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Uncertain continuation

Who can play? Anyone, newggers welcome be at least somewhat autistic though
What is the setting? Vaguely renessaince. (there is guns)

Discord it takes place in: F2Patcf
Updates are saturday every week (expect some breaks)

Diplo is free, 2 actions per turn, don't make building buildings actions. Have fun and RP.
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>>5922768
>>5956202
After excrutiating years of pain, Rightful Heir Meraha finally exits his chambers, thanks to the whale oil Meri had provided. He is covered head to toe in bandages, not a single tuft of hair remains, he is like a walking mummy. He ventures west, finding what remains of his old warband. He stands before them, his bandages soaked in blood and pus from the exertion, and when they challenge him, he starts peeling his bandages of. His warband recoils at the cursed sight of his burned flesh, they beg him to stop, but he tells them they need to prove themselves worthy of serving the rightful heir, and forces them to look upon his whole burned body, before applying a fresh set of bandages. After such an ordeal, Meraha's warband is ready to march into the depths of hell if he were to give the command.

>Action 1: The Penew Scribes. Miews have to concede scholarly status to the Penews to salvage the knowledge of a thousand wet scrolls.
As the flooding occurs, the court of Miews flee Wepta, leaving Hatmer alone in her palace. She is more alone than ever, and with people blaming her for the calamity, she has to stay as the city floods. The Miews soon find that their libraries have been flooded, so many scrolls have been soaked, rapidly deteriorating, they need them transcribed and they need them transcribed fast. Without enough Miew scribes, they turn to the Cult of Zenmetjenu, only to find that they have Penews working as their scribes. The Miew scholars are stuck with a dilemma, and with the Penews in favour of the Cult of Zenmetjenu, they negotiate a Shadow Contract (2-1), where the Penew scribes will save their precious knowledge, in exchange for entry in scholarly society. The Miews are forced to agree, and Tulpas are bound to them, as assurance that they will honour it. The Penews give praise to Zenmetjenu, the great leveller, as Penews are rising to soon match the Miews in influence.

>Action 2: The Cursed Keels. Dream mages are put on ships and use the engraved keel as a focusing medium to afflict whales that approach them.
After the whales assault the shores of Ta once more, it becomes clear just a wall of obelisks will not do. They can simply focus their wrath on one part to push through. But it does become clear the curses are effective. So, they need a way to attack with the obelisks, in a response force. The ideas are floated of having an obelisk attached to the ship, but then someone mentions there is already a large central part of the ship, the keel. By engraving the keel the ship itself becomes a cursed obelisk, but one which you have ready access to while onboard. The cursed keel would drastically increase the range of any Dream Mage, and enable them to mentally assault whales in the water. The whale assaults are sure to continue unless we rid the whales from our waters, so we must counterattack.
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>>5956202

The Golems continue to wear down, the magic that powers them all but spent. Turn energy must be harvested as soon as possible, before Skaian culture collapses around us!

Action 1 - Continue Dam Construction (2nd turn)
The Dam's foundation has been laid (see pic). The mountain itself will serve as one brace, with high walls allowing a great volume of water to be cupped up against it's sheer face. With the weight of a lake bearing down on it, a release at the bottom will allow the water to power turbines, storing great quantities of Turn to be distributed across the nation.

Action 2 - Frog Friends
Strange? Wierd? No no no, these new friends are merely exotic! Improve relations with the deepfrog men, giving them gifts of gold and clockwork. Surely they have knowledge of the depths, and the rusted ore that they guard will make for wonderful new contraptions, if only they would part with some of it!
>>
1 action: Improve Medicinal Poison
Reducing disease is an important to the growth of a population. There are very few things that can so drastically impact a nation and disease is one of them. To that end, a poison that is aimed at killing infections that may crop up from wounds that have been improperly disinfected. To that end, poison to disinfect the wound is to be developed alongside it as it only makes sense to have both.

1 action: Improve simple vehicles
Vehicles used for transporting people, goods, and crops are a key part in ensuring a proper economy and flow of goods. While waterways may be used for the primary means of transporting, having ways of transporting it across land efficiently is important as well.
>>
>Action 1 - Wrangling the Slaves
Having secured a deal with the Volkovians to surrender the wealth of the slaves in exchange for their assistance in wrangling them, the Titans focus much of their efforts on the re-capture of escaped slaves with their assistance.
It is not the first time a grand escape attempt has been made, and it likely won't be the last. As usual, the Titans designate an area of surrender wherever the humans can be found, and release their Mammoths into the settlements, or hurl boulders through their fortifications until everyone has died or submitted to their authority.

>Action 2 - Secret Agents
Among those who did not flee with the rest of the humans, a secret organization is created. Selected from the most loyal of the humans, these individuals would outwardly appear as any member of a Titan's inner circle of humans might - granted access to greater safety, more resources, and improved education. Traditionally these roles are assigned to philosophers, entertainers, or any variety of humans a titan might find amusing, but now the Agent was tasked with hiding among them - likely needing to learn some form of entertainment to blend in, but primarily tasked with keeping their Titan oversee up to date on the rumors and schemes of the humans.
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> Haeran’Yi
Endless rice fields grow throughout the nation. Withi nthe moist soil new rice sprouts with the rice patties extending into the horizon all in the effort of the King to further grow the population. Might in numbers, the motto of the Haeran.

Efforts are made to fish further and deeper. The influx of food soon becomes excessive. Storage halls become full as population growth can’t keep up. Rats… rats! Rats begin appearing throughout the nation.

Sight of rats squirming through the streets becomes common. As peasants walk the streets they often step between rats who have lost fear of the larger races. if the solution is left unresolved the rats may paradoxically cause a famine… or worse a plague.

Otters are spontaneously helping you obtain the emeralds.

> Crimson Liver Rolds
A new expansion south begins. There you encounter more of the cat-people you met before. More tribal and disorganised, but you can trace their origin clearly to the ones of the city you felled. Survivors? Escapees? They seem overtly hostile to your colonists. Their tribal confederation could certainly pose a threat if due to numbers alone.

A middle class of gold craftsmen emerges. Who are the blacksmiths in your nations? Well of course it’s the people fashioning armaments for the gladiatorial arenas, veterans of the arena themselves often too maimed to keep fighting. Now they walk around adorned in gold as the smithies split into smithies of steel and smithies of gold. This rise of a middle class and a path of useless fighters rises your quality of troops as fear of injury becomes less of conzern.

> Branchyukuma
The sprites are left be for now. In some cases they latch on to the colonists mimicking how they use their psyonics. In others they are seen hunting small animals, birds etc. They seem unable to talk with sounds but soon begin to mimic your speech talking directly into yoru mind via psyonics.

A rapid expansion begins. An expansion to find the ancient city of humans (red x) at the center of a misty vortex as myth says. As we expand further south in one place we find tribes of humans quite feral they seem to have migrated from the west. they wield magic that lets them them infuse objects with raw magical energy that can be unleashed as concussive force… but we also find something else south of the mountains. More Ukuma, ones who do not seem to wield any magical abilities, but boast the ability to speak and build civilisation albeit they do so by having human slaves do all the work. These two tribes seem to be in conflict. The Ukuma are larger than the ones known throughout your realm and seem to be converts to an odd religion known as the cult of Lycan. Their greatest warriors taking on wolflike traits and being much larger than the others. The human society appears hostile to you worried you are slaves while the southern Ukuma think of you as weak but may accept your kind as equals if you showcase your strength.
>>
> Meladon of Zorule
The whales agree, but the wounds run deep. The whales speak of sounds of their own hunted. Nightmares and demons sent to haunt them forcing them to flee only to be hunted once more. They sing of land sipped beneath the very waves, of mothers crying at their children being hunted over and over. A very sorrowful song.

As you survey your land you find a deposit of coal and of silver. The extensive ater networks in yoru nation may make mining complicated.

The nation establishes a legal code and introduces just trials. The Megalodon is a most wise or maybe suspicious one for this law will most limit the powers of his own descendfants to prevent them from beign despots. Order throughout the nation becomes more common as crimes are pursued at a level of justice only the song of truth really makes possible.

> Swamplings
As there already were thriving communities in the south isolated the expanssion goes quickly and forests are settled quickly. In the land you encounter odd felines. All animals seem to understand you but these don’t… or are they pretending they don’t? They quickly disappear whenver encountered leaving a feeling of deja vu behind.

Investigating the missing fish keeps you encountering cats but they disappear soon. The more you look for them hte more confused your brains become. You are fairly certain iot’s these odd felines which pretend they can’t understand you. Eventually you find one of their hoards full of small tressures… maybe you can just steal back from them.

You find a species of otter. If given food, shelter and rewards they are willing to get the shinies they dive deep to get the gems easily. And so the Haren Yi obtained an emerald mine. How nice.

> Kingdom of Albion
Attempts to religiously assimilate them merely result in syncretism. The one in shown dancing with the flames of madness. Soon the fey and pixies of the druids flock to these people and seem able to tame the flames of madness. Calm them, but the calming of the flames seems to cause a true realisation of the suffering these people exeprience. Endless mental suffering theirn ightmares manifest to them endlessly in an experiment by the vampirews to see just how much they can possibly tortutre a human being. How warped they can make them. You are not sure you can truly help those people or just isolate them but helping them would require the aid of the pixies and they are only willing to do so if given something in exchange.

Charms are developed which make nature itself aid thek nights. Grass beneath their feet turns soft and gripply while turning slippery beneath their enemy. Wind pushes their horses forward in a charge and the very trees whisper in warning of an upcoming enemy. One needs to prove themselves worthy of the charm first to be an exemplar of a gree or violet paladin one needs to display peerles chivalry and attunement either with the calm or whimsical side of nature
>>
> Iaakan Covenant
You find iron, copper, more amber and phosphorus

>>5956208
Among the Pewnew the first scribes become common. The Miews hoping to gain power lose more and more of it slowly being reduced mostly just to priestly duties. The navy obliterated, thel ibraries flooded, butk nowlege was saved at least.

The new keels are developed. Stone is embedded into the wooden keel becoming a focus for Kefi magic. Were such ship to ever sink it’s curse would become an eternal blight on the deep ocean. If the Ta’kefi so desire a counterattack is more than possible for the whales can’t escape underwater forever. They need to surface to breathe afterall.

>>5956934
The damn is finished and the Last Golem Reservoire forms at it’s forefront as the last golems you had received from the academy fail. (to be consistent with your narrative academy collapsed and got permanently deleted, remnants may be explored and interacted with as NPCs)

The Frogmen are not very bright, but friendly. They soon become your companions happy to lead you arround the caves. They don’ty want to go up to the surface though too bright and dry. The underground cave system stretches deep a whole new world is present there. Glowing mushrooms, rivers, waterfalls and even some sort of ancient ruins. As you see them you feel jealousy, this kind of magnificent grand structure is what your people dream of leaving behind one day.

>>5958456
To do harm to that that harms you such is the principle of poison. To inject one with poison which can kill the omens which poison them a novel idea. A form of limited healing via medicinal poison is created. It finds itself useful against some, but not other disease and obviously useless against wounds (excepti infection prevention).

Carts are improved allowing them to drive over terrain quicker. Horses are bred to be able to walk longer and faster without rest. This will help transport goods upriver not just down as well as to more remote places. The advancements made can be utilised to further develop cavalry or in autonomous vehicles if those can ever be invented.

>>5958658
The humans are eventually all catched and subdued. The betrayed by their King (Volkovians) will never be forgotten by them. They have npo choice but to once more submit to the supreme authority of the Titans, but slaves who hate you will never again be truly docile. Titans can no longer trust them in preparing food in the very least.

Traitors among the humans themselves what a grand idea. They are convinced of their own special nature, they are the chosen among humans. The only good loyal ones, they shall keep the others in check.
>>
>>5958953
Our gods:
>Castor:
Blue snake
The god of civilization and outward expansion.
One must acknowledge their complete past in order to invoke Castor. Unfortunately, our nation does not yet know its complete past, so only the few that have realized what really happened are the ones who can pray to Him with any degree of success.
He represents natural order, organization, and leadership.
He’s also been the primary God for more than one Civilization from an extremely long time ago.
We have record of this due to the first depiction we have of Castor, who was inscribed on the float-stone artifact that sailed the seas from another ancient civilization.
There’s evidence that this stone is very old, and has traveled the seas for centuries.
The ancient civilization tied to it is Meluzina.
Maybe the lack of this God was the reason why our former human masters weren’t able to hold their own against the monster threat?

