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File: Map4Thread3.png (3.25 MB, 3840x1875)
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This will be a simple semi-freeform game with some rules which I hope won't limit player action, but instead, enrich the world and make conflict resolution easier.

As many players as want can join and can join at any time. Keep in mind it will be a long quest a few weeks or so; you can post 2 actions per round around is every day or every time 5 players posted. Fluff-posts and diplomatic actions are not limited by this.

We start in the Early Iron Age and Civs don't know one another so RP first contact and exploration. Also no tech-rushing!

If you want to take secret actions like sending out spies PM me on Discord, ah... AND ALL DRAMA IS TO BE KEPT ON THE DISCORD SERVER: https://discord.gg/cDSByP

To apply to give this information:
Nation&Race Name:
Capital Name:
Colour:
Starting Location:
Starting Fluff:
Special Mechanic:
> mechanic which is decided by a 1d100 roll 1-30 fails rest succeeds. It can be stuff like raiding or ritual based magic. (odds can be changed by your or enemy actions)

Distribute a total of 20 points between those traits:
> Lifespan: (in turns/irl days)
- named characters after they pass the lifespan will roll every turn whether they die (I'll do that)
> Breeding Speed:
> Physical Power:
> Magic aptitude:

There will be other "Stats" I will be keeping track off and everyone starts with 5's across the board, stat growth depends on the actions you take and they also grow passively over time:
> Military Power
- Militarisation - percentage of Population capable of war and overall civilian fighting capability
- Troop Quality - experience, training, etc of troops
> Economic Power:
- Urbanization - density of industrial sites
- Trade Power - the amount of trade going in and out (trade can only be done per trade route!)
> *Naval Power - amount of ships contributes to Economic and Military power.
> Technology Level
> Cultural Power - you gain it from writing fluff, the stronger the culture the harder to wipe out it is. If a low culture nation conquers a high culture one's city you get what happened with Rome when they conquered Greece. (they adopt the conquered culture instead of assimilating or whipping it out) Quality of fluff matters too.
>>
Nation&Race Name: Varni & Drow
Capital Name: Reynrens
Colour: Black
Starting Location: Bottom left land mass. North tip of the lake.
Starting Fluff: Tbc
Special Mechanic: Infernal rituals: Can sacrifice as living sentient in exchange for summoning an infernal spirit and putting it into a vessel.

> Lifespan: 10
> Breeding Speed: 2
> Physical Power: 1
> Magic aptitude:7

Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
>>
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Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red
Starting Location: See Map
Starting Fluff: The Hobgoblins of Arakzi founded their state in the wake of several conflicts with the Bugbear and Goblins of the forests and Taiga. Eventually conquering them through superior arms and tactics, the Hobgoblins sit at the top of the social strata of Arakzi with Goblins at the bottom of the totem pole. Their society, born out of conflict, is regimented, militaristic, and strictly caste-based dependent upon race for positioning. Hobgoblins may be found in the leadership of any job type, but goblins and bugbears exist primarily to serve - as labor in the case of Goblins or as soldiers in the case of Bugbears. Binding the society together is a rigid honor code that places personal honor and service above every other virtue. Dishonor is punished with social stigmatization and redeemable only through deed or suicide. Lies, trickery, and deceit are all accepted and laudable in the service of another greater authority. Of those authorities, none are greater than the Domnakal, supreme ruler of all Goblinoids.
Special Mechanic: Military Machine - The nation is adept at gearing up for and performing in extended wars of conquest.
------
Lifespan: 4
Breeding Speed: 7
Physical Power: 7
Magic aptitude:2
------
Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5
>>
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>>3570619
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Colour: Red
Starting Location: North-west continent, Plains near the northern rivers.
Starting Fluff: Around 2,000 years ago, the area of “modern” Mroen was first settled by tribes of humans, and plains elves. Over the years, the tribes coalesced into minor towns, then after numerous skirmish-wars, the territory was united under a city of the name Mroen. It’s access to the river nearby allowed for better irrigation and fishing, giving it a sizable surplus of food in those times. The conquest of the other tribes and villages was slow, with equal parts diplomacy and warfare. In those times, many were crippled when a drought swept the area, leaving many to starve and die. Mroen, however, was able to endure thanks to it’s aforementioned food surpluses. With its greatest rivals in the region crippled, the elders of the city reached out to them, and demanded they join or be put to spearpoint. The results were much as one would expect. In the end, the area was firmly under the control of the City-state, and with the discovery of iron deposits, entered the iron age. Their military relies on solid corps of spearmen and heavy infantry with light elements of cavalry and skirmishing forces, and armies fighting Mroen would be looking at what looked like bronze armored hedge rows of spears and blocks of armored swordsmen. The economy relies heavily on agriculture and fishing, with no real artisan class to speak of aside from the occasional smith or carpenter.
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
>>
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>>3570619
Nation&Race Name: Fei Gua/ Monos (Monkey-folk)
Capital Name: Bì-Zhu
Colour: Gold
Starting Location: anywhere in pic
Starting Fluff: When the Gold Monestary fell in disarray, the dying energy rained upon groups of monkey, apes ad so on. Imbuing with a higher state of mind and bodies; allowing them to think and fight beyond primal instincts. The last surviving gods saw this and believed these people should carry on their teachings. They thought the Monos how to build, make clothes.
Special Mechanic: Purify of the Soul and Body: The Monos are a hearty bunch and flowing with chi. They're resistant to illnesses and magic affecting the mind.
Lifespan: 7
Breeding Speed: 5
Physical Power: 6
Magic aptitude: 2
>>
>>3570972
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
>>
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>>3570619


Nation&Race Name: Sacred Kroxigan Kingdom. Race: Krox (bipedal crocodile creatures.)
Capital Name: Phangriph
Colour: Cyan
Starting Location: See Map
Starting Fluff: The flow of the rivers is the flow of life, when in desert lands. So the King who controls the river can come to be seen as blessed by the gods themselves, a conduit between this world and the next. Beneath him toil the priests, and beneath them workers and fisherkrox. Society is a Pyramid, and the Pharoh will always be at the very top. The Krox have just on their third Pharohic dynasty, finally ending the civil war that had plagued them since Akhmungnaw II died with only daughters to succeed him.
Special Mechanic: Divine Statues. The Kroxigans erect statues of their many deities to protect them from mystical Threats. It is said that in dire peril the gods themselves will inhabit the Statues and make them march in defense of the Kingdom.

Distribute a total of 20 points between those traits:
> Lifespan: 7
> Breeding Speed: 4
> Physical Power: 7
> Magic aptitude: 2
>>
>>3571012
That's the exact spot I picked for myself.
>>
>>3571070
Look at the cyan circle. He's next to me.
>>
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Nation: The Grand House
Population: Men Of The House/Mafioso/Made Men
Capital: The Grand House
Colour: Orange
Starting location: i can open any picture on my browser for some reason.just put me close, but not too close to the Mroen or monkey men.
Fluff: The House is a respectatble and regal organisation headed by the the godfather Dio. We freqeuntly ingage in dealings with other highly respectable states which we find to follow many of our personal values and ideals. we hope to have wonderfully profitable and benificial dealing with all those who wish to do so, as we all, at The House, extend a most welcoming hand.

Lifespan: 5
Breeding: 8
Physical: 7
Magic: 0

Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5
>>
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>>3570945
>>3570971
>>3570972
>>3570975
>>3571012
>>3571141

OK, all nations added to the map and accepted. From now on you can take action. Some rules concerning that.

1. You expand 2d8 tiles per expansion action.
2. You will encounter wild tribes when exploring.
3. Keep in mind none of you know that the other exists.

All nations are as fine as they are. The Kroxian ability for statues to awaken in a defensive war is a bit op so instead of 70% starting a success chance it'll have 50%.

Dio's ability... I don't know what you even want to roll for. Establishing connections with the underground of foreign nations after meeting?
>>
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Rolled 8, 8 = 16 (2d8)

>>3571169
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Colour: Red
Starting Location: North-west continent, Plains near the northern rivers.
Starting Fluff: Around 2,000 years ago, the area of “modern” Mroen was first settled by tribes of humans, and plains elves. Over the years, the tribes coalesced into minor towns, then after numerous skirmish-wars, the territory was united under a city of the name Mroen. It’s access to the river nearby allowed for better irrigation and fishing, giving it a sizable surplus of food in those times. The conquest of the other tribes and villages was slow, with equal parts diplomacy and warfare. In those times, many were crippled when a drought swept the area, leaving many to starve and die. Mroen, however, was able to endure thanks to it’s aforementioned food surpluses. With its greatest rivals in the region crippled, the elders of the city reached out to them, and demanded they join or be put to spearpoint. The results were much as one would expect. In the end, the area was firmly under the control of the City-state, and with the discovery of iron deposits, entered the iron age. Their military relies on solid corps of spearmen and heavy infantry with light elements of cavalry and skirmishing forces, and armies fighting Mroen would be looking at what looked like bronze armored hedge rows of spears and blocks of armored swordsmen. The economy relies heavily on agriculture and fishing, with no real artisan class to speak of aside from the occasional smith or carpenter.
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
---------------------------
Actions:

1. With our lands secure for the most part, and our population increasing, we require more lands to expand into. Downriver scouts have spotted great mountains, and even more plains. Settlers are gathered and sent into the frontier to establish towns and camps to make a foothold in the area.

2. For a long time, our military has consisted of levies from the former tribes that made up our lands. With our population being what it is now, and with the military minds of our city coming to an agreement, our people shall now be protected by a unified, professional army. Soldiers will need to purchase what equipment they can afford, but with pay, they will prove to be a dedicated fighting force to defend our lands and expand our interests.
>>
Rolled 6, 6 = 12 (2d8)

Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red
Starting Location: See Map
Starting Fluff: The Hobgoblins of Arakzi founded their state in the wake of several conflicts with the Bugbear and Goblins of the forests and Taiga. Eventually conquering them through superior arms and tactics, the Hobgoblins sit at the top of the social strata of Arakzi with Goblins at the bottom of the totem pole. Their society, born out of conflict, is regimented, militaristic, and strictly caste-based dependent upon race for positioning. Hobgoblins may be found in the leadership of any job type, but goblins and bugbears exist primarily to serve - as labor in the case of Goblins or as soldiers in the case of Bugbears. Binding the society together is a rigid honor code that places personal honor and service above every other virtue. Dishonor is punished with social stigmatization and redeemable only through deed or suicide. Lies, trickery, and deceit are all accepted and laudable in the service of another greater authority. Of those authorities, none are greater than the Domnakal, supreme ruler of all Goblinoids.
Special Mechanic: Military Machine - The nation is adept at gearing up for and performing in extended wars of conquest.
------
Lifespan: 4
Breeding Speed: 7
Physical Power: 7
Magic aptitude:2
------
Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

1. Expand
The Goblinoid state spreads its influence down the river tributaries, establishing new farmsteads and villages in good growing locations as they move. Goblins are driven forward, first to settle Hobgoblin plantations and industrial farms. There they grow grain, edible fungi, rice, and beans for consumption and export to Karpol and its satellite towns.

2. Develop Economy
The unification of the Goblinoids has led to some changes in the economic structure to facilitate the new caste system. Hobgoblin and to a much lesser extent Bugbear artisans are supported by large numbers of goblin domestic servants. Aided in such a way, the Masters and Journeymen can focus on high-skill labor while leaving the menial tasks to the Goblin snaga.
>>
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>>3570619

Nation & Race Name: Theocracy of Lyria / Lyrian (Pale Humans)
Capital Name: Yula
Colour: Purple
Starting Location: See Map
Starting Fluff: Lyrians stopped wandering the taigas in the south, and unified when their Goddess appeared before them and showed them the way to the Lake of Mirrors. A few of the elder members of the early Lyrian tribes gathered around and formed a council, claiming that they would see the will of the Goddess done in this new sacred land, as long as Lyrian people would remain faithful and united. Lyrians have a very strict faith, praying for repentance for even the most inane of sins. They are very culturally rich, defensive in nature and are open to trading with other civilizations as long as they respect their Goddess, borders and their traditions.
Special Mechanic: Pardoners - The secret service and special force under the Exarch Council's ruling, they keep order inside the civilization's borders exceptionally and can culturally influence other nations in secret, so that Lyrian faith can prevail and other civs are less prone to attack the Theocracy.

