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This NRP is basically like any other. You make a nation and roleplay them trough the ages. The gimmick is that players play as their nations from previous games 'teleported in' from some point during that game.

This also means no new players this time around, but because that is cunty the game also has a 2nd game layered over it. Non-players may participate as patron divines creating quests 2 random players get then the quest and if either fulfils it they get a reward and the divine may add something to the world like their own feral race, a new biome, natural formation or even temple to themselves. Patron Divines also will be able to operate stores where they sell players trinkets for wealth or other things that wealth can then be added to the quest rewards making players more inclined to fulfill them. This part is really experimental so I'll need to consider what quests are valid, and what things can be sold or added to the world.

Updates each thursday and sunday.

Da rules doc: https://docs.google.com/document/d/1lPbbQh_w4gBOZwETDIwBCIuzmmtIoEBbYkeTZuyBTn8/edit?usp=sharing

Pic related is a miniature verssion of the map.Actual one was too big for 4chins
Forgot the discord link:

Nation Submission Template
Pregame Nation: Deseptracons Empire

game it was from: Tarnia in space
name used now: Deseptracons Empire (lazy i know, right?)

The deseptracons empire is one of the most interesting empire that the tarnians has ever seen, constitued of large robots which rebelled from the tarnians during the collapse, the deseptracons empire was the winner of a century long Civil War... And shortly afterward entered contact with the tarnians... We can all guess where this went now.

what you did in your previous game: Be essentially the only aliens that the tarnians met and was about to go at war with the idolas.
speciality: Tactical Espionage and infiltration, Military focus and expansionism
what was your role in that world? geopolitics etc

Major one due of being the only 'alien' faction near tarnia

The City: KRA-AON

what differentiates this city from the rest of the nation it was part off: It is the capital of the Deseptracons Empire, and the heart of its industry
what buildings were in the city?

A capitol, some factories and some mines

Vehiconians (literally transformers)

Colour you want your nation to be
Dark purple


Tech - Ground Bridges (allowed immediate teleportation anywhere on a planet by entering what was essentially a portal, you had to imput the co-ordinates first and it was quite unstable... God knows what happends if someone decide to open another one close to another)
T DIVE: allowed Vehiconians to transform into various vehicles(Mechs... Spaceship, and whatnot)

Engraon Weaponry: highly explosive Weaponry which use engraon as a ammunition

Magic - None!
unique buildings - Engraon Mines
unique produced good - Engraon, essentially what keeps Vehiconian alive, there is many other variations such as green engraon, red engraon and dark engraon
Nation Submission Template
Pregame Nation: Hastung Orbital Works
> game it was from Space Tarnia
> name used now Neo-Tarnish Homestead
> fluff/lore: Colony ship from the Neo-Tarnish Empire, filled with digital people and automated systems.
> what you did in your previous game: Invent super invincible armour and cold fusion, form a galactic empire
> speciality: Industrial growth
> what was your role in that world? City apart of the newly reformed Tarnish Empire

The City: Cathedral Lazenbolt
> what differentiates this city from the rest of the nation it was part off
A mobile colony ship headed towards Sojourner, this Ark carried countless digital souls towards a new home was but struck by an unexpected space storm and catapulted to a new world. The expedition and ship were largely property of a popular Idola and carried many of her adoring fans as well as her physical wetware to the new location.
> what buildings were in the city? Cold Fusion Generator, Nanofabricator, gas giant mining equipment

Tarnish personality engrams and AI: Originally real or entirely artificial, they are on equal terms intellectually and conversationally, existing as digital ghosts that hop through virtual worlds on a whim.

Colour you want your nation to be: Blue

> Tech - Nanites, Cold fusion, Throughshielding
> unique buildings - Cold fusion
> unique produced good - Virtual reality interfaces
Pregame Nation: Black Forest Tribes
> Game they're from: 3QM, alternate timeline. The BFT never adopted druidism and became a kingdom, still allied with the Conclave and moved to aid. But without body magic they were no match for the zombie hordes.
> Name now: Kingdom of the Black Forest.
> Lore: The Wolfkin were always a cruel people, stealing and murdering, wolves in the guise of men. Through blood sacrifice they gained regeneration and immortality. The goddess of war, Uesugi then cursed them, banishing them from the sun, cutting their immortality short and making it so they never birth nor sire men. This just lead to the women taking over, continuing the slaughter. But it did weaken them, and they saw the need to make a kingdom, and for the elder warriors to retreat to where the sun don't shine, and only come out at night.
> Done previously: Steal the secrets of iron, develop sabres, make good shields and javelins. Develop Spirit Magic, Sisu and Ghost Warriors. Developed medicine with the Conclave, thus they sallied in their defence, and they met their end at the hands of the zombie hordes of Meoswilum. At last they retreated into the Black Forest, only to emerge in a new land.
> Speciality: Magic Warriors, ghost warriors, ancestral spirits.
> World Role: Barbarians.

Capital: Kuroi Mori.
> Special Features: A massive and dense forest which one can easily get lost in, as it's even bigger on the inside and filled with magical beasts. It is also inhabited by the greatest Wolfkin elders, master smiths, master swordsmen, master lorekeepers, etc.
> Buildings: An ancient citadel in the depths of the Black Forest, everything else was left behind when the transfer happened.

Races: Wolfkin. Humans with the ears and tail of wolves, eyeshine and regeneration. They lose their colours around 50 years old, around 90 their regeneration shuts off and they age past their prime, few live past 120. Males are rare, and always feminine, for a curse makes no men be born.
Humans of the Conclave of Life. Tennacious forest fighters, able to turn any forest into green hell for their foes.

Colour: Red.

> Tech - Iron age, good shields, javelins, disease management tech. Conclave has camouflage, magical forest buildings and rangers.
> Magic - Spirit Magic: Cultivating Sisu, granting Sisu to others, persist through pain, persist through death (burns Sisu), persist without body as ghost warrior, amalgamating into ancestral spirit. Possess objects, possess bodies, possess golems and constructs.
Conclave Nature Magic: Command plants and the forest itself, grow hidden settlements.
> Unique Buildings - Sacred Forests (where Wolfkin elders gather), Hunting Grounds.
> Unique Produced Good - Shields.
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Pregame Nation: The Charnel Land / Union of Flesh

Cravic Remains
The Cravers were once men, this much they know, an ancient tribe of primitives that listened to the stars and the earth below. It was there they first met Grist'thomir, and he showed them the way, how to alter flesh, and they set themselves working upon themselves - until they were men no longer, long pass the point of return. Specialized in their trade, they shun other magics or labors.
The Cravers history in game 4 is long and filled, defensive wars, allies and family gained, friendships made. They shaped the world around them as they saw fit, and Sigod was never the same. They united races, and exterminated others, they made great and grand living cathedrals in honor of their God, and eventually brought him to bear upon the world in the flesh as the Underborn, the walking living city that perished in the final battle against Timna, Goddess of the Churning Waves, helping all the other folk cast her down dead back to the depths. But horrifyingly at the loss of the Underborn, but not permanently, for their great leader the Lord of Flesh was later recovered, in a great coma from the skull of the city. Still he slumbers as they rebuilt Neverborn their capitol, and until the day fire rained from the sky- he awoke for a moment in a gristle filled scream.


The living city of the Cravers coiled in upon itself, drawing in its veins, consumptive of all the countryside flesh gathered over the years, desperate to save any bit of her people she could. Much was lost, but when she awoke in a flash of light in a new world, the Lord of Flesh asleep once more, the Flesh Priest knew her efforts were successful. They will live once more. They will reunite with the Matriarch, but this time not from below the earth, but beyond the stars. For as it was written, so it shall be, the Cravers know the nature of existence as a cycle. They know what must be done.
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speciality - flesh
A big bad to some, monsters and demons, best of friends, doctors, nurses to others. The Cravers are not evil, they merely wish to survive and learn. Their morality is not anchored to the minds of men. A flayed corpse to a Craver is an open canvas, begging to be worked with.

The City: Neverborn- the heart of the Charnel Lands, container of the Geneforge - the holy zenith of their power which allows them to render new beasts into Cravic version, and create utterly new beings. It immortalizes the genetic memory of every Craver, and their creations. From here everything began, and so it shall begin once more.

No other building would survive without her for long. Those separated without her that were not whipped up in great consumption she did to save herself, would slowly wither and rot. Perhaps the Kahro would take them, as great cities of corpse flesh.
the gene forge, the slime pits, and the Shroomish'alat (our bioweapons lab), Bulargh pits, and mighty goreship works. Shab'let- the first river maw was grabbed as well.


Cravers and a handful of their creations. (Rovers, Rut'ra, Raut'let, the Chern'bolg and the slime samples)
a few visiting members of the Kahro, the friendly corpse worms

Color : Crimson


Tech - all tech is based around our magics, new developments such as layering non organic materials into bone and what not. I need to draft a list.
Magic - our flesh shaping, crafting. Very utility based. The limits as to what we can do is imagination, raw materials, and time.
unique buildings - pretty much every building was unique, just use normal icons with labels may be best
unique produced good - us ;)
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Pregame Nation: The Do'laroshan Tribes
>Origin Game
>Name now
The Umbral Theocracy
Do'laroshans were a primitive group of tribesmen isolated to a dark forest in the frozen north. A nencounter with a god-like being, Achroma, elevated their culture and world-view to one of supremacy and expansionism. They took to the world stage with gusto, proving their might by accruing allies and wealth which rivalled the greatest nations of the world, and cemented themselves as a cornerstone of the geopolitical stage.

>Previous Games Exploits
Led the Entente, an alliance of several different species and views, in a quest for world domination. Sadly, the rest of the world proved too united, but even as the war was lost, the mercantile opportunities that came after proved more fruitful, and the Entente as a whole remained the second greatest world power long after the war.
Do'laroshans excel in stealth and deception, and were able to almost completely hide the existence of an entire species, culture, cities and all, from the eyes of the wider world. Through disguise and espionage, Do'laroshan spies were said to be everywhere, and could be anyone.
Had access to a hidden cache of lost information, a cursed Library on a distant shore. This, paired with the frequent whisperings of Achroma, let them accrue knowledge no others knew.

Stealth, above all else.
Deception/Disguises, Mercantilism, Craftsmanship of precious metals and jewels, Information

>World Role
Commercial Provider of Luxury Goods, Information Broker

>City Name

>What differentiates this city from the rest of the nation it was part off
As the Capitol, We'vara was closest to (and then incorporated) the Temple of Achroma, the God-Beast that elevated the shadowy people to who they are today.

>What buildings were in the city?
(I assume aside from regular stuff like roads/offices/shops/apartments typical of a 1890's major city.)
The Temple of Achroma (Complete with Vault, full of several thousand years of offerings)
The Gilded Causeway (A major highway for traffic, since the Do'la sat in the middle of the Entente alliance. Sadly useless, with the rest cut off, but the grand gates and massive stretch of road that curved along the city edge would still be there.)
Walls (Facing infantry attacks from a northern neighbor meant the city saw heavy fortification late in it's life.
Iron Mines (3 iron mines in close proximity existed outside We'vara. The closest lay snug with the city walls, and the three were conjoined via tunnels after many centuries of mining. Probably tapped dry, but some of the tunnel network may remain)

Just going with one race.
Do'laroshan (pic rel)
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Not actually made up of shadows, these beings are flesh and bone, same as everyone else. Their skin is covered in a very short covering of fur, evolved to naturally generate a vantablack-like pigment. Indeed, the Do'laroshans evolved in a pitch-black environment, and have numerous biological advantages for moving about undetected in the dark. Predators would rely on smell, sound, even heat, and so these people have come some way to being able to mask themselves even to the stranger senses. Like many races of Game 5, they are inherently magical, their eyes glowing with both bioluminescence and magic. Even in pitch black scenarios, Do'la night vision is unmatched.
Despite their proclivity for stealth, their culture reveres those who stand out, and their fashion and arts are boisterous, ostentatious and colourful. This is at the behest of their God, Achroma, who wishes for his chosen people to be noticed by all.

>Colour you want your nation to be

Typical of a late 1800's US or UK major city. Electricity is not widespread, but is being experimented with. Cars likewise. The Do'la relied on others for technological advancement.
Illusion Magic, manipulating light and the senses.
Very Advanced, possibly the most advanced of any magic found in Game 5.
Based on faith to Achroma, allegedly. It requires movement or sound of some sort, complicated spells being akin to song and dance routines.
Later development allowed spells to be stored in materials, with living materials (especially wood) being more receptive. Precious metals and gems also proved conducive to magic, but in a variety of ways.
The most recent breakthrough involved an ability for the magic to cloud a persons perceptions. This allowed Do'la to 'mimic' another's language without actually learning the tongue. Regardless of what the speaker said, the listener would hear whatever they thought was a 'reasonable' answer, their mind filling in the details. It proved deadly effective at circumnavigating passwords or other code-based counter-espionage, the Do'la merely needed to reply something confidently when asked, and the magic would do the rest.
>Unique Buildings
While We'vara did not have them, factories for Enchanting (the act of putting a shadow spell into an item) did exist elsewhere in the nation, and could easily be rebuilt.
>Unique Produced Goods
Shadow-enchanted goods (usually fur, or precious metals)
Li'hun - A salt mined from a distant island, which the Do'la no longer have access too. A unique resource they stockpiled, the salt was magical, imparting a horrible hunger in those who consumed it. Poisoning a meal would lead to the victim shoving food down their throat until they popped, or expiring from a wasting hunger if denied. The only treatment was an excess of water quickly flushed into the system, or (hypothetically) an anti-magic spell cast over them to erase the salts magic. How much, if any, survived the transition is up to you.
Pregame Nation: Graenian Federation
Game it was from: Tarn 2; Modern NRP
Name used now: Rismier Emergency Government
Graenia entered the new millennia already bloodied from the war in Yaqah; but all the better for it. While the insurgency had been a thorn in the side of the Federal Council; it was the perfect training grounds for the revitalized FSB. After such measures to counter espionage and establish a proper militarized internal security force were taken, it would be Tesla generators which would net the next major focus. Soon enough, the sources of nigh-unlimited energy would be in every home and vehicle. A bane to power companies if there ever were any which existed in Graenia’s nationalized corporate landscape. Next would come the widespread adoption of Depleted Uranium Penetration ammunition for the AFVs of the Federal Armed Forces, then the revitalization of Graenia’s space agency FASRA. The Federation’s endeavors into space were more than just scientific advancement, but a point of national and cultural pride within the nation. During this time, the first in what would be a foreshadowing of events to come would be prepared for. In a move widely praised, a doctrine of urban defense was put forward; with bunkers and shelters constructed in every major city within the Federation. As a result of this; extensive research is put into Hydroponics in order to ensure consistent food production within the most harmful of environments. After such things came a cultural boom within the nation; as science fiction games, stories and shows became increasingly more and more popular, with nearly every one of them being a Graenian production. Yet more military advancements would net Kinetic Energy Missiles and RAVEN guns would become commonplace in the arsenals of Federal Armed Forces vehicles. It was all of this that created an, ironically put, hell for the demons to attempt to push their way into. While history would see them pushed out of the Federation, the city of Rismier would see other developments occur…


Scientific powerhouse, major military power and cultural exporter
The City: (Things relating specifically to this one city)
What differentiates this city from the rest of the nation it was part off:
Rismier was; by the time contact was made; a fortress. Kilometers of earthworks, fortifications and in-city bunkers rendered the area a complete killing zone for any and all invaders. This all not to mention being a hub of production as well.
What buildings were in the city?
Numerous factories of both civilian and military varieties, as well as a nuclear power generator and hydroponic farms.
Humans; ethnically Graenian
Color you want your nation to be:
Tech - Tesla Technology, RAVEN guns, KEM missiles and Advanced (for the time) space exploration technologies.
Magic - None.
unique buildings - N/A
unique produced good -
Video Games, Tesla Reactors, Anime
Pregame Nation: Tidal Empire of Lyrara
> game it was from
No gunpowder, medieval general technology ending on industrial revolution. Relatively low powered magic.