>Luidicios:
Likely a Cnidaria of some kind
Not actually known what Luidicios is, as he is the god of biological wonder and mystery.
His overall purpose is to simply exist alongside us, as Cnidaria do, and to also represent everything that is natural wonder. Neutral, uncaring, hidden. Likely eating, too. He may one day allow us to figure out just how healthy the world is.
In a way, he also represents what draws one towards the pursuit of knowledge.
(This could be fun when I meet a civ that’s not too fond of preserving nature)

>Deika:
The Goddess of Fire, embodying flame and holding a hot plasma core at the center of her form.
Deika is very real, and when invoked, sparks the fires of war, combat, skill, and the will to take heavily. And sex. In specific scenarios. When personally invoked, she is said to provide long-distance runners with the will and spirit to keep going, despite their tired forms. Her visual motif is heavily invoked in the ancient city. Her form, and especially her face, which is represented by a pair of empty eyesockets with vague, somewhat feminine shapes, cover the inner walls of more than one temple inside the ancient city.

>Tarkus:
He represents the uncaring cosmos, dead, alive, it does not matter. The universe moves without us, and so too does Tarkus.
The presence of Tarkus invokes natural disasters that vary widely in severity. One of the most representative natural disasters related to Tarkus is the asteroid impact. He requires decent study to understand, and even then, not many yet do, due to the unknown nature of what is above… and below, depending on one’s perspective.
One does not want to pray to Tarkus, unless begging forgiveness. Even then, Tarkus doesn’t necessarily “punish”. Like Luidicios, He does not care that any of us exist at all. If you survive an incident by miraculous accident, it's likely his actions did save you. Indirectly.

Conclusion in the blurb at the start of my actions...
Whenever I decide to post.
>>
Ok thats enough sleeping.

We have ensured friendship and loyalty. We have our napping space in the sun. Next we must become cappable of caring for ourselves. We must have our own food. With two paws we shall forge weapons to keep us safe from the bigger races. This is our sacred charge and we will do it for as long as it tak-

WHAT????
Are you sure?
Really? That long?

Action 1 - scavenge the nearby ruins
On second thought, lets check out those decrepit places nearby. Its much easier, plus who knows what valuable shinnies we may uncover

Action 2 - research the golem blueprints we uncovered

This is both bigger than most races and somehow less intelligent. If we could create such things, we would have nothing to fear from any race! Perhaps a lesser version could be used for labor to maximize sunbathing.

Action 3 - Infiltrate the Academy
We've heard tales to the south. Stories of a kingdom where they weave magic into their everyday life. Stories of fish the size of small ships. Stories that cats are not welcome!

That last one comes from the office of the chief collector. No doubt trying to take advantage of that rebellious nature which lurks in every mao.
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>>5958953
Glorious warfare! At last a savagery to match our own! These catfolk will serve a fine opponent to clash against! The Black Wind readies their horses, the assassins sharpen their knives and mortal gladiators say farewell to their loved ones. TO WAR!

> Improve the road network to the south with Hardstone.

While the blood legion needs only the blood of their victims, the mortal gladiators and lesser cattle who operate as servants require more common subsistence. Simple dirt roads will not suffice to handle the logistics required! Let the might of the Crimson Lords be the lash of stone on the earth!

> Build a mighty hardstone fortress to wage war from and assert our authority over these new lands!

Let rise the Broken Marrow Citadel! A brazen display of our might in hardstone and iron. A triangular fortress studded in spikes of rusted iron sits alongside the river. A moat splits from the river and surrounds the fortress, with only a narrow bridge providing access. It is from here that the Black Wind will ride forth and raid the countryside, crushing the cat folk beneath us! It is here we will draw their ire and shatter their will against our walls! Let the stones bleed!

> WARRRR
For now limit ourselves to raids on isolated villages, seeking to learn the nature of our enemy. The Black Wind will strike fast and vanish faster, leading local defenders into Aura of Blindness ambushes. Once the local warriors are dealt with the chaos berserkers are unleashed to lay waste to the village, with gladiators preventing any escapes. Prisoners that can be tortured for information are a bonus, but not a priority.
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>>5958963

With a fervor, the Tenno continues ordering his servants to sweep the nation for material wealth. This mysterious endo-channeling substance could be what he needs to safeguard his rule and allow him to chart the course of his own nation, while potentially empowering the immortals who currently rule the Covenant even further. A risk that must be taken, for Aakkind to prosper. Risk is inherent to any situation, even this.

Action 1: Tin prospecting

The copper and lead we have found could be put to great use in forging bronze and, according to the recovered schematics, this endo-channeling metal as well.

Our metal industry has only one missing component before we may wield all three of these great metals. Steel, bronze and Endic Alloy.

Action 2: General prospecting (again)

Finalise our sweep and explore for any more scraps of wealth that might be found in and around our holdings.
>>
>>5958954

Action 1: Improved Weapon Smithing
Discoveries of the new resources delight the Zoran Smiths, for with coal to fuel the forges we can craft stronger and brighter weapons of steel that is also more resistant to our preferred damp climate and semiaquatic lifestyle.

Action 2: Northward Expansion
The hills that once housed the Dwarf bandits who fled before the implications of our Song of Truth are a vital choke-point upon the Greatfish Peninsula. It is seen as vital for Zorule to control this area for guarantees of our own protection - fortunately, the Hills are coastal on both sides, and the northern reaches of the hills curve appealingly around the great bay, a direction of great further interest for the Zoran folk.
>>
>>5958953
>>5958954
>Ask the Pixies to name their price for helping cure the Madness-inflicted

>Action 1: research magical unit: Gargoyles
Gargoyles are a staple of Albionese architecture; originally just glorified rain gutters outlets carved into the shape of animal heads for the sake of decoration, they eventually evolved into a tradition of ornating structures with these stone effigies of grotesque and goofy imp-like chimeras to scare off evil spirits. Recently however, they have served as inspiration for Orange Druids who studied imported golemantic magic: winged stone gargoyle statues of various sized animated by magic to serve as flying units and an automated defense system for important places.

>Action 2: research siege engineering
>>
>Action 1: The Scholars
Ankhisteian was growing old, and his previous attempts to record his research had failed him. It appears that an unfortunate consequence of all of this civilizing is an increasing reliance on the humans. Perhaps civility is simply not in the nature of the Titans.
Nonetheless, Ankhisteian's legacy would be put to shame if at the end of his life, his philosophies and politics were deemed unsuitable. They must work by any means, and so once more the humans are drafted.. This time, Ankhisteian requests the brightest and most loyal members of his family's human servants. Instead of writing his findings down, he instructs the humans with his research and philosophies, entrusting them to preserve it however they choose, and holding them accountable to one another to preserve an accurate message.

>Action 2: Expansion
There may still be some slaves residing in the outskirts of society. The borders will expand in order to re-capture them, and to increase the distance a slave must travel in the future should they hope to escape.
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>>5958963
Ta-Kefi sees an increased decentralization, as the flooded capital simply cannot house as many people, many move to surrounding cities or even towns. Wepta in the water is a strange sight, nobody would imagine the calamity would be flooding, and work is underway just to prevent it from crumbling, due to many of the buildings not taking well to being waterlogged. As well as the sea beasts' curse afflicting whoever tries to bring the rivers back to the sea. So the people around Ta mostly just shrug their shoulders and get about their lives.

>Diplo with Zorule. Establish contact and propose ceasefire with Tusked Whales by setting boundrary.
As Ta-Kefi deals with the assaults of whales, in swimming comes someone new. The size of Miews and not hostile. After an initial encounter in the Shadow Realm they meet with Meri Depet-Wadj at her estate. The two talk about each their people, but most importantly, Zorule sends their princess to open talks for peace, Meri decides to have the princess relay an offer of ceasefire by forbidding each other from traveling beyond the bay west of Ta-Kefi.

>Action 1: Rise of Meliton Depet-Wadj. Grandson of Meri Depet-Wadj, fleet of foot and blade, acrobat and adventurer.
As Meri Depet-Wadj gets on in years, she isn't as outgoing as she used to be. Finding comfort in her estate, but that also ensured she couldn't escape. Sensing a shift in the winds she sent her grandson away, after having taught him everything she could. Perhaps in the nick of time as she would find herself at the end of an assassin's blade mere days later. Her grandson, Meliton would not live an easy life, as assassins would scour Ta for him. But Meliton is swift of foot and blade, and thanks to this survive whatever Hatmer's Court of Miews throw at him.

>Action 2: Attack upon the Wepta Palace. The Per-Desher dynasty falls and Per-Lycan rises. Nymer Per-Lycan is the new heir.
Meraha and his warband launch a naval assault upon Wepta Palace, but when Meraha arrives at the palace he meets Grognar. The two blame each other for the realm's ruin, but Grognar blaming Meraha for the death of his own children drives Meraha into a maddenned rage. Meraha tries peeling off his bandages to make Grognar feel even an ounce of his pain, but the savage is only emboldened by the pain and crushes him immediately. With that the Per-Desher dynasty is fallen, with only Hatmer remaining of it, her child is born to Grognar's dynasty, not Hatmer's. A dynasty singing praise to Lycan as opposed to Zenmetjenu. And so is born Nymer Per-Lycan.
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>>5956202
>Action 1: Arishivo will grow larger, Arishivo will grow stronger!

With the mousefolks introducing their vile religion to our great nation, the arishivan government would think of something and figured out something... we would essentially hijack the mousefolks spreading religions by making our own subdued variant, removing the caste like system that does not fit our great values and replace it with ancestral values and worshipping of the soldiers that fought for the liberation of the people

>Action 2: Integration

To learn more about the mousefolks, we would dispatch a few arishivan as official envoyees toward the mousefolk court, their primary missions is to learn the inside of the mousefolk politics and to find flaws in it for us to exploit and to take advantages of the mousefolk... if we are able to do this then we could buy our liberty from those falkse benefactors...
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>>5958953

The sudden and surprising assistance by what was believed to be strange Gwishin in the sea would naturally be rewarded, and by the Hwangje's decree no less! Food naturally would be the first thing offered to them in return for their kindness, though if something else was of greater interest to them an offering of what they desired would be attempted instead.

>Action One. Domestication of the Ferret

Quite some time ago, small long creatures were discovered and called peleos. These peleos (ferrets) were mildly of interest to some of the most wealthy whom sent people out to gather them as pets and even in some cases had them aid in hunts. They were few in number, however the knowledge of these creatures existence has not been forgotten. With the extensive amount of mice, as ironic as it was, plaguing the store houses it was only natural that someone would come to have the idea of keeping these creatures to keep the mice away. Soon after, many rich and poor followed in order to keep the food stores safe from pests. Even better, due to the nature of the peleos, burrows would not save any pest to plague the field, and farmers would even find them useful against rabbits and other similar creatures. It wouldn't take long until these creatures were adopted as the best friend to the Saljwyi...

>Action Two. Merchants, peddlers, and opportunity.

With such abundance that exists in the lands of Haeran'Yi to the point that granaries were overflowing, the merchant class saw an opportunity. Food was so plentiful in Haeran'Yi that it was extremely cheep due to the overabundance that had been made due to the excessive expansion of agriculture. In other places, the variety and amount of food available was significantly less. Further, there was a land just south of Haeran'Yi that had a market where food was not so free flowing. In some ways, this would show off the raw abundance that our blessed and heavenly kingdom had, but the merchants really were mainly there to make a profit buying food for cheep, selling it in Arishivo and buying up the goods from their mines that Haeran'Yi lacked to sell for a tidy profit up north before repeating the cycle. Perhaps soon they might trade the new pets over as well.
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1 action: Tame beasts of burden.
As one goes inwards, it is found to be ever more hostile. And to deal with such hostility one needs to have appropriate speed and power. While the sea is our prime means of travel, trade, and other such facilities, lacking in this area could prove to be fatal in later times.

1 action: Mobile Archery practice
For purposes of both moving targets and remaining a moving target while shooting, a mobile archery training regimen is developed. While it is not as accurate as remaining still and aiming at a target, it may significantly increase the survivability of archers.
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A builder is up >>5964714
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>>5958953

>Action 1+2 - Repair Ruins (Undergound and surface)
These frog people live among the ruins of a vast and breathtaking infrastructure! In it's repair, we can learn so much of how the Old Ones built, and apply that knowledge to the surface!
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>>5958953
>OOC:
Going to post diplo next week because I posted late and this is already a lot. It's a little long and RP-ish.

