The world of Pavilion continues on. In the far east the gentle Venks enjoy an era of peace and prosperity, far from any who might menace them. They share the shores of the great lake with many a peculiar people, the ant legions of Skrit, the eclectic homunculi of Vitruvia, and the secretive shadow elves of Habitun. The decidedly peculiar east is separated from the west by the harpy supremacists of Guliseare who lurk in a great mountain range, though their home is threatened by the flames of war. Beyond the mountains are the human kingdoms, remnants of the Tellden empire. The mage lords of the Vizari, the holy legions of Barzaentine, the half orc knights of Orcmanie, the half elf aristocrats of Adenai, and the matriarchy cursed Ordelan. Nestled within them are the changeling city states of Tagaya. On the fringes of what was once the Tellden empire the brutal Domo beastmen and savage Krovian sharkmen lurk, waiting for their chance to strike at the world of men. Further still are the alien Krawl and the Urotti dwarves living on the edge of civilized lands.As the spring of a new year dawns and the first green shoots appear, the leaders of the world must guide their people to the future, through vicious wars, delicate diplomacy, and past chaotic unpredictable disasters.>We're currently full on players, apologies to anyone who would like to join>GLOBALNight becomes day as a spectacular meteor shower fills the night sky, punctuated by the earth itself shuddering as great fiery stars strike the ground somewhere far to the south east. The air grows hot and mothers clutch their children tight as wisemen stare in horror. After three hours it ends as abruptly as it began. The mollucoids of Zelheim have been utterly destroyed, though whether it is by the callousness of nature, divine, or a mortal of terrifying power is utterly unknown. The following summer is hot and dry and the harvests slim.
>>6122501>Vizari1. Expand into the former Gorehorn Mob lands to the river.Vizari commoners and their magelord aristocracy spread out across the plains that once held the now conspicuously absent Gorehorn. All that remains are a handful of scattered homesteads held by isolated and savage (even by Gorehorn standards) individuals who are invariably some manner of disturbed, paranoid and distrusting. They are evicted of course, and usually end up in some wizard’s dungeon of test subjects. What little sense can be fetched of them speaks of ‘heretical calling to the southern seas’, no doubt just the rambling of deranged individuals. A few grumtusk herds and the ruins of a leatherworking site and ranch are all that remains of the savage nation.Merchants looking to secure their goods against Krovian ambitions turn to their mystic betters. The latest improvement to the living armor soldiers of the Vizari are glass soldiers. Using powerful magic the armor of a construct is filled with molten glass, neatly resolving many of the leakage issues that earlier models had faced, as well as enabling a greater degree of flexibility and control over the movements of the golems. As a bonus the metal armor of the soldier also becomes brutally hot to the touch, greatly deterring direct contact from enemy forces. The dull red glow of the armor is a hindrance in stealthy situations, but given the requirement for a nearby mage to give commands and supply mana this is rarely an issue.Attempts to twist Krovian addicts to act as agents against their fellows hits a mild snag, while agents are enthusiastic, there is a sizable bias against Krovians who are capable enough to actually be effective, with many simply forgetting their orders, getting in trouble with Krovian law before accomplishing their mission, or even striking the wrong target.>>6122541Drom-Domo> Western Rush (Expand x2)> Raid areas surrounding new lands? 9/20 (Raid mostly results in internal infighting and violence against remnants of the Goretusk)Domo settlers spill out across the grasslands that once belonged to the Goretusk. A vast network of villages and towns forms across the prairies. Few of the goretusk remain, mostly isolated homesteads held by the elderly or deranged. They speak of a ‘calling to the south’, some divine mission that called most of their people to build boats and set out across the water. All that remains are a few herds of goretusks gone feral and the capital of the mob fallen into ruin. As the borders push against the land of wizards to the east, a certain degree of friction springs up as ideal settlement locations become scarce, and no small amount of internal warfare springs up among the domo, though fortunately it manages to settle over the first winter in their new home.
>>6122564>KrawlThe higher minds of the Krawl set to work on themselves, with Maja focusing on the construction of great plates of chitin with which to armor themselves while in their monstrous krawl forms. A bit of clever design allows the new armor to be designed as interlocking thick chitin plates, as suitable for the high krawl as it is for the mindless rank and file. Meanwhile Novenary focused on repairing damage done to his body in recent conflicts against the molluscoid menace. Rather than simply focus on his own body however, he weaves lesser krawl into oozing pits that steadily fill with a golden gel he names Ambrosia. When applied to wounds it triggers an acceleration of wound healing, a fact he used to rapidly repair his body in days rather than weeks.>>6123259>Krovian BandsThe sanctity of bloodshed, a hundred and twenty line epic poem, is painted onto a Krovian who stands motionless as each brushstroke draws a line of blood along his body. When the krovian’s blood wrath is raised the dark red lines will flare a vibrant glowing red, the symbols forming patterns of teeth and thrashing prey. As long as the heart of the Krovian sings the bloodsong, the runes will burn bright and the warrior will battle, far longer than any mortal has the right too. Blood of course can only be acquired so quickly, and while the blood of a raging enemy is best, an ostrich works in a pinch. The sharkmen gather together a great many of the birds, pinning them in and breeding them for number, though as a pleasing side effect feather pillows, mattresses, and giant omelets become quite commonplace in the nation.
