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Welcome to Fantasy Nation Builder II!

I will be trying to capture the same magic that Ace's game has, same rules aply:

In this game, you build a fantasy nation to compete and thrive in the world against other civilizations. Your goal can be anything from world domination to planar ascension to creating the world's best culinary institutions. You are limited only by your imagination and a reasonable sense of plausibility. And your dice.

------
Starting Out
------

To begin, declare a race, some fluff, and a color preference (if it's available), and clearly mark your starting position on the map. Also, declare whether your initial government is either despot rule (military bonus) or elder council (cultural bonus). Write-in primitive governments are fine if it fits your fluff, the total bonus number will be the same. Your starting civilization sheet will then be provided. You will start with two other development bonuses based on your race and fluff.

The map will be updated with settlements, cities, and any special constructions if applicable. Updating the map is time consuming so I want to keep it simple; just think of it as a visual aid, not an exact representation of what's happening. You may name landmarks and cities when you discover/found them.

Player cap will probably be around 10 or so but I want to take on as many players as I can.

My plan is to try to process at least 1 turn daily with occasional longer sessions as my schedule allows.

When I am finished resolving player turns, I will make a post stating "TURN X BEGINS". Please link your next declarations to this post for ease of organization. If two or more players need to resolve combat or conflict, I will write an appropriate post for those players to link to. Make sure you stay organized so I don't skip over you.

-------
Rules
-------

--To Start: declare a race name, color preference, and location; add fluff as desired
--Pick either despot rule (+5 to military rolls) or elder council (+5 to culture rolls) as starting government

--You may declare 2 actions per turn, each a 1d100 dice roll, higher is better
--The DM may grant resources/bonuses depending on your dice rolls
--large projects or special actions (e.g. building a floating city, changing governments) may take multiple turns to complete. Keep track of your progress

--Having high stability and food means that your attempts to grow your borders or found new settlements will be easier
--Less stable societies risk revolt; small food stores raise the risk of starvation or penalities to military action
>>
>>2075257

------
Rules Continued
------

--You can crush 50 points of 'related' bonuses (DM's judgement) down into one 20 point bonus and a 3rd action die. The 4th action die costs 100 related bonus points, which is crushed into one 20 point bonus. The 5th die costs 150 points...etc.
--Related means that the bonuses are similar in nature. For example: military formations, crossbows, fortifications, elite troops, enchanted swords - these could all be crushed into one 20 point military bonus and a new action die. Alternatively: trading posts, caravans, bazaars, currency, could be crushed into an economic bonus and a new die.

--Appropriate resources are needed to perform related actions
--If you don't have the right resources and prerequisite magic/technology, your civ will flounder. Example: wood elves cannot start the game by researching spaceflight (well, they can...it just won't work very well)
--Add appropriate bonuses to your dice roll to determine the total success
--Bonuses only apply to related rolls. For example, a spearfighting bonus won't help boost an action about building a school

--Attacking any foe uses up one of your actions. Defenders may choose to sacrifice actions to add to their defense total
--There is a penalty if you attack without spending a turn in preparation
--Combat rolls take place separately. You have combat dice equal to half your action dice, rounded up
--Your combat effectivenes is the total of all your combat dice rolls plus any accumulated military bonuses
--Successful wars allow you to steal/destroy enemy bonuses and resources depending on your intentions and your dice rolls
--Wars typically make the population unhappier over time

--Random global events will test the preparation of your civilization
--You can argue your case in all activities but the DM’s calls are final
--Remember that this is a gentlman's game and police your own actions
--Some people may be aggressive in order to see you driven before them and hear the lamentations of your women. Play at your own risk!
--Roleplay to your heart’s content, creativity may be rewarded by the DM
--Rules/difficulty are subject to change by the DM as needed, this rule set follows previous examples but may need adjusting

Join the Discord here:
https://discord.gg/sBEvjJX
>>
>>2075264
Secret Actions
-----

Sometimes, it may be to your advantage to take action or complete a project without other players knowing.

First, inform the GM, who will then set a DC based on your civilization's development and the nature of the action.
Then, write up an agreed-upon 'fake action' and roll in the thread as usual. The fake action can be as simple or elaborate as you'd like; the goal is to fool other players.

If your dice, plus any applicable bonuses (spies, scouts, shadow magic, etc), meet or exceed the DC, your action is completed without alerting others. Some actions may require multiple rolls or various DCs for different steps.
If you fail to beat the DC with your roll, you may still complete your action, but the public will be informed and your secret revealed. Players that would be directly affected by your action will specifically be informed.

Example: The Elves want to attack the Werewolves. They write a 'fake action' that involves them gathering in the woods for a cultural festival, when they're actually preparing for the attack.
However, they roll under the DC. The elves successfully prepare for the attack, but the werewolves are informed that they are about to be attacked by their scouts. This provides time for an ally to come to their defense.

Any secret resources or bonuses will be logged by the GM in a separate document until they are revealed.

You may roll to 'research' an opponent (another secret action) which will let you see their secret information. If you fail, however, they will be alerted and you cannot attempt research on them again for 3 turns.
>>
>>2075265
-----
Basic Combat Rules
-----

----Preparing for War----

When you plan on attacking, you may spend a turn in preparation. If you do so, you suffer no penalities when attacking the following turn.
Preparation can be public, or secret. If preparation is public, you do not have to state who you are attacking or where you are going, but that your military forces are primed and ready to strike.

You do not have to prepare for an attack and can strike immediately, gaining the advantage of surprise. However, you will suffer a -10 penalty per each combat dice, including special bonus dice, to your combat total.

----Declaring an attack----

You must use one of your actions to declare an attack. You do not need to roll for this 'action', it is just a placeholder. If you do roll, it has no affect on the outcome.

Following are combat rolls, which should occur in a separate post. This post should contain:
1) all your rolls
2) any pertinent combat bonuses
3) A declaration of yourself, attacking your target. I.E., Bacatia attacks Mages

You combat dice = 1/2 your action dice, rounded up.
For example: if you have 3 action dice, you get 2 combat dice. If you have 4 action dice, you also get 2 combat dice.
You also get additional dice if you have special bonuses that grant them.

Your COMBAT TOTAL is your 'attack dice' + 'bonus dice' + 'combat-related development bonuses'
You may suffer penalties, assessed by me, if your economy or culture is dramatically overpowered by your opponent.
>>
>>2075268

----Defending from an Attack----

You do not have to use an action to defend from one faction. You do have to sacrifice an action if attacked from 2 or more factions.
Each 2 additional factions that attack you (4, 6, 8) means another action must be sacrificed to defend.
If the defender has already posted, they get to choose which action(s) they want to sacrifice in order to defend, as needed.
If you have no more actions to get sacrificed, you are 'overwhelmed' and suffer major penalties.

Same rules for rolls and combat bonuses apply.

If you are afraid you may be attacked, you may spend an action preparing a defense.
Preparing a defense gives you a +10 bonus per combat dice, including special bonus dice, to your combat total, BUT ONLY on the turn directly following your preparation.
Preparing for defense only affects you individually and not any protective forces or allied armies in which you may be participating.

----Economy and Culture in War----

If a foe's culture (including arcitecture, art, music, or other related bonuses) OR their economy (including currency, etc) is more than double your culture or economy, you receive a combat penalty.
This penalty is -10 to your combat total for each dice rolled, including special bonus dice.

Other factions can roll actions to "push" their culture onto your civilization. This will generate their culture in your civilization, which you can use as a development bonus.
However, if your accumulated foreign culture exceeds your own culture, then if you are in combat against that nation, your final combat total is 2/3 of the full value.

These penalties are assessed whether attacking or defending.

---
Additional Combat Rules
---

----Protective Forces--

If you are concerned that an ally may be attacked, you can spend an action and one unit of food to send them protective forces. This will last through the following three turns.
For example: if you send protective forces on turn 35, they will be stationed there from turn 36 through turn 38. By turn 39, they will be gone.
NOTE: The forces WILL NOT be active IMMEDIATELY ON turn 35, but turn 36.

The advantage is that you can defend immediately if they are attacked, rather than being forced to wait a turn to react.

Protective forces will be logged by the receiving nation in their sheet, along with the turn at which they must be renewed. I.E. [Werewolf Forces - Turn 38]
Another action and expenditure of food on turn 38 by the faction that sent them will allow the forces to remain ready without any breaks.

If you have protective forces with an ally, you can roll defense dice if your ally is attacked, even if they are taken by surprise. This is added to their combat total.

If it is convenient, multiple units of food and multiple actions can be spent at the same time to extend the time protective forces are in effect.
For example, the Werewolves spend 3 actions and 3 units of food on turn 35. Their forces are now protecting their ally turns 36-44.
>>
>>2075271
----Allied Defense----

Rather than several nations all contributing protection to each other, which is very inefficient, they may form a single allied force. One faction is declared the leader and must track involvement of other civilizations. The leader is also responsible for reporting the activities of the allied army to the GM.
Forces are contributed to the allied army in the same manner as before, by contributing food and an action. This keeps their share up for the usual three turns, before more food and another action is required.

The allied army can defend a limited number of locations. These locations do not have to be public.
Allied armies themselves, and their member states, are always public
The number of locations that can be defended by the army depends on its membership - 1/2 its members, rounded down.
The location of the army is determined by members, and submitted to the GM by the allied leader.
The location can be changed once per turn, and only at the start of a new turn. It is best to inform the GM at the 'end' of the current turn where the army should be at the start of the next turn to avoid issues.

When the army defends, all members roll and all dice are pooled together.

If a member that is not being actively defended is attacked (the allied forces are in another location), they may still roll their own defense dice as usual.

It is possible to reach a level of friendship and closeness with another civilization that their defense becomes shared by default. This will typically require relatively involved projects over several stages.

OTHER RULES ARE ON THE DISCORD SERVER

Also:

My intention is to start the game with a lower scale of magic in the setting, that will grow with your development.

Hawkmen living in a clound city? A bit too much. Hawkmen living in giant trees, and later in the game being able to develop a cloud city? Alright.
>>
Race: Fresh-water Naga
Color: Dark Blue
Location: The island in the middle of the lake
Government: Council of Elders
Fluff: incoming!
>>
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>>2075257
Name: Dracolan
Race: Dragonkin
Fluff: A race somewhere between man and Dragon, the Dragonkin are neither. Both larger than humans and smaller than true Dragons, they often did not fit in either. Dragonkin share many similar traits to the Dragons for which they are named, flight, some elemental powers (most often fire breath), claws and scales. But the walked on two legs, not four, and had an opposable claw to grasp at items. And where natural Dragons could be feral territorial beasts, the Dragonkin had the mind of men.

Eventually their numbers grew to the point that enough of them banded together, seeing how the Dragons were nearing extinction due to their isolated nature and territorial conflicts, wanting to avoid a similar fate. Mimicing the tribes of men, they formed their own tribe, the Dracolan, on the Isle of Dragons to make a name and a people for themselves and not crumble to bones and scales like the Dragons of yore.

+5 to culture rolls

Location:
The Island in the middle of the Big Lake
>>
>>2075289
'doh. any chance I could ask you for the Island anon? Can't be the Isle of Dragons if its not an island.
>>
>>2075297
>>2075289
How about you share the island, would kind of be interesting if the isolationists have interaction
>>
Race: Crocodile Men
Fluff: men with crocodile heads and tails, about 8-9 feet tall. Militaristic, they take on few allies, serving the ones they do faithfully and loyally.
Color: dark green
Location: northern peninsula
Government: Despot rule
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>>2075297
>>2075299
You guys can decide if you wanna share the island or choose another one.

The islands in the northwest have plenty of mountains and vulcanic activity, while the most southern islands have a more tropical climate. The islands in the middle have a mediterranean/moderate weather.


Important, once you choose your location, please mark it and post a pic, like this one.
>>
>>2075304
Sorry, I think I should have mentioned it. The northern peninsula is pretty big, it would be great if you could point the exact location in the map like >>2075306
>>
>>2075289
Fluff: The naga are a race of massive snake men, they have long sleek bodies that average fifteen feet long capped with a humanoid torso and a snakelike head. They lay eggs to create new young in pods of hundreds though usually from each pairing only a dozen of the pods actually hatch. The Nagas are deeply religious, worshipping the lake that they inhabit and until recently, when a council of water shamans united the scattered family groups, they lived in small family groups that only gathered during great underwater celebrations three times a year. The council of Giss’ha decided that for their people to truly flourish they must not only unite but establish homes beyond they waters. The obvious choice for their new home was what they called the Mother Egg, the island that sat in the middle of their lake. While most of the Nagas stayed below the surface of the lake, many established a small village along the banks of the river on the island. The council knew that what little water magic they knew would be useful to help their people flourish
>>
>>2075297

I’m cool with sharing if you are, I see the naga as mostly staying in the water with just one eventual city on the island where the river meets the lake, then they’d expand elsewhere
>>
Name: Illyandei Elves
Fluff: A race of Elves who live in the hills, mountains, and warm sands near the northern in-land sea. Tribal, savage, and devout, the one thing that unifies the tribes is their worship of the Dragons once seen flying in the mountains, and what few bones they have collected of the dead ones. The religion holds that the Dragon Mother gave birth to all Dragons, and that her offspring's blood created the race of Elves.
Color: Black
Location: Northeastern mountains, between them and the inland sea.
>>
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>>2075264
Name: Halfling Commonwealth
Race: Halfling
Government: Council of Elders
Fluff: A pleasant nation based around the city of Toral which rests along the sea surrounded by rolling hills and fertile farmland. The peaceful halfling people farm, fish and sail along the coast having little care for conflict preferring to solve things with words and diplomacy. Focusing on expansion of the lands for the growing population and improved mercantile expansion truly a new golden age approaches.
>>
>>2075311
Sorry, I'm phone posting for now so I can't. I meant to be on not the most Western land but on the peninsula directly to the east. I don't know if that's too big, so I mean the most eastern part of it
>>
>>2075306

I’m posting from mobile for now so I can’t mark my spot but once we get things sorted about the island, I’d like to be at the bottom of the island where the river meets the lake and in the water around that area.
>>
>>2075257
reserving a spot
>>
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Daenaria Marshhold
Race: Daenarians
Color: Green
Location: Swamp
Rule: Elder Council
Fluff: Wizard exiles living in a swamp (Will add a chunk of fluff soon)
>>
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>>2075257
Name: Rp'tr Tribes
Race: Imagine Blue Velociraptors with thumbs and you're close.
Government: Despot Rule (Chief aka Packmaster)
Fluff: The Rp'tr have long been hunters and roamers. The follow the herds of the berasts and hunted them to eat their fill. But of late the herds have dwindled and strange animals, things that fight back and hunt together just as the Rp'tr do have been encountered. Worse one such animals even got into a clutch and destroyed it utterly, not even to eat but out of spite. This land has changed, and now so too must the Rp'tr.
>>
>>2075326
Works for me. We're both reptillian!
>>
>>2075347
Location: Not picky, anywhere there are plains to hunt on is fine.
>>
>>2075342
Emerald Empire
Race: Naga
Color: Dark Green
Location:look at pic
Rule: Elder Council
Fluff: The Emerald empire is a nation of Scientific minded naga. They find creative ways to get around things they would have issues with normally. Like using underwater sea vents to heat and forge metal due to normal fire being a large risk to them. They are ruled by an emperor and his council of advisors with the council handling the majority of day to day tasks of running an empire while the emperor himself remains aloof and studying everything from military strategy to basic hunting and farming, only stepping in when needed. He has more power than the entire council combined but rarely excercises it.
>>
>>2075343
The Deanarian empire used to rule a lot of the world, but at some point the empire decided it didn’t need its wizards and branded them heretics, the most noble were allowed exile and settled in a far away swamp. Deanaria fell with the loss of its mages and the exiled wizards weren’t doing much better. Their numbers were small and only with careful moderation could they keep the inbreeding low.

Within the swamp were a multitude of less sentient beings and some cunning sentient ones. The wizardry faced a raid by joint forces of Gnolls and Lizardmen, as the creatures neared success of their raid, Caedrius of the magicians side realised that the two sides could work together to achieve greater aims. Caedrius convinced the leaders Gaharn and Slidarva that a cooperative lifestyle would benefit both sides greatly. Being reliant upon the Gnolls and Lizardmen for doing the hard labour while the wizards are innovating magic, and thus the tale of the Daenarian Republic of Marshhold began. Eventually the wizardry decided to allow breeding between wizards and the beastfolk in a move to reduce the inbreeding in their parentages.
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>>2075371
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Race : Skeletons
Fluff: In a field of flowers that was once the site of constant martial warfare. The psychic wails of countless dead and murdered confounds the barrier between life and death. With the veil that divides the living and the dead stressed and made thin, spurts of pure mana fosters itself in the area and wayward spirits are able whisper through the weakened veil. In a faithful day, the bright white light of the sun acted audience to a sudden and temporary tear in death's boundary which haphazardly launched forlorn souls back into the world of the living. The souls were instinctively attracted to the shallow graves which housed skeletal remains who's frames once contained the spark of life. Although the binding could maintain the soul's presence in the mortal realm, the process itself could not retain their past memories and resulted in the creation of a spirit animating a skeleton bereft of its own past memories, left to wonder a world made anew.
Location: See Map,
Government: Despot Rule
>>
>>2075380
That's the place I meant. I'll switch to the Western side though
>>
This continent is reptile infested.
>>
Someone is unable to post where they are at, so here's a post for them.

---

Followers of the Awakener (awakened).
Humans that have had their third eyes awakened by visions from an ex-dimensional being known only as the Awakener. It demands that they build it a city for it and it's spawn to inhabit thus world. They are led by it's prophet, the Mad Architect.
Location once I get home
>>
>>2075257
Race: Vulcan
Color: Red
Location: Anywhere mountainous, perhaps the area north of the inland sea
Fluff: The Vulcans are humanoids with skin as black as charcoal, and a fire constantly raging in the pit of their stomachs. They can eat anything that will burn, to feed their flames. When cut, they bleed fire rather than blood. Their numbers are few, as they require a great deal of sustenance to survive, but they can spew fire at will, and are a force to be reckoned with. They are ruled by their Lord of Flames (despot, +5 to military rolls), and seek out resources to burn within their bodies.
>>
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>>2075389
>>2075371
I am placing the emerald nagas in the east, and the corcodiles in the west.

Crocodiles are greenish blue.
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Race: Bogdidoclorians
Color: Purple
Fluff: A race of hairy subhumans that evolved to live in the outside world. They are almost always covered in grime and filth, but being uncultured has granted them great survival skills as well as strength. Their immune system has adapted to eating garbage and muck as that was all they had. They have a great reverence for Vultures and have been known to befriend and have them perched on a shoulder. They will often eat together as well, sharing the dead rotten corpses they come across. The Bogdidoclorians also have a great hatred for reptiles and seek to hunt them down.
>>
>>2075257
Name: Drekashi Tribes
Race: Plantment
Color: Whatever is left
Location: Forest on the north west peninsula
Gov: Elder council

Fluff coming soon.
>>
Okay guys, we passed 10 aplications, but I will allow them.

End of aplications now.
>>
>>2075437
>Great hatred for reptiles
Hard mode, eh?
>>
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>>2075437
Marked my start

Also Despot Rule
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>>2075448
Suicide mode. Just the way I like it.
>>
Okay, I will writte down the traits, posting later tonight. Lets play some turns.

Dont forget on joining the Discord server: https://discord.gg/sBEvjJX
>>
>>2075444
That is supposed to say Plantmen. Either way, Fluff:

The plantmen are a race much as their name describes, humanoid plants. They have long 'hair' of leaves and flowers and their appendages are vine-like. They are carnivorous, usually spending time basking in the sun and hunting prey for their nutrients. As well, they breed through pollination creating berries that they will meticulously plant to grow their young.

The Drekashi tribes are a group of planmen tribes located in the forests of the north west peninsula. They worships the spirits of the elements and nature and believe that the world has it's own spirit, named Nashi, that created the other spirits and all life on the planet. As such they consider caves sacred as locations to commune with Nashi, although they will not expand those areas as it is considered as harming Nashi. Most Drekashi will make their homes on the branches of massive trees called Trek'Nash to be above the leaves of the forest for protection and better access to sunlight.
>>
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Rolled 36, 40 = 76 (2d100)

1. A Dragonkin Claws are their first and natural weapon. Made of an almost metallic like composition, they are strong enough to tear into Dragonscale or Rock alike.

These claws are meant for constant usage, and have to be filed or cared for regularly else they grow too long. The Dragons practice with a new way to sharpen their claws by rubbing them against certain abrasive rocks back and forth.

Sharpen our claws!

2. Although many dragonkin breathe fire, some don't. Some minor strains are even said to breathe ice or even shoot lightning.

However, as the majority of the do breathe fire, houses and huts of wood and straw are. . .impractical. Instead, most Dragonkin prefer to find or dig caves, by clawing away at sides of mountains, much like true dragons do.

The Dragonkin refine their ability to carve into stone and and rock to make cave nests. One day they may even build things out of rock, like the humans did.

Carve cave homes in the mountain!
>>
>>2075507
Dude, I will post the traits later, I recomend to wait for it.

Still, I will count your post.
>>
>>2075257
Name: The Covenate (Witches)
Government: Mystic Council
Color: Dark Blue
Location: Northern Forest, preferably the Easternmost one but I'll take what I can get.
Fluff: Coming later
>>
>>2075518
Fluff: Human in nature, the Covenate are firm believers in the mystical ways.
They seek knowledge of magic forces, and aspire for great power.
They make their home in the cold north, where few venture except the brace and foolish.
Despite their unwelcoming home, they do not believe the rest of the world to be "evil" or malicious. The Covenate is merely... cation.
>>
>>2075547
>>2075518
Too late
>>
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>>2075407
Finishing up my post.
The Followers of the Awakened are humans, touched by the hand of a being of thought from a place outside our dimension. Their third eyes, the ability to perceive things outside of the material,are partially open. The more open the third eye the more the awakened is "driven mad".
The being, known only as The Awakener, has fully opend the eye of one of his followers and opened a conduit into his mind. This man is known as the Mad Architect and it is through him that the wisdom and desires of The Awakener are passed down. Outside of his trances he is a raving lunatic, constantly scrawling plans for constructions in the dirt. He is a construction savant however, his ideas far outstripping the abilities of his followers to enact. His inner circle identify which of his ranting are actionable and disseminate orders to the awakened.
No-one knows for sure what The Awakener truely desires, but it is guessed from the visions he feeds The Mad Architect that he desires a place which he and his spawn can inhabit on this plane.
---
Name: The Awakened
Race: Human
Colour: Anything available
Location: South West island (If a change is amenable to you OP, I'm not really happy with where I rush picked.) Marked on the map.
Gov: Prophets Council
>>
>>2075257
Race: Alin
Color: whatevers left
Location: Somewhere in the desert.

