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 >GLOBAL Night 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.
Swiftarn
>>6122501 >Vizari 1. 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.
>>6122541 Drom-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.
Swiftarn
>>6122564 >Krawl The 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 Bands The 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.
Swiftarn
>>6123786 >Vitruvia The 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 >Orcmanie The 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.
Swiftarn
>>6124566 >Habitun cult Training 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 Swiftarn
>>6124736 >The Urotti Prospectors 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 Ordalan A 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.
Swiftarn
>>6125681 >Vasileus of the Barzaentine On 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.
>Adenai Jockeying 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 >Tagaya A 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.
Swiftarn
>>6125873 >The Divine Republic of Guliseare Black 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 Colonies Thousands 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 Venks The 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.
Swiftarn
>>>WAR: The Defense of Guliseare The 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 Conflict In 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.
Swiftarn
Quoted By:
>>> WAR: The Defense of Thul Urdor The 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------------------
The Tower Archmage
>>6128682 1. 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.
Frakt ~ Krovian Bands [Shark]
Frakt ~ Krovian Bands [Shark] ID:Jx/P5VSS Fri 25 Oct 2024 01:08:03 No. 6128840 Report >>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 Improvements With 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 Post A 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!
Domo !QnP84V9FEg
>>6128682 >Establish Farm at River It 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 on The 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 Cattle Bands 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.
Vitruvia
>>6128681 All 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, Holmbastus
Up 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.
Vitruvia
Quoted By:
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.
Yaran I, King of the Venks !LVwaojPpZY
Yaran I, King of the Venks !LVwaojPpZY ID:bA/ALAcU Sat 26 Oct 2024 06:40:21 No. 6129536 Report 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
Habitun cult
>>6128692 Action 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 Directives
Action 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
Habitun cult
>>6130474 War: 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"
Habitun cult
Quoted By:
>>6130476 Diplomacy: 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 king
3. Negotiating the migration of potential Dverger believers back to Thul Urdor
- Diplomat Rive Mudamir,
"Farces And Triumphs In The Arts: Vol 2"
The Urotti
>>6128693 3rd Turn
> 1st action: Fortress construction Having 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-Garuhm Despite 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.
The Free Association of Tagagaya
The Free Association of Tagagaya ID:iI2wK1fs Tue 29 Oct 2024 03:45:39 No. 6131200 Report >Action 1: Military - The Guerillas Spurned 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 Metal Having 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.
The Krawl
>>6128688 Occupy 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 desert Make 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 Vitruvians
What 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)
Orcmanie
>>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 Protection The 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.
Kingdom of Ordalan
>>6128693 The 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.
The Adenai Confederacy
>>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.
The Adenai Confederacy
Quoted By:
>Action 2 Fort Placement
Barza
1. Roads to Ordelan Capital for trade 2. Oh Boy, time to start sending out missionaries!
The Divine Republic of Guliseare
The Divine Republic of Guliseare ID:m0XgLuOl Fri 01 Nov 2024 06:35:45 No. 6133245 Report >>6128695 Report on Lesser Activities to Cyra, Noreusper of Guliseare, executioner of Thessa, bane of Kaenum, unifier of the Aripan, Ruler of all the hallowed mountains, Aelelox's chosen prophet, most blessed and holy Aripan to fly upon the skies and walk upon the earth.
The lessers of the south have sent us a letter suggesting a discourse regarding the end of hostilities, one that would include all of the lessers currently against us. While I have little hope for a resolution, the chance of potentially getting the most threatening out of the war after our forces disappointing display is important. Though, the final decision is upon you, of course. You know what is best for all of us and Aelelox's will, after all. If nothing else, our prayers that have been answered will be beneficial should conflict continue. Similarly, the work of one of the council has made a deal with the lessers to the east. While I initially questioned this, the reason why was quite apparent when the strange magical liquids they come up with were shown to me. They too will be useful both now and in the future.
Your faithful servant, Kallixeina.
>Action One. A Lesser Proposition.(Build road depicted here >>6129358 ) While their methods are unorthodox, the results one of the consecrated recently was able to gain from actually interacting with the lessers speak for themselves. For just a bit of iron, a major boon in the form of extremely effective plant growth elixir and bottled fire is at our talons. One for peace, one for war. And one arguably could be used for both to set up density perfect for a raging inferno. Still, to gain access to these materials we do need to actually trade for them. A small outpost on the border is to be set up, and a road through the hills to allow for the ease of transport of bars of iron and bottles of these potent elixirs. The prospect of potentially getting specially designed potions or just being able to benefit from anything new they make is also possibly useful. Though there are naturally concerns regarding interaction with those below us, but at least these people seem to know their place as servants, even if they are oblivious as to their rightful master.
>Action Two. Formation of the Tizzonarden. The Moivadal are quite useful for discovering just what the lessers are up to. They likewise are quite skilled at remaining hidden and going deep into uncharted and unfriendly territory. Simply giving Aripan similar training for going into lessers lands but instead of giving a focus on cartography and record keeping teaching them tricks and tools to enact sabotage in all manners of ways, we can strangle our enemies logistics, destroy their production and even slow their reinforcements and supplies in the right circumstances, bringing the war to the enemies home all without directly engaging in combat. Of course, should they get caught, they are to try and cause as much destruction as possible before attempting to escape or becoming a martyr.
Skrit
>Begin developing understanding of Chemisty Being tiny sure has its advantages. You get to see the building blocks of the universe far closer than most, which would be rather awe inspiring if such a closeup view wasn't wasted on literal bugs. That's not to say that it goes unnoticed. The Skrit have always lived a life more dependent on chemical interactions that any other race, their communication, sense of direction, and even "intelligence" born out of a series of complicated chemical exchanges on an unprecedented scale between billions of their kin. Central had always known about this, but only recently has it really started in dabbling with controlling these chemicals, and attempting to understand what they are and how they function. Thus, with aimless intellect, the Skrit begin to develop the basics of chemistry.>Develop lead based armor. The colonies have been mining lead for a while, but with no real particular use in mind. Stockpiles of the stuff were kept one side, practically discarded and unused save for the occasional tinkering and trade the colonies arbitrarily decided upon. But during some recent scuffles between military colonies used for wartime simulations, one of them had begun deploying Skirt soldiers geared with lead platings to reinforce their exoskeletons. It was a strikingly favorable innovation, which lead to numerous victories in simulated conflicts for the colony. It wouldn't be far long after that Central would incorporate this knowledge into its core understandings, and device templated lead armor for wide use for the Skrit military body.
Kingdom of Ordalan
Quoted By:
>>6128697 >>6132192 Elector Princess Lucilla had seen progress bog down when meeting the mountains of Guliseare, while the Chariots remained effective even without their horses due to their blessing of Janos, the other forces could not keep up. Worse yet, a message from her mother came in, she is unhappy about the Tagagayans and wants the war resolved as soon as possible, and she is coming to resolve it, for a situation has emerged down south.
>The Negotiation at Alviting Berg. An end of the war, Guliseare agrees to hand over the woods near Bahay to Orcmanie and Adenai, release Changeling slaves back to Tagagaya and a fifth of their Anelk slaves to Ordalan. Orcmanie transfers the present orchard's ownership to Tagagaya while allowing Guliseare to relocate the lumber industry to neighbouring territory. Occupied territory is to be returned. Sending an Anelk messenger up the mountain, Lucilla get in contact with Guliseare and sets up a meeting at a hill that the Nixen would call Alviting Berg. There the representatives of both sides would gather. Lucilla's initial proposal of getting any changeling freed is soon accepted, but things take a turn after the Tagagayans start their speech. Being talented orators and having personally suffered at the hands of the mountainfolk, they would do their best to rouse ire in their allies, calling for yet more to be taken. But the Orcs set for the lands surrounding Bahay, with Adenai siding with the Orc proposal. When Tagagaya called for Ordalan to make their demand, Princess Lucilla would call for a recess, where she would get a headstart on the wine, when she returns she sets her demand to be just slaves, one in every five of the Anelk slaves. Indeed she makes a point of emphasizing Ordalan is no saint compared to Guliseare, she was not here for moral indignation and she doesn't view Guliseare as some threat that must be vanquished lest they overtake them. The others seem to take offense at her words, but if peace comes at the cost of some friendships, then so be it. They have robbed Guliseare of the initiative and the alliance is prepared for future struggles.
>Military movements: The army is returned home to Sturnes, a celebration is held as the new slaves are distributed among the churches and noble houses. Once Lucilla returns home, she would have an audience with Queen Leutgard, the atmosphere is tense, but she did at least bring a bounty of slaves. Lucilla also gets to see the reality of Tagagayan trade, how Ordalan was not prepared to deal with expert hagglers and shapeshifters, the cultural bleed starting to look like under the Tellden Empire. Princess Lucilla will have to learn how to deal with this, lest the cultural bleed erode the very churches of Ordalan, weakening our military might.
Swiftarn
Turn Nine: Roads and Homes
>>6128748 >Vizari The guerilla efforts of the Vizari meet with a curious, but welcome surprise. Their direct trade with the rank and file of the Krovians has been replaced by a number of oddly cool headed krovians, who patiently explain that the stumblebird imports have been placed under new management. A Vizari representative meets with this new management and finds that the drug trade and underworld has been consolidated under a single grinning maw, one who (after a bit of clever and seamless mind magic in a one on one meeting) agrees to use his criminal organization for vizari agendas. A most useful asset.
Meanwhile, in the City of Towers, mages hone the craft of telekinetics. A dangerous and powerful art in the right hands, allowing a mage to surround themselves in a whirlwind of objects. The first legion of blade dancers will soon be ready to march to defend their land. At the same time runic smiths work to improve and renovate the Riptide Pylons, replacing their stone forms with ones of glass and copper. The pylons defending the heartland are replaced with improved versions, but, as news of crushing defeat reaches the capital, magicians refuse to venture from Vizari to fortify the south.
>>6128840 >Krovian Bands In the homeland of sharkmen a grim feeling fills the air. Fort Morda is constructed overlooking the cliffsides, placed so that krovians might leap from its walls directly into the water and surge toward ships and vessels, though the flow of trade remains uninterrupted. Of course a few heavy tolls do end up being introduced, and those vizari vessels that try to brave the straits with supplies for the warfront find themselves plundered most thoroughly.
Further inland the Crimson Tide temple is expanded, just in time for shipments of slaves from the Vizari to arrive and be placed into holding cells. Hopeless gazes stare in horror at the great blood collection vessels and bowls, the rust stained channels and sharpened knives waiting for them.
An unpleasant new wave of crime seems to be spreading across the land however. Merchants, shopkeepers and even everyday citizens are finding themselves preyed on by surprise ‘tolls’ and ‘fees’, payments for ‘protection from undesirables’ and other such extortion. At its heart is the shadow figure ‘Alpha’, who seems to have captured and consolidated the stumblebird trade under his maw, and intends to take as much as he can.
Swiftarn
>>6128929 >Domo Wheat! A pitiful grain of these new lands, good for little more than filling the belly, nothing like the rice of the homeland. Handfuls of ancient seeds are carefully coaxed back to life, then tended and multiplied into thousands and thousands of new plants. All along the river channels are dug to flood rice patties and produce vast amounts of the domo grain.
This abundance of food is an important factor in coaxing the remnants of the Slaug to merge with the Domo, lending their strength to the unity of the Domo. Within a generation the blue gray skin of the gorehorn can be seen all across the land, as well as their mighty strength and stature. In turn those descendants call out to the scattered grummtusk herds and gather them back together, which should prove a valuable source of fur, milk and meat in the years to come.
>>6129358 >Vitruvia In the dark forests on the edge of the lake, where the devia known only as the master’s fishmonger still lurks, plucking scaled meals from the wa ter, Holmbastus rises up, built from the yellowed timbers of the pine forest around it. Here warehouses and markets will fill with alchemical treasures before they becomes the treacherous march into the mountains toward Sonistia, city of harpies. In return a steady flow of iron comes from the mountains that will be transformed into tools, equipment and other critical supplies.
>>6129536 >Yaran I, King of the Venks Downriver of the Uhgul Dam, nestled between the branches of the river, where once was only fetid swamp inhabited by vicious beast and peop le strange, and indeed just across the river are strange strange blobby and fungal creatures still, the city of Cærys is raised. Soil filled with old stone arrowheads and bits of chitin and entirely too large teeth is turned up and deep foundations of stone are set into the earth. Around the city, growing in the comparatively drier soil of the grasslands are innumerable flowers that comes to be called æfnung, whose blooms stay tightly bound until the very last moments of the day. Brewed into a tea they give a calming and restful night's sleep. Distilled into a tonic is enough to drive a Venk into a deep sleep from which even a bucket of water can do little to dislodge, and rumors abound of swamp witches who use the flower to plunge maidens into endless slumber so the witch might take her youth.
Swiftarn
>>6130474 >Habitun cult Dwarven construction is a fine thing, for a dwarf. For the Svaltfar however its quite the hazard of low ledges, maze like corridors that all look the same (a handful of dwarven prisoners explain, with no small pride, that any proper undergrounder would understand the minor variations of the stone types in each corridor, rendering signage unneeded), and cramped quarters that the fairly tall dark elves struggle to fit into. A steady cloud of dust and rubble marks the construction efforts to make Thul Urdor more livable, though much of the rubble is reused to bolster the walls and defenses of the city instead. Far, far away the efforts to claim the fortress are aided by a new fishing community that springs up along the shores of lake Supkha. The bounty of the lake is gathered up, smoked into barrels, and then shipped far away to the mountain fortress to provide food in the otherwise inhospital land.
>>6130654 >Urotti High and thick walls are the order of the day in Urotti lands, though sadly much of it is done with timbers rather than stone as the grim business of survival in exile continues. Much food can be found though in the cold north if you know where to look, and how to coax it to life, and even as the walls and defenses spring up scouts find the determined shoots of tubers and spot the splash of great ocean beasts in the frigid ocean. Ambersteel is shaped into fresh axes, pikes and mattocks, and obsidian charms are fashioned against the shadow spirits of the long nights. Life goes on for Urotti.
>>6131200 Free Association of Tagagaya
A changeling is whatever they need to be. This central fact underscores the creation of the Tagaya Guerillas, who study the style and strategies of their neighbors seeking not to surpass them, but rather to support them. Scouts, flanks, heavy infantry, the guerillas are not the best, but they are what is needed.
In dripping caverns prospectors discover Weeping Silver Ore, a curious amalgam of metals that oozes a shiny silver liquid. When smelted it produces a distinctive silvery alloy unlike anything else in Pavillion. Coins marked with different faces on each side are quickly minted into circulation.
Swiftarn
>>6131316 >The Krawl Krawl burrow deep into the twisting labyrinths of the abandoned home of the spiders, seeking whatever might be found there. The explorations are cut short through when hulking creatures burst through the walls of the ruins and attack the scouts. Resembling a strange hybrid of tigers and moles, but as large as a rhino with glinting metallic claws and brown-black stripe patterns, the creatures defend their home first viciously, then desperately as Krawl forces pour in. Though ferocious and deadly, and remarkable tunnelers, the sheer numbers of the Krawl win out in the end. In the desert far to the south deep canyons are carved in the earth and a new Krawl hive is opened in the sandy dunes, setting the stage for future exploration of the area.
>>6131827 >Orcmanie Cadon, ancestral lands of the Moonhurleur finds itself the newest site of construction in Orcmanie. Ancient hunting halls are rebuilt and reinforced with great slabs of red granite, streets rebuilt, and firm plans laid down for the future of the city.
Rune Marked Armor is the latest height of craftsmanship among the star forge smiths. The armor is forged, then kept hot as wizen priests bear the heat of the forge and carefully work each runic symbol into the armor in a painstaking process that takes hours as the emblem of Ganuz takes shape. In the heat of battle the lines of the runes burn like moonlight and shift, taking the shape of waves and vines and other signs of Ganuz. So too do the warriors who wield the armor, moving like water or standing like unbreakable oaks or other signs of Ganuz’s approval.
>>6132192 >Kingdom of Ordalan Trade is the lifeblood of a nation and Ordelan is no exception. With metal flowing from Barza and coin to be made in the Tagaya trade cities many a nix finds themselves well off and enjoying the labor of Anelk slaves, who by and large seem almost relieved to be free of their Aripan oppressors.
Still, the changelings raise a certain paranoia among Ordelan nobility, all the more reinforced by rumors of the barbarian scion returning to Ordelan. There are whispers that he has used foul necromancy to sustain himself well past his lifetime, and twice patrols have cut him down only to find a changeling corpse in his stead. Is he a changeling himself? In league with them? Or just lining the pockets of their mercenaries? The paranoia gives rise to the position of Huskarls, trained stewards, bodyguards and detectives and masters of detecting even the slightest mistake in a changeling's disguise.
Swiftarn
Quoted By:
>>6134316 >>Skrit It is said that fish have no word for water, and for many centuries the skrit had no word for chemistry. Pheromones, chemical soups, delicate trails of gels and slimes that held a wealth of information all held their place of course, and the mixing and creation of such things eventually transcended simple biology, and rose to create the internal chemical language of the skrit. It should be no surprise then that the Skrit turned to chemistry like others might turn to magic. Say the right words in skrit chemical language and you could light a fire, etch metal, or poison an animal. Really, the possibilities were endless.
In more mundane efforts, the skrit were considering the art of armorsmithing. Great sheets of heavy lead, are beaten and rolled out, then formed over plates of chitin and leather. The war ants produced by this process are by no means light on their feet, but nothing short of a well placed warhammer will put them down.
>Domo War Action: Cattle Raids but no Cattle Though they don’t know it, the Domo’s timing is quite fortunate. The armies of the Vizari have been drawn to the south, leaving the underbelly of the nation exposed and vulnerable. As such, the raid proves successful far beyond a mere scouting action. Domo raiders sweep in, finding trinkets of iron and many pieces of hollow, clear stone that even the clan elders cannot make heads or tails of. The preliminary raids also capture a number of slaves, including a few children that seem to have been blessed by the gods. These youth have the ability to cobble together little life-forms out of earth and stone, though their powers are weak and clumsy for now. Kholan’s blessing shines upon the Domo tonight!
Swiftarn
Quoted By:
>Krovian-Vizari Iron War In the city of Vizari, the very concept of a Krovian invasion is regarded as a bit of a joke. The beast-men are barely ascended from their shark ancestors. They have no concept of culture, of golem-work, of even the most elementary magic. The panicked reports being dispatched from the iron mines are no doubt signs of shameful cowardice rather than an honest appraisal of the situation. It is only natural, then, that city officials demand the golem masters at the mines sally forth to meet the adversary, and refuse to send supplies until they do so. However, the cowards defending the mines refuse to budge until the riptide pylons are in place. The pylon builders, after a few disastrous attempts to brave shark infested waters, refuse to set out without the aid of the army. The impasse becomes a crisis, the already-byzantine bureaucracy of Vizari grinding to a total halt even as the enemy wreaks havoc in the countryside. The few caravans that do set out into the desert find themselves beset by beastmen raiders who gleefully plunder the iron shipments, when they aren’t scorching the little decent farmland the Vizari possess. Meanwhile, Krovian forces strike out into the deserts, finding the barren wasteland contains a surprising number of villages, supported by rune inscribed stones that call up water from deep within the earth. These villages’ inhabitants rapidly find themselves enslaved by the Krovians and marched back toward the sea, while the host of the Krovian army meets the push of wizards having finally decided to attack. The undersupplied wizards and their golem legions quickly prove no match for the sharkmen. The Hordes quickly adapt to their molten glass foes, bowling through their ranks to reach the decidedly more fragile casters behind them. In particular, the bronze shortage of the sharks is not felt quite as keenly as it might have been, since bladed weapons are largely useless against the glass golems, but the sizable greatclubs many Krovians are now favoring work quite well. The wizards, having expected to face barbarians and addicts, are thrown into disarray and routed. The Krovians Hordes run free in the desert of Vizari.> Alviting Berg Peace Summit (Guliseare Punitive War Conclusion) At long last, peace returns to the mountains and the lands to their west, sown by blood and blade and tended by diplomats and scribes. The lands around Bahay have been secured, with Adenai and Orcmanie taking possession of the woodlands. Changeling, Aripan and Anelk slaves and prisoners change hands by the dozens, then hundreds. Ordelan in particular acquires slaves by the thousands, to the point where even commoners often have an Anelk servant. Peace settles over the western region of Pavillion as soldiers return home at last, and the western region of Pavilion breathes a great sigh of relief, though many worry that peace is merely a chance for the Harpies to plot their revenge. ---------END OF TURN NINE---------
Swiftarn
Quoted By:
>>6132859 >Barza Barzantine missionaries set out in all directions, seeking to spread the lessons of Luxos, though undoubtedly their mission is likely to be a difficult one. Some climb high into the mountains, crossing dangerous passes into Vitruvia and Guliseare, others follow the roads, old and still being paved, to Negosyo, Sturnes and Vizari. The bravest set out to the wild lands to the east, and bring back tales of sharkmen and strange fungal beasts and a vast jungle. The first pilgrims focus on the creation of small wayfarers temples that double as inns and supply depots in the far reaches of the kingdom, to better aid the passage of future missionaries on their trips to distant lands. The first to bring back solid news are those from Negosyo, where they report having established a small but steady church in the city and face no major issues, but at the same time are largely lost in a sea of other barbaric gods. The gods of Ordelan, Adenai, Tagaya, Orcmanie and even Guliseare all have some presence here, and while the Luxos faith is viewed well, it holds no particular sway beyond that of the two dozen other gods mingling in the streets of the merchant city. (You can launch future missionary efforts for free in future turns, just specify where you’re sending them. One per turn.)
---------END OF TURN NINE (FOR REALZ)---------
Swiftarn
>>6132445 >The Adenai Confederacy The war had come to a close, but not fear of its peculiar neighbors to the south. These Nixen women! Demon blooded witches no doubt in league with the harpies if their behavior at the summit was any indication. A grand new fortress and garrison is constructed on the border to declare a firm message that Ordelan meddling will not be tolerated.
In the homeland a bold new breed of knight has arisen, the Opal Knight, riding on a life bonded opal drake steed. These mighty creatures are as regal as they are fierce and proud. Each one will only serve a single rider, and only after the rider has earned its respect with suitable deeds and gifts, a gold coronet studded with opals is customary. The sight of an Opal Knight taking the field exerts an almost physical pressure so authoritative their presence is.
>>6132859 >Barza Barzantine missionaries set out in all directions, seeking to spread the lessons of Luxos, though undoubtedly their mission is likely to be a difficult one. Some climb high into the mountains, crossing dangerous passes into Vitruvia and Guliseare, others follow the roads, old and still being paved, to Negosyo, Sturnes and Vizari. The bravest set out to the wild lands to the east, and bring back tales of sharkmen and strange fungal beasts and a vast jungle. The first pilgrims focus on the creation of small wayfarers temples that double as inns and supply depots in the far reaches of the kingdom, to better aid the passage of future missionaries on their trips to distant lands. The first to bring back solid news are those from Negosyo, where they report having established a small but steady church in the city and face no major issues, but at the same time are largely lost in a sea of other barbaric gods. The gods of Ordelan, Adenai, Tagaya, Orcmanie and even Guliseare all have some presence here, and while the Luxos faith is viewed well, it holds no particular sway beyond that of the two dozen other gods mingling in the streets of the merchant city. (You can launch future missionary efforts for free in future turns, just specify where you’re sending them. One per turn.)
>>6133245 >The Divine Republic of Guliseare A strange day for Guliseare. Trade roads being built into the territory of lessers, bringing alchemical wonders into the mountains, while at the same time a new squadron of soldiers train in covert sabotage for a war that whose time has passed. There is much turmoil in the highest and holiest of places, accusations of unfaithfulness, of diluted purity, and lacking devotion, but none can deny a sense of relief that the war is over. What the future holds for Guliseare is an open question, though in many ways the future is bright. Personal orchards grown by alchemy have sprung up in the courtyards of the nobility, and though beleaguered by war, the might of Guliseare is still a thing to be respected, and feared.
---------END OF TURN NINE, NO REALLY---------
The Divine Republic of Guliseare
The Divine Republic of Guliseare ID:m0XgLuOl Mon 04 Nov 2024 00:53:51 No. 6135162 Report >>6135086 Report on Lesser Activities to Cyra, Noreusper of Guliseare, executioner of Thessa, bane of Kaenum, unifier of the Aripan, Ruler of all the hallowed mountains, Aelelox's chosen prophet, most blessed and holy Aripan to fly upon the skies and walk upon the earth.
The peace deal has been signed. The terms, relatively speaking, were light. While we have lost land, some Anelk slaves, and the Kaenumites have laid claim to our orchards, the damage done to us in the long term is minimal. However, we must prepare. The changelings were quite displeased with the modesty of the conflicts result and as such will surely be out for blood. This, along with the decision by some of the council to actually interact with the lessers means that we should do something to prevent the possibility of infiltration by Kaenumite elements among the Aripan. While fully ridding the Anelk of such things is likely impossible due to their very nature, we can at the very least ensure no incidents akin to the heretic messiah plague us.
Your faithful servant, Kallixeina.
>Action One. Re-creation of the Orchards While we have lost the land the Orchards once were upon, the new potions that were traded to us by the strange lessers of the east whom call their lands Vitruvia are of extreme usefulness, allowing the new trees that replace the old Orchards to grow in record time and with far more bounty. In some ways it is a blessing that the war ended before these potions could be used so that our enemies never are able to see the bounty that was possible. Although, in time the effectiveness of these orchards would boom greater than ever before thanks to the efforts of the Aripan, or rather the blessings of Aelelox, though this was the future, not the now which was already fairly bountiful.
>Action Two. Formation of the Inquzonie The Purity of the faith and the lands is important. Countless Anelk have proven to secretly hold Kaenumite beliefs and now that Guliseare is, at least partially, opening up to the world around them methods need to be undertaken to ensure purity of our lands, our people, and our souls. As such, the Inquzonie would be formed. Priests known for their faith, intelligence, and wisdom. Oft capable of magic. They are the sword to deal with any undesirable elements in Guliseare society, be they heretical Kaenumites or those corrupted by lesser infiltration along with those infiltrators themselves. Something deemed very important given the reported dissatisfaction of the Changelings in the peace deal and the possibility of a 'secret' war.
Domo !QnP84V9FEg
>>6135066 Long and longer ago, what preceded the Domo was merely nothing but statues in the deeps, carved out by Kholan to watch and protect her realm when she was unable to. Now, to receive these lessers to be molded in our name and so blessed in her cleanly arts? It is a sign, that at the very least, these people in the east are welcomed by her to command the natural world with such ease.
>Action 1: How Am I More Assimilationist Than The Aliens Why, they shouldn't even be slaves! We must appoint them places within the highest of the families and feed them as much as they want. Teach them the ways of Kholan and support them in whatever efforts they may take to sharpen their command. There's a horrible quota we need to fulfill as well, so why not sacrifice anyone that they want gone? That's the very least we could do for someone so blessed by Kholan (and within our grasps.) In the next generations, if their blood and blessings is within our lines, think of how much pow- favor we'll have with Kholan to make ourselves distinct from the forested folks north.
>Action 2: Might of Legion Sensing a wrongness in the wind, a distinct lack of attention to An'naud, imbuing it with stagnation antithetical to the Song of Life, the third Archpriest of Kholan in An'naud (the second one went missing in the sea while trying to look for the former plainsdwellers) sends a commandment across all of the Domo land, ferried by his traders to Koll'naud and sent by the desertine to the still silent plains. It is "That the might of all Domo be harnessed and led in command by those who is taught in the ways of Kholan, for the institution of blood is the institution of Her and for the Archpriest hears a great strife in the wind." It hearkens back to the old priestkings and theoretically meant to strengthen the priesthood from An's hold over all Domo. In practice, this connection of theological understanding and warmaking is made official, making everyone with power study the ways of Kholan and dress themselves in spiritual vestments, and a certain amount of anxiety-fueled training, minor conflicts and duels mostly caused by every Domo being worried that their strength isn't enough to face whatever disaster that made the Archpriest send an actual commandment.
Besides of all that, the consolidation of power throughout Domo society and the discovery of a people blessed by Kholan outside the Domo finally made the collective Domo consider sending folks to talk with their neighbours. overcoming their apprehension of "diplomats".
Vone I, King of the Venks !LVwaojPpZY
Vone I, King of the Venks !LVwaojPpZY ID:bA/ALAcU Mon 04 Nov 2024 12:30:17 No. 6135380 Report Once more so soon, the King is Dead! Long Live the King! But what more can be expected of old men upon whom greatness is thrust? By the great grace of our Lord Aagen, who has granted us this tyrn of the sun, and in remembrance of our own blessed father, I, King Vone of the Vencs do hereby order;>After the strange attacks on the Guild-Masons of Cærys, high walls are to be erected around the city and manned with the best bowmen from all Vencia >An Aagenic inquisition is to be held throughout the realm, driving out the heresies and superstitions; both those long allowed to fester and new beliefs which must be nipped in the bud. In part this shall include the tearing down of the ruins of old Hyngran in lower Sigordan from which all manner of delusion has poured forth. His majesty also has samples of both the æfnung and a selection of the finds the guildsmen have uncovered in their works to the Court of Rudam and to the scholars of the Abbey of Cockaigne too.
Vitruvia
>>6135066 Our lack of sufficient building materials has become a seriously concerning issue, especially given we now share our nation with terrifyingly powerful Rocs who seem to adore roosting upon perches, a habit that has caused no small number of buildings to collapse.
The most August halls of Hohenholm are of sturdy make, but old and difficult to maintain. It is for this purpose that the Vitruvians scout their great nation for fine lumber and tough stone to allow them to create structures that will stand the test of time.
Action 1: Prospect for wood (Alive Oaks)
An unnatural forest grows in the jungle, a haunted and eerie place. The trees here grow all year round, stretching and reaching into the sky. Their branches appear almost like grasping limbs, and silent screaming faces are frozen upon their bark.
This is a forest of Homunculi, a forgotten Devia caste twisted into trees by the Smoke-Lit Masters in ages past. These trees are our very brethren, the only living forest of their kind in the world, an artificial horror show.
Naturally logging operations begin immediately. It is noted that cutting the trees down results in intense and vocal screaming, as does the process of cutting the logs into planks, burning or otherwise seriously altering them. Some Homunculi claim that even after processing the wood tends to “groan” a lot more than normal when under stress.
Alive Oak wood retains its characteristic patterning even when processed into planks, covered in screaming faces all the way to the heartwood.
Setting aside its horrifying properties, Alive Oak wood is extremely strong and highly resistant to decay, able to be put to more or less any task that requires strong wood, as long as one can handle the noise.
Action 2: Prospect for stone (Deepslates)
Some journey in search of stone far and wide across our territory, others descend deep and down into the dark, aided by Devia without eyes but peerless hearing, or Devia with the ability to see in the dark who are a lot more useful, or just Menia explorers with lanterns so those other weirdos don’t have to get involved.
As the stone layers change, they give way to a new type of rock, dark and smooth like common slates, but displaying a remarkable durability (and weight) that sets it apart from other stones found thus far. Decently easy to polish, cut or tile with, it becomes the stone of choice for anything a Roc might possibly want to roost atop.
Outcroppings of these Deepslates are greedily harvested once the discovery is made, but some issues present themselves. While the stone itself is wonderful, how deeply it is buried is an issue, requiring great and monstrous quarries and complicated crane systems to lift what can be excavated to the surface for processing.
Orcmanie
>>6135065 >>6135070 >Action 1: Food for Cadon The lands around Cadon are examined and assessed for their richness and variety, and any foodstuffs discovered tested for their deliciousness; for all need to eat and eating well brings pride. Any foodstuffs the Orcmen might find will be grown or reared, increased in quantity by the workers of the land so that they might form a decent part of the local cooking.
(If there are no local 'food' resources to find, basic Farms in the area I guess?)
>Action 2: The Jousting Lists of Rooin With victory (however minor it might be) fresh won, Duke Guyard returns to his capitol in triumph. Here, he commands that the site of past jousts and tourneys will be built anew in Red Granite block; building what had been a simple clearing of land into a grand new arena for holding jousts, practice and the many events of Tourney, so that the Knights of the Orcmanie might practice their skill at arms even in times of peace in the land, and settle matters of honour between the nobility without resorting to strife and internal conflict. Much seating for the peoples of Rooin is built into the raised stonework surrounds, so that the nobles and freemen of the city might watch and take enjoyment among the knightly contests and displays of prowess, and give their support and applause to the worthy.
Kingdom of Ordalan
>>6135070 Elector Princess Regent Lucilla of House Siglinda enjoys being in a bed once more, a proper one, not made for birds, not made for travel, just made for comfort. Indeed she would seek to acquire one with bedding of Moon Cotton. However it soon falls to her to rule as regent again, as Queen Leutgard rushes off to find any war to join just so she doesn't have to be in Ordalan and deal with the upset nobles. So it falls to Lucilla to deal with those nobles who complain rampantly about the trade deal she had brokered.
>Action 1: Build the Great Church of the Blossoming Dawn at the crossroads northeast of Sturnes. A great church complex with plenty of gardens dedicated to appreciating the sun and nature. Also where we indoctrinate the Anelk slaves so they don't go worshiping the Nachetars. As Lucilla ponders how to stop the erosion of Orda Nixglau, she figures a good first step is interception. She talks with nobles and organizes the construction of a great church complex at the crossroads. Ensuring that priests are present to shepherd any Nix who is lead astray by the seductive words of the foreigners, especially the changelings. There are also gardens where you can rest your weary feet and appreciate the nature which we seek to safeguard against the fell nights. There are memorials where you learn of the people who fell to allow you to live, statues of the great heroes that inspired others to fight even against hopeless odds. It is also where some of the troublesome Anelk are indoctrinated, made to appreciate their part in a world of vibrant sun and colour, as opposed to a cold and dark Sunless Age, where the Nachetars devour them.