> name used now
The Lyraran Theocracy of Depau, or more simply Depau. (Depau is the name given to wherever the Depaun Dragons live)

> fluff/lore
Among the Tidal Empire there were three clans of different character. At different times one would be chosen to rule by the gift of electromancy and a sharp mind. This granted to them by their deity Obadinia. The Clan of Lyrara is one of these clans, being known for slender builds, pride and a conservative tendency. The Tidal empire was at its core a maritime and mercantile power. At home on and in the waters like no other race.

> what you did in your previous game
The Tidal empire created behemothon ships powered by great shelled krakens. With these vessels they explored the world, learning almost every language and creating a formidable trade network.
They fought in various conflicts in a minor role.
By the end they had become close with an upstart dwarven state who through the power of certain technologies managed to go into space and onto the moon itself.

> speciality
Mercantile navy power, good diplo

> what was your role in that world? geopolitics etc
Trading nation, learnt most languages, limited role in wars due to supercontinent making navies unimportant. Was a major power in industrial production of books and steel goods.

The City: Reed River
> what differentiates this city from the rest of the nation it was part off
Continental holding of clan Lyrara, former home of the frogfolk (friends of depau). Lyrara mostly took up a custodial residence. Paying respect and maintaining some of the city’s infrastructure due to the frogs having died off under mysterious circumstances. The city lacks lots of infrastructure due to its position in trade routes and its limited local industries.

> what buildings were in the city?
Basic infrastructure (local smithy, library, barracks, frog ruins, fortifications, roads)
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Pregame Nation: The Arcadic Republic
game it was from: 3QM; slightly altered lategame/post leaving
name used now: The Arcadic Dictatorship
fluff/lore: When the Arcadic Republic was born is was born in revolution; born in the desire to be ruled without kings and without false gods. A nation ruled by mages elected by the mage populace, to lead the city to greatness. As the world was further explored they at first defied the gods' existence before gradually coming to know that true gods did exist; and they were cruel creatures. The belief of Soulims sprung from these findings; the belief that the gods were nothing more than powerful immortals after studying the soul and the events of the world; a point that any man could reach through understanding of the self and world.
In the beginning the Arcadic Republic was bright eyed towards it; yet prideful and stubborn against those who they saw as against them. The years went by and good times were replaced with hardship after hardship. When ash blocked the sun and the world died around them the republic built the city over and created artificial suns to light it. When the eternal night began and the nightmare wars occurred the republic created sunlight golems and fought them back into the waves. When the crystal plague spread it was removed from the republic’s lands and utilized for airships; and transmutative plagues farmed for metals. Wars broke out against sapient golems to the east that turned to a shadow cult to nightmare gods, barbarians to the west sided with a megalomaniac emperor and further more barbarians came after one was defeated, and to the north a cult to faceless gods took hold and invaded when the republic was weakened fighting on multiple fronts. Plagues ravaged the nation over and over, some created through dark rituals and one ever evolving through the magics of living statues.
The golem legions and work force left to join their now sapient brothers in the east; a valuable ally despite it all. The humans that did not flee died in war or in plague, or evolved. In order to survive the hellish cycle of plagues and war those that remained became homunculi; creations of magic born of soul and primordial unprogrammed biomatter that can shift into any biological form.

Depaun Dragons
Depaun Dragons are reptilian creatures with long fluked tails, two great wings, a pair of lesser wings also used for balance, two arms and a body covered in bony armor. They can fly, breath underwater, tolerate extreme depths and pressures (high pressures), can do bioluminescence (bioluminescence is how they communicate underwater) and are extremely adept swimmers (on par with actual aquatic creatures).
They are large creatures who move on land in a slithering fashion, they are generally 9 metres long with 2.5 metre long torsos.
Their reproduction requires them to be hatched deep underwater at depths of at least 7000m (although deeper is preferred when possible) meaning that they must live their adolescence in extreme depths. They are able to do this due to their home environment’s creatures who form fertile communities where in other worlds there are so very few creatures. If they are not raised in this way they will develop malformed, rejected by wider Depaun society and end up living little better than animals.
In undeveloped depths Depaun youths live near tribal lives, guided in their journey to adulthood by elders whose lives are dedicated to doing that. When they become of age it is then they are given the opportunity to leave the depths for a new life in the surface world.
Depauns make up for their size in their intelligence. All Depauns are long lived and intelligent compared to standard races. Although they are not skilled inventors, rather perfecting what technology comes their way.
Most Depauns are polygots, often communities will speak languages they don’t need to know just because they enjoy it.

Colour you want your nation to be: Neon Greenish Yellow

>None due to Reed River’s backwater nature.
> Magic - Electromancy, biological ability to discharge electricity enhanced by skill and divine blessing.
> unique buildings - Hatchery, region in which dragons reproduce and grow up. Must be built in extreme oceanic depths.
> unique produced good - None of note
Now the city lies silent. The Meoswelium tried to make the nation a puppet, left their damned necromantic fungus to fester in the city, and forced the nation to elect a ‘king’. Little did they know the one elected was a homunculi. The humans left in the city were reborn as homunculi, died, or fled south. The great airfleets sent to protect some border from attack or protect the refugees south. The golem workforce of the nation freed. Always another demand, another plague, another heresy, another war, and never a moment to breathe. A slow death for a once great city; it was better to die free and gloriously. The Dictator of Arcadia declared freedom from the northern cultists, fully expecting an eventual death, but in response the messenger came back with word that they were not longer in the world they once knew.

what you did in your previous game: Created Earth magic, metal magic, golemancy, Vivimancy, and Light Magic. Traded for and improved upon: Mushroom magic, Water magic, fire magic, Life magic, Spirit magic, and magic circuitry. Created magical chimeras, including dragons as a new species, and invented airships. Built up the city into a single building city to protect it. Tried to hold up a crumbling nation from cults, enemies all around, diseases, and disasters.
After I left: Traded for myconic zombie control and shadow magic, got the shogun’s elemental magic.
speciality: Magic and Military might
what was your role in that world? Magocratic militarists, event punching bag, golem enslaver

The City: Arcadia
what differentiates this city from the rest of the nation it was part off: the once capital of the republic, home to the seat of power, biomancy labs, and built over the ages to survive many disasters.
what buildings were in the city? City construction was as a single building with magic sun lights to provide daylight for growing food, farms, golem factory, harbor, a theater, a mine, and a market.

Race/Races: Homunculi: A magical vivimantic creation of primordial slime that can mimic the biological functions of any creature it has absorbed a piece of before with a core binding the soul of a human mage.

Colour you want your nation to be: Blue

Tech - None
Magic - List too long. PMed it to you. +shadow magic and elemental magic from post leave.
unique buildings - golem factory
unique produced good - vivimantic pets, dragons
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Nation Submission
Pregame Nation: Republic of Sealand

Game: 3qm
Fluff/lore: Island city of Vance. A lot smaller and a lot less well developed than the main city. Still had fortifications and benefits from being effectively the front line in the war against pirates. Significantly more isolated as well, but trade was frequent.
What did you do: Invent heat, time, and most notably anti-magic as well as create some of the best ships for both water and skies.
Specialty: Naval combat, mercantile exploits, and inter-reality traveling

Role in the world: Naval superiority, magic counter and un-reality containment.

The city: Vance

How was it different from the main nation:
It was much smaller and had fewer resources. Two farms, a port, and a sturdy fort filled with atherium canons. It was a much smaller city that mostly got left behind in favor of technology and magic.

Buildings: look above

Race: Elves.

Color: Teal

Specialization: Magic
Heat, Time*, Fire, Earth, Water, Air, and anti magic. Elemental magic is non-specific but highly powerful
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Pregame Nation: Deep Realm
> Willie's Wasteland
> Deep Realm
> fluff/lore:
Union of surviving Navies, Research and Mining Stations of the old world that slowly devolved into a Federal Monarchy with feudalistic stylings under a shared naval culture, religion and goal: the reconquest of the land for Humanity. Individual Lord Admirals ruling over their submarine flotillas, stations and outposts like feudal lords while some stations are theocracies dedicated to a single deity of the Pantheon of the Deep, a kleptomanic religion of altered old world beliefs, pagan gods and novel and video game lore, and yet other stations and flotillas are part of the Free Holds and under a more democratic system.

Growing out of a union of the survivors of the nuclear war at sea, the many ships and navies of the world from both sides came together to survive at the single largest international research station deep below the ocean, a natural shield from the radioactive fallout at least for a while and from the worst of it. As they slowly cannibalized their surface fleet to expand the already gargantuan station as well as the creation of new ones they also began to cannibalize their own individual cultures for a shared new one as well as many more subservient ones.

To not make the most of it the then chief Grand Admiral of the Council intended to steer these developments into productivity and avoid cultural crisis, the creation myth of the Realm quickly became one of the goal to reclaim the Landmasses for humanity and promote the Code of Submariners to further glue the otherwise massively different population groups together through a sense of Identity, Duty and Honor.

Centuries ago the old meritocratic military junta made way for a more feudalistic federation and while merit and a military mindset has prevailed things such as status, wealth and ever complexer growing codes of high society conduct have been on the rise ever since the title of Grand Admiral has been transformed into that of Fathomking, a still elective ruler sourced from what the elites deem the best and brightest of their peers to rule over the Fathomhold which is still the economic center and by far most populated place in the entire realm, surrounded by thousands of comparatively tiny outposts and stations who swear fielty to the hundreds of somewhat nomadic flotillas

Many of these small stations and flotillas have organized around ethnic, cultural lines held together by noble lords of similar blood for more political influence in the Realm which came to form the 3 major Houses and 4 minor Houses from the pragmatic and disciplined deep-sea dwelling masters of convey Raiding that are the Störtes, the fiery and lively boarding specialists of the Hayreddin who lack any subtlety, the mercantile stoics of Nahkimov, who's "made by" label is always on at least a quarter on all products of any Submarine.
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The first among the minor houses are the dilligent workers and scientists of the Yangtzi followed by the he two faced multimedia moguls of the Kuroshio, the adventurous explorers and diplomats of the Salazar and the extremophile colonialist Gadjahs.

Some however fall into the 7th house of the Free Fleets, protected directly by the Fathomking they have long since lost the ability of ever providing one themselves but they do remain the only pieces of the old, republican, system fostered by von Köstler.
> what you did in your previous game: Scout nearby Islands and the open ocean of resources.
> speciality: Naval Military, Research and Mining
> Game died early, goal was to be a conquering invasion force before falling into a more sustainable niche

The City: Fathomhold
> Originally the largest Research Station of Humanity it was expanded and added on over the decades and remained the only actual sizable city in the realm, the remainder were small stations, forts, outposts and singular habitats overseeing agricultural areas. Serves as the seat of power and industrial bulk for the Realm.

> Public and Residential buildings were on top, just shy of reaching into the Epipelagial while most of the bulk of the city's Industrial sectors, hangars, moonpools and infrastructure is firmly in the Mesopelagial of the Oceanic Shelf it was built on, surrounded by swimming farms, Embassy holds of the various Lord Admirals and defensive installations from Torpedo Turrets and Sea-Mine Nets to Sonar-Cloaks immitating rock formations.

Race/Races: Humans and Human Mutants with minor aquatic adaptations, both usually equipped with Iron Gill cybernetics of varying quality to allow breathing of oxygen in water. This usually feels akin to breathing at moderate elevation but in worse models its closer to extreme altitude.

