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Last time on Innerworld, a brutal civil war ended in a stalemate, leaving an uneasy balance of power between the Hashin clan and those who seek to keep the Republic free from their influence. While both wished for peace, the absurd amount of influence wielded by Hashin means that both groups vie for legitimacy in the eyes of the people. Post-war constructions have been the emphasis for the past few years, with the ancient, ruined ghoulish city of Taerok now in the process of being rebuilt by your nation. With Hashin having control of the treasury, he has swiftly poured money into its reconstruction, modeling it in part after his main holding of the Dust Bowl. However, with the Black Brood being the main group in Taerok, Hashin doesn't have full control of the city. Lastly, with the the agricultural tariffs on Ier fully abolished, Hashin has restarted his plan that saw them put in place in the first place; buying large amounts of food from Ier and reselling it to the public at marked up prices. This has resulted in a downturn in your own agricutlure, as the reliance on food from Ier has seen farmers switch professions.

Year 67 AL (After the Lights)
---
Agriculture: 3/10
Resources: 6/10
Food: 8/10
Morale: 7/10
Wealth: 10/10
Trade: 9/10
---
Population: 109,971
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg, 50 Sentinels
Military: 2500-strong standing army (Guerilla tactics specialization) (very well trained, bronze equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (well trained, bronze equipment, mainly swords, bows, and armor), engineer's corp, a few siege engines, 100 Guards of Nichitin (capital-guard), 100 Heirs of Chalit (personal guards of the generals)
Navy: Non-existent
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin), the Academy of Culinary Arts (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Intermediate Agriculture, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Agricultural Leg, Friendship Pact (Lopen), Open Borders (Ier)
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
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If you want, you can join us here: discord.gg/pdcRsDP

Here you can find all the old threads; click on the tag HareQM for the old civ: http://suptg.thisisnotatrueending.com/archive.html?tags=Innerworld%20Redux
>>
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>>
>>4139944
A. Switch over agricultural production over to cash crops to sell to the Ieran market, we shall focus on luxury goods that can only be found in the jungle.
>>
>>4139955
support
>>
>>4139944

H. Trade


We will create a republican ferry service on our river, improving trade/movement and communication in the provinces near it. In defensive wars it will be useful for move supplies, civilians, equipment and soldiers from one side to the other.
>>
>>4139963
Support
>>
>>4139963
Supporting this
>>
Rolled 1 (1d2)

>>
>>4038074
The large pottery manufacturing facility you make is a success, as the majority of former farmers are taking up work as artisans. Though you face an initial investment in training your workers, before long they begin to produce works that you are satisfied with. They sell well enough, as well.

In addition, your intentions regarding colonization and removing the Danzay menace are looked on approvingly by those you speak to as well as by the public. The majority of the people are not looking for a war anytime soon, but most agree that eventually, action must be taken against the Danzay. Those who disagree are largely the followers of the Old Way, who are pacifistic as a part of their philosophy.

>>4038464
Your artisans are largely unsuccessful in terms of becoming the best bronze workers around, both due to Ier refusing to sell foreign bronzeworks in their markets, and because Ier more or less dominates that niche entirely. You gain some experience working with bronze, however.

Rak'tan's personal combat skills have been honed to an incredible degree, and he is now feared by the Danzay as the Stone Spider. There have been several cheesy stories written about it, most depicting him saving damsels in distress from evil gnolls.
>>
A ferry service is made on the river, funded in part by the fees most pay to take it. While free for the military, it serves an important purpose by being a cheap and easy way for workers to travel the river, allowing for your population to further spread out along the river, rather than being concentrated in one or two areas.

Two years ago, while Taerok was still being rebuilt, an offer was sent to the Sholzgaetor clan, asking if they wished to set up in what was once their holding. While they have accepted, the Ieran fleet that you thought might accompany them has not, the Tyrant Juliuzh Falzer once again deciding to focus his efforts at home rather than foreign relations. In its place, the Republican navy has finally finished construction, and it now patrols the bay, sinking any Danzay vessel it spots. Their ships are diminutive in comparison.

https://docs.google.com/document/d/1P8e0YXrLnOczRMZfRL1jOxbPoNXxMY-S4-_BcQuVoxU/edit - (The military reforms from last thread; I used a wrong version, this is the updated one.)

Year 68 AL (After the Lights)
---
Agriculture: 3/10
Resources: 6/10
Food: 8/10
Morale: 7/10
Wealth: 8/10
Trade: 9/10
---
Population: 115,456
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg, 50 Sentinels
Military: 8,000-strong infantry (Guerilla tactics specialization), 2,000 gigantula riders (very well trained, bronze equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (well trained, bronze equipment, mainly swords, bows, and armor), engineer's corp, a few siege engines, 100 Guards of Nichitin (capital-guard), 100 Heirs of Chalit (personal guards of the generals)
Navy: 75 warships (25 ocean, 50 lake/river)
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin), the Academy of Culinary Arts (Nichitin), Fort Chalit (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Intermediate Agriculture, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Agricultural Leg, Friendship Pact (Lopen), Open Borders (Ier)
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>4139975
A. Switch over agricultural production over to cash crops to sell to the Ieran market, we shall focus on luxury goods that can only be found in the jungle.
>>
>>4139975
B/C

Create new academies for different studies (mathematical, historical, languages ecc ..) and arts (music, sculpting, architecture ecc..). Our capital shall become a modern capital of culture much like the others
>>
>>4139995
support
>>
>>4139995
Switch to support
>>
>>4139975
B
One of the crops of nitchin has been maize which can be ground up into meal to bake bread. We can take various ingredients; herbs, spices, insects, fruits and meats. Then mix them up with the meals to create a delicious type of bread called nitchin loaf.
>>
>>4139995
Support
>>
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The new academies you create, modeled in part after the Academy of Culinary Arts, further add to the cultural developments that so far have defined the latter half of the decade in Nichitin. The most valued of these new constructions are dedicated to natural philosophy and to history, emphasizing an old interest of your people as well as a new one. In other news, reports have come from the south of a group of people suddenly appearing in the southwestern portion of the continent. Their skin tone varies, but they all share strange horns, and speak a completely foreign language. No one so far has been able to figure out where they come from, but attempts are being made by the Matriarchy to learn more about them. They appear to be building a settlement of some kind as well.

