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File: Map30 part 2.jpg (4.89 MB, 3027x2270)
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Note: We are currently not accepting any more players in this thread. Sorry!

TURN 30 RESULTS BELOW...
>>
>>2007714

ABOLETHS

Fishmen flood into the Ape's sacred valley. Surprisingly the undersea denizens show an alacrity for martial arts that impresses even the Apes. [+9 close combat]

Work on the massive coral sprawls continues. The seas themselves are altered slightly as the coral is grown at an heretofore unseen pace to provide the structural material for their housing. Large calcium and carbonate deposits form in the nooks and crannies of the ocean, and creatures that thrive in these environments multiply. [Mass Housing 10/25]

The mudoil mine's techniques are further perfected. A novel way of trapping the mudoil as it escapes the seabed, preventing aqueous contamination, greatly speeds the process. [Mudoil Mine 7/12]

>>2007774

STANGALLI

Takmek will represent the Stangalli at the tournament. He's frothing at the mouth for a chance to take vengeance for his people on those who trampled on their lands. Stangalli representatives are there to smooth things over. Some of their guardsmen pick up pointers from the Apes. Although they consider themselves a more intellectual race, their dexterity and cleverness gives them a surprising insight into the Apes' methods. [+9 close combat]

Meanwhile, the Stangalli and mages begin a joint project on craft that can sail through the skies: Airships! With Stangalli wind magic and ingenuity, and the mage's arcane might and scientific methods, surely they will create something incredible. [Airships 5/30]

[Note: this project will be updated in your turn, and Mage's turn. Track carefully]
>>
>>2007795

APES

The Apes set up security to safeguard passage into the tournament, and for the duration of the event. Their familiarity with the territory and resonance with its energies makes this a simple task. [Roll an extra die to quell any disturbances at the tournament, if needed. All spirit magic and monkhood bonuses are doubled in the event of a defense.]

Meanwhile, the Apes host a friendly training session for their visitors, which includes a small army of fishmen. They're very difficult to tell apart, for some reason. As other races pour in, the Apes receive them all with dignity and grace. Lessons are given, and lessons are learned. Their spirits hum with the potential all these peoples have brought them, from the scaled Dragonwrought to the dark-aura of the Bacatia, from the noble poise of the Kratiya to the resourcefulness of the Lizardmen. Gnomes and Crabkin, humans and birds, fish and Fauns - truly this world is a wonderous place.

[+10 diplomacy], [+1 organization], [+1 art], [+1 warrior tradition], [+1 herbology], [+1 magic control], [+1 nature magic], [+1 dark magic], [+1 education], [+1 leather working], [+1 traps], [+1 carpentry], [+1 enchanting], [+1 willpower]

In Attendance:
Fishmen
Stangalli - fighting (represented by Takmek, birdman)
Birdmen
Lizardmen - fighting
Gnomes - fighting
Fauns - fighting
Bacatia - fighting
Kratiya
Lachstagen - fighting
Kobolds
Razgriz - fighting
Crabkin
Illithids - fighting

H'ar-Ambe answers the call of the Apes. The elders 'pull' a stone of sorts from the spirit world. It already existed in the material plane, but it is as if they were granted the true spirit of the thing. The stone in question, about the size of a head, glows with a soft white light. [The victor of the tournament will receive the White Stone, study of which will grant a bonus in spirit magic], you earn [+4 spirit magic]

>>2007848

LIZARDMEN

White-Tip and Yellowback skirt the edicts of the elders and venture into the unknown world of the flatlands to seek their fortune. They quickly hear rumors of the tournament, and find their way there, where they are stunned by the many gathered peoples of all shapes, sizes, and talents. They are happpy to join in at the Apes' invitation, and exchange combat pointers with their benefactors. [+6 close combat]

A sudden fluctuation in the ley lines sets back the nature of the wilds. It seems that energies in the dark ruins are more chaotic than in other places. The totems are adjusted to account for this, though it does take some time. [Land-Awakening Ritual 22/25]
>>
>>2007869

GNOMES

....journey on MUH WAYWARRRD SON
THERE'LL BE PEACE WHEN YOU ARE DONE

The gnome adventurer finds the tournament, and soon enough, he's practicing his forms alongside the Apes. And as any wandmaster will tell you, practice makes perfect! [+1 close combat]

The gnomes begin construction of a grain farm in the rich riverlands, using their magic as a catalyst for its growth. Their attempts are quite successful! [food: moderate], [+2 agriculture], [+1 magic control]

Unfortunately, while building the fishery, they all got too caught up in the pastime to get much real work done. Perhaps another day. [Fishery 0/5]

Construction begins on the most fundamental of Gnomish economic institutions, a Wandcrafting Shop. [3/10]

>>2007872

MAGES

The grey cloaks keep training... [Grey Cloak Army 23/25]

The worst habits of the mages and the lachstagen combine to form joint work on an unholy new project. [Magic Acid Napalm 4/20]
Note: this project is shared between you and lachstagen, and progress will occur in both your posts. Track carefully!

The Airships will give the Mages control of the sky and the Stangalli control of entire new realms of commerce. [Airships 10/30]

>>2007877

FAUNS

The Fauns finish work on the silver mines. The goods and the knowledge exchanges hands. A job well done! [Silver Mine 5/5], [resource: silver], [+5 construction], [+3 mining], [+5 metalshaping]

A detachment of Fauns meets with the Apes and trains in their ways. They're not half bad at this whole fighting thing! [+5 close combat]

>>2007880

BACATIA

The Bacatia attack the Mages!!

Meanwhile, the Orc Blood Elixir is steadily formed. Their previous experience with the Aratoa has refreshed their memory on the process. [Orc Blood Elixir 2/5]

The Bacatia cast a shadow over their arrival at the tournament grounds. The Apes dutifully and cheerfully receive them; the vampires are almost surprised about how unfazed the Apes are are their presence, and happily exchange combat pointers. They do, however, avoid that strange altar at the heart of the Apes' valley...it makes them downright uncomfortable. [+2 close combat]

>>2007934

ORCS

The Orcs attack the Mages!! Due to coordinating successfully in secret with the Bacatia, they gain a +20 bonus to their combat total.

Orc politics is simple enough that it continues unabated even in the midst of war - or perhaps, it could only be truly forged in war. [Orcish Imperium 9/15]
>>
>>2008157

KRATIYA

The Kratiyan delegation begins work with the Crabkin Minster of Economy to determine the exact nature of the trading agreements. The Empress is pleased that the consulate is enthusiastic about their countries' mutual prosperity. [Crabbykins 5/7]

Very few psychics have the potential for manifesting great energy over distances larger than a few dozen meters. That, perhaps, is a study for another day. Czerkia focus on perfecting the current method of one core psychic fighting alongside the Coterie. Spending time training together seems to enhance the psychic bond and ease the transfer of energies during times of stress, which is vital - things won't quiet and contemplative on a battlefield. [Communion 14/15]

The Kratiyans send artists and a few historians to commit the events to posterity. While they don't actively participate in the combat, most of the civilizations have heard of their great civilization and they find themselves to be fairly popular. Some few civs disdain their 'weak-kneed pacifism'. The goblins try not to let the annoyance show on their faces. [+1 close combat, +1 diplomacy]

>>2008422

BEGRAVEN REUS

*sawing noises*
*jackhammer*
*safety dance*
*truck backing up beeping sound*

[Labyrinthine Design 8/15]

[Great Dome 11/20]

>>2008760

LACHSTAGEN

Work continues on cannons. They managed to blow a hole in the side of a hill...and in one of the poor cannon-testers. [Cannons 17/25]

The Lachstagen send a champion of both combat and explosive devices (non-lethal only, of course) to train with the Apes and compete in the tournament. He is accompanied by a small cultural delegation as well; they can't show up totally uncouth, of course. Soliman picks up a few tips from the Apes during the training session. Being a fine warrior himself, he's a quick study. [+7 close combat]

>>2009697

DWARVES

Weapons are simple to craft for the experienced dwarven smiths. [+5 steel weapons]

No king would be complete without his crown; the process of finding only the finest of diamond begins. [Mountain King 5/15]

Currently, dwarves are suspending themselves from the ceiling hundreds of feet over a lake of lava in order to chip away at the diamond deposits. The soon-to-be-king believes that there must be a more efficient way to do this... [Diamond Extraction 5/10]
>>
>>2009983

KOBOLDS

The Dragonwrought arrive at the tournament to represent the Kobolds. Their gifts make them very popular! Despite not participating in the fighting, the joint training session with the Apes gives them a lot of ideas on how to use their wings in hand-to-hand combat. [+3 close combat]

The gardens are finished! The Kobolds now have a public place of repose to relax and refresh themselves after a day's hard labor. [Marven Gardens 7/7], [stability: Rejoice!], [+3 culture], [+3 logic], [+2 architecture]

>>2010395

RAZGRIZ

Time to mine them thar hills n' such, pardner! [Iron Mine 3/7]

Officers Sydwick and Tyrell lead an expedition alongside the Stangalli merchants to join in the tournament. Their horizons are broadened by the sheer number and composition of the difference races they're sharing this new land with! The Apes offer them a few pointers, and they're happy to exchange knowledge. [+5 close combat]
>>
--------
COMBAT RESOLUTION
--------

The Bacatia strike the southern mage tower in a sudden ambush! Caught off guard, the mages mount a desperate defense. Though the vampires manage to push to the river, they're held off by the mage's newest creation, the Iron Giant. The massive machine sprays their soldiers down with fire and smashes through Aratoa hand-over fist. The battle stalls, until...

...a chanting sounds on the horizon.

magik wehpons
magik wehpons
MAGIK WEHPONS
MAGIK WEHPONS
MAGIK WEHPONS

A horde of orcs pours over the mountains and down into the village, flanking the mages. The Iron Giant is maneuvered to stem the tide, and hundreds of orcs are crushed within a few minutes. However, freed from their defense, the Bacatia are able to mount a concentrated attack on the golem, crippling it and knocking it out of the battle. With their main weapon disabled, the mages unleash the blood wargs, which create enough chaos to afford them a chance to retreat. They hole up in the tower, surrounded on all sides by their foes.

MAGE RESULT

The Iron Giant is severely damaged. It will repair 2 points automatically each turn due to its regenerative properties. You can use actions to speed its repair rate. [Iron Giant Repairs 0/10]

Farms and shelters have been destroyed, along with plenty of research and related facilities. [food: low], [stability: low], [-2 agriculture], [-2 magic control]

BACATIA RESULT

You have captured much of the mages' research during your assault. [resource: elemental gems], [resource: warg mounts], [+3 magic construction]

ORCS RESULT

The Orcs greedily raid the mage town for spoils. [resource: elemental gems], [resource: warg mounts], [+5 enchanting], [stability: content]
Note: Elemental Weapons are now [1/5]
>>
TURN 30.5

TOURNAMENT ARC

Brackets:

Stangalli - (represented by Takmek, birdman)
Razgriz - fighting

Gnomes - fighting
Fauns - fighting

Bacatia - fighting
Lachstagen - fighting

Lizardmen - fighting
Illithids - fighting

--------------------

If you are participating, please roll 3d50. Add any applicable bonuses to a small-combat situation in your post.
>>
>>2014978

Rolling Illithids

+10 dark magic
+10 chaos magic
+10 psychic power
>>
Rolled 34, 44, 24 = 102 (3d50)

>>2014980

DICE
>>
Rolled 14, 21, 25 = 60 (3d50)

>>2014978
+20 Legacy of Bacatia
+9 Close Combat
+5 Warrior Tradition

+34
>>
Updated sheet so i don't forget when i wake up.

Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: content
Food: Plentiful
--Government--
Despot Rule (+5 military)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]
[Copper]
[Iron]
[Bloodstones]
[Orcish Alcohol]
[elemental gems]
[resource: warg mounts]

--Projects--
[Elemental Weapons 1/5]
[Orcish Imperium 6/15]
[ Rocky 0/5655]

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+7 enchanted bone spears][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+5 mah-gik][+9 enchanting][+3 Kratiya Culture (P)]
>>
Rolled 35, 19, 72 = 126 (3d100)

>>2014978
Lets go Takmek!
+30 for being a Bird!
+9 from the Ape Training!
Be the Hero we neeeeeeeeeeeeed!
>>
Rolled 28, 12, 11 = 51 (3d50)

>>2014998
I SHIT THE BED
STILL +39 THOUGH
>>
File: Lizard.jpg (48 KB, 736x557)
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Rolled 47, 47, 14 + 88 = 196 (3d50 + 88)

>>2014978
White-Tip enters the arena to battle her opponent. Her strategy has had to change due to the extreme disadvantage she is at in an open fight. She intends to fight from Frog back, using his acid spit to harm or even blind her opponents and his mobility to evade attacks.
She uses her Bow, arrows coated in Venomweed from her herb pouch. She occasionaly darts in to deliver light, harrying attack with a light blade of Ironwood.
White-Tip has to rely on her Ironwood armour, and the totem she received from her mate, to avoid being injured by any attack that makes it her way.

[+88] (+3 Hunting, +20 Ranger Caste, +8 Rangers, +9 Beast Taming, +6 Ironwood Gear, +6 Close Combat, +6 Poison knowledge, +15 Magic Control, +10 Nature Magic, +5 Magic Defense)
>>
>>2014978
TURN 30.5 FLUFF POST

A group of elder Apes walk out to address the crowd before the tournament begins. One of the Elders begins to speak to large crowd who has turned to look at the Apes.

"Welcome all to our Grand Tournament! We are happy to see such a gathering! We've met most of you from training and admire your spirit and courage for coming to fight and prove your strength!" The Ape scratches his head almost like he forgot what he was supposed to say..."Oh yes right anyways on to the rules of the tournament...

1. This tournament is not a fight to the death. We do not like to see death and destruction, though we do understand some of you carry some lethal weapons and other accessories. We ask that you halt your attack if the Ape referee intercedes or the opponent surrenders. Healing will be administered on the sidelines to any who are injured."

2. Fights are one on one, no one else should be getting involved except for the ref. Breaking this rule means disqualification.

3. You are permitted one animal companion in the ring if you have brought any with you.

4. Weapons and magic are all permitted, even though you trained with us earlier, we'd like to see you fight at your best.

Lastly we have the reward for the winner." A younger ape hands the elder ape something covered with a piece of cloth. The elder ape pulls off the cloth revealing a white stone, it gleams in the sunlight as he holds it high in the air. "This is the White Stone, a gift given to us by our God. It is highly treasured and may help guide you and your people into higher places! Ohhhh and don't forget.....food and drinks are brought to us courtesy of our friends the Stangalli!"

With that the Elder Apes walked off to their special seats built high into the air in order to watch the tournament unfold.
>>
>>2015002
Pretty boy Officer Tyrell I choose you
>>
>>2015018
Plus 13
(posting on my phone sorry)
>>
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Rolled 32, 13, 14 = 59 (3d50)

>>2014978
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
[+1 close combat]

---

The meeting with the Apes was an eye opener for the explorer Gnome. Not only was he the first Gnome to meet another people, indeed, another race but he was the first one to learn from these mighty and honorable beings.

The Apes fought in a way distinctly unique and different from the Gnomes. Where the Gnomes preferred to fight at range, the Apes fought with cool fury and skill at close combat, pummeling their foes with expert hand attacks. They were no mindless brutes either, they were amicable diplomats, warriors, and faithful healers as well.

Hideki Malewand learned much, and would certainly bring these tales with him home. But there was more, much more, to be learned in the Tourney. The Apes were not the only great, nor even the oldest, of the races out there. There were many more people beyond, and he would meet them in noble duel soon. The Apes too, were kind enough to tell them of others who had not come to the tourney.

The Gnomes had five major families, and Hideki was a member of the Malewand family. The Malewands preferred to imbue the power of the elements upon their wands, casting lightning, flame, acid, and ice from their smooth, curved wands, which were always more artistic and finese than those of the other families. In soon proved that lightning element was an exceptional good combination for close combat, as the shock one could deliver with a wand either at range or in close contact had a debilitating effect on muscle and flesh. With old skills known, and new skills learned, Hideki set out for the tourney. A young and new race to the world, in victory or defeat, he would bring home honor at having been the first Gnome to fight on the outside world!
>>
Rolled 17, 7, 15 + 13 = 52 (3d50 + 13)

>>2015018
>>2015020
>>
File: 114851_CN_GL_1117.jpg (64 KB, 322x600)
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Rolled 27, 46, 6, 16 = 95 (4d50)

>>2014978
+5 Close Combat
+17 nature magic
+10 spirit magic
+3 magic control
+2 fire magic
+3 beast taming
- War Boars - In combat, roll an extra die. Add 1/3 the value of this roll to your combat total. - IT WILL BE THE LAST DICE

Arawn, heir of the clan Gabhar is chosen as the champion of the Fauns. Mounting his loyal companion, a war boar named Potbelli, he turns around to face his adversary, prepared to fight for the glory of his cl....What?

"What is this child is doing on the arena?" He asks.

"Don't insult the contestants, dumbass" Aengus shouts at him, outside of the arena.

But strange little fella in front of Gabhar doesn't back down, he is branding his wand with bravery facing the faun in front of him.

"Okay" Gabhar says smilling "I think that I like you. Letvs see what we make out of this" He says charging.
>>
Rolled 72, 71 = 143 (2d100)

>>2014928
-----
Gnomes - Navy Blue
Traits:
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
-----

Stability: neutral
Food: Moderate

--Government--
Elder Council (+5 culture)

--Contacts--
-none-

--Resources--
-none-

--Projects--
[Fishery 0/5]
Wandcrafting Shop [3/10]


--Development Bonuses--
>Infrastructure
[+2 agriculture]
>Magic
[+1 magic control]
>Military
[+1 close combat] - Ape Training

---

"The best enchantments are those not spoken, the best ingredients are those not needed.

A good wand does not fail for lack of concentration or will, but enhances in sharpness and focuses the will of the caster. Let your spells be simple yet strong, easy yet unstoppable."
-Excerpt from the Book of Gnome

---

1. Construction of the Wandcrafting shop continues, the business which defines the Gnomes!

Seeking to improve their prowess and speed at building structures, the Gnomes practice their art in the construction of the Wandcrafting shop itself. Using heir magical wands, they lift wood and stone into place, twirl them over buckets to mix mortar, and lift and spread cement.

The basic philosophy of Gnomish magic is that simple spells which can be easily repeated are better than complex ones which can be difficult and prone to failure. Better still to combine multiple efforts toward a greater task. Gnomes work in teams to enhance each other as a whole. If a log or a rock was too heavy for one Gnome to lift, three or four of them would aim their wands and lift it together; thus skipping the need for the one Gnome to have to expend a lot of his magical energy alone. By conserving energy efficiently, they made harder tasks easier and faster. Thus amateurs could do the job of experts.

Wandcrafting Shop [3/10]

3. More stone than could be picked up by Gnomes surveying the ground was needed. The Gnomes would seek a way to hew into stone, but lacking metal or a stronger substance, they turned to their wands. They would develop a basic spell allowing them to cast cuts into harder materials like wood and stone, so that trees could be cut faster and chopped into smaller easier to maneuver pieces, and blocks of stone cut out from the mountain side. Cutting spells were being developed for the wands.
>>
>>2015070
For both actions:
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
>Magic
[+1 magic control]
>>
>>2015070
oops, sorry we weren't supposed to post turns yet.
>>
>>2014978
The Kobolds use the Tournament as an opportunity to establish diplomatic contact with anyone they meet there.

An olive branch is held out to all present races, including the NPCs - Aratoa and Fishmen if they're present, the Crabkin, the Illithids, and the Birdmen.

Posting updated sheet for my own convenience:

Kobold Confederacy - Light Blue
-Stability: Rejoice!
-Food: abundant
---Traits---
-Confederate Tribes (+2 organization)
-Dragon Gods (+2 religion)
-Cunning (+2 traps)
---Government---
-Elder Council (+5 culture)
---Resources---
Knowledge of Dragon Tongue, copper, fish, lumber, Rubies, sabertooth fur and teeth, stone
---Projects---
Ongoing:
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Lumber Camps 7/7], [Marven Gardens 7/7], [Smelters 7/7], [Stone Pits 5/5]
---Development Bonuses---
+4 agriculture, +2 architecture, +14 construction, +3 close combat, +11 craftsmanship, +7 culture (Debate, Gardens), +3 culture, Kratiya(P), +3 diplomacy, +5 Dragonwrought, +4 Lokharic Language, +5 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +4 metalworking, +8 mining, +6 organization, +9 religion, +5 traps
---Diplomacy---
Discovered - Dwarves; Travel agreement - Kratiya, Trade - Fawns
>>
Rolled 31, 5, 17 = 53 (3d50)

>>2014978

Lachstagen Roll for tournament performance

+30 combat from development bonuses
>>
File: tournament bracket.png (17 KB, 861x620)
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TOURNAMENT RESULT

Stangalli - 90
Razgriz - 52

Gnomes - 63
Fauns - 125

Bacatia - 94
Lachstagen - 83

Lizardmen - 196
Illithids - 132

The tournament begins!

ROUND 1

White-tip of the lizardmen faces off against a scriggly and ungainly member of the Illithid group. White-tip dashes in, hoping to quickly close the distance to her opponent. The Illithid unleashes a disabling mind-blast, but white-tip's totem flashes, and its magic deflects the psychic energy. By the time she reaches the Illithid, it has no more time to react before she pummels it straight off the stage.

The Illithids, frustrated by their first-round lost, leave in a huff, though not before shooting glares at the two lizardkin.

Then, a representative of the Bacatia, Occuelum, faces off against the strongest Lachstagen warrior, Soliman. Their battle takes over 15 minutes, with the two evenly matched for skill. Soliman refuses to give ground, using his technique and footwork to hold off the vampire's superior speed and strength. Eventually, Occuelum is forced to bring his magic to bear to push Soliman out of the arena. Soliman refuses to shake hands afterward, spitting on the ground and angrily muttering 'magic tricks'.

Takmek, representing the Stangalli, fights Officer Tyrell of the Razgriz. The birdman's strange fighting style baffles Tyrell, and he's on the defensive throughout the fight. After a few minutes, he takes an ugly gash on his sword arm, and the Ape referee declares this a decisive blow and ends the match so he can receive healing.

The lone Gnome Hideki of the Malewands steps forward to represent his race. Despite being being 'accidentally' mocked by Arawn, the Faun champion, he manages to hold his own for a few minutes, using spells to distract and harry his opponent's mount. After minutes of spellcasting, one of his magics fails to hit the mark, shrugged off the boar's enhanced hide. Arawn is quick to take advantage, and Hideki is shoved out of the arena.

ROUND 2

Occuelum and White-tip fight a battle that will surely be remembered. They both fight with a spear, resulting an a frenzied clash of long-range weapons. The vampire has superior strength, but the Lizardwoman has superior footwork and is quicker with her spear. They both deliver scratches to their opponents' armor but can't land a solid blow.

Eventually, Occuelum leaps back to attack with magic - but White-tip, having noticed the earlier battle, had been baiting him into it all along. Her quietly-planted nature magic activates, rolling the stage under Occuelum's feet as he's preparing his spell and tossing him upward. He unleashes a blast of darkness to try to redirect himself midair, but it isn't quite enough and he lands off-stage. White-tip is declared the victor. Occuelum is frustrated by his defeat, but admits that in the end, he was simply outwitted.

1/2
>>
Takmek and Arawn fight next. Takmek fights on horseback, facing off against Arawn's boar-mount style. The clash is actually brief - the boar bashes the horse with its larger head, nearly knocking Takmek from his seat. Arawn bashes him the rest of the way. Having been so quickly dismounted, Takmek yields the fight out of a sense of honor.

FINAL ROUND

Finally, White-tip faces off against Arawn. Seeing her opponent mounted, White-tip also mounts her poisonspitter, a giant, toxic frog. She proves to be even stronger with her companion. Its large leaps let her dodge the boar's charges with ease, and its acid-spit poison allow her to control the stone battlefield, quickly cutting off the boar's ability to move, while she is still able to jump around and retreat if need be. Exhausted by the combination, the Arawn's boar can't keep up, and eventually White-tip flanks him from behind and knocks him from the mount. Arawn rolls through some of the acid, and the referee calls the match so that he can receive immediate treatment. Luckily, no lasting damage was done. White-tip and Arawn shake hands following his healing.

The crowd cheers for White-tip as she takes the stage once again for the award ceremony. The lizardmen have been quietly keeping to their own for as long as anyone can remember, but today, they certainly made a lasting impression on everyone present.

----
ORDERED:
----

Razgriz - 52 [+1 close combat, +1 diplomacy]
Gnomes - 63 [+2 close combat, +1 culture]
Lachstagen - 83 [+3 close combat, +2 culture]
Stangalli - 90 [+4 close combat, +2 culture]
Bacatia - 94 [+5 close combat, +3 culture, +1 diplomacy]
Fauns - 125 [+6 close combat, +3 culture, +2 diplomacy]
Illithids - 132 [???]...[Profit]
Lizardmen - 196 [+7 close combat, +5 culture, +4 diplomacy, +3 martial arts], [resource: White Stone]

In providing services and refreshments, the Stangalli manage to make a pretty penny...[+2 culture, +2 economy, +2 currency]

[Note: Everyone in attendance at the tournament has now met and established basic relations with everyone else at the tournament.]

Fishmen
Stangalli
Birdmen
Lizardmen
Gnomes
Fauns
Bacatia
Kratiya
Lachstagen
Kobolds
Razgriz
Crabkin
Illithids

The Lizardmen are awarded with the [White Stone] by the Apes, which is a potent potential source of positive spirit magics. White-tip carefully wraps the stone in leathers and secrets it away in her pack before they depart.
>>
File: Map31.jpg (4.89 MB, 3027x2270)
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BEGIN TURN 31
>>
Rolled 5 + 90 (1d100 + 90)

>>2015428
TURN 31

Kobold Confederacy - Light Blue
-Stability: Rejoice!
-Food: abundant
---Traits---
-Confederate Tribes (+2 organization)
-Dragon Gods (+2 religion)
-Cunning (+2 traps)
---Government---
-Elder Council (+5 culture)
---Resources---
Knowledge of Dragon Tongue, copper, fish, lumber, Rubies, sabertooth fur and teeth, stone
---Projects---
Ongoing:
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Lumber Camps 7/7], [Marven Gardens 7/7], [Smelters 7/7], [Stone Pits 5/5]
---Development Bonuses---
+4 agriculture, +2 architecture, +14 construction, +3 close combat, +11 craftsmanship, +7 culture (Debate, Gardens), +3 culture, Kratiya(P), +3 diplomacy, +5 Dragonwrought, +4 Lokharic Language, +5 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +4 metalworking, +8 mining, +6 organization, +9 religion, +5 traps
---Diplomacy---
Discovered - Dwarves; Travel agreement - Kratiya, Trade - Fawns

ACTION 1: DEVELOP CLASSICAL MECHANICS: The Gardens are completed, and steady gatherings of tradesmen and workers in the new setting is a fixture of tribal life. Over time, they begin to compare notes on their various daily experience, and a kind of understanding of the nature of substance, material, and action develops. The pull of the crude plow through the earth, the roll of a round stone down a slope, the levers and materials in a trap or snare, the work in the quarry with rope and travois - all this builds into an understanding in the minds of the inventive kobolds, and they work out through reasoned argument where it all fits together. Soon, demonstrations are on display before the Elders, facilitated at times by winged Dragonwrought flying objects to the tops of slopes and rolling them down, and at times by trapsmiths or loggers or quarriers demonstrating wedges, wheels and axles, and so on. In time, the Kobold priests at the Shrine of Wonder are inking illuminated manuscripts that feature the Six Simple Machines, thanking the Dragon-god of knowledge for this addition to the Book-Hoard. [Bonus: +90 from all worldly experience, blessings of the Dragon gods] [+4 agriculture, +2 architecture, +14 construction, +11 craftsmanship, +7 culture (Debate, Gardens), +3 culture, Kratiya(P), +3 diplomacy, +5 Dragonwrought, +4 Lokharic Language, +5 logic, +4 metalworking, +8 mining, +6 organization, +9 religion, +5 traps]

ACTION 2: BONUS CRUSH: Crushing the following bonuses for a third die: [+3 agriculture, +13 construction, +9 craftsmanship, +5 culture, +2 metalworking, +5 mining, +5 organization, +8 religion]; the bonus should be something like Foundations of Civilization.