>>5959035
>Cont. Of religion post: conclusion
Castor is emergence, expansion, Deika is convergence, retraction, chaos, war, etc. she is inherently evil. Luidicios and Tarkus are life, thought-process and all-powerful divinity rolled into… well, two. The world does not care, but it is still very pretty and likely working to keep every living creature in it alive, along with everything else.


>1 Explore smaller temples in the ancient city
Wouldn't want to bite off more than we can chew, but it’s time to head into the dark!
Send a capable team, experienced with working in the dark, alongside a handful of experienced hunters to both keep them safe and guide them through the monster-infested streets and subterranean catacombs.
Psycholocation might be useful in taking down the inscriptions and finding loot.
(Religion post might give some insight into what’s in here, and the culture of the humans that used to live here.)

>2 practiced metallurgy

>A group statement from The Chamber:
"We need to become even better at casting molten metals into shapes of weapons and tools. Monsters don't really have a top of their food chain, so as we dig deeper, we can only face stronger foes."
>>
>>5964847
Nooouu
Me imagis sidewaays!
Rotated!
>>
>>5964724
Builders suck and died for a reason. Furthermore you should commit suicide.
>>
I kinda wrote myself into a corner with handling characters and character actions due to some races having achieved ‘immortality’ at least in regards to lifespans and others being alive way to long due time constraints in prior updates. Anyone got an idea how to untangle the character mess? For now I’ll say characters like until you chose to have them die Civilisation style.

>>5959043
Exploring the ruins you find not much of note at first, but eventually you happen upon a a secret passage. The passage leads into an unassuming cave with corpses… but these are not the bugmen. It’s all various races. Someone had found this place before and did some ‘experimenting’. You find a book. It’s civer made of aak cheating, it’s sides written on humans, mousekin and troll skin. You have gained a new form of magic, necromancy. It has no spells but you may invest actions to make some now.

Researching golem blueprints is mostly unsuccessful as they appear to use an arcane construction that is othrwroldly to say the least. You manage to figure out how to simplon energy from the dead and burn their souls. For now it only works on Aak.

Going to the Academy you find ruins. All that remain is squabbling tribes, tribes of both man and golem. The once proud human nation of mages has fallen into nothing… but their intellectual treasures remain untouched. if you get your hand on it first then it’s all yours, all yours!

>>5959270
Grand roads stretch south and a fortress is built. May these cattins face us in battle! The Ongoing colonisation is halted due to the raids by the cat people.

They prove themselves formidable foes, each battle goes back and fourth. About as many lost as won, but when they win we run back to our stone fortress. When WE win we chase them down, slaughter their warriors, raze their tribes and enslave their children! Such is the might of civilisation! Their puny tribal meeting place is taken, shattering the tribes. Now it’s time for the last cruising blow.

>>5960427
A tin deposit is found in the very south eastern reach of your nation in teh new wilds claimed in name only.

More prospecting, you find lead and fucking sapphires.
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>>5961165
Fuel both used as an ingtredient and to forge true steel. Admittedly steel as well as iron rust easily near water, but are great for weapons to use on land, maybe waxing them up could help preserve them longer?

You begin expanding north west and encounter barren empty land rife for settling. Expanding into hills proves itself hard. The land is dry and uncomfortable and no one wants to move there.
>>5963833
The pixie matriarch grins ear to ear. “let us play as we wish. For each person we cure send us a child to play with us. Or if not no, build us a giant statue from gold, or better better! Make me the godmother of the next princess born! Or… or… slay a dragon and give me it’s ears!” The pixie matriarch seem excited and has a lot of ideas.

Gargoyles are made, new spirits of the orban metropolis. Born out of nature magic and golemancy they are different from golems for they cannot be commanded beyond a single command at their creation. From then they become orange fairies, keeping to the order in roundabout ways… their bernovelency and whimsy depending on dindividuals each. They become friend to some, menace to another and servant to the last.

Sige engineering? How easy is that! Roots are the natural enemy of stone, druids of green soon devise spells allowing them to shatter walls as roots grown and envelop them then wither into nothing collapsing the wall. A prozess which still takes time, but is superior to primitive battling ramms.

>>5963962
The old philosopher choosing a coven of slaves as the heirs to his philosophy has many a Titan in uproar. The ideas they once rejected they now want to copy to prove their worth above the ‘Oracle’ established in Ankhisteians wake.While the titans scramble to memorise his teachings the humans carve it into clay and stone in writing too small for titans to read… so the oracle proves it’s worth.

An expansion begins and when expanding the titans encounter harpies. Tiny birdfolk that fly and glide. They are an all female race, their populatio nexploded since they got their hand on the escaped slaves that fled your nation. They no match of your power, but to quick and slippery to truly catch…. a pain in the ass really.

>>5964190
A new heir to the dynasty of the ursusper persists and a new pharaoh is born, Nymer Per Lycan. At merely the age of 8 she is crowned Pharaoh of South and North in what in Wepta in what is know as the floating palace.

News reach meliton of his cousin’s coronation. The crown was placed on her head as she sat on a throne made of stone and above her hung the flayed skin of his father. He did not want to be Pharaoh, but many people wanted him to be.
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>>5964253
Worship of the soldiers of liberation.. wonderful idea! The castes umm they totally exist, but umm becoming a soldier actually already makes you enlightened and elevates you above the castes! Ah and of course military service becomes mandatory….

And so through some silly trickery the Ashirivans removed the caste system from the faith leaving it in name only. Not a pleasing sound to the monks and philosophers back in Harean-Yi for this is heresy in every way except the technical.

You find nothing on the mosuefolk but become worried about your own. The mousefolk appear to have rat problems. The rodents are everywhere it’s like an epidemic in the waiting… and if the epidemic erupts it will soon reach your land via the stone roads stretching into your land. You also find out they appear to have an external ally, you can’t determine who.. but a secret force from the north appears to aid their nation. Another subject maybe?

>>5964593
Ferrets are tamed and manage to control populations of rats all across the nation, but it’s too little to late as Kedosi becomes the epicenter of a disease. A famine has been prevented, in the very least and disease spread has been contained. The Kedosi Cough as it isk nown for fills the lungs of the afflicted with red bloody jelly that has a sweet odour attracting insects and rodents to eat it. Most afflicted die by suffocating on the puss but their suffering can be prolonged by periodically hanging them upside down so it comes out frequently. Over time their teeth begin to fall out, they go blind and slow organ failure sets in.

Food is sold cheap in Ashirivo putting strin on local farmers, but also making their population grow creating a dependency on the Harean’Yi complicating any wishes for independence.

>>5964653
Some giant lizards are horned and can be utilised to pull carts and wagons. This opens up the way to expand further inwards or develop a cavalry.

Cavalry Archers are introduced. Able to move quickly they can flank the enemy and move rapidly Shotting from all sides. Unlocking cavalry archers allows you to transition your nation to a migratory horde this will allow you to ger a ‘Great Khan’ type character and double the size of your nation each turn for the next 5 turns as well as have a strong army boost to go to war to anyone. In exchange your nation will collapse once that period is over and you will take over a single successor state to play.
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>>5964736
Repairs in the ruins teaches you much, for one they have been built originally underwater and the original form of the frogmen was more axolotl-like. The Ruins were actually built to be submerged perfectly floating in water. A mixture of using light whitestone and standard stone made it float suspended in water. What you are seeing now is a folded together mess as the building collapsed on itself.

You bring in cranes and clockwork and unravel the mystery suspenging the building on strong ropes and pillars. Eventually a bridge is built allowing you to access the building. The inside cannot be restored as you have no clue how it looked before but as you wander you find library made of stone tablets which tell you wondrous stories of how the amphibianfolk libed before. They danced under glowing algae. They knew not of a world above the ground, or maybe there was none?

>>5964847
We can do diplo inbetween turns on discord in a thread. Might be better

Exploring the winding ancient city shows just how much it’s owvergrown. Small raptors, mosquito bats and horseshoe flies litter the streets. Penetrating in is basically impossible without bringing in lures. It’s clear that long after the city ‘fell’ gravekeepers of sorts kept track of it. The bones of ancient humans and beasts create a labyrinth winding between the streets with the gravekeepers as undead protecting it from the predatory fauna.

Curious some adventurers enter the labyrinth and it itself comes to life the undead in the walls assimilating the one that came in… it seems the relationship was misunderstood. The labyrinth itself is a giant undead predator or filterfeeder? And the minor undead instead live within in it cleaning it in exchange for safety. From what? the land-vulture a large flightless predatory bird which seems to solely hunt undead feasting on their bones.

Metallurgy is improved. Finer shapes of higher quality can be cast now.
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>>5965152
That reason being cut from /tg/ traffic and being stuck on a containment board, despite not being quests nor nation-building faggotry. But we both know gook moot is retarded, so here we are.
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>>5965193
> Banshee's Howl: A Illusory Scream that even the deaf can hear, designed to prevent sleep.
Mortals require sleep. It is a simple thing. Even the dread lords of the crimson river settle into pools of water occasionally for rest and rejuvenation. But the latest spell developed by cunning sorcerers is designed explicitly to prevent sleep, to slowly drive those dependent upon it to first exhaustion, then paranoia, then finally madness. While the dark whispers spell is designed for subtlety, this spell is a stone and wall piercing scream that can rouse an entire settlement at once, leaving hearts pounding and eyes twitching for some time. When the catfolk stumble out, exhausted and barely able to hold their weapons straight, they make for easy pickings.

> Misdirection: An illusion spell to create false military squads for purposes of misdirecting enemy resources. These illusions are not particularly convincing up close, but can travel long distances independent of a caster and follow simple routes and instructions programmed at their creation.

Information is vital to the effort of war. But what if you could create false information? Clever illusionists weave together entire phantom military units and send them parading through the cat folk lands where they prompt endless false reports. When realm attacks do come, it takes some time before the cat folk even realize they are real.


> War: Continue pressing the attack, give the tribals not one moment to rest, regroup, or find a way out of our grasp.
With the roads secured and high walls to rest behind the war continues, picking up speed and fervor. As larger settlements come under attack the vampires opt for a pattern of never ending harassment, wearing down the cat folk with rotating bands of warriors, mortal gladiators by day and vampires by night, hoping to break the catfolk with sheer exhaustion. Once a settlement is crushed the civilians are rounded up and driven to madness with magic, then sent staggering and howling to the next village as a ‘gift’. A gift that will either require constant minding and effort to take care of, or the demoralizing act of putting down their own kin.
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>>5965195
>Ta-Kefi becomes Ta-Lycan, as a new god becomes the state deity.
The sun rises on a new Ta, Ta-Lycan, ruled by might. With Meraha's death and what remained of his warband executed, the Per-Desher dynasty name lies only with Hatmer, whose dishonourable conduct has stripped it of all gravitas. However the Kefi clans of Ta have become restless. They are afraid to oppose Nymer directly after what happened to Kem-Mi-Neb, but they are operating by their own clan laws rather than the pharaoh's law.

>Action 1: Eastern Expedition. Meliton carries on Meri's legacy by exploring toward the mythical Miew homeland.
Meliton Depet-Wadj would find himself wandering from city to city, making friends along the way, particularly those interested in Miew history. There he learns more about the blade Meri had stolen from the Per-Qenit vaults. Meliton knows he cannot stay in Ta for much longer, his funds are dwindling and the assassins are closing in. So he sets up an expedition, to the east, the mythical Miew homeland. Thanks to his connections and influence Meliton gathers quite the retinue under him, before venturing forth into forgotten lands.

>Action 2: Expand westward, up to the bay, but don't cross the large river due to ceasefire agreement.
As Nymer Per-Lycan is yet too young to rule, managing the land is left to her mother Hatmer, but she finds herself busy keeping herself safe following the defeat of her guard by Meraha's warband. This gives the Penews the opportunity to move to new lands, to the west. They had heard of Meri's deal with the whales and thus decide to keep to the river's east. Here they setup new farms, setting about taming the lands, and a number of trusted Miews follow them. They setup a city at the lesser river, where they can reign over the Penew masses.
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>>5965196

>Action One. The Gesamadeu return
With our courts being more regularly greeted by the Gesamadeu of the south, and the concerning news of some heresy, it is only fitting that we send our own representatives more often in order to ensure stable, honest relations between our two peoples and clear up any misunderstandings that may occur in the future as our ties deepen. The majority of the people sent to the south would be Gesamadeu themselves, the old Daimyo nobility whom fled north to our lands. While on paper they weren't as influential as they use to be, the overwhelming majority of them who fled to Haeran'Yi still were part of the highest two castes and the closest thing to nobility one could achieve in the country without being part of the Yi clan. Naturally, the most wise and skilled would be chosen for this task, and they would be finely dressed and decorated, befitting of their status. Unlike the crabfolk sent to Haeran'Yi however, they would not be spies or attempt to discover flaws in the politics and court of the south, rather simply influence it to maintain favorable relations with Haeran'Yi, ensure the south's stability, and to a lesser extent maintain the Hoonist faith while also providing advice wherever possible to the rulers and bureaucrats of Haeran'Yi's southern neighbor.