Year 69 AL (After the Lights)
---
Agriculture: 3/10
Resources: 6/10
Food: 8/10
Morale: 7/10
Wealth: 8/10
Trade: 9/10
---
Population: 118,300
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg, 50 Sentinels
Military: 8,000-strong infantry (Guerilla tactics specialization), 2,000 gigantula riders (very well trained, bronze equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (well trained, bronze equipment, mainly swords, bows, and armor), engineer's corp, a few siege engines, 100 Guards of Nichitin (capital-guard), 100 Heirs of Chalit (personal guards of the generals)
Navy: 75 warships (25 ocean, 50 lake/river)
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin), the Academy of Culinary Arts (Nichitin), Fort Chalit (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Intermediate Agriculture, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Agricultural Leg, Friendship Pact (Lopen), Open Borders (Ier)
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
Rolled 93 + 25 (1d100 + 25)

>>4140007
Goyim
>>
>>4140007
>B
>One of the crops of nitchin has been maize which can be ground up into meal to bake bread. We can take various ingredients; herbs, spices, insects, fruits and meats. Then mix them up with the meals to create a delicious type of bread called nitchin loaf.
>>
>>4140007
>B culture
One of the crops of nitchin has been maize which can be ground up into meal to bake bread. We can take various ingredients; herbs, spices, insects, fruits and meats. Then mix them up with the meal to create a delicious type of bread called nitchin loaf.
>>
>>4140007
C

After the recent war is obvious that the capital and the councilhouse need more defenses.

For this we should expand the Councilhouse with minor administrative buildings around it and a plaza in front, and a defensive wall around all of it.

The walls of the city will be also enlarged in both size and height, with new defensive towers. As a new addition a second wall will be made for protect the city and take inside the outskirts.
>>
>>4140017
This
>>
>>4140017
Support
>>
>>4140017
Support
>>
You have begun to make cornbread, and because it's Nichitin in origin, you of course have to stick bugs into it. What do you think you are, ghouls? Regardless, the end product is highly sought after within Nichitin, even if few foreign markets apart from your fellow cuisine weirdos, the Ringborn, choose to buy it in any significant amount. In the south, the new race of people have finally learned gnollish enough to communicate. It appears they are known as the daemi as a race, and the Zali as a people. They speak of another part of the world where they came from, which was beset upon by beings known as Outsiders. It appears that the majority of their people perished during whatever conflict occurred, with the only reason they escaped being some form of portal appearing as the sun went dark... it sounds similar to the Light, actually. Your people did notice some slight fluctuations in the sun, but you certainly would have noticed the sky turn black. It appears that the sun may appear different in different areas, then, your natural philosophers conclude.

Year 70 AL (After the Lights)
---
Agriculture: 3/10
Resources: 6/10
Food: 8/10
Morale: 7/10
Wealth: 8/10
Trade: 9/10
---
Population: 121,215
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg, 50 Sentinels
Military: 8,000-strong infantry (Guerilla tactics specialization), 2,000 gigantula riders (very well trained, bronze equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (well trained, bronze equipment, mainly swords, bows, and armor), engineer's corp, a few siege engines, 100 Guards of Nichitin (capital-guard), 100 Heirs of Chalit (personal guards of the generals)
Navy: 75 warships (25 ocean, 50 lake/river)
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin), the Academy of Culinary Arts (Nichitin), Fort Chalit (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Intermediate Agriculture, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Agricultural Leg, Friendship Pact (Lopen), Open Borders (Ier)
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>4140029
>C
>After the recent war is obvious that the capital and the councilhouse need more defenses.
>For this we should expand the Councilhouse with minor administrative buildings around it and a plaza in front, and a defensive wall around all of it.
>The walls of the city will be also enlarged in both size and height, with new defensive towers. As a new addition a second wall will be made for protect the city and take inside the outskirts.
>>
>>4140033
Supp
>>
>>4140033
This
>>
>>4140033
Support
>>
>>4038751
Your weaponry consists of chains with a large dart-like blade on the end, or weapons such as an elongated cat of nine tails. Due to the amount you invest into the training, the Mettsec Weave end up extremely well trained as a force, with a focus on being able to use their weapons even among the thickest portions of the jungles. How this works is perception training; essentially, in thicker woods, weapons are thrust around trees, hitting the enemy from behind and throwing them off balance.

You find that little works to extend your life... however, you do find credible sources that speak of a material called shards. It appears that they may be able to extend your life if you manage to track them down, or even create them. You are unable to find a way to create them for now, however.

>>4039771
You manage to build a large dry dock, so while Hashitin, your neighbor, has Swift's money funneling in, you're competing and even perhaps winning in terms of drawing trade from the Archipelago.

---

The expansion of the Councilhouse and its surrounding area is done within the year, while the walls of the city themselves are not. As a larger bit of construction, it will likely not be finished until the end of next year. It appears the daemi have been taken in by the Matriarchy as a vassal of some sort, presumably to protect them from any aggression by the Danzay. Lastly, Ier has begun properly trading with the northern human continent, providing competition to the trade the giants once monopolized.
>>
Year 71 AL (After the Lights)
---
Agriculture: 3/10
Resources: 6/10
Food: 8/10
Morale: 7/10
Wealth: 8/10
Trade: 9/10
---
Population: 124,203
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg, 50 Sentinels
Military: 8,000-strong infantry (Guerilla tactics specialization), 2,000 gigantula riders (very well trained, bronze equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (well trained, bronze equipment, mainly swords, bows, and armor), engineer's corp, a few siege engines, 100 Guards of Nichitin (capital-guard), 100 Heirs of Chalit (personal guards of the generals)
Navy: 75 warships (25 ocean, 50 lake/river)
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin), the Academy of Culinary Arts (Nichitin), Fort Chalit (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Intermediate Agriculture, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Agricultural Leg, Friendship Pact (Lopen), Open Borders (Ier)
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>4140069
A

The republic will help is farmers with the current agricultural problem. The agricultural leg will be' send in the countryside with a force of workers for help setting up new farms along the river and the lake (as well in the new colonized provinces), aid in the modernization of the current farms. New works for help them will be made such as : new roads, canals and bridges.

New crops and animals from the north (the few there are) will be also adopted and introduced.
>>
>>4140071
support
>>
>>4140071
support
>>
>>4140071
support
>>
Though the main issue is the fact that farming is deincentivized by the current agricultural situation, the Agricultural Leg's work is quite useful. Though setting up new farms was a more difficult task, modernizing existing farms was fairly easy, with infrastructure being set up to provide for these updated regions. From the far north, as well, the giants' more docile megaraptors are brought in to be used as food. Though there are a few incidents at first due to not knowing a lot about the creatures, a few missing limbs (and more than a few dead people) teach the Nichitin how not to act with big scary lizards.

Year 71 AL (After the Lights)
---
Agriculture: 3/10
Resources: 6/10
Food: 8/10
Morale: 7/10
Wealth: 8/10
Trade: 9/10
---
Population: 127,264
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg, 50 Sentinels
Military: 8,000-strong infantry (Guerilla tactics specialization), 2,000 gigantula riders (very well trained, bronze equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (well trained, bronze equipment, mainly swords, bows, and armor), engineer's corp, a few siege engines, 100 Guards of Nichitin (capital-guard), 100 Heirs of Chalit (personal guards of the generals)
Navy: 75 warships (25 ocean, 50 lake/river)
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin), the Academy of Culinary Arts (Nichitin), Fort Chalit (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Intermediate Agriculture II, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Agricultural Leg, Friendship Pact (Lopen), Open Borders (Ier)
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>4140100
>A
Begin offering subsidies to Nichitin farmers who grow food
>>
>>4140103
support
>>
>>4140103
Support
>>
>>4140100
F
>>
>>4140100
F.
>>
>>4044137
Upon trying to mine the coal, you discover the vein was adjacent to a Trow colony. Whatever killed them, the fumes released are deadly, and unfortunately, Nichin succumbs to the illness not long after the chambers were discovered.