New bonuses after crush: [+1 agriculture, +2 architecture, +1 construction, +3 close combat, +2 craftsmanship, +2 culture (Debate, Gardens), +3 culture, Kratiya(P), +3 diplomacy, +5 Dragonwrought, +4 Lokharic Language, +5 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +2 metalworking, +3 mining, +1 organization, +1 religion, +5 traps]
>>
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Niether a Sore Loser, nor a Joyful one, Hideki bowed and accepted his defeat, and took pride in having lasted that long against such an opponent as the Faun's. He would be sure to visit them over a mug of ale indeed!

The Faun's were evidently neighbors to the far north, it would be good to have a friend in the far reaches as that was where more people could be found.

>>2015041
During the lull between the Tourney Rounds, he takes up on Arawn's offer and goes to the pub.

"That was a good fight, and ye beat me fair and square lad. I'll remember the name Grabhar from now on.

I'm an explorer fer my people, and on a journey to meet and learn new folk that are out there. Can ye tell me a bit about the Fauns?"
>>
>>2015428

Turn 31

Begraven Reus - Indigo
Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
-----
Stability: low
Food: plentiful

--Government--
[Sovereignty] - (+7 military, +7 organization, +2 construction)
{All rolls involving construction projects cannot fail; you will gain at least 1 progress point. Completed construction projects are likely to improve stability.}

--Resources--
+6 stone tools
+3 slings
[Simple Mortar]
[Concrete]
[Dragon Preparation 1/1]

--Projects--
[Great Dome 11/20]
[Labyrinthine Design Philosophy 8/15]

--Development Bonuses--
+8 craftsmanship
+2 herbology
+3 hunting
+15 construction
+2 fortification
+7 mining
+5 architecture
+2 chemistry
[+3 Kratiya Culture]

...

> Much time of developing the giant's [Labyrinthine Design Philosophy] is spent in rumination. For sightless beings such as the Begraven Reus comprehension of sight requires a collaboration of many brilliant and vivid imaginations, and revelations regarding how to confound this hypothetical sense requires ever greater feats of creativity. One particularly promising suggestion put forward by the brainstorming giants is the notion of boldly engraving a complected, asymmetrical pattern of lines onto the walls, ceiling, and floor of a room, the idea being that they will confuse and obfuscate the actual dimensions of the room disorientating sighted creatures that attempt to navigate it. Further, by using definite engravings rather than pigments or something similar, the Begraven will be able to keep track of what they have produced. The giants are still unsure whether this technique will effectively confound a determined invader(s), but feel as though they are making progress in refining their misdirection techniques...

> [The Great Dome] project is progressing at a brisk pace. Great, strangely geometric pillars of concrete and massive granite blocks surround the rim of an immense mound of stonework at irregular intervals, many only partially complete and not yet connected. Upon and around the great dome something else is being erected using the dense bulwark of packed rock as a foundation, the beginnings of an imposing stone pyramid. The first of many...
>>
Rolled 3, 68 = 71 (2d100)

>>2015514

[Forgot Image]

[Forgot Dice]

Fuck...
>>
>>2015428
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/Hunting)
Poison Control (+3 Poison knowledge)
Swamp Masters (+3 Exploration/Expansion)
-----
Stability: Rejoice
Food: Plentiful

--Government--
Council of Protectors [+5 Military, +5 Construction, +5 Magic control]
Wartime stability penalties are halved. When defending, you do not lose an action until you are defending on three fronts, rather than two.

--Resources--
Venomweed
Strongarm Begonias
Deathweed
Ironwood
Monster Menagerie - When defending, roll an extra die. Add 1/2 this value to your combat total
Poisonspitters
Swampstalkers
Festerbeaks
Greatmaws
Web-Walkers (Silk)
White Stone
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

--Constructions--
Hill-home Settlement
-Foundation Totems
Black-Bog Hermitage
Trapped Territory

--Rituals--
Beast Bonding Ritual

--Projects--
[Lands-Awakening Ritual 22/25]
[Mystery of the Ruins 5/30]

--Development Bonuses--
+20 Ranger caste
+8 Rangers
+9 Beast taming
+3 Ironwood Armour
+3 Ironwood Weapons
+1 Camouflage
+15 Close Combat
+3 Martial Arts
+6 Shamanate
+3 Poison knowledge
+14 Herbology
+10 Magic control
+10 Nature Magic
+2 Water Magic
+5 Culture
+4 Diplomacy
+5 Magic Defense
+8 Construction
+1 Expansion

--Culture Penalties--
+3 Kratiyan Culture (P)
-------------------------

Actions:
>The setback of the shifting mana is an annoying delay, but has been easily handled. Time to lay down the Ritual of Lands Awakening. [+71] (+6 Shamanate, +14 Herbology, +6 Poison knowledge, +15 Magic Control, +10 Nature Magic, +2 Water Magic, +5 Magic Defence, +13 Construction)
>White-Tip, now taking an adult name - Proud-among-Warriors, returns. Many lizards clamor for the protectors to exile her for disobeying their decree, until she tells her story.She tells of how she won the tournament and, more importantly, the sneak attack that happened in the south.
>>
Rolled 94, 26, 10 = 130 (3d100)

>>2015630
(Oops, somehow posted early)
Actions part 2
>Cont. Lizardkind feels entirely vindicated in their defensiveness and procectionism, and now feels the need to ensure that the other scattered Lizard tribes know what has happened and join our cause. Ranger parties are dispatched with Shamanate diplomats to track down the still nomadic tribes and meet with their leaders. [+59] (+3 Exploration, +20 Ranger Caste, +8 Rangers, +9 Beast Taming, +6 Shamanate, +5 Culture, +4 Diplomacy)
>Hill-home is large, but as our population continues to grow space is becoming premium. An expansion is planned, to develop new houses, stores and workshops. But to do that the Crafts-lizards need efficient tools. Innovations have been made in Armour and Weapons, now they try their hand at tool building alongside some Shamanate advisors. [+49] (+13 Construction, +6 Shamanate, +15 Magic Control, +10 Nature Magic, +5 Culture)
>>
>>2015426
Free diplomatic action

An annoucement is made at the end of the tourney by the fauns. All participants are invited to partake in celebrations on the Hillands, with honours. It will be 5 nights of celebration and discussion regarding our people!

Special invite for >>2015630 Proud-among-Warriors, because your fierce and skill in combat impressed Gabhar, as well as your beasts. We know that you have to go back to your lands, but if you and your kind ever wish to trade and discuss prjects, we are ready to help.

Special invite for >>2015497 Hideki. Your magic impressed us, and I am sure that we might learn a lot with each other.

Special invite for >>2015018 Tyrell and his captain, your people come from a far away land and this is seeing as something incredibly fascinating, we would like to hear your stories.

Also special invite for Illitdis and Crabpeople - maybe you both will like to talk with Kratyians.


We are also inviting the Dwarfs and Kratyians, that didnt participated on the tourney.
>>
Rolled 84 + 90 (1d100 + 90)

>>2015488
As I have just been informed that crushing bonuses for dice doesn't cost an action, I'll roll a second action with pre-crush bonuses.

ACTION 2 will be to research mechanics as well.
>>
Rolled 75, 23, 72 = 170 (3d100)

>>2015428
TURN 31
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
Eldritch Gestalt (+3 Chaos Magic)
-----
Stability: Very Content
Food: Plentiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Projects--
Mudoil Mine 7/12
A Mind of their Own 5/15
Mass Housing 10/25
Distortion Field 9/40
Knocking on Heavens Door 0/100

--Resources--
Fishmen Armies [roll an extra die in combat. Add the value to your total combat roll when the battle takes place in water. Add 2/3 outside of water]
Enslaved Fish People
Lesser Chaos Node
Fish, Shellfish, Copper, Tin, Stone, Kelp, Swiftweed (stamina and mana recovery), Dreamstones, Jewel Coral, Gold, Carbonates
[needs development] Mudoil
Ui'haki-Xa Enchantment
"Small Favor from the Aratoa" 2/2
Gold-Curse Statue 0/1
Dragon's Favor 1/1 [May be used in combat to add 100 bonus points to your combat total]
Stangalli Trading Post [1/1 free trade action (for the fishmen) with any civ that has discovered Stangalli]

--Heroes--
Yi'axkratos-Ny'lotep [roll an extra attack or defense die when combat takes place in water and add 1/2 the value of this die to your total combat roll]
Qi'aki-Uix'lotep (Fishmen High Priest)

--Contacts--
All (except dwarves, rues)
Tin -> Bacatia -> Razgriz

--Development Bonuses--
+20 Influence of the Hive Mind
+17 Chaos Magic
+5 Divine Power
+5 Psychic Power
+9 Enchanting
+9 Close Combat
+6 Organization
+4 Construction
+7 Expansion
+3 Kratiya Culture (P)
+1 Culture
+1 Diplomacy

--Actions--
> After successfully training under the apes, the fishmen expand the nation's combat training to include the creation of thier own martial arts style that focuses on unarmed combat and weapon fighting (similiar to krav maga). The style focuses on disarming and killing the opponent as quickly and effectively as possible, so "dirty" tactics are encouraged. All fishmen in the nation are required to learn this martial art and it becomes an integral part of the society. All fishmen follow a daily training regiment that is tough and disciplined.

> The fishmen continue thier massive housing project to house every natural born and cloned fishmen. Huge coral structures are built across the empire that house fishmen in one room government owned housing projects. This greatly expands out the fishmen cities turning the existing cities into massive swaths of civilization. The cities' surrounding areas are converted from coral reefs and abyssal plains to massive urban sprawls. (+76)

> The fishmen continue to build a mudoil mine and use this new resource to create a massive underwater forge in Xi'kai-Ux'hlotep. (+25)
>>
Rolled 55, 28, 55 = 138 (3d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
Kratiyas Maximus (+3 culture)
-----

Stability: Rejoice!
Food: Abundant

--Government--
Shared Consulate [+10 military, +10 culture]
Actions to improve stability are twice as effective.

--Relations--
Crabmen - Known resources: [Seafood, Gold, Mana-Coral, Mana Coral Armor/weapons]
Everyone on the continent - Known

--Resources--
Fish, lumber, copper, emeralds, Stone, Violet Brick, Silver, Tin (d)

--Development Bonuses--
Fishing +3, +4 Shipbuilding, +3 Art, +6 Music, +4 Architecture, +3 Culture, +5 Education, +4 Agriculture, +10 Construction, +4 Psychic Power, Kratiyan Culture +20, +6 Diplomacy, +1 Close Combat
[The City of Violet Brick] - Every civilization in the world gains a permanent [+2 Kratiya Culture]. When you roll to influence someone's culture, roll an extra die. 1/3 the value of this die becomes a bonus added to the first die.

I need the stats for the Mint that finished.

1. Trade Deal with the Crabkin 5/7 +57

Trade negotiations continue with the Crabkin. It is hoped that they will see the Consulate as the best of friends, and even forge an alliance with them if trade goes well.

2. Psychic Communion 14/15 +62

The first Coterie completes its training. The development of the Psychic Communion is in many ways the culmination of the military aspects of the Consulate. The Goblins, with their superior physical capabilities supports and defend their Manifesters. Working in tandem, they are an extraordinarily potent combat unit that is both light-weight and effective.

3. Power: Matter Manipulation +43

The psychics of the Consulate have only a few powers to select from. With greater power pools than before they look into more refined forms of physical manipulation. Preferred for their versatility are heat and sheer kinetic manipulation. Favored for both its destructive capability, kinetic manipulation could be used to forge a solid bubble for protection against physical and magical attacks. While these abilities have some use in the civilian sphere it is undeniable that their primary use is for warfare.
>>
Rolled 34, 35, 20 = 89 (3d100)

>>2015428
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Kensho(+3 meditation/combat)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Very Content
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums
Oliphaunts(Big Sam and senpai)
Mana Bananas
[Dragon's Favor 1/1 - May be used in combat to add 100 bonus points to your combat total]
[Spirit Tree - When defending, roll an extra die. Add 2/3 the value to your combat total]
[Tournament Security - Roll an extra die to quell any disturbances at the tournament, if needed. All spirit magic and monkhood bonuses are doubled in the event of a defense.]

--Development Bonuses--
Military(+6)
Hand of H'ar-Ambe(+20)
Agriculture(+14)
Spirit Magic(+7)
Culture(+6)
Healing Magic(+7)
Diplomacy(+19)
Construction(+2)
Religion(+4)
Organization(+1)
Art(+1)
Warrior Tradition(+1)
Herbology(+1)
Magic Control(+1)
Nature Magic(+1)
Dark Magic(+1) eww
Education(+1)
Leatherworking(+1)
Traps(+1)
Carpentry(+1)
Enchanting(+1)
Willpower(+1)
Beast Taming(+4)
Kratiya Culture(+3) P

-In Progress-
Destructive Aura 10/15

-Abilities-
Astral Projection: Can communicate or spy using spirit magic.
Rockslide Technique: A monk technique involving a flurry of punches, several extra blows will land where the fist has never connected with the body.
Iron Palm Technique: Punches are now as tough as iron and can crush rocks and dragons. [When defending against the dragon, roll an extra die. Add 2/3 the total of this die to your combat total]
Healing Aura: An aura that heals basic cuts and bruises at a much faster rate than normal healing. Also seems to effect the land and causes growth and healing for plants.

Actions:

>The Tournament was quite a distraction for those looking to train. The monks return to the Spirit Tree to hopefully finish their new aura. It is coming together as something stronger than what they previously had, but will take a bit more effort. [Destructive Aura 10/15]

+20 Hand of Harambe +7 Spirit Magic +3 Kensho +3 Spiritual +1 Willpower = 34 Bonus

>Our strikes are quick and Rockslide technique was the first step in making more blows land on an opponent, but we can't stop there we must land more blows in a short amount of time. How many can we possibly land in just a second or two? 100? 1000? 10000? Do we even have limits? Lets see what we can do.

+20 Hand of Harambe +7 Spirit Magic +3 Kensho +3 Spiritual +1 Willpower +3 Big and Strong = 37 Bonus

>The Apes do like to celebrate and discuss the Faun's proposal. Elder Kogka and a small group of younger monks decide to travel to the Faun's celebration. They carry with them a nice basket of fruit.

+11 Culture +19 Diplomacy = 30 Bonus
>>
Rolled 30, 16 = 46 (2d100)

FAUNS

-----
Fauns - Light Green
Traits:
Stubborn, Like Goats: (+2 military, +1 organization)
Tea Time Sacrifices (+2 magic, +1 culture)
-----
Stability: content
Food: plentiful

--Government--
Elder Council (+5 culture)

--Resources--
-tamed boars-
- Resource: War Boars - In combat, roll an extra die. Add 1/3 the value of this roll to your combat total.
-fish-
-copper-
- silver -
-blue sap- ( grants stamina, though it may be rather...potent...)
-Blue Stamina Sap (?) - (powerful derivative of mana that restores strength and stamina within the sap)
- [s]Sap Crystals[/s] - (keeps away competing plants and shrubs, as well as deterring would-be herbivores. The crystals are also highly nourishing for the plants themselves)
- [resource: Dwarven Steel Tools 2/2]. Use these for a +3 bonus to a single roll involving any construction project (e.g. if you normally would have earned 2 points toward the project based on dice, you earn 5 instead. This will also save you from any poor rolls]


[Song of the Forest] - When defending on land, cancel out half of any magical or psychic bonuses added to the opponent's combat total.

--Projects--
[Blue Sap Distillery 3/12]

--Development Bonuses--
+5 agriculture
+5 construction
+3 mining
+5 metalshaping
+8 culture [+3 Kratiya Culture (P)] = +11 culture
+17 nature magic
+10 spirit magic
+3 magic control
+2 fire magic
+3 diplomacy
+3 beast taming
+11 close combat

Discovered:
Fishmen/Stangalli/Birdmen/Lizardmen/Gnomes/Bacatia/Kratiya/Lachstagen/Kobolds/Razgriz/Crabkin/Illithids

CRUSHING DICE
(+ 5 agriculture +11 culture +10 spirit magic +17 nature magic +3 magic control +3 beast taming +2 fire magic) into "Hilland Folk Lore"


Action 1
After an agreement between the Council of Clans and the Mountain King,we decide to start a new trade route between our people. From now on, fauns and dwarfs will exchange silver for a constant suply of steel weapons (a claymore please) - Trade of resources doesnt need to roll dices right? So the 2 dices above are for action 2 and 3

Action 2
We invited many guests for a celebration after the big tournament on the west. We musthave drinks for such, and so the fauns go back to work on the Blue Sap Distillery by building structures that help us process it more efficiently (+20 Hilland Folk Lore + 5construction)

Action 3
Same as action 2

Also, as another diplomatic action, 2 fauns dont go back home for the celebrations. Instead, hearing rumors of war in the South, they travel across the plains and the rivers, through the mountains and the lands of the Stangali, until the sieged tower of the Mages. We wish to understand better what is happening.
>>
>>2015871
Okay, so I discovered that I only get to crush dices on the next turn :V

So for Action 2 it will be (+5 agriculture +11 culture +10 spirit magic +17 nature magic +3 magic control)
>>
Rolled 84, 15, 39 = 138 (3d100)

>>2015428

-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
Industrious (+3 engineering)
-----
Stability: Rejoice!
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
Dwarven Alcohol, Mushroom Maragaritas
Furs, Leather
Stone and Marble
Copper and Steel
Glass
Manastone
Diamonds
Magma
Wild Tentacle Beast 1/1

--Development Bonuses--
+3 Kratiya Culture
+3 Dwarven Culture
+4 Runic Language
+8 Organisation (The Marble Laws)
+9 Expansion
+4 Agriculture
+6 Brewing (Brewery)
+20 Dwarven Industry (Smelter, Mines, Great Quarry)
+5 Forging (Dwarven Forge)
+12 Engineering
+5 Mining
+4 Chemistry

+10 Military
+1 Tactics
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+5 Springbows (Iron Scorpions)
+7 Armour (Steel Armour)
+5 Weapons (Steel Weapons)
+4 Rangers
+4 Anvil Warriors

--Other--
The Dragon Gate of Dromadhur: When defending, roll an extra die. Add 1/2 the value of this die to your battle total. When defending against dragons, add the full value.
Fucking Dragon on the Roof
-----

1. The first dwarven merchants set out to a foreign nation. Dwarves everywhere are suspicious of these alien people called the 'fauns', but the brave few see the opportunity to get rich via selling unmatched dwarven steel, folded a million times, to these primitives, in return for the silver they have (although how they mine it with such primitive mining methods is unknown).

2. The concept of a king is a new one and it needs a symbol. A crown of steel studded with diamonds might do the trick. [Mountain King 5/15] (+18 dwarven culture, organisation)

3. Some say that going miles underground and working over a massive drop into lava is madness. They're right, but it doesn't stop plenty of dwarves from being willing to do it. [Diamond Extraction 5/10] (+48, mining, engineering, industry, organisation)
>>
>>2015936
Not sure if I'll be able to really post over the weekend. I might get a few minutes somewhere to squeeze it in.
>>
Rolled 79, 31 + 26 = 136 (2d100 + 26)

>>2015428
Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: content
Food: Plentiful
--Government--
Despot Rule (+5 military)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]
[Copper]
[Iron]
[Bloodstones]
[Orcish Alcohol]
[elemental gems]
[resource: warg mounts]

--Projects--
[Elemental Weapons 1/5]
[Orcish Imperium 9/15]
[ Rocky 0/5655]

--Development Bonuses--
[+5 warriors][+3 agriculture][+3 expansion][+7 enchanted bone spears][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+5 mah-gik][+9 enchanting][+3 Kratiya Culture (P)]

>Action1+2
Big Orc and his Orc people, still in a high from the victory and all the mage loot they got, decide to concentrate all their efforts on Elemental weapons.(don't consume gems)[+3 weapons][+7 enchanted bone spears][+2 bows][+5 Mah-gik][+9enchanting]
>>
>>2015488
A priest of the fishmen nation approaches the kobold delegation with a large grin. "Greetings friends! I am a representative of the fishmen nation!"
>>
>>2016359
The Kobold delegates greet the priest formally, present an offer of worked ruby to him as a diplomatic gift, and ask him about the Fishmen nation.
>>
Rolled 67 (1d100)

>>2015428
Race – Human

Traits:
Voyagers (+3 ships/navy)
Military Tradition (+3 military)
-----

Stability: neutral
Food: Plentiful

--Government--

Despot Rule (+5 military)

--Resources--
Giant Mushrooms
Shellfish
lumber
Leather
Copper
Tin

--Completed Projects--
Wood Cabins
Quarry

--Projects--
>Irrigation (4/12)


Discovered Groups
Aratoa (in Trade)
Stengalli
Mages
Orcs

--Development Bonuses--
+7 Craftsmanship
+4 Agriculture
+8 construction
+4 Carpentry
+7 Close Combat
+1 Diplomacy
[+3 Kratiya Culture (P)]

>Action 1
"Its the third Lumina of Novembis, just after 2 weeks of work, the mine's main hallway is carved and ready for expansion, the entrance to the mine is upheld by fine lumber placed in intricate sequences with the ends having some fancy carved flourishes. Rhitkur's warg pelt, which he requested from some poor maimed marine who killed the vicious thing, now hangs as a curtain on the cave entrance. Along with the now cozy entrance, most of the cave flooring is covered with dried hay that the farms donated. some of the boys even fashioned themselves realistic cave counters, chairs, and beds with the lumber, hay, and the freshly cut stone from the quarry. The rusty picks that we salvaged from the ship's wreckage are closing its breaking point but the promise of iron and new metals usually keeps the boy's minds away from the invalidity of their tools. Engineer Mikhail is usually seen with old man Jenkins, acting more like an archaeologist trying his best to decipher Mr Jenkin's ridiculous mumbling, I on the other hand is busy with ensuring steady supply of burnable hay, wood, stone, and food. I also work hand in hand with the boys, they need guidance on how to use their tools effectively and to work cohesively as a unit but these boys are young and they're quick learners.
I gotta admit, from all of the grueling work this job is, Its hard not to smile when I see all of them at rest after a day at work. Each passing night I'm reminded of the duality of these boys, not older than 19 and one of them even as young as 14... they look so innocent and fragile as they sleep but show limitless energy and ingenuity when they spring into consciousness. Their joyous smiles acts as a warm fire and ironically a cold reminder that this isn't what they should be doing. I want nothing me to see this mine done and get these boys a warm meal and a warm bed back in town. Their strength and innocence inspires me to no end, it directs me to work harder for their future....

Dear Katherine, This must be what it feels like to be a dad. It is just like you said, its life changing. My deepest regret is having refused you for so long. If only I can move oceans, I would do so just to see you again my dearest

Your loving husband
Paul"

"Collection of Razgrizian Memoirs, the letter of Project Manager Paul Worzhiscky"

Continue the mine [+19] [+7 Craftsmanship] {+8 Construction] [+4 Carpentry]
>>
>>2016359
>>2016367
The Kobolds learn much in the conversation that follows and, ever the diplomats, bid the Fishmen a cordial farewell.
>>
File: Ban Ard, White Harbor.jpg (207 KB, 1200x400)
207 KB
207 KB JPG
Rolled 40 (1d100)

>>2015428
>>2016602

The one of the engineers from the halls is seen sprinting across town "double the meals and rations for anyone who's willing to join me!" soon men and women who wish to feed their families start crowding over the Man.
"the Var Emrhy gave me the ability to give all those willing to work on making a stone furnace double rations! a Smelter that houses multiple stone furnaces is started

Start Smelter [19] [+7 Craftsmanship] {+8 Construction] [+4 Carpentry]
>>
>>2015680
Hideki is certainly not one to decline! And accepts the invitation. A meeting with the dwarves was something he wanted to do, after hearing of them, and whether or not they showed the Faun's proximity with them would be most useful.
>>
>>2015680
Occuelum is not one to shy away from a party!
>>
>>2015680
Tyrell drunk and defeated is dragged along by Sargent Sydwick to the party while the rest of the citizens and the marines are sent back home
>>
>>2015428
TURN 31
-----
Bacatia – Light Brown
Traits:
Vampiric (+3 dark magic)
Overlords (+3 military)
Empires Legacy (+3 military)

-----
Stability: Very content
Food: Plentiful

--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)

--Resources--
sacrificial altar, cattle, leather, lumber, fruit, Aratoa Blood Elixir, copper, fish, shellfish, Bloodstones, Aratoa pow 3, Draconic Bloodstone 1/1, tin, Gold curse statue, Orc blood, elemental gems, warg mounts, Mage blood

--Projects--
[Cursed Statue Reverse Engineering 2/12]
[Blood Altar 8/12]
[Orc Elixir 1/5]

--Contacts--
>-Met-
Fishmen
Stangalli
Birdmen
Lizardmen
Gnomes
Fauns
Bacatia
Kratiya
Lachstagen
Kobolds
Razgriz
Crabkin
Illithids
Orcs

--Development Bonuses--
[Aratoa Warriors] - Roll an extra die in combat. Roll 2/3 the total of this die to your total combat roll
[Stangalli Trading Post 1/1] - Free trade action with any civ that has discovered Stangalli

> +20 Legacy of Bacatia [+1 dice, cannot be destroyed or stolen]
> +10 bonus to any rolls involving trade with another civ
> +14 Close Combat
> +9 construction
> +6 Military
> +8 Culture
> +5 Warrior tradition
> +4 Agriculture
> +3 Kratiya Culture (P)
> +3 leadership
> +3 magic construction
> +3 Diplomacy
> +1 Economy
>>
>>2016792
>>2015428
--Actions--
The Aratoan armed forces retreat from the mages tower with loot.