>Lifespan: 5
>Breeding Speed: 3
>Physical Power: 5
>Magic Aptitude: 7

Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
>>
Rolled 8, 4 = 12 (2d8)

>>3571169
Nation&Race Name: Fei Gua/ Monos (Monkey-folk)
Capital Name: Bì-Zhu
Colour: Gold
Starting Location: anywhere in pic
Starting Fluff: When the Gold Monastery fell in disarray, the dying energy rained upon groups of monkey, apes ad so on. Imbuing with a higher state of mind and bodies; allowing them to think and fight beyond primal instincts. The last surviving gods saw this and believed these people should carry on their teachings. They thought the Monos how to build, make clothes.
Special Mechanic: Purify of the Soul and Body: The Monos are a hearty bunch and flowing with chi. They're resistant to illnesses and magic affecting the mind.
Lifespan: 7
Breeding Speed: 5
Physical Power: 6
Magic aptitude: 2
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5

>1
Try to create a writing system. The mind can be forgetful.
>2
Expand to the North
>>
Nation: The Grand House
Population: Men Of The House/Mafioso/Made Men
Capital: The Grand House
Colour: Orange
Starting location: i can open any picture on my browser for some reason.just put me close, but not too close to the Mroen or monkey men.
Fluff: The House is a respectatble and regal organisation headed by the the godfather Dio. We freqeuntly ingage in dealings with other highly respectable states which we find to follow many of our personal values and ideals. we hope to have wonderfully profitable and benificial dealing with all those who wish to do so, as we all, at The House, extend a most welcoming hand.

Lifespan: 5
Breeding: 8
Physical: 7
Magic: 0

Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

[THE RECORD]

1 - some of the men head south from The House on orders to to put off a trator. However with the apex of the boat ride shadows were sighted from the sea by one of the men.
---Comunications Begin With the Fei Gua---
2.
---Nothing More---

[End Of Record]
>>
>>3571290
As you expand things go well and along the plains as you encounter many Elven tribes willing to join your cause or leave into other lands after minor payments. The land is empty and dangerous, but nothing your tribal warriors did not see before. The expansion goes smoothly until the mountains where your supplies seem to go missing and people getting lost. You can officially claim to own the mountains, but not settle there or truly control the land yet.

Establishing a career army brings with it the benefit of a sharp increase in troop quality and industrial output by the common man who has not to worry about being trained for war. Still this causes a vast majority of civilians to be untrained and make recruitment of troops a longer undertaking as you need to train them from scratch.

>>3571311
The Rivers provide ample soil for growing plants, but there seem to be problems with the mushrooms. Raids from wild goblins are rare as they see no reason to attack their kin.

Specialization increases the economical efficiency but decreases versatility. This drives a further divide between the 3 allied races and the ones in the lowest strata are anything, but happy about their place in it and some goblins can be seen escaping into the wild.
> please do race tables for all 3 races, not one for all 3 especially as you introduce specialization

>>3571358
The simple drawings which were long used to communicate about herds of pandasheeps suddenly evolved as a young boy was told to tell his uncle that a daughter was born to his father. Quickly he scribbled onto pandasheep skin a drawing of a pandasheep next to a human girl drawing. For the words sound similar in their tongue. And in this way, the written language is born. Still clunky, and slow but a form of text nonetheless is quickly gaining traction.

As you expand North you have to fight your way through Goblin tribe after Goblin tribe, but the goal is accomplished. Even taking control of an important strait. Finally, you encounter a foreign people akin to yourself, but hairless wearing weird clothing, killing one of their own by drowning.
>>
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>>3571493
Fag of a pic didn't post.
>>
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Rolled 7, 3 = 10 (2d8)

>>3571496

Nation & Race Name: Theocracy of Lyria / Lyrian (Pale Humans)
Capital Name: Yula
Colour: Purple
Starting Location: See Map
Starting Fluff: Lyrians stopped wandering the taigas in the south, and unified when their Goddess appeared before them and showed them the way to the Lake of Mirrors. A few of the elder members of the early Lyrian tribes gathered around and formed a council, claiming that they would see the will of the Goddess done in this new sacred land, as long as Lyrian people would remain faithful and united. Lyrians have a very strict faith, praying for repentance for even the most inane of sins. They are very culturally rich, defensive in nature and are open to trading with other civilizations as long as they respect their Goddess, borders and their traditions.
Special Mechanic: Pardoners - The secret service and special force under the Exarch Council's ruling, they keep order inside the civilization's borders exceptionally and can culturally influence other nations in secret, so that Lyrian faith can prevail and other civs are less prone to attack the Theocracy.

>Lifespan: 5
>Breeding Speed: 3
>Physical Power: 5
>Magic Aptitude: 7

Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

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

1. Expand

The Exarch Council, seeing as the population is starting to grow quickly, rule the need to expand south, as to reclaim the taigas of old that once served as the untamed home of their ancestors.

2. Acquire resources

Timber is needed to pass the winter in the cold seasons, as the climate in Yula is far from forgiving at those times. If it were not for the lake to temperate things a bit, the Theocracy would need to take more desperate measures. Taking advantage of their planned expansion, Lyrians are going to build sawmills in the cold forests beyond the lake, as to export wood and materials to the capital.
>>
>>3571169

Nation&Race Name: Sacred Kroxigan Kingdom. Race: Krox (bipedal crocodile creatures.)
Capital Name: Phangriph
Colour: Cyan
Starting Location: See Map
Starting Fluff: The flow of the rivers is the flow of life, when in desert lands. So the King who controls the river can come to be seen as blessed by the gods themselves, a conduit between this world and the next. Beneath him toil the priests, and beneath them workers and fisherkrox. Society is a Pyramid, and the Pharoh will always be at the very top. The Krox have just on their third Pharohic dynasty, finally ending the civil war that had plagued them since Akhmungnaw II died with only daughters to succeed him.
Special Mechanic: Divine Statues. The Kroxigans erect statues of their many deities to protect them from mystical Threats. It is said that in dire peril the gods themselves will inhabit the Statues and make them march in defense of the Kingdom.

______________

Lifespan: 7
Breeding Speed: 4
Physical Power: 7
Magic aptitude: 2

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

Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5

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

Actions;

1:) We expand along the rivers and waterways, taming the lands and the waters to put them to Pharoh's service.

2) We raise a force of warriors, to train as professionals in service of gods and Pharoh. This warrior class will defend us from any foes and beasts the desert might throw at us, as well as maintain the order of society.
>>
>>3571461
While finishing off the green hairless monos, Xui saw a group of Mono who are also hairless and wearing strange Clothes. They were dunking one of them into the water. He thought they were playing a game and wanted to join. But the one they were dunking in the water didn't come up for a long time. "Oh, they killed him. That's not nice." Xui thought of leaving and forgetting about this, but he knew the people would want to know about it. So if he went back to inform the masters. They pondered a bit until they decided to send their strongest and wisest Mooks to meet with these hairless Mono. A curious bunch who play deadly games; most strange beings. They meet in the same place.
>>
Rolled 2, 5 = 7 (2d8)

Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red
Starting Location: See Map
Starting Fluff: The Hobgoblins of Arakzi founded their state in the wake of several conflicts with the Bugbear and Goblins of the forests and Taiga. Eventually conquering them through superior arms and tactics, the Hobgoblins sit at the top of the social strata of Arakzi with Goblins at the bottom of the totem pole. Their society, born out of conflict, is regimented, militaristic, and strictly caste-based dependent upon race for positioning. Hobgoblins may be found in the leadership of any job type, but goblins and bugbears exist primarily to serve - as labor in the case of Goblins or as soldiers in the case of Bugbears. Binding the society together is a rigid honor code that places personal honor and service above every other virtue. Dishonor is punished with social stigmatization and redeemable only through deed or suicide. Lies, trickery, and deceit are all accepted and laudable in the service of another greater authority. Of those authorities, none are greater than the Domnakal, supreme ruler of all Goblinoids.
Special Mechanic: Military Machine - The nation is adept at gearing up for and performing in extended wars of conquest.
---- Hobgoblins
Lifespan: 5
Breeding Speed: 5
Physical Power: 6
Magic aptitude:4
--- Bugbears
Lifespan: 5
Breeding Speed: 3
Physical Power: 12
Magic aptitude: 0
--- Goblins
Lifespan: 3
Breeding Speed: 10
Physical Power: 3
Magic aptitude:4
------
Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

1. Civil Assimilation
A key part of the unions of Goblinoids is the conclusion of the conflicts that had plagued them. The Hobgoblins did not merely defeat the Goblinoids, they also broke them. In a ceremony symbolizing final victory the Hobgoblin God Vykul consumed the Bugbear and Goblin Gods, replacing them with himself. It is crucial that Goblins and Bugbears understand their new roles in this union, and that will come at the whip and the carrot if necessary. To do this the Hobgoblin Domnakal begins reordering society along a more bureaucratic line. Through delegating power to local authorities of each of the three races but with final power resting with his legal and military authority he can better control the tri-racial make-up of his empire. Goblins with the right aptitude can test to be admitted into the ranks of this bureaucracy where they can serve low level functions and be the Domnakal's face to his tiny subjects. Bugbears are generally stupid but strong and easily led by those with force of personality. For this reason, finding and co-opting Bugbear leadership is essential as it is easier to keep them in line than the Goblins who have a degree of crafty intelligence. Hobgoblins, being the privileged race have the easiest time achieving space in the budding state offices and hold all of the top positions.

2. Expand West
Continue our expansion toward the mountains.
>>
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Rolled 1, 1 = 2 (2d8)

>>3571550
>>
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>>3571564
fuck forgot my pic
>>
Rolled 1, 6 = 7 (2d8)

>>3571493
Nation&Race Name: Fei Gua/ Monos (Monkey-folk)
Capital Name: Bì-Zhu
Colour: Gold
Starting Location: anywhere in pic
Starting Fluff: When the Gold Monastery fell in disarray, the dying energy rained upon groups of monkey, apes ad so on. Imbuing with a higher state of mind and bodies; allowing them to think and fight beyond primal instincts. The last surviving gods saw this and believed these people should carry on their teachings. They thought the Monos how to build, make clothes.
Special Mechanic: Purify of the Soul and Body: The Monos are a hearty bunch and flowing with chi. They're resistant to illnesses and magic affecting the mind.
Lifespan: 7
Breeding Speed: 5
Physical Power: 6
Magic aptitude: 2
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5

>1
Settle a new city in the north among the coast and named it Pin (a road too if it counts as part of the action)
>2
They're still getting used to the enlightenment. Their bodies are strong, but their intellect needs some work. Work on a education system to teach more mundane things to the Monos
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Rolled 6 (1d100)

>>3571493
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Colour: Red
Starting Location: North-west continent, Plains near the northern rivers.
Starting Fluff: Around 2,000 years ago, the area of “modern” Mroen was first settled by tribes of humans, and plains elves. Over the years, the tribes coalesced into minor towns, then after numerous skirmish-wars, the territory was united under a city of the name Mroen. It’s access to the river nearby allowed for better irrigation and fishing, giving it a sizable surplus of food in those times. The conquest of the other tribes and villages was slow, with equal parts diplomacy and warfare. In those times, many were crippled when a drought swept the area, leaving many to starve and die. Mroen, however, was able to endure thanks to it’s aforementioned food surpluses. With its greatest rivals in the region crippled, the elders of the city reached out to them, and demanded they join or be put to spearpoint. The results were much as one would expect. In the end, the area was firmly under the control of the City-state, and with the discovery of iron deposits, entered the iron age. Their military relies on solid corps of spearmen and heavy infantry with light elements of cavalry and skirmishing forces, and armies fighting Mroen would be looking at what looked like bronze armored hedge rows of spears and blocks of armored swordsmen. The economy relies heavily on agriculture and fishing, with no real artisan class to speak of aside from the occasional smith or carpenter.
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
---------------------------
Actions:
1. [Tribal Allegiances] Ask locals in and around the mountain about what they know. Resources, dangers, etc...