>Action 2: Establish Rose Garden/Farm at the ruins of Kholankorda. The ashes of the fell thicket will nourish the roses that herald the blossoming dawn. While Lucilla busies herself in the north, the returning Pyre Axes start setting up gardens in the south, upon the ashes of what once was Kholankorda, the fell thicket of the beastmen from the west. At these gardens they cultivate roses, seeking the most enchanting and beautiful, which they then burn in their rituals. Each rose burnt is a beauty lost but not forgotten. With large scale production of these roses, each Nixen can be burned wreathed in roses, but great warriors get beds of roses as their pyre.
>Military: The Queen's Army marches to Vizari, to fight against the sharkmen. Restoring access to iron. Hearing of the iron that once flowed from Vizari, and an opportunity to escape the court, the queen ventures southeast with her portion of the army. The Chariots are excited for open field warfare, the Spears can get to stand in the way of non-flying opponents, and the Pyre Axes can get into a proper melee. As a bonus, our part in the war will get us iron for cheap.
Habitun cult
>>6135065 Action 1: Build lake port
>Our tree lines are thinning. Your requests are unsustainable. We are simply not receiving enough of the mystical tree-growth potions to make the difference you imagine us capable of. >You will simply have to make do with our current crystal production rate. - Missive from Bille Hitab to Habitun Council
>Potion shipment #382 has fallen from mountain pass on 3rd mil past Red Fir. Mule slipped on loose rock. >Bakhold Pouncers arrived at location promptly, and have been gorging themselves off intelligent shoots. Crew were switched for Shadows, and smoke cloud was deployed until the growths ceased. >Road maintenance advised[1]. 1. Denied. Lack of mundanely traversable roads indispensable to Habitun defense, see Scouting Logs: Chapter 2, pg 340.
- Huntsman Gorm,
"Records of Huntsmen Dispatch, Log #615"
>House Hitab's ravenous demand for exports is beyond our capabilities. Our rods cannot take the strain, and our bellies are left gravlaxless more often than not. >Have seen the young Fisker take a raft to go away from shore and bring back loads more fish. >Grant resources, and we promise to increase production tenfold! - Petition from Gronn Dal village head to Habitun Council
>You may begin construction of facilities to manufacture boats, for fishing, transportation, and exploration. Tell of strangers beyond the Skrit are concerning, and need investigating, and you will be the first step on that path. >You are also to cease monopolizing output of Gronn Dal, or the council will see your bonuses stripped. Barter for it as everyone else does. - Missive from Habitun council to Bever Hitab
Habitun cult
Quoted By:
>>6136451 Action 2: Research Shadow Stabbing Medqa Blades
>Giant winged creature spotted flying from southeast, through Vitruvian lands. Unknown origin. Multiple eyewitnesses corroborated seeing it fly somewhat west of Fuaha and above Thul Urdor. >Interviewed homesteader Blue Eye Don, claimed he saw at least one alfoid sitting on it. Might be scout from outsider nation. - Scout Report #3011
>I am sorry to say that no, our Medqa simply cannot jump that high. I had experimented in the past having a stack of three launching off of one another in succession, but they did not make it that much higher than a singular's hop. It would take an astronomical number of Medqa to achieve such a stacked jump height. - Reply from Arvid Murawid to Habitun Council query
>Seer of Smoke: Heard about strange easterners. Council requires solution. >Stige Sukon: Predictable. Taken steps as soon as they arrived, though work began before. >Seer of Smoke: It is good we share the passion for future proofing. I still require a promise to provide the council and marshal. >Stige Sukon: Fine. Medqa eat tree shadow, turn tree crystal. I study Medqa to make a Medqa blade. Stab Medqa blade into far away foe's shadow, turn far away foe crystal. >Seer of Smoke: Appalling. How far ahead are you? >Stige Sukon: In desperate need of funds to lubricate my way through the Siblings' stonewalling. >Seer of Smoke: You have my permission to draw from our vault in Bikube without limit. >Stige Sukon: And Habitun is safe once more. >Seer of Smoke: A thought occurs. How is far away shadow reached in the first place? >Stige Sukon: Vexing issue, agreed. But once the blade is obtained, support from Siblinghood for shadow coaxing should become easier. You fight your battles, I fight mine. - Series of communiques between Stige Sukon and the Seer of Smoke
Posting for Turqoise Turbans
Posting for Turqoise Turbans ID:XG7XyzjF Wed 06 Nov 2024 20:46:52 No. 6136783 Report >>6135065 >Action 1: Go grab that free stuff someone left lying around (colonise rape mollusk island) There's a whole nice island to the east no one bothers taking. It's full of walkign treasure (tasty rape snails) and whatever they had built in their half-civilised state for centuries past.
Adventurers seeing no profit in the ongoing war set out to this new land seeking strength and fortune.
>Action 2: Expand merchant caravans The war in the north-east brought us a lot of money. Both sides are buying from us a lot and there is much profit to be made. Expand our mercantile operations, secure caravans, tailor goods and up our negotiating skill. Let's milk them for every penny and Peny they got!
Diplo summary:
>Domo diplo they showed up, brought some gifts. We didn't get to talking yet, but they are unhappy with my religious practices.
>Sharkmen diplo Some mercenaries from my nation are fighting on their side (about 2/7ths). In exchange they get pillaging rights and 15% of captured slaves as well as being paid with slaves a regular wage. Furthermore the sharks are employing bards from my nation who weave for them carpets depicting their grand victorious battles and singing hymns of their great victories and proud wars.
The mercs from that side focus on getting valuable slaves such as merchants, nobles, aristocrats, soldiers, mages and warriors. Frakt however claims those he would not sell. The bards spend cosiderable amounts of their time downplaying the achievement of mages and generals while getting sharks drunk on their egos and on alcochol trying to buy some of those. (again Frakt claims this just does not work, I however think there should be a success rate attached here and the QM should weigh in)
>Republic of Towers Diplo Their state is purchasing on mass mainly steel made weapons from my nation. As well as employing many mercenaries. (5/7ths). For that I am getting large swaths of luxury goods mainly drug-chickens and high quality glass. I am milking dry their state.
On the other hand I am selling back to him the high value slaves gotten from the peopel workin for the sharks at a mark-up. The state seems unable to afford buying them back, but their families are paying well for that. So I am milking both his state and his civilians for every penny they got.
Frakt ~ Krovian Bands [Shark]
Frakt ~ Krovian Bands [Shark] ID:Jx/P5VSS Wed 06 Nov 2024 22:03:24 No. 6136823 Report >>6135065 >Action 1 - Fort 2.0 A new fort by the named of Bryat will bebuilt alongside the mines. A bold move, but the Krovians are foolhardy in their aggression, and Chieftan Drevino firmly believes that aggression can solve any problem. Fort Morda allows them to secure the waters for their own purposes, and with supplies able to be shipped over, a fort on this side will serve as useful barracks to venture forth and take what is rightfully theirs!
>Action 2 - Patrol Schools [Anti-subterfuge] As abroad, so at home. The answer to subterfuge and harassment is aggression, wanton and overblown. Chief Drevino's loyal forces, usually led by his various sons, will gather up who they can and stalk the streets as an impromptu police-force. Wanton extortion will be met with violence, and while it won't stop Alpha and 'his' plans, it might at least slow them down.
>War! The time has come. Men, women, soldiers, mages, all are herded up to the temple of the crimson tide, their blood the latest course in the Krovian's vile rituals. Running down the temple in a great tide, the shamans will heap blessings upon their soldiers overseas, the pulse of life coursing from one to another as first the river, then the sea itself, are stained an ever-deeper red.
With that, the time for plans and cunning is over. The mines will be taken, and the richness of the earth secured for Krovian will! Alongside cowardly mercenaries they will descend upon the frightened, huddled miners, and let the feasting begin!
Vasileus of the Barzaentine
Vasileus of the Barzaentine ID:6L7Sv1Qz Thu 07 Nov 2024 01:07:41 No. 6136899 Report Actions this turn: If alliance with the magi of the towers is to be successful, we must learn how to fight successfully alongside them. Further military drills, reforms and equipment will be necessary. We know the new foe from what has been shown to us, and knowledge is power. Further investment into the Royal Geomancer’s College. We must expand our repertoire of magics. Missionary Action: Send them to the north-east, past the Ordalan and into the lands beyond. War Action: The armies of the lords march to the west. Word of the Ordalan once again fighting by our side claims they shall head into the south towards the desert sands where the iron lies; so we must take advantage of that by striking into the lands of the Barbaroi who so brazenly assault our staunch allies. (Crossing the river, marching towards the direction of Morda)
Vasileus of the Barzaentine
Vasileus of the Barzaentine ID:6L7Sv1Qz Thu 07 Nov 2024 01:08:42 No. 6136901 Report Quoted By:
Adenai Confederacy
>>6135086 >Action 1: Cultural Boom [Culture or whatever] The return of the Askheni volunteers from the lands of the east signify a return to the relative reclusiveness of the Half-Elf aristocrats. T'is much more preferable to risk but coin and dignity in the pursuit of political power than it is to risk life and limb in the pursuit of war. There were however many ambitious young men who saw war as an opportunity for fame; with this now robbed from them, they find other avenues of glory.
What had begun as private performances among private parties of the Twigs, the demand and appreciation of music had increased to an unprecedented degree. Small ensembles of string players led by a conductor had become commonplace, at first playing on the balconies of their manors, and then eventually in parks and the forum. Those with too much time (and money) on their hands had become to cultivate a common obsession with music, these small orchestras often being conducted by the ambitious and quickly-studied young men who had hoped for a war in the prime of their lives.
>Action 2: Agricultural Boom [Building. Duh] The veterans from the Battle of Bahay, it's rebuilding, and the Harpy pursuit have finally returned home. While not excessive in number, they are owed a payment of land to farm nonetheless. The burgeoning city of Adenai is beginning to fill the palisade constructed for it's defense, and many construction initiatives in the outskirts beyond the walls have become commonplace. It was then of little debate where these veterans would reap their rewards (and their crops!). Just outside of the walls to the northwest, hundreds of acres of farmland is occupied and worked by retirees. Savvy Leaves have taken the initiative of buying out some farmers to create larger centralized plantations, and others doing the same behind thinly veiled "farmer cooperatives". [Also, name the Fort from last turn to "Castra Orienta" because it's currently just a dot on the map.] Domo !QnP84V9FEg
Quoted By:
>>6135066 >War Action: Natural Borders While the leader of the clans waste themselves down south, agents of the Archpriest traveled and convinced the temporarily leaderless Slaugish Domo to reclaim the Gruumish plains from the unjust colonization of the Vizari and return it into orcish hands. A few of them travels southeastward towards Vizari itself in the hopes of abducting mages to integrate into their clans.
The Tower Archmage
>>6135065 Cutting through the rumors and dissatisfied murmurs of the city is the news of the death of the Archmage and many of the council. While officially announced as a variety of reasons, old age, mana drain, and suicide, the truth is an open secret that the high mages saw weakness and decided it was time for a new governing body. A new Archmage is elected to take the white, Archemides Dolaria, a former member of the Ivory Tower, or as it's also known as the Tower of Bone or Tower of Souls.
RP Summary: Archmage Dola puts down the pride of the old regime and bolsters the forces of the Vizari. To the north the Barzaentines, brothers of the old empire, have become official allies. The Nixen Queen herself brings her troops south to fight under the promise of future trade. Even from the west, amoral and money motivated as they are, the Turban traders and mercenaries are paid for supplies, arms, and bodies.
1. Life Drain spells
As new allies and mercenaries come in the project of raising the undead as new soldiers is, quietly, shelved as the issue of bodies is solved. However, not all from this project is abandoned. Magics to steal energy from the living, the same that drives the body to move and stay awake, is drained and empowers the caster, or can be transferred from the caster to another, empowering and healing the one on the receiving end. While a powerful weapon it is also a new tool to heal troops or awaken men in a pinch.
2. Sand Pylons
The city of Vizari still lies as a target, and even if the iron mines are their obvious goal that does not mean some of their band will not attempt to raid the city as their army scatters. The water pylons' magic is altered slightly so that instead of torrents of water instead, when the city is under threat, a magic signal may turn the sandy desert into a violent sandstorm that can turn men away, bury them in sand, or even shred flesh from bone. While it may not be needed it will assuage the fears of the populace in the city.
War: The Turban mercenaries and merchants have been requested to further bolster and supply the defenders of the iron mines; currently cut off from the city itself. The Nixen are requested to act as the primary scouts due to their speed to track the activity of the Krovian warbands. With that knowledge the combined forces will move down the coast, cut off their safe route to retreat to their homeland, and pincer their army between the defenders of the mines and the advancing army. If the scouts show that the whole army can not make it to fulfill this plan the speedy Nixen will instead be sent ahead while the slower Magi and golems ensure the coast is captured. Through surrender or death the Archmage desires none of the sharks to leave the desert they wished to claim.
Arguments against the Krovian 'strategy': As discussed with the gm the farther away and more targets a spell the weaker it becomes. Also many sacrifices were traded away to the Turbans in diplo.
The Free Association of Tagagaya
The Free Association of Tagagaya ID:iI2wK1fs Thu 07 Nov 2024 04:05:39 No. 6136977 Report >Action 1 & 2 - (Culture/Intrigue) Israeli Tactics & The Diplomats In the aftermath of the precarious negotiations of the so-called "pragmatism" of the neighboring nations has been duely noted, and observed as a gross negligence of justice. Lacking the power to enforce it themselves, the changelings instead seek to influence the culture of their citizens towards the view of the Changelings as brilliant visionaries and invaluable allies. This is done both by charitable acts of public concerts, and performances, as well as generously tipping when receiving goods or services from the poor locals, such that they may grow excited by the appearance of a changeling, and fear that their business may be impacted if an ill fate was to afflict the changelings. The victories of the resident nation are also celebrated as to provide a seemingly bi-partisan celebration. Of course, culture alone is insufficient. Current measures of monitoring must be doubled down, with merchant attendants who have been dutifully studying the culture and customs of the cities they visit transitioning into spies on payroll, tasked to infiltrate the state or join those who have already infiltrated it.
The Urotti (on their behalf)
The Urotti (on their behalf) ID:DnQcyg+U Thu 07 Nov 2024 17:31:22 No. 6137187 Report >>6135068 4th Turn
1st Action: Prospect the Western Snowy Plains for Usable Ore
The Urotti Dwarves dispatch teams of seasoned miners to the western snowy plains. Braving the biting cold, they search for veins of Gusil (metal ores) and other valuable minerals beneath the frozen terrain. Discovering new resources here will be crucial for their rebuilding efforts and strengthening their arsenal.
2nd Action: Prospect the Eastern Snowy Plains for Usable Ore
At the same time, other prospecting teams set out to the eastern snowy plains. Equipped with sturdy tools and steely determination, they seek hidden deposits of ore within the icy hills. Uncovering these resources will boost their craftsmanship and support the growth of Virn-Garuhm.
Swiftarn
>>6135162 >Guliseare Like the mythical firebird, fresh fruit trees rise up in no small part thanks to the shipments of alchemy from the lessers to the east. In fact, buoyed by plunder from before the war and limited trade after it the orchards of Guliseare are far richer and more varied than before, with many trees able to firmly entrench themselves in the soil during the springtime that would normally have perished in their younger years. As a consequence, the orchards of Guliseare rapidly become the envy of the surrounding regions, with a remarkable variety on offer.
No one expects the Guliseare Inquzonie to burst into their secluded heretical meeting, but the new holy order obsessed with purity raids Kaenumite den after den, taking anelk prisoners. The least lucky are exposed to Aelelox's Gaze, where for a moment Aelelox’s terrible glory shines through the eyes of her agents and those forced to stare into it are laid bare in their own soul, compelled to repent and confess and beg for mercy for their sins.
>>6135188 >Domo The transformation of the children of the Vizari is a slow one. They are terrified children, many of them who have recently watched their parents and guardians be cut down, their homes burned, their entire world plundered and carted away. Domo teaches them of strength, of the right of power, that it is their weakness that lead to this fate, and it is only their strength that can escape it. The Domo nurture that strength, build it up, but the earth shaman who emerge from the shell of those lost children will only ever be Domo. Their strength was always Domo, and their weakness was always Vizari, and now they are only strength. Strength to command a mountain or a mudslide, to make dirt as a man to serve or wage war.
Strength to survive the wind of strife is on the mind of all Domo this tyrn. The words of the holy men echo in all ears, and all move with anxious energy, refining weapons, training the body, clashing in mock battles and wrestling and contests of speed and agility. They will be ready, they must be ready. Something is coming.
Swiftarn
>>6135380 >Vone I, King of the Venks A foul dark storm parted by Aegen’s grace and strange monsters within! The sight of it, and more like it, has all the countryside in a tizzy and rightfully so. Work begins immediately on high walls and a call for fine bowmen goes out. No matter how many terrors the swampland produces, the good people of Aegen will repel them!
The Aagenic inquisition sets to work in their quest for purity. Witches, sorcerers, and heretics alike are all put to the torch, within and without the church. In more distant parts entire villages are grimly put to the sword, deemed too far gone to save. Strange phenomenon and odd scarred Venks are hunted down, and put down. The mysteries start to form a curious trail that leads to the south, to the crumbling ruins of old Hyngran. There, something strange and terrible is discovered. Venks with strange wounds and foul green claws that seep with a virulent venom have constructed a ramshackle tower, enacting the rituals of some foul cult. Battle is joined and the cult is driven from the tower, scattering into the swamps. In a place of honor, amidst crazed notes, and twisted experiments, is a curious metal slab, marked with symbols and arcana and a large handprint.
>>6136947 >>Vizari The art of life channeling is an inherently dangerous one. Practitioners must be well versed in several fields of study, chief among them is their own anatomy and that of any recipients of life energy. The magic operates best with direct contact, the more the better, though it can be directed wirh beams and bolts and rituals as well, though such things inevitably waste much of the life force extracted, and of course require much more raw mana. The stolen life force is quite useful for healing severe wounds, many vizari take to keeping slaves nearby to extract life energy from, or to use as storage, though ‘overcharged’ slaves do tend to die within a few months of such use. The body can only take so much.
Great monoliths of bronze and glass rise up on the shores that surround the city that give life and fury to the sands around them. Trusted merchants and travelers are given wardstones attuned to the monoliths that when held aloft cause a small, often uncomfortably so, clear passage to open up, allowing access to the docks that allow passage to the city beyond.
Swiftarn
>>6136113 >Vitruvia The butchering of Alive Oak tests the conscience of even the relentlessly practical homunculi, and gradually a loose opposition to the material’s use builds up in society. Opponents are careful to make their case in strictly utilitarian terms, but it is enough to send whispers of “independents!” through the halls of Hohenholm.
Deepslate is far more commonly accepted, being rapidly integrated into almost every aspect of homunculi architecture. New roc-houses in particular are built entirely of the stuff, emulating the natural cliff-side hollows the birds enjoy in nature. The mining of the material does have its peculiarities though, supervisors in the deep mines regularly call for a small shipment of alchemist's fire, and every third day of work is marked by a complete sessessation of sound except the striking of picks on stone. Those who have worked or visited the mines on such days refuse to comment further.
>>6136345 >Orcmanie In the cool, well-drained soils south of Cadon grows a plant with blood-red fruit. It is common knowledge among the locals that the fruit of this plant can be chewed to chase away hunger and sleep enabling one to keep watch through the night. The plant is brought to Cadon city for evaluation of its effects, where it is found that not only do the berries and leaves have the promised effect, but that the same effect may be brewed into a potion that may be preserved in casks or amphorae. The berries, juice, seeds, and leaves of this plant become key ingredients in Cadonian cuisine.
Far to the north, the people of Rooin engage in leisure. The Jousting Lists represent the pinnacle of early Orcmanian architecture, with builders taking conscious cues from traditional Orcmanie building techniques and materials. The raised stonework is painted with dark red and ochre stains that seem to glow brightly in the sunset light.
Swiftarn
>>6136408 >Kingdom of Ordalan Strikes and banditry by the barbarian scion grow more bold and arrogant by the day with the army traveling to distant lands. Rumors abound about changeling spies, orcish rebels on their distinctive steeds, and elf bards with bewitching siren songs, though at present there is little the kingdom can do about it with its army far afield.
Instead the focus of the kingdom falls on more delicate matters. Minds that once considered only the best way to bring the machinery of war up the side of mountains now ponder the construction of soaring architecture and striking stained glass windows, imported at no small expense from the vizari, especially given half of them are ruined by sharkmen banditry! The beautiful cathedral draws no small number of pilgrims from Negosyo, Barzeantine and the lands beyond, though the Barza pilgrims largely seem interesting in debating the merits of their own god instead of joining the worship and contemplation of Ordelan’s.
On the southern border a great effort is undertaken to cultivate vast numbers of roses across the scarred land that was once Kholankorda. All wither, save for a dark red cultivar with wicked barbed thorns. Carts of rose hips, dried into raisins or reduced into jams find their way across the land and prove a popular and effective deterrent to mild diseases as well. Many in Ordelan take the emblem of the savage rose as their own.
>>6136451 >Habitun cult The vast lake stretches out beyond the sight of men or even svartálfar elves. It is clean and drinkable, and so must be bounded by land somewhere, but where? To that end docks and ports and all the sundry little professions and jobs required of a navy are built along the shoreline, shoving aside the small fishing operations that work the waterfront, dredging up crawfish and eel and other fish of the lake. A few boats strike out across the water and find great jungles along the southern shoreline, and familiar taiga along the north, teaming with the friendly sight of skrit workers. Just as the provisions run low the ships spot signs of something buried deep beneath the water on the southern shore.
To stab a shadow seems nonsense and madness, but perhaps it is no less mad than becoming a shadow oneself. It is true that there is a connection between shadow and the object that casts it however, if the bizarre crystallization tree shadows the medqa consume means anything. Attempts are made to weaponize the shell and chitin of shadow medqa, thinking they held the secrets required, though it is rapidly discovered to only be a piece of the puzzle. The weapon must be infused with the sacrifice of a shadow well before it can strike at the shadows of others. Those struck, usually by pinning the shadow to the ground, can usually force their way free, but long painful wounds open up on the body, tinged with opalescent whorls that take many months to heal, though a drought of glittering vapor allows the wounds to heal normally.
Swiftarn
>>6136783 >Turqoise Turbans A half-blind, heavily wounded Vizari washes up on the shore of the Turquoise land one day. After recovering and learning enough of the Turban language to converse, he tells his story. The man was once a war mage, washed out to sea by a Krovian assault. For weeks, he drifted upon a log of wood, until he washed up on a new continent The Turbans do not quite believe his fanciful tales of a land of giants, disappeared without a trace, leaving only their armor. Still, accounts of his story are written down and sold to what turns out to be an eager audience. Some adventurers are inspired to settle western lands, while others set out to find the mythical land of giants. Most disappear, but those who return improve the Turbans knowledge of sailing and navigation[The island is too far for your current sailing tech, but trying does improve your peoples skill at sailing].
Iron, weapons, slaves, soldiers. All these and more flow eastwards, drawing the treasure of two empires west in return. Flush with trade money, Turbanic merchants built a caravanserai at the limits of their territory, allowing the easier movement of goods and people. Here, pack animals can drink from the clear waters of a natural spring while merchant and mercenaries alike enjoy a strong drink and swap tall tales about the exotic lands beyond.
>>6136823 >Krovian Bands The originally planned location having been taken by a Vizari assault, Fort Bryat must be built upon an atoll in the sea. The fort is a key nexus for providing supplies to the increasingly beleaguered forces holed up in the iron mines.
The idea of law enforcement is a strange thing to the Krovians, but the core idea of fixing problems with violence does appeal to them. Outright war breaks out in the streets of the capital, usually during nighttime raids of drug dens. A curious discovery is made, the drug cartel has developed a technique for extracting the blood of stumble birds without killing them, then processing it into a crimson liquid that is bottled up and sold. The influence of the cartel is diminished, though undoubtedly it still lurks around the fringes of society, waiting for a chance to slink back in. And of course the illicit trade of blood derived products continues, sometimes at distressingly high levels of government.
(Note: forgot the Vizari double wall, included in this map)
Swiftarn
>>6136899 >Barzantine March and drill and parade. The soldiers of the Baraentine train and study, improving their discipline and coordination, forming a tight chain of command where every soldier knows their place, their weapon, and their purpose. Every man of the army will need to be able to trust the man beside them if they are to have any hope of withstanding the ferocity of the monstrous child eaters to the west.
Core to many of the strategies of the Barzaentine is the Flash Fortification, a new geomantic technique. Three geomancers working in concert, usually protected by mundane soldiers, shift soil and loose stones into a series of pits, low walls, and stubby towers. Within just a few minutes a Barza squad can create one of these fortifications and man it, forming a difficult to dislodge knot in the battlefield, or halting ambushes by turning open fields into makeshift fortresses in a flash.
Missionaries who travel to the lands past Ordalan find themselves amongst the Adenai. Here ancestor worship reigns supreme, with much of the high society focusing heavily on tracking their ancestry back to one of four founding elvish progenitors. Indeed the primary question many have of the Luxos faith is what color his eyes are, and how pointed his ears might be! While the mission finds little purchase amongst the upperclass of Adenai, those who much prefer to focus on their ‘legendary’ ancestors, a small but devoted group of followers does develop amongst the lower class who have little hope of ever laying claim to the ancestry of the elves.
>>6136903 >Adenai Confederacy While a few churches to some strange foreign god spring up throughout the country, most of the attention centers firmly on the traveling sensation of elvish bardic bands. Wandering the countryside with a variety of stringed instruments in hand and rarely atop a striking opal drake mount, these minstrels rapidly become the heartthrob of the nation, and indeed of the surrounding nations as well, with many fans flocking to follow their performances.
The bardic craze is an amusing contrast to the quiet work of the veterans of the war, who set to work tilling the earth and producing the humble grains that feed the nation.
Swiftarn
>>6136977 >The Free Association of Tagagaya There is the alchemy of Vitruvia, the divine wrath of Guliseare, the earthshakers of Barza, the arcane might of Vizari, and the temple rituals of the Ordelan. But all of them pale before the simple magic of the coin. Generous contracts, concerts where attendees walk away with tiny precious gifts and general charity cut deeply into the purse of Tagaya, but the broad appeal of the changeling community aboard rises considerably, only slightly hampered by the fact that no one is quite sure who the changelings are, it becomes a common mistake that the distinct red eyes of an Adenai elf or the curious gray skin of a nix acolyte are mistaken by commoners as signs of being a changeling. At least the pale skin and eyes of the changelings can stand out in the crowd!
It becomes something of an open secret among changeling merchants that the first sign that you are a real merchant is being inducted into the mask trade. The colorful masks, usually of mythical beasts, sport colorful and flamboyant features and often have cheap striped jewelry embedded within them. Naturally every detail is a piece of a cleverly encoded message, hidden in plain sight.
>>6137187 >The Urotti Prospectors set out into the snowy plains, scouring the plains for useful veins of ore. Their efforts are not in vain and during the springtime thaw a pair of useful discoveries are made. The first is an abandoned mineshaft rich with iron, and even more curiously staffed by faceless stone men who toil without complaint, stopping every three days for one day. They speak not, but they take no issue with dwarves carting away the iron ore they dig, or mingling with them to work the stone.
The second discovery is found in a thaw melt riverbed. Thousands of loose pebbles of glittering silver ore await dwarven hands. Mattock and shovel set to work diverting the stream and soon a proper shaft is sunk into the loose soil to dig out the silver ore.
>The Krawl >Double Expand As fungal networks spread across the desert and jungle they have very different experiences. In the desert there is very little to see, save heaps of shells that serve as mass grave markers for the molluscoids. In the jungle however there is an abundance of life, in particular an Inquisitive breed of monkey takes to tracking the Krawl’s progress, perhaps it would make a fine sample for a scout breed of krawl.
Swiftarn
>Skrit For many insects, chemistry is everything. A tool for digging, a tool for talking, a means to tell friend from foe and discuss the weather. As the skrit unlock more of the secrets of chemistry they also unlock the secrets of control, the smell a queen emits to establish dominance and give orders, the trail a common ant leaves when they find food. It is a simple matter of trial and error to capture a nest of hornets, old rivals for control of the northern taiga, and rotate through chemicals until the proper ones are found for sedation, enraging, direction and more. Once the library of commands is established the skrit have themselves a most useful tool and weapon.>Domo Raids Disaster strikes along the borders. What should have been a simple strike at undefended lands ripe for the taking as the vizari are focused elsewhere has instead turned into a small civil war. New leaders rise up among the Slaugish Domo, vying for control of the war efforts with the agents of the archpriest. A brief agreement to strike in different directions turns to disaster as both forces become twisted around and end up attacking one another during a moonless night instead of the vizari settlers. Hot accusations fly back and forth in the aftermath and the push to take the ancestral lands of the orcs descends into squabbling and infighting. Further raiding is impossible until the conflict is squashed. At least the Vizari seem unaware of the disastrous attempt?
Swiftarn
Quoted By:
>The Krovian Clusterfuck Barza War Action The legions of Barzaentine set out into the untamed wilds beyond their lands, relying on a handful of maps drawn by vizari sailors, but soon struggle to navigate the wilds. These wild lands have no farms to pillage, no roads to follow, not even a dirt track left by a farmer. Under the thick canopy of the forest not even the stars guide them. Eventually, the legions come across a settlement deep in the forest which seems to be geared towards the production of lumber. By good fortune the guard here has been pulled away by some matter, leaving the settlement open for the taking. The maps stored here and the interrogation of several terrified civilians lets the legion know that they are far north of their intended target. New knowledge in hand, the legions begin to sweep south, encountering light resistance as they go.>Ordalan vs. Desert The Ordelan forward force rapidly comes to the conclusion that sand is a curse sent by some dark god. Well trained mares balk and go off course, stumbles turn into falls, and the calvary forces find themselves miserable, undersupplied and struggling to adapt. Efforts to serve as forward scouts and skirmishers fail miserably with the Nixen unfamiliar with the terrain and many find themselves ambushed and devoured in turn by krovians. Queen Lucilla’s own horses collapse from heat exhaustion and hard labor, leaving her stranded in no man’s land deep in the desert. It is fortunate that only the cavalry rushed forward, limiting the devastating losses mostly to those elite soldiers. Still, without their spearhead the legions feel they are unlikely to fare well against the enemy. Should they proceed and risk it all?>Turban War Profiteering Bleeding the Vizari dry is all well and good, but bleeding oneself, well, that’s just bad business. Without significant investment into the military, the Turbans are somewhat outmatched in both sides of the conflict. Far safer to make a big show of mustering and joining battle while remaining just shy of decisively engaged. The Turbans do gain some experience vanquishing isolated bands of Krovian raiders and securing the countryside, but in pitched battle they find it best to save their effort until victory is already well in hand. Its just as well--watching the Ordalan scouts founder in the desert sun, the Turqoise Turbans have an eerie feeling the alternative to their discretion was annihilation.
Swiftarn
Quoted By:
>Vizari War A curse upon mercenaries, a curse upon allies, a curse upon all who promised the Vizari aid and delivered only obligations. The Barzantine armies march south, but if the Krovians have been distracted, there’s no evidence of it in the savage melee outside of the City of Towers. The bulk of the Ordalan army is still a Tyrn’s march from the battle, but already their forward cavalry has foundered under the slightest heat and thirst. And most disappointing of all, the mercenaries of the Turbans empty the Vizari treasury but fight only when the outcome is nearly determined. Perhaps it would be better that these incompetents serve under a mage’s thrall than of their own will. The feeling of desperate betrayal fuels the Vizari fight, helped along by the new government shaking free some of the worst bureaucratic inertia. Cutting off the Krovians to the north proves too much to ask, but at the very least the safety of Vizari can be ensured. The hordes west of the city are pushed back by magic alone, with Vizari at least gaining control of the coastline as envisioned. In the water, the shark-men continue to be superior, maintaining supply lines to their outposts beneath the waves. The few Nixen scouts who survive the desert report that the repulsed Krovian armies are now operating out of the mines, which, cut off from the wider empire, mounted a brave but ultimately futile defense. New leadership and victory in the open field restore some of the flagging energy of the war effort, but there is no denying that sustained warfare is taking its toll. Spell components are in tight supply, while the army scavenges iron from buildings to build more armored golems. The Vizari’s bookkeepers suggest that their nation’s warfighting capacity will be totally exhausted by the end of the next Tyrn.>Krovian War The wizards bring new peoples to the battlefield, unfamiliar peoples that fight in new and exciting ways. Some walk on four legs until cut in half, others array themselves in bright headwear as they charge into battle. All are fodder for the Krovian hordes, though the sheer mass of the attack forces the sharks to step back from the coastline and rely on the sea for supply. In happier news, after a long and vicious siege, the defense of the iron mines finally falls and the Krovians swarm over their prize. Slaves and iron alike are hauled by the cartload, enriching those blessed enough to have led the final charge beyond measure. Exhaustion has set in mightily however, and even the most bloodthirsty Krovian cannot fight forever without rest and the comforts of home. One of the four-legs tells of mighty armies on the horizon coming to the aid of the weaklings, armies that place their faith in bone and blade rather than fickle magic. More worrying still is that the usual wagons of lumber from the north have halted without warning. Perhaps it is time to defend what has been gained?
Swiftarn
Quoted By:
-----------END OF TURN 10------------
The Divine Republic of Guliseare
The Divine Republic of Guliseare ID:m0XgLuOl Sun 10 Nov 2024 02:46:13 No. 6138611 Report >>6138582 Report on Kaenumite Activities to Cyra, Noreusper of Guliseare, executioner of Thessa, bane of Kaenum, unifier of the Aripan, Ruler of all the hallowed mountains, Aelelox's chosen prophet, most blessed and holy Aripan to fly upon the skies and walk upon the earth.
