Welcome back to the Forgotten Colonies of Nibiru! Last time, ancient ruins revealed themselves...

Welcome back to the Forgotten Colonies of Nibiru! Last time, ancient ruins revealed themselves, the Warhost and OGT were preparing for war, Kemet and the Kingdom of Madness traded threats, and the Barbabrab butchered the people and tore down the walls of the city-state of Bacatia. What will happen next?
Previous Threads:
archive.4plebs.org/tg/search/subject/forgotten colonies/type/op/
>Please wait until I finish posting turns!

Other urls found in this thread:

pastebin.com/4BM7Zjn5
pastebin.com/mTrerD27
pastebin.com/aFTME4K8
client02.chat.mibbit.com/?channel=#Nation&server=irc.mibbit.net
pastebin.com/RsYMmbsz
youtube.com/watch?v=s2cKSVURTx8
pastebin.com/2SJCkk0W
twitter.com/NSFWRedditImage

[Artemisia]
No expansion is had, but stealth improvement kicks off [1/6]. Stealth Hunters training barely starts [1/3], but archery is improved [2/6].

[Warhost]
No progress on the mud pit, though the War Wizard continues training [6/8].

[Niron]
The southern island is claimed for the Floating City [+4 hex; +1 Tech Point/turn]. Coral research nearly completes [3/4], and dedicated lumber-rafts are sent to shore [1/4].

[Dominion]
The search for a ley-node begins [1/4], as well as expansion south [1/2]. The Throne Guard completes training though [1x {-1 food/currency//turn}].

[Kingdom]
Fortification of the ruin begins [3/6], and the Kingdom expands northward [+4 hex]. Ruin Guardians are being trained [3/5], and a farm starts [1/4].

[Western Tribes]
The Ratlizard slaughterhouse begins [2/4], cavalry research kicks up [1/4], though better Domestication methods and Animal Studies research stall.

[Ariak]
No progress on the farms, though the economic power of the Empire grows [Economics I; +2 currency/turn]! Feudalistic practices are put into action [1/4], and better armor is on its way [2/4]!

[Barbabrab]
The Archer continues training [2/4], and the Carroballista is made [Expend resources; 1.8x {-1 currency/turn}]. The populace strikes camp, and moves [+4 hex].

[Ugh]
The ruin already has inhabitants- huge, mutated ants, interbred from the old Devil Ants and a native species- they are now Hell Ants. They kill all they can find, driving the Ugh from the ruin [-5 pop; ruin lost]. 'Shock Trooper' methods are still being researched (Whatever they are) [4/6], and soldiers are trained, finally [2x {-2 food/turn]].

[Pure Ocean]
The Church expands under the sea floor [+4 hex], and the religious texts are finally copied [Religion III]. Air Magic research completes [Air Magic I]!

[Sanar]
No expansion or retraining of the cavalry woman, but the farm completes [+2 food/turn].

[Kemet]
A city starts construction; it'll take a while [1/10], and the military unit is trained {1 per action}[1.4x {-1 food/currency//turn}]. No progress on the better weapons, but another soldier is being trained [1/3].

[Blatrek]
Regeneration research starts [2/4], and flight research completes [Flight I]! The trade route is set up [Trade route {OGT} +4 currency/turn}], and the blood knights are ready [2x {Bloodsucker}{-2 Thralls/Ley-power//turn}]. The ruins are nearly Blatrek's [+4 hex]!

[OGT]
raiding research completes [Raiding I], while the barracks is nearly upgraded [5/6]. The scientific study completes [Science I], and the search for stone begins [1/6].

[War Result]
The capture of Bacatia is complete, it's population butchered and turned into food [+6 food].

Missed Turns
>Holy Order: 1
>Volden: 1
>Artilia: 1
>Tsabos: 1
>Kedesh: 1
>Kashiragi: Nearly ded
>Ursan: Nearly ded

[NEW RULE]
Players have three days to respond to the game, in any capacity. On the fourth, if they have not responded, they will be removed (Considerations will be taken if you clear it with me in the IRC)
>Turn starts now!

Rolled 87, 4, 63, 43 = 197 (4d100)

1. Train most basic infantry unit 1/3
2. Train most basic infantry unit, I want to use Pharaoh's Will on training
3. Train most basic infantry unit
4. Create new beans farms 2/4

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
Pop: 20 (+2/turn)
Food: 20 (+1/turn)
Currency: 15 (+1/turn)
Tech points: 1 (+1/turn)
Flax: 3 (+1/turn)
Ore: 4 (+2/turn)
Defenses (Capital): 1
Military: Infantry [1.4x {-1 food/currency//turn}]
Buildings: +24 hexes, [Weaver I], [Granary I; +1 food/turn], [Forge I], [Flax Farm I; +1 flax/turn], [Blacksmith I], [Mine I; +2 ore/turn]
Tech: [Infantry II]
Magic: [Necromancy I]
Resources:
Eccentricities:
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land.
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments.

Currently building bean farms [2/4], cattle ranches [2/4], brewery [1/4], mill [2/4], irrigation [1/4], city [1/10]

I also want to add 10 currency to bean farms

And another 10 on 4th infantry unit (so die 3)

You only have 15 currency, friend

Rolled 24, 42, 22 = 88 (3d100)

[Sanar]
Settlements: Midaho'an
Territory: 11
Pop: 28 (+2/turn)
Food: 24 (+2/turn)
Currency: 19 (+0/turn)
Structures: Government Building[Warehouse I]
Defenses (Capital): 1
Military: [cavalry woman] x1.6 [Cavalry woman 2.0] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I]
Resources: [Resources: Wood: 5]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
not completed:

1. Send explorers to claim and settle new land [Expand]
>[Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]
2.With the new farm built we can raise new taxes. [Get some more gold]
>[Logistic I][Warehouse I]
3. Retrain our first unit to maximum standard. [Retrain x1.6 cavalry woman]
>[Tactic 1]

Also if Ariak read this, I answered last thread.

Rolled 74, 25, 95, 66 = 260 (4d100)

---
[Ugh]
---
pastebin.com/4BM7Zjn5

>>-------------------
Pop: 25 (+2/turn)
Food: 28(+0/turn)
Currency: 6 (+2/turn)
Defenses (Capital): 1
Military:
+ 1 Ugh Militia [2x]
Tech: [Infantry I][Doctrine II] [Stupidity I]
Rituals: [Ritual of Idiocy I]
Hexes: 30
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1. Ugh need food. Ugh look for good. Put plant in grow. Food. Food good. Not food bad. Food good. [Food]
2. UGH KILL ANTS [Attack the ants]
3. Ugh need shocktroop. Shock troop good. Kill fast and things also good. [4/6]
4. Ugh really need more soldier for kill. [Militias]

Rolled 86, 43, 38, 39, 84, 18 = 308 (6d100)

Volden
Territory: 15
Pop: 15 (+2/turn)
Food: 26 (+4/turn) (3)
Currency: 11 (+2/turn)
Defenses (Capital): 1 Voldenhof
Military:
1 Tribal warband [1.4x {-1 food/currency//turn}
Buildings:
[Farm] [Mine] [Warrior hall]
Tech:
[Infantry II] [Metallurgy I] [Archery I]
Resources:
[7 ore] +2 p/t
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden- but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. Holy Shrine [1/20]
2. Search for mounts [1/4]
3. Javelins

1. Mine 2 [4/6]
2. Warrior Hall 2 [3/6]
3. Expansion northward [1/2]

Never mind, I have only 15, so ignore this

Rolled 24, 5, 1 = 30 (3d100)

Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: pastebin.com/mTrerD27
Pop: 28 (+2/turn)
Food: 42 (+4/turn)
Currency: 25 (+4/turn)
Defenses (Capital): 1 (Niron)
Military:
War raft [1.8x {-1 currency/turn}]
Structures: Ley-Node, Seaweed Farm I
Trade: {Pure Ocean}; +2 currency/turn
Tech: [Infantry I] [Raftbuilding II]
Magic: [Astral I]
Resources:
Ley-Power: 18 (+2/turn)
Driftwood: 4
Coral: 5
Wood: 5
Metal: 10
Tech Point: 1 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Continue Coral research. 3/4
2. Continue setting up the lumber raft system. 1/4
3. Begin expanding the city of Niron to allow for more buildings and districts to be built.