2. Developments into Iron armor has lead to Chainmail. The armor is very protective, but is also expensive to produce. Thus, it has gained much popularity among the wealthy nobles who enlist in the cities military.
>>
>>3571493
>>3571496
In an unassuming part of the world, not in the mountains nor in the sea a metal vessel falls from great heights, the container of greed is about the size of a ship of the line, and within it is contained a strange race of short faced traders.

The Shtihnyr (Shtih-near, shtih as in shtick with the c and k replaced with an h and nere as in nearby) reside within.

The Shtihnyr are a race whose motives and psychology are alien to the races of this world, many of them value things which most would find of little value while scoffing at the thought of things like unpractical precious metals and gems being as any real value.

They are a practical race, having no cares for things such as aesthetics or spirituality, this can be seen in their clothing and homes, as they only wear what is most practical (usually decently sanitary brown cloaks and whatever metal trinkets are required for them) and their homes alongside their vehicles are hodgepodge combinations of whatever they find to be most efficient, or sometimes even just the laziest solution as to not cut into times for trade and barter. For instance one might, instead of repairing a sword with whatever metal it was made of simply solder on whatever decent metals they have on hand and proceed with a quick sharpening so that they can get back to whatever one was doing before then.

Their diets are also xenic in nature, as they are actually able to live off of fairly minimal diets, which can include anything biological that isn’t innately poisonous, such as rotten or mummified meat or some weeds from off the side of the road.

They have no concept of love or leisure, and they raise their young in a manner similar to those lowly creatures which abandon their young at birth. The gaining of the goods that they believe will get them the best goods is what they truly value. Though they may be assumed to perhaps suffer from species wide sociopathy they aren’t without their concessions, as they will comply with any trade policies the people they are trading with has unless that policy warrants smuggling or resorting to the black market, and that of course means every caravan of goods from a distant land will always come with some illegal substance or tool peddlers, though the masters of the caravans will always try to distance themselves from such dealings as long as doing so has big risks involved which could sabotage profits.

They work on a system of meritocratic prestige, the more wealthy one is the more members or other bands they will attract, creating large caravans which dwarf the single unit caravans of Shtihnyr who fly solo. (Cont.)
>>
Mroen Lore: Plains Elves

Pale skinned folk, the Plains elves could easily be mistaken as human from a distance, with ears ending in only a slight point, similar body structure to humans, and only slightly higher magical aptitude. Plains elves have inhabited the area where Mroen lies for about as long as humans have, and their pre-modern cultures were similar to that of humanity in the area. While incredibly similar to humans, and also able to reproduce with humans, their offspring cannot bare further children. This fact leads to marriages between the two races being rare, but not unheard of. The elves live slightly longer than humans, and have a slightly longer gestation time before birth. The elves are able to perform just as well as their human counterparts in almost all things, and prefer roles as lightly armored phalanx spearmen.
>>
>>3571625
(Pictured, a Shtihnyr)
Due to their nature Shtihnyr would only go to war in the defence of their trade or their race, as they all understand that keeping the Shtihnyr race dominant in the markets is the most valuable commodity in the world. Instances of large numbers of Shtihnyr caravans going to war are referred to in Shtihnyr society as “Choi Hoii Chiyr”, or in a more common tongue “Mercenary Jihads”, which are never organized around extermination (unless that is absolutely required) but are instead done out of a desire to open up foreign markets.

Though they can be fairly trusted if one is under the protection of the law if they can they will kill if it brings them profit, even if it’s just a simple knife as long as the reward outweighs the risk they will go in for the kill.

Racial traits:
Limbs:
2 main arms, 2 secondary (like the alien queen from alien, but longer and simply more slender than the main limbs)
2-4 legs
Average weight 1.4 times that of an average human male, regional variation may apply

Starting location: wherever the OP sees fit, just not in a mountain or ocean, and no civs are super close by. And not on a small island or tundra as well.

Shtihnyr have no technology of their own, with one exception of course but are extremely good at adapting the technologies of those they have acquired goods from, though they are very poor at manufacturing. This means that regional variations may exist between trade hubs, for instance trade region 1 could have blue iron weapons and armor due to their proximity to a power which produces that, but trade region 2 has white iron weapons and armor and purple dust engines both of which are produced by the nation near them.

Founding city: Pha Saan Chann

Color: dark tan (the color of the desert, but darker)

Special Traits:

Bow to No Masters Without Price:
The Shtihnyr civilization has no unified leader, each city has its own leader, most every leader does the same thing when it comes to governing style and grudges are held city by city, but only if those grudges are still justifiable.

Shtihnyr will only pay lip service to deities if doing so has benefits, and will drop all ties if more profit can be found elsewhere with the talk of a different prophet.

Traders at heart:
Shtihnyr cannot colonize past their cities unless the province has a Trade Hub (city), mine or other resource gathering thing upon it, and they do not farm for food.

Divided when it is convenient:
Shtihnyr will fight against powers who wish genocide upon them but will not hesitate to kill others of their kind if the others have sweared loyalty to a power which reduces the local profits. (Cont.)
>>
>>3571672
Cultureless Rulers:
Shtihnyr cannot absorb or be absorbed fully into an empire, if they take over an empire they serve as pure benefits and cost analysis leaders.

Black Marketeers:
Shtihnyr will buy off of the black market when they can, but not if there is too much at stake, even then they will tend to hire middle men to do it for them anyways.

Necrong Coh:
The one original non standard technology of the Shtihnyr the necrong coh is a device used to turn the carcasses of large beasts into undead vehicles. The engines are made using instinctual techniques and each engine weighs at least a ton, necrotic organisms made this way have no sapience within them and are not affected by attacks directed at souls. These engines to not work as life extension devices unless you would like to be a soulless corpse and cannot inherit non-physical abilities from its former life.

> Lifespan: 3
(Most rulers get backstabbed when it becomes convienent)
> Breeding Speed: 8
(Population replacement is rapid but the population will never be very large due to the profitability of other races over just another peasant level Shtihnyr)
> Physical Power: 7
(Ranged weapon preference)
> Magic aptitude: 2
(They have an oddly enticing aura to them which makes me want to give them that extra coin as a tip... also used for the creation of Necrong Coh)
>>
Rolled 8, 5 = 13 (2d8)

>>3571169

Nation&Race Name: Varni & Drow
Capital Name: Reynrens
Colour: Black
Starting Location: Bottom left land mass. North tip of the lake.
Starting Fluff: Tbc
Special Mechanic: Infernal rituals: Can sacrifice as living sentient in exchange for summoning an infernal spirit and putting it into a vessel.
Lifespan: 10
Breeding Speed: 2
Physical Power: 1
Magic aptitude:7

Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5

A1: Build a port on the lake.

A2: Expand around the lake.
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>>3571692
A few extra things I forgot to mention:

Gift of the Ancients:
All Shtihnyr are capable of speaking the language of a specimen upon first contact with a specimen which they would otherwise not be able to communicate with, all speakers who are not heavily enough exposed to the language cannot speak it outside of said contexts. (Only a Shtyhnyr can be affected by this rule) Any Shtihnyr can also read the bare minimum required to understand a text if a living specimen is near enough In time or interaction. This rule does not apply to non-sentient creatures or creatures whose language can cause insanity or tongues which the Shtihnyr is not able to naturally produce using its body unless special equipment is acquired by that specific Shtihnyr.

Species trait:
Asexual:
All Shtihnyr are male-like but lack sexual reproduction unless some kind of exception is involved. (Namely magic)
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>>3571520
You enter the empty wastelands and slowly reclaim the wildlands stretching your population pretty thin, but not encountering much resistance.

Establishing the sawmills goes well, but the problem is the cold. Oftentimes work is only possible half the year as the Tundra is even colder than the capital and in those months caravans with food (mainly fish from the lake) need to be brought to the wood chippers straining the food supplies.

>>3571550
You face many problems during your expansion, fighting local tribe after local tribe until you hit a wall you can't pass. Another nation is just as civilized as you have already taken most of the river and you find yourself unable to advance.

Training the forces goes well thanks to the harsh lessons from the expansion.

>>3571564
The expansion goes well, but local goblin and Bugbear tribes seem to be now fleeing from you instead of being assimilated.

Goblin unrest is at a high when they see their Gods killed and the Bugbears seem to be even more furious. The introduction of minor administrative roles for Goblins helps with their loyalty, but what will happen with the Bugbears?
> The halfbreed question
As the Goblinoid society becomes more close knit halfbreeds are born Demihobs (half hobgoblin half goblin), Bugblins (bugbear + goblin) and the rarest Hobbugbears (hobgoblin+ bugbears). Those hybrids are infertile and uncommon, but have a hard time finding a place in society, what will theirp lace in society be?

>>3571575
A new City is founded and the Monos celebrate! Still, Goblinoid tribes roam the countryside, far from all of them are hostile though and a few tribes send delegates who are willing to cooperate with the City, for the City accepting to take in their sick and unable to survive in the wild.

The mono's learn basic animal riding as well as craftsmanship.

>>3571576
6 < 30
The local Elven tribes do not know anything... but they know to not go anywhere near the mountains. For they belong on the steppe and the mountains belong to another.

Sure.

>>3571625
> Vehicles
No.... vehicles are a no-no. You can attach anything you want to mounts though.

> Good at copying foreign tech
> Can't be culturally assimilated or assimilate
hmm... fine, but you get a permanent 0 culture for it.

> Necrong Coh:
Hmm, is fine. It has to be magic not technology though and take a long ritual to perform so no. Enemy corpses being revived in battle on mass at game-start.

>>3571818
The Expansion goes fine as you assimilate culturally similar tribes surrounding it. The port is created but soon found out to not be very good as the lake is much smaller than expected.
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Rolled 6, 4 = 10 (2d8)

>>3572468
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Colour: Red
Starting Location: North-west continent, Plains near the northern rivers.
Starting Fluff: Around 2,000 years ago, the area of “modern” Mroen was first settled by tribes of humans, and plains elves. Over the years, the tribes coalesced into minor towns, then after numerous skirmish-wars, the territory was united under a city of the name Mroen. It’s access to the river nearby allowed for better irrigation and fishing, giving it a sizable surplus of food in those times. The conquest of the other tribes and villages was slow, with equal parts diplomacy and warfare. In those times, many were crippled when a drought swept the area, leaving many to starve and die. Mroen, however, was able to endure thanks to it’s aforementioned food surpluses. With its greatest rivals in the region crippled, the elders of the city reached out to them, and demanded they join or be put to spearpoint. The results were much as one would expect. In the end, the area was firmly under the control of the City-state, and with the discovery of iron deposits, entered the iron age. Their military relies on solid corps of spearmen and heavy infantry with light elements of cavalry and skirmishing forces, and armies fighting Mroen would be looking at what looked like bronze armored hedge rows of spears and blocks of armored swordsmen. The economy relies heavily on agriculture and fishing, with no real artisan class to speak of aside from the occasional smith or carpenter.
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
---------------------------
Actions:
1. Settlers are sent northward to expand Mroen's influence. They are sent with a contingent of soldiers to make sure nothing happens to them.