>>6123786>VitruviaThe local jungle buffalo has long been more a pest than anything else to Vitruvia, munching on fields of reagents, stumbling into alchemy cauldrons and emerging to have long winded arguments, and generally just depositing their waste in inconvenient locations while menia queue up waiting for one of the beasts to exit the path, however there’s no denying that the sheer size of the beasts could have merit as a food source. Fence and pastures are built up, wild specimens are gathered, and soon enough a steady flow of the beasts are delivered to the rookery in the mountain where rocs fall upon them with savage delight. Keeping the rocs well fed quickly proves an important component in keeping them calm and pliable. Several generations of careful management of the birds ensues, selecting for loyalty and imprinting instincts, as well as trimming out the aggressive territorial nature of the birds. The end result is a far cry from the original rowdy and barely tame specimens that once savaged their handlers.Attempts to produce a cavia strain of the rocs has mixed results. Many of the attempts die outright, as the magic of the cauldrons attempts to twist the bodies in unpleasantly fatal ways, while the few survivors tend to be philosophical, weepy, and painfully uncoordinated. Nonetheless they are incredibly intelligent and cunning, when they can be persuaded to not spend all their time penning sonnets about the endless march of entropy and the beauty of a life unconsidered.>>6124333>OrcmanieThe tradition of archery among the Orcmanie inevitably leads to the creation of the Garde Forestier, an elite cadre of professional archers and soldiers. One of their favored tools (though certainly not exclusive to them) is the Whound, a warg hybrid that while not quite the horse sized menace they call their ancestor, is still a massive and intelligent beast. The whound serves well as a both a tracker and attack dog, with civilians often using packs of the beasts to bring down bears in the forest that have menaced their homes and pastures. Many a harpy scout soon finds themselves ruthlessly tracked by the beasts, forced into the air over and over until they either retreat to the hills, or crash to the ground and are mauled by the beasts.The Garde Forestier tracks down the ‘Barbarian Scion’, discovering he is of some forgotten tribe hailing from Ordelan. He has a surprisingly sizable force he has gathered, one that he could prove useful, though his primary goal is revenge on Ordelan, which could prove problematic. According to him, his people were unjustly wiped out by the Ordelan in times past, though it is unclear if he is referring to the Tellden empire or Ordelan itself, the man inevitably falls to raging and shouting on the topic. For the time though a hefty payment of gold coins points him and his men at the harpy menace instead.
>>6124566>Habitun cultTraining the Medqa to make dramatic leaps is fairly straightforward, the large beetles tend to make rather enthusiastic bounds whenever a well rotted tree is present, a favorite treat of theirs, and their trainers have mastered wafting a bag of old pine needles to trigger the lunging instinct. Maintaining position on the beetle on the other hand is quite the trial. The shell of the beetle splits, revealing a dozen wings that buzz rapidly, avoiding the branches of their forest home with surprising grace, propelling the creature forward. Unfortunately this process inevitably sendings any cargo, passengers included, flying in all directions. A clever saddle design of adjustable ropes however allows passengers to ride under the beetle, neatly allowing them to strike out with long spears from the belly of the great insect.Excavations and prospecting in the tunnels, and careful analysis of shadow ant movements, has revealed a curious phenomenon. A deep network of tunnels, too deep to full explore currently, has been discovered fill with a strange glittering vapor. Consumption of the vapor triggers hallucinations and euphoria, though in full Shadows this is coupled with an increased ability to shapeshift and transform their forms, allowing them to temporarily split into multiple forms. Curiously the shadows of those who consume the gas regularly appear to brighten however, a cause of no small amount of concern. mildly addictive
>>6124736>The UrottiProspectors discover a curious new material as they comb the depths. It appears to be large stones of golden amber, but far harder than the stone typically should be. When heated it becomes soft, then liquid, quite quickly, able to be easily shaped and worked even with simple thick gloves. In no time at all the smiths have produced a coat of golden scale male for the king, as sturdy as any dwarven ironwork, as long as the king doesn’t stray too close to the roaring fire of the great hall anyway. For once the cold clime of the north is a boon.Engineer, mason and architect work furiously to stand up new fortifications to protect Thul Urdor, but the effort is barely too late. The walls are half built when the two armies clash in the city. The Urotti mount a ferocious defense of their home and greatest city,, but the sheer weight of the Habitun advance overwhelms their best efforts. Axemen are driven back, step by step, through the streets of the city until the central keep itself can no longer be defended. Even still, the soldiers hold the line until the last women and children can evacuate through tunnels. These remnants flee north, leaving Thul Urdor a battered wreck of a capital. Many among them vow revenge upon this new blood-enemy, who inflict callous violence even upon those they call brothers.The northern climes are harsh, but the Urotti find blessings in the hardship. An easily mined outcropping of black stone, a smithery to craft finer items out of the little metal they have, and a new city for the remnant peoples to settle in. A place to rebuild, and tell the children of what they have lost>>6125638>Kingdom of OrdalanA great deal of woodwork begins in Ordalan this turn, though it is of very different styles and intentions. Along the river a great lumbermill, supplied at great expense with a fine orc iron saw blade rips and tears the great trees of the forest into planks and posts for the future construction projects of the kingdom. The work is hard but the pay is good, even if more than a few nix lives are cut short hauling the ropes that hoist and shift the great trees about. In a quieter part of the woods however the shouting and hard labor of the lumbermill is replaced by soft song and the delicate sounds of silver instruments. Here the old magic of the Arrowsong is invoked, an ancient gift from the gods. A verse for an arrow, a song and a promise for a bow, though only the singer knows the nature of the promise, they shall not tell what price the wood asks in exchange. A nix who performs the ritual almost always goes on to be a fearsome huntress with her singing bow, though they rarely smile except when their prey falls to the forest floor.