1)"Chaos. Blood. Darkness. Chaos. Depth. Blood. BLOOD. BBLOOODD." A pale hand snaps around the Aratoas neck nearby and pulls it into a deep bite. "BBBLLOOODD. BLOOD. Blood. Chaos. Water. Void. Depth. Darkness. Blood." Gagging. "BLOOD. BBLOO" The sound of a vampire puking chaostainted blood is truly singular.
Farhad leaves the trance finding himself on his knees supporting his weight on one arm while pressing the other hand around his neck. Maybe channeling the statues magic into manainfused blood and drinking it was not such a good idea. It did give him a pretty good buzz though and he finally confirmed a suspicion. "The void..." he muttered, sitting down at his desk, deep in his old laboratory in the ruins of Bacatia. As he suspected. "By the divine fucking blood, how did those primitive fishmen get in contact with such sordid powers."
He rubs his temples and glances back at the statue. "Oh well, enough of this shite for now" Farhad grumps out loud, grabbing some parchment off the shelf.
+23; Legacy, Leadership;
2) Farhad details the results of his experiments. It seems the warg blood effects conciousness as well as physical abilities. The subjects that survived the initial batch have shown greatly increased sensory ability, speed and strength and extreme ferociousness, but have become increasingly feral. The mages blood on the other hand greatly increased focus of mind, logical thinking and magical potential.
Also when combined with a little chaos infused blood, worked into a powder and snorted knocked out Farhad for at least 3 hours. "Another plus." He thinks to himself while swirling a flask with dark liquid in his hand. Now its all about working out the ratios and isolating components. The orcs will probably appreaciate a little feralness in their elixir, their magic shouldn't be all too logic based anyway so he will neutralize that component and keep the increased magical potential from the mages blood.
For the Aratoa elixir he will do the exact opposite, balancing the ferociousness of the warg blood against the mages cool focus. Finding the right balance will be tricky, but in the end it will greatly increase the Aratoas effectivness in battle.
+23; Legacy, Leadership;
3) The work on the blood altar continues. With Farhad busy making the elixirs, but his plans still in the hands of the foremen, the altar might be finished soon.
+46, Legacy, Construction, Culture, Magic construction, Leadership.
>>
Rolled 79, 98, 64 = 241 (3d100)

>>2016796
>>2016792

Who needs dice anyway.
>>
>>2015680
"For the time being I must regretfully decline, but some of my people will likely be attending diplomatic functions in the near future. We will bare you in mind when the time comes for us to reach out"
>>
>>2016796
>action 2.
To be clear thats supposed to be a big project, finishing the orc elixir with the original recipe and upgrading it and the aratoa elixir with the new blood.
>>
File: this is my mercy.jpg (13 KB, 256x320)
13 KB
13 KB JPG
Rolled 45, 85 = 130 (2d100)

>>2015428
this water symbolizes my mercy

Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: Very Low
Food: Plentiful

--Relations--
Mages: Aware of
Aboleth: Deity

--Government--
Elder Council (+5 culture)

--Resources--
[Copper] [Tin] [Bronze] [Saltpeter] [Potash] [Black Powder] [Water Hoofs]

--Development Bonuses--
[+4 pontoon boats] [+3 leather working] [+5 Longhouse] [horn instruments: +2 organisation +2 music] [+8 metal crafting]
[+4 Flamberge] [+4 construction] [+2 Craftsmanship] [Bows +3] [+7 explosives] [+5 Demon-Helmets] [+7 close combat]
[Ui'Haki-Xa Enchantment (Optional +50 to combat)]

--In Proggress--

Cannons [17/25]

Action 1 and 2: Raid the orcs and capture prisoners for slaves! they shall pay for there treachery to our friends and there heresy to our gods! [+3 bows] [+4 flamberge] [+7 explosives] [+5 Demon helmets] [+7 close combat] [+2 organization] [+50 Ui'Haka-Xa Enchantment]
>>
>>2023060
forgot the [+3 from blood rage]
>>
>>2015856
Realize I don't need Action 3 since its only an RP event. Please just add to destructive aura.
>>
Rolled 92 + 39 (1d100 + 39)

>>2023060
Defense roll.

[+5 warriors][+8 military][[+3 weapons][+7 enchanted bone spears][+2 bows][+5 Mah-gik][+9enchanting]
>>
IC TL:DR
Fauns invited everyone to a big party.

Apes now know about the vampires of Bacatia, and are not pleased with what they heard, which made them leave early.

Arawn of the Fauns tries to charm the Lizardmen champion by offering giant boars.

After diplomatic relations with both Fishmen and Lachstagen , the fauns believe that there is something wrong with the contradictory cult of the aboleth that claims to be both peaceful and full of crusades and human sacrifice - further informations of the Bacatians confirm that the aboleth seem to be one of the causes of the civil war among Fishmen and the madness that preceeded it.

Fauns offered to host a meeting between Fishmen and Lachstagen so they can contact the aboleth and discover which path is the true path, but they both refused feeling outraged.

Razgriz got really drunk and had a fight with the Stangali.

The orcs go to the party uninvited and snort cocaine with vampires.

One Stangali and one orc saved the life of an old faun that was having a heart attack, and became national heroes.
>>
File: boar rush.png (397 KB, 1800x1071)
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>>2027349
>One Stangali and one orc saved the life of an old faun that was having a heart attack, and became national heroes.

It was an akward situation.
>>
Rolled 26, 49 = 75 (2d100)

>>2015428
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)

-----
Stability: Very Content
Food: Moderate
-----

--Government--
Council of Misers (+3 culture, +2 currency)

--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
Voltshrooms
Tobal Voltsticks™
--Development Bonuses--
+5 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+19 Economy
+15 Culture
+4 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+9 Art
+4 Lightning Magic
+13 Close Combat
+2 Currency
----
Contacts:
Apes
Mages
Fishmen
Birdmen
Lizardmen
Gnomes
Fauns
Bacatia
Kratiya
Lachstagen
Kobolds
Razgriz
Crabkin
Illithids
----
In Progress
Air Bubble [4/10]
Trading Places [7/20]
A Bizarre Bazaar [4/5 Civs]
Airships [10/30]
----
Other
Nearby Hot Springs
Hero Unit: Tobal Ko'Stangal

Actions
>Now that the Tournament is over, lets get to work on those trading posts.... (+30) [Trading Places 7/20]
>Tobal, on an official mission from the misers, travels to the Birdmen meeting grounds to establish extensive trade relations with the tribes. They believe this will benfit both the tribes and themselves greatly. (+34)
>>
>>2015488

KOBOLDS

The Kobold civilization has reached a new threshold. The public works projects have, as a byproduct, brought together thinkers and doers from a variety of fields and with a varying degree of technical expertise. Public interest in the underlying laws of the world spurs a group of natural observers to catalogue and organize their notes on the subject. [Mechanica Koboldica 11/20]

Congratulations, you've crushed your bonuses into a new die! Subtract all the bonuses you've sacrificed and add the new bonus:
[+20 Foundations of Civilization] - This bonus cannot be damaged or stolen

New Trait:
Philosophers [+3 education]

>>2015514

BEGRAVEN REUS

Note: don't forget to list applicable bonuses (and their sum, ideally) to your action rolls

The giants go to great lengths to envision the best ways to fool sighted creatures. Maze designs and testing chambers of small scale are used on captured rabbits and mice to enhance their understanding. [Labyrinthine Design Philosophy 11/15]

The nickname 'Great Dome' has been taken by the people and workers while the Sovereign contemplates the official name of their new home. As the walls, pyramids, and cyclopean-concrete structures rise higher and grow in complexity, the Begraven Reus themselves are amazed by what they're capable of. [Great Dome 15/20]

>>2015630

LIZARDMEN

The ritual is completed.

A massive hum of power resonates under Hill-Home, where a central control mechanism made of rune-etched totems lays beneath the headquarters of the Council of Protectors. The formation of magic is capable of sensing life within the boundaries of the swamp, as well as altering the terrain itself, given enough time. When properly directed, energy from the ley lines can be directly handled by individual shaman, dramatically amplifying their magical power within the swamp.

[Land Awakening Ritual] - When defending, roll an extra die and add its value to your combat total.
[+10 totems, +10 shamanate, +10 magic control]

As the magic of the swamp comes under greater centralized control, so too must the political situation. Messengers are sent to the other nomadic tribes, urging union and safety and expounding the benefits of living in static settlements. [United Swamp of America 4/12]

Craftslizards focus on improving their tools in order to craft new homes and infrastructure for what is predicted to be a large influx of new residents. The enhancements afford greater craftsmanship in other areas. [+2 ironwood tools, +1 ironwood armor]
>>
>>2015846

ABOLETHS

Universal efforts to instill self-defense into the populace are aided by public tournaments and demonstrations. The Aboleths offer blessings as well as minor leadership roles to those who perform well, elevating the deserving as a measure of effort. [Ki-Xa'ki Style 4/12]

Construction continues underwater on a massive scale. [Mass Housing 13/25]

The mudoil mine achieves completion! The new fuel source will provide innumerable benefits to the rapidly developing fishman empire. [Mudoil Mine 15/15], [resource: mudoil], [+5 mining], [+5 construction], [+2 industry]

>>2015854

KRATIYA

Note: you have access to Silver due to the efforts of the Fauns. [+3 diplomacy], [+2 economy], [+1 earth magic]

Trade with the Crabkin is finalized; copper and emeralds are provided in exchange for mana-coral, as well as 400 finished sets of mana-enriched armor. The Empress is pleased with the consulate, and invites the Kratiyan member as a special guest for the signing of trade documents, as well as a pledge of friendship. You learn that the Crabkin have a special method of using metals and gems to store mana for a variety of intricate devices, hence their need for the raw resources. Coral is useful for this purpose, but grows slowly and requires intense cultivation. [+4 diplomacy, +2 economy]

[resource: Mana-Coral]
[resource: Mana-Coral Armor 2/2] - Use in combat to negate 20 points of any foe's magical or psychic combat bonuses.

An intense period of study and training has finally borne fruit with the Coterie, a psychically-charged and fast-moving Kratiyan military unit. [Coterie - In combat, roll an extra die. Add 1/2 the value of this die to your combat total], [+5 psychic power, +5 close combat]

The success of the psychic-warrior project spurs further consulate-funded research into higher realms of psychic manipulation. [Psychokinesis 5/12]

>>2015856

APES

Work on the destructive aura continues. The Apes take what they've learned from observing the battles between the foreigners and incorporate these thoughts into the medications. The reach and surpass the critical threshold, evolving their battle aura into a new form that strikes back against attackers and corrodes weapons that try to pierce through it. They term this elevated defensive shield the Destructive Aura. [+10 martial arts, +5 spirit magic]

Upgrade to [Iron Palm Technique] - [When defending, roll an extra die. Add 2/3 the total of this die to your combat total. Add the full value if defending against the dragon]

The Rockslide Technique is powerful, but ultimately it lacks stopping power. After seeing the might and strength of a multitude of other peoples, the monks envision a way to stop them all in their tracks with a single, all-encompassing method. [Thousand Hands Against the World Technique 4/25]

(your third roll was added to the Destructive Aura)
>>
>>2015871

FAUNS

You trade silver to the dwarves in exchange for steel weapons! [resource: steel claymores], [+3 steel claymores], [+1 economy], [+1 diplomacy]

Long left derelict, the recent cross-civilization activities have spurred the Fauns into restarting work on the distillery. [Blue Sap Distillery 5/12]

(Note: You crush a new dice at the end of your turn for free)

Congratulations, you've crushed your 3rd action die! Subtract the bonuses you have sacrificed from your development panel and add the bonus:
[+20 Hilland Folk Lore] - This bonus cannot be stolen or destroyed.

New Trait: Close to Nature (+2 agriculture, +1 nature magic)

>>2015936

DWARVES

The dwarves successfully trade the fauns glorious dwarven steel, folded over a million times, GO HOME DIRTY GAIJIN, in exchange for sweet shiny silver. [resource: silver], [+4 economy], [+1 diplomacy]

The dwarven chieftain, soon to be crowned, forges it himself in the caverns under Dromadhur, forming it directly around freshly mined diamonds. [Mountain King 7/15]

The dwarves can practically taste their safer and more efficient method of procuring incredibly shiny rocks. [Diamond Extraction 9/10]

>>2016326

ORCS

When very concentrated, it turns out Orcs are very effective. Or maybe it's just the looting. [Elemental Weapons 5/5], [+5 enchantment, +5 magic control]

[Elemental Weapons] - In combat, roll an extra die. Add 1/3 the value of this die to your combat total.

>>2016602

RAZGRIZ

The iron mine is completed! [Iron Mine 7/7], [resource: Iron], [+5 mining], [+3 construction]

Meanwhile, the Razgriz begin development on a smelter with which to purify and reform their newly accessed mineral resources. [Smelter 3/5]

>>2016792

BACATIA

Having gotten what they came for, the Aratoa forces are directed by the Bacatia to retreat from the tower.

Farhad gets high off a chaos-powered statue, brutally murdering his Aratoan assistant and almost offing himself in the process. Man, that's kinda messed up. [Cursed Statue Reverse Engineering 7/12]

Not one to be deterred by silly things like bad trips (perhaps encouraged by them instead), Farhad continues to experiment on himself and hapless Aratoa. The products of his research should offer some interesting results for both the Orcs and the Aratoa, once he gets that far. [Orc Elixir 5/5], [Resource: Orc Blood Elixir], [+2 dark magic], [+2 enchanting], [+2 magic control]

The Orcs might see interesting effects if you trade it to them...

[Enhanced Blood Elixirs 0/10]

The Blood Altar is finished! There's no construction problem that enough whipping can't solve. The newly christened Blood Altar should enhance ongoing magical research... [Resource: Blood Altar REPLACES Sacrificial Altar], [+5 blood magic], [+5 dark magic], [+2 magic construction]
[Enhanced Blood Elixirs is now 0/5]
>>
>>2023060

LACHSTAGEN

Note: You only need one action to attack. You can also only use one action to attack per turn. I will assume that you wish to work on cannons with your other action.

[Cannons 22/25]

You will need to roll combat dice in a separate post. The action in the post is just a placeholder for attacking. Declare "Lachstagen attacking Orcs". This makes it easy for me to find. Also list out your applicable combat bonuses, and their sum.

Note: Please keep track of this full information in your sheet so I don't have to find it later.

[Ui'Haki-Xa Enchantment] - You may activate the enchantment during combat. You gain a +50 bonus to your combat total. The loser of the battle also loses 2 points of stability. The following turn, you cannot attack, and you receive a -25 penalty to any required defense roll.

>>2027349

lol k

>>2030785

STANGALLI

Work continues on the trading posts. [10/20]

Meanwhile, the Stangalli send emissaries to the Birdmen. Informed of the proper diplomatic channels by their allies, they proceed to the neutral territory, where they are fairly welcomed. Takmek represents the nomadic southern tribe that previously fought with the Mages and Apes, making the political situation rather sensitive. The Stangalli tradesmen turn on the charm to smooth things over and flaunt their wares. [Birdmen Hustle 4/10]
>>
Rolled 68 (1d100)

Lachstagen attack Orcs...

Blood Rage (+3 to military/hunting) [+3 bows] [+4 flamberge] [+7 explosives] [+5 Demon helmets] [+7 close combat] [+2 organization] [+50 Ui'Haka-Xa Enchantment]

+81 bonus
>>
Rolled 98, 89 = 187 (2d100)

>>2030900
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)

-----
Stability: Very Content
Food: Moderate
-----

--Government--
Council of Misers (+3 culture, +2 currency)

--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
Voltshrooms
Tobal Voltsticks™
--Development Bonuses--
+5 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+19 Economy
+15 Culture
+4 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+9 Art
+4 Lightning Magic
+13 Close Combat
+2 Currency
----
Contacts:
Apes
Mages
Fishmen
Birdmen
Lizardmen
Gnomes
Fauns
Bacatia
Kratiya
Lachstagen
Kobolds
Razgriz
Crabkin
Illithids
----
In Progress
Air Bubble [4/10]
Trading Places [10/20]
A Bizarre Bazaar [4/5 Civs]
Airships [10/30]
Birdman Hustle [4/10]
----
Other
Nearby Hot Springs
Hero Unit: Tobal Ko'Stangal

Actions
>Trade posts. Sooner rather than later. Also, someone fetch a write. Its getting hard to come up with witty shit for this..... (+30) [Trading Places 10/20]
>At the neutral territory, the talks continue. ( +34)
[Birdman Hustle 4/10]
>>
Rolled 47, 88, 13 = 148 (3d100)

>>2030918

ORCS 131

LACHSTAGEN 149

WAR RESULT
------------------

ORCS

The Orcs manage to hold their own despite the Ui'Haki-Xa Enchantment powering the blood rage of the Lachstagen. Some of their farmlands are burned. A purge of the ranks is forced in order to stem the tide of the enchantment, greatly shaking the orcish order. [-2 agriculture], [stability: low]

LACHSTAGEN

The Lachstagen attack is successful! The victory was a small one, and dependent on the enchantment. Spoils are few, but the damage is done. Lachstagen morale and faith in their gods is increased by the victory. [stablity: low], [+2 agriculture]
----------------------

Rolling mages, all actions toward airships.
>>
File: Map32.jpg (4.91 MB, 3027x2270)
4.91 MB
4.91 MB JPG
BEGIN TURN 32
>>
>>2030938
>>2030925
Reposting this with link to the proper Turn Start.

-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)

-----
Stability: Very Content
Food: Moderate
-----

--Government--
Council of Misers (+3 culture, +2 currency)

--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
Voltshrooms
Tobal Voltsticks™
--Development Bonuses--
+5 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+19 Economy
+15 Culture
+4 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+9 Art
+4 Lightning Magic
+13 Close Combat
+2 Currency
----
Contacts:
Apes
Mages
Fishmen
Birdmen
Lizardmen
Gnomes
Fauns
Bacatia
Kratiya
Lachstagen
Kobolds
Razgriz
Crabkin
Illithids
----
In Progress
Air Bubble [4/10]
Trading Places [10/20]
A Bizarre Bazaar [4/5 Civs]
Airships [10/30]
Birdman Hustle [4/10]
----
Other
Nearby Hot Springs
Hero Unit: Tobal Ko'Stangal

Actions
>Trade posts. Sooner rather than later. Also, someone fetch a write. Its getting hard to come up with witty shit for this..... (+30) [Trading Places 10/20]
>At the neutral territory, the talks continue. ( +34)
[Birdman Hustle 4/10]
>>
>>2030945
Aw shit, Airships 21/30 from mages. Fuck me I'm bad at this.
>>
Rolled 18, 25, 50 = 93 (3d100)

>>2030938
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/Hunting)
Poison Control (+3 Poison knowledge)
Swamp Masters (+3 Exploration/Expansion)
-----
Stability: Rejoice
Food: Plentiful

--Government--
Council of Protectors [+5 Military, +5 Construction, +5 Magic control]
Wartime stability penalties are halved. When defending, you do not lose an action until you are defending on three fronts, rather than two.

--Resources--
Venomweed
Strongarm Begonias
Deathweed
Ironwood
Monster Menagerie - When defending, roll an extra die. Add 1/2 this value to your combat total
Poisonspitters
Swampstalkers
Festerbeaks
Greatmaws
Web-Walkers (Silk)
White Stone
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

--Constructions--
Hill-home Settlement
-Foundation Totems
Black-Bog Hermitage
Trapped Territory

--Rituals--
Beast Bonding Ritual
Land Awakening Ritual - When defending, roll an extra die and add its value to your combat total.

--Projects--
[United Swamp of America 4/12]
[Mystery of the Ruins 5/30]

--Development Bonuses--
+20 Ranger caste
+8 Rangers
+9 Beast taming
+4 Ironwood Armour
+3 Ironwood Weapons
+1 Camouflage
+15 Close Combat
+3 Martial Arts
+16 Shamanate
+3 Poison knowledge
+14 Herbology
+20 Magic control
+10 Totems
+10 Nature Magic
+2 Water Magic
+5 Culture
+4 Diplomacy
+5 Magic Defense
+8 Construction
+1 Expansion
+2 Ironwood Tools

--Culture Penalties--
+3 Kratiyan Culture (P)
-------------------------

Actions:
>Initial meetings are promising. Now it falls on us to prove our success. The power and versatility if the Conclave is put on show with a great hunt before the leaders of the various tribes. [+91] (+20 Ranger Caste, +8 Rangers, +9 Beat Taming, +4 Ironwood Armour, +3 Ironwood Weapons, +15 Close Combat, +6 Poison knowledge, +14 Herbology +3 Martial Arts, +5 Culture, +4 Diplomacy)
>The Shamanate is enthralled by the white stone Proud-among-Warriors brought back from the tournament. They plan to try and use it's magic to manifest spirit familiars to assist with their rituals and trances. [+65] (+25 Magic Control, +10 Totems, +16 Shamanate, +14 Herbology, )
>A small party of Apes make themselves known at the borders of Lizard domain. They are swiftly met by a hunting party and put in contact with some of the crafter caste. They are interested in the herbs used so effectively by Proud at the tournament. A trade deal is made: Strongarm Begonias for Power Plums. [] (+14 Herbology, +4 Diplomacy, +5 Culture)
>>
Rolled 69, 72, 76 = 217 (3d100)

>>2030938
TURN 32
-----
Bacatia – Light Brown
Traits:
Vampiric (+3 dark magic)
Overlords (+3 military)
Empires Legacy (+3 military)

-----
Stability: Very content
Food: Plentiful

--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)

--Resources--
Blood altar, cattle, leather, lumber, fruit, Aratoa Blood Elixir, Orc Blood Elixir, copper, fish, shellfish, Bloodstones, Aratoa pow 3, Draconic Bloodstone 1/1, tin, Gold curse statue, Orc blood, elemental gems, warg mounts, Mage blood

--Projects--
[Cursed Statue Reverse Engineering 7/12]
[Enhanced Blood Elixirs 0/5]

--Contacts--
>-Met-
Fishmen
Stangalli
Birdmen
Lizardmen
Gnomes
Fauns
Bacatia
Kratiya
Lachstagen
Kobolds
Razgriz
Crabkin
Illithids
Orcs

--Development Bonuses--
[Aratoa Warriors] - Roll an extra die in combat. Roll 2/3 the total of this die to your total combat roll
[Stangalli Trading Post 1/1] - Free trade action with any civ that has discovered Stangalli

> +20 Legacy of Bacatia [+1 dice, cannot be destroyed or stolen]
> +10 bonus to any rolls involving trade with another civ
Magic:
> +7 Dark Magic
> +5 Blood Magic
> +5 magic construction
> +2 enchanting
> +2 magic control
Military:
> +14 Close Combat
> +6 Military
> +5 Warrior tradition
Other:
> +9 construction
> +8 Culture
> +4 Agriculture
> +3 Kratiya Culture (P)
> +3 leadership
> +3 Diplomacy
> +1 Economy

--Actions--
1) Farhad continues to work on the Statue. Lets hope he doesn't overdose. +39; +20 Legacy, +7 Dark magic, +5 Blood magic, +3 Leadership, +2 enchanting, +2 magic control.
2) Now that the orc elixir is finished, upgrade it and the Aratoa elixir. +39; +20 Legacy, +7 Dark magic, +5 Blood magic, +3 Leadership, +2 enchanting, +2 magic control.
3) Farhad inspects the blood altar closely for one last time and compares it to his drawings. Satisfied he nods and steps back. "Begin." Slitting the throats of some of the Aratoan prisoners the blood slowly flows through the spellcircles into the middle all under the suspensful hum of the councils chanting. If Farhad is correct, the Draconic Bloodstone in the middle should exponentially empower any spells and mana that flows through it and greatly increase the effects of rituals cast at the bloodaltar... for better or worse.
Start the Aratoa fleshgolem project: First corrupt the mages elemental stones with dark magic to control corpse golems, then use the corpses of the sacrificed Aratoa and treat them with Blood elixir and add bone and flesh matter to increase size, strength and endurance. Inlay the golems with anti magic bloodstones and bloodstones functioning as batteries to feed the corrupted mage stone.
+39; +20 Legacy, +7 Dark magic, +5 Blood magic, +3 Leadership, +2 enchanting, +2 magic control, + 1/3 Aratoa POW, ?Draconic Bloodstone.

Free Action: [Stangalli Trading Post 1/1] Accept the gift from the Aboleth.
>>
Rolled 47, 31, 58 = 136 (3d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
Kratiyas Maximus (+3 culture)
-----

Stability: Rejoice!
Food: Abundant

--Government--
Shared Consulate [+10 military, +10 culture]
Actions to improve stability are twice as effective.

--Relations--
Crabmen (Friendly) - Known resources: [Seafood, Gold, Mana-Coral, Mana Coral Armor/weapons] Trading: Emeralds, copper
Everyone on the continent - Known

--Resources--
Fish, lumber, copper, emeralds, Stone, Violet Brick, Silver, Tin (d), Mana-Coral
[resource: Mana-Coral Armor 2/2] - Use in combat to negate 20 points of any foe's magical or psychic combat bonuses.
--Development Bonuses--
Fishing +3, +4 Shipbuilding, +3 Art, +6 Music, +4 Architecture, +3 Culture, +5 Education, +4 Agriculture, +10 Construction, +9 Psychic Power, Kratiyan Culture +20, +13 Diplomacy, +6 Close Combat, +4 Economy, +1 Earth Magic
[The City of Violet Brick] - Every civilization in the world gains a permanent [+2 Kratiya Culture]. When you roll to influence someone's culture, roll an extra die. 1/3 the value of this die becomes a bonus added to the first die.
[Coterie - In combat, roll an extra die. Add 1/2 the value of this die to your combat total]

1. [Psychokinesis 5/12] +48

Psychokinesis goes further than creating heat, or crushing matter. It can be harnessed with precision, and used to shape objects. Some use this to forge shortlived psionic weaponry to complement the Coterie's vastly superior physical capabilities. Others find a different use for it. They use Psychokinesis to brutally reshape objects from a distance. It is more than just fire, but the application of force combined with raw energy to break down and reshape flesh and bone. It is exceedingly unpleasant, and more than a little gruesome. They suspect that other applications for this ability can be found in the civilian sector. New Industrialists are looking at Psionics as more than just the political game it used to be.

2. Rock Garden +32

In the night the Ministry of Urban Development and Education carts away the massive dragon statue. The official reason given is that the statue was being moved to a new location to free up space for an amphitheater. The official plans for the relocation went missing a few days later. An inquiry was called for by the Revisionists who had initially sculpted the statue. The motion went nowhere in the Senate who were currently far more preoccupied with a lengthy debate on how to regulate the new economics of the country now than Copper and Silver coinage were available.

3. Normalize Relations with the Crabfolk

The Crabfolk are seen as a new trade frontier and endlessly fascinating to the Kratiyans. The Consulate puts forth substantially more effort to move relations toward an active alliance. They make the offer of increased trade, privileges for the Crabkin to study at the University, and a limited migration pact.
>>
>>2031095
+68 to action 3
>>
Rolled 79, 64, 12 = 155 (3d100)

>>2030896
FAUNS

-----
Fauns - Light Green
Traits:
Stubborn, Like Goats: (+2 military, +1 organization)
Tea Time Sacrifices (+2 magic, +1 culture)
Close to Nature (+2 agriculture, +1 nature magic)
-----
Stability: content
Food: plentiful

--Government--
Elder Council (+5 culture)

--Resources--
-tamed boars-
- Resource: War Boars - In combat, roll an extra die. Add 1/3 the value of this roll to your combat total.
- steel claymores -
-fish-
-copper-
- silver -
-blue sap- ( grants stamina, though it may be rather...potent...)
-Blue Stamina Sap (?) - (powerful derivative of mana that restores strength and stamina within the sap)
- [s]Sap Crystals[/s] - (keeps away competing plants and shrubs, as well as deterring would-be herbivores. The crystals are also highly nourishing for the plants themselves)
- [resource: Dwarven Steel Tools 2/2]. Use these for a +3 bonus to a single roll involving any construction project (e.g. if you normally would have earned 2 points toward the project based on dice, you earn 5 instead. This will also save you from any poor rolls]


[Song of the Forest] - When defending on land, cancel out half of any magical or psychic bonuses added to the opponent's combat total.

--Projects--
[Blue Sap Distillery 5/12]

--Development Bonuses--

+5 construction
+3 mining
+5 metalshaping
+1 economy
+1 nature magic
+4 diplomacy
+11 close combat
+3 steel claymores
+20 Hilland Folk Lore

Discovered:
Fishmen/Stangalli/Birdmen/Lizardmen/Gnomes/Bacatia/Kratiya/Lachstagen/Kobolds/Razgriz/Crabkin/Illithids

> Action 1 and 2

Lugh, the chief of the easter most clan sents a letter to the Ministry of Urban Development and Education on Kratyia

"Greetings my friend.