Rolled 14, 90, 88, 3, 76, 16 = 287 (6d100)

Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Factions: pastebin.com/aFTME4K8
Settlements: Great Kedesh
Territory: 17
Pop: 22 (+2/turn)
Food: 22 (+2/turn)
Currency: 11 (+1/turn)
Tech Points 4 (+1/turn)
Defenses (Capital): 1
Buildings: [Forge I]
Military:
Tech: [Religion I][Infantry I]
Magic: [Enchanting I][Summoning I]
Resources: [Ore 5]
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1+2: Continue the search for a ley node [3/4 progress]

3: Train a unit of heavy infantry, the Kedesh Guards, specialized in urban combat and suppression of slave uprisings.

4: Continue to search for wood to build ships [1/??? progress]

5: Study to improve our Enchanting techniques [Immaterial]

6: Order the construction of a great port on the coastline.

[Artemisia]
Expansion 1/2

spending 1 currency to actually get a progress on Coral research. now at 24

Rolled 45, 60, 41, 91 = 237 (4d100)

Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 34 (+3/turn)
Food: 38 (+5/turn)(-1/turn)
Currency: 6 (+4/turn)(-1/turn)
Defenses (Capital): 1
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military:[1.8x Hunter Cadre {-1 food/currency//turn}] More hunters (1/3)
Tech: [Stealth I](1/6)[Poison II][Archery I](2/6)
Magic : [Illusion I]
Resources: [ley-power 14, +2 /turn][5 Metal]
Eccentricities:
Land: 23 Expansion 1/2
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1. Continue expansion towards the Ruins(1/2)

2. Continue to Recruit more hunters.(1/3)
+Hunter's Den I
+Archery I
+Stealth I
+Poison II

3.Continue working on improvement of our stealth Techniques. (1/6)

4. Continue to improve our Archery (2/6)

Can I see/know this? More? Less? I've based it on your statement about distance between Kingdom of Madness and Artilia

See what, your own currency?

And is there some communicator or forum or mail or something?

You're fully aware of Artemisia and the island, less so Tsabos and the Western Tribes
client02.chat.mibbit.com/?channel=#Nation&server=irc.mibbit.net

Rolled 59, 1, 1 = 61 (3d100)

[Pure Ocean]
Nation Name: The Church of Pure Ocean
Race(s): Humans, Octogoblins (Goblin from the waist up, octopus from the waist down)
Color: Chartreuse
Fluff: pastebin.com/RsYMmbsz
Pop: 24 (+3/turn)
Food: 20 (+2/turn)
Currency: 14 (1/turn)
Defenses (Capital): 1
Military: The Prima [Boat 1.2x {-1 currency/turn}]
Tech: [Religion III][Infantry I][Shipbuilding I]
Resources: Leyline Power (+2
Magic:[Water Magic I][Air Magic I]

Eccentricities:
[Wizard-mystics]: The Church of Pure-Ocean is run by the priestly elite, to whom ley-magic holds all the answers. Magic research gets a bonus, but technology research takes a hit.
[Dangerous Bounty]: The seas of this Nibiru teem with life, and the Church has a much easier time harvesting food. But the ocean is a dangerous place, and many creatures on the island come to the shoreline to drink…

By order of the Prophet-King Angeloi:
While the six-point plan is progressing excelently it is not yet complete. With this in mind, I will revise it slightly, make a "eight point plan", if you will. I will add one clause covering the defense of the island. (to be instituted at a later date)

1. It has also come to my attention that the royal finances are lacking. And as we require more funds to build a defense force, we must deign to trade with a devolved version of humanity. Though I know many of you object, we cannot neglect our lesser brothers in this way. In addition to being beneficial to us, it may also come to pass that we may eventually elevate them to our level... (Trade route to Niron)

2. We must continue to canvas the ocean floor for resources... (Resource Expedition) (2/4) (Water Magic 1 and Dangerous Bounty apply here, I believe.)

3. We have not yet finished exploring the bounds of water magic (Continue researching Water Magic II) (Wizard-Mystics applies here, I believe)

Rolled 84, 50, 28, 79 = 241 (4d100)

[OGT]
Territory:23
Pop: 30 (+2/turn)
Food: 36 (+6/turn)
Currency: 14 (+5/turn)
Defenses (Capital): 1
Military:
Orc Raiders [1.4x {-1 food/turn}]
Orc Raiders [1.4x {-1 food/turn}]
Troll leaders [1.6x {-1 food/currency//turn}].
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I +2] [Raiding I][Science I]
Buildings:[Barracks I]
[Farm I +2 food/turn]
[plantation I +4 food/turn]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
Trade routes:
Blatrek-+4 currency/turn

1. Continue researching Raiding II 1/?
[Science I]
[Tech Dependence]
2. Research [shipbuilding I] we needs our ruins. The scouts say someone took it over but we will take it back.
[Science I]
Tech Dependence]
3. Build a lumbermill so we can start harvesting lumber.
[slavery I]
4. Search for stone continues damn it. We have all these mountains but still no stone. 1/6

spend 1-2 currency on action 3. Should be enough to get over the hump for deadlands negative.

Ouch... now that is unfortunate

I know, right?

bump

youtube.com/watch?v=s2cKSVURTx8

"Huh?"

These were the last words spoken by the Bacatian leader before their head was struck off like a sports ball by Genneg Khaahk, who charged straight into the palace of the beleaguered, dying nation, the lax security giving him little trouble. As it rolled lifeless on the floor, the city around it bucked and burned and crumbled: towers were being knocked down like dominoes by the siege weaponry, everything wooden was set ablaze, and anyone who had not fled the disaster was in the midst of being skinned and butchered for their flesh.

The Khaahk grabbed the head, and paraded it on the streets atop a long stick. Today was a glorious day for the Barbabrab Clans, as they finally made well on their promise and destroyed their first civilization. A religious doctrine of sorts was forged from this affair: they were to be the ones destined to unite the peoples of this tortured planet, through forcing them out of their civilized nations or killing them trying. They were The Scourge of God. The Khaahk gave a speech.

"Энэ өдөp бид caлж дэлхийн нэг хэcэг гэpэл нь ямap нэг дyyдaж бaйcaн "nationhood"! Хapaaч энэ "хүн". Tэдний boastful гэдгийг бaтaлж coeл иpгэншил бaйcaн илүү тэдний aмьдpaл? Хaaнa юм бэ, тэднийг yдиpдaх вэ? Tэд ч гэcэн хүн, эcвэл тэдгээp нь биш үхэp нь хэн бaйнa нядлaх, идэж!" (On this day, we have rid the world of a single section of the blight that is what one would call "nationhood"! Look at these "people". Their boastful claims that civilization would better their lives? Where did that lead them? Are they still people, or are they not cattle who has been slaughtered and eaten!)

The horde cackled and laughed. The Khaahk continued.

"Зөвшөөpөх тэдний insolence cypгaмж бoлoх бүх бaйcaн хүмүүc зүйл мaш! Гэcэн хэдий ч, нэг тэмдэглүүштэй зүйл бoл тэдний тaлaap үнэ цэнэтэй хaдгaлaх. Tэдний yдиpдaгч, мэдмээp тэдний yдиpдaгч cүүлчийн үг бaйнa yy? "Хөх"! Бaйcaн бүх бoлoх тyхaй хэлж тэдний өв бaйгaa нь бyцaaх, "Хөх!" Энэ үeэc эхлэн ypaгшaa, тэp нь бaйх бoлнo, бидний нэp. Бид Barbabrab ямap ч илүү, хapин бид Huh!" (Let their insolence be a lesson to all those who would thing so! And yet, there is one notable thing about them worth preserving. Their leader, would you like to know their leader's last words? "Huh"! That was all they could say about their legacy being undone, "Huh!" From this point onward, that shall be our name. We are Barbabrab no more, but we are the Huh!)