>Action Two. Snake oil can actually help with Alchemy.
The new disease is a problem, and quite an annoying one with how quickly it seemed to crop up. However, it gives our alchemists the time to shine once more. This time, their efforts are directed to the creation of a potion that would aid against this plague. The creation of cure potions will not stop the disease entirely due to the number of alchemists and how many potions they can make compared to the number of infected, but it will ensure that no one important dies in the near term and any potions spare will help with containing this blight. Further, much like the fertilizer and fertility potions, they will be great to stockpile over time. Though unlike the former two, instead of famine they would be taken out of storage in the event of another, future plague. Ideally the potions, the elimination of rats through the use of peleos, and the measures taken to prevent further spread will cease the spread of this plague, and prevent it's spread to our lands or our tributary.
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>>5965195

>Action 1: Silver Coins
The colour of our Silver is greatly appreciated by the Zora, who find the bright and lustrous metal to be decorative and highly sought for use in Zora ceremonial jewellery, oft replacing the older bleached-fishbone in decoration among the wealthy and high-status. As popularity (and value) of the material continues to climb, small chunks and shards of silver come to be held by many; but the inconsistent shapes and sizes of the pieces end up wasting much time in assessment with every attempted transaction. To that end, it is decided to release further silver into circulation in the form of regular-shaped pressed coins, one side bearing the image of the head of the Zora King; the other the image of weighing scales in balance to signify the standardised weight and worth. Even the rim of the coin is embossed with a pressed 'herringbone' pattern, so that any attempts at clipping might be immediately visible and so discouraged.


>Action 2: Healing Waters
As a species bound closely to the water, even the most basic of water is found by the Zora to contain beneficial properties for the relaxation, soothing and healing of our people's wounds. Now the Zora Priests and Water-Mages try and extrapolate and enhance those properties through their magical arts to create or conjure blessed Holy revitalising waters that might be applied to heal, rejuvenate and cleanse the afflicted of their ills.
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>>5965193

(Note, I am using amber in two actions already, so amber should have mines on the map. Amber dragon guard and amber idols)

Action 1: Endic Alloy (using tin, lead)
The ingredients for the forgotten alloy have been gathered, and are smelted together in the correct ratio to forge Endic Alloy, this mysterious substance able to channel and nullify Endo waves.

It is upon the orders of the Tenno that this project is done, for he seeks a palace lined with the alloy and an interior guard plated in it, to help secure his reign and put him on a more even footing when negotiating with the Sifu.

While this is unlikely to totally shift balance of power between them, the immortals are still very much the dominant power in the covenant, it should stabilise relations if neither of them has the power to instantly have the other killed without a struggle.


Action 2: Gemsetting (using sapphires)

Sapphires of brilliant blue, these jewels shine even more brilliantly than the plentiful amber deposits the nation possesses. They are to be integrated into the imperial regalia at once, industries springing up around their extraction, processing, cutting and setting.

A status symbol like no other, sapphires are the hot new thing that incredibly wealthy merchants and nobles might adorn themselves with, and immortals might earn as rewards for mighty quests (or they might just steal them).
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As per normal, focus is on mercantile efforts and trade. Advancements in technology and skill are made as always. Things are sailing sm- To WAR!! Merchants angered by long past quarrels. Material gain that far outpaces that of just mining it ourselves, there’s far more bounty to be had by pilfering it! After all the only way to get rich, is to get rich quick! With the new cavarchers, mobility on top of accurate aiming is more than enough to take down an enemy country. And it doesn’t end there. With poison and overwhelming naval superiority, costal nations are subject to fall without any chance to fight back!
The nation to the east! It shall be the first to fall!

1 action: Improve ships
Grand ships that are durable for battle and superb at sieging and allow for prolong days on the water without its passengers starving or dying of dehydration.

1 action: Rapid Delivery System development

A rapid delivery system for the transportation of messages and critical supplies. One that far outpaces conventional means of transportation and sending. A series of messengers able to ride at full speed from one outpost to the next without rest to bring a message as swiftly as possible. Both beneficial for urgent messages and war.

War post: Declare War!
March to the East and take what we can! Artisans will be spared so that they may use their talents in our favor. All else will be taken for our own gain. This war can only lead to infinite profits! The great merchant strategist Milper Snit to lead us to glory and profit!
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>>5965195
>Action 1: Have the Green Druids start researching a cure for the Madness curse
The King has the tact to just say he'll take the time to consider, but as he feared the pixies' demand are, to say the least, imaginatively extravagant. He quietly commissions their fae counterparts and their Green Druids to start researching a less... expensive cure

>Action 2: Continue the exploration towards the source of the Alb river
Anyway... while the case the mad refugees is an urgent matter, we only ran into them because they happened to be on the way in our holy quest for the source of the Alb. The expedition along the main body of the river is ordered to resume. It has become all the more important, as now we know it may be dangerously close to the land of the vampires...
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>>5965195
>>5970909
Sorry forgot to add name. This is a Kingdom of Albion post
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>>5965196
feeling a bit under the weather so sorry if its short

>Action 1: Close the border and focus on itself
Self explanatory, we would quickly close any stone roads leading to the mousefolks especially after learning that there are rats and a spreading sickness in their capital, with constant military patrols ready to shoot anyone that come closes to the border , and the extra food that the mousefolks gave to us would be redristibuted to the lower classes such as ex-RoB habitants, thus this would inspire us to build more farms in our nation
>Action 2: Brass casings and advancing gun-ology
to accelarate even more the process of reloading, we would come up with a brass cassed holder for pointed bullets, allowing for greater distances to be achieved and wouldnt require external powder as the cassing would have it all
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>>5965197
The Skaian shorties are besotted with their new froggy friends, and more importantly, the absolute wonderous buildings they once crafted. Many of the bouncy people don their most damp-proof clothes, descending into the caves to see the restored buildings they once lived in, urging the frogmen to gaze upon their works, the stone tablets telling of their past lives, and revel in the glory of history, as they do! They spin tales of the surface, and promise to take the Frogmen there some day.


>Action 1 - As below, so above. Repair ruins
If we're going to have visitors around, it won't do to have a mess. Fully excavate, explore and categorize the ruins we have unearthed already. Commit the details of their state as is to parchment and ink, storing them for future pupils of the past, and then renovate them! Temples, Libraries, homes, whatever they may be, restore them to grandeur!

>Action 2 - Farms
Such an undertaking is going to require more Skain hands, more clockwork tools, more... everything!
To make more Skaians, give already existing Skains more food! Nature sure is magical. Let the fertile plains of the western half of the kingdom be tamed and made fruitful! These new metals, iron and aluminum, have laid untapped for too long. Let us see how clockwork tools constructed of them will help this newest generation of earth-tamers.
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>>5965197
>1 Weaponsmithing
It’s time.
Through wings, sand filling, and sharpened metal points, the Ronda Robin is forged, what should be the so-far most effective weapon for use by brachyurus psyions. It should pierce flesh and shatter bone with far greater force than what is applied into it, depending on the angle, drop height, gravity, etc.

(OOC: the bulb on a Robin is about the size of a softball)

Since brachyurus, with enough focus, can apply great amounts of force to individual objects with their psyonic powers, the soft, but dense metal wings of the Ronda Robin would be accessible to bending in mid-flight, allowing them to be turned and shots to be curved with ease, given enough focus.

They also look very intimidating when they’re in tandem, repeatedly circling in a blur over, possibly even around their brachyurus psyion holder. The currently held record for most Ronda Robins held with significantly deadly throwing power is 8, by a most skilled telekineticist.

These Ronda Robins won’t shatter the bones of monsters, since they’re extremely tough, but they should still pierce the skin and do significant damage. Most brachyurus warriors would want to keep some these on their person, but only as much as they can carry.

(OOC: Pic related. Drawing of a Ronda Robin. Do I have the correct metal for this? Soft and dense? Like... about as bendable as a stainless steel spoon. If not, I could probably come up with some mechanical solution for the wings.)

>2 further Weaponsmithing
Utilize the bones of monsters in new weapon designs. Be they sharpened and refined bones that make a blade, or full horns taken from corpses that become a blunt club or a piercing lance, it’s clear that every part of a monster usually has some sort of use.
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>>5965256
A scream mine attached to flowing water. It can make rest near flowing water completely unbearable to the targets. It’s powerful magic tied to the essence of the river itself. our true claim to it’s ownership. Some of our head sorcerors propose that extra work on the spell could instead bind it to a targets blood cursing all his descendants as well. (1 more action into it)

Mist units are units casters can create. They imbue an ilusion into mist and the ilusion of psosibly an entire city or military unit can persist and move within the mist or with it. As the mist disperses the ilusion becomes less convincing. It’s mainly used to inflate the size of Crimson Lord armies or to make the enemy panic by looking for armies that do not exist splitting their forces.

As the Ta-Lycan have become involved in the conflict the war will be continued in Chat between turns.

>>5965287
Correction: Nymer becomes the new Pharaoh. Her family stands under the banner of flayed skin and her insygnia sings praise to Lycan. Under her the realm is united once more, rule is tennous and she must secure approval of the gods of the Miew and Mousefolk if she wishes to become more than the echo of a conqueror.

Helping the tribes will be done in diplo between turns.

On his expedition he finds the old homeland of the miew overrun by vampires. Their gold mine usurped. Through rummor he hears they are now living further south reduced back to tribes… tribes once again under attack by the same vampires.

An expanssion westward begins where you meet a foreign race. A race of antlered deer people. Despire their herbivor appearance and small size they are a warrior people fighting by overwhelming enemies with speed and dexterity. most importantly they possess their own form of magic. For now the Ta-Lycan understand that the magic lets them hit targets very precisely and also somehow avoid the effects of their spells. Physically doge them even though they should be invisible before casting is complete.

They are not as strong as the Lycan tribes to the north and may be integrated peacefully if negotiations are successful. (you need to diplo them)
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>>5965400
The old nobility is not exactly popular in the land ruled by peasants, but a familiar face helps lend credence to the old ways of the faith. They do return with saddening news though, a complete prevention of the schizm may be inevietable. The economic reliance of the nation on the north is unquestionable though and cultural ties are friendly… and a similar heresy also spread in the far north of Harean’Yi where interaction with the pondlings occurred. If the hteological stances of those ‘egalitarians’ were to be considered it’d leave them with no excuse or support to leave.

No effective potion to treat the disease is found, but snake oil proves itself indeed useful in keeping individuals alive. Certain snakes inject poison which makes one bleed to death with the smallest cut. Experiments with those poisons show that when thinned it stops the ‘lung jelly’ from forming making it easier to cough up.

Furthermore rat poison was invented… but is soon scrapped as it also kills the ferrets we trained to kill rats once they eat ones that we poisoned. It finds niche application however. The plague will soon fizzle out.

>>5969082
Silver coinage becomes widely used in the nation not as eternal as gold turning black over time it nonetheless is a good metal. Jewelry and coins both are made facilitating a boom in trade. The amount of silver you have is rather low compared to your population causing a strong inflation of the prize of silver which a neighbouring nation could exploit. (if you had any OOF).

Healing magic is way out of the scope of water magic. You can have water treatments, but it’s basically equivalent to hotsprings or massages. So it’ll help in diseases of old age and atheletes.

>>5970172
An army of mortals made to nulify the greatest strength of the Iaakan is created, the Undivine Metal known as the Endic alloy is strictly regulated only the emperor’s own private guard clad in it… this only brings worry to the martial artists as it is merely a question of time before they are mere servants of the state or worse it leaks abroad. Seeds of conflict are sown. (disorder increase)

By the Emperor’s order his rhodes are not made from gem. His power is truly secured, for he is the first Emperor who truly reigns above the martial artists not while tolerated by them. In the nation he gains the nickname of Unholy and Blue from the blue gems adorning him.
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>>5970886
The great Khan rises and rides east. The lizard cavalry sweeps over the steppe conquering wild tribes and the lizards graze upon the grasses. The first to behit are the ancient enemies, you conquer their ancestral lands, but the resistance moves towards the frontiers.