The Alin are a newly formed coalition of magic-using Human and Genie tribes hailing from the Kalahese Desert. They are led by a council formed of the Patriarchs of the most revered families.
>>
>>2075751
Somewhere in the desert, the south eastern desert.
>>
>>2075751

Excellent game taste my friend
>>
>>2075347
Rp'tr Tribes s – Green
Traits:
Call of the Packmaster (You may attack without preparing with half of the penalty)
Hunters and Roamers (+3 military/hunting)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—

>>2075371
Emerald Nagas – Dark Green
Traits:
Council of Advisors (+3 organization )
Symbolic Emperor(+3 culture)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—
>>
>>2076372
>>2075381
Skeletons – Golden
Traits:
Whishpers of the Dead (+3 necromancy)
Warriors of the Past (+3 military)
-----

Stability: neutral
Mana Life Force: Low

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

--Resources--
-none-

--Development Bonuses—
>>2075547
The Covenate – Orange
Traits:
Brooms and Witchcraftery (+4 magic control)

Cauldron ' s Recipes (+2 herbology )
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—

>>2075705
Followers of the Awakened – Pink
Traits:
The Mad Architect (+3 construction)
Awakened Eye (+3 psionics )
-----

Stability: neutral
Food: Low

--Government--
Prophets Council (+5 religion)

--Resources--
-none-

--Development Bonuses—
>>
>>2076373

>>2075751

The Alin – Gray
Traits:
Desert Djinns (+4 magic)
Elder Traditions (+2 culture)
-----

Stability: neutral
Food: Low

--Government--
Council of Patriarchs (+5 culture)

--Resources--
-none-

--Development Bonuses—

>>2075304

Crocodile Men – Greenish Blue
Traits:
Big and Strong (+3 to related rolls)
Natural Mercenaries (+3 military)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—


>>2075327

Illyandei Elves – Black
Traits:
Dragon worship (+3 religion)
Tribal Savages (+3 military/hunting)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—

>>2075329

Halfling Commonwealth – Blue
Traits:
Rolling Hills and Fertile Farmlands (+2 agriculture / +1 fishing)
Mercantilist (+3 economy )
-----

Stability: neutral
Food: Low

--Government--
Council of Elders (+5 culture)

--Resources--
-none-

--Development Bonuses—
>>
>>2076391

>>2075343

Daenaria Marshhold – Brown
Traits:
Magically inclined (+4 to magic)
Servant Beastfolk (+2 menial labor )
-----

Stability: neutral
Food: Low

--Government--
Council of Elders (+5 culture)

--Resources--
-none-

--Development Bonuses—

>>2075437

Bogdidoclorians – Purple
Traits:
How Can I Starve if I Love Junk Food? (+3 stability against famine and searching for food)
We Hate Scalies (+1 military / +4 when fighting reptiles)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—

>>2075468

Drekashi Tribes – Light Blue
Traits:
Spirit Communition (+3 spirit magic)
Nature Worshiperst (+3 nature magic)
-----

Stability: neutral
Food: Low

--Government--
Council of Elders (+5 culture)

--Resources--
-none-

--Development Bonuses—

>>2075292

Dragonkin - Red
Traits:
Draconic Traits (+3 close combat)
Fire Breath (+3 fire magic)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—


>>2075425

Vulkans – Dark Red
Traits:
Blood of Fire (+3 Fire Breath)
I Must Consume ( Needs to spend an action consuming something each 5 turns, otherwise you will have -10 penalty in your dices, on the other side, this gives you a single +10 bonus in any dice related to your fire powers)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—
>>
File: Turn 1.png (3.03 MB, 1807x1017)
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>>2076444

BEGIN TURN 1

Please link your rolls and declarations of action to this post.

Dragonkin, you can keep your rolls if you want, let me know. Or you can reroll and link here.
>>
Rolled 96, 4 = 100 (2d100)

>>2076447
Dragonkin - Red
Traits:
Draconic Traits (+3 close combat)
Fire Breath (+3 fire magic)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—
1. The Dragonkin needed food. The first obvious source would be to comb the forests for animals or fruits. Dragonkin were omnivorous, though nothing beats a well cooked meat. Fire breath allowed for quick killing and roasting at the same time.

+Fire Breath (+3 fire magic)

2. The sea and rivers were also bountiful. Dragon claws and jaws made for great fishing tools, while fire breath could turn a section of river to a boil and the fish would float up for easy capture. Those who preferred ocean fishing could fly from above to see the swarms of fish swimming below, and then dive down to catch them.

+Fire Breath (+3 fire magic)
>>
Rolled 32, 86 = 118 (2d100)

>>2076372
Name: Rp'tr Tribes – Green
Race: Imagine Blue Velociraptors with thumbs and you're close.
Government: Despot Rule (Chief aka Packmaster)
Fluff: The Rp'tr have long been hunters and roamers. The follow the herds of the berasts and hunted them to eat their fill. But of late the herds have dwindled and strange animals, things that fight back and hunt together just as the Rp'tr do have been encountered. Worse one such animals even got into a clutch and destroyed it utterly, not even to eat but out of spite. This land has changed, and now so too must the Rp'tr.
Traits:
Call of the Packmaster (You may attack without preparing with half of the penalty)
Hunters and Roamers (+3 military/hunting)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—


1. We are once again low on food. It is time to hunt!
+Hunters and Roamers (+3 military/hunting)

2. We need something to extend our reach in a hunt. Perhaps we could make them out of bones?
>>
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Rolled 67, 82 = 149 (2d100)

>>2076447
Halfling Commonwealth – Blue
Traits:
Rolling Hills and Fertile Farmlands (+2 agriculture / +1 fishing)
Mercantilist (+3 economy )
-----

Stability: neutral
Food: Low

--Government--
Council of Elders (+5 culture)

--Resources--
-none-

--Development Bonuses—
-----
1. The Council of Elders has put out a decree of expansion of the existing farmland! The borders of the Commonwealth would expand allowing new fields to be plowed, new crops sowed and new irrigation dug.

2. As this new decree was carried out the bards and poets of the Commonwealth began to rehearse and write. This new culture of Pioneer Spirit was sure to grip the young nation.
>>
Rolled 19, 13 = 32 (2d100)

>>2076444
Drekashi Tribes (Plantmen) – Light Blue
Traits:
Spirit Communition (+3 spirit magic)
Nature Worshiperst (+3 nature magic)
-----

Stability: neutral
Food: Low

--Government--
Council of Elders (+5 culture)

--Resources--
-none-

--Development Bonuses—

1. Search the lands for any resources, such as plants or animals, of interest.
2. Have the shamans commune with the spirits in the area and see what spirits call this land home. +3 Nature Magic
>>
Rolled 72, 94 = 166 (2d100)

Illyandei Elves – Black
Traits:
Dragon worship (+3 religion)
Tribal Savages (+3 military/hunting)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—

1. Explore for Beasts +3
The mountains, and the deserts both have interesting beasts in them. Perhaps some of them may be harnessed for labor, or even ridden upon as mounts!

2. Religious Practices (GM Choice) +3
a. Religious Dance
b. Sacrifice
c. Oral Study and Rituals

The Illyandei engage in various rituals to bless their warriors, bring rain to their crops, keep the river strong, and game aplenty. These rituals are solidified upon success.
>>
>>2076447
>>2076481
Forgot to link.
>>
Rolled 97, 16 = 113 (2d100)

>>2076447
-------------------------
Followers of the Awakener – Pink
Traits:
The Mad Architect (+3 construction)
Awakened Eye (+3 psionics )
-----
Stability: neutral
Food: Low

--Government--
Prophets Council (+5 religion)

--Resources--

--Constructions--

--Development Bonuses—

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

Actions:
>The Mad Architect awakens from slumber with a start and a yell. He rolls out of his primitive bedroll and begins to draw in the dirt. He sketches out a seemingly random assortment of foundations. The inner circle member on duty realizes that he has drawn a plan for a village, with 23 houses for the 23 families of the Awakened. Gathering stone from the nearby mountains and riverbed the Awakened set to making the first commandment of their prophet a reality.
Construct basic housing [+8] (+3 Construction, +5 Religion)
>Others set to tackling the food situation. We have had a long journey to the site that The Awakener commands his monuments be built and many of our animals slaughtered and our supply of vegetables is low. They make themselves busy ensuring that the Goats are settled and producing milk, as well as planting the rest of our supply of hardy tubers.
Supplement our Food supply [+0]
>>
>>2075289
>>2075322
>>2076447
No stats for me??
>>
>>2076500
Wops, sorry mate.

Fresh-water Naga – Dark Blue
Traits:
Sea worship (+3 religion)
Water Shamans (+3 water magic)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—
>>
Rolled 46, 36 = 82 (2d100)

>>2076447

Vulcans – Dark Red
Traits:
Blood of Fire (+3 Fire Breath)
I Must Consume ( Needs to spend an action consuming something each 5 turns, otherwise you will have -10 penalty in your dices, on the other side, this gives you a single +10 bonus in any dice related to your fire powers)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—

1. Our people hunger. The fires within us burn unceasingly, and these mountains, while they are the place of our birth, are woefully deficient of sustenance. Or so it seems at first glance. The Lord of Flames orders a contingency of Vulcans to search the mountainsides for animals. But this is not hunting. No, he has begun to think more long-term. He demands that they seek out an animal that they can breed more of, to establish their own consistent supply of fuel. If the creatures also happen to serve well as beasts of burden, all the better.

2. Secondly, the Lord of Flames orders another group of Vulcans to start digging. To mine for anything useful they can find. Metal and stone may seem useless, as they cannot be consumed well, but in fact that makes them particularly useful as materials that will never be considered for consumption. Most practical things in Vulcan society are fashioned from stone or metal. There's also the slight chance that they may get lucky and strike coal, a delicious treat that does well to sustain the Vulcans.
>>
Rolled 76, 80 = 156 (2d100)

>>2076447
Bogdidoclorians – Purple
Traits:
How Can I Starve if I Love Junk Food? (+3 stability against famine and searching for food)
We Hate Scalies (+1 military / +4 when fighting reptiles)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—

Raf Gizzardbrain led the other Bogdidoclorians through the Steppe. They had been walking for what seems like weeks and subsisted on whatever they could find. Sometimes it was dead animals, sometimes they ate whatever plants or berries were on their path. Sometimes they even settled for dirt. Raf crouched down while the people behind him stopped.He scooped up some dirt and held it in his hand, investigating it closely before opening his mouth and pouring the handful of dirt inside. "Mighty tasty....." he paused and kept chewing the dirt. Some of the others decided to pick up some dirt and do the same. Raf turned around and opened his mouth, a foul stench emitted from inside but it did not bother the others as they all had that stench. "Well would you look at this...!" Raf said as he stuck out his dirty tongue revealing a worm on resting on his tongue that had been partially chewed. "I gotta say I think this may just be our spot, got some gud dirt here and the view ain't bad.... I mean you can see for miles!". One of the others spoke up "What the hell are you talking about Raf we've been travelin this Steppe for who knows how long, its all the same." A group of large Vultures flew over head as the man was speaking. Raf excitedly pointed them at " Just look at that! That there is a sign! We belong here! This is our spot! Lets start getting setup here folks this place is gonna be great!" The Bogdidoclorians shuffled off in many directions as Raf stared off into the distance, from the corner of his eye he spotted something moving across the ground in the distance. "That better not be what I think that is..." Raf got closer and saw that it was a small lizard that just stared at him. Raf dived onto the ground with suprising speed grabbing the small Lizard in his hands " Listen here you god damned cold blooded lizard yer not gonna ruin our new home ya hear me ya lizard??? Do you hear me?" With fury Raf squeezed the Lizard until his hands were filled with the Lizards blood and it was lifeless in his hand. He held the Lizard high in the air above his head. "Ya see this ya god damned lizards you stay away or this is what yer gonna git!". He tossed the lizard onto the ground. "Vultures can have this one, but the next one is mine".

Action 1

>Lets build some primitive houses. Since we are on a Steppe finding proper resources will be a challenge, but thats ok we just need something primitive to stay under.

Action 2
>Find and befriend some of the Local Vultures. They will become a great ally just as they were in the past.
>>
Rolled 4, 2 = 6 (2d100)

>>2076447

Fresh-water Naga – Dark Blue
Traits:
Sea worship (+3 religion)
Water Shamans (+3 water magic)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—


>1. The council needed to make sure the people were fed so they sent their best hunters into the lake to fish and forage as much as they could, providing enough food to last the short term hopefully.

>2. The Shamans also understood that long term planning was necessary, they planned to use their water magic and several of the builders to weave kelp into fences and water currents as barriers to eventually establish fish farms under the water close to their first land encampment. (+3 water magic, +5 culture)
>>
Rolled 43, 39 = 82 (2d100)

>>2076447
Daenaria Marshhold – Brown
Traits:
Magically inclined (+4 to magic)
Servant Beastfolk (+2 menial labor)
-----

Stability: neutral
Food: Low

--Government--
Council of Elders (+5 culture)

--Resources--
-none-

--Development Bonuses—

1)
The Gnolls and Lizardmen are sent out to hunt to bring back food and maybe some bones and other animal parts. The Gnolls tend to hunt in packs and fight with cunning and trickery to overwhelm their opponents while the Lizardmen hide within the bog to surprise unsuspecting prey. (+2 menial labor)

2) While out killing animals they are also sent to locate a stone source. As stone is a necessity to improve upon tools and buildings.
>>
Rolled 7, 7 = 14 (2d100)

>>2076447
Crocodile Men – Greenish Blue
Traits:
Big and Strong (+3 to related rolls)
Natural Mercenaries (+3 military)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—

1.The crocodile men are getting hungry. They've eaten little meat, so they send some of the smaller Crocs to fish.

2. Are we just out in the open? That won't do. Begin construction on fortifications. Nothing fancy for now, just a few sections of short walls to funnel any Invaders through the gaps. Our strong, towering bodies are fit for the task.
+Big and strong (+3 to related rolls)
>>
Rolled 85, 26 = 111 (2d100)

>>2076447
--TURN 1--
The Alin – Gray
Traits:
Desert Djinns (+4 magic)
Elder Traditions (+2 culture)
-----

Stability: neutral
Food: Low

--Government--
Council of Patriarchs (+5 culture)

--Resources--
none

--Development Bonuses--
none

Actions:
1) The elder council insititues a policy of magically strongly inclined humans to be adopted by a Djinn as apprentice to be instructed in the magical arts. +7 Culture, +4 Magic
2) Now that the tribes have united we have to find a stable food source. Scout westside towards the sea. +4 Magic?
>>
Rolled 6, 100 = 106 (2d100)

>>2076447
Emerald Nagas – Dark Green
Traits:
Council of Advisors (+3 organization )
Symbolic Emperor(+3 culture)
-----

Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses—

The council of advisors has ordered full focus on food.

Our people have always fed primarily on kelp and fish so we will do more to develop these food sources.

1. A grand hunt for fish is called in the emperors name any that we can breed and farm though we will need to develop a way to keep them alive and in captivity.

2. Kelp itself will be much easier to develop in a controlled manner. we should seed it heavily on the shore of our controlled beaches. we will farm it in ways we have never before.
>>
>>2075257
Thank you for reminding me of the fact that I will never be able to play this type of game again OP. Thank you do much
>>
Rolled 60, 34 = 94 (2d100)

>>2076447
Skeletons – Golden
Traits:
Whishpers of the Dead (+3 necromancy)
Warriors of the Past (+3 military)
-----

Stability: neutral
Mana Life Force: Low

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

--Resources--
-none-

--Development Bonuses—

>Action 1
a central pit wherein all the unused contents of shallow graves from across the plains is created in hopes to increase the number of usable cadavers. One of the skeletons vaguely remembers the plain's name as the "Free Marches"

>Action 2
The Bindings that keeps the souls of the departed in their skeletal frames are lacking in strength, keeping their vessels weak and fragile. Thankfully, the temporary tore in the veil that separates the realm of the living and the dead also introduced small spurts of erratic and necrotic mana in the surrounding areas. An effort to collect the wayward energies and store it into a usable container begins with one of the skeletons volunteering to sacrifice his bony vessel to become the first well for necrotic mana.
>>
Yo, still accepting new players or no?
>>
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>>2076959
and why is that? There are games here and on another board, so no shortage of games. Both move slow enough to allow posting infrequently
>>
>>2076444
room for one more?
>>
>>2076951
2) Now that the tribes have united we have to find a stable food source. They send a scouting party towards the sea in the west, using their previous experience communicating with spirits like Djinnsto commune with the local earth spirits to find fertile ground. +4 magic
>>
>>2076964
>>2077035
Believe we are full for now but feel free to join the Discord. Its possible people can drop.
>>
Is this still taking players?
>>
Rolled 17, 39 = 56 (2d100)

>>2076447
The Covenate - Orange
Traits:
Brooms and Witchcraftery (+4 magic control)
Cauldron ' s Recipes (+2 herbology )
-----
Stability: neutral
Food: Low

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

--Resources--
-none-

--Development Bonuses--

--Actions--
>Scouts are sent to the deep woods in search of herbs, spices, and any other secret ingredients! (+2)
>The Council orders the development of farmland along the river.
>>
>>2077336
No
Bump
>>
>>2076463
DRAGONKIN

The fierce dragonkin explore the forests of their islands in search of good hunting, few beasts would dare to stand in their way. After a few days of searching, a group of hunters find footprints of a good-sized creature that lives along the river, it looks like a swam, but its enormous, two times taller than the taller Dragonkin. Its eggs are very nutritious, and the Dragonkin take them back with them. But in this hunting, they also find somethig much more fascinating...

Eventually, they find that their islands are inhabitated by other beings - you have discovered the Nagas of Giss’ha! You can communicate at will with them.

[Food: Plentiful], [Resource: Giant Swams] [Resource: Giant Eggs], [stablity: content]

Unfortunately, their quest for fish proved to be unsuccessful, as the little creatures showed to be smarter and much faster than they considered.

>>2076949
CROCODILE MEN

Younger crocodile men try to feed the tribe by venturing into the stormy seas of the north. Unfortunately the furious waters proved too much for them, and none returned alive. The weather also proved to be inclement in building fortifications, and many of the crocodile men had to sleep together to avoid dying of cold. [Stability level: Low] [Food Level: Very low]

>>2076652
DAENARIA MARSHHOLD

The voracious beastfolk enter the frozen woods in search of hunting. Unfortunately most of the animals seem to have fled further south, however, they have managed to return home enough food for this season [Food level: Moderate]

Digging the rocky shore proved to be a painful activity, but the daemonic wizards managed to gather large gray boulders that can be used in construction [resource: stone]

>>2076535
BOGDIDOCLORIANS

Following their faithful vulture friends, the Bogdidoclorians go to the north where they see a great agglomeration of the creatures. After a few days of walking they finally find what was catching the attention of the birds. In front of them there are numerous carcasses of some large creature, they have no idea if they were slaughtered by some predator, or if these animals were victims of some disease. What Bogdidoclorians know, is that their skin was the way they liked, slightly rotten and taken by worms, enough to create rustic tents.
[fur tents 4/5]
[respurce: rotten skins]

The bonding with the vultures gre stronger with each day, and the vultures of the north plains are a special kind of creature – they have the wingspan of 12 feet, and their eyes are full of intelligence [resource: Vulture Friends], [+3 beast taming]

>>2076510
VULCANS

In the coast, where the rocky volcanoes meet the sea, the Vulcans find a herd of goats that inhabit the cliffs. [Food level: moderate], [resource: mountain goats]

In the mountains, close to the vulcanoes, they find shiny brown rocks. They are very hard, harder than normal stone… who knows what they might get if they heat it up…
>>
>>2076484
FOLLOWERS OF THE AWAKENER

The genius of the architect impresses his people, when guided by his teachings large houses are erected with the rocks of the mountains at an impressive speed. [5/7 Awakened Village] [resource: stone]

Saddly, supplying all of these workers showed to be hard, and most of the village barely had time to seek for food.

>>2076592
COUNCIL OF GISS’HA
A group of the best naga fishermen entered the inland sea in search of sustenance for the tribe. In the days that followed, rain-laden clouds headed north to the Inner Sea, some said they saw the shape of dragons in these clouds, and many wondered what kind of portents these would be.

After days gone by a single survivor of the contract was found alive, with serious injuries. He says his companions were attacked by some ... thing in the water, they just remember their green scales and orange eyes.

The council sought alternative ways to feed the population in the creation of algae and fish farms. However one night these were found destroyed, something big seems to have jumped in the tanks and attacked the stock. Reports tell about a large fish, with a long mouth full of sharp teeth.


[Stability level: Low] [Food Level: Very low]

>>2076951
THE ALIN
A group of capable young men are chosen to become apprentices of the Djin. Since childhood they must follow and live with their new masters, being taught secrets and the mystical mysteries only know about the old spirits of this land. [+3 Djin apprentices], [+2 magic control]

Mystics of the desert can successfully connect with spirits that live under the sands and in the wind. They whisper the location of an oasis in the west, where the ground is fertile and full of tasty aquatic birds. [Food Level: Moderate]

>>2076479
HALFLINGS
The expansion into the green fields of the south is a success, and the new Commonwealth lands are in the hands of honest laborers. [+2 expansion], [+1 agriculture]

Rumors are also spreading in the villages and pubs, stories of enormous footprints in the plains and hills, of some enormous creature that seems to have very wide steps.