Colour you want your nation to be:
A greener Field-Grey HTML:4d6656
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> Tech - Aquatic Habitation and construction to depth of up to 800 meters in common > construction and up to 3000 with great effort.
> Vertical Agriculture allow for efficient, three-dimensional farming in open waters. > Mining and Transport adapted towards aquatic environments with a proper sea-floor high speed train system to move people and cargo.
> Cybernetics are present in early stages and hard to hide, the most common piece being the Iron Gill, but limbs and sensory can be restored to full function as well.
> Weaponry is heavily focused around Torpedos, Rocketry and Drone-carried weaponsystems though all Nuclear ICBMs have been launched during the War there are still plenty of bunker busters meant to aid landing troops and most Submarines do still carry small surface cannons and laserguided anti-air and point defense laser systems independent from their rockets.
> For stealth the realm is largely focused on staying in the midnight zone and obscuring their sonar reflection or immitating the reflection of large animals or schools of fish and continously improve on their engines and hull shapes to allow them greater speeds at near no noise.
> Submarine Cruisers and Carriers are the largest submarines in the fleet of the Realm, while most Submarines of the Line already have multiple decks and can operate independently for months these metal giants even surpassed their surface cousins in scale at the cost of being unable to surface fully or enter very shallow waters but can function as mobile bases for smaller subs to refuel and repair at and can transport considerable amounts of People, Cargo, Firepower and in the case of Carriers even Jets and Helicopters.
> Magic - No Magic
> unique buildings - Shrine Stations, underwater monasteries who provide cultural services and produce specialized consumer goods such as sea-plant based alcohols and herbal remedies.
> unique produced good - Submarine Vehicles and Structures: everything from small Submarines akin to cars to Super Carriers, one-room housing to palaces. Seaplant based vegetables and spices as well as any edible sea life available in the southern hemisphere
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Turtles Ally

Lore - Iti, the beast-goddess of the sea and sister-in-name to Achroma, would swim laps around the world, gracing the land only to lay her clutch of eggs. One set of these eggs hatched with a curious awareness of the wider world. As sons and daughters of a shelled god, they took upon themselves knightly names and customs, becoming beings dedicated to martial honor. Thick armor and inexorable fortitude were their greatest assets, as well as a deep spiritual connection to both land and sea.

Tech - 1890's, same as Do'la, but held back by tradition and fixation on melee combat and honorable codes of conduct.
Magic - Earth/Water. Turtles (called Itikin) lived in burrows underground, as well as being aquatic. They could basically do earthbending and waterbending.

>Unique buildings/resources.
Their city held a mine of Faithsteel, which they conjured from pure will and devotion to their mother. It was an iron-like ore that made for excellent armor and defensive structures, as well as melee weapons. Strangely, it proved less effective when not worn by an Itikin, or when used for purposes apart from armor and melee weapons.

FLUFF - BTW, city was called The Nest, not Nestu. Nestu was a smaller city to their south.
Fluff: There’s nothing wrong with a bit of complacency. In a world where so much seems to be terrifying or where the streets twist and turn and you get lost on a familiar road.. nothing is better than being able to relax. Of course, relaxing has every potential to get you killed... one can never be too sure if a door that wasn’t there yesterday that is there today was newly installed or something your mind is just distorting into some form of madness. Lastly, it seems that slip weave... needs a bit more work, but that will come with time, and first, deals need to be completed.

1 action: Lumber Yard
A lumber yard for wooden constructions and much larger structures in general. Not to mention it will make various aspects of life easier from having wood for a fire, parchment for writing, and even just furnishings.

1 action: Develop Better short bows
Better short bows for easy use, good even in close range situations, and great for taking down a target from range with small precise arrows. What’s more... this technology, once developed, shall be given to the kingdom of Illyria in trade for having them make a proper trading route later as well as gaining half of their wealth for 5 turns once the road has been established
Pregame Nation: Mygros
game it was from: The Mgyros nation was played in Lux last NRP game called NRP 5.
name used now: The Megyrian assembly
fluff/lore: The Minotaurs of the city of Megyros are a long established race, for certain one of the noblest on all Syph. They are well known for their skills in the arts of sailing and agriculture. Their fertile valley between the rivers Praear and Vivus is second only to the Kingdom of Dybet nearby for yields, along with their impressive olive groves which provide the purest oil used as far north as Fraternia and Bertonia. Much of their farm produce is sold to their friend and ally the Oni of the West, and farther more specialized crops to the Gylden Dwarves. The Megyros Polis has been known to intervene in the conflicts of their neighbours on several occasions. Despite their hulking size and brute strength however, their interventions are usually of a humanitarian nature, providing medical aid and protection for non-combatants.. Much of their wealth comes from the agriculture of their fertile lands, along with their trade with the Oni, and their famous olive oil is exported throughout the whole of Syph via both sea and river.
Megryos is also home to the Earthsingers, an order of monks dedicated to the protection of the earth and nature who strive to understand the will of the earth.

what you did in your previous game: My city state focused on their agricultural and maritime sectors as a way to bring prosperity to their people, making sure that the agriculture was always sustainable and in harmony with their environment.
speciality: The minotaurs focused on trade and agriculture.
what was your role in that world?: The minotaurs always strove to help their neighbors and those in need while being one of the best breadbaskets on the continent.

The City: Megryos
what differentiates this city from the rest of the nation it was part off? Megryos was the governing heart and economic center of its nation.
what buildings were in the city? The city housed the central bank and mint and the governing center for its territories while being home to various embassies from other nations.

Slyph - shadow people.
Gylden Dwarves
Color you want your nation to be: Green.

Tech - The minotaurs were capable of using mundane methods to get a better yield from their crops than what was the norm.
Magic - The minotaurs has access to earth magic that was capable of terraforming “waste land” tiles to a more bountiful and temperate environment, and being able to mold the very earth into all shapes and structures.
unique buildings - The Durralatgjal dock is capable of housing all sorts of ships no matter the size with the capability to repair them.
unique produced goods - A rare plant that was found north of the city that had various psychedelic properties.
NPC nation:
Thanedom of Vogazdun (formerly the town of Vogazdun of the Gylden Dwarves)
Among the cities of the Gylden Dwarves Vogazdun was a relative backwater. Originally founded by particularily stubborn dwarves the town, with its great walls, prided itself in having never been taken by an enemy... despite the fact that no enemy had ever arrived. In the later empire the town was used to train warriors to fight in conflicts such as the craver wars. They trained mainly specialists like crossbowdwarves as cities nearer to actual conflict had better training regiments for infantry and could be posted for alert. The Thanedom is led by a Thanvulder, also known to foriegners as a Thane. The city was influenced by the nearby Tarnish city of Roodkhane which itself had an extremely militaristic culture. (infact the city was fortified when it was founded incase of an assault by Roodkhane) This all led to the military taking the reigns once the town was transported to its new world, with scouting and construction work taking up most of the time of the excess male population. The Vogazdum Dwarves still since songs passed down from old wars, many about Gnaven the revered ancestor of combat, strops, tantrums and grudges. Of whom the Thane of Vogazdun claims descent from.
With the forces of nature and wild beasts to test their mettle upon the stubborn spirit of Vogazdun is renewed.
Buildings: Fortified city, farms, mine, brewery
> Union of Astray
On a day like no other fishermen sailed out to hunt whales, but by the time the sun set they they were sailing homr, there was no home. Traethllwyd was gone, brought to a new world, intended to be a fresh start away from harship to continue their story, things were not as simple. For some reason 7 of the cities brough to this world, from 7 difffere worlds felt a pull to one anoher and collided, buildings and even people overlapped. Those lead astray were the only ones greeted with chaos…. not hope in this world.
The Children of Fawn woke up in a frozen wasteland not much different from the one they left, just instead of dwarves, to the north they encountered a very different people. The Harean’Yi were the first they met, tiny bearlike folks, in contrast to the towering foxes. Their society restrictive and even more religious. This story would be same for all. The Verhal and Verstrack ripped out of their famillial dynastic politics instead would instead be surrounded by varrying humanoid races on all side. (all predominatly composed of cute anime girls with a minority male poppulation which tottaly is important you guys)
The odd-one out among the 7 nations of theu nion would be the people from Heidekerk aan Zee, where all their neighbours come from fantastic origins they come from a modern world. From a nation focused on space exploration, although besieged by demons on all seas a nation whcih prided itself in their airfoece and video games, now they lay stranded between a sea of barbarians who would neither know what a demon nor a video console is… though oddly enough a familliar face might lay closer to them than anyone else.

Soon after commming to this world the 7fold union formed, the Union of the Astray. Swallowing their resetbment lingering from all the death that came during the transport they deiced to cooperate under one governament to manage survival in this harsh world together. How will the one ones wronged during the isekaying manage? Will this unlikely union-states survive, thrive even?

> All your fucking stats
Pop, Tech, Magic, Wealth, Diplo
Fawn: 4/5/6/9/6
Sokchon: 14/4/4/2/5
Termhelm: 4/5/8/5/2
Heidekerk: 2/10/2/5/4
Breksos: 4/5/10/4/8
Gradütz: 5/5/5/5/5
Salivanids: 4/4/5/8/10

Challenge: keep yourself from imploding

Stuff needed to restart shut down buildings:
> Space port
-rocket factory (requires iron, situational metals and energy)
-hydrogen factory (reuires water access and energy)
-aeronatuics university
-3 energy
> Steel mill
-iron (access to coal)
> Deseptracons Empire
In the world where they came from they were aliens, distant from the life that came from Tarnia, yet somehow familliar. Machines which would take on forms of 20th and 21st century vehicles powered by the misterious substance engraon which both fascilitated their reproduction and powered all their advanced technology.

Although that was not enough to keep the mighty Deseptracons from comming in conflict with the Idla worshippers and all their lackeys, before the war truly started KRA-AON envelopped in a ray of light not disssimilar from their portals reppeared in a foreign place. A maiden world filled with jungles and seemingly devoid of native intelligent life, a world without true cosmos, as the moon and sun appear more like ilussions in the sky.

A world rich in magic, but devoid of Engraon. On it the Deseptracons must seek to survive and thrive once more.

Challenge: Find material to replace engraon until you do you can’t breed, use any advanced tech etc.

Stuff needed to restart shut down buildings:
> Powerplant
some energy-producing substance, you can even use your coal mine
> Robot & machine parts factory
-situational metals
- energy
> Portal supplies
-machine parts
-gems and radioactive material aviable
> Portal
-5 energy
-portal supplies

> Stats
Pop: 2
Tech: 15
Magic: 0
Wealth: 8
Diplo: 3
> Neo-Tarnish Homestead
Children of Tarnia, flung far away from home, byt the guidance of the idola… you made it somewhere. Your colony ship on it’s way to make heed on a new world has made it to a world more distant than any other one dimessions away beneeth a flat moon and sun is your new home.

Your colony ship lays in ruins and the virtual realities which once were your pride and immortality are now no more than prison. Panick stuck the people in virtual reality. Was it their fate to live out their las days trapped unable to do anything as electrcity slowly runs out?

Finally fumbling around managed to present an unorthodox solution… a museum on the colony ship contained ancient robots. Greanian Rovers from the early 2000’s which were used to explore the first planets, maid robots, roombas, primitive androids and even war-bots, many of which can be powered with solar power or with small nuclear or tesla reactors letting them chug along. These museum pieces are currently the last hope of your nation, you need to find someone else on this barren maiden world who would help you produce robots and give you access from the world of the digital to the world of the physical.
Stuff needed to restart shut down buildings:
> church&city
have 1 pop
> idola merch factory
-1 energy
> museum robots
-situational metals
-1 energy
> nanites
-circuts(gold,situational metals)
-access to radioactive materials
> virtual reality interfaces
-situational metals
-2 energy
> fusion powerplant
-hydrogen (requires hydrogne factory, which requires 1 energy and water access)

Challenge: Get a pop and rebuild yourself from there.
> Stats
Pop: 0
Tech: 16
Magic: 0
Wealth: 12
Diplo: 5

> Kingdom of the Black Forrest
Transported from a hellsih world of plague, mosters and mushroomloving Koreans those of the Black Forrest and their human allies soon find a new home in the forrests of this world. This world seems moch more tranquill and peaceful than their previous one and lack of modern tech made adaptation easy… if anyone thinks this place is a godsent its the KBT and Conclave. let’s hope things stay as peaceful as they are.

To get your factory going you need access to coal or charcoal.

> Stats
Pop: 15
Tech: 2
Magic: 4
Wealth: 2
Diplo: 10

> Cravic Remains
From a world in slumber yet not forgotten come the crawling horrors. Be it a granted scape from a stagnat reality or their own way to evolve past it to ascend to continued growth. Is it their god who has brought them here or a foreign one?
As of now this is a virgin world, teaming with it’s own unique life and resources, though just as the cravers came here from a foreign universe did any follow them? Are there others from other worlds? What crazy biological adaptations could those posess, those from realities foreign and possibly much harsher than our own?

May new grant structures of flesh arise with a new caspet of gore covering this maiden world.

> Stats
Pop: 5
Tech: 5
Magic: 10
Wealth: 6
Diplo: 6
> The Umbral Theocracy
Maybe not comming from the harshest world… as it was one dominated by the great white puff, but certainly comming from a dark harsh place. The people of We’vara would awaken in an unfamilliar place, gone is the dark forrest of their home. The sunlight would blind them, it was a virgin world.

Soon out of reflex they would hide, only to realize the dark voices accosting them have not come along. The relief of the situation is soon followed by panic, the shadow beings rush to the temple of Achroma to see if their divine has come with them, he has. They are relieved, but as they enter his chamber they… they hear him conversing with someone. His back turned away his large body hiding a gentle cold light. He is talking to something. As soon as your presence is noticed though the pitch darkness returns and Achroma faces you, as usual.

Further investigation of this world reveals that your allies the turtles have also been transported. Onlly enough their city had been about to be attacked when they woke up here.

> Stats
Pop: 4
Tech: 7
Magic: 7
Wealth: 6
Diplo: 10
> Rismier Emergency Governament
A city besieged from all sides. How long has it been since the war started? Demons piling up against the makeshift walls and their endless swarms being held up at the trenches, holy blessed gunfire and imported soulong destroyign weponry making the demon cropses pile up… well they just evaporate after a bit. This only made the hordes seem more hopeless, demonic artillery had damaged the nuclear powerplant, turning uranium resaerves meant to last a decade into nothing more than a radiation hazard.

In the Rismier cathedral a lone nun prayed, and a light encolopped the city. The demons were gone, everything was gone. A blinding light envelopped Rismier and the people woke up on a new topography at the foot of a grand mountain. Enviromental readings showed no sign of industrial pollution in the air and magic much stronger than what they had before. Most importantly there were no demons. The citizens scambled to keep the city running as the nuclear powerplant slowly shut down rerouting privately owned tesla generators to fuel what was needed.

