After the earlier disaster of which was to never be spoken about again, the maids had mastered flight! What was more, the mall was in dire need of a renovation to make it better suit their and their master's tastes; they put two and two together, along with their needs of a mobile headquarter to better scour the globe, and came to a decision: the Mall of Blackwarg was to be transformed into Castle Blackwarg, and the maids would use their powerful flight magic to make it airborne! [Theory I][Flight V][Architecture I] (1. Wonder - Castle Blackwarg, the Floating Fortress Defensive/Special)
Of course, in order to power its flight, the leyline would need to be restored and specially bound so it followed the castle's movements. This continued in earnest. [Theory I] (2. Repairing Leyline Node 1/4)
With the uncovering of examples of archeotech, a group of maids was again tasked to continue studying, begining where research was left off to see what they did. [Tech Affinity] [Archeotech: 2] (3. Researching Archeotech II 2/6)
The Head Maid continued to practice her oratory. Charisma wasn't quite the right term for what they were doing; no - it extended beyond just asking people to do things. What they intended to do was emulate the Kaiser, who inspired people to perform his tasks. (4. Researching Propaganda 2/4)
Julian Gray
>>Spending one techpoint on Action 4, 6 currency on action 1, and 15 currency on action 2!
Lore: pastebin.com/987nuh0R Pop: 32 (+2/t) Food: 42 (+2/t) Currency: 36 (+8/t) Territory: 1 Holdings: The Mall of Blackwarg (Capital/Ruin/Wonder [Def. 1] - All sources of currency produce +2 additional currency/t!): +Manor District (HQ) +Shopping District, Rank II (+4 currency/t)(+2 currency/t) +Internal Leyline Node, Rank I [Disabled] Military: N/A Tech: [Scouting I][Archeotech I][Architecture I] Magic: [Flight V][Light I][Theory I] Techpoints: 16 (+1/t) Resources: Archeotech: 2 Mana: 4 Eccentricities: [Tech Affinity]: The ancient ruins of Nibiru yield more to the fairies of Blackwarg- however, the fairies are physically weak. [Hidden]: You are hidden from the prying eyes of the world in one of the ruins located on the map! Your position will be revealed if you attempt to expand beyond this point, or if anyone attempts to expand into you.
Nicholas Brooks
bamp
Carter Long
Rolled 73, 38, 1, 26 = 138 (4d100)
[Gnomburg] Territory (20): Gnomburg (Capital, Def 1) -The Gnome King's Tree House (Gov. Building) -Lumbermill, 1st Lvl. (+2 wood/turn) -Leyline Tap, 1st Lvl. (+1 power/turn) -Mine, 1st Lvl. (+2 ore/turn) -Fish Pen, 1st Lvl. (+2 food/turn) -Forge, 1st Lvl. Pop: 34 {+2/turn} Food: 38 {+4/turn} Currency: 10 {+2/turn} Military: none yet Tech: [Domestication II][Engineering III][Infantry II][Shipbuilding III][Metallurgy II] Magic: [Enchanting II] Resources: Power: 4 (+1/turn) Ore: 6 (+2/turn) Wood: 18 (+2/turn) Eccentricities: [Triple Focus]: The gnomes often can't decide what to focus on- magic, nature, or technology. They can choose to focus on one for a turn, but the others will take noticeable hits. [Plucky]: While small and not very strong, the gnomes are very brave. When under attack, recruiting military units is much easier. -Actions-
>Triple Focus - Technology
1. -[Triple Focus] -[Engineering III] -[Shipbuilding III] Finishing touches are conducted on the shipyard - it left something to be desired, but it would be workable for now. 2. -[Triple Focus] -[Engineering III] -[Metallurgy II] Working with an eye towards perfection, the gnomes attempt another research agreement towards their southern neighbors; offering to improve their ship designs whilst upgrading their own! 3. -[Triple Focus] -[Engineering III] The gnomes continue their search in the improvement of metallurgy, offering a research agreement again to the Dominion to allow both nations to benefit from the procedure. 4. -[Shipbuilding III] A trade route from the other direction is opened to to the Dominion in order to simulate to local economy.
Nolan Lewis
Oops
Sebastian Carter
Rolled 84, 61, 75, 50 = 270 (4d100)
1. The ogt must work on becoming more independent financially, Research economics I [Science IV] [Tech Dependence: roll modifier] 2. Move to attack the tribes the people will learn what happens to those who break treaties with the OGT. 4 Orc Raiders [3.8x {-2 food/currency//turn}] {Raider} 2x Orc raid leader [2x {-2 currency/food//turn}] 3x Orc Raiders [1.8x {-1 currency/food//turn}] 3. The ogt must work on becoming more independent financially, Research Banking I [Science IV] [Tech Dependence: roll modifier] 4. Begin construction of a Bank I. [Stonecarving I]
#1 the Crimson Skeleton orders the search for a gold vein, and the digging of a mine. the Warhost needs gold as a stable asset from which currency can be founded upon [Metallurgy I] #2 the Crimson Skull see's that the ammunition consumption of the new siege units is draining the Warhost. further research into economics is pressed by him. [Library I] [science III] [Science and Magic]: The workers under the Crimson Skull can decide to either focus on technology or magic, boosting one while penalizing the other. #3 the OGT are developing banking technology. the Crimson Skull remembers how the Fuhrer of old once reestablished the old world banks. the same methods could be applied to the banks of the new world. [Library I] [science III] [Science and Magic]: The workers under the Crimson Skull can decide to either focus on technology or magic, boosting one while penalizing the other. #4 our own Reich's Bank should be constructed. a vault to house the great wealth of the Warhost.
Forging a group of downtrodden into soldiers was never easy, but it seems even more difficult than usual. Only a few sign up at first, but more will come.
A need for further armor improvements has been noted by the various Highlords, Captains, and Lieutenants. Everyone commissioned different smiths with different ideas, and many forms of armor are developed.
3. Armor III 2/8 [Dragon Steel III][Dragon Steel Smithy III]