>>6125681>Vasileus of the BarzaentineOn the southern border of the nation great slabs of stone are pulled from the deep places of the earth using a sequence of old rituals passed from even before the Tellden empire came to this land. Even as stones are raised, shaped, and set into place, forming the sturdy bones of a mighty fortress, news comes from the Vizari to the south. The Gorehorn who had once lived here have left on some heretical mission into the southern sea, leaving only ruins, scattered herds of grummtusk beasts gone feral, and a few isolated hermits. The southern lands now belong to Vizari settlers, rickety mage towers springing up surrounded by hamlets and villages. In the capital, grand efforts to revitalize ironworking have begun. While the common efforts of common smiths has undoubtedly improved, it is a temple prophet who creates something truly worthy of the Barza. A collection of hammers are created, each embossed with an image of a letter. Seventy seven versed of the words of Luxos are pounded into the metal, one letter at a time. The resulted Prayer Folded Steel is among the finest the Barzaentine have ever seen.>AdenaiJockeying and jostling, and so. many. meetings. Nearly every hour the same tired joke about elvish indifference to the passing of time. Already some complain that perhaps the Confederacy’s Thorns would be a better name, though others claim they certainly aren’t children of a thorn tree. Still by the end the professional army of Adenai has been organized and leaders found for it, though unfortunately the venture is proving quite expensive. Already bitter arguments about budgets, land rights, and the cost of armaments has begun, many influential figures within the twigs protest the very idea of a standing professional army, after all are the harpies not in retreat and far away besides?>>6125859>TagayaA bureaucrat's work is never done, but much has been done this tyrn to grease the wheels. Substantial agreements have been put into place, warehouses bought, permits stamped, and occasionally officials bribed, or whooed. Great quantities of trade now flow easily through Tagaya and the connected lands, enriching all within the trade network. Orcish steel and gold, Nixon silver, Elvish gems and Changeling cloth all serve to make the region the richest in the world.
>>6125873>The Divine Republic of GuliseareBlack clouds of tribulation loom. Cursed lessers encroach on the sacred lands of Guliseare, soiling the land with their feet and worse still the air with their breath. In this trying time the high temple is filled with songs, of mourning and desperate prayers, and that desperate prayer is at long last answered. Blessings of light fall upon the most faithful of the Aripan, the tips of their feathers transforming into a pure snowy white. The glory of Aelelox shines within them, and through them, lancing down from the heavens to blind and burn the wicked and empowering the righteous and holy. Let the lesser beware! Judgment is coming!>>6125889>Skrit ColoniesThousands of ants move in their steady processions, trailing patterns of pheromones, carrying bits of information encoded as chemical ooze. Bit by bit these offerings, alongside bits of plant and animal and dirt and stone make their way to the ‘brain’s of the Skrit, pools of clear gel constantly stirred by hundreds of mite sized ants. In goes the offerings, thousands of pieces of separate information. They sink into the gel as the tiniest ants swarm over them, slowly collecting at the bottom. The Skrit mind forms a greater picture of the world. Near central a pleasing confluence of soft soil, shielded valleys and steady access to water has been found, and a more local intelligence has already begun the process of preparing the area for large scale farming. More supplies are dispatched, as well as a few medqa to help with the initial tilling. The next report comes from an obsidian queen, whose ethereal children have apparently discovered a vast pit of diamond gemstones. Further investigation reveals a mix of coal and diamonds, though the obsidian queen continues to insist the area exclusively contains diamonds. Most curious. The glittering clear to white gems quickly prove popular in petty trade with the Venks and Svaltar, providing a useful surplus of mundane supplies.>>6125917>King of the VenksThe Uhgul dam, (the king insists humbly it is in honor of his father and not himself, though many of the court have their doubts) is a marvel of construction. Great sluice gates that require two dozen men to lift allow the flow of the river to be diverted or blocked. Perhaps the Skrit could be persuaded to sell a few of those giant beetles to haul the ropes? In but a few years great swathes of the swampland transform from stinking marsh to pleasant meadows, though the land may never quite remove its abundance of frogs. Much of the water is instead redirected to newly minted farmland tilled under the shadow of the great wall, the soldiers still stationed there eat well indeed!Curiously, one season after the dams completion, there is a shudder of the earth, and a sudden great ripple in the lake. For a few weeks villages on its shore live in ill ease, but nothing appears to have come of it.