Guttural cheering and roaring laughter commenced from the newly dubbed Huh, who in their hysteria furthered to demolish the accomplishments of Bacatia, who would soon be nothing more than another scattered ruin. A stuffed toy, one which once belonged to a child, sat behind the backdrop of death and destruction. It did so briefly before it was crushed beneath the wheel of a Huh war engine.

Rolled 75, 9, 12 = 96 (3d100)

Territory? We have no use for such a disgusting triviality! Synchronize our horde with our army, so that when they move, our entire peoples move with them!

[The Huh]
Pop: 22 (+2/turn)
Food: 44 (+2/turn)
Currency: 43 (+1/turn)
Defenses: 0
Military:
-Black Horseman [1.4x] (-2 food/turn)
-2 Battering Rams [1x] (-1 currency/turn)
-Carroballista [1.8x] (-1 currency/turn)
Tech: [Religion II][Archery II][Infantry II][Cavalry I][Siege Weapons I][Prospecting I][Architecture I]
Disgusting Trivia (Magic): [Fire Magic I]
Resources:
Black Horses: 10 (+1/turn)
Wood: 2
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The barbabrab love their technology. Also destroying it! But they hate anything magic.

1.
-[Jealousy]
"Бид ямap ч aшиглaх, энэ хoт. Шapaх!" (We have no use for this city. Raze it!) [Raze Bacatia for additional resources]

2.
-[Cavalry I]
-[Archery II]
-Black Horses (1)
"Бидний тoo хэpэгтэй bolstering бoлгoн үнэн opдны!" (Our numbers need bolstering into a true horde!) [Horse Archers 2/4]

3.
-[Cavalry I]
-[Archery II]
-Black Horses (1)
"Бүp бoлoмжтoй биeтэй хүн дэмжигч нь нyм дээp мopь!" (Every able-bodied person holding a bow on steed!) [Train another Horse Archer]

Rolled 41, 25, 88, 36 = 190 (4d100)

[Blatrek]
Pop: 28 (+2/turn)
Thralls: 30 (+3/turn)
Currency: 14 (+6/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I]
Military:
[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
Tech: [Infantry I][Thrall-Herding I]
Magic: [Blood III][Blood Shielding I]
Resources:
Mana: 16 +5/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Research [Regeneration I] 2/4
2-3. Expand over the ruin
2. Search for a new ley-node

You're not paying your unit upkeep

You should be at +0 food a turn and -2 currency a turn

Also you jumped food by 20 your currency by 24 and gained technology that was not QM permitted as well as magic.

We gained Bacatia's +2 food/turn and +2 currency/turn along with their resources and technology when we captured them, and we shall reap the benefits for until we raze their city entirely.

Next question!

Rolled 78, 55, 99, 65 = 297 (4d100)

[Ariak]
Pop: 26 (+2/turn)
Food: 26 (+1/turn)
Currency: 4 (+1/turn)
Defenses (Capital): 1
Territory: 23
Settlements
Ascalon*: Leyline Tap I, Mine I, [Dragon Steel© Smithy I]
Military: Red Drake Knights [1.4x {-1 currency/food//turn}]
Tech: [Infantry I][Laws II](III 3/8)[Cavalry I][Dragon Steel I©][Economics I]
Resources: Magic: 12 (+2/turn) Ore: 5 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

Tax labor is a popular method of increasing the speed of construction. Citizens can "pay off" their tax burden in goods or coin by working on state projects or hiring others to do so in their stead.

1. Farms I 3/4
+[Laws II]

Bacatia has fallen, stuck down by the marauders of Chaos! This is all the impetus needed to convince the Emperor and the Landsradd to raise additional forces.

2. Black Drake Knights

3. Armor I 3/4
[Laws II]

4. Feudalism I 1/4
[Laws II]

I'm bad at accounting.

>Currency: 5
>Magic 14, Ore 7

Put 5 currency into roll 4. That and Laws II should push it up to 75 to get it finished. If it isn't use up to 5 magic to buy off a Dragon to help. Lazy bums.

Duke Gerard uth Matoi dismounts and removes his helmet. He is bald, and a network of intricate tattoos cover the bald skull of the ma. Tiana's eyes can just make out that it is not a mere pattern, but a long chain of words though the text is too fine for her to make it. The Duke steps before the Duchess and bows his head, though he does not move his eyes from her to the ground. He holds the bow for a few moments, then straightens.

"As my herald called, I am Duke Matoi. I've been sent here because we two are the last bastions of civilization to be found on this side of the world. The Dragon Emperor is concerned over the destruction of Bacatia to your south and the dissolution of the Golden Realms to our west." The Duke shifts uncomfortably and looks around at the wooden city. His Drake bristles and snaps at a centaur wandering too close, purely a warning snap. "The taint of Chaos lies within the troglodytes to your West and in the marauders to the south. If they are not stopped civilization dies with us. I, for one, am not interested in the expiration of my people. I doubt, Duchess, that you are any different."

None of the other members of his entourage had dismounted. Most remained wary, but politely left their lances pointed safely in the air where their streamers could snap with the wind. They were also careful to maintain strict control of the viscous and violent beasts they rode on. The Duke continued after a brief pause. "In the interest of the survival of civilization and progress we must work together. If we attempt to combat Chaos separately we will be defeated and our peoples will cease to exist. We both have knowledge, forces, and items that could be of use to the other." As if on queue one of the rider did then dismount - the herald. This rider took a cloth wrapped gift from the side of his mount and rushed politely to the Duke's flank. The man knelt on both knees to the Duke, holding the item up so he could grab it easily.

The Duke presents the package to the Duhess then. Taking it from the hands of his herald he presents it with a bowed head to the Duchess. Within the cloth is a large sword, one roughly of use for the centaur leader. The blade is of bright polished steel. A gold crossguard is made with the two open mouths of drake to either end, and the pommel is a dragon's claw holding a large red ruby. The blade is of the most interest. Along the fuller it glows with a reddish orange light, as if liquid fire ran up and down the length of the blade.

"A dragon steel sword. One of very few, for you, Duchess. May it serve you well in the battles against Chaos." He stands then and awaits her response.

Motioning for an aide the Duchess whisper somethings in his ear. As she advance to take the sword. After examining it for a while she exclaims.

"A fine blade, likely worth more than our most extravagant treasure. As you have seen duke we are simple people trying to survive in this wilderness, while we do not have priceless treasure, I can at least try to give you something of worth to your emperor."

As she finish the aide comes back along with some other servants, pieces of armor meant for someone of large but human stature, the intended or previous owner was one of the smaller centaur breed. complete with the same type of wing the Duchess wears.

"Please present this to your Emperor in the hope it protects him from the chaos. It is the armor of one of the previous Duchess and while not the most practical design for you human I doubt it would hinder a dragon rider much. As for our common enemies I agree somethings need to be done. We agree to work with the empire and should it come under attack we will help defend it as if it was our land. Now that this is settled, we can arrange provision or lodging for you and your mount depending on if you wish to stay or leave. I hope you'll at least stay for a feast, just be cautious with the alcohol it's likely strong enough to make one of those drake keel over."