Isolated and with most their modern technology compromised things might look not perfect for the Greanians at first, but this world was a new chance to live few would aver dare to consider wasting.
> Stuff needed to restart shut down buildings:
-Radioactive materials
Infantry equipment factory
-1 energy
Furniture factory
-1 energy
-wood (a woodmill)

> Stats
Pop: 3
Tech: 10
Magic: 0
Wealth: 5
Diplo: 9

> The Lyraran theocracy of Depau
The Dragons of the City of Reed river would feel an earthquake before a flash of light wakes them up in a fireign land far from home. being a drontier city reliant of trade they panic more than possibly needed, the dragons take to the seas and skies and luckily soon find a spot suitably deep to lay their eggs in and interestingly enough discover that the deeper you dive the more magic you find… the ocean in the region too seems to all be part of a gianormous whirpool, from how weak the sideways pull is and the angle of the circle the Depau expect the diameter of the whirlpool to be around the size of a small continent and the epicenter itself being a few weeks travel by air up north.

The influence of the whirlpool can be seen in the air itself. Maybe in this world the naval ambitions of the Depau will find more use… though they also might meet some more viscious rivals. the exploration also reveals some opium-pipe smoking Tarnish right across the channel. the poor bastards just as confused as you have been thrown into this world, it is reassuring to have a fanilliar face in this new place, though this creates the question if maybe sme enemies too were puleld along?

> Stats
Pop: 3
Tech: 5 (access to restoration mechanic)
Magic: 5
Wealth: 8
Diplo: 10
> Arkadic Dictatorship
If the previous world was hell then the Aradians were the ones condemned to it’s deepest ring. Their bad luck unmatched, and their arrogant agressive attitude hated by all their neighbours.

In a world plagued by war and… well plague, of dimming suns the once humans persevered. They became perfect beyond mortal and beyond undead, beyond golem they forced themselves to avoid. They became as close to invincible as magic could take them. Now they wake up in a world without much in it, one that is quiet. No industrial, magical pollution plague the air, no hypermutated plagues roam the land. It’s a 2nd chance to thrive and advance will the reward for hell be heaven? If they meet others from their cursed past will they choose to forgive and forget or to fester an eternal grudge?

> Stats
Pop: 2 (can’t breed)
Tech: 1
Magic: 15
Wealth: 4
Diplo: 6

> Republic of Sealand
From a world of chaos the Sealanders are brought to the new world. Far from the Spherist tinkerings of Meoswilum they awake in a virgin land. The backwater city of Vance previous vanguard against piracy once more ready to thrive. One thing the elves quickly notice is… all things that were of N’l are gone. Explosions work differently to how they used to, time magic does not work and everyday objects they took for granted such as the singing ropes don’t work.

For better or worse though the Aetherite crystals and farm are still there and working as they did before though now they don’t just simply spring into nails when broken. The tiny sharp nails shoot out in all directions spreading even faster. Either way ships should fly and gravity weapons work, other forms of magic also seem unaffected. The Sea Elves are left to wonder about this new world.

> Stats
Pop: 5 (can’t breed)
Tech: 7
Magic: 10
Wealth: 10
Diplo: 6
> Deep Realm
The Irradiated seas have rotten the humans of the deep realm forced them to adopt cybernetics. They survived and thrived though as masters of the sea. A flash of light appeared beneeth the waves one day, most thought it was finally the nukes getting to them here to hunt them down to the last, but minutes later it was as if nothing had happened.

The mechanics started checking the equipment furiously. Was it broken? Why is it showing radiation levels near 0? The water and food purrification system has turned itself off, the programming detecting no contamination. Children flock to the thick glass windows of their undeground city and the murky greenish water willed with mutated beasts is instead filled with tropical colourful fish with no cancers of blemishes.

Not all is sunshine and rainbows though the wave-generators are enough to keep basic life support running, but there is no source of fissile material for the nuclear powerplant, with that production of both naval vessels and cubernetics is halted.

> Stuff needed to restar buildings
-radioactive materials
Uboat Factory
-1 energy
-oil and gas
-2 energy
-situational metals

> Stats
Pop: 8
Tech: 11
Magic: 0
Wealth: 3
Diplo: 4

> Mygrian Assembly
Comming from the same land as the Shadowfolk coem the minotaurs, though they are merely the majority race. The Oni Slyph and Gylden inhabit the Capital Mygros all the same, one day they would dissapear, suddnely thinking back that the same had happened weeks prior to the Slyph capital in their world, yet upon arrival they were not waiting for them.

Stuck on a boiling island in the middle of nowhere the Minotaurs might b=panic at first, but soon they woudl see many of their friends suffered the same off fate. be it the Gylden of Rodedenum, We’isla of the Slyph and beshiyado of the Oni hopefully they will manage to survive and thrivbe together and who knows> Maybe the We’isla will even find their old kin once more?

As for the Minotaurs, meeting new friends and less so friends in this world awaits them.

> Stats
Pop: 5
Tech: 6
Magic: 6
Wealth: 10
Diplo: 16
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Turn 1 Free Expansion: Inland and upriver.
1. Explore the land we now find ourselves in using dragon riders.
We can not stand still even if our fates have changed greatly. We can thank whatever patron brought us to this land later, when we are able to ascertain what situation we were dropped in, and who knows maybe we can find a way to truly thank them later. To dragon backs now, we must first find out more of where we are and what resources we have available beyond just jungles and trees.
2. Search for resources.
Not sure what's up, anyway yeah so like some guys land from a spaceship and just start blast'n
They've got green skin and two appendages on their heads
You find the rat like creatures you have attacked will not die. Despite being half blown up they assault the aliens. Even after they are incinerated by a spaceman microwave gun they only come back as ghosts. Assaulting the spacemen in their very souls.
Its a massacre.
Noone escapes alive. All the rats succumb to their wounds. And as ghosts they reincarnate elsewhere.
Later more rats stumble upon the carnage and loot the weapons… this mysterious event would serve as a warning to the rat folk to not trust laser lobbing outsiders… and would be told for generations
(yes this is canon)
The Wolfkin of the Black Forest scout their surroundings, particularly climbing the mountain next to Kuroi Mori. They see mountains, waters, and nothing but forests inbetween. There is not an empty plain in sight, it's all forests. They also spot the signs of civilisation dotted around the place, but yeah, there's forests everywhere. When they relay this to king Yuuka Daikyo, she concludes that this must be the realm of the Black Forest, an infinite expanse of forest inside a forest. Perhaps there will come the day when we go back into the Black Forest and bring the fight to our fungal foe. But for now, we have been presented an opportunity to rebuild, and we will not let it go to waste.

Action 1: Provide manpower to Hastung Orbital Works, establish Azure Star Clan, with the blue Chestnut leaf as their symbol.
With no immediate threat, the Wolfkin bring back forth old grudges. Still, in a time of peace it is good to work through these, held on ice for so long during the fungal scourge. However, in the midst of this, strange golems came from the northwest, bearing strange baubles of simple design but immaculate craft. The Wolfkin known as Hikari Nakajima met with them and soon gathered herself a clan to go work for them. Or, if they disappoint her, raid them for whatever wealth they have. They will call themselves the Azure Star Clan, and paint on their shield a blue Chestnut leaf.

Action 2: Expand territory, west and south.
As parts of the population leaves with Hikari, king Yuuka Daikyo is reminded of how cooped up the Wolfkin must be, all crammed into the forest. So instead of waiting for the next person to come snatch away a chunk of her people, she has a colonisation effort started. Wolfkin flood into the surrounding lands, making homesteads and towns, gathering wood and growing food, as well as some good ol' fashioned hunting. These people spread so fast even the elite warriors of the Black Forest struggle to keep control over such an expanse of land. But better to have too many Wolfkin, than too few. We can rein them in later. For now, it is time to thrive and grow, and build the numbers necessary should another threat emerge.
The Cravers shake themselves awake in the glorious splendor of a new world, their heads beaten but unbowed, may Grist'thomir be praised! They have survived the sky born immolation of Sigod, now only to survive here.

1. Sending Kostr, the squat two armed crocodilians of the Charnel Lands down the river, and a few Cravers and Chern'bolg to guard them; we scout down the river, exploring this new land and searching for fresh life to study and bring into the flesh union.

>Shroomish'alat Research

We still have samples of the old acidic slime that was converted and used for our gastric casters and cannons. It will be some time before we dig a proper housing pit for the corrosive living goo and get production of the casters ready, to help protect ourselves in this new land. For now however, we merely study and learn more of the Cravic converted slime, preparing to make a slime pits to contain it and be ready for harvesting. We done it before, we can do so again, but it is like the slumbering Lord of Flesh once said "new world, new rules".

When the cathedral was ripped out of space it crashed to the world below, none of the organic staff on board survived.

Chaos and confusion resulted, datamoats breached, heptographic interfaces overloaded and connections were denied, the remaining engrams left to simply drain power and cannibalise eachother as the hours tick down to their inevitable demise…

Instead of that, the civilised engrams hatched a plan, unified by civility and the knowledge that only they can save their beloved Idola S.H.I.N.E. Roko!, who’s wetware was damaged by the collapse.

The deal struck with the natives proves the worth of this plan, with the Azure Star Clan now taking up residence in the colonies. Reactor breaches are sealed, cables reconnected, the immediate threat of collapse averted, and most importantly S.H.I.N.E. Roko! restored from her injuries.

Action 1: Wolfkin Integration

The most trusted of the wolfkin who integrate into the colony are given the greatest responsibilities, armed with educations, tools and AI guidance and sent into the most dangerous portions of the colony to deal with rogue AI’s and malicious hackers.

Over time the Azure Leaf Clan become learned, taught mostly engineering and cyberdefence, concepts well above anything they could have dreamed of.

Action 2: Technological Restoration (1/?)

The data-vaults are besieged by myriad-code and deliberate tampering. Suspicions are raised of intentional sabotage to the ship resulting in the crash being as bad as it was.

These suspicions can be investigated at a later date, for now the guiding voice of S.H.I.N.E. Roko! tasks a crack division of Wolfkin Shooters to bring relief to the vaults, whiteslate irrecoverable servers and literally blast malfunctioning security droids to pieces with laser guns so that Hastungs technology can be accessed.
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>free expansion
the rest of the island the dragons rest upon is colonized. its interrior remains mostly untapped but its coasts bustle with the construction of homes and personal docks.
The dragons test the trees, do they seem good for the construction of boats and houses?
>create fishery in the bay (farm? idk)
With the deeps secure in the meantime the nation sets its sights on the fertile sea. It is named by the dragons "Kliemedius" meaning "bountiful sea". Many adult dragons take to the seas hunting. To them it is a most wonderful job as the fauna are plentiful, the nature is beautiful and the food of fine taste. So then instead of establishing farming early on it is fishing which makes up the vast majority of the earliest food industry and diet of the nation.
>Scout out the bay and up its rivers
With the ease the dragons can get food at this stage it is only right that they, as according to what tradition the elders remember of arrival, search out for other societies with which to benefit from. To know... to understand... to exploit? We shall see...
Fuck, it had elements of the Final Fantasy movie in it and reminded me of Stargate when SG-1 captures and studies Ja'fa weapons
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With the city stabilizing in the immediate aftermath, the REG council; made up of what Graenian Armed Forces command and senior civilian officials were in the city at the time of it's disappearance, had begun to talk about just what the hell was to be done. With the fleet in the bay having made contact shortly after their re-emergence, the issue of security in the bay was more or less solved. The largest issue currently was resources. Without sufficient resources, continued production and maintenance would be impossible. Fortunately, they had one thing that many did not. Helicopters. Large ones.

1. Search for Nuclear material. Uranium, Thorium, it doesn't matter; the reactor was a universal one designed to eat just about any form of Radioactive element to produce power.

2. Begin searching for materials related to production. Oil, Iron, Titanium, Copper, etc.
Free Expansion:
To the north and East.
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Free Expansion - 8 hexes to the NorthWest. The mountains have often held the most precious of metals, their towering peaks hiding rich seams of goodies from the darkness below. This strange new land will serve Achroma's appetite, as did the old!
>Action 1 - Build Dock in the East.
Still, one can't mine on an empty Stomach. The shadowfolk of We'vara are a CIVILIZED people, and the city losing access to the daily food imports of luxury meats and vegetables has hit them hard! Farming takes time, and skill, to do! A fish, however, can be caught and cooked that same day! Much safer than hunting too!

>Action 2 - Prospect territory.
This land is strange and new, but the Shadows have always found the world outside their shrouded grove to be this way. They ventured forth from the comforts of the dark once before, they can do so again! Glowing eyes will pierce the darkness, keenly scouring the land for what may be of value, both for the people of We'vara, and the great umbral beast, Achroma.
>Pregame Nation
Jugemu Clan
>game it was from
>name used now
Jugemu Clan
> fluff/lore
For many centuries, the island of Sado where the tanuki lives is under the rule of the kitsune foxes, a race with similar but less specialized illusion magic that also allows them to control fire. with this power the foxes invaded the island of Sado and opressed the native tanuki who lived in fear that for their lives as the foxes consider tanuki hot pot a delicacy. the tanuki would stay as slaves until the five tanuki named Paipo, Shūringan, Gūrindai, Ponpokopii, Ponpokona waged guerilla war against their fox overlord and succesfully drove them out of the island of sado. the five tanuki ruled the island for a while until they mysteriously disappeared. their descendant now rule the island in their place as the Jugemu clans.

> what you did in your previous game
After losing the final tanuki-godflesh war, the god of the tanuki is killed and their ancestral links severed. the tanuki become enslaved and farmed for their magic balls and for their flesh as tanuki meat is now considered a delicacy by the godmaw. this continue for a couple decades until suddenly a young tanuki managed to awaken its ancestral link and led an open rebellion agaisnt the godflesh. Sado is liberated but now the tanuki faced a combined siege of godflesh at their peak power and demon armies. preparing to defend the city to the death in a hopeless siege, the young tanuki closed his eyes, the next thing he found out when he opened his eyes is a completely new and alien world unfolding before him...

> speciality (military focus, cultural hegemon, the diplo-guy, the rich jew etc)
Intrigue, shapeshift and illusion.

> what was your role in that world? geopolitics etc
local regional power

The City: (Things relating specifffically to this one city)
> what differentiates this city from the rest of the nation it was part off
Sado is city located on a coastal island. it is the birthplace of the tanuki and is considered a sacred land where no outsider can step on it. after the many disastrous tanuki-godflesh wars the tanuki casted an illusion ritual to hide their island from outsider in the form of eternal mist.