Singing and telling stories, bards and poets become part of everyday life in the Halfling culture, gaining great prestige in the villages and awakening the desire for adventure in the younger generation. [+2 bards and poets], [+1 culture]
>>
>>2076480
DREKASHI TRIBES

Touched by the cool, cold air of the north, the drekashi wake up determined to contemplate the wildlife of this land. Most creatures seem to be hibernating at the moment, but they have the opportunity to find an interesting animal, a squirrel with beautiful white fur, big as a fox. [resource: white squirrel]

The Drekashi try to enter into communion with the spirits of the earth, but like the animals they seem to be hibernating, or perhaps their voices are being lost, being carried by the wind. Or maybe all this snow is muffling their voices? Who knows...


>>2076481
ILLYANDEI ELVES
A group of elven explorers travel to the south along the river, motivated by hunger and a sense of adventure.Such a endeavor is rewarded, for on the shores of the sea they find a fascinating new creature. A large terrestrial bird, taller than an elf, with golden feathers and a large beak that it uses to hunt small animals and break coconuts. The creature's is strong, and the skillful hunters managed to take a horde of them back home.
[Resource: Unnamed Giant Bird]
When their hunters returned, the Elven tribes dedicated great feasts in their honor and in the honor of the ancestral dragon gods. To their delight, the dragons seem to have appreciated their offerings, for in the days that followed they had rain for their crops and the rivers were filled with fish. [stablity: content], [+3 culture], [Resource: Fish]
[Food: Plentiful]


>>2077385
THE COVENAT
In the depths of the frozen forests, rumors said that this part of the forest had rare types of herbs to make potent elixirs and potions. But as their scouts enter the woods, they begin to hear noises, low hums that grow louder over time. Voices. They inquire them "Who?", "Who?", "Who?" The scouts tried to talk with them, but they kept making the same questions…”WHO?”
Any sign of the rare herbs in this part of the forest seem to have been ripped away, a closer inspection shows signs of nearby creatures using primitive tools. Maybe in some weeks they will grow again, when the weather is milder.

The farms along the river on the other side have been proved succeful - [+2 agriculture], [Food: Moderate]


>>2076962
SKELETONS

When you become a skeleton, two things go through your head.
1 - Who am I? Where am I? I do not remember anything.
2 - Oh my gods, I am a skeleton!

Important issues like these made the sinister skeletons of the Free Marches seek for more individuals like themselves. Digging the flowery fields they found many like them, wearing different types of rusty armors, coming from many different eras. [+1 warriors, +2 expansion]

Meanwhile, the skeletons noticed that at night strange lights shine in the flowery fields, flashes of wild mana caused by all the magical battles of the past. One of the skeletons volunteer to sacrifice his bony vessel to become the first well for necrotic mana, and properly harvest this energy. [necromantic energy source 2/10]
>>
>>2076953
EMERALD NAGAS
The nagas had a hard time catching fish, the icy winds seem to have spread far more than usual this year, making fishing a dangerous activity.

Developing kelp farms, on the other hand, proved tremendously well-timed. The algae grew in abundance and fed the population in difficult times. [stablity: content], [Food: Plentiful]

Among the algae, they also made other fascinating discoveries, a type of purplish oyster shell containing beautiful pearls. These pearls shine on full moon nights containing some sort of unexplored mystical power. [+2 water magic] [+2 nature magic] [+2 magic lenses], [Resource: mystical pearls].
>>2076469
RP'TR

The Packmaster summons the hunters! Once again the agile Rp'trs cross the plains in search of a prey…and they are very lucky! Near the lake in the east they are faced with a herd of ponies that prove easy prey for the voracious predators! [Food level: moderate], [resource: wild ponies]


Rp'trs are constantly looking for ways to become better hunters .
And what better weapon if not the bones of your own ancestors? Spears, knives and arrows are created from the teeth and bones of deceased Rp'tr hunters, so their ferocious spirit will continue to provide for the tribe. [+4 ancestor bone weapons]
>>
File: Turn 2.png (3.03 MB, 1807x1017)
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BEGIN TURN 2

LINK ALL THE POSTS TO THIS ONE
>>
>>2079232
>magic lenses

Sorry, its meant to be [+2 moonlight magic]
>>
Rolled 88, 66 = 154 (2d100)

>>2079241
Drekashi Tribes (Plantmen) – Light Blue
Traits:
Spirit Communition (+3 spirit magic)
Nature Worshiperst (+3 nature magic)
-----

Stability: neutral
Food: Low

--Government--
Council of Elders (+5 culture)

--Resources--
White Squirrel,

--Development Bonuses—

1. An attempt is made to begin keeping some of these white squirrels around to raise for their meat and furs.
2. Try communing with the spirits of the sky and winds, let us see what they have seen. +6 (Nature and Spirit Magic)
>>
Rolled 81, 64 = 145 (2d100)

>>2079241
>>2079241
Crocodile Men – Greenish Blue
Traits:
Big and Strong (+3 to related rolls)
Natural Mercenaries (+3 military)
-----

Stability: low
Food: Very low

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

--Resources--
-none-

--Development Bonuses—

Our glorious peoples are nearly gone to the cruel northern winds and waves already. A prayer is said by weary crocodile faces as we focus everything we have into providing food

1. Research sailing

2. Attempt to set up permanent fishermen again.
>>
Rolled 16, 67 = 83 (2d100)

>>2079241
-------------------------
Followers of the Awakener – Pink
Traits:
The Mad Architect (+3 construction)
Awakened Eye (+3 psionics )
-----
Stability: neutral
Food: Low

--Government--
Prophets Council (+5 religion)

--Resources--
stone

--Constructions--
[5/7 Awakened Village]

--Development Bonuses—

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

Actions:
>The Mad Architect wanders through the growing village. The random angles of the streets and corners appealing to his distorted vision. Watching his people go to work, however, he sees nothing but flaws, imperfections in the his design; the design of The Awakener. He delivers harsh criticisms and demands his craftsmen fix the failures they cannot even perceive.
Continue [5/7 Awakened Village] [+8] (+3 Construction, +5 Religion)
>With the houses almost complete more people should be free to work on the food supplies. Only those under the prophets intense scrutiny are spared the task of securing additional food stocks.
Supplement our Food supply [+0]
>>
Rolled 81, 70 = 151 (2d100)

>>2079241
Skeletons – Golden
Traits:
Whispers of the Dead (+3 necromancy)
Warriors of the Past (+3 military)
-----

Stability: neutral
Mana Life Force: Low

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

--Resources--
-none-

--Development Bonuses—
[+1 warriors]

>Action 1
A group of skeletons who have teh good fortune of wielding an axe that's isn't rusty to the point of breaking are sent to the forests up north to collect wood,

Send Skellies to make a lumber camp and collect wood up north

>Action 2
As the skeletons tumble around the free marches, amateurly gathering necrotic mana and sending it to the "Chosen"'s vessel, the "Chosen"'s frame begins to change. His necrotic bindings are slowly getting undone and certain parts of his spirits are buckling from the energies imparted to his vessel. Any lesser soul would have seen such action as suicidal to their returned life but the Chosen was resolute in his selfless act and even leads the team to other areas of wayward mana by using the mana stored within him to locate similar magical signatures in the area.

Continue with the Creation of a mana well [Necromantic Energy Source 2/10] [+3 Necromancy]
>>
Rolled 77, 84 = 161 (2d100)

>>2079241
Fresh-water Naga – Dark Blue
Traits:
Sea worship (+3 religion)
Water Shamans (+3 water magic)
-----

Stability: Low
Food: Very Low

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

--Resources--
-none-

--Development Bonuses—

> 1. Creatures have threatened our food supplies and killed our hunters, we must find out more about them. The council travel send Naga to meet with the outliers of their community. Those that live on the fringes have always dealt with the worst of the other denizens below the waves. The Naga will identify this threat and either subjugate it or destroy it, for the naga are the true masters of the Great Lake!

>2. With the dangers in the waters the council dare not risk sending more Naga to their deaths but food must still be obtained. Naga will be sent onto the land to forage for game, though they are used to the freedom of movement provided by the water they can move on land quite efficiently and are able to constrict their prey and drag it back home.
>>
Rolled 59, 35 = 94 (2d100)

>>2079241

Vulcans – Dark Red
Traits:
Blood of Fire (+3 Fire Breath)
I Must Consume ( Needs to spend an action consuming something each 5 turns, otherwise you will have -10 penalty in your dices, on the other side, this gives you a single +10 bonus in any dice related to your fire powers)
-----

Stability: neutral
Food: Moderate

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

--Resources--
Mountain goats

--Development Bonuses—


1. These shiny brown rocks could prove to be a useful material for crafting. The Lord of Flames sets some Vulcan craftsmen to work on the hard stones, heating them, trying to bang them into useful shapes. (+3 Fire Breath)

2. With the acquisition of the goats, the Vulcans have a bit more to consume. But their land of origin is still somewhat unforgiving. The Lord of Flames knows there are lands beyond this. Lands where instead of the errant tree growing out of the mountainside, there is a veritable sea of trees. The promise of such a place drives the Vulcans that he sends North to claim the lands beyond.
>>
Rolled 20, 53 = 73 (2d100)

>>2079241
Bogdidoclorians – Purple
Traits:
How Can I Starve if I Love Junk Food? (+3 stability against famine and searching for food)
We Hate Scalies (+1 military / +4 when fighting reptiles)
-----

Stability: neutral
Food: Low

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

--Resources--
Vulture Friends
Rotten Skins

--Development Bonuses—
+3 Beast Taming

--Projects--
Fur Tents 4/5


Action 1

>The Bogdidoclorians work hard to setup their new tent town. They collectively decide to name their small town Accipitrash. Happy to have their new Vulture friends with them they set to work finishing their tent city as the Vultures watch them closely. [Fur Tents 4/5]

Action 2
>With the tents being finished Raf Gizzardbrain decides to lead a small party to the north looking for anything of interest, resources, items, booby traps, lizards, dead lizards, or anything of note.
>>
Rolled 50, 31 = 81 (2d100)

>>2079232
Name: Rp'tr Tribes – Green
Race: Imagine Blue Velociraptors with thumbs and you're close.
Government: Despot Rule (Chief aka Packmaster)
Fluff: The Rp'tr have long been hunters and roamers. The follow the herds of the berasts and hunted them to eat their fill. But of late the herds have dwindled and strange animals, things that fight back and hunt together just as the Rp'tr do have been encountered. Worse one such animals even got into a clutch and destroyed it utterly, not even to eat but out of spite. This land has changed, and now so too must the Rp'tr.
Traits:
Call of the Packmaster (You may attack without preparing with half of the penalty)
Hunters and Roamers (+3 military/hunting)
-----

Stability: neutral
Food: Moderate

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

--Resources--
[resource: wild ponies]

--Development Bonuses—
[+4 ancestor bone weapons]

1. Continue to hunt for more and better prey!
+Call of packmaster

2. Channel the ferocity of our ancestors, learn to bring their rage and hunger out to attack prey at will!
>>
Rolled 22, 60 = 82 (2d100)

>>2079241
Illyandei Elves – Black
Traits:
Dragon worship (+3 religion)
Tribal Savages (+3 military/hunting)
-----

Stability: Content
Food: Plentiful

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

--Resources--
[Vica], [Fish]

--Development Bonuses—
+3 Culture

1. Tame Vica

The large birds were named Vica. For a time, it seems that their biggest use is food. Some Illyandei found that a Vica would take a liking to them, only accepting food from that handler and acting hostile toward other Vica that approached the chosen Elf. Feeling that there was a potential bond to be exploited the Illyandei began to breed friendly Vica in an attempt to tame the beasts.

2. Timber Logging

The Illyandei's territory includes a large amount of forest. Trees cut down could be used for shelter and for enclosures for the Vica.
>>
Rolled 15, 68 = 83 (2d100)

>>2079241
The Covenate - Orange
Traits:
Brooms and Witchcraftery (+4 magic control)
Cauldron ' s Recipes (+2 herbology )
-----
Stability: neutral
Food: Moderate

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

--Resources--
-none-

--Development Bonuses--
+2 Agriculture

--Actions--
>We have neighbors... this is troublesome. Continue scouting, find out what we can about these "Who-Men."
>Send people down river, see where it leads, settle and expand where we can.
>>
Rolled 69, 16 = 85 (2d100)

>>2079241
Daenaria Marshhold – Brown
Traits:
Magically inclined (+4 to magic)
Servant Beastfolk (+2 menial labor)
-----

Stability: neutral
Food: Moderate

--Government--
Council of Elders (+5 culture)

--Resources--
Stone

--Development Bonuses—

1)
Returning with stone another task is made available to the strong Gnolls and Lizardfolk, this task is the cutting of stone. Stone cutting has many uses, from building to making sharper tools as well as aid the artisans of the city and is going to be very helpful to the people of Daenaria. (+2 Menial Labor, +5 Culture)

2) Remaining Gnolls and Lizardfolk are sent out to find and mark the surrounding trees, trekking through water and mud.
>>
Rolled 59, 48 = 107 (2d100)

>>2079241
Halfling Commonwealth – Blue
Traits:
Rolling Hills and Fertile Farmlands (+2 agriculture / +1 fishing)
Mercantilist (+3 economy )
-----

Stability: neutral
Food: Low

--Government--
Council of Elders (+5 culture)

--Resources--
-none-

--Development Bonuses—
[+2 expansion]
[+1 agriculture]
[+2 bards and poets]
[+1 culture]
-----
1. Under the wise leadership of the council expansion of the farmland will expand with the use of Bards and poets to write great songs and ballads about the majesty of sowing new lands for the Commonwealth!
[+2 expansion]
[+3 agriculture]
[+2 bards and poets]

2. Scouts are sent out to find whatever is making these strange tracks!
>>
File: p5140197.jpg (183 KB, 1024x768)
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183 KB JPG
Rolled 73, 79 = 152 (2d100)

>>2079224
Dragonkin - Red
Traits:
Draconic Traits (+3 close combat)
Fire Breath (+3 fire magic)
-----

Stability: neutral
Food: [Food: Plentiful], [Resource: Giant Swams] [Resource: Giant Eggs], [stablity: content]


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

--Resources--
-none-

1-2. While out hunting some of the various beasts, a few dragons notice something curious.

They had cornered an animal and blasted it with fire breath, a bit too zealously turning it into ashes before a mountain side.

However most strange and curious indeed, they noticed how some of the rocks embedded on the mountain side would melt under their intense breath. Most fire dragons were resistant to heat, and investigated the substance. They found that when it cooled, it was harder than the rock that surrounded it, able to crack it with east.

The Dragonkin immediately saw the potential in this. Already more of them clawed at the mountain side for their specific minerals, and were blasting heaps of them with intense fire breath.

The Dracoclan grow a taste for metallurgy! The Elder Council declares metallurgy to be a gift from the ancestors.

+Draconic Traits
+Fire Breath (+3 fire magic)
Elder Council (+5 culture)
>>
Rolled 66, 23 = 89 (2d100)

>>2079241
--TURN 1--
The Alin – Gray
Traits:
Desert Djinns (+4 Spirit/Djinn magic)
Elder Traditions (+2 culture)
-----

Stability: neutral
Food: Moderate

--Government--
Council of Patriarchs (+5 culture)

--Resources--
none

--Development Bonuses--
+3 Djinn apprentices
+2 Magic control

Actions:
1, 2) The Alin decide to expand their domain by establishing a small farming community at the oasis. The apprentices communicate with the spirits to find out how to treat the land without disturbing them, hoping to earn their cooperation. When finding out they teach the civilians how to work in harmony with the spirits. The farmes quickly adopt the practices taught to them, being mindful of their symbiotic relationship while working the land, giving thanks and offering small gifts to the spirits after a hard days work.
>>
>>2081231
whops.
TURN 2

+16; +4 Magic, +3 Apprentices, +2 Magic control, +7 Culture
>>
Rolled 41, 81 = 122 (2d100)

>>2079232
Emerald Nagas – Dark Green
Traits:
Council of Advisors (+3 organization )
Symbolic Emperor(+3 culture)
[+2 water magic] [+2 nature magic] [+2 magic lenses]
-----

Stability: Content
Food: Plentiful

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

--Resources--
[mystical pearls]

--Development Bonuses—

1. The hunt had failed and the farming had gone better than possible to expect. The Emperor name however had been used poorly with such a failed hunt. And so tribute must be paid to the emperor. Land was to be claimed more of the peninsula was to be ours this would appease the emperor. (expand)

2. A search for resources was also named to replace our fish hunt which would be put off until the next year. We need weapons hard and strong to fight the beasts of the deep so that even during winter we could simply hunt fish deeper.
>>
>>2079969
DRAGONKIN

The dragonkins explore the mountains of their island, scouts are quick to report a surface deposit of opaque black stone that forms irregular crystal shapes (cassiterite).

When warmed by its flames, the stone took on a new form, and acquired different properties. [resource: tin], [+4 metallurgy]


>>2079261
CROCODILE MEN

The crocodile men know that if they continue this way they will soon fall victim to the winter, but they are a strong people, and courageous members of the tribe are determined to defy the elements and save their families. They do not have much wood, but with their few resources they create canoes that can be used along the coast, they are simple but they are enough to get some food. [+3 sailing], [resource: fish], [Food level: low]

>>2079586
DAENARIA MARSHHOLD

The beast men begin to work on the stones, putting their primitive tools and claws into use. [+3 sculpture]


Attempts are made to demarcate the lands under the wizards' domains, which led to much discussion about which fields and woods belonged to whom. Without much progress.


>>2079330
BOGDIDOCLORIANS


The works in the tents among the Bogdidoclorians are suddenly interrupted when a colony of lizards is discovered living among the moldy skins. They cant rest until these bastards are dead. No progress [4/5 fur tents]

To the north of its territory Raf Gizzardbrain does not find any lizard, which could be a good or bad signal depending on as it was his disposition to crush the creatures.However, he finds a herd of caribous. [+2 expansion], [resource: caribou], [food level: moderate]

In the middle of their journey they also find the track of some other creature, it travel in groups in 4 legs and barely leave carcasses behind, as even the bones seem to be consumed.

Also, with the new rules regarding Food Levels, change your trait effect of “How Can I Starve if I Love Junk Food?” to - Always treat any Food level as it was one level higher


>>2079320
VULCANS

The Vulcans manage to perfect a basic furnace using rocks to channel their heat into a melting pool up above. This allows them to smelt the newly found copper. [resource: copper], [+ 2 metalcrafting]

The territory of the Vulcans grows, in their search for the forests of the north. [+1 expansion]

>>2079270
FOLLOWERS OF THE AWAKENER

No matter how hard the villagers try, they still dont understand what the Awakener sees, many seem to spend more time debating what is his "true vision" than actually working. No progress [5/7 Awakened Village].

Dismissed from work, a group of women search for food in the eastern woods, and find not only a large number of wild bovines for domestication, but also olive trees. [food level: plentiful], [resource: cattle], [resource: olive trees]
>>
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>>2079308
COUNCIL OF GISS’HA

Naga hunters scour the coast of their land using baits to try to attract the creature that has attacked them. One night they turned out to be successful, finding a huge fish that might have been responsible for these attacks. The creature has green scales and orange eyes, its head very much resembles that of a crocodile, and its strong, slender body is more than 16 feet long. Apparently they use the bays of this region to spawn, and this has been causing the recent attacks. Well, nothing better than to reciprocate by devouring them.

The creature is very fierce, but it seems to be also smarter than an ordinary fish. [Resource: Unnamed Giant Fish] [Food level: low]

Traveling to land, the nagas also find delicious wild pigs. [resource: wild pigs], [Food level: moderate]

>>2081231
THE ALIN

The spirits speak to Djin's apprentices, guide the merchants and farmers to the oases in the west. The land are rich and fertile, and many creatures come to the lakeshore to drink and refresh themselves, including groups of desert camels. [+2 expansion], [+ 2 agriculture], [resource: Camels]

On their journey towards the setting sun, desert men also know a fascinating type of cactus, it has many edible parts. The juices of the pricly pear cactus are red and very sweet, it can be eaten raw or cooked, and has been show to be refreshing during travels under the sun. [resource: cactus juice]

>>2079829
HALFLINGS

Driven by stories and a sense of adventure, many of the halflings move beyond the borders and create settlements at the foot of the hills. [+2 expansion], [+1 agriculture], [Food level: moderate]

A halfling brigade is tasked to investigate what kind of monster is causing these huge footprints. To their surprise, they are just a specie of giant hare that lives at the foot of the hills. These creatures are big as ponies, and fast runners. [resource: Giant hare]

>>2079254
DREKASHI TRIBES

The flesh of squirrels is not only tasty, but their white fur is beautiful and makes great coats to withstand the cold. [resource: white squirrel fur], [Food level: plentiful], [+3 beast Taming]

The spirits of the northern icy air whisper in the ears of the Drekashi, they talk about the wind in the trees of the eastern forests, where a strange people howl at the moon, they speak of the winds in the prepices and mountains of fire of the south, where black men as the rocks dwell. The Drekashi listen carefully and learn a lot from the spirits. [+3 wind magic]
>>
>>2079345
ILLYANDEI ELVES

The Vica were more rebellious than expected, although the creature became attached to the Illyandei Elves, they were averse to the idea of being mounted or used for work. [Taming Vica 0/10]

Some trees from the Illyandei forests are cut down, and used in the construction of simple structures for elves and Vicas. [resource: wood], [+2 woodwork]

>>2079379
THE COVENAT

The Covenate goes deeper into the forest, but whoever these strange people are, they are always a step ahead. Every time their explorers approach some camp they quickly seem to leave the place, leaving behind only a few bones of small creatures.