As we discussed earlier I am sending my daughter, Eidre to work on the sacred Rock Garden on your recently built city. We are sure that such gesture will offer a great opportunity for both of our people to have a place to meditate and conect with the greater forces of nature. My daughter was among the dearest pupils of Amhar and currently is leading his druidic circle, she has always apreciated the beauties of the Kratiyan culture and I hope that she can help you on this project." (+5 construction +5 metalshaping +1 economy +1 nature magic +4 diplomacy +20 Hilland Folk Lore)

> Extra Dice
+20 Hilland Folk Lore +1 nature magic +1 economy

With newfond funds to help on the Blue Sap Distillery, the council of clans hope that this new formula infused with mana can make our warriors stronger and our loremasters wiser.
>>
File: BasaltColumns3.jpg (584 KB, 1280x1174)
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584 KB JPG
Rolled 17, 6 = 23 (2d100)

>>2030938

Turn 32

Begraven Reus - Indigo
Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
-----
Stability: low
Food: plentiful

--Government--
[Sovereignty] - (+7 military, +7 organization, +2 construction)
{All rolls involving construction projects cannot fail; you will gain at least 1 progress point. Completed construction projects are likely to improve stability.}

--Resources--
+6 stone tools
+3 slings
[Simple Mortar]
[Concrete]
[Dragon Preparation 1/1]

--Projects--
[Great Dome 15/20]
[Labyrinthine Design Philosophy 11/15]

--Development Bonuses--
+8 craftsmanship
+2 herbology
+3 hunting
+15 construction
+2 fortification
+7 mining
+5 architecture
+2 chemistry
[+3 Kratiya Culture]

...

> The mountain's flesh is re-purposed. Formless stone is torn up and reshaped into definite geometries. Dense clusters of stone pillars are erected and linked together, encircling great pyramids, domes, and prisms of all types, the unnatural symmetry of these structures clashing with the surrounding landscape. Pride wells in the breast of the Begraven Reus' Sovereign...

Bonus: +30 {+8 Craftsmanship /+/ +15 Construction /+/ +2 Fortification /+/ +5 Architecture}

> Every inch of space within this gargantuan complex is entirely subsumed by a staggeringly tremendous maze of corridors and rooms, with scales and structures varying from cavernous and cyclopean to cramped and claustrophobic. Bizarre, disorientating patterns are engraved on every surface and architectural techniques designed to confound visual comprehension are applied liberally. Work upon the Fortress Capital is nearing complete, once the last stone has been lain the Sovereign will bestow a name upon his people's creation...

Bonus: +30 {+8 Craftsmanship /+/ +15 Construction /+/ +2 Fortification /+/ +5 Architecture}
>>
Rolled 30, 76 = 106 (2d100)

>>2030938
TURN 32
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
Eldritch Gestalt (+3 Chaos Magic)
-----
Stability: Very Content
Food: Plentiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Projects--
Ki-Xa'ki Style 4/12
A Mind of their Own 5/15
Mass Housing 13/25
Distortion Field 9/40
Knocking on Heavens Door 0/100

--Resources--
Fishmen Armies [roll an extra die in combat. Add the value to your total combat roll when the battle takes place in water. Add 2/3 outside of water]
Enslaved Fish People
Lesser Chaos Node
Fish, Shellfish, Copper, Tin, Stone, Kelp, Swiftweed (stamina and mana recovery), Dreamstones, Jewel Coral, Gold, Carbonates, Mudoil
Ui'haki-Xa Enchantment
Gold-Curse Statue 0/1
Dragon's Favor 1/1 [May be used in combat to add 100 bonus points to your combat total]
Stangalli Trading Post [1/1 free trade action (for the fishmen) with any civ that has discovered Stangalli]

--Heroes--
Yi'axkratos-Ny'lotep [roll an extra attack or defense die when combat takes place in water and add 1/2 the value of this die to your total combat roll]
Qi'aki-Uix'lotep (Fishmen High Priest)

--Contacts--
All (except dwarves, rues)
Tin -> Bacatia -> Razgriz

--Development Bonuses--
+20 Influence of the Hive Mind
+17 Chaos Magic
+5 Divine Power
+5 Psychic Power
+9 Enchanting
+9 Close Combat
+6 Organization
+9 Construction
+7 Expansion
+3 Kratiya Culture (P)
+5 Mining
+2 Industry
+1 Culture
+1 Diplomacy

--Actions--
> The fishmen continue to develop Ki-Xa'ki, a national martial art that focuses on unarmed combat and weapon fighting (similiar to krav maga). The style focuses on disarming and killing the opponent as quickly and effectively as possible, so "dirty" tactics are encouraged. All fishmen in the nation are required to learn this martial art and it becomes an integral part of the society. All fishmen follow a daily training regiment that is tough and disciplined. (+39)

> The fishmen continue thier massive housing project to house every natural born and cloned fishmen. Huge coral structures are built across the empire that house fishmen in one room government owned housing projects. This greatly expands out the fishmen cities turning the existing cities into massive swaths of civilization. The cities' surrounding areas are converted from coral reefs and abyssal plains to massive urban sprawls. (+81)
>>
Rolled 91 (1d100)

>>2031359
> The fishmen begin to selectively breed a group of fishmen to create "super soldiers" in the underwater caverns of Xi'kai-Xui'lotep. The offspring of the selectively bred fishmen are aged quickly through chaos magic where they are bred again. Any abnormal fishmen born through these experiments are killed and discarded. After several generations of selective breeding, the aboleths plan to create a fishmen breed that excels in strength and endurance. The fishmen "super soldiers" are trained from birth to be fearless warriors. They are rigorously trained in discipline, martial arts and obedience. These fishmen are the new soldiers of the nation, acting against and containing both foreign and domestic threats. (+82)

[Stangalli Trading Post 1/1] Mudoil -> Bacatia
>>
Rolled 77, 64 = 141 (2d100)

>>2030938
Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: low
Food: Plentiful
--Government--
Despot Rule (+5 military)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]
[Copper]
[Iron]
[Bloodstones]
[Orcish Alcohol]
[elemental gems]
[resource: warg mounts]

--Projects--
[Orcish Imperium 9/15]
[ Rocky 0/5655]

--Development Bonuses--
[Elemental Weapons] - In combat, roll an extra die. Add 1/3 the value of this die to your combat total.
[+5 warriors][+1 agriculture][+3 expansion][+7 enchanted bone spears][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+5 mah-gik][+14 enchanting][+5 magic control][+3 Kratiya Culture (P)]

>Action 1.
Fix the farms ya gits.
>Action 2.
This recent attack has demonstrated a key weakness, WE DON"T HAVE ENOUGH WARRIORS! MAKE MORE ORCS!
>>
Rolled 27, 21, 15 = 63 (3d100)

>>2030938
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Kensho(+3 meditation/combat)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Rejoice!
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums
Oliphaunts(Big Sam and senpai)
Mana Bananas
[Dragon's Favor 1/1 - May be used in combat to add 100 bonus points to your combat total]
[Spirit Tree - When defending, roll an extra die. Add 2/3 the value to your combat total]
[Tournament Security - Roll an extra die to quell any disturbances at the tournament, if needed. All spirit magic and monkhood bonuses are doubled in the event of a defense.]
[Stangalli Stall – 0 charges]

--Development Bonuses--
Military(+6)
Hand of H'ar-Ambe(+20)
Martial Arts(+10)
Agriculture(+14)
Spirit Magic(+12)
Culture(+6)
Healing Magic(+7)
Diplomacy(+19)
Construction(+2)
Religion(+4)
Organization(+1)
Art(+1)
Warrior Tradition(+1)
Herbology(+1)
Magic Control(+1)
Nature Magic(+1)
Dark Magic(+1) eww
Education(+1)
Leatherworking(+1)
Traps(+1)
Carpentry(+1)
Enchanting(+1)
Willpower(+1)
Beast Taming(+4)
Kratiya Culture(+3) P

-In Progress-
Thousand Hands Against The World Technique 4/25

Actions:
>The Apes have decided it is time to find H'ar-Ambe. They quickly lie down and get into their spirit forms where they attempt to travel to Heaven(or what they believe is Heaven) in order to find H’ar-Ambe. They have many questions ranging from the nature of evil, the existence of “evil” gods, and what they can do to cultivate inner strength.

Hand of H'ar-Ambe(+20) Spirit Magic(+12) Spiritual(+3) Religion(+4) Willpower(+1) = 40 Bonus

>Their strikes grow faster by the day, but this new technique will take some time to learn. However the Apes are giving it their all to master this new technique. [Thousand Hands Against The World 4/25]

Hand of H'ar-Ambe(+20) Kensho(+3) Big and Strong(+3) Willpower(+1) Martial Arts(+10) = 37 Bonus

>A few Apes have developed a new trend of creating fruit baskets as an art form. No longer is fruit just haphazardly tossed into a basket, but it is placed with care and balance taking into account color, shape and overall appearance of the basket and the fruit within

Culture(+6) Art(+1) Elder Council(+5) = 12 Bonus

TRADE – Using Stangalli Stall Charge
>A group of Apes travel to the edge of the swamp where they are greeted by the Lizards, while elusive the Apes greatly respect the strength of the Lizards and meeting them at the tournament and party was a great way to setup a trade. They will give us Strongarm Begonia’s for Power Plums.

Sheet is quickly becoming too big to post anything meaningful in the actions section. I had to remove my abilities section and known nations section for this post.
>>
>>2015070
Don't forget my turn here please QM!
>>
Rolled 34, 4, 17 = 55 (3d100)

>>2030938
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
Industrious (+3 engineering)
-----
Stability: Rejoice!
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
Dwarven Alcohol, Mushroom Maragaritas
Furs, Leather
Stone and Marble
Copper and Steel
Glass
Manastone
Diamonds
Silver
Magma
Wild Tentacle Beast 1/1

--Development Bonuses--
+3 Kratiya Culture
+3 Dwarven Culture
+4 Runic Language
+8 Organisation (The Marble Laws)
+4 Economy
+1 Diplomacy
+9 Expansion
+4 Agriculture
+6 Brewing (Brewery)
+20 Dwarven Industry (Smelter, Mines, Great Quarry)
+5 Forging (Dwarven Forge)
+12 Engineering
+5 Mining
+4 Chemistry

+10 Military
+1 Tactics
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+5 Springbows (Iron Scorpions)
+7 Armour (Steel Armour)
+5 Weapons (Steel Weapons)
+4 Rangers
+4 Anvil Warriors

--Other--
The Dragon Gate of Dromadhur: When defending, roll an extra die. Add 1/2 the value of this die to your battle total. When defending against dragons, add the full value.
Fucking Dragon on the Roof
-----

1. Iron and copper ores can produce metals, if you know how to extract them. A group of dwarf smiths begin a project to try and enact a similar process with manastone. This rock is naturally infused with mana, what some call magic. If we could somehow extract the magic and concentrate it, leaving the rest of the rock, this could be a power source for many different purposes. (+37, mining, forging, industry)

2. Now that the king has a crown, preparation for a ceremony can begin. [Mountain King 7/15] (+18 dwarven culture, organisation)

3. Work for large scale diamond mining is just about ready. The dwarves begin organising the first work teams ready to go. [Diamond Extraction 9/10] (+48, mining, engineering, industry, organisation)
>>
Rolled 45, 13, 36 = 94 (3d100)

Rolling mages continuing work on Airships...
>>
File: PKA_PKC_1_135.jpg (140 KB, 1200x897)
140 KB
140 KB JPG
Rolled 44, 98 = 142 (2d100)

>>2030938
turn 32
Race – Human

Traits:
Voyagers (+3 ships/navy)
Military Tradition (+3 military)
-----

Stability: neutral
Food: Plentiful

--Government--

Despot Rule (+5 military)

--Resources--
Giant Mushrooms, Shellfish
lumber, Leather
Copper, Tin
Stone, Iron

--Completed Projects--
Wood Cabins
Quarry
Iron Mine

--Projects--
>Irrigation (4/12)
>Smelter (3/5)


Discovered Groups
Aratoa (in Trade)
Stengalli
Mages
Orcs

--Development Bonuses--
+7 Craftsmanship
+4 Agriculture
+11 construction
+4 Carpentry
+5 Mining
+7 Close Combat
+1 Diplomacy
[+3 Kratiya Culture (P)]

>action 1
The first groups of stone furnaces begins to simultaneously roar a proud flame as the people gawk at the structure. It will surely be one the sites of industry that will carry Razgriz to the forefront.

Continue with the construction of the Smelter [3/5] [+22] [Carpentry, Craftsmanship, Construction]

>Action 2
Alongside the Smelter, A center for repair, construction, and development of tools needs to be established. along with acting as a site for tool forging, which needs a different and more elegant set of instruments than the laborious and ubiquitous Smelter, The Tool workshop will act as a source of training for people who wish to be tinkerers, Men and Women trained with the skillset needed to tackle thethe intricacies of tool/equipment repair, construction, and development

Start the establishment of the Tinkerer's/Tool Workshop [+22] [Carpentry, Craftsmanship, Construction]
>>
Rolled 50, 87 = 137 (2d100)

-----
Gnomes - Navy Blue
Traits:
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
-----

Stability: neutral
Food: Moderate

--Government--
Elder Council (+5 culture)

--Contacts--
(Knows about everyone known by the Tourney Time)

--Resources--
-none-

--Projects--
[Fishery 0/5]
Wandcrafting Shop [7/10]


--Development Bonuses--
>Infrastructure
[+2 agriculture]
>Magic
[+1 magic control]
[+4 magic construction]
>Military
[+1 close combat] - Ape Training


---

"If it took more than one spell to kill your target, you were not using a Jacobian"
-The Book of Clan Jacob

"If it took more than one spell to kill your target, you were using a Jacobian"
-The Book of Clan Helios


---

1. With new skills mastered in the art of magical construction, the Gnomes proudly finalize the completion of their Wandcrafting Shop. It is a great structure several stories high of stone, wood, mortar, and magic. Where in all the five great Gnomish families can send their best and brightest to be apprenticed and skilled in the great art of Wandmaking.

>Magic
[+1 magic control]
[+4 magic construction]
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)

2. There were more nations spoken of yet not heard, to the far north. The mechanical Dwarves were one of them, and the Gnomes, masters of their own magical mechanics, were highly intrigued and sent another expedition northward bound. Of also interest was talk of the Fauns, the Goblins, and other northern nations.
>>
>>2030945

STANGALLI

Merchants comb the lands, seeking new villages and frontiers to trade with an develop. The windcarts speed them across the fields, forests, and hills as they follow up with all the races they met at the tournament. [Trading Places 15/20]

Meanwhile, the Stangalli chat up the benefits of free and open trade with birdman society. The southern tribes, exposed to more foreigners, seem more receptive than the distant and insular northern tribes. [Birdman Hustle 9/10]

Due to the mages unceasing work on the Airships, progress is extremely rapid. They seem almost obsessed with the new project, but the leadership is strangely quiet about their ultimate intentions. [Airships 27/30]

>>2031038

LIZARDMEN

The hunt proves very effective in demonstrating the united power of the Council of Protectors. Former skeptics, jealous of their independence, have no choice but to admit the superiority of the Conclave; they are the strongest tribe in known history. Chieftains living near the Conclave's territory are quick to pledge allegiance and send representatives to the Council.[United Swamp of America 9/12]

The White Stone provides a connection for the Lizardmen to formerly unfamiliar spirit magics. The Shamanate begins intense study of the relic. [Spirit Familiars 4/25]

Relations are strengthened between the Lizardmen and the Apes following an exchange of natural products. They share a similar respect and reverence for the land. [resource: Power Plums], [+1 diplomacy]
>>
>>2031050

BACATIA

Farhad does indeed overdose on the statue's magic, but luckily this brief side trip spent exploring his inner consciousness inspires him to finish the job once the high dies down. He reports that a mighty compulsion settled over him during his experiments to worship the chaos gods, and warns that overuse of the magic could have dire consequences. [Cursed Statue Reverse Engineering 12/12] [+10 chaos magic], [+3 dark magic], [+3 enchanting]

You can now make the Cursed Statue yourself as a 5-point project. It provides an endless supply of gold, conjured up from the void, but beware - if you stare long into the Abyss, it will stare back at you.

The Blood Altar rapidly accelerates the development of elixirs. [Enhanced Blood Elixirs 5/5], [+5 enchanting, +3 blood magic]

Note: The Draconic Bloodstone empowers the Altar, but further research is needed to tap into its might. Your Draconic Bloodstone resource will not be 'used' until this is accomplished.

[Aratoa Warriors] becomes [Aratoa Blood Warriors] - Roll an extra die in combat. Add this value to your combat total.

[Resource: Orc Blood Elixir becomes Enhanced Orc Blood Elixir]
[Resource: Aratoa Bood Elixir becomes Enhanced Aratoa Blood Elixir]

These and previous experiments have used up (1) of your (3) Aratoa POWs

With work on the statue completed, Farhad directs new research into making the prisoners of war into something...more useful. [Fleshgolems 5/25]

You accept mudoil from the fishmen empire. How generous of them! The stuff is quite volatile outside of water, and must be protected from long-term air exposure in special casks. It should be very useful as a fuel source. [resource: mudoil]

Note: Stangalli Trading Post (0)

>>2031095

KRATIYA

Ironically, psychic abilities are enabling the Kratiyans to break into the formerly goblin-dominated industrial market as expert craftsmen. [Psychokinesis 10/12]

The statue is moved from the city-center to begin work on a Rock Garden, a new cultural center. [Rock Garden 3/20]

The Empress of the Crabkin informs you that she'd like to build an embassy in the Kratiyan capital. This will give potential students at the foreign university official recourse in the event it is necessary. Both she and most Crabkin officials are uninterested in any migration of consulate citizenry into their territory. [+3 diplomacy]

>>2031107

FAUNS

The Fauns send their best and brightest disciples of Amhar to Kratiya in order to contribute to the joint cultural project, the Rock Garden. Their help greatly speeds work on the project. [Rock Garden 13/20]

Work on the distillery continues, though creating a formulation that isn't too...potent...but still has a strong effect proves challenging. [Distillery 7/12]
>>
>>2031217

BEGRAVEN REUS

The nearly-completed home structure of the Begraven Reus is a sight to behold, rising high above the landscape like the ancient bones of a broken mountain. All that is left are the finishing touches. [Great Dome 18/20]

The inside of the Dome will be not only a testament to the might of the giants, but a fortress to baffle and confound any invader. For them, it is a work of art and beauty; for outsiders, a disorienting maze of warped perspectives. [[Labyrinthine Design Philosophy 13/15]

(almost done!!!)

>>2031359

ABOLETHS

There is no artistry in its movements, only the martial; the Dao of Ki-Xa'ki is brutal efficiency. [Ki-Xa'ki Style 8/12]

Housing continues to continue! There's a lot of sea floor to cover, and probably enough fishmen to cover it all... [Mass Housing 18/25]

A new breeding program that focuses on creating super-soldiers out of the fishmen is undertaken in Xi'kai-Xui'lotep. Desperate to please their holy masters, the fishmen willingly submit to the forced 'evolution' as weakness is literally bred out from them. [Superfish 5/20]

The Fishmen gift mudoil to the Aratoa, their seagoing brothers. [Stangalli Trading Post (0)], [+1 diplomacy]

>>2031404

ORCS

YESSIR RIGHT AWAY SIR FARMS FIXED SIR
...mahgik weapons mahgik weapons mahgik weapons...

[+4 agriculture], [food: abundant]

The Orcs do the thing that they're best at, after raiding and pillaging. [+4 warriors]

>>2031435

APES

The Apes begin a great session of meditation in an attempt to commune with H’ar-Ambe and receive his wisdom. They travel deeper into the ether than they've ever gone before. As monks run low on mana, they are forced to retreat, whittling down the party over time. [Enlightenment of H’ar-Ambe 3/15]

Elders that are working on the Thousand Hands technique realize that it isn't so much moving their hands to a thousand places at once, but allowing their aura to be in every place at the same time. [Thousand Hands Against The World 7/25]

More creative Apes have discovered a joy in creating artful fruit arrangements. [Edible Arrangements 2/5]
>>
>>2031961

DWARVES

Manastone is stubborn and somewhat unstable. Some dwarves see it as a deep reflection of themselves. Other dwarves ignore that pretentious philosophical shit and start figuring out how to make the locked-up energy less locked-up. Access to diamonds should make smashing up manastone a lot easier than it used to be... [Mana Extraction Process 4/25]

Preparation for the ceremony begins. So...uh...how do we do this, exactly? [Mountain King 8/15]

The construction of massive crane-controlled mining platforms has been completed. A series of gears and wenches moves the platforms into position over the lava, where mining can commence in relative safety - still one of the most dangerous jobs, but at least they're not relying on ropes and knots. Water power is channeled into the depths to wench the dwarves back from the lava pools with their mined cargo and leveraged to hoist the gems back to the upper levels. [Diamond Extraction 10/10], [+10 engineering], [+5 economy]

The influx of diamonds sends dwarven spirits soaring. (Note: stability is already maxed. The dwarven kingdom randomly expands! See map)

With easy(er) access to diamonds, the Mana Extraction Process accelerates. [4/15]

>>2032304

RAZGRIZ

The smelter is completed! The extra rations sure helped things come together quickly. Forged iron bars start to pour out of the building, ready to be turned to greater purpose. [Smelter 5/5], [+3 construction], [+3 metalworking], [+1 craftsmanship]

Progress on irrigation accelerates [Irrigation 4/10]

Refined projects will need refined tools. Construction of a tinkerker's workshop is rapidly completed next to the new smelter to take advantage of the close supply of material. [+4 iron tools, +2 construction]

>>2032559

GNOMES

The Gnomes finish their Wandcrafting shop. It's a beauty! The Gnomish families share the same space, though there is a stiff sense of competition among them, to say the least. [Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]

The Gnomes send an expedition north. Luckily they've already met all these people at the tournament, aside from the dwarves. They establish more regular relationships with other civilizations. [+3 diplomacy, +1 culture, +1 expansion]
>>
>>2031961
A Gnome arrives at the Gates of the Dwarven City, claiming to be a traveler from afar in search of the mighty Dwarven Race.
>>
>>2030887
TURN 31

Kobold Confederacy - Light Blue
-Stability: Rejoice!
-Food: abundant
---Traits---
-Confederate Tribes (+2 organization)
-Dragon Gods (+2 religion)
-Cunning (+2 traps)
+3 education
---Government---
-Elder Council (+5 culture)
---Resources---
Knowledge of Dragon Tongue, copper, fish, lumber, Rubies, sabertooth fur and teeth, stone
---Projects---
Ongoing:
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Lumber Camps 7/7], [Marven Gardens 7/7], [Smelters 7/7], [Stone Pits 5/5]
---Development Bonuses---
+1 agriculture, +2 architecture, +1 construction, +3 close combat, +2 craftsmanship, +2 culture (Debate, Gardens), +3 culture, Kratiya(P), +3 diplomacy, +5 Dragonwrought, [+20 Foundations of Civilization] +4 Lokharic Language, +5 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +2 metalworking, +3 mining, +1 organization, +1 religion, +5 traps
---Diplomacy---
Discovered - Dwarves; Travel agreement - Kratiya, Trade - Fawns

ACTION 1: Gather more food.
ACTION 2: Link rolls with the Fauns and the Consulate to help with the rock garden.
ACTION 3: Send scouts to the south.
>>
File: Map33.jpg (4.92 MB, 3027x2270)
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BEGIN TURN 33
>>
Rolled 43, 78, 88 = 209 (3d100)

>>2032885
This is me, here are some rolls. Done for expediency. Will confirm bonuses with QM because holy fuck am I late.
>>
Rolled 44, 16 = 60 (2d100)

>>2032889
Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: low
Food: Plentiful
--Government--
Despot Rule (+5 military)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]
[Copper]
[Iron]
[Bloodstones]
[Orcish Alcohol]
[elemental gems]
[resource: warg mounts]

--Projects--
[Orcish Imperium 9/15]
[ Rocky 0/5655]

--Development Bonuses--
[Elemental Weapons] - In combat, roll an extra die. Add 1/3 the value of this die to your combat total.
[+9 warriors][+5 agriculture][+3 expansion][+7 enchanted weapons][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+5 mah-gik][+14 enchanting][+5 magic control][+3 Kratiya Culture (P)]

>Action 1+2.
Continue working on that Orcish Imperium.
>>
Rolled 31, 40, 89 = 160 (3d100)

>>2032889
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Kensho(+3 meditation/combat)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Rejoice!
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums
Oliphaunts(Big Sam and senpai)
Mana Bananas
[Dragon's Favor 1/1 - May be used in combat to add 100 bonus points to your combat total]
[Spirit Tree - When defending, roll an extra die. Add 2/3 the value to your combat total]
[Tournament Security - Roll an extra die to quell any disturbances at the tournament, if needed. All spirit magic and monkhood bonuses are doubled in the event of a defense.]
[Stangalli Stall – 0 charges]

--Development Bonuses--
Military(+6)
Hand of H'ar-Ambe(+20)
Martial Arts(+10)
Agriculture(+14)
Spirit Magic(+12)
Culture(+6)
Healing Magic(+7)
Diplomacy(+19)
Construction(+2)
Religion(+4)
Organization(+1)
Art(+1)
Warrior Tradition(+1)
Herbology(+1)
Magic Control(+1)
Nature Magic(+1)
Dark Magic(+1) eww
Education(+1)
Leatherworking(+1)
Traps(+1)
Carpentry(+1)
Enchanting(+1)
Willpower(+1)
Beast Taming(+4)
Kratiya Culture(+3) P

-In Progress-
Thousand Hands Against The World Technique 7/25
Enlightenment of H’ar-Ambe 3/15
Edible Arrangements 2/5

Actions:

>The journey to Heaven is even tougher than the Apes expected, though they were able to get far their mana drains quickly. They will keep trying though getting farther each time until they reach their goal. They can always have some mana banana’s when they return home. [Enlightenment of H’ar-Ambe 3/15
]

Hand of H'ar-Ambe(+20) Spirit Magic(+12) Spiritual(+3) Religion(+4) Willpower(+1) = 40 Bonus

>This is the hardest technique to date though they are determined to see it through. A monk notes that he can land more strikes by spreading his aura out over the enemy rather than just trying to move faster and faster. [Thousand Hands Against The World 7/25]

Hand of H'ar-Ambe(+20) Kensho(+3) Big and Strong(+3) Willpower(+1) Martial Arts(+10) = 37 Bonus

>A few Apes are still laughing at the arranged fruit displays, but many are coming to respect the artform and are picking it up themselves. [Edible Arrangements 2/5]

Culture(+6) Art(+1) Elder Council(+5) = 12 Bonus
>>
Rolled 92, 16, 92 = 200 (3d100)

>>2032890
FAUNS

-----
Fauns - Light Green
Traits:
Stubborn, Like Goats: (+2 military, +1 organization)
Tea Time Sacrifices (+2 magic, +1 culture)
Close to Nature (+2 agriculture, +1 nature magic)
-----
Stability: content
Food: plentiful

--Government--
Elder Council (+5 culture)

--Resources--
-tamed boars-
- Resource: War Boars - In combat, roll an extra die. Add 1/3 the value of this roll to your combat total.
- steel claymores -
-fish-
-copper-
- silver -
-blue sap- ( grants stamina, though it may be rather...potent...)
-Blue Stamina Sap (?) - (powerful derivative of mana that restores strength and stamina within the sap)
- [s]Sap Crystals[/s] - (keeps away competing plants and shrubs, as well as deterring would-be herbivores. The crystals are also highly nourishing for the plants themselves)
- [resource: Dwarven Steel Tools 2/2]. Use these for a +3 bonus to a single roll involving any construction project (e.g. if you normally would have earned 2 points toward the project based on dice, you earn 5 instead. This will also save you from any poor rolls]


[Song of the Forest] - When defending on land, cancel out half of any magical or psychic bonuses added to the opponent's combat total.