2. Pottery has undertaken a shift as of recently. Little more then bland pots meant for holding things, the pot makers have begun to inscribe art onto them. Scenes of battles, great beasts, the gods and other such things now adorn these once humble objects.
[Cultural Advancement]
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>>3572468

Nation & Race Name: Theocracy of Lyria / Lyrian (Pale Humans)
Capital Name: Yula
Colour: Purple
Starting Location: See Map
Starting Fluff: Lyrians stopped wandering the taigas in the south, and unified when their Goddess appeared before them and showed them the way to the Lake of Mirrors. A few of the elder members of the early Lyrian tribes gathered around and formed a council, claiming that they would see the will of the Goddess done in this new sacred land, as long as Lyrian people would remain faithful and united. Lyrians have a very strict faith, praying for repentance for even the most inane of sins. They are very culturally rich, defensive in nature and are open to trading with other civilizations as long as they respect their Goddess, borders and their traditions.
Special Mechanic: Pardoners - The secret service and special force under the Exarch Council's ruling, they keep order inside the civilization's borders exceptionally and can culturally influence other nations in secret, so that Lyrian faith can prevail and other civs are less prone to attack the Theocracy.

>Lifespan: 5
>Breeding Speed: 3
>Physical Power: 5
>Magic Aptitude: 7

Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

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

The Exarchs are pleased with the expansion, although the food problem is heavily discussed before deciding on a course of action to solve the shortage in the southern parts of the taiga, where the cold and hunger bites the hardest.

1. Establish a working harbour. The river seems navigable enough, being wide and abundant in water in the warmer seasons and leading into the sea down at the border. It will probably freeze on the coldest days of winter, but the Exarchs heavily stress the importance of the supply to the southern camps, and rule the lumberjacks and blacksmiths to work together and create iron and bronze rams for the nose of the fishing boats, so that they can break the ice as they travel and deliver the supplies to the sawmills succesfully.

2. Raise the economy. With the recent influx of wood and prime resources from the settlements in the south, tithes are starting to fall short in comparison. The Exarchs start to preach to the populace about the will of the Goddess, and how she wishes for Lyrians to achieve abundance and prosperity. They begin raising taxation, coining currency, and working on the internal market and its affairs as to ensure that the economy adapts well to further expansions of Lyrian domains.
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>>3570619
Nation&Race Name: Ivoyin Empire - Kagofon (bipedal shrimp-like creatures.)
Capital Name: Ivoy
Colour: Dark Purple
Starting Location: see Map
Starting Fluff: The clans of the Kagofon where not so long ago divided, still the Ivoy one raised above all, thanks to is might, is superior weapons and armours of iron, is words of unity and the creation of a city of stone instead of villages of wood and mud. All the other Kagofon clans accepted their superiority and rule. The current Ivoy chief has name himself emperor after all this victories and glory. The Kagofon are ready to expand even more showing their might and glory to all. A Kagofon stands tall to 2 meters to 3 when he reaches adulthood. They have a disdain for magic and they think no warrior should use it. Their kin is extremely protective and possesive of eachother, and of anything that is theirs from a simple cheap wood object to land. This is shown in their lands as they mark, with symbols and some times escrements great stones and great trees. The shells of the dead Kagofon are protected, and considered a connection with the ancestors. They have no gods, but they seek and ask questions to their ancestors. The Kagofon in battle use spears, warcleavers, maces, shields for melee and for range the favourite slingshots and the recent bows.

Special Mechanic: Natural Armour - the Shell of a Kagofon is an armour already from birth, and it becomes ever more durable and resistant each year that pass, with the Elders becoming rather difficult to kill to any great beasts that have try it.


Kagofon
> Lifespan: 4
> Breeding Speed: 8
> Physical Power: 8
> Magic aptitude: 0
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
>>
>>3572505
The nation's fine you can do actions.
I will update thread in the evening.
>>
Rolled 8, 4 = 12 (2d8)

>>3572518
ok, thank you.
>>3572505

>>3572468
Nation&Race Name: Ivoyin Empire - Kagofon (bipedal shrimp-like creatures.)
Capital Name: Ivoy
Colour: Dark Purple
Starting Location: see Map
Starting Fluff: The clans of the Kagofon where not so long ago divided, still the Ivoy one raised above all, thanks to is might, is superior weapons and armours of iron, is words of unity and the creation of a city of stone instead of villages of wood and mud. All the other Kagofon clans accepted their superiority and rule. The current Ivoy chief has name himself emperor after all this victories and glory. The Kagofon are ready to expand even more showing their might and glory to all. A Kagofon stands tall to 2 meters to 3 when he reaches adulthood. They have a disdain for magic and they think no warrior should use it. Their kin is extremely protective and possesive of eachother, and of anything that is theirs from a simple cheap wood object to land. This is shown in their lands as they mark, with symbols and some times escrements great stones and great trees. The shells of the dead Kagofon are protected, and considered a connection with the ancestors. They have no gods, but they seek and ask questions to their ancestors. The Kagofon in battle use spears, warcleavers, maces, shields for melee and for range the favourite slingshots and the recent bows.

Special Mechanic: Natural Armour - the Shell of a Kagofon is an armour already from birth, and it becomes ever more durable and resistant each year that pass, with the Elders becoming rather difficult to kill to any great beasts that have try it.
-------------------------------------------------------------------------------------------------------------------


Actions:

1 Expand south, the emperor wants more lands, all of it !
2 Create a new army, more of our warriors wants battle and the emperor is ready to give it, great beasts or new tribes that stop us will be our new meals or slaves.
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>>3572530
Welcome shrimp boys. Proto-Proto Rome sends its oog regards
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>>3572518
actually can i change my position ? i will post it soon.
>>3572534
hi Proto-Proto Rome
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>>3572550
Not unless you have a good reason because I already altered the map. That spot is nice.
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>>3572553
mostly because i would prefer my capital on a bigger river.

it s no way near others by the way, still far away.
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>>3572555
I would really prefer you to stay there. If you want to continue coming to the discord.
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>>3572555
here where it would be. Not near others and still on a good spot.
>>3572556
i have no problems if you prefer to not have me there, and mantain my current position.

in regard to discord maybe i will join.
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>>3572468
>vehicles
I only said they *crashed* from the sky in a vessel the size of a decent sized sea vessel. Since I didn’t state otherwise I still only have the default tech you allowed all the nations
>culture nerf
Good. I agree
>necrong coh
Each device weighs at least 1 ton so I can’t mass revive. Especially since even the greatest of mounts can only ever hope of carrying only a few which can only be used on large physically based creatures. And it isn’t exactly easy to craft any kind of engine, including magically boosted one’s with nomad tier smelting tech levels, including ones of such immense size. But okay I guess on the ritual part, it would take at best weeks to make one assuming you could ever hope to get the metal required either way so fine.
>action 1:
This new home is not the wasteland they has expected to crash upon, it seemed in their journey something changed, perhaps they were simply set off course by a degree or two a while back and landed off from the dry wastes of their preferred destination.

Initially conflict is had with some of the local tribes, who have no written tongue nor a lack of hostility towards foreigners.

So instead the Shtihnyr decide it will be best to bunker in for the meantime, expanding their population in a quick pace as to create the forces required to fend off these savages.

Action 2:
Using pieces of the wreck they fashion tools, spears and other weapons with which they will arm themselves with. Any metal which is taken is swiftly replaced with chopped wood for the meantime. The forges which came with the ship, though they are barely able to smith the black iron of the ship’s walls are used to do this, sadly they are in a condition which is barely good enough to do so. Using the designs of the broken ones new forges are drafted up and repairs are designed for when the forges fails.

The threat of the tribes keeps the peace, different bands are drafted up which plan on going their separate ways eventually.
>>
>>3572559
Sorry Discord expired. Made a non-expiring one now.
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>>3572589
and forgot to post it... https://discord.gg/5XADnAr
>>
Rolled 4, 2 = 6 (2d8)

>>3572468
Nation&Race Name: Fei Gua/ Monos (Monkey-folk)
Capital Name: Bì-Zhu
Colour: Gold
Starting Location: anywhere in pic
Starting Fluff: When the Gold Monastery fell in disarray, the dying energy rained upon groups of monkey, apes ad so on. Imbuing with a higher state of mind and bodies; allowing them to think and fight beyond primal instincts. The last surviving gods saw this and believed these people should carry on their teachings. They thought the Monos how to build, make clothes.
Special Mechanic: Purify of the Soul and Body: The Monos are a hearty bunch and flowing with chi. They're resistant to illnesses and magic affecting the mind.
Lifespan: 7
Breeding Speed: 5
Physical Power: 6
Magic aptitude: 2
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5

>1
Improve our writing system
>2
Create light armor
>>
Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red
Starting Location: See Map
Starting Fluff: The Hobgoblins of Arakzi founded their state in the wake of several conflicts with the Bugbear and Goblins of the forests and Taiga. Eventually conquering them through superior arms and tactics, the Hobgoblins sit at the top of the social strata of Arakzi with Goblins at the bottom of the totem pole. Their society, born out of conflict, is regimented, militaristic, and strictly caste-based dependent upon race for positioning. Hobgoblins may be found in the leadership of any job type, but goblins and bugbears exist primarily to serve - as labor in the case of Goblins or as soldiers in the case of Bugbears. Binding the society together is a rigid honor code that places personal honor and service above every other virtue. Dishonor is punished with social stigmatization and redeemable only through deed or suicide. Lies, trickery, and deceit are all accepted and laudable in the service of another greater authority. Of those authorities, none are greater than the Domnakal, supreme ruler of all Goblinoids.
Special Mechanic: Military Machine - The nation is adept at gearing up for and performing in extended wars of conquest.
---- Hobgoblins
Lifespan: 5
Breeding Speed: 5
Physical Power: 6
Magic aptitude:4
--- Bugbears
Lifespan: 5
Breeding Speed: 3
Physical Power: 12
Magic aptitude: 0
--- Goblins
Lifespan: 3
Breeding Speed: 10
Physical Power: 3
Magic aptitude:4
------
Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

1. Urbanization
As the population grows so too do some of the well situated towns with access to resources. Further downriver at the end of the two tributaries two more cities appear: Nurzar and Arak. For population density is similar to that of Karpol, with the majority being Goblins, but power structures mostly held by Hobgoblins and Bugbears. From these new administrative locations the sprawling farmland that was settled earlier can be better controlled and its resources more readily exploited by means of local administrators from the cities.

2. Halfbreeds and Fugitives
The constant flight of Goblinoid tribes is upsetting to the Domankal, but not something that can't be solved by constant pursuit. The Halfbreed question is an interesting one. These halfbreeds are useful, if a biological deadend. Combining traits of their parents has resulted in stronger, smarter goblinoids and there are plenty of places that such individuals can thrive in the developing new state. While almost exclusively confined to urban locations due to the towns and cities more cosmopolitan nature, these halfbreeds can be found servicing a variety of roles from craftsman to mid-level politician. So far none have ascended the ranks of Khalkar, but it is only a matter of time before one ambitious enough to solve a major problem is promoted to the third highest rank.
>>
>>3572750
The issue of loyalty among Bugbears is an interesting question. Bugbears, while not occupying as many top roles, are still valued for their traits. Many make up lower-tier work, but this is less a matter of racial bias and more an issue of suitability. As the Domnakal sees it, the Bugbears are equal to Hobgoblins and utilizes them extensively as soldiers in the military. The issue comes from a simple lack of mental faculties. Bugbears are strong but simple. They're not as capable of abstract thought as other Goblinoids, so they tend to stick to lower-tier work that doesn't require it. Bugbear craftsmen are highly valued, particularly for their carpentry and artwork, areas that they ironically enough excel in. For them, the Domnakal and local administrators simply see a solution as easy as permitting more Bugbears freedom of movement, to live and settle in locations of their own choosing. Offices are available to Bugbears for use, but few have the ambition or capability to seize them.
>>
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>>3572468
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Colour: Red
Starting Location: North-west continent, Plains near the northern rivers.
Starting Fluff: Around 2,000 years ago, the area of “modern” Mroen was first settled by tribes of humans, and plains elves. Over the years, the tribes coalesced into minor towns, then after numerous skirmish-wars, the territory was united under a city of the name Mroen. It’s access to the river nearby allowed for better irrigation and fishing, giving it a sizable surplus of food in those times. The conquest of the other tribes and villages was slow, with equal parts diplomacy and warfare. In those times, many were crippled when a drought swept the area, leaving many to starve and die. Mroen, however, was able to endure thanks to it’s aforementioned food surpluses. With its greatest rivals in the region crippled, the elders of the city reached out to them, and demanded they join or be put to spearpoint. The results were much as one would expect. In the end, the area was firmly under the control of the City-state, and with the discovery of iron deposits, entered the iron age. Their military relies on solid corps of spearmen and heavy infantry with light elements of cavalry and skirmishing forces, and armies fighting Mroen would be looking at what looked like bronze armored hedge rows of spears and blocks of armored swordsmen. The economy relies heavily on agriculture and fishing, with no real artisan class to speak of aside from the occasional smith or carpenter.
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
---------------------------
Actions:

1. Along the newly claimed river basins, 2 moderately sized towns (cities) have sprung up, and are rapidly growing. They are known by the names of Nornth and Resna.