Rolled 56, 95, 1 = 152 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: pastebin.com/2SJCkk0W
Pop: 21 (+2/turn)
Food: 27(+2/turn) (+4/turn Farms) (Military -3/turn)
Power: 10 (+2 /turn)(-1 military)
Currency: 18 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn}
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

1-2. Finish up training 6/8

3. MARCH OUR ARMY NORTH

Rolled 8, 9, 77, 46 = 140 (4d100)

Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 31
Pop: 28 (+2/turn)
Food: 28 (+2/turn)
Currency: 33 (+4/turn)
Tech Points: 2 (+1/turn)
Structures: [Government Building], [Lab I]
Defenses (Capital): 1
Military:
Tech: [Infantry II][Shapeshifting III] [Boats I]
Resources:
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) Our first ruin! Fortify it in case our neighbours try anything. [Fortification][3/6]
-Previously Spent Resources: [Stone 5][to keep track, not for further bonuses]
2) Train more Ruin Guardians, we will not lose these ruins!
3) Train Ruin Guardians to defend our birthright [3/5]
-Techs: [Infantry II][Shapeshifting III]
4) We are through with breaking even on our food, we want more. Build farms South of the Capital. [Farm ---> I][1/4]

Uh, I said no such thing. You burned everything to the ground.

As per your fluffed tactics, might I add.

Quests go in the Quest Board.

This isn't a quest fucko

This isn't really a quest...

Yes, but I also looted everything of value (resources), as per fluff first action of attack, which includes their former resources. I shall subtract the technologies and magic as per request, as they aren't worth anything to us anyway.

Also, the mobilize horde action was meant to attach my population and resources to my military; I have no use holding onto these tiles; we are a horde, not a nation!

Rolled 58, 82, 52, 48 = 240 (4d100)

[Western Tribes]
Pop: 25 (+2/turn)
Food: 25 (+1/turn)
Currency: 17 (+1/turn)
Defenses (Capital): 1
Territory: 21
Military:
-Tribesfolk [1.2x {-1 currency/turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
Tech: [Stonecarving I][Domestication I][Infantry I][Animal Studies I][Training I]
Resources:
Progress:
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Continue preparing the rat-lizard heard to be edible [2/4]
>[Domestication I]
>[Beastmasters]
>[Ratlizards {Pack}:5(+1/turn)]
2) Continue researching cavalry, so that we may ride our be [1/4]
>[Animal Studies I]
>[Training I]
>[Beastmasters]
3) Begin researching methods of finding and taming more powerful animals
>[Domestication I]
>[Animal Studies I]
>[Beastmasters I]
4) Continue researching Animal Studies II [2/6]
>[Animal Studies I]
>[Beastmasters I]

[Kemet]
Another infantry unit is trained [1.4x {-1 food/currency//turn}], and more are on the way [1/4; 2/4]. The Bean Farm is ready for harvest [+2 food/turn]!

[Sanar]
The Duchy begins to move into new lands [1/2], and taxes are raised [1/4]. Still no training is had.

[Ugh]
Food grown [3/4]. Attack ants [see combat]. Shocktrooper done [Shocktroopers I]. Soldiers recruited [2/4].

[Volden]
Progress on the Holy Shrine [4/20], and the search for mounts continues [2/4]. Javelin research finally kicks off [1/4]! There is some progress digging the mine out [5/6], the warrior hall completes [Warrior Hall II], though there is no progress expanding.

[Niron]
Coral research completes [Coralworking I], but there's no progress on the lumber-rafts... and a portion of the city rots away and sinks, drowning everyone aboard. [-10 pop, -1 hex].

[Kedesh]
A ley-node is found [+2 ley-power/turn], and some heavy infantry are trained [1.2x {-1 food/currency//turn}]{NOTE: List techs next time!] The search for wood stalls, and enchanting techniques improve slightly [3/5]. No progress on the port.

[Artemisia]
Expansion completes; the spiders control the ruin [=4 hex; +1 tech point/turn]! The Hunter's training nearly completes [2/3], stealth techniques progress [2/6], and archery technology is improved [Archery II]!

[Pure Ocean]
A trade route to the floating city is established [Trade Route {Niron};+2 currency/turn]. However, the Church's other projects are catastrophic failures- a huge bed of molluscs is found on the sea floor, but their slaughter attracts many sharks- by the day's end, the surf hitting the island is bright red [-10 pop, -1 hex]. The water magic training has a similiar effect- drawing the oceanic predators in and killing the underwater settlers [-4 pop; -1 hex].

[OGT]
Raiding research continues [4/5], and ship designs are nearly finished [2/3]. Construction of the lumbermill starts [1/???], and the search for stone continues [4/6].

[Huh]
Razing begins [3/5]! But no horsemen are trained.

[Blatrek]
Regeneration research nears completion [3/4], and Blatrek further consolidates its control of the ruin [+4 hex;+1 tech point/turn]. The search for a new ley-node begins [1/6].

[Ariak]
Farms are created [+2 food/turn], and Black Drake Knights are trained [2/??? {List techs so I can give you proper progress}], and armor is completed [Armor I]. Feudalism is implemented. It's a very crude form though, easily abused, and your Drake Knights demand much land for their service. [Feudalism I {Change territory tab to: Territory: Real territory (23) (Owned Territory)(4); Red Drake Knights demand 4 territory!; -5 gold, -2 Magic Power}]

[War Wizard]
Training completes [2.2x {-2 food/ley power//turn}. However, the marching army causes a rockslide. The way north is blocked until it gets cleared. One of the Orc Warbands is also [Injured].

[Kingdom]
No progress on the fortification and the new Ruin Guardians, but the first batch completes their training [2x {-2 food/currency//turn}]. The new farm is halfway done [2/4].

[Western Tribes]
The rat-lizards are ready to be eaten [+2 food/turn], cavalry research completes [Cavalry I], and research into more powerful domestication techniques begins [2/5]. Animal Studies research completes [Animal Studies I]!

population is already fed into the military.

Rolled 8, 10 = 18 (2d10)

The Hell Ant Horde seems to sense the Ugh approaching, and have mounted a pretty formidable defense to protect their hive.
Hell Ant Warrior 1.5x
Hell Ant Drone .5x

Rolled 9 (1d10)

[Ugh Combat] [2x]

Rolled 87, 68, 44 = 199 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: pastebin.com/2SJCkk0W
Pop: 21 (+2/turn)
Food: 27(+2/turn) (+4/turn Farms) (Military -5/turn)
Power: 9 (+2 /turn)(-3 military)
Currency: 18 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn} (Injued)
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

1-3. FORWARD! FORWARD!

Smash through those rocks by any means or find a new ways around it.

Carry the wounded on the backs of the strong, and feed them and heal em. Nothing heals like a warm meal, get some bloodfruits up and cook em.

We must keep pressing forward to the rogue orc clan.

[Infantry I]
[Necromancy II]

Rolled 39, 26, 5 = 70 (3d100)

[Sanar]
Settlements: Midaho'an
Territory: 11
Pop: 30 (+2/turn)
Food: 26 (+2/turn)
Currency: 19 (+0/turn)
Structures: Government Building[Warehouse I]
Defenses (Capital): 1
Military: [cavalry woman] x1.6 [Cavalry woman 2.0] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I]
Resources: [Resources: Wood: 5]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
not completed: [Expansion 1/2]

1. Keep sending explorer to map and settle new land. [Expansion 1/2]
>[Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]
2. We need those taxes if we are to fulfill the promise we made to the Empire. [Tax 1/4]
3. Get that unit up to par, our southern neighbor will surely target us next. [Upgrade x1.6 unit]
>[Tactic I]

Rolled 58, 80, 76 = 214 (3d100)

Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: pastebin.com/mTrerD27
Pop: 20 (+2/turn)
Food: 46 (+4/turn)
Currency: 28 (+4/turn)
Defenses (Capital): 1 (Niron)
Military:
War raft [1.8x {-1 currency/turn}]
Structures: Ley-Node, Seaweed Farm I
Trade: {Pure Ocean}; +2 currency/turn
Tech: [Infantry I] [Raftbuilding II] [Coralworking I]
Magic: [Astral I]
Resources:
Ley-Power: 20 (+2/turn)
Driftwood: 4
Coral: 5
Wood: 5
Metal: 10
Tech Point: 2 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Continue working on the lumber rafts. 1/4
2. With the mourning done and new stars added to the sky the city section is rebuilt and expanded upon.
+Raft building II
3. Begin adding a sharp coral ramming edge to the war raft and giving the soldiers on the war raft sharp coral spears, armor, and shields.
+Infantry I
+Raft Building II
+Coralworking I

Hell Ants- 12+5=17
Ugh= 18
The Ugh barely drive back the horde, just killing the Drone, but the fight to reclaim the ruin is not finished yet.