--Projects--
[Blue Sap Distillery 7/12]
[Rock Garden 13/20]

--Development Bonuses--

+5 construction
+3 mining
+5 metalshaping
+1 economy
+1 nature magic
+4 diplomacy
+11 close combat
+3 steel claymores
+20 Hilland Folk Lore

Discovered:
Fishmen/Stangalli/Birdmen/Lizardmen/Gnomes/Bacatia/Kratiya/Lachstagen/Kobolds/Razgriz/Crabkin/Illithids
Aware of Aboleths

> Action 1
Eidre continues her project with the Kratyians, channeling the natiral forces of the land and the spirit of the city into the completion of our rock garden. She cant wait to meditate there once its completed. (+5 construction +5 metalshaping +1 economy +1 nature magic +4 diplomacy +20 Hilland Folk Lore)

>Action 2
We will progress with our distillery! Oldman Golgat is sure that his new formula will be a great drink for warriors and sages alike!
(+20 Hilland Folk Lore +1 nature magic +1 economy)


>Action 3
With the natural magic becoming more prevalent and more and more fauns developing mystical habilities, and with it, new ways of thinking and implementing them. Some individuals think that the physical shape of the creatures is just an ilusion, that there is a force, a source that unite all of us in the unfinished Song of the World. These fauns believe that with meditation and mental projections to talk with the natural spirits of the land they will be able to change their shape... to the ones of the eagles in the sky, the fishes in the sea, the bears and aurochs of the woods and plains and so on.

Researching Shape Change.
(+20 Hilland Folk Lore +1 nature magic +4 diplomacy)
>>
Rolled 25, 64, 90 = 179 (3d100)

>>2032890
TURN 32
-----
Bacatia – Light Brown
Traits:
> Vampiric (+3 dark magic)
> Overlords (+3 military)
> Empires Legacy (+3 military)

-----
Stability: Very content
Food: Plentiful

--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)

--Resources--
Blood altar, cattle, leather, lumber, fruit, Enhanced Aratoa Blood Elixir, Enhanced Orc Blood Elixir, copper, fish, shellfish, Bloodstones, Aratoa pow 2, Draconic Bloodstone 1/1, tin, Gold curse statue, Orc blood, elemental gems, warg mounts, Mage blood, mudoil

--Projects--
[Fleshgolems 5/25]

--Contacts--
>-Met-
Everyone but Dwarves and Begraven Reus

--Development Bonuses--
[Aratoa Blood Warriors] - Roll an extra die in combat. Add this value to your combat total.
[Stangalli Trading Post 0] - Free trade action with any civ that has discovered Stangalli

> +20 Legacy of Bacatia [+1 dice, cannot be destroyed or stolen]
> +10 bonus to any rolls involving trade with another civ
Magic:
> +10 Chaos Magic
> +10 Dark Magic
> +10 enchanting
> +8 Blood Magic
> +5 magic construction
> +2 magic control
Military:
> +14 Close Combat
> +6 Military
> +5 Warrior tradition
Other:
> +9 construction
> +8 Culture
> +4 Agriculture
> +3 Kratiya Culture (P)
> +3 leadership
> +3 Diplomacy
> +1 Economy

--Actions--
1,2) Farhad notices that the Draconic Bloodstone is barely functioning at half capacity. He stops all rituals at the Blood altar until he finds out whats going on. +63; +20 Legacy, +10 Chaos Magic, +10 Dark Magic, +10 enchanting, +8 Blood Magic, +2 magic control, +3 leadership
3) A new clandestine class of Aratoa Shadow Warriors is being trained. +73; +20 Legacy, +10 Chaos Magic, +10 Dark Magic, +8 Blood Magic, +2 magic control, +14 Close Combat, +6 Military, +3 leadership;
>>
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>>2033140
Because forgeting fluff pics is a sin.
>>
File: giphy-downsized-large.gif (5.03 MB, 458x258)
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Rolled 39, 40 = 79 (2d100)

>>2032889
turn 33
Race – Human
Color: Gold
Traits:
Voyagers (+3 ships/navy)
Military Tradition (+3 military)
-----

Stability: neutral
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
Giant Mushrooms, Shellfish
lumber, Leather
Copper, Tin
Stone, Iron

--Completed Projects--
Wood Cabins
Quarry
Iron Mine
Tool/Tinker's Workshop
Smelter

--Projects--
>Irrigation (4/10)


--Discovered Groups--
Everyone Except for
Molemen
Faires
Lizards
illithids


--Development Bonuses--
+8 Craftsmanship
+4 Agriculture
+16 construction
+4 Carpentry
+5 Mining
+7 Close Combat
+1 Diplomacy
+3 metalworking
+4 iron tools

[+3 Kratiya Culture (P)]

>Action 1
Send a squad of Masons, Carpenters, And Craftsman to the Kratiyan stone garden to help and assist in its creation in hopes of learning from the cultural exchange [+33] [Iron tools, Carpentry, Craftsmanship, Construction, Diplomacy]

>Action 2
One of the houses whom's service is represented in the ship's original mission before they were wisked away into this new continent was the House of Andrea, a house reknowed for their alchemical prowess and products. The members that joined the military expedition to honor the houses's alliegence to the old empire however aren't members of the main branch but rather were members of a younger associate branch, the house of Jannah. With the situation inside Razgriz normalizing, The associate house expresses intentions to set up a place of learning wherein they can practice their house's art and endeavor to teach alchemy to the future generation. A college dedicated to the art of mixing chemicals, imbueing magic into materials, and the study of the relation between physical and the arcane.

Start the Establishment of the Razgrizian Collegia Ard Arcana, The First Wing, "Lyceum of Alchemy". [+32] [Iron tools, Carpentry, Craftsmanship, Construction]
>>
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Rolled 5, 21, 68 = 94 (3d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
Kratiyas Maximus (+3 culture)
-----

Stability: Rejoice!
Food: Abundant

--Government--
Shared Consulate [+10 military, +10 culture]
Actions to improve stability are twice as effective.

--Relations--
Crabmen (Friendly) - Known resources: [Seafood, Gold, Mana-Coral, Mana Coral Armor/weapons] Trading: Emeralds, copper
Everyone on the continent - Known

--Resources--
Fish, lumber, copper, emeralds, Stone, Violet Brick, Silver, Tin (d), Mana-Coral
[resource: Mana-Coral Armor 2/2] - Use in combat to negate 20 points of any foe's magical or psychic combat bonuses.
--Development Bonuses--
Fishing +3, +4 Shipbuilding, +3 Art, +6 Music, +4 Architecture, +3 Culture, +5 Education, +4 Agriculture, +10 Construction, +9 Psychic Power, Kratiyan Culture +20, +16 Diplomacy, +6 Close Combat, +4 Economy, +1 Earth Magic
[The City of Violet Brick] - Every civilization in the world gains a permanent [+2 Kratiya Culture]. When you roll to influence someone's culture, roll an extra die. 1/3 the value of this die becomes a bonus added to the first die.
[Coterie - In combat, roll an extra die. Add 1/2 the value of this die to your combat total]

1. Trade Silver to the Stangalli

The rich silver mines of the Goblinmounts provide the Kratiyans with something everyone wants, silver. The Kratiyans trade this silver to other powers, minted in Kratiya with a Goblin on one side and a Kratiyan on the other. The coins of the Consulate are becoming widespread, found in the West and South as well at the North.

2. Psychokinesis 10/12 +48

Psychokinesis is swiftly becoming the favored method of combat among the Coterie for its range, versatility, and devastating power. Its uses in industry are not without merit, but it is clearly an ancillary benefit for without further development and fine-tuning.

3. Tin Mine +50

The Industrialization of Kratiya begins in earnest. The application of real economic controls, and the simplification of the economic model in response, have allowed for a vast new wave of entrepreneurship. The now wide-spread trade and economic network Kratiya is linked to and contributes too feeds the desire for more resources to be extracted and more goods to be produced to feed their growing markets. The tin discovered in the eastern hills is a tantalizing prospect as it had yet been unclaimed. A flurry of activity creates boom and bust towns in equal measure as everyone with some capital looks to become the next Nizipvak and corner their own slice of the market.
>>
>>2033162
+26 to roll 1 based on economy, ships, diplomacy, and organization.
>>
Rolled 56, 99 = 155 (2d100)

>>2032889
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)

-----
Stability: Very Content
Food: Moderate
-----

--Government--
Council of Misers (+3 culture, +2 currency)

--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
Voltshrooms
Tobal Voltsticks™

--Development Bonuses--
+5 Farming
+3 Industry
+7 Fortification
+3 Construction
+1 Diplomacy
+19 Economy
+15 Culture
+4 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+9 Art
+4 Lightning Magic
+13 Close Combat
+2 Currency

----
Contacts:
Apes
Mages
Fishmen
Birdmen
Lizardmen
Gnomes
Fauns
Bacatia
Kratiya
Lachstagen
Kobolds
Razgriz
Crabkin
Illithids
----
In Progress
Air Bubble [4/10]
Trading Places [15/20]
A Bizarre Bazaar [4/5 Civs]
Airships [27/30]
Birdman Hustle [9/10]
----
Other
Nearby Hot Springs
Hero Unit: Tobal Ko'Stangal

Actions
>The Stangalli are happy to take the silver! And of course, give proper payment. Voltshrooms to the Kratiya! (+27)
>Keep up those bird talks! (+34) [Birdman Hustle 9/10]
>>
Rolled 38, 3, 51 = 92 (3d100)

>>2032889
TURN 33
-----
Aboleths - Purple
Traits:
Coercive Minds (+3 Psychic Power/ +3 Organization)
Chaos Worshipers (+3 Dark Magic)
Eldritch Gestalt (+3 Chaos Magic)
-----
Stability: Very Content
Food: Plentiful

--Government--
Hive Mind (+3 Chaos Magic/ +2 Organization)

--Projects--
Ki-Xa'ki Style 8/12
A Mind of their Own 5/15
Superfish 5/20
Mass Housing 18/25
Distortion Field 9/40
Knocking on Heavens Door 0/100

--Resources--
Fishmen Armies [roll an extra die in combat. Add the value to your total combat roll when the battle takes place in water. Add 2/3 outside of water]
Enslaved Fish People
Lesser Chaos Node
Fish, Shellfish, Copper, Tin, Stone, Kelp, Swiftweed (stamina and mana recovery), Dreamstones, Jewel Coral, Gold, Carbonates, Mudoil
Ui'haki-Xa Enchantment
Gold-Curse Statue (0)
Dragon's Favor (1) [May be used in combat to add 100 bonus points to your combat total]
Stangalli Trading Post (0) [free trade action (for the fishmen) with any civ that has discovered Stangalli]

--Heroes--
Yi'axkratos-Ny'lotep [roll an extra attack or defense die when combat takes place in water and add 1/2 the value of this die to your total combat roll]
Qi'aki-Uix'lotep (Fishmen High Priest)

--Contacts--
All (except dwarves, rues)
Tin -> Bacatia -> Razgriz
Mudoil -> Bacatia

--Development Bonuses--
+20 Influence of the Hive Mind
+17 Chaos Magic
+5 Divine Power
+5 Psychic Power
+9 Enchanting
+9 Close Combat
+6 Organization
+9 Construction
+7 Expansion
+3 Kratiya Culture (P)
+5 Mining
+2 Industry
+1 Culture
+2 Diplomacy

--Actions--
> The fishmen continue to develop Ki-Xa'ki, a national martial art that focuses on unarmed combat and weapon fighting (similiar to krav maga). The style focuses on disarming and killing the opponent as quickly and effectively as possible, so "dirty" tactics are encouraged. All fishmen in the nation are required to learn this martial art and it becomes an integral part of the society. All fishmen follow a daily training regiment that is tough and disciplined. (+39)

> The fishmen continue thier massive housing project to house every natural born and cloned fishmen. Huge coral structures are built across the empire that house fishmen in one room government owned housing projects. This greatly expands out the fishmen cities turning the existing cities into massive swaths of civilization. The cities' surrounding areas are converted from coral reefs and abyssal plains to massive urban sprawls. (+81)

> The fishmen continue to selectively breed a group of fishmen to create "super soldiers" in the underwater caverns of Xi'kai-Xui'lotep. Once perfected, these fishmen will become the new standard to be cloned throughout the nation. (+82)
>>
Rolled 16, 39, 34 = 89 (3d100)

>>2032889
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/Hunting)
Poison Control (+3 Poison knowledge)
Swamp Masters (+3 Exploration/Expansion)
-----
Stability: Rejoice
Food: Plentiful

--Government--
Council of Protectors [+5 Military, +5 Construction, +5 Magic control]
Wartime stability penalties are halved. When defending, you do not lose an action until you are defending on three fronts, rather than two.

--Resources--
Venomweed
Strongarm Begonias
Power Plums
Deathweed
Ironwood
Monster Menagerie - When defending, roll an extra die. Add 1/2 this value to your combat total.
Poisonspitters
Swampstalkers
Festerbeaks
Greatmaws
Web-Walkers (Silk)
White Stone
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

--Constructions--
Hill-home Settlement
-Foundation Totems
Black-Bog Hermitage
Trapped Territory

--Rituals--
Beast Bonding Ritual
Land Awakening Ritual - When defending, roll an extra die and add its value to your combat total.

--Projects--
[United Swamp of America 4/12]
[Mystery of the Ruins 5/30]
[Spirit Familiars 4/25]

--Development Bonuses--
+20 Ranger caste
+8 Rangers
+9 Beast taming
+4 Ironwood Armour
+3 Ironwood Weapons
+1 Camouflage
+15 Close Combat
+3 Martial Arts
+16 Shamanate
+3 Poison knowledge
+14 Herbology
+20 Magic control
+10 Totems
+10 Nature Magic
+2 Water Magic
+5 Culture
+5 Diplomacy
+5 Magic Defense
+8 Construction
+1 Expansion
+2 Ironwood Tools

--Culture Penalties--
+3 Kratiyan Culture (P)
-------------------------

Actions:
>Now that the Ranger Conclave have proved their worth, it is the turn of the Shamanate. Tribal leaders are toured around the Concil of Protectors chambers where they are show the totems that support hillhome, as well as those that control the lands awakening Ritual. [+72] (+16 Shamanate, +25 Magic Control, +10 Nature Magic,, +10 Totems, +2 Water Magic, +13 Construction, +5 Culture, +5 Diplomacy)
>Many Juveniles on the path to Shamanhood, who mana is yet unshaped, attempt to bond with the spirit stone. [+65] (+25 Magic Control, +10 Totems, +16 Shamanate, +14 Herbology)
>The time is upon us to ensure the future of our people. A hatchery is to be built, where our eggs can be guarded by Rangers and new hatchlings to break their shells can be cared for by experienced matrons. Their health will be assured and their aptitudes tested by skilled shamans. This will free young parents on active duty from the responsibility, allowing them to work harder and with better peace of mind. [+51] (+13 Construction, +3 Expansion, +16 Shamanate, +14 Herbology, +5 Culture)
>>
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Rolled 37, 19 = 56 (2d100)

>>2032889

Turn 33

Begraven Reus - Indigo
Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
-----
Stability: low
Food: plentiful

--Government--
[Sovereignty] - (+7 military, +7 organization, +2 construction)
{All rolls involving construction projects cannot fail; you will gain at least 1 progress point. Completed construction projects are likely to improve stability.}

--Resources--
+6 stone tools
+3 slings
[Simple Mortar]
[Concrete]
[Dragon Preparation 1/1]

--Projects--
[Great Dome 18/20]
[Labyrinthine Design Philosophy 13/15]

--Development Bonuses--
+8 craftsmanship
+2 herbology
+3 hunting
+15 construction
+2 fortification
+7 mining
+5 architecture
+2 chemistry
[+3 Kratiya Culture]

...

> With the completion of Capital Fortress imminent, the Begraven Reus begin to conclude their work on the [Labyrinthine Design Philosophy] project...

Bonus: +43 {+8 Craftsmanship /+/ +18 Construction /+/ +2 Fortification /+/ +5 Architecture /+/ +10 Organization}

> The final stone is hewn from the mountain and bound into the Capital fortress with cement. The giant's Sovereign decrees that this marvelous feat of architecture and design shall now and forever be known as ''Thonce Narerv'...

Bonus: +43 {+8 Craftsmanship /+/ +18 Construction /+/ +2 Fortification /+/ +5 Architecture /+/ +10 Organization}
>>
>>2032889
TURN 33

Kobold Confederacy - Light Blue
-Stability: Rejoice!
-Food: Bountiful
-Actions: 3 per turn
---Traits---
-Confederate Tribes (+2 organization)
-Dragon Gods (+2 religion)
-Cunning (+2 traps)
-Philosophers +3 education
---Government---
-Elder Council (+5 culture)
---Resources---
Knowledge of Dragon Tongue, copper, fish, lumber, Rubies, sabertooth fur and teeth, stone
---Projects---
Ongoing: [Mechanica Koboldica 11/20]
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Lumber Camps 7/7], [Marven Gardens 7/7], [Smelters 7/7], [Stone Pits 5/5]
---Development Bonuses---
Unique: +5 Dragonwrought, +20 Foundations of Civilization, +4 Lokharic Language,
General: +1 agriculture, +2 architecture, +1 construction, +3 close combat, +2 craftsmanship, +2 culture (Debate, Gardens), +3 culture, Kratiya(P), +3 diplomacy, +5 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +2 metalworking, +3 mining, +1 organization, +1 religion, +5 traps
---Diplomacy---
Discovered - Aboleths/Fishmen, Apes, Bacatia, Birdmen Tribes, Crabkin, Dwarves, Gnomes, Illithids, Lachstagen, Lizardmen, Razgriz, Stangalli
Travel agreement - Kratiya
Trade - Fawns
>>
Rolled 12, 77 = 89 (2d100)

>>2032889
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability: Low
Food: Plentiful

--Relations--
Mages: Aware of
Aboleth: Deity

--Government--
Elder Council (+5 culture)

--Resources--
[Copper] [Tin] [Bronze] [Saltpeter] [Potash] [Black Powder] [Water Hoofs]

--Development Bonuses--
[+4 pontoon boats] [+3 leather working] [+5 Longhouse] [horn instruments: +2 organisation +2 music] [+8 metal crafting]
[+4 Flamberge] [+4 construction] [+2 Craftsmanship] [Bows +3] [+7 explosives] [+5 Demon-Helmets] [+7 close combat]
[+2 agriculture] [Ui'Haki-Xa Enchantment (Optional +50 to combat)]

--In Proggress--
Cannons [probably complete now/20]

Action 1: agriculture? what are we supposed to do with crops!? we eat meat!! we ain't no grazin' herd animal! perhaps we can try growing plants used to make rope, or that produces some kind of flammable powder! that potash stuff should help as well (tl;dr try to find plant that can be used to make stuff. use potash to boost production)
Action 2: continue work on cannons if they're not already finished. (if they are, improve bonecrafting)
>>
Rolled 28, 53, 27 = 108 (3d100)

>>2032889
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
Industrious (+3 engineering)
-----
Stability: Rejoice!
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
Dwarven Alcohol, Mushroom Maragaritas
Furs, Leather
Stone and Marble
Copper and Steel
Glass
Manastone
Diamonds
Silver
Magma
Wild Tentacle Beast 1/1

--Development Bonuses--
+3 Kratiya Culture
+3 Dwarven Culture
+4 Runic Language
+8 Organisation (The Marble Laws)
+9 Economy
+1 Diplomacy
+9 Expansion
+4 Agriculture
+6 Brewing (Brewery)
+20 Dwarven Industry (Smelter, Mines, Great Quarry)
+5 Forging (Dwarven Forge)
+22 Engineering
+5 Mining
+4 Chemistry

+10 Military
+1 Tactics
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+5 Springbows (Iron Scorpions)
+7 Armour (Steel Armour)
+5 Weapons (Steel Weapons)
+4 Rangers
+4 Anvil Warriors

--Other--
The Dragon Gate of Dromadhur: When defending, roll an extra die. Add 1/2 the value of this die to your battle total. When defending against dragons, add the full value.
Fucking Dragon on the Roof
-----

1. It seems the diamonds are key to this new technology. To draw the mana out it needs to be stored somewhere else, and crystals are the way to do this. Of all crystals out there, diamonds are the best by far. Now we need to work out how best to draw the mana out and get it to go where we want it. (+37, mining, forging, industry) [Mana Extraction Process 4/15]

2. Dwarf society is very conservative. Even though all agree on the necessity of a king now that there are two holds, making that change happen still takes more time than it might in most nations. [Mountain King 8/15] (+18 dwarven culture, organisation)

3. The platforms used for diamond mining are marvels of engineering. With a few modifications they can be used on a wider scale, creating a system of lifts to move rock, metal, beer and dwarves around our cities. More goods and people will get where they're going more quickly, prosperity for dwarfkind! (+61, forging, industry, engineering, organisation)

>>2032840
Greetings gnome. Although the main part of Dromadhur is off limits to outsiders, the outer city is open to all who come in peace and trade. Come and have a beer or five!
>>
>>2034659
"Thank you, good sir Dwarf. Tales of your fine ales have reached even us to the far south, and I think myself lucky to sample some!"

The Gnome spends his time at the Dwarven Pub, drinking alongside the Dwarves. Truth be told of all the races, Dwarves and Gnomes were, at least on a appearance, somewhat similar. Dwarves were actually taller than Gnomes, and of stockier build, and that in part was to do with their industrious nature.

The Gnome certainly couldn't out drink a Dwarf, but he did try!

"I've come more than just to sample your ale, which has exceeded everything i've heard of. I've also come a great distance because I have heard tales of your mechanical skillcraft.

I am Adelion Helios, of the Helios Clan of Leylis. And this is my wand, a Helios wand."

It was a wand wrapped in a small amount of copper coil, with a crude dial near the hilt. Any dwarf would notice some of the metallurgical primitiveness of the thing (indeed the Gnomes had not yet mastered the art of smithing, having had to, by expensive trade and salvage from other lands, scrounge up what bits and pieces of metal they could). But it was certainly different than a standard wooden wand.

"The Helios clan values accuracy above all things. We appreciate a more mechanical aspect to magical crafting, using the various elements to focus both mana and magic into a precise and well placed shot. All the magical power in the world does one little good, if you cannot hit what you aim at.

We are greatly interested in educating ourselves in your land. To help us in our hopes and dreams of being the greatest wandsmiths of the age. I know this is much to ask, but Clan Helios understands the merits of trade. Knowledge for knowledge, we would offer ourselves what we know of our own wandcraft if you would allow us the privelege of studying in your lands. Much do we think could be shared from both our peoples."
>>
-----
Gnomes - Navy Blue
Traits:
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
-----

Stability: neutral
Food: Moderate

--Government--
Elder Council (+5 culture)

--Contacts--
(Knows about everyone known by the Tourney Time)

--Resources--
-none-

--Projects--
[Fishery 0/5]
Wandcrafting Shop [7/10]


--Development Bonuses--
>Infrastructure
[+2 agriculture]
>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
>Military
[+1 close combat] - Ape Training
>Exploration
[1st Exploratory Mission] [+3 diplomacy, +1 culture, +1 expansion]

Stat post
>>
Rolled 78, 34 = 112 (2d100)

>>2034905
1. Tales of the Dwarven homeland being true reach the Wandcrafters of Leylis. Many Gnomes take on a pilgrimage to see the Dwarven outer city for themselves.

The six great families each have reasons to want to come see the dwarves. The Malewands, impressed by the finesse and artistry of their crafts, the Jacobians, for the strength of their steel and might of their metal, the Helios to observe and wonder at the technological marvels, the Torke for the fury and power of the dwarven machinery, Dallians who sought martial prowess, and Atlas, who want to be good at all things though masters of none. Each individual Gnome would come bearing the unique styles and concepts of their clan.

They come to establish small shops and merchant work in the outer city, to sell their wares of Wands to the Dwarves at a fair price. It is the goal of every Wandsmith to fullfill the orders of their customers and to show the mastery of their craft, and what better way to refine one's craft and put to test the work of one's own hand than by selling. The Gnomes are more than happy to exchange ideas, trade, and knowledge with those who would listen. A young race seeking to imbibe on the wisdom of one much older.

>establish trade and good relations among the outskirts of the dwarven town. Sell good quality wands to those interested, while learning what we can of dwarven art, craft and culture

>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
[1st Exploratory Mission] [+3 diplomacy, +1 culture, +1 expansion]

2. Inspired by the Dwarves, and noting the lack of their own metallurgical abilities, the Gnomes seek to strengthen their deficit. With the new abilities they had learned from their wands, and inspired by the Dwarves metallurgical prowess, many new Gnomish smiths attempt to pry themselves and advance the metal arts in Leylis.

They hew into mountains and stone with their magic wands, carving to reach precious ores, whisking wind and sparks in furnaces to fuel the fires.

It was Clan Tork who figured out the smell to hammer steel, where other wands were either too weak or too fragile, Tork wands had the power to effectively hammer metal with magic without shattering. Gnomes were not the strongest of people, but there was strength in their craft. They would learn the art of metallurgy yet!

>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
>>
>>2033394
Arawn of the Fauns rides toward the West with a comitive of close friends.They travel across the lands of the dwarfs until they reach the humid plains where the rivers are born. He thought that the council would send Aengus for this expedition, after all he never was the kind of faun for diplomatic relations...figthing, riding and partyin is what he knew that he could do well. Still, once the council acknowledged his conection with one of the Lizardmen warriors, he was chosen for this task.

They wait on the borders of the swamp, sure that soom the Lizard folk will take notice.

Coming along with Arawn, is Alastir, a diminute old faun, with a long white beard that almost touches the floor. Alastir was recently discovered living as an hermit in a cave on the Highlands, since the Song of the Forest it is said that he has been displaying a magical knowldge without precedents among the fauns. He claims that shapes are an ilusion and that all living beings can change their place on the Unifinished Music of the World.

The Lizardmen have demonstrated a natural knowldge that know no rivals, and are likely the best partners to explore this new field of natural magic...by working with the fauns both civilization could attain a new enlightenment.
>>
>>2034718
Trade is one thing, and we dwarves have nothing against trade. Exchanging knowledge is something else though. Generations of dwarves have created and refined our crafts, to simply tell an outsider of their secrets would be very disrespectful to our ancestors. We can sell you items, make them for you to your order if necessary, indeed we'd be happy to if you can offer suitable payment, but we can't give you our knowledge.
>>
File: new settlement.jpg (80 KB, 536x472)
80 KB
80 KB JPG
Rolled 80 + 78 (1d100 + 78)

>>2034164
>>2032889
Apologies for double-post, saw I failed to post actions.