> what buildings were in the city?
-Tanuki ancestral shrines.

The Tanuki is a race of humanoid racoon dogs. the tanukis are master of illusion magic are able to shapeshift into any race or animal, perfectly mimicking their external appearance

>Colour you want your nation to be
> Tech - did you have any techs which derivated from setting norm? Unique techs?
> Magic - all magic you had access too. Feel free to not include the boring ones you wanna have forgotten

- mastery of illusion magic
before the final tanuki-godflesh war the tanuki have developed illusion magic to its fullest extent. large scale illusion magic will require the tanuki to spend action over a couple of turns to sucessfully perform the rituals needed to cast it.

- shapeshifting
the tanuki can shapeshift into anything, from living creatures to inanimate natural object . copying its physical and magical characteristic. but they need to spend action studying/capturing the creature/object to be able to shapeshift into it. can shapeshift into any size but not bigger than whales and super dragons

- ancestral posession
Every generation has one random tanuki born posessing one of the five ancestor memories, magic, power and knowledge. turn 1 when they born is the weakest (more susceptible to premature death) and turn 5 is when the reincarnated tanuki fully unlock his ancestors potential . Next turn they die and repeat all over again.

> unique buildings - like ones tied to your tech, unique crop grown, whatever. Might not be able to throw in all proposed here due to icon bloat though.
-Tanuki Ancestral Shrines: a grand shrine with five pavillions dedicated to the tanuki ancestor. it allows the tanuki to communicate with the five ancestor and is required for the ancestral posession ability to function

> unique produced good - like a cultural thing
-Tanuki Balls: an oversized tanuki scrotum that can be consumed temporarily grant the user basic shapeshift abilities
The five ancestor

-divine shapeshifting (transform into anyone and anything without any limitation)

-divine illusion (archmage tier illusion magic)

-divine retard strength, physical/magic invulnerability

-divine intellect (math, strategy, administration, bonus to developing tech)

-divine luck, more random event and chances of finding treasure/resource

> free expansion
Expand down the river where we scout
Action 1: Find a suitable alternative to engraon
>With the suddent teleportation... the deseptracon forces would have detected the lack of engraon on this planet which caused the main deseptracons government to be worried due of only having a stockpile of it left... meaning a alternate resource must be found and thus the deseptracons force begun to search for anything that could work... such as radioactive material
Action 2: Use the coal mine
>due of the lack of engraon... one of our mines seemingly was replaced with a coal mine which isnt effective but shall be useful to keep our energy running...
>Free expansion
>Expand toward the east of the island
Fluff: Something... happened. Something unexpected. Normally they dive into other realities, but this time they were pulled all the way in. And what’s more, disconnected from the main government. And, the last most important thing is that there appears to be a distinct lack of farms. So much infrastructure is down, but most of the magic in is still working and there are enough doctors around to deal with anti-magic. What’s even more concerning than the food problem is the issue with the atherium getting out of control.

1 action: Build two farms
Grains and meats. Find the closest thing to pork and find something close to wheat. The situation can be processed from there but starvation will set in without food.

1 action: Containment area/fortress around the atherium
For whatever reason it’s become uncontrolled. Taking up organic matter around it and turning it into more of itself. The area around it needs to be cleared and a containment zone set around it. Keep organic life away from it and only approach it at all with hazard equipment. Small Anti-magic pulses should be used at least once an hour to make sure particulate matter doesn’t leave the containment area.
Lastly, keep a distance and move it to a place where it can be properly forged together to ensure small particulate matter isn’t able to contaminate foreign zones.

While the people that those from Heidekerk aan Zee were surrounded by were certainly primitive by their standards, at the very least the Children of Fanw in Traethllwyd and the Virm, Drakon and Balaur from Gradŭtzhelyazoto actually had basic factories, even if about a hundred years out of date in comparison. Regardless, the initial situation with regards to the union was a bit complicated. Firstly, there was a desperate need to expand south, for the Salivanids sake, as the cold north was absolutely terrible for them, and current infrastructure in their own city did not support the sudden shift in biome. After all, the only homes that realistically could fit them were the ones of their own city, which were made for a desert, not a tundra. Still, the mountains reminded the Verhal, Verstarke, and Drakon of home, all be it during the winter. Naturally a push was made to ensure that these familiar lands were more given to them than the others, though the exact carving of the new territory was to be worked upon later once it's extents were made. During this, practically all factions would push for the prospecting of these new lands to ensure that materials could be found and extracted. Somewhat surprisingly, Drakon prospectors would prove to be just as effective as Katzarin prospectors, despite the technological superiority of the latter. This partially was due to numbers of working equipment and partially due to the fact that Drakon were practically experts when it came to mining. They could eat metal and minerals after all, along with meat. Still, ideally something of particular use such as Iron, coal, oil, natural gas or even uranium would be found, as the two things needed quite a bit right about now was energy and industry. The former especially important for the Katzarin who's infrastructure heavily relied upon it, unlike the others where in house lighting was the main application of electricity in the case of Traethllwyd and Gradŭtzhelyazoto, and not even used at all in the case of the others.

>Action One. Expand south (If possible I'd like to delay the whole province carving up thing until I know how much territory I take per expansion, otherwise plan on prioritizing Kralstvo na sebŭrotolato aka Gradŭtzhelyazoto and Starkebrisen Republik aka Termhelm expansion.)

>Action Two. Prospecting
(I apparently need to post my stats every turn so...)

Pop 4 tech 3, magic 3, Wealth 2 Diplo 3.


1. Sea Floor survey for nuclear materials, alternative energy sources and general expansion options.
2. Aerial survey of the surrounding islands utilizing Scout Crafts from a Submarine Carrier.
> Arcadia
Your Dragonriders set out exploring the unknown in your lands they find deposits of hard stone and coal, both common materials but because of that moreso indispensible so early as their exploration brings them further away from civilisation they are amazed how… empty everything is.

The world is covered in one giant jungle with no sighns of civilisation the riders fly further and further in larger circles until they encounter who they think of as the first civlisation in this land, they too seem to have recently arrived scrambling for resources a modern city surrounded by all sides by unforgiving jungle, but as they come closer they see who it is and they are fileld with rage.

It is the Sea Elves the puppets of the Lo-Hai and loathsome Meoswilans, the elven filth already farming the abbominable Aetherite many hoped stayed in the previous world.

As for mundane stuff the exploration had found, it seems volcanoes and certain spots over the ocean exude more mana. Magic in this world seems to work slightly differently than back at home.

> Black Forrest
Making sure to ensure what they want is theirs and to spread out t5he massive poppulation from the original landing zone the Queen of the Wolfkin orders a massed expanssion. Wolfkin flood out into every direction expanding along the great river into every forrest and in their relentless push westward and south they only stop once the faces of mountains become too steep to climb.

On the other hand foreign visitors came into your land presenting offerings of odd cloths and wishing for some of your people to live with them. That of course seemed like an amazing idea as such the Queen created a whole new clan and sent it westward to live with the foreign peoples.

-1 poppulation.
> Homestead
+1 pop
Culturally the wolfkin integrate near instantly afterall the ones of the Blue Acorn who chose to come live with you did so due to the innitial appeal and starpower of S. H. I. N. E. Roko! The conzert hall is quickly restored and the wolfkin get to waving their colourful glowsticks and basic city infrastructure is maintained as the wolfkin build tents in between the server-rooms they are attemptin to maintain.

Problems come when you try to make them do any actual technical work. have you ever tried to teach a dog how to fix a TV? Imagine something like this. They can follow basic instruction’s but the technology of your nation is so far bayond what they are capable of even grasping that for now all you have is some wolfkin who figured out how to make spears out of space station metal and how to do idol dances. Some sort of education institution might be good, though also gotta have somewhere to build it.

Due to the megre intelligence of the wolfkin and no source of large amounts electricity restoration of the technology is slow. The maintainance droids are defeated, surprisingly the wolfkin do well against them mainly because the things have never been programmed with fighting soul-manipulating iron age tribal civilisations in mind and the main data storage is secured with the data secured in what seem to be shrines. A wolfkin named Kanoko becomes the first high priestess of the data storage room due to her great accomplishments in battle having snain more than 5 driods herself, she currently wears the remains of one as a hat and protects the data.

As your people themselves analyze the data from the blackbox, the ship has not been sabotaged, but the very bottom of the ship seems to have been hit with some sort of beam. The beam penetrated about 0.2cm deep before you came to this reality meanign the teleportation happened in a fraction of a microsecond whatever the beam was it would have destroyed the ship with no trace.

> Depau
The innitial expanssions go well claiming the island and it’s surrounding waters and soon to secure a safe source of food fisheries are established which will help sustain the current dragon poppulation and help raise a new generation of Depaun native to this world.

In their explorations towards the west and south the Dragons find the home of the golempeople they would have met within the Black Forrests, it’s certainly an odd… odd… place hard to even grasp. Going further south beyond the BFK a new nation is found though one abbandoned? It’s not ruins it merely seems like a whole city, bah civilisation where you just don’t see anyone with an active trade route connected to it where they trade with Turtlefolk an entire reptillian civilisation of people who look like turtles.

Swaying of-course a bit up north a volcano is found and it seems to show hightened presence of magic no different from what you seem to also find in very deep waters in this world.
> Cravers
The life of this land is rather boring, even by the standards of sigod. Primitive monkeys barely above lemurs live in the trees and small catlike creatures prowl the forrestfloor. It’s an outright downgrade from the world of Sigod you were in before… your only true hope for interesting biological material is hoping either exploring some hard to access or highly magical areas or hope other things came here from a different world. (native life outside of bottomless seas is rather boring, I’ll repurpose your actions for looking for resources.)

At least in yur search some Salt, Phospahe and Iron deposits are found.

The slimes function as intended with no real unusualities from the previous world. You are pretty sure if you can set up a farm to provide them with food you can mass produce them. The researchers bored with the prdictable result fed them some phospherus though. The slimes became sickly and died soon, but if you took one out before it died and squeezed it is shot out a viscious white liquid which rapidly turned yellow and if you set it on fire it burned with pure white flame. Adding water to the flame has as of now not worked and no method of extinguishing it was found 17 cravers died in the process. May their biopmass be repurposed and their sacrifice not be forgotten.

> Rismier
Your various radiation detectors are reconfigured and apparature for observing radition in space is turned to the earth. This planet has no artifficial radiation from what you know off, thus you manage to finetune your equipment and find a vague direction for where uranium deposits could be found teslatech powered helicopters are sent to explore and they return with good news, a deposit has been found… very, very far away.

It is of course acessible, but a few challanges need to be mustered first a radiocommunication network would need to be established with the distant colony as well as a stable shipping route be it by boat… which is the sensible option or by plane if one were to be daring.

A more general approach to looking for resources is also sucessful quite close to home deposits of Iron, Hard Stone and Sulphur are found.

Some officials within the city wonder if maybe focusing on a more primitive form of energy could be short therm benefficial before reaching the uranium deposits is viable.
> Umbral Theocracy
It is certainly a surprise, and also not a very welcome one, but as the shadows expand north they notice that north of their border a primitive people’s live. Possibly natives of this world, they have wolf ears, but otherwise look like humans… you know those annoying things you fought with a lot. Those of higher status among them also seem to be albinos their society while primitive also seems to be a feudal kingdom as such expanssion forther north would require some muscle…

While the nation has access to the Turtle port in the south a decission is made to construct one of our own in the east afterall when it comes to national security it is better to subscribe to the better safe than sorry school of things.

in the exploration 2 deposits of coal are found and one deposit of iron, basic resources, but just what is needed to get our economy up and going now that we’re isolated from the rest of our nation and allies.

> Tanuki
The jugemu Clans once more besieged by the vile Godflesh holders once more are saved by their patron divine their home teleported to a far off place. With the 17th Tanuki-Godflesh war somehow ending up with survival… but at what cost?

The gate is broken the certainly won’t be another chance to teleport if such need arises and where you are now is not your homeworld it’s somewhere else you can certainly ascertain that much from forcing a captured Godeye Allumni to divine from the starts. Your peopel quickly explroe the surrounding landmass, it seems you’re at least safe.

Huge amounts of Tanuki managed to survive the transit, most of them though are nothing more than mindless farm animals freed from farms needed to be retaught dignity of a sentient being… there is also your former masters and enemies, prisoners of war now it is your choice whether to execute them or make them useful as slaves.

Pop: 13
Tech: 4
Magic: 9
Wealth: 2
Diplo: 2

Because you joined late you get the same passive expanssion bonus players got last turn this turn sop expand 26 tiles, please also post 4 actions for your next turn not 2.

Your reborn ancestor is Gurindai. He’d be at lets say turn 3 of his lifespan having been already reincarnated in the previous world.
> Deep Realm
You expand 16 tiles worth in water (remember the number as that’s how many buildings it fits.)

Surveying the surrounding islands reveals 4 separate civilisations having their home there, ones you’d think back too from myths long forgotten. Though unlikely they are mutatted humans, instead somethign truly fantastical.

There is nation of swarves hammerign away in their forges, clearly having originally come from a cold land they have a hard tim handling the heat. A nation of sex-crazed Oni, deams from japanese legend mostly resting in their Onsens… from the less human looking ones there are the shadowfolk, hard to observe, but all you can generally tell is that beyond minor glimpses you don’t see them. Lastly come come the minotaurs, likely highest status among this coalition their city contains members of the 3 other races and even some rarer denizens, they seem like a peaceful trade oriented peoples.

Within your nation a debate starts whether those are the natives of this world, or they too appeared in it same as we did. Lastly on a small island to the west deposits of iron and Sulphur are found nothing special.

> Deseptracon
Surveying this world and analyzing it’s composition the deseptracons find many potantial alternatives for engraon. The first easiest ideas are those to power them anything that can make electricity like nuclear material, coal powerplants or even renewables could be great for that.

A bigger problem comes with their reproduction and verssion of being itself. A radical solution is proposed “become pure machine” which is replacement of whatever soul engraons give them and loose your ability to transform, become normal machines. This could be done as soon as the factories are running. Another option is something unique to this world… well found in forms in your previous one, but weaker. Magic, if the Deseptracns mastered magic they coudl create magic which limits Engraon with enough work.