The Covenate heads south, where the river meets the sea, and on the way finds something that catches their eye. Some mushrooms grow along the river, and consuming them drives people into some sort of trance state filled with strange dreams. [+2 expansion], [features: dream mushrooms]

>>2079307
SKELETONS
Traveling north, the skeletons leave the fields flowering and into the mysterious forests. There they find the ruins of what may once have been a stronghold, but the building at the moment is in ruins and taken over by the trees. They cut some of the oaks that grow in the region and return home with large logs. [resource: wood]


The chosen one grows in size and brightness every day, the skeletons next to him feel more active, more perceptive and awake.
[Necromantic Energy Source 5/10]

>>2082108
EMERALD NAGAS

For the glory of the emperor, the nagas must crawl to the west and claim new lands! [+2 expansion] In these lands, clay deposits are found [resource: clay]

By scouring the swamps along the shores, a type of mineral is found among mud under the waters. With due treatment, perhaps it could be used to create weapons.

>>2079342
RP'TR

Around the lake, the pack of hunters finds an interesting creature, a type of lynx that seemed to hunt the ponies. [resource: lynx], [Food level: plentiful]

The tribe's hunters train to direct their murderous instinct in combat in precise and fast strikes. [+2 Rp'trs Berserkers]
>>
File: Turn 3.png (3.03 MB, 1807x1017)
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BEGIN TURN 3

LINK ALL THE POSTS TO THIS ONE

Also, one tip - When you make an action, speciphy which bonuses you are using on that action (and justify it on your fluff)
>>
Rolled 90, 23 = 113 (2d100)

Dragonkin - Red
Traits:
Draconic Traits (+3 close combat)
Fire Breath (+3 fire magic)
-----

Stability: neutral
Food: [Food: Plentiful], [Resource: Giant Swams] [Resource: Giant Eggs], [stablity: content]


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

--Resources--
Tin

1. A wave of excitement travels across the Dragonkin at the discovery. This new form of substance melted in response to heat, but became solid again. The resulting material was relatively softer than stone, easily scratched by a Dragon playing it between its claws.

Some notices differences among the stuff, how certain instances of it were harder or softer than others particularly when its color changed to be browner. Some supposed this was not the only type of it that existed.

A search was on! It was deduced that the properties of this material changed when it was melted alongside other, different materials. Curious dragon-kin scratched deep into the mountain side in search of yet more types of this new material. Perhaps even the thing that gave 'hard tin' a brown coloration.

+Draconic Traits
+Fire Breath (+3 fire magic)
Elder Council (+5 culture)
+4 metallurgy

2. The Dragonkin knew what separated themselves from the Dragon ancestors: a shared culture. A lone dragon defending its territory with fire and claw, does not benefit from the shared camaraderie and differing voices of the whole as the Dragonkin did. It was not a fault or a flaw in the Dragons, simply their preference and tradition and to be respected.

The Dragonkin valued their shared identity, and fostered curiosity.

Some of the wisest of them come together to teach groups. The first education system finds its roots as wise dragonkin teach others what they know in group circles.

+Elder Council (+5 culture)
>>
Rolled 38, 52 = 90 (2d100)

>>2084158
Bogdidoclorians – Purple
Traits:
How Can I Starve if I Love Junk Food? (Always treat any food level as if it was one higher)
We Hate Scalies (+1 military / +4 when fighting reptiles)
-----

Stability: neutral
Food: Moderate

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

--Resources--
Vulture Friends
Rotten Skins
Caribou

--Development Bonuses—
+3 Beast Taming
+2 Expansion

--Projects--
Fur Tents 4/5


Action 1

>After finally stomping out all those damn lizards in our skins its time to finish off these damn tents before Raf comes back and yells. [Fur Tents 4/5]

Action 2
>Well looks like curiosity is going to get the better of us. Lets see what these beasts are that would consume even bone. I’m sure there’s no real danger from them right? Follow the tracks and lets see what we can find.

+2 Expansion = 2 BONUS
>>
Rolled 10, 12 = 22 (2d100)

>2084158
Daenaria Marshhold – Brown
Traits:
Magically inclined (+4 to magic)
Servant Beastfolk (+2 menial labor)
-----

Stability: neutral
Food: Moderate

--Government--
Council of Elders (+5 culture)

--Resources--
Stone

--Development Bonuses—
+3 sculpture

The wizard Kizra passes away, marking the end of the human ways of wizardry. However this has been prepared for a while, the next generation of wizardry will be the demibeasts, through selective breeding they carry nine tenths of the human ancestry and a majority of the innate magic of their parents. Their will be two focusses on magical research, the Daenolls will be carrying out research on how to use magic in battle while the Daezari will be carrying out research to use magic for subtlety and town improvements. The demibeast wizards have their own theory on their magic, that everything is made of spirits and with precise magical knowledge you can influence the world’s spirits.

1)
The Daezari study the development of magic, in particular looking into influencing the mote of water. It is said that the swamps are bogged down with water spirits. Hence the water everywhere, and certain clearings that contain clean, calm waters said to spiritually rejuvenate. (+4 Magic)

2)
More scouts are sent out to look for and mark the nearby trees, to ensure that the people know where to find the densest forests, the resource will be useful in construction and having the ability to float would make for very good travel material in the swamp and maybe beyond their swamp.
>>
Rolled 89, 91 = 180 (2d100)

>>2084150
1-2. There was so much new land to farm and tame, with the Pioneer culture embraced by all Halflings and the Council of Elders bards sang on the street corners telling of new fertile lands were even the lowest peasant could have his own farm! The expansion would push south into the fertile grasslands and rolling hills that make up most of the Commonwealth
[+4 expansion]
[+4 agriculture]
[+2 bards and poets]
[+6 culture]
>>
>>2084204
Halfling Commonwealth – Blue
Traits:
Rolling Hills and Fertile Farmlands (+2 agriculture / +1 fishing)
Mercantilist (+3 economy )
-----

Stability: neutral
Food: Low

--Government--
Council of Elders (+5 culture)

--Resources--
[resource: Giant hare]

--Development Bonuses—
[+4 expansion]
[+2 agriculture]
[+2 bards and poets]
[+1 culture]
-----
>>
Rolled 59, 47 = 106 (2d100)

>>2084158
>TURN 3
Skeletons – Golden
Traits:
Whispers of the Dead (+3 necromancy)
Warriors of the Past (+3 military)
-----

Stability: neutral
Mana Life Force: Low

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

--Resources--
-none-

--Development Bonuses—
[+1 warriors]

>Action 1
The ruin up north provides the skeletons a great opportunity, En masse, they leave the flowery plains and expand their domain into the the forest, Incorporating the ruins as the new settlement for the skeletons. The ruin was dubbed Elsinore, named after a forgotten elven word for sanctuary. Construction for small burrows and storage houses begins as skeletons work tirelessly to establish themselves around the ruins. The newly created lumber mill provided the much needed wood and the construction work itself brought back some memories of carpentry into the consciousness of the skeletons. In the outskirts of the ruins, Support Beams and Foundations were placed to keep the ruin from falling apart. Although the ruins gave the skeletons a place to rally behind and a defensive position to fall back into, Wiser folk warns others not to delve deeply into ruins as further preparations needs to be met for the further exploration of their new home.

>Action 2
The Chosen could not move any longer as the his own bindings begins to falter from the amount of mana being stored within him. Through the strength of his will alone, he retains his consciousness and is even capable of delivering directions to the novice necromancers on the new sites of erratic mana. Those of his team, empowered by the large source of necrotic mana and also inspired by the nobility of their leader. proudly carried the chosen on their backs as they scour the flowerly plains for more arcane energies.

Continue with the Creation of a mana well [Necromantic Energy Source 5/10] [+3 Necromancy]
>>
>>2084210
>>2084158
whoops forgot the new resource
>[resource: wood]
>>
Rolled 74, 85 = 159 (2d100)

>>2082108
[+2 expansion] In these lands, clay deposits are found [resource: clay]

Emerald Nagas – Dark Green
Traits:
Council of Advisors (+3 organization )
Symbolic Emperor(+3 culture)
[+2 water magic] [+2 nature magic] [+2 magic lenses]
-----

Stability: Content
Food: Plentiful

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

--Resources--
[mystical pearls]
[resource: clay]

--Development Bonuses—


> type of mineral is found among mud under the waters. With due treatment, perhaps it could be used to create weapons
1. This mineral it is very hard and strong? is it soft and pliable? well what do you mean you don't know? figure it out what is that mineral and how can it be used to forge weapons? God damn scientists bugging me with their 'Discovery' when they don't even know what the hell they discovered.

2. With the expansion comes celebration. New resources are had yet again, this is truly a golden age for the Emerald Empire. The emperor declares that homes are to be made from this new thing clay. To make the nagas homes stronger and sturdier will only make the populace that much happier and safer.
>>
>>2084210
>>2084158
and this too.
>Expansion +2 for action 1
>>
Rolled 36, 70 = 106 (2d100)

>>2084158
Crocodile Men – Greenish Blue
Traits:
Big and Strong (+3 to related rolls)
Natural Mercenaries (+3 military)
-----

Stability: low
Food: low

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

--Resources--
[fish]

--Development Bonuses—
[+3 sailing]

A large group of Crocodile Men lounge near a fjord. In the center lies a rather lanky individual. In his left hand, like many of the other Crocs gathered, he holds a dead cod, preparing to eat. Unlike his brethren, his right hand is gone from the elbow down. Injured when attempting to construct fortifications, his three limbs serve as a grim reminder of the disastorous first year. This Crocodile Man, named Svarotus, emerged as a leader among the Crocs due to his daily orations. As the other Crocs eat their cod and the conversation dies down, Svarotus finally tosses the cod into his slender jaws and stands up. The Crocs turn to him almost instantly, eager to hear his advice. With a few snaps of his jaws, he begins.

"I have heard the unrest spread. We are tired, we often hunger. We are angry. At this land, at the winds, at our enemies which surely lie, unknown, ready to strike.
And yet clearly our prayers were heard. Do you not remember how we slaved and starved but a few moons ago? Now look! Each one here is lying idly with a fish in their stomach! We once more cast our nets and lines into the water, and the cod were sent! We complain, but is this not a cause for celebration? More food will come! None shall sleep unfed, I will make sure of that. For now, rejoice! Dance upon the rocks and grass, celebrate our luck, and pray that we are succesful."

A grin spreads across the toothy mouths of many of the Crocs. Happily they scatter, awaiting the celebrations and guessing just what Svarotus could have in store.

>1. Expand fishing operations North across the channel.
>2. Celebrate by holding a cultural festival
>>
Rolled 92, 20 = 112 (2d100)

>>2084158

Vulcans – Dark Red
Traits:
Blood of Fire (+3 Fire Breath)
I Must Consume ( Needs to spend an action consuming something each 5 turns, otherwise you will have -10 penalty in your dices, on the other side, this gives you a single +10 bonus in any dice related to your fire powers)
-----

Stability: neutral
Food: Moderate

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

--Resources--
Mountain goats
Copper

--Development Bonuses—
+1 Expansion
+2 Metalcrafting

1. The Lord of Flames commands the continuation of Northern expansion. Perhaps over that next ridge of mountains, they might be able to see the promised land of forests...
+1 Expansion

2. This copper could be melted down, then made into any number of different shapes. This would surely serve the Vulcans well, cutting and digging far better than they would be able to without it. The Lord of Flames sets Vulcan craftsmen on the task of making copper tools in great numbers, for the use of all the Vulcan people.
+2 Metalcrafting
+3 Fire Breath
>>
Rolled 4, 11 = 15 (2d100)

>>2084152
Name: Rp'tr Tribes – Green
Race: Imagine Blue Velociraptors with thumbs and you're close.
Government: Despot Rule (Chief aka Packmaster)
Fluff: The Rp'tr have long been hunters and roamers. The follow the herds of the berasts and hunted them to eat their fill. But of late the herds have dwindled and strange animals, things that fight back and hunt together just as the Rp'tr do have been encountered. Worse one such animals even got into a clutch and destroyed it utterly, not even to eat but out of spite. This land has changed, and now so too must the Rp'tr.
Traits:
Call of the Packmaster (You may attack without preparing with half of the penalty)
Hunters and Roamers (+3 military/hunting)
-----

Stability: neutral
Food: Plentiful

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

--Resources--
[resource: wild ponies]
[resource: lynx]

--Development Bonuses—
[+4 ancestor bone weapons]
[+2 Rp'trs Berserkers]

1. Train the Lynx to work with our hunters in order to bring in bigger and more food.
+Call of the packmaster
+Lynx resource

2.Use the furs and hides of dead animals to make shelter that we can move for our people to stay in while we set up in different hunting grounds.
>>
>>2084371
meant hunters/roamers on action 1
>>
Rolled 7, 72 = 79 (2d100)

>>2084158
Illyandei Elves – Black
Traits:
Dragon worship (+3 religion)
Tribal Savages (+3 military/hunting)
-----

Stability: Content
Food: Plentiful

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

--Resources--
[Vica], [Fish]

--Development Bonuses—
+3 Culture, +2 Woodworking

1. Tame Vica 0/10 +8
+8 military

Vica needed to be plied with treats and food for success. There is a great deal of trial and error in figuring out how to get the Vica to accept training. Many feel that there is a great deal of potential in the use of Vica as mounts for hunting, allowing fewer hunters to catch bigger and more impressive game for sacrifice or consumption. Thus, more effort is put toward breaking the Vica in to be used as suitable mounts.

2. Religious Practices +6
+3 Culture, +3 Religion

As the society grows and develops to more settlements, religion is seen as a primary method to keep the tribes united in one common goal. Religious practices are ritualized, and the development of a specific priest class begins to take shape.
>>
Rolled 72, 49 = 121 (2d100)

>>2084158
The Covenate - Orange
Traits:
Brooms and Witchcraftery (+4 magic control)
Cauldron ' s Recipes (+2 herbology )
-----
Stability: neutral
Food: Moderate

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

--Resources--
Dream Mushrooms

--Development Bonuses--
+2 Agriculture
+2 Expansion

--Actions--
>The Council summons the best the best Herbologist in the village to examine the Mushrooms. They want to know everything they can about them, their taste, their growth rates, their addictiveness, even their lethality. (+4)
>In order to organize the village, the Council gathers together to create a written syllabary for their language. (+5)
>>
>>2084158
-------------------------
Followers of the Awakener – Pink
Traits:
The Mad Architect (+3 construction)
Awakened Eye (+3 psionics )
-----
Stability: neutral
Food: Plentiful

--Government--
Prophets Council (+5 religion)

--Resources--
Stone
Cattle
Olive Trees

--Constructions--
[5/7 Awakened Village]

--Development Bonuses—

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

Actions:
>The Mad Architect loses interest in micromanaging his followers and wanders off to drag the Inner Circle into something new. Hopefully, free from his intimidating eye, the workers can finish their project.
Continue [5/7 Awakened Village] [+8] (+3 Construction, +5 Religion)
>Meanwhile, in a polyhedral space created by the walls of the houses, which in any rational society would be the town square, The Mad Architect begins instructing the 23 members of the Inner Circle as they attempt to enhance the power given to them by the opening of the Inner Eye.
Enhance Psionic Power [+8] (+3 Psionics., +5 Religion)
>>
Rolled 33, 15 = 48 (2d100)

>>2084158
--TURN 3--
The Alin – Gray
Traits:
Desert Djinns (+4 Spirit/Djinn magic)
Elder Traditions (+2 culture)
-----

Stability: neutral
Food: Moderate

--Government--
Council of Patriarchs (+5 culture)

--Resources--
Camels, cactus juice

--Development Bonuses--
+3 Djinn apprentices
+2 Magic control
+2 expansion
+2 agriculture

--Actions--
1,2) The mud spirit... lets call him Adis, led a peaceful life around the oasis. That is before these damn kids came around! Playing around on him, taking parts of him and forming it into strange shapes... how preposterous! But Adis was a weak spirit and by himself he could not hinder the humans. So Adis asked the local water spirit to help him get rid of them. But it took one look at Adis's new form and said" I can not do so Adis, as you are beautiful and wonderous to behold". Every spirit Adis asked said the same to him. Soon Adis's resentment was soothed and he came to happily anticipate the children.
Soon the Oasis became a hotspot for spirits admiring the childrens handiwork and humans drawn in by the bustling spiritual energy, becoming a place for festivals and all sorts of lighthearted activities. Having so many different spirits gathered at the oasis also meant a great opportunity for the apprentices to learn and bond with new Djinns.
>>
>>2084851
+16; +4 Djinn magic, +7 culture, +3, apprentices, +2 magic control.
>>
Rolled 35, 23 = 58 (2d100)

>>2084150
Drekashi Tribes (Plantmen) – Light Blue
Traits:
Spirit Communition (+3 spirit magic)
Nature Worshiperst (+3 nature magic)
-----

Stability: neutral
Food: Plentiful

--Government--
Council of Elders (+5 culture)

--Resources--
White Squirrel, White Squirrel Fur

--Development Bonuses—
[+3 beast Taming]
[+3 wind magic]

1. Commune with the spirits of nature about what plants lay in these woods. See if they know of any plants that my be useful for us to use for tools or building. +6 (Nature and Spirits magic)
2. As well, some shamans begin to study better ways to appease and commune with spirits. Find what each type of spirit tends to like or dislike in their rituals. +3 Spirit Magic?
>>
>>2084261
[+3 sailing] for first action
>>
Rolled 73, 40 = 113 (2d100)

>>2084798
Dice
>>
Rolled 5, 42 = 47 (2d100)

>>2084158
Fresh-water Naga – Dark Blue
Traits:
Sea worship (+3 religion)
Water Shamans (+3 water magic)
-----

Stability: Low
Food: Moderate

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

--Resources--
[Hossurk (Giant Fish)]
[Wild Pigs]

--Development Bonuses—

>1. The council finds news of the giant fish disturbing, it is the feared Hossurk. The Hossurk is one of the few predators that rivaled the Naga. Women told their hatchlings stories of the Hossurk to keep them in line, lest the beast steal them in the night. The giant fish occupy a special place in the Naga’s religion as a tormentor but the oldest naga tell of a time when Frassk Southcurrent mastered the Hossurk and used them to face his enemies in battle long ago. The council was ready to try and exterminate their enemy when a young naga insisted he be given the chance to tame one. Several others flocked to his cause in hopes of being the next religious hero and soon the council’s hand was forced. They lended their water Magics to the religious fury of the young naga in hopes of accomplishing the task. (+3 water magic, +3 religion.) +6

>2. While some of the council devoted their time to befriending the Hossurk, the others attempted to make the land more appealing to the naga still living under the waters. They had builders begin work on making huts out of the mud created at the delta of the river and then used their water magic to rip the moisture from the mud and quickly harden it. The process created small huts that the naga could rest in from the elements.
>>
>>2086422
+3 water magic for the second task.
>>
Posting for QM Fenek, because 4chan is being shit for him.
>>
>>2084176
DRAGONKIN

The Dragonkin decide to search for something stronger than copper. They investigate the hills to the immediate west of their settlement; the copper was in hills on the island, so perhaps something else can be found there. Scouts are quick to report a surface deposit of reddish-orange stone. Dragonkin metalcrafters take samples of the stone to experiment. [Stronger than Tin 4/5]

The council meet with the younger members of the tribe, and together old and new minds develop a writing system. [+1 draconic runes]

>>2084261
CROCODILE MEN
In the northern fjords, the crocodile men throw their nets, and return home with the well-deserved food. [+2 fishing], [food level: moderate]

The dark times seem to be behind us! Svarotus holds a great festival to commemorate the good fortune of the recent months. Such a celebration came at a good time, and helped to raise the spirits of the people. [+2 culture], [Stability: Content]


>>2084194
DAENARIA MARSHHOLD

With the death of the last of the human wizards, some of the gnolls and lizard men begin to wonder if they should continue to honor the new wizards with their service. Said challenges against the wizards took their attention away from their researches. Maybe the new leaders are being too gentle with them.
>>
>>2084188
BOGDIDOCLORIANS


The tents are finished! Not only that, the Bogdidoclorians discover that the region they are in is some kind of mammoth cemetery, where the old animals come to die. It seems to be the perfect place for a camping trip. [Fur Tents 5/5], [+2 organization, +4 construction]

Towards the north, in lands unknown, Raf and his group continue following marks in the ground. At the foot of the mountains they find the creature that left them: Hyenas, large hyenas living in the northern plains. [resource: hyenas of the plains]
>>2084300
VULCANS

The lord of the flames heads north with a commission of loyal men, crossing a newly discovered passage through the mountains. The place was marked by hot springs and steam jets breaking the ground. This region turned out to be home to a huge salamander (17ft long), the creature has a bright red skin that shines close to heated rocks, this animals also seems able to expel fire, just like the Vulcans. [+5 expansion], [resource: Unnamed specie of salamander]

The work with metals however, proved to be unsuccessful. Perhaps it is better to build a structure that will help with metalworking?