>>>WAR: The Defense of GuliseareThe season of war continues. Nixen forces push forth into the mountains themselves and despite the best efforts of the harpies remain grimly effective in spite of nearly unending harassment from the feathered folk. Silver touched scouts develop an uncanny talent for finding Aripan ambushers, and more importantly for discovering planned rockslides and safe caverns where forces are lurk until circling harpies briefly retreat. When the two sides rarely meet in direct combat the arrows and javelins of the Nixen prove deadlier. Ultimately it is logistics, not tactics that prevent the Ordelan advance however. Silver touched scouts spark stepping from stone to stone can travel easily enough, but wagons of supplies and stumbling ponies are easy prey for the harpies, forcing Ordelan to pull back the hills as the chill of winter settles in.To the west however the unrelenting Orcmanie see a measure more of success, their rugged steeds managing the hills and their heavy armor and shields defending the comparatively lighter harpy weaponry. Still it is a merry chase for orc knights to hunt down the skirmishing bird folk, and they only manage to take the northern hills, isolating the harpy controlled lumber camp. A dire situation for Guliseare, who must depend on what little lumber they can scavenge from the hill country around their home.>>> WAR: Vizari Iron ConflictIn a surprise to no one, a sizable force of Krovians strike out from their lands, crossing the waters separating their land from that of Vizari and attacking the land of the wizards.While the isolated villages and towns along the sandy shoreline fall quickly to the invaders they meet stiffer resistance when they attempt to take the first of the iron mines, with Vizari golems and homunculi holding the line, managing to force the sharkmen into retreat. Time will tell if the wizards can force the sharks back into the water, or if this is just the first bite of a feeding frenzy.
>>> WAR: The Defense of Thul UrdorThe Habitun forces begin their attack against Thul Urdor under cover of darkness, attempting infiltration to take the city as quickly and painlessly as possible. Unfortunately those Shadows who attempt to slip into the city find precious few points of entry, even for their malleable forces, the fine precision of dwarven craft leaves not even a door jam to slip under, and those shadows who contort through keyholes find themselves the unpleasant experience of a torch thrust in their face. Attempts to use rapidly growing trees to surround the fortress also fail, the soil is simply too rocky to support such a thing, with the trees contorting and withering as they desperately seek purchase against unyielding stone. Nonetheless as more typical battle begins the efforts of medqa ram teams does what trickery and magic cannot, managing to collapse the outer walls of the city. The Uttir do not give up the defense of their capital easily, forcing a bloody melee for each street and building. The battle lasts for five days and five nights, and by the end both armies have been shattered--but a Habitun banner flies over the keep of Thul Urdor.---------------------END OF TURN 8------------------
>>61286821. Ballistic Magics The Krovians have struck, shattering the illusion of a peace through trade that some still held, and others approach the new settled lands that the settlers say kill each other for the slightest offense. War has come to Vizari, and will no doubt be a part of life that we can not escape. The art of telekentics, the manipulation of physical force through magic, is the first any aspiring mage learns, more easily able to equate the use of power to the motions of their own body, and if fine tuned can become a weapon in the arsenal of any wizard; and what Vizari needs now is wizards that can use those weapons. Wizards, honed in the telekinetic arts, and armed with bolts and blades of iron, are trained for war and ready to bolster the defense of the republic. 2. Construct more Riptide Pylons Improvements are made to the riptide pylons. Formerly of stone the new pylons are forged of copper glass and infused with their magic. While physically weaker it will allow their magics to be stronger and over a wider range. These improvements will be critical as the pylons are spread along the south eastern coast; creating a wall of currents the Krovians will be hard pressed to approach and prevent them from simply swimming around any armies. War: Push them back into the sea. Defenses are maintained until the iron mines are protected by the new pylons; and once the sharks have nowhere else they may land to avoid the armies the glass soldiers will be unleashed; the armies aim to push the barbarians from the peninsula. The Krovians have shown their willingness to bite and claw their enemies; which will be quite interesting to watch them attempt with the burning armor of the glass soldiers. Not that they have much else for tools as their bronze is traded away for the stumble birds. The wizards have noted a strange magic, where the Krovians don't seem to tire as most do in battle, but with the rise in war mage numbers increase an extra rotation of wizards to supply magic is brought in to make the golems as tireless if not more so than before in the grueling battles.
>>6128688>Action 1 - Fort [West of the Pigs]Fort Morda will rise up on the coast-line, overlooking the sea-straits with a predatory glare. No longer will the sea remain contested grounds, and the vantage point will serve us well should a counter-attack be forthcoming.>Action 2 - Temple ImprovementsWith more ambitious rituals planned for the future, the Crimson Tide Temple must be updated. More stone and lumber is dragged to the site, and new additions are added to the grand construction, more rivulets for blood to flow and pool, and more holding areas for would-be sacrifices. > War PostA tough oyster indeed! These iron mines are like the deep-sea nest of some shelled beastie, snapping at anyone who dares to draw close. The iron-men, bloodless and frustrating to fight, are proving more annoying than a cookiecutter shark. Well, if they cannot be beaten with the might of his men now... more might will have to be found elsewhere!He leads his men on, scouring the shoreline where they have landed, and then pushing inland. His men go about snatching up those who cannot flee, and while an occasional arm or leg may go missing, the Chief oversees that most make it back to Zhelezo. If there are any wizards who dare venture from the mines or city, or those who poke their heads out from the mines to venture onto the open plains, well, they will make excellent sacrifices too!