Lastly this planet posesses exotic materials, such as mythrill, adamantium and faerite. Combined with classic chemistry they might allow for creation of synthetic faerite… and who knows what other material could exist.

No material suitable for recreating of the functioning of the portals is is as of yet discovered or even conzeptualized. (would need another research action)
The coal mine is linked with the powerplant transforming it into a coal powerplant… a waste, but it works.

You may now restart one of your factories.

This was a free action. You have a 3rd action next turn.
> Astray
Your expanssions go on not only the natural ones, but also expanssions are further pushed wllowing you to expand a total of 12 tiles, the mosty agressive expanders are the districts of Termhelm and Gradutz, overwhealming the two otyher citystates they expand agressively increasing their influence to 17 each.

Traethlwyd: -2 power, -1 happiness
Sokchon: -2 power, -1 happiness
Termhelm: +12 power
Heidekerk: -2 power, -1 happiness
Breksos: -2 power, -1 happiness
Gradutz...: +12 power
Metrin Kalan: -2 power, -1 happiness

You find coal, hard stone and situational metals, all 3 deposits being located within the territorry of Gradutz… once it expanded rapidly.

+1 wealth to Gradutz from this

Civil war. having granted all your expanssions to two nations and expanded excessively turn 1, 2 the termhelmi and gradutzi gain influence rapidly and the discovery of deposits of natural resources within Gradutz land leads to strife from the lesser memberstates demading to share.

As such the Astray-Gradutz resource War starts, spurred on by this the city of termhelm declares it’s idependance seeing the war as a great opportunity to go it’s own way. Next turn we have to figure out your first civil war, you need to pick as which nation you want to play the 2 break away nations use their standard stats, the union of the astray has it’s stats calculated as before.

Basically you can either be the astray union, Gradutz or Termhelm and hope to reunite the nation. Termhelm also just broke off neutrally in the chaos so you don’t need to fight them for now as the other two. Depending how the war goes you might permanently loose stats from your subfactions… as you should not mismanage your faction mechanics this badly.

> Sealand
The elves expand and set up farms to feed the nation and a grand fortress rises aroudn the aetherium to contain it’s spread. All organic life is exterminated within the area and antimagic is used to make the aetherium heavy and make it crash into the ground isntead of spreading, though the process of slow transformation into aetherium wastes from soaking up of mana, antimana and minerals has slowly begun.

At least for a short time the fortiffications should be enough to stop any spread and allow for save Aetherium harvest.
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The tanuki are tired. the neverending war against the godflesh have left the nation weary physically and mentally.
after finding out they survived, the tanuki didnt even bother taking revenge against their godflesh opressor. the ones inside Sadeo were were quickly captured and imprisoned, their fate will be decided later. for now its time to rest, recover and rebuild the country. the reincarnation of Gurindai was quickly appointed as the new patriarch of the Jugemu clan. his first order is as follow

1-2. rebuild the Illusion array of sado previously destroyed in the godflesh war
The illusion array is a strategic weapon made by the 4th reincarnation of Ponpokopi in the 8th Tanuki-Godflesh war. it is a massive rock garden hidden in the center of Sado with numerous rocks deliberately arranged to form pattern on the sand. its main function is to increase the speed of tanuki illusion magic rituals. with the illusion array, the tanuki did not have to redraw the magic circle everytime they need to cast illusion magic rituals and simply just rearrange the pebbles to form different pattern needed to cast the magic ritual.

3. build a new settlement on the river mouth and
4. expand in the mainland
with the recently freed tanuki slaves, the tanuki population have grown too large for the island of sado to support. Gurindai gave the order for the newly freed slaves to settle on the surrounding areas in the mainland. a new city named suigyomatsu (meaning "where water eventually goes") is also built on the rivermouth to provide the tanuki settlers the logistic support needed for them to settle the mainland.
Rolled 1 (1d2)

It is funny how much things change, they remain the same. It is a great shame that this new world of... oh my Lord of Flesh, we Cravers remaining must make a new name for this world; perhaps Grist'halla "Flesh Canvas Haven"? A bit on the nose with the fleshiness? Perhaps Viorpia "Boring Life"? A vote is called. Aa it was stated, a damn shame that the biology here is so bloody mediocre, many adaptations already known or surpassed by the Geneforge's abilities or our own hands, perhaps we need to turn our eyes downwards for material wealth, so we may elevate ourselves later?

Veins push south, springing from Shab'let, from here a fresh Wall Tumor Farm is created admid the grasses, and beside it a slime pit is constructed- Chern'bolg first laboring to excavate a pit, and then muscus lined intestinal Flesh lines the pit, strong enough to regrow despite the slimes consumptive nature. A skin roof is layer over them, as the slime is far more comfortable in the cool moist shade. Descending from the roof are series of bone piping and scaffolding, some for feeding nutrient rich flesh slurry, and other for harvesting, slurping up slime to be placed in bone vat containers, lined with the same gastric tissue. Same problems of having to replace said harvesting pipes still remain, but such is life.

A mine begins for the phosphate, where the apelike Chern'bolg labor with bone pick and shovel, and resource laden carts of flesh and bone are hauled away by snapping Rut'ra, with Craver overseers watching away. A new Settlement near the mine springs up, connected by the same southern flowing veins as the farm and slime pits, right by the coast, named Chern'kuru "Ape Limb" in a fit of humor by the designing Craver. (If this is not a legal turn, just make a 2nd mine for the Iron perhaps?

Action 1: Expand towards the river by the mountains

We need space. Previously living accommodations were scarce, with only a minimal biological crew expected. With the introduction of organics once again meatspace living areas are reformatted and constructed.

Action 2: Construct Hydroelectric Dam at the river

A search for combustible materials would be ill advised at this stage, not to mention messy and non-ecofriendly.

Using clean power we can restabilise our failing electric grid and safeguard the lives of our digital crew.
Another day, another sun rise, to still bated breath for the wolfkin of the Black Forest. It seems like at any moment, the fungal hordes will pour forth from Kuroi Mori. This unease may have contributed to the scale of the expansion, as they may want to put as much distance as possible between themselves and Kuroi Mori. However, Queen Yuuka can't allow the realm to be fractured, she needs to keep an eye on the fringes, keep them under her reign, and keep the Wolfkin united as one entity, so they may stem the tide should the fungal hordes finally break through to this world. Still, the Azure Star Clan should bring riches from Hastung soon enough, already they tell us of hardy metal golems, though clumsy in their movement and not hardy enough to resist the bite of iron. One wonders how powerful it would be if possessed by a Guardian Spirit.

Action 1: Establish Lumbermill on the southside of the mountain near Kuroi Mori.
The Iron Leaf Clan has long prided itself on their Iron Sabres, being the only weapon to be mildly effective against the fungal hordes, as their rotted flesh easily made way to the iron edge. However, with their travel to this world, while they were fortunate to keep the iron deposit, they have no real source of charcoal. This needs to be fixed, and the first step is to source the wood. The Conclave of Life may grow wood, but it's more ideal for making shields out of than to burn for charcoal, so the Iron Leaf Clan goes and makes a woodcutter on the other side of the mountain near Kuroi Mori.

Action 2: Establish city of Hayashi Yamamoto, to the west, between the two rivers.
As people surge out of Kuroi Mori, Queen Yuuka is surprised at just how many there are, and how far they go. In fact, it becomes a large problem because the amount of land is impossible for Kuroi Mori to administrate alone. In order to control this, Yuuka calls for whitehairs to go out and found a new city, Hayashi Yamamoto. The city is a stronghold where the whitehairs gather up elders from the various clans, growing their power over their region and keeping themselves familiar with the area, so they can more effectively crack down on any rogue clan.
Forgot the image, I keep doing that.
The diplomat returns with poor news. The elves greet them with obvious lies; hiding the fact that they are farming Aetherium. Everything else they hold close to their chest and obscure to the best of their ability. Its obvious no good can come from the creatures in this world either.

1. Construct farms and stone quarry.
Construction goes on to fuel the growth of the nation: A farm within the confines of Arcadia; fueled with elemental magics and false suns with covers on timers to fuel the growth of a variety of the plants whose seeds remain. While the Arcadians no longer need to eat they still can and the food can be a good mood boost and small reminder of the days when we were still human. Second will be a quarry on one of the hard stone deposits to fuel the creation of golems.
2. Research soul creation.
We are currently unable to breed and unless we wish to steal the souls of other creatures we must learn to create souls from scratch. The old research on souls are dusted off and animals brought forth for study material, if they have souls in this world, otherwise volunteers are carefully inspected to not cause damage.
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>Recovery Building from last turn - Fort (Red X) - Tap HardStone Mine
The northern dock lies at the edge of our new realm, and needs protection. Allow the Hard Stone Mine to supply it's construction, ensuring it's quality!
>Action 1 - Build Coal Mine - Build Iron Mine
Ah, the mountains yield riches, as we guessed they would! Not the riches we WANT, per se, but steel is just as useful as gold and silver!

>Action 2 - Build Iron Mine - Build Magical Factory (Blue X)
While the mines open up, the dark stretches of the earth plumbed by Do'la (without torches, no less!), the Blue-caste Shamans get together and begin the business of Sa'terif, the art of weaving shadows. They have already tested their basic magics, and to their pleasure find the old spells still work, but without access to enchanted goods, they cannot know for certain that everything else about Sa'terif remains the same.
For now, only wooden and stone goods can be enchanted. They will attempt further exploration of materials, to see if everything remains the same.
Fluff: Well... so far stuff is okay and not coming apart. Food seems to be available and apparently others are here too. What’s more, and island... that flies. This is an issue that is likely being called by the Pathonium which is what the Modified Atherium is to be called. Considering it’s properties are different, it only makes sense to do so. What’s next.. finding something that is workable and won’t explode

1 action: Expand territory
Finding more workable material is important, and finding it within an area of influence more so.

1 action: Prospect land
Earth magic should help here... hopefully useful materials can be found
(This was retconned and basically first turn was skipped. Sent everything to Viorp with my stats so, unless something stupid happened everything should be good)

While a number of delays had occurred due to the nature of essentially reforming a bureaucracy with a number of extremely divergent and distinct languages, things would still slowly get done with the surrounding lands claimed. Of course, things were still hard for the poor Viersperan due to the cold, but ideally with time that wouldn't be too much of an issue as the nation expanded further south and better lands for the serpentine people could be taken. Or simply their cities were granted electricity and the various renovations to utilize said electricity for heating. Still, while this was arguably the biggest problem for the time being as the nation slowly expanded, there would be a very interesting proposal put forth by those from Gradŭtzhelyazoto, specifically on the nature of faith. This was partially due to some of the priests of the four aspects of divinity speaking with those from Sokchon and learning of their own beliefs, and swiftly this resulted in a call for a number of priests to come over and discuss matters of faith. For Sokchon and Gradŭtzhelyazoto, this was a way to ideally spread their own beliefs, though for the others this mostly was to learn more about the others. Luckily, the Weg der Götter/Pad van de goden that those from Heidekerk aan Zee had was fairly syncretic, and that the Viersperan and Children of Fanw held true simply was the belief in their creator deity rather than a belief in only one singular god. This still worked for Sokchon, which did not deny the existence of gods and goddesses who tended to the world and allowed the possibility for one's soul to escape the cyclic existence and ascend and instead advocated to reach this goal, and their own beliefs actually lead to a lot of debate in the priests of Gradŭtzhelyazoto, as much to their surprise the beliefs of Sokchon, while not focused on the parts of the cycles themselves and instead focused on one's existence in them, was somewhat familiar. It also lead to some interesting thoughts of if, perhaps, people didn't rest with spirit for long until they ascended. Regardless, with the two faiths holding some things in common, it was quite enlightening. And the whole debate helped ensure that, ideally, people wouldn't step on each others toes as it were and a greater understanding could be fostered. Naturally, Gradŭtzhelyazotoand Sokchon gained the most from this. Though, the fey of Breksos gained little, mainly owing to the fact they hardly had any proper religion more than superstitions for most part.

>Action One. Expansion

>Action Two. Prospecting

>Action Three. Religious Dialog.
The seas teem with life. This world is near to paradise. The depauns are more than adept at getting by without much technology in this situation. Thus an expansion of population continues.
The elders of Reed River however worry, they must keep the past from being lost. Technology and tradition which keeps the race on top…

Free expansion:
This time it is the underwater which is focused on by the dragons. Searching for new waters to raise dragons in. Never keep all your eggs in one basket (as the saying goes)
Action 1:
>construct 2 new hatcheries
Some depauns inevitably remain in the deep. Forming tribes which maintain a general respect of the surface focused depauns. Civilization proper does not penetrate the depths at this time as it did on Sigod…
Action 2:
The island and surrounding waters are scoured for resources. Although the possibility of trading with foreigners is there the nation simply doesnt have the industry to do so reliably.
> Posting for mygros
I would like to expand south of my main city towards the river for my passive expansion and for my actions.

1st action: Survey the land east of the Minotaurs city.
2nd action: Invite the leaders of the other cities to discuss the foundations of a union to support each other in times of need .
3 rd action: Build ships using the harbour that will be used to scout the sea around the island. (edited)
Action 1: There must be another way
We cant just become magic powered mechs as this would mean that we would have to not only change our internal systems and our current technology... and while non engraon substance could work we would also sacrifice our mean of transformation... thus the only plausible option is to find a way to create synthetic engraon...and thus a search would be done of potential materials that could be needed to make such synthetic energy (Essentially prospecting in hope of finding suitable materials for making synthetic engraon)
Action 2: Expand further south
Expand two tiles to the south
Action 3: Link the coal factory to the machine part factory
While it might be a waste... it was our only choice thus far and thus we decide to link it to the machine part factory as it is our safest bet for now
> Tanuki/Jugumu
The poppulation of tanuki spills out of the once traveling City of Sado, the tanuki flood onto the mainland establishing a new city and expanding rapidly… a new city is founded to administer the newly aquired lands.