>>2084798
FOLLOWERS OF THE AWAKENER

Finally, the cyclopean stone houses are finished! Interconnected in a sort of huge palace filled with stairs and unorthodox passages, this structure seems to seem to please the population that is eager to see what the Awakener has to say. [+4 construction], [+2 religion], [+2 architeture]

Gathering a group of faithful followers who are the closest to understand his vision, the Awakener teaches how to awaken mysteries of the third eye, maybe the followers will be able to go past it and maintain their sanity [+2 psionics]

>>2086422
COUNCIL OF GISS’HA
The brave naga shows his determination as he enters the spawning area of the dreaded Hossurk. The population watching him gasped in expectation, when many of the fish approached the young man. However something fascinating happened, the creature did not attack, at that time many thought they could be in front of a new Frassk Southcurrent. However, when the young man tried to touch the creatures, they swam quickly away. [Taming the Hossurks 0/15]
The construction of new villages that can house the nagas begins [Mud Homes 0/7]
>>
>>2084851
THE ALIN
Life around the oasis is thriving, its said that Djin of the southern desert are now visiting the region. These effrit are mostly connected with the air and the sandstorms and appear as humanoids with beastly traits and odd skin colours. Merchants and scholars of the Alin do not miss the opportunity to meet such guests and offer their sculptures and food as offerings. While these djin are usualy unsociable, the Alin manage to fall in their good graces and find new masters for their pupils. [+2 culture], [+1 Djin aprentice]

>>2084207
HALFLINGS

The Halflings expand in the march to the south, The inhabitants of the south can already smell the sea in the wind. But when they arrive near the olive groves they make a new discovery.
In the warmer woods the Halflings find another people, hairy humanoid creatures with boar heads, they carried wooden clubs and looked menacing, but they were not aggressive, and received the halflings with curiosity. [+6 expansion], [+4 agriculture], [resource: oliverias]

>>2084940
DREKASHI TRIBES

Spirits whisper to Drekashi the secrets of trees, telling the story of several different types, pine trees are especially well suited for construction materials and for other wood tools, others like the red alder are very fast growing and have an attractive color. [resource: wood]

The spirits of icy lands have been rather cold and inclement as the region where they live, but progress is made, and instructions for appropriate sacrifices to the spirits of the storms are passed. [+1 spirit magic]

>>2079345
ILLYANDEI ELVES

The vicas are big and strong, and loyal to their favorite elves, but they have also shown themselves to be very hard and stubborn creatures. [0/10]

A new breed of priests seems to be forming among the elves, special members of the tribe who claim to be able to wield the power of dragons. [Priest Caste 3/10]
>>2084563
THE COVENAT

The mushroom has a smooth taste, and grows in abundance near the river, consuming many mushrooms at once seems to lead the person to a trance state where she is unable to move for a few hours. Some say that the views that are caused by the mushroom are predictions of the future, others say they allow people to see another world, others claim that the fungus only fucking with people's heads. Either way, the mushroom's effects seem to be amplified when mixed with hot water and some other special herbs, but more research needs to be done to understand what the best recipe is, [+3 herbology]

Various symbols and designs are developed by the sage of the tribe to designate specific types of plants and animals. [+2 rune language]
>>
>>2084210
SKELETONS
The ground is clean, and the hammers and axes echo over the old ruins of Elsinore, while the dead warriors try to bring back to glory something that is as decrepit and forgotten in time as they are themselves. [fortifying ruins 2/15]

The ritual is almost complete, people from outside of the Free Marches begin to tell stories about strange people walking on the flower fields at night, what looks like a star. [necromantic energy source7/10]


>>2084219
EMERALD NAGAS

The rocks are heated, and the red glow of the newly discovered metal can now guide the future of the naga. [resource: copper], [+ 3 metalcrafting]


The emperor and his people now live in a village built with solid terracotta houses and palaces. [+4 construction, +1 sculpture]

>>2079342
RP'TR

The Rp'trs decided to train their lynxes to hunt with them! And what better way to train than to fight with the creatures to show them how it's done!? And what a beautiful training it was! But poor little animals, they died.

Perhaps the Rp'trs have exaggerated a little, but that's okay right? Their skin can still be used to build shelter! Okay, maybe not, there a lot of spear and fang holes on them... [remove lynx from resources], [stability: low]
>>
File: Turn_4.png (3.03 MB, 1807x1017)
3.03 MB
3.03 MB PNG
BEGIN TURN 4

LINK ALL THE POSTS TO THIS ONE
>>
Rolled 57, 94 = 151 (2d100)

>>2088349
Drekashi Tribes (Plantmen) – Light Blue
Traits:
Spirit Communition (+3 spirit magic)
Nature Worshiperst (+3 nature magic)
-----

Stability: neutral
Food: Plentiful

--Government--
Council of Elders (+5 culture)

--Resources--
White Squirrel, White Squirrel Fur, Wood

--Development Bonuses—
[+3 beast Taming]
[+3 wind magic]
[+1 Spirit Magic]

1. The old, already dying, trees are cut down and used for wood to build homes to protect from the icy winds.
+Wood
2. Rituals begin to be researched to make pacts with the spirits to imbue part of their power into a vessel.
+4 Spirit Magic
>>
Rolled 68, 80 = 148 (2d100)

Illyandei Elves – Black
Traits:
Dragon worship (+3 religion)
Tribal Savages (+3 military/hunting)
-----

Stability: Content
Food: Plentiful

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

--Resources--
[Vica], [Fish], [Wood]

--Development Bonuses—
+3 Culture, +2 Woodworking

1. Tame Vica 0/10 +8
+8 military

2. Priest Caste 3/10 +6
+3 Culture, +3 Religion

The establishment of a Priest class is cemented by more than just knowledge of standard religious rites, but also of the Voice. Priests of the Dragon Mother are rumored to speak with the voice of the Goddess, and that in turn gives them power over man and nature alike.
>>
Rolled 95, 5 = 100 (2d100)

>>2088345
>>2088349
Name: Rp'tr Tribes – Green
Race: Imagine Blue Velociraptors with thumbs and you're close.
Government: Despot Rule (Chief aka Packmaster)
Fluff: The Rp'tr have long been hunters and roamers. The follow the herds of the berasts and hunted them to eat their fill. But of late the herds have dwindled and strange animals, things that fight back and hunt together just as the Rp'tr do have been encountered. Worse one such animals even got into a clutch and destroyed it utterly, not even to eat but out of spite. This land has changed, and now so too must the Rp'tr.
Traits:
Call of the Packmaster (You may attack without preparing with half of the penalty)
Hunters and Roamers (+3 military/hunting)
-----

Stability: Low
Food: Plentiful

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

--Resources--
[resource: wild ponies]

--Development Bonuses—
[+4 ancestor bone weapons]
[+2 Rp'trs Berserkers]

1. The pack is unhappy. They best way to fix that? Track and kill a great beast and feast upon it!
+Hunters and Roamers
[+4 ancestor bone weapons]

2.Make more weapons, better weapons. Weapons to hunt the beast with. More spears, maybe, maybe something to throw spears with?
+Hunters and Roamers
>>
>>2088349
>>2088368
>>
Rolled 65, 63 = 128 (2d100)

>>2088341
Halfling Commonwealth – Blue
Traits:
Rolling Hills and Fertile Farmlands (+2 agriculture / +1 fishing)
Mercantilist (+3 economy )
-----

Stability: neutral
Food: Moderate

--Government--
Council of Elders (+5 culture)

--Resources--
Giant hare
Olive Trees

--Development Bonuses—
[+10 expansion]
[+6 agriculture]
[+2 bards and poets]
[+1 culture]
-----

1-2. The Commonwealth shall continue it’s expansion to the sea and along the coast, as for the people of the forest the Bard and Poets of the Commonwealth will be sent out to meet with them, learn their language and invite them to become one with the Commonwealth. They would be taught the great agriculture skills of the Halfling allowing them to eat their fill on the plentiful bounty of the land.
+10 Expansion
+8 Agriculture
+2 Bards and Poets
+6 Culture
>>
Rolled 87, 60 = 147 (2d100)

>>2088349
Crocodile Men – Greenish Blue
Traits:
Big and Strong (+3 to related rolls)
Natural Mercenaries (+3 military)
-----

Stability: content
Food: moderate

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

--Resources--
[fish]

--Development Bonuses—
[+3 sailing]
[+2 fishing]
[+2 culture]

Svarotus takes on the title "Lord of the Fishercrocs" after the fishing expedition narrowly succeeded due to his recent habits of spending time in the Northern Fjords catching cod. Back on the main peninsula, two new leaders emerge: brothers Vidre and Vocce, artistic and militaristic respectively. They take on governing with a solemn prayer.

>1. Start a musical troupe to enrich our society. [+2 culture]

>2. Begin mining operations, specifically looking for metals. The tunnels formed could be useful either way. [+3 Big and Strong]
>>
>>2088400
The Elders of the Boarmen would be invited onto the Council of the Commonwealth and be accepted as full members should they wish to join with equal votes as even the eldest of clan leaders.
>>
Rolled 81, 53 = 134 (2d100)

>>2088349
-------------------------
Followers of the Awakener – Pink
Traits:
The Mad Architect (+3 construction)
Awakened Eye (+3 psionics )
-----
Stability: neutral
Food: Plentiful

--Government--
Prophets Council (+5 religion)

--Resources--
Stone
Cattle
Olive Trees

--Constructions--
Awakened Village

--Development Bonuses—
+4 Construction
+2 Architecture
+2 Religion
+2 Psionics
-------------------------

Actions:
>The Mad Architect begins to sketch designs for a new building. A large chamber with strange carvings at random intervals. He claims that it will be a place of worship for the Awakener. The carvings will affect acoustics, distorting sound inside the chamber.
Build a shrine for the Awakener [+16] (+7 Construction, +2 Architecture, +7 Religion)
>The Inner Circle muse on the nature of the Awakener during their meditations. It becomes clear to them that the Awakener is a being of pure thought, while we are mortals with minds tainted by transient materiality. Only by elevating our minds and ascending beyond the restrictions of flesh can we become alike to the Awakener. This in mind they begin designing a chant to unify the mind with the third eye in order to turn its incredible power to more mundane designs.
Develop the Mantra of Focus [+12] (+5 Psionics, +7 Religion)
>>
Rolled 16, 22 = 38 (2d100)

>>2088349

Vulcans – Dark Red
Traits:
Blood of Fire (+3 Fire Breath)
I Must Consume ( Needs to spend an action consuming something each 5 turns, otherwise you will have -10 penalty in your dices, on the other side, this gives you a single +10 bonus in any dice related to your fire powers)
-----

Stability: neutral
Food: Moderate

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

--Resources--
Mountain goats
Copper
Vulmander

--Development Bonuses—
+6 Expansion
+2 Metalcrafting

1. The Lord of Flames deemed that the giant salamander, like the Vulcan people, is fueled by the fires of their progenitor, the molten God in the core of the earth, Vulcanus. It is yet another one of His children. He decides to name it the Vulmander, and notes that it would be good to share a kinship with it. The Lord of Flames himself approaches the creature, and attempts to endear himself to it with a display of his skill.
+3 Fire Breath
+10 Fire-related bonus

2. Finally within sight of the forest, the Vulcans rejoice. They would be just in time for their great feast! They can barely contain the excitement caused by the raging fires in their stomachs as they extend into the forest, ready to secure some of the delicious wood.
+6 Expansion
>>
Rolled 8, 34 = 42 (2d100)

>>2088349
Daenaria Marshhold – Brown
Traits:
Magically inclined (+4 to magic)
Servant Beastfolk (+2 menial labor)
-----

Stability: neutral
Food: Moderate

--Government--
Council of Elders (+5 culture)

--Resources--
Stone

--Development Bonuses—
+3 sculpture

1)
The Daezari keep on studying the mote of water. From now on the water mote is going to be the nation's pride, with every wizard learning water magic and passing on their knowledge to a student. (+4 Magic, +5 Culture)

2)
With a little understanding of the spirits some Daezari are dispatched to ask spirits for guidance in finding a large source of trees (+4 Magic)
>>
Rolled 5, 91 = 96 (2d100)

>>2088349
Bogdidoclorians – Purple
Traits:
How Can I Starve if I Love Junk Food? (Always treat any food level as if it was one higher)
We Hate Scalies (+1 military / +4 when fighting reptiles)
-----

Stability: neutral
Food: Moderate

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

--Resources--
Vulture Friends
Rotten Skins
Caribou - Food
Hyena of the Plains

--Development Bonuses—
+3 Beast Taming
+2 Expansion
+4 Construction
+2 Organization

--Projects--

Raf Gizzardbrain returns home with the mangy Hyenas following him and the other Bogdidoclorians immediately love them. “Woah where did you find these guys?” Raf explains how he trailed them and found them. They love to eat carrion just as much as the Vultures, but they will hunt for live prey as well.. “They will make a good force to work with us, I think they even hate lizards as well.”

Action 1
>So we’re camped on a mammoth graveyard huh? Lets dig up some of these bones and use them to fashion some bone weapons. We’ll be needing them for sure. Our new hyena friends can even help us dig and find them.

+3 Beast Taming = 3 BONUS

Action 2
>Raf Gizzardbrain slowly introduces the Hyenas and Vultures to each other. They seem to take a liking to one another We are all a team now so we will need to coordinate and fight like a team. Plenty of food is offered during this training to entice the animals and the Bogdidoclorians to keep up the training.

Military +6 Beast Taming +3 = 9 BONUS

Also please lower my food one level, I’m not sure if this increases both actions or just one. If just one then use it on whichever is lower.
>>
Rolled 91, 72 = 163 (2d100)

>>2088349
Fresh-water Naga – Dark Blue
Traits:
Sea worship (+3 religion)
Water Shamans (+3 water magic)
-----

Stability: Low
Food: Moderate

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

--Resources--
[Hossurk (Giant Fish)]
[Wild Pigs]

--Development Bonuses—


> [Taming the Hossurk 0/15] 1. With the unexpected success of not being devoured. Scirzzo, the young naga, is determined to try again. He seeks out the elder story tellers and listens to each variation of the story of Frassk Southcurrent. He determines that the creatures are more of an ally than a servant. They must be respected by their bond mate. He arms himself with every bit of cultural and religious information he can and sets off to the waters outside of the Hossurk spawning ground. He brings with him a gift of food in the form of wild pig meat. The shamans lend aid as best they can, channeling their control of the water in the hopes of protect Scirzzo should the worst happen. (+3 religion, +5 culture, +3 water magic) +11
>[Mud Homes 2/7] 2. Work continues on the mud homes, the naga must learn to be equally at home on the ground as they are under the water.
>>
Rolled 69, 22 = 91 (2d100)

Dragonkin - Red
Traits:
Draconic Traits (+3 close combat)
Fire Breath (+3 fire magic)
+1 Draconic Runes
-----

Stability: neutral
Food: [Food: Plentiful], [Resource: Giant Swams] [Resource: Giant Eggs], [stablity: content]


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

--Resources--
Tin

1. The Dragonkin find joy in experimentation of metals, heating them with their own breath, watching them melt, spark, change colors, and cool into new and useful substances. Many of them felt like they were on the cusp of something new and grand.

[Stronger than Tin 4/5]

+Draconic Traits
+Fire Breath (+3 fire magic)
Elder Council (+5 culture)
+4 metallurgy

2. One particularly clever Dragonkin has been observing these ongoing experiments for some time. He notices how those who were more organized in their experiments tended to do much better.

Then he ponders. What does it mean to 'experiment'. What separates a good experiment from a bad one.

He writes down his thoughts. He feels like there's some kind of intelligent method to questioning and learning things. A scientific method.

+1 Draconic Runes
+5 culture
>>
File: 28037.jpg (671 KB, 1280x800)
671 KB
671 KB JPG
Rolled 51, 33 = 84 (2d100)

>>2088349
Skeletons – Golden
Traits:
Whispers of the Dead (+3 necromancy)
Warriors of the Past (+3 military)
-----

Stability: neutral
Mana Life Force: Low

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

--Projects--

--Ongoing Projects--
>Elsinore [2/15]
>Necrotic Mana Well [7/10]

--Resources--
[Wood]

--Development Bonuses--
[+1 warriors]
[+2 Expansion]

>Action 1
The work on the ruin continues as skeleton carpenters lay the ground work for support beams and wood floors, and foundations of the ruin.

Continue with the Creation of the Elsinore Settlement in The Ruin [2/15] [Wood] [+2 Expansion]

>Action 2
After a few days and nights collecting mana on the free marches. The Chosen, gripped by the overburdening of this frame, could only parcel out a single phrase
“Home… Go home….”
As the skeletons carry the Chosen back to the ruin of Elsinore, a few of them are sent early to prepare the site of the chosen’s transformation. In one of the ruins roofless chamber, novice necromancers escribe magical runes on the floors and walls. In the middle, a small circular sinkhole is carved in the titled stone floor, meant to be the bed for the chosen. When the chosen’s party arrived in Elsinore, the whole community bowed in respect as they solemnly marched towards the site of chosen’s intended transformation. As the party carefully places the chosen in the middle of the sinkhole, the stark concentration of necrotic energy empowers the now glowing runes, ensuring the stability of the well from run off mana. In the superb show of magic, the chosen lay in silent agony as he undergoes the transformation from a consciousness bonded to a skeletal frame into a pure receptory of mana, the wail of his pained soul mixed with the ritualistic chanting of necromancers who’s trying to shape actively shape the mana well into a stable, usable, and vast receptacle of arcane necrotic energy

Try to complete the creation of the first Necrotic Mana Well [7/10] [+3 Necromancy]
>>
Rolled 27, 43 = 70 (2d100)

>>2088349
Getting ready for work. Not much time to make post but don't want miss turn. sorry will do stats and stuff next turn.
Emerald naga
1. Begin crafting weapons for our soldiers

2. Another round of expansion any direction is fine
>>
>>2088349
--TURN 4--
The Alin – Gray
Traits:
Desert Djinns (+4 Djinn magic)
Elder Traditions (+2 culture)
-----

Stability: neutral
Food: Moderate

--Government--
Council of Patriarchs (+5 culture)

--Resources--
Camels, cactus juice

--Development Bonuses--
+9 Culture
+4 Djinn Magic
+4 Djinn Apprentices
+2 Magic control
+2 expansion
+2 agriculture

--Actions--
1) With the oasis becoming a gathering spot for many people, some grown ups try to make some statues out of Adis's mud. +9 Culture
2) While some are more accomplished then others, Adis still wishes for them to become permanent and not wither away so quickly. Communicating with the disciples he expresses his wishes and together the try to find a way to change the muds properties. +10, +4 Djinn magic, 4 Djinn apprentices, +2 magic control
>>
Rolled 63, 65 = 128 (2d100)

>>2089879
forgot dice
>>
>>2089026
DRAGONKIN

In the mountains, the Dragonkin had encountered rocks which, after heated, proved to be a new type of metal: copper

The new forges of the Dragonkin allowed them to join both copper and tin, giving rise to a new type of alloy. [Stronger than Tin 5/5] [resource: copper], [resource: bronze], (+2 mining), (+4 metallurgy)

Philosophy is born among the dragonkin, a particular individual advocates a method to analyze the world around him: a series of rules that would allow a faster and more efficient development. Luckily, 9 or 10 people appear to have listened to him. [+1 organization]


>>2088401
CROCODILE MEN
The Crocodile Men form a musical troupe. At first they try singing but that doesn't feel like enough. it isn't until a clever Croc stretched some fish-guts into a long narrow string over a hollow wooden board that the Crocodile Men get the sound they were really looking for. The new stringed instruments supplement their singing or sometimes even replace it entirely. It proves very popular. [Music +4]

Digging deeper in the ground, the Crocodile Men end up finding what they were looking for, ores that could be turned into metal with the proper care. (+2 mining)
>>2088578
DAENARIA MARSHHOLD

Little progress is made in studying the water mote. Most of the talented researchers left to find sources of trees. The ones that were left simply lacked the aptitude for intense study necessary to unlock the secrets of the mote. It will take more time.

The spirits came, and in their wisdom reminded the new rulers of their blood lineage among the beastmen. They tell that the Gnolls used to live in the west, where pine forests exist in abundance, and its there where the council finds great resources of wood. [resource: wood]
BOGDIDOCLORIANS


Bogdidoclorians search the remains of creatures for the best re-usable parts. Brugas are initiated by the best clavicles and femurs, which almost caused a civil war. Raf Gizzardbrain nevertheless manages to put some sense in their heads.

Hyenas and vultures are awesome! Much progress has been made in training them, it is as if they both have a special connection with the Bogdidoclorians. [Fangs and Claws 5/12]

[Food level: low]


>>2088469
VULCANS

The Vulmanders are initially cautious of the Vulcans. While they are not outright violent, they go to great lengths to avoid the Vulcans trying to wrangle them up, and do fight back if cornered with fiery breath and sharp maws. Eventually, several are wrangled and corralled. [Taming Vulmanders 1/10]

Entering the forests of dark pines, the Vulcans finally discover one thing: this land is already occupied.

The scouts of Fire are repelled by hairy, ferocious creatures, brandishing copper weapons. You have just met the Northern Gnolls. (+1 expansion)

Note: You must consume something on this turn, otherwise will have penalities in your rolls
>>
>>2088444
FOLLOWERS OF THE AWAKENER

Followers of the Awakener Construction of a new temple begins. The Follower's knowledge of construction and the plentiful resources of stone allow for construction to rapidly progress. As less work is needed to acquire materials or practice with trial-and-error much of the structure goes up within the first few years. [Awakener's Shrine 4/6]

The Inner Circle take to intense meditation to focus their minds and their powers. They reach out into the ether for the signs of the Awakener, and for a few, they touch... something. Something powerful. Days later as they come out of their meditations those who had brushed against the Awakener's power tell the others. The process repeats. [Mantra of Focus 2/10]

>>2088721
COUNCIL OF GISS’HA
The Hossurk are temperamental when hungry. The offers of food and the water magic together go a long way toward protecting and normalizing the presence of the Naga to the giant fish. While there is still much work to be done, there groundwork for a relationship has been laid. [Taming the Hossurk 5/15]

The construction of mud huts moves along at a rapid clip. Their construction is eased by new processes in the construction of a skeleton made from wicker because the mud is applied. This makes them stronger and less prone to random collapse. [Mud Homes 5/7]

>>2089879
THE ALIN
The Adis's statues become famous in the region, representing desert animals, plants, and people in their daily lives. (+3 sculpture)

The apprentices work by altering the properties of the statues, infusing the raw material with cosmic energies, the resultant mud is not only resistant to time but also very durable, keeping its shape when heated, being water proof and much harder. When heated in high temperatures it becomes very similar to marble. [respurce: Djin Clay], (+3 earth magic)

>>2088400
HALFLINGS

The Boarmen accept the invitations of the Halflings without exiting, they would never refuse free food. To their liking, the Halflings turned out to be skilled farmers, and what they had to offer them pleased them very much.

Guruhuink, the pack leader finds the halflings curious creatures, and said they can have as much land as they wish, as long as they stay out of their territory (marked on the map). For now they will refuse their offer of being members of the Commonwealth.