The newly formed Inquzonie has done wonders in dealing with the many Anelk whom still are influenced by their vile creator. While none of the shape shifting Kaenumites have been reported yet, the potential problems the Anelk could cause are considered to have taken a significant decrease and productivity from them a notable increase. While fully purifying them is impossible in their current life due to their very nature as being created in Kaenums image, we are at least able to ensure that many of them will now remain on the path of redemption least they be given the same treatment their false prophet was sentenced to. It appears that prosperity in both our stability and the blessings upon our land is all but assured for the foreseeable future.
Your faithful servant, Kallixeina.
>Action One. Aelelox's light blesses her creations, in many ways. With the new orchards created and the east providing potions for iron and far more new fruits to grant us variety in the gifts Aelelox has made for us, our priests now focused on prosperity have come with a new blessing from the light. While the potions aid their growth, so too can Aelelox through a gentle warm light befitting of a clear warm summers day. Further, such blessings are simple enough that Aelelox is willing to bestow them upon even the lowest echelons of the priesthood. With this, our plants can thrive with the light they need even in the darkest of nights.
>Action Two. Prospecting. The mountains still are a holy place with many gifts beneath the surface. While much in the way of practical material has been found, there is a hope that something more extravagant could be found for various reasons. Ideally, it would be a grand metal much like the easterners are interested in as a potential alternative payment for their elixirs. However gems and other beautiful minerals would likewise work well for adornments and trade. Though, if nothing else but practical material is found in the mountains than so be it, for there are many peaks and hills to search for what we seek, and many Anelk slaves to serve by digging into the earth.
Habitun cult
>>6138586 Action 1: Expand into the ruins, and plumb them
>Bever Hitab: Your continued complaints to the council irk to no end. You deny us our prize for no benefit but your own belly filled. What would it take for you to be satiated? >Blomsterlok Rus: In the question, an answer. Grant us our fishing waters. We fish here, you build the boats only. Do not demand our fruits! >Bever Hitab: You could not begin to afford the price for those ships. A portion of your every catch is a reasonable price. Especially when we maintain them after every journey. >Blomsterlok Rus: Robbery I say. You price yourselves beyond anyone's reach. The council shall continue to hear of our plight. - Series of communiques between Hitab patriarch and Gronn Dal village head
>Small ones plumbing Terra's bowels >A-shiver of fear and suspense alike >Yet soon, all that echoed from them, howls >Into lake Supkha a river flowed >From one path, unstopped, persuaded away >And so all in its path, it mowed - Seer Of Shadow,
"Visions"
>Structure buried deep. Passages small, but finely crafted. It was either shrunken by magic, or its builders were guppies. >Fishing only takes us so far. Landed on shore. Strange woods, more humid than Shipwreck Bluff, and hotter than grandpa Blue Eye's cabin in the summers. But very easy hunting. Lots of animals. Won't go hungry soon. - Report from Fisker Hitab to Habitun Council
>The fishing waters within 100 mil of Gronn Dal and shore will provide agreed upon portion of catch to house Hitab. Council will dispatch adjudicators to measure distance and anchor markers of distance. >House Hitab will maintain any and all Habitun ships that arrive to its shore. >Pioneers moving to the Svette Woods for work or settlement may requisition 10 ort of gold per head for the journey from council coffers. Any participating in the uncovering of the ruins shall be awarded century-long luxury rations and three kin's tutoring under mancy of choice. - Council decree
continued
Habitun cult
Quoted By:
>>6138714 Action 2: Research method to extend shadows for easier stabbing
>To mancers of all disciplines, and clever lads alike: attend Habitun Council public hearing at Fuaha on auspicious blood moon. >Your challenge: Provide a method by which another's shadow may be extended and twisted to be within arm's reach. >Reward: Ten pund gold, optionally funneled into laboratorium precision crafted by house Katan. - Announcement nailed in every city and village square
>"The correct formation of particulates metallic and aquatic can form a bridge through which one's image can be transposed a great distance away. Whilst my grandfather saw it only fit for spying on bathing pools, I've surmised through incidental observation of a more chaste nature that a bridge of such particulates could transpose a shadow as well, which in turn lays in one's grasp. Such formation is delicate, tenuous to maintain. But with replication of certain runes found in Thul Urdor, one needn't be a master to-" - Fumancer Paul Mudamir
"Excerpt from Shadow Extension competition: Submission #3"
>"One's shadow is more than what light casts upon dark, but rather their essence. Such essence is simply more visible in light, but we've evolved far past such. Much as an honored Shadow moves through darkness at speeds mind boggling, so too may a shadow be pulled through great distances, greater still when its path avoids Solaire's accursed gaze. I've the following ritual that may be shortened if but granted the resources to approximate proper abstractions of such-" - Shadowmancer Victor Dhilal
"Excerpt from Shadow Extension competition: Submission #14"
>"Small concentric flare ignited behind target. Shadows will naturally extend. Flare is weak and nigh-harmless, so easy to summon even at long distances. Simple is best." - Ignimancer Sigurd Shula
"Shadow Extension competition: Submission #23"
>"I've formulated a set of one hundred and three intricate dance-like movements and motions that allow one to slip past any watcher's vision and guard, avoiding eye and blade alike, whilst its hand targets the target's shadow. Grant me your greatest warriors close and afar, and I will make it one thousand and three hundred!" - Blademaster Simen Raqqas
"Shadow Extension competition: Submission #40"
>"Grant me the resources I've long asked for, and I shall simply find the council that made this decision already, and ask them what they chose" - Magimancer Stige Sukon
"Shadow Extension competition: Submission #75"
Skrit Colonies.
>>6138591 >All are part of the one The integration of the wasps prove to be a great boon to the colonies, opening avenues in military and industry alike. But what what they also unexpectedly introduced were novel artificial neural pathways. In short, they had changed the way central thought. No longer was it processing solely from a "Skrit" perspective, but from that of the wasps as well. Its thinking had, literally, reached new heights.
This epiphany had caused the centralized intelligence of the Skrit to latch on to a new and profound thought: What else is there to think about? Central had begun to look across its lands and take stock of all the other insectile life that inhabited their domain. And it started to think of them not as food, but as potential parts of itself.
Eager to convert this potentiality into actuality, the Skrit organise across their territories a great carousal of sorts. All other bugs will be captured. They will be tamed. And they will be... Centralized.
> Advance Machine Engineering Machining is, unbeknownst to them, not something they're unfamiliar with. They have always acted as one great machine, or at least a cluster of decentralized machines all acting in blind unison. Every ant was a cog, and every time it turned it gave life to machine it called its colony. Now though the Skrit are ready to make use of actual mechanisms and doohickies to put in place real gears and cogs. It is a simple and humble beginning, the ants learning of rotationary forces and how to channel, harness, and manipulate them through gears, belts, etc. Soon enough they begin to build Skrit powered milling machines and lifts to deliver a much needed boon to their industrial prowess.
Vone I, King of the Venks !LVwaojPpZY
Vone I, King of the Venks !LVwaojPpZY ID:bA/ALAcU Mon 11 Nov 2024 23:50:25 No. 6139661 Report >>6134316 By the great grace of our Lord Aagen,
who has granted us this tyrn of the sun, I, King Vone of the Vencs do hereby order;
>Vencia having grown wide is now in need of roads and for their foundations shall be the spoils of war, of our victory in Sigordan >In great hope that our longstanding friendship with the Wibban [Skrit] should be made stronger yet, that a market for all wares be built in the city of Cockaigne - which they call Betta - and that market days and holy days be formalised between our two nations Orcmanie
>>6138584 How they ride! How they clash! A grand tourney is held at the new jousting lists to celebrate the victory in war, however minor the rewards. Prizes are paid out to victorious Knights, whilst in a special ceremony a few veterans of the war known to have accomplished impressive feats amidst the conflict are anointed and themselves raised unto Knighthood by Duke Guyard.
>Action 1: Lumberyard Having supplied lumber-saws to the Adenai and Ordalan, it is considered well beyond time that we make one for ourselves. And so a yard for the cutting of lumber is established upriver of Rooin, that the timbers might be delivered to our capitol and beyond either by the traffic of the road or the flowing waters and barges of the Sainac.
>Action 2: Lessons of the Bahay Siege Although the advantage of numbers and combat prowess eventually told at the relief of Bahay, the walls of the city had held the city's liberators at bay far more effectively then they had prevented the city from falling. And Bahay is far from the only known fortified position on the Orcmanie borders...
To that end, Duke Guyard looks to craftsmen, smiths and scholars of the Rexen records in the establishment of the Brise-sièges; a division of intelligent Orcmen in ducal employ with the goal to make fortifications yield more easily to the armies of the Orcmanie; be it through the hurling of trebuchet stone, the breaching of walls, the battering of steel rams on gates, the rising of ramps and towers or even the application of fire and tunnels. Whatever barrier is raised or dug against us, the Brise-sièges will allow our armies to overcome these trials.
Kingdom of Ordalan
>>6138586 As Queen Leutgard gets older, talk of who to elect as the next queen becomes more prominent. Princess Lucilla is regent, yes, but that is because the queen appointed her, when the next queen is elected she will be nothing more than another elector princess. Reports of the queen having gone missing down in the Vizari deserts causes further debate on who to elect, since there is always the possibility that she'll never return. The political situation of the churches is at an imbalance now. The followers of Janos holds favour but Schwaerz' followers are likely to take issue with this.
>Action 1: Search for mystical steeds east-southeast of Sturnes. Investigating reports of strange horses in the Ordalan forests. The woods of Ordalan are home to many strange sightings, some which have been repeated for all of Ordalan history, but some of the sightings are recent, only happening since the great war. Some of those sightings interest the nobles of Ordalan. Unicorns, Pegasi, Kelpie, etc. supernatural steeds which can do things our current steeds cannot. So rangers are sent into the less settled reaches of the forest, to capture some and find how to raise them, so we may use them as our new steeds.
>Action 2: Avila Linda's quest for the location of the legendary Sonbarr Fortress. A gamble to discover the truth of the origin of the gods. While the nobles argue over which elector princess should be the next queen, mostly an argument between the followers of Janos and Schwaerz, Elector Princess Avila of House Linda makes a daring bet. She is convinced that the Legend of the Arrowsong has some truth to it, despite the inaccuracies it contains. One detail is especially pertinent, the Sonbarr Fortress, which is a location that also appears in Orda Nixglau. If this location is real its discovery will revolutionize our understanding of the gods. Seeing as the losing party of the election would be upset with either election result, the elector princesses agree to Avila's wager. Avila herself is a follower of Schwaerz, so if she succeeds it will be a Schwaerz aligned rule, but if she fails, then the followers of Schwaerz will comply with a Janos aligned rule. Thus she gathers herself a retinue and departs northwards, first to the Barza mountains, then Guliseare mountains and beyond, in search of any strange formations in the mountain. She even enlists the aid of a number of lancers blessed by Janos, able to spark step along the mountain ridges.
>Military Plan: Search party for the queen and army marches to Vizari capital, from there they march upon the iron mines, cutting off any forces to the west. It is time to finally fight. It is a shame the Chariots are reduced, with the queen also going missing. A force is sent to recover who they can and see if they can find the queen. But the main force makes a plan for the Vizari iron mines, not only capturing them, but cutting off any Krovian forces in the desert while doing so.
The Krawl
>>6138590 Construct the giant land fish, Zabacraw, to assist heavily in bringing about certain ruin to those We oppose. The accommodations We're making will work well both for it and for the rest of Us. Should it be brought to life, it may be considered a living super-weapon, capable of knocking over buildings with the power of its fish melee. For the time being, We're trying to finish it to assist in the Krovian war effort, to which We're also actively contributing. (Seen in >war)
>1: Into Zabacraw With assistance from genetic materials collected from the Krovians, We synthesize a new, gigantic krawl form in the heart of the desert chasms. The beast is constructed from a complex exoskeletal network of amorous chitin face plates and rock shale, whose spaces between are set in place to be filled in by muscular krawl mass. The inside of the giant land fish is hollow in the head, and able to house the lone operator, the brain of the beast, as such. Until Zabacraw, the giant destroyer, is killed, its cohort and chariot rider, Zabatar, will not emerge. However, when it does, this form has long limbs and huge claws, and also manages to swim through sand and dirt with its razor sharp, sea-parting horn. It is not as destructive, but far more selective and dangerous to try and fight off.
(Zabatar is under the weight of an elephant, but standing just as tall, possibly wider, with its arm span. Zabacraw is at least as long as 5 school busses, and resembles a gargantuan coelacanth fish. Rough size comparison in pic related. More references in previous post's pic.
>>6131316 )
>2: Dig deeper in the desert chasm Reaching another flow of lava in this spot may allow Us to run in the water required to support another Xelles… Which, if We had more than one, would allow Us to keep up with the needs of the high krawl and that of all their lesser krawl troops at the same time.
>War: Join the war to defend the capital. Due to information received from the Krovian war bands, We have determined that there’s an incoming threat nearby to the nation’s greatest asset, the Xelles, or lava fungus. We are obligated to assist, in the hopes and active effort to keep unknown foreign combatants away from Our fathomless chasms that conceal what little secrecy We have, just over Our border. Whatever We decide, We also need to make an effort to draw as little attention to the chasms we inhabit as possible, while traveling to the active field of combat. As such, We choose to send in floating Zacht forms to act as the muscle and defense of the assistance, with their sharp shields, while lower, less complex krawl forms will serve to smother enemies that find themselves overwhelmed by the already vicious Krovians.
Frakt ~ Krovian Bands [Shark]
Frakt ~ Krovian Bands [Shark] ID:Jx/P5VSS Thu 14 Nov 2024 18:31:18 No. 6141392 Report >>6138582 >Action 1 - Medical Practices Lots of wounded Krovians are being shipped home from the front, and while Krovians are no strangers to the injuries of combat, the wounds these soldiers have suffered are unlike the usual chomps and scrapes of a Krovian brawl. Burns, both old and new, along with crushing injuries dealt by weighty punches, or necrosis inflicted by strange and dark magics. It is the displaced lumberjacks, refugees from the north, who stup up. They too suffer unusual injuries in their work, and so it is with their medical 'expertise', remedies such as 'washing the wounds' and salves made from boiled plants that the Pulse-blessed shamans are able to tend to the weary soldiers, listening intently as their charges regale all with wonders of the battles past.
>Action 2 - Bird Devolution With the war over, and the last bout of blood sacrifices using new, unusual peoples, the ostrich farmers are in a bit of a dilemma. Namely, an overpopulation problem! The Krovians adore the birds, for their bright feathers, ornery attitudes and most importantly of all, savory steaks. Still, too much of a good thing ends up being a bad thing, and the fearsome birds are eating the Krovian farmers out of house and home!
With the war effort leaving many Krovians unfit for battle, a new and untapped resource must be utilized for home defense!
With profane rituals drawn up, charcoal burned and flanks seared over sparking coals, many ostriches are herded up the temple steps. A few, however, are separated, those especially strong, or ferocious, who will serve as the foci of this ritual. What follows is a bloodbath, as all Krovian rituals are, with the selected Ostriches bathed in the crimson essence of their kin, the Krovian Pulse-blessed chanting their guttural words to draw out the fury of the recently slain as it soaks into the restrained birds.
>War Post Chief Drevino has had enough. The appearance of a fresh new army, after having fought so hard for a well-earned victory, is too much. These wizards surely are tainted and meek, to rely so heavily on others during a proper brawl!
Still,as he and his men huddle in the mines, his mind turns to home. He and his boys need rest, and it looks like they can't get that here. Thankfully, ships from home can land on their shores, and so a great retreat is ordered, Krovians above ground fleeing to the ships while those in the mines pick up discarded tools and dig their way out to a watery freedom. If Drevino can't have these mines, then no one can! With he and his biggest, bestest bois boarding up the mine's entrance to delay the oncoming threats, he is certain he will be able to sink into the quickly flooding mines before any invaders can make meaningful headway into the mines to stop him.
He sighs, thinking of home. News of some "Alpha" punk means his work is far from over, and he is wearily trying to psyche himself up for the duel he will engage in when he finds the slippery bastard his sons speak of.
The Tower Archmage
>>6138583 Fluff: The new Archmage growls to the council at the ineptitude of the allies that have come to their defense. The citizens tire, the supply of iron has been cut off for now, and necessary reagents are running low. However, even if inept, the allies still put pressure on the Krovians and word of the Barza invading the Krovian homeland means that even if fighting in this desert must wind down the Krovians will not escape justice. However, the Archmage has not intent to leave Vizari lands in the hands of ogreish barbarians; even if darker methods must be turned to for the war to continue.
1. Zombies and Skeletons, oh my.
The dead do not tire, do not require resources, do not even require a mage really for anything beyond control, and does not cost the population of Vizari to bring about. Some executed criminals may become the first; but many more dead Krovians lie among the sands. As half eaten corpses maybe but even bleached bones are useful. While the allies from the north may hold reserve about these methods they are not the ones in desperate times. May the dead rise.
2. Mindbreak
With the purchase of more slaves the mind mages get a new idea, which is quickly approved by the council. Captured Krovians, chained and healed from their dying states, are brought to the dungeons. Over days, and in groups, the mind mages will work to strip away everything that makes the Krovian an individual. Hopes, fears, personal memories, ect. until all that remains is an obedient husk with the skills they held before. Arcane tattoos are placed around the victims head and neck to reinforce this state, with a group of enchanted tattoos placed around the jugular that can be used to mark the arcane signature of the Shackled new master. With this, dead or alive, the Krovians who fought against the Vizari will pay their dues in service and war.
War: With the Nixen army not even showing up scouts will be sent to make sure the Nixen don't get lost in the sands. With the new life manipulation in play, the Nixen allies finally arriving, and the mercenaries, hopefully, less likely to be cowards now that new allies have arrived the combined army will move to capture the north eastern iron mine quickly, to prevent both any supplies from reaching the Krovian army, especially any iron tools they may forge with the captured iron even if their travel methods will likely leave the supplies rusty, but to also prevent the Krovians from trying to collapse the mines in retaliation and cut off the tired Krovian army from escaping.
The Urotti
>>6138590 5th Turn
> 1st Action: Hold a Moot to Forge Superior Arms with Amber Steel In Virn-Garuhm, as the first anniversary of the city's founding approaches, King Tori declares a grand moot to celebrate the resilience of the Urotti Dwarves and give thanks to their ancestors. At his behest, thirty of the finest master smiths from all the clans gather in the great forge halls. The air was thick with anticipation as they convene to honor their traditions and push the boundaries of their craft.
The moot is not only a celebration but also a competition—a challenge to experiment with amber steel, the rare and enigmatic material discovered deep within their mines. While amber steel has proven invaluable in the cold climes, retaining its strength and solidity, it becomes soft and malleable in warmer temperatures, limiting its use beyond their snowy realm.
The smiths, driven by pride and innovation, set out to overcome this limitation. Over roaring forges and glowing crucibles, they worked tirelessly, blending amber steel with other metals, adjusting forging techniques, and experimenting with cooling methods. Some attempted to alloy amber steel with iron or silver, seeking a balance that retains its unique properties while enhancing its resilience to heat. Others explored quenching processes using icy brines or infusing the metal with other materials such as Obsidian or wood.
> 2nd Action: Harnessing the Power of the Pale Peppers Deep within the caverns of Virn-Garuhm, the Elder Matrons—a gathering of venerable dwarven chrones revered for their wisdom beyond approach—convened to unlock the secrets of the mysterious pale pink peppers. Discovered in the enigmatic "Vizari" ruins, these peppers that thrive without sunlight or water, a marvel that intrigues the Urotti.
To the dwarves, the peppers add a pleasant spice to their meals, but tales suggest they may be overwhelmingly potent to others. Recognizing the potential to turn this peculiarity into an advantage, the Elder Matrons and skilled herbalists begin their meticulous experiments.
In the quiet depths of their chambers, they carefully distill the peppers into concentrated extracts and fine powders, testing their effects with utmost care. Some focused on creating elixirs that bolster a dwarf's stamina and resistance to the cold, enhancing their endurance in harsh conditions. Others explore defensive applications, developing powders that, when dispersed, could disorient or incapacitate foes unaccustomed to the peppers' intensity.
Vitruvia
>>6138584 The Barzaentine invasion of our southern neighbours is incredibly worrying, stoking fears that Vitruvia might be in danger at some point.
Despite a long period of Anti-Roc sentiment, the Bird-Brains of Vitruvia win power through the public forum and push through what they claim will be the last touches necessary to turn the Rocs into a (metaphorical) shining spear to wield against any possible aggression from north, south or west. Our heroic questing knights (semi metaphorical) that might journey beyond our borders to slay the ruinous dragon of ignorance should it rear its ugly head (metaphorical).
There is nothing of importance in the east really, so it is not brought up.
Action 1: Custodian Rocs
The Rocs that we have bonded with over the years have diverged from their wild ancestors to the point where they are considered now by the Vitruvians to be an entirely separate breed, the Custodian Roc, a hardy, mostly loyal and ferocious beast.
The Custodian Rocs are able to follow complex commands from their riders, suitable for all forms of air travel and transport, but most importantly they are trained for battle, able to fly steady to allow potions to be dropped from them, target specific groups of foes (admittedly this was tested on livestock), knock over desired targets and, while on the ground, completely destroy anything standing in their way should their rider give the order.
The name Custodian Roc does not denote one specific breed, rather the collection of all Roc breeds created through our selection. Rocs bred for cargo lifting, Rocs bred for racing or lifting are all “Custodian Rocs”. Most commonly however without any further specificity, the term Custodian Roc will refer to Military Rocs serving our national interests, defending Vitruvia and the remnants of the Masters whenever called.
Action 2: Roc Stables
A place for Rocs to be saddled, housed, trained and armoured, the Roc Stables are sprawling estates of Deepslates and Alive Oaks, able to survive almost any punishment the wild birds might inflict upon the structures.
The Roc Stables will provide services to a great number of these lethal creatures, sharpening their talons and grooming their feathers and such. Here a great many breeds of Roc can be found, racing birds and cargo birds and such. While it serves civilian interests, this is first and foremost a military installation however, full of experts on Avian welfare and aerial tactics.
Fine (though light) armour will be fitted, Seeria will be taught to ride and perform their role as spotters, riders will be trained in the use of military saddles that allow dramatic manoeuvres, Rocs will be trained to swoop on target and act as part of a squadron of birds, without getting distracted, infighting or wandering off to eat.
Let there be no doubt that this is the finest institution of its sort anywhere on Pavilion.
Vone I, King of the Venks !LVwaojPpZY
Vone I, King of the Venks !LVwaojPpZY ID:bA/ALAcU Fri 15 Nov 2024 00:03:22 No. 6141512 Report Quoted By:
>>6139602 A messenger from the Court of Rudam rides out to Cockaigne-Beta with a missive for the Skrit.
From the pen of the most loyal servant Herro, of his majesty King Vone I of the Vencs of the House of Rudam, blessed by the great Lord Aagen, born of good blood and just beyond measure, to the Queens of the Wibban;
See that we have built for us both in Cockaigne-Beta a square and stalls, and all other manner of furnishings required that market days and feast days should be held as one in the city, and further that we may celebrate together as friend and equal in this joint city of ours. Also I have ordered erected a customs house where kingly dealings should be conducted, where first I do pray your attendance- or that of a suitable princessling- to arrange a formal alliance between our two nations.
The Lord Aagen preserve you and your kin.
The King seals it
Domo !QnP84V9FEg
>>6138582 Down south, in this years of harvest, the gone-native mages of the Domo sees the feuding of the Archpriest and the Regents of Blood, and sees a squandering of strength, wasted on kin and kin alone. There are many in the west to save, be it the Slaugs or their led astray kin. It all calls for an intervention.
>War: Control the Plains They see the disunity of the Domo as the great strife prophesized by the Archpriest.
They see this, and began appointing themselves as mage-priests, and dispersed themselves among the many clans.
They speak of the directionless feuds that plagued the lands ever since the Gorehorn went mad.
They speak that one of their own, the Lord-Priest of Priests has seen a great spirit of union and freedom, lies quiescent beneath the plains.
They speak that, only Kholan can rouse and order this spirit, and that for her to do so, the Domo must claim all of the plains in her name, and pay the blood price so that she favors them.
It is mad and foolish talk, but when the one speaks it is so clearly blessed to command the world, is it not the will of Kholan? Atleast, that is what the clans who stayed in the sidelines, who gains nothing or is made poorer by the feuds, and those who favored the Priestly Council in Koll'naud, thinks. With their men, the Mage-Priests gathered to the Lord-Priest's home and after the doing of several rites, march to war, seeking control over all the plains taken by the Vizari.
>Establish Lumberyard at the Wheat farms >Establish Road to Kuttikrahr along the river Zas To much more domestic affairs, one of the Council's men, who tragically had their clan patriarch disappear in the Lords of Blood's excursion south, managed to secure a trading agreement with the southerners. (They and the Archpriest also secured trading rights to the eastern women and the northeastern strange men, but much of their efforts are currently also directed at the plains.)
Domo !QnP84V9FEg
Quoted By:
>>6141910 >Lumberyard Fluff Koll'naud's lumber is too far and earmarked for the construction of ships, so the Councilmen sends their heirs to establish logging operations by the centralized centers of wheat farming. It is a much different affair to the Koll's submissive approach. Here, they espouse the greatness of Kholan, bang drums all day and night, and carve her runes upon the trees. The trees that denies her, and hides her runes are cut first, and uprooted. They are chopped in front of their kin and burned, their ashes blown so that all of the forest may know their doom. It may take some months worth or work, enough trinkets to seek Kholan's favor, and a dozen of unacknowledged Domo disappearing one by one without any explanation, but Kholan is inevitable. Once the forest is fearful, it is as easy as carving the runes of doom to the trees near the farms that are meant to be cut, give them a few days to grieve, and cut them. Perhaps, in a few years time, the forest-terrifying rites are to be done again, but that is an easy cost to pay.
>Road Fluff As for the road itself, while the Gruumtusk has no problem with the plains, it is far far more likely that the southerners trouble themselves with caravans and other wheeled vehicles. It is a "good fortune" trail that the Councilmen builds, something that the Hearthland have between the settlements, but much less in scale than what is planned here. It takes the bones of dead animals and the occasional rebellious wood. First is it carved with many good words for spirits, then it is soaked, the west prefers wine, but lacking access, the river Zas works fine. Pulled out and left alone, the lesser spirits congregate, and the spine buried into where the trail should be. The usual flattened ground, here being done by a Gruumtusk with a weighty sled behind it, comes afterwards. It takes a decent amount of time, and the resources of the Council and their ally clans, but it shall be done. The desert section might be a little more problematic than the plains, need to quarry some stone which necessitates yet another blood sacrifice to Kholan, but it can be done, and shall be done.
Turqoise Turbans (on their behalf)
Turqoise Turbans (on their behalf) ID:DnQcyg+U Fri 15 Nov 2024 19:03:42 No. 6141957 Report >>6138588 Action 1: As decreed by Swifster each resource node supports two mines. As such I build a 2nd iron mine.
Action 2: begin selling iron to the Domo in exchange for food, leather and wood.
Diplomacy summary: After the disastrous visit by Domo diplomats last turn, the nation intended to shut itself down and build forts on the north border never spaking to the weird foreigners, but driven by greed and hearing of their hunger for Iron the Ironmongers Guild sent north it's own diplomatic party hoping to establish a trade deal. They studied the faith and customs of the Domo, but upon meeting the first person... he had a different religion. Not wanting to fail their mission they wandered and learned about the Domo until they converted to the Cult of the one.
As they wandered on they met a master who taught them the faith and an odd campter who taught them the customs. Eventually they found men willing to trade. A deal was made. The cult of the one will build a road this turn and I will being sending them Iron.
Adenai Confederacy
>>6138589 >Action 1: Dignitas [Magic] Manifesting around those of most respect and accomplishment, an aura of respect and admiration has begun to manifest. This manifestation is not a conscious undertaking by it's beneficiaries, but rather a reflection of their perception by the people of the Confederacy. Their soldiers respect them more, their words carry more weight in The Maple, and their peasant followers more numerous.
>Action 2: Construct a Port at the southwestern most tip of the city. The Domo of the south have journeyed to our lands, making their monstrous, yet civilized, nation known to us. The docks of The City had been lackluster for quite some time, but there had never been a reason for The Maple Council to take action previously. Old piers are demolished and replaced, new ones are planned and laid out - all privately owned by different Twigs, of course.
Anonymous
>Actions 1 & 2 (Hero) - Miho The Immortal Legend says that Miho has always existed amongst man, lingering the shadows since the times of great wandering. Others say he even served as ruler to a number of ancient empires. While the legends proclaim Miho as immortal - having mastered their mutations abilities to a degree such that they may replenish their body as quick as it deteriorates - others instead suggest that Miho is little more than inherited role, one passed from master to prodigy from the shadows. The face of Miho is unknown, constantly changing and evading the public, but their influence has grown increasingly present as the nation of Tagagaya has developed from fledgling towns into cities of great prosperity and knowledge. A versatile mage from centuries of wandering, the increasing fondness the legend appears to show towards Bahay represents a powerful asset to the nation - although one which they have thusfar been able to establish only minimal direct contact with thusfar.
Vone I, King of the Venks !LVwaojPpZY
Vone I, King of the Venks !LVwaojPpZY ID:bA/ALAcU Sat 16 Nov 2024 02:41:43 No. 6142241 Report Quoted By:
>>6141360 A messenger from the Court of Rudam rides out to Cærys with a missive for the Krawl, he stands on the banks of the River Ave and calls out in a clear voice his mission; should none come cordially to meet him, the letter is tied to an arrow and fired into the walls of the Hyngran ruins over the water.
From the pen of the most loyal servant Herro, of his majesty King Vone I of the Vencs of the House of Rudam, blessed by the great Lord Aagen, born of good blood and just beyond measure, to whatsoever reigneth over the Lathlican;
Though our people have seen battle, we would have it that there should be peace over the whole of Swiftarn, and that enmity be put aside for grander things. We do not write to demand there be love between our nations, only that for as long as his Majesty should reign from the throne of Rudam, that there should be no warring, nor raiding, nor fierce hatred between us, and in seeing that such is found fruitful we may yet grow in harmony.
The King seals it
Anonymous
***Turn 11***
>>6138611 >Guliseare Lightbringing is one of the humbler forms of magic, but there are those among the priesthood who consider it closest of all to Aelelox. As the practitioner must enter a deep meditative trance, their body glows with a holy radiance and the air around them is filled with shining orbs. These orbs provide enough light to ensure plant growth in a fourty meter radius around the caster. Guilisearean plots take on a circular shape unique to their fields to take full advantage of this quirk, filling in the gaps between fields with slower glowing plants and perennials.
Guilesarian miners discover a new green-gold ore, which may be refined quite easily into a luxurious substance. When initially forged, the new metal is a brillant golden color, taking on a green sheen as it ages over the course of years. As its patina thickens, Guilisarean smiths notice the metal itself grows lighter and lighter. After decades of careful preservation, an ingot is liable to float away with the wind. Disturb the patina, however, and the effect quickly drains away.
>>6138714 >Habitun The jungle along the southern shores of lake Supkha is dotted with sad little structures that surely must have belonged to children, if the small bones are to be believed. They are nothing more than rotting nests for snakes and birds now though. A few trail markers lead to a cave entrance, which in turn leads deep under Supkha itself. Overgrowth and giant insects frequently bar the path, though the greatest obstacle is roaring torrents of water and deep dark pools of water. The explorers often have to dive through pitch black water to find a way forward, and a few perish before a system of safety ropes is established. In the deepest parts of the earth, no doubt with the lake itself overhead, there is an ancient and flooded city, filled with tiny waterlogged corpses. Water roars steadily and there is but a few tyrns before the secrets of this place are lost forever.
A few viable options for the extension of shadows emerge, though their viability against high flying targets is generally lacking. Like a shot from an arrow, a spell can only travel so far, so fast before the sheer force needed becomes unviable. Simplest is the usage of torches and flare spells to simply stretch and distort a shadow. The cleverest option uses a bit of dwarven rune work taught by one of the inhabitants of Thul Urdor. When a shadow crosses the rune it is briefly empowered and expands to a great size, making it an easy target for other spellwork. Maintaining and preparing the runes ahead of time takes no small amount of work and foresight however.
Anonymous
>>6139602 >Skrit Colonies Beetle and bee and worm and grasshopper and spider. These things all come together into the Skrit and become one, connected by gossamer threads of chemistry. Outside of the constant contact of Central these creatures simply collapse back into their natural order, but within it they are so much more.
The metaphor of the machine becomes more literal with the latest projects of Central. There has always been inefficiency to the efforts of the Skrit, with some tasks taking thousands of bodies to accomplish, and no small amount of organization to manage. But the forging of gears, levers and chains, and the ideas to go with them can change that. Pull a chain, turn a gear and watch the cam lever rise and fall beating the metal for new gears. Connect the assembly to a river and watch the metal beat itself into shape, or ears of wheat grind themselves to flour instead of the exhaustive effort of a thousand tiny mandibles.
>>6139661 >Venks The king’s highway from Rudam to Cærys is a remarkable thing. Stretching hundreds of miles through the forests, under the great wall, past the Uhgul Dam, and finally into Cærys it is a testament to the enduring glory of Vencia. Another offshoot of it stretches towards Cockaigne as well, tying the three great cities together at last with a steady stream of traffic. These distant places are drawn together and made richer for it, with goods and supplies flowing from place to place with ease, as well as storytellers and travelers and those hoping to find a better opportunity far from home, as is often the nature of the young.
The newly expanded markets of Cockaigne make a fine destination for travelers. Glittering diamonds from the skrit mines, ingots of lead and sheafs of skrit grown produce. On a lucky day one can find the crystal wares of the shadowlands beyond the skrit as well, or even a vial of some heady gas that makes the mind spin with wonders.
In unrelated news a string of gruesome murders has occurred in the capital city, some mad killer appears to be on the loose! Even one of the personal servants of the new Habitun diplomat has been struck down! Many towns folk fear for their lives, especially those who live in the darker alleys of the city.