>>4046663
You fail to build up Taerok much, though you do manage to earn the respect of its original inhabitants prior to the mass-buildup brought about by Hashin.

>>4113131
You manage to find the yeti caves (as they are called by the Opetians), and remove the inhabitants by force. However, while inside has a large amount of loot and raw wealth likely taken from murdered travelers, your assumption that there would be glowmetal there proves to be unfounded. You're not sure why you assumed there would be a large amount present to begin with.
>>
F
>>
Tech Research has been chosen - what will you research?

A. Astronomy
B. Economics
C. Shipbuilding
D. Fishing
E. Metallurgy
F. Other
>>
>>4140125
B.
>>
>>4140125
B. Economics
>>
>>4140125
B
>>
>>4140125

F
agriculture tech
>>
>>4140125
>F
>agriculture tech
>>
>>4140125
B
>>
Rolled 86, 17 = 103 (2d100)

>>4140100
Faction Project:
The SIlkensails will use their new drydock and poached ghoul shipwright to build a fleet of triremes and begin training Marines [+10]

Personal Project:
During his many subsequent visits to Lopen, Aegir will use his influence at the court to try to learn ritual magic from the mages in Nyrvang
>>
Rolled 1, 20 = 21 (2d100)

>>4140100
The Truthseekers
Leader: Joaxin
Assets:
>Farms for Hemp/Cannabis
>A small, disorganized band of followers

The nation lies in a shambles, even with the civil war concluded. Battle lines are being drawn on all sides, and it seems even more difficult than ever to know who's right and who's wrong, what's fact and what's fiction. Joaxin's revelation came at this time. A simple farmer of vital Hemp crops at first, through a series of misunderstandings he came into possession of a large amount of a cultivar of "higher strength" than regular hemp. After one of his farmhands, Jamin, accidentally set fire to a part of the field, Joaxin inhaled the smoke and began to see things more clearly than he ever had before. Now regularly smoking cannabis and experimenting with other substances to "open his mind", Joaxin claims to have reached a new level of understanding and enlightenment, claiming that he can become one with the universe and see its truths laid bare before him. These "truths", as he calls them, are by and large a series of outlandish ramblings and manic theories about the society he lives in. The esoteric nature of his beliefs has lead to only a small group of followers, mostly those who already knew him and have also smoked heavy amounts of cannabis, but Joaxin hopes that he and his followers will be able to spread their truths to more people, and find new truths of the universe in the process.

FP: In his drug addled state Joaxin vaguely remembers sorting out some kind of deal where if he shipped Cannabis northwards he'd get psychedelics in exchange. Obviously this is too good to pass up and so we'll start hiring traders to take our goods up north in exchange for psychedelic drugs, a small portion of which will be reserved for personal usage, and the rest sold.

PP: Practice my dance skills to become the dance master of Nichitan
>>
>>4140168
forgot assets

Silkensail Consortium
Leader: Aegir Alutson
Assets:
-Town of Boatworks
-Large Drydocks
-Small fleet
-Novice Sailors
>>
Rolled 84, 2 = 86 (2d100)

>>4140100
Clutter of Spi
Leader: Talich (38,70AL)
Assets:
- Skilled silkweavers
- Simple web homes
- Some farmers
- Web forest
- Founders of silkdancing
- Small silkdancing school
- Alchemist lab
- Alchemy recipes [temporary steel silk, life, virility]
- Mettsec Weave (Martial Artist Warriors)
- Sponsored and protection by the Ghouls of the Corn

FP: It's time to refine the steel silk recipe to keep the effects permanent and even make it more flexible. Perhaps we may discover more improvements in the recipe.

PP: Talich will journey out on a journey of discovery, to refine her alchemy for her own personal needs by exploring the vast jungle in the south, making her way down to Zali to practice their alchemy if any.
>>
Rolled 37, 74 = 111 (2d100)

>>4140100
The Hidden Netters

Assets:
- Experienced hunters
- Hunting posts south of Nichitan
- Advanced silk based trap designs
- Obsidian Tooth Complex
Artifacts:
-nasty looking ji (d150)
-endless water spoute
PP: 30

>FP 60-70:
The hidden netters have spent the last ten years investing massive amounts of time and resources into researching the creation of magical items. How can we create weapons, armors and trinkets with inherit magic properties, which are independent of the user or at least require no skill on his part? Should we make serious headway, the first thing our master smiths will try to create is obsidian inlaid bronze armor, which isn't just a regular masterwork but magically hardens the users skin.
Investing 20 PP

>PP 60-70 Rak'tan:
Rak'tan has attempted to gain some skill in the area of alchemy, focusing on poisons and healing portions for now.
>>
Rolled 42, 93 = 135 (2d100)

>Clutch of Channels

>Assets
-Experienced Diggers
-Middling Fleet
-Great Sailors
-Lake Fleet Contracts

Territories
Village of Azca [+ Large Spawning Ground, +Trow Underbarrow+Shipyard]
Black Scale isle [Old trade port]

>Faction project "Rebuilding" (+6 spent)
making use of our peoples natural skills begin to rebuild the Port with a fort so it may be held and defended with our fleet, this will double up nicely as we clear the surrounding area giving us a chance to know whats happening. For the love of all thats good watch those damned Serpents be careful and try to use local resources

>Personal Project "Black Scale Study"
A young Spider named Lak'ata has taken to trying to understand the Black Serpents found in the area, but be cautious maybe there is more to them than meets the eye? What will she find?
>>
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Rolled 35, 36 = 71 (2d100)

>>4140100


The Redwire Colony
Assets:
- Experienced farmers
- Small warrior group led by the leader of the Redwire
- Trade contacts with painted, fulcana, Lefvang, Nyrvang with the Thargsons

Territories:
- Texain's First Step (Texain’s Achintac, in arachenian. Redwire colony ; a city /should be complete like in is map with is 6 quarters.), Amphitheatre build in it. A large pottery manufacturing facility. Trade between Artaghul and Texain's Achintac (more prosperity/growth for both).
Fp Foundation of Laxhitin

After these decades from the original foundation, some turbulent and some peaceful, the settlement of the Redwire colony that was merely a village has grown into a proud city.
Laxhin has decided that it is time for him, like his father, to leave a proper legacy behind. And so he will create a new city nearby the old one, giving it its name. The city will be modeled in the same way as Archintac : with its two walls, defensive towers, fort, 6 quarters and other defenses.
Farms will be made nearby and around the new city, this thanks to the specialization of the colony.
In addition with this new settlement being near, building it will not be a great problem and with hills nearby in the south materials like stone should be available.