The navy improves to help supply the lizardlords and further the transportation networks are improved to keep pace without armies.

Khan turns 1/5

>>5970909
A way to cure the disease with standard druidism… there is ways found to calm the madness thugh providing an idyllic enviroment. The people can become calm and even content, but their mental faculties are lost. Maybe that’s enough.

A side effect of this treatment is the invention of Zen gardens which help ensure the mental health of the veterans, mentally ill and traumatised whithin your nation.

You finally find the source of the river it’s a region of forest. Where many tiny streams begin converging. It’s not that impressive of a land… though some of your explorers claim to have seen glimpses of fairies there. Not pixies, but true fairies, the beings of old green druidism. They are shy and hide away though… or maybe they are just seeing things.

>>5971027
You are a subject nation with good relations to your overlord you can’t close your borders. Action refunded.

You can’t invent brass casings, you don’t possess any copper, let alone zinc. -_-

Both actions refunded make 4 next turn.

>>5971124
The ruins of an old temple of gods different to our own is restored. Upon closer inspection of you find that it was a temple of a faith related to what now is practiced in Albion. As such for things you are missing in a faithful reconstruction you hire Albionese experts and what you found seem to be ruins of an ancient cathedral, the seal of a former bishop and an artiffact important to their faith. (Albion decides what, but it’s from the non-druidic side of the faith >>5970909)

More farms are built to grow the population.

>>5971153
The quality of your weapons is improved. The dynamic desighn of the robin lessens the burden on the psychic power user when moving the projectile as he can just slightly tilt it and let the air flow do the rest. It is a more potent but harder to master tool.

.
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>>5971294

>Action One. Expansion to the east.
While our lands are prosperous, it has been some time since further lands were claimed by us. The rivers and valley to the east are a fine place to settle and form a number of settlements to further expand Haeran'Yi and allow for greater development. In fact, a plan of expansion has been made for the west as well, yet the east will be claimed first and foremost. After these expansions we can potentially develop our mining industry extensively, and ensure far more prosperity for our people, and allow for far more goods to be developed.

>Action Two. Bulkkoch
While a long, long time ago the Hwacha was made as a weapon of war, the idea of utilizing gunpoweder for a more peaceful activity was in the minds of the people for some time. Trade with the south had revealed that the tall folk of of the south east had a similar idea. Learning how to make them ourselves will ensure festivals and celebrations are given a bit more flare to them. Further, attempts would be made to try and see if it was not possible to make some of these Bulkkoch (fireworks) explode or sparkle in different ways. It was certainly worth while given the prosperity of the times.
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>>5971296

>Action 1: Prospecting
With all known metal and mineral resources currently under use by the Kingdom of Zorule, the time has come again to send out prospectors to see what other resources might await us. Some priority is given to the areas of new expansion in the hills, as it is thought that the shape of the land would help with finding seams that meet the surface - not to mention, the discovery of any resources of value here would likely prove a boost to colonial efforts and the development potential of the region.

>Action 2: Kelp Paper
Seaweed is a factor of life for those by the coast, be it the strands that wash up daily upon the shores and beaches of Zorule, or the great expanses of Kelp forest that can be found beneath the seas in which our fishers dive and swim. A fibrous material that is strong and incredibly water-resistant, it has nonetheless taken a while for Zora to think of using these fronds to inscribe messages upon them. But now that they have, the Zora move swiftly to make up for time that had previously been lost; collecting beached seaweeds and harvesting Kelp fronds then processing the seaweed bounty into a sturdy - and most importantly, water-resistant - form of paper, onto which knowledge can be scratched and pressed in a far less cumbersome form then the vaunted stone tablets.
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>>5971294
> Master Blacksmiths
As the war to the south continues with gusto the blacksmiths of the north are flooded with work orders. The rigors of war require the best blades and armor, and it does not take long for the best blacksmiths, often prior gladiators themselves, to rise to the top, earning great favor among their vampire lieges along the way. The worst blacksmiths whose poor work results in lost lives instead vanish mysteriously and their shops end up in the hands of the master's apprentices.

> Monuments of Glory to Unite the Nation
The battles to the south have demonstrated a critical lesson to the Crimson Lords. Their gladiator soldiers, well trained and armed, are every bit as vicious and skilled as many of their vampire commanders. And the Crimson Lords respect power. And so as a symbol of respect for the shared blood they have spilled together monuments are erected to their glory on the battlefield, great statues of hardstone and gold plating portraying vampire and gladiator back to back atop a heap of catkin bodies.
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Action 1 - Delve into the deepest parts of the academy.
Everything is broken. People are gone. Nothing moves except for the bravest or most foolish of mao. Our job now is to get into the places the academy tried to lock most. Doors can keep out humans and golems but surely there are windows left open. Perhaps balconies we can jump to and from. Whatever secrets they hid shall be ours!

Action 2 - Raise Skeleton Sentinels - Spellcrafting
This book is weird, creepy and it smells like rotting fish. But there are some cool ideas in here, like the possibility of making our own servants! They would never need to eat or sleep and best of all they work independently. We could use such creatures as guards of our new home. If nothing else, they will at least warn us when things approach. Possibly they will scare or fend them off but we doubt they will stand up to an organized force.

Action 3 - Infiltrate the Emperor's Realm
Cats have told us about this emperor to the north. Supposedly hes a living incarnation of god! We would love to see what shiny things his subjects make and are eager to find out if his radiance can surpass that of the all mighty sun.
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>>5974427
This the mao actions for current turn
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>>5971294
The sound of clashing swords is heard in the Wepta palace, as Nymer Per-Lycan trains with teachers from across the land. Hatmer may have neglected such studies and Grognar relied on his might, but Nykhet and Meraha had the right idea to practice with the sword instead of claw. Meanwhile outside, a strange semblance of order settles in. Land in Wepta comes at a steep price due to the groundwork needed, but it also makes it nigh impossible to assault.

>Action 1: Miew master archery. As Meliton saves the Miew of the east, the Miew archery of new, old and tribal combine as a new art.
As Meliton explores east, he comes upon the ancestral home of Miew, but, he finds the Miew beaten and exhausted. A vampiric foe terrorizes the night, hunting Miew for sport. First Ta-Phanum fell to poison and manipulation, all of the vampires' make. Survivors of Ta-Phanum fled south, joining the tribes there with other rivers to drink from. Then the vampires attacked the tribes, seizing their sacred gathering grounds, leaving them scattered. But Meliton came in the nick of time, and showing the bronze xiphos stolen from the Per-Qenit vaults as well as telling of safe harbour to the west, he gave them hope, and the tribes rally behind him for one desperate gamble. Gathering during the day, the vampires fell upon them in the night, they were strong but did not expect Meliton. Miew arrows, Kefi magic and Meliton's legendary agility saw several high ranking officers slain, forcing the vampires to flee back to their fort. The next day, the Miew were gone, having fled west, leaving only an old and crippled Miew, old man Tychon, who gloated and mocked the vampires, at having robbed them of an inevitable victory.

Once back home, Miew from across Ta gather to witness Meliton and a horde of Miew. Scholars flock to ask about their history, though parts of it are lost with the fall of Ta-Phanum. Most importantly, noble Miew are inspired by the tale of Meliton, and the horrors of the vampires to the east. Many noble archers gather to learn from the warriors and hunters of the east, while teaching them the methods of Ta. The three Miew combine their teachings and skills, creating a new art of archery, with the strengths of all three.

>Action 2: The fourth people of Ta. Integrate the Hinn, warrior deerfolk.
As Nymer comes of age, she gets to witness the political mess she inherited. Not only is the capital city flooded and Penews breaking free of their shackles, but the Kefi clans are uncooperative, too busy fighting one another. But when she hears of the peoples to the west, warriors, but herbivores, Nymer sees a golden opportunity. Nymer Per-Lycan meets with these people, who call themselves Hinn. A deal is struck, the Hinn will provide warriors, loyal to Nymer, who can perhaps compete with the Kefi thanks to their agility and speed. The Hinn wish for autonomy, and Nymer has no complaints, as long as she gets the warriors to stabilize her lands.
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>>5971298
>1 Militarize
The newly discovered Titanic beings living in the ancient city are something else for sure, but they’re clearly sitting on top of, or potentially further within this ancient society that used to belong to us, and now that we’re back, there might not be any room for them…

A dedicated militia will need to directly attack to push through the barrier of “undead”, and enter the city proper. Not only will it be entirely necessary to establish a road directly into and through the city, what troops remain will likely need to set up a temporary base camp inside it in the future. For now, all we can worry about is piercing through, and there are many good ideas being thrown around between our battle strategists in their first true, coordinated excursion.

The militia will be sourced from qualified hunters, meaning they have recently bagged a large monster or monsters in a solo or duo hunt. Possibly more in special cases. This would imply that they will at least know how to carry their weapons, work safely with others, and listen to orders. Overall, the force is made up of a rag-tag group of uneven weapon access. The Brachyurus among them take up the lance, most of the time, due to its multiple heavy components, and highly protective shield, though they can and still do use most others, save for the lightweight and trustworthy sword and shield. For the Ukuma, the variety is complete. Sword and shield, greatsword, longsword, glaive, lance, hammer, and bow.

Recruitment for this military effort will start at the hunting guild by the capital, and offer a sum of gems for payment, which is decreased for qualifying individuals who can’t provide their own weapons or armor.

Once the troops have been mobilized, they need to be trained for the battle plan and formation we'll be taking. The good thing is that they should already have some form of discipline and physical ability, so that part of training is covered, for the most part.

Defectors will be made an example of, and sent home without pay after their warning, but that is the worst of it. That, and nobody will be paid until the battle is over, and the campsite is determined.

The plan is in order to use bait and lure most of the monsters away from the battlefield, then charge the ones that remain repeatedly and aggressively until we break through the line.

Cont.
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>>5971298
>>5976823
Cont.

>2 Megalithic construction!
The psyonic power flows ever faster as the channel opens and allows for new advantages over life itself. Yet this is very clearly slow… It seems that, the heavier objects are, the harder they are to move, but because the limits of psyonic waves are defined by concentration of their maker or makers, it seems that particular limit can be surpassed, most of the time, and with enough effort, eventually, but not with enough force to do anything more than lift and possibly drop.

With enough concentration, any telekineticists are technically able to lift any stone of any size and weight. That said, the amount of effort required to do that is immense, especially for just one individual. It’s unlikely that any one individual would want to regularly attempt to throw boulders. They could pull a muscle or neuron or something.

With this newfound knowledge, the housing industry is BOOMING. An individual wall of a home can be made from a single, gigantic rock that’s been levitated into place by its building-crew. Usually, they’re made up of slightly more than one. Stone slabs of many varieties and sizes compose the home’s exterior. From a distance, they look like very well-organized rocks, many hosting moss and lichens on their exteriors. Due to how easily these gigantic stones can be embedded in the ground with excessive force, this new construction method is perfect for working against hills and mountain sides.

Of course, big stones means big cracks in the structure. The interiors will need to be sturdy, supportive, and insulating.
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>>5971294

>Action 1 - MORE Farms!
Mines need opening, roads need making, and cities need building. But before all that, hands must be nurtured. Even more land is broken and tamed on the western front, the fertile coastland supporting hearty orchards of delectable fruit alongside swaying grains and rich root vegetables.

>Action 2 - Vehicles
Skain's have always bounced along readily enough, their lightweight bodies making for speedy travel on foot. Wagons and beasts have served well enough to move heavier things from one location to another, but the power of Turn allows the Skains to dream up a better way. Soon, contraptions of 2, 3 and 4 wheels begin to sputter along, whirring gears working unseen beneath polished chassis. The new metals, those yet untapped, will serve well.
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>>5971294
>>5971298
>Negotiations with Pixies about curing the Mad-inflicted
… Actually nevermind this isn’t enough. The King, trying his best to hide his resignation and frustration, goes back to the Pixies to negotiate. He has an initial offer: if they cure the Mad-inflicted, then a druidic shrine in the Pixies’ will be commissioned, with the construction paid from the King’s personal treasury. (His personal inner thoughts: he knows the Green Druids and the Church will grumble, but rather that than letting those refugees in this sorry state for the rest of their lives, even if made placid)

>Action 1 : Try to communicate with the fairies of the river source
There we are; the source of the Alb. May not look like much, but the sheer symbol is enough. Indeed, per legend, this is allegedly the home of the Dame of the Waters, the mysterious Fairy Queen which granted the great founder King Albus his enchanted sword. If there is indeed actual potential Fae presence here, contact must be attempted.

