The Church of the Sun uncovered an ancient secret about the world - the gods created a powerful ritual which when successfully performed can make a continent raise from the sea floor, but by doing so one or more existing continents might sink! Further research is needed, but it is possible that all major cataclysms in the past were caused by someone performing this ritual.The ritual was uncovered by translating slabs from an ancient underwater Nagah temple recovered by an intrepid group of adventurers. According to these texts, the ritual can only be performed once per millenium at most. According to the sages calculations, the most recent ritual... was already performed a few years ago and no one noticed.So there is a whole new continent somewhere in the Endless Ocean to be settled!The Church of the Sun loses no time and finances an expedition to the unknown continent. Ten vessels, each with 200 crew, are sent to colonize the new land.Many stormy months later, about half of the vessels crash land against the rocks of an unknown continent.Sick, starving and cut off from the rest of the world, the new colonists must decide how they are going to live from now on!But they must decide quickly - the land ahead is unforgiving, and all kinds of amphibious creatures are already beginning to claim it for themselves.The people decide their new city will be called Naga. They get together and decide on a system of government.> Feudal Monarchy. The traditional mode of government. Twice as much unrest can be quelled by garrisons. This means taxes can usually be higher.> Trade Republic. No fancy nobles, all government roles are elective. Trade revenue is doubled, but corruption tends to be high as well.> Tribal Confederacy. A loose alliance of clans. All tribe leaders meet in a council to organize mutual defense. Military units cost half to feed.> Theocracy. A single powerful religious order controls the land. There is no unhappiness, but research progress is halved.
>>6173473> Trade Republic. No fancy nobles, all government roles are elective. Trade revenue is doubled, but corruption tends to be high as well.
>>6173473>> Theocracy. A single powerful religious order controls the land. There is no unhappiness, but research progress is halved.Snake theocracy yes
Rolled 2 (1d2)>>6173475>>61734801 - Trade Republic2 - Theocracy
>>6173475>>6173480>>6173498"Be one with the snake!", is what every little child hears from the Snake Priestesses that rule society.If you ask one of them if they rule society, what is really not adviseable, they will claim that they only guide people into communion with the snake and that it is the snake goddess herself who is leading our society to greatness!Choose a leader for our society> Slythea, the snake high priestess. She has a huge pet snake and people say she can talk to snakes, though she neither confirms nor denies. Cities generate more faith (magic).> Krudor, the seafarer. He led the expedition into these shores. Though the original vessels crashed, many smaller and nimbler vessels were made that can traverse the treacherous shore of Naga. Naval power increases.> Bodea, the free thinker. She is always researching one thing or another and going at odds with the snake authorities. Small research bonus.> Write in (pick a name, a story and a bonus)Year OneWe built some basic structures, assembled a small fleet of fishing ships, built houses for everyone, barracks for our troops, trained some spearmen to defend ourselves, the works. There is a forest nearby, so we could build a sawmill. You're also sure there must be good ore somewhere around here to start making metal. We could also make some docks for our fishing ships.> Search for Ore> Build a Sawmill> Build Docks> Write in
>>6173506Too little, too late, tradebro.>>6173502> Krudor, the seafarer. He led the expedition into these shores. Though the original vessels crashed, many smaller and nimbler vessels were made that can traverse the treacherous shore of Naga. Naval power increases.We snakeportugal now.> Build Docks
>>6173510Year TwoWe hail Krudor, the hero of the crossing, as our leader!We build some docks for our ships, increasing efficiency of acquiring food in the oceans. Our swimmers start finding oysters, and soon enough we have a bunch of pearls, that of course end up adorning our snake priestesses.The snake priestesses want a shrine to properly worship their deity.> Build a Shrine> Search for Ore> Build a Sawmill> Write inOur scouts found a small mermaid village not too far from here. We didn't even knew mermaids made villages, but they do have a bunch of structures in a nearby reef and the scouts reported that the singing from their females is almost unbearable, it was only their faith in the snake goddess that allowed them to survive their song, pulling them ever towards the deep seas to be drowned or worse.> Attempt Diplomacy with the mermaids> Send a War Party to destroy them> Ignore them for now> Write in
>>6173517> Build a SawmillWith a Sawmill, we can build a better Shrine> Attempt Diplomacy with the mermaidsSea Snakes are a thing. Perhaps we can convince the Mermaids of our faith?
>>6173517> Build a ShrineA beginning.> Attempt Diplomacy with the mermaidsOur naval ambitions will be hampered if we must wage war on and under the seas whilst sailing to distant destinations.
Rolled 1 (1d2)>>6173557>>61735701 - sawmill2 - shrine
>>6173646Year ThreeYou build a sawmill and now it becomes expedient to field archers, so you train a few. With the constant trips to gather lumber in the forest, our people start to get acquainted with the local herbs, though the many taboos of the Serpent Sisters are hard to navigate. Perhaps we could designate someone who would have the permission to do some experiments with the herbs away from the prying eyes of the Priestesses, in the middle of the forest, by building a Herbalist Hut and stocking it with all that it needs.> Build a Herbalist Hut> Build a Shrine> Search for Ore> Write inOur diplomatic efforts with the mermaids pay off. We are received by their leader, a stunning mermaid called Zarah. She tells us that the Nagah are her enemies and constantly attack them underwater. The purpose of their settlement here in the shore was to look for some race capable of producing metals so that they could trade for weapons against the threat of the Nagah!Unfortunately we don't have metal to spare for trade right now, but Krudor gifts the mermaids with a single sword as a token of our goodwill, hoping in the future we can do trade.Zarah advises us to avoid the Western Reefs as she calls them, for the are treacherous and her girls like singing there, so an accident might happen.The problem is the Western Reefs are your main source of oysters!> Tell Zarah you will avoid the Western Reefs> We can't afford to avoid the Reefs, keep gathering there> Demand a tribute for letting the mermaids live at the Reefs> Write in
>>6173648> Search for Ore>Offer to trade ore and metal goods for harvested oyster and other seafood in bulk, once we acquire ore. In the meanwhile, try and arrange a schedule for when each of us uses the reefs.
Rolled 3, 1 = 4 (2d3)>>61736771 - you find some ore2 - you find a lot of ore3 - you don't find ore1 - you can come to an arrangement2 - the diplomatic effort fizzles3 - people die, there is anger
>>6173677>>6173678Year FourThough you spend your best efforts, you don't manage to find a decent source of ore anywhere nearby. Your people suggest going further inland and building a mining outpost near some hills - or, if we are lucky enough to find those, near some mountains!> Build a Mining Outpost> Build a Herbalist Hut> Build a Shrine> Write inYou manage to come to an agreement with the mermaids. They exploit the reef most of the year, as it is their source of nourishment, but in pearl season (which you didn't knew was a thing) they leave the reef and let your people free to roam there. The mermaids will probably take this time of the year to go visit their folks in the depths.You offer to trade for metal goods, but the mermaids insist that they will discuss the terms only when we have the metal to trade.Sailing around the continent towards the west, your scouts find a region filled with caves. There are probably sea monsters living there, they say.> Explore the sea monster Caves> Keep exploring West> Turn around and explore East> Write in