PP Experiences of War

Laxhin has learned much from the conflicts he was in. He will write a book with what he has learned in these conflicts, so that his heirs will be more prepared for future wars in the defense of the republic. While his descendents could simply look at the military reform he made back then, having something more would certainly help them. (info for both combat and command)
>>
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Rolled 81 + 25 (1d100 + 25)

Deep within the jungle Hashin and the Drybacks would begin funding a secret training camp teaching arachnids and gnolls the art of the bandit. These elite bandits would be molded to be the ultimate criminals! From extortion to brothel running to smuggling. Every criminal skill and tactic would be gathered by our experts to build the ultimate bandits!
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Rolled 96 (1d100)

>>4140617
Hashin would seek to acquire himself a proper manor within Ierok for use when he visits the city.
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Rolled 22, 35 = 57 (2d100)

Fac project: Plant loads of neat fruit trees

Per project: The zhu clan leader enters a sandwich-eating contest, eager to show all who's boss.
>>
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>>4140168
You build a small number of triremes (limited only by your finances), and begin training with the ships. Due to your proximity to Kamakh, your training occasionally brings you into their waters. This proves beneficial to you, as the new contacts ensure that your town receives the trade that is so vital to thriving on the west coast, rather than just letting your settlement be an economic void you threw money at for training.

You find that ritual magic is merely the term the Lopen use for rune magic, so while you spend your time learning a bit more, your progress is not massively significant.

>>4140170
Your trade ties are immediately severed, as whatever you sent them, as you later found out, induced severe anxiety and throwing up. You assumed this was a joke, until you tried it yourself, and found that whatever strain you were growing, it was a poor choice indeed. You are forced to completely change your seeds of choice.

Some say a man can be born with two left feet, and as an arachenian, most look at you and correct that. Four left feet, in fact.

>>4140211
You've finally done it... after decades of testing, you've perfected the steelsilk potion, that when poured on silk, makes it as strong as steel while maintaining the flexibility of silk. While there are the obvious drawbacks of weight and a vulnerability to flame which you have found impossible to counteract, the substance has incredible ramifications for traps, buildings, and other situations, meaning you see massive demand emerge overnight. However, Talich learns little in the south, your family's alchemy earning you fame and envy, the latter of which is the reason why no one is willing to teach her anything.

>>4140251
Your research into the lost art of runesmithing, which is an art your people have long feared Danzay has rediscovered, does not get as far as creation, but you do understand the basics, you believe. Ier recently uncovered how to create such works, and it is there you turn for information. According to their smiths, runesmithing requires a mage and a smith (or in some cases a smith who is a mage). The magic involves casting raw mana into the creation as it is smelted, while the smith directs that mana by carving specific runes into the artifact. The other information on runesmithing can be found in thread 2, search for post 3936669.

Rak'tan learns quite a bit about healing and poisons, the latter of which is something particularly practiced by the most rural of your kind. Rather than growing food, they poison prey in the jungle, and often eat it raw. As such, you mostly learn about poisoning.
>>
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Your bank (or rather Hashin's, though it is essentially the national bank given his grip on the treasury), which hasn't had a uniform currency for most of its existence, has switched over to using Ieran currency for deposits and withdrawals. While this transition will be gradual, it will allow for Ierans to borrow from the bank, integrating your economy with theirs even further. However, it also means that if they were to ever try to attack you, the more integrated you are, the more damage it would deal to their economy. This has been ignored by Ier, but some of the smarter philosophers within your nation think it is a likely way to insure yourself against Ieran conquest. Winter has also begun, signaling the start of your wet season in turn.

Year 73 AL (After the Lights)
---
Agriculture: 4/10
Resources: 6/10
Food: 9/10
Morale: 7/10
Wealth: 8/10
Trade: 9/10
---
Population: 130,401
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg, 50 Sentinels
Military: 8,000-strong infantry (Guerilla tactics specialization), 2,000 gigantula riders (very well trained, bronze equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (well trained, bronze equipment, mainly swords, bows, and armor), engineer's corp, a few siege engines, 100 Guards of Nichitin (capital-guard), 100 Heirs of Chalit (personal guards of the generals)
Navy: 75 warships (25 ocean, 50 lake/river)
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin), the Academy of Culinary Arts (Nichitin), Fort Chalit (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Intermediate Agriculture II, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Agricultural Leg, Friendship Pact (Lopen), Open Borders (Ier)
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>4149507
>A. Agriculture
Tariffs on food
>>
>>4149507
G. Explore the Eastern Sea
>>
>>4149507
F
>>
>>4149509
support
>>
>>4149507
F
>>
>>4149509
Suporting
>>
>>4149512
support
>>
With the peace agreement, tariffs on Ier are prohibited, even if the public does bristle at the idea of not being fully in control of its own diplomacy.

Another 10 min for votes.
>>
>>4149536
A. Agricultural subsidies for food
>>
>>4149538
Support
>>
>>4149538
support
>>
>>4149546
Having some computer problems, vote on my behalf until I return
>>
Seeking to subvert Hashin as well as bolster your own farming industry for the purposes of self-sufficiency, a few clans attempt to pay for food subsidies themselves. Funnily enough, the Black Brood, who have been so enriched by the investment of the Hashin-controlled treasury in Taerok, are the ones who pay most of this. However, the few, well off cash crop farmers who have made a great amount of money and have bought up the less successful farmers' lands side with Hashin on this issue, unlike those farmers who were put out of work and who have flocked to cities to earn money. This has resulted in a rural-urban, rich-poor divide, though the citydwellers far outnumber the rich farmers.

Year 74 AL (After the Lights)
---
Agriculture: 4/10
Resources: 6/10
Food: 9/10
Morale: 7/10
Wealth: 8/10
Trade: 9/10
---
Population: 133,616
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg, 50 Sentinels
Military: 8,000-strong infantry (Guerilla tactics specialization), 2,000 gigantula riders (very well trained, bronze equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (well trained, bronze equipment, mainly swords, bows, and armor), engineer's corp, a few siege engines, 100 Guards of Nichitin (capital-guard), 100 Heirs of Chalit (personal guards of the generals)
Navy: 75 warships (25 ocean, 50 lake/river)
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin), the Academy of Culinary Arts (Nichitin), Fort Chalit (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Intermediate Agriculture II, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Agricultural Leg, Friendship Pact (Lopen), Open Borders (Ier)
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>4149563
F tech
>>
>>4149563
F
>>
>>4149563
C. Start massive public works projects building roads to every city and town in our republic. Build aqueducts to spread fresh water everywhere. Build bathhouses in every major urban center and hospitals to freely treat the sick and injured. The urban poor can be put to work helping our nation thrive!
>>
>>4149563
F.
>>
>>4149563
>D. Military
A grand military workshop will be constructed for the production of great works of instruments of war. The sole place to bring in new ideas to life and the tools to produce many machines of war.
>>
>>4149563
F
>>
Tech Research has been chosen - what will you research?