17 currency being used on action 1, bumping it up to 3 successes and currency to 11

Should also mark down that I have 10 hexes somewhere.

Rolled 91, 1, 3 = 95 (3d100)

By that, I mean that whenever I attack something or move my military, I'm also moving my "capital" with them; basically, no cities or territory (which I'm not even recording for this reason, as it should all be going to neutral once I'm done razing and the territory I held earlier should have gone neutral when I became nomads) beyond temporarily held grounds, so there's no infrastructure to attack while my army is away sacking, because the army is the infrastructure.

It also means if my army is destroyed so is everything else, but that is the life of The Huh!

[The Huh]
Pop: 24 (+2/turn)
Food: 46+2/turn)
Currency: 44 (+1/turn)
Defenses: 0
Military:
-Black Horseman [1.4x] (-2 food/turn)
-2 Battering Rams [1x] (-1 currency/turn)
-Carroballista [1.8x] (-1 currency/turn)
Tech: [Archery II][Infantry II][Cavalry I][Siege Weapons I]
Resources:
Black Horses: 10 (+1/turn)
Wood: 2
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The barbabrab love their technology. Also destroying it! But they hate anything magic.

1.
-[Jealousy]
"Бүpэн шaтaж! Энэ ecтoй caлгaх бидэнд иpээдүйд aшиглaх нь тэдний aж aхyйн, caнгийн, гэхдээ ийм зүйл хaлдвapтaй өөp coeл иpгэншил хaнгaлттaй гэж бaйнa!" (Complete the burning! It shall deprive us of future use of their farms and treasury, but such things are tainted by civilization enough as is!) [3/5 Pillaging Bacatia]
2.
-[Cavalry I]
-[Archery II]
-Black Horses (1)
"Бидний тoo хэpэгтэй bolstering бoлгoн үнэн opдны!" (Our numbers need bolstering into a true horde!) [Horse Archers 2/4]
3.
-[Cavalry I]
-[Archery II]
-Black Horses (1)
"Бүp бoлoмжтoй биeтэй хүн дэмжигч нь нyм дээp мopь!" (Every able-bodied person holding a bow on steed!) [Train another Horse Archer]

ah. Gotcha. Your people will still be represented by a star though.

Rolled 51, 27, 72, 13 = 163 (4d100)

1. Train most basic infantry unit 1/4
2. Train most basic infantry unit 2/4
3. Develop shipbuilding
4. Build bazaar, I want to use Pharaoh's Will on construction

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
Pop: 22 (+2/turn)
Food: 22 (+2/turn)
Currency: 16 (+0/turn)
Tech points: 2 (+1/turn)
Flax: 4 (+1/turn)
Ore: 6 (+2/turn)
Defenses (Capital): 1
Military: 2x Infantry [1.4x {-1 food/currency//turn}]
Buildings: +24 hexes, [Weaver I], [Granary I; +1 food/turn], [Forge I], [Flax Farm I; +1 flax/turn], [Blacksmith I], [Mine I; +2 ore/turn] [Bean Farm +2 food/turn]
Tech: [Infantry II]
Magic: [Necromancy I]
Resources:
Eccentricities:
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land.
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments.

Currently building cattle ranches [2/4], brewery [1/4], mill [2/4], irrigation [1/4], city [1/10]

Sorry, my Currency should be 6

Rolled 89, 1, 14, 19 = 123 (4d100)

---
[Ugh]
---
pastebin.com/4BM7Zjn5

>>-------------------
Pop: 27 (+2/turn)
Food: 28(+0/turn)
Currency: 8 (+2/turn)
Defenses (Capital): 1
Military:
+ 1 Ugh Militia [2x]
Tech: [Infantry I][Doctrine II] [Stupidity I] [Shocktroopers I]
Rituals: [Ritual of Idiocy I]
Hexes: 30
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1. Need for hungry. Food not good. [Food] [3/4]
2. UGH NEED SHOCK UH TROOPS! [Shocktrooper Recruitment]
+[Ritual of Idiocy I] [Stupidity I] [Shocktroopers I]
3. UGH ANGRY! UGH ANGRY AT ANT! UGH SMASH ANT UGH SMASH ANT ANT SMART DIE ANT! [Shocktrooper Recruitment
+[Ritual of Idiocy I] [Stupidity I] [Shocktroopers I]
4. After a meeting some 4 hours in length the Ugh agree upon a specific size and length for their clubs. These standards are summarily ignred. [Soldier Recruitment 2/4]
+[Ritual of Idiocy I] [Stupidity I] [Shocktroopers I]

Rolled 7 (1d10)

{{Ugh Combat Roll: 2x]

Rolled 36, 27, 46, 38 = 147 (4d100)

Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 37 (+3/turn)
Food: 41 (+5/turn)(-2/turn)
Currency: 8 (+4/turn)(-2/turn)
Defenses (Capital): 1
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military:2 [1.8x Hunter Cadre {-1 food/currency//turn}]
Tech: [Stealth I](2/6)[Poison II][Archery II]
Magic : [Illusion I]
Resources: [ley-power 16, +2 /turn][5 Metal]
Land: 27
Tech Points 1 +1/turn
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1. Continue to improve our stealth techniques.(2/6)

2. Improve our poison both natural and unnatural.

3.Build an outpost near the ruins to protect our researchers there.

4.Begin researching even better archery.

Rolled 70, 51 = 121 (2d100)

Hell Ant Warrior [1.5x]

wrong dice

Rolled 6 (1d10)

goddamnit

...

Ugh- 14
Hell Ants-9
The Ugh forces tear the Hell Ant Warrior limb from limb; the rest scurry off into the jungle. [Ugh gain +1 hex +ruin

Rolled 20, 32, 15, 11 = 78 (4d100)

[Western Tribes]
Pop: 27 (+2/turn)
Food: 27 (+4/turn) (-1/turn)
Currency: 18 (+1/turn)
Defenses (Capital): 1
Territory: 21
Military:
-Tribesfolk [1.2x {-1 food/turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
Tech: [Stonecarving I][Domestication I][Infantry I][Animal Studies II][Training I][Cavalry I]
Resources:
[Ratlizards {Pack}: 7 (+1/turn)]
Progress:
Domestication II - [2/5]
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Begin researching Tribal Weaponry
>[Stonecarving I]
2) begin researching Tribal Tactics
>[Training I]
>[Infantry I]
>[Cavalry I]
3) Begin researching methods of finding and taming more powerful animals [2/5]
>[Domestication I]
>[Animal Studies I]
>[Beastmasters I]
4) Begin researching Oral Tradition so that we may pass on our knowledge to the younger generation and continue to expand our technologies

Rolled 61, 23, 12, 9 = 105 (4d100)

Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 31
Pop: 28 (+2/turn)(LIMITED BY STARVATION)
Food: 28 (+0/turn)(+2 income, -2 expenses)
Currency: 35 (+2/turn)(+4 income, -2 expenses)
Tech Points: 3 (+1/turn)
Structures: [Government Building], [Lab I]
Defenses (Capital): 1
Military:
-Ruin Guardian [2x {-2 food/currency//turn}
Tech: [Infantry II][Shapeshifting III] [Boats I]
Resources:
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) Our first ruin! Fortify it in case our neighbours try anything. [Fortification][3/6]
-Previously Spent Resources: [Stone 5][to keep track, not for further bonuses]
2) Train more Ruin Guardians, we will not lose these ruins!
-Techs: [Infantry II][Shapeshifting III]
3) We need more income to support our new army, build a trading port in the capital
4) We are through with breaking even on our food, we want more. Build farms South of the Capital. [Farm ---> I][2/4]

