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Your name is Arkham the Fierce, son of Baal the eternal, you were once one of the most powerful Daemon Princes in the Netherrealm, being a skilled warlock with countless lesser demon followers, mortal servants and souls at your disposition. Your destiny seemed that of a great ruler of the Netherrealm as a Daemon King, however, all of that fell apart when your brother, Akron the Insane and his followers, striked against you in his own bid for power, plunging the entire Netherealm in chaos and war.

By the time the conflict ended, Akron had emerged victorious, and you, weakened and defeated, were forced into exile from the Netherrealm to wander eternally the mortal realm alongside what few followers you still had, among them your lover Ariza.

300 years later, after a long trek from the wastes of the north escaping Akron's minions, you and your group have decided to finally settle down in this mortal world, with the eventual goal of rebuilding your forces to either claim your rightful heritage back, or claim this realm as yours, and mold it to your liking.

Where did you and your group settled ?

>In the rocky pathways, and rich caverns of the Black Mountains, surrounded by Dwarves and Trolls.
>In the sandy and hot dunes of the Golden Desert, surrounded by Goblins and Orcs
>In the impressive and beautiful Red Canyons, surrounded by Giants and Birdmen.
>In the fertile yet unstable Ash Valley, next to an active volcano, and human tribes.
>In the cold and harsh Blue Tundra, where catfolk and werebeasts roam.
>>
>>4472727
>In the rocky pathways, and rich caverns of the Black Mountains, surrounded by Dwarves and Trolls.
>>
>>4472727
>In the fertile yet unstable Ash Valley, next to an active volcano, and human tribes.
>>
>>4472727
>In the sandy and hot dunes of the Golden Desert, surrounded by Goblins and Orcs
>>
>>4472727
>In the impressive and beautiful Red Canyons, surrounded by Giants and Birdmen.
>>
>>4472727
>In the impressive and beautiful Red Canyons, surrounded by Giants and Birdmen.
>>
>>4472727
>In the fertile yet unstable Ash Valley, next to an active volcano, and human tribes.
>>
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>>4472738
After all those centuries escaping from Akron, you have decided to settle in the easily fortified Red Canyons, knowing well that they won't be able to find you here, that said though, the region, while rich in minerals and views, does not offer much in the way of substenance other some small goats, insufficient for being such as deamons, not to mention the possible threats around you by giants, and the fact that after walking through the world for long time, you and your group have forgotten much ancient knowledge, and lost many valuable posesions along the way, forcing you to start your little ream from zero pretty much.

Year: 301

Leads
>Arkham: Warlock,HP:100, Mag: 10, Str:5
>Ariza: Slasher, HP:80, Mag 5, Str: 10

Status
>Demons: 14 (7 Male, 7 Female), (10 herders, 4 Free)
>Food: 30, Sources: Small Goats (3 F per Deamon)
>Current Consumption: 30
>Current growth: 0.1 (Next Deamon 10 turns)
>Resources: 20 Stone, 10 Gold, 16 Stone weapons, 5 Runes.

Society
>Technology: Basic Furnace, Basic Glassmaking, Basic Stone construction
>Culture & Customs: Basic Pentagram making, Rudimentary rune making.
>Goverment: Unrefined Despotism
>Military: Basic Stone Weapons, Basic Tactics, Loincloths.
>Magic: Basic Fireball
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit.

Diplomacy
>None

Actions
>Select one Development rolling a d20 (Research tech, practice magic, develop military, ect)
>Select one Action rolling a d20 (Explore, Construct something, do diplomacy, ect)
>>
Rolled 11 (1d20)

>>4472770
Actions
>Research agriculture
>>
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>>4472780
Due to the harsh and dry weather of the Red Canyons, not much can grow here, other than some moist and small trees, so for a long time, you and your group have lived off the small goats that roam the land, that said though, even the meat-loving creatures known as demons need some change in their diet, so you ordered all free demons to find something else to eat here.

What this small group of demons encountered at the end were some bitter rock fruit plants growing in the near the hills, though far from what you desired, they are still useful to as a food source, should you need them.

>New Food source: Rock fruits (2 F per Demon)
>New Tech, Rudimentary Foraging.

Year: 302

Leads
>Arkham: Warlock,HP:100, Mag: 10, Str:5
>Ariza: Slasher, HP:80, Mag 5, Str: 10

Status
>Demons: 14 (7 Male, 7 Female), (10 herders, 4 Free)
>Food: 30, Sources: Small Goats (3 F per Deamon), Rock Fruit (2 F per Demon)
>Current Consumption: 30
>Current growth: 0.1 (Next Deamon 10 turns)
>Resources: 20 Stone, 10 Gold, 16 Stone weapons, 5 Runes.

Society
>Technology: Basic Furnace, Basic Glassmaking, Basic Stone construction, Basic Herding, Rudimentary foraging.
>Culture & Customs: Basic Pentagram making, Rudimentary rune making.
>Goverment: Unrefined Despotism
>Military: Basic Stone Weapons, Basic Tactics, Loincloths.
>Magic: Basic Fireball
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit.

Diplomacy
>None

Schedule (Select one of each)
>Select Development rolling a d20 (Research tech, practice magic, develop military, ect)
>Select one Action rolling a d20 (Explore, Construct something, do diplomacy, ect)
>>
Rolled 2 (1d20)

>>4472815
Actions
>Explore the land around us
>>
Rolled 19 (1d20)

>>4472833
supporting
>>
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>>4472833
>Rolled 2 (1d20)
>Explore the land around us

With the Red Canyons still an unknown land to your group, you ordered some spare deamons to explore the surrounding of the settlement in search of any possible resources that might be useful.

As one your followers searched the canyons, he encountered a small passage through one mountain, that he thought might lead to some gold or minerals for him to grab. Instead, all that he ended up recieving was a broken wing, when he encountered none other than a campment of giants at the other side of passage, who they immediately began to attack him the moment he tried to approach them.

This sure shall be not forgiven.

>1 male demon injured.
>Giant's campment discovered (Hostile)

Year: 303

Leads
>Arkham: Warlock,HP:100, Mag: 10, Str:5
>Ariza: Slasher, HP:80, Mag 5, Str: 10

Status
>Demons: 14 (7 Male, 7 Female), (10 herders, 3 Free, 1 injured)
>Food: 30, Sources: Small Goats (3 F per Deamon), Rock Fruit (2 F per Demon)
>Current Consumption: 30
>Current growth: 0.1 (Next Deamon 7 turns)
>Resources: 20 Stone, 10 Gold, 16 Stone weapons, 5 Runes.

Society
>Technology: Basic Furnace, Basic Glassmaking, Basic Stone construction, Basic Herding, Rudimentary foraging.
>Culture & Customs: Basic Pentagram making, Rudimentary rune making.
>Goverment: Unrefined Despotism
>Military: Basic Stone Weapons, Basic Tactics, Loincloths.
>Magic: Basic Fireball
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit.

Diplomacy
>Giant's encampment: Hostile.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign roles, Order an Attack, ect)
>>
>>4472857
using this roll of mine to develop rudimentary medicine with herbs then
>>
>>4472863
Need an Action still.
>>
Rolled 3 (1d20)

>>4472870
so we choose 2, got it
>>4472860
>Make an outpost with stone to better guard out settlement
>>
>>4472863
>>4472857
Rolled 19 (1d20)
> Develop Rudimentary medicine

Unlike creatures like humans and goblins, Daemons are precious and limited in number, for they take a very long time to gestate and grow, and whereas these races can easily replace loses, a single lost daemon can be a huge loss for the entire group survival.

With that reason, you began to work on making some rudimentary medicine using the rock fruit plants and other herbs as ingredients, luckily for you though, while you may have forgotten much advance magic spells, healing was not one of them, and so, you were able to heal the poor daemon back into form with the newly created medicine.

>Daemon recovered
>New tech: Rudimentary medicine.

>>4472889
Rolled 3 (1d20)
> Make an outpost with stone to better guard out settlement

Following that, with the threat of the giants established, you decided to order the construction of an stone outpost around the settlement to better protect it, however, your deamon workers only managed to build a very small portion of it before getting lazy, and doing something else instead.

Some discipline will need to be instituted upon them

>Quarter finished rudimentary stone outpost built.
>10 stone used.
>>
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>>4472914
Year: 304

Leads
>Arkham: Warlock,HP:100, Mag: 10, Str:5
>Ariza: Slasher, HP:80, Mag 5, Str: 10

Status
>Morale: Decent, Discipline: Low
>Demons: 14 (7 Male, 7 Female),
>Work Roles: (10 herders, 4 Free)
>Food: 30, Sources: Small Goats (3 F per Deamon), Rock Fruit (2 F per Demon)
>Current Consumption: 30
>Current growth: 0.1 (Next Deamon 6 turns)
>Resources: 10 Stone, 10 Gold, 16 Stone weapons, 5 Runes, 5 Medicine

Society
>Technology: Basic Furnace, Basic Glassmaking, Basic Stone construction, Basic Herding, Rudimentary foraging.Rudimentary medicine.
>Culture & Customs: Basic Pentagram making, Rudimentary rune making.
>Goverment: Unrefined Despotism
>Military: Basic Stone Weapons, Basic Tactics, Loincloths.
>Magic: Basic Fireball
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit. Quarter finished rudimentary stone outpost

Diplomacy
>Giant's encampment: Hostile.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 15, 9 = 24 (2d20)

>>4472917
>finish building the outpost
>explore to the south
>>
>>4472943
explore is an action, my bad. change it to
>practice earth magic
>>
>>4472948
>>4472943
Rolled 15, 9 = 24 (2d20)
>finish building the outpost
>practice earth magic

With renewed vigour, you ordered all free up demons to continue working on the construction of the outpost, threatening them with holding back their food ration if they did not comply, upon which, the lazy daemons, reluctantly, continuing working in what they had started. That said though, lack of stone prevented them from finishing the project completely.

>Quarter finished rudimentary stone outpost becomes Two thirds finished rudimentary outpost.
>10 stone used.

With the stone reserves empty, and nearby deposits small, you decided that it would be great for the group to possess some kind of earth magic to create stone fast and cheap for construction. And so, for that reason, you used up your remaining magic runes in your possession to learn some basic rockmancy, and pass that knowledge to the group.

The oldness and weakenss of the runes prevented you from learning too much, but what did you learn, was enough to create some rockmancers.

>Rudimentary rockmancing learnt
>New work role: Rockmancer (Creates 4 stone per Daemon)
>>
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>>4473003
Year: 305

Leads
>Arkham: Warlock,HP:100, Mag: 10, Str:5
>Ariza: Slasher, HP:80, Mag 5, Str: 10

Status
>Morale: Decent, Discipline: Low
>Demons: 14 (7 Male, 7 Female),
>Work Roles: (10 herders, 2 Free, 2 Rockmancer)
>Food: 30, Sources: Small Goats (3 F per Deamon), Rock Fruit (2 F per Demon)
>Current Consumption: 30
>Current growth: 0.1 (Next Deamon 5 turns)
>Resources: 0 Stone (8/Y), 10 Gold, 16 Stone weapons, 0 Runes, 5 Medicine

Society
>Technology: Basic Furnace, Basic Glassmaking, Basic Stone construction, Basic Herding, Rudimentary foraging.Rudimentary medicine.
>Culture & Customs: Basic Pentagram making, Rudimentary rune making.
>Goverment: Unrefined Despotism
>Military: Basic Stone Weapons, Basic Tactics, Loincloths.
>Magic: Basic Fireball, Rudimentary rockmancing
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit.Two thirds finished rudimentary outpost.

Diplomacy
>Giant's encampment: Hostile.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 8, 9 = 17 (2d20)

>>4473017
>develop rune making
>look for weakness in troll camp
>>
Rolled 8, 12 = 20 (2d20)

>>4473017
> Research runes
> Hunt for other sources of meat
>>
Rolled 15, 19 = 34 (2d20)

>>4473017
>develop rune making
>look for weakness in giant camp
>>
>>4473085
>>4473085
Rolled 12, 14 = 26 (2d20)
>develop rune making
>look for weakness in giant camp

Runes, pentagrams and special markings in general, are very important for the functioning of the magic system used by Daemonkind, as it allows them to control and store their energy and power safely and without much trouble. Of course, Runes have only so many uses, and must be either recharged or forged to be used constantly.

With the Rune supply of the group dead, you ordered one of your freed up followers to serve as the Rune Maker of the group, responsible for the creation and development of new runes for the group, which she accepted to do without a hitch.

>New Work Role: Rune Maker (2 runes per daemon)
>Rudimentary Rune making becomes semi-basic Rune making

In adition to that, in preparation for the assault against the giants, you send the other free follower to scout around their encampment for any weakness that you might exploit.

What they founded, was that on the left cliff separating their encampment with yours, there's a large amount of boulders at top of it, and that the soil there is fragile, making the opportunity of an avalanche to wipe them out, hard to pass out. Of course, giants being giants, can take many hits, and even a giant boulder hitting them in the head is likely that is not going to be enough to kill them.

>Rocky Cliff discovered.
>>
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>>4473112
Year: 306

Leads
>Arkham: Warlock,HP:100, Mag: 10, Str:5
>Ariza: Slasher, HP:80, Mag 5, Str: 10

Status
>Morale: Decent, Discipline: Low
>Demons: 14 (7 Male, 7 Female),
>Work Roles: 1 Free, 10 herders, 2 Rockmancer, 1 Rune Maker
>Food: 30, Sources: Small Goats (3 F per Deamon), Rock Fruit (2 F per Demon)
>Current Consumption: 30
>Current growth: 0.1 (Next Deamon 5 turns)
>Resources: 8 Stone (8/Y), 10 Gold, 16 Stone weapons, 0 Runes (2/Y), 5 Medicine

Society
>Technology: Basic Furnace, Basic Glassmaking, Basic Stone construction, Basic Herding, Rudimentary foraging.Rudimentary medicine.
>Culture & Customs: Basic Pentagram making, Semi-basic rune making.
>Goverment: Unrefined Despotism
>Military: Basic Stone Weapons, Basic Tactics, Loincloths.
>Magic: Basic Fireball, Rudimentary rockmancing
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit.Two thirds finished rudimentary outpost.

Diplomacy
>Giant's encampment: Hostile.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 16, 16 = 32 (2d20)

>>4473117
>develop ritual dance
>finish outpost
>>
>>4473141
Rolled 16, 16 = 32 (2d20)
>develop ritual dance

Magic power is an important element among the daemon race ,for their control over it is strong, rivaled only by other gifted races such as elves and faires.

To control such power, runes are used, but when runes are scarce or unavailable, ritual dances are the next best thing to summon magic energy.

That said though, it has been a long time since you last executed one of them, and as such, you can only remember one of them.

>Select a ritual dance.

>Ritual of lust (slightly increased population growth)
>Ritual of wrath (daemons are slighty more powerful a melee )
>Ritual of greed (chance of finding useful resources when exploring increased)
>Ritual of pride (daemons are slighty better with magic)
>>
>>4473246
>Ritual of pride (daemons are slighty better with magic)
>>
>>4473246
>>Ritual of wrath (daemons are slighty more powerful a melee )
>>
>>4473258
>Ritual of pride (daemons are slighty better with magic)

Among the few memories that you still retain from your life as a daemon prince, there is one about how to perform the Ritual of Pride to increases one's magic energy. Such Ritual involves the use of fancy movements combined with an elegant dance to one up each other, where one displays their pride to the fullest.

>Ritual of Pride added.
>Daemons become better with magic.

>finish outpost
following that, and with the new stone generated by rockmancy, you, alongside Ariza and free up follower, worked together to finish the outpost, who by now, has become the central piece of defense for the settlement agains't giant incursion, and who allows the group to monitor the canyon passes more easily.

>Stone consumed.
>Outpost finished.
>Pathways revealed.
>>
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>>4473457
Year: 307

Leads
>Arkham: Warlock,HP:100, Mag: 11, Str:5
>Ariza: Slasher, HP:80, Mag 6, Str: 10

Status
>Morale: Decent, Discipline: Low
>Demons: 14 (7 Male, 7 Female),
>Work Roles: 1 Free, 10 herders, 2 Rockmancer, 1 Rune Maker
>Food: 30, Sources: Small Goats (3 F per Deamon), Rock Fruit (2 F per Demon)
>Current Consumption: 30
>Current growth: 0.1 (Next Deamon 3 turns)
>Resources: 3 Stone (8/Y), 10 Gold, 16 Stone weapons, 2 Runes (2/Y), 5 Medicine

Society
>Technology: Basic Furnace, Basic Glassmaking, Basic Stone construction, Basic Herding, Rudimentary foraging.Rudimentary medicine.
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism
>Military: Basic Stone Weapons, Basic Melee Tactics, Basic Magic Tactics, Loincloths.
>Magic: Basic Fireball, Rudimentary rockmancing
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost.

Diplomacy
>Giant's encampment: Hostile.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 17, 20 = 37 (2d20)

>>4473466
>Develop healing magic
>Explore the new pathways
>>
>>4473517
Rolled 17, 20 = 37 (2d20)
>Develop healing magic
>Explore the new pathways

With some runes made by the runemaker already being infused with magic power, you decided to use them to develop and teach some basic healing spells for the group, so that they wouldn't be as reliant as much in the medicine. Luckily for you, despite the hard barriers between deamons and white magic, healing spell are so basic and easy to learn, that any race can master them with ease.

>4 runes spent
>Basic Healing magic developed

Following that, you decided to go alongside Ariza, for a exploration trip through the red canyons to see what there is inside the newly discovered pathways, and lucky be you, on your first try, you founded a rich vein of Moltium, a rare magic metal capable of lighting on fire and supporting high degree temperatures, in your path. It will require a very significant resource and technological investment to even extract and refine, but doing so, would grant your group the edge it needs.

>Moltium vein discovered.
>>
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>>4473673
Year: 308

Leads
>Arkham: Warlock,HP:100, Mag: 11, Str:5
>Ariza: Slasher, HP:80, Mag 6, Str: 10

Status
>Morale: Decent, Discipline: Low
>Demons: 14 (7 Male, 7 Female),
>Work Roles: 1 Free, 10 herders, 2 Rockmancer, 1 Rune Maker
>Food: 30, Sources: Small Goats (3 F per Deamon), Rock Fruit (2 F per Demon)
>Current Consumption: 30
>Current growth: 0.1 (Next Deamon 2 turns)
>Resources: 10 Stone (8/Y), 10 Gold, 16 Stone weapons, 0 Runes (2/Y), 5 Medicine, 0 Moltium

Society
>Technology: Basic Furnace, Basic Glassmaking, Basic Stone construction, Basic Herding, Rudimentary foraging.Rudimentary medicine.
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism
>Military: Basic Stone Weapons, Basic Melee Tactics, Basic Magic Tactics, Loincloths.
>Magic: Basic Fireball, Rudimentary rockmancing, Basic healing
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost.

Diplomacy
>Giant's encampment: Hostile.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)

(See you tomorrow guys)
>>
Rolled 12, 13 = 25 (2d20)

>>4473681
>develop furnace
time to better it so we can refine the moltium
>mine the moltium
>>
Rolled 9, 7 = 16 (2d20)

>>4473681
> Refine stone magic.
> Develop stone weapons
>>
>>4473698
we already have stone weapons dude
>>
>>4473697
Rolled 12, 13 = 25 (2d20)
>develop furnace
>mine the moltium

With the moltium located, you immediately began to order plans for it's extraction and refinement in order to create new weapons and armor for the group. With the first order of business, being to create a larger furnace to which refine the Moltium.

While you and Ariza were able to create such large furnace quite easily, it suddenly comes to your head, that you have no coal to which refine the material, as wood and dry grass won't be enough to create the high temperatures needed to refine it.

>Large Furnace developed.

Either way, as you and eriza worked on the furnace, the free follower began to work on extracting the moltium with his bare hands alongside some basic stone tools, which certainly didn't work for him, as he was only able to retrieve some small chunks from the veins. A metal pickaxe could do the work though.

>2 chunks of moltium extracted.
>>
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>>4473996
Year: 309

Leads
>Arkham: Warlock,HP:100, Mag: 11, Str:5
>Ariza: Slasher, HP:80, Mag 6, Str: 10

Status
>Morale: Decent, Discipline: Low
>Demons: 14 (7 Male, 7 Female),
>Work Roles: 1 Free, 10 herders, 2 Rockmancer, 1 Rune Maker
>Food: 30, Sources: Small Goats (3 F per Deamon), Rock Fruit (2 F per Demon)
>Current Consumption: 30
>Current growth: 0.1 (Next Deamon 1 turns)
>Resources: 18 Stone (8/Y), 10 Gold, 16 Stone weapons, 2 Runes (2/Y), 5 Medicine,2 Moltium chunks

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Basic Herding, Rudimentary foraging.Rudimentary medicine, Primitive smelting
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism
>Military: Basic Stone Weapons, Basic Melee Tactics, Basic Magic Tactics, Loincloths.
>Magic: Basic Fireball, Rudimentary rockmancing, Basic healing
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost.

Diplomacy
>Giant's encampment: Hostile.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 10, 8 = 18 (2d20)

>>4473996
>the free follower began to work on extracting the moltium with his bare hands alongside some basic stone tools, which certainly didn't work for him
so a stone pickaxe wasn't enough, hum
>>4474003
>develop herding
gotta improve what we got from the goats
>explore west
>>
>>4474044
Rolled 10, 8 = 18 (2d20)
>develop herding (gotta improve what we got from the goats)
>explore west

With such a large portion of the demon population bogged down on herding goats to have enough to even eat, improving the rate to which deamon herd goats, could certainly improve the food situation for the settlement. That said though, with limited knowledge left from your days in your large estates back when you were in the NetherRealm, the only solution you could think of, was to fence the goats and call it a day.

>Semi-Improved Goat herding developed.
>+0.5 Food per Herder.

Moving on from the goats, you sent Azira to explore the western parts of the red canyon in search for some resources like coal or iron to develop the settlement,

What she founded instead, was very suprising, for it was was none other than a pair a traveling birdmen merchants setting up a shop selling some what appeared to be some goblin slaves fresh off the golden desert.

"How much are them", asked Azira.
>"hoot!, hoot! (10 slaves per 5 gold)" replied the birdmen.

Insteresting.

>Birdmen merchants located.
>>
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>>4474076
Year: 309

In other news, a new daemon has now been summoned and grown, ready to serve your word.

Leads
>Arkham: Warlock,HP:100, Mag: 11, Str:5
>Ariza: Slasher, HP:80, Mag 6, Str: 10

Status
>Morale: Decent, Discipline: Low
>Demons: 15 (7 Male, 8 Female),
>Work Roles: 2 Free, 10 herders, 2 Rockmancer, 1 Rune Maker
>Food: 45 Generated per Year, 30 Stockpiled
>Current Consumption: 34
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.15 (Next Deamon 7 turns)
>Resources: 18 Stone (8/Y), 10 Gold, 16 Stone weapons, 2 Runes (2/Y), 5 Medicine,2 Moltium chunks

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging.Rudimentary medicine, Primitive smelting
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism
>Military: Basic Stone Weapons, Basic Melee Tactics, Basic Magic Tactics, Loincloths.
>Magic: Basic Fireball, Rudimentary rockmancing, Basic healing
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost.

Diplomacy
>Giant's encampment: Hostile.
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 19, 18 = 37 (2d20)

>>4474087
>make a new code of laws
time to improve our government, as primitive as it is
>explore east
time to find those minerals
>>
>>4474099
Rolled 19, 18 = 37 (2d20)
>make a new code of laws (time to improve our government, as primitive as it is)
>explore east (time to find those minerals)

For as currently as primitive and small your settlement currently is, it really needs some semblace of goverment in order to institute discipline among your daemon followers, and so, for that reason, you decided to order the creation of a code of laws directly from your word to make sure everyone follows you and knows their place, lest them suffer a punishment.

>Code of laws created.
>Discipline becomes medium.

With that out of the way, you sent the young new daemon to explore the east alongside Ariza to look for those minerals that the settelment really needs.

Their exploration of the east was cut short as they encountered a massive deep river early in their journey, but luckily for them, next to the river, they encountered none other than some surface Coal deposits, ready to be extracted with only the bare minumun of investment and workforce, which call be easily filled with some cheap slaves.

>Coal deposit found.
>Deep river found.
>>
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>>4474177
Year: 310

Word comes to your ear, that the giants in the campment to the north are planning to perform their usual decade long migration toward the south, which is where you settlement is, conflict surely seems on the horizon between your people and them.

Leads
>Arkham: Warlock,HP:100, Mag: 11, Str:5
>Ariza: Slasher, HP:80, Mag 6, Str: 10

Status
>Morale: Decent, Discipline: Low
>Demons: 15 (7 Male, 8 Female),
>Work Roles: 2 Free, 10 herders, 2 Rockmancer, 1 Rune Maker
>Food: 45 Generated per Year, 41 Stockpiled
>Current Consumption: 34
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.15 (Next Deamon 7 turns)
>Resources: 18 Stone (8/Y), 10 Gold, 16 Stone weapons, 4 Runes (2/Y), 5 Medicine, 2 Moltium chunks, 0 Coal.

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging.Rudimentary medicine, Primitive smelting
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism
>Military: Basic Stone Weapons, Basic Melee Tactics, Basic Magic Tactics, Loincloths.
>Magic: Basic Fireball, Rudimentary rockmancing, Basic healing
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost.

Diplomacy
>Giant's encampment: Hostile.
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
>>4474192
(forgot)
>Discipline: Medium.
>Goverment: Unrefined Despotism, Basic Code of Laws
>>
Rolled 9, 14 = 23 (2d20)

>>4474192
>develop leather armor/protection
>buy 10 slaves from the birdmen to mine the coal
>>
>>4474198
btw what does discipline do ?
>>
Rolled 1 (1d20)

>>4474192
>prepare traps for the trolls
>>4474201
Do we even have gold?
>>
>>4474637
yes, 10 gold. also we make 2 rolls my man
>>
>>4474205
(It makes the daemons more likely to follow your word and not disobey you)
>>4474201
>Rolled 9, 14 = 23 (2d20)
>develop leather armor/protection
>buy 10 slaves from the birdmen to mine the coal

During all those long centuries wandering the land, you and your fellow Deamons lost many valuable possesions and goods along the trek, among them, being the fine red silky robes and robust crimson armor usually worn by Daemons in the netherrealm, forcing you and the others to wear nothing more than an small loincloth, and a makeshift bra in case of Azira and the Daemonettes, during all this time.

Yet, with the goat business booming, you have obtained quite the large amount of animal skin, making the development of leather armor a possible affair. Of course, to do that, a skilled follower will have to dedicate all his time to refine the leather, but it will be worth it.

>New work role: Tanner

With the discovery of coal, a cheap labour force will be needed to extract, and to obtain one, like all civilized, you simply decided to bought it. Paying half of your remaining gold to buy some 10 goblin slaves for the settlement, and put them to work, of course, someone will be needed to keep all of them in line, so you asigned the other free follower to serve as the warden for these slaves, for after all, a single Daemon can take more than 10 goblins on his own.

>10 Goblins purchased with 5 gold.
>New work role: Warden.
>>
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>>4474647
Year: 311

With the half the Goblin slaves already working to exhaustion on the coal mine, perhaaps you could also use the rest to outsource the food production to them, and put the free demons to more skilled tasks.