Kobold Confederacy - Light Blue
-Stability: Rejoice!
-Food: Bountiful
-Actions: 3 per turn
---Traits---
-Confederate Tribes (+2 organization)
-Dragon Gods (+2 religion)
-Cunning (+2 traps)
-Philosophers +3 education
---Government---
-Elder Council (+5 culture)
---Resources---
Knowledge of Dragon Tongue, copper, fish, lumber, Rubies, sabertooth fur and teeth, stone
---Projects---
Ongoing: [Mechanica Koboldica 11/20]
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Lumber Camps 7/7], [Marven Gardens 7/7], [Smelters 7/7], [Stone Pits 5/5]
---Development Bonuses---
Unique: +5 Dragonwrought, +20 Foundations of Civilization, +4 Lokharic Language,
General: +1 agriculture, +2 architecture, +1 construction, +3 close combat, +2 craftsmanship, +2 culture (Debate, Gardens), +3 culture, Kratiya(P), +3 diplomacy, +5 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +2 metalworking, +3 mining, +1 organization, +1 religion, +5 traps
---Diplomacy---
Discovered - Aboleths/Fishmen, Apes, Bacatia, Birdmen Tribes, Crabkin, Dwarves, Gnomes, Illithids, Lachstagen, Lizardmen, Razgriz, Stangalli
Travel agreement - Kratiya
Trade - Fawns

ACTION 1: FOUND A SETTLEMENT (between the Dwarves and the Birdmen, on the shores of the small lake, see pic related for location. The Kobolds have long labored under wanderlust. They issue forth, leveraging every aspect of their civilization to manage the complicated process of creating a second home. They make their way down rivers and past towns, being polite and diplomatic to all they encounter but ready to defend themselves with tooth, claw, and magic if trouble starts. Tracking through the lands of the other civilizations they know, they journey until they manage to find a piece of free territory. They gift their new neighbors tokens of ruby and copper and are soon putting up a fishing village on the shores of the lake and secure it using their full complement of skills. The traps are laid down first for perimeter security and a food supply, and then all aspects of superior Kobold craftsmanship are put into place. (+78 total: +5 Dragonwrought, +20 Foundations of Civilization, +4 Lokharic Language, +1 agriculture, +2 architecture, +1 construction, +3 close combat, +2 craftsmanship, +2 culture (Debate, Gardens), +3 culture, Kratiya(P), +3 diplomacy, +5 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +2 metalworking, +3 mining, +1 organization, +1 religion, +5 traps)
>>
Rolled 48 + 78 (1d100 + 78)

>>2037197
ACTION 2: RESEARCH MECHANICS - [Mechanica Koboldica 11/20] - The Kobold sages leverage every aspect of their field of knowledge, studying the motions of the body and making observations of nature in their effort to wheedle out this truth. They hope to bring the project to a splendid conclusion, painstakingly making notes of all their progress.
>>
Rolled 64 + 78 (1d100 + 78)

>>2037217
ACTION 3: SEND SCOUTS TO THE NORTH-EAST - The Kobolds reason that the corner of the land to the northeast of the Consulate is a likely place to look for new opportunities; there may be fertile lands at the end of the rivers, or a group to trade with judging from a few delegations they observed move out that way in the time of the great Kratiyan exploration. They journey, ever so unwittingly, north along the rivers from the Consulate's lake. In time they come to the mountains and begin scouting the area, looking for signs of farming or construction, moinoing or sites of worship, even traps and magic - in short, for the work of a skilled hand and a mind quickened to consciousness out in the wilderness. They prepare to meet anyone in the name of the Confederacy, acting as a cultured and diplomatic people of the world. [Bonus:+78] [+5 Dragonwrought, +20 Foundations of Civilization, +4 Lokharic Language, +1 agriculture, +2 architecture, +1 construction, +3 close combat, +2 craftsmanship, +2 culture (Debate, Gardens), +3 culture, Kratiya(P), +3 diplomacy, +5 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +2 metalworking, +3 mining, +1 organization, +1 religion, +5 traps]
>>
>>2036712
A hunting party quickly comes across the group of Fauns. Upon hearing the proposition and realizing that one of these particular Fauns has earned the trust of Proud-among-Warriors the envoys are swiftly put in touch with a group from the Shamante.
The group led by Splashed-with-Water, second in command of the Shamanate, express interest in returning with the Fauns for a short while and studying this topic in depth. They bring along a few Crafts-Lizards, in case any totems are needed, and a bodyguard of Rangers.
>>
>>2036744
"We understand. We would not steal that which is not ours, nor press for that which we have no right to. In time, I pray we might prove ourselves friends of the dwarf and maybe one day earn a trust among your people. For now, we will settle for trade. We shall not pry on what is not freely given.

Though we would indeed like to purchase Dwarven craft items."
>>
MAGES

The mages finish work on the mighty airships, and begin rapid preparations on deploying their new technology.

>>2032897

ORCS

The Orcs march toward an Imperium. No longer will they be a ragtag group of chanting raiders, but a military force organized for a single violent purpose. [Orcish Imperium 13/15]

>>2033004

APES

Repeated trips into the depths, or heights - is there direction in the spirit world? - of the etherium allows the elders to travel farther and father on less mana. [Enlightenment of H’ar-Ambe 7/15]

The idea of using the aura itself to form multiple simultaneous strikes, rather than depending entirely on the arms moving at high speeds, proves a significant advancement for the technique. [Thousand Hands Against The World 11/25]

At first not take seriously, the arranging of aesthetically pleasing yet edible fruit arrangements becomes a cultural pastime for the Apes, seen as its own form of meditation through art. [+3 culture, +3 aesthetics]

>>2033055

FAUNS

The joint project on the Rock Garden continues. The Fauns make great contributions with their nature magic. [Rock Garden 18/20]

The distillery proves a stubborn stretch goal for the Fauns, who are more in touch with the earth than with brewing vats. Progress, however, is inevitable. [Blue Sap Distillery 9/12]

The natural progression of advanced nature magic for the Fauns is a form of druidism that focuses on shapeshifting. [Animal Shapeshifting 5/15]

>>2033140

BACATIA

Research into the untapped power of the draconic bloodstone is undertaken. With the altar already upgraded, it should be simpler to integrate its power. [Altar Upgrade 8/15]

The Bacatia recognize where their strengths lie and begin to instruct a select group of elite Aratoa in the art of subterfuge. [+5 assassins]
>>
>>2033155

RAZGRIZ

The Razgriz arrive just in time to help complete the Rock Garden! [Rock Garden 20/20]

The House of Jannah is encouraged to begin work on a new center of learning to maintain and improve upon their stores of alchemical knowledge. [College of Alchemy 4/20]

>>2033162

KRATIYA

You trade silver to the Stangalli, and receive an electrifying gift of your own. [+1 diplomacy], [resource: voltshrooms]

The safe practice of psychokinesis is perfected. The benefits for both industry and combat are sure to be numerous. [+4 psychic power, +3 construction, +2 industry]
Upgrade: [Coterie - In combat, roll an extra die. Add 2/3 the value of this die to your combat total]

A miniature 'tin rush' begins as a new generation of industrialists attack the untapped resource, hoping to strike it rich. [Tin Mine 5/5], [resource: tin], [+4 mining], [+2 industry]

>>2033175

STANGALLI

You trade voltshrooms to the Kratiya, and earn sweet, shimmering silver in return. [resource: silver], [+1 diplomacy]

The southern nomadic tribe of the birdmen, following the cajoling and wooing of master Stangalli merchants, agree to establish a shop on the 'international row' of the bazaar. Trade with the tribes now becomes a regular occurrence, and former tensions have been firmly put to rest. [Birdman Hustle 10/10], [+5 diplomacy], [+5 economy], [+3 recurve bows]

Stangalli could sell feathers to the birdmen and seawater to the fishmen. Their lust for trade knows no borders or boundaries. [A Bizarre Bazaar 5/5 Civs], [+15 economy], [+5 diplomacy]

Your joint project with the mages has been completed. Massive new airships are tethered to the ground above Vil-Kaji. With Stangalli wing magic and the systematic magical application of the mages, they've created a wonder the likes of which the world has never seen - a vessel that can fly through the sky at speed, bypassing the rigors of land travel. [+10 magic control], [+10 economy], [+10 engineering]

Resource: [Airships] - In combat, roll an extra die. Add this value to your combat total.
>>
>>2033352

ABOLETHS

With their new national martial art firmly instilled in the populace, the armies of the fishmen empire can fight equally in both water and on land. [Ki-Xa'ki Style 12/12], [+6 close combat], [+6 martial arts]

Upgrade to [Fishmen Armies] - Roll an extra die in combat. Add this value to your combat total.

The sprawling metropolis of the underground fishmen empire roils outward from smaller population centers, great ghost-cities of coral and stone nearly ready for the impending population explosion. [Mass Housing 22/25]


With a base population established, the Aboleths begin to preen the minds of their supersoldiers of inefficiencies such as "emotions" and "critical thinking". [Superfish 10/20]

>>2033394

LIZARDMEN

The nomads are particularly skeptical of an immobile home, but Hillhome's powerful defenses and bright community make is a persuasive argument amidst an inhospitable swamp. [United Swamp of America 8/12]

The younglings have a much better resonance with the white stone. It is believed that as their spirits are more pure and unburdened, they can more easily get in touch with the spirit realm that is so familiar to the Apes. [Spirit Familiars 9/25]

Construction begins on a secure hatchery to raise the young, freeing parents from a continual responsibility. During the day they'll be able to contribute further to the tribe with peace of mind, and without anyone remaining home for long periods. [Hatchery 4/7]

>>2033526

BEGRAVEN REUS

Compilations of architectural philosophy and entire treatises on the means and applications of confusing "sighted" creatures have given the Begraven Reus a great tradition to draw on in future designs. [Labyrinthine Design Philosophy 15/15]. [+7 architecture, +7 craftsmanship, +4 culture]

[Labyrinths] - When defending, roll an extra die. Add 1/2 the value of this die to your combat total.

Thonce Narerv' rises high in the depths of the mountains, a bone of the earth stabbing into the sky from broken soil far below. It is an impressive fortress for a new rising kingdom! [+10 construction, +10 fortification, +4 architecture], [stability: content]

[Fortress of Thonce Narerv'] - When defending, roll an extra die. Add 2/3 the value of this die to your combat total.

You've been met by the Kobolds! You can trade with them by using an action, and talk with them at any time.
>>
>>2034164

KOBOLDS

The Kobolds construct a new settlement on good land between two much larger neighbors, near the dwarven boom town of Brok Avar. Kobold scholars are in awe of the great water-power harvesting engines of the dwarves. They offer the nearby birdmen copper and rubies in greeting. The birdmen accept the gifts but remain somewhat wary of the sudden arrival of distant strangers. The dwarves will have to speak for themselves... [+4 expansion], [see map]

The Kobolds lay down hard on the research lever. Get it? Lever? [Mechanica Koboldica 16/20]

The Kobold expedition finds a mighty fortress deep in the northern mountain range. An earlier Kratiyan expedition blazed the trail, but the wilderness around it is wild and rugged, like a wreath laid on a tomb of stone. The civilization's tall denizens dwarf even the Dragonwrought. They use a combination of a strange "liquid stone" they call concrete as well as highly refined craftsmanship to build their homes. Just walking through their city is disorienting. [+3 scouts]

You've met the Begraven Reus! You've been met by the Kobolds! You can trade with them by using an action, and talk with them at any time.

>>2034331

LACHSTAGEN

The cannons are indeed complete! [+10 metalcrafting], [+10 engineering], [+7 siege weapons]

Resource: [Cannons] - In combat, roll an extra die and add the value to your combat total.

Lachstagen fieldsmen notice that potash seems to help plants grow quite a bit. Hemp farming becomes all the rage, as its usefulness in both clothing, rope, and construction is undeniable. [Hemp Farm 2/7]

Lachstagen society being what it is, hemp is not the only material recognized for its usefulness. Bone is sturdy and good for sheaths, hilts, fixtures, and even tools or blades themselves in a pinch. [+5 bonecrafting]
>>
>>2034659

DWARVES

The dwarves are close to gems, and they quickly recognize them for their capacity to hold mana, especially when they're used in directly mashing up manastone. Diamonds are the 'purest' mana-containing gem known, and is selected as the idea vessel for magical energy. [Mana Extraction Process 7/15]

Meetings are held concerning future meetings about meetings among the chiefs from the families from the houses from the tunnels that hold sway over dwarven society. The would-be king forces himself to attend. [Mountain King 11/15]

The specialized prototype that is the diamond mining system is recognized for its potential and quickly adapted to the often-vertical and usually-underground lifestyle of the dwarves. [Powered Elevators 4/7]

The Gnomes have established a trading post in your outer city. They can trade with you in the future without expending an action themselves. Their specialty in magic further boost's the kingdom's economy. [+2 economy]

>>2034905

GNOMES

The Gnomes recognize the value of trade with the experienced dwarves. They can supply the steel, and the Gnomes can certainly give magical aid in the future. [Dwarven Trading Post (1)] - You may trade with the Dwarves without expending an action (1) one time. [+2 economy, +2 expansion, +1 diplomacy]

The Gnomes take a different tack to the subject of metallurgy, relying on their magical expertise. [+2 magic metalwork]
>>
>>2033394

LIZARDMEN Part 2

The efforts to unify Lizard-kind have succeeded. One after another, the chieftains of various tribes pledge loyalty to the council. Excited lizardfolk arrive in Hill-Home in droves, and the territory under the Protectors swells to encompass the majority of the swamp. [+4 expansion, +4 diplomacy, +4 economy] [stability is already maxed, extra random expansion will be granted]

[see map]
>>
File: Map34.jpg (4.94 MB, 3027x2270)
4.94 MB
4.94 MB JPG
BEGIN TURN 34

Next World Event: Turn 40

Mages will be leaving the game at the end of turn 34.
>>
Rolled 64, 8 = 72 (2d100)

>>2044485
Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: low
Food: Plentiful
--Government--
Despot Rule (+5 military)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]
[Copper]
[Iron]
[Bloodstones]
[Orcish Alcohol]
[elemental gems]
[resource: warg mounts]

--Projects--
[Orcish Imperium 13/15]
[ Rocky 0/5655]

--Development Bonuses--
[Elemental Weapons] - In combat, roll an extra die. Add 1/3 the value of this die to your combat total.
[+9 warriors][+5 agriculture][+3 expansion][+7 enchanted weapons][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+5 mah-gik][+14 enchanting][+5 magic control][+3 Kratiya Culture (P)]

>Action 1.
Finish Orcish Imperium.
>Action 2.
Make enchanted weapons.
>>
Rolled 24, 66, 65 = 155 (3d100)

>>2044485
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/Hunting)
Poison Control (+3 Poison knowledge)
Swamp Masters (+3 Exploration/Expansion)
-----
Stability: Rejoice
Food: Plentiful

--Government--
Council of Protectors [+5 Military, +5 Construction, +5 Magic control]
Wartime stability penalties are halved. When defending, you do not lose an action until you are defending on three fronts, rather than two.

--Resources--
Venomweed
Strongarm Begonias
Power Plums
Deathweed
Ironwood
Monster Menagerie - When defending, roll an extra die. Add 1/2 this value to your combat total.
Poisonspitters
Swampstalkers
Festerbeaks
Greatmaws
Web-Walkers (Silk)
White Stone
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

--Constructions--
Hill-home Settlement
-Foundation Totems
Black-Bog Hermitage
Trapped Territory

--Rituals--
Beast Bonding Ritual
Land Awakening Ritual - When defending, roll an extra die and add its value to your combat total.

--Projects--
[Mystery of the Ruins 5/30]
[Spirit Familiars 9/25]
[Hatchery 4/7]

--Development Bonuses--
+20 Ranger caste
+8 Rangers
+9 Beast taming
+4 Ironwood Armour
+3 Ironwood Weapons
+1 Camouflage
+15 Close Combat
+3 Martial Arts
+16 Shamanate
+3 Poison knowledge
+14 Herbology
+20 Magic control
+10 Totems
+10 Nature Magic
+2 Water Magic
+5 Culture
+9 Diplomacy
+5 Magic Defense
+8 Construction
+5 Expansion
+2 Ironwood Tools
+4 Economy

--Culture Penalties--
+3 Kratiyan Culture (P)
-------------------------

Actions:
>A large party from the Hermitage is gathered in response to the Fauns visit, led by Splashed with-Water. They travel with a small party of Crafts-Lizards and Rangers to the homeland of the Fauns, where they will lend their magical might and trance inducing herbs to their experiments. [+75] (+14 Herbology, +16 Shamanate, +25 Magic Control, +10 Nature Magic, +10 Totems) 2 seperate rolls to collaborate with the Fauns on shape-shifting.
>Construction is easily underway. The Crafts-lizards think a solid push of effort will finish the Hatchery. [+53] (+13 Construction, +3 Expansion, +16 Shamanate, +14 Herbology, +5 Culture, +2 Ironwood Tools)
>>
>>2044541
Lol, forgot to change my name from another thread...
>>
Rolled 86, 23, 35 = 144 (3d100)

>>2044485
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Kensho(+3 meditation/combat)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Rejoice!
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums
Oliphaunts(Big Sam and senpai)
Mana Bananas
[Dragon's Favor 1/1 - May be used in combat to add 100 bonus points to your combat total]
[Spirit Tree - When defending, roll an extra die. Add 2/3 the value to your combat total]
[Tournament Security - Roll an extra die to quell any disturbances at the tournament, if needed. All spirit magic and monkhood bonuses are doubled in the event of a defense.]
[Stangalli Stall – 0 charges]

--Development Bonuses--
Military(+6)
Hand of H'ar-Ambe(+20)
Martial Arts(+10)
Agriculture(+14)
Spirit Magic(+12)
Culture(+9)
Aesthetics(+3)
Healing Magic(+7)
Diplomacy(+20)
Construction(+2)
Religion(+4)
Organization(+1)
Art(+1)
Warrior Tradition(+1)
Herbology(+1)
Magic Control(+1)
Nature Magic(+1)
Dark Magic(+1) eww
Education(+1)
Leatherworking(+1)
Traps(+1)
Carpentry(+1)
Enchanting(+1)
Willpower(+1)
Beast Taming(+4)
Kratiya Culture(+3) P

-In Progress-
Thousand Hands Against The World Technique 11/25
Enlightenment of H’ar-Ambe 7/15

Actions:

>The journey continues to reach Heaven day after day. Several Apes need a full days rest after making an attempt, but they are making progress and getting even farther than before. An Elder states that going through this hardship will make us stronger, and in the end we will be taught by our God. [Enlightenment of H’ar-Ambe 7/15]

Hand of H'ar-Ambe(+20) Spirit Magic(+12) Spiritual(+3) Religion(+4) Willpower(+1) = 40 Bonus

>Progress on this new technique has been good and just like before we have to persevere. We’ve made one breakthrough with discovering that our aura can blanket the foe and provide more strikes, but a few adhere to the belief that accomplishing this technique will require the aura and moving faster together. [Thousand Hands Against The World 11/25]

Hand of H'ar-Ambe(+20) Kensho(+3) Big and Strong(+3) Willpower(+1) Martial Arts(+10) = 37 Bonus

>The Strongarm Begonias are a source of beauty and a source of strength if needed, but for now we will use them for their beauty. Let’s plant them around the Spirit Tree. A giant tree with a field of flowers sitting underneath is a site to behold.

Aesthetics(+3) Art(+1) Agriculture(+14) = 18 Bonus
>>
Rolled 71, 7 = 78 (2d100)

>>2044485
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
-----
Stability:Low
Food: Plentiful

--Relations--
Mages: Aware of
Aboleth: Deity

--Government--
Elder Council (+5 culture)

--Resources--
[Copper] [Tin] [Bronze] [Saltpeter] [Potash] [Black Powder] [Water Hoofs]

--Development Bonuses--
[+4 pontoon boats] [+3 leather working] [+5 Longhouse] [horn instruments: +2 organisation +2 music] [+18 metal crafting]
[+4 Flamberge] [+4 construction] [+2 Craftsmanship] [Bows +3] [+7 explosives] [+7 seige weapons] [+5 Demon-Helmets]
[+7 close combat] [+2 agriculture] [+10 engineering] [Ui'Haki-Xa Enchantment (Optional +50 to combat)]

--In Proggress--

[Hemp farm 2/7]

Action 1: continue work on the weed farm. rope and ganja for all! [+2 agriculture]
Action 2: some lachstagen like the way explosions look. okay somes an understatement, ALL lachstagen love explosions. what if we made explosions controllable and MORE colourful? (tl;dr make fireworks)

Crunch time! Crush time? whichever it was! time to make another dice
[+10 engineering] [+18 metal crafting] [+3 leather working] [+4 construction] [+2 organization] [+5 longhouse] [+2 craftsmanship] [+5 bone crafting] [+1 Explosives]
>>
Rolled 45, 70 = 115 (2d100)

>>2044485
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)

-----
Stability: Very Content
Food: Moderate
-----

--Government--
Council of Misers (+3 culture, +2 currency)

--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
Voltshrooms
Tobal Voltsticks™
Silver
Airships - In combat, roll an extra die. Add this value to your combat total.

--Development Bonuses--
+5 Farming
+3 Industry
+7 Fortification
+3 Construction
+12 Diplomacy
+49 Economy
+15 Culture
+4 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+9 Art
+4 Lightning Magic
+13 Close Combat
+2 Currency
+3 Re-curve Bows
+10 Magic Control
+10 Engineering

----
Contacts:
Apes
Mages
Fishmen
Birdmen
Lizardmen
Gnomes
Fauns
Bacatia
Kratiya
Lachstagen
Kobolds
Razgriz
Crabkin
Illithids
----
In Progress
Air Bubble [4/10]
Trading Places [15/20]
----
Other
Nearby Hot Springs
Hero Unit: Tobal Ko'Stangal

Actions
> A letter is sent out to the Kratiya and Razgriz. It reads thus:
"To our fellows of most excellent repute: We of the Stangalli Misers would like to propose a grand trade between our three civilizations. It would entail the sharing of:
Airships from the Stangalli
Mana-Coral from Kratiya
Iron from Razgriz
Please, respond quickly.
- Stangalli Misers
>Now that they have such good relations, the Stangalli would like to ask the Birdmen if they would be interested in a larger degree of cooperation. Open borders, unlimited access to trade goods, influence in policy, etc. By the end of these deals, the Stangalli and Birdmen might as well be one nation! (+19)

I would like to crush some dice! Behold:
Money Talks
+40 from Economy
+10 from Diplomacy
>>
Rolled 52, 99, 92 = 243 (3d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
Kratiyas Maximus (+3 culture)
-----

Stability: Rejoice!
Food: Abundant

--Government--
Shared Consulate [+10 military, +10 culture]
Actions to improve stability are twice as effective.

--Relations--
Crabmen (Friendly) - Known resources: [Seafood, Gold, Mana-Coral, Mana Coral Armor/weapons] Trading: Emeralds, copper
Everyone on the continent - Known

--Resources--
Fish, lumber, copper, emeralds, Stone, Violet Brick, Silver, Tin, Mana-Coral, Voltshrooms
[resource: Mana-Coral Armor 2/2] - Use in combat to negate 20 points of any foe's magical or psychic combat bonuses.
--Development Bonuses--
Fishing +3, +4 Shipbuilding, +3 Art, +6 Music, +4 Architecture, +3 Culture, +5 Education, +4 Agriculture, +13 Construction, +18 Psychic Power, Kratiyan Culture +20, +17 Diplomacy, +6 Close Combat, +4 Economy, +6 Earth Magic, +4 Industry, +4 Mining
[The City of Violet Brick] - Every civilization in the world gains a permanent [+2 Kratiya Culture]. When you roll to influence someone's culture, roll an extra die. 1/3 the value of this die becomes a bonus added to the first die.
[Coterie - In combat, roll an extra die. Add 2/3rd the value of this die to your combat total]

1. Voltshroom Industry

Voltshrooms provide the catalyst that Kratiyan industry was waiting for. Their small size still generates a serious electrical charge, and the rich copper mines of the Goblinmounts are in excellent position to profit. In this effort to massive industrialize the nation a few key players emerge. First, Alixia xa Tyrol, First Minister of Urban Development and Education, uses her influence within the government bureaucracy to buy up substantial amounts of land on the west coast. Using the river and her close relations with the Fauns, she cultivates a vast amount of voltshrooms. Many of the farms that had lie in that direction were purchased or simply torn down to make room for the staggering fields of voltshrooms that stretch for dozens of miles from the edge of the lake clear into what is presumed to be Hilland territory. For many of the farmers, the pay under xa Tyrol was better than under tenant farming, but the loss of autonomy is frustrating for others who had come to escape the pressures of life under authority.

The second is Xzavwill Kitcsta. Owning some of the largest copper mines in the Goblinmounts, and a few of the tin mines located further east, he pushes into the bronze market. As the largest industrialist producing bronze he swiftly corners the market and establishes a monopoly over the material just in time for the government to push toward a massive armament program utilizing bronze equipment. His Senatorial connections among the goblin leadership in Petroika allow him to maintain not only a monopoly, but prevents any Consular Inquiries into poor working conditions in his mines and foundries.
>>
>>2044663
+80 to this roll
The third is Kalmya Haslhaz, another copper magnate. Owning some of the smaller copper mines to the eastern reaches of Consulate Goblinmounts she focuses her mining and refining to spooling copper into wire to be utilized by voltshrooms. As industry ramps up and the demand for copper wire increases so too does her influence and wealth. Fourth is Grajahe Milbunc whose inventive work allows for voltshrooms to power the basic automated machinery made for them. Pistons, hammers, needles, all of it could be powered by voltshrooms fed into a central generator. Outputs that once took an entire village could now be done by a single person working a twelve hour shift with only one fifteen minute break.

2. Mana-Coral Powered Armor +59

Voltshrooms can do more than just power industry. They can also power objects. The Goblins in particular, angered by the usurping of the fighting arm of the Republic to the Manifesters of the Coterie, push hard for the development of this equipment. Now only would the defensive abilities make them a difficult force to crack, but the abilities conferred make them even more powerful warriors. Little effort is spared by Goblin senators to push for its development using state funds. As such, two hundred (1 resource) suits of the mana-coral armor provided by the Crabkin is utilized in research.

In true fashion an industrialist steps up to offer their services. A Goblin named Theodunc Sutkei is granted a monopoly charter to cultivate mana-coral in the lake for government use. The Several Kratiyan senators protest the official granting of a monopoly charter, but they are outnumbered by their peers. The motion passes 328-58.

3. Accept the Stangalli offer to trade mana-coral for Airships.
>>
Rolled 81, 59 = 140 (2d100)

>>2044485
turn 33
Race – Human
Color: Gold
Traits:
Voyagers (+3 ships/navy)
Military Tradition (+3 military)
-----
Stability: neutral
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
Giant Mushrooms, Shellfish
lumber, Leather
Copper, Tin
Stone, Iron

--Completed Projects--
Wood Cabins
Quarry
Iron Mine
Tool/Tinker's Workshop
Smelter

--Projects--
>Irrigation (4/10)

--Discovered Groups--
Everyone Except for
Molemen
Faires
Lizards
illithids


--Development Bonuses--
+13 Craftsmanship
+21 construction
+4 Carpentry
+4 iron tools
+3 metalworking
+5 Mining
+7 Close Combat
+1 Diplomacy
+4 Agriculture
[+3 Kratiya Culture (P)]

>Action 1
A group of Razgrizian merchants seems to nonchalantly barge into the Stangalli bazaar, their carts filled with wares that range from stoneworks,tools, decorative wood furniture and carvings.
One of men just went up to one of the guards and said "we were so graciously invited to use your bazaar, the payment for the privilege that your vizirs have given us is here" he hands the guards the reins of a cart-carrying-horse. "I believe the down payment is two cart full of smelted iron bars and you'll be expecting a bimonthly supply of the cart full of the same wares. Apologies if I cannot afford you civilities for we must labor quickly to establish our shop. As they say in my culture, Time runs away from idle legs."

Establish trade deal with Stangalli for a spot in their bazaar for iron [+1] [Diplomacy]

>Action 2
Sir Brgyenwerth of House Jannah is seen coordinating the tool makers, carpenters, stone masons, and general laymen in a flurry of instructions. a small portion of the riverbank alongside the mouth of the river Mange is filled dirt and walled with cleanly cut stone. the layout however provides the incoming riverflow certain accesses through the structure, creating small canals and pools of fresh water. Along with the foundation, a prototype room has been built and although it is not as grand as the ones in the old capital but the sight of of chairs and desks brings a certain gleam of pride back to the faces of the Razgrizians partaking in the grand project. Men and women visit the site, some clutching their sons and daughters, showing them the foundations of a grand institution but in the eyes of the people who still remember life in the old empire, this was a start of a project of reclamation, a reclamation of a proud tradition of learning and excellence.