Anonymous
>>6139664 >Orcmanie The roar of the river Sainac turns great water wheels, which in turn set great sawblade of fine starmetal to spinning. Splinters fly, and fingers too for the careless, and great trees are reduced to straight timbers and sturdy posts and poles. These go on downriver, to be built into homes or grand ships, or supply fresh palisades along the harpy borders.
The Brise-sièges has no small task handed to them given a sturdy stone wall, what manner or means could one use to bring it crashing down? To this end the fresh supply of timbers comes to good use, constructing all manner of wicked tools of war, though the mighty trebuchet comes to be their favored choice. Why approach the wall at all when you can sit on the field of your choosing, hurling stones at the enemy from afar until they are forced to mount a counter attack into a charge orcmanie knights.
>>6140851 >Ordalan It began simply enough. A missing sheep. A raided henhouse. The smell of smoke and old campfires. Then came the broken fences, reduced to charred fragments, the eyes staring from the forest’s edge. By the time patrols make it to the house there is only a smoking ruin and blackened skeletons. Hunters fan out into the woods, but only a handful return, babbling about a giant beast with glowing eyes, charcoal black until it leaps and veins of fire burst to life along its body. More hunters set out, knights and soldiers proper as well, and eventually the beast is cornered and brought down. A great wildcat the size of a horse, with a coat of soot and embers, a beast of Schwaerz’s fire itself. Its claws strike with enough heat to set timbers and skin alike to flame. The land is scoured and the wild beasts are struck down, but the mewling cubs find their way into the hands of the Pyre Axes, who hope to tame and raise them, though they have a difficult road ahead to be sure.
The band of explorers set forth into the great mountains of Pavillion, a great trial from which they may not return. They make contact with several friendly courtiers in Barzaentine however, and acquire a handful of useful, if somewhat outdated maps before heading deeper into the mountains chasing rumors of a chain of black pillars. These lead to a mining outpost set into a deep crevice, though it is surrounded by a motley collection of strange creatures. (Vitruvian deep slate mine, sort out gaining access in diplo).
Anonymous
>>6141360 >Krawl The great Zabacraw is woven into existence, a massive and monstrous beast of terrifying power, though supplying the beast with the rations required for its existence requires cutting other portions of the Krawl army short, at least until the new Xelles tunnels are carved out and fresh fungal farms are grown. The great earth rending beast is sure to give the Barzaentine forces pause when they meet, and should they slay it the battle shall continue against the fierce Zabatar well.
>>6141392 >Krovian Bands The Krovian study of anatomy has historically been done with a knife and fork, and only rarely with a scalpel. Still the bloody nature of war, and the bloody nature of krovians has led to quite a few opportunities to practice the art of medicine. Pulse practitioners in particular develop an intuitive knack for identifying infected wounds (and befouled food), and develop a number of useful techniques for wound cleaning and management that greatly reduces the risk of deadly infections. And of course taking the sacrificial knife to the occasional prisoner or ostrich to empower the wounded to cling to life a little longer.
Blood, the primal element of life, ties all things together. The great temple has seen much of it wash down its slopes, krovian, ostrich, vizari, hog, and more. As the chanting rises to a crescendo a great wave of it is shaped and empowered and sent into a tightly huddled pack of local ostriches. The birds twist and scream in agony, changing and contorting as their bodies warp under new power. The resulting creature is some manner of giant lizard, sporting a very krovian maw of teeth, and powerful clawed limbs. The beast also possesses a powerful paralytic stare, though only when one is quite close to it. Naturally krovians spend the day wrestling the beasts into submission, resulting in several lost limbs and disembowelments.
Anonymous
>>6141450 >Vizari Necromancy is an old and dark art, as much steeped in myth as it is tradition, but at its core it is simply reminding a corpse that it was once living, using the clinging remnants of power it once had to propel it into motion and action once more. Unfortunately such things do have limits, sooner later the mage must supply mana to their puppets, let them return to death, or let them feast on the living. Naturally in the war to come the Vizari plan to rely on the last option.
In the darkest dungeons of the vizari an art blacker than necromancy is being practiced. Though mind magic is often used to set the stage, what follows is more simple torture than anything else. Isolation, pain, starvation and drugs do much to break a sharkman, but oddly what breaks them the most is providing a steady supply of fruit, greens, and grains, but never meat. The result is a hollowed out husk of a creature who must be kept in a closed hood at all times, enchanted to only open or close to a vizari command word. When the hood is opened the beast will fly into a rage, attacking anything in front of it. When closed it simply waits, even if stabbed or starved or immolated.
>>6141487 >Urotti In the frozen north, every last scrap of warmth is precious. Coal and lumber once meant for great forges instead goes to communal homes and great halls. Often it is amber steel’s greatest virtue that it can be worked over a simple hearth fire, the very same that keeps younglings from freezing in the harsh winters. So where other dwarves seek out seams of coal and methane, or great pyroclastic flows of lava, the people of Urotti instead study what a true craftsman might do with snow and ice. Deep frozen pits are dug, lined in ice and snow, marked with inverted forge runes meant for keeping heat contained, only these are meant to keep heat out. Here stone grows so cold it crumbles like dust, revealing raw iron and silver below, and then these too are pounded and pulverized. A nearby campfire melts amber steel to a gold light, then careful ratios of iron and silver are mixed in, poured into molds, then thrust into the frost forge. The resulting alloy is a remarkable thing, stronger than any steel the elders can recall, though frightfully difficult to worth with, more care must be given to the molds than the alloy itself.
Many things come out of the matron’s exploration of the pale pepper, oils that raise rashes and blisters on skin, a fine powder that sets a dwarf’s lungs to burning, and a truly delightful variety of recipes to delight the tongue and keep the belly full late at night. Their ultimate creation however is crimson ale, a pepper infused brew that puts fire in the bones of those who drink it. It keeps the mind sharp and the body limber, even during the longest coldest nights. It soon proves a favorite among any who have to work in the cold of the frozen north.
Anonymous
>>6141491 >Vitruvia In the distant past the great Rocs of the mountains were a true menace, as dangerous as they were massive. The more modern breed of the Custodian Roc is still every bit as dangerous, but has been tempered with a powerful mix of intelligence and loyalty, allowing them to be flown in small groups, wear armor, and carry both passengers and cargo without complaint. Their massive appetite remains largely unchanged however, as do the sizable estates required to house the great birds. Their sight in the skies of vitruvia, once a symbol of an unchecked menace, is now the pride of a nation.
>>6141910 >Domo In the southern lands of the Domo lumber is a rare and difficult thing to come by, so it is no surprise when the new lumbermill is constructed along the river. Indeed the river is beginning to become choked with mills for lumber and grain both, and the debris both hurl into the river to be swept downstream. Priests of Kholan ensure that a line of trees trails from the river to the forest proper so that the trees pass fearful rumors of their imminent fate and submit without struggle.
The new highway is beaten into place across the landscape, cutting across the plains halfway to the sea, connecting the domo with their peculiar cousins the turquoise turbans. Blessed by the priests, then flatted by grummtusk pulled weighted sleds, the highway takes shape slowly but steadily. Iron, lumber, leather, grain and other goods flow along the highway, and in time will slowly filter to the west as well. The fine new weapons of turban craft are particularly exciting given the calls to invade to the east and take the entirety of the prairies for the Domo.
>>6141957 >Turqoise Turbans Is there no end to the wonderful market of war? Smoked meats, lumber and leather flow into the the territories by the wagon, exchanged for ingots, weapons, and tools of iron, the domo make for eager customers, especially the devout of Kholan who see iron as a powerful tool of subjugation over the impertinence of nature. There is so much business, so much profit to turn, that the iron mines are expanded to their full capacity, digging deep into the earth to extract as much rusty red metal as possible. Turquoise merchants make a steady profit, especially as the domo begin a great surge into Vizari territory. More than one mercenary captain gleefully updates their terms with sizable increases in costs.
Anonymous
>>6142169 >Adenai Confederacy Down comes the old rotting timbers of the piers that a few fisherman tied boats to. Washed out to sea, where weeks later the city of Urong to the north will find them and wonder what boat was lost to the water. Fresh new docks are constructed, the old fishermen bullied out of their spots, and the high nobility engage in their usual struggle for dominance in the pecking order, namely who endures the most refuse hurled from boats further in the bay. Boats of orcish cherry wood become the latest status symbol, though already there is talk of an influential twig using wood sourced from the domo instead. If the changelings of Urong could be persuaded to construct a proper dock as well, one might travel all along the western side of Pavillion with barely any discomfort at all.
A new breed of noble champion has begun to rise up among the twigs of the Adenai. Their words carry truth in a way unlike those around them can, bending the will of their lessers, and in subtle ways the will of the world as well. The soldiers and people who follow them share in this power, a little stronger, a little braver, a little luckier even. Their enemies flinch at their gaze, and sometimes even their presence, and their allies stand straighter.
>>6142231 >Tagaya Miho the Immortal! Dashing swordsman, immaculate mage, master of disguise, persuasion, seduction and more! It was he who impersonated a Guliseare Blessed and retrieved the plans to attack Bahay, who transformed into a great eagle and soared a thousand miles across the land to deliver the message. It was he who led the expedition into the deep tunnels where the weeping silver was first found. Some say he spend a century hiding amongst the vizari to the south, learning their secrets, but others say he taught the vizari their arcane arts to begin with, that every leader among them is in fact Miho the Immortal! Stories crisscross the nations, of Miho bedding half of Ordelan and lessening the grip of the curse on their men, or impersonating Kholan to the domo to end the siege of Adenai. Simply for fun the immortal helped defend the iron mines of the vizari, then turned around and stole them for the krovians for a lark before riding away on a tiger of flame. Such is the popularity of the folk hero that he even begins to show up in campfire tales and tavern halls of other nations.
Anonymous
>War: The Krovian Clusterfuck The haggard vizari, and notably fresher ordelan forces begin their march across the sands, plagued by dwindling supplies, foul weather, and sharkman skirmishes. Though progress is slow, the Krovians seem to have little desire to hold the land, yielding and retreating before any major clashes can ensue. Things come to a head at the iron mines, where some Krovians retreat to the safety of the ocean, while others hole up in the mine shafts themselves. The resulting combat is intense and bloody, with ordelan and vizari forces paying dearly for every inch of the tunnels and shafts they take. Then all hell breaks loose as a vast flood of salt water roars in through tunnels to the ocean, setting off a mad scramble to escape. Tunnels collapse, red water rises, and the ordelan and vizari forces suffer tremendous casualties. Meanwhile the sharkmen take away as much plundered iron as they can. Both the Vizari and the Krawl forces are exhausted for the immediate future.>The Northern Front A pair of bungles spells disaster for the Barza offensive. The first is a simple miscommunication, the treacherous cartel leader Alpha’s attempts to contact the Barzaentine leadership are instead treated as threats and attacks orchestrated by the crime lord, and several days are wasted sorting out the mess before the sharkman can even approach the barza encampment without a hail of arrows driving him off. The second is of course the sudden surge of the mysterious krawl. A great tide of inhuman monsters take the Barzaentine unaware, moving with sudden reckless abandon. The bizarre unknown enemy, seemingly masses of sludge and fungal glop given the twisted shapes of soldiers and beasts force the barza into a hasty retreat until they finally lay down geomantic fortifications and halt the Krawl advance. While the Krawl seemingly have neither intelligence nor cunning, they are many in number, and they move without fear, advancing through withering arrow fire without concern.
Anonymous
>Domo War The mage-priests silver tongues are enough to knit the Domo together for a time, enough for a single blaze of glory. They storm out into the open plains, seeking the lands of the Vizari. The timing of the domo could not have been better. Conscription of any able bodied spellcaster to the capital has left the prairies understaffed, then the very night before the domo offensive a massive storm begins, truly a blessing of the domo gods, sweeps through, damaging homes, flooding roads, and scattering animals. Already threadbare village guards and constables are in the process of helping clean up after the storm when domo forces roar across the border in a great frenzy. Town after town falls as the mage-priests of the domo sweep across the land with many towns surrendering without a single spell thrown in defense. What stops the offensive is not the rise of a resistance, but internal fractures within the Domo themselves. The fissures papered over by mage-priest rhetoric tear themselves open once more, and the Domo find words unable to quiet the conflict this time. The Domo are exhausted and cannot raid next turn. ~~~~~~END OF TURN 11~~~~~~
Anonymous
Quoted By:
>>6144013 *Not Krawl, Krovian Horde is exhausted
The Divine Republic of Guliseare
The Divine Republic of Guliseare ID:m0XgLuOl Tue 19 Nov 2024 06:33:06 No. 6144029 Report >>6144004 Report on Economic activity to Cyra, Noreusper of Guliseare, executioner of Thessa, bane of Kaenum, unifier of the Aripan, Ruler of all the hallowed mountains, Aelelox's chosen prophet, most blessed and holy Aripan to fly upon the skies and walk upon the earth.
The recent discovery of that new metal which Aelelox has blessed us with has been discovered to be more than just an ornate and beautiful material good for coinage, thuribles, statues and various baubles and other displays of wealth. While currently poorly understood, it does not just merely get lighter over time but actually can become buoyant and fly away if one is not careful. To list just how many opportunities this offers would be enough to fill an equal amount of parchment to that of an entire year of reports. However, I am sure you can already imagine just what possibilities there might be with this truly blessed metal.
Your faithful servant, Kallixeina.
>Action One. Further mining The discovery of the strange green gold ore lead to many nicknames coming to the strange metal. Toronan Shards, Holy Metal, Aelelox's Tears and more were dubbed upon the material. All different depending on the local dialect. The metal quickly became highly valued in Guliseare however and spurred on more mining efforts with wealthy slave owners, hopeful prospectors, patricians and small landowners whom hoped to make it rich with a similarly major and valuable find scouring the hills and mountains further for more materials.
>Action Two. Orihalchum experiments. The strange material discovered in the mountains is of great interest. For one, it is seemingly tied to Aelelox in nature, given it's connection to the sky despite being trapped under the earth. Secondly, it's properties of floating away, being lighter than air in the right circumstances, is worthy of investigation. The possibilities with this material could allow for a major and drastic change to the way of life within Guliseare and be a major boon both for trade within Guliseare and with the lessers, and potentially even war. But it all relied upon just how potent it's capacity to lift truly was, it's hardness, how it reacted to divine magic and similar. The possibilities were seemingly endless now, yet as the material was better understood what it truly could be applied for would be discovered and from there Guliseare could work with the material for far more than fancy decorum.
The Tower Archmage
>>6144010 1&2. Rebuild the mines
The war with the Krovians has died down for now. The Krovians have fled beyond the straits; and now it is time to rebuild. The Mines themselves have to be drained. Pylons are used to prevent further water from flooding through into previously drained areas with water mages, earth mages, and engineers working to drain areas, remove debris, and of course remove the bodies. Nixen bodies will, of course, be returned to the Nixen for whatever ceremony they deem appropriate. Human bodies will be brought to be traditionally burned and mourned. The Korivan bodies, though, will see no such rest or respect. Shipped to the necromancers the Krovian corpses will once again rise to serve as soldier and warning to the constant raiders. Once fully drained the hole the Krovians made will be sealed with stone and pylons, with an extra pylon to reinforce the stone and prevent anyone outside from trying to dig in again.
Domo !QnP84V9FEg
>>6144011 >A little retconjuration won't hurt. (Establish Settlement Hursas'toir at Da Krump's camp ruins.) Is it still the curse that made the Gorehorn mad haunting us in this great disunity? The Lord-Priest certainly thinks so, that by taking in the blood of the Slaug do we inherit all their legacies, good and bad. He ruminates in his great complex, in contemplation of how even the favor of Manumanu himself did not unite his people, and came to a realization. The wind blows, but if not captured, it would simply wander away as is its nature. The great plains are vast and expansive, but there are no catch, not the trees of the heartland, not the dryness of the west desert.
It is in an examination of the old Daskrum ruins that the nature of civilization here is made obvious. It is all remnants of leather and wood, no true stationary buildings in sight. Life here was meant to be transient, to have a nature of wanderlust. The Lord-Priest sees the quality of it, that it reflects the sleeping spirit beneath, but it is a rootless echo, that can't order itself for the Slaug were deafened by the rumbling of the boar.
With the ruined heart of Daskrum in our grasps, the Lord-Priest intends to reshape how these plains are meant to be. There, he commands us to make him a city, where the buildings are rooted and dense, with its roof sloped to draw in the surrounding air. From atop the hill across the river, he commands that a great circular area be kept free from things in this city's center, for while he and his priests congregate on the hill, he seeks the city to congregate at that circle and that when the plains are claimed, an abyss to be dug there to awaken the sleeping spirit.
Domo !QnP84V9FEg
>>6144011 >>6145107 >It's a life. (Empower the Magepriests) For all that the Magepriests claims dominion of the material, it is clear that they are limited when compares to the wizards of the east. The motion they inspire is not a self-continuing one, with the dirtman in particular becoming still when their commands are fulfilled, and it takes a great event and need for them to actually reach the heights of their craft. Such things can be mitigated if one is willful enough to coerce the spirits into helping them, but is troublesome with the presence of equally stubborn opponents of an uncompromising nature and the slowly drying nature of things eastward leading to a scarcity in accessible spirits.
In seeking the solution to this query, the Magepriests have turned to a mimicry of life, of things whose behaviours and habits the world knows, for much of the work of a Magepriest is to repeatedly expound what matter they command are supposed to be. The near present sees many a path explored in this direction, but largely settles on a way of insects, of flies, beetles and locusts, either shaped according to a foci on the mage's self or literal miniatures of the bug itself made in wood or stone if the mage is wealthy enough. They are largely divided to three purposes, for which are, ones to spy upon the plains with the people unknowing, ones to harass the tresspassers and the no longer welcome, and ones to devour the enemy when enough of their kind is fielded. They are self-continuing as the golems while the Magepriests are conscient, and is mentally light enough that a Magepriest can easily field a few of these swarms to shield their bodies if threatened.
Besides the supermajority, there are still magepriests that keeps to the craft beyond insects, who sleeps dreaming of horses made from the binding of reeds, of elephants carved from stones, or even more fantastical creatures shaped in clay and fired to life. Still, they remains as dreams in the present time.
Orcmanie
>>6144004 >>6144008 >Action 1: Serjeants At War, all Ormen need leadership. And whilst the majority of this is to be found in and from the ranks of the nobility, there are many Nobles who would pass upon this privilege of leadership to ride instead with their fellows as Knightly bands. But leadership for the masses must emerge from somewhere; and so it is to the Serjeants that the Orcmanie must look to to lead, embolden and rally the ranks. A freeman who has proven himself capable and competent at leading and commanding upon the smaller scale may oft be awarded a Serjeanty beneath his feudal lord, so that he might rise from the ranks to serve as a leader and an 'interpretive' intermediary between the commands of nobles, the situation on the battlefield and the course that will produce actual battlefield success.
Some Serjeants may yet earn a Knighthood through skill and valour over the course of their service but elect to retain their position rather then take on the trappings of the greater status, officially serving instead as Knight-Sergents.
>Action 2: Northern Harbour The Isle Blanche is frigid and frozen; yet the scattered small Orcman holdings on the south of the isle still require support and contact. To that end, it is decided to build a true harbour for the isle within the more sheltered bay in the south; protected from most of the fiercest waves and storms by the frozen stones of the isle itself or the lesser Petitblanc.
Turquoise Turbans
Fluff: As the money begins flowing in for the ironmonders the Golden Hand merchants do not want to give up their spot as the dominant trade power in the nation leading to some more investments>Action 1: Prostitutes go to the Vizzari Prostitution is the oldest profession in the world and especially sought after in times of war where men are on the move without their wives and the Vizari lands are such a melting pot be it passing armies, fleeing refugees, locals or risktaking merchants. Everyone is in need of a nice busom and an easy hole from time to time. As such brothels are established within the Vizari nation. As per agreement taxes are paid properly, but profits go to the Golden Hand.>Action 2: Worth a bit more than it's weight in gold The Golden Hand owners of the gold mine decide to start issuing a unified and standardised gold currency and leather vouchers authenticating it's autenticity. Now storing and retrieving money can be done cheaply and easily, scamming should become less common and a standardised currency later will help trade in the region prosper.
Vitruvia
>>6144011 Action 1: Alchemy Laboratory (Construct on the X)
Hohenholm originally was nothing but a jumped up laboratory, expanding into a fully fledged capital city as an unending tide of Homunculi spilled out from its crucibles. Now we must re-engineer the city, so much of our oldest research buildings have already been transformed into dormitories or meeting chambers or simply fallen into disrepair.
A new alchemy quarter is designed from the ground up. Classrooms and libraries are made for lectures to be delivered and all our written alchemical knowledge to be collected, copied and loaned out to students and experts alike.
No expense is spared on the convoluted and precise apparatuses that go into the various new laboratories that are constructed across the city, where new experiments may be performed following on from what the Masters were able to accomplish before their departure.
Much of the common everyday work in these new facilities is reagent preparation, sorting reagents by potency and dividing them into perfectly portioned measurements to be used in further alchemy.
Areas are dedicated to the research and understanding of the Crucibles themselves, those arcane machines that give us life. Not all of the crucibles are functional, and those in a state of disrepair allow incredible insights into the inner workings of these machines.
Aside from the incredible research potential offered by these new Labs, the laboratory will allow our potions to be made more accurately, with finer quality control and thus greater potency.
Action 2: Potion Brewery (Construct on the triangle)
Across the river a massive potion brewing complex is established. Great steel vats and complex glassware and maze-like networks of flowing tubes and spiralling pipeworks, filtration columns and steam-machines and boiling pots and so much more can be found here. There can be no doubt that this site is fully equipped to produce industrial quantities of whatever arcane potion the Vitruvians may desire.
Regular shipments of prepared reagents are expected from the Hohenholm laboratory across the river, where they are then mixed, crushed, dissolved in water, burnt and the smoke collected, vaporised, infused into resin or any other number of bizarre steps. Those operating the brewery equipment are not experts in the craft of potion brewing, indeed many of them only know enough to follow the instructions given and what to do if something goes wrong. Even so, the infrastructure here allows vast amounts of potion to be produced accurately and in a standardised units and concentrations.
All our previous alchemical successes will seem small compared to what this institution is able to produce, the quality and quantity of our alchemy boosted massively in such a short time.
Anonymous
Quoted By:
>>6144004 Action 1: Establish naval trade route with Skrit
>Bille, that rapacious mayor has leveraged the council against us, and his fishermen are soon to be explorers, pioneers, and even traders. That cannot be. Ask your darling wife to introduce a cousin, sibling, or nephew whom I may leverage in turn. Skilled, but not too much so that the Katans would miss him. - Missive from Bever Hitab to Bille Hitab
>Father, I implore you to behave with more kindness, as Terra directs us, for we are all family under her. I have kindly asked my wife for her aid in your plight, and she has kindly directed me to her littlest brother, Skare. I do kindly hope you do not intend what your letter seemed to imply, as it would make her, me, and Terra sad. - Missive from Bille Hitab to Bever Hitab
>I apologize Bille. I hope you never have to become unkind as I have. Rest assured, Skare is not to be harmed, merely occupied. \- Missive from Bever Hitab to Bille Hitab
>The Hitab patriarch seeks audience with the Skrit Central. He wishes to speak through you, and for it to be known that it were his words going through you unto them, that he may claim credit for success, and blame for failure. Do humor him. \- Missive from Brother Saffer to Aksel Durbawey
>"Premise: Fine quality production node available. Resources required to efficiently utilize. Supply chain optimal resolution" >"Proposal: Daisy chain of trades for surroundings of lake" >"Pros: Minimal red tape, maximal resource diversity and utilization" >"Cons: Investment of port, lake-worthy vessels, and a portion of red tape on each participant" >"Supporting factors: Chemical masters and ore miners to be attached on mere investment of port" >"... processing lube provided: Three gear cogs, one of lead, one of wood, one of crystal. Examine at leisure, confirm quality. More to come should chain conclude"` - Bever Hitab through Ambassador Aksel Durbawey,
"Farces And Triumphs In The Arts: Vol 2"
>"Proposal received" >"Pros and Cons weighed" >"Profitable conclusion reached." >"Agreement issued." >"Conclusion: We shall construct suggested port, silk road to follow. May commerce flow, and input gained" "Skrit response to trade proposal"
Action 2: Construct current-proof barrier around small ones' ruins, and allow a slow drain to more easily explore them
>The deaths are inexcusable. Cease such dangerous exploration until the Bani arrives. - Direct order from Habitun Council
>Plentiful clay on the banks, but will still need some reagents from home to make the required mortar. Plentiful wood in the Svette Woods for material as well. >Buckets will need to be made in a massive capacity to aid in the draining efforts. Skrit can aid in exploring the small structures without damaging them, and finding any leaks to be shored up. - Foreman Arvid Bani
Continued
Habitun cult
>>6144004 Action 1: Establish naval trade route with Skrit
>Bille, that rapacious mayor has leveraged the council against us, and his fishermen are soon to be explorers, pioneers, and even traders. That cannot be. Ask your darling wife to introduce a cousin, sibling, or nephew whom I may leverage in turn. Skilled, but not too much so that the Katans would miss him. - Missive from Bever Hitab to Bille Hitab
>Father, I implore you to behave with more kindness, as Terra directs us, for we are all family under her. I have kindly asked my wife for her aid in your plight, and she has kindly directed me to her littlest brother, Skare. I do kindly hope you do not intend what your letter seemed to imply, as it would make her, me, and Terra sad. - Missive from Bille Hitab to Bever Hitab
>I apologize Bille. I hope you never have to become unkind as I have. Rest assured, Skare is not to be harmed, merely occupied. - Missive from Bever Hitab to Bille Hitab
>The Hitab patriarch seeks audience with the Skrit Central. He wishes to speak through you, and for it to be known that it were his words going through you unto them, that he may claim credit for success, and blame for failure. Do humor him. - Missive from Brother Saffer to Aksel Durbawey
>"Premise: Fine quality production node available. Resources required to efficiently utilize. Supply chain optimal resolution" >"Proposal: Daisy chain of trades for surroundings of lake" >"Pros: Minimal red tape, maximal resource diversity and utilization" >"Cons: Investment of port, lake-worthy vessels, and a portion of red tape on each participant" >"Supporting factors: Chemical masters and ore miners to be attached on mere investment of port" >"... processing lube provided: Three gear cogs, one of lead, one of wood, one of crystal. Examine at leisure, confirm quality. More to come should chain conclude"` - Bever Hitab through Ambassador Aksel Durbawey,
"Farces And Triumphs In The Arts: Vol 2"
>"Proposal received" >"Pros and Cons weighed" >"Profitable conclusion reached." >"Agreement issued." >"Conclusion: We shall construct suggested port, silk road to follow. May commerce flow, and input gained" "Skrit response to trade proposal"
Action 2: Construct current-proof barrier around small ones' ruins, and allow a slow drain to more easily explore them
>The deaths are inexcusable. Cease such dangerous exploration until the Bani arrives. - Direct order from Habitun Council
>Plentiful clay on the banks, but will still need some reagents from home to make the required mortar. Plentiful wood in the Svette Woods for material as well. >Buckets will need to be made in a massive capacity to aid in the draining efforts. Skrit can aid in exploring the small structures without damaging them, and finding any leaks to be shored up. - Foreman Arvid Bani
Continued
Habitun cult
Quoted By:
>>6145455 Diplomacy: Grant the Thul Urdor hex back to the Urotti Dwarves
>Spotted dverger group. Armed and armored, but they wave a white flag. - Forward scout report
>Allow them passage, and summon Rive Mudamir, his tongue is needed. - Missive from Marshal Bjorn Sayyad
>"Welcome cousins, welcome! How fare ye on this fine eve? What would be your fancy? We've a fresh cask of Dulce, a barrel of gravlax, and a few honeyed pastries. Else, we could have a huntsman fetch an elk and we'd feast on venison within the hour?" - Rive Mudamir
"Farces And Triumphs In The Arts: Vol 2"
>Brother Snorri, your beliefs are to be tested on this day. Report to the Thul Urdor forward garrison, bring your tools. - Missive to Brother Snorri
>Augury of Terra's will is a tricky affair. So many thump at her body, whether escaping predators, dancing in joy, or rutting in passion, that obtaining her attention is as much a matter of luck as it is precision. One must strike a sonorous surface in tandem with her beats, dependent on the season, terrain, and time of night. The following chart describes each possible rhythm... "Chronicles Of Our Origin: Songs and Rituals"
>Terra's response to concern on relation towards Dverger neutral. No fury, no joy, but no silence either. Portent of rock turning clay under the Dverger boots indicates kinship. >Alas, nothing that we had not already known. But there is hope yet that they could see as we did. - Augery results report from Brother Snorri to Habitun Council
>"According to our auguries, 'tis a kinship indeed betwixt ourselves. She sees your ancestors as her own (people) as well. Pray tell, have you gleaned the same?" "Farces And Triumphs In The Arts: Vol 2"
>"This... An actual figure, you say? None of our canons describe Terra's animae coalescing into so... visible and base a form. Hmm... I shall convene with the council personally, and we may continue this tomorrow" "Farces And Triumphs In The Arts: Vol 2"
>Brother Snorri theorizes it may be a lateral path described. For Solaire's machinations can scarce surmount multiple disparate paths [...] Dverger shall hereby be accepted as Terra's kin, but not Habitun. - Excerpt from Habitun Council meeting with Siblinghood
>"The council has spoken. Your people are to be granted the territories of Thul Urdor back under your control. Furthermore, your kin may travel unimpeded through Habitun lands, but may not claim any of its riches or territories barring direct dealings with the council" "Farces And Triumphs In The Arts: Vol 2"
Habitun cult
Quoted By:
>>6145455 Adjust action 2: Construct shadow portal to gain insight from little people on how to maintain their ruin and find out what occurred to them
>Received a more complete picture from divers. City is not underwater, it is underground. Lake just makes approach harder. Barrier no longer ideal. - Report from Foreman Arvid Bani
>Seer of Smoke: Your hour is upon you Stige. A novel situation that could easily justify your unorthodox approaches. Underground underwater city of small ones, far across Supkha. It must be accessed and examined. >Stige Sukon: You already know my answer, Seer. >Seer of Smoke: That I do. I ask for a phrasing that makes it sound less demented and repetitive to the council. No, Mudamir was not available. >Stige Sukon: Fine, I can guarantee the quick construction of a very small portal. No great threats can come through. The small ones can. They can be persuaded to send an architect or two to direct the Skrit thralls into repairing and lifting it. The portal's distance from Habitun ensures that even should the absolute worst occur, we would have a lake between us and whatever comes through. >Seer of Smoke: I can work with this. >Stige Sukon: I will sadly not be able to attend. The Solaireborn is too interesting. But I will afford my son. - Series of communiques between Stige Sukon and the Seer of Smoke
>Vinge Sukon is to be afforded a shadow queen, two squads of Huntsmen, and ten pund of gold's worth of equipment for an emergency expedition to the southeast. The accompanying seal bearer will return once the expedition arrives at its location, and should serve to bypass any slowdown. >Terra's will be seen through! - Decree from Habitun Council
The Urotti
>>6144010 Turn 6
> Action 1: Build a Quarry To strengthen their homeland, the Urotti Dwarves decide to build a quarry near Virn-Garuhm. Under King Tori's leadership, miners and masons begin extracting quality stone from the mountains. This stone will be crucial for constructing fortifications, buildings, and the planned road network, providing the materials needed to prepare for the challenges ahead.
> Action 2: Send stone masons to examine the land and plan an underground road network Recognizing the importance of connectivity, the dwarves dispatch stone masons led by Ori a humble mason who rose to the position of foreman due to his talents to survey the land. Their goal is to design an underground road network linking Virn-Garuhm to Thul Urdor with the outlying settlements and strategic locations. These roads will enable efficient movement of troops and resources, strengthening unity and readiness throughout the realm.
The Free Association of Tagagaya
The Free Association of Tagagaya ID:iI2wK1fs Sat 23 Nov 2024 03:21:14 No. 6145895 Report >Action 1 (Infastructure) Expanding the City In the aftermath of the war, the expansion of trade routes and the stabilities of friendly neighboring powers has led to a boom in the economy, and with it a boom in population. The once shattered city of Bahay is growing back greater than ever.>Action 2 (Infastructure) Province Walls With the city growing more important than ever, it grows increasingly important to business interests that any future incursions be dissuaded and mitigated. Supplemented by cannabalizing the old partially destroyed city walls, a grander undertaking is done to construct walls around the province proper, thus defending the city as well as local industry.
Kingdom of Ordalan
>>6144008 The court of Ordalan is put at ease with the news of the Queen being in good health. That and they still await news from Princess Avila's quest for Sonbarr. Furthermore those Ash Tigers are quite the ferocious little catch from the woods, burning with the flames of Schwaerz, and an attitude to match. But most enticing, are reports that we may soon get an import of Vizari iron. We have long toiled with what metal we can scrape together, once we get a proper source of iron, we can fully equip our army, instead of relying on captured weapons.
>Action 1: Establish farms southeast of Sturnes. To feed our people, and the Ash Tigers. As our people grow, there is a greater need for food, more than simple hunting can do. Furthermore, there are the Ash Tigers. Ferocious beasts with an apetite to match, they cannot be fed on mere kibble, we need meat and lots of it. So in addition to fields of wheat, we need to raise pigs and cattle. Furthermore, there are clothing fibre to grow or raise, providing a much needed refreshing of our wardrobes. It has been a travesty how ragged the Nixen clothes have become.
>Action 2: Develop Gambeson. By weaving it into layers, even wool can become armour. With the sudden influx of wool from the farms, the Nixen experiment with jackets so thick they can protect against even the claws of an Ash Tiger. Indeed it proves so capable it manages to protect against swords and spears, though it does have its limits, the wounds suffered by a Nixen wearing this padded jacket is far lesser than without. Thus it becomes popular among the Nixen warriors, especially the Spears of the Ashen Dawn, who are the most numerous and thus problematic to outfit.