2. Around the two new towns (cities), stone walls have been erected, much like those around Mroen itself.
>>
>>3570619
>semi-freeform game
1/10 would take it serious
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>>3572830
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... you don't have to repost your starting post every time.

>>3572484
The soldiers encounter what seems to be tribes of crocodile people engaged with tribes of Shrimp people in a battle over the river. The Elf and human forces easily take down the weakened foes and take the land, but settlements see themselves subjugated to guerilla attacks from the sea and rivers.

The pots are made, and chieftains of richer tribes are happy to buy some.

>>3572487
The Navy of the pale human's advances. The first major port is established and icebreaker ships keep the settlers in the south safe from starvation.

The raise of taxes bring in higher income in the short term but causes an economical stagnation in the long term as for those less faithful it is more convenient to sell things on the black market with no taxes now.

>>3572530
The expansion goes well, but during your expansion, you encounter elven tribes that don't seem outright hostile but reserved towards you.

Your army grows and sounds of battle crustaceans echo through your nation.

>>3572581
To fend off the Savages you increase in population burning to trough your food supply in the process. The assault of the wild tribes does not stop but does not intensify either.

The new weapons can easily decimate the enemies, but the previously unpenetrable ship is breached a few times trough the weakened points in the hull.

>>3572667
2d8 is only for territorial expansion.

You develop logographic symbols that make writing grammar possible.

After having had to fight your ways trough hordes of goblins you realize armor might be useful, so you invent it.

> what is Pai's response to the goblins?

>>3572750
You can only make one City in 1 action so Nurzar I guess. Being given leadership positions bugbear loyalists swarm to Nazar.

The freedom of movement has many rebellious Bugbears leave, decreasing their population but lessening a chance for rebellion.

>>3572824
Since when did Mroen have walls? Also 1 city per turn.

Nornth is founded and city walls spring up arround Nornth and Mroen.
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>>3572946
Forgot to add cities.
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>>3572468
Nation&Race Name: Varni & Drow
Capital Name: Reynrens
Colour: Black
Starting Location: Bottom left land mass. North tip of the lake.
Starting Fluff: Tbc
Special Mechanic: Infernal rituals: Can sacrifice as living sentient in exchange for summoning an infernal spirit and putting it into a vessel.
Lifespan: 10
Breeding Speed: 2
Physical Power: 1
Magic aptitude:7

Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5

A1: Construct a cannal between the rivers and the lakes in our territory.

A2: search around our lands for foreign tribes.
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>>3572946
Nation&Race Name: Fei Gua/ Monos (Monkey-folk)
Capital Name: Bì-Zhu
Colour: Gold
Starting Location: anywhere in pic
Starting Fluff: When the Gold Monastery fell in disarray, the dying energy rained upon groups of monkey, apes ad so on. Imbuing with a higher state of mind and bodies; allowing them to think and fight beyond primal instincts. The last surviving gods saw this and believed these people should carry on their teachings. They thought the Monos how to build, make clothes.
Special Mechanic: Purify of the Soul and Body: The Monos are a hearty bunch and flowing with chi. They're resistant to illnesses and magic affecting the mind.
Lifespan: 7
Breeding Speed: 5
Physical Power: 6
Magic aptitude: 2
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5

Pai will integrate any goblins who wishes to live among the Monos peacefully. Train them to be enlightened.

>1.
Many Monos wish to express themselves in different creative ways. Create the performing arts.
>2.
The Enlightenment gave them a bit of magic so why not use it? Figure out how use magic that affects the user for now (like minor self-healing, or strengthen one's body)
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>>3572946
Nation&Race Name: Ivoyin Empire - Kagofon (bipedal shrimp-like creatures.)
Capital Name: Ivoy
Colour: Dark Purple
Starting Location: see Map
Starting Fluff: The clans of the Kagofon where not so long ago divided, still the Ivoy one raised above all, thanks to is might, is superior weapons and armours of iron, is words of unity and the creation of a city of stone instead of villages of wood and mud. All the other Kagofon clans accepted their superiority and rule. The current Ivoy chief has name himself emperor after all this victories and glory. The Kagofon are ready to expand even more showing their might and glory to all. A Kagofon stands tall to 2 meters to 3 when he reaches adulthood. They have a disdain for magic and they think no warrior should use it. Their kin is extremely protective and possesive of eachother, and of anything that is theirs from a simple cheap wood object to land. This is shown in their lands as they mark, with symbols and some times escrements great stones and great trees. The shells of the dead Kagofon are protected, and considered a connection with the ancestors. They have no gods, but they seek and ask questions to their ancestors. The Kagofon in battle use spears, warcleavers, maces, shields for melee and for range the favourite slingshots and the recent bows.

Special Mechanic: Natural Armour - the Shell of a Kagofon is an armour already from birth, and it becomes ever more durable and resistant each year that pass, with the Elders becoming rather difficult to kill to any great beasts that have try it.
-------------------------------------------------------------------------------------------------------------------


Actions:

1 The Emperor offers this tribes of elves the possibility to enter the empire and become is warriors too ! Some gifts of food and weapons are given as a gesture of benovolance for let the elves understand that the empire welcomes their kin.


2 To the south-west of Ivoy, the empire will build a new city, Vefu (see map). The river is prosperous and having it built near Ivoy will make easy any help the new city will need..
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>>3572946
Action 1:
Through collected corpses and captives the species, strengths and weaknesses of the the savages are discovered.

Action 2:
Using captured enemy weapons we build whatever kinds of ranged weapons the enemy has, except out of our stronger materials.

(If a diplomatic route can be reached with these savages then we will take it, but otherwise we will wait until next turn to strike, using the resources gained from our own raiders in the night to gather anything we can consume for sustenance)
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>>3572979
The Grand Varni Canal is constructed, during the construction of the canal ancient elven ruins are discovered.

You discover 2 major tribes. One is the Eightlegs, which is a tribe of Drow residing in caves worshipping spiders. They seem to be extremely xenophobic, but accept your people due to being the same race. The second tribe is a tribe of Steppe Elves they just wander around raiding smaller tribes. They are not hostile towards you but might attack if they smell weakness.

>>3572989
Arts are created.

Magic works and first magic spells are codified in spell scrolls and manuals.

>>3573006
A small minority of Elves joins you and as you gain their trust they reveal to you their hidden City which agrees to join your nation willingly as long as you agree to tolerate the magicians within the walls of the city.

Vefu is established.

>>3573061
The locals have blue within blue eyes and seem to be addicted to a local mineral from which if kept away long they encounter bleeding from all bodily orphaces and finally death but the mineral lets them communicate telepathically and receive visions of the future.
If they can be outsmarted and their supply of the mineral cut off they are weaker than most sapient races.

The enemy has bows so you make powerful bows. You realize though that the material can't be too strong or you won't be able to shoot it.

As for diplomacy some of the tribes are willing to cooperate while others out for blood especially as they don't think you have anything you can offer them for the land which was their's but you claim as yours.
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Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red
Starting Location: See Map
Starting Fluff: The Hobgoblins of Arakzi founded their state in the wake of several conflicts with the Bugbear and Goblins of the forests and Taiga. Eventually conquering them through superior arms and tactics, the Hobgoblins sit at the top of the social strata of Arakzi with Goblins at the bottom of the totem pole. Their society, born out of conflict, is regimented, militaristic, and strictly caste-based dependent upon race for positioning. Hobgoblins may be found in the leadership of any job type, but goblins and bugbears exist primarily to serve - as labor in the case of Goblins or as soldiers in the case of Bugbears. Binding the society together is a rigid honor code that places personal honor and service above every other virtue. Dishonor is punished with social stigmatization and redeemable only through deed or suicide. Lies, trickery, and deceit are all accepted and laudable in the service of another greater authority. Of those authorities, none are greater than the Domnakal, supreme ruler of all Goblinoids.
Special Mechanic: Military Machine - The nation is adept at gearing up for and performing in extended wars of conquest.
---- Hobgoblins
Lifespan: 5
Breeding Speed: 5
Physical Power: 6
Magic aptitude:4
--- Bugbears
Lifespan: 5
Breeding Speed: 3
Physical Power: 12
Magic aptitude: 0
--- Goblins
Lifespan: 3
Breeding Speed: 10
Physical Power: 3
Magic aptitude:4
------
Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

1. Urbanization
As the population grows so too do some of the well situated towns with access to resources. Further downriver Arak is constructed. Arak is a city built to administer over the fertile river farmland in which the majority of rice is grown. It is almost exclusively populated by Goblin farmers, while the city proper is administered by a combination of Hobgoblin and Goblin administrators ruling with authority from the Domnakal's offices. Bugbears are a small population, and mostly make up the garrison and petty artisan class.

2. Develop Writing and Mathematics
The previous economic expansion came from natural pressures to make use of land and resources and provide for Karpol. Now, with three cities and dozens of towns and countless farming villages the importance moves from simple goods production to organized use of local produce. The basis of the economy is the grain and rice trade, called the Koku System. Koku is an entire economy around agriculture, as food is the power of the nation, and its usage, transport, organization, and storage are of paramount importance to the developing cities and towns. Thus, a writing and mathematical system is created to keep track of grain shipments, amounts, and locations. In the process, this koku system could be used for a number of other goods being traded like raw metal, stone, lumber, and finished tools.
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>>3573117
The City is founded!

A native goblinoid mathematical system is developed
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>>3572946

> Completely wiped out before I can even take a second action or even respond.