Continue with the the Establishment of the Razgrizian Collegia Ard Arcana, The First Wing, "Lyceum of Alchemy". [+42] [Iron tools, Carpentry, Craftsmanship, Construction]
>>
>>2044716
whoops forgot about the --projects-- update
the college is at [4/20]
>>
>>2044716
I'll crush

+13 Craftsmanship
+21 construction
+4 Carpentry
+4 iron tools
+3 metalworking
+5 Mining
for [20+ Industrial Vigor ]
>>
File: fm_wand.jpg (7 KB, 447x327)
7 KB
7 KB JPG
Rolled 10, 19 = 29 (2d100)

-----
Gnomes - Navy Blue
Traits:
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
-----

Stability: neutral
Food: Moderate

--Government--
Elder Council (+5 culture)

--Contacts--
(Knows about everyone known by the Tourney Time)

--Resources--
-none-

--Projects--
[Fishery 0/5]


--Development Bonuses--
>Infrastructure
[+2 agriculture]
>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[+2 magic metalwork]
>Military
[+1 close combat] - Ape Training
>Exploration
[1st Exploratory Mission] [+3 diplomacy, +1 culture, +1 expansion]
[Dwarven Trading Post (1)] [+2 economy, +2 expansion, +1 diplomacy]

1. Inspired by the Dwarfs, and applying some ideas they learned from their own Magical Metallurgy, some of the very first Iron Wands are made. Few in number due to having to trade for Iron from the Dorfs, these new wands are 100 times stronger than common wood, and as much less likely to shatter from the strongest spells (or even physical damage, as wood could be snapped in half all too often).

These Iron Wands would be able to hold much more powerful magic charges without shattering, for much more powerful spells.

The Elder Council itself approved these Iron Wands, citing them as a precursor to a new age for the Wandcrafters of Leyliis.

Elder Council (+5 culture)
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[+2 magic metalwork]
[1st Exploratory Mission] [+1 Culture]
[Dwarven Trading Post (1)] [+2 economy, +2 expansion]

2. A new age of Metal, the Gnomes turn to the ground in search of nearby Iron for a mine. With wands, they begin scouring the ground, chopping it into pieces with slicing spells and extracting the precious ores in teams, lifting them up from the earth with the power of their wands.

The new metallurgical knowledge and some common information from the stout Dwarves on what Iron ore looks like in the ground, which for them was simple and trivial knowledge known to many older other cultures as well, but for the Gnomes a new experience altogether, who had not tried mining before. Until today.

Elder Council (+5 culture)
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[+2 magic metalwork]
[1st Exploratory Mission] [+1 Culture]
[Dwarven Trading Post (1)] [+2 economy, +2 expansion]
>>
Rolled 79, 29, 79 = 187 (3d100)

>>2044485
TURN 33
-----
Bacatia – Light Brown
Traits:
> Vampiric (+3 dark magic)
> Overlords (+3 military)
> Empires Legacy (+3 military)

-----
Stability: Very content
Food: Plentiful

--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)

--Resources--
Blood altar, cattle, leather, lumber, fruit, Enhanced Aratoa Blood Elixir, Enhanced Orc Blood Elixir, copper, fish, shellfish, Bloodstones, Aratoa pow 2, Draconic Bloodstone 1/1, tin, Gold curse statue, Orc blood, elemental gems, warg mounts, Mage blood, resource: mudoil

--Projects--
[Fleshgolems 5/25]
[Altar Upgrade 8/15]

--Contacts--
>-Met-
Everyone but, Fairies, Dwarves and Begraven Reus

--Development Bonuses--
[Aratoa Blood Warriors] - Roll an extra die in combat. Add this value to your combat total.
[Stangalli Trading Post 0] - Free trade action with any civ that has discovered Stangalli

> +20 Legacy of Bacatia [+1 dice, cannot be destroyed or stolen]
> +10 bonus to any rolls involving trade with another civ
Magic:
> +10 Chaos Magic
> +10 Dark Magic
> +10 enchanting
> +8 Blood Magic
> +5 magic construction
> +2 magic control
Military:
> +14 Close Combat
> +6 Military
> +5 Warrior tradition
Other:
> +9 construction
> +8 Culture
> +5 Assassins
> +4 Agriculture
> +3 Kratiya Culture (P)
> +3 leadership
> +3 Diplomacy
> +1 Economy

--Actions--
1,2) Keep working on the Draconic Bloodstone. +63; +20 Legacy, +10 Chaos Magic, +10 Dark Magic, +10 enchanting, +8 Blood Magic, +2 magic control, +3 leadership
3) The Shadow warriors keep that focking peace. +68; +20 Legacy, +10 Chaos Magic, +10 Dark Magic, +10 enchanting, +8 Blood Magic, +2 magic control, +3 leadership. +5 Assassins
>>
Rolled 34, 59, 55 = 148 (3d100)

>>2044485
FAUNS

-----
Fauns - Light Green
Traits:
Stubborn, Like Goats: (+2 military, +1 organization)
Tea Time Sacrifices (+2 magic, +1 culture)
Close to Nature (+2 agriculture, +1 nature magic)
-----
Stability: content
Food: plentiful

--Government--
Elder Council (+5 culture)

--Resources--
-tamed boars-
- Resource: War Boars - In combat, roll an extra die. Add 1/3 the value of this roll to your combat total.
- steel claymores -
-fish-
-copper-
- silver -
-blue sap- ( grants stamina, though it may be rather...potent...)
-Blue Stamina Sap (?) - (powerful derivative of mana that restores strength and stamina within the sap)
- [s]Sap Crystals[/s] - (keeps away competing plants and shrubs, as well as deterring would-be herbivores. The crystals are also highly nourishing for the plants themselves)
- [resource: Dwarven Steel Tools 2/2]. Use these for a +3 bonus to a single roll involving any construction project (e.g. if you normally would have earned 2 points toward the project based on dice, you earn 5 instead. This will also save you from any poor rolls]


[Song of the Forest] - When defending on land, cancel out half of any magical or psychic bonuses added to the opponent's combat total.

--Projects--
[Blue Sap Distillery 7/12]
[Rock Garden 13/20]

--Development Bonuses--

+5 construction
+3 mining
+5 metalshaping
+1 economy
+6 nature magic
+5 spirit magic
+4 diplomacy
+11 close combat
+3 steel claymores
+20 Hilland Folk Lore

Discovered:
Fishmen/Stangalli/Birdmen/Lizardmen/Gnomes/Bacatia/Kratiya/Lachstagen/Kobolds/Razgriz/Crabkin/Illithids
Aware of Aboleths

>Action 1 and 2
Lets raise our shapeshifting project to 25

We want some epic shapeshifting, including being able to become mythic crearures and into members of other civis lile kobolds and lizardmen.

(+20 Hilland Folk Lore +6 nature magic +4 diplomacy +5 spirit magic)

>Action 3

We will progress with our distillery! Oldman Golgat is sure that his new formula will be a great drink for warriors and sages alike!
(+20 Hilland Folk Lore +6 nature magic +1 economy +5 spirit magic)
>>
>>2045129
Also

Distillery is currently at 9/12 and shapeshifting at ??/25 vecause Im not sure how much Lizardmen added into it.
>>
File: AbyssalExcavation.jpg (114 KB, 900x750)
114 KB
114 KB JPG
Rolled 85, 17 = 102 (2d100)

>>2044485

Turn 34

Begraven Reus - Indigo
Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
-----
Stability: content
Food: plentiful

--Government--
[Sovereignty] - (+7 military, +7 organization, +2 construction)
{All rolls involving construction projects cannot fail; you will gain at least 1 progress point. Completed construction projects are likely to improve stability.}

--Resources--
+6 stone tools
+3 slings
[Simple Mortar]
[Concrete]
[Dragon Preparation 1/1]

--Projects--

--Accomplishments--
[Labyrinths] - When defending, roll an extra die. Add 1/2 the value of this die to your combat total.
[Fortress of Thonce Narerv'] - When defending, roll an extra die. Add 2/3 the value of this die to your combat total.

--Development Bonuses--
+15 craftsmanship
+2 herbology
+3 hunting
+25 construction
+12 fortification
+7 mining
+16 architecture
+2 chemistry
[+3 Kratiya Culture]
+4 culture

...

> As the giant's designs grow ever grander and more numerous, finding enough quality stone to meet demands becomes increasingly difficult. In order to resolve this shortage the Sovereign of the Begraven Reus commissions the construction of the [Abyssal Excavation]: A series of massive, subterranean quarries that bore deep into the stony flesh of the world.

Bonus: +61 {+7 Mining /+/ +28 Construction /+/ +16 Architecture /+/ +10 Organization}

> The Begraven Reus realize that storing knowledge solely through memorization and conveying knowledge solely through spoken instruction is inefficient and impractical. The giants begin to outline plans for a more permanent method of [Record-keeping]. Discussions concerning what medium to use quickly result in a overwhelming consensus for engraving information onto stone slabs, with most finding the notion to be sensible and largely agreeable. The main point of contention is how the information should be presented on the slabs? Some argue for simplicity, employing straight-forward pictures and diagrams. Others advocate the virtues of more complex systems, describing a standardized set of symbols with definite meanings. Others still see no reason not to implement both of these strategies, and push for the utilization of both.

Bonus: +29 {+4 culture /+/ +10 organization /+/ +15 craftsmanship}
>>
Rolled 36, 93, 18 = 147 (3d100)

>>2044485

-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
Industrious (+3 engineering)
-----
Stability: Rejoice!
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
Dwarven Alcohol, Mushroom Maragaritas
Furs, Leather
Stone and Marble
Copper and Steel
Glass
Manastone
Diamonds
Silver
Magma
Wild Tentacle Beast 1/1

--Development Bonuses--
+3 Kratiya Culture
+3 Dwarven Culture
+4 Runic Language
+8 Organisation (The Marble Laws)
+11 Economy
+1 Diplomacy
+9 Expansion
+4 Agriculture
+6 Brewing (Brewery)
+20 Dwarven Industry (Smelter, Mines, Great Quarry)
+5 Forging (Dwarven Forge)
+22 Engineering
+5 Mining
+4 Chemistry

+10 Military
+1 Tactics
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+5 Springbows (Iron Scorpions)
+7 Armour (Steel Armour)
+5 Weapons (Steel Weapons)
+4 Rangers
+4 Anvil Warriors

--Other--
The Dragon Gate of Dromadhur: When defending, roll an extra die. Add 1/2 the value of this die to your battle total. When defending against dragons, add the full value.
Fucking Dragon on the Roof
-----

1. Continue trying to extract mana! (+37, mining, forging, industry) [Mana Extraction Process 7/15]

2. Continue electing a king! [Mountain King 11/15] (+18 dwarven culture, organisation)

3. Continue making lift systems! [Powered Elevators 4/7] (+61, forging, industry, engineering, organisation)

Sorry it's so brief, I didn't really have time to post but I crammed it in.
>>
>>2044506

ORCS

Big Orc stands above a field of orcs, high up on a rock above where they're gathered. He contemplates his words for a moment, trying to think of what he can say that will resonate with the newly organized orcish forces. How can he galvanize his captains, sergeants, generals, soldiers?

"OOOORRRCCSS!!!

The crowd of orcs is silent as they watch their leader.

"WEEEE....ARE GOING TO FIGHT A LOT!!!"

The crowd goes wild. Eventually, they begin to chant again, but this time, the chanting has a bit more direction.

"BIG ORC!"
"BIG ORC!"
"BIG ORC!"

New Government - Orcish Imperium [+5 military, +3 organization]
You receive no penalty if you do not mobilize your forces before attacking. You lose less stability from rapid expansion and from losing battles.

Elemental weapons won't be enough for the new orcish order; it's time to advance them into permanent enchantments. [Enchanted Weapons 2/7]

>>2044541

HARRY POTTER

The Lizardmen shamanate contribues its vast knowledge to the effort of the Fauns to perfect animal transformations. The two nature-aligned races working together, works wonders. [Druidic Shapeshifting 15/25]

Note: Fauns contribution this turn push Shapeshifting to 23/25

The hatchery is finished! The lizardmen are deeply satisfied by the step of protecting and raising the young in a way that benefits society and encourages them to socialize early. Strong interpersonal ties mean a strong tribe. [Hatchery 7/7], [+2 construction, +2 expansion, +2 economy, +2 rangers], [stability is already maximized. The tribe will expand randomly, see map]

>>2044573

APES

Each trip through the etherium strengthens the will of the Apes. The battering of mighty magical energies hardens the soul and sharpens the spirit. Each day, they travel farther, and grow closer to their ultimate destination. [Enlightenment of H’ar-Ambe 12/15]

Like the techniques that came before it, time and hard work will combine to lift them higher than they thought possible. [Thousand Hands Against The World 15/25]

The Apes work to plant the strongarm begonias around the Spirit Tree. The mana-enriched soil there seems to be having a strange effect on the plants. Ape agriculturalists research this further... [Beguiling Begonias 3/7]
>>
>>2044584

LACHSTAGEN

With great hemp, comes great responsibility. [Hemp Farm 7/7], [resource: Hemp], [resource: THC], [+3 agriculture], [+3 construction], [+2 culture]

Work begins on fireworks. The first lachstagen to experiment with them, in traditional fashion, blows himself up. [Fireworks 1/5]

Congratulations, you've crushed a new dice! Subtract the sacrificed bonuses from your sheet and add the new bonus:
[Old-World Engineers +20] - This bonus cannot be destroyed or stolen.
New Trait: Inflammable (+3 explosives)

>>2044585

STANGALLI

You trade with two other nations and acquire new resources! [resource: Iron], [resource: Mana-Coral], [+2 diplomacy]

The Stangalli begin talks with the southernmost Birdmen tribe with which they have the best relations. They want to create a more unified society. The birdmen are a standoffish people but they respect the Stangalli for facing them as equals, despite past conflicts. [Birdmen R' Us 5/20]

Congratulations, you've crushed a new die! Subtract your sacrificed bonuses from your sheet and add the new bonus:
[+20 Money Talks] - This bonus cannot be stolen or destroyed
New Trait: Trademarked (+3 economy)

>>2044663

KRATIYA

Kratyina industry is centered on a few key points: the observation that copper can move lightning energy from once place to another, copper itself, a lot of voltshrooms, and funding from the right industrialists. [Electrifying Industry 5/25]

You trade the Stangalli mana-coral in exchange for access to their airships. [resource: Airships] - In combat, roll an extra die. Add this value to your combat total.
You trade the Razgriz mana-coral in exchange for iron. [resource: iron]
[+2 diplomacy]

>>2044716

RAZGRIZ

You trade the Stangalli iron in exchange for a spot in their bazaar! Sure to come in handy later. You also trade iron to Kratiya in exchange for mana-coral. [resource: mana-coral], [+1 economy, +1 diplomacy]

[Stangalli Trading Post (1)] - Free trade action with any other nation that has contacted Stangalli.

Construction on the college continues...[College 9/20]

Congratulations, you've crushed a new die! Subtract the sacrificed bonuses from your sheet and add the new bonus:
+20 Industrial Vigor - This bonus cannot be stolen or destroyed.
New Trait: New World (+3 industry)
>>
>>2044808

GNOMES

The Iron Wand prototypes prove to be extremely sturdy, but prone to overheating when channeling powerful magical energies. [Iron Wands 2/15]

The Gnomes try their hand at mineral extraction, and find it to be a bit more challenging than previously assumed. Luckily, they have many examples to learn from as they perfect their own methods. [Iron Mine 1/5]

>>2045103

BACATIA

The draconic bloodstone is fully tapped, and its power floods into the altar. It is empowered beyond even the might it held in the old times of the empire. [Resource: Blood Altar] replaced by [resource: Draconic Blood Altar], [+10 enchanting], [+7 blood magic]

Note: Future enchanting and research projects involving the altar will require less time to complete.

The Bacatian shadow warriors spread through the empire to assert vampire authority.

>>2045129

FAUNS

The fauns work with the lizardmen on shapeshifting. Rapid progress is made in the art, faster than either of the two races could have hoped to achieve individually. [Druidic Shapeshifting 23/25]

The distillery is coming along. A stable recipe has finally been finished that doesn't make the bucks want to go stick it in the first thing that moves. Now to make it a little more palatable! [Blue Sap Distillery 10/12]

>>2045259

BEGRAVEN REUS

The giants begin to dig deep beneath their home. This is familiar territory for them, but now they enter from a place of safety on the surface. [Abyssal Excavation 5/12]

The leaders under the sovereign begin to debate how a language to convey information should best be formed. Three camps emerge, one arguing for pictograms, another for systematic construction of symbols, and a third that wishes to combine both methods. [Written Language 3/7]
>>
>>2046063

DWARVES

The dwarves find that crushing the manastone in a high-speed, rapid sequence crushing process with diamond-studded grinders is much more efficient than allowing the energy to be released over time. However, they need a method to transfer the freed energy to diamonds at the same rate it is released to minimize losses. [Mana Extraction Process 11/15]

The dwarves finish making powered lifts! The efficiency of mineral transport multiples several-fold as the old hand-cranked models are replaced and linked into the water-power shafts that spread through Dromadhur. The transports are also useful for getting around, greasing the wheels of dwarven society. Mana-scholars theorize that once the manastone has been utilized properly, they will be less dependent on water alone. [Powered Elevators 7/7], [+5 engineering], [+3 economy], [stability has already been maxed; the nation randomly expands. See map]

The councils have been consulted, the elders have spoken, the families have schmoozed, and finally, the day of the coronation has arrived.

The king's crown is wrought with steel and diamonds. The best diamond the miners could find is set in the crown, just above the forehead. Smaller diamonds dot the remaining 7 directions, denoting the king's authority over the various facets of society. The ceremony takes place in the main hall following the dragon gate, allowing for thousands of spectators from all walks of society. The chiefs of the various halls and families stand before the stage; eventually, when the king is passed, they will elect a new king from among their number. But that is for another day.

Today, the mountain king is crowned! Long live the king!

New government: Mountain Kingdom (+10 military, +5 engineering)
When defending, roll an extra die. Add 1/2 this value to your combat total.
>>
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BEGIN TURN 35

Next World Event: Turn 40
>>
>>2046234
Lachstagen – Red
Traits:
Blood Rage (+3 to military/hunting)
Sea Gods (+3 to seafaring)
Inflammable (+3 explosives)
-----
Stability:Low
Food: Plentiful

--Relations--
Mages: Aware of
Aboleth: Deity

--Government--
Elder Council (+5 culture)

--Resources--
[Copper] [Tin] [Bronze] [Saltpeter] [Potash] [Black Powder] [Water Hoofs] [THC] [Hemp]

--Development Bonuses--
[+4 pontoon boats] [horn instruments: +2 music] [+4 Flamberge][Bows +3] [+6 explosives] [+7 seige weapons]
[+5 Demon-Helmets] [+7 close combat] Old-World Engineers +20] [+2 agriculture]
[Ui'Haki-Xa Enchantment (Optional +50 to combat)]

Action 1: the work on fireworks goes on!
Action 2: "whats that smell?" the races of the north ask "w-why its coming from the south!" they continue "oh gods! no! it cannot be! MC GOATT IS IN THE LONG HIZOUSE!!"
Action 3: now that we have rope we can begin creating better ships, with sails and cannons!!
>>
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https://www.youtube.com/watch?v=LY41Q1FYokQ

Fleeing the southern conflict, the mages gather in their northern college. Ten powerful airships are hooked into the structure of the college. Magical reinforcement will ensure it stays in one piece. After several days of preparation, the airships are activated.

The lines connecting the airships to the earth snap taut; their engines whine against the strain. The ground shakes and rumbles. Trees collapse; flocks of birds flee. The entire college is tugged into the sky, pulled apart from the ground and lifted into the air.

The mage collective abandons the world of the mundane to seek higher planes of research. The ground below can no longer contain their ambitions, and so they set sail for open skies. But not before paying a final visit to a few friends...

[Some nations will receive gifts from the mages in the next update]
>>
Rolled 2, 7, 47 = 56 (3d100)

>>2046247
roll.
>>
Rolled 53, 18, 92 = 163 (3d100)

>>2046234
FAUNS

-----
Fauns - Light Green
Traits:
Stubborn, Like Goats: (+2 military, +1 organization)
Tea Time Sacrifices (+2 magic, +1 culture)
Close to Nature (+2 agriculture, +1 nature magic)
-----
Stability: content
Food: plentiful

--Government--
Elder Council (+5 culture)

--Resources--
-tamed boars-
- Resource: War Boars - In combat, roll an extra die. Add 1/3 the value of this roll to your combat total.
- steel claymores -
-fish-
-copper-
- silver -
-blue sap- ( grants stamina, though it may be rather...potent...)
-Blue Stamina Sap (?) - (powerful derivative of mana that restores strength and stamina within the sap)
- [s]Sap Crystals[/s] - (keeps away competing plants and shrubs, as well as deterring would-be herbivores. The crystals are also highly nourishing for the plants themselves)
- [resource: Dwarven Steel Tools 2/2]. Use these for a +3 bonus to a single roll involving any construction project (e.g. if you normally would have earned 2 points toward the project based on dice, you earn 5 instead. This will also save you from any poor rolls]


[Song of the Forest] - When defending on land, cancel out half of any magical or psychic bonuses added to the opponent's combat total.

--Projects--
[Blue Sap Distillery 10/12]
[Druidic Shapeshifting 23/25]

--Development Bonuses--

+5 construction
+3 mining
+5 metalshaping
+1 economy
+6 nature magic
+5 spirit magic
+4 diplomacy
+11 close combat
+3 steel claymores
+20 Hilland Folk Lore

Discovered:
Fishmen/Stangalli/Birdmen/Lizardmen/Gnomes/Bacatia/Kratiya/Lachstagen/Kobolds/Razgriz/Crabkin/Illithids
Aware of Aboleths

>Action 1
The help from the Lizardmen shamans opened the eyes of the faun Alastir, much more than just the beasts of the wilderness, the chosen children of the forest and the swamp can go beyond it, the song of the world conect all of us.

Finish shapeshifting.


>Action 2
Oldman Golgat, after having his life saved by an orc and a stangali, see life with other eyes. He is not going to leave any project unfinished, and he is going to look for his daughter and say that he is sorry, she has his blessing to marry that Highland faun that she wanted. He will have the powerful sap done for the wending.

Finish our mana infused elixir form the blue sap!


>Action 3
A group of fauns marches to the south, guided by the instructions of their friends from Razgriz. Its know among the faun kind about the dark pratices that happen on the cursed island of Bacatia, not being able to fight such power the fauns decide to offer a second option to end the evil...

Life Trees - they are suppused to be a substitute of real blood for vampires, serving also to perform blood magic without harming setient beings.

Many fauns murmur that it is a terrible idea, but the clan Lugh of the fauns claims to have stabelished good relations with the Bacatian embassador during their party.
>>
>>2046292
Action 1
(+20 Hilland Folk Lore +6 nature magic +4 diplomacy +5 spirit magic)

Action 2
(+20 Hilland Folk Lore +6 nature magic +1 economy +5 spirit magic)

Action 3
(+20 Hilland Folk Lore +6 nature magic +4 diplomacy +5 spirit magic+1 economy )
>>
Rolled 9, 78, 11 = 98 (3d100)

Kratiya - Yellow
Traits:
Empaths (+2 psychic power)
Schemers (+2 education, +2 organization)
Goblinheaded (+2 military, +2 construction)
Kratiyas Maximus (+3 culture)
-----

Stability: Rejoice!
Food: Abundant

--Government--
Shared Consulate [+10 military, +10 culture]
Actions to improve stability are twice as effective.

--Relations--
Crabmen (Friendly) - Known resources: [Seafood, Gold, Mana-Coral, Mana Coral Armor/weapons] Trading: Emeralds, copper
Everyone on the continent - Known

--Resources--
Fish, lumber, copper, emeralds, Stone, Violet Brick, Silver, Tin, Mana-Coral, Voltshrooms, Iron
[resource: Mana-Coral Armor 2/2] - Use in combat to negate 20 points of any foe's magical or psychic combat bonuses.
[resource: Airships] - In combat, roll an extra die. Add this value to your combat total.
--Development Bonuses--
Fishing +3, +4 Shipbuilding, +3 Art, +6 Music, +4 Architecture, +3 Culture, +5 Education, +4 Agriculture, +13 Construction, +18 Psychic Power, Kratiyan Culture +20, +19 Diplomacy, +6 Close Combat, +4 Economy, +6 Earth Magic, +4 Industry, +4 Mining
[The City of Violet Brick] - Every civilization in the world gains a permanent [+2 Kratiya Culture]. When you roll to influence someone's culture, roll an extra die. 1/3 the value of this die becomes a bonus added to the first die.
[Coterie - In combat, roll an extra die. Add 2/3rd the value of this die to your combat total]
Ongoing: Powered Coral Armor 5/20

1,2, and yes 3. Electrifying Industry 5/25 +80
Spending Stability and Food for additional progress.

The initial successes of basic industries inspire others. Dozens of businesses in Kratiya, but Petrioka specifically, open up to produce and sell finished goods made at ever faster rates. The introduction of Razgrizian iron makes strong tools and goods available to the public at significantly cheaper prices than domestic bronze. Industry and business get closer, and the wealth of early industrialists skyrocketed. All was not necessarily well within the nation though.

The sudden shift from a society built around art, music, food, and the finer social aspects of life to long shifts in a cramped factory working 12-14 hour days made people unhappy even as they had more goods to purchase. Cottage industries that had once produced the nation's goods with the concentrated effort of villages dedicated to their craft, began to disappear. Their land either bought up by industrialists or torched by company mercenaries. The national Constables who were tasked with keeping order, found themselves unable to stop the often violent methods being used to seize land for industry because the Senate was often working in concert with the criminals. Disenfranchised farmers and countryfolk flooded into the major cities, contributing to the dramatic increase in housing prices.
>>
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>>2046434
In Kratiya the public housing set up by Nizipvak at the end of his life was stretched beyond the breaking point. The carefully designed streets and alleyways found themselves home to shanks and tents of desperate homeless. Crime, disease, and poor maintanence in the city known for its beauty became ramptant. Meanwhile, the government found itself totally unable to cope. The divsions in the Senate between the Samaritans looking to crack down on illegal activity, rein in the industrialists, and improve social conditions; and with the Constructionalists who actively worked with Industrialists and financeers to blockade the ability of the Senate to styme their expansion and prevent intervention by the Consuls. The public swiftly lost faith in the ability of the Republic to actually solve the pressing economic issues of wealth stratification, homelessness, poverty, abuse, and corruption.

Meanwhile, problems were often exacerbated by the sudden shortage of food. When farmlands and planations were converted to cash crops or voltshrooms the previously abdunant food stocks of the Republic began to suffer. Starvation, malnutrion, and disease were added to the social issues befalling the nation. Suddenly, the Republic was facing a severe crisis. Alixia xa Tyrol, First Minister of Urban Housing and Education, put forth some of the first steps to alleviate poverty. This endeared her to the people and dramatically increased her political capital, even as her subsidiary company bought up farmland contributing to the crisis. In the streets agitators were making calls for the First Minister to replace Kratiyan Consul Petris and political rumor was that she intended to run in the next election. There seemed little stopping the Senator and bureaucrat from winning the seat as every day brought thousands of economic refugees from the countryside to the city to vote for the Matron of Mercy.
>>
>>2046434
>The national Constables who were tasked with keeping order, found themselves unable to stop the often violent methods being used to seize land for industry because the Senate was often working in concert with the criminals. Disenfranchised farmers and countryfolk flooded into the major cities, contributing to the dramatic increase in housing prices.