>Military Plan: March army to the Domo incursion and beat back the barbarians. Hopefully this will be a proper fight. With the shark folk chased to the sea, there is not much farther Queen Leutgard's army can advance, but then comes word from the north, the barbarians from the west have invaded. We have been denied glorious battle, but perhaps this army will be willing to face us, as they cannot go hide out at sea. Furthermore, the Chariots of the Silver Storm has gotten time to rest and recouperate, they will fare much better in the plains of northern Vizari, than in the deserts of southern Vizari.
Adenai Confederacy
>>6144012 > Action 1: City Growth/Expansion The prosperity of Adenai - while still expected by most - occurred at an explosive pace. A formal census was never conducted, though a dozen or so Tyrns ago, the population had been believed to be around 80,000. Today, the census commissioned by the Maple has concluded. Elected as a censor for the year, the up-and-coming Coren Askheni has conducted the affair with utmost efficiency, using men of the military to hasten the process. Any Orcmanie visitors are marked as such, and are not included in the final count for the census. Completed in just under 3 weeks, the results were shocking: Adenai was now home to over 300,000.
>Action 2: Foray into Splinted Smithing With steel from the Orcmanie continuing to flow into The City, local smiths have become used to forging the metal, and less ambitious members of Twigs have attempted to master the craft. Able to afford purchasing larger quantities of iron and other materials required to forge steel, they have been able to venture beyond mail armor, forging plates bound to cloth or leather. The resulting armor is of significant protection, proving able to deflect even powerful Orcish longbows depending on the angle. It is however a costly endeavor, impractical for widespread adoption (yet). The wealthy Twigs are able to afford such a luxury for their kin out on campaign, though the human soldiers receive virtually no fully-splinted armor.
A more common compromise for a generous captain is to finance the production of solid breastplates for his men, engraved with iconography relevant to his family's history. This both glorifies the Captain's Twig and provides a non-insignificant boost to the protection of his men.
Adenai Confederacy
Quoted By:
>>6145948 >I used to wrong word. Replace "breastplates" with "a large pauldron (on the right shoulder)"
Domo !QnP84V9FEg
>>6144014 >>6145108 >>6145938 The plains is the right of the Slaug blood, yet these folk dares to assault our kin in Huirsas'toir? To assault such a righteous reclamation is a grievous injustice in our eyes, and so shall such sins be repaid in kind. Let us momentarily abandon our feuds with the Archpriest's lot, and ride to aid the Lord-Priest in his war. With our mighty boars and their cunning mages, we shall be unstoppable against all foes!
Domo !QnP84V9FEg
Quoted By:
>>6145983 Forgot the
>War Action: Mages on Boars shielded by Swarms Skrit Colonies.
>>6144007 Actions:
>Build port at Central The Cult's recent diplomatic success has birthed a fruitful venture between 5 of the great nations, the Skrit included among them. Across the realms, each nation endeavors to fulfill their part in building this great silk road that shall tie all of them together. The Skrit must now do the same. At the colony of Central work begins on building a port facility as the first part to their contribution of this multi-national project.
>Build trade route to the Venks As the second part of their contribution, the Skrit also commit to building a large highway That will connect Central, Cockaigne and ultimately Rudam so that trade may flow as easily across the land as it does over the waters.
Swiftarn ~ Krovian Bands [Shark]
Swiftarn ~ Krovian Bands [Shark] ID:VeF4PDIy Sat 23 Nov 2024 16:56:10 No. 6146083 Report Action 1 - Break Drug/Bronze Trade The war on the wizards has shown the Krovian warriors that the depravity of the green-eaters is an immutable fact. Their minds are poisoned, their bodies feeble, and even the Krovian's kind offers of proper cuisine can no longer save these wretched weaklings. As such, the Krovian chief, nursing the remains of a his healing injuries, puts up an official ban on any dealings with the tower-men. Of course, this will include the Stumble Bird trade, as even the slow Krovians will have realized it's poisoned nature by now. What birds remain are rounded up and driven into the sea, clucking drunkenly even as they sink beneath the waves. Now, all the remains is dealing with this 'Alpha'. Chief Drevino has thought long and hard on how to deal with this subtle and enigmatic threat. It will take tact, guile and wit to outmatch this cunning drug-lord. He rounds up a couple boys and spends a few days marching through the streets loudly calling Alpha out. Insults against 1) Him 2) His Momma 3) His cooking and even, controversially, 4) His Momma's cooking are all shouted at the top of Drevinos lungs. Truly a masterful ploy. Action 2 - Prospect Ephedra Plants A beast such as the cartel is not going to go quietly. With their main source of income gutted, Krovian 'merchants' will be eager to find a replacement. Expertise from covert Vizari remnants conveys the plant-based origins of the popular wizard drug. Sadly, with no such 'poppies' on this side of the straits, and with Drevino back and keen to "clean these streets", a new, radically different option has the best chance of flying under the radar. A bevy of plants are tested, with one, a pale yellow/red flower, finding some success. Brewed into a tea, Krovians who drink it find it stimulating, their senses firing and instincts racing in the most... pleasing of ways. Where before lethargy was the hallmark of a Krovian junkie, this new breed will bring forth a quiet... mania.
Vone I, King of the Venks !LVwaojPpZY
Vone I, King of the Venks !LVwaojPpZY ID:bA/ALAcU Sat 23 Nov 2024 17:29:04 No. 6146103 Report By the great grace of our Lord Aagen, who has granted us this tyrn of the sun, I, King Vone of the Vencs do hereby order;>The drafting of men of good name from all corners of the Kingdom and the arming and cladding of these men in iron for the patrolling of the streets of our fair cities that once again all peoples should be safe in their homeland >With the joining in faith and camaraderie with the Wibban and their longstanding dealings with Cofabend, and in recognition of mutual benefice, a port should be built in the waters called Stantarn at the mouth of the River Ave which is named Avesten Dear Mr. QM-sama, please re-mention the flowers and the weird cultists in the south of my nation if they're still viable plothooks, my attention was drawn away by prior action agreements.
The Krawl
>>6144009 Both of the Zaba need some beef. We want to keep them around for a while, and use them again, selectively. We also hope to assist in keeping krovian domain.
>1: Feed the beast Feed the giant fish and its cohort. For the moment, they will be given giant fungus as they make their way to the field, stirring up rock and rubble beneath the dirt and falling into the hive, into the feast. And for protein, the spoils of war, as it climbs back to the surface, up to the battlefield.
>2: Train Zabacraw Zabacraw, while a targeted weapon of great destruction, likely has no training other than the standard hive-mind control of the high krawl. We are good at this, but Our creations are only capable of so much. This one, however, is just two individuals. The larger Zaba needs to be dexterous, strong, and capable of moving fast. The lower Zabatar is a last resort, should its sister fall. Escape won’t be an option, but it should also be similarly dexterous and strong. We believe it WILL destroy those responsible for releasing it.
>War: weapons test, and holding out in in the krovian conflict With Zabacraw, attack a single camp, eat as many of its soldiers as possible, and then vanish into the dirt and stone below, never seen by its victims again. Only Zaba, no other krawl, will conduct this assault, and We will observe the results through its wall-eyes. Zabatar acts as the eyes of attack, in communication with its cohort on the other hand.
Any remaining krawl on the field should stay where they are and continue to defend the krovians and their territory. They'll reside in accessible krovian infrastructure, being anything the barza haven't taken. The vortexes of varying sizes scatter the field in groups, then dissipate to unleash clusters of krawl troops upon any incoming force curious, brave, or dumb enough to approach and enter the swirling rips in space-time.
Pic related: fish face not to scale
Swiftarn
>>6144029 >Guliseare Though a wide-ranging effort is embarked upon, in all the lands of Guiliseare the greenish gold metal is found only in the mountainous province of its discovery. It is fortunate, then, that the metal’s native resting place abounds with the stuff. Among the deposits in the region, a particularly abundant vein of orichalcum is opened up, improving supplies of the metal further. It is still a luxury, to be sure, but now one that can find use in more than just trinkets for the nobility.
Measurements of the orichalcum reveal that the properties of the metal are directly related to the minimum depth of the patina, and therefore the thickness of cast orichalcum determines its maximum power. Left undisturbed, the patina continues to slowly penetrate through the whole of the metal until a sufficiently massive piece is not just weightless, but actively buoyant. As for strength, the metal is found to be somewhat harder than brass, no match for bronze or even a finer cast iron when making blades, but sufficient enough for armor given its other properties. The key weakness is the fragility of the patina upon which the Holy Metal depends for its buoyant properties. A deep scratch by a careless claw--or enemy arrow--can restore at a blow the whole of the metal’s weight, turning a light-as-air breastplate into a lethal encumbrance.
>>6144435 >Vizari The mines are rebuilt, the dead repatriated or sent for reuse. A bizarre phenomenon does seize some of the workers in the mines though, dreams of fragments of a complex ritual that would sink the southern mine deep into the ocean never to be recovered. Clearly just a mix of paranoia and cave madness. An extra contingent of golems is sent along to pump fresher air into the mines just in case some sea fungus has set up roots.
It is a long hard tyrn for Alpha. Stretched thin by leveraging his assets in the northern war he returns to the capital just in time to watch Vizari merchant vessels burn in the harbor. Forced into hiding and cut off from Vizari contacts and resources the future is looking grim for the traitor shark.
Swiftarn
>>6145107 >Domo The city of Hursas'toir rises up from the ruins of old Daskrum, first swarming like maggots on a corpse, then upward like the thick stalks of weeds that grow in the blood enriched soil. Shovels of Turban iron stab into the earth and carve out deep cellars, then the bones of the earth are shaped into bricks and stacked into homes. A great central area is set aside and within a great hollow begins to be carved into the earth, though at the moment it will serve as little more than a shallow pond when the rains come.
The art of the swarm caller is not an easy one. One must know and understand the tiny creatures with an intimacy that lends itself to peculiarity and strangeness, an apprentice often spends weeks sitting in a stinking heap of refuse surrounded by those he would set his will over over. Tiny figures are carved of astonishing detail, sketches drawn and pages of notes are smeared onto scrolls of thin hide. But command of the insects is well rewarded, they make excellent scouts and distractions, and in a moment of desperation shields and swords too.
>>6145211 >Orcmanie An Orcman Serjeant is called to be many things. A master of arms, maneuver, tactics, and strategy. A diplomat and emissary, a cook and brewmaster, and always a quartermaster. A leader, a servant, and everything in between. He must be able to patiently correct a foolish lieutenant, keep up with an experienced general, drink all night with his men, and then run them ragged in the morning drills. It quickly becomes a position of great respect among the military forces, especially those few who rise to Knight-Serjeant, who tend to accumulate tall tales and braggart’s boasts on their behalf.
The Isle Blanche is widely regarded as a banishment in all but name, a frozen wasteland of snow and ice that briefly sees a surge of greenery during the yearly thaw. That may change though as the new docks are built and more ships begin to circulate into port, bringing supplies and luxuries. Coffee in particular fetches a high price on the cold island. Rumors abound that to the east another nation has taken root in the frozen north, perhaps reaching out might yield some useful trade opportunities.
Swiftarn
>>6145264 >Turbans The Turbans establish their first currency, one of gold. The soft, shiny metal is pressed into thin discs, embossed with a stern human face on one side and a grinning lamia on the other. It joins a variety of foreign coins from abroad, silver of Ordelan and Barza, gold of Orcmanie, and the unique weeping silver of Tagaya. Nonetheless it quickly becomes the preferred coinage, at least locally, because of the coin houses established by the Golden Hand. A coin house can issue an inked leather voucher for a sum of coins that allows the somewhat safe passage of large sums of currency, though almost immediately any number of minor scams begin to spring up. In particular a bold gang of thieves manages to counterfeit several vouchers.
Brothel houses spring up through the city of Vizari, staffed by Turban ladies of flexible standards. Each one is marked by a piece of turquoise cloth dangling from a window, discretely advertising their services. In the aftermath of the war no small amount of business passes through the whorehouses as Vizari look to ease the pain of loss from the war. A remarkable amount of information also passes through the establishments, brothel owners quickly develop a reputation as useful information brokers.
>>6145424 >Vitruvia For perhaps entirely too long, the process of alchemy in Vitruvia has been a fairly intuitive art. A dash of this, a handful of that, boil until it smells like four day cherries. No one in the labs is even quite sure what four day cherries are supposed to smell like, there was a brief crisis when two teams diverged into red and black camps and laid siege to each other for two months. No more though! With more than a little trepidation the original plans for the Master’s Laboratories have been unearthed and executed. While some grumble that perhaps lowly servants shouldn’t dabble in master alchemy, others pose the argument that the Masters surely would have clarified the matter and no one should pay any attention to this section that has clearly been chewed off by hamster teeth. The new labs and brewery facilities lead to a new age of precision measuring, careful note taking, and water clock precision brew times, assuming the polymyria can haul water fast enough.
Swiftarn
>>6145455 >Habitun For each light, there is a shadow, and for each choice, there is another path not taken. The investigations into the peculiarities of the shadow ants and the obsidian queens has revealed that there are other worlds, much like ours, but veering off into the not-taken choices. The Looking Glass project has at its root a simple desire, to peer into the not-taken and glean knowledge from what might have been, or perhaps even material gain. Unfortunately the first iteration of the portal, a smoke ringed window in the air is barely larger than a hand. That Vinge Sukon immediately finds himself looking at his own scowling face is perhaps no surprise. Both men simply sigh, speak in unison, “Dead here too”, and close the portal before spinning another into existence. A dozen attempts later, some with Vinge, some with his father, and no small amount of comparing notes carefully poked through the portal, including once with a flustered female version of himself, the portal opens, somewhat shakily, on a wide eyed, child sized creature. Success!
Conversation with the creature, and then some of its kin, reveals that in this world the caverns below had flooded many years prior, stranding them on the surface where they adapted to the surface world and were now building a thriving nation. On averting the crisis the fey have little advice, the city itself is a relic of a bygone golden age, but the flooding began when a warlike race to the east constructed a large dam, blocking the rivers flow, causing a swell in the depths of Supka. The fey attempted and failed to destroy the dam, and now simply avoid the lands to the west, citing the ‘Renka’ there as hostile madmen who mutilate their bodies and engage in ritual cannibalism.
Swiftarn
>>6145790 >Urotti The return of Thul Urdor is a cause for great celebration, no doubt, but it raises a conundrum for the Urotti as well. There are those among the dwarves who feel that the correct course of action is to return Thul Urdor to its historical status as the capital of Urotti. The old city does have a historical claim to primacy, but Virn-Garuhm has by far the greater population and advantage of being the present seat of government. The Urotti have a legend about the twin-headed lizards that populate certain caves to the south. Should this creature come to a fork in a tunnel, the two heads will disagree so violently on which way to go, that the dispute tears their own body in half. In a similar way, this conflict, while seemingly minor, has the potential to escalate dangerously.
The plans for the Low Roads are ambitious to say the least. Nearly a thousand miles of underground passages are planned for. Clean air, lighting, management of refuse, providing for clean water, it all calls for a scale and scope of execution quite beyond anything the dwarven nation has ever done. Nonetheless the first step is to walk the distance above ground, marking where the roads will be tunneled underneath, as well as securing the vital supplies of lumber and stone that will be required to keep the tunnels from collapse. To that end a new quarry is struck, providing slabs of black and white striped Gneiss. The distinct pattern of the stones soon proves quite popular, and even finds its way into the clothing of the dwarves, especially as Habitun and Urotti culture mingle together.
>>6145895 >The Free Association of Tagagaya Like a rampant garden more beloved than well curated, Bahay spills out from behind its walls, homes and businesses and markets springing up around the city as vast amounts of trade continue to flow into and through it. Brick by brick the walls are torn down and rebuilt on a much grander scale, weaving in and out of the natural terrain to cover a much greater area than before.
>>6145938 >Kingdom of Ordalan Swathes of land are cleared, for linen, cotton, sheep and other animals. Mutton fast becomes a favorite holiday meal of the peasantry, and regular meal of the ash tigers. The wool goes on to be woven into thick Gambesons for the rank and file of the nixon army, though sadly it will arrive too late for the latest conflict with the Domo to the south. Perhaps for the best, the thick garments are quite protective, but the lands to the south are quite hot!
Swiftarn
>>6145948 >Adenai Confederacy The city sprawls out, larger and larger, swallowing towns and villages as it goes, with small subsections and distinct neighborhoods forming over the years. The grainways that were once farmland, the scalestreets near the docks where the odor of gutted fish never quite leaves, smokestacks where the blacksmiths pound their iron or the shineway where opal drakes rest in stables more opulent than any peasant’s home. Adenai expands ever outward.
The fine work of the armorsmith never ends, though it relies heavily on a steady flow of iron from the orcish lands to the north. Gleaming suits of plate armor are the envy of any soldier, though most will have to make do with a single heavy pauldron and leather. Perhaps some scouting is in order to find local metals to better defend the sons of Adenai.
>>6146004 >Skrit Colonies Trade has always been an instinctual thing to the Skrit, though now with entire ships retrofitted into mobile interfaces that may change. Great ships set off into the water for distant ports, first the venks, but soon other places as well. Perhaps Skrit craft will even travel downriver into distant southern lands where rumor spins of great sharkmen. For now wealth flows around the great lake in the beginnings of a pleasant golden age of commerce.
>>6146083 >Krovian Bands No more! At long last the trade of bird and bronze comes to a close as Krovians reduce ship after ship into splinters, gleefully circling the merchants flailing in the water before moving for the kill. For weeks afterwards stumble bird corpses wash up on the shores where desperate addicts gnaw desperately on the waterlogged bodies. Perhaps in another time this might have resulted in mass rioting and protest as addicts roamed the streets looking for ever dwindling supplies of stumblebird but a lucky turn helps soothe the krovian drug crisis.
Ephedra, a pale red flower, is found to produce a pleasing rush when brewed into a tea, and its presence as a naturally occurring flower makes it abundant and easy to find. There is some hot debate on if tea is considered to be the abominable practice of plant eating, but for the many bird addicts of the nation it proves a balm to help escape the vizari toxin. As a bonus it also proves quite useful when treating respiratory illnesses.
Swiftarn
>>6146103 >Vone I, King of the Venks The great lake Stantarn is no ocean, but so vast are its waters that one could be forgiven for thinking so. Furthering the misconception are the great many ships that set forth from newly built Venkish ports, setting sail to lands of the Skrit and even beyond that, bringing back all manner of treasures and trade goods, and taking with them all manner of things to sell as well. From the Skrit docks ship then continue onward to Habitun, and perhaps even farther.
The coin of trade is the tax of kings, and the tax of kings is the pay of soldiers. It is no surprise that with so many foreign voices visiting and looking around (especially given the brusque habitun and the perhaps insane vitruvians) that a great swelling and expansion of the ranks of men at arms is called for.
>>6146418 >The Krawl >1: Feed the beast >2: Train Zabacraw A beast the size of Zabacraw requires no small amount of rations. Fortunately there is no shortage of Barzaentine encampments to devour, or shipments of raw fungal growth. The mighty beast grows to a frightening size, made all the more dangerous by great webs of neural tissues woven into its body that gives it a level of intelligence and cunning not usually seen in lesser Krawl, though it still is more a sophisticated attack dog than anything else.
Swiftarn
Quoted By:
> Domo-Nixen Throwdown There is no small amount of grumbling amongst the survivors of the Ordelan army at being marched off to fight yet another foreigner’s war. First birdmen, then sharkmen, now some snake rabble? The officers complain about the lack of a good fight, but it certainly isn’t them fighting eight feet of muscle and teeth in a narrow tunnel with a broken bow and a hunting knife, or running desperately as the entire place came crashing down with half the squad buried alive. Apparently the wizards were still pulling bodies from the rubble. Rumors that the Vizari are necromancers certainly does little for morale as well, with many wondering if their corpse will dance to some wizard's strings instead of resting at home. Nonetheless the orders come, and the Nixen armies fight back the Domo incursion. The intense fighting at the mines and the long journey home have tried the Nixen armies substantially. Spears are broken, chariot wheels bent, comrades wounded. Reports of war exhaustion are mounting.>Domo Defense The rifts are too deep, the disagreements cannot be healed. The defeats shake the confidence of the Domo to their very core. Has Koll’naud himself been routed on the battlefield today? The Domo continue to be exhausted.> Barza’s Last Stand Forcing the Barza from the lands of the Krovians is brutal and difficult endeavor, and though the Krawl claim victory, it is a pyrrhic thing at best. The first few encampments fall easily enough, then Zabacraw is caught by a great geomantic spell that rips it from the earth directly into a barza ambush that sees the great sand fish fleeing the field riddled with spear and arrow. Without the great siege fish the main mass of Krawl take to the battlefield, where the prepared and entrenched Barza make them pay dearly for every inch. Indeed the final retreat of the Barza seems more related to trouble at home than any failure on the battlefield.
Swiftarn
Quoted By:
-------END OF TURN 12-----
The Divine Republic of Guliseare
The Divine Republic of Guliseare ID:m0XgLuOl Tue 26 Nov 2024 19:26:17 No. 6147856 Report >>6147803 Report on Economic activity to Cyra, Noreusper of Guliseare, executioner of Thessa, bane of Kaenum, unifier of the Aripan, Ruler of all the hallowed mountains, Aelelox's chosen prophet, most blessed and holy Aripan to fly upon the skies and walk upon the earth.
Further veins of Toronan shards have been discovered and already are being dug up. More importantly however the tests involving the material have shown it ill suited for armor, however the properties it holds still are suitable to potential plans regarding the deal made with the eastern lessers that Ilias made some time ago. It also can be useful for dealing with the west as well in both military and, may Aelelox forgive me for writing this word, diplomatic arrangements in the form of trade. It is clear however that we are truly blessed.
Your faithful servant, Kallixeina.
>Action One and Two. Aelelox's burning gaze. For some time, the blessings of Aelelox have granted her most devout priests the ability to burn the heretics and infidels who seek to defile the blessed mountains or her chosen people. However, this was targeted on a singular individual or at best a small group. Useful for dealing with leadership, important enemies, or an assailant who dares attempt to slay one of our priests, however limited in scope. Something however has changed. The most devout and powerful worshipers have been blessed with the power to call upon Aelelox's power in greater forms. Through a powerful light from the heavens, as if Aelelox's gaze upon this impure world was focused upon a specific point, sizable swaths of land can be bathed in burning light that is deadly to those who defy the will of the one and only god. While this is something only few non-consecrated priests can do, such miracles will be invaluable in any future attempt by the Kaenumites or the lessers she manipulates to defile our holy land. When the time comes and our enemies strike us, entire formations of impurity will be washed away and broken with Aelelox's grace and might.
Orcmanie
>>6147803 >>6147805 >Action 1: Expansion - Isle Blanche Land Rights The Isle Blanche is cold and bitter, yet it is still land, and there are those willing to take on responsibility for even the stoniest shore or sheerest Ice-cliff if it will move them and their lineage up the feudal pyramid. And it is not all terrible, either; the Thaw-Greens provide brief lushness, and the waters are always full of Fish. To that end, the remainder of the isle is divided up among lesser lords and later sons, and settled by the willing... and, slightly less officially, the count of Cadon sends some of his men out into the one known reach of the great forest not yet known as claimed by any nation.
>Action 2: Why, Verne? The sight of an enormous bird flying in the skies over the forests of the Sainac-root cause great alarm and consternation when they first appear; are these some forebears of the menace of the Guliseare come again upon us? Though it flies onward without incident toward Bahay - and no call from alarm is received from the city - it spooks the local watchmen, and reports cause consternation among the nobles of the higher order. Flying creatures had already been troubling; and a creature of this size poses worrying potential as a threat.
In a meeting of Duke Guyard with his councillors to discuss and arm-wrestle out a solution, the young Vernegutz de Moonhurleur; noble scion of Cadon, makes proposal to seek out ancient Orcish allies from ages past. Tales tell that once there were once Orcish lords of war who flew into combat upon the backs of Mighty Wyverns, lethally venomous cousins of Dragon-kind. If these beasts might be found again, could be tamed again; the Nobility of the Orcmanie might rekindle an alliance potent enough to restore some safety to the skies of the realm. Vernegutz plans to start his search for the great beasts - or any species of comparable relation - upon the head of the Peninsula near Cadon, for it is there he has heard most potential rumour of these creatures lurking upon the streets of his family's city. But if they are not to be found there, he plans to continue his search across the whole of the realm.
The Tower Archmage
>>6147803 Fluff: The pieces of the bizarre dreams and ritual are collected for future study. While the idea of dragging the mine that we just fought a bloody battle to take back is not at all tempting the magic itself, if actually possible to use, can be repurposed to other needs. Otherwise the miners are told to report anything strange and move along.
1. Invite Barzaentine mages and tacticians to live/teach in Vizari
Something seems to be stirring in the courts of our Barza allies, though we don't have much information. While we are in the lull of combat, though, now is a good time to share magics and technology that can help in the future. As such the Tower of Stone, the geomancers of Vizari, invite the geomancers of Barzaentine to join them or teach some lectures on their craft to help in future construction and war. In the same regard the Vizari council invites Barza officers to teach different levels of tactics and troop organization.
2. Build a fort at the mouth of the straight.
With the Barza geomancy learned or acquired a new project is made to ensure the safety of the southern provinces and give the Vizari geomancers practice under the eye of more experienced craftsmen. Great amounts of glass will be brought from the furnaces to be worked on site as a central pillar of stone will be surrounded by thick glass, and another thick layer of stone to protect it from direct hit; and the central tower built around this pillar. Veins of glass will be placed within the stone work to allow the transfer of mana from this central pillar throughout the fort by four walls that cut through the courtyard and to outer walls. This mana well and easy access will allow mages to draw on them for farther ranged spells and to keep an eye for Krovian movements to defend against or harass movement. Iron within the walls used to channel defensive warding to keep the walls in tact with copper running through to ward away those who would try to climb it with fire; though both of these will draw mana from the central well. With enough mana stored great rituals could be conducted to defend the fort or, in a desperate last bid, destroyed to cause a local cataclysm. The fort itself is simply named Ferrum-murum
Though it is unlikely that Krovians could muster the ability to strike into our lands now, much as we can't theirs, a heavy guard presence is sent to ensure no strays decide to prevent this construction.
Habitun cult
>>6147809 Action 1: Excavate the pixies for the methods they used to dig their weird under-lake caverns
>Curious Fisker seems to have discovered a way to travel through water for prolonged periods, by upending a boat and dragging it down with sacks of dirt. >Requesting the attached design from house Katan, constructed of lead. <>
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'-.........-'
- Report from Foreman Arvid Bani
>Good news: Diving bell was a success. Our divers no longer need to estimate as accurately as possible the depth they can venture to explore, then measure the time and effort it would take to surface. Consistent replenishment of the bell's air allows for forays into virtually unlimited depths, provided we maintain a steady supply of bells rising and falling. >Bad news: The reason the initial group of divers expired was not running out of air, but getting so lost from the darkness that they'd eventually panicked and thusly drowned. >Better news: Now I know what we need, a contingent of Shadow explorers. With the bell and their superior eyesight, the city may yet be unearthed. Best of all is their ability to squeeze through the smaller openings meant for the small people. - Report from Foreman Arvid Bani
Continued
Habitun cult
Quoted By:
>>6148116 Action 2: Study Venk Anti-Magic, find a cure, mitigating measure, or immunization method
>The nature of the undetectable Null-Aura of the Venk fascinates to no end. All evidence leads to them being no less flesh and blood than the Orcman[1], the Fugleman[2], the Vitruvian[3], the Dverger[4], and somewhat the Skrit[5]. They require food, they breath, they do not require Solaire's light to function though they do suffer from its lack (barring exceptions, such as specimen #011[6]), and they seem to be capable of conversation, though the latter seems to drain humor and reason from their surroundings in a bizarrely similar fashion to their Null-Aura, but I would chalk that up to them only sending us their worst[7]. >Through tests performed by True Katan[8], Fracture blades have demonstrable impact on the Null-Aura, though they too seem to degrade them with use. Thus, their "aura" is proven mighty, but not insurmountable. Certainly, with limitations. Limitations we can measure, limitations that can be planned around, and limitations that may yet be expanded into a annull its nullifying nature. >Additionally, the aura seemed to have an effect on the shipped tree growth potion from the Vitruvians, negating the belief that their nature is merely as Solaire-cursed nullifying Terra's blessings, for the Vitruvians are not so blessed for their own magics to be annulled. >Through collecting specimen #011's parts such as hair, nails, spit, blood, and bits of flaked skin, I'd begun to test the effects of each of those parts, both in conjunction with shadowmancy, fumancy, glitterdust, runes, Fracture blades, and a generous honored Shadow, I've experimented on the effects such parts would have in varying ranges, across varying obstacles of rock, lead, shadow, Shadow, magic, wood, Medqa, suffused Medqa, Alfar, to name a few. Further, the difference between the effects of the parts in isolation, in various mixtures, and the specimen itself. The latter is less accessible due to the nature of its storage and agreements with the Venks, but sufficient data was collected from specimen #010's oblivious presence to supplant any lack. 1. Western neighbors of Habitun and allies since the Dawn age
2. Southern neighbors of Habitun, presumed heretics worshiping unknown variant of Solaire
3. Southeastern neighbors of Habitun, minor trade partners since the Dawn age
4. Northern neighbors of Habitun, Terra kin
5. Eastern neighbors of Habitun, trade partners since the Bewitchment age
6. Refer to Appendix for indexing methodology
7. See Report#4 from ambassador Kare for corroborating evidence
8. "Report from True Katan to Habitun Council"#14
- Stige Sukon
"Theory of Magimancy: Chapter 5"
Habitun cult
>>6147809 Action 1: Excavate the pixies for the methods they used to dig their weird under-lake caverns
>Curious Fisker seems to have discovered a way to travel through water for prolonged periods, by upending a boat and dragging it down with sacks of dirt. >Requesting the attached design from house Katan, constructed of lead. - Report from Foreman Arvid Bani
>Good news: Diving bell was a success. Our divers no longer need to estimate as accurately as possible the depth they can venture to explore, then measure the time and effort it would take to surface. Consistent replenishment of the bell's air allows for forays into virtually unlimited depths, provided we maintain a steady supply of bells rising and falling. >Bad news: The reason the initial group of divers expired was not running out of air, but getting so lost from the darkness that they'd eventually panicked and thusly drowned. >Better news: Now I know what we need, a contingent of Shadow explorers. With the bell and their superior eyesight, the city may yet be unearthed. Best of all is their ability to squeeze through the smaller openings meant for the small people. - Report from Foreman Arvid Bani
Habitun cult
>>6148123 Action 2: Study Venk Anti-Magic, find a cure, mitigating measure, or immunization method
>The nature of the undetectable Null-Aura of the Venk fascinates to no end. All evidence leads to them being no less flesh and blood than the Orcman[1], the Fugleman[2], the Vitruvian[3], the Dverger[4], and somewhat the Skrit[5]. They require food, they breath, they do not require Solaire's light to function though they do suffer from its lack (barring exceptions, such as specimen #011[6]), and they seem to be capable of conversation, though the latter seems to drain humor and reason from their surroundings in a bizarrely similar fashion to their Null-Aura, but I would chalk that up to them only sending us their worst[7]. >Through tests performed by True Katan[8], Fracture blades have demonstrable impact on the Null-Aura, though they too seem to degrade them with use. Thus, their "aura" is proven mighty, but not insurmountable. Certainly, with limitations. Limitations we can measure, limitations that can be planned around, and limitations that may yet be expanded into a annull its nullifying nature. >Additionally, the aura seemed to have an effect on the shipped tree growth potion from the Vitruvians, negating the belief that their nature is merely as Solaire-cursed nullifying Terra's blessings, for the Vitruvians are not so blessed for their own magics to be annulled. >Through collecting specimen #011's parts such as hair, nails, spit, blood, and bits of flaked skin, I'd begun to test the effects of each of those parts, both in conjunction with shadowmancy, fumancy, glitterdust, runes, Fracture blades, and a generous honored Shadow, I've experimented on the effects such parts would have in varying ranges, across varying obstacles of rock, lead, shadow, Shadow, magic, wood, Medqa, suffused Medqa, Alfar, to name a few. Further, the difference between the effects of the parts in isolation, in various mixtures, and the specimen itself. The latter is less accessible due to the nature of its storage and agreements with the Venks, but sufficient data was collected from specimen #010's oblivious presence to supplant any lack. 1. Western neighbors of Habitun and allies since the Dawn age
2. Southern neighbors of Habitun, presumed heretics worshiping unknown variant of Solaire
3. Southeastern neighbors of Habitun, minor trade partners since the Dawn age
4. Northern neighbors of Habitun, Terra kin
5. Eastern neighbors of Habitun, trade partners since the Bewitchment age
6. Refer to Appendix for indexing methodology
7. See Report#4 from ambassador Kare for corroborating evidence
8. "Report from True Katan to Habitun Council"#14
- Stige Sukon
"Theory of Magimancy: Chapter 5"
Vitruvia
>>6147808 Action 1: Rocport (Roc airport)
Constructed by the city of Holmbastus, this massive sprawling structure will allow for the moving of cargo via Roc in industrial quantities, housing countless birds and sending them off to all the far corners of the world.
The trade produced is predicted to make Vitruvia the wealthiest country in the world, the central location of the Homunculi predicted to give a maximum flight range of practically the entire continent.
Domestically the Rocport is fantastic for allowing flights from Hohenholm to Holmbastus to Hollvania or the stables, or any other number of internal locations.
Efforts to convince other nations to construct airports of their own are questionable however, it is unclear if the Tagagaya, Krovians and Urotti will truly fulfil their ends of the agreement to make this a truly international enterprise.
Action 2: Strength Potion
With all our alchemical industries set up, it is time to redevelop a new potion for the first time in a long time. The masters notes are compiled, and all they had learned regarding strength enhancing effects is investigated, assembled and refined into one potion to grant mythical strength to the drinker.