A. Astronomy
B. Mechanics
C. Shipbuilding
D. Fishing
E. Metallurgy
F. Other
>>
>>4149608
B.
>>
>>4149608
A
>>
>>4149608
>B. Mechanics
based craftsmen
>>
>>4149608
B
>>
>>4149608
B
>>
>>4149608
B
>>
While the earliest simple machines were known to your ancestors and to many civilizations, progress since then has been lacking. Ier is perhaps the most sophisticated (as usual), with its system of drainage canals being one of the ways its gross agricultural product has remained so large over the centuries. However, with hydroponics being a growing amount of your agricultural base, manipulating water has become something your engineers have grown interested in. As a result, watermills have seen a vast adoption in your territories due to the efficiency they offer your cashcrop farmers and others, such as loggers. Elsewhere, in the south, the daemi have been adopted as healers within the system of the Matriarchy. It appears that they are naturally attuned to healing, a strange power which allows them to heal most small wounds, and if in a group, larger wounds as well. Most larger wounds require an interplay between their magic and medicine, however.

Year 75 AL (After the Lights)
---
Agriculture: 4/10
Resources: 6/10
Food: 9/10
Morale: 7/10
Wealth: 8/10
Trade: 9/10
---
Population: 136,911
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg, 50 Sentinels
Military: 8,000-strong infantry (Guerilla tactics specialization), 2,000 gigantula riders (very well trained, bronze equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (well trained, bronze equipment, mainly swords, bows, and armor), engineer's corp, a few siege engines, 100 Guards of Nichitin (capital-guard), 100 Heirs of Chalit (personal guards of the generals)
Navy: 75 warships (25 ocean, 50 lake/river)
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin), the Academy of Culinary Arts (Nichitin), Fort Chalit (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Intermediate Agriculture II, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding, Basic Mechanics II
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Agricultural Leg, Friendship Pact (Lopen), Open Borders (Ier)
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>4149642
C. Start massive public works projects building roads to every city and town in our republic. Build aqueducts to spread fresh water everywhere. Build bathhouses in every major urban center and hospitals to freely treat the sick and injured. The urban poor can be put to work helping our nation thrive!
>>
>>4149642

C

New infrastructures around the republic : public buildings, new roads and bridges,and sewers systems.
>>
>>4149642
>D. Military
A grand military workshop will be constructed for the production of great works of instruments of war. The sole place to bring in new ideas to life and the tools to produce many machines of war.
>>
>>4149643
Supporting, bring in some Daemi to work as healers and teach us what they know in the hospitals. As we are a vibrant and relatively open culture it shouldn't be too hard to get some immigrants.
>>
>>4149642
C. Start massive public works projects building roads to every city and town in our republic. Build aqueducts to spread fresh water everywhere. Build bathhouses in every major urban center and hospitals to freely treat the sick and injured. The urban poor can be put to work helping our nation.
Also construct a grand military workshop for the production of war machines and devices. The sole place to bring in new ideas to life and the tools to produce many machines of war.
>>
>>4149643
Support
>>
Massive investments are put into infrastructure, an attempt to modernize your ancient roads and irrigation, the latter of which was last updated during your time under Ier. The efforts have largely seen Hashin's reputation grow, and though the projects will be ongoing throughout the next few years, it does not appear that effect will change. The social hierarchy appears to be evolving in a few directions at the moment. The rich farmers are largely stagnant, no one really enters that group or leaves it. They staunchly support Hashin. The working poor, depending on who they are, are a mixed bunch. Some disagree with Hashin based on the civil war, but that number is dwindling as the works he has promoted have often given them labour, even if for many of these ex-farmers he is the one who put them out of a job in the first place. Strangely, it is the children of the working class as well as some of the former working class who are largely anti-Hashin at this point - that is, the middle class. Having received an education from the schools he sought to build, they view him as a tyrant, and do not see their education as a gift from him as much as a blessing they received through a broken system. Some, however, do side with him, citing the economic moves he has made that will mean Ier will have a hard time conquering you in the future, when they inevitably try.
>>
Year 76 AL (After the Lights)
---
Agriculture: 4/10
Resources: 6/10
Food: 9/10
Morale: 7/10
Wealth: 8/10
Trade: 9/10
---
Population: 140,287
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg, 50 Sentinels
Military: 8,000-strong infantry (Guerilla tactics specialization), 2,000 gigantula riders (very well trained, bronze equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (well trained, bronze equipment, mainly swords, bows, and armor), engineer's corp, a few siege engines, 100 Guards of Nichitin (capital-guard), 100 Heirs of Chalit (personal guards of the generals)
Navy: 75 warships (25 ocean, 50 lake/river)
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin), the Academy of Culinary Arts (Nichitin), Fort Chalit (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Intermediate Agriculture II, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding, Basic Mechanics II
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Agricultural Leg, Friendship Pact (Lopen), Open Borders (Ier)
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>4149700
A
Build new fishing fleets for both the large ocean and the lake
>>
>>4149700
F. Technology Research
>>
>>4149707
This
>>
>>4149700
F
>>
>>4149700
F.
>>
>>4140544
Similar to the early development of your forefather's settlement, Laxhintin is taking a while to attract people, the specific issues being that Texain's Achintac is a more attractive city. However, rural farmers on the southern bank of the river do come to your area to trade, resulting in a measure of financial gain.

Laxhin's book, meanwhile, is a relative success, as he encodes all he wishes to pass on to his descendants. He emphasizes the need for organization, and brags more than a little about his military reform.

>>4140617
>>4140623
Your super secret training camp is hidden deep within the jungle, and its set up is spectacular. Nestled in (redacted) in the middle of (redacted), your efforts have changed the terrain, with the training area being impossible to find from the outside if intentionally searching. And the occasional passerby, well; it wouldn't be a bandit camp for nothing. Here you raise the evil elite...

You manage to acquire a massive but rundown estate, and spend your free time restoring it to its former glory. Well not you, but the gnolls you pay to do it. Well, not the gnolls you pay to do it, but the gnolls you paid for in order to have them do it. It is a bit ostentatious, but given the Tyrant is known for throwing coins at the crowd so he can laugh as they pick them up, you're hardly considered eccentric by Ieran standards.

>>4141825
You plant a massive amount of rumberry trees, but the sour berries have somehow grown even more sour in your village! The taste is offputting to most, and you see little profit from it. However, the clan leader sees this as a challenge, and constantly indulges in the beverage. Rather, he did until he grew tired of the taste. He would likely have won the sandwich-eating contest, then, if not for the thinly sliced rumberries that had been placed atop the roast camel! Taking a few bites of it, he winced with displeasure, and threw his sandwich to the ground.