[Pure Ocean]
Nation Name: The Church of Pure Ocean
Race(s): Humans, Octogoblins (Goblin from the waist up, octopus from the waist down)
Color: Chartreuse
Fluff: pastebin.com/RsYMmbsz
Pop: 10 (+3/turn)
Food: 20 (+2/turn)
Currency: 14 (3/turn)
Defenses (Capital): 1
Military: The Prima [Boat 1.2x {-1 currency/turn}]
Tech: [Religion III][Infantry I][Shipbuilding I]
Resources:Ley-power `20 (+2/turn)
Structures: Ley-node
Magic:[Water Magic I][Air Magic I]
Eccentricities:
[Wizard-mystics]: The Church of Pure-Ocean is run by the priestly elite, to whom ley-magic holds all the answers. Magic research gets a bonus, but technology research takes a hit.
[Dangerous Bounty]: The seas of this Nibiru teem with life, and the Church has a much easier time harvesting food. But the ocean is a dangerous place, and many creatures on the island come to the shoreline to drink…

Angeloi, in spite of his regal attire and practised poise, looked haggard. He was barely able to drag himself to this emergency meeting of the Prefects (the highest order of priesthood in the church). His face was unshaven, and he looked as if he hadn’t slept well for the past few days.

Prefect Nereus did the opening ceremonies, the consecration of the room, and a silent prayer. The others did the latter as well. The Prophet-King muttered one of his own, offering a supplication to the heavens. Then, right to business.

Rolled 75, 82, 53 = 210 (3d100)

Prefect Agamemnon slammed his fists on the table in frustration. The others looked at him, startled, and he quickly regained his composure. “My liege,” he said, barely concealing his emotions “I implore you to see reason in this matter. Nothing good can come of this ‘trade’ with the lesser beings! Just look at what it has wrought upon us! It is clearly a sign from the Eternal Nous!”

It was then that a peculiar expression swept across Angeloi’s face. It was gone in a moment, but…

Angeloi sighed. “Come here, Agamemnon.” he said in a way that almost suggested kindness.Agamemnon obliged. Angeloi then bade him to lean in closer...

THWACK!

Angeloi’s backhand could be heard across the castle.

Agamemnon clutched his face and let out a cry, but a single look from Angeloi was enough to quiet him. It was then that Angeloi said, as calmly as he could muster “We are reliant on their trade now more than ever. Our enemies will surely try to capitalize on this, we must be ready to train soldiers to defend us” (Train “Storm Wizard Crusaders” [Infantry 1][Water Magic 1][Air Magic 1][Religion 3])

He then turned to Prefect Miltiades. “We must un-flood the homesteads. We owe it to the survivors to properly bury the dead.” (Underwater Expansion [Water Magic 1] and [Air Magic 1] Apply here, I believe.)

Finally, he gave an incredible order. “Resume studying the water magics. We need to ensure that this never happens again.” he stone-facedly commanded. (Research [Water Magic 2])

The prefects barely stifled gasps. Could he be serious...?

And then, without speaking further, he left the meeting chamber.

Large group of people approach Artemisian spiders. They all have tan skin and wear only loincloth. They consist of guarding soldiers, musicians, dancers and other performers. And also group of people carrying large litter, on which sits mummy wrapped in finest linen. In front of litter, group of women keep tossing flower petals.
- I am High Priest Khaf-hor - mummy speaks - I am here on behalf of my ruler, Eternal Pharaoh Nefer Heb-ef, may he guide us forever
- May he guide us forever - responds entourage
- Pharaoh wants to open trade with you, offering the best linen and purest copper. I am here to represent his will.

>Sorry for my bad, bad English

Rolled 75, 8, 68, 4 = 155 (4d100)

[OGT]
Territory:23
Pop: 30 (+2/turn)
Food: 36 (+6/turn)
Currency: 14 (+5/turn)
Defenses (Capital): 1
Military:
Orc Raiders [1.4x {-1 food/turn}]
Orc Raiders [1.4x {-1 food/turn}]
Troll leaders [1.6x {-1 food/currency//turn}].
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I +2] [Raiding I][Science I]
Buildings:[Barracks I]
[Farm I +2 food/turn]
[plantation I +4 food/turn]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
Trade routes:
Blatrek-+4 currency/turn
unfinished:Raiding 4/5 shipbuilding 2/3 lumbermill 1/??? stone 4/6

A collapse in the southern passes. Our enemies are on the move we must prepare
1.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding I]
2.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding I]
3.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding I]
4.Recruit orc raiders
[Infantry II][Leadership I][Barracks I][Raiding I]

Several Arcane hunters lower their bows from cover. They had been watching the procession as it entered their territory and kept pace in their grass and lands. "I am weaver Ahk'sili, if you wish too trade, we will permit it as long as you permit us to trade in return." That is fair no? The spiderwoman seem utterly unphased by the dead man walking and talking.

spend 7 currency on action 3
Stat update
[OGT]
Territory:23
Pop: 32 (+2/turn)
Food: 42 (+6/turn)
Currency: 19 (+5/turn)
Defenses (Capital): 1
Military:
Orc Raiders [1.4x {-1 food/turn}]
Orc Raiders [1.4x {-1 food/turn}]
Troll leaders [1.6x {-1 food/currency//turn}].
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I +2] [Raiding I][Science I]
Buildings:[Barracks I]
[Farm I +2 food/turn]
[plantation I +4 food/turn]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
Trade routes:
Blatrek-+4 currency/turn
unfinished:Raiding 4/5 shipbuilding 2/3 lumbermill 1/??? stone 4/6

Rolled 89, 42, 48 = 179 (3d100)

Volden
Territory: 15
Pop: 19 (+2/turn)
Food: 32 (+4/turn) (3)
Currency: 15 (+2/turn) (1)
Defenses (Capital): 1 Voldenhof
Military:
1 Tribal warband [1.4x {-1 food/currency//turn}
Buildings:
[Farm] [Mine] [Warrior hall II]
Tech:
[Infantry II] [Metallurgy I] [Archery I]
Resources:
[11 ore] +2 p/t
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden- but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. Holy Shrine [4/20], we must build a Holy Shrine for pilgrimage in Voldenhof, so that all the tribes may pay homage to their respective deities and make sacrifice.
2. Search for mounts so we can field some noble horsemen, we need good, strong cavalry to flank enemy force [2/4]
+Backward
3. Javelins [1/4], it is our way of war to let loose javelins toward the enemy before closing in for close combat with axe, maul and sword.
+Metallurgy l

The dead man and his entire entourage are just as unphased by spider-thing making deal.
- This sounds reasonable and acceptable. We should sign proper trade deal and start sending one another caravans with goods
After making all the formalities, Kemet's envoy returns with his retinue from where he came.

bumpan

Rolled 56, 44, 53 = 153 (3d100)

Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Factions: pastebin.com/aFTME4K8
Settlements: Great Kedesh
Territory: 17
Pop: 23 (+2/turn)
Food: 23 (+2/turn)
Currency: 12 (+1/turn)
Tech Points 5 (+1/turn)
Defenses (Capital): 1
Buildings: [Forge I]
Military: 1 Heavy Infantry (-1 Pop -1 Food/turn
Tech: [Religion I][Infantry I]
Magic: [Enchanting I][Summoning I]
Ley-Power: 2(+2/turn)
Resources: [Ore 5]
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1: Continue to research improved enchanting [3/5 progress][Immaterial]

2: Order the slaves to begin construction of a port [Slaves]

3: Expand our borders to the southeast, over the peninsula we already half own.

bump

bamp

Amidst the murkiest of night, a sole Black Rider scoured the outskirts of the surrounding "civilizations". It was covered in black rags and blended in with the surroundings, save for its piercing red eyes which the moonlight only exemplified as they hatefully peered at the targets they were affixed on. Nevertheless, the moment it became apparent they were noticed, the creature merely blinked in order to become invisible from its surroundings: in the cacophony of the night, few were hardly the wiser.