In the capital the ancient illusory array allowing Ilussion magic to be stronger locally is restored. As the magic energy of this world is stronger experts say that that if certain changes are made the ilussiory effect could allow for hiding the entire capital island. Pieces from the new defunct gate still pulsating with divine energy could be used for this task.
(for 1 extra action into the array you may create a grand illusion obscuring and hiding your whole capital)

> Cravers
The first slime breeding pit is constructed and it is sure to provide many slimes to the the craver nation both as use as pets… lube and potentially weapons. Luckily and boringly everything works as it used too.

The two mines are constructed both iron and phosphate minerals are extracted by the Chern’kuru on mass. (a city is a full action).

> Neo-Tarnish
The Blue Acorns are given another mission by those who dwell within the servers and as is ordained they follow. A great dam is to be built, the coputers spit out a methematically ideal design and the wolfkin get to work collecting rocks, scraps of metal and wood to best possible match the design. Their primitive architectinic knowlege can’t really be up to task, as such a gamble is made and all Museum Robots are used in full force untill their batteries run out. Evnetually everything goes silent as the stored power runs out, near the end of the construction of the dam. Energy saving mode is activated and both machine and colony-ship enter a state akin to slumber, before in what to them seems like an instant everything comes back on.

The power from the powerplant is flowing in and energy is restored, that’s one less worry. Though upon further inspection it seems that the dam is not exactly perfect and should when possible be fixed up. (gain access to hard stone within next 3 turns or invest 1 extra action in making sure the dam holds)

The land beforet he dam turns into a wet mushy swamp which quickly is filled with life which did not have much of a niche in the dese forrests which have overgrown everyting, though the river further downstream becomes thinner and devoid of life as most fish just die from the fall from the heights of the dam their corpses rotting making the water of the river toxic, that luckily is a temporary worry all species not resistant to the high altitude falls should die out pretty quickly afterall.

(you can connect the powerplant for free somewhere to restart production)
> Black Forrest
Happening: The northern river which has been flowing into the kelp bay has shrunk, and is filled fith skinking fish kadavers rotting as it flows causing a horrid stench in the sparsely poppulated northern hinterland, but the rotten fish seem to have caused the plants in the bay to be fertilized further blooming into a seagrass forrest.

Among the trees of the BFT another lumbermill rizes and right next to it moulds of clay and dirt. Within them half of the wood goes to burning while the rest is being heated breaking it down. Charcoal is being produced, a job relegated to the criminals and the poorest among the wolfkin for it leaves one very sick after doing it for a long time. And with coal secured the production of steel weaposn resumes, granting access to mastercrafted swords once more.
(2 buildings per action)

A new city rizes to help administer the wolfkin which flooded out of the capital once brought into this world. This will help keep the realm together and adminsiter it.

> Arcadia
To perserve the exotic seeds of the old world farms are constructed and provide more than enough food to feed the meagre arcadian poippulation, thogh might come in handy feeding their mighty bioengineered creations.

The research shows that in this world too there exists a difference between sentient and nonsentient life. Examined volounteers show standard souls, nothing one coudl replicate from scratch, native animals though exhibit something your scientists therm ‘spirit’. Spirits of each type of animal seem to contain an immortal spirit which return to nature tied to some element after death:

Air - birds
Fire - reptiles
Water - fish
Land - mammals
Metal - Insects
Wood - plants
Darkness/Poison - Mushrooms and Amphibians
Light - theorized, but not discovered

In short life native to this world seems all to be immortal spirits or part of elemental spirits taking on fleshy forms for some reason. This world has no native sentient life thus you can’t examine that.
> Umbral Theocracy
The tile in which you wish to put the fort is already occupied by a dock. (1 building per tile). So I put the fort further west, because this is unintentional you can change where the mine connects for free next turn.

3 mines are built.

The manufactorum producing enchanted stone plates rises out of the ground though no stone is suppleid as of now it certainly will be useful once is. (the wood enchantment is your forts including ilussions in the trees). Hopefully hard stone deposits are found soon, or deposits of other materials which found a role in enchanting in the old world.

> Rismier (Steel)
3 mines and a lumberyard are built. With iron,sulphur and wood acessible once you have electricity and coal both factories can be reopened.

> Sea Elves
You expand and find deposits of coal, iron and salt additionally as you move into the mountains you find volcanoes, the craters of the volcanoes seem to exue unusually strong magic energy moreso than just found in the ambient surroundings.

> Astray
You expand and prospect for resources. Oil, sulphur and phosphorus are found. A question is brought up whether each mini-state should beneffit from the resources in their land or they should be shared equally.

Traeth - +4 influence
Sokchon - +4 influence, +2 happiness
Termhelm - +4 influence
Heidekerk - +2 influence
Breksos - +2 influence
Gradutz - + 6 influence, +2 happiness
Metrin - +2 influence

Additionally due to the religious reforms the leaders sat down and started convening over how the religion os the state should be shaped, how the various religions should interact and what moral rules to go with.

Option 1: State Church - all religions are forced to cooperate under a state church +1 happiness for everyone

Option 2: Separation of Church and state - all religions of the 7 founding nations can be practiced freely with no state involvement, -1 influence for everyone

Additionally the question of soul harvest for their reproductive purposes comes up for Breksos:

Each state decides: neutral

Allow: Traeth, Sokchon and Heidekerk loose 3 happiness and 3 influence, Breksos gaind 6 pops and 6 happiness and 6 influence.

Ban: Breksos looses 6 happiness and 6 influence, Traeth, Sokchon and Heidekerk gain 2 happiness and 2 influence each. Breksos can’t reproduce.
> Depau
Hold on there you only had a free expanssion turn 1.

Building hatcheries is a refunded, you don’t have enough underwater land to build them.
You can spend the action o nsomethign else next turn.

Scouting is either for a speciffic resource outside your land or 3 random in your land you can’t scout for random resources outside your land. I searched on your penis island then.

The dragons scour their homeisland taking to hart the lessons from their dwarven friends in the old world the dig deep and greedily for if shit goes south you flee to the moon and as they dig first the results are unimpressive, they find coal, and iron and some usless rock which is way too hard and messes with their magic… wait! Some dragons play aroudn with it and bring it to a blacksmith and it is a material of myth, thus dubbed mythrill it’s extremely hard but also seems to posess complete immunity to magic to the point that it just beaing nearby jumbles up spells.

> Mygros
The scouting unearths 2 deposits of hardstone and one deposit of coal.

The emissaries of the other cities are receptive to the proposal due to the circumstances of having been ‘isekaid’. They are worried about loosing their authonomy though and many preffer to just suppport each other as allies. (if you invest 2 actions each into one of your allies they can be directly annexed and a union is formed)
(if you just wanna do diplo @me in IC chat.)

A lumberyard and shipyard (ship factory) are built now the minotaurs can set out into the open sea and explore to their hearts contents, constructing a port might be useful for that and future trade.

> Deseptracons

No resource suitable for repalcing engraon is found, no matter the vigorous searching… nothign usitable is found… (failed prospectign for legendary resource roll), but on yoru travels the Desepracons learn that another peoples lives right next to you. Beigns of many shapes and sizes they seem like a collection of many sentient animals possibly they are the natives of this world. Their technological prowae is that of an early iron age civilisation, but their numbers are huge.

You expand two tiles to the south leaveraging your poppulation to their fullest ability.

Linking the thing is free… you have a 3rd action for next turn again. Though changing from what it si connected now to another is half an action.
The people of Hayashi Yamamoto are concerned about the dead fish, some say it's a sign of the golems disrupting the natural order, but the elders simply tell them that such things have happened naturally before. Though, they too are concerned about the dead fish, even if it flourishes the flora of the river mouth. Still, they hold the youngsters from doing anything careless long enough for Yuuka to arrive, whose giant presence and radiant aura makes the youngsters act meekly, as she brings druids from the Conclave of Life, who assure everyone that everything is fine, it's just the usual hiccup caused by nature itself. Though many suspect she's forced the druids to say this, the Wolfkin aren't druids, and have to relent to their wisdom.

Action 1: Research agreement with Conclave of Life.
The Conclave of Life has been our stalwart allies, ever since we marched out to their aid. But there are still many secrets they hold, which would benefit us greatly. For example, while we steadily deplete the forests when we cut wood, they can grow an infinitude of wood as long as the soil can support it. Not to mention, they are always finding new types of wood, who knows how long until they find one with wondrous qualities. So, we shall establish a trade of thoughts, we are to teach them our secrets, as they teach us theirs, a research agreement. Really, we ought to have such an agreement sooner.

Action 2: Establish hunting ground southeast of Hayashi Yamamoto, and market north, next to the river.
As whitehairs settle in the new city, first order of business is securing a food supply, because those who control the bellies, control the people. The wolfkin are adept hunters, especially when provided with Conclave camouflage netting. However, there are also craftsmen among the whitehairs, and wanting some of the gifts to the north, their first order of business is to make a market, where they can trade upstream.

The surplus of power is unassigned to any of our buildings for the moment, as even if they were turned on they lack the materials to process anything.

Action 1: Technological Restoration (2/?)

With energy restored the engrams rejoice, regular broadcasting and streaming services return with a special 34 hour long variety steam from everyone’s favourite Roko! to lift the spirits.

Once it concludes bright minds return hard at work to restoring the template patterns and tech-vaults of the Empire to their former glory.

Action 2: Expand

The wolfkin and servitors creep across the mountains directly north of Lazenbolt, staking new claims in the ground where it is hoped a source of suitable stone may be found to seal the dam.

The wolfkin ask why not use the stone we’re currently standing on, it’s a mountain.

They are foolish creatures, perhaps one day they can be domesticated, but until then they must follow directions.
Addendum: Action 1 replaced with additional expansion into the mountains
> Cravers
Found the city organism of Chern'Kuru (red dot). Unlike the mighty spire organism of Neverborn, Chern'Kuru stands closer to the ground upon the coast, wrapping itself across the river, for the later addition of a river maw for greater flesh gathering, and Cravic expelling of waste and filth pathogens.

Wall Tumor Farm is raised near the new city (black dot) to help feed the site our our Raut'let swarms, the Raut'let Hive (yellow dot). The many Flesh Priests overseeing the projects do have ideas and questions though, for example how well will the Raut'let serve in this new world, and perhaps later on altering what the hive may produce, to allow for larger aerial servitors. Only time will tell, we always did find those funny gryphons of the Vossik interesting, the freedom of flight would be a wonderful thing, but that is work for another tyrn.
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>fugging image
There has been no answer from the Fleets, none from the Hayreddins was to be expected, none from the Störtes was concerning but unsurprising but none from Nahkimov is downright frightening as the reality dawned upon the leadership of the Deep Realm that most of their fleet was gone and a good chunk of their leadership with it, the Great Houses are in turmoil over this. Worse yet, with them vanishing so did the supply shipment for the NPP Complex of the Fathomhold and without it they couldn't hope to restore their fleet even if all they had to do was to simply assemble already built parts.

Yet Neptune must have still been with us as the surveying teams send out to explore this new world found Nuclear Materials right in front of our doorstep which is at least keeping the Nahkimovs very busy while the discovery of those fantastical creatures immediately sparked conflict between the Störtes and Hayreddin, the age old question of whether to remain hidden and observe or go out and confront but for now we cannot afford to lose the advantage of being near impossible to discover by them and will continue to watch.

The Island however is a more worthy target and would jumps tart the restoration of the fleet, a task to be handed over to the Minor House of the Yangtzi as the Fathomking works on guiding the Houses through the process restoring their leadership.

Action 1: Construct a mining station at the nuclear materials deposit

Action 2: Settle the Iron and Sulfur rich Island
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Pop: 4
Tech: 7
Magic: 7
Wealth: 6
Diplo: 10

Fluff - connect the hardstone mine to the fort south of the docks
Convince Turtles to trade my Coal for their Situational Metals.
Convince Turtles to trade me their Phosphate to fuel my Fertilizer Factory, which I then use on Their Farm. Split extra food evenly.

>Action 1 - Build Fertilizer Factory [Red X] / Hook Situational Metals into Magical Factory, replacing Stone Plates (will discuss what Sit. Metals give me)
The Turtles' Phosphate lies untapped, and with a daily diet of fish growing more and more unpleasant, plans are made to turn the shelled one's Phosphate into fertilizer for aiding them in growing crops.

>Action 2 - Expand into coloured tiles.
Further claiming of the western mountains will no doubt prove lucrative, in time.
1. Research creation of spirits from elements.
With the discovery of animal spirits on this world the wizards grew abuzz with the possibilities of what it means and possible uses. However, the next step would be to find the making of how these spirits came to be. The animal spirits would be taken from their fleshy forms and studied for how the elemental energies hold their individuality. From there the great many magics of the Arcadian wizards can be put to use to manipulate those same energies and woven into new spirits.
2. Scout farther abroad.
With the discovery of ones from our old world many grow disheartened at the possibility that all that we will find are simply the treacherous and cultish groups seen in the old world; but others do not give up hope. Again the scouts get upon their dragon familiars and set flight to find others out in the world or anything else of interest.
1 action: Iron and Coal mines
To make steel is one thing. But to properly arm oneself as well as to bring back up normal gear. Having ships made entire out of wood is nice and all, but it doesn’t work for carrying Pathonium which seems to spread to organic things with too much ease.