---


A. Astronomy
B. Mechanics
C. Shipbuilding
D. Fishing
E. Metallurgy
F. Other
>>
>>4161284
C
>>
>>4161284
A
>>
>>4161284
D
>>
Rolled 62 (1d100)

>>4140100
FP
Set up my own Corn food business that sells various other forms of food which might be more palatable to other countries in addition to the nitchin style.
>>
>>4161284
C.
>>
>>4161284
C
>>
>>4161284
C.
>>
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The main focus of your shipwrights at the moment is the function of your ships. While the triremes and quinquiremes (the latter of which is what your navy is made up of) are large and heavy warships with a focus on ramming as well as stability in poor jungle weather, they believe that there are other designs that could be used to enhance your navy. Prototypes of lighter vessels are constructed and tested, and while less stable in rougher weather, are shown to be much more effective at spotting Danzay ships, allowing you to further cripple their trade in the region. However, it appears that you are not the only ones who have had your population grow. The village of Capantan is larger than it was before, and they appear to be working on fortifying it. It also appears a small settlement is now present on the southwestern banks of the river.

The prototypes have been added to your navy.

Year 77 AL (After the Lights)
---
Agriculture: 4/10
Resources: 6/10
Food: 9/10
Morale: 7/10
Wealth: 8/10
Trade: 9/10
---
Population: 143,747
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg, 50 Sentinels
Military: 8,000-strong infantry (Guerilla tactics specialization), 2,000 gigantula riders (very well trained, bronze equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (well trained, bronze equipment, mainly swords, bows, and armor), engineer's corp, a few siege engines, 100 Guards of Nichitin (capital-guard), 100 Heirs of Chalit (personal guards of the generals)
Navy: 75 heavy warships (25 ocean, 50 lake/river), 3 prototype light warships (3 lake/river)
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin), the Academy of Culinary Arts (Nichitin), Fort Chalit (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Intermediate Agriculture II, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding, Basic Mechanics II
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Agricultural Leg, Friendship Pact (Lopen), Open Borders (Ier)
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>4161325
D.

Produce 25 new light ships

Start a naval campaign to destroy all gnollish vessels on the lake and harry their settlements.
>>
>>4161325
>A
Build new fishing fleets for both the large ocean and the lake
>>
>>4161327
This
>>
>>4161327
>>4161325
backing the warmonger
>>
>>4161327
Support the warfag
>>
Rolled 85 (1d100)

>>4161329
Supporting fish

I would also like to take this time to denounce Hashin's warmongering as a betrayal of the pacifist ideals he allegedly believes in. He is clearly a secret Ozatlist warmonger thirsting for blood to power up his blood magic.
>>
>>4161327
Supporting suddenly based Swift
>>
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Production of the new ships begin, but it will be some time before they are fully constructed. At the start of the year, however, your campaign against the beastly folk begins... there are two settlements you can hit, and a number of merchant vessels.

Where will you begin your campaign of terror, what are the specifics, and who will you put in charge of your naval operation?
>>
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>>4161353
Take 40 of our lake/river ships alongside 3 of the prototypes and sail along this route, raiding and sinking any Gnollish merchant ships in our path. We will then raid the village, fill the boats with loot, set it alight, and head back home.
>>
>>4161359
>>4161353
backing and nominating Joaxin to lead for having come up with this plan
>>
>>4161353
Using our navy with a decent number troops. we will first hit the major settlement of Capntan and then the Danzay town. After both have been set ablaze and looted for all they are worth we will commence a campaign against any other ships or settlements that pop up along the lakes shore.
>>
>>4161359
support and nominate Joaxin for admiral
>>
>>4161359
Support
>>
>>4161359
Support
>>
Give me three rolls for your initial assault, DC 10, -15 surprise, -10 superior ships, -15 enemy inexperience, -5 experience, -5 morale, +10 strength.
>>
Rolled 47 (1d100)

>>4161398
>>
Rolled 15 (1d100)

>>4161398
>>
Rolled 73 (1d100)

>>4161398
nat 1 incoming
>>
Rolled 58 (1d100)

>>4161398
>>
Rolled 59 (1d100)

>>4161398
>>
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Their village is burnt, their people killed, and their valuables stolen. While it seemed to be nothing more than a fishing village, the massacre has boosted your sailors' spirits, given it is their first time raiding the shoreline properly. Of course, nothing they found there was particularly valuable; the main prize of the gnollish side of the lake is Capantan.

What will you do now?
>>
>>4161427
Head to Capantan, double time, repeat the raiding process there before the enemy realizes what we've done and can prepare for us.
>>
>>4161427
Follow our glorious admiral as we raid capatan and we strike down as enemy vessel we come across
>>
>>4161433
>>4161434
This any gnollish settlement or ship on the way will be raided as well.
>>
>>4161427
Follow the admiral.
>>
>>4161433
this
>>
This will likely devolve into a battle, so keep your dice at the ready.

Aiming to strike before the gnolls catch on, the ships depart from the wrecked, unnamed village, and head to Capantan. With your marines onboard the 450-strong quinquiremes making up a troop 4,800 strong, you move out!

DC 35, -15 surprise, -10 superior ships, -5 enemy inexperience, -5 experience, -5 morale, +5 enemy naval presence, +10 fortifications, +10 strength.
>>
Rolled 11 (1d100)

>>4161444
>>
Rolled 75 (1d100)

>>4161444
>>
Rolled 10 (1d100)

>>4161444
>>
Rolled 42 (1d100)

>>4161444
>>
While you easily navigate your way through the waters of the lake, and make quick work of the enemy's fleet out in the water, the fortification of the town has finished! What the scouts did not report is that the construction that was ongoing in Capantan's harbor was in fact a harbor wall, which now hampers your entrance. They are trying to pull it up, and you are left with a choice. Will you attempt to have the closer ships rush through and land, to attempt to open the gate for those who won't be able to get in in time? Or will you land on the coast, and attempt to take the city by force?
>>
>>4161462
We are proficient with producing silk and using it, climb the walls using our silk.
>>
>>4161462
We'll send the closer ships to rush through and open the gates, have the remainder of the fleet row faster to get here quicker
>>
>>4161476
>>4161462
backing
>>
>>4161476
Support
>>
>>4161476
this
>>
>>4161476
support
>>
As the gate closes, some 15 ships make it through, with the remainder being stuck behind. They move through the harbor, attempting not to be struck by archers on the city's walls. Meanwhile, on the other end of the gates, the situation is made clear. A group of close to a thousand gnolls stand prepared to keep your marines from clambering up onto the docks. Your advantage in numbers will not matter if you cannot break through now, especially as more enemy soldiers move to join them from the walls and the city proper!