Guruhuink spoke more ... perhaps if the halflings could offer more parties to them ... they might consider establishing a trade. [normalizing relations with boarmen 3/4]

The Halflings finally reach the south coast of the peninsula, where the hot south winds carry the salty scent of the sea through the hills. (+3 expansion, +2 agriculture)
>>
>>2084940
DREKASHI TRIBES
Trees are chopped down and their logs are bundled up to protect against the wind. It isn't much but it is a start toward proper housing. [Wooden huts 2/5]

The spirits of nature have always held a fondness for the Drekashi above other beings. When called, they come. There is some initial confusion by the spirits over what it is that the Drekashi want. Much of the initial period of development is spent simply ironing out what is needed from the spirits and what will be exchanged for their services. The process is not difficult, and once the spirits understand that there will be an exchange of power for power things move ahead rapidly. The spirits expect a sacrifice for their power, as nothing in nature is given without reciprocation. [Enchantment 4/10]


>>2088368
ILLYANDEI ELVES

Advances are made in the domestication of the Vicas, who are now mounted by the elves with whom they share a special bond. [Tame Vica 3/10]


When the Voice speaks, the other elves obey it, nature bends and even the leaders among the elves show reverence, the priest caste grows in prestige and power every day. [Priest Caste 7/10]]

>>2084563
THE COVENAT
You guys get double actions next turn

: >>2089651
SKELETONS
Hammers hammer, mowers cut, pilasters are raised. The dead are working hard on restoring the fortress [fortifying ruins 4/15]

The chosen one in his chamber begins to undergo a metamorphosis, as bones take new forms and are relocated, the faery fire that once glittered randomly in the fields now seem to all converge to his chamber. [Necrotic Mana Well 9/10]

>>2089855
EMERALD NAGAS

The emperor and his advisers demand that the forges be used to arm their troops, and day and night the smiths work to attend to their requests, producing trindentes of copper. (+1 copper weapons)

The nagas head westward, following the coast, after observing strange signs of smoke in that region. (+2 expansion)

>>2088370
RP'TR

The Packmaster orders! To the north in search of a worthy prey!

The hunters cross the endless blossoms that stretch like an ocean of grass. Their hunt takes them to the largest creature they've ever seen: Mammoths.

The creatures turned out to be fierce fighters, and hunt them down proved a worthy challenge for the Rp'trs. Every member of the tribe had to be assembled to bring one of these creatures to the ground, which hindered the development of new weapons. However new hunting techniques were created while the Rp'trs learned to lure creatures to traps near cliffs. [resource: Mammoth], [Food level: Bountiful]
>>
File: Turn 5.png (3.03 MB, 1807x1017)
3.03 MB
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Begin Turn 5
>>
Rolled 29, 67 = 96 (2d100)

>>2090988
Illyandei Elves – Black
Traits:
Dragon worship (+3 religion)
Tribal Savages (+3 military/hunting)
-----

Stability: Content
Food: Plentiful

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

--Resources--
[Vica], [Fish], [Wood]

--Development Bonuses—
+3 Culture, +2 Woodworking

1. Tame Vica 3/10 +8
+8 military
Spend 1 food level
Now that some Vica have been mounted those who have had success are commanded by the Chief to show others how to do the same. Instructors are granted additional food, and are moved away from hunting parties to focus exclusively on this task of training others and breaking in new Vica.

2. Priest Caste 7/10 +6
+3 Culture, +3 Religion

The surprising power of the Priesthood and their rapid advancement makes them a potent political force. The Chief begins to defer to the Priests in some cases where he once had absolute authority.
>>
Rolled 49, 47 = 96 (2d100)

>>2090988
-------------------------
Followers of the Awakener – Pink
Traits:
The Mad Architect (+3 construction)
Awakened Eye (+3 psionics )
-----
Stability: neutral
Food: Plentiful

--Government--
Prophets Council (+5 religion)

--Resources--
Stone
Cattle
Olive Trees

--Constructions--
Awakened Village

--Projects--
[Awakener's Shrine 4/6]
[Mantra of Focus 2/10]

--Development Bonuses—
+4 Construction
+2 Architecture
+2 Religion
+2 Psionics
-------------------------

Actions:
>The Shrine is nearing completion. All that remains are the carvings, which must be done to the Mad Architects exact specifications otherwise sound will not carry in the room properly.
Continue [Awakener's Shrine 4/6] [+16] (+7 Construction, +2 Architecture, +7 Religion)
>The Inner Circle break away for only as long as it takes to eat and rest. On the morning of the next day they return to their meditations, grasping for the power that is still out of their reach.
Continue [Mantra of Focus 2/10] [+12] (+5 Psionics, +7 Religion)
>>
Rolled 56, 47 = 103 (2d100)

>>2090988
Halfling Commonwealth – Blue
Traits:
Rolling Hills and Fertile Farmlands (+2 agriculture / +1 fishing)
Mercantilist (+3 economy )
-----

Stability: neutral
Food: Moderate

--Government--
Council of Elders (+5 culture)

--Resources--
Giant hare
Olive Trees

--Development Bonuses—
[+13 expansion]
[+8 agriculture]
[+2 bards and poets]
[+1 culture]
-----
1. TRADE! That sounds wonderful! We shall invite the boarmen to another party and get a deal signed then! 3/4
+6 Culture
+2 Bards and Poets
+3 economy
+10 agriculture

2. Whilst the Boarmen where in the way of some planned expansion the Commonwealth would not stop it's lust for new farmland as demanded by the Pioneer culture! Expand down the Western River!
+13 Expansion
+10 Agriculture
+2 Bards and Poets
+6 Culture
>>
Rolled 20 (1d100)

>>2090978
Name: Rp'tr Tribes – Green
Race: Imagine Blue Velociraptors with thumbs and you're close.
Government: Despot Rule (Chief aka Packmaster)
Fluff: The Rp'tr have long been hunters and roamers. The follow the herds of the berasts and hunted them to eat their fill. But of late the herds have dwindled and strange animals, things that fight back and hunt together just as the Rp'tr do have been encountered. Worse one such animals even got into a clutch and destroyed it utterly, not even to eat but out of spite. This land has changed, and now so too must the Rp'tr.
Traits:
Call of the Packmaster (You may attack without preparing with half of the penalty)
Hunters and Roamers (+3 military/hunting)
-----

Stability: Neutral
Food: Bountiful

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

--Resources--
[resource: wild ponies]
[resource: Mammoth]

--Development Bonuses—
[+4 ancestor bone weapons]
[+2 Rp'trs Berserkers]

1. Try to make shelter out of the leftover hides and bones of our mammoth prey. This will let us range out more and follow the hunt better!

2. Try to contact the spirits of our kin once more to teach us and guide us to be better hunters.
+Hunters and Roamers
[+4 ancestor bone weapons
>>
Rolled 33 (1d100)

>>2091017
rolled only 1 dice
>>
Rolled 21, 17 = 38 (2d100)

>>2090988
Drekashi Tribes (Plantmen) – Light Blue
Traits:
Spirit Communition (+3 spirit magic)
Nature Worshiperst (+3 nature magic)
-----

Stability: neutral
Food: Plentiful

--Government--
Council of Elders (+5 culture)

--Resources--
White Squirrel, White Squirrel Fur

--Development Bonuses—
[+3 beast Taming]
[+3 wind magic]

1. Continue work on the wooden huts to protect from the cold night winds and snow.
[Wooden huts 2/5]
2. Work out what the spirits desire as the sacrifice for this power. Also make sure if it varies between the different types of spirits. [Enchantment 4/10]
+4 Spirit Magic
>>
Rolled 98, 64 = 162 (2d100)

>>2090988
Crocodile Men – Greenish Blue
Traits:
Big and Strong (+3 to related rolls)
Natural Mercenaries (+3 military)
-----

Stability: content
Food: moderate

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

--Resources--
[fish]
[mystery ore]

--Development Bonuses—
[+3 sailing]
[+2 fishing]
[+2 culture]
[+4 music]
[+2 mining]

As Lord of the Fishercrocs provides cod, Vidre works to perfect the next stage in his plan: an anthem. He prays that this hymn will inspire the military to fight with passion. Vocce orders some of his crocs to experiment with the new found ore, to heat it and find it's properties. He prays they will be successful.

>1. Compose a national anthem to inspire our military and people [+2 culture] [+4 music]

>2. Find what the ore is
>>
Rolled 77, 53 = 130 (2d100)

>>2090988
Fresh-water Naga – Dark Blue
Traits:
Sea worship (+3 religion)
Water Shamans (+3 water magic)
-----

Stability: Low
Food: Moderate

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

--Resources--
[Hossurk (Giant Fish)]
[Wild Pigs]

--Development Bonuses—


>[Taming the Hossurk 5/15] 1. With a groundwork laid and Scirzzo still remaining in one piece the nagas truly begin to turn their attention to his efforts. They flood in from all over to watch from a distance as Scirzzo spends day after day working with the giant fish and slowly gaining their trust. The shamans begin to tell stories of his exploits, claiming that he is infused with the spirit of the Great Lake. Offerings of food are brought so that Scirzzo can focus on his task, only taking breaks to sleep in the center of a strong current made by the shamanate to protect him. (+5 culture, +3 religion, +3 water magic) +11

>[Mud Homes 5/7] 2. With the addition of the wicker progress continued to move forward on the huts, builders are excited to be able to provide a home for their people and know that it is the beginning of a new age for the Naga. The shamans continue their aide of pulling moisture from the drying mud to speed up production. (+3 Water Magic) +3
>>
Rolled 21 (1d100)

>>2090988

Vulcans – Dark Red
Traits:
Blood of Fire (+3 Fire Breath)
I Must Consume ( Needs to spend an action consuming something each 5 turns, otherwise you will have -10 penalty in your dices, on the other side, this gives you a single +10 bonus in any dice related to your fire powers)
-----

Stability: neutral
Food: Moderate

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

--Resources--
Mountain goats
Copper
Vulmander

--Development Bonuses—
+7 Expansion
+2 Metalcrafting

--Projects--
[Taming Vulmanders 1/10]

1. The Vulmanders must be made to see us as kindred, as fellow children of Vulcanus. We must use our mastery over fire to show them that we are of the same molten blood.
+3 Fire Breath

The time has come. The Vulcans can hold back the raging flames in their stomachs no longer. They must feast. The dream of gorging themselves on the trees of the North is still not yet reachable, thanks to forest's inhabitants. It would come in time, but for now they must make do. The Vulcans have raised a good number of goats in anticipation of this time, and they eat their fill as they can without completely depleting their stock. They supplement this with whatever plants and animals they can scrounge from their surroundings. Hopefully all of their people would be able to quell the worst of their flames for a time.
>>
>>2090988
Daenaria Marshhold – Brown
Traits:
Magically inclined (+4 to magic)
Servant Beastfolk (+2 menial labor)
-----

Stability: neutral
Food: Moderate

--Government--
Council of Elders (+5 culture)

--Resources--
Stone
Wood

--Development Bonuses—
+3 sculpture

1)
Another study of the water mote is conducted. (+4 Magic, +5 Culture)

2)
Construction of small floating rafts are begun, using the western woods for building. The Daezari try putting a spell on the raft to keep it afloat by making the water spirits not want to pull the raft down. Rafts will replace walking and become our main transport. (+2 Menial Labor, +4 Magic, +5 Culture)
>>
Rolled 4, 61 = 65 (2d100)

>>2091075
>>
>>2091075
2) is using our wood resource of course
>>
Rolled 7, 47 = 54 (2d100)

Dragonkin - Red
Traits:
Draconic Traits (+3 close combat)
Fire Breath (+3 fire magic)
+1 Draconic Runes
+2 Mining
+4 Metallurgy
+1 organization
-----

Stability: neutral
Food: [Food: Plentiful], [Resource: Giant Swams] [Resource: Giant Eggs], [stablity: content]


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

--Resources--
Tin
Copper
Bronze

1. Dragons are naturally resistant to the element of which they are attuned to. So it is with Dragon Kin. Fire Dragonkin are very difficult to burn or feel heat. Ice Dragonkin do not mind frigid waters or wind. Lightning Dragonkin fly through thunderbolts without harm.

Some inquisitive fire Dragonkin notice how the Bronze Material is much stronger than stone, and much stronger than copper of Bronze. A curious one dips his hands in the material, letting it cool and solidify around them.

He found that when he tried to scratch into the mountain, it was much easier! His claws felt little wear, and the stone gave way faster. He also found he could ball his hands into a fist and smash things with greater weight.

Bronze Gauntlets would be a powerful tool indeed, increasing the deadliness of Dragon Claws while also acting as useful hand tools. The different designs are carefully written down in runes, so each dragonkin smith can see how others have tried to make them.

+4 Metallurgy
+1 organization
+1 Draconic Runes

2. Some dragons notice a difference between their fire breath and natural fire.

Fire from the wild is easily put out by water and sand, and burns out quickly.

Dragonkin Fire seems to last much longer, and can withstand water and sand much more easily. In addition, its presence seemed to make Draconic Runes glow.

Intelligent minds begin to realize a difference in the elemental powers of dragons. The Dragonkin begin to study Draconic Magic.

+1 organization
+1 Draconic Runes
>>
Rolled 97, 19 = 116 (2d100)

>>2090988
--TURN 5--
The Alin – Gray
Traits:
Desert Djinns (+4 Djinn magic)
Elder Traditions (+2 culture)
-----

Stability: neutral
Food: Moderate

--Government--
Council of Patriarchs (+5 culture)

--Resources--
Camels, cactus juice, Djinn Clay

--Development Bonuses--
+9 Culture
+4 Djinn Magic
+4 Djinn Apprentices
+3 Earth Magic
+3 Sculpture
+2 Magic control
+2 expansion
+2 agriculture

--Actions--
1) The Alin are fascinated by the new Djinn clay and its reaction to heat. Some accidentaly noticed that sand, when similarily heated in larger quantities produced a new hard, seethrough but brittle material the workers started calling glass. They started experimenting to produce more glass but found that the sand not always produced the same result. Maybe the apprentices can figure out how to make it with the helps of the spirits. +22 ;+9 culture, +4 Djinn magic, +4 apprentices, +3 earth magic, +2 magic control
2) With new production methods come new risks. Just last week Suhail fainted from the heat of the pottery and the fire got out of control. Luckily his father Kareem got him out but he himself burned his hand in the proccess! It is clear that a solution must be found.
The apprentices look to their masters once more and the Djinns make a proposal. As the last stage of the apprentices training in the Djinn arts, they must go alone into the desert and find a spirit to bond themselves to physically, creating an Ifrit. An Ifrit bonded with a fire spirit would have no problems working with fire himself or overseeing production, shielding the workers from excessive heat and controling the fire to everyones benefit. +19 ;+9 culture, +4 Djinn magic, +4 apprentices, +2 magic control
>>
Rolled 28, 61, 23, 33 = 145 (4d100)

>>2090988
The Covenate - Orange
Traits:
Brooms and Witchcraft (+4 magic control)
Cauldron's Recipes (+2 herbology )
-----
Stability: neutral
Food: Moderate

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

--Resources--
Dream Mushrooms

--Development Bonuses--
+2 Agriculture
+2 Expansion
+3 Herbology
+2 Runic Language

--Actions--
>Send out another search party to seek out the beings in the woods.
>Create a liquid from the Dream mushrooms that paralyzes the subjects, preferably without killing them. (+5)
>Have our... most stable wise-women meditate under the influence of the mushrooms. They may be the key to unlocking the power of the Mystic Arts. (+9) (Spend two actions)
>>
File: necromancer.jpg (38 KB, 526x524)
38 KB
38 KB JPG
Rolled 68, 13 = 81 (2d100)

>>2090988
Skeletons – Golden
Traits:
Whispers of the Dead (+3 necromancy)
Warriors of the Past (+3 military)
-----

Stability: neutral
Mana Life Force: Low

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

--Projects--

--Ongoing Projects--
>Elsinore [4/15]
>Necrotic Mana Well [9/10]

--Resources--
[Wood]

--Development Bonuses--
[+1 warriors]
[+2 Expansion]

>Action 1
The final touches for the Necrotic Mana Well are attended to by the necromancers of the chosen's party, Necromantic wards were placed to increase the intensity of the well and allow for the passive empowerment any being who's life force is related to necrotic mana. Some of the necromancers volunteers to act as the well's custodians, duty-bound to constantly tend to the new mana well, ensuring its stability. At night, the custodians created a custom of performing solemn rites of respect in honor of the memory of Elsinore's most selfless denizen, the soul who's been turned into the vessel that allowed for the construction of the well. The "Chosen"

Continue with the necrotic mana well [9/10] [+3 Necromancy]

>Action 2
A necromancer acts as overseer in the construction, Empowering the workers with effective use of necrotic spells. After the outskirts of the ruins are made stable by the inclusion of support beams and foundations along with the creation of small warehouses for lumber coming from the lumber camp, Work to establish a defined clearing begins. Obstructive trees are cut down, overgrowth is removed, and light blocking foliage are often burned giving the ruin a cleaner more brighter look. At night lanterns made out of arcane light is hoisted around the ruin as skeletons work tirelessly to continue with the construction of their new home.

Continue with the Construction of the Settlement of Elsinore [4/15] [+3 Necromancy]
>>
Rolled 93, 46 = 139 (2d100)

>>2090988
Bogdidoclorians – Purple
Traits:
How Can I Starve if I Love Junk Food? (Always treat any food level as if it was one higher)
We Hate Scalies (+1 military / +4 when fighting reptiles)
-----

Stability: neutral
Food: Low

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

--Resources--
Vulture Friends
Rotten Skins
Caribou - Food
Hyena of the Plains

--Development Bonuses—
+3 Beast Taming
+2 Expansion
+4 Construction
+2 Organization

--Projects--
Fangs and Claws 5/12

Action 1

Raf Gizzardbrain almost raged as hard as he does when he sees a lizard when he saw his people arguing over which bones are best. He set them straight real quick though. Now lets start crafting some bone weapons so we have something decent to defend ourselves.

Action 2

The training of the Vultures and Hyenas has been going well. We need to keep on track and keep them working together and by our side. Together we will be unstoppable.

+3 Beast Taming +6 Military = 9 BONUS
>>
Rolled 32, 91 = 123 (2d100)

>>2090988


Emerald Nagas – Dark Green
Traits:
Council of Advisors (+3 organization )
Symbolic Emperor(+3 culture)


-----

Stability: Content
Food: Plentiful

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

--Resources--
[mystical pearls]
[resource: clay]
[resource: copper]

--Development Bonuses—
[+2 water magic] [+2 nature magic] [+2 moon magic] [+4 construction] [+1 sculpture] [+4 expansion] [+ 3 metalcrafting] (+1 copper weapons)

1. Hmmmm these bronze weapons may combine well with the moon magic pearls. Let's combine them and see what happens.

2. Another round of expansion begins.
>>
File: whowls.png (2.01 MB, 1650x1402)
2.01 MB
2.01 MB PNG
>>2091577
THE COVENAT
Mystics work closely with botanists in their cauldrons to develop the formula. The first few batches are rough - either too strong or too weak. Some, others are only numbed. Some believe that the lower concentrations are more useful than the actual tranquilizer itself because of its medicinal use. That is not the task of the council and so they continue to work on a tranquilizer. [Tranquilizer Potion 1/8]

Mystical women ingest a tea prepared with the mushroom solution, and only with an impressive tenacity and willpower can they withstand the adverse effects of hallucinations and madness. Those mystics who drank from the dream mushroom tea got their eyes white as mist for many hours, but they were also able to see and master the mana energies of the living beings around them. [+3 magic control]

Scouts return to the woods once more, searching for the mysterious forest creatures. Once again they seemed to disappear in the dark forest ... But them one of the explorers noticed something ... The creatures lived in camps, high in the pines, in hidden houses. They looked like ordinary owls, except that they had small hands that ended in sharp claws.They called themselves Whowls, and quickly chased off the scouts.

>>2091014
HALFLINGS

The chieftain laughs and claps at their music and parties, but Guruhuink seems mostly pleased by the food, at the end of the day. The chieftain agrees to open trade with the Commonwealth - they have plenty of lumber, and their forests are rich in wood, they have also recently finished the construction of a quarry and have plenty of stone for constructions.

[Relationship with Boarmen Tribes: Friends], +2 diplomacy

Note: You are now friends with the Boarmen. You have access to several resources you might not have otherwise, as long as that friendship is maintained. In the future they may ask you for favors, and you may ask them as well. Possible resources for Trade - [resource: lumber, wood, stone]

The Halflings pioneers continue to expand their lands, this time following the river to the west, also annexing the nearby hills. [+2 expansion] [+2 fishing]

In the hills they find what appear to be stone circles marked with unknown runes. What they mean is uncertain, but many Halflings say they feel strange vibrations in these places. They seem to have been built thousands of years ago.

>>2091119
DRAGONKIN

The Dragonkin soon realized that as his hands grew stronger covered with a layer of molten brass, he completely lost the movement of his hands or fingers once the metal cooled. Removing the gauntlets then? It generated a gigantic drama, because those things were stuck. But the curious story soon became a local tale, and inspired other Dragonkin to seek ways to forge gauntlets with flexible joints.

Studies of the heritage of draconic power begin. The dragonkin learn from the relationship between their mystical runes and elemental breaths, and new ways of amplifying their power. [+2 draconic magic]
>>
>>2091039
CROCODILE MEN
The greatest musical talents of the Crocodile Men are tasked with creating a national anthem to inspire the people in times of war. Ideas are bounced around and the air is full of experimental music. Eventually one song is settled upon. It's use of drums and strings and simple chorus makes it extremely popular and very catchy. It works as a marching song, but it also invokes feelings of pride. [+3 Military][+2 Music]

The ore, orange in color, melts easily and is also easily shaped. A great deal more work will need to be done to refine it into a useable form, but the initial prototypes of copper tools are promising. [resource: Copper]

>>2091075
DAENARIA MARSHHOLD

Years pass with no progress. The Water Mote simply isn't responding to any attempts to observe or manipulate it.