>Action 2: Carefully scout the borders of the vampires
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>4 action, Oh lordy lord

>Action 1: Build more farms (self explanatory)

>Action 2: Create Magazines to hold more rounds in the rifle, not needing to insert a bullet each time to shoot

>Action 3&4, Smaller fragmentation bombs (Grenades), if deemed as too advanced, 3&4 goes into starting communism or some shit idk

2sick4details, here you go chuds
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2 actions: Make magic more efficient
Magic power… as long as it’s able to be cast, magic can be a major tide turner in any battle! If it may only be cast a few times a day then there must be another way to use it. Shorter incantations with similar effects, less strain on the caster’s body, and most of all making each drop of it put in the max amount of work that it can.

Warpost: Continue the raid on those damn newts! Use our superior speed to choose where and when battles take place, and draw them to their deaths. Those that cannot move at these speeds act to make it a normal battle before Calvary charges along their sides whittling them down, or getting around behind them to damage their supply lines and shatter their ability to easily retreat!
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>>5971317
Your colonists move eastward and stop at the Iaakan border. It’s is a peaceful empty land.

We adopt the southern technology on gunsmithing. With coal, steel and sulphut guns are made. And the army is trained with them the nation enters a new era.

>>5973021
Copper and Marble is found. Copper can be used to make tools with good magic synergy and ones that rust slower in water. Marble on the other hand is just a pretty rock for construction.

Paper made from kelp is certainly a useful idea. Squid ink and kelp help produce writing that can be stored and remains stable even under water. Your nation claims the kelp forests in the west, but your hold is uncertain.

>>5973066
The lands in the south conquered. Those foolish cat people have been easily defeated and driven out. Supreme vampiric victory. Gladiatorial matches shall reenact our grand victory for eternity!

More smithies are erected and the quality of your blacksmithing work improves. Sharp swords and sickles are forged for WAR.

A grand golden monument is built to commemorate out eternal victory and superiority over the catpeople. Forged from their own gold they shall look upon it eternally with shame.

>>5974427
>>5974428
Sneaking around the academy ruins you find the secrets to their golemancy. It is true golemancy, true golems fueled by magic and coded for a purpose, you also find out about lessening the magical load of golemancy using cogs and gears… not something you could make with your paws, but you find who can. To the south the Declana a stout inventor people once close allies to the academy they surely miss the collaboration on grand golems.
(you obtain golemancy magic and the ability to create small golems)

Finally an army. Skeletons are rised within the nation and are ready to use whenever… and for now. We can just hide them a few feet underground.

The emperor is no god, but merely a dried out corpse hidden behind some silken rhobes paraded around by generations upon generations of officials… well well well if this is not something our necromancer could make us of if they lay their paws on it.
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>>5979298
>>5974671
The foreign mew arrive in a new land and bend the knee. They become tribes of archers and poets. The new Pharaoh is warry of these new arrivals as such many restrictions are put on them. They may not settle down in any land permanently and they need to reaffirm their oath of the nation once per year and they shall pay their due for living in her land by doing the work of a police force lessening the burden of tribe of grognar and the Hinn.

The Hinn rise to the ocassion and become new warriors and messengers under her rule. Their lightningquick movement makes them an asset equal to the wolves in a fight, but their true value comes from the ability to quickly transport messages making it hard for any bandits or rebels to escape the knowlege of the central authority for long.

>>5976823
We will play out you trying to take back the ruins in a thread inbetween turns. So tomorrow we cna start.

The militarisation of the nation increases and preparation are made to raid the city of monsters and undead.

Psyonic powers are used to transport large rocks from mountains over long distances. the first monolith is built as a testament to it. The rest is used on more frugal matters expanding castles, houses and improving roads.

>>5978554
More farms are built accelerating your population growth. Large amounts of food are being produced quite rapidly you notice a growing rodent population in your lands… this surely will not lead to any problems down the line.

Metals turn out not very useful in making wheeked vehicles well beyond nails and such wood proves itself much more valuable. A woodcutter is thus set up in the mouth of your river. Thye only forest in your lands.
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>>5979300
>>5978621
The pixies agree. A pact is sighned and the refugees return to normal… more normal than the pixies expected in fact largely due to the prior zen garden efforts of the fey. The refugees now can talk freely and share what they know. You learn all there is to know about the vampire nation and may for free get the effect of one of their actions.

Your population is not happy about the slip in living standards due to spending half the national budget on a pixie shrine.

You manage to find some but they spak a tongue unknown to you and seem fearful of you. Your men spurred on by their faith seem hesitant, but a faithful druid eventually manages to talk to one of the fye announcing he is a friend. To which the fey says “no, you’re scary” and disappears. (we will treat talking to the fey as diplo so we can do it in a thread tomorrow)

You found a long land narrowly hugging a river. A land of slaves, toruture andn ighmares. In the south a grand golden statue of a vampire beheading a human with cat ears jolts out of the ground. It does not appear like a nice place to live. All is like how the refugees communicated.

>>5978987
Missing a turn only refunds one action.

More farms are built increasing your self-sufficiency. I veto the magazine action, too fast.

Grenades are invented. Thrown explosives are fine, They mostly find use in sieges and against grouped up enemies and trenches. As well as in urban warfare.

>>5979141
the raw power of your magic is greatly increased. Poison magic becomes more akin to water magic allowing to summon and throw balls of poison or even conjure up smallpolls or moving waves of poison. great things can be achieved with many casters together.

Your horde moves westward sweeping over the newts and right into lands of feral halflings. Short stout people also able to put up little resistance due to their disorganisation. You adopt newtonian cattle, giant frogs which can product gelatine eggs and a sweet goop.
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REMINDER: ADD THIS TO UPDATE TOMORROW

>>5971296

Action 1: The Amber Road (1/?)

A mad project is devised, to build a road from Iaakon that stretches all the way to the end of the world. All the riches of who and what ever may lie beyond out there will be added to the Covenant, a line of trade that will be exclusively Iaakan in nature, fuelling the economy of the covenant for millennia to come.

The army is raised, to clear a path, conduct any necessary diplomacy and fell wild beasts, as workers begin felling trees, assembling guard posts and laying the brickwork of this road to eternity.

Nobody knows when it will be finished, or if it will ever be finished, only that this dream of the emperor has occupied every one of his senior magistrates.

Action 2: Internal Appeasement

General strife between the immortal cultivators of the Endo aristocracy and the far more fragile common nobility and imperial factions, is bad.

Put simply, things have gotten so heated between these factions that there are worries of a full on civil war. Failures in communication, suspicions of the emperor seeking to oust the Sifu, calls for blood from many on both sides, all threaten to tear down this wonderful system that works so well.

Action must be taken to restore civility and balance. At once, the Emperor and Sifu arrange a meeting, at which they will agree to begin to consider assembling a committee to appoint a special crisis council which shall be empowered to make immediate observations and put forward non-binding recommendations to the imperial court for observation at their leisure.

This powerful gesture of unity is intended to silence any rumours of a falling out between the two, increase national unity and provide jobs for up to 5000 new officials, as the size of the imperial bureaucracy will swell to a massive size, providing employment for otherwise disgruntled would-be revolutionaries.

ARMY: Move the army along the road as its being constructed to guard the workers.
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>>5979304
It has begun. A road has begun stretchign eastward laid with stone and decorated with amber, the goal is to pierce the wilderness and reach the end of the world itself.

The negotiations of power between the martial artists and imperial authorities. Little is arranged, but an uneasy peace is brokered. . The martial artists demand the number of mortal soldiers remain limited as so that their status is not threatened.
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>>5979818

Action 1: Amber Road (2/?)

The road continues, winding through the ruins of a lost empire as it does. Orderly houses turned to memories, lost brickwork and forgotten estates.

They are of no interest to the construction crews, who continue their work and build straight through the heart of this dead empire, joining their amber road to the main streets of this lost nation and renovating as they go.

Perhaps the road will attract travellers soon, eager to resettle, or perhaps only looters to pick at the rubble.

Action 2: Looters to pick at the rubble

There’s an entire dead civilisation just in the way here.
Rummage through their things and collect any valuable secrets. Lost super weapons, alchemical recipes, ancient technologies and the like are obviously sought after, but more sensible things such as this nations old resource deposits and maps are chased after as well. The various martial artist schools will send only their best to go scrounging, for this is an obvious opportunity for them to earn great wealth by finding something good. Special contracts are arranged, to ensure that anything of national importance found must be reported and purchased off the noble explorer.

Once we’ve stripped this place of its more delicate secrets, we can prepare a committee to discuss the formation of a ministry of resettlement to convene biyearly to discuss the feasibility of resettlement at a later date.
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>>5979298

The glory of war! At long last we have laid claim to our birthright, the entire crimson river! Our enemies have broken and fled rather than face us! And now with rumblings of a great warlord to the north we know even greater battles await us! Good! Let them come! Let them crash against our walls! Let the river run crimson from here to the blood stained coast!

> Study and master the Tulpa Magic of the cat folk and add it to our own!

Catfolk sorcery has plagued the dreams of the illusionists who were at the final battle against them! Mocking visions hound them each night now. But all battles are an opportunity for strength and might! Even now our illusionists alternate studying and battling the demons that plague them! We will capture them! Tame them! Then turn them back on the catfolk of the west armed with nightmares of our own devising! Ahahahahah!

> Mammon: A magical alloy of Vampire Blood and Gold filled with corrupting whispers that drives sapients insane with greed and avarice.

A tragedy has befallen the Gilded Ridge! An illusionist has created something terrible and beautiful, an alloy of Vampiric Blood and Gold that bewitches the senses and fills the heart with maddening greed and avarice! So bewitched by his creation the illusionist hunted his own kin or used the precious metal known as Mammon to bewitch them. Dozens and dozens of vampires threw themselves into the crucible before Soulless Agents were dispatched to put a stop to it. The dangerous, oh so precious, metal has been hidden in a location known only to the Soulless, for only they can handle it without falling to its bewitching allure.
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>>5979298

>Action 1: Clear the Ta River
With Zora Merchants now starting to make the swim to Wepta, we start to become aware of a deficiency - though a Zora is supremely fast and Agile within the water, there is not much that he can carry there; and our own boats are fairly simple affairs without much capacity; better suited to the canals of our homeland then the turbulent waters of an ocean which a Zora can swim in quite naturally without their support. Though our Merchants can swim to Wepta, there is not much we can presently carry here; and by agreement with Whales, the Ta may not send their own ships west into the great bay. Therefore, to allow trade between our nations it seems the Zora will need to build ourselves grander ships....

...Fortunately, it seems the Miew of Ta have their own issues; and are willing to conduct a trade. And so a deal is struck; in return for being taught their advanced shipbuilding techniques, we Zora send workers and Water-Mages to unblock the flow of the Ta rivers, so that their Capitol might be drained and the natural waters' flow to the sea might be restored.

>Action 2: The Uses of Copper
There is a veritable humm of excitement through the city of Melaruto as our most learned Zora start to realise what this material might do; for with it we can vastly improve the durability of nearly any weapon or tool within our preferred damp environments, and greatly increase our magical synergy. The first shipwrights returning home after their learning and training in Wepta would also see the value in the metal for crafting ships that tolerate the Ocean waters.

>Fleet Movement?
The primitive and crude ships Zorule currently possesses (If they're even still afloat?) will be called back for a rather thorough refit that will probably be more along the lines of 'building entirely new ships'.
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"It is with great appreciation that the seas to the Zora homeland are now open for trade and diplomacy!"

>>5979301
Mainland City Name (I forgot to do this last time): Port Royale

1. Recruit a unit of Militiamen and whatever Soldiers we can get, support them with animated armours. We must defend against the Goblin threat to our colony! Ready the Heavy-Wand artillery and form ranks and prepare Cantrip Volleys!

2. Walls. Quickly and swiftly, we must use our magic to build walls and defenses for the colony.

3. See about using our Animation magic to develop fast moving Enchanted Carriages. These can carry expert wizard marksmen who can use their acceleration wands to score sniper shots at the foe, moving into range before swiftly pulling away. If animating the entire carriage is too magically expensive, consider animated marrionette horses that do not tire nor grow exhausted.
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>>5979298
>>5979301
>I am holding on to the bonus of taking the effect of a action by the Vampires. What kind of thing can I get?