DC 40, -60 numbers, -10 surprise, -10 superior ships, +5 enemy experience, +10 fortifications, +10 strength, +45 blocked off from the land.
>>
Rolled 77 (1d100)

>>4161500
>>
Rolled 94 (1d100)

>>4161500
>>
Rolled 90 (1d100)

>>4161500
Slay them where they stand!
>>
Rolled 6 (1d100)

>>4161500
>>
You break through with numbers and ferocity, your men tearing through flesh and bone with a savagery you'd normally attribute to the creatures in front of you. Though the gnolls seem to have one man ready for each you cut down, you have two more to avenge your fallen. You can see the winches that operate the sea gate in front of you now, as your officers stand a feet away from the melee and atop the docks. You'll need to push a bit more to get it. However, you could also try to claim the walls now, where the officers seem to be directing from.

Wait for the admiral to give his command, and then roll.
>>
>>4161529
Push through to reach the winch and open the harbor gate. With the additional numbers waiting outside we'll be able to overwhelm the Gnolls with even more ease.
>>
Rolled 90 (1d100)

>>4161529
>>
Rolled 9 (1d100)

>>4161530
>>4161530
backing
>>
>>4161529
>>
>>4161529
DC was unchanged I just forgot to say that lmao.
>>
Rolled 64 (1d100)

>>4161529
>>
Rolled 83 (1d100)

>>4161529
>>
https://www.youtube.com/watch?v=UNVptkIol1o

With a coordinated offensive, you push through the center of the gnollish ranks, and make it to the winch. The men, while not strong like your foe, are filled with adrenaline as they desparately work the device. Slowly but surely, the gate opens, even as the men around them who are holding the enemy back are cut down. But before they are to be overwhelmed, a cry of "Charge!" is heard from the boats. The admiral, surrounded by members of the Black Brood, jumps into the fray, and the push begins once again, in earnest, towards the city proper! While more gnolls may have gathered, they still pale in comparison to your force

Unless admiral states otherwise, this will now continue your previous plan.

DC 35, -30 numbers, -5 surprise, +5 enemy experience, +5 terrain knowledge, +10 strength.
>>
Rolled 75 (1d100)

>>4161556
>>
Rolled 100 (1d100)

>>4161556
Onward, slaughter, die, etc.
>>
Rolled 100 (1d100)

>>4161556
Locate and kill assault orphans!
>>
Rolled 72 (1d100)

>>4161556
>>
https://www.youtube.com/watch?v=xDcK_z5GA5s

Something runs through your soldiers here, as you stand outside the city proper, gazing into the city that grows dimmer as the sun fades from the night sky. It is not excitement or pride, nor joy at winning. Even thoughts such as loot and a promotion are too noble for your minds now. Generations of slaughter—your people's slaughter—has brought you to this point. This is vengeance now. Yet even as you rush through the archway, it is not the deaths of those you care for that drives you. It is the promise of their blood. Every man, child, and woman. Rak'tan hears the cry of children, and heads there. Joaxin sees a fleeing gnoll, and stabs him in the back. You recognize the fear in their eyes, and it infuriates you that these beasts think they are worthy of holding such emotions. Any tears they will cry are those of crocodiles, even parents protecting their young. They shield them for what? So they can go on and kill you? No. No more. On this night, they all perish.

---

As dawn rises over the city, there are no moving forms that are not arachenians. Any gnolls that have fled are long gone, not staying to witness what has occurred. Blood stains the city, and a foul stench permeates even the closest set stone. You will not speak of this as anything but a victory, but it was not that. It was a massacre. And frankly, the majority of you don't care, while the minority will keep their mouth shut, lest the anger displayed here be unleashed on something other than these animals.

If the admiral allows looting, then you can all go ahead and roll. Joaxin and Rak'tan will receive a boost to their loot rolls of +20, while the Black Brood will have a +10.
>>
Rolled 37 + 20 (1d100 + 20)

>>4161592
Of course I'll permit looting! Have at them, it's not like the Gnolls need anything anymore.

As for me, I'll scour the city for a trophy, perhaps some colorful garb befitting of someone such as myself, something purple or magenta.
>>
Rolled 57 (1d100)

>>4161592
look for riches!
>>
Rolled 76 (1d100)

>>4161588
Loot for magic mushrooms.
>>
Rolled 52 + 10 (1d100 + 10)

>>4161592
Any useful or intersting Information on the gnolls of the region that can be found here. Check all the bodies. Travelers, merchants, soldiers, clerics, everyone.
>>
Rolled 23 + 20 (1d100 + 20)

>>4161592
Pulling the Ji back, it leaves the belly of gnollish orphan with a sickening wet sound. The disgusting creature drops the spoon it had been holding like a knife as its body goes limp and slumps to the ground in a lifeless heap. Rak'tan blinks, the red veil that had clouded his vision slowly fading. It was time to look for shinnies.

Look for magical artifacts, those that make the wearer tougher to kill are the most appreciated.
>>
Rolled 18 (1d100)

>>4161592

loot for riches, as well tools and animals
>>
Unlike what you'd expected, the gnolls did not retaliate in kind. Instead, they have spent the year working on some form of wall on the border of your nations, similar to what you attempted. A large garrison is present, presumably in case you try to attack. It also appears that they are building a barracks for said garrison adjacent to the massive structure. It is worrisome, because that may mean they are preparing for a longterm conflict against Nichitin. Regardless, the war has boosted morale immensely, and the loot from Capantan was significant as a boost to your economy.

Year 78 AL (After the Lights)
---
Agriculture: 4/10
Resources: 6/10
Food: 9/10
Morale: 9/10
Wealth: 10/10
Trade: 9/10
---
Population: 145,243
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg, 50 Sentinels
Military: 8,000-strong infantry (Guerilla tactics specialization), 2,000 gigantula riders (very well trained, bronze equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (well trained, bronze equipment, mainly swords, bows, and armor), engineer's corp, a few siege engines, 100 Guards of Nichitin (capital-guard), 100 Heirs of Chalit (personal guards of the generals)
Navy: 75 heavy warships (25 ocean, 50 lake/river), 3 prototype light warships (3 lake/river)
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin), the Academy of Culinary Arts (Nichitin), Fort Chalit (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Intermediate Agriculture II, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding, Basic Mechanics II
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Agricultural Leg, Friendship Pact (Lopen), Open Borders (Ier)
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>4161638
B. Culture and Religion
Throw a giant victory parade for how great I am and how great all my men were and we'll make it a national holiday too celebrating how great we are, and we'll call it "Capantan Day". It will be celebrated with smoking weed and mock battle re-enactments.
>>
>>4161642
support
>>
>>4161642
Support
>>
>>4161638
G. Colonize Capatan
>>
>>4161649
>>4161638
backing
>>
>>4161642
>>4161649
supporting both \
>>
Opetia begins to colonize Capatan at the same time you do, resulting in an odd situation where the city is divided into quarters. Word of the massacre has spread, and it seems that part of their reasoning for the building of a separating wall is to keep their population safe from yours. As for Capantan Day, it is a huge success for several reasons, but most importantly anti-gnoll sentiment and weed. Celebrating it in Capantan, however, did not go over well with the Opetians either. It appears you are on neutral terms now, as opposed to the friendly standing you had before. As for the Danzay, construction continues, with their wall almost being complete! It also appears that they and the Matriarchy have cut off any diplomatic contact. You believe it has to do with the daemi?