A complex mixture. A potion that, when drank, grants the imbiber superhuman strength for a few hours, (and enhancing the durability of the body such that their newfound strength does not tear their body apart, as was discovered in some pre-trials) allowing one to smash stone with a bare fist, bend steel into knots and toss aside lesser men as if they were babies. The whole musculature of the drinker is enhanced, though visually they appear identical, even if they can now leap several times as far as they could previously.
The battlefield applications are fairly obvious, but these potions are actually meant for industrial use, labourers using them to strike the earth harder than ever before, lift greater weights and allow rescue operations with greater ease.
Potions of strength are an orange-red colour and slightly viscous. The herculean strength they grant is not entirely without side effects however.
After wearing off, there is occasionally a notable period of dizziness, overdosing on the potion is known to cause temporary blindness and muscle damage after the potions effects wear off. Increased hunger, joint pain and total inability to taste sour foods have also been known to occur seemingly at random..
Vone I, King of the Venks !LVwaojPpZY
Vone I, King of the Venks !LVwaojPpZY ID:bA/ALAcU Wed 27 Nov 2024 18:20:28 No. 6148501 Report By the great grace of our Lord Aagen, who has granted us this tyrn of the sun, I, King Vone of the Vencs do hereby order;>The scouring of this Kingdom with dowse and core for such great gifts as has been granted upon the Wibban (Skrit) and the Uncyndelan (Vitruvians) by the Creator and extraction thereof
Kingdom of Ordalan
>>6147811 Queen Leutgard of house Siglinda is dead, she passed peacefully in her bed at Sturnes. With this, the election of the next queen commences, but the results are clear. For Elector Princess Avila of house Linda has returned, she has found what she is sure is Sonbarr, and the ordained of Janos sent with her supports this claim, one in particular has gotten a divine revelation, telling that they have found the prison cell of the Nachetars. In fact, she has been given a vision on how the gods originated as well as the origin of the Nachetars. She speaks this with conviction, and so the Elector Princesses are in agreement, Queen Avila shall aim us at the great enemy, so we may vanquish it before it has a chance to usher forth a Sunless Age.
>Action 1: Establish trade with Vizari through the Barza roads, Silver for Iron. With the Vizari iron mines restored, Ordalans merchants make their way over, with silver to buy iron with. Finally getting a solid supply of iron for Ordalan.
>Action 2: Funeral of Queen Leutgard Siglinda, prepare vast quantities of roses and wood for the funeral pyre. To be done at the Church of the Blossoming Dawn. One of the first things Queen Avila does is arrange a grand funeral for the late Queen Leutgard, to show respect to the previous rule and thus assure she is going to maintain the general order. She uses her connections to the Church of Schwaerz to arrange a massive rose pyre, as well as workers to make a wicker frame for the roses to be put on, such that it looks like a bed made of roses. Nixen from all across Ordalan make their journey to the church, to see off their beloved queen. Queen Avila also shows up silvered, having horns akin to the ordained of Janos, a show of truce between the two rival churches, since they have a greater enemy to fight. The Nixen mourn the passing, but are assured that Queen Avila will stay a similar course of prosperity, and she gives further guidance for Ordalan. Telling the Nixen to rest now, for she needs Ordalan at full strength to take on a most ancient foe, the Nachetars. She has found them first and thus can pick her moment to strike. If the Nachetars are vanquished, then no Sunless Age will be ushered.
>Military Movement: The army returns home. Hand back the territory to Vizari. With the Domo incursion dealt with and the queen's death, it is time to pull out of the Vizari lands, we have done what we set out to do, it is time to rest.
Frakt ~ Krovian Bands [Shark]
Frakt ~ Krovian Bands [Shark] ID:Jx/P5VSS Thu 28 Nov 2024 20:18:13 No. 6149096 Report >>6147803 Action 1 - Improved Ships
With the northern strangers fleeing, lumber once more flows into the heart of Zhelezo. Chief Drevino has his snout set on distant shores, old scout reports (basically just blood-stained pieces of old leather) mention that the southern mollusks are basically no more. The ruins of what they once were are ripe for the taking!
But to sail that far into the open sea, even an aquatic Krovian will need a sturdy ship. So it is, with the two reclaimed nodes of wood and bronze, new vessels sail forth from the Krovian port, blood-red sails and fearsome figureheads ready to blaze a trail into new horizons.
Action 2 - Claim
A small island lies halfway between there and the southern landmass, and it is here where the Krovian's first land. A small village of the shark-men are left behind as the force sails southward, warm waters and sandy dunes greeting their arrival. With gusto, they leap ashore, ready to claim this land as their own, and harvest the succulent flesh of any snail-ists to remain!
Adenai Confederacy
>>6147812 >Action 1: Dignitatem Populi [Le Magicks] Statues and busts commissioned and erected; Laws alleviating the woes of the common man ratified and passed; Grand parades and army processions march through the forum and streets. Now the largest city in the known world, Adenai holds feasts, celebrations, and all manner of activities befitting such a glorious status. Of course, all of these initiatives are organized and funded by members of the Twigs, and make sure the people know who's responsible. Naturally, this brings notable glory to the wealthiest and most creative coordinators, increasing the weight of their words, the loyalty of their followers, and their own strength (both physically and mentally).
>Action 2: Metallic Odyssey [Prospecting] The flow of iron from the north is, at current standing, a luxury. While dependable, it's amount is too little to satisfy the full needs of the Confederation. After the Half-Orcs fulfill their needs, Adenai must compete with the changelings for the remainder - a most daunting prospect undertaken by only the most ambitious and learned men. Some energy has been expended in times past to find a domestic source of such a good, though time and again returned with other (albeit useful) goods. Today, such energy will be spent again in search of a local metal to be exploited, alleviating such a vital dependency of The City.
Adenai Confederacy
>War Post: The time to pacify the threat to our east has arrived, the opportunity presenting itself at a time when their armies have marched to the mysterious lands east. An independent cohort of Changelings was hired - The Guerillas - at an exorbitant value in Opal stones. These stones will never be delivered as payment. Payment does however go out to changelings willing to supply relevant forward information from within Ordalan, as well as to the north in Guliseare. Now would be a most unfortunate time for a Harpy attack, so the border is regularly patrolled and monitored through the changeling intel network as well as by scouts on Drakeback. To the south, Domo mercenaries too are also hired, promised payment in the form of land at the Rose Garden, an apparent site of past defeat. These non-human tribals are known to be a risk, their terms of employment are strict, prohibiting savage behavior and punishing it harshly. This is a mission of liberation. Normally, it may seem antithetical to march with beasts the Ordalan have quarreled with in the past, though it is hoped that seeing them behave in accordance with Adenai civility will prove the power of the Confederacy to not simply defeat enemies, but to peacefully civilize them. The Adenai military rallies at Castra Orienta, and heads south along the coast. This circumvents easily fortified locations along the main road, though it makes the travel more difficult. This also keeps the army supplied more steadily, as supplies are shipped through the Mapled Bay by boat and collected uncontested at the shore. Changelings scout ahead, aided by Drakes to prevent sucessful ambushes. The army will then turn east, and march on Sturnes to capture the heart of Ordalan. The Changeling mercenaries are better used as agents of chaos - using their powers of espionage and confusion to sow panic in Ordalan, both in Sturnes and beyond. The Domo mercenaries link up with Adenai to assault the city.
The Urotti
>>6147811 Turn 7:
> Action 1: Mark Where the Underground Road Network Will Be Built The task of marking the underground road network fell to Master Mason Gimli Ironfoot and his team of surveyors once again. The dwarves gathered at dawn, equipped with detailed maps, chisels, tools and enough supplies to last them the journey.
Carving the first marks into the mountain walls and boulders, the masons followed natural veins of stone, ensuring both structural integrity and strategic placement. The routes were carefully aligned and measured. Along the way, markers were etched into the rock to guide future builders and protect the passages from collapse. The masons paused at each milestone to perform small rites and rest.
> Action 2: Research Runes Eorlin of clan Adir driven by a thirst of glory mounted an expedition into one of the collapsed sections of the old citadel to search for long lost knowledge and artifacts to bring and on the final day of the journey and fearing ruin he found a chest, a small one of cracked and dusty tablets. Taking back the tablets and slowly reading them Eorlin was able to recognise the value of these tablets instantly and after taking more loans he started to work alone in a chamber deep beneath the hold, his only company the flickering amber steel lanterns that cast their warm light upon the ancient runes etched into the walls. The air was heavy with the scent of stone and soot, and the stillness was broken only by the rhythmic scraping of his chisel and hammer as he studied and tested the forgotten craft.
The recovered tablets hinted at methods capable of channeling raw magical energies, an inherently unstable force that could be shaped and stabilized through skilled and precise craftsmanship into symbols etched on surfaces.
Political Transition: Thul-Garuhm and Virn-Urdor
The disagreement among the nobility and the people regarding the governance of Thul Urdor had cast a shadow over the court for some time. To resolve this, King Tori invoked the ancient tradition of the Urotti ancestors: assigning stewardship of the hold to a noble now raised as prince to govern in the name of the crown in return for fealty. The lands surrounding Thul Urdor—now formally renamed Virn-Urdor—were granted to Dummuli of Clan Ovak. Meanwhile, Thul-Garuhm was officially recognized as the new capital of the Urotti, its central location providing both safety and practicality for the monarchy and its peole. Thul-Garuhm will be renamed as Virn-Garuhm and Virn Garuhm will be renamed to Thul-Garuhm.
In other news a new proclamation is decreed, any and all foreigners bar the Habitun-sect will no longer be welcomed by the Dwarfs into their lands.
Justinius the Young King
>>6147803 TREACHERY! The King of the Barza, Theodros lies dead at the hands of a trusted courtier, one whom had been afflicted with a curse that turned them from man to a rabid beast! All of Barza mourns his death, and the sudden shattering of what had once been an unshakable pillar of Kingdom threatens to spark civil war. Yet on the eve of a conflict that might well have consumed the land entirely, the Youngest Son of Theodoros, Justinius came to the Throne room, prayers to Luxos on his lips, Before the eyes of all at court Theodoros Eldest morphed from man into a slavering wolflike fiend, only to be ran through by a ceremonial Silver blade that Justinius grabbed. Beheading what was once his brother, Justinius claimed the throne with no objections, and no sits as the highest authority in the land. A land teetering on the edge of hysteria.
1. Justinus speaks to the priests and Monks of Luxor, his directive? To replicate what he had done at a larger scale. Too long have the cursed, the false, the perfidious been allowed to ferment strife and treachery in Barzantine lands. No more. Blessings of illumination are needed, to strip the scales from the eyes of every good Luxor fearing man, so he might remove the unclean from the land.
2.Justinius establishes an Order one that answers to him, his highest ranking generals and the priests. It's mission? To seek out the cursed, the false, the dark, and brining it screaming into the light of Luxor's glorious day. Those who are alien will be removed either be ejection or they will be sent to thier graves. Those who are cursed will be sequestered until such time they can be cured, or if they resist, will be purged for the good of Barzantines all across the land.
3.With the recent Struggles and failings of the army, primarily in its inability to get its surroundings or ability to go where it needs too, Justinius orders that a scouting corps is formed. Something that can stride ahead and know the lay of the land. Something to make sure that the Army is never lost again.
Justinius the Young King
>>6149717 Luxor Missionaries are sent into Vizari lands, hoping to spread the Light of Luxor into the dark places that have started to fester within the Magocracies lands.
Kingdom of Ordalan
Quoted By:
>>6149091 >>6149708 As Queen Avila settles into the throne, urgent news arrive, an invading force from the west, from Adenai. She had read the report of a previous meeting, where the Adenai envoy had demanded we cede territory or kneel to them, as they had demanded we "let them civilize us". So they want to depose our new queen during a time of transition. The Huskarls also report a sharp increase of Tagagayan sightings, it is fortunate we had them trained to deal with such infiltrators. Meanwhile riders from the south report of Domo crossing into our territory once more. Still, the main force are Adenai, they think themselves our superiors, they will be reminded of the power of Nix Warriors, and why Tellden saw fit to use us in place of their own soldiers.
>Military plan: Pull back from southwestern territory, put main force at Sturnes and the Church of the Blossoming Dawn area, have a lesser force guard the river crossings in the southeast. While Ordalan wasn't particularly impressed by Adenai's performance in the Bahay war, not only has time passed, but we are aware of their flying mounts, so there are likely advancements that have occurred in the meantime. Furthermore we have a number of tired warriors and are attacked by yet further forces, so we must take this threat seriously. Therefore orders are sent to move what forces and people we can from our southwestern territory over to Sturnes and the farms southeast of Sturnes. What people cannot be evacuated will flee into the forests, so they aren't slaughtered by the occupiers and stay low and not draw attention to themselves while we deal with the invaders closer to Sturnes. Our southeastern territories are much more secure thanks to being protected by the rivers, so a small garrison force will be put here, to contest any river crossing, we can also put our more tired forces there because it is unlikely that anyone would risk battling in a river crossing.
The main force however, will be stationed around Sturnes and the Church of the Blossoming Dawn, the trade bridge is very useful for troop movement down here, but importantly, the Church of the Blossoming Dawn is where our late queen is to be burned, and the involvement of Tagagayans pose the risk that forces march from Negosyo. As for Sturnes, we can setup a frontline at the lands neighbouring our capital, giving a very robust frontline, while still preserving some room in case they get any successes.
The forces of axenixen, spearnixen, horsenixen and huntsnixen should hold against their armies. The Chaerda Songbows ought to give their flying beasts something to beware, as the whispering arrows spell doom should they persist. Their shapeshifting agents will have to make their way past our eagle eyed Huskarls, meanwhile Adenai had been restricting the travel of Nixen on the roads, so anyone new arriving would be suspect.
The Divine Republic of Guliseare
The Divine Republic of Guliseare ID:m0XgLuOl Sat 30 Nov 2024 08:34:04 No. 6149804 Report Quoted By:
>>6149708 Urgent Report on Lesser Activities to Cyra, Noreusper of Guliseare, executioner of Thessa, bane of Kaenum, unifier of the Aripan, Ruler of all the hallowed mountains, Aelelox's chosen prophet, most blessed and holy Aripan to fly upon the skies and walk upon the earth.
The Kaenumites despite the cessation of conflict seem content to violate our territorial sovereignty once more. The Inquzonie has discovered a number of infiltrators recently, and their purpose appears to be searching our military movements and observing the troops along the border near their cities and the territory that once belonged to us. We do not know if this is the prelude to an invasion just yet, but so far the overwhelming majority of them refused to divulge information before being burned at the pyre or by Aelelox's light. In light of this, the Inquzonie has requested for further of the church's resources, while a number enter deep prayer and study to better expose the Kaenumites that dare violate our territorial sovereignty a second time.
Related to this, major military movements from the Ordalan and Adenai have been detected by the Moivadal. Orcmanie territories seem to be mostly silent in regards to military movements, with little more than the normal patrols, however it is currently believed a major invasion of our territory is soon to be enacted by the Kaenumites for a second time. We will be prepared with our early warning when they strike.
Your faithful servant, Kallixeina.
Turquoise Turbans
Our army is weak, it has become obvious. Painfully so, the Lord of Steel lost lots of legitimacy and mercenary banners from under him have flocked to a new pretender... and now that the war in the east is over the pretender is has come to claim her throne. Godeliva of house Alda, an axe fighter from a realm in the far north. Her army bears the banner of a red rose with a ring of thorny stems around it on a tuquoise background (the turquoise background is new. The rings also have a steel crown above them. Her band is comprised of a retinue of other Pyre Axes from Ordalan, but also many humans, gnoll and naga who have joined her cause. And so the Lord of Steel steps down, beaten in a duel he bows before the pyre Godeliva of House Alda.>Action 1: Aldas Reforms The Turquoise Turban form of war and faighting is to be reshaped. The ancient ways of the ogres and the pityable cantrips stolen from the Wizards of the towers are not crap. Alda shall restructure the Turquoise turban armies in the image of those of Ordalan, to become strong rapidly.>Action 2: An alliance to melt gold Alda takes on the baptism of the one. With this she is a member of the cult of the one, a prize worth paying for an alliance with the ironmongers. The efforts of the Golden Hand were at naughbt for the Ironmongers grow in power once more as a great smithy is created. To arm the mercenaries and soldiers of the nation. (create Steel forge with the purpose of arming troops)
Habitun cult
Quoted By:
>>6148126 War Action: Wargames with Urotti. Defend Thul Urdor while they attack from Gul Nornir
>Talks have been concluded with Urotti leadership. Your proposed wargames have been approved. - Missive from Habitun Council to Marshal Bjorn Sayyad
>"We will be utilizing the preliminary strategy we had for the eventuality of the war continuing. That means Medqa tree cutters blocking the eastern approach, token scouts to signal with Skelle if they sight any sizable approach, for the Bakhold Pouncers to swoop in. Instead of Skrit this time, we will be utilizing Shadow runners to disrupt their supply lines from their flanks, using night and smoke cover. Scouts will find columns or separated clumps of dverger, rain arrows on them, follow up with Bakhold Pouncers shock charge, then wrap up with huntsmen" >"Remember to pad the Pouncers' Medqa bellies, I do not want any dverger squished on this exercise. And take care to use dull blades. Fracture Blades are allowed ONLY if you have a guaranteed nonlethal strike. We will be supplying the Urotti with glitter vapors to self-treat should they be struck" - Marshal Bjorn Sayyad, war council record
Justinius the Young King
Quoted By:
>>6149717 >>6149734 Apparently strike that third action. The army will have to wait on finding people to lead them about.
Given I have 4 icons to spend to make up for the missed turns.
1 Icon for Iron
1 Icon for a Grand Basilica of Luxos
1 Icon for a Fort to the East
1 Icon Geomantic Manse
Furthermore, Diplomatic envoys will be sent to all nations upon which we have had dealings or pacts with, appraising them that all such are on hold and under review following the calamity that has visited the Barzanite kingdom.
Anonymous
>Action 1: (Infastructure) The Airport Having met with the strange Paleskins and their Birds, Rodolfo has a greed to the construction of an "Airport" under the guidance of their seers. Additionally, maps are recieved from these strange individuals. Provided incredibly detailed blueprints and Rocs of their own to station and breed within the airport, construction is initiated immediately. >Action 2: (Intrigue) Foreign Studies Although great exposure to the cultures and customs of others is provided to the Changelings by their vast trade networks, few merchants choose to leave their lucrative careers to become spies. Instead, Rodolfo's company often instead relies on the attendants and traveling performers of these companies to take on these roles, each having gained unique cultural experiences from their travels. Now, to facilitate the sharing of this information for a more thorough impersonation, these individuals are hired to write and lecture on what they've learned about these cultural publicly through the Tagagaya educational institutions. Here, those who are interest in humanities may learn about cultures outside of their own, but more importantly, spies can learn the essential information they need to maintain their cover in broad daylight.
The Free Association of Tagagaya
The Free Association of Tagagaya ID:iI2wK1fs Sat 30 Nov 2024 23:37:21 No. 6150237 Report Quoted By:
Skrit
>Create spider silk industry. Skrit "society" has vastly expanded ever since they've incorporated other bug species into their network. It has opened not only new doors in how Central is able to think and process the world, but it has also opened new frontiers in terms of industry. Central was quick to understand the varied uses of the newly integrated spiders and the silk they produced, and started iterating on various applications. Finally it has perfected a method of producing, weaving, and harnessing the silk in significant quantities for use in industrial applications and trade.>Create honey industry. The same could be said for some of the local bee species that have been domesticated. With commerce now flowing in the world, the specialities of the bees will be put to Central's economic use. Wax and wax-based products are in no short supply and are readily traded off to distant lands. But the real winner comes of the Bee's honey, and the eventual mead it would come to produce. Kegs of the stuff will be sent far and wide to line the Skrit's pockets. And for those who have a taste of the otherwordly, some mad-honey will find popularity with the spritual seekers of the times.
The Krawl (on their behalf)
The Krawl (on their behalf) ID:DnQcyg+U Mon 02 Dec 2024 05:06:55 No. 6151064 Report >>6147813 This tyrn, we seeks to sail the seas in the tow of the Krovians. Hopefully they can help navigate, with Our fresh creations. That, and We are prospecting for some much-needed conductive metal along the way. Or at least that’s what we hope for most.
>1: Hydro-floatation The krawl are not notable swimmers. We have a certainty to sink straight to the bottom, without any buoyant materials in Our natural bodies. Only some of Us have oxygen stored inside Our forms.
Today, We will reap the benefits of Our chitin plate armor. In collaboration with the Krovians on their ocean shoreline, We are able to put Our potential sea-travel to the test. For the moment We hope to achieve floatation in what will become vessels that crawl along the sea floor, and provide safe travel for hundreds of krawl inside each of their mostly hollow shells. Technology will need to be developed so as to store oxygen for such a medium, though We krawl are more than capable of using Our bodies as tanks for its storage.
The idea is to utilize the shape of the isopod to, for the moment, create a monster that will sail the seas with a rounded boat bottom, and sink to the sea floor, to walk when capsized. As it sails, the beast will rest on its back, and hold a vertical sail post tied to its locomotive parts.
All that said, these submersible monsters aren’t ready to fulfill their true purpose just yet. They will require deployment as boats soon (next turn), and as true consumers of the seabed later.
They are to be in their element when in the water, working best this way, and thriving, as all their names are one, the prototype monster, Trilogowl.
(Pic related)
>2: prospect the marked territory We are in needs of numetal, so krawls are tasked with digging around for metallic, silicate, or otherwise solid rock signatures in the marked pic related.
Domo !QnP84V9FEg
>>6147805 To the east, devastation lies supreme over all people, people of too much hate not having the man nor the materials to fulfill such needs. It is an awfully warm atmosphere, and only the trade from the southmen provides a moderating influence, an otherwise unavailable vent as people move back near the forests or southwards bordering the deserts. There isn't much here to look at.
>Action 1 & 2: Dock at Koll'naud and An'naud (Build Docks) In the northwest, a mote of interest finally coalesces as An itself secures a nominally Council-aligned Archpriest, and opening the road for further cooperation with the Priestly Council that the previous Archpriests (More than a dozen at this point.) wouldn't have permitted and sought of. Still, the Archpriest has many lores and secrets passed through its position, and some amount of this knowledge makes it way to the Council's ears, inspiring some small amount of actual zealotry in its day-to-day decision making.
Besides that, some amount of effort was made by the Council to try and insert spies, saboteurs or bloodthirsty people in general to the mercenary effort to ensure the blood spillage necessary to extend their claims over the forests, but disappointingly fails as the core of veterans from the plains are too disillusioned with wars to actually follow through the Council's whims.
Anonymous
Turn 13
>>6147856 >The Divine Republic of Guliseare The chanting rises high, the clouds part, the glory of the sun, but a pale imitation of Aelelox, somehow grows brighter, more vibrant, more real! Judgement falls from the heavens, searing the prison yard, annihilating plants, bleaching stones white. The kaenite prisoner, defiant to the last, stares into the light as the fury of judgement strips feathers, then flesh from her bones. The bones clatter to the ground, cleansed in death at last, so white they seem to glow. All will pass into the judgement of Aelelox, but only a few will be so blessed to face it in this life.
>>6147886 >Orcmanie The Isle Blanche is no easy place to live, but the orcman is no stranger to hard work to survive, and settlers sprawl out across the cold land. A quick crop during the summer thaw, then fishing and whaling the rest of the year serves well to keep bellies full.
The search for the wyrverns of old turns up little except old bones and fossilized footprints. Still exploration persists, pushing into the Isle Blanche’s furthest reaches wherre only the most distant villages lay. Here tales of snatched goats and lost pigs leads teads to a stretch of snowy ridges where a vicious predator lurks.
The beasts, called Frost Chimera for now, sport a thick coat of silvery fur. Their front limbs are like that of a great monstrous bat, sporting large wings that can lift the beast into the air, though rarely for long. Its back legs are more like a lizard or perhaps a crocodile. Its head has most in common with a cross bear, perpetually in a scowl and filled with savage and often bloody teeth. It takes many knights to down such a beast, and even when raised from kittens the beasts are vicious and hard to control.
>>6148106 >Vizari A great banquet is hosted for the geomancers of Barza hoping to lure them in to teach and live amongst the Vizari. While only a few long term acquisitions are made, many travel south and lend their efforts to the fortress under construction there, reshaping the land to rise it up under the fortress, forming a great plateau under it. Even across the sea the krovians can see the fortress looming, though the great spell structures of glass and bronze are not yet in place.
Anonymous
>>6148123 >Habitun cult The nature of Venk Anti-Magic is a frustrating thing. It seems to care little for quantity or quality of magic. In a small blessing it appears to emanate only from a point within the Venk body itself, and so there is no concern of hair, blood or other detritus contaminating all of Habitun. Upon request the diplomat living amongst the Venks has discreetly procured a cadaver, which upon inspection has revealed a curious isolated organ within the Venks that seems to correspond with the location of the null field they emit. Sadly it seems quite inactive in the corpse. In terms of defense against the effect, the most straightforward guard seems to be a metaphorical half full vessel. Increasing the mana capacity of an object, but not the mana total seems to provide a measure of resistance, though it is measured in mere minutes unfortunately. The strategy appears to be effective with spellcasters as well, though such a half full state is generally difficult to maintain for a mage, and has many of the same unpleasant flu like symptoms as being near a Venk. Still, it provides a limited window of spell casting availability for a mage before they begin to rapidly lose their mana reserves.
The question of the pixies tunneling expertise has an unpleasant answer, worms. Large ones, thick as an elf's arm and three times as long. Effective, efficient, and repugnant. A cache of eggs is acquired, along with some moldering documents detailing the creation of a thick foul smelling paste used to direct the tunneling efforts of the worms.
>>6148349 >Vitruvia The construction of the Rocport is a demanding and difficult task to say the least. Great slabs of deepslate and entire trees of Alive Oak must go into the foundations of such a building that must bear the weight of the mighty Roc landing and launching from it. The extra space for eyries and cargo will serve well however, especially should other nations construct them as well.
The latest alchemical marvel is the Strength Potion, a concentrated burst of raw power in liquid form. Gentler doses tend to give a modest fifty percent boost for an hour, while more potent concoctions tend to be more dramatic, the administrative center is still being rebuilt. While the potion theoretically enhances durability to avoid accidents, no small amount of ‘overclocked’ black market varieties appear, with messy results.
Anonymous
>>6148501 >Vone I, King of the Venks Explorers set out across the land, trekking over hill and under hill, taking samples, panning river beds and seeking out new treasures. There is a brief stir on the discovery of an abandoned temple surrounding a bubbling spring of crystal clear water, but sadly while the water is clear and sweet, it seems quite ordinary, no matter how many carvings implying eternal youth surround it.
In more practical terms a fine deposit of a deep red clay is discovered that when fired produces a striking red sheen. A delicate craftsvenk can shape thin red vessels that glow with a lovely pink hue when a candle is placed within. Sadly figurines shaped of the clay seem to inspire an odd avarice in the hearts of other peoples, for they tend to go missing or become misplaced after a time.
In the swamps to the south a great vein of malachite ore is discovered, suitable for forging into great quantities of copper, or just polishing into pretty trinkets.
>>6149091 >Kingdom of Ordalan A supply of fine iron is quite the prize for the bloody business of the south, and ordelan smiths set to work making good use of it as carts arrive from the south along the Barzaentine roads. Spearheads and axe blades and fine armor for those with the coin to afford it. What is left goes into trade tools, easing the burden of pricey orcish starmetal equivalents.
The church is built up further in preparation for the funeral, with new complexes added to house the many dignitaries expected to attend. The smell of roses fills the kingdom as the great funeral pyre burns. All across the kingdom smaller shrines burn roses as well, filling the air with ashes. A fey liveliness fills the kingdom in spite of the somber affair, though it is the Pyre axes and their tiger partners who seem to feel it most of all, growing closer together in the months after. Especially on the hunt or in battle many of the warriors seem to take on aspects of their ferocious beasts, including their deadly speed, power, and fire. Sometimes these transformations fade, others they do not.
Anonymous
>>6149096 >Krovian Bands Across the sea the Krovians go! Bigger and better ships, fine vessels to chart the seas where not even the krovians swim. Their first stop is a sandy tropical island of curious tiny monkeys and brilliant birds, but their final destination is where the molluscoids once called home.
It is a strange new place now however. Mushrooms the size of great trees, with umbrellas the size of houses. Great slugs ooze passively along, barely reacting when a krovian bashes their shell in and hauls them off to a campfire. Strange vibrant cyan grass grows where the mushroom shade is thinnest. At night great glowing insects flutter through the air. For the krovian explorers it is a wild new world of flavors and morale is high.
At such a distance, even the improved Krovian seafarers are pushed to their limits. Only a trickle of supplies can make it to the new lands, even with the stopover point in the ocean providing a place for shipments to be handed off.
>>6149706 >Adenai Confederacy It is the divine right of the descendants to rule, to be afforded the respect and dignity of their position, and that divine right manifests in divine power. As pageantry and parade become common place a noticeable effect sweeps through the lands of the elven lords, expressed by the masses as ‘beloved land’, though the upperclass call it Dignitatem Populi. The intent is the same however, for those loyal to their masters, and those masters who are loyal to their people, there is an undeniable thread of blessed luck that runs through the nation making the complex simple and the difficult easy.
This blessed luck continues to the prospectors seeking out fresh metals across the land, for while they find no metal directly, they do discover a great seam of black coal. The hot burning stones enable any number of smaller petty mines to make use of their more limited and subpar outputs at a greater level, easing the burden of metal supply from distant markets.
Anonymous
>>6149711 >The Urotti Planning on the great low roads continue, marking out routes as well as the entrances that will be required for both fresh air and fresh supplies from the surface. Small quarries and logging camps spring up along the way, preparing stockpiles of goods that will be needed for the great task.
The art of Runes is a difficult one, for it must shape the wild nature of magic through the mundane nature of stone. The first rune that an apprentice must be taught is the Mountain Rune, for it is where all power begins and flows from. Surrounding a Mountain rune an apprentice is taught Hearth, Door, Shaft, and Star, and when done properly the work of the apprentice shall do nothing at all, save a mild hum their master can hear. As is often the case in the beginning however, the runework glows red hot, or frosts over, flashes a bright light, or dims the light in the room. When the apprentice has etched a hundred coins that do nothing at all he is ready for the next step.
Anonymous
>>6149717 >Justinius the Young King of the Barza Beasts wearing the flesh of men like coats! The wrath of Luxor burns in the eyes of the young king and he personally leads the purge of first his own noble house, then the noble houses of others. The rot runs deep, and perhaps would have been purged if not for the Blessing of Illumination, prayer folded steel lanterns that carry a soft white flame in them that needs no fuel to burn. Those who stand before their light are revealed for what they truly are, their shadows in particular showing their true forms. Wolfmen a plenty are revealed and struck down, but changelings too are discovered, maids and lesser servants, who beg and insist they have no nefarious plans and plots. For now the changelings are cast into prisons and it remains to be seen what the city states of Tagaya will have to say on the matter. A formal inquisition is formed to take the purging of the beastmen to the very edges of the kingdom, and hard eyed men with blessed lanterns scour every village in the land, rooting out the beasts as they go until any that are left have fled into the wilds.
The internal safety of Barza settled, eyes turn outward. To the east the army recently withdrew on the traitorous orders of Theodoros, but even before then the fighting had been hard. A new corps of ranger are formed from those found best at hunting the beastman menace and sent to reaffirm knowledge of the surrounding lands. To the east there is a stretch of wilds, then a strange and wild country where monsters of slime and fungus masquerading in the shapes of man lurk, as well as hulking hybrids of shark and man who are rumored to devour man woman and child alike. To the north over the mountain ridges are yet more monsters, though oddly civilized ones. South are the Vizari, a college of powerful wizards who have been at war with the sharkmen to the east, though some whisper that the Vizari are little better, dabbling in necromancy and magic that twists the mind. To the west is Negosyo, a city of changelings, and no doubt the source of those discovered in the courts. Also west is Ordelan, a peculiar land where all men are enfeebled by some curse and so it is women that hold blade and spear. Lastly to the northwest are the mountains of the harpies, whom Barza has had little contact with, but long ago raided another city of the changelings.
Missionaries of Luxor set forth to the south, seeking to spread their message to the Vizari, but the path proves difficult indeed. Few among the Vizari have any patience for messages of Luxor, indeed the wizards seem most interested in their magic above anything else. Perhaps another attempt in a tyrn’s time would fare better.
Anonymous
>>6150235 >Free Association of Tagagaya The great Rocport is a remarkable thing, not for the structure itself but the great birds that roost on and within it, and the promise they imply, of new countries to engage and trade with. Even without the warehouses and contracts and trade agreements in place it still joins the western and eastern halves of Pavillion together like never before. Scholars flock together to study the people of the world as they filter through Bahay, teaching of the cultures and ways of other lands, preaching understanding even as professional spys take notes on how to better blend in with their targets. These changes spur still more growth in Bahay, until the city itself strains at its confines, unable to grow further than its province walls for the moment.
The cultural notes likely would have come in useful for spies in the field, as a critical flaw in the infiltration plan arises, most Ordelans don't marry! Many of their men are effectively group property of the women, and as a result no useful intelligence is gleaned from efforts to get closer to them.
>>6150135 >Turquoise Turbans Godeliva of house Alda rises to prominence among the turbans, styling herself as the queen of thorns. Her quick rise is on the edge of an axeblade, cutting down or cowing competition quickly as she teaches the warrior ways of her homeland. Warriors flock to her side and with her baptism into the iron workers cult she secures the supplies for a vast new complex of forges and smithies, where a generation of steel can be hammered into the tools of war.
>>6150845 >Skrit The Skrit have little use for clothes and sheets, perfectly adapted as they are to their native environment. There are many more uses that just frippery for fine spider’s silk, however. Mimicking the ape-men who harvest the southern lake, the Skrit weave threads into fine nets that trap small fish and crabs at an unmatched rate.