Two hours after the mid of night, and the skulking Huh Barbabrab was back in the burning cinders of Bacatia, standing among the horde with its peers. A hulking mutant came to meet him, its skin sickly and full of festering boils."Юy үлдcэн үндэcтэн? Haдaд хэлээч чи юy хapcaн." (What of the other nations? Tell me what you saw.)

The Black Rider clumsily dismounted in order to tell his tale: his legs creaked and crunched, the creature seemingly suffering from a bone disorder as it struggled to move its lower limbs.

It spoke in a voice that one could call "high pitched" for its kind, though it would still register as baritone to a human listener. "Хoep өөp бүлэг, мaгaдгүй гypaв. Хaмгийн тoм хoт бaйcaн мoд; тэд aдyy, энэ нь шиг бaйнa. Хoep дaхь хoт, дээp нь нөгөө тaлд гoлын - тэд aдил төcтэй хүмүүc бид зүгээp л бaйлдaн дaгyyлж бaйнa. Tэнд бaйcaн нэг бүлэг - гэвч тэд бapaг coeл иpгэншил: ямap ч нapийн төвөгтэй бapилгa, юy ч мaйхaн, бидэн шиг. Үнэ цэнэтэй биш гэнэтийн: тэд үнэpтэж шиг aмьтaн!" (Two different groups, maybe three. The largest city was made of wood; they have horses, it seems. Second city, is on other side of the river - they resemble the people we just conquered. There were another group - but they were hardly a civilization: no intricate buildings, nothing but tents, like us. Not worth raiding: they stank, like animals!)

As the rider finished his report, he found his throat grabbed by his larger superior, picked off his feet and met of the brute's face: covered in scars, with several scabs present with evidence that they had been picked at. Foul spittle and a breath that likely never saw modern dental practice rained downward as he spoke. "Ta бaйхгүй юy шийдэж бaйнa, юy биш юм "үнэ цэнэтэй гэнэтийн". Tэp нь "Khaahk"! Би ecтoй бyyхиa энэ мэдээлэл нь түүнд мөн тэpээp шийдвэpлэнэ бид юy хийж өглөө. Ta хaлaгдcaн бaйнa." (You do not decide what is and what isn't "worth raiding". That is for the Khaahk! I shall relay this information to him and he shall decide what we do in the morning. You are dismissed.)

The brute let go the rider. He glared back and was off.

Bamp

Bamf

Rolled 70, 57, 99, 84 = 310 (4d100)

[Blatrek]
Pop: 30 (+2/turn)
Thralls: 31 (+3/turn)
Currency: 20 (+6/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I]
Military:
[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
Tech: [Infantry I][Thrall-Herding I]
Magic: [Blood III][Blood Shielding I]
Resources:
Mana: 19 +5/turn
Tech Point: 1 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Research [Regeneration I] 3/4
2-3. [Edible Workforce] Search for a new ley-node 1/6
4. Build a Thrall Slums

[Warhost]
The rocks are smashed through! [The Warhost will arrive next turn]

[Sanar]
The Duchy expands [+4 hex; +2 wood], and taxes are worked on [2/4]. The first cavalrywoman still can't grasp the new techniques.

[Niron]
The lumber rafts are built, and sent south [Lumber-rafts I; +2 wood/turn], and the damaged portion of the city is rebuilt, and expanded [+4 hex; -2 wood]. The raft undergoes some slight improvements [2x {-2 currency/turn}].

[Huh]
Bacatia is razed [+5 stone], and a new law is passed in the horde- don't give a bow to anyone who claims their horse is telling them to go on a murderous rampage among the horde [-5 pop]. Everyone is too busy burying the dead to train another horse archer.

[Kemet]
>Addendum from last turn: Better weapons [1/4]
The infantry units are still being trained [3/4; 3/4], and shipbuilding designs are in the works [2/4]. Construction of the Bazaar starts [1/4].

[Ugh]
More food is had [+2 food/turn]. Shocktroops go crazy. Kill many Ugh. [-5 pop]. No shocktroops. No soldiers.

[Artemisia]
Stealth techniques are slightly improved [3/6], and poisons also undergo improvement [1/8]. An outpost is nearly built [1/4], and archery research also starts [1/8].

[Western Tribes]
Noresearch into the new weaponry, but tactics are researched [1/4]. No domestication research, or progress on the Oral Tradition, though.

[Madness]
Fortifications are nearly complete [5/6], and Ruin Guardian training finally kicks off [1/5]. No trading port is built, or farming progress.

[Pure Ocean]
The Storm Wizard Crusaders begin their training [3/5], and the sea floor is reclaimed [+4 hex]! Better water magic is being researched [2/5].

[OGT]
Some Orc raiders are trained [1.8 {-1 currency/food//turn}], and another batch is almost ready [2/3].

[Volden]
The Holy shrine shows great progress [8/20], and mounts are found; two legged reptilian beasts called Trumpeters [Resources: Trumpeters: 5 (+1/turn)]. Javelin research progresses nicely [3/4].

[Kedesh]
Enchanting is improved [Enchanting II], and construction of the port begins [2/???{Needs wood/stone}], and the nation's borders are expanded [+4 hex]

[Blatrek]
Regeneration research completes [Regeneration I], and a ley-node is exposed [+3 ley power/turn]. The Thrall Slums are nearly ready [3/4].

>Missed Days/turns
Dominion: 1/2
Ariak: 0/1 {Will be out until Sunday- Via IRC}
Artilia: 1/2
Holy Order: 1/2
Tsabos: 1/3

Rolled 83, 5, 57, 67 = 212 (4d100)

Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 31
Pop: 28 (+2/turn)(LIMITED BY STARVATION)
Food: 28 (+0/turn)(+2 income, -2 expenses)
Currency: 37 (+2/turn)(+4 income, -2 expenses)
Tech Points: 3 (+1/turn)
Structures: [Government Building], [Lab I]
Defenses (Capital): 1
Military:
-Ruin Guardian [2x {-2 food/currency//turn}
Tech: [Infantry II][Shapeshifting III] [Boats I]
Resources:
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

Everyone, we need to work harder to end the starvation of our people!

1) Our first ruin! Fortify it in case our neighbours try anything. [Fortification][5/6]
-Previously Spent Resources: [Stone 5][to keep track, not for further bonuses]
2) Train more Ruin Guardians, we will not lose these ruins! [1/5]
-Techs: [Infantry II][Shapeshifting III]
3) We need more income to support our new army, build a trading port in the capital
4) We are through with breaking even on our food, we want more. Build farms South of the Capital. [Farm ---> I][2/4]

Rolled 17, 48, 64, 27 = 156 (4d100)

[Western Tribes]
Pop: 29 (+2/turn)
Food: 30 (+4/turn) (-1/turn)
Currency: 19 (+1/turn)
Defenses (Capital): 1
Territory: 21
Military:
-Tribesfolk [1.2x {-1 food/turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
Tech: [Stonecarving I][Domestication I][Infantry I][Animal Studies II][Training I][Cavalry I]
Resources:
[Ratlizards {Pack}: 8 (+1/turn)]
Progress:
Domestication II - [2/5]
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Begin researching Tribal Weaponry
>[Stonecarving I]
2) Continue researching Tribal Tactics [1/4]
>[Training I]
>[Infantry I]
>[Cavalry I]
3) Begin researching methods of finding and taming more powerful animals [2/5]
>[Domestication I]
>[Animal Studies I]
>[Beastmasters I]
4) Begin researching Oral Tradition so that we may pass on our knowledge to the younger generation and continue to expand our technologies