Year 79 AL (After the Lights)
---
Agriculture: 4/10
Resources: 6/10
Food: 9/10
Morale: 9/10
Wealth: 10/10
Trade: 9/10
---
Population: 145,243
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers), Agricultural Leg, 50 Sentinels
Military: 8,000-strong infantry (Guerilla tactics specialization), 2,000 gigantula riders (very well trained, bronze equipment, mainly swords, bows, and armor, integrated mages & enchanters), People's Defence Force levy (well trained, bronze equipment, mainly swords, bows, and armor), engineer's corp, a few siege engines, 100 Guards of Nichitin (capital-guard), 100 Heirs of Chalit (personal guards of the generals)
Navy: 75 heavy warships (25 ocean, 50 lake/river), 3 prototype light warships (3 lake/river)
Constructions of Note: The Councilhouse (Nichitin), Capital Temple (Nichitin), the Academy of Culinary Arts (Nichitin), Fort Chalit (Nichitin)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Intermediate Agriculture II, Intermediate Food Preservation, Basic Stonemasonry II, Basic Metallurgy II, Intermediate Silkweaving, Basic Magic, Basic Pottery, Primitive Shipbuilding, Basic Mechanics II
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet, Street Food
Law: Headcount Taxation, Basic Legal System, Agricultural Leg, Friendship Pact (Lopen), Open Borders (Ier)
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla, Palms
Husbandry: Camels, Llamas, Alpacas, Gigantulas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Jade, Black Onyx
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
>>
>>4161687


G

Colonize the North, East, NorthWest and South East coast of Lake Larope.
Give to this settlements boats, defensive walls with moats and towers. Also give them docks
>>
>>4161694
This
>>
File: Chunnel.png (105 KB, 696x484)
105 KB
105 KB PNG
>>4161687
C. Construction
Begin the digging of a massive channel/canal that will connect Lake Larope to the Ocean and permit us to move ships throughout both bodies with ease.
>>
>>4161687
>C. Begin constructing a massive channel connecting Lake Larope to the ocean
Make sure it has multiple gates to get over height differences and to prevent too much saltwater from getting into the lake (small amounts should be fine).
>>
>>4161706
Yes but work out a way to not mix salt and fresh water.
>>
>>4161706
guard the thing with 7k men
>>
>>4161706
>>4161708
>>4161710
7k men will be deployed to guard the workers, including cav to act as scouts
>>
>>4161732
support
>>
Rolled 94, 32 = 126 (2d100)

>>4161687
Assets:
>Farms for Hemp/Cannabis
>A small, disorganized band of followers

FP: Clearly I am the greatest Spider in all the land after leading us to victory at Capanatan and having a whole parade, even if those things did happen later in the decade. Nevertheless, I must capitalize on this. I will use my money to hire a number of stonecutters to begin carving easily distributable tablets outlining The Truthseeker manifesto of our 100% factual, completely and totally real beliefs. These tablets will then be distributed amongst the masses, free of charge!

PP: Dancing has failed me, so clearly I must focus my efforts elsewhere while still getting a healthy daily amount of exercise. I will go swimming and learn to get really good at swimming, training my body in the process and increasing my athleticism.
>>
Rolled 49, 60 = 109 (2d100)

>>4161687
The Hidden Netters

Assets:
- Experienced hunters
- Hunting posts south of Nichitan
- Advanced silk based trap designs
- Obsidian Tooth Complex
Artifacts:
-nasty looking ji (d150)
-endless water spoute
PP: 10

>FP 70-80: The magic forge
Putting into practice what they have learned about the creation of magical items, the hidden netters have trained the mages among their ranks and hired some new ones to begin producing magic items. For now our mage/Smith teams will focus on creating protection enchanted bronze breast plates for the most elite warriors of the army that can also pay for our craftsmanship. An especially well made set for Rak'tan has (hopefully) also been finished.
>PP 70-80: Rak'tan
The obsidian spider has continued to advance his knowledge of alchemy, with his focus on turning one of the biggest Gnoll advantages against them. Stink bombs, a primitive joke to our kind, but Rak'tan is convinced that it could be a powerful stunning weapon against an unsuspecting Gnoll.
>>
Rolled 88, 14 = 102 (2d100)

>>4161687

Fp Nearby Hills

For aid the development of Laxhintin, we will build in the hills nearby caves and mines, connect with roads to the city. This should help is growth giving to it new products to sell.

dump the +15 pp in this ^^ fp

PP Old bones

Laxhin in is latest years shall train the heirs of the Redwire Colony for war, not like many of them need it with the colony being martial and what not. But just for see if they can learn more from an old spider like him.
The Redwire Colony

Assets:
- Experienced farmers
- Small warrior group led by the leader of the Redwire
- Trade contacts with painted, fulcana, Lefvang, Nyrvang with the Thargsons
Territories:
- Texain's First Step (Texain’s Achintac, in arachenian. Redwire colony ; a city /should be complete like in is map with is 6 quarters.), Amphitheatre build in it. A large pottery manufacturing facility. Trade between Artaghul and Texain's Achintac (more prosperity/growth for both).
- Laxhintin (based on Texain's Achintac. Redwire Colony. city)

0 PP
char stuff :
personal training ground of the Redwire (somewhere in the first thread)
Objects : - Experiences of War (war book of Laxhintin, help with training of heirs)
- Flexible bronze lamellar armor, with leather in place of bronze at the top of the armour depicting the symbol of the Redwire.
- Mace. Horrifying. weapon. Strange black metal at the center sits a large amount of glowmetal, heavy.(d200 for physical combat)
- Magical shield, bronze and black onyx. +25 against dark magic.
>>
Rolled 21 + 18 (1d100 + 18)

>>4161687
FP: Operation Bandit Hell
Spend 18
>>
>>4161706
If this will be done install many lock gates and such to keep the water drinkable
>>
Rolled 8, 27 = 35 (2d100)

>>4161687
>>4161706
Backing

FPx2
USing his grandfathers treasure map Nichininin will set off into the jungles looking for riches!!
>>
Rolled 30, 76 = 106 (2d100)

>>4161687
Clutter of Spi
Leader: Talich (38,70AL)
Assets:
- Skilled silkweavers
- Simple web homes
- Some farmers
- Web forest
- Founders of silkdancing
- Small silkdancing school
- Alchemist lab
- Alchemy recipes [permanent steel silk, life, virility]
- Mettsec Weave (Martial Artist Warriors)
- Sponsored and protection by the Ghouls of the Corn

FP: Clutter of Spi will improve the coordination within the clan by implementing choreographic routines in both the Mettsec Weave and dance school.

PP: Talich will practice in becoming the deadliest member of the Mettsec Weave



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