also will make a new thread tomorrow.
>>
for invasion
>>
Rolled 3, 2, 2 = 7 (3d10)

>>1288789
dice apparently dont want to work
>>
File: spearman 8.jpg (55 KB, 600x600)
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55 KB JPG
Rolled 33, 52, 38 = 123 (3d100)

Kingdom Name: Titanic Kingdom
Race(s): Super-humans
Color:Cyan
Territory: 7
Settlements: Olympus.
Population (Total/Unoccupied/Working): 24(+4/turn)/0/0
Food: 7 +1/turn
Currency: 24(+4/turn)
Stability: 45/100
Industry: 9
Buildings (Capital City):[Government Building][Farm II(Sm)][Lumber Mill II(Sm)][Quarry (Sm)][Mine (Med)+4 iron/turn][Stimulant Factory I] [Forge I, +1 Industry; -4 iron/turn, +1 Sword I/turn]
Defenses: [Player Fluffed Defenses(Sm)]
Technology: [Discipline II][Looting I][Swords I][Spears I]
Magic:
Resources: [Wood: 9 +2/turn][Stone: 4 +1/turn][Iron: 12 +1/turn][Stimulants:15 +2/turn][Sword I 2 +1/turn]
Armory:
Military: (Hoplites (1x))
Eccentricities: [Warrior Society]: Your nation is accustomed to war, and very resistant to war fatigue. In fact, stability is higher at war and slightly lower at peace as your population grows more and more decadent.
[Phalanx]: You have an easier time upgrading your spear and armor technology, though ranged weapons are considered cowardly, and shunned.

1. Let's upgrade our swords further, we can do better than these playthings.
>Swords II 0/?
>[Phalanx]: You have an easier time upgrading your spear and armor technology, though ranged weapons are considered cowardly, and shunned.
2. Lets upgrade our Forge, i don't want us to be hemorrhaging iron, lets see if we can make that more efficient so we can pump out even more weapons!
Forge II 0/?
>Now that we have some swords, let's get some troops ready, so no one tries to attack us by surprise
>>
>>1290302
>That was only two actions m8. And you got a makeup turn as well
>>
>>1290425
oh, i swear i wrote in a third, thanks for pointing that out
>>
>>1290302
Oh, i see what i fucked up.


3. Now that we have some swords, let's get some troops ready, so no one tries to attack us by surprise
>>
Rolled 50, 13, 47 = 110 (3d100)

>>1290302
Ok, and if i get a make up turn then my actions will be the same

1. Let's upgrade our swords further, we can do better than these playthings.
>Swords II 0/?
>[Phalanx]: You have an easier time upgrading your spear and armor technology, though ranged weapons are considered cowardly, and shunned.
2. Lets upgrade our Forge, i don't want us to be hemorrhaging iron, lets see if we can make that more efficient so we can pump out even more weapons!
>Forge II 0/?
3. Let's equip some more soldiers while we've got the equipment to spare




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