>>6128682>Establish Farm at RiverIt would take a vast surplus of food to actually populate this plains up to the denseness of the northern forests. Thankfully, the river offers a steady source of water to feed the farms, compared to little streams and occassional rain. It would take even more labour, time, and feuds to establish the organization and infrastructure needed to reestablish the rice farms of the homelands, but it would be worth it for anything to elevate ourselves from the wheat-eaters at An'naud.>Ensure the Slaug blood lives onThe Gruumtusk herds can be let feral for another decade or so. There is a more crucial remnant of the Gorehorn to secure. How many blood have their kind shed to make claims over these plains? Rather than shed blood ourselves and contest against the memory of the land, wouldn't it be more easy if we just made ourselves as the Slaug and have their claim be added on ours? Send our folk to their homesteads and make them be our husbands and wives whether by persuasion or by violence, and sacrifice our own weaklings or more weaker families to pray to Kholan for the strength of their seed. It'll solve everything, I think.>War Action: Cattle Raids but no CattleBands of young sons eager for glory and blood would fear the repercussions of stirring another decades-long feuding between their families, and chose to take to the east. There, they would do some minimal scouting before throwing caution to the wind when they discover the Vizari. The raids in nature are mostly materially-motivated, seeking the metal exports to send back to their homesteads and improve their prestige, though some is more inclined to abduct whoever they could find to either sacrifice them to Kholan or learn of the Vizari beyond the rants of the first Archpriest about all eastern nations passed to them and then sacrificing them to Kholan.
>>6128681All is well in Vitruvia. The new Roc Cavia are devilishly clever, though prone to bouts of philosophising. Their low numbers, immense physical might (despite their clumsiness) and ability to travel anywhere at any time (except for indoors) lead to them naturally being seen as leaders even among the leadership inclined Cavia, though part of this effect may just be their intimidating nature.Their insights allow new refinements to be made to potioncraft, though between bouts of weeping regarding tears in the rain, they do advise that sources of basic building materials be procured at some point. The ramshackle constructions made so far tend to fail to support their weight.Many Devia, feeling ignored and isolated by a society with no place for them, turn to idle mischief. Their freakish conditions such as long tentacles, uncontrollable strength, unintelligible language, frenzied instinct to pull levers or identical appearance, free will, magical ability and intellect to one of the Masters mark them out as strange weirdos even by Homunculi standards.Some occasionally hide behind corners and jump out to spook people coming nearby, or knock on doors and then run away, or throw random expired potions at Seeria enforcers. Still, things could be worse.Action 1: Establish a new city on the marked X, HolmbastusUp at the northernmost extensions of Vitruvia, by the coast where the water grows cold, a new plot of land has been found to establish a grand new city of Homunculi.In this land of snow and darkness, the people are superstitious and paranoid of what lurks north of them. Even still, the land is good for grazing and many rare reagents grow well in this harsh climate. Of interest also is the view across the lake, prime fishing spots and potential for mass cargo transport across the waters.Soon a road is expected to be constructed, connecting up this fledgling city with Guliseare. Positioned far closer to the mountainous holds of the Harpies than Hohenholm, Holmbastus should prove itself well as a vibrant market city.
Action 2: Establish trade with Guliseare (Alchemists fire and plant growth for iron)The Harpies demand plant growth potions for their fields, and alchemists fire for… whatever they want that for. It’s not really our job to question why a client wants what they want.In any case, with the Harpies promising to construct a road to connect our nations, it is upon the Vitruvians to handle the logistical side of the equation.Merchant rest stops are set up along the road as it is formed, stables and carriage repair shops emerge to maintain the coming fleets of carriages that connect up our potion brewing sectors with the road network.In the newborn city, potion shops and great bazaars are formed, slinging potions of fire, plant growth, and other far less useful and bizarre potions with (at times) wildly unpredictable effects to any Harpies that wander too far off the main roads with enough coin to afford whatever useless knickknacks (such as potions of ear dexterity or elixirs of accelerated digestion) can be foisted upon them.The bulk of the trading however is performed by carriage and not with civilians, great carriages loaded with potions departing for the mountains, returning full of Iron.