Honey is a luxury good for the wider world, and finds willing buyers from Ave to Fuaha. Wax, on the other hand, is almost entirely consumed by the Skrit. The soft, flammable substance is shaped into candles that push back the night and allow for work even when the sun and moon hide their faces. Perhaps the wider world would find it useful as well, if there was enough to spare for trade.
Anonymous
>>6151064 >Krawl Observation of Krovian biology provides the Krawl with a basic understanding of buoyancy and navigation. Their first successes come in the form of overturned isopods, moving along slowly by thrashing their legs through the air. More progress will come, though it will be slow without a dedicated structure for housing and supporting these beasts.
The small river to the east of the prospectors hides a true prize. The dark soil of the riverbed conceals innumerable shards of a silver-grey mineral, a heavy ore which can be separated from lighter soil and sand by panning. Prospectors haul up vast quantities of the soil to extract this new resource, which can be melted down in Krawl lava pits to yield a hard, brittle grey metal. A few fragments of an aquamarine gemstone are also found attached to the ore, presumably having eroded together from the primary deposit.
>>6151299 >Domo Docks are built, connecting the far-flund cities of the Domo over water. The docks also host a large number of fishing boats, which bring a valuable source of food to the growing cities.
Anonymous
Quoted By:
>The Civilizing War For the Ordalan forces, war has become a familiar houseguest, always lingering on the edge of leaving, always doubling back for just one more scone and cup of tea. Not so for the Adenai, who only committed partially to the war against Guliseare in the past, and for whom military dress has become largely centered around aesthetic and pomp and snappy formation movements instead of the grim reality it actually is. A handful of twigs experienced the bloody nature of war against the harpies, but far too few of them remain in positions of command close to the battlefield. And so it is a green army that is led to war upon the open plains of Sturnes. High flying opal drakes, commanding from over the treetops, make for easy targets for Chaerda Songbows, which wound and kill many of the noble beasts and their riders. As elven leaders come crashing into the branches the mystical cohesion of the Adenai soldiers shatters. Moments later Pyre axes unleash their vicious ash tigers, scattering the already ragged lines and tipping the scales towards a rout. The worst of the losses are prevented by the clever work of changeling irregulars, however. The mercenaries, small in number, strike a daring raid deep into Ordelan territory. While lacking the manpower to effectively hold ground, they provide a critical distraction, effectively mimicking larger elven forces and preventing the Ordelans from capitalizing on their effective defense. Rumors abound that Miho himself is present in the fast moving mercenary band, which seems to be able to teleport about the nation with some mystic power. The mysterious changeling does make a brief appearance at the late Ordelan queen’s funeral, if only to somberly leave a multi-hued rose on her pyre before vanishing. The Domo forces struggle to make progress across the Ordelan border, their orders to behave in a civilized fashion hindering them in no small way as homesteaders and retired huntresses harass and harry supply lines, waging an effective defense that deals no lasting damage to the domo, but does effectively delay them.
Anonymous
Quoted By:
>Habitun/Urotti Wargame The game begins with an a wary feeling in the air--after all, it was not long ago that these same spears and shields clashed in anger rather than brotherhood. As it becomes clear to all that the meeting is indeed a friendly exercise and not a deception, the tension is relieved and both sides put in the effort to come out on top. The Habitun rely upon their shadow reconnaissance to root out the Urotti dwarves attempting to use the terrain to camouflage their movements. The Urotti, on the other hand, have far more experience in the cold, snowy terrain of their nation, requiring fewer supplies to stay warm than the relatively inexperienced Habitun soldiers. Ultimately, the Habitun forces win the day thanks to their magical edge and superior planning, though the valor of the Urotti team is unquestionable. The fight is perhaps a bit closer than the Habitun’s rosy predictions, not least due to a cutting blizzard that blew in on the final day and made scouting almost useless. Overall, the event is a great success and valuable learning opportunity for both sides. ~~~~~~~~END OF TURN 13~~~~~~~~~~~
The Divine Republic of Guliseare
The Divine Republic of Guliseare ID:m0XgLuOl Tue 03 Dec 2024 22:40:07 No. 6151973 Report >>6151902 Report on Lesser Activities to Cyra, Noreusper of Guliseare, executioner of Thessa, bane of Kaenum, unifier of the Aripan, Ruler of all the hallowed mountains, Aelelox's chosen prophet, most blessed and holy Aripan to fly upon the skies and walk upon the earth.
A number of the vile Kaenumites of Bahay are being brought before Aelelox through holy fire for punishment. The further increases to the Inquzonie has managed to find an entire ring of these vile lessers operating in our lands, and it is just as we feared. What information we have been able to gain from them is they were observing our military forces for any movements along the border. Clear preparation for an attack. Yet, curiously, despite the Kaenumite plans at their twisted view of justice, it seems their puppets strike elsewhere, as the Ordalan are now cutting down the Adenai whom tried taking their territory by force. Rumors and reports of Changeling involvement for Adenai's side implies that perhaps the Ordalan weren't a puppet, and that the Tagayan's viewed them as a threat if not under their corrupt control.
Your faithful servant, Kallixeina.
>Action One. Inquzonie's Judgement of Faith. While the new blessing from Aelelox is a deadly and burning blaze from her first creation, the original term of a blessing being referred to as the 'gaze of Aelelox' was that of the Inquzonie's ability to compel Kaenumites to repent and confess through a glint in one's eye. This however is not enough in recent times. The Kaenumites violate our territorial sovereignty once more and try to disguise as us. Morphing themselves as Aripan believers while skulking and snooping around to try and take valuable secrets, spread doubt in the faithful and sabotage our holy work. There is often times many heretics and infidels involved in these actions, and they often come in groups. With a bit further resources, and some further prayers and strengthening of their abilities, the Inquzonie will ensure that the Kaenumite's of Bahay and Negosyo shan't be able to harm us through their skullduggery.
>Action Two. Initial Lift experiments. Toronan Shards have shown they can provide lift. Significant lift at that. As such, more experiments are done, this time with the material built into small structures that are tethered to the ground. With this we can figure out just how big of a Toronan Shard is required to lift certain weights and truly see it's weight limits. Further, we can also discover a way to reduce altitude reliably and allow us to land gently and not simply crash into the ground. Current proposals include a way to carefully influence the patina of the shards, or some way to increase the density of the structure the shards are housed in. These tests should open the door for the use of the material in fortifications that can truly only be accessible by Aripan. Or anyone with a Roc. More importantly, it also should open the door for the possibility of transport through the skies.
Orcmanie
>>6151902 >Action 1: Fishing Grounds The seas are full of fish, and mouths are always hungry. With ships going back and fourth between port Sainac and port Blanc with increasing regularity, some hardy crews turn to fishing the rich cold waters, seeking the largest and tastiest of fish that they can pull onto the Orcman menu and charting the waters where they swim.
>Action 2: Bureau Renseignement A cryptic message seems to speak of an insult, and then the words are just as easily dismissed as a mistake. But what was the truth of it, was there even any? Was this just the squawking of the mad seeking to sow lies and division, or did some other party play their hand? The regrettable conclusion appears to be that we do not accurately know. The Orcmanie have relied on their Knights and Counts to pass information and rumour up and down the feudal ladder, but such a process is far from fast or efficient. And although there is much distain within the elite of the Orcmanie for the practice of espionage, the simple truth is that distain alone will not protect from the works of others. To that end, a noble of sufficient and superior cunning is recruited in the person of Franchug Fenshoutporc; a former Knight-Sergent who has served loyally for many a tyrn.
The organisation that will later become officialised as the Bureau is established first as a network of informants and agents all reporting to Fenshoutporc, each identified in their person or messages by a personalised unique signet ring crafted of cold iron - for a handshake is a common gesture, yet it is said the touch of cold iron will repel and breach illusions and the tricks of magikary. Through these measures, and dedicated and diligent investigation and records, we shall identify and contain outside forces that may seek to impose harm or coercive control against our peoples and interests.
Habitun cult
>>6151904 Action 1: Build Shadow alternate timeline portal in Bikube
>Your son's findings have been the final push needed. We must commune with our Habitun brethren, to teach and learn in turn. Consider your budget effectively limitless. - Missive from Seer of Shadow to Stige Sukon
>Return to Bikube at once. You are to assist brother Saffer in communing with the shadow ants. They will be the guiding scouts to which paths our Shadow Portal shall take. Further, they shall be our main method for establishing communication with what Habitun may lay beyond, after initial contact is established, as the portals are projected to consume exhorbitant amounts of energies over sufficiently long periods. >Further details await once you arrive. - Missive from Stige Sukon to Ambassador Aksel Durbawey
>Prepare the best of each of the huntsmen, scouts, fumancers, shadowmancers, bakhold pouncers, and fracture bladedancers. They will be placed around the gate. We hope that we had not strayed on other roads, that Terra had not led us astray. Yet the past ever shows such hopes to be folly. We hope they shall never need to see use. - Missive from Habitun Council to Marshal Bjorn Sayyad
>Attached are the parameters leading to the specific configurations for which the portal led to versions of myself -as well as one of yourself- with apparent capacity for civilized speech. I believe starting with them would allow us to better document and categorize the effects of "Roads Not Taken". There has to be a better name for that... - Missive from Vinge Sukon to Stige Sukon
Habitun cult
>>6153064 Action 2: Suffuse the Juhr worms with shadows, infuse their pheromones with glitter vapor and hope it makes them dig better
>Hydros Argentum (colloqually known as Glitter Vapor) >-Heat to melt: None. In fact, contrary to any metals recorded thus far, intense cryomantic efforts are required to render the vapors of this Argentum liquid, let alone solid. >-Properties: Rapid expansion in any kind of temperature has been theorized to allow for consistent methods of temperature measurement, but thus far not enough resources have been invested to pursue such[1]. In its natural state, it seems to linger in the air, as if weightless dandelion seeds, making it easy to collect in large amounts. Exposure to Venkish anti-magic aura[2] causes it to quickly degrade into a sand-like, seemingly worthless substance. >-Effects: Imbibement provides intense short lived visions. Augmentative for magical efforts, particularly shadowmancy. Usage for mirrors, medicine, and beautification have been theorized, but not investigated in sufficient detail. 1. Rive Mudamir's child Fiar is collecting donations for resolving her grandfather's plight
2. "Theory of Magimancy: Chapter 5"
"Terra's Bones: On Metals and Minerals. 4th Edition"
>>Penumbra. The shadow that reflects not the self, but the ego. For the ego is a grand thing indeed. A cat would see itself sovereign over all, a child deeply wronged by tyrannical parent, and the Solaire-blinded would see it naught, and therein lies their folly. >>Ego is naught to be ashamed of. It is one's expression of self, the mark they leave on the world. On life. It is fuel and tool, and so long as it remains a reflection, rather than a perception, then it is a Habitun's greatest weapon. >- Brother Snorri's sermon >In this chapter, we examine the potential effects of rejecting the prior established sermon, and converting the reflection, the perception of a shadow into actualized force and substance... - Victor Dhilal
"Advanced Shadowmancy"
Habitun cult
>>6153066 Intrigue action: Convert Alpha to doomsday cultism
>"Research into shadowmancy reaches new breakthrough. Portal for transmitting into alternate branches of causality. Potential for exponential knowledge growth and resource diversification impossible to overstate" >"Main danger is in alternate versions of Habitun on other side of portal. Habitun value religious homogeneity above all. Interactions with Skrit may provoke conflict. Simple resolution requires adoption of similar obsequious behaviors to what is observed in Cockaigne, limited to city of Alpha, as well as any envoys sent into Habitun henceforth. Silly hats not required. Urotti established precedent for lateral but not equivalent religious beliefs being acceptable" >"Summary: Provide illusion[1] of compatible syncretic religion in Alpha, as well as antpower for so-called 'church' constructions. In exchange, gain access to alternate timeline portal. Knowledge gained through portal must additionally be logged into Habitun records" 1. Ambassador clarified usage of belittling terminology as ingratiation mechanism. Skrit view optimal illusions as those that are for all intents and purposes real
- Ambassador Aksel Durbawey,
"Farces And Triumphs In The Arts: Vol 2"
>"Then for as long as your seeking does not impede the prosperity of our nascant empire, our goals must align. For when the prophecy is fulfilled, and Tenebria is upon us, nigh-all shall die, barring those who have prepared ahead. Your goal would die as the world does. But should you join hands with us, and prepare for the eternal night, then you will have all the time you may need to seek your solutions" - Ambassador Aksel Durbawey,
"Farces And Triumphs In The Arts: Vol 1"
Diplomacy/trade action: Send a delegation of diggers and Juhrs (apply suffusion/glitter experiments on the tunnel sites)
>Word from Urotti is that they work on what we've long dreamed of. You are to take your crew, as well as Arvid Murawid and the newly unearthed Juhr worms, and demonstrate what you've learned from the acoustic tunnels. Learn and teach, that Habitun may advance in her knowledge. - Missive from Habitun Council to Foreman Age Bani and
>The bearer of this missive bears a gift to the cousins in Urotti, that they may make use of his and himself in their excavation efforts. - Missive from Habitun Council to the dverger of Urotti
Habitun cult
Quoted By:
>>6153069 War Action: Wargames with Skrit. Each defends their port from a landing party
>The Skrit have approved of a "joint bidirectional simulation of landing parties", which Aksel assures us means yes. - Missive from Habitun Council to Marshal Bjorn Sayyad
>"Defense forces should field scouts across the beachheads. Once the ships are sighted, Bakhold Pouncers are to converge and coordinate their marks. Ideally, a Medqa would be enough to sink a ship before it gets close enough to land, though in this scenario, a splash wave should suffice for the simulation. Unlike with the Urotti, actual casualties are less verboten, but I would rather us not have to compensate the Skrit for any loss in antpower" >"For the assault, the landing party is to split into two. The first spreads across the three hundred mils afore the port's gulf. Utilize Fisker's upended boat technique to approach from underwater in small parties of six each. Regroup alongside the coastline and use the trees to approach the port defenses. From there, harass and sabotage until the second landing party with the Bakhold Pouncers gets close enough for a jumping landing" - Marshal Bjorn Sayyad, war council record
Vone I, King of the Venks !LVwaojPpZY
Vone I, King of the Venks !LVwaojPpZY ID:bA/ALAcU Sat 07 Dec 2024 07:52:48 No. 6153541 Report >>6148349 By the great grace of our Lord Aagen,
who has granted us this tyrn of the sun, I, King Vone of the Vencs do hereby order;
>Trade be established with the Vitruvians and that further they be added to the great cyclical network of the Tarn >Two tall gates of fine stone be added to the great wall of Sigordan; Virgate where the King's Highway already pierces it and Hosgate where pilgrims may access the sweetwaters thereabouts and so be soothed (Ideally, that's two fluff gates and a spa resort, either way please mark spring on map)
Turquoise Turbans
Action 1: Build coal mine with extra income from the steel production the ironmonger guild orders an expansion of their coal mine Action 2: prospect for mounts With the new Lord of steel in charge his army reforms are hampered by lack of suitable mounts. Time to look for some
Vitruvia
>>6151904 Action 1: Holmbastus Harbour
A grand harbour is planned, wrought out of great deep slate foundations that will last for coming centuries with groaning cores of Alive Oak that drink deeply from the Tarn.
Here, great wailing ships of Alive Oak will be assembled and sent out across the Tarn to bring wealth from far places to Holmbastus, the city itself being more or less entirely dedicated to trade now. Holmbastus Trimegistus it is referred to by some as, for it is connected to possibly all of Pavillon now by three means, by road, by sea and by air. It is the intention of the Vitruvians that this city of theirs become the heart of trade all across the continent. With direct trade links to Krovians, Guliseare, Bahayan, Venkmen and Habitun, and extended trade connections to Barza, Vizari, Adenai, Ordelan, Orcman and Skrit, the ambitions of the Homunculi may be warranted.
The grand harbour is fully integrated into the road network and the airport by one colossal freight terminal, allowing extreme quantities of goods to be unloaded and reloaded from carriage to ship to Roc in whichever way is required, such that everything may arrive at its destination.
It is this port that shall accept Venkish trade ships, and this port that shall send boats full of potion to the lapidary, to return full of crystal glass.
Action 2: Naval trade route to Habitun (Lapidairy Port)
Much work must be done to establish trade with the Habitun Cult. Their valuable crystal glass is useful for beakers, lenses and all other forms of alchemical equipment.
Warehouses must be established, fleets of ships assembled, new industries developed, and indeed the city of Holmbastus itself redesigned to support the expected influx of merchants from all the far corners of the world, many of which may end up staying here (As Holmbastus is possibly the only habitable city in Vitruvia that foreigners would find themselves not in mortal danger).
Districts are adjusted and boulevards aligned to cultivate the growth of “Kroviavilles” and “Habitowns” and “Venktopias”, though Sabbatical involves itself with the plans before long, insisting that the Venks be kept along the coast far from the central districts, insisting that they are an “abyssal people” with a “ruinous nature” and a character of discord and silence.
Nobody is quite sure where Sabbatical picked up this grudge, but the influence of the hive mind is significant enough that he must be listened to.
Frakt ~ Krovian Bands [Shark]
Frakt ~ Krovian Bands [Shark] ID:Jx/P5VSS Sun 08 Dec 2024 00:24:50 No. 6154004 Report >>6147812 >Action 1 - Roc Airport >Action 2 - Trade with Vitruvians [1 Ostrich Node for Strength Potions] The northern animal-men are yucky and gross, with a taste hinting at undertones tying them to the hated wizards... and yet... Krovian culture can be cruel to the small and weak, bullied in the common brawls that break out in Zhelezho. Such underdogs would turn to Stumble Bird to sate their anguished inferiority, wiling away their time in a stupor, hidden from the world like some common eel. But now, with the bird long gone, these junkies are once more out and about, suffering at their genetic shortcomings. So a ripe market for strength potions can spring up, invested in by the Krovian drug-barons who still remain (though reduced in number) who will peddle the potions along with their invigorating tea. A one-two-punch of energy and power, what more could a weakling want?
>War Post - Sail across the straits and tear down that fort with the Krawl! Chief Drevino FINALLY has it! Ages ago, he commissioned a great bronze war-axe, only to have the weapon stolen off the forge by a bird-hungry junkie! The war with the wizard's proved that his teeth and claws are far more than deadly enough, but still... imagine the damage he can cause with a brute of a weapon like this!
Wait, why imagine? He could just go cleave some skulls in right now!
The Krawl, surprisingly, have expressed an interest in the remnants of the metal that he and his boys had returned with a while ago, eager to obtain more. A sentiment he shared, and so they would be more than welcome to join the bloodthirsty sharks as they sailed forth. Sightings of wizards constructing some great monolithic edifice was the latest news he had heard from his roving scouts, and he looked forward to pushing over whatever it is those weaklings think they can accomplish!
Anonymous
>>6151902 Action 1: Raise the Pillar
With the fortifications set upon the new mesa the second part of the construction begins. Continuing with the design stone and glass will rise as a pillar to be charged with magic and infuse the copper and iron wards of the walls. With this the defenders of Ferrum-murrum will be able to reach their spells across greater distances and harass those who seek to bypass the fort with more than just troops.
Action 2: Vetrovian Materials
With the product of the iron mines traded to our allies in the north the actual military of the Vizari has come to a small impasse. With only what remains of production they don't have enough to supply their army, arm the blade dancers or golems, and with the army rested again the time will come to defend our home again soon. However, in return the mages have gained access to copper, useful for magics that use thermal or force, and silver, useful for magics that dabble in life. With these a similar process to the old glass immortals a new material is made. Silver and copper dust is mixed into the glass and mana poured in through the process to create the initial binding magic of the material to heal itself back into shape. From there opelescant glass of deep reds, oranges, and yellows is pressed into a mold and enchanted further for it's purpose. Blades enchanted to steal the life of the enemy and burn hot to cauterize wounds; and their healing allowing them to keep their blades sharp. Armor to store mana and use it to cauterize cuts and turn mana into life energy. Golems to be brought to life and the same enchantments as blades applied. While some craftsmen wonder what could be if the colored glass was sold, that is a thought for a future time.
Military:
A small force is sent north to the Domo city. While some discussion has been made no conclusion has been drawn, and so this small force puts the city to siege; mainly to keep them from roving out and raiding as the Krovian war restarts and to, simply, let them starve in their city.
The majority of the forces turn their attention to the most likely route of attack: the south. While Vizari remains defended and ships sent out to ensure the Krovians don't attempt to sneak up north the major focus still remains where the battles took place in the previous invasion. A strong military force is sent to ensure that the glass and materials for the Arcane Pillar make it to the fort for construction; with the fort acting as a good early warning for if the Krovians will attempt to bypass it to attack the mines directly. If the mines are attacked the fastest riders with geomancers will move to evacuate the mines and close off the passages the Krovians used before to escape. The mines, themselves, will be sacrificed for a time but the army itself will then move in to push the Krovians to defend their gains by hiding within the mines; where the new geomancers can close the entrance and ventilation routes to the mine.
The Tower Archmage
Adenai Confederacy
>>6151906 >Action 1: Lucius, Pureblood [Hero Action] The first Leaf in history to assume the Patriarchate of another Twig, Lucius Kylvin has proven himself to be a master statesman, loved by the people even more than he is hated by his peers. Jealousy is surely the cause for this, for what kind of politician does not envy power?
It should be said, however, that one does not typically accumulate such power and fame without resorting to tactics most underhanded. Not many even know how Lucius was able to become the acting Patriarchate for the Hanjivin Twig. It's old Patriarch may have succumbed to old age, but it's most peculiar for his son to bestow his rightful post to another...
This controversy aside, Lucius is perhaps the most Pureblooded Leaf to walk the earth, with an unbroken pedigree of Elven lineage that is unmatched. This claim is backed up with his unsurpassed skill in oratory, debate, and even in the more martial pursuits brought into the city from the north. Surely, this makes him the best man to lead the recently routed army to victory.
>Action 2: Half-Elven Metallurgy Coal, already an important resource to a forge (for it is the source of heat), proves itself particularly useful in the creation of quality steel. No longer does this resource require specific rationing, and now smiths can fine tune the best amount of coke to use in the process - this results in a metal of quality befitting the children of gods.
>War Action: The army was turned back, routed after it advanced without waiting for the leader it needed. Now regrouped at Castra Orienta, it is headed by the calm and calculating Lucius Kylvin. Lesser men would imagine a second strategy, blaming the rout on a faulty plan, instead of the truthful answer, that being faulty men.
The chaff have been separated from the wheat. The men not fit for the making of war were either killed or abandoned their post, and now those who have proven themselves suitable for a life on the battlefield will march again on the Ordalan. Despite taking heavier losses, the significantly larger population of Adenai would indicate our forces still outnumber the Ordalan, perhaps even still significantly.
The plan stays the same. The army follows the coastline south, receiving supplies by boat along the shore, then heading east to take the city Sturnes. Taking the same path also nullifies the enemy's advantage of territorial knowledge, as our Army has walked and scouted this land before.
The changelings sow chaos as before, providing support to the main army as necessary. Most importantly, however, they work to alert of harpy movements to the north - and in the case they should fly south, the entire army retreats to the Castra for defense.
The Domo present themselves as a distraction to the south, though ultimately with the goal of linking up the Adenai army to occupy Sturnes.
Domo !QnP84V9FEg
>>6151910 With that uncertain certainty resolved, a far more distressing matter is finally made clear. Huirsas'toir, a whole city filled with the people, is surrounded by foregin claimed land. The enemy might have a generation or two on the frontier itself, but such claims are weak when none of them shed the blood or have the blood for the land itself.
>War Action: Second War for the Plains (around Huirsas'toir) The involuntary peace forced upon the Domo killed off much of the inherited feuds of their forefathers and their forefathers' forefathers. It's easier to look east and see the foreign so apparent, so terrible, that who's us and who's them is easy to think. To compare with the First War, the skills of the Domo plainsmen have decayed, only zealots still keeping to the now-doctrine self militarization. In exchange, many of them now wield iron armaments traded from the Turbans, well-worn for display at the least.
>First Action: Civilized Blood Sacrifice Over in the north, while the magnates are either idling or drooling over the trade north, the Archpriest concerns themselves with the Adenai's war. Chiefly, the lack of blood sacrifices both reducing the Domo's strength and educating those not of Domo of the truth of the world. From what they gathered when the Aden's party in Koll, they seem much more concerned with the lives of their nominal cousins. So, what if the Domo not spill their blood, but themselves? Take the weak and stuff them in some isolated belowground cell for months on end with few meals. With a hollowed mind so close to Kholan yet without the energy to shape themselves into her liking, a vessel that can only call to her is made. It'll be a struggle to guarantee their survival into deeper operations against the Ordal, but the current skirmishes means the marauders can just sacrifice them on the borders to both extend the Domo's claim and seek Kholan's blessing.
Domo !QnP84V9FEg
Quoted By:
>>6151910 >>6154101 >Second Action: Flax for Sail (Create a Sail resource near the Shipyards) The sheer majority of Domo ships up to this point relied upon oarsmen and tide spirits, of naval motion inspired only through water. Some designs are equipped with sails, but requires an extensive arrangement between a magnate, a farmer clan, and a weaver family to be decently managed. No more, for with the trade route planned north, and with the even further expedition to the east, the Domo requires many more ships that does not rely on earthly motions. It is easy now, with a united Council and Archpriest, to command these weavers to gather near the shipyards, to command these farmers to split and divide and grow many to grow flax and hemp, and for the shipwrights to design even bigger and tougher ships that does not have to consider rowers. Now, it is only the journey itself that stands against us.
>Free Action? Journey to the Crucible: Helves The Domo's expedition to the east begins with a small entourage of still human Domo and some of the orcish blood from south arriving at Adenai by sea. Trading away most of their ship's cargo for supplies in the landbound segment, the ship leaves the band to travel north as planned, while the ship restocks on trading goods for their own part of the journey.
Anonymous
>>6151905 Life goes on in Ordalan. There are invaders pushing into our territory, but their march has been halted, trade has been severed up north, but our eastern road makes up for it with the import of iron. It has been a long time since our smiths have worked with such plenty of iron. A new blessing takes form in the people, the Tigernixen, marked with stripes and some even ears and tail, plentiful among the ranks of the Pyre Axes.
>Action 1: Nixenzorn, a beautiful wrath, blessing of Schwaerz. The Pyre Axes train to harness their newfound rage and power, blossoming into a form that inspires adoration and fear. As the embers of Leutgard's Pyre continue to glow in the hearts of the Nixen, as our lands are invaded by barbarians set to undo our very way of life, as beastmen come through the woods and Tagagayans seek to subvert our trust in one another, a fire is lit in the Nixen hearts. Together they suffer, together they burn, the dawn of Leutgard's rule was hard fought for, and Avila's dawn will be fought for too. The Pyre Axes find themselves burning brighter than the others, and burning with a familiar ferocity, the one of the Ash Tigers. This flame gives them power, but also drives them to reckless action, and it is fleeting, it needs to be improved, focused, harnessed. And after much trial and tribulation, they develop the Nixenzorn, a stable form of the tiger's wrath.
In its dormant state it renders the Nixen unblemished and strong, beautiful even, though their bodies are marked with tigress stripes and a beast hides behind their eyes. However when the beast inside is roused, the claws come out, bestial features emerging, they remain beautiful as they tear through men with the strength of an Ash Tiger.
>Action 2: Ashen Rampage, the fire of Schwaerz coursing through one's veins. Unshackling the Nixenzorn, blackening their skin, burning bright for a short while, but leaving the user exhausted and worn afterwards. While working to restrain and harness the Nixenzorn, the Pyre Axes are keenly aware of the use of letting loose one's rage, not think, only kill. And so they work on the counterpart, the Ashen Rampage. By coursing their inner flame through their veins, their skin darkens to something akin to charcoal and their eyes blaze with flame, in addition to the ability to spew fire from their mouth. Their strength is amplified yet further, but doing this pushes their bodies past its limits, harming itself and makes restraint difficult. They act out their emotion, usually rage, and will destroy whatever the user aims themself at, though love is a vital component. As we fight to protect what we love.
>Military Plan: Continue the defence of Sturnes and its surroundings. With better weapons and the emergence of the first Tigernixen, our strength grows, but caution must remain for our warriors are still weary. Drain the enemy's strength, so we may crush them later.
The Krawl
>>6151910 The objective of these actions is the same: to support the active Krovian war effort, and to further expand the vastness of the chasm network We are building.
>1: Aqua chasm lake At the mouths of the rivers, We must excavate, and open up a channel for a new, deep lake with caves, in which all the hydrated krawl may reside, climb the walls, sit in air pockets, and work hard on care for the aquatic plant specimens. This should also double as a fortress, from which krawl may emerge, though only krawl of the flash water property. This new Chasm should be entirely separate from the fungal gardens, closed off by a thick wall of remaining natural stone. Aquatic krawl do not have any preference for salt or fresh water, only finding themselves to sink more slowly in the brine of the ocean.
Most importantly for this flash-flooded chasm, the newly developed Trilogowl form should be given residence here, in order to adapt its oxygen carrying capabilities, and take its true form, the armored submersible troop transport, Trilogos.
>2: Siege tech Obelisks of stone, raised up inside the muscles of krawl forms, act as heavy, stone-smashing, sledgehammers. Many of them are made from the remains of ruins, occupying the former land of the arachnids. Others simply use natural stone, and prepare to board the Trilogowl in the assault on the fortress in the bay. Though not overly too many, so as to stay afloat.
>War: assault on the bay Boarded by hoards of krawl, the blockade for the assault on the fortress in the bay will be joined by Krovian ships and krawl Trilogowl. They’ll sail up to the shallows, self-capsize to empty their troop transport, and support the amassment of the krovians and their offshore ships on the front lines, before slinking safely back into the waters, to pick up any remaining krawl forces later and feed on the marine life at the coast while they wait. Possibly to an indefinite degree, if their cohorts never return.
When these actions are ready, please send the rest of the newly developed trilogos fleet to the enemy fortification. The first wave should act as support for krovians, and the second, the muscle in the fight, with more siege tech.
[Pic related: red crosses indicate the blockade, the purple arrow refers to the first wave going this turn, and the red arrows indicate the heavy reinforcements next turn. Chasm site is also indicated above, in magenta]
Anonymous
>>6151907 > Turn 8 > Action 1: Start Digging the 1st Stage of the Underground Road Network With the initial plans and markings in place, the dwarves set about carving the first segments of the underground road network. Deep below the surface, where only amber steel lanterns offered steady light, the work began in earnest. Under the guidance of master masons, teams of miners used a combination of cunning techniques to shape the raw stone.
A clever method involved luring the worm-like creatures known as Rockborers into the denser sections of stone. The dwarves coaxed these worms into the most stubborn rock faces. Once there, the worms secreted a mild acid that softened the stone. This tactic, while delicate, spared the miners from endless hours of back-breaking hammer strikes against unforgiving rock.
Following behind, the miners applied their traditional craft: the Three-Tap Rhythm—a technique passed down through generations. First, a chisel was placed to identify weak points in the stone; the second and third taps cracked the rock precisely along its natural grain. This method allowed for long corridors and stable ceilings, reducing the risk of collapse. Meanwhile, small temporary vertical shafts were dug from the surface down into the nascent tunnels, serving as alignment guides. Sunlight and fresh air filtered through these shafts, ensuring the road stayed true to the surveyor’s initial plans.(can you edit that the small vertical shafts would be filled in after the man aid ducts where dug in? please)
> Action 2: Build a Charcoal Kiln With the looming demands of future forges and smithies, the dwarves recognized the need for a reliable fuel source beyond raw wood. Thus, they resolved to build a charcoal kiln—a structure designed to transform timber into a steady supply of charcoal.
In a clearing near the lumber mill, dwarves gathered sturdy clay and stone to fashion a domed kiln. The process was ancient and time-tested: layers of timber were carefully arranged inside the kiln, then sealed off from too much air. A controlled fire was lit at one end, causing the wood to smolder slowly rather than burn freely. Over several days, as the dwarves monitored vents and valves, the wood’s moisture and volatile compounds were driven off, leaving behind dense, carbon-rich charcoal..
The Urotti
Quoted By:
>>6154692 Rumors:
Meanwhile, within the halls of Thul-Garuhm, quiet whispers rippled among the nobility and the commonfolk alike as they drank away their aches in the afternoon . Some speculated that the increasing demand for charcoal hinted at a future surge in weapon-making—a sign of preparing for war or grand expansions. Others murmured about Dummuli of Clan Ovak’s recent elevation to oversee Virn-Urdor, wondering if he would channel the new resources into strengthening the old hold’s defenses or if he would use it to further his fellow kin. While whispers drifted through the lantern-lit taverns and shadowed streets of Virn-Garuhm. Some claimed that deep under the newly planned roads, a hidden cavern hums with ancient lullabies only the stone can sing. Others swear they caught sight of tiny wisps of light dancing atop the woodpiles near the charcoal kiln at midnight, or that strange footprints—too large for a dwarf, too neat for a beast—marred the dust of abandoned halls. A sleepy apprentice insists he woke once to glowing runes no one had chiseled, fading as he blinked the dreams from his eyes.
Justinius the Young King
>>6151908 Justinius looks on from the Palace as the Newest batch of Changelings were taken to be executed. It was a heavy thing, but when even their own kin sold them out as backbiters and betrayers? Well what else could be done. He had caused the word to be spread that any Changeling visited Barza would need to announce their status, so as to avoid any more bloodshed. That said any caught out without doing such would get the same treatment. A warning was sent and heard.
Sighing he moved from the window he was viewing from to his desk. There was a Myriad of proposals for him to look over, his crown growing no lighter despite his revisions making it significantly less gaudy. Submissions to search for a site to build a lumbermill, submissions to fund research into new rituals, curses or more. Submissions to build more and new fortifications. Even submissions to ask the Church to beseech Luxor for any one of a number of things.....
Action 1
Build a Fort: The copper mines and nearby iron mines do not have a direct blocker against aggression by the shark men or thier allies. That needs to change, and drastically. While the location is not strictly in Barzan claimed territory it is on the same side of the river and with their magic, erecting the defenses on site should be easy enough.