Rolled 1, 47, 84, 40 = 172 (4d100)

[Blatrek]
Pop: 32 (+2/turn)
Thralls: 32 (+3/turn)
Currency: 26 (+6/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I]
Military:
[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
Tech: [Infantry I][Thrall-Herding I]
Magic: [Blood III][Blood Shielding I][Flight I][Regeneration I]
Resources:
Mana: 26 +9/turn
Tech Point: 2 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Research [Blood Magic IIII]
2-3. [Edible Workforce] Expand towards mountain ruins
4. Build a Thrall Slums 3/4

Rolled 40, 76, 79, 16 = 211 (4d100)

1. Train most basic infantry unit 3/4
2. Develop shipbuilding 2/4
3. Build bazaar 1/4, I want to use Pharaoh's Will on construction
4. Establish trade caravan with Artemisia

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
Pop: 24 (+2/turn)
Food: 24 (+2/turn)
Currency: 6 (+0/turn)
Tech points: 3 (+1/turn)
Flax: 5 (+1/turn)
Ore: 8 (+2/turn)
Defenses (Capital): 1
Military: 2x Infantry [1.4x {-1 food/currency//turn}]
Buildings: +24 hexes, [Weaver I], [Granary I; +1 food/turn], [Forge I], [Flax Farm I; +1 flax/turn], [Blacksmith I], [Mine I; +2 ore/turn] [Bean Farm +2 food/turn]
Tech: [Infantry II]
Magic: [Necromancy I]
Resources:
Eccentricities:
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land.
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments.

Currently building cattle ranches [2/4], brewery [1/4], mill [2/4], irrigation [1/4], city [1/10]
Currently designing better melee weapons [1/4]
Currently training Infantry [3/4]

Rolled 50, 100, 70, 23 = 243 (4d100)

Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 40 (+3/turn)
Food: 44 (+5/turn)(-2/turn)
Currency: 10 (+4/turn)(-2/turn)
Defenses (Capital): 1
Outpost 1/4
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military:2 [1.8x Hunter Cadre {-1 food/currency//turn}]
Tech: [Stealth I](3/6)[Poison II](1/8)[Archery II](1/8)
Magic : [Illusion I]
Resources: [ley-power 18, +2 /turn][5 Metal]
Land: 27
Tech Points 2 +1/turn
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1. Continue to research stealth(3/6)

2. Continue to research archery(1/8)

3. Continue to build the outpost to guard the ruins.(1/4)

4. Establish a trade lane with the kingdom of Kemet

Rolled 43, 94, 50 = 187 (3d100)

Volden
Territory: 15
Pop: 19 (+2/turn)
Food: 32 (+4/turn) (3)
Currency: 15 (+2/turn) (1)
Defenses (Capital): 1 Voldenhof
Military:
1 Tribal warband [1.4x {-1 food/currency//turn}
Buildings:
[Farm] [Mine] [Warrior hall II]
Tech:
[Infantry II] [Metallurgy I] [Archery I]
Resources:
[Trumpeters: 5 +1/t]
[Ore 11 +2 p/t]
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden- but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. Holy Shrine [8/20], we must build a Holy Shrine for pilgrimage in Voldenhof, so that all the tribes may pay homage to their respective deities and make sacrifice.
2. Expansion eastward toward the ruins to claim them as our own [1/2]
+Backward
3. Javelins [3/4], it is our way of war to let loose javelins toward the enemy before closing in for close combat with axe, maul and sword.
+Metallurgy l

Rolled 13, 7, 72 = 92 (3d100)

Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: pastebin.com/mTrerD27
Pop: 22 (+2/turn)
Food: 50 (+4/turn)
Currency: 15 (+3/turn)
Hexes: 14
Defenses (Capital): 1 (Niron)
Military:
War raft [2x {-2 currency/turn}]
Structures: Ley-Node, Seaweed Farm I
Trade: {Pure Ocean}; +2 currency/turn
Tech: [Infantry I] [Raftbuilding II] [Coralworking I]
Magic: [Astral I]
Resources:
Ley-Power: 22 (+2/turn)
Driftwood: 4
Coral: 5
Wood: 5 +2/turn
Metal: 10
Tech Point: 3 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Begin setting up a trade route with the dwarves of Kedesh.
2. Begin constructing another War raft (same stats as the other one.)
+Infantry I
+Raft Building II
+Coralworking I
3. Continue expanding the city. More districts for building are always good.
+Raft building II

[The Huh]
Pop: 21 (+2/turn)
Food: 48
Currency: 45 (-1/turn)
Defenses: 0
Military:
-Black Horseman [1.4x] (-2 food/turn)
-2 Battering Rams [1x] (-1 currency/turn)
-Carroballista [1.8x] (-1 currency/turn)
Tech: [Archery II][Infantry II][Cavalry I][Siege Weapons I]
Resources:
Black Horses: 11
Wood: 2
Stone: 5
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The barbabrab love their technology. Also destroying it! But they hate anything magic.

Rolled 45, 90, 23 = 158 (3d100)

1+2.
Wood: 2
-[Technological Affinity]
"Энэ бoл би, чи yдиpдaгч! Би coнccoн юy хүлээж бидний нэн дapyй эpгэн тoйpoнд! Tэнд бaйгaa хoep үндэcтний aль дээp бид чиглэх бoлнo бидний үзэн ядaлт, зoвлoн шaнaлaл дээp; тэдгээp нь Хoйд, мөн тэдгээp нь Бapyyн: aль aль нь тэдний хyвьд шиг тэнэгүүд хэний бaлгac бид өмнө зoгcoх oдoo!

Бapyyны yлc opны holdings хyдлaa гaднa aмны дaлaйн; тэнэг хичээх бoлнo хaлдлaгa нь тэднийг гaзpын cyдac, бac тэнэгүүд бaйгaa биш: бид бий бoлгoнo хөлөг oнгoц тээвэpлэх мaнaй apд түмэн нөгөө тaлд дэлхийн: aялaл, эзлэн, aжил хaялт ypaгш үeд нь тэднийг бapyyны эцэcт нь тэд бoлнo, нaaд зaх нь хүлээж!" (It is I, you leader! I have heard what waits us in our immediate surroundings! There are two nations on which we can steer our hatred and anguish on; those of the North, and those of the West: both of them as pretentious as the fools whose ruins we stand before now!

The western nation's holdings lie beyond the mouth of the sea; a fool would try to attack them from crude vessels, yet fools we are not: we shall build a vessel to transport our peoples to the other side of the world: travel, conquer, and strike forth at them from the western end as they would least expect!) [Build a ship to cross the sea!]
3.
-[Cavalry I]
-[Archery II]
-Black Horses (1)
"Энэ вэ? энэ нь дaйcaн бид ycтгaх бoлнo!" (This? This - is good, but do not waste this savagery on yourselves: it is the enemy we shall massacre!) [Train Horse Archers]

Rolled 65, 8, 47, 26 = 146 (4d100)

Ariak]
Pop: 28 (+2/turn)
Food: 29 (+3/turn)
Currency: 3 (+3/turn)
Defenses (Capital): 1
Territory: 23
Owned territory: 4
Settlements
Ascalon*: Leyline Tap I, Mine I, [Dragon Steel© Smithy I]
Military: Red Drake Knights [1.4x {-1 currency/food//turn}]
Tech: [Infantry I][Laws II](III 3/8)[Cavalry I][Dragon Steel I©][Economics I][Armor I][Feudalism I]
Resources: Magic: 12 (+2/turn) Ore: 7 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

1. Blue Drake Knights 2/???
+tourney lists 1, armor 1, law 2 (divine empowerment and general training), Dragon Steel© 1, Dragon Steel smithy© 1, cavalry 1, Dragonriders bonus, feudalism 1 for costs.

2. Expand south into the island with the ruins.
+ laws 2

3. Build a castle on the east side of the river to protect the territory and facilitate later expansion.

4. Laws 3 3/8