>Action 1: Integrate the refugee camp as a colony
>Action 2: Convert the refugees to the Church faith
With the refugees healed, they can now begin the process of proper integration into society. Negotiations begin with their leaders to possibly integrate the land they settled as a vassal fiefdom to the Kingdom of Albion. At the same time, they are also visited by priests of the Albionese Church intent on proselytizing. Both the royal envoys and the priests are ordered to avoid being forceful; considering what the refugees went through with their last overlords, delicate diplomacy will be needed.
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>>5979300
The lands of Ta ignite with violence once more, as Miew, Hinn and Loyalists hunt down the unruly Kefi clans. A war on the tribal conflicts and banditry. The ironfisted rule is slowly strangling the banditry problem, though they still rally more Kefi to their cause now that they are threatening the Kefi primacy in military matters.

>>5980735
>Action 1: Teaching shipcraft to Zorule. An exchange of expertise.
Returning home with the Miew of the east, Meliton finds a rare sense of relief, having returned from a grand voyage. The Miew nobles do not send anymore assassins, as Meliton is a symbol for all Miew. So Meliton gathers the scattered Depet-Wadj and resettles in Meri's estate. There he meets the Zorule merchants. They talk to him about the strength of Ta ships, able to carry vast cargo, and since Meri was the master of the sea, they had sought her for permission to create vessels for Zorule. Meliton now had the same sway over the Miew, so he strikes a deal. He will have the Miew share their shipcraft knowledge, in exchange for Zorule helping unblock the two rivers, so Wepta may be unflooded.

>Action 2: The ultimate warrior, Nymer's training. Combining the arts of Hinn, Kefi and Lycan.
Having put not just the Hinn under her command but also gaining the Miew of the east, Nymer's conquest quickly surpasses that of her father, except the conquest of the Gebeb-Lycan, the ancestral lands. But Nymer is young and will be faced by veteran warriors in the prime of their life. So Nymer starts training, gathering teachers from across Ta. Speed of the Hinn, Iron of the Kefi and Strength of Lycan, together they create the ultimate fighting style, in the mightiest Pharaoh.
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>>5979298

>Action One. Expansion West

While the east has been claimed, the west has much in the way of lands bereft of settlement or the light of civilization. And as such, it is only natural that we will move to claim these lands as well so as to better develop them and ensure greater wealth for Haeran'Yi and the heavenly Hwangje. Once developed, these lands will hopefully be bountiful in farmland to aid the growth of population there as well as rich in materials under the earth. However, since these lands, unlike the east, lacked any single major river, it was likely that development here would be a bit more dispersed. Though, all the wealth and population need not be concentrated for it to be governed properly.

>Action Two. Prospecting and mining.

We have gained much land and Haeran'Yi continues to grow larger. With this, there is much under the earth that we can utilize for our forges. For wealth and grand alms or for more practical purposes and trade. Our vast territory will provide us with everything we need and then some so we may not rely on any other power for our prosperity and instead, with the blessing of the Hwangje, spread this prosperity to those around us. We will in time prove to be some of the richest people in the world, and all will know of our wealth and might in time. But for that, we must strike the earth in more places than we have currently.
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>>5979298

>Action 1 - Amber Road help!
Strangers from a far off land! And they're building a big road across the world? Weird, but cool, and definitely something the Skaians can wholeheartedly support! They meet with the... well, rather rude, but very impressive Aak, and negotiate the path this road will take. The bouncy halflings are so excited, they pledge their own aid to the cause, heading the construction of the segment within their own territory. Soon enough, clockwork vehicles will have plenty of space to race up and down the country!
(I think my mines should be tapped now? At least iron, maybe some others?)

>Action 2 - Rat Traps Galore
Eww! Gross! Rats! Well, they're not that bad, but no Skain enjoys the thought of their bread being nibbled on by a rodent first! With the usual flair of creativity, clockwork contraptions are cooked up. Cages, pits, traps both exotic and conventional (one particularly skilled Skain even attempts to make an entirely mechanical cat!) begin to lace the surrounding fields and granaries of the burgeoning food supplies.
(Not really innovating with clockwork here, more just using it to boost a standard hygiene-type action)
>>
A successful raid! The massive frogs only furthering the power of our cavarchers! But, also quite importantly is the sweet goop. A commodity that can have the sweetness extracted to make decadent sweet treats! Surely this is karma reaping.

1 action: Improve Weaponry with new materials
As new metals have been captured , it’s important that weaponry be properly updated to stronger and more durable metals. When the enemy does inevitably reach, it’s all important that while we crash through their pitiful infantry that our weaponry not break.

1 action: Infrastructure Construction

We have deposits of ore unused. And a new land that we need proper control over. While it does good to have properly conquered it, it matters not if it takes weeks or months to make meaningful impacts on it. A road need be constructed as well to ensure a proper connections is made to ferry back ores and spoils of war that cannot be taken by ship. And what’s more is the need to improve the overall living situations of our brave soldiers. After all! They deserve a reward for their glorious efforts!

War action: Not done yet!
Regroup and recover! Prepare for the march to the west! We shall take the entirety of this Northern Coast for ourselves! None shall stand in our way of glorious conquest for riches and wealth!
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We have learned much recently! While the Mao could never have imagined themselves as a powerful empire due to our lazy traits these new developments have made the idea of an empire, a nation, seem within reach.
It still sounds like a lot of work compared to lazing around. Maybe we will get to it later>

Action 1 - Prepare many new burrows in the ruins of the Academy using our skeletal servants.
We must work quietly and quickly before more big ones come! The academy were very good at making things that had no holes, places to slip through or spots to lounge in the sunlight. However this is our town mao! We must make it comfortable for our own people.

Action 2 - Begin to convince some of the Mao to move from IIkaan into the ruins of the Academy.
After much debate, our collector in chief finally has a name. It was taken from a locket in which a picture of a cat resided. Clearly "Mitten" was a mao of great importance, so important even the big ones recognized it!
Mitten's first order of business will be to convince some MAO to move into the ruins of the academy. He will do this by promising them that they may offer a single important shiny instead of a certain percentage of them.
A good deal! Meow can anyone say no?
It will be a long march but it will be worth it in the end!

Action 3 - Advance necromancy - Concealment
Our own skeletal friends are much bigger than us but something seems off about them. Warm big ones move in a certain fluid way, like water flowing down a stream while ours move as a rock falls down a hill. It would not do to have this "emperor" jerking himself about as if he were on his deathbed. We must practice the correct movements and perhaps see what we can do about that wonderful smell they produce. Rotting fish might be attractive to the Mao but big ones seem to hate it! Truly they are a mysterious race...
>>
>>5965197

>1+2
Double expansion towards the vortex
>>
>>5982317
>>5965197
These are meant for the Awakened of Brachyukuma
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>>5979301
>Action 1: Taxes

We would implement taxes on haeran-yi products, with them costing 100% more than their arishivan equivalent to assure that arishivan citizens buy from local sellers

>Action 2: Better armor

Expecting a possible future war, the arishivan government would order the designing of a possible armor designed to resist bullet damages, as we expect the haeran-yi to get their filthy grubby mouse hands on the wonder of gunpowder weaponry, thus it is logical that we should prepare for a war against them possibly

>Action 3: Communism, Literally
With ancestors worship hijacking the vile religion the haeran-yi introduced, the arishivan government would in secret start working on something that would change the political landscape of the world, not a fabricated hijacking of a religion but effectively the creation of a new ideology... one based on the superiority of the peasantry and the militarymen over the bourgeoisie and religion... COMMUNISM!, a manifesto book shall be written and printed before it would be published in arishivo and illegally introduced in haeran-yi... the revolution starts now!
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Please remember to do your outstanding Diplos!

>>5979841
The road continues. It first goes through ruins built upon ruins. A nation which collapses via interracial conflict between enthic groups which emerged separately from the ashes of a civilisation which once shared a common ancestor. Beyond that you pave your way further until you encounter a land of grand monolith it’s buildings so grand they built a mountain out of stone to enslave a river. The inhabitants on the other hand are small, but bouncy.

Exploring the ancient ruins you find first attempts at alchemical concoctions. Like an oil you can throw over water and set it on fire to combat enemy ships. You find that even long after the great Poglavnik civil war tribes roamed their land and have stripped near everything of value before themselves slowly migrating away or going extinct.

You do also find some hints in the alchemical laboratories how to make better fertilisers. (you may spend an action to get 2 techs, greek fire and improved fertilisers)

>>5979920
You can’t just learn another player’s magic. Action refunded do 3 next turn.

A magic alloy is created that can contain the flame of madness. It requires containing a powerful catalyst, the living essence of a vampire, their ever-regenerating soul an eternal kindling for the flame of madness.

>>5980735
The riverwork done there is nothing compared to what you had done prior in your lands. The damage on the land is deep as the river was clogged for years, but soon a reservoir is constructed and the river flows cleanly once more.

Copper nails and screws are used to make larger and stronger ships. Truly grand vessels are created using Ta technology and the copper.

>>5980855
Troops are recruited and manned to help defend out growing colony and alongside them a wall rises. The goblins stand no chance and are easily dispersed.

Youanimate basic carriages, now they can move without a horse. Your carriage technology is lagging far behind though, they are more like wooden carts farmers transport hay in. Not very useful. (you did nto tech actions you’re still firmly medieval era)

>>5980915
Read their action list in the excel doc. I am not gonna list every single action they took.

The refugee camp becomes an outpost far outside your lands. There the people can rebuild their lives following their own ways only influenced by you where the vampiric rough edges need ironing out. Their fortified settlement will also be a valuable lookout.

The refugees quickly convert to your religion.
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>>5982577
>>5981446
The zorule learn how to ship

Nymer trains and controverssialy choses to also learn the spear arts of the Hynn and bow arts of the miew. he training in martial matters makes her them istress of all four disciplines. Along with the Kefi sword and Fist of Lycan.

>>5981954
You begin an expansion westward, not much of interest catches your eye in the new lands. You do find a rock salt deposit though.

in prospecting you find 2 silver deposits.

>>5982014
Aiding the foreigners in the prozess. You tunnel through the Blackrock mountains and make it to the other side. orc raiders somewhat bother the construction, but it’s manageable. How far until the end of the world?

Advanced rat traps are deployed around the nation. The problem is reighned in and soon your population catches up to the food supply. the situation is under control

>>5982030
Better weapons are created. bows and swords from exotic materials. Poisons in all colours of the rainbow!

Deposits of silver, hardstone and Jade are found.Your horde turns it’s march and wanders west. (slightly slowed expansion due to direction shift)
War with Brachykuyama will be convered in a thread.
>>5982318 You will probably lose the war, but the ‘horder empire’ will dissovle in 2 turns giving you your nation back slightly changed but with bigger borders. So treat the war more as fun.

>>5982148
An expanssion into the academy lands is plannet, but will likely take a long time to complete… as well we don;t have a port. or ships. Hopping along on passing merchant ships is not efficient. Pushing Iaakan Mao there certainly will help speed it up though.

Concealing undead turns out not that hard. A specific concoction of herbs, balms and oils helps the corpses smelling nice after centuries and drying them keeps them from rotting. it is important to remove the soft wet organs. they cause all the rot and bad smell… but you can’t destroy them. It damages the undead. Just store them in jars. (you discover mummification)
>>5982318
Your can’t expand anymore you have 2 expansions pending. Northern still going because you did not solve the Undead city situation yet. (you were told to do a thread to war it out in diplo)

Southern expanssion same. You encountered a tribe which is somewhat hostile. You can’t expand until you either diplo or kill them. Both actions refunded so do 4 next turn and get to your outstanding diplos.

>>5982399
You cant add that much of a tax, but a stealth tax on harean products isi ntroeuced ot help fund your nation. the quality of life goes down, but the coffers of the state get filled. Your peasants are not happy.

Armor is improved.

The book on communism is written. A 2nd true peasants revolution is in motion.
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>>5982577

After a long and prosperous rule, the old Hwangje has passed on from this world and now their heir takes the throne. Times were changing, and there were many plans from the new Hwangje to further the prosperity of Haeran'Yi and ensure far greater efficiency and excellence in all things.

>Action One. Strike the earth!

The silver discovered is a great boon to Haeran'Yi and it's plentiful wealth. Naturally, mines in the name of the Hwangje quickly would be set up to better be able to claim the resources for the heavenly kingdom to then utilize for trade or more local development. Given the nature of the material in question, it's extraction would be the highest priority, though the other materials that were known to the Haeran'Yi, both closer at home in the form of the rock salt and further in the frontier would attempt to be exploited. Similarly, the industry to process these materials would slowly be created, concentrated in the west, naturally so as to reduce the distance required to transport the raw material to be turned into useful goods.