Welp.
>>
>>3573205
You're still on the map though and haven't been conquered.
>>
>>3573097
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Colour: Red
Starting Location: North-west continent, Plains near the northern rivers.
Starting Fluff: Around 2,000 years ago, the area of “modern” Mroen was first settled by tribes of humans, and plains elves. Over the years, the tribes coalesced into minor towns, then after numerous skirmish-wars, the territory was united under a city of the name Mroen. It’s access to the river nearby allowed for better irrigation and fishing, giving it a sizable surplus of food in those times. The conquest of the other tribes and villages was slow, with equal parts diplomacy and warfare. In those times, many were crippled when a drought swept the area, leaving many to starve and die. Mroen, however, was able to endure thanks to it’s aforementioned food surpluses. With its greatest rivals in the region crippled, the elders of the city reached out to them, and demanded they join or be put to spearpoint. The results were much as one would expect. In the end, the area was firmly under the control of the City-state, and with the discovery of iron deposits, entered the iron age. Their military relies on solid corps of spearmen and heavy infantry with light elements of cavalry and skirmishing forces, and armies fighting Mroen would be looking at what looked like bronze armored hedge rows of spears and blocks of armored swordsmen. The economy relies heavily on agriculture and fishing, with no real artisan class to speak of aside from the occasional smith or carpenter.
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
---------------------------
Actions:

1. Second city

2. A system of roads and bridges between the towns (cities) and Mroen are constructed, allowing for faster travel between the settled areas, and better patrol routes for soldiers.
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Rolled 16 (1d100)

>>3573097

Nation & Race Name: Theocracy of Lyria / Lyrian (Pale Humans)
Capital Name: Yula
Colour: Purple
Starting Location: See Map
Starting Fluff: Lyrians stopped wandering the taigas in the south, and unified when their Goddess appeared before them and showed them the way to the Lake of Mirrors. A few of the elder members of the early Lyrian tribes gathered around and formed a council, claiming that they would see the will of the Goddess done in this new sacred land, as long as Lyrian people would remain faithful and united. Lyrians have a very strict faith, praying for repentance for even the most inane of sins. They are very culturally rich, defensive in nature and are open to trading with other civilizations as long as they respect their Goddess, borders and their traditions.
Special Mechanic: Pardoners - The secret service and special force under the Exarch Council's ruling, they keep order inside the civilization's borders exceptionally and can culturally influence other nations in secret, so that Lyrian faith can prevail and other civs are less prone to attack the Theocracy.

>Lifespan: 5
>Breeding Speed: 3
>Physical Power: 5
>Magic Aptitude: 7

Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

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

1. [Pardoners] The Exarch Council will not tolerate the establishment of a black market inside Lyrian borders! Send the black coats, let them purge the criminals that try to damage the economy of the Theocracy!

2. Seeing as the harbour has been useful and the importation of wood is growing, the Exarchs rule to establish mining pits and quarries to the west of the river. The Theocracy needs marble, if they are to construct temples to the Goddess of the Lake and forums for the people to pray in and socialize.
>>
Rolled 6, 1 = 7 (2d8)

Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red
---- Hobgoblins
Lifespan: 5
Breeding Speed: 5
Physical Power: 6
Magic aptitude:4
--- Bugbears
Lifespan: 5
Breeding Speed: 3
Physical Power: 12
Magic aptitude: 0
--- Goblins
Lifespan: 3
Breeding Speed: 10
Physical Power: 3
Magic aptitude:4
------
Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

1. Agriculture
Over time some developments in agriculture ease the life of farmers and i mprove outputs. Of them, few are more important than the 3-field farming system. This allows sections of every farmer's field to restore itself every year, constantly providing a fertile plot for the following year to improve yields and reduce periods of famine.

2. Expand East
Unaligned tribes have taken up residence in the east, sheltering in the forests and near the rivers of the area. Following a wave of soldiers is another wave of settlers, mostly goblins but with a sizable crop of Bugbears to make the area properly under Arakzi control.
>>
>>3573342
disregard i guess
>>
Rolled 14, 58 = 72 (2d100)

>>3573097
(Diplo)
Emissaries are sent out under the cover of night to talk with the cooperative tribes, we promise them the women and children of the conquered blood villages, any that they do not want we will either kill or enslave as per the preference of the conquering chief along with some of the powerful iron of our crashed vessel in return for their loyalty to the current leader of the Shtihnyr (though many emissaries ask them to pledge allegiance to himself) along with the possibility of taming the wilderness and establishing a civilization, as we believe that we are probably not going to be the only ones who use technologies such as what we have, potentially mighty empires which have the ability to smite away all tribes of Blue Eyed Men it simply steal all of the mineral by force.

They are told that the bloody tribes can be a thing of the past if only they cooperate.

Action 1:
The horde of young ones are released, and directed for the purpose of wiping out the weaker bloody tribes and procuring their potential mineral supplies. (Roll is for whether or not I find some caches, a source of the mineral or simply none at all, OP you may decide what I find, the second roll is for the success rate, though you may state otherwise as you see fit)

Raided villages are only plundered if they do not have precious sources of the mineral available. Villages are only culled as much as required.

Action 2:
Using our captives we learn more about the culture and potential magic of the blue eyed men. Alongside some of the important flora and fauna of the region.
>>
>>3573205
You didn't lose one bit of land, but yea if you keep refusing to take actions you will probably lose... like duh.

>>3573342
To many actions, this one will be ignored.
>>
Rolled 3, 6 = 9 (2d8)

>>3573097
>1.
Map the stars to start celestial navigation
>2.
Expand South
>>
Rolled 2, 4 = 6 (2d8)

>>3573097

The Emperor accept this, but the mages need to remain in the city of Reulif'euh.
Action 1

Expand South (towards the mountains), the south has still plenty of space, and we need to find a place rich of stone and iron.


Action 2

Build farms on the sides of our twin rivers.
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>>3573304
The second city is founded... but the question arises. If we are a city-state should not the other cities have equal rights as Citystates to Mroen?
> Governor of Nornth and Resna advocate for becoming independent from Morena and the 3 City-states forming a coalition of independant nations.

Bridges and roads start lining the lands making travel quicker and safer, but Crox and Shrimp barbarians now where to raid now.

>>3573330
A minor Civil war in the underground breaks out. The procedure is a success and the previously honest craftsmen are terrified. (16 < 30). Instead of glory, the Pardoners are feared now, the church becomes an institution to be feared not loved among them.

You establish some marble mines, but considering you executed half of your craftsmen it will take a long time before anyone can properly work it.

>>3573342
The expansion goes well and agricultural output increases. Some of the tribes agree to share information with you and become your servants especially after the Young ones manage to capture one of the major mines of the Drug. As long as you provide them with a steady supply of the Drug those tribes will be loyal to you. The hostile tribes escape further and won't be attacking you henceforth.

As you learn about the culture and magic you find out it mostly revolves around the drug. From marriage to burials all swirls around the drug. Even newborns first get a taste f the drug later the mother's milk. As one of your mages tries to test it out you see him collapse and his eyes turn blue es an epileptic shock shakes his body.

He screams "A gift! A gift! The stone has for us a gift! Merchandise... rare... Merchendise foreign.. unguarded... go here! Go here!" and he scribbles a map to the ground which describes the shortest way for you to reach the Grand House.

>>3573907
As you expand south you find more of your own Kind living in harmony with Bugbears in tribal communities. They are content to remain in the jungles and not bother you.

You map the stars and learn navigation, but also discover or maybe create the 8 Zodiac signs of this world. One which repeats every year. (you can name them)

>>3574272
The mages are content with this deal, as long as they can keep the walls of magic wood going they can stay in the City. The Wold Elf oracle says they are willing to offer help at all times, but warn to not go to the mountains as it is land which belongs to someone already and the Elves seem visibly fearful of the place.

The southern expansion goes well trough settlements at the edge of the mountains experience stealing of cattle, kidnappings arsonist attacks and similar, but don't notice anyone who could have done it.

The farms are fine.
>>
>>3573862
Trough diplomacy you learn of a few of the Drug mines, but due to fear of losing their supply no tribe joins you, but once the Young ones get going and slaughter their way through the natives' things change. You take control of one of the mines and tribes surrounding your immediate location agree to stay friendly and loyal to you as long as you supply them with the Drug. The hostile tribes are forced out and unless you try to expand won't bother you.

From the captives, you learn that the whole culture revolves around the Drug to the point that a new-born child gets it's first taste of the Drug before it's mother's milk.

As you examine your magic you learn that the drug is the magic so one of your people tries some of it an collapses on the ground in epileptic shock:

"A GIFT! A GIFT! The drug sends us a gift! Merchandise... rare... expensive... merchandise unguarded. A GIFT!" As his body is shaking he scribbles a map on the ground which when followed will lead you directly to the ruins of the grand house.
>>
Rolled 32 (1d100)

Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red
---- Hobgoblins
Lifespan: 5
Breeding Speed: 5
Physical Power: 6
Magic aptitude:4
--- Bugbears
Lifespan: 5
Breeding Speed: 3
Physical Power: 12
Magic aptitude: 0
--- Goblins
Lifespan: 3
Breeding Speed: 10
Physical Power: 3
Magic aptitude:4
------
Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

1. Military Developments
The expansion of the state has led to a need to expand the military to compensate. With larger borders there are more threats, more areas to patrol, and more tribes to subjugate. The military developments primarily focus around the equipment and training of heavy infantry - the mainstay of the Arakzi army. Heavy infantry equipment changes with the industrial output of a larger goblin working class. Armor that was once too time consuming to produce in large numbers can be made by hordes of goblins. Mail armor becomes affordable for the average soldier, and the production of iron spears, smallswords, and javelins, leads to better armed heavy infantry. Better, the mandate for infantry arms adds industrial might to the Arakzi cities, forcing urban goblins into smithwork to create iron links and work the forges. Lumber mills chop down trees to provide wood for spears and javelins and to feed the flames of industry.

2. River Trade
The two major rivers: the Tivr and the Gorrosh, are the arteries of the nation. Raw goods, produce, and people flow up and down their banks day in and day out before terminating at Karpol. Additional towns and ferries are constructed, and the river becomes a major source of wealth in transportation. To support the steadily growing river trade specially made river barges are constructed in local ports around Karpol and exported out to the other cities.
>>
Rolled 3, 4 = 7 (2d8)

>>3574387

If the wood elves want to help, then tell us why we can t find this perpetrators that attack us. And in regard to that we will go in those mountains for take back what is ours !


The Emperor is furios of this ! Someone that steal and burns the things of a Kagofon must give them back immediatly or die ! But the Emperor is merciful, for two days we will shout a request of speaking and giving back all our things, at the foot of the mountains. If no one present himself for give back all our things, we will consider it war.

We will go in the mountains, searching this enemy. If nothing is found, the armies will remain vigilant in the south for protecting it.
Action 1
A new army will be made, many are ready to become warriors.

Action 2

Expand North West, if the south will need time for be ours or be too difficult, we must look for other places.
>>
>>3574645
don t count it
>>
Rolled 77 (1d100)

>>3574387
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Colour: Red
Starting Location: North-west continent, Plains near the northern rivers.
Starting Fluff: Around 2,000 years ago, the area of “modern” Mroen was first settled by tribes of humans, and plains elves. Over the years, the tribes coalesced into minor towns, then after numerous skirmish-wars, the territory was united under a city of the name Mroen. It’s access to the river nearby allowed for better irrigation and fishing, giving it a sizable surplus of food in those times. The conquest of the other tribes and villages was slow, with equal parts diplomacy and warfare. In those times, many were crippled when a drought swept the area, leaving many to starve and die. Mroen, however, was able to endure thanks to it’s aforementioned food surpluses. With its greatest rivals in the region crippled, the elders of the city reached out to them, and demanded they join or be put to spearpoint. The results were much as one would expect. In the end, the area was firmly under the control of the City-state, and with the discovery of iron deposits, entered the iron age. Their military relies on solid corps of spearmen and heavy infantry with light elements of cavalry and skirmishing forces, and armies fighting Mroen would be looking at what looked like bronze armored hedge rows of spears and blocks of armored swordsmen. The economy relies heavily on agriculture and fishing, with no real artisan class to speak of aside from the occasional smith or carpenter.
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
---------------------------
Actions:

1. With the desire for the cities to have increased independence, the noble class has put in the desire for increased representation in the government. Out of this comes a compromise between all parties, and the Mroen Republic is established. This form of government allowed for greater freedom with the local cities governments with an overarching senate established out of the nobility to manage the overall nation.