The King is Dead. Long Live the King! His late majesty being without heirs of his body male, the heavy weight of the crown falls upon the head of his brother, Yaran. The magnificent lights seen in the sky at the time of his death are taken by the court astrologers as a sign of the Lord Aagen's pleasure at his soul joining the choir eternal, though the peasantry mutter quite diametric opinions quietly in the public houses.By the great grace of our Lord Aagen,who has granted us this tyrn of the sun, and in remembrance of our beloved brother, I, King Yaran of the Vencs do hereby order;>In Sigordan, wheresoever good foundations may be found and dug for the purpose, the raising of a city to be called Cærys>Around this city should also the land be prospected
>>6128692Action 1: Restructure and reinforce Thul Urdor and surrounding mountain ridges>Whole thing's built for folks half our size and about a Katan's attention to detail. Least it's robust, so won't collapse on itself if we redecorate it.>Will need a large number of Shadows to work this, seeing as regular hewers won't be able to shimmy through the hallways half as easy. Luckily the dverger hated Solaire as much as we do, even if they never thought to see eye to eye, the Shadows will be safe here over long periods.>Collected complaints from Shadows that tried to break in, praise from rams and Huntsmen that breached and fought through the streets. Gonna have to restructure a lot to be more suited for us, less for them. Open up tunnels holes our shadows can slip through, set up death traps in any tunnels that'd fit the midget buggers, reroute their tunnels into arrow walls, the works.>All in all, damn good city fort. Shame they're gone, woulda loved to trade pointers.>Oh, and they had a really deep stash of alcohol. Be a shame to let it go to waste.- Foreman Arvid Bani"Thul Urdor Inspection Report">"Right, we need rockslides set up on these ridges. I want them to be releasable by an arrow. Make sure the path goes down into the pass, I don't want us chasing after rubble several mills away or having to hew more when we reset it">"Fortify these murder holes, dig a tunna between. I want any scouts or Huntsmen to be able to move back and forth between them with minimal neck craning, or their mothers will break mine">"Set up listening positions in the more echoey crevices, I wanna hear them if they decide to dig up"- Excerpt from Foreman Age Bani Northern Fortification DirectivesAction 2: Start fishing in lake Supkha>Not enough.>So far we've made do with foraging. But with our numbers rising, the issue of consistent meals arises. Homesteaders now hate seeing us, knowing we'll eat them out of kitchen and store. I am haunted by their gazes.>I care not about wasteful efforts in the now. Make efforts that can be utilized in the after. That is your job is it not? Think how you can achieve it, and I will think on how to achieve mine. But know my performance depends on yours.- Missive from Marshal Bjorn Sayyad to Habitun council>The offering of your child Fisker has been found adequate. Your house will fund them in accruing more of this fish, and incorporate it into the barterings of the houses.>For each hundred pund pulled into Habitun, ten ort of gold may be requisitioned from council treasury, up to one pund per month. May this serve as incentive to innovate further.- Missive from Habitun council to Bever Hitab
>>6130474War: Harass, ambush, and push>"Huntsmen and scouts are shattered. We're down to dregs while everyone recuperates. Same can be said for the other side. The reinforcements from the Skrit should help keep the storm out of their boots">"Skrit are untrained. They have no fighting strength to speak of. All they've shown themselves good for is looting, digging, and not caring about dying. They're perfect">"First part is here, east. Medqa will knock down several mil of treeline on the edges of the frost. Skrit will arrange it into obstacle field. Any Dverger attempt to push through here with any numbers, they will spend enough time and make enough noise for Skelle warning, followed by massed arrowfire until Bakhold Pouncers arrive to squish">"Second part, here, northeast, north, and west. Skrit will disrupt supply trains, loot store houses, and make sure that by the time any of our own arrive, the Dverger would be starved and frustrated enough to accept a gentle push to migrate north">"Third part, us. Not enough of us to mass like we did on the fort. Not enough of them entrenched enough to need that. Scouts find clumps and clusters of Dverger, signal with Skelle. Small Huntsmen squad rains arrows to force into cover. Bakhold Pouncers jump in to crush cover and morale, then pull back to let Fumancers and Huntsmen clean survivors and accost prisoners. Simple, repetitive. Always strike with a height advantage. Deny them the hills, they will struggle to fight up again for a while. Diplomats will have more leverage"- Marshal Bjorn Sayyad, war council record>"Unique knowledge and resource opportunity. Path to new specimens will be opened. Interact at will">"Deniable Raiders. We are only allowing passage, and will shelter any retreats behind our borders. Initial intelligence however suggests potential for favorable trade, so keep options open should it benefit you"- Ambassador Aksel Durbawey addressing a Skrit representative,"Farces And Triumphs In The Arts: Vol 2"
>>6130476Diplomacy: Welcome any Dwarves willing to worship Terra and follow Council decrees into Thul Urdor, preferential management treatment>Solaire presence does little to warm snowy region. Perfect for penitent worship, but that is up to the Siblinghood to ascertain.>Found new dverger capital on edge of snowy region, within sight of hills. Cannot go further without suitable reasoning, cold is painful, dverger tempers high and alert after battle[1].1. Battle for Thul Urdor, near end of Dawn age.- Scout Gorm,"Scouting Logs: Chapter 3">Bypassed through several dverg patrols. Arrived at their new ramshackle capital within three days of circutous routes. Diplomat decided time to break cover and wave white flag for parley near their gates.- Huntsman Kare"Records of Huntsmen Dispatch, Log #620">"We wish to give you back your home. TACA[1]"[2]>"There is nothing to threaten. This is a trade."[2]>"We would want any inhabitants of Thul Urdor to follow the will of the council, and honor Terra as the ancestor of their own greatest ancestor. Rest of Dverg need not do so"[3]>"You misunderstand the intents of Habitun. We do not want outsiders to worship with us, we want all Habitun to behave like Habitun. You insisted that that would be impossible, so we fought until you were displaced from Habitun land. Now we remind that only outsiders are barred from entering Habitun, and any who wish to 'return to the fold' so to speak, may do so."[3]>"Your first request is impossible to grant, as the city belongs to Habitun. The request for labor is amenable, provided an adequate price is offered in return. The request for being left alone is also amenable, in return for it being done in return"[3]>"Let those who wish to follow do so. In time, we hope you will see the errors of your ways"[3]1. Terms And Conditions Apply.2. Being too swift and honest as requested by Dwarf king3. Negotiating the migration of potential Dverger believers back to Thul Urdor- Diplomat Rive Mudamir,"Farces And Triumphs In The Arts: Vol 2"