The other course plotted took more consideration, as a Lumbermill was desperately desired by his people. Yet, with known raiders and reavers nearby something else to secure his people's safety was needed. In this, the Geomancers had a design. With the advent of the Geomantic manse's completion, geomancy had leapt forwards in strength and surety, enough to reveal a truth of the world. That the Earth bleeds even as men do, but instead of blood it bleeds molten stone! A ritual was proposed that the bones of the Earth might issue forth a such vehement liquid against all oncoming threats to Barza. He would sponsor such a ritual, a lackluster attack, but a mighty defense should a threat occur.
On a happier note he directed the Grand Basilica of Luxor in its efforts, this time to Ordalan, so they might know his word and Light.
The Free Association of Tagagaya
The Free Association of Tagagaya ID:iI2wK1fs Tue 10 Dec 2024 02:09:13 No. 6155073 Report >Action 1 (Trade) - Trade Route to Vitruvia After the success of the rocport, the Changelings continue to serve their end of the deal, constructing a trade route skewed in their favor with exclusive trade rights, and free access to the Vitruvian markets.>Action 2 (Hero) Miho the Immortal As anti-changeling attitudes arise amongst the Barzaentines Inquisitors, Miho is thrusted further into the light in response to the increasing outcries of his (or her) people. It is evident now more than ever that the Changelings will need a champion to protect them in the coming seasons.
Skrit Colonies
>>6151909 >expand South. The Skrit were never really gifted when it came down to Maritime pursuits. They actually were never even adapted for it at all. But all the traffic flowing through the port in recent Tyrns has helped Central to pick up a thing or two regarding the waters and how to travel them. It had made some voyages of its own, from time to time with the help of venk hand ands navigators, but these were usually just for trading. One day, however, one of their ships got blown off coure on their way to Avesten and ended up making landfall across the lake. The Skrit, having found new land, did what they do best: expanded.
>Develop chemical based weapons With such a variety of critters under its disposal, Central devices a series of new weapons for warfare. Noxious and poisonous gas bombs and sprays, venomous darts and projectiles, potent acids and the like are develop for utilization should conflict ever arise.
Anonymous
Turn 14
GLOBAL DISASTER: The night sky darkens, the stars torn from their seats in the heavens and cast into the western seas. The earth itself quakes with indignation, stirring up great waves that batter the coast. The days that follow are unseasonably cool and dry. The sun is enfeebled by a dry fog that reddens and dapples its shining light. Crops fail, lakes freeze, animals starve to death for want of grazing ground.
>>6151973 >The Divine Republic of Guliseare The terror of the Inquzonie is feared across all of Guliseare, at least in the hearts of the wicked, but it faces a simple issue of logistics, the act of compelling confessions to sort from the wicked and merely those under suspicion is a time consuming endeavor, and there are simply only so many with the power to do so, and so so many possible heretics and infidels. Aelelox provides a gift however, The Burden of Sin. Manifested as a field of gentle light that can envelope a courtyard, it elevates negative emotions of those within it, almost always fear of capture by the Inquzonie, until the guilty begin to break down, panic, and flee. They never make it far.
Of those captured, a handful reveal themselves as changelings, though even under the compulsions of Aelelox they insist they have never actually provided information to the lessers, merely given instructions to be ‘good, quiet, citizens’. Suffice to say there must be more.
Toronan Shards, in varying sizes and ages, wrapped in sturdy linen to protect from accidental damage, are built into the foundations of various small buildings. A detailed table of Age/Shard Age/Structure weight ratio is developed, and in the process a detailed and standardized system for weights and measures is also developed, there’s little use in knowing how many stones a shard can lift if it no can agree how many stones that is. Altitude control is obviously the greatest problem, with a number of simple solutions. Measured satchels of debris can be calculated to match a set amount of height, though removing one is far easier than adding one, assuming it is only lessers on the ground below. For the moment the answer is simply to transport additional weight satchels onto any floating structures, a somewhat frustrating endeavor given that the vessel grows lighter over time, and that any passengers who leave must be replaced in equal weight.
Anonymous
Quoted By:
>>6152957 >Orcmanie The northern seas are flush with fish of all shapes and sizes, vicious spear nosed creatures the size of an orc, small pale darting ones with blind eyes, even ones with wide fins that launch high into the air and glide for a short time. All pale before the great behemoths of the sea though, the whales. The noble creatures are a ferocious battle to put down, able to reduce a ship to splinters in an instant if not for the jabs of a spear holding them back, but even a single kills feeds many for some time, and additional products of bone, ivory and oil all serve useful roles as well.
There is no Bureau Renseignement. Franchug Fenshoutporc is not its leader, merely a retired Knight-Sergent enjoying his time drinking, telling stories, and copping a feel at any barmaid who lacks swift feet, usually earning himself a sharp strike of a wooden ladle in the process. His favorite establishment is merely a cheap alehouse, held afloat by a seedy brothel. The blacksmith next door does not produce cold iron rings, marked with runes that scorch the flesh of thieves. A royal courier does not stop for ‘service with a big smile’, and his bag does not contain records that, upon careful review, indicate that over the past several years a few dozen visitors from Bahay entered Rooin and some never left. Certainly immigration isn’t illegal, and some of those changelings are indeed found openly running shops in the city selling goods brought from Bahay. But not all of them.
As the dawn breaks on a spring day, the waters around Port Sainac recede tremendously. Boats are left sitting askew in the silty seabed as fish flop among the exposed pilings of the quay. The sailors and villagers that venture out to explore the exposed land are caught off guard when the water return with fury. The sturdy wooden jettys of the port are smashed to splinters as the rushing waters swell over the beach and into the houses and buildings beyond. The waters of River Sainac run backwards, flooding the countryside as far south as Rooin. When the ocean recedes, hours later, the port has vanished beneath a pile of silt and debris.
Anonymous
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>>6153064 >Habitun cult Initial attempts to use the tunings established on the shores of Supkha unfortunately meet with failure, there is some sort of interference emitting from the west to the weave of magic that alters the nature of the magic unfortunately, rendering many of the realities difficult to reach. Over the course of weeks contact is established with several realities, building a council consisting of various members of the Sukon family, fathers, sons, daughters and mothers. Adjacent realities are found to be an eclectic bunch. While they are generally of similar temperament and goals, some are clearly matriarchal, others have somehow resulted in a syncretism of solaire and terra worship as partner deities, a few are engaged in a brutal war against variant versions of the skrit who took the form of body snatching wasps instead of the more gentle worker ants many variant Habitun are familiar with. It is fortunate that across many realities the Sukon family are cool headed professionals, though more than a few comments of “typical mannish/womanly thoughts” do occasionally set off family disputes.
Discussion naturally turns to variant neighbors as well. Mushroom men, parasite wasps, six armed bug men practicing martial arts in temples, raging bull demons, insect taming pixies, lizard clans led by ancient dragons, savage spiders, gentle scholarly harpies, and far too many more. The largest question of course comes down to what good can be done for Habitun by this bizarre union. Aid against the parasitic wasps is perhaps the most pressing issue, though topics of trade and research come up as well. And while the possibilities are certainly limitless, so too are the complexities, costs and questions. At the very least Habitun 1 (which is to say home, named by lot) receives a sizable tome on the rituals of Solaire/Terra syncretism, though convincing the wider Habitun 1 to take it up may be difficult to say the least. At the very least it should prove a useful tool for research into countermeasures.
Anonymous
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>>6153064 >Habitun(cont.) The common digging worms recovered from the underground ruins, when infused with shadows and dosed with glitter vapor display peculiar properties. Namely that they tend to collapse limp upon the ground, then over the course an unexpected transfiguration occurs on the dirt wall the worms were targeted toward. A circle, quite perfect in its circumference, crystallizes in the dirt, then shatters, opening a shadow portal to some far flung universe. Invariably however the contents of said universe veer toward madness, swarms of nightmarish worms, or perhaps tentacles, burst through the portal, killing the worm, their handler, and anyone nearby, rampaging out of control for a few minutes before ultimately growing inert, cold and thankfully quite dead. Somewhere in the madness the portal fortunately also collapses, though not before an unpleasant and problematic amount of horror flesh spills through. The technique is horrifying, but there is no denying that unleashing it at critical points could prove a brutally effective strategy, provided Habitun forces can keep clear.
Conversion efforts bear fruit, though it seems to only be the local skrit population, sightings in other ports around the lake usually show ants following the practices of whichever nation is closest.
The wargames proves a fairly simple fact, the Skrit are poor navigators of the water. Many of the insects of the great swarm cannot swim, and their ships are more cargo barges than anything else, Habitun sailors run circles around the insects on open water.
>>6153541 >Vone I, King of the Venks At long last the shores of the Tarn (admittedly ignoring the loathsome Krawl) are united in a great network of trade and commerce. Merchant vessels circle and cross the lake chasing their fortunes, and the boldest take to the skies from the Rocport of the Vitruvians. There are so many new things to see and purchase, so many strange people to meet, and so many stories to tell that this lowly scribe could not begin to tell of them. A woman with the antlers of a deer and the wings of a bird begs for asylum from slave catchers. A bard with pink eyes, pointed ears and a gentle voice holds a concert. A masked shapeshifter by the name of Miho delights King Vone with a silver tongue and feats of legermain before disappearing without a trace. In the midst of all this it is no surprise the Venks add gates and roads to the walls, and build a quiet place to rest around the old temple that guarded a once sacred spring. A beautiful pool is constructed on the sight and it is said that all those who bath in it feels a few years wash away, walking with a little more vigor than before.
Anonymous
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>>6153677 >Turquoise Turbans Hunters looking across the plains discover a massive new species of boar, sporting a large flat bone plate on their head. Braver souls among the Turbans take to riding them, the creatures plow aside nearly anything in their path with ease. One more secret is discovered however when hunting down a rogue spellcasting bandit. When the plate of the boar’s head strikes a golem it disrupts the enchantments upon it, rendering the construct clumsy and weak. The Spellbreaker Boar quickly becomes a favorite of merchant caravans as a result, proving a capable animal and guardian.
A second coal mine is sunk, and soon a new stream of the black mineral begins to wind its way through the desert to the smithy. Godeliva, Queen of Thorns even commissions a great steel clad chariot pulled by a pair of giant boars, delighting in personally running down bandits and thieves.
Four weeks into the tyrn a great light and shaking of the earth is seen and felt in the distance toward Vizari. Rumors flow in soon after that some great calamity has befallen Vizari, the nation is utterly gone.
>>6153827 >Vitruvia A golden age of commerce begins for the Vitruvians, with goods flowing in from across the great lake and across the world as well. Skrit woven silks and honey, Svaltfar crystal wares, Venk fine porcelain (though figurines of it are oddly prone to theft) and all the wares and wonders of nations across the mountain as well. The only salt in the wound is that only the cavia and seeria seem to enjoy the flow of wealth into the nation, the Menia only consent to a single, optional, opal stud earring after hours of fierce debate over an official change of uniform and the Polymyria refuse to use money and luxuries at all, save strong liquor that scarce seems to effect them.
Anonymous
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>>6154004 >Krovian Bands The Krovians are surprisingly adept at the art of construction, a fact perhaps owed to their considerable strength, but there is no denying that the temples and walls they have constructed of bone white stone have a certain beauty to them, even in spite of the screaming. This continues on with the Roc Airport, a high tower built of white stone in the fashion of a spine (Vizari guides grow fond of telling visitors it is modeled after their race in particular). Soon enough great Rocs come swooping in, to carry trade goods back and forth between the nations. The birds prove a favorite of the Krovian children, who must frequently be removed from sneaking into the stables before an irate roc consumes one.
The first load of strength potions prove quite useful as well, letting the already mighty Krovians heft quite remarkable loads. The tree tossing competition becomes quite popular, though it quickly switches to a Krawl tossing competition upon seeing the strange ooze creatures splatter on the ground.
The aftermath of the Vizari war is a strange thing. Nearly half of the Krovians present at the battlefield lay dead, the very Pulse ripped from them by some out of control magic the Vizari had reached for but could not control. Scouts pour across the land and find scattered remnants of the Vizari, some mad hermits in ramshackle towers, others are villages who insist with knives in their hands that there is no magic, and there never was magic. The capital city itself has crumbled into the sea. The iron mines, the prize at the heart of this war, have also collapsed and flooded once more with seawater, with the shoreline itself crumbling into the ocean.Still, the pulse shamans insist there is something of value deep below, something that has awoken in the aftermath. Of the nation of Vizari itself, it is clearly gone. The scattered villages dare not even speak its name, for fear of bringing the disaster upon themselves. These lands will need to be settled anew, there is no unified force here to bend the knee.
Anonymous
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>>6154047 >Vizari The arcane art of spell glass is a treasured tradition among the Vizari, as much a craft of artistic merit as it is the practical production of arcane tools. Pushed forward by the growing need for weapons of war, of glass pins that bind the will of the undead and spell conduits for warping the will of the waves and sand, the skill has advanced leaps and bounds over the decades of conflict, mastering the art of incorporating diverse metals into the makeup of the glass, aiding various arcane purposes.
At the height of the war to the south a rush of wild magic lashes out, devastating the countryside before eventually rooting itself in an ancient spellbook dedicated to the art of translocation. The City of Glass is hollowed out and teleported to a far away location, dumped without ceremony on a distant island, while its remnants collapse into the sea. High towers and low buildings alike crumble from the rough landing, spilling confused and devastated people out into a vast tundra.
It is a cold and distant land. The shocked Vizari pick up the pieces best they can over the next few years, spreading across what is revealed to be an island. Mines of copper and lead are discovered, local Yaks are ranched for food. A new home is built in the aftermath of the utter destruction of the old ways.
>>6154070 >Adenai Confederacy Lucius, Pureblood marches to battle as a fighter regarded already as a god amongst men. At his command, a legion of Adenai soldiers surge forth, splintering the Ordalan formations in zealous fervor.
Steel is a new and exciting material, stronger and more durable than the iron which birthed it. The Adenai steel is newer in formulation than the Justinian steel available in small quantities, and assuch the formulation is a bit less refined. Still, steel is steel, and Adenaian steel finds use in many a noblemans armory and on the edge of many tools. The main factor hindering adoption is the required iron is in high demand already and a dear price must be paid for its import.
Anonymous
>>6154101 >Domo The idea of a Civilized Sacrifice must certainly be divine inspiration. It is the work of mild “persuasion” to get the captives to sing the praises of Kholan, especially the younger ones. Already weakened by hunger, prayer is rewarded by food, until the captives are rendered senseless save for the muttering of benedictions. In such a state, they are then moved to the earthen prayer chambers--decorated with paintings of the god and his consorts--and sealed within, save for a hole in the ceiling through which food is lowered. When the meager provisions lowered down each day is returned untouched, that gap too is sealed and the site beatified with further prayer to Kholan. With the duration of prayer to the god so prolonged, surely Kholan must be much more pleased. Indeed, the god’s earthen maw veritably rumbles with pleasure as the first captives are sealed away.
Flaxen sails open to the wind, speeding light-hulled Domo ships across the waves to new lands and new markets. Back home, the fabric-yards spool up their looms just near the shipyards, all the better to provide the supplies of rope and sail needed to build fine seafaring vessels. The finest of these crafts have their sails dyed with natural pigments, a splash of blue or red setting them apart from the white sails of a fishing vessel or cargo ship.
The first step in the war for the plains is the liberation of Huirsas'toir, which finds itself besieged by a small Vizari force. Attempts to dislodge it prove difficult, with the Vizari employing golems and undead unconcerned by swarms of biting insects, and deftly keeping its own spellcasters out of harm's way.. On the fourth week of battle however there is a blinding flash of light from the south and the land itself shudders in pain. The Vizari supply lines abruptly halt, and the siege force finds itself besieged instead. With no food or reinforcements in sight the Vizari remnant surrenders to whatever fate the Domo have for them. In the days to come the Domo would learn that the capital city of the Vizari has crumbled into the sea, what remains of the wizards are a fragmented people scattered across the land in ramshackle towers and tiny towns that fiercely insist that magic does not and has never existed.
(Feel free to manage your journey to the Crucible in player RP, just spend an action when you get there to fetch your treasure)
Anonymous
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>>6154266 >Ordalan The followers of Schwaerz wax in power, their blessings blossoming from the cultivation of one’s inner flame. It is only natural that the inferno within be marked by change without. Nixenzorn are uncannily quiet and lightfooted when calm, their warrior blood only revealed by the telltale dark stripes and the fire smoldering in their eyes.
The Ashen Rampage is a storied technique, but one held in some fear among even the Pyre Axes. Feral rage has its uses, true, but it is counterproductive in formation and coordinated battle. Soldiers thrown into disarray by the Ashen Rampage cannot protect the archers behind them from the swords of the enemy. After a second exercise is thrown into chaos by a green soldier going Ashen prematurely, it is determined that such soldiers would best serve the army as a separate battalion, training and fighting separately from the main host.
The rise of the Nixenzorn and the Ashen Rampage so close together conflates the two in many Nixen’s minds, leading to an stereotype of Nixenzorn as uncontrollable brutes. A few of the more dogmatic followers of Janos even put up signs reading “No dogs or Nixenzorn.”
>>6154471 >Krawl The mouth of river is gouged out by tooth and claw, the Krawl repurposing some of the basic forms of Krovian biology to shift silt and mud at a prodigious pace. The resulting nursery is a sunless, still place, brackish in water content, perfect for generating aquatic Krawl forms of both fresh- and saltwater varieties. The one hitch is that the biology required for transition from freshwater to saltwater is not as trivial as hoped. Krawl made for salt bloat and bulge in freshwater, their cells swelling and bursting from fluid inflow. Krawl made for freshwater fare no better in salt, either. While the transition between the two is possible, it requires a long stay and a partial rebuild in the chasm lake.
The Krawl are not picky in their assimilation--when the best tool for the job is inorganic, then even rock and stone may become part of the greater organism. The resulting Krawl are heavy lumbering beasts, so heavily armed and armored that only two siege forms can be carried aboard a Trilogowl.
Anonymous
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>>6154692 >The Urotti The dwarves of Urotti bend their backs to the great task of carving the Under-road, a monument to their unmatched skills at stonemasonry and the collective power of the Urotti state. Miles of tunnels are dug three taps at a time, connecting the great halls of Thul-Garuhm with the outlying mines and cities of the Urotti kingdom.
The charcoal kiln fills the air with a smoky haze that seeps into the skin and clothes of all those in the vicinity. A dwarf, sampling the strips of meat he had set out to dry, is astonished to find that even food can take on the flavor of the air, and is preserved quite a bit longer as well.
>>6154990 Barza
A fort is built in the wildlands out of local lumber and stone. The soldiers live in monotony, their daily patrols interrupted only by the occasional deer and the sighting of monstrous shapes far in the distance, across the river. [you have to do an expansion action to add to your borders]
Two score geomancers are gathered and aligned, coordinating their magic into a wave of such force that it sunders the very bedrock. As the ground quakes, a pall of darkness falls over the land and a noise akin to a scream is heard. Molten stone wells forth, pouring over the plains, igniting brush fires that spread uncontrollable The geomancers themselves flee as a wave of searing heat singes their skin and hair. When they return, the earth-rift has been sealed by a shield of basalt that still burns to the touch.
Anonymous
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>>6155073 >The Free Association of Tagagaya The treasures of the lands over the mountain pour into the markets of Tagagaya, rare silks (supposedly spun by spiders!), crystalline instruments carefully packed in straw, little figurines of shimmering red porcelain (these curiously tend to go missing and turn up in the oddest of places) alchemical novelties and more. Even a few shards of floating metal show up, though the Vitruvian fox (quite literally) selling them refused to answer even a single question on where he acquired them.
The legend of Miho continues to expand across the land, seemingly unbound by geography or time. Stories spring up that he dueled, then made love to, a dozen tiger women of Ordelan, drank a Domo brewmaster under the table, hand crafted three dozen figures of himself from Venk red porcelain and gave them to orphans of great potential, and personally stared into the depths of madness deep under a secret mountaintop mine. With the Rocports springing up across the world tales of Miho even begin to spring up amongst the Urotti, who whisper that it was he who wrote the first runewords of old, or the Venks who claim Miho blessed the holy springs.
>>6156001 >Skrit Colonies Riding trade vessels and employing swarms of water skating insects the Skrit touch down on the distant short of the great lake and surge out into the jungle, taking over local insect nests, poking their noses into Habitun homes along the border, and engaging in amusing games of tug of war with mindless Krawl drones over scraps of food.
Perhaps cognizant of the possibilities of violence arising as Krawl and Skrit squabble along the border for minor resources the mind-engine of Central begins to spin together vicious new substances for the nature of war. Painful and sticky acids, rolling clouds of caustic gas and virulent poisons potent enough that the lone soldier ants who carry them typically perish not long after they release their own venom.
Anonymous
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>The Battle of the Bay The great Krovian/Krawl offensive goes poorly to say the least. The lofty Vizari fortress has finished the creation of its central spelltower ahead of schedule, enabling the wizards within to hurl great stones at the approaching armies, wounding many before the true battle even begins. The Krawl forces, waterlogged from their trip along the ocean floor and far from home are disorganized and clumsy. The Krovians are eager, but there is no denying that many of them are young pups, untested in true war. They face a long slog uphill, through barrages of spellwork and mundane traps and defenses. For three weeks they surge up the hill and suffer bitter casualties, facing surges of the undead and the occasional mind broken Krovian berserker. The Vizari fortress stands proud and tall, shattered Krawl shells and broken Krovian war rams scattered along the winding path that leads up the hill to the fortress. On the fourth week the Vizari-Krovian conflict comes to a final conclusion though. In the dead of night the great glass structure at the center of the fortress glows brighter than the moon in the sky above. Great magic is worked, great and terrible, and in an instant every life in the fortress, and the whole host of the krovian and krawl camps is snuffed out, the very Pulse ripped from them. For a moment a lone figure is silohetted against the glow of the spell tower, struggling to control the vast power, then he too succumbs. The power lashes out, seeking anyone with the power to control it and give it purpose. It strikes the iron mines to the south and they crumble into the ocean along with miles of coastline. It lashes out toward Krovian pulse shamans who howl with madness until their bodies rip apart. Finally it finds the city of Vizari and rips a path through the middle of the city, triggering magic, forcing incantations from any wizard it can find, overloading enchantments. Finally it finds an ancient spellbook on the art of translocation and in an instant the center of the city is replaced by an unnaturally smooth crater. The remainder of the city of towers buckles inward, then crumbles into the sea from whence it came.>The Civilizing War >Adenai War Action: Attack attack attack Bloodied, but not broken, the Adenai offensive continues its push into Ordelan lands. Lessons learned in the first exchanges of the war are applied well and the opal drakes are surprisingly adept at moving through the forest at speed. Daring strikes by the elven leadership inspire their forces to drive back the Nixen and good progress is made in the forest. ~~~~~~END OF TURN 14~~~~~~
Anonymous
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>>6154990 Addendum: Missionary Action
The missionaries sent to Ordalan find a nation under tremendous strain. Marauders on the northern border have apparently advanced, imperiling the nation's food supplies. In such an environment, the missionaries missives find fertile ground. A few smaller villages on the nation's borders convert en masse. forming a toehold for future conversion efforts.
Orcmanie
Quoted By:
>>6158789 >A Ceremony It is on a cool, crisp day at Port Blanc, on a small hillock at the outskirts of the small but growing village that services the Harbour, that Duke Guyard de Gorbashe seats himself upon a throne of Cherrywood, gilded and ornate and seated before ranks of his nobles and Knights who have come to the freezing Isle for this momentous occasion. The High Pantheonic priest raises in his hands a golden Crown and sets it down upon the Duke's head; and in front of the assembled nobility Guyard is proclaimed as King of the Blanc Isle. The assembled crowd applaud and shout 'Long live the King', and the scribes proclaim upon velum the inaugural date of the new King's reign; for though the lands of the Orcmanie were and remain a Ducal grant, the Blanc isle has never been held under any Telden auspice or office and so is a land inherently sovereign beneath the gaze of Ganuz and Hilda. King OF the Orcmanie might be a proclamation unmakeable by one without the imperial authority, but for now there is a King IN the Orcmanie, and that is enough to sate Guyard's ambition for legacy.
The only issue with the day comes when the master of the fleet makes report that there was a strange swell and rising in the tide of the day, the fleet at anchor falling low then rising high upon an unusual tide. Even the experienced sailors do not know what this means, though there are rumours and whispers that abound - until a merchant-cog returns from the south with the dire news; port Sainac is gone, washed away; and a new Icy isle squats strange and unwelcome off Cadon bay.
Domo !QnP84V9FEg
>>6158799 Another people fall to madness. Is that its nature? The directionless Mob wanders in one direction, their horde marching on water. The Mages, so deeply insightful in secrets of dominion, trespassed against Kholan herself and made their works and ways dust. It befalls (again) on the Domo to gather these scattered pieces and reshape them into much better things, whose natures are lovely to the spirits.
>Seize Heritage (Expand x 1, claiming the plains and one of those desert hexes that feed the river Zas). Still, while the western has its forests and farms, and the east its river and rice, the boars can't feed on plant and fish alone. The eastward expansion is one-part claiming the rest of the Slaugish diaspora, one-part securing more hunting grounds which will be turned into pasture for the cattle once the spirits calms. The locals for their part, are tolerated if they bend the knee and open their stores to perusal, but one doubts the reasonability of a mindbroken people.
Domo !QnP84V9FEg
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>>6158946 >ASSIMILATE ASSIMILATE ASSIMILATE ASSIMILATE The Magepriests, and even the Lord-Priest that shepherds Huirsas'toir, were all of Vizar's blood. This now people-less people still sought for conquest,
still fulfilling the purpose of all living beings even if in ignorance. If they are willing to bend the knee to Kholan and dedicate themselves to the awakening of the One who sleeps beneath the plains, they shall be wedded to husbands and wives of the right beliefs and good blood, from the magepriests or allied clans, and be allowed to practice and pass on their craft to their kin. Such magicks need to be regulated, for armies of soulless things are inauspicious, but the Lord-Priest believes in much civilized applications, of eternal watchmen, spiritmancy, and invocations to the sacred dead, to give the Vizar this much.
>War Action: Secure the Sacred Dead (Assault the Rose Garden) The Earth remembers, and the Domo isn't that far from the tree to forget so easily. The plainsmen still harbours a grudge against the Ordal for their interference in the First War for the Plains, and while the war against the Vizar ended decisively in their odds through Kholan's intervention, this is another war that they may shed blood and prove themselves with. The boar-riders ride on paths carved through the forest with swarms of insects escorting them and harassing enemy forces, while the soulless army skirmishes in the trees, unmaintained to meet a meaningful end as quick as possible without inviting something terrible to their hearts.
Words of the westmen in their cities, of disregarding the sacrifice of blood to Kholan, falls on deaf ears as the plainsmen seeks to murder the Ordal, and the men and children too, in retribution for the humiliation that their father's father was met with. Kholankorda lies in the center of all this, for the plainsmen to legitimize themselves over the much more historied west and purer blood connection to Manumanu and those who first believed him.
The Divine Republic of Guliseare
The Divine Republic of Guliseare ID:m0XgLuOl Mon 16 Dec 2024 15:37:05 No. 6158998 Report Quoted By:
>>6158789 Urgent Report to Cyra, Noreusper of Guliseare, executioner of Thessa, bane of Kaenum, unifier of the Aripan, Ruler of all the hallowed mountains, Aelelox's chosen prophet, most blessed and holy Aripan to fly upon the skies and walk upon the earth.
Aelelox once more fights with Kaenum personally! The stars that the vile goddess whom destroyed our original home are falling from the sky in droves! While the blessed sun seems to dim as the very earth struggles and shakes in mist and the lessers struggle, we find ourselves blessed. The fine light our blessed priests grant to our crop and the fertility potions the Vizari trade with us should see us through the turbulent fight between our superior and just goddess against the traitorous and envious witch. Still, a close eye must be kept on the sky. The only issue is the effect on our hunting grounds this seems to have had, but our orchards should prevent any shortages of food.
Your faithful servant, Kallixeina.
>Action One. Better Steelmaking (1/2) While we have good quality material, it could always be better. Blades that hold a better edge, tools that take longer to wear. Material that is stronger and lighter is ideal for us, especially given our nature. Better techniques in smithing can help rectify that, and as such work on discovering new ways to produce higher quality material would be done. In the worst case scenario a bit of iron and time is wasted. But with Vizari trade we can get our hands on plenty of extra materials to alloy the iron with and see what really works.
>Action Two. Experimental Airship. While the use of Toronan Shards to lift some structures partially as an experiment has born some fruit, there were still plenty of issues as to just how to make the structures remain at an equal level of buoyancy in the air and not just fly away. Even still, before the solution to these flaws were fully worked on, an experimental and small craft was made of wood just outside of Sonistia based on the rivergoing vessels of the Orcs with fanciful sails designed specifically for the sky and splayed across the sides of the vessel. Once lifted into the air with the Toronan shards, it was untethered and the Aripan upon it tried to maneuver the craft, but found such impossible. The craft simply being pushed along with the wind before it was made to land in the south by the lumbermills that supplied the wood to make the craft. The experiment proved itself important for exposing further problems to overcome but otherwise a simple three step plan was to be put in place now as to create this new method of trade and war. Find a solution to the lift problem and how to better control the shards to allow for a landing. Find a solution to movement in the air. And find a suitable design for the craft. Though, already idea's for the first have been thought up and are to be enacted upon soon.
The Divine Republic of Guliseare
The Divine Republic of Guliseare ID:m0XgLuOl Mon 16 Dec 2024 15:38:13 No. 6159000 Report >>6158789 Urgent Report to Cyra, Noreusper of Guliseare, executioner of Thessa, bane of Kaenum, unifier of the Aripan, Ruler of all the hallowed mountains, Aelelox's chosen prophet, most blessed and holy Aripan to fly upon the skies and walk upon the earth.
Aelelox once more fights with Kaenum personally! The stars that the vile goddess whom destroyed our original home are falling from the sky in droves! While the blessed sun seems to dim as the very earth struggles and shakes in mist and the lessers struggle, we find ourselves blessed. The fine light our blessed priests grant to our crop and the fertility potions the Vizari trade with us should see us through the turbulent fight between our superior and just goddess against the traitorous and envious witch. The only issue is the effect on our hunting grounds this seems to have had, but our orchards should prevent any shortages of food. Still, a close eye must be kept on the sky.
Your faithful servant, Kallixeina.
>Action One. Better Steelmaking (1/2) While we have good quality material, it could always be better. Blades that hold a better edge, tools that take longer to wear. Material that is stronger and lighter is ideal for us, especially given our nature. Better techniques in smithing can help rectify that, and as such work on discovering new ways to produce higher quality material would be done. In the worst case scenario a bit of iron and time is wasted. But with Vizari trade we can get our hands on plenty of extra materials to alloy the iron with and see what really works.
>Action Two. Experimental Airship. While the use of Toronan Shards to lift some structures partially as an experiment has born some fruit, there were still plenty of issues as to just how to make the structures remain at an equal level of buoyancy in the air and not just fly away. Even still, before the solution to these flaws were fully worked on, an experimental and small craft was made of wood just outside of Sonistia based on the rivergoing vessels of the Orcs with fanciful sails designed specifically for the sky and splayed across the sides of the vessel. Once lifted into the air with the Toronan shards, it was untethered and the Aripan upon it tried to maneuver the craft, but found such impossible. The craft simply being pushed along with the wind before it was made to land in the south by the lumbermills that supplied the wood to make the craft. The experiment proved itself important for exposing further problems to overcome but otherwise a simple three step plan was to be put in place now as to create this new method of trade and war. Find a solution to the lift problem and how to better control the shards to allow for a landing. Find a solution to movement in the air. And find a suitable design for the craft. Though, already idea's for the first have been thought up and are to be enacted upon soon.
The Divine Republic of Guliseare
The Divine Republic of Guliseare ID:m0XgLuOl Mon 16 Dec 2024 18:20:08 No. 6159052 Report Quoted By:
>>6159000 (Wrote Vizari when I meant Vitruvian. Just...replace all instances of Vizari with Vitruvian.)
Kingdom of Ordalan
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The situation is dire in Ordalan, the heavens darken, the barbarians are capturing territory, it is indeed dark times. However, Queen Avila has allies to call upon, and the Nixen are far from broken.>Trade: Change contract with Barza to export lumber and import iron. >Action 1: Setup another hunting ground east of the lumber mill. We need more food swiftly, there would still be plenty of wild game. While our livestock wither, all is not lost, for while our herds dwindle, there are still plenty left, the same should apply to the wild beasts in Ordalan. While the local wildlife will take a hit, it should stave off our starvation until more hunting grounds are setup and we get to deal with the cause of our hardship.>Action 2: Establish Anelk skirmishers. An opportunity to join in our fight, to join Ordalan as warriors. Many a Nixen has pondered the tactical applications of the Anelk, though we have always favoured our own for combat, as the blood of warriors pump through our veins. The Anelk are also slaves, there is worry of them fleeing. However, times are dire now, something needs to be done, so the queen herself will put out a decree, each church is to take in Anelk as auxiliaries, skirmishing seems ideal, they need not fight in melee, mostly harass and scout, in return for their service they become free Anelk of Ordalan, given the same protection as regular Nixen. We are a warrior culture, so we respect those who fight. Anelk who behave well also get to share beds with the Nixen, keeping warm in these cold nights.>War Plan: Defend against Adenai and Domo invasions, until the armies of Guliseare and Barza arrive, so we can crush our invaders. With the dark days beginning it is time to end this war here and now. We have called upon our mountain neighbours, they have history with each of our invaders, and we all cherish the sunlight. We need only hold the line long enough for our allies to reinforce us and crush the invaders. Such a brutal display of power will surely take the fight out of them, make them sue for peace.>If Adenai decides to not push for Ordalan, attack them, to guarantee a two front battle (not let them try to focus down Guliseare) and reclaim lost ground. Push up to the fort.