2. [Tribal Allegiances]- Again, the Mroen people look to the mountains for resources, asking among the locals.
>>
>>3574387
Hmm, some of our breathern live with these ugly Monos. Well, Dai-Ma once said, "Peace isn't force. It just is."
>1
Try to figure out how to create lumberyards
>2
Better our warrior in organized military action
>>
>>3574387

Nation & Race Name: Theocracy of Lyria / Lyrian (Pale Humans)
Capital Name: Yula
Colour: Purple
Starting Location: See Map
Starting Fluff: Lyrians stopped wandering the taigas in the south, and unified when their Goddess appeared before them and showed them the way to the Lake of Mirrors. A few of the elder members of the early Lyrian tribes gathered around and formed a council, claiming that they would see the will of the Goddess done in this new sacred land, as long as Lyrian people would remain faithful and united. Lyrians have a very strict faith, praying for repentance for even the most inane of sins. They are very culturally rich, defensive in nature and are open to trading with other civilizations as long as they respect their Goddess, borders and their traditions.
Special Mechanic: Pardoners - The secret service and special force under the Exarch Council's ruling, they keep order inside the civilization's borders exceptionally and can culturally influence other nations in secret, so that Lyrian faith can prevail and other civs are less prone to attack the Theocracy.

>Lifespan: 5
>Breeding Speed: 3
>Physical Power: 5
>Magic Aptitude: 7

Military Power: 5
Economic Power: 5
Naval Power: 5
Technology Level: 5
Cultural Power: 5

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

1. At the chant of "through blood and shadow may we find redemption", the Pardoners leave the workers scarred so that they will remember not to sin in the coming years. The Exarch Council, now pleased and seeing they need new workers, spread the word that the Goddess demands the marble to be extracted from the crust of the earth. Hopefully, taking into account how much Lyrians are devoted to their faith, this will increase a popularity in labour jobs that involve mining, benefiting the economy in the long term.

2. In the coming years, citizens construct a Great Library in Yula. It will serve as a holy archive for every mandate the Goddess exerts through the Exarch Council, and will gather knowledge so that the richer parts of the populace can start to become educated. The Exarchs are confident that an educated populace will not threaten the status quo, seeing as the Pardoners have been terrifyingly effective at doing the latter. Cultural growth will be prioritized when the Library finishes its construction. Every citizen, man and woman, shall know of the greatness of our Goddess through speech and scripture!
>>
>>3574409
(Action 1)
Due to the fact that the race is no longer under the threat of extermination the Shtihnyr that witness the event erupt into an all out brawl, many died but in the end the hallucinator died and a lowly Shtihnyr managed to escape to find the manor, taking the map with him. Somehow still intact despite the attempts to wrestle it from him by his competitors.

He makes sure to leave behind a copy of the map in a crevasse which was not searched within until days after he escaped to the ruins.

He took crude chain and scrap armor with him alongside a well crafted sling (alongside many heavy metal stone substitutes as ammunition) in company with two concealed knives and one of the mass produced swords that were made for the young hordes.

He eventually reaches the ruins with the help of a blue man guide, who he paid with a third knife which he took with him.

(Does he find danger or the loot OP?)

Action 2:
The Shtihnyr who gave up on finding the map head out to scout out some possible mega fauna necrong candidates in the local area. (Including the nearby friendly villages) Or to simply find some animals which would make good trading mounts.
>>
Rolled 8, 5 = 13 (2d8)

Nation&Race Name: Varni & Drow
Capital Name: Reynrens
Colour: Black
Starting Location: Bottom left landmass. North tip of the lake.
Starting Fluff: Tbc
Special Mechanic: Infernal rituals: Can sacrifice a living sentient in exchange for summoning an infernal spirit and putting it into a vessel.
Lifespan: 10
Breeding Speed: 2
Physical Power: 1
Magic aptitude:7

Military Power:5
Economic Power::5
Naval Power: 5
Technology Level:5
Cultural Power:5

A1: Create an academy where people with magical talents can study mystical pursuits.

A2: Are people talents is not suitable for melee combat train our people in the usage of crossbows to compensate.
>>
You don't have to repost the starting post. Gonna use yesterdays supplementary posts as today's post.

>>3574619
The power of the army grows, and the cities gain economical power, but all this seems like a bubble that will eventually burst. The bubble of arming for a war that won't come.

The port is constructed and trade goes well until the local wildlife learns of the people on the boats. The floating crocodiles of the Gorrosh in particular learn to hunt the people on the passing boats.

>>3574645
We do not know ourselves... whenever we try to see visions of them all we see is darkness endless deep black darkness.

You do not find the Enemy in the mountains, but the sent out armies still loose supplies and soldiers without anyone knowing how and when.

In the Northwest, you have to fight your way through hostile tribes of crocodile people, but your superior army crushed them.

>>3574761
The Cities agree happily all but the scheming nobles who tried to gain power for themselves through their independence. Pro City-Statist factions still exist but generally, the republic is accepted.

You learn of ancient elven ruins as well as 2 ancient elven mines. Still, before you go you get once again warned: "the land already belongs to another."

>>3574802
The wood in the region is unusually hard and stiff, but trough utilizing improved iron you manage to establish lumberyard technology capable of handling your woods.

Training goes well.

>>3575399
A lot of zealots join the workforce to mine marble, still, they are zealots, not craftsmen so while huge amounts of marble are extracted the quality is poor.

The Great Library is constructed, the first of it's kind. Such a marvelous structure attracts the attention of foreign surrounding tribes who wish to learn of your Goddess.

>>3575429
(you never were desu)

The Shtihnyr used to travel of space only now realizes how truly huge planets are. The Blue Eyed local leads him all the way to the northern shore where they have to rent a boat. At first no captain wishes t agree as nobody ever traveled as far as the map had indicated. Months and then years pass you until you reach a strait which just as the map described get more and more narrow. Monkey-people are observing you from the shores until you reach a destroyed modern looking building.

Slowly you enter to see... slaughter. Humans in strange overly ornate modern garments covered in blood their corpses clearly started rotting. But what interests you is what is in their hands... my God it's guns... 121 of them. It's a weird foreign design with some powerful magic blocking the possibility of taking them apart or inspecting them... but that does not go for the bullets.
As such you obtained 121 guns without the possibility of making more, but with the possibility of making bullets as well as other 1920's style artifacts like toasters, a generator etc. Though anything technologically sophisticated has magic seals on it making it impossible to take it appart.
>>
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>>3576509
Continuation because of a too-long post.

>>3575580
not!Hogwarts is established.

You invent basic crossbows and your people learn how to use them to compensate for their lack of physical ability.
>>
>>3576509

The marble, although it is rougher than usual, still serves its intended purpouse. It could be better, but more important matters are on the horizon. The Exarch Council vehemently discusses the founding of another major city. Population has grown, and with all this marble and wood, it's only fitting to have a project in which to spend it on.

1. Found a City. It shall be in the southern delta, where the two rivers converge into the sea at the limit of our borders. Its name will be Arnah. Having a portuary city will only help the Theocracy's interests in the long run, even if the cold weather slows its settling process down.

2. With the near tribes coming into our borders, curious about the word of our Goddess, the Exarchs welcome them with open arms. Every tribesman that wishes to convert is happily let into the Theocracy as a citizen. They can choose to work in manual labour jobs, join the military force as auxiliaries or even be small owners. As long as they are devout, there is no frontier between Lyrians and them. This should also increase the quality of the production of our marble mines, seeing as this will mean a raise in the overall active population inside our realm.
>>
>>3576509
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:5
---------------------------
Actions:

1. Expeditions are sent into the mountains to establish outposts and small forts to secure our position in the area. (One fort named Fort Treni)
2. Prospectors are sent into the ancient mines to see if they are still of any use, or if new mines need to be established.
>>
>>3576509
(A threat of extermination does not need to be real, only perceived, and they were small in number so they were weary)

Action 1:
This prize of so many great weapons is seen by the Shtihnyr as something of immense value due to how hard it was to find. And due to the places and people’s he met upon the way he finds it ardent that he founds his own trade hub, so that he may be revered by his descendants as somebody to look upon with reverence.

He called the trading colony “Vydai Dam”, he founds it in the ruins of the house, as he cannot yet hope to move his hoard of guns very far. And so he begins to procreate young ones for him to employ.

Action 2; since there were found to be no viable animals in the forest the beastie prospectors look in one of the four directions for new prospects. (Rolling for the direction they look in)

———

The map left behind is not found for a year and so is partially rotted, it is found yet again by a lowly one and so is mostly useless to him, at least until he can figure out the way it works
>>
>>3576962
(It didn’t work so I rolled in the discord)
It rolled a three which means south, they reach the strange nation of the drow, a magic apt people cursed with a frail physical form. They go down all the way towards the glaciers in their search. They call upon you OP, do they find some mammoths or something like a horse or do they find only small fry not useful for pulling carts?
>>3576516
>>
>>3576516
A strange race of merchants reaches the gates of Reynrens, asking for an audience with the leader of the drow. They want to learn of the terms and needs of the drow people when it comes to trade goods so that they can have the most effective of trade relations with the prestigious drow people.
>>
>>3576872
Correction:
Cultural Power:6
>>
>>3576981
>>3575580
This is for you peeps
>>
Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red

1. Scribes and Literature
The development of an urban bureaucracy has lead to a proliferation of literacy among the privileged and mercantile classes. Reading, writing, and mathematics are soon considered essential qualities, and many administrative posts are barred from those who cannot do arithmetic and write. The result is that after a decade of the spread of writing there is a growth of professional scribes. A secondary business, that of clerks, opens up to handle financial accounts, correspondence, and assist in managing the bureaucracy of the state. Old poems and songs are written down onto clay tablets to last an eternity. The use of clay soon faded, however, as paper becomes more prevalent in circles, although it is rare for paperies to be anywhere outside of Arak where it is developed. Paper becomes a major export for the city alongside its rice shipments.

2. Pacify the Countryside
The territory Arakzi holds is large, but unruly. A quarter of the standing army is transformed into a mobile garrison, stationed in fortresses across the country. Their command is divided up into 3 Commanderies, one for each major city, and it is from those location that police and pacification operations are run. Wildlife hostile to Arakzi or that proves difficult for local farmers can be dealt with by these soldiers, and roaming tribes or bandits that attempt to exploit the agricultural sectors can be handled by military force.
>>
Rolled 25 (1d100)

>>3576509

The Emperor wants this creatures of shadows dead, he wants to see terror in the eyes of this cowards.
Action 1

On the new north west river mouth, the city of Ivux is founded. This lands are of the empire now, so we shall use them. If it s possible build a dirt road to connect it to the capital..


Action 2

This creatures of shadows, think that is easy to strike us Kagofon. They think that they can kill us like a mouse, with their hundred fast strikes at our bodies, shattering our iron armours and destroying our natural shells. They can repeat it. They can go along all the time they want. But at a point we will take them, we will show that we can resist their coward attacks and kill them too. Our shells have always make us strong. They will protect us and give us time for strike.

use
Special Mechanic: Natural Armour
>>
Rolled 3, 8 = 11 (2d8)

>>3576509
The years will be call Bear, Squirrel, Hawk, Eel, Butterfly, Sheep, Frog, and Wolf

>1.
Preach the Enlightenment to our wild brothers and different races in our territory
>2.
Expand south-east
>>
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>>3576612
The City is founded and makes governing the land easier, but puts a bigger strain on the boats having to transport food from the North.

The Marble quality problem is solved. The tribes are interested in the faith and migrate into the country in droves, but many of the migrants are rather uncivilized causing a rise in crime. Not out of malice, but lack of sophistication.

>>3576872
Fort Treni reigns supreme being the first Mroen step into gaining control over the mountains but as retaliation raids from the Mountain folk increase.

The mines are inhabited and the Prospectors which manage to get back talk about short sturdy men with big axes and beards. You finally learn who your enemy is THE DWARVES!

>>3576962
The trading colony is founded!

As you go further down you discover the Arctic Direkangaroo which jumps fast and is a good boxer as well as the Direplatopus which is a giant off creature which lies eggs and can be milked making it agriculturally useful.