>>61286933rd Turn> 1st action: Fortress constructionHaving been pushed back into a snow-covered, hilly terrain, the Urotti Dwarves will focus on constructing a formidable new fortress, a Gul Nornir ("Fortress of Renewal"). Utilizing the abundant lumber from the lumber yard and stone from the mines, they will carve this stronghold into the hillside, integrating natural defenses provided by the rugged landscape. The fortress will feature thick stone walls reinforced with ironwood beams, concealed entrances, and strategically placed battlements ideal for defending against a larger force. Underground tunnels and chambers will serve as secure storage for supplies and as escape routes if needed.> 2nd action: Upgrade the new capital that has been named Virn-GaruhmDespite the bitter cold and the unforgiving terrain, the Urotti Dwarves set to work expanding their new home, Virn-Garuhm. Mining deep into the mountainside, they carve out new chambers to serve as warm and sturdy dwellings, connected by an intricate network of tunnels that weave through the rock like veins of precious ore. These subterranean roads not only shelter them from the harsh elements but also enhance connectivity throughout the city.Master smiths rekindle their forges, the glow of molten metal casting hopeful light in the depths. Workshops buzz with activity as craftsmen and artisans labor to produce tools, weapons, and goods essential for daily life and future endeavors. At the heart of Virn-Garuhm, a central marketplace comes to life, where traders barter and clans mingle, fostering unity and the exchange of ideas.Mindful of the threats that loom beyond their snowy refuge, the dwarves erect sturdy walls and watchtowers around their settlement. Stone by stone, they build defenses that blend seamlessly with the rugged landscape, ever vigilant against those who might seek to harm them.
>Action 1: Military - The GuerillasSpurned by their previous unpreparedness, survivors of the Bahay incursion are driven by their hate to take up the formation of a mercenary band known as The Guerillas. This force does not strive to be a standalone self-sufficient powerhouse as so many other armies seek to attain - rather, the force is designed around maximizing the utility of other forces, and filling in gaps where other armies lack. To this extent, the force is unremarkable as a standalone army, but acts as a sort of power multiplier to allied forces when operating in conjunction.>Action 2: Resources - A Valuable MetalHaving now cemented themselves as the center of trade within the new world, the Tagagaya seek to utilize their control over the market to introduce a standard of exchange amongst merchants so that all nearby nations might be more directly affected by the stability of their economy, and so that the lending business of Negyoso might be more frequently utilized. To this end, a non-replenishable good of innate value is necessary - a rare metal. One which is not found in the lands of their neighbors, lest they begin to mint counterfeits from their own supply and destabilize the Tagagayan coin.
>>6128688Occupy this spider ruins hex heavily, and do research on the ruins’ interior. Also make and defend another hive in the desert, so as to later support the arrival of Zabacraw, the great tool of genocide against the disgusting mollusks.>2: Explore and make swift occupation of the ruins in the north.What else is in the ruins in the north? Send a small search party to stay, and with a lone messenger to return to the capital, but there are more important matters for the nation to attend to at this time… Such as the neighboring Venk civilization. Men, who are just a little like cows. Who ever heard of such a thing? We have not much use for these biological features, but maybe their strength and smarts could help Us cooperate with them? For now, We choose to lurk, cruising by krawl vortex, in the shadows just outside where our borders meet, conglomerating into taller vortexes outside the ruins nearby. >1: Dig deep in the desertMake another hive, with a fungal colony to supply nutrients for the troops’ survival, spread, and cell reproduction.. The standard chasms with excavated, carved out networks of beams, connected together by nodes, from heaps upon heaps of excavated natural stone between the tesseract structures.Make sure to dig deep enough to hit the water reservoir! And look out for fossils of fish… Zabacraw, the destroyer, and Zabatar, the fish chariot rider krawl amalgamate living inside it, may once more swim across the sands to bring about great ruin, should all go according to plan?War/Diplo: address VitruviansWhat are these new amalgamates? We hear they are of anti-magic, but what all of that may entail for Us, We are not fully aware at this time. It seems as though they have many arms, like Us. We assume anti-magic would bar Us from using very specific blessings, possibly including the ability to copy the remains of others?(There will be Diplo rp for this + Venks in the discord soon)
>>6128681>>6128690>Action 1: Cadon (X)Cadon, the second settlement of the Orcmanie, is the prime holding of the noble Moonhurleur line. Founded at the birth of the Orcmanie by the old-Orc Gorgoth 'Moon-Howla', the second in command to Gorbash; it is only now that the town centre comes to be built anew of Red Granite - full of new designs and strong walls - by Count Henrigoth de Moonhurleur upon succession to his title. Their Livery is a wolf-mouthed silver moon upon quartered navy and crimson.>Action 2: Godly Star-Forged ProtectionThe Forges that work our Starmetal have become, perhaps inevitably, known to the Orcmanie as the Star-Forges of Rooin. It is here that the most skilled of our smiths and the eminent and learned of our cathedral priests combine their skills to bind runes of the Pantheon and weave the protections of Ganuz >>6127048 into our shields and armour; to bless our defences from those that assail us through the invocation of our god of life, war, water and the sea.