>Action Two. Bureaucratic Reorganization.

Times were changing. Haeran'Yi was far larger. Far more people in Haeran'Yi were educated, and the old tests for people to join the Hagja in the form of becoming bureaucrats. Various tests would be made for the more important positions and effectively give a greater hierarchy among the bureaucratic subsect of the Hagja. In some ways, this made things easier for the lower positions but overall the tests for the higher and more prestigious and important positions would be far harder and more relevant to modern times. This in essence would ensure that the best and brightest bureaucrats would rise to the top in meritocratic fashion. Although, it was likely to cause the lowest levels of the bureaucracy to be viewed with less regard as before. On the whole, this restructuring would benefit Haeran'Yi, especially given the Hwangje had a number of reforms planned to better the lives of the people and the nation as a whole.
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>>5982577
> Raise mighty fortresses across the land!
The catfolk will come again! The horsemen to the north will come! Perhaps one day even the sniveling cowards to the far east will come! Rise up mighty fortresses across the land that we might clash and war with them, again and again!

> Prospect
Finery and weapons of war both call for metal! The cattle are given the order, find a vein of metal or provide a vein of blood!

> Makeup action from vetoed action
> Build a mighty hardstone road to the east. Line it with statues of our greatest hunters! Let the world know we are coming!
With the horsemen cavorting about with fishermen and the catfolk licking their wounds, possibly literally, the Crimson Lords have grown bored, dreary even. Eyes turn to the east, perhaps something worth fighting can be found that way?
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>>5982577
1. Clearly better carriages are needed, so let's see about advancing our technological grasp of carpentry and woodworking.

2. In general, the Nobles demand better amenities in life, more than simply animating objects the objects themselves must be better. To address this, let us gather our brightest minds and create a "Society of Advancing Technologies". These gentlemen comprised of the best and brightest minds will gather their wit towards advancing our nation at large into a brighter tomorrow.

3. Academies and Universities are what is needed. After the sorry display of the wizard upon a farmers wagon, the nation's pride is wounded. We must advance along every front, not just magic. To do so will require that the bright minds of tomorrow be cultivated today. Our construction wizards begin the laborious process of animating tools and moving stone into position in the creation of new centers of learning.
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>>5982578
Wepta finally unflooded, the people return, though find themselves heavily controlled by the loyalist presence. The guards vet the immigrants, ensuring a similar devotion to Ta-Lycan, making them swear to the Law of Lycan and not permit any other gods within Wepta's borders. The cults of Zenmetjenu and Abu-Ta complain, but any priest they send are soon found dead. Wepta isn't taking any chances.

>Action 1: Development of Companion Tulpa. Positively charged Tulpas who take psychological damage in the host's stead.
As the river opens up, the people of Ta rejoice, trade flows up and down the singular river, but... oh no, the Whale Obelisk is right in the path, unleashing its terrible curse upon the people travelling the river. The Cult of Zenmetjenu find themselves unable to exorcise the curse, only adding themselves as victims to it, they need some way of protecting themselves. After a night of drinking and partying, one priest of Zenmetjenu finds himself not remembering it, yet he wasn't black out drunk. But when he dreams he often sees a jolly goatman, who remembers peculiar details about the party the priest forgot, and when he checks those details, they are spot on. After further investigation he finds out the jolly goatman is a Tulpa, but one formed from positive experience.

The jolly goatman is an amusing topic for the cult, but when the priest later investigates the Whale Obelisk, he finds himself completely unaffected, yet he later dreams he finds the goatman no longer jolly, in fact he is suffering quite severely, as if having soaked up the curse himself. When the cult hears of this, the goatman Tulpa becomes a hot topic, and they start trying to figure out ways of creating their own jolly Tulpas. Together they develop Companion Tulpa, formed from positive experiences. Weaker ones can be formed from a singular day of partying, which they can now offer to people who travel the river, helping avoid the curse. However they also find strong ones can be made from the memories of pets, an entire pet's lifetime condensed into a singular Tulpa with all the love the owner has showered them with. Though many are reluctant to forget their lost companion, even if for a powerful Companion Tulpa.

>Action 2: Return to Gebeb-Lycan. Nymer rallies the northern tribes under her and then marches south.
Nymer Per-Lycan has long been told of how dishonourable and weak the Kefi-Ta are compared to the Kefi-Gebeb, so she decides it's time to go reclaim her father's position, so she can finally deal with her bandit problem. Meeting with the tribes, Nymer makes her challenge, and by Law of Lycan she fights with fury and skill, five duels back to back, the fifth was a struggle but she won, and with a speech she aims them south, to deal with the unruly clans and the Cult of Zenmetjenu, to restore honour and strength to the Kefi.
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>>5982577
>Action 1: Marbled Domipha
The growing settlement that Zora are starting to call Domipha lies upon a vital isthumus, and it is decided that walls must be raised around the community to secure it as the gatehouse into the Greatfish peninsula. And so the Zora build around the city walls of marble that might serve not only to protect the town and any inhabitants, but which also provide shade and retain the waters that might fall or be called by our rain-summoning mages so that the fins of the town inhabitants might be kept damp. In the hills around the prospective town smaller terraces are also laid to catch and retain any rain or run-off and provide outer defensive posts.

>Action 2: The library of Melaruto
With our water-resistant Kelp-paper finally making the transmission of information and knowledge easier then carving out the stone tablets that had been our previous repositories for information, the Zora princess Larelmi organises the construction of a library to secure the wisdom of our people for future generations, and begins the work of making purchase of and commissioning a collection of writings, to store each new tome as well as to collect and maintain what knowledge we can preserve from older, more aural traditions.
>>
>>5982577
>Rename the new colony to Crossroad
>Action 0: Fortify Crossroad (free action stolen from vampires, the one labelled as "fort" in the Sheets doc)
>Action 1: Raise an army and move it to Crossroad
>Action 2: Implement the use of druidic enchanted weapons (the stuff I got in turn 9) and druidic charms (from turn 10)

The news of the back-to-back introductions to the Aak and the Crimson River Lords in the refugee colony now known as the town of Crossroad (no lost irony) and the real possibility of war with either or both spreads like a wildfire.

The King calls for the immediate raising of an army, led by himself, in prevision of possible armed conflict. Across the entire kingdom, knights, men-at-arms, rangers, gargoyles and druids of all three colors answer the call and march to gather at Crossroad under the King's banner.

In the meantime, Crossroad is ordered to build defenses and fortifications.

And as the cherry on top, the Green Druids undust two old projects that had been put on the backburner: druidic enchanted wood and bone, named respectively "faewood" and "faebone", to enhance weaponry, and druidic charms. While time constraints mean only the knights can be fitted with them in time, it'll have to do. The lances of knights are replaced by new ones with faewood hafts and faebone tips. Their steel of their armors are covered with a layer of faewood. Finally, all of them are given charms to enhance their physical abilities and protect them from hostile magic. The King as well fits himself with all these improvements.
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>>5982577
>>5987200
>faewood hafts
I meant faewood *shafts*, sorry
>>
>>5982578

Expansion didn’t working right now

>1 Learn to communicate with all living creatures mentally, with the sky squids
It’s time to face our greatest fears! For the good of the nation! What do they have to say to us and our trying researchers?

>2 Produce ranged weapons for use by friendly military
Special keys would need to be used to access caches of Robins around the capital and the surrounding farms. It's war, apparently. For this purpose, we’d like to look into investing explosive power for some of our clay Pigeons. Impact grenades, if you will.
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>>5988067
God fucking dammit, wrong name again.
This post is for Brachyukuma.
>>
>>5982577

Action 1: Archaeo-chymistry (Spending an action for fertiliser and Greek fire, as mentioned)

These fantastic recipes may revolutionise both agriculture and warfare. The concoction of this sticky fire is a horrifying weapon that becomes an instant favourite tool of the Shokunnin.
Terrifying before, these devious wartime engineers are now capable of untold chemical mayhem, employing siphon-based flame projectors as well as hand-held grenades and monstrous traps, all employing this mixture that even the ocean cannot extinguish.

In the rural areas of the covenant, food production swells greatly with the advent of a proper fertiliser. The population is sure to swell as a result of this, and with greater numbers we shall grow more prosperous. Mightier armies, wiser magistrates, more and more labourers.

Action 2: The Amber Road 3/?

Ever westward we travel, ever westward we march. Build a road to forever, but always it seems to take us further from home.
>>
1 action: Training with new mounts
Frogs! Perfect for mountain climbing

1 action: Improve bows and arrows.
If the enemies are armored, then the weapons just need to puncture them even better.

War post: Refer to thread ‘War with Brachykuyama’
>>
The game will be on break until June when we will try to get it running properly again. So a rework of necessary systems and trying to get new players to fill holes left behind by quitfags

>>5982603
You don’t need to say you build a mine you just need to find a use for the material, but as you wish silver mines are built.

The nation was at the cusp of large reforms. A reorganisatio nwas to be created. The old teaching to be improved and the tested for bureocrats reformed introducing a testing tier system.

>>5982654
new forts are constructed guarding your westerlands. One disadvantage of a long nation is the difficulty of fortifying it all.

You prospect and you find! An iron and lead deposit. Iron for swords and lead for projectiles both may be of use.

A grand road begins it’s eastward expansion. (the status make it rather short though)

>>5983914
Work is put into carriages and you can now produce them to match the power of your magic making the spell useful. Increasing amenities proves itsewlf easy. More golden earings, golden chains, golden necklaces. Some even propose importing silver for some spice in the jewelry.

Universities are made to boost your future technological progression to catch up with your magical prowess.

>>5985808
The jolly companion Tulpa is developed. The prize in creating them is steep for while few miss sacrificing traumatic memories not many are willing to give up happy memories on a positive tulpa especially as through their nature they are much more temporary. Fated to fade away rather than be preserved on stone tablets forever.

You incorporate then northern tribes as well, with this your nations in more roaming vassal tribes than civilised folk. You need to increase your education and food production if you wish to keep all the tribes around and retain your civilised ways.


>>5986021
With great hardship a city of marble and water rises atop the neck hills opening up your way northward

As per the princesses orders a grand library is constructed near the capital and will act as a secondary backup for york knowledge be it magical or mundane.
>>
>>5990952
>>5987200
>>5987201
heh

(I presume Crossroads is what you call the refugee camp)

The south of your nation is fortified to defend from the foreign roadbuilders. The now healed refugees in gratitude help protect you and themselves by building vampire-style castles. Toiling once more as they once did under vampiric slavery to repay their debt of gratitude.

Troops are raised and moved southward to help protect the refugees.

You don’t need to spend an action to use stuff you have you are assumed by default to do so already… I will treat it as an improvement. Druidic enchantment and Charms are both upgraded granting synergistic effects between each other when used by your druid-knights in unison.

>>5988067
>>5988086
The squids grew up around you they knw nothing really but you. They seem really happy to be able to talk now, albeit they don’t seem to have much of interest to say. Since you first saved them as abandoned hatchlings they grew up and many more of them arose.They have made a small realm of their own and now that you can talk they can repay their debt. They become your vassal once you visit their realm you find that not having understood you they too began worshipping you as benevolent gods.

better ranged weapons are produced

The foreign expansion halts at the river. Maybe these poisonspitters do not know how to swim? (post hiatus you may either chose to get the land back or to get a larger vassal)

>>5989124
You manage to reverse engineer the technologies of the ancient ruins. You gain a weapon you can use against opponents in the sea and fertiliser to grow your crops. (you need phosphorus for the fertiliser)

The road stretches beyond the horison. It builds around a land of weird hostile primitives, but soon friendly vampires aid it’s extension. With the golems of the Declanans your new protectorate, aid of the Vampires and your very own experience the road stretches through the lands of the Great Khan of the West all the way to the end of the world!

Now we just need to build a very big bridge.
>>5990601
To master the mountains as we mastered the steppe frog mounts are tamed. Now able to charge even up vertical walls our archers become even more undefeatable.

I will review the brachykuyama war later because I just found out there even was a war thread. You need to at.me otherwise I literally don’t see the thread. I already wrote the brachy update without knowing about a war taking place.

The realm has reached it’s Zenith, but the Khan is weary and old (post hiatus the horde will become many bickering states and you can pick which one you’ll play).

Your bows are improved.
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Updoot addon
> Declana update
Anciet steelland was claimed for a joint subject between you and the Bugmen.

if it's for singing and poetry not murderign each other it's called an Amphitheater not colisseum.
An Amphitheater is built back in Declana



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