Unhappy folk is welcomed in Hillands,we have plenty of arable land ,just be sure to be subjugated to the laws and culture of our clans.
>>
Rolled 35, 80, 27 = 142 (3d100)

>>2046234
-----
Dwarves – Dark Green
Traits:
Grumpy Alcoholics (+3 culture)
Visions of the Future (+3 metal-based tech)
Industrious (+3 engineering)
-----
Stability: Rejoice!
Food: Plentiful

--Government--
Mountain Kingdom (+10 military, +5 engineering)

--Resources--
Dwarven Alcohol, Mushroom Maragaritas
Furs, Leather
Stone and Marble
Copper and Steel
Glass
Manastone
Diamonds
Silver
Magma
Wild Tentacle Beast 1/1

--Development Bonuses--
+3 Kratiya Culture
+3 Dwarven Culture
+4 Runic Language
+8 Organisation (The Marble Laws)
+14 Economy
+1 Diplomacy
+9 Expansion
+4 Agriculture
+6 Brewing (Brewery)
+20 Dwarven Industry (Smelter, Mines, Great Quarry)
+5 Forging (Dwarven Forge)
+27 Engineering (Powered Elevators)
+5 Mining
+4 Chemistry

+10 Military
+1 Tactics
+15 Dromadhur Fortifications (Dragon Gate of Dromadhur)
+5 Springbows (Iron Scorpions)
+7 Armour (Steel Armour)
+5 Weapons (Steel Weapons)
+4 Rangers
+4 Anvil Warriors

--Other--
The Dragon Gate of Dromadhur: When defending, roll an extra die. Add 1/2 the value of this die to your battle total. When defending against dragons, add the full value.
Mountain Kingdom: Extra half die when defending.
Fucking Dragon on the Roof
-----

1. The most inventive dwarven engineers are perfecting the system of energy transfer, using arcane contraptions made of metal and crystal to channel the released mana into the diamonds used to store it. (+42, mining, forging, industry) [Mana Extraction Process 11/15]

2. Just as the expansion of dwarven society required an overhaul of the political leadership, so too does it necessitate the development of a more efficient military to defend it. The first step towards this is standardising ranks and unit sizes. Sensible and simple logistics will do more than any superweapon. Just as the Marble Laws were made for civilian life, a grand set of Iron Laws will be written up to guide military life. (+32 organisation, runic language, military)

3. Although many consider them strange, some dwarves have taken to living in what is known as the Grand Valley, the lowland area running from the lake beside Brok Avar along to where our friends the Fauns live to the east. Many of these dwarves live in shallow homes, some of them only dug out of soil, not even reaching the bedrock beneath. Whatever madness assails these poor dwarves, one thing can be said to come from it; this area is brilliant for farming. Many of these dwarves have begun farming grain on the surface around their homes. Strange indeed, but the plentiful grain they produce is good for making bread and, perhaps more importantly, for making more beer, the true fuel of dwarven society. We should promote this industry, for the bellies of our nation! (+16, agriculture, brewing, dwarven culture)
>>
Rolled 72, 89, 85 = 246 (3d100)

>>2046234
Apes - Blue
Traits:
Big and Strong (+3 to related rolls)
Kensho(+3 meditation/combat)
Spiritual (+3 to light magic/religious rolls)
-----

Stability: Rejoice!
Food: Plentiful

--Government--
Elder Council (+5 culture)

--Resources--
Fruit
Power Plums
Oliphaunts(Big Sam and senpai)
Mana Bananas
[Dragon's Favor 1/1 - May be used in combat to add 100 bonus points to your combat total]
[Spirit Tree - When defending, roll an extra die. Add 2/3 the value to your combat total]
[Tournament Security - Roll an extra die to quell any disturbances at the tournament, if needed. All spirit magic and monkhood bonuses are doubled in the event of a defense.]
[Stangalli Stall – 0 charges]

--Development Bonuses--
Military(+6)
Hand of H'ar-Ambe(+20)
Martial Arts(+10)
Agriculture(+14)
Spirit Magic(+12)
Culture(+9)
Aesthetics(+3)
Healing Magic(+7)
Diplomacy(+20)
Construction(+2)
Religion(+4)
Organization(+1)
Art(+1)
Warrior Tradition(+1)
Herbology(+1)
Magic Control(+1)
Nature Magic(+1)
Dark Magic(+1) eww
Education(+1)
Leatherworking(+1)
Traps(+1)
Carpentry(+1)
Enchanting(+1)
Willpower(+1)
Beast Taming(+4)
Kratiya Culture(+3) P

-In Progress-
Thousand Hands Against The World Technique 15/25
Enlightenment of H’ar-Ambe 12/15
Beguiling Begonias 3/7

Actions:

>They are so close. They can hear the mumbled voice of H’ar-Ambe. One final push will be all we need to cross into Heaven and meet our God. [Enlightenment of H’ar-Ambe 12/15]

Hand of H'ar-Ambe(+20) Spirit Magic(+12) Spiritual(+3) Religion(+4) Willpower(+1) = 40 Bonus

>The Apes have been at it for days trying to master this technique. They are getting closer, but it is taking its toll and several monks are becoming fatigued. Luckily we have power plums that energize them and keep them training. [Thousand Hands Against The World 15/25]

Hand of H'ar-Ambe(+20) Kensho(+3) Big and Strong(+3) Willpower(+1) Martial Arts(+10) = 37 Bonus

>What change is this? The Begonias we planted for beauty have grown into something else. Lets continue to investigate what this is. [Beguiling Begonias 3/7]
Aesthetics(+3) Art(+1) Agriculture(+14) = 18 Bonus
>>
Rolled 61 + 82 (1d100 + 82)

>>2046234
>>2044485
RL ate me last turn, fuck my life.

Kobold Confederacy - Light Blue
-Stability: Rejoice!
-Food: Bountiful
-Actions: 3 per turn
---Traits---
-Confederate Tribes (+2 organization)
-Dragon Gods (+2 religion)
-Cunning (+2 traps)
-Philosophers +3 education
---Government---
-Elder Council (+5 culture)
---Resources---
Knowledge of Dragon Tongue, copper, fish, lumber, Rubies, sabertooth fur and teeth, stone
---Projects---
Ongoing: [Mechanica Koboldica 16/20]
Completed: [Central Workshops 10/10], [Draconic Worship Site 10/10], [Lumber Camps 7/7], [Marven Gardens 7/7], [Smelters 7/7], [Stone Pits 5/5]
---Development Bonuses---
Unique: +5 Dragonwrought, +20 Foundations of Civilization, +4 Lokharic Language,
General: +1 agriculture, +2 architecture, +1 construction, +3 close combat, +2 craftsmanship, +2 culture (Debate, Gardens), +3 culture, Kratiya(P), +3 diplomacy, +4 expansion, +5 logic, +7 magic (fire), +3 magic (control), +5 magic (nature), +2 metalworking, +3 mining, +1 organization, +1 religion, +3 scouts, +5 traps
---Diplomacy---
Discovered - Aboleths/Fishmen, Apes, Bacatia, Begraven Reus, Birdmen Tribes, Crabkin, Dwarves, Gnomes, Illithids, Lachstagen, Lizardmen, Razgriz, Stangalli
Travel agreement - Kratiya
Trade - Fawns

ACTION 1: COMPLETE MECHANICS RESEARCH - The Kobolds take their new home as a place to conduct independent observations, verifying their theories and setting them down. As before, all aspects of life feed into the project.
>>
Rolled 1 + 45 (1d100 + 45)

>>2046679
ACTION 2: CONSTRUCT GEMCUTTER'S WORKSHOPS - The Kobolds get together and build a place where they can make use of their tools to enhance the rubies they have mined for trade as a luxury good.
>>
Rolled 1 + 77 (1d100 + 77)

>>2046679
ACTION 3: IMPROVE RELATIONS: CRABKIN - The Kobolds send a delegation to try and improve their standing with their neighbors. The delegation does not fail to underscore all aspects of their power as a civilization that they can possibly leverage; everything from the metalworking of Kobold weapons to the craftsmanship of their fur cloaks is made evident.

>>2046688
For what it's worth, this roll bonus didn't take my unique bonuses (+5 Dragonwrought, +20 Foundations of Civilization, +4 Lokharic Language) into account so it's actually +74. Not that the one helps anything. WELP.
>>
Rolled 65 (1d100)

>>2046732
>>2046688
I sad now.
>>
Rolled 66, 78 = 144 (2d100)

>>2046234
turn 33
Race – Human
Color: Gold
Traits:
Voyagers (+3 ships/navy)
Military Tradition (+3 military)
-----
Stability: neutral
Food: Plentiful

--Government--
Despot Rule (+5 military)

--Resources--
Giant Mushrooms, Shellfish
lumber, Leather
Copper, Tin
Stone, Iron

--Completed Projects--
Wood Cabins, Quarry
Iron Mine, Tool/Tinker's Workshop
Smelter,

--Projects--
>Irrigation (4/10)

--Discovered Groups--
Everyone Except for
Molemen
Faires
Lizards
illithids


--Development Bonuses--
+7 Close Combat
+1 Diplomacy
[20+ Industrial Vigor ]
[+3 Kratiya Culture (P)]

>Action 1
the growing town of Razgriz cannot survive with iron and tin as the sole sources of the town's mineral wealth, The tinkerers agree that only having tin and iron limits the scope of their creations and petitions the Var Emrhy to expand the town's supply of metals. One of the tinkerers suggested that searching for coal is the best lead to also acquire other minerals and metals. Engineer Mikhail and Overseer Wycount is sent to expand the southern tundric mines

Expand the mine for coal and other minerals [+20 Industrial Vigor]

>Action 2
the construction of the Collegia Arcana reveals demand for other kinds of goods, namely glass, luckily, a kratiyan woman claims to be an artisan glassmaker and shows desire to practice her art if supported by the Razgrizian state. Plans to give her a workshop with equipment for glassmaking is approved by the Var Emrhy. The Glasswork's operations will be expected to satisfy a wide range of demands, from the creation of mundane windows, bottles, and flasks to the commissioning of sculpted crystalline glassware and beautiful stained glass mosaics that incorporates powdered tints gathered from crushed shells of colored crustaceans

Create a Glassworks [+23] [Industrial vigor, Kratiyan Culture]
>>
>>2046234
>Action 3
The hustle and bustle of work continues in the heart of Razgriz especially in the banks of the river Magne where the The First Wing of the Collegia Arcana is being built. The plan for the Collegia Arcana is that it will be an amalagation of different schools of magic and learning. It will be built in sections called wings where in each wing, multiple structures are created in service of a particular field of study. After the filling of the site's shallow banks and the construction of the sea walls and foundations where the Collegia will sit, the basement levels of the first wing were next to be constructed. The basement showcased segmented stonewalled rooms and long corridors. Many large planks of wood are placed in sequences for both the walls and the ceilings as to aid in the structure's weight distribution. Areas for furnaces, air-tight rooms for storage and experiments, boilers, and even iron barred cells for creatures were created. Some segments of the basement level that are situated nearer to the river actually opens up and features future areas for small piers and a waterwheel that will provide a steady supply of mechanical energy which students can tap into. After the basement, the first floors of the Main Building of the first wing is given attention. polished wooden hallways dotted with metal lamps lead to multiple rooms that are filled with desks, chairs, and alchemical tools and instruments provided by the tinker's workshop. A large atria is placed in the middle of the main building allowing natural light to flow through the building and giving the students a nice area to converse and relax. Right beside the main building sits the skeleton of a conservatory, A high ceilinged structure that will soon be the site of varied essential flora for alchemical practices. the administration building is the smallest building in the wing. Its a two storey circular structure with a stoned dome roof. Its first floor is made to resemble an artful parlor exhibiting class and refinement to guests. the second floor holds most of the admin and features the office of the headmaster. The office actually opens up to a veranda that overlooks the main thoroughfare of the first wing.
>>
Rolled 18 (1d100)

>>2046816
>>2046802
>>2046234
[cont]
forseen to be three storey tall and consuming 1/5 of the entire first wing, it acts as the main gathering hall for the students, an area for school wide tests, large volume lectures, large scale alchemical practices, social gatherings, and a general forum for scholarly discussions. Large cranes and busy bodies are the current residents of the college but given time and hardwork, it will soon be replaced by students, professors, and the sound of alchemical practice.

Continue with the the Establishment of the "Razgrizian Collegia Ard Arcana, The First Wing, Lyceum of Alchemy".[9/20] [+20 Industrial Vigor]
>>
>>2046823
>>2046823
[FUCK, messed up my posting this should come after the headmaster's office]

the most unassuming building however is the Lyceum's pantry. its actually two buildings divided by opened aired walkways. The first building is the Pantry hall. Its a lengthy building which houses long wooden tables and a counter for the servers, behind the counter leads to the Kitchen where the staff would cook the meals. Below the kitchen rests the larder, one of the airtight basement rooms envisioned to store large amounts of meats, grain, and liquids. However it is the foundations of the auditorium that takes up the majority of the first wing. foreseen to be three storey tall and consuming 1/5 of the entire first wing, it acts as the main gathering hall for the students, an area for school wide tests, large volume lectures, large scale alchemical practices, social gatherings, and a general forum for scholarly discussions. Large cranes and busy bodies are the current residents of the college but given time and hard work, it will soon be replaced by students, professors, and the sound of alchemical practice.
>>
Rolled 40, 8, 24 = 72 (3d100)

>>2046234
-------------------------
Lizardmen - Black
Traits:
Natural Hunters (+3 Military/Hunting)
Poison Control (+3 Poison knowledge)
Swamp Masters (+3 Exploration/Expansion)
-----
Stability: Rejoice
Food: Plentiful

--Government--
Council of Protectors [+5 Military, +5 Construction, +5 Magic control]
Wartime stability penalties are halved. When defending, you do not lose an action until you are defending on three fronts, rather than two.

--Resources--
Venomweed
Strongarm Begonias
Power Plums
Deathweed
Ironwood
Monster Menagerie - When defending, roll an extra die. Add 1/2 this value to your combat total.
Poisonspitters
Swampstalkers
Festerbeaks
Greatmaws
Web-Walkers (Silk)
White Stone
Cyclops Gestalt Crystals 1/1
Dragon's Favor 1/1

--Constructions--
Hill-home Settlement
-Foundation Totems
Black-Bog Hermitage
Trapped Territory

--Rituals--
Beast Bonding Ritual
Land Awakening Ritual - When defending, roll an extra die and add its value to your combat total.

--Projects--
[Mystery of the Ruins 5/30]
[Spirit Familiars 4/25]
[Druidic Shapeshifting 23/25]

--Development Bonuses--
+20 Ranger caste
+10 Rangers
+9 Beast taming
+4 Ironwood Armour
+3 Ironwood Weapons
+1 Camouflage
+15 Close Combat
+3 Martial Arts
+16 Shamanate
+3 Poison knowledge
+14 Herbology
+20 Magic control
+10 Totems
+10 Nature Magic
+2 Water Magic
+5 Culture
+9 Diplomacy
+5 Magic Defense
+10 Construction
+7 Expansion
+2 Ironwood Tools
+6 Economy

--Culture Penalties--
+3 Kratiyan Culture (P)
-------------------------

Actions:
>Most of the delegation that traveled to Faun lands returns early, knowing the majority of the theory and trusting the remaining veterans to complete the work and teach the rest of them. Once they get back they return to their efforts to summon Familiars. [Spirit Familiars 4/25] [+71] (+6 Poison Knowledge, +14 Herbology, +25 Magic Control, +10 Totems, +5 Culture. +16 Shamanate)
>When a small project is on, such as making a Bow, Camouflage cloak or simple drinking flask Crafts-lizards usually work alone in their own home or with a small group in a public space. Plans are being drafted for a set of large pavilions that will act as workshops where Crafts-lizards can work together and trade ideas. They will be spelled straight out of new growth Ironwood trees and finished by veteran Crafts-lizards and their apprentices. [+96] (+16 Shamanate, +25 Magic Control, +10 Nature Magic, +15 Construction, +7 Expansion, +2 Ironwood Tools, +5 Culture, +6 Economy)
>We had success magically grafting Deathweed. Despite it being a property of Deathweed itself, some Tribes-lizards want to try and perform a similar feat by grafting Power Plums to the Trees that make up Hill-homes supports and surroundings. This will turn the area into an Orchard and give everyone access to Power-Plums as the go about their daily business. [+75] ( +14 Herbology, +25 Magic Control, +10 Totems, +5 Culture. +16 Shamanate, +10 Nature magic)
>>
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Rolled 35, 8 = 43 (2d100)

>>2046234

Turn 35

Begraven Reus - Indigo
Traits:
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
-----
Stability: content
Food: plentiful

--Government--
[Sovereignty] - (+7 military, +7 organization, +2 construction)
{All rolls involving construction projects cannot fail; you will gain at least 1 progress point. Completed construction projects are likely to improve stability.}

--Resources--
+6 stone tools
+3 slings
[Simple Mortar]
[Concrete]
[Dragon Preparation 1/1]

--Projects--
[Abyssal Excavation 5/12]
[Written Language 3/7]

--Accomplishments--
[Labyrinths] - When defending, roll an extra die. Add 1/2 the value of this die to your combat total.
[Fortress of Thonce Narerv'] - When defending, roll an extra die. Add 2/3 the value of this die to your combat total.

--Development Bonuses--
+15 craftsmanship
+2 herbology
+3 hunting
+25 construction
+12 fortification
+7 mining
+16 architecture
+2 chemistry
[+3 Kratiya Culture]
+4 culture

...

> Progress continues to be made on the [Abyssal Excavation] project...

Bonus: +61 {+7 Mining /+/ +28 Construction /+/ +16 Architecture /+/ +10 Organization}

> Progress continues to be made on the [Written Language] project...

Bonus: +29 {+4 culture /+/ +10 organization /+/ +15 craftsmanship}
>>
Rolled 57, 19 = 76 (2d100)

-----
Gnomes - Navy Blue
Traits:
Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
-----

Stability: neutral
Food: Moderate

--Government--
Elder Council (+5 culture)

--Contacts--
(Knows about everyone known by the Tourney Time)

--Resources--
-none-

--Projects--
[Fishery 0/5]


--Development Bonuses--
>Infrastructure
[+2 agriculture]
>Magic
[+1 magic control]
[+4 magic construction]
[Wandcrafting Shop 10/10], [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[+2 magic metalwork]
>Military
[+1 close combat] - Ape Training
>Exploration
[1st Exploratory Mission] [+3 diplomacy, +1 culture, +1 expansion]
[Dwarven Trading Post (1)] [+2 economy, +2 expansion, +1 diplomacy]

[Iron Wands 2/15]
[Iron Mine 1/5]

1. Sensing that they lacked additional knowledge, both of the sciences and of magic, the Gnomes, rather than apply brute force to the problem (as some Torkian or Jacobian might) apply themselves to the Kratiyan Universities. They will bring to the University their own budding knowledge of the magical arts.

Hoping to gain further insight on previous knowledge and how to better become wise and intelligent in the researching of them. Also what the word research means.

Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
[Dwarven Trading Post] [+2 economy, +1 diplomacy]
[Wandcrafting Shop] [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[1st Exploratory Mission] [+3 diplomacy, +1 culture]
>Magic
[+1 magic control]
[+4 magic construction]

2. In addition, several Gnomish scholars begin an observational and learning program of the Dwarven society and economy. The Dwarves held the right to their advanced technology and even magical knowledge which was fair and true, but much could be learned by simply observing the /how/ of their thinking. When a problem shows itself, how do the Dwarves apply themselves to develop new innovations to deal with such things. By observing the dwarves, it was hoped that they too could become more like them in time and apply it in their own magic and technology.

Sorcerers (+3 magic control)
Wandcrafters (+3 craftsmanship)
[Dwarven Trading Post] [+2 economy, +1 diplomacy]
[Wandcrafting Shop] [+5 wandcrafters], [+3 magic construction], [+3 magic control], [+3 culture]
[1st Exploratory Mission] [+3 diplomacy, +1 culture]
>Magic
[+1 magic control]
[+4 magic construction]
>>
Rolled 4, 35, 38 = 77 (3d100)

>>2046234
-----
Stangalli - Pink
Traits:
Breed Like Rabbits (+3 expansion)
Done Dirt Cheap (+3 economy)
Trademarked (+3 economy)

-----
Stability: Very Content
Food: Moderate
-----

--Government--
Council of Misers (+3 culture, +2 currency)

--Resources--
Furs
Burrows
Ko-Vers Bazaar
Shellfish
Religion: Fate Worship
Tobal Windcarts™
Voltshrooms
Tobal Voltsticks™
Silver
Airships - In combat, roll an extra die. Add this value to your combat total.
Iron
Mana-Coral

--Development Bonuses--
+5 Farming
+3 Industry
+7 Fortification
+3 Construction
+4 Diplomacy
+9 Economy
+15 Culture
+4 Expansion
+4 Religion
+8 Wind Magic
+2 Craftsmanship
+9 Art
+4 Lightning Magic
+13 Close Combat
+2 Currency
+3 Re-curve Bows
+10 Magic Control
+10 Engineering
+20 Money Talks [P]

----
Contacts:
Apes
Mages
Fishmen
Birdmen
Lizardmen
Gnomes
Fauns
Bacatia
Kratiya
Lachstagen
Kobolds
Razgriz
Crabkin
Illithids
----
In Progress
Air Bubble [4/10]
Trading Places [15/20]
Birdmen R' Us [5/20]
----
Other
Nearby Hot Springs
Hero Unit: Tobal Ko'Stangal

Actions:
>Continue the talks with our finely feathered friends! Birdmen R' Us [5/20] (+31) (Spend two actions on this.)
>Get back to work on the trade stations! We can't keep slacking on this. Trading Places [15/20] (+37)
>>
>>2046217
TURN 35
-----
Bacatia – Light Brown
Traits:
> Vampiric (+3 dark magic)
> Overlords (+3 military)
> Empires Legacy (+3 military)

-----
Stability: Very content
Food: Plentiful

--Government--
Elder Council of Vampires (+3 culture, +2 dark magic)

--Resources--
Draconic Blood Altar, cattle, leather, lumber, fruit, Enhanced Aratoa Blood Elixir, Enhanced Orc Blood Elixir, copper, fish, shellfish, Bloodstones, Aratoa pow 2, tin, Gold curse statue, Orc blood, elemental gems, warg mounts, Mage blood, resource: mudoil

--Projects--
[Fleshgolems 5/25]

--Contacts--
>-Met-
Everyone but, Fairies, Dwarves and Begraven Reus

--Development Bonuses--
[Aratoa Blood Warriors] - Roll an extra die in combat. Add this value to your combat total.
[Stangalli Trading Post 0] - Free trade action with any civ that has discovered Stangalli

> +20 Legacy of Bacatia [+1 dice, cannot be destroyed or stolen]
> +10 bonus to any rolls involving trade with another civ
Magic:
> +20 enchanting
> +15 Blood Magic
> +10 Chaos Magic
> +10 Dark Magic
> +5 magic construction
> +2 magic control
Military:
> +14 Close Combat
> +6 Military
> +5 Warrior tradition
Other:
> +9 construction
> +8 Culture
> +4 Agriculture
> +3 Kratiya Culture (P)
> +3 leadership
> +3 Diplomacy
> +1 Economy

--Actions--
1,2) Now that the bloodstone altar is finally finished we can continue the Fleshgolem project. +80; +20 Legacy, +10 Chaos Magic, +10 Dark Magic, +20 enchanting, +15 Blood Magic, +2 magic control, +3 leadership, +? Draconic blood altar.
2) The fauns have arrived to start the tree of life project! Soon the vampires won't have to feed on blood anymore, but will be sustained through magical trees. +83; +20 Legacy, +20 enchanting, +15 Blood Magic, +10 Chaos Magic, +10 Dark Magic, +3 leadership, +3 Diplomacy, +2 magic control
>>
Rolled 44, 5, 64 = 113 (3d100)

>>2048091
These dice are made for rolling
>>
>>2048098
>>2048091
>>2046234
Linked wrong post
>>
Rolled 71, 33 = 104 (2d100)

>>2046217

Orcs – dark red
Traits:
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
-----
Stability: low
Food: Plentiful
--Government--
Orcish Imperium (+10 military +3 organization)
--Buildings--
Lumber Camp.

--Resources--
[Lumber]
[Copper]
[Iron]
[Bloodstones]
[Orcish Alcohol]
[elemental gems]
[resource: warg mounts]

--Projects--
[Enchanted Weapons 2/7]
[ Rocky 0/5655]

--Development Bonuses--
[Elemental Weapons] - In combat, roll an extra die. Add 1/3 the value of this die to your combat total.
[+9 warriors][+5 agriculture][+3 expansion][+7 enchanted weapons][+2 bows][+1 stone tools][+3 mining][+4 construction][+1 craftsmanship][+5 mah-gik][+14 enchanting][+5 magic control][+3 Kratiya Culture (P)]

>Action 1.
Expand our territory east, along the coast of the lake.
>Action 2.
Trade Elemental Weapons to Bacatia in exchange for the Elixir.
>>
>>2014920
-----
Ore Eaters – Orange
-----
Stability: neutral
Food: Low

--Government--
-Despot Rule (+5 military)

--Resources--
-none-

--Projects--
-none-

--Development Bonuses--
-none-

Location: Fork in the middle mountain range south of Apes and west of Crabkin.
>>
>>2051086
Fluff: The ore eaters are a large insectoid race with the major defining characteristic of being able to eat minerals. Different minerals are fed to young larva to differentiate them into different types of drone. Similarly the ore eaters enjoy digging into the side of mountains to make their home and eating the resulting stone and dust as well as search for different ores and gems to create new types of drones for the hive. While the queen and a few types of drones are as intelligent or more intelligent than humans most drones are as intelligent as animals and follow the pheromone commands of their queens, intelligent drones, or natural instincts to better the hive.
>>
Rolled 17, 24, 7, 49 = 97 (4d50)

Nation Name: Black Sand Wings
Desired map color: Cyan
Location: In the center of the mountains below the landshakers.
Fluff: The last remnants of a winged people...

Government and Society: [Mystic Council], [Housing Council], [Flight Council].
Infrastructure: [Mine], [Temples].
Resources: [Desert Shrubs], [Copper].
Bonuses: [Winged: +2 to movement rolls].

------------------------------------------------------------------------------------

>Actions 1 and 2:
[Mystic Council], [Temples]
The Mystic Council is unsatisfied with the results of its research until the moment. So, they will strive more on it, exploring all the new spaces created with the recent building operations (while still exploring the territory of the nation in the hope to find any magical artifacts or knowledge of the past). Also, the council will designate some groups of their subordinates to start to using the all-new-temples to help in this research. In this context, they plan to develop rituals to start communicating with the ancient spirits and with the nature spirits - they have plain conviction that now, with the appropriate ambiance, the voices of the wise souls will finally become clear to our people again, so we will became able to master magic one more time.

>Action 3:
[Housing Council], [Desert Shrubs]
With the recent findings of desert shrubs, some ancient members of the community believe that it would be possible to start growing crops in specific areas through the mountains. For the moment, the Housing Council will be encharged of the inicial tries, as well as the preparation of the terrain for the crops. If this project succeeds, maybe a specific agropecuary council could be created to handle every kinds of related subjects.

>Action 4:
[Housing Council], [Mines], [Copper]
With the stunning finding of copper, our community is very excited! The Housing Council is having trouble dealing with the extraction of this resource on its own, so its recruting as many members as possible to improve the mining, and to start a rudimentary metal-craft. The top members of the council are already discussing and alocating people to develop a separate council, which will be able to focus on the mining and forge of copper, and of any other metal eventually found in the mine.
>>
>>2051413
please, ignore that post, I confused the threads... sorry.
>>
>>2052973

New thread




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