>>3577138
Literacy increases, but thee are problems monopolizing it and some lower-class goblins also learn it.

Your military police rise increasing the militarization of the nation. It helps solve the flying Crocodile Problem.

>>3577144
The New City is founded and connected by road. Though that road becomes a popular target for tribal bandits.

Oh boy... 25 < 30 so your armor fails.
You thought your shells can protect you... you thought you could just slaughter the men of the hills... you thought. They rush your forces and with warhammers and war axes out of an unusually advanced metal they shatter your armor and your soft guts spill out of your Chitin shells... many of your men manage to retreat with the help of the Wood Elf auxiliaries... at least those who choose to escape. Those men bring back news of who the enemy in the shadows is... IT'S DWARVES

>>3577155
A happy day is announced as the Zodiac signs are decided uppon.

The Englightenment spreads to the Goblin tribes of the north and joint tribes in the south. And as such culture advances. But with your learned men traveling you also learn of a barbaric nation to the east. Ones who claim to have slaughtered the Goblin and Bugbear Gods and enslaved them, they also possess writing and endless armies.

The Expansion goes well, but your Nation seems to be experiencing supply problems and can't control the new south-eastern region at all. It will take time to tame this wild frontier.
>>
Rolled 7 (1d8)

>>3576981
Nation&Race Name: Varni & Drow
Capital Name: Reynrens
Colour: Black
Starting Location: Bottom left landmass. North tip of the lake.
Starting Fluff: Tbc
Special Mechanic: Infernal rituals: Can sacrifice a living sentient in exchange for summoning an infernal spirit and putting it into a vessel.
Lifespan: 10
Breeding Speed: 2
Physical Power: 1
Magic aptitude:7

Military Power:5
Economic Power::5
Naval Power: 5
Technology Level:5
Cultural Power:5

A1: Find a way to enchant ammunition with magic.

A2: Send a drow company of trained mages to the ruins in our lands.
>>
>>3577296
The Experiment succeeds, but for now, you can only make Frost Arrows, Acid Arrows, and Poison Arrows.

The excavated Ruins are Empty, but clearly belonging to an ancient subtype of Elf... white-skinned elf. Many inscriptions inside reveal their worship of the stars and astrological system.
Mainly a calendar which shows that years come in cycles of 8 with each year being represented by a separate animal:
1. Bear - strength
2. Squirrel - wit
3. Hawk - good eyes
4. Eel - magic talent
5. Butterfly - grace and beauty
6. Sheep - talent in social interactions
7. Frog - a good sense of humour
8. Wolf - leadership skills

Those were also the 8 deities of their faith. It seems that they possessed and ancient spell which would be enacted on every child at birth to grant them the blessing of the Patron God of this year.
>>
>>3577296
Why must this world be fill with barbarians? Everyone would enjoyed a Enlighten World.

>1
Built a new city called Fǎ in the new land, and road, to rule and maintain order justly with the natives
>2
Create an ecomanic system to manage and send resources effectively
>>
Rolled 1, 4 = 5 (2d8)

>>3577296
Nation & Race Name: Mroen City-state/ Humans and Plains elves
Capital Name: Mroen
Special Mechanic: [Tribal Allegiances]- Tribes and other unaligned villages in an area can be persuaded to give the Mroen information about the local area, be that resources, other civs or otherwise.

Humans
Lifespan: 5
Breeding Speed: 6
Physical Power: 6
Magic aptitude: 3
---------------------------
Plains elves
Lifespan: 6
Breeding Speed: 5
Physical Power: 5
Magic aptitude: 4
---------------------------
Military Power:5
Economic Power::5
Naval Power :5
Technology Level:5
Cultural Power:6
---------------------------
Actions:

1. With the hostile actions of the mine dwellers clear, many soldiers are sent to the mountains to defend our holdings. A plan to light fires in the cave mouths to remove the air from the caves is started, and with any luck, the dwellers will die or come to reason and come to talk. If not, a phalanx or two should keep them from coming out of the caves while we collapse them.

2. Our eastward frontier is to be pushed further on. What we may find, know one knows...
>>
Rolled 3, 8 = 11 (2d8)

Nation&Race Name: Arakzi - Goblinoids
Capital Name: Karpol
Colour: Red

1. Caste Reform
The urbanization of the Goblinoids has led to some shifts in the caste meta of the country. Goblins, once restricted to the bottom of the totem pole, find opportunities using their wit and intelligence in the cities, while those in the countryside continue to plug away growing crops for their betters in the cities. The Hobgoblin elite, seeing both the potential usefulness of a 3rd column of Goblins and the benefits of Goblin participation in the workings of the bureaucracy, begin a slow process of elevating some Goblins up in status. The new Goblin elite are still the inferiors of the Hobgoblins, but that is an inferiority that comes from social conditioning and not from any legal or de jure treatment afforded to these Goblin elites. In turn, it is expected that these Goblins do their part in upholding the traditional power structure that sees them above all other Goblins and to serve as an example of what loyal service can bring. Of course, after this initial wave of Goblin ennoblement there will be rarely any to follow.

2. Expand East
The remaining coastline of the bay will be brought under Arakzi control, and populated with either the subjugated tribes or with settlers given land grants to their patrons.
>>
>>3577296
(I’m going to be putting trade hub info so that no confusion erupts from people thinking my entire species is one nation)
Color: Dark Tan
Trade Hubs (cities):
Pha Saan Chann:
Luxuries: Blue Spice
Mundane goods: Pelts, Exotic fruits, Blue Men Art
Tech: Generic Shtihnese
Trade Connections: Peeps

Vydai Dam:
Luxuries: Enchanted Guns (supplies are limited), Ganster Artifacts, Maps
Mundane Goods: None (as of yet)
Tech: Generic Shtihnese Tech
Trade Connections: Be-Han (pending)

——-

Action 1:
Specimens of wereplatypus are taken north and sold to interested drow ranchers in the tundra, other specimens are taken farther north and sold off to some of the blue men tribes on the river east of Pha Saan Chann. Pelts of the werekangaroo are sold on the drow markets for decent enough prices to warrant the founding of a small trade colony near drow territory, it is called Dan Cagyru (OP picks where it would be best to found it) used to buy and sell werekangaroo pelts from hunters alongside local berries and roots to be traded in drow territory. Along with some minor wereplatypus ranching efforts by drow immigrants

Action 2:
Some of the older new Shtihnyr born in Vydai Dam set out to explore the mainland they live upon to find something that could be considered valuable for trade.

(Diplo)
>>3577394
A group of strange robbed short faced creatures dock at Pin, lead by a large one among them who unlike his companions did not seem to be armed with anything (his cadre are armed with crude metal spears).

The largest among them asks whoever meets them at the shore if he may communicate with the ruler of Pin about his nation and of possible trade deals, he communicates in a very fluent manner, often taking up the minor variations in sign language patterns (if your nation has a language of speaking he speaks but I’m pretty sure you speak in signs so that’s what I’m going with) of whoever he is trying to communicate to.
>>
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>>3570619
Nation&Race Name: Shadowkin&Dawn, Dawn being the nations name.
Capital Name:The Grand Fissure
Colour:Red, mixed with black spots.
Starting Location:Put me somewhere desolate/out of the way.
Starting Fluff:
>>"Only through finding a new land can we truly live."
>>"Doomed, wretched and desperate are our kin."
>>"Through others, through rifts we gain love, we gain salvation, we find our dawn."

>>From the depths of the Shadowrealm, the plane of shadow, a wretched dying plane they dwell and live. Thousands, millions even, slowly dying one by one, only to reproduce, to form from the shadows around them in death. An existeance of nothingness, of damnation for crimes done eons ago. Which not a soul can remember.

>>The sky cracks at their might, at their scream of slow depression and agony, a fissure opens and thousands pour into the world.

>>The Shadowkin are roughly 6ft tall. With red circles for eye's and long claws, their bodys are wispy, soft and harmless. Destroyed by a single swipe of a blade or arrow.

>>A mask is universally around their face. The picture is a grand representation. They utilize magic of a of course shadowy nature, being able to manipulate their bodys and shadows alike, to manipulate turbulent winds of shadow, to corrupt the world, change it via the connection to the plain of shadow.

>>This is their Dawn, their new World and the grand fissure is a crack in the world, a crevace opened by their hopes and dreams.

Special Mechanic:
>They are incapable of reproduction in anywhere, but the plain of shadow. As such to gain new population, they must perform a ritual on a tile to bring in population, this ritual involves intense prayer, the building of an alter and for Shadowkin to be waiting on the otherside. Rifts last for two turns, but ussualy provide large amounts of shadowkin even if it turns the tile into something warpes and twisted by the plain of shadow.

Distribute a total of 20 points between those traits:
> Lifespan:10 (in turns/irl days)
> Breeding Speed:0
> Physical Power:0
>Magic aptitude:10
>>
Can someone uh, give me a link to the discord. Op's one is dead.
>>
>>3577722
https://discord.gg/WRj66Q
Here
>>
>>3577617
One day, funny looking Monos came into Pin. They say in their equally funny language they want to speak to Zhei Hao, Great Master, about trade deals. A letter was sent to him informimg about this. Greaf Master pondered a little. He was distraught with news of barbarians in the east. He rather these foreigners leave them alone, but the previous Zhei Hao stated, "A close mind is a close future." He went to talk to these strange people and ask what do they wish to trade.
>>
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>>3577296

A momentary raise in crime will not hinder Lyrian progress. Let the migrants become educated over time, and for that we have the Great Library to teach them the workings of our religion and culture.

1. With the marble quality problem solved, start constructing temples and encourage the art of sculpture. We shall put our prayers to the Goddess in proper monuments to worship, and they shall be the highlight of both our religion and architecture!.

2. Now that Arnah is founded, let it develop over time. The Exarchs demand Yula to be the most glorious city of the Theocracy, and this will be done by making it the focus of our holy capabilities. With all the temples being constructed, the greatest of all must be in Yula, and it shall be named the Temple of Dawn & Dusk. Lyrians will make it so that the temple functions both as a regular place of worship and as an academy for the talented in the arcane. Holy magic studies are now open to the educated public who wish to learn more than what the Great Library has to offer! The Exarchs will be pleased to see that Lyrians have indeed, very special and innate magical capabilities. Let Arnah be the economical powerhouse that it is destined to be for now; the Exarchs watch patiently how it evolves.
>>
>>3577851
Greetings Zhei Hao, I am Trung Byon, the Lon Chuya of Vaydai Dam. You may refer to me as Trung.

I have spent the last decade or so building a life for myself in a set of ruins to the north. I have fostered dozens of children, many of whom have tried to usurp me.

I have on my person several examples of some very powerful weapons, weapons which can kill in an instant and take little skill to use. These weapons are impossible to reproduce, and thus would make the perfect weapons for a royal guard.

Though I will only sell you to them at a very reasonable price, as supplies are of course limited.

I would like to know your position on several topics of which would serve to help us come to a mutual understanding, mostly so I do not end up accidentally offending your great kingdom with foreign beliefs which may prove ill conceived and based in ignorance on my part.

I would like to know your great nation’s position on the concept of slavery mostly, as the old ones from my homeland often talked about how it is better to put your trust in your slaves than in your fellow Shtihnyr, as slaves have more invested interest in keeping you okay if you treat them well than those who have their own vested interests in your death.

I would also like to know about the faith your nation follows, as the way you dress, act and build seems reminiscent of the religious that I have heard of. I am thinking perhaps your faith holds some sort of tangible benefits to following it, such as keeping more respect for authority in society or perhaps more pref- I mean perhaps more interestingly some sort of easily measurable benefit, like increased luck or market, erm, discounts.

I would also like to know of some of the hardier goods that may prove unique to your realm, goods which hold much value for their weight and size.



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