Leads
>Arkham: Warlock,HP:100, Mag: 11, Str:5
>Ariza: Slasher, HP:80, Mag 6, Str: 10

Population
>Morale: Decent, Discipline: Medium
>Demons: 15 (7 Male, 8 Female),
>Slaves: 10 Goblins (Pacified)
>Demon Work Roles: 0 Free Demons, 10 herders , 2 Rockmancer , 1 Rune Maker , 1 Tanner,
>Slave Work Roles: 5 Free Slaves, 5 Coal miners

Storage
>Food: 45 Generated per Year, 47 Stockpiled
>Current Consumption: 39
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.15 (Next Deamon 6 turns)
>Resources: 26 Stone (8/Y), 5 Gold, 16 Stone weapons, 6 Runes (2/Y), 5 Medicine, 2 Moltium chunks, 5 Coal (5/Y), 2 leather (2/Y).

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging.Rudimentary medicine, Primitive smelting, Rudimentary Tanning.
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Basic Stone Weapons, Basic Melee Tactics, Basic Magic Tactics, Loincloths.
>Magic: Basic Fireball, Rudimentary rockmancing, Basic healing
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost.

Diplomacy
>Giant's encampment: Hostile.
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 17, 12 = 29 (2d20)

>>4474661
>develop rockmancy
>assign 1 rockmancer to smelt moltium
>>
>>4474690
>Rolled 17, 12 = 29 (2d20)
>develop rockmancy
>assign 1 rockmancer to smelt moltium

With the coal mined by the goblins already reaching the settlement's storage rooms, you decided that it would be a good time now to start smelting down the moltium chuncks to get some useful metal out of it.

To do that, you decided to asign a daemon follower to serve as the settlement's MetalWorker, and what better way to fill that roll than by getting a rockmancer to do that, for there's already plenty of stone gathered to be used. That said though, the settlement's poor knowledge of smelting, however, prevented the Daemon from doing what he wanted, for he was only able to produce some poor quality ingots out of the chuck. Meaning that further knowledge into the field is required.

>New work role: Metalworker
>2 poor quality Moltium ingots refined from 1 Moltium chunk.

Regarding what happened to the stone business, in order to not let the reasignment of duties hurt production too much, you decided to use some Runes to learn some more about the arts and basics of Rockmancy, so that you and your deamons could create and modify stones for construction at a faster rate.

>5 runes used.
>Basic Rockmancy Learnt
>>
>>4474850
Year: 312

Visual reports from the outpost come that the Giants are already beginning their migration to the south, meaning that you should prepare for in case anything happens.

Leads
>Arkham: Warlock,HP:100, Mag: 11, Str:5
>Ariza: Slasher, HP:80, Mag 6, Str: 10

Population
>Morale: Decent, Discipline: Medium
>Demons: 15 (7 Male, 8 Female),
>Slaves: 10 Goblins (Pacified)
>Demon Work Roles: 0 Free Demons, 10 herders , 2 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker
>Slave Work Roles: 5 Free Slaves, 5 Coal miners

Storage
>Food: 45 Generated per Year, 47 Stockpiled
>Current Consumption: 39
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.15 (Next Deamon 6 turns)
>Resources: 34 Stone (5/Y), 5 Gold, 16 Stone weapons, 3 Runes (2/Y), 5 Medicine, 1 Moltium chunks, 7 Coal (5/Y), 4 leather (2/Y). 2 Poor quality Moltium ingots (2/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging.Rudimentary medicine, Primitive smelting, Rudimentary Tanning.
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Basic Stone Weapons, Basic Melee Tactics, Basic Magic Tactics, Loincloths.
>Magic: Basic Fireball, Basic rockmancing, Basic healing
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost.

Diplomacy
>Giant's encampment: Hostile.
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 20, 1 = 21 (2d20)

>>4474863
>research metalworking
>explore south
remember the map my dude
>>
>>4474876
holy kek, the dice gods has
>>
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>>4474863
>>
>>4474876
Rolled 20, 1 = 21 (2d20)
>research metalworking
>explore south

Upset at the poor quality of the moltium ingots delivered to you last year, you ordered the poor daemon to better improve it's work if he wanted to continue having a neck. With harsh treat, the metalworker tried hard day and night to come with a solution to produce better ingots, and luckily for him, he obtained one as one day, he casted a fireball into the furnace alongside some coal powder and stone in an specific porportion, and the result obtained was rather excellent, for these ingots were of a much better quality than the last ones.

>2 Good quality Moltium ingots made
>improved Smelting developed.

Following that, as the metalworker re-smelted the poor quality ingots back into the furnace, you decided to explore the south of the settlement for a while, in search of some other possible metals in the area.

What you founded instead, was none other than a large deposit of diamonds sitting right next to an cliff in an dead end pathway, a pathway filled with giant spiders protecting the diamonds, that bit you numerous times during your trip, forcing you to return home with nothing but a bad illness.

>Spider cave founded.
>Diamond deposit founded
>Arkham takes 50 damage
>>
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>>4475167
>>4475167
Year: 313

The Giants are coming now, better do something about it!

Leads
>Arkham: Warlock,HP:50, Mag: 11, Str:5
>Ariza: Slasher, HP:80, Mag 6, Str: 10

Population
>Morale: Decent, Discipline: Medium
>Demons: 15 (7 Male, 8 Female),
>Slaves: 10 Goblins (Pacified)
>Demon Work Roles: 0 Free Demons, 10 herders , 2 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker
>Slave Work Roles: 5 Free Slaves, 5 Coal miners

Storage
>Food: 45 Generated per Year, 47 Stockpiled
>Current Consumption: 39
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.15 (Next Deamon 6 turns)
>Resources: 39 Stone (5/Y), 5 Gold, 16 Stone weapons, 5 Runes (2/Y), 5 Medicine, 1 Moltium chunks, 12 Coal (5/Y), 6 leather (2/Y). 2 Good quality Moltium ingots (2/Y), 0 Diamonds

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging.Rudimentary medicine, Improved smelting, Rudimentary Tanning.
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Basic Stone Weapons, Basic Melee Tactics, Basic Magic Tactics, Loincloths.
>Magic: Basic Fireball, Basic rockmancing, Basic healing
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost.

Diplomacy
>Giant's encampment: Hostile.
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)

(See you tomorrow guys, i need some sleep)
>>
Rolled 3, 3 = 6 (2d20)

>>4475174
>Experiment with moltium to discovers how much it improves our magic and it's ability with fire
>Cast heal on Arkham
how much do we heal per turn ? also night
>>
>>4475174
So can we deal the pass to the giants Camp using rockomancy and/or just shift out of their way when they go past?
>>
Rolled 20, 17 = 37 (2d20)

>>4475174
> Develop metal weapons
> Block off pass to Giant camp
>>
>>4475185
(10-50 if you use an action, 5 automatic per turn)
>>4475348
> Rolled 20, 17 = 37 (2d20)
> Develop metal weapons
> Block off pass to Giant camp

With the moltium refined, and made into good quality ingots, you knew that it was time now to make some actual weapons to fight of the spiders and giants and protect the settlement. With that in mind, you ordered the metalworker Daemon to build a mighty fire sword for you, and a fire lance for Azira, which he managed to do in a very short time, exceding all expectations as he delivered his great creations to you and your lover.

>Basic Weaponmaking developed
>2 Fire weapons created.
>Arkham and Ariza gain +2 Str

Despite these formidable weapons however, you were still to injured from the spider bites as to be in a condition to fight the giants, so in a bid to buy time, you used your rockmancy to block off the giant's pass with a large amount of dirt and stone. It will surely slow down the giants for a while, but not as much as to actually make them cancel their migration.

>Giant's pass blocked off temporarily.
>>
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>>4475589
Year: 314

Leads
>Arkham: Warlock,HP:55, Mag: 11, Str:7
>Ariza: Slasher, HP:80, Mag 6, Str: 12

Population
>Morale: Decent, Discipline: Medium
>Demons: 15 (7 Male, 8 Female),
>Slaves: 10 Goblins (Pacified)
>Demon Work Roles: 0 Free Demons, 10 herders , 2 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker
>Slave Work Roles: 5 Free Slaves, 5 Coal miners

Storage
>Food: 45 Generated per Year, 47 Stockpiled
>Current Consumption: 39
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.15 (Next Deamon 6 turns)
>Resources: 39 Stone (5/Y), 5 Gold, 16 Stone weapons, 5 Runes (2/Y), 5 Medicine, 0 Moltium chunks, 12 Coal (5/Y), 6 leather (2/Y). 2 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Basic Stone Weapons, Fire Weapons, Basic Melee Tactics, Basic Magic Tactics, Loincloths.
>Magic: Basic Fireball, Basic rockmancing, Basic healing
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost.

Diplomacy
>Giant's encampment: Hostile.
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 18, 2 = 20 (2d20)

>>4475593
>develop foraging
>heal Arkham
>>
Rolled 20, 15 = 35 (2d20)

>>4475593
>Develop fire magic
>Heal Arkham
>>
>>4475643
>Rolled 20, 15 = 35 (2d20)
>Develop fire magic
>Heal Arkham

In adition to the fire weapons, you and your group are definitely going to need some heavy hitters to take down these giants, luckily for you though, you had the necessary amount of runes to improve the group's fire magic habilities, all that you had to do, was to channel the energy of the runes into an useful form.

That form being, that of a Fire wall, capable of surrounding a target in large columns of flames, and preventing it from going anywhere as long as the wall is active.

>Fire wall learnt
>5 runes consumed.

In adition to that, in anticipation for the battle against the giants, you used your remaining time to rest and heal from the spider's bites, in order to be ready for it.

>Arkham gains 40 HP
>>
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>>4475657
Year: 315

And so, despite your best efforts to delay them, it seems that the Giants have already broken the rock barrier and are now migrating in full speed (for them) towards the south, and directly into the settlement. Meaning that it's time now to form ranks and mount an effective defense, that said though, with all the runes used into the development of the fire wall, magic energy is limited, so use it wisely.

Round 1

Deamons

>Arkham: Warlock, HP:95, Def: 8 Mag: 11, Str:7, (Loincloth)(Fire Sword)
>Ariza: Slasher, HP:80, Def: 6, Mag 6, Str: 12 (Loincloth)(Fire Spear)

>14 Deamon followers: HP: 60, Def: 5, Mag 6, Str: 7 (Loincloth)(Stone weapons)

>Magic Energy: 100

Giants
>"Rid": HP: 120: Def 4: Str: 8 (Bare fist)(Loincloth)
>"Tem": HP: 100, Def 3: Str: 8 (Bare fist)(Naked)
>"Daq": HP: 110: Def 4: Str: 9 (Big stick)(Loincloth)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Swarm them with Deamons
>Attack with Arkham (Specify)
>Attack with Ezira (Specify)
>>
Rolled 15, 5, 17 = 37 (3d20)

>>4475684
>Lauch Fireballs (30 Energy)
does it affects all ? if not fire them at Tem
>Attack with Arkham (Rid)
>Attack with Ezira (Tem)
>>
Rolled 2, 11, 16 = 29 (3d20)

>>4475684
>Swarm them with Deamons
>Attack with Arkham (Tem)
>Attack with Ezira (Tem)
>>
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>>4475691
>Rolled 15, 5, 17 = 37 (3d20)
>Lauch Fireballs (30 Energy)
>Attack with Arkham (Rid)
>Attack with Ezira (Tem)

As the giants approached the settlement, you decided to open up the battle with a rain of fireballs against the whole group of giants to burn them alive, which seemed to work, as they were forced to stand still while to defend themselves.

>Tem, Rid and Daq lose 15 Hp each

As the trio of giants braced themselves for the flames, you tried to exploit this moment by cutting the middle giant with your fire sword, only for him to repel you with a single arm move, making you crash on the floor.

>Arkham loses 20 HP

Upon seeing your wounded body on the floor, Ariza immediately went on the offensive, flying towards the naked giant and stabbing her left eye with her fire spear, causing much damage to her, and allowing her to carry you back.

>Tem loses 20 HP

Round 2

Seeing his friend badly wounded, Daq has decided to rush at the settlement in revenge.

Deamons

>Arkham: Warlock, HP:75, Def: 8 Mag: 11, Str:7, (Loincloth)(Fire Sword)
>Ariza: Slasher, HP:80, Def: 6, Mag 6, Str: 12 (Loincloth)(Fire Spear)

>14 Deamon followers: HP: 60, Def: 5, Mag 6, Str: 7 (Loincloth)(Stone weapons)

>Magic Energy: 70

Giants
>"Rid": HP: 105: Def 4: Str: 8 (Bare fist)(Loincloth)
>"Tem": HP: 65, Def 3: Str: 8 (Bare fist)(Naked)
>"Daq": HP: 95: Def 4: Str: 9 (Big stick)(Loincloth)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Defend
>Swarm them with Deamons
>Attack with Arkham (Specify)
>Attack with Ezira (Specify)
>>
>>4475960
OP they still need to breach our outpost right ?
>>
Rolled 6, 12, 16 = 34 (3d20)

>>4475960
>Attack with Arkham (Tem)
>Attack with Ezira (Tem)
>Defend
>>
>>4476007
My man can't catch a break, but at least we manage a good defense so perhaps he'll fare better
>>
Rolled 19, 15, 19 = 53 (3d20)

>>4475960
>Defend
>Attack with Arkham (Tem)
>Attack with Ezira (Tem)
>>
>>4476084
Nice!
>>
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>>4476007
>Rolled 6, 12, 16 = 34 (3d20)
>Attack with Arkham (Tem)
>Attack with Ariza (Tem)
>Defend

With Tem still in pain from the eye injury, you and Ariza decided to double team on her to get rid of her first, before dealing with the others, flying in opposite directions towards her, to attack her in both the front and back.

However, like before, Tem reacted quickly, and swatted you with another arm movement, sending you to the floor, fortunately for the cause however, Ariza took advantage of ther distraction to give her some cuts in her back, before carrying you back to safety.

>Tem loses 15 HP
>Arkham loses 15 HP

As this was happening, Daq tried to break the outer outpost of the settlement in order to crush all buildings inside of it himself, however, the daemon followers were quickly able to mount an effective defense to prevent for him to breaking the outpost completely.

>Outpost succesfully defended.

Round 3

As the oldest and most experienced of the giant trio, Rid has now decided to protect Tem himself.

Deamons

>Arkham: Warlock, HP:60, Def: 8 Mag: 11, Str:7, (Loincloth)(Fire Sword)
>Ariza: Slasher, HP:80, Def: 6, Mag 6, Str: 12 (Loincloth)(Fire Spear)

>14 Deamon followers: HP: 60, Def: 5, Mag 6, Str: 7 (Loincloth)(Stone weapons)

>Magic Energy: 70

Giants
>"Rid": HP: 105: Def 4: Str: 8 (Bare fist)(Loincloth)
>"Tem": HP: 50, Def 3: Str: 8 (Bare fist)(Naked)
>"Daq": HP: 95: Def 4: Str: 9 (Big stick)(Loincloth)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Defend
>Swarm them with Deamons
>Attack with Arkham (Specify)
>Attack with Ezira (Specify)
>>
>>4476084
what about this roll OP ?
>>
>>4476084
If possible, let’s use it for this turn
>>
>>4476084
Rolled 19, 15, 19 = 53 (3d20)
>Defend
>Attack with Arkham (Tem)
>Attack with Ezira (Tem)

And so, the battle continued as Daq tried all his best to break the outpost, only to be repelled again and again by the Daemon followers, who despite their inferior weaponry, managed to do some cuts into his skin.

>Daq loses 15 Hp
>Outpost Defended.

Meanwhile, up north, Rid wasn't able to arrive in time to help Tem, for and Azira executed a nonstop barrage of attacks agains't her, burning her legs with deep fire cuts, and only getting some minor scratches in return.

>Arkham loses 5Hp.
>Tem loses 20 Hp

Round 4

Deamons

>Arkham: Warlock, HP:55, Def: 8 Mag: 11, Str:7, (Loincloth)(Fire Sword)
>Ariza: Slasher, HP:80, Def: 6, Mag 6, Str: 12 (Loincloth)(Fire Spear)

>14 Deamon followers: HP: 60, Def: 5, Mag 6, Str: 7 (Loincloth)(Stone weapons)

>Magic Energy: 70

Giants
>"Rid": HP: 105: Def 4: Str: 8 (Bare fist)(Loincloth)
>"Tem": HP: 30, Def 3: Str: 8 (Bare fist)(Naked)
>"Daq": HP: 85: Def 4: Str: 9 (Big stick)(Loincloth)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Defend
>Swarm them with Deamons
>Attack with Arkham (Specify)
>Attack with Ariza (Specify)
>>
Rolled 13, 17, 15 = 45 (3d20)

>>4476378
holy shit even with a 15 our boy didn't do damage, only Ezira. btw daq should be with 80hp, since he had 95 last turn
>>4476378
>Defend
>Attack with Arkham (Tem)
>Attack with Ariza (Tem)
if Arkham didn't do damage because you missed it, them make him attack Rid instead, otherwise keep him on Tem
>>
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>>4476395
>Rolled 13, 17, 15 = 45 (3d20)
>Defend
>Attack with Arkham (Tem)
>Attack with Ariza (Tem)

Like before, once again, the daemons managed to repel Daq from the outpost without much trouble, though one of them got hitten by one of his swings with the big stick, leaving him injured.

>Outpost Defended
>1 Deamon Injured.

While this may be a temporary setback for you, it didn't matter at the end, for you and Ariza managed to finally, once and for all, defeat Tem, as she felt K.O into the groud, after Ariza poke her other eye with her spear, and you slashed her knees. The fact that she isn't dead even after this punishment, speaks of the toughness of these giants, but nevertherless, one less.

>Tem loses 30 HP
>Tem K.O

Round 5

It Seems that the apparent loss of her sister, has made Rid rather angry, for now, he is enraged, and fully commited to avenge her, dealing some damage to Ariza with his sonic claps.

>Ariza loses 10HP

Deamons

>Arkham: Warlock, HP:55, Def: 8 Mag: 11, Str:7, (Loincloth)(Fire Sword)
>Ariza: Slasher, HP:80, Def: 6, Mag 6, Str: 12 (Loincloth)(Fire Spear)

>13 Daemon followers: HP: 60, Def: 5, Mag 6, Str: 7 (Loincloth)(Stone weapons)
>1 Injured Deamon

>Magic Energy: 70

Giants
>"Rid": HP: 105: Def 4: Str: 8 (Bare fist)(Loincloth) (Enraged)
>"Tem": K.O
>"Daq": HP: 80: Def 4: Str: 9 (Big stick)(Loincloth)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Defend
>Swarm them with Deamons
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)
>>
>>4476596
(Forgot to update)
>Ariza: Slasher, HP:70, Def: 6, Mag 6, Str: 12 (Loincloth)(Fire Spear)
>>
Rolled 6, 1, 20 = 27 (3d20)

>>4476596
>Defend
>Attack with Arkham (Rid) (Magic)
now i understand why my boy was doing poorly
>Attack with Ariza (Rid) (Melee)
Let's deal with this brute
>>
>>4476604
well at least it was a 20 for his gf, but i hope another anon rolls better kek
>>
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>>4476604
>>4476607
>Rolled 6, 1, 20 = 27 (3d20)
>Defend
>Attack with Arkham (Rid) (Magic),now i understand why my boy was doing poorly
>Attack with Ariza (Rid) (Melee),Let's deal with this brute

Despite all their sucessful efforts to protect the outpost from the Daq, the truth was that it was only delaying the inevitable, for out of the sudden, Daq ripped the stones from the outpost directly from the groud, and threw to the other Daemons, injuring a few as the rest retreated to better positions.

>1 Daemon Injured
>Outpost broken

This was far from the first disaster for you this round however, as the enraged Rid used all of his strength to give a direct critical punch to you, leaving you almost to the brink of death.

>Arkham loses 50 HP

This was not unnoticed by Azira however, who in return for damaging her loved one, used her fire spear to cut off the giant's ears from his head, leaving him deaf, and grating the group a chance to beat him.

>Rid loses 35 HP
>Rid loses 2 Def.
>Rid stays still.

Round 5

With Rid still reeling from his bleeding ears, perhaps you can use this opportunity to use some magic on him.

Deamons

>Arkham: Warlock, HP:'5, Def: 8 Mag: 11, Str:7, (Loincloth)(Fire Sword)
>Ariza: Slasher, HP:70, Def: 6, Mag 6, Str: 12 (Loincloth)(Fire Spear)

>12 Daemon followers: HP: 60, Def: 5, Mag 6, Str: 7 (Loincloth)(Stone weapons)
>2 Injured Daemon

>Magic Energy: 70

Giants
>"Rid": HP: 80: Def 4: Str: 8 (Bare fist)(Loincloth) (Enraged)
>"Tem": K.O
>"Daq": HP: 80: Def 4: Str: 9 (Big stick)(Loincloth)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Defend
>Swarm them with Deamons
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)

(Tomorrow)
>>
Rolled 5, 6, 17 = 28 (3d20)

>>4476772
>Group Healing (20 Energy)
>Attack with Arkham (Rid) (Magic)
>Attack with Ariza (Rid) (Melee)
holy shit, don't you die on me bro
>>
Rolled 12, 4, 8 = 24 (3d20)

>>4476772
>Group Healing (20 Energy)
>Lauch Fireballs (30 Energy)
>Attack with Ariza (Rid Magic)
>>
>>4476796
See you tomorrow OP. Man I hope another anon get at least a better roll for the healing since with that 6 Arkham will be knocked out for sure even using magic
>>
>>4476796
>>4476809
12,6,17 now that's better. thanks dear anon
>>
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>>4476796
>Rolled 5, 6, 17 = 28 (3d20)
>Group Healing (20 Energy)
>Attack with Arkham (Rid) (Magic)
>Attack with Ariza (Rid) (Melee)

As the battle continued, it became clear that it was time now to do some healing, lest the group lose some valuable members, with that in mind, you used some of the remaining energy to execute a group healing spell, only for you to blow the process halway through due to your injuries, leading to a weakened spell.

>Arkham +20HP

Despite this however, you tried to continue fighting the giants not matter what, using some magic on them to burn them, but you were still to tired to execute the spell correctly.

>Magic attack failed.

Fortunately for everyone though, Ariza was there, yet again, to save your ass, as she used her spear to cut through Rid's ankle, making him crash to the floor with force

>Rid loses 20HP

Round 5

After all these failed attacks, you begin to consider if perhaps you could channel some strength and power into a single action, rather than trying to do everything at once.

Deamons

>Arkham: Warlock, HP:'5, Def: 8 Mag: 11, Str:7, (Loincloth)(Fire Sword)
>Ariza: Slasher, HP:70, Def: 6, Mag 6, Str: 12 (Loincloth)(Fire Spear)

>12 Daemon followers: HP: 60, Def: 5, Mag 6, Str: 7 (Loincloth)(Stone weapons)
>2 Injured Daemon

>Magic Energy: 70

Giants
>"Rid": HP: 80: Def 4: Str: 8 (Bare fist)(Loincloth) (Enraged)
>"Tem": K.O
>"Daq": HP: 80: Def 4: Str: 9 (Big stick)(Loincloth)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Defend
>Swarm them with Deamons
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)
>>
Rolled 20, 2 = 22 (2d20)

>>4477273
>Defend +3
>Attack with Ariza (Rid) (Melee) +3
Let our boy rest a little, also you forgot to add to his health. I’m putting the bonus outside because the dice will add the 3 to total result and not all the rolls
>>
>>4477301
that nat 20 could perhaps send it's bonus to the second roll ?
>>
Rolled 9 + 6 (1d20 + 6)

>>4477273
>Swarm them with Deamons
>>
>>4477301
>>4477326
Rolled 20, 2 = 22 (2d20)
>Defend +3
>Attack with Ariza (Rid) (Melee) +3

As the battled rage on, daq the giant tried his best to enter into the settlement in order to crush it with his big stick, however he was repelled again and again, by the deamons, who this time, not wanting to lose their new home, executed a clever manouver using fire to make him trip into the floor, crashing head first into his own stick.

>Daq loses 40 Hp

As this was happening, Ariza continued her battle against daq, aiming with her spear towards his other ankle, yet, getting swatted by his rapid and strong arm movements.

>Ariza loses 20Hp

Round 6

Deamons

>Arkham: Warlock, HP:25, Def: 8 Mag: 11, Str:7, (Loincloth)(Fire Sword)
>Ariza: Slasher, HP:50, Def: 6, Mag 6, Str: 12 (Loincloth)(Fire Spear)

>12 Daemon followers: HP: 60, Def: 5, Mag 6, Str: 7 (Loincloth)(Stone weapons)
>2 Injured Daemon

>Magic Energy: 50

Giants
>"Rid": HP: 80: Def 4: Str: 8 (Bare fist)(Loincloth) (Enraged)
>"Tem": K.O
>"Daq": HP: 40: Def 4: Str: 9 (Big stick)(Loincloth)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Defend
>Swarm them with Deamons
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)
>>
Rolled 18, 20 + 3 = 41 (2d20 + 3)

>>4477398
>Group Healing (20 Energy) +3
>Attack with Ariza (Rid) (Melee) +3
it seems daq will die before the enraged guy. holy shit even with a 5 we got 20 damage or was it because you didn't apply the bonus ?
>>
Rolled 8 + 6 (1d20 + 6)

>>4477398
>Group Healing
>>
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>>4477421
(The bonus is an add-on to that specific action, so it doesnt get transfered, hence the 40 Dmg to Daq during the 20 roll defend, when that happens it's a super critical)
>Rolled 18, 20 + 3 = 41 (2d20 + 3)
>Group Healing (20 Energy) +3
>Attack with Ariza (Rid) (Melee) +3

With you and Ariza still pretty badly wounded after that Rid's attack, you decided that it would be a great time now to get some some healing magic for everyone, which you managed to do sucessfully this time after some deep concentration.

>Arkham gains 30HP
>Ariza gains 20HP
>1 Daemon recovered

With her strength revitalized, Ariza then went for her special attack against the giant beast, intentionally entering inside of him through his wide-open mouth, only for her to immediately began shredding his insides with her fire spear, rupturing several of his organs, before finally bursting violently from his belly, killing the great beast from the inside.

>Rid loses 80HP
>Rid has been killed.

Round 9

Seeing his best friend dead before his eyes, Daq has entered into an state of enragement, using his big stick to stomp over many deamons in a violent fashion, in an ever more increasing violence.

>2 Daemons injured.

Deamons

>Arkham: Warlock, HP:55, Def: 8 Mag: 11, Str:7, (Loincloth)(Fire Sword)
>Ariza: Slasher, HP:70, Def: 6, Mag 6, Str: 12 (Loincloth)(Fire Spear)

>12 Daemon followers: HP: 60, Def: 5, Mag 6, Str: 7 (Loincloth)(Stone weapons)
>3 Injured Daemons

>Magic Energy: 50

Giants
>"Rid": Dead
>"Tem": K.O
>"Daq": HP: 40: Def 4: Str: 9 (Big stick)(Loincloth) (Enraged)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Defend
>Swarm them with Deamons
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)
>>
Rolled 8, 4 + 3 = 15 (2d20 + 3)

>>4477628
alright op, i meant to ask if you had used the +3 bonus to the 2 roll, which made it a 5 since Ariza had lost 20 health as Arkham had when he rolled a 1.
>Attack with Arkham (Daq) (Magic) +3
>Attack with Ariza (Daq) (Melee) +3
time to finish this and please arkham don't fail this attack now
>>
>>4477638
>Rolled 8, 4 + 3 = 15 (2d20 + 3)
>Attack with Arkham (Daq) (Magic) +3
>Attack with Ariza (Daq) (Melee) +3

With only one giant remaining, things were looking pretty good for the Daemon side, for you and Ariza were sure that this would be the end of the fighting as you two went off to finish off Daq, however, things quickly turned for the worse, as Daq simply refused to die, and instead, used his big stick to smack eveything around him, dealing some damage to you two, and delaying his death for another round.