>>6128693The courts of Ordalan are in turmoil, the trade with the north has not brought certainty and security, it has only made things worse. The reason is not the Orcs nor the Adenai, it's the Tagagayans. Reports of ridiculously one-sided trade deals, impersonations and selling of counterfeit wares. But worst of all, reports of their profane nature. Shifting bodies and complete disregard for our faith. All while reports come in of movements to the south, the beastmen are moving into the lands belonging to the southerners, and they are a rowdy folk, fighting amond themselves, and thus, all the worse when they decide to become a problem for Ordalan. Queen Leutgard has meeting after meeting to resolve issues, but eventually takes off to see to the issue up north personally.>Action 1: Establishment of trade with Barzae. Pelts and lumber for copper. Hopefully benefitting from the courtiers from before (turn 4).While northward trade brings issues, owing in part due to us being strangers, Ordalan merchants instead try pursuing a trade relation with Barzae. Sturnes homes are repurposed into trading offices, warehouses are freshened up, worker contracts reviewed. Ensuring that the goods of Ordalan can flow smoothly. After this comes the establishment of receiving facilities in Barzae, as well as the means of transportation. Luckily the ready access to lumber makes the creation of wagons a lesser expense.>Action 2: Emergence of Huskarls. Bodyguards of the noble houses, trained to detect and deal with changelings and tricksters.As the reports come in of the misdeeds of the Tagagayans, people start to question if the Nixen they speak to are Nixen and not Tagagayans, or a puppet of them. This especially troubles the noble houses, whose dealings rely heavily on trust. Thus the various houses train oathsworn servants whose job is to detect if a Nixen is who they say they are, as well as confirm the identity of the nobles they serve. They are also tested to prevent infiltration of their ranks, making them the most trusted bodyguards a noble can get, thus given the best equipment and training the noble can afford.
>>6128694>Action 1: A Steed fit for an Elf [Pre-rolled Mount Prospect]in the hills to the north((west), the Drakon Opulus has kept itself hidden away from the eyes of men for a time unknown. These great beasts, 15 feet long, fly through the air and capture prey in their large, awe-inspiring jaws filled two rows of sharpened teeth, made for tearing sinew yet perfectly suited to piercing steel and breaking bone. Naturally, these beasts struck fear into it's first witnesses, spotting them return to their caves from a hunt from the other side of the valley.As most good things occur, it was a stroke of luck that turned the Drakon Opulus into something closer than a fearsome foe. Wounded from a territorial dispute with one of it's own kind, an Opulus lay at the peak of a hill, it's pain made known with somber whines so pitiful it made men weep. A young man of the famously empathic Hardoni Twig was the one to close the distance, bringing food and water to the beast and cleaning it's wounds. Unlike common fauna, it was clear that the Opulus understood it's situation with a clarity that made it's intellect evident.In a tale ripped straight out of a child's book, the bond forged that day was unbreakable. No longer was this young Leaf limited to seeing the world from it's roots - but atop his new steed could experience the beauty his ancestors forged from above. It would not take long for many more bold men to replicate this relationship. The Opal Dragons would not simply be chosen, however, but in fact would be the ones to choose their bondmate. A noble steed fit for a noble people was discovered.[Yes, I used like 4 different names for the thing. No, I don't care. Pick one or make up your own, Swift. You're more creative than I am anyway.]Action 2: Construct a Fort [See second post]Tensions at the diplomatic summit for peace in the Mountain War had (as expected) begun to boil over. As an emergency, the head diplomat Patrocliot Gerevette sent home his son, Severiot, to inform the Maple Council of the need for emergency fortifications in the east. Were it simply for the Harpy's lack of cooperation, this would be no cause for alarm. However, the behavior of the Women to the east had been so outwardly irrational that it greatly exceeded the already great expectation of irrationality. This "princess" had drunk herself into a stupor, and shouted obscenities at the delegates! Their claims of warriorship and desire to kill were alarming enough on their own, but their blatant mercy towards the Harpys in conjunction with these first claims painted a picture picture most paradoxical. What were these women planning? As a result, a fort constructed nearby the river and Bahay would create the most defensible fortification possible. This military structure could house a garrison sizeable enough to contest and punish any attempts to cross the river, as well as create a significant obstacle to the plains and forests up north due to it's proximity to Bahay.
>Action 2 Fort Placement