1 action: Salt mine and Fort upgrade
Salt for both food as well as keeping organic items from spontaneously popping up during Pathonium harvest. Can’t have the stray weed cause a full blown pandemic.. and everyone knows how terrible plagues can be. Lastly, it’s rather important to make the tower better. Something out of iron for right now if it’s non-reactive. A few preliminary tests to ensure that it won’t just corrupt and spread. Same with the salt. The ideal is to keep it in an contained while mining off portions of it carefully and safely to be used as pathonium cores. Once steel is made properly, then, and only then will this be put back into ships properly. And now at the very least tools can be made to properly hold it without having to just use magic to maneuver it around
>1. grand illusory array
>2. send ninjas to search for the most hostile and dangerous creature living in the surrounding areas

The reincarnation of Gurindai is old. he have witnessed and experienced everything from the days of leading the tanuki revolution againstthe godflesh to rebuilding the nation in a strange new land. he have done everything he can for the tanuki and now that he is old and the tanuki is at peace, there is nothing more the tanuki could ask of him. still despite his life nearing an end the old tanuki refused to retire, he said to his fellow clansmen now that the tanuki are growing and expanding everyhere sooner or later they will soon encounter threat from the native of this unknown land. and before he kicked the bucket, the old tanuki can still contribute for the last time by subjugating or eliminating this potential danger. the tanuki council reluctantly agreed after telling the old tanuki not to push himself too hard. and so the tanuki ninjas are sent to every corner of the tanuki border to scout for potential danger against tanuki expansion.

meawnhile in sado, a grand illusion was quickly cast in the array. with local magic power and remnants of the divine gate the entire island of sado will be surronded by illusory mist where no mortal and gods can see or divine whats going on inside of the island. not only will the island appear invisible to outsider it will also act like a barrier preventing anyone from interacting with it unless with the permision of the tanuki.
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1&2. Focus on mining the NUCLEAR MATERIAL.
Action 1&2: Prospecting once again
If we need to make synthetic engraon then we need to find materials FOR said usage and thus multiple deseptracons units are sent to scout our recently owned land to discover any potential sites that could be used for a mine...
Action 3: Expand toward the east
dont really have much to say
Action 1:
>mithril mine + iron mine
New opportunities are presented by the metals… the mining of coal remains small as the theocrats push for self sufficiency in lower metals first while other dragons are quick to establish independent mithril mines.
Much of the islands trees are used for fuel in the process… although deforestation is not yet enough to cut all the mighty forests of the island…
Action 2:
The underwater territories expand, mainly within the deep.

There was a little known secret about the Fey from Breksos that the Cafoddwol fairies and chauns would likely desire to keep secret if they even knew. Fortunately for Cafoddwol, only one fey even knew about it in great detail, Aurora. Unfortunately for the Cafoddwol fey Aurora was actually in the capitol when it was brought over. This resulted in issues when the honest and scholarly fairy queen mentioned to a Viersperan record keeper how they had memories of their past lives. Something that swiftly made a number of questions and, once noticed by the other peoples of the union, caused a good deal of surprise and a very mixed feelings for some. The Children of Fanw, while believing in reincarnation, were by and large fully against the method with which the fey were used and found the thought that one of their clan members could end up a clueless lesser fairy or chaun. The Saljwyi of Haeran'Yi were a bit more mixed, with a minority believing that it could assist in gaining knowledge of the different stages of the soul in escaping the cyclic existence that all lived, and how the stages of the fey were at least somewhat similar to the stages of the soul itself. Though, the majority saw it as a disruption to the cycle that potentially could freeze one in place given how the fey were effectively immortal. The Katzarin meanwhile were also fairly against it, mostly due to the bad memories of the demons that they fought against and a desire to keep their souls their own. Surprisingly, the Verhal and Verstark for the most part were apathetic and didn't really care, and the Viersperan of Metrin Kalan were fine with it as it gave another chance for the dead to make history, all be it in a very different way. Further it'd help what they perceived as an ally. Arguably the most surprising was the response from the Virm, Drakon and Balaur of Gradŭtzhelyazoto were actually fine with it. In fact, the priests of spirit saw the chaun and fairies as servants of spirit. Viewing them as souls given a new body and seeing their mostly relaxed nature as matching that of Spirit itself. In the end though, while Helderezee, Haeran'Yi and Prenhaearn voted against them, the other's voted to support Breksos. Of course, due to half of the union not including Cafoddwol itself being against it, it was agreed such would be voluntary and based on the nations laws. But this was acceptable for both parties.
While this major debate held the majority of the attention of the union, the matter of church and state was also discussed. While some, mostly the Salivanids, desired for a state church to unify the country, and some outliers from the other nations also desired one, it was mostly agreed that faith was best left untouched so as to not step on the toes of others. Similarly on the side of things not focused on was that of dealing with resources. This would be a bit more divided, but in the end it would be agreed that these resources should be owned by, depending on the country in question, businesses or the union as a whole. In essence making the resources shared and ensuring links of trade and resources that should, ideally, keep the union together. As this was done, a number of oil drills and sulfur mines would be set up in Haeran'Yi territory. It was mostly with the assistance of the Katzarin's equipment, and even then it was primitive by Helderezee standards, on par with the Children of Fanw or Dragonic folk, but it was still done and far better than what was before, likely to be upgraded further as electricity was created. Similarly, the oil swiftly would allow for a power plant to be constructed a bit to the south of the oil fields, which would provide much needed power to just about everywhere, and as this was done, a joint military base was constructed not far from Heidekerk aan Zee. Aimed to be a modern one built to standard once the power plant was up and running. The base would likely please a fair few who were concerned about certain things given a few visitors only known to one member of the union...

>Each state decides

>Resources shared

>Church separated from state.

>Action One. Construct oil drills and sulfur mines

>Action Two. Construct an oil power plant and a military base.

Pop: 6
Tech: 5 (rounded up from 4.5)
Magic: 3 (rounded up from 2.6)
Wealth: 4
Diplo: 3 (Same as wealth)
(Diplo bit is meant to be same as magic, not wealth.)
Gyros actions

3rd Megryos turn.

1st action: {diplomacy} Dispatch a team of diplomats to the Dwarven city to start talks about establishing the union.
Taking the intitiative the Megryian council would send a team of diplomats to the Dwarven city to apologise for the mistranslation, the Minotaurs do not wish to conquer their neighbors through guile but to build a federated union with the neighbors so that they may settle matters of trade peacefully and coordinate matters of defende in times of war.

2nd action: {building} The minotaurs shall build a port to rival the port built by their ancestors.
The local Minotorian naval guild, petition the council to invest more in what is seen as the heart of the cities life and future economic prospereites and after days of waiting a surveyor is sent to the bank of the River Alamush to work with the guilds architect to draw plans and start the constreuction of the grand harbor.
> Sea elves
The Iron and Coal mine are constructed, with teh Iron from the Iron mine being forged together with coal into steal to be used as a layer of protection within the Scinelectrum farm. A genious idea, simple steel plates would be places facing the scinelectrum into the growing area and peridically sprayed with saltwater to make them rust, once the scinelectrum starts growing on the flaking rust layers antimagic is applied to make it fall onto the ground and inside the containment area.

A permanent solution the containing Scinelectrum has been found, well worth spending large amounts of Iron on. On that note it might be time to actually get an airship factory going.

Airship factory: needs scinelectrum and wood supplied and you need an airport to operate an Airforce.

Due to a surplus in wealth and food the Capital area and the area south of it have become a greand urban center allowing for a 2nd building there but consuming 1 extra food.

> Rismier
land far away colonized and radio towers for communication set up. Next turn 2 ports and a mine need building and then everything wll be ready to restart the nuclear powerplant.

Though you currently lack any provinces suitable for a major port… though if you are in a rush you can make a river-port using a tiny river to your north. (no coastline provinces, but one province connected to coast via thin river, will suppport only 1 resource transport)

> Deseptracons
You expand 2 tiles and your flying troops are sent exploring further finally a good sybstance is found. The material seems to be characterised by one thing it’s incredibly hard in fact it is belived that once shaped once it becomes completelly unworkable and indistructible with some experimentation it might be possible to make it an Engraon replacement in one sense or another.

(it’s south-east on the map from you)

(To obtain the resource you need to build 2 ports 1 in your mainland and one there (close enough to allow for colonisation via port), you need to of course colonize the land and then build a mine there to extract it. That’s 2.5 actions total.)

> Depau
You didn’t do anything with the refunded action so I’ll give you the 2 hatcheries in the deep, you expand into 3 province equivalents in water.

Due to a farm and hatchery surplus +1 population.

The iron and mythrill mines are both constructed, the mining dragons toil away using their unweildy giant bodies somehow forcing themselves into the mines… they are people of the skeis and seas not tunnels goddamnit! Luckily hired tarnish hands manage to help out with the whole minint ordeal and get into hard to reach places.

The Mythrill and Iron mines are constructed, now forges need to be set up. It seems some Dwarvish influence has rubbed of on the Depau.
> Black Forrest
The Conclaveans are receptive to the research agreement albeit you do not have as much to offer them as they do you in therms of magic that is. As such you do not manage to gain all their magic secrets, you learn minor spells which aid in construction works using living wood, the spell which allows wood to become inprevious to fire and most importantly magic which helps to restore forrests and let them grow. (lumbermills etc. won’t cause deforestation)

Hunting grounds and market are established

> Neo-Tarnish
The wolfkin are sent to expand into the mountains. They don’t like it there, there is no trees there. It’s not nice there, they want to be back in the forrest, the forrest of hanging cables inside the colony ship is fine too.

Wide open spaces bring back some ancestral trauma, some of the wolfkin are caught getting scarred of mushrooms lately.

> Cravers
Chern’Kuru is born the great organism child of this world, great organism born of the biomass native to this so called boring world. Though it might not be that boring, month back great black metal birds have been seen in the skies of the west and it may be those sightings who inspired the buildings of an airforce of our own.

Our trusty Raulets are once more put into service, but that beakons the question, will mere pure flesh be enough? As we once boasted now lost Asbestos shells maybe it is time to dip more into the world of anorganic resources to bolster our bio-potential.
> Deep Realm
Snapping out of their confusion the people of the Deep Realm get to work expanding rapidly (13 water tiles and 3 land) this strains the communication networks of the new nation and governing all of this might be hard with just the capital as a center of control. (you need a new city to controll all your land). The island is colonized putting humanity’s foot back on land, though also now the ‘netives’ of your presence.

The restoration of the powergrid also helped calm the populace, no longer will they have to send long nights in the dark to make sure the life support systems of the underground grid stay affloat the factories are sadly still far from back to operational, which we have one source of iron one more is needed to supply both and we lack aluminium, copper and lithium for the cybernetics as well as plain petrol is lacking for the U-boats mainly needed to make rubbers and plastics needed in their construction.

Slowly the 2nd apocalyptic event becomes managable as the House of Yangtzi rises to prominence, taking a unifying role between the various houses and helping them settle leadership disputes. (by helping whoever they like get in power).

(you have an electricity surplus)

> Umbral Theocracy
Trade with the Turtles goes well your fertilizer boosts their farm and in exchange you get more food and they do too. Nevermind it’s their own phosphate fascilitating that… hope they don’t notice.

Now both your nations posess a comfortable food surplus. As for the coal for situational metals trade. The Turtles agree, but the deal is believed to be in yoru favour and thus worsens your relations making them warry to further requests.

As for the plate factory with situational metals, experiments are made and it suggests that they could work akin to cheaper and more versitile gold, but as of now your understanding of the material and how it interacts with the plates is unknown. (research what it does as an action, you can propose how the situational metal plates work too)

The Turtles invite you to the ceromony of the birth of Aetia the newborn Broodmother of the Turtles the Goddess of their race manifest in this world devoid of Iti. (come figure ito ut in IC chat)
> Arcadia
The creation of souls from spirits yields an interesting reult: spirits are actually not individual beings. To explain in a weird sense, imagine you had a cup and water was dripping into the cup a bit of it constantly overspills. There are 8 spirits (7 known), and the spirits are too grand to be contained within their own heavenly form as such their soul overspills the drops falling to the mortal world becoming spirits thus animals, then when the animal dies the spirit returns to the whole bringing with it all it’s memories and causing new displaced drops to fall.

Your scientists belive new Homunculi Souls could be created by splicing spirits, but upon death the soul woudl be turn appart and would return to the Grand Spirit infecting it with sentience and the memories of what we did to it. Additionally the spirit-soul would be higly unstable a soul created from spirits would be like a human brain created from sewing together the brain of a monkey, dog and dolphin.

A second research path exists though, use our knowlege of souls to allow mages to link their souls to that of a local animal and thus indirectly the grand Spirit. Creating soullinked familliars, this link would allow for pulling of magic powers directly from the spirit allowing a mage to excell in one discipline, but the soul link means that death of the familliar would also directly destroy part of the homunculusses soul.

Further scouting reveals a nation of humans mixed with golems. Their land is tiny, a small island a 3rd of your land. Their dlesh is augmented by non-magical (what sorcery?) golemic augmentations which seem to make up for countless injuries and mutations. Close to them is what seems to be a coalition of 4 states all working together minotaurs, shadow people, dwarves and horned orc or goblin looking things they seem rather primitive.

> Union of the Astray
Numbers all seem right. The Union having agreed on many things. Please post also how much influence and happiness each of your subfactions has, this is so I can doubblecheck my stuff with yours.

The 4 buildings are constructed and considered for everyone’s equal use, that’s how a modern Oil Powerplant ended up in the lands of the Llychlydyn who have no clue what electricity is beyond zappy sky snakes. Lastly the great assembly left up the question of the nature of the Fey up to everyone.

The heidekerki havign had their immediate goal met are the big winners this turn and soon have a next goal and that is to set up a university and help educate the less advanced races of the Union. (build STEM University)
> Megryos
Gifts are sent to the dwarves and trough cunning and diplomacy your intentions are laid bare they have interests in an union of Equals. (actions for other 2 then you will essentially play an union of 4 states you need to equally please)

The Grand port is constructed dwarving the port of the dwarves. The Grand Port linked to the shipyard allow for mass production and deployment of ships on a scale currently unrivaled on in the world. Albeit simple ships, there are many and as they travel, they discover that the eastcoast of the island contains a stright drop into water, which seems to have no bottom and a few ships are attacked and destroyed by gynormous sea monsters. Large amounts of magic are present in that area.

> Jugemu Tanuki
The Ilussionary array is finished and your capital is hidden, no intruders shall know it even exists, it may no longer be able to teleport and the divine gate may be shattered, but it protected you once more from whatever may lurk in this world… and that’s exactly what you look for.

There does not seem not be much interesting life in the forrest, worst thing you find is a bear… bears are scarry, but I mean come on? Hearing about the search trough her prison walls a Godeye Cultivator says that trough the small window of her cell she managed to divine the presence of great bests and monsters and she is willing to divulge it… for some conzenssions. (continue in IC chat)

Action 1: Expand around the lake

We require more space, ever more space, we simply cannot get enough of it.

The wolfkin are sent again to more fertile pastures, and they certainly prefer their new settlements to those of the cold north.

Action 2: Prospect the mountains

We hunt the mountains for whatever they might contain, there is surely something of use to us that will allow us to finally begin producing things again.

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