>Arkham and Ariza lose 15HP
>Daq loses 20 HP

Round 9

Deamons

>Arkham: Warlock, HP:40, Def: 8 Mag: 11, Str:7, (Loincloth)(Fire Sword)
>Ariza: Slasher, HP:55, Def: 6, Mag 6, Str: 12 (Loincloth)(Fire Spear)

>12 Daemon followers: HP: 60, Def: 5, Mag 6, Str: 7 (Loincloth)(Stone weapons)
>3 Injured Daemons

>Magic Energy: 50

Giants
>"Rid": Dead
>"Tem": K.O
>"Daq": HP: 20: Def 4: Str: 9 (Big stick)(Loincloth) (Enraged)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Defend
>Swarm them with Deamons
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)
>>
Rolled 1, 10 + 3 = 14 (2d20 + 3)

>>4477915
>Attack with Arkham (Daq) (Magic) +3
>Attack with Ariza (Daq) (Melee) +3
Damn this enraged status. at least this is the last one and only 3 people from our settlement got injuried
>>
>>4477933
my boy can't catch a break, well at least we have a bonus so it's a 4 but still Arkham's rolls had been shit the entire fight, save for the last round
>>
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>>4477933
>Rolled 1, 10 + 3 = 14 (2d20 + 3)
>Attack with Arkham (Daq) (Magic) +3
>Attack with Ariza (Daq) (Melee) +3

And so, after all this time fighting these giants for the survival of the settlement, the final blow to them came not from you as you wanted to but rather to Ariza, who used her spear to cut off the giant's arm during some intense struggle as you, once again, fell flat into the floor after another smack. Either way now, Daq died from the blood loss, and with him, the northern giants of the red cayon fell to the daemon cause, leaving their lands open to expansion.

>Daq loses 20 HP
>Daq has been killed
>Arkham loses 15HP
>Ariza loses 5HP
>Northern Giants defeated
>10 Giant flesh obtained.

That said so, even this well earn victory hasn't been without it's costs, for the outpost has been damaged, numerous daemons are injured, and your constant mistakes and failures during the battle has cost you much legitimacy among the eyes of the deamonkin, for many are now seeing as Ariza as better fitting ruler than you.

>Discipline lowered to low

Either way, regardless of that, before you can begin recovering from the battle, there's still one matter left to solve, that being, what to do with Tem the giant, for she's still alive, if unconcious, on the floor next to the settlement, and it appears that she posesses some kind of special unique affinities, for the flesh of her eyes and ankles have been regenerating as she laid on the floor, meaning that it is better to decide something now, before she awakes from her slumber.

>Sell her to the birdmen merchants (100 Gold)
>Slave and tame her (Special Giant slave obtained)
>Sacrifice her on the dark altar (+25 Runes, discover one random spell)
>Cull her and obtain her special flesh (8 regenerating flesh obtained)
>Other (write in)

(See you tomorrow /qst/)
>>
>>4478168
>Slave and tame her (Special Giant slave obtained)
Man I knew after the third time Arkham got his shit roll I should’ve swapped him with Ariza
>>
>>4478168
>Sell her to the birdmen merchants (100 Gold)

She’s too powerful for only one of our lesser demons to oversee and she has a grudge against us. I just don’t think we’re in a state to tame her. Use the gold to buy goblin slaves.
>>
>>4478217
actually you have a point my dude, specially with their low morale. altough we still have 5 goblins free to use still so we can think of what to do
>>
>>4478168
>Cull her and obtain her special flesh (8 regenerating flesh obtained)
>>
>>4478168
>cull her and obtain her special flesh (8 regenerating flesh obtained
>>
>>4478217
Supporting in case it wasn’t clear
>>
Rolled 5, 5 = 10 (2d6)

Let's roll for a tie breaker
>>
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>>4478264
>>4478416
>Cull her and obtain her special flesh (8 regenerating flesh obtained)

While you had your ambitions of taming and making such large and powerful beast your slave, you knew that she was far too powerful for even a couple of daemons to oversee, and that with her grudge, it would be only a matter of time before she rebelled.

With that in mind, you decided to order your daemons to cull Tem and preserve her special regenerative flesh for storage, for you knew that this would surely be a powerful asset for the daemon cause. A very powerful asset indeed.

>8 Regenerating flesh obtained.
>Primitive Fleshmancy learnt
Year: 315

Leads
>Arkham: Warlock,HP:40, Mag: 11, Str:7 (Loincloth)(Fire Sword)
>Ariza: Slasher, HP:75, Mag 6, Str: 12 (Loincloth)(Fire Spear)

Population
>Morale: Decent, Discipline: Low
>Demons: 15 (7 Male, 8 Female), 3 Injured
>Slaves: 10 Goblins (Pacified)
>Demon Work Roles: 0 Free Demons, 9 herders , 2 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker, 1 Overseer
>Slave Work Roles: 5 Free Slaves, 5 Coal miners

Storage
>Food: 45 Generated per Year, 47 Stockpiled
>Current Consumption: 39
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.15 (Next Deamon 2 turns)
>Resources: 39 Stone (5/Y), 5 Gold, 16 Stone weapons, 5 Runes (2/Y), 5 Medicine, 0 Moltium chunks, 12 Coal (5/Y), 6 leather (2/Y). 2 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Basic Stone Weapons, Fire Weapons, Basic Melee Tactics, Basic Magic Tactics, Loincloths.
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost (Damaged)

Diplomacy
>Giant's encampment: Hostile.
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 19, 16 = 35 (2d20)

>>4478619
>Develop food preservation
Gonna be useful for regular food and to keep the giant meat
>Heal Arkham and Ariza
In case we can only heal one, focus on Arkham
>>
>>4478619

>>4478705 Sounds good to me.
>>
>>4478705
>Rolled 19, 16 = 35 (2d20)
>Develop food preservation, Gonna be useful for regular food and to keep the giant meat
>Heal Arkham and Ariza, in case we can only heal one, focus on Arkham

First things first, to avoid letting the giant meat rot, the settlement is going to need some basic food preservation techniques, you thought, and so, for that reason, you decided to order that the meat should be storaged underground to keep it cool. Not the best way to do it, but it works at least.

>Basic food preservation developed.

Either way, with the fight over, you and Ariza were left badly wounded by the giant's attacks, so some healing was well needed.

>Arkham gains 25Hp
>Ariza gains 5Hp.

Event #1 "A name worthy of leyends"

The fight did not definitely helped with your, already questionable reputation among your remaining daemon followers, who see you now as a jobber, who are they are still continuimg to follow due to the though situation they are in.

To help fix that problem, Ariza has given you the idea of finally giving the settlement an official name to boost morale and give a sense of pride among the daemons, something you really need right now.

>Write in for the settlement's new name
>>
>>4478759
>Leskatie
>>
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>>4478759
>Leskatie

After thinking for a while, you decided to name the starting settlement of your new realm "Leskatie", in honor to one of your favourite long-gone ancestors, who just like you, was a fellow daemon prince that had to start from scratch to become a feared daemon king in his own right, something you definitely want to emulate. And it seems that your followers had taken a linking for the name too.

>Discipline raised to Medium.

Year: 316, Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:40, Mag: 11, Str:7 (Loincloth)(Fire Sword)
>Ariza: Slasher, HP:75, Mag 6, Str: 12 (Loincloth)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 16 (8 Male, 8 Female), 3 Injured
>Slaves: 10 Goblins (Pacified)
>Demon Work Roles: 1 Free Demons, 10 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker, 1 Overseer
>Slave Work Roles: 5 Free Slaves, 5 Coal miners

Storage
>Food: 45 Generated per Year, 47 Stockpiled
>Current Consumption: 41
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.12 (Next Deamon 8 turns)
>Resources: 44 Stone (5/Y), 5 Gold, 16 Stone weapons, 7 Runes (2/Y), 5 Medicine, 0 Moltium chunks, 17 Coal (5/Y), 8 leather (2/Y). 2 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Basic Stone Weapons, Fire Weapons, Basic Melee Tactics, Basic Magic Tactics, Loincloths.
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost (Damaged)

Diplomacy
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 17, 7 = 24 (2d20)

>>4479079
>design armor with the leather
>Assign 5 slaves to herd and assign 1 herder as an overseer; the free demon shall extract moltium
>>
>>4479148
In case it’s not necessary to make a development to make leather armor and we just need the leather, we can better fleshmancy instead
>>
>>4479148
Rolled 17, 7 = 24 (2d20)
>design armor with the leather
>Assign 5 slaves to herd and assign 1 herder as an overseer; the free demon shall extract moltium

The battle with the giants showed you that even with all it's strength and power, a deamon needs more a simple loincloth to fight battles with, and so, for that reason, you ordered Leskatie's Tanner to design some crude leather armour using all the leather that he has been making for the last few years.

While far from the most perfect of protection, this crude armour will serve fine for now, until better materials can be adquired for that use.

>Crude Leather Armour developed.
>1 Piece of Leather Armour made.
>Rudimentary ArmourMaking developed.

In adition to that, with 5 free goblin laves still on the settlement's posession, and a new daemon follower summoned, you ordered a change in work duties, as a herder will be realocated as a new oveerseer to see these slaves work on the goat pens, all while the new follower is put to work extracting moltium for Leskatie.

However, it turns out that during the battle with the giants, a dastarly goblin slave managed to escape far away from captivity, leaving you with only 9 goblin slaves overall.

>1 Goblin slave escapes
>Deamons and Goblins reasigned duties.
>>
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>>4479340
Year: 316, Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:45, Mag: 11, Str:7 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:80, Mag 6, Str: 12 (Loincloth)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 16 (8 Male, 8 Female), 3 Injured
>Slaves: 10 Goblins (Pacified)
>Demon Work Roles: 1 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker, 2 Overseer
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Herders

Storage
>Food: 48 Generated per Year, 50 Stockpiled
>Current Consumption: 41
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.125 (Next Deamon 8 turns)
>Resources: 49 Stone (5/Y), 5 Gold, 16 Stone weapons, 7 Runes (2/Y), 5 Medicine, 1 Moltium chunks (0.5/Y), 17 Coal (5/Y), 8 leather (2/Y). 2 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh, 0 leather armor

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Basic Stone Weapons, Fire Weapons, Basic Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost (Damaged)

Diplomacy
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 9, 18 = 27 (2d20)

>>4479349
>improve stone tools
man that moltium is coming out slow so while we don't have iron let's do this
>repair outpost
>>
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>>4479375
Rolled 9, 18 = 27 (2d20)
>improve stone tools
>repair outpost

With the extraction of the moltium going at a very slow pace due to the lack of suitable tools to which extract it, you decided to order the creation of new stone weapons and tools to better extract resources and fight battles.

The process was lenghty and it cost much of Leskatie's stone reserves, but the new improved stone tools would surely be very worthwhile to the cause and paid back it's cost in no time. Following that, the rest of the stone reserves would be used to fix the northern outpost of the settlement and better fortify it.

>30+10 Stone consumed
>basic Stone weapons become improved stone weapons.
>Outpost repaired.

Year: 317, Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:50, Mag: 11, Str:7 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:80, Mag 6, Str: 12 (Loincloth)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 16 (8 Male, 8 Female), 3 Injured
>Slaves: 10 Goblins (Pacified)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker, 2 Overseer, 1 Moltium miner
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 4 Herders

Storage
>Food: 48 Generated per Year, 50 Stockpiled
>Current Consumption: 41
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.125 (Next Deamon 7 turns)
>Resources: 13 Stone (5/Y), 5 Gold, 16 Improved Stone weapons, 9 Runes (2/Y), 5 Medicine, 1.5 Moltium chunks (0.75/Y), 22 Coal (5/Y), 10 leather (2/Y). 2 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh, 0 leather armor

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Improved Stone Weapons, Fire Weapons, Basic Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost

Diplomacy
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)

(Tomorrow)
>>
Rolled 19, 3 = 22 (2d20)

>>4479609
>Practice combat
>Heal remaining injured demons
>>
Rolled 13, 3 = 16 (2d20)

>>4479628
>supporting
going with this
>>
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>>4479628
>>4479633
Rolled 16, 3 = 22 (2d20)
>Practice combat
>Heal remaining injured demons

With the battle with the giants still on everyone's minds, you knew that you could take advantage of it by studying what went right and what went wrong during it, how the tactics of the group could have been improved, and what training should you enforce on your followers to ensure that they have better melee tactics and training so that they can be the best warriors on this mortal relam.

>Improved Melee tactics developed

Aditionally, now that you had free time, you decided to use your healing spell on some of your followers that got injured during the battle to ensure that they remained in top form during the exercises, but apparently, you executed the spell a bit wrong, for in adition to their healed wounds, these followers are now feeling sick as a side effect.


Year: 318, Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:55, Mag: 11, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:80, Mag 6, Str: 12, Def: 6 (Loincloth)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 16 (8 Male, 8 Female), 3 Sick
>Slaves: 10 Goblins (Pacified)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker, 2 Overseer, 1 Moltium miner
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 4 Herders

Storage
>Food: 48 Generated per Year, 50 Stockpiled
>Current Consumption: 41
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.125 (Next Deamon 6 turns)
>Resources: 18 Stone (5/Y), 5 Gold, 16 Improved Stone weapons, 11 Runes (2/Y), 5 Medicine, 1.75 Moltium chunks (0.75/Y), 27 Coal (5/Y), 12 leather (2/Y). 4 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh, 0 leather armor

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Basic Food Preservation
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Improved Stone Weapons, Fire Weapons, Improved Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost

Diplomacy
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 17, 7 = 24 (2d20)

>>4480048
>develop ice magic
>try healing the demons again
>>
Rolled 8, 12 = 20 (2d20)

>>4480048
>>4480072 sounds good to me
>>
>>4480072
>>4480166
>Rolled 12, 9 = 24 (2d20)
>develop ice magic
>try healing the demons again

As you pondered in the keep about what should your next move, you vaguely begin to remember about a book that you read 500 years ago about the so called cold daemons of the AustralRealm and how they have powerful ice powers as opposed to the fire powers the fire daemons of the north like you.

As you remember that, you begin to wonder if perhaps you could practice some minor ice magic to complement your powers, for there's no hard barrier forbiding your kind from doing so, unlike with light magic. With that in mind, you use up some runes to create what's esencially a brief gust of cold air, not the best, but certainly an start.

>Primitive Coldmancy developed.
>5 Runes used up.

Either way, having done practicing it, you then went to turn your attention to trying to heal your deamon followers again, which this time worked, if only because you had to use a rune to not fuck up the process.

>3 sick daemons healed
>1 rune used up.
>>
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>>4480240
Year: 318, Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:60, Mag: 11, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:80, Mag 6, Str: 12, Def: 6 (Loincloth)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 16 (8 Male, 8 Female),
>Slaves: 10 Goblins (Pacified)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker, 2 Overseer, 1 Moltium miner
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 4 Herders

Storage
>Food: 48 Generated per Year, 50 Stockpiled
>Current Consumption: 41
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.125 (Next Deamon 5 turns)
>Resources: 23 Stone (5/Y), 5 Gold, 16 Improved Stone weapons, 6 Runes (2/Y), 5 Medicine, 2 Moltium chunks (0.75/Y), 30 Coal (5/Y), 14 leather (2/Y). 6 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh, 0 leather armor

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Basic Food Preservation
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Improved Stone Weapons, Fire Weapons, Improved Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy, Primitive Coldmancy.
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost

Diplomacy
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 2, 15 = 17 (2d20)

>>4480247
>develop tanning
>explore the giant's camp
>>
>>4480304
>Rolled 2, 15 = 17 (2d20)
>develop tanning
>explore the giant's camp

With eveyone now fully rested and healed from the battle with the giants, you decided that it would be a good time to do two things, explore the giant's campment, and developed the methods by which the realm makes latter.

The latter effort however, did not end up as well you hoped it would be, as the tanner ended up wasting a lot of perfectely good leather in failed experiments, you can always try again later though.

>8 Leather wasted.

That said though, unlike with the leather, your efforts to explore the giant's campment brought great results, as you explorers founded large deposits of copper where the giant's used to live, definitely something useful to trade and build things with.

>Large copper deposit found.
>>
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>>4480653
Year: 319, Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:65, Mag: 11, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:80, Mag 6, Str: 12, Def: 6 (Loincloth)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 16 (8 Male, 8 Female),
>Slaves: 10 Goblins (Pacified)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker, 2 Overseer, 1 Moltium miner
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 4 Herders

Storage
>Food: 48 Generated per Year, 50 Stockpiled
>Current Consumption: 41
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.125 (Next Deamon 4 turns)
>Resources: 28 Stone (5/Y), 5 Gold, 16 Improved Stone weapons, 8 Runes (2/Y), 5 Medicine, 0.75 Moltium chunks (0.75/Y), 35 Coal (5/Y), 6 leather (2/Y). 8 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh, 0 leather armor, 0 copper

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Basic Food Preservation
>Culture & Customs: Basic Pentagram making, Semi-basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Improved Stone Weapons, Fire Weapons, Improved Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy, Primitive Coldmancy.
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost

Diplomacy
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 8, 16 = 24 (2d20)

>>4480671
>develop rune making
>make the herder goblins mine the copper instead and their overseer will go with them
>>
>>4480678
>Rolled 8, 16 = 24 (2d20)
>develop rune making
>make the herder goblins mine the copper instead and their overseer will go with them

While the production of runes in the realm is going at a steady pace, you cannot wonder but notice how these runes are rather weak in power, and how crude their design really is, for they are nothing compared to the ones used back in NetherRealm, mostly due to their lack of an standard design, and irregular markings.

With that in mind, you ordered all the existing runes to be reforged, now with an standarized design, and with an specific series of markings to ensure that all of them grant the same amount of power. It will be costly, but needed.

>Basic rune making developed (Spells only cost now 4 runes now to learn)
>8 Runes consumed

Following that, in order to mine the copper, you ordered that all the herder goblins should be put to work on the copper mines alongside their oveerseer, something that definitely could had a serious impact on food production, if it wasn't for the fact that the overseer managed to recapure the long lost goblin that escaped a few years earlier, for he was too stupid to exit the maze that was the red canyons.

>1 goblin slave obtained
>Work roles reasigned.
>>
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>>4480913
Year: 320, Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:65, Mag: 11, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:80, Mag 6, Str: 12, Def: 6 (Loincloth)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 16 (8 Male, 8 Female),
>Slaves: 10 Goblins (Pacified)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker, 2 Overseer, 1 Moltium miner
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 44 Generated per Year, 52 Stockpiled
>Current Consumption: 42
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.125 (Next Deamon 3 turns)
>Resources: 28 Stone (5/Y), 5 Gold, 16 Improved Stone weapons, 8 Runes (2/Y), 5 Medicine, 0.75 Moltium chunks (0.75/Y), 40 Coal (5/Y), 8 leather (2/Y). 10 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh, 0 leather armor, 5 copper (5/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Basic Food Preservation
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Improved Stone Weapons, Fire Weapons, Improved Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy, Primitive Coldmancy.
>Buildings: Stone Huts, Despot's Keep, Rudimentary Altar, Basic undergroup deposit, Rudimentary Stone Outpost

Diplomacy
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 3, 11 = 14 (2d20)

>>4480927
>develop foraging
time to look for better greens(?)
>reform the altar
time to build it better
>>
>>4481021
Rolled 3, 11 = 14 (2d20)
>Develop Foraging, time to look for better greens(?)
>Reform the Altar, time to build it better

With the food situation running pretty tight for Leskatie, you decided to see if you could somehow improve the realm's foraging knowledge, by organizing an exploration party in search of new and better plants and herbs to use.

All that happened at the end though, was a sickened daemon, who accidentaly ate the infamous night Hydra, a highly deadly plant that poisons those who consume it. The poor fellow should be lucky that he was of a high species, otherwise, he would have died on the spot.

>Night Hydra located.

Ignoring that matter for the moment, with plenty of stone in the reserve, you decided that it would be time now, to improve and reform the altar into a proper monument of darkness and sacrifice like it should be, to ensure that the blood of future victims of sacrifice are milked for all their worth.

>Basic Dark Altar built (Increased benefits from sacrifice)
>>
Rolled 16, 17 = 33 (2d20)

>>4481021
+1
>>
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>>4481186
Year: 321, Leskatie, Red canyon.

It appears that the spider population in the south has begun to explode recently, worrying.

Leads
>Arkham: Warlock,HP:70, Mag: 11, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:80, Mag 6, Str: 12, Def: 6 (Loincloth)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 16 (8 Male, 8 Female), 1 Sick
>Slaves: 10 Goblins (Pacified)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker, 2 Overseer, 1 Moltium miner
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 44 Generated per Year, 52 Stockpiled
>Current Consumption: 42
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.125 (Next Deamon 2 turns)
>Resources: 20 Stone (5/Y), 5 Gold, 16 Improved Stone weapons, 4 Runes (2/Y), 5 Medicine, 1.5 Moltium chunks (0.75/Y), 45 Coal (5/Y), 10 leather (2/Y). 10 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh, 0 leather armor, 5 copper (5/Y), 0 Night Hydra

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Basic Food Preservation
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Improved Stone Weapons, Fire Weapons, Improved Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy, Primitive Coldmancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost

Diplomacy
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
>>4481197
Tomorrow, next day.
>>
>>4481188
use this roll to
>improve tools to copper ones
btw you forgot yo update the copper we had to 10
>equip Ariza with leather armor
>>
>>4481212
>>4481188
Rolled 16, 17 = 33 (2d20)
>improve tools to copper ones
>equip Ariza with leather armor

With a continous stream of copper mined by the goblin slaves entering the realm each year, you decided that it would be time now to upgrade the realm's tools and weapons from simple stone to copper, it would take all of the copper reserves to do such feat, but it would be a price worthy to pay in the name of better productivity and defense. That said though, since the copper is unrefined, it could use some upgrades.

>Stone weapons replaced by copper ones
>Crude Copper weapons developed
>10 Copper used.
>Moltium production increased.

In addition to the copper deal, you also used this year to fabrica more leather armour for your followers to wear, starting with your lover Ariza, who specifically requested a custom made light leather outfit that would grant her better mobility in battle, for she has always been a fan of wearing light clothing even before the trek, to the point that if she could fight in the nude she would, as she likes the feel of fresh blood in her skin.

>Ariza equiped with leather armor
>Ariza Max HP increased by 10
>>
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>>4481670
Year: 321, Leskatie, Red canyon.

The spiders have begun to grow more and more numerous with each year, infesting the red canyon with their presence. A quick and decisive extermination campaign could deal with them before they grow too powerful.

Leads
>Arkham: Warlock,HP:75, Mag: 11, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 16 (8 Male, 8 Female), 1 Sick
>Slaves: 10 Goblins (Pacified)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker, 2 Overseer, 1 Moltium miner
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 44 Generated per Year, 54 Stockpiled
>Current Consumption: 42
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.125 (Next Deamon 2 turns)
>Resources: 20 Stone (5/Y), 5 Gold, 16 Crude Copper weapons, 4 Runes (2/Y), 5 Medicine, 2 Moltium chunks (1/Y), 45 Coal (5/Y), 10 leather (2/Y). 10 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh, 0 leather armor, 5 copper (5/Y), 0 Night Hydra

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Basic Food Preservation
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy, Primitive Coldmancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost

Diplomacy
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 7, 4 = 11 (2d20)

>>4481674
>continue searching for better forage
>heal the sick daemon
>>
Rolled 16, 5 = 21 (2d20)

>>4481674
> Use ice magic to improve food storage.
>Get working on taming a few spiders and killing the rest
>>
>>4481788
>Rolled 16, 5 = 21 (2d20)
> Use ice magic to improve food storage.
>Get working on taming a few spiders and killing the rest

In order to improve the food storage situation in the realm, you came ip with an interesting solution. With what few ice magic you knew, you decided to put it into use to cool down the underground depots and stop the meat from rotting, thus, ensuring their freshness.

>Improved food storage developed.

Event #2 "Taming the impossible".

In order to deal with the spider infestation in the canyons and turn it into an advantage for the realm, you tried personally to tame and domesticate these giant spiders to use them as either livestock for magic ingredients or as war beasts, however, things quickly turned sour as you recieved nothing but a barrage of bites and scratches, making you question if such endeavor is even worth it in the first place.

>"We shall tame these beasts not matter what it takes"
>"Looks like we will have do to some extermination then"
>>
>>4481844
>"We shall tame these beasts not matter what it takes"
>>
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>>4481853
>"We shall tame these beasts not matter what it takes"

And so, despite your injuries, you decided to keep going at trying to tame one of these giant spiders, which you managed to do after so much suffering and pain, it won't be easy, but one day, all beasts on the world will bow to your feet.

>Arkham loses 40HP
>1 giant spider domesticated.

Year: 322, Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:40, Mag: 11, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 16 (8 Male, 8 Female), 1 Sick
>Slaves & Servants: 10 Goblins (Pacified), 1 Giant Spider
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker, 2 Overseer, 1 Moltium miner
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 44 Generated per Year, 54 Stockpiled
>Current Consumption: 42
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.125 (Next Deamon 2 turns)
>Resources: 25 Stone (5/Y), 5 Gold, 16 Crude Copper weapons, 4 Runes (2/Y), 5 Medicine, 2 Moltium chunks (1/Y), 50 Coal (5/Y), 12 leather (2/Y). 12 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh, 0 leather armor, 10 copper (5/Y), 0 Night Hydra

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Improved Food Preservation
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy, Primitive Coldmancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost

Diplomacy
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 14, 18 = 32 (2d20)

>>4482193
>create a dance to honor our ancestors
>heal Arkham
>>
>>4482242
>Rolled 14, 18 = 32 (2d20)
>create a dance to honor our ancestors
>heal Arkham

In order to improve somewhat the magic situation, as well as to better the sense of pride among the Leskaties, you decided to create a new dance to honor your ancestors, with the hope of establishing a ethereal conection with them through the elaborate dance moves, so that they could transfer their wisdom to you, and seek their guidance.

>Ancestral Dance created.
>+1 Magic for Arkham.

Following that, you took the time to use some healing spells to get rid of the spider poison and some leftover wounds from the fight with the giants, so that you could be in form for your next endeavor.

>Arkham gains 50 HP
>>
>>4482668
Year: 323, Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:95, Mag: 12, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 16 (8 Male, 8 Female), 1 Sick
>Slaves & Servants: 10 Goblins (Pacified), 1 Giant Spider
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker, 2 Overseer, 1 Moltium miner
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 44 Generated per Year, 54 Stockpiled
>Current Consumption: 42
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.125 (Next Deamon 2 turns)
>Resources: 30 Stone (5/Y), 5 Gold, 16 Crude Copper weapons, 4 Runes (2/Y), 5 Medicine, 3 Moltium chunks (1/Y), 55 Coal (5/Y), 14 leather (2/Y). 14 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh, 0 leather armor, 15 copper (5/Y), 0 Night Hydra

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Improved Food Preservation
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy, Primitive Coldmancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost

Diplomacy
>Birdmen merchants: Neutral.

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
>>4482671
(See you tommorrow)
>>
Rolled 15, 5 = 20 (2d20)

>>4482671
>look for better forage
>explore new lands
Whatever place we’ve missed
>>
Rolled 12, 6 = 18 (2d20)

>>4482671
Explore the western waters to see if we can expand into sailing and fishing
Train our demons to get ready to fight the spiders we didn't tame
>>
>>4482722
>Rolled 15, 5 = 20 (2d20)
>look for better forage
>explore new lands

With renewed vigour, you ordered an expedition into the western lands in order to search for better forage and resources for the realm, sending Ariza at the head of it, in case anything happened.

The first thing that she and others encountered as they travelled to the west, was none other than an small stream of water, where next of it grew the famed Desert Berry Fruit, a highly rich and delicious fruit with magical propierties that only grows in certain conditions.

Upon seeing such valuable goods, Ariza tried to get some of them, only to be stopped by a swarm of cactus people of all things, as they threw spears at her to stop her from taking their stuff, for these fruits were apparently propierty of their tribe, and that if she wanted some, she better bargain with them.

Since she was in not the mood for silly thing such as trade, Ariza decided to return to the base to announce her findings and plan a way to get that juicy delicacy somehow.

>Desert Berry fruit founded.
>Cactusian tribe contacted: Unfriendly.
>>
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>>4483264
Year: 325, Leskatie, Red canyon.

The spiders keep growing numerous at a fast rate, so is your realm, albeit slowly.

Leads
>Arkham: Warlock,HP:100, Mag: 12, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 17 (8 Male, 9 Female), 1 Sick
>Slaves & Servants: 10 Goblins (Pacified), 1 Giant Spider
>Demon Work Roles: 1 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker, 2 Overseer, 1 Moltium miner
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 44 Generated per Year, 54 Stockpiled
>Current Consumption: 43
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.125 (Next Deamon 7 turns)
>Resources: 35 Stone (5/Y), 5 Gold, 16 Crude Copper weapons, 6 Runes (2/Y), 5 Medicine, 4 Moltium chunks (1/Y), 55 Coal (5/Y), 16 leather (2/Y). 16 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh, 0 leather armor, 20 copper (5/Y), 0 Night Hydra, 0 Desert fruit

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Improved Food Preservation
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy, Primitive Coldmancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 8, 1 = 9 (2d20)

>>4483272
>Heal sick demon
>Time to exterminate those spiders
>>
Rolled 10, 20 = 30 (2d20)

>>4483272
>design copper armor
>talk to the cactus people about trading the desert berry
we can offer our leather or coal. if needed we can offer both
>>
>>4483288
Oh boy, that ain't good
>>
>>4483291
Rlx bro, my vote won
>>
>>4483290
>Rolled 10, 20 = 30 (2d20)
>design copper armor
>talk to the cactus people about trading the desert berry

With Copper becoming more and more common among Leskatie, you decided, with the intention of furthering the military capabilities of the realm, for the metal worker to design some copper armor using the existing ore for that purpose, which he did, to the best he could, for in it's unrefined form, the armor offered less mobility and flexibility than the leather one in exchange for a bit of an increased defense.

>Crude Copper armor developed.

Meanwhile, back in the east, since you were already busy with the spider problem in the south, you did not want to anger the Cactusians, and so, you sent an envoy to them to seek some trading with these people, for while common daemon pride mandated that equal trade with inferior beings was frowned upon, you were a bit more willing to be pragmatic in that regard.

Surpringly, the Cactusians agreed to the trade agreement, offering 5 handfulls of their berries each year in exchange for 5 lumps of coal...for some reason. A perfect arrangement if you can call one, as even their chief gave you some gold as a welcome gift.

>10 Gold Obtained.
>Trade with the Cactusians stablished, (5 desert berries for 5 coal)
>Relations with the cactusians improved.
>>
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>>4483614
Year: 326, Leskatie, Red canyon.


Leads
>Arkham: Warlock,HP:100, Mag: 12, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 17 (8 Male, 9 Female), 1 Sick
>Slaves & Servants: 10 Goblins (Pacified), 1 Giant Spider
>Demon Work Roles: 1 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker, 2 Overseer, 1 Moltium miner
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 44 Generated per Year, 55 Stockpiled
>Current Consumption: 43
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.125 (Next Deamon 6 turns)
>Resources: 40 Stone (5/Y), 5 Gold, 16 Crude Copper weapons, 8 Runes (2/Y), 5 Medicine, 4 Moltium chunks (1/Y), 55 Coal (5/Y), 18 leather (2/Y). 18 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh, 0 leather armor, 20 copper ore (5/Y), 0 Night Hydra, 5 Desert fruit

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Improved Food Preservation
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy, Primitive Coldmancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
>>4483623
(Forgot to add: Crude Copper Armor)
>>
>>4483627
op to refine copper we need a metalworker like the moltium or it's just a matter of development ?
>>
>>4483623
>make a plantation with the berries we received
>assign the free demon to refine the copper
>>
Rolled 18, 4 = 22 (2d20)

>>4483649
forgot
>>
>>4483649
Rolled 18, 4 = 22 (2d20)
>make a plantation with the berries we received
>assign the free demon to refine the copper

Since you were never a man of trade anyways, you decided to turn the deal with the cactusians against them by using the berries they gave you to start an plantation of dersert berries near the eastern lake of the red Canyon, which quickly proves to be an excellent choice, as the berries there began to grow fast.

>Desert Berry plantation constructed

Following that, in order to take care of the lack of good quality copper in the realm, you tried to asign the newest free daemon to serve as the second metalworker of Leskatie to produce copper ingots for the cause, only for her to reject you, for she says that she would preffer to take care of the plantation instead, which you reluctantly agree to do, if only because she was so annoying about it.

>New work role: Harverster.
>>
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>>4484033
Year: 327, Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:100, Mag: 12, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 17 (8 Male, 9 Female), 1 Sick
>Slaves & Servants: 10 Goblins (Pacified), 1 Giant Spider
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 1 Metalworker, 2 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 44 Generated per Year, 55 Stockpiled
>Current Consumption: 43
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.125 (Next Deamon 7 turns)
>Resources: 35 Stone (5/Y), 5 Gold, 16 Crude Copper weapons, 10 Runes (2/Y), 5 Medicine, 4 Moltium chunks (1/Y), 55 Coal (5/Y), 20 leather (2/Y). 20 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh, 0 leather armor, 25 copper ore (5/Y), 0 Night Hydra, 5 Desert fruit (5/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Improved Food Preservation
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy, Primitive Coldmancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost, Basic Desert fruit Plantation

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
>>4484057
how much food do we get from the plantation ?
>>
>>4484061
since our generated food didn't go up i'm curious if you missed it
>>
also the +10 gold we won it's missing
>>
Rolled 7, 6 = 13 (2d20)

>>4484057
>practice and increase coldmancy
>move the tanner to smelt copper
>>
>>4484066
(the desert fruit is more of a luxury item)
>>4484121
>Rolled 7, 6 = 13 (2d20)
>practice and increase coldmancy
>move the tanner to smelt copper

Coldmancy is still very much an unknown art to daemons of the north like you, but you are confident that with training and practice, you could master it like with your southern cousins, however, even spending days and days practicing without rest, the only thing you could achieve was for a an slighty cooler, denser and longer breeze of cold air, still an improvement over what you had previously though.

>Archaic Coldmancy developed
>4 Runes used.

Moving up from that, you also tried to get someone to melt the copper for the realm, which you managed to do by grabbing the tanner and putting her to melt the copper into ingots, which she managed to get the hang out of it, if only after wasting several bits of ore trying to learn the basics

>5 copper ore lost
>Work roles reasigned.
>>
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>>4484307
Year: 328, Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:100, Mag: 12, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 17 (8 Male, 9 Female), 1 Sick
>Slaves & Servants: 10 Goblins (Pacified), 1 Giant Spider
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 0 Tanner, 2 Metalworker, 2 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 44 Generated per Year, 55 Stockpiled
>Current Consumption: 43
>Sources: Small Goats (3.5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.125 (Next Deamon 6 turns)
>Resources: 40 Stone (5/Y), 15 Gold, 16 Crude Copper weapons, 8 Runes (2/Y), 5 Medicine, 4 Moltium chunks (1/Y), 60 Coal (5/Y), 20 leather (0/Y). 22 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh, 0 leather armor, 25 copper ore (5/Y), 0 Night Hydra, 10 Desert fruit (5/Y), 2 Ok quality copper ingots (2/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Improved Food Preservation
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy, Archaic Coldmancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost, Basic Desert fruit Plantation

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)

(See you next day)
>>
Rolled 17, 7 = 24 (2d20)

>>4484316
btw you forgot to add the berries we gain from trade with the ones we also produce
>use the desert berries to to feed the goats and improve their meat
>add more layers to the outpost and enlarge the walls connecting it
>>
Rolled 3, 12 = 15 (2d20)

>>4484316
>Develop copper weapons.
>Make more runes
>>
>>4484346
+1
>>
>>4484506
Thanks my dude, you can also roll just in case you get a better one than mine
>>
>>4484346
>Rolled 17, 7 = 24 (2d20)
>use the desert berries to to feed the goats and improve their meat
>add more layers to the outpost and enlarge the walls connecting it

The Desert Berries are more than just simply another food, they are great delicacy that everyone wants to have a taste of, and so, for that reason, you ordered the daemon herders to feed them to the goats to make them grow bigger and their meat taste more sweet.

At first, they laughted at your idea for being silly, but soon enough their laughts stopped as the goats became bigger and tastier as they feasted on the berries, allowing for a single of these new Large goats to feed more than a single small goat ever could.

>Small goats (3.5 F per daemon) become Large goats (5 F per Daemon)
>10 Desert Berries consumed.

Following, with the spider threat to the south growing more dangerous by each year, you decided to order the enlargement and fortification of the outpost to the south to protect the settlement, putting the daemons to work on it day and night until they achieved completition, tiring them to an insane degree but allowing for the construction to be completed in a record time.

>2 daemons become tired
>Southern outpost constructed for 30 Stone.
>>
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>>4484690
Year: 328, Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:100, Mag: 12, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 17 (8 Male, 9 Female), 2 Tired
>Slaves & Servants: 10 Goblins (Pacified), 1 Giant Spider
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 0 Tanner, 2 Metalworker, 2 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 45 Generated per Year, 58 Stockpiled
>Current Consumption: 43
>Sources: Large Goats (5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.130 (Next Deamon 5 turns)
>Resources: 15 Stone (5/Y), 15 Gold, 16 Crude Copper weapons, 10 Runes (2/Y), 5 Medicine, 5 Moltium chunks (1/Y), 60 Coal (5/Y), 20 leather (0/Y). 22 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 8 regenerative flesh, 0 leather armor, 25 copper ore (5/Y), 0 Night Hydra, 10 Desert fruit (10/Y), 4 Ok quality copper ingots (2/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Improved Food Preservation
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Primitive Fleshmancy, Archaic Coldmancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Rudimentary Stone Outpost (South), Basic Desert fruit Plantation

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)

(See you next day)
>>
Rolled 16, 4 = 20 (2d20)

>>4484697
>experiment with the regenerative flesh
>tame more spiders
>>
>>4484697
(Ignore the next day bit, i forgot to remove it from the paste)
>>
Rolled 1, 5 = 6 (2d20)

>>4484697
>experiment with the regenerative flesh
>tame more spiders
>>
>>4484711
>Rolled 16, 4 = 20 (2d20)
>experiment with the regenerative flesh
>tame more spiders

While your fleshmancy may be still very primitive by all standards, that did not stop you from deciding to dedicate some time to practice with it, using the regenerative flesh as a mold for the experimentation.

After countless days in the keep, you finally were able to get something special with it, an enhanced flesh golem to be exact, and while it's size may be tiny, this golem has the power to regenerate it's wounds and to achieve sentience, unlike regular flesh golems, truly the start of something beautiful for the realm.

>Rudimentary Fleshmancy developed
>Tiny enhanced flesh golem created.

While your mastery over the arts of the flesh is growing, you cannot say the same about your arts as a spider tamer, for once again, your efforts to tame the spiders ended in failure for you.

>Arkham loses 10HP
>>
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>>4485056
Year: 329 Leskatie, Red canyon.

The spiders keep growing more and more numerous, it won't be long before they try to enroach into your territory.

Leads
>Arkham: Warlock,HP:90, Mag: 12, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 17 (8 Male, 9 Female), 2 Tired
>Slaves & Servants: 10 Goblins (Pacified), 1 Giant Spider, Tiny Enhanced Flesh Golem.
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 0 Tanner, 2 Metalworker, 2 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 45 Generated per Year, 58 Stockpiled
>Current Consumption: 43
>Sources: Large Goats (5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.130 (Next Deamon 4 turns)
>Resources: 25 Stone (5/Y), 15 Gold, 16 Crude Copper weapons, 12 Runes (2/Y), 5 Medicine, 6 Moltium chunks (1/Y), 60 Coal (5/Y), 20 leather (0/Y). 22 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 7 regenerative flesh, 0 leather armor, 30 copper ore (5/Y), 0 Night Hydra, 20 Desert fruit (10/Y), 6 Ok quality copper ingots (2/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Improved Food Preservation
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Rudimentary Stone Outpost (South), Basic Desert fruit Plantation

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 8, 16 = 24 (2d20)

>>4485063
>train combining spells, first fireball with rockmancy
>third time's the charm. go tame a spider using what you learned not to do
>>
>>4485120
>Rolled 8, 16 = 24 (2d20)
>train combining spells, first fireball with rockmancy
>third time's the charm. go tame a spider using what you learned not to do

With the spider threat growing to the south, you decided to create and practice some new spells in order to have them as backup, in case a battle broke out. This time, you decided to combine the rockmancy and fireball spells to create meteors to which rain destruction upon the enemy, however, since it was a very long time since you used the spell, you could only manage to cast it in it's archaic form.

>4 Runes consumed
>Archaic Meteor leant.

Following, hoping that luck would be in your side this time, you tried, yet again, to tame these stupid giant spiders, using an strategy of sending your flesh golem to stun them before then putting them on a leash, an unorthodox strategy to be sure, but one that brought results apparently, as you managed to capture 5 spider while only suffering from minor injured.

>2 spiders tamed
>Arkham loses 5 HP
>Basic Taming learnt.
>>
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>>4485337
Year: 330 Leskatie, Red canyon.

The spiders keep growing more and more numerous, it won't be long before they try to enroach into your territory.

Leads
>Arkham: Warlock,HP:90, Mag: 12, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 17 (8 Male, 9 Female),
>Slaves & Servants: 10 Goblins (Pacified), 3 Giant Spider, Tiny Enhanced Flesh Golem.
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 0 Tanner, 2 Metalworker, 2 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 45 Generated per Year, 50 Stockpiled
>Current Consumption: 43
>Sources: Large Goats (5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.130 (Next Deamon 3 turns)
>Resources: 30 Stone (5/Y), 15 Gold, 16 Crude Copper weapons, 10 Runes (2/Y), 5 Medicine, 7 Moltium chunks (1/Y), 60 Coal (5/Y), 20 leather (0/Y). 24 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 7 regenerative flesh, 0 leather armor, 30 copper ore (5/Y), 0 Night Hydra, 20 Desert fruit (10/Y), 8 Ok quality copper ingots (2/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Improved Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Basic Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Archaic Meteor
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Rudimentary Stone Outpost (South), Basic Desert fruit Plantation

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 8, 10 = 18 (2d20)

>>4485340
>develop better magic tactics with our new spells
>scout the spider cave for info on their strengh
>>
>>4485348
>Rolled 8, 10 = 18 (2d20)
>develop better magic tactics with our new spells
>scout the spider cave for info on their strenght

You continued to work in your magic to better prepare yourself against the spider thread, training and practicing the new spells learnt since the battle with the giants and how to best use them in battle, particulary meteor, which has a cracy high energy cost, and is highly inaccurate against moving targets, yet, it's also currently your best bet against the spiders.

>Semi-Improved Magic tactics learnt
>+0.5 Mag for Arkham

In adition to that, you sent Ariza as a scout to the spider lands in order to learn some info about them, upon which, she learnt two important things, that one, the spider population has far outgrown the food capabilities of their zone, and now are wishing for more food, and two, that there's a large gap in the outpost where they can sneak in.

>Map updated.
>>
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>>4485539
Year: 331 Leskatie, Red canyon.

The Spiders have begun to amass on the outpost border, scary.

Leads
>Arkham: Warlock,HP:95, Mag: 12.5, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 17 (8 Male, 9 Female),
>Slaves & Servants: 10 Goblins (Pacified), 3 Giant Spider, Tiny Enhanced Flesh Golem.
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 0 Tanner, 2 Metalworker, 2 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 45 Generated per Year, 50 Stockpiled
>Current Consumption: 43
>Sources: Large Goats (5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.130 (Next Deamon 3 turns)
>Resources: 35 Stone (5/Y), 15 Gold, 16 Crude Copper weapons, 12 Runes (2/Y), 5 Medicine, 8 Moltium chunks (1/Y), 65 Coal (5/Y), 20 leather (0/Y). 25 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 7 regenerative flesh, 0 crude leather armor, 32 copper ore (5/Y), 0 Night Hydra, 30 Desert fruit (10/Y), 10 Ok quality copper ingots (2/Y), 0 crude leather armor.

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Improved Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Archaic Meteor
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Rudimentary Stone Outpost (South), Basic Desert fruit Plantation

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)

(next day)
>>
Rolled 15, 16 = 31 (2d20)

>>4485545
>Basic Military drill
with our new weapons, armor and spells we need to make sure our denizens are in touch with their capabilities should we need to attack or defend our domain
>close the gap in our south border against the spiders
>>
Rolled 15, 19 = 34 (2d20)

>>4485545
>>4485578 works for me
>>
>>4485578
>>4485637
Rolled 15, 17 = 32 (2d20)
>Basic Military drill, with our new weapons, armor and spells we need to make sure our denizens are in touch with their capabilities should we need to attack or defend our domain
>close the gap in our south border against the spiders

In order to be prepared at the maximun against the spiders, you ordered a general military drill of all daemon followers in the realm, to put them in touch with their capabilities and to make sure they will never falter, wether in the offense or in the defense.

>Basic Military drill developed
>Daemon followers gain +1 Str

Following that, you ordered your followers to close the gap in the southern border and to reinforce it against those damn spiders to prevent for any of them to sneak inside of the settlement.

>Southern outpost reinforced.
>>
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>>4485934
Year: 332 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Decent, Discipline: Medium
>Demons: 17 (8 Male, 9 Female),
>Slaves & Servants: 10 Goblins (Pacified), 3 Giant Spider, Tiny Enhanced Flesh Golem.
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 0 Tanner, 2 Metalworker, 2 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 45 Generated per Year, 50 Stockpiled
>Current Consumption: 43
>Sources: Large Goats (5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.130 (Next Deamon 2 turns)
>Resources: 40 Stone (5/Y), 15 Gold, 16 Crude Copper weapons, 14 Runes (2/Y), 5 Medicine, 9 Moltium chunks (1/Y), 65 Coal (5/Y), 20 leather (0/Y). 25 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 7 regenerative flesh, 0 crude leather armor, 35 copper ore (5/Y), 0 Night Hydra, 40 Desert fruit (10/Y), 102Ok quality copper ingots (2/Y), 0 crude leather armor.

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Improved Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Archaic Meteor
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Basic Desert fruit Plantation

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 4, 7 = 11 (2d20)

>>4485938
>develop weapons with the ok quality copper
>prepare to attack the spiders
gotta reduce the numbers of those creepy crawlies
>>
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>>4485943
Rolled 4, 7 = 11 (2d20)
>develop weapons with the ok quality copper
>prepare to attack the spiders

You tried to develop some weapons with the ok quality copper in order to equip your followers to the battle against the spiders, however, the new metal worker, once again, had trouble knowing how to properly treat the metal, an as a result, he fucked up the job, wasting several ingots of copper in the process.

>3 Ingots of copper wasted

That said though, the big battle against the spiders could not be delayed for another year, and so, even without the weapons, it was time now to cleanse and exterminate the south from the spider kin, whatever it took to do it.

Round 1

Deamons

>Arkham: Warlock,HP:100, Mag: 12.5, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear

>5 Daemon followers: HP: 65, Def: 6, Mag 6, Str: 8 (Crude Copper Armour)(Stone weapons)
>6 Daemon followers: HP: 60, Def: 6, Mag 6, Str: 8 (Crude Leather Armour)(Stone weapons)
>6 Daemon followers: HP: 60, Def: 5, Mag 6, Str: 8 (Loincloth)(Stone weapons)

>3 Spider Servants HP:50, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 120

Spiders
>24 Giant spiders HP: 60, Def: 6, Mag 6, Str: 6 (Exo-armor)(Poison fangs)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Breeze (10 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)
>>
Rolled 18, 6, 11 = 35 (3d20)

>>4486125
OP the stats say that we had 16 crude copper weapons so might wanna correct the stone weapons from some of our daemons next round

>Mount a fire wall (40 Energy)
>Attack with Arkham (closest spider) (Magic)
>Attack with Ariza (closest spider) (Melee)
>>
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>>4486140
Rolled 18, 6, 11 = 35 (3d20)
>Mount a fire wall (40 Energy)
>Attack with Arkham (closest spider) (Magic)
>Attack with Ariza (closest spider) (Melee)

To start the round, In order to protect against the spider waves, you decided to cast a fire wall upon the spiders to keep them at bay from the settlement and burn the few dumb ones that dare to approach it, burning several spiders as the large flames emerged from the floor.

>Fire wall raised.
>All spiders loses 4HP
>Defend deals damage

Following that, you and Ariza began your onslaught of the spiders, picking the closest ones to the border to punish them with your magic and fire weapons, only for you to be bitten by the first spider you approached, while Ariza barely landed her attack towards her target.

>Arkham becomes poisoned (lose 5HP per turn)
>1 Spider takes 12 Damaged

Round 1

Deamons

>Arkham: Warlock,HP:95, Mag: 12.5, Str:7, Def: 8 (Leather Armor)(Fire Sword) (Poisoned
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear

>5 Daemon followers: HP: 65, Def: 6, Mag 6, Str: 8.5 (Crude Copper Armour)(Crude Copper weapons)
>6 Daemon followers: HP: 60, Def: 6, Mag 6, Str: 8.5 (Crude Leather Armour)(Crude Copper weapons)
>6 Daemon followers: HP: 60, Def: 5, Mag 6, Str: 8.5 (Loincloth)(Crude Copper weapons)

>3 Spider Servants HP:50, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 120

Spiders
>23 Giant spiders HP: 54, Def: 6, Mag 6, Str: 6 (Exo-armor)(Poison fangs)
>1 Giant spiders HP: 44, Def: 6, Mag 6, Str: 6 (Exo-armor)(Poison fangs)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Breeze (10 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)
>>
Rolled 11, 7 + 3 = 21 (2d20 + 3)

>>4486336
>Attack with Arkham (44hp spider) (Magic) +3
>Attack with Ariza (44hp spider) (Melee) +3
how many turn will the poison last ?
>>
>>4486373 (Four)
>Rolled 11, 7 + 3 = 21 (2d20 + 3)
>Attack with Arkham (44hp spider) (Magic) +3
>Attack with Ariza (44hp spider) (Melee) +3

With all these spiders gathering in the front of the outpost, you knew that the best way to deal with them would to be get rid of them one by one until there were none. With that in mind, you and Ariza co-ordinated an magical-melee attack with the fire weapons upon the weakened spider in order to get rid of it, which luckily, worked as intended as the critter dropped dead.

>1 Spider dies.

Round 1

Deamons

>Arkham: Warlock,HP:95, Mag: 12.5, Str:7, Def: 8 (Leather Armor)(Fire Sword) (Poisoned
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear

>5 Daemon followers: HP: 65, Def: 6, Mag 6, Str: 8.5 (Crude Copper Armour)(Crude Copper weapons)
>6 Daemon followers: HP: 60, Def: 6, Mag 6, Str: 8.5 (Crude Leather Armour)(Crude Copper weapons)
>6 Daemon followers: HP: 60, Def: 5, Mag 6, Str: 8.5 (Loincloth)(Crude Copper weapons)

>3 Spider Servants HP:50, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 120

Spiders
>23 Giant spiders HP: 54, Def: 6, Mag 6, Str: 6 (Exo-armor)(Poison fangs)
>1 Giant spiders: Dead

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Breeze (10 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)

(Tomorrow)
>>
Rolled 11, 18 + 3 = 32 (2d20 + 3)

>>4486541
>Attack with Arkham (closest spider) (Magic) +3
>Attack with Ariza (closest spider) (Melee) +3
holy shit those are lotsa spiders
>>
Rolled 2 + 6 (1d20 + 6)

>>4486541
>Swarm them with Deamons
>>
>>4486552
>Rolled 11, 18 + 3 = 32 (2d20 + 3)
>Attack with Arkham (closest spider) (Magic) +3
>Attack with Ariza (closest spider) (Melee) +3

As a repeat of the previous move, you and Ariza decided to do a combined attack against the nearest spider, killing it with just two swift blows, just like the other one.

>1 Spider dies

Round 3

Even with how easily dispatched individual spiders are, their strength in numbers means that it would take a while to kill them all that way, and with them gathering for what appears to be a risky crossing of the fire wall, perhaps magic could be used to contain them.

Deamons

>Arkham: Warlock,HP:95, Mag: 12.5, Str:7, Def: 8 (Leather Armor)(Fire Sword) (Poisoned
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear

>5 Daemon followers: HP: 65, Def: 6, Mag 6, Str: 8.5 (Crude Copper Armour)(Crude Copper weapons)
>6 Daemon followers: HP: 60, Def: 6, Mag 6, Str: 8.5 (Crude Leather Armour)(Crude Copper weapons)
>6 Daemon followers: HP: 60, Def: 5, Mag 6, Str: 8.5 (Loincloth)(Crude Copper weapons)

>3 Spider Servants HP:50, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 120

Spiders
>22 Giant spiders HP: 54, Def: 6, Mag 6, Str: 6 (Exo-armor)(Poison fangs)
>2 Giant spiders: Dead

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results, plus 1 separate roll for the spider's turn. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Breeze (10 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)
>>
Rolled 1, 12 + 3 = 16 (2d20 + 3)

>>4487268
>Lauch Fireballs (30 Energy) +3
>Attack with Arkham (Nearby spider) (Magic) +3
btw Arkham hp should be 85 now since you forgot to reduce last turn and this one
>>
Rolled 16, 6 + 3 = 25 (2d20 + 3)

>>4487268
>Launch Fireballs
Swarm them with Deamons
>>
>>4487591
Good roll anon
>>
Rolled 5 (1d20)

>>4487591
The Spider's roll
>>
>>4487772
5 vs 9 from the swarm, neat
>>
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>>4487772
>>4487591
>Rolled 16, 6 + 3 = 25 (2d20 + 3)
>Launch Fireballs
>Swarm them with Deamons

With the spiders grouped together in close pack, you knew that this would be the time to order the launch some fireballs upon these insects, burning them all until they could move not more, with every daemon doing their best to cover them in pain and death.

>All Spiders lose 6HP

Following that, you ordered for your daemons to charge upon the weakened spiders, and slaughter them to the last one. as the dumb spiders were unable to put a effective defense to the charge, althought some daemons suffered some injuries during the initial clash.

>6 Spiders lose 6HP
>5 Daemon followers lose 5

Round 3

Even with how easily dispatched individual spiders are, their strength in numbers means that it would take a while to kill them all that way, and with them gathering for what appears to be a risky crossing of the fire wall, perhaps magic could be used to contain them.

Deamons

>Arkham: Warlock,HP:80, Mag: 12.5, Str:7, Def: 8 (Leather Armor)(Fire Sword) (Poisoned
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear

>5 Daemon followers: HP: 60, Def: 6, Mag 6, Str: 8.5 (Crude Copper Armour)(Crude Copper weapons)
>6 Daemon followers: HP: 60, Def: 6, Mag 6, Str: 8.5 (Crude Leather Armour)(Crude Copper weapons)
>6 Daemon followers: HP: 60, Def: 5, Mag 6, Str: 8.5 (Loincloth)(Crude Copper weapons)

>3 Spider Servants HP:50, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 60

Spiders
>14 Giant spiders HP: 48, Def: 6, Mag 6, Str: 6 (Exo-armor)(Poison fangs)
>6 Giant spiders HP: 42, Def: 6, Mag 6, Str: 6 (Exo-armor)(Poison fangs)
>2 Giant spiders: Dead

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Breeze (10 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)
>>
Rolled 9, 3 + 3 = 15 (2d20 + 3)

>>4487792
>Launch Fireballs +3
>Swarm them with Deamons +3
>>
Rolled 15 (1d20)

>>4487814
The spider roll
>>
>>4488177
15 vs a 6, not looking good
>>
>>4488177
>>4487814
>Rolled 9, 3 + 3 = 15 (2d20 + 3)
>Launch Fireballs +3
>Swarm them with Deamons +3

Once again, you ordered your daemon followers to lauch a barrage of fireballs upon the spiders to burn them down, which they did as you asked of them, however some spiders managed to escape the fire just in time to regroup

>12 Spiders lose 6HP

Following that, with their target softened, the daemons charged into a unorganized rush attack to swarm the spiders without your approval, getting repeled back by the spiders, as they continued to regroup.

>2 Spiders lose 6HP
>5 Daemon followers lose 5HP

Round 5

Deamons

>Arkham: Warlock,HP:75, Mag: 12.5, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear

>5 Daemon followers: HP: 60, Def: 6, Mag 6, Str: 8.5 (Crude Copper Armour)(Crude Copper weapons)
>6 Daemon followers: HP: 55, Def: 6, Mag 6, Str: 8.5 (Crude Leather Armour)(Crude Copper weapons)
>6 Daemon followers: HP: 60, Def: 5, Mag 6, Str: 8.5 (Loincloth)(Crude Copper weapons)

>3 Spider Servants HP:50, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 60

Spiders
>22 Giant spiders HP: 42, Def: 6, Mag 6, Str: 6 (Exo-armor)(Poison fangs)
>2 Giant spiders: Dead

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Breeze (10 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)
>>
Rolled 6, 12 + 3 = 21 (2d20 + 3)

>>4488195
so a 12 was not enough to hit all spiders with the spell, baka
>Defend +3
let's put the defense bonus+damage for good use
>Attack with Arkham (closest spider) (Magic) +3
>>
Rolled 16, 2 + 3 = 21 (2d20 + 3)

>>4488195
>Defend +3
>Use Servants +3
>>
Rolled 4 (1d20)

>>4488205
Spider roll
>>
>>4488377
>>4488205
>Rolled 6, 12 + 3 = 21 (2d20 + 3)
>Defend +3
>Attack with Arkham (closest spider) (Magic) +3

With the spiders still possing a threat, even after all that punishment from your daemons, you decided to do the next best thing, and let the spiders burn themselves with the fire wall, without putting your followers at risk. Amazingly though, despite the sillyness of the move, it worked as the spiders apparently lack the ability of lateral thinking to an extend.
>All spiders lose 3HP

Either way, with your energy rune in hand, you went to the nearest spider, and proceeded to blast it with dark energy to stow fear to it, and how it who's the boss.

>1 spider loses 30HP

Round 5

Deamons

>Arkham: Warlock,HP:75, Mag: 12.5, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear

>5 Daemon followers: HP: 60, Def: 6, Mag 6, Str: 8.5 (Crude Copper Armour)(Crude Copper weapons)
>6 Daemon followers: HP: 55, Def: 6, Mag 6, Str: 8.5 (Crude Leather Armour)(Crude Copper weapons)
>6 Daemon followers: HP: 60, Def: 5, Mag 6, Str: 8.5 (Loincloth)(Crude Copper weapons)

>3 Spider Servants HP:50, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 60

Spiders
>21 Giant spiders HP: 39, Def: 6, Mag 6, Str: 6 (Exo-armor)(Poison fangs)
>1 Giant spiders HP: 9, Def: 6, Mag 6, Str: 6 (Exo-armor)(Poison fangs)
>2 Giant spiders: Dead

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Breeze (10 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)

(Next day)
>>
Rolled 19, 7 + 3 = 29 (2d20 + 3)

>>4488389
>Defend +3
>Use Servants +3
sleep well OP
>>
Rolled 17 (1d20)

>>4488396
Spider's roll
>>
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>>4488904
>Rolled 17 (1d20)
>>4488396
>Defend +3
>Rolled 19, 7 + 3 = 29 (2d20 + 3)
>Use Servants +3

With the fire wall weakening, and it's energy near it's end, you decided that it would be wise to take advantage of it by staging a trap for the spiders to cross into it, so they could continue to burn to ashes.

While the spiders were none the wiser and avoided the initial trap, staying in their place, the truth was that this just a bait for them to take, for the fire wall soon thereafter, finished it's time, and collapsed upon itself, sending a final heat wave to the spider foe.

>All spiders lose 9HP
>Fire wall ends

Weakened and softened, you then sent your fellow spider servants to tear and rip their fellow brothers without mercy, only for them to hesitate strongly at the prospect of shallowing their fellow spider.

>Spider servants refuse to move.

Round 5

Deamons

>Arkham: Warlock,HP:75, Mag: 12.5, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear

>5 Daemon followers: HP: 60, Def: 6, Mag 6, Str: 8.5 (Crude Copper Armour)(Crude Copper weapons)
>6 Daemon followers: HP: 55, Def: 6, Mag 6, Str: 8.5 (Crude Leather Armour)(Crude Copper weapons)
>6 Daemon followers: HP: 60, Def: 5, Mag 6, Str: 8.5 (Loincloth)(Crude Copper weapons)

>3 Spider Servants HP:50, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 60

Spiders
>21 Giant spiders HP: 309, Def: 6, Mag 6, Str: 6 (Exo-armor)(Poison fangs)
>1 Giant spiders HP: 9, Def: 6, Mag 6, Str: 6 (Exo-armor)(Poison fangs)
>2 Giant spiders: Dead

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Breeze (10 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)
>>
Rolled 20 + 6 (1d20 + 6)

>>4488921
>Swarm them with Deamons
>>
>>4488922
Going with this, since the remaining are at only 30hp
>>
Rolled 12 (1d20)

>>4488922
Spider roll
>>
>>4489319
>Rolled 12 (1d20)
>>4488922
>Rolled 20 + 6 (1d20 + 6)
>Swarm them with Deamons


With the spiders still pretty disorganized and weakened by the fire, you knew that this was the perfect time to strike, and so, with that in mind, you ordered all your followers to do a massive charge towards the spider, with yourself and Ariza at the head of it, to massacre the spiders into submission.

The poor spiders, would be screaming if they could, as you and your men, exterminated them all one by one, using the fire on the floor to lit your weapons on fire for maximun intimidation and far fector, sending the spiders into a massive rout, that saw them perish by the minute.

By the time the slaughter had ended, almost all of the spiders laid dead on the floor, with their corpses and blood painting the red lanscape of the great canyons. The battle was over, and it was now time to reap the rewards.

>Spider legion destroyed
>26 spiders died
>20 poison veils gathered from their corpses

That said, even with all these spiders dying, a single one of them can manage to repopulate their numbers if left alone, but luckily for you, the scant six of them that managed to avoid death, were captured by your men before they could flee, and were brought before you, for you to decide what to do with them, for you could use some more spider servants, or maybe not.

>Kill those insects and fumigate their caves.
>Slay half of them, but keep the other half so we can train them.
>Let's see if we can form a big spider army loyal only to us.
>>
>>4489341
>Slay half of them, but keep the other half so we can train them.
>>
>>4489349
Also fumigate their caves so no more surprises
>>
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>>4489349
>Slay half of them, but keep the other half so we can train them.

And so, after thinking for a while, you decided to slay half of the remaining spiders, while keeping the rest to train them to be your servants. Aditionally, you ordered your men to fumigate and clease the caves from any remaining spiders and their nests, so that daemon civilization could expand into their lands.

>3 Spider servants obtained
>3 poison veils gathered.
>Southern caves fumigated and cleansed.

The victory has also increased the morale of eveyone.
>Morale raised

Year: 333 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:80, Mag: 12.5, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Good, Discipline: Medium
>Demons: 17 (8 Male, 9 Female),
>Slaves & Servants: 10 Goblins (Pacified), 6 Giant Spider, Tiny Enhanced Flesh Golem.
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 0 Tanner, 2 Metalworker, 2 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 45 Generated per Year, 54 Stockpiled
>Current Consumption: 43
>Sources: Large Goats (5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.130 (Next Deamon 1 turns)
>Resources: 40 Stone (5/Y), 15 Gold, 16 Crude Copper weapons, 14 Runes (2/Y), 5 Medicine, 9 Moltium chunks (1/Y), 65 Coal (5/Y), 20 leather (0/Y). 25 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 7 regenerative flesh, 0 crude leather armor, 35 copper ore (5/Y), 0 Night Hydra, 40 Desert fruit (10/Y), 12Ok quality copper ingots (2/Y), 0 crude leather armor, 23 poison vials.

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Improved Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Archaic Meteor
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Basic Desert fruit Plantation

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 11, 4 = 15 (2d20)

>>4489615
>try again to make better armor with the ok copper
>explore the east
>>
>>4489615
>explore the western water part and see if we can sail or fish in it
>develop food tech
>>
>>4489639
Roll 2d20 as well my dude
>>
Rolled 20, 6 = 26 (2d20)

>>4489615
>>
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>>4489639
>>4489643
>Rolled 20, 6 = 26 (2d20)
>explore the western water part and see if we can sail or fish in it
>develop food tech

Event #3 "Treasure ?"

The daemon civilization cannot keep itself contained to just the borders of the red canyons, for if you are to reclaim your birthright, your realm must expand on all horizons to do it. With that in mind, you ordered some followers of yours to fly over the lake to the west, and see if there's anything valuable in it, in terms of fishing resources or navigable ways.

After a short flight across the reasonably sized body of water, the exploring party encountered what appeared to be an abbandoned port over the lake, where the golden desert starts, upon which, laid many riches such as gold, rare fish, and pearls, among other loot.

Little is known right about the kind of creatures that built or collected these things, for evidence in the are suggest that they must have abbandoned the area in a hurry. yet, this present us a delightful opportunity to score some valuables with no resistance.

>Take everything not nailed down in the port and add it to the treasury.
>Occupy the abandoned port, and set up as our stronghold in the desert
>Do not disturb the area, for their owners may return,
>Better yet, hold the riches hostage and claim you were protecting them in exchange for a fee, of course.
>>
>>4489707
>Occupy the abandoned port, and set up as our stronghold in the desert
We store the treasury in our main base and use this one to project our influence
>>
>>4489707
>Occupy the abandoned port, and set up as our stronghold in the desert
>>
>>4489734
>>4489770
>Occupy the abandoned port, and set up as our stronghold in the desert

And so, after thinking for a while, you decided to order the exploration party claim the abbandoned port as part of your realm, planting your red flag over the dock, and storing the treasury in gold and pearls in your coffers.

>Red River Port claimed
>30 Gold collected

In adition to that, within the port, your men also founded some interesting technology regarding food preservation, such as drying racks and barrels, useful stuff, if they weren't in such bad state of disrepair.
>Semi-refined Food Preservation developed.
>>
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>>4490287
Year: 333 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:85, Mag: 12.5, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Good, Discipline: Medium
>Demons: 18 (9 Male, 9 Female),
>Slaves & Servants: 10 Goblins (Pacified), 6 Giant Spider, Tiny Enhanced Flesh Golem.
>Demon Work Roles: 1 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 0 Tanner, 2 Metalworker, 2 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 45 Generated per Year, 54 Stockpiled
>Current Consumption: 43
>Sources: Large Goats (5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.130 (Next Deamon 8 turns)
>Resources: 45 Stone (5/Y), 45 Gold, 16 Crude Copper weapons, 14 Runes (2/Y), 5 Medicine, 10 Moltium chunks (1/Y), 65 Coal (5/Y), 20 leather (0/Y). 27 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 7 regenerative flesh, 0 crude leather armor, 35 copper ore (5/Y), 0 Night Hydra, 50 Desert fruit (10/Y), 14 Ok quality copper ingots (2/Y), 0 crude leather armor, 23 poison vials.

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Semi-refined Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Archaic Meteor
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Basic Desert fruit Plantation, Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 7, 15 = 22 (2d20)

>>4490291
>make copper armor of ok quality for us and if there's enough to ariza as well
>buy 10 slaves from the birdmen
>>
>>4490307
>Rolled 7, 15 = 22 (2d20)
>make copper armor of ok quality for us and if there's enough to ariza as well
>buy 10 slaves from the birdmen

With the copper ingots being a plenty, you decided to order to the metalworkers the creation of brand new copper armor for all of your followers, as well as Ariza, to were in case another battle had to be fought in the future.

However, despite their skill, trying to create a suitable and protective armor for >3M tall beings winged beings, was far more troublesome that than the metalworkers hoped it would be, forcing them to only deliver half of what was promised, as they try to come with a way to craft armor faster and with less resources.

>10 OK copper armor created using 10 Copper ingots

This was something that you too needed to take care of, for an expanding and rappidly modernizing realm requires vasts amounts of cheap labour to produce what's needed in a timely matter. Luckily for you though, you had a cheap source in your backyard of labour ready to be bought like the propierty they are.

>10 Goblin slaves purchased for 5 gold.
>>
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>>4490529
Year: 334 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:90, Mag: 12.5, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Good, Discipline: Medium
>Demons: 18 (9 Male, 9 Female),
>Slaves & Servants: 20 Goblins (Pacified), 6 Giant Spider, Tiny Enhanced Flesh Golem.
>Demon Work Roles: 1 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 0 Tanner, 2 Metalworker, 2 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 10 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 45 Generated per Year, 54 Stockpiled
>Current Consumption: 44
>Sources: Large Goats (5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.130 (Next Deamon 7 turns)
>Resources: 50 Stone (5/Y), 45 Gold, 16 Crude Copper weapons, 16 Runes (2/Y), 5 Medicine, 11 Moltium chunks (1/Y), 65 Coal (5/Y), 20 leather (0/Y). 27 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 7 regenerative flesh, 0 crude leather armor, 40 copper ore (5/Y), 0 Night Hydra, 60 Desert fruit (10/Y), 6 Ok quality copper ingots (2/Y), 23 poison vials, 10 Copper Armor

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, Semi-refined Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Archaic Meteor
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Basic Desert fruit Plantation, Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 17, 9 = 26 (2d20)

>>4490535
>begin working on boats to travel the lake
>send 5 golins to mine the diamons and the free daemon as an overseer
op you forgot to equip Arkham and Ariza with the copper armor
>>
Rolled 15, 17 = 32 (2d20)

>>4490535
>develop food tech
>investigate the abandoned port and surrounding area to see why the previous inhabitants left
>>
>>4490595
>Rolled 15, 17 = 32 (2d20)
>develop food tech
>investigate the abandoned port and surrounding area to see why the previous inhabitants left

With the settlement population growing, and it's food demands increasing, you decided to take a closer look into further developing food preservation techniques, specially the ones discovered in the abbadones port. Particulary the barrels

After some try and error, your followers managed to make some make shift device they call the coldblock, which is to put fresh meat on a special barrel and then dug the barrel in a underground chamber, away from the scorches of the sun, and into the cold of the caverns.

>Refined Food preservation developed

Event #4 "This is mah land"

With that settled, you decided to order another expedition party into the west of Leskatie, with the intention of investigating the port and it's surrounding areas to see why the previous inhabitants left.

Not soon after crossing the entrace of the port, your explorers find nothing but a depilated and decaying village that was apparently victim of some cruelsome looting. At first, the party asumed that everyone there had been killed, and that therefor, the ruins of their settlement was for the daemons to take, only to then be surprised by the sight of around 20 something large black canine creatures walking in two legs approach them.

Apparently, they are the jackals, descendants of a once mighty civilization that fell into decline, and is now being conquered by the rising Leo tribe, and that this village had been sacked by them.

Your men briefly considered giving these poor bastards some spare change, when suddenly, one of them demands for you to return their port to them, or else they will do their hardest to reunite their empire starting with you, putting you in your nerves, but still calm enough to think of some alternatives.

>Give back their port to keep them happy and maybe use them as a proxy
>Sell their own port back at them, asking for whatever gold they have left
>Tell them to fuck off, and that we will the ones to extiguish what remains of their little race.
>>
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>>4490721
>>
>>4490721
>Tell them to fuck off, and that we can consider trading with them considering their poor condition
>>
>>4490730
>Tell them to fuck off, and that we can consider trading with them considering their poor condition

And so, after thinking for a while, you decided to simply tell the jackals to fuck off, and that they should be grateful that the daemon realm may consider trading with them in spite of their obviously poor position.

While the Jackals were furious at such response, they all knew deep down that this was the best they could ask for in such dire moment, and decided to drop the matter of the port, if only while they reconstruct the rest of their village.

>The Jackals: Unfriendly, discovered.
>>
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>>4490847
Year: 335 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:95, Mag: 12.5, Str:7, Def: 8 (Leather Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Leather Armour)(Fire Spear)

Population
>Morale: Good, Discipline: Medium
>Demons: 18 (9 Male, 9 Female),
>Slaves & Servants: 20 Goblins (Pacified), 6 Giant Spider, Tiny Enhanced Flesh Golem.
>Demon Work Roles: 1 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 0 Tanner, 2 Metalworker, 2 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 10 Free Slaves, 5 Coal miners, 5 Copper Miners

Storage
>Food: 45 Generated per Year, 54 Stockpiled
>Current Consumption: 44
>Sources: Large Goats (5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.130 (Next Deamon 6 turns)
>Resources: 55 Stone (5/Y), 45 Gold, 16 Crude Copper weapons, 18 Runes (2/Y), 5 Medicine, 11 Moltium chunks (1/Y), 65 Coal (5/Y), 20 leather (0/Y). 27 Good quality Moltium ingots (2/Y), 0 Diamonds, 2 Fire weapons,10 giant flesh, 7 regenerative flesh, 0 crude leather armor, 40 copper ore (5/Y), 0 Night Hydra, 70 Desert fruit (10/Y), 8 Ok quality copper ingots (2/Y), 23 poison vials, 10 Copper Armor

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Archaic Meteor
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Basic Desert fruit Plantation, Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)
>The Jackals: Unfriendly

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 16, 7 = 23 (2d20)

>>4490849
>try combining coldmancy with rockmancy
>send 5 golins to mine the diamons and the free daemon as an overseer
>>
Rolled 10, 14 = 24 (2d20)

>>4490849
>Practice necromancy with any any remaining spider corpses.
>send 5 goblins to mine the diamonds and the free daemon as an overseer
>>
Rolled 8, 13 = 21 (2d20)

>>4490849
research growth boosting tech/magic
research/build sailing/fishing boats
>>
>>4490893
>Rolled 10, 14 = 24 (2d20)
>Practice necromancy with any any remaining spider corpses.
>send 5 goblins to mine the diamonds and the free daemon as an overseer

While daemons are natural masters of dark magic, they tend mostly to focus on the teachings of soulmancy, as necromancy is the domain of the liches. That said though, any self-respecting daemon cannot call themselves one without knowing at least some forbidden arts, and you are going to make sure that is correct for everyone in your realm.

After some trial and error resurrecting the spider corpses with dark energy as your puppets, only to kill them again, you have learnt most of the bare guidelines on these dark arts, meaning things can only go up from here.

>Archaic Necromancy developed

Speaking of the death, you are going to make sure all goblins in your realm are worked to death for the benefit of their betters, well, not to death exactly, as that would mean damage of propierty, and having to replace it, but you get the point.

>Work Roles reasigned
>Goblins go from pacified to powerless.
>>
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>>4491860
Year: 336 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:95, Mag: 12.5, Str:7, Def: 8 (Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Copper Armour)(Fire Spear)

Population
>Morale: Good, Discipline: Medium
>Demons: 18 (9 Male, 9 Female),
>Slaves & Servants: 20 Goblins (Powerless), 6 Giant Spider, Tiny Enhanced Flesh Golem.
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 0 Tanner, 2 Metalworker, 3 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners, 5 Diamond Miners

Storage
>Food: 45 Generated per Year, 54 Stockpiled
>Current Consumption: 44
>Sources: Large Goats (5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.130 (Next Deamon 5 turns)
>Resources: 57 Stone (5/Y), 45 Gold, 16 Crude Copper weapons, 16 Runes (2/Y), 5 Medicine, 12 Moltium chunks (1/Y), 65 Coal (5/Y), 20 leather (0/Y). 27 Good quality Moltium ingots (2/Y), 5 Diamonds (5/Y), 2 Fire weapons,10 giant flesh, 7 regenerative flesh, 0 crude leather armor, 45 copper ore (5/Y), 0 Night Hydra, 70 Desert fruit (10/Y), 10 Ok quality copper ingots (2/Y), 23 poison vials, 10 Copper Armor

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Archaic Meteor, Archaic Necromancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Basic Desert fruit Plantation, Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)
>The Jackals: Unfriendly

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 20, 17 = 37 (2d20)

>>4491871
research growth boosting tech/magic
research/build sailing/fishing boats
>>
Rolled 1, 7 = 8 (2d20)

>>4491918
Going with this, gonna roll for that 20,20
>>
>>4491918
>Rolled 20, 17 = 37 (2d20)
>research growth boosting tech/magic
>research/build sailing/fishing boats

In order to better increase food production for your little realm, you decided to focus your runes and efforts into some growth magic, so that goats and crops would grow bigger and faster.

Naturally, as always, your impressive magical talent produced wonders, for in just a day worth of practice, you were able to make a mere goat newborn into a adult with the lightest amount of energy involved. You might not be the best warrior, but you certainly are the best caster.

>Improved Growthmancy developed (+30 extra food each year)

In other, more worldly, matters, you also ordered your followers to build some boats and rafts to which conect the red river port with the rest of the settlement, upon which, they presented to you the most finely crafted nautical cannoes mud and stone could create, which apparently work somehow, as they don't sink into the water. More than enough for you.

>Basic Boatmaking developed
>4 Basic stone cannoes made.
>>
>>4492331
Year: 337 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:7, Def: 8 (Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Copper Armour)(Fire Spear)

Population
>Morale: Good, Discipline: Medium
>Demons: 18 (9 Male, 9 Female),
>Slaves & Servants: 20 Goblins (Powerless), 6 Giant Spider, Tiny Enhanced Flesh Golem.
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 0 Tanner, 2 Metalworker, 3 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners, 5 Diamond Miners

Storage
>Food: 45 (+30) Generated per Year, 54 Stockpiled
>Current Consumption: 44
>Sources: Large Goats (5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.2 (Next Deamon 2 turns)
>Resources: 40 Stone (5/Y), 45 Gold, 16 Crude Copper weapons, 16 Runes (2/Y), 5 Medicine, 12 Moltium chunks (1/Y), 65 Coal (5/Y), 20 leather (0/Y). 27 Good quality Moltium ingots (2/Y), 5 Diamonds (5/Y), 2 Fire weapons,10 giant flesh, 7 regenerative flesh, 0 crude leather armor, 45 copper ore (5/Y), 0 Night Hydra, 70 Desert fruit (10/Y), 10 Ok quality copper ingots (2/Y), 23 poison vials, 10 Copper Armor, 0 Stone cannoes

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance.
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill, Basic Boatmaking
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Archaic Meteor, Archaic Necromancy, Improved GrowthMancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Basic Desert fruit Plantation, Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)
>The Jackals: Unfriendly

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 8, 9 = 17 (2d20)

>>4492341
>try combining coldmancy with rockmancy
>make ok quality copper armor for the rest of the demons
>>
Rolled 19, 14 = 33 (2d20)

>>4492341
i meant growth as in making more demon babies or summoning more demons but that's ok

>make demon babies/summon more demons
>start smithing copper armor for demons
>>
>>4492341
>Since we're probably getting of goatmeat practice fishing.
>By steel weapons from the birdmen and sell our bronze ones
>>
>>4492396
>Rolled 19, 14 = 33 (2d20)
>make demon babies/summon more demons
>start smithing copper armor for demons

Of course, growthing plants and animals isn't the only way to take advantage of magic energy to further the conditions of the realm, for in order to create a mighty empire, you are going to need countless daemon followers at your side, and to do that, more population growth is needed.

As the mythical creatures they are, daemons are typically created by the summoning and manifestation of concentrated pure ethereal energy, however, their worldly nature too, allows them to reproduce through the carnal act of procreation. Lesser daemons typically come from the latter, while greater daemons come from the former, though that's not always the case, like with you.

Nevertherless though, the introduction of a ferlity rite to increase the libido and need for company among your servants will make wonders for the growth of the realm.

>Ritual of lust introduced (+0.2 Growth)

Either way though, as your followers spread the seed of daemonkind, you told the metalworkers to create more copper armor for everyone, so that everyone would have their own set of armor.

>10 Copper armor sets created.
>>
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>>4492900
Year: 337 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:7, Def: 8 (Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Copper Armour)(Fire Spear)

Population
>Morale: Good, Discipline: Medium
>Demons: 19 (9 Male, 10 Female),
>Slaves & Servants: 20 Goblins (Powerless), 6 Giant Spider, Tiny Enhanced Flesh Golem.
>Demon Work Roles: 1 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 0 Tanner, 2 Metalworker, 3 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 5 Coal miners, 5 Copper Miners, 5 Diamond Miners

Storage
>Food: 45 (+30) Generated per Year, 64 Stockpiled
>Current Consumption: 46
>Sources: Large Goats (5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.2 (+0.2) (Next Deamon 2 turns)
>Resources: 45 Stone (5/Y), 45 Gold, 16 Crude Copper weapons, 12 Runes (2/Y), 5 Medicine, 12 Moltium chunks (1/Y), 65 Coal (5/Y), 20 leather (0/Y). 28 Good quality Moltium ingots (2/Y), 10 Diamonds (5/Y), 2 Fire weapons,10 giant flesh, 7 regenerative flesh, 0 crude leather armor, 50 copper ore (5/Y), 0 Night Hydra, 80 Desert fruit (10/Y), 2 Ok quality copper ingots (2/Y), 23 poison vials, 20 Copper Armor, 0 Stone cannoes

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill, Basic Boatmaking
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Archaic Meteor, Archaic Necromancy, Improved GrowthMancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Basic Desert fruit Plantation, Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)
>The Jackals: Unfriendly

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 9, 16 = 25 (2d20)

>>4492905
>develop an alloy with moltium and copper
>see with the cactusians about changing our trade of desert fruit to another resource they have
op you forgot about 5 free goblin slaves we still have
>>
>>4492928
>Rolled 9, 16 = 25 (2d20)
>develop an alloy with moltium and copper
>see with the cactusians about changing our trade of desert fruit to another resource they have

With copper and moltium being plentiful, you tought you would be able to make some useful alloys out of it, and so, you sent your metal workers to do the job, ASAP.

Unfortunately for you however, the idiots weren't able to come with anything useful other than some failed experiments, but oh well, at least you didn't lose any resourses this time.

In other news though, having now collected a giant stock of desert fruit, you decided to see with the cactusians to talk about if they would be willing to trade another things for your coal.

The Cactusian envoy said that they didn't really had else really in the little tribe, aside from some funny rocks they collect for fun, showing you one of them.

You, however, inmediately recognized the rock as tin, and so, in a fit of smooth talking, you convinced them to give their tin for you at a bargain.

>Desert Berry trade changed for Tin
>Relations with Cactusians become warm.
>>
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>>4493078
Year: 339 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:7, Def: 8 (Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Copper Armour)(Fire Spear)

Population
>Morale: Good, Discipline: Medium
>Demons: 19 (9 Male, 10 Female),
>Slaves & Servants: 20 Goblins (Powerless), 6 Giant Spider, Tiny Enhanced Flesh Golem.
>Demon Work Roles: 1 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 0 Tanner, 2 Metalworker, 3 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 5 Free Slaves, 5 Coal miners, 5 Copper Miners, 5 Diamond Miners

Storage
>Food: 45 (+30) Generated per Year, 70 Stockpiled
>Current Consumption: 46
>Sources: Large Goats (5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.2 (+0.2) (Next Deamon 1 turns)
>Resources: 50 Stone (5/Y), 45 Gold, 16 Crude Copper weapons, 12 Runes (2/Y), 5 Medicine, 13 Moltium chunks (1/Y), 65 Coal (5/Y), 20 leather (0/Y). 30 Good quality Moltium ingots (2/Y), 10 Diamonds (5/Y), 2 Fire weapons,10 giant flesh, 7 regenerative flesh, 0 crude leather armor, 50 copper ore (5/Y), 0 Night Hydra, 80 Desert fruit (0/Y), 4 Ok quality copper ingots (2/Y), 23 poison vials, 20 Copper Armor, 0 Stone cannoes, 5 Tin (5/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill, Basic Boatmaking
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Archaic Meteor, Archaic Necromancy, Improved GrowthMancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Basic Desert fruit Plantation, Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)
>The Jackals: Unfriendly

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 9, 4 = 13 (2d20)

>>4493088
>choose 2 from our best daemons as overlords to make the chain of command more efficient
since our domain is starting to grow more and faster by day we're gonna need more helping hands to keep order here. of course they're gonna be below us and Ariza but they'll have more powers than a regular daemon.
>send the free daemon to smelt copper
>>
Rolled 5, 11 = 16 (2d20)

>>4493088
>research bronze forging with the newly acquired tin
>do some personal training
>>
>>4493105
>Rolled 5, 11 = 16 (2d20)
>research bronze forging with the newly acquired tin
>do some personal training

With tin adquired, you knew that it was only a matter of time before you could unleash the wonders of bronze into the world, and slaughter eveyrone in your path with such powerful metal.

Unfortunately for you, however, your metalworkers, like always, fucked up the process, as they added 87.5 Tin and 12.5 copper rather than the other way around, wasting several chunks of good metal.

With such failure, twice in a row even, you decided to do some personal training to blow off some steam and stress after such hard dissapointment. This training session though, worked in your favour, as now you have renewed strength to do things right this time, and pass what you learnt ot others.

>+1 Str to Arkham.
>Rudimentary training developed.
>>
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>>4493520
Year: 339 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8 (Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Copper Armour)(Fire Spear)

Population
>Morale: Good, Discipline: Medium
>Demons: 20 (10 Male, 10 Female),
>Slaves & Servants: 20 Goblins (Powerless), 6 Giant Spider, Tiny Enhanced Flesh Golem.
>Demon Work Roles: 2 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 0 Tanner, 2 Metalworker, 3 Overseer, 1 Moltium miner, 1 Harvester
>Slave Work Roles: 5 Free Slaves, 5 Coal miners, 5 Copper Miners, 5 Diamond Miners

Storage
>Food: 45 (+30) Generated per Year, 70 Stockpiled
>Current Consumption: 48
>Sources: Large Goats (5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.09 (+0.2) (Next Deamon 2 turns)
>Resources: 55 Stone (5/Y), 45 Gold, 16 Crude Copper weapons, 14 Runes (2/Y), 5 Medicine, 13 Moltium chunks (1/Y), 65 Coal (5/Y), 20 leather (0/Y). 30 Good quality Moltium ingots (2/Y), 10 Diamonds (5/Y), 2 Fire weapons,10 giant flesh, 7 regenerative flesh, 0 crude leather armor, 55 copper ore (5/Y), 0 Night Hydra, 80 Desert fruit (0/Y), 4 Ok quality copper ingots (2/Y), 23 poison vials, 20 Copper Armor, 0 Stone cannoes, 10 Tin (5/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimantary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Archaic Meteor, Archaic Necromancy, Improved GrowthMancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Basic Desert fruit Plantation, Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)
>The Jackals: Unfriendly

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 9, 14 = 23 (2d20)

>>4493527
>try making bronze again
>send 1 free demon to tan leather, 1 free to be a copper metalworker and make the moltium miner an overseer to the 5 free goblins who will now mine the moltium
>>
>>4493540
Rolled 9, 14 = 23 (2d20)
>try making bronze again
>send 1 free demon to tan leather, 1 free to be a copper metalworker and make the moltium miner an overseer to the 5 free goblins who will now mine the moltium

Once again, you tried to make your metalworkers make bronze for you realm, this time, personally supervising them to make sure they did their job as intended, with the threat of the whip. Which you were looking foward to.

Sadly for you though, there would not whip today, as the metalworkers, finally made some decent quality bronze ingots, ready to be made into weapons and armor at any time.

>new work role, bronze metalworker

Following that, you then went to execute a general reorganization of your followers within your realm, to ensure that no daemon would be idle, and that all spare goblins would be put to hard labour for their betters.

>Work roles reasigned.
>>
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>>4493762
Year: 340 Leskatie, Red canyon.

Looks like the Jackals have finished rebuilding and resconstructing their village and forces, worrying.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8 (Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Copper Armour)(Fire Spear)

Population
>Morale: Good, Discipline: Medium
>Demons: 20 (10 Male, 10 Female),
>Slaves & Servants: 20 Goblins (Powerless), 6 Giant Spider, Tiny Enhanced Flesh Golem.
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 3 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 coal/ 5 Copper/ 5 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 70 Stockpiled
>Current Consumption: 48
>Sources: Large Goats (5 F per Deamon), Rock Fruit (2 F per Demon)
>Current growth: 0.09 (+0.2) (Next Deamon 1 turns)
>Resources: 60 Stone (5/Y), 45 Gold, 16 Crude Copper weapons, 14 Runes (2/Y), 5 Medicine, 18 Moltium chunks (4/Y), 65 Coal (5/Y), 25 leather (5/Y). 30 Good quality Moltium ingots (2/Y), 10 Diamonds (5/Y), 2 Fire weapons,10 giant flesh, 7 regenerative flesh, 0 crude leather armor, 55 copper ore (5/Y), 0 Night Hydra, 80 Desert fruit (0/Y), 4 Ok quality copper ingots (2/Y), 23 poison vials, 20 Copper Armor, 0 Stone cannoes, 15 Tin ore (5/Y), Bronze (2/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimantary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Archaic Meteor, Archaic Necromancy, Improved GrowthMancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Basic Desert fruit Plantation, Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)
>The Jackals: Unfriendly

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)

(tomorrow)
>>
Rolled 13, 20 = 33 (2d20)

>>4493776
have a feast and do some breeding
start expanding the plantations and farms
>>
Rolled 19, 13 = 32 (2d20)

>>4493816
+1
>>
>>4493816
>Rolled 13, 20 = 33 (2d20)
>have a feast and do some breeding
>start expanding the plantations and farms

In order to celebrate the 40' aniversary since the foundation of Leskatie, you decided to hold a grand feast for all your followers and congratulate them for all their hard work, by giving them the excellent opportunity to drink hard, eat mountains of food, torture some goblins, and of course, have a ritual orgy to create more babies, Of course, daemon genes degradate over time from over procreation and lack of pure nether, but still.

>+2 Lesser Daemons created.
>Morale raised to High

While this was happening however, you ordered the expansion of the desert fruit plantations of the west to mass support production, so that you wouldn't need to trade with the cactusians any more. Doing the same to the rock fruits also.

>Improved Desert fruit plantation created
>Improved Rock fruit plantation created.
>>
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>>4494608
Year: 341 Leskatie, Red canyon.

Looks like the Jackals have finished rebuilding and resconstructing their village and forces, worrying.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8 (Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Copper Armour)(Fire Spear)

Population
>Morale: Good, Discipline: Medium
>Demons: 21 Greater (11 Male, 10 Female), 2 Lesser (1 M/ 1 F)
>Slaves & Servants: 20 Goblins (Powerless), 6 Giant Spider, Tiny Enhanced Flesh Golem.
>Demon Work Roles: 3 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 3 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 coal/ 5 Copper/ 5 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 70 Stockpiled
>Current Consumption: 48
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.3 (+0.2) (Next Deamon 3 turns)
>Resources: 30 Stone (5/Y), 45 Gold, 16 Crude Copper weapons, 16 Runes (2/Y), 5 Medicine, 22 Moltium chunks (4/Y), 65 Coal (5/Y), 30 leather (5/Y). 32 Good quality Moltium ingots (2/Y), 10 Diamonds (5/Y), 2 Fire weapons,10 giant flesh, 7 regenerative flesh, 0 crude leather armor, 55 copper ore (5/Y), 0 Night Hydra, 86 Desert fruit (6/Y), 4 Ok quality copper ingots (2/Y), 23 poison vials, 20 Copper Armor, 0 Stone cannoes, 20 Tin ore (5/Y), Bronze (2/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimantary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Archaic Meteor, Archaic Necromancy, Improved GrowthMancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)
>The Jackals: Unfriendly

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 18, 15 = 33 (2d20)

>>4494618
>train the meteor spell to better grasp it
>make more flesh golem and equip it with copper weapons/armor
op you forgot to include how much bronze we have, to change the desert berries trade text to tin in diplomacy and the text in the slave roles are showing 2 positions with coal, which one should be diamond
>>
>>4494646
>Rolled 18, 15 = 33 (2d20)
>train the meteor spell to better grasp it
>make more flesh golem and equip it with copper weapons/armor

In order to better improve your powers, you decided to work on your meteor spell, which while powerful, it's highly inaccurate. Thankfully though, after just a brief session of work, you are ready to cast more stable and accurate versions of it.

>Basic Meteor developed

Following that, you then decided to create more flesh golems to use them as warriors and meatshields for your realm. Since you did not want to waste Tem's special flesh, you used regular giant flesh, which makes them less durable overall, but makes for good numbers

>3 Tiny flesh golems created.
>>
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>>4495023
Year: 342 Leskatie, Red canyon.

The Jackals have continued to rearm themselves.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8 (Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Copper Armour)(Fire Spear)

Population
>Morale: Good, Discipline: Medium
>Demons: 21 Greater (11 Male, 10 Female), 2 Lesser (1 M/ 1 F)
>Slaves & Servants: 20 Goblins (Powerless), 6 Giant Spider, 1 Tiny Enhanced Flesh Golem. 3 tyny flesh golems
>Demon Work Roles: 3 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 3 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 5 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 73 Stockpiled
>Current Consumption: 48
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.3 (+0.2) (Next Deamon 2 turns)
>Resources: 30 Stone (5/Y), 45 Gold, 16 Crude Copper weapons, 16 Runes (2/Y), 5 Medicine, 22 Moltium chunks (4/Y), 65 Coal (5/Y), 30 leather (5/Y). 34 Good quality Moltium ingots (2/Y), 15 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 0 crude leather armor, 60 copper ore (5/Y), 0 Night Hydra, 86 Desert fruit (6/Y), 6 Ok quality copper ingots (2/Y), 23 poison vials, 20 Copper Armor, 0 Stone cannoes, 25 Tin ore (5/Y), 6 Bronze (2/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimantary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)
>The Jackals: Unfriendly

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
>>4495029
See you next day
>>
Rolled 12, 3 = 15 (2d20)

>>4495029
>Use our experience with the golems to train our fleshmancy
>Offer to trade our desert fruit and/or leather with the Jackals
>>
Rolled 15, 10 = 25 (2d20)

>>4495029
>Use our experience with the golems to train our fleshmancy
>Offer to trade flesh and/or leather with the Jackals

Jackals are carnivores and might be offended if we tried trading desert fruit to them.
>>
>>4495315
You got a point, I jumped on the fruit because we have an excess
>>
>>4495315
>Rolled 15, 10 = 25 (2d20)
>Use our experience with the golems to train our fleshmancy
>Offer to trade flesh and/or leather with the Jackals

With the newly created golems buffing up ther numbers of your army, you knew that numbers alone wouldn't be enough to carry these constructs to victory, and so, you began to further your studies in the arts of Fleshmancy with the objetive of creating bigger and stronger golems as well the practical uses one can use with giant flesh.

>Rudimenary fleshmancy developed

Moving on to the west, not wanting to get bogged down in yet another petty and easy conflict with these pathetic creatures, you decided to send an envoy to them, offering to trade some dry goat meat in exchange for their valuables.

With the farmlands and pastures under Leo control, and their port under Daemon one, the jackals very reluctanly agreed to the deal, for their food reserves were low, and they did not want to starve to death. In exchange, they offered to you some gold dust powder from the few remaining gold mines under their control. A very lucrative deal for you.

>Trade with Jackals established (Trading 5 Food for 2 Gold yearly)
>>
>>4495509
Year: 343 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8 (Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Copper Armour)(Fire Spear)

Population
>Morale: Good, Discipline: Medium
>Demons: 21 Greater (11 Male, 10 Female), 2 Lesser (1 M/ 1 F)
>Slaves & Servants: 20 Goblins (Powerless), 6 Giant Spider, 1 Tiny Enhanced Flesh Golem. 3 tyny flesh golems
>Demon Work Roles: 3 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 3 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 5 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 73 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.3 (+0.2) (Next Deamon 1 turns)
>Resources: 35 Stone (5/Y), 47 Gold (2/Y), 16 Crude Copper weapons, 18 Runes (2/Y), 5 Medicine, 26 Moltium chunks (4/Y), 65 Coal (5/Y), 35 leather (5/Y). 34 Good quality Moltium ingots (2/Y), 15 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 0 crude leather armor, 60 copper ore (5/Y), 0 Night Hydra, 70 Desert fruit (6/Y), 8 Ok quality copper ingots (2/Y), 23 poison vials, 20 Copper Armor, 0 Stone cannoes, 25 Tin ore (5/Y), 8 Bronze (2/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimantary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Rudimentary Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food yearly)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
>>4495513
Forgot to update
>Magic: Rudimentary Fleshmancy
>>
Rolled 12, 12 = 24 (2d20)

>>4495513
>Get started on making stone canoes
>By chickens from the Birdmen
>>
>>4495514
that's what i was gonna say, we already had rudimentary fleshmancy so you mean either archaic or basic
>>
Rolled 8, 7 = 15 (2d20)

>>4495513
>Get started on making stone canoes
>assign work to the free daemon: 1 daemon to work with copper, 1 to collect night hydra and 1 to work with bronze
>>
Rolled 16, 11 = 27 (2d20)

>>4495513
Research making alcohol from desert fruit and rock fruit
research combining golemancy with rockomancy making rock golems
>>
>>4495690
>Rolled 16, 11 = 27 (2d20)
>Research making alcohol from desert fruit and rock fruit
>research combining golemancy with rockomancy making rock golems

After all these long years ruling the Leskatie realm, you sure are thirsty for something to drink, like you used to back in ther Netherrealm. With that in mind, you order your followers to make some cheap alcohol using the desert fruits, which they do, in a decently enough fashion to prevent for you to whip them.

>Basic Destillation learnt

Having satisfied your thirst, you then looked upon how to best raise numbers quickly should you need them for battle, upon which, you then tried to combine rockmancy with your knowledge of golems to create rock golems, as you read in your book.

The end result is decent enough for the training session, for while rock golems are less flexible and intelligent than flesh golems are, they are easier to construct and make in big numbers fast due to their material being plentiful.

>1 small rock golem created.
>>
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>>4495799
Year: 344 Leskatie, Red canyon.

Rumours come from the east of a series of unusual series of event coming from there. what could it be ?

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8 (Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Copper Armour)(Fire Spear)

Population
>Morale: High, Discipline: Medium
>Demons: 21 Greater (11 Male, 10 Female), 2 Lesser (1 M/ 1 F)
>Slaves & Servants: 20 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /1 small rock)
>Demon Work Roles: 3 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 3 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 5 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 73 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.3 (+0.2) (Next Deamon 1 turns)
>Resources: 40 Stone (5/Y), 49 Gold (2/Y), 16 Crude Copper weapons, 18 Runes (2/Y), 5 Medicine, 26 Moltium chunks (4/Y), 70 Coal (5/Y), 35 leather (5/Y). 34 Good quality Moltium ingots (2/Y), 20 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 0 crude leather armor, 60 copper ore (5/Y), 0 Night Hydra, 76 Desert fruit (6/Y), 10 Ok quality copper ingots (2/Y), 23 poison vials, 20 Copper Armor, 0 Stone cannoes, 25 Tin ore (5/Y), 8 Bronze (2/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Basic destillation.
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimantary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Basci Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal yearly)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food yearly)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
>>4495811
manufacture more rock golems
trade the alcohol with our neighbors
>>
Rolled 2, 20 = 22 (2d20)

>>4495811
>>4495815
>>
Rolled 17, 9 = 26 (2d20)

>>4495811
>Get started on making stone canoes
>explore the east
>>
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>>4495818
>Rolled 17, 9 = 26 (2d20)
>Get started on making stone canoes
>explore the east

Anyways, with access to the rivers being open to the realm, you decided to order your free followers to build some basic stone cannoes to which, mantain control of the water, the port, and allow for further exploration of the river.

>10 Stone Cannoes built

Event #5 " A lucrative deal"

Following that, you decided to organize an expedition to investigate the strange sounds coming from the east in order to know what the hell is going one, sending your men to the Red mountain for better visibility and an easier crossing to the west.

As they climbed up the mountain, they encountered some rather impresive things at first such as an small pond and several tress atop the mountain, alongside some great views, next to some small settlement of some strange people lying there.

The people that inhabited that settlement, according to your men, were of the most strange they had ever seen since arriving here, for despite their humanoid form and appareance, these people had deep purple skin and wore rags and bandages, covering their entire body with them, aditionally they had deep red eyes and tiny horns.

They call themselves the Dhow, and claim that they only recently migrated here after being expelled from their homeland due to their religious beliefs. At first, nothing gives your men the impression of anything interesting, but then, they discover several corpses, blood and bones next to a dark totem, for according to them, that's how they venerate the fallen angel.

Looks like you could use these idiots for your advantage, but how.

>Claim that you are the fallen angel and that they should worship you as their god and master or face your wrath.
>Scam them by giving some minor trinkets in exchange for all their valuables
>Offer them a mutual pact, where they would fall under your protection from raiders and such, in exchange for some...concesions...
>Other (Write in)

(Tomorrow guys)
>>
>>4496340
>Offer them a mutual pact, where they would fall under your protection from raiders and such, in exchange for some...concesions...
>>
>>4496340
>Offer them a mutual pact, where they would fall under your protection from raiders and such, in exchange for some...concesions...
>>
>>4496363
>>4496360
>Offer them a mutual pact, where they would fall under your protection from raiders and such, in exchange for some...concesions...

Thinking about the situation for while, at the end, for all your desires to be workshiped as the superior being that you are, you decided that a simple pact would do for now, if it meant an stable border, and some concesions from these idiots.

With that in mind, you sent a envoy to them offering them a mutual pact of sorts, where the Leskatie realm would protect them from raiders in exchange for some of their sacrifices for we venerate the same being as them.

Moved by the display of religous fervor and your generosity, the dhow agreed to send you some excess soul jars of their blood sacrifices as a gesture of benefit. Oh these idiots....

>Dhow settlement: Warm, located
>Mutual pact established with the Dhow (Protection for 1 Soul jar per year)
>>
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>>4496954
Year: 345 Leskatie, Red canyon.

After years of relative peace in the realm, some of your followers are claiming that you are becoming too weak and complacent.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8 (Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Copper Armour)(Fire Spear)

Population
>Morale: High, Discipline: Medium
>Demons: 21 Greater (11 Male, 10 Female), 3 Lesser (1 M/ 2 F)
>Slaves & Servants: 20 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /1 small rock)
>Demon Work Roles: 4 Free Demons, 9 herders , 1 Rockmancer , 1 Rune Maker , 1 Tanner, 3 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 5 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 73 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.3 (+0.2) (Next Deamon 0 turns)
>Resources: 45 Stone (5/Y), 49 Gold (2/Y), 16 Crude Copper weapons, 18 Runes (2/Y), 5 Medicine, 26 Moltium chunks (4/Y), 70 Coal (5/Y), 35 leather (5/Y). 34 Good quality Moltium ingots (2/Y), 20 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 0 crude leather armor, 60 copper ore (5/Y), 0 Night Hydra, 82 Desert fruit (6/Y), 12 Ok quality copper ingots (2/Y), 23 poison vials, 20 Copper Armor, 10 Stone cannoes, 25 Tin ore (5/Y), 8 Bronze (2/Y), 1 Soul jar (1/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Basic destillation.
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimantary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Basci Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Warm (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 10, 12 = 22 (2d20)

>>4497012
>develop our government, in addition to our rules and Ariza as the second in command name our best daemon an overlord to be a minor power that will obey us and also take care of the common folk
>assign roles for the free daemons: 1 as copper worker, 1 as bronze worker, 1 to collect night hidra and 1 to produce runes
OP you forgot to increase our runes and moltium ingots from last turn
>>
>>4497083
>Rolled 10, 12 = 22 (2d20)
>develop our government, in addition to our rules and Ariza as the second in command name our best daemon an overlord to be a minor power that will obey us and also take care of the common folk
>assign roles for the free daemons: 1 as copper worker, 1 as bronze worker, 1 to collect night hidra and 1 to produce runes

With the daemon population growing at a rather fast rate in the last few years, you knew that it was time to develop a proper hierarchy of governance, with you and Ariza at the top, the slaves at the bottom, and the rest of the daemons, lesser or otherwise, in between. To make sure that such changes stick, you used your magic power to uplift a regular daemon follower into an overlord, which will serve as the regional commanders to enforce your word.

>1 Daemon follower upgraded to Overlord
>Discipline raised

With the social piramid of your realm stablished, you then asigned the free followers some new jobs and work roles for them to do.

>Work roles reasigned.
>>
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>>4497385
Year: 346 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8 (Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Copper Armour)(Fire Spear)

Population
>Morale: High, Discipline: Medium
>Demons: 1 Overlord (1 Male) 20 Greater (10 M, 10 F), 3 Lesser (1 M, 2 F),
>Slaves & Servants: 20 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /1 small rock)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 1 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 5 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 73 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.3 (+0.2) (Next Deamon 2 turns)
>Resources: 45 Stone (5/Y), 49 Gold (2/Y), 16 Crude Copper weapons, 20 Runes (4/Y), 5 Medicine, 30 Moltium chunks (4/Y), 70 Coal (5/Y), 40 leather (5/Y). 34 Good quality Moltium ingots (2/Y), 20 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 0 crude leather armor, 65 copper ore (5/Y),3 Night Hydra (2/Y) , 82 Desert fruit (6/Y), 16 Ok quality copper ingots (4/Y), 23 poison vials, 20 Copper Armor, 10 Stone cannoes, 25 Tin ore (5/Y), 10 Bronze (4/Y), 1 Soul jar (1/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Basic destillation.
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimantary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Basci Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Warm (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
>>4497401
build more rock golems
improve our alcohol making
>>
Rolled 10, 15 = 25 (2d20)

>>4497414
>>
Rolled 17, 2 = 19 (2d20)

>>4497401
>improve our alcohol making
>repair the port
>>
>>4497418
>Rolled 10, 15 = 25 (2d20)
>build more rock golems
>improve our alcohol making

Either way, with your knowledge of rockmancy at a decent enough level, you decided build some more rock golems to have them in reserve should the need to use them arise.


>3 small Rock golems created

Following that, you also decided to spent some time improving the destillation and alcohol techniques used in the realm, to make sure that your daily beer jar doesn't taste like warm piss.

>Improved destillation learnt.
>>
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>>4497818
Year: 346 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8 (Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Copper Armour)(Fire Spear)

Population
>Morale: High, Discipline: Medium-hihg
>Demons: 1 Overlord (1 Male) 20 Greater (10 M, 10 F), 3 Lesser (1 M, 2 F),
>Slaves & Servants: 20 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 1 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 5 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 73 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.3 (+0.2) (Next Deamon 1 turns)
>Resources: 50 Stone (5/Y), 51 Gold (2/Y), 16 Crude Copper weapons, 24 Runes (4/Y), 5 Medicine, 30 Moltium chunks (4/Y), 75 Coal (5/Y), 40 leather (5/Y). 36 Good quality Moltium ingots (2/Y), 25 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 0 crude leather armor, 65 copper ore (5/Y),5 Night Hydra (2/Y) , 88 Desert fruit (6/Y), 16 Ok quality copper ingots (4/Y), 23 poison vials, 20 Copper Armor, 10 Stone cannoes, 30 Tin ore (5/Y), 14 Bronze (4/Y), 2 Soul jar (1/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Rudimentary medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation.
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Basci Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port (In Disrepair)

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Neutral (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Warm (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 4, 19 = 23 (2d20)

>>4497825
>develop our medicine with the new resources we have
>repair the port
OP we have warm relations with the cactus for a few turn already and you forgot to change it
>>
Rolled 3, 14 = 17 (2d20)

>>4497818
how big is a "small" rock golem?
>>4497868
>>
>>4497868
>Rolled 4, 19 = 23 (2d20)
>develop our medicine with the new resources we have
>repair the port

Having collected so many resources since your arrival in the settlement, you decided to develop the medical technologies and techniques that the real has, in order to not rely too much on magic, and also to keep all those damn goblins alive for all their worth, after one of your overseers whipped them too hard.

>Basic medicine developed
>3 Goblins die

In adition to that, you also spent your time and effort into repairing the red river port into a decent state, both to solidify your control over the resources of the area, and also to give the middle finger to the jackals.

>Port repaired for 25 Stone.
>>
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>>4498342
Year: 346 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8 (Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (Copper Armour)(Fire Spear)

Population
>Morale: High, Discipline: Medium-hihg
>Demons: 1 Overlord (1 Male) 20 Greater (10 M, 10 F), 3 Lesser (1 M, 2 F),
>Slaves & Servants: 17 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 1 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 2 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 73 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.3 (+0.2) (Next Deamon 1 turns)
>Resources: 25 Stone (5/Y), 51 Gold (2/Y), 16 Crude Copper weapons, 24 Runes (4/Y), 5 Medicine, 34 Moltium chunks (4/Y), 75 Coal (2/Y), 40 leather (5/Y). 36 Good quality Moltium ingots (2/Y), 30 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 0 crude leather armor, 65 copper ore (5/Y),7 Night Hydra (2/Y) , 94 Desert fruit (6/Y), 20 Ok quality copper ingots (4/Y), 23 poison vials, 20 Copper Armor, 10 Stone cannoes, 35 Tin ore (5/Y), 18 Bronze (4/Y), 3 Soul jar (1/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Basic medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation.
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Crude Copper Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Crude Leather Armor, Crude Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Basci Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Warm (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Warm (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 4, 18 = 22 (2d20)

>>4498362
>improve our armor making skills
>make weapons with bronze
>>
Rolled 1, 6 = 7 (2d20)

>>4498370
>>
>>4498370
>>4498550
Rolled 1, 12 = 23 (2d20)
>improve our armor making skills
>make weapons with bronze

With your copper armours getting a bit too rusty and old for your liking, you decided to order your metalworkers to find a way to make better armors that are more flexible and durable than the ones eveyone has right now, as well as to upgrade the old sets.

With their task on their mind, the metalworkers began working day and night to carry out your orders, experimenting with countless ways to improve purity, flexibility, protection, among other things to the armor.

After several months of work, they managed to set up the basics for armor production and manufacture at a faster speed, and higher quality than before, but in the process, they accidentaly melted down all but 1 old of the old copper armor sets to recycle the copper.

>Lose 19 copper armor
>Basic armormaking learnt
>+20 Copper ingots

Moving on from copper to bronze, the metalworkers, in a fit of desperation to avoid execution at your hands, spent the rest of their time
working in their bronze weapons project, delivering to you rather decently made sets of bronze swords and spears, motivating you to give the poor bastards some mercy.

>Ok Bronze weapons developed
>10 Bronze weapons made.
>>
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>>4498751
Year: 347 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8 (Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 5 (Loincloth)(Fire Spear)

Population
>Morale: High, Discipline: Medium-hihg
>Demons: 1 Overlord (1 Male) 21 Greater (10 M, 11 F), 3 Lesser (1 M, 2 F),
>Slaves & Servants: 17 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 1 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 2 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 73 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.25 (+0.2) (Next Deamon 2 turns)
>Resources: 30 Stone (5/Y), 53 Gold (2/Y), 16 Crude Copper weapons, 24 Runes (4/Y), 5 Medicine, 34 Moltium chunks (4/Y), 75 Coal (2/Y), 45 leather (5/Y). 38 Good quality Moltium ingots (2/Y), 35 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 85 copper ore (5/Y),7 Night Hydra (2/Y) , 94 Desert fruit (6/Y), 24 Ok quality copper ingots (4/Y), 23 poison vials, 19 ok Copper Armor, 10 Stone cannoes, 35 Tin ore (5/Y), 8 Bronze (4/Y), 4 Soul jar (1/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Basic medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation.
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Ok Bronze Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Ok Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Basci Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Warm (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Warm (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 3, 4 = 7 (2d20)

>>4498752
>experiment with a soul jar
>make copper armor of high quality
Time to put what they’ve learned to practice
>>
Rolled 2, 20 = 22 (2d20)

>>4498766
>>
>>4498766
>>4498841
>Rolled 3, 20 = 7 (2d20)
>experiment with a soul jar
>make copper armor of high quality

As the stream of soul jar from the Dhow sacrifices arrives to the realm, in a fit of curiousity and moved by the spirit of discovery, you decided to do some experiments with it, to see what you could do with it, for it has been a very long time since you practiced soulmancy, and a refresher is always needed.

Sadly though, the soul reacted very negatively to what you were trying to do with it, poking it with high magic energy and all, upon which, the jar exploted violently as the soul was finally freed from it's imprisoment. While no one was hurt during the affair, it did damage the keep.

>Despot's keep damaged

In other more positive news, your metalworkers delivered on their word, and created many sets of high quality armor for eveyone in the realm, using less copper than usual even, for these new models were lighter, yet more resistent and more flexible. Something very welcomed for you.

>30 High Copper armor created for 10 Copper ingots.
>>
>>4499248
Year: 348 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:100, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

Population
>Morale: High, Discipline: Medium-hihg
>Demons: 1 Overlord (1 Male) 21 Greater (10 M, 11 F), 3 Lesser (1 M, 2 F),
>Slaves & Servants: 17 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 1 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 2 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 73 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.25 (+0.2) (Next Deamon 1 turns)
>Resources: 30 Stone (5/Y), 53 Gold (2/Y), 16 Crude Copper weapons, 28 Runes (4/Y), 5 Medicine, 34 Moltium chunks (4/Y), 77 Coal (2/Y), 45 leather (5/Y). 40 Good quality Moltium ingots (2/Y), 40 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 85 copper ore (5/Y),7 Night Hydra (2/Y) , 100 Desert fruit (6/Y), 16 Ok quality copper ingots (4/Y), 23 poison vials, 30 High Copper Armor, 10 Stone cannoes, 40 Tin ore (5/Y), 12 Bronze (4/Y), 4 Soul jar (1/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Basic medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation.
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Ok Bronze Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Ok Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Basic Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Warm (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Warm (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)

(tomorrow Y'all)
>>
Rolled 18, 15 = 33 (2d20)

>>4499256
>experiment with a soul jar again
second time is the charm
>repair despot's keep
>>
Rolled 15, 18 = 33 (2d20)

>>4499256
>Test out the new equipment wit some military drills.
> Repair keep
>>
>>4499256
We should do something about the relations with the Jackals. Considering we have enough food stockpiled, we should gift them food (in effect giving them double the amount of food for the next 10 years). Making them depend on our food supply should hamper their aggression towards us further.
>>
>>4499270
>Rolled 18, 15 = 33 (2d20)
>experiment with a soul jar again, second time is the charm
>repair despot's keep

Still intrigued by the wonders and mechanisms behind the sould jars, you decided to try experimenting on one again, this time more careful than the last time, which appeared to work, as the soul rather than explode violently, peacefully manifested in front of you in a very spooky and mysterious way way. While this was eveything that you did so far, nevertherless is the very basic foundation behind the power of soulmancy.

>Basic Soulmancy learnt
>Invocate spirit spell learnt

Moving on from that, you ordered your followers to repair the despots keep and to leave it as good as new.

>Despots keep repaired.
>>
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>>4500264
Year: 349 Leskatie, Red canyon.

Envoys come from the Dhow in the east begging for you to help them with some strange bandit attacks recently.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:100, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

Population
>Morale: High, Discipline: Medium-hihg
>Demons: 1 Overlord (1 Male) 22 Greater (11 M, 11 F), 4 Lesser (2 M, 2 F),
>Slaves & Servants: 17 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 1 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 2 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 76 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.25 (+0.2) (Next Deamon 3 turns)
>Resources: 30 Stone (5/Y), 55 Gold (2/Y), 20 Crude Copper weapons, 28 Runes (4/Y), 5 Medicine, 38 Moltium chunks (4/Y), 78 Coal (2/Y), 50 leather (5/Y). 40 Good quality Moltium ingots (2/Y), 45 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 85 copper ore (5/Y),7 Night Hydra (2/Y) , 106 Desert fruit (6/Y), 10 Ok quality copper ingots (4/Y), 23 poison vials, 30 High Copper Armor, 10 Stone cannoes, 42 Tin ore (5/Y), 16 Bronze (4/Y), 4 Soul jar (1/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Basic medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation.
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Ok Bronze Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Ok Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Basic Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy, Basic Soulmancy
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Warm (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Warm (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 9, 8 = 17 (2d20)

>>4500271
>practice combining coldmancy with fleshmancy
>go help the Dhow against bandit attacks
>>
Rolled 8, 7 = 15 (2d20)

>>4500271
>research/make military use rock golems
>gather intelligence about the bandits
>>
>>4500281
>Rolled 9, 8 = 17 (2d20)
>practice combining coldmancy with fleshmancy
>go help the Dhow against bandit attacks

Having heard the call for help from the Dhows, you decided to practice some magic spells to keep as back up in case you needed anything for the battle, but unfortunately for you, your experiments ended too inconclusive to draw anything from it. You still improved your coldmancy with it though.

>Basic Coldmancy learnt

Either way though, it was time now to battle against these bandit scum, which according to the dhow, are nothing but an unruly pack of rock trolls, nothing too serious....

...You would say, if the first thing that happened upon your arrival was a rock to the face from one of these beast, this one will leave a mark surely...

>Arkham loses 15 HP.
>>
>>4500640
Round 1

Deamons

>Arkham: Warlock,HP:85, Mag: 12.5, Str:9, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:100, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

>1 Daemon Overlord: HP: 75, Def: 8.5, Mag 7, Str: 9 (High Copper Armour)(Bronze weapons)
>22 Daemon followers: HP: 70, Def: 7, Mag 6, Str: 8 (High Copper Armour)(Bronze weapons)
>4 Lesser Daemons: HP: 60, Def: 5, Mag 5, Str: 5 (Leather Armor)(Copper weapons)

>7 Spider Servants HP:50, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 200

Trolls
>1 Troll King: HP: 100, Def: 6, Mag 6, Str: 9 (Jewelled Armor )(Jewelled Club) (Regeneration)
>15 Ice Trolls: HP: 60, Def: 5, Mag 8, Str: 7 (Fur Coats )(Frozen Baton) (Ice touch)
>15 Rock Trolls: HP: 75, Def: 4, Mag 6, Str: 8 (Loincloths )(Rock Stick) (Stunning stregth)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Cold Breeze (15 Energy)
>Invocate Spirit (35 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons (Specify)
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)

(Tommorrow)
>Attack with Ariza (Specify) (Melee or Magic)
>>
Rolled 5, 6, 7 = 18 (3d20)

>>4500652
what a great start
>Lauch Fireballs (30 Energy)
>Attack with Arkham (Troll king) (Magic)
>Attack with Ariza (Troll king) (Melee)
>>
Rolled 3, 17, 10 = 30 (3d20)

>>4500661
>>
Rolled 4 (1d20)

>>4500661
>>4500673
Trolls roll
>>
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>>4501350
Rolled 4, 12, 9 = 23 (3d20)
>Lauch Fireballs (30 Energy)
>Attack with Arkham (Troll king) (Magic)
>Attack with Ariza (Troll king) (Melee)

Following that bad start to the fight, you decided to bring it all the heavy hitters on these trolls right away as payback, upon which, you ordered your followers to rain fire on the trolls, as you and ariza attacked their king in a rush attack, which appeared to be effective.

However, the fireballs failed all of their targets, and the regeneration factor of the troll king made null some of the damage you inflicted on him.

>Troll king loses 25 HP
>Troll king gains 5 HP

Round 2

Deamons

>Arkham: Warlock,HP:85, Mag: 12.5, Str:9, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:100, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

>1 Daemon Overlord: HP: 75, Def: 8.5, Mag 7, Str: 9 (High Copper Armour)(Bronze weapons)
>22 Daemon followers: HP: 70, Def: 7, Mag 6, Str: 8 (High Copper Armour)(Bronze weapons)
>4 Lesser Daemons: HP: 60, Def: 5, Mag 5, Str: 5 (Leather Armor)(Copper weapons)

>7 Spider Servants HP:50, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 170

Trolls
>1 Troll King: HP: 80, Def: 6, Mag 6, Str: 9 (Jewelled Armor )(Jewelled Club) (Regeneration)
>15 Ice Trolls: HP: 60, Def: 5, Mag 8, Str: 7 (Fur Coats )(Frozen Baton) (Ice touch)
>15 Rock Trolls: HP: 75, Def: 4, Mag 6, Str: 8 (Loincloths )(Rock Stick) (Stunning stregth)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Cold Breeze (15 Energy)
>Invocate Spirit (35 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons (Specify)
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)
>>
Rolled 4, 20 + 3 = 27 (2d20 + 3)

>>4501356
>Lauch Fireballs (30 energy) +3
>Attack with Ariza (Troll king) (Melee) +3
Alright time to focus power
>>
Rolled 8 (1d20)

>>4501365
Trolls roll
>>
>>4501690
good enough against a 7 and nat 20
>>
>>4501365
>>4501690
>Rolled 4, 20 + 3 = 27 (2d20 + 3)
>Lauch Fireballs (30 energy) +3
>Attack with Ariza (Troll king) (Melee) +3

Once again, you ordered your followers to launch a barrage of fireballs at the masses of trolls gathering north of the settlement, hoping that some of them may hit something this time, which they did, albeit in a very weakly way, as the trolls still were able to continue their march south

>15 rock trolls lose 3HP
>The trolls march onward (+2 to their next roll)

While the results of the fireballs were mixed, Ariza's attack against the troll king was anything but inconclusive, for she used her fire spear in a series of elegant yet brutal series of slashes and cuts against him before he could do anything about it, using the heat of the weapon to scar and burn the wounds to keep them open and prevent them from healing.

>Troll king loses 40 HP
>Troll king loses regeneration.

Round 2

Deamons

>Arkham: Warlock,HP:85, Mag: 12.5, Str:9, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:100, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

>1 Daemon Overlord: HP: 75, Def: 8.5, Mag 7, Str: 9 (High Copper Armour)(Bronze weapons)
>22 Daemon followers: HP: 70, Def: 7, Mag 6, Str: 8 (High Copper Armour)(Bronze weapons)
>4 Lesser Daemons: HP: 60, Def: 5, Mag 5, Str: 5 (Leather Armor)(Copper weapons)

>7 Spider Servants HP:50, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 140

Trolls
>1 Troll King: HP: 80, Def: 6, Mag 6, Str: 9 (Jewelled Armor )(Jewelled Club) (Regeneration)
>15 Ice Trolls: HP: 60, Def: 5, Mag 8, Str: 7 (Fur Coats )(Frozen Baton) (Ice touch)
>15 Rock Trolls: HP: 75, Def: 4, Mag 6, Str: 8 (Loincloths )(Rock Stick) (Stunning stregth)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Cold Breeze (15 Energy)
>Invocate Spirit (35 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons (Specify)
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)

(Tomorrow guys)
>>
Rolled 1 + 6 (1d20 + 6)

>>4501697
cast meteor
no action
no action
>>
>>4501699
oh no
>>
Rolled 10 + 6 (1d20 + 6)

>>4501697
>Meteor (50 Energy)
OP you forgot to lower the troll king's health and of his minions
>>
Rolled 8, 16 + 3 = 27 (2d20 + 3)

>>4501697
>Mount a fire wall (40 Energy)
Attack with Arkham (Troll king) ( Magic)
>>
>>4502227
good rolls as well
>>
Rolled 2 (1d20)

>>4502227
Troll's roll
>>
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>>4502227
Rolled 2 +3 (1d20)
>>4502408
>Rolled 8, 16 + 3 = 27 (2d20 + 3)
>Mount a fire wall (40 Energy)
>Attack with Arkham (Troll king) ( Magic)

With the trolls marching south towards the daemon and dhow settlement, you knew that there was only a matter of minutes before these brutes begin to sack and loot everything in their way. And so, with that in mind, you then decided to cast a fire wall in front of them to slow down their advance and burn them good, which it did, albeit in a weaker way than you expected due to a minor casting error.

>15 Ice trolls lose 6HP
>Troll advance halted for 4 Rounds

Following that, you then used your magic to attack the troll king while he was down to take advantage that his regeneration was now gone, burning his feet and lowering his defense

>Troll king loses 15HP
>Troll king loses 1Def

Round 4

Deamons

>Arkham: Warlock,HP:85, Mag: 12.5, Str:9, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:100, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

>1 Daemon Overlord: HP: 75, Def: 8.5, Mag 7, Str: 9 (High Copper Armour)(Bronze weapons)
>22 Daemon followers: HP: 70, Def: 7, Mag 6, Str: 8 (High Copper Armour)(Bronze weapons)
>4 Lesser Daemons: HP: 60, Def: 5, Mag 5, Str: 5 (Leather Armor)(Copper weapons)

>7 Spider Servants HP:50, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 100

Trolls
>1 Troll King: HP: 65, Def: 5, Mag 6, Str: 9 (Jewelled Armor )(Jewelled Club)
>15 Ice Trolls: HP: 54, Def: 5, Mag 8, Str: 7 (Fur Coats )(Frozen Baton) (Ice touch)
>15 Rock Trolls: HP: 75, Def: 4, Mag 6, Str: 8 (Loincloths )(Rock Stick) (Stunning stregth)

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Cold Breeze (15 Energy)
>Invocate Spirit (35 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons (Specify)
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)
>>
Rolled 15, 20 + 3 = 38 (2d20 + 3)

>>4502429
>Defend
>Attack with Ariza (Troll king) (Melee)
OP the troll king's health is 25. you forgot to deduct the 40 dmg we did last turn
>>
>>4502435
Yeah wtf qm we wanna finish this dude off lmao, which we definetly did with this anons roll
>>
>>4502435
+1
>>
>>4502477
>>4502483
You can try rolling as well, just in case you get 20,16 or higher :^)
>>
Rolled 15 (1d20)

>>4502435
Troll's roll
>>
>>4502665
>>4502435
>Rolled 15, 20 + 3 = 38 (2d20 + 3)
>Defend
>Attack with Ariza (Troll king) (Melee)

Following the creation of the firewall, you decided to use it to your advantage at every opportunity but pulling a trap on the trolls with some cheap bati and force them to cross over the fire if they wanted to hit their target.

Not the most intelligent creatures to begin with, many trolls happily crossed over the firewall, only to be met with pain and a burning suffering, while your cheap bait suffered only the most minimun casualties.

>2 Rock trolls die
>7 Spider servants lose 5HP

Moving on to the main fight, weakened and bleeding, the troll king could only muster to swing his club one time at Ariza before she decapitated him with her firespear, and presented his head to everyone, sending fear among the rest of his troops.

>Troll king dies
>Rock Daemons lose 1 Str

Round 5

Deamons

>Arkham: Warlock,HP:85, Mag: 12.5, Str:9, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:100, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

>1 Daemon Overlord: HP: 75, Def: 8.5, Mag 7, Str: 9 (High Copper Armour)(Bronze weapons)
>22 Daemon followers: HP: 70, Def: 7, Mag 6, Str: 8 (High Copper Armour)(Bronze weapons)
>4 Lesser Daemons: HP: 60, Def: 5, Mag 5, Str: 5 (Leather Armor)(Copper weapons)

>7 Spider Servants HP:45, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 100

Trolls
>1 Troll King: Dead
>15 Ice Trolls: HP: 54, Def: 5, Mag 8, Str: 7 (Fur Coats )(Frozen Baton) (Ice touch)
>13 Rock Trolls: HP: 75, Def: 4, Mag 6, Str: 7 (Loincloths )(Rock Stick) (Stunning stregth)
>12 Rock Trolls: Dead

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Cold Breeze (15 Energy)
>Invocate Spirit (35 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons (Specify)
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)

(Next day)
>>
Rolled 13, 13 + 3 = 29 (2d20 + 3)

>>4502680
>Defend
>Use Servants
let our peons soften these barberians
>>
Rolled 3 + 6 (1d20 + 6)

>>4502680
>Use Servants
>>
Rolled 17 + 6 (1d20 + 6)

>>4502680
everyone charge!
>>
>>4502485
Am phonefagging
>>
Rolled 15 (1d20)

Trolls roll
>>
>>4503692
>Rolled 15
>>4502692
>Rolled 13, 13 + 3 = 29 (2d20 + 3)
>Defend
>Use Servants

With the troll king gone, what was left of the troll's pathetic forces were nothing but a bunch of idiotic regular trolls, unable to think o coordinate without someone slighty smarter than them doing for them. With that in mind, you decided to send your spider and golem servats to soften the trolls enough before you and ariza could deliver the killing blows.

While the disorganized trolls put out a brazen decent defense at the beginning, the truth was that the spiders were simply too spooky for them, and so, they decent amounts of damage as the spiders found a way to hit their hard bodies, through their eyes.

>All Ice trolls lose 2HP
>All Rock trolls lose 3HP

>7 Spider servants lose 3HP

Round 5

Deamons

>Arkham: Warlock,HP:85, Mag: 12.5, Str:9, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:100, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

>1 Daemon Overlord: HP: 75, Def: 8.5, Mag 7, Str: 9 (High Copper Armour)(Bronze weapons)
>22 Daemon followers: HP: 70, Def: 7, Mag 6, Str: 8 (High Copper Armour)(Bronze weapons)
>4 Lesser Daemons: HP: 60, Def: 5, Mag 5, Str: 5 (Leather Armor)(Copper weapons)

>7 Spider Servants HP:42, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 100

Trolls
>1 Troll King: Dead
>15 Ice Trolls: HP: 52, Def: 5, Mag 8, Str: 7 (Fur Coats )(Frozen Baton) (Ice touch)
>13 Rock Trolls: HP: 72, Def: 4, Mag 6, Str: 7 (Loincloths )(Rock Stick) (Stunning stregth)
>12 Rock Trolls: Dead

Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Cold Breeze (15 Energy)
>Invocate Spirit (35 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons (Specify)
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)
>>
Rolled 16, 8 + 3 = 27 (2d20 + 3)

>>4503709
>Meteor (50 Energy)
>Defend
I wanna see this spell at work
>>
Rolled 16 (1d20)

>>4503740
Trolls's roll
>>
>>4503740
>>4504117
>Meteor (50 Energy)
>Defend

With the Trolls weakened and softened, and pinned in place by the spiders, you knew that it was time now, to kill these beasts once and for all using the maximun firepower available.

And so, with that in mind, you then used a large powerful rune full of energy to incovake the power of Meteor, one of the strongest, if inaccurate, spells under your belt.

The poor trolls could only watch in far as suddently out of nowhere, a large flaming rock appeared over their heads, upon which, they all tried to run in panic, but it was no use, for they were already dead the moment they dared to enter these lands.

>All trolls lose 45HP
>All trolls gain Burning.
>All trolls lose 1 Def

Round 5

Deamons

>Arkham: Warlock,HP:85, Mag: 12.5, Str:9, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:100, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

>1 Daemon Overlord: HP: 75, Def: 8.5, Mag 7, Str: 9 (High Copper Armour)(Bronze weapons)
>22 Daemon followers: HP: 70, Def: 7, Mag 6, Str: 8 (High Copper Armour)(Bronze weapons)
>4 Lesser Daemons: HP: 60, Def: 5, Mag 5, Str: 5 (Leather Armor)(Copper weapons)

>7 Spider Servants HP:42, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 50

Trolls
>1 Troll King: Dead
>15 Ice Trolls: HP: 17, Def: 4, Mag 8, Str: 7 (Fur Coats )(Frozen Baton) (Burning)
>13 Rock Trolls: HP:27, Def: 3, Mag 6, Str: 7 (Loincloths )(Rock Stick) (Burning)
>12 Rock Trolls: Dead


Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Cold Breeze (15 Energy)
>Invocate Spirit (35 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons (Specify)
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)

(See ya next day)
>>
Rolled 4, 10 + 3 = 17 (2d20 + 3)

>>4504130
>Swarm them with Deamons (all our daemons)
>Use Servants
the ice trolls should be with 7 hp not 17, based on their health last turn
>>
Rolled 3, 8 = 11 (2d20)

>>4504130
>Swarm them with Deamons (all our daemons)
>Use Servants
>>
Rolled 16 + 6 (1d20 + 6)

>>4504130
everyone charge
>>
Rolled 13 (1d20)

>>4504137
trolls roll
>>
>>4505117
Damn they started getting some good rolls after the leader died.
>>
>>4505117
>>4504137
>Rolled 4, 10 + 3 = 17 (2d20 + 3)
>Swarm them with Deamons (all our daemons)
>Use Servants

With the trolls weakened, you ordered your daemon followers to swarm them and get rid of them as quickly as possible, but the trolls, even after almost being burnt to death, managed to pull a decent defense to hold off the daemons for a while.

>All Daemons followers lose 1HP

Angry at their failure to finish up your foes, you then sent the spider servants to do the job then and bite these trolls in the eyes, which they managed to do barely fine, for they got whacked a few times by the trolls as they approached them.

>Spider Servants lose 4HP
>All trolls lose 4HP

Round 6

Deamons

>Arkham: Warlock,HP:85, Mag: 12.5, Str:9, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:100, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

>1 Daemon Overlord: HP: 74, Def: 8.5, Mag 7, Str: 9 (High Copper Armour)(Bronze weapons)
>22 Daemon followers: HP: 69, Def: 7, Mag 6, Str: 8 (High Copper Armour)(Bronze weapons)
>4 Lesser Daemons: HP: 59, Def: 5, Mag 5, Str: 5 (Leather Armor)(Copper weapons)

>7 Spider Servants HP: 38, Def: 5, Mag 2, Str: 5 (Exo-armor)(Fangs)
>Enhanced Flesh Golem HP: 60, Def: 3, Mag 6, Str: 2 (Nothing)(Bare hands)

>Magic Energy: 50

Trolls
>1 Troll King: Dead
>15 Ice Trolls: HP: 12, Def: 4, Mag 8, Str: 7 (Fur Coats )(Frozen Baton) (Burning)
>13 Rock Trolls: HP:22, Def: 3, Mag 6, Str: 7 (Loincloths )(Rock Stick) (Burning)
>2 Rock Trolls: Dead


Form the battleplan of the round, selecting 3 actions max, rolling a d20 for each for results. Alternately, you can forego 1 or 2 actions, to give the remaining action/s a +3 or +6 to the roll respectively.

>Mount a fire wall (40 Energy)
>Lauch Fireballs (30 Energy)
>Group Healing (20 Energy)
>Cold Breeze (15 Energy)
>Invocate Spirit (35 Energy)
>Meteor (50 Energy)
>Defend
>Swarm them with Deamons (Specify)
>Use Servants
>Attack with Arkham (Specify) (Melee or Magic)
>Attack with Ariza (Specify) (Melee or Magic)
>>
Rolled 1, 11 + 3 = 15 (2d20 + 3)

>>4505144
>Swarm them with Deamons (all our daemons)
>Use Servants
I'm once again asking you to finish the job
>>
>>4505150
I should've known that switching positions was a go to after ours trial
>>
Rolled 20 + 6 (1d20 + 6)

>>4505144
swarm with demons (send everyone)
>>
>>4505211
Thank god
>>
Rolled 18 (1d20)

Trolls's roll
>>
>>4505611
>>4505211
Rolled 20 + 6 (1d20 + 6)
>swarm with demons (send everyone)

Not wanting to spend more time fighting these idiotic beasts, you decided that it was time now for a grand assault against the trolls to wipe them out from the face of the earth, surrounding them all to prevent them from escaping.

Surrounded and outgunned, nevertherless, the trolls fought with vicious ferocity and rage to keep their lives and freedoms, yet, at the end of the day, despite causing some good damage to your army, they all ended up falling before your feet, either as a corpse or a prisoner, atop of the lake of blood caused by their brothers's death.

>10 Ice trolls die
>13 Rock trolls die
>Ariza loses 30HP
>Arkham loses 15HP
>15 Monster flesh obtained
>10 Gold obtained

With only so few survivors following the massacre of their kin, all that's left to decide is to what to do with them, for they could serve as excellent slaves with their low intelligence and high strength, much better than the goblins the realm currently uses.

On the other hand though, you could always just sacrifice them on the dark altar for some runes and magic power, give them to the dhow for some soul jars, or just sell them to the birdmen for some quick gold.

>Keep them as slaves (Gain 5 slave trolls)
>Sell them to the birdmen (+20 Gold)
>Sacrifice them on the altar (Discover a random minor spell)
>Send them to the Dhow (+5 Soul jars)

(Tomorrow)
>>
>>4505627
sacrifice
>>
>>4505627
>Sacrifice them on the altar (Discover a random minor spell)
Blood for the elders
>>
>>4505627
>Sacrifice
>>
>>4505655
>>4505695
>Sacrifice them on the altar (Discover a random minor spell)

And so, your decision was made, you would order for these beasts to be sacrificed at the dark altar to give their blood to the elders, and so, satisfy their eternal thirst.

With a ritual dagger in your hand, one by one, you cut the trolls wide open on top of the dark altar, making their blood flow into the chambers below, and concentrating their life energy in runes to be used later. As you performed the sacrifices, a vision came to your head, one of dark ancient knowledge. That being that of the secret of Telemancy, to bend the mind of those inferior creatures to your will as you wish.

>5 Runes obtained
>Archaic Telemancy obtained.
>>
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>>4506136
Year: 350 Leskatie, Red canyon.

The Dhow are grateful for our help.

Leads
>Arkham: Warlock,HP:70, Mag: 12.5, Str:8, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:70, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

Population
>Morale: High, Discipline: Medium-high
>Demons: 1 Overlord (1 Male) 22 Greater (11 M, 11 F), 4 Lesser (2 M, 2 F),
>Slaves & Servants: 17 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 1 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 2 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 76 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.25 (+0.2) (Next Deamon 3 turns)
>Resources: 30 Stone (5/Y), 55 Gold (2/Y), 20 Crude Copper weapons, 28 Runes (4/Y), 5 Medicine, 38 Moltium chunks (4/Y), 78 Coal (2/Y), 50 leather (5/Y). 40 Good quality Moltium ingots (2/Y), 45 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 85 copper ore (5/Y),7 Night Hydra (2/Y) , 106 Desert fruit (6/Y), 10 Ok quality copper ingots (4/Y), 23 poison vials, 30 High Copper Armor, 10 Stone cannoes, 42 Tin ore (5/Y), 16 Bronze (4/Y), 4 Soul jar (1/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Basic medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation.
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Ok Bronze Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Ok Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Basic Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy, Basic Soulmancy, Archaic Telemancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Warm (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Friendly (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 15, 9 = 24 (2d20)

>>4506141
>Develop stone carts to better transport things and to be pulled by the big goats
>explore the north
>>
Rolled 7, 6 = 13 (2d20)

>>4506141
>Use some of the monster flesh to practice fleshmancy.
>Explore the north
>>
Rolled 3, 3 = 6 (2d20)

>>4506157
+1
>>
>>4506157
>Rolled 15, 9 = 24 (2d20)
>Develop stone carts to better transport things and to be pulled by the big goats
>explore the north

With the realm growing bigger and bigger with each year, you knew that it was time to develop something to which carry and transport things from one end of the realm to the other, without relying on the goats. Luckily for you however, one of your followers had a great idea on what to do after studying some of the local tribes's methods.

>Basic Stone Cart developed

Moving on from that, with the north cleared of troll influence, you decided to send an exploration group towards that direction, in order to know where did the trolls came from, and if they had anything valuable back home.

However, little of value was found, for early into the trek, the exploring party met with the infamous black river, whose name came from it's ash and dust polluted waters, coming from the Dark Volcano deep within the ash valley, where the trolls apparently came from.

With little desire to get their wings wet and cold, the party decided to return back home to report their findings.

>Black river founded.
>>
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>>4506523
Year: 351 Leskatie, Red canyon.


Leads
>Arkham: Warlock,HP:75, Mag: 12.5, Str:8, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:75, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

Population
>Morale: High, Discipline: Medium-high
>Demons: 1 Overlord (1 Male) 22 Greater (11 M, 11 F), 4 Lesser (2 M, 2 F),
>Slaves & Servants: 17 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 1 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 2 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 80 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.25 (+0.2) (Next Deamon 2 turns)
>Resources: 30 Stone (5/Y), 55 Gold (2/Y), 20 Crude Copper weapons, 28 Runes (4/Y), 5 Medicine, 38 Moltium chunks (4/Y), 80 Coal (2/Y), 50 leather (5/Y). 42 Good quality Moltium ingots (2/Y), 50 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 90 copper ore (5/Y),9 Night Hydra (2/Y) , 110 Desert fruit (6/Y), 14 Ok quality copper ingots (4/Y), 23 poison vials, 30 High Copper Armor, 10 Stone cannoes, 47 Tin ore (5/Y), 20 Bronze (4/Y), 5 Soul jar (1/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Basic medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation. Basic Stone Carts
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Ok Bronze Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Ok Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Basic Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy, Basic Soulmancy, Archaic Telemancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Warm (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Friendly (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 1, 1 = 2 (2d20)

>>4506525
build a medical clinic/hospital building
research healing magic/medical science
>>
>>4506529
ok dont do that then
>>
Rolled 8, 6 = 14 (2d20)

>>4506529
Good idea, let’s see if I can get better rolls
>>
>>4506537
>>4506529
>Rolled 8, 6 = 14 (2d20)
>build a medical clinic/hospital building
>research healing magic/medical science

With plenty of new open space for the taking, you decided that it would be a great idea to build a medical facility in Leskatie in order to treat wounds and sickness in case magic isn't readily available.

However, your daemon followers had their hands busy with work already in other areas, so the place was only built to a quarter of the planned size this year

>Quarter finished Hospicium built

Your efforts to develop healing magic weren't too sucessful either, as you had a mental block when trying to come up with a way to develop the spell.
>>
>>4506898
Year: 352 Leskatie, Red canyon.


Leads
>Arkham: Warlock,HP:80, Mag: 12.5, Str:8, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:80, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

Population
>Morale: High, Discipline: Medium-high
>Demons: 1 Overlord (1 Male) 22 Greater (11 M, 11 F), 4 Lesser (2 M, 2 F),
>Slaves & Servants: 17 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 1 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 2 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 80 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.25 (+0.2) (Next Deamon 1 turns)
>Resources: 35 Stone (5/Y), 57 Gold (2/Y), 20 Crude Copper weapons, 28 Runes (4/Y), 5 Medicine, 42 Moltium chunks (4/Y), 82 Coal (2/Y), 55 leather (5/Y). 44 Good quality Moltium ingots (2/Y), 55 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 95 copper ore (5/Y),9 Night Hydra (2/Y) , 116 Desert fruit (6/Y), 18 Ok quality copper ingots (4/Y), 23 poison vials, 30 High Copper Armor, 10 Stone cannoes, 47 Tin ore (5/Y), 20 Bronze (4/Y), 6 Soul jar (1/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Basic medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation. Basic Stone Carts
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Ok Bronze Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Ok Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training
>Magic: Basic Fireball, Basic rockmancing, Basic healing, Basic Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy, Basic Soulmancy, Archaic Telemancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port, Quarter constructed Hospicium

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Warm (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Friendly (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
>>4506905
(next day)
>>
Rolled 16, 2 = 18 (2d20)

>>4506905
>Continue improving on healing magic
>Finish building the Hospicium
>>
Rolled 7, 11 = 18 (2d20)

>>4506910
>>
>>4506910
>>4506954
>Rolled 12, 6 = 18 (2d20)
>Continue improving on healing magic
>Finish building the Hospicium

Once again, you tried to improve your healing magic into an improved form for the benefit of the realm. Though creatures such as daemons like you have usually a harder time learning such curative spells, luckily for you, you managed to find a work around for that, by using the blood of others to heal the wounds of one's target via vitality transfer.

>Improved Healing learnt

Following that, you continued to oversee the construction of the hospicium, hoping to see it completed within the year, but sadly for you, budget and manpower shortages delayed the construction to no end, reducing the amount of progress.

>Half finished hospicium built
>>
>>4507365
Year: 352 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:85, Mag: 12.5, Str:8, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:85, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

Population
>Morale: High, Discipline: Medium-high
>Demons: 1 Overlord (1 Male) 22 Greater (11 M, 11 F), 5 Lesser (3 M, 2 F),
>Slaves & Servants: 17 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 0 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 1 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 2 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 80 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.25 (+0.2) (Next Deamon 3 turns)
>Resources: 5 Stone (5/Y), 57 Gold (2/Y), 20 Crude Copper weapons, 32 Runes (4/Y), 5 Medicine, 46 Moltium chunks (4/Y), 84 Coal (2/Y), 55 leather (5/Y). 44 Good quality Moltium ingots (2/Y), 55 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 100 copper ore (5/Y),9 Night Hydra (2/Y) , 124 Desert fruit (6/Y), 22 Ok quality copper ingots (4/Y), 23 poison vials, 30 High Copper Armor, 10 Stone cannoes, 50 Tin ore (5/Y), 20 Bronze (4/Y), 8 Soul jar (1/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Basic medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation. Basic Stone Carts
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Ok Bronze Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Ok Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training
>Magic: Basic Fireball, Basic rockmancing, Improved healing, Basic Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy, Basic Soulmancy, Archaic Telemancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port, Half constructed Hospicium

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Warm (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Friendly (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 4, 6 = 10 (2d20)

>>4507381
>Practice our necromancy
>Finish building the Hospicium
>>
Rolled 19, 2 = 21 (2d20)

>>4507381
>>
>>4507437
>Rolled 4, 6 = 10 (2d20)
>Practice our necromancy
>Finish building the Hospicium

You tried practicing your necromancy, but you failed.

You tried finishing off the hospicium, only to face another set of delays.

Things haven't gone so well recently, don't they ?

>Third Quarter finished hospicium built
>Morale lowered to Medium
>>
>>4507786
>>4508074
hey dude what about this roll ?
>>
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>>4508074
Year: 353 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:90, Mag: 12.5, Str:8, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:90, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

Population
>Morale: Medium , Discipline: Medium-high
>Demons: 1 Overlord (1 Male) 22 Greater (11 M, 11 F), 5 Lesser (3 M, 2 F),
>Slaves & Servants: 17 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 2 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 2 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester, 1 forager
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 2 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 85 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.25 (+0.2) (Next Deamon 1 turns)
>Resources: 5 Stone (5/Y), 59 Gold (2/Y), 20 Crude Copper weapons, 34 Runes (4/Y), 5 Medicine, 48 Moltium chunks (4/Y), 84 Coal (2/Y), 60 leather (5/Y). 44 Good quality Moltium ingots (2/Y), 60 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 100 copper ore (5/Y), 11 Night Hydra (2/Y) , 124 Desert fruit (6/Y), 26 Ok quality copper ingots (4/Y), 23 poison vials, 30 High Copper Armor, 10 Stone cannoes, 50 Tin ore (5/Y), 20 Bronze (4/Y), 8 Soul jar (1/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Basic medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation. Basic Stone Carts
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Ok Bronze Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Ok Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training
>Magic: Basic Fireball, Basic rockmancing, Improved healing, Basic Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy, Basic Soulmancy, Archaic Telemancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port, Third Quarter constructed Hospicium

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Warm (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Friendly (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 5, 9 = 14 (2d20)

>>4508083
>Research the Night Hydra
>continue building the Hospicium
Holy shit my dude
>>
>>4508083
can we get my roll as the previous result instead
>>
>>4508095
I think not my man, pls roll and remember to either vote as well or support someone
>>
Rolled 10, 14 = 24 (2d20)

>>4508093
>>
>>4508093
>>4508115
>Rolled 8, 12 = 20 (2d20)
>Research the Night Hydra
>continue building the Hospicium

With renewed determination to something right this year, you took to the task of researching the propierties of the rather unusual night Hydra, upon which, you made a very interesting discovering regarding how to best extract it's poisonous secrecions for other means.

>Rudimentaty poisonmaking developed

On other, also good, news, the hospicium, after years of delay, was finally completed, and though it's not as fancy or big as you would have liked to, it's still a very functional building to host the lesser species to be healed in order to not waste precious magic energy with them.

>Hospicium built.
>>
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>>4508318
Year: 354 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:95, Mag: 12.5, Str:8, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:95, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

Population
>Morale: Medium , Discipline: Medium-high
>Demons: 1 Overlord (1 Male) 22 Greater (11 M, 11 F), 6 Lesser (3 M, 3 F),
>Slaves & Servants: 17 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 4 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 2 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester, 1 forager
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 2 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 88 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.18 (+0.2) (Next Deamon 4 turns)
>Resources: 5 Stone (5/Y), 59 Gold (2/Y), 20 Crude Copper weapons, 34 Runes (4/Y), 5 Medicine, 48 Moltium chunks (4/Y), 84 Coal (2/Y), 65 leather (5/Y). 44 Good quality Moltium ingots (2/Y), 60 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 100 copper ore (5/Y), 13 Night Hydra (2/Y) , 124 Desert fruit (6/Y), 26 Ok quality copper ingots (4/Y), 23 poison vials, 30 High Copper Armor, 10 Stone cannoes, 55 Tin ore (5/Y), 24 Bronze (4/Y), 9 Soul jar (1/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Basic medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation. Basic Stone Carts, basic Poison Making.
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Ok Bronze Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Ok Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training
>Magic: Basic Fireball, Basic rockmancing, Improved healing, Basic Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy, Basic Soulmancy, Archaic Telemancy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port, Hospicium

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Warm (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Friendly (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)

(next day)
>>
Rolled 10, 6 = 16 (2d20)

>>4508322
>train the golems to use weapons
>explore the southwest
>>
Rolled 9, 13 = 22 (2d20)

>>4508322
> Train Golems.
> Construct roads
>>
Rolled 12, 13 = 25 (2d20)

>>4508322
>research making man sized rock golems
>construct roads
>>
>>4508473
>Rolled 12, 13 = 25 (2d20)
>research making man sized rock golems
>construct roads


With golems still being pretty small to be used in battle, you decided to do some research on how to build human sized ones in order to make the prefect soldiers for your army, practing golemancy during weeks to do so.

>Basic Golemmancy developed

Following that, you also ordered your men to construct stone roads through the realm in order to conect the mines to the depots and allow easy travel between one point of it to another.

>Basic roads builts.
>>
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>>4509717
Year: 355 Leskatie, Red canyon.

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:100, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

Population
>Morale: Medium , Discipline: Medium-high
>Demons: 1 Overlord (1 Male) 22 Greater (11 M, 11 F), 6 Lesser (3 M, 3 F),
>Slaves & Servants: 17 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 4 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 2 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester, 1 forager
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 2 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 88 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.18 (+0.2) (Next Deamon 3 turns)
>Resources: 0 Stone (5/Y), 60 Gold (2/Y), 20 Crude Copper weapons, 34 Runes (4/Y), 5 Medicine, 50 Moltium chunks (4/Y), 84 Coal (2/Y), 68 leather (5/Y). 44 Good quality Moltium ingots (2/Y), 65 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 100 copper ore (5/Y), 15 Night Hydra (2/Y) , 124 Desert fruit (6/Y), 30 Ok quality copper ingots (4/Y), 23 poison vials, 30 High Copper Armor, 10 Stone cannoes, 55 Tin ore (5/Y), 28 Bronze (4/Y), 10 Soul jar (1/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Basic medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation. Basic Stone Carts, basic Poison Making.
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Ok Bronze Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Ok Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training
>Magic: Basic Fireball, Basic rockmancing, Improved healing, Basic Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy, Basic Soulmancy, Archaic Telemancy, Basic Golemmnacy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port, Hospicium. Basic Stone Roads.

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Warm (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Friendly (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 5, 4 = 9 (2d20)

>>4509725
>Develop ranged combat tactics
Our armies has a good offense at close, but it's necessary for the common daemon to also be efficient in mowning the enemy while he's approaching
>Go check the birdmen and see what they have to offer
>>
Rolled 10, 6 = 16 (2d20)

>>4509725
>Develop ranged combat tactics
>Go check the birdmen and see what they have to offer
>>
Rolled 3, 8 = 11 (2d20)

>>4509731
>>
>>4509903
>Rolled 10, 6 = 16 (2d20)
>Develop ranged combat tactics
>Go check the birdmen and see what they have to offer

Though daemons might be the masters of both melee and magic fighting skills, their range options leave much to be desired in comparison to other races such as the humans and the elven. This is something you should take care of.

That said though, since you don't know where to start, you decided to go check the birdmen to see what do they have in offer regarding ranged weaponry that they might share with the realm.

"Hoot! Hoot! (Here's what we have to offer)", said the birdman

>Select two

>Barbed Javelins (10 Gold)
>Iron Darts (15 Gold)
>Rudimentary crossbows (20 Gold)
>Nafta jars (30 Gold)

(Tomorrow)
>>
>>4509962
>Barbed Javelins (10 Gold)
>Rudimentary crossbows (20 Gold)
>>
>>4509962
crossbows
>>
>>4510029
We choose 2 my dude
>>
>>4510276
i dont really care about the other i just wanna make sure we get them crossbows at least is what i mean
>>
>>4509983
>Barbed Javelins (10 Gold)
>Rudimentary crossbows (20 Gold)

And so, after much thought, you decided to purchase some barbed javelins and rudimentary crossbows from the birdmen, upon which, you sent them to your men immediately for some reverse enginering, for you are going to take advantage of these lesser species and their knowledge in this mortal world, as you please.

>Barbed Javelins learnt
>Rudimentary crossbows learnt
>30 gold spent
>>
>>4510985
Year: 356 Leskatie, Red canyon. Status

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:100, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

Population
>Morale: Medium , Discipline: Medium-high
>Demons: 1 Overlord (1 Male) 22 Greater (11 M, 11 F), 6 Lesser (3 M, 3 F),
>Slaves & Servants: 17 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 4 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 2 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester, 1 forager
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 2 Coal/ 5 Moltium)

Storage
>Food: 45 (+30) Generated per Year, 88 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.18 (+0.2) (Next Deamon 2 turns)
>Resources: 0 Stone (5/Y), 30 Gold (2/Y), 20 Crude Copper weapons, 34 Runes (4/Y), 5 Medicine, 50 Moltium chunks (4/Y), 84 Coal (2/Y), 68 leather (5/Y). 44 Good quality Moltium ingots (2/Y), 70 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 105 copper ore (5/Y), 17 Night Hydra (2/Y) , 124 Desert fruit (6/Y), 30 Ok quality copper ingots (4/Y), 23 poison vials, 30 High Copper Armor, 10 Stone cannoes, 55 Tin ore (5/Y), 30 Bronze (4/Y), 11 Soul jar (1/Y)

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Basic medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation. Basic Stone Carts, basic Poison Making.
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Ok Bronze Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Ok Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training. Barbed Javelins, Rudimentary crossbows.
>Magic: Basic Fireball, Basic rockmancing, Improved healing, Basic Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy, Basic Soulmancy, Archaic Telemancy, Basic Golemmnacy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port, Hospicium. Basic Stone Roads.

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Warm (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Friendly (Mutual pact)
>>
>>4510998
Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 8, 13 = 21 (2d20)

>>4511001
>Train with the ranged weapons
>Make Crossbows for our units
>>
>>4511001
Rolled 8, 13 = 21 (2d20)
>Train with the ranged weapons
>Make Crossbows for our units

And so, you decided to train your followers with the crossbows, as to fabricate some for in case they were needed for anything.

After a few weeks of rough but passable training and results, you can be sure that your followers at least know where the crossbow is supposed to be facing.

>Rudimentary Ranged Tactics developed
>20 rudimentary crossbows built

Year: 357 Leskatie, Red canyon. Status

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:100, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

Population
>Morale: Medium , Discipline: Medium-high
>Demons: 1 Overlord (1 Male) 22 Greater (11 M, 11 F), 6 Lesser (3 M, 3 F),
>Slaves & Servants: 17 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 4 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 2 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester, 1 forager
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 2 Coal/ 5 Moltium)
>>
>>4511141

Storage
>Food: 45 (+30) Generated per Year, 88 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.18 (+0.2) (Next Deamon 1 turns)
>Resources: 0 Stone (5/Y), 30 Gold (2/Y), 20 Crude Copper weapons, 34 Runes (4/Y), 5 Medicine, 50 Moltium chunks (4/Y), 84 Coal (2/Y), 68 leather (5/Y). 44 Good quality Moltium ingots (2/Y), 70 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 105 copper ore (5/Y), 17 Night Hydra (2/Y) , 124 Desert fruit (6/Y), 30 Ok quality copper ingots (4/Y), 23 poison vials, 30 High Copper Armor, 10 Stone cannoes, 55 Tin ore (5/Y), 30 Bronze (4/Y), 11 Soul jar (1/Y), 20 rudimentary crossbows.

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Basic medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation. Basic Stone Carts, basic Poison Making.
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Ok Bronze Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Ok Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training. Barbed Javelins, Rudimentary crossbows. Rudimentary Ranged tactics
>Magic: Basic Fireball, Basic rockmancing, Improved healing, Basic Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy, Basic Soulmancy, Archaic Telemancy, Basic Golemmnacy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port, Hospicium. Basic Stone Roads.

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Warm (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Friendly (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)

(Next day)
>>
Rolled 7, 9 = 16 (2d20)

>>4511142
>Study for a way to acquire nether
>Make barbed javelins
>>
>>4511204
>Rolled 7, 9 = 16 (2d20)
>Study for a way to acquire nether
>Make barbed javelins

You tried to study a way to adquire nether, but that didn't work out to anything, however, you did managed to order your men to make the barbed Javelins that you wanted for the army, albeit half of the amount you asked.

>10 Barbed Javelins made

Year: 358 Leskatie, Red canyon. Status

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:100, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

Population
>Morale: Medium , Discipline: Medium-high
>Demons: 1 Overlord (1 Male) 23 Greater (11 M, 12 F), 6 Lesser (3 M, 3 F),
>Slaves & Servants: 17 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 5 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 2 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester, 1 forager
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 2 Coal/ 5 Moltium)
>>
File: Daemon Civ.png (19 KB, 625x381)
19 KB
19 KB PNG
>>4512051
Storage
>Food: 45 (+30) Generated per Year, 88 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.18 (+0.2) (Next Deamon 4 turns)
>Resources: 0 Stone (5/Y), 32 Gold (2/Y), 20 Crude Copper weapons, 38 Runes (4/Y), 5 Medicine, 50 Moltium chunks (4/Y), 86 Coal (2/Y), 68 leather (5/Y). 46 Good quality Moltium ingots (2/Y), 70 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 105 copper ore (5/Y), 19 Night Hydra (2/Y) , 124 Desert fruit (6/Y), 30 Ok quality copper ingots (4/Y), 23 poison vials, 30 High Copper Armor, 10 Stone cannoes, 55 Tin ore (5/Y), 34 Bronze (4/Y), 12 Soul jar (1/Y), 20 rudimentary crossbows, 10 barbed javelins

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Basic medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation. Basic Stone Carts, basic Poison Making.
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Ok Bronze Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Ok Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training. Barbed Javelins, Rudimentary crossbows. Rudimentary Ranged tactics
>Magic: Basic Fireball, Basic rockmancing, Improved healing, Basic Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy, Basic Soulmancy, Archaic Telemancy, Basic Golemmnacy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port, Hospicium. Basic Stone Roads.

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Warm (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Friendly (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 16, 1 = 17 (2d20)

>>4512054
forge bronze weapons
build a research center
>>
Rolled 14, 3 = 17 (2d20)

>>4512054
>Study for a way to acquire nether
>Build a research center
>>
>>4512608
>Rolled 14, 3 = 17 (2d20)
>Study for a way to acquire nether
>Build a research center

Following your little training with the new weapons, you decided to focus your attention into studying ways to adquire Nether, a powerfull substance cappable of creating fire and burning for hours without end with inmmunity to water even.

Lukicly for you, you had a rusty old book from back from your days in the netherrealm, that talked abou the matter, and how to create it, using coal, sulphur and limestone, of you which, you posess the first.

>Archaic Nethermaking learnt

You also tried to construct a research in the settlement to develop new weapons and technologies, but the building came crashing down before it was even completed.

Year: 358 Leskatie, Red canyon. Status

Leads
>Arkham: Warlock,HP:100, Mag: 12.5, Str:8, Def: 8.5 (High Copper Armor)(Fire Sword)
>Ariza: Slasher, HP:100, Mag 6, Str: 12, Def: 6 (High Copper Armor)(Fire Spear)

Population
>Morale: Medium , Discipline: Medium-high
>Demons: 1 Overlord (1 Male) 23 Greater (11 M, 12 F), 6 Lesser (3 M, 3 F),
>Slaves & Servants: 17 Goblins (Powerless), 6 Giant Spider, 4 golems (1 tiny enhanceed/ 3 tiny flesh /4 small rock)
>Demon Work Roles: 5 Free Demons, 9 herders , 1 Rockmancer , 2 Rune Maker , 2 Tanner, 5 Metalworker, 4 Overseer, 1 Harvester, 1 forager
>Slave Work Roles: 0 Free Slaves, 20 Miners (5 Diamond/ 5 Copper/ 2 Coal/ 5 Moltium)
>>
>>4513500
Storage
>Food: 45 (+30) Generated per Year, 88 Stockpiled
>Current Consumption: 48 (+5)
>Sources: Large Goats (5 F per Deamon), Rock Fruit (4 F per Demon)
>Current growth: 0.18 (+0.2) (Next Deamon 3 turns)
>Resources: 0 Stone (5/Y), 32 Gold (2/Y), 20 Crude Copper weapons, 42 Runes (4/Y), 5 Medicine, 50 Moltium chunks (4/Y), 8 Coal (2/Y), 70 leather (5/Y). 46 Good quality Moltium ingots (2/Y), 75 Diamonds (5/Y), 2 Fire weapons,7 giant flesh, 7 regenerative flesh, 110 copper ore (5/Y), 19 Night Hydra (2/Y) , 124 Desert fruit (6/Y), 34 Ok quality copper ingots (4/Y), 23 poison vials, 30 High Copper Armor, 10 Stone cannoes, 65 Tin ore (5/Y), 34 Bronze (4/Y), 12 Soul jar (1/Y), 20 rudimentary crossbows, 10 barbed javelins

Society
>Technology: Large Furnaces, Basic Glassmaking, Basic Stone construction, Semi-Improved Herding, Rudimentary foraging. Basic medicine, Improved smelting, Rudimentary Tanning, Basic Weaponmaking, Rudimentary Armormaking, refined Food Preservation, Basic Taming, Improved destillation. Basic Stone Carts, basic Poison Making. Archaic nethermaking
>Culture & Customs: Basic Pentagram making, Basic rune making, Ritual of Pride, Ancestal dance, ritual of lust
>Goverment: Unrefined Despotism, Basic code of laws
>Military: Ok Bronze Weapons, Fire Weapons, Improved Melee Tactics, Semi-Improved Magic Tactics, Loincloths. Ok Copper Armor, Basic Military Drill, Basic Boatmaking, Rudimentary Training. Barbed Javelins, Rudimentary crossbows. Rudimentary Ranged tactics
>Magic: Basic Fireball, Basic rockmancing, Improved healing, Basic Fleshmancy, Archaic Coldmancy, Basic Meteor, Archaic Necromancy, Improved GrowthMancy, Basic Soulmancy, Archaic Telemancy, Basic Golemmnacy.
>Buildings: Stone Huts, Despot's Keep, Basic Dark Altar, Basic undergroup deposit, Rudimentary Stone Outpost (North), Reinforced Stone Outpost (South), Imrproved Desert fruit Plantation, Improved Rock Fruit Plantation Red River Port, Hospicium. Basic Stone Roads.

Diplomacy
>Birdmen merchants: Neutral.
>Cactusian tribe: Warm (Trading 5 desert berries for 5 coal /y)
>The Jackals: Unfriendly (Trading 2 gold for 5 Food /y)
>Dhow settlement: Friendly (Mutual pact)

Schedule (Select one action and one development for the year)
>A Development rolling a d20 (Research tech, practice magic, develop military, develop society, ect)
>An Action rolling a d20 (Explore, Construct something, do diplomacy, Asign work roles, Order an Attack, ect)
>>
Rolled 19, 19 = 38 (2d20)

>>4513503
forge bronze weapons
build a research center



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