The construction of rafts goes much easier. By years end there are already rafts in the water. By the second year, these rafts have become very small but nimble boats. They cannot carry much, but they are useful. [+2 Ships]

>>2092430
BOGDIDOCLORIANS


From the bones and tusks of mammoths, spears and nails are created for combat. Honest men need to be prepared for everything! [+5 bone weapons],
[resource: ivory]

Advances continue to be made in the training of hyenas and vultures, soon they will attack as one, at the command of a warrior. [Fangs and Claws 7/12]

>>2091056
VULCANS

On the chosen day a great festival is held, this is called the Day of Consummation, and the goats are slaughtered to overcome the hunger of the Vulcans' inner fire - You can now use +10 bonus to any action involving fire

On the other hand, the Vulcans have had difficulty disciplining Vulmanders, or maybe these animals are not very smart. [Taming Vulmanders 1/10]

>>2088444
FOLLOWERS OF THE AWAKENER
The temple is finaly finished, in addition to the size of the structure the geometry or the “angles” of the building were all wrong, at least for the normal observer whose architecture is firmly grounded in Euclidean geometry. Similar to the city, the temple seemed to made of non-Euclidean geometry and loathsomely redolent spheres and dimensions apart from our own. [Awakener's Shrine 6/6] [stability: content], [+2 construction, +3 religion]

The window of a might power is opened a little more, and the followers can feel the forces of higher dimensions penetrating them [Mantra of Focus 4/10]

>>2091042
COUNCIL OF GISS’HA
Substantial advances are made to tame the Hussurk now that Scirzzo stays with them at all times, becoming part of their group. The fish seem to live in flocks of up to 12 individuals, and are led by an "alpha", if Scirzzo can become the leader of the pack, perhaps he can have control over the creatures. [Taming the Hossurk 9/15]

A new village is finished! Giss'ha buildings often have flat, tiled roofs, flagstone floors, and are two stories high, entirely build with the use of mudbricks. [mudhomes 7/7] [+4 construction], [+3 architecture]
>>
>>2089879
THE ALIN

The Djin consider working with glass a hobbie, and assist the desert men in their studies. Together they develop new techniques, such as inflating molten glass into bubbles, with the aid of a blowpipe, or coloring the glass in innumerous colors and giving them unnusal shapes. [resource: Glass], [+5 Glassmith]


The first apprentices are sent to wander in the desert, and seek out the Djin who will join them all their lives. It is an arduous journey under a scorching sun in which the apprentice must follow alone, depending only on his own mystical abilities to survive. [Bonding Ritual 2/10]
>>2091026

DREKASHI TRIBES
The construction of wood huts moves slowly. Many Drekashi are content with their own shelters, and they resent being forced to work to construct huts that they don't feel they'll be allowed to live in. In other areas the problem is simply a lack of effective manpower. [Wood Huts 3/5]

Again there are issues in translation and in bargaining. The enchantment process involves consuming part of the spirit's force, weakening or even destroying the spirit. In exchange for this, the demand is for a Drekashi to be sacrificed in a similar manner. They want a Drekashi to be sacrificed and a plant grown from their remains. Naturally the Drekashi reject this. Negotiations stall. [Enchantment 4/10]


>>2091014
ILLYANDEI ELVES

The elves continue their training with the gigantic birds, the creatures already accept that they put saddles in its backs. Who would have thought that some rewards in food would help so much [Tame Vica 5/10] [Food level: moderate]

The Mother Dragon priests follow their beautiful Voice to the mountains, where it is said that in the middle of a lightning storm they received instructions from their goddess. As they descended from this mythical journey, they were changed, now carrying the mark of the dragons on their foreheads. The caste of sorcerers has solidified its power, now even the kings are afraid to contradict them. [+3 Priest Caste], [+2 religion], [+2 lightning magic], [+2 fire magic]

>>2091624
SKELETONS
FINALLY!

The ritual is completed, and the well becomes a conduit of the wild mana present in the flower fields. The control over the magical strength of the well is perfected by the necromancers who are guarding it. The source of power is surrounded by symbols drawn on the ruins of Elsinore, which enables any undead to approach and draw forth necromantic magic for other purposes.

[resource: Necrotic Mana Well], [+5 necromancy], [+2 Magic Control], [Mana Life Force: Abundant]

The ruins seem to be more damaged than they had imagined, one of the galleries that the skeletons were rebuilding recently collapsed, fortunately no one died in the incident. They're all dead already. [fortifying ruins 4/15]
>>
>>2092489
EMERALD NAGAS

The Moon Pearls do not have much of an effect on the weapons by themselves. When combined with other magic though they act as a conduit. Moon pearls inlaid to the weapons though can channel or amplify magic. Enchantment 1/10

By proclamation of the Emperor the Naga expand. Their settlements pop up in wet areas all over. In their conquest in the west, they meet new creatures… the Crocodile Men!

You can now start diplomatic relations with them. [+5 expansion]

>>2091017
RP'TR

Rp'trs choose to build practical tents that can be loaded with them on their hunt down the plains, however the amount of material they own is still low, more mammoths will have to be slaughtered so they are able to create shelters for the whole tribe. [Mammoth Fur Tents 0/5]

The Rp'tr weapons now guard the spirit of their ancestors, who aid their kin in killing. [+1 ancestor bone weapons]
>>
File: Turn_6.png (3.03 MB, 1807x1017)
3.03 MB
3.03 MB PNG
Begin Turn Six
>>
Rolled 70, 2 = 72 (2d100)

>>2094903
Drekashi Tribes (Plantmen) – Light Blue
Traits:
Spirit Communition (+3 spirit magic)
Nature Worshiperst (+3 nature magic)
-----

Stability: neutral
Food: Plentiful

--Government--
Council of Elders (+5 culture)

--Resources--
White Squirrel, White Squirrel Fur

--Development Bonuses—
[+3 beast Taming]
[+3 wind magic]

1. They helped you build your home, probably,
and as such you should help them build theirs.
It will be fine. [Wooden huts 3/5]
2. See if there is any way for the spirit to not harm themselves by applying their power to an object, or a way to get power from something else so that they get a net positive, or at least neutral. [Enchantment 4/10]
+4 Spirit Magic
>>
Rolled 14, 46 = 60 (2d100)

>>2094897
>>2094903
Name: Rp'tr Tribes – Green
Race: Imagine Blue Velociraptors with thumbs and you're close.
Government: Despot Rule (Chief aka Packmaster)
Fluff: The Rp'tr have long been hunters and roamers. The follow the herds of the berasts and hunted them to eat their fill. But of late the herds have dwindled and strange animals, things that fight back and hunt together just as the Rp'tr do have been encountered. Worse one such animals even got into a clutch and destroyed it utterly, not even to eat but out of spite. This land has changed, and now so too must the Rp'tr.
Traits:
Call of the Packmaster (You may attack without preparing with half of the penalty)
Hunters and Roamers (+3 military/hunting)
-----

Stability: Neutral
Food: Bountiful

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

--Resources--
[resource: wild ponies]
[resource: Mammoth]
[Mammoth Fur Tents 0/5]

--Development Bonuses—
[+5 ancestor bone weapons]
[+2 Rp'trs Berserkers]

1.Hunt and kill a mammoth so we can build tents out of their furs and bones! 0/5
+Hunters/roamers
[+5 ancestor bone weapons]


2. Refine and improve our hunting techniques, Being hunters is not enough, the old ways are not enough, we need to be better!
+Hunter/Roamers
[+5 ancestor bone weapons]
[+2 Rp'trs Berserkers]
>>
Rolled 26, 24 = 50 (2d100)

Dragonkin - Red
Traits:
Draconic Traits (+3 close combat)
Fire Breath (+3 fire magic)
+1 Draconic Runes
[+2 draconic magic]
+2 Mining
+4 Metallurgy
+1 organization

-----

Stability: neutral
Food: [Food: Plentiful], [Resource: Giant Swams] [Resource: Giant Eggs], [stablity: content]


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

--Resources--
Tin
Copper
Bronze

1. Twin competing thoughts of approaching the issue of the bronze gauntlet were sought after. The first was design, to see if they could be made to mimic Dragon Scales and Claws more easily rather than frozen into solid form. To forge gauntlets.

+4 Metallurgy
+2 Mining
+1 organization
+1 organization
Fire Breath (+3 fire magic)

2. The other was magic. To see if Draconic Runes could be inscribed on the metal to give it fluidity of movement, yet sturdyness of bronze. Like a second layer of scale around the hand, but still able to be removed.

+1 Draconic Runes
[+2 draconic magic]
+2 Mining
+1 organization
Fire Breath (+3 fire magic)

The two schools of thought competed with each other, providing a source of healthy competition as the Dracolan investigated the world through two different schools.
>>
>>2094903
Bogdidoclorians – Purple
Traits:
How Can I Starve if I Love Junk Food? (Always treat any food level as if it was one higher)
We Hate Scalies (+1 military / +4 when fighting reptiles)
-----

Stability: neutral
Food: Low

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

--Resources--
Vulture Friends
Rotten Skins
Caribou - Food
Hyena of the Plains
Ivory

--Development Bonuses—
+3 Beast Taming
+2 Expansion
+4 Construction
+2 Organization
+5 Bone Weapons

--Projects--
Fangs and Claws 7/12

Actions 1 and 2

The bone weapons are complete, let us work hard on finishing the training with the vultures and hyenas. We are nearly ready for any threat that may come our way.

+6 Military +3 Beast Taming +2 Organization = 11 BONUS
>>
Rolled 74, 89 = 163 (2d100)

>>2094925
Forgot rolls lol
>>
Rolled 8, 77 = 85 (2d100)

>>2094903
Halfling Commonwealth – Blue
Traits:
Rolling Hills and Fertile Farmlands (+2 agriculture / +1 fishing)
Mercantilist (+3 economy )
-----

Stability: neutral
Food: Moderate
[Relationship with Boarmen Tribes: Friends]

--Government--
Council of Elders (+5 culture)

--Resources--
Giant hare
Olive Trees
Trade:
[resource: lumber, wood, stone]

--Development Bonuses—
[+15 expansion]
[+2 Fishing]
[+8 agriculture]
[+2 bards and poets]
[+1 culture]
[+2 Diplomacy]
-----
1. Continue our great expansion down the river and to the sea! The bards had long sung of the Commonwealths cause to expand all across the world with the completion of this home peninsula being the first stone in a long list of expansions! The Council would even send out extra foodstocks to ensure the success of new settlers fishing the sea and sowing new grounds!
[+15 expansion]
[+3 Fishing]
[+10 agriculture]
[+2 bards and poets]
[+6 culture]
+Plus use a food level

2. The Council would send out Bards to investigate this strange stone circle of ancient origin.
+2 Bards and Poets
>>
Rolled 78, 83 = 161 (2d100)

>>2094903
Daenaria Marshhold – Brown
Traits:
Magically inclined (+4 to magic)
Servant Beastfolk (+2 menial labor)
-----

Stability: neutral
Food: Moderate

--Government--
Council of Elders (+5 culture)

--Resources--
Stone
Wood

--Development Bonuses—
+3 Sculpture
+2 Ships

1)
Another study of the water mote is conducted, this time using boats to travel to where the spirits gather most (+4 Magic, +5 Culture, +2 Ships)

2)
The boats are improved by craftsmen and Daezari mages. They shall be bigger and have more assistance from the spirits. (+2 Menial Labor, +4 Magic, +5 Culture, +2 Ships, [Wood])
>>
Rolled 2, 47 = 49 (2d100)

Illyandei Elves – Black
Traits:
Dragon worship (+3 religion)
Tribal Savages (+3 military/hunting)
-----

Stability: Content
Food: Plentiful

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

--Resources--
[Vica], [Fish], [Wood]

--Development Bonuses—
+3 Culture, +2 Woodworking, +3 Priest Caste, +2 religion, +2 lightning magic, +2 fire magic

1. Tame Vica 3/10 +8
+8 military

Continue taming the Vica.
>>
Rolled 66, 56 = 122 (2d100)

>>2094903

Vulcans – Dark Red
Traits:
Blood of Fire (+3 Fire Breath)
I Must Consume ( Needs to spend an action consuming something each 5 turns, otherwise you will have -10 penalty in your dices, on the other side, this gives you a single +10 bonus in any dice related to your fire powers)
-----

Stability: neutral
Food: Moderate

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

--Resources--
Mountain goats
Copper
Vulmander

--Development Bonuses—
+7 Expansion
+2 Metalcrafting

--Projects--
[Taming Vulmanders 1/10]

1. Perhaps we gave these creatures a bit too much credit. Just train them like you would any other beast. Clearly these are not the smartest of our brothers.
+3 Fire Breath

2. The Gnolls of the North must be dealt with if our next great feast is to go off without a hitch. For that, we need at least comparable weapons. Our efforts to make copper weapons before didn't go as planned, so the Lord of Flames instructs the craftsmen to devise a more efficient way. They come up with the idea of a forge.
+3 Fire Breath
+2 Metalcrafting
>>
Rolled 66, 30 = 96 (2d100)

>>2094903
Crocodile Men – Greenish Blue
Traits:
Big and Strong (+3 to related rolls)
Natural Mercenaries (+3 military)
-----

Stability: content
Food: moderate

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

--Resources--
[fish]
[copper]

--Development Bonuses—
[+3 sailing]
[+2 fishing]
[+2 culture]
[+4 music]
[+2 mining]
[+3 military]
[+2 music]

Vocce executes the final stroke of his plan in securing the future of our people and allies. Shortly before meeting with a delegation from our neighbors, the Emerald Naga, he gives out his orders. Vocce is frustrated at the lack of a real military, and demands that they need order and training. Next, he orders the copper be used to produce weapons. With a prayer for the success of his ventures, military and diplomatic, he gathers Svarotus, Vidre, several other prominent Crocs, and gifts for the Emerald Naga, and sets off.

>1. Begin training crocs to be effective soldiers [+3 military] [+5 military (Despot Rule)] [+3 military (Natural Mercenaries)

>2. Arm ourselves with copper weapons
>>
File: D_67d1d6_5454934.jpg (114 KB, 640x828)
114 KB
114 KB JPG
Rolled 7, 57 = 64 (2d100)

>>2094903
Skeletons – Golden
Traits:
Whispers of the Dead (+3 necromancy)
Warriors of the Past (+3 military)
-----

Stability: neutral
Mana Life Force: Low

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

--Projects--
Necrotic Mana Well

--Ongoing Projects--
>Elsinore [4/15]

--Resources--
[Wood]

--Development Bonuses--
[+1 warriors]
[+2 Expansion]
[+ 8 Necromacy]
[+ 2 Magic Control]

>Action 1
The magical confluence of the mana well brought the necromancers of Elsinore new strength and they immediately put their newly empowered skills to work. They quickly sought to aid in the construction effort of Elsinore. Just as the other denizens were reeling from the recent collapse of one of the ruin's wing, the necromancers sought to inspire and improve the construction effort by using necromancy to strengthen their brethren with the power of the well. [4/15 Elsinore] [+8 necromancy, +2 magic control]
>Action 2
A squad of necromancers, now imbibed with the energies of the well, scour the lands south of Elsinore's domain. The envoy was sent to expand Elsinore's influence and reach. The necromantic envoy are also often seen willing ancient remains to rise up from the earth and bindings wayward souls to their frames giving the skeletons new consciousness.

[+8 necromancy, +2 magic control, +2 expansion]
>>
>>2095626
also forgot to update [Mana Life Force: Abundant]
and apparently, skeletons aren't that good in construction efforts
>>
Rolled 4, 32 = 36 (2d100)

>>2094903
--TURN 6--
The Alin – Gray
Traits:
Desert Djinns (+4 Djinn magic)
Elder Traditions (+2 culture)
-----

Stability: neutral
Food: Moderate

--Government--
Council of Patriarchs (+5 culture)

--Resources--
Camels, cactus juice, Djinn Clay, Glass

--Projects--
[Bonding Ritual 2/10]

--Development Bonuses--
+9 Culture
+5 Glassmith
+4 Djinn Magic
+4 Djinn Apprentices
+3 Earth Magic
+3 Sculpture
+2 Magic control
+2 expansion
+2 agriculture

--Actions--
1) We can only hope for the apprentices to return from their journey successfully now...+22 ;+9 culture, +4 Djinn magic, +4 apprentices, +3 Earth magic +2 magic control
2) Ferment cactus juice into wine.
>>
>>2095681
action 2
+19; +9 culture, +4 Djinn Magic, +4 Djinn Apprentices, +2 Magic control
>>
Rolled 55, 76 = 131 (2d100)

>>2094903
EMERALD NAGAS

The Moon Pearls do not have much of an effect on the weapons by themselves. When combined with other magic though they act as a conduit. Moon pearls inlaid to the weapons though can channel or amplify magic. Enchantment 1/10

Emerald Nagas – Dark Green
Traits:
Council of Advisors (+3 organization )
Symbolic Emperor(+3 culture)


-----

Stability: Content
Food: Plentiful

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

--Resources--
[mystical pearls]
[resource: clay]
[resource: copper]

--Development Bonuses—
[+2 water magic] [+2 nature magic] [+2 moon magic] [+4 construction] [+1 sculpture] [+9 expansion] [+ 3 metalcrafting]

(+1 copper weapons)

--Buildings—
Terracota homes and palaces
Massive Kelp Farms

1.Hmmm these results are dissapointing. I guess magic swords were too much to hope for. Very well by decree of the council research on this "Enchantment" continues
Enchantment 1/10
+9 [+2 water magic] [+2 nature magic] [+2 moon magic] [+ 3 metalcrafting]

2.If we are to dabble in this sorcery it should be done correctly and only with supervision. Build the College of magii where sorcery can be studies properly. It must be beautiful and made of terracotta so as not to offend the senses of the emperor when he visits
+11 [+2 water magic] [+2 nature magic] [+2 moon magic] [+4 construction] [+1 sculpture]
>>
Rolled 73, 87 = 160 (2d100)

>>2094903
-------------------------
Followers of the Awakener – Pink
Traits:
The Mad Architect (+3 construction)
Awakened Eye (+3 psionics )
-----
Stability: Content
Food: Plentiful

--Government--
Prophets Council (+5 religion)

--Resources--
Stone
Cattle
Olive Trees

--Constructions--
Awakened Village
-Awakener Shrine

--Projects--
[Mantra of Focus 4/10]

--Development Bonuses—
+6 Construction
+2 Architecture
+5 Religion
+2 Psionics
-------------------------

Actions:
>So far we have built with rough stone taken from our environment and chiseled by hand. We are fast pushing the limits of that techniques usefulness, especially as we ar beginning to deplete the riverbed of suitable rock. The Mad Architect envisions a great hole, stretching from the surface to the core of the world, but let us begin with a simple stone quarry.
Build a Quarry [+9] (+9 Construction)

The tantalizing taste of the power of the 5th dimension only galvanizes the inner circle, who call on members of the Awakend to attend to them 24 hours a day.
Continue [Mantra of Focus 4/10] [+15] (+10 Religion, +5 Psionics)
>>
Rolled 51, 67 = 118 (2d100)

>>2094903
Fresh-water Naga – Dark Blue
Traits:
Sea worship (+3 religion)
Water Shamans (+3 water magic)
-----

Stability: Low
Food: Moderate

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

--Resources--
[Hossurk (Giant Fish)]
[Wild Pigs]
[Mud Homes]

--Development Bonuses—
[+4 Construction] [+3 Architecture]

>The beginning of the village has been laid, houses made of mudbricks dot the riverside and draw Naga to embrace the surface world. The council declares this village be named Mouth’s End, because the mouth of the river is so close by.


>[Taming the Hossurk 9/15] 1. Scirzzo has determined that he must find a way for the pack he has joined to view him as leader. The fish are intelligent and value food so he decides that he must show them he is the best provider for them. He attempts to lead the pack into bigger hunts, chasing schools of fish with reckless abandon and allowing the Hossurk to gorge themselves. The shaman secretly manipulate the currents with their water magic and the naga people chase fish towards area where Scirzzo will be hunting, their devotion to what must be a hero gifted with power from the Great Lake driving them forward. (+ 3 religion, +3 water magic) +6

> 2. With the mud homes finished and many waterbourne naga finding their ways onto land, there are many who wish to stay below the surface of the water, especially with Scirzzo’s continued success with the Hossurk. The shaman understand that the naga must move forward but at the same time not abandon who they are. They decided that the village must be expanded to include those that remain under the surface. Builders are sent to gather kelp and other underwater plantlife to weave into large orb-like living structures that float beneath the waves. They decided the homes must be anchored to the bottom of the Great Lake to prevent them from drifting but they apply their newfound knowledge to the task. (+5 culture, +4 contruction, +3 architecture) +12
>>
>>2096231
Bump
>>
Rolled 71, 96 = 167 (2d100)

>>2094903
The Covenate - Orange
Traits:
Brooms and Witchcraft (+4 magic control)
Cauldron's Recipes (+2 herbology )
-----
Stability: neutral
Food: Moderate

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

--Resources--
Dream Mushrooms

--Development Bonuses--
+2 Agriculture
+2 Expansion
+3 Herbology
+2 Runic Language
+3 Magic Control

-- In Progress --
Tranq Potion [1/8]

--Actions--
>Continue our work with the tranquilizer. We must work for the betterment of the entire Coven. (+5) [Tranq Potion 1/8]
>Delve deeper into the power of our runes! If we can harness the ways of magic through them, the possibilities would be endless! Work on creating runes that cause effects on objects they are inscribed one. (+9)
>>
>>2105631
THE COVENAT
Covenate cauldrons boil over camp fires with solutions and potions, old men and women bend over them working on mixtures in an attempt to distill their properties. [Tranq Potion 4/8]

The Covenate could see it ... runes had magical powers. They could predict the future, counteract harmful forces, provide various qualities, or they could be used in incantations, curses and magic spells. But most of the known runic inscriptions are of a more down-to-earth nature and were for everyday use. Change [+2 Runic Language] to [+7 Magic Runes]

(Also please, make it clear which bonuses you are using for the actions)

>>2094964
HALFLINGS

The advances towards the river are delayed by a flood caused by the abnormal rains of the station, in the same way, advances are made towards the coast in the west +1 expansion

Bards explore the strange constructions, to the best of their knowledge, these runes seem to be connected to mana, with each of these rocks functioning as a sort of conduit. Some of the inscribed symbols seem to represent snake men.

>>2094924
DRAGONKIN

Proper materials are pooled for the forging of the gauntlets, the best bronze alloy forged in the draconic flames. The first prototypes are already developed, but there is much more ahead. Magic runes are inscribed on the metal, increasing their abilities. [Bronze Gauntlets 4/7]
>>
>>2095335
CROCODILE MEN
Tough hunters, agile swimmers, and young crocs are collected by those who have more martial talent, organized into parties, and commanded to coalesce in the city center every day. The padded earth of the croc’s central grounds begins to ring with the howls of elder crocs, responses of young crocs and the thunderous marches of hundreds of souls. The center now acts as a training yard wherein crocs from all walks of life are drilled mercilessly, day in and day out. [3/7 Croc Guard]


The order to arm the yet to be military arm of the crocs with copper weapons were fraught with confusion as they still only had the ore to work with. They do not know whether they should just bring the metal ore as their weapons until a more entrepreneurial croc figured that what was being asked was to develop weaponry from their newly acquired metal which was to be used by the forming warrior groups. [1/5 copper weapons]

>>2091075
DAENARIA MARSHHOLD

Through closer inspection of the water mote and through the aid of their boats, the Daezari mages managed to see that the mote forks into a secret cavern. The cavern avoided past investigations since it was deceptively hidden through refracted light created by a slight manipulation of water. As the mages with their boats entered the cavern, the sight of a large congregation of playful and capricious water spirits manipulating the water around them immediately gave the mages small insights in Arcana relating to water. [+2 Spirit magic, +2 Water magic]

The Daezari craftsmen and mages work hand in hand to create a small magically attuned altar in the boat wherein the spirits can be housed and their energies be more intertwined with the boat's activities relating to water. This design aids in the boat's ability to move through bodies of water but also increases its cargo capacity as the spirit can be used to increase the buoyancy of the boat by making the water underneath the boat denser. Change [+2 ships} to [+7 pontoon boats].

>>2094925
BOGDIDOCLORIANS

The Bogdidoclorians warriors trained hyenas and vultures to fight as one with them.The Hyenas now carry the warriors on sleds adapted to run on the grassy plains and northern snow, while flocks of vultures fly after the Bogdidoclorians march. In combat the vultures were trained to attack the eyes of the enemies, while the hyenas bring them to the ground with their powerful bite.

[Resource: [Scavenger Beasts] - In combat, roll an extra die. Add 1/3 the value of this roll to your total combat.

[+2 hunting, +3 combat, +5 beast taming, +2 expansion]
>>
>>2095260
VULCANS

The Vulmanders appreciate the Vulcans' inner fire, and according to the controlled flares of the flames, they become capable of performing some tricks. [Taming Vulmanders 4/10]

Swords! Copper swords for the soldiers of fire! [+3 copper weapons]

>>2096153
FOLLOWERS OF THE AWAKENER
The restless followers of the Awakened, more impressed than ever with the architectural ability of their spiritual guide, begin construction of a great quarry at the base of the mountains. It will surely be the foundation for many great works in the future. [Great Quarry, 4/7]

Once humble farmers and stonemasons, these men chosen by the Awakened now devote all their time to eloping above the material plane, spending much of their day in a constant state of meditation. As their third eye opens, these men can observe the distinct forms and aliens of other planes of existence.

[Mantra of Focus 9/10]

>>2091042
COUNCIL OF GISS’HA
Advances are made in the training of the Hossurk, now that the creatures have plentiful of food and no longer need to attack the fishing villages. [Taming the Hossurk 11/15]

Local tensions between the tribes made it difficult to construct new settlements in Inland Sea waters, but eventually large quantities of algae were collected and shaped into a spherical structure that floated on the waves. [Floating Village 3/5]

>>2095681
THE ALIN

The desert is inclement and makes victims, but the more dedicated apprentices remain persevering. Immense jackals are following the surviving apprentices, their intent is unknown, but their eyes glow red as if on fire. At night these creatures seem to devour the bodies of those who failed in this mission. [Bonding Ritual 3/10]

The fruits of the cactus make a delicious wine! The council of elders particularly takes a like on the new drink, and it becomes very popular on celebrations [+2 winemaking]


>>2091026

DREKASHI TRIBES

A padded central dirt road runs through the newly built Drekashi Commons wherein rows of dwellings are seen. The Spirits who worked with the construction team proudly and freely meandered through the Commons as they feel welcomed in the Drekashi settlement. [Wooden Housing] [+3 construction] [+1 spirit magic]

Rather than seeing the Drekashi’s actions as a benevolent act to remove the requirement for sacrifice, one spirit took it as the Drekashi trying to weasel themselves into a better position in their proposed partnership. The apparent hypocritical and brazen display of selfishness from the Drekashi made this particular spirit more uncooperative. Disgusted by the Drakeshi's behavior, a small splinter faction forms around a big Malevolent Winter Geists rallying dissident spirits and leading them east of the forest. This new group, headed by the Winter Geists, vows to act as a vigilant opposition to Drakeshi corruption and exploitation of their spiritual kin.

[Stability Low]
[Enchantment 4/10]
>>
>>2091014
ILLYANDEI ELVES

The rainy season fell violently over the northern inland sea, several regions of the coast were flooded, and the elves barely managed to save the Vicas stock they hold. Many of the birds had to be hunted once more in the woods.

[Tame Vica 5/10]

Food level: Moderate


>>2091624
SKELETONS
The ruins react to the necrotic power being applied in its construction. Apparently this construction several years ago had some kind of magic resistance, but this spell has been weakening over the years, and it is quite weakened. Skeletons can break this spell by applying a little more effort ... or they can wait for the spell to come undone in a few months. Elsinore [4/15]

Beyond the flowery fields, the skeletons find a green plain to the south. Gradually the plain gives way to hills, where the living dead find something fascinating ... like memories of a distant past. They see a single farm, with human children playing.

When the inhabitants of the house noticed the living dead approaching, they quickly ran away. From the top of the hills the skeletons could see them running south, toward a stronghold built in wood at the foot of the mountains. [+3 expansion]

>>2095894
EMERALD NAGAS

Few of the naga’s smith were disappointed with the apparent results of their experiment, but some of them sought value in the discovery of the new phenomenon and convinced the others that through the mastery of this new phenomena called “enchantment”, they could open few possibilities regarding magically imbued items. [3/10 enchantment]

The plans of the College of magi begins, although having only hardened clay as their building material, the Naga artisans starts their monumental task of laying the foundation of the institution. [College of Magi 4/20]

>>2094918
RP'TR

The Raptors follow the creatures' tracks heading north, winter has flooded their tracks, but raptors can find other signs of creatures in the vegetation. [Mammoth Fur Tents 0/5]

Training intensifies as winter approaches and magic weapons plead for hunting [+2 Rp'tr Berserkers]
>>
File: Turn_7.png (3.03 MB, 1807x1017)
3.03 MB
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BEGIN TURN 7
>>
Rolled 82, 43 = 125 (2d100)

>>2105883
Name: Rp'tr Tribes – Green
Race: Imagine Blue Velociraptors with thumbs and you're close.
Government: Despot Rule (Chief aka Packmaster)
Fluff: The Rp'tr have long been hunters and roamers. The follow the herds of the berasts and hunted them to eat their fill. But of late the herds have dwindled and strange animals, things that fight back and hunt together just as the Rp'tr do have been encountered. Worse one such animals even got into a clutch and destroyed it utterly, not even to eat but out of spite. This land has changed, and now so too must the Rp'tr.
Traits:
Call of the Packmaster (You may attack without preparing with half of the penalty)
Hunters and Roamers (+3 military/hunting)
-----

Stability: Neutral
Food: Bountiful

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

--Resources--
[resource: wild ponies]
[resource: Mammoth]
[Mammoth Fur Tents 0/5]

--Development Bonuses—
[+5 ancestor bone weapons]
[+4 Rp'trs Berserkers]

1. Spend one level of our food to range far and wide to find all that can be found by our hunters.
+Hunter and roamers
[+5 ancestor bone weapons]
+1 food level

2. Go Forth find something worthy of a hunt and devour it's warm heart to gain it's power.
Hunters and Roamers (+3 military/hunting)
[+5 ancestor bone weapons]
[+4 Rp'trs Berserkers]
>>
Rolled 60, 6 = 66 (2d100)

Illyandei Elves – Black
Traits:
Dragon worship (+3 religion)
Tribal Savages (+3 military/hunting)
-----

Stability: Content
Food: Plentiful

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

--Resources--
[Vica], [Fish], [Wood]

--Development Bonuses—
+3 Culture, +2 Woodworking, +3 Priest Caste, +2 religion, +2 lightning magic, +2 fire magic

1. Tame Vica 7/10 +8
+8 military

2. Wooden Villages +5
+3 Culture, +2 Woodworking
>>
Rolled 84, 53 = 137 (2d100)

>>2105883
Drekashi Tribes (Plantmen) – Light Blue
Traits:
Spirit Communition (+3 spirit magic)
Nature Worshiperst (+3 nature magic)
-----

Stability: Low
Food: Plentiful

--Government--
Council of Elders (+5 culture)

--Projects--
[Wooden Housing]
[Enchantment 4/10]

--Resources--
White Squirrel, White Squirrel Fur

--Development Bonuses—
[+3 beast Taming]
[+3 wind magic]
[+3 construction]
[+1 spirit magic]

1. Speak with some of the earth spirits and see if they know of any caves nearby. If we wish to commune with Nashi then it would be best to do so from the deepest caverns we can find. +7?
+4 Spirit Magic
+3 Nature Magic?
2. As well, the bones of the Nashi shall not be disturbed for selfish desires such as construction or tools. As such, we must speak with the remaining nature spirits about any special plants that would be good for making tools and stronger buildings. +7
+4 Spirit Magic
+3 Nature Magic
>>
Rolled 54, 59 = 113 (2d100)

>>2105883
EMERALD NAGAS

The Moon Pearls do not have much of an effect on the weapons by themselves. When combined with other magic though they act as a conduit. Moon pearls inlaid to the weapons though can channel or amplify magic. Enchantment 1/10

Emerald Nagas – Dark Green
Traits:
Council of Advisors (+3 organization )
Symbolic Emperor(+3 culture)


-----

Stability: Content
Food: Plentiful

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

--Resources--
[mystical pearls]
[resource: clay]
[resource: copper]

--Development Bonuses—
[+2 water magic] [+2 nature magic] [+2 moon magic] [+4 construction] [+1 sculpture] [+9 expansion] [+ 3 metalcrafting]

(+1 copper weapons)

--Buildings—
Terracota homes and palaces
Massive Kelp Farms

1.Hmmm these results are dissapointing. I guess magic swords were too much to hope for. Very well by decree of the council research on this "Enchantment" continues
Enchantment 3/10
+9 [+2 water magic] [+2 nature magic] [+2 moon magic] [+ 3 metalcrafting]

2.If we are to dabble in this sorcery it should be done correctly and only with supervision. Build the College of magii where sorcery can be studies properly. It must be beautiful and made of terracotta so as not to offend the senses of the emperor when he visits
[College of Magi 4/20]
+11 [+2 water magic] [+2 nature magic] [+2 moon magic] [+4 construction] [+1 sculpture]
>>
Rolled 99, 40 = 139 (2d100)

>>2105871
Crocodile Men – Greenish Blue
Traits:
Big and Strong (+3 to related rolls)
Natural Mercenaries (+3 military)
-----

Stability: content
Food: moderate

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

--Resources--
[fish]
[copper]

--Development Bonuses—
[+3 sailing]
[+2 fishing]
[+2 culture]
[+4 music]
[+2 mining]
[+3 military]
[+2 music]

--In Progress--
[3/7 Croc Gaurd]
[1/5 Copper Weapons]

The delegation to the Emeral Naga returns from the Eastern side of the island. They enjoyed the beautiful architecture, were put off by the kelp eating, but mostly felt unsure just what to think. The lack of ceremony was strange. Perhaps it truly was poor planning, or just custom, but to host guests without the proper mirth and gifts is unheard of for the Crocs. Mostly it was something about the way Magek referred to them that felt unsettling.

Vocce continues his plans with nervous glances east and a prayer. He is satisfied with the progress the military has made, the soldiers will soon be fit to defend our borders. The metalsmiths seem to come up with idiotic ideas, though they can hardly be faulted for assuming our Crocs could take a fortress with some stones and their natural might.

>Continue training the military [+3 military] [+5 military (Despot Rule)] [+3 military (Natural Mercenaries)]

>Continue developing copper weapons
>>
Rolled 42, 37 = 79 (2d100)

>>2105883
The Covenate - Orange
Traits:
Brooms and Witchcraft (+4 magic control)
Cauldron's Recipes (+2 herbology )
-----
Stability: neutral
Food: Moderate

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

--Resources--
Dream Mushrooms
Runic Magic

--Development Bonuses--
+2 Agriculture
+2 Expansion
+3 Herbology
+4 Runic Language
+3 Magic Control
+7 Magic Runes

-- In Progress --
Tranq Potion [4/8]

--Actions--
>The potion is developing well. With time and effort, we can use this as an ideal weapon. Imagine: a non-lethal way to take down any enemy. (+5 Herbology) [Tranq Potion 4/8]
>The Magic Runes.... their power may be unlimited. Lets begin with something simple: the fishermen use water to propel their canoes through the river. We'll develop runes that allow canoes to float and swim through the air! (+18 Magic Control, Runic Language, Magic Runes)
>>
Rolled 45, 93 = 138 (2d100)

>>2105883
Halfling Commonwealth – Blue
Traits:
Rolling Hills and Fertile Farmlands (+2 agriculture / +1 fishing)
Mercantilist (+3 economy )
-----

Stability: neutral
Food: Low
[Relationship with Boarmen Tribes: Friends]

--Government--
Council of Elders (+5 culture)

--Resources--
Giant hare
Olive Trees
Trade:
[resource: lumber, wood, stone]

--Development Bonuses—
[+17 expansion]
[+2 Fishing]
[+8 agriculture]
[+2 bards and poets]
[+1 culture]
[+2 Diplomacy]
-----
1. The Commonwealth with their low food supplies would focus on farming and fishing their new territories to increase their food supply.
+17 Expansion
+3 Fishing
+10 Agriculture

2. Continue expansion and complete the colonization of the peninsula!
+17 expansion
+3 Fishing
+8 agriculture
+2 bards and poets
+6 culture
>>
Rolled 12, 12 = 24 (2d100)

>>2105883
Fresh-water Naga – Dark Blue
Traits:
Sea worship (+3 religion)
Water Shamans (+3 water magic)
-----

Stability: Low
Food: Moderate

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

--Resources--
[Hossurk (Giant Fish)]
[Wild Pigs]
[Mud Homes]

--Development Bonuses—
[+4 Construction] [+3 Architecture]

>[Taming the Hossurk 11/15] 1. Scirzzo feels he is getting close to taming these giant fish and he redoubles his efforts. He has fully intergrated himself with his chosen pack of Hossurk and now must make them used to other naga. A group of devout naga have allowed him to swim among them regularly and while at first the Hossurk were wary, they have slowly grown more confident and comfortable. Scirzzo knows the true test of how tame these creatures are is to visit two events, a large religious rite presided over by one of the council and upstream when the hunters kill wild boar and drag them back to the village. He will take them to the hunting grounds first and see if they can remain calm in the face of an easy meal when he commands them. The hunters will kill a boar and let its blood seep into the water. (+3 religion) +3
>[Floating Village 3/5] 2. The tribes must be soothed, a shaman will be dispatched to explain that the old way of thinking must be moved aside. The Great Lake has commanded the naga to grow and the only way they can grow is to come together. While the tribes are being pacified the builders decided to continue construction, they drag large stones from inland in teams and weave ropes out of kelp around the rocks to anchor the floating village and additional shaman shift water currents to make sure the rocks fall in the correct position. (+4 Construction, +3 Architecture, +5 Culture, +3 Water Magic, + 3 Religion) +18
>>
Rolled 3, 39 = 42 (2d100)

>>2105883

Vulcans – Dark Red
Traits:
Blood of Fire (+3 Fire Breath)
I Must Consume ( Needs to spend an action consuming something each 5 turns, otherwise you will have -10 penalty in your dices, on the other side, this gives you a single +10 bonus in any dice related to your fire powers)
-----

Stability: neutral
Food: Moderate

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

--Resources--
Mountain goats
Copper
Vulmander

--Development Bonuses—
+7 Expansion
+2 Metalcrafting
+3 Copper Weapons

--Projects--
[Taming Vulmanders 4/10]

1. We're finally making progress. Keep working with the Vulmanders, soon enough they will be fit to fight alongside us in battle.
+3 Fire Breath

2. Now that we have suitable weapons, we must train a contingent of soldiers to prepare to take the northern forest for our own from the Gnolls. Train them well, both to wield the swords and their own fire, until they become a mighty force.
+3 Copper Weapons
+3 Fire Breath
+5 Military
>>
Rolled 61, 3 = 64 (2d100)

>>2105883
--TURN 7--
The Alin – Gray
Traits:
Desert Djinns (+4 Djinn magic)
Elder Traditions (+2 culture)
-----

Stability: neutral
Food: Moderate

--Government--
Council of Patriarchs (+5 culture)

--Resources--
Camels, cactus juice, Djinn Clay, Glass

--Projects--
[Bonding Ritual 3/10]

--Development Bonuses--
+9 Culture
+5 Glassmith
+4 Djinn Magic
+4 Djinn Apprentices
+3 Earth Magic
+3 Sculpture
+2 Magic control
+2 expansion
+2 agriculture
+2 Winemaking

--Actions--
1, 2) The Apprentices decide collectivly to test see if those jackals are the fire spirits they where looking for. Before nightfall they slaughter one of the camels of the dead apprentices and camp nearby... +22 ;+9 culture, +4 Djinn magic, +4 apprentices, +3 Earth magic +2 magic control
>>
Rolled 48, 73 = 121 (2d100)

>>2105883
Daenaria Marshhold – Brown
Traits:
Magically inclined (+4 to magic)
Servant Beastfolk (+2 menial labor)
-----

Stability: neutral
Food: Moderate

--Government--
Council of Elders (+5 culture)

--Resources--
Stone
Wood

--Development Bonuses—
+3 Sculpture
+7 Pontoon Boats
+2 Spirit Magic
+2 Water Magic

1)Study the elemental mote of ice
It is said that some winter spirits persist from the last winter season, the Daezari look this time into uncovering the frosted mote. There are said to be certain patches of ice that don’t melt come the turn of season. This will bear further investigation. (+4 Magic, +2 Spirit Magic, +2 Water Magic, +7 Pontoon Boats)

2)Use our stones to bash animal corpses to dissect them
A lot of bones are needed and we are going to get them by studying animal bodies. Bones are necessary for our plans as they are believed to contain life essences which nourish and attract spirits. Magicians of the Daezari are used to measure spiritual concentration to find bones. The boats are used to transport people, corpses and stones across the swamp. (+2 Menial Labor, +4 Magic, +2 Spirit Magic, +7 Pontoon Boats, [Stone])
>>
>>2105883
-------------------------
Followers of the Awakener – Pink
Traits:
The Mad Architect (+3 construction)
Awakened Eye (+3 psionics )
-----
Stability: Content
Food: Plentiful

--Government--
Prophets Council (+5 religion)

--Resources--
Stone
Cattle
Olive Trees

--Constructions--
Awakened Village
-Awakener Shrine

--Projects--
[Mantra of Focus 9/10]
[Great Quarry, 4/7]

--Development Bonuses—
+6 Construction
+2 Architecture
+5 Religion
+2 Psionics
-------------------------

Actions:
>The ground is hard and our tools are simple things of wood and stone, but our people are possessed of determination and focus. Long into the evenings our people work themselves to the bone digging the Quarry.
Continue [Great Quarry 4/7] [+9] (+9 Construction)
>Catching sight of things from other worlds, potential beings of purest thought, is exhilarating. But our people must once again turn their gazes inwards and remember the purpose of their meditations. They return to trying to unite their intellect and their Psionic power, such that they might enhance their minds for mundane tasks.
Continue [Mantra of Focus 9/10] [+15] (+10 Religion, +5 Psionics)
>>
Rolled 55, 61 = 116 (2d100)

>>2109913
Now with dice...!
>>
Rolled 9, 1 = 10 (2d100)

Dragonkin - Red
Traits:
Draconic Traits (+3 close combat)
Fire Breath (+3 fire magic)
+1 Draconic Runes
[+2 draconic magic]
+2 Mining
+4 Metallurgy
+1 organization

-----

Stability: neutral
Food: [Food: Plentiful], [Resource: Giant Swams] [Resource: Giant Eggs], [stablity: content]


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

--Resources--
Tin
Copper
Bronze

1. The Great Competition continues between the two fledgling schools of thought of the Dragon Kin. Who will finish the gauntlets first? Shall it be the forgers who believe in "knowledge", chiseling, hammering, and molding the hot metal into a shape fit for movement, mimicking their own draconian scales? [Bronze Gauntlets 4/7]

+4 Metallurgy
+1 organization
Fire Breath (+3 fire magic)

2. Or will it be the ones who seek to use magic, to inscribe runes into metal, to change how materials act, making metal seem pliable around the fingers like a second skin, while retaining its hardness. Using magic to alter the way substances act to fit their needs. [Bronze Gauntlets 4/7]

+1 Draconic Runes
[+2 draconic magic]
+1 organization
Fire Breath (+3 fire magic)

Both sides are eager to be the first to finish a working gauntlet design, eager to have the pride of showing which of them were able to complete it first.
>>
>>2110418
What has Science